There's a new LittleBigPlanet for Sony's new PlayStation Vita. It's a game that plays mostly like the LittleBigPlanets you've played before, but it may be the more fun version, the one with the best new touchscreen and tilt-based tricks.
Media Molecule helped walk us through the LittleBigPlanet at E3 2011 last week, which you can (kind of) see in this new gameplay video. I guess I should note a few things. One, the piano keys I touch at the beginning of the demo had the letters L, B and P printed on them. Two, forgive me for not recognizing that the blue material was the touchscreen interactive material until it was too late. Three, for some reason, this looks like the prettiest LittleBigPlanet to me, perhaps in part due to its smaller scale. Sackboy and his environments look sharp and rich on the Vita's gorgeous OLED screen.
While I quite enjoyed the gameplay of LittleBigPlanet on Vita and the possibilities of building new levels with touchscreen controls and tooling around with the handheld's new hardware capabilities, I'm a little disappointed that levels built on the PlayStation 3 versions of the game cannot be imported into this smaller cousin. Players can, however, import their Sackboy costumes from the PS3 version to the Vita version.
LittleBigPlanet is still early in development and on target for a 2012 release on Sony's next-generation portable. We'll have more from LittleBigPlanet for Vita soon.
This fall's Jaws: Ultimate Predator will be released on the Wii and 3DS and, in it, you'll play as a shark. No surprise there. That's how it worked in 2007's Jaws Unleashed.
As the shark you chew boats and people. You'll rip off limbs, but only on the 3DS version of Ultimate Predator. Like the Unleashed games, the 3DS version of the new Jaws is expected to get an M rating. The Wii version, which won't have the limb removal, according to a representative from the game's publisher, Majesco, who showed me the 3DS build at E3, will be rated T.
M-rated portable games are still a relative rarity. But what's more striking here is that the 3DS is seen as a platform that is more suited to an edgy experience for the Wii. That T-rating for Jaws on the Wii conforms to the predominant view of the Wii, fairly or not, as a console for kids and other people who are gentle at heart. It is a welcome, minor surprise that the same company that appears to hold that view for the Wii views its 3DS customers as more accepting of something with sharper teeth.
(I didn't get a long look at the 3DS game, so there's not much I can describe. You're the shark. You swim around attacking boats and eating divers for health. It could be fun; it's certainly not a common kind of game. And, for the record, there are no planned crossovers between the wretched 1983 movie Jaws 3-D and Jaws 3DS. I told the Majesco guy that the game stands a good chance of being the superior Jaws 3D product!)
As you can imagine, many reporters had questions about the Wii U's hardware, relative to the PS3 and Xbox 360. One of the few people who actually provided some answers was Ubisoft Quebec's senior technical architect Marc Parenteau, who was brought in to discuss a Wii U Assassin's Creed at a developer round-table.
Unfortunately, even he wasn't that specific.
Many of Parenteau's responses alluded to the Wii U being a more powerful console, but seemed pre-written in spots, and when they weren't, he was scrambling. Those responses, along with his answers, are telling in their own right.
We're going with our guts here, and my gut says that comparing the Wii U to other consoles seems to be a major source of anxiety for everyone connected to the new console.
First, while speaking about Assassin's Creed on Wii U, Parenteau lauded the Wii U for being able to handle a current-gen game like Assassin's Creed.
"The multi-core architecture of the console is a natural fit for our in-house HD engines, such as the Anvil engine used in Assassin's Creed. In addition, the large memory capacity of the console will be used to bring performance enhancements, such as pre-calculating data or increasing our cache sizes... Assassin's Creed has a very distintive look, and we want to get it just right. so I'm happy to say that the graphical shaders that are used in development are fully functional. This will allow us to reuse our assets across platforms and make sure that the graphical quality is top-notch."
So basically he's confirming that Assassin's Creed can run on the Wii U, but in a more technical way. The fact that the Anvil engine works on Wii U simply means that the console has to be comprable to PS3 and Xbox 360. As for "pre-calculating data" and "increasing cache sizes", that implies that the machine would be able pre-load more of the game, reducing lag. However, the vague way in which its mentioned means that we can't say that. The statement implies that the console is very powerful, without saying so.
Here's an example of what could be, frankly, a red herring: Why would Ubisoft or Nintendo want to mention those facts without showing off? It could be because the exact specs aren't in place yet, a fact that you'll see below, or it could be because the specs aren't as impressive as they'd like, especially when used in a conversation about a multi-platform franchise. It's also possible that Nintendo didn't give Ubisoft any preparation for speaking about the Wii U from that perspective. Parenteau tried to do his best to convey the difference between the Wii U and other consoles without stepping on anyone's toes, which led to his vague response.
Next, Parenteau notes the similarities between the Wii and Wii U from a development standpoint.
"Developers with Wii experience will find that there's a familiar set of APIs. New features, such as the multi-core processing are... extend the APIs in a natural way, with low-level but straight-forward calls."
While you might see this and want to rant about how the Wii U is a re-packaged version of the Wii platform, let's control that urge. In reality, having a similar application programming interface (API) means that the programming tools for the Wii U will be similar to Wii, which would be a boon for developers who have already spent time making games on Wii.
Lastly, Parenteau seemed frazzled while answering the following question: "Can you comment on power of Wii U hardware as compared to the other consoles that you've worked on? Specifically the current-gen consoles, Xbox 360 and Playstation 3." So this is it. This is the question. Honestly, it's a little funny that he didn't seem ready for it. Check it out.
"It's too early to make comparisons with that sort of thing. We're still learning how to maximize the usage of the hardware. The hardware is evolving a bit also. The dev kits are not final, so there's still some before the actual... uh... before we can make comparisons. And you have to understand, we've been working on other engines for a long time so we need some time to catch up and get up to date on what we can do with the hardware. So to compare now wouldn't be fair."
So it's the answer that you would expect in this situation. As he says, the console hardware isn't finalized, so Nintendo doesn't want anyone speculating on it, either bad-mouthing it or building expectations higher than they can handle. Still, number of ways they find to say "no comment" is striking.
Why would Nintendo or Ubisoft put Parenteau in this position? They had to have known that someone would have asked this question, and yet they this guy, a relatively low-level spokesman for the company, without a paddle? The answer is that Nintendo never talks about the tech specs of its hardware this far in advance. Still, it's curious that nobody will say anything about it. While Nintendo is silent on the issue, it's easy to start thinking the worst based on these generalizations.
Playing Demon's Souls spiritual sequel Dark Souls at E3 2011 left me with just as many questions as answers. How, exactly, does the beacon fire system work? What does it mean to be "hollowed"? And why won't Namco Bandai answer those questions when asked about this punishing and complex role-playing game?
I'll tell you what I do know. The E3 2011 demos—one was networked enabled, the other a solitary experience—were set in the Undead Church. Logically, it is populated with undead minions, from the withered husks of low-ranking soldiers to hulking, skull-faced commanders.
Giant red dragons, heavily armored warthogs and necromancers wielding gnarled tridents also await you in this Dark Souls level.
The E3 2011 demo also featured a half-dozen pre-built character classes, like the Sun Knight, Witch, Pyromancer and Black Knight. These may be some of the approximately 10 classes the game will ultimately ship with, Namco Bandai reps said, or they may not be.
I played as a Knight in my first attempt. I walked toward a smoldering campfire, which I lighted when prompted. And in doing so, I noticed that the flame icon in the upper left corner of the screen, next to my health and stamina meters, was a wimpy one. When I'd seen Dark Souls a couple months ago, that flame was larger. I would ask Namco about this later.
I turned left as I entered the Undead Church to say hi to a red dragon and his undead friends. He responded with a lungful of fire, charring my Knight. "You have been hollowed," the game informed me, not "You died." I respawned at the campfire, charting a new path, killing a few undead, but feeling lethargic as this heavily armored, over-encumbered character. I saw that armored warthog and attempted to fight it. Its armor was thick, covering every inch of his body, save for a small window at his tail. Surely they wouldn't ask me to stab an armored warthog in the buttocks to kill it, would they?
Not that I didn't try to stab it in that small hindquarter window with my dagger, doing pathetic damage.
Defeating that warthog isn't too difficult, I learned. All one needs is a "lure," a skull-shaped disposable item that attracts the attention of enemies in Dark Souls. Think of it as the game's equivalent of Demon's Souls soul remains. Toss that lure into a nearby flaming corpse and the warthog will walk toward it, setting itself alight and burning to death.
Other things I learned playing Dark Souls and watching others play: revisiting a campfire I'd stoked and made into a checkpoint would respawn enemies I'd defeated, even if I hadn't died; a player attribute has some effect on just how many campfires one can light and strengthen, alleviating my concerns about too frequent checkpoints; magic and health items are disposable and seemingly in short supply; health-restoring grasses appear to have been replaced (or complemented with) the Esflask, a flask that players can refill and strengthen at bonfires; there's a difference between how one dies when playing online or offline—you'll either die or "be hollowed," though Namco reps wouldn't explain the difference.
(They also never explained how one's personal beacon fire flame is increased, though I suspect it has something to do with the "Humanity" attribute I learned about during a previous visit. Sorry for the lack of clear answers.)
I learned that dodge-rolling was not as effective as it was in Demon's Souls, that the impact of being a slower, more encumbered character seemed to have a great effect on movement and combat.
I played as the Witch, learning that she had a new Magic Shield spell and an old Soul Arrow spell. I also saw the Sun Knight played. He was equipped with Lightning Bolt, a neat-looking charge up spell that lets the player throw a pointed bolt of energy. I did not play as one of the two leveled-up powerful characters and I did not defeat the demo level at E3.
But I did learn that Dark Souls will have "World Events," something shown to players who did defeat the demo and its scary gargoyle bosses. Upon defeating that axe-wielding duo, players can ring a nearby church tower bell, something other players online will see and hear.
And while I did not have the chance to play as an invading soul, it appears that two players can now invade another's world, making the invasion experience even crueler on those who play online.
One other nugget I couldn't extract from Namco was the experience importers of the Japanese version—releasing a month earlier than in North America—would have. I was simply asked to wait and see.
Dark Souls will come to the PlayStation 3 and Xbox 360 this October. I'll see you there.
Video Game Week kicks off on Late Night With Jimmy Fallon tonight on NBC with the help of Infinity Ward's Robert Bowling who will be playing Modern Warfare 3 with writer and actor Simon Pegg.
Not into Call of Duty, even if it's being played by the guy who helped pen Shaun of the Dead? Don't worry, Fallon's got your back with an entire week of neat gaming coverage during his late night show.
Here's the rundown:
Tuesday, June 14: Gears of War 3
Wednesday, June 15: Uncharted 3: Drake's Deception
Thursday, June 16: Battlefield 3
Friday June, 17: Nintendo
Pic courtesy of NBC.
You might have wondered why so much attention was lavished on one doughy white guy after the Mavericks won the NBA title last night.
That was Mark Cuban, technology billionaire, and possibly the best owner in professional sports. But he's not the only nerd with a big wallet and a sports fetish. Here's how Cuban and the other team-owning tech billionaires stack up:
Team: Dallas Mavericks
2010-2011 Result: 2011 NBA Champions
Cuban made the bulk of his fortune selling internet radio service broadcast.com to Yahoo for almost $6 billion, and is still an active tech industry blogger. He spends a ton of money making sure that his teams are well-prepared, with high-tech scouting and advanced metrics, and he's turned the team into a perennial contender. He's basically everything you'd want your team's owner to be, down to his willingness to call the refs incompetent assbags.
Team: Portland Trailblazers/Seattle Seahawks/Seattle Sounders FC
2010-2011 Result: Playoff Berth/First Round Playoff Win/Continued Existence
When Paul Allen isn't slamming former Microsoft partner Bill Gates in a new book, he busies himself by doing whatever the hell he wants, like owning a 414-foot yacht that houses two helicopters, two submarines and a pool. Turns out he's also a sports fan, so of course he bought most of the pro sports teams in the Northwest. His Trailblazers have had some of the worst injury luck on the planet, but they've been known for great management for years. The Seahawks have been a little down since appearing in the Super Bowl in 2006, but they did score a surprise playoff win over the incumbent-champion Saints this past season. We're told the Sounders don't suck too bad, either, but that's got to be grading on a heavy curve since they're in the MLS.
Team: AC Milan
2010-2011 Result: Serie A Champions
Sure, Silvio Berlusconi is best known as the lady-loving Prime Minister of Italy. But he's also one of Italy's most prominent media moguls, with three prominent cable channels under his ownership. He's also why every time someone calls Mark Cuban "controversial," the international soccer community laughs its ass off. Berlusconi has faced allegations of tax evasion, fraud, bribery, mafia collusion and other similarly batshit crazy behavior. AC Milan was nearly relegated during a match fixing scandal in Italian football a few years ago, but they escaped due to lack of evidence. On the football side, the club had a brilliant season this past year, winning the Serie A by a comfortable six points.
Team: Seattle Mariners
2010 Result: 61-101 Record
Did you know that Nintendo owns a professional sports team? It seems weird, right? Nintendo's then-president Hiroshi Yamauchi spearheaded the purchase back in 1992, and while Mario and friends have been chugging along nicely since the halcyon days of the Super Nintendo, the same can't really be said for the Mariners. Back in the early 90s, the Mariners were loaded with Ken Griffey Jr., Randy Johnson, a young Alex Rodriguez. These days? They have the once-great Ichiro Suzuki, the now-great King Felix and the great-for-beer-prices Chone Figgins. They won an abysmal 61 games last season for the second time in three years.
Team: Toronto Blue Jays
2010 Result: 85-77 Record
Rogers Communications is a cable, internet and phone service company in Canada. And if you're thinking that a telecommunications company wouldn't be your first choice to run a professional sports team, you're right! The Blue Jays aren't exactly terrible, but they're nowhere near good enough to compete in their preposterously talented division. It might be a little unfair to call Rogers Communications a bad ownership group, but they're clearly overmatched going up against AL East rivals like the Yankees and Red Sox (and even Rays).
Team: New York Knicks
2010-2011 Result: First Playoff berth since 2004
Jim Dolan is the stuff of night terrors for NBA fans. He took over the Cablevision empire in the late 90s, and ever since has turned Madison Square Garden into the one of the crueler jokes in professional sports. Under Dolan, the Knicks spent a decade with one of the highest paid, least talented teams in the league. They also put up with truck-sex scandals, head tattoos, and too-hilarious-to-not-be-a-joke blues bands. Over the past few years, they've finally gotten their act together and given fans a reason to hope. So naturally, Dolan got rid of Donnie Walsh, the GM who brought the Knicks back to respectability and brought in All-Stars Amar'e Stoudemire and Carmelo Anthony.
Can you imagine if this was one game? One shooting, stabbing, jumping, running, driving, flying master piece of gore, politics, character growth, feminism and dude-brotopia?
It could never happen, but for a bit more than three minutes Polygamia managed to mash together all of the games of E3 into this one singular video event.
Enjoy and then tell me the genre this fictional polyplott would be shoe-horned into if it ever came to market.
E3 2011 - wszystko co najlepsze upchnięte w jednym zwiastunie [Polygamia.pl, thanks Konrad]
Hitman Absolution was one of many of the games I saw at E3 that impressed me not only with its new take on an old formula, but in the new story it was trying to tell and the character it was trying to refresh.
Here's a look at the sleek brochure the IO Interactive was handing out during their demos. Stay tuned for our impressions and interview with some on the team. Make sure to click on the "expand" button in the bottom right of each image to see it full-sized.
How great was God Hand, a 2006 PlayStation 2 game that IGN gave a 3.0 out of 10 to? Very, very great, Kotaku reader Bondage Zombie finally realized. And with that eureka he has sworn off looking at review scores, as he explains in today's Speak Up on Kotaku.
Whenever a new game is released, I go through a ritual. First, I check my favorite blogs and journals for reviews, then I comb metacritic entries for dissenting opinons. If I'm still undecided about a purchase, I carefully grill friends and co-workers with pointed questions about my concerns before making my ultimate decision.
If I had already intended to pick up the game, I can skip these steps, because i've done this beforehand. For me, picking a game means I look for the things I prefer and make an informed decision. Whether someone else likes it would be nice, but not even the most scathing review score can turn me away once i've made up my mind.
However, On October 10, 2006, I read a review for the Clover Studios game God Hand on IGN.com. The reviewer liked almost nothing about the game. The finished game was given a dismal 3 out of 10, with 'awful' as the byline. The IGN review was so one-sided that I only remembered it as something best avoided at all costs. Had I searched a little bit more, I would have found wildly different impressions from other reviewers; so much so, that it eventually generated a Devil's Advocate second opinion, but the damage was already done.
IGN readers immediately railed at the score, angrily lashing out in great detail about why they loved the game and why the reviewer should be fired. Many professional reviewers were shocked that a game so different from Clover's critically acclaimed hit, Okami, could be so rough different in it's presentation. When compared to it, they were right; God Hand is not Okami, not even close, but that did not mean it had no appeal. The largely polarized reviews underscored something that is easy to forget about all of the entertainment we consume: what makes a game 'good' is entirely subjective.
While I was studiously avoiding it, many people who were playing God Hand and having a great time, even going so far as to beat it multiple times and resolve to never sell their copies. Even now, it enjoys nigh cult status. It wasn't until a year later that I picked it up, after a friend's recommendation and enjoyed every badly-voiced, clunkily-controlled minute, but I still did not think the IGN reviewer was not wrong. He gave his opinion as a critic and stuck to his guns, detailing why he felt the way he did. While many sites rank individual aspects of the game numerically, the 'overall' score given to a title is almost never an average, but an arbitrary grade dictated by the reviewer's personal taste.
So, what happened? Why did I not simply dig deeper? Most likely it was simply that I took a passing interest in the title. It seemed curious to me, but not curious enough to change my skepticism. Each negative note the reviewer belted out, the more nails in the game's coffin. After i finished reading it, I had no real reason to take a chance on the title; the fault was all mine!
Often, we get so bogged down by what a game is not (not Halo, not Bayonetta) that we forget that many people enjoyed games like True Crime: New York and God Hand for all of their poor execution and low production values, just like we enjoy a good B or C movie when we are in the mood for one. We know it's bad, but there is something about comfort food that lets us know that the stakes aren't always so high and that a little bit of bad CAN sometimes be a good thing.
Doing a better job explaining what a game is goes a long way towards defining it's target audience. Relying on the sanctity of our opinion alone does a great disservice to the reader, because sometimes it's okay if we personally do not like a game. Being careful to realize that even the most virtuous bastions of programming and presentation have detractors, can keep us humble even if our aim is to shock and titilate.
That, and other examples, are why I no longer believe in reviewing on a numerical scale and why I no longer obnoxiously rant about Farmville at parties. There is never any excuse for a broken game, though. Those people should be strung up by the heels.