Mirror's Edge™

Which Video Game Character Are You?It's commenter Aikage's turn to play Speak Up on Kotaku again, or should I say Commander Aikage? He wants to know what video game character you relate to the most, and you're going to tell him.


Hello. Who are you?


Which video game character do you relate to the most? Sure, you may not be a super power imbued super hero or a fallen God, but every game has a hero with a story - and these stories are decidedly human. Did you have your girlfriend stolen from you by a "big ape" (Mario from Donkey Kong)? Do you feel repressed by your government (Jade from Beyond Good and Evil, the girl from Mirror's Edge (Sorry I don't know her name))? Were you and your friends betrayed by Griffith and then all of your friends are killed and you are branded for life (Guts from Sword of the Berserk: Guts' Rage)? Does everything suck (Kirby)?


For myself, and I know this is sort of cheating, but I relate to Shepard from the Mass Effect series. I find that lately I'm forced to make a lot of tough decisions with no real winner in any of the outcome. I know that tough decisions are a fact of life but as of late it just seems like there are more than I am accustomed to.


Plus, my wife is an alien.


About Speak Up on Kotaku: Our readers have a lot to say, and sometimes what they have to say has nothing to do with the stories we run. That's why we have a forum on Kotaku called Speak Up. That's the place to post anecdotes, photos, game tips and hints, and anything you want to share with Kotaku at large. Every weekday we'll pull one of the best Speak Up posts we can find and highlight it here.
Kotaku

End of Nations Will Be Free-To-PlayPeteroglyph Games's upcoming real-time strategy MMO End of Nations will be the latest game to hop on the free-to-play train.


At a San Francisco press event yesterday, publisher Trion Worlds's VP of 3rd Party Development Dave Luehmann and Senior Vice President of Publishing David Reid confirmed that End of Nations would be available for free in its entirety, with no artificial level caps or restrictions.


True to the free-to-play model, the game will feature micro-transactions, which will allow players to plunk down money for new skins, cosmetic changes and "accelerators" that increase their in-game XP.


"It's not a pay-to-win type model," Luehmann stressed. "We want to have a contract with our players. It's about accelerators that can accelerate your curve through the game, but it won't make you a better player. That's not what we want."


Luehmann maintained that the game would favor skill and strategy over anything that can be purchased in the game's store. Advantageous units and other gameplay upgrades will be available for purchase with in-game funds, he said, but those funds can only be earned by playing the game and cannot be bought with real-world money.


There's a perception, said Reid, that free-to-play represents "the softening of what core gaming is all about." But he made abundantly clear his belief that End of Nations is "Not just a free to play game, but a AAA game for gamers."


Luehmann compared the game appealingly to the classic board game Risk. "Risk was a game that at its essence was kind of a free-to-play game," he said. "Not everyone needed to have a board. And, some people liked to buy the premium collector's edition." Luehmann also confirmed that End of Worlds will require an internet connection to play, and therefore feature no offline mode, though the co-op portions will be playable solo online.


Our own Brian Crecente played a bit of the game back in May and came away with the impression that it's "packed with unrealized potential." By offering the full game for free, we'll all be able to find out firsthand if Peteroglyph has been able to take End of Nations closer to realizing that potential.



You can contact Kirk Hamilton, the author of this post, at kirk@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Kotaku

National Rental Service Redbox Adds... Foursquare Support? Redbox, the in-store movie and game rental kiosk, is adding foursquare support starting next week, the company tells Kotaku.


The addition of more than 27,800 redbox locations makes this one of the largest foursquare retail integrations in the location-based community service's history.


"With more than 27,800 locations nationwide, mobile allows redbox to hyper-localize our engagement efforts," said Amy Gibby, vice president of marketing, redbox. "Foursquare significantly expands our mobile touch points and unlocks new ways for consumers to engage with redbox at local kiosks."


To celebrate, redbox is hosting ten days of deals. Customers who check in at a redbox location from Aug. 15 through Aug. 24 will unlock unique daily discount codes ranging from $0.10 to $1.00. The discount codes can then be used during redbox kiosk transactions that day.



You can contact Brian Crecente, the author of this post, at brian@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Kotaku

Talk Amongst YourselvesYou know that place, Talk Amongst Yourselves? Where you can freely talk about video games and no one pays attention to what I write here? I think it may be because I don't talk about games myself. So I'll start this time! I started replaying Final Fantasy VI yesterday (but on the SNES, so I guess it's FInal Fantasy III =/) but I wasn't sure if I would play it all the way through.


Then I found today's TAYpic, courtesy of TheBlackHole25. I think it's a sign. I will see this through—unlike the last time I played at the ripe old age of twelve and I got lost in the bowels of a machine at some point and gave up. I know you all believe in me.


We could always use some new TAYpics, so if you think you've got what it takes, here's what to do: submit your images to #TAYpics, and please keep submitting until you're out of good ideas, at which time, we recommend you keep submitting anyway. If you still need more instruction, check out this thread for details on how you can be a TAY superstar.


Rage

In this sixth video looking behind the scenes of Rage, id Software talks about the sound design of the upcoming shooter, role-playing game. That means we get to hear about how the music, sound effects and voice acting came together. In other words: John Goodman


Rage is due out for the PC, PS3 and Xbox 360 on Oct. 4.


Kotaku

A Hardcore Triber Tells You Why Tribes: Ascend is So, So Close to Being TranscendentI have played Tribes: Ascend. If that statement doesn't make you jealous, provoke salivating, or awaken tense memories of last-minute flag captures that you can physically feel in your shoulders and mousing hand, this probably isn't going to be the article for you.


Tribes is my all-time favorite game series of all time. Tribes and Tribes 2 are my number two and number three favorite games of all time. (Number one is "Tribes and Tribes 2 together".) And while I don't actually believe in ranking "best"—even "favorite" is borderline facile, ranking-wise—I've never in my life spent as much time playing and caring about a game as I have Tribes.


And it's been more-or-less gone for a decade.


Irrational's 2004 entry to the series, Tribes: Vengeance, actually had a lot to offer. (I liked the grappling hook!) But it lacked the sweeping playfield and delicate physics that made the first two titles among the most challenging and graceful experiences in all of multiplayer gaming.


Despite its silly quasi-fantasy science fiction trappings, Tribes is, well, elegant. If that seems like a weird way to describe a game with jet packs and exploding disc guns, all I can say is that you haven't played it. If Call of Duty is modern dancing, Tribes is Fred Astaire.



There's a new Tribes game coming down the pipe from Hi-Rez Studios: Tribes: Ascend a free-to-play variant that's multiplayer only. (Tribes pioneered, along with so many other things, the multiplayer-only team game.)


A new Tribes game makes an old triber nervous. We've been burnt before. I've not let myself dip into the nest of venom that is TribalWar.com; I just don't have it in me to watch my fellow tribers tear Tribes: Ascend apart—or worse, to find myself joining in the pessimism.


It's the strangest thing, to love an old game that's being remade. Part of you wants it to just be a perfect recreation of your old love. They don't change the rules of baseball every year, do they? Another part of you knows the game has to be updated at least a little. How else are they going to draw in players from outside the dwindling fan base?


I'm happy to report that on this front, I think Hi-Rez has struck a fair balance: Tribes: Ascend feels like Tribes. The maps are more or less right. The aesthetic is there. The emphasis on the Capture the Flag game mode is there. There are tons of weapons and vehicles, just like T1 and T2.


The developers are working hard to teach new players about the importance of playing as a team—and more than that, to play like gentlemen. At QuakeCon, the live announcer often reminded attendees waiting in line for a chance to play the alpha build on display to be courteous and respectful of others in line, "like a good Triber."


A Hardcore Triber Tells You Why Tribes: Ascend is So, So Close to Being TranscendentBut there are problems. I'm about to talk about them. But before I do, I want to make something clear: Tribes: Ascend is very, very close to being the successor to Tribes we've been waiting for. So while I have specific, genuine criticisms that I feel are extremely important for HiRez to address, I'd be heartbroken if the ardent fans of the series take this as an excuse to write Tribes: Ascend off entirely.


That said…


It's too slow. This was one of the first things I mentioned to Hi-Rez's COO Todd Harris after my first twenty-minute-or-so match. (Out of six.) He laughed and said, "Everyone else has been complaining it's too fast!" He was talking about random show attendees, not tribers.


It's a challenge for Tribes: Ascend, certainly. The tremendous speed that could be built up with proper skiing runs and disc jumps in the first two games did make it challenging for new players to literally keep up with veterans. But to make T:A a slower game to make it more approachable for new players robs it of much of its beauty and character. Tribes is in some ways a flight simulator—actually, call it a flying superhero simulator—than it is a standard on-the-ground mensch simulator.


Skiing doesn't built enough speed, nor are there enough big hills. Speed is the backbone of the Tribes gameplay experience, especially for light offense players (like flag cappers) or light defense players who often have to go from zero to rabbit chasing in the space of a couple of seconds.


I'm a light D player by preference, although I've been known to throw together an impromptu run for the flag here and there. I spent several minutes trying to set up a maximal speed run toward a flag, even going so far as climbing the tallest hill I could find then disc jumping up to get as much gravity rate-of-fall into my skiing as I could. Didn't matter—I just couldn't build up enough speed to make a proper Holy-Shit-did-you-just-see-that flag pick-up.


Even worse, disc jumping didn't help. In T1 and T2, you could, while facing forward, push your disc launcher down towards the ground and fire an explosive disc at your feet, which would shoot you both forward and—depending on your angle—up. You could also turn around and shoot a disc at your feet while facing backwards for a more lateral arc—perfect for speeding from a stop towards an escaping flag carrier, for instance.


Tribes: Ascend encourages you to use the turn-around-and-shoot model of disc jumping—and it doesn't really make you go that much faster. I watched one Hi-Rez employee make a flag run in a medium-class load out that had three disc jumps. That sounds amazing, except he was using the discs like little pulse engines to push him slightly forward as he puttered toward the flag, not unlike those old NASA mockups of the interstellar ships that would work by igniting nuclear bombs behind the impenetrable rear of a spaceship.


In fact, none of the explosions add enough momentum to players. Put a disc at someone's feet? They take damage, but they aren't knocked one way or the other. Mortars don't see to be sending bodies as far over the map as they should. (How are we supposed to play Tribes Golf using light players as golf balls and heavy mortars as drivers?)


The lack of momentum in the explosion modeling has its greatest effect in movement, but it plays into how duels between players work as well, becoming more about landing individual shots than juggling opponents from explosion to explosion.


With the lack of good disc jumping, the slightly too weak jetpacks become even more apparent. Playing as the lightest class, which even includes an pack that recharges his energy faster than the normal rate, I often found myself unable to ski-then-jet into relatively low areas like the fronts of bases. I was having to use floating step platforms to gain entry. Do you know how embarrassing that is for an old man?


And on heavier classes, the regeneration rate of the jetpack is too slow. The jetpack in Tribes is supposed to set up a rhythm in movement like the energy bar in Halo. You want players to have to manage it—and to have to guess how well their opponent is managing theirs—but you don't want to keep them on the ground.


Speaking of Halo, the regenerating health for all players? Totally fine. The only real gameplay change I could see was on the defense side—you better make sure those attackers are really dead, because if not they'll be coming back for your flag or generators with full health.


Finally—and maybe this is super nitpicky—but I think the disc launcher reloads too slowly. Just a hair! But there's a rhythm in my brain that I know all-too-well from shooting thousands upon thousands of spinfuser discs. I know when the reload feels to slow. And unless someone boots up Tribes or Tribes 2 and measures them against Ascend's and proves me wrong, I'm trusting my gut.


There is so much that Hi-Rez is doing right with Tribes: Ascend. Bright, simple art. A focus on multiplayer. Tons of weapons, grenades and deployables. (Maybe even a few too many, but we'll see how they match up.)


I don't even mind their free-to-play model: they're planning on selling load out variations, so if you want to play with a certain combination of weapons, armor, and deployables, you'll have to buy that particular "class". Would I prefer to customize my load out? I guess. But it doesn't feel as frustrating as I thought it would. (When we know actual prices it'll be easier to gauge how it'll shake out in real play.)


And it would make me beyond happy if Tribes: Ascend finds real success in the marketplace. I want the younger generation to know what a beautiful game it can be. But it needs a little work before its release, and while I hate games writers playing armchair designer as much as the next guy, I just can't help myself from giving a little physics critique.


Don't take that as an insult, Hi-Rez. It's a compliment. You're so close to nailing this one. And you've got a few thousand passionate tribers hoping you get it right.


Because if you do and there are tens or hundreds of thousands of new players finally appreciating a Tribes game, we old veterans will finally be able to bring up the newblood—the kids who walked up behind me and said to me that "this new Halo game looks amazing"—how to properly play one of gaming's most graceful, beautiful games.


Shift 2 Unleashed

Shift 2 Unleashed is a Demanding Driver's Ed ClassLearning to drive a stick shift on my mother's BMW 325 was one of the most maddening experiences in a teenage life full of them. I just could not figure out what the hell that thing's clutch wanted out of me. It defied all verbal instruction. It was a car of undeniable quality, and a bad one to learn on. I feel the same way about Electronic Arts' Shift 2 Unleashed on the iPhone.


Ultimately, I got both pieces of engineering to work. But in neither case could I take anything for granted, including just getting going safely. From there, yeah, learned how to downshift, subtly overtake a friend, and glide through the next turn, and both experiences grew on me. But it took a hell of a lot of time, including getting up and walking away, in both instances.


Shift 2 Unleashed ($4.99 on the iTunes App Store, for all iOS devices) assumes a good deal of prior knowledge in its racers. There's no tutorial other than the four starting races and if you haven't played a Need for Speed title on the iOS, you'll be replaying these events four and five times to get the hang of basic controls when a simple slide-based instruction manual would have done nicely. I uninstalled and reinstalled Shift 2 Unleashed just to make sure I hadn't missed an instruction level. I hadn't. While I'm good on most everything now, like the clutch on mom's car, I still can't understand what the hell the thing wants me to do in a drift race, especially since so few of the turns seem to actually demand drifting.


Acceleration and gear shifting is automatic by default, though you can manually enable them through your options menu. On the iPhone, this is just not advised as the screen is so small that all the swiping and button-holding will constantly obscure your view. Braking is difficult enough as it is. Feathering the brakes takes a good deal of touch as there's enough lag in the control that rapid-fire presses don't automatically register (you can see this in some menu selections, even.) Normal brake depresses have the disadvantage of not really feeling connected to deceleration, visually, until it's too late. In multicar sprint races, frameskip (which I encountered on an iPhone 4) is a silent adversary as well.


If you have no experience with the Shift series on mobile, it'll take you a good dozen of the preliminary races to get comfortable with the track. Then it's off to your career, which unfolds conventionally: Win races, get cash, tune your car, buy a better one, win higher-ranked races. As you ascend in classification the field gets tougher, which provides a passive-aggressive means of forcing you to replay lower level events to ace them and put the proceeds toward a winning ride. You can skip that messiness, of course, by laying out actual money to fill up your account. Even if I had greater familiarity with Shift Unleashed as a mobile racer I doubt I would avail myself of that option.


In terms of multiplayer, human head-to-head play is through local connection only. Otherwise, most everything goes through leaderboards and challenges in the relentlessly pimped Origin, constantly reminding you to check in and see what others are up to. Sorry, I just don't yet have a network of friends on that service and I'm not interested in maintenancing yet another one right now.


If you're looking to graduate from another iPhone racer, even Need for Speed: Most Wanted into serious mobile driving, expect to spend some time with Shift 2 Unleashed because it will not communicate its expectations very well at the outset. You'll then hit a rut or two trying to three-star a clean-driving event to get enough cash to buy an essential upgrade for the next race. The good news is the races are pretty brief, so there's not the agony of driving four clean laps and wiping out on the fifth.


You'll still feel like you're handling a game with legitimate heft, in the visuals, the deep control set, and the overall production values. Yes, Shift 2 Unleashed serves bite-sized challenges and experiences and even now I feel like I'm on the verge of getting it. But in terms of engrossing fun, no. It's just too intellectual and demanding to be a pick-up-and-play racer, which is still my expectation of this genre on this platform.


Shift 2 Unleashed [iTunes]



You can contact Owen Good, the author of this post, at owen@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
Aug 11, 2011
Kotaku

A Man in a Prinny HatNice Hat | TOKYO, JAPAN: An event for PS Vita title Disgaea 3 was held in Akihabara. (Photo: Game Watch Impress)



A Man in a Prinny Hat


The Destructive Video Game Art of Coro Kaufman

We've got another Massive Black artist for you today, which is always a treat. Coro Kaufman is one of the studio's co-founders, and also serves as its art director. More »



A Man in a Prinny Hat


Last Day to Register for Free 3DS Games

Just a friendly reminder that today is the last day you can register for Nintendo's Ambassador Program. You know, the program for 3DS early adaptors who paid through the nose for the 3DS, so now are getting twenty free games. More »



A Man in a Prinny Hat

The Greatest Cosplay in the World

Last weekend, cosplayers from around the world flocked to the Wold Cosplay Summit. This is more than simply the Olympics of posing and priming in character costumes. More »



A Man in a Prinny Hat

The Secret of the Secret Nintendo Song

When you talk about music in Nintendo games, the first person that pops into most people's minds is the work of legendary composer Koji Kondo, the man behind the iconic scores for games like Zelda and Mario.
We're not talking about Koji Kondo today.
Instead, we're going to talk about Kazumi Totaka,... More »



A Man in a Prinny Hat


I've Played Deus Ex. She Hasn't. Now We're Playing It Together

Earlier this year, games journalist-about-town (and Kotaku columnist) Leigh Alexander and I did a little experiment—I had never played the classic JRPG Final Fantasy VII, a game that she counts among her very favorites. More »



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Kotaku

Last Day to Register for Free 3DS GamesJust a friendly reminder that today is the last day you can register for Nintendo's Ambassador Program. You know, the program for 3DS early adaptors who paid through the nose for the 3DS, so now are getting twenty free games.


In Japan, the registration program involves you entering your serial number in a website, but in North America, all you need to do is either perform a system update or visit the 3DS eShop.


From Nintendo.com: "Nintendo 3DS owners who have performed the latest system update or who visit the Nintendo eShop using a wireless broadband Internet connection prior to 11:59 p.m. Eastern time on Aug. 11, 2011, are automatically registered for the program and will receive 20 free downloadable games before the end of the year."


Easy enough! So those who bought a 3DS before it got on sale and who haven't registered yet, get to it.



You can contact Brian Ashcraft, the author of this post, at bashcraft@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
(Top photo: Ronny Hartmann | AP)
Kotaku

Hello Sexy Tron Inspired Costume The latest Tron, Tron: Legacy, was filled with attractive actors in fetching costumes. Here are some more nifty outfits—they're not official Tron wear, but they glow. That'll do.


These outfits come via Etsy seller ArtificeClothing, and will glows in the dark after ten minutes of sunlight exposure. If you leave the outfits under a bright light for an hour, you can get 12 hours worth of glow.


According to ArtificeClothing, "When you wear this out to a club that has blacklight the glow will be much brighter and intense (icy blue tends to look more aqua under black light and glowing green glows even brighter yellow)." Good to know!


If there's one thing I've learned in my life, it's that glow-in-the-dark Tron-inspired clothing isn't cheap. And this, this ain't cheap. For example, the under corset alone is around US$110.


But, really, if you think this Tron outfit is hot, check this out.


Artifice Clothing (ArtificeClothing) on Etsy [Etsy via Technabob]



You can contact Brian Ashcraft, the author of this post, at bashcraft@kotaku.com. You can also find him on Twitter, Facebook, and lurking around our #tips page.
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