Having supplied my gut reaction to Sonic Generations on Tuesday, I'm still plowing through the game, on course for a review next week. So there'll be a large portion of that on my weekend menu, alongside BurgerTime World Tour, aka the game that HezaChan's boyfriend made.
BurgerTime is a lot of fun, but a little strange to me. Peter Pepper can jump (though don't try to jump the pickle) which is about as profound as giving Nathan "Radd" Spencer a jump in Bionic Commando: Rearmed 2. Has any video game character gone longer between appearances than Peter Pepper? None leap to mind. What's next, Zookeeper World Tour? Pengo World Tour?
So it's a platforming weekend for me. What about you? Let us know what you're playing this weekend.
Uncharted 3: Drake's Deception has grace and class, wit and good humor, and a generally jovial demeanor. It's a fun game, too. But underneath its movie star good-looks and affable personality, this game has teeth.
Most of the lengthy single-player campaign is a well-paced, breezy adventure full of snappy writing and lovely visuals. But occasionally, Uncharted 3 will throw up an absolutely brutal difficulty spike. It's a problem. A previously empty room will suddenly be bristling with armed enemies as reinforcements stream in from every corner, grenades flying from all sides. Sniper fire, rockets, and tank-like heavy soldiers mete out serious punishment.
You will die, and you will die often. And the kicker? After each death, your foes will laugh at your corpse. Despite its toothy grin and good sense of humor, sometimes I just want to punch Uncharted 3 in the nuts.
Taken on the whole, I would call Uncharted 3 "moderately difficult." It starts out surprisingly mellow, and doesn't explode into full-blown shootouts for five or six chapters. But once the enemies start coming at you en masse, so too do the difficulty spikes.
Take this scenario: I'm sneaking into a large theater on board a pirate-run cruise ship. There are three guys patrolling the lower level, and I can't see onto the balcony. I take one guy out quietly, and go to take out a second when I'm spotted. Things get hairy in a hurry, and before I know it I see an armored heavy working towards me with a shotgun. I shoot him about twenty times, and he keeps coming. I try to run away and he blows me away with a shotgun. As the camera fades to grey and Nathan Drake's lifeless body flies to the ground, I hear the jerk who killed me laughing. "Ha ha ha! I got him!"
Back to the top of the room again. I follow a similar pattern, head for cover in a different area once I'm spotted. Take out another guy and am going for cover when… I'm killed again. This time a jerk on the balcony laughs at me. "Aaaahahaha!"
I keep playing. I keep dying. I make it until a second wave comes into the room, this time with even more heavies, two snipers up top, a guy with a shield, four regular guards, and nowhere to hide.
Every time I die, the shriek of that reedy horn, and the laughter.
"Ha. Got him!"
"Ha ha ha ha!"
"Ha. You lose!" [Extra swarthiness]
Sometimes, the laughter is drowned out by the horrified screams of Drake's friends. "Drake! Oh god no!" shouts Elena. "Nooo!" cries Sully, his surrogate son dead at his feet.
The kind of roadblock I'm describing happens a good half-dozen times throughout Uncharted 3's single player campaign. The situations certainly aren't lazy—a lot of thought has gone into deciding how these battles will play out. When they're at their best (including a goddam great gunfight through a junkyard of floating ship hulls), they're wickedly entertaining—challenging games of cat-and-mouse filled with shifting vantage points and dizzying verticality.
But often, there are simply too many enemies for a given space. Hordes of foes will line up at every available vantage point, and no cover is safe for more than a few seconds. Sometimes this helps keep things moving, but more often it's merely annoying, particularly when I'm forced into a laborious hand-to-hand Quicktime Event while simultaneously being shot at by three different enemies. They're grenade-happy bastards, too, and no piece of cover is safe from being exploded.
Most of the game's big firefights begin with stealth segments. Drake sneaks into a room, or a warehouse, or a castle courtyard, and methodically takes down a few enemies. But sooner or later you'll be spotted, and any hopes of gradually thinning the herd evaporate—where there was one enemy suddenly there are two, and then three! So many enemies, and so little space. An encounter aboard a postage stamp-sized free-floating chunk of metal had me begging for mercy. I was in a shootout with four pirates in a space half the size of my apartment, and Drake's turning radius just couldn't keep up. I died over and over again, and each time I went down, it was to the sounds of my enemies' cruel laughter.
Having enemies laugh at me after they kill me isn't fun, it's infuriating. It makes me hate you a little bit each time it happens. Have we learned nothing from the accursed snickers of the Duck Hunt dog? If you're making a mainstream, mass-appeal kind of game, don't have your characters mock us for not being good enough at it!
The fact that Uncharted 3 puts up a fight should be lauded. Too many big-budget games neuter their difficulty in order to cater to a wider audience. And of course, player ability factors into this. I'm perfectly fine at the game, but I'm sure there are people out there who played through the game without dying once. But all the same, those difficulty spikes are jagged, and their cheap-feeling kills stand in contrast to the rest of the game's often brilliant pacing.
Sometimes, Uncharted 3 is an interactive movie in the best way possible—you sit back, relax, and watch cool stuff happen on screen. Other times, it's like your older brother's charming, fun friend who likes to annoyingly bust your balls in front of his friends. It's a well-put together, enjoyable game. But sometimes, it's kind of a dick.
What's happened in the business of video games this past week ...
QUOTE | "GTA V to steal everyone's attention in front of E3." - Analysts explain how GTA V, in typical Rockstar fashion, is going to take the industry by storm next year, possibly by grabbing the limelight during E3.
QUOTE | "PS3 has a performance advantage over 360." - Team Ninja Leader Yosuke Hayashi gives the edge to PS3 in a special feature on console horsepower and how much more is left this generation.
QUOTE | "Zynga exists because EA, Blizzard, failed to step in." - Richard Garriott explains how the MMO is threatened by the social game, and how he's going to challenge Blizzard.
STAT | $1.1 billion – The amount of money Wedbush Securities' Michael Pachter believes Call of Duty: Modern Warfare 3 will makein the first 6 weeks.
QUOTE | "The retail model has always been and still is broken." - Dino Patti, CEO of Limbo developer Playdead, talks up the digital distribution model and how "inefficient" retail is for the games business.
QUOTE | "Virtual buttons still totally suck." - Impressions from a near-finished Grand Theft Auto 3 for mobile haven't been great and IndustryGamers wonders if it's going to ruin the GTA experience.
QUOTE | "GameStop is not developing its own tablet at this time. " - GameStop spokesperson Wendy Dominguez, explaining why GameStop is introducing Android tablets without a GameStop label, but pre-loaded with 6 games and a wireless controller option.
QUOTE | "It takes an immense amount of time to create a game." - Team Krinoid's John Peters on one of the lessons they learned creating a game company out a college game design project.
STAT | $200 million – The amount of revenue that EA's social games revenue could hit for fiscal 2012, thanks to the stellar performance of The Sims Social.
QUOTE | "There is never a dull moment." - Tammy Levine, EA's VP of Public Relations, explaining what it's like to be a PR professional in the games industry.
QUOTE | "Video games can be designed to optimize the development of creativity." - Findings from a new study by Michigan State University looked into whether kids get more creative when exposed to video games.
Caps -Look it's Super Mario salt and pepper shakers!
Later this month Sony will begin limiting the number of PS3s and PSPs that can share a game purchased through the Playstation Network, the UK and U.S. More »
Rhythm games are difficult to do well on a smart device without simply porting over the note-highway interface of Guitar Hero or Rock Band whose ship everyone has agreed sailed about three years ago. More »
Once. Twice. Three times. The folks at Zynga kept telling me the same thing, because they want me to know it. And they want you to know it:
The next big game from Zynga, the one that follows FarmVille, FrontierVille, and CityVille has been created by people who used to work at Ensemble Studios. More »
Batman has his own stories but now and then runs into Superman. In Today's Speak Up on Kotaku commenter Aikage imagines a video game universe filled with countless games linked by a single continuity. More »
It's inadvertently been a Devil May Cry week here at Kotaku. First we get the new screens of the DmC re-boot, then a spotlight on the series' other half-demon bad-ass Vergil in an Ultimate Marvel vs. More »
The $10 worth of new content that went on sale digitally for Gears of War 3 this week is mostly already included on the Gears of War 3 disc that gamers bought for $60. More »
The sinister phase two of Microsoft's Kinect plan picks up steam as the company makes Kinect for Windows impeding arrival official. Are you ready to do everything six to eight feet from a computer screen? More »
Lest we forget, Battlefield 3 is the latest iteration of a more than decade-long stories series, a franchise that did much to change the way we played shooters.
This excellent video from GamerSpawn takes us from that first Battlefield, Battlefield 1942, in 2002, to this month's release of... More »
There's only four days until you're officially allowed to buy Activision's latest blockbuster FPS. That's 96 hours. Yes, K-Mart screwed the pooch and let some units slip out into the wild, where they've been spotted on eBay. More »
Earlier this week, Nintendo FedExed me a copy of their next Zelda game. FedEx wasn't good enough for their next Mario game. No, to deliver Super Mario 3D Land they went the extra ridiculous mile.
This was shot today at Kotaku's New York City offices.
You can contact Stephen Totilo, the author of... More »
This December Battlefield 3 returns to Karkand with the Back to Karkand map pack.
This trailer we see the first ingame shots from Strike at Karkand, Sharqi Peninsula, Gulf of Oman, and Wake Island, from the upcoming expansion pack Battlefield 3: More »
In warfare there are the tried and true methods of combat, the time-tested techniques that are proven to bring success over your adversaries.
Then, there are the methods seen in these videos.
Collected here for your enjoyment-err, tactical appraisal-are some of the most insane, unique,... More »
A 22-year-old California man pled guilty today to child pornography charges for getting a 10-year-old boy to send nude pictures of himself in exchange for Call of Duty "cheat codes," according to U.S. More »
People get hurt playing football. It may seem inevitable when you've got three 300-lb. pass rushers bearing down on a quarterback over and over again. More »
Super Mario 3D Land will be out on November 13, but I have it now. I'm in a sharing mood. Not enough of a sharing mood to lend you my copy, but enough of a mood to show you 10 minutes of World 1.
In this video, you'll see me perform mediocre run-throughs of Worlds 1-1, 1-3 and 1-4. More »
A new mandatory 3DS firmware update came with our copy of Super Mario 3D Land today, and we weren't quite sure what it would offer when we downloaded it onto our system.
After poking around for a bit we looked into comparing the new and old layout of the system's friends list.
The picture above is the updated interface, with a new "Join Game" button along the top of your friends list. Presumably, this allows you to hop into a game being played by a friend if you're both online. It's a small addition, but something that makes the process much smoother. The picture below is the older interface, so you can compare the two.
According to Tiny Cartridge, the update also improves the system's security, and a more comprehensive update is on the way later this month. We'll be sure to keep you posted on any significant developments or discoveries.
Pretty pictures and adorably odd characters are nice and all, but when it comes to fighting game fans it's the game mechanics that matter. This video primer for Skullgirls shows off some of the features that button mashers just won't understand.
With renowned fighting game champion Mike "Mike Z" Zaimont at the helm you better believe that Reverge Labs' Skullgirls is going to be just as technically sharp as it is gorgeous. Me? I'm just in it for Alex Ahad's artwork myself, but I'm sure the fighting crowd will appreciate the balance of the end product as they're kicking my ass.
In the course of randomly selecting which mobile games we'll be featuring in our Gaming Apps of the Day, sometimes we come up with a week's worth of winners. This was not this week.
While we did manage to drum up a pair of keepers with the iOS version of indie masterpiece Aquaria and the pink and puffy goodness of Whale Trail, we also managed to score a punishing rhythm game, the Android port of the Java port of an excellent console game, and Cut the Birds, which features an excellent name and not much else.
Look on the bright side; it can't get much worse, right?
If you have a suggestion for an app for the iPhone, iPad, Android or Windows Phone 7 that you'd like to see highlighted, let us know.
Cut the Birds is awesome. Not the game itself, mind you. Just the premise. I mean, it's not often you see a cheap knock-off go after not one game, but two. More »
Before the Android and the iPhone mobile gaming seemed a hopeless endeavor, where every game released felt like a cereal box toy facsimile of a more complete console experience. Gameloft's Android version of Driver San Francisco remembers those days all too well. More »
I've associated flying whales with music for a long time. I'd say that this has everything to do with the second sequence in Fantasia 2000, in which a family of whales takes to the air accompanied by Respighi's The Pines of Rome. What sounds like a goofy idea on paper becomes uniquely beautiful onscreen-the improbable soaring of those giant animals becomes strange and moving, and it's all accompanied by the surging triumphalism of the orchestra. More »
I'd heard lovely things about Aquaria, the beautiful underwater adventure for PC and Mac. It was an underwater 2D throwback of a game, an action-adventure with mysterious new-agey music and a good story. But I haven't play it on the computer. I've played it on my iPad, for which it went on sale last night. It's handled the transition well, with just some manageable control issues. More »
Rhythm games are difficult to do well on a smart device without simply porting over the note-highway interface of Guitar Hero or Rock Band whose ship everyone has agreed sailed about three years ago. Russian Dancing Men (iTunes, universal app) delivers rhythm gameplay aided not necessarily by fast-twitch reflexes, but by truly listening carefully. The problem is it is difficult to the point of discouraging, inside of 10 minutes. More »
Super Mario 3D Land will be out on November 13, but I have it now. I'm in a sharing mood. Not enough of a sharing mood to lend you my copy, but enough of a mood to show you 10 minutes of World 1.
In this video, you'll see me perform mediocre run-throughs of Worlds 1-1, 1-3 and 1-4. I was doing so much better when no one was filming me. As a bonus, the video starts off with the surprise level that you can play from the game's title screen. It just... started. Watch, and I think you'll understand.
The game's very fun, so far, and the 3D effects are amazing. We'll have much more on Super Mario 3D Land next week. For now, enjoy the video.
People get hurt playing football. It may seem inevitable when you've got three 300-lb. pass rushers bearing down on a quarterback over and over again. But how could that reality be different? That's the question that came up during Practice, New York University's inaugural game design conference that was held this past week.
After a talk titled "The Game Design of Football" given by Rogers Redding—Secretary-Rules Editor for the NCAA Football Rules Committee—a room full of video game designers wound up brainstorming ideas about how to, essentially, improve a 100-year-old sport.
Video game and board game designers constantly tackle the realities of how players engage with systems. Stripped of all the sweat and strain, football's just another system, right?
So, if the problem is athletes consistently getting hurt, why not improve their armor? That was a real question, asked in video game terms, by a member of the New York-based Smashworx development studio. Of course, it's not called armor in football. After some polite laughter, it was noted that quarterbacks, offensive linemen and their teammates wear shoulder pads, not +5 pauldrons. Redding addressed the video game solution to real-world injuries by saying that, while heavier, sturdier padding might make the game safer, it might make it more boring. Troublesome as they are, the explosive impacts of linesmen, running backs, wide receivers and corners are what people want to see. Throw players into outsized Gears of War-style equipment and all of that trademark smash-mouth football gets extinguished. The importance of action was something that game designers could understand.
Another person in the audience of game developers—driven maybe by the easy pliability of virtual real estate in computer games—wondered about changing the dimensions of the field. Giving players more room to run, for example, might give them time to react to oncoming threats. Or, doing the opposite—shrinking the turf size—would create less velocity as a result of smaller spaces to run. After all, Redding's lecture peppered in examples of how the shape of the gridiron has changed over football's lifespan. Why not just do that again? There are problems. Now that college football's a multimillion-dollar revenue generator, he countered, widening or lengthening isn't as easy as it once was. TV networks, boosters, trainers and other stakeholders would all want determining power on such change.
Okay, then, could there possibly be a shift in the numbers of the players on the field? Such a change might be easier to officiate, Redding offered, but then you'd have to scrap entire playbooks, which are institutions among themselves. The whole mode of strategic thinking around the game would have to be re-thought.
How about scrapping the whole ruleset all together? If college football as it exists is, maybe, version 10.8.5, then throw it all out and start a fresh reboot from version 1.0? With all the studies and data around the sport now, another designer speculated, you'd surely wind up with a safer game. True, Redding admitted, but the idea that there's a tradition continuing with every Saturday game is part of college football's appeal. Asking alumni and students to come watch something that might be entirely new would be a much harder sell. So, football has to do what first-person shooters do: offer slight balancing turns on what people want to be a familiar experience.
Surprise: video game designers didn't revolutionize America's favorite sport last weekend. But, what did become apparent in the back-and-forth between Redding and the assembled designers was a strong mutual respect between one field of gaming people and another. Seth Killian, special consultant on Capcom fighting games like Street Fighter, likened Redding's work to what he and his colleagues do when balancing and refining the company's martial arts series. "It's not that different," he said of the rules-making in football and fighting games. "You're trying to establish what players can and can't do, while trying to keep the competition entertaining. In a very real but sometimes invisible way, the rules make the sport. You change them and you risk losing what makes it special."
Tweeting from an account called "GTA V Leak," an alleged Rockstar Employee has posted what he says is an image of Los Santos from . It's posted above.
Real or fake this is our first glimpse of what the Grand Theft Auto V map could look like.
The account is anonymous, going merely by @toronotoJack233. The first image was posted with the headline "deleting this in 10 minutes," followed by two more tweets: "Good job i resign in 2 weeks ;) nice to do something good before i go" followed by "I wonder what my boss would do if he found out? #gtaV"
We're skeptical, since obviously this could be complete bullshit. But this could also be the first picture of GTA V's southern California map. We've reached out to Rockstar about its veracity and will update if we get a comment from them.
UPDATE: Looks like this is a fake, folks. Kotaku friend Michael McWhertor has dug up some of Toronto Jack's older Tweets which had previously hyped GTA V as a game subtitled Los Santos, set for release on November 11, 2011. That kind of erroneous info is unlikely to have come from a real insider.