Eurogamer


Labour MP Keith Vaz has tabled an Early Day Motion in which he expresses concern about Call of Duty: Modern Warfare 3.

THERE MAY BE SPOILERS AHEAD.


The EDM (via MCV), proposed on 14th November, says MW3's London Underground sequence rekindles memories of the 7 July London bombings, and claims there is "increasing evidence" of a link between violent crimes and violent video games.


The EDM in full:


"That this House is deeply concerned about the recently released video game Call of Duty: Modern Warfare 3, in which players engage in gratuitous acts of violence against members of the public; notes in particular the harrowing scenes in which a London Underground train is bombed by terrorists, bearing a remarkable resemblance to the tragic events of 7 July 2005; further notes that there is increasing evidence of a link between perpetrators of violent crime and violent video games users; and calls on the British Board of Film Classification to take further precautions when allowing a game to be sold."


Fellow Labour MP Tom Watson disagrees with the EDM, however, and has put forward his own response, noting that "the game has an excellent user interface and challenges the gamers' dexterity as well as collaborative skills in an outline setting".


Watson "encourages the BBFC to uphold the opinion of the public that whilst the content of video games may be unsettling or upsetting to some, adults should be free to choose their own entertainment in the absence of legal issues or material which raises a risk or harm".


The BBFC has dismissed comparisons between sequences in Call of Duty: Modern Warfare 3 and the 2005 London bombings.


The BBFC said the section of the game that sees the player pursuing Russian terrorists through the London Underground is "far removed" from the July 2005 attack that resulted in the death of 52 people.


"Some comparison has been drawn between the action in the game and terrorist attacks on the London Underground in July 2005," the BBFC said. "However, a full examination of the game makes clear that the storyline is far removed from these real events, neither drawing upon nor resembling real terrorist attacks on the Underground.


"Nevertheless the location of the action in familiar London settings, both above and below ground, establishes a context within which the tone and impact of the work may, for some, be more unsettling, and upsetting, than in previous games in the series.


"The BBFC's decision to restrict the game to adults primarily reflects moments of strong violence, but also takes account of these contextual elements."


Modern Warfare 3 attracted controversy for a sequence showing a young girl and her mother being killed in an explosion in Westminster.

Co-developer Sledgehammer Games has defended this, saying the game is not "doing shocks for shock value".


"We wanted to show, certainly in some particular cases, we wanted to show the effect of war," explained creative director Bret Robbins.


"What happens if a modern American city gets attacked? What would that be like, what would you see? If you were walking down the street, what would happen?


"Civilians are part of that, innocent people are part of it unfortunately."


Modern Warfare 3's story takes place around the world, in a fictional World War 3 scenario. The world's most recognised cities are ravaged by terrorist attacks.


"How do you go about blowing up the world?" asked Robbins. "You just come up with scenes and moments that would make sense within the story. So you don't do it just for the sake of blowing everything up, just for the fun of it.


"Does this make sense? Should the characters actually be here at this time? Does this fit the plot? You want it to be exciting, but you also want it to make sense.


"It can't just be gratuitous," he added, "it can't just be fantasy. It needs to be real missions, things that you think could possibly happen, given the extraordinary circumstances that you're creating. So it's always walking that fine line of believability and insanity and crazy action."

Keith Vaz was criticised earlier this year when he tabled an "amateurish" early day motion titled "Video games and young people". It read:


"That this House welcomes the call by Shigero [sic] Miyamoto, creator of Super Mario, for people to drop their joypads and venture out into the sunlight once in a while; recognises that video games have addictive properties; notes that children flourish when they undertake a variety of extra-curricular experience; further notes the current Hungarian EU Presidency priority of protecting minors from harmful audiovisual media content in media legislation; is concerned about the potential impact of violent video games on those under 18; and calls on the Government to ensure the purchase of video games by those under 18 is carefully controlled and that parents are encouraged to limit the amount of time children spend on video games."


Vaz is of course no stranger to video game controversy, and has long been a strong anti-video game campaigner.


He has criticised a number of video games, including Manhunt, Manhunt 2, Bully and Counter-Strike.


But in January Vaz told Eurogamer: "I've never been against games".


"I've been against violent games that are able to fall into the hands of young people who are perhaps not able to understand the implications of what they're doing," he said.

DOOM 3


Rage developer id Software has released the entire source code of its seminal shooter Doom 3.


Aspiring developers can now download the code completely free, id co-founder John Carmack tweeted last night.


Doom 3's inner workings were ready to go at the start of the month, but last-minute legal issues temporarily held up its release - Carmack was forced to re-write some of the code to placate "skittish" lawyers nervous about the release of a particular section.


The release was announced by Carmack during his keynote speech at this year's Quakecon event, where he expressed the wish for other developers to follow suit.


The full code is available to download from Github.

Eurogamer

Last week, Minecraft shed its beta stabilisers and, after two years of open development, launched. And its transition to game version 1.0 brought plenty of changes.

Among those, a proper ending in a ream called The End, appropriately enough.

Upon death, your Minecraft score is tallied depending on total experience orbs held at the time.

There's a hardcore game mode, and there are new monsters to fight: an Enderdragon boss, a snow golem, mooshroom cows, villagers, Blaze and Magma Cube.

And thankfully, animals now breed - perhaps all they needed was the right moooosic.

We've listed the most complete Minecraft 1.0 patch notes we could find (courtesy of the Minecraft Wiki).

If you still need convincing about Minecraft, read Eurogamer's 10/10 Minecraft 1.0 review.

Eurogamer


Codemasters has unveiled the new Dizzy game it teased yesterday.


Dizzy: Prince of the Yolkfolk is a special HD edition of the 1991 classic for iPad, iPhone and Android, and is out on Friday, 9th December.


The iOS and Android editions of Dizzy: Prince of the Yolk are developed by DNA Interactive and Paul Ranson, the game's original project director.


"20 years on and Dizzy: Prince of the Yolkfolk remains one of the most memorable games in the series for its puzzles and humour and it's an absolute pleasure to return to the director's role for this HD edition," Ranson said.


"For once, this is a retro classic that doesn't require rose-tinted glasses to appreciate its design and gameplay - Dizzy: Prince of the Yolk is simply a great puzzle-solving romp that's been brought up-to-date with glorious visuals."


Screenshots and a reveal trailer are below.


"It always astounds us what a loyal fan base Dizzy still has," Philip Oliver, one of the series' creators, said.


"Even after all these years people remember Dizzy fondly and it's great to see him return for his older fans and introduce him to a new generation of gamers."


Brother Andrew Oliver added: "Dizzy Prince of the Yolkfolk was one of the most popular Dizzy titles and it's exciting to see him making his debut iOS and Android for the holidays."

Eurogamer


Remember that bit in Jurassic Park when the T-Rex attacks the cars, and the kids are inside, and Jeff Goldblum jumps out of the car with a flare and distracts the dinosaur by pressing up, down?


Or what about the part when Laura Dern is chased out of the electricity substation by raptors and has to dash across open ground to the safety of the visitor's centre by pressing left and right at just the right time?


Hmm. Maybe not.


Like the genetic science John Hammond so cavalierly roped into servicing his quest for glory, the Quick Time Event is a tool often misused by game developers. Used sparingly, it can work wonders, straddling the divide between cut-scene and action and lending a cinematic lustre to moments that would otherwise be entirely passive. Used excessively, it's a fiddly distraction that detracts from the on-screen narrative and reduces player input to pre-school levels.


The Jurassic Park movies have inspired a lot of different gameplay styles, covering everything from fighting games to lightgun shooters and even management simulations - but in adding "adventure game" to the list, Telltale Games has opted to rely on a lot of QTE.


At points, the game is nothing but an elongated sequence of button-matching reaction tests. There's a little more to it than that, but with an over-reliance on such a problematic gameplay mechanism, the effect is much as you'd expect: this is a game that feels more like interactive storybook than a fully-fledged video game in its own right.


That story starts by flitting daintily around the events of the first film, in particular the fate of those stolen dino embryos hidden in a can of fake shaving cream by doomed IT nerd Dennis "Nuh-uh-uh, you didn't say the magic word" Nedry.


The stolen embryos prove central to the fate of our cast of characters. Nima is a Costa Rican thief-for-hire with a personal vendetta against Hammond's In-gen corporation. It's her job to retrieve the can for her employer. Meanwhile, specialist dinosaur veterinarian Gerry Harding has brought his rebellious teen daughter to the island, taking advantage of the park's spectacularly lax attitude to child endangerment in an attempt to steer her away from a life of petty theft, smoking and sullen back chat.


Needless to say, they're all stuck on the island when the dinosaurs get free, and must be rescued by our third group of characters, a trio of wise-cracking mercenaries sent in to scoop up any survivors.


Compared to other attempts to crowbar new stories into existing movie plots, this one fares better than most. We see relatively little of the park in the first movie, so there's plenty of room for our new characters to get into scrapes without tripping over the adventures of Alan Grant, Ian Malcolm and the others. Lord of the Rings: War in the North, this is not.


Sadly, the game never quite grasps the opportunity to add anything meaningful to the franchise. The first of four episodes is the strongest, sticking closely to Spielberg's formula and striking the best balance between the terrifying ferocity of its inhabitants and the sheer awe and wonder they evoke.


The gameplay is never the equal of the inspiration though. There are three basic scenarios you'll have to deal with, but the combination never clicks. The one closest to Telltale's usual style involves panning the camera around a location, looking for things. You don't have to look very hard, as everything of interest has a big question mark attached, which turns into a magnifying glass so you can click on it. There's no inventory to manage, so all you're really doing is triggering information about the environment or telling characters to open the only door available to them. It looks like a game, but never feels like one.


Puzzles are inevitably limited, both in number and scope. The most demanding, arriving in Episode 2, involves using a turntable to remove maintenance trolleys and mount three cars on a rollercoaster track in the correct sequence. Other challenges are little more than sequences of buttons and actions that must be performed in a specific order. Even here, there's little mental effort required as the game often explicitly tells you what needs to be done. All you need to do is follow the script.


The same is true of dialogue scenes where you'll get to converse with the characters, though as your control hops from one to the other, sometimes within the same scene or even conversation, there's never room to identify with any character, or even feel like you're making meaningful decisions. At one point you control both sides of an argument at the same time, essentially bickering with yourself in a scene that goes nowhere and illustrates nothing.


There's not much point searching for depth in the characters, as each sticks closely to their designated archetype but their personality seems to fluctuate from scene to scene, depending on the demands of the story. Rather than coming across as well-rounded individuals with complex goals and needs, they seem more like inconsistent sociopaths, liable to change their personality on a whim.


The attempts at human drama are also poorly served by a particularly weak visual style. More realistic than the usual cartoon Telltale approach, yet blighted by jerky animation and freakish facial expressions, it's hard to warm to these crude digital puppets and emotional investment in their plight suffers accordingly.


It's the constant leaning on the QTE crutch that really drags the experience down, however. There's an obvious Heavy Rain influence at play here, but what works for a thriller with an elastic storyline doesn't translate well to being chased by a T-Rex. Sometimes you're asked to hit buttons or click on things purely to move a scene along, an illusion of interactivity presumably designed to prevent the game from becoming one long cut-scene. Such moments are pointless, but ultimately benign.


It's when the dinos attack that the QTE approach really struggles. Some inputs are generous with their time limits, others demand instant responses, with no rhyme or reason. You can miss an input in one sequence, causing a character to merely stumble, but another will offer only instant death for the slightest mistake. Frequently, they're chained together, and you're given no time to react. Checkpoints pop up after every few input sequences, but often progress comes from memorising what's required rather than reacting to it first time around.

Eurogamer


That BioWare game teased by a very short video last night may be a new Command & Conquer.


An employee of Victory Games - an EA developer known to be rebooting Command & Conquer - listed her place of work as a BioWare studio on LinkedIn.

Superannuation spotted it, Kotaku reported it. But the reference on LinkedIn of Victory Games being a BioWare Studio has since been removed.


Victory Games making Command & Conquer under the BioWare label fits with the "new direction, new game, new studio" text that was flashed during last night's video.

Victory Games' promise of a Command & Conquer game reveal "later this year" also fits with BioWare's promise of a December Spike VGA reveal.


Plus, consider the BioWare game footage teased last night: a tank in an urban cityscape shooting at armoured personnel carriers (APCs). That, too, fits with Command & Conquer.


BioWare, the developer, is renowned for role-playing games. But the BioWare label has no such constraints: "The BioWare label is a division of EA which crafts high quality multi-platform role-playing, MMO and strategy games," its cover statement reads.


There was another train of thought suggesting this BioWare game could be something to do with Visceral Los Angeles and a new Mercenaries game. But Superannuation, a credible internet sleuth, has now poured water on that idea.


"Correction of earlier tweet: mysterious BioWare game probably is a military thing developed at EALA but has nothing to with Mercs Inc," Superannuation tweeted.

Eurogamer


Ubisoft's PS3 Splinter Cell Trilogy HD has been patched to add inverted aim support.


Fans of the backwards control scheme spoke out after finding Ubisoft had failed to cater for their choice of y-axis alignment.


The Sam Fisher-price collection contains last-gen classics Splinter Cell, Splinter Cell: Pandora Tomorrow and Splinter Cell: Chaos Theory, and was released in September to a lukewarm reception.


Inverted aim was not the only feature missing - Pandora Tomorrow and Choas Theory's multiplayer modes were also axed.


"It should be much better, though - and that's why it's hard to recommend it as strongly as the games themselves deserve," Chris Donlan wrote in Eurogamer's 7/10 Splinter Cell Trilogy HD review, while Digital Foundry had plenty to say on the game's graphical capabilities.

Eurogamer


Microsoft has improved the Kinect hardware for the Windows version.


New firmware means the depth camera can see objects as close as 50 centimetres in front of Kinect without losing accuracy or precision. Expect "graceful degradation" down to 40 centimetres.


This ties in to "Near Mode", which will enable close up applications "beyond the living room scenarios for Kinect for Xbox 360", General Manager of Kinect for Windows Craig Eisler said. "This is one of the most requested features from the many developers and companies participating in our Kinect for Windows pilot program and folks commenting on our forums, and we're pleased to deliver this, and more, at launch."


Microsoft has optimised "certain hardware components" and made firmware adjustments which "better enable PC-centric scenarios" for Kinect for Windows, due out early 2012.


This is in addition to upgrades and improvements Microsoft is making to the Software Development Kit. "The new hardware delivers features and functionality that Windows developers and Microsoft customers have been asking for," Eisler said.


The USB cable has been shortened to "ensure reliability across a broad range of computers". A small dongle is includes to "improve coexistence with other USB peripherals".


Microsoft's Kinect for Windows launches next year for companies who want to use it for commercial purposes. Kinect for Xbox 360, which launched in November 2010, is the fastest-selling consumer electronics device ever, and has shifted 10 million units.

Eurogamer


Silent Hill HD Collection includes the original Silent Hill 2 voices, Konami has announced.


The original 2001 recordings are available as an alternative to the modern voice performances, which had upset a number of fans of the horror series.


"Producer Devin Shatsky and I have been striving to make this a reality for some time, and it's exciting to have created the definitive SH2 experience," Konami producer Tomm Hulett said on the Silent Hill Facebook page.


"We would like to thank all of the original voice cast as well as [Japanese translator] Jeremy Blaustein, who were all instrumental in making this happen."


Unfortunately Silent Hill 3, also included in the HD Collection, includes the new voices only. This, Hulett said, is due to "factors both technical and logistical".


"Konami and Hijinx are working hard to make Silent Hill HD Collection a valued piece of Silent Hill history, and hope fans new and old look forward to its release in January."


The news comes after Troy Baker - the new voice of James Sunderland in Silent Hill 2 HD - defended the quality of the voice acting in the game, and blamed original voice actor Guy Cihi for forcing Konami to record new voices.


Silent Hill 2, released in 2001, was praised for its atmosphere, dialogue and voice work. Guy Cihi, the original voice and motion capture actor for James Sunderland, was in particular praised for his performance.


"Anytime you hear something different, even in music when you hear a live version of a song that you love, it kind of takes on something else and you think, 'No, no, no, you were supposed to hit this note,' or, 'This is the way it's supposed to go,' because that's the way we've been programmed into it," Baker said in August.


Cihi was accused of demanding residual payments from Konami in exchange for his help on the HD remake.

Eurogamer


All 32 Mario Kart 7 courses have been named ahead of its release next month.


As is customary, half of the tracks are brand new and half are returning fan favourites.


This time round you get two SNES tracks, one from the GBA version, three from Mario Kart 64, two from the GameCube era, four from the DS and four from the Wii.


Here's the full list, as revealed by IGN.

Mushroom Cup

  • Toad Circuit
  • Daisy Hills
  • Cheep Cheep Lagoon
  • Shy Guy Bazaar

Flower Cup

  • Wuhu Loop
  • Mario Circuit
  • Music Park
  • Rock Rock Mountain

Star Cup

  • Piranha Plant Slide
  • Wario Shipyard
  • Neo Bowser City
  • Maka Wuhu

Special Cup

  • DK Jungle
  • Rosalina's Ice World
  • Bowser's Castle
  • Rainbow Road

Shell Cup

  • Luigi Raceway (N64)
  • Bowser Castle 1 (GBA)
  • Mushroom Gorge (Wii)
  • Luigi's Mansion (DS)

Banana Cup

  • Koopa Beach (N64)
  • Mario Circuit 2 (SNES)
  • Coconut Mall (Wii)
  • Waluigi Pinball (DS)

Leaf Cup

  • Kalimari Desert (N64)
  • DK Pass (DS)
  • Daisy Cruiser (GCN)
  • Maple Treeway (Wii)

Lightning Cup

  • Koopa Cape (Wii)
  • Dino Dino Jungle (GCN)
  • Airship Fortress (DS)
  • Rainbow Road (SNES)
...