Kotaku

Last month Blizzard announced that it's annual fan convention would be skipping a year, returning in 2012 so the developer can focus on things like developing games. Some fans took this well. The Elysiam World of Warcraft guild on the U.S. Shadowmoon server took to song.


Guild leader and lyricist Kayhettin pass along this video to Kotaku, a desperate plea from some of Blizzard's biggest fans to put on a BlizzCon in 2012. Filled with footage of fans meeting, greeting, and having a good time despite the ridiculously high food prices, it drives home the point that the annual festival isn't so much about the games as it is the community that's formed around them.


That, and buying exclusive swag.


Maybe Blizzard could hold a mini-convention just for these guys!


Kotaku

While My Guitar Controller Gently WeepsAs both a game developer and a gamer, I am sad to see the guitar controller fading into obscurity.


Guitar controllers are a fun and unique interface to control games, but unfortunately, it seems as though their time may have passed. I reject that.


Rhythm games have been popular for many years, but Rock Band and Guitar Hero were able to create almost universal appeal. Do you know anyone who doesn't enjoy playing Rock Band? I don't. Even "non-gamers" gladly join in at parties. The main reason those games became so popular was the accessibility of the guitar controller. People could almost instantly pick it up and figure out how to play.


Plus, it's more fun to play a fake guitar than fiddling with a gamepad.


Most people at some point dream of being a rock star. Even if you never thought you could make it as a pro-rocker, can you honestly tell me that you've never played air guitar? Holding something resembling a guitar and rocking out is more fun that just pushing buttons. With the guitar controller, it's not just about the game input anymore. You can emulate the spectacle of being a rock star while playing. Even if you don't get the high score, you can impress your friends with your style.


While My Guitar Controller Gently Weeps(Gamer with lots of guitar controllers | via WorldofCrap.com)

Although many games these days seem like carbon copies of others, the field of game development is limitless. However, the type of experience developers can make is somewhat limited by input mechanism. It is great that there are many different input mechanisms available to game developers presently—multitouch screens, Kinect, Move, etc, but I am of the opinion that the more control schemes that are available, the better. Games are an experience, and the way you interface with them has a huge effect on the experience of the game. It would be possible to play Dance Dance Revolution with a gamepad or Steel Battalion with a keyboard and mouse, but it would not be the same experience and not nearly as enjoyable.


Despite the inherent coolness of the guitar controller, I believe its popularity waned because developers didn't offer new experiences for it. Even though there are a multitude of gameplay possibilities that could be guitar driven, most developers released software similar to what was out there. Many of the games were outstanding and innovative in a number of ways, but the core mechanics were the same, and many gamers (myself included) felt franchise fatigue.


I will concede that what you can do with a guitar controller is limited compared to the general purpose gamepad, but if games are designed around the strengths of the controller, there are plenty of new experiences that can be offered. I work at 24 Caret Games, and we are close to releasing Retro/Grade, a reverse spaceship shooter that is playable with a guitar controller. The premise is that time is flowing backwards, and you have to pilot your space ship through a maze of enemy projectiles and unfire your own lasers.


Although Retro/Grade has been designed from the beginning to be playable with a gamepad as well, I find it's more fun to play with the guitar. Retro/Grade has been featured at many festivals and conventions, IGF, IndieCade, Fantastic Fest, and PAX, and we've noticed that gamers gravitate towards playing with the guitar. The split was about 80/20 according to the statistics we collected at PAX Prime 2011.


Obviously, it is disappointing to me that when we release Retro/Grade later this year, it's going to be difficult for gamers to find a guitar peripheral if they didn't hang onto them, but it's also disappointing because I think there are still many interesting gameplay possibilities left unexplored. For example, the Guitar Hero guitars have some motion sensing capabilities beyond the binary tilt sensor in the Rock Band guitars. Wouldn't it be cool to have game where swinging your "axe", actually worked in game as an axe? I think it would be really fun to have a guitar based game along the lines of "Temple Run". I just came up with those ideas off the top of my head, but if the guitar controller stuck around, I think other game developers would do more fun and exciting things with it. Unfortunately, it seems like that avenue may be closed – at least in the immediate future.


Although it's easy to look back at guitar peripherals and call it a fad, I think it deserves to be remembered fondly as a great game interface. If you haven't parted with your guitar controller, think twice before you part with it because the next time you want to play Rock Band, it may be difficult to find a replacement.


Matt Gilgenbach is the co-founder of the indie studio 24 Caret Games where he works on Retro/Grade and occasionally updating their twitter feed and facebook page. He's been developing games professionally for nine years across a wide variety of platforms.
(Top photo: Musician Pixie Lott at a 2009 London event for Guitar Hero 5, Neil Mockford | Getty Images)
Kotaku

The biggest contributor to Stephen Colbert's political action committee, Americans for a Better Tomorrow, Tomorrow, (who totally weren't coordinating with Colbert's joke Presidential run) was Alex Rigopulos, head of Rock Band/Dance Central studio Harmonix. $9600 given, notes the NY Times.


Kotaku

Bethesda previously announced the Skyrim Creation Kit, which will let PC users re-invent their hit RPG in unimagined ways. There's no release date yet for the toolset but the publisher's unveiled a new video that details the Creation Kit's functionality and intergration with Steam Workshop. Skyrim's going to get a lot more interesting very soon.


Kotaku

There've been betas and release date push-backs but the game that lets you be a violent devotee of Batman or his crazy archenemy will finally hit platforms next week. The downloadable FPS will be available on February 7 for PlayStation Network and Windows PC users in the Americas and on February 8 for PSN users outside of the the Americas. The Xbox Live version comes out on February 8th as well. Gotham City Impostors.


Kotaku

At Least One Person Believes Final Fantasy V is the Best Game in the SeriesWith this week's release of Final Fantasy XIII-2 reopening the franchise discussion floodgates, commenter deuxhero makes an empassioned plea for the Final Fantasy game he believes is the best, even if nobody else does. Let's Speak Up on Kotaku.


Finally Fantasy V is the best Final Fantasy of the main series, and here's why.


The job system is brilliantly designed: There is no "proper" way to do anything in the game (an issue so very common with other FFs). Any job combo is possible to beat the game with (and I mean ANY, check out the annual Four Jobs Fiesta, where 4 jobs are randomly rolled). Even unusual combos can prove highly effective (I was quite happy when I discovered the power of a Berserk Monk/Barehanded Berserker by accident, especially as it has a very low AP to set up).


The encounter balance is also unlike the average FF. The battles are very offense centric, which is a good thing. Rather than attrition focused boss fights of healing away damage while chipping away at massive hitpoint totals, all fights will end in under 6 turns, generally 3, but the bosses generally output nearly as much damage as you do, so it can quickly end in a game over in 3-6 turns.


The overall story, while not exactly original or involving the player, has a great cast of characters with clear likable personalities (No whining about daddy issues). The characters as a group clearly show they enjoy hanging out together, and the cut scenes work well at ensuring no one is just standing in the background during them. Even the secondary characters (Cid/Mid, Gilgamesh, Ghido) have clear personalities.


Also there isn't really an obnoxious romance plot we have all seen before but the writers still insist on putting in, despite Bartz being in a group of 3 girls.


The graphics manage to pack quite a bit of emotion into the tiny overworld sprites, greatly benefiting from the cast's hammy nature and light tone.


There is no grinding, in fact, you will be OVER leveled if you don't run from a large number of fights (and this isn't the fault of a high encounter rate either), and class setup matters far more than raw level.


The death, unlike so many other deaths in Japanese RPGs, actually serves a purpose beyond shock value. When a character is killed, they die DOING something and accomplishing it. The characters don't just stand there and ignore the life restoring items you used for the past 20 hours, no they actually try to do something (it fails, but for a decent reason).


Honestly, the only reason it isn't commonly considered the best is it was skipped over for international release in its first outing and the first time it got released in the US was a terrible version.


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

Lumines Electronic Symphony is a 34-Track Love Letter to Electronic MuiscYears of playing games like the original Lumines, Harmonix's Frequency, or Squid in a Box's PC shooter Waves have left me with a voracious appetite for electronic music, which is why the 34 tracks included in Ubisoft's Lumines Electronic Symphony have me drooling.


Where else will you find music by Howard Jones and Art of Noise mingling with tracks by Benny Benassi or Russia's SCSI-9? Okay, outside of a dance club in Second Life? Right, other than German — we can't all afford a trip to Germany, unless we're German and live there anyway.


No, "on the internet" doesn't count.


Check out the 34 tracks that put Lumines Electronic Symphony at the top of my PlayStation Vita must-haves list. Then hit up the link below for some short interviews with some of the artists on the PlayStation Blog.


  • "4 AM" – Kaskade
  • "Aganju" – Bebel Gilberto
  • "Always Loved A Film" – Underworld
  • "Apollo Throwdown" – The Go! Team
  • "Automatons" – Anything Box
  • "Autumn Love" – SCSI-9
  • "Bang Bang Bang" – Mark Ronson & The Business
  • "Celebrate Our Love" – Howard Jones
  • "Close (To The Edit)" – Art of Noise
  • "Disco Infiltrator" – LCD Soundsystem
  • "Dissolve" – The Chemical Brothers
  • "Embracing The Future" – B.T.
  • "Flyin' Hi" – Faithless
  • "Good Girl" – Benny Benassi
  • "Gouryella" – Gouryella
  • "Hey Boy Hey Girl" – The Chemical Brothers
  • "Higher State of Consciousness" – Wink
  • "In My Arms" – Mylo
  • "Kelly Watch The Stars" – Air
  • "Moistly" – LFO
  • "Never" – Orbital*
  • "Out Of The Blue" – System F
  • "Pacific 707" – 808 State
  • "Played-A-Live (The Bongo Song)" – Safri Duo
  • "Rocket (Tiesto Remix)" – Goldfrapp
  • "Sunriser (Publicmind Remix)" – Ken Ishii
  • "Superstar" – Aeroplane
  • "The Future of the Future (Stay Gold)" – Deep Dish
  • "The Sun Rising" – The Beloved
  • "What's Your Number" – Ian Pooley
  • "Windowlicker" – Aphex Twin
  • "Wolfgang's 5th Symphony" – Wolfgang Gartner
  • "Wooden Toy" – Amon Tobin
  • "Yesterday When I Was Mad (Jam & Spoon Mix)" – Pet Shop Boys

Lumines Electronic Symphony: Q Entertainment's Love Letter to Electronic Music [PlayStation Blog]


Kotaku

Lumines Electronic Symphony is a 34-Track Love Letter to Electronic MusicYears of playing games like the original Lumines, Harmonix's Frequency, or Squid in a Box's PC shooter Waves have left me with a voracious appetite for electronic music, which is why the 34 tracks included in Ubisoft's Lumines Electronic Symphony have me drooling.


Where else will you find music by Howard Jones and Art of Noise mingling with tracks by Benny Benassi or Russia's SCSI-9? Okay, outside of a dance club in Second Life? Right, other than German — we can't all afford a trip to Germany, unless we're German and live there anyway.


No, "on the internet" doesn't count.


Check out the 34 tracks that put Lumines Electronic Symphony at the top of my PlayStation Vita must-haves list. Then hit up the link below for some short interviews with some of the artists on the PlayStation Blog.


  • "4 AM" – Kaskade
  • "Aganju" – Bebel Gilberto
  • "Always Loved A Film" – Underworld
  • "Apollo Throwdown" – The Go! Team
  • "Automatons" – Anything Box
  • "Autumn Love" – SCSI-9
  • "Bang Bang Bang" – Mark Ronson & The Business
  • "Celebrate Our Love" – Howard Jones
  • "Close (To The Edit)" – Art of Noise
  • "Disco Infiltrator" – LCD Soundsystem
  • "Dissolve" – The Chemical Brothers
  • "Embracing The Future" – B.T.
  • "Flyin' Hi" – Faithless
  • "Good Girl" – Benny Benassi
  • "Gouryella" – Gouryella
  • "Hey Boy Hey Girl" – The Chemical Brothers
  • "Higher State of Consciousness" – Wink
  • "In My Arms" – Mylo
  • "Kelly Watch The Stars" – Air
  • "Moistly" – LFO
  • "Never" – Orbital*
  • "Out Of The Blue" – System F
  • "Pacific 707" – 808 State
  • "Played-A-Live (The Bongo Song)" – Safri Duo
  • "Rocket (Tiesto Remix)" – Goldfrapp
  • "Sunriser (Publicmind Remix)" – Ken Ishii
  • "Superstar" – Aeroplane
  • "The Future of the Future (Stay Gold)" – Deep Dish
  • "The Sun Rising" – The Beloved
  • "What's Your Number" – Ian Pooley
  • "Windowlicker" – Aphex Twin
  • "Wolfgang's 5th Symphony" – Wolfgang Gartner
  • "Wooden Toy" – Amon Tobin
  • "Yesterday When I Was Mad (Jam & Spoon Mix)" – Pet Shop Boys

Lumines Electronic Symphony: Q Entertainment's Love Letter to Electronic Music [PlayStation Blog]


Kotaku

Talk Amongst Yourselves of Love Love is in the air as we slink into February in Kotaku's official forum, and what do you folks love? That's right, video games. In fact you even love talking about video games, so here we are.


A brand new month brings with it a brand new TAY image, this time discovered via a site suggestion from frequent TAYpiccer Pand1a7. In celebration of this lovely month we present Rubens' "El Jardín del Amor". Love is in the air in the work, along with other things I won't mention — you'll just have to see the full non-cropped version for yourself.


It's the cropped version we're interested in, however. Surely this picture is ripe with elements perfect for transforming through the miracle of Photoshop into video game-themed greatness. You know the drill, folks. Please do your best—or your worst—and share your own riffs on our February image to our #TAYpics thread. Just remember to keep your image in a 16x9 ratio and you just might see it featured atop a future installment of Talk Amongst Yourselves. Grab the base image here. The best ones will be featured in future installments of Talk Amongst Yourselves.


Kotaku

Puzzlejuice Blends Bejeweled, Tetris and Scrabble into an Addictive Treat Peanut butter and chocolate. Trenchcoats and cyberpunk. Some great-tastes-that taste great-together are obvious. At first blush, the Tetris-and-Scrabble fusion that Puzzlejuice presents doesn't look like it's going to be appetizing at all. But, the indie iOS release winds up being one of the most delicious mash-ups ever.


Puzzlejuice combines the falling-block puzzle gameplay of Alexey Pajitnov's classic with word-game mechanics of Boggle or Scrabble and the match-three mandate of Bejeweled. A familiar assortment of shapes descend from the top of the screen, broken up into different colors. When you fit blocks together and bind three colors adjacently, you can tap that section to generate letters. Multidirectional swiping along adjacent letters forms words. Creating a whole row turns all of those blocks into letters. The twist is that you'll need to clear the rows yourself. There's no automatic salvation as in the original Tetris.


Further deepening the permutation are the power-ups you can earn. The bomb and freeze blocks do what you think, exploding blocks away and stopping time. There's a driller ability that shaves away the blocks in its path and a twister that levels out and resets the board. Challlenges and leveling fold into the cleverly spliced gameplay, daring you to make string together runs of four-letter words, for example. Of course, things get faster the better you do and you'll soon find yourself grasping for words as quickly as you can. All the snark in the menus and in-game prompts makes for a hilarious motivator, too.


You don't realize how separate the parts of your brain that deal with spatial relationships and verbal skills are until you play Puzzlejuice. I've had many sessions where I've been so focused on squaring up blocks into columns that I've spaced out on making words. Or the opposite happens, and I'm so fixated on making bigger and bigger words that I let block fall into sloppy arrangements. However, one of the beautiful things about Puzzlejuice is how it lets you bail yourself out. Screw up a placement and you can still get a workable board by making a word and taking advantage of the shifting blocks that follow.


Indie dev studio Colaboratory strike gold by taking two templates that seem diametrically opposed and weaving them together into an elegant system. Puzzlejuice demands that you constantly shift perception and create harmony between shapes, words, colors and speed. It's an inspired effort that will tickle puzzle fans, word-game addicts and aficionados of smart design. And it's only 99 cents as of this writing. Go get it now.


Puzzlejuice [iTunes, $0.99]


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