Kotaku

Purity Bear Says "Happy Valentine's Day!"Happy Valentine's Day, Kotaku readers! I hope you are spending today with the one you love. [Insert dumb joke about how gamers don't have girlfriends here.]


Or whatever, Valentine's is a sham, man! It's designed to help sell greeting cards!


Or maybe it's not, maybe it's a celebration of love and beauty!


Eh, who knows. Maybe you can talk about it in the open thread, which you are now visiting. Only a few things from around the internet for you, but I hope you enjoy them:


Oh yeah, man. A Very OutKast Valentine's Day. Have good open threading, and be good to one another.


Dota 2

DOTA 2's Idea of Valentine's Day is New Character ArtIt's no box of chocolates or a rose - or a diamond ring - but it'll do.


These are Valve's official character art sheets for the heroes Lone Druid, Lycan, and Shadow Demon.


If you'd like to see some other example of DOTA 2 character art, check out this Fine Art feature from last year, which featured a ton of it.


And before anyone asks, no, Valve has not returned our calls about that whole DOTA 2 legal mess.


DOTA 2's Idea of Valentine's Day is New Character Art
DOTA 2's Idea of Valentine's Day is New Character Art
DOTA 2's Idea of Valentine's Day is New Character Art


Team Fortress 2

Valve Trolls Valentine's Day With $100 Team Fortress 2 DLCTeam Fortress 2 developers Valve have put together "the most accurate simulation of an actual Valentine's Day gift ever made available to the public", and today made it available as an in-game item to owners of the multiplayer shooter.


That simulation comes in the form of a $100 diamond engagement ring, which Valve admits is "basically useless". It can only be gifted, and once sent to a player, if it's accepted, the entire TF2 community will get a message broadcasting the engagement. Both players will then be wearing the ring on their in-game models.


So it's only basically useless, not entirely useless! It can, if someone actually pays up, be heart-warming. And also a useful experiment to test just when, and how, people will stop buying superfluous shit for this game.


Happy Valentine's Day! [Valve]


Kotaku

What People Think Gamers DoThe stereotypes against gamers never seem to go away, so we've decided to throw our proverbial meme-hat into this ring of "What People Think I Do." You've seen and heard it all; now you can see it in this delightful image form!


Kotaku

Forget Ryan Gosling in Drive. Check out Mario in KartMan, that is one badassed jacket. That jacket is so badassed that even though this image is goofy and funny and ridiculous, I'm still impressed with Mario's total sexiness.


Wait until Princess Peach gets in an elevator with him. Oh man, it's gonna be awesome.


Anything happens in that five minutes and I'm yours. [Dan Hipp, Tumblr]


Kotaku

Sony's Old Position on Touch Screen Gaming Is Incompatible With The PlayStation Vita


It doesn't feel like 2005 was all that long ago... until you remember that the first iPhone didn't launch until 2007. In the many years since a former Sony executive could make an offhand remark about the Nintendo DS, touch screens have taken over, and the tech is getting sharper every year. The future, it seems, can take anyone by surprise.


Kotaku

They Made a Video Game About Slavery, And It's Actually Good"I'm running tonight."


Video games take us places; this is known. They allow us to try on identities other than our own, and to see what it's like to live life as another person. They can also teach us things. Math and science teachers have spent a good amount of time figuring out how to leverage games to better instruct their students, but role-playing and adventure games have always seemed particularly well-suited to teaching history.


For the last couple of days, I've been playing Mission U.S., an educational video game that allows players to assume the role of a young slave named Lucy who escapes from a Kentucky plantation in 1848. It's not only an engaging video game, it's a harrowing, illuminating look at the realities of life as an American slave.


Mission U.S. is actually two different games; the game I played is the second in the series—the first one teaches about the Revolutionary War. The games are produced by New York Public Media's WNET Thirteen. Mission U.S. is a free game that you can play through your browser, and was funded in part by the Corporation for Public Broadcasting with additional funding by the National Endowment for the Humanities. While it is indeed an educational game, it's also an engaging, well-designed, and fascinating one.


The precarious nature of my existence was readily apparent.

In the beginning of the story, the protagonist Lucy wakes up in her small slave quarters on the King plantation. She hears people talking, and heads through the door to find her mother fixing up Henry, another slave.


Conversations in the game are all fully-voiced, and branch like in a classic role-playing game depending on the responses players select. Lucy herself is silent, and each time you speak with someone the animations are simple enough to allow for a huge number of possible conversation branches. Lucy's mother informed me that Henry needed some comfrey root from down by the river to help with his back, and I agreed to get it for him. (I could have ignored the request.)


I headed down to the river and was accosted by Mr. Otis, the white plantation manager who appeared to be a bit of a taskmaster. He ran me off from the water and set me about my daily chores, which included gathering eggs from chickens, chopping wood for the smokehouse, and doing the laundry. At each job, I had the choice as to whether to do as I had been told, rebel a bit by wasting time, or truly rebel and sabotage whatever I was doing.


I was struck by how effectively the game placed me in the shoes of an American slave. The precarious nature of my existence was readily apparent—Mr. Otis told me what to do, and I had better do it. I didn't know what would come of any misbehavior. For example, I chose to make a fire in the smokehouse sloppily and leave the door unlocked, and I wasted time watching the pigs play around in the pig sty. But what would come of this? I had no idea.


Immediately after that, I was called into the big house to see "Miss Sarah," a member of the white family that owned the plantation. I initially greeted her as "Sarah," and she sternly reminded me that we weren't children anymore, and that I was to call her "Miss Sarah." This was a subtle bit of writing, as it illustrated how I had been childhood friends with her, which made it feel all the more subtly humiliating to have to refer to her as "Miss" and treat her as my superior. It was a quick, effective way to reinforce the cruel way that American laws had made this sort of thing commonplace, and is a good example of how strong the writing is throughout Mission U.S. Dialogue isn't flowery or overly explanatory, and it doesn't need to be. The game lets the experience speak for itself.


Throughout the story, I was presented with choice after choice. Mission U.S. is simple and flash-based, and so it must have been much easier for the team to create a huge variety of branching stories than in, say, a AAA video game like Mass Effect or Fallout 3.


I didn't make it to Ohio due to my superior ability at the game—I made it due to dumb luck.

As the story went on, I met my younger brother Jonah, worked out a plan to help teach him to read, took care of some more chores, and managed to sneak some comfrey root to take to Henry. All in a day's work. But that afternoon, Lucy nodded off after her chores were done only to wake up to see the smokehouse burning down. Chaos! Mr. Otis came on strong, seeing red, blaming Lucy and Henry for everything. I had a number of options here, and if I chose unwisely, I could wind up getting thrown into lockup and seeing a "game over" screen. Eventually, I got Mr. Otis to leave, though as he did he swore that he'd get to the bottom of this tomorrow.


"I'm running tonight."


With that, Henry told me that he was going to run. I helped him get ready, even giving him a tip I had picked up from the cook in the big house—rather than heading north towards Ohio, he should head south to Lexington, where there was a church sympathetic to escaped slaves. He didn't quite believe me, but it was no matter—I wasn't going to stay and suffer Mr. Otis' wrath, and so I was going with him. And if I was going, we were going to Lexington. I grabbed some food from the two gardens, said goodbye to my mother and my brother Jonah, and was off.


The game's presentational simplicity forced me to use my imagination, and I imagined very scary things. This was real, I kept reminding myself, people lived this, they lived under these laws and with this kind of fear. Sneaking through the yard at night, stealing enough food from the garden to be able to survive the coming trial… I was very much in the moment. It was intense. And, I kept reminding myself, this was a PG-rated version of history, made appropriate (or as appropriate as is possible) for a classroom. In reality, things probably would have been much worse.


Chapter 2 begins with players figuring out how to get through Kentucky and cross the border into Ohio, which is much harder than it sounds. I don't mean to belabor this point, since I'm sure plenty of you are thinking "Yeah, we know about slavery! We read about it too!" But something about how difficult it was just to get from Lexington to Ohio (this is like, a short drive these days!) really stuck with me.


Every choice felt like life or death (and often was) - do I run from the hounds I hear? Will my food run out? Do I walk past the farmer I saw notice me, or do I run? It was very easy to make the wrong decision and get hauled off to jail, forced to try again. I found escaped-slave notices posted up in towns with my name next to Henry's, and I steered clear. But even then, there was no safe harbor - after a couple of tries, I wound up at a wagon shop and was caught by the owner trying to steal into the back of one of his wagons. Instead of turning me in, he kindly hid me and took me across the border.


What a relief that this stranger would help me! There was no rule-set for this. I didn't make it to Ohio due to my superior ability at the game—I made it due to dumb luck, which made my entire situation feel that much more random and precarious (and true to reality.)


Mission U.S. is a thoughtfully made game with a lot of effective creative touches. Lucy can't read very well, so documents appear with many of their words blurred out—only by studying and picking up "smartwords" in conversation can Lucy raise her reading score to be able to read the signs. Making various choices will give you one of a number of badges, from "self-reliance" to "rebellion." The badges don't actually get you powerups in the game, they just give you points towards determining how Lucy's epilogue plays out once you've finished all of the game's chapters.


After arriving in Ohio, I learned that I was anything but safe. Act three begins a year later, in 1849, and while Ohio was a free state, slaves were still deemed the legal property of their owners, so "Slave Catchers" would come across the border looking to catch escaped slaves and return them for a bounty. A whole new raft of troubles, danger, and agonizing choices awaited Lucy. What will happen to her? Only one way to find out.


I am impressed with Mission U.S., both for what it's doing and for how it's doing it. It's a well-made game, and it treats its characters and its players with respect. It manages to convey some important aspects about the experience of slavery in a way that is appropriate for kids (I haven't seen anyone get beaten or hanged or heard the n-word) but can be appreciated by adults as well.


Mission U.S. would certainly make for an engaging classroom aid, but it's so much more than that—it's an entertaining, well-made adventure game, a slice of livable history that every American should play.


Mission U.S. [Official Site]


Kotaku

Lumines was one of the best games on the original PlayStation Portable. It was sort of a rave version of Tetris, which was a very good thing. The successor to the PSP is now upon us, and so is a new Lumines, subtitled Electronic Symphony.


The game could stand to be a littler harder, but it's a fun, stylish sequel nonetheless. Check out the video of me playing it, listen to some catchy music and shake your head with me at the inferior touch controles. The tapping gimmick is the worst. Good thing we can stick to the d-pad and buttons. That's the way I do it.


Kotaku

Hollywood is Making a Twisted Metal MovieThe co-director of Ghost Rider: Spirit of Vengeance, Brian Taylor, will be both writing and directing a Twisted Metal movie. It's being produced by super nerds Avi and Ari Arad.


The movie's setting will stick to that of the game's, namely by being about a bunch of psychos who stick weapons on vehicles, and will feature stars like Sweet Tooth and Doll Face.


‘Ghost Rider's Brian Taylor In 7-Figure Sony Deal To Write/Direct ‘Twisted Metal' Movie [Deadline]


Kotaku

Roses are Red, Mario's BluePerpetual Romance | Hopefully on Valentine's Day, Princess Peach will actually be in her castle. (Part of a collection of cute digital Valentines on Etsy.)



Roses are Red, Mario's Blue


Gotham City Impostors: The Kotaku Review

Batman's had lots of sidekicks over the years. Imps from other dimensions, mask-wearing dogs and his own kill-crazy offspring have leapt from the shadows with the DC Comics superhero. More »



Roses are Red, Mario's Blue


Don't Blame Your Crappy Marriage On Video Games

With every new day comes a new excuse for nasty people to crucify video games. This time it's a study by researchers at Brigham Young University, as reported by U.S. More »



Roses are Red, Mario's Blue


Twisted Metal Sets Game Critics' Skulls Aflame

After a decade of lurking in the darkness just outside of gamers' views the evil clown rides back into town, guns blazing, engines roaring, and game reviewers rarin' for a shot. More »



Roses are Red, Mario's Blue


The PlayStation Vita Needs a 'Dislike' Button

Sony's new PlayStation Vita handheld sports a good amount of ways to connect with people. It will let you share your trophies, passively trade and unlock game content, and even broadcast how you're feeling about the games you're playing. More »



Roses are Red, Mario's Blue


The Past and Future of Psychonauts 2

Until about, oh, early last week, Psychonauts 2 seemed like an idea-or maybe a wish-that would never become a video game.
But then the man who made millions making Minecraft, Markus "Notch" Persson, offered, over Twitter, to "make Psychonauts 2 happen."
Tim Schafer, whose Double Fine... More »



Roses are Red, Mario's Blue


Survey: There's a 1 in 10 Chance Words With Friends Will Get You Some Action

We all know that the "social" space has changed the dating scene. Facebook has thrown all sorts of new tools and little wrinkles our way.
Now that the virtual hangouts have caught up with crowded bars as a place to meet a mate, social games are finding a new way to shine. More »



Roses are Red, Mario's Blue


Reminder to Arkham City Players: Talk to Calendar Man Today

Today is Halloween Thanksgiving Christmas New Year's Day Valentine's Day. So if you're playing Batman: Arkham City and you don't believe in cheating by changing your system's internal clock, go talk to the Calendar Man today. More »



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