Kotaku

Talk Amongst Yourselves Welcome to Kotaku's official forum, Talk Amongst Yourselves, where we gather on a daily basis to discuss the joys and wonders of gaming all rolled up into one.


Kaploy9's TAYpic concerns itself with international trade in classic old-school fashion. "We shouldn't have to beg for scraps!" Indeed! Readers, we demand more TAYpics!


You want to see your own TAYpic atop a future forum post, don't you? Layer your genius onto the base image to create your own TAYpic and share your own riffs on our February image in our #TAYpics thread. Don't forget to keep your image in a 16x9 ratio if you want a slice of Talk Amongst Yourselves glory. Grab the base image here. The best ones will be featured in future installments of Talk Amongst Yourselves.


Kotaku

Penny Arcade's annual convention has committed to a new contract with the Massachusetts city that keeps it in Red Sox land through 2023. Unless it decides to bail and sign with the Yankees.


Kotaku

Sony Hopes Vita Will Stymie Pirates, Please Fans and Last Eight YearsThe PlayStation Vita is built to last more than half a decade and is designed to confound pirates more than it confounds the average gamer, Sony's head of worldwide game development, Shuhei Yoshida, tells Kotaku.


"We are designing this PS Vita to last five, six, seven, eight years," he told me in an interview in Las Vegas at the DICE gaming summit last week. "As a foundation we are very confident that what we have been able to realize is the best PlayStation ever, I dare to say."


Yoshida is ready for skeptics who say the world doesn't need machines like the Vita anymore, just as he's ready for those who think the Vita will suffer the fate of the piracy-riddled PSP, which developers began to flee when consumers stopped paying money to play games on the thing.


To those who say a portable machine made for gaming has no reason to exist anymore, he says that, "Unless a dedicated handheld or portable gaming system offers something unique and great that people like, there shouldn't be.


"People have the final vote with their money. We are testing that theory. And we are very, very confident that what we have with PS Vita is an experience you cannot get anywhere else. We are pouring our hearts and minds and money and effort to create contents and we have a good line-up of games that we begin with the launch."


And yet the PSP suffered terrible piracy at levels that a Sony executive had called "frankly sickening." Yoshida remembers this but also seems to understand why it happened. "Because I am a consumer as well, sometimes it is ironic that the piracy service was sometimes better," he admitted, acknowledging the irresistible lure of being able to download any game for a gaming machine for nothing.


Sony won't be giving its games away, but they are committing to making all Vita games available for download at minor discounts, for those who don't want to head to retail stores.


Yoshida does think pirates will have a harder time cracking the Vita, a tougher time ruining the Vita's business plan and lifting Vita games.


"I'd like to believe that with the PS Vita we are better prepared and will continue to fight against piracy," he told me.


"In terms of piracy, we totally believe that was one of the reasons that the PSP support from publishers kind of slowed, because we've seen—and they've seen—lots of people playing their games and our games and not necessarily paying for them. That was a very hard lesson that we learned.


"As you follow the industry, on the PS3, we've done much better. There have been hacking efforts and some response. It's a cat and mouse situation. We have been much smarter and they are really smart people, but through these experiences [we have learned a lot]." The people at Sony who made the PS3 so hard to crack did the same for the Vita, Yoshida said, and that should make the system more well-defended.


One of the casualties of Sony's war on pirates was the honest gamer who had to frequently download new firmware that plugs security holes while offering drips of new functionality. Firmware updates will continue (a new Vita one had hit just a day before Yoshida and I had spoken), but Yoshida offered, they will be worth it. "I certainly hope the frequency will be less, but we cannot promise or guarantee."


At launch in America, the Vita can already do many things. It played Vita games, allows for cross-game chat, supports a large number of PSP games for download. It doesn't, however play downloadable PlayStation 1 games yet. That's coming. "We've been focused on getting PSP emulation to work," Yoshida said. "It's not 100%. So we are working on that side first. Just a priority issue. We had hoped all the PSP games, PSP PSN games, PS1 games were available at launch but it took a bit longer."


Vita gamers in America won't be able to transfer their PSP disc (UMD) games to the Vita, something that Japanese gamers can do for a small fee per game. That is something Sony could offer but they've decided not to. It's not happening now or in the future, not here, just in Japan.


"It's a combination of things," Yoshida explained. "Number one, demand is much stronger in Japan. When you look at the calendar, there are still lots of new PSP games coming out. And lots of new PSP games announced. So there are people who want that functionality compared to outside of Japan. The other thing is that, if you look at the library of PSP games available in the U.S., lots of games are already very cheap and affordable.


"I'm not saying that everybody should buy the same game twice, but when you look at the cost of providing that system from UMD to [PlayStation Network] we are not offering that functionality for free in Japan either. We are asking for people to pay like $5 or $10 per game to add the digital copy [Note from Stephen: all the way up to $30, actually]. It doesn't come free for Japan. You still have to pay something. When you look at the price of PSP titles, great PSP games like Final Fantasy Tactics, for $9.99 it's a really good deal.


"So it's a combination of somewhat limited demand and the available, affordable price of PSP titles in the States. We have decided let's not do it."


While Yoshida says that more games will be added to the Vita's PSP download store, some expected fan-favorites like Final Fantasy VII: Crisis Core are not on there, leaving UMD owner out of luck (owners of Patapon 2 and Petz Hamsterz Bunch for PSP, however, can download that game.) Others, such as Persona 3, run $40.


My own experiences with the Vita have been terrific so far. The system runs well, many of the launch games are good and the integration of services with hardware just might position this as one of the best PlayStations ever made.


Yoshida didn't need to be in full hype mode when we chatted. He's got a good machine to sell. Now the pirates and Sony itself just have to not ruin it.


The early days are promising.


Kotaku

Don't expect to see Deputy Rick Grimes make an appearance in the first episode of Telltale's comic-based The Walking Dead video game series. The hero of the series will be sleeping away the first installment in a coma while creators explorer what supporting cast members were getting up to at the time.


Deputy Rick gets plenty of the spotlight as it is, being the focal point of both Robert Kirkman's long-running comic book series and the hit AMC television series. The game gives rise to a very different sort of hero in Lee Everett, a criminal on his way to prison that finds himself freed by the zombie apocalypse. Lost and alone, Lee stumbles into Clementine, a young girl abandoned by her parents. Together the pair makes their way through the transformed world, Lee's actions reflected in the eyes of an impressionable young child.


But it's not all about new characters. In the first episode we'll get to see what characters like Glenn and Herschel were up to before they met up with a significantly less comatose Rick Grimes. The developers are using the game as an opportunity to explore how the supporting cast came to be the way they were when they first appeared in the comic book series.


Having read every issue of the book so far, I'm looking forward to taking a deeper look at the characters I've been travelling with all these years.


This is the first episode of Telltale's cleverly-named "Playing Dead" series of behind-the-scenes videos, launching today along with the game's official website. Bookmark it for more inside information on what's coming up in the epic five episode side-story.


Prince of Persia®

Apple Classic Karateka Gets Reboot, Bird Punching Makes a Comeback! It's pronounced "cara-take-a." And the hit Apple II game is coming back this year.


Jordan Mechner's best known for Prince of Persia, the platformer action game that became one of gaming's first independently developed hits. PoP went on to get sequels and a whole new re-imagining in 2003 that led to a multi-part franchise and eventually a blockbuster movie scripted by Mechner.


But all the while, Mechner's first game—a hit in its own right—faded away into the fond remembrances of gamers of a certain age. Karateka put players in the role of a young karate master in feudal Japan trying to rescue his true love from an evil warlord. It was one of the earliest games that tried to channel martial arts combat into computer gameplay and ushered gamers into an eerily quiet landscape where losing any fight would send them back to the beginning. And a killer ending twist lay waiting for any player who bested all Karateka's opponents.


That was all in 1985, though and Mechner knows that the Karateka of 2012 needs to be a different beast. The new Karateka is being made by a small team led by Mechner and is scheduled for release this year on Xbox Live and PlayStation Network. In an e-mail interview, the indie trailblazer talks about what will change in the updated version of his classic and what won't. Mechner also talks about recent indie games he admires and what old-school game he'd like to see resurrected.



Kotaku: Why re-visit Karateka? Why not something new?

Mechner: It's been eight years since my last game–-Prince of Persia: The Sands of Time in 2003—and in the meantime I've been busy writing movies, graphic novels, everything but games. Coming off of the Disney/Jerry Bruckheimer Prince of Persia movie, which was massive, I was really itching to get back to my indie roots and make something with a smaller team, and Karateka just seemed perfect for that.


Unlike Prince of Persia, it's remained untouched for nearly 30 years. It's never been remade and there hasn't been a sequel. And yet people still remember it so fondly. I've gotten hundreds of messages from fans on my website and twitter asking about a new Karateka. It was my first game, the one that started it all for me, and I felt it really deserved to be revisited.


Kotaku: The derring-do of Errol Flynn and the literary impetus of 1001 Arabian Nights are the obvious ingredients for Prince of Persia. What were the inspirations for Karateka? It doesn't feel like a 1970 Shaw Brothers kung-fu flick…

Mechner: I made Karateka when I was in college, just discovering for the first time all those decades of cinema history I'd missed. I was obsessed with the films of Kurosawa — especially Seven Samurai, which is still near the top of my list of all-time greatest films. At the same time, I was discovering early Disney animation, and silent movies. I wanted to bring those film storytelling techniques to an Apple II computer game, which I saw as another new technology-based entertainment medium that was only beginning to tap into its storytelling potential, much as silent film had done a hundred years earlier. Japanese woodblock art was a great inspiration, the way artists like Hokusai created such a powerful mood and atmosphere with strong lines and just one or two colors. And the setting of feudal Japan was a straight homage to Kurosawa. But despite all these pretentious-sounding cultural references – remember, I was a sophomore in college at the time – under the hood, the story is straight out of an old 1970s Bruce Lee movie. And all of those things were also influences on the new Karateka.


Kotaku: Is there any way for a new version of Karateka to surprise people who played it years ago? After all, most everybody should know that you need to do a very special move before successfully completing the game…

Mechner: Believe me, I gave it a lot of hard thought and tried to rationalize any number of variations before arriving at exactly the conclusion you just did: You can't surprise people twice the same way. So, not to spoil anything for people who may still be intending to play the original Apple II version… but that sudden-death ending that startled you in 1985, as well as the other game-ending booby traps you think you remember, will NOT be in the new Karateka.


There are surprises, but they'll be new ones.


I made Karateka when I was in college, just discovering for the first time all those decades of cinema history I'd missed.

Kotaku: Your games are noted for the graceful fluidity of movement. Will you be revisiting any of the cinematic animation techniques that you used in the original Prince of Persia and Karateka?

Mechner: It's funny for me, looking at the original Karateka now. It was hailed at the time as this great cinematic breakthrough, with smooth rotoscoped animation. And it's eight frames a second, with these giant chunky Apple II pixels, and it slows WAY down when that big first gate scrolls onto the screen. So, yeah, for the new Karateka, we knew we had to work on the animation a bit to meet modern standards.


Kotaku: Karateka came out in a time when spoken dialogue was an exotic, technological feat in video games. Will this version be a silent affair as well?

Mechner: Karateka is a silent movie. Adding spoken dialog or voiceover narration would be superfluous, and I think would have detracted from the emotional immediacy of the story. Just because you have the technology to add recorded speech doesn't always mean you should. The Artist is a case in point.


By contrast, the sound effects track, environmental sounds and music are an incredibly rich and important part of the new Karateka. That's one area where I was really excited to push the envelope and go far beyond the original game. You have to remember that the Apple II could only play one note of music at a time – no chords – and every time I played a note or sound effect, I had to pause the animation on the screen until the sound was finished. That's one aspect of 1980s game technology I'm not particularly nostalgic about.


Kotaku: The presentation of hand-to-hand combat in video games has changed since Karateka originally came out. Will you be employing a different approach—different camera angles, wounds or other signs of bodily damage—to express Karateka's martial arts experience?


Mechner: Definitely, we've reinvented the combat gameplay mechanic for the new Karateka. The visuals and sound are much more dynamic and immersive. But it's very far from a brawler like Street Fighter. Even though Karateka has some claim to be considered the original martial arts game (it beat Karate Champ and Kung-Fu Master by a few months) and it could be thought of as a precursor to modern fighters like Tekken or Mortal Kombat, I don't really think of it as a fighting game. It's a cinematic, story-based game whose gameplay mechanic happens to be karate. It was important to me to keep things simple, and not get into the kind of fighting-game territory where it becomes about different moves and button combinations and inflicting different types of damage. It's a love story.


Kotaku: Your blog makes you out to be a compulsive sketcher. Are you re-designing any of the visual elements of Karateka's world or characters for this new version?

Mechner: All the visual elements are getting completely redone to take full advantage of modern day consoles. The stylistic inspirations are true to the original game – Kurosawa, Hokusai, Disney – but we've reinterpreted them to create a distinctive look for the new Karateka that's very different.


Luckily, I'm working with a team of fantastic artists and animators, so I haven't needed to draw on my own limited sketching skills this time around – except for the occasional scribble-storyboard. You may have noticed on my blog that I can only draw people while they're right in front of me, say, in an airport or café. Take the model away and I'm helpless. After twenty years, I still can't even draw a decent Prince of Persia from memory.


You can't surprise people twice the same way.

What's easier about being an independent game designer in 2012? What's harder?

Mechner: I'm actually doing a panel in a couple of weeks at GDC on that very subject along with Adam Saltsman (Canabalt), John Romero (Doom), Tim Sweeney (Epic), and Notch Persson (Minecraft), whose work spans the gamut from indie to triple-A and back again – much like the path I've followed with Prince of Persia and Karateka. I'm really looking forward to hearing about their experiences. The last few years have been an amazing renaissance for indie games, but as I think one of us wrote in the GDC session description, not all roads are paved with gold.


There are so many incredible tools available to indie game developers today – first of all a little software application called the internet, which we didn't have in the 80s. Someone who wants to create the next big thing in his or her bedroom today can draw on an amazing range of tools and a truly global community of fellow game developers – a resource I could only have dreamed of in the Karateka days when my only source of programming tips and information about the industry was my monthly subscription to Softalk magazine.


The flip side of that is, it's a lot harder to stand out when you're swimming in the same pool with hundreds of millions of people, rather than just thousands.


Kotaku: What's different about corporate video game publishing now compared to the 1980s? Is it fairer to the designer or worse?

Mechner: When I look at the Karateka contract I signed with Broderbund in 1984, I don't know whether to laugh or cry. It's about three pages long, is written in plain English, allows me as the game creator to retain copyright and ownership, and was personally drafted by company founder Doug Carlston. I was nineteen years old and in college. No lawyers made a nickel on that deal.


Apple Classic Karateka Gets Reboot, Bird Punching Makes a Comeback! To say that in the past three decades the game industry has gotten more corporate is like saying the airline industry has grown more corporate since Kitty Hawk. But even in those early days, not every game designer's experience was as positive as mine was with Broderbund. (And if you read my old journals about the making of Prince of Persia, you can see that I spent almost as much time complaining about Broderbund's lack of marketing as I did coding.) So while the industry's growth has definitely tilted the balance of power toward big publishers, to be fair, game designers benefit when publishers invest tens and hundreds of millions of dollars in developing and marketing their titles. Prince of Persia became the global franchise it is today because Yves Guillemot believed in its potential and made a major bet on it. Anyone who's been in this industry thirty years will have had both positive and negative experiences. I've been fortunate – maybe unusually so — in that my experiences with publishers until now have been mostly positive, and I do feel I've been treated fairly.


Kotaku: What game design trends over the last decade—say, since you had a hand in The Sands of Time—have surprised you? Are you going to incorporate any of them in the new version of Karateka?

Mechner: It's a cliché to say that games are getting easier, but it's absolutely true. Players today expect controls that are not only intuitive, but much more forgiving and context-sensitive than in the past. Even in Sands of Time, in 2003, it was clear that modern console players no longer considered it fun to fall to their death just because they didn't press a button to grab a ledge, the way you had to in the original Prince of Persia.


In 1984, Karateka gave you one life. No saves, no checkpoints. If you lost a fight or suffered a mishap, even if you were almost to the end of the game, you had to restart the whole game from the beginning. And much of the gameplay depended on the player toggling between running and fighting stance using a control scheme in which it was quite easy to make a mistake. We couldn't get away with that today. No one would tolerate it.


So a major challenge in designing the new Karateka was how to make it less punishing and more inviting to play, by 2012 standards, yet still offer enough of a learning curve that players who like a tougher challenge will have something to sink their teeth into and really master. Many players cherish their memories of how good they felt when they finally beat the original Karateka, and it was important to me to honor that. The solution we found involves a new gameplay mechanic that's somewhat innovative, in its small way, and fits nicely with the story. I'm quite proud of it.


Kotaku: What contemporary independent game creators do you admire? What do you appreciate about their work?

Mechner: I've been very impressed by recent indie games like Braid and Limbo, for XBLA and PSN. They're works of art with great design integrity, that stand out despite their limited budgets because they've made strong and consistent creative choices. Elegance, artistic coherence and economy of means, are qualities I always look for in a game – in anything, for that matter – and sometimes you can find them in a smaller game, not just the bigger triple-A titles that impress with more overtly amazing technology and content.


Kotaku: What other releases from your fellow designers from the Karateka generation would you like to see revisited for the present-day?

I want Bill Budge's Pinball Construction Set as an iOS app. Has someone made that already? They should!


Kotaku: Your memoir let readers into your head when you were working on Prince of Persia What would the Jordan Mechner of 2012 tell his 18-year-old counterpart if you got bathed in a waterfall of magic time-shifting sand?

Mechner: Don't worry so much about obsessively maintaining your vinyl record collection. You won't need it as long as you think you will. And senior year, when the Karateka royalties start coming in, buy shares in two little companies called Microsoft and Apple.


Kotaku

Love is a Fresh New Etna Tattoo In what is quickly becoming a Valentine's Day tradition for my family, last night I hit up Psycho Tattoo in Sandy Springs, Georgia to add another role-playing icon to my growing (and until yesterday Final Fantasy-centric) party. Why are all the Prinnies running away?


Etna of Disgaea fame now resides permanently on my left forearm. She looks comfortable there. A little dark, perhaps, but the shading will fade over the next few weeks and the swelling will go down, leaving me with a perfect little Prinny mistress just waiting to wreak havoc. Then she shall be covered in hair.


Love is a Fresh New Etna Tattoo I particularly like the fact that my artist managed to work in the skull earrings and the slight hint of blue from her Prinny-styled belt pouch. Somehow he managed to add garters to the garter-less art I bought in, but that just makes her slightly different from all the other Etna tattoos out there.


Next step: Adding an exploding undead penguin to the mix.


Hope your Valentine's Day was as eventful as mine!


Feb 15, 2012
Kotaku

Nice Prinny Hats!Disgaea | TOKYO, JAPAN: Developer Gamania is developing a casual game called Phantom Brave. (Photo: Game Impress Watch)



Nice Prinny Hats!


New Details about Resident Evil 6 Emerge

Details about Resident Evil 6 are super scant. Today, however, that changes. Today, they are simply scant as the game's developer shed some more light on the title, providing more info about the upcoming title. More »



Nice Prinny Hats!


Jackets So Badass, They'll Punch Your Teeth In

Yesterday, Japanese game designer Hideo Kojima posted a photo of himself wearing the jacket actor Ryan Gosling wore in the movie Drive. But Kojima, best known for his Metal Gear games, didn't call it a "jacket". More »



Nice Prinny Hats!


No, Korea, Gaming Does Not Make You a Bully

What might kill video games in Korea? The ice age.
Earlier this month, the South Korean government's Ministry of Education, Science, and Technology announced plans for its new game shut down system. More »



Nice Prinny Hats!


Armed Cops Called over Call of Duty Game

When the S.W.A.T. arrived at a North Texas home in Lewisville, there were told a shooter was in the house. There was, but it wasn't the shooter the police expected. More »



Nice Prinny Hats!


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

It'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... More »



Nice Prinny Hats!


What People Think Gamers Do

The 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; More »



Nice Prinny Hats!


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. More »



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Feb 14, 2012
Kotaku
Fukushima Ghost TownsOn March 11, a devastating earthquake and tsunami rocked Japan. In its wake, the country's Northeast was ravaged. Buildings and lives were destroyed and lost.

Photographer Satoru Niwa documented the days following the disaster in late March 2011. Some of the photos show the extent of the quake and ensuing tsunami's destruction.


The resulting images, all shot on film, are sad, lonely, and depressing—they depict ghost towns.


Besides empty streets, photos show gyms that were used as refuges until they were evacuated for being too close to the Fukushima nuclear reactors. There are empty chairs placed in a circle around a heater; cups left on tables; a wheelchair pushed against the wall.


Only clean up workers and dogs inhabit this world.


View more in the links below—be sure to click on the "Image Info" to learn more about each photo.


Fukushima [Satoru28]


Fukushima Ghost Towns
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Fukushima Ghost Towns


Kotaku
Look, It's Persona 4 in Living Flesh Japanese role-playing game Persona 4 is being turned into a hardcore porno. This is not the cast of that flick. Sorry! Instead, these are the folks starring in the Persona 4 stage show.

Called Visualive Persona 4, the show combines movie-style special effects with a live performance.


Visualive Persona 4 opens next March at the Sunshine Theatre in Tokyo. What do you think of the cast? Do they pull off the characters?


人気ゲーム『ペルソナ4』が舞台化決定!! [Official Site]


Kotaku
Korean Gyms Subjected to KinectMicrosoft Korea joins World Gym Fitness Center in the Ilsan district to promote the Kinect throughout February. Members of the gym will be able to participate in the "Dance Time with Kinect" program, held twice every Tuesday. The promotion will use Dance Central 2, and during the last week of February, there will be a dance competition for prizes.

As Microsoft Korea's IEB division director Song Jin-Ho stated, Microsoft participated in this promotion to allow gym members to enjoy the game's "great music and easy to follow motions." Song added that he hopes young women who are normally reluctant to exercise will take an interest in Dance Central 2.


Let's ignore the strangeness of the gender discrimination of this quote, but instead consider the old absurdity of using games to exercise. Even with perfect 1:1 motion controls, even with a game as critically well received as Dance Central 2, gaming in the living room cannot yet replicate the fun and social element of real exercise. This leads to the idea that World Gym Fitness Center is trying to target gamers to step outside and join their gym, Microsoft trying to get non-gamers at this gym to buy their machines, and everything reeks of desperately motion controlling at straws.


I exercise specifically to exercise, away from my computer, television, and games. I think that if I were to see a Kinect and Dance Central 2 hooked up at my gym, I would feel the wrong kind of ripped, and then I'd forget about it since I go there to swim anyway.


Dance Time with Kinect [VideogamerX]


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