Kotaku

This RPG Is Topping Charts In Japan, But Americans May Never See ItThe PlayStation Vita has been out for two months in Japan. So how is a PSP game topping the charts?


Andriasang reports that Konami's Genso Suikoden Tsumugareshi Hyakunen no Toki, released last week for the Vita's predecessor, was the number one game sold in Japan between February 6 and February 12, at 61,784 copies. The latest Suikoden beat out popular next-gen games like Gravity Daze (43,462 copies) and Super Mario 3D Land (19,673 copies) to earn its sales crown.


Suikoden is no Final Fantasy, but it is a popular RPG. Early fan buzz suggests that it's a good one, too.


Question is, will we ever see it? Previous Suikoden games have all made it to North America, but the PlayStation Portable is on its last legs. Sony will release the PlayStation Vita here in the States next week, rendering the old handheld all but obsolete.


On the other hand, the PlayStation Vita will sell PSP titles digitally on the PlayStation Network. It's not out of the question that publisher Konami could release the new Suikoden game as a download-only experience. If the company doesn't have to worry about recouping costs for shipping and printing, releasing the game would not be as big of a gamble.


I asked Konami yesterday if it would consider bringing the next Suikoden game to U.S. shores. The official response: "We don't have anything to announce at this time."


Konami would also not share sales figures on its latest Suikoden game, the oddly titled Tierkreis, which it released here for Nintendo DS in 2009. So it's hard to gauge the series' popularity on U.S. shores — although its fans are loyal and rabid. They still post in dedicated forums like Suikosource, debating series' mysteries and fighting over popular characters.


I've been a big fan of the series for a long time. Blending classic turn-based gameplay with an addictive gotta-catch-em-all-type recruiting system, Suikoden has always held a special place in my heart. But since I can't speak Japanese, I'll just have to wait for Konami to decide whether it's worth translating to English and shipping over here.


Though localization is never that simple, a digital release for the new Suikoden on the PlayStation Network seems like a reasonable and relatively inexpensive option. Or maybe they can just use Kickstarter.


Kotaku

From the Makers of the Wikileaks Video Game, Here's One About Killing People With Unmanned Drones No modern-day military practice comes under more fire than unmanned aerial vehicle attacks. Bombing by UAV gets called out as cowardly or as a morally indefensible method of waging combat. It's derisively been called video game warfare, a way of distancing the American public from the acts of violence done in their name. Fittingly, then, there's now a video game about it.


Playable on Mac, Windows and in the browser, Unmanned—made by indie dev studio La Molleindustria—puts players in the mind of a UAV pilot, laying open the nameless squarejaw's troubled dreams and bloodless life. As you shave the character's face, sit at the controls of a drone plane flying over the Middle East and play parodies of Call of Duty and Battlefield-style first-person shooters with his son, you can earn bizarre medals for the most mundane activities.


Clicking through his emotional process and dialogue with others pulls you through a chain of barely sublimated dysfunction and inner turmoil. Or you can play it with a might-makes-right single-mindedness, fully able to justify the remote killing you're doing.


Either way, your achievements are dubious, best garnered by embracing delusion at every turn. I launched a missile without authorization during one of my playthroughs, killing a turbaned person-of-interest with a pixellated poof. The co-worker sitting next to me yelled at me for breaking protocol but I suffered no further consequences other than that. Unmanned's not likely to win any debates about UAV usage, but it doesn't seemed designed to. Rather, the game shines a light on the idea that it's not just people in countries where the bombings happen who suffer from this practice.


Molleindustria makes video game polemics, interactive shit-stirrers designed to fan the flames of debate, outrage and activism. The whole point of the indie developer's games is to force players to re-examine the way they move through the world and what they take for granted. Their Phone Story took players into the troubling conflict minerals harvest and the assembly lines that make the iPhone possible. LeakyWorld created a playable metaphor around the Wikileaks phenomenon. Every Day The Same Dream—a title about the joyless hamster wheel of cubicle drone life—is the game that most resembles Unmanned. No matter what choices you make in either Molleindustria game, you're still trapped by forces out of your control.


Unmanned's a sharp satire that highlights how video games can circumvent traditional modes of political discourse. Instead of writing your congressional representative, you could send a link to download Umanned. There's little chance of it going off target.


Unmanned [Molleindustria]
From the Makers of the Wikileaks Video Game, Here's One About Killing People With Unmanned Drones
From the Makers of the Wikileaks Video Game, Here's One About Killing People With Unmanned Drones
From the Makers of the Wikileaks Video Game, Here's One About Killing People With Unmanned Drones


BioShock™

Typographic Prints Make Art From Gamers Favorite Quips


Via NerdWire, we have today a set of typographic prints and t-shirts representing some of gaming's most famous icons, old and new.


These aren't quite the "standard" typographic style where the words themselves form the entirety of the art, but I enjoyed how the minimalistic icons and colors worked together with the words to evoke the highlights of the games. Particularly in the case of Pac-Man and of Metal Gear Solid, which gave me a definite giggle.


Click through the gallery for more!


Video Game Typographic Prints [NerdWire]


Typographic Prints Make Art From Gamers Favorite Quips
Typographic Prints Make Art From Gamers Favorite Quips
Typographic Prints Make Art From Gamers Favorite Quips
Typographic Prints Make Art From Gamers Favorite Quips
Typographic Prints Make Art From Gamers Favorite Quips
Typographic Prints Make Art From Gamers Favorite Quips
Typographic Prints Make Art From Gamers Favorite Quips


Kotaku
PC Gamer Vitriol Subsiding, EA Promises Origin Will Be Excellent Within Two YearsLess than a year ago, EA told PC gamers it would give them something that many PC gamers probably thought they didn't need: a competitor to Steam.


Another PC storefront for downloading games.


Another PC service for connecting PC gamers.


Another thing to install and… wait, where'd the EA games go on Steam?


EA's service is called Origin. It's been notorious. But now EA can tell you that it's popular. And the man who has most championed it, the company's chief operating officer and number two exec, Peter Moore, tells Kotaku that after a rocky launch and major customer skepticism, he's sure EA will get Origin right.


"If you go back and dust off the transcripts of when Steam first came out, it had the same reaction," Moore told me during an interview at an EA Showcase in New York City. "People didn't like it. You were obligated." [Note from Stephen: here's a 2004 Steam Sucks thread. And here's another.]


But Valve boss Gabe Newell made sure his crew kept improving it. "They provided, over the years—to Gabe and the team's credit—value to the gamer. Those first 12 months were very rocky."


Origin is less than a year old. It's mandatory to play Battlefield 3 and encouraged for Star Wars: The Old Republic. Four out of 10 players of The Old Republic use it. Origin lets you chat with friends but has no message boards. It mostly just sells games. It's got 9.5 million registered users, as of last week, who have spent some $100 million on in-store transactions.


And it exists why?


"We felt the PC business was having a little bit of a renaissance," Moore told me, "and we felt great opportunity with both Star Wars and Battlefield. Mass Effect to come. That this was the time to build out a true platform."


Moore says Origin will help EA improve its connection to PC gamers as EA, in general, takes a more active role in selling stuff directly to gamers at the right price and frequency in the right way (i.e. the kind of access they wish they had to console gamers but don't because Sony, Microsoft and Nintendo are in their way).


Getting close to gamers has its downside, and that is what has been freaking some gamers out who see Origin as a way to get way too close to a gamer's life. This is big-conglomerate EA we're talking about. (As opposed to big-conglomerate Sony or Microsoft, EA might say; but the comparison is still, for consumers, to the cozier Valve).


"We need to continue to add social layers so there is value to the consumer," Moore said, "so it doesn't feel like, in their words, 'something that is mandatory that I don't want.' And it got off to a rocky start for all the wrong reasons which were mostly inaccurate: accusations of spyware. The EULA… We were clearly focused on by some folks who said, 'We don't like this. How can we start picking things apart?'"


All criticisms of a new thing can't be invalid. They can't all be coming from anti-EA axe-grinders, and Moore knows this.


PC Gamer Vitriol Subsiding, EA Promises Origin Will Be Excellent Within Two YearsHe also believes that Origin is already past the worst criticism it's going to get. "It's quieted down," he said. "I don't think you see the initial level of vitriol. And I've been in gaming long enough [that I know that] if you try to add something that's different and particularly if you add the layer that it's EA and everything that goes with it."


It didn't help EA's goodwill that they named their Steam competitor after a beloved old game development studio that the company bought and then shut down, I pointed out to Moore.


He said Origin's name was not meant to refer to the old Ultima creators at Origins Systems. "I'm in Silicon Valley and the [new product] names have become unpronounceable because they've run out of real names," he said. "I felt it was a great name. We knew we could protect it, which in the world we live in, is job one."


EA's latest push on Origin is to add more games from third-party publishers. They're up to 21 of them, including THQ, Warner Brothers Interactive Entertainment and Capcom.


It's unlikely that EA rival Activision will ever show up there. But what about Valve? "It's an open platform," Moore replied. "There is nothing I would love more than to have Valve's… everybody's games. We're talking to every publisher, as you can imagine.


"I think it's healthy for the industry to have more opportunities to go, if you will, to shop around, to find different things that you like, different content. The more stores there are for me in the mall, the more entertaining it is. Sometimes my wife will drag me to a little boutique mall that's got like eight stores. [groans] I like the gamut. I like choice."


For Origin to be a choice that gamers don't resent it will have to be more than mandatory or heavily-promoted. It will have to be a great service that offers obvious value. Steam currently does that. Moore knows Origin needs to step it up.


"It's one of those things where I would ask give us 18 months to two years. And if we sit here two years from now, start looking at it then," he said. "I think the ability to have your own direct platform with the consumer is going to be very important in the digital world going forward."


Kotaku
High Moon Just Can't Handle a PC Version of Transformers: Fall of Cybertron This fall when Xbox 360 and PlayStation 3 gamers are tearing through Cybertron in the shiny metal skin of Grimlock, PC gamers will remain earthbound, forced to witness the grand robot battles from afar. After a poor showing on the PC for Transformers: War for Cybertron, High Moon Studios isn't even going to attempt to port the follow-up.


It's simply beyond their capabilities.


PC gamers were severely disappointed with the version of Transformers: War for Cybertron released on their platform of choice, a glitchy, bug-ridden mess with graphics capped at 30 frames per second, a by-product of console-centric design.


When Activision and High Moon Studios revealed the upcoming sequel, Fall of Cybertron, PC gamers were even more disappointed. Having written the initial article on the new game, I found myself bombarded by requests from players to get to the bottom of this disheartening situation. During a recent conference call with High Moon's game director Matt Tieger, I finally got my chance.


"There are a couple of reasons why that is," Tieger explained when I asked why no PC version of the sequel were planned. "Focus is one. I know that it's not a huge leap to do a PC SKU, but it is different. It's outside of our area of expertise, to be honest."


"I think there are a few things that are inherent in what PC consumers are looking for that frankly we didn't deliver good on."

It's an honest answer, something the developer took away from the experience of creating the PC version of War for Cybertron, which Tieger said was a stretch for the studio.


"I think there are a few things that are inherent in what PC consumers are looking for that frankly we didn't deliver good on."


Things like customizing your user interface, remapping your controls, and "some of the voice over stuff," Tieger continued. "A lot of that stuff is easy or comes inherently on the console."


Not so easy on the PC, as it turned out. "We were spread so thin that I feel like we barely served that audience. Then there were some issues with continued support that were frankly beyond our control, but at the same time did not create a great experience for PC gamers that got it."


Rather than attempt to create a third version of Fall of Cybertron that the developer couldn't properly support, High Moon decided to skip the PC altogether. It was a hard decision, but one that makes perfect sense.


"It seems like so glamorous from the outside, but games are this constant struggle of tough choices; it just is when you're making a game. Despite the fact that it's an artistic creation, the technical constraints of how many resources you have and what you can do — you really want to try and do the things you can do well."


Better no game at all than a broken disappointment, right?


Kotaku
Putting AMD's Budget-Friendly Radeon HD 7700 Starting Lineup to the TestHaving covered the $549 and $449 territories in January with the Tahiti-based Radeon HD 7970 and HD 7950, AMD is bringing its latest generation GPU to mainstream brackets today. The new Radeon HD 7770 and 7750 use the same 28nm design process and Graphics Core Next (GCN) architecture as the 7000 series flagship, albeit in more affordable configurations.


The move to 28nm lets AMD squeeze 1500 million transistors into a 123mm2 die. In addition, the HD 7700 series die is 26% smaller than the HD 6770, while containing 44% more transistors. As impressive as those figures are, gamers will be more excited to see AMD's prices: the HD 7770 is $159 — in line with the GeForce GTX 560 — and the HD 7750 is even cheaper at $109, combating the GTX 550 Ti.


AMD Graphics Core Next

As discussed in our preliminary Radeon HD 7000 review, the new series represents AMD's most significant graphics architecture overhaul in the last decade. It was back then that AMD adopted the Graphics Parallel Core architecture, employing groups of scalar processors that work out very long instruction words, commonly abbreviated as VLIW. Radeon HD 5000 cards used VLIW5 and last year's HD 6000 series transitioned to a more sophisticated VLIW4 architecture. However, the HD 7970 and other cards based on the Tahiti core replace VLIW stream processor clusters with Graphics Core Next compute units.


GCNs are basically GPUs that can handle both graphical and computing tasks with high efficiency. Sound familiar? It's AMD's answer to the Nvidia Fermi architecture to which they transitioned in 2010. So essentially, a shader cluster is now called a GCN compute unit and each unit is a super-scalar processor with scalar and vector elements that follow a new non-VLIW instruction-set architecture. This architecture is more efficient and delivers more power per millimeter square of GPU die area.


The HD 7770 and HD 7750 feature a new 9th Generation Tessellation Geometry Engine with optimizations such as increased vertex reuse, off-chip buffering improvements and larger parameter caches. This helps boost performance at all tessellation factors with up to 4x the throughput of the HD 6900 series (Gen 8).


Radeon HD 7770 in Detail

The Radeon HD 7770 measures 21cm (8.2in) long, a typical length for a modern mid-range graphics card. For reference, the GeForce GTX 550 Ti also measures 21cm long, as did the HD 6850.


The GPU core runs at 1GHz, which is the highest frequency any Radeon card has been clocked at. The HD 7700 is clocked 18% higher than the HD 6770, while its GDDR5 memory is slightly faster at 1250MHz (5.0GHz DDR). Still, pairing that frequency with a minuscule 128-bit memory bus gives the HD 7770 72GB/s of theoretical bandwidth, which is actually slightly less than the HD 6770.


The HD 7770 still only comes loaded with a 1GB frame buffer — the same as previous-gen mid-range cards. We don't doubt that board partners will release 2GB versions, but because HD 7770 isn't designed for extreme resolutions, 2GB models aren't likely to provide a performance boost.


The HD 7770's core configuration also differs from the older HD 6770's. The new card carries 640 SPUs, 40 TAUs and 16 ROPs. In comparison, that's actually 20% less SPUs than the HD 6770, while the TAUs and ROPs remain the same.


Cooling the "Cape Verde XT" GPU is a large circular aluminum heatsink paired with a 75mm fan that generates very little noise during standard operation and under stress.


The HD 7770 operates at near silence because even under load it only draws 80 watts and as little as 3 watts at idle, courtesy of the ZeroCore Power technology.


The heatsink and fan are enclosed in a custom housing that conceals the front side of the graphics card, this is the same design that the HD 6770 used. Nvidia also employed a similar design with its GTX 560 series.


To feed the card enough power, AMD has included a single 6-pin PCI Express power connector — the same setup you'll find on the HD 6770 and GTX 560, as well as numerous other mid-range graphics cards.


Naturally, the HD 7770 supports Crossfire and so there are a pair of connectors for bridging two or more cards together. The only other connectors are on the I/O panel. Our AMD reference sample has a dual DL-DVI connector, a single HDMI 1.4a port and two Mini DisplayPort 1.2 sockets.


All HD 7700 series cards support a max resolution of 2560x1600 on up to three monitors. With a multi-stream hub using the Mini DisplayPort 1.2 sockets, the HD 7770 can drive up to five screens.


Radeon HD 7750 in Detail

The Radeon HD 7750 is shorter than the HD 7770 at only 17cm (6.6in) long, 1cm shorter than the old HD 6750. Previously only AMD's low-end cards, such as the HD 6450, have been as compact as the HD 7750.


Whereas the HD 7770 comes very aggressively clocked at 1GHz, the HD 7750 operates at a more conservative 800MHz, which is still 14% higher than the HD 6750. The HD 7750 still features 1GB of GDDR5 memory clocked at 1125MHz using a tiny 128-bit bus, supplying a bandwidth of just 72GB/s.


The HD 7770 and HD 7750 differ greatly in their core configurations, as the latter features 512 SPUs, 32 TAUs and 16 ROPs. This is surprisingly modest and the HD 7750 has 29% less SPUs and 11% less TAUs than the HD 6750. The HD 6750 also produces slightly more memory bandwidth, so the HD 7750 will have to bring some significant efficiency gains if it's going to beat its predecessor.


The HD 7750 reference card has a single slot cooler that uses a low-profile heatsink and fan measuring just 1cm tall. The heatsink itself is 11cm long, 7.5cm wide and is cooled by a 65mm fan.


However, the HIS version we have uses a dual-slot cooler that stands 3cm tall and features a 9cm x 7.5cm heatsink. The HIS cooler will likely provide better results but its dual-slot design will make it less desirable for compact setups.


Unlike the HD 7770 and the HD 6750, the HD 7750 doesn't require additional power via external connectors, making it ideal for lower-end systems.


The HD 7750 doesn't have a Crossfire connector but a pair of cards can still take advantage of Crossfire technology. The I/O panel has a dual DL-DVI connector, a single HDMI 1.4a port and a DisplayPort 1.2 socket.


Again, all HD 7770 series cards support a max resolution of 2560x1600 on up to three monitors. With a multi-stream hub using the Mini DisplayPort 1.2 sockets, the HD 7750 can power up to four screens.


Continue Reading

Test System Specs & 3Dmark 11
Benchmarks: Crysis 2, Crysis Warhead
Benchmarks: Civilization V, Just Cause 2
Benchmarks: Splinter Cell, World in Conflict
Power Consumption & Temperatures
Final Thoughts


Republished with permission from:




Steven Walton is a writer at TechSpot. TechSpot is a computer technology publication serving PC enthusiasts, gamers and IT pros since 1998.


Kotaku
This Godfather Case Mod is as Compelling as a Severed Horse Head I would have found a different PC case mod to kick off PC Gaming Lives' weekly celebration of the art of enclosure craft, but this Godfather-themed masterpiece made me an offer I probably could have refused but chose not to.


Were I capable of crafting my own glorious PC-containing creation featuring the likeness of Marlon Brando, it would have turned out very different from what modder Omar Majzoub showed off at a recent Campus Party event in Sao Paulo, Brazil. I probably would have gone with Brando circa 1996's The Island of Dr. Moreau. His entire body. It would contain a PC, all three major consoles, several handhelds, and a sit-down Pac-Man arcade cabinet.


This Godfather Case Mod is as Compelling as a Severed Horse HeadOmar keeps things classy in his MSI and Cooler Master sponsored creation. Brando is a slim and relatively fit Don Corleone, keeping watch over PC motherboard while a 1940 Cadillac Fleetwood rotates on a turntable, bathed in a glowing azure light within a stylized wooden enclosure.


This Godfather Case Mod is as Compelling as a Severed Horse HeadTechnabob gives us the skinny on the machine bad enough to attract a don's attention.


Under the hood (of the PC, not the car), there's an MSI Z68A-ZD80 mobo, with a Intel Core i7-2600K Quad-Core CPU, 16GB of DDR3 RAM, a pair of MSI GeForce GTX 550 Ti Cyclone II OC graphic cards, two SATA3 120GB SSDs, 1TB and 2TB hard drives, powered by a Cooler Master Silent Pro M850 power supply, and cooled with V8 and Excalibur fans.


Smart, sexy, and powerful, just like the man himself. Well played, Mr. Majzoub.


Seen a particularly amazing case mod lately? Send your Case Mod of the Week candidates to Fahey@Kotaku.com and you might see them here as well! as well!


Case Mods and Girls from the 2012 Campus Party! [Case Mod Blog via Technabob]


Kotaku
Razer Blade: The Kotaku ReviewWhen I see the term 'gaming laptop', the first word that comes to mind is 'performance'. And when I hear of a gaming laptop with a price tag of nearly $2,800, I imagine a system that can readily outperform any less expensive machine.


That's just the way I've traditionally evaluated a gaming system — I am paying for performance. Judging by the initial reaction to Razer's modestly-spec'ed Blade laptop, I'm not alone. While many members of the PC gaming crowd were intrigued by the Blade's unique design, more still pointed and laughed, wondering why anyone would spend so much money when a similarly-powered system could be had for half the price.


It's a valid question with a simple answer: Razer isn't selling power.


Ah. Then what the hell are we spending $2,800 on?



I have to admit I was among the Blade naysayers even as I unpacked the review system. After the initially-promised pre-Christmas launch came and went, I wasn't even sure the system would make it out the door. And once it made it from Razer's door to mine, I was willing to believe, despite the tech specs staring me in the face, that this ultra-expensive system was an under-performing waste of cash that could barely run Star Wars: The Old Republic.


The Razer Blade
Price: US$2799.99
Product Specifications:
• 2.8GHz Intel Core i7 2640M Processor
• 8GB 1333MHz DDR3 Memory
• 17.3" LED Backlit Display (1920x1080)
• NVIDIA GeForce® GT 555M with NVIDIA Optimus Technology
• 2GB Dedicated GDDR5 Video Memory
• Built-in HD Webcam
• Integrated 60Wh Battery
• 250GB SSD
• Wireless Network 802.11 b/g/n Compatible
• Battery: 6 hours idle, 2 1/2 if playing "hardcore" game.
• 16.81" (Width) x 10.9" (Depth) x 0.88" (Height); 6.97lbs (Weight)


A call from a Razer representative set my system settings straight, and since then I've been enjoying modestly impressive performance. It wasn't on the same level as the Origin EON17-S I reviewed last year, but then Origin is a company that is selling performance. Besides, the $3,000 Origin costs more.


The last-minute swapping of the originally spec'ed 320GB 7200rpm SATA hard drive with a 250GB solid state drive (without increasing the system cost) means games load much faster than they do on my plain old SATA desktop hard drive — which will soon be replaced with an SSD. If you've yet to make the switch, do it. It's lovely.


So the Blade's performance is pretty good. Nothing to write home about, but certainly able to run any current PC game you throw at it on mid to high graphics settings. It's just not $2,800 worth of performance.


If it isn't power that justifies the price tag, it must be something the Blade has that other gaming laptops don't. What's so different about Razer's machine?


Portability

There are plenty of gaming laptops in the same price range that readily outperform the Blade, and they all have one thing in common: They are huge. We're talking two inches thick, upwards of 10lbs. These aren't machines you bring with you for a quick trip to Starbucks. These monsters sit on your desk and loom at you menacingly. Maybe you'll take them on a trip with you, but they'll stay in the hotel room the whole time, scowling at the housekeeping staff.


The Blade is a gaming laptop that's meant to be toted about. Weighing in at under seven pounds it's only slightly heavier than a 17 inch Macbook Pro (starting at $2,499, add $500 for a 250GB SSD), and at only .88 inches tall it's slightly thinner. The unit carries its meager weight well; a single one-handed heft is enough to set it apart from any other 17 inch gaming laptop I've owned or tested.


As I tested the system with Star Wars: The Old Republic I found myself carrying it about my apartment, taking it with me from room to room. I even fought Jawas on the toilet, and aside from some heat issues (from the laptop, not the toilet) it was a rather comfortable way to play. I could have used a better battery life, with only 40 minutes of hardcore game time with performance maxxed before it sputtered and died, but that inconvenience is offset by the system's ridiculously small power brick — more of a power candy bar.


You set up a traditional gaming laptop. The Razer Blade you open and play.


Design

Inspired by a combat knife, the Blade is as sleek and sexy as a gaming laptop can get. With a built-in battery and no optical media drive the matte black surface of the outer shell is interrupted only by a set of ports on the left side, a thin pair of heat vents on the underside, and Razer's squid-like green logo resting between a set of slight ridges on top.


It's the sort of design that the Apple faithful gladly pay extra for. I can't help but imagine sales would be through the roof if they replaced that squid logo with a piece of fruit with a bite in it.



The Switchblade UI

The Blade's most unnecessary extravagance, the Switchblade UI is remnant of the Razer Switchblade, a seven-inch portable PC gaming concept Razer showed off at CES 2011. It essentially replaces the standard laptop track pad with a four inch LCD touchscreen with two rows of fully customizable buttons on top. Each button features a tiny screen that can be loaded with any tiny image you wish, from the icon for a particular skill in your favorite game to a tiny Kotaku K that when pressed launches my favorite gaming website (they paid me to say that — I guess they pay me to say everything).


The four inch screen can be used to watch YouTube videos, browse the web, read Twitter, or any number of things you can do just as well on the brilliant 17 inch 1920 by 1080 screen sitting right in front of you. It can also, in certain situations, display game statistics and such; if it catches on I could see it being used for so much more.


It's a nifty little addition, but not a particularly huge selling point, especially since its placement has the tendency to make right-handed laptop users quite irate. Considering a similarly Switchblade-equipped Star Wars: The Old Republic gaming keyboard from Razer runs $250, I'd say it likely ups the price of the Blade as well.



And that's what Razer is asking you to spend $2,800 on: A gaming laptop with moderately good performance, stellar design, an intriguing but ultimately unnecessary gimmick, and more portability than any other portable PC game machine.


Oddly enough, those positives represent the biggest challenge for Razer and their deadly new gaming laptop. They're coming into a performance-dominated market and asking consumers used to paying for power to think about portable PC gaming in a completely different way — and then pay for it.


Dear Esther

Quiet Indie Mystery Dear Esther Profitable in Six Hours


This February is proving to be a fascinating month for non-traditional development and funding paths in game design. While Double Fine's Kickstarter proposal has been in the news, indie title Dear Esther has been making small waves of its own.


Dear Esther became available for purchase on Steam yesterday, and launched to mixed reviews. (The Kotaku review found the game to be obtuse in many key ways and yet still recommended playing it.) And yet the niche exploration-based title, that began life years ago as a Half-Life 2 mod, was the top-selling game on Steam on its launch day (remaining in second place on day two) and reached full profitability in under six hours.


The money necessary to make the game came in a loan from the Indie Fund, a small group whose mission is to provide loans to indie developers to help them become successful enough to self-finance in the future. While this model is somewhat more traditional than the still-novel idea of crowdfunding, it still provides small, unusual projects like Dear Esther with the resources they need to help keep the indie scene thriving and fresh.


Dear Esther may not be for everyone, and it may be a flawed game. But the wider the array of possibilities and experiences we can try, the better off we all are. Personally I'm a big fan of seeing what experimental, indie, or avant-garde projects come up with because the best new ideas often end up with lingering influence on the wider world.


Call of Duty® (2003)

Former Daily Show correspondent Rob Riggle wriggles his way into Modern Warfare 3's upcoming Overwatch map, giving us a guided tour of the hoary heights of New York City skyscrapers.


You've seen the screens, now catch live scenes from the upcoming downloadable map, coming February 21 to Call of Duty: Elite members on the Xbox 360.


This is exactly the sort of map I like to avoid, as it's never fun to end a match with negative kills. It's like there's a magnet pulling me over the edge again and again. No thanks, I'll just sit quietly where I spawn and wait for the headshot, thanks.


...