Kotaku

Google Glasses To Augment Gamers' Reality


Google is in the news this week not so much for their software and search offerings, but for their hardware, and whispers of an item yet to come.


According to the New York Times, Google is developing a type of Android-based glasses that will, in some way, project content immediately into the wearer's field of vision. The glasses reportedly include the features users have come to rely on in their smartphones, like GPS, cameras, and the ability to play and record audio. The Times reports:


Several people who have seen the glasses, but who are not allowed to speak publicly about them, said that the location information was a major feature of the glasses. Through the built-in camera on the glasses, Google will be able to stream images to its rack computers and return augmented reality information to the person wearing them. For instance, a person looking at a landmark could see detailed historical information and comments about it left by friends. If facial recognition software becomes accurate enough, the glasses could remind a wearer of when and how he met the vaguely familiar person standing in front of him at a party. They might also be used for virtual reality games that use the real world as the playground.


Like so many of our "living in the future" gadgets and connections, the possibilities are both amazingly exciting and a bit troubling all at once. Articles abound regarding the potential logistical troubles the glasses will pose, as well as ethical and privacy concerns.


And yet, the implications of what this technology could eventually do for games are fascinating. Our current wave of "augmented reality" games generally work by importing an impression of the physical world into the game's digital one. If a Kinect is scanning a living room and the player's place in it, that player must still be looking at the world inside the television, as it were, in order to see how the game interacts with a picture of her sofa. The PS Vita promises successful augmented reality gaming through the use of its AR cards, but the player must still be watching the screen to see what the miniature soccer players do to his coffee table. And previous mobile augmented reality titles have had more in common with sets of stickers a player can throw onto any image, including his- or herself.


There is a kind of game that does extend itself into our physical world, but the alternate reality game (ARG) is, these days, usually used as a marketing tool more than as a freestanding art or entertainment project of its own. The ARG steps out of the screen and into tangible space, but the player isn't necessarily really "playing." Rather, the player is choosing to take turns with the game, in a sense. Information, commands, requests, or items arrive by phone, e-mail, postal mail, flash mob, or subway advertising and the player takes this input and channels it into somehow helping to build the imaginary alternate world, usually with a horde of others doing the same.


The potential of the glasses, though, creates something different, perhaps melding the best traits of alternate and augmented reality gaming. Rather than importing a picture (static or moving) of the player and their surroundings into its own UI, they would essentially project their UI over the player and their surroundings.


If you literally saw the Joker disappearing around the corner ahead of you, would you chase him? If a trail of clues seeming to lead to a treasure began to show themselves in the parking lot by your car, would you follow them? What if instructions suddenly appeared to you as you walked past a Dumpster, telling you to open it and do something specific with what you found inside? Or a strange new sign seemed to hang in a shop window, telling you to ask the manager a very specific coded question?


The privacy concerns many have raised in response to the announcement are indeed legitimate, and the likely near-constant presence of advertising may make the glasses lose some of their appeal. Perhaps we'll all end up as brainless addicts, like they did in Star Trek. But the possibilities for truly bringing our imaginative worlds and our physical world together are starting to arise in a way we haven't been technologically able to manage before. I don't know if I want these glasses... but I want to see the wave of games that they can make possible.


Behind the Google Goggles, Virtual Reality [The New York Times]


Kotaku

Gamer's Last Name Deemed Obscene by Xbox Live Cops [UPDATE]A gamer says his handle has been censored by Xbox Live because it seems too much like a slang word — even though it's his last name.


Christopher Gooche uses his surname as his gamertag on Microsoft's online service. He says he's been using "Gooche" as a name since the days of the original Xbox — and he's been registered on Xbox Live since 2004. Yet while playing Call of Duty: Modern Warfare 3 last night, he received a message telling him to change his gamertag. He contacted an Xbox Live representative, who told him he couldn't use his last name on the Xbox 360's online network anymore.


Gooche, whose surname might be confused with an explicit slang word, says he's upset about the censorship.


"I mean its not the end of the world, but for the last decade its been my name... my online persona... even on [PlayStation Network]," Gooche said in an e-mail to Kotaku. "How do you change that in five minutes?"


He says sometimes other Xbox Live users would make fun of his handle in chatrooms and game servers, but he'd just use the insults as fuel to make him a better gamer.


"As a child I got into many fights because it was people challenging my namesake," Gooche said. "Back then it was due to Diff'rent Strokes with Arnold always being beat up by 'The Gooch.' I came to terms with the name and wear it like a badge of honor now."


This isn't the first time that Xbox Live has censored people with (what it considers to be) inappropriate last names. Several years ago, customer Richard Gaywood was banned because his gamertag, which was simply his real name, included the word "gay."


Gooche says he's going through the proper channels to contact the enforcement team and appeal their decision. We've reached out to Microsoft for comment and will update if we hear back.


Update: Microsoft sent us an e-mail Thursday night with an official statement:


The Xbox LIVE Enforcement Team works to help make Xbox LIVE a safe and enjoyable experience for our customers by enforcing the Xbox LIVE Terms of Use and Code of Conduct. Due to the ever-changing nature of Internet slang, it can be a challenge separating content intended to violate the rules by being clever, from content that does not violate the rules. In this case, the gamertag has been determined to be potentially offensive. We have informed the member that he will be required to change his gamertag, which he can do at no cost.


Kotaku

DC's Animated Young Justice is Old Enough for Its Own Video GameSuperboy, Robin, Kid Flash, Miss Martian, Aqualad, and Artemis are about to enter their second season as one of Cartoon Network's most popular animated series, Young Justice. That calls for a video game, don't you think?


Little Orbit certainly thinks so. The small developer is hard-at-work on Young Justice: Legacy, the interactive entertainment tie-in to the hit show for the Xbox 360, PlayStation 3, Nintendo Wii and DS.


For those of you that haven't seen the series, it's basically another Warner Bros. animated cartoon excuse to show off every DC Comics hero and villain they possibly can, along the same lines as the Justice League Unlimited series from a few years back. The series also features the absolute best rendition of Batman's Robin I've ever seen. Suddenly a teenage sidekick in red and yellow makes sense; it's all about that creepy kid laugh.


DC's Animated Young Justice is Old Enough for Its Own Video GameThe game's story will take place between seasons one and two of the series, with show writers Greg Weisman and Brandon Vietti collaborating. There are currently scant details as to what sort of gameplay Little Orbit has planned for our youthful heroes. The official website for the game (see the link below) features empty spaces for 12 playable heroes and 12 villains to take down, so at least we know they'll be some variety. There'll also be online and offline multiplayer, so my initial impression that we're getting a side-scrolling beat-em-up might prove false.


Considering Little Orbit's previous work, a Sherlock Holmes game for the iPhone and a hairdressing title for the Wii and DS, what I'd prefer isn't likely to enter into the equation.


At least their heart is in the right place, judging by an announcement statement from Little Orbit CEO Matt Scott.


"The TV series is a fantastic combination of compelling writing, witty humor, iconic art, and exciting action sequences. The creators have done an amazing job blending over 180 DC Comics characters into their show filtered through a new, youthful perspective. The new video game contains a slew of cool features and a large playable cast of familiar heroes, but our core mission is to create a unique experience that fits seamlessly into the world of the show and offers a new way to interact with these popular DC Comics characters."


I'm always up for new ways to interact with DC Comics characters, especially that Miss Martian. Shape changers, rawr.


Young Justice Legacy [Official Website]


Kotaku

The Next Medal of Honor Gets a Name and a Date, Won't Have Multiplayer by Battlefield 3 Developers Your return to the role of a Tier 1 Operator will be in a game called Medal of Honor: Warfighter, which will reportedly be out this October.


Game Informer's website, citing the latest issue of Official Xbox Magazine, is reporting that the heavily hinted-at sequel will once again be made by EA's Danger Close studio. They'll also be handling the multiplayer portions of Warfighter, unlike the last Medal of Honor game where the online component was handled by DICE.


Warfighter will use the DICE-developed Frostbite 2.0 engine, which has been used for last year's Battlefield 3 and Need for Speed The Run. More details can be found in the print edition of Official Xbox Magazine.


Medal of Honor: Warfighter Revealed
[Game Informer]


Kotaku

Listen, I'm looking forward to the amped-up tech-of-tomorrow in the next Ghost Recon as much as anybody. But the upcoming installment of the tactical action game is currently sporting one of the stupidest tag lines in recent memory: "Only the Dead Fight Fair."


Worse yet, Ubisoft gets a former Navy SEAL to utter it in this first promo video for Future Soldier. Glimpses of the optical camo are offered along with environments and mission goals, too, but it all seems more laughable with that tagline running through your head.


Kotaku

EA Sports Confirms the Return of NBA LiveKyrie Irving, the NBA's No. 1 overall draft pick for 2011, appears to have outed EA Sports' intention to return to the NBA Live name when it publishes a simulation basketball title this fall for the first time in three years.


"In Orlando for #AllStar checking out the #FutureOfBasketball with @EASPORTSNBA. Get to see the new #NBALIVE13!" Irving tweeted about 90 minutes ago. EA Sports' official account then retweeted that picture above of Irving playing the game.


Reached by Kotaku, EA Sports confirmed both the name and the game's release later this fall. "This fall we'll launch an all-new experience that captures the future of basketball with NBA Live 13," a spokesman said. "More to come soon."


A subsequent tweet from Irving said more details will be coming from EA Sports' NBA Facebook page on Monday.


NBA Live was rebranded as NBA Elite for its 2009 edition, which ended disastrously when the title was scrapped with one week left before release. EA Sports had attempted to reinvent its basketball simulation, which had lagged behind 2K Sports' NBA 2K series, particularly on this console generation, but instead delivered a glitch-filled effort.


EA Sports then chose not to publish in 2011, citing the need to shore up the project, which was moved from EA Sports Canada to its Tiburon studio in Florida. An NBA lockout that wiped out the first month of the season also likely influenced the decision.


The embarrassment associated with 2009's aborted launch may be why the series is moving away from the NBA Elite label. Also, today "Elite" may also be more associated, in gamers' minds, with Activision's Call of Duty service, too.


Kotaku

Mutant Blobs Attack!: The Kotaku ReviewI still remember when I saw The Blob. Not the original film, the 1988 remake. I was probably around ten years old, and we were having a Christmas party. The big kids had gone off into a separate room to watch horror movies. I came in right as what I call "The Yo-Yo Scene" was happening—a guy looks up, and fastened to the ceiling is The Blob itself, with a half-melted dude hanging out of it. It was the most horrifying, nightmare-inducing thing I'd ever seen. I would never think of blobs the same way again.


Until Mutant Blobs Attack, that is. The new downloadable game for the PS Vita is so delightful, funny, and smart that it's made me forget all about the ghastly pink flesh-eater from my childhood.


The full name of Mutant Blobs Attack is actually Tales from Space: Mutant Blobs Attack! but I'm going to go ahead and call it Mutant Blobs Attack and hope you'll forgive me. The reason for the extended name is that the game is actually second in a series from Drinkbox Studios, the first being the PSN downloadable Tales from Space: About a Blob.


Mutant Blobs Attack!: The Kotaku Review
WHY: Mutant Blobs Attack is a creative, funny, and welcomely challenging puzzle game with an impressive supply of smart ideas.


Mutant Blobs Attack!

Developer: Drinkbox Studios
Platforms: PlayStation Vita
Released: February 22 (U.S. and Europe)


Type of game: Humorous 2D side-scrolling puzzle/platformer based around physics puzzles and starring a grumpy mutant blob.


What I played: Played through seven of the eight worlds, replayed several levels multiple times to try to get all of the collectibles.


My Two Favorite Things


  • Blowing through six smart puzzles in about three minutes' time.
  • Realizing I was laughing after each death, rather than feeling frustrated.


My Two Least-Favorite Things


  • The music can start to grate after a while.
  • A few sections, notably the first motion-controlled rolling bit, can feel cheap.


Made-to-Order Back-of-Box Quotes


  • "Like Katamari and Rampage had a baby."
    -Kirk Hamilton, Kotaku.com
  • "A concise but compelling case for the Vita as a distinctive gaming platform. No seriously!"
    -Kirk Hamilton, Kotaku.com
  • "It made me weirdly hungry."
    -Kirk Hamilton, Kotaku.com

Mutant Blobs Attack is a side-scrolling puzzle/platformer that relies heavily on physics puzzles and tightly-packed level design. You play as a green, cyclopean blob that has escaped from a lab and wants to go… home? Out for dinner? It's not entirely clear.


Basically, you spend the game on a classic monster-movie rampage, and in order to rampage properly, you'll need to eat and eat and eat. The more objects you eat, the bigger you get; sometimes the levels will have "corks" blocking your way which you can only pass once you've hit a certain growth threshold. Eat enough stuff—some combination of food, trash, junk, and sometimes people—and you'll get big enough to proceed.


The whole story is played for laughs. It features a winning, paper-cutout animation style and groovy, 1950's sci-fi go-go music. The story has no text and only a few very short cutscenes, but it still manages to spin an entertaining yarn. That's because the environments are smartly designed to tell you where you are and why—you begin on a college campus before making your way through a town and onto a rocket into space, then to the moon, then back to earth. There's a nice sense of progression to the backdrops, and the story feels like just enough to let you understand what's going on but not so much that it's ever distracting.


Mutant Blobs Attack is not an easy game. In fact, it can be a right slap in the face at times. It's never face-crushingly, Vita-throwingly hard (mostly due to forgiving checkpoints), but it has a bracing, cold difficulty that feels like a welcome kick after the coddling of so many similar games. The first level was a piece of cake—I ate some junk, I pulled a cork, I flowed through some drains… and then on the second level, I was faced with instakill moving lasers. Woah! Things only get more difficult from there. But while I've died a whole lot, I've never felt punished for dying, and I've figured out most of the puzzles in a few tries.


The Blob has a limited but highly versatile move-set: It can jump, dive-bomb, perform wall-jumps, and use magnetism to pull or push him self away from certain metal surfaces. In some select sections, it can also fly, with the shoulder buttons used to fire up a sort of afterburner. Wonderfully, these moves are used very creatively by the designers, and you'll have to push The Blob to its limits to solve some of the trickier puzzles.


While the art-style may occasionally call to mind the Metroidvainian Insanely Twisted Shadow Planet, the puzzles in Mutant Blobs Attack are actually much craftier. Rather than require you to learn how to use an ever-growing, complicated set of tools, the game's puzzles are entirely designed around creative use of those few, established abilities. One minute, you'll be using magnetic push to flip yourself through a series of spiked walls, the next you'll be dive-bombing down ahead of a laser so that you can take a corner fast enough to get out of the way.


It all feels great to play. The Blob has heft and weight, and moves slightly differently depending on how much it's eaten in the level. It's a squishy, joyfully bouncy character to control, sometimes flattening itself to squeeze through tiny drainpipes, other times bouncing over hapless human beings like a murderous bowling ball. The game also uses the Vita's touch-screen smartly; as a platformer, it certainly benefits from having a dedicated d-pad and joystick, but using a touch-screen in tandem with traditional controls really does feel like the best of both worlds. Far more than the shoehorned efforts of some of the bigger-budget Vita launch titles, Mutant Blobs Attack feels like a game that is uniquely "Vita."


It'll creep up on you like a slinking clump of flesh-eating goo.

Several levels change things up by giving players a top-down control and having them use the accelerometer to roll The Blob through a maze while avoiding deadly pitfalls. The first one of these was a frustrating drag, as I immediately thought, "Oh, no. Tell me they're not going to blow it with bad motion controls!" Fortunately, the level wound up being very short, and later motion-controlled levels are fun, and mostly remove the irritating holes and difficulty of the first maze. In fact, several of them pay a direct homage to the Katamari games, as you'll find yourself a tiny blob, rolling about a room and eating bits and pieces until you're so big you can eat objects that were previously gigantic barriers. (Also, this is all happening in what appears to be red/blue anaglyph 3D. I didn't ask.)


Sly references and environmental humor abound in Mutant Blobs Attack, shout-outs to other indie game developers, movie and game references, and even a few direct gameplay callouts to other games, one of which is so funny that I wouldn't dare spoil it for you. It's all very winning, and combines with the 50's style, goofy soundtrack, and the zany violence to give things a distinctly Marvin the Martian vibe.


It's all about the little touches—the way The Nlob's eye gazes balefully out at you and moves around as you do, the goofy sounds that the humans make whenever you eat them, the way an audience bursts into applause whenever you grow to a new size. (And hey, Escape Plan does that too. Hmm. Maybe game developers are actually listening to Stephen.)


But where Mutant Blobs Attack truly shines is in its creative physics puzzles. This game has more creative ideas going on than anything I've played in a long time—it will have your complete and undivided attention as long as you're playing it.


Every puzzle gives way to three new ones at a relentless pace, and no two puzzles are exactly alike. I've yet to feel as though developers have run out of ideas—one second I'm climbing walls and timing jumps, the next I'm navigating a maze inside of a giant rolling ball, working my way to an exit while avoiding oncoming acid. Then suddenly, a race against a descending wall of lasers, followed by a flying level, followed by flinging myself through a free-fall down a spike-lined chute. Slow-moving timed puzzles give way to reaction-based jumping at the blink of an eye, before merging into touch-screen finagling and black-hole dodging. It never gets boring.


The puzzles' solutions are as creative as the puzzles themselves—time and again I thought I was stuck only to realize some new way that I could use one of the four or five moves that I learned in the first few levels. Each level is short and to the point tight, well-structured in its design.


Mutant Blobs Attack is charming yet diabolical, funny yet hardcore, difficult and rewarding in equal measure. It'll creep up on you like a slinking clump of flesh-eating goo, patiently waiting for you to wander beneath its maw, ready to dissolve you into a bloody paste of laughing good times.


Wait, erm… that didn't quite come out how I intended. Anyway! You won't see this game coming, and before too long you'll realize that you've been sucked in, determinedly pushing and pulling yourself through challenge after challenge, a crease on your brow and a smile on your face.


Kotaku

The House of Sonic's dropped a vague but drip-filled teaser that strongly suggests that the beloved inline-skating, graffiti-tagging Jet Set Radio game will be hitting modern consoles soon. The killer soundtrack and high-contrast, brightly colored cartoon art style made developer Smilebit's Dreamcast game a hit, but Sega never reissued the game—even as they've rolled out other back-catalog titles—despite much fan clamor and rumors a few years back.


Jet Set Radio's the kind of game people keep old game systems around for. One hopes that new details will answer some burning questions, like will this be both Jet Set Radio and Jet Set Radio Future, is this an HD re-master and how much of the soundtrack is coming back. We'll update this story as new info about this re-release is available.


Mass Effect (2007)

Mass Effect 3 DLC Triggers Fan Outrage, BioWare ResponseSome Mass Effect devotees have expressed disgust at developer BioWare's decision to release paid downloadable content alongside Mass Effect 3's launch, taking to message boards and Reddit to complain about what some have called a "disgusting" business practice.


As Kotaku broke Tuesday, Mass Effect 3's first piece of DLC is called From Ashes. BioWare has since confirmed that it will be available on the game's release day, March 6, for $10 as a download or free to anybody with the Mass Effect 3 Collector's Edition.


Release-day DLC has been a subject of much controversy in the gaming community. After all, some have argued, if a piece of content is ready for a game's release day, why would a publisher charge extra for it?


Warning: The following contains spoilers about the nature of Mass Effect 3's DLC.


As some fans have also pointed out, the From Ashes campaign may contain plot-critical content. It features a party member from the Prothean race, which, according to Mass Effect lore, has been extinct for thousands of years.


"EA [and] BioWare should know this is an unacceptable practice to cut out such a vital part of the story [and] lore of a game and resell it as DLC," writes Reddit user Shushplz. "Will not be buying Mass Effect 3 whatsoever and have already cancelled my [Star Wars: The Old Republic] subscription because of it. Sad that it had to come to this but the price of the added DLC is not worth what little dignity I have left."


Following the outrage, Mass Effect executive producer Casey Hudson took to Twitter to defend the company's decision.


"It takes about 3 months from 'content complete' to bug-fix, certify, manufacture, and ship game discs," he tweeted. "In that time we work on DLC... On [Mass Effect 3], content creators completed the game in January and moved onto the From Ashes DLC, free with the [Collector's Edition] or you can buy separately."


Mass Effect 3 DLC Triggers Fan Outrage, BioWare ResponseBioWare associate producer Michael Gamble also spoke up, posting on the BioWare official forums to explain the situation to fans:


"The Prothean is optional content that is certainly designed to appeal to long-time fans, which is why he is part of the CE offering," he said. "Mass Effect 3 is a complete –- and a huge game — right out of the box. The content in From Ashes was developed by a separate team (after the core game was finished) and not completed until well after the main game went into certification.


"The Collector's Edition has been sold out in most places for some time now, and is becoming very hard to find (many players prefer not to purchase the digital version). As such, we wanted to make this content available so that [Standard Edition] buyers could also incorporate the Prothean into their game."


Kotaku

If Only Historians Had Auto-Load


Preservation of any art or technology is always a tricky business, and it's no secret that video game preservation is particularly thorny.


Because games are so intertwined with the platforms on which we play them, we lose a number of them just as our platforms evolve. (For example, I recently found two old favorites on 3.5" floppy as I cleaned out a cabinet, but among the four PCs currently in our home, not one has a floppy drive.) And then of course there is the standard attrition that comes with time, as people retire and attics get cleaned out.


Gamasutra ran a three-part feature last year looking at classic game preservation, examining the problems of lost code, trashed boxes, and the museums and archives that attempt to put it all back together. This year, they're following up with more studios, publishers, and developers working in the 21st century to ask what they're doing to preserve their current work for the future.


While the offices and garages that held much of the game work done in the 1970s and 1980s have long since been cleaned out, current developers tend to be more aware that their notes, materials, and code may be wanted in the future. With digital storage now plentiful and the advent of cloud-based access, developers can preserve material much more easily than in the past — but not all necessarily do.


In the piece, game developer Warren Spector, known for his work on Deus Ex and Epic Mickey, among other titles, zeroes in on one of the core problems with preservation in any medium, but particularly gaming:


"The biggest threat is indifference. Most people making games see what they do as ephemeral, as not worthy of preservation. Who cares about an early design doc for any one of the thousands of games released each year? Why bother saving a T-shirt given out at E3 to promote the release of a game? Will anyone ever care about the September 1st draft of the schedule for a Mickey Mouse game?


"It's tough for people, in the heat of development, to answer 'yes' to questions like that. Getting people to care is the real issue. Then, it's getting people to devote time, space and money to store and preserve documentation and, yes, code and hardware."


It's a lengthy read, but anyone deeply interested in the history and preservation of games as a unique art and entertainment form may be interested to learn more about how today's game designers feel about trying to figure out what we, in the future, will wish they had preserved today.


Selecting Save on the Games We Make [Gamasutra]


(Top photo: Flickr user ilovemypit)
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