Kotaku

The Anatomy of Amazing LEGO PokémonLEGO builder Mike Nieves has put together these two awesome Pokémon models, one showing Gyarados ready to bite someone's face off, the other a Magikarp stripped bare to the bones. Literally.


So if you've ever fancied yourself as a Pokémon osteologist, a rare but dignified branch of Pokémonology, take notes.


retinence's photostream [Flickr, via Brothers Brick]


The Anatomy of Amazing LEGO Pokémon
The Anatomy of Amazing LEGO Pokémon


Kotaku

I want to talk about the medusa head, an enemy that has appeared in at least as many games as the goomba in Super Mario, but which moves in a more complex way. The pattern it follows is called a sine wave, and it was inevitable that a memorable entity in one of the most important early video games would be built around it.





1) The sine wave is about the most complex movement pattern that is still easily predictable. Being faced with an obstacle that moves in a sine wave will therefore be challenging and fair. Challenge and fairness is what creates fun.


2) The sine wave is a function of such enormous mathematical depth and beauty that you could spend a meaningful lifetime studying it.


The key to the future of great game design lies in the realisation that the above two aesthetic features are linked in the strongest sense; they are close to being identical propositions.


To expand on 2), we first think about periodicity. The medusa head traces out a "~" shape with perfect smoothness; they then trace out further ~ shapes with perfect symmetry. That sequence has a specific amount of time it takes before it repeats itself. We call that time its "period", and in playing Castlevania you will get to know that period as well as you know your own heartbeat.


To break the movement of the head down: the horizontal velocity stays the same at every instant, and the vertical velocity changes at every instant. The vertical acceleration also changes at every instant. However, none of these variables will ever experience a sudden change. To understand why that is important, think about how it would feel if the medusa head moved in a sharp zig-zag (i.e. the vertical velocity is a positive constant, then negative, then positive etc). The practical difference would be tiny, but suddenly it's harder to predict and less beautiful.


These features of the medusa head's behaviour are mathematically elegant, deterministic, and slightly complex. And these features are all fun.


Castlevania I


The Perfect Moves of an Asshole Video Game Bad GuyMedusa heads are seen for the first time on the second level of the original Castlevania.


The very first of them appear immediately after you enter this room from the right, which uniquely means that your avatar must be on the far right of the screen (the camera usually keeps the player in the center). As a result of this, you get the safe opportunity to closely inspect the way the heads move. After an establishment of the movement this clear, the level designers can quickly get creative and combine it with other challenges.


The second medusa head nest is in a room of platforming challenges put together with extraordinary density and variety; it is depicted below. The heads will spawn infinitely, but only while you're inside the green square. The path the player usually takes is indicated in grey. The separate setpieces are numbered in yellow (yes, there are that amount and more of them in this 750×175 pixel room).




1) A two-block-wide jump – ordinarily the most trivial jump possible, made complex by the heads.


2) The tiniest platform it is reasonable to have, where the player must learn to fend off heads essentially without any ability to move left or right. The player may realise here that if you keep still, you have less to fear from the heads. This will be important later.


3) A jump with a vertical element – a small but demanding change. In a devilishly concise and unpatronising move, the designers stopped static jumping challenges here. These two were all that was deemed necessary to present. In later Castlevanias, we do many more jumps while the heads attack us. Almost all of those jumps are nothing but simiplistic variations of the two that we can master in the corner of this one room.


4) The right edge of the green box is positioned to send a dramatic message. The player can exit the box while standing on this platform – this will allow them to make the next jump without heads around, so they want to do it. But bear in mind that the box is invisible. So the abatement of medusa heads acts as a reward for general prudence: if the player inches toward the end of this platform, they receive the pleasant surprise of calmness; if they hastily run and jump, there will likely be a residual head coming straight at them when they are in the air.


5) The faint brown platforms move left and right, and though they come close to the edge, they will never touch it; the player is always required to jump off the platform. So when this platform takes us left, back into the box, we have another jump to make – and we need to hurry up and do that jump, or we shall be punished.


The player might be timid: they may stay on the moving platform, reluctant to make the jump at their first opportunity – they might wait on the platform, hoping to go through with the jump when they're taken back again. But if they do this, a medusa head will appear! They should have jumped while it was safe, so they could be on firmer footing when this head comes. This event can be extremely frightening: you thought the medusa heads had stopped coming for you a while ago, but now you have to perform a jump that factors in medusa heads AND the movement of the thing you're standing on!


This sends us a message: "while an environment is peaceful, make the most of it". It works together with 4), which said to us: "while an environment is chaotic, be careful and hope for change".


6) Due to the limits of the engine, the camera will stop scrolling to the left when the avatar reaches this exact point – but you still have to leave via the door on the left. When you're here, there will be medusa heads coming from the left. So you have to run straight into them, while giving yourself less and less room to see where new ones are coming from! This is scary – you'll be extremely grateful for the dip just before the door. In every other room with heads, either they will leave you alone at some point before your exit, or you will leave via the ceiling.


I believe that fun comes from each of these situations individually; they all create different possibilities that the player has to use their head to respond to. There is something I've neglected, which is the fact that the designers went to great lengths to put all of these situations in the same area. I don't find this assembly very meaningful, but I could be being stupid here. If you're more interested in the structure of the whole, see this groundbreaking article by anna anthropy, and be sure to check the picture posted in the comments by plvhx.


The original Castlevania has a couple of other medusa head nests, each with a structural twist or another enemy teaming up with them. In another display of dedication to conciseness, each of these twists appears in one and only one room.


The most interesting of these rooms contains an infamously challenging pair of axe-throwing knights. They encourage a strategy which requires you to think in an abstract and analytical way about your problems:


The Perfect Moves of an Asshole Video Game Bad Guy


In coming up with a strategy like this or one of its variations, the medusa head is best thought of as a line, rather than a moving point. You have to picture that lovely sine wave as a rigid presence on the screen. It only works if you keep still, and what a glorious stillness it is. With a few inputs (just attacking and ducking), you can gain control over a chaotic and dangerous situation. This is perfect action game design, a setpiece that can be conquered with caution and knowledge while still being elegant and emotive. It spoke to me: "Do not try and overcome raw complexity; find a way of making things simple for yourself" it said.


Castlevania Bloodlines


The Perfect Moves of an Asshole Video Game Bad GuyBloodlines has the three most distinctive medusa head setpieces of the rest of the Castlevania series. It's worth saying that broadly speaking, Bloodlines' level design is similar intent to the original, but it is also built to make use of those most interesting capabilities of its platform, the Megadrive. It has interactive scenery, multi-sprite bosses, optical illusions, and skews and rotations galore.


Going into the first medusa head nest, you're standing on a raft in a flooded tower with water draining out, so there's a forced downward-scroll. Your raft is stable, so the screen and your avatar have a constant velocity. What happens to a sine wave which you look at while moving downward? It becomes a gorgeous sin(x) + x wave.


Note that the candles lead the player down a specific route, and that the smallest gap is at the bottom. That gap takes you right up to the wall. Recall that the most dangerous part of a medusa head nest is anywhere near the sides of the screen.


The second setpiece, in the next level, involves climbing up the Leaning Tower of Pisa, which is rickety and narrow (so: you can't get all the way to the left or right of the screen). The camera is now constantly scrolling upward, so the function is a smooth sin(x) – x. But now there's no raft to carry your avatar; you must travel with jump arcs that crisscross the medusa heads' paths.


Bloodlines' final use of the heads is in a sublime room. I lack the vocabulary to describe or analyse it. Suffice it to point out that it shifts the function in a careful and clever way.


Note that a challenge based on this visual concept, wherein an enemy moves between the two viewports, would not work with anything other than the medusa head. A ground-based enemy has one dimensional movement, so it doesn't move enough. The heads are not the only enemies which can leave the ground, but all the other flying enemies have AI, and so their unpredictable behaviour takes center stage when you fight them. Only the medusa head is sufficiently simple, variable, and clean.


The Perfect Moves of an Asshole Video Game Bad Guy


So we see how versatile the medusa head is. Its balance of complexity and predictability make it a perfect tool that the level designer can use to do fascinating things.


It's upsetting, then, that our story leaves the Castlevania series here. None of its entries other than the original and Bloodlines has had level design that really tries to do anything interesting with the heads (though Dracula's Curse comes close). In modern Castlevanias, enemies have to be fun to grind, and level layout can't be allowed to hinder your cartographical endeavour. As egoraptor tells us, nobody would want to backtrack through something in the style of the axe knights setpiece.


Epilogue


A little while ago, Jon Blow and Marc Ten Bosch gave a lecture called Designing the Universe. They offer an unpatronising and expressive idea about what it means to have well designed gameplay and levels – and the enemy placements we've looked at today are an almost perfect manifestation of those ideas.


The medusa head's design is rich in gameplay possibilities, elegant, and unlike any other enemy.


The medusa head's use in levels is varied in a great many expressive ways. You get to know it extremely well, you are made to think of it creatively.


The first Castlevania was made by a small team; it is natural that we should find its real successors in independent video games.


The gleeful and self-affirming decision to break up the viewports in that room in the final level of Bloodlines was fleshed out in "Where Is My Heart?", one of last year's best games.


We have sine wave experimentation in its rawest (though not best) form in Sincar, and a more thorough exploration seems likely to be provided by Waveform. Remember that when things became maximally demanding in the axe knights setpiece, we found that the head was better thought of as a line than a point. Well, in both of these games, the makers give us a helpful line of projection for the entity travelling along the sine wave. This is a more concrete piece of artistic progress than you are ever likely to find anywhere else.


Hamish Todd is a writer and game designer. You can follow him on twitter @hamishtodd1 and read his work at www.actionbutton.net and www.insertcredit.com. He used VirtualDub and online-image-editor to make the gifs. He uses savestates, within reason.


This post originally appeared on Kotaku Australia.


Kotaku

So Sonic 4: Episode 1 was a bit of a disappointment. Which should have surprised nobody, but hey, you can't rely on Sonic fans (which, really most of us are, deep down) for rational expectations of upcoming products.


So it's with trepidation, and not excitement, that we take a look at this gameplay footage from the upcoming Sonic 4: Episode 2. I mean, it looks very pretty! But we're one episode in and already there's a "friend". Keep mirroring the original series like this Sega and we'll be kissing humans and swinging swords by the end of this console generation.


Kotaku

FIFA Football Vita: The Kotaku ReviewI'm still a little shocked. I mean, I love my football and I generally love my FIFA, but if you'd told me two months ago that the single best game available at the Vita's launch would be this, a handheld port of a game that's just in time for the end of the European season, I'd have slapped you in the mouth.


But I won't. Because it is.


FIFA Football on the Vita isn't, despite the recycled cover art, actually FIFA 12. At least, not as you know it from the PS3 and 360. For some reason, it's FIFA 11. It has the new menu of last year's game, and the latest roster updates and kits, but everything else is straight out of 2010.


Which is good news for this game.


WHAT I LIKED

Viva Vita! For the most part, FIFA Football makes the best use of the range of the Vita's capabilities of any game available at launch. You control the bulk of the game using the dual thumbsticks and buttons, as you would on the console version, but at certain points (almost always for through-balls, something FIFA is normally woeful at) you can use the touch-screen to manually direct a pass. Just tap on the screen and that's where the ball goes. Same goes for shooting. There's the option to use the rear touch panel to guide where the ball goes. So tap the top-right of the rear panel and your shot will head for the top-right.


Both these options are a revelation for this game. Console FIFA titles have traditionally fallen over in the attacking third of the pitch, with poor through-ball AI and haphazard shooting making scoring more of a grind than a joy. With the touch-screen passing (which you should only use for through-balls or putting the ball into space, not for regular passing) and precision shot aiming, suddenly you're free to really probe at your opponent's defences. The sheer joy of sliding a ball into open space, seeing a strike run onto it then slamming the ball into the opposite top corner is a delight, made more memorable by the fact it's almost impossible to achieve using a control pad on the home versions.


FIFA Football Vita: The Kotaku Review
WHY: FIFA is the best sports game on the market. This is the best version of FIFA you can get.


FIFA Football Vita

Developer: EA Sports
Platforms: PlayStation Vita
Released: February 15 (North America), February 22 (Europe)


Type of game: Sports.


What I played: Played all game modes.


Two Things I Loved


  • Uses the Vita's features in a way that makes the game better, not as a stupid novelty.
  • Smart design and good porting means you'll think you're playing the PS3 version in your hand.


Two Things I Hated


  • If you're using the Vita's full range of controls, your hands will hurt.
  • Agonising load times on menu screens.


Made-to-Order Back-of-Box Quotes


  • "The best use of hands in a sport where you don't use your hands!" - - Luke Plunkett, Kotaku.com
  • "Pro Evo on the 3DS looks like an N64 game compared to this." - Luke Plunkett, Kotaku.com

FIFA 11. FIFA 12 tried three new things: a new online hub, a new player collision system and a new defensive system. Because this is basically FIFA 11, you don't get them here. Considering the latter two were actually steps backward for the series, that is a good thing. Despite FIFA 11 being a 2010 game, it was a better game than the 2011 edition, so you're getting a better deal.


So Pretty. Play a game like Uncharted and it takes about three seconds to see that the Vita isn't as powerful as a PlayStation 3. FIFA is a lot smarter. It's almost indistinguishable visually from the PS3 version of the game, with full commentary (at least the Martin Tyler/Alan Smith stuff, as Andy Townsend and Clive Tyldesley's contributions seem to be missing), full options, all the teams, all the modes and, most important of all, all the looks. There's only really one area, player texturing, that's not up to console standards on the Vita's giant screen, so the developers smartly cut right back on the player close-ups. Final result? Unless you're looking for that stuff, you'll really think you're holding the console version in your hands.


WHAT I DIDN'T LIKE

Ouch. If you're going to use the new touch controls - you don't have to, but you really should - you need to get your hands in a certain crab-like position, where your thumbs can reach both sticks, the buttons and the front screen, while your middle fingers aren't touching the rear touch panel (or you'll accidentally shoot) but can slide over to them when need be. It's effective, but also uncomfortable; I'd get thumb cramping after 2-3 games, so long-haul tournaments will cause problems.


Slow Burn. If you're playing this on a commute, don't have any kind of network turned on. And don't play the career mode. Or you'll just be kicking off by the time you're at your destination.


THE FINAL WORD

FIFA Football on Vita has, I think, not only the most tasteful employment of the Vita's new features, but they're also the most beneficial to the user's experience of any game available at launch, because they make this game the best version of FIFA available. Seriously. This is more fun to play than the home console versions. And for a handheld game to be able to say, especially given FIFA's position as the premier console sports game franchise, is one hell of an achievement.


Mass Effect (2007)

This is a new live-action trailer for Mass Effect 3. Because an expensive pre-rendered one last week wasn't enough!


Kind of wish it had stopped at the collapsing roof. The "end of the world" stuff from the perspective from Joe on the Street is a neat angle to show a bombastic sci-fi game from, so to then have to cut to a Shepard being assaulted by poor computer effects undermines it a little.


Ah well! The game's out on March 6 on PS3, PC and 360. Which is soon!


Kotaku

R2-D2 Birdhouse? R2-D2 BirdhouseI Bet Birds Actually Understand R2 | Hand-painted R2-D2 birdhouse by Nirdhouse of Etsy. NirdHouse also has C-3PO and Mario designs. (via Neatorama)



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R2-D2 Birdhouse? R2-D2 BirdhouseI Bet I Know Why You Will Play Kinect Star Wars' Dance-Off At Least Once

It's going to take a hell of a turnaround to get me to change my tune on Kinect Star Wars. Yeah, Totilo said the game's improved over what I played at E3, but, come on, a dancing game? I mean, how stupid is that. Do I look like a guy who wants to— More »



R2-D2 Birdhouse? R2-D2 BirdhouseThe Rookie Mistake Most Video Games Make

Whether they won the club championship or they're the sixth man on their Y league team, most recreational athletes would accept that they are, by definition and by depth of skill, amateurs. It's not a bad word. But it sure feels like it in a video game. More »



R2-D2 Birdhouse? R2-D2 BirdhouseThis Probably Isn't What EA Sports Had in Mind for SSX

In my demo impressions I suggested that you lay off the stick because the physics lends itself (themselves?) to oversteer. Some dudes in Europe took that advice to the extreme and this what they got: You can finish a race without touching the controller. More »



R2-D2 Birdhouse? R2-D2 Birdhouse Here's a Fight Stick Modded to Work with a PS Vita

There's some input lag, and it doesn't really fit with the theme of the game-anywhere "the world is in play" marketing theme of the PS Vita. But then again, its sticks and buttons just don't have that clicky-click of a fight stick, either. So this enterprising Japanese modder whipped up a solution allowing the user to feel like he's playing full-scale Ultimate Marvel vs. Capcom 3 on a screen a fraction of the size. More »



R2-D2 Birdhouse? R2-D2 BirdhouseThis Gallery Contains Spoilers and It Concerns Mass Effect

Today saw the leak of a batch of screenshots pertaining to Mass Effect's day-one DLC "From Ashes," which caused so much of a fury when it inadvertently hit Xbox Live early, and its summary paragraph tossed out spoiler details pertaining to the story.
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Kotaku

It's going to take a hell of a turnaround to get me to change my tune on Kinect Star Wars. Yeah, Totilo said the game's improved over what I played at E3, but, come on, a dancing game? I mean, how stupid is that. Do I look like a guy who wants to—


fast forwards to 4:40


OK. I'll ... I'll give that a shot.


Also, that Rancor Rampage (2:45) looks insane. Chucking droids, smashing Sandpeople and eating Jawas? Hell yes, sign me up for that ride. That looks hilarious.


Kinect Star Wars - Galactic Dance Off, Rancor Rampage, Podracing [Zoomin.tv. h/t Tim F.]


Kotaku

Despite how silly it looks, the Pac-Man animated series broadcast on ABC in the early 1980s was a modest success. It lasted only two seasons, but that can partly be attributed to the crash of home console video gaming taking the subject off people's minds.


What's crazy to me is that it was an animated adaptation of a video game that was later adapted back into its own video game (Pac-Land). And Ms. Pac-Man's first name was Pepper. And the ghosts were apparently bossed around by Darth Malgus.


Anyway, the entire first season is coming to DVD and will release on March 1. You get 13 episodes (which each had three cartoons.) Yes, this means you can watch classics of American television such as "Pacula," "Presidential Pac-Man," "Southpaw Packy," and "The Bionic Pac-Woman." The DVD set is $35.99 and can be preordered on Amazon.


Pac-Man and Dragon's Lair cartoons finally come to DVD [Examiner]


Kotaku

Looks Like Kingdom Hearts 3D Comes West in Late JulySquare-Enix's official French store briefly listed Kingdom Hearts 3D: Dream, Drop, Distance for release on July 27 before the company pulled back the listing and replaced it with "Summer 2012." Either way, it's a more precise release window than what we'd heard before.


Square may be pulling back the Western release date just to give itself some wiggle room in case problems arise with shipping the game. Europe typically sees Friday releases, which July 27 is; that could mean Kingdom Hearts 3D hits North America on July 24.


The game arrives on March 29 in Japan.


Kingdom Hearts: Dream, Drop, Distance releasing July 27th in Europe. [Gimme Gimme Games,. h/t Kevin F.]


Kotaku

Someday the Mountain Might Get 'EmThe franchise restart of SSX carves this week's fresh powder, joined by the North American release of Shin Megami Tensei Devil Survivor 2 and WAKFU's arrival on PC.


Monday

PokePark 2: Wonders Beyond (Wii)


Tuesday

Binary Domain (PS3, 360)
Mortal Kombat Komplete Edition (PS3, 360)
The Lord of the Rings Online: Mithril Edition (PC)
SSX (360, PS3)
Shin Megami Tensei: Devil Survivor 2 (DS)
Hyperdimension Neptunia mk2 (PS3)


Wednesday

WAKFU (PC)
Da New Guys: Day of the Jackass (PC)
Nexuiz (360)


Thursday

Deep Black: Reloaded (PC)


Sources: GameStop, GameSpot
...