Mass Effect (2007)

Why A Video Game Blockbuster Will Finally Allow You To Be A Gay ManIn the video game adventures of Commander Shepard, being a gay man was neither a matter of biology nor choice.


It was a matter of programming. And the programming of Shepard's first video game, 2007's Mass Effect, made being gay impossible.


And then things changed. The programming changed. You can play Shepard as if he is a gay man in next month's Mass Effect 3.


Why? The people who make the game wouldn't say it's because they are advocates. Not quite. They have another reason.


"We got feedback from players that they wanted more choice," Ray Muzyka co-founder of Mass Effect studio BioWare told me during a recent interview. "We respond to that feedback and try to make our games better based on what our players are asking for."


Muzyka and his fellow BioWare founder Greg Zeschuk do not come off as activists or overtly progressive individuals. The games from their company, however, have become flashpoints for discussion about sex, gender and sexual orientation. Their Mass Effect and Dragon Age games, flagship titles from mega-publisher EA, are some of the only video game blockbusters that include straight or gay romance. But both men, a pair of physicians-turned-video-game hitmakers, discuss what outsiders may view as an overtly-liberal or progressive agenda as, well, more of a customer-service project or architectural choice.


"It's surprising that people think it's that big a deal," Zeschuk said. "If you're creating this kind of content, it's very natural to provide all the options. So that's always kind of funny."


The kind of content BioWare makes is role-playing games. They've been doing this for over a decade and they've routinely given players choice: about what weapons to wield, what fighting style to pick, what gender to be, what color of skin to have and, gradually, which kind of sexual orientation they might be.


(A female-"monogendered" alien romance scene from Mass Effect 1

Outside the video game world, of course, the very idea of choosing one's gender or sexual orientation is controversial. Gay and transgender rights' activists have long argued that what some see as choice is really born identity. Not in video games. In video games, you can pick… but only if they let you. Only if the people who make video games who are essentially the gods of their worlds, let something be possible.


In Mass Effect 1 you could be straight. Or, you could sleep with a blue-skinned alien named Liara who was technically mono-gendered but appeared to be the kind of blue-skinned alien that would have been a lover to Captain Kirk on that spiritual predecessor to Mass Effect's multi-cultural sci-fi drama, Star Trek.


By Mass Effect 2, you could be gay, but only if you were female, a step either toward more progressive depictions of sexuality and/or one that stopped at the threshold of what a straight male player might find titillating.


In Mass Effect 3, out in early March, players who play as a male Commander Shepard can finally sleep with a male character. This follows on the enabling of straight, female-female and male-male romance options in BioWare's recent Dragon Age series. (And, before that, in their Jade Empire game.) And it poses the question of whether the BioWare doctors must at some point feel that they are making a political statement with their games. After all, we live in a time when each State in the Union's vote on allowing or disallowing gay marriage is itself a political statement.


Here we have games whose god-like designers are actually implementing, at a more fundamental level, the ability for a gay identity to even exist in their world. And they're saying, finally, yes it can. Political statement?


"We're neutral," Muzya says. " It's the player's choice. It's a role-playing game."


(A male-female romance scene from <em<Mass Effect 2

"Yeah," Zeschuck followed, "It's a choice based on preferences."


"We let players take on a role and really immerse themselves on how they feel they want to be playing the game," said Muzyka. "Be true to that. Be true to your ideal of a game of choice."


"If there's a political bent to it, it's very Libertarian," Zeshuck said. "It's like… yeah, we make the choices available. You decide what you want to do. We're not pushing any particular direction with most of our stuff."


Sex and sexual orientation are not the same thing, and it's really the former that has earned the M-rated Mass Effect some of its more notorious press. Specifically, the original game was slammed on Fox News for supposedly being nothing more than sci-fi pornography, despite showing little more flesh than an edgier prime time network drama. That experience, more than any blowback regarding sexual orientation, seems to irk the doctors and compels them to reassure people that nothing their games have is all that outrageous.


"It's all very appropriate," Muzyka says of the sex in the series. "It's all very well-integrated. It's not surfaced in a way that you should go this way or that way."


"There's something about the tonality and how we present it," Zeschuk added. "We don't kind of snicker and make fun of it. It's like a serious part of a serious game. The game itself obviously has humorous elements, but the actual relationships are dealt with in a mature and very adult way."


Every time a feature is added to a game, it requires more work. That means that it is literally more laborious to create a virtual world that lets you be male or female. It's more work to let you sleep with one character, and even more work to let you fall for another. The economical game designer might skip a lot of this stuff, and even BioWare can feel that temptation, one Muzyka says, they've resisted.


"A few years ago there was a debate among the team members that, yeah there's more of an expectation to enable more content so, essentially, our games have to be bigger to enable these choices to occur," Muzyka said. "You have to have different paths. You have to have different playthroughs. It actually adds up. It's more expensive to do that." (In this context, "expensive" refers to developer effort, not cost to the players. The price of a game that lets you be gay or straight doesn't go up!)


The corners BioWare may have considered to cut are not being cut. Hence, among other things, a Commander Shepard who now might be a gay man.


"We are doing it as a service to our fans, because we think it's part of the expectation of a role-playing game," Muzyka said. "It's part of the expectation of a BioWare game because of the way our games have been for the last couple decades. We've had that kind of choice going way back to Baldur's Gate back in the 90's. It's been refined. We think it's a good thing to offer players. Choice is always a nice thing, when it works. When it's high-quality."


BioWare today is, alongside Rockstar and a handful of other big-name game studios, an outlier. Most games, as violent as they are, remain sexless and void of talk or depiction of any sexual identity other than straight. The doctors know that puts them on the edge.


"I would say, our entire career, one of the frustrations has been not just in this but in all kinds of areas we've been held to a really high standard," Zeschuk said. "It's always, ‘we can totally innovate everything. We can do this. We can do that.'


"Can't we just make a game and you'll say whether it's good or not? Why do we have to be the one carrying all of this weight?


"On the other hand, we created that ourselves by stepping forward and saying this is what we're going to do."


And they're doing it, with what appears to be a muted agenda and a total lack of retreat.


(Top image is from a Mass Effect mod, as seen on YouTube.)
Sniper Elite

Preorder This Game and Adolf Hitler Dies In April of 1945 the dictator of Nazi Germany took his own life in order to avoid capture by the Red Army during the Battle of Berlin. The move left millions feeling as if they were cheated out of an opportunity. The preorder bonus for Rebellion's Sniper Elite V2 gives customers a chance to make up for unspent bullets.


Putting five dollars down on the World War II sniping simulation at participating retailers earns players what 505 Games is calling "the ultimate mission". Intel has the Führer returning from Berchtesgaden to Berlin via his personal train. The player must meet the train at the station, find some cover, and place a substantial amount of metal into the head-meats of one of the most hated men in history. You've got one bullet; one chance to change history.


Of course you won't be changing anything in the game proper. It's not as if the entire course of the narrative will suddenly shift to accommodate for the fact that the villain checked out early. It's all about catharsis.


Sniper Elite V2 is due out in May for the Xbox 360, PC, and PlayStation 3.


Feb 28, 2012
Kotaku

SSX: The Kotaku Review Looking back on the original SSX titles, it's hard to believe that they were based on an actual real-world sports activity. The snowboard riders you steered across the bright white landscapes of 2001 were near indestructible, able to shrug off massive crashes with quips and bit of boost. But, with a reboot that binds the arcade action of SSX more closely to reality, Psymon, Elise, Mac and their fellow riders come across as more fragile than ever before.


Take a few particularly brutal tumbles while grinding through the Alps and your armor breaks away, eventually leaving your health bar unprotected. Or, if your wingsuit takes too much damage, then there's no way you're gliding across an icy chasm.


Wait. Armor? Wingsuits? Is this really SSX?


Yes, it's still SSX. All the dizzying jumps, acrobatic spins and insane grabs that made the series so beloved are still in here, pegged to the tiered power-up mechanic that basically turns you into a superhuman sportsperson. And the thrill of second-to-second improvisation—where your fingers weave out a beautifully complicated sequence of tricks, punctuated by the thump of a satisfying landing—feel even better than the franchise's last few installments. In fact, the level of control feels like it requires more precision than, say, the SSX Tricky of the past. It's still an adrenaline rush of the first order, but one that makes you feel more athletic.


New mechanics get introduced in a way that shows the gravitational pull of real-world considerations. EA's developers used actual satellite data to create the nine locations where you'll compete for snowboarding glory and they seem to have asked the question of what it'd be like to glide down Mount Everest. Well, you'll need to make sure that your rider could suck in air. And here you do need to do that. Tricking out Moby or Psymon or whoever with equipment ensures that they can breathe, see or withstand collision plays a big part of the single-player portion of SSX. What sounds like so much drudgery actually evolves up the core racing-and-tricking experience in compelling ways. Slapping a headlamp on a helmet may sound tedious but riding through the pitch-black tunnels inside Mt. Kilimanjaro with limited visibility gave me moments where I actually held my breath. Speed wasn't my friend here, not in a place where I wasn't sure if the next turn would vault me over lethal lava flows.


In levels where I needed an oxygen tank, I had to remind myself not to get so drunk off the thrill of scoring massive combos that I'd forget to inhale some oxygen to keep Kaori alive. Each character faces a similar challenge and while gear management's pretty binary—here's a better solar panel!—the experience isn't hampered by that lack of depth.


The plot set-up for SSX is a new rivalry between two snowboarder collectives—Team SSX and Team Griff—with older characters and some fresh faces. Playing as series stalwart Zoe Payne, you'll encounter and unlock each rider on Team SSX on the game's nine mountain ranges. So it's Zoe's job to conquer the Rockies, new character Alex Moreau makes the Siberian peaks her turf and so on. It's a bit different than getting to choose whoever you wanted from the outset as in previous SSX games but since there's an attempt being made a telling a story here, the decision makes.


The candy-colored loop-de-loop habit trails of old and glittering cityscapes of old are gone but that doesn't mean that you're getting with only trees and snow drifts. The levels branch wildly, multi-pathed with hidden tunnels, grind rail shortcuts and upper tiers you can only reach by making epic jumps. Crashed planes in Patagonia, rusted-over factories in Siberia, the Great Wall of China and the Alaskan oil pipeline all deliver the amusement park architecture you expect from SSX. It's just not showing up in primary colors.


Each range holds a Deadly Descent, a massive hazard-peppered run that's essentially a boss battle. These aren't speed or score runs; the goal on a Deadly Descent is simply to survive. Each one of the peaks have unique threats—avalanches, downed trees, treacherous ice or extreme cold—that you need a special skill or piece of gear to prevail over. You'll also need to listen to the helicopter pilots for guidance. Paying attention's a crucial skill to have but a tough one to learn since you'll be tuning out the pilots' chatter as just so much white noise.


SSX: The Kotaku Review
WHY: A beloved extreme sports franchise gets rebooted with realism and asynchronous online play.


SSX

Developer: EA Canada
Platforms: PS3, Xbox 360 (Version played)
Released: February 28th (Xbox Live)


Type of game: Snowboarding sports game with online multiplayer .


What I played: Completed Story Mode in about 8 hours; spent about 4 hours playing race and trick events mode across various maps as well as online modes.


Two Things I Loved


  • This SSX still feels like an arcade experience, but one where the real world peeks through in enticing ways.
  • Tricking off the helicopter is awesome in a "that's how high I am?!" way. Pulling a grind or a grab off of the whirlybird's chassis never gets old. Do it as much as you can.


Two Things I Hated


  • The subtle pressure to spend, spend, spend. Even if you don't ever drop a dime on the in-game currency, you feel like you should. That's insidious.
  • In a game centered around character design and wild trick stylings, how are the motion comic character intros so bad? See the above for proof.


Made-to-Order Back-of-Box Quotes


  • "Trickier, prettier and more varied than ever!" - -Evan Narcisse, Kotaku.com
  • "Makes me want to jump out of a helicopter and get chased by an avalanche!" -Evan Narcisse, Kotaku.com

Prior to this re-imagining, the world that the series' characters tricked through bore only a passing resemblance to ours. Now, you can get knocked unconscious and fail out even if you're in first place for an entire race. However, that's all changed and there's no escaping how verisimilitude creeps into the newly-rebooted SSX. Alterations lurk everywhere.


For example, this title endeavors to be much more nimble, with right-analog controls that recall EA's Skate games. You can create a nice sense of fluidity with your trick lines but it's easier to oversteer. Classic controls are there for old-school players but, overall, the margin for error feels much narrower. There's that real world again, jostling fans' nostalgia into a different space.


At first, the introduction of rewind might feel like a violation for SSX purists. But there's always a penalty to paid for winding back the clock. Rewinding during a race doesn't stop time for your opponents and creates more of a gap for you to close if you're in last place. If you rewind in a trick competition, then you're going to get points taken off of that combo. You're put in situations where you have to use rewind, though, like the Deadly Descents. The feature's more of a help in trick-centric competitions, where you can turn the clock back to the moment where a flubbed transition kills a lucrative combo.


And spending points on decorative items like boards and duds? Sure, that's been part of SSX. But oxygen tanks? Ice axes? Even if it's explained away in the game's mechanics, the focus on gear doesn't dilute the game's thrills. But it sure does feel like the accessories are pieces of content put there to separate you from your dollars. Microtransactions abound in SSX and they represent the other kind of reality—where money can circumvent skill requirements— that's at work here. Simply put, you're allowed to buy characters and credits that you don't feel like earning through the World Tour mode. Now, it's seemingly possible to play single-player and grind your way to either more XP or eventual unlocking of all the gear, tracks, characters and other content. Still, this is the reality that makes SSX feel a bit more modern and, honestly, more crass.


Elements of the RPG-slanted, currency-focused template carry over to multiplayer, too. You'll need to spend points—points that you can buy with real-world cash, of course—to compete in events. Doing well means that you'll hopefully earn back those points once you're done. Aside from clothes and equipment, you can buy mods—buffs that spike the performance of your gear for an entire event—and tokens called geotags. While rewinding, you can drop geotags anywhere on a run. The idea is to put them in obscenely hard-to-reach places and the longer your 'tags remain uncollected, the more XP and cash you get for your daredevil placements. It's a clever way of letting players show off where they've been. There's leveling for all this stuff, too. A Level 5 board spits out better tricks and a beefier geotag cranks out more cash and XP. Oh, and then you'll get mystery items that pop up in the in-game store, too.


The online pass scheme EA implements here makes it seem like they're trying to be balanced. You don't have to have an online pass to compete in events but you can only spend points you earn with one. The points you do earn get banked in a sort of limbo and only really exist if you have that passcode entered. In other words, you can sample the wares and earn but need to have that pass to buy your way to certain parts of the experience. It's also worth noting that the point rewards for events in online play far outstrip what you get for doing the same events in single-player. It's an effective draw.


Multiplayer racing also takes a different shape compared to previous SSXes. It's all asynchronous competition against other players' ghosts. You're not going to be bobbing and weaving in real-time here. This decision's probably going to be controversial but, right now, I'm liking it. In pre-cursors to this SSX, I'd get pummeled into the powder so much that you could never get a good burst of speed going. Racing against ghosts puts the focus squarely on you notching a personal best and highlights the solitary nature of real-world snowboarding.


The biggest overall change in 2012 SSX is that reality's inescapable in this version. However, the end result delivers a remixed vision of snowboard supercross. This isn't a winter sports sim but there's more resource management than just to-boost-or-not-to-boost. And you're not going to escape the fact that EA sees just about every bit of SSX's component parts as granular content in the flow of a giant revenue stream.


Nevertheless, the excitement at the heart of SSX remains pure. You leap and your eyes measure the distance, thumbs squeezing out every rotation they can before you need to relent and re-align. One final grind throws you into Tricky, setting you afire with even more insane dexterity. No matter what else you're being tempted with purchasing, that feeling's still worth the price of admission.


Kotaku

Just a friendly reminder that Amazon is firing off a Gold Box / Lightning Deal video game combo today, with Star Wars: The Old Republic for $39.99 and new bargains scheduled all day long. [Amazon]


Kotaku

Sony's virtual playground turns bloody tomorrow, as the Street Fighter X Tekken Total Game Integration event elevates into violence. For the first time, PlayStation Home avatars will be able to beat the living crap out of each other.


They've built a replica of one of the upcoming fighting game cross-over's stages in PlayStation Home, and now the battle begins. Players can fight their way through ten challenges to unlock special Ryu and Kazuya costumes, giving them the power to toss fireballs or perform jump kick attacks while looking like a bad cosplayer, all without leaving the comfort of their couch.


I must admit I am impressed by the amount of work that's gone into the promotion. I'm even more impressed by Lockwood Publishing's growing line of robotic avatars, which grows by a samurai and a geisha this week. Hit up the link to check 'em out!


The Battle Continues in PlayStation Home with Street Fighter X Tekken + Weekly Update [PlayStation Blog]


Feb 28, 2012
Kotaku

The Adobe Flash VW BusFlashed | TOKYO, JAPAN: Nice bus! (Photo: azixero | GameWatchImpress)



The Adobe Flash VW Bus


Saluting Japan's Computer Graphics Pioneers

There was a revolution in the 1980s. It started in the military and the space industry, but it didn't use rockets or weapons. Instead, it used computers and floppy disks. More »



The Adobe Flash VW Bus


The First Great Cosplay of 2012, in Video Form

Earlier this month, Katsucon went down at the National Harbour resort in Marlyand, just outside Washington DC. There was loads of great cosplay, but since I'm in the middle of a "best in cosplay" series on Fancy Pants, haven't been able to get to it in that weekly gallery.
So in its place, here... More »



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Justin Bieber is Being Sued Over an iPhone Game Called "Joustin Beaver"

Video game developers RC3 have a harmless little game called Joustin Beaver for sale on the App Store. It's $0.99, and it's turned the teen heartthrob into a beaver. More »



The Adobe Flash VW Bus


This Might Be the Worst Beatles Cover Ever

 You might know Aki Toyosaki from her voice acting in games like Final Fantasy Type-O. Or maybe you know her from her role as Yui Hirasawa in anime K-On! After this clip, you'll know her as the woman who massacred "Hey Jude". More »



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The First 20 Minutes of The Last Story in English

The Last Story, the latest game from Final Fantasy creator Hironobu Sakaguchi, made its Western debut last Friday when it was released in PAL territories. More »



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Buying all of Mass Effect 3's DLC Will Cost You $870

Downloadable content is serious business. Well, with the amount of time and money developers spend on it (and ask for it), you'd think it was. Stuff like Mass Effect 3's DLC, though, is more of a joke.
With various weapons and skins spread across pre-orders, toys and PC accessories, if you wanted... More »



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The Creator of Final Fantasy Just Wants to Have Fun

Hironobu Sakaguchi doesn't worry too much about the future, he said in an interview with Eurogamer published today. He worries about the now.
The creator of Final Fantasy, whose latest game The Last Story hit European stores last week and will invade the U.S. More »



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Asura's Wrath: The Kotaku Review

Asura is an angry, angry man.
It's right there in the title, really: Asura's Wrath. The game tells the story of one man's rage-fueled superpowers, as he seeks revenge on those who betrayed him, kidnapped his daughter, and left him for dead.
One can't really blame the guy for feeling wrathful. More »



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Hawken Team Given $10 Million Because Hawken Looks Awesome

Indie multiplayer shooter Hawken, which stole my heart, stuffed it in a mech then begged me to come get it back, has always attracted attention for how good it looked despite it being the product of a small studio, Adhesive Games.
Note I say small and not poor, because the guys who are working on... More »



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Chris Rock Could Have Been in Jak and Daxter

It is the year 2000. Comedian and actor Chris Rock is nearing the height of his powers. Sony's stable of video games, on the other hand, was not. Sure, the PlayStation had been a breakthrough, but the world-devouring juggernaut that was the PlayStation 2 was in its infancy.
So you can maybe... More »



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Kotaku

Let's Be Freaked Out By The Big-Headed Girl CostumeHatsune Miku is a virtual idol that was originally created for Yamaha Vocaloid software. Now, Hatsune Miku pops up in her own Sega music games. Meaning? People wearing ridiculous Hatsune Miku costumes at Sega events!


The costumes themselves are rather freakish—even freakier when you consider that there is a person in there waving hands and looking happy.


I did not do the delightful Microsoft Paint drawing. Somebody on the Japanese internet did that, so tip your hat to him or her.


着ぐるみミクさんが今にもタックルをかましてきそうで怖いと話題に [はちま起稿]


Let's Be Freaked Out By The Big-Headed Girl Costume


Kotaku
Well Designed Tongue CleanersI've actually never thought that I needed an instrument to clean my tongue. I thought regular tooth brushing (and occasional tongue brushing) would handle that. I guess I was wrong.


This morning, I spotted this as the store. The fact that there was a tongue cleaner—well, a whole rack of them—was not interesting per se. Rather, the fact that these tongue cleaners were awarded the "Good Design Award", or simply the G-Mark, was. You can see them on the product's packaging.


Good Design Awards are given to an array of things designed by Japanese people, from cars to apartment buildings. The original Xbox 360 even got one. It was, well, co-designed by a Japanese firm.


I've always liked the idea of the Good Design Award—namely that there are Japanese people so obsessed with good design that they are judging what is well designed and what is not. Even if it's tongue cleaner.


Postcard is a daily peek behind the Kotaku East curtain, whether that be game-related or, most likely, not.
Kotaku
Some gamers cannot play fighting games without fighting sticks. So what's one to do for the PS Vita version of Marvel Vs. Capcom 3: Fate of Two Worlds? Make a fight stick!

This is from the dude at Japan's ImagingLabo, and he has an array of cool things on his site that are worth clicking about for—such as the PlayStation controller mod Kotaku previously featured.


携帯ゲーム機+○○○=超快適! ハードの壁を超えた改造ゲームコントローラー [Kotaku Japan]


Kotaku

A Starbucks Unlike Any You've SeenIf you've been to one Starbucks, you've been to them all, right? No! You have not been to this Starbucks in Fukuoka, Japan.


Designed by Kengo Kuma, this Starbucks is near Dazaifu Tenmangu, one of the country's most important shrines. Explained Kengo Kuma and Associates:


Established in 919 A.D., the shrine has been worshiped as 'the God for Examination,' and receives about 2 million visitors a year who wish their success. Along the main path to the shrine, there are traditional Japanese buildings in one or two stories. The project aimed to make a structure that harmonizes with such townscape, using a unique system of weaving thin woods diagonally.


The Starbucks is made from two thousand "stick-like" planks, and the design gives the Starbucks a "fluid, cave-like" motif. Unforgettable.


Starbucks Interior by Kengo Kuma and Associates [Home DSGN via Kirai]


A Starbucks Unlike Any You've Seen
A Starbucks Unlike Any You've Seen
A Starbucks Unlike Any You've Seen
A Starbucks Unlike Any You've Seen
A Starbucks Unlike Any You've Seen
A Starbucks Unlike Any You've Seen
A Starbucks Unlike Any You've Seen


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