The time when your Facebook newsfeed isn't clogged up by Farmville request from friends may be coming soon. Social gaming powerhouse Zynga launched its own dedicated website today, the first step in eventually hosting its vastly popular games somewhere other than the world's largest social networking site.
In an interview with Gamasutra, COO John Schappert says players of the company's titles "want a place where they can find dedicated social games, where the feed is just about gaming." Zynga.com's a beta of the company's Zynga Platform, a destination where their many titles will live, along with those by third-party developers. The move looks to make Zynga less dependent on Facebook for its user base, as well as helping them enter the publishing space. The Zynga Platform should launch in full later this month.
Zynga's new platform may be first step toward Facebook divorce [Gamasutra]
This isn't modern warfare, kids. Ghost Recon: Future Soldier brings a whole new level of technology to the battlefield, giving players access to the sort of convoluted electronic goodies that would make your average Call of Duty soldier look like your grandmother trying to program a VCR.
Hell, I've just dated myself by mentioning the VCR. I'll be just as clueless as your grandmother when Ubisoft's latest Tom Clancy joint drops on the Xbox 360 and PlayStation 3 May 22.
So, if you've been lucky enough to snag a Vita since Sony's latest handheld made its debut, you're probably enjoying its standout titles. Sony wants you to know that there's more on the way. According to Andriasang, the PlayStation company will be announcing updates on games and services in an upcoming webcast.
The fighting game scene has taken a lot of criticism this week due to the controversy surrounding one player's harassment of another player on Capcom's internet reality show Cross Assault.
As Kotaku has covered these stories, a number of readers in the comments and elsewhere online have questioned why it appears that only negative stories about the fighting game community appear on our pages, rather than the many positive stories they say exist.
This past week, for good or for ill, the events of Cross Assault have been in the air everywhere, because the show is going on now. The ongoing saga has cast a fresh spotlight onto a perennial problem that fighting game enthusiasts face: In the midst of heated competition, how can a community maintain baseline civility and respect for all its members?
But negative news is not the only news; it's just the current story. Much of what we hear about the competitive fighting game scene — as well as many other areas — comes to us from our readers. And so we're hoping our readers will bring us more affirming stories as well.
One reader asked us:
"Why doesnt Kotaku post about the positive aspects that've happened in the FGC? Such as how the community came and supported one of their own when a member went nearly blind in one eye due to an accident? Donations for him poured in in order to help the guy. Why don't we talk about how when Miranda quit, DrSubZero (the guy who took her place) gave her the prizes that he was awarded because of it? But that's not news worthy, is it? We're all apparently insensitive sexists and bigots."
Another commenter replied with:
"As for positive things going in the FGC, one of the biggest examples I can think of was the Fight For Relief tournament that raised over $30,000 after the Japan earthquakes; very few websites even posted an article about it. In fact, googling it right now only brings up two articles from major gaming sites/blogs like Kotaku, while the rest are FGC related."
The reader is correct about coverage of the Fight for Relief event; a search reveals two short blurbs on mainstream sites, with other coverage coming from community-oriented pages.
Dr. Sub-Zero's act of graciousness seemed to be the perfect diamond to salvage from the pile of muck that the last week's events on Cross Assault stirred up. As Giant Bomb reported:
Per the rules of the show, [Miranda Pakozdi] would then have to face off against John "Dr. Sub-Zero" Rockafeller, who was already eliminated. If he beat her in three out of five matches, he would be "revived."
Instead, she forfeited. Moments after she bowed out, Rockafeller looked over and handed his prizes over to her.
"I would like to donate everything to Super_Yan for being an angel," he said.
Pakozdi publicly thanked Rockafeller on Twitter, saying "Thank you for the stick and headphones @AskDrSubZero!! <3 you've been so nice to me the whole week I appreciate it so much." He responded with, "Enjoy them, my dear. :)"
Rockafeller has indeed been capturing accolades on Twitter and around the web for his behavior on Cross Assault. Unfortunately, the other half of accolades aimed at him seem to come from readers who are thankful for the stream of pornographic nude images (all of women) he shared on his Tumblr account [NSFW] this week.
The road to gender equality and sterling behavior never did seem quite so rocky. While there's nothing inherently wrong with nude photos featuring or shared with consenting adults, filling a Tumblr with them immediately after condemning the treatment Pakozdi received on Cross Assault complicates the message.
So help us. We genuinely want to highlight the best behavior and the best allies in this community. Trash talk doesn't have to mean trashy behavior. We learned about the harassment issues in Cross Assault from readers to begin with... so now we'd like you, the readers, to leave us some good news about the fighting game community.
Level|Up, the website that produces the Wednesday Night Fights streamcast, has indicated that Christian "ETR" Cain and Martin "Marn" Phan will not be invited back onto the web series. You can read the full statement in an update of the original post here.
Just like the fine sport of extreme snowboarding itself, SSX's review scores start off pretty high and then suddenly drop.
Okay, so technically they start off low and then abruptly rise, but that doesn't work as a snowboarding metaphor.
Either way, the SSX series has triumphantly returned, making its big debut on current generation consoles that aren't the Wii. With ridiculously fast action, nine locations to master, endless online challenges to rise to and the ability to replace the so-so soundtrack with music of your own choosing (Brahms, here), that chart up there should be more of a plateau, shouldn't it?
Come on, folks, you should know by now that the only thing more t-t-t-tricky than video game snowboarding is getting video game reviewers to agree.
At the turn of the millennium, the original SSX kicked off EA BIG's run of high-quality egocentric sports titles, paving the way for the punishing thrills of NFL Street and the showboating silliness of NBA Street. The extreme snowboarding sim was the most universally accessible and embraced of the stable, delivering incrementally more ambitious sequels that didn't stray too far from the original formula of big stunts, bold environments and solid mechanics. The outfits were eccentric, but the gameplay was robust – a happy marriage of style and function.
The void left by SSX since its prior outing in 2008 has been slowly filled by a shift toward the realism pioneered by EA's own Skate, a response to the increasingly gimmicky takes on extreme sports by brands such as Tony Hawk's Pro Skater. It's interesting, then, to find EA partially resorting back to zany form for this latest entry, albeit with a greater sense of mortality to your powder trip and a few pages taken from Need For Speed: Hot Pursuit's online playbook.
Easy to learn without any instruction, SSX's controls are nuanced and eventually demand competence. The sloppiness that I got away with when I began gave way to more deliberate maneuvers, and then mastery. Through a combination of retrying levels and using the built-in rewind button (points and time are penalized, but it's enormously helpful), I learned how best to finesse my way across all manner of terrain, not to mention through the air.
That mastery, unfortunately, means diddly-squat at several unannounced points in the main campaign. Between AI that never misses a jump and courses that sporadically fall apart in massive chunks, SSX plays downright cheaply from time to time. The fun of mastering every turn and figuring out the best line down a mountain for maximum points is eroded when levels are pitch black and littered with sheer dropoffs. The nine major drops are especially frustrating, requiring repeated, agonizing playthroughs to pass and rarely bringing any fun at all to the experience. The developers seem to know how frustrating it can be, offering a chance for you to skip the level and progress after several consecutive deaths (yes, even the nine "Deadly Descents").
Regardless of which style works for you, the greater point is that on the slopes, the action feels fantastic. SSX has always been about speed and the outright obliteration of the laws of physics, and this SSX takes that mantra to absurd new heights. I feel I am in no way speaking out of turn when I say that this SSX is light years faster and more intense than any of the games of yore. Go ahead, pop that copy of SSX 3 back into your PlayStation 2, and then give this one a spin. Chances are, the old game will make you feel like you just graduated from an Edsel to a Trans Am.
The bonus is that it does this while maintaining a sharp visual style and an even sharper frame rate. The game simply doesn't slow down on either the Xbox 360 nor the PlayStation 3, save for very, very minor bouts during some of the hairier races. It's nothing that's going to affect your play, however, though at times, you might actually pray for a bit of slowdown, just so you can regain your bearings.
The eclectic soundtrack includes shimmering pop, funky R&B, and pulsating electronica, and when you leap from a mountain to catch big air, the music fades, as if it emanates from the surface down below. When you hit the ground, it kicks back in at full strength. If you've tricked enough to fill up your boost meter, the music gets remixed into Run-DMC's "It's Tricky," which reprises its significant role from SSX Tricky in this game. Being in the "tricky" state also means you have unlimited boost while it lasts, and you can do ubertricks, which are worth more points. Score enough points in this mode and you get access to even wilder super ubertricks. The relationship between the game's adapting music and your actions gives your landings a satisfying sonic impact that complements the physical one.
Throughout the entire game, RiderNet keeps track of your progress. Anyone who has played the last few Need for Speed games will recognize RiderNet as an Autolog-inspired online resource. From the second you load up SSX, RiderNet alerts you about what your friends are doing. Any scores posted or collectibles acquired pop up, and the game sets challenges for you based on your friend's scores.
Multiplayer in SSX comes in the form of Global Events, a constantly updating series of challenges open to everyone in the world (or just you and your buds). EA has challenges going all the time, and you can just drop in and try and post a high score or fast time. As you're racing along a course, other players doing the same show up alongside you in a crazy simultaneous event. For some, the lack of traditional multiplayer is a problem, but with the custom events that let you invite only your friends, you can get near that experience. Plus the Global Events and RiderNet combine to open up multiplayer in a much broader and more modern way that allows you to play SSX at your own speed and on your schedule, while still keeping that competitive edge with your friends.
At times, the game threatens to burst its seams with ideas. Add-ons such as body armour, ice axes and wingsuits can be added to your character's load-out, adding unique abilities and advantages. Meanwhile, Geo Tags are temporary collectibles that you can place in the world while rewinding a section of a course, earning you additional points for as long as they go "uncollected" by other players in the world.
Discontent with mere trophies and achievements, EA Canada throws in over 200 badges to be won for completing various meta-tasks, while the shop structure adds a degree of luck to what items you can purchase at any given point. SSX is rich in ideas but, rather than overwhelming the experience or compensating for a weaker core, they embellish.
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.
Check out the latest batch of screenshots for the upcoming Devil May Cry reboot. Fans might well be disappointed with the stylistic ditching of Dante's iconic white hair (which actually does appear in his Devil Trigger mode), but there's no denying that these images scream style.
DmC: Devil May Cry releases sometime in 2012, and will be the first game in the series to be developed outside of Capcom.
Speaking of Prince of Persia creator Jordan Mechner, a beautiful high-definition remaster of his original masterpiece is now available for the iPhone and iPad, complete with new modes and animated cut scenes. Who's up for a field trip to Persia?
Before John Romero co-created Doom he was just a kid. A very smart kid. When he was a teenager, he wrote a letter to Jordan Mechner, a very smart man who made a game young John Romero liked very much.
Romero had taste, because Mechner's Karateka was awesome, as was his later invention, Prince of Persia.
On Wednesday, March 7, Romero and Mechner will join Markus "Notch" Persson (he merely made Minecraft), Tim Sweeney (founder of a neat company called Epic Games), Adam Saltsman (thank him for Canabalt) and USC's Jane Pickard (gaming reporter-turned-developer-turned academic) for one of the most star-studded panels the Game Developer's Conference has ever had.
They'll be talking about the resurgence of indie development. And maybe Mechner will spill more on his new Karateka game. It'll be cool no matter what happens.
And now, thanks to this letter Mechner is sharing with us, we can see how two of the gaming industry's titans made first contact.
John Romero, you were a hell of a 17-year-old. That's for sure.
Ever since it peeked out in early looks at the Vita's launch line-up, Gravity Rush became the game I was most excited about for Sony's new gaming handheld. Japan's had it since the system's launch there but North America's had to wait to hear about a release date. We finally know that the game will be out on June 12th. For an in-depth look at the Japanese version of the game, check out our preview.