Kotaku

Talk Amongst YourselvesWe can all be friends no matter the color of our overalls or our desperate need to kidnap princesses, as long as we gather daily to discuss video games in Kotaku's official forum, Talk Amongst Yourselves.


Snufkin did a marvelous job on this Mario-powered TAYpic. I'd hang a print of this on my wall in a heartbeat.


You too can bastardize a work of art! Post your masterpieces in the #TAYpics thread. Don't forget to keep your image in a 16x9 ratio if you want a slice of Talk Amongst Yourselves glory. Grab the base image here. The best ones will be featured in future installments of Talk Amongst Yourselves. Happy hunting!


Kotaku

How a Rabid XCOM Fan Became The Designer of Enemy UnknownSometimes there is such thing as serendipity.


When Jake Solomon was in high school, he spent all of senior year playing X-COM, a classic sci-fi game series that is part turn-based grid battle, part strategic simulator. He loved the experience so much, he went into computer science so he could make games just like it.


Now he's the lead designer of XCOM: Enemy Unknown, a reboot of the series that had been presumed dead for the past decade until publisher 2K Games announced it was working on not one, but two games in the beloved franchise. And Solomon gets to live out his childhood fantasy—all thanks to a little bit of begging.


"Ever since I've been at [development studio] Firaxis, I have said please please let's make XCOM please please," Solomon told me at an interview in New York City last week. "Every time it comes up, I've said 'OK, can we do XCOM now? Can we do XCOM now?'"


The big bosses must have grown sick of him asking, Solomon joked. Four years ago, they finally gave him the green light to work on the project, which he says the team wouldn't have been able to make without the modern technology.


"They said, 'Well what is in XCOM?' and I said they've gotta have X, Y, and Z," Solomon said, explaining that it just wouldn't be an XCOM game without features like destructible environments. "When we looked at the Unreal Engine and when we realized we could do that game with it, we said to [publisher 2K Games] you know this is something that makes sense for Firaxis."


Solomon casually refers to himself as "Sid Meier's lieutenant." He has worked directly under the legendary Civilization creator for the past 12 years, helping the team ship strategy games like Civilization IV and Pirates!. So when he pitched the folks at 2K and label owner Take-Two Interactive, it wasn't tough to get them to see things his way.


"It wasn't a hard sell at all," Solomon said. "They said they're kinda excited about the idea that there's nothing like it out there."


There's nothing like it out there. That's a line you'll hear in a metric ton of development diaries and marketing videos, but in the case of XCOM, it's kind of true. Lots of games have real-time or turn-based strategy elements, but very few blend them like XCOM does. And very few have elements like layered destructible environments—the type you can break apart, piece by piece, like you'll be able to do in XCOM: Enemy Unknown.


I asked Solomon why he thinks nobody has emulated that formula.


"Because four years later, I wanna throw myself out a window," he said, laughing. "No—because it is a really, really— I've been upfront in saying it has been a really challenging game to develop. That first [X-COM] was done in 2D, and a lot of those concepts in 2D are a piece of cake. You transition to 3D the way the industry did, and they become very difficult."


He cites destructible environments, fog of war, and line of sight as some of the mechanics that gave the team the most trouble. But he says he's too obsessed with the original game to not implement all of those features.


We'll have more on XCOM: Enemy Unknown later today.


Darksiders™

Don't Compare This Guy's Game to ZeldaThe Legend of Zelda is great. And if somebody compared your game to Zelda, then you'd be pretty happy, no? No?


While he is a Zelda fan, Darksiders II Creative Director Joe Madureira apparently doesn't want his game, with its dungeon-based gameplay, compared to Zelda. That's understandable, I guess—he wants Darksiders to have its own identity.


Though, if everyone comes up to you and says your romantic interest looks like a supermodel, you should be happy!


"I'll be curious to see who we're compared to this time, but the only game we want to be compared to is the original Darksiders," Madureira told Official Nintendo Magazine. "We want people to say it's like the first one but 10 times bigger and better."


Don't compare Darksiders 2 to Zelda - Creative Director [ONM]


Kotaku

Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2I'll never forget the moment when Borderlands—a game into which I would pour at least 60, probably 80 and maybe 100 hours—utterly hooked me. I peered through my scope at a slow, stupid, posturing Bruiser and blasted him with my newly acquired electrified sniper. I held the scope view, and watched him spasm and jerk until his eyeballs popped out of his head and rolled around in the alkaline dust of the Dahl Headlands.


That feeling of whoa when trying out a new weapon, and the rowdy hilarity that coursed through the dialogue and interactions of the first game, is all that the Gearbox Software development team wishes to imitate or replicate in Borderlands 2, due out in September. In the rest, they're striving for a sequel that isn't an update, a love note that reminds you of your first time, but not the fact there is only one first time.


"My perspective on it is, I'd really love it if this game felt like Firefly," writer Anthony Burch told Kotaku in an interview on Friday, referencing the beloved science-fiction television series starring Nathan Fillion. "Ninety percent of that show is people laughing and joking and doing hilarious things and then, every once in a while, something happens to make you sit up and go, 'Holy shit.' And you end up really connected to the characters because of it."


Borderlands was shot through with unforgettable NPCs, led by foul-mouthed, country-fried Scooter, the high-strung, marginally sane Patricia Tannis; and the obliviously cheerful amputee T.K. Baha. The four playable characters, however, were largely rooted in the silent-protagonist school of games design, with some interstitial dialogue and conversations obliquely describing a backstory common to all of them.


Borderlands 2 will bring back the original playable characters Brick, Roland, Mordecai and Lillith, as NPCs, which should be a treat for those who grew attached to one of them over dozens of hours of gameplay. The four new playable characters will also have more dialogue and will interact more with other NPCs, Burch said.


'I'd really love it if this game felt like Firefly,' says writer Anthony Burch. 'Every once in a while, you sit up and go, 'Holy shit.' And you end up really connected to the characters.'

"The amount of stuff that we've recorded is two, three, four times bigger," he said. "One of the bigger pieces of feedback we got is that these were good stories, but a lot of it came in text before and after the missions (of the first Borderlands> We've made a big effort so that the characters you interact with bring you through the story of Borderlands 2."


The story finds you back on Pandora, the dysfunctional, deadly world whose native species exact a relentless vengeance upon those who have come to exploit its resources. This time, it's five years later, and the Hyperion corporation, from an ugly moon base close on the horizon, keeps watch over Pandora as it mines out iridium uncovered after the Vault was opened in the first game.


Reconstituting Borderlands 2 as a pure treasure hunt, like the first game, was too difficult to pull off within the established canon, Burch said. While the four new characters will be pursuing a new vault, this time they're doing it to thwart the designs of Handsome Jack, who is running Hyperion's operation and, as Burch puts it, is trying to turn Pandora into a "fascist paradise."


But that's how the story will handle the question of loot. The game will still provide loads of it, and the shields, weapons and class modifications will both be familiar and pack new features. Scott Kester, a designer, described "roid," "juggernaut" and "impact" shields, for example, which do everything from drain your health to provide greater shield protection, to deliver a health burst when fully depleted. Guns themselves have gimmicks, too—Hyperion weapons get more accurate the longer the trigger is depressed.


"We really amped up the manufacturer distinction of the weapons," Kester said. "They look very distinctive and also will act that way. There'll be a lot more texturing, so you'll see a gun that's rusted and know immediately what it can or can't do. You're not going to just pick up a gun that has some stat differences, and the visual variety will be more impactful."


One of the strongest criticisms of Borderlands gameplay was the fact the enemies were, well, pretty damn stupid. The Crimson Lance, the private military force encountered in later levels, did use some tactics, but the psychos and bandits and hyperaggressive animals all had behavior patterns that could be turned against them. Kester said they'll be toughened up in Borderlands 2.


"The Psycho is still stupid and will still run straight at you, because he's a Psycho, but there's a lot more of a group dynamic," Kester said. "If there's a leader or an alpha male around, they'll rally around him."


The game, Kester said, will be balanced such that a player with brute force, determination, and the stats to weather a brutal firefight, can still prevail, but tactical exploits will present themselves to those who know to look for them. Exploiting the game's "Second Wind" saving throw—killing an enemy as you are bleeding out revives you with a full shield and critical health—will be tougher as certain foes can be healed or rebuilt.


New skill trees, better guns and tons of loot are there to help you destroy plans for a 'fascist paradise.'

Players will get a more diverse skill tree in their classes, two of which are basically new. The Commando and the Siren return to fill the Soldier and Siren roles of the original. The Gunzerker is Borderlands 2's heavy-firepower class, like the Berserker. The Assassin is for those who enjoyed playing as the Hunter.


"If somebody enjoyed playing as Mordecai (the Hunter) or whoever, a lot of the skills will be similar," Kester said. "We're giving you the opportunity to play a similar role, but with a lot more variety. We felt it would have been a disservice if we simply gave you the same characters again." The new variety will come in the form of a remodeled skills tree that, for example, gives Axton (the Commando) a Longbow Turret—borrowing the teleporting capabilities of the Longbow grenade in the original game. With the skill, you can place the turret anywhere that is visible, such as a nearby ledge outdoors, or on the ceiling indoors. Special talents and melee combat will also get more attention and be more useful in the new skill trees.


***

I worry, though, about when or how this game will deliver its hook, what Borderlands 2 moment akin to electrocuting the Bruiser will be—or even if it can be, considering this is an extension of a story as much as it is a new game. Burch promises Borderlands 2 will have those moments.


"This psycho midget was coming at me while I was shooting at him with a Tediore pistol," Burch said. When you run out of ammo with a Tediore, you throw the entire weapon like a grenade, and a new one "digistructs" into your hand. It's basically a disposable gun. "But I forgot that," Burch said.


"So I wounded the midget badly, but then I threw the gun at him and it exploded, and blood and body parts just shot everywhere," Burch said. "And I went, 'Whoa!'"


Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2Zero, the Assassin, fills the role left by Borderlands' hunter, Mordecai.
Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2Salvador, the Gunzerker, is the heavy class, akin to Brick, the Berserker.
Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2Maya, the Siren, brings a new twist to Lillith's phase powers.
Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2Axton, the Commando, is an all-purpose fighter similar to Roland, the Soldier.
Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2Handsome Jack is the slimeball from Hyperion Corporation whom you and your vault hunters are trying to stop.
Trying to Recapture that First-Time Feeling of "Whoa" in Borderlands 2


Kotaku

Not just anyone can defend the Earth from mysterious aliens in XCOM: Enemy Unknown. This is the "most elite" fighting organization in history, so you can expect at least some sort of written test, maybe a talent competition. It's the price you pay for being the bestest.


While I continue teasing Enemy Unknown lead designer Jake Solomon about his choice of words in this developer diary, you should probably keep watching until you get to the secret underground base bit. It's a pretty amazing system they've got going there, and I'm definitely feeling the G.I. Joe vibe.


Maybe when I'm done getting strategically up close and personal with invaders from outer space I'll be able to leave that sexy secret hideout running as a screensaver. It's the most elite military headquarters in the history of real-time strategy.


Look for more on XCOM: Enemy Unknown (AKA the one fans wanted) later today.


Kotaku
Hack-and-slash Dynasty Warriors is infamous for evolving very little—if at all—with each new iteration in the series. The biggest changes seen so far have been to either the cast or the setting. What was at first only about ancient Chinese warriors, now covers everything from Samurai to Gundams—not to mention badass manga Fist of the North Star. But regardless of the window-dressing, the gameplay has been nearly identical across all Dynasty Warriors titles.

Until now.


While the standard "defeat a miniboss to claim the area and repeat" goal is still present in some levels of One Piece: Pirate Warriors, there are also "action" levels. These levels are structured more like a series of arena battles with rudimentary platforming sections in between. They are also filled with interactive cutscenes and some sections even require a bit of third-person aiming. To see how this new style of Dynasty Warriors looks in action, just check out the video above.


One Piece: Pirate Warriors was released on March 1, 2012 in Japan only on the PlayStation 3. Currently, there has been no official word on a Western release.


Kotaku
A Plastic Model WonderlandHoly crap, I love plastic models. I'm not very good at them, but ever since I was a kid, I adored building them. My favorites growing up were airplanes (I blame Top Gun) and World War II tanks (I blame cool tanks).

Models and Japan are a perfect fit, especially with the country's history of miniature carving and its attention to detail. Yet, many young people just aren't interested in plastic models.


There's so much digital entertainment these days that it seems like the only people who build model kits are old dudes like me. I have two sons, and of course, they're free to play video games. But I've always tried to encourage them to build plastic models, especially because Japan has a slew of famous model makers.


And the quality for some kits is truly amazing.


This past weekend, my eldest son, who is eight, found this Lancia Delta from Hasegawa. He bought it with money he had saved up, and we'll probably get started on it this weekend. He will built it and paint it, and I'll handle the decals.


If you're interested in Hasegawa kids, visit the company's English language site here or the Japanese site here.



Postcard is a daily peek behind the Kotaku East curtain, whether that be game-related or, most likely, not.
Kotaku

This Alchemist Character Has "Angel Cheeks" and "Angel Chest"Rororian Fryxell, the main character of Atelier Rorona: The Alchemist of Arland, is getting a figurine. Have a look.


The in-store promotion for the sculpture promises "angel cheeks", "angel thighs", and "angel chest". Amen?


The figure is slated to go on sale this June in Japan.


Read more about Rororina (and Atelier Rorona) over on Giant Bomb.


初代天使フィギュア予約受付中 天使のほっぺ胸太もも [AkibaOS]


This Alchemist Character Has "Angel Cheeks" and "Angel Chest"
This Alchemist Character Has "Angel Cheeks" and "Angel Chest"
This Alchemist Character Has "Angel Cheeks" and "Angel Chest"
This Alchemist Character Has "Angel Cheeks" and "Angel Chest"
This Alchemist Character Has "Angel Cheeks" and "Angel Chest"


Kotaku
Kotaku's featured Hikakin before with his Street Fighter and Super Mario renditions. Both times were amazing. He's back with a Donkey Kong Country beatbox. Likewise, it's amazing.

Meet Japanese "human beatboxer" Hikakin [Boing Boing]


Kotaku

Real Fruit Fuckers? Yep, Orange Peels Having Sex.Who knew orange peels could have sex, let alone have orange peel penises? The above photos appeared online in Japan. While not as amazing as the banana sculptures, they are, well, something else.


An enterprising individual made orange peel dudes from mandarin oranges. Then, had them do it. Naturally, the Yarnaika Guy popped up in the comment thread.


The orange peel sex photos are making their way around Japanese otaku and gaming sites. You can see them in the above gallery. More in the link below. NSFW?


ミカンの皮で人間作ったったwwwwwwwwww [妹はVIPPER ]


Real Fruit Fuckers? Yep, Orange Peels Having Sex.
Real Fruit Fuckers? Yep, Orange Peels Having Sex.
Real Fruit Fuckers? Yep, Orange Peels Having Sex.


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