Unreal Tournament 3


Unreal Engine maker Epic Games wants to get Samaritan quality visuals working in Flash.


That's the long term goal, Epic VP Mark Rein said during a GamesIndustry International attended presentation at GDC.


The Samaritan tech demo, below, was revealed by Epic Games at GDC 2011. It was designed to show what developers would be capable of with next-generation graphics technology.


Then, Samaritan took three GTX 580 Nvidia cards and a large power supply to run. At this year's GDC, Epic ran the demo on a single, unreleased Nvidia card and a 200 watt supply. This, Rein said, was a "big step forward".


Rein also showed off Dungeon Defenders running full screen in Flash as well as it does on PlayStation 3. "This isn't your father's FarmVille," he said.


He then showed off the Xbox 360 version of Unreal Tournament 3 running in Flash to hammer home his point.


Graphics technology has, according to Rein, advanced faster than Epic predicted. Unreal Engine 4, which is being shown to partners under NDA at GDC, is "blowing people's socks off". Rein expects a public showing later this year.

Eurogamer


PlayStation Vita hardware sales have slumped to a new low in Japan, barely grazing 10,000 units sold in the latest weekly chart.


The 3DS again outsold Sony's handheld by a considerable margin - this time by a ratio of 7:1. Nintendo's machine managed 70,444 units compared to the Vita's 10,023 in the week ending 4th March.


PlayStation 3 hardware figures soared to 65,116, more than doubling the previous week's total. New PS3 anime/pirate crossover game One Piece Pirate Musou stormed the software chart. 655,774 copies were snapped up in just seven days.


PSP hardware sales held firm meanwhile, once again outselling PlayStation Vita. There were no Vita games in software chart's top 20, while the PSP had five.


Full figures lie below.

Japanese hardware figures: 27th Feb - 4th March

  1. 3DS: 70,744 (76,322)
  2. PS3: 65,116 (27,111)
  3. PSP: 15,715 (15,928)
  4. PSV: 10,023 (11,186)
  5. Wii: 8,111 (7,878)
  6. X360: 1,377 (1,508)
  7. PS2: 1,248 (1,269)
  8. DSi LL: 810 (977)
  9. DSi: 553 (662)

Japanese software figures

  1. (PS3) One Piece Pirate Musou - 655,774
  2. (3DS) Mario & Sonic at London Olympics - 43,155
  3. (3DS) Harvest Moon Hajimari no Daichi - 27,378
  4. (PSP) Great Battle Full Blast - 24,289
  5. (3DS) Theatrhythm Final Fantasy - 21,540
  6. (3DS) Mario Kart 7 - 18,945
  7. (PS3) Naruto Ultimate Ninja Storm Generation - 17,917
  8. (3DS) Super Mario 3D Land - 16,142
  9. (3DS) Monster Hunter 3G - 15,836
  10. (PSP) Tales of the Heroes Twin Brave - 12,358
  11. (3DS) Doraemon Nobita and the Island of Miracles - 12,228
  12. (PS3) Asura's Wrath - 7,795
  13. (3DS) Resident Evil Revelations - 7,444
  14. (PS3) Binary Domain - 6,775
  15. (PS3) UFC Undisputed 3 - 6,198
  16. (Wii) Just Dance Wii - 6,043
  17. (PSP) Samurai Warriors 3Z - 5,224
  18. (PSP) Monster Hunter Portable 3rd PSP the Best - 5,156
  19. (PSP) I Don't Have Many Friends Portable - 5,142
  20. (PS3) Gran Turismo 5 Spec II - 4,922

Team Fortress 2


Valve's decision to make online shooter Team Fortress 2 free to play was a resounding success, it's said.


Revenue from the game was 12 times higher than the game's monthly sales following the June 2011 switch, Valve's Joe Ludwig said during a Gamasutra attended GDC panel.


Prior to that, when Valve introduced the item store to the game, money made from the sale of virtual items was four times larger than revenues from sales of the game itself.


In hindsight, it seems like the decision to go F2P was a no brainer, but according to Ludwig, Valve were worried about it.


"This is just the beginning of taking the lessons we've learned from TF2 and applying them to Steam itself," Ludwig said. "It was risky, everything could have gone horribly wrong, but we felt it was worth the risk to try the new business model."


Valve's decision to make TF2 F2P was motivated by issues with the triple-A boxed game business.


"The trouble is, when you're a AAA box game, the only people who can earn you new revenue are the people who haven't bought your game," Ludwig explained.


"This drives you to build new content to attract new people, There's a fundamental tension between building the game to satisfy existing players and attract new players."


In October last year Valve boss Gabe Newell said TF2's user base had increased by a factor of five since it adopted the free-to-play model.


The game enjoys a 20 to 30 per cent conversion rate of people who are playing who buy something - much higher than other F2P games.

Eurogamer


There has been, before now, unsubstantiated talk of Killzone 4 as a PlayStation 4 game. But now developer Guerrilla has poured cold water on that theory.


There are three games being made by Guerrilla, revealed art director Jan-Bart van Beek at GDC this week, reported by IGN. They are Killzone Vita (Sony Cambridge), a new IP and "continuing the franchise on PlayStation 3".

'Guerrilla suggests Killzone 4 may be a PS3 game' Screenshot dawson

Jan-Bart van Beek, not James Van Der Beek from Dawson's Creek.


In November, the "bulk" of Guerrilla was reported to be working on the next game in the Killzone series. That matched neatly a separate rumour of a Sony-owned studio working on a game for PlayStation 4.


However, van Beek didn't specify that the PS3 Killzone project was Killzone 4 - he could be alluding to DLC.


Were Killzone 4 to be a PS3 game, it would be the third Killzone game released on that platform.


Strike Killzone 4 from the PlayStation 4 'possibles' list, and that leaves Sony studios such as Naughty Dog, Media Molecule, Sucker Punch, Evolution and the Sony X gang - London, Liverpool, etc.. We don't know what Sucker Punch will follow InFamous 2 with, nor do we know what Media Molecule or the Uncharted team at Naughty Dog are up to.


Guerrilla's new IP is also a mystery. Jan-Bart van Beek said 32 ideas for it were whittled down to four, according to IGN - and the original list included themes like zombies, werewolves and steampunk. One steampunk Sherlock Holmes-fighting-Frankenstein-monsters idea turned into a '70s-punk game named Dark Science, where hero Jake Crowbar fought monsters as if he were Dirty Harry.

Eurogamer


Sony has shipped 10.5 million PlayStation Move units.


During a panel at the Game Developers Conference, attended by Game Informer, Sony field developer support engineer Gabe Ahn said the motion controller was "successful".


Ahn failed, however, to reveal how many Move units have been sold through to consumers.


He did tell IGN, though, that the 10.5 million figure includes both PlayStation Move controllers and Navigation Controllers combined.


Move is still in Sony's plans for the future, Ahn said. Upcoming game Sorcery, due out in May, is evidence of this.


In January Sony said it had sold 1.7 million Move units during the 2011 Christmas period. But the company conceded that sales of the peripheral during 2011 could have been better in the UK.


SCE Europe boss Jim Ryan admitting that Sony's marketing message for Move hadn't been clear enough post launch.


"Across Europe, the middle part of 2011 was slower than we'd have liked," he told MCV.


"There are a few things that we have got a lot more clear-minded about in terms of targeting the family, social markets, and not being all things to all men with Move.


"We were very energetic in our marketing, and the early signs are that that has paid off. Also our developers are making a step-change in their ability to do exciting things with Move software. And the fruits of that will be seen in 2012 and beyond."


PlayStation Move launched in mainland Europe on 15th September 2010.

Portal 2 E3 Demo (Repulsion Gel)


Valve boss Gabe Newell is worth an eye-watering $1.5 billion.


He is the 854th richest billionaire, out of a global total of 1226 billionaires, according to Forbes.


Newell owns over 50 per cent of Valve, the company he co-founded in 1996 after leaving Microsoft.


The success of Valve's digital platform Steam (over 40 million users) and hit game Portal 2 helped propel the influential game industry veteran into Forbes' list of the world's billionaires.


How did it calculate Newell's gargantuan earnings? It consulted with industry insiders, equity analysts, investment bankers and technology analysts to work out how much Valve is worth. The most conservative estimate is over $3 billion. And since Newell owns more than half the company, he's worth at least $1.5 billion.

Eurogamer


GameStop wants to buy GAME's shops in Spain and Portugal, according to a new report by UK newspaper The Independent.


That's a total of 288 stores. Apparently GAME put its 663-stores overseas operation up for sale by appointing advisers at Rothschild in January.


The Independent's report tallies with information Eurogamer has heard on a potential takeover by the US giant.


We understand GameStop is one of a number of companies looking at the embattled retailer. A firesale of pre-owned stock this week is designed to make GAME as attractive a purchase as possible to potential buyers, we've heard.


Last month GAME managed to convince its syndicate of lenders, led by Royal Bank of Scotland, to relax its debt covenant. But sources said it was running out of patience.


GAME Group was last week forced to issue a note to shareholders in an attempt to calm concern over its ability to stock new games. Its current stock issue with EA, which means it won't sell Mass Effect 3, FIFA Street, Tiger Woods 13 or The Sims Showtime, is "temporary", and both parties are working to make sure it doesn't happen again, GAME said.


GAME's stock woes also mean it won't stock this week's new releases from Capcom: Street Fighter x Tekken and Asura's Wrath. The fate of Resident Evil: Operation Raccoon City, due out later this month, remains unclear.


GAME told The Independent: "We're in talks with Capcom to resolve this temporary situation and we apologise to our customers for this disappointing news."


GAME is apparently after more money to help it continue trading, but if fails, its banks will seek a buyout rather than a closure.

Eurogamer


Former Heavy Rain designer Jean-Sebastien Decant is now in charge of Rainbow 6 Patriots, Ubisoft has confirmed.


Decant, who worked on the Quantic Dream PlayStation 3 exclusive as a designer and writer, replaces David Sears.


"David Sears is no longer on the Tom Clancy's Rainbow 6 Patriots team and the new creative director is Jean-Sebastien Decant," Ubisoft told Game Informer.


Game Informer said Ubisoft Montreal has restructured the Patriots development team, removing Sears, narrative director Richard Rouse III, lead designer Philippe Therien, and animation director Brent George from the project.


What this means for the game, due out next year, remains to be seen. Ubisoft offered this: "The development team is still hard at work to deliver the next instalment of the revered Tom Clancy series and more details on the game will be revealed at a later date."


Decant's past work includes Driver: San Francisco while at Reflections (game director) and Far Cry 3 (narrative director).


His LinkedIn profile shows he became a creative director at Ubisoft Montreal only this month.

Sears' profile still lists him as creative director of Patriots. Richard Rouse III, who co-designed and wrote the controversial "Bridge" target game footage for Patriots, is down as a narrative director at Ubisoft. Therien is still listed as Patriots lead designer. George isn't attached to a company at this time.

Mar 8, 2012
Eurogamer


Imagine WarioWare conceptualised by a team of asymmetric-fringed hipsters in an exposed-brickwork warehouse in Shoreditch. I don't know anything about the development team, in fairness, but that's what I imagined the moment I clapped eyes on Frobisher Says. With its knowing nudge-and-wink wackiness it is, superficially at least, the wearing-a-scarf-indoors of gaming.


What a nice surprise, then, to discover that once I stopped being a sneering idiot, I came to delight in its eccentricities, pretty artwork and occasional flashes of brilliance.


And what a shame, in the end, to be left wondering what a difference more consideration for the overall game design, rather than its individual components, could have made.


Before we go any further, I should point out that Frobisher Says is, brilliantly, free (made available to those who pre-ordered Vita so far and coming to everyone else soon) and it's a game you should download and play when you can. As a showcase for Vita's feature set, it's infinitely more fun than the unfathomably dull Welcome Park.

'Frobisher Says Review' Screenshot 1

The weakest games are those that rely on AR or rear touch, like this sneak behind trees.


The reason I'm disappointed is that I can see how, with its distinctive style and surreal silliness, it could be tweaked and fleshed out a bit into something far more fulfilling, rather than the fondle-and-forget freebie it is today.


Frobisher Says is nakedly designed in the mould of Nintendo's original micro-game classic WarioWare. The titular, irritating little squirt, voiced expertly (and possibly a little too annoyingly for some) by Kevin Eldon, barks an instruction at the start of each game for you to carry out.


"Draw a face on this rare egg"; "Chop Mr Sanderson's cactus"; "Poke the otter with a stick"; "Prise apart my clams". With pleasure, sir.


There's just shy of 40 games in the free version, with the option to buy 15 extra mini-games for £1.59 as part of the Super Fun Pack. Every key hardware feature is covered at some point, with predictably mixed results.


Take front and rear touch. The most mundane example is found in "Play me at snap", as lifeless as it sounds. "Dry my unfeasibly long sausage dog" is a better effort, requiring you to frantically rub the front and back panels. And then there's "Plug the leaks", where simple multi-touch comes to the fore to focus a blast of water on a businessman snoozing on a bench.

'Frobisher Says Review' Screenshot 2

It's not all about the visuals. Imagine a rhythmic 'chufty, chufty' train sound here if you will.


As indebted as it is to the WarioWare blueprint, Frobisher has some neat ideas of its own. Using the front camera, one game asks you to "Look away now". Do it properly and you will only ever see a nervous-looking boy. Cheat and, well, what happens is certainly funny.


There's also a few noteworthy riffs on the format that stretch out across multiple mini-games: remembering something that will be suddenly be required later on, for instance; or the clever use of photos in a platform-based caper; or a moment where you are asked to consider whether you are enjoying the game at all.


Structurally it's all very basic. You either play a fixed-length round, with mini-games chucked at you in a random order (often with irritating repetition), where the aim is to achieve the best overall score; or sudden-death, where you survive as long as you can, one game at a time.


There's pass-the-console multiplayer for up to eight people, with an option to set the number of rounds, worth it for a collective chuckle, and that's about your lot in terms of content.


As well-made as many of the micro-games are, as it stands Frobisher Says rather misses the point of what made WarioWare such a compelling experience.

'Frobisher Says Review' Screenshot 3

In Squash The Toffs, Vita's front-and-rear touch become the therapeutic tools of austerity Britain.


It's a question of structure. Throughout Nintendo's series, the many micro-games were always a mixed bag of quality and largely not the point in themselves. It was the blink-and-you'll miss it action, the themed groupings, and the increasingly white-knuckle shifts in speed, that turned it all into a thrillingly instinctive, moreish test of reflexes.


Such obvious attention has been lavished on the look of each individual component here, that they have a tendency to revel a little too much in their own cleverness at times, outstaying their welcome rather than adding to the whole.


Another giveaway is the lack of thought given to the player's environment. If I'm in a badly-lit room, or lazing on the sofa, or on crowded public transport, there is no way for me to filter out the camera and mic-based games, effectively rendering the game unplayable for any decent length of time.


It's a tech demo first and a game second in that sense. As a launch freebie designed to show off Vita's talents, it's perhaps churlish to criticise it for that. But I'd rather not settle for an experience that could yet be improved.


A major concern with Sony's handheld strategy was software pricing, something the company has answered encouragingly so far with little gems like MotorStorm RC made available for under a fiver.

'Frobisher Says Review' Screenshot 4

While most of the micro-games are all very nice and arty, there's a few nods to the old-school of gaming.


Having shown an understanding of the need to offer bite-sized, impulse-priced gaming - yes, all that stuff you get on phones - to complement the likes of FIFA and Uncharted, it'd be nice to see the content supported in a similar way.


A good example is ustwo's Whale Trail on iOS - a completely different game to Frobisher Says, but one that, upon its original release, had all the Shoreditch surface but lacked a sense of purpose. That all changed with a free content update, which added the superb Challenge Mode, at last fulfilling the title's potential.


This game would clearly benefit from a more rigid and thought-out structure for a start: focus for some of the better ideas found within.


Whether or not it gets any further development attention, I don't know. But any game that instructs you to "smile at the ladies, don't smile at the badgers" does at least deserve it.

6
/
10

Portal 2 E3 Demo (Repulsion Gel)

Warning! Portal 2 spoilers below.


Valve's Chet Faliszek and Eric Wolpaw have revealed many paths that Portal 2 didn't take at a very entertaining post-mortem at the Game Developers Conference in San Francisco.


Wheatley - the chatty, idiotic AI personality voiced by Stephen Merchant, who eventually becomes Portal 2's main villain - originally stayed dead after GLaDOS kills him at the end of the first chapter. The player would then have gone on to meet six other spheres.


The pair also revealed that the ending of the game was initially radically different, that it was going to have multiple false endings, that the co-op campaign originally had a much more involved story involving a parody of comic strip Garfield and that Valve briefly toyed with a terrible competitive multiplayer mode.


"Originally GLaDOS crushed Wheatley right after she wakes up and that was it, you didn't see Wheatley any more. He was just dead and gone." said Faliszek. "This was back when GLaDOS was still going to be the main antagonist. After Wheatley died, you were going to meet six other spheres, each with their own personality."


"As an example, this was one of them, something called the Morgan Freeman sphere," said Wolpaw, showing a still of a sphere sitting on a pedestal in an empty room. "So he'd been sitting on that little pedestal for a few centuries, and he was just incredibly, incredibly wise - but only about the 20 by 20 space that he was in.

'The Portal 2 that never was' Screenshot 1


"So as soon as you dragged him 22 feet out of the room, his mind was blown and he was pretty much useless. Although as the game progressed, he eventually got his feet under him and started delivering some homespun wisdom that all related back to this 20 by 20 space."


At another juncture, the audience was shown a paranoid sphere who had fortified a whole area of the Aperture complex - but all his defences pointed in one direction and the player could easily drop in behind him and pick him up.


However, Faliszek explained that people testing the game missed Wheatley and none of the other spheres had time to bond with the player. "We were missing something - even in a talky game like Portal, you're still more or less writing in the margins. Our simple answer was, let's just kill Wheatley, and bring him back." In fact, it was this decision that eventually led to Wheatley becoming the antagonist for the latter portion of the game.


The co-op campaign was originally set after the events of the single-player game. "We actually thought we had a pretty good story going," said Wolpaw. "So with Chell gone, GLaDOS is just prepared to test for eternity with two co-op bots that we introduced in single-player.


"Unfortunately, she quickly discovers that none of the tests she does is providing new data, because without any human observer, the tests are always in this sort of Schrodinger's cat state of quantum uncertainty.


"So what she does is she starts sending the bots into the bowels of Aperture to collect human artefacts in the hope that they will help the bots become more human so she can break through this kind of quantum problem she has."


The first artefact retrieved was a cartoon spoofing Garfield, called Dorfeldt. "The bots find it, they bring it back to GLaDOS, and none of the three of them can figure out what's funny about this Dorfeldt," said Wolpaw. "So GLaDOS rewrites it to make it funnier.


"In the first three panels, Dorfeldt is sitting next to an empty can of lasagne. His owner comes and is really angry that Dorfeldt ate the lasagne. And then the owner says that he's activated the neurotoxins in the room and Dorfeldt will die." The next two panels are Dorfeldt thinking, 'I've made terrible choices in my life,' before keeling over dead.

'The Portal 2 that never was' Screenshot 2


But, Falizek explained, Valve discovered fundamental differences in how players relate to a story in single-player and co-op. A solo player is "a captive audience - they will watch intently and pay genuine attention to the crafted experience. Co-op players, on the other hand, will interrupt your best material to ask each other what they had for dinner." This meant they had to radically simplify the story and repeat the main points in little bits (an interesting contrast with the puzzles, which the designers found they could make more difficult for two players).


"We also tried a competitive multiplayer mode which we put together over the space of a month or two," Faliszek revealed. "It was kind of a mix of the old Amiga game Speedball and Portal, except with none of the good parts of either of those two. The game was super chaotic and no fun, so the only good news about this part was that we cut it pretty quickly."


The writers' final challenge was to find an ending to the story. They experimented with one in which Chell would have to finally speak the single word "yes" (by pressing the middle mouse button) to deactivate Wheatley, but although it sounded funny on paper, "boy did it suck", said Wolpaw.


The eventual moon ending was actually one of a series of false endings that they had planned to include in the game, similar to the fire pit in Portal 1. "A small percentage of playtesters were just fine with riding into the fire pit, that was a good ending for them. It was dark, but they liked it, so we thought, we'll service those people," Wolpaw said.


"So we had these parts throughout the game where Chell would die and that would be the end and we'd play a song, and if you wanted to you could just quit there. We had one that was like two minutes into the game, and if you died there, there was a song that was just about reviewing those first two minutes."


Later, there was a part where you could see the moon and portal to it, "and you would asphyxiate while listening to a sad song about the moon." They eventually cut the alternate endings because they would be a lot of work and felt they didn't have enough good ideas, but the moon idea was repurposed as the true ending of the game. "It was this perfect mix of being totally awesome and completely stupid," said Wolpaw.


"One of the biggest lessons we learned is try to give yourself enough time for the obvious to become obvious, because at a certain point, most of the answers to what you need to do are buried in what you've already done.


"So that was the last major puzzle," concluded Wolpaw. "We finished the game, we released it, and this year there was a pretty clear winner of most game of the year awards.


"And that was Skyrim."

...