Not very long after adventure game legend Tim Schafer proposed resurrecting a long-dormant genre, and made a ton of money for doing it, another long-dormant kind of game - this time an 80's RPG - did something similar.
The amount of money Brian Fargo and his Wasteland team has already made is raising eyebrows. Where did all these people come from? And why are they spending so much money on a game (and franchise) that proper publishers didn't want to be a part of?
The answer is simple. Because nobody is making, or more importantly, no publisher is funding, the games they want to play. Or the games they want to keep playing.
The mainstream video games industry moves at a breakneck pace. A genre that's topping the charts one year might be dead in the water only a few short years later. It's a fate that fans of flight simulators, space combat sims, real-time strategy games and World War Two shooters will only be too well aware of.
Once a booming genre starts to run out of steam, it can be swiftly and suddenly abandoned, publishers sensing that a game which went from five million sales to two million sales is a has-been. Old hat.
What they're over-looking is that two million people were still buying them. And that there may be millions more out there who were fans of a genre, or franchise, who dropped off along the way as a series progressed and changed in pursuit of relevance and sales.
That can, and obviously is if Schafer and Fargo's Kickstarter achievements are anything to go by, be a sizeable market. One that's perfectly suited to the grass-roots kind of development effort the service encourages, that's able to tap into an established fanbase, one which doesn't need to be sold on a style of game or the talents of the developers involved.
I bet if Larry Holland, of X-Wing and Tie Fighter fame, opened a Kickstarter project tomorrow for a space combat game, he'd get a similar response. Ditto for Wing Commander's Chris Roberts, or Ken and Roberta Williams, the driving forces behind many of Sierra's classic adventure games.
There are still millions of people out there who still want games like that, and there would be tens of thousands of fans willing to kick in money based solely on the chosen genre and talent involved.
Compare that to the Kickstarter project of Christian Allen. This is a guy who has worked on some big, recent shooters, and who wants to make an "old school tactical shooter". He has made...$48,000 at time of posting. He can call it "old school" all he wants, but the words "tactical shooter" sound like the kind of game that gets released every few months on a current generation console, which in turn - and regardless of the kind of game he has in mind or its chances of success - reduces the effectiveness of his campaign.
It's sad, and can be brutal, but that's how Kickstarter is going to work, at least for video games that need any sizeable amount of money (as in, anything more than an indie game that only needs $10-$20,000). Despite what it actually is - and what it's pitched as makes it sound cool - Allen's game sounds like something we're getting already from publishers.
His other problem is that, while he's got some great games to his credit, the name "Christian Allen" isn't one consumers are familiar with. Since the service relies on people putting money down with almost nothing but a pitch and a name to go on, they're going to go with what they know. And what they know is the people they already know and the games they grew up on.
I contributed to Schafers campaign. And would do so for every single one of the examples I listed above, and many many more. I know the style of game is one I enjoy, and I know the people involved are capable of making the kind of game I enjoy. That's an easy sell.
But somebody promising the kind of game we're already getting? No way. We're already getting those games. And somebody promising something new is as unlikely to get my money, because I have no idea how capable a developer some upstart kid is, and I've likely got nothing to convince me that their idea on what would be the best game ever would be better than my idea for the best game ever.
I'm not saying this is a problem. In fact, I hope other people with their eyes on the service agree and ensure that's how it shakes down. Because if it ends up being a useful and successful means for consumers to get the kind of games they want that they're not being given by major publishers, then everybody wins.
Back in 2007, GameSpot writer Jeff Gerstmann left the site under suspicious circumstances. It was heavily rumoured at the time that his departure was the result of pressure from a games publisher over a negative review of Kane & Lynch.
Well, five years later, we finally have confirmation, of a sort, this indeed is what took place.
As part of a recent deal that's seen Gerstmann's current employer Giant Bomb purchased by CBS Interactive (who also own GameSpot, his former employer), some full disclosure was needed from both parties as to what, exactly, went down that day five years ago.
So disclose Gerstmann has, confirming with GameSpot's Jon Davison that after a succession of challenges with management and advertisers he was "called into a room" and "terminated" because he "couldn't be trusted" as editorial director (ie, in charge of reviews), kicking off one of the saddest and sorriest episodes in an often sad and sorry relationship between games writers and games publishers.
I mean, yes, it was five years ago, and yes, it got to the point where everyone assumed the rumour was fact anyways, but to have it officially confirmed still leaves a bad taste in your mouth.
To make things clear, Gerstmann emphasises that the blame for the whole mess did not lie with GameSpot's editorial management (as he was fired by more senior people up the ownership chain), nor with Kane & Lynch developers IO Interactive. It's also important to note that the management responsible for his firing are now no longer involved with GameSpot.
Interestingly, he mentions some other less-than-savoury episodes going on at the time, such as pressure from Sony and threats of pulling ad money over a less-than-perfect review for Ratchet & Clank Future: Tools of Destruction. This took place before the Kane & Lynch review, and thus (along with a change to the site's review system, which brought the average of scores down) contributed to the conflict between ownership and editorial over review scores, meaning Eidos' game shouldn't be blamed as the sole offender.
Giant Bomb and Comic Vine are joining the CBSi Team! [GameSpot]
1.2.1
Hey there, Kotaku and welcome to Thursday night's open thread. Did you enjoy tonight's Kotaku Melodic? I hope so. I'm having a really good time putting those together each Thursday.
Here, taken from around the internet, are some things you might want to talk about.
And that's that. Have good chatting, and see you tomorrow.
Street Fighter X Tekken has just been a post-release comedy of errors, whether we're talking about on-disc DLC and the apologies for it, or bizarre character endings (that also highlight the on-disc DLC scandal.) Many have noticed that four-man cooperative play is supported on PlayStation 3 but not Xbox 360. Why is that, Capcom man?
"This mode is supported in the PlayStation 3 version," producer Tomoaki Ayano said on the Capcom-Unity blog, "since we tackled that earlier and found the architecture of their system to be more conducive to implementing it."
Look on the bright side, Xbox 360 gamers, at least Capcom isn't holding out four-way multiplayer co-op and hawking it as downloadable content.
SFxT Dev Blog: Online Update [Capcom-Unity]
I've never done hard drugs. But I've heard that they're supposed to make you feel invulnerable, ecstatic and connected to the universe. Y'know, the things video games aspire to but with none of the messy addiction. Mostly.
The upcoming PS3 game Datura gets its name from an innocuous white flower that's a powerful and potentially deadly hallucinogenic. Playing its video-game namesake didn't endanger my life but it kind of felt like an altered mind-state. Coming from Plastic—the dev studio responsible for trippy tech demo Linger in Shadows—and shows off a beautiful world that holds a ton of mysteries for you to explore. I made my way through an early part of the game during GDC 2012 last week and you can watch me play to get a taste of its beautiful exotica. Its mystifying atmosphere reminds me a bit of Dear Esther or The Path but the Move controller adds a dimension of tactility to Datura that those games didn't have. Sony says to expect this experimental first-person game soon.
Tom's Guide is reporting that, based on word from an "industry source", Bethesda will very soon be giving the world its first look at an Elder Scrolls MMO.
Called Elder Scrolls Online, and apparently set "several hundred years before" any previous game in the franchise that includes blockbusters like Skyrim and Oblivion, Tom's says it will feature three playable factions, each represented by the crest of a lion, dragon and "bird of prey".
The report also says that after its May debut Elder Scolls Online will then be shown off more extensively at E3, with a further appearance at Quakecon 2012, where it will take centre stage alongside Doom 4.
As Tom's points out, there are currently several positions available on the corporate site of Zenimax (Bethesda's parent company), all of them advertising for employees with experience with MMO titles at a studio "currently working on an unannounced Massively Multiplayer Online Game (MMOG) title from its headquarters in Hunt Valley, Maryland."
We've contacted Bethesda for comment, and will update if we hear back.
Exclusive: Bethesda to Announce Elder Scrolls MMO in May [Tom's Guide]
The new Neo Geo handheld gaming system, which we first told you about in January, will be going on sale worldwide in Q2 2012. Which is very, very soon!
The system has been licensed by Blaze, kinda-famous for similar handhelds that play old Genesis and SNES games, etc, and will be called the NEOGEO X.
As far as specs go, it'll boast an SD card slot, AV output, internal stereo speakers, headphone socket and a 3.5" LCD screen.
As reported in January, the twenty games coming pre-loaded on the NEOGEO X will be:
1. ART OF FIGHTING
2. BASEBALL STARS
3. CYBER LIP
4. FATAL FURY
5. FATAL FURY SPECIAL
6. FOOTBALL FRENZY
7. KING OF THE MONSTERS
8. LAST RESORT
9. LEAGUE BOWLING
10. MAGICIAN LORD
11. METAL SLUG
12. MUTATION NATION
13. NAM 1975
14. SAMURAI SHODOWN
15. SENGOKU
16. SUPER SIDEKICKS
17. THE KING OF FIGHTERS'94
18. THE ULTIMATE 11
19. TOP PLAYERS GOLF
20. WORLD HEROES
World Heroes? Sign. Me. Up.
No official word on price yet, but you can register your interest at the site below.
And if you want to read more about SNK's last proper handheld system, the Neo Geo Pocket, check this out.
NEOGEO X [official site]
Screw the Vita, Let's Talk About the Other NGP [Kotaku]
The genius of one of the best things to come from America—yeah, really—is that the musical artform embodies a flexible set of colors, gestures and attitudes that you can apply to damn near anything in life. Poetry, literature, painting, movies… all of these disciplines absorbed and re-configured themselves around the jazz idiom, embracing the ethos of improvisation.
Too few video games follow that example—L.A. Noire does, but more in terms of mood than mechanics—but Beat Sneak Bandit shows the way.
Beat Sneak Agent has rules. Really rigid ones. Don't move off the beat. Do this to nab all the clocks. Stuff like that. But within those strictures, you can improvise and cut back and forth and express your style. Are you a player who ambles as quickly as possible? Or do you wait for a certain cue—bass, snare, horns—for your every step? Either way, you start to think musically and I love that about Simogo's newest game.
You feel cooler playing Beat Sneak Bandit. I mean, you're a thief—presumably a Robin Hood-style one—with a lair. And a frog sidekick! And nailing the game's singular movement style works its way through your whole body. Your head bobs, your shoulders bounce and you'll probably start humming. Hell, fingers may even get to snapping. I know that I've drawn stares for how I look while playing this game on a crowded subway. The goofy smile I get when playing BSB most likely plays a huge part in that, too.
And when I have to close out of the game, the world around me seems all the more mundane. Lacking in groove, even. As much as I love jazz and other kinds of music, it's been all too rare for a video game to make me feel like I'm living inside a universe made up of rhythm. So, thank you, jazzbos and funkmeisters behind Beat Sneak Bandit. Your game opens the door to a dimension of cool and that just helps everyone.
Valve's Portal 2 was easily one of the most musically enjoyable games of 2011. Not just for its soundtrack, but for the awesome ways that it implemented music into the background of its levels.
Youthful electronic musician BonJob agrees, putting together a very cool techno joint that incorporates sound effects from Portal 2 over a pulsing beat. I know there must be a whole crap-ton of Portal-inspired music out there, but I really dug this one. Check it out:
I love the intro in particular; in fact, I'd be really into music that was created entirely from samples taken from the game's audio. It'd be in line with the way the game already works, after all!
BonJob can also found on Facebook. We first discovered his track on reddit.