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This TAYpic by Mr. Marsu gets straight-up creepy, turning one of the diners from John Everett Millais' "Isabella" painting into a giant boss monster. He still looks polite. "Would you like some oranges, perchance?"
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If anyone is qualified to create an Interdimensional Shift Glove it's the man that flexed his interdimensional muscles s dozen times over the course of three different television series. John "Q" de Lancie steps into the disembodied voice of Professor Fitz Quadwrangle in Airtight Games' Quantum Conundrum.
Now here's a man that's perfectly happy being typecast. As Star Trek's Q de Lancie mastered the art of portraying an aloof, self-absorbed know-it-all. At this point it's just reflex for him. Hell, he even played a similar role in the first two episodes of the second season of My Little Pony: Friendship is Magic. It just goes to show there's always room for a little Q.
It's impossible to read a Kotaku comment thread about iPhone or iPad games without wading through a bevy of grumpy dissenters—disgruntled gamers who say things like "iPad games aren't real games!" and "lol iPhone."
This isn't exactly surprising. A few weeks ago, I wrote an op-ed about how Apple's ubiquitous devices won't win over the living rooms of hardcore gamers. They just don't have the controls.
But what gamers don't seem to get is that the iPhone, iPad, and other mobile devices don't need to replace our consoles. They're separate entities. And they're good enough on their own.
Look, I totally understand where the dissenters are coming from. Just a few years ago, I was one of them. I'd grumble whenever Japanese developers like Square Enix created games like Final Fantasy IV: The After Years for mobile platforms. I'd sigh at the thought of kids playing games on phones and tablets while riding the bus to school. Why weren't they gaming on DSs and PSPs?
Then I got an iPhone. And slowly but surely, I started to realize how much gaming potential it really had.
Sure, many of its cheap games are mindless timewasters. Games like Angry Birds and Jetpack Joyride have found success with the "pick up and play for 30 seconds or two hours" model. And it can be hard to sort through the junk ripoffs and clones and other nonsense on Apple's iTunes Store.
But it's becoming clear that the iOS library goes way deeper than that. Deep, original games like Chaos Rings and Sword & Poker 2 have stolen quite a few hours of my time. Ports like Final Fantasy Tactics and Secret of Mana prove that even the classics can work well on touch screens. And the upcoming iPad remakes of Baldur's Gate and Baldur's Gate II are two of my most-anticipated games of the year.
What's better, iPhones and iPads are now a playground for independent developers. The iOS model does not resemble console or handheld gaming—it resembles PC gaming. Developers have the flexibility to experiment with form, mechanics, and price. And although I've heard some not-so-great things about the iTunes Store's review process, it certainly beats catering to the whims of a deep-pocketed, bureaucratic publisher. At the way-too-reasonable asking point of $0.99 a pop, games can find a level of tremendous financial success they'd never see on the Xbox or PlayStation.
While console makers struggle to find ways to eliminate used games and usher their customers into the digital age, iOS is already there. Mobile developers don't have to worry that GameStop is running its own garage sale with their products. Every iTunes purchase is a new purchase.
As for the iTunes Store's biggest advantage over GameStop? Shopping there won't make you feel like you need a shower.
It's important to note that iOS games aren't going to kill consoles anytime soon (and that it's silly to even have that conversation). But as gamers, we'd be remiss to ignore mobile and tablet gaming as an alternative to our standard consoles. And if you're not playing games on a mobile or tablet device, you're missing out on some wonderful experiences. So please, stop pretending iPhone and iPad games aren't real games. You're only fooling yourself.
Stop watching movies on your iPad. Stop browsing the web.
Your iPad can play some great games.
iPad games that shine use the extra screen space and sharper resolution to deliver touch gaming that captivates. More »
You've got yourself an iPhone and you want to play some games on it. You might not want to just plunge into the App store. It's a jungle, and it is full of bad games.
Let us help you. More »
All good and terrifically frustrating things must come to an end, and for countless parents, children, and collectors the release of the final three Skylanders figures marks the end of an era, to be followed later this year by the beginning of another.
Prepare to plug those last three holes in your Skylanders roster as Warnado, Wham-Shell and Camo begin rolling out to retail locations across the country, completing the Air, Water, and Life groups and giving everyone a chance to rest up and save up for the release of Skylanders: Giants this fall.
Element: Air
Primary Attack: Spin Attack
Secondary Attack: Summon Tornado
Bio: Warnado was hatched in the fury of a rare and powerful Enchanted Twister. Although initially frightened and quite dizzy, over the passing years he grew to enjoy his whirling surroundings and learned many abilities and secrets of the Air Element. This led to Warnado becoming a powerful force and the only known turtle of his kind. Now, the only time he gets dizzy is when standing still.
Element: Life
Primary Attack: Sun Burst
Secondary Attack: Firecracker Vines
Bio: Hatched at the roots of the Tree of Life, Camo is half-dragon, half-plant – with effervescent life energy flowing through his scaly leaves. This power allows him to cultivate fruits and vegetables at a highly-accelerated rate, which causes them to explode when they ripen. Camo's unique gift caught the eye of Master Eon, initially because he was hungry and tried to eat a melon that exploded in his face. But upon realizing his true power, Eon convinced Camo to help the Skylanders protect their world.
Element: Water
Primary Attack: Malacostracan Mace
Secondary Attack: Starfish Bullets
Bio: Wham-Shell was ruler of a kingdom deep in the oceans of Skylands that for a long time lived peacefully. That is, until his underwater utopia was invaded by a legion of oil-drilling trolls that scattered his people to the wind. Armed with a powerful mace that had been handed down from one king to the next for generations, Wham-Shell defeated the greedy trolls and drove them away. Soon after, he joined the Skylanders to help defend against this type of atrocity ever happening again.
Passionate. Sweaty. Loud. Excited. There's a lot of words you can use to describe a fighting game tournament, but can you use the word beautiful? Sometimes. Especially when Richard Li and his camera are involved.
Li, who has a habit of making very pretty videos about fighting game tournaments, was at the recent NorCal Regionals. This clip is the result.
What makes this video, like many of his others, so good is that you don't even see the games. You don't need to. Just seeing the faces and emotions of the people involved is entertainment enough.
For more than two decades pen-and-paper role-players have been losing themselves in the dirty streets and glimmering megacorps of Shadowrun, yet only four largely forgettable video games have explored the setting's unique mix of cyberpunk and urban fantasy. Series creator Jordan Weisman would like to fix this oversight.
Weisman and his team at Harebrained Schemes want to create the old-school, 2D, turn-based Shadowrun game for PCs and tablets that fans have craved for ages but never received. A game in which the player creates a character, recruits a team of runners, and immerses themselves in hand-crafted tales of magic, machinery and mayhem.
They're just going to need a little help.
Weisman, a character in his own right, has recruited a crack team of designers and storytellers to make his vision of the perfect Shadowrun game a reality. Unlike the corporate-funded missions in the fictional world he created with FASA back in 1989, however, this particular adventure requires a little crowd-sourcing.
Having witnessed the tremendous success enjoyed by Tim Schafer of Double Fine and Brian Fargo of inXile, Weisman decided that Kickstarter was the perfect place to gain funding for his labor of love.
Bellevue, Washington based Harebrained Schemes (of Crimson: Steam Pirates fame) is looking for $400,000 to create Shadowrun Returns. If the ambitious project turns out even remotely as compelling as the plans Weisman laid out for me during a recent interview, it might be worth every penny.
Outside of the 1993 Super Nintendo game, considered by many to be one of the greatest role-playing games of the era, the award-winning Shadowrun setting hasn't gotten much love in the video game space. The SNES title was followed by a Sega Genesis game in 1994 and a 1995 Sega CD game that never made it out of Japan.
And then there's the 2007 first-person multiplayer shooter for the Xbox 360 and PC, which took a more action-packed approach to tackling the setting's marriage of fantasy and science fiction. While it housed some interesting ideas, it couldn't have been further from the Shadowrun pen-and-paper experience.
Shadowrun Returns, in concept at least, nails it.
"The way that we've chosen to approach this is as a tactical turn-based game," Weisman explained to me during a phone call last week. "You can really get into the kind of highly contextual control opportunities for each character. You're controlling a whole runner group; roughly four to six different character classes. You plot out what they're going to do and then hit the button, watching it unfold and then planning your next move."
It's a format that sounds similar to the way traditional pen-and-paper role-playing games play out. Actions are declared, dice are rolled (behind the scenes in this case), results are counted, and the round begins anew.
Call it retro, call it old-school; the 2D turn-based format should allow Weisman and company to tackle one of the more complicated aspects of the Shadowrun setting: runs don't take place on one single plane of reality.
The Street Samurai, Shadowrun's mechanically-augmented front-line fighters, see the world through the filter of tactical HUDs, a constant influx of environment information and target assessment. To the Mage the world is a web of mystical ley lines and auras. The Shaman dips into the spiritual world that overlays the mundane, and Deckers spend more time jacked into the matrix than reality.
In Shadowrun, four people standing in a single small room can each be in wildly different places. That's not easy to represent in today's graphically complex 3D titles.
"We want to do (a game) that brings the depth of the Shadowrun universe to life," Weisman told me.
Over the years a great many authors have done just that, exploring this unique universe through adventure supplements and tie-in novels, populating the setting with beloved heroes, mysterious anti-heroes, diabolical enemies and powerful puppet masters, pulling the strings from behind a veil of mystery. Many of those same authors will be responsible for weaving together the initial stories of Shadowrun Returns.

Weisman, his partner Mitch Gitelman and Mike Mulvihill, who led Shadowrun game development at FASA Corp. will be responsible for laying the foundation of the game's story. From there writers like Michael A. Stackpole, Tom Dowd, Malik Toms, Mel Odom, Jason Hardy and Stephen Kenson will step in, each taking the story in their own direction, weaving together a rich, multi-layered story.
"It's kind of like a braided anthology," said Weisman. "We'll create a strong central narrative to the game, and then each of the authors will write a self-contained short story that becomes part of the overall character arc." Those stories will also be collected in a hardcover Shadowrun Returns Anthology, available exclusively to backers of the game's Kickstarter campaign.
And when the official story ends, the players' stories begin. When the game is released Harebrained Schemes will also release a level editor, allowing gamers to create and share their own adventures in the Shadowrun universe.
"It's a great opportunity, which I have to say I didn't think I was going to get the chance to do," said Weisman. "The kind of game that we really want to make is in that unfortunate middle ground of being way too big for us to pull off ourselves, but way too small for a publisher to be interested in."
So Weisman and Harebrained Schemes turn to Kickstarter, hoping that the Shadowrun property evokes enough passion in fans to generate the $400,000 necessary to get the project off the ground. Fans of the property have been burned before, and Weisman wants to make it right, even if it means sacrificing the executive producer of 2007's first-person shooter (skip to 1:35 in the video for some much-needed catharsis).
Will Shadowrun Returns' Kickstarter succeed? Is there still crowd-sourced money to be made? It just went live, so we'll find out soon enough.
Shadowrun Returns [Kickstarter]
America is getting a Pokémon strategy game this June. It's called Pokémon Conquest, a name-change from Pokémon + Nobunaga's Ambition, which is what it's been called in Japan.
It's not made by Nintendo. It's made by Tecmo Koei.
Our guy in Japan has played it and declared it... "a decent foray into the strategy RPG world."
Nintendo describes Conquest like this:
In Pokémon Conquest, players take on the role of a young Warlord who is linked with a Pokémon. Together, they must set out to recruit Warrior allies to strengthen their growing kingdom. Along their journey, players will encounter a variety of Pokémon, as well as Warriors and Warlords inspired by the Japanese feudal era. The game contains nearly 200 Pokémon, including many from the recent Pokémon Black Version and Pokémon White Version games, which have sold more than 4 million copies combined in the United States.
As the battlefield unfolds in Pokémon Conquest, players must choose the correct Pokémon type to inflict maximum damage on their opponents. In the turn-based skirmishes, players choose different tactics for intense six-on-six battles, and battle conditions can change on every turn, keeping players on their toes in anticipation of what will happen next.
Our guy who played it sized it up for himself: "While combining Pokémon with feudal Japan is an admittedly awesome idea, little is done with it. The story is as simple as you and your allies conquering the South while Nobunaga does the same in the North and the dialogue is little more than pre-fight posturing. There's really no compelling reason for a crossover with the Nobunaga's Ambition series. This same basic game could easily take place in the modern Pokémon world, or in that world's past for that matter."
The takeaway is that Disgaea fans might find the game way too simple, but kids might like this as a good starter strategy game.
It'll be out in North America on June 18 in North America. For the Nintendo DS, which appears to still be the lead system for Pokémon games.
We've already taken a look at the tactics-style gameplay and use of historical figures in our coverage of Pokémon + Nobunaga's Ambition on the Nintendo DS. More »
What do you do with a sequel to a game that has a huge roster of weapons, quirky characters, and awesome 4-player co-op? You add more weapons, of course. And more quirky characters. And you might as well keep the 4-player co-op.
That's the tactic that Gearbox Software seems to be using in the follow-up to Borderlands, their successful loot-driven first-person shooter/role-playing hybrid that released in 2009. As a big fan of the first title, I've been ready to play the game since...well, since I finished Borderlands 1 and all the downloadable content packages, actually.
Sitting down to play a co-operative round with a fellow journalist, I knew before the character selection screen loaded that I'd be playing as the Siren. The blue-haired alternative to Borderlands' first Siren, Lilith, promises to revamp my favorite class, something that made me simultaneously nervous and excited.
Tinkering with my skill tree and choosing which abilities I wanted to invest in, I noticed where this new Siren took a left turn. Maya is much more of a healer than her predecessor. The new Phaselock ability is mostly responsible for this. It's also mostly responsible for how utterly amazing the new Siren is.
The Phaselock's benefits are two-fold: 1. It suspends an enemy mid-air, unable to move and, 2. You can upgrade your skill tree to receive damage and health bonuses while an enemy is Phaselocked. That makes for one very efficient killer. It also makes a leader. The team's focus goes (or should go, if you're a smart player) to the Phaselocked enemy.
But Maya, like the other characters in Borderlands (and the game itself), is still nothing without her weapons. Although Gearbox boasts millions of guns (yes, millions)—impressive even by Borderlands' standards—only a handful were available at this preview demonstration. I played with elementals, rocket launchers, and standard assault rifles. Elemental damage-inflicting rifles are my favorite so I sported the corrosive damage weapon in Maya's inventory almost exclusively throughout my playthrough, stopping only to sample the others.
The other weapons stashed into our inventories were mainly sniper-ranged, which suits my play style fairly well. Several of these scoped guns came with a lock-on targeting system. A few were even lock-on rocket launchers outfitted with scopes. Borderlands 2 bolsters the franchise's reputation for a massive amount of diverse weapons.
Borderlands: The Series
Gearbox is scrapping their traditional method of shaping the narrative universe of their games in Acts. They're now going to model it after television's Seasons.
But why Seasons? Seasons are made up of episodes, which, according to Gearbox senior producer Sean Reardon, are "bigger and more important than a mission." Episodes are considered to be larger chunks of a storyline rather than a simple task carried out by the player.
Reardon describes this new development for the sequel as "evolved storytelling."
Gearbox wants Borderlands 2 to be impactful, and boring fetch quests won't cut it.
"You're going to find stories happening and you're using the stories to affect the world. Missions aren't for the sake of creating more missions, but for the sake of being able to tell a more compelling story and make you feel more connected to the narrative of the world," says Reardon.
He promises that this "first-rate narrative" will "pull you through the whole game."
Corrosive weapon proved to be a favorite until I met the corrosive-resistant bugs. These earth-toned bugs are nothing new for Borderlands. But fortunately the two areas we were free to explore—Caustic Caverns and the Wildlife Exploitation Preserve—were host to more than just the bugs and bandits Borderlands veterans will be familiar with.
Robust and versatile robots are perhaps the biggest new entry in the list of enemies. Think of every kind of CAT machinery that you've seen working on constructions sites around your city, and it's probably been made into a robot enemy in this sequel. Gearbox Software producer Randy Varnell tells me that the inspiration, after all, came from real-life machinery. Anything that real-life machines could do served as a brainstorming step for the team. So while surveyors fly speedily overhead to heal their robotic comrades, big Transformer-looking Power Loaders stomp toward you with spinning blades that reflect bullets, and Bull Loaders will actually transform into a bulldozer to slam into you with their reinforced body.
Sequels offer a chance to learn from past mistakes, and to implement new features that may not have been thought of before. So Borderlands 2 is naturally a more polished game. There is a ton more visual feedback, from your shields getting shredded to literal pieces to threshers snatching you with purplish vines. Running feels faster, special ability cooldowns are quicker. In general, the game feels even more accessible than before.
Borderlands 2 takes the opportunity of a sequel to also revamp the mission style. It's a chance to get rid of the Borderlands 1 missions that were all too often composed of boring fetch quests.
Rather than simply carrying out a fetch quest, you will occasionally be offered a choice in Borderlands 2. During one questline in Caustic Caverns [minor spoilers] I was presented with the choice to either return the contents of a safe I had just recovered for Marcus, or to bring the nudie pictures that were inside to Moxxi [take a breath]. Your choices are more for momentary fun than any real impact on the main story. It's a refreshing change of pace to the otherwise standard routines of following arrows on your map.
This is a Borderlands sequel built on the strengths of the first game. Strange creatures, lots of variety in weaponry, large clusters of enemies, quirky humor and fantastic art are still staples of the game. The colors are a bit more varied, and the textures look smoother. It's an amplified Borderlands 2, and hopefully the release of the game on September 18 will prove that.
This is singer Kaela Kimura. She's from Tokyo. The dialects throughout Japan are different—something Kotaku has covered before.
In a recent series of chewing gum commercials, Kaela speaks in the Osaka dialect, instead of her usual Tokyo dialect. Her accent is overblown, and its all for comic effect. It's pretty funny!
But goodness, forget her accent—check out that chewing gum on her head! Hardly subliminal, and reminiscent of that embarrassing bean hat nerd idol Shoko Nakagawa donned a few years back.
30s 木村カエラ CM 明治 キシリッシュ ガム星人カエラ [YouTube]
This is singer Kaela Kimura. She's from Tokyo. The dialects throughout Japan are different—something Kotaku has covered before.
In a recent series of chewing gum commercials, Kaela speaks in the Osaka dialect, instead of her usual Tokyo dialect. Her accent is overblown, and its all for comic effect. It's pretty funny!
But goodness, forget her accent—check out that chewing gum on her head! Hardly subliminal, and reminiscent of that embarrassing bean hat nerd idol Shoko Nakagawa donned a few years back.
30s 木村カエラ CM 明治 キシリッシュ ガム星人カエラ [YouTube]