Kotaku

Epic Mickey On 3DS Looks Straight Outta 1992


This is Disney Epic Mickey: The Power of Illusion. It's an upcoming game for the Nintendo 3DS. That's Nintendo 3DS. Not Super Nintendo. Or Nintendo Entertainment System. Though I can see how you might be confused.


Here's how Disney describes the game:


In "Disney Epic Mickey: Power of Illusion," Reality is What You Paint of It. The game offers a special drawing and painting function that allows players to create rough versions of objects that magically transform into classic Disney-style 2D illustrations. Utilizing the game's unparalleled dual screen integration, players then move their creations to the top screen where they are further transformed into full-color, fully-rendered 3D visuals.


Paying tribute to the classic Sega Genesis title "Castle of Illusion Starring Mickey Mouse," "Disney Epic Mickey: Power of Illusion" focuses on the fabled Castle of Illusion, which has fallen into Wasteland, an alternate world filled with 80 years of forgotten Disney characters and theme park attractions – and now forgotten video games. The evil witch Mizrabel, villainess from the classic "Castle of Illusion Starring Mickey Mouse," finds herself an unwilling inhabitant of Wasteland, and unleashes a plot to escape using the Castle of Illusion to imprison and drain the cartoon essence from currently famous Toons. Players will take on the role of Mickey Mouse as he utilizes his magical brush to wield paint and thinner to confront Mizrabel and save the Toons.


I'm very excited for Mickey Mouse's upcoming foray into the Castle of Illusion, particularly for the recruiting mechanic that reportedly draws inspiration from the Suikoden role-playing games.


Disney Epic Mickey: The Power of Illusion will be out this fall for 3DS.


Epic Mickey On 3DS Looks Straight Outta 1992 Epic Mickey On 3DS Looks Straight Outta 1992 Epic Mickey On 3DS Looks Straight Outta 1992 Epic Mickey On 3DS Looks Straight Outta 1992 Epic Mickey On 3DS Looks Straight Outta 1992 Epic Mickey On 3DS Looks Straight Outta 1992 Epic Mickey On 3DS Looks Straight Outta 1992


Kotaku

Go Blow Up The New York Times' Website. It's Fun! The New York Times wants you to destroy its recommended articles, its magazine cover art and even its ads. And it's using a an homage to classic arcade game Asteroids to let you do it.


The interactive game accompanies a huge feature on "stupid games," which focuses on the time-sucking nature of games like Angry Birds, Farmville and others. Using a keyboard to shoot the sidebars and headlines of the Grey Lady's articles proves to be incredibly satisfying. You'll spends as much time shooting as you do reading. Maybe even more, which proves their point in a weird way.


Just One More Game ...
Angry Birds, Farmville and Other Hyperaddictive ‘Stupid Games'
[The New York Times]


Kotaku

We don't know how many Bothans died to bring us Kinect Star Wars, but we know that a hell of a lot of people worked on the game. For a couple of years, at least.


We've got at least a half dozen studios listed in the credits, and lots and lots of other names. If only the game was excellent.


Should there be an Achievement for watching all of it? Yes, there should.


Kotaku

Talk Amongst Yourselves Welcome, wanderers, to Kotaku's official forum, known affectionately as Talk Amongst Yourselves. This is the place where we gather on a daily basis to discuss all things video game and existential. Want to talk about new games, old games, game where you solve mysteries? Knock yourselves out!


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?"


You can do funny things with pictures, right? Want everyone on this fine web forum to see? Here's what you do. 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. Get cracking!


Kotaku

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.


Kotaku

Let's Stop Pretending iPad Gaming Isn't For GamersIt'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.


iPhones and iPads are now a playground for independent developers.

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.



Let's Stop Pretending iPad Gaming Isn't For Gamers

The 12 Best Games for the iPad

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 »



Let's Stop Pretending iPad Gaming Isn't For Gamers


The 12 Best Games on the iPhone

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 »



Kotaku

The Skylanders: Spyro's Adventure Cycle is CompleteAll 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.



Warnado

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.



Camo

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.



Wham-Shell

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.


Kotaku

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.


Kotaku

The Shadowrun Video Game You've Always WantedFor 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.


"It's a great opportunity, which I have to say I didn't think I was going to get the chance to do"

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.
The Shadowrun Video Game You've Always Wanted


Photo from the authors private collection, a fancy way of saying "I've got some books. Look at them."


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]


Kotaku

Pokémon Conquest Brings Hit Japanese Game To America... For the DSAmerica 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.



Pokémon Conquest Brings Hit Japanese Game To America... For the DS


Is Pokémon + Nobunaga's Ambition a Tactical Success?

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 »



...