Kotaku

Norwegian Shooter's Court Case Shows Off His World of Warcraft CharacterThe trial of Anders Behring Breivik's is currently underway, and already there has been talk of video games and their influence on Brehvik's behaviour, which is troubling to say the least. Almost as troubling as this picture of his World of Warcraft character - how he managed to play with that user interface I'll never know…


World of Warcraft has already been discussed in the court, where the above image was shown. According to The Daily Telegraph, Breivik broke into a "broad smile" when a screenshot of his World of Warcraft character was projected into the court.


The game was brought up by the Prosecution, in an attempt to characterize Brehvik as an anti-social, troubled man struggling with a series of failures in his life.


It's difficult to know precisely how to feel when a video game makes news in this way. On the one hand it's clear that Brehvik is completely insane, and his consumption of video games is barely relevant in this case. But in the context of the prosecution's attempt to characterise Brehvik as an anti-social loner living in isolation, is it fair to discuss the fact that Anders Brehvik practically played World of Warcraft full time for a year? Possibly…


So far no-one has directly attempted to blame the Oslo Massacre on video games, which is a good thing. But the trial is still in progress, and I'm sure the topic will come up again at some point.


This post originally appeared on Kotaku Australia.


Kotaku

I've never experimented acid or done any kind of psychedelics. People say it's great, except for all the flashbacks and stuff. From my never-tripped point-of-view, Dyad looks like it simulates an chemically altered mindstate pretty damn well. It's got a lot more going for it than just that, though.


Shawn McGrath is making Dyad and, in the video above, he talks about the unique mix of ideas and mechanics that he's combining in the racing/shooting/puzzle hybrid. I'm terrible at the level he had me play but watching him play a far harder level later is like watching someone do a magic trick. You'll get to handle the dizzying experience when Dyad comes out later this summer.


Kotaku

Minecraft Creator Likes My Little Pony, But Not Like ThatLen Peralta just has a way of bringing out the pony fan in today's most respected video game developers. After outing Valve's Gabe Newell as a certified brony, Minecraft's Markus "Notch" Persson admits his My Little Pony Admiration on the latest Geek a Week podcast.


Now Notch wouldn't call himself a brony per se, but he does admire the workmanship that goes into creating an episode of My Little Pony: Friendship is Magic. He tells Mr. Peralta that it's the sort of cartoon that he'd let his children watch, if he had children. You know, standard boilerplate for a brony too timid to join the herd.


It's okay, Notch. They're a gentle bunch. After all, vänskap är magi (thanks, Google translate!)


Legends of Videogames: Markus "Notch" Persson [Geek a Week]


Kotaku

Report: Apple Working on a New Games Console?A report on website Cult of Mac claims that, in addition to Apple's widely-expected foray into the world of TV sets later this year, the company will also be trying its hand (again) at the video game console market.


The site's sources say that "Apple is working on a television set with an iTunes-integrated touch screen remote and Siri-like voice command technology. The TV set will be coming before the end of 2012. Rumors and patents have said as much for the past year, so that's nothing new. But that's not all we've heard."


"Our sources also say that Apple's television set will come with an Apple-branded, Kinect-like video game console. The interface will rely heavily on motion and touch controls."


They then go on to mention Valve repeatedly, though with no clear link or statement tying the Half-Life developers to the program, it reads more like speculation (based on more rumours) than a report.


Sure, Valve could be helping out, at the very least with a version of Steam for the platform, but it's not like Apple couldn't handle things on its own. It seems to have no problems selling games on most of its other devices.


The last time Apple came out with a dedicated games machine was nearly twenty years ago. Things didn't end well.


Why Apple CEO Tim Cook Met With Valve [Exclusive] [Cult of Mac]


Kotaku

How does Starhawk for the PlayStation 3 seamlessly transition between twitchy spaceship shooter to strategic ground-based build-and-battle gameplay? Lightbox Interactive's Dylan Jobe talks us through an entire single-player mission.



I might need to hire a friend to help me play Starhawk. When it comes to space sims, I am at the top of my game, ready to take on all comers. Once I hit the ground, however, I might need to pass the controller over to someone a little more qualified to shoot-n-scoot.


I'll have to act fast—Starhawk is due out on the PlayStation 3 next month.


Kotaku

As people pretty much already guessed, the upcoming DLC for EA's latest SSX title is retro-themed, with a "TRICKY inspired" track, throwback characters and even some old music. [SSX]


Kotaku

Guy Wants $26k To Build All Of Mario Level 1-1 In LegosA crazy maniac budding entrepreneur is looking to Kickstarter to raise $26,400 so he can buy a whole bunch of Lego bricks.


With those Lego bricks, the Portland, Oregon-based Zachary Pollock hopes to recreate level 1-1 of Super Mario Bros. in its entirety. The whole thing. Pollock estimates that the whole project will take "780,000 lego studs." He says it will be six feet tall and 90 feet wide.


"I want to inspire a new generation of Lego enthusiasts," Pollock writes. "I also want to show people what they have forgotten, that building with Lego can be done at any age. My second goal is to use this project to test the waters for a foundation I would like to start that will work with children doing healing art projects using Lego bricks. This project aims to push the limits of imagination about what you can do with Lego bricks and particularly to break down stereotypes people have about both Lego and video games only being toys.


"I want to show the world Lego and video games can be works of art as well. Last but certainly not least I, and I think many other people, really want to see the entire level 1-1 of Super Mario Bros. made from Lego because it is just FUN! Right now I think we all need a little more fun in our lives."


Preach it, Pollock. We all totally need more fun in our lives.


Epic Mario [Kickstarter via Joystiq]


Kotaku

Deadmaus loves video games. He's got giant helmets and tattoos—including one of Shigeru Miyamoto's signature—to testify to that fact. But the world-famous DJ's gamer cred will reach an all-new level when PS Vita game Sound Shapes comes out this summer


The official PlayStation blog revealed glimpses of the Sound Shapes levels that will feature audio design from Deadmaus. The sounds will be accompanied by art from indie developer Pixel Jam. Like other elements from Sound Shapes levels, you'll be able to use the graphics and audio effects from the Deadmaus album to build your own levels. Apparently, there's more collaborations waiting in the wings for Sound Shapes, too. Gotta love that perfectly-synced rhythm platforming action!


Hands-On: Sound Shapes Brings the deadmau5 [PlayStation Blog]


Kotaku

Sick of waiting for the final version of Valve's upcoming Dota 2? You can play a totally unique version of the popular strategy game in this ridiculously detailed Minecraft map, inspired by League of Legends and chock full of towers, upgrades, shops, and other goodies.


The best part? You don't even need to mod your copy of Minecraft to play it.


Minecraft: DOTA [Minecraft Forum]


Kotaku

It Takes A Global Effort To Drain New Infinity Blade II Boss' Billion Health PointsAt 9:15 am Thursday morning, Donald Mustard, the creative director at Chair Studios, sits next to me on a couch in a hotel in San Francisco.



He unfurls a laundry list of the features from Infinity Blade II's new multiplayer component, but it becomes clear after a few minutes he is distracted. He's actually nervous. He checks his watch frequently, and at 9:48 am he reveals the reason behind the anxiety. "We're rolling out this ClashMob in two minutes, and basically the whole world will be able to play it. When we do something that's never been done before in gaming, I get nervous. I don't know what's going to happen."


The multiplayer mode called ClashMob went live on iOS systems at 10 am, Thursday, April 12, without any notable hitches. It fits right in with the critically acclaimed single-player experience Chair released last December. Players engage in a variety of multiplayer fights, earn points, and unlock items, armor and swords.


The "something that's never been done before" part is that it's an asynchronous fight mode with real-time stats and social media mechanics built into the gameplay. Players enter into a series of challenges designed to urge their friends to complete a task—like defeating a one-billion-point titan in less than 24 hours—and if they achieve this challenge, they'll earn, as a group, a cacophony of different rewards.


It Takes A Global Effort To Drain New Infinity Blade II Boss' Billion Health PointsAt 10:00 am, we flip from his iPhone to the retinal iPad to get a better look. There are three challenges available on day one, and the most daunting is "Clash of the Titan." The goal is to face off against one of Infinity Blade II's new giant bosses and to inflict as much damage as possible to it in 30 seconds. This giant beast, called a Lupun, takes one billion points to defeat, and our paltry sum doesn't seem to even move the damage bar at the top of the screen. Mustard admits the low damage result occurred only because he wasn't using his high-level character, using a level 1 test warrior instead. Players who use heavily leveled-up fighters can inflict far more impressive results, cutting the time needed to defeat the titan, he explains.


Still, when our turn is done, the result page reveals the damage exacted; but it also reveals a series of stats that both excites and relieves Mustard. In the first two minutes ClashMob is live, 1 million points are inflicted. Six minutes later, the total rises to 10 million points. Gamers who had downloaded the mode a week prior, but weren't given the live Challenges to play, were waiting like sprinters at a starting line to tackle the new mode. We watch in real-time as the points spin like a Las Vegas slot machine.


In the first two minutes ClashMob is live, 1 million points are inflicted. Six minutes later, the total rises to 10 million points.

"This is part of the great social experiment," said Mustard. "We live now in an asynchronous world. Here's an example. My wife and I love to play Scrabble, but with our kids and schedules, we don't have enough to play together. So we play it, turn-based, on our phones."


The two other modes are short, but a little less daunting. In "Thirsty for Blood," a horde of Iron Lancers surrounds a village, and players must kill a single one in about one minute to do their part. Mustard hands me the iPad and I defeat an Iron Lancer in about 15 seconds. The third challenge, "Gold in the Sand," is shorter and even less daunting: The goal is to collect as many bags of gold (just like those in the single-player game) in 15 seconds. The overall reward is $25,000 in virtual currency. I play this Challenge and before I know it, the match is over.


Why would I be interested in such a short, seemingly worthless task as collecting bags of gold?


"Once you're done with your turn, you can then tweet or Facebook it," said Mustard. True enough, the post-game screen shows the Facebook and Twitter logos with buttons to engage. Mustard tweets about his experience, and an automatic sentence appears. "I did 9,239 damage to LUPUN! Join the latest ClashMob and help us out! #InfinityBlade" it reads. The playing part of the game is just the start of it. The social interaction, the poking and pushing, and corralling friends to play, is equally important.


ClashMob's "gamification" features don't stop there. Rewards called "Perks" are handed out to those who succeed in how many players they get to to join. According to Mustard, the three reward types, for now, are Point bonuses (earn 1,000 points for getting X amount of players to join); Extra Time (add 5, 10, or 15 seconds to fight times); and Extra Turns (bring in X amount of people earns one bonus play).


By checking back on the completion screen and refreshing MyMob, you can see when the last time your friends have played, a nice feature that unfortunately only goes half way, explains Mustard. "What I would like to see, and what we hope to do in the near future, is to see how many points your friends have scored and to compare your score with theirs directly," Mustard adds.


It Takes A Global Effort To Drain New Infinity Blade II Boss' Billion Health PointsAnother feature, MyMob, engages players on the fence of playing Infinity Blade, or for those who will never ever touch it. MyMob taps into your friends list on Facebook. It's customizable, giving Infinity Blade players the ability to create subsets, like those people actively playing the game versus those who haven't played it, to rally behind the challenges Chair plans to release well into the future.


"My mom, for instance, will never play Infinity Blade II, but she can help me because she is part of MyMob," he said. "If she "likes" one of my posts, she'll actually inflict a little damage to the Lupun. If I get enough players to join me in the fight over the next 24 hours, and enough players to "like" our progress, we're more likely to defeat it. Even re-tweets help."


As I take all this in, I turn to Mustard and say, "Oh, no. Re-tweets? Really?" At this point, I'm feeling conflicted. To think that Infinity Blade II—one of the first game-games designed to take advantage of the iPhone's touch screen, and that plays like a traditional hardcore game—so warmly encourages tweets and Facebook "likes" is almost anathema to its premise. Mustard laughs a little at my response. "These features encourage players and non-players, and they're just incorporating what we're already doing all day, every day."


As we flip through the Challenge screen, it's clear Mustard and team have dozens of challenges lined up. The three we played appear highlighted on-screen, while the upcoming ones are dimmed. One upcoming Challenge is "Swords at Sunset," based on inflicting damage by successfully dodging enemies. It's only available for one hour and the reward is a high-level attack gem. Another is for hardcore gamers only. To participate players need to be level 25 or above. The reward? The "Orchi," a highly prized dual-wielding sword.


"We could, in the future, have ClashMob Challenges during the Super Bowl," he suggests. "Let's say the San Francisco 49ers play the New England Patriots. Our Super Bowl Challenge would take place during the game to see how many gold bags players from the West Coast could gather versus East Coast players."


The playing part of the game is just the start of it. The social interaction, the poking and pushing, and corralling friends to play, is equally important.

Another suggested example could be placed in an equally significant cultural event. "Let's say you're waiting in line for The Dark Knight Rises, you can earn certain points specific to that movie, after which you can present your score at the checkout person at the counter and get half price off your soda."


Most challenges only last for about one hour. But because the game is available worldwide, Mustard explains his team needs to consider how to synchronize time-based challenges with the globe's many time zones.


At 10:30 am, the demo is over and Mustard has to drive to another appointment. Before he leaves, I flip back to the Clash of the Titan screen. In only 30 minutes, the Lupun has taken an impressive 16,870,794 damage points out of 1 billion.


It appears the experiment is working.


Douglass C Perry, former EIC at IGN, is a freelance writer and journalist. You can tweet him @douginsano.
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