Apr 25, 2012
Prototype™

The Art of Prototype 2Because Prototype 2 is out this week, artists involved in the game are now able to share their work. One of those is Venezuelan César Rizo, who did a lot of environment pieces for the game.


Rizo has been a professional concept artist since 2005, and has worked with companies like Radical Entertainment and Relic.


You can see more of Rizo's work at his personal site.


Fine Art is a celebration of the work of video game artists. If you're in the business and have some concept, environment or character art you'd like to share, drop us a line!

The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2 The Art of Prototype 2


Kotaku

This Map Shows All the Places Nathan Drake Has BeenAll the places he's been since we've been in control of his good self, at any rate.


Posted by Sony yesterday, the map contains some standard infographic stuff, but also a handy guide to just where Drake's travels have taken him across four games. It's...not that far, really!


You should come to Australia next time, Nathan. The beaches are lovely, the people are friendly, and nobody looks twice at a man with such sloppy shirt-tucking standards.


This Map Shows All the Places Nathan Drake Has Been


Kotaku

What a Skyrim Helmet Looks Like in the Real WorldHarrison Krix, aka Volpin Props, is someone whose work you should be very familiar with if you're a regular Kotaku reader.


His latest piece is this incredible helmet from Skyrim, which through good design and fine craftsmanship reaches into the game, grabs a Draugr helmet off someone's head and rips it right back into the real world.


He's posted a thorough development report on how he made the thing over on Instructables, which he says can be used not just as a guide to help you make your own Skyrim helmet, but to make your own anything helmet.


Creating Helmets and Armor from Videogames for Fun and Profit! [Instructables]


What a Skyrim Helmet Looks Like in the Real World What a Skyrim Helmet Looks Like in the Real World What a Skyrim Helmet Looks Like in the Real World What a Skyrim Helmet Looks Like in the Real World


Star Trek Online

MMO Company Hacked in 2010, Just Found out About it NowCryptic, the guys behind Star Trek Online and Champions Online, have found out this week that they've been hacked. User details have been stolen, and some "portion of the passwords" present in a database were even cracked. Which is bad. What's worse is that the hack took place in December 2010.


With Cryptic only finding out about this now, that's a long time for hackers to have had access to user's information, especially when Cryptic concedes "If they did [crack password], the first and last name, e-mail address, date of birth (if provided to Cryptic Studios), billing address, and the first six digits and the last four digits of credit cards registered on the site may have been accessed."


What follows is the usual stuff: there's no guarantee your stuff was stolen, change your passwords anyway, etc etc.


IMPORTANT CUSTOMER SERVICE NOTIFICATION REGARDING UNAUTHORIZED ACCESS [Cryptic]


Kotaku
If you're sensitive to unnecessary amounts of drama in your video game advertisements, a word of caution: this contains an unnecessary amount of drama for a video game commercial.

If anyone ever tells you the 1990s weren't the golden age of video game advertising, you slap them, hard, and tell them they are wrong.


Kotaku
The Third World War Brought Clinton and Saddam Closer TogetherThe Sega CD was home to some terrible things, but it was also home to some wonderful curiosities as well. And few are as curious as Micronet's 1993 strategy game The Third World War.


Let's start with the cover art. That amazing cover art.


Sadly, it was only for the Japanese edition of the game (the American release featuring something a little less exotic). But just look at it. It's like something you'd have seen hung on the walls of one of Saddam's palaces.


The Third World War was also interesting for the kind of game it was. The Sega CD saw plenty of FMV action games, and platformers, but one genre it didn't see much of were turn-based strategy games. Which The Third World War definitely was. Imagine a game of Risk that let you negotiate with other leaders as part of the actual mechanics, and which also allowed the player to tinker under the hood with the basics of things like their economy, and you're getting close to what TWW was trying to do.


While the game was severely limited in what it could do, mostly because the Sega CD and a control pad were hardly ideal for this type of experience, it was still a novel idea for a console game, and a brave thing to even attempt. If one of Paradox's modern "grand strategy" games on the PC went back in time twenty years, I bet it would look just like this.


In addition to the grand strategic stuff, TWW also included a rudimentary, isometric battle system that looked like Advance Wars joined forces with Populous.


Because of this, while it looks crude as hell in video form, for those who could get past the presentation and get a handle on all the stats and news tickers they'll often rate it one of, if not the best game for the ill-fated platform.


Apr 25, 2012
Kotaku

Bang Bang, Kiss KissOh why hello there, Kotaku. You've survived Hump Day I see. That wasn't supposed to happen... we don't have a contingency plan for this. No one was supposed to survive hump day.


Hmm, well. Guess we'll have to improvise...


Let's start with an open thread. Go ahead and dive on in, talk about whatever you wanna talk about. Here are some things you could maybe talk about:


Kotaku

Leisure Suit Larry Remake Makes Its Half-Million Bucks, Thanks To You?The guy on the left is Al Lowe, adventure game pioneer and lead creative force behind the Leisure Suit Larry games. The guy on the right is Tim Schafer, adventure game pioneer and lead creative force behind Day of the Tentacle and other LucasArts classics.


When I took this photo, in February, Tim was on his way to pulling in more than $3 million from fans who wanted to fund his team's Kickstarter idea of making a new old-school adventure game. Tim and I were discussing this when Al walked up with his friends at Replay Games.


Today, Al and the rest of their team have just passed their $500,000 goal for their Kickstarter. Their Kickstarter is about bringing the Leisure Suit Larry games back, starting with the first one that introduced us to Larry and turned launched one of the most popular, raunchy game comedies ever. A His team wants to re-do the first game, improving the graphics, adding voice, and so on, releasing on PC, Mac and mobile (read all about it here.). Al's Kickstarter still has six more days to go for those who want to offer even more.


Al Lowe is jubilant today, of course. The comeback he's wanted for Larry is happening. "I'm so proud and pleased that so many of Leisure Suit Larry's fans saw fit to make computer software's most lovable loser into a winner!" he told Kotaku in an e-mail. "I'm overwhelmed by all the love and promise to give them everything they've been missing."


Make Leisure Suit Larry come again! [Kickstarter]


Kotaku

6 Board Games That Video Gamers Should PlayAt the end of part one of this essay on analog games, I said I'd talk about specific examples of board games to show why you, a video gamer, should be playing them.


"GO ON," you shout, catapulting burrito filth from your mouth. "HOW GOOD COULD THESE GAMES POSSIBLY BE."


Well, that's not really the point. You'll see.


Let's start with…


The Resistance

You're sat at a table. The lights are low. Around you are a half dozen of your friends, sipping from beer bottles and eyeing one another nervously.


More than half of you are legitimate members of The Resistance, seeking to undermine the government. The rest are double agents reporting back to that government. The "game" simulates the part of this story where you all meet to argue about which of you can be trusted to go on missions; which of you form the team that plants the bomb or kidnaps the official. The missions themselves are just the members of that team placing a card facedown, either sabotaging the mission or not. These cards are then shuffled and dealt face up, revealing the results of that mission.


You flip the cards… a pass, a pass, a pass and there it is- a sabotage card. At least one member of that team is a spy. But who? Cue frenzied accusations, nervous allegiances, and the leadership of your cell slipping clockwise around the group like a sweaty minute hand.


Which is a fancy way of saying The Resistance is just a game of talking.


Which is exactly why it's important.


Never mind the fact that The Resistance is a beautiful game. Let's glaze over the big things, like the fact that the spies know who one another are and must work together to sway suspicions away from their allies and towards the innocent, and also the little things like the rapid exchange of glances when two spies get sent on a mission together (which of them submits the sabotage card? they can't both do it, or their spy ring will be rumbled).


The Resistance and games like it are important because video games cannot yet challenge our personal charisma, leadership and duplicity. They can't challenge us socially. Hell, they've barely scratched the surface of bluffing. And to state the obvious, to ignore such a vast part of human existence is at best a crying shame.


We're blindsided by what video games can do with such fierce regularity that we often forget what they can't do. Like talking.


Or tactility! Which brings us to


Catacombs


This game sees a team of heroes descending into a dungeon, and casts another player to control all the monsters. Are you asleep yet? Don't be asleep.


The twist is that it's a dexterity game. The heroes, monsters, arrows and fireballs are all wooden tokens. Want your barbarian to run the length of a room to hit a skeleton? You flick yourself at at that skeleton. If you hit, you kill it, if you miss, you miss. If the evil player wants his spider to envelop a hero in some sticky web, you flick a missile token from the spider to the hero. Want to hide behind cover? Flick yourself behind one of the game's stone pillars, which socket into the board.


It's World of Warcraft meets pool. Diablo meets beer pong. But the point is that you haven't even heard of it. That's the tradgedy here. This is a wonderful game, and there's no reason why you, reading this, shouldn't own it and play it with your friends on a weekly basis. But you haven't even heard of it. No, it's worse than that. You had no conception that something like this even existed. Doesn't that make you a terrible gamer? It might do. I dunno.


Again: The popular conception is that boardgames are somehow primitive, but there is so much boardgames can do that video games can't. Yet.


Are you starting to get it? Because I'm not even half way done giving examples.


Descent: The Road to Legend


Descent is a more traditional hero team vs. evil player game. It's a game of movement points and dice, in the style of Dungeons & Dragons. It's pretty great. But the Road to Legend expansion is what makes it fascinating. Here's her map:


What Road to Legend offers is grand campaign that the base Descent dungeon-crawling game sockets into. Essentially, in an ordinary game of Descent the heroes go slicing and bleeding their way through a dungeon, and that's your evening's enjoyment. In Road to Legend, those dungeons are all simple locations in a grand overworld full of cities, rivers and secret paths, and the hero party journeys around it as the evil player maneuveres powerful lieutenants to block them, besiege cities and bring about a dark plot.


To complete a Road to Legend campaign takes some 300 hours, taking a game that's fun in and of itself, and growing a bigger game around it that has the scale and pace of The Lord of the Rings.


This is where things get a bit embarrassing for video games, because unlike the above two examples, video games could do this- something this mad and grand. But they haven't.


Imagine if Blizzard announced a Starcraft II expansion that let players duke out grand campaigns, connecting 80 individual matches between 4 players into a space opera epic with its own map, its own rules. It would be exquisite. Different. Interesting.


Board games have been experimenting with this kind of scale, these sorts of campaigns, for decades, for the simple reason that they're incredible fun. In the same way as persistent unlocks have revolutioned the last few generations of multiplayer FPS games, these cardboard campaigns let you take the hours you spend on an evening's gaming and invest them into something bigger. Except instead of providing hollow, almost skinner box-like rewards, it weaves those games into a story with its own highs and lows.


Course, what I really like about Descent is the asymmetry of the two teams' roles. The fact that playing as the forces of evil, spawning monsters and preparing traps, is a wildly different experience from being one hero in a party that's expected to overcome any obstacle. Video games explore true asymmetry pitifully rarely, whereas take something like


Fury of Dracula


This gem sees one player skulking around 19th century Europe as Count Dracula himself, while four other players slip into the riding boots of Lord Goldaming, Van Helsing, Wilhelmina Murray and Dr. John Seward, trying to hunt the ancient predator down before it's too late.


It's a brilliant experiment of predator and prey, with Dracula (who moves around the board invisibly) leaving a secret trail of the last six locations he visited, and four deadly hunters trying to close a net around him. The kicker is that actually arriving in the same location as Dracula can go either way. An aggressive Dracula versus an unprepared hunter might leave the hunter cripple, and Dracula only stronger.


DO YOU SEE HOW INTERESTING THIS IS? ITS PRETTY INTERESTING. PLAY THESE GAMES OR I WILL GO MENTAL.


LET'S TALK ABOUT AUCTIONS


Cyclades


Auctions are an even simpler mechanic that board games revel in which video games studiously ignore. In life, everything has its price. So few video games ask you what that price is.


Cylades, which is a simple wargame that has players trying to build extravagant cities over a network of war-torn islands in ancient Greece, uses auctions excellently. At the start of every turn, players bid like wealthy drunkards for the affection of Ares, Poseidon, Athena and Zeus, with how many fat coins they actually have kept hidden behind a cardboard screen.


Only the player who wins Ares' favour can train soldiers, move them, and construct forts. Poseidon's the same, but for fleets and ports. Athena simply provides the philosophers required for actually building cities, while Zeus provides the priests and temples that boost your economy. Course, to do all of these actions once you have a god's favour costs even more money.


This is as easy to grasp as it is a colossal mindfuck. Do you need Poseidon this turn? How much can you afford to pay? How much do you need your neighbour to not get Ares? And if you bid on Ares to drive the cost up, what are the odds that you'll be stuck with him when no-one outbids you? Like I say, it's clever. It also auto-balances the cost of powers which designers might otherwise have to playtest into space to determine their cost.


PRETTY GOOD HUH?


WHAT ELSE IS NEXT??!


Risk Legacy


I am sorry for my sass. I am. Still, at least board games are such an ancient medium that they see less of the kind of innovation that games have enjoyed since their inception.


Oh wait, no, that's nonsense. At the moment, my friends are all playing Risk Legacy, a game that's split the board gaming community like lightning striking a sapling.


Risk Legacy sees players dueling for control of a far-future Planet Earth over the course of 15 games. Except, as the Earth changes in the face of centuries of war, so does the game. Everyone's copy of Risk Legacy will evolve and devolve in unique ways as cards are torn up, the board is written on, stickers are slapped on it, and the rules of the game itself change. The box actually comes with sealed sections, their secretive contents only to be unleashed when certain conditions are met.



So, it's a board game with spoilers. More than that, its competitors will build an actual history together, changing the face of the board itself as countries become fortified, irradiated, infested with cybernetic crabs… I mean, I'm guessing. I haven't played it. But I've heard that it does hold some breathtaking surprises, and, more importantly, no-one can stop you from founding the city of Peter Blows or whatever.


This ties into the end of my last post where I said that a table game is just a shrink-wrapped idea. There's a 1985 German board game called Waldschattenspiel where one of the players controls a tealight. Or look at this, or this, or this, or this.


Innovation suffuses this hobby like a tea bag in the boiling water of play.


Quintin "Quinns" Smith used to write about videogames for Rock, Paper Shotgun and nowadays he writes about board games at Shut Up & Sit Down. Find him online at his own blog or on Twitter at Quinns108.
Republished with permission.

6 Board Games That Video Gamers Should Play


Part One: Board Games Are Better Than Video Games In So Many Ways

People have been asking what I've been doing recently.
WELL!
Call it video game detox. I've been pulling up fat handfuls of the roots of videogaming – board games, pen and paper roleplaying games, "live action" games – and chewing on them like some nerd herbivore.
While mobile gaming's been... More »



Kotaku

The Entire Universe, And Other Things That Are Awesome People aren't very big at all. But at least we're bigger than ants, cells, the X chromosome, and all the empty space between particles.


On the other hand, we get tiny awfully fast. Even dinky little Rhode Island looks huge in comparison to us. At least, until you keep scrolling out...


From quantum foam and the Planck length (that's itty bitty) to the scope of the entire measurable universe itself, this amazingly cool interactive graphic has it all.


But don't ask yourself what comes after the entire universe. That way lies madness. (Unless you're a college student, and it's 3:30 in the morning, and you may have had a few particularly strong adult beverages recently. That's the perfect time to wonder what comes after the entire universe.)


And just in case you'd ever wondered how big the world of Minecraft really is? It's just about Neptune, but nowhere near Jupiter.


The Scale of the Universe 2 [HTwins.net]


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