Kotaku
Sega on Why Phantasy Star Online 2 Is Free To PlayIn March, Sega announced that their upcoming MMORPG, Phantasy Star Online 2 will be smart phone compatible and free to play. In a recent interview with Weekly Famitsu, Phantasy Star series producer, Satoshi Sakai, talked about Sega's somewhat ballsy decision.


Apparently, the decision to make Phantasy Star Online 2 free to play came about very early in the game's production. With the increase of free to play online social games for smart phones, the developers were worried that the public perception of online games was becoming distorted. Most free to play online games are made so that the game's full potential cannot be tapped without some monetary investment. The developers at Sega found this trend of game development that favored players who would/could pay over players who wouldn't/couldn't to be troubling and unfavorable to the game market at a whole. Said Sakai, "By allowing a well made game like PSO to be accessible more people, we felt that we had a chance to teach people that 'This is what online RPGs are supposed to be like.'".


While Phantasy Star Online 2 does have some features that can be bought with money, the developers have restricted these to minor, non-essential areas, like upgrades for players' individual rooms, increased storage space, or trading features. "There is nothing that requires payment that will take away from the intrinsic game experience if they are not purchased." Sakai explained.


Sega has always been a game developer that mixes up the pot, and while not every attempt has been successful (some, like the Dreamcast, being ahead of their time), more often than not, they manage to leave their mark. With Phantasy Star Online 2, Sega is seeking to change the online game market itself. "We are seeking to create a business model that functions while still allowing PSO2 to remain as much of an enjoyable experience as possible." Sakai spoke, reflecting on the online gaming market. "I honestly think that Sega is the only maker that is willing to go this far. Even if we fail, if we can get people to say 'They were 5 years ahead of their time' then I'll have no regrets. I believe that there's meaning in the challenge itself."


Phantasy Star Online 2 is currently in closed beta testing, and looks absolutely beautiful.


ファミ通.com [ファミ通.com]


Kotaku
This Teenage Gothic Lolita Will Rock Your Brains OutYohio, the 16 year-old Swedish musician, finally made his Japan debut. Yohio has dressed as a Gothic Lolita for the past few years, and his anime inspired looks earned him Japanese fans.


This week Yohio has been appearing on Japan's biggest morning shows to promote his Japanese language mini album, which is now on sale. The Japanese media calls him a "bishounen" or a "beautiful young boy".


Yohio, who's been practicing the guitar for eight hours a day since he was 11, is a huge fan of Japanese rock. After of discovering Gackt when he was 14, he formed his own visual kei band.


Visual kei ("visual style") appeared in Japan in the 1980s and is marked by elaborate costumes and make-up.


Check out the video for the single, "SKY☆LiMiT". Yohio is a talented musician and a brilliant guitarist. He also looks better in a petticoat than 99 percent of the planet.


Kotaku
First Look at Resident Evil Creator's New Horror GameShinji Mikami, best known for creating Resident Evil, is gearing up work on a brand new survival horror game with his new studio Tango Gameworks. It's codenamed "Zwei".


The image above is very early concept art for the title. With Zwei, Mikami is supposedly committed to making a "pure" survival horror game.


"A true 'survival horror' game is one in which the player confronts and overcomes fear," Shinji Mikami said in a statement provided to Kotaku. "I've found my focus and once again I'm striving for pure survival horror. I am being very hands-on in the development of this game to ensure that the quality is there. Rest assured."


Previously, Mikami indicated that he would be stepping down from game development after completing his next game. This is his next game.


Kotaku

Nintendo Just Posted Its First Annual LossToday, Nintendo announced its first annual operating loss in its history as a public company. Sluggish Wii sales and a strong Japanese yen hurt Nintendo—not to mention a rocky rollout for the Nintendo 3DS.



The game maker chalked up a US$455.9 million operating loss for the 2011 financial year.


"What went wrong was that sales of the 3DS didn't take off as we expected," Nintendo President Satoru Iwata said (via Bloomberg). "The stronger yen against the euro was also another reason."


The Nintendo 3DS is being sold below cost due to a large pricecut. However, Nintendo stated that the 3DS will cease to be sold below cost sometime later this financial year, making the handheld even more profitable for the Kyoto-based game company. Nintendo is also forecasting a profitable April 1, 2012- March 31, 2013 (aka their 2013 fiscal year), thanks to strong 3DS sales and the upcoming Wii U.


The game maker is predicting an operating profit of $429 million for the year starting April 1, 2012. Warm up those money printing presses, Nintendo!


(Top photo courtesy of Alex Manchester )
Kotaku

A Tetris Swimsuit is Sexier Than it SoundsObviously with a ton of Tetris-inspired prints lying around the warehouse, fashion label Black Milk have added a Tetris swimsuit to its existing line of Tetris leggings.


While the leggings were faintly ridiculous, the swimsuit is a much more sensible affair. Relatively. Though at AUD$90 (which these days is basically USD$90), you better really like Tetris to bother.


Silly boots not recommended for actual swimming.


RETRO GAMER SWIMSUIT [BlackMilk, via Pwn Love]


A Tetris Swimsuit is Sexier Than it Sounds A Tetris Swimsuit is Sexier Than it Sounds A Tetris Swimsuit is Sexier Than it Sounds A Tetris Swimsuit is Sexier Than it Sounds A Tetris Swimsuit is Sexier Than it Sounds


Kotaku

Lost Planet 3 Screens Star Frightened Space JesusCapcom has updated Lost Planet 3's website to include a range of new screenshots for the upcoming sequel that, let's be honest, nobody really asked for.


Scattered amongst them are shots we saw when the game was first unveiled, but most are new, showing a mix of killer snow aliens and a man whose beard and haircut look familiar.


Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus Lost Planet 3 Screens Star Frightened Space Jesus


Kotaku

Japan's King of Games are one of the finest video game clothing merchants on the planet. Anyone who's owned one of their shirts, or even been around one, know they ooze quality, from the fancy boxes they ship in to the durability of the prints.


I've had a Zelda shirt of theirs around six years now and it's still in one piece, the print's all in one piece, the seams are all still holding, the works.


This video shows how some of the company's latest shirts, minted for the 25th anniversary of the Zelda series, were made.


It's pretty cool that, at least in part, they're printed by hand.


If you want one of the shirts, sorry. They were a limited run and sold out last year on the strength of preorders alone.


Left 4 Dead 2

Looks Like Left 4 Dead 2 is Running Officially on LinuxWhen tech guru and Linux fan Michael Larabel visited Valve yesterday, he promised more info and pics than simply saying Steam was coming to Linux. Looks like he's come through.


Larabel has posted images of Left 4 Dead 2 running natively on Linux, and says a release of Steam itself - likely in the form of a beta at first - should be later this year.


In addition to Left 4 Dead 2, selected because of its "stable code base", he says Valve will be bringing other titles to the platform as well.


We're still waiting to hear back from Valve for an official comment on the matter.


Valve's Gabe Newell Talks Linux Steam Client, Source Engine [Phoronix]


Kotaku

Dragon Quest X Gets a Release Date for Japan!Square Enix's highly anticipated 10th Dragon Quest game has just gotten a release date! The new online RPG, Dragon Quest X will be hitting the shelves (in Japan) on August 2nd of this year.



Much like the 11th and 14th incarnations of the Final Fantasy series, Dragon Quest X will be online only with a fee of ¥1,000 (US$12.50) for 30 days, ¥1,950 (US$24.80) for 60 days, and ¥2,900 (US$36.25) for 90 days of online use. Square Enix has announced they will have a "kids time" where users can play for free, but further details have not yet been released.


Each player can create up to 3 different characters to explore the online world. The game will include 2 discs, and requires a 16GB or greater USB memory to play. Standard Wii controller, Classic controler, Classic controler PRO, and USB keyboard interface are supported.


Dragon Quest X will be released in 2 versions: The ¥6,980 (US$87.25) Standard version, and a ¥8,980 (US$112.25) version that will include a compatible USB memory. Both versions will come with a 20 day game ticket.


【速報】Wii「ドラゴンクエストX」は8月2日に発売決定。オンラインサービスは月額課金制で,30日間1000Wiiポイントに [4gamer.net]


Kotaku

A Story About Sly Cooper, By Mark Serrels, Aged 30The fridge is full of energy drinks. Heads hover motionless, inches from illuminated screens. An arcade machine sits tucked in a corner. Gorgeous concept art, in various stages of completions, drapes itself on all four walls.


Sanzaru feels like a place where video games are being made.


The open area studio is littered with print-outs; messages left by developers to their fellow employees. This door leads the way to the men's toilets, this is a warning that Robot Dance Parties are completely forbidden - understandable. This one signifies the rechristening of their Street Fighter Alpha machine as the ‘Supreme Beatdown Fortress' and I have no idea what Willy Wonka is doing blu-tacked to the wall…


This is the language that gamers and developers share.


But pride of place, on a single large scale wall, in clear view of the entire studio, is the centre piece - a collection of letters. Hand-written, hand drawn - magnetised onto the space like finger paintings. Placed front and center so everyone can see.


A large note sits in the middle delivering the most important message of all…


"Fan Mail. Read it!"


"First off I am so grateful that you took up the challenge to make Sly 4."


That one's from Maddie, aged 13.


"Ever since I beat Sly 3 I wanted a Sly 4 and that's been almost two years now… but with Sucker Punch working on Infamous so much, there was no telling how long it would be until the next Sly game. When the Sly collection came out with the teaser trailer I was jumping for joy. And then E3 this year got me really excited so thank you so much. ☺"


With fans like Maddie cheering on Sanzaru, pushing them to make sure Sly Cooper: Thieves in Time lives up to the Sly legacy, how could they fail?


-–


After putting in a stellar shift with The Sly Collection, a HD upgrade of the first three Sly Cooper games on PS3, Sanzaru were given the keys to the kingdom - a shot at creating the next entry into the Sly Cooper franchise. It's letters like Maddie's - from fans who adore the series - that constantly remind the team of their responsibility to those who love Sly Cooper.


"Sly Cooper fans are all super excited about the game and, when they send in pictures and stuff, all that does is make me want to work harder," says Caley Roberts, Producer. "Because there are times when you're sitting in this cube for 20 hours and you're like, ‘I just want to get this level done, and you stop caring as much because you're tired and you're supposed to already be finished.


"Then you look over and you realise that the stuff you're working on translates directly into joy for kids. And damn, that feels really good."


A Story About Sly Cooper, By Mark Serrels, Aged 30


It's a sentiment that feeds directly from the top down. Sanzaru Predident Glen Egen receives the fan mail. It was his decision to post it on the wall for all to see, as a reminder of precisely how high the stakes are. Sanzaru is working on a franchise people are heavily invested in, and Glen wants the entire team to be aware of that fact.


"It's so inspirational to see how people just connect with the characters," says Glen. "Just having a sense of that greater collective experience is sort of core to our work. That's something we've really bought into."


Matt Kraemer, Lead Designer on Sly, agrees.


"It's motivating, because you're working on the game and then you get stuff in the mail, and I'm like, ‘the team should see that stuff', because everyday you're sitting and your desk working on something - in the future fans are going to be writing fan mail about that stuff."


-–


"Remember that one visitor," begins Matt. "The one who came to the front door?"


One cold San Francisco morning, the front bell rings. On the other side of Sanzaru's glass entrance stood a determined 12 year-old boy, flanked by a supportive, but seemingly bemused mother.


His objective was simple - he wanted to check up on the progress of the new Sly Cooper game. He wanted to make sure the folks at Sanzaru were on the right track.


"He came in with his mum," laughs Glen. "He was about 12 years old.


"He just said, ‘I wanted to make sure everything was okay, and you guys were taking care of the game. Are you taking care of it? I'm just making sure, because it's really important to me!'"


A Story About Sly Cooper, By Mark Serrels, Aged 30The stakes are high.


The team at Sanzaru Games want to satisfy established fans, but Sly Cooper must also have the capacity to bring back fans of the original games, and reach out to new fans in that age bracket. Unashamedly, Sanzaru is shooting for a broad audience.


"We're definitely trying to pull that off," says Glen. "It's not like we're trying to create a game that excludes any audience. Thieves in Time is very broad, in the writing, in the different layers…


"That variety allows lots of different age groups to get engaged. The writing is quite layered."


Matt agrees.


"There's stuff for the younger audience," he says. "And then there's stuff for the parents who are sitting behind."


"Yeah, like all the references that only parents will get," continues Glen, finishing Matt's sentence. "All that kind of stuff is just layered in there to give the game that broader feel."


-–


It makes perfect sense, studios in Hollywood have been pulling off this magic trick for decades - attracting a younger audience with the high concept, then seducing the parents with extra layers of quality, via the minutiae of detail and sneaky asides. If Pixar and Disney can do it, why not Sanzaru? Why not Sly?


"I wish more games would try it," says Glen.


"I don't think the desire to appeal to both sets of audiences changes any design decisions, but we both have kids and we want them to able to sit and enjoy it with us. We just have to make sure we have a lot of variety.


"The one thing with Sly is it there are so many different types of gameplay in the games: you've got big boss battles, you have the stealth, you have driving sections you've got mini games, you have puzzles, you have upgrades… there's just so much to the game, and that appeals to the broad audience."


In the early 2000s the market was teeming with games like Sly Cooper: Thieves in Time - games that skirted the line between demographics. High quality platforming experiences, games with accessible fun platforming mechanics; video games that refused to take themselves seriously. Fast forward a decade, in a world where the po-faced shooter is King, a game like Sly Cooper is an anomaly. Sanzaru is aware of the challege.


"It's just breaking through to those people, that's the important part," says Matt. "We do focus testing, we get guys that would normally be interested in Modern Warfare. They sit down and play, and then they're like, ‘dude… that was great. I would never have bought this game but when it comes out I'm going to buy it."


I ask Matt if that worries the team, the fact that adult focus testers are delivering the line, ‘I would never have bought this game, but…'.


"Yeah," he admits, "they just have that perception that it's a kid's game."


‘A kid's game' - there's absolutely nothing wrong with that. Toy Story, technically, is a kid's movie. Harry Potter is, technically, a children's book. People who play video games have children and - a decade on - those who grew up playing Sly Cooper on the PS2 have children. Given these circumstances, there little reason to doubt that a game like Sly Cooper: Thieves in Time can't bridge the gap.


To date, Sanzaru hasn't received any hand written fan mail from adults, most of it comes from kids in the 7-13 age bracket.


But that may change with the release of Sly Cooper: Thieves in Time.


Mark Serrels is the EIC for Kotaku Australia. You can follow him on Twitter!
Republished from Kotaku Australia with permission.
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