Kotaku
Are you done having the seizure induced by this video's thumbnail? Cool. Sorry about that. Okay:


I love the Tabla— the Indian hand-drums that involve a technique more complicated than anything I could hope to master (they have their own language, for god's sake), but which sound utterly unlike any other kind of drum.


Many a great chase-sequence and action scene has been accompanied by their staccato beats, and so it seems like it'd only be a matter of time before a video game featured the instrument more prominently.


Enter Barabariball, a game by Noah Sasso that Evan Narcisse tells me will be on display at the upcoming NYU No Quarter Exhibition. Dig the trailer, and enjoy the tabla, as played by Kanai Dutta.


Kotaku
Choosing The Perfect Victory Music For Life's Little TriumphsOf the many musical aspects common to the role-playing game, "victory music" is one of my favorites. Every time you emerge from battle victorious, a familiar, stirring theme plays. You tally up your experience point gains, count your loot, and level up.


I want that music to play in my everyday life. Why can't my every accomplishment be accompanied by victorious fanfare? I don't know. I think I'm going to start carrying around a little set of speakers with me, and have gaming's best victory anthems underscore my everyday accomplishments.


Here is a list of the themes I'd want to play, and when. (Do listen to them, for full effect):




Final Fantasy VII

I want this music to play every time I reach inbox zero.




Trails in the Sky

I want this music to play every time I switch from sweatpants to real pants.




Persona 3

I want this music to play every time I walk into the building where I used to have a job I didn't like.




Final Fantasy Tactics

I want this music to play every time I close the printer door after installing a new ink cartridge.




Suikoden III

I want this music to play every time I ride my bike down the hill in front of my apartment.




Lunar 2

I want this music to play every time I peruse the wine section at the grocery store.




Saga Frontier

I want this music to play every time I successfully snag a cab from the other six people standing in front of the bar.




Chrono Trigger

I want this music to play every time I get a notification that the girl I like has commented on one of my Facebook posts.




Chrono Cross

I want this music to play every time I look out my window in the morning and see that it is actually not foggy today in San Francisco.




The Throne Room

I want this music to play every time I walk into a room carrying a just-delivered pizza.



(Top photo | Deklofenak/Shutterstock)
Kotaku

Kotaku Melodic Starts NowHere now begins Kotaku Melodic, your weekly dose of music, video games, and video game music. Have a drink and enjoy yourself.


Kotaku

Electronic Arts to be Bought by South Korean Company?Interesting. According to a report on Bloomberg, originating from the South Korean media, MMO publisher Nexon is interested in a takeover of Electronic Arts.


While details were thin, the Bloomberg report did mention EA's shares jumped 6% on the news.


Nexon is the publisher of games like Maple Story.


Neither Nexon nor EA is willing to comment on what both companies call "rumor and speculation".


Top Headlines: PepsiCo Results, EA Soars on Offer [Bloomberg]


Kotaku
A Baylor Bear, Fighting as a SpartanNews and notes from around the world of sports video gaming:


• In the picture above, the 2011 Heisman Trophy winner Robert Griffin III, widely expected to be taken second when the NFL Draft kicks off in 90 minutes, enjoys a game of Halo 4 at a Microsoft-sponsored VIP event in New York yesterday.


• Operation Sports has noticed that Madden NFL 13 is offering a bunch of pre-order bonus content tied to the game's "Connected Careers" mode that no one can or will talk about yet. From GameStop, a preorder gets you Barry Sanders and John Madden himself to use in the game's career mode. Preordering through Amazon gets you Joe Gibbs and Lawrence Taylor, adversaries from the knock-down drag-out NFC East of the 1980s. [Operation Sports]


Madden NFL 13 will have a new broadcast team and presentation. You can get a look at Jim Nantz and Phil Simms in the booth, plus the game's new replay angles, developed in consultation with NFL Films, thanks to Pasta Padre's compilation of video highlights from the recent webcast of new features.


Kotaku
Two Years Out of the NBA, EA Sports Puts Its Live Back TogetherBy the end of October 2010, everyone knew NBA Elite 11 was doomed. Though officially "delayed" that September, one week before the game was due to release, no one really expected it ever to ship, even internally. The ambitious makeover of the NBA Live franchise simply had too many problems to be published. That last Friday of the month, word spread from EA Sports' operations in California and Canada to Florida. NBA Elite would be canceled outright.


Jason Barnes, then at his desk in Florida working on an MMA game, took a call that day from someone on his studio's executive team. "If NBA was coming here," Barnes was asked, "what would you do?"


It was one of the most nightmarish episodes in EA Sports' history. Barnes, a 12-year veteran of the label, felt that keenly. And yet it also felt like the day a longtime dream might come true.


A former college point guard whose father played for John Wooden at UCLA, Barnes had worked in sports video games since the mid-1990s, but never on basketball. "It was always football," said Barnes, pictured above at right next to the Cleveland Cavaliers' Kyrie Irving and a friend of his, during a visit earlier this year.


Even when he was working on NFL Street in 2004, Barnes said he was always bugging the studio's chief about hoops. "I was in Steve Chiang's ear the whole time: 'Can we get basketball down here, can we get basketball down here,'" Barnes said. "I had convinced my wife that, if the opportunity ever presented itself to go to Canada," where the NBA Live/Elite series was then made, "that we'd give it a year."


Instead, the series was coming to him. All of it. Every file, every animation, every line of code. Barnes was one of the "first four" assigned to the game, three of whom remain (the game's art director, Tim Spangler, and development director, Dave Swanson). As creative director, Barnes would feel the burden of salvaging the usable components of NBA Elite 11 and fitting them into a new vision for the game.


What's the first thing he did?


"I grabbed Elite and started playing the hell out of it," Barnes said. "I started taking notes."


***

EA Sports never shipped NBA Elite, so 2010 was scratched from the label's basketball simulation history. It chose not to release a game last year, either, a decision many viewed as influenced by NBA labor unrest foreseen well before the players were locked out in June.


In reality, NBA Live skipped 2011 because simply reconditioning NBA Elite was out of the question, and starting over from scratch would be impossible in the span of a year. There's also the fact that, with the exception of one lone survivor from the Elite project team, everyone working on this game would be new to it. It's a development team now numbering more than 70, bringing on its most recent hires in October.


Simply reconditioning NBA Elite was out of the question, and starting over from scratch would be impossible in the span of a year.

"We look on it as, 'We just bought a pretty cool property,'" Dale Jackson, the general manager for NBA Live. "Rather than blowing up the building and starting over from a crater, we wanted to see what was still inside that we could use."


That is where most of 2011 was spent, says Barnes, and Nick Wlodyka, the game's executive producer. As much as NBA Elite reminds the general public of embarrassing glitches, bland animations and a control scheme that threw the baby out with the bathwater, there are assets from Elite that still can deliver a good game.


Barnes, revisiting the creative pitch he was asked to make in October 2010, admits his disagreement with some of Elite's design choices. The controls it aspired to, in which the left stick was meant to be a player's feet and the right his hands, were understandable in one-on-one play but were ill-suited to team play. He also disagreed with the game's attempt to implement skill-based shooting.


But he was amazed at the depth of the motion-capture library for NBA Live/Elite going back some six years. "I've directed 15 to 20 motion capture shoots for other days," he said, "There was 120 [games] of motion capture in there. That's a ton."


One of Elite's many problems was that the game seemed to be unable to bring any real variety of player behavior to the surface. Yet Barnes, rooting through the game's motion capture library, found some spectacular animations. "There are some awesome rebounds, a guy skying up and grabbing the ball one-handed like Dwight Howard does, for example," he said. There was a swat-off-the-backboard block, evocative of LeBron James, on the screen at Barnes' desk the day I visited, and he was delighted to see it had come up in live play. "It's in figuring out how to trigger them and then getting them working properly," he said.


The rest of the game's pitch will be laid on three pillars that Wlodyka repeatedly stresses: gameplay, presentation, and online.


In gameplay, the Live team sees an advantage in being able to, as Jackson, the general manager, puts it, treat an iterative sports title like a completely new product. Sports video games are published annually for a number of reasons, one being that their league licensing partners typically require it. That doesn't leave a lot of time for streamlining or completely changing how the game is played. The NBA Elite team in Canada tried that on a 12-month schedule, and got burned badly.


What ends up happening, Wlodyka said, is because a sports video game has to serve year-after-year customers who expect the game to have consistent controls, control modifiers and feature sets are layered on with each release. "Sometimes in a franchise you get so embedded, and you're trying to add so much depth that you ultimately create a more complex set of controls," he said, "and only your hardcore fans know how to use certain things."


If giving up two years, uncontested, to a direct competitor has any advantage, the chance to push reset and return with streamlined gameplay is one of them, and it seems to be where NBA Live 13 is headed. "If LeBron James has a backdoor pick and he's cutting toward the hoop and he's open," Barnes postulates, "and I press the pass button, the standard A on the Xbox 360, I want to throw an alley oop. I don't want to have to think 'This is an alley-oop situation,' when that is the pass that [Mario] Chalmers or [Dwyane] Wade would throw in that situation. In making those intelligent decisions for the user, it's really just the actions that come out of the decisions the user made."


Two Years Out of the NBA, EA Sports Puts Its Live Back TogetherMark Bennett, a software engineer on NBA Live 13. EA Sports has not had an NBA simulation product on shelves since 2009. Its next game is four weeks away from its alpha state as of writing.

The team also sees another gameplay opportunity in how NBA 2K treats defense. "Passing and defense have been two places of frustration with 2K; you try to pass the ball, it gets intercepted, now you're moving to icon passing," Wlodyka said. "Is there a way to make intelligent passes without forcing people to use icon passing? In general, in real life, teams aren't always playing deny (the pass) defense. But that's what's happening in 2K. They play deny defense a lot, and that's where you see these interceptions happen."


For presentation, NBA Live 13 will have full ESPN branding and the network's broadcast package, as NBA Elite 11 was supposed to. That audiovisual familiarity will resonate with many players and indeed, before the glitches started showing up, NBA Elite 11's broadcast team and commentary was expected to be a real advantage for the title. Mike Breen and Jeff Van Gundy's audio catalog will appear in NBA Live 13. Analyst Mark Jackson, who has since left the booth to become a coach, will be dropped.


"There's a ton of commentary that's never been heard," Wlodyka said. "There's a lot of cool stuff that we just don't have to rebuild."


The last pillar, online, is where NBA Live 13's team projects the most confidence. These days, it seems no publisher of sports video games other than EA Sports is able to launch a title without connection problems, lag, or other crippling disappointments that chip away at a genre that is natural for online multiplayer. Last year NBA 2K12 rewrote its online codebase and suffered through an embarrassing launch for its online feature set. The NBA Live "advisory council" of gamers and community managers, visiting the same week as I was, straight up said it expects to see, in NBA 2K13, the same online problems the series has battled for years.


The year spent building NBA Elite 11 was the thesis. The year tearing it down was the antithesis. NBA Live 13 will be the synthesis.

Even if it's identified the three strongest areas in which it can compete, and how it will, NBA Live 13 still must face an NBA 2K series that, two years ago, was the consensus sports video game of the year (and a Kotaku nominee for overall game of the year).Last year, NBA 2K12 added in the beautifully executed "NBA's Greatest" mode, a nostalgic look at some of the league's most beloved teams and performers. Whatever NBA 2K13 does this year will likely be more sophisticated than NBA Live, which simply has to re-establish solid fundamentals with video gamers before it starts putting up window-dressing features.


Yet the most palpably concerning expectation felt by NBA Live 13's developers is that gamers will think this should look like and play like a simulation basketball video game built with the luxury of a three-year schedule. It is not. It is a game that will be built on a year's production schedule, the same as its siblings in Madden and NCAA Football two floors above in the same building. The year EA Canada spent building NBA Elite 11 represented a thesis. The year tearing it down was the antithesis. NBA Live 13 will be the synthesis.


Wlodyka credited the label's senior leadership for its patience, considering they are the deal-makers who signed the license with the NBA and then, after Elite collapsed, had to re-work their arrangement with the league to accommodate the two-year absence.


"If they said, 'No, we gotta get this game done this year,'" meaning 2011, "we would not be in the situation we are now," Wlodyka said. If that had been the expectation, he wouldn't have signed on to the job.


"When you're competing against NBA 2K, which has a phenomenal game, you can't do something that's just good enough," he said, "That's not fair to the fans."


***

There's only one guy on NBA Live 13 who worked on NBA Elite 11. He's Andres Rivela, a software engineer on the gameplay team, who made the 3,000 mile journey from British Columbia to rejoin the project in Florida.


"When the game was canceled, it was a tough pill to swallow for many individuals," he admitted. "Not to say that we didn't agree it shouldn't have been delayed or canceled. We thought it was the right decision."


No one's said anything harsh in his presence about Elite, Rivela said, even unintentionally. It's not a sore subject, but he's not looking at NBA Live 13 to be the redemption of his work on Elite 11, either.


"[Redemption] implies a certain level of failure that I don't think is fair," he said. "It's more an opportunity to finish what was started, and do right by the Live franchise."


Kotaku

Which Video Game Characters Would You Go Gay (Or Straight) For?Today's Speak Up on Kotaku wonders about those characters that are just so darned attractive that they appeal even to those who prefer members of the other sex. Commenter chadboban wonders about that, and puts the question to you: Are there any video game characters you'd go gay (or straight) for? Here's chadboban:


Are there any video game characters you'd go gay for? I mean you could be as straight as a ruler and still have even a tiny crush on a video game character, right? Most typical answers are along the lines of Leon Kennedy, Link, Solid Snake, Chris Redfield, Nathan Drake, Frank West, some even say Geralt from the Witcher, Wander (or Wanda depending on your region) from Shadow of the Colossus, Kratos (from playing the games you know he's a damn stallion), Squall Leonhart (you know you love that moody ass) etc.


As for me there are two dudes in particular that I'd go gay for in a heartbeat. One is Godot from Phoenix Wright: Trials and Tribulations. I dunno, maybe it's his story that makes me feel compassion for him, maybe it's that way he doesn't get his coffee, instead the coffee just comes to him when he puts out his hand (like a boss), maybe it's the way he sips it. Maybe it's the sexy beard, that charming ass smile or his undeniable sense of style. Seriously, that is one sharp outfit he has on. And how could you forget this dudes theme, [www.youtube.com] that's some classy stuff right there. Maybe that's the reason I like him, he just oozes class all around in whatever he does.


The other is Kyle Hyde of Hotel Dusk: Room 215 and Last Window: The Secret of Cape West. First of all, I don't care what anyone else thinks, he's probably one of the most handsome men I've ever seen in a game, hell probably anywhere, but hey that's just me. He's just so damn attractive, and has a rough edged charm about him that I still can't get over. I find his smug smirk so adorable despite his rugged appearance. And his smile, oh god that smile! He smiles very rarely in the game but when it does, it's freaking magical, and I can honestly say that when it happens, even as a straight dude, I swoon a little.


I guess all these man crushes probably makes me somewhat gay.....eh whatever, I can live with that.


So Kotaku, is there any character in a game you'd go gay for, or if you're gay, are there any characters you'd go straight for?


About Speak Up on Kotaku: Our readers have a lot to say, and sometimes what they have to say has nothing to do with the stories we run. That's why we have a forum on Kotaku called Speak Up. That's the place to post anecdotes, photos, game tips and hints, and anything you want to share with Kotaku at large. Every weekday we'll pull one of the best Speak Up posts we can find and highlight it here.
Portal

Homemade Portal Pinball Will Teleport Into Your Heart Action & reaction. Angles and speed. Momentum and inertia. Pinball is a game of physics. So is Portal. And that's what makes this homemade Aperture Science pinball table so great.


Reddit user iliveon built the working table with friends and says the goal is to get a pinball stuck in each portal. It's clearly a labor of love and could only be improved by having GLADoS making fun of you as you played.


via Reddit


Homemade Portal Pinball Will Teleport Into Your Heart Homemade Portal Pinball Will Teleport Into Your Heart Homemade Portal Pinball Will Teleport Into Your Heart Homemade Portal Pinball Will Teleport Into Your Heart


Kotaku


Rooster Teeth started their popular Halo-based machinima comedy series Red vs Blue all the way back in 2003.


What was actor Elijah Wood up to in 2003? Oh, just carrying the lead role in a little old top-grossing fantasy movie that won 11 Oscars.


But nine years later, Red vs Blue is still churning away, with season 10 slated to start at the end of May. And as their trailer shows, they've got Elijah Wood on board. He'll be stirring up trouble for the series' heroes as AI character Sigma.


The next season of Red vs. Blue will feature Elijah Wood [Destructoid]


Kotaku

In Hybrid, Players Wage A New World War Every Couple Weeks"Why call it Hybrid?"


When I asked Hybrid producer Caleb Arseneaux that question, his response was vague. The game has a lot of hybrid qualities, he said. It's a hybrid of familiar 3rd person shooter mechanics and new ideas, a hybrid of MMO-style map-conquest and instanced deathmatches…


That ambiguity could indicate a lack of focus at the heart of the game (maybe someone at developer 5th Cell drives a Hybrid car?). Fortunately Hybrid itself looks to be a confident game built around a couple of strong central ideas. In essence: It's a third-person shooter where you can't run around out of cover but you can fly around in a jetpack.


Also, there's a new world war every couple of weeks.


Hybrid is, fundamentally, an online 3rd person shooter. It'll be available exclusively on Xbox 360 via Xbox Live and will be released sometime this summer. The game operates on two levels—the macro "wrapping" layer, which concerns an ongoing, persistent world conflict, and the bullet-to-bullet deathmatches that make up the actual gameplay.


The macro-layer is the only place any story comes into play. Basically, there has been a catastrophic event in Australia which has left the entire continent a smoldering hole (sorry Luke!) and ripped a hole between our dimension and another.


A war has broken out between two teams—one is blue, and one is red. Don't you love it when apocalyptic wars for the future of the planet are color-coded so easily? I do. The blue team is called "Paladin" and is made up of humans from Earth. The red team is called "Variant" and is functionally identical to Paladin, they just come from the evil Varient dimension. Both teams are vying for "Dark Matter," which they'll need to win the war.


In Hybrid, Players Wage A New World War Every Couple Weeks


In order to get Dark Matter, the two sides must duke it out in a large number of regions around the globe. Each region keeps a tracked percentage of how many experience points have been earned by each team—the first team to reach 100% gets two samples of dark matter, while the loser only gets one. After this, that region closes off.


Once the final region is closed, the score is tallied and the winning side gets a huge bonus and wins that world war. At that point, the entire war resets, and everyone does it all over again. The key is that while the war never ends, character levels carry over, so you won't lose your progress or anything. Arseneaux said that a world war will take somewhere between 2-4 weeks, which is fairly short for a World War but seems like a good amount of time for a multiplayer video game.


But that's all macro-level stuff. Down in its guts Hybrid is a third-person cover-shooter that puts a much larger focus on cover than any 3rd person cover-shooter before it.


That's because you actually can't really not be in cover—despite the fact that you control a soldier with legs, there is no way to move about on-foot. Instead, players launch themselves from cover to cover with jetpacks.


The game is therefore much more about strategic leaping and bounding from cover to cover, with players flying past one another in between raised islands lined with cover. It's possible to move around while ducked behind a chest-high wall, but not to actually break away from it, except to fly to new cover.


What's neat is that every level is designed to allow for maximum mobility—you can aim, fire, and redirect yourself as you hover from cover to cover, so there's more freedom of movement than the idea of a cover-only cover-shooter may inspire. Often, you'll be flying from one cover to another and will go zooming past an enemy character—blowing them out of the sky is good fun, and is referred to by members of the development team as "jousting."


Hybrid plays a significant bit differently than other 3rd person games, notably its main point of comparison, Gears of War. Where Gears of War's versus multiplayer is less of a cover-based thing and more about doing quick rolls and dives, Hybrid sticks players to the wall and makes them stay there.


In Hybrid, Players Wage A New World War Every Couple Weeks


Well… to a point. I played through a couple of two-on-two matches (the game goes up to three-on-three), and there was still enough going on in a given match to make the game feel about as fast-paced and hectic as Gears of War, while still remaining a good number of levels beneath Call of Duty or any other FPS. (That's at least in part because I wasn't used to the controls.)


The weapons and upgrades are about what you'd expect from this sort of game—you have a customizable loadout at the start, you can carry grenades or weapons upgrades, your guns can be improved and you can unlock new ones, etc, etc. All of those unlocks, of course, tie into the overarching XP system, which also informs how your side is doing in the grand meta-war.


Hybrid also has killstreak rewards in the form of armed mechs you can summon to fight at your side. I saw three mechs, each one better than the last—the first two were hovering, gun-armed robots that would follow you about and take on your enemies. The third mech is called a "Preyon," it's a killer robot ladyninja that seeks out and instakills one of your enemies. If a foe's Preyon gets you locked in, you'll hear a terrifying keening sound before you inevitably bite it.


You'll die a lot in Hybrid, but the game feels fast and forgiving; there are a max of three players on each side, so respawning happens quickly. I had a good time playing the game, and found it welcoming and fairly forgiving, which is at least in part because the more restricted nature of the gameplay means that you won't fall victim to the same sorts of unexpected freaky pro-playing that you'll find in other games.


Gunplay has a quick, arcade-y feel to it, which is a nice switch from the heavier feel of Unreal-based games like Gears or Mass Effect. In fact, the whole vibe calls Monday Night Combat to mind, and seeing as how the game is a fast-moving arcade shooter released on XBLA, the comparison feels more apt.


In Hybrid, Players Wage A New World War Every Couple Weeks


Another game that Hybrid calls to mind is the Platinum's supremely underrated Vanquish, but only in a few very specific ways. Don't get too excited—shooting and moving aren't anywhere near as punchy, fast, or gonzo as they were in Vanquish, but something about the constant motion from cover to cover feels reminiscent of Platinum's game.


Hybrid will be releasing a Beta this Friday, at which point players will have a chance to play three of the game's modes (there will eventually be 7), and 3 of the 10 maps that will be in the final game.


The beta should give 5th Cell a chance to stress-test their server, which will be housing the entire ongoing World War, and to test out the balancing tools they say that they've got ready to keep the teams even. Incentivizing joining one team over another shouldn't be too difficult, Arseneaux said, saying if, for example, Variant had way more people than Paladin, they would offer new players a 5-level boost to start at Paladin, theoretically balancing the scales.


It all looks to be a tight, enjoyable concept, displaying just enough ambition to set it apart without becoming unfamiliar. The beta will be a good place for players to get a feel for Hybrid and determine if it's for them—outside of its tweaked gameplay, there may not be a whole lot here to get players to commit to the game long-term. I sense that the finished game game will give its players exactly one thing, and that one thing just may be fresh and well-executed enough to win Hybrid an audience.


...