When Alienware recently discontinued its M11x line of compact laptops, many feared the age of the 11-inch gaming machine had come to a close. Origin PC keeps the tiny dream alive with its EON11-S, so small it photographs well next to an Xbox 360 controller.
A full-powered gaming PC in a tiny package, the EON11-S bundles together Intel's 3rd generation mobile processors with NVIDIA GeForce GT 650M graphics into in short and sexy machine more than capable of tackling today's tougher games.
Weighing in at less than four pounds and starting at $999, it's the sort of gaming laptop I wouldn't mind lugging around. Hell, I'm not even sure it counts as lugging. It actually sounds like the perfect PC for a game journalist, utilizing NVIDIA Optimus Technology to extend the battery life to up to 6.5 hours while doing things that don't require heavy graphical power.
My favorite feature, however, is that that garish "I'm a gaming laptop!" plastic can be foregone in favor of a classic flat black design. I'm too old for a laptop that looks like a robot's chest piece.
The EON11-S is now available for purchase at Origin PC's website. Look for a more in-depth look at the system in the near future.
I'm sitting in a cinema; the lights come up. The God of War: Ascension presentation is over. Amidst a hum of whispers and seat shuffles, there is a call for questions. Reluctantly I raise my hand. I'm handed a microphone.
"Maybe I'm jet-lagged," I begin, "but I'm a little bit confused…"
No-one blames me. This isn't what I was expecting from God of War: Ascension. Not even close.
The demo begins with a close up — a face, not quite Kratos, but recognisable as such. The camera zooms out dramatically; a Cyclops blasts through concrete.
"A prequel," I think to myself, "this is what Kratos must have looked like before…"
'Not-quite-Kratos' begins attacking the Cyclops, all slashes and stabs. But then another character, who looks a little less like Kratos, but still a little bit like Kratos, joins in on the Cyclops beat down. Seconds later ‘not-quite-Kratos' and ‘a-little-bit-like-Kratos' have spilled the Cyclops intestines (and various other internal organs) all over this level's nice clean floor and subsequently moved on. Together.
"A non-playable team-mate?" I ask myself. "Or maybe God of War co-op?"
I really have no earthly idea what's going on here.
The battlefield increases in scale. A barrage of new 'not-quite-Kratos's' enter the scene. Slashing, parrying, clefting one another in twain. One particularly vivid kill involves one 'not-quite-Kratos' slashing another 'not-quite-Kratos' right through the shoulder blade. In God of War the phrase 'tearing one another limb from limb' is always meant literally.
In the background, a titan-esque Cyclops. Absolutely massive. He's tied down with chains and struggles against them as the carnage unfolds. The combat is God of War-esque, but it feels less precise — far more loose. Hits don't appear to register as easily, enemies don't follow the traditional routes — they don't head directly towards the waiting blades of ‘not-quite-Kratos', they judder and jerk, they parry. In short — they act like human players.
"Wait a minute," I think, the idea suddenly dawning. "Is this multiplayer?"
Slowly it starts to click. Piece by piece. It appears as though there are two teams of four, battling it out for control, attempting to hold various areas of a sprawling multiplayer map. Both sets of teams continue to skirmish as I compute.
One gains the upper hand, and eventually a massive, God-sized spear is hurtled towards the ground. ‘Not-quite-Kratos' grasps at it. He leads his team to the gargantuan Cyclops where they, in the most grotesque manner possible, liberate the monster from his single, solitary eyeball.
This is God of War: Ascension's new multiplayer component. And I'm still a little bit confused.
"What did you think," asks Whitney Wade, Senior Producer.
I answer honestly.
"Well, I was really, really confused, and maybe that was deliberate — maybe you guys wanted us to feel confused," I say. "Then I sort of tried to piece it all together, and that was quite fun, the process of trying to understand the demo as it went along."
She laughs.
"Ah, you were the one that asked that question!"
After watching the demo, featuring ‘not-quite-Kratos' and ‘a-little-bit-like-Kratos', we were funnelled towards Jason McDonald, a Lead Combat Designer tasked with helping us digest what we just saw. The afore-mentioned demo was presented completely without context — hence the confusion. It was his job to clarify things.
"So yeah, what you just watched was multiplayer," he begins.
"Basically we showed a team component where two people killed the small Cyclops. Then we pulled back and tried to show that there's a bigger fight happening on a bigger scale with a bigger Cyclops."
The game we just watched was a four versus four affair — essentially God of War's interpretation of ‘territories'. Each team had to hold two separate positions, and hold said positions for a specific amount of time before earning ‘the favour of the gods', and the right to use the Spear sent from the heavens to slaughter the massive Cyclops.
Suddenly I begin to feel a little less confused.
"We've actually talked about multiplayer internally for quite some time," claims Whitney, "even before this iteration of God of War.
"I think when we were thinking about what is the next God of War going to be, our focus was definitely on single player, but when those talks evolved we asked, 'what's going to be our ‘Titan' moment in Ascension?' A 'Titan moment' being a huge technical, artistic and creative endeavour. The timing just felt right to try multiplayer, so we just went into gear."
Multiplayer may not seem like a challenge on the same scale as the Titans from God of War 3. Multiplayer has been done before, even in franchises known primarily for single player. But God of War: Ascension is attempting to push towards the unknown in a sense — there may be a blueprint for multiplayer in the first person shooter realm, but multiplayer in an action game like God of War is uncharted territory.
"It's a huge challenge for us," admits Whitney. "But we've always tried to face our challenges head on.
"We had the same attitude when we initially started talked about the Titan – everyone was just like, ‘man, this is going to be crazy.' And then we just go ahead and do it!
And that's essentially what the team at Santa Monica did — went about the task of 'inventing' a multiplayer God of War.
"We started off building arenas, and then we started wondering what our wow moment would be," says Whitney. "Then we thought about the simpler stuff – player versus player, balancing, teams – do we want to have AI involved? It was like that, there wasn't really an initial conversation with a road map, we were finding our way as we went.
"We really thought about what was successful about God of War single-player: visceral gameplay, epic gameplay, making sure the player feels powerful and fun. We though about how we could transfer that into multiplayer.
"It was far from the traditional process you go through when you add multiplayer to, say, a first person shooter. It's a huge challenge."
‘Challenge'. It's a word the Santa Monica team use constantly, almost like a crutch. Multiplayer is a ‘challenge'. The Titans were a ‘challenge', designing levels is a ‘challenge'. The word ‘Ascension' seems to be tied into that — because a challenge isn't something you necessarily solve — it's something you rise to.
"The biggest challenge of moving into multiplayer is making the combat balanced," says Jason, and there's that word again — 'challenge'. "Kratos is a powerful guy, but we can't make everybody super powerful, because that would just be frustrating.
"The weapons are tuned a little differently – you might have noticed that the ranges were a little bit shorter, and we've done things to make sure you can actually fight with one another.
"We want people to understand what's going on. — if you get the upper hand you know why, if you're losing you know why. We want to make sure the attacks have defined ranges, and players recognise how to counter."
The class system being introduced to God of War: Ascension is part of that need to define multiplayer — to give it a purpose, to provide players with a template to work with. It's a familiar tactic, but perhaps a necessary one considering the circumstances.
"You'll be able to select from one of four gods – Zeus, Aries, Poseidon, Hades – and based on that selection will come abilities, explains Jason. "Some of them may be magical, some may be perks, some might be an item you can use. I don't want to give too many details, but there will be... ah, maybe I'll just stop right there!
"Think of it this way — various games will give you perks like, ‘I'll do a little more damage than you'. Maybe something happens after I kill a bunch of guys. Those are examples of perks that you may have in Ascension.
"We want to make sure that all the classes complement each other. We want to make sure a well balanced team works better than an unbalanced team. A good example is basketball — If you had all centres... well, Shaq might have been good back in the day, but if you have five Shaqs you're still going to lose."
Bringing multiplayer to a well established franchise — particularly a series known primarily for focused single player experiences — is bound to elicit backlash from specific segments of the game's fanbase.
BioShock 2, Dead Space 2 — shoe-horned multiplayer is hardly a boon, and is seen by many as a drain on resources that could otherwise be spent on honing the established single player aspect.
This is an assumption Whitney Wade is well aware of.
"Absolutely we're worried about it," she says.
"I can remember working on God of War 1 the night before E3, when we were debuting the game for the first time. We were tuning the Medusa to the very last minute and we had no idea what people's reactions would be the next day. That's just how we operate! The fear of failure, the fear of rejection! That drives us to make sure we're hitting it. And we don't know if we're hitting it until it's out there."
But Whitney believes the experience with Santa Monica's ranks, and the team's extensive history with the God of War series, grants them a little more leeway. The team is far more comfortable taking risks as a result.
Still, there are no guarantees.
"I hope fans react favourably," begins Whitney. "We're proud of it otherwise we wouldn't be showing it to you today. We're trying to define action-adventure multiplayer and not only is that our goal, but we feel like we're hitting it.
"Along the way fans have always talked about the potential of multiplayer, some fans have also mentioned they don't want to dilute the single player experience. So we made the decision to move forward with multiplayer without diluting the single player experience."
The pressure of working on a fourth iteration of God of War is intense. Expectations are high, not just from the fans, but internally. It's that constant struggle to outdo previous efforts, to redefine production values — that's what motivates every single individual working at Santa Monica. Every God of War must have its Titan and it just so happens that, this time round, said 'Titan' revolves around an attempt to redefine multiplayer.
"We're definitely proud and ambitious people on this team," says Whitney, finally. "We want to be proud of what we do, and we want to make sure we can enjoy the thing that we've made.
"We want to make sure we're outdoing ourselves every time."
Evoking images of lilacs, hyacinth and GameCubes, Nintendo's Midnight Purple 3DS launches on May 20 in North America, giving fans another way to "customize the look of their systems".
Nintendo's official announcement of this new Midnight Purple color scheme, joining red, blue, black, and pink on the market just in time for Mario Tennis Open, heralds it as "another option to customize the look of their systems to suit their individual styles and personalities". Having previously traded in Nintendo handhelds at my local retailer in order to secure a different color I'm not condemning the practice. Calling it customization just seems like a bit of a stretch. That's like customizing your car by buying the same model in a different color.
But hey, new color, and one that reminds me vaguely of my GameCube.
Well, my GameCube until I traded it in for a silver one.
Automatons can come in many shapes and sizes. You can get giant robots, who will one day rise up and kill us all, and you can get tiny little novelties, like this Paper Mario box.
It's not the most advanced thing in the world, but there's a simple charm to it that makes it endearing. Much like the little plumber himself.
If you're technically-minded there's instructions at the link below.
Paper Mario Brothers Automaton [Craft]
The worst album covers of all time made me miss the good old times of record shops. These books, however, just scare me. They scare me because, with the advent of personal digital book publishing, things are probably going to get even worse.
I don't even want to get into Amazon or iBooks' selfpublishing sections. But if you want to risk your mental health, please feel free to post the worst books you can find in the comments. [Bored Panda]
The correct answer, as EVE Online players already know, is last year, when an expansion to the game brought about avatars that must surely be the envy of every other video game involving human characters on the planet.
The lighting helps, especially the way it reacts to their skin and hair (and the fact Dead End Thrills took the shots at with 2160p rendering), but what I like most about them is the fact they're so human in their proportions. They don't look like cartoon characters, they don't look like comic book characters, their eyes, noses, everything looks as it should.
Take special note of the eyes, and the lips, and how they're able to convey subtle emotions.
I'm not saying they look real, or are able to overcome the uncanny valley, but stuff like this is a definite step in the right direction. Especially since these aren't characters specifically modelled by an artist, they're created by the players themselves.
It's also a reminder that for all of people's talk of "next gen" visuals with Sony and Microsoft's next console, in many ways that "next gen" is already here. It's just on the PC.
EVE Online [Dead End Thrills]
Late last year, a man had an idea for a Zelda-themed LEGO set. I liked his work. But it was also a little basic. Now, a rival set has come along, with full plans for not just minifigs but playsets as well, and it is great.
Ragaru's plans include large, detailed and impressive sets based on Hyrule Field, the Temple of Time, Sheik's Well, the Water Temple and even a range of accessories like bottles, chests, keys, fairies and grass.
It's been submitted to LEGO's Cusoo page, nominally for projects that might actually one day be made. Seeing as this deals with another company's property, it never will, but master LEGO builders can at least take inspiration from the designs!
The Legend of Zelda Project [LEGO]
Reader Samshel Darkspear has a rather interesting job. He freelances for porn sites. Not as a cameraman, or an actor, but for the actual sites. As a headline writer.
It's about the only writing you can do for a porn site these days (sorry literary fetishists!), I guess, but someone needs to do it, and Samshel is one of chosen.
Because the job is mind-numbing (he likens it to a game tester...sounds awesome, but is actually awful), as he has to sift through the actual videos to do it, he's got an interesting fallback for when it all gets a bit much.
"The one thing that keeps me sane after browsing through endless hours of German porn, using more degrading terms to describe female performers than a rapper after a bad break-up, and having to come up with unique titles for the same video a hundred times, is a very simple thing", he says.
"I like to sneak videogame references into porn titles or descriptions whenever possible. Yes, I once wrote 'She used to be an adveturer like you until she took a dick in the ass', only to see it be an invalid name due to the character limit, but one day...one day I'll get it."
Here's some more he's been working on.
These two Princesses take a pounding to their shaved peaches
Her face falls under the shadow of her lover's colossal cock
This spanish stud's cumshot technique is super effective!
And, well, you get the idea. Before you accuse them of being so damn cheesy, he knows. It's part of the charm. And also part of the therapy.
So, adult readers, next time you're browsing your favourite adult site and see a headline that sounds a little familiar, you may well have Samshel to thank for it!
YouTube user rickonami has done a wonderful thing. He's remade the intro to Star Fox on the SNES, only now it's in fancy HD, and includes some nods to the N64 game.
If you like it, you should check out some of his other, similar attempts, like those for Mother and Gradius, which I've included in the gallery above.
rickonami [YouTube, via Destructoid]
I never eat food, or even bother picking up food while playing Skyrim, but S Galinsky does - he loves Skyrim food so much that he's actually done his level best to recreate the foodstuffs you encounter in Skyrim into a hearty all-round meal. Should have just brewed a potion…
But man, some of this looks quite delicious. The soup especially. Man, I'm starving.
Thanks S Galinsky for sending it in!