Kotaku

While they may be having their share of financial problems lately, Kingdoms of Amalur creators 38 Studios have still been working on at least one new game.


That game is a massively multiplayer project dubbed Project Copernicus; just today, the governor of Rhode Island announced that the game will be released in June 2013.


The studio then released this fly-over video, which gives a sense of the world of Project Copernicus. Well, it is very colorful, isn't it?


Hold on, I want to go back to the governor thing for a second. That is excellent. I kind of wish we could get all of our video game release-date announcements from state governors, you know?


Kotaku

You'll Be Happy to Note That None of Our Gaming Apps This Week Were Diablo IIIOh give us a break, it was the first time any of us got to cover the launch of a Diablo game. And hey, we did manage to spotlight five mobile games that have almost completely nothing in common with Blizzard's game.


Almost.



I mean sure, Tower of Fortune is a dark role-playing game of sorts, and maybe the frantic pace of Ballistic SE is akin to the click-to-kill action of the dungeon crawler. Oh, and there is a Diablo Futbol Club, so there is a tenuous link to New Star Soccer.


But other than those three, our five gaming apps of the week had absolutely nothing in common with Diablo III. Except for N.O.V.A. 3, which is also the third game in a series.


Thanks, This Could Hurt!


If you have a suggestion for an app for the iPhone, iPad, Android or Windows Phone 7 that you'd like to see highlighted, let us know.


You'll Be Happy to Note That None of Our Gaming Apps This Week Were Diablo IIITower of Fortune Puts a Fresh Spin on Retro Role-Playing

Chance has been a huge factor in role-playing games since the earliest days of pen-and-paper games. Normally represented as the roll of a die, Tower of Fortune swaps dice for slots. Is it a winning combination? More »



You'll Be Happy to Note That None of Our Gaming Apps This Week Were Diablo IIINew Star Soccer Turns you Into a Mobile Superstar

New Star Soccer is a flash game that's been available on PC for years now. It's fun, and it's free. Well, it's also now out on Android, iPhone and iPad, and while it's no longer free, it's still great fun. More »



You'll Be Happy to Note That None of Our Gaming Apps This Week Were Diablo IIIBallistic SE Explodes an Orgy of Kaleidoscopic Chaos onto Your Eyeballs

Gorgeous explosions. Fast, frantic action. Clever, customizable design. These elements drive Ballistic SE into the category of games that reconfigures what you can expect out of a mobile gaming experience. More »



You'll Be Happy to Note That None of Our Gaming Apps This Week Were Diablo IIIN.O.V.A. 3 Is The Most Ambitious Mobile First-Person Shooter I've Seen

First-person shooters suck on a mobile device, don't they? They're inaccurate, fidgety, uncomfortable...and just downright rage-worthy. Why would you even want to play Call of Duty on your iPhone anyway, right? More »



You'll Be Happy to Note That None of Our Gaming Apps This Week Were Diablo IIIMy Compliments to Those Who Made This Could Hurt So Good

I've become so jaded by mobile gaming's endless pleading for my attention that I recently removed every game from my iPhone except for three that I deeply admire. Today, I'm glad to add a fourth to that group: This Could Hurt by Orange Agenda. More »



Dota 2

Racist Comment Leads DOTA 2 Commentator To Apologize To Community Toby "Tobi Wan" Dawson is a professional commentator for esports site JoinDOTA. He covers DOTA and now DOTA 2 matches and tournaments, and is considered to be quite entertaining. Unfortunately, the commentary he was caught making while playing in a live-streamed public match over the weekend is not so much entertaining as it is inexplicably racist.


The comment, as seen in a screenshot, was: "have you heard the expression..lame as a ni**ers baby?"


He later apologized on the JoinDOTA forum, explaining, "it is not ok, that is rage combined with [the other player's] jokes to create a completely inappropriate comment which I am sorry for making."


Interest in DOTA 2 continues to ramp up as the game, published by Valve, runs in beta. Tobi Wan was a commentator at Valve's official tournament, The International, when it debuted at Gamescom last year. This year's tournament will take place at PAX Prime in Seattle at the end of August.


Valve is explicitly trying to encourage civility and good behavior in their multiplayer communities. The best time to make sure that DOTA 2's community grows to be a positive influence on the game is now. While the usual arguments are raging, the community seems to agree that even in the heat and adrenaline of competition, some language is out of bounds.


Kotaku

Which PC Hardware Works Best With Diablo III?After 11 years in the making and more setbacks than we care to count, Blizzard has finally unleashed a third installment to its cult classic dungeon crawler. Having waited over a decade, the arrival of Diablo III was a bittersweet moment for eager fans. In what must've felt like a cruel joke, missteps in Blizzard's execution prevented many users from accessing content throughout last Tuesday.


Diablo III requires a constant connection to Battle.net and its servers were simply overwhelmed. That isn't entirely shocking when you consider the fact that over two million copies were pre-ordered. Launch day hiccups are almost inevitable when you have that many gamers storming your gates. Fortunately, Blizzard implemented various tweaks and its servers are running smoothly as of late Wednesday.


Which PC Hardware Works Best With Diablo III?


Nonetheless, the blunder has intensified debates about always-online schemes. Many users have expressed their disapproval with scathing reviews across the Web (3.7 out of 10 on Metacritic). Regardless of whether that's fair, we imagine (or at least hope) the controversy will encourage developers to be more careful about mandatory connections — a discussion that is well beyond the scope of this article.


While we disagree with making single player components online-only, there isn't much mere mortals like us can do about it. What we can do, however, is beat the hell out of Diablo III with today's finest hardware. Blizzard has somewhat of a reputation for making highly scalable titles that run on virtually any gaming rigs, so that's largely what we expect from the developer's latest offering...


Testing Methodology

We tested 26 graphics card configurations from AMD and Nvidia, which are installed alongside an Intel Core i7-3960X to remove any CPU bottlenecks. The latest official drivers were used for every card.


Which PC Hardware Works Best With Diablo III?


Test System Specs:


  • AMD Radeon HD 7970 (3072MB)
  • Gigabyte Radeon HD 7950 (3072MB)
  • AMD Radeon HD 7870 (2048MB)
  • AMD Radeon HD 7850 (2048MB)
  • HIS Radeon HD 7770 (1024MB)
  • HIS Radeon HD 7750 (1024MB)
  • HIS Radeon HD 6970 (2048MB)
  • HIS Radeon HD 6950 (2048MB)
  • HIS Radeon HD 6870 (1024MB)
  • HIS Radeon HD 6850 (1024MB)
  • HIS Radeon HD 6790 (1024MB)
  • HIS Radeon HD 6770 (1024MB)
  • HIS Radeon HD 6750 (1024MB)
  • HIS Radeon HD 6670 (1024MB)
  • AMD Radeon HD 5870 (2048MB)
  • AMD Radeon HD 5830 (1024MB)
  • HIS Radeon HD 5670 (1024MB)
  • Gainward GeForce GTX 680 (2048MB)
  • Gainward GeForce GTX 670 (2048MB)
  • Gigabyte GeForce GTX 580 (1536MB)
  • Gigabyte GeForce GTX 570 (1280MB)
  • Gigabyte GeForce GTX 560 Ti (1024MB)
  • Gigabyte GeForce GTX 560 (1024MB)
  • Nvidia GeForce GTX 480 (1536MB)
  • Gigabyte GeForce GTX 460 (1024MB)
  • Gigabyte GeForce GTX 550 Ti (1024MB)
  • Intel Core i7-3960X Extreme Edition (3.30GHz)
  • x4 4GB G.Skill DDR3-1600 (CAS 8-8-8-20)
  • Gigabyte G1.Assassin2 (Intel X79)
  • OCZ ZX Series 1250w
  • Crucial m4 512GB (SATA 6Gb/s)
  • Microsoft Windows 7 SP1 64-bit
  • Nvidia Forceware 301.34
  • AMD Catalyst 12.4


We used Fraps to measure frame rates during a minute of gameplay from Diablo III's first act. We tested the game on maximum quality at three common desktop resolutions: 1680x1050, 1920x1200 and 2560x1600.


1680x1050 - Gaming Performance

Integrated graphics delivered undesirable results at 1680x1050, with the Core i7-3770K's HD 4000 graphics engine rendering just 13fps and the A8-3850's Radeon HD 6550D averaging 37fps — serviceable, but less than ideal. The Radeon HD 6670 at 45fps is about as slow as we'd want to go in Diablo III. Beyond that, the GTX 550 Ti, HD 7750, 7770, 6750, 6770 and 6790 all delivered a solid 54 to 61fps.


1920x1200 - Gaming Performance

At 1920x1200, the GTX 550 Ti, HD 7750, 7770, 6750, 6770 and 6790 still delivered playable frame rates. To hit 60fps+, you'll only need an affordable card such as the GTX 460 or HD 5830. Anything better should deliver perfect gameplay with plenty of headroom, as high-end cards exceeded 90fps.


Continue Reading

2560x1600 - Gaming Performance
CPU Performance
Final Thoughts


Republished with permission from:
Which PC Hardware Works Best With Diablo III?Steven Walton is a writer at TechSpot. TechSpot is a computer technology publication serving PC enthusiasts, gamers and IT pros since 1998.


Kotaku

EA Offers Crowdfunded Games Three Months of Free Distribution on Origin So, you've successfully rallied hundreds of strangers to pay for your brilliant game idea on Kickstarter, IndieGoGo or some other crowdfunding site. Now you need to make the damn thing. But an even bigger problem looms after you develop and test Amazing Game X: getting it to everyone who wants it, including backers.


EA, of all companies, wants to help with that wrinkle. They've announced today that they'll make crowd-financed games that are "fully-funded, complete and ready-to-publish" available on their Origin digital distribution platform and will waive any distribution fees for three months. Of course, once those three months are over, EA presumably goes back to taking their cut.


It's savvy for EA as the mega-publisher tries to attract more games away from Valve's Steam platform and looks like they're helping fledgling developers. And if you're a veteran game creator like Brian Fargo, the loving audience who paid out to Kickstarter probably won't care where they're buying your game from as long they get to play it. On the other hand, once a consumer signs up for Origin, EA's free to dangle all of their own wares in front of them so they get a marketing boost off of this initiative, too.


Kotaku

Curt Schilling's 38 Studios, who have been mired in financial troubles lately, have successfully repaid $1.125 million of their $75 million debt to Rhode Island after withholding pay from employees.


Kotaku

What Makes RPG Dialogue Great (And How It Can Go Wrong) We spend a lot of time watching video game characters talk.


Sometimes they're perched in dimly-lit inns, plotting out their next moves over frosty mugs of Genuine Medieval Ale. Other times they're exchanging snarky quips between rounds of troll-hunting or alien-squashing. Or sharing awkward pleasantries after robotic sexual encounters.


Japanese role-playing games are especially dialogue-heavy. When we're not watching our characters talk, we're seeking out new conversations; if you enter a town and don't go around starting chats with everybody you see, you're totally doing it wrong. Non-player characters usually have interesting or at least helpful things to say about a given situation. When they don't, we get mad. It feels like a waste of our time, a disrespectful abuse of an important gaming ritual. It's frustrating.


(Incidentally, I've never seen an RPG that tries to justify these non-stop verbal volcanos. It's never quite clear why random people are always willing to jabber at your character before he or she says so much as hi. And how the hell does your entire party fit into one tiny little tent? Let's move on.)


But for something we spend so much time reading and watching, dialogue is sure hard to properly analyze. What makes a given line or scene interesting? What makes it work? What makes it not work? What makes you want to chuck your computer at the screen and tell Vincent Valentine to stop whining about how sad his life is?


It's tough to pinpoint exactly what makes dialogue flow, which may be why we're so quick to jump to easy adjectives like good, bad, and all of their respective synonyms when we describe the way characters are written. It's also tough to look at dialogue as an objective art; like food or paintings, your average character's line could be delectable to some people and dull to others.


Like any good video game, great dialogue has a certain flow.

But there are tricks. Rules. Rhythm, for example: like any good video game, great dialogue has a certain flow. Words bounce and move in certain directions, with certain cadences and beats. You can tell when the pulse isn't there.


Sometimes this rhythm is achieved through mirroring language, synonyms or antonyms that echo and play off one another like dance partners at a ball. "Such a big sword for such a small girl," a character might say. Other times it's about striking balance between long and short sentences: "My life is a chip in your pile. Ante up!"


Some game designers even play around with what the video game form can do to the rhythm of dialogue. In the adorable lawyer sim Phoenix Wright series, for example, text makes bleeping and blooping noises that vary speeds depending on how fast a given conversation is moving. And the music pulses alongside the beat.


Sharp writers have mastered techniques like the rule of three, a well-regarded principle that can be used both for drama and comedy thanks to its timeless formula: setup, climax, payoff. Sentence construction is made much easier when you have rules to follow.


Dialogue in a video game, like dialogue in a movie or a television show, should ideally sound like real life, but smarter. This is easier said than done. It's particularly hard for video games that take place on planets full of elves and space orcs and magical crystals. It takes a certain level of talent to make dialogue sound natural when you're stuck with names like Balthier and Cait Sith.


But even when a line doesn't sound like something any sane human being would say, it can still be memorable. It can still be catchy. Final Fantasy IV's classic "you spoony bard" is part gaffe, part translation quirk, and 100% unforgettable. And it's hard not to be endeared when FFVI's Kefka spits out ridiculous half-curses like "son of a submariner."


Let's look at some dialogue in action. Take a look at these lines from Lunar 2: Eternal Blue, a wonderful classic JRPG that was released for the Sega Saturn and then again for the PlayStation in 2000. Some background: you've just met a wayfaring gambler named Ronfar, who has agreed to join your party and help you save. This is because Ronfar is a good guy, but it's also because he feels extraordinarily guilty about his inability to save his lover, Mauri, when she suffered some mysterious illness a few years back. (There's more to the story, but I won't spoil it here.)


Here's what he says (to himself) a few minutes after agreeing to help you out:



What Makes RPG Dialogue Great (And How It Can Go Wrong) What Makes RPG Dialogue Great (And How It Can Go Wrong)

There are two main problems with these lines:


1. They're completely on-the-nose. There's nothing to think about, nothing to infer. Ronfar is saying how he feels when he should be showing how he feels.


2. Who the hell would actually say something like "All that I care about now are the dice"? Even as an internal monologue, it just sounds clunky. Say it out loud. It's tough to get through. Ronfar might be trying to convince himself to forget about Mauri and whatever psychological issues he's associated with her trauma, but these few lines just don't feel natural. They don't feel like something anyone would think to themselves.


Not to pick on Lunar: Eternal Blue, a game chock full of hilarious writing and charming characters, but it's this sheer lack of subtlety that often hurts JRPGs. People don't say what they're thinking. We don't need to see what goes on inside their heads. And if we do need to peer into their internal monologues, we should see something a little more interesting than blunt variations on "here's how I feel right now!"


Ultimately, dialogue is at its best when you don't even notice that it's there. If a writer is doing his or her job well, you won't spend time thinking things like "what a witty line" or "that language sure felt clunky." You'll just think of a game's characters as people on your screen, people with personality traits and quirks and interesting things to say. They'll just feel real.


Random Encounters is a weekly column dedicated to all things JRPG. It runs every Friday at 3pm ET.


Kotaku

Most Games are “Not Good Enough for Adults” Says Journey Creator Jenova Chen thinks that video games don't access enough of the human emotional spectrum. Sure, they do revenge and aggression well but they struggle to handle love or other kinds of deep connection.


That's why all of the games spearheaded by Chen—Flow, Flower and, most recently, Journey—have all proceeded from a clear mandate of wanting to expand the emotional vocabulary of video games. He talks about that on an interview with Gamasutra:


"My biggest complaint for computer games so far is they are not good enough for adults. For adults to enjoy something, they need to have intellectual stimulation, something that's related to real life. Playing poker teaches you how to deceive people, and that's relevant to real life. A headshot with a sniper rifle is not relevant to real life. Games have to be relevant intellectually. You also need depth. You have the adventure — the thrill of the adventure — but you want the goosebumps too."


Chen also connects the limited subject matter to how much bigger games tends to cost:


Right now, games are so expensive; they're 60 bucks. If they don't let you kill over a thousand people, the game is going to be dead within two hours. Then they have a problem justifying 60 dollar prices...


The developer also alludes to the fact that he and colleagues at ThatGameCompany are working on something new but need financing after the expiration of their three-game deal with Sony.




A Personal Journey: Jenova Chen's Goals for Games [Gamasutra]


Kotaku

Nominate Comment Of The Week Here (Plus A New Policy!)Hello Kotaku. Happy Friday. Do you have good weekend plans? I was going to go to a concert, but now I have to cancel to play Dragon's Dogma all weekend for review. Because of you. I blame you.


Last week, Stephen asked you all to weigh in on what we're doing over here at Kotaku. A few of you had some good points (especially the part about where you liked Watch This, Play This—ahem, ahem), and so today I'm ruling in a new policy for Comment of the Week.


To make it easier on you all to remember your favorite comments, reply to a comment you liked with a "#cotw" hashtag. I'll sift through those for the week in question and pick a comment (or two, or more depending on how fervent you are) based on popular choice (and a bit of my judgment). The winners will be revealed on my weekly Best of Kotaku post, that goes up every Saturday.


With that, let's get on with our last nomination post. Please post your favorite comment down below with a link for viewing, and get on with the voting! May the best commenter win.


Kotaku

Heavy Rain Creator “Not Interested in the Next Generation of Consoles” We're at a weird place in terms of expectations for the near-future of video games. Yesterday saw Epic Games unveiling the next iteration of their Unreal Engine and that— combined with a stream of leaks about the successors to the PS3 and Xbox 360—have people thinking about the possibilities of what's next. But David Cage doesn't care about any of that.


In an interview with Develop, the creative force behind hit PS3 game Heavy Rain says that he still thinks his ideas can play out on the current generation of gaming hardware:


But to be honest, I'm not that interested in technology or the next generation of consoles. If we could continue with PlayStation 3 for another five years it would be fine with me. I think the main challenges are on the creative side than on the technical side.


Are there technical things I can't do on PS3? Honestly, no. The limitation is much more about the ideas we have. When you look at the past, you realised that the technology evolved must faster than the concepts we rely on.


Granted, Cage unveiled the bleeding-edge "Kara" tech demo from his Quantic Dream studio earlier this year but that was made with and geared to run on existing technologies. It sounds like he's advocating more for the clever usage of current tech to implement forward-looking ideas, which is an idea that needs to co-exist with the chase for the new hotness.




David Cage: 'My team say my ideas can't fit into consoles' [Develop Online]


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