Unless you've hacked your iPhone and turned it into a jailbroken, SNES-rockin pirating party, you probably can't use it to play Zelda.
Good thing there's My Little Hero, a lovely top-down action-adventure that channels the spirit of Link in almost everything it does, from its spammy one-button hack-n-slash combat to its top-left-corner heart gauge.
But while My Little Hero certainly feels like a Zelda game, it sure doesn't look like one: its aesthetics are more reminiscent of a Tim Burton film than any of Miyamoto's cartoony (or even his less cartoony) masterpieces.
The premise: you're a little dude. A boogeyman comes to your room and steals all of your belongings. You have to go into a dream world (entrance: your closet) to get them back. You can walk around with the virtual button on the bottom-left corner of your touchscreen and attack enemies with the virtual button on the bottom-right corner of your touchscreen.
The downside to all this: there are few ways to comfortably hold your left thumb on the virtual joystick without bothering your thumb (at least on an iPad—I haven't tested the game out on an iPhone). My Little Hero, like many iPhone and iPad games before it, would be far more suited for a good old-fashioned controller.
Still, it's a fun romp through imaginative dreamworlds that are well-suited for short blasts of gaming pleasure. And since Nintendo ain't releasing Zelda: iPad Edition anytime soon, this is as close as you're gonna get.
My Little Hero HD [NCSoft, $4.99]
But this one guy who stalks and terrorizes two players might be my favorite so far. He runs around in circles, chases them, and mumbles some really non-sensical, funny-yet-disturbing words at them. In fact, he freaks them out so much that they make a run for it, and decide the only way to deal with the situation is to kill him and rest easy.
Poor guy. Maybe he just had a speech impediment and wanted to make friends.
Destiny vs. The No - DayZ [YouTube via Reddit]
This is Orgarhythm, an upcoming Vita game to be released by publisher XSEED later this year. It's super weird and Japanese and cool and I can't wait to play it.
There are 19 million Kinects in the wild and very few good games to play on them. I think most people will say that Dance Central is the best (partially because it seems to work more than 75% of the time). What's second best?
It could be this holiday season's Fable: The Journey.
I grabbed some time to play the game on the final day of E3 last week. Then I filmed one of the game's developers play a boss battle. The video will explain most of what's good about the game: the simple but effective gesture-based magic-casting, the minimal need to control body movement (none of that silly lean-forward-to-move-forward from Kinect Star Wars).
Keep an open mind and give it a look.
One caveat: Early on, while I was shooting this, I stepped in a hole on the Fable: The Journey E3 stage. That's why, briefly, you can't see the game well. I didn't have time to re-shoot, so please just bear with it. And, no, I wasn't injured. Thanks for asking.
Welcome to Kotaku's official forum, known affectionately as Talk Amongst Yourselves. This is the place where we gather on a daily basis to discuss all things video game and existential. Want to talk about new games, old games, games that aren't even out yet? Knock yourselves out!
Portal: it's the joke/meme/concept that keeps on giving. TAYpic maestro Pan1da7 contributes what he calls "the Mandatory Portal themed TAYpic" with this lovely fruit-picking image. Oh, Aperture Science, you make so much easier!
You can do funny things with pictures, right? Want everyone on this fine web forum to see? Here's what you do. Post your masterpieces in the #TAYpics thread. Don't forget to keep your image in a 16x9 ratio if you want a slice of Talk Amongst Yourselves glory. Grab the base image here. Don't forget to keep your image in a 16x9 ratio if you want a slice of TAY glory. The best ones will be featured in future installments of Talk Amongst Yourselves.
It's a transitional time for the video game division of the kingdom built by Star Wars. It's been about two years since Star Wars: The Force Unleashed II, the last full-blown game released by LucasArts. TFUII got blasted as a major disappointment and squandered the goodwill built up by its predecessor. Then, severe cutbacks to LucasArts game development staff hit in 2010 and many people wondered if the company once beloved for a robust catalog of classics would even ever make a game again.
LucasArts is going to do exactly that and they're making their next game by going to the movies. Sort of.
In a first for Star Wars games, the crew making Star Wars 1313 comes from all of the various divisions of LucasFilm. When I bluntly asked creative director Dominic Robilliard if there was anybody left at LucasArts to make the game, he answered that 1313 is being internally developed there. "We've managed to bring in some other talent from Industrial Light and Magic, and Skywalker Sound, and LucasArts Animation. But the difference this time with this collaboration is we've actually got those guys on team, using our tools, and working in our engine."
This is different than previous instances where other divisions would pitch in on a game project and then go back to feature film work or what have you. "In previous games where we've worked with the other parts of the company, I don't want to say it was like chucking things over the fence," Robilliard continues. "But if you had a department working on the cutscenes, they would just do that in isolation. However, because this cinematic game relies on the experience being seamless between the gameplay and the cutscene, we brought them in-team. And when we're dealing with problems of the game, the ILM guys, or the Sky sound guys, or the animation guys, they care about how would we normally do it in a game. So they will bring in their expertise and say, "If it was a film we would probably light it like this."
A behind-closed-doors demo showed actors with dots all over their faces, reciting the lines seen in the gameplay footage that debuted at E3 and wearing the same kind of head-mounted camera rigs that grabbed the facial expressions for the green-skinned Avenger in Marvel's blockbuster movie. After bringing the Hulk to life in The Avengers movie, the performance capture tech was already in place and the 1313 team didn't have to build similar tools or license them from somewhere else. Yet, the motley crew of creators still found themselves needing to learn each discipline's language.
"When it comes to stuff like lighting and movement, the questions always came up of what is the motivation of the gameplay at this point? Where is your tension supposed to be? What are you supposed to feel at this moment? And then the ILM guys, or the Sky sound guys, or the animation guys can bring all of that expertise and explain how they would normally do it. All the LucasArts guys are the ones trying to make it playable and interactive in the game."
As for building assets for 1313's foreboding gameworld, Robilliard says that "you've got to do it all at the same time." "It literally began with the elements of the game on the floor, like parts of an engine," he continues. "And we were like, ‘OK, where is the right place to target this collaboration? And we were talking about performance capturing and leveraging what ILM do as the very first thing. There's no point in us doing it in different spaces at different times and folding it in after the engine's been built."
That kind of fragmented collaboration happens more commonly in games but was new to the ILM constituents working on 1313. "They were like, ‘Well why would you ever capture a performance in pieces?' Like it was alien to them."
Alien or not, the results seen so far look promising and they may point to a new cross-divisional paradigm for making Star Wars games. Robilliard says that this interdisciplinary approach could be replicated for future games moving forward. "We came to E3 this year in probation, frankly. And the response has been overwhelming. Ultimately, the goal was to come and get people's attention, and then follow up and deliver on the gameplay aspect when people get their hands on it later on."
This week, a 23 year-old Foxconn worker fell to his death from a Foxconn company apartment. It's believed to be a suicide. Today, Foxconn confirmed the worker's death, which happened outside Foxconn's Chengdu plant at a company apartment.
The suicide is the first since Foxconn and Apple reached agreement over improving conditions for its 1.2 million workers who make the world's electronics. Foxconn workers don't only assemble the iPhone and the iPad, but also the Wii, the Xbox 360, and the PlayStation 3. According to rumors online in China, it's a suicide that authorities also tried to cover up.
It's also the first suicide since reports earlier this month when apparently as many as a thousand workers rioted at Foxconn's Chengdu complex, the location of this week's suicide. The riot seems to have broken out over declining work time that is cutting into worker pay. The actual number of participants is unconfirmed, and it could be much lower.
Online in China, there were rumors that after this week's suicide, Chinese police officers ordered all eye witness at the Chengdu complex to delete all photos and videos. Those who did not were threatened with arrest. These rumors, however, are unconfirmed. Moreover, the Chengdu police did announce the death on its website, so if there is a cover-up, it's not a very good one.
Above is a photo that was not deleted. It supposedly shows the 23 year-old man before he jumped to his death. It's believed that this suicide is somehow connected to the recent riot in Chengdu.
Foxconn has tried to improve working conditions. Earlier this year, for example, Foxconn raised employee salaries by 16 to 25 percent. However, there have been grumblings recently of fewer shifts, which, in turn, means lower worker pay.
Lately, the threat of suicide has become something of a bargaining tool at Foxconn. In January, a group of Foxconn employees on the Xbox 360 line threatened to jump in a mass suicide due to a labor dispute.
Foxconn says plant worker jumps from apartment [Reuters]
Foxconn Suicide in Chengdu: Did Authorities Request Witnesses to Remove All Evidence? [MIC]
That tech demo we saw of the Street Fighter X Tekken crossover running on an iPad earlier this month becomes a real boy, as Capcom shrinks Ryu, Nina, Chun-Li and Kazuya down until they fit inside iOS devices.
Street Fighter X Tekken Mobile features the same great fighting action of the console version, only without the pesky disc for everyone to get upset over. The controls are revamped to work with a touch screen, of course, because otherwise this would just be a video that would make us cry.
The four confirmed characters can be found hidden in the initial paragraph of this article. Street Fighter X Tekken Mobile will be available this summer for iPhone 4 or better, iPad 2 or better and fourth generation iPod Touches.
Today, Microsoft announced that it will not be appearing at either Gamescom or the Tokyo Game Show. Instead, it will rely on its partners and, in Japan's case, its own events.
In an interview with Famitsu, Microsoft stated that it was not abandoning Japan and is planning end of the year promotions.
Microsoft did say it recognizes Tokyo Game Show's importance, but it's hard to say that the prescence of Microsoft, a company that's always struggled in Japan, will be missed. However, its prescence at Gamescom will definitely go noticed. Ditto for Nintendo, who is also sitting out this year's Gamescom.
マイクロソフトがGamescom 2012およびTGS 2012への出展を見送り [Famitsu]