Kotaku
NBA 2K13 Adds Kinect Features, Says Retail ListingSomehow, NBA 2K13 has managed to have a three-stage cover reveal. First, there were the stars. Then the cover added in Jay-Z as an executive producer, right there under the logo. Now, as first noticed by 360sync.com, we see the Xbox 360 box art, and notice it says "Better with Kinect."


Sports simulations so far haven't fallen into the trap with Kinect that some did with PlayStation Move (including NBA 2K12, folding in casual motion-control schemes or mini-games that seemed to use a motion controller simply because it was there. If NBA 2K13 is using Kinect, I'd expect this to involve voice commands and very little else. I've not heard anything official but it's reasonable to think Kinect will let you call for a ball or tell a teammate to shoot in the "My Player" career mode, or to change defenses or run a play in any of the team modes. FIFA 13 is already confirmed as doing these sorts of things.


When reached by Kotaku, a 2K Sports representative declined to comment.


Amazon Outs NBA 2K13 As "Better With Kinect" [360Sync.com]


Kotaku

Fighting Game Revisions Have Made Him NeuroticIn today's episode of Speak Up on TAYtaku, because folks are spending more time there than in Speak Up, commenter MrGilder explains how the fear of new versions of new fighting games has him frozen in fear.


So I am absolutely terrified to buy Persona 4 Arena any time soon. Why? Because it's an Arc System Works fighting game. That pedigree means excellent quality is a promise, but it also means that inevitably, "Persona 4: Arena Social Link" will be announced approximately three hours after I buy it. Then I will trade in the original, for the upgrade, which will feature re-balances and cool new characters. Then, immediately after I do that, "Persona 4 Arena: Social Link EX" will be announced with 2 more characters and enhanced training and story modes.


I hate that my obsession with owning the best, most complete version of any game has made me a total neurotic, and prevents me from getting games I want when I really want to get them. Has anyone read any articles to the contrary? Has Arc said that there will only be one version of this game? This generation of gaming is as hard on my nerves as it is on my wallet.


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. At least that's how it's supposed to work.
Kotaku

Airplanes and Monsters in the Week in Gaming Apps, I Could Really Use a Witch Right NowWitch right now. Witch right now. I could use some spears or some monsters or a witch, or to get back to some gaming apps much simpler than this. Because after all the crashin' and matchin' and thrashin', the monster bombin' and the droppin' and hack-and-slashin'... Okay, that's enough of that. It's the Week in Gaming Apps!


Hey, at least it wasn't another damn "Call Me Maybe" parody, right? It's been a crazy week filled with strange and wonderful gaming apps for iOS, Android and Windows Phone 7, so excuse me if I let off a little steam the only way my mother ever taught me — by writing to the beat of an overplayed song from 2010. What can I say, my mother was a visionary.


As were the developers of this week's Gaming App of the Day entries, five rich and varied titles, several of which play on the mechanics of other, more successful games. With the exception of Flight and Ravenmark, it's like Zynga theme week up in here. Too soon?


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.


Airplanes and Monsters in the Week in Gaming Apps, I Could Really Use a Witch Right NowRavenmark is my New Favourite iPad Strategy Game

Ravenmark: Scourge of Estellion, by Witching Hour Studios, is what happens when a small team sets out to bring the experience of, say, Fire Emblem to a platform that will never, ever get an actual Fire Emblem game. More »



Airplanes and Monsters in the Week in Gaming Apps, I Could Really Use a Witch Right NowThe Most Magical Match Three Puzzler My Wife's Played in Ages

Most match three puzzle games forego a deep and involving story in favor of getting players right into the stuff-swapping thick of it. Owloh's WizSchool: Magic Book Puzzle layers on the lore and colorful characters to create the a truly engrossing puzzle adventure. More »



Airplanes and Monsters in the Week in Gaming Apps, I Could Really Use a Witch Right NowEverything You Know About Playing Tetris Won't Help With This Clever New Puzzle Game

"It's just like Tetris, right?" That's what I was asked when someone peeked at my iPad screen while I was playing Slydris, the new game from Luke Schneider's RadianGames imprint. The answer is no and yes. More »



Airplanes and Monsters in the Week in Gaming Apps, I Could Really Use a Witch Right NowA Monstrous Angry Birds Alternative for the Physics-Minded Gamer

When physics puzzler Monster Island first launched on Windows Phone 7, it featured an Xbox Live Achievement that required the player to purchase items from the in-game store in order to unlock it. This caused Microsoft to pull the game from the marketplace just two days after release. More »



Airplanes and Monsters in the Week in Gaming Apps, I Could Really Use a Witch Right NowFlight Takes You Around the World in 120 Days , With a Paper Airplane

Flight begins on a very sweet-hearted note-a little girl writes a letter to Santa Claus, saying she wants to see her mother for Christmas. She folds it into a paper airplane and flings her wish into the sky. It's your job to get that message all the way around the world. More »



Kotaku

Should The Gaming Industry Be More Talkative? Game Makers Speak Up Yesterday, I ran an op-ed asking the people who make and publish video games to talk more, to be more willing to answer gamers' questions, to communicate rather than wrap themselves in a blanket of cold, corporate silence.


The piece triggered quite a few passionate reactions. Some agreed with my piece. Others spoke out against it. And I had a lot of great conversations on the subject with quite a few people, some of whom brought up points that I hadn't considered. I wasn't clear, for example, that I was not addressing developers who won't speak up for fear of losing their jobs; I was addressing the publishers and executives who want to shut those developers up. And there were certainly points I missed.


So in the interest of exploring more angles, I asked people to send over their thoughts. Below are a few letters from game makers and reporters, posted to present some other perspectives in this conversation.


Jamie Cheng, Klei Entertainment:


I'm genuinely surprised you didn't tackle the main reason why devs have a hard time talking to press: we have to take into account that our words could be used in the most sensationalist way possible.


I have literally seen this cause the cancellation of projects, damage developer/publisher relations, and people getting fired. I have seen this happen to large companies and indies alike. I've seen indies who's games are no longer coming out on platforms due to the printing of a supposedly confidential, but honest and friendly, conversation. I have seen my own words taken out of context and cause my studio to look like we were blaming others when we were literally just being upfront and taking responsibility.


...


Through all this, I'm still working hard to give as much information as I can. Better to be bitten a few times than to play it safe and never say anything interesting. I can do this because I run my own company, and I understand the risks. I genuinely believe being open to the press causes more good than harm. But understand that the press has and will continue to periodically materially damage people's lives — is it any wonder that the average PR person, who has far more to lose than to gain, says "no comment"?


Dan Teasdale, Twisted Pixel Games:


Legally, you might not be able to answer the question. Lots of things can cause this, but almost always you can't even say that a legal reason is behind why you can't talk about it.


Take the whole Prey 2 mess. I bet if you'd asked if Prey 2 was still coming out during that time, it would have been impossible for any party to answer that for a whole bunch of reasons - it messes with the contract, Prey 2 may still come out with a different developer, one party might be preparing to/have already started suing the other party and anything in the press can impact it, etc. "Does your game still exist" sounds like a simple question, but even that can be complicated by behind the scenes problems. Business deals are never simple.


That's just one potential legal reason. Patents, resolutions to lawsuits that require certain changes to a game, NDAs, licensing terms and issues, IP issues... there's a huge chunk of things that we can never talk about, or even tell you that we can never talk about with you.


Sometimes there's better places to talk about some information, and you may have also secured deals to get that information out there.


This probably makes more sense after you wrote the article, but I'd bet that the reason Bethesda didn't get back to you about your Skyrim DLC request was because they were doing an announce and explanation of it during their huge convention the next week. While it might suck for you, Quakecon is clearly a better place for Bethesda to make announcements and get across their message unfiltered about their games.


That can happen all over the place. If I've got a cover exclusive with Game Informer for my game and you ask whether the game exists or not, I'm not going to tell you on the record that the game exists and is coming out soon. A big event is going to get more attention and be better for the game than an article on a single site.


Everything you say is taken as gospel and locked. It doesn't matter if you hedge it. If you say or hint at something and it ends up not happening, you'll get eviscerated, even if it's small - just ask anyone who wanted stage kit support in Rock Band 3! I bet that's the other part of Bethesda not telling you about the PS3 version of Dawnguard: they didn't know if they'd solve their problems in time for a Quakecon announce or not, so why tell you that they're struggling if everything could potentially be okay a week later?


In an ideal world, people would be able to understand the difference between announcing something and talking about potential paths of things, some of which might not happen. We don't live in that world. Hell, this is a problem even just internally when making a game.


Laura Parker, GameSpot Australia:


I agree with your article (as in damn straight, they should talk to us more!) but here is why I think it's kind of like saying that it would be nice if people were kinder to each other and stopped murdering or thieving, or it would be nice if countries stopped going to war with each other, or it would be nice if poverty didn't exist. It would be nice, but it won't happen until something deep in the core of humanity (or in this case, capitalism) changes. And that's not going to happen anytime soon.


People like Tim Schafer and Notch and Cliff and Gabe are personalities in the industry. Tim and Notch both run very small teams and have no one to answer to. Much the same for Cliff and Gabe (in terms of having no one to really answer to). These guys represent the best side of the gaming industry. But the reality is that a large part of the gaming business is made up of companies and corporations that don't have a strong personality or voice behind them. Perhaps there are some people within Nintendo or Microsoft or Sony or Sega or Ubisoft who do want to have a more open discussion with gamers, who do want to engage with them on a more personal level. But just think of the different tiers of management in those companies. Think of how many people have to approve even a very simple decision. These companies have whole marketing departments. They have whole PR departments, and whole departments dedicated to community engagement. These departments function on one level but there are so many levels above them. It's easy to imagine a publisher like Microsoft having a single coherent vision or voice (i.e. "I hate Microsoft, they always rip gamers off.) But in reality we have to think of these publishers as what they are: a very large company with a lot of different people and personalities and departments and decision-makers. There isn't just one person who gets to say: "Right! From now on, we're going to be more open with our community!"


Approving things like teases for upcoming games or media comments/responses to stories or speaking out about rumours is not a simple process for these publishers. It requires a collective, unanimous decision from a whole lot of people, which is almost always impossible. That's why these companies have standard "No comment" responses. That's why they carefully approve who can or cannot speak to the media or speak to the community. Every decision that comes from them is one that hundreds of people have approved. It's not easy to change this process overnight.


It comes down to brand image, right? Publishers think: "How do we want people to think of us?" and this is something they spend a lot of time thinking about and eventually settle on a vision and keep to that vision as a standard. It requires a huge effort or shakeup to shift this vision or change its direction. Of course, they can choose to renegotiate this vision, but something huge has to make them do that. Something to do with either money or a shift in the audience.


So yes, we should keep trying to tell them to open up to us more, but at the same time I think we should be realistic about the reasons why it won't happen overnight.



This is a complicated issue that deserves a great deal more debate and conversation. And what's important (and great) is that we're having the conversation. That's the point.


(Top photo credit Dmitriy Shironosov | Shutterstock)
Kotaku

Your Favorite Superheroes Re-Imagined As Guitars. You Know, 'Guitar Heroes.'Do you get it? DO YOU? I'm not sure if you get it.


This lovely print by Biotwist wonders not "What if Wolverine and Batman played guitar… what if they were guitars?"



Your Favorite Superheroes Re-Imagined As Guitars. You Know, 'Guitar Heroes.'


The results, as you can see, are a lot of fun. I like that Superman is a Les Paul, and Hulk appears to be a Gibson 335. Which, yeah, fits. You wouldn't like a 335 when it's angry.


I also buy Flash as an Explorer, and Batman is a total SG. Robin as a Telecaster, though? Not so sure. Also woulda pictured The Punisher as some sort of B.C. Rich death guitar, but that's just because there probably is a B.C. Rich guitar called "The Punisher.


You can order these on a print or on a T-shirt here, and I for one fully plan to do so.


Guitar Heroes [DeviantART via Geeks 'n Gamers]


Kotaku

GameStop Secures Exclusive Skylanders Giants DLC the Hard WayGameStop loves its retailer-exclusive downloadable content, but Skylanders Giants DLC all comes by way of toys. What's the world's largest dedicated video game retailer to do? Exclusive toys, of course!


GameStop is now taking preorders for the Golden Dragonfire Cannon Battle Pack. a special package that contains the series 2 version of the Skylander Chop Chop, a new figure named Shroomboom and the Golden Dragonfire Cannon, which when placed on the Portal of Power while playing Skylanders Giants unlocks a special in-game battle arena.


Activision and Toys for Bob have previously released limited edition recolorations of existing toys for Skylanders: Spyro's Adventure, but never before has a retailer had a lock on a figure that provides exclusive in-game benefits (except for Toys R Us' Legendary figures, which had slightly better stats) . Pretty sure this will be more of a timed exclusive situation, but collectors might want to head to GameStop and put a little money down, just in case.


Skylanders Giants hits stores on October 21.


Kotaku

Here Are The Trophies For Metal Gear Solid 4, From Murder-Puking to Ocelot-KissingMetal Gear Solid 4 has always felt a tiny bit incomplete. It's a game that offers a ton of hidden secrets and alternate paths, and leaves itself open to a big variety of gameplay styles. And yet there are no trophies to unlock for finding those secrets, or for playing the game in difficult, uncommon ways.


Until now. We've known for a while that trophy support is coming to the 2008 classic, and today Sony Revealed the full Trophy list for the game. Some of them are pretty outstanding.


Here's the full list:



Bronze You enjoy all the killing, that's why. Killed many enemies in one area, and vomited.
Bronze Divine Wind Caused a "divine wind" using the Tanegashima.
Bronze Hands Up! Held an enemy soldier at gunpoint and performed a body check.
Bronze Emotion Control Controlled an enemy soldier's emotions using an Emotive Magazine.
Bronze Hurt me more! Shocked an enemy soldier using Mk. II/III.
Bronze Drum Can Addict Knocked an enemy soldier flying using a Drum Can.
Bronze That Tune Is His Mind Control Music Played Oishii Two-han Seikatsu and made one of the BB Corps dance.
Bronze Overhead view - just like old times… Used overhead view on Shadow Moses Island.
Silver SUNLIGHT! Obtained the Solar Gun.
Silver I Just Don't Fear Death Caused ALERT status while wearing the Corpse Camo.
Silver Where I Can See Ya Located enemy soldiers using the Scanning Plug.
Silver Ghost Photography Addict Snapped at least 5 shots of ghosts on Shadow Moses Island.
Silver FaceCamo Addict Obtained 10 or more types of FaceCamo (excluding types obtained via password).
Silver Can you feel my power now!!!? Took control of an enemy soldier's body using the Mantis Doll or Sorrow Doll.
Silver Are you an Otaku too? Viewed all model posters.
Silver You're pretty good. Got kissed by Ocelot during the final battle.
Gold Flashback Mania Viewed all flashbacks.
Gold Sounds of the Battlefield Obtained all iPod® tracks (excluding tracks obtained via password).
Gold I am THE expert on weapons, equipment and cutting-edge technology. Obtained all weapons (excluding weapons obtained via password).
Platinum The Legendary Hero Obtained all trophies.

I don't get down for PlayStation trophies nearly as much as I do for Xbox achievements, but even taking that into consideration, I'm sure I'm not the only one who is going to play through the game again and try to get all of these. Heck, I didn't even know some of this stuff was possible.


Kotaku

The Power (And Danger) Of Big Numbers In RPGs


We are obsessed with numbers. We lap them up. We get immense pleasure out of watching digits decrease and multiply as we peer over bank accounts and scales and Vegas roulette tables.


Japanese role-playing games feed off this obsession, pelting us with giant numbers like we're targets at a carnival game. Over the course of a single RPG, characters' number-driven statistics will grow exponentially. It's not uncommon to watch a hero's health leap from measly double-digits to the thousands or tens of thousands.


Sometimes the numbers are straight-up hilarious. Some quick examples:


  • An optional boss in Final Fantasy XII, Yiazmat, has 50,112,254 HP.
  • Many games cap your characters' levels at 99. The anime-inspired Disgaea series caps your characters' levels at 9,999.
  • A boss in Disgaea 4 has 400,355,917 HP.
  • The recently-released Growlanser IV has 40 endings.
  • Every Suikoden game features at least 108 recruitable characters.
  • In Final Fantasy VII, Cloud's sword is over 40,000 feet long.
  • (Just kidding.)

As a kid I was always obsessed with these numbers, even if I didn't know why. I'd rack up obscene amounts of damage with Knights of the Round while trying to take down Ruby Weapon's 800,000 HP, but I never quite understood why I was doing any of it. I just knew that it was fun, that it was addictive. I figured bigger numbers were appealing in the way that owning more toys was. Who doesn't want to have more of something?


A bit later, when I was 13 or 14, I designed and programmed an online game called a MUD, a rudimentary text-based take on MMORPGs like World of Warcraft. You'd interact with other players and kill computer-driven monsters by typing in basic text commands, like "attack" or "get." Set in the world of Konami's classic Suikoden series, the game encouraged players to form guilds and forge alliances and slaughter as many monsters as humanly possible. The usual.


Building the game was an exhilarating, exhausting experience that taught me quite a few interesting lessons. One of them: numbers matter, but not in the way I thought.


The rush we get from seeing giant numbers on our screen doesn't happen because we're seeing giant numbers on our screen. What matters is what those numbers mean.

When SuikodenMUD started, it was packed with giant numbers. Your health would start in the five-figure range. You'd do ridiculous amounts of damage from the outset. I figured: Why even bother starting lower? Everyone loves big numbers. I thought people would jump at the opportunity to wield swords that strike monsters for 50,000 damage a pop.


They didn't. Nobody wanted to play.


See, the rush we get from seeing giant numbers on our screen doesn't happen because we're seeing giant numbers on our screen. What matters is what those numbers mean. The story they tell. The gradual elevation from zero to hero, from a pathetic mercenary with 80-90 health to an all-powerful, world-devouring, 9999-HP-adorned warrior. When my Cloud cast Knights of the Round Table eight times and dealt some 80,000 damage to Ruby Weapon, it wasn't cool because of the numbers: it was cool because I brought Cloud to the point where he could reach those kind of numbers.


So as SuikodenMUD went on, I found ways to satiate peoples' desire to watch numbers change. I gave them customizable skill trees with abilities that dealt different amounts of damage based on their decisions, so it would feel like every point came directly from their minds. I set up rare loot that might drop once in every million enemies, so people who found it would feel lucky, would remember exactly where and when they were when they finally got that jeweled sword or once-in-a-lifetime piece of armor.


On occasional evenings I would run "Double Experience Nights" so that people could rack up numbers at warp speed, something that only felt special because it was so rare.


While none of these concepts are new to practiced game designers, they might be unfamiliar to outspoken gamers who might feel like they're being manipulated by these hilariously large numbers in JRPGs. But every number has a story. It's not a bad thing to let them enchant you, to let yourself feel drawn by the power of constantly-increasing digits. There's nothing wrong with grinding for levels, watching your numbers and levels hike up massive mountains. And there's nothing wrong with letting big numbers make you feel like you've accomplished something. That's what they're there for.


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


Arma 2
Raini won't steal your beans or kill you for your ammunition. All Raini wants to do is share her soda and tent with you.



DayZ - Making Friends [YouTube via DayZ]


Kotaku

To-Do in Los Angeles: Go and Punch a Car Pinata to Celebrate 25 Years of Street Fighter We've already shown you a sneak peek at the awesome art being created to celebrate the quarter-century birthday of Capcom's legendary fighting game series. And you can drool over a few more pieces in the gallery above. If you go to the Combo Attack Art Show at the IAm8-Bit gallery space, you'll see all of those and more. But the real reason to go is so that you can re-enact one of the most infamously cheesy/awesome moments of early Street Fighter games


The event organizers will have a giant automotive piñata that attendees will be encouraged to destroy, much like the World Warriors of the Street Fighter franchise did Street Fighter II's bonus stages. So, go for the art and stay for the punching.


COMBO ATTACK: 25 Years of Street Fighter
[Combo Attack]


OVER 50 ARTISTS PUT THEIR QUARTERS UP AND PAY HOMAGE TO THE BRAWLER THAT STARTED IT ALL.


OPENING EXTRAVAGANZA


FRIDAY, AUGUST 3


7 TO 11PM


ON DISPLAY THROUGH SUNDAY, AUGUST 19


ALL AGES!


TASTY BEVERAGES!


FREE ADMISSION!


IAM8BIT
2147 W. SUNSET BLVD.
LOS ANGELES, CA 90026


To-Do in Los Angeles: Go and Punch a Car Pinata to Celebrate 25 Years of Street Fighter To-Do in Los Angeles: Go and Punch a Car Pinata to Celebrate 25 Years of Street Fighter To-Do in Los Angeles: Go and Punch a Car Pinata to Celebrate 25 Years of Street Fighter To-Do in Los Angeles: Go and Punch a Car Pinata to Celebrate 25 Years of Street Fighter To-Do in Los Angeles: Go and Punch a Car Pinata to Celebrate 25 Years of Street Fighter To-Do in Los Angeles: Go and Punch a Car Pinata to Celebrate 25 Years of Street Fighter To-Do in Los Angeles: Go and Punch a Car Pinata to Celebrate 25 Years of Street Fighter To-Do in Los Angeles: Go and Punch a Car Pinata to Celebrate 25 Years of Street Fighter


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