Welcome to the Best of Kotaku, where I round up all of this week's best content.
It would make me insanely happy if kid Ryu and kid Ken went into an actual arcade to play as their adult doppelgangers in Street Fighter. Apparently it would also make deviantARTist randis happy, as well. Thanks to InsanelyGaming for the find.
Moving on to our Best Of content this week, we kick things off as usual with a comment from the community.
Our favorite comment of this week comes to you from Nethlem in response to news that EA is suing Zynga:
Just like the Aliens vs Predator theme: Whoever wins, we lose.
Luke Plunkett finds Orcs Must Die 2 to be a good summer game. More »
Stephen Totilo goes in-depth into the practices Zynga employs for its games. More »
Jason Schreier explains Kingdom Hearts in time for the release of Dream Drop Distance on the 3DS. More »
Kirk Hamilton didn't enjoy the many zombie tropes and cliches jammed into Deadlight. More »
Jason enjoyed a Disnified world, despite Dream Drop Distance's flaws. More »
Kate Cox tells the story of how her 15-year-old cousin's trek through Journey was made all the better when guided by a helpful stranger. More »
We give you some basic and not-so-basic tips on how to get into comics. More »
Kate Cox explains the pros and ons of The Secret World. More »
Mike Fahey enjoys the Origin laptop's high power and performance. More »
Jason ponders the problem of publishers shutting out their gamer community. More »
Fahey sizes the Ouya up to his Android tablet. More »
Owen Good finds this latest Kinect game to be simultaneously too slow and too rigid. More »
Kirk goes hands on with Mass Effect 3's new DLC. More »
Tina Amini (that's me!) was very bored with The Expendables 2. More »
Matt Tieger answered your Transformers questions live. More »
Jason talks about our love for rising numbers. More »
Tina started this week's off-topic posts with cats, and I kept it going, but I thought I'd close out the week with some dogs. Not just any dog. Ginger, one of the internet's greatest dogs.
Look, I don't know why it's so funny. I mean, I know why it's funny. But I still don't know why it's so funny. But I could watch videos of ginger eating stuff and working at a desk all day.
The laugh track is redundant for this one.
Ginger's ability to keep those ears on is makes her the definition of "good dog."
This is maybe my favorite… because of the leather jacket.
Anyhow. It's been a stressful week! I figured everyone might want to unwind with some videos of a dog with person arms. Feel free to discuss ginger, or anything else you like, here or in the Talk Amongst Yourselves forum. Have a wonderful weekend.
I've been digging back into Skyrim, updating my mods (and downloading some sweet new ones) and getting ready to really get into Dawnguard now that it's finally out on the PC.
I also finally beat the storyline a few weeks ago. Considering that I didn't love the story to Oblivion, the Skyrim finale was pretty cool. That said, the version in this video would've also been fine by me. After all, when Dragons breathe fire, they're talking, and so a battle between Dragons is actually a deadly debate!
(I learned that from the loading-screen lore.)
Bonus points for Aela the Huntress' t-shirt.
(Thanks, Craig!)
Being caught belting out the entirety of Phantom of the Opera in your living room can be pretty embarrassing. (In my defense, I was nine and I could, in fact, hit those notes. Mostly.) This fall, you can at least try to recapture some of your dignity (you won't succeed, but you can try) by claiming the Wii made you do it.
Andrew Lloyd Webber Musicals: Sing & Dance, which has been in the works for several years, is now due on September 14, the Los Angeles Times reports. Ambitious players with Broadway dreams can play the career mode, singing and dancing their way to success, fame, and imaginary Tony awards.
For those who have a more competitive musical streak, up to four players can compete against each other in singing and dancing routines, or solo players with high self-confidence can try "sing-offs" against well-known Broadway performers Elaine Paige, Sarah Brightman, Michael Crawford, and Donny Osmond.
The game promises to feature 32 songs from 13 musicals, including Phantom, Joseph and the Amazing Technicolor Dreamcoat, Evita, and others. Including Cats. Of course Cats. And yet even the ghostly memory of my shameless nine-year-old self is not sure the competitive singing of Cats is a good idea. For the sake of my many neighbors, I don't think I'll try.
Andrew Lloyd Webber sets score to new Nintendo Wii video game [LA Times]
Welcome back to "Backhanded Box Quotes," a collection of measured, thoughtful criticism from the user reviews of Metacritic, Amazon and elsewhere. Good luck getting a job with Irrational Games if your game shows up here.
Released: July 10
Critic: guillermop (Metacritic)
• "This game is alpha quality at best this game is trash, am I a EA hater? for sure, they definitely deserve the hate."
Score: 0.
Released: July 18.
Critic: SkidRowTrash (Metacritic)
• "[The music] is downright offensive to your ears. Absolutely the worst trash I have ever heard with the exception of a few."
Score: 0.
Critic: AnthonyG (Metacritic)
• "Whenever your skater falls over. The screen flashes a huge bright white light for a few seconds tlll it restarts. This has given me a massive headache and hurt my eyes after only a very short game. It really is that bad."
Score: 0.
Released: Aug. 1
Critic: Dilop93 (Metacritic)
• "BORIIIING, Microsoft, You owe me 4 hours of my life."
Score: 0.
Released: July 17
Critic: mayhem7 (Metacritic)
• "Don't get fooled by the media ratings, this game is simply boring. It feels like you don't have a clue what you are doing and simple button smashing works better than attempting to do it right."
Score: 0.
I'm not proud of it, of course, but I've profiled others according to skin color. You see, glowing, primary color skin on a character in D.C. Universe Online is a sure sign of a free-to-play player, especially if they're low level. It indicates they really didn't give a shit what they looked like when they rolled, they just wanted to jump in and start stuffing their piehole in the free buffet. Freebies, freeloaders, whatever you want to call them, I refused to talk to or help one when DCUO went F2P back in November, adding one million new players in its first week alone.
They all had incomprehensible names and Naruto hair and didn't lock their styles so every piece of crap they acquired was slapped on top of their thrown-together costumes. Egyptian headdress with a biker jacket and a short cape? That's a freebie player for sure. They asked stupid questions in chat and griefed in the hideouts, standing in doorways (in PvE phase) to block everyone from moving between the main rooms and the teleporter.
"God damn freebies!" I growled, electrocuting one (or what I believed to be one) in PvP. I probably sounded like Eric Cartman.
That's just in D.C. Universe Online, a rather mellow community otherwise. I imagine the same thing will be taking place soon in Star Wars: The Old Republic, which this week announced it would go free-to-play, to a chorus of moaning and groaning. The same kind of rank snobbery, suspicion and cynicism could be found even when Team Fortress 2 went free-to-play a little over a year ago—and that's one of the most widely admired games by one of gaming's most widely admired publishers.
Why does everyone hate free-to-play?
"Hate" may be rather strong, but the cynicism and japery in comments underneath a free-to-play announcement means the game's publisher might as well have added, "Oh, and we give up." Especially in the game's own official forums, a free-to-play switch is taken as a sign of desperation or of a failing product, even though there are many good, successful games out there on a free-to-play model. Plus, a high installation base, whatever the reason for it, should mean that if the developer isn't churning out new content, then the publisher is at least unlikely to turn off the servers anytime soon.
It does suck to see a game you bought—and a lot of people bought The Old Republic's collector's edition, too—given away for free to any schmoe with a mouse and a modem. I'm not sure there's ever been an item or a perk given to paying customers at the conversion to free-to-play that properly rewarded their investment in getting the game off the ground. Maybe you get subscriber perks, but that depends on continuing to pay. Badges or banners or emblems or whatever, if I got one, I think I stuck it in the bank and forgot about it. Fuck that, I worked hard on my goddamn costume, I'm not going to put a stupid sticker on it.
There's also some merit in the idea that a person who's participating in something for free isn't as invested in the experience as those who have paid for it. In massively multiplayer online games, this is a valid concern and expectation. Other players are teammates in raids, adversaries in PvP, and drivers of the in-world economy. And it's a role-playing game. While there are dozens of quest-givers and NPCs there to move the game's basic story along, a human community that's committed to playing along enriches the larger context of your superhero/science-fiction/dungeon-crawling fantasy. Someone showing up to a free buffet may socialize with others at the club; he might also be there just to stuff cocktail shrimp in his pants pockets.
But I don't think, deep down, that these two things are what really bother hardcore gamers about free-to-play conversions.
The following is not an original thought; it was said to me by the head of EA Sports, who said he heard it at a talk given by Russell Simmons, the founder of the Def Jam hip-hop label. And Simmons probably heard it from somewhere else. But in answering how to keep customers happy, he said human beings have an inherent need to steal. Deep down, customer satisfaction is rooted in the sense you are either getting something for nothing, something extra, or at least you're getting the better end of a bargain. It depends on a zero-sum system: I'm gaining or taking something, someone else is losing or giving it up.
When a game goes free-to-play, even if there's a premium tier with extra features, the owner is declaring there is now nothing that can be stolen. And even if something is being offered for free, everyone can have it, making it less desirable. This truth of human nature is why people joke about leaving junked furniture on the curb with a sign on it saying "$20" to con someone into taking it away.
What free-to-play systems do, I think—and this is why they're scorned or mistrusted—is invert the original value proposition. In a paid MMO, everyone puts down their money and their subscription for the entire experience, which developers are reasonably obligated to refresh with extras that are "free" or at least feel that way. New raids, new classes, new powers and abilities, raised level caps, whatever. Free-to-play, in which there's a tightly defined basic, free experience, and everything after that costs money, communicates more where the gravy train stops than the idea it's even rolling.
There are other reasons a free-to-play shift invites skepticism, even outright scorn, especially when a monolithic force like Electronic Arts chooses to do it. It suggests that the game will make money by selling parts of its experience instead of the entire thing, and if a publisher is willing to gimp its product in that way, what might it hold back from the paying installation base? It also implies paying customers, and their investments of money and time (both of which materially improve an online game) matter less to the game's makers than someone dragged in off the street to create a growth figure the beancounters prize so much.
Video gamers, for all of their futurecasting and forward thinking, still show some previous-generation attitudes when judging a title's legitimacy and success, starting with the idea that anything worth playing has a price tag attached to it. (Otherwise, come on, who the hell is going to pirate a free game?)
If you play any game principally built on a multiplayer population, you should just accept the idea that at some point, the initial experience you're paying money for on launch day is going to be given away later—and factor that into your purchase decision. If Team Fortress 2 or Super Monday Night Combat can go free-to-play, it means anything with a very large multiplayer component could end up that way some day, from Call of Duty to Madden.
A clubhouse culture of exclusion in hardcore video gaming isn't going to stop it. Free-to-play will soon be a dominant format in PC video gaming, like it or not.
Hey folks, Something Negative is a rant. Love it or hate it, we all need to blow off steam on Fridays. Let yours out in the comments.
It's the creation of these two French gentlemen, who spend five zut-alors filled minutes demonstrating its torture potention on titles like Sonic the Hedgehog, Golden Axe 3, Mega Bomberman and other games, taking shock damage IRL whenever their characters take damage in-game. You can feel the tension mounting as Sonic ponders how to get by an ordinary badnik, slips off the cliff and loses all his rings, and his French-speaking player yanks at his neck and lets out a groan of agony. The best part comes at 4:10 when Sonic falls into a spike pit and bounces twice, resulting in a stream of bleeped-out French invective.
The pair posted a detailed description of their work, in case you want to, you know, build this for yourself. My favorite detail is the fact they modified Battletoads, one of the most impossible old-school video games of all time, to shock you on a loss of life, or a loss-of-life hit. What's the effect? I'll tell you what the effect is! It's pissing me off!
GeneZap [Furrtek (translated) via GamePolitics]
You'd think that the Konami Code would be a well-known part of pop culture these days, even if you're not a gamer. It's everywhere.
I'll take that $7,000, BTW, since that guy clearly doesn't want it. Thanks in advance.
A UK modder wanted to do a favor for his American buddy, who is still obsessed with Star Wars: Episode I Racer 13 years after it released on the Nintendo 64. In the game, if you enter a certain code you can use two N64 controllers to control the pod racers' engines independently. So how would that game play if both sticks were housed in a single giant controller?
That's what modder Clarky here sought to find out. He's not particularly good at Racer but in this demonstration, you see the controller working both engines, as promised (skip to 5:15 of that video to see him race). Another reader in the Bacteria modding community pointed out that N64 classic GoldenEye also had a twin analog mode. (You can see GoldenEye at 8:45)
It may seem like a lot of trouble for something with a limited application (and could probably be built with less of a hassle.) But it looks very cool to merge the controllers' original housings together, and Clarky did a hell of a job making this thing look pro. His friend also is a hell of a lucky guy, to get something like this built as a favor.
Max Payne's life might be full of misery, but at least the special effects are pretty awesome.
Max Payne: Bloodbath [YouTube]