I've been looking forward to hearing the soundtrack for quite some time. Earlier this year, I had a nice long conversation with Davidge about the challenges and process behind taking over a series as iconic as Halo, given that Marty O'Donnell's scores for the first games are so revered by fans of the games.
The samples make it clear that Davidge is bringing his own energy to the series, but that's a good thing - dig how he's blending some wild electronic sounds with that gigantic orchestra. Microsoft is really throwing down the cash for this game, huh? You just can't simulate the sound of a big-ass orchestra playing in a grand studio. This is going to be one big-sounding game!
I'm looking forward to hearing the whole thing, and more importantly, to hearing how it works with the game itself. And of course, to seeing if any of my my amazingly accurate soundtrack-based predictions about the game's story are actually accurate.
Halo 4 Original Soundtrack [British iTunes via Nubuwo]
This is a couple minutes of gameplay for Ninja Gaiden 3: Razor's Edge, the Wii U launch title that carves through dough-headed stooges like this and still can slice a tomato like this.
The game throws blood all over the screen as Ryu traipses, mostly unchallenged, through what appears to be an early level. On-screen commands allude to a new feature called "Ninja Skills," which allows you to level up and unlock new weapons with the XP you earn in battle.
Tecmo says it's a reboot. Looks like the same old Ginsu-fest to me.
The Wii U won't play GameCube discs. But it will play the Virtual Console, Nintendo's online shop that lets you buy games from old consoles like the Super Nintendo and N64.
We're two generations removed from the GameCube now. That qualifies it as an old console. So when chatting with Nintendo of America president Reggie Fils-Aime last week, I had to ask: will GameCube games ever come to the Virtual Console?
"That is a great question," he said, smiling. "And personally I would love for that to happen, but we have nothing to announce right now."
Okay. Maybe we'll get GameCube games on Virtual Console, then. Maybe we won't. Either way, I've got ten suggestions for GC games that could help bolster Nintendo's library of classics.
The Virtual Console partially exists to fill holes in your gaming knowledge, and if you're an RPG fan who stuck to the PS2, Skies of Arcadia might be one of those holes. This game is a classic. It stars sky pirates. Sky pirates!
Arguably a better game than the first Paper Mario, Thousand-Year Door added more colorful characters, more wacky areas, and more charming humor to the must-play series. Might be a nice VC release to help sell the new Paper Mario on 3DS.
The best Resident Evil game in its original form. Even today, few horror survival games can compare to the awesomeness of RE4. It'd be lovely to play again on Wii U.
Maybe my second-favorite Zelda game (after Link to the Past), Wind Waker is totally replayable. It's too bad VC games won't be HD: Wind Waker would look fantastic with a better resolution.
This bizarre game has turned into a bit of a cult classic over the years. For good reason. It's fascinating. You travel through time, reliving peoples' experiences and running into all sorts of crazy psychological terrors along the way. Rumors have been circulating for years that developer Silicon Knights is interested in a sequel: if that were to happen, a VC re-release would be a nice tie-in.
Not an all-time classic, but better than you remember it being. It's Mario, after all.
The first Metroid game to go all first-person on us was also one of the best. Metroid Prime was a worthy (and refreshing) entry in the action/adventure/scifi series. And I bet it still plays great.
Four Swords Adventures, also known as "that one Zelda you bought a friggin' GBA adapter for," would be quite fitting for the Wii U's tablet controller. If Nintendo can somehow engineer the game to use the GamePad like a Game Boy Advance, Four Swords Adventures would be a perfect VC release.
Yes, Metal Gear Solid has been re-released a lot. I really liked The Twin Snakes, though. It might be my favorite remake among the many, many remakes that game has seen over the years. Would I play it again? Sure!
Maybe the best Mario sports game? Sorry, Mario Tennis fans. Super Mario Strikers got me to tolerate soccer. It deserves to get on the Virtual Console just for that.
Press Row has plans to publish bi-weekly and I hope to be a regular panelist for the discussion. In week one, host Rich Grisham leads OS's Steve Noah, Polygon's Samit Sarkar, and me through a look at the current state of sports video gaming, including how the genre may be made more accessible, the sustainability of the current business model, and how it will transition to the new console generation.
See Operation Sports for details on the episode and instructions on how to download and listen to it.
I have not played Borderlands 2. But this gun—this delightfully obnoxious, bizarre gun—is actually kind of making me want to.
A gun that shouts at you, and can only be captioned as "annoying sounds?" That's the kind of silliness I appreciate in my games. Even if it makes me take off my headphones for a while.
Should you wish to have your own weaponry yell at you, according to PC Gamer the gun is name "Hyperion's Energizing Bane" and can be found in Lynchwood, late in the game. Our own Tina Amini adds that it sounds like Tiny Tina (no relation), and is a cursed weapon.
Cursed weapon, cursing weapon... all in good fun, right?
In a detailed debriefing of the situation with Kotaku, Jeff Thomas, the director of development at Visual Concepts, the studio making NBA 2K, acknowledged that the team had strongly considered offering a multiplayer beta. The constraints of an annual development schedule made that unworkable though.
Well, they're going through with it, in a way, when the NBA 2K13 demo releases on Tuesday. It will contain quickmatch multiplayer, and it assuredly will be a barometer for a game widely expected to contend for GOTY honors in the sports genre.
In sports, reliable online multiplayer, like it or not, has been found only in EA Sports' stable of titles. (It was one of three areas NBA Live felt it could challenge NBA 2K in, before that adventure went into total eclipse over the summer and will be a digital-only release, if it releases.) THQ had major problems in WWE 12 last year, and also offered multiplayer in its demo of UFC 3, which arrived three weeks before the game's launch, and it still had problems out of the box. MLB The Show, like MLB 2K has battled connection issues, drops, and latency—absolutely deadly to a game of timing like baseball.
None of those really face the expectations put before NBA 2K13, most often the Frazier to FIFA's Ali as sports video gaming hits the 3/4 post for the year. NBA 2K13 will be one of the most downloaded demos, and problems in multiplayer could shade the game's launch, but I wouldn't see it affecting sales greatly.
With Jay-Z aboard as an executive producer, you can expect NBA 2K13 to have a tremendous amount of celebrity support, especially over Twitter, when the game arrives Oct. 2. NBA 2K12 had terrible multiplayer problems and the drag of an NBA labor impasse when it launched and still the game showed up in the monthly top 10 of console game sales.
Even the confirmed exclusion, for a second year, of the "My Crew" online team-up mode probably isn't going to dent the hype on NBA 2K13 too much. Even though Thomas, last year, said it was left out of NBA 2K12 solely because it wasn't compatible with the new codebase. It sounds, then, like they didn't try to make it compatible with NBA 2K13's codebase, either. The fact you can still have cooperative play—with NBA players—through the 3-on-3 Blacktop mode, or TeamUp (which uses real NBA teams) probably made Crew redundant, too.
But this probably means the total end of My Crew, even if you have a copy of NBA 2K11 laying around (and many do, thanks to the Jordan Challenge.) Remember, NBA 2K11's multiplayer support was due to be taken offline last year, and then was given a last-minute stay because of NBA 2K12's problems. 2K Sports is not EA Sports—which itself only carries online support for the previous two editions of a sports video game. 2K will have to devote a lot of time and resources to making sure NBA 2K13's online multiplayer works right, leaving little room for past editions.
Torchlight II is an isometric dungeon-crawler role-playing game in which players, alone or in groups, battle fantasy creatures in order to amass more powerful equipment, with which they can then use to fight even more powerful fantasy creatures.
See how easy that was? I got through the entire Frankenreview introduction without mentioning Diablo.
Oh come on, that one doesn't count.
Three years ago I sat all day out in front of the Starbucks my girlfriend worked at, clicking away at a game called Torchlight on my primitive gaming laptop. It was November, and I distinctly remember my hands getting so cold towards the end of the night I could barely click the buttons on my mouse. I stayed cold, despite the endless supply of warmth and free coffee just feet away. I braved frostbite so I could complete that game. It wasn't so I could write my assigned review. It wasn't because I was engrossed in the story (I don't even remember it). It's because it was a damn fun game.
Does it resemble another relatively fun game? Sure, why not? Is that any reason to constantly refer to it in terms of Blizzards seminal isometric dungeon crawler? Considering I titled my review of the first game "Torchlight Review: The Fate Of DiabloCraft" I'd say yes, yes it does.
So here we go.
GamesBeat
It's been a crazy year for action role-playing games. First Diablo III released in May, and then Borderlands 2 came out earlier this week. And now Torchlight II. So, which one is best? The answer isn't easy - they're big-name and quality games. The little design choices are what might sway you to pick one over the other.
In terms of gameplay, Torchlight II (out today on Steam for PC) is exactly what you'd expect from the genre. You fight near-endless hordes of enemies and bosses as you explore different territories and collect loot, upgrading your gear and distributing your stats however you please. It's not an original concept, but it takes more effort on the developer's part to deliver consistent and fair gameplay. Torchlight II pulls it off.
AusGamers
It takes a few hours to appreciate the different play approach when compared to Diablo. Whereas Blizzard's behemoth would have you grind your mouse finger away in an attempt to gain enough loot and coin to finally upgrade or replace your gear back at the main hub, Torchlight II streamlines the experience, offering overpowered loot from each elite beast you conquer as well as a constant flow of coin. There is hardly any need to return to vendors, either, as it is possible to load your pet up with loot and send it off to town to sell it all. You can also give your pet a simple shopping list (potions, identify scrolls etc.) and get it to bring supplies back. Once ordered, your pet is usually only gone for a minute or two.
Your pet is much more than an extra bag slot. It packs a fighting punch and will often turn the tide of battle when things get out of hand. My bulldog, Gerald, is a stalwart companion, loyal, reliable and hardworking. With his AI set to "defensive", he follows me around and attacks any and all who come within our radius. So far, Gerald has even learned some spells, as I am a more physically inclined engineer. His collar and tag slots also feature gleaming bling which give him extra protection and attack speed. I've got in my pack a few caught fish, pulled from the fishing spots scattered around the world. When fed to your pet, fish can turn them into other creatures, such as a spider or bear, for several minutes. They are a handy get-out-of-a-bind card to have for when you need a slightly more powerful sidekick. Yes, Gerald and I get along very well and I foresee our relationship approaching much more pleasant (and bloody) fields in the future.
IncGamers
This time around we've got four classes to choose from – the gun-toting Outlander, the melee-focused Berserker, the glass-cannon Embermage, and the tank-like Engineer – but, honestly, trying to pigeonhole any of them is surprisingly difficult. I described the Engineer as tank-like, which is true as they have a number of skills devoted to using a sword and shield combination. They also have plenty of skills focused on two-handed weapons, or can instead equip a cannon and use a plethora of robotic devices to support them. Classes are heavily customisable through the variety of skills they have available, and it's entirely likely that your Embermage will look and fight nothing like mine, who – by level 50 – resembled a polychromatic pinwheel of death.
That said, once you've started customising your class, you're kinda locked into it. Diablo 3 had you unlock skills gradually, automatically upgraded your stats with each level, and let you swap your active abilities in and out on the fly. Torchlight 2 has you assigning stat points and skill points manually, and the only nod it gives to respeccing is an option that lets you remove the last few skill points you picked. If you decide your build isn't working for you, then you're either going to have to start from scratch or simply stick with it and start assigning your skills in different ways. Anyone who used to restart Diablo 2 regularly when attempting to try and create the perfect build will doubtless be pleased, but anyone scared off by this shouldn't be too worried: breaking your character seems remarkably difficult to do.
Ten Ton Hammer
The gameplay is classic dungeon crawler with a few nice changes. While Diablo III deadens your ulnar nerve and mouse with clickety clicking, simply holding the mouse button over a target will continue the attack in Torchlight II. The skill comes with holding the sometimes hard-to-see cursor over a mass of mobs and (in co-op) other players and selecting the correct right-click and number key attacks for your weapon and playstyle.
Early in Act 1, the fight with Mordrox is mostly about staying on your toes and clearing wave after wave of add.
Early bosses rely perhaps a little too much on vaulting wave after wave of adds at your character – a genre artifact that's always struck me as lazy design – but it's perhaps unavoidable given that T2 slowly and comfortably introduces new class-specific skills. In the early game, you spend more time learning which weapon sets work best for you (given stat biases and a growing assortment of skills), and too much too soon coupled with highly nuanced boss encounters might have been overwhelming.
GamingTrend
One of the biggest complaints users had about Diablo III was requirement to be online to play the game, even in singleplayer mode. Blizzard has their reasons and arguments for that decision, but the fact is I'm preparing to fly 19 hours at the end of this month – and that's 19 hours where I can't play Diablo III. What I can play is Torchlight II. In fact, I can set up a short-range LAN and play with my wife, play with friends online (latency on a plane permitting – but you get the point), and play single-player offline at any point. I can mix and match any of those items with the same character. The game supports 6 players in multiplayer right out of the box, but with modding (yea, the game supports it again! Woohoo!) you'll be able to push that number much higher. You can even play PvP if you are inclined.
GameSpy
With so many great classes, locations, and enemies, I wish Runic had put a little more effort into making Torchlight 2's fiction something that'd tie it all together into a world I'd want to be a part of. Instead, it alternates unevenly between the first game's intentionally light and vague fairytale storytelling of preventing a bad man from doing a bad thing to overly detailed lore about conflicts between peoples with names like the Zeraphi and the Ezrohir. I don't know for sure if I ever met one, and if there's text that explained who they were or why I should care I must've glazed over it. I'm not gonna call it bad, but certainly a missed opportunity. A memorable character or two could've ridden the wave of Torchlight 2's inevitable popularity legacy into PC gaming history — after all, we do need to replace the late Deckard Cain.
Kotaku
Play any video game for a long enough period of time, and you'll start to wonder why you're playing. Torchlight II, with its laser-like focus and medulla-tickling appeal, is a welcome reminder of why we play. We play to visit other worlds, to unlock incredible new power, to meet mysterious new beasts and destroy them. We play video games because they're awesome. Click, kill, loot, level up. Click, kill, loot, level up. More, please.
In our next-to-last edition of Speak Up on Kotaku, I (Fahey) decided to stick with a simple question that encompasses the very essence of what Speak Up was originally created to do. Commenter Saljuice want to know which video game bosses have given you the most trouble. Stephen Totilo doesn't count.
Last night I spent 3 hours trying to beat The Fury in Metal Gear Solid 3. This morning I beat him on my second try with no health loss.
What are the boss battles you've had the most trouble with?
Image via the amazing Saber-Scorpion.com
Phew! That was an interesting two+ hours. Thanks to everyone for your questions, and a special thanks to Randy Pitchford himself, who went well into overtime after the original 2-hour mark.
If you missed it, Gearbox's CEO and the man behind Borderlands 2 teased a few details about the future of the sequel in some of his answers. Here are a few of them, but be sure to hit the (now closed) interview for more speculation:
The interview had some interesting insight into Pitchford as a developer—and gamer—as well. I'll just share this one with you and you can read the others yourself.
Reader Enigma asked: "I never expected it but what was the motivation behind including ladders in the game? I'm still too used to finding creative ways to jump to obscure locations before looking for a ladder... :D"
To which Pitchford replied:
I don't know - the level designers sort of just wanted to do it and felt they could get away with it. In general, I evolved into an "anti-ladder" kind of level designer. When I was younger and less experienced at level design, I used ladders all over the place. I'm not sure if other level designers evolve the same way I did, but I feel good about my reasons for evolving beyond ladders. I have to say, though, that as someone who is super comfortable using ladders in FPS games, I like using the ladders in Borderlands 2. They're not used in critical path situations, so I think even a more casual FPS gamer that has difficulty with ladders won't find their inclusion in Borderlands 2 to be a hindrance to their progression. Our designers were pretty responsible with their use.
Interesting stuff.
Competitive games like League of Legends tend not to have reputations for particularly nice or well-behaved communities. In short, players are often foul-mouthed jerks to each other. The environment can be daunting to new players and can begin to wear down even the more experienced folk, after a while.
Ignore and report functions, while vital, go only so far. League of Legends developer Riot Games is now going to be trying something new: actively rewarding players who are good to each other, and not just punishing players who are jerks. They're calling it the Honor system, and basing it on the good old, tried and true principles of positive reinforcement:
We're well versed in research done on concepts in psychology such as positive reinforcement and how it can improve behaviors, and we've also found that some of the most meaningful, memorable moments in League come from the positive interactions players have with each other. Everyone's had one of these days: You are struggling in a game and find yourself in a situation where a teammate could have easily trolled or flamed you, but instead goes out of his way to be a helpful, compassionate team-player. He says, "Hey, don't worry about the first blood." You may not friend this player or ever play with him again, but this small, kind gesture made a difference and is something you remembered.
Through Honor you'll be able to give something lasting back to those players who went out of their way to make your game experience better.
The more a game community does to encourage actual community and good behavior in its players, the better off we all are. The system should be showing up to the public beta environment in its next update.
Introducing Honor! [League of Legends Forums]