Mass Effect (2007)

Japanese FemShep Statue is Surprisingly UnsexyKotobukiya, one of the world's top collectible companies, has a line of pieces it calls "Bishoujo". What that normally means for fans are statues of female characters rendered in anime style and with, um, disproportionate proportions.


There's a market for that kind of thing, I'm sure, but for many it's a little much. Which is why it's nice to see their second Mass Effect statue, modelled after the new default FemShep, plays it straight.


Your mileage on it will vary depending on your reaction to the stylised face, but surprising even myself, I really like it!


It'll be out in March 2013. The BioWare store will also have an exclusive variant that'll have a different hair colour, weapon and pose, with pics and images due there on Wednesday.


Those who prefer their Shepards a little more masculine, and realistic in nature, can check out this alternative from Sideshow.



Japanese FemShep Statue is Surprisingly Unsexy Japanese FemShep Statue is Surprisingly Unsexy Japanese FemShep Statue is Surprisingly Unsexy Japanese FemShep Statue is Surprisingly Unsexy Japanese FemShep Statue is Surprisingly Unsexy Japanese FemShep Statue is Surprisingly Unsexy Japanese FemShep Statue is Surprisingly Unsexy
Kotaku

This might be my favorite of the many Gangnam Style parodies to be released so far this fall. It's just so well done (nice work, Christian Wright). Enjoy.


Final Fantasy Gangnam Style [YouTube via GamerSpirit]


Kotaku

Has Inflation De-Valued The Mario Coin?If you've heard anything at all about the latest Super Mario Bros. game, you know that it has a lot of coins. So many coins. The diligent player can collect a million of the shiny little guys.


An article over at Scripted Sequence ponders whether the ongoing inflation of coins in Mario games has led to a decrease in their value, and, to the author, a decrease in overall enjoyment of the game.


Which brings us to the ‘New' series, starting with New Super Mario Bros. on the DS, through New Super Mario Bros. Wii and on to last week's release. Even before this latest edition, coins were much more numerous. There is no fist-pumping when you reach 100. You'll tot up extra lives without even realising it. By their proliferation, coins, and life, become cheap. There are new iterations too. Long trails of blue coins you have to rush to collect, awkward to reach red coins that offer a prize if you grab them all. Most importantly, and a key feature of the ‘New' series, are the ‘Star Coins', of which there are three on each level. Finding and collecting all of these gives the player the most profound satisfaction, even greater than story completion, even if they do very little. Simply put, the journey becomes more important than reaching the destination.


Clearly the coin has reached its zenith with New Super Mario Bros. 2. Its time has come. There are so many in this game they become an almost inane feature, a slapstick overload as they fly from every direction and constantly rack up on your scoreboard.


It's certainly true that an individual coin means less in New Super Mario Bros. 2. While that doesn't really diminish my enjoyment of the game, it is an interesting thought: As games do more, more, more, eventually that will mean less and less. It happens in western games all the time; it could certainly happen to Nintendo.


New Super Economic Downturn Bros. 2 [Scripted Sequence via Critical Distance]


Dota 2

DOTA 2's Official Replica Weapons Are Blowing My MindUnlike some of its other series, Valve isn't going for massmarket appeal with its official DOTA 2 merchandise. Instead, it's teamed up with special effects house WETA for a range of statues and replicas that is very fancy.


Available for pre-order from WETA's online store, there are two swords, a shield (all life-size) and a statue, all priced between $249 and $299.


Those looking for something even more impressive, take a look here to see the work that went into creating the Aegis of Champions, the trophy handed out to the winners of the 2012 International.


DOTA 2 [WETA]



DOTA 2's Official Replica Weapons Are Blowing My Mind DOTA 2's Official Replica Weapons Are Blowing My Mind DOTA 2's Official Replica Weapons Are Blowing My Mind DOTA 2's Official Replica Weapons Are Blowing My Mind DOTA 2's Official Replica Weapons Are Blowing My Mind
Kotaku

A Hand-Painted Panda On A Hand That's More Than Ready To Play Mists of Pandaria


I have known many artistic World of Warcraft fans. I have known many women who like to get their nails done. I even have several friends who fit the overlap of the two categories.


This, though... this is something else. Algae Veronica is a nail art expert who also happens to be a World of Warcraft fan eagerly anticipating tonight's Mists of Pandaria launch. That pandaren—conveniently located on nails that will be visible when resting on WASD—looks more than ready to go.


Nail art in honor of Mists of Pandaria [Lotsafingerpaints via Geekologie]


Kotaku

Yes. XCOM: Enemy Unknown Is Really Good.I've lost video game troops before. I've sent virtual men bravely to their digital deaths. In StarCraft, in Company of Heroes; in Warcraft and Civilization, I've sent heroic men and women to the front lines, never to return. Sometimes I feel a pang at an unnecessary loss, but most video game troops are just numbers to me.


I spent this past weekend playing an early press build of Friaxis' upcoming XCOM: Enemy Unknown, and let me tell you: XCOM is back, and it is brilliant. You will send your soldiers into battle. You will direct them as best you can. But they will die, and you will feel it.


Kate already spent a good long while playing the Xbox 360 version of the game, so for a detailed look at what it's all about, head over and read that article. There's also a demo of the game on Steam, so you can check out the first few levels. Though the thing that really makes XCOM hum is the longer game, as I'll explain here.


I have many memories of the original X-Com. (You can tell they're different because of the hyphen, see.) Getting home from school, grabbing a blue-foil-wrapped Rice Krispie treat and bounding down the stairs, firing up the game and getting lost in a hopeless battle against an alien invasion. What memories I have, however, have been diluted over time—I played Terror From The Deep quite a bit, but lost interest—it was just so difficult! I missed the later games, but was sad to see their generally dismal reception, and to acquiesce to the notion that the franchise had run out of gas.


I've been shocked at just how thoroughly the new game captures the vibe and flow of the original XCOM, and how easily it undoes the missteps of the later games. The isometric viewpoint, the tense turn-based encounters, the despair at realizing how outgunned and often outflanked you are, the dread of losing one of your favorite troops—it's all there. The story is told straight, but with good writing, great music, and a good sense of desperation that makes every moment spent in the world of XCOM tense and engaging. And base-management, with its anthill-display navigation, is a triumph—I love to see the Unreal engine used for things other than first-person shooters, because it can make stuff like the home base look so cool.


Yes. XCOM: Enemy Unknown Is Really Good.


XCOM controls very well on PC, exactly as promised. The PC version does not feel like a console port—in fact, it feels like a PC-exclusive title, and while I can imagine it playing just fine on a console, the PC will absolutely be the way to go, and not just because of the (unconfirmed and hinted at by lead designer Jake Solomon but likely) support of mods.


Two things set XCOM apart from just everything I've played in recent memory. The personalized, killable troops, and the genuinely unsettling, hidden enemy.


On that first one: much has already been made about the fact that your troops, each of which has a unique identity and rank, can be killed permanently in battle. But experiencing it in the heart of the game is something entirely different.


I grew attached to characters in the original XCOM, and was always sad to see them go down, but XCOM: Enemy Unknown takes this to a new level. I've lost a couple of soldiers to whom I'd become attached, and it never gets easier. If you play in "Ironman" mode, you can't undo a death by loading a save—for my part, I didn't want to undo one anyway, because it would have undercut the excitement. As you learn the hard way at the very start of the game, anyone can die—it's your duty to get the job done and get as many out alive as you can.


Yes. XCOM: Enemy Unknown Is Really Good.


It is amazing how high the stakes feel because of this simple design decision. On a recent mission, a fast-moving enemy popped around behind my troops, out-flanking my Chinese sniper Jia Li Hu (seen above as a low-ranking rookie) and placing her right in the line of fire. Dread flushed through the pit of my stomach—she was hosed, and it was going to take some real guts and luck to save her.


I'm playing the game on normal difficulty, but this kind of occurrence makes the game feel much harder than it really is. Sure, I may lose a soldier or two, but the enemies will lose seven or ten, and I'll still win the day. Acceptable losses, no? I've never minded losing troops in StarCraft… but then, the troops in StarCraft didn't have names, faces, and in the case of Vasily "Chops" Vinogradov, a nickname. If you're feeling particularly masochistic, you can even rename your squad after your friends. Sorry Jason! Stephen was supposed to be covering you but dropped the ball.


That permanence carries over from the battlefield into the command center—managing the invasion is a constant feat of resource balancing. Countries will call to you for help, and you will never have enough resources to help everyone. If too many countries panic and withdraw from the alliance, it's game over, man.


All of this makes the stakes feel higher than in any game I've played in recent memory save perhaps Dark Souls. It feels almost exactly how I remember the original X-Com feeling, even though I have a feeling that game might not hold up so well all these years later. And with all this great framework in place, the developers capitalize on that tension and on your fear by really embracing the title of their game: Enemy Unknown.


The unknown enemy drive much of the tension and excitement of XCOM. Who are these beings, and what do they want with us? You meet with stressed (but well voice-acted, interesting) engineers and scientists, who are trying to find you answers. And every time you go into the field, you're going into the dark of the unknown. Every mission I've played in XCOM begins with my squad deploying into a disaster scene. A crashed UFO, the scene of an abduction, some other disturbance. Debris burns and smoke pours out of buildings, but not a living being is in sight. It's quiet... too quiet.


So many alien invasion movies have that famous scene, where the troops silently move through the wreckage of an alien attack… they're in perfect squad formation, moving up, trying to see what they see. Something chitters from the darkness, but they can't see what. "There's something out there," one of them says… and them BAM! The aliens attack.


Yes. XCOM: Enemy Unknown Is Really Good.


At the start of every mission in XCOM, you can cut the tension with a knife. You stack your team up and move through cover, hoping that you don't stumble upon a group of enemies unprepared. And when the fighting does break out, you better think on your toes—you'll need to flank, suppress, and flush out enemies, and it'll take bold and sometimes risky moves to do it.


On a recent mission, an alien was suppressing my sniper with a constant barrage of fire. "Chops," who had been injured in an earlier firefight, had made his way through a downed ship and was behind cover, close enough to make a charge but far enough away that he couldn't take the shot without moving. Without hesitation, I sent him straight into the fray, setting him up just below the firing enemy. With a single shot, he laid the E.T. out—victory! But it easily could have gone another way.


What if an unseen enemy had been covering on overwatch? What if he had missed? He would have been wide open, and my longstanding squad leader and hero would have died. But still you make these choices, and while you feel a twinge of fear and duty, you don't feel hesitation—this is what must be done. That alien isn't going to shoot itself, and heroes aren't born out of inaction.


So yes, this is all just based on preview code. I haven't finished the game, and I can't finish it on this preview code. Luke will be providing a full review in a couple of weeks. There are still some rough edges, some animations that don't quite work, and a bit of jank to the way it looks overall. But still: This game is very, very strong.


By all means, give the demo a go. It just gets better from there. This past weekend, like a flying saucer crashing through the atmosphere, XCOM: Enemy Unknown became one of my most anticipated games of the fall.


Kotaku

I saw this over the weekend and felt like it was a must-share.


Jenova: "Hey Cloud, the puppet store called, they're running out of you."


Aeris dies to Seinfeld theme [YouTube]


Kotaku

We all know that Borderlands 2 contains a ton of secrets, references and easter eggs. But I've found something that's not on any "best secrets" list… it's something truly mysterious and perplexing that may change the way you feel about the world and your place in it.


I've become enamored of Borderlands 2's reflections—in standing water or through my gun's scope, the world of Pandora is often bent and refracted as if through a lens. As I was wandering the hub-town of Sanctuary, I discovered the above phenomenon, in which the water reflects a mountain but no buildings, and then reflects buildings that AREN'T THERE.


I took out my capture software and went all Ghost Hunters on it, capturing footage of the bizarre, paranormal phenomenon.


Is this perhaps a GHOST CITY, lingering beneath the depths?


Or maybe a PORTAL INTO ANOTHER DIMENSION, a bizarro world where people talk out their differences and no one's ever heard of a "grenade mod"?


Or perhaps it's just a graphical bug? WE MAY NEVER KNOW.


Kotaku

Pandas Everywhere, Two Minutes After Pandaria's LaunchThis shot of World of Warcraft: Mists of Pandaria was snapped by Dutch Twitter user Nederob just two minutes after the game was unlocked in Europe.


He says there's been no server troubles. But Blizzard has also sent this out (26 minutes after the expansion went live), so... good luck!


We'll have impressions tomorrow.


Kotaku

Straight from the World of Warcraft: Mists of Pandaria launch in Europe (the game went live 34 minutes ago), here's the parade Blizzard put on just before that. It's a themed parade. Notice?


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