Kotaku

The First Gaming-Dedicated Android Handheld Goes on SaleWant to play Android games but don't want to invest in an Android phone or tablet? Are you children always taking your phone away to play games? The answer to these problems just went on sale in the form of the MG, the first pocketable Wi-Fi Android app-gaming system.


PlayMG, the company behind the device, actually markets this as a device for young people, fitting it with features like a parental control Family Collaboration system, allowing parents to give younger gamers an allowance to use on games without having to load credit card numbers.


However, with its bright four-inch display and expandable memory (it ships with an 8GB SD card), I don't see why any mobile gaming aficionado wouldn't be tempted to drop $150 on this little puppy.


The MG comes packed with games. EA has provided NBA Jam and Need for Speed Hot Pursuit (bit of bad timing on that last one), along with Com2US' Slice It, Swing Shot, Homerun Battle 2, Tiny Farm, Tower Defense, 9 Innings Baseball, Super Action Hero and Derby Days. It's also got the MG Origins Avatar System loaded in, a meta game for kids that tells the story of their avatar, unlocking as they earn points by playing other games on the device.


It's a little bundle of nifty, and one that I am seriously considering picking up. I use an Android phone right now, but given my need to play all of the games, all of the time, a dedicated device might be just the thing.


The MG is available at Amazon and directly through PlayMG, at an introductory price of $150, $20 off MSRP.


The First Gaming-Dedicated Android Handheld Goes on Sale The First Gaming-Dedicated Android Handheld Goes on Sale The First Gaming-Dedicated Android Handheld Goes on Sale The First Gaming-Dedicated Android Handheld Goes on Sale The First Gaming-Dedicated Android Handheld Goes on Sale


Kotaku

What would it look like if the man behind Fantastic Mr. Fox, The Life Aquatic, Rushmore and more directed the next Star Wars?


It'd probably look a lot like this. And you know what? I might actually watch that.


Wes Anderson's "Star Wars: Episode VII" Audition Tape - CONAN on TBS [YouTube]


Kotaku

Hardcore Social: Dungeon Rampage is a Bloody Good TimePlaying social games doesn't have to mean clicking on a farm. In Dungeon Rampage's case, social means wading into hordes of enemies and traversing perilous dungeons side-by-side with other people; you know — old school social, the way your mother used to make it.


Oh the things I've missed while poking about FarmVille and CityVille 2. I could have been wandering about dungeons with random people, collecting gold and experience and unlocking additional classes while tearing my way through the evil Lord Dinglepus' Dungeon Games.


Dungeon Rampage plays a whole lot like those four-player arcade action role-playing games of old. Arrow keys to move, Z-X-C keys for weapons, smashing barrels to find random food — it's good times, and it's completely free-to-play, unless you really need premium items, and then that's on you.


Also, they have Vorpal Bunnies.


Best of all, you never even have to touch Facebook. Dungeon Rampage can be played on Kongregate or directly from your web browser.


Did I mention the bunnies?


Dungeon Rampage [Facebook]


Kotaku

How To Make Random Encounters GoodSo you're wandering around the map, minding your own business, just trying to get to the next town. You know, the place with the mystical coconut which you can bring to the king who will build you an airship that you can fly across the Dusty Mountains of Lon'dor-thak in order to rescue the mermaid queen and bring peace to the half-eagles of Narnia. Or whatever.


Then there's a noise. The screen goes all fuzzy. Your gut lurches—ugh, not again!—and you find yourself in a random battle with two orc warriors who want nothing more than to rip out your throat (but only after waiting their turn to attack). You've gotta fight, or escape, or find some other way of dealing with them so you can keep moving along. At least until the next one.


This is called a random encounter, and it's the bane of RPG fans everywhere. We also kind of love it.


An RPG's random encounters—not to be confused with sporadic coffee shop romances or the column you're reading—come in all sorts of shapes and sizes. Originally introduced by old RPGs like Wizardry and Dragon Quest, random encounters started off as invisible enemy ambushes. You'd be walking around a hostile environment when suddenly the music would change, the screen would shift, and you'd find yourself locking menus with a gang of marauding rabbits or slimes. To proceed, you'd have to take them out or run away.


Over the next few decades, JRPG combat systems would grow to evolve and experiment in all sorts of interesting ways. In some games, like Saga Frontier and Earthbound, enemies would actually appear on the field or dungeon instead of just popping up out of the ether. Other games, like Final Fantasy XII and Xenoblade, eliminated screen-shifting in favor of a seamless transition: you'd run up to an enemy and immediately start fighting him right on the field. Some RPGs, like The Last Story and Final Fantasy Tactics, prefer to throw a finite number of scripted encounters at you. Nothing random there.


There are a lot of different types of RPGs, and there are a lot of different types of combat. But random encounters are too much of a genre standby to disappear. They'll always be appropriate for certain types of games, and despite the flack they often get, they're not universally reviled. Some people love them. And enough of us have grown up getting accustomed to them, for better or for worse, that I don't think they're going away anytime soon.


I have mixed feelings about this RPG-specific phenomenon. At times they drive me crazy: while playing Final Fantasy Dimensions, for example, the sheer frequency of random battles made me want to hurl my iPad off an airship. But I also sometimes love the rhythm of fighting in games like Dragon Quest IX and many others.


I spent some time thinking about what makes random encounters work, and what makes them not work, and I've drawn up a list of suggestions. Ways to make random encounters work well. They're not new ideas, but they're good general guidelines for any RPG designer to follow as he or she thinks about how to implement this sort of mechanic.


They can't be too frequent.

This one is pretty obvious, yet the same group of folks at Square Enix just can't seem to figure it out. First they screwed up the formula with Final Fantasy IV: The After Years, a terrible game that ramped up the random encounter rate to absurd proportions. When that same crew developed Final Fantasy Dimensions, which is a much better game, they forgot to tweak the numbers. You actually get into a new fight every 4-5 seconds. It's not pleasant.


I don't think there's any definitive right frequency for random battles, but I've never heard anyone complain that random encounters don't happen enough. So it's best to err on the conservative side.


They can't come in batches.

Whatever the algorithm for determining when and where these random battles happen, it has to be balanced enough that you won't get something like five fights in 20 steps, then zero fights in 30. This is the sort of problem that occurs when random battles are actually random. They shouldn't be. The percentage of times you'll run into a battle should simply reset to 0 every time you enter a room or fight a battle, then escalate every time you take a step. So if you haven't fought in a while, chances are your next step will be a random encounter.


Or just put enemies on the screen. Much easier that way.


They need to feel meaningful.

I touched upon this while reviewing Paper Mario: Sticker Star. Mario's latest RPG cuts out levels and experience points, but keeps the turn-based battles of older Paper Mario games. Baddies drop coins and stickers, which you can get elsewhere. There are very few reasons not to skip battles whenever you can. There is no sense of progression, no feeling that you're earning or accomplishing anything as you fight goombas and snifits and giant turtles. I never felt like battles in Sticker Star were worthwhile, which made them seem like a big waste of time. For random encounters to feel necessary and essential to a game, you need to have something to fight for.


They need awesome music.

Because nothing gets your heart pumping like some smooth jazz. Or a badass violin. Or a thumping 8-bit synthesizer. Or a grand string symphony. Or a crunchy electric guitar. Or BABYBABYBABYBABYBABY.


And really, if a video game's combat is all about rhythm, there's nothing more important than the music behind it.


Auto-battle can't hurt.

The aforementioned Final Fantasy Dimensions comes with a high-octane auto-battle mode that speeds up the pace and makes all of your characters attack at once. Persona 4 Golden, which I've also been playing recently, comes with the same sort of feature. Keep it coming. And better yet, why not take after Earthbound and let me automatically defeat enemies that are significantly weaker than my party? Auto-win ain't bad either.


They have to switch things up.

Here's the big one.


We are used to a certain level of monotony in our video games. We are used to following patterns. We understand that sometimes shooting through a game's level or hacking through enemies can be a repetitive activity, and part of the fun is learning how to master that gameplay loop.


But a good video game knows how to shake up its own formula. For random encounters, that could mean something as simple as changing the tempo of the music, or making sure that you rarely run into the same group of enemies twice. It could mean different dungeons coming with different battle frequencies. It could mean different types of surprise attacks. It could mean suddenly changing the entire game into a text adventure, ala Nier, or subverting your expectations by playing around with the standard dungeon-town-dungeon-town formula in some crazy ways. What's important is that things feel different.


For random encounters to work, they need to seem not like a chore, but like an obstacle. Even when they're not engaging on their own, they should be rewarding enough that we can't help but want to plow through them. If they aren't, why even bother?


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


Kotaku

The Elite: Dangerous Kickstarter Now Actually Shows A Little Bit More Elite: DangerousYou could be forgiven for seeing the initial launch of David Braben and Frontier Developments' ambitious Kickstarter campaign for a new Elite game and thinking, "Okay, but where's the game?"


Most Kickstarter pitches these days at least show some hint of what the finished project will look like, but the Elite Kickstarter Page, upon first launch, showed nothing of the sort. Just a logo, and a goal of just under $2 million bucks, US. Okay then.


The campaign, which builds on decades of love for the hugely popular Elite series, has already raised a big chunk of cash. But it would appear Braben heard the concerns about the total lack of concept art of design documents, as there's now some concept art and a pitch video on the page.


So, if you choose to back them, you'll at least be getting somewhat of a better idea of what your money is going towards.


Elite: Dangerous [Kickstarter]


Kotaku

Step Aside, Jessica Chobot Licking A PSP. There's A New Scandalous Picture, And It Involves The Wii U. Oooh so scandalous.


Courtesy of freelancer extraordinaire (and dear personal friend) Miguel Concepcion and his downright gorgeous cat Sebastian is a hilarious parody of Jessica Chobot licking a PSP. You know the one, right?


Step Aside, Jessica Chobot Licking A PSP. There's A New Scandalous Picture, And It Involves The Wii U. This one!


And here are a bunch of other ones, because why would you not want to see more of this scene play out.


Step Aside, Jessica Chobot Licking A PSP. There's A New Scandalous Picture, And It Involves The Wii U. My second pick.



Step Aside, Jessica Chobot Licking A PSP. There's A New Scandalous Picture, And It Involves The Wii U. This one has the angle down.
Step Aside, Jessica Chobot Licking A PSP. There's A New Scandalous Picture, And It Involves The Wii U. "C'mere baby."
Step Aside, Jessica Chobot Licking A PSP. There's A New Scandalous Picture, And It Involves The Wii U. Gentle smooches. Maybe some nibbling.
Step Aside, Jessica Chobot Licking A PSP. There's A New Scandalous Picture, And It Involves The Wii U. "Oh god, oh god, I need more." *nervous cat whine*
Step Aside, Jessica Chobot Licking A PSP. There's A New Scandalous Picture, And It Involves The Wii U. "Don't look at me, you perve."
Kotaku

It's a longstanding, somewhat sick desire of many of us who play games to stand, back against the wall, in the dark, waiting for the aliens to come. Why? I guess we all just really liked Aliens? But it's what so many of us want.


Aliens vs. Marine, an in-progress game/mod by YouTuber Dave P, looks to channel that wonderful, isolated terror once again, and it uses Crytek's powerful Cryengine 3 to do so. This demo video is light on the actual Xenomorphs, but it's got atmosphere and paranoia to spare. As a proof-of-concept, it's certainly enough to make me want to check the whole thing out.


In the YouTube description, the creator states that AvM is not technically a mod anymore:


AVM is not a MOD anymore. Now I'm using freeSDK and I started textures-replacement process (Doom3 and AvP2010 textures will be replaced with my own textures, which are very close to original txs. This process is very time consuming.. In these days I'm finishing Derelict level and I started to work on AI (facehuggers will be first), rigging and animating. I planned to post new video with a FIGHT on january or february 2013. Please be patient


Okay, Dave, we'll be patient. Good luck, I'm looking forward to seeing what you put together.


(Via PC Gamer)


Kotaku


The studio behind Bad Hotel is back. They've just released the teaser above for their next title, Wave Trip.


Like Bad Hotel, Wave Trip is as much about sound as about graphics. Unlike its predecessor, however, Wave Trip looks to be more about side-scrolling motion than about defense. Additionally, it promises the ability for users to create and share their own levels.


Even now, audio is still an under-appreciated aspect of game design. The more games that are about making cool sounds, the happier I am.


Kotaku

Zynga's Next Big Mid-Core Mobile Game Coming From NovemberThat's right, not in November, but from November Software, a team of former LucasArts developers looking to make the hardcore gaming experience more accessible with a game called Battlestone.


The screenshot above is not technically from Battlestone. It's from Golden Arrow, the original project the folks at November showed off earlier this year. Using a cross-platform 3D engine from the ground up to deliver 60 frames-per-second action combat to mobile devices, Golden Arrow caught the attention of Zynga, which was convenient as Zynga had caught the attention of the developers as well. November Software co-founder Szymon Swistun explains in a post over on the Zynga blog.


As we were creating the initial specs for our game, Zynga caught our attention with its insights and passion for improving the experience of our game and their strengths in social and free-to-play games. Speaking with the folks at Zynga, we were immediately blown away with the conviction and energy they had about making kick-ass mobile games that leave a strong, memorable impression on players. We realized we could accelerate game development by combining our team's expertise building blockbuster console games and Zynga's strength in building social games on a massive scale.


Zynga's Next Big Mid-Core Mobile Game Coming From NovemberZynga purchased November Software for an undisclosed sum in the spring of this year, adding it to a growing stable of teams dedicated to advancing the company's mobile portfolio.


There aren't really any details about Battlestone aside from what's already been established on November Software page for the original project. It's a hardcore action game, and playing with friends will be accomplished somehow. I'm guessing magic.


Call of Duty® (2003)

Computer Security Research Team Finds Vulnerabilities in Modern Warfare 3 The same security company that found a security flaw in Steam earlier this year has found security holes in Modern Warfare 3 and CryEngine 3.


As ComputerWorld reports, researchers from security company ReVuln announced their findings at a security conference in Seoul today. They demonstrated two major issues. The first was with Call of Duty: Modern Warfare 3 which, according to the presentation, is open to malicious denial of service (DDoS) attacks that can crash the game servers.


The other major issue was found in Crytek's CryEngine 3, and demonstrated on the game Nexuiz. The research team was able to access a remote player's computer via the game servers and "caused a graphic of cat riding a rocket to be displayed on the victim's computer."


If only all hackers sent cat pictures.


Of course, as a security company, it's in ReVuln's interest to point out security flaws, even minute ones, in any software they can. The company is planning to release full advisories about their findings next Tuesday, to coincide with the launch of the next Call of Duty game, Black Ops II.


Researchers find vulnerability in Call of Duty: Modern Warfare 3 [Computer World via Polygon]


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