Grand Theft Auto IV Trailer

Virtual Tourism Has Never Felt More Real There's this small problem I'm having with Assassin's Creed III. It's nothing to do with the game itself, actually, and everything to do with me. The problem is this:


Assassin's Creed III is turning me into a kind of obnoxious person.

I've developed this running commentary while the game goes on. It has nothing to do with the game's themes, or characters. It's unrelated to the gameplay and more or less completely unconnected to anything meaningful inside the game. It sounds like this:


"I used to work about a block away from there."
"They haven't changed out those cobblestones since 1773 and they're murder on nice shoes."
"That hill is the Back Bay now."
"That river is the Back Bay now. They put the hill in it."
"Lexington Common looks different when it's full of cows."
"A beacon? On Beacon Hill? I didn't see that one coming."


I grew up in and around Boston, making my home well inside of Route 128 from birth until striking out down the coast for New York City shortly before turning 25. While previous Assassin's Creed games have claimed high fidelity in recreating Damascus, Rome, and Istanbul, the basic fact of the matter is that those cities aren't my home. Boston is.


AC3 certainly doesn't represent the Boston or New England of the 21st century, of course. But the late 18th century setting of the game, a scant 230-odd years in the past, retains much more immediacy than the Italian Renaissance or the Crusades. The creatively imagined Boston-that-was is close enough to my Boston-that-is to give me a sense of familiarity both comprehensible and misplaced.


Games occupy this strange place in memory, where we so clearly go places and explore worlds that never actually existed. Experiences like To the Moon explicitly address this dissonance, but it's true of every game. I can remember how to get around a space station as well as I can remember how to get around my local mall, but my body's only been to one of the two. The mall is real; the Citadel is not.


When game spaces represent real-world spaces, the strange sense of memory gets ever-stranger. I moved to Washington, DC the year that Fallout 3 came out. Controversial advertising sprang up through the city's Metro system depicting a post-apocalyptic Capital, but it wasn't until after the game came out that I felt the full weight of investigating my own ruined city.


Virtual Tourism Has Never Felt More Real


The general size and scale of the virtual DC is of course a mismatch to the real one—spaces in games were ever thus—but the details are devilishly familiar. In particular, the ruined Metro that provides the Lone Wanderer a route for getting around a city full of toppled buildings, nuclear waste, and super mutants is uncannily, frighteningly similar to the Metro that federal commuters use every day.


At first, while playing Fallout 3, I'd wander through the game comparing its locations to ones I knew from daily life. But after fifty or so hours of Fallout, a funny thing happened. Instead of comparing game-play time to real-world experience, I began to relate the other way around. While waiting to change trains at Metro Center in the mornings, I'd see a bench in the shadows and think, "That's good cover for avoiding the super mutants," or I'd see a door and think, "Didn't I pick that lock yesterday?"


Two Kotaku colleagues not based in New York reflected that the Grand Theft Auto games had inspired similar deja vu in them. They had played the games first, and then visited the city. On visiting, they handily identified and remembered places they hadn't actually been. As someone who lived a block away from Brooklyn's Grand Army Plaza the first time she came to the neighborhood around Outlook Park in-game, I could sympathize. On that memorable occasion, I'd blurted aloud, "I can see my house from here!"


Virtual Tourism Has Never Felt More Real


I can, of course, visit the real Boston—or New York, or Washington DC—at more or less any time, weather and cost permitting. I don't need to see them in a game in order to explore them to their fullest—and even when I do use a game, it's not the kind I can put in the PS3. Exploring a real space, and digitally navigating an imagined space, are never the same thing.


Sometimes, though... sometimes, when game spaces represent real spaces, the uncanny and the real cross over in a very strange way. Through the games I've played, I remember the cities of my heart as places I've never actually known them to be. The tall ships of Connor's era are long since replaced with ugly motorboats, but the next time I stand on Long Wharf, part of me will remember seeing Haytham sail in on the Providence even so.



(Original top photo: via Boston Event Planning)
(Center photo: via PublicDomanPictures )
(Bottom photo: via GTAVision )
Kotaku

GungHo Online Entertainment's Puzzle & Dragons is a game that contains both puzzles and dragons. It's generated more than three million downloads in Japan. I'd say a good half of those downloaded it simply because the game's name features all anyone really needs in a video game.


Puzzle & Dragons is an amazing combination of turn-based monster collecting role-playing game and match puzzler. Players collect creatures of different elemental types, form a party, and then attempt to match gems corresponding to those elemental types in order to increase their creatures' attacks during battle. As they level, creatures earn powerful skills that can be unleashed once enough of their element is collected.


It's so much fun.


Remember the card collecting game I wrote about the other day? Ayakashi Ghost Guild? It's got the collection and fusion bits of that game, with gameplay that doesn't immediately put me to sleep.


With some 412 different creatures to collect on top of the naturally addictive puzzle gameplay, I'm going to be stuck on this one for a while, which is exactly what I expected from a game called Puzzle & Dragons.


Puzzle & Dragon [iTunes]


Sonic The Hedgehog

Seems Like Sonic the Hedgehog Will Be Getting New Games Next Year The recent release history for games featuring Sega's mascot has been a tumultuous one. But the blue speedster continues to lure players in with hopes that the new games will channel in some of the charm and challenge of olden times.


According to multiple sources—GameRanx, Official Nintendo Magazine UK, VideoGamer and Nintendo Everything—that cycle will likely start up again with new digital and boxed titles that will be hitting next year. Speaking originally to Toys ‘n' Playthings Magazine, European head of brand licensing Sissel Henno said:


"We will have several new digital titles launching as well as a new boxed game, so there will be plenty of opportunities to link martketing campaigns across games and merchandise."


No further details about the in-development games were divulged but it seems entirely likely that Sonic would find a home on the Wii U and 3DS. Maybe even the Vita, too.


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)


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