EV Training is a special way to play Pokemon that utilizes math to maximize each of your pocket monster's statistics. Pokemon Rusty doesn't get it, even after the amazing Mr. Brentalfloss expertly summarizes it in song. "You're sucking the fun out."
I've never been much of a min-maxer myself, preferring to enjoy my games without having to pull out a calculator. The most mathematical I've gotten was in Funcom's Anarchy Online, the MMO where putting on a piece of advanced armor is only a large, complicated equation away.
For more sick and twisted video game comedy, follow the link to Dorkly.com.
Last year, developer 11 bit studios released a scaled-down version of its reverse tower defense PC game, Anomaly Warzone Earth for the iPad, and it was wonderful. Look how far they've come with the soon-to-be-released sequel, Anomaly Korea.
Warzone Earth was the product of a team learning the mobile development ropes. 11 bit studios was focused on PC and Xbox 360 development; mobile was something they were curious about. It worked out quite well.
Anomaly Korea, coming soon to iOS and Android, is the product of a developer that fully understands the capabilities and realizes the potential of the mobile platform. The visual difference is quite profound.
In this excerpt from the article accompanying these screens, technical director Bartosz Brzostek discusses just how far 11 bit studios has come in the year following its first blockbuster release.
A lot of time has passed since we published AWE. A year in mobile device development is like ten years in consoles. When iPad2 appeared, it became obvious that its GPU efficiency skyrocketed. Next generations were even faster. We decided to take advantage of this while developing Anomaly Korea. Better memory transfer and more efficient pixel shaders allowed us to use real postprocessing. Thus, Anomaly Korea renders a scene not to the screen but to a buffer where various filters are applied. It granted our art director an opportunity to use contrast, saturation and a glow effect, which softens visuals. You can see all that when you compare screens. Colors in Anomaly Korea are deeper, more realistic. Better vertex shaders' output allowed us to animate many additional objects and give them life (skins are applied by GPU). More powerful pixel shader and faster memory granted us zoom blur effect in a tactical view, lens flares and decals. We added many more details that we could not afford just 18 months earlier. Still we had more power at our disposal, so we added antialiasing so that power would not go to waste. The effect is that Anomaly Korea does not compete with its predecessor but with the PC version.
Flip through the gallery for more shots comparing the old with the new.
Metal Gear Rising: Revengeance is a fascinating game, a frenetic hybrid between Metal Gear and Bayonetta that trades in the cardboard box for a cyborg katana.
It's also gone through some serious trials and tribulations. For Rising, or Revengeance, or Raiden's Rad Rampage or whatever you want to call it, development has not been easy.
Before it was Revengeance, it was Metal Gear Solid: Rising, a stealthy action game that was supposed to tell the story of Raiden between the events of MGS2, in which he starred as an easily-manipulated rookie soldier, and MGS4, in which he came back as a badass cyborg ninja.
Then, according to producer Yuji Korekado, the whole thing was scrapped.
"A lot of things went kinda sour and we halted our project," Korekado told me through a translator during an interview in Los Angeles last week. "From there it was a new start. The main reason we halted the project and had a lot of trouble was that we couldn't solidify a concept for the game design."
So the folks at Metal Gear Solid studio Kojima Productions decided to collaborate with Platinum Games, best known for their work on snappy action games like Bayonetta and Vanquish. This led to some issues.
"Both of our studios have things that we specialize in," Korekado said, "and we had to put that all on the table. We did butt heads a lot. We had a lot of fights here and there. But that ended up being the best thing that happened, and we were able to bring out the best in both studios."
One of their biggest arguments was triggered by the game's story. Korekado says Platinum shot down the script that Kojima Productions had written for the original Rising, and they had to start the whole thing from scratch.
"The script really didn't match the game design that Platinum Games wanted to go with," he said. "And it was very binding because it was between Metal Gear Solid 2 and Metal Gear Solid 4, and we moved it past 4 for the next script. It really gave them a lot more freedom.
"That was our first fight right there, and of course we did have fights. In the end it makes sense that we make our story based on the game design. When the core concept was allocated, our scenario writer, our script writer from Kojima Productions threw away his other script and started the new one."
"Any plans to revisit that script or tell the events between MGS2 and MGS4 in some other way?" I asked.
"For now, probably not," Korekado said. "Especially thinking that the script needs to be based around the game design. Our game design fell apart, so it's kinda hard to think about what sort of game designs we'd need to include for that script. So for now it's hard for us to imagine."
It's easy to imagine something entirely different for Metal Gear, though, especially after seeing this game. Revengeance is like nothing we've seen from a Metal Gear game before—it emphasizes fast-paced button-mashing action over stealthy operations and strategic attacks. But it still feels like Metal Gear game in some ways: that familiar WARNING/CAUTION meter will appear on the top of your screen, some enemies and items are straight out of MGS4, and there are tons of little tidbits and easter eggs that will be recognizable to any series fan.
So I was curious to hear from Korekado: if it's not the stealth, what exactly makes Metal Gear Metal Gear? Is it the characters? The world? Nanomachines?
"We really designed this game around action, and that's how we move forward," he said. "That's really the first element that we built on. We wanted to redefine Metal Gear, really add to the saga. There's a new character, it's a new genre, it's action-based. It's more an expansion of what Metal Gear would be.
"We would like to change your definition of what a Metal Gear game is. Not just stealth, but redefining it based on what this game is all about."
There are still a few elements of stealth in Revengeance—Raiden can sneak up behind an enemy and slash his brains out, for example—but this is almost all action to its core.
As for Raiden, not exactly a fan favorite protagonist, Korekado said that people who might not have loved him in Metal Gear Solid 2 or even MGS4 might enjoy his evolution over the years. Korekado said Raiden made sense as a protagonist based on his background and his weapon—the katana that plays a huge part of Revengeance's slice-and-dice gameplay.
"Raiden we think is very cool," he said, laughing. "There's a lot of things that were frowned upon I guess by the fans and reviews at the time, but Raiden's a special character...
"People who didn't like Raiden, we think they can enjoy the development, the growth of Raiden in this new game. We hope that fans can enjoy the growth of Raiden as a character, as a human—cyborg—and enjoy the game entirely."
Last week, it was revealed that European Wii U owners can only purchase 18+ rated games from the Wii U eShop during certain hours of the night. It seemed like a curious decision by Nintendo of Europe.
As it turns out, the policy exists in order to comply with German law, which requires that any content rated 18+ (the European equivalent to America's "M" rating) be sold at night.
Nintendo has confirmed this in a statement sent to Eurogamer. From that statement:
"Legal age restriction requirements vary across a number of European countries. Since Nintendo of Europe is based in Germany, Nintendo eShop is complying with German youth protection regulation which therefore applies to all our European markets. Under German law, content rated 18+ must be made available only at night.
"Therefore the accessibility of 18+ content in Nintendo eShop is limited to [USK: 22:00 UTC until 4:00 UTC] [PEGI: 23:00 UTC until 3:00 UTC].
So, there you have it. If you gotta blame someone, blame the Germans! The jerks. With their lovely countryside, genial people and amazing beer.
Nintendo confirms German law to blame for Europe-wide Wii U eShop 18+ content restrictions [Eurogamer]
The leading hypothesis as of this weekend is that mystery game The Phantom Pain is really a smokescreen for Metal Gear Solid V. But, over on NeoGAF, a new theory has emerged.
Looks kinda like GIRP, doesn't it? It would be great to see a AAA game try to incorporate the fumbly body movement mechanics from Bennett Foddy's games. But it's probably not happening in Metal Gear V.
(Via Twitter)
One of the greatest reasons to play a game on Facebook, the irreverent video game quiz show You Don't Know Jack expands to iOS and Android on Thursday, and once you've gone mobile Jack there's no going back.
I first played You Don't Know Jack in 1995, back when games came on CD-ROM discs. Twelve years later developer Jellyvision is older, slower, and probably less capable in the kitchen than ever before. This doesn't seem to affect You Don't Know Jack, which is still brilliant, especially since it moved to Facebook.
So brilliant, in fact, that we've written about it several times. Oh, and it won an award the other day.
Now imagine that Facebook game, only without all the Facebook. You're holding it in your hand. You're playing the same people you used to play on Facebook, only they are just squares on the side of the screen, instead of people trying to chat with you about ponies.
Here, I'll help:
Just imagine a frame around that. Pretend you're sitting on the toilet. Okay, you're pretending too hard now.
It's hard to explain just how perfect this version of You Don't Know Jack is, especially running on an iPad. Kicking back on the couch, the dulcet tones of Tom Gottlieb belittling you for getting that pot question wrong. A Gibberish Question pops up on the screen, hello there, old friend.
Update: Since I was apparently too vague, let me clarify: this is the Facebook game running on mobile. There is an option to play with random people without logging into Facebook, but it's the same five-question game. Like the Facebook game, it'll be free to play.
It doesn't feel like a game made for a tablet. It feels like tablets were made for this game.
So I've over-hyped it a bit. The game is out in three days. That's 72 hours, with a hype decay rate of 2.54. By the time Thursday comes around it'll be just right.
Until then, you can play the game on Facebook. It's just like playing on the iPad, only not as good.
Everyone knows that cats are the kings of the Internet. Put a cat on top of anything and BAM. Instant view-count increase.
So here's a friendly suggestion from the Cat Brothers to game developers: let them put cats in all your things. It will raise their popularity exponentially. Plus, look at that amazing production quality. Can't argue with that.
This isn't the Son of Sparda at his wise-cracking, sword-swinging best. Instead, Steve Darling's teaser clip for his fan movie about the hero of Capcom's Devil May Cry franchise looks in what the original Dante is doing in his downtime. The old version of the DMC protagonist mainly just walks around and hangs out in this clip but it gives you a sense how much a dude like OG Dante would have stood out in the real world if he actually existed. Neo Dante looks more like somebody you might pass on the street. Maybe that's part of what has some fans so annoyed at the new look.
The Winter and Christmas season has come to SimCity Social via the launch of a lengthy "Snow Time" quest series, which will see players being rewarded with a Giant Holiday Tree if they can complete the entire event before it expires. We're here with a complete guide to finishing all three portions of this Snow Time event, thanks to the game's official forums.
Greedy Gobblers
• Build the Ski Rental Business
• Order Chase's Turkeys 3 Times
The Ski Rental Business costs 23,000 Simoleons to purchase in the store. It requires five energy to build, along with four Business Cards, two Business Savvy and one Teamwork. As for the Turkeys task, this can be finished on an Animal Farm by simply clicking on one and selecting "Order Turkeys for Chase." Completing this first quest gives you 1,000 coins, three XP and the base of the Ski Slopes.
Fowl Play
• Build the Ski Slopes
• Launch a Holiday Turkey Burger
• Dress Up Chickens
The Holiday Turkey Burger task can be completed in a Burger Joint, while the Chickens task is once again completed on an Animal Farm. As for the Ski Slopes, this is an incredibly large item that you might need to rearrange your town for. Whatever the case, you'll receive a Big Idea for completing this quest.
Elfy, Wealthy, and Wise
• Have a 1-Star Ski Slopes
• Collect from the Ski Rental Business
• Build the Elf Academy
The Elf Academy can be purchased in the store for 190,000 Simoleons. This expensive item is a business that pays out 2,020 Simoleons every 19 hours at its basic level. As for the Ski Rental Business, it's available to collect from every seven hours. This is the final quest in Part One of the Snow Time series, and you'll receive 5,000 Simoleons for finishing it off.
Part Two - 1
• Have a 1-Star Ski Rental Business
• Install Chair Lifts at Ski Slopes
• Have X-Rays
First things first, you'll be able to install the Chair Lifts on the actual Ski Slopes item in your town. As for the upgrade to the Ski Rental Business, it requires eight Business Cards, two Trust, three Tour Guides and two Groundskeepers to unlock. After that, you'll need to spend 200 Materials per click until its upgrade bar has been filled. You'll receive three Fury for completing this quest.
Part Two - 2
• Send a Train
• Sell 5 Tickets for the North Pole Express
• Have a Lump of Coal
The Train and North Pole Express tasks can obviously be finished at the town's Train Station, while the lump of Coal is earned at random by building holiday-themed buildings or by visiting friends' cities. This is part of the "Send Letters to Santa" feature which is mostly unrelated to these quests, so keep that in mind. You'll receive 10,000 Simoleons for finishing this quest.
Part Two - 3
• Have a 2-Star Ski Slope
• Have 3 Harmony
• Give Out 5 "Free Stuff"
The second upgrade to the Ski Slope requires eight Ticket Stubs, six Foam Fingers, six Holiday Snapshots and three Tour Guides to unlock. Once you've unlocked it, you'll need to spend 7,300 Simoleons and 1,830 Materials on each click until the upgrade bar is full. Meanwhile, you can work on the Free Stuff task, which can be completed at the Ski Rental Business in your town. Completing this quest gives you 5,000 Simoleons. This quest marks the end of Part Two in this Snow Time event, but there's still one more trio of quests to complete while they're available.
Part Three - 1
• Build a Snowman
• Visit 3 Neighbors
• Have Nice Chocolates
The Nice Chocolates look to match the Lump of Coal above, in that they're used in the Letters to Santa event, and can be earned by visiting your friends' towns. As for the Snowman, this small decoration is available to purchase in the store for 1,200 Simoleons. He offers a +8 population boost to your town's homes. For finishing this quest, you'll receive 2,500 Materials.
Part Three - 2
• Have a 1-Star Elf Academy
• Build a Snow Castle
• Collect from the Christmas Decoration Factory
The 1-Star Elf Academy can be unlocked by spending four Community, two Trust, four Tour Guides and five Animal Mascots. After that, you'll need to spend 1,270 Materials per click until the upgrade bar is full. As for the Snow Castle, this is another incredibly expensive item in this holiday theme, as it costs 380,000 Simoleons to build. Finally, the Christmas Decoration Factory costs another 90,000 Simoleons to build, and has a payout of 400-600 Materials every 12 hours. Finishing this lengthy (and expensive) quest gives you 7,500 Materials.
Part Three - 3
• Have a 3-Star Ski Slopes
• Host the Ultimate Snowball Fight
The third upgrade to the Ski Slopes requires five Souvenirs, three Harmony, two Unity, one Expression and six Animal Mascots to unlock. From there, you'll need to spend 7,960 Simoleons and 1,990 Materials per click to fill its massive upgrade bar. After that task is done, you can use your newly upgraded Ski Slopes to host the Snowball Fight, which is the last task in this entire Snow Time event. You'll receive 10,000 Simoleons for finishing this final quest, along with the Giant Holiday Tree that can be placed in your town.
Again, the time limit for completing these quests is incredibly short (far too short for most players), as you'll have just seven days as of this writing to finish everything off. It's unlikely many players will actually be able to finish these quests, but here's to bestowing some holiday luck upon you.
Play SimCity Social on Facebook Now >
What do you think of this large Snow Time event? Do you think you'll have time to complete all of these quests within the seven day time limit? Will you even attempt to finish them, or do you already feel defeated by its strict and expensive requirements? Sound off in the Games.com comments!
Republished with permission from:
Brandy Shaul is an editor at Games.com
Last Friday morning, my words on this site told you that BioShock Infinite, the long-in-the-works first-person shooter from one of the most respected game development studios in the world, was coming along very well.
On Friday evening, if you were watching Spike's Video Game Awards, your eyes might have told you otherwise.
What can you believe?
An old friend has long said that we see games with our hands. That's pretty much the problem at the root of last week's divergent reactions. Words from reporters and critics are nice, but they can't replace the feel of a game. Graphics and sounds convey a lot. But if you could get an accurate feel for a game just by watching it, you probably wouldn't mind if I dropped by your house, sat down on your couch and played the new game you just bought for you. You wouldn't have fun just watching me play?
Your hands couldn't get to BioShock Infinite last week, and therefore you're left with my words and your eyes, two inherently imperfect tools for the job of you discerning in advance if a new game is any good.
Let's get specific.
I played BioShock Infinite for more than four hours on Thursday afternoon, under the supervision of people from the game's publisher and development studio. I played from the start. (In case you're wondering, there will be no spoilers in this piece.). I essentially liveblogged my experience, but didn't publish the liveblog until Friday morning, since that's when the coverage embargo set by the publisher lifted. That's when it was ok for me to write about it.
From my not-quite-liveblog you can discern that the game is very much like the first BioShock. It is set in a fascinating, exotic place that is fun to explore. It puts the player in a lot of firefights. It gives the player an unusually diverse set of tools and tactics to use directly and indirectly against enemies. It's very much a character game and gently tugs at the player to care about who the people in the game are—including the one you're controlling.
I'd come into the event leery. I'd enjoyed Irrational Games' first BioShock. I liked BioShock 2 which most of the people at Irrational weren't involved in. I'd marveled at BioShock Infinite's live E3 2011 gameplay demo. I then lamented the game's delays and grew concerned regarding departures from Irrational, word of cut features and an overall sense that what some might call business-as-usual in the complicated craft of creating games was, in this case, a flock of red flags warning that Infinite was in trouble.
The day last summer when we ran our report about the troubles facing the game, Irrational's chief game creator and the mastermind behind BioShock, Ken Levine, told me that I'd soon be able to play the game and judge it for myself. And so I did. From the start. For more than four hours. And I'll be damned if that wasn't four of the best hours of gaming I've gotten in this year.
On Thursday night, I wrote:
I wasn't going to lose sleep tonight if BioShock Infinite was a stinker. But I'm nevertheless happy that it showed so well.
It plays more like the old game than I'd expected.
It looks nothing like the old one, as I'd hoped.
Both of those are very good things. Be hopeful. They might nail this one yet.
Then you saw the trailer Friday night.
That last one is presumably in reference to the moment at 2:08 of this video.
I've seen comments from people who were excited by the trailer. I've read reports from people who liked it. But I saw a lot of negativity out there, certainly more than you'd expect a VGA-closing demo presented by Ken Levine himself to have generated.
So much for my words. Your eyes got many of you worried.
Watching the trailer, I can see why. It's got a ton of action. It makes the game seem like a shooter that has more combat than character moments. It feels more Crysis or even Call of Duty, and I think it's fair to assume that this was intentional. Ken Levine knows that his critically-acclaimed series isn't commonly known by the average fratboy Call of Duty gamer. He now also knows it won't have multiplayer, which is what often hooks many of the shooter fans out there. This kind of trailer is one way to grab their attention.
But what of the enemy who soaks up bullets? And the framerate? And the iron sights? The enemies were plenty tough and aggressive when I fought them. The game ran fine on the PS3 hardware I used during my session with the game. The iron sights? I forgot I had them most of the time but appreciated them when I needed to snipe.
Just about anything in the trailer can be explained away by those of us who played the game, though that isn't to say the game we played was perfect. I didn't like that enemies sweated hit points, Borderlands-style, when you shoot them. That's a new option, but as I learned later, it can be turned off. Once, when I went the "wrong way" in a transitional level that was supposed to connect one major area of the game to another, I got the framerate to chug. And for all I know, the game nosedives in quality after its first stellar 4 1/2 hours. Hey, it could happen.
There are many ways for me or you to be dead wrong about an upcoming game.
We recently declined to send one of our reporters to an EA preview event. We didn't have the time to get someone out there, but I was also worried. Dead Space 3 would be there. I'd seen Dead Space 3 a few times since May and I kept seeing it in just five or 10-minute chunks. In those instances, I'd seen the game with my hands. I'd played it. But I'd played it briefly. Too briefly, I think, to accurately size it up.
That's the other wrinkle here: brevity is the enemy of appreciating a game. Most games need more than 30 seconds or even five minutes to reveal to you how good or bad they are. Before that, you can be tricked.
On Friday morning, my headline read: "I've Played 4 1/2 Hours of BioShock Infinite. I'm No Longer Worried About This Game." That much time with a game in my own hands, playing it from the start, makes me feel confident. But I understand why your eyes can make you doubt. I understand that even my impressions might not discover something horribly flawed later in the game.
In early 2010, I attended a speech by one of the great game designers of all time, Will Wright. He introduced an idea I'd never considered before, that we compare real games to the idealized versions in our heads, and that we do this before we ever play the real version of the game. This is how I wrote it up:
Wright brought in an example from the lives of video gamers. This one involves a gamer going into a store intending to get a game. Maybe they've heard of the game. Maybe they've read about it. Maybe they know just what the back of the box they're holding in the store tells you. But as soon as they're thinking about it and considering it, the potential gamers are... playing the game. "They are already playing this low-res version in their imagination of what the game is going to be like."
If they then buy the game, and play the higher-res version that shows up on their computer or TV screen—and if it's not as good as the one they played in their head—that's a problem.
If the game they play is prettier or better version of what they played in their head, that's great.
In a way, we've all already played BioShock Infinite , mostly in our heads. What we're waiting for next is a chance to play it in our hands, all the way through, to know how the BioShock Infinite we imagined compares to the one that we'll be able to buy and play on March 26. It's a miracle that any game can stand up to our hopes of what it can be.
This is how it is with any game: there's the version we imagine, the one we see, and the one we touch. For now, for BioShock Infinite, I'm trusting my hands.