Skygoblin's lovingly handcrafted point-and-click adventure The Journey Down hasn't been ported to the iPad, iPhone and iPod Touch. No, it just sort of wandered in, bobbing its head to some sexy jazzy reggae, and made itself right at home.
With its exquisite hand painted graphics and its singular Afro-Caribbean setting, The Journey Down is one of the most original adventure games I've played in ages. The PC version (coming to Steam on January 9) has been kicking around since the summer, garnering all sorts of praise from adventure fans craving something different from the average white contemporary hero or the fantasy setting. Consider this a palate cleanser for the genre, something fresh to remind players why they love hunting about scenes for items to use on other items to solve puzzles and move on to the next scene.
The Journey Down follows the standard formula, but does so with a style and self-awareness that sets it apart from the rest of the point-and-click crowd. Lead characters Bwana and Kito, managers at a fueling station / boat chartering service, handle the absurd tasks required of adventure characters in stride, be it replacing the missing rungs of a ladder with stale breadsticks or getting wrapped up in a dramatic plot that could lead them to a revelation about their long-lost father, Captain Kaonandodo. They're just having a good time with whatever life (or the game developers) happens to throw at them. I kind of wish I lived like that.
With point-and-click gameplay that feels like it was conceived with a tablet in mind, fully-voiced, fully-ridiculous characters and some incredibly fine music, the $.99 introductory price for the first chapter of this episodic adventure is so low it's almost criminal. Maybe you should wait until it goes up to $2.99 to buy it.
Or not.
The Journey Down [iTunes]
After a monthlong delay, Nintendo's TVii service for the Wii U arrives in North America tomorrow, but some features touted earlier this year still won't be on board when the service launches. Notably, it won't support Netflix or TiVo subscriptions, nor will it allow users to program or access content stored on DVRs.
Netflix and TiVo are projected to join TVii in early 2013, Nintendo said in an official news release. DVR support is something that requires a deal with cable and satellite TV providers, a Nintendo of America representative told the Los Angeles Times.
TVii is a second-screen experience using the Wii U's GamePad, connecting all TV and streaming services into one location. Additional content relevant to the program—movie reviews, IMDB and Wikipedia entries and sports scores are examples cited—is served over the handset. Social media also is tied in, so folks can gab about what they're watching on Twitter or Facebook—or within the Wii U's Miiverse—as they're watching it. TVii may be personalized for everyone in the household using it, serving up recommendations and saving favorites for each one.
At launch, the service will support cable and satellite providers in the United States and Canada, as well as direct integration with Amazon Instant Video and Hulu Plus subscriptions in the U.S. Users can still watch Netflix content over the Wii U's regular app, as they have since launch. TVii is free and requires no additional hardware.
Borderlands 2 is funny, smart, and gorgeous. The controls are tight, hooking up with other players is a dream, and the PC port is one of the best I've ever seen. The Torgue campaign is hilarious and memorable, just like previous campaigns. It seems like the game's hitting all the right buttons.
My cursor hovers over the Borderlands 2 launcher, the word "Play" enticing me, but, for some reason, I glance at my desktop computer, wishing the hard drive hadn't started death-clicking on me. My Xbox 360, sitting on the shelf above, stares at me forlornly, begging me to return to Assassin's Creed's Constantinople.
I've got to play this, right? Most of my games are sitting on a hard drive I can't afford to replace, and I'm always in the mood for a shooter, so what's stopping me? Why do I feel like I'm obligated to play Gearbox's latest endeavor when I should be looking forward to the experience?
I've been struggling with Borderlands 2 for weeks.
At first, I thought that I might be in some sort of gaming funk. The past few weeks have been extraordinarily stressful for numerous reasons, and I haven't been able to take a break to deal with outstanding health concerns, which is generally the recipe for this kind of malaise. However, if that were true, and this was a funk, I wouldn't have spent two hours the other day playing Assassin's Creed Revelations, nor a few hours earlier in the week playing FTL. I'm enjoying games just fine—it's Borderlands 2 that seems to be the issue.
Humor isn't doing it for me today, and it hasn't been for a few weeks now, though the jokes themselves are often hilarious. Even a month ago, when I was nearing the end of Borderlands 2's Captain Scarlett and Her Pirate's Booty DLC, the humor wasn't doing it for me. I'd sigh at yet another hilarious quest prompt, roll my eyes at the latest joke, no matter how funny, and dutifully head off to shoot more pirates.
Actually, I think that might be where the problem lies.
Ask anyone what a Borderlands game is about, and they'll tell you "guns." They'd be wrong. A Borderlands game is no more about the weapons it uses than any other game in its genre. See, while the two main games in the series are played in a first-person perspective, they borrow as much, if not more, from games like Diablo and Torchlight.
Borderlands isn't about guns, it's about loot. And that's a big problem. As I expressed earlier, in Stephen Totilo's wonderful piece on why we like to shoot, the first person perspective can be an incredible one if the game uses it to its strengths. If a shooter treats the game space like as if it's real, players are in for a diverse, intelligent experience.
Borderlands doesn't really do that.
If anything, the game's quite simplistic. The enemy will see you, enter a combat state, and shoot or melee the user. Sometimes, they will take cover, but that's about as far as their intelligence goes. With Borderlands, you don't do much more than point at guys and make the red bars get smaller, which means, to paraphrase the classic GamePro advice, shooting them until they die. Most good shooters go beyond that. In FEAR, they call in reinforcements, flip over tables to create cover, distract you to allow their friends to flank, and it all feels right. In Halo, an Elite will make use of his grunts, turning them into meat shields when his shields pop. In Far Cry 2, putting a sniper round through a mercenary's kneecap will inevitably result in his allies coming to check on him.
These games treat their world as real and their inhabitants more so. They make use of the first-person perspective, of that idea of immersing the player within a world, and they take it as far as they can. Borderlands 2, on the other hand, treats its enemies in distinctly different terms. Its enemies are mobs to be aggroed while you blast them with AOE attacks and whatnot. They're not treated like people inhabiting a space; they're treated like concepts with legs, bipedal ideas given malicious form.
Shoot shoot, bang bang, visual effects. On to the next guy.
A good shooter should feel like a stew of sensory data, feedback, use of space, and artificial intelligence. Everything should fit together in a way that feels right—in a way that somewhat emulates actually being in a space, because that's really what first-person games are all about. It's not just a camera perspective, it's a way of creating a mindset. When a game's too gamified to matter, players feel a disconnect between purpose and place.
Of course, Gearbox could improve the AI, feedback, and level design, but that might not fix everything. The guns, for instance, are random. With any melee game, particularly an isometric title, like Diablo III, varying stats don't really matter all that much. They tend to determine how many numbers pop up when you click on a guy, and little more. With shooters, things are a bit more complex.
The best shooters not only treat space like it's real, but encourage players to explore that game space, thinking about where cover is, where enemies are, where gunfire is going, where their gunfire is going, how to game enemies into different space, and so on and so forth. Any first-person game is at its best when its focusing on movement just as much, if not more so, than combat. That games like Halo, Dishonored, and Mirror's Edge have an appeal is ample evidence of the importance of motion.
In a shooter, one of the best ways to facilitate and vary player movement is to arm the player in different ways. A combination of Halo's Needler and Shotgun will facilitate a distinctly different kind of movement through the game space than a loadout with the DMR and plasma rifle. With a Needler, players can utilize the age-old tactic of "spray and pray," focusing more on movement rather than accuracy, allowing the player to dodge enemy fire and get up close, finishing off stragglers with the shotgun. A player carrying a DMR and plasma rifle might use the latter to pop an Elite's shields, then swap to the DMR and finish it off with a headshot. Other factors, like AI, use of grenades, and line of sight will affect motion as well, but the guns, above everything else, affects the way the player navigates the game's space.
Borderlands doesn't really pay much attention to its guns, because of its devotion to a Diablo-esque combat system. It's too busy thinking about crits and elemental damage to focus on gunplay, so generally, there's very little intelligence required of the player. Just pick the right "build" of weapons (use acid weapons on just about everything), get into cover when your health bar is low, and just point at guys and click on them.
Nothing to it.
And that, I think, is the problem.
I want more out of a shooter, whether it's to toy with the AI and maps, as in Dishonored or Crysis, or to focus on the right weapon combinations and moment-to-moment movements, like Halo or FEAR. I want to have fun playing a shooter, and honestly, I think Borderlands is missing all the core details that make shooters good. The game's at its best when I'm playing with my friends, and given how hectic my schedule has been the past few weeks, that's been next to impossible.
So, here I am, sitting at my computer, finger ready, yet somehow restrained. Borderlands 2, as gorgeous, outrageously funny, and beautifully made as it is, just isn't doing it for me. I sigh, again, ready to click... when I realize I don't have to play it if I don't really want to. I'm not entirely out of love with Borderlands 2. It's pretty much the perfect online co-op game, after all. But for now, I think I'm done riding solo. So, instead, I grin, clicking FTL: Faster Than Light, and prepare to get killed by space pirates.
Rick Burford's childhood discovery that he could modify Microsoft Flight Simulator to allow behaviors the programmers hadn't intended spawned a life-long fascination with video games and their development. Now, he writes about video games and occasionally dabbles with making his own. His Twitter handle is @ForgetAmnesia.
If you don't want to know how to get to Columbia, then watch no part of this video, which Irrational Games released just this morning. It's the opening to BioShock Infinite, a mostly cinematic sequence that is plainly an homage to the opening of the original BioShock, which we've included below if you want to refresh your memory.
I didn't catch any "Would you kindly" or obvious ties other than the destination through which Booker travels to Columbia. Its entrance evokes the original lighthouse of BioShock but certainly not as secular in tone.
For those who don't mind seeing how the game begins—there is essentially zero action here—have a look, I'm sure we'll uncover more similarities and callbacks to BioShock as this is deconstructed further.
While snapping together plastic bricks will always hold a special place in my heart, sometimes I crave a more complicated building toy - something that requires an allen wrench and several dozen tiny little screws. The Gears of War King Raven Erector set fits the bill nicely. Let's build it.
The King Raven is one of four Gears-themed Erector sets available exclusively at Toys'R'Us this holiday season. The Armadillo APC is rather nice, and the Locust Vs. Delta Squad set is great for builders looking to create a diorama. Erector has already created a video showing the Centaur tank being constructed, so I opted for the King Raven. It's a helicopter. Helicopters are cool.
As I mention in the video below, the last time I played with an Erector set was around three decades ago. I distinctly recall trying to build a robot. Maybe "trying" is a stretch — I bolted several girder-looking bits together and then went to play with the dead frog in my science kit instead. I also had a geology kit that, in retrospect, was just a box filled with rocks. Kids were stupid back then.
This isn't my younger self's Erector set. This is a marriage of molded plastic parts with those classic metal bits, creating something that actually looks like a real thing rather than the burnt-out husk of whatever it was you were trying to build.
I figured I'd put this together in an hour during an afternoon visit to my parents' house. It took me three. I am old, and my fingers are large. Luckily for you folks I've condensed the construction down to under three minutes and set it to the lovely sound of Ghostly Dust Machine's "Ode To A Baby Snowstorm."
Constructing the Erector Gears of War Raven from Michael Fahey on Vimeo.
Pretty nifty, isn't it? The tiny figures might be a bit meh, but that King Raven is so sexy you want to wear it as a hat to a fancy dinner party.
With Sonic Racing sets on the shelves as well, Erector is slowly working its way up the video game food chain, bolt by bolt. It's gained a serious foothold employing the C.O.G. forces. I can't wait to see where it goes next.
In that interview (via May Daily), Chan allegedly talks about how gangsters would threaten actors by pointing weapons at them, and telling them that they were going to make a movie.
Chan is quoted as saying (via South China Morning Post): "In the past, when they bullied me, I hid in the United States. They opened fire at me once I got off the aeroplane. From that moment on, I needed to carry a gun every day when I went out. When I returned to Hong Kong and ate outside, more than twenty people surrounded me with melon knives."
"I pulled out a gun, and had two more concealed. I told them they had been going too far and that I had been hiding from them. Later on, I confronted them with two guns and six grenades." Because one isn't scary enough?
In Hong Kong, guns are heavily regulated. Carrying a weapon requires a license, and it's unclear if Chan was ever issued one. And no, there are no grenade licenses.
Breaking Hong Kong laws can result in up to fourteen years in prison or the equivalent of a US$12,000 fine. Police are investigating the claims, which, considering how long ago they happened, and that Chan could be making this up, will be hard to prove. Some even think the Hong Kong police is investigating Chan as PR stunt—a way to show how serious they are about crime.
Chan has apparently commented on his verified microblogging site, writing, "I told the media about my unruly behavior to express that I had the thought of resorting to violence because of my lack of education. I cannot express myself properly sometimes, I only want to say that people need discipline, and our government should manage the public and resources in a fair way."
If twenty gangsters show up when Jackie Chan is eating, shouldn't he beat all of them up with a pair of chopsticks, his chair, and the tablecloth? That's how it always goes in his movies.
Police to question Jackie Chan on gun claims [South China Morning Post]
Jackie Chan's guns were no fake stunt [Global Times via Beijing Cream]
Famed Japanese game maker Square Enix recently launched a new establishment called Artnia.
Inside, there are figurines on display, plush toys and accessories to buy, as well as CDs, t-shirts, pricey souvenir chocolate and cookies.
This isn't just a gift shop. There's also a cafe that serves parfait, pancakes, sandwiches, coffee, and original non-alcoholic "potions" as well as mixed drinks.
Artnia is located in Tokyo's Shinjuku Eastside, in front of the company's new headquarters. If you are in town, it might be worth checking out.
The top photo is by @felmata, while, in the above gallery, Flickr user marshal.alloc does a fantastic job of capturing Artnia's interior.
marshal.alloc [Flickr via FF-Reunion]
ARTNIA着いたー [@felmata]
The roll out of zombie shooter The War Z is one hot mess. Yesterday, gamers on Reddit were pissed about the game's misleading description on Steam. And now, the game's maker, Hammerpoint Interactive, is saying it wasn't the description's fault. Oh, no, it was yours.
"I'm sure that a few players may be upset, but I can assure you that based on what we're seeing, the number of people who post bad comments are a small percentage of people who actually bought the game," Hammerpoint Interactive's Sergey Titov told GameSpy, echoing what he also told Kotaku.
However, Titov went one step further by saying, "I'm sure there'll be people who will look into small details and will say ‘no I was mislead' where in fact they imagined something to themselves without checking details first."
"I think there's a difference between false claims and perception of the text. There's no such thing as 'fully released' for online game. As far as I'm concerned The War Z is in a stage when we're ready to stop calling it Beta. This is a basic version—bones to which we're going to add more and more 'meat'—features and content in the coming months and hopefully years."
As the Reddit screengrabs show, the text and those discrepancies don't appear imagined:
Hammerpoint can add all the meat it wants, but many gamers feel like they've gotten a false bill of sale. The outrage online has been so vociferous that the Steam description was updated:
Well, sorta.
On the game's forums, Titov issued this apology (it's his second; here's the first):
As you all know we launched the game on Steam yesterday. Okay—we're number one top grossing game on Steam right now—thank you guys for your support.
At the same time it was clear that there were a number of customers that felt that information about the game was presented in a way that could have allowed for multiple interpretations.
We've taken steps to correct this and format information presented on our Steam Store page in a way so it provides more clear information about game features that are present in the Foundation Release and what to expect in the coming weeks.
We also want to extend our apologies to all players who misread infromation [SIC] about game features.
At the end of the day our goal is to serve our players as best as we can, and we love when you guys steer us into the right way of doing it !
This bit deserves a reply: "We also want to extend our apologies to all players who misread infromation [SIC] about game features." It's not us, it's you.
On the game's forums, some are accepting the studio's apologies, thanking the developers. Others are simply not having it. DeadlySwordz writes, "So you waited till a bunch of people bought your game and made some money first before addressing this? Wow. Good thing I didn't buy and never will." Kingkilla15425 added," It wasn't a misrepresentation, it was a blatant lie. But good job fixing it anyways."
"No one misread anything," writes Snedsdawg. "The information you posted was false, it's as simple as that. Don't try to pin this on us, it was your error, not ours."
Besides launching suspicious microtransactions, Hammerpoint is directing unhappy customers to Steam for a refund. You know, those unhappy customers that supposedly misread the original Steam description and got bad infromation.
Steam purchase page issues [War Z Forums]
A Shocking Interview With The War Z Developer On False Steam Store Claims [GameSpy via MCVUK]
There's an array of games on display, with lots of shooters, like DoDonPachi Dai-Ou-Jou, ESP Ra.De., RayStorm, and Gradius.
自宅にレトロゲーセン風の物置を作ってみた [@SpecialSupermario]
うらやましいなあ...... [Kotaku Japan]
Bam! See? Cute. This is the AZPR EvBoard, aka the "Circuit Board Shojo". Shown earlier this year (check Kotaku Japan), this is a programmable board for hobbyists.
Recently, the board is being packaged with a computer fanzine called Dojin Hard, reports Akiba Blog. You can pick it up in Akihabara at retailer Comic Zin. The fanzine also includes a piece with digital artist Julie Watai on modding Furby. Yes, Furby.
生基板付き同人誌「ドージンハード」 [アキバぶろぐ]
基板少女 PCB Girl [YouTube]