The Walking Dead

On Second Thought, Play The Walking Dead On Anything But an iPhoneHappy new year. I'd like to start the year by helping you avoid a mistake I made in 2012. But let's rewind one more year, first, ok?


In 2011 I had the good fortune of playing The Elder Scrolls V: Skyrim on a machine that wasn't the PlayStation 3. I played it on an Xbox 360, but I just as well could have played it on a PC and experienced the same benefit of avoiding the version of one of 2011's top games that made its players miserable.


Skyrim on PS3 was a mess. It was laggy. It crashed. It had problems in its launch month. Patches and updates still left it underperforming a month later, in December. In February, the game's lead creator was still having to explain just what in the world had gone so wrong. But by that time, many people had declared Skyrim Game of the Year for 2011 (it was a runner-up for us).


Some PS3 Skyrim players fumed.


How could a game that had a version that was that much of a mess take top honors? You could debate for some time whether a buggy version of a game that can be played smoothly on other platforms should disqualify a game from Game of the Year consideration.


We're not quite in the Skyrim PS3 situation again a year later, but I must warn you: if you're going to play Game of the Year contender/winner The Walking Dead and if you have a choice of what to play it on, avoid the iOS version.


For the past few weeks, I've been playing The Walking Dead, the much-loved five-part graphical adventure game about a band of people struggling to survive a zombie outbreak in south Georgia, on my iPhone. I could have been playing it on PC or Mac, on Xbox 360 or PS3. I could have been playing it on my iPad. But for maximum convenience (or so I thought), I downloaded it to my iPhone and committed to playing it there. That was sort of a mistake.


The game is good on my iPhone. The acclaimed story is gripping. Using finger-taps to choose dialogue options works fine. Whatever the best is that the game has to offer, the iPhone version of the game gave me that. That's why, when the game came to iOS, we gave it a thumbs up. Bring the best over of an exciting, impressive game, and we'll be plenty pleased.


The game wakes up from sleep about as well as a cranky one-year-old. Because of this, I've had to replay small chunks of the game two and three times.

The problem is that, after a longer time playing it, it's clear that the iPhone version of the game fails the prime use case of any portable game: it can't handle being interrupted. The game doesn't handle being started back up once it's been put to sleep and it winds up requiring its players to re-play as much as several minutes' worth of its adventure time after time.


As you play The Walking Dead the game will automatically save your progress. These auto-saves occur infrequently and typically only after scene changes or major decision moments. There's nothing weird about a game that doesn't let you manually save and makes you sweat it out to the next auto-save checkpoint. That's standard, if sometimes inappropriately archaic, game design. It's also, sadly, incompatible with how mobile games are played. You don't time your sessions on a mobile game to the length of time between save points. You time them to the amount of time it takes for your bus or subway to get to the next stop or until it's your turn at the supermarket checkout counter or in the doctor's office. When it's time to stop playing, you have to stop playing.


Any well-made mobile game can deal with these sudden pauses. The iPhone, like the 3DS or Vita, lets you put a game to sleep. Most well-made mobile games can be woken right back up so you can resume playing. Most well-made mobile games can even tolerate an iPhone user's need to take a phone call, snap a photo or use any other app, other than the game, before returning to the game.


Through auto-saves, build stability and who knows what else, most mobile games can be woken back up just fine. Not the Game of the Year contender The Walking Dead. It wakes up about as well as a cranky one-year-old. After interruption, it often will display the moment you last saw in the game, but then it will freeze, choke, kick back to the title screen and wipe out any progress you made since your last auto-save. Because of this, I've had to replay small chunks of the game two and three times.


My colleague Jason Schreier has had the same problem with the iPad version, aka the version I almost played this game on. But I'd say that an iPad arguably could be considered a device you do play on for fairly long sessions. I could accept a save system and inability to handle idle states well on a tablet. On a phone? That system is terrible.


The game also doesn't support cloud-saves, for some reason. Progress in the iPhone game can't be picked up on the iPad, which is another way The Walking Dead fails to meet the standards of average iOS games, let alone one of the supposed best of the bunch.


In the days to come we'll be talking about our Game of the Year contenders here at Kotaku. I imagine we'll be talking about The Walking Dead quite a bit. I know that I'll be able to talk about the game's best qualities, but I'll also know that I experienced the game at its worst. I played the Skyrim PS3 version of the game and am simply grateful I haven't run into many of the crash bugs listed by other players on iTunes (I only hit one game-killing bug, early in the game's second act; re-loading to the last checkpoint resolved it).


I don't recommend that you avoid The Walking Dead. You'd be missing out. But I do recommend that you avoid the iPhone version if you can. It's more hassle than an iPhone gamer should have to put up with.


Kotaku

It's called Full Bore, and it's an interesting-looking indie puzzler that's slated for release on PC next year. Also it's adorable. A-boar-able? No? Okay.


The tiny team behind Full Bore says they've completed about a third of it—and there's a demo available on their website—and they've started a Kickstarter to finish it off. They're hoping for $12,500.


The Walking Dead

News of an Activision-published Walking Dead FPS first shambled out over the summer, but all we've had so far is a few screenshots and art pieces to set the mood. This trailer give a first look at the gameplay in The Walking Dead: Survival Instinct, which is being developed by Terminal Reality. Seems like some stealth and redirection tactics are going to be necessary amongst all the melee and shooting. What do you think, TWD fans? Does this clip make you want to play as one of the show's more controversial characters?


Kotaku

Gollum/Smeagol are both actually quite clever. If the [minor The Hobbit spoilers] riddle scene in The Hobbit tells us anything, it's certainly at least that much.


So it stands to reason that the split-personality hobbit could also string a few clever rap verses together. And just wait until Smeagol starts dropping the bass.


But I'm not so sure I wanted to see his gnarly, toothy grin while he licks down an ice cream cone. Oh, the horror.


via Tastefully Offensive


Kotaku

The Best Conversations We Had In 2012Playing video games is a lot of fun. Kind of goes without saying, right? But talking about games is just as much fun, if not even more so.


Here at Kotaku, we writers don't get enough opportunities to publish the arguments conversations we have amongst ourselves. But very so often, we'll pull together a good two-way or three-way discussion, and almost always have a lot of fun with it. I thought I'd round up the best Kotaku conversations of 2012 below.



We Like Kid Icarus: Uprising So Far, Because It's Weird.

The Best Conversations We Had In 2012


Stephen and I talked about Kid Icarus: Uprising, and I tried to get my fevered mind around the game. More »



Gears, Gods, And Giant Robots: A Look Back At One Of The Best RPGs Ever

The Best Conversations We Had In 2012


Jason and Kate took a long look back at the great Xenogears. More »



Why We Love Our Commander Shepard

The Best Conversations We Had In 2012


Evan, Kate and I talked about our respective Commander Shepards, and why we love them. More »



Assassin's Creed III Is A Bummer! No, It's Not! Let's Talk This Out.

The Best Conversations We Had In 2012


Stephen and I had very different takes on the game, so of course, we decided to duke it out. Over Twitter, no less. And then in the comments. More »



One Assassin's Creed III Debate To Rule Them All

The Best Conversations We Had In 2012


After all that discussion and debate, it seemed worth it to really throw down and hash out our post-game impressions of Assassin's Creed III, the year's most divisive game. More »



Burning Questions

Jason and I did a lot of "Burning Questions" conversation posts, where we talked about pretty much whatever we wanted. Here they all are.



Old Is New: This Year's Best Games Are All About The Classics

The Best Conversations We Had In 2012


2012 was a year when games went back to basics; it almost felt like it was the mid-90s all over again. Why did it happen? Who knows, but we'll take it. More »



Why We Love Stealth Games

The Best Conversations We Had In 2012


We love stealth games, and there were a lot of good ones in 2012. But what makes 'em so great? More »



Persona 4 Golden: The Kotaku Review

The Best Conversations We Had In 2012


Jason: Hey, Kirk. So you're playing Persona 4 Golden, and I'm playing Persona 4 Golden, and we both have lots of things to say about Persona 4 Golden. More »



Which TV Shows Would Make The Best Video Games?

The Best Conversations We Had In 2012


Basically just an excuse to rage about how much we love Veronica Mars and Friday Night Lights. More »



Should Video Game Fans Care More About Sports?

The Best Conversations We Had In 2012


That age-old question. More »



From Skyrim to Mass Effect: Is DLC Ever Worthwhile?

The Best Conversations We Had In 2012


Aah yes, the DLC question. This was also the only time we tried to do one of these posts in the comments. It worked… okay. More »



Why Do We Love StarCraft II More Than Diablo III?

The Best Conversations We Had In 2012


Two Blizzard games: One's great, one's just okay. Why? More »



Can Nintendo Convince Us To Care About The Wii U?

The Best Conversations We Had In 2012


Neat as the Wii U is, jury's still out on this one. More »



Which Video Game Controller Is Best? No, Seriously. Which?

The Best Conversations We Had In 2012


Jason prefers the PS3 controller. Ew. Can you imagine? More »



Is It Possible To Play Games Without Being a Total Shut-In?

The Best Conversations We Had In 2012


Games and life aren't always compatible. Let's talk about why. More »



Why Do Boss Fights Even Exist?

The Best Conversations We Had In 2012


Boss fights, amiright? More »



Why Is Skyrim's World Better Than Amalur's? (And Other Burning RPG Questions)

The Best Conversations We Had In 2012


One game's world feels interesting. The others feels boring. Why? More »



Why Is Mitsuru So Hot? (And Other Burning Persona 3 Questions)

The Best Conversations We Had In 2012


The first Burning Questions ever was all about Persona 3. More »



But of course, the conversations we had were only part of the story—there were also so many conversations that went on beneath every article. Articles like this one! Feel free to talk about talking about stuff, or just talk about whatever you'd like. And hey, from the look of things, 2013 should be a fine year for conversations, indeed.


Call of Duty® (2003)

Call of Duty's Biggest Problem? Penis Swastikas.


Call of Duty: Black Ops II, like the last few Call of Duty games, allows players to create and personalize emblems—little icons that appear on their weapons and next to their names when they're online.


Naturally, being mature and respectable members of society, Call of Duty players are using these emblems to draw swastikas made out of penises.


This is a problem, as Activision community manager Dan Amrich points out:


This divides COD players into two camps: The people who want to create penis swastikas and the people who do not want to see them. I hear from both of them, complaining loudly that they should be able to create whatever they want and/or these people should be banned.


Amrich goes on to criticize the Black Ops II art community—"Are you suggesting you are enhancing my game with your Nazi symbol made out of wangs? You are not. You have my guarantee on this."—and begs them to stop drawing penis swastikas. The moderating teams at Activision and Treyarch are trying to delete/ban all of the offenders, but there's no approval process for emblems, which makes that a complicated process.


So allow me to echo Amrich's point. Please, folks, stop drawing penis swastikas in Call of Duty. For as much fun as I am having writing the words "penis" and "swastika" in succession, most people play Call of Duty to shoot people, not to look at Nazi symbols made out of genitalia. If you absolutely must draw penis swastikas, at least do it someplace where people won't mind. Like Second Life.


Photo: JPFotografie/Shutterstock


Kotaku

Back in the mid 1990s, some unique stuff happened in gaming, but few things are weirder than the bizarre PC adventure game The Dark Eye: A puppet adventure game based on the works of Edgar Allan Poe and starring one of the 20th century's most influential authors, William S. Burroughs.

In the video above, I talk about the game The Dark Eye: Why it's creepy, why it's forgotten and why the hell the guy that wrote Naked Lunch is in it.


Also, as a special bonus, here is Burroughs' reading of Annabelle Lee, the poem mentioned in the video:


Kotaku

Before You Start: One Tip For Playing Journey The Best WayHere at Kotaku, we like to put together lists of tips for getting the most out of some games. Skyrim, Far Cry 3, Arkham City, games like that.


Journey isn't really a game like those other ones. There isn't actually a "best" way to play it. But there's one tip that I wanted to share, because I've found myself offering it to more and more people over the last month. Seeing as how Journey has wound up on lots of Game of the Year lists, I get the sense that there are still plenty of people firing it up for the first time.


Here's my tip: The first time you play, turn the PlayStation Network off and play it by yourself, offline.


I don't mean to take anything away from the game's multiplayer features, which allow other players to anonymously drop in and out of your game to spend some time by your side. It's a lovely thing, and one of the smartest and most distinctive things about Journey. But the first two times I played the game, it was essentially solo—I was playing ahead of release, for review, so there weren't too many people online. It was just me, and the mountain. And it was amazing.


I recently came back to the game to give it another run (more or less to see how it was to come back to it, now that it's GOTY time), and found that the experience is markedly different alongside others. I got all wrapped up in trying to follow the person who'd joined my game, and at one point a maxed-out player in a white cloak and I worked for about five minutes to get me up to a platform so I could snag a collectible glyph. The game is interesting and beautiful with others, but I wouldn't have wanted to experience it that way the first time through.


So: If you still haven't played Journey but think you're going to, consider tackling it alone. Turn off your network connection and play it by yourself, at least the first time through. (And if you've played it once but it didn't quite grab you, consider making a second time through solo.)


Don't worry. It's a game made for multiple playthroughs, and there will aways be time to experience that neat multiplayer, and maybe even to earn a white cloak of your own. In fact, just like in life, playing with others can give you a new perspective on being by yourself.


But the first time you walk toward the mountain, walk alone.


Kotaku

Some people make mods to make a game more realistic. Others, to add content. Some choose to expand the game in marvelous ways. And then there are those who make mods that enable your character to be perpetually sweaty in Skyrim. Because sweaty is sexy. Obvo.


Let the creator, Skyrim Nexus Mods user Xs2reality, describe the mod you. Emphasis is mine.


Sporty Sexy Sweat is an specular texture mod which will enable sweaty wet body for your favorite female character. Your character will have a sexy glistening wet skin which will enhance the realism, sexiness and all the fine details of the skin.


Some of you might react to this idea like YouTube commenter Joker100ization did, who left the following comment on the above video:


FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPP FAPPFAPP FAPP FAPP FAPP


Well put, Joker100ization. Well put.


Of course, not all of you will react like that. Some of you will wonder why would something like this even exist? I've got your answer. BECAUSE REALISM, duh. Sexy skin realism. And more importantly who doesn't want to have their characters exist in this eternal glistening state, perpetually sweating, and therefore, perpetually sexy? Doesn't this sound like ecstasy, almost?


There's even an optional face sweat level. How thoughtful.


I know what you're thinking: hooray! Finally, finally I get to see my Argonian's reptillian skin glimmer! My dreams, they are becoming true! Not so fast.


Unfortunately I don't have the time nor the interest to work on anthropomorphic characters.


You're out of luck too, Khajiit fans. Alas~


If you're still interested, download it here. Finally your sexy lingerie mods and anime hair/face mods can be complete. Create your sexy trifecta today.


Kotaku

This Game Captures What It's Like To Be Drunk At A Club I love games like this—games that are more about capturing an experience. Proteus was one such game—the point was to create an idyllic sensation. Slave of God by increpare games, meanwhile, tries to capture what it's like to be drunk at a rave (allowing you to drink, to dance, to... pee, amongst other things)—and it feels like the opposite of Proteus for it.


Slave of God seems like straight up hedonism, existing to embody vices, personal pleasures and indulgence. That's fantastic. I can't say I've played a game that captured stuff like this before. (Or maybe it's more accurate to say the game is worship? 'Slave of God,' after all. The sun god, I think?)


My favorite part is definitely the dancing and how the game shows you how everything kind of fades away when you're focusing on someone. There is only the rhythm and your dance partner.


Anyway, try the game out here. It's free and available for both Mac and PC. Definite seizure warning on this one.


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