Kotaku

Beautiful Video Game World MapsWorld maps in video games are usually pretty great. We love world maps! You can use them to track the results of your progression through some grand adventure as new locations become accesible and your control over the world grows. A well-crafted world map in any game is always a sign of high quality.


Plus, many world maps are gorgeous.


We collected some of the most atmospheric and good-looking world maps. Careful, though, mild spoilers abound.














El Nido In Chrono Cross

Beautiful Video Game World Maps source: Chronopedia


Dragon Quest V for the Nintendo DS

Beautiful Video Game World Maps source: Realmofdarkness.net


Ivalice In Final Fantasy Tactics

Beautiful Video Game World Maps source: Final Fantasy Wiki


The Northern Kremisphere In Donkey Kong Country 3

Beautiful Video Game World Maps source: Suppermariobroth


Moonstone

Beautiful Video Game World Maps source: SignificantBits


The Sword Coast In Baldur's Gate

Beautiful Video Game World Maps source: Mike's RPG Center


Gaia In Final Fantasy VII

Beautiful Video Game World Maps source: FuzzFinger's longplay


The Island Of Panau In Just Cause 2

Beautiful Video Game World Maps source: Maplib


Simon The Sorcerer 2: The Lion, The Wizard And The Wardrobe

Beautiful Video Game World Maps source: VGMaps


Skies Of Arcadia

Beautiful Video Game World Maps source: Let's Play Archive


The Legend Of Zelda: Link's Awakening DX for the Gameboy Color

Beautiful Video Game World Maps source: Link's Hideaway


Fez

Beautiful Video Game World Maps source: NeoGAF


New Super Mario Bros U

Beautiful Video Game World Maps source: Nintendonerds


Ni No Kuni: Wrath Of The White Witch

Beautiful Video Game World Maps source: E3 2012 Trailer [YouTube]


Onett During The Day In Earthbound

Not necessarily a world map, but when you look at it zoomed out, you get the same feeling.
Beautiful Video Game World Maps source: Starmen.net


Dota 2

DOTA 2 Introduces a "Least Played" Mode to Get Players Out of Their Comfort ZonesThe latest update for DOTA 2's beta now delivers a "Least Played" mode, which will match players who are forced to use characters other the 20 that have given them the most wins. It's meant to get players in the game's closed beta to explore the game's full roster, which now runs 96 character deep.


"Least Played" enforces the top-20 restriction on all sides, so everyone is playing outside of his or her comfort zone, too. "Having an even playing field for everyone in the match will hopefully encourage players to break out of their comfort zone and try new heroes," Valve said on the Dota blog.


More than 3 million are currently participating in the beta; the post said that DOTA 2 has seen more than 100,000 games played so far.


Hello? Is this on? [Dota 2 Official Blog]


Kotaku

Remember last year's super catchy tune, Thrift Shop? It was by Macklemore and Ryan Lewis, and it was about the joys of being a thrifty shopper with a whole lot of swag. Here's a parody of that music video by IGN, only about used video games instead.


For comparison's sake, the original song:
Great, now I'm gonna have this stuck in my head all day.

Macklemore Thrift Shop "Game Shop" Parody [IGN]


Kotaku

Match-Three Plus Multi-Touch Makes My Brain Hurt (In a Good Way)Swapping colorful objects to create rows of three or more is about as simple as a puzzle game can get. After years of playing titles like Bejeweled and Candy Crush Saga, seeing the patterns that make the best matches is almost second nature to me. Match-three games have become a mindless relaxing pursuit. Then came CocoaChina's 7 Elements, changing everything by adding two more fingers to the mix.


With its crisp, polished visuals and familiar layout, it's easy to mistake 7 Elements for another gem-matching game of the 'blitz' variety, giving players a limited amount of time to rack up as many points as they can. At a base level that's exactly what it is.


The best match-three games spice up the basic formula with a healthy dose of spectacle, and 7 Elements certainly delivers on that front. Each of the seven pieces on the playfield represent a different element — wind, water, plants, earth, electricity, fire and gold (it's on the periodic table so it counts). Matching four or more of any of these creates a larger piece which activates a power when grouped. Water cascades down in a line, washing away the pieces beneath it. Trees send out piece-eating roots in every direction. Fire shoots up in a column. Gold, the most important element, drops coins that can be used to purchase power-ups between rounds.


Match fast and frequently enough and the frenzy meter fills, launching into a score doubling special mode, lighting up the screen.



Frenzy Mode took me completely by surprise while recording this video, because playing 7 Elements in a fast and furious fashion isn't easy, at least not without a lot of practice. I've been conditioned to move one match-three piece at a time.


7 Elements lets me move three pieces at a time.


It took some major concentration to wrap my brain around the concept. Initially every move I made was immediately followed by a vulgar expletive as I realized the ten better moves I could have made had I just set the iPad down and used all three digits. My mind was still searching for opportunities to match five pieces, blanking on the opportunities to match seven or more.


The first day I played 7 Elements I ran myself ragged trying to recognize new patterns and spot new opportunities. I worked my brain so hard I actually got a headache. The more I played the easier it got. Soon I was moving fast enough to get that fever mode going. My score grows, my skill grows, and those regular puzzle games lose their charm with every massive match made.


7 Elements

Match-Three Plus Multi-Touch Makes My Brain Hurt (In a Good Way)
  • Genre: Match 3
  • Developer: Bucaa Studio
  • Platform: iOS
  • Price: $.99
Get 7 Elements on iTunes
Kotaku

The Slow, Excruciating Death Of Final FantasyCivilization creator Sid Meier once famously said that a game is "a series of interesting decisions."


Final Fantasy All The Bravest, a new game that came out for iOS on Thursday, has one interesting decision: How much money would you like to give Square Enix?


All The Bravest, a series of micro-transactions disguised as a video game, tasks you with swiping your finger up and down a screen as Final Fantasy characters jump and attack Final Fantasy villains on Final Fantasy backgrounds while listening to Final Fantasy music. It's kind of fun, in that "I don't know why I'm doing this but it's kind of compelling for some reason" sort of way.


It's also less of a video game and more of a massive middle finger to fans. It should really be called "Final Fantasy Fuck You Give Us Money." I can forgive the premium purchases: you can buy new maps for $3.99 each, which is fine, and you can buy 16-bit Final Fantasy characters for $0.99 each, except they're totally random and you don't know which one you're going to get, which is weird, but also generally an okay form of downloadable content.


No, the biggest problem in Final Fantasy All The Bravest is that when you die in battle—which will happen often, because battles are totally random and there's no way to heal, buff, target enemies, or do anything except swipe your finger up and down as your characters furiously attack—you have to either wait for your characters to revive (three minutes per character, or up to two hours), exit the battle and try again (pointless, since again, there's no strategy), or pay Square Enix real money to revive your party.


Let me repeat that: in order to make progress in the game you just spent $4 to buy, you have to pay more money to Square Enix.


I can only imagine the English translators at Square Enix hearing about this, sighing, shaking their heads, and wondering if anyone will ever get to enjoy their work—which was stellar. Probably not. It's hard to play this game without getting angry.


But Final Fantasy All The Bravest is not an anomaly. This betrayal is nothing new. Square has spent the past half-decade picking away at our passion for their ubiquitous, once-beloved series. All The Bravest is just another limb rotting off the bloated, mangled corpse that was once Final Fantasy.


The Slow, Excruciating Death Of Final Fantasy


As someone who grew up with the adventures of Cecil and Terra, I find it depressing to even write, but here we are. It's 2013, and Final Fantasy is on its last legs. The 25-year-old RPG series is a shell of its former self. When we see a new Final Fantasy game, our first reaction is no longer "awesome!"—it is "shit, how are they going to ruin my childhood next?" I've written before about some of the problems facing Final Fantasy, and even drawn up wish lists of things I'd like to see Square Enix try to do, but All The Bravest is yet another piece of disturbing evidence that this company no longer cares about its fans.


It's easy to pinpoint exactly when Final Fantasy started to die. In 2001, not long after the cinematic financial disaster known as Spirits Within, series creator Hironobu Sakaguchi left the company to go off to Hawaii and surf and make games where you surf. A couple years later, Square merged with Enix, and it's all been downhill from there, especially for Final Fantasy, which has had to stumble through a series of awful missteps over the past few years.


It's easy to pinpoint exactly when Final Fantasy started to die.

Final Fantasy XIII was loved by some but hated by many more, Final Fantasy XIV was an unequivocal disaster, and many of Square's other decisions are totally baffling. Why make a sequel to FFXIII, a game that sold well but may have irrevocably damaged this brand forever? Why make yet another sequel to that? Why dedicate so many of your resources to an MMORPG in an age where MMORPGs are all slowly eroding, or going free-to-play when they realize they can't survive on the traditional subscription model anymore? Why make a direct sequel to Final Fantasy IV that does nothing but directly reuse FFIV's images and storylines? Why release a Final Fantasy game without any sound? Why force us to pay so much money for mobile Final Fantasy games?


Well, I guess we know the answer to that one. Cash. Delicious, delicious money that pleases Square's stockholders even as it ostracizes the company's biggest fans. Final Fantasy All The Bravest is currently sitting at #25 on the iTunes top 100 list for paid apps. Sickening. I wonder how many people regret that purchase?


So what's next for Final Fantasy? On the horizon we have Lightning Returns: Final Fantasy XIII, a game that continues a story that nobody really cares about. There's Final Fantasy Versus XIII, a game that may or may not actually exist. And then what? Does anybody really trust Square Enix to make another great console RPG? Why does the thought of a Final Fantasy XV fill me with more dread than excitement?


I don't know what the next generation will bring for Final Fantasy, a series I could once rank among my favorite. And nothing will ever diminish or erase my fond memories of sneaking through South Figaro to figure out what the Empire is planning, fighting my way to the moon to take down Zeromus, and getting the CROWN to trade for the HERB to trade for the CRYSTAL to get the KEY to find the TNT that would let me explore the world. Even today, I can replay old Final Fantasy games and have a blast doing it.


But it's time for fans like you and me to accept that Final Fantasy isn't Final Fantasy anymore. The series we once knew and loved is never coming back. We'll have to satiate our craving for great JRPGs elsewhere—and they are still elsewhere! By the end of February, we'll have Ni no Kuni, Fire Emblem: Awakening, and Etrian Odyssey IV, among others—not a bad haul for the first two months of 2013. But our love for Final Fantasy is unrequited. The series has been dying for years now, and money-mongering bullshit like Final Fantasy All The Bravest is a reminder of that.


Final Fantasy might not be dead yet. But it will never be the same.


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


Kotaku

Glee Egregiously Rips Off Jonathan CoultonGlee made its name on enthusiastic unoriginality. The hit TV show, in which high school teens sing syrupy-sweet covers of famous pop tunes, has never really relied on new musical material. But the cover arrangements on the show are often very original—smart, interesting reharmonizations and mash-ups that often make even the tiredest pop tunes sound fresh.


However, with one of their arrangements for next week's episode, Glee appears to have flagrantly stolen an arrangement from geeky songwriter Jonathan Coulton.



Coulton, well-known for his now-classic video game anthem "Still Alive" from the game Portal (as well as for performing on our roof deck that one time), tweeted about the song this morning:


Kotaku

Arcane Legends Gets Its First Taste of Player Versus Player CombatThe latest browser/mobile MMO from Spacetime Studios gets a bit more competitive today with the release of the first small taste of player-on-player violence. Who's ready for a little Capture the Flag?


Players from all platforms can queue up for four-on-four Capture the Flag battles, the most popular multiplayer mode in the Legends series.


You can play Arcane Legends for free on iOS, Android or just play it right in your web browser. Ain't cross-platform gaming convenient?


Kotaku

I find it difficult not to get excited at the upcoming Metal Gear Rising after watching this video showcase some of the bosses in the game. Particularly Mistral and her million hands, very cool. Everyone seems to be distinct in some way though.


Been a while since I looked forward to a boss battle!


METAL GEAR RISING REVENGEANCE』ボスバトル編 [KONAMI573ch]


Kotaku

ChefVille 'Bello's Burger' Quests: Everything You Need to KnowEvery ChefVille player knows to cook a few kinds of Hamburgers on their Grill. But a brand new Burger Station will turn your restaurant into a real "Burger Joint," and Bello is here with a pair of quests that introduce his new appliance. Even with just two quests, you still might have a bit of trouble finishing them in their five-day time limit. Don't fear. We're here with a guide to make sure you do just that.


It's Burger Time!
• Place and Build the Burger Station
• Cook Grilled Steak Burgers 3 Times
• Give Chef Services with Grilled Steak Burgers 4 Times


The Burger Station is placed via the quest window, and it takes three clicks to unwrap. From there, you'll need to collect a wide variety of building materials. Four Grill Scrapers and Burger Turners are earned by sending out individual requests to your neighbors, while three Temperature Picks, Burger Basics, and Flip Fundamentals are earned by posting general requests to your news feed.


ChefVille 'Bello's Burger' Quests: Everything You Need to Know


When the Burger Station is complete, you can cook the Grilled Steak Burgers using two Wheat Bread, two Sirloin Beef and one Pepper. When you first complete the station, this is the only dish you'll have available, but thankfully, it only takes a minute to cook. This should allow you to finish this first quest quickly, and when you do, you'll receive two Marinated Beef, 10 XP and two Paprika.


Proof is in the Patty
• Ask for 8 Disposable Gloves
• Craft Beef Patty 2 Times
• Serve Garden Burger 3 Times


The Disposable Gloves are earned by posting a general news item on your wall. While you're waiting for those to arrive, you can work on creating the Beef Patties, which are made inside the Patty Station. However, even if you make it to this quest, the Patty Station still may not be available for you in the store, so you'll be stuck waiting for it to roll around to your game.


You still won't have access to the Garden Burger either, until you complete the Burger Bun Station, which is available to purchase in the store for 1,000 coins. When you complete the Burger Station, you'll be able to cook the Garden Burger using two Burger Buns, three Veggie Patties, and four Romaine Lettuce. We'll make sure to update this space with a guide to the Patty Station as soon as it becomes available. In the meantime, start asking your friends for those Disposable Gloves, so you can finish this quest as soon as the Patty Station rolls out.


Play ChefVille on Zynga.com >


More ChefVille Coverage from Games.com

Homesick Hans Quests
Germany's Best Quests
Tacos Especiales Quests


What do you think of this new Burger Station? Have you already been able to build yours in ChefVille, or are you still waiting for parts to arrive from friends? Sound off in the Games.com comments!



Republished with permission from:
ChefVille 'Bello's Burger' Quests: Everything You Need to KnowBrandy Shaul is an editor at Games.com


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Kotaku

Maybe The People Who Criticize Violent Games Should Play Them. Maybe The People Who Make Them Should Say Something.IGN editor-in-chief Casey Lynch works on weekends and asked me last Saturday to chime in on the topic of violent video games.


He hit up some other folks, too. So if you'd like to know what Adam Sessler, Ben Kuchera, Ben Silverman, Brian Crecente, Dan Hsu, Dan Stapleton, Francesca Reyes, Harold Goldberg, Ian Bogost, Jeff Gerstmann, Jeremy Parish, Jim Sterling, John Davison, Kevin VanOrd, Kris Graft, Leigh Alexander, Logan Decker, Ludwig Kietzmann and Sophia Tong had to say about the state of the debate about violent video games, go read Casey's piece.


I'm in there too. Right at the end, because either Casey thought I should have the last word or because the list really is in alphabetical order by first name.


I present my replies here, as well, to highlight the two things I brought up which are my two main frustrations about the debate about video game violence:


1) The people who criticize violent video games seem, quite often, to have not played violent video games (watching someone play them doesn't count!)

Casey had asked: "What did you think of the tenor, the topics of discussion, and the outcome of meeting?'


My reply: "It's hard to know what the outcome of the meeting will be until we find out what the Vice President is going to suggest to the President regarding violent video games. Our interview with one the attendees indicated that Biden didn't seem to be attacking games, but, not surprisingly, he also has little first-hand experience with them. The latter never helps in arguments about video games, much less in the possible creation of policy about them. It would certainly be nice if some of the discussion about violent games was about gaming literacy, if the people involved in policy that affects games in any way would take seriously the notion that in order to understand video games, you need to play them.


"The discussion about video games is still far too rife with people on all sides who talk about games as if they've, at best, watched them but not touched them. I dare say Biden and the gaming industry leaders would have been well-served to play a round of Halo multiplayer and then think about how they felt doing it (not that dual-analog controls are that easy to grasp by newcomers)."


2) The people who make violent video games seldom speak up about them. Maybe they should, like, once a year at least? Once a decade, even?

Casey had asked: "Where do we go from here?"


I replied: "I don't consider the games media as part of the games industry. If the "we" you're asking about is the games media, I'd say we should continue to report about violent video games as clearly and honestly as possible. We should strive to report not just the goings on of people attacking or defending violent games but we should share the insights of people who have played them and encourage open discussion about the amount of violence in games and the way playing games makes players feel.


"If the 'we' is the industry, I don't consider myself a part of the gaming industry, but I would ask the industry to ponder who it is who sat at the table with Biden and who it is that speaks up for video games. Who defended Mass Effect on Fox News a few years ago? The game's publisher? The game's developer? No, it was someone in the games media.


"How many times did you see the makers of Doom, Mortal Kombat, or Grand Theft Auto defend or celebrate their creations in the face of recurring criticism about those games? It's rare. The lobbyists and the CEOs are the people who meet with Vice Presidents, but where are the game creators who will loudly stick up for video games? No game company that was meeting with Biden last week would even admit it publicly. Their PR reps either declined to comment when asked or referred reporters to the ESA, gaming's lobbyist group. For how many years now has this been the default position?


"At what point will game creators ever speak up for their work? When will they find the opportunity to? When will they MAKE that opportunity? Often I hear the excuse that to engage those who say your work compels people to commit murder is to immediately lose the argument. Entertaining that concept is legitimizing it, the theory goes. Fair enough. But there comes a time when the silence seems deafening. There comes a time when the idea that violent video games are made by fathers and mothers and not CEOs and monsters seems implausible, because almost none of these fathers and mothers—not even the ones with Hollywood agents—has tried hard to put a face to it. Everyone wants the lobbyists to speak for them or just wish it all away. This many decades into video games' existence, that seems bizarre and a bit sad.


"Maybe it's time for the people who actually make video games to come out of the shadows, speak up and introduce themselves to the large part of America that doesn't understand them or, worse, is scared by what they create."



Play the games, critics. Talk about what you made, creators.


For a counter-argument about why creators should continue to just about never talk, consider the Quentin Tarantino approach.


And for a great overview of what we've learned from a quarter century's worth of scientific study into violent games, please check out our big report on the matter.


Finally, do go read Casey's round-up. Lots of smart people in there are saying smart stuff.


...