Kotaku

This Week's iPhone Charts: We're Off to See the WizardImangi Studios' Temple Run: Oz launched on iTunes yesterday morning. Today it's at the number one position on the paid charts, and Mila Kunis isn't even in it. The mind boggles.


I suppose the blockbuster film coming out in two days has something to do with the success of the $.99 app. I mean, Temple Run 2 proper is a free app, and it's slipping off the free charts while this paid tie-in debuts in the top spot.


I do find it nice that a quality movie-based game can hit virtual stores before the movie hits and still deliver a quality experience. Even if it is a copy of another game with a few twists thrown in, it's nice to not be let down.



Top Paid iPhone Games — 3/6/2013

Rank Game Last Week Change
1. Temple Run: Oz N/A N/A
2. Toy Story: Smash-It! N/A N/A
3. Minecraft Pocket Edition 1 -2
4. 8-Ball Pool N/A N/A
5. Vector N/A N/A
6. Angry Birds Star Wars 3 -3
7. Clear Vision 2 2 -5
8. Plague Inc. 10 +2
9. Plants Vs. Zombies 10 +1
10. Arms Cartel Global 8 -2

Top Free iPhone Games — 3/6/2013

Rank Game Last Week Change
1. 94 Seconds N/A N/A
2. 4 Pics 1 Word 1 -1
3. Real Racing 3 N/A N/A
4. Candy Crush Saga 4 0
5. Battle Monkeys N/A N/A
6. Flight Unlimited: Las Vegas N/A N/A
7. Bridge Constructor Playground N/A N/A
8. Bubble Galaxy with Buddies N/A N/A
9. What's the Pic? N/A N/A
10. Temple Run 2 8 -2
Mass Effect (2007)

Mass Effect 3: Citadel: The Kotaku ReviewLet's get this out of the way up front: Mass Effect 3's latest—and last—downloadable add-on, titled Citadel, is terrific. In fact, if you're a fan of the Mass Effect series, particularly one who's been there from the start, it was more or less made for you.


Citadel is fan-service of the highest order. That term can often be made to feel like a pejorative, but in this case, it's purer than that. At every turn Citadel displays an irresistible fondness for the series' history. It's an adventure written and designed with nothing but love for Mass Effect, an often goofy, ultimately touching farewell to the world and the characters that we've followed for the last six years.


I'm going to have to keep this write-up pretty short and light on spoilers, because much of what made Citadel work so well was that I had absolutely no idea what to expect going in. I previewed a bit of the Leviathan DLC but never finished it, and I skipped the Omega add-on. I hadn't even watched a trailer for Citadel. In fact, for a little while yesterday, I couldn't even remember how to activate the new content.


At the outset, Admiral Hackett contacts Shepard and instructs her to take some shore leave back at the Citadel, allowing her to stay in Admiral Anderson's swanky, massive apartment. In fact, Anderson more or less bequeaths the apartment to her, giving players a pretty sweet pad on the Citadel that they can upgrade and customize. Shortly after Shepard arrives, Joker calls her down to meet at a posh Citadel sushi place, and things go haywire in a hurry. As usual.


Mass Effect 3: Citadel: The Kotaku Review
WHY: This one's for the fans. Citadel is a warm-hearted tribute to the fantastical world we've spent the last six years exploring and the characters we've met along the way.


Mass Effect 3: Citadel

Developer: BioWare
Platforms: PC, PS3, Xbox 360 (Reviewed)
Release Date: March 5


Type of game: Story-based downloadable add-on focusing on action, apartment upkeep, and even some stealth.


What I played: Completed the main adventure in 2 to 3 hours, hung around for another hour doing minigames, combat challenges, and meeting with my old friends.


My Two Favorite Things


  • The in-jokes are great, and demonstrate an understanding of all the silly gags, idiosyncrasies and memes that the Mass Effect universe has generated over the years.
  • In the end, it's all unexpectedly poignant. I was surprised to find that despite (or even because of) all the laughs, Citadel left me feeling bittersweet.


My Two Least-Favorite Things


  • Combat isn't ever all that fun, and a late-game battle doesn't flatter Mass Effect's somewhat crusty third-person combat.
  • The animations on the new character Brooks are wooden enough to make me laugh at the notion that we ever thought Mass Effect games had convincing digital actors.


Made-to-Order Back-of-Box Quotes


  • "FemShep forever."
    -Kirk Hamilton, Kotaku.com
  • "This DLC has done the impossible: It's made me like James Vega."
    -Kirk Hamilton, Kotaku.com
  • "Somewhere out there, my Commander Shepard is still dancing."
    -Kirk Hamilton, Kotaku.com

Before long, Shepard and her team are swept up on a fast-paced adventure through the Citadel, which ends up involving a casino heist (!!), plenty of difficult shootouts, and more story surprises than you can shake a stick at. The whole thing feels something like a one-off episode of Star Trek, with a self-contained villain, a bunch of wacky hijinks, and all the banter you can handle. Perhaps a bit more specifically, it plays out like the 18th episode in the old 22-episode season length, the breath of air before the plunge into the dramatic season (or in this case, series) finale.


The story certainly doesn't feel connected to the plot of Mass Effect 3, but that's almost surely intentional. After all, it's been almost exactly a year since many of us embarked on the epic (and somewhat controversial) grand finale of the Mass Effect saga.


Here we are a year later, so it's okay that the story of Citadel, ostensibly set during a forced "shore leave" period while the Normandy is undergoing repairs, feels less like canon and more like a dream-episode or a Christmas Special. Given how awkward it would have been to try to get players re-invested in the story of Shepard, the Reapers, and the end of all life in the galaxy, BioWare made the right call.


The focus here is on the team, not just on Shepard. And not just the team from Mass Effect 3, but eventually the entire cast of the trilogy, in one way or another. In a nice touch, Shepard starts the adventure alone and is eventually accompanied by an ever-growing cohort of followers. As they join her, the one-liners and gags increase in frequency until the game has become half action-spectacle and half out-and-out buddy comedy. Some of the past games' lightheartedness was necessarily set aside during the third game's apocalyptic storyline, and it's nice to see the jokes return.(Sample banter: "Commander, you got a plan to get out of here?" "James, I'm a professional!" "That's not a yes!" "It's not a no!")


Eventually the whole squad is reunited, quipping and wreaking havoc without missing a step. While Shepard is still fighting alongside the requisite two companions, the rest are up in the wings, visible but not directly engaged in fighting, hopping onto the radio and cracking jokes along with everyone else. Some of the best exchanges are written for the entire crew, so the writers were free to write a single joke, rather than having to write it multiple times for various possible squads. That makes the jokes feel bigger and more ensemble-oriented, and also a heck of a lot more fun. For example: The players who aren't in Shepard's squad form two groups: "Team Mako" and "Team Hammerhead." They immediately begin a playful competition to see who can take out more bad guys. "We all know the Hammerhead's better than the Mako," says a member of the crew, in one of many meta-jokes that are just cute enough to work.


The main adventure took me around two to three hours to finish, but Citadel actually continues for a while after the battle's won. It contains a lengthy denouement that has players exploring a festive new chunk of the Citadel seemingly untouched by the refugee crisis and war outside, drenched in neon and filled with minigames and diversions. (Again: The disconnect is for the best.) You can hang out with every member of your crew and share lovely little character moments, or you can go gamble, or engage in a very involved combat simulation tournament that's even got its own built-in economy.


There's plenty more: Every scene is stuffed with in-jokes and references, a bit in the Citadel archives allows you to relive various key moments in Mass Effect lore, and there's some great overheard enemy dialogue, if you take the time to listen. Some of the social sequences towards the end seem like they could play out dozens of different ways, given the fact that they involve each player's specific cast of surviving characters. I play as a female Commander Shepard, and the wonderful actor Jennifer Hale brought her A-game to Citadel. Shepard's last hurrah is a rangey, well-written part that's as surprising as it is warm and genuinely funny. Hale must have had a lot of fun bringing her character across the finish line.


Mass Effect 3: Citadel: The Kotaku Review


And okay, sure, I could see people grumbling that it's all just too much—the wackiness may be over the top for some, and others may find the more blatant fan-service to be cloying or annoying. If we're bloodlessly analyzing the pacing and design, it's all a bit of a mess, and the whole thing doesn't remotely jibe with the elegiac energy that Mass Effect 3 often conjured so effectively. If you're just a casual fan, or came to the series at the second game and never got all that into the details or lore, this might not be your thing. And the combat can be a real nuisance, particularly the climactic encounter, which takes place in an oddly laid-out room that doesn't feel built for combat and highlights the weaknesses of Mass Effect's aging combat system.


But when all's said and done, Citadel is a winner. It's a loving tribute to Mass Effect fans everywhere—fans who, it must be said, can't have always all been that easy to love, even when their gripes were legitimate. BioWare didn't have to go all-out; they could have given us another adventure along the lines of Leviathan or Omega, or even the fantastic Lair of the Shadow Broker. Surely they're ready to move on to new things, to more-exciting, fresher projects. But these people seem to have had some things left that they wanted to say, and damn it all, they weren't leaving until they said 'em.


Citadel has the nostalgic enthusiasm of an action-movie reunion, a team of old heroes putting the gang back together for one final caper. It's a fine reminder of just how much care, talent and love went into building the world of Mass Effect in the first place. While debates over the actual ending of Mass Effect 3 will never truly be resolved, it's nice that the trilogy could go out on such a light-hearted, affectionate note. This is the sendoff Commander Shepard deserves.


The Walking Dead

Season Two Of The Walking Dead Might Not Be Out Until Next Fall [UPDATE: Nope, It'll Be This Fall]


When season one of The Walking Dead hit last year, a lot of people assumed that the episodic adventure series would turn into an annual thing. Many of us thought season two would be out in 2013.


But alas. Season two of the critically-acclaimed series might not hit til fall of 2014, according to Telltale boss Dan Connors, who spoke to Eurogamer at the British Academy of Film and Television Arts (BAFTA) awards last night.


"We're aiming for fall next year," Connors said, adding that something else will help fill the gap while we wait. "We'll probably have something to announce fairly soon about what we're going to do... It'll be different."


Hopefully it's a first-person shooter. Just kidding.


Update: Speaking with Game Informer, a Telltale representative said that the second season is in fact targeted for the coming fall, not next fall.


"The current estimated release window for Season Two of The Walking Dead is for fall of ‘this' year (2013), and not ‘next' year (2014) as has been reported after a recent interview. We apologize for any confusion and thank you and all of our fans for your continued excitement for Telltale's series."


Season Two of Telltale's The Walking Dead "aiming for" autumn 2014 [Eurogamer]


Kotaku

Midweek Moneysaver: Budget CrysisThis Wednesday edition of Kotaku's The Moneysaver catches all the offers, promotions and bargains that can't wait until the weekend. The Midweek Moneysaver is brought to you by Dealzon.


Downloadables

GameStop
Crysis 3 is $39.99 (next best $42 at Origin, elsewhere $60)


GameFly
• Yesterday's release SimCity: Limited Edition is $47.99 (elsewhere $60. GameFly changed its offer to the standard edition after this was originally published.)
• June 25 release Company of Heroes 2 is $47.99 (list $60)
Far Cry 3 is $39.99 (next best $50)
Dead Space 3 is $31.99 (next best $42)
Battlefield 3 is $9.58 (next best $40)
Battlefield Bad Company 2 Ultimate Digital Collection is $8.16 (next best $30)
The Witcher 2: Assassins of Kings Enhanced Edition is $7.99 (next best $20)
L.A. Noire Complete Edition is $5.99 (next best $30)
Alice: Madness Returns is $3.99 (next best $15)
Bulletstorm is $3.99 (next best $15)
Burnout Paradise: The Ultimate Box is $3.99 (next best $20)
The Saboteur is $3.99 (next best $20)
F.E.A.R. 3 is $3.99 (next best $20)
Mirror's Edge is $3.99 (next best $20)
Battlefield 2 Complete Collection is $3.99 (next best $20)
Need for Speed: Hot Pursuit is $3.99 (next best $20)


Origin
Crysis 3 Digital Deluxe is $55.99, free ship (list $80)


Green Man Gaming
• Yesterday's release Tomb Raider is $40 (next best $50)
• Today's release Dollar Dash is $6.80 (list $10)
• Mar. 12 release Sniper Ghost Warrior 2 (PC download) is $24 (list $30)
Elder Scrolls V: Skyrim - Dragonborn (PC DLC) is $16 (next best $20)
Dishonored is $32.99, free ship (next best $60)
F1 Race Stars is $21.60 (next best $40)


Steam
Star Conflict: Galaxy Explorer Pack (PC DLC) is $37.99 (list $50)
RPG Maker VX Ace is $34.99 (list $70)
ArmA X: Anniversary Edition (6 downloads) is $24.99 (list $50)
ArmA II: Complete Collection (5 downloads) is $19.99 (list $40)
ArmA 2: Combined Operations (2 downloads) is $12.49 (next best $25)
NBA 2K13 is $14.99 (next best $30)
Syberia Bundle (2 downloads) is $3.74 (list $15)


GamersGate
Sleeping Dogs Digital Edition with Triad Enforcer Pack is $12 (next best $40)
Legacy of Kain Midweek: 75% Off is 75% Off (list $0)


GetGamesGo
Darksiders 2 is $9.99 from . Next best is $17.
Hotline Miami is $4.94 (next best $10)
Serious Sam games are 80% off


GOG.com
The Real Texas is $5.99 (list $15)
Waking Mars is $4.99 (list $10)


Amazon
Farming Simulator 2013 is $18.99 (next best $30)
Talisman Prologue is $4.99 (next best $10)
Wallace & Gromit's Bundle is $4.99 (list $36)
All in Poker Bundle is $4.49 (list $15)


NewEgg
Call of Duty: Black Ops 2 (PC) is $29.99, free ship (next best $48)


The Humble Bundle with Android 5 is live this week. Pay what you want for 6 DRM Free games compatible with Android, PC, Mac, and Linux.


• BundleStars.com has released their 4th bundle. Entitled Fire and Ice, it includes 10 PC download games from indie developers for $4.97 at time of writing. Normally you'd pay $130 for these games separately. If you only pay $1.26, you'll still get the first two games on the list - Tiny Troopers and Airport Control Simulator. [Dealzon]


Console Games

GameStop
Crysis 3 (360, PS3) is $39.99 (next best $42 at Origin, elsewhere $60)
• Yesterday's release MLB 2K13 (360, PS3) is $54.99 (list $60)
• Yesterday's release Naruto Shippuden: Ultimate Ninja Storm 3 (360, PS3) is $54.99, free ship (list $60)
• Yesterday's release MLB 13 The Show (PS3) is $54.99, free ship (list $60)
Red Faction Armageddon (360, PS3) is $5.99 with $3.49 shipping (next best $14)


Amazon
• Yesterday's release Atelier Ayesha: The Alchemist of Dusk (PS3) is $49.96, free ship (list $50)
NBA 2K13 (Wii U) is $38.49, free ship (next best $46)
Madden NFL 13 (Wii U) is $34.99, free ship (next best $39)
XCOM Enemy Unknown (PS3) is $32.72, free ship (next best $40)
NCAA Football 13 (PS3) is $28.63 with $3.99 shipping (next best $54)
Madden NFL 13 (PS3) is $29.99, free ship (next best $56)
Wonderbook: Book of Spells (PS3) is $9.99 (next best $30)


Origin
Dead Space 3 (360, PS3) is $41.99, free ship (next best $57)


Hardware

• You can get an Xbox 360 Live 12-month card or instant digital code for $31.49 from NewEgg when you pay with V.me by Visa. Signup is free, no Visa card required. Next best is $35.


• Wii U Console 32GB Deluxe Set with Nintendo Land for $349.99 comes with $20 gift card from Best Buy. [Dealzon]


• Wii U Console 8GB Basic Set is $288 on Amazon from a couple third-party sellers. List price is $300. [Dealzon]


• Turtle Beach Ear Force X42 Gaming Headset is $104.99, free ship from Best Buy. New low by $13. Next best is $130. [Dealzon]


Tomb Raider and Limited Edition Wireless Controller (360) is $99.98, free ship from Best Buy. List price is $120. [Dealzon]


• Nintendo Wii Console (pre-owned) with Wii Sports and Wii Sports Resort is $79.99, free ship from CowBoom. [Dealzon]


• Alienware TactX Gaming Keyboard is $67.99, free ship from Dell Home. New low by $2. Next best is $78. [Dealzon]


• Xbox 360 Wireless Controller for Windows PC is $39.99, free ship from NewEgg. Next best is $45. [Dealzon]


• Mad Catz RAT 3 Gaming Mouse is $29.99 after rebate, free ship from TigerDirect. Next best is $59. [Dealzon]


• Acer 27-inch HN274Hbmiiid 2ms 3D LED Monitor with nVidia 3D Glasses is $379.99, free ship from NewEgg. Next best is $400. [Dealzon]


• AOC 27-inch E2752VH 2ms LED Monitor is $189.99, free ship from Best Buy. New low by $10. Next best is $200. [Dealzon]


• Samsung 20-inch S20B350H 2ms LED Monitor (Refurbished) is $86.99, free ship from Rakuten. Next best is $100. [Dealzon]


• Kingston 128GB V200 Series SSD is $69.99, free ship from Staples. New low by $5. Next best is $100. [Dealzon]


HP Envy dv7t-7300 17.3-inch laptop with Ivy Bridge Quad Core i7-3630QM, 1080p display, GeForce GT 650M 2GB, Blu-ray, Windows 8 is $959.99 with $9.99 shipping from HP. New low by $40. List price is $1,200.


Dell Inspiron 17R Special Edition laptop (refurbished) with 900p 17.3-inch display, Quad Core i7-3630QM, 8GB RAM, 900p, GeForce GT 650M 2GB is $749.99, free ship from eBay Deals. List price is $1,300.


HP Envy dv6t-7300 Quad Edition laptop with 1080p display, Quad Core i7-3630QM, GeForce GT 650M is $879.99 with $9.99 shipping from HP. New low by $20. List price is $1,100.


Alienware Aurora overclocked 4.1GHz desktop, Quad Core i7-3820, GeForce GTX 660 1.5GB dropped back down to $1,374, free ship from Dell Home. List price is $1,499.


As always, smart gamers can find values any day of the week, so if you've run across a deal, share it with us in the comments.



BioShock™

Even in BioShock Infinite's Alternate History, America Was a Woman. But Not a Nice One. We all know Uncle Sam. The guy in the Old Glory-styled top hat and tails is the personification of the United States that American schoolkids grow up learning about. You probably know him from the famous poster strongly urging that you enlist and maybe you've seen him done up as a superhero.


But did you know that Uncle Sam has an older sister? And that she's where the floating city in BioShock Infinite gets its name from?


Even in BioShock Infinite's Alternate History, America Was a Woman. But Not a Nice One. As an article on The Atlantic pointed out yesterday, the personification of the U.S. used to be a woman named Columbia, one who predates Uncle Sam. But, where Sam's still a familiar icon, the idea of a distaff counterpart has faded from memory. The Atlantic article showed how she's been portrayed in political cartoons throughout the ages and included images where she's advocating for immigrants from Germany and China.


But the version of Columbia seen so far in Irrational Games' upcoming first-person shooter appears to be the polar opposite. As she's portrayed in BioShock Infinite's promo art, Columbia isn't welcoming people in. No, she seems dead-set on keeping people out.


In the image with George Washington, she hovers above the nation's first president as he stands fast against foreign hordes. And, yeah, it's worth noting that those caricatured foreign hordes include Native Americans. And, on a banner shown in an early peek at Infinite, Columbia rejects a baby held out on outstretched hands, while cradling another. That piece of artwork gives you pause with how mean its implied message is. But the whiplash it generates is more significant when you think about those cartoons with Columbia demanding a fair shake for everyone.


Even in BioShock Infinite's Alternate History, America Was a Woman. But Not a Nice One. It looks like BioShock Infinite will be focusing in on a warped, fanatic ideal of what it means to be American. And, from what we've seen at this point, the game's vision of Columbia—both city and persona—doesn't think everyone belongs in its society. This use of a mostly forgotten personification of America falls in line with the thought process behind making a robot George Washington one of the game's big enemies.


It's a provocative practice in reality when radical factions twist symbols from American history to ugly ends. In real-world and game-related posters, Columbia calls fighting men to arms. Based on what Irrational co-founder Ken Levine has said about the game, you get the idea that the battles that follow are very different in what they're trying to achieve.


Even in BioShock Infinite's Alternate History, America Was a Woman. But Not a Nice One. Even in BioShock Infinite's Alternate History, America Was a Woman. But Not a Nice One. Even in BioShock Infinite's Alternate History, America Was a Woman. But Not a Nice One.


Kotaku

Deadpool is my second-favorite Marvel Comics character. Seeing him come to life (courtesy of IGN) at the hands of the studio that brought me two stellar Transformers games should be a dream come true, but the more I see of the Deadpool game the more I realize the character I fell in love with back in 1997 has spiraled out of control.


To High Moon Studios' credit, they are staying amazingly faithful to the character in his current incarnation. Feeling up Cable, cutting to a half-naked bouncing woman holding an "I Love DP!" (ha. ha.) sign wouldn't be out of place in any comic currently harboring the "Merc' With a Mouth." What was once a subtle, almost charming sort of mania has devolved over the years into batshit crazy. He's become a parody of his own parody.


I wasn't all that fond of Deadpool when he first showed up. His 1997 debut took place in New Mutants, a comic book I had subscribed to since its debut that was in the midst of being completely ruined by artist (well, he does draw things) Rob Liefeld and Fabian Nicieza. Liefeld's design reminded Nicieza of DC Comics' mercenary Deathstroke (titter), so Deadpool was eventually given the real name of Wade Wilson, a play on Deathstroke's Slade Wilson.


The love came in 1997 with Deadpool's first ongoing, with words by Joe Kelly and visuals by the amazing Ed McGuinness, the only comic book artist I've ever taken the time to bug for a sketch. Deadpool was crazy here, sure, but he had a heart as well. There was a depth to the character that only grew when Christopher Priest (Quantum and Woody!) took over writing duties.


Once that series ended I took a break from comics. I'd check in with Deadpool now and again, but more often than not found that creators had a hard time reining themselves in when faced with the freedom of a character capable of breaking the fourth wall, speaking directly to the audience. I still loved his video game cameos, and Ryan Reynolds' Wade Wilson was the best thing about the X-Men Origins: Wolverine movie, but in comics I felt him slipping away.


Now Deadpool is in a new series, written by Brian Posehn (I do not look like him) and Gerry Duggan and illustrated by Tony Moore. The first several issues had him fighting zombie versions of dead American presidents. It was pretty hideous. He's also in the new Thunderbolts, completely out-of-place among the likes of Elektra, Flash Thompson's Venom, The Punisher and General Red Hulk Ross. That's four of my least favorite Marvel characters, and the low point of the book Deadpool.


I should be excited about the Deadpool video game. This trailer neatly summarizes why I am not.


Kotaku

It's Easy To Kill Monsters. Fearing Or Respecting Them? That's Another Story. It's not often I respect my enemies in a game—how could I? They're just a target. A bundle of HP. An obstacle. Something to conquer.


But when you're a legendary Witcher, your (equally legendary) enemies demand respect. Monster hunting is not for the reckless; approaching creatures in the world of Temeria with an unsheathed sword can only get you so far.


You must educate yourself on your enemy. In this case, it means scavenging for information—you can ask townfolk what they know, you can pick up a book, sure. But the best way to learn is out there, on the field.


In this case, out in the middle of the Floatsam forest; that's where I'm at right now. I'm playing the Witcher 2 for the first time, actually —a couple of us here at Kotaku have (re)picked it up in anticipation of the recently announced The Witcher 3.

I'm a bit in awe of the sense of setting in this game, the forest in particular. It's bustling, it feels alive—like a creature onto itself. The paths wind further and further in, the foliage rustles in the wind. Frogs croak in the distance, beckoning me forward.


I can't see it, but I can hear the Endregas crawling down the trees as I navigate my way through the forest. Loathsome creatures, those ones. They look like giant reptile scorpions. Reptile scorpions that can spit poison: tell me that doesn't sound awful.


I learned about the poison first-hand—and learned that, given enough of them, an Endrega can take down a novice Witcher easy. Of course the villagers want these things gone.


Nekkers (another creature-type) on the other hand like to burrow in the ground. Until you get too close, that is. Then they'll burst out of the ground and attack. But finding their nests in the forest is no easy task—knowing the nests exist in the first place takes a few encounters and sharp eyes. It's a game that actually expects you to pay attention.


I can't look at them as just an obstacle in my way, because I know that without them, the world wouldn't need me, either.

I wasn't prepared for that, not at first. I've been babied! Games just tell me where everything is now. But the map in The Witcher 2 isn't much help, not that it denotes where my marks are anyway. I'll just have to find them on my own.


It feels like playing a game that respects me—respects my choices, respects my ability to figure quests out, respects my ability to scavenge for things. It's also remarkable how well the game builds the world up—in this specific case, the ferocity of monsters and the utter necessity of people like you, the monster-hunting Witchers.


I can't look at them as an obstacle in my way, because I know that without them, the world wouldn't need me, either. Also, they're terrifying and, initially at least, kind of a mystery to me. Both of these together creates a sense of respect and fear. Normally, at best, a game can make me fear something—say, the absurdly difficult Deathclaws in Fallout. Respect is trickier.


If only I hadn't undermined that all. As fearsome as, say, the Endrega queen is (think a much huger, much more difficult Endrega), it's still just AI. If I played by 'the rules,' it would destroy me with ease. So what did I do? I abused its attack radius by going way farther than its AI would let it, and I also made sure it got stuck on stuff so I could wail on it easily.


I'm ashamed. The queen deserved more, I know. My gaming neurosis—the one that does look at enemies like bundles of HP—won out.


Thankfully, The Witcher 2 put me back in my place. This was my next contract, the Kraken-like Kayran. Look at it:


It's Easy To Kill Monsters. Fearing Or Respecting Them? That's Another Story.


You have to defeat that thing. It's huge. And, admittedly, how you go about killing it isn't clear—what preparations do you take? And once in battle, how do you damage that thing? You can see the weak points, but how do you get to them?


Normally that would seem like obtuse game design, but in this case, again, it's really just a game that requires you to pay attention and deduce. You have to ask yourself, what would a Witcher do? A Witcher might ingest potions, might set traps, might learn more and observe the creature. And those are all things you can do, obviously, but the game leaves most of that up to you.


I'm nearing the end of act 1 now, but I'm looking forward to (if not dreading!) what other creatures the game throws my way.


Like Return To New Vegas, we're doing a series that looks back on an older game—in this case, The Witcher 2. Stay tuned for more over the coming weeks.


Kotaku

Yep, SimCity Still Isn't Working


See that image? If you try to play SimCity on the U.S. servers right now, you probably will. It's a little different from the image we saw last night, and the server issues we saw all throughout yesterday, but the problem remains the same: people who bought SimCity can't play it.


Right now it's 8pm GMT (Greenwich Mean Time, or 5 hours ahead of Eastern), and the servers that were supposed to reopen at 7pm GMT are still not open. It seems like you can play on some European servers at the moment, although that doesn't help anyone who has already started cities on regions with their friends on the U.S. servers.


SimCity's Twitter account also sent out a message that they're patching the servers right now:


So, yep. The game that went on sale yesterday still isn't working. Hopefully this mess of a launch is fixed up soon. We'll keep you updated in the meantime.


Tomb Raider

A Quick Fix For Tomb Raider's Crash-Happy PC VersionI've been looking forward to playing Tomb Raider on PC for the last week, ever since Evan's review made me think, "Okay, yep, sounds like this is indeed my kinda game."


I booted it up, played through the opening bit that I'd played at press events, and upon making my way past the dangling LOST-airplane… the game crashed to desktop. Uh-oh. I fired it up again, and it crashed again. I made it to the first campsite… and crash.


It seems that the problem is with GeForce graphics cards—I'm using a 660Ti, and plenty of other users have reported similar problems. NVidia says they're working on a fix, but in the meantime, I (and plenty of others) have found an easy way to make the game stop crashing: Turn off tessellation.


After toggling the tessellation switch to "off," my game hasn't crashed a single time. This being PC gaming, there will probably be a few other issues, but tessellation seems to solve the most common one. While it seems likely that either Crystal Dynamics will patch the game or NVidia will release a new driver for their graphics cards, in the meantime, to get the game to run without crashing, say goodbye to your lovely tessellated polygons, at least for a little while. Don't worry, the game still looks good.


I'll have more thoughts on Tomb Raider's PC port pretty soon.


Assassin's Creed™: Director's Cut Edition

The m.o. of People for the Ethical Treatment of Animals complaining about video games is by now completely transparent. They've had problems with everything from Pokémon to Mario's Tanooki suit, and little of it has anything to do with the harmful depiction of animals in a video game, or the corrosive attitudes that may spread. It's a cynical publicity grab, because video games are a subject that carry a lot of Google juice, and objecting to them is a cheap way for PETA to make its advocacy seem more involved and relevant than it really is.


When the curtain lifted on Assassin's Creed IV: Black Flag, a series with plenty of mainstream recognition, PETA moaned about the inclusion of whaling in a nautical-themed game set in the 1700s. It's a silly complaint. Yes, whaling is violent, bloody, and inhumane, and whales suffer an agonizing death from it. The same can be said of murder, which one does throughout the Assassin's Creed series. Whether either are being glamorized is in the eye of the beholder. To me, the idea whaling is given some special status or modern-day advocacy by its appearance in a piece of historical fiction, even if it's a video game, is absurd.


Sure, we can talk about films like The Godfather, with its infamous horse-head-in-the-bed scene, or even something like True Grit, which shows a horse being ridden to its death, literally, and wonder why PETA doesn't raise a stink about that. What underlines PETA's moral opportunism is their selective targeting within games. You kill and skin the hell out of a lot of animals in Red Dead Redemption and Far Cry 3, and in Assassin's Creed III, quite casually, I might add. But it's the big W-word, whaling, in a title with this kind of mainstream awareness, that gets PETA in high enough dudgeon that when it butts in, that's newsworthy, and so is a publisher's response. Please.


Where, I wonder, is PETA on the subject of Tomb Raider—a name at least as big as Assassin's Creed, with a series of films to back it up, too. Watch the video above. That deer meets an end just as bloody and painful. And it's as visceral and intimate a depiction of killing an animal as I've ever seen in a game, and not just because Lara Croft expresses her regret. I can smell the gamy melange of fear and blood and deer musk and wonder how I'd summon the willpower to end that poor animal's life, even if I was starving.


There's a lot to think about there, including the idea that a depiction of cruelty to animals, like whaling, may actually raise such horrible and uncomfortable feelings as to change attitudes, about hunting, or eating meat, or what it really means to consume another living thing.


But I don't think PETA's really interested in that. It just wants its name out there.


...