Call of Duty® (2003)

Five Things That Make For A Good Power Weapon Competition demands dominion. Dominion begets power. And, if you're serious about keeping that power, chances are power weapons come into the picture.


Power weapons are tools that allow us to deal immense damage. Think stuff like sniper rifles, or even vehicles like tanks. These can dictate the entire flow of the match, so it's not surprising that they're so important in multiplayer games. Players must resolve to always be in control of power weapons, even if they're not using them.


I'd go so far as to say that, if done right, power weapons are one of the elements that define the entire experience. What is Gears of War without its chainsaw gun? What is Halo without the Energy Sword?


Sure, these weapons are available in the single-player modes, but the titillation of defeating an AI is not the same as defeating an actual person. People struggle, they fight back—which makes destroying them with a power weapon all the more gratifying (despite how unsettling it is to say!)


Having your stock rocket launcher, your sniper rifles, your shotguns is simple enough; many games have them. Developing a good power weapon is much more difficult. This is my criteria for the makings of a good power weapon—though naturally, a weapon doesn't have to fulfill all of these traits at once.


It has to make you feel cool

Five Things That Make For A Good Power Weapon Weapons in a game are like extensions of ourselves. They represent us in some way. Think about it: you often can't see more than your hands and your gun, so you might as well say you are are the gun. And if the purpose of most games can be boiled down to "power fantasies," then a good power weapon knows how to make a player feel like a badass.


My favorite example here would have to be the Ghost from Halo. The glide of the vehicle is otherworldly, making zipping through the maps a joy even if you're not shooting anyone. It's what I imagine handling a futuristic motorcycle would be like—the very epitome of cool.


There has to be risk on top of the reward

Five Things That Make For A Good Power Weapon


You can't just give a player immense power without there being a catch. It's partially a matter of balance: making a weapon dangerous to use gives other players a fighting chance. It's also a matter of design—the 'reward' is all the more satisfying if it's something that could easily ruin you. Never underestimate the thrill of dancing with danger and then getting away with it.


As an example, the OneShot in Gears of War takes a normal sniper rifle and super charges it. It's literally one shot one kill, no matter where the shot lands—and it can go through some cover. It also has a long charge time, a visible aiming laser, it's audible, and scoping in makes it difficult to be cognizant of what's going on around you—which makes you easy pickings.


The benefits of risk and reward also explains the recent obsession with bows and crossbows in many multiplayer games (Tomb Raider, Far Cry 3, Crysis 3, Gears of War: Judgement, etc)—bows often require enough precision that, should you miss, an enemy can probably gun you down before you have a chance to take another shot. If you don't miss, though—chances are one arrow is all it takes to kill someone.


It has to be unique

Five Things That Make For A Good Power Weapon


What use is having a power weapon if it's much like your normal weapons—or hell, like the weapons in other games? You can't feel cool with a run of the mill gun; that's why stuff like "rocket launcher" doesn't make the cut. A unique power weapon is also necessary to establish a game's identity and flair, ultimately encapsulating what sets game X apart from game Y.


Uncharted is the game where you can call down spiders on people. Call of Duty is the game where you can nuke the entire playing field. Gears of War is the game where you can chainsaw people with a lancer. All rather memorable experiences—and memorable games.


This aspect is probably the most difficult.


It has to have complexity and nuance

Five Things That Make For A Good Power Weapon


This is somewhat related to risk and reward, in that it's both a balancing issue (players have to earn the right to use a power weapon) and that, if done right, complexity and nuance make the payoff that much better.


Giving a weapon complexity and nuance also keeps things interesting for the player, which is good for long-term gaming. If adhered to, complexity and nuance means the weapon requires some form of mastery to use—which eliminates stuff like 'noob tubes' from consideration.


Would piloting an Apache in Battlefield be the same if anyone could do it with ease and finesse from the get-go? Probably not. And the same goes for figuring out, say, the nuances of how the Scattershot bullets in Halo bounce off surfaces, or how the many ways in which you can use a Digger in Gears of War is as enjoyable as the moment when you pull the trigger.


It has to make you feel powerful

Duh.


***

And what of normal guns? Arguably, they should follow all these mandates too. I'd say that the best weapons empower you such that, with proper usage and know-how, there's barely any difference between a power weapon and a normal weapon. That's why even small side arms, like the Magnum in Left 4 Dead, can feel so powerful despite not being a special gun or ability.


I'm curious, though: what are some of your guys' favorite power weapons or abilities in games? What about them is special or interesting? Sound off in the comments!


The Multiplayer is a weekly column that looks at how people crash into each other while playing games. It runs every Monday at 6PM ET.


Top image credit: commorancy


Kotaku

How To Play StarCraft II: Heart of the Swarm Right Now StarCraft II: Heart of the Swarm doesn't officially go live until tonight at midnight Pacific time, but if you've got the new StarCraft II expansion installed already, you can play it right now.


To prepare for the launch, Blizzard has disabled Global Play, the feature that lets you switch between servers on the online network Battle.net. But as discovered by NeoGAF user Mr Cola, you can re-enable the service and switch to the Southeast Asia region, where the game is already live right now.


Here's what to do:


1. Create a notepad file and save it as regions.xml. Add the following text:


How To Play StarCraft II: Heart of the Swarm Right Now


(Our site's text editor won't let us make the code copy-paste-friendly, so if you want to cut and paste it, head to the GAF post and take it from there.)


2. Save the file to your StarCraft II installation folder—the same folder where the game's .exe file is.


3. Load up the game and don't log in. If your account is already logged in, just click the arrow next to your account name so you back up a bit. You should see a "Regions" tab on the left side of your screen.


4. Switch the region to Southeast Asia. Make a new account.


And...


How To Play StarCraft II: Heart of the Swarm Right Now


Bam, now you can play Heart of the Swarm. Be warned: your single-player progress may will not carry over if you go back to another server in the future. But you should be able to play the whole game on the Southeast Asia region. Enjoy!


Kotaku

49ers Strike Gold in Madden NFL 25's All-Star Cover ContestThree San Francisco 49ers, including Hall-of-Fame teammates Joe Montana and Jerry Rice, are No. 1 seeds in the third edition of Madden NFL's tournament style cover vote. Current Niner quarterback Colin Kaepernick is the other top seed, as this year's vote will celebrate the series' 25th anniversary by pitting 32 current stars against 32 all-time greats.


All franchises but the 12-year-old Houston Texans have representatives in the Old School bracket. In the "New School" bracket, Houston is represented by running back Arian Foster, as a fourth seed in a division that includes Kaepernick, breakout rookie quarterbacks Russell Wilson and Andrew Luck. In the other cluster of 16, some might find it surprising that Minnesota Vikings running back Adrian Peterson is a No. 2 seed.


49ers Strike Gold in Madden NFL 25's All-Star Cover ContestPeterson came back from torn knee ligaments in 2011 to win the NFL MVP, lead his team to a postseason berth, and come within 9 yards of breaking Eric Dickerson's single-season rushing record. The No. 1 seed in his region is Washington's Robert Griffin III, an electrifying player who nonetheless tore ligaments in his knee in a playoff loss. He could miss time in the coming season.


Madden NFL 13 cover star Calvin Johnson will sit out this year's contest, with Detroit quarterback Matthew Stafford taking his place. The rest of the New School bracket is dotted with players making a repeat appearance in the voting; Foster, Rob Gronkowski, Jimmy Graham, Julio Jones, A.J. Green, Jake Locker, Ray Rice, Victor Cruz, Von Miller, Patrick Peterson, LeSean McCoy and Matt Forte all were in last year's 64-man bracket, whose first round pitted teammates against each other.


49ers Strike Gold in Madden NFL 25's All-Star Cover ContestThis year's novelty is the Old School half of the voting. The final round will pair a winner from that half of the bracket against a current star, with the winner getting the cover. Like the frequent fliers among the current stars, many legends have had long relationships with EA Sports. The Denver Broncos will be represented by Terrell Davis and not by John Elway, even though Elway appeared on the "Canton Greats" roster in Madden NFL 13. Had Elway been in the voting, it would have meant all three stars of 2K Sports' All-Pro Football 2K8's cover—Rice, Barry Sanders and Elway, would have been in the voting here.


The bracket briefly showed Kurt Warner as representing the Rams, giving St. Louis two players. He's in fact representing the Arizona Cardinals, whom he led to the Super Bowl before retiring. Marshall Faulk, the first Madden NFL cover star to be elected to the Hall of Fame (other than John Madden himself) represents the Rams.


49ers Strike Gold in Madden NFL 25's All-Star Cover ContestFaulk is joined by Ray Lewis and Eddie George as previous Madden cover stars in the Old School division. None of the New School contenders have been featured on the cover in the past. Robert Griffin III was the star on EA Sports' NCAA Football 13.


49ers Strike Gold in Madden NFL 25's All-Star Cover ContestVoting will take place over the next month, concluding just before the NFL Draft on April 25. To see all of the candidates and vote, visit the link below. I'll handicap the field, who I think has the best shot at prevailing, later in the week.


Madden NFL 25 Cover Vote [ESPN]


Kotaku

Straight from Your Dreams (or Nightmares), It’s the PSWiiU60 Combo Console Ben Heckendorn is a wizard, one who makes modern electronics into magical creations. The master modder has turned out several varieties of Xbox 360 laptops, another Xbox 360 with Atari 2600 styling and a Bill Paxton pinball machine.


But his new creation might be his most ambitious feat of technomancy yet. This time, he's created a Frankenstein's Monster out of the parts of all three current-generation video game consoles.


Starting this week, new episodes of The Ben Heck Show video series on Element 14 document the process of getting all that hardware into one enclosure. You can see him take apart the super-slim PS3, the Xbox 360 and the Wii U. It's funny how Heckendorn name-checks the hours-long update for the new Nintendo system even though he's never handled one before. Guess that meme really got out there, huh?


I have to say that getting all those guts into one place with ostensibly less cables and power plugs would make many a gamer's life much easier. So, how much would you pay for this beast?


Kotaku

Marshmallow Peeps: The Snacktaku ReviewI believe it was the bard Rayvon, performing in the poet Shaggy's seminal work, who said "Closer than my Peeps you are to me, baby." While this writer still hopes to provoke a resurgence of popularity for that classic piece, future generations will condemn "Angel" for that single, unfortunate line. Nothing can be closer than your Peeps — not even love.


I speak not of devotion to Just Born's standard Easter fare, a simple mixture of marshmallow, corn syrup, gelatin, and carnauba wax. Nor am I 'riffing' on the way a bisected marshmallow duck or bunny adheres to the skin. The point I am trying to make here is that you should not eat the people you love, even if they are coated in colorful sugar crystals. Peeps, on the other hand, are welcome in your stomach, and that's as close to your heart as one can get without invasive surgery.


The question is not if you can eat Peeps, but if you should. I was on the fence, so I hit up the seasonal section of my local general store and acquired a batch of the fluffy little imps.


Marshmallow Peeps: The Snacktaku Review


Not appearing in this picture: Purple Chicks. They did not survive pre-article prep.

Peeps sure have come a long way since 1953, when Russian immigrant Sam Born bought out the Rodda Candy Company in Bethlehem, Pennsylvania (foreshadowing), transforming its handmade marshmallow chicks via the power of automation. Did he know he was spawning an empire? Did he realize that newspapers across the country would hold yearly Peep photo diorama competitions? Did he understand what he was unleashing upon an unsuspecting world?!


Probably. He seemed like a pretty savvy guy.


It's an incredibly simple formula, really. Sugar, gelatin, more sugar and whatever the hell those eyes are. That's a recipe for a good time. The whole point of sweet snacks in this category are to deliver as much sugar to the human body as possible without just eating a large spoonful of sugar. Peeps are good at that.


Peeps are also good at performing, which isn't something you can say for many marshmallow treats. I mean, you can say it all day long, but you'd be wrong. Well, in the context of this article at least. PEEPS ARE GOOD ACTORS, DAMMIT.


For instance, take this scene, crafted outside of my microwave earlier today.


Marshmallow Peeps: The Snacktaku Review


Can you feel the raw emotion? Do their hopeless expressions not move you to tears Their comrade has fallen, torn asunder by mindless fingers. It's like the freaking Walking Dead up in here.


How does one review a sentient blob of sugar? Carefully, in soothing tones. Also, favorably. They are Peeps, and they are legion. I have eaten 24 of them today, and I've only consumed 660 calories. AND I AM COMPLETELY WIRED. You can't put a price tag on that combination of utility, entertainment and flavor.


You hear me, Walmart? Stop putting price tags on these. You can't.


Mind you I speak of traditional Peeps here. Just Born, driven by madness, continually tries to up the Peep variety, with often disastrous results.


Marshmallow Peeps: The Snacktaku Review


Take this monstrosity, for instance. This is a Peeps "Party Cake" flavored marshmallow chick. It's yellow on the inside, like cake batter, and speckles are the universal symbol for "party". I will say this once, and only once, until such time as I say it again: CAKE BATTER IS NOT A FLAVOR.


UPDATE: As I mention in the comments section below, Cake Batter is the sushi of the sweets world. Some people love it. I just want to cook it.


Marshmallow Peeps: The Snacktaku Review


Here we have a milk chocolate dipped Peep, because everything is better with chocolate, right? Go sprinkle sugar on a Hershey bar, and tell me how pleasant that sensation is. Gritty chocolate is not good.


Marshmallow Peeps: The Snacktaku Review


Now chocolate covered Peeps, on the other hand, are glorious — though they lose just about everything that makes them a Peep. No sugar coating here, just a suggestive shape. Sexy.


And finally, we have these.


Marshmallow Peeps: The Snacktaku Review


Peepsters are shit.


Marshmallow Peeps: The Snacktaku Review


In closing, life is one big party when you're still young, but who's gonna have your back when it's all done? It's all good when you're little, you have pure fun. Can't be a fool, son, what about the long run?



Snacktaku is Kotaku's take on the wild and wonderful world of eating things, but not eating meals. Eating meals is for those with too much time on their hands. Past critiques can be found at the Snacktaku review archive.
Kotaku

Spate is a platformer that, judging by visual aesthetic alone, looks crazy. There's a reason for that.


The game, according to Rock, Paper, Shotgun, follows a man who has to deal with the death of his daughter. The loss is so painful, the man resorts to drinking absinthe as a means of coping.


"At the click of a button the character can take a swig of absinthe. This temporarily gives the player higher jumping and faster running abilities. But, it also makes him hallucinate, which changes the world both visually and physically. The mechanic is meant to mirror the emotional seesaw battle of drinking."


The trailer above features what I assume are the hallucinations. It's unsurprising the game is visually striking, as one of the developers works for Walt Disney Animation Studios. This other trailer, meanwhile, features some of the non-absinthe gameplay.


The developer describes the game as follows:


Detective Bluth is hired to investigate mysterious disappearances that have been occurring on an island offshore, and figures that he has nothing left to lose. The detective hopes to uncover some of the island's mysterious, but is finding it increasingly difficult to battle his own pain. The death of his daughter continues to haunt him mercilessly, and his regrets at their last moments together are chasing his pain deeper into his heart. As his absinthe use increases it becomes harder and harder for him to tell reality from fiction.


We can't know for sure yet if the game manages to tackle the subject of alcoholism meaningfully. Still, it looks like an interesting title worth keeping an eye on—and, if it's caught your eye, you can vote for it on Steam Greenlight.


(Via Rock, Paper, Shotgun)


Kotaku

Wii action-RPG Pandora's Tower will be out in North America this April, publisher Xseed said today. You can check out the first U.S. trailer above.


With Nintendo focusing on their newly-launched Wii U and third-party publishers sticking with game consoles that can output in high-definition, this may very well be the Wii's swan song. Farewell, dear Wii. You served us well.


Assassin's Creed™: Director's Cut Edition

Borderlands, Assassin's Creed and Tons More Coming to Minecraft's Next Xbox 360 Skin PackMinecraft Xbox 360 Edition is pouring on the fan service with this week's release of Skin Pack 4—providing delightfully low-res interpretations of Claptrap from Borderlands, Klei's Mark of the Ninja and The Behemoth's Castle Crashers, plus a whole lot more.


Images of all 28 skins can be seen at this link. Here's what you'll get for 160 Microsoft Points ($2):


• Brick, Mordecai, Lillith and Claptrap from the original Borderlands.
• Altaïr, Ezio and Connor from Assassin's Creed.
• Four Dragon Age-inspired skins.
• Cole Train and Marcus Fenix from Gears of War.
• Red and Blue Spartans from Halo.
• The ninja from Klei's Mark of the Ninja.
• Two of the warriors from The Behemoth's Castle Crashers.
• Two skins from Charlie Murder by Ska Studios.
• What appear to be Fruit Ninja and Jetpack Joyride skins, courtesy of Halfbrick.
• And six generic animals.


Skin Pack 4 arrives on Wednesday.


Minecraft: Xbox 360 Edition Skin Pack 4 is Coming…Wednesday, March 13th! [PlayXBLA]


Tomb Raider

Tomb Raider Gets Better After You’ve Beaten It Tomb Raider gave me the worst kind of quiet at first.


The game's silences were ones filled with tension and dread, interludes where my worries about getting Lara through the experience would fester. All throughout Crystal Dynamics' reboot of the archeological adventure series, players are left to wonder how the awful mythology of its fictional island was going to chew them up and spit them out. What terrible injury or revelation would Lara have to endure next? The relief I felt after finishing the game was replaced by something unexpected: a hush filled with possibilities to uncover.


I went back into Yamatai to just fool around a bit before logging in some multiplayer. I was expecting to be bored, since all of the combat sequences had been cleared. But I wasn't stifling yawns. Instead, I was awestruck by how quietly beautiful the new Tomb Raider became after all the surviving was over and done.


The realization hit me hard when I went back to the Summit Forest area, where one of the game's tensest sequences happened. On my first go-round, this was the part of the game where Lara was forced into stealth. I remember clenching the Xbox 360 controller nervously, trying to quietly pick off the Solarii thugs stalking me. But now, after the storyline's end, the same wooded expanse where enemies stalked me in the darkness felt full of stark beauty. Deer gambolled around me and I could climb trees unhurriedly, gathering salvage and enjoying the vantage points with no threat. One nook I'd never ventured into held the wolves that the Solarii sicced on me after I failed at staying hidden. They were still there, growling at me from inside their cages. I nocked an arrow and killed one. I immediately felt bad. These animals weren't threats anymore. The men that made them into monsters were all dead. And their whispered hate and noise went with them, replaced by bullfrog croaks and leaf rustling. Things could be different now.


Tomb Raider Gets Better After You’ve Beaten It The same new perspective held true for the wintry peaks of the Mountain Base or the ramshackle structures of the high-altitude Gondola Transport. I'd almost died in most of these places but now I had a weird nostalgia about them. And even more counter-intuitively, I admired the ingenuity of the messed-up cultists who were trying to kill me. And not just the modern-day Solarii, either.


Without bad guys firing machine guns at me, I could marvel at the tenacity of all the people throughout the centuries who were stuck on Yamatai before Lara's shipwreck. They made the island a little less cursed, planting the melancholy seeds that brings Lara into her new destiny. In the absence of violence, you could really feel how this place shaped Lara into something tougher.


Now, some of the island's locales would never feel pretty. Places like the Geothermal Caverns (where crazy prisoners still chattered at a returning Lara; I killed these guys, too but didn't feel quite as bad about that) or the Chasm Shrine seethed with the fatalist lore that gives the game its urgency. There wasn't any awe in combing over these locales. I felt only a distant sadness wading through the moats of blood, mixed with new appreciation as to how well the game's visuals were executed.


The most important takeaway might be how raiding a tomb doesn't feel like a mood-breaking indulgence, after the game's narrative resolves. It feels like Lara's true calling, like what she's supposed to be doing. It's not just modern game design busywork, like, say, hunting down Riddler trophies in Batman: Arkham City. Every tomb I figured out felt like another step toward moving Lara away from horror and towards the derring-do of her previous incarnation. Granted, she'll probably wind up somewhere between the extremes of her past and present. For now, it's nice to imagine that this quiet post-game cocoon is where the next step in Lara Croft's re-evolution is happening.


Kotaku

High school can be a cutthroat place, a den of sex, lies, deceit and backstabbing. Relationships are forged for political purposes and torn asunder under dark, mysterious circumstances. Power resides where students believe it resides. And always, a warning: Prom Night is coming.


Welcome to School of Thrones, which re-imagines George R.R. Martin's dark fantasy opus as... well, as a 90s-tinged John Hughes movie, basically. It features a bunch of young, internetty actors—including Borderlands 2's Tiny Tina, Ashly Burch, as Dany— and it really did make me laugh.


We already knew that the Starks were total hipsters, but the Greyjoys as the swim team? Well done.


...