Kotaku

This Unborn Baby Looks Exactly Like Emperor PalpatineIf I were Heather Large, an expecting mother in Illinois, I'd have mixed feelings about the above ultrasound. On the one hand: Your child is probably going to be very powerful! On the other hand: Evil.


This image, which comes to us via Metro UK, pretty much speaks for itself. Unborn babies can look like a lot of things, but I'm not sure I've ever heard of one looking like a Star Wars character. Hopefully spotting Palpatine can become the new spotting The Virgin Mary. People will see him on their toast, in food stains, and in cloud formations…


How's everyone doing? Good? I hope so. There are so many games out already, with more on the way—surely you're playing one or more of 'em. I finished both Tomb Raider and Wings of Liberty (finally) this weekend. I thought Tomb Raider was really strong throughout, and didn't have a single section that dragged, which is remarkable. Cool final level, too.


Anyhow, feel free to talk about games, Star Wars, or anything else you like here or over in the Talk Amongst Yourselves forum. Have good chatting.


May the face be with you: Star Wars villain Emperor Palpatine appears in ultrasound scan [Metro UK via IGN]


Kotaku

All that 'officially' exists of this anime is about 30 seconds of young, hunky swimmers. That's it; the anime isn't real. It doesn't even have a name. The clip is a promotional thing for the Kyoto Animation studio, but that hasn't stopped anyone from falling in love with the idea of the anime according to The Daily Dot.


"The swimming anime," as fans have dubbed it, has existed for less than a week and already Tumblr is ablaze with the type of love and devotion that you'd think a real anime might inspire. I mean really: scroll through that.


The Daily Dot writes:


In the 2 days since the 30-second spot landed on YouTube, Tumblr has been in a frenzy of yearning for what it has dubbed "the swimming anime." Tumblr fans have given the nameless boys in the videos character identities and backstories, they've picked favorite relationship pairings, drawn fanart, made GIFs, created character roleplaying blogs, confessionals, and Texts from Last Night parodies. They've written fanfic.


Holy cow. Don't underestimate Tumblr, their love knows no limits. Overtly, you'd think this speaks to a real and fervent group of fans that would gladly watch this type of anime if someone made it for them.


But that might also just be reading into it too much: people like to go on Tumblr to have fun, and it might be more accurate to call this just a meme.


It would be pretty amazing for the anime to get picked up based on bizarre fan hype alone though. If you agree, welp—there's a petition for you.


Fake anime series inspires real fans on Tumblr [The Daily Dot]


Tomb Raider

The Hardcore Horror Flick That Turns Up In Tomb RaiderTomb Raider wears its cinematic aspirations on its grimy, blood-soaked sleeve. In the mode of Uncharted, this is a game that very much wants to be a movie—its 'camera' is a constant companion, never missing the opportunity for a close-in tension shot or a jumbled, handheld action sequence. As Lara Croft runs through the rain and engages in Croftian derring-do, you can feel the invisible cameraman's loping stride as he follows behind.


In terms of design and pacing, Tomb Raider also takes a bevy of cues from Uncharted, but it diverges from Naughty Dog's series in one crucial way: Where Uncharted drew from the same pulpy adventure serials that influenced Indiana Jones, Tomb Raider draws from something much darker: In addition to lifting a number of themes from the exploitation cinema and snuff-tinged horror of the 1970s, and it aggressively channels Neil Marshall's 2005 horror movie The Descent.


I'll have some spoilers for both Tomb Raider and The Descent here, but nothing too major. It'd be hard to spoil The Descent, really.


In The Descent, a group of tough extreme-sports-type women head into an uncharted cave and, after a cave-in, find that their situation goes from bad, to worse, to super way fucking worse. It's a hell of a good horror movie, and you should totally watch it, particularly if you liked some of the ideas explored in Tomb Raider. (And don't mind having your pants scared off.)


The similarities between the game and the film are apparent from the get-go: Women in caves, lost and injured, hunted by a terrifying group of all-male antagonists. And eventually, the women (or in Tomb Raider's case, woman), find that they're stronger than the men and fight back.


I haven't seen anyone at Crystal Dynamics specifically call out The Descent as an influence (and in this feature today at GameSpot, Crystal Dynamics head Darrell Gallagher focuses more on Die Hard, which, sure). But considering the fact that Tomb Raider contains at least two clear-cut homages to Marshall's film, it stands to reason that someone at Crystal Dynamics was a fan.


A bit near the beginning of the game conjures aspects of The Descent's controversial ending—it was given one ending in the UK and another in America, before being released as a final cut with only the original ending.


The Hardcore Horror Flick That Turns Up In Tomb Raider


I remember seeing this sequence when it debuted at E3 and thinking, "Good lord, is this game seriously going after The Descent?"


There's also this bit, from the middle of the game:


The Hardcore Horror Flick That Turns Up In Tomb Raider


Which is an explicit shout-out to The Descent's most iconic image:


The Hardcore Horror Flick That Turns Up In Tomb Raider


Soon after that scene, a blood-drenched Lara lurks in the darkness, ready to exact terrible vengeance on the men who have hurt her and her friends:


The Hardcore Horror Flick That Turns Up In Tomb Raider


Just as in The Descent, Shauna Macdonald's protagonist Sarah is 'reborn' from a lake of blood as a woman driven into an animal frenzy by fear and a desperate need to survive:


The Hardcore Horror Flick That Turns Up In Tomb Raider


(Side note: Rebirth, lost children, a bizarre group of all-male CHUDs killing women... CAVES filled with BLOOD... yep. Discussion still continues as to whether or not The Descent is a feminist horror film. I see it as one, but I understand the arguments on the other side. I'd imagine a similar discussion will continue about Tomb Raider.)


And then there's the poster for The Descent 2, which I haven't seen, but which presents a scene that should be pretty familiar to anyone who's played Tomb Raider:


The Hardcore Horror Flick That Turns Up In Tomb Raider


Torch? Check. Climbing axe? Check. Tank-top? Check. Tore-up physical appearance? Check.


It's remarkable that a big-budget, AAA video game would turn to such dark, hardcore material for its cinematic inspiration. If you'd told me in 2005 that in eight years, we'd get a Tomb Raider game that drew inspiration not from Indiana Jones or Romancing the Stone but from The Descent, I wouldn't have believed you.


Despite (or possibly thanks to) its dark tone and grisly atmosphere, Tomb Raider seems to have been a success, certainly critically and from the sounds of things, also commercially. It's said that horror can't be mainstream—I've even argued that point here at Kotaku. But then, Tomb Raider isn't really a horror game, though it sure can be horrific at times.


All the same, it's cool to see a big-budget game deliberately reaching for a reference point as far off the beaten path as The Descent. If games are going to continue to imitate movies, at least they're starting to pick interesting ones.


Supreme Commander 2

The Visual Evolution of Sci-Fi Real-Time Strategy Games


StarCraft II's expansion pack, Heart of the Swarm, is already out in some parts of the world, and it's launching tomorrow in North America. To celebrate, let's take the opportunity to examine more than 20 years' worth of real-time strategy history in today's Show Us gallery, and see how much the genre has evolved visually. Since the StarCraft games are set in Earth's 25th century, we're focusing only on RTS games in sci-fi settings.



Herzog Zwei (1990)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




Dune 2: The Building of a Dynasty (1992)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




Command & Conquer (1995)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




KKnD (1997)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




Total Annihilation (1997)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




StarCraft: Brood War (1998)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




Machines (1999)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




Earth 2150 (2000)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




Dark Reign 2 (2000)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




Warhammer 40K: Dawn of War (2004)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




Star Wars: Empire at War (2006)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




Halo Wars (2009)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




Supreme Commander 2 (2010)

The Visual Evolution of Sci-Fi Real-Time Strategy Games




StarCraft II: Heart of the Swarm (2013)

The Visual Evolution of Sci-Fi Real-Time Strategy Games


Were there any real-time strategy games that blew your mind when they came out? Any great-looking unreleased ones you're really looking forward to? Show us in the comments below with visual support.


sources: Avtoandlevan's LP, RTSGuru, Renegade Forums, Acantophis3rd's LP, Total Annihilation Wiki, TeamLiquid.net, NostalgicGames, DawnOfWarGame.com, LucasArts, HaloWars.com, SupremeCommander2.com, StarCraft Facebook


Kotaku

Acoustic Piano Meets Chiptunes, And It's Freakin' LovelyChiptune music is all well and good, but I like to give my ear something to hold onto along with all the bleeps and bloops. So I very much enjoy Aivi & Surasshu's new album "The Black Box," which mixes the keyboard chops of pianist Aivi Tran and the chiptune stylings of Surasshu.




It helps, of course, that the original compositions are lush, melodic, and well put-together, and the covers—including Yoshihito Yano's "Lonely Rolling Star" from Katamari Damacy, are approached with faithful enthusiasm.


As a neat touch, the album-download comes bundled with a cool 14-page comic from Diana Jakobsson, who also did the cover art above. It's nice; here's the first page:


Acoustic Piano Meets Chiptunes, And It's Freakin' Lovely


The whole album captures a jazzy, melody-obsessed video-game pastiche, and I've been really enjoying it. Head on over to Bandcamp and give it a listen.


Tomb Raider

There's a moment in Tomb Raider where you get a crucial piece of gear required to finish the game. But a bug that can screw things up the first time you try to use the Rope Ascender is stopping some people from progressing through Tomb Raider. Lara needs to get that crate to slam through the deck of the ship to get to her objective. But the crates aren't moving the way they're supposed to. I didn't encounter the bug seen here but it sure would've pissed me off if I ran into it.


Thankfully, eagle-eyed TR players have spotted a workaround. The solution requires you to force a glitch and fall through the hatch where the crates are supposed to smash into. It takes a bit of fiddling to get the bug to work but once it does, you should be able to go ahead to the next thing you're supposed to do. Hopefully, there's a patch coming through for this issue.


(Thanks, tipster Josh!)


Kotaku

SimCity Needs An 'Undo' ButtonNo, I'm not making a joke about how SimCity's makers doubtless wish they could hit "undo" on last week's embarrassing, disastrous launch. (Though I don't doubt that's the case.) I'm saying I think SimCity actually needs an undo button. You know, Control+Z. A shake of the smartphone. A little button with a backwards-curving arrow on it.


Over the weekend, I finally had a chance to play the game for a couple of extended periods of time, and an undo feature was the first thing I found myself missing. The first time I accidentally created (or, in the game's goofy parlance, "plopped") a convention center two blocks from where I'd intended, I reflexively went for Control+Z and found, to my chagrin, that it didn't work.


I remember having the same instinct when playing the game at a preview session a little while back. The reflex to hit undo is simply ingrained in my process at this point. When I'm recording music or writing a score, working in Photoshop or writing an article for Kotaku, the ability to move forward and backward in time has become a vital part of my creative process.


I'd hazard a guess that I'm not the only one who, upon starting SimCity, found himself reaching for the undo shortcut. And yet the game offers no such option. That's not new for SimCity, mind—impermanence is at the core of the series, and the new game is no different. As always, the bulldozer is your undo button.


It's one thing to live with conscious decisions, and quite another to live with accidental mouse-clicks.

But there is a difference between the new SimCity and the old games, and it's one that I fear will have a significant chilling effect on my long-term enjoyment of the game. It's tied, as I'm finding most of the other things I don't like about SimCity are, to SimCity's always-online, cloud-based gameplay.


Past SimCity games did have a sort of undo button—you could reload your past saved games and undo everything you'd done since you last saved the game. As a result, it was actually freeing that the game didn't let you immediately undo a bad placement or unfortunate strategy. It was possible to spend a half hour seeing if you could correct an error, and then, if you'd really hosed yourself, reload a save and try again. If you did manage correct out of the mistake, it was particularly rewarding.


In the new SimCity, that's impossible. You live with every mistake, and so far for me, that's made the game less enjoyable. I like that in SimCity, as in past games in the series, my decisions have consequences. If I decide to encourage gambling in my city, my crime rate will go up. If I run a profitable mining industry with oil power, my skies will grow brown with pollution.


But it's one thing to live with conscious decisions, and quite another to live with accidental mouse-clicks. The new SimCity has a relentless, often compulsive forward momentum to it. That, coupled with a lack of true control over the flow of time, leaves me feeling powerless in a way that I don't really enjoy. Mistakes that in past SimCity games would have been a worry-free excuse to experiment instead feel like a frustrating waste of time and resources.


Ever since I first played it, I've been concerned that SimCity would feel somewhat transient. As every city is in a constant state of flux, and without the option to create discrete saved games, I worried that it'd all feel a bit like writing in the sand.


Now that I've played the game for a longer period of time, I've found that feeling has only grown more pronounced. SimCity encourages me to experiment, but once I'm done experimenting, my only options are to live with my mangled results or clear the slate and start fresh. As a result, I feel like a stone skipping across the surface-tension of a potentially deeper game. I've yet to feel as though I'm actually building anything in this city-building game.


Kotaku

Last night, after years and years of putting it off, I finally played the final couple of missions in Starcraft II: Wings of Liberty. (Yeah, I know. Hey, I like the game and everything, but I got sidetracked!)


It was a kick to finish the story the day before the sequel, Heart of the Swarm, comes out. The saga of Kerrigan and Raynor may have ended on a cliffhanger, but I get to see that cliffhanger resolve (at least somewhat) almost immediately. Maybe that's why I waited. Yeah, that's why. Sure.


After completing the game, the credits roll. It starts out playing the game's winning mix of dramatic orchestration, Firefly-style guitars and dobros, and Top Gun-sounding electric guitar wailing. But then... something happens. A song begins to play.


That song is 'Terran Up the Night," a jock-metal anthem by the band Level 800 Tauren Chieftain. Yes. That is the name of the band. Well, sort of. That's the in-game name of the band, who in the real world are called Level 90 Elite Tauren Chieftain. Which: Hee. The band is made up of Blizzard employees, and it looks like they've gone through enough different names over the years (basically, they keep leveling up) that it's difficult to really keep up.


In a world where we've already had the amazing (and similar) credits music to Aliens: Infestation, it feels like a blessing that we get one more. A tacky, tacky blessing.


Here now, the lyrics to 'Terran Up the Night," courtesy of The WoW Wiki.


"Terran Up the Night"
The smell of rusty metal, dead zerg and napalm,
The sound of friggin' laser beams and Gatling guns.
Strapped into powered armor,
Got the ladies always looking at me,
They can't believe the size of my over-engineered codpiece.


Well, I'm a convict
In a siege tank I ride
Not protossin', not zergin',
No, I'm terran up the night!
Terran up the night!
Terran up the night!
Terran up the night! Alright!


Don't want no shiny protoss flying machines
Rather have a clunky, funky, rusty SCV.
Strap yourselves in girls,
We're gonna soar across the stars
'Cause when you've got a battlecruiser,
Hell, who needs a car?


Well, I'm a convict
In a siege tank I ride
Not protossin', not zergin',
No, I'm terran up the night!
Terran up the night!
Terran up the night!
Terran up the night! That's Right!
[Hell yeah]
You come in peace, well I come in war
I'm counting corpses, I ain't counting score
When the protoss charge and the zerg start to swarm,
Don't want no Zeus, I want my own Thor!


We've got our own transformer,
The rough and tough Viking.
He can fly, and doesn't cry like that little girl Starscream
Never served the King, no
Never served the Lord
But if we lived in Azeroth, honey
You know we'd join the Horde! Yeah!


Well, I'm a convict
In a siege tank I ride
Not protossin', not zergin',
No, I'm terran up the night!
Terran up the night!
Terran up the night!
Terran up the night! That's right


Terran up the night!
Terran up the night!
Terran up the night! All night


I'm not super deep in Blizzard culture, so I don't actually know what the general attitude toward this song is among mega StarCraft fans. Is it gloriously cheesy? Cheesy, yet glorious? Just plain cheesy? Just plain glorious? You tell me.


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!


...