Nintendo is releasing two new colors in Japan. One is "Mint x White", while the other color is... white plus light mint blue speech bubbles with a yellow thought bubble?
The Mint x White 3DS XL goes on sale April 18 and is priced like other 3DS XL units in Japan (¥18,900, $196).
The other 3DS XL uses the Mint x White color scheme in a different way and is part of a Tomodachi Collection New Life bundle that comes with a download collection of the new Tomodachi Collection life simulator game. It's priced at ¥22,800 ($237) and goes on sale also on April 18.
To see the upcoming Tomodachi Collection in action, check out this video.
ニンテンドー3DS LLに新色「ミント×ホワイト」を追加 [任天堂]
Ron Gilbert, the developer responsible for classic adventure games like Maniac Mansion and The Secret of Monkey Island, has left longtime collaborator Tim Schafer's Double Fine Productions, Gilbert revealed tonight in a post at his personal blog.
Gilbert writes:
Now that The Cave is done and unleashed on an unsuspecting world (ok, we did do a bunch of PR, so it wasn't exactly unsuspecting), it's time for me to move on from Double Fine and plot my next move.
So many games left to be designed.
I want to thank all the amazing people at Double Fine for all their hard work on The Cave. It was a true pleasure to work with every one of them over the past two years. So much fun. I will miss them all. And of course to Tim for creating the opportunity to come there and make The Cave.
Gilbert then shares a design-side map from his recently released game The Cave, and goes on to give an idea of what he'll be up to next:
For the short term, Clayton Kauzlaric and I have been toiling away on another iOS side project that I'm going to focus on over the next few months. It's called Scurvy Scallywags in The Voyage to Discover the Ultimate Sea Shanty: A Musical Match-3 Pirate RPG. I'll post some screen shots in the next few days.
I also have that PAX Australia keynote to write. How did I ever let them talk me into doing that. So much fun. So much pain. Maybe I'll just do a 45 minute Q and A session.
So, with The Cave finished—a game that Tina rather liked—looks like its on to new projects for Mr. Gilbert.
A complete map of The Cave and other news... [Ron Gilbert via NeoGAF]
If 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]
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 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.
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:
Which is an explicit shout-out to The Descent's most iconic image:

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:
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:

(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:

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.
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.













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
Chiptune 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:

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.
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!)
No, 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.
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.
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.