Saturday, September 29, 2012

Sony "Surprised" By PS Vita's Lack Of Developer Support

Via PS Vita Blog:




Shuhei Yoshida reveals that Sony have been surprised with the lack of PS Vita 3rd party support, more details inside..........

"One thing that was surprising and disappointing to us was the [lower] number of third parties to come out [in support] after launch," Yoshida told Gamasutra.

Yoshida suggests that the emergence of numerous gaming platforms - particularly mobile - has spawned a battle for limited developer resources, which impacted Vita support.

"In retrospect, there are so many options for publishers now that we cannot take it for granted that our new platform would be supported by third parties, like [it would've been] many years ago," he said.

"There are limited resources that third party publishers have, and they have to diversify into new areas constantly; that's a challenge to get the support that we want.

"Yoshida says Sony's challenge is define what Vita is and which software works best for it. "As we can expand our install base and articulate what works really well on the platform as compared to others, it will get easier for us to be able get support from third parties," he said.

Let us know your thoughts on 3rd party support in the comments below!


Source:
http://kotaku.com/5947482/sony-was-surprised-how-few-people-wanted-to-make-games-for-vita

Friday, September 28, 2012

Bioware Docs May Have Left Over Negative Fan Reaction

Via IGN:


Former Bioware employee suggests "overwhelming negativity" to Mass Effect 3 and The Old Republic forced the founders out.

An ex-Bioware developer has claimed the negative fan reaction to Mass Effect 3 and Star Wars: The Old Republic led to company founders Greg Zeschuk and Ray Muzyka leaving both Bioware and the games industry.
In an interview with Now Gamer Trent Oster, who worked in senior positions at Bioware from its founding until June 2009, shared that the last time he met up Zeschuk, he was visibly exhausted.
You have to love games and you put your heart into them to create them. To have the fans creating petitions against the work is pretty hard to take.
"The last time I met up with [Greg], I felt his exhaustion,” claimed Oster. "Punch out, eject, get the hell out", was my suggestions to him and it hit closer to the mark than I had realised. I also think the Mass Effect 3 fan reaction and the Old Republic fans' negativity was just too much.
"You have to love games and you put your heart into them to create them. To have the fans creating petitions against the work is pretty hard to take, especially when you've spent the last few years crunching overtime to try and ship a game. It can be hard to shut off the overwhelming negativity the internet spews forth, especially when it has your name or the name of your company in it."
But while he wasn't hugely surprised about Zeschuk deciding to leave as a result, Oster revealed that he never would have guessed Muzyka would depart as well, as he always considered him an "EA lifer."
"Ray surprised me. I had him pegged as an EA lifer," he shared. "My thought was the Ray agenda was to first usurp Frank Gibeau and then later John Riccitiello as CEO.
“I'm sure the internal culture at EA had pinned the Old Republic conversion to free to play as a failure and hung that completely on Ray, so that would have hurt his upward climb. But, I figured he would fight harder. EA upper management must have been even worse than I thought."
Though it originally launched to impressive player numbers, figures for The Old Republic have fallen in recent months and the game is now adopting a free-to-play option from next month. Mass Effect 3, meanwhile, polarised fans of the series with its ending, which eventually led to an alternate one being provided as DLC.
Luke Karmali is IGN's UK Editorial Assistant and lifelong Bioware fan. You too can revel in mediocrity by following him on IGN and on Twitter.

Thursday, September 27, 2012

Ensemble Claims Bungie Tension Over Halo Wars

Via IGN:


Bungie was kind of sore about the idea. What they called it was 'the whoring out of our franchise'.

Halo creators Bungie apparently disapproved of 2009's Halo Wars as it was essentially "the whoring out of [its] franchise", according to the founder of Ensemble Studios.
In an interview with Games Industry, Tony Goodman revealed some of the stresses and tensions that accompanied Ensemble making its final game.
Bungie was kind of sore about the idea. What they called it was 'the whoring out of our franchise' or something.
Apparently the game was never meant to be linked with Halo in any way, but Microsoft forced Master Chief on the project late into the development cycle amid fears that the game wouldn't sell well otherwise.
"Microsoft was pretty risk averse," He said. "They said, 'I don't know if we want to take the risk of creating strategy games on a console. We'd feel better if Halo were attached to it.' The difficult part of that was it took the game back about a year in development, and I think it never quite turned out the same. They just said, 'Why don't you just paint over what you have with Halo stuff?' But things aren't quite that simple."
What was more complicated, however, was the fact that this created a great deal of tension between Bungie, who created the Halo franchise, and Ensemble, who had already put an immense amount of time into the game. Apparently Bungie didn't have the manpower to take on the game itself, but was deeply unhappy with its IP being used by another company and on another genre.
According to Goodman, "Another problem was that Bungie was never up for it... Bungie was kind of sore about the idea. What they called it was 'the whoring out of our franchise' or something. Yeah, that didn't create a great relationship between us and Bungie; they viewed us as someone infringing [on their franchise]."
Ensemble Studios was established in 1995 and created the Age of Empires series of games before being acquired by Microsoft in 2001. It was then used as an internal studio before being closed down after the release of Halo Wars in 2009 and all its upcoming titles were cancelled.

Wednesday, September 26, 2012

Slender Man's Journey From Terrifying Free Game To Commercial Release

Via Freeloader: 1UP's Free and Indie Gaming Blog:


The Arrival should help to expose more people to one of the scariest games in recent memory.

By Chris Pereira Sep 26, 2012 5:01PM PST
Tags: PC

What is now known as Slender: The Eight Pages has to be among the most terrifying games ever released. Originally released under the title Slender earlier this year, the game places you in a pitch-black forest with only a flashlight and no real way to interact with the environment. Your only goal is to collect eight pages (hence the subtitle that was tacked on post-release) scattered all around while avoiding the Slender Man -- the simultaneously fascinating and creepy Something Awful meme -- who teleports around and stalks the player. Look at him or allow him to get too close and you're eventually driven insane.

It's difficult for words to do the horror justice; it's really the sort of thing you need to experience firsthand to fully understand. A crude version can be played in your web browser, but ideally you'd check out the downloadable version available from developer Parsec Productions' website. It's free and not especially demanding of your computer's hardware. The tradeoff, of course, is that the game isn't especially spectacular-looking. Even so, it's as scary as just about anything else I've ever played; even the web version, which lacks any appearances by the Slender Man himself (something you might not realize for a while, unless you read the notes), can be awfully scary -- and this is a game played on a web page with a white background. That's quite the testament.

The Eight Pages is very much a niche game -- although it has spawned some very entertaining reaction videos, it hasn't gotten much as much exposure as it deserves. That makes me hesitant to compare it to something like Minecraft, which has long since passed the point of being an extremely successful product, but it's clear Slender has served as the inspiration for other independent game developers to create their own games based on Slender Man. Steam Greenlight has seen more than a few submitted, multiplayer title Faceless (previously known as Slender: Source) being the most well-known of the bunch. It might seem unusual if one of those games were to end up on Steam while The Eight Pages did not, and that's exactly where Slender: The Arrival comes in.



Toronto-based indie developer Blue Isle Studios, which previously worked on StarCraft II total-conversion mod Subsistence, recently announced on its blog that it is working with Slender developer Mark Hadley on what it calls the "official re-imagining" of the original Slender. The post describes the game as including "the same terrifying gameplay, while adding a complete gaming experience that the fans have been asking for." That isn't awfully specific, but we do know among the additions are better graphics, more content and levels, and a new storyline.

It doesn't sound as if this will be another free release; The Arrival is said to be a "commercial release" on PC. That doesn't mean you're likely to ever see it show up in stores, but perhaps a release on Steam could be in the works. I would fully be in support of that, as I'd love to see the game brought to as large an audience as possible, and there is no denying that being on Steam can be a major in boon to getting exposure. And while some may frown upon having to suddenly spend money to play what was previously a free game, I'm happy to fork over money for a more complete game, especially if it means doing so allows Hadley to more fully realize his vision.

An official website for the game has been launched. On it you'll find the first two screenshots included in this blog, both of which appear to be a marked improvement over the visuals in The Eight Pages. In both of them you're able to better see things not directly illuminated by your flashlight, something that I'm hoping changes by the time the game is released. A lot of what makes Slender scary is how little you can see at any time; the narrow cone of a flashlight can only shine light on so much, and that's what makes those tense moments when your screen starts becoming distorted (indicating the Slender Man's presence) so terrifying: he might be just to the left or right of what your flashlight is shining on, or maybe he's right behind you.

That said, Hadley was able to accomplish a lot with very rudimentary visuals (by 2012 standards, at least), and so I'm willing to remain hopeful that The Arrival will only enhance the horror of Slender, not diminish it. It would be a real shame if the product that stands a much better chance of getting into the hands of more people were not able to fully capture the magic of what made its predecessor so special.

PS3 multiMAN 04.06.00 & New CFW 4.21 on the horizon

Via PSX-Scene:


It appears we may not be stuck on 3.55 CFW much longer. Deank has provided us with some conformation that this new CFW labeled Red Power's 4.21 is indeed real.multiMAN has been updated to version 04.06.00 so this CFW is compatible when it is released to the public, There also was speculation that this CFW may need a reDRM dongle in order to use the CFW. That was false information as deank also confirms this CFW will not need a dongle of any sort. multiMAN also just turned 2 years old. What a 2 years it has been for this app., was great at the start and now is spectacular. Soon as you don't think it can get any better it always does. So thank you deank for all the amazing updates and work you have put into this amazing application the past two years..Below you will find out more information about Red Power 4.21 CFW through some very rough google translations. Please everyone be patient while this new CFW makes it way to the public. Be cautious of any potential fakes. Keep in mind this is not deank's CFW so this story could take some turns before it is released to the public.



Deank @ ps3crunch forums

I just woke up and read some posts about some chinese sh*tty dongle for 4.21... Just to make it clear - the mM update has nothing to do with it and doesn't need a dongle if used with 4.21cfw. It is a pure speculation I guess, because there are a lot of people around who won't allow another dongle to surface anyway. I don't believe that their dongle (which I doubt it exists at all) will see the light of any day!

Red Power's 4.21 CFW 

A Chinese website "bbs.duowan" first broke the news of a new CFW with this video and the information.



Some rough google translations

Just deliberately pulled Ida driving to the the RED POWER city where, met with their people and
then get it back one is said to brush a 4.21CFW hosts
not open test, ready to begin testing next
evaluation please wait …… ——————– update: host songce HDMI interface is bad, then the TV box on hand, chromatic aberration line as well as support for AV input of the display device, thinking solutions —————————- updated again: buy a component cable encounters heavy rain, all wet finally back the find component cable screen flash orz finally found a conference room projector can be used AV interface, meow, white rain, anger! Then tested under DOA5, test results – RED POWER 4.21 CFW …! ! ! A test more games, please look forward to the follow-up illustrations, video coverage! Subsequent pictures, video, evaluation complement the evening, the office did not replace clothing, fast cold dead orz —————————- continue to update : first brought of running video DOA5: —————————- last updated today: it was too cold to die, the first home tomorrow measured other bar …
&

this post as evaluation designed posts, while test side update, sustained attention!
Want to say: I'm just testing the only valid and the consultation released way like true is not within my ability. Until now, I only got a brush system host everything! Detailed follow-up release of Do not Send all RED the POWER can decide things in me
---------------------------- ----------------
First, get under host.
Host model CECH-2512B
has 4.21CFW brush good RED POWER ... get is to brush the sure 4.21 official system can brush. Verify that the 3.55 can brush, it is recommended to continue to adhere to the 3.55 positions first, waiting for further news ! Updated: RED POWER Reply - only 3.55 brush Brush risk 3.55 upgrade to the official 4.21. Hard down the machine can brush .The -------------------------------------------- system can say with certainty , which is a system of 4.21, rather than 3.55 camouflage like. PSV data management in the figure above icon is irrefutable evidence! -------------------------------------------- next game testing: Monster Hunter P3 HD - running OK because the host comes with the MM version is too old, does not support the load directly into the game to install PSP REMASTER Then copy the the game ontology install PKG USB hard disk to install the installation is complete, XMB appears Click for the MHP3 the icon to enter GOGOGO 2, Dynasty Warriors MR2 HD - running OK and Monster Hunter P3 HD game external use MM Loading install icon in the XMB (I do not know why, MHP3 not life and death to this icon, I thought it was the MM version) installed then XMB game icon. Click to go running OK so far, the PSP REMASTER the game test come to an end, no accident, then, the light tone HD should be no problem. This is also further proof, RED POWER 4.21CFW real 4.21 system. Love summer alchemical Kobo Chinese version - run OK directly load the game in MM return to the XMB can be run. (Do not Tucao that MM's name, I do not know why, get host MM title Genji, estimated the MM changes when useful to Genji SFO) after 10 minutes of installation officially entered the game the names perfect game (this broken TV box is not very clear, but still be able to see it orz), so this is not with the Japanese version of the patch in the DEX run Oh 4 Bleach Soul burning the Chinese version - run OK load the game, return to the XMB can be run directly in MM. Moves to table the perfect garbled, not the U.S. version of the finished patch (continue to the AV terminal urine quality kneeling) Disgaea 4 Chinese version - run OK directly load the game in MM Back XMB run that can. 6, Double Dragon (PSN) - run OK to install the official PKG file, then. edat authority of MM FTP sent to Double Dragon icon / dev_hdd0/home/00000001/exdata / run directly XMB can PES2013 - running OK directly load the game in MM, return to the XMB can be run. Resident Evil 6 DEMO - running OK directly install the official PKG file, XMB test on this game icon to run the game, nothing measurable tomorrow going to retest Hatsune EX it wants in the game test Some details: 1, confirmed before the release of the 3.41 & 3.55 crack EBOOT should be directly (tested with destruction company Pacific Squadron WWII, the game ontology is 3.55 cracked the EBOOT) , TB (JB2)'s, EBOOT mishap , it is estimated that 99% not 3 MM loaded higher than the 3.55 version of the game will be prompted if you want to modify the SFO was 3.55. Select "Yes" or "No" can be a normal game. This 3.55 MM change because the system directly, but masked this feature of the MM cause it will prompt OTL although no real significance. 4, genuine disk run no problem, test the journey of the Chinese version, the Chinese version of the Tokyo Jungle -------------------------------- ---------------- homebrew aspects: to my host comes with two homemade program - one OM is a MM. The MM version also comes quite old, and can be seen with a 3.55 MM reform OM can not run, MM can. Find someone to study these two procedures of 4G rods Discuss Topic. Tuesday 02 October, found that the signature is different. In addition, their own test to install the latest version of the MM and openps3ftpsplit of, can run, so it should be, and the team claimed - the system can not run other homebrew ! The, MM Fortunately own FTP tool. Been tested, MM FTP function is normal ......

Updated: RP team news: they will launch a new MANAGER program name is still "RED POWER" In addition, they will consider publishing this homemade system running REACTPSN - ----------------------------------------------- Blu-ray player: test on hand two Blu-ray movies - Spider-Man 3 and the source code, are normal playback ------------------------------- ----------------- DLC have been tested and the spinach released before FF13-2 crack normal 1.06 version of FF13-2 DLC PKG installation testing this. Tomorrow is expected to test the PSN, PSV CROSS PLAY function to be continued ...


Source: Deank @ ps3crunch (multiMAN)

Source: bbs.duowan (Red Power CFW)

Monday, September 24, 2012

Anime vs. Video Games

Via 1UP.com:


The tug-of-war between two of Japan's big pop-culture exports.

J
apanese video games and anime stick close together. The two court similar audiences, and the cross-pollination goes far beyond the assortments of anime-based games and game-based anime. Manga creators and anime artists design game characters all the time, animation studios routinely work on games, and countless names jump from one field to the other. Cowboy Bebop writer Keiko Nobumoto worked on the first Kingdom Hearts. Gurren Lagann director Hiroyuki Imaishi crafted the opening of Samurai Legend Musashi. So it goes with a thousand more examples. Bore deep enough into just about any Japan-made game, and you'll see some anime influence.
This complex little web formed over many years of pop-culture symbiosis, as the fortunes of the nation's game and anime industries rose and fell. They're promoted, fed off, and perhaps even damaged each other. All the while, it's gotten harder to separate them.

THE NEW KID

Japan's animation market was well established by the time video games arose in the late 1970s. The anime industry had grown steadily since the first Toei films of the late 1950s and "manga god" Osamu Tezuka's pioneering TV series of the 1960s (which began with the international hit Astro Boy). Such films and TV shows were fixtures of Japan's entertainment, and a steady swell of hardcore fans was building around more niche shows.
The game industry, by contrast, was only beginning. Space Invaders had set the tone for a burgeoning generation of Japanese arcade games, and soon the likes of Pac-Man and Donkey Kong found worldwide fame. Yet this was territory the anime industry had explored already, as names like Astro Boy and Speed Racer proved successful in overseas markets years prior. Anime was a viable Japanese export long before video games came along.
Spot Art
As the game industry grew, however, so did its collusion with anime. The rise of Nintendo and the Famicom helped a great deal, and by the mid-'80s it was widely apparent that video games were no quick and dirty fad. The first major game-derived anime emerged in the summer of 1986 with two shamelessly commercial films. Super Mario Bros.: The Great Mission to Rescue Princess Peach showed off Nintendo's biggest characters, while Running Boy Star Soldier no Himitsu promoted Hudson Soft's shooters, game controllers, and early professional gamer Takahashi Meijin. In fact, Hudson embraced cartoons even quicker than Nintendo. By the end of the year, kids could watch Meijin and other Hudson characters in a TV series called Bug-tte Honey.
Both games and anime grew remarkably in the second half of the '80s, and they were aided by one thing above all others: a runaway economy. A housing bubble and financial growth turned the rest of the decade into a highly profitable era, and it showed. Anime expanded with the debut of direct-to-video releases, dubbed Original Video Animation (or Original Animation Videos). Freed from the restrictions of television, this new format allowed for shorter projects that were experimental, indulgent, and aimed at the rising tide of devoted young-adult anime fans. This widening audience of self-styled "otaku" covered all sorts of tastes, but most prominent was a demand for violence, sex appeal, and storylines beyond what was allowed on TV.
Spot Art
The games of the era quickly seized on this same trend. One of the first was Telenet and Wolfteam's Valis, a side-scroller released for home computers in 1986. It dressed a blue-haired, wide-eyed schoolgirl named Yuko in an armored bikini and droped her into a monster-filled fantasyland, a premise straight out of the era's niche anime hits (specifically, 1985's Leda: The Fantastic Adventure of Yohko). Valis became Telenet's top property in the years that followed, due in no small part to the advent of the PC Engine and CD-based video games. The new format allowed for cutscenes and voice acting in convincing anime style, and Valis was hardly the only game that took advantage of it. Cosmic Fantasy, Tengai Makyo, Emerald Dragon, Ys, and various others did their best to evoke Japan's animation trends, often employing anime studios in the process. Many games were following anime's lead as the 1980s concluded, yet that dynamic was about to change.

THE POWER DRIFT

As the '90s started, Japan's economic bubble ended. A recession set in by 1992, and leaner times ensued throughout the anime industry. Well-funded pet projects and big-budget films grew less frequent, and the realm of TV animation got cheaper and more predictable. Japan's game companies were by no means immune to the ebbing finances, but the biggest players were still doing well in overseas markets. Nintendo, Konami, Capcom, and other titans had little to worry about. Sega, for one, fared better in Europe and North America than it ever did in Japan.
"In the late '80s, the games industry was the poor sister and only people who were really into games wanted to work in it," recalls Jan Scott-Fraizer, who worked at various Japanese animation studios for 13 years. "But then there was a huge explosion in popularity and game company's incomes swelled tremendously. They started to poach talent from anime companies, so they were seen as a threat to some degree. Then the anime industry tanked in the late '90s. But games were booming, so there was a big loss of talent and anime became the poor sister."
The brightest Japan-bred games enjoyed international appeal, while the anime industry kept a much lower profile in North America and Europe. Officially released anime titles were still expensive and obscure in the U.S., and getting a steady supply of movies or TV series involved tape-trading and college anime clubs. This led to a strangely inverted relationship, one where games introduced many American kids to the look of anime and manga. Whether through the pilot portraits of U.N. Squadron or the animated cutscenes of the Lunar RPGs, video games were often the standard-bearer for "that big-eyed cartoon look" in North America. Indeed, as the U.S. anime market grew in the late 1990s, publishers often went for familiar game licenses, buying up everything from Capcom's generously financed Street Fighter II: The Animated Movie to a brief Panzer Dragoon video.
Anime and game companies were by no means bitter rivals, of course. Many anime studios continued to collaborate with game developers, and technology brought the two closer together.
Spot Art
"Game animation, especially openings, had increasingly more money put into it and we were working at video-level quality, if not movie, so it looked good but required more work," says Scott-Frazier, who handled compositing on the Ghost in the Shell PlayStation game's intro and served as technical director for the animated scenes in The Granstream Saga and Madou Monogatari. "Schedules were somewhat softer than anime series schedules at the time as well. The Ghost in the Shell game opening was really amazing, and really expensive, and opened the door to a lot of opportunities for us and others."
Yet the road to game development remained hazardous. Scott-Frazier states: "I did not want to work for a games company because the market changed so fast that one bad step could take a company out. I worked as animation supervisor for Quo Vadis 2, and shortly after the game was released, GLAMS, the company who produced it, took a huge financial hit and the president bailed out and ran off into the night. I watched a couple companies work hard on games but other companies released similar games before they did and sucked up the market."
Among the companies eyeing the game industry was Gainax. In 1987, the fledging anime studio secured a record-setting budget for their first film, the sumptuously animated Royal Space Force: The Wings of Honneamise. Yet the movie couldn't make back its expense, and Gainax struggled financially. They were quite familiar with video games, taking part in Alisia Dragoon and the popular Princess Maker titles. After they failed to turn profits with the TV show Nadia: The Secret of Blue Water in the early '90s, Gainax co-founder Toshio Okada suggested that the company give up on anime and create games full-time. Other founding members disagreed.
"Gainax's involvement in anime was the very thing that gave it its foothold in the gaming industry," studio co-founder Yasuhiro Takeda writes in The Notenki Memoirs. "Dropping anime in favor of games was precisely the wrong way to go about things."
Spot Art
Takeda would be proven right before long. After several false starts, Gainax launched a TV series called Neon Genesis Evangelion in 1995. It set an unsuspecting anime market aflame and led to two theatrical films and untold heaps of merchandise. It remains Gainax's biggest moneymaker today, and there's never a shortage of Evangelion inspired video games.
Others in the anime industry were willing to cross over to games during the 1990s, the most prominent case being Yoshinori "Iko" Kanada. One of Japan's most influential animators, Kanada first brought a fluid perspective to giant-robot shows of the '70s, and his style would appear in numerous anime landmarks: the Yamato series (known here as Star Blazers), Galaxy Express 999, Akira, and the films of Hayao Miyazaki. Kanada was widely revered for his animation, though his only directorial work was the 1984 video release Birth. In 1998, Kanada joined the staff of Square Enix. Though he returned to animation for the 2001 film Metropolis, the past decade saw him working primarily on the CG cutscenes of games like Final Fantasy IX and Crisis Core. Kanada passed away in 2009, his last credit coming as storyboard director on Final Fantasy XIII.

THE MODERN MESS

In the summer of 2008, director Satoshi Kon attended a showing of his films at New York's Lincoln Center, and a member of the audience asked how one might get a job in the anime industry. Kon, regarded as one of the best filmmakers in anime, half-jokingly responded that Japan's animators made so little money that he couldn't recommend such a career.
There was much truth in Kon's jest. The present-day anime industry is a grim place where funds are scarce, audiences are shrinking, and experimental projects are rarely approved. Anime has always been a largely commercial endeavor, but the current climate makes it especially harder to break out of convention. And this applies to the anime market in America as well as Japan.
The '90s ended on a positive note for anime in North America. After kids flocked to Dragon Ball Z, Gundam Wing, and the multimedia craze of Pokemon, TV stations grabbed more and more anime properties. Around 2005, anime had an international presence like never before. Cartoon Network's Adult Swim block dedicated hours to everything from Cowboy Bebop to Fullmetal Alchemist, anime sections at Best Buy and Suncoast took over entire walls, and studio Gonzo crafted a multi-million dollar TV series called Afro Samurai for Western audiences.
Spot Art
Everything came crashing down to earth in the decade's second half. The excitement over anime led to bloated prices and bidding wars among Japanese studios and North American companies, who often paid obscene amounts for shows before full production began. Meanwhile, many of these series failed to strike it rich in North America. Anime fans eagerly snatched up hits like Naruto and perpetual sellers like Neon Genesis Evangelion, but they showed far less interest in titles like Fighting Spirit or Tokyo Majin (the latter of which cost its U.S. licensor nearly $780,000). American anime publishers were laden with too many mediocre series that their teenage target audiences could just as easily swipe from the Internet. Many companies shut down, and today the market is dominated by one major survivor, FUNimation.
A second bubble had burst for anime, and it was yet another setback in Japan's animation sector. Today, the industry is plagued by low wages and a paucity of talent. Despite frequent claims of Japan's game companies losing their edge, they remain much more lucrative than their anime counterparts. A 2010 report from the Digital Content Association of Japan put the average yearly salary at 5,184,995 yen (roughly $66,000 today). Meanwhile, a 2005 release from the Japan External Trade Organization stated that two-thirds of anime industry employees made under 3,000,000 yen ($38,000), with one fourth earning under 1,000,000 yen ($12,000) per annum. In the face of such figures, it's apparent why the game industry is stealing would-be animators.
The industry still has its successes, usually bred from popular manga like Naruto and One Piece, but many studios now depend on a less mainstream taste called "moe."
"It's hard to use the word 'steal' when conditions are so bad for employees of the anime industry," says Matt Alt, a Tokyo-based author and translator whose work includes a number of game localizations. "Twenty-five percent of people in the anime industry aren't making a living wage. And since the majority of the grunt work, the 'in-betweening' that used to serve as a training ground for young talent, is being outsourced abroad, it's harder and harder to make one's way up the ladder. From that standpoint you can say that the game industry is a lot healthier of a place for the average employee right now."
The industry still has its successes, usually bred from popular manga like Naruto and One Piece, but many studios now depend on a less mainstream taste called "moe." Though vague in definition, moe frequently involves hyper-cutesy anime girls in one form or another, with the additional aim of lulling the viewer into some cartoon facsimile or nostalgia or romance. In its most virulent strain, the moe trend leads devoted geeks to obsess over fictional characters, and it's increasingly common in the game industry.
In fact, it's not difficult to trace anime's current reliance on moe back to video games, or at least to the realm of dating simulators. First introduced on computers in the 1980s, dating sims grew to include both adults-only fare as well as mass-market hits like Konami's Tokimeki Memorial. By the '90s, anime producers couldn't help but notice this highly effective way to court nerdy predilections. In contrast to the love triangles of '80s anime like Macross and Kimagure Orange Road, romances of the 1990s featured numerous female characters inexplicably falling for a nebbish male lead. Through series like Love Hina and the original Tenchi Muyo, the "harem" anime was established, and it conveniently lent itself to video games.
"Dating simulators and harem anime are sort of the sitcoms of the Japanese content world as they rely on comfortable, well-known situations and reliable, predictable protagonists and characters," Alt explains. "They're classic otaku products that appeal to the same sort of person who doesn't have a lot going on romantically in their real lives."
The past decade also saw the advent of visual novels, interactive-fiction tales driven by dialogue and branching plotlines. They've existed in the Japanese game industry since the 1980s (when Dragon Quest creator Yuji Hori got his start on murder-mystery titles), but the past decade witnessed a spike in visual novels that sparked their own multimedia franchises. Some of these visual novels lean heavily on the same props as a dating simulator, while others tell broader stories. Fate/Stay Night was originally an adults-only visual novel about a supernatural tournament waged by historical figures, but its ensuing mainstream popularity earned it a manga series, two different anime series, and at least three subsequent video games--one of which, Fate/Extra, was just released in North America. While most anime series are still based on manga or toy lines, each new TV season includes several shows based on visual novels or dating sims.
Spot Art
If many have forsaken animation for the fields of video games, others trudge on through the anime industry. One of the most oft-praised new talents in the field is Makoto Shinkai, who began his career as an animator at RPG powerhouse Falcom. In 2001, he left the company to write, direct, and animate a short film called Voices of a Distant Star. Its resounding critical acclaim led Shinkai to a coveted director's spot, and his most recent movie, Children Who Chase Lost Voices, premiered last year.
Yet Shinkai represents a mere handful of newcomers in an industry starving for fresh ideas. The anime world lost one of its brightest talents when Satoshi Kon passed away in 2010, and other directors find themselves limited to productions that pander to a small and none-too-discerning crowd. And while the game industry is clearly riding higher in finances and prestige, its deepest problems mirror those of anime.
"There have always been niche productions in Japan, and that has been one of its strengths as a content producer," Alt says. "But now many feel Japanese creators are suffering from a Galapagos effect, in which Japanese companies rely on safe bets for domestic sales rather than aiming for potentially higher profits abroad."
If Japan's game industry loses its wide appeal, it may well head down the same path that anime faces. And perhaps that's all the more reason for the two markets to combine resources. Whatever the future may be, they're in it together.

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Todd Ciolek blames the anime industry's woes on its failure to make a TV show about the Sega Genesis classic Trouble Shooter. There's your crossover smash, folks.

Assassin's Creed 3 Preview

Via 1UP.com:


A Revolutionary Walkabout in Assassin's Creed III's Impressive World

(Wii UPCPS3XBOX 360)

Ubisoft finally seems primed to deliver a true successor in the historic franchise.

ACIII There was something initially unnerving about being given permission to roam around the world of Assassin's Creed III at my leisure. No one from Ubisoft was looking over my shoulder, ushering me on to the next objective. There was no timer hanging in the air to warn me of when my play session was coming to an end. In an era rife with handholding and tutorials, I was free to pick up one of 2012's most anticipated titles and simply indulge in the act of playing. Ubisoft awarded me with a wealth of freedom, leaving me to explore the world of colonial New England on my own accord. After a few hours, I realized that this freedom to take on the world as you see fit is exactly what ACIII is all about.
For the past few months, it's been common knowledge that the historical franchise has now moved forward in time to the American Revolution. Our demo began just past the halfway point in the game at the Homestead of Connor, ACIII's new protagonist. The Homestead acts as an analogue to Assassin's Creed II's Villa system, in that the player's actions can help forge and ultimately grow a sort of home base for your hero. From here, we were given the freedom to venture forth into the world and do whatever we desired. As I ran forward into the lush greenery of the frontier, an absolute truth dawned on me -- ACIII once again reaffirms the series status as the king of video game movement.
No 3D title this generation makes the act of walking, running, climbing and jumping feel as fluid and responsive as Ubisoft's historical journeys. When it was first announced that the game would place a heavy emphasis on nature, forcing the player to traverse across forests via trees, branches, and logs, the question became just how this kind of movement would actually feel. If Ubisoft took too much control out of the players' hands, then the thrill of the chase would be severely lessened. Likewise, without a bit of direction behind the hood, frustration could easily set in. Thankfully, covering the length of a forest while high above the ground is a fantastic, thrilling addition to the series' stellar movement mechanics. Subtle elements like Connor's posture as he ascends a steep angle, or the way that he balances himself while skirting around the edge of tree trunk adds wild amounts of realism to the experience. While in the middle of the frontier, I found myself mesmerized by the mere act of movement. But knowing that I only had a limited amount of hands-on time with the game, I needed to shake myself of its curse.
The world of ACIII is vast, and we were dropped right smack dab in the middle of it. Although a small beacon on my map gently urged me to head south towards the civilized world of Boston, I decided to simply ignore this suggestion and wander the land without a destination. After stumbling across a small grove of animals, I decided to test out the game's new hunting mechanics. Connor's bow awarded me the opportunity to stealthily hunt a variety of animals including otters, wolves, and even massive bears. Of course, after downing your trophy, Connor can skin the body to collect a variety of pelts, claws, and teeth which can later be used for recipes and upgrades. In typical Assassin's Creed fashion, the game desynchronizes you as a warning when you commit an act that the protagonist wouldn't have actually done in history. This comes into play in III if you kill an animal and neglect to collect its remains -- a neat feature that does its part in placing you in the role of Connor.
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My treeline journey through the forest eventually led me to a sharp cliff overlooking a bustling dock. Swinging the camera around at this moment made me realize just how gorgeous of a game ACIII really is. The title's color pallet is much richer than ever before, and the sheer variety of landscapes and geometry that reside in this small slice of the game truly astounded. But after this brief moment of zen, my Assassin's Creed instinct kicked in, and I made a death-defying dive into the cool blue waters below. After swimming my way to harbor, I came across a peg-legged sailor in search of a collection of trinkets. One lay relatively close to the man, though it was guarded by a pair of savage wolves. Taking them out required a short QTE that eventually ended with Connor slaying the two beasts. Upon returning the trinket to him, a series of sea-based missions opened up that allowed Connor to command a vessel and take to the water for some nautical combat.
The one sortie I engaged in tasked me with protecting an unarmed vessel as it made its way through a twisty reef. Having to juggle the act of attacking oncoming enemies while safely navigating between the rocks proved to be an interesting play dynamic. Once the friendly ship was safe, the mission ended with Connor having to use his vessel to take out a trio of towers that lined a shoreline fortress. Success depended on your ability to gauge the speed and direction of the wind, use misdirection to fool the enemy towers, and ultimately line up your cannons correctly until the fortress fell. Unlike the tower defense minigames of Assassin's Creed Revelations, the nautical combat of ACIII was robust, strategic, and most of all, entertaining as hell. I'm glad to see that Ubisoft decided to put a lot of time and effort into a relatively small slice of the game, as opposed to simply tacking on a shallow experience.

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Suddenly I realized that I was well past the halfway point of my time with ACIII, and I hadn't even touched any of the game's main missions. For the sake of a full experience, but much to my own personal chagrin, I abandoned my aimless walkabout in favor of heading to Boston and participating in some good old fashioned revolutions. Entering the coastal town immediately brought back memories of the previous four Assassin's Creed titles, but still managed to exude a very fresh quality in its geography. The city was vibrant and alive, filled to the brim with all manner of activity. Kids played in the streets, dogs chased each other through alleyways, and workers went about their daily routine. Of course, no Assassin's Creed game would be complete without throwing the player into a massive brawl, which is exactly what I found myself a part of moments after I stepped foot into Boston. Combat in ACIII is built upon the familiar system of counter/perry that has been prevalent since the series' inception. The variety of animations and situations that you're able to dispatch your enemies with is staggering -- I honestly killed dozens of guards without ever stumbling across the same animation twice. Where Ezio's style may have been built around the concept of control and finesse, Connor's trademark tomahawk adds a bit of a savage edge to the game's combat. But for as great as the action looked, I still couldn't help but lament how it felt. Much of this is due to the fact that we're now living in a post Arkham Asylum/Arkham City world. There's no question that Rocksteady's superhero series was heavily inspired by the traversal and combat mechanics of Assassin's Creed, but the Batman titles managed to evolve battles into an artform. In those games, the player is fully responsible for each success, as well as every failure. This sense of control is still not quite there in ACIII; despite the action looking amazing, I never feel like I'm entirely responsible for the outcome of any given battle.
In my short time amidst the civilization of Boston, I was pleased to discover that Connor isn't some binary character who can easily be pegged to one side or another. My initial fears that the game's depiction of the American Revolution would simply play out as "British = Bad" were quelled when I witnessed Connor get in a scuffle with the iconic Samuel Adams. Our hero began to feel as though he were being used as a pawn in the revolution, and his frustration played out in a way that made the whole story seem as if it would be painted in various shades of gray. I obviously can't speak for the rest of the game, but what I witnessed during my time with it pointed towards a rich, deep, and complex experience that shined a new and creative light on a pivotal and familiar piece of American history.
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As I walked out of the massive demo hall to grab something to drink, I couldn't help but notice that every single one of my fellow journalists was doing something completely different. Despite all of us being dropped in at the exact same point in ACIII, the freedom of the experience allowed for us to engage and progress in whichever manner we desired. Some were sailing the seas, participating in all sorts of maritime nonsense. Others remained in the wilderness, hunting or simply navigating the environment. Then there were those who most likely chose to mainline the story missions. I spied players escaping from burning buildings, engaging in massive fights against dozens of guards, and participating in the infamous Boston Tea Party. But what pervaded throughout all of my colleagues was a general sense of wonder and exploration throughout the entirety of our experience. A single slice of ACIII allowed us to all play in a manner that we saw fit; I can only imagine what sort of tailoring the final product will award those who seek the freedom to create their own narratives.
Eventually, my session with Assassin's Creed III came to an end. But in the time since then and now, the world still hasn't left me. I can still feel the dirt beneath my fingernails as I traversed the wilds of the frontier. When I close my eyes, I can feel the wind of the open seas during the nautical missions, and hear the slightest twig snap during a suspenseful hunt. I need to know how the story will play out, and just what role Connor is going to have in that impossibly important revolution. But most of all, more than other other game in 2012, I want to dive into Assassin Creed III's world without any plan of surfacing whatsoever.

Saturday, September 22, 2012

Why We Make Games

Via Raven Software:

 
Mike Gummelt on 07/01/12 @2:43 PM
I recently found myself thinking about why we make games. Not just why I make games, personally, not why Raven makes games, but why the game industry exists at all and why humans have a need to make games. My thoughts, from the macro to the micro view, went something like this:
Basically, games exist to fulfill a need in mankind’s psyche for control over their world. Cause & effect is one of the most basic forms of fulfillment. You can see it babies begin to enjoy cause & effect as soon as they’re able to play. They love to do something (hit a tower of blocks) and have something big happen as a result (the blocks fall over). That same mechanic extends to gamers – do something (press a button) and something big happens as a result (something on screen blows up). Before we had video games, we had to be satisfied with sports, board games and simple toys. Even magic and early religion fulfilled this purpose and allowed humans to have control over nature. By anthropomorphizing nature, it could be bargained with and influenced as another human would be.
So, naturally, a business would rise out of this basic desire in humans. The game industry exists to fulfill that need for control and interaction. More and more, lately, the pure entertainment value of storytelling and spectacle has worked its way into games as technology has allowed us to emulate movies as a narrative form. But it’s a mistake to substitute narrative entertainment for interaction and gameplay. The best studios have found a way to use the former as a context that enhances the latter.
Raven Software strives to make games that provide players with unique, interesting experiences at a high level of quality. We try to make games that give players both interesting choices and cool, immersive experiences. We’ve tried to balance the business needs of the market by making games that aren’t too experimental, have a reasonable budget, may be based on licensed IP’s, and are in a familiar genre. At the same time, we’ve addressed our own creative desires to bring something new and cool to players bymaking a Star Trek game that was a shooter, creating Soldier of Fortune’s dismemberment system, adding Jedi’s force powers and saber combat, implementing varied multiplayer modes, utilizing Singularity’s TMD andWolverine’s lunge mechanic, and so on. Our goal has been to provide unique, polished experiences with fun and interesting gameplay as well as some innovation - but do it within a reasonable time and budget.
Each project, then, also has its own "why". Are we trying to make a straight-up action game that’s all about reflexes and timing and adrenaline? Or are we trying to draw the player into a certain mood and frame of mind to tell a stronger narrative? If it’s a licensed IP, what is the core of that license?For Star Trek, I felt it was all about the characters andthe crew. For Jedi, it was about feeling powerful like a Jedi. For Wolverine, it was about being a vicious, unstoppable death machine. This is a crucial element to determine when starting a project because every design decision that follows during the development of the project should be answering the "how" of accomplishing the "why" – the purpose of the game’s existence.
Personally, the reason I make games is to create experiences for the player. Whether that’s directly through narrative moments scripted into a game (Elite Force, for example) or by giving the player enough tools and freedom to create their own experiences (Jedi) and project a narrative onto that action. I like to take a very “experiential” approach to game development – I’m always trying to put myself in the player’s shoes and imagine an experience I’d want to have, then use that vision to create that experience.
Sometimes, when I get deep into the trenches of game development when we’re debating minor details of plot or mechanics, it helps to step back and take the big picture view like this and keep in mind WHY we’re making the game we’re making, what we’re trying to accomplish. Often a solution to a problem becomes obvious when looked at from this point of view or, at least, seems much less worth arguing over in the grand scheme of things.

Friday, September 21, 2012

Is Microsoft Working on "Wearable" Xbox Controllers?

Via IGN:


Microsoft's patent application suggests possible console- and PC-gaming applications.

We've covered "wearable game controller" prototypes before, but every time our reaction was the same: "This doesn't look very fun, but in the hands of a capable company it definitely could be."

Well, a patent application filed by Microsoft back in July outlines "a 'Wearable Electromyography-Based Controller,' … for measuring muscle activity, to interact with and control computing devices … [including] game consoles, televisions or other multimedia devices." As the attached illustrations clarify, "wearable" could refer to everything from a pair of gloves to a shirt and pants to a simple arm-band or pair of glasses.
This could be the first "wearable gaming" development worth caring about.

Motion controls have had various gaming applications, but none of them has ever felt totally natural to non-gamers or sufficiently precise for hardcore gamers. A really good wearable, muscle activity-sensing controller could solve both those problems at once.
Wearable EMG sensors could have all kinds of real-world utility - from controlling prosthetic limbs to playing software-virtualized instruments - but what we really wanted to know is whether Microsoft's planning to use them for games.
The answer: a resounding maybe.
Whatever its purposes for the technology, Microsoft has kept it almost completely under wraps. As Patent Bolt points out, they've been "working on an advanced wearable computer system since at least 2008 without the press getting any wind of it."

It may not be realistic to hope we'll see one of these controllers in action for at least a few years, but it's no stretch to suggest Microsoft's researchers have gaming in mind, at least partially:
"Purposes include … interaction with conventional application such as … wired or wireless game controllers for interacting with game consoles or with video games operating on such consoles, control of pan-tilt-zoom cameras … etc."

Combine a fully wearable controller with Microsoft's rumored immersive display development, and put that in the hands of a capable game developer: there are some very, very cool possibilities.
How would you want to see a wearable controller put to use? Let us know in the comments.
Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.

Monday, September 10, 2012

Black Mesa Source, will finally be released to the public this Friday the 14th

Via StickSkills.com:


Christopher HagueSeptember 10, 2012NewsPCScreenshotsNo Comments
New alien infested screenshots released for ‘Black Mesa Source’
The long-awaited remake of the original Half LifeBlack Mesa Source, will finally be released to the public this Friday the 14th. The news came from a forum post by the mod’s project lead, and it’s worth noting that Xen will not be included in this original release. We’ll have to wait for the last section of the game, but it is in development. In celebration of this announcement, the team also released a slew of screenshots showing off the updated visuals, which can be found below.
Anyone interested in seeing this become a full Steam release should check out the mod’s Greenlight page and vote. What do you think of Black Mesa’s look? Are you still interested in playing it after eight long years of development? Let us know below or over in the Stick Skills forums.
Source: CVG
Via: VG24/7
Rating: 10.0/10 (1 vote cast)
Rating: 0 (from 0 votes)