Posts Tagged ‘ game

Tron: Legacy blasts your old-school eyes with new trailer 09 March 2010 at 6:00 pm by Byncenepe

Boy, Tron is old. That movie came out way back in 1982, and we’re finally getting a sequel in 2010. You can see how long it’s been if you count the wrinkles on Alan Bradley’s (Bruce Boxleitner) face. That’s Tron himself, but we’ve heard that he’s hardly in the movie. So what gives? Well, this one is all about Flynn’s (the now Oscar award-winning Jeff “The Dude” Bridges) son Sam searching for his dad, who has been missing for years.

Oh, and the Game Grid has received several substantial upgrades. Just look at that Recognizer and the light cycles in this trailer. Looks like someone firehosed a ton of pixels onto everything in the computer world. We’re all for that. Tron: Legacy comes out on December 17, 2010, and yes, there will be a video game adaptation. We’re just waiting to see if that’s been upgraded as well.

JoystiqTron: Legacy blasts your old-school eyes with new trailer originally appeared on Joystiq on Tue, 09 Mar 2010 19:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments


+ Just Cause 2 trailer analyzes anatomy of the ‘Rocket Launcher Jump’ stunt By SarahcX 09 March 2010 at 5:00 pm and have No Comments

Though we’ve thoroughly enjoyed Just Cause 2’s “Anatomy of a Stunt” videos, we’re not sure the one you see posted above is accurately titled. Though the name “Rocket Launcher Jump” does capture some of the components of the stunt, it fails to mention a few other important buzzwords; namely “speedboat,” “ramp,” “explosion,” “death,” “aerial,” and “unimaginably awesome.”

Do yourself a favor and check out the video above, which we’ve chosen to remoniker “Unimaginably Awesome Speedboat Ramp Jump Aerial Rocket Launcher Explosion Death.”

Gallery: Just Cause 2

JoystiqJust Cause 2 trailer analyzes anatomy of the ‘Rocket Launcher Jump’ stunt originally appeared on Joystiq on Tue, 09 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments


+ 2D Boy’s Ron Carmel explains Indie Fund By Reartildirl 09 March 2010 at 2:40 pm and have No Comments

Speaking at GDC 2010, 2D Boy’s Ron Carmel discussed the game industry’s typical publishing model, why it doesn’t work for independent developers, and how the newly established Indie Fund will fix it. According to Carmel, publishers offer too much money to indie developers and take too much in return, relegating developers to the role of “tenant farmers,” forced into a constant shift between seeking funding and development “until something goes wrong and you can’t find funding and you go out of business.”

Still, Carmel recognizes that publishers are taking the financial risk on projects, so it makes sense that they would see most of the profits. However, even with the advent of digital distribution, which removes a great deal of risk for publishers, developers still see traditional publishing deals — along with the minimal royalties that come with them.

Asked Carmel, “How do we do for funding what Valve did for distribution?” The answer, according to Carmel, is Indie Fund, which will essentially turn the traditional publishing deal on its head. The Indie Fund aims to differ from traditional publishing deals in a few significant ways. The Indie Fund will offer a transparent submission process, make its standard contract details publicly available and provide a flexible development schedule.

Perhaps the biggest bullet point of all, however, is that Indie Fund doesn’t seek to own developer IPs or exert any editorial control over the IPs it funds. It’s also worth noting that Indie Fund won’t actually publish or market the projects it funds. Those tasks are left up to developers, though Carmel noted that the members of Indie Fund would be happy to share their experience in securing distribution deals with services like Steam.

Indie Fund’s contract details aren’t yet available, though the stated goal is for developers to see a much bigger return on projects than they would through normal publishing channels. According to Carmel, the Indie Fund seeks only to recoup investment costs and receive a slice of profits “much, much, much smaller” than traditional publishing deals.

Joystiq2D Boy’s Ron Carmel explains Indie Fund originally appeared on Joystiq on Tue, 09 Mar 2010 15:40:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments


+ Rock Band 3 out this holiday season By GeenagV 09 March 2010 at 1:31 pm and have No Comments

Rather than, we don’t know, a press release or any other professional method of disseminating a message (Twitter, perhaps?), Harmonix took to Facebook to tell friends and friends-of-friends that Rock Band 3 will be released “this holiday season.”

The announcement is brief and detail-free, but reveals that EA will publish the game — apparently having renewed its Rock Band distribution deal with Viacom. With Rock Band 3, the developer promises to “innovate and revolutionize the music genre once again, just as Harmonix did with the original Rock Band, Rock Band 2 and The Beatles: Rock Band.”

If previous comments by Dhani Harrison are to be believed, you may even learn something from playing RB3!

[Thanks Helloimbob!]

JoystiqRock Band 3 out this holiday season originally appeared on Joystiq on Tue, 09 Mar 2010 14:31:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments


+ Tiger Woods 11 to support PlayStation Motion Controller By irrerlarts 09 March 2010 at 12:57 pm and have No Comments

Much like the star it’s named for, it seems the Tiger Woods PGA Tour franchise isn’t adverse to trying new things. EA has announced that the next iteration, Tiger Woods PGA Tour 11, will support the PlayStation Motion Controller to “give gamers an authentic interactive swing experience.”

There aren’t any other details about Motion Controller implementation at the moment, but the game is slated for release on June 8 — well before the Motion Controller’s projected fall release. (And before you ask, no mention has been made of support for Microsoft’s Project Natal.)

It may be less flashy, but series fans may be interested to hear the game will also feature the Ryder Cup, allowing for two 12-man teams to face off against each other.

We say 12-man, but we guess it could be 12 women against 12 men, right? Heck, maybe even 12 women against one man. Can you imagine, one guy trying to keep up with all those women? We sure can’t.

Tiger Woods PGA Tour 11 will be available on June 8 for Wii (with MotionPlus support), Xbox 360, PS3 and iPhone.

JoystiqTiger Woods 11 to support PlayStation Motion Controller originally appeared on Joystiq on Tue, 09 Mar 2010 13:57:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments


+ PS3 Final Fantasy XIII includes ‘XIV’ bonus item, chance for beta access By Dackaxpuptunc 09 March 2010 at 11:28 am and have No Comments

Last night, during the — super awkwardFinal Fantasy XIII launch party in San Fransisco, Sony’s Rob Dyer took a big shot across the bow of any Microsoft representatives in the audience by promising a pending announcement of exclusive content for the PS3 version of the game.

Today, on PlayStation Blog, Dyer revealed that the PS3 version includes a “secret in-game item” for Final Fantasy XIV — a similar, or perhaps the same promotion offered in Japan. Additionally, PS3 players can enter for a chance to beta test Final Fantasy XIV, which has only been announced for PS3 and PC.

The in-game item might be interesting (baby chocobo vanity pet, please), but we’re not really enthralled by a “potential opportunity” to get in on the beta. A potential opportunity? So there’s a chance that there’s a chance we’ll be able to get into the beta? Well that’s slightly better than no chance of a chance, we suppose.

JoystiqPS3 Final Fantasy XIII includes ‘XIV’ bonus item, chance for beta access originally appeared on Joystiq on Tue, 09 Mar 2010 12:28:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments


+ GDC 10: Theme is Not Meaning By jackmorres 09 March 2010 at 10:50 am and have No Comments

GDC 10: Theme is Not Meaning screenshot

Soren Johnson spent five years working on the Civilization series for Firaxis, eventually landing the job of lead designer for Civilization IV. He also did work on Spore, amongst many other things. He also gave the keynote address of the 2010 Serious Games Summit.

Johnson’s talk, “Theme is Not Meaning,” opened with a simple question: who decides the meaning of a game? The designer, or the player?

Hit the jump for the answer to that question, and a summary of Johnson’s keynote.

It’s the player.

The designer might want a mechanic or a story to mean one thing, but the player is the one intimately dealing with that game, and so his decision as to what the overall theme is will always be the correct one.

When comparing a game’s theme versus a game’s mechanics, though, what defines that game’s ultimate meaning? The theme is, in Johnson’s words, “essentially the skin of the game.” You can buy Star Wars Risk or Lord of the Rings Risk, but it’s still Risk from a mechanical standpoint no matter what the game tokens look like. But to the player, theme is important: you buy Star Wars Risk because you really like Star Wars.

So, thinking about theme, which is the true successor to Warcraft: World of Warcraft, or Starcraft? One takes place int he same fictional universe but with drastically different gameplay, while the other is basically “Warcraft in space.” Depending on whether you value theme over mechanic or vice-versa, your answer may differ.

Johnson moved on and talked about Ticket to Ride, which he called “one of the greatest board games to come out of the last decade.” Over the course of the game, you draw cards and create routes, and you get more points based on how long your route is. It’s a typical railroad management game.

The problem is that the manual thematically frames the game as a sort of Around the World in 80 Days-esque adventure, where the objective is to see which of the game’s characters can travel by rail to the most US cities in just 7 days. According to the manual and the designer-authored theme, the game isn’t about management and building an empire, it’s about travelling.

The actual mechanics, however, don’t jibe with this. If you’re just a traveler, why can you claim routes in any order? Why do claimed routes close for other players? Why does your physical presence on the game board not matter?

So, who decides what Ticket to Ride is about? The player will say they’re playing as a rail baron, and they’re not wrong just because the manual says otherwise – it’s their experience, and they’re the ones playing.

Going back to Risk, Johnson compared it against a similar board game called Diplomacy. Both games involve conquering territories and using army tokens, except for two seemingly minor distances: Risk has sequel turns while Diplomacy has simultaneous turns, and the combat in Diplomacy doesn’t involve any die-rolling.

Though these may seem like small changes, they completely change the experience of playing each game. Diplomacy is about mystery, and trying to read your opponents and imagine what they’ll do, and Risk is about everyone knowing what everyone else is doing, and potentially taking risks to go reach their objectives. There is a great coupling between the the thematic and the mechanical: “Risk is about risk,” Johnson said, “and Diplomacy is about diplomacy.”

Having worked on Spore, Johnson brought it up as a thematically contentious game. It was pitched as a game about evolution, but the creature creator was more about encouraging and exploring the player’s creativity. The theme and the mechanics didn’t sync up.

But are there any games that are truly, mechanically about evolution? Johnson argued for World of Warcraft as a possible contender, due to the community-created idea of builds. Whatever type of character you wanna create, there is an optimum series of upgrades and things you need to do. Johnson referred to this as “Paladin Natural Selection,” as the idea of optimizing your own specialized character shares a lot in common with Darwin’s finches, even though the authored theme is about orcs and war.

Similarly, the Mario games are about timing, not plumbing. Peggle is about chaos theory, not unicorns. Even though Battlefield 2 and Left 4 Dead have different outward themes — “modern combat” and “zombies,” respectively — they are both actually about cooperation.

X-Com is about limited information, not aliens, thanks to the fog of war.

Gears of War is about cover, not aliens.

Starcraft is about asymmetry, not aliens. The three races are fundamentally different gameplay-wise. You can rush, you can boom, or turtle.

Galaga is about pattern matching, not aliens. The player has to predict where are the aliens gonna come from, where are they gonna end up.

After four consecutive examples in this vein, Johnson pointed out that “aliens” is a really common theme for games because it’s an easy theme to map your own mechanics onto.

Players come to certain games with expectations of what they should be, and sci-fi prevents you from relying on those sole expectations. When you play Civ IV, you feel that archers MUST do a particular thing based on what you know about archers — they’ve gotta be long-range attackers. Conversely, in Alpha Centauri, you have no idea what a “mind worm” is, so the designers can create totally new mechanics for that unit without worrying that they seem thematically wrong, in some way.

But what happens when a game’s mechanics don’t match its theme? Johnson brought up Jon Blow’s argument that BioShock claims to be about altruism and the difficulty of being a good person, but the fact that you get the same amount of Adam for either killing or harvesting all the little sisters makes this a thematic lie. “Players see right through this,” Johnson said.

So, who decides what a game like Spore is about?

Science magazine reviewed Spore’s basic depictions of biology, and found it a total failure.

That’s because they were sold on the idea that the game was specifically about evolution. Not only was Spore not giving you something meaningful about evolution – it was giving you WRONG information about evolution. If you bought into the whole “evolution” theme, that was a real problem.

Does that mean Spore, with its creature creator and focus on player creativity, is actually a game about intelligent design? The dev team joked about it, but that’s the reading most supported by the mechanics.

Johnson moved on to a concept he calls “the agency problem.” Civilization’s theme is ostensibly about world history. Its mechanics are about becoming an awesome, all-powerful god-king. But in order for Civ to work as a game, the player needs to have abilities that break this theme: you need to be able to know the consequences of your actions, and have top-down decision making, and even be allowed to decide when your nation will undergo a revolution.

The fan community called this the “Eternal China Syndrome”: at some point the game no longer looks like history because the states become very static. No breaking apart, no ups and downs. Everything is as it was. In Civ 3 the team experimented with a Dark Ages feature, but people hated it. In Civ 4, the team allowed players to choose government types in order to create bottom-up decision making, which just really wasn’t all that fun. Nobody ever used them, because people like making decisions.

Louis the sixteenth would ahve really loved a “revolution” button, Johnson said, but Civilization isn’t scholarship. It’s a game.

But can games be scholarship?

A while back, Johnson really wanted to make a game like the book Guns, Germs, and Steel by Jared Diamond, which tries to explain why Eurasians were the ones to create guns and steel and conquer the entire world, rather than the Incans.

According to the book, the Incans were simply in a crap part of the world; early on, civilizations could easily share crops and agriculture to the east and west  of a continent because of basic climate uniformity. It’s not possible to share crops between the northernmost and southernmost parts of a continent, because the climate changes are too problematic. Additionally, the Americas only had one domestic animal (the llama) where the Eurasians had a bunch.

“The long and the short of it is, you know, the Incans are doomed,” Johnson said. “There’s no way they can win under these situations.” This sort of geographic determinism may be good scholarship, but it’s really bad game design — who would want to play as a game where your starting location decides everything about your future?

Can Civilization’s mechanics ever match its theme? Can you make a game that is engaging AND about world history in a meaningful way? Maybe not, Johnson argued, but other mediums are equally incapable of doing the same. Movies are more about stories than world history — if you want history, books are really your only choice.

Instead, why not let the player “play a life”? Why not put them in the shoes of a historical figure and force them to make difficult decisions, like what The Redistricting Game does? The game is about gerrymandering, and the actual gameplay is about drawing districts to further your own political goals. Considering this is exactly what real-life gerrymandering entails, the game has a great theme/mechanic marriage as well as teaching the player something valuable about real life.

Have there been any thematic/mechanic successes in mainstream games? Sure, Johnson argues: sports games, management games a la Sim City, and tactile games like Rock Band. Two of Dan Bunten’s games, MULE and Seven Cities of Gold, were also singled out as great examples.

Johnson pressed that realism wasn’t the key to thematic harmony, however. It can help, but it’s not necessary. Which is a more effective statement about the bombing of Guernia — a photograph of the wreckage, or Picasso’s famous painting? Which feels more right?

Which conveys the feeling of what it’s like to be in a race — Gran Turismo, which focuses on car design and realism, or Mario Kart, which is about unpredictability and constantly shifting player standings?

Theme still matters, though. GTA3 and Crackdown are both fundamentally about open-world stuff, but they have different themes. People look at GTA and complain that it’s indicative of everything that’s wrong with games, and maybe that doesn’t matter, but it’s still true that GTA didn’t HAVE to be about crime. Crackdown wasn’t.

Johnson briefly quoted from Raph Koster’s A Theory of Fun, where Koster postulates that a Holocaust-skinned version of Tetris could have great mechanics, but also suffer from a repugnant and distancing theme.

But what about Brenda Brathwaite’s Train? It’s another board game about trains where you wanna delvier the most cargo and defeat your opponents, but at the end you find out that your ultimate destination was Auschwitz — that you’re a Nazi trying to get the most Jews to their deaths. And that’s a powerful moment, but does that mean the game is really about the Holocaust if most of its mechanics are still about trains and winning?

If not, can we actually make a true game about the Holocaust, or about evil? If we force players to “play a life,” as Johnson suggested, can we get them to play an evil life?

Going back to The Redistricting Game, Johnson argued that, yes, we can. Gerrymandering is evil — not on a Holocaust scale, but still pretty evil — and the mechanics encourage players to explore and further that evil. The Holocaust itself was actually kind of ironic and self-destructive in that Hitler got the exact opposite of what he wanted in nearly every way, but it might not work to have all of a player’s actions in a game massively backfire just to prove a thematic point.

You may have to do the “Star Trek solution,” where you put everything in the future and then you can talk about it freely — the show couldn’t deal with interractial romance, but it could create green alien women and have Captain Kirk make out with them. 

The Ultima series tackled these sorts of ideas (er, evil and irony, not hot green chicks). In Ultima V, part of the goal of the game is to destroy the underworld, which is full of typical demon Gargoyle dudes. But when you get to Ultima VI, some of the gargoyles appear in your world and start causing problems for humanity. But as the game goes on, you realize that they’re not fundamentally evil characters: they’re just creatures who lived in the underworld who lost everything at the end of Ultima V. The thematic and mechanical answer isn’t to kill the gargoyles, it’s to find a peaceful solution.

So can games actually be about something? Johnson argued that they could, but only if the mechanics deliver on the promise of the theme. Furthermore, the theme only matters if the mechanics enlighten us about it.

At this point, Johnson took audience questions.

One audience member asked why Johnson accused Train thematic disharmony if Train is, in fact, supposed to be about the banality of evil and the fact that the player, even if unthinkingly, is an administrative Nazi who just doesn’t care about anything but his bottom line?

How are those mechanics not enlightening you about the theme?

Soren agreed that those mechanics do sort of enhance the theme, but that he was trying to make a larger point about what a Holocaust game would actually entail. There’s a bit of a problem with a game like Train where the mechanics make you do one thing and then someone arbitrarily says, oh, you’re not really doing that thing. It’s a one-off game. Train is, in Johnson’s words,  “one of those pieces of art like 3 ½ minutes of silence.” Somebody had to make it, but we can’t keep making stuff in that direction.

The next audience member asked, who are you designing the mechanical meaning for? Are you narrowing the subset of players who want to play your game if you want it to be “about” something? Not everyone’s gonna wanna play The Redistricting Game. Johnson said that he’d think of it as a designer with a target audience in mind, though he’d still hope that everyone could play it because it was fun in some way. Johnson was quick to point out that while every game needs to be a little fun to compel people, “compel” shouldn’t just mean “entertain.”

The final audience question concerned game type and formula, and how much things like the number of players or the length of a game impact the theme.

In Civ 4, Johnson said, they needed to add an option to extend the length of the game. Average playthroughs felt too fast, and didn’t feel like you were building epic civilizations. The basic game scenario is an important issue to Johnson, and also leads into the question of singleplayer vs multiplayer. Certain things you can only explore in singleplayer. Multiplayer games are all about beating other people, and singleplayer games aren’t so limited.

+ Review: Calling By dhELLIE 09 March 2010 at 8:00 am and have No Comments

Review: Calling screenshot

People like to criticize cheap scares, but I frankly love them. A slow walk down a dark corridor followed by a shameless “BOO” moment works every time. Don’t get me wrong, creepy psychological horror is great, but sometimes you just want something to jump from behind a bush and scream at you. 

This is why Calling looked so promising. It is a shameless collection of Japanese horror cliches — long black hair, scary little girls, sentient dolls — and an equally shameless purveyor of cheap thrills and by-the-books shock tactics. Unrefined, unoriginal, but certainly a laugh. 

Oh, but how wrong I was. Calling may provide all the cheap scares in the business, but when the fear evaporates, you need something substantial backing it up. Does Calling have that backup? Of course it doesn’t. Read on as we review Calling.

Calling (Wii) 
Developer: Hudson Soft
Publisher: Hudson Soft
Released: March 9, 2010
MSRP: $39.99

Calling casts players as four alternating characters as they navigate The Otherworldly Realm of Japanese Horror Tropes. Take The Grudge, mix in Ringu, and spice it up with every other Asian horror movie you can think of, and you’ve got Calling. It’s got the scary girl, it’s got the obligatory school and hospital environments, it’s got black hair plastered everywhere, and it’s got spooky telephone calls. Calling is shamelessly unoriginal, which actually works in its favor. By sticking to the classics, it at least manages to possess a tried and tested horror atmosphere. 

At first this atmosphere really works, too. The first two levels are tremendous for building huge amounts of tension, and scaring the player with loud noises, faces appearing in windows, and ghosts jumping out to attack. Unfortunately, however, the scares soon dry up as players get used to the familiar tricks, and what’s left is a very boring, very unimaginative experience that frustrates and tires more than it terrifies. 

Most of the game is spent wandering around in near-blackness, wondering where the Hell to go next. Very few directions are given, and the game is so dark that you can barely see where you’re going. The vast majority of the gameplay, such that it is, involves walking along corridors, guessing which doors can be opened, and searching rooms for items that may or may not be so small and insignificant that they may as well be invisible. If that’s your idea of fun, then Calling’s slow, plodding, mostly weary offering is for you!

The central gimmick is the use of cellphones. It’s something that has been done on the Wii before (No More Heroes springs to mind) but Calling takes it one step further by constantly harassing you with “scary” phone calls that bark from the Wii remote’s speaker. As the game progresses, players will use their cellphone to transport from one area to another, record ghostly sounds to receive messages, and speak to other characters. 

While a neat idea, the developers decided that the cellphone gimmick should be more long-winded and annoying than it needed to be. For one, you have to manually input phone numbers every time you need to make a call. The cellphones won’t remember them. Also, if you close the phone for any reason while halfway through putting a number in, you have to start again. This is infuriating during a particular section when you have to phone your way out of a room full of ghosts, but the ghosts keep grabbing you while you’re putting the number in and you have to keep starting over. It also means you’ll wind up with a sheet of physical paper full of numbers if you want to play the game with anything approaching convenience. 

Combat in the game involves, unsurprisingly, waggle. Although it’s not really combat, per se. Every now and then, you’ll get accosted by a ghost who grabs your arms and gets in your face while making stupid noises. You simple wave the controller around, and press the A button when prompted. The prompt lasts for a fraction of a split-second, so it’s quite common to miss. If you miss, your “Horror Meter” rises until the ghost is shaken free. The Horror Meter is basically health, and when it climbs too high, you get game over. 

To break up the repetitive combat and the dull exploration, Calling throws some of the laziest, most vapid puzzles in the world. Sliding panel puzzles, maths puzzles, they’re all here, and they’re all boring and something you’d expect to find in the back of a magazine as opposed to a videogame. In fact, it wouldn’t surprise me if that’s where the puzzles were taken from. 

While we’re at it, the game’s unskippable cutscenes, some of which are boring reams of white text on a black background, and in-game dialog text that can’t be skipped until five seconds after you’ve read it only help to bog down an already tiresome experience. 

We can at least be somewhat positive on the game’s presentation. Graphically, it looks and sounds just about acceptable by Wii standards, although the environments look rather drab and substandard. The lighting is effective (when there is light) and the sound remains relatively creepy throughout. The atmosphere is Calling’s only outstanding point, but it’s an atmosphere you easily get used to once you’ve trudged down five identical corridors, opened five identical doors, and explored five identical rooms with nothing in them. As accomplished as the spooky aura is, it’s simply not enough to make up for how mediocre the experience is. 

Calling is, essentially, a waste of time. I’ll happily tell you that I never saw the end of this. I got to a point where I’d explored every single room of an area but had no idea how to get out. I’d opened every cupboard and every door, and figured that maybe I was missing an item that was small and obscure, as I had done so many times before. Either way, it was more than I could stand. The game is mind-numbing in how repetitive and murky and simply uninteresting it is. The worst part is that it had plenty of promise as an unoriginal-but-fun fright fest. It traded in the scares for grinding repetition and long walks down black hallways that stop being creepy as soon as you realize that the game is just stalling for time and has no intention of surprising you. 

A miserable little game that does nothing for anybody. 

Score: 3.5 — Poor (3s went wrong somewhere along the line. The original idea might have promise, but in practice the game has failed. Threatens to be interesting sometimes, but rarely.)


Photo


Photo


Photo

+ Final Fantasy XIII review delayed due to PIRACY! By bredAderb 09 March 2010 at 4:00 am and have No Comments

Final Fantasy XIII review delayed due to PIRACY! screenshot

You may have noticed that we don’t have a Final Fantasy XIII review up yet. In fact, an astonishing number of North American outlets are missing a review for the biggest RPG of the year. Unfortunately, we’re here to tell you that you can’t expect one on Destructoid at the present moment because of piracy

Wait, what?

Yes, piracy! Don’t ask us for the logic behind it, because we don’t quite understand ourselves. However, Square Enix only started sending review copies out yesterday due to “piracy concerns”, so barely anybody got a game before launch (save for the obvious big sites). However, apparently piracy doesn’t exist in Europe because they’ve all had copies for weeks. Bizarre logic is bizarre, but there you are. 

So, just letting you all know that our Final Fantasy XIII review is coming, but that your humble author (me) will be enjoying a week or two of sleepless nights as he writes GDC news by day and plays FFXIII by night, all in the name of getting you guys a review. In the meantime, check out Dale North’s pros and cons gleaned from the Japanese version of the game. 

Oh, and for those console fanboys out there, we’ll be reviewing the PS3 version!

+ Final Fantasy XIII launch party equips +10 awkwardness By UlricheDmond 09 March 2010 at 3:00 am and have No Comments

What do Cerny Games’ Mark Cerny, Gas Powered Games’ Chris Taylor, Microsoft’s Corrinne Yu, and Obsidian’s Feargus Urquhart have in common, besides being game developers? Absolutely nothing. Yet, Square Enix managed to sit them down for an hour long roundtable discussion to talk about one thing: how awesome Final Fantasy (and Final Fantasy VII, in particular) is. To say it was awkward is a tremendous understatement.

Certainly, there’s much cause for celebration. With the game first announced nearly four years ago, the impending release of Final Fantasy XIII feels like a much needed breath of relief. It was Square Enix’s night to celebrate its work, and with a red carpet entrance for key producers and voice actors it carried an aura appropriate for the return of the long-awaited flagship franchise. With some glowing reviews, this launch party could have rested solely on the game’s merits.

A cheerful (and perhaps slightly mistranslated) speech from Square Enix president Yoichi Wada set the right tone for the evening, with Wada wearing a Fal’cie tattoo on his hand calling the audience to join him in a quest to save the world; however, the evening took a quick turn for the bizarre. A visually breathtaking 3D trailer for Final Fantasy XIII was marred by the host’s obnoxious desire to watch it a second time in quick succession. The roundtable discussion that followed highlighted the franchise’s accomplishments, twisting them into an overview of these developers’ shortcomings. There was an almost defeated attitude with the panel, many admitting their inability to match the sheer production values of a Square Enix joint.

The evening escalated to quite possibly one of the most awkward toasts we’ve ever encountered. A Microsoft spokesperson took the stage, congratulating Square Enix on bringing Final Fantasy XIII to Xbox 360. Shortly thereafter, a Sony spokesperson also took the stage, emphasizing how Final Fantasy is a PlayStation franchise, and how XIII is best on PS3, on a single Blu-ray disc — the way it was meant to be played. The audience was abuzz like a Joystiq comments thread, and champagne was had by all. Congratulations on releasing Final Fantasy XIII, Square Enix!

JoystiqFinal Fantasy XIII launch party equips +10 awkwardness originally appeared on Joystiq on Tue, 09 Mar 2010 04:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments



google

google

asus