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GDC 10: Tripping the art fantastic 11 March 2010 at 8:30 am by viagrarxcheap

GDC 10: Tripping the art fantastic screenshot

The full name of the talk was “Tripping the art fantastic: A beginner’s guide to the brains of these here artists”. It featured Edmund McMillen (Super Meat Boy), David Hellman (Braid) and Derek Yu (Spelunky). As a fan of all three and an artist, you couldn’t drag me away from such a panel!

These three talented fellows willingly had their brains picked in front of a live audience. There was laughter, tears, drawings of boobs and artistic wizardry abound. The awesome was a bit hard to keep up with, but I did my best to condense it into written word for you all to enjoy. Hit the jump for the summary of the journey into these three artists’ minds; it’s a great read even if you’re not an artist (but it might help).

Ben Ruiz of Flashbang Studios (you know, the guys who made Off-Road Velociraptor Safari) acted as the moderator for the discussion. His first question to the panelists was, “Which of your works are you most proud of?”

McMillen’s answer was Aether because of the way the game flowed from him. It was easy to make, very personal, and it turned out better than anything else he’d made so far. Hellman looked back fondly on Braid and his old comic, A Lesson is Learned, But the Damage is Irreversible. Yu picked Aquaria because it was the hardest game he’d worked on. The difficulty caused him to grow as an artist.

Ruiz jokingly asked Yu how much of the Seumas McNally Award that Aquaria won was because of its art, but he did feel like it made a big difference. “Graphics are the first thing people see. They tell a story by themselves.”

The next question was, “Which of your works are you most ashamed of?”

When working on Lesson, Hellman sometimes had to “get through some crap so [he] could move on to the better stuff”. Even so, he didn’t mind that they’re a part of his body of work. “It’s interesting to see the contrast,” he said. McMillen had a not-so-fond look back on a poetry book he wrote in high school. It was pretty self explanatory why that would be something to be a bit ashamed of.

Hellman then pulled out a little orange booklet. It was a small, homemade comic that Yu had created several years earlier, which was “full of boobies”. He felt it was appropriate to pull out for this question, but Yu assured everyone that he wasn’t at all ashamed about the weird, tit-filled ‘zine.

Ruiz then asked the panelists, “What is the most inspirational thing you’ve ever experienced?”

In response, McMillen told the audience a story about an independent artist who visited his class in high school. “I thought he was the coolest guy in the world,” he said. He saw so much freedom in the man that it pushed him to try and lead the same kind of life. Hellman’s inspiration comes from no one person or thing; he is inspired by the wrold. He feels he needs to answer his reactions to things he sees or hears by making something.

Yu’s mother and father were his biggest inspiration. “I drew before I could write. My mom would spend time making up stories for the things I drew, and my dad was the first person I drew with.” He still talks shop with his dad and shows his work off to his parents.

“How often do you feel deprived of inspiration, and how does it affect your game making?”

McMillen simply said, “I don’t make them.” “I can’t work on things if I’m not invested,” added Yu. When he’s in a creativity funk, he often switches from art to coding because it forces him into a different mindset. Hellman states that one of the hardest things about being an artist is figuring out what you actually like and creating that, as opposed to creating something you want to make. Sometimes, what you want to make is outside of your capabilities, and pursuing something like that will result in art that is not your own.

The next question regarded the feedback they receive from their audiences. While Hellman looks forward to feedback and McMillen uses it as a part of creation, Yu feels like it’s something completely separate from that. He enjoys getting it, but he feels it’s too impersonal to fit into his creative process like the others do.

The panelists were then asked how they deal with rising expectations for their games as they work on them.

McMillen said, “Respond with more content. If impressions are already positive, make it better.” On the other hand, high expectations make Hellman excited to defy them. “I don’t worry about the expectations of others because I have my own,” he said. “When expectations are met, it’s not necessarily a bad thing,” Yu said, “Though, I would like it if people were more willing to be surprised.”

In an attempt to get some interesting answers, the next question was, “Drug of choice?” The panelists laughed, and both McMillen and Hellman responded with “caffeine”.Yu said that he injects snake venom into his eyes, but he didn’t really convince anyone so he gave up and answered “sleep.” He sleeps ten hours a day if he can help it.

“What types of creative mistakes do you see others make that you’ve already made?” was the next question.

“Using abstract formulas in games where the user gives up their own interpretations of things as a crutch,” McMillen answered first. He reflected back on Coil, a game where he attempted to tell the audience something about himself. But he had left it so open-ended that players filled in the blanks and unintentionally changed its intended meaning. Hellman spoke about clarity, and how walking the line between ambiguity is difficult. Many fall on either side instead of trying to stay near the middle.

The mistake Yu sees other artists make is a lack of exaggeration in their works. Making something or someone look super realistic has the opposite effect; the exaggeration of certain features can do a better job of making a character seem more alive. He makes an example of caricature art and how they are often a better reflection of the subject than a photograph.

Ruiz then asked, “Do you make art for yourself or others?”

Again, each panelist had a very different answer. McMillen makes his art for himself, but he doesn’t feel validated until it reaches others. It’s his personal way of communicating with people on a large scale. Yu feels that his art is always created to entertain, whether it be making a game for other people or doodling to pass the time for himself. Hellman had a few wise words to share: “Give people something that’s true, not something that was cooked up for them.”

The talk ended on a funny note when Ruiz prompted Yu to talk about how Internet Rule 34 (which states “if it exists, there’s porn of it”) of videogame characters, especially his own, makes him feel. He’d been sent Spelunky porn recently and has seen plenty of weird Aquaria stuff since its release, but he has never taken offense to any of it. In fact, he thinks it’s funny.

“The nature of art can’t be spoiled by someone else taking something you’ve made and perverting it.”

Thus ended the short trip into the minds of these three videogame artists.

+ Square Enix addresses FF XIII ‘linearity’ complaints By arbirlpits 11 March 2010 at 3:00 am and have No Comments

Square Enix addresses FF XIII 'linearity' complaints screenshot

So, a lot of people don’t like the linearity in Final Fantasy XIII. The complete lack of bustling towns, world maps, and other such expected RPG traits is leaving some gamers sour, and Square Enix has taken notice. Director Motomu Toriyama has explained why making a nonlinear Final Fantasy was so difficult, and why it might not be so hard the next time around. 

“Personally, the Final Fantasies that I have worked on have been very story-driven, so in terms of the development I wanted to, of course, use my personal strengths which where those,” he says. “I call it a bento box system, where you have all of the different little things in there. So we had minigames or towns were you were able to talk to all of the townspeople. But with the HD console you’re not really able to do that because it takes so long to develop.

“Now that we have that base technology… The next time you see a Final Fantasy, we might be able to pack in more of those elements that existed in the past. And I also think that a game doesn’t need to have all of those items in the future. We can create additional downloadable content for people to add, too. It doesn’t have to come with that game itself.”

The thing is, maybe Final Fantasy XIII wouldn’t have taken so long if Square Enix wasn’t obsessed with graphics and building a new engine from scratch. Sure, XIII looks amazing, but looks are no substitute for gameplay, and the idea that gameplay took a hit just because Square Enix wanted everything to look pretty is rather dismaying. In any case, once XIII’s stopped playing itself for us, we’ll have our review up. 

FF XIII Director – Production Drove Content Decisions, Elements Will Return [Gamasutra]

+ Be the ’scalpel’ and the ’sledge’ in Medal of Honor By johnloc 11 March 2010 at 2:20 am and have No Comments

Be the 'scalpel' and the 'sledge' in Medal of Honor screenshot

This year, EA’s long-running Medal of Honor franchise is being remade for the modern era. World War II is out; the ongoing conflict in Afghanistan is in. The series reboot, simply titled Medal of Honor, is due out this fall; EA Los Angeles is putting together the single-player campaign, while Battlefield developer EA DICE is working on the multiplayer component. In fact, the two portions of the game will be running on different engines — a “heavily modified” version of the Unreal Engine for the campaign, and DICE’s Frostbite engine for the multiplayer.

I saw a slice of the campaign at an EA press event in New York City last week. (EA isn’t showing off the multiplayer yet.) The level showcased Tier 1 operators, an elite squad of soldiers that’s being portrayed in a videogame for the first time. Hit the jump to read about surgical strikes and big military in Medal of Honor, and check out GameTrailers TV on Spike tomorrow night for the game’s first full-length trailer.

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Medal of Honor (PlayStation 3 [previewed], Xbox 360, PC)
Developer: EA Los Angeles (single-player) / EA DICE (multiplayer)
Publisher: Electronic Arts
To be released: Fall 2010

Medal of Honor’s executive producer, Greg Goodrich, was on hand to demo the game running on PS3, which happens to be its lead platform. Goodrich explained that decision thus: “We know that if we can make [the] PS3 [version] sing and play great, then the other two systems [360 and PC] will follow.” The build that I saw was in a pre-alpha state, approximately 60% complete. Even so, it offered a high degree of graphical fidelity, although visual effects for things like explosions and gunfire were unfinished. Goodrich told me that the final game will not drop below 30 frames per second, and the graphical power afforded to the team by eschewing a 60-frame-per-second mark will be put toward visual detail.

Like Saving Private Ryan and previous installments in the Medal of Honor series, the new Medal of Honor tells a tale of historical fiction: players will undertake real missions in real locales, but with fictional characters. The player character in the level I saw was “Rabbit” — so named, said Goodrich, because he has nine children. Medal of Honor will offer a number of playable characters, and each of them will provide a different perspective on the war. The demo mission illustrated the relationship between two of those roles, the “scalpel” and the “sledge.”

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The mission centered on Al-Qaeda troops in the Shah-i-Kot valley in Afghanistan, a rugged, mountainous area. (The entire game takes place in Afghanistan.) Goodrich noted that the level was constructed using “hundreds of photographs of those exact mountains,” images that were provided by Tier 1 operatives who are consulting with the development team. In the mission, Goodrich played as part of a four-member Tier 1 squad that was sent in for a pre-dawn raid to clear the valley of insurgents, which would allow for the day’s Army Ranger assault to go off smoothly.

This is a major focus of the experience that Medal of Honor is offering: the interaction between the scalpel (Tier 1 operators) and the sledge (“big military,” the Army Rangers). The two units are nothing alike, yet they have a symbiotic relationship — big military can’t succeed without Tier 1 going in for “surgical strike[s],” gathering intelligence and facilitating large-scale warfare, while Tier 1 needs big military to support their covert operations with heavy artillery. Tier 1 missions tend to be stealth-oriented, and on the other hand, “it’s going to feel like a very big operation” when you’re playing as an Army Ranger.

As an under-the-radar team, Tier 1 guys won’t be in uniform; the squad was clad in hooded robes instead of camouflaged fatigues. Early in the mission, Goodrich’s squad came upon an innocent goat herder; to avoid unnecessary collateral damage, a squadmate downed the man with a non-lethal takedown. Chatter from the team leader came over the radio as the squad pushed forward and encountered a few isolated guards, whom the soldiers dropped quickly and quietly. Goodrich explained that the team talk was a gameplay concession — the Tier 1 consultants carried out their missions in complete silence, since they had carefully rehearsed their operations every step of the way.

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After a small skirmish, the squad reached a mountainside area where a friendly AC-130 hovered overhead. Unfortunately, an enemy anti-aircraft gun was holding off the aerial assault, so Goodrich and his team took out the group of Al-Qaeda men defending the weapon, and then he blew it up. This freed up the AC-130 to do some damage to an enemy munitions convoy in the distance. In a previous mission, said Goodrich, the Tier 1 crew came across the trucks, but the squad was powerless to do anything at the time except throw strobes in the backs of the vehicles. The lights pointed out the trucks to the AC-130’s targeting system, and the gunship made quick work of the convoy in a powerful, booming display of force. The demo setup featured loud speakers that brought out the game’s impressive sound design.

Finally, the gang made it to an Al-Qaeda encampment of sorts and took up offensive positions, the team leader warning his squadmates to watch their corners. Here, Goodrich showed off the game’s somewhat open-ended combat system: he could engage the enemy immediately, or wait for them to gather in a narrow path. With the firefight concluded, Goodrich pressed ahead — and was ambushed by an Al-Qaeda straggler who bashed him in the head with the butt of his rifle, sending him to the ground. This first-person cut-scene continued with the insurgent pointing his gun at Goodrich’s face, only to be taken out with a slow-motion headshot from a fellow Tier 1 operative. The sequence, which was very evocative of moments from Infinity Ward’s Modern Warfare games, ended with a teammate pulling Goodrich up while uttering a harsh “you’re welcome” of sorts: “We just saved your ass. Let’s get back to work.”

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That’s where the demo ended. I can’t speak for the shooting mechanics themselves, since I didn’t play the game myself. But from a presentation standpoint, what I saw seemed similar to Modern Warfare, so EA Los Angeles is going to have to deliver a high-intensity, high-quality product if they want to compete. I have faith in the team, since Goodrich espoused the “core tenets” of Medal of Honor (“authenticity, respect for the soldier, honoring the soldier”) and promised that the game will include features that the series has always had (like peek and lean), but the developers still have a tall task ahead of them.

Goodrich stressed the team’s focus on the game’s narrative, and that’s encouraging. “This is not a game about politics; it’s not a game about operational planning or any of that. We don’t care why the guys are there; it’s just, they’re there: let’s honor them and let’s support them and let’s respect what they’re doing and show that in this medium — tell a story.” I’m glad that EA LA is showing the temerity to tackle a controversial real-life war that’s still in progress, unlike other games that tell fictional stories in unnamed countries. Let’s hope the team can pull it off.


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+ GDC 10: Sony’s Move trailer: Wireframed imagination By allergonaut 11 March 2010 at 2:00 am and have No Comments

GDC 10: Sony's Move trailer: Wireframed imagination screenshot

We’ve seen enough living room family gaming promotional videos to last us a lifetime. Nintendo started it with the Wii a few years back, but here recently both Sony and Microsoft have been putting their own versions out with their new alternative control schemes. Today we saw a trailer that showed off what Sony’s new controller, the motion sensing Move, could do.

The trailer we saw at Sony’s press event featured wireframe overlays of what the Move controller was to represent in each gaming situation shown. Golf clubs, boxing gloves, ping pong paddles. You know the drill. The wireframes were like Sony’s own high production value touch to the living room family gaming videos. If you pull out the glowing orbs, you kind of get the feeling that you’ve seen this video before.

Later, the trailer shows examples of many of the Move games we got to try out. Look for our hands-on reactions soon.

+ Torchlight coming to consoles By biattesag 11 March 2010 at 1:00 am and have No Comments

Torchlight coming to consoles screenshot

Blizzard may keep hemming and hawing on whether or not Diablo III will leave its snuggly PC home, but Runic Games will make sure loot-hungry console gamers get their dungeon crawling fix. The team is making “serious efforts” to bring Torchlight to the non-PC crowd, and that’s just super. 

“We’re going to put some serious effort into it — pretty quick– getting Torchlight onto consoles,” confirms Runic CEO Max Schaefer. “There’s a lot of really cool things about the console world, too, that would work well with our game. So, we are definitely going to be going in that direction.”

Whatever helps that game sell more copies is fine by me. If you’ve never played it and you like Diablo clones with a hefty bit of charm, then you really need to get hold of this thing. It amazes me that you’d even be reading this right now.

Runic Games ‘putting serious effort’ into console Torchlight [Joystiq]

+ Medal of Honor ‘not necessarily pushing the genre forward’ By JessPKR 11 March 2010 at 12:00 am and have No Comments

Medal of Honor 'not necessarily pushing the genre forward' screenshot

You’d think that EA would be doing its best to separate Medal of Honor from the pack in a very crowded first-person shooter market. The team at EA Los Angeles is, indeed, working to make the game stand out, but the experience is not likely to be the most innovative shooter you’ve ever played. Executive producer Greg Goodrich explained that the intent is to build a highly polished game:

What we’re focusing on is making a great first-person shooter. [If we don’t] put out [a game] that revolutionize[s] the genre, so be it, but we’re showing up to do a great game — a great experience that fans will love.

He went on to express his belief that Medal of Honor will innovate in the way it tells its story, and by including the experiences of a Tier 1 operator, the game is already doing something no other shooter has done. In addition, as seen in the debut teaser trailer, your enemies will employ “unexpected” and unconventional tactics. “But at the end of the day,” Goodrich told me, “it’s all about making a great shooter, and not necessarily pushing the genre forward.”

That said, the developers are certainly aware of the competition and that the stakes are high, and they’re aiming for the top. “Nowadays, especially in the shooter genre, if you show up to the table, you have to show up with quality — you have to show up with a product that’s meant to be at the forefront of this genre,” said Goodrich. “Because if you show up with a product that’s not of quality, you might as well just not show up — there’s no point.”

For the lowdown on Medal of Honor’s single-player campaign, check out my full preview, which is going up at 9:20 AM EST.

+ Oscar winners working on Ghost Recon movie By Veptscooldese 10 March 2010 at 9:00 pm and have No Comments

Oscar winners working on Ghost Recon movie screenshot

You know the part of the academy awards where you haven’t seen any of the movies and you stop paying attention? Well, those movies have a name and they’re called shorts and this year had some really amazing ones if you ever get a chance to actually seem them. One of the most amazing, in fact the one to win best animated short, was Logorama. It’s good and with that academy award two talented film makers have gotten their foot into the door of Hollywood film making. So what are they doing? Turning to videogames.

The pair are returning to the short form film, but this time they’re adapting Ghost Recon. Francois Alaux and Herve de Crecy will be working with writer Tim Sexton (Children of Men) to create a 20 minute short for Ubisoft. The short will act as a prequel to the upcoming Ghost Recon: Future Soldier. Ubi has put aside $8-$10 million dollars for the film, and if they’re anywhere near as well done as the Assassin’s Creed film we are going to be in for quite a treat.

Oscar-Winning Duo Working On Ghost Recon Movie [Kotaku]

+ GDC 10: Take a gander at MI: SE 2: LeChuck’s Revenge By Viatly 10 March 2010 at 8:38 pm and have No Comments

GDC 10: Take a gander at MI: SE 2: LeChuck's Revenge screenshot

Developer LucasArts isn’t settling for the same list of features for the second Special Edition release of their coveted Monkey Island franchise. In a conversation with me earlier this afternoon during the debut event, Lucas producer Craig Derrick said all should expect a few subtle additions on par with the Spiffy the dog insert in MI: SE.

Of course, that’s on top of the core set of new features that might make the more memorable, perhaps reflective piece. It was suggested at the event that one feature in particular, the developer commentary, might star Tim Schafer and Ron Gilbert. If that happens, it’ll put me in tears harder than that time I spotted a Armani jacket on sale.

If MI: SE 2 is a thing you want to see, look no further than the gallery. Or wait until the game hits every platform under the sun this summer. Your choice.


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+ Survey hints at Netflix on the DS By Heerlop 10 March 2010 at 7:00 pm and have No Comments

Survey hints at Netflix on the DS screenshot

As of right now I can play my Netflix on my computer, on my 360, through that Netflix box thing and through my PS3. Down the road the streaming video part of the service has already been confirmed for the Wii, though thanks to the many hi-def options most gamers already have that won’t be so useful to a lot of us. The main problem with all of these things is that they can’t fit in your pocket. Netflix just isn’t portable enough — yet.

The company seems to be doing some research into getting their streaming videos onto portable devices. Last week a survey was discovered asking about Netflix on the iPhone and this week it’s the DSs turn. Kotaku found a survey conducted by Netflix that stated, “Imagine that Netflix offers its subscribers the ability to instantly watch movies and & TV episodes on their Nintendo DS. The selection available to instantly watch includes some new releases, lots of classics and TV episodes. There are no advertisements or trailers, and movies start in as little as 30 seconds. You can fast-forward, rewind, and pause or watch again. The movies & TV episodes you instantly watch are included in your Netflix membership at no additional fee.”

The survey then went on to explain that you would be able to control the videos you were watching (fast forward/rewind) and asked the survey taker how interested they would be in the product/service. My response to that at the moment would be “not very,” but with the DSi XL landing, and those big, sexy screens rolling in with it, that response would change pretty quickly.

New survey hints at Netflix streaming for DS [Yahoo! Tech, via Kotaku]

+ OnLive launches on June 17 By alexefffell 10 March 2010 at 4:00 pm and have No Comments

OnLive launches on June 17 screenshot

OnLive will be released on June 17 for the PC and Mac, the same week as E3 2010. The cloud gaming service promises to offer instant streaming of PC games from various publishers such as Electronic Arts, Ubisoft, 2K Games and many more. The service will run for $14.95 and additional subscription plans will be announced closer to the launch.

OnLive will be available in the United States and the first 25,000 people that sign up for the service will get three months of access for free. Some of the launch titles will include Mass Effect 2, Dragon Age: Origins, Assassin’s Creed II, Prince of Persia: The Forgotten Sands, Borderlands and Metro 2033. The MicroConsole TV Adapter that will connect OnLive to your TV will be announced later in the year.

Despite everything I’ve heard about the OnLive service, I’m still not sold on the idea. How about you? Have any of you been in the beta for OnLive and if so, what did you think of it?


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