03.14.2007 NO MORE HEROES GDC TRAILER

Grasshopper Manufacture's Killer 7 got mixed GameCube reviews, and it mostly disappointed its cult following in its amount of sales and popularity. Grasshopper Manufacture's Goichi Suda, a.k.a Suda 51, is back with another death filled game for us. Taking the peaceful Wii to new levels of violence, No More Heroes lets you vertically cut people in half with with a lightsaber while shouting out "Die!!" as blood fountains out of the victims. I'm sure it'll go over great with parents. In the video you get a glimpse of how the Wiimote controls will vary and it looks like it could be a fun game for the console, but its stylish graphics might turn off a lot of gamers. And there's no denying that interface looks ugly. Looks like a rental to me. Thanks to Mike for the tip!

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03.09.2007 GDC 07: GAME DESIGN CHALLENGE

Every year the Game Developers Conference holds a Game Design Challenge, where a few famous industry veterans are given a difficult design theme and challenged to make a whole game idea that revolves around it. This year's contestants were God of War developer David Jaffe, legendary Tetris creator Alexey Pajitnov, and Midway Games' Harvey Smith. What was this year's topic? A game that focuses on a needle and thread interface and gameplay. Pretty limiting, but it allowed them to explore mechanic ideas they normally wouldn't consider. They were told the theme back in January, and at the GDC they had ten minutes to present their ideas:

First up was the trash talking David Jaffe, who talked about a game that would use needles and thread to create paper airplanes and compete in competitions against others. Players would get to level up their stitching skill abilities and eventually stitch on weapons to improve their designs. Creative, but not the winner.

Next was Alexey Pajitnov, who presented a top-down game idea much like Mario Party's paint stamping mini-game. Two players stitch paths across a flat playing surface and try to cross over each other's lines to kill them. Since stitching involves visible thread and hidden thread below the cloth surface, it allows for strategic moves that your opponent can't see. Pretty boring though.

Last up was last year's winner Harvey Smith, who was determined to make the simple sewing game as advanced as possible. His idea was an RPG adventure about a little girl who fights evil with a magical sewing needle with help from her stuffed animal sidekick. The goal of "The Tailer's Daughter" is to save your father from the evil rulers (shown in the slideshow as Bush and Cheney), and the  the plot is an allegory of today's political problems. Gameplay involves a crazy special controller that would come with the game, and you'd use it to solve sewing puzzles and sew upgrades onto her stuffed animal to fight bosses.

Harvey's game was the most thought out of them all, and it actually sounded like a weird Psychonauts meets Katamari Damacy game that would probably be awesome but never sell well. Even though Harvey won last year and had the audience's love with his shots at Bush, Alexey still won by a landslide, mainly because he fucking invented Tetris. Maybe next year they'll find the guys who invented Pong and make it a fair fight.

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03.09.2007 GDC 2007 GAME CHOICE AWARD WINNERS

The Game Developers Conference has its own game awards for "recognizing innovation and excellence in the art of making games" and this is their 7th annual award ceremony. The four special honors at the bottom of the list were selected by the Game Developers Choice Awards advisory board, and the rest of the winners are decided by votes from official members of the IGDA (International Game Developers Association). I think you'll agree with me that the IGDA as a collective screwed up on one of the categories, here's the 2006 winners with my commentary: 

  • Audio: Guitar Hero II (Harmonix Music Systems / RedOctane) - Jeff Allen, Eric Brosius, Izzy Maxwell (obviously)
  • Character Design: Okami - Mari Shimazaki, Sawaki Takeyasu, Kenichirou Yoshimura (sounds good)
  • Game Design: Wii Sports - Keizo Ohta, Takayuki Shimamura, Yoshiaki Yamashita (What?!)
  • Technology: Gears of War - Michael Capps, Ray Davis, Tim Sweeney, Daniel Vogel (agreed)
  • Visual Arts: Gears of War - Jerry O'Flaherty, Chris Perna (Arguably Okami again)
  • Writing: The Legend of Zelda: Twilight Princess - Kyogoku Aya, Nate Bihldorff, Mitsuhiro Takano (Yup)
  • Best Game: Gears of War - Cliff Bleszinski, Michael Capps, Rod Fergusson (Makes sense)
  • New Studio: Iron Lore Entertainment - Paul Chieffo, Jeff Goodsill, Brian Sullivan (Nah, RoboBlitz for texture coding)
  • Innovation: Line Rider - Boštjan Cadež, Okami - Atsushi Inaba, Hideki Kamiya, and Wii Sports (Line Rider is great)
Four special honors:
  • Lifetime Achievement: Shigeru Miyamoto
  • First Penguin: Alexey Pajitnov
  • Maverick: Greg Costikyan
  • Community Contribution: George “The Fat Man” Sanger

Most of the winners make sense - 2006 was a pretty easy year of awards to predict. But picking Wii Sports as the winner for Game Design makes no sense when the other nominations were Bully, Okami, Oblivion, and Viva Pinata, and furthermore, why wasn't Twilight Princess nominated? Yeah, five games for one is cool, but they're all overly simple in design. Looks like even prestigious game associations can catch a case of fanboyism now and then. Even though I can't stand Oblivion, pulling that game off was way more complicated than friggin Wii Sports. 2007's games should be a lot more diverse now that PS3 and Wii are in the mix, the GDC 2008 awards should be pretty vicious and leave a lot of room for speculation.

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03.09.2007 GDC 07: PS3 HOME HALL OF FAME VIDEO

The busy people at the Game Developers Conference have finally taken the time to upload all their videos from the last two days and let us in on the fun of the atmosphere over in San Francisco right now. This video has Phil Harrison showing us how the PlayStation Home "Hall of Fame" feature will work. Everyone's comparing it to the Xbox Live achievement service, but a better example of their "trophy" system is the trophy system from Super Smash Bros. Melee - as you accomplish new goals you unlock 3D trophies that you can put on display in the PS3 Home metaverse, and while you're walking around looking at them, or showing them to your friends online, there's also videos on the walls showing your best PS3 gameplay skills. Much more appealing than just a list of achievements and Gamerscore points.

The first half of the video is a little confusing though - it's just a small room and it leaves you asking where the rest of the trophies are - do you only get one per game? Nope, just walk to the center of the room and the floor drops out and let's you look at the rest of them, and even game covers and extra little bonuses. And that's nothing compared to the view from the balcony - walk out of the room and you've basically got the Star Wars council room out your window - with countless swirling columns and rows of slots for more trophies in the future. So a year from now when your 360 friends are talking it up about how high their Gamerscore is, just invite them to your place and show them a screen full of trophies surrounded by HD footage streaming in all directions.

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03.09.2007 GDC 07: MIYAMOTO WIFE-O-METER SPEECH

Yesterday I covered the whole Keynote Speech from Nintendo's Shigeru Miyamoto, and here's the video of a good portion of it. Watch the legend as he talks about why he feels it's important for wives and the rest of the family to get involved with gaming, and how the Wii can cater to their needs. His strategy has worked in the past - creating games without "competition" in the form of enemies gave us Animal Crossing and encouraged games like Brain Age, which both successfully capitalized on a variety of different markets, and raised the wife-o-meter. Making a whole console around this idea is certainly risky though, he might rise the wife-o-meter bar, but simultaneously divorce his long time fans as they grow older and see the PS3 or 360 as more appealing.

Whether you agree with him or not though, it's still fun to see him get goofy up on stage. I'm ashamed of America for spending so much time watching the Hollywood stars and looking for inside looks at petty details of their life, but I'm the first one to smile at the sight of Miyamoto's dog or backyard pictures. Thankfully we can count on Shigeru never shaving his head and attacking reporters.

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03.09.2007 GDC 07: SUPER PAPER MARIO GAMEPLAY VIDEOS

Here's more gameplay footage from the floor of the Game Developers Conference, or, if you're too lazy to watch both of them, just check out the GDC 07 trailer of the game here. As awesome as Super Mario Galaxy is looking, I might actually be looking forward to this game more. Maybe it's just because its release is so much more closer (we only have to wait until April), but the two different dimensions of gameplay looks more interesting than running around spherical objects. The video above shows how it's basically the original Super Mario Bros. game, but with hit points for life and tools as weapons. No more turn based battles like the rest of the Paper Mario games, it's all in real time as you attack multiple bad guys.

The person playing even says that this gameplay setup is one of the best Mario games ever, and that's not even including the extra dimension of gameplay - whenever you reach an obstacle you can't pass or an area that's off limits, just hit the A button the Wiimote and the screen flips from a 2D sidescroller to a 3D terrain with depth for a short period of time. Using this can be as simple as getting past tall warp pipes, or as devious as using the background for hidden passages across the level.

The video below answers a few more of the ways the old Paper Mario gameplay meshes with the new style. Instead of using items as a one time attack in an RPG battle, pulling out a fire plant can bring an inferno that devastates a dozen enemies on screen all at once. The guy playing also confirms that you can temporarily play as giant Mario, or late in the game as Bowser or Princess Peach. You also get to see a few more dimensional tricks - coin blocks look finished after one jump, but turn the screen sideways and there's a row of hidden blocks still untouched.

And to keep things simple the game lets you switch off from playing the Wiimote NES style, and if you use it to point to the screen the game pauses and turns into a help screen - just point at something you want more info about the butterfly that follows you around will give you some tips. It's alo mentioned that there's a lot of wacky bosses, but we don't get to see any yet. Just one more month, I can't wait.

 

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03.08.2007 GDC 07: PORTAL DEMO GAMEPLAY VIDEOS

The first video above is an introduction to the game using a special version of Portal made specifically for people to play at the Game Developers Conference. Instead of going through the game one level at a time, this GDC demo skips you ahead a few ares every time you complete a level. Before the guy even starts playing you get a sneak peak at what the startup screen fro Half-Life 2 Orange Box will look like, with all five game options squeezed in at the bottom of the screen. The first level is extremely simple, but if you thought the Super Mario Galaxy video was disorienting, then you won't even make it to the end of this video.

The second video below goes beyond simple flinging tricks and shows how confusing the puzzles can get when you get to place both ends of the portal holes. I like how the walls are overly simple, every room demands you focus on just the puzzles that surround you. If a square tile is out of place or pivoted, it might be for a reason, and complex textures aren't there to distract you from what you've got to do. And there's certain textures you can't make portals on to make things more complicating. I think this is going to be the type of game that takes a few hours to get used to, and then you'll beat half the game in twenty minutes, then get stuck on a level for a day, and then beat the rest of it in another sitting. Or you might be too busy screwing around and having fun to ever finish the game at all. By the end of this video you'll see the player jump through the wall next to him and pop up through the floor below him in an infinite diagonal loop, so be ready to buy a new computer to handle the graphics, and be ready to buy another one once you puke all over your new PC getting used to this game.

Opening up the Orange Box is gonna give us a tough decision. Which game will you play first? Half-Life 2: Episode 2, Portal, or Team Fortress 2. I don't think I can resist playing Portal a little before starting into Episode 2, but I'm going to try setting up a LAN party for the weekend after this comes out, and have everybody not play Team Fortress 2 until we can all dig into it for the first time together.

 

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03.08.2007 GDC 07: SUPER MARIO GALAXY VIDEO

Whoa, this looks way more fun than I expected. The start of the video looks like stuff we've already seen, but it goes on to show more than a minute of new footage we haven't even seen in screenshots. There's a lot more planets on screen than we've seen before, some as Yoshi eggs, some as space worms that pop out and tunnel into other apple planets. A lot of connectivity gameplay is stressed - connecting vines or star paths to go from one floating object to the next. I love it when you can see the whole galaxy level in the background while you're focusing on just one puzzle in the foreground. There's plenty of grassy levels, lava levels, rocky levels, and even underwater levels. And you even get a look at a new boss, but I won't ruin the rest, just watch and enjoy.

Update: Here's three good quality pictures that were taken while the video above was playing at GDC. Definitely the best looking Wii game we've seen by far.

Photo Photo Photo
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03.08.2007 GDC 07: MIYAMOTO KEYNOTE SPEECH (LIVE)

Ok, here's the recap of what's going down at the Game Developers Confernce right now.

(10:20 Pacific Time) 

With Daft Punk music playing, the keynote speech started half an hour late. The audience was packed as the music faded and lights dimmed - all that could be seen is the Miyamoto Mii you see above. Then the screen slowly faded away and lights focused on the star of the gathering - the real Miyamoto. Applause ensued and things were about as masculine as a Mii parade, but this is the first time in eight years that Miyamoto has made an appearance at GDC.  His speech starts with a trip down memory lane to a time when memory cards still were important . . . wait a minute.

He mentions classic N64 games like Ocarina of Time and says that his wife didn't like the game at all until their daughter started to show interest in it. It's this family appeal that led him to design Nintendogs - a game that has no enemies and is appealing to new audiences of potential gamers. Basically, if you hate the Wii, then you have Mrs. Miyamoto to blame. Add Animal Crossing and Brain Age to the obsession and he introduces the "Wife-O-Meter" aspect that the industry now faces.

Then Miyamoto asks something I've been predicted he would say for the last year: "With recent advances in portable technology, did we even need a home console at all?"

He brings up the worries that third party companies have about making games that utilize the odd controller, and also says that obviously they went through several different designs for the Wiimote, and that he wasn't the only one making the final version decisions, it was up to a group to agree on something. We might get pictures of rejected Wiimotes later - Wiijects?

He's also talking about the most important elements of design for fun games, and that he doesn't get too wrapped up in technical terms - he's more worried about the face of the player while they're playing the game. That's a huge reason why he's gained so much respect over the years - he's most interested in making games that let us have fun. Aside from that he doesn't offer anything too interesting, he states the obvious - that he doesn't spend time on game design that involves fear, violence, or vengeful emotions. Now he's repeating himself a  bit -  adding that he thinks designers repeat the same mistakes too much, that they need to separate themselves from their project and worry more about the point of view of the game players.

(11:40)

He's getting more specific with game design techniques and brings up the original confusion that Japanese game testers showed when playing Zelda. Miyamoto tells the audience that he solved the problem  and guiding the gameplay by giving the players items (a sword in Zelda games) and then taking it away, causing them to think about how they'll get it back, and where to go to next. It's that simple method that set up the game's whole step by step method. What he discusses next goes over really well with the audience - he bashes on game ratings and says that they need to add a new category: a Fun-meter. Applause fills the room, and people still think "Ohhh snap!" is a catchy saying.

He also mentions that GameCube was only a half-step in the right direction at opening up the target audiences, and that the Wii is the full step into the future of gaming for Nintendo. I think anyone would agree the GameCube was a successful step, but ok. He stresses games without competition again and brings up Animal Crossing selling 7 million games proving it was accepted by hardcore gamers as well as casual players and newcomers.

(11:50)

Miyamoto is now saying that designers need to prioritize more - he's always wanted to make a realistic baseball game, but the graphical direction of the Miis called for something else. He mentions something surprising - Wii Sports: Baseball originally had the Mario Mushroom Kingdom characters as players, but gamers preferred the Mii players. Then Miyamoto says that the Mii Maker idea originated way back in 1985 on a Famicom Disk Drive program that let you draw your own face. He thought they should make a game out of it somehow, but they said he was retarded. 21 years later we have the Nintendo Miis and Miyamoto gets the last laugh.

(12:05)

Miyamoto announced that he's working on a new Wii channel that will allow us to have our Miis compete in popularity. (Man I wish my hermaphroditic Mii was possible!)

Now he's bringing up Mario 128 and telling us we've already played parts of it . . in Pikmin. Huh? He says more of its gameplay elements will be in Super Mario Galaxy, and a video shows Mario flying past planets and stars, collecting coins along the way. The graphics appear to be the best we've seen on the Wii by far, and there's a new logo for the game. He's jumping around and avoiding falling blocks, then it shows Mario floating on a large flower, and Miyamoto confirms that it will be out this year. Other stuff on screen: "Space island as Yoshi egg, volcanoes, green hills, vines connecting rocks, crawlers, looks super smooth, domes, fireballs, apples, giant worms connecting different apple levels...lots of spherical objects as levels, lava stage, bullet bills, thwomps, underwater levels, pirahna plants, some traditional 'flat' looking stages." Audience seems really happy.

(12:15)

Now that the new glimpses at Super Mario Galaxy are out of the way, Shigeru Miyamoto finishes up the Keynote Speech. "Your vision doesn't have to be my vision. You've given me a lot of faith about the future of our industry." He thinks we need to break out of the industry's preconceptions and think outside of the box, so that we can get video games to become part of a larger culture in everyone's lives. "With Nintendo's tools and visions, we can make it happen. We must always remember the human touch. After all, if we can convert my wife, we can convert anyone, right?"

And that's it. The audience goes crazy in applause and screams of admiration and everyone heads for the exit.

(Recap)

All he really said is that the Wii isn't playing it safe, but we've known that from the start. He just wants everyone to know that they plan on opening their audience to every living human. Besides the new Wii Channel that was announced, and the new Super Mario Galaxy video, we still have to wait and see what else Nintendo can come up with in the near future. My money is still on a Wii followup that's played on the TV, but has a screen built into it, and is small enough to fit in your pocket for portable gameplay. If their sales strategy in 2012 is $200 for a new console that doubles as a handheld, I won't be surprised at all. Twice as many games for half the price.

Nintendo has put it all on the line - opening up their audiences to women and non-gamers could either gain them more supporters than ever before, or overwhelm their focus strategies and damage their future beyond repair. So far they've had great success in getting parents and families to actually humor them, but it might not be worth it - once our parents and grandparents die out, the Wii strategy won't be as necessary when the majority of males, and a considerable portion of females too, already play games. For now it seems like a battle between gaming culture and the rest of the world. Should we encourage the merge of the two now? Or wait for it to happen naturally?

We've seen retro games influence art and media for years, but things are finally starting to get serious now that entire corporations are making bets on how it will all play out. If our youth was the "retro" phase of gaming, then the next decade should be our gaming Renaissance. Sux2BU game companies, but it feels really damn good to be a gamer recently.

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03.08.2007 GDC 07: HOW'S KILLZONE 2 COMING ALONG?

Sony has been really hesitant to show off Killzone 2 again since their infamous 2005 E3 pre-rendered trailer. They were willing to finally reveal some more progress at the Game Developers Conference, but it was the type of presentation where they only invited a few people and told everyone to turn off their cameras. Phil Harrison prefaced the footage with a warning that the video was only meant to give examples of the PS3 technology it'll use, so don't be surprised if its "late 2007" to be announced release date gets pushed back to 2008. Here's what Kotaku had to say about it:

"What played was a dark, quietly operatic look at the destructable environments of Killzone, the rag-doll physics of dying Hellghast soldiers, the lighting and environmental effects that the Guerilla crew have been slaving away on since the game's genesis. Windows shattered and troops fell as gunfire ripped through indoor environments. Outdoors a tank battle and multiple firefights showed the game will feature plenty of action."

Without pictures it's hard to imagine how impressive or unimpressive it was, but having all that on screen at once sounds like Resistance: Fall of Man, but probably in a more enjoyable environment of gameplay. Kotaku said that the animations looked awkward at times, but other than that things ran smoothly for the most part. I'm looking forward to this game just because of the characters and setting - it looks like a combination of Call of Duty and Gears of War, which sounds more enjoyable than any other shooting game I've seen in the last few years.

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