Archive for November, 2007
Discovery’s Animal Planet & games
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Yep! they’re going to make animal themed games!!! How awesome is that?!?! Also a great win imo for the games industry as more people realize games are a medium that can contain a lot of great stuff, even educational stuff. Now if only we had more games had hundreds of pages worth of quality writing in them & more games that stray from the beaten path of "kill many enemies/anything you encounter" …
From the Reuters article announcing this:
Discovery Communications is partnering with the second-biggest U.S. video games publisher Activision Inc to make animal-themed games, Discovery Chief Executive David Zaslav told the Reuters Media Summit on Wednesday.
Activision will make the games for several game systems, with the titles tied to Discovery’s Animal Planet channel, which airs popular shows such as "Meerkat Manor" and "Orangutan Island".
This exciting trend is expected to start in late 2008 … and I’m pretty sure once they start it won’t ever stop :p At the very least they can make use of the huge install base of consoles to deliver media rich content experiences of encyclopedic nature, though one can only hope they’ll also figure out how to get the full impact by making fun games out of that too.
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Zero Punctuation: F.E.A.R. Perseus Mandate
0And again I my express my alignment with Yahtzee’s lign of thinking: I didn’t play the expansion just saw Marius play the original FEAR. I had suspected this about the expansions but it’s sad to have it confirmed that it’s more of the same, which for me is a bad thing because while I agree that the horror short scenes are quite good bordering on the brilliant, the game seems alllll the saaaameee to me. I expect my shooters to take me to a different setting every level, or at the very least every 3 levels so that throughout a game I will have gone through settings ranging from ghostly houses and sci-fi cathedrals to volcanic hell pits and flying islands above the clouds. Instead FEAR only seemed to have 3 types of settings (office, sewers and warehouse?) enlessly recycled and even those not made in an art awe inspiring fashion.
Box Art Big Style
0Now that is a coool way to reveal a box art! Very curious how they kept all the artists so tight. Could it be a video edit?
Kane & Lynch Composer Interview
0An interesting interview with Jesper Kyd. I love his touching on the layered nature and difficulties of interactive music. Another interview with him is also available at Xbox.com. Reading from there I was happy to hear that he’s getting the praises he deserves for Hitman: Blood Money.
Epileptic Gaming #141
0That being part one of the show (i wish it was all embedable in one window!!!) you can see the full 6 part show here. Love their excited yelling. Particularly interesting seeing them form a very vocal ps3 defense-promotion force in part 5 I believe. A rare sight in this day and age when ps3 bashing is such a trend.
DMC 4 gameplay footage
0The artwork and just plain visual depth and variety this game has just blows me away. The color variety in some scenes is just so amazing that many views could easily be mistaken for concept art. Brilliant! The game may proove not so great, I’m not a big fan of endless hordes of enemies or combos, nor am I excited to see that they again went for this rough&tough kind of mean sounding rock… but it does look like this game is a MUST for me in the years to come for the visual and architecture alone.
Videogames an oportunity for young musicians
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gamesindustry.biz writes about the oportunity that games provide for the young bands and musicians by being an environment more open to the new. Featured Dutch musician Tom Holkenborg, also known as Junkie XL or JXL explains:
"That’s what sets videogames apart from radio," Holkenborg said.
"Usually what you hear on the radio is massive…it is supposed to be a big hit. What you hear in videogames is not necessarily meant for that. It is meant for a different approach.
"The general music approach for videogames is a more honest and a more real one…"
Full article: gamesindustry.biz
Metal Gear Solid 3
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I’ve recently finished MGS3 and am still recovering from what a masterpiece this is. I had obviously heard a ton of praises of it, but have avoided it for so long for two reasons: it contained two themes that I quite hate, war and stealth/patience in games. I’m absolutelly not sorry, on the contrary. It’s one of those very rare masterpieces that actually impressed me much more as I went along and discovered the continued attention to detail and greatness, as oposed to it throwing it all at me in the first hours of the game.
First and foremost I have to praise the games cinematics. They were done with great care and impressive skils. They totally took me away from the awareness of the ps2′s technical limitations and into the realm of fascination and respect for cinematic style. Oh, did I mention? … I do believe they are in-engine cinematics… yet they look amazing! A little blur here, a little hue shift there, and a ton of little details like a bird flying off in the distance or a little bit of dust and motion blur make a world of difference.
Secondly the story is deliciously intricate and I must say this is the best spy type story I have encountered in any movie, game, or book. The characters evolve with amazing depth and it has a way of constantly throwing at you believable problems that turn apparently straight forward things into twisted pathways of problem solving.
Well, in a sea of goodness… let’s give a try to the bad stuff: well, I would say the stealth and patience required, but the game is delightful in that the difficulty if set low enough (I obviously played it on easiest level) can actually be played like a total action game, with total dissregard for the way it was meant to be played: stealth and patience. It was really great, because I would still do the stealth part because it was fun, but I wasn’t getting frustrated or retrying when things got difficutl. Getting the player to actually play the steath because he wants to, not because he has to: ***wonderful***. … umm… what else? Well, it’s so easy to forgive the game for all the bad stuff because of the amazing cinematics. Tens of minutes at a time (or so it felt) and yet I was always on the edge of my seat waiting for what’s goign to happen, which character would turn on which, what story twist would occur… Also on that topic: the game has one of the best self refferencing parody I’ve seen. Possibly the best one ever. It manages to be in-character and yet outrageous at the same time. Now I should mention at this point that I very much dislike 95% of parody stuff. I strongly believe in serious treatment of serious topics so I hate it when gratuitous humour is used. Luckily the game has a quite serious treatment throughout the solid 24h of gameplay that it took me and only has these parody cinematics as extras. And amazing extras they are too… but only if you’ve seen the actual serious tone cinematics. And it’s none of that "bloopers" stuff either… they could be short films in themselves. I’ll risk partially spoiling one, just because they’re so many: for example there’s this really intricate long cinematic and gameplay experience inside a might-crash airplane, one that starts off with the "villain" (so many layers upon layers…) breaks through a door, anyway, there’s this bonus scene "the quick version" in which that results not in him starting the fight, but in him falling out the other door. It may sound like a standar silly "blooper", but these extras have the same attention to detail and video editing and postprocessing like the normal cinematics, so much so … well, you just have to see it to believe it. Or there’s this quite long one that uses story elements and yet feels like it’s a reference to that I believe "Eraser" movie, with time travel that manages to insert itself into a lot of moments in the story in subtle, almost believable ways, explaining things not shown… I’ll stop now: it’s no fun unless you see them, and even then it’s no fun unless you’ve seen all the serious toned cinematics throghout the game.
I’ll end my impressions with two notes:
Life getting easier
0Exciting news, my friends, the future is closer than I thought: playing without the need of a PC or even console… streaming on your TV. Why do I think stuff like this is very exciting? Well, with a monthly subscription one could try as many games as they wanted, play as much as they want, and hopefully even regardless of platform. Wouldn’t that be cool? Wondering how they’ll go about certain specialized controllers though… and of course hoping they’ll get prices affordable for everybody so finally games can move on to the mainstream like tv.
Mackie Rocks Guitar Hero III ?
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Being a long time ‘audio guy’, I was really surprised by the latest trends in gaming sound in the sense that more and more professional audio technology brands start to see and embrace the growing market of the gaming industry. This seems to be the case in the collaboration between the high praised Guitar Hero III and long time pro-audio company Mackie.
Likely to be one of the biggest video games in history, Guitar Hero III is ready to roll and Mackie is ready to rock as the game’s exclusive PA System.
…Guitar Hero III will take the game and a Mackie PA system on the road, scheduled for 10 cities and 40 different tour stops where expert Guitar Hero gamers will compete to be their city’s resident Guitar Hero. It’s every would-be Guitar Hero’s dream: playing for throngs of fans and groupies while Mackie SRM 450s fill the auditorium with thunderous rock melodies!
More at mackie.com
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