28 Haziran 2014 Cumartesi

If a goat game can be good, then a Rock Simulator can be, too, says dev


Developer Strange Panther Games' Rock Simulator initially began as a parody of parody of the successes of simulation titles for farms, trains and trucks, but it steamrolled into a fully realized game as positive community reaction built up.

Its description on Steam gushes that the simulator is a rock enthusiasts dream where players "can watch beautiful rocks in any location in the world. From grass plains to salt flats, there are dozens of hand designed BEAUTIFUL environments."

"I saw that other simulation games, such as Goat Simulator, can be successful, so I thought that if a goat can be a good game, then a rock can be too!" Strange Panther developer Ryan told Polygon, jokingly. "I didn't expect anything near the reaction its getting. It originally started as a joke, and now that we've seen the reaction, its a completely real game." 

Coffee Stain's Garry's Mod-like Goat Simulator, where players can do "stupid shit" and complete missions, also initially started off as a joke and wasn't intended for a full release. The extreme ragdoll physics, goat-heavy game was only announced for release on Steam after it was met with a positive reaction from the gaming community.

Rock Simulator is currently gathering votes on Steam Greenlight, Valve's community vetting program, for release on the distribution platform. Ryan said that support and feedback from the community has largely been positive and, at the time of writing, Rock Simulator's Greenlight page sits at 85 percent for yes and 15 percent for no.

The simulator will launch for free on PC and Strange Panther Games launched an IndieGoGo campaign to raise funds for the project's ongoing development. Looking forward, the developer said that Rock Simulator will receive an expansion sometime in the future, joking hats are a possibility.

Source: Polygon

Grand Theft Auto Online adds 10 verified jobs


Ten new verified jobs have been added to Grand Theft Auto Online, Rockstar Games announced, including races, deathmatches and captures fit for the game's recent "I'm Not a Hipster" update.

The jobs are "Holy Drift Mountain," "Far Out LOOP," "Maze Bank Fight," "Hipster Happy Hour," "Shopping Spree," "Mario's Race," "Quarantine," (pictured above) "Obstacle What?" "Rattlesnake Run" and "Sonuva Beach." All of these missions have been created by members of the Grand Theft Auto Online community.

When Rockstar verifies a job, it becomes available for the game on both platforms, PlayStation 3 and Xbox 360.
 

Source: Polygon

Peter Dinklage's infamous voice acting will be updated twice before Destiny's launch


Peter Dinklage's infamous dialogue from Destiny's alpha — which turned "That wizard came from the moon" into an instant meme — will get two tune-ups before the game launches in September, Bungie said yesterday in the studio's regular update to gamers.

Responding to the rhetorical question, "Hey, the Ghost dialogue in the Alpha was totally final, right?" — meaning Dinklage as the game's AI character — Bungie said the voice-over "has already been updated for Beta," and "It will be updated again for launch on Sept. 9, as well.

"Funny thing about Alpha builds ... they're not done. Please pardon our Moon dust!" Bungie added, directly referencing the meme.

Dinklage's seemingly deadpan, disinterested acting jolted many Destiny players during the game's alpha, raising concerns the game may have wasted the talent of an A-list actor (he portrays Tyrion Lannister on Game of Thrones).

In response, Bungie whipped up a T-shirt bearing the lunar wizard catchphrase and it sold quite well. "We love that you can lean in and laugh with us, and even better, we love that you continue to blow us away with your generosity," Bungie says.

In other news in the update, Bungie reiterated that the $500 million figure tossed out by Bobby Kotick, the head of Destiny publisher Activision, is not a development budget for this game alone. "I think that speaks a lot more to the long-term investment that we're making in the future of the product," said Pete Parsons, the Bungie chief operating officer. In 2010, Bungie signed a 10-year agreement with Activision to deliver four games.

Bungie also divulged the full set of trophies/achievements, bearing some hints about future content in the game.

Source: Polygon

The relentless brutality of Mario Kart, in half a minute



Want to watch Daisy drop from first to last place in just 17 seconds? Have we got the video for you. It's a microcosm of the Lord-of-the-Flies brutality of any Mario Kart race approaching the finish line.
This video has been making the rounds lately via Reddit, but let's state up front that it is not Mario Kart 8 — this is Mario Kart Wii. The standard-definition graphics and presence of Dry Bones and Birdo give that away. Still, it features most of the characters, and all of the methods, available in the latest game.
Let us recap the onslaught upon Daisy:
  • 0:03 Hit by a blue shell and a gratuitous red shell simultaneously.
  • 0:05 Passed by Toad.
  • 0:06 Hit by a red shell.
  • 0:07 Bumped and passed by Dry Bones.
  • 0:09 Hit by another red shell.
  • 0:10 Passed by Wario.
  • 0:11 — 0:15: Passed by Baby Peach, Donkey Kong, Birdo and Mario
  • 0:16 Bumped off the course and passed by Luigi.
  • 0:20 Hoisted back onto the course by Lakitu.
  • 0:22 Annihilated by Bullet Bill.
Poor, poor Daisy.

Source: Polygon

 

Rhode Island pursues 38 Studios figures on lobbying law grounds


38 Studios founder Curt Schilling, plus a board member of the defunct studio and and two others have been ordered to appear before a hearing in Rhode Island to determine if they violated that state's laws by lobbying for a $75 million state loan without registering with the state as lobbyists.

The development is the latest in the ongoing cleanup of 38 Studios' 2012 collapse. Schilling's studio set up shop in Rhode Island to get a $75 million loan guaranteed by the state, and with the money developed Kingdoms of Amalur: Reckoning and started work on an MMO based on the Amalur canon.

But when Reckoning came nowhere near selling enough to keep the operation afloat, it folded, and the involvement of state funds in 38 Studios' activities has led to numerous legislative inquiries since.

Schilling, an all-star pitcher in a 19-year Major League Baseball career, has gone through personal bankruptcy in the aftermath. He, along with attorney Michael Corso, 38 Studios board member Thomas Zaccagnino, and Keith Stokes, the former executive director of the Rhode Island Economic Development Corporation, have been ordered to retroactively register themselves as lobbyists with the state and appear at a Tuesday hearing.

The four had not registered as lobbyists with the Rhode Island secretary of state in 2010, when the loan was secured. "It is our goal to uncover any lobbying violations, which may have occurred without our knowledge, which is why our office has sent letters of inquiry to all parties who we feel may have been involved in lobbying activity, and may be in violation of lobbying laws," wrote Rhode Island Secretary of State Ralph Mollis.

Rhode Island has recently debated willfully defaulting on the $89 million debt it guaranteed on 38 Studios' behalf, but the state ultimately approved paying $12.3 million for the next installment on the loan.

Source: Polygon

There's a new world record for fastest completion of Super Mario Bros.



The world record for fastest completion of Super Mario Bros. has been beaten by nearly half a second, an eternity in the speedrunning community, particularly for a 27-year-old game that's seen millions of attempts to run it the fastest.

Blubbler is the new world record holder (under the "any percentage" designation, meaning warps may be used.) The secret to his success is in world 8-2 (around 3:27 of the video above). After lingering for what appears to be a devastating 1.5 seconds while the winged Koopa passes overhead, Blubbler recovers all of that time, and more, racing Bullet Bill to the flagpole and using a glitch that allows him to skip the post-level walk to the castle.

Blubbler snips the wire at 4:57.69, taking the record from andrewg, who had held it at 4:59.09

Source: Polygon

Xbox Live's ex-sheriff returns as Gears of War's community manager

 
 
Stephen Toulouse, the former director of enforcement for Xbox Live — the person who wielded the banhammer, in other words — will return Microsoft as the director of community engagement with Gears of War. The news was announced on Major Nelson's most recent podcast.

Toulouse (pictured) left Microsoft in 2012. Since then, he has held positions with Gaems, a maker of portable gaming entertainment cases, and with HBO. He rejoins Microsoft six months after it purchased the Gears of War franchise from Epic Games.

As Microsoft's Xbox Live top cop, Toulouse was involved in many of the policies shaping the service today. His public stature made him the target of abuse, death threats and even "SWATting" by those sanctioned for their conduct.

Toulouse later said he left Microsoft because the company didn't know how to handle those kind of threats at a corporate level. Since Toulouse's departure from the enforcement division, no one has publicly assumed his former role.

Toulouse will join Vancouver, B.C.-based (and Microsoft-owned) Black Tusk, which is working on the next Gears of War game.

Source: Polygon

Rookie quarterback turns to Madden to prepare for NFL training camp


Teddy Bridgewater, drafted at the end of the first round by the NFL's Minnesota Vikings, has until July 25 before training camp officially begins. He's getting ready, ESPN reports, by importing the Vikings' playbook into Madden NFL 25 and using the video game to prepare for opposing defenses.
"It helps because you get one more rep than you had in practice, actual practice," he told ESPN, calling the plays "virtual reps."

"Any chance you get to take an extra rep or go the extra step, extra mile, it's going to be very beneficial transferring it to the field," he said.

At the University of Louisville, Bridgewater did the same thing with NCAA Football 14 — presumably with "himself" on the roster. (He could get a check somewhere north of $1,000 for his three appearances, as "QB#05" in that game, thanks to settlements EA Sports and the NCAA reached with current and former college players.)

Bridgewater is neither the first nor the only NFL figure to use Madden to prepare or credit it with his development. Margus Hunt, an Estonian and currently a second-year defensive end for the Cincinnati Bengals, said he taught himself how to play American football with Madden. And Raheem Morris, the former head coach of Tampa Bay (and currently an assistant with Washington) said he "majored in Madden" in college, saying it helped him develop his coaching philosophy today.

Madden NFL 15, with a renewed focus on defensive playability, arrives Aug. 26 for PlayStation 3, PlayStation 4, Xbox 360 and Xbox One. For more, see Polygon's E3 preview.

Source: Polygon

The Best Smash Bros. Mod Around Just Keeps Getting Better

The Best Smash Bros. Mod Around Just Keeps Getting Better


Six years after its release, Super Smash Bros. Brawl is kept alive by hardcore fans that mod the game. In particular, fan-made Project M continues to add stuff that keeps the aging game feeling fresh.



Here's a trailer for Project M's new upcoming "All Star" mode, which allows you to switch characters every time you lose a stock. Kind of gives the game a Marvel-like feel to it. Neat!

And yes, these characters are totally wearing different skins not included in the game. Again: the power of modding:
 


 If you'd like to enjoy these wonders in the future (this stuff isn't actually in the game yet, we'll update you on when that changes), make sure to read our guide on how to play Project M here.




Source: Kotaku

The Best Violent Moments In Video Games

The Best Violent Moments In Video Games



There's really no getting around it: many, many games are about violence, and sometimes it can be a bit much. Kill this, kill that, kill this until it all feels the same, like mowing a lawn or stomping an anthill. We've written a ton about it. But violence can also be incredibly powerful and interesting. Let's talk about that.

I don't think violence in games is inherently bad—or even played out—by any means. Bigger budget games tend to rely on it a little too much, obscuring potentially more interesting parts of vibrant worlds with thick, sickening splashes of red, but that doesn't make it a dead end. Could we use more variety in games, a few more neat ideas without guns? Absolutely. I hope to see the day when we have it, too.

Taken on their own merits, however, violent games and violent mechanics can produce some incredibly meaningful, provocative, or just downright entertaining moments. Here are some of the best. First, my favorite (SPOILERS AHEAD).

Snake Eeeeeater

 

The game? Metal Gear Solid 3. It's the final battle against main character Naked Snake's arch-rival and beloved mentor (1960s Facebook status: it's really, really, really complicated), The Boss. The whole thing takes place in this field of flowers that swirl in the wind like tiny, raging tornadoes. They change from feather-white to blood-red underfoot, punctuating each and every impact with the brutality of bones breaking, the mournfulness of blood running in snow.

I've just realized I could spend a whole lot of time talking about video game flowers here, and for everybody else's sake I'm going to stop.

What makes this moment so incredible isn't the fight itself (though the way the close-quarters fisticuffs tie back into both the game's core mechanics and Snake/The Boss' relationship is a huuuuuuge thing) but rather what happens after. When it's all said and done, The Boss lies beaten and broken on the ground, and she asks Snake—her pupil, the closest thing she has to a son—to kill her.

She tells him he's wonderful and hands him a gun. 



And then it stops being a cut-scene. When it happened to me, I understood what was going on immediately. I had only one option: pull the trigger or just stand there. In my own mind, I was really shaken. Metal Gear Solid 3 did a great job of making The Boss a complicated, empathetic figure and—without spoiling everything—this whole situation was unfair and terrible for her. It felt wrong. It felt gross.

But in that moment, after being Snake for so many hours and witnessing so many things, I felt an almost complete one-ness with his mindset. In that moment I knew his inner conflict, fear, sadness, and anger, but also his sense of duty—one instilled by The Boss, no less. A lot was changing in him, and this was a huge last straw for his belief in who he was working for, why he did the things he did, but right then and there he had to end it.

I didn't hesitate. The moment control returned to me, I pulled the trigger. At the time I had never played the game. I didn't know if maybe there was some kind of moral-choice-type thing going on, if maybe waiting would yield an alternate ending in which Snake didn't kill The Boss. It didn't matter to me. That wouldn't have been true to Snake or The Boss or other characters or the events that had transpired or what I'd seen or done or any of it. I was Snake. Nothing else mattered. So I pulled the trigger, the gunshot rang in the otherwise perfect silence of the scene, and my heart snapped in two.

That is, in my opinion, the single best trigger pull in all of video games. Because god damn.

That, however, is just one example of violence as an incredibly meaningful thing. Here's a selection of gaming's best violent moments according to developers who, themselves, have used violence in really interesting ways—or avoided it in their own games entirely. 


The Best Violent Moments In Video Games

Guns Don't Kill People Except When They Do

 

Walt Williams, writer of Spec Ops: The Line which famously put military game violence under the microscope to very powerful effect, cited a moment from Fallout 3's early goings in which acting like A Video Game Character produced some shocking results:

"My favorite violent moment comes near the beginning of Fallout 3. You've just acquired a gun and are sneaking out of the vault, when you come across the Overseer scolding his daughter. He has his back to you, giving you a perfect opening to shoot him in the head. Which I did, expecting nothing to happen. This being a video game, and the Overseer being an important character, I expected him to turn around and attack me. Or, at the very least, fall to the ground unconscious, until his health regenerated. But nope, I pulled the trigger and blew a hole in the Overseer's head. He died instantly. His daughter, covered in his brains, ran away in terror. Unsurprisingly, our friendship wasn't quite the same after that."

"Why is this my favorite violent moment? Because 1) It's a perfect moral choice. You have a gun and you have a target. What do you do? Most players didn't even realize it was a moral choice, myself included. Which is crazy when you think about it, because what else did we think was going to happen when we shot a man in the back of the head? Which brings us to the second reason I love this violent moment. 2) It defied player expectations simply by having the world react in a realistic way. I shot a man in the back of the head because I wanted to see what would happen. The outcome I got was also the one I least expected: he died."

"That is a brilliantly designed moment of violence. It reminds you how fake most game violence actually is and how dangerous it can be to thoughtlessly wield a gun."

The Best Violent Moments In Video Games


Nothing Says Karma Like A Knife To The Face


Luftrausers and Nuclear Throne (among many others) developer Rami Ismail, meanwhile, pointed out that Call of Duty—now frequently picked on for being a meaninglessly gratuitous explosion-fest, video gaming's Transformers—has used violence quite creatively in certain moments.

"I think my favourite violent moment is in Call of Duty: Modern Warfare 2, which is interesting as it is literally 'a violent moment' amongst a sea of stabbings, shootings and explosions. It's not the airport shooting, though, which I felt was extremely contrived. I think in many ways, the resolution to Call of Duty: Modern Warfare 2 always stood out to me."

"While most 'kills' in games are simply points to score or obstacles to progression, General Shepherd had made things much more personal in a way only games can: by betraying your trust, leading to the demise of someone you were playing."
"So the whole sequence of pulling a knife out of your ribcage to throw it into his face meant a little bit more than just a point scored. I think it's one of the few times where I jumped out of my chair, threw down the controller and shouted at my screen for a non-multiplayer kill in a video game."

"Violence can be human, it can be personal, it can be emotional, it can be important. It can be used for good or for bad. It can be used for radical notions, or to stop those notions."

"Killing Shepherd was all of those, and that's what makes it a remarkable moment."


The Best Violent Moments In Video Games

 

It's A Dwarf Eat Dwarf World


JP LeBreton, lead on Double Fine's Spacebase DF-9 and former lead level designer on BioShock 2, argued that some of gaming's best violent moments are the unexpected, non-scripted ones nobody else gets. In games like monstrously detailed simulation Dwarf Fortress there are no storytelling tricks or tropes. Just experiences. Just tiny lives playing out—and sometimes also tiny deaths.

"I really like Tim Denee's illustrated recounting of two epic Dwarf Fortress sessions, Bronzemurder and Oilfurnace, which both end in horrible violence.

"I love these stories specifically because the violence hasn't been crafted by an author to shock me, to wring sympathy from me, to spice up a dull stretch. We have zero assurance any of these poor dwarves will survive, and this is exactly what allows their lives to take on meaning—meaning we must discover ourselves, undirected, through the act of playing and story-making, mining for meaning in the vast mountainsides of possibility."

"The real genius of Dwarf Fortress is less in its simulation of individual drops of water than in its choice of specific dynamics to model, which mesh like gears to capture aspects of human experience, however humble or strange. This is rich territory for games to explore and I'm always happy to see more work being done in this direction."





The Best Violent Moments In Video Games

 

Maybe I'm Just A Monster


Robin Arnott, creator of one of the most soothing, non-violent games I've ever played in SoundSelf, offered an especially surprising example: The Sims. Yes, you can be violent in that game. Extremely, perhaps even frighteningly violent if you know what you're doing.

"I played the original The Sims a lot. My grandpa was dying, and I think I used that game as a sort of a coping mechanism. I spent a lot of time modding it and creating new items for my sim-people to buy."

"But one of my favorite things to do was torment them like ants under a microscope. I built a swimming-pool moat around one of my sim playthings, leaving him just enough room to look in the four cardinal directions. I was punishing him for some minor domestic failure, like leaving his dishes out too long. He would piss himself and wave at me for my attention—'I'm hungry!' 'I'm tired!' But I left him to starve while his lovers, friends and children acted like nothing was wrong. They had garden parties while he slowly decayed into a tombstone."

"I don't know why such cruelty gave me such joy. Maybe I'm just a monster."


The Best Violent Moments In Video Games

 

Ganon Would Like Some Aspirin


Alex Preston, whose Hyper Light Drifter is a hack 'n' slash action game that also wrestles with notions of disease and sickness, closed things out with another moment of violence used to drive home a point. One from a Nintendo game, of all things, because violence doesn't have to be "realistic" to be great.

"The head stab from the final battle of The Legend of Zelda: Wind Waker remains one of my favorite moments, violent or otherwise. It was brutal, surprising (though still inline with the narrative) and impactful. It read as an incredible punctuation point to an already incredible adventure."


Source: Kotaku

One of the best iOS games ever made is finally out for Android.



One of the best iOS games ever made is finally out for Android. The 1.1 update of Eliss Infinity—the evolution of beautiful/tough/artsy rapid-fire movement puzzle Eliss—debuts on the Google Play storefront today. The 1.1 is up on the Apple App Store, too. A rundown of the changes can be found here and Gamasutra's got an insightful dev-on-dev interview where Canabalt maker Adam Saltsman talks to Eliss creator Steph Thirion.

Source: Kotaku

Track: Brief Encounter | Album: Still Life | Artist: Dawn Golden



Track: Brief Encounter | Album: Still Life | Artist: Dawn Golden


Source: Kotaku

 

The Most Unlucky Mario Kart Player

The Most Unlucky Mario Kart Player


This, folks, is the very essence of "get wrecked."
Watch as Daisy is completely unable to catch a break in this video by HowBoutGaming:


I think my favorite part is at the end, when she clearly just stops trying to move forward. I don't blame you, Daisy.

Confession: I have an absolutely irrational and intense hatred for Daisy, so this video makes me feel happy despite claims that Daisy deserves better. Still, we've all been there, right? The title of this video says it all. This is Mario Kart, this is the Mario Kart experience. It's bullshit. And that's why we love it.


Source: Kotaku



Highlight Reel: June 27, 2014

Highlight Reel: June 27, 2014

Today's gaming highlights: New world record speedruns, defusing bombs right under terrorist noses, and more!

Speedruns



Yesterday we posted about this Super Mario Bros speedrun. It tops the old world record time by about a second with help from a Bullet Bill glitch to avoid having Mario walk to the castle at the end of the level.

You've gotta watch this impressive Super Mario Bros. playthrough by speedrunner…



Battlefield 4

Geefy (via Atlas) posted this video of a perfect flanking maneuver, where he sneaks around behind the enemy team and wipes every soldier in sight.


 Are you tired of getting your armored vehicles stuck on level geometry? Well just dislodge them with this one weird trick:


Counter Strike: GO


 PurpleEnzo uploaded a couple of "ninja defuses" he did, sneaking around enemy players. The best is the second one, where he's the last remaining player on the Counter-Terrorist team runs right through the group of enemies. They're so confused that they don't even realize he's an enemy until after he's defused the bomb.



Mario Kart 8

It sucks when you get hit with two shells at the same time. This, however, is much worse:




 

Source: Kotaku





Daisy Deserves Better

Daisy Deserves Better

Daisy's been in almost 50 games with 85% playable appearances. That's way more appearances than the majority of playable characters in the Smash Bros. series, and 20% more playable appearances than even Peach. Contrary to the idea she's actually enough like Peach to have a clone move-set, Daisy has her own personality, statistics, and special-abilities; more-so even, than Luigi does from Mario. 

Daisy's fans wish she'd appear in the "main" games, but she's at least doing more in most of her appearances than she would merely furthering someone else in a role like the damsel-in-distress. In reality, it's not often most other characters get equal treatment in these games, but it still serves as better exposure for mostly arbitrary reasons.

Despite a long history of appearances slowly showing what makes Daisy her own character, it's a shame she hasn't been featured in a more important role in the platformers at this point. Specifically: a leading, main, playable-character role with her own drive or story.

Below I've written out almost anything you'd need to know about Daisy to actually know her for her true character. I think there's more than enough there to show she's got what it takes to be playable in a Smash Bros. game, too.

Presented in character of Daisy herself, here's info you should know about her if you're gonna share your opinion on her:
In golf, I have one of the longest shot distances with the greatest shot heights of any character in both of my appearances. My first playable golf appearance is also where I got my long-time voice-actor, Deanna Mustard. She's filled in the personality for my original description as an energetic tomboy! That's right, they had an idea who I was in my one-time damsel-in-distress debut yeeeears before I proved I had the swings to keep up with the big boys.

In my first tennis appearance I have the most power of my class, and in my second I have the best serve of my class. My defensive move is the "Flowerbed Return," where I leap towards the ball over a bed of flowers that grow beneath my path; making improbable returns easy returns. My offensive move is called "Wonder Flower," where my racket grows huge petals, and I mask the power of my shot, knocking my opponents back, using-up their stored power, and disorienting them upon any attempts to return it. You don't wanna be around when this maid comes a-courtin'.

In my karting debut, I showed off my own personal race-course, the "Daisy Cruiser." This place not only showed up later as a retro-course, but I even used it as my own baseball stadium! Who else can say they've got their own cruise-ship baseball-stadium combo? The "Daisy Cruiser" also proves I'm royalty, and it makes sense I have my own cruiser, being the ruler of four constituent-kingdoms of Sarasaland. Yeah, I'm not just the princess of a desert kingdom, I'm the princess of a water kingdom, an island kingdom, and even an oriental kingdom. That's right, I'm multicultural out my rear. Which goes in-line with my many uses of contemporary vernacular; that means accents and slang. I got my Dixie-accent: Yay-haw! Yeah-hoo! Valleyspeak: Seriously? Whatever! And mhm, even Ebonics: S'up, yo?

Not good enough examples for ya? Well it's not what you say, it's how you say it. Deanna Mustard has been quoted as saying she feels my personality is shown best in my football (soccer for Americans) appearances. 


They even put me in my football uniform for my latest trophy in Smash to show props. If you don't think what I say shows off my personality enough, think again. I'm a total show-off! I'm always arms-akimbo (that's hands-on-hips), and I'm the sassiest princess around; comin'-through, Luigi! I'm always handing out air-kisses to my adoring fans, "Mmmm-wah!" And I'll admit, I tried to use my good-looks to obtain victory at one of Mario's parties; this ordeal ended in me sending Bowser flying with one swipe. And I can't help it if I'm competeteive! I just HATE losing, and winning feels so awesome!

Still, I'd much rather prefer a bouquet of flowers to a bushel of cash! The developers actually named me after my flower-motif, which was drawn up in conjunction with the name of my kingdom, Sarasaland! It takes its name from the calico textiles imported by Portuguese traders from India to Japan during the Edo Period. Calico became widely popular in Japan to the point the Portuguese word for it, sarasa, was adapted into the Japanese language. Calico (or sarasa) textiles are most commonly flower patterns made up of multiple, contrasting colors. This is why it's ruled by me! And just like how animal patterns are named after the fabric (i.e., calico cats, calico goldfish, etc.) its name alludes to the fact it's comprised of multiple, diverse kingdoms. The reason it's written as "Sarasaland," is because of the poor localization for the English release of Super Mario Land. In Japanese, it is: サラサ・ランド. Properly translated to English, it would be: Calico Land. Sarasaland just stuck, though, so that's how you'll see it appropriately!

As far as other things go: I have appeared consecutively for more than a decade. I have a baby counterpart, Baby Daisy, who appears in more games than Baby Rosalina, Baby Wario, AND Baby DK. I have other personal racing-courses like the "Daisy Circuit" and "Daisy Hills." I've had plenty of my own vehicles, and as of the latest karting event, the other ladies use MY bike as standard. In baseball, I'm the captain of my own team, the "Daisy Flowers," and my special is the "Flower Ball." When pitching, my ball is concealed by flower petals, and while batting, the ball's landing spot is blocked-off by a flower-garden; fence included! In basketball, my special is the "Flower Shot," which is an invincible shot aided by my flower-powers; and yes I can dunk. My basketball court is the "Daisy Garden," which has a Petey Piranha instead of a basket! My flower-powers are used in plenty of other appearances, too.

It ain't just flowers, though. At individual times: I've donned my own roller-blades, I've used my powers wielding a pair of pompoms, I've summoned a crystal gauntlet to punch a football, and I've summoned giant crystals from the earth to impale my opponents from the ground up. These along with my flower-powers are things unique to me. And I've done it, so trust, it happened. With all the stuff I have done, you could probably come up with two move-sets; Samus Aran style!

Phew! Anyhow, I just wanted to let you know all that. It seems like a lot of people seem to have opinions on me that don't quite add-up to who I really am. When a lot of you have the misconception of thinking of me as a pallet-swap for Peach, or thinking I always say that one line that happened literally over a decade ago now. (seriously, how often did Mario say, "It's-a-me,Mario!" or how often does Yoshi say his own name, or how often does Waluigi go, "WAAAH!") You probably didn't know enough about me to be sharing your opinion anyway... But seeing as I just dropped some diamonds on you guys, maybe now you can share a more-informed opinion on me.


Source: Kotaku

Soul Blazer, An RPG Where You Play God's Servant

Soul Blazer, An RPG Where You Play God's Servant


Welcome to the Summer of Old JRPGs, where we're playing classic role-playing games and talking about them every week. Check out the full schedule here.

Earlier this month I spent a whole bunch of time playing Soul Blazer, a video game about mermaids and talking plants. Hopefully you did too.

Soul Blazer is the first game in what is affectionately referred to as the "Quintet trilogy," named after the long-defunct Japanese studio known for making some pretty great action-role-playing games. The next two games in the series, Illusion of Gaia and Terranigma, are far more interesting. Soul Blazer is the worst of the three.

That's not to say this is a bad game—it's just kind of... routine. You, playing the servant of a god (referred to as "the Master," probably because of old-school Nintendo censoring), are tasked with going out and saving the world by defeating monsters and rescuing people. In other words, it's a video game.

There are interesting dungeons and weird sound effects and lots of enemies with old-school behavior patterns straight outta Zelda. You get to equip a sword and use items and fight through some surprisingly creative dungeons, like the inside of a painting, and a toy chest. The sound effects are hilariously awful—there's this weird voice echo when you get damaged that makes it sound like you're being sucked into a hell vortex—and there's a lot of backtracking, but in general, this is a Fun, Quirky Game. Nothing special. Just fun.

But there's one particularly interesting hook that has always made Soul Blazer stand out.
See, when we play video games, we're always looking for some sort of tug to keep going—a motivation, if you will. Sometimes that's the story, or the joy of discovery. For some of us it's about challenging our brains to accomplish things we don't normally accomplish, or just racking up achievements so we can brag online about our GamerScores.
Soul Blazer's "tug" is unlike any other game's. 

The basic concept is that a big ol' monster named Deathtoll has sealed away all of the world's population—which includes people, animals, and talking inanimate objects—in "monster lairs" that populate every dungeon you visit in Soul Blazer. Every time you take out a monster lair, there's a chance you'll rescue one of those people, animals, or objects, some of whom will reward you with items or funny bits of dialogue.

So as you power through the game, you're also rescuing people, and there's something really enigmatic and alluring about the act of stepping on one of those monster lairs and not knowing what you're gonna get. Since each of the game's six main areas starts off as a big ol' blank canvas, rescuing each territory's population feels kinda like solving a puzzle. What sort of people are you going to discover? What kind of buildings are you going to reconstruct? What are you gonna get out of it?
It's a neat little gimmick that we haven't seen in any games since Soul Blazer, and I'd recommend checking the game out just for that. Playing god is fun, but playing god's servant has some nice benefits too.

What about you guys? Did you revisit Soul Blazer this week? What did you think?

Source: Kotaku


Drive, Oldboy and Pacific Rim directors weigh in on Metal Gear Solid 5's latest trailer


Metal Gear Solid 5director Hideo Kojima is a self-professed cinephile — "70% of my body is made of movies," his Twitter profile says. For the latest Kojima-directed trailer for The Phantom Pain, he turned to famous film directors for feedback.

The trailer in question features scenes from the upcoming game set to Mike Oldfield's "Nuclear." Filmmakers like Guillermo del Toro, Nicolas Winding Refn and Park Chan-wook were not shy about heaping praise on Kojima's latest creation.

In a testimonial section on the Metal Gear Solid 5 website, Del Toro credits creator Hideo Kojima as a massive inspiration. Avi Arad, founder of Marvel Studios, credits the trailer as being full of "symbolism and philosophy that we come to expect from Mr. Kojima."

"For me, the sight of the Diamond Dogs and Snake putting the ashes on his face with multiple urns make me believe that a lot of history is going to be dealt with," he continued.

Refn compared Kojima's work to "the spirits of Dostoyevsky, Stanley Kubrick and Caravaggio."
"Using the art of gaming as his canvas, he boldly goes where no one has gone before," Refn said. "The trailers for Metal Gear Solid V, prove once again that Hideo Kojima is a master at portraying a wider and more complex view of human nature combined with breathtaking action sequences."

Oldboy director Park Chan-wook added that Kojima's work has attained the level of film quality.

"I have always been thinking that I want to see a film directed by Mr. Kojima, but after seeing the latest trailers for Metal Gear Solid 5, I realised I was wrong," Chan-wook said. "He has actually been making films in his own way already. Metal Gear Solid games are already films, the films of the future."

You can watch the trailer below. For more on Metal Gear Solid 5: The Phantom Pain, check out our in-depth preview from E3.





Source: Polygon

Disney Infinity Toy Box Summit will test Toy Box designers' skills


The first ever Disney Infinity Toy Box Summit, a "super-powered Toy Box competition," will be held Aug. 15 - 17 in Salt Lake City, Utah, Disney Interactive announced today. 

"This fan appreciation event will pit top Toy Box creative artists from around the world to partake in a super-powered Toy Box competition," the announcement reads. "The best creations will then be leveraged during the game's fall launch."

Artists will be selected from Disney-held competitions held since the game's launch, such as "The Disney Infinity Toy Box TV: The Official Weekly Web Show." Three summit attendees will also have the chance to join Disney Infinity's video contest, in which participants pay homage to their favorite Disney movie using the game's Toy Box.

Five associate community level designers will act as mentors at the Summit. The event will include panels, roundtable discussion with developers, a tour of the studio, keynotes from Disney Infinity executives and a hands-on preview with Disney Infinity: Marvel Super Heroes, which introduces members of the Avengers.

Disney Infinity 2.0 is expected to launch this September.



Source: Polygon


EndWar Online invites players to alpha, lucky draw now open


Tom Clancy's EndWar Online alpha launched today, according to an announcement made to the Ubisoft Blog.

There are two ways players can get into the alpha: by invitation and by lucky draw. Those selected to be part of the alpha should receive an official email from Ubisoft notifying them of their status as alpha testers. Those who have not received an invitation can sign up for the lucky draw and participate once per day. If chosen, players may be granted immediate access to the game.

EndWar Online is the free-to-play spin-off of Tom Clancy's EndWar and can be played through web browsers. A three-day test period for the game, which was called Tech Assault, was held from Feb. 27-30. Those who took part in Tech Assault will be given queueing priority for the alpha.

Only a limited number of players will be given access to the alpha.




Source: Polygon

Why Valve wants a Dota 2 pro to compete at The International, despite his team's concerns




Valve explained its decision to have a professional Dota 2 player compete in the upcoming The International tournament, despite concerns from his team, London-headquartered Fnatic, that mental health issues could impact his play and well-being.

In a series of emails between Valve and team Fnatic's management, the two parties expressed their concerns about balancing pro player Adrian "Era" Kryeziu's mental health while keeping competition for the upcoming The International Dota 2 tournament fair.

Yesterday, Fnatic posted to its website an account of their observations of Kryeziu's condition since January, in which they describe him having several anxiety attacks related to travel and being unable to practice with the team. They stated that they are currently undecided on whether or not Kryeziu will play in The International.

Fnatic is one of 11 teams invited by Valve to compete in this year's The International tournament.
"As we approach [The International], we are at a crossroads — to play with Era without knowing if we are damaging his health, or to be disqualified," Fnatic's post says. "To play with Era would also mean extreme lack of preparation. We have not been practicing as the original five for some time now because of everything recounted in this post. As such, even if we were once able to perform on that level fans love and crave, we cannot reproduce this performance without practice and preparation."

Today, following comments that suggested Valve was forcing Kryeziu to play despite being unwell, Valve's Erik Johnson published the email correspondence between him, developer Icefrog and Fnatic manager Patrik Sättermon on the Dota 2 blog.

"When we invite a team of five players, we are in fact inviting those five players."

In a series of emails, Sättermon describes what he had observed of Kryeziu's condition, asserting that Fnatic did not know if he was yet well enough to play as of mid-June.

"Several of our players have raised concerns about what implications our situation can result in when it comes to our participation at TI4," Sättermon wrote to Johnson. "As you can imagine it's still quite up in the air whether Adrian will be able to return to our team during the summer season. For the sake of us being able to prepare for the future, and guaranteeing success for our team, we must turn around every stone in order to be as ready as possible for the biggest eSports competition till date."

In early June, after Fnatic had played a handful of tournaments with amateur Dota 2 player Steve "Excalibur" Ye filling in for Kryeziu, Kryeziu emailed Valve stating his team was actively preventing him from participating in The International, even after assuring his team his doctor said he was well enough to play.

"With all this said, I had a Skype conference with the team two days ago when they returned from LA," he wrote to Johnson and Dota 2 lead designer Icefrog. "They said that they don't trust my health state and think it would be a risky and bold move to take me to [The International] as I can't go back to the bootcamp with them, therefore, they pretty much had me fired [from] the team (still contract signed) for the rest of the summer, as they think they can do 'better' with a stand in."

Johnson responded to Kryeziu, stating that the only one who could determine if a player was fit to participate in a tournament was the player itself.

"When we invite a team of five players, we are in fact inviting those five players," Johnson wrote. "Each of those players is allowed to control their participation in our tournament solely. To be clear, no, no one else can make the decision about participating in our event other than the player. If there is a real documented medical issue with a player, we review those on a case by case basis."

Six days after Johnson and Kryeziu made contact, Sättermon emailed Valve stating that "with blessing" from Kryeziu, Ye would be filling in for him at The International. Sattermon also said that "the team wants to reward [Kryeziu] in the event of financial success," which "specifically means that him and the replacement player will share any prize money winnings." Should Fnatic win anything, they want Kryeziu to still receive part of the winnings.

"we're not happy with the stress this is placing on their organization, players, and fans"

Johnson said that after Sättermon's mentioning of compensation, Valve had enough information to make a decision. Johnson contacted Fnatic to say that Valve had decided to uphold this philosophy, insisting that Kryeziu and the other four players original invited to participate in the The International be the ones to play for Fnactic.

Johnson reiterated Valve's stance on the Dota 2 blog, noting that they are standing by their decision to only accept Kryeziu's participation.

"As we've said to the players and management of Fnatic, we're not happy with the stress this is placing on their organization, players, and fans," Johnson wrote. "We don't minimize medical problems of any kind, whether physical or otherwise. That said, we believe we have a responsibility to make sure that all professional players are being treated fairly, both by their management, and by the decisions that we make that affect all of them. We take this very seriously."

Valve posted the full email exchange between the parties involved to its website in the interest of full disclosure, it said.

The International Dota 2 Championships will take place July 18-21 at KeyArena in Seattle, Wash. Teams from around the globe will compete for more than $10 million in prize winnings.



Source: Polygon