30 Haziran 2014 Pazartesi

Ouya now selling 12-month pass to 800 games for $59.99


Ouya launched a limited deal today, the All-Access Pass, which gives customers 12 months' worth of access to almost all games on the platform for $59.99.

According to its listing on the Ouya Shop, the All-Access Pass covers more than 800 Ouya games and represents a value over $2,000. The pass is not an annual subscription — the $59.99 price is a nonrefundable one-time payment. Once a customer buys it and redeems the code, relevant content in the Shop will show up at the price of $0.00.

Ouya notes that the offer applies only to purchases under $30 of items such as full-game unlocks and add-on content; the pass does not cover "in-game purchases that enhance gameplay" or content that can be bought more than once, such as power-ups or extra lives. And Ouya reserves the right to disqualify any game or customer that the company feels "is abusing the system during the duration of this program."

In addition, the Ouya Shop page for the All-Access Pass refers to it as being available for a limited time and in a limited quantity. In an email to Ouya developers that was obtained by Gamasutra, Ouya called the All-Access Pass a "new program we're about to test" and said the offer's availability would be a "very limited test." The company also told developers that there will be "no change" to the way they get paid; if an All-Access customer "buys" a free game, the developer will still receive its standard revenue from Ouya — 70 percent of the game's full cost.

We've reached out to Ouya for more details on the All-Access Pass, and will update this article with any information we receive. For more on the Android-based micro-console, check out our interview with Ouya CEO Julie Uhrman from E3 2014.

Update: Reached for comment, an Ouya representative sent the following statement to Polygon: "Ouya All-Access is a pilot subscription program we're offering to new and existing Ouya users for a limited time only. For the price of one console game, players receive access to the entire Ouya catalog of more than 800 titles, for a full year. It's just one of many things we're exploring to give players the best value, and developers the best visibility. Results of this test will dictate if/how we proceed with an official subscription program."

Source: Polygon

Munin review: nevermore

Munin is as harsh and beautiful as the mythical Nordic landscapes that serve as its setting.
This abstract world is full of references to Norse gods and monsters. From underworlds filled with pale green ghouls and dark corners to volcanic caves, breathtaking fjords and Valhalla-like mountain landscapes — everything about Munin's look screams rustic, unforgiving beauty.

That theme translates into the deceptively simple puzzle-platformer's gameplay. Munin is hard in the best way. It's difficult to parse at first, but it rewards experimentation and out-of-the-box thinking. It's cleverly designed so that the solutions always feel as if they are in your grasp, even when they are dozens of steps away.

Munin opens with a cryptic passage about Odin's raven (the eponymous protagonist) being turned into a human by Loki. In order to return to her natural form, Munin needs to explore several worlds, collecting lost feathers. Each world is made up of devious, single-screen stages, but Munin can hop between worlds at will — no need to finish every stage in a single straight line.


Munin can run and jump short distances, but her real power comes from the ability to rotate sections of the screen. To collect every feather and move on to the next level, I had to manipulate stages into mazes that Munin could make her way through.

There's a catch: In order to rotate a piece of scenery, I couldn't be standing on or next to the part of the screen I was manipulating. Munin forced me to think two, three or even four steps ahead with every move, lending the game a more deliberate pace. That contemplative feel clicked for me. I played Munin slowly, and I relished every "right" move and eventual solution.

With every victory, I let out a whoop of joy. 

Finding those right moves took time and experimentation. Upon entering a stage, I flipped every platform multiple times, just to see what was possible and which paths would become available to me. As I inched toward victory, I became more careful with my steps, flipping a platform only when I knew it was safe to do so. With every failure, I got closer to the solution. With every victory, I let out a whoop of joy.

Part of this satisfaction came from mastering a difficult puzzle, but part of it was relief that I didn't arbitrarily eat it on the last feather. There are plenty of ways to die in Munin; bottomless pits, spikes, fire and thorns are sprinkled liberally throughout every stage, and the hero dies immediately upon hitting a hazard. The penalty is stiff enough to be frustrating — I lost all my progress in the stage and had to restart. This wasn't so bad earlier in the game, when the puzzles were relatively simple, but later, when the level of complexity reached its peak, having to restart was a major nuisance.


Monet Meets Munin Vikings and Norse legend have been a relatively popular spring of inspiration for games lately, with titles like Castlestorm, Volgarr the Viking and The Banner Saga taking cues from the trend. But these games all have a cartoonish look and feel. Munin's theme and aesthetic are sparser and closer to a literal interpretation of Norse legends, set against a backdrop of pulsing, impressionistic paintings of mountains, fields, and other landscapes. In some stages, rock giants sauntered in the background over craggy cliffs and dramatic skies. It sets Munin apart, and gives the world a sense of resonance and eerie beauty I'll not soon forget.

The inconsistent physics and occasionally loose controls were also aggravating. Sometimes I'd make a difficult jump only to find my character stuck on a piece of a ledge. Other times, pressing the jump button didn't work at all, causing Munin to plummet to her death. In one particularly bad instance, I was stuck on a stage for 45 minutes because a ball wouldn't drop properly onto a platform. These little annoyances wouldn't have been a problem except that they were often coupled with the unnecessary frustration of restarting a stage and losing precious progress.

My aggravation never lasted long, as Munin's intricate, often inspired puzzle design, and its impressive variety always pulled me back. The game is divided into themed worlds, each exploring a unique new mechanic. In one world, feathers only show up if two pieces of scenery are situated perfectly. Navigating the scenery, and getting the platforms to match up just so, was a formidable, pleasurable challenge. In another, I needed to manipulate tiny mazes with ghostly balls in order to activate or deactivate platforms for Munin to use. Other worlds had me manipulate water and lava. Munin always had new twists on its core mechanic to challenge me with, and that kept things fresh throughout the game.

That variety kept me engrossed even when Munin's rough spots got under my skin. If ever I was frustrated with the ball puzzles in one world, I could easily go to another world and take on, say, the water puzzle I was struggling with the night before. Munin gave me plenty of options, so I rarely found myself stuck in a rut.

Wrap Up:

Munin may be rough around the edges, but it has an inspired core
Munin frustrated me at times with floaty physics and the occasionally too-obtuse puzzle. But I couldn't stay angry at it — nor stay away from it — for very long. It burrowed deep into my mind, so much so that I started dreaming in its weird 2D logic of rotating platforms and constant twists to the formula. Like the severe landscapes it evokes, Munin is a worthy, starkly beautiful challenge.

Munin was reviewed using code provided by Daedelic. You can find additional information about Polygon's ethics policy here.

Source: Polygon

Limited-edition Okami art lets you bring Amaterasu into your home


The art of Clover Studio's Okami is one of its most memorable qualities, and boutique art dealership Cook & Becker worked with publisher Capcom to create limited-edition prints of artwork from the cult classic.

Seven prints are available in Cook & Becker's Okami collection, and all are based on original concept art. Some are relatively simple landscapes from the game, such as "Sunset at Kamiki Village"; others, like "Path of Heaven" (above; full image below) are more impressionistic pieces. Prices range from $80 to $115 for the hand-numbered prints, each of which comes with a certificate of authenticity.

Okami was originally released in 2006 on PlayStation 2; it was ported to Wii in 2008 and brought into high definition on PlayStation 3 in 2012. The game's art direction was defined by Takeyasu Sawaki, Kenichiro Yoshimura and Mari Shimazaki. Sawaki also worked on the Devil May Cry series and El Shaddai: Ascension of the Metatron; Yoshimura and Shimazaki did character designs for Bayonetta.

Amsterdam-based Cook & Becker focuses on digital art, concept art and video game artwork. The company also sells prints from The Last of Us, Mirror's Edge, Journey, Mass Effect and more.


Okami-path-of-heaven-art-full_800

Source: Polygon

How does a 'terrible' movie make $300 million in three days?


Polygon's Culture section deals with the intersection of gaming, its audience and pop culture as a whole. This is where we'll put non-gaming stories we think are worth talking about.

Transformers: Age of Extinction made $300 million in its first weekend of release. That number is insane, even by the standards of a Hollywood blockbuster, and shows the power of an international opening weekend.

The movie took in $90 million in China, an industry record. Not counting marketing spend, the movie has already made back its budget and will likely be profitable overall by next week if this pace continues.

The fourth Transformers movie is one of the biggest hits of the year. It's also one of the worst-reviewed movies of the year, with critics getting out their sharpest barbs to heap scorn on a film that's seen as loud, nonsensical and pandering. The reviews don't matter, though; the people who showed up and bought their ticket tell the story, especially overseas.

The importance of the Chinese market has become an interesting story when it comes to these films with huge budgets, and Chinese appeal is baked into the movie when possible. There was an entirely different cut of Iron Man 3 for China, and Paramount was careful to shoot part of Age of Extinction in China and to feature a high-profile Chinese actor. The Chinese audience was courted just as hard as the United States, and it paid off.



The larger the budget of your film, the more likely the studio will "ask" you to make it attractive to Chinese audiences. Wikipedia describes Age of Extinction as an "American-Chinese science fiction action film."

There's a story here that's more interesting than "stupid people like stupid movies," and that's what I'd love to explore. Why are these movies, which everyone seems to agree are terrible, such big hits?

This isn't Pacific Rim, which was a fun, well-crafted movie that struggled to justify its budget while also making overtures to Chinese audiences; this is an example of one of the biggest film releases in the history of cinema. For a movie everyone claims to hate.
What's going on?

Chris Plante

Transformers movies are, arguably, universally loved. Yes, I know that statement flies in the faces of a couple dozen critics, but let's look at the numbers. You already mentioned the $300 million worldwide opening. Domestically, the film made $100 million, the biggest domestic opening of the year so far. The audience — 64 percent male, not nearly as lopsided as one might expect — gave the film a CinemaScore of A-.

You mentioned the film's popularity in China, but that ignores the fact that it hasn't even opened in much of Europe and Latin America. Many trades predict the film will break the $1 billion mark. Looking at those numbers, our debating the merits of the film is a "critic" thing to do. To the rest of the world, the success seems so obvious.

Wikipedia describes Age of Extinction as an 'American-Chinese science fiction action film'

But yes, I hear you, there must be something more to the popularity of Transformers than the fact that it has robots and they fight one another. If that's all it takes, we'd be talking about Real Steel 2: Realer Steel.

Successful summer movies aren't so different from successful AAA video games. They build upon proven hits, applying increasingly larger budgets to create increasingly spectacular setpieces that will be spliced together into trailers appearing in increasingly more expensive commercial slots and partnering with increasingly richer brand partnerships, until the property is culturally ubiquitous.
Let's be specific, though, about Transformers. I think it helps to place the franchise in the context of other similar hits. What do they have in common? What makes money at the movies these days? Franchises. Sequels. Nostalgia. Apocalyptic stakes.

I think all of these components are triggers that hit different corners of the market. Some people watch Transformers to reconnect with their childhood, others because it's a familiar action series that they associate with 'things we do in the summertime' and others — and this is on a subconscious level — take pleasure in watching a world like ours, but in which the lines between good and evil are clear, and good triumphs all.

Anxiety is the skeleton of popular mainstream action films. Romance, character development and badass fight sequences are the organs and muscle that bring these films to life, but the frames on which the Captain Americas and Transformers and Godzillas are built upon is a genuine fear of our current place in the world. Large, unknowable, often irrational forces are hellbent on destroying our way of life, and it will take an equally large, unknowable, but ultimately good force to keep them at bay.

This was most obvious in last summer's Man of Steel, in which Superman and Zod shared a 9/11 moment amid the streets of Metropolis. The Avengers is equally guilty of using this loaded imagery, though it does it with more grace and humor. Which is admittedly grim, now that I've written it.
In the '80s and '90s, action movies were smaller. Usually one man continued to fight off a stale remnant of the Cold War. Somebody dressed like a Russian commander or Italian mob boss or German troop would get his face smashed in by the hour and thirty mark. Occasionally we'd get domestic villains that were commentaries on domestic problems, like the treatment of police and military veterans in Speed and The Rock, respectively.

I miss those days, both in terms of movie quality and my general anxiety about the world blowing up at any minute. But I don't know if we'll get that back. We now live in a world where we think about doom whenever we watch the news. So we turn to Transformers, to watch a bunch of robots save us from the apocalypse.

Two parting thoughts before I send this back to you:
  1. Historically, the great works of civilization have been created while artists looked into the abyss. Maybe our progeny will look back at Transformers in the textbooks and speak of Michael Bay as the millennial Shakespeare. I mean, Pain and Gain wasn't so bad? Right? Right?
  2. How ironic that we watch robots save us, when it will almost certainly be robots and drones and artificial intelligence that turn us into their pets.

Ben Kuchera

First off, Real Steel was amazing.

The humor and themes of the Transformers movies are almost impossibly broad, from the weird racial caricatures of those tiny robots in the second movie to the liberal use of robotic urine to make a point. There are no setups to these jokes; you don't have to pay attention to get them. These are the basest attempts at humor you can possibly imagine, which means they're going to play at least passably to every possible audience.

Also, there's a great case to be made about Michael Bay's abilities as a filmmaker. The Rock and Armageddon were both released in the Criterion Collection, and they're more or less required viewing for anyone who works in action films.

"It is never confusing, never boring and never less than a brilliant mixture of what movies are supposed to do: tell a good story, depict characters through active events, invoke an emotional response and entertain simply and directly, without pretense," film historian Jeanine Basinger wrote about Armageddon.

I'd argue that Bay's earlier movies were much, much better than the Transformers series, and Bay may very well be locked into the same prison cell of success with the series that Hideo Kojima finds himself in with the Metal Gear series.

There's a case to be made about Michael Bay's abilities as a filmmaker
The Transformers series has long felt like the work of someone who is getting a huge paycheck but isn't emotionally invested, but each shot, taken individually, shows Bay knows how to craft a moment that gives you an instant emotional payoff. The color palette is always designed to be as striking as possible, which is why everyone tends to look orange, and the camera moves and frames each moment in such a way that you know exactly what you're supposed to feel.

These movies don't make the audience feel clever, but they do make the audience feel the right thing for each scene. There is no language to decode, no hidden meanings; you can sit back in your chair, go completely limp both physically and mentally and understand exactly what you're supposed to feel about each moment, character and plot point.

Modern Michael Bay action scenes are filmed like a car wreck from the inside: Everything happens fast, it's impossible to understand and your best bet is to go limp and see what happens. They don't make a ton of sense visually, but you understand huge, powerful things are slamming into each other. This is all the audience needs in a movie about giant talking alien robots that turn into cars and planes.

None of these things are easy to do, and this is why directors like James Cameron have reportedly "reverse-engineered" Bay's style. The director isn't looking to elevate the art form, but he's able to nail what he's after with remarkable precision and skill.

Neither of us have seen the latest one — we're just going off the reviews and the first three movies — but I'm curious about how you feel coming out of a Transformers movie.

Chris Plante

Desensitized? Yeah, that's probably the right word. Or maybe I should say exhausted. These movies are long. Really long. I like schlock like this, but the latest film's 165-minute run time has kept me out of the theater.

And that, I think, is the best argument against the notion that Bay is phoning in these films for the pay day: The only reason these films are so long is because Bay wants them to be. There are plenty of reasons to be cynical about the series, but length isn't one of them. Because everyone stands to benefit from these films being shorter.

The shorter the film, the more times it can run in theaters — especially the extremely profitable but limited in number IMAX theaters. A 165-minute run time means fewer showings and a more expensive film. Every minute of Transformers spells more robots, more computer animation, more budget.

I believe Michael Bay genuinely believes he's creating art here — pop art, but art nonetheless. And if you read any profiles of the director, which, wow, you should, you'll see his conviction to the craft is real.

The only reason these films are so long is because Bay wants them to be

I spoke about the sense of relief we get watching heroes save the world. I think there's one other hodgepodge of escapism and fantasy at play here, and I know you're planning on hitting part of this in your last brief, so I'll set the alley-oop. Michael Bay is the master of the American male fantasy.

Bay's films are, broadly, about the exceptionalism of the uber-dude. Nic Cage in The Rock, Shia LeBeouf in original recipe Transformers, Mark Wahlberg in Pain and Gain and Transformers extra crispy: They're normal dudes if normal dudes were preternaturally prepared to become superhuman in the span of a couple hours. We are normal, these films say, until we fulfill our destiny and become exceptional. America, fuck yeah.

These stories of dudes becoming the dudes they were always meant to dude are then garnished with the passions and insecurities of the standard white bro: patronizing racial stereotypes, blunt xenophobia, casual homophobia and an aversion to women.

Let me be clear: Women don't exist in Bay's movies. Instead, he populates his world with frisky moms, damsels in distress, emotionally damaged daughters and stripper coeds. The talking robots are more human than these walking female stereotypes. You'll see this in Sam's trip to college in Transformers 2, where all the men are average and all the women are Victoria's Secret models.
The same thing happens in the inspirational speaker event in Pain and Gain, where the men are grotesque and overweight, but the women, again, look like they're Maxim covers brought to life. I guess there are some other women, though their existence is as a cruel punchline at the expense of their experience. The Bay canon has the grace of a brown bag full of porn.

Looping back, that 64 percent of the domestic audience this weekend was male doesn't surprise. That 36 percent was anyone other than a dude does. That's my real question: Who are these people that suffer through the ugly representation of the majority of the world's population just to see a robot wielding a sword while riding a dinosaur? I worry that the answer is they're us. A majority of people are totally OK with having their personal beliefs and politics trampled by a Dinobot.

(Update: At the request of a commenter, I'll unpack that idea, because I agree that it deserves to be better explained. When we watch a movie like Transformers or The Dark Knight, we're also watching how a director and writer view the world. These movies are loaded with philosophical worldviews and political stances, running the spectrum: liberal and conservative, nihilistic and moralistic. But when we go to the movies, many viewers are comfortable ignoring this side of the work. They might even argue it doesn't exist, that it's just flavor.)

There you go, an alley-oop.

Ben Kuchera

These aren't just male fantasies, because Hollywood is full of those. These are, specifically, conservative male fantasies, and that's a point of view that's normally completely ignored in Hollywood. In Michael Bay movies, it's the blue-collar men who save the world while the incompetent or ineffective government watches. We're all single dads who look like Marky Mark inventing things in our garage, until it's time to be an action hero.

The Rock featured a dorky scientist — who, of course, is in a relationship with a once-prom queen because in Bay's films every character gets the supermodel — who comes to life when he's put in situations that require him to kill people. If you would just let me out of this lab, away from my vinyl, I could be an action hero as well.

These are, specifically, conservative male fantasies, and that's a point of view that's normally completely ignored in Hollywood

Pain and Gain deals with men who spend all their time working on their bodies, and they believe that somehow good things will come to them because they're good people. It's a series of characters who believe that life has friend-zoned them, and it's time to stop being the nice guy.

The Transformers series delivers the work of a director who knows what he's doing, knows how to get his point of view across and panders to an underserved market while providing perfect popcorn movies that require no thought and offer the maximum emotional payoff. They deliver their messages with the strength and subtlety of a hand grenade: You are smarter than your bosses, you deserve the most attractive women in the world and if circumstances were different you'd be the biggest hero this world has ever seen.

It's not a cynical ploy, because as you pointed out, Michael Bay actually believes all these things. That belief is infectious, comforting and worth the $12 movie ticket to people who want to watch a beautiful, focused movie about the "hidden" greatness of the American male.

Source: Polygon

Mighty No. 9 offers more gameplay video and a peek at a new playable character

http://www.youtube.com/watch?v=a7bwY_H5yo0

Mighty No. 9, the crowdfunded platformer helmed by Mega Man creator Keiji Inafune, delivered another update to backers over the weekend, including another 90 seconds of gameplay and a look at a character who was made playable when the campaign hit a stretch goal.

The character's name is Call, and some work-in-progress animations show her crawling, a maneuver that should be useful for getting her into or out of tight spaces. She also appears to have some sort of pink jetpack, though it is not shown in action.

The video above showcases more from the Mighty No. 2 and No. 5 stages, including a boss battle. Additionally, Inafune will be hosting a panel at this weekend's Anime Expo 2014 in Los Angeles. It sounds as though he will reveal more about the game at the panel.

Mighty No. 9 is slated for a Spring 2015 release on PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Linux, Mac, Windows PC, PlayStation Vita and Nintendo 3DS. For more on the game, see Polygon's interview with Inafune from September.

Source: Polygon

Plants vs. Zombies: Garden Warfare gets Aquafina-sponsored characters in new DLC



Plants vs. Zombies: Garden Warfare developer PopCap Games is adding a new map, a new mode, Aquafina-sponsored characters and more to the shooter on Windows PC, Xbox 360 and Xbox One next month, the studio announced today.

Known as the Tactical Taco Party Pack, the downloadable content includes the new Jewel Junction map, Vanquish Confirmed mode and an eight-versus-eight playlist across all modes.

The add-on also comes with two new character variants sponsored by Aquafina FlavorSplash: Berry Shooter and Citrus Cactus. In screenshots of both characters, which you can see in the gallery below, it doesn't seem that Aquafina branding appears in gameplay. This is different from another EA game with sponsored content, SimCity, whose Nissan Leaf Charging Station bears the auto manufacturer's logo.

The Tactical Taco Party Pack will be released July 1. Jewel Junction is already available on PC, where it launched as a timed exclusive on the platform along with the PC version last week. And Vanquish Confirmed will be a timed exclusive on Xbox 360 and Xbox One for one week; it will be released July 8 on PC.

For more on the Tactical Taco Party Pack, you can check out the preview video above from Microsoft's Larry "Major Nelson" Hryb, as well as our full review of Plants vs. Zombies: Garden Warfare.


Source: Polygon

Final Fantasy Artniks Dive is a new free-to-play RPG designed for mobile


Square Enix is partnering with social networking company Gree to publish Final Fantasy Artniks Dive, a new free-to-play mobile role-playing game set in the Final Fantasy universe, Gree announced today.

Final Fantasy Artniks Dive — which is slated to launch later this summer on Android and iOS — resembles the older, 2D Final Fantasy titles. Players will roam large open maps searching for materials, explore dungeons and fight monsters in turn-based battles.

The game will feature a new original cast of characters that can specialize in any of the franchise's classic job classes, weapon crafting and more than 100 monsters to summon. Players can also find in-game collectable card sets featuring characters from other Final Fantasy games, including the Warrior of Light from the original Final Fantasy, Firion from Final Fantasy 2 and Lightning from Final Fantasy 13.

Final Fantasy Artniks Dive pre-registration is open today for Japanese players. There is currently no word if the title is slated to come West.

Source: Polygon
  

Razer's modular PC project 'not entirely promising' without OEM support


Razer's Project Christine — a subscription-based modular PC project first announced at CES earlier this year — is failing to take off without support from original equipment manufacturers, Razer CEO Min-Liang Tan told TechRadar.

Project Christine is unlikely to be available for sale soon, according to Tan, because although Razer has been in conversation with OEMs to build equipment for the project, not many are willing to take a gamble on something new and untested.

"The challenge is that it's not something we'd like to undertake alone," Tan said. "We've had conversations with OEMs. It's not entirely promising right now because OEMs are excited about pushing products and not really innovating on that front.

"We've had good conversations," he added. "We'll have announcements through the end of the year. We're hoping to get two to three OEM partners on board."

In March, Tan expressed to Polygon the difficulties of bringing other companies on board with Project Christine, noting that this lack of support for innovating, new products could be why the industry is focused on high returns.

"We're trying to talk to some of the other PC manufacturers about it because I think the difference for us is that we are really focused on our user, right," Tan told us at the time. "We've been trying to speak to other OEMs and I think the response has been generally, 'OK, what's the forecast for this? How many units are you going to ship? What are the margins?' and stuff like that where we're being very open with them to say, 'Look, we don't know.'"

Razer wants its customizable, consumer-tailored PC to be an open platform and is not planning to lock the hardware down with any one company anytime soon, rather hoping to cut deals with a handful of companies.

Source: Polygon

Action Henk mixes speed, color, fun, simplicity and nostalgia


Back in 1989, there was an Amiga game where you drove a car around elevated platforms. Stunt Car Racer was in first person and, by today's standards, it looks incredibly crude.

But it was a great example of the simple, repetitive game mechanic in which you tried, again and again, to best your own time, using whatever tricks, shortcuts and maneuvers you could find. Back then, I played Stunt Car Racer often, with friends, seeking any way to shave a precious second off my time, while avoiding the ignominy of a crash.

Action Henk from Netherlands-based indie outfit RageSquid puts me in mind of Stunt Car Racer's classic ability to pull the player back to try one more time. As well as that more-ish quality, it's also a racing game, set on platforms; these ones reminiscent of Hot Wheels plastic tracks.

The game, set to appear on Early Access (Windows PC, Mac and Linux) on July 8 for $9.99, is in third-person, with toys doing all the running along ingeniously arranged courses. It's lightning fast, a color riot, packed with funny obstacles and boosters. In that respect it also borrows from another game made during that long ago era: Sonic the Hedgehog.



"It's very minimal, basic gameplay, but every millisecond counts," explained RageSquid's Kitty Calis. "There's a lot going on. If you want to get better and learn all the tricks, it's not easy."

Action Henk manages that trick of looking good, while keeping things simple. "We try to create a rich and high quality 3D environment for players to run around in," said game coder Roel Ezendam. "We also want the gameplay to be super solid. This is why Action Henk is about a small but polished feature set. We prefer a small number of great mechanics over having many that are mediocre. Because of this small feature set with a lot of depth, we also allow the players to really perfect their skills and become experts at the game."

The toy room setting seeks to bring in players of all ages. At first glance, it looks like a children's game, but there is a Toy Story-like level of sophistication going on too. The main character is a middle-aged GI Joe type who wants to compensate for his fading virility. The tracks offer multiple levels of complexity.

"We really like to make colorful games. However, our art lead also likes to have a realistic art style, as opposed to a cartoony style," added Calis. "This combination of real yet colorful quickly led us to the field of toys. We also want to make people feel childhood nostalgia. It's just great if they play the game and go like 'Oh I used to have that toy too!' Action Henk is filled with little nods to that."


Action_henk_02

The game was originally a kind of game-jam project. "In late 2012 we approached an event called Game in the City to see if we could showcase a game," said Calis. "After being asked what our game was about, we answered that we didn't actually have a concept or prototype. Instead, we promised that we'd come up with something in the two months before the event. Somehow they agreed, and that's how we set out to create what eventually became the very first version of Action Henk.

"We got a great response to the game, and a local magazine wrote about it as their highlight of the afternoon. Sadly, we didn't have any financial stability to continue working on the prototype. It took us about a year of freelance work before we could really get back to development."

Thus far the game has won plaudits from the likes of KotakuRock Paper Shotgun and Kill Screen, all of which noted its color, speed and nostalgia. There's also some clever and detailed game design going on here, as players zoom through loops and over ridges, grabbing onto swing-ropes and leaping chasms.

Action_henk_03

"We use level design tools to roughly calculate the different paths players of different skill levels will take," explained Ezendam. "By spacing each jump to have a landing area that feels good for both the slow and fast people, we ensure that the player will always maintain a nice flow. Because the game is all about mastery and perfection, the levels are usually very short, roughly 20 to 40 seconds. This enables the player to quickly iterate and master the levels.

"The game mechanics are built in a way that makes them seem simple at first, however after some time the player will find out about more subtle mechanics that can be used to optimize their momentum. If a player returns to an old level with these new skills, several seconds can easily be shaved off of their high scores."

Although it's a game likely to be embraced by children and players looking for a fun diversion, it also offers challenges to the more dedicated player. "There's one incredibly challenging level called The Ultimate Test just for demoing purposes, and there's only 13 people in the entire world who've managed to beat it," said Calis. "The best time is 34.5 seconds and the worst time is just over 27 minutes. People who can get gold medals on all other levels still have trouble with the Ultimate Test's first jump, and it's just great to see that the intended variety of difficulty through simple mechanics totally works."

Source: Polygon

What if 'he' and 'she' were interchangeable in a game's story?


Comments made by Assassin's Creed Unity developers during E3 kicked off a conversation about the gender of playable video game characters, and one game writer recently pondered whether it would matter if a character's gender were simply made interchangeable.

In response to Ubisoft's statement that more than 8,000 animations would have to be redone in order for Assassin's Creed Unity to offer female avatars in its co-op mode, an animator who worked on Assassin's Creed 3 told Polygon that developers could just "replace a handful of animations" since male and female skeletons aren't usually very different — although he admitted that would be a "compromise in quality."

Sande Chen, a veteran game writer with credits including The Witcher, wrote in a blog post on Game Design Aspect of the Month last week that the aforementioned discussion reminded her of another thought experiment about characters' gender. What if developers weren't considering gender in the pre-production phase, or even during development, but instead were presented with a question about gender after a game was released?

Chen related the story of a developer of text-based romance games whose customers, after playing one of the studio's games, asked why the title didn't offer a same-sex romance option as in games such as Dragon Age 2. The company wondered if it could satisfy the customers simply by replacing the love interest's pronouns with those of the opposite gender — swapping out "he" for "she," or vice versa.

In Chen's opinion, that would not only undermine the story the developers were trying to tell, it would leave players feeling "cheated."

"I have played a Choose Your Own Adventure (CYOA) game that did something similar and I truly felt cheated because my choice of gender was as meaningless as the selection of eye color in the game," said Chen. "I understood that the author had very cleverly done this to avoid writing whole sets of branching narrative. Yet, I couldn't help but feel that the whole fun of choosing a female or male character in a romance game had been taken away from me."

The visual presentation of male and female avatars might be relatively fungible, if developers design a game that way from the start. But the way Chen sees it, an interactive story has to be written with unique relationships between characters of various genders. According to Chen, the studio ended up deciding not to make the gender pronouns interchangeable.

Source: Polygon

First game to offer Wii U, 3DS cross-buy comes to European eShop (Update)


 Cross-buy — buying a version of a game for a platform maker's console and getting it free on the handheld, or vice-versa — has been a feature of many games in the PlayStation family. So far, the only concessions Nintendo gamers have gotten for games that release both for the 3DS and the Wii U have been discounts for buying the second version. There are signs that may be about to change.
 
Those who buy Squids Odyssey on the 3DS will be able to get the game on Wii U at no extra cost, but so far this offer is available only in the European eShop. Furthermore, buying it on Wii U does not offer a free 3DS edition, so those with both platforms need to be careful which one they purchase first.

Late last year, the 3DS adopted the Nintendo Network ID, allowing for a single account to manage purchases on both it and the Wii U, conceivably opening the door to this.
Recently, 1001 Spikes, by Nicalis, launched on Nintendo 3DS and Wii U; it did not offer cross-buy support but it did cut its price by $5 for anyone who bought one of five other Nicalis titles from the eShop.

Update: Squids Odyssey developer The Game Bakers told Siliconera that they approached Nintendo of America about this type of cross-buy sale, which Nintendo apparently calls "conditional sales," but were told that NOA "could not support this operation yet." Polygon has reached out to Nintendo of America for additional comment and will update this post with any made.

Source: Polygon 
 

McDonald's rolls out 1.5 billion fry boxes for augmented-reality World Cup video game


In what may be the largest mainstream roll out of an augmented-reality game in history, McDonald's has been selling fries in a redesigned container that is used as a goal in a trick-shot soccer game.
The international fast-food chain printed 1.5 billion fry boxes to replace the iconic red boxes used in 119 countries as part of their celebration of the FIFA World Cup.

To play, a gamer has to download the free app on a smartphone or tablet and once in the game, aim the camera at the soccer-decorated fry box. The game then turns the real world view of a box of fries sitting on a table into a soccer scene. The box becomes the goal and the table the pitch. The object of the game is to flick the virtual ball displayed on the screen into the goal. As players progress the game adds animated obstacles. Eventually, the game starts to turn other real objects into things that the ball can be bounced off of for increasingly elaborate trick shots. The app features three levels and time trials. Eventually, playing the game unlocks a pitch editor.

The concept is meant to capture the essence of trick shots, taking a soccer ball and bouncing it into baskets on moving trucks, or through third-story windows, or juggling the ball with your feet as you spin and flip on the ground.

The game was rolled out in conjunction with the first-ever redesign of McDonald's french fry packaging. A dozen artists from around the world were chosen to create new soccer-themed art work for the special boxes. They include designs from Australia, the United States, Russia, South Africa and, of course, Brazil.


"This is the first time in brand history we're changing the packaging design of one of our customers' most favorite menu items on a global scale, and what better reason than to share in the excitement of one of the most prestigious sporting events in the world," Steve Easterbrook, Senior Executive, vice president and global chief brand officer of McDonald's, said in a prepared statement. "This is about bringing fun, innovative programming to our customers and celebrating our shared love of futbol. We're excited to be able to do that through an engaging, interactive mobile experience, and of course with our world-famous fries."
The game is the brainchild of Trigger, a digital agency that specializes in creating content for mobile devices.
"We build games, apps, sites and focus on augmented reality as well," said Natasha Weinstein, account director.
Games, Weinstein said, have become an increasingly powerful tool for marketing brands. That's because games, if they're made right, tend to outlive things like television ads or print ads.
"Our goal is to build brand recognition and entertain as well," she said. "When we're making a game the question is: ‘Is this fun?' We always go back and try to answer those questions.
"A gamer should be entertained by what we create."

While the game currently requires the special fry boxes to play, Weinstein said that will change once the World Cup wraps up. McDonald's plans to release a print out that can be used to create the goal, when the Cup has ended, she said. Then anyone can play the game.


"The reaction of the public has been positive so far," she said. "If you really get comfortable with the game you can set up some really cool shots. That's what we're hoping people will do."

Good Game is an internationally syndicated weekly news and opinion column about the big stories of the week in the gaming industry and its bigger impact on things to come. Brian Crecente is a founding News Editor of Polygon.

Source: Polygon

Carbine Studios explores Wildstar's new content update in its latest video


Carbine Studio's latest DevSpeak video dives into the first major content patch for its massively multiplayer online game Wildstar, with a look at the gelatinous blobs and new dungeons that make up The Strain update.

Polygon spoke with Carbine's executive producer Jeremy Gaffney earlier last week about the update, which focuses on new and mostly end-game focused material, including two new zones, new gear, player housing options and an open-world dungeon.

The Strain is what Carbine is calling an "ultra drop," the biggest of their several varieties of content patches. While future patches may be designated as the lesser "epic drops" or even mere "regular drops." However, Gaffney promises that no matter the name, each and every one of the monthly content patches will contain a huge amount of gameplay.

"Our eyes are on World of Warcraft," Gaffney said. "That's sitting out there with 10 years worth of content, but they only really do big updates on an expansion-pack basis. We think updates every four months or six months is too slow."

You can check out our full interview right here.

Source: Polygon

Civilization Revolution 2 is designed as a bite-size Civ experience


Sid Meier's Civilization Revolution 2 is designed to give players bite-sized Civ rounds that satisfy those quick-fix strategy simulation needs while still delivering a meaty, meaningful experience.

Following in the footsteps of Sid Meier's Civilization Revolution – which launched in 2008 for Nintendo DS, PlayStation 3 and Xbox 360 and for iOS the following year — Civilization Revolution 2 tasks players with colonizing and civilizing their own nation, conquering other nations as they advance from primitive times through the industrial era and beyond. Like its predecessor, the game involves historical figures in players' plights, including Abraham Lincoln, Gandhi and Napoleon. This time around, however, there are some new faces for players to conquer or befriend, like John F. Kennedy and Winston Churchill.
 
Developer 2K China — original Civ developer Firaxis games is providing "constant support and input" for the title — is also promising to release additional map sections and civilization leaders through the App Store. Players will have the option to purchase these characters and areas and add them to their game, although doing so is purely cosmetic.

Img_0368

But Revolution 2 has been made specifically for iOS, and is designed as a quick, portable fix for series veterans, as well as an easy entry point for newcomers. An entire game, from first colonization all the way up to cultural victory, can be played in just around an hour.

Perhaps the biggest feature making Revolution 2 an easy first title for Civ newbies is its simplified user interface. With a finger tap, players can pull up their cities, moving settlers and resources. Within city submenus, players can select what to build and spend money on from a line of tiles on the right side of the scene. Swiping will scroll down the list, where players can select from different types of solders and war machines like catapults, buildings like grain silos and libraries. Players can also build Natural Wonders — structures like the Library of Alexandria and the Taj Mahal — which give players cultural points towards winning the game.

Not only are menus streamlined to show players all the details they need upfront to make informed decisions, but notifications that pop up during turns do this as well. In my hands-on time with the game, during one of my skirmishes fighting against a minor barbarian village, I succeeded only to have a group of settlers pop up. These settlers I could then move anywhere with fertile lands and have them build a new city. Small icons around the settlers and on the side of the screen quickly indicated to me, through tiny pictures, that I could either move these settlers along or have them stay where they were and build a new city. I chose the latter, setting up a brand new region for my people to produce military works.


Img_0386

The rest of the game will be familiar to Civ players — the cycle of creating, conquering and controlling the world continues. To better let players observe what happens, Revolution 2's world is displayed in 3D and at a slight angle, rather than straight top-down. This lets players watch horsemen take down archers on foot, or trace the path of individual units across various parts of the map. The presentation is very bright, with loads of color and sound to accompany players' actions.

While the original Civilization Revolution hit consoles first, Revolution 2 associate producer Adam Plotkin said that there are no plans to launch the title on consoles or PC at this time. According the Plotkin, the reasoning behind the mobile-only launch lies with wanting to bring a tailored Civ experience to the mobile space.

"The success of Civilization Revolution on iOS was undeniable, and we wanted to cater to that audience by providing them with an updated experience that truly takes advantage of the mobile platform's capabilities," Plotkin said. "Right now, we are only focused on making Civilization Revolution 2 a successful mobile game."

Sid Meier's Civilization Revolution 2 will launch on July 2 for $14.99 and is compatible with iPad, iPhone and iPod Touch. The title will be released later for Android devices.

Source: Polygon

Titanfall gets 12 new achievements to boost your Gamerscore


Titanfall's fourth update brings with it 12 new achievements to help fatten up your Gamerscore.

Developer Respawn Entertainment released the update alongside its latest mode Marked for Death, mech decals and Titan Burn Cards.The new achievements, which offers players a total of 200 additional Gamerpoints, can be viewed below.

Polygon got a hands-on of the update's new mode during E3 which you can check out right here. At the time, Respawn Entertainment co-founder Vince Zampella told us that an Xbox 360 vernon of this update will release shortly after its launch on Xbox One and Windows PC, adding that updates for the 360 port will generally be delayed due to Bluepoint Games' efforts to integrate the patches.

  • Blood Water: Kill 200 enemies on Runoff - 30G
  • Runoff Connoisseur: Play every game mode on Runoff - 10G
  • Side Pipe: Kill 25 enemies while wall running on Runoff - 20G
  • Runoff Victor: Won a match on Runoff - 5G
  • Swampland Connoisseur: Play every game mode on Swampland - 10G
  • It's Safer Here: Don't touch the ground for 60 seconds on Swampland - 20G
  • Tree Runner: Be airborne for 500 meters on Swampland - 30G
  • Swampland Victor: Won a match on Swampland - 5G
  • War Games Connoisseur: Play every game mod on War Games - 10G
  • Faded: Killed 12 Pilots in a single match on War Games - 20G
  • Super Faded: Killed 100 Pilots on War Games - 35G
  • War Games Victor: Won a match on War Games - 5G


Source: Polygon

A Virtual Nightmare For Sonic Fans

A Virtual Nightmare For Sonic Fans

This Oculus Rift experience is like Tron. Only instead of being stuck inside an arcade game you're stuck inside the mind of a Sonic fan (or Sonic meme artist).




I'm probably most impressed with the amount of research that went into building all these models. It's like a zoo for Sanic and running fast.

If you own an Oculus Rift and want to experience the horror yourself, you can grab it here.

Source: Kotaka
 

Mamas, Don't Let Your Babies Grow Up To Fight With Dildos

Mamas, Don't Let Your Babies Grow Up To Fight With Dildos

Seeing as gun control is such a hot-button topic in the US, the most successful arguments (from either side) often have to be the most subtle. And this might be the first time the use of duelling dildos has ever been seen as...subtle?


So, yeah, keep your weapons of war locked up and away from prying fingers. Or someone will have an eye out.

Source: Kotaka 
 

For Some Folks, "Side Mouth" Ruins Anime Faces

For Some Folks, "Side Mouth" Ruins Anime Faces

You know how sometimes anime characters have mouths on the side of their faces? Does that bother you? Or are you totally cool with that? 

Recently on 2ch, Japan's largest internet forum, a thread disc popped up on how this anime mouth style is "upsettingly gross." Below, you can see the drawing the original commenter used to illustrate the point:

For Some Folks, "Side Mouth" Ruins Anime Faces

On the left it reads "normal" (普通 or futsuu), and on the right it says, "irritatingly creepy" or "upsettingly gross" (むかつくキモイ or mukasuku kimoi). 

Some commenters thought this style of mouth illustration was okay if it was cute. Like so:
For Some Folks, "Side Mouth" Ruins Anime Faces

Others thought the side mouth made them feel discomfort, and pointed to examples where normal mouth was used instead. 

For Some Folks, "Side Mouth" Ruins Anime Faces
For Some Folks, "Side Mouth" Ruins Anime Faces

Here is a realistic portrayal of the mouth showed from a three-quarters angle. I guess this is the "correct" way to portray side mouth?

For Some Folks, "Side Mouth" Ruins Anime Faces

"Man, it's anime," wrote one commenter. "Let this slide." I kinda agree! So does Sonic:
For Some Folks, "Side Mouth" Ruins Anime Faces
See, Sonic agrees.

Showing characters' mouths like this is not new and has existed for a long, long time in both anime and manga. 

This is anime, so whatever, right? As long as it's not real-life side mouth. That is utterly terrifying. 

For Some Folks, "Side Mouth" Ruins Anime Faces


To contact the author of this post, write to bashcraftATkotaku.com or find him on Twitter @Brian_Ashcraft.
Kotaku East is your slice of Asian internet culture, bringing you the latest talking points from Japan, Korea, China and beyond. Tune in every morning from 4am to 8am.

Source: Kotaka

Dedicated DayZ Player Spends Hours Swimming To Mysterious Island

Dedicated DayZ Player Spends Hours Swimming To Mysterious Island

Eleven kilometers off the coast of Chernarus, the map zombie-and-player-killing simulator DayZ takes place on, lies "Debug Island." Also known as "Schadenfreude Island," this abandoned and barren little piece of land has gone unexplored in the standalone version of DayZ... until now.

Before he took off on his four hour plus trip, redditor Gews had to make sure he was well prepared. After making sure his character was properly hydrated and fed, and grabbing three canteens' worth of clean water for the trip, Gews set out to sea:
It's a shame there's nothing there. Seems like a great place for buried treasure. A magic sniper rifle or something.

Journey to Schadenfreude Island [r/dayz]

Source: Kotaku

Chinese Press Claim Xbox One Will Cost $800 In China

Chinese Press Claim Xbox One Will Cost $800 In China

The Xbox One is coming to China! In September to be exact. The biggest question now is how much the Xbox One will cost once it launches in the Middle Kingdom, and Chinese media is suggesting that the price will be... EXTREME!

Chinese online electronics site Zol.com posted a photo detailing the price of the Xbox One in China. Zol.com, citing Microsoft's Xbox China homepage, Zol is claiming the Xbox will cost 4999 RMB when it launches in September. 4999 RMB is about $800!
Chinese Press Claim Xbox One Will Cost $800 In China

When the Xbox launched in the States last November, the total packaged cost $499.99—that's the console and Kinect. In Japan, the system will cost about $490 when it releases in Japan later this year. If Zol's to be believed, that would mean that China's version of the Xbox will cost $300 more than everywhere else!

Zol and the rest of Chinese media are citing one webpage, a webpage that Kotaku's been unable to access, as the source of the 4999 RMB price point. Looking at the screen capture, the 4999 RMB price tag might just be the "expected value" of the system and not the price. Think about the price situation of the Moto 360.
Now, China and Chinese consumers aren't new to getting shafted with higher costs for products. In China, Apple's 64GB iPhone 5S costs $1109, compared to $829 in the States.

It's funny to think about it, but most electronics are made in China, yet the cost is almost 27% higher than elsewhere. The reason for the higher prices is because China has something called a value-added tax, commonly known as a VAT tax. The VAT is a form of sales tax, but it's not. The cost of the VAT is added directly to the cost of the product, think sales tax included but much more. The Chinese government has set the VAT for goods in China at 17%.

Kotaku has reached out to Microsoft for comment on the pricing.
Kotaku East is your slice of Asian Internet culture, bringing you the latest talking points from Japan, Korea, China and beyond. Tune in every morning from 4am to 8am.
Eric is a Beijing based writer and all around FAT man. You can contact him @FatAsianTechie@gmail.com or follow him on Twitter @FatAsianTechie

Source: Kotaka