General Gaming Article

General Gaming Article


The Game Boy: Game Endings Aren't Bad – They're Just Misunderstood

Posted: 10 May 2012 12:39 PM PDT

Hey, remember that whole Mass Effect 3 ending thing? Mercifully, I don't plan on giving it any further attention beyond that sentence. But it did – in its less oppressively obnoxious moments – give rise to a renewed discussion about videogame endings. The general consensus? It's the point where even the mightiest fall, tumbling from a perch of lofty regard to the turgid depths of disappointment. BioShock, Fallout 3, Knights of The Old Republic II – even the most beloved franchises have proven all-too-capable of heinous back-stabbery at the 11th hour. 

And those are only the standouts. Plenty of other series have committed last-second crimes both large and small, so you could be forgiven for thinking we're in the midst of an epidemic fatal specifically to fond memories. Where, after all, is your satisfaction-fueled victory lap? Why, instead, is there an angry mob waiting at the finish line, pitchforks, torches, and voices raised in a howling thunder of angry regret? Why do games seem incapable of producing satisfying endings? That's the question many gamers have been asking themselves, and they've yet to uncover an answer. 

Perhaps that's because they're asking the wrong question. 

"Why do so many endings suck?" is a half-formed thought. Yes, we now understand that it probably won't fly with fans if their send off is a closure-free cliffhanger in which the hero and villain stare each other down, banter cryptically, and then clash blades/guns/Pokemon, only to be cut off mid-sentence by a "To be continued. In two years. Maybe. If this one meets publisher expectations for the fiscal quarter." 

But, in grumbling about flops and bellyflops and probably flip-flops, we're missing an incredibly key point: games are – and have already proven to be – capable of incredible endings. Some of the most moving, memorable final moments I've ever encountered – regardless of medium – have come from games, and most of them hedged their bets on particularly potent tools from gaming's bag of tricks. 

The most basic of these techniques, of course, is the possibility of multiple endings. But that, in itself, isn't really so spectacular. Some of gaming's most interesting finales have emerged from developers' awareness of that potential last-second possibility smorgasbord. Endings, after all, don't have to be opposing forces, locked in an eternal tug-of-war between "good," "bad," and Silent Hill 2's dog ending (aka, "best"). What happens when we consider these things frayed ends of the same rope? 

That's where we get endings like those in Bastion and indie survival-horror hit Lone Survivor. I've already discussed Bastion at (possibly excessive) length, but in both cases, there are multiple equally valid endings, each feeding into and informing the others. The full picture only becomes clear when you've assembled jigsaw pieces from both sides of the story. 


Lone Survivor, especially, uses that necessary repetition to amazing effect in conjunction with gaming's most obvious end-of-the-line exclamation point: the player's experience of actually, you know, playing the game. (WARNING: SPOILERS AHEAD.) At first, I approached the game like I would any other zombie apocalypse fight-or-flight-in-fright situation: Did it move? Shoot it. Did it then say, "Wait, stop shooting me"? Shoot it again anyway. Did it follow with "I'm still alive, somewhat miraculously, and am willing to forgive you – possibly because of blood-loss-related delirium"? Hm, that's a toughie. Flip a coin. Heads: shoot. Tails: flip another coin.   

And it was miserable. My masked avatar's body was as beaten and broken as his incredibly fragile mind. Meanwhile, progressing became incredibly difficult for me as a player. Ammo was in short supply, as were food and drink (yes, it's a survival-horror game with actual survival) and means to get back to my apartment for precious, frequently necessary sleep. I got extremely frustrated, and eventually, I just sort of gave up. I became all at once cynical, despondent, and hopeless. 

And my character echoed those feelings. He complained of exhaustion every time he got out of bed. Momentary glances into mirrors were met with laments of "I'm such a mess" or "I don't even recognize myself anymore." I met a couple other characters who'd somehow avoided the horrific flesh monster mutation that was seeping the nation, but they wanted supplies. How the hell did they expect me to lend them a helping hand when I could barely even take care of myself? Eventually, I managed to make a mad, desperate dash for the game's finish, and I was treated to a confusing hallucination in which my character ultimately took his own life. It was a powerfully fitting final scene, to be sure, but it also felt empty. I felt like I was missing something. 

So I tried again. Violence, I decided, would be my last resort. I was patient and methodical – venturing from my apartment only as far as I knew food and stealthier routes would allow. It took time, but my character kept his cool – and so did I. At that point, Lone Survivor ceased to be a game about zombies for me. I became obsessed with keeping this desperately feeble human being happy. 

And it worked. He became confident and capable. Toward the end, I even had an excess of supplies, so I spread the wealth to characters less fortunate than my own. This time, my ending hallucination featured a couple of the same pieces of key imagery and some incredibly similar lines, but the context, mood, and end result were entirely different. One ending, then, was not complete without the other. But neither would've been nearly so powerful if I hadn't sat side-by-side with my character on that irritating, amazing emotional rollercoaster. (END SPOILERS.)

 


Elsewhere, on gaming's less traditional fringes, we find a coin with two incredibly disparate sides: 1) endings that only occur precisely when the player's ready and 2) endings that give the player no control whatsoever. The former happens all the time – though admittedly in all sorts very different forms. 

If you've ever unsubscribed from an MMO, for instance, that's about as close to a final act as you're liable to get without a post-credit scene where Samuel L. Jackson asks you to join The Avengers. I mean, when I quit World of Warcraft after years of play to focus on college, I bid farewell to a place, group of people, and portion of my life I'd really come to love. It signaled an end to far more than a simple piece of escapist entertainment for me. Honestly, at that point in my life, it was one of the more intensely personal things I'd ever done.

On a somewhat similar note, I highly recommend that you read the final entry in Brendan Keogh's Toward Dawn Minecraft blog series. After spending more than a year chronicling his adventures in a single Minecraft world, Keogh decided to hang up his pick axe and settle down once and for all. I won't butcher the piece (which, again, I can't recommend enough) here, but the point remains the same: when we find games that really resonate with us on a personal level, they have a way of lingering – clinging to our skin and hair and the undersides of our fingernails until we scrub them away, only to feel oddly naked without them.         

The latter of the previous two categories, meanwhile, is still pretty small, but experimental darlings Passage and The Graveyard both focus on death by natural causes. In doing so, both make interesting (if short-lived and minimalistic) points about mortality and the frail nature of relationships, but imagine if that limit were applied to something slightly more robust. Shooter, adventure, MMO, something entirely new – it doesn't matter. In each case, every second would count. Tick-tock-tick-tock. Death's right around the corner. 

Games have taught us to treat death as a minor setback, so what happens when it's a foregone conclusion – or rather, the forgone conclusion? Decisions can't be taken back. How do you spend the minutes, hours, months, or even years until your character wastes away? Do you seek out unlimited power, weave your social threads into a comforting social sweater, or explore until your heart's content/has an attack? Do you try to do everything?

I guess what I'm saying is, do you waste your time on web forums complaining about crappy videogame endings? Or do you cherish the great ones and marvel at how lucky you were to get the chance to experience them?

Fractal Design Announces New Six-Channel Fan Controller

Posted: 10 May 2012 10:52 AM PDT

With all the attention focused on the pixel-pumping prowess of the brand-spankin' new video cards being released by AMD and Nvidia these days, an important part of the equation may be getting glossed over: keeping the hardware running cool. Deep down in our inbox, barely visible through the flood of GTX 670-related press releases, we noticed a nugget of information that may be able to help hardcore system builders with their heating problems. Today, Fractal Design announced a new six-fan controller, the Adjust 108.

The Adjust 108 sports a brushed aluminum design with six sliders that use LED lights to convey fan speed information at a glance; low speed fans glow white while high RPMs turn the light blue. Each of the six channels can handle up to 36W of power, and the SATA-powered hardware consumes a single 5.25-inch drive bay. Unfortunately, Fractal Design didn't share any pricing or availability info, but the Adjust 108 is already up on the company's website.

Show of hands: who's interested in manually (literally) controlling fan speed?

Follow Brad on Google+ or Twitter

Coming Soon: Affordable Wi-Fi Blocking Wallpaper

Posted: 10 May 2012 10:26 AM PDT

Are all the stories about seamless Wi-Fi switching and Google Street View wardriving getting you down? Is your WPA2 password, well, "password"? Fear not, worried Wi-Fi lovers; researchers from Institut Polytechnique Grenoble and the Centre Technique du Papier have you covered -- literally -- with their spiffy Wi-Fi blocking wallpaper, charmingly called "Metapaper."

The silver triangle snowflake-esque design may or may not be your cup of tea, but the French publications L'Informaticien and The Connexion report that it's actually the wallpaper's secret sauce. The geometric shapes are coated in conductive ink made with silver particles that block three separate Wi-Fi frequencies. If you don't like it, the creators say slapping a layer of more eye-friendly wallpaper over it won't damage its signal-blocking capabilities. Tin-foil hat types may even want to coat the walls in Wi-Fi-blocking paint before applying the Wi-Fi blocking wallpaper to get twice the protection, or, er, something.

Now, Wi-Fi-blocking wallpaper has been done before, but this one has a couple of key characteristics that set it apart from its competitors. Price is one of them. Other Wi-Fi-proof wallpaper costs an arm and a leg but when the Finnish company Ahlstrom launches this product next year they expect it to cost "equivalent to that of a classic wallpaper mid-range."

Smartphones work perfectly fine with the wallpaper, too -- texting, calling, mobile data and all. Only a handful of Wi-Fi frequencies are blocked.

Now for the bad part: if you just coat your walls in the stuff, Wi-Fi signals could leak out through non-covered surfaces. That's fixable, but the fix entails covering your roof, floor and windows with the wallpaper. Sitting in a dark room may be boring, but hey, at least your home network will be safe from Google's prying eyes.

Follow Brad on Google+ or Twitter

Image credit: L'Informaticien

Harry Potter Series Coming To Amazon Kindle Owners' Lending Library

Posted: 10 May 2012 10:14 AM PDT

Attention, fellow muggles; you'll soon be able to get your fill of Harry Potter and his high-flying, Quidditch-playing  Hogwarts buddies absolutely free -- at least if you own a Kindle and an Amazon Prime subscription. Today, Amazon announced that all seven of J.K. Rowling's blockbuster books are being added to the company's Kindle Owners' Lending Library as of June 19th.

The Harry Potter books became available for Kindle devices in March, but only kinda; you needed to buy the DRM-free e-books directly from Rowling's Pottermore e-bookstore, though you could find the titles through the Kindle store and have them pushed to your Kindle automatically.

The new (and exclusive) lending deal announced today gives Amazon Prime members the ability to "check out" the e-books the same would you would at a physical library -- including the "free" part.  There are some limitations, though; you're only allowed to check out one e-book a month, and you have to check one e-book back in before downloading another, although the e-books don't have return due dates. Over 145,000 are available in the Kindle Owners' Lending Library, Amazon says.

"Over a year, borrowing the Harry Potter books, plus a handful of additional titles, can alone be worth more than the $79 cost of Prime or a Kindle," Amazon CEO Jeff Bezos said in the company's press release. "The Kindle Owners' Lending Library also has an innovative feature that's of great benefit for popular titles like Harry Potter – unlimited supply of each title – you never get put on a waiting list."

It's a great addition for folks who've bought in to both the Kindle and the Amazon Prime ecosystem. Matter of fact, Amazon Prime's looking more attractive by the minute with all the books in the Kindle Lending Library and the bevy of movies and shows available for "free" streaming. Whaddaya think: is the service starting to shape up into something intriguing even for people who aren't interested in the Amazon Prime speedy shipping benefits?

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Windows RT's Browser Handling is a "Return to the Digital Dark Ages," Mozilla Says

Posted: 10 May 2012 07:06 AM PDT

Mozilla isn't mincing words when it comes to Microsoft's decision to limit or restrict the behavior of non-Internet Explorer browsers in Windows RT, the version of Windows 8 intended for systems with ARM hardware inside. In a semi-angry blog post, Mozilla raged against reports that Internet Explorer will be the only browser allowed to run in the privileged 'Windows Classic' environment, calling the move "an unwelcome return to the digital dark ages where users and developers didn't have browser choices." Ouch.

"It's reported that Windows RT (the name Microsoft has given to Windows running on the ARM processor) will have two environments, a Windows Classic environment and a Metro environment for apps. However, Windows on ARM prohibits any browser except for Internet Explorer from running in the privileged 'Windows Classic' environment," Mozilla explains. "In practice, this means that only Internet Explorer will be able to perform many of the advanced computing functions vital to modern browsers in terms of speed, stability, and security to which users have grown accustomed. Given that IE can run in Windows on ARM, there is no technical reason to conclude other browsers can't do the same."

The way Mozilla sees it, Microsoft's strong-arm behavior effectively excludes competing browsers from the platform, giving users just a single viable browser choice when running Windows in an ARM environment. If the reports are true and Microsoft doesn't reverse course, it could find itself defending its decision in court.

"Because Windows on ARM relies upon so many traditional Windows assets, including brand, code, footprint, and experience, the decision to exclude other browsers may also have antitrust implications," Mozilla said. "If Windows on ARM is simply another version of Windows on new hardware, it also runs afoul of the EC browser choice commitments and seems to represent the very behavior the DOJ-Microsoft settlement sought to prohibit."

Mozilla didn't come out and say it would be the one filing suit, or urging for an investigation, but if nothing changes between now and the time Windows 8 is released, it's a pretty safe bet Microsoft will have some explaining to do.

Kepler Keeps on Coming as Nvidia Officially Introduces GeForce GTX 670

Posted: 10 May 2012 06:34 AM PDT

Nvidia today rolled out the welcome mat for the newest addition to its Kepler family, the GeForce GTX 670. The new 670 is "engineered from the same DNA as the recently announced GTX 680," but is a more affordable part with prices starting at $399 for cards built around Nvidia's reference design. And according to Nvidia, the 670 is a full 45 percent faster in gaming performance than the closest competitive product (i.e., AMD's Radeon HD 7950).

"Plus, the GeForce GTX 670 ties the competition's much higher-priced flagship product on 25 of the world's most popular games and benchmarks, a testament to the overall performance efficiency of the Kepler architecture," Nvidia claims.

In other words, the GTX 670 is all that a bag of chips, in Nvidia's eyes. Performance claims aside, the GTX 670 sports 1,344 CUDA cores, 112 texture units, and 32 ROP units. It has 2GB of GDDR5 memory clocked at 6,008MHz on a 256-bit bus resulting in 192.2GB/s of memory bandwidth. The GPU has a base clockspeed of 915MHz and a boost clockspeed of 980MHz.

For comparison, the GTX 680 features a few more CUDA cores (1,536), more texture units (138), and a faster GPU (1,006MHz base, 1,058MHz boost). The GTX 680 is also a longer graphics card; the GTX 670 measures 9.5 inches long.

Technically, the GTX 670 is available to purchase now, but like all Kepler cards, that's contingent on being to find the darn thing in stock.

Image Credit: Nvidia

Amazon to Add a Dash of Color to eBook Readers in Second Half of 2012

Posted: 10 May 2012 06:17 AM PDT

There's a fine line between what separates an eBook reader from a full-fledged tablet, and it doesn't get any easier to discern when there are devices like the Kindle Fire. Is it a glorified eBook reader, a tablet, or a hybrid of both? Ask three different people and you might get three different answers. Be that as it may, Amazon is planning to muddy the waters even further by releasing a line of color eBook readers in the second half of this this year.

So called 'industry sources' tell DigiTimes that makers in the supply chain have already begun shipping related parts and components for these new color-capable eBook readers. The final product will sport multi-touch capacitive displays rather than those infrared touch panels found in existing mono-color eBook readers.

Unfortunately that's all we have in the way of details; there's no mention of the other hardware or software, or whether it will share tablet-like features the way Barnes & Noble's Nook Color does. What we do know is that these devices will be joining a crowded lineup of Kindles that currently include:

  • Kindle: $79 ($109 without Special Offers)
  • Kindle Touch: $99 ($139 without Special Offers)
  • Kindle Touch 3G: $149 ($189 without Special Offers)
  • Kindle Keyboard 3G: $139 ($189 without Special Offers)
  • Kindle DX: $379
  • Kindle Fire: $199

Meanwhile, Barnes & Noble's lineup looks like this:

  • Nook Simple Touch: $79
  • Nook Simple Touch with GlowLight: $139
  • Nook Color: $149
  • Nook Tablet: $199/8GB, $249/16GB

Image Credit: Amazon

Wi-Fi Alliance to Begin Passpoint Certification Program Next Month

Posted: 10 May 2012 05:56 AM PDT

Wi-Fi Alliance's Passpoint initiative is about to get off the ground. According to the trade association, it will begin certifying network equipment and end user devices for Passpoint compliance next month. Announced in 2011, the Passpoint program is aimed at enabling seamless, hassle-free connectivity to Wi-Fi hotspots.

Backed by device makers, mobile operators and service providers, the Passpoint program is centered on making it easy for users to connect to Wi-Fi hotspots. How easy you ask? The whole process—from network discovery and selection to authentication—will be automatic as long as both the hotspot and end user device are Passpoint-certified.

"With Passpoint, devices automatically identify and join Wi-Fi networks, and users are not required to complete a cumbersome manual login process," the Wi-Fi Alliance said in a press release Tuesday. Passpoint can authenticate users using multiple credentials types, including Subscriber Identity Module (SIM)–based authentication, username/password combinations and certificate credentials. Further, the whole authentication process does not require a browser, making it ideal for CE devices that lack them.

"Passpoint also automatically configures industry-standard WPA2 security protections without user intervention. Passpoint certification for network equipment and end user devices is expected to begin in June, and is based on the Wi-Fi Alliance Hotspot 2.0 Specification."

Where service providers are concerned, the ability to use the same credentials for cellular and Wi-Fi authentication will allow them to easily offload traffic to Wi-Fi networks. That's not all, though. Among a host of other benefits, it will let them provide seamless roaming access to each other's subscribers.

Irrational Games Delays BioShock Infinite to 2013; Will Skip E3

Posted: 10 May 2012 05:54 AM PDT

Sorry BioShock fans, you'll have to sit back and wait for February 26, 2013 to roll around before getting your hands on BioShock Infinite. Take-Two Interactive on Wednesday announced that the upcoming first-person shooter from Irrational Games is being delayed until next year, with creative director Ken Levine adding, "We're doing things that no one has ever done in a first person shooter."

"I won't kid you: BioShock Infinite is a very big game, and we're doing things that no one has ever done in a first-person shooter," Levine stated in an open letter to the public. "We had a similar experience with the original BioShock, which was delayed several months as our original ship date drew near. Why? Because the Big Daddies weren't the Big Daddies you've since come to know and love. Because Andrew Ryan's golf club didn't have exactly the right swing. Because Rapture needed one more coat of grimy Art Deco."

Levine said the same attention of detail also applies to BioShock Infinite, which ultimately means a "bit more waiting, but more importantly, it means an even better" game.

BioShock Infinite was originally scheduled to ship in October, so barring any more push backs, this amounts to about a four-month delay. You won't get to see a whole lot until then. Take-Two Interactive and Irrational Games have decided not to show BioShock Infinite at any of the big events this summer, including E3 and Gamescom.

"That way, the next time you see our game, it will be essentially the product we intend to put into the box," Levine explained.

Image Credit: Take-Two Interactive / Irrational Games

MMO News

MMO News


Spirit Tales launches open beta

Posted: 10 May 2012 01:22 PM PDT

Open beta for Spirit Tales goes live today, at 4pm Pacific.

The open beta will feature several familiar and new features, including Guild Islands (a private zone for guilds with exclusive content), the Sweetheart System (special abilities with your special someone), Sigil Stones (special equipment bonuses), an enhanced pet system (capture, train, and evolve almost any creature you want, including bosses), expansive character customization, new legendary gear and instance dungeons, and a new level cap of 45.

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Spirit Tales Gameplay Screenshot

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Spirit Tales Open Beta Kicks Off Today
Epically Cute, Massively Fun, and Full of Prizes

Sunnyvale, Calif. — (May 10, 2012) – KoramGame Ltd., a leading developer and publisher of free-to-play online games, today announced that open beta for Spirit Tales, a cute 3D fantasy MMORPG, is now live. Players can now experience never before seen features like Guild Islands and Sigil Stones, and take part in a number of fun community events and giveaways surrounding the launch of open beta.

Spirit Tales open beta is now live and includes the following key features:

  • Guild Islands - Construct a private zone specifically for your guild and enjoy exclusive access to special buffs and content.
  • Sweetheart System - Commit to a relationship with another in-game character of the same or opposite sex and unlock special abilities.
  • Sigil Stones - Acquire these magical stones and equip them in your armor to receive special ability bonuses.
  • Enhanced Pet System - Capture, train, and evolve almost any of the Spirit Tales creatures, including bosses! Fight alongside your trusty sidekick, or merge with it to strengthen your own abilities.
  • Character Customization - With over 40 million unique fashion combinations for your character, the possibilities are endless!
  • Legendary Gear - Obtain these newly added weapons and armor to reap their extraordinary benefits.
  • New Instance Dungeons - Set off into unexplored dungeons to battle fierce creatures and collect rare items, recipes, and pets.
  • Level 45 Cap - Reach the top and gain access to exclusive new content available only to high level characters.

“We are thrilled to finally make Spirit Tales available to fans all over the world,” says Yann Wang, General Manager. “Since the time of our closed beta, we have worked tirelessly adding new features and improving upon existing ones. In all, this has made Spirit Tales feel much more complete. However, the launch of open beta is really only the beginning for us. With the rapid content release schedule we have planned, we will continue to add fresh content to the world of Spirit Tales, ensuring that players can have ever-increasing, enjoyable experiences with our game for a very long time.”
In celebration of the Spirit Tales open beta launch, players will have the chance to win huge prizes, including new Apple iPads and more, just for playing the game. For more information, visit: http://st.koramgame.com/2012/0503/article_53.html.

DOWNLOAD the Spirit Tales game here: http://koramgame-icdn.pandonetworks.com/koramgame/STOnline_US_20120502downloader.exe.

Follow Spirit Tales on Facebook for the latest news and updates: http://facebook.com/spirit.tales.

LOCO: Evolution introduces new hero and skills for Minity

Posted: 10 May 2012 12:52 PM PDT

Land of Chaos Online has released a new hero and updated skills for another.

Crassus is the latest hero to join LOCO, and this 1200-year-old construct promises to pack a punch with shield, mace, or lance. Crassus’ skills are:

Charge of Machinery Soldier: Storms in a straight line forward. Enemies struck are damaged and thrown back.

Punishment of Elder One: Strike forward using the shield. Enemies struck suffer damage and are slowed.

Hardening Mode: Increase your hitpoints for a short time.

Auto Block: Block an opponent’s attack. This ability recharges quickly.

Barrier of Commander: Summon the Barrier of Commander. Within the effective radius, all allies have increased defesive capability. Once the shield disappears, all enemies in the effect radius suffer damage.

Meanwhile, Minity Grey has had her skills improved to this new skill set:

Gift Box: An offensive ability. A large gift falls from above and damages all enemies near the point of impact!

Mother Goose: A defensive ability. Once Mother Goose is in effect, Minity cannot be attacked directly. Prolonged effect time!

Strawberry Short Cake: An offensive healing spell. Turn an enemy into a piece of cake. Whoever eats the cake will gain health.

Freeze Me: Lowers the defense of buildings!

Puppet Show: An offensive skill against enemy buildings and heroes alike! Minity Grey summons a huge mechanical puppet.

Land of Chaos Online is published by Alaplaya, which also publishes Avalon Heroes and S4 League.

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Land of Chaos Online Gameplay Screenshot

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Update on LOCO: Evolution reveals new hero and more

Munich, Germany, May 10, 2012

The free-to-play MOBA game LOCO: Evolution now provides its players with an additional hero. The machine creature Crassus causes devastation on the battlefield with spectacular melee attacks. Moreover, this update improves the skills of LOCO heroine Minity Grey.

The latest LOCO addition, Crassus, is a real heavyweight. Measuring more than 6’7″ in height and with a fighting weight of 440 pounds, the 1200-year-old construct is impressive to look at. Armed with a shield, mace, or lance, Crassus fights on the front lines and sweeps his enemies aside. His special skills include Punishment of Elder One, allowing him to do considerable damage or slow down his enemies. Crassus also possesses various skills that greatly increase his defense and health stats.

The abilities of fighter Minity Grey have been improved. She turns her enemies into pieces of cake, strikes them down with huge gifts, or summons a mechanical doll which inflicts heavy damage on enemy structures and heroes. She can also stop enemy attacks with powerful spells and provide cover to her allies from a distance.

War of the Immortals launches Lost Omen

Posted: 10 May 2012 12:38 PM PDT

The Lost Omen expansion is now live in War of the Immortals.

The new expansion introduces the scythe-wielding Harbinger class, who uses psychic and soul powers. New areas will include the Valhalla Temple, the Defiled Paradise, and other areas in Asgard designed for players level 100+. PvP is being retuned to allow up to three teams of 180 players each to battle it out. Also new is the King of Combat battle arena, and players can ride new combat mounts into four Great Wars (Osiris’ Revenge, Siege of Rites, Territory Wars, and the Royal City).  Finally, a new Pet Ascension System and Bloodlines Systems will allow players to tap into more powerful skills.

War of the Immortals is published by Perfect World Entertainment, which also publishes Forsaken World and Blacklight Retribution.

War of the Immortals – Lost Omen Trailer

Waren Story website and information revealed

Posted: 10 May 2012 12:20 PM PDT

Aeria Games has revealed the full website, and more information, for upcoming Waren Story.

Waren Story will feature four classes: Warrior, Brawler, Archer, and Gunner. Players will also be able to hire up to four mercenaries to join them in combat, from Elf archers and Dwarf warriors to Dryad Queens and Half-Jackal beasts. The game will also feature a guild system and an extensive PvP system that includes over  half a dozen modes to test your wits.

Aeria Games also publishes Repulse and Last Chaos.

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Waren Story Gameplay Screenshot

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Aeria Games Releases Full Website and New Information for Upcoming PvP-Focused MMORPG—Waren Story

 

Closed Beta Registration Continues for All-New Free-to-Play 3D Fantasy Game

 

SANTA CLARA, Calif. – May. 10, 2012 – The time to draw first blood approaches!

Aeria Games, a leading global publisher of free-to-play online games, announced today that the full official website has been released for Waren Story, a new 3D massively multiplayer online role-playing game (MMORPG). Featuring an epic fantasy adventure and intense PvP warfare, the game's striking scenery and imaginative details will sweep players away to an exotic dark world. A wealth of new information is available via the full official website such as a look in to the fantastical story behind Waren Story, details on the fierce PvP combat and the array of customizable weapons and gear as well as information on the dynamic skills and character classes available to players in the game.

 

Waren Story features edge-of-your-seat warfare and stunning animation. Courageous players can rage through fierce battles in ten challenging PvP modes to prove their worth and earn a chance at priceless rewards. Powerful equipment can be crafted and assembled, then scrapped later and used as raw materials for rare, unique, or even artifact-level items. This customizable gear is as beautiful as it is lethal.

 

The mercenary system in Waren Story allows players to hire a variety of allies to support them in combat. Players can recruit up to four mercenaries, ranging from the more familiar—soft-spoken Elf archers and rowdy Dwarf warriors—to the more nightmarish and unique—Dryad Queens, with their bark-like, twisted claws, and hulking, tattooed half-men/half-jackals.

 

Players can begin planning their conquest by exploring all details of Waren Story's PvP warfare on the full website. Interested players can learn more and sign up to participate in the upcoming closed beta test at http://warenstory.aeriagames.com. Players who 'Like' the Facebook page will stay informed of the latest news, updates, and contests as the game nears its official launch. Waren Story will require a client download and, as with all Aeria Games titles, will be free-to-play.

 

 

Lagoonia introduces message system

Posted: 10 May 2012 11:29 AM PDT

Lagoonia has introduced a new message system today.

The new message system lets players send customized or template messages to other players, including both friends and random players, to request for help or simply chat. The game now also features several quests that task a player in using the new message system.

The update today also expands the game to Portugal and Brazil, each with their own unique version of a tropical paradise to help forge a unique community.

Lagoonia is published by InnoGames, which also publishes Forge of Empires and Grepolis.

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New Messaging System

Lagoonia Gameplay Screenshot

Source:

Message in a Bottle Hits Lagoonia’s Shores

 

New markets and message system added to tropical browser game

 

Hamburg, May 10, 2012. The new browser title Lagoonia integrates a message system into gameplay today, while also opening its doors to Portugal and Brazil. Each country version contains its own tropical paradise, to foster a community in its respective region.

With the launch of the message system, quests task players with messaging friends for help building multiplayer structures, and replenishing valuable natural resources on each other’s islands. Template or personal messages can also be sent for tasks requiring outside multiplayer help, such as flirting, talking, mood improvement, repairs or simply chatting. Allowing messages to be sent to a random player and not only friends, aids in relationship building between newcomers in the South Seas.

The focus of Lagoonia is on the relationships between characters and players. One can plan and create many things that make the island livable and fun: from a warm fire and a cozy shelter, to useful fish nets, and later in the game lighthouses and waterslides. The game is free and no download is required – the only technical requirements are a browser and an internet connection. The game is currently featured in the Google Chrome Store.
With about 75 million registered players, InnoGames is one of the world’s leading developers and providers of online games. The Hamburg-based company has scored major successes with games such as Tribal Wars, The Westand Grepolis.

Latest Gaming and MMORPG Updates

Latest Gaming and MMORPG Updates


Dark Blood Online (KR)

Posted: 10 May 2012 09:29 AM PDT



As the English server (link) is preparing to enter its first Closed Beta phase, the Korean server for Dark Blood Online added a new class yesterday, the Thief. Its 2 advancement classes are the Assassin and Outsider, which I think is a pretty cool name. Wish more game developers will bother about choosing unique class names =.=”

Judging from the trailers, the Outsider seems to be more specialized in area control and traps while Assassin is all about damage. Whatever the case, both are looking awesome additions to the roster.

I actually played a little bit on the Taiwan server, but since I knew the English server was coming out, I only took videos of each class’ tutorial in order not to spoil the fun. The other classes can be viewed here (link).

Similar Article can be found at: http://www.mmoculture.com/2012/05/dark-blood-online-kr-new-class-added.html

Blade & Soul (CN)

Posted: 10 May 2012 09:29 AM PDT



A couple of hours ago, Blade Soul’s James Bae took an hour to have an online QA session with the China gamers, with the aid of Blade Soul’s China publisher Tencent Games of course. The campaign for the China server has been going on since late last year, which will enter its first Closed Beta phase this August. While some of the questions asked were rather stupid (including if there will be a China server), here are some which made the mark.

A: Blade Soul’s storyline will hit a new climax in this new map. Players will also requite to exhibit more control skills to survive. Starting from this map, more PvP elements will be introduced compared to the previous more PvE friendly areas. This can be seen as the start of a new beginning and challenge as well.

A: The Closed Beta 3 areas will be that of the Open Beta’s as well. We will be doing some tweaking and adjustments after the test phase ends. I would say it is around 80% complete for release.

A: At the start, the Force Master class is supposed to be the easiest one to control and pick up. But subsequently the class began to stray away from that. This is why we need to introduce an easier class for gamers. Our gamers are primarily male as well, so we thought of attracting the female gamers as well. Of course. the Summoner class is not just for the females, anyone who loves cute characters can play it as well.

A: Unlike other classes, the summoned cat will target enemies for the player. This will remove extra controls and commands needed for the other classes.

A: From Closed Beta 3′s new map onwards, there will be more PvP elements introduced. Of course, we will add in more large scale PvP features in the future. We will be actively be balancing the classes as well.

A: This is where the open world PvE roulette plays a part. Whenever a player deals damage to an open world boss, the roulette will reward players according to the amount of damage done. For instances, there is a cross-channel queue, so players need not worry about finding a party.

A: In order to prevent “kill stealing” for open world bosses, this system is introduced. Any players who deal damage to the boss will get a reward, although players who first hit, last hit and dealt the most damage will gain additional rewards.

A: This stamina system is to shorten the gap between the hardcore and casual players. When it is green, it will be the most optimal period for players to train and gain experience points. This will provide a better leveling environment and not leave players behind.
 

A: They can be obtained from quests, open world boss drops and dungeon boss drops. Players can match different pieces to create unique looks.

A: We are still optimizing the game for lower end systems. The lowest requirements now for graphics card is either a Nvidia 8600GT or ATI 4600. Of course, we are still looking to lower the requirements.

A: For now, the limit will remain at 4 players. We have plans to increase the limit in future updates, up to 8 and 16 for future dungeons. We have not scheduled a time to implement this system yet.

A: Some classes already have this system, including the Force Master who can cast the Ice Palm skill while using qinggong.

Similar Article can be found at: http://www.mmoculture.com/2012/05/blade-soul-cn-community-q-with-producer.html

Review: Guardian Heroes Storms Back From the Dead

Posted: 09 May 2012 11:57 PM PDT

Rage didn’t start out the way I thought it would. My idea of it was mostly based on its initial reveal some years ago: depicting a barren wasteland where people live, drive, and dress in whatever they can find. Just another Mad Max pastiche, right? So imagine my surprise when the game begins inside a cold, angled underground capsule (an “Ark”) from a forgotten time in the far-flung future. I guess post-apocalyptic worlds have to start somewhere.

It’s a harsh beginning, but Rage doesn’t let up from there. After emerging on the surface of the largely-destroyed Earth, you’re saved from certain death by a kind-hearted wasteland homesteader named Dan Hagar (voiced by John Goodman, who also played a “Dan” on Roseanne, which was more than enough to keep me from taking this character seriously). Hagar wastes no time in employing your “services” to wipe out a nearby influx of mutants, and perform a few odd jobs around his settlement and the neighbors’. You get the hang of shootin’, drivin’, and survivin’, and eventually learn more about your past as an enhanced human candidate of the “Eden” project, initiated by the oppressive powers of the Authority, who try to keep this crazy world in check… for their own gains, of course.

Similar Article can be found at: http://www.1up.com/reviews?cId=3185957

Path of Exile

Posted: 09 May 2012 09:32 PM PDT



[Press release] Indie Action RPG Path of Exile has announced its latest character
class, the hit-and-run trap-laying Shadow. Although currently in closed
beta, Path of Exile is opening its doors to everyone for two days with a
public test this coming weekend. Supporters can also pre-purchase
credit for the game's 'ethical microtransactions' and receive a
permanent beta key.

The Shadow is a hybrid dexterity and intelligence class, a professional
assassin exiled after getting on the wrong side of a former client. He
employs deadly traps and spells against opponents, finishing off
survivors with quick dagger strikes while darting in and out of combat. In Path of Exile, any class can use any skill, weapon or trap, allowing
for a huge variety of possible character builds. The Shadow is
particularly well suited to traps and fast weapons like claws and
daggers.



Using Path of Exile's support gem system, the Shadow can turn any spell
into a trap or remotely detonated mine. For instance, the Shadow can
link a Frost Wall skill gem with a Remote Mine support gem to create a
Frost Wall Mine which they can place to strategically trap enemies. More skills here.



The first chance to play the Shadow character will be in this weekend's
public stress test. The Path of Exile Beta servers will open for public access at 5pm PDT on Friday, May 11. Public access will end at 11:59pm
PDT Sunday night, May 13. A full FAQ about the public weekend is
available at http://www.pathofexile.com/publicweekend/.



A previous public weekend in March attracted 47,000 players.

Grinding Gear Games' producer Chris Wilson says the Shadow is one of the
more difficult classes to play due to his fragility. "He more than
makes up for it if handled with skill. His hit-and-run style of combat
makes the most of his natural Evasion and Energy Shield, and rewards
strategic coordination of attacks, spells, and traps."



His signature tactic is to lay hidden traps and to lure his opponents
in. When they step too close, the trap springs and his foes find
themselves caught in place, missing a leg or blown to pieces in a fiery
explosion. Alternatively, he can place remote mines which are manually
detonated, ideally in the middle of clusters of enemies.

As an indie game developed by a team of hardcore action RPG fans, Path of Exile has several unique takes on the genre. It features a unique
skill gem system, a huge passive skill tree, extensive character customization and PvP combat in a persistent online world. The game is
free to play, but does not feature 'pay-to-win' microtransactions. Path of Exile will enter Open Beta in late June.

Similar Article can be found at: http://www.mmoculture.com/2012/05/path-of-exile-public-beta-weekend-with.html

Wolfenstein 3D Celebrates Its 20th Anniversary in Style

Posted: 09 May 2012 09:32 PM PDT

With Wolfenstein 3D celebrating its 20th anniversary this month, it’s fitting — if unexpected — to see a nearly 30-minute developer commentary track from industry legend John Carmack exploring his memories and recollections from the early days of id Software. Despite the march of time and technology since the game’s 1992 release, you can’t help but be charmed by the man’s enthusiasm for his early days in the industry.

As Carmack explains it, Wolfenstein 3D represents the “Wild West” days of development at id Software. You can hear in his voice his love of reliving those exciting times for the studio: A day and age where they were still “figuring it all out.” Back in 1992, id was a young studio in its prime, blazing a trail for the industry and the shooter genre the likes of which no one had seen before. Their work took center stage when it came to the cutting edge of gaming and controversy. They became an inseparable icon of PC gaming in the ’90s.

Times have changed, and in a lot of ways id’s reputation and clout have changed with it. In today’s world, the company is no longer seen as the alpha dog when it comes to shooters, an arrangement that upset their relationship with their previous publisher, Activision. If anything, their near-absence from the industry outside of last year’s Rage has relegated them to the back of the pack, with franchises like Halo and Call of Duty stepping up to define modern-day standards for shooters. Id may have created Wolfenstein and its even more notable follow-up Doom, but the two properties seem to exist as little more than reference points in today’s conversations about shooters.

After something of a fan revolt in response to Rage, and with constant mixed reports of whether “Doom 4″ is a troubled production or not, the future of id Software may rest very firmly on whether their next release can make them a relevant force in the market again. It’s great to hear Carmack talk about the glory days of old, and no one can understate the importance and influence id Software has had on gaming. It’s just surprising that one of the industry’s most iconic studios has turned into an underdog in the very genre it helped to create.

Similar Article can be found at: http://www.1up.com/news/wolfenstein-3d-hits-browsers-20th

The Old Republic Still Going Strong, Even With a 400k Subscriber Drop

Posted: 09 May 2012 09:28 PM PDT

Star Wars The Old Republic

Three months ago, Electronic Arts boasted its new MMO, Star Wars: The Old Republic, had amassed 1.7 million subscribers. That number is a far cry from what World of Warcraft has, though it is a very strong showing for a subscription-based MMO in a market that is becoming much more free-to-play-centric. The publisher updated investors again on the status of TOR this week, revealing it has seen a drop-off of 400,000 subscribers to 1.3 million. That’s nearly one in four players who have stopped playing over that span of time, which surely means it’s time to sound the alarm and for those who voted EA as the worst company in America to start celebrating, right? In fact, this may not be as bad as it seems.

A 23-percent decline is a substantial figure any way you slice it. Yet it’s important to remember this is still early in the life of the game; if this were to happen a year from now it would be more troubling. At this point in time, it’s natural for an MMO to lose a chunk of people who wanted to try the game out and nothing more. It seems entirely feasible a chunk of casual players tried the game out but didn’t want to pay a monthly subscription, which is essentially what the drop was attributed to in an EA conference call with investors on Monday.

EA CFO Scott Brown said early last year only 500,000 subscribers would be needed for TOR to be “substantially profitable,” although he noted it would not be “the kind of thing we would write home about.” Once that figure surpasses 1 million, “it’s a very profitable business.” 1.3 million comfortably eclipses that mark, so the challenge for BioWare now becomes ensuring those people stick around. If the casual people looking only to sample the game are gone and this is the devoted user base left behind, I’d say EA and BioWare are in good shape — WoW didn’t reach its peak in a day. That’s particularly true when you consider they could still lure back some of the players they’ve lost who merely want to see features like a group finder implemented before committing $15 per month to the game.

Star Wars The Old Republic

There are, however, a few causes for concern. The most immediate one is the game’s most hardcore players were given 30 days of game time for free. Doing so may have padded subscription numbers to make them look for better for investors, in which case it won’t be until EA’s next quarterly earnings report that we get a more accurate impression of how many people are paying to play. Even if the freebies had no effect, it won’t be until future updates that we can see how the game holds up long-term. We’re not even six months in, and it won’t be for a while longer that we see if player demand for new content can be adequately met. So far so good, but that’s not necessarily indicative of how things will be going a year from now.

At this point, we’re also unable to judge how the game will hold up against WoW. After experiencing declines in the wake of Cataclysm‘s release (following the spike coinciding with its release, which is a pattern that occurs with each new expansion), WoW subscription numbers have stabilized. Activision Blizzard announced today that, as of March 31, it has 10.2 million subscribers. This indicates The Old Republic’s effect was short-lived, if it had any at all.

Whether the opposite is true will be a key point for The Old Republic. The launch of Mists of Pandaria is sure to bring back a number of former players, some of which may be current TOR subscribers. Even if those people don’t stick with WoW for long, it’s no guarantee they will find their way back to TOR. WoW has managed to keep some kind of a hold of its players even when they aren’t playing; a segment of them may go off to try a new MMO, but many of them do eventually end up back in Azeroth. TOR will need that stickiness as the competition from Mists of Pandaria — not to mention TERA, Guild Wars 2, The Elder Scrolls Online, World of Darkness, and so on — threatens to lure away its players, potentially for good.

Similar Article can be found at: http://www.1up.com/news/the-old-republic-going-strong-subscriber-drop

Wolfenstein 3D celebrates its 20th anniversary in style

Posted: 09 May 2012 03:30 PM PDT

You can now play the classic PC FPS, Wolfenstein 3D, in your web browser.

The legendary first person shooter, often described as the grand father of the genre, can be accessed by pointing your browser to wolftenstein.bethsoft.com. Once you've negotiated the age gate, you'll be able to select from every level and difficulty setting of the original game.

Fans can also show their appreciation for id Software's classic by visiting the game's Facebook page, where you'll find details of the 'Classic Platinum' edition of the game, which is available for free download on the iPhone, iPad and iPod Touch for a limited time.

Bethesda has also teamed up with Valve to offer a limited time discount on Wolfenstein and id Software games via Steam.

In case that wasn't enough, Bethesda has created a video podcast featuring the equally legendary technical director of id Software, John Carmack, where he reminisces on the creation of the game. Halcyon days, eh?

Similar Article can be found at: http://www.totalpcgaming.com/latest-pc-news/wolfenstein-3d-celebrates-its-20th-anniversary-in-style/

Two Possible Reasons for BioShock Infinite’s 2013 Delay

Posted: 09 May 2012 03:30 PM PDT

BioShock Infinite

BioShock Infinite was among the most anticipated games scheduled for release this fall. It’s still shaping up to be one of the bigger launches of the year, it’s just that year will be next year. Infinite’s release was officially pushed back today from its scheduled date on October 16 until February 26, 2013. The reason for this is said to be because of a goal to make it as great as can be, and while I don’t doubt there is a desire to do that, there may be other factors which contributed to the decision to delay the game’s release by four months.

A message to fans from developer Irrational Games’ creative director, Ken Levine, was distributed to the press and posted online today. In it he claims that, since announcing the October release date in March, the team realized “that some specific tweaks and improvements will make Infinite into something even more extraordinary. Therefore, to give our talented team the time they need, we’ve decided to move the game’s release to February 26, 2013. We wanted to let our loyal (and very patient!) fans know this as soon as possible.

“I won’t kid you: BioShock Infinite is a very big game, and we’re doing things that no one has ever done in a first-person shooter. We had a similar experience with the original BioShock, which was delayed several months as our original ship date drew near. Why? Because the Big Daddies weren’t the Big Daddies you’ve since come to know and love. Because Andrew Ryan’s golf club didn’t have exactly the right swing. Because Rapture needed one more coat of grimy Art Deco. The same principle now applies to BioShock Infinite.”

What this means beyond the fact that we won’t be playing the game until 2013 is it will not be appearing at this year’s E3 or Gamescom as it would have if it were releasing in October. Levine said their preference is to use the time that would be spent preparing for these events on developing the actual game, which is an understandable sentiment. The extra development time, both as a result of the delay and not having to create new trailers or demos for this summer’s events, should help to result in a better game.

Levine’s statement made no mention of the BioShock game for Vita announced at E3 2011. He said last year it was going to be a “different project,” one “built from the ground up” for the platform, although by October no progress had been made and he acknowledged the possibility the game could be developed externally. At this point, it’s looking doubtful the game will ever be made as it will have to first wait for Infinite to be completed which now will not be the case until early next year.

BioShock Infinite

In a recent Wired interview, Levine described the public announcement of an October 16 release date as “great, because now we have an end date and we can know when it’s time to put pencils down. You can keep going forever, honestly. I could work on this game for another 20 years and keep polishing it and making it better. But at some point — and this wasn’t decided by our publisher, this was my decision — you need to say ‘this is the date.’ It helps keep the team focused on finishing it, knowing they have a constraint. I always think you work the hardest when you have constraints because that sort of helps you define your task.”

Between that and the drip feed of information from the game’s PR in recent months, the decision to delay Infinite is likely only a recent decision. But is it only happening because there is an opportunity to make the game even better?

One alternative is Irrational is busy at work developing some kind of multiplayer functionality. Shortly after Infinite was first announced, Levine said no decisions had been made regarding multiplayer. In other words, the idea of multiplayer in and of itself is not objectionable to Irrational (which has made multiplayer games like SWAT 4, Freedom Force, and Tribes: Vengeance in the past), but it has to have a solid idea — simple deathmatch and CTF won’t suffice.

“I will say that we experiment with things, but for us we are never interested in making a multiplayer mode you could just play in some other game,” Levine said at the time. “Because, A) that’s not creatively interesting and B), financially, you’re wasting your time. They’re going to go play Halo. They’re going to go play Call of Duty.”

Perhaps it finally came up with an idea that worked and felt it would be worth waiting a few extra months to implement it. Backing up the idea that some sort of multiplayer functionality will be in the game — whether it be of the competitive or cooperative sort, or even something that doesn’t have you directly playing alongside other players — is a recent Irrational job posting for a network engineer (as pointed out by superannuation). It specifically mentions the new hire will “help us with the networking aspects of BioShock Infinite.” Irrational was also previously looking to hire a network programmer (also spotted by superannuation), another position that would suggest work was being done on some kind of multiplayer mode.

Grand Theft Auto V

What may have also fueled the decision to delay Infinite is Grand Theft Auto V. The game is still without a release date, and with Rockstar coming to own the April/May release window thanks to the likes of Grand Theft Auto IV, Red Dead Redemption, L.A. Noire, and (this year) Max Payne 3, it looked at one point as if GTA V could be released during that window in 2013. However, it’s the month of October that the franchise has traditionally called home. The original GTA was released in Europe in October 1997; GTA 2 followed in October 1999 (on PlayStation; on PC it came out at the end of September); GTA III in October 2001; Vice City in October 2002; San Andreas in October 2004; Liberty City Stories in October 2005; and Vice City Stories in October 2006. The exceptions to this are few and far between; GTA IV would have been out in that window if not for technical problems and a contract dictating the 360 version could not be released before the PS3 one, hence the delay until April 2008.

With that in mind, it would stand to reason that October would be the target for GTA V’s release. Although there may not be a complete overlap of the audience for Infinity and GTA V, it’s possible Take-Two (which owns Irrational and Rockstar) didn’t want them potentially competing against one another so directly. The hardcore audience will be there for both titles no matter what, but with so many other titles coming out toward the end of the year (Assassin’s Creed III, Call of Duty: Black Ops II, and Halo 4 being among the big ones), not sticking both games out there at roughly the same time improves the odds of each one luring in more casual consumers at launch.

Wedbush analyst Michael Pachter pointed out in an investors note today that Take-Two did not update its guidance for the current fiscal year, which calls for earnings of more than $2. Pachter says it’s unlikely this could be achieved without the release of a GTA game before the end of the year. He suggested that when Rockstar indicated it would be ready to release the game for October, Irrational was given the option by Take-Two of spending extra development time on Infinite.

GTA’s release and the addition of multiplayer are not mutually exclusive theories: It’s possible both are players in causing the delay. Alternatively, neither may have played any role and it really is only a matter of making Infinite better, although that strikes me as improbable given what Levine told Wired not long ago. With Take-Two’s quarterly earnings report coming up on May 22 and E3 taking place in early June, we should be hearing more about GTA V very soon if it is coming this year. If not, the first half of 2013 is looking like it will have a pair of big game launches coming from Take-Two.

Similar Article can be found at: http://www.1up.com/news/bioshock-infinite-13-delay-possible-reasons

Re-Examining the Role of Digital Death

Posted: 09 May 2012 03:30 PM PDT

There
is possibly no greater representative icon for the entirety of
gaming than that of the game over screen. That negative void with
stolid letters painted cryptically across; there is a certain mysticism
surrounding the screen, the dark back corners of arcade holes that once
used to thrive, and the natural competition to overcome the
inevitability of failure that it represents.

Bore with the
medium’s creation in arcade cabinets and the surrounding
culture that developed after their inception, the challenge of
prolonging play time and avoiding inevitable failure in death became
the central function for nearly every game created to date. In the form
of a barrel throwing gorilla, the simple existence of a play clock,
infinite and unseen pits that trail into the unknown below the screens
of any number of platformers, or even in competition between players,
video games have always been a participatory form of near exclusive
survival.

Despite what takes the
lion’s share of gaming experiences, a handful of titles have
worked to reverse this trend. Most significant of these is
thatgamecompany’s most recent release, the penitent
juggernaut, Journey.
Those who entered the throngs of
Journey’s pale and dissonant world have been afforded a much
different view of the afterlife; a view that was both end and
beginning, and single-handedly turned the quarter emptying game over
screen into something more.

death

The
Cold Grip of Arcades Past

Outside of titles like Pong
that worked only to imitate established sports in digital forms, the
earliest games, those that have proved most prominent in the
medium’s formative years in arcades like Pac-Man
and Donkey
Kong
, all challenged the player
by the difficulty of staying alive.
Avoiding ghosts’ ethereal potency in Pac-Man. Navigating the
vortex of pits with greased boot in Super Mario Bros.
Possibly the most
famous code ever created- the Konami code used in Contra
and onward,
was proof to the expendability and difficulty of video games’
earliest and most celebrated titles. Even a game like The Legend of Zelda,
which
proved a more complex fiction, was riddled by the fallacy of escapable
death, and that with a reset or a load the player would be pulled from
eternal slumber to begin anew.

Whether on consoles via a
collection of 1-ups or in arcades where lives were as expendable as the
handful of tokens one had to replenish them with, the lightness with
which video games have dealt with death has always been, at least from
a narrative standpoint, one of the medium’s most glaring
weaknesses. Games have functioned around the notion that life is
fleeting, death is imminent, and rehashing parts of gameplay to succeed
is expected. In life there is nothing more sure or true than what lies
inescapably ahead for us all. While other media commonly explore death
in a mature and enlightened manner, games, which largely still remain a
medium of hyper fantasy, have sadly failed to acknowledge death with
the same maturity or importance.

This isn’t to say
some games haven’t attempted to integrate the element of
death in digital experiences more succinctly. Point and click adventure
games of the late ’80s and early ’90s like
LucasArts’ Maniac Mansion
introduced the idea that certain
actions taken during the course of the title could cause any of the
player’s characters to die permanently and affect the final
outcome of the game.

Similar Article can be found at: http://www.1up.com/features/re-examining-role-digital-death

Why Donkey Kong Country is a Better Platformer Than Super Mario Bros.

Posted: 09 May 2012 03:27 PM PDT

I
know that it’s absurd to compare two games that were released over a
decade apart, but what the hell, but I’m going to do it anyway. I’ve
recently become a bit of a pariah among my fellow 1UP editors due to my
opinions on Donkey Kong
Country
, Rare’s 1994 foray into
the world of the SNES. While few would dispute the game’s technological
merits, not many around these parts agree with me that DKC is a far
better and much more playable platformer than the original Super Mario Bros.

Please set down your pitchforks
and extinguish those torches.

Donkey Kong Country was the
game that began Rare’s ascent to creative bliss. Anyone who owned a
Super Nintendo or a Nintendo 64 has undoubtedly fond memories of
playing any number of the British developer’s classic titles, whether
it was slapping down Jago in Killer Instinct
or planting the perfect proximity mine in GoldenEye,
and this hot streak all began with the reinvention of Mario’s original
nemesis. A few years after the plumber journeyed around the world,
Donkey Kong was tasked with exploring his island in search of his
stolen banana hoard. The game was a dense, cutting-edge package that
showcased the power of the SNES and provided what I feel to be a
perfect platforming experience. As you can probably tell by the video
below, my fellow editors do not share in these views.

dkc

I was shocked to discover that
DKC’s visuals have grown to become divisive, with one of the main
complaints being that the entire world has a plastic sheen to it. As
one of the pioneers of pre-rendered 3D graphics in games, DKC didn’t
resemble a cartoon so much as an extremely detailed toy box. I fell in
love with the character models because they reminded me so much of the
action figures I grew up smashing against each other on the carpeted
floor of my bedroom. The fact that Rare was able to create an entire
world that out of the performances that I imagined with my toys evoked
a feeling in me that has yet to be matched to this day. Super Mario
Bros. asked you to imagine the expanse of the world you were running
through. Donkey Kong Country didn’t need to ask this of the player.

As much as the game’s visuals
resonated with me, it was the soundtrack that managed to burrow deep
into my mind. SMB may have a handful of the most memorable music in
video game history, but it’s DKC’s amazing suite of jungle tunes that I
still find myself listening to 20 years later. Each track manages to
utilize elements of the environment, from wind to animals to the
morphing of sounds underwater, and incorporate them with truly
unforgettable melodies. Each track feels like an extension of the
visuals that represent the varying locales of the island. As you dive
to the bottom of a lagoon, the distant ambiance of the music highlights
the untapped majesty of the space you’re exploring. Likewise, when you
travel to the peak of a snowy mountain, the tracks become as ominous
and foreboding as the endless crevices that dangerously pepper the
landscape. The music pulls more than its weight in creating a succinct
and memorable world that unravels in varying amounts depending on how
much you put into the game.

SMB may have perfected the
concepts of timing and inertia in platformers, but DKC built upon these
pillars by adding a wealth of optional moves and techniques for players
to learn throughout the course of the game. One could make it through
to the end by using a rudimentary moveset, but by experimenting with
both characters, you quickly realize just how deep your control over
the pair of primates really is. Combat, exploration, and jumping all
change based on which chimp you control, giving the game unseen depth
for those willing to dive in. Super Mario Bros. demanded perfection
from the player; Donkey Kong Country encouraged experimentation. I’ll
take the latter over the former.

The scope of each game’s
control mechanics also go hand-in-hand with their respective level
designs. Despite having a majority of the game take place outside,
Super Mario Bros. consistently feels like you’re controlling the
plumber as he barrels down the length of an impossibly narrow hallway.
The extent of your exploration rarely exceeds the dimensions of the
frame that is presented before you. Part of this is obviously a
limitation of the 2D perspective, but Donkey Kong Country managed to
use a combination of level design and slight of hand to convince
players that the world they were exploring went on far beyond the
boundaries of your television. Walls to destroy, secret cannons to
destroy, and areas only accessible with the help of your fellow members
of the animal kingdom all combined to give the island a sense of scope
and wonder that made it feel like these locations actually existed long
before your character entered the frame.

Despite all of this, the most
important reason that I choose DKC over SMB is simple: Donkey Kong is
possibly the most dapper character in video game history. Just take a
look at DK as he rocks that red tie without even the slightest hint of
pants. Seriously, he’s as close to a Kennedy as we’re going to ever get
in video games. Wardrobe aside, I am in no way discounting the
monumental impact that Super Mario Bros. had on our medium. Without it,
not only would there be no Donkey Kong Country, but our industry would
be an unimaginably different beast. But in 2012, when I sit down and
want to experience platforming perfection, I’ll choose Rare’s
masterpiece every single time.

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