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Space Invaders the Movie: Increase speed, drop down and reverse direction!

March 3rd, 2010 | by GeoffS
Posted In: Gaming, General

So I guess with Missle Command and Asteroid already getting the wonky silver screen treatment it’s time for Space Invaders to have a go. My only real hope is that an all Rush Mix Tape is released as the sound track. Here’s a bit from the LA Times article:

With a movie version of Missile Command essentially set up at Fox and an adaptation of Asteroids in development at Universal, it was only a matter of time before a studio decided to take on the grandfather of all video games, Space Invaders.

And now it looks like one could.

Warner Bros. is negotiating to acquire feature rights to the landmark shooter from Taito, the Japanese company that originally manufactured the game. If the rights issues all work out, the project would bring on Hollywood fixtures Mark Gordon, Jason Blum and Guymon Casady as producers.

└ Tags: Movies, Video Game
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On Motion Control Solutions and the Coming Revolution

March 3rd, 2010 | by BrooksB
Posted In: Gaming

The future of gaming is… well.  Amazingly bright, or glumly dim, depending on who you talk to.  One of the biggest bones of contention in this debate is the looming presence of motion controls for every major console.  Nintendo’s Wii was first to manage something remotely usable, a classic “tv remote” form factor controller featuring accelerometers and an infra-red detecting camera allowing it to determine orientation relative to the screen.  Microsoft unveiled their Project Natal at E3 2009, comprised of primarily a 3D camera system capable of tracking human bodies with a high degree of accuracy with low latency.  Finally, Sony is also developing a motion controller, reputedly called Arc, consisting of a “wand” device capped with a colored ball which is tracked by the existing Playstation Eye camera.  Only time will tell the true outcome of this war of motion, but as an indie developer and a gamer, I think I have an opinion that might surprise some people:  Microsoft’s Project Natal will win, and I’ll tell you why.

Some History

The existing motion control solution, Nintendo’s Wii, has been both cheered and derided.  For many, it has become an entry into the world of gaming that so called “casual gamers” can pick up and play. Game play is generally found to be intuitive but for some, intuitive means “easy.”  For all the same reasons that the casual gaming crowd has latched onto the Wii’s control mechanics, the older gamers and the “hardcore” have seen the change as a dilution of their favored hobby.  Technically speaking, however, the Wii’s controls are lackluster when attempting to perform fine motor functions, bringing rise to the term “waggle” in reference to the gross movements generally used to play motion controlled Wii games.  Because of both these reasons, both Natal and Arc have been similarly derided by those who follow the progress of the gaming scene.  They believe the upcoming solutions will both also inferior to the controllers of old because it will cater to a less gaming experienced crowd, as well as be an inaccurate input method.  Unfortunately, these ideas can possibly be supported by the information presented by the gaming media to date, where demo games for both systems have been shown which are simplistic and “gimmicky,” as well as players reporting feeling “detached” from the play experience when trying to play them.

Departing

And this is where I depart from the general consensus.  While I do believe that the initial crop of games will fall prey to the “gimmicky” and “casual” traps, it is where the capabilities of the technology branch out from there that will prove Natal the winner.  Here is the key difference:  While both the Wiimote and Arc use accelerometers to measure motion of a handheld controller, Natal uses its 3D camera system to track full body movement.  As such, the Natal technology can accomplish a few tasks the other solutions cannot.

Natal Doesn’t Replace the Controller

Natal supplements the controller.  Yes, most of the initial Natal development will overzealously attempt outdo Nintendo by doing away with a physical controller altogether, but I believe that this tact will fail in general, especially among the more experienced gamer.  Instead, I think the true power of Natal will lie in utilizing available input methods in tandem to achieve results.  A racing game for example, could have the steering motion read by Natal while the controller held in the hands would be used for its far more accurate button presses for gas, brakes and other input.  Don’t like the feel of the default Xbox controller?  No problem with Natal, you can use whatever controller you like, unlike Wii or Arc which locks you into the wand form factor.  (No.  Plastic pieces of crap you stick on a Wiimote do not count.)

Natal Can Do Head Tracking

And head tracking is awesome (at least for a single player).  Way back in early 2008, I was amazed when I watched a video by Johnny Chung Lee, then a student of Carnegie Melon University, using Wii remotes and some homebrew software to track a location in 3d space.  This location, namely the head of a single user, was then used by a simple program to draw a 3D demo scene in such a way that when viewed by that user, the scene would appear incredibly immersive.  In fact, you can still see the video on YouTube.

Johnny Lee is now a researcher at, you guessed it, Microsoft, so you can tell that someone thought what he was working on was very interesting and applicable, and I have no doubt his research will be a part of the Natal toolkit.

To exemplify this point, imagine playing a First Person Shooter with the parallax head motion effect for amazing realism, or even utilizing it for something like looking around a corner without moving the character’s body position.  Even 2D games can make use of the parallax effect for a more captivating motion dynamic.

Natal is a Budget Performance Capture Studio

One thing that Microsoft has prided itself on with the Xbox 360, is the ease of development for their platform, and their heightened focus on indie games.  Their XNA Game studio is wildly popular for hobbyist and indie developers, and there is no doubt that eventually it will include libraries for interfacing with Natal.  Not only does this open up Natal development to the general public and to independent developers, who can be far more clever than “professional” developers at times, it also opens up the stream of data captured by the Natal device.  As such, while a professional motion capture studio is prohibitively expensive in purchasing both hardware and software, Natal can be used as an extremely cheap performance capture solution on a limited basis.  It’s powerful enough to recognize a human body without the usage of a suit of capture points, so imagine what someone could do with the hardware, and a little helpful homebrew software to interpret signals into recorded motion capture.  Especially since this can be accomplished on a PC (where the processor limitation doesn’t precisely exist), and saved where it could later be used for either export to 3d modeling software and applied to a bone solution for replay, or using the Xbox’s content pipeline for easy import and usage for replay in games.

It wasn’t too long ago that rendered 3D art and console development were far from the reach of the modern artist.  And before that, professional level music creation and distribution, as well as movie making.  Advances in technology can bring out revolutions in democratizing art when we least expect it, and I think Natal will be one avenue of opening up another level development possibilities to the average person at home.

Closing

How will this all play out?  I can’t say for certain.  But it’s been interesting to me that in paying attention to the gaming media as all this information comes out, that they have chosen to focus on some aspects of the forthcoming technology that I think will fail.  There are a lot of smart people working on these projects right now, however, and I can only hope that they’re smarter than the media that reports on them.  I for one can’t wait to try an FPS with head tracking, or play with developing some game content using cheap motion capture.

└ Tags: Arc, Motion Control, Natal, Opinion, Video Game, Wii
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Mandatory News: Super Mario Galaxy 2 & Metroid: Other M

February 24th, 2010 | by GeoffS
Posted In: Gaming

We usually try to avoid the big news and stick to a path less traveled by juggernauts. But there are certain situations when we must deviate from that prime directive. In this instance we are doing so for the sake of a plumber and a woman in a fancy suit.

Metroid: Other M is slated for a June 27th release, while Super Mario Galaxy 2 is penciled in for a 23rd of May launch.

There see Nintendo news handled, now watch the trailer and muse aloud about how much you wish it was in HD. Then head on over to Joystiq for a whole lot more images from both.


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└ Tags: Video Game, Wii
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Review: Vatn Squid

February 24th, 2010 | by BrooksB
Posted In: Gaming, Reviews

Bullet hell shooters are a strange beast for me.  I’m hideously embarrassingly terrible at them, yet I love them to death.

Vatn Squid by Ted Lauterbach is no exception to this.

Gameplay

Vatn Squid features your standard modern vertical shoot-em-up fare.  You are a ship at the bottom of the screen, you shoot at things at the top of the screen until they explode, and then move on to the next thing to shoot.  In this case, however, the levels consist purely of a single creature firing ornate bullet patterns in the hopes you will collide with one and die.  Unlike most other which feature powerups however, Vatn Squid follows in the footsteps of Ikaruga by allowing your ship to absorb bullets and fill a “power” meter which, when filled, lets you unleash a powerful homing blast.

The game is intended to be a sort of middle ground between and entry level and a hardcore shmup experience, and it shows when most of the patterns are easily avoidable and in some cases avoidable completely by hunkering down in a safe spot.  But this belies the fact that for this game it isn’t just about getting through the game, the real challenge is to see how FAST you can do it.  To achieve this, you have to learn to constantly be absorbing bullets, building up the power meter, and pushing out the super blast.  All while balancing the fact your shield meter is on a fairly slow recharge.

Visual

The game graphics are splendid.  There’s a nice blocky 8 bit feel, while still utilizing some higher resolution for effects like the floating background and the bullet glows.  The underwater theme works nicely for the genre, and ties the game together by making all the bosses quirky pixel art sea creatures.  The bullets vary in color and shape by pattern which changes things up nicely as you go.  I also love the bubble particle effect which trails your ship, as well as emits from enemies as you hit them.

Audio

While the game does feature some standard shmup sounds (firing, hitting and dying), it’s the musical track composed for the game which make it shine.  Even though it’s on a loop, I never seem to tire of its smooth techno-ey goodness.  In fact, it reminds me in part of the Serpent Trench theme of Final Fantasy 6, another dreamy aquatic soother.  Even better, you get it in .ogg format so you can loop it for yourself!

Summary

If you’re a shmup master, you’ll find no challenge here.  But for everyone else, it’s a nice short introduction to the playstyle.  In spite of my handicap with the genre, it only took me 4 attempts to beat it, once I had a handle on the shield/blast mechanic.  At any rate, there’s no reason NOT to give it a shot, it’s FREE!  (Windows only.  Works great with an xbox controller!)

└ Tags: Indie, PC, Review, Video Game
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Review: Toki Tori

February 24th, 2010 | by GeoffS
Posted In: Gaming, Reviews

You are a bird, of sorts. A little yellow, bridge building, stone throwing, freeze ray shooting, slug sucking, ghost trapping, flightless, bird. Toki Tori, a puzzle game created by developer Two Tribes, features four unique worlds consisting of twelve stages and multiple difficulty levels. It’s currently available on the PC through Valve’s Steam, WiiWare, and the iPhone, and it will set you back $4.99. As an important note to the readers, I played the PC version using an Xbox 360 control.

Gameplay

Toki Tori is a puzzle game start to finish. It ranges in difficulty from simple to quite difficult, but in an effort to alleviate the frustration that can build through the course of the game, you are granted one free pass to skip a stage and continue progressing.

The stages themselves utilize various sets of obstacles like; gaps, drops, spikes, attack slugs, lava, and even a ghost or two. These obstacles are overcome by using an array of various tools that can do things such as build bridges, freeze adversaries into ice cubes, or set traps.  To further complicate things the use of these tools is limited by a unit count, usually there are just enough units total to solve a puzzle in one or two ways.

The game does a nice job of introducing the tools to you gradually over the course of the game. It will typically give you a paragraph or so of description and then have a level immediately following that is designed specifically to teach you the tools mechanic.

My only complaints regarding gameplay were centered around two of the items. To be honest they are pretty minor, but given some of the inherent complexity of certain levels they can very quickly become the scapegoat for a considerable amount of built up frustration.

The first of which is the Slug Sucker. This item is used, much like its name implies, to suck up slugs. When the device is introduced it mentions that the device can be used in such a way that it redirects slugs at no expense to your unit count but this specific function seems more or less abandoned and forgotten about until late in the world. To be fair, it really feels like the mechanic in question was more of a design consequence rather than an intended function to which they designed a whole level around.

My second gameplay complaint involves the Bubble Suit. This item allows you to freely float in the underwater stages of the game. The suit itself works fine and isn’t all that bad. My issue is mainly concerning its charge system, it receives a certain amount of charges, these charges were then expended by moving a certain number of spaces. The problem was it was very easy to make a false step which sometimes resulted in a complete fail.

Audio Visual

Looks good, sounds good. The game resides in 2D but uses 3D graphics with bright and bold primary colors that give a cheerful feeling to even the slime covered stages. The animations are all polished and Toki Tori is pretty adorable while you are idle thinking about that next move of yours.  As far as the user interface goes it is polished and clean, all the information you need regarding available tools and their quantities is presented in an easy to glance at way.

Audio for Toki Tori could have been a disaster. If a crappy song had been looping the whole time you were on some levels it could have made you hate life. Fortunately that is not the case and your life can remain unhated because the music is quite pleasant and suits the character of each world adding nicely to their respectively unique atmospheres.

Sample Audio Tracks:

  • Toki_Tori-Creepy_Castle
  • Toki_Tori-Forest_Falls

A Brief Side Complaint

I have to admit guys, I got stumped. I got really freaking stumped. I ended up having to tune in to some YouTube video’s on a couple of stages and what I saw was disheartening. For the first time in my adult life I felt old, real old. There they were, two prepubescent lads giving me the secret sauce to Toki Tori, cracking voices and all. The worst part was what they then went on to show me was so blatantly obvious that I had begun to wonder if my brain was becoming completely incapable of non-linear thought processes. Time makes fools of us all, I suppose.

Summary

Toki Tori is $4.99 and is available on WiiWare, PC, and iPhone. The game is challenging and offers a good deal of first play through playtime and solid replay value. There are frequent moments of frustration do to game difficulty, but that is kind of the point of the genre. To puzzle game lovers it’s an easy game to recommend, so I do. To those who aren’t necessarily fans of the genre but are looking for a good value it may be something you should look into.

└ Tags: PC, Review, Steam, Video Game
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Don’t Cross the Wii Streams: Wii Proton Pack & Gun

February 23rd, 2010 | by GeoffS
Posted In: Gaming, General

Jack Rossi a Toy Designer and Manager for “Product Burger King Premiums and Promotions” made himself a Wii Proton Pack and Gun, why? Well I would assume to bust ghosts or to keep that creepy ass BK King at bay. Either way it’s pretty sweet and the good news is since its for his Wii, he can leave the controls nestled in there full time since no one actually has those things hooked up. Check out his site and see all the other shots.

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└ Tags: Make, Nintendo, Video Game, Wii
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Japanese Subway Signs: Don’t panic!

February 23rd, 2010 | by GeoffS
Posted In: Gaming, General

When I first saw this sign, before even reading it, I was awfully concerned that the Japanese had banned Video Games on the subway. I mean that would have been weird even for them, the number one exporters of weird stuff. Fortunately it’s just telling all you otaku to play your damn Dragon Quest IX somewhere other than the door. Speaking of which when is that coming out here in the states? Once that’s out all I’ll have to wait for is an actual public transportation system to be constructed so I can start obstructing the flow of passengers.

To be fair I understand the dangers of stationing yourself in front of the doors and obstructing traffic. But this one, discouraging yuri-play on the train, I don’t get. It seems like such a win for everyone, including that guy who is standing continently behind that waist high divider!

Source: DannyChoo.com

└ Tags: Japan, Video Game
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Clover To Be First New Blitz1UP.com Title

February 23rd, 2010 | by GeoffS
Posted In: Gaming

In a news release yesterday Blitz 1UP, who itself has a history of game development, announced the upcoming games to be released on its brand spanking new indie game distribution portal. First new title is to be Binary Tweed’s Clover: A curious tale.


The current list of announced games under the Blitz 1UP label is as follows:

  • Buccaneer: The Pursuit of Infamy - Stickman Studios Ltd  - Out now! – PC
  • Project Aftermath - Games Faction Ltd  - Out now! - PC
  • Fluttabyes - Red Chain Ltd - Out now! - PC
  • Mole Control – Remode Studios Ltd - Out now! - PC
  • KrissX - Regolith Games Ltd - Out now! - PC, XBLA
  • Clover: A Curious Tale - Binary Tweed Ltd - 3rd March 2010 - PC
  • SFG Soccer - Stir Fry Games Ltd - March 2010 - PC

While the new PC version has improvements the original watercolored platforming puzzle solving Clover is already available on Xbox LIVE Indie Marketplace for 400 Microsoft Points in case you can’t wait.

└ Tags: Blitz1UP, Indie, PC, Video Game, XBLIG
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Microsoft Indie Marketplace Update

February 23rd, 2010 | by GeoffS
Posted In: Gaming

Today on the Xbox Indie Marketplace we have for you three new  releases. One of them actually even looks interesting, I’ll even let you pick which one! As per usual, we haven’t played any of these games yet and any analysis that takes place here is purely based on the descriptions and available screenshots. So don’t get your underpants in a bunch if we call your baby ugly.

Asteroid Capture

Asteroid Capture appears to be Hungry Hungry Hippos in space. The objective of the game is to collect the most asteroids with your little space ship. It features up to 4 player multiplayer and I am going to go out on a limb and speculate it requires the multiplayer aspect to be really enjoyed. Developed by DevOur Games and has some decent screenshots over in the Xbox Indie Marketplace where it will set ya back 80 Microsoft points.

As Easy As 123 BlackJack

It’s Blackjack. It’s 240 Microsoft Points. It doesn’t have scanty pictures on the cards. Developed by Spring Games.

Metronome HD

Thats right people, thanks to the state of the art processing power of the Xbox 360, you can now keep time in HIGH FREAKING DEFINITION. Well that is to say you could have except it was mysteriously yanked from the Marketplace. The game went up on February 19th and has since disappeared rendering you completely incapable of keeping time in HD. I don’t know if it will ever show up again so I shall include the original hilarious description of Metronome HD here:

Are you a musician seeking to improve your chops or a beginner wanting to learn? Yaystuff brings you an accurate rhythm keeping device with an HD finish! You might already own a metronome, but imagine the accuracy if it harnessed the processing power of the Xbox 360! And if you’re like us then you always misplace your pocket sized metronome, but that probably won’t be a problem with Metronome HD!

└ Tags: Indie, Video Game, XBLIG
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Bayonetta Chapter Dolls: I opted not to go with a butt joke.

February 22nd, 2010 | by GeoffS
Posted In: Daily Fig, Gaming

Guided by a mysterious hand to the world maps of our hearts, these Bayonetta chapter dolls showed up on flickr recently showing off the fine craftsmanship of flickr user “n‑moto”. He describes their construction as follows:

Anyone familiar with the game Bayonetta (by Platinum Games) will recognize these “chapter dolls”.

I sculpted these figures using Super Sculpey and finished them with acrylic paint, gold leaf, and assorted craft store finds.

The figures themselves derive from the actual game, in which they were used to mark world map locations. Below is some of the concept art n‑moto used to create these real world equivalents followed by some high res shots. Be sure to check out a ton more shots on the flickr page. Oh and play Bayonetta, it’s good.

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└ Tags: Bayonetta, Figs, Video Game
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