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N'Gai Croal
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Aug 21, 2007 11:05 AM
As the dog days of summer slowly wind down, the staff of Level Up has decided to go on a very light posting schedule until after Labor Day. We may throw you a bone or two between now and then--most notably, the long-awaited return of Monday Morning Quarterback following this Thursday's release of the NPD sales charts--but for the most part, we'll be using our time away from the blog to prep a whole slew of posts for the fall. Take care, and please, don't you forget about us while you're waiting for our September return to action.
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N'Gai Croal
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Aug 20, 2007 04:49 PM
Hand Drawn Games' Desktop Tower Defense
In Round 3 of our Vs. Mode exchange on short session games with MTV News reporter Stephen Totilo, which is also being posted on Totilo's blog MTV News: Multiplayer, we shared our thoughts on some interesting possibilities for an EveryDay Shooter sequel, while Totilo sang the praises of game consoles becoming more like cable TV, where there's always something new to check out and evaluate. In our final installment, we firmly express our beef with Totilo's bright line distinction between twitch-driven and thought-driven small games. But Totilo strikes the most vicious blow yet, making like Marlo Stanfield on "The Wire"--best currently-running show on TV, bar none--by dropping the most lethally addictive product we've consumed since, ironically, Dope Wars. What is it? We're speaking of Desktop Tower Defense. And if you value your life, your productivity, your every waking moment, do not play this absolutely brilliant gem of a game. You have been warned.
Some excerpts from our exchange:
N'Gai Croal: I'm not sure that the gap between twitching and thinking games is as wide as you've made it out to be. Some of the best games combine the two in engaging ways. Each new level of EveryDay Shooter first asks you to suss out its chain attack system, then exploit it to better eliminate enemies and rack up points, without ever downplaying its frantic twin-stick-and-move basics. The puzzle games Lumines and Gunpey out thinkishly (I may have to start trademarking these new words), but become more twitchy as time progresses and the pace picks up; ditto for Frequency/Amplitude, Guitar Hero and the forthcoming Rock Band. Wario Ware requires you to quickly recognize the situation at hand, then push, twist or gesture to solve it. And in order to maximize your high score in Super Stardust HD, you have to keep in mind multiple factors.
Stephen Totilo: Desktop Tower Defense doesn't look nearly as good as BioShock. It doesn't even have a story, let alone a narrative exploration about what it means to be in control a game. It doesn't have amazing water effects. But if one of the key draws of the nearly perfectly reviewed BioShock is that it is designed for gamers to tackle and re-play its challenges with varying strategies, well, Desktop Tower Defense, then is at least as good at that. I think it might even be better. Because while I may have beaten BioShock using a few different approaches (more on my 16-hour run of the game in next month's first-person-adventure Vs. Mode), I've already played through DTD about 25 times, using almost as many different strategies. And I keep wanting to go back and try something else. The game has me hooked.
To read the Final Round of our exchange in its entirety, click on the link below.
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N'Gai Croal
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Aug 20, 2007 10:57 AM
- EGO...trip: TV appearance; blog mention
- PS3...and Xbox 360 hardware, compared
- UE3...Epic's Unreal tech criticized by ex-partner
- F5!...Julian Eggebrecht attacks the ESRB
- RED...ring of death: the death metal version
- RND...The littlest terror suspect?
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N'Gai Croal
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Aug 16, 2007 10:42 AM
- HOT...button issues in games examined
- BAD...games competition announced
- UWE...Boll goes postal on Game|Life
- HMM..."videogame" or "video game," debated
- RND...Universal to watermark DRM-free songs
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N'Gai Croal
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Aug 15, 2007 02:29 PM
The third level of EveryDay Shooter, titled "Lush Look Killer"
We hope you like cliffhangers. Because Round 2 of the current installment of our Vs. Mode exchange on short session games with MTV News reporter Stephen Totilo, which is also being posted on Totilo's blog MTV News: Multiplayer, ended rather abruptly with Totilo asking us whether Super Stardust HD "feels like one of the first of a potential new strain of high-end small games?" In today's entry, we respond to his question in the negative, while going on to sing the praises of EveryDay Shooter--and suggest some possibilities for a sequel. Unwilling to let us dream a little dream, Totilo declares his preference for a brand new game from the EDS creator rather than our much-longed for follow-up, before going on to champion the 500-channel universe that is his new small games existence. Some excerpts.
N'Gai Croal: Jonathan Mak has barely scratched the surface of what EveryDay Shooter can do. Today, the game only uses guitar-based music. Imagine an EDS sequel built around other types of instruments: brass, woodwinds, stringed, percussive. Imagine an EDS built around choral voices, or a human beat box like Rahzel from the Roots, or a DJ collective like the X-Ecutioners. Imagine an EDS with adjustable audio effects to go along with the visual effects that gamers can unlock in the current version, and new visual effects to boot. Imagine an EDS where you could mash up these different elements with new backgrounds and enemies. I'd love to play that.
Stephen Totilo: Since I started covering games, I've had a huge variety of big new games at my fingertips. I've played a lot of those titles. But it's only now as I indulge in this newly available plethora of small games on non-PC hardware that I'm experiencing that kind of variety at this rapid pace. And you know what? I like this gaming lifestyle. I like the idea that every couple of days there is a new game for me to play on the 360 or PS3 that I can download in the blink of an eye, have embedded in an easy-to-navigate menu of games, and that I can sample and judge whether I like it in just a few minutes. I feel that this is a more exciting way to be a gamer.
To read Round 3 of our exchange in its entirety, click on the link below.
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N'Gai Croal
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Aug 15, 2007 10:33 AM
- HUH...DirectX 10.1, clarified
- AHA...Madden PS3 downgrade, explained
- HMM...Testing games via Xbox Live, detailed
- RND...New York Times op-ed, savaged
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N'Gai Croal
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Aug 14, 2007 08:28 AM

Naked Sky Entertainment's RoboBlitz for Xbox 360 and PC
In Round 1 of our Vs. Mode exchange on short session games with MTV News reporter Stephen Totilo, which is also being posted on Totilo's blog MTV News: Multiplayer,
we explained that our twilight years had brought on an increased
impatience with the pacing and structure of AAA games, prompting us to
spend more of our time on small games. Totilo argued that longform
games, not our graying dreadlocks, were to blame, and speculated that
the existence of high-end short session games on Xbox 360 and
Playstation 3 were the accidental byproduct of machines designed for
epics like Halo 3 and Metal Gear Solid 4. In today's installment, we
set Totilo straight on the scope of the 360 and PS3's short session
ambitions while making a case for the crucial importance of PR and
marketing in nurturing the success of small games. Meanwhile, Totilo
puts on his Man of the People hat, declaring that in the age of
YouTube, the viral distribution and word of mouth are all that short
session games need to thrive. Some excerpts:
N'Gai Croal: You wonder why many these newer short-session games like RoboBlitz and
Super Stardust HD are graphically rich; it's because they're trying to
stay competitive on high-end consoles. A $10 game doesn't necessarily
get a pass on its graphics. (In Sony's case, a lot of its graphics
emphasis has to do with the company pushing its 1080p/True HD talking
points.) Small games don't get magazine covers; they don't generate
many headlines; and other than a few exceptions--like flOw during the
PS3 launch window and Microsoft and Namco's Pac-Man CE event in
NYC--these games don't get much marketing or PR support. You and I both
know small games developers who've been told by Microsoft PR to curtail
their own promotional efforts. We also know that Sony PR wasn't even
aware that they had a small hit on their hands with SSHD until we
forwarded them the NeoGAF thread; separately, we only got access to a
review build of Blast Factor Advanced Research a day or two before it
shipped.
Stephen Totilo: You rightly point out that this could be a fleeting moment,
that the small games resurgence may abate. It may, but we disagree on
the needed safety measures. I don't think the continued success of the
movement requires creative PR and marketing. After all, PR and
marketing have had relatively little to do with the surge of popularity
in small entertainment outside of games. YouTube clips and downloadable
songs get popular without the help of "the man" thanks to the viral
hype of "the many." Such viral success occurs in those fields because
the platforms involved are open. Theoretically--and maybe
temporarily--anyone could create something and anyone could share that
creation with anyone else.
Click on the link below to read Round 2 of our exchange in its entirety.
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N'Gai Croal
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Aug 14, 2007 12:01 AM
- 1st...game journalist to get own toy statue
- BOO...Sony recalls two downloadable games
- Bio...Shock art book .PDF available here
- RND...We are all Sims, says philosopher
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N'Gai Croal
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Aug 13, 2007 01:25 AM

Q Games' Gunpey for PlayStation Portable
Time flies when you're having fun...or when you're arguing with a good friend. Along with MTV News reporter Stephen Totilo, we've thus far debated and discussed God of War II, the Halo 3 multiplayer beta and Manhunt 2. In this installment, which is also being posted on Totilo's blog MTV News: Multiplayer,
we're taking on an entire category: small games, also known as short
session games. Why? Because as the staff of Level Up gets older, we're
finding ourselves unwilling to commit to the 10-20 hour experiences of
most AAA titles, and increasingly drawn to simpler, more repetitive
games that we can pick up and put down at our leisure.
In the
spirit of our topic, Totilo and Level Up agreed to limit the length
of our individual entries to 500 words or less. Some excerpts from
Round 1:
N'Gai Croal: As we've discussed before, games are
a generally ineffective medium for the plotting and character
development aspects of storytelling. They're much better at action and
exploration, the latter involving moving through landscapes and/or
architecture in order to accomplish one's goals. But during my play
session with The Darkness, my boredom stemmed from my increased
aversion to exploration. I didn't want to navigate a 3-D world. I
wanted a limited, clearly defined play space. I wanted simple rules. I
wanted waves of obstacles to dodge and enemies to blast. I wanted to
twitch and shoot and have the pleasure centers of my brain tapped over
and over again, perpetually poised on the razor's edge between
conscious thought and reflexive reaction.
Stephen Totilo: Let’s praise the short stuff! But
let’s also wonder: why is it so arresting even for serious gamers like
you and me again? A major factor is that games are getting a little
more in step with the rest of popular culture. Short games are to long
ones what downloadable songs are to albums, what E-mail was to letter
writing (and then IM was to email and then texting was to IM). These
days the cultural oddity is the 60-hour Final Fantasy. Oh, and "Harry
Potter" novels and Vs. Mode exchanges (But which one is truly worthy of
a movie adaptation?)
Click on the link below to read Round 1 of our exchange in its entirety.
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N'Gai Croal
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Aug 13, 2007 12:01 AM
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N'Gai Croal
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Aug 10, 2007 12:01 AM
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N'Gai Croal
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Aug 8, 2007 11:10 AM
MTV News reporter and Vs. Mode punching bag* Stephen Totilo has just posted a provocative interview with indie game designer Jonathan Blow.
Not provocative in that "Look at me!" kind of way, but in a forceful, thoughtful way that
makes you stop every few paragraphs to reread so that you can better
absorb the implications of his responses. Braid sent Totilo a preview
copy of his still-in-development time-twisting game Braid,
Totilo played it, then emailed Blow a series of questions ranging from
how personal can games be to why games should move beyond simple
escapism. From there, Blow went to town with a set of responses that
would be any e-interviewer's dream, weighing in at what we're told is a
whopping 5,500 words. For example, when asked about his dislike for the
term "escapism" as applied to games, Blow first answers by describing
what games are now, then goes on to say:
A lot of what
you get out of a movie depends on what intention you bring to the
viewing experience. You can go to a movie just as escapism — and be
swept up by the visions and emotions, or whatever. Or you can attend a
movie with a more expansionist mindset: you want to experience those
same visions and emotions, but you’re doing it to connect those things
to the rest of your life, to bring them back; not to escape from the
rest of your life. The goal is, maybe, to expand yourself into perhaps
a greater, more experienced person. Even just a little bit.
Dogs
play-fight because it gives them the experience to fight more
effectively when they need to really-fight. etc. So this isn’t some
quirk of human-exclusive behavior I am talking about.
Games
can provide this kind of mental, emotional and spiritual expansion, and
they can push it in a different direction than movies, or books, or
music, or whatever. In his new book "Persuasive Games," Ian Bogost
coins the term “procedural rhetoric” to talk about one of the core
qualities of games: that they communicate ideas via the way things
work, through behavior. I think that is sort of the right idea, but I
think the “rhetoric” part is somewhat the wrong idea. I think the
richest things that games have to show us are sub-verbal, maybe even
sub-intellectual.
To read the rest of the excerpt, click on the link below.
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N'Gai Croal
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Aug 8, 2007 09:39 AM
- RED...360 fans trade info to avoid flawed units
- W60...Play Halo with a Wiimote? Duly noted.
- COD...Call of Duty 4 multiplayer beta: can't wait
- RND...How newspapers covered Barry Bonds' record
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N'Gai Croal
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Aug 7, 2007 07:46 AM
After the results of the Game Critics Awards
were announced last week, we reached out to several winners for
their reactions and some updates about their games in progress. The
winner of Best Action/Adventure Game was BioShock from Irrational Games.
We emailed some questions to Ken Levine, co-founder of Irrational Games. Here's what he wrote back:
What was your reaction to winning Best Action/Adventure game?
We've
always won a ton of E3 awards for BioShock from the press, but we never
picked up a judges' award before. So it was really gratifying.
BioShock
has already gone gold. How have you celebrated this milestone in the
past, and how did you celebrate this milestone for BioShock?
We
just had a team party in Boston, and then we have a event on the launch
night on August 20th, which we’re inviting lots of people to, including
members of the BioShock fan community. I'm actually looking forward to
that, because launches are usually such abstract things. You wake up
launch morning and it’s like, "Hey, our game has, umm, shipped to
retail!" It’s not exactly like headlining at Madison Square Garden.
With
BioShock already getting great reviews, and Harmonix's Rock Band
receiving early accolades, 2007 looks like a breakout year for the
Boston game development scene. Is there anything that distinguishes
game development in Boston from that in other cities, and how much is
the departed Looking Glass Studios responsible for laying the
foundation for what we see today.
I think LG had a LOT to do
with it. Greg LoPiccolo was one of the key guys on Guitar Hero and Rock
Band, along with lots of other former LG people. Irrational is just
crawling with former LG people. Hell. I wouldn't be in Boston (or maybe
the games industry at all) if LG didn't hire me and move me up here.
It is strange to think that two of the biggest games of the year are
Boston bred.
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N'Gai Croal
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Aug 7, 2007 12:01 AM
- TOP...Ten Halo Pickup Lines: GGG!
- TOP...PSP Cities: NYC, CHI, DC
- RIP...off games are good for you
- RND...A retired general reflects on war
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N'Gai Croal
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Aug 6, 2007 08:01 AM
- DGC...The Digital Game Canon gets official funding
- SAD...Xbox 360 owners gripe about repair times
- HMM...It was supposed to be a unique trailer
- RND...Matt Lauer on hip-hop: is it really real, son?
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N'Gai Croal
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Aug 3, 2007 02:50 PM
After the results of the Game Critics Awards were announced earlier this week, we reached out to several winners for their reactions and some updates about their games in progress. The big winner was Rock Band from Harmonix, which won three awards: Best of Show, Best Hardware/Peripheral and Best Social/Casual/Puzzle. We emailed some questions to Alex Rigopulos, CEO and co-founder of Harmonix. Here's what he wrote back:
What was your reaction to winning Best of Show, Best Hardware/Peripheral and Best Social/Casual/Puzzle?
As you can imagine, the team here was absolutely thrilled. When we got the news, we immediately and vigorously polished off several crates of champagne-which was a welcome relief from the stress of beta.
Now that we've sobered up again, there's this small matter of finishing the game...
A rhythm game has never won Best of Show from the Game Critics Association. Were you surprised to win given the history and your competition? What do you think this means for the music game category?
Yes, honestly, it was hard to believe, given the history, and also given the other incredible games that were nominated. I think it's a sign that music games have finally "arrived" in the U.S. and have taken their place as a major, mainstream category of games.
How close is Rock Band to completion, and what major things remain to be done?
All of the major systems are complete. As is normally the case in beta, there's plenty of bug-fixing to be done, finishing off of various details, and lots of play-testing, polishing and tuning. We're dying to cross the finish line and get this thing out into the world!
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N'Gai Croal
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Aug 3, 2007 02:40 PM
After the results of the Game Critics Awards were announced earlier this week, we reached out to several winners for their reactions and some updates about their games in progress. The winner of Best Original Game was LittleBigPlanet from Media Molecule. We emailed some questions to Alex Evans, technical director for Media Molecule. Here's what he had to say:
What was your reaction to winning Best Original Game?
Actually when we got the nominations it was another mad moment of disbelief & happiness that all the people we met at E3 understood the game vision so well. Our policy of basically trying to be as open as possible and show large amounts of the game hands-on, even really early in dev, is unusual but it's really paid off for us! So to actually win Best Original Game from the back of that--well, I don't think it's really sunk in fully yet. Especially against such a strong field this year. It's all awesome, and yet surreal.... :-) The team are totally stoked, and it gives us all new impetus to push forward and make LBP as fine a game as we can!
What was more special to you and why: the audience reaction at the 2007 Game Developers Conference, or the response from individual journalists at E3 2007 as they were playing the game?
They were extremely different. At GDC, it was a special moment just because that was when we burst into view, and the reaction was so wonderful and unexpectedly positive. But at E3 I felt we tackled a much harder and more interesting challenge--letting people (especially critical and knowledgeable gamers!) play the game, see if they had fun--and showing the create tools off for the first time. In a way that was revealing the most ambitious part of our project in a detailed hands-on way, so it's really great that everyone who has played seems to ‘get it'.
How far along is the game, and what are the major things left to be completed before it ships?
I think we're on track :-) and working hard to get something out to people! We're a small team and LBP is still quite a young project--18 months old from when we painted our first office, and I think less than 250 man-months have been spent on LBP so far, for what that's worth--I think we were unusual in showing code so early at GDC (less than one year in to the project) but the reception was so positive we have no regrets at all! Our only battle is persuading people that they're still seeing pre-alpha code, not final :-) Next, what we're really excited about is the possibility of seeding a great community, then watching LBP grow and change with that community. That process really starts with the online beta trial, which we'll really try to *respond* to--and only then can we truly say how close we are to being ‘done'. Being a bunch of perfectionists, I'm not sure we'll ever be happy to say it's 100% ‘done'--but hopefully the user generated aspect and downloadable content will give us the best of both worlds, i.e. timely shipping & evolving :-) We've still got loads of cool stuff to show off, LBP still has some secrets up its sleeve :-)
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Aug 3, 2007 02:30 PM
After the results of the Game Critics Awards were announced earlier this week, we reached out to several winners for their reactions and some updates about their games in progress. The winner of Best Console Game and Best Role-Playing Game was Mass Effect from BioWare. We emailed some questions to BioWare president Greg Zeschuk and chief executive officer Ray Muzyka. Here's what they told us:
What was your reaction to winning both Best Console Game and Best Role-Playing Game for Mass Effect?
Zeschuk: We are really thrilled and honored that we won both the Best Console Game and Best Role-Playing Game awards; there were some really stunning games at E3 this year and for Mass Effect to be on the top of the list tells us our team’s hard work is paying off. Going into the show is always a little daunting as the competition is extremely fierce, but Mass Effect being recognized by the key industry press really gives us a lot of confidence that we’re doing things right. We believe that Mass Effect will settle the “are games art?” argument once and for all… :-)
Mass Effect has gotten a lot of praise for its interactive dialogue and performances. What have been the biggest challenges in perfecting the games dialogue system?
Muzyka: Truly capturing deep, emotional engagement with the characters and the story in Mass Effect was the biggest challenge we faced while building the game at BioWare, but it was also one of the areas we focused on from the very beginning of development. We really started building toward this goal in Star Wars: Knights of the Old Republic where we did full voice over and lip sync combined with a great storyline in the game, and we extended it further with Jade Empire where we started adding emotional states in characters during dialogue. In Mass Effect we are not only giving players our best storyline yet, combined with the option of how they want to respond in real time during a conversation, but we’re also adding in an incredible level of subtlety and craft in how characters respond to your actions. As a result, the conversations look and sound incredibly real, so that no matter what dialogue choice a player makes, it feels entirely authentic, and exploration transitions to conversations and combat entirely seamlessly.
One of the things we heard after the E3 presentations and press playthroughs was that not only was it incredibly fun to play the game, but it was even fun to sit back and simply watch it being played. Mass Effect really feels like an interactive blockbuster movie where you, the player, are both the director and the lead actor in the story--and you also get to explore the galaxy in your own spaceship--need we say more?
How close is the game to completion, and what are the major things left to be finished before it ships?
Zeschuk: We’re getting very close to the end as we are committed to shipping in November; we are focusing on polishing the game to an extremely high standard. BioWare is known for quality, and we believe Mass Effect could be our best game yet. It is certainly the most amazing game we’ve ever made! Something that never seems to shock us is that we’re always discovering new things as we play it. We’d love to spoil it for you, but we want everyone to experience the amazing surprises in the game first-hand!
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N'Gai Croal
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Aug 3, 2007 02:20 PM
After the results of the Game Critics Awards were announced earlier this week, we reached out to several winners for their reactions and some updates about their games in progress. The winner of Best PC Game was Crysis from Crytek. We emailed some questions to Crytek president Cevat Yerli. Here's his reply:
What was your reaction to winning Best PC Game?
We were very, very happy. We understood what challenges we have and what concerns people express when talking about Crysis in regards to fidelity vs. [system] requirements. But I am glad that the level we showed from the game spoke volumes enough to help us win the award. It's a great reward and we'll use this as a stepping stone towards finishing Crysis. We are very happy with this on our shoulders now.
The game has always looked great, but what kind of specs will people need in order to run Crysis so that it looks as good as what you've shown publicly?
We are still working on finalizing our specifications; in fact, optimization is one of the things we're focusing on right now. We still expect to meet our goal to make sure gamers will be able to get a great experience playing Crysis on gaming rigs 2-3 years old from the time we ship. At the same time, we're thinking about the future and also making sure the Crysis still looks great 2-3 years from now, just like Far Cry, which still looks great on current state of the art hardware.
How far along is the game, and what are the major things left to be completed before it ships?
We are in the final stages right now. The Alpha is behind us, and we are about to finish our Beta stage. Some minor balancing, polishing, bugs and optimization are left. We are on track to release on November the 16th, 2007--a very exciting date for us! Cross your fingers please!
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N'Gai Croal
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Aug 3, 2007 02:10 PM
After the results of the Game Critics Awards were announced earlier this week, we reached out to several winners for their reactions and some updates about their games in progress. The winner of Best Handheld Game was The Legend of Zelda: Phantom Hourglass from Nintendo. We emailed some questions to Nintendo's Eiji Aonuma, manager/producer of Software Development Group No.3 in the company's Entertainment Analysis & Development Division. Here's what he told us:
What was your reaction to winning Best Handheld Game?
I was very grateful to learn that The Legend of Zelda: Phantom Hourglass has received the Best Handheld Game award, a few years after another handheld Zelda, Minish Cap, won the same award. As we were challenged to create something very different this time, I am particularly happy because the award appears to have meant that our challenge was worthwhile.
Why do you think Japanese gamers have responded so much more strongly to The Legend of Zelda: Phantom Hourglass for the DS than to The Legend of Zelda: Twilight Princess for the Wii?
The biggest factor must be that, in Japan, the gaming population has already been expanded. The sheer installment base of Nintendo DS is huge, far larger than that of Wii, and so many Japanese, regardless of gender, age and past game experiences, are now playing with Nintendo DS. We really wanted to make software that can be appreciated by the core gamers and casual gamers alike, and the sales so far appear to be showing that many Japanese are enjoying this new handheld Zelda.
What was the most challenging part of designing Link's controls around the stylus?
We wanted to create a new handheld Zelda experience that can be played only by touch pen so that novice players would not be hesitant in trying to play while core Zelda fans can find something very unique and fresh. Once we decided this basic play style, brand new ideas were hit upon by us developers one after another. The only challenge we faced was eliminating any and all ideas which made the gameplay too complicated or uncomfortable. In the end, we believe that we were able to create a brand new Zelda experience that can be very comfortably played only with a touch pen, and we are glad with the outcome. The core Zelda fans appeared to have some hesitation at the beginning, but after they started playing, we believe they understood the reason why we have chosen this new direction this time.
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Aug 3, 2007 02:05 PM
After the results of the Game Critics Awards were announced earlier this week, we reached out to several winners for their reactions and some updates about their games in progress. The winner of Best Racing Game was Burnout Paradise from Electronic Arts' Criterion Studios. We emailed some questions to Alex Ward, creative director of Criterion: Here's what he sent back, along with the exclusive screenshot shown above:
What was your reaction to winning Best Racing Game?
As ever, I speak on behalf on the development team and I can report that they are very pleased to win this award and very proud of the work we've done so far. It certainly hasn't been easy and we went into this E3 not quite knowing what to expect. There were some great titles nominated too, so let's not forget them.
How much of a challenge was it to set a racing game in an open world with increased destructibility and still maintain the Criterion standard of 60 frames per second?
It was enough of a challenge for us as a development team to throw away (or 'bin off' as we say) ALL of our old technology. That was absolutely everything we had. And that tech was FAST, world-class fast and I think everyone knew that.
Paradise has changed everything we've done and challenged us in every way possible. It's the first open world game we know of that runs at sixty [frames per second.] As I said to [Ziff-Davis editorial director] John Davison after the SCEA conference, to achieve this result in time for E3 was like us putting a man on Mars. Everyone else was shooting for the moon. Now there's nothing wrong with the moon, but everyone wants to move to Mars!
As I repeated a lot to people at E3, each Burnout game was a reflection of who we were at that time. And times change, and so do we. Just because we did something before doesn't mean we'll do it the same way again. Each Burnout game stands alone, both in technology and game direction.
With this new game we have to stream about five times as much world than ever before. This required us to totally rethink how we should approach building this world and changed our entire toolchain. I cannot tell you the shockwaves this sent through our team and our company. To just put ANYTHING onscreen meant going right back to square one. Right back. So we didn't want to just try and work smarter, we had to be smarter AND faster. And that's the real trick. We've set out to make a totally new gaming experience, not just an all-new Burnout experience.
In Paradise City, the player can now go anywhere, look in any direction, at any time. This means that we cannot precompute anything or chop anything out to maintain framerate - we don't control or restrict what the player does anymore. This is YOUR Burnout YOUR way. So has it been a challenge? Absolutely, but I'm incredibly proud to work alongside some of the best damn programmers in the world. And they LOVE a challenge.
How close is the game to completion, and what major aspects of the game's development remain?
We're just approaching alpha on the development. And there is still a hell of a lot to do. We have high ambitions and our fans have high expectations. So we have to deliver. We're still tweaking everything from racing to road rage to crash and all of the online stuff. Unlike most other ‘normal' development teams, it's this time of development we like the most. We make a lot of changes, and make them fast. We believe in innovation and creativity and pushing the driving genre as far as we can. Making the same game again would never be interesting to the Criterion staff.
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Aug 3, 2007 02:00 PM
After the results of the Game Critics Awards were announced earlier this week, we reached out to several winners for their reactions and some updates about their games in progress. The winner of the Special Commendation for Graphics was Killzone 2 from Guerrilla Games. We emailed some questions to Hermen Hulst, managing director of Guerrilla Games: Here's what he wrote back:
What was your reaction to winning the Special Commendation for Graphics?
The Special Commendation is quite an honor as we weren't playable at the show, which I understood to be a requirement. I am particularly pleased that the team nevertheless got the recognition from the jury.
Expectations for and skepticism about Killzone 2 were so high after the E3 2005 trailer. How confident were you going into E3 that your demo would deliver the goods. What was it like watching the reactions of first group of journalists at the Killzone 2 preview event, and when did you realize that you'd gotten them hooked on the demo?
The vision that we set for the game through the E3 2005 trailer was purposefully ambitious yet achievable. But even though we always believed we could live up to our own benchmark, after a while it becomes hard to judge your own stuff. For me it was clear that our game was going to make quite an impact when we demoed the game to [Playstation studio chief] Phil Harrison and some of the marketing folks a few weeks before E3 and their first response was "Wow...what a rush!"
The game looked great at E3. How much work is left to be done before launch, and when can we expect to hear some details about multiplayer?
At E3 we wanted to show that we can live up to the promise of the original trailer. As for the second part of the question, we plan to follow up with more information on the game as additional details become available.
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N'Gai Croal
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Aug 3, 2007 08:55 AM
- EGO...trip: our GTA analysis goes big-time...
- EGO...deflation: ...but others disagree
- Wii...Super Smash Bros. adds story mode
- T2!...Strauss Zelnick, before the calamity
- MAN...uals: how they can still serve a purpose
- EYE...of Judgment snares Gabe and Tycho
- UT3...Mark Rein explains it all for you
- RND...Can't. Wait. To. See. This. Flick.
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N'Gai Croal
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Aug 2, 2007 06:16 PM
Grand Theft Auto IV Special Edition
During a late afternoon conference call on Thursday for analysts and media, Take-Two chairman Strauss Zelnick said that he didn't see much benefit in discussing the specific technical issues that forced he and Rockstar to delay Grand Theft Auto IV until Spring 2008, and he remained true to his word. But that doesn't mean that the staff of Level Up can't engage in some informed speculation about what may have taken place.
Until earlier this week, when a source informed us that Microsoft had sent a shock team of engineers to help Rockstar complete the game, much of the gossip surrounding problems with GTA IV centered around the Playstation 3 version. Rockstar has been pretty quiet about that SKU; the game has only been demonstrated to media running on the Xbox 360; the GTA IV trailer wasn't even shown during Sony's E3 press conference, ostensibly because Rockstar never responded to requests for footage from Sony PR. Throw that into the mix with all of the non-Rockstar scuttlebutt--several developers have said that it's difficult to develop for PS3; porting from Xbox 360 to PS3 is said to be harder than the other way around; yet many developers are choosing to lead on Xbox 360 because of its larger installed base, resulting in PS3 versions of games shipping weeks after the Xbox 360 SKU has already gone out the door--and the stage was set for an October surprise: GTA IV becoming a de facto Xbox 360 exclusive. Instead, both versions have been pushed back to next year. What happened?
We believe that Rockstar is having difficulty with both versions of the game, not just the PS3. GTA IV executive Sam Houser basically said as much in the press release, "The game is huge and is pushing the hardware platforms to their absolute limits. The top engineers from Sony and Microsoft are working closely with the team in Edinburgh right now, helping us to fully leverage the power of both platforms." That was echoed by Zelnick on the conference call, who said, " There are technical challenges across the board on both PS3 and 360." If Rockstar could have completed the 360 version in time for its previously scheduled October release, it would have done so. Why?
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N'Gai Croal
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Aug 2, 2007 04:00 PM
A press release from Take-Two Interactive just crossed the wires, revealing that Rockstar Games' much anticipated Grand Theft Auto IV will no longer ship in October as previously planned. It's now expected to ship sometime next spring. We'd heard rumblings of development problems on the game--more specifically, that Microsoft had sent a SWAT team of developers to assist Rockstar in getting the game shipped on time, much as it did last year for Gears of War--and recent previews from the enthusiast press pointed out significant problems with the game's framerate.
Nevertheless, Rockstar has delivered its Grand Theft Auto games more or less like clockwork, making today's announcement something of a shock. But given executive producer Sam Houser's statement in the release that "The top engineers from Sony and Microsoft are working closely with the team in Edinburgh right now, helping us to fully leverage the power of both platforms," it would appear that the rumors are true. Hopefully Rockstar will use the extra time to include the criminally neglected Staten Island, better known to Wu-Tang Clan fans as Shaolin.
The bad news doesn't stop there, however. Take-Two also doesn't expect to ship Manhunt 2--which is at present effectively banned thanks to its Adults Only rating--during its current fiscal year. It will be interesting to see which publishers move their games out of the November crunch and into October now that the neutron bomb that is Grand Theft Auto IV will no longer be dropped in 2007. Looking at the winners and losers in all of this, the biggest winners are rival third-party publishers (less competition) and Nintendo (more reason for fence-sitters to buy a Wii and hold off on the more expensive 360 and PS3, while the biggest losers are Take-Two (much, much, much less revenue) and Microsoft (the one-two punch is down to just one.) As for Sony, this would appear to be a push: while an arrow has been temporarily removed from Microsoft's quiver during the crucial holiday season, the PS3 would nevertheless have benefited from longtime GTA fans buying PS3s to play the game.
For more excerpts of the release, click on the link below.
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N'Gai Croal
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Aug 2, 2007 12:01 AM
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N'Gai Croal
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Aug 1, 2007 12:55 AM

Stranglehold Playstation 3 Special Edition box art
In emailing with Midway Home Entertainment senior vice president of marketing and chief marketing officer Steve Allison about the growing ties between Hollywood and the videogame industry,
we were also curious about another Midway deal involving Stranglehold.
The Playstation 3 Special Edition version of the game includes a copy
of its inspiration, the 1992 John Woo film "Hard Boiled," stored on the
same high-capacity Blu-Ray disc for $10 over the price of the regular
version. How did this deal come about? Here is our exchange on the
subject.
For years, companies like Disney and Sony have explained that
the reason that they don't package the DVD of a movie with its
videogame is that it's difficult to both get the fair market value for
each and give consumers a bargain. How, then, did Midway put together the deal for the high-definition version of "Hard Boiled"
that is being included as part of the PS3 special edition of John Woo's
Stranglehold? Will the Stranglehold special edition be the only place
consumers can get "Hard Boiled" on Blu-Ray, or will it be available
elsewhere?
I think the days of this concern or rationale for not bringing our two forms of media together on special SKUs
will be behind us now, especially with the storage capacity that new
media like Blu-Ray allows. There's a tremendously powerful opportunity
to bring content together that collectively makes for a much more
powerful product when you do things like this. The argument you
reference about "fair market value" kind of goes out the window
especially on catalog movies that have been out on the market for a
while. On newer DVD releases, I can see the issue when a home video
division of a studio is dealing with a third party publisher. However,
a strategic advantage held by studios like Disney or Warner Brothers
who are taking on their own game publishing duties is to bring the
newer film content together with the new game releases; it's up to them
to figure out how to do the internal transactions between the divisions
to make it all work. Having just done this deal with the Weinsteins for
"Hard Boiled," I'm it certain it can be done; it's a matter of the
studios deciding that it's important and doing it.
For us, it was
a wild-haired idea at first: why not pair up a new videogame with a
very good catalog film in the same genre if it holds some value to a
consumer? Stranglehold continues the story of Inspector Tequila from
"Hard Boiled," so tracking down the rights holder was super logical in
the context of this "crazy idea," which is what everyone said when I
first pitched it internally.
The Weinsteins and Genius Products,
their home video partner, are very forward thinking on this issue, I
have to say. We approached them not knowing their plans for their own
re-release of "Hard Boiled" at the end of July. To protect them against
worries of cannibalizing their release we did two things:
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N'Gai Croal
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Aug 1, 2007 12:21 AM
I'm the king of rock, there is none higher
Sucker MC's should call me sire
To burn my kingdom, you must use fire
I won't stop rockin' till I retire
--"King of Rock," by Run D.M.C.
Yesterday, the Game Critics Association announced its winners for the 2007 Game Critics Awards, given to the best playable games shown at the E3 Conference in Los Angeles. Harmonix's Rock Band claimed the most awards
with three, followed by Bioware's Mass Effect with two. Xbox 360 had
the most wins on a per-platform basis with 11, followed by Playstation
3 with eight. Meanwhile, there was just one win for the Wii, showing a
sharp divergence between the tastes of critics and the console
purchasing public. As for publishers, Electronic Arts led its peers
with six wins, followed by Microsoft with three.
Click on the link below for the
complete list of winners.
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N'Gai Croal
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Aug 1, 2007 12:02 AM
- 4H3...Four-player co-op announced for Halo 3
- DIE...Must we, in videogames?
- OOO...You're the man now, wolf
- RND...Losing Faith in magazine covers
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