Video: Applying psychology to build better games

At GDC 2013, game designer Jason VandenBerghe sought to find a practical game development application of the 5 Domains psychological model of personality types -- or die in the attempt.

With tongue-in-cheek bombast, VandenBerghe streamlined the "Big 5" model to encompass a complete set of player archetypes, then offered an example of how game developers can use it to build better games by developing accurate empathy for their players.

But does accurate empathy necessarily mean you can make better games? Find out for yourself by watching VandenBerghe's talk, "Applying the 5 Domains of Play: Acting Like Players", for free right nowon the GDC Vault.


About the GDC Vault

In addition to this presentation, the GDC Vaultoffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Tech

Ubisoft Montreal Throws Open Its Doors

We saw a lot of Rainbow 6 Patriots while we were visiting Ubisoft's Montreal offices, but that wasn't all we got to check out.

We saw a lot of Rainbow 6 Patriots while we were visiting Ubisoft's Montreal offices, but that wasn't all we got to check out. During our trip, we also received a nice tour of the studio's downtown digs. Check out our exclusive video tour to see where all the magic happens.

Ubisoft moved into the building nearly 15 years ago, employing about 500 people. Now the former textile factory is home to about 2,100 employees, including the teams behind games as varied as Assassin's Creed, Rainbow Six, and Just Dance. Cedric Orvoine, Ubisoft Montreal's director of communications, took us on a guided tour of the facilities, which you can see below. Enjoy!

Producer blames Okami's demise on bad timing

No one really knows why Clover Studio's Okami failed to light the gaming world on fire, only that if the sheer amount of people who claim to have loved the game actually bought the game, we wouldn't have to ask ourselves this question on an semi-annual basis. Now, in a recent preview for Okamiden, its spiritual successor on the DS, Capcom Producer Motohide Eshiro has weighed in with his own take on

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Jump to Section: Best Price Comments Pros Pretty cartoon world Nice mini-activities Charming style Cons All ninjas basically the same Combat is random button mashing Boss fights are miserable quick-time events IO Interactive%26rsquo;s Hitman series has come to define the soullessly violent videogame. IO Interactive%26rsquo;s Mini Ninjas will come to define games in which you can use your hat as a boat

Crysis 2 dazzles with BlackFire lighting mod

Crysis 1 had so many graphics that running it on the highest settings became the dream of every mid-late 2000s system builder.

Crysis 1 had so many graphics that running it on the highest settings became the dream of every mid-late 2000s system builder. Crysis 3 had moving ropes so advanced (read: poorly optimised) that it tested even the most powerful of modern GPUs. But middle-child Crysis 2 never set the world - or graphics hardware - alight with its texture work. Luckily, modders have been all too happy to dose it with steady injections of pure pixels and effects. BlackFire's mod is a Crysis 2 lighting overhaul, designed to remove the smoky atmosphere of the vanilla game for a clearer and brighter experience.

"Vivid colors, detailed shadows, along with a redesigned lighting, makes BlackFire's Mod 2 one experience that you will not believe that your machine is capable of," claims the ModDBpage. That's a bold statement - the creators have no idea what my machine is capable of. Near-crashing under the weight of all the page's comparison gifs, for one thing.

To really get the most of the mod, you'll want to install the excellent MaLDoHD texture pack, which the latest BlackFire update should now be 100% compatible with. There are two versions on offer, one that just features the BlackFire additions, and one that bundles in some extras - including the boastfully named Quality Mod, which adds Depth of Field, lens flair and other visual tweaks. Also there's a mod that adds a composite bow, thus bringing Crysis 2 in line with the Stealth Game Design Act of 2012 that mandated a bow and arrow in all games.

You can download BlackFire from ModDB.

Behind The Crosshairs: The Weapons Of Transformers

When High Moon started developing Transformers: Fall of Cybertron, the designers put out an open call for anyone in the studio to submit ideas for new weapons.

When High Moon started developing Transformers: Fall of Cybertron, the designers put out an open call for anyone in the studio to submit ideas for new weapons. A flood of concepts soon rushed in, and the programming team spent weeks turning a list of offhand and oddball ideas into a prototyped arsenal. Take a look at the creative munitions born out of this experiment.

The Upgrade System
Each weapon can be upgraded through universal
munitions stations scattered around the planet. “We really made a
conscious choice to make every upgrade a significant improvement, so one
upgrade might increase your firing speed by 75 percent,” explains game
director Matt Tieger. “We could have made the system so that there were a
lot of upgrades that each improved your guns a little bit, but we
wanted to make each upgrade feel like this giant thing. That way when
players buy it they’re really going to feel the difference.” The great
thing about this upgrade system? Players only have to buy each upgrade
once, as every upgrade carries over to other characters whenever they
use that weapon.

Fall of Cybertron boasts such a creative list of weapons that many of
High Moon’s concepts feel like they would be at home in a Ratchet and
Clank or Resistance title. Players can outfit themselves with one
primary and secondary weapon – usually a damage-heavy explosive cannon.
Both Autobots and Decepticons have access to every weapon in the game.
Here are a few of Fall of Cybertron’s more impressive Saturday-morning
specials. And be sure to check out these guns in action in the weapons gallery below.

A4 Pulsar Cannon
The A4 Pulsar Cannon fires a giant projectile that players can detonate at will. Players can also create a makeshift minefield for opponents by fixing these energy clusters to walls within the environment and having them explode when enemies draw close. “It’s actually pretty fun in multiplayer,” says lead programmer Andrew Zaferakis. “Lots of times guys line up just right so you can aim this at one spot and get the whole group of guys behind them.”

X18 Scrapmaker
The X18 is basically a chain gun. It can cut through Autobots like toy cars in a barrel, but it also burns through ammo quickly. Upgrades for this weapon increase its ammo capacity, windup time, running speed, and accuracy. “This gun looks giant and heavy when tiny characters like Cliffjumper are holding it,” Zaferakis says. “But larger character like Optimus Prime can hold it like it’s nothing.”

Chaos Rift Combustor
“This was originally an alt fire for Megatron’s tank, but it was cool enough that it needed to be its own weapon,” Zaferakis explains. To use the Chaos Rift, you must first line a shot using the weapon’s aiming arc. The Chaos Rift launches cluster bombs that land and spawn a flurry of mini explosives. You can also manually detonate the cluster bomb in the air, creating a meteor shower of little bombs over your enemies.

Dimensional Decimator
This tiny grenade tears a hole in the fabric of space and time. After players discharge the explosive, an energy funnel begins to rise into the air, pulling everyone in the vicinity toward it before finally exploding and spraying shards of its victims in all directions. “It basically creates a giant gravitational black hole,” Tieger explains. “It’s got a black center with green tornado effects around it. It looks really cool.”

Energon Harvester
The Energon Harvester is basically a shotgun that leaches health off enemies while healing your character. “This doesn’t do as much damage,” Tieger admits, “but it’s a way for players to gain heath back. Like a combo between a shotgun and a drain gun.”

Gear Shredder
This fearsome weapon launches spinning eradicator blades. “It cuts limbs off enemies and ricochets off surfaces, so if you know a guy is taking cover around a corner you can hit him with a bank shot,” Zaferakis says. “You can also, charge it up and run around with a spinning sawblade to melee enemies.” One of the Gear Shredder’s upgrades allows players to launch multiple blades at once to take out a spread of enemies; another causes the saw blades to home in on a target after they bounce off a surface.

Nucleon Charge Rifle
The Nucleon Charge Rifle is the game’s sniper rifle. Thus, it’s got a zoomed-in scope and a powerful single-shot blast that increases in damage the longer the player aims at the target.

Riot Cannon
This is High Moon’s equivalent to Megatron’s arm cannon. “This is a traditional shooter weapon, but once it’s upgraded we turn the last shot in your clip up to 12. It’s like a mini nuke basically,” Tieger explains. “This is a really unique gun because we find that people want to run around with just one bullet left.” High Moon is still fine-tuning the Riot Cannon, but right now the final shot does somewhere around 300 percent normal damage and causes a giant explosion capable of eliminating an entire wave of oncoming enemies.

Photon Burst Rifle
It’s a standard assault rifle, but when players have this weapon equipped they have the passive ability to see their enemy’s health listed on their HUD. “It’s a decent, long-range burst rifle that is relatively accurate, but the unique twist is that it gives you that extra information,” Tieger says. Once the Photon Burst Rifle is upgraded, players no longer have to pull the trigger each time they want to fire the gun, and can instead set it to auto-burst fire.

Don’t forget to check out the hubfor our month-long coverage of Transformers: Fall of Cybertron. Head there now to check out our video profileof the new Optimus Prime.

Okamiden releasing March 15, with same swag as Japan

Okamiden is coming to the DS on March 15 in North America, and for once Western gamers are getting everything their Japanese counterparts do. At least, those who pre-order at Gamestop will. Those impatient order-holders will receive the special Okami stylus, shaped like Chibiterasu's celestial brush, that came with the Japanese version of the game. We've had the chance to play Okamiden at various trade

...

Jump to Section: Best Price Comments Pros Looks as good as anything on Wii Plenty of great action Cute and charming vibe Cons Animals and other ninjas aren't explored much Controls aren't the best on Wii Camera could be better Go to page: Page 1 Page 1 Page 2 For a game that left us with such an abiding impression of unfulfilled potential, Mini Ninjas is remarkably likeable. The characters, for all

Road to the IGF: Arcane Kids' Perfect Stride

Sometimes developers want to explore a specific theme: they want to simulate something, or explore the depth of a high-level idea or concept.

Sometimes developers want to explore a specific theme: they want to simulate something, or explore the depth of a high-level idea or concept. And sometimes the inspirations for games come from finding a theme that fits a specific design space.is much the latter -- but it's not nearly that simple, as the following interview reveals.

The indie skateboarding game comes at a time when the genre -- which once dominated the console space -- has hit the nadir of its popularity. But between Perfect Stride and OlliOlli -- two games with an entirely different creative ethos -- in 2014, it's the clear domain of independent developers.

Continuing our Road to the IGFseries of interviews with nominees, Gamasutra speaks to Perfect Stride developers Russell Honor and Ben Esposito, who answered the questions below in a "kind of singular voice."
What's your background in making games?We were part of a DIY music club in college, and thought it would be fun to have games in our basement venue for shows, so we started making them. Turns out it was really hard to make a fun game in an afternoon so we made ones that we thought were funny instead.

Since then Ben worked at Giant Sparrow on The Unfinished Swan and Russell made Zineth , last year's IGF best student game, and now works at thatgamecompany.
What development tools did you use to build Perfect Stride ?The regular shit that everyone else is using.
How much time have you spent working on the game?About a year. However, between the two of us it's never been more than a secondary project, sometimes tertiary.
How did you come up with the concept?Open up Half-Life 2
Enable developer console in settings
Open console in game
Type “sv_friction 0”
Type “sv_aircontrol 255”
That's basically Perfect Stride . In 2008 we built a HL2 mod around that with levels that explored that type of movement. This game is an evolution of that.
It seems interesting that themes that used to be hugely mainstream (in this case, skateboarding) are abandoned by the mainstream industry and become the subject of indie games -- we see this happen a lot. What are your thoughts on that?We gotta remember that skateboarding was exploited by the mainstream to make $$$. Skateboarding is a way of engaging with and subverting architecture. It's about exploiting capitalist structures so really the proper way to play Perfect Stride is to follow the directions above and try to skate in HL2 levels. I hope modding doesn't die. We live in a post- Tony Hawk world. Skateboarding is getting reappropriated.
I notice that you say the game mechanics in Perfect Stride are inspired by FPS movement exploit mechanics. Are mainstream devs too unwilling to explore their own design possibility spaces, do you think?I don't think they are dumb enough to make a whole game about it. The only reason exploits are cool is because they are outside the space explored by the devs, leaving it to the players. Which is the whole spirit of skateboarding, as outlined above.
Did the skateboard theme come from the movement exploit mechanics or the other way around?Skateboarding was a layer put on top of the movement mechanic. Ultimately we aren't trying to simulate anything closely, we are more concerned with giving the player the same types of feelings and stimulation you get from actually skateboarding -- a sense of flow.
Have you played any of the other IGF finalists? Any games you've particularly enjoyed?We usually only play mobile / casual games so we only got to try a few. I got a perfect score in Device 6 . We also played Corrypt , I didn't know that guy was still alive, so that's cool.
What do you think of the current state of the indie scene?please don'
t

The Transformers Timeline

Whether you're a longtime enthusiast or a new fan, this succinct history of the robots in disguise will get you up to speed.

Any Transformers fan will tell you that keeping track of the storyline and history of the characters is nearly impossible. That's because the Transformers fiction is a tangle of competing continuities. What's the origin of Optimus Prime? It depends on which cartoon, comic, novel, movie, or toy storyline you're following.

In the last couple of years, Hasbro has been making a significant effort to clarify and codify these many disparate fictions into a meaningful new timeline. These days, the novels, cartoons, and games share a history that is generally consistent with itself, and one might even reference events in another.

In the interest of offering an official history, we asked High Moon Studios, in cooperation with Hasbro, to prepare a timeline that explains the emerging fiction. If you've been paying attention to the Transformers for many years, you'll notice elements of the story drawn from the original generation of stories, not the least of which is the tracing of a history that takes the Transformers from Cybertron to Earth. Careful readers will also notice some new hints about the direction of the Fall of Cybertron storyline.

You can click on the image below for a larger version. However, to read the smaller text, we recommend you right click and save the image to your desktop to zoom in as close as you like.

For more on Transformers: Fall of Cybertron, make sure and explore our growing game hub, including extensive articles on the game and interviews with the team at High Moon Studios. To reach the hub, click on the banner below.

5 questions with Okamiden Producer Motohide Eshiro

GamesRadar:Are there any aspects of Okamiden that you think will surprise fans of Okami? ME: During the development of Okamiden, we focused on bringing quality graphics and sound to the DS, and making the brush techniques easy to execute. We believe that we were able to accomplish those aspects well and hopefully we%26rsquo;ll surprise Okami fans with the result. The game has already launched in Japan

Mario Party 10 review

Mario Party 10 review After putting the Mario Party series on a five-year hiatus, Nintendo released Mario Party 9 on Wii in 2012, bringing much-needed innovation to the franchise. This tenth entry, content to stick with what was a warmly received addition, retains this gimmick for its main mode. The five new boards are designed with the vehicle mechanic in mind, with straight A-to-B routes rather than

Crysis 3 trailer sends Nano-man into space

Crysis' playable, rubbery nano-fellow is left maximum screwed by the final scenes of the latest Crysis 3 trailer, which strand him in space with nothing to shoot.

Crysis' playable, rubbery nano-fellow is left maximum screwed by the final scenes of the latest Crysis 3 trailer, which strand him in space with nothing to shoot. If his suit has Twitter, he can @mention Commander Chris Hadfieldfor a pick-up, otherwise he'll be forced to latch on to a passing alien mothership and earn a shot at obliterating the alien menace for good.

It looks like there may be an interstellar finale in store, but much of the game will be about shooting men 'n mechs on Earth. You'll get plenty of that from the first four minutes of the latest trailer, which you'll find below.

Crysis 3 is out next week, on February 19 in the US, February 21 in Australia, and February 22 in Europe.

The Story And Direction Of Transformers: Fall Of Cybertron

Matt Tieger has to direct Optimus Prime.

Matt Tieger has to direct Optimus Prime. He has to direct the player's experience and he has to direct High Moon Studios as they work on Transformers: Fall of Cybertron. While technically a sequel to 2010's War for Cybertron, due to some radical changes in story structure and gameplay, Matt Tieger prefers to call Fall of Cybertron a spiritual successor. We had a chance to sit down the game's director to talk about his history in the gaming industry and what it is like to be a key player in one of the largest franchises in entertainment.

Watch the video below to learn what more about the changes that separate Transformers: Fall of Cybertron from its predecessor.

Learn more about Transformers: Fall of Cybertron by clicking on the link to our hub below.

Video: A brief history of PlayStation, from one-time frontman Phil Harrison

More than twenty years ago, Sony threw its hat into the game console business by launching the original PlayStation.

More than twenty years ago, Sony threw its hat into the game console business by launching the original PlayStation. The story of how it happened is peppered with intriguing anecdotes, and former Sony exec Phil Harrison shared a few of them in his brief microtalk on the history of PlayStation at GDC last month.

Harrison was joining an all-star cast of game industry luminaries speaking as part of a very special "Flash Backward: 30 Years of Making Games" session that was presented to commemorate the 30th edition of GDC.

The talk offered attendees a look back at significant trends through the eyes of the people who helped shape them, from the age of adventure games through to the heyday of MMORPGs, the rise of smartphones and tablets and the advent of virtual reality.

Phil Harrison's segment on the history and impact of the PlayStation packed a ton of interesting historical insights into just under eight minutes, and you can now watch that specific segment completely free over on the official GDC YouTube channel.


About the GDC Vault

In addition to this presentation, the GDC Vaultand its new YouTube channeloffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Tech

Central Africa’s First Video Game Gets Plugged In

Last year, IGM brought you the news about the creation of Aurion: Legacy of the Kori-Odan , the first video game being produced in central Africa .

Kiro’o Games, based in Cameroon, first began crafting the game back in 2003. Now, a dozen years later, they are almost finished with Aurion , which is based on African folklore and traditional legends blended with authentic African history and innovative storytelling.

It’s the tale of a young prince and princess, Enzo and Erine, who must go on a great quest to bring peace to Enzo’s feuding royal family so that they can finally get married and be crowned king and queen of Zama. To do this, they must travel across the six continents of the world of Auriona, defeating enemies and resolving conflicts as they gather together Enzo’s scattered legacy.

The developers are excited to announce both the newest gameplay video, seen above, and also their newly established publishing partnership. Plug-In Digitalhas joined the Aurion project, signing on to publish the completed game, which was Greenlit on Steamearlier this year. PID, as it is known colloquially, is a relatively young French company which has already published over twenty indie games from more than a dozen developers.

Aurion is a single-player adventure for PC, and is expected to launch later this year. It is set be available in English and French, and employs both side-scrolling action and vertical freedom of movement, allowing the unfolding combat and exploration to flow dynamically. The developers are eager for viewer feedback on the new gameplay video, which they hope will guide them into making a game that appeals to the widest possible audience. Interested players will want to keep an eye on the Kiro’o Facebook, Twitter, and YouTube channel.

Crytek: It's "impossible" for next-gen consoles to compete with PCs

Though Crytek CEO Cevat Yerli is under a non-disclosure agreement from both Microsoft and Sony to not MAXIMUM BEAN-SPILL details on their next-gen console reveals, that doesn't prevent him from preaching a bit to the Nanosuited choir.

Though Crytek CEO Cevat Yerli is under a non-disclosure agreement from both Microsoft and Sony to not MAXIMUM BEAN-SPILL details on their next-gen console reveals, that doesn't prevent him from preaching a bit to the Nanosuited choir. Speaking to Eurogamer, Yerli flatly proclaims the hardware rift between modular PC setups and the upcoming console family makes it "impossible" for the latter to match beefy battlestations.

"It's impossible to package $2,000-$3,000 worth of hardware into a mainstream—let's say $500—console," Yerli says. "I'm not saying they are $500 consoles. They may launch a console at $2,000, but the consumer pricing is usually much lower than that. So, given consumer pricing, and given the cost of production of a gamer PC and the amount of wattage and power it needs, which is like a fridge, it's impossible."

Yerli believes PC gaming's flexibility with swappable hardware components and the range of possible configurations gives it a competitive edge against consoles.

"The whole modular way you can design a PC today with two, three, or four graphics cards in them, and you can water-cool them and overclock to infinity, that didn't exist even six or seven years ago," he says. "You just bought one or maybe two graphics cards and then you were super enthusiastic.

"It's very difficult to compete with that. People have these massive nuclear power plants standing in their rooms that will run your games really fast. It's hard to compete with."

Crytek's sleek Crysis franchise boasts a long-standing reputation for pushing the limits of hardware as far as it can, but in the realm of consoles, Yerli admits the studio's efforts to drive graphical innovation only progressed so far.

"It was like a five or ten percent gain," he estimates. "That's it. We improved quality on consoles both visually and perception-wise through different techniques, not just brute force technology. So I think it's above Crysis 2 on consoles.

"But the PC version, because the specs are now much more evolved—this is two years later, effectively—this is two generations of PCs we could leverage and DirectX 11 is fully rolled out, so now we could really push it," he continues. "I made a joke at one point saying, ' We're going to melt PCs,' and I think we're going to melt PCs again. People want that, and we'll deliver that."

It seems Crytek decided to unleash the full might of its CryEngine 3 workhorse after hearing requests from hardware-philes for a game to truly churn their machines.

"With Crysis 2, we tried to make the specs available to as many PC gamers as possible," Yerli explains. "Then we heard back from the loudest group, which was enthusiast PC gamers, who said, 'Our PCs are running this game at 200 frames. What the hell? We should be running at 30 frames.'

"Our graphics programmers said, 'We're going to give them a game they can't run any more.'"

We accepted the challenge of running the un-runnable and dived into the brush and rubble of Crysis 3 for our review, which you can read right here. Also check out " target="_blank">Eurogamer's full interview.

The Enemies & AI Of Transformers: Fall Of Cybertron

While the AI systems in Transformers: War for Cybertron were completely functional, developer High Moon felt like it needed to rethink its enemy design for the follow-up Fall of Cybertron.

While the AI systems in Transformers: War for Cybertron were completely functional, developer High Moon felt like it needed to rethink its enemy design for the follow-up Fall of Cybertron. The studio’s AI solution has affected every facet of the game, including the fundamental design of its enemies.

At any given moment in the game, a player might be undertaking any multitude of diverse actions; players read their enemy’s actions for clues about what they might do next, access their weapon load out, reload their weapons, scan the geometry for cover, weapons and threats, then ultimately commit to a decision. All of this can happen in a matter of seconds, meaning every moment of gameplay contains a nearly infinite number of variables. Since any player can approach any situation in any number of ways, a game’s AI has to be flexible enough to respond to every imaginable situation. This is only one of the challenges behind designing video game AI.

High Moon feels like it has some added AI complexities to deal with in Fall of Cybertron. “AI systems generally work by assessing the situation and then reacting,” says game director Matt Tieger. “Which is fine if your character is moving at a baseline speed, or even if you are at a run. In most games you can’t get that far from your initial position, before your enemies have decided what to do.” However, in Transformers, players can transform and fly half a mile away in the time that it takes most enemies to process and commit to an action. This means Transformers’ AI systems need to be extra speedy. “Our guys sometimes have to do some radical things in the background to compensate for this problem,” says Tieger.

High Moon has improved the responsiveness of all of its enemies for Fall of Cybertron, but that’s only one of the key changes to the AI. In order to communicate how its enemies react to the world, High Moon has implemented some overt animation and sound effects that help distinguish each character. Whenever possible, enemies in Transformers: Fall of Cybertron undergo physical transformation changes that will cue players into enemy behavior and weaknesses.

In Fall of Cybertron, Autobots and Decepticons have a variety of specialty AI classes. The Autobots have a class called the Titan (seen above). “This guy is a big dude,” says Tieger. “He’s a big hulking mass and he has minions that help him, but he’s unique to the Autobots.”

The Decepticons have a variety of different AI classes as well. Discover the best way to take down each enemy in the following analysis of three Decepticon specialty classes.

Decepticon Leaper


Leapers are hulking brutes that can be difficult to take down from the front


Game AI often shapes a game’s environment. For example, the Leaper jumps around a lot, therefore levels that feature him need to be wide and open


Leapers don’t go into a full transformation, but they do shift into a wedge shape as they jump into the air. This air attack is one of the Leapers’ more powerful moves. Players will have to dodge this move and attack from behind in order to defeat these monstrosities

[On the next page: learn how the Guardian and the Wall Crawler function under fire]

If you ignore Okamiden you're a terrible person (hands-on)

Never got around to playing Okami on PS2 or Wii? You disgust me – close this window immediately and repent on your failure as a supporter of beautiful and original games. Er… wait. You can stay if you promise to give Okamiden a chance this time. And if you're an Okami fan who's worried about the art style suffering on the small DS screen, rest assured that Okamiden definitely pushes the DS hardware

Tony Hawk Developers Bring ‘Epic Skater’ To Kickstarter

If you were once a longtime fan of the Tony Hawk’s Pro Skater series as so many of us were, you’ll be delighted to hear that some of the developers from the glory days of the IP are making a new skateboarding game called Epic Skater .

Epic Skater will play as a traditional 2D game, but designed within a fully 3D world. The game will feature leader boards for each area, objectives, XP to level up and boost your stats to unlock new tricks, outfits, and power-ups to insure a high level of replayability.

Currently the game looks awesome. So why the Kickstarter? To make the game even better. If they meet their goal they can possibly integrate instant replays, create a character, more outfits and power-ups, and variety in art styles.

Currently Epic Skater is sitting at $5,975 of their $50,000 goal and only have 15 days left. The entry level is $10 and it nets you a free download of the game (iOS or Android), a thank you PDF e-signed by the team, a digital copy of the in-game soundtrack, a desktop and iOS wallpaper, and Windows and Mac icon packages.

For the high rollers out there looking to drop upwards of $10,000, you can be flown out to Los Angeles, California for the launch party (hotel and plane ticket covered), take a trip down to Venice, CA, see a rock show with the bands from Epic Skater’s soundtrack, become a playable character in the game, have gaps named after you, a statue modeled after you in game, billboard advertisements for your brand, and even have a level in Epic Skater designed the way you want it to, including whatever you want to advertise in-game!

To follow the development of Epic Skater, like them on Facebook, follow them on Twitter, and visit their official website. And don’t forget to back their Kickstarter projectso we can once again be graced with a good skateboarding game! The game is expected to arrive December 2012 and would make an awesome indie Christmas gift.

Crysis 3 performance issues caused by ropey physics

We already knew that Crysis 3 wanted to punish PCs with its graphical clout, but on release players started to report serious framerate drops affecting even SLI'd GTX 680s.

serious framerate drops affecting even SLI'd GTX 680s. Have Crytek prettied the game to a point where high-end GPUs can't handle the show? Not quite.

The problem, it seems, is ropes.

MaLDo, the creator of the amazing Crysis 2 enhancement mod MaLDoHD, spotted the issue and managed to work out the cause of the performance dip, experienced throughout the first level. "The real problem are the moving ropes," he writes. "Sounds weird, right?" It does! But he's got proof.

More examples have been posted to MaLDo's blog.

Maybe now the reason for the performance problem has been isolated, Crytek can be roped into releasing a fix.

True To Form: Safeguarding The Transformers License

How High Moon and Hasbro transformed a classic brand into gaming gold.

It may seem strange for a toy brand to have its own encyclopedia of chronicled narrative. Properties like Barbie, Hot Wheels, or LEGO aren’t known for their large wealth of fiction, for example. One of the first toy properties to pioneer the concept of branching off into additional media was Hasbro’s Transformers. Since the franchise was first introduced into the world in 1984, the brand has constantly been reinvented for different markets and audiences.

High Moon’s Transformers: War for Cybertron was significant in that it translated the core Transformer’s concepts into an entertaining game. Few licenses are able to safely make this transition. We sat down to talk with High Moon game director Matt Tieger and Hasbro vice president of intellectual property development Aaron Archer about how they avoided traditional licensing pitfalls and what they learned that will make the upcoming Transformer: Fall of Cybertron even better.

On the creation of the first game
Archer: We knew there was an opportunity to create an off entertainment game – so not a movie or cartoon-based product – but a brand new IP. The nature of Transformers is about change. Not just the characters; we’ve reinvented the brand every couple of years for almost twenty years now. It’s part of Hasbro’s point of view to look at what’s new and different. In this case, the brand had an opportunity, and High Moon presented it, so the credit really goes to them for this.

Tieger: Activision already had the license to make Transformers games, and they came to us and asked us what we could do with the license. Really quickly we hit on the idea that we wanted to be on Cybertron, so we kind of ran with that. I had never met Aaron or any of the guys at Hasbro at that point. When we met with them in Santa Monica, we showed them the redesigned version of Bumblebee and Starscream. All we had were those drawings and me doing a song and dance in a monkey suit, but it went really well. Ultimately, I think we only changed Bumblebee about ten percent over the course of the project. That Bumblebee set the tone for the project, because I think that showed Hasbro that we got it – we got what they were looking for in Transformers.

Archer: We were in the middle of a – I don’t want to call it a retcon – but the process of creating a new continuity. The core messages of the brand had been lost along the way, so it was time to restate the obvious to fans and new viewers. What is the early origin story? Who are the core members of the Autobots? What are the Primes? We were in the middle of all that when the pitch from High Moon came and all that kind of dovetailed together nicely. The new cartoon series, the novels, and both Cybertron games are all official cannon.

On game narrative
Archer: We wanted to tell a new version of the origin story in that first game. We wanted to do something authentic and they wanted to make sure they made a great game. That gave Hasbro a place to tell a particular type of story that’s not easily told anywhere else, because it is a civil war, and it’s set on Cybertron, and it’s a heavy genre type of entertainment. You really have to love robot war, but video games seem like the best place to tell that kind of story. High Moon really embraced that concept of the civil war, and how we could show that conflict in both games really. We don’t try to tell every story in every medium; for video games this is the right story to tell.

Tieger: We’re gamers and we build games, and I’ve worked with a lot of different licensers before, so it was refreshing to see that Aaron and his group had the right kind of attitude when it came to the way stories are told in video games and how that’s different from how they’re told in comics, or movies, or books, or TV.

On managing Transformers lore
Archer: Historically, the brand has been based on its toy products, and those products have different features every year. The core story often didn’t have anything to do with those features. So there is a lot of change in the brand as far as the toys go, but Hasbro thought it was important to restate the core beats of the brand. We can always change how the toys play and what the toys do, but we didn’t want to lose sight of the core of the story, which is Optimus and the Autobots being marooned on this planet and wanting to do good even though they face the problem of the Decepticons. That’s the core of Transformers that doesn’t change. We recognize that people come in and out of the brand based on their interests, which may be reading comics, or playing games, or watching TV. They may get into Transformers without ever buying a toy, so it’s important to get the heart of the story right.

Tieger: One of our goals is to craft a better story. This results in making the setting richer, but the way to get people to care about your story is to develop the characters, so there has been a lot of effort invested in these characters. My goal is that these characters wouldn’t just influence the dialog, but that they would effect how the game plays and the character’s abilities, so that players would be able to identify and care for them. If something bad happens to them, I hope people feel bad about it.

Archer: It’s not Hasbro’s goal to make every thing matchy-matchy; it’s to tell the best stories we can, and if we can all squint and go, “yeah, they connect,” then we’re happy. Most people aren’t engaged in every aspect of what we do. We try to put the right products out for the right people. For example, you won’t see a lot of overt military violence in the Prime cartoon, but you do in the feature films.

On scripting a game
Tieger: Most of that is done in house, but we have a writer who worked on the Cybertron novels who helps us rework the dialogue. On this one, I flew out with a bunch of concept images, and I walked through the high level story with Hasbro using this visual reference. It wasn’t even about the playable characters. It was more about what was happening in the world, but then we would kind of riff with each other and explore the characters a little further, and get in the head of Megatron or Optimus. So before we even did a lot of writing, we internally figured out the story beats, and then did a write up after getting some feedback and notes.

On creative limits
Tieger: Hasbro has a lot to say about what Optimus wields when he starts and what Megatron wields when he starts. Other than that, we just make fun weapons.

Archer: A lot of what you see in the game is already part of the lore. High Moon is just able to manifest it for modern storytelling.

Tieger: I believe in staying true to the spirit of the brand. I try and do my homework, so I might like something that a character did in an old comic series from the U.K., and I like some elements of that, but not all of it, so here’s how we’d like to do it.

On designing characters
Archer: I’ve tried to not make the mistakes of the guys who’ve filled this chair before me, and that is keep going down the road instead of circling back every once and awhile to home base. We like to pinpoint what makes a character unique and everything else can change. We’re not trying to protect 1984. Every franchise goes through an artistic change. I love the style that High Moon has given to these characters.

Tieger: The faces are very important to Hasbro, but even with the Transformers vehicles forms we tried to have it so that if you sort of squinted you could see how it was kind of an Earth-like form, even though they hadn’t been to Earth yet.

Archer: That was all part of our thought theory. These guys are all a certain kind of color and they transform into vehicles, so when they come to Earth and find a disguise they find something that is a like mass, shape, and color.

On the War for Cybertron toys
Archer: We’ve probably designed a Transformer any way you can think of: from other people’s ideas, to a model first, to the in-game models that we used to make the War for Cyberton toys. It’s all part of the puzzle nature of pulling a robot out of a vehicle form. It’s what we do. As we co-designed the characters for the first game we sort of headed off some of the problems with turning them into toys, whether or not Tieg realized that’s what I was doing or not.

Tieger: I was completely blown away that they were able to make toys out of our character designs, because I couldn’t figure it out. Our transformations are so fast that we can get away with a lot. Parts just kind of blow apart and reassemble. It all generally happens in about three quarters of a second, so we give you one element to focus on, otherwise it’s all hocus-pocus.

Archer: The game was a multi-year process, so as we realized where we were going with the game, I told the toy team that, “hey we really have an opportunity here, and they embraced that.” And that’s how those toys came about after the game came out. Our internal design process isn’t that different from a video game schedule, so that’s why there was some natural lag there.

On Dinobots
Archer: I think the Dinobots were the right story to tell in this game.

Tieger: But remember when I first pitched you on the idea? It was like, “how are you going to make them dinos again? How is that going to work exactly?”

Archer: We had a bunch of discussions about that. And the rules were that we didn’t want to do time travel and we didn’t want to do alternate dimensions. I remember the one story piece we talked about the most was how were the Dinobots going to get into their dino form?

Tieger: I’m happy with how we figured that out.

Find out how High Moon solved the Dinobot problem, and learn more about Fall of Cybertron by visiting our Transformers: Fall of Cybertron hub.

Meet the real Chibiterasu from Okamiden

Okamiden%26rsquo;s Chibiterasu plushie has the cutest anus Chibiterasu a shoe-in for cutest butthole of the year Okamiden %26ndash; hands-on First look at the new puppy protagonist and pals in the highly anticipated sequel to Okami Topics Adventure Okamiden We recommend By Zergnet Load Comments

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Jump to Section: Best Price Comments Pros Charming characters and environments New toys and characters introduced at a steady rate Cute sound effects and catchy music Cons The world is sparse Repetition sets in quite quickly Tunes are recycled a little too often Hiro is a terrible ninja. He’s not particularly stealthy, he doesn’t assassinate anyone, and he’s a lousy shot with his shuriken. That’s kind

Creating The Soundscape Of Transformers

When we decided upon Transformers as a cover story, I started asking around the office looking for ideas for our video coverage.

When we decided upon Transformers as a cover story, I started asking around the office looking for ideas for our video coverage. Without a second of hesitation, Game Informer's own Jeff Cork demanded to learn how the team at High Moon Studios recreates the iconic sounds of the transformations. We are happy to say that we captured the process on video along with many other glimpses inside the creation of audio for Transformers: Fall of Cybertron.  Three separate videos each capture an element of the audio work being done for the game, from the fun of foley sound capturing, to working with the inimitable voice of Optimus Prime, Peter Cullen.

In the video below the audio team at High Moon Studios, led by lead sound designer Rob Burns, show off their foley studio that they use to recreate the sounds of Cybertron. They also demonstrate one of the perks of capturing sounds for a war game: detonating rockets.

The video below focuses on the creation of the sounds of transformation for Optimus, Jazz, and Grimlock.

And lastly, our final video feature focuses on the all-important voice of Peter Cullen as Optimus Prime, and Rob Burns shares his experience of recording those sessions.

To learn more about Transformers: Fall of Cybertron, please click on the link to our content hub below.

Okamiden guilt-tripping begins with this interview

The DS version is nearly upon us, so would you mind if we showed you this video and then ask you to buyOkamiden when it comes out? And to forgive me for any potentially awkward camera presence? Is that so much to ask? Check the earlier preview here, and for other E3 2010 interview options, we can offer up the following: Marvel vs Capcom 3 Epic Mickey Dance Central Game Party: In Motion The Fight: Lights Out

For those about to Rock – Harmonix on Rock Band 4

For those about to Rock – Harmonix on Rock Band 4 When Rock Band 3 came out in 2010, there was a fatigue around the genre – people were beginning to get tired of the onslaught on games that tried their hardest to make you feel like a rock star. The bubble burst – plastic guitars and drums kits were relegated from the living room to the closet, and people began to forget. But with the release of Rock

Crysis 3 trailer explodes in reverse like a hyperviolent Coldplay video

Crysis' bionic being of pure muscle shoots men back to life in the latest Crysis 3 trailer, which shows a killing spree in reverse for no good reason beyond the fact that it looks funny when he un-kicks a confused guard onto a ledge.

Crysis' bionic being of pure muscle shoots men back to life in the latest Crysis 3 trailer, which shows a killing spree in reverse for no good reason beyond the fact that it looks funny when he un-kicks a confused guard onto a ledge. If time reversal is a new suit power, Crytek haven't mentioned it, though I imagine a bit of backwards bullet time would be pretty useful if you'd just fluffed an action scene by farting or falling over. Not that that proved any help at all to Chris Martin in Coldplay's 2002 video for The Scientist- a tragic short film about a man who crashes in Grid but lacks the flashbacks to save his girlfriend from death :(

Crysis 3 is out on February 19 in the US, February 21 in Europe and Australia, and March 7 in Japan. Trailer follows.

Larger Than Life: Designing Fall of Cybertron's Set Piece Moments

Two competing storytelling philosophies exist in video games.

Two competing storytelling philosophies exist in video games. One states that a game should be filled with a series of scripted cutscenes that narrate an overarching plot. The other believes a game should never take control away from a player, thereby creating a kind of simulated fiction where the player is mobile actor. In Transformers: Fall of Cybertron, developer High Moon is aiming for this second approach. It hopes to offer players some measure of control even during scripted sequences. But telling a story this way is no simple task.

Using interactive sequences and allowing players to discover the plot on their own is a lot more work than the traditional approach. “I feel like if you can tell a story in-game then that’s how you should do it,” says High Moon cinematics designer Neil Carter. “One of my favorite games is Out of This World. I loved how they seamlessly integrated cutscenes with gameplay. We’re trying to do more stuff like that in Fall of Cybertron.”

In video games, there is always tension between story and gameplay. Storytelling is traditionally a passive experience, while games are inherently interactive. To help smooth out the integration of these two disparate forms, High Moon starts by looking at the larger story beats and then builds levels around those concepts. “We look at what we absolutely need to tell in our story, and then there is a lot of back and forth between the teams,” Carter says. “Designers approach a game from a standpoint of 'what is fun,' but then we have to steer that back and make sure we’re getting our story across. Making a game is really a lot of back and forth.”

Designers spend a lot of time looking at references during these exchanges, drawing inspiration for how to shape a cohesive story that is also fun to play. “At the time that we started on the Grimlock level the Dead Space 2 demo had just come out, and I told everyone that they had to play the first level of the game,” Carter says. “Because it was scripted, it’s very cinematic, but at the same time they did a lot of things where you’d be walking down the hall and a character would jump out at you and then the camera would zoom around and showcase the animation and sound, but it was all seamless. The player didn’t feel pulled out of the game. That’s good storytelling for games.”

One example of how High Moon is integrating story with gameplay takes place when players are first introduced to Grimlock. The Dinobot leader has been captured by Shockwave, and the Decepticon’s experiments have given Grimlock his iconic Tyrannosaurus form. Before meeting Grimlock, however, players spend a level playing as Starscream. This level ends with Starscream entering Shockwave’s lab and taunting Grimlock. Understandably, Starscream’s verbal abuse drives the Dinobot into a fury. At this moment, the player’s control shifts from Starscream to Grimlock, and players wrestle free of Grimlock's bonds and throw Starscream against a nearby computer console. As Grimlock struggles free from his bonds, this miniature story sequence also serves as a tutorial for players on how to use Grimlock in melee combat.

“Originally, Starscream just flew out the window, and then the camera shifted over to Grimlock who then broke free of his bonds,” Carter explains. “But then we thought, ‘Hey we could tutorialize the melee combat, and teach players how to grab enemies and throw them.' So we sort of blocked out their exchange in the game and then layered in the dialogue between the two characters, which really helped flesh out the scene.”

To help further demonstrate how High Moon integrates story with gameplay, programmer Neil Carter gives us a behind-the-scenes look at how levels are laid out and how a player will trigger small scripted moments as they explore the environment below:

Be sure to check out the rest of our month long coverage for Fall of Cyberton at our Transformers hub.

2013 IGF student finalist Pulse paints a canvas not with color but with sound. It is a first person

survival game where echoes trigger the now-blind player's memory, along with clarity provided from the noises and reactions of fuzzy creature-companions. Here, Vancouver Film School Game Design student and programmer/designer for Pulse Maxwell Hannaman discusses his team's research and inspiration behind creating a game starring a blind character.

Road to the IGF: Team Pixel Pi's Pulse

Team Pixel Pi initially created Pulse last year as a playable Windows and Mac prototype. The team has recently launched a Kickstarter campaignto fund a more realized version of the game.

Maxwell Hannaman discusses his team's research and inspiration behind creating a game starring a blind character. He also explores how blindness as a mechanic was both constraining and creatively freeing.

What development tools did you use?

The engine we used was Unity3D version 3.5x. We also used Monodevelop, Photoshop, Maya, Pro Tools, and ZBrush.

How long did you work on the game?

We had a production period of three months, and we released to PC and Mac.

How did you come up with the concept?

We knew we wanted to do something experimental, and went through various brainstorming sessions that spanned the genre spectrum, usually involving video and image references. One of the videos that came up was a short animation piece called Out of Sight. The video mirrored a lot of ideas we were already throwing around relating to visualizing sound, and inspired us to move forward with the idea.

What games served as inspiration or research to you into how you wanted to explore the mechanic, and how so?

Honestly, we didn't really look for inspiration from other games to explore the mechanic. We had a pretty solid vision of what the core of the game would be from the outset. We looked to other games for inspiration in story, gameplay challenge, and general design techniques. For example, in Pulse there are beasts in the forest who are also blind, and would like nothing more than to gobble you up.

We looked at stealth games like Thief and Metal Gear Solid for some of the interaction design with these beasts. Experience-focused games such as Amnesia and Journey also played a role; helping us to create an impactful atmosphere. It wasn't until much later in the design process that we actually looked around for similar games just to see what else was out there.

Pulse seems a bit like The Unfinished Swan but with sound/vibration used to "paint" the world. Do you consider that a fair analogy?

The Unfinished Swan is an interesting one. On one hand, it does play a lot like Pulse , especially in the areas where you throw water in the pitch-white-- the base mechanic is pretty very similar. What's really different about the two games is the atmosphere. The Unfinished Swan has a much lighter atmosphere; this is immediately apparent if you look at a couple screenshots. The default state of their world is white, and ours is black. They're both perfectly valid explorations of the mechanic and it's really cool that they bring up such different emotions.

How did you research the medical condition of blindness, and how did those results impact development?

We read into research and a number of short stories on the experiences of the blind, such as In the Mind's Eye by Oliver Sacks, and H.G. Wells' short story The Country of the Blind. In fact, we were introduced to a member of the blind community who has blind sons who also play games. We spoke with them about how the game might be regarded and what they thought about the mechanics we described to them. They also explained to us how they "saw" the world. These things had a pretty big impact on many of the decisions we made. Specifically, the sense of not knowing what's right in front of you, potentially being terrified to go forward, but doing so anyway. We tried to bring forth that fear of the unknown without making it a shock-value horror game.

How did having a blind character constraint your game development? How was it, if at all, creatively freeing?

Imagine for a moment that you're in a forest with a thick blindfold on. As you walk around and run into trees and trip on rocks, you get a general sense of the space your in, because your inner ear keeps track of your motion, sounds, and balance. From that you can determine rough distance and direction enough to slowly get a sense of the space you're in. Unfortunately in games, we don't get to use our inner ear function, so when we take away something players take so much for granted like sight, things can get a bit choppy.

Originally when we had people playtest, they wouldn't be able to get out of the first area. It was too disorienting and hard to make a mental map of their surroundings. For some time we even toyed with adding a pseudo-minimap or compass of some sort, but ultimately we didn't want any UI elements to interrupt the blackness or the reveals of the world. We came up with a number of subtle hints to keep players moving at least somewhat in the right direction. We also made sure designer-placed sounds only ever revealed areas that would draw the player forward.

As for creatively freeing? What you see on screen is a mental reconstruction of the main character's world around her. We used that idea to create a more fantastical view of the world. The geometric terrain, unexplained gears, giant fans, and doors coming out of the rock display the world as it might be recreated from the half-forgotten memories of a child who lost her sight. The various creatures could be actual animals, but this is how she sees them; the helpful ones are adorable little puff balls, and the less friendly animals are black lumbering beasts with evil spirit masks. We would really like to play with this concept more, as it's potentially one of the strongest elements of the concept.

How did you ultimately settle on the Mokos' design? The huge eyes seem important in being able to convey all the emotions you want them to show.

Lala Fuchs, one of our artists, came up with at least 40 different designs for the Mokos. We showed them around to friends, instructors, and other students and asked them to choose the cutest, most adorable ones that they would never want any harm to come to. We then chose that version to be the one you sacrifice to the beasts in the game for the sake of your own survival. Indeed the size of eyes did seems to correlate with the ones higher on the cute list.

What are your thoughts on how Vancouver Film School's Game Design program can prepare students for independent game development, especially?

VFS Game Design is particularly great at impressing on you the importance of networking. During our development at school, we had a ton of contact with industry professionals and made many new friends whose opinions became vital to the design of the game. While a strong network may be great for getting you in the door at a big AAA studio, it's even more important for the indie developer who needs playtesters, media contacts, and people willing to help out. At VFS there are courses specifically aimed at all periods of production.

Coming out of VFS Game Design you have a very good idea of the effort required to make even the most simple of games, which is something many new devs vastly underestimate. Finally, in the closing months of the program, you get a taste of what small team development is like when you're actually developing your final project.

What made you decide to get into making games?

Although each member from our team comes from a different background, we all came to VFS with the belief that games can be more than simple 'fun'. They are engaging in such a way that can be harnessed to create some ridiculously powerful experiences. Take games like Bioshock, The Walking Dead , and Journey . Yep they have many classic game elements, but they each deliver a compelling experience that utilizes the interactivity of games to push that experience to the next level of awesome. You can't quite get that attachment in any other form of media. That's why we make games.

Mini Ninjas - preview

IO's shift has to be one of the oddest in recent memory. From Hitman's brutality and Kane & Lynch's sweary language to a cel-shaded ninja jaunt? Our hero, er, Hiro, can even turn into a cute panda. If Kane and Lynch ever met a panda they'd blow it up with a bazooka... Interestingly, Mini Ninjas borrows ideas from both of IO's recent worlds. You can go in stabby-stabby action style or sneak in like

Crytek: Free-to-play future "isn't mutually exclusive"

Crytek CEO Cevat Yerli's enthusiasm for incorporating burgeoning free-to-play business models into the PC-melting Crysis franchise is about as strong as a nano-maxed punch.

is about as strong as a nano-maxed punch. Like hunting space squids with a bow and arrow, though, such a marriage takes time. In an interview with Rock, Paper, Shotgun, Yerli believed that the free-to-play future he envisions "won't happen tomorrow" and Prophet-ized a peaceful coexistence between free and fee.

“I don't think F2P's a mutually exclusive way of looking at things," he explained. "I mean, the future is definitely free-to-play, but likewise, retail can co-exist with it. Premium games can be free-to-play. When I said free-to-play's gonna be our future, I meant that and I hold to it. But I didn't mean it for tomorrow.

"When I say there will inevitably be only free-to-play games, I mean that there might be ones where you can just download them with a free-to-play business model, or you can go to the store and buy it for $60. So that's what I meant: There's gonna be free-to-play available, which brings the entry level down to zero from a price perspective.”

Yerli also revealed prior considerations for turning Crysis 2's multiplayer into a free-to-play standalone while packaging Alcatraz's journey as priced content, but the final product wound up combining both in the traditional retail combo. Crysis 3—which de-cloakedits North American February 19/European February 22 release dates today—will follow suit, but Yerli hopes for something a little less spendy in the future.

"My desire is that everybody can just play Crysis and don't have to spend money from day one," he said. "So people don't have to think, 'Oh, do I really want to pay $50 for that game?' I don't want that question to be asked. I just want them to be able to give it a try. And then they can make their choices about spending money. That's honestly why I'm most excited about free-to-play: Regardless of [how it'll impact] storytelling, single-player, multiplayer, and co-op experiences, I think there's an answer to all of those problems.”

Transformers: Fall of Cybertron Gameplay Roundtable

We've been highlighting key areas of the new game during our month of coverage on Transformers: Fall of Cybertron, but in this video discussion we hope to address some of your remaining questions.

on Transformers: Fall of Cybertron, but in this video discussion we hope to address some of your remaining questions. Game Informer editors Matt Miller and Ben Reeves sat down in the conference room at High Moon Studios with game director Matt Tieger and lead programmer Andrew Zaferakis for a casual conversation about the most interesting gameplay additions to Transformers: Fall of Cybertron. If you have any remaining questions, feel free to submit themfor the upcoming Transformers podcast with Matt Tieger. We hope you enjoy the video, and we apologize on behalf of Ben Reeves for the bad jokes.

To learn more about Transformers: Fall of Cybertron, feel free to click on the link to our coverage hub below.

Mini Ninjas – first-look

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Voting has begun for ModDB's 2012 Mod of the Year award nominees

Clear your schedule and make room on your hard drive: there are over 9000 mods up for consideration as ModDB's 2012 Mod of the Year award nominees, and only a little over five days to nominate them.

nominees, and only a little over five days to nominate them. A big green button on each mod's page makes it hard to miss the opportunity to give your favorites a bump.

There isn't much time, so we'll get straight to it after this obligatory acknowledgement that we said "over 9000" on the internet: tee hee, references . Moving on, DayZand Black Mesaare tough to ignore, and The Sith Lords Restored Content Modwas a valiant community effort. Those might be the most talked about and praised mods this year, and we expect they'll secure nominations, but there are so many more that deserve recognition. Which are you voting for?

If you need a refresher, you might want to browse our recent mod coverageto see if you've missed any driving elephants or My Little Pony conversions.

The Gun Peddlers Of Pandora

A massive variety of weapons was one of the primary selling points of the first Borderlands, touted in ad campaigns as featuring “87 bazillion” guns.

A massive variety of weapons was one of the primary selling points of the first Borderlands, touted in ad campaigns as featuring “87 bazillion” guns. While the game may not have actually invented a new unit of measurement, there certainly was a ton of unique weapons with a wide variety of attributes and functions. If you looked at these guns within your inventory, you’d get to see which manufacturer made them. Despite the inclusion of these brands in the first game, they never really had a distinct personality. With Borderlands 2, Gearbox wants each manufacturer to have a distinct visual ID and clearly-defined characteristics. Read on to learn about some of Pandora’s primary gun peddlers.


Bandit

Anyone who played through the first game is familiar with the bandit foes (hell, a bandit is even the primary focus of the box art). In Borderlands 2, these troublemakers have started putting together their own weaponry. They’re not the most organized or mechanically inclined group, so their selection will be notably ramshackle. Instead of a scope, a Bandit sniper rifle might feature a glass bottle. Instead of iron sights, a screw. On the plus side, Bandit guns feature the largest magazines of any manufacturer, though the increased size leads to longer reload times.



Dahl

Borderlands certainly sticks out from the crowded FPS marketplace, but Dahl’s weapons should feel familiar to fans of modern military shooters. These weapons will resemble more realistic gun designs like the firearms from series such as Call of Duty and Battlefield.



Hyperion

Even if you don’t remember the Hyperion name from the first Borderlands,
you know their visual style thanks to a certain robotic buddy they
happened to manufacture. Yes, Claptrap’s clean yellow-and-white design
is a trademark of the weapons dealer, and their guns will feature the
same look.



Vladof

These weapons carry a distinctly Russian vibe, with similarities to the ultra-common AK-47. This being Borderlands and all, it wouldn't feel right to not have at least some silliness present. That's why all of Vladof's weapons will have minigun barrels as attachments. In terms of stars, this brand boasts the highest fire rate out of any of Pandora's weapons.

Blizzard finally breaks silence over Nostalrius' closure

Although Blizzard was, legally speaking, in the right, the company's refusal to bend the rules and allow Nostalrius -- a "vanilla" server with a reported 150,000 active users -- to remain online was seen as the wrong call by many.

A few weeks ago one of the biggest private World of Warcraft servers, Nostalrius, was forced to close its doors after developer Blizzard threatened legal action.

In a letter of petition to Blizzard co-founder, Mike Morhaime, Nostalrius reps said their aim wasn't to siphon users away from World of Warcraft , but rather, to preserve the classic WoW experience and replicate the original game's gradual expansion.

While other developers weighed in on the issue, with Runescape creator Jagex suggesting that more companies need to be "brave enough" to commit to legacy servers, Blizzard remained tight lipped.

That was, until now, with the company finally breaking its silence on the Battle.net forums.

In a lengthy post from Blizzard's community manager, Nethaera, the studio moved to address fan concerns, offering more details as to why it chose to take legal action against the Nostalrius team.

"Why not just let Nostalrius continue the way it was? The honest answer is, failure to protect against intellectual property infringement would damage Blizzard’s rights," wrote Nethaera.

"This applies to anything that uses WoW’s IP, including unofficial servers. And while we’ve looked into the possibility – there is not a clear legal path to protect Blizzard’s IP and grant an operating license to a pirate server."

According to Nethaera, Blizzard has looked into the possibility of developing an official classic server, but logistical issues mean that, for the time being, it isn't going to happen.

"If we could push a button and all of this would be created, we would," continues the post. "However, there are tremendous operational challenges to integrating classic servers, not to mention the ongoing support of multiple live versions for every aspect of WoW."

That being said, Blizzard did float the idea of a "pristine realm," which would be a purer experience, stripped of shortcuts such as leveling acceleration, character transfers, character boosts, heirloom gear.

"What can we do to capture that nostalgia of when WoW first launched? Over the years we have talked about a 'pristine realm,' […] although we aren’t sure whether this version of a clean slate is something that would appeal to the community and it’s still an open topic of discussion."

Pumped: BMX’ Coming Soon To Android

‘Pumped: BMX’ Coming Soon To Android
Back in August, we reviewed a ‘BMX Simulator’ called Pumped: BMX .

Created by Adam Hunt, a long-time BMXer who, disillusioned with the lack of BMX games, decided to learn programming to rectify that serious oversight. The result was Pumped: BMX, a fantastic side-scrolling bike racer for iOS with charming aesthetics and smooth gameplay that accurately replicates the BMX experience; at least as best as can be expected on a mobile device.

Well, now there’s good news for all Android owners; Pumped: BMX is due to be released in the Google Play Store on December 20th. Featuring over 40 carefully designed trails spanning 6 epic locations, and numerous hand-drawn tricks for 1000s of different combinations, this is a game made by BMXers for BMXers.

Pumped: BMX has been seen in hundreds of instagram photos, and even such famous professional BMXers such as Matt Priest, Aaron Ross and Chase Hawk, and has been rated the #1 iOS BMX game. If you’re interested in BMXing at all, this is definitely one game you can’t afford to miss.

You can check out the Pumped: BMX Facebook page hereor the Twitter page here. You can also visit the Yeah Us! website here.

Crytek: Crysis 4 might not be an FPS

After the glossy trilogy's completion, Crytek could explore other genres for the Crysis franchise.

After the glossy trilogy's completion, Crytek could explore other genres for the Crysis franchise. Speaking to Dusty Cartridge, Crytek Producer Michael Read said he believed the don't-call-it-Crysis-4sequel would keep the saga going, but not necessarily as a shooter.

"I think the Crysis franchise itself has life left in it," Read said. "Whether it's in a different game type format or whether it's expanding upon this, it's hard to say. That's going to be up to the designers at the end of the day. Crysis was always intended to be a trilogy, and I think that over that time we've built a really cool universe. We haven't really gone in and said, 'Hey, let's put Nanosuits and clown suits and stuff and completely violate and sell our IP.' We have a lot more life left in that to go back and try some unique stuff. Whether it's FPS or not I have no idea, but there's definitely a future in the franchise."

Crytek CEO Cevat Yerli's dedication to solidifying a free-to-play version of Crysismight hint at future releases incorporating similar business models, but the studio hasn't elaborated on its actual design plans. So long as I'm able to continually bewilder Tyler with nothing but an overgrown lawn, I'm up for anything.

A Guided Tour Of Borderlands 2 Concept Art

Rather than just offer our readers a gallery of Borderlands
2 concept art, we're taking the opportunity to share some of our insights and
impressions of what we've seen of the game so far.

Rather than just offer our readers a gallery of Borderlands
2 concept art, we're taking the opportunity to share some of our insights and
impressions of what we've seen of the game so far. You can click on
any image below to see a larger size version of the art.

The Bandit brand is a new weapons manufacturer being added
to Borderlands 2. Gearbox has said that a big focus for the team this time
around is to make each manufacturer look and feel unique, to the point that you'll
know who made a gun just by looking at it. This shouldn't be hard with Bandit
guns, as they are put together from the random scrap found throughout Pandora.

The concept art for this particular Bandit SMG also hints at
the unique decals that Gearbox can apply to guns, giving them more
individuality. Although it might be hard to tell with Bandit weapons, the look
of a gun also conveys its general value, with less powerful guns looking dingy,
and rarer weapons sporting a shiny polish.

This image of a new Tediore gun doesn't tell us a whole lot
about what's in store for the manufacturer, but luckily Gearbox did.
Tediore guns are so inexpensive in Borderlands 2 that the players throw them
away instead of reloading them (a handheld digistruct gadget will replace it
with a new clone of the gun containing a fresh clip). As we revealed in our
cover story, a discarded Tediore gun will blow up on the battlefield similar to
a grenade, and the more ammo you leave in the gun, the bigger the explosion
it will cause.

This already looked like a fun mechanic when Gearbox showed
it to us in the demo, and it will serve as an interesting perk for players who use
Tediore weapons. They also made me wonder if you can find Tediore weapons that
regenerate ammo like in the first game, or a class mod that allows for
regenerating ammo. Would this allow you to constantly spawn and throw out an
endless supply of explosive Tediore guns? We don't know for sure, but in a more
general conversation the Gearbox team told us they are willing to let
imbalanced weapons exist in the game if it makes it more fun to play, so it's a possibility we wouldn't rule out.

Here is a concept sketch of Pandora. I don't think it's an
actual location in the new game, but rather it was created to give an idea of
the variety the team is aiming to include this time around. Gearbox fully
acknowledges the complaints players had about the world in the original game,
primarily that it was one giant desert with little variation in color palette. The
areas we saw, which included a snowy tundra and green fields, already exhibited
a promising amount of variety. These new environments seem like a perfect fit
for Borderlands' vibrant art style, which wasn't really able to pop with the
brown color palette of the first game.

Here's a fun tidbit: Salvador's character class wasn't even
named yet when we went on the cover trip. Gearbox had referred to the new class
by a number of names, including Merc and Berzerker, during the demo and
interviews, before finally settling on the name Gunzerker. Despite the early
uncertainty over the class name, Gearbox knew exactly what playing as the Gunzerker
would entail, thanks to his dual-wielding ability.

Of the four characters in the original Borderlands, I never
really got into Brick, because I didn't think that punching enemies would be
that fun (though I'm sure Jeff Cork would disagree with me on that one). That
said, Salvador will be a hard character to pass up, and I hope his dual-wielding
ability is a sign that the other character classes will have awesome active
abilities as well.

Up next: The new enemies of Borderlands 2...

But rather than create a video game for visitors to have a bash at, Gage asked himself the question:

I've been given $2,000 to create whatever I like. What could I make that I wouldn't normally try out? But the idea for Guts of Glory didn't start with No Quarter.

When a game dev makes a board game: Zach Gage's Guts of Glory

In 2012, Spelltower developer Zach Gage was asked to be part of the coveted No Quarter exhibitionat the NYU Game Center, alongside Vlambeer's Jan Willem Nijman, Hide & Seek's Margaret Robertson and Barabariball 's Noah Sasso.



The answer, as it turns out, was to create a board game -- and after just a week of frantic designing, illustrating and printing, the No Quarter version of Guts of Glory was born.

didn't start with No Quarter. In fact, the general idea had been bustling around Gage's head for years before that -- this was simply a sequence of fortunate events that led to the next 20+ months of his life being filled with board game-based decisions to make.
It all started with The Last Man on Earth "Back then, I had this bizarre notion that when I was doing freelance work, I would do some projects, and then when I got those projects done, I could add them to my portfolio," explains Gage. "Then I would be able to show that portfolio to more people, and then I could get more interesting, better paying work."

"But if I took too many projects, then when the better work came along, I couldn't do it because I was still doing all of the other work," he continues. "So doing freelance was more about trying to take just the right amount of projects so that when better projects came along, I wouldn't have to pass them up to continue doing the projects that I was currently doing."



Although he didn't realize it at the time, Gage's freelance balancing act lifestyle would eventually inspire board game Guts of Glory . See, in the game, players take turns to remove food from the central plate and place it in their mouth. If you swallow food you gain points - but if your mouth is too full, you have to spew food out to accommodate the new stuff being rammed in there.

Hence, the game is all about balancing your food intake with getting the food chewed and swallowed. The base concept for Guts actually surfaced at the start of 2011, when the Global Game Jam had an "extinction" theme.

"I was going to do a game called The Last Man on Earth , and I was going to do it with my friend [Jess Worby] who actually ended up doing all the art for Guts of Glory ," says Gage. "That game was gonna be very similar, but it was single player."

"You were this guy walking along the top of a landscape, coming across things. You're trying not to die, and you're the last person in existence. The way you don't die is by eating things that gave you nutritional boosts, then another nutritional boost when you digested them, then some kind of magical power when they were in your stomach."

You would be able to see a square inside the survivor's stomach, and each bit of food you ate would be presented as a Tetris piece. If you were unable to fit any more pieces in your stomach and you ran out of nutrition, you died.
"I don't think I was necessarily prepared for how insane this whole process would be, but it was pretty cool that it was possible. It would have been totally impossible in any other universe without Kickstarter.""But I didn't end up making it at all," notes Gage. "A year later Charles Pratt from the NYC Game Center got in touch, and commissioned me to do a game for No Quarter. When you get a NQ commision, they give you $2,000 to do something. The idea is to make a game that you couldn't have otherwise - that's their hope."

Gage's SpellTower had just taken off on mobile, and he was considering how he could make a physical game this time around. That's when his original GGJ idea came back to him, and he wondered how it could be recreated as a board game.

noquarter_small.jpg"The first prototype just worked right away," he notes. "There were lots of things wrong with it, but very clearly it had something going for it. Then we created the whole game for No Quarter in a week. Most of the illustrations were done by Jess Worby in 2-3 days, and the entire game from start to finish was done in 5 days."

After Gage had shown the game at No Quarter and gauged the response, he knew that this needed to be a full game -- although he also knew that he'd need to find somewhere to pull the funds from to get the ball rolling. He brought Jesse Fuchs on to help him with the game's development, and then phase two of Guts of Glory started: The Kickstarter.

"Back then, there were a lot less things on Kickstarter, and people were really excited about the very prospect of a Kickstarter," notes Gage. "But you really had to have some contacts to get press to post about your KS."

"It just seemed like the only option," he adds. Indeed, the designer had zero experience in creating a physical game, let alone shipping one to hundreds of people, but he did know that it would be very complicated, and that he'd need a lot of money to get it started. $25,000 seemed like the appropriate amount, and the Kickstarter began.

One month and $41,144 later, and Guts of Glory was definitely happening. Although Gage was aware that he'd come away in the end with little if any earnings from the game, his mantra was simply not to lose money over the venture.

"Kickstarter was really important for judging interest, and getting the money out there to at least fund that inital run of games," he says. "Then if nobody buys the rest of them, at least I hit a neutral point, and I got the game out to a lot of people. That was really cool. I don't think I was necessarily prepared for how insane this whole process would be, but it was pretty cool that it was possible. It would have been totally impossible in any other universe without Kickstarter."

He then spent the next 12 months piecing together the final addition, and preparing to ship. As is clear now, everything took just that little bit longer than he was hoping, and rather than hitting its March 2013 shipping goal, the game finally came to fruition last month. Anyone who's been following the Kickstarter updates -- or has put together a physical board game from scratch -- will understand why.
Balancing actBut what I really wanted to talk to Gage about was how he has so meticulously balanced the game to the most intense degree possible.

Anyone who has played Guts of Glory will know that every single game ends with a tense race to the finish, as every player ends up within one or two moves away from a victory. It's remarkable that, regardless of whether you've played the game or not, you can still go up against someone who has played the game hundreds of times and beat them on your first go.

When it comes to the balancing of the game, Gage puts it all down to that original No Quarter gallery setting. He notes that every design decision was made with the idea that people would be playing it and spectating it in a public area, and hence the game needed to be designed around that.

guts 3.jpg"The balancing is the thing I did first, which I think is not typically what you'd do with a board game," he notes. "When you design a game for a gallery exhibition, there's a couple of things you have to do that are not what you'd normally do when designing a game."

He continues, "So the first thing that happens in a gallery exhibition is that people come in and they don't have a lot of time for every game. The first time people play your game, it has to be fun. That's not always true in a video game, but it's often not true in a board game. For a board game, the first time people play your game they have to understand the rules. That's also often not true in board games."

Secondly, says Gage, spectators have to enjoy the game too. In a gallery space there are far more people walking around and looking at games than playing them, so your game needs to be fun to watch.

And to wrap it up all, the designer knew that every card in play would have to be on show, such that every player could see every card on their first play, and that every spectator could look around the table and understand what was happening. This last point led to one of Gage's favorite design features of the game.
"You can say 'I'm gonna force-feed you these dentures so you have to spew either your fridge or your box of spiders' - it's a phrase you wouldn't hear in a lot of games, and if you were walking around the space and heard that, you'd say 'Wha?'""When you look at what somebody else has, instead of giving them the card that you don't want that they do want, you give them a card you really want that you know they'll reject so they won't get more points," he laughs. "I think that's my favourite thing that people do in the game. I always wanted you to have a terrible decision to make as often as possible, so you should always get to your turn and be like 'Oh come on!"'"

These set of rules, governed by gallery play, helped Gage to shape the final product. For example, notes the dev, "The reason why the themeing is so odd, and there's so much verbal stuff on the cards, is because I wanted to make the game interesting to people around you, and not just the players. You can say 'I'm gonna force-feed you these dentures so you have to spew either your fridge or your box of spiders' - it's a phrase you wouldn't hear in a lot of games, and if you were walking around the space and heard that, you'd say 'Wha?'"

But Gage also had another balancing element on his mind. Years ago the developer used to play a lot of Magic: The Gathering and really enjoyed it. After several years away from it he decided to try his hand at it again -- and found getting back into the game incredibly difficult.

guts 2.jpg"What I noticed is that when I tried to play it, it was really complicated, and I had to know all of these cards just to be able to build a deck to play the game," he says. "And I didn't really want to learn all of those cards. Then it started making me think about Ascension: Chronicle of the Godslayer on iOS, which I really like. It's a really great game, but learning all the cards was kind of a burden, and when I tried to play it with my fiancee, she doesn't want to play it because she doesn't want to learn all the cards."

For Gage, the real fun parts of these games isn't the deck-building, but the turn-by-turn tactical play. With this in mind, he set out to discover how he could take the deck-building out of Magic: The Gathering , but still distill that tactical play into his own game.

"When I thought about how Magic works, one of the things that hit me was that it doesn't really have a strong system underneath all their cards," he reasons. "Their system is really within the cards, and that's because it's a deck-building game. You build the system when you put your deck together - you build how your cards will interact, and what you're hoping will come out. That's all on you, and what makes the deck-building so powerful."

But the actual game system you're playing around is miniscule, he argues, and not all that robust. "I think one of the reasons why Magic requires so much initial investment is because that system is meant to be small, so players can really change it with their decks. But that means you need to learn all the cards and what to expect."

So when he came to design Guts , Gage aimed to bump up the underlying system, and instead create an intense ruleset that the cards would revolve around. It's the system itself that dictates the balancing and powers the game, rather than the specific powers of the cards.

"You only have five spots in your mouth, and you can usually only chew twice," he says. "That's the whole system that powers the game - it balances it for new players, it's very easy to understand, and you can be just as good as somebody who knows all the cards."

One interesting after-thought that came quite by accident from this approach to game design was the political clashes that occur towards the end of the game. Since everyone can see everyone else's cards, the last 10 minutes or so usually revolve around players bartering with each other, and trying to tell other players what they should do next.

"I really feel like when you play 2 player, it's this very intense tactical game," says Gage. "But if you play it 4 player, it's a lot more laid back even though it can get very political. There's a lot less pressure on you to do the perfect thing ever time, because there are so many other people making moves. I kinda like that it's sort of two different games in one box."
Expanding in the futureNow that nearly all the Kickstarter rewards have been sent out, Gage is eyeing up the 1,000 copies of the board game that he has left standing in his warehouse. The fate of these boxes will determine where Guts of Glory goes next.

"We really want to do an expansion, and we have this really cool idea for a new power," he explains. "The expansion would give you a bunch of new cards, but they'd be an entirely new type of power that's not an in-mouth or swallow power. It's something different, and because it's different, it wouldn't be super crazy to balance it, since it's a totally different type of thing that you're dealing with every turn."

But that won't happen if these 1,000 boxes don't sell. The team has just broken even on the game, and the cost of printing a rerun alongside an expansion isn't a possibility right now.

Regardless of what happens with Guts of Glory Gage notes, "I don't think I'm done with board games."

"I've been doing a lot of work with dice stuff lately, and trying to design a game with dice, which is really complicated - much more complicated than I would have expected," he says. "I may be doing some dice stuff for a video game too, but that hasn't been announced yet, so I can't talk about it much. I'm definitely taking a lot of the experience that I had from doing this board game, and going forward with it with either more board games, or definitely some video games that may be board gamey in some way."

guts 1.jpgBuilding a board game has been quite the learning experience for the dev, and when he does put together his next physical game, there are plenty of lessons he'll be taking onboard.

"I both don't really want to make another one, because I know how hard it is, but also, because I know how hard it is, it wouldn't be that hard to do another one," he laughs. "Most of the stuff that went down on this one was, like, I didn't know how long something would take, or I was unaware of how much testing something would take, or I underestimated the amount of rule book testing we should do. Small stuff like that."

These first time errors were always going to happen, he reasons, and clearly he won't be making those errors again.

"I think I would definitely be a lot more open to having the game published for me if I did another game," he adds. "I think I would be a little more attractive to publishers because I know what goes into making a published game."

Guts of Glory officially launched last week, and is available to purchase from the official website. It will also be playable at the Doing it on the Table exhibitat GDC 2014 in March.

Blaze through Rush Star, An Extreme Biking Adventure

Recently launched on the App Store, Rush Star is an extreme bike-racing game that aims to satisfy the inner thrill-seeker in all of us.

is an extreme bike-racing game that aims to satisfy the inner thrill-seeker in all of us. Players get the chance to go behind the wheel as a heroine with a penchant for adventure, and race through numerous courses, including rainy jungles, railroads in the midst of boiling hot magma, and blizzard-stricken villages.

iPhone Screenshot 3

Developed by JellyBus, Rush Star features simple touch controls and sports 6 themed adventures in addition to cop chase mode. Gameplay challenges players to collect gold coins, boost items, and special power items that enhance each bike’s performance level. Each level presents a different mission and reward, as well as special items with the power to unlock in-game events, and a pumping soundtrack that intensifies the racing atmosphere. Rush Star also takes aesthetics into account with costumes available for the wide variety of motorbike styles, which include classic motorcycle and futuristic hover bike. If players manage to conquer all the stages, Rush Star provides a novel challenge in chase mode, which promises even more record-breaking competition.

iPhone Screenshot 5

Players who are craving a high-adrenaline racing experience can download Rush Star today for free from the App Storeor Google Play Store. For more information on JellyBus and their other apps and projects, make sure to stay up to date through Twitter, Facebook, and their official website.

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