Register Now!

Media

  • scanner scanner
  • scanner screengrab
  • modern materialist the modern
    materialist
  • video 61 frames
    per second
  • video the remote
    island

Photo

  • slice slice with
    giovanni
    cervantes
  • paper airplane crush paper
    airplane crush
  • autumn blog autumn
  • chase chase
  • rose &amp olive rose & olive
Scanner
Your daily cup of WTF?
ScreenGrab
The Hooksexup Film Blog
Slice
Each month a new artist; each image a new angle. This month: Giovanni Cervantes.
ScreenGrab
The Hooksexup Film Blog
Autumn
A fashionable L.A. photo editor exploring all manner of hyper-sexual girls down south.
The Modern Materialist
Almost everything you want.
Paper Airplane Crush
A San Francisco photographer on the eternal search for the girls of summer.
Rose & Olive
Houston neighbors pull back the curtains and expose each other's lives.
chase
The creator of Supercult.com poses his pretty posse.
The Remote Island
Hooksexup's TV blog.
61 Frames Per Second
Smarter gaming.

61 Frames Per Second

Browse by Tags

(RSS)
  • Kids' Games too Complicated for Kids



    Since I try as hard as I can to be a well-rounded gamer, I like to experience as many kinds of games as possible. Take Fallout 3, for example; I was once highly allergic to non-linear, Western RPGs, but in the past two weeks I've invested over 50 hours into Bethesda's little masterpiece. And I had the same intentions when I picked up Viva Pinata: Trouble in Paradise--I had no idea if I would like the game, but the endless amounts of praise it received (from adults, mind you) convinced me to buy it at a budget-friendly price. I'm not averse to kiddie games, but I was initially worried that maybe Pinata was going to be a little too simple for my gaming tastes.

    But when I got through the game's all-too-brief tutorial, I could only think one thing: "Children are supposed to understand this?"

    Read More...


  • In Defense of the QTE: Ninja Blade



    Now that the man’s winding down his career, let us honor Yu Suzuki for his most important contribution to game design: the QTE. Hey now. I can hear you rolling your eyes. We might be sick of pressing the X button every single time Crystal Dynamics wants Lara Croft to kick a tiger with style, but the quick time event provides us with some of videogames’ most satisfying thrills. They aren’t inherently bad. They’re just implemented very, very poorly. This week, you’ll be able to walk out into the world and pick up a copy of From Software’s Ninja Blade. Hell, you can go home right now and download a demo of Ninja Blade just to have a taste. One level is all you need to exemplify just how good quick time events can be in a game.

    Here’s why.

    Read More...


  • Recession Gaming Deals: The 360 Arcade Pack-In

    If you're anything like me, you probably don't have a lot of extra money to spend on entertainment. But the savvy among us know that it's not necessary to spend the standard $59.99 retail price of a new game to have fun. Everything from Steam's weekend deals to console digital download services prove that you don't have to go into debt to waste away a few afternoons. But sometimes, cutting out the middleman isn't always involved in finding amazing gaming deals; cheapskates are often welcome in the wonderful world of brick and mortar retail, as long as no one knows how truly poor we are.

    Read More...


  • Where Is SSX?

    Let me ask you a question, EA Canada: must it all be so gosh darned realistic these days? I’ve played Skate and Skate 2. Cool games. Cool games that helpfully reinforce, digitally, that my brain is not ready to take up skateboarding. The sheer amount of things I need to take into consideration whilst performing a simple trick in Skate terrifies me. If I tried to do this in real life, and I had to think about all the different things I was asking of my body, a plank of wood, some wheels, and gravity, I would experience complete ego disintegration right before rupturing my testicles on a railing in some public park. Why oh why can’t you take me back to the good ol’ days of extreme-with-a-capital-TREME sports, EA Canada. Why can we not head back to the mountain for some good times with a new SSX, the awesomest fake snowboarding game of all time?

    SSX 4 showed up on a few release lists back at the end of 2006, right around the time that the Xbox 360 was ending its first year and just before the release of the Playstation 3. These were the systems said to be home for such a wonderful sequel. Alas, that game was never ever officially announced and has failed to materialize since. A sort of remix of SSX 3, SSX: Blur, came out for Wii in March 2007 and it remains the single most frustrating game I have played in my entire life.

    Read More...


  • The Console Wars Made Adorable

    Everyone gets embroiled in a console war once in a while. We have some kind of inborn instinct that causes us to rush to the defence of our beloved consoles as if they were a damsel cornered by a dragon. It's interesting to wonder what system-associated developers like Miyamoto think about such behaviour. “What, do you people have deep-rooted problems revolving around peer approval or something?”

    When you think about how silly the console wars ultimately are, you really do have to duck your head in shame for participating (shortly before you go back and do it all over again). Or, sometimes, you might receive another reminder of how easily we can all get along if we just try. For instance, through an art project.



    Read More...


  • Ghostbusters: There Are No Words For How Good Bustin' Makes Me Feel



    Guest contributor Adam Rosenberg resides in Prospect Heights, Brooklyn, where he slaves away daily as a contributing editor for UGO’s Gamesblog as his dog Loki looks on in bewilderment. In addition to the noble pursuit of video games, Adam enjoys spending time with fine film, finer food and his fine fiancée Bekah.

    I haven’t seen shit that will turn you white. The shit I have seen, namely a fresh build of Ghostbusters: The Video Game for Xbox 360 and PS3, will make you green. With slime. And envy.

    Last summer, a preview build featuring a portion of the widely seen New York Public Library level made the gaming press rounds. The unfinished code appeared out of thin air, its sender listed only as “Evil PR Monkey”. The demo was raw. Very raw. But not so raw as to diminish Ghostbusters’s promise. There were Ray Stantz, Egon Spengler and Winston Zeddmore (noVenkman in the demo), fully voiced by Dan Aykroyd, Harold Ramis and Ernie Hudson. Aykroyd and Ramis’ script, even just that tiny chunk, was characterized by the same wit that made the original films such classics. Then a few weeks later, Activision announced that, following their merger with Vivendi, they would not be hanging onto the Ghostbusters license.

    News on the game since, even following Atari’s confirmation that they would be publishing Ghostbusters in June 2009, has been disturbingly light. No more of the actual game has been shown since that messy preview code. Until last week. While I didn’t actually get to go hands-on with it, I did get an eyes-on playthrough of the remainder of that library level. And now… well… I ain’t afraid of no Ghostbusters.

    Read More...


  • Trailer Review: Demon’s Souls



    From Software, you guys got some weird in your blood. Who in the hell makes console exclusives these days? Not only that, who in the hell makes exclusives for every console on the market? And who in the hell makes console exclusives that are spiritual successors to cult hits that were console exclusives in the previous generation? You guys, whew, you guys are nutty. You’re nutty nut bars and I love it.

    It’s a big month for From Software. Just last week in Japan, they released Ninja Blade on Xbox 360. Ninja Blade is a third-person action game that is a modernization, in both tone and technology, of their Xbox-only franchise Otogi. Today, they released Demon’s Souls in the land of the rising sun. Demon’s Souls is the Playstation 3 version of From’s PS2 oddity King’s Field, a series of distinctly western RPGs full of the dungeon crawling and character customization Elder Scrolls fans go ga-ga over.

    As you can see from this trailer, Demon’s Souls is a real odd duck.

    Read More...


  • Sign of the Times: Current Gen to Stick Around a Little Longer

    It wasn't too long ago when Sony produced a commercial for the fictional Playstation 9 during their initial Playstation 2 campaign; that's right--the company was once so successful, it had the funds to advertise things that didn't even exist. But these were far different times, before the dot-com bubble completely burst; back in those days, you simply had to log onto the Internet and wait for padded envelopes full of money to arrive at your house (who knows where they came from). But in our modern times of economic disparity and joblessness, the evolution of entertainment technology is not one of our biggest priorities. And, according to a San Jose Mercury News report from yesterday, Robbie Bach, president of Microsoft's Entertainment and Devices division, recognizes the current problem with the standard five-year hardware cycle:

    "Just coming up with something that's faster and prettier isn't going to be sufficient. The life cycle for this generation of consoles — and I'm not just talking about Xbox, I'd include Wii and PS3 as well — is probably going to be a little longer than previous generations."

    If you've ever been around casual Wii gamers, then you probably realized that the one factor nearly every console war has been fought over is now completely irrelevant: graphics don't matter.

    Read More...


  • Microsoft’s New Year’s Resolution



    For the second time in history, an American company has created a massively successful videogame console. Microsoft’s Xbox 360 is, without doubt, America’s greatest triumph since the Atari 2600. Of course, this is discounting personal computers of all stripes, and even the achievements of Microsoft’s first green-tinged box devoted to gaming. But 28 million consoles sold worldwide is a monumental feat for any gaming machine and, contrary to some speculation late last year, it looks like the system’s sales have yet to plateau. As far as creativity and growth of the medium, Microsoft pioneered downloadable content on home consoles, established one of the first easily accessible independent games services, and brought online gaming into more homes than ever before. Not to mention how they’ve published some of the most enjoyable traditional gaming fare — shooters like Halo 3 and Gears of War as well as RPGs like Fable 2 — of the last two years. Yes, kudos to you Microsoft. Ya done good.

    BUT YOU CAN DO BETTER! What’s up with 2009, guys? Halo Wars? That’s what you’ve got? Where’s Alan Wake, you punks! Ninja Blade? How about a freaking action game without a ninja in it?! Geez!

    Okay, okay. I am calm now. I am fine. Announcing some great first-party software for the 360 would be a pretty logical resolution for Bill Gates’ house of pancakes. But I was thinking more along the lines of modernization.

    Microsoft should resolve to make Xbox Live free to all Xbox 360 owners in 2009.

    Read More...


  • Question of the Day: Your Ideal Controller?



    These days, the console exclusive is a cagey beast rarely spotted in the wild. You tend to find them in specialized reserves for endangered species, which is to say, coming directly from console manufacturers rather than third-party publishers. There are a stray handful of third-party exclusives, many of them living in the untamed wilds of the Wii, but if you’re an Xbox 360 or Playstation 3 owner, you can almost always get the exact same game on both systems (give or take a handful of features.) DLC tends not to sway me one or another when deciding what system to get a game for. It’s all about the controller. After eleven years of using the damn thing more often than any controller, I’ve gotten all too comfortable with Sony’s Dualshock, so I tend to gravitate towards Playstation 3 versions of games. But I don’t think I’d say the Dualshock is my perfect controller by any stretch of the imagination.

    Read More...


  • NPDeez Nuts: The Way Tomorrow Looks



    Way back in May, I thought that, like every other blog that regularly talks about the videogames, 61FPS should cover the NPD sales numbers every month. It seemed like a no brainer until I realized the truth: who gives a damn about sales? We are not gamblers here, throwing crumpled dollars in a circle, cursing each other out over how many copies of Wii Play might sell in a four week period! We are aesthetes, which is to say, we are pretentious as fuck. Waxing philosophical about emergent narrative is how we roll, and sales numbers should be beneath our concern! Harumph and such.

    I’m kidding. Well, half-kidding. We’re not snooty berks. We just like videogames a lot, and we like thinking about them even more. Today’s an important day to mention the NPD numbers because they are, to turn a phrase, meaty food for thought.

    Read More...


  • The Portable Xbox 360 and Hand Warmer

    Here's something for you to lust for through the weekend: a portable Xbox 360 put together by a smart man who calls himself Ben Heck.



    With this, you can play Xbox 360 games on the go. You can even transfer your profile data from your less cool, more stationary Xbox 360 to this little wizard. You can keep your bread warm over the vents, too.

    This portable Xbox 360 was assembled in the shell of a laptop, with some obvious modifications. Now you can Red Ring on the go, or not. Heck has taken pains to make sure the unit doesn't overheat, including sexy copper wiring and enough air ducts to ventilate a subway system. Ring Statistic

    Read More...


  • My Life as a Red Ring Statistic

    I jumped on the current-gen bandwagon a little late; last February, to be specific, when my freelance writing skills suddenly and unexpectedly became profitable.  In order to stay relevant, I had to upgrade; so I picked up an XBox 360 and a Wii roughly around the same time of the year.  The Wii was something I always wanted but could never find, while the 360 always filled me with justifiable anxiety.  Undoubtedly, 2007 was the Year of the Red Ring of Death, and the talk of XBoxes expiring in mass quantities kept me far, far away from Microsoft's machine.  But by early 2008, I assumed all of the problems had been worked out.  Surely, after all of that mess, a newly-purchased 360 would be free of console cancer.  Right?  Right?

    You'll never guess what happened last night.

    Read More...


  • Rock Star Designer Fallout: Team Ninja’s Post-Itagaki Future

    While the videogame-designer-as-rock-star phenomenon is still a growing factor across the game development landscape, it’s had a recognizable poster boy for close to a decade. The be-sun-spectacled Tomonobu Itagaki is gaming’s very own Noel Gallagher, a mouthy, arrogant source of great quotes with a spotty creative track record, but who’s inarguably responsible for a couple of masterpieces. He’s also a magnet for controversy. Even beyond his inflammatory comments about rival game franchises, namely Tekken and Devil May Cry, Itagaki has been at the center of multiple legal entanglements with his former publisher, Tecmo. First, it was charges of sexual harassment. Then, this past June, Itagaki quit Tecmo after shipping Ninja Gaiden 2 and immediately sued the publisher for not delivering on promised pay bonuses.

    This is the problem with the rock star designer phenomenon. In the aftermath of Itagaki’s departure from Tecmo, everyone in the industry was asking what’s next for Itagaki and what is his beleaguered publisher – Tecmo’s president resigned shortly after Itagaki left and they were nearly acquired by Square-Enix after that, before agreeing to merge with Koei – going to do without him. No one really asked what Team Ninja, the team that Itagaki founded, was going to do without their public face. How does a development team recover when their image, an identity that’s secured them a devoted audience more than the games they’ve made, has walked away?

    Read More...


  • Watcha Playing: The Palette Cleanser



    The past six weeks have been teeming with meaty, action games. I’ve been working through them slowly but surely, like an elegant seven course meal. Star Wars: The Force Unleashed was thick, hot comfort fare, a brief appetizer of sloppy design coated in delicious Stormtrooper and rancor killing action. The game’s a buggy mess, really, the gaming equivalent of empty calories, but definitely satisfying. Then there was the dynamic horror duo of Dead Space and Silent Hill: Homecoming, a soup and salad combo built to terrify. They didn’t really scare, but instead delivered visceral body simulations. Both games succeeded by making you constantly aware of your avatar’s physical presence and the heft of their actions, and they achieved this through a careful synergy between atmosphere and play. Yakuza 2 was truly the main course, a game I had no expectations for whatsoever that turned into an all time favorite. Its broad adventure, pulp tale of cops and crooks, and simple but ceaselessly engaging fisticuffs were nourishing, more substantial than anything released on current gen consoles. For dessert, Castlevania: Order of Ecclesia. Another bonafide surprise, Ecclesia turned out to not be another retread through Igarashi’s decade-old formula, but a challenging successor to Castlevania 2 with fierce action whose variety and elegance was exceeded only by the game’s environments. Yes, it’s been a great month of big games, but it’s been the small things I’ve played in between them, games I’ve played for no more than a handful of minutes here and there, that have given the most *ahem* food for thought.

    Read More...


  • Gears of LittleBig Fable Music: Considering the First-Party Blitz



    October brought its true fury and grandeur to New York today. It took three days, but the nattering leftovers of summer finally drifted out to sea like so many dead leaves and left behind the lowlight and intent wind so particular to the month. Walking down the street, I could smell it, looming like bonfire smoke and Halloween parades: game season.

    I hold no love for the business structure that sees some ninety-percent of the year’s most ballyhooed games releasing all within a tight ten week window. It leads to sensory overload and, for the devoted gamer, it adds to already-big backlogs. But I’d be lying if I said it isn’t always exciting. All of the hype, all of the previews, leaked screens, developer showcases, and high, high hopes all lead here and it always begins in October. Holiday 2008, as it were, is going to be a particularly interesting season considering that it is gaming’s first to witness true third-party agnosticism. Nigh on every publisher from East and West is releasing their biggest games on any and all platforms available. (There are rare exceptions. See Sega’s Valkyria Chronicles, Valve’s Left4Dead, and a number of Wii titles.) This brings even closer scrutiny to the console holders' offerings; more than ever, first-party games need to be system sellers. They have to act as ambassadors, convincing casual and hardcore gamers alike that if they put money into such and such a system, there will be more where that came from.

    Read More...


  • The Curious Case of Playstation Home



    I sometimes forget that Playstation Home, Sony’s proposed Frankenstein Monster that blends Xbox Live-like online service with an American Apparel-ad-meets-Second Life 3D space, even exists. Following its debut at GDC 2007, I was intrigued by the idea, but in the intervening eighteen months, Home has yet to materialize in any meaningful way. A closed beta trial of the service launched way back in April 2007, preceding a tentative launch later that fall, and that beta has since been extended half a dozen times. Home’s actual launch is out there, somewhere in the unknowable vaporware-future, and thankfully so. According to any and all hands-on reports from beta testers, Home is a ghost town, empty but for a scant few trendy avatars wandering the eerie Logan’s Run-style wasteland, hunting for an awkwardly animated dance party that may never happen.

    Read More...


  • Screen Test: Fable 2

    For all of the hate the original Fable got for not living up to Peter Molyneux’s wild claims about how the game’s role-playing would provide a nigh on life changing level of depth and complexity, I adored it. It was a perfectly paced little nugget of fun, about fifteen hours of content, satisfying combat, and some neat (for its time) character customization. Even if it didn’t quite let you live the full hero’s life it originally promised to, it still offered some impressive opportunity for moral choice in a game world, choices whose consequences are far more interesting than the ones found in similar games five years later. I’m still not too sure what to expect from Fable 2. I feel as though its been flying under the press radar since it was announced. Even though its all but done right now, no preview or interview has given a sense of what the full game experience is going to be like. Right now, it just sounds like Fable but bigger. These screens certainly bear that out. As always, Lionhead bangs out some pleasantly exaggerated human caricatures, homey looking fantasy villages and forests, and some nice and spooky enemies. Maybe that’s why Fable 2 is still flying under the radar. Instead of being billed as a paradigm-altering juggernaut, it’s being sold as what it looks like: videogame comfort food.




    Catch the rest after the jump.

    Read More...


  • Where Will You Go, Tecmo? What Will Happen to Our Love?



    This has been something of a tumultuous year for Tecmo. In the past twelve months, they’ve shipped just four games, three of which are Ninja Gaiden games. The fourth, Fatal Frame IV for Wii, wasn’t even developed in house (it was handled by Suda 51’s Grasshopper Manufacture.) None of these games were actually published by Tecmo, relying on companies as diverse as Eidos, Ubisoft, Microsoft, and Nintendo for distribution. In June, their public face and star designer, the outspoken, boozing womanizer Tomonobu Itagaki, quit the company days after Ninja Gaiden II released to middling reviews. In August, their president resigned and Square-Enix tried to take over the company. Today, Tecmo announced they’ll be the latest Japanese company to find refuge from shrinking domestic business by consolidating. Their new partner will be Koei.

    Tecmo, I’m worried about you. Times are tough for Japanese developers developing traditional games for home consoles. We’ve had wonderful times together and I’m still looking forward to Tecmo Bowl: Kickoff this fall. Remember all the good times we had with Tecmo Bowl? Yeah. Corporate mergers are a good thing for Japanese developers. Why, just look at previous successes!

    Read More...


  • R.I.P. Xbox 720 and Playstation 4: The Future of Gaming



    When Dennis Dyack laid out his vision for the One-Console Future, he theorized that the extinction of multiple videogame consoles wasn’t just a utopian possibility “where games would become better in quality, cheaper, and more widely available.” He said it was inevitable. I’ve never agreed with Mr. Dyack, but I don’t necessarily think he’s too far off. As Wedbush Morgan’s resident maverick Michael Pachter says in the latest episode of GameTrailers’ Bonus Round, the console war is already on the road to being less about technological difference’s as it is about a war of branding. Not who has the better games, graphics, and controllers, but whose name is cooler. I think that’s true. But it’s only one possibility.

    Read More...


  • All Ages: Viva Piñata and Building Games For Children



    I got no end of grief from Peter Smith when I started playing Pokémon Diamond a couple of months back. Pete’s no stranger to mindless grinds; the man’s confessed his many replays of the NES Final Fantasy games. No, he was opposed to Pokémon because, “It’s for f$?!ing babies, man.” The argument confused me. After all, Pete, like me and the rest of 61 FPS’ team of outlaw journalists, was raised on the 8-bit era’s simple designs as conceived by Shigeru Miyamoto and Nintendo. Though Pokémon’s billion-dollar audience is mostly made up of the Trapper-Keeper and Lunchables set, the game itself is in the age-and-gender-neutral mode that’s made Nintendo the corporate success they are today. “Family Friendly” is the accepted term but it’s just a media savvy way of saying that games like Pokémon, Mario, Brain Age, and Animal Crossing can be played and loved by very young players, but they aren’t games explicitly for children. He did get me thinking, though: Have I ever actually played a game designed specifically with very young players in mind? Not the Reader Rabbit-style edutainment so many kids have been subjected to since the early-80s. Just regular, old, played-for-fun videogames.

    My first exposure to Viva Piñata was marked by cynicism. Microsoft’s monumentally expensive acquisition of Rare was just under four years old when it was announced and the partnership had yielded dubious results; bad sequels, middling remakes, one atrocious new IP, and another that had been years in development on three separate consoles before it was finally released. Between the animated series and the variety of brightly colored critters to gather in the game, Piñata seemed like a soulless and pointed marketing machine built for no other reason than to make Microsoft some of that proverbial Pokémon money. So it came as a surprise when the game turned out to be both a commercial flop (relatively speaking) and a critical success, praised for its peaceful, eccentric presentation while being ignored by gamers and parents alike. I never got around to playing the first, but its reputation brought me to Viva Piñata’s sequel, Trouble In Paradise, free of cynicism and curious about what I’d find. Turns out it’s a reputation well-earned. Even though Piñata is a brazen fusion of Nintendo’s Animal Crossing and Pokémon – surrounded by strange, brightly colored characters, you are given free reign to alter a seemingly mundane plot of land to your gardener-heart’s content but are tasked with gathering hordes of diverse fantasy creatures in order to level up and expand your domain – it is impeccably made, its charms difficult to resist.

    What’s most impressive about Viva Piñata, though, is that it is explicitly designed for children.

    Read More...


  • Everyone Will be Able to Rock



    At the end of June, my concerns for the future of videogames' burgeoning rock star genre were growing by the hour. Activision was waving their new drum kit in EA’s face while Konami tried to get people to like their music games outside of Japan. The big problem? None of those companies appeared to give a damn that they were flooding a market and audience already drowning under a torrent of plastic instruments. Not to mention that none of those instruments were guaranteed to be compatible with games that didn’t come packaged with alongside them. Yeah, Guitar Hero 3 and its electronic axe might be one of the ten best selling games in the history of games but that doesn’t mean the genre bubble can’t burst. Today, another faceless company has helped to allay my fears.

    And, would you believe it, it’s Sony doing the allaying.

    The once haughty Japanese giant stated on their Playstation blog that they have reached an agreement with Activision, EA/MTV, and Konami to allow every single publisher’s rock & roll instruments will work with every publisher’s games on the Playstation 3. Bought Rock Revolution but want to get in on Rock Band 2’s killer track list? Go for it. Feel like using that gorgeous new Guitar Hero World Tour drum kit with Konami’s new opus? Fine, have fun. Not only that, but SCEA also said that, though it isn’t happening just yet, they’re working on a fix for the original Rock Band and Guitar Hero 3 as well.

    This is the first step on the road to peripheral-based music games finally coming into their own. Guitar Hero made them an institution but this agreement will help cement the instrument set as an expandable platform that doesn’t necessitate annual hardware revisions. What else needs to happen to guarantee this glorious, melodious future?

    Read More...


  • Sony Fans, Meet Your New Totem: Sackboy

    Your dear mother has undoubtedly told you at some point, "You need to have a wife. It's good to have a wife." Maybe you agree or maybe you disagree, but either way, singles feel pressured to hunt down a mate even while insisting to themselves that the single life is totally rad.

    Sony's adopted your mother's stance on companionship, but instead of spouses it's talking about mascots. "Every system needs a mascot. It's good to have a mascot. Here, Sackboy now represents Sony."

    "Gee Sony, Sackboy is awfully cute, but is it a good idea to make him the spokes...doll for the company? We don't actually know how LittleBigPlanet will sell. And honestly, I'm okay with Sony's lack of a mascot--"

    "It's good to have a mascot. Now start making babies."

    If you feel wary, it's okay. Sony's previous attempts to match us up with digital companions resulted in lukewarm relationships before sputtering out: Crash Bandicoot, Lara Croft, Kratos. Even Microsoft fared far better by branding itself with Master Chief.

    Read More...


  • E3 Opinion: Because It's Cool To Complain...

    Totally Possible Things The Big Three Could Have Done To Make Me Happy With Their E3 Conferences:

    Sony: Without a doubt, the one PS3 game that people are most excited about is LittleBigPlanet, and its use for a fiscal presentation in Sony's Conference was charming and delightful. Wouldn't it have been great if they'd done just a little more? Picture this: The lights go down on stage, and up on screen we see a recreation of the stage built out of popsicle sticks and yarn. Sackboy, in Jack's choice of Boston Celtics garb, walks in, lip-syncing perfectly with Tretton's voice (via PlaystationEye, which they've announced will be a feature of the game) and welcoming other Sackboys dressed as if from Resistance 2, Ratchet & Clank, and DC Universe Online, each lip-synched to their own guest as the cardboard frame behind them cycles through string-suspended images of each of those games.

    Read More...


  • E3 Day Two: Spin, Malaise, Sony’s New Clothes, and Nintendo’s True Disruption

    Despite their show-ending bombshell announcement, Microsoft’s E3 press conference was something of a non-event. The house of X showed off titles that had already been seen or leaked, announced a handful of downloadable titles that weren’t exactly setting folks’ brains on fire, and revealed an embarrassing attempt to cash-in on the Mii phenomenon with Xbox Live Avatars. It’s embarrassing enough that the Avatars look so similar to Nintendo’s Miis, but it’s even worse that they were designed by Rare, the less-than-profitable appendage Microsoft cut away from Nintendo in the first place.

    It wouldn’t have been difficult for Sony and Nintendo to one-up Microsoft’s event, but neither of the console makers did, both of them focusing more on sales data and business strategies than on software.

    Read More...


  • Square-Enix's Coup Brings Back Memories

    It was generally accepted that this year's subdued E3 wouldn't have much to offer in comparison to the big shiny blitzes that used to make game journalists hang themselves with laptop power cords. Goes to show what we know: things got exciting right off the bat with Square-Enix's announcement that Final Fantasy XIII will be coming to both the Playstation 3 and the Xbox 360.

    Oh, you youngsters understandably have ants in your pants over Square-Enix's sudden shift, but I've been down this road before. Yes sir, I remember when I was riding high on the thrill of Final Fantasy VI and Chrono Trigger. Nintendo finally claimed supremacy in the sixteen-bit console wars thanks in part to their great RPGs, and we automatically assumed Square would develop for the N64---

    Zzzzzz...

    Zzzzz-- ! Ah! Huh? Oh, sorry. If I sit in the sun for too long, I doze off like an old dog.

    Read More...


  • E3 Day One: Microsoft, Sony, Final Fantasy, and For Whom the Bell Tolls



    There was a very brief period of crossover time, between 2002 and 2006, when E3 was still a gargantuan, money-wasting event and high-speed internet access was ubiquitous. During these years, gamers across the English speaking world regularly crashed websites following videocasts and liveblogs of press conferences as the biggest game announcements of the year hit the public. In the wake of the old E3’s dissolution and 2007’s lackluster event, the press cycle for the games industry seemingly changed forever; game announcements, platform holder initiatives, and publisher events have been spread out over the last eighteen months, no longer restricted to only a handful of days in the summer leading up to the usual holiday deluge of high-profile releases. The days of “breaking the internet” appeared to be over.

    Then Microsoft announced that Final Fantasy XIII would be coming out for the Xbox 360 and it was the good ol’ days all over again.

    Read More...


  • Ain't No Party Like A Motion-Control Party

    There's a lot of buzz and all-but-confirmed rumors swirling about a motion control remote for the XBox 360 and a break-away motion controller for the PS3. While it is obvious that these are a shameless effort to gain favor with the casual audience that's made the Wii so wildly popular, I am excited for one reason: Steven Spielberg's Boom Blox.

    Read More...


  • Turning Japanese: Microsoft’s Latest Ditch Effort to Win the East



    Microsoft held a press conference yesterday in Tokyo to show off their upcoming slate of six Xbox 360 role-playing games. Aside from the Japanese edition of 2007’s Mass Effect and a look at Peter Molyneux’s Fable 2, Microsoft showed off four Japanese developed RPGs. Two of which are the latest in entries in Namco and Square-Enix’s long-running Tales and Star Ocean franchises. Microsoft’s also pulled a slight coup with the announcement that Square-Enix’s new IP Last Remnant, developed to appeal to both eastern and western audiences, will now release on Xbox 360 before Playstation 3.

    Since the Xbox 360’s release in 2005, Microsoft has been trying to woo Japanese audiences with high-profile role-playing games. Namco’s Trusty Bell: Chopin’s Dream and From Software’s Enchant Arms were the first J-RPGS to see release this console cycle. Microsoft also secured the exclusive rights to Mistwalker’s Blue Dragon and Lost Odyssey, Final Fantasy-creator Hironobu Sakaguchi’s first post-Square-Enix work. But in the past thirty months, both Trusty Bell and Enchant Arms failed to find a significant audience in Japan and have since been ported to the Playstation 3. Blue Dragon and Lost Odyssey, despite being heavily promoted under Sakaguchi’s name, have also done poorly despite strong debuts. Microsoft’s RPG Premiere Event shows a commitment to a failed tactic.

    Read More...


  • NPD Wrap: The Times Are a Changin’



    April’s come to a close and now, under the cold, hard light of math, three things are becoming clear. First, people freaking love Nintendo games. Sure, we already knew that, but over a million people bought Mario Kart for Wii in less than a week. Second, people freaking love Grand Theft Auto. Nearly two million people bought that in even less time. Third, our access to new videogames is going to change dramatically in the very near future. While these numbers may just look like numbers to us, to the people who publish videogames, the people who control when we get to engage these creations, the math is saying that 2008 is different. Tradition dictates that high profile, big hype games are held in reserve for the holiday push from late September through December and the rest of the year is just a slow trickle of quality goods. The math of March and April 2008 says that people will buy many, many games throughout the year, not just around Christmas. What happens now? Going forward, we’re going to see more games, more often. At least, until digital distribution destroys physical media and the whole issue becomes moot.

    Come get some hard analysis and delicious numbers after the jump.

    Read More...


More Posts Next page »

in

Archives

about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


Send tips to


Tags

VIDEO GAMES


partners