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  • Mega64's Movie Adaptation of Shadow of the Colossus Possibly Better than Sony's

    I hate to ruin your day, but Sony is making a Shadow of the Colossus movie--the news is a few weeks old, actually. So how, exactly, is Hollywood planning on handling such a beautiful, understated game? About as well as you would think. I'm pretty sure all I need to do is quote Variety's The Cut Scene blog to give you a full understanding of how the final product will most likely turn out:

    I understand the folks working on the project are planning to have some of the characters who appear only momentarily in the game, such as those who try to track down and stop Wander, play bigger roles in the film. And despite the game's somewhat "artsy" cred, they're hoping "Shadow" will be a "Lord of the Rings"-style fantasy tentpole.

    The silver lining to this ugly little cloud comes in the form of a video by gaming pranksters Mega64, who were undoubtedly inspired by Sony's unfortunate announcement. While I'm sure Sony will throw millions more dollars into their own adaptation, there's no denying that far more entertainment can be found in the group's 2-minute take on this PS2 classic.

    Video after the cut.

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  • Shadow of the Colossus: First Blood

    This weekend, I did a bit of shopping, visited my parents, and destroyed two idols the size of skyscrapers. Yes, I have drawn my first blood (or some kind of black ichor, anyway) from Shadow of the Colossus, and it's been as much fun as a naked pagan dance.

    My previous assessment of the first Colossi battle was a little off. The first Colossi battle is a tutorial battle—of sorts. It's just not a very easy one. You're expected to learn and perfect the basics of climbing, stabbing, and shimmying. Otherwise you don't stand a chance against the second Colossi, which is three times as large as the first and has twice as many hooves to flatten you with. The sink-or-swim approach of Wander's first real fight is a clever way to bypass modern gaming's overzealous hand-holding, though it took me a while to realise I would get better if I tried. I was just initially scared to keep trying.

    I'm not even sure why I harboured that fear. Who was going to laugh at me for my failures? The shadowy Gods flitting near the ceiling of the Temple of Worship? Wander, who wouldn't change his facial expression if you dropped a cinder block on his foot? Agro? Wander's dead girlfriend/wife? I eventually realised I was being silly, and took up the controller again.

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  • Shadow of the Colossus: First Impressions

    Fear not. Shadow of the Colossus is a pretty epic title, but I won't run to the computer and bang out a report every time I actually get Agro to run in the direction I want him to—though if you ask me, that's an accomplishment in itself. First impressions are fun to read, though, so I will accommodate the good readers of 61FPS.

    It probably won't surprise you when I say the presentation in this game is absolutely gorgeous. I usually give an opening cinematic ten seconds to please me before I mash the Start button, but when I sat back and watched Wander's ponderous but purposeful journey to the Temple, I felt something familiar pull at me. Like I was watching a favourite sequence from a well-loved movie. Various flashes of imagery and sound in this game already remind me of The Neverending Story, a book that never fails to instill me with a sense of solemn adventure despite multiple readings.

    Doubtlessly you already know that Shadow of the Colossus features a quiet, calming atmosphere that stands to be butchered by Hollywood, so I'll talk a bit about how it plays. What you need to know: this game is creaming me.

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  • Time For Me To Play Shadow of the Colossus

    From the Department of “Oh God, Why?” comes word of a Shadow of the Colossus movie. Hollywood has yet to get a game movie right, and there's no immediate reason to decide that the movie based on this Playstation 2 masterpiece will be any different. In fact, Justin Marks, the talented hero responsible for Street Fighter: The Legend of Chun-Li will be penning the script. May as well hunker down in the fallout shelter with your Civil Defence helmet pulled over your head. Feel free to sigh: that weary, defeated feeling that comes with most game movie announcements is no doubt familiar by now.

    What's especially sad is that a Shadow of the Colossus movie truly stands to be a heartbreaking waste of the source material. It's a game that thrives on its sparse atmosphere and quiet but riveting heroics. Sadly, Hollywood requires by law for action movies to waste approximately five words per second, and God only knows how it classifies video game movies. I suspect the categorization involves a filing cabinet marked “FOR AUTISTICS.” The Shadow of the Colossus movie is likely going to be very loud and it might contain jokes about horse boners.

    Admittedly, I am talking partially out of my bum. I have never played Shadow of the Colossus, but reading this dire news has driven me to bloody well start.

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  • Super Secret Castle Discovered in Shadow of the Colossus

     

    The folks at Team ICO Gamers (whatever that is) have used an emulator in order to discover a structure in Shadow of the Colossus that didn't make it into the final game.

    For years Shadow of the Colossus players have wondered what lies in the Eastern section of the map. Many suggested that this part of the map was host to the lands shown in the intro scenes of the game. What no one imagined was that it was home to something more mysterious.

    Video after the jump:

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  • Go West! Red Dead Redemption and How to Get Cowboys and Indians Right



    By the time videogames had evolved beyond batting a ball back and forth across a digital net, the Western had already lost much of its cultural currency. The Lone Ranger’s audience had ridden off into the sunset, replaced by minds and eyes hungry for space instead of the frontier. That’s why we have Spacewar! in 1961 and not Stagecoach!. The last quarter of the 20th century’s appetite for science fiction is most certainly why Bald Space Marine is the icon he is in 2009’s gaming landscape, but I don’t think it fully explains why games have yet to produce a spectacular Western. Why is it that after decades of creation, there isn’t a game about cowboys sitting on Top One Hundred Games of All Time lists? Why is Oregon Trail the entire canon of frontier gaming?

    Rockstar’s Red Dead Revolver seemed like a contender before it released in 2004. The game certainly sold well, one and a half million copies according to publisher Take-Two, but its critical reception was lukewarm. Despite Red Dead’s grand narrative ambitions — bounty hunting protagonist Red Harlow and his quest for revenge are Louis L’Amour vintage — and seemingly fitting open world play, it wasn’t the defining videogame Western it could have been. Now, it could have been the game’s troubled development that kept it from greatness. It started as a Capcom game in 2000, stalled out, and was sold to Rockstar, where it apparently became a Frankenstein’s monster of legacy code and newer features. I think the real problem is that the Grand Theft Auto-styled open world is not the foundation for a great Western.

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  • Flower - A Zen de Blob?


    thatgamecompany's long-awaited "Zen game" Flower is finally being released on the Playstation Network next week, having been originally teased way back at the Tokyo Game Show in 2007. So far the game has caused all who've witnessed it to find themselves unable to accurately describe what the "game" is, only that it is captivating.

    VentureBeat's Dean Takahashi was recently treated to a demonstration by Creative Director Jenova Chen. While it is still nowhere near as telling as an actual hands-on experience with the game, it is most definitely insightful. Video after the break:

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  • When Video Games Make Us Sniffle

    It's all right to cry.
    Crying takes the sad out of you.


    Anyone else remember Rosey Grier serenading us while wearing a very groovy collar? He taught us that it's okay to weep when we're feeling sad, because even big boys feel down in the dumps sometimes. Gamers have taken his song to heart, shuffling and sniffling when bad things happen to good game characters. Video games and emotional expression have shifted monumentally: our fathers didn't cry for Donkey Kong, doomed to fall four storeys and crack his skull open over and over like some simian Sisyphus.

    But according to Roger Moore, who reviewed the indigestable Max Payne in the Orlando Sentinel, gamers have never cried at a game's story, because game stories never give gamers a reason to cry.

    This, of course, is false: denying that gamers have ever cried means denying the River of Aerith, which was formed from the tears of RPG fans when--well, you know. I do have to admit that I'm hard-pressed to remember specific instances when a game's story made me weepy. Don't get me wrong, I bawl pretty easily, but mostly because of something that happened in a book ("Dammit Colour-Me-Elmo, why can't I stay in your lines? Sob sob!") or a movie. I know I'm the exception here, but  games just don't seem to touch me in the same way as often.

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  • Japan Scares Me: Tokyo Game Show Rising, Strangeness, and Panty-shot Beat ‘Em Ups

    Does it ever. Japan has me trembling in my delicate booties. Typically it’s just one thing or another that gets me quaking in abject terror: a bizarre fan-made video here, a witch molestation game there. Today, Japan’s working overtime. Gaming exists, at the Japanese moment, in a state of flux. Traditional gaming appears to be dwindling – way back in June 2007, Screen Digest predicted that 89% of Japanese households would own a Nintendo DS, a number that will likely need to be increased after the DSi releases later this year – while simultaneously thriving thanks to Capcom’s Monster Hunter Portable juggernaut. Major publishers continue to consolidate while the nation’s auteur creators start crafting more and more games to suit Western tastes and flock to Western publishing houses. Hell, the Xbox 360, an American console, outsold the PS3 throughout September. Things are topsy-turvy over there. It’s enough to make a man skittish, especially with the Tokyo Game Show due to start in just forty-eight hours.

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  • Five Games That Will Be Awesome to Remake in LittleBigPlanet

    Ever since its announcement, excited gamers across the internet land have been discussing their level-making plans for LittleBigPlanet. Puzzle levels, hardcore platforming levels, insane art landscapes, and, most importantly, Level 1-1 from Super Mario Bros. Yes, LittleBigPlanet may be all about getting your creative juices flowing but there was never a doubt in anyone’s mind that players were going to throw down all sorts of lovely, copyright-infringing devotionals to gaming’s beloved creations of old. Team Sportsmanship, a group of art students participating in Parsons New School of Design’s Game Jam event, didn’t explicitly recreate a level from Fumito Ueda’s epic, but as PS3 Fanboy put it, their level can only be named Shadow of the LittleBigColossus. It’s a work of art, a lovingly crafted riff on Shadow of the Colossus’ grand encounters made terribly adorable by LBP’s style and Sackboy mascot. Of course, this got me thinking: what games are perfectly fit for the LittleBigPlanet treatment? Here’s what came to mind.

    Castlevania III



    Besides being a classic platformer overflowing with badass levels primed for reimagining, Castlevania III is also uniquely suited to LBP’s four-player challenges. You’ve got a vampire, a pirate, a witch lady, and a dude with a whip. What do they do together? They scale clock towers and kick the crap out of less-than-friendly vampires. Perfect.

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  • Top Ten: Favorite Bosses part 2



    The first arcade game to sport a boss fight was Phoenix, which was released in 1980. While most people were probably playing Space Invaders, I was playing Phoenix on my Atari 2600. Boss encounters have come a long way since the days of yore, displaying wonderful variety and imagination. The last five on my list go far to demonstrate just how unusual these encounters can be.

    !! Spoilers Ahoy !!

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  • The Ten Greatest Opening Levels in Gaming History, Part 3

    Sonic the Hedgehog - Green Hill Zone



    By the time the original Sonic the Hedgehog came out, Super Mario World had been out for six months in Japan. In almost every way, Mario had the edge on Sonic — more levels, more power-ups, more variety, more gaming. But there was one thing you couldn't take away from Sonic, and that was the sheer dazzle of starting up the game and entering Green Hill Zone. To this day, Green Hill Zone looks spectacular, with its sparkling ocean, lush vegetation and abstract geometry — not to mention Masato Nakamura's unforgettable music. Mario had a lot to offer, but in terms of pure physicality, most of Dinosaur Land seems awfully drab next to Green Hill Zone. (Plus, it was 1991 — "zones" were just cooler than "lands", for Chrissakes.) — PS

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  • The Ten Greatest Opening Levels in Gaming History, Part 2

    Metal Gear Solid 2 – The U.S.S. Discovery



    The opening level of Metal Gear Solid 2 is the finest Metal Gear game ever made in-and-of itself. Forget Hideo Kojima’s cinematic pretensions for just a moment and think about the raw play available in this self-contained prologue scenario. The tools of MGS’ trade may not be available to Snake in their totality here, but every inch of the tanker acts as a playground for the series' most fundamental mechanics. You can sneak through without ever being seen or you can kill every Russian soldier you come across. There is an expertly paced boss fight. There is skin-mag related humor. It’s all here. Now layer Kojima’s cinematic pretensions back on top of all that considering they are at their best (read: most restrained) here and you have a beginning that is, arguably, superior to anything the follows or precedes it in the entire series. — JC

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  • The Ten Greatest Opening Levels in Gaming History, Part 1

    First impressions are important, in videogames as they are in life. The first moments you spend with any art can define your experience of it. They compel you to dig deeper, to more carefully consider the work or the hand that crafted it. Other times, they can be so startling that everything that follows is diminished. This week, 61 Frames Per Second looks at the ten greatest opening levels in gaming history. Stick with us past the first one though. They’re all great. — John Constantine

    Prince of Persia 2 - Rooftop Chase



    The original Prince of Persia was a unique and wonderful game, but it wasn't much for setting. Half the game takes place in a monochromatic dungeon, and the other in a monochromatic palace. 2 quickly makes up for it; about to be executed by the Vizier's goons, the Prince leaps through a window, and from there it's up to you to guide him across the palace rooftops, into the marketplace below, down a long pier, finally leaping into the hold of a departing merchant ship — all with those guards on your tail. The stage is a real nail-biter, and all the more memorable because the rest of the game is comparatively subdued. — Peter Smith

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  • Team Ico’s Fumito Ueda at the Nordic Game 2008 Conference



    As self-professed gaming aesthetes, we here at 61 Frames Per Second obviously have a deep and abiding love for the work of Sony Japan’s Team Ico and, more specifically, resident auteur Fumito Ueda. Ueda’s work on the Playstation 2, including the stylistic milestones Shadow of the Colossus and his team’s namesake Ico, are the go-to namedrops for anyone engaging in the persistent games-as-art discussion. His trademarks are characters that convey emotional depth through body language instead of dialogue and austere worlds that imply long histories and lost grandeur. It’s been three years since Shadow of the Colossus and the world’s been waiting with baited breath for any word regarding Ueda and Team Ico’s Playstation 3 debut. His recent talk alongside Siren designer Keiichiro Toyama on disruptive game design at the Nordic Game 2008 conference yielded no news on that project but provided some rich insight into his history in the industry and the early forms of his seminal works.

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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.


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