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Posts tagged ‘Gaming’

17
Jun

The new ‘Metroid Prime’ is made for the New 3DS


It’s been eight years coming, but Nintendo has a new Metroid Prime game. However, it’s a little bit unusual — at least that’s what a lot of people (including us) took away from the teaser trailer revealed during E3. The controls look pretty “Metroid”, but where’s Samus? Why are there multiple (albeit color-coded) stocky protagonists? And what the exactly is Metroid Prime: Blast Ball? Armed with questions, 20 minutes playtime on the aforementioned sporting spin on Metroid, we talked (with some translation help) to Nintendo’s Kensuke Tanabe, who heads up development on the Prime series.

What is Metroid Prime: Federation Force?

Kensuke Tanabe: The last game in the Prime series was in 2007. It’s been a while. When I heard about the New 3DS, with the C-stick, it would be ideal for a shooter. I thought: “It’d be great to have a Prime title to launch alongside the new hardware.” In Metroid Prime 2, we included multiplayer, but here we wanted to focus on the co-op aspect. But then, if we have four “Samuses”, that would be odd. And that’s where the Galactic Federation came in. Controlling the game, and in terms of how it feels, it feels like a Metroid Prime game.

“We tried to create a balance with these load-outs that would decide your role in a squad, similar to a role-playing game, with wizards, warriors and healer”

However this time there’s a “load-out” system: players start with a basic mech [the controllable robot suit in Federation Force] But before a mission starts, you can choose what weapons to load into it. There are certain powerful weapons you can bring, like a “super missile” which comes with a heavy weight penalty. We tried to create a balance with these load-outs that would decide your role in a squad, similar to a role-playing game, with wizards, warriors and healers. [As you play, you can collect] mods for these mechs. Even if you fail in a mission, you’ll receive some of these upgrades.

That makes the game sound easier, or at least pretty forgiving. Is aimed towards younger players?

KT: It’s not that we’re directly aiming at a younger audience. In Japan, first-person shooters lack the popularity of other regions. That’s where Blast Ball comes into it… reducing the skill barrier to get into the game for beginners or gamers not typically interested in first-person shooters. That said, the main story will certainly not feel easy!

So it’s not two games?

KT: Federation Force is the focus of the game, while Blast Ball forms a part of the Federation’s the training. Instead of complicated tutorials, it’s an enjoyable way to teach the controls, how to play the main game and to generally improve the skills of beginners.

“If I’m honest, we did look into a Wii U version”

A lot of fans may have been hoping for a Wii U version. Why did it come to the 3DS?

KT: The idea to develop a new Metroid Prime title came along with the New 3DS, with controls suited to the title. Ideally, the plan was for the game to arrive alongside the hardware but, well, it’s a little late! If I’m honest, we did look into a Wii U version. However, we had to consider the resources it would take, what teams to devote for a Wii U game. [It’s worth noting that Nintendo tasked developers Next Level to make the game. The team’s previously worked on both Mario Strikers and Punch-Out!!]

The character design and atmosphere of the trailer seems a little bit different to prior Prime games. What happened?

As far as character design goes, the 3DS screens are relatively small. This means there’s limitations to where cameras can be placed. A tall character or enemy could be difficult to be display, while a stockier character, like the mech, fits the hardware and fits the game better. It makes it better to play. I’ll admit, I thought at the start that it might lose the seriousness of the Metroid Prime series and become a little comical, but once I played it, I believe it delivers on the feel of the other game.

Why hasn’t there been a co-op mode until now?

KT: We tried to fit a multiplayer Metroid game into the DSi, but the power of system was lacking – it didn’t quite work as expected. But with the 3DS we had the power to make that capable.

Is there a specific part of Metroid Prime: Federation Force that you love?

KT: I love all of it! But compared to prior games where you played alone, now you’re fighting alongside others. That offers a different kind of sensation. I’m looking forward to people enjoying Metroid this way. (Oh and of course, you can still play it alone.)

Is there any co-op modes in any other games you’ve particularly enjoyed?

KT: To be honest, while I’m a game maker, I don’t play games that much. I don’t know that many games. Who knows, maybe there are some concepts that overlap. [There’s a pause in conversation] Ah! But there is one thing: I love Splatoon. Now that’s interesting. Even mid-development, it was already fun. The artwork, music, it doesn’t even feel that much like a Nintendo game. My three daughters all take turns playing it all the time.

This interview has been translated, condensed and edited.

Filed under: Gaming, Nintendo

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17
Jun

Two questions with legendary ‘Mega Man’ creator Keiji Inafune


Keiji Inafune co-created Mega Man in the 1980s — and the rest, as they say, is history. He’s led a storied career in video games ever since, building franchises such as Dead Rising and Onimusha. Inafune currently heads up his own studio, Comcept, where he’s finishing production of Mighty No. 9, an action platformer that raised $3.8 million on Kickstarter in 2013. But, more on that later. One of the truly surprising announcements to come out of the Xbox showcase at this year’s E3 was ReCore, a new IP from Inafune that features a woman in an arid world of robots that carry glowing, mysterious cores. The Xbox conference revealed a trailer, a spring 2016 release window and not much more. We sat down with Inafune at E3 and asked him two questions: one about ReCore and the other about the state of creativity in the video game industry. He had plenty to say.

Regarding ReCore

As some people may know, I really love robots. Pretty much all of my games have some type of robots in them. With ReCore, the theme I wanted to write was human versus robots. This world is — there were humans before, but now, there are none. There are a bunch of robots in this world already and the players will wonder, “Why are they here? Who made those robots?” Probably humans, but they’re not here anymore. Also, the core in those robots, they’re a different technology than the robots themselves.

So there’s a huge mystery between what happened to the human race, where the robots come from and ‘”what is the core?” This is kind of the overall theme, the mystery of this world. That’s something that I wanted to write.

Regarding the state of video game creation

The way I see it, there are two walls blocking the creative of the game industry. One, this is not necessarily a bad thing, but the mobile games are getting huge. People, when they make games, they have to think about business. Making mobile games is easier on the business side, so people tend to go toward that side.

Another one is, it’s getting really hard to start a new IP nowadays. Myself, I’m getting ReCore out, which is a new IP. That’s nice. But, with all of the announcements happening at this year’s E3, we don’t see too many new IPs happening. It’s almost all sequels or some kind of spin-off or existing IP. I’m not saying that’s something bad, to make sequels, but it also kind of stops people from thinking new things about games. They want new creative and new creative tends to happen more when you make a new IP. So, hopefully this can change from here on, so the game creators will have more opportunities to make new IP and make new creative. That’s what I’m hoping for.

Filed under: Gaming, HD

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17
Jun

Artificial intelligence learns Mario level in just 34 attempts


MarI/O

Perhaps it’s that all the levels have simple, left-to-right objectives, or maybe it’s just that they’re so iconic, but for some reason older Mario games have long been a target for those interested in AI and machine learning. The latest effort is called MarI/O (get it?), and it learned an entire level of Super Mario World in 34 tries.

Unlike other AI programs, MarI/O wasn’t taught anything before jumping into the game — it didn’t even know that the end of the level was to its right — instead, some simple parameters were set. The AI has a “fitness” level, which increases the further right the character reaches, and decreases when moving left. The AI knows that fitness is good, and so, once it figures out that moving right increases that stat, it’s incentivized to continue doing so.

Mirroring actual evolution, MarI/O didn’t actually change its behavior with any forethought. Every generation introduced new ideas, but it was simply trying different things, not doing what it “thought” would work. When an idea was a success, it was remembered, when it wasn’t, it was discarded and learned from. Over the course of 34 evolutionary steps, MarI/O ended up working out jumping though the entire level would do the trick. If its creator Seth Bling were to run it again, the AI would almost certainly find a different, but no less successful path through the level.

This learning style is called NeuroEvolution of Augmenting Topologies (or NEAT, for short), and it’s nothing new, but it’s interesting to see it used so effectively. While it’s a good demo, there’s a long way to go before machine learning like this could ever hope to challenge a more functional algorithm. Check out the A* path-finding bot below, which won a Mario AI competition back in 2009, to see what we mean.

Filed under: Gaming, Software, Nintendo

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Via: Holly Brockwell (Twitter)

Source: Seth Bling (YouTube)

17
Jun

ICYMI: Driving like 007, making Super Mario and more


In Case You Missed It: 06.17.15

Today on In Case You Missed It: Super Mario Maker gets a release date and trial run at Best Buy and Range Rover is developing a smartphone app that allows drivers to steer when they’re outside the car. Also this NAO robot tries to befriend a dog and freaks it out instead.

Plus we wanted to bring you these fun facts we just didn’t have time for: This heartbeat chip tests medicine based on natural rhythms and Russia says it’s building a microwave gun.

Let us know about any cool stories or videos that you stumble across by using the #ICYMI hashtag @engadget or @mskerryd.

Filed under: Cellphones, Misc, Gaming, Robots, Transportation, Science, Nintendo

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17
Jun

Samsung’s made an app that lets you record your mobile gaming


Recording games on your console or PC is pretty easy these days. But, what if your game of choice is on mobile? Search Google’s Play store, and there’s a bevy of apps promising to record your screen with ease. Sadly, most of them require you root your device, or simply look a bit dodgy. If you’re a Samsung user, there’s a legitimate choice that won’t require you meddling with your device — it’s called Game Recorder+. The app lets you record any game (along with your grinning mug, and commentary as you play it), and captures the game sound direct from the device, too. We’d find it even more useful if we could just record whatever we wanted, but this seems like a good start.

There are other features that should smooth out the whole experience. A “game boost” feature reckons it’ll optimize your phone’s memory while you play, and a floating menu widget lets you start recording without having to pause the game and go back into the Game Recorder+ app if you were already playing. Clips can be recorded in 1080p, edited/trimmed afterwards and uploaded to YouTube direct from the app. There is, of course, a massive catch: as alluded to already, you have to have a Samsung device to join the fun (currently Galaxy S6, S6 Edge, Note 4, S5, Note 3, S4 and Note 2 handsets).

Filed under: Cellphones, Gaming, Mobile, Samsung

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Source: Samsung Tomorrow, Google Play

17
Jun

‘Volume’ is a Robin Hood origin story for modern gaming


Volume

“Honestly? Volume is my inner 12-year-old,” gushes Mike Bithell one evening.

The game in question is a futuristic stealth-puzzler; a non-violent Metal Gear Solid played to the rhythms of Hotline Miami. Its protagonist is a man named Robert Locksley who, after stumbling over a military training program, decides to televise simulated robberies against Britain’s most well-to-do — an audacious move that soon garners the attention of a powerful enemy. If all this sounds a little familiar, it’s because folklore had Robin Hood doing the same for 800 years already.

The British developer makes no secret of his affection for the benevolent outlaw. Volume is openly branded as a “near-future retelling” of the British folk hero’s tale. Its protagonist is named after the brigand himself, while the antagonist and the game’s sapient AI share a name with his romantic rival and minstrel respectively. The game even includes a modern-day version of the bugle that the bandit uses.

But, Volume isn’t just about the Robin Hood mythos. The game draws inspiration from all the things a young Bithell loved. “I have so many memories of my dad sitting me down and going, ‘Mike, you’re going to watch Blade Runner. You’re going to watch Predator.’ I remember there was one point where he was like, ‘Right, we’re gonna watch all of the ’80s action movies, because this is the thing you need to do.’ And they just blew me away.”

Chuckling, he confides: “A lot of the surface-level stuff in Volume is very much me as a teenage boy loving all of that stuff and kind of just making the game that I know I would have thought was cool when I was a teenager.”

Bithell talks quickly and without reservation; a spill of eager ideas that parallels his approach to games. Thomas Was Alone — his first title and a BAFTA Games Award winner — surprised players with its juxtaposition of simple geometrical shapes, clever storytelling and engaging narration from British comedian Danny Wallace. Then, he raised a few eyebrows by opting to make Volume instead of a sequel.

Volume

Bithell comes across as a man with a clear sense of vision. Even the thought that goes into Volume’s underlying motifs is evocative of that clarity. For example, Bithell believes the Robin Hood and steampunk aesthetics used in the game share more roots than most people think. They both represent a generation’s longing for a conceptual ideal.

Where cyberpunk is “almost mid-century futurism” longing for a period that did not exist, steampunk, he says, was devised by people who yearned for weight and brass of the Victorian era despite being surrounded by clean, invisible technology.

“What’s really, really interesting to me is that Victorians totally had steampunk. They called it romanticism. They basically were in a period where they’re like, ‘Oh, all these bloody factories and technologies moving on. Why can’t it be like the old days when you had Knights of the Round Table and Robin Hood?’ And all these kind of heroic medieval fantasies that they made up.”

“Victorians totally had steampunk — they called it romanticism.”

Bithell believes the literary sentimentalities of the Victorian era helped shape the Robin Hood legend over the years, by stealing characters from different tales, changing details, and revising the outlaw’s very nature — all to make it more beautiful and romantic.

“I mean, he was never real, but the stories that were told early on were basically a guy who ran around the forest beheading people,” laughs Bithell. “Not a friendly story.”

This metamorphosis is, in part, what appeals to him as a game maker. “I’m basically doing an adaptation of the story that’s been adapted for 800 years. To me, that’s exciting.”

While Bithell has hopes of exploring other aspects of the vast mythos, Volume is focused on the beginning — the pivotal moment when the protagonist decides to become the everyman’s hero. According to Bithell, the game spans the last three hours before Locksley is captured, and much of that time is used to explore the interplay of relationships between its characters.

The tautness of the narrative bellies the game’s depth. Creating Volume is difficult, so much so that Bithell hired an entire level team to assist him. “It’s daunting. Really daunting. Scary.”

“With Thomas Was Alone, the matrix of relationships between things was really simple,” he explains. “Like, every character has to jump high. Some have different abilities, but every puzzle was basically some twist on these things.”

Volume

Volume, on the other hand, is a veritable smorgasbord of overlapping systems, comprised of everything from player abilities to environmental interactions to enemy behaviors. Bithell relates how his designers can send him a level, and he can respond with five different solutions, none of which would be the one originally devised, but would still feel “cool and creative,” nonetheless. “I think it’s a more open-ended approach to game design. It’s not just like, ‘Here is an idea I had; you have to try and come up with what’s in my head.’ It’s more setting a scenario up that the player can have fun messing with.”

While the internet seems unanimously excited about Volume or, at the very least, optimistic about what it has to offer, that wasn’t always the case. Despite their popularity, stealth games can be a difficult sell. Especially if you’re known for two-dimensional indie platformers.

“I struggled, yeah.” chuckles Bithell. “Like mates were telling me, ‘Don’t go and try and do a big stealth game. Make a sequel! Make another game about rectangles! Make it about circles if you have to, but keep it on that level’ And I was like, ‘No! I want to make something awesome and big and massive!’”

Bithell held onto his optimism despite the affectionate objections and the heckling of strangers. He recounts an incident at Indiecade East when he first presented an extremely early prototype of Volume, which only allowed players to “place walls, make a level and run around as the character.”

“I said, ‘No, dude. Two years. Trust me. It’s gonna be cool.’”

“A dude was, like, genuinely laughing at me at Indiecade,” he recalls. “I didn’t know who he was. Just a dude who was like, ‘Oh, is that your game? Really, is that your game? You just made a room with some cubes in it. Well done.’ And I said, ‘No, dude. Two years. Trust me. It’s gonna be cool.’”

But even if it isn’t, Bithell still wants to carry on making games.

“If Volume comes out and sells two copies to, like, my mum and my girlfriend, that would obviously be horrible,” he says. “But the way we’ve budgeted means that I get another go at it. Basically, we have enough money in the bank. We can make another game for a couple of years and see if that works instead. I’ve not bet the entire Thomas Was Alone money on this.”

While it might sound otherwise, his caution isn’t born from lack of faith in the game, but pragmatism. Bithell is quick to point out that no creative ever has a completely successful run. “Your favorite filmmaker, your favorite musician, your favorite … whatever has all made some awful stuff,” he says. “Everyone has flops. So, that’s kind of why we planned for that, to an extent. We know that some of our games aren’t going to be as well-received as others and we plan accordingly that we can soak that up.”

That’s all that really matters — that we keep on making video games. Because it’s the best thing ever.”

“We’ve got an out,” he stresses. “[If] it doesn’t work, we’ll be okay. We’ll be able to keep making games. And that’s all that really matters — that we keep on making video games. Because it’s the best thing ever.”

Volume is due out August 18th on Steam, PlayStation 4 and Vita — we’ll also bring you our impressions of the game from E3.

[Image credits: Mike Bithell Games]

Filed under: Gaming, HD

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17
Jun

‘Gears of War: Ultimate Edition’ and ‘Killer Instinct’ will come to PC


Gears of War Ultimate Edition

Microsoft hasn’t offered a whole lot of affection to PC gamers in recent years, but it’s making some reparations for that today: the company’s Phil Spencer has revealed at the PC Gaming Show that both Gears of War: Ultimate Edition and the 2013 version of Killer Instinct will come to Windows 10. He didn’t have much to say about when these ports will show up, or whether or not they’ll have any new tricks up their sleeves. However, Iron Galaxy Studios’ Dave Lang has confirmed Spencer’s hint that KI will have Fable Legends-style cross-platform play that lets you brawl with your Xbox One-toting friends.

This isn’t the same as bringing a truly new Gears of War or other cutting-edge Xbox titles to the PC. Still, this and Windows 10’s gaming features are welcome signs that Microsoft’s perception of computer gaming is improving. And hey, Hello Games also mentioned at the show that No Man’s Sky will launch on the PC at the same time as the PlayStation 4 version — if you don’t like Microsoft’s offerings, you’ll have at least one other hotly anticipated title waiting in the wings.

[Thanks, Kristy]

Check here for everything happening at E3 2015!

Filed under: Gaming, Software, Microsoft

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Via: PC Gamer

Source: Gears of War (Twitter), Killer Instinct (Twitter)

17
Jun

‘Kerbal Space Program’ is coming to PS4


Imaginative rocket designers have good news out of E3 tonight, as the Kerbal Space Program team revealed that its quirky construction and space flight simulation is coming to the PlayStation 4. There’s no release date yet, just the announcement, but it’s yet another notable score on Sony’s list of indie developer wins. Considering it took a couple of years for the original to go from Steam Early Access star to official release we wouldn’t hold our breath, but hopefully the team has enough resources to make a quick transition to the console.

https://www.youtube-nocookie.com/embed/7kTbo1wmN-w?rel=0

Filed under: Gaming, Sony

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Source: Kerbal Dev Team (Tumblr)

17
Jun

‘Deus Ex: Mankind Divided’ has something new: female combatants


Among the upgraded abilities, new weapons and winding metal passageways in Deus Ex: Mankind Divided, there’s one important, yet subtle, change to the series: women in combat roles. There were of course women in the previous game, Deus Ex: Human Revolution, but they were largely removed from battles, producer Olivier Proulx tells Engadget at E3.

“They had some social functions in the game world, but actually going into stealth and playing against them in combat, you didn’t see that,” he says. “It was just guys all the way through.”

Mankind Divided changes this. Women in Human Revolution had a strictly “social” role, Proulx explains. When Mankind Divided launches in early 2016, women will be on the front lines.

It was really important to have females in the Deus Ex world.

“Basically, now when you explore the environments it’s not only, like, males everywhere,” Proulx says. “We have females as well, female characters that you can interact with. In a Deus Ex game, you don’t have to kill everyone — so we call them ‘combatants’ but we could say they’re just NPCs in the environment. We have a much more — sort of mix of different characters. For us, it was really important to have females in our world, in the Deus Ex world.”

Mankind Divided isn’t alone in emphasizing the role of women in games: Minecraft recently revealed its first free female character, FIFA 16 will feature women players for the first time and The Museum of Art and Digital Entertainment in California recently highlighted the accomplishments of women in game development. There’s a big conversation about diversity bubbling beneath the gaming industry right now and it appears the creators of Deus Ex: Mankind Divided are happy to be a part of it.

Check here for everything happening at E3 2015!

Filed under: Gaming, HD

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17
Jun

The many Amiibo collectors can look forward to not collecting


This one goes out to all the Amiibo collectors. Here’s Nintendo’s delectable and drool-making spread of upcoming, sure-to-be sold out Amiibo on display at its E3 booth. There’s really nothing more to say other than click through the gallery and gaze longingly at a figurine you’ll likely never get your hands on.

Filed under: Gaming, Nintendo

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