For those of you who've been paying attention, a great little game called Weapon of Choice hit the Xbox 360’s Community area, and it's been on fire ever since. After spending time with it and doing the research on where it came from, I was a little surprised to discover that this title was essentially the work of one man—Nathan Fouts, formerly of dev studios Running with Scissors and Insomniac. Having worked on games such as Postal, Ratchet & Clank Future: Tools of Destruction, and Resistance: Fall of Man, I had to know more.
What's the story behind being a part of Running With Scissors and Insomniac, and then going solo with Mommy's Best Games?
Downloadable games seemed like they could sustain a small company. I started Mommy’s Best Games to make the weirdest, funnerest games that I could squeeze past the censors. The best part is that on Community Games, while they do have ratings, there is no overbearing, money-hoarding publisher trying to rain on your game design parade. Consequently, no one stopped me when I started adding udders to the Teat Walker or various strands of drool to Pitcher Mouth.
Since this past weekend was my birthday (I got several games, including one I'm ashamed to have taken so long to get to), this week's post is another trilogy of disability-related gaming news.
Heather Kuzmich, a finalist on cycle nine of America's Next Top Model who won nine CoverGirl of the Week awards and has a form of autism called Asperger Syndrome, is studying video game-art design at the Illinois Institute of Art. In an interview with founder of Voodoo PC Rahul Snood, she said:
To be honest, I always wanted to do something that included art and creating stuff with my hands. At first I wanted to get into costume design, but that soon changed to game design, especially since I frigging love games and love doing weird designs for characters.
Do you like to shoot things? We do! This week the crew engages in vigorous debate over two new run-and-gun games: Little Red Riding Hood's Zombie BBQ and Weapon of Choice. Find out if 2D shooters still have a place in a 3D world.
Plus, the premiere of our new segment "What Do You Think?" (complete with swanky echo effect) where YOU tell US what you think of Fallout 3: Operation Anchorage, and that...unique...control scheme in the Resident Evil 5 demo.
New York Comic Con is in full swing, and I’m still bummed that I’m not there (a golden opportunity to meet Takashi Miike has now passed me by…)
Despite that, I’m still scouring the interweb for any interesting news that happens at the show. The first really cool thing I’ve found is this trailer for the new Splatterhouse game courtesy of GameTrailers.
The game looks pretty impressive—sort of like a horrific God of War. You can see some Prince of Persia-esque platforming sequences in the trailer, as well as a ton of gruesomely imagined brawler-styled melee combat.
I’m optimistic that this game might actually be, you know, good. We’ll know for sure come April 28th, when the game debuts on the PS3 and Xbox 360 and hits retailers nationwide.
Variety is reporting that the video game version of the Saw films isn’t as dead as we thought it was.
Brash Entertainment had been originally handling Jigsaw’s first foray into the digital universe when the company abruptly closed up shop a few months back. The game appeared all but dead at that point, with the rights winding up in Lionsgate’s hands. Things have now changed though, with Lionsgate teaming up with Konami to resurrect the title. The game is still slated for a fall release (keeping it in line to appear around the same time as the sixth film in the franchise).
I wasn’t particularly interested in a Saw game prior to this point (it seems like its ripe with the potential to suck balls), but Konami stepping in gives me a slightly more positive outlook. Konami has a decent track record with horror games (they’re the guys behind Silent Hill and Castlevania) and maybe they can bring some interesting elements to the project. My area of concern, though, remains the fact that the release date is still this fall–meaning they’re probably taking what Brash had already created and just finishing the project as opposed to building a game from the ground up.
I guess we’ll all find out if the game is worth playing before the end of 2009.
I was going to write this week's blog entry about the general topic of "gameplay" and how it's defined (exciting, I know), but instead I've decided to shelve that idea in favor of something much more topical: namely, the new Killzone 2 demo, which I just had the unexpected pleasure of downloading and playing, thanks to some PSN trickery. Here are my initial thoughts.
Yes, the graphics are very good. In fact, these might be the best graphics I've seen in a game. (Before people start bringing up Crysis or whatever other graphics-heavy PC game they like to jerk off to, just bear in mind that I don't play PC games, so that's not what I'm talking about here.) The gritty atmosphere, the wind and dust, the explosions, the sunlight breaking through the hazy sky, all of it looks fantastic. The visuals aren't so much a giant leap above competitors like Gears of War 2 and Call of Duty 4 as they are a small step. But it's definitely a noticeable step.
The NEC Foundation of America has awarded a $32,000 grant to the New Jersey Institute of Technology (NJIT) "to support the dissemination and use of therapeutic video games to serve children with severe sensory and motor disabilities," according to NJIT's press release.
The website for NJIT's Rehabilitation Engineering Research Center (RERC) says that:
The video game platform contains games with programmable graphics objects. Each game piece behaves in a preprogrammed fashion, following specified rules. These rules may alter movement pattern, changing shape, color or size and even disappearing altogether. Each game piece is capable of assessing its environment and calculating its distance from the nearest object in a specified direction.
It's not a good sign when a 2008 release date, slips to 2009 and now 2010. Making things worse is the exclusivity deal Square-Enix struck with Microsoft—FFXIII would be released simultaneously on the Xbox 360 and PlayStation 3 outside of Japan—Square-Enix has announced that development wouldn't even begin on the 360 version until the PS3 version was finished. How much does that add to development time?
Just because you can do something, doesn't mean you should. Someone or someones decided he or she or they didn't like playing Mirror's Edge in the first-person and hacked the game (PC version) so that it could be played from an over-the-shoulder viewpoint. That's all well and good as long additional steps were taken to fix any side-effects of the switch. But none were. Instead, we see a character model that was never made to be seen during normal gameplay instances and as a result looks pretty laughable.
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