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Saturday, September 21, 2013
News::Saints Row IV (PS3, PC, 360) review | InsideTheBox
via N4G: pc news feed http://n4g.com/news/1359436/saints-row-iv-ps3-pc-360-review-insidethebox
News::Final Fantasy XIV Primal Guide Garuda (Hard Mode)
via N4G: pc news feed http://n4g.com/news/1359522/final-fantasy-xiv-primal-guide-garuda-hard-mode
News::Star Wars Battlefront 3 Weekly - Episode 7: Vehicles we want to see
via N4G: pc news feed http://n4g.com/news/1359525/star-wars-battlefront-3-weekly-episode-7-vehicles-we-want-to-see
News::Battlefield 4-ready PC in under $700
via N4G: pc news feed http://n4g.com/news/1359354/battlefield-4-ready-pc-in-under-700
News::Electronic Super Joy Review | ComboCaster
via N4G: pc news feed http://n4g.com/news/1359492/electronic-super-joy-review-combocaster
News::Diablo III Loot Comparison - PC vs Console
via N4G: pc news feed http://n4g.com/news/1359521/diablo-iii-loot-comparison-pc-vs-console
News::Game Guys review - Genius KB-G265 gaming keyboard
via N4G: pc news feed http://n4g.com/news/1359505/game-guys-review-genius-kb-g265-gaming-keyboard
News::Let's Play Outlast: Destin Goes To The Movies
via N4G: pc news feed http://n4g.com/news/1359528/lets-play-outlast-destin-goes-to-the-movies
News::At This Point In Gaming, Historically Bad Adaptations Should be a Thing of the Past
via N4G: pc news feed http://n4g.com/news/1359496/at-this-point-in-gaming-historically-bad-adaptations-should-be-a-thing-of-the-past
News::CDPR Talks The Witcher 3 Tech: Tessellation, PhysX, Fur Tech, DX11.2, Windows 8, Global Illumination
via N4G: pc news feed http://n4g.com/news/1359534/cdpr-talks-the-witcher-3-tech-tessellation-physx-fur-tech-dx11-2-windows-8-global-illumination
News::The Raven: Legacy of a Master Thief - Episode 2 Review | Hardcore Gamer
via N4G: pc news feed http://n4g.com/news/1359500/the-raven-legacy-of-a-master-thief-episode-2-review-hardcore-gamer
News::MOGAMEREVIEW: Sherlock Holmes Crimes And Punishment
via N4G: pc news feed http://n4g.com/news/1359291/mogamereview-sherlock-holmes-crimes-and-punishment
News::AMD Hawaii R9-290X GPU Benchmarks Exposed Fastest GPU On the Planet With 1020 MHz Clock Speed
via N4G: pc news feed http://n4g.com/news/1359510/amd-hawaii-r9-290x-gpu-benchmarks-exposed-fastest-gpu-on-the-planet-with-1020-mhz-clock-speed
News::Final Fantasy XIV: A Realm Reborn Review | Nova Crystallis
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News::High Strangeness video interview
via N4G: pc news feed http://n4g.com/news/1359339/high-strangeness-video-interview
News::New Dark Matter Screenshots Revealed
via N4G: pc news feed http://n4g.com/news/1359245/new-dark-matter-screenshots-revealed
News::Project Reality 2 Announced
via N4G: pc news feed http://n4g.com/news/1359371/project-reality-2-announced
News::You can date Lolo from Klonoa in Namco High
Shifty Look's upcoming browser-based dating sim Namco High will welcome recurring Klonoa character Lolo to the cast. She has broke out to make guest appearances before (PS2 game Namco x Capcom), but now she's going to school with other game characters in what's sure to be her best role yet.
What Pumpkin, creative directors and art production on Namco High, are excited about putting Lolo in their crazy mashup: "Klonoa is a series we really like, and Lolo has a (spoilers!) character flaw built into the Klonoa series we felt would fit perfectly built upon in this type of game."
Artist J.N. Wiedle is responsible for the Lolo rendition you see here.
Namco High is being headed up by Homestuck creator Andre Hussie, set to release before the holiday.
via destructoid http://www.destructoid.com/you-can-date-lolo-from-klonoa-in-namco-high-262277.phtml
News::The TGS Titanfall stage is awesome
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News::[Dota 2] Orange Lose Their Dota 2 Team
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News::Candlelight A New Light for The Indie Game Industry
via N4G: pc news feed http://n4g.com/news/1359429/candlelight-a-new-light-for-the-indie-game-industry
News::AMD Curacao Pro Volcanic Islands Graphics Card Pictured Totally New Cooler Design
via N4G: pc news feed http://n4g.com/news/1359442/amd-curacao-pro-volcanic-islands-graphics-card-pictured-totally-new-cooler-design
News::Indie Spotlight: Always Sometimes Monsters
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News::Interview with Al Lowe and Paul Trowe of 'Leisure Suit Larry Reloaded' and Sierra fame.
via N4G: pc news feed http://n4g.com/news/1359469/interview-with-al-lowe-and-paul-trowe-of-leisure-suit-larry-reloaded-and-sierra-fame
News::The Ur-Quan Masters PJ retro review
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News::FortressCraft Sequel Confirmed for Steam Launch This Year
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News::Even Your Mom Can Play 'Need For Speed: Rivals'
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News::The Making Of: Omikron: The Nomad Soul
French game developer David Cage isn’t enjoying his trip on the London Underground. It’s 1998 and he’s southbound on the District Line. Destination: Wimbledon, home to the Lawn Tennis Association and also, more importantly, the HQ of Eidos Interactive. In a backpack he carries a PC – a monster of a machine, powerful enough to run the demo of his passion project Omikron: The Nomad Soul.
Cage is, understandably, on edge. The rig on his shoulder is heavy, but his hopes weigh heavier still. He desperately needs this to go well; across the Channel, Cage’s start-up company Quantic Dream is running out of time.
Omikron began with an impossible vision. Cage, a professional musician with a background in commercials, wrote an initial, 200-page concept document outlining the kind of game he wanted to play.
“I was dreaming of a game with an open-world city where I could go wherever I wanted, meet anybody, use vehicles, fight and transfer my soul into another body,” he tells us. “When my friends read it they said: ‘David, this is impossible. It’s not technically feasible, don’t even think about it.’”
Visionaries don’t waste time wringing their hands over something as passé as feasibility, however. It didn’t matter to Cage that PC 3D cards were still in their infancy. He took the money he’d made from scoring commercials, hired a team of six friends with development experience and started production in a sound-proofed studio that once belonged to Belgian singer Jacques Brel. There were thick doors, no windows and everyone was crammed into a 15m square space.
Cage insisted on paying the team, not for altruistic reasons, but so that he could be the boss. “I wanted to be able to demand something of them, ask them to be there on time in the morning and work long days.” They went into instant crunch mode, having just six months to make the impossible demo; if they didn’t finish it before then, Cage would be broke and the dream would be over.
In the penultimate week of development, Cage got on the phone and asked publishers in the UK if they were interested in seeing his realtime 3D demo. Eidos said yes and when John Kavanagh, the VP of product development, saw the impossible demo with its dynamic city environment and motion-captured, canoodling pedestrians he signed Quantic Dream immediately – just three days before Cage’s start-up money ran out.
Omikron: The Nomad Soul showcases more ideas in its first ten minutes than most games achieve in their entire duration. Released in November 1999, two years before Grand Theft Auto III popularised the 3D open-world concept, Omikron invited players into an awe-inspiringly dynamic, futuristic city. It also featured a story about demons, hell and the transmigration of souls. “It’s the world’s first Buddhist game,” quips Phil Campbell, who was then senior designer at Eidos. “Buddhist with guns, I call it.”
Set in a totalitarian city ruled by a supercomputer and replete with RoboCop-style satirical ads (“Drink Quanta Cola, the energising drink with radioactive quanta extract”), the game possessed a subversive, cyberpunk edge. Imagine The Fifth Element crossed with Liberty City and a dash of Parisian red-light district Pigalle: among the supermarkets, temples and libraries are strip clubs populated by kabuki-faced pole dancers and sex shops crammed with dildos. The subversive quality seeps into the story too: starting out as a cop interrogating enemies of the state, you eventually join the resistance. One avatar’s terrorist is another avatar’s freedom fighter.
“There were many new ideas, probably too many,” admits Cage. “I wanted to mix different genres but I wouldn’t say we were 100 per cent successful.” Seesawing between adventure game, RPG, firstperson shooter, 3D fighting game, and the odd bit of driving, Omikron was about ten games in one.
It didn’t always work, not least the switches between third- and firstperson perspectives for the awkward shooting sequences. “I’m in the 15 per cent of people who can’t play games in firstperson because I get sick,” Cage explains. “Initially we wanted to have the shooting in thirdperson because firstperson gives me headaches and we didn’t think it fit with the style of the game. But Half-Life was very successful at the time and Eidos really pushed for firstperson. I think it was a mistake.”
Flawed as it might have been, it was flawed genius. Campbell, who’d later leave Eidos to join Quantic Dream as its chief creative officer, was among those who were wowed by Cage’s vision. “I went out with him at E3 and got him drunk, worming my way onto the project,” he recalls. “We invented an alter-ego for David, calling him ‘Foggy.’ It was primarily intended to start the cult of ‘David Cage’!”
Designing the parameters of an open world wasn’t easy. A lot of questions came up in development: would players be able to drive the game’s taxis – ‘sliders’ – and use them to ram-raid shops or police mechs? Would they be able to start fist-fights with passers-by? Ultimately, none of those options was pursued and Omikron’s open world shipped mayhem-free – to the detriment of its potential profits. “Perhaps GTA got it right, at least from a commercial point of view,” muses Campbell today.
For Cage, such concerns were trivial. Unlike Rockstar’s anarchic mafia sandbox, Omikron maintained a rigid sense of itself as an emotional, ambitious epic. The problem was that an open world didn’t lend itself to the demands of linear drama.
“It’s very difficult to forge a real sense of narrative in an open world,” the designer explains. “As a player you want to explore the world and drive around it but it destroys any sense of pace in the story. That was the first lesson from Omikron: if I want to tell a good story, I need to give more constraints to master the pace and rhythm of the narrative, otherwise the player can destroy it.”
David Bowie didn’t play videogames, but he knew a lot about virtual identities. He’d been Ziggy Stardust, The Thin White Duke and, once upon a time, just plain old David Jones. When he saw Omikron, he knew he wanted to be part of it.
In early development Cage had scribbled down a list of artists he’d love to have compose the game’s score. Björk, Massive Attack and fellow trip-hop band Archive were all on the shortlist. So was Bowie.
“We put him on there although no one thought we’d even be able to talk to him,” laughs Cage. Instead, Bowie responded immediately to their approach and came to Eidos with his son, Duncan Jones, an avid gamer and the future award-winning director of Moon. Not just content with writing music for the game, Bowie wanted to inhabit the virtual space and offered his services. “I can see now how a game like Omikron can jolt you into an altered state – with few of those messy side effects!” he joked in an interview with Playboy. He contributed ten original songs to the game.
Bowie also spent a month in Paris, where Quantic Dream filmed him with the help of a French motion-capture studio. He played two parts – the youthful lead singer of The Dreamers, an underground band who held furtive concerts in the city’s clubs; and the older Boz, a blue-skinned, digital entity who leads the resistance fighters.
“We wanted to capture Bowie doing his signature moves,” recalls Campbell, a paid-up, lifelong member of the singer’s fan club. “But he didn’t think he really had any signature moves so he gave us his choreographer [Edouard Locke] and we captured him doing ‘Bowie’ routines.” They also captured guitarist and regular Bowie collaborator Reeves Gabrels; the rest of the band members were hand-animated. Cage then spent 30 hours on each concert, filming the mo-capped avatars within the game engine using a virtual camera.
It was the first time a real-life performer had gigged inside a videogame, a decade before GTAIV’s comedy clubs. Bowie’s dual role also tied into Cage’s obsession with schizophrenic identities, something that was only underscored by the game’s fluid shifting between avatars. Like Fahrenheit and Heavy Rain, Omikron experimented with the emotional potential of such perspective shifts.
Cage particularly liked the early moment when the player, occupying the body of policeman Kay’l, beds his wife. “The idea of being in the body of a guy and making love to his wife – when she believes you’re her husband, even though you’re not – was a very strange position to be in. That’s exactly the kind of thing that I try to explore in all my games today. How can we put you in the shoes of someone else?”
Bowie, a legendary chameleon, totally understood the pleasures of the virtual realm and its Dorian Gray potential. He even roped in his wife Iman, who appears as a bodyguard. “He sometimes joked about leaving his Bowie character in Omikron forever,” says Campbell. “He would have totally transcended to the digital side – and ‘come out the other side’ as just David Jones again.”
For a game with such ambition, Omikron’s commercial fate was painful. “The titles I create seem to be too weird for the American marketing guys,” says Cage. “In the US, Eidos didn’t support the game at all, which was really disappointing. The big sales were mainly in Europe, where we sold between 400,000 and 500,000. It was too arty, too French, too ‘something’ for the American marketing department.”
Omikron remains a key game in the evolution of open-world environments. Yet it also marked the arrival of a unique talent. “David Cage really is an auteur in the classic, French, Truffaut style,” argues Campbell. “He has such a strong vision that’s been there since day one.” For his part, the designer believes Omikron is the genesis of everything he’s done since. “The seeds of Fahrenheit and Heavy Rain are definitely in there,” he says. “They were conceived in reaction to what I discovered making this game. I’m really proud of it but what I learnt making it was what made me decide to choose another way.” Like Omikron’s nomad soul, Cage’s restless creativity remains constant, whatever its host.
The post The Making Of: Omikron: The Nomad Soul appeared first on Edge Online.
via Edge Online http://www.edge-online.com/features/the-making-of-omikron-the-nomad-soul/
News::Oooops. I Just Erased My Great, Great, Great Grandchild From Existence
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News::The Vanishing of Ethan Carter's "Weird Fiction"
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News::The 7 Most Special Bosses In World Of Warcraft
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News::Outlast | CheatMasters
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News::Cognition Episode 4: The Cain Killer Review | FanGirlConfessions.com
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News::Jaws: The Text Adventure eats yachts in your browser
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News::Irritum Review | Project Cognizance
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News::Deep Down is a free-to-play title
That...that is... Wow. But from what I saw this week I'll likely pay.
via destructoid http://www.destructoid.com/deep-down-is-a-free-to-play-title-262252.phtml
News::GTA 5 Online Mode Supports 32 Players, Multiplayer Activities Listed
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News::Arma 3 Releases Community Guide Video Explaining Combined Arms Warfare
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News::Treyarch done for a while on Black Ops 2, but community events still planned
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News::CoD: Black Ops 2 Double XP Weekend is now live
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News::Final Fantasy XIV: A Realm Reborn Review: Life After Death | Polygon
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News::So Far, Titanfall Is Getting Thumbs Up from Japan
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News::Ubisoft announce Uplay 4.0, a 'full-featured' Steam rip-off
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News::Strider splits the difference between action and adventure | Polygon
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News::Final Fantasy XIV Has Over a Million Players: Info and Relevant Screencaps from the Live Letter
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News::The Daily Hotness: Bohemian Gravity
You could spend many years in grad school accruing massive amounts of debt to earn a master's degree in quantum physics. Or you could watch an a cappella parody of "Bohemian Rhapsody" that condenses all the material in six minutes. Your choice.
I've only got two words for you: Puppet. Einstein.
Today, Dale North continues his amazing tour of the Tokyo Game Show, new episodes of The Daily Spelunk and Now Bloody Playing beam into your brains, Chris Carter recommends some Vita games, Angry Birds Star Wars II gets reviewed, Grand Theft Auto V has made more money than Jesus, and La-Mulana 2 will kill us all.
Destructoid Originals:
So you just got a Vita? Here are some recommendations
Intestinal parasites - The Daily Spelunk
Shelter - Now Bloody Playing
Live show: Dtoid.TV hits 100,000,000 views
Community:
Friday Night Fights: Thefting all the grands and autos
Community blogs of 9/20
Forum thread of the day: iOS 7: An Update or Merely Andrapple
Contests:
Contest: Win Dragon Fantasy Book II on PS3 or Vita!
Contest: Win the Be Mine Special Edition bundle!
Reviews:
Review: Angry Birds Star Wars II
Events:
Digging for depth in Deep Down
Hands-on with the new PS Vita, remote play PS4 test
TGS: She doesn't look very Gung Ho about her job
Lightning Returns at TGS: Open worlds, cool costumes
Dead Rising 3 makes me happy with how crazy it is
Not bad at all! A Realm Reborn running on Surface at TGS
Yakuza Restoration looks incredible
Read more...
via destructoid http://www.destructoid.com/the-daily-hotness-bohemian-gravity-262251.phtml
News::Air Conflicts Vietnam Preview (Invision Game Community)
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News::The Elder Scrolls Forge: Graphics and Textures for Morrowind
via N4G: pc news feed http://n4g.com/news/1358844/the-elder-scrolls-forge-graphics-and-textures-for-morrowind