Wednesday, April 30, 2014

Bound By Flame footage looks mighty familiar

Oh, Bound By Flame! You couldn’t make your influence more obvious without sneaking into Dark Souls’ bedroom at night and rifling around in its underwear drawer. “What? This chainmail thong? No, no. I’ve always worn these.” Perhaps conscious that most players are probably either already busy dashing themselves on the cruel rocks of From Software’s new Souls game, or girding themselves to play it on PC from 25 April, the makers of Bound By Flame have released this video to remind us that, y’know, it’s still a thing.

To be fair, (well, more fair), I do like the earnest-but-chipper voiceover style, which brings to mind the news broadcasts from Starship Troopers. The game also isn’t unpleasant looking, and the chance to choose a companion – healer, tank, sorcerer, archer – should mean that regular death will at least be a little less lonely. Or, more embarrassing, depending on how you want to look at it.

Bound By Flame is developed by Spiders (presumably not literally, although how chilling would that be?) and published by Focus Home Interactive. It’s out on 9 May, which really couldn’t be timed much worse in terms of the PC market. Oh well, best of luck to you brave warrior. *Removes chain mail thong from corpse*

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Battlefield 4 “death shield” bug discovered, causes projectiles to bounce off invisible walls

A previously undiscovered bug has been exposed in Battlefield 4, and it could be responsible for some of the game’s more frustrating moments. The “death shield” is an invisible wall that extends from downed (but not dead) players. As they lie there, waiting for a revive, the ‘shield’ blocks all incoming projectiles—even bouncing them back to damage your soldier. It’s another blow for a game that’s already had more than its share of problems. On the plus side, I can now pretend like my own incompetence is really the result of a bug.

YouTuber Jack Frag stumbled across the bug, and has provided video evidence of what it does:

When a soldier is killed in Battlefield 4, there’s a period of time in which they can be revived. When a player is fully dead, explosives and projections will pass over them fine, but in the pre-death downed state, it seems the game is misreporting a soldier’s hit box. Presumably this is most noticeable on the corridor-heavy maps like Operation Locker.

If they weren’t aware of it before, DICE have been alerted to the bug’s existence. QA lead Jaqub Ajmal explained that they were “looking into it“.

Have you been affected by Battlefield 4′s Death Shield? I definitely have. Definitely. And you can’t prove otherwise.

Thanks, MP1st.

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4K Screenshot Showcase: Skyrim

Every Monday, keen screen-grabber Ben Griffin brings you a sumptuous 4K resolution gallery to celebrate PC gaming’s prettiest places.

Skyrim is a permanent hard drive fixture for many here at PC Gamer. We don’t tend to go questing for hours on end like it’s 2011, but some worlds are interesting enough to warrant a revisit even years later. There’s a fantastic mod community that’s pushed Bethesda’s engine further than anyone thought possible, but it’s easy to forget how good vanilla Skyrim looks with just a little enhancement. To demonstrate, Ben has gone wandering in the wilds to bring you this week’s set of shots, from Markath to Riften and beyond.

See the full version here.

See the full version here.

See the full version here here.

See the full version here.

See the full version here.

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World of Darkness cancelled by CCP

CCP have finally put a stake through the heart of World of Darkness. Despite a troubled life, the studio’s undead MMO adaptation would briefly slink out from the shadows before darting back into its lair. Despite how infrequently it made an appearance, it’s a shame to hear that the final nail has been hammered down. Partly that’s because of the amazing promise of the game—which imagined a world as rich, political and player-driven as EVE, only with vampires instead of spaceships. Mostly, though, it’s because CCP are now laying off 56 members of staff from their Atlanta studio.

CCP CEO Hilmar Veigar Pétursson issued a statement about the closure:

“The decision to end the World of Darkness MMO project is one of the hardest I’ve ever had to make. I have always loved and valued the idea of a sandbox experience set in that universe, and over the years I’ve watched the team passionately strive to make that possible.

“I would like to give special thanks to everyone who worked so hard to make the World of Darkness MMO a reality, especially the team members affected by this decision. Their considerable contribution to CCP will not be forgotten, and we wish them well.

“To our current and former employees and fans of World of Darkness, I am truly sorry that we could not deliver the experience that we aspired to make. We dreamed of a game that would transport you completely into the sweeping fantasy of World of Darkness, but had to admit that our efforts were falling regretfully short. One day I hope we will make it up to you.

“Although this was a tough decision that affects our friends and family, uniting the company behind the EVE Universe will put us in a stronger position moving forward, and we are more committed than ever to solidify EVE as the biggest gaming universe in the world.”

If you’re looking to mourn what might have been, read what Tom learned about the game at last year’s EVE Fanfest.

As always, good luck to those affected by job losses.

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The Elder Scrolls Online review

Every modern Elder Scrolls game has had a moment near the beginning where you step out into a new landscape and think I’ve never been somewhere like this before. In Morrowind it hit as you left Seyda Neen and realised that the road ahead went in two directions, and that you could follow either of them, and that each direction would take you on an entirely different journey through the world. In Oblivion it occurred when you escaped out onto the edge of Lake Rumare and saw the hills rise ahead of you along the road to Bruma. In Skyrim you emerged onto a mountainside with the Throat of the World on one side, the valley of Falkreath on the other, and a dragon in the skies above.

I have spent thirty hours playing The Elder Scrolls Online and I’m still waiting for that moment. I’m waiting for anything like that moment. I’m waiting for the point when this MMO sits up and makes a claim to be anything but familiar. This isn’t simply about whether The Elder Scrolls Online works as an Elder Scrolls game in its own right—it doesn’t, let’s put paid to that notion now—but whether it can justify being one of the most expensive games on PC. Those ‘stepping into the light’ moments weren’t just about showing off fancy new tech; they were a promise. You are going to have an adventure. This is going to be worth your time. It does not seem unjust or unrealistic to hold The Elder Scrolls Online to account along similar lines.

At the beginning of the game your character escapes from prison in the daedric realm of Coldharbour. Your soul has been stolen by the daedric prince Molag Bal, and with the help of some new allies you return to Tamriel as the Vestige, a Chosen One among a great many other Chosen Ones. From there you are looking at around a hundred hours of questing to reach the level cap of 50, with competitive play available from level 10 and story-advancing special missions occurring every five levels or so. This is an MMO of the prescriptive, content-driven sort: where Morrowind might have spurred you on with the promise of the unknown, The Elder Scrolls Online furnishes you with an experience you’ve already had if you’ve played a fantasy MMO in the last couple of years. Its happiest players will be the ones who are looking for a new leveling curve to surmount, and that’s fine in principle—but execution matters too.

Your character belongs to one of three factions, each presiding over a third of ESO’s truncated take on Tamriel. The Daggerfall Covenant stretches from High Rock in the northwest down to the northern half of Hammerfell. The Ebonheart Pact covers an area stretch from mainland Morrowind to the eastern part of Skyrim, and the Aldmeri Dominion includes the easternmost part of the Summerset Isles, Valenwood, and Elsweyr. Cyrodiil, the setting of Oblivion, sits in the middle as a dedicated player vs. player zone.

The geographical area the game covers is expansive, but don’t calibrate your sense of scale against the other games in the series. A limited draw distance and reliance on repetitive buildings and scenery makes the game feel substantially smaller than it looks on a map. The problem is exacerbated by the fact that every faction offers a single zone for players of a given level range: unless you commit heavily to PvP, you will be seeing a lot of the same sorts of environments. My journey from level 1 to 20 with a Daggerfall Covenant character took 26 hours, time almost entirely spent in green fields, grey cliffsides and brown cottages. Landmark Elder Scrolls locations like the cities of Daggerfall and Wayrest are much the same as each other. Dedicated fans of the series may have fantasised about visiting these places in a modern iteration, but I doubt they fantasised about visiting them like this.

The tasks you perform fall into familiar categories—kill lists, fetch quests, and simple object finding. A few quests have more of a social or riddle-solving aspect and these tend to be the better ones, particularly when they allow you to use the game’s basic persuade and intimidate skills to alter the course of events. Typically, however, you’re going to be running around fighting for the vast majority of your time in the game.

The combat system hybridises the traditional fantasy MMO ‘rotation’ system—where a player cycles through a particular series of skills and magical powers—with skill-based attacking and blocking closer to the singleplayer Elder Scrolls games. The vast majority of battles feel far more like the former than the latter: generally, encounters are forgiving enough that it doesn’t matter if you screw up a block or fail to use your abilities at the right time. This applies to stealth, too: every character can sneak about, but it’s faster, easier, and more rewarding to fight everybody you see.

The combat system gets better as the difficulty level rises. I’ve built my character into a sword-and-board frontline fighter, and in group dungeons that means taking the tanking role. In addition to the familiar parts of the job—hammering the ‘taunt’ key to make sure I’m the one getting hit, keeping my defensive bonuses up—I also have to watch out for special attacks I can parry or spells that I can rebuff with a well-timed block. Seeing a heavy overhand blow coming in, reacting and catching it on my shield with a heavy ‘thunk’ is a good feeling. It’s not groundbreaking, but it’s a success for the game.

This case is specific to melee combat, however. Archery suffers for a lack of impact and lethality, and magic use makes the game feel far more like other MMOs—albeit ones where you have to keep your mouse over the goblin you’re currently igniting.

It’s a good thing, then, that the game’s skill system allows you to customise your approach to combat from the beginning of the game. You select skills by spending points in a range of disciplines, the majority of which are available to every player. Your choice of class at character creation grants you three sets of skills that nobody else will have, but beyond them you’re free to mix and match armour types, weaponry, and crafting disciplines as you will. It’s also possible to add new skill trees by joining organisations like the Fighters and Mages guilds, each of which have their own quest lines.

It’s also possible to be infected with vampirism or lycanthropy and gain access to new skill trees with appropriate benefits and drawbacks. This is a nice idea, and demonstrates the versatility of the skill system. It does, however, have an amusing and detrimental effect on the game’s tone: vampires and werewolves can pass on their curse to other players once per week, and it’s common to see players in cities offering large sums of money for the chance to get bitten. The idea is fine on paper, but crumples when exposed to actual players.

This is true elsewhere. One of The Elder Scrolls Online’s biggest weaknesses as an MMO is that it often becomes a worse game when large numbers of players are involved in the same activity. While questing in the High Rock area of Stormhaven I was directed to a monastery that was under attack by bandits. I was given two quests: put out six fires, and deliver healing to four injured monks. Credit for completing these objectives is only granted to the player that performs them, which means that I was put in indirect competition with every other player in the area—and given the linear nature of the game’s zone, that means a lot of other people.

The monastery might have been on fire, but there weren’t enough fires for everybody: which meant hanging around waiting for fires to respawn so that I could get the credit for putting them out. Badly-designed quests like this one are common, and even when your objective is more deftly constructed you are always aware of the conga-line of players waiting to do the exact same thing that you are doing. This takes the game to some strange places: I’ll never forget the time I traveled back in time in the guise of an ancient warrior only to find a room full of doppelgangers jumping about, dancing, and waiting for a boss to spawn. Immersive it isn’t.

Narrative isn’t necessarily important to an MMO, but The Elder Scrolls Online’s tepid writing and lamentable voice acting act to the severe detriment of the game’s atmosphere. A handful of actors play the majority of characters you’ll run into, Oblivion-style, and as a result I’m fairly sure that every quest giver in the Daggerfall Covenant is the same person wearing a different hat and beard. The storytelling is more adept in the main plotline, and later conversations between Alfred Molina’s Jagar Tharn, Michael Gambon’s Prophet and Jennifer Hale’s Lyris Titanborn have a bit of personality to them. You’d hope so, though, with that amount of talent involved.

That’s not to say that Bethesda’s astronomical casting spend has been entirely justified. Malcolm McDowell’s Molag Bal sounds like he’s very far away for reasons I don’t quite understand. Bill Nighy as High King Emeric sounds vaguely amused and unfazed by everything that happens; like somebody’s cool granddad having fun with the word ‘daedra’. At least he’s having fun, I suppose.

That’s the experience of leveling in The Elder Scrolls Online, then: you pick up prescriptive tasks from lifeless characters and join the queue to perform them with dozens of other players. There are treasures to discover and the odd optional cave to explore if you wander off, but the things you’ll see and the rewards you’ll uncover don’t really match up to the effort. The crafting system is well thought-out and expansive, but the abundance of materials and lack of a formal trading system means that there isn’t much of an economy to participate in. At its best, this is a decent iteration on a very familiar RPG format. At its worst, it’s boring.

For all of these reasons, The Elder Scrolls Online’s player vs. player mode is an oddity. It’s accomplished, coherent, and takes advantage of the engine’s ability to render lots of players without slowdown. It justifies the presence of the faction system, which elsewhere seems like a pointless restriction on your freedom of movement until it is lifted when you hit the level cap.

From level ten onwards, you can choose a PvP campaign to participate in. This is effectively your server or shard, given that the game otherwise lacks them. From there, all three factions battle to control a network of forts, resource camps and castles in Cyrodiil. The system resembles Guild Wars 2′s World vs. World combat, which is unsurprising given that both games have a common ancestor in Dark Age of Camelot. Participating in battles earns its own currency which is spent on siege equipment and castle repairs: even a disorganised army participates in a cooperative economy that encourages a strong sense of collective spirit.

The majority of encounters are decided by whichever side has the most bodies: an old problem with this form of PvP, and not something that ESO satisfactorily solves. What it does manage to do is to run well even as large groups clash together. You might not be able to see what’s going on, but by keeping your spells and abilities in play you can at least make yourself useful. Sieges tend to be more interesting than field battles because they encourage a variety of roles: ambushers waiting near postern doors, siege crews maintaining shields to protect their catapults and battering rams, assault teams waiting to go when the doors fall.

I’m a little concerned about the mode’s overall structure. With three factions fighting over a single (albeit large) map, offensives by a single party often struggle to overcome the opportunistic resistance offered by two factions fighting against a common foe. This creates a kind of eternal war around familiar flashpoint areas, although the presence of permanent objectives—Elder Scrolls that can be stolen to give your side a bonus—does provide a sense of who is ‘winning’ at a given time. After a while, however, I can see endless war wearing a little thin. Overall, though, it’s the game’s best feature. Unlike the rest of the game, where competent design can’t overcome patchy presentation, PvP allows spectacle to emerge naturally as players congregate, cooperate and clash.

It is, nonetheless, the exception. My enthusiasm for The Elder Scrolls Online’s competitive side doesn’t stack up against the time I have spent feeling drained by drab questing or restricted by a world ensconced in fog. This is an MMORPG of moderate scope with a few good ideas and the resources invested in it seem sufficient to expect new dungeons, daily quests and armour sets to collect at a decent clip for the next couple of months. If you’re tired of your current fantasy haunt and looking for somewhere to transfer your guild, this game may suit you for a time. For everyone else, though, I’d advise caution. There’s no game that I’d be happy recommending on the basis that it’s at best ‘okay’ for thirty-plus hours. ‘Okay’ isn’t good enough when you’re facing down this much of a premium, and I can’t imagine paying a monthly fee to visit somewhere I’ve been many times before.

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CCP Atlanta Hit With Layoffs, World of Darkness Canceled


Eve Online developer, CCP Games, was working on an MMO set within the fictional vampiric universe of World of Darkness. After several layoff to it's Atlanta studio, however, the blood-sucking MMO has been canceled.


This isn't the first time that CCP – or World of Darkness – has suffered setbacks; the company was hit with layoffs back in 2011. This time, however, 56 employees from the Atlanta studio have been laid off, and World of Darkness has been officially canceled. Those who remain at the Atlanta studio will focus on games set within the EVE Universe.


"The decision to end the World of Darkness MMO project is one of the hardest I’ve ever had to make," said  CCP CEO Hilmar Veigar Pétursson. "I have always loved and valued the idea of a sandbox experience set in that universe, and over the years I’ve watched the team passionately strive to make that possible... To our current and former employees and fans of World of Darkness, I am truly sorry that we could not deliver the experience that we aspired to make. We dreamed of a game that would transport you completely into the sweeping fantasy of World of Darkness, but had to admit that our efforts were falling regretfully short. One day I hope we will make it up to you."


[Source: CCP Games via Joystiq]


 


Our Take
This is likely a bummer for World of Darkness fans, but it's undoubtedly a bigger bummer for the 56 employees who just lost their jobs. Job hunting is never fun and we wish the newly unemployed the best in their new hunt. As for would-be vampires, we're sure that if enough people are hungry for a vampire MMO, we'll see one some day.

SHIELD’s Agent Coulson To Present At Disney Infinity 2.0 Event


He died. He was resurrected. And now he’s getting ready to introduce some super heroes.


In an errant tweet (since removed) from the official Agents of SHIELD account, we’ve learned Clark Gregg, the actor who portrays Agent Phil Coulson, will be on hand at the Disney Infinity event tomorrow. The Disney Infinity 2.0 event will unveil Marvel figures for the toys-meets-digital game.



We’ll have the news from that event tomorrow afternoon.


Thanks to Bilal for bringing this to our attention.


 


Our Take
As a fan of Agents of SHIELD, Agent Coulson, and actor Clark Gregg, I’m hopeful that he’ll be included as a figure. It also wouldn’t hurt for his hovering car, Lola, to make an appearance (possibly via a power disc).

Opinion – Nintendo’s E3 Plans Target The Wrong Audience Again


This morning, Nintendo announced its plans for E3 2014. Like last year, the company has decided not to hold a press conference. It’s doubling down on that approach this time, and won’t even hold a show floor briefing for media.


Last year’s plans were executed horribly, with a clunky presentation, a major announcement tease that fizzled, and a web stream that didn’t work. Instead of going back to a tried and true format and messaging strategy, Nintendo is narrowing the focus to the true believers (which number approximately 6 million Wii U owners and 13 million 3DS owners in the US and over 40 million worldwide).


Nintendo Direct presentations have consistently been targeted to and messaged for the audience that already owns a Wii U or 3DS. Reinforcement is a crucial strategy to keep fans loyal by reminding them of how their investment in a platform will pay off. 


Enticement is crucial, especially when adoption is far lower than it should be at this point in the life cycle. The two messaging strategies have much in common, as both focus on the value of the brand, however one assumes loyalty is already earned. The other is designed to woo new friends.


For all of its faults at E3 2013, Microsoft was successful in executing the wooing strategy. Before it focused on the Xbox One, the company introduced a new Xbox 360 model at a new price and suggested that now was a great time for new customers to join the family.


Nintendo can accomplish this goal by leading its direct with a pricing announcement. This will please retailers and perhaps capture the attention of those that have previously shrugged off the Wii U. With the Wii U trailing even Dreamcast sales relative to their life cycles, if Nintendo has a hope of salvaging the home console, something needs to change.


There is something Nintendo won’t be able to recapture with its recorded presentation. There is value to being in the room during one of these press conferences. Seeing company representatives speak just a few feet from you, hearing the chatter in the crowd, and getting a sense for how people are receiving the information in person are all intangibles with value that can’t be overstated. Often, the perception via stream is different than it is in the audience. The two pieces form a complete picture.


The lovable, unscripted goofs that have happened at press conferences throughout the years (“My body is ready”) and the pure elation of a packed house (the Twilight Princess announcement) simply won’t happen. Nintendo’s recent videos are amusing, but they are canned and unnatural. Some of the magic, and all of the participatory nature of having a dialog with the audience is lost.


The choice to go with a recorded message rather than an in-person presentation also carries with it a feeling of defeat. Nintendo might be positioning digital as a preferred format, but it feels less special. E3 press conferences in big auditoria have impact, and Nintendo is losing that sense of something special by doing more of what it already does throughout the year.


We’ll cover the digital presentation, of course, just like we do every other Nintendo Direct. But that’s part of the problem. This is just going to be another in a long line of recorded, one-way presentations targeted toward an audience that doesn’t need to be convinced.


I want Nintendo to succeed, but in order for that to happen, more consumers need to care about the company’s platforms. Perhaps the Smash Bros. Invitational tournament will be a hook for those that don’t have a Wii U. I certainly hope so, because there are great games coming.


We don't know the long term effects of a company not holding a press briefing at E3. We do know that Nintendo won't be part of that conversation, at least not how it once was.

Ouya’s Failure Exemplified By Miserable Sales Of 'Best Sellers'


Towerfall, a game that has reignited a love of local multiplayer, is a favorite in offices (including ours) and has homes on three different platforms now. Matt Thorson’s master class in ending friendships began its life on the Ouya, where it is the best-selling title.


“Best selling” is a term that requires context, though. For instance, last year’s best selling title was Grand Theft Auto V, which sold $1 billion worth of copies to consumers in three days.


Ouya’s best selling game? Has sold 7,000 copies life to-date, inclusive of the nine-month exclusivity period on the Android-powered console.


Thorson tells Eurogamer that the title has grossed $500,000 across all platforms. He cited Sony’s support and promotion of the title as one of the reasons it has done so well on PS4.


[Source: Eurogamer]


 


Our Take
The Ouya is almost a memory, especially now that Amazon has entered the Android console market. It was a valiant attempt that garnered curiosity and support via Kickstarter, but the company simply doesn’t have the resources to make a bigger splash. 


Driveclub PS4 release date confirmed, Wolfenstein: The New Order shows stealth options and changes to Evolve’s monster skill progression – daily PlayStation news round up

All in all, it’s been a good news day for PlayStation fans. Driveclub finally has a new release date, Wolfenstein shows its stealthier side and as far as we’re aware, no-one left Naughty Dog today. Get the full info on Driveclub’s return, Evolve’s tweaked upgrade system and more in your daily round up.

Daily PlayStation news round up

  • Driveclub’s back! After going “back to the drawing board” according to one Sony exec, Evolution’s PS4 racer will release this October 8th. That puts it almost a year later than originally planned, but on the birght side Sony’s still planning to go ahead with the PS Plus edition. Lacking a few cars and tracks, it’ll cost you nowt if you’re a Plus subscriber.
  • Now, here’s Wolfenstein doing its best Splinter Cell impression. BJ isn’t just a mahcine gun with legs (and a compulsion for toe-curling quips), it seems. This new trailer shows him crouching, leaning, throwing knives, using silenced pistols and picking locks like he’s Sam Fisher trying not to wake his wife after getting home from a night out. Regarder:

    •  It looks like Turtle Rock has had a bit of a rethink about Evolve’s monsters and how they grow stronger during a round. According to an IGN preview the monster now starts with three abilities instead of two, and eats wildlife to upgrade those abilities rather than unlock new ones. You can never max out every ability, however. As IGN mentions, the previous system felt really well balanced, so it remains to be seen whether this is a change for the better.
    • A few more release dates for you: Titan Attacks is headed to PS3, PS4 and Vita on May 7th, The Swapper makes the leap from PC to all three on June 24 and Mousecraft will arrive on PS4 and Vita on July 9th. Outlast’s Whistleblower DLC is also out soon on May 6th, priced at $8.99 (UK price TBC).

  • Watch Dogs has detailed its season pass. Here are the details, via an official press release:

- All-New Single-Player Story – Take on the role of T-Bone, a brilliant but eccentric hacker who lives by his own rules.

- Conspiracy! – A new Digital Trip Game Mode that lets players hunt down cyborgs in this mind bending alternate game universe.

- More single player missions, weapons, and outfits.

- Save more than 25% over the individual downloadable pack prices.

- Season Pass holders get one-week early access to all included Watch Dogs add-on content.



A Look Back At Decades Of Bizarre Nintendo Videos


If Nintendo’s recent Tomodachi Life and E3 announcements are any indication, the company is slowly losing its mind, and it has cameras on hand to capture the insanity – not that we’re complaining. Nintendo’s recent announcements have been as entertaining as they are bizarre, but they are not a new phenomenon. Nintendo’s general approach to marketing has always been strange, and we’re taking a look at some of the strangest commercials and videos to ever come from the company.


The Conker's Bad Fur Day commercial that looks like a Fiona Apple music video
Nintendo has always embraced its young demographic, but for the Nintendo 64 exclusive Conker’s Bad Fur Day, it and developer Rare decided to do the exact opposite of what it was known for with a crass, offensive, and violent game that just happened to look like a childish platformer. Conker's Bad Fur Day's commercials stayed in line with the game’s theme showcasing a bizarre dream state of drugs, booze, and an animatronic squirrel. I remember seeing it a lot during episodes of South Park, which makes perfect sense.


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The disgusting Super Mario World 2: Yoshi’s Island commercial that is basically a remake of the restaurant scene from Monty Python’s The Meaning of Life
The focus and pitch of the commercial is there is a lot of content in this new Mario game. It’s one of the many bullet points explaining why Yoshi’s Island is a great game, but it’s certainly not at the top of this list. Nintendo not only chose a weird aspect of the game to highlight, but it also highlighted it in a weird way by showing a large man eating so much food that he explodes. It’s disturbing and wouldn’t be out of place as the opening scene of the movie Se7en.


(Please visit the site to view this media)


The commercial where an entire child population wears Mario masks, has parkour and wire-fu super powers, and only shops at one store
The commercial starts out innocently enough with a pleasant soundtrack and children excited to get home and play video games, but it takes  a sharp left turn when children start flying, leaping from rooftops, and riding in top of subway trains. Also, one guy gets hits by a bus, and barely stops to catch his breath. The commercial takes another left turn (so we’re now heading back towards the way we came) when they all appear at their destination store wearing Mario masks. It’s effective marketing in that you don’t soon forget about it after seeing it.


(Please visit the site to view this media)


The Super Smash Bros. N64 commercial where Nintendo characters beat each other up to The Turtles’ "So Happy Together"
Years before Dead Rising 3 took the same song and set it to slow-motion zombie slaughter, Nintendo used it to punt our expectations out of the stratosphere with a commercial where those loveable Nintendo characters started to beat the crap out of one another. This was how many of us learned Super Smash Bros. existed – seeing Yoshi, Mario, Pikachu, and Donkey Kong beating each other up to a pleasant soundtrack.


(Please visit the site to view this media)


WE ARE NINTENDO. YOU CANNOT BEAT US.
At one point, Nintendo thought it would be better to issue consumers a direct challenge, as opposed to explaining why it would be a good idea to buy Nintendo hardware and software. For some reason it decided that the best way to issue this challenge was with a poorly animated CGI business man, and 3D approximations of some of their characters. I don’t think Star Trek’s Borg have money or anything resembling a consumer society, but if I saw this appearing on screens strewn about a Borg ship, I wouldn’t be the least bit surprised.


(Please visit the site to view this media)


The Zelda commercials that thought rapping or simply yelling the names of the game’s enemies was the best way to sell the game
We’re all familiar with the original Zelda commercial which used some of its precious air time to remind kids that their parents help them hook up their NES. The rapping is laughably bad, but we tend to ignore the lyrics which don’t highlight the game’s open world or exploration. Instead it lists the names of the game’s enemies.


(Please visit the site to view this media)


In another commercial, Nintendo cut out the rapping middle-men, sets, lighting, and costumes in order to have an actor with strange hair shout the enemy names to apparently no one, other than the voices in his own head.


(Please visit the site to view this media)


The insane French DS commercial that I totally understand why it never aired in the United States
The DS has a touch screen, which was uncommon when the handheld released in 2004. It was a major selling point for the Game Boy Advance successor and the French way of making sure people knew about it involves a bizarre series of suggested uses; pulling airplanes out of the sky, throwing poop back into a dog’s bowels, and dealing with locker room bullies in an…interesting way. There is a very quick shot of Metroid Prime: Hunters at the end of the commercial which is the only thing reminding you that this is a commercial for a video game handheld and not just a bizarre power-trip daydream.


(Please visit the site to view this media)




Special mention:
This commercial isn’t for a Nintendo game or hardware, but it is weird, and it is for a Nintendo product. When you aren’t confused by seeing people having their heads turned into television sets, make sure to pay special attention to the marshmallow transformations.


(Please visit the site to view this media)


For more looks at assorted video game commercials, including the best, worst and weirdest, Nintendo’s most memorable, and a discussion of the history of Zelda commercials, hit the links.

Some Online Modes In Older Rockstar Titles Will Be Affected By Gamespy Shutdown, GTA V Is Safe


Grand Theft Auto V is unaffected by the upcoming shutdown of Gamespy's online server services, but some older Rockstar games will be.


Rockstar recently issued a statement on its website outlining in small detail its plans to continue supporting some if its older games.


Our teams are currently working to patch specific older titles to keep the transition as smooth as possible and minimize the impact to online-enabled play and your in-game experience. The majority of changes will be in the form of Rockstar Games Social Club services, including stat tracking and leaderboards.


Games affected include Max Payne 3, Red Dead Redemption, Grand Theft Auto IV, Midnight Club Los Angeles, Grand Theft Auto: Chinatown Wars (DS and PSP Only), Beaterator, and Midnight Club 3: Dub Edition. For some games, multiplayer on certain platforms, features related to Rockstar's Social Club systems, and leaderboards will be removed entirely. You can check out the detailed list of resulting changes to each off the games by heading here.


[Source: Rockstar]


 


Our Take
This will certainly be disappointing to players who have enjoyed playing these games online, in some cases, for years. Hopefully Rockstar can restore some of the affected features in the future, but I wouldn't count on it. Rockstar's main online objective at the moment is to keep Grand Theft Auto V running smoothly – something it has been doing well since the game's early stumbles.

Test Chamber – The Amazing Spider-Man 2


The Amazing Spider-Man 2 hits movie theaters on May 2, but gamers don't have to wait that long as the video game adaptation of the same name released on almost every platform today. This is developer Beenox's fourth go with Marvel's wall crawler, and its second game based off of Sony's motion pictures. Ben Reeves wasn't fond of the first entry, and unfortunately has his hands full his Spidey review, and couldn't join us for a look at the sequel.


You'll unfortunately have to settle for the spider-tastic commentary of Tim Turi and me. We work our way through the opening moments of Peter Parker's latest adventure, and settle into a nice web swinging groove. Come for the man in tights, stay for Tim's puns.


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For more episodes of Test Chamber, visit our hub.



Respawn Co-Founder Vince Zampella Invests In Mobile Game Studio Nuclear Division


Respawn co-founder and Titanfall and Call of Duty creator Vince Zampella has partnered with Larry Pacey, who has a history with slot machine makers, to help fund Nuclear Division, a mobile game developer.


In an interview with VentureBeat, Zampella and Pacey spoke about their partnership and Nuclear Division. The studio has been formed in order to test the waters on some new ideas in game development. Zampella's work with Respawn will be unaffected. He has no plans to leave devlopment on Titanfall and is serving advisor and investor roles within the company. Zampella said he considered making Nuclear Division an arm of Respawn, but decided it wasn't a good fit for the studio which is currently focused on console games.


Nuclear Division's focus, alongside game development, is to create a new mobile platform.


[Source: VentureBeat, via Gamasutra]


 


Our Take
Zampella is smart to get some money invested in mobile which already has a huge presence in both technology and gaming, and is continually expanding. I'm curious to see what the future holds for the studio and am very curious to see what kinds of games it will develop. Having Zampella on board, even if it is only in an advisor role, makes me very optimistic.

PSN Golden Week Sale Marks Down Large Collection Of Japanese Games


If you've been waiting to grab games like the Metal Gear Solid HD collection, Ys: Memories of Celceta, or Persona 4 Golden, now might be the time to queue up that download.


The sale runs through May 5 and is being held in honor of Gelden Week in Japan – a week that encompasses four national holidays. Below you will find the list of titles and their platform. The first price represents the sale price for PlayStation Plus subscribers and the second price is the sale price for non-Plus subscribers. For more on the sale head here.


You can head here to sign into the PlayStation Network and makes some purchases remotely.


Armored Core: Verdict Day (PS3) - $5.00, $9.99
Atelier Ayesha: The Alchemist of Dusk (PS3) - $24.49, $34.99
Atelier Meruru Plus: The Apprentice of Arland (PS Vita) - $19.59, $27.99
Atelier Totori Plus: The Adventurer of Arland (PS Vita) - $19.59, $27.99
Chrono Cross (PS3/PSP/PS Vita) - $3.49, $4.99
Chrono Trigger (PS3/PSP/PS Vita) - $3.49, $4.99
Danganronpa: Trigger Happy Havoc (PS Vita) - $32.39, $35.99
Devil May Cry HD Collection (PS3) - $8.99, $14.99
Dragon Ball Z: Battle of Z (PS3) - $15.00, $29.99
Dragon Ball Z: Battle of Z (PS Vita) - $10.00, $19.99
Hot Shots Golf: World Invitational (PS3) - $5.00, $9.99
Hyperdimension Neptunia Victory (PS3) - $14.69, $20.99
Metal Gear Rising: Revengeance (PS3) - $14.99, $24.99
Metal Gear Solid HD Collection (PS3) - $11.99, $19.99
Metal Gear Solid HD Collection (PS Vita) - $8.99, $14.99
Muramasa Rebirth (PS Vita) - $7.49, $12.49
Persona 4 Golden (PS Vita) - $14.62, $19.49
rain (PS3) - $3.75, $7.49
Saint Seiya: Brave Soldiers (PS3) - $15.00, $29.99
SoulCalibur V (PS3) - $5.00, $9.99
Tales of Symphonia Chronicles (PS3) - $10.00, $19.99
Time and Eternity (PS3) - $9.79, $13.99
Ys: Memories of Celceta (PS Vita) - $19.59, $27.99
Zone of the Enders HD Collection (PS3) - $10.49, $17.49


[Source: PlayStation Blog]


 


Our Take
There are a number of games on the list which are worth a recommendation that have received high review scores from us. Both Chrono Cross and Chrono Trigger are worth grabbing as well as Danganronpa: Trigger Happy Havoc, the Metal Gear Solid HD Collection, Persona 4 Golden, and Ys: Memories of Celceta, just to name a few.