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Selasa, 04 September 2012

With Tekken Tag Tournament 2’s September console launch fast approaching, it seemed possible that game producer Katsuhiro Harada would have already emptied the contents of his closet marked ‘surprise’ and wouldn’t have much else to reveal at Gamescom 2012. Clearly, I underestimated Mr Harada, as there were many more in-depth details about its World Tekken Federation stat tracker to show off, in addition to a whole new mode called Tekken Tunes.

World Tekken Federation (which for the sake of all concerned is best not turned into an acronym) is most simply thought of as the beat ‘em-up equivalent of Call of Duty Elite and Battlefield Premium’s stat tracking services.

“World Tekken Federation is based on Tekken Net, which links the arcade machines in Asia, and we really wanted to incorporate that level of statistical data for console too,” Harada explains. “The presentation style is geared towards the western market who are perhaps more used to FPS’.”

World Tekken Federation is based on Tekken Net, which links the arcade machines in Asia, and we really wanted to incorporate that level of statistical data for console too.

The online service tracks the stats of all of a player’s online battles and looks to provide not only vanity stats (such as the expected win/loss ratio for each character, favourite tag combinations and overall rank) but also more useful metrics that can be studied to help improve performance.

For example, it’s possible to find out what percentage of throw attempts made by other players are successful against you, helping to highlight whether the throw break technique should be practiced. The average time of rounds won and lost is also tracked, with a short duration for unsuccessful rounds suggesting that while you’re strong on attack your defensive strategies need work.

These areas can then either be practiced in offline mode in the Fight Lab or, as Namco Bandai is hoping, in conjunction with other players. This co-operation will happen either passively: through viewing the World Tekken Federation profiles of top players and watching replays of bouts, or more proactively: with more advanced players helping to coach new players by identifying where their game is falling down and advising which areas should be improved.

Particularly altruistic players can even buddy-up with less skilled players via the World Tekken Federation’s team structure. The creation of a team will enable the stats of each member player to be tracked and fed into an overall team rating, as well as offering a breakdown of how each member contributes to the team’s overall status. Team creation also provides access to a group forum and the opportunity to create a team name and emblem and to set goals for its members. In theory, this could lead to creation of quasi-guilds, with a couple of lead players heading up a team of lesser-skilled, up-and-coming players, each of whom has their own personal stats recorded as well as how great a contribution they are making to the progress of the team.

It’s great for players to have the freedom to incorporate their own tracks. At the same time the quality of the original soundtrack is very high and I’m confident that players will come to realise that it’s the best music to fight to.

The ultimate goal of World Tekken Federation is to make the game more accessible by using the stats and feedback as a training aid while encouraging progression through the distribution of service-based achievements, which offer an additional carrot to those taking a lot of stick. Of course, it also provides the savants with an awful lot of stats to pore over and they may already be salivating at the notion of compiling such a comprehensive stack of numbers. However, pricing details and any potential additional perks of the service, such as early or free access to DLC, are being held back until the week of Tekken Tag Tournament 2’s launch and so it’s too early for less hardcore players to decide whether the price of admission will be worth the potential benefit that they’ll gain from it.

During the presentation, Harada also introduces the notion of Tekken Tunes. Quite simply a customisable music service, Tekken Tunes not only allows players to assign any of the in-game stage or background music tracks to whichever part of the game they wish, but also to import custom tracks from an external source to replace any of the existing music in the game. Ever wanted to bust digital heads to the soundtrack from The Sound of Music or your one, ill-advised attempt at karaoke? Well, now you can. In addition, long-term Tekken fans will be pleased to hear that music from older titles in the series will be made available via the PS Store and Marketplace to download and replace the new tracks.

“It’s great for players to have the freedom to incorporate their own tracks,” offers sound producer, Kanako Kakino, before adding with a smile, “At the same time the quality of the original soundtrack is very high and I’m confident that players will come to realise that it’s the best music to fight to.”

World Tekken Federation and Tekken Tunes bolster an already burgeoning feature list, including Fight Lab, Combot, numerous customisable options, 2 Vs 2, and 2 Vs 1, and allow Tekken Tag Tournament 2 to offer an embarrassment of riches when it launches on PS3 and 360 next month. Whether this is your first Tekken or your eighth, Harada and co are working hard to ensure that there’ll be something here to help you fight harder, better, faster and stronger.

Stace Harman is a freelance contributor to IGN and is convinced that zombies will one day inherit the Earth. You can follow him on Twitter.


Source : feeds[dot]ign[dot]com

With Tekken Tag Tournament 2’s September console launch fast approaching, it seemed possible that game producer Katsuhiro Harada would have already emptied the contents of his closet marked ‘surprise’ and wouldn’t have much else to reveal at Gamescom 2012. Clearly, I underestimated Mr Harada, as there were many more in-depth details about its World Tekken Federation stat tracker to show off, in addition to a whole new mode called Tekken Tunes.

World Tekken Federation (which for the sake of all concerned is best not turned into an acronym) is most simply thought of as the beat ‘em-up equivalent of Call of Duty Elite and Battlefield Premium’s stat tracking services.

“World Tekken Federation is based on Tekken Net, which links the arcade machines in Asia, and we really wanted to incorporate that level of statistical data for console too,” Harada explains. “The presentation style is geared towards the western market who are perhaps more used to FPS’.”

World Tekken Federation is based on Tekken Net, which links the arcade machines in Asia, and we really wanted to incorporate that level of statistical data for console too.

The online service tracks the stats of all of a player’s online battles and looks to provide not only vanity stats (such as the expected win/loss ratio for each character, favourite tag combinations and overall rank) but also more useful metrics that can be studied to help improve performance.

For example, it’s possible to find out what percentage of throw attempts made by other players are successful against you, helping to highlight whether the throw break technique should be practiced. The average time of rounds won and lost is also tracked, with a short duration for unsuccessful rounds suggesting that while you’re strong on attack your defensive strategies need work.

These areas can then either be practiced in offline mode in the Fight Lab or, as Namco Bandai is hoping, in conjunction with other players. This co-operation will happen either passively: through viewing the World Tekken Federation profiles of top players and watching replays of bouts, or more proactively: with more advanced players helping to coach new players by identifying where their game is falling down and advising which areas should be improved.

Particularly altruistic players can even buddy-up with less skilled players via the World Tekken Federation’s team structure. The creation of a team will enable the stats of each member player to be tracked and fed into an overall team rating, as well as offering a breakdown of how each member contributes to the team’s overall status. Team creation also provides access to a group forum and the opportunity to create a team name and emblem and to set goals for its members. In theory, this could lead to creation of quasi-guilds, with a couple of lead players heading up a team of lesser-skilled, up-and-coming players, each of whom has their own personal stats recorded as well as how great a contribution they are making to the progress of the team.

It’s great for players to have the freedom to incorporate their own tracks. At the same time the quality of the original soundtrack is very high and I’m confident that players will come to realise that it’s the best music to fight to.

The ultimate goal of World Tekken Federation is to make the game more accessible by using the stats and feedback as a training aid while encouraging progression through the distribution of service-based achievements, which offer an additional carrot to those taking a lot of stick. Of course, it also provides the savants with an awful lot of stats to pore over and they may already be salivating at the notion of compiling such a comprehensive stack of numbers. However, pricing details and any potential additional perks of the service, such as early or free access to DLC, are being held back until the week of Tekken Tag Tournament 2’s launch and so it’s too early for less hardcore players to decide whether the price of admission will be worth the potential benefit that they’ll gain from it.

During the presentation, Harada also introduces the notion of Tekken Tunes. Quite simply a customisable music service, Tekken Tunes not only allows players to assign any of the in-game stage or background music tracks to whichever part of the game they wish, but also to import custom tracks from an external source to replace any of the existing music in the game. Ever wanted to bust digital heads to the soundtrack from The Sound of Music or your one, ill-advised attempt at karaoke? Well, now you can. In addition, long-term Tekken fans will be pleased to hear that music from older titles in the series will be made available via the PS Store and Marketplace to download and replace the new tracks.

“It’s great for players to have the freedom to incorporate their own tracks,” offers sound producer, Kanako Kakino, before adding with a smile, “At the same time the quality of the original soundtrack is very high and I’m confident that players will come to realise that it’s the best music to fight to.”

World Tekken Federation and Tekken Tunes bolster an already burgeoning feature list, including Fight Lab, Combot, numerous customisable options, 2 Vs 2, and 2 Vs 1, and allow Tekken Tag Tournament 2 to offer an embarrassment of riches when it launches on PS3 and 360 next month. Whether this is your first Tekken or your eighth, Harada and co are working hard to ensure that there’ll be something here to help you fight harder, better, faster and stronger.

Stace Harman is a freelance contributor to IGN and is convinced that zombies will one day inherit the Earth. You can follow him on Twitter.


Source : feeds[dot]ign[dot]com

A couple of weeks ago, IGN published a look at the renaissance in game development that’s happening in Australia right now. It’s very much being driven by a burgeoning independent scene, and the general mood in development communities in Australia is one of positivity. Even so, there are significant challenges in being an indie, not just in Australia, but anywhere in the world. Based on our discussions with developers and industry figures, this feature explores some of those challenges – focused mainly on iOS/Android development - and looks at the questions that independent developers are asking themselves in their quest to be successful.

“Creating a game has never been easier,” says Shane Brouwer of Initials Games, the creator of Super Lemonade Factory. “I can't imagine the pain that went into setting bytes in assembly language or manually juggling memory on older systems like an Atari 2600 or ColecoVision. Now, you've still got technical hurdles, but for every problem, there is a tool or a forum post that's going to get you through it.

“Distributing a game is, again easier than it's ever been. If you choose digital distribution, everything is set up for you to just drop your game into. There is no longer a huge risk duplicating thousands of physical copies. I'm not the only one to figure this all out, judging by the current state of the App Store. It's a crowded market, and to really stand out you've got to do something special, embrace social media, and be in the right place at the right time.”

Getting your game noticed

As Brouwer notes, one of the biggest challenges is discovery. Let’s say you have an indie studio, which has made a quality game for iOS. You’re able to self-publish it, but how the hell do you get it in front of people? The App Store is an incredibly competitive place and games can easily be swallowed whole.

“Discovery is easily the number one problem we have,” confirms Tom Killen of The Voxel Agents, the team behind the Train Conductor games. “Distribution is of course entirely easy now with the App Store because you’re immediately out there, but solving that discovery issue is huge.”

Want to get swallowed by the App Store? Make a ho hum zombie game.

The landscape for promoting mobile games is completely different to that of more established platforms. “We’ve discovered that traditional marketing, like PR and advertising and so on, really doesn’t drive games in the mobile space, in particular,” says Chris Wright, founder of Surprise Attack, an Australian marketing agency focused largely on the indie scene. “It fundamentally comes down to the product first and foremost. That’s where a lot of the work has to be, and keeping in touch with what the business models are. They’re now heavily free-to-play in terms of where all the money is, so we’re spending a lot of time trying to help indie developers use the business model without betraying their indie values.

“The straight-up 99 cents model is really hard to make money from for independent developers,” he continues. “It’s just so flooded with content, and good content, that even if your game is good, even if you get good coverage, you’re making so little per unit that it’s really hard to make a business out of that.” On the subject of free-to-play, Wright says, “People only pay in free-to-play games if the game is fun and they’re interested and getting a lot of value out of it. So it actually puts more focus back on the design.” Instead of success boiling down to whether the game gets noticed or not, it comes down to how good it is.

“Free-to-play gets your games out to the widest possible audience,” comments Morgan Jaffit of Defiant, the studio behind iOS hit Ski Safari, “but it's definitely something we're still learning our way around.  The real appeal with F2P is that a game can provide an ongoing revenue stream over a longer period of time, so you get the chance to keep working on it and putting out content regularly, which is nice.”

Not only is there no barrier to entry within the free-to-play model, but it opens up other opportunities that don’t work as well within titles that have an initial price point. “There’s a lot of cross-marketing that works,” Wright explains, “so you put an ad in your game for someone else’s game and then they do the same. There’s a whole bunch of networks that do that. It costs you nothing and you start getting traffic from other games, and then it sort of cycles through. There’s a lot of techniques like that that you can do that aren’t necessarily intrusive to the player, but generates more people coming into the game.”

This also applies to studios with an established audience. The Voxel Agents, for instance, has been working in the mobile space for longer than most, with a number of very successful titles under its belt. “Having got on early, we’re at a bit of an advantage,” notes Tom Killen. “We’ve already got an established player base of a few million people, who – although we can’t email or direct market or anything like that – we can still put things in our games to cross-promote, or communicate with other developers and use that to cross-promote our products. So I think talking to established player bases is really important, and if you look at – I hate to admire Zynga – but the way Zynga cross-promote their games is quite effective, because they get a user base and really use that existing user base as one of their primary marketing avenues.”

The Voxel Agents uses cross-promotion to make the most of its player base.

Tactical choices and killer gameplay

Outside of cross-promotion, many titles live or die based on how visible they are within their marketplace, whether that’s the App Store, Steam, XBL or the Android Marketplace. “Talking to the media and putting up blog posts and that sort of thing does have some impact in getting our name out there, but really what it comes down to is whether or not you’re featured on the Apple Store,” Tom Killen confirms, in reference to iOS releases. “And that’s a little bit of a black box, you can’t really control that, but if you look at what Apple are looking to deliver to their consumers, then you can kind of help that process along. We’re always conscious of aligning what we’re doing with where we believe the iOS brand is headed, or what kind of features they’re bringing in.

“One of the major things people can do is to support features that are new on iOS,” Killen continues. “iCloud just came out fairly recently, for example, and so a whole bunch of games added iCloud support, and because of that Apple were likely to pick them up. It’s about embracing those features that Apple want to push. But then, what Apple want to do is give people a really nice experience, so making a really awesome, polished game that will get noticed by Apple, that’s always going to be the crux of it.”

“Something like a Ski Safari,” says Surprise Attack's Chris Wright, “got a lot of support from Apple, and that kickstarted it into the charts, and now it’s stayed there. And that’s because that game is incredibly addictive and really polished… not because they did a hell of a lot of advertising or PR activity around it.”

Morgan Jaffit, whose studio created the game, agrees. “Ski was super, super polished which helped a great deal.  Brendan [Watts, Defiant game designer] really understands gameplay, and is probably the best gameplay programmer I've ever met.  The game was finished for months with him just focusing on polishing it up and improving the user experience until it was great.  I think people understand that when they play, even if they can't articulate why they're enjoying it.  It's also got a lot of character and is a really forgiving experience.  All told, the package is something that has really worked for people.”

Higher and higher quality bars

In 2012, however, even a super-polished and playable title isn’t always enough to be noticed by the digital marketplace gatekeepers. The quality bar is incredibly high now. “In the early days of the App Store you could make a game in two months and put it up,” says Chris Wright. “Now the production values are getting so much higher, that people are spending more like four, five, six months to a year making a game, so the strategy of – get a game out, see if it works, if it doesn’t, make another one – is becoming increasingly hard for people to do. I mean, if you have a look at some of the games that are coming through now, these are [AUD] $200,000 or [AUD] $300,000 games that are being made, whereas in the early days you’re talking about [AUD] $10,000 or [AUD] $15,000 games being made. So it’s tough.

“It’s really hard to be certain about the market you’re operating in,” Wright continues, “because it is so crowded and there are so few things you can do to really push your game up, so it becomes about the product and taking that shot. A lot of the work we’re trying to do is for the studios that are trying to build a sustainable business, is trying to help them work out – okay, how do I make a game that’s going to work in that market? If it’s not free-to-play it at least has to have some good in-app purchase, so when we get somebody into the game there’s a chance that they might give us a bit more money.”

The latter approach has certainly worked for Uppercut GamesEpoch, even if it was a late addition. “We actually shipped without in-app purchase,” says Uppercut’s Andrew James. “We put it in about three months after we released, and found that that generates a significant amount of our revenue, even though it’s still a paid title. There are people who want to get the stuff without playing it for as long as you might need to, or just want to buy their way straight to the top tier of items. Even on a paid title it’s a significant revenue boost.”

Uppercut is still largely focused on Epoch, ten months on from launch.

Organic business models

Epona Schweer, the head of the Sydney chapter of the International Game Developers Association (IGDA), believes the key to indie success is founded in identifying gaps in the market paired with strong community activity. “If I know the niche market that I’m making a game for,” Schweer tells us, “I’m going to find them online, join those forums, join those groups, go to those meet-up groups, connect with my customers directly, and just start creating content for them directly, because they’re the people who are going to value it. That’s the blogging model and that’s the Etsy model, and that’s the online, start-up creative business model for everyone outside the games industry, and that works really well.”

This approach, Schweer believes, helps indies avoid competing within a completely saturated market. “Think of it in terms of evolution,” she says. “You’ve got a finite resource, and our finite resource right now is players’ time. You’ve got these huge, incredibly well-evolved predators who currently have most communities covered… If you were a new entrant into this particular ecosystem, the only way to go after what they’re going after is to do it better than them, and they’ve got more time, more money and more people than you.”

Instead of competing, Schweer says, find the players who are being ignored by the big predators servicing the existing genres/communities. “There’s still a lot of player time out there that’s not being satisfied,” she says. “Start with the players who don’t have the games they want to play. Start satisfying them… don’t start doing what other folks with more money and time are already doing really well. Start by taking care of players. Because you can take care of a player out there who’s being ignored by other developers, just because of the weird bundle of skills, interests and things that you’ve picked up over your life.

“An example of this is Tin Man Games,” Schweer continues. “They’re doing Gamebook Adventures. They started with sort of a classic iOS game and it flopped a bit, like most indie studios. And then they sat down and said, well, what kind of games do we actually want to have exist that don’t exist yet? Choose Your Own Adventure! They loved that… and they’re like – we reckon there’s people out there who also want that old school Choose Your Own Adventure thing, and they’re now grown up and they’re making some cash, and they’re sitting on trains, and they have iPads, but they don’t have games to play. And sure enough, they found them. They found these guys on forums, and they found these guys online and at PAX, and they started making books… for them. And they’re growing! The success was really small at first, but now they’re getting more writers and more folks and becoming a publishing house for Choose Your Own Adventure games! They found that group of players that were being totally underserved.”

“The commonalities amongst all the successful indie stories,” Schweer tells us, “is they all had a business model that didn’t exist yet. Notch didn’t go out and say – alpha funding’s really popular, I’m going to do that. The business model sort of grew… if you’re hooked in with your fans from really early days like that, they’re going to help you… the business models will grow out of that seed that is the new experiences that you’re going to create, which I think is really interesting.”

Notch didn't go out and say 'I need to give people a way to build enormous shrines to Pokemon.' Or did he? (Image from bluecarseat on Deviant Art.)

Government funding and the question of Kickstarter

Of course, for indies hoping to make games full time, there’s also the question of seed funding. Even for the smallest teams, there are expenses that need to be managed. How do indie studios bankroll their business? What should the role of governments be in supporting and fostering this scene? Can the likes of Kickstarter provide a source of funding for unknown studios? Do we need more indie incubator programs?

In the case of the Australian scene, there are a number of avenues for indies to get financial support, either small, one-off contributions to help defray the expense of attending conferences like GDC or PAX, or a stipend to pay for bare essentials as a team gets up and running. This is by no means something that can be relied upon, however, and in fact, Film Victoria, which had hitherto been instrumental in supporting independent development, has recently had its funding cut.

So what other options are there? One of the biggest success stories of 2012 has been Kickstarter funding, and a number of high profile projects have raised a great deal of capital. One has to wonder, however, just how hard it is for teams that aren’t pitching a revolutionary idea or involved with well-known games or developers to make an impact via Kickstarter. Is it viable for everyone? In many ways, it comes back to the issue of discovery.

“Kickstarter, just like the App Store, Steam etc – is going to be predisposed to benefiting those that are already established, like Double Fine etc,” Surprise Attack’s Chris Wright tells us. “This is just because they already have a reputation and resources. So their existing fan base can be mobilised and media are happy to write about the projects.

“However, these more open platforms also have the ability to lift people out of obscurity and into the spotlight if they have amazing ideas. The Pebble Watch is a good example. I think Kickstarter is an amazing platform for indie devs,” he continues. “They can raise significant amounts of funding – certainly the same size or greater than the government grants available to them - and also build an engaged fan base along the way to launch.

“But just like the App Store, it's not as simple as you put a project up and it gets funded. Access to the funding market doesn't mean you get funding, just like access to a distribution channel doesn't mean people will buy your game.”

It definitely helps if you're this dude. (The guy on the right.)

There are other factors to consider when going with Kickstarter too. “When you create a campaign on Kickstarter you need to have solved many elements of your concept already,” says Simon Joslin of The Voxel Agents. “It's almost like selling the game as if it already exists, which is akin to the publisher model where you have already determined the unique selling points of your gameplay, theme and marketing. I imagine that… you have less room to move with your ideas as your funding community is expecting what you initially sold them. If you want to change it drastically you may accidentally remove what your community was initially sold on.

“The way we're built at the moment doesn't work with Kickstarter or publishers because our ethos is built around discovering ideas in the process of game development itself,” he continues. “We discover what we're making as we make it. It's a highly adaptive process, with many iterations around a single idea. Another factor for us is that certain types of games are best kept secret until launch day. I don't think the early concepts of Train Conductor, Fruit Ninja or Draw Something should have been made public until they were finished games. We're working on two games at the moment I wouldn't share openly. They are brilliant in their simplicity, and therefore easy to replicate.

“While it might not be for us, many studios are currently making excellent use of Kickstarter funding and if you're configured in the right way, it could be absolutely perfect for you. Highly visual games, narrative driven games, or anything crowd sourced are well suited for Kickstarter. Of course being famous would also make you a good fit for it too.”

Timing is key too. “When we've been working on Kickstarter projects for studios we've really struggled to get much coverage,” says Chris Wright. “We actually advise clients to announce their games first and start building some momentum before they try to raise money via Kickstarter.”

Nothing, then, is simple when it comes to the indie scene. But the fact that there are more questions than answers, that this a bold new frontier, and that - while not everyone will make it - those that do have the potential to find not only success, but to change the fabric of the industry as a whole, well, that's pretty damn exciting, right?

Cam Shea is the senior editor at IGN Australia. You can follow him here on IGN. Like the AU team's style? Why not join our Facebook community and follow us on Twitter


Source : feeds[dot]ign[dot]com

A couple of weeks ago, IGN published a look at the renaissance in game development that’s happening in Australia right now. It’s very much being driven by a burgeoning independent scene, and the general mood in development communities in Australia is one of positivity. Even so, there are significant challenges in being an indie, not just in Australia, but anywhere in the world. Based on our discussions with developers and industry figures, this feature explores some of those challenges – focused mainly on iOS/Android development - and looks at the questions that independent developers are asking themselves in their quest to be successful.

“Creating a game has never been easier,” says Shane Brouwer of Initials Games, the creator of Super Lemonade Factory. “I can't imagine the pain that went into setting bytes in assembly language or manually juggling memory on older systems like an Atari 2600 or ColecoVision. Now, you've still got technical hurdles, but for every problem, there is a tool or a forum post that's going to get you through it.

“Distributing a game is, again easier than it's ever been. If you choose digital distribution, everything is set up for you to just drop your game into. There is no longer a huge risk duplicating thousands of physical copies. I'm not the only one to figure this all out, judging by the current state of the App Store. It's a crowded market, and to really stand out you've got to do something special, embrace social media, and be in the right place at the right time.”

Getting your game noticed

As Brouwer notes, one of the biggest challenges is discovery. Let’s say you have an indie studio, which has made a quality game for iOS. You’re able to self-publish it, but how the hell do you get it in front of people? The App Store is an incredibly competitive place and games can easily be swallowed whole.

“Discovery is easily the number one problem we have,” confirms Tom Killen of The Voxel Agents, the team behind the Train Conductor games. “Distribution is of course entirely easy now with the App Store because you’re immediately out there, but solving that discovery issue is huge.”

Want to get swallowed by the App Store? Make a ho hum zombie game.

The landscape for promoting mobile games is completely different to that of more established platforms. “We’ve discovered that traditional marketing, like PR and advertising and so on, really doesn’t drive games in the mobile space, in particular,” says Chris Wright, founder of Surprise Attack, an Australian marketing agency focused largely on the indie scene. “It fundamentally comes down to the product first and foremost. That’s where a lot of the work has to be, and keeping in touch with what the business models are. They’re now heavily free-to-play in terms of where all the money is, so we’re spending a lot of time trying to help indie developers use the business model without betraying their indie values.

“The straight-up 99 cents model is really hard to make money from for independent developers,” he continues. “It’s just so flooded with content, and good content, that even if your game is good, even if you get good coverage, you’re making so little per unit that it’s really hard to make a business out of that.” On the subject of free-to-play, Wright says, “People only pay in free-to-play games if the game is fun and they’re interested and getting a lot of value out of it. So it actually puts more focus back on the design.” Instead of success boiling down to whether the game gets noticed or not, it comes down to how good it is.

“Free-to-play gets your games out to the widest possible audience,” comments Morgan Jaffit of Defiant, the studio behind iOS hit Ski Safari, “but it's definitely something we're still learning our way around.  The real appeal with F2P is that a game can provide an ongoing revenue stream over a longer period of time, so you get the chance to keep working on it and putting out content regularly, which is nice.”

Not only is there no barrier to entry within the free-to-play model, but it opens up other opportunities that don’t work as well within titles that have an initial price point. “There’s a lot of cross-marketing that works,” Wright explains, “so you put an ad in your game for someone else’s game and then they do the same. There’s a whole bunch of networks that do that. It costs you nothing and you start getting traffic from other games, and then it sort of cycles through. There’s a lot of techniques like that that you can do that aren’t necessarily intrusive to the player, but generates more people coming into the game.”

This also applies to studios with an established audience. The Voxel Agents, for instance, has been working in the mobile space for longer than most, with a number of very successful titles under its belt. “Having got on early, we’re at a bit of an advantage,” notes Tom Killen. “We’ve already got an established player base of a few million people, who – although we can’t email or direct market or anything like that – we can still put things in our games to cross-promote, or communicate with other developers and use that to cross-promote our products. So I think talking to established player bases is really important, and if you look at – I hate to admire Zynga – but the way Zynga cross-promote their games is quite effective, because they get a user base and really use that existing user base as one of their primary marketing avenues.”

The Voxel Agents uses cross-promotion to make the most of its player base.

Tactical choices and killer gameplay

Outside of cross-promotion, many titles live or die based on how visible they are within their marketplace, whether that’s the App Store, Steam, XBL or the Android Marketplace. “Talking to the media and putting up blog posts and that sort of thing does have some impact in getting our name out there, but really what it comes down to is whether or not you’re featured on the Apple Store,” Tom Killen confirms, in reference to iOS releases. “And that’s a little bit of a black box, you can’t really control that, but if you look at what Apple are looking to deliver to their consumers, then you can kind of help that process along. We’re always conscious of aligning what we’re doing with where we believe the iOS brand is headed, or what kind of features they’re bringing in.

“One of the major things people can do is to support features that are new on iOS,” Killen continues. “iCloud just came out fairly recently, for example, and so a whole bunch of games added iCloud support, and because of that Apple were likely to pick them up. It’s about embracing those features that Apple want to push. But then, what Apple want to do is give people a really nice experience, so making a really awesome, polished game that will get noticed by Apple, that’s always going to be the crux of it.”

“Something like a Ski Safari,” says Surprise Attack's Chris Wright, “got a lot of support from Apple, and that kickstarted it into the charts, and now it’s stayed there. And that’s because that game is incredibly addictive and really polished… not because they did a hell of a lot of advertising or PR activity around it.”

Morgan Jaffit, whose studio created the game, agrees. “Ski was super, super polished which helped a great deal.  Brendan [Watts, Defiant game designer] really understands gameplay, and is probably the best gameplay programmer I've ever met.  The game was finished for months with him just focusing on polishing it up and improving the user experience until it was great.  I think people understand that when they play, even if they can't articulate why they're enjoying it.  It's also got a lot of character and is a really forgiving experience.  All told, the package is something that has really worked for people.”

Higher and higher quality bars

In 2012, however, even a super-polished and playable title isn’t always enough to be noticed by the digital marketplace gatekeepers. The quality bar is incredibly high now. “In the early days of the App Store you could make a game in two months and put it up,” says Chris Wright. “Now the production values are getting so much higher, that people are spending more like four, five, six months to a year making a game, so the strategy of – get a game out, see if it works, if it doesn’t, make another one – is becoming increasingly hard for people to do. I mean, if you have a look at some of the games that are coming through now, these are [AUD] $200,000 or [AUD] $300,000 games that are being made, whereas in the early days you’re talking about [AUD] $10,000 or [AUD] $15,000 games being made. So it’s tough.

“It’s really hard to be certain about the market you’re operating in,” Wright continues, “because it is so crowded and there are so few things you can do to really push your game up, so it becomes about the product and taking that shot. A lot of the work we’re trying to do is for the studios that are trying to build a sustainable business, is trying to help them work out – okay, how do I make a game that’s going to work in that market? If it’s not free-to-play it at least has to have some good in-app purchase, so when we get somebody into the game there’s a chance that they might give us a bit more money.”

The latter approach has certainly worked for Uppercut GamesEpoch, even if it was a late addition. “We actually shipped without in-app purchase,” says Uppercut’s Andrew James. “We put it in about three months after we released, and found that that generates a significant amount of our revenue, even though it’s still a paid title. There are people who want to get the stuff without playing it for as long as you might need to, or just want to buy their way straight to the top tier of items. Even on a paid title it’s a significant revenue boost.”

Uppercut is still largely focused on Epoch, ten months on from launch.

Organic business models

Epona Schweer, the head of the Sydney chapter of the International Game Developers Association (IGDA), believes the key to indie success is founded in identifying gaps in the market paired with strong community activity. “If I know the niche market that I’m making a game for,” Schweer tells us, “I’m going to find them online, join those forums, join those groups, go to those meet-up groups, connect with my customers directly, and just start creating content for them directly, because they’re the people who are going to value it. That’s the blogging model and that’s the Etsy model, and that’s the online, start-up creative business model for everyone outside the games industry, and that works really well.”

This approach, Schweer believes, helps indies avoid competing within a completely saturated market. “Think of it in terms of evolution,” she says. “You’ve got a finite resource, and our finite resource right now is players’ time. You’ve got these huge, incredibly well-evolved predators who currently have most communities covered… If you were a new entrant into this particular ecosystem, the only way to go after what they’re going after is to do it better than them, and they’ve got more time, more money and more people than you.”

Instead of competing, Schweer says, find the players who are being ignored by the big predators servicing the existing genres/communities. “There’s still a lot of player time out there that’s not being satisfied,” she says. “Start with the players who don’t have the games they want to play. Start satisfying them… don’t start doing what other folks with more money and time are already doing really well. Start by taking care of players. Because you can take care of a player out there who’s being ignored by other developers, just because of the weird bundle of skills, interests and things that you’ve picked up over your life.

“An example of this is Tin Man Games,” Schweer continues. “They’re doing Gamebook Adventures. They started with sort of a classic iOS game and it flopped a bit, like most indie studios. And then they sat down and said, well, what kind of games do we actually want to have exist that don’t exist yet? Choose Your Own Adventure! They loved that… and they’re like – we reckon there’s people out there who also want that old school Choose Your Own Adventure thing, and they’re now grown up and they’re making some cash, and they’re sitting on trains, and they have iPads, but they don’t have games to play. And sure enough, they found them. They found these guys on forums, and they found these guys online and at PAX, and they started making books… for them. And they’re growing! The success was really small at first, but now they’re getting more writers and more folks and becoming a publishing house for Choose Your Own Adventure games! They found that group of players that were being totally underserved.”

“The commonalities amongst all the successful indie stories,” Schweer tells us, “is they all had a business model that didn’t exist yet. Notch didn’t go out and say – alpha funding’s really popular, I’m going to do that. The business model sort of grew… if you’re hooked in with your fans from really early days like that, they’re going to help you… the business models will grow out of that seed that is the new experiences that you’re going to create, which I think is really interesting.”

Notch didn't go out and say 'I need to give people a way to build enormous shrines to Pokemon.' Or did he? (Image from bluecarseat on Deviant Art.)

Government funding and the question of Kickstarter

Of course, for indies hoping to make games full time, there’s also the question of seed funding. Even for the smallest teams, there are expenses that need to be managed. How do indie studios bankroll their business? What should the role of governments be in supporting and fostering this scene? Can the likes of Kickstarter provide a source of funding for unknown studios? Do we need more indie incubator programs?

In the case of the Australian scene, there are a number of avenues for indies to get financial support, either small, one-off contributions to help defray the expense of attending conferences like GDC or PAX, or a stipend to pay for bare essentials as a team gets up and running. This is by no means something that can be relied upon, however, and in fact, Film Victoria, which had hitherto been instrumental in supporting independent development, has recently had its funding cut.

So what other options are there? One of the biggest success stories of 2012 has been Kickstarter funding, and a number of high profile projects have raised a great deal of capital. One has to wonder, however, just how hard it is for teams that aren’t pitching a revolutionary idea or involved with well-known games or developers to make an impact via Kickstarter. Is it viable for everyone? In many ways, it comes back to the issue of discovery.

“Kickstarter, just like the App Store, Steam etc – is going to be predisposed to benefiting those that are already established, like Double Fine etc,” Surprise Attack’s Chris Wright tells us. “This is just because they already have a reputation and resources. So their existing fan base can be mobilised and media are happy to write about the projects.

“However, these more open platforms also have the ability to lift people out of obscurity and into the spotlight if they have amazing ideas. The Pebble Watch is a good example. I think Kickstarter is an amazing platform for indie devs,” he continues. “They can raise significant amounts of funding – certainly the same size or greater than the government grants available to them - and also build an engaged fan base along the way to launch.

“But just like the App Store, it's not as simple as you put a project up and it gets funded. Access to the funding market doesn't mean you get funding, just like access to a distribution channel doesn't mean people will buy your game.”

It definitely helps if you're this dude. (The guy on the right.)

There are other factors to consider when going with Kickstarter too. “When you create a campaign on Kickstarter you need to have solved many elements of your concept already,” says Simon Joslin of The Voxel Agents. “It's almost like selling the game as if it already exists, which is akin to the publisher model where you have already determined the unique selling points of your gameplay, theme and marketing. I imagine that… you have less room to move with your ideas as your funding community is expecting what you initially sold them. If you want to change it drastically you may accidentally remove what your community was initially sold on.

“The way we're built at the moment doesn't work with Kickstarter or publishers because our ethos is built around discovering ideas in the process of game development itself,” he continues. “We discover what we're making as we make it. It's a highly adaptive process, with many iterations around a single idea. Another factor for us is that certain types of games are best kept secret until launch day. I don't think the early concepts of Train Conductor, Fruit Ninja or Draw Something should have been made public until they were finished games. We're working on two games at the moment I wouldn't share openly. They are brilliant in their simplicity, and therefore easy to replicate.

“While it might not be for us, many studios are currently making excellent use of Kickstarter funding and if you're configured in the right way, it could be absolutely perfect for you. Highly visual games, narrative driven games, or anything crowd sourced are well suited for Kickstarter. Of course being famous would also make you a good fit for it too.”

Timing is key too. “When we've been working on Kickstarter projects for studios we've really struggled to get much coverage,” says Chris Wright. “We actually advise clients to announce their games first and start building some momentum before they try to raise money via Kickstarter.”

Nothing, then, is simple when it comes to the indie scene. But the fact that there are more questions than answers, that this a bold new frontier, and that - while not everyone will make it - those that do have the potential to find not only success, but to change the fabric of the industry as a whole, well, that's pretty damn exciting, right?

Cam Shea is the senior editor at IGN Australia. You can follow him here on IGN. Like the AU team's style? Why not join our Facebook community and follow us on Twitter


Source : feeds[dot]ign[dot]com

Senin, 03 September 2012

Kick-Ass 2: Balls to the Wall director Jeff Wadlow sent out a tweet recently that may confirm what we've suspected for a while; that The Mask and Batman Forever actor Jim Carrey is joining the cast of the comic book sequel as 'The Colonel.'

The tweet reads: "6 days till we start shooting... and we officially have our Colonel. Alrighty f'n then!"

While he does not explicitly name Carrey, Wadlow uses the catch-phrase the comic actor made popular in the Ace Ventura: Pet Detective movies.

As we previously reported, The Colonel will be a key supporting role in the sequel. "He helps galvanize the team of misfit super heroes assembled to fight evil," quoted Wadlow to Deadline. The site stated that Carrey was being wooed for the project back in August.

With reference to the Kick-Ass comics, "The Colonel" could be Colonel Stars, whose alter-ego is Sal Bertolinni, a former mob soldier-turned-born again Christian superhero.

Original cast members Aaron Johnson, Chloe Grace Moretz, Christopher Mintz-Plasse, and Nicolas Cage are all set to return for the sequel, with shooting starting in a few days. Stay tuned for any further updates.


Source : feeds[dot]ign[dot]com

Kick-Ass 2: Balls to the Wall director Jeff Wadlow sent out a tweet recently that may confirm what we've suspected for a while; that The Mask and Batman Forever actor Jim Carrey is joining the cast of the comic book sequel as 'The Colonel.'

The tweet reads: "6 days till we start shooting... and we officially have our Colonel. Alrighty f'n then!"

While he does not explicitly name Carrey, Wadlow uses the catch-phrase the comic actor made popular in the Ace Ventura: Pet Detective movies.

As we previously reported, The Colonel will be a key supporting role in the sequel. "He helps galvanize the team of misfit super heroes assembled to fight evil," quoted Wadlow to Deadline. The site stated that Carrey was being wooed for the project back in August.

With reference to the Kick-Ass comics, "The Colonel" could be Colonel Stars, whose alter-ego is Sal Bertolinni, a former mob soldier-turned-born again Christian superhero.

Original cast members Aaron Johnson, Chloe Grace Moretz, Christopher Mintz-Plasse, and Nicolas Cage are all set to return for the sequel, with shooting starting in a few days. Stay tuned for any further updates.


Source : feeds[dot]ign[dot]com

Actor Michael Clarke Duncan, of The Green Mile and Armageddon fame, died Monday morning after suffering complications after a heart attack. He was 54.

According to a statement issued by a representative for Duncan's fiancee, TV personality Rev. Omarosa Manigault, Duncan "never fully recovered" from the myocardial infarction he suffered in July. He remained hospitalized at a Los Angeles hospital until his death.

Duncan began his Hollywood career as a security guard for the likes of superstars Will Smith, Jamie Foxx and Notorious B.I.G. He landed his first significant Hollywood role as Bear in 1998's sci-fi blockbuster Armageddon, but he is best remembered as John Coffey in the 1999 drama The Green Mile, a breakout performance for which he was nominated for an Academy Award and a Golden Globe. He subsequently had notable parts in The Whole Nine Yards, Brother Bear, Planet of the Apes, Sin City and Daredevil, amongst others.

Duncan also made a number of television appearances in high profile shows such as Bones, Chuck, and Two and a Half Men. He most recently appeared on The Finder on the Fox Network.

Standing at around 6 foot 5 inches and possessing a rich, deep voice, Clarke was a magnetic presence onscreen. He will be missed.


Source : feeds[dot]ign[dot]com

Actor Michael Clarke Duncan, of The Green Mile and Armageddon fame, died Monday morning after suffering complications after a heart attack. He was 54.

According to a statement issued by a representative for Duncan's fiancee, TV personality Rev. Omarosa Manigault, Duncan "never fully recovered" from the myocardial infarction he suffered in July. He remained hospitalized at a Los Angeles hospital until his death.

Duncan began his Hollywood career as a security guard for the likes of superstars Will Smith, Jamie Foxx and Notorious B.I.G. He landed his first significant Hollywood role as Bear in 1998's sci-fi blockbuster Armageddon, but he is best remembered as John Coffey in the 1999 drama The Green Mile, a breakout performance for which he was nominated for an Academy Award and a Golden Globe. He subsequently had notable parts in The Whole Nine Yards, Brother Bear, Planet of the Apes, Sin City and Daredevil, amongst others.

Duncan also made a number of television appearances in high profile shows such as Bones, Chuck, and Two and a Half Men. He most recently appeared on The Finder on the Fox Network.

Standing at around 6 foot 5 inches and possessing a rich, deep voice, Clarke was a magnetic presence onscreen. He will be missed.


Source : feeds[dot]ign[dot]com

A job listing on Valve’s site confirms that the company will begin developing hardware. A listing for an industrial designer says “Valve is traditionally a software company. Open platforms like the PC and Mac are important to us, as they enable us and our partners to have a robust and direct relationship with customers. We’re frustrated by the lack of innovation in the computer hardware space though, so we’re jumping in.”

The post continues, adding that Valve is interested in creating new user experiences. “Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years,” it says. “There’s a real void in the marketplace, and opportunities to create compelling user experiences are being overlooked.”

The post specifies that the position will add “expertise in product design and manufacturing, ergonomics, usability, aesthetics, and surfacing.” Candidates are also expected to have “6+ years of professional experience shipping world-class, high-tech hardware products” and “a thorough understanding of product design principles.”

Speculation about Valve’s entry into the hardware market has been flying since March, when rumors suggested Valve was working on a Steam Box console. Valve later debunked the rumors, commenting that the world is “a long way from Valve shipping out any sort of hardware.” Later, a listing for an electronics engineer to work on "platform hardware" emerged, as well as a blog post discussing wearable computing.

We’ve reached out to Valve for comment about the job listing and will update with any additional information we receive.

Thanks to CVG for the heads up.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : feeds[dot]ign[dot]com

A job listing on Valve’s site confirms that the company will begin developing hardware. A listing for an industrial designer says “Valve is traditionally a software company. Open platforms like the PC and Mac are important to us, as they enable us and our partners to have a robust and direct relationship with customers. We’re frustrated by the lack of innovation in the computer hardware space though, so we’re jumping in.”

The post continues, adding that Valve is interested in creating new user experiences. “Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years,” it says. “There’s a real void in the marketplace, and opportunities to create compelling user experiences are being overlooked.”

The post specifies that the position will add “expertise in product design and manufacturing, ergonomics, usability, aesthetics, and surfacing.” Candidates are also expected to have “6+ years of professional experience shipping world-class, high-tech hardware products” and “a thorough understanding of product design principles.”

Speculation about Valve’s entry into the hardware market has been flying since March, when rumors suggested Valve was working on a Steam Box console. Valve later debunked the rumors, commenting that the world is “a long way from Valve shipping out any sort of hardware.” Later, a listing for an electronics engineer to work on "platform hardware" emerged, as well as a blog post discussing wearable computing.

We’ve reached out to Valve for comment about the job listing and will update with any additional information we receive.

Thanks to CVG for the heads up.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : feeds[dot]ign[dot]com

Like many nerdy young men, I’ve sometimes wondered if I could have made it in the days of the samurai. Sadly, not being born in Japan hundreds of years ago got in the way of that dream. But in Way of the Samurai 4, players can find out how they would have fared walking the world as a lone samurai warrior. Way of the Samurai 4 is a download-only open world action game for the PlayStation Network that allows the player to explore their morality or dark desires in the uncommon setting of a small Japanese village under constant conflict.

Caught between a militant government, xenophobic nationalists and a foreign body eager for expansion, you take on the role of a Japanese ronin in the year 1853. As a nameless and masterless samurai, you journey into a small township where these three factions stand at odds. It’s the decisions that you make, the missions you accept and the success you have that determine your samurai’s fate.

Right off the bat, you get dropped into a series of combat scenarios and are quickly forced to make a choice about the path your character will take. Everything seems cut and dry as you’re presented with the opportunity to save a small and delicate looking young woman from a gang of rebels. The woman is a British ambassador who has come to the small town in hopes of establishing a trade relationship while the rebels are trying to repel the outsiders from influencing their home. You can be the "good guy" and save the girl, fighting alongside the Shogunate's constables, or take the "evil path" and take a stand against local law enforcement. As you progress, you can stick to one path, try to play all sides or skip the story missions of the three factions all together and just explore the side missions of the open world.

As I explored the story, things got creepy in a hurry. Saving the ambassador unknowingly led my samurai towards a relationship with the young woman... who appears to be around 14 years old. In other playthroughs, I was disturbed to find out the fetish-like love of torture of the Shogunate and his three daughters who run the town. Even though the timetable for the game's story revolves around only a few days, there was more than enough time to find out some very disturbing things about the people of this small town before culminating in a three-round fighting tournament to end my adventure. Each different combination of decisions and allegiances I made lead me on a path to one of the game's ten endings.

Because of the short length of the story -- ranging between two to four hours depending on how many missions you choose to take on -- multiple playthroughs are encouraged using "Proof of Life." The "Proof of Life" concept is an interesting take on the New Game+ option seen in many action games. Instead of just carrying over your previously-established character, the world around you adapts. Choosing a lawless lifestyle where killing constables was common practice leads to an increased presence of law enforcement in the following playthrough. And having an inventory of my own previous character's items to turn to after the first battle of the new playthrough was a welcome surprise. Additionally, points are awarded after each playthrough that can be used to unlock different visual changes for each new game.

In addition to the game's combat based story missions, there are some other diversions, like playing cards in the gambling den or attempting the act of night crawling. Night crawling helped provide me with one of the most uncomfortable moments I have experienced in gaming, even more than seeing the Shogunate's torture room. After meeting a woman in the day time, I needed to sneak into her home and make it into her room without being caught, subsequently jumping in bed with her in an attempt to get lucky. It might be that the intended humor of the situation is lost in translation because of differences in Japanese and Western humor, what with the disturbing choice of sound effects and animations that resembled a horny teenager jumping in to bed in hopes of losing their virginity. Thankfully, you never have to see the action once you complete the minigame challenge associated with it.

The most disappointing aspect of Way of the Samurai 4 is that combat isn't very fun. I had hoped that running around a Japanese village with a sword and an appetite for mayhem would be the most promising aspect of the game, but sadly, this wasn't the case. To win a battle, you have to launch a constant barrage of attacks against an opponent to prevent them from having the time to recover health. Aside from the unusual nuisance of enemies being able to recover from stab wounds so quickly in the heat of battle, this nonstop attack method will result in fatigue that causes reduced damage from the player's attacks and quicker decay on their weapons. This ends up becoming fairly frustrating early on in your career, when your number of different attacks is still very limited and you don't have enough money to purchase many extra weapons or the items that can help them last longer. If you get caught in a battle against multiple opponents and don't have enough weapons in your stash or vitality-increasing items, things can be over before they even begin.

Sadly, the game’s missions don't offer much in the way of variety. Most scenarios revolve around meeting up with an NPC, finding the cause of some conflict and arriving just in time for a small battle. This scenario gets repeated with varying degrees of difficulty, but with the combat not being very fun, the missions get old fast.

Visually, Way of the Samurai 4 didn't do much to excite me. Even though I was able to unlock more customizable parts for my character with each playthrough, nothing ended up being visually impressive. The character models are limited -- especially with facial animations and range of emotion -- and the animations don't flow smoothly together. The dated animations, on top of screen tearing and random frame rate drops, killed the game’s immersive qualities.

Way of the Samurai 4 can only be played with the original Japanese voice cast and English subtitles. While this works for the fans of the franchise, this likewise may deter new players from giving the game a chance, because there isn't an option for an English voice track. Also, the sometimes over the top voice acting makes some serious scenes unbelievable and gives the absurd scenes an even more extreme B-level samurai film feel. The music sometimes has the same problem where an uncomfortably cheerful tune will be playing over a tense encounter.


Source : feeds[dot]ign[dot]com

Like many nerdy young men, I’ve sometimes wondered if I could have made it in the days of the samurai. Sadly, not being born in Japan hundreds of years ago got in the way of that dream. But in Way of the Samurai 4, players can find out how they would have fared walking the world as a lone samurai warrior. Way of the Samurai 4 is a download-only open world action game for the PlayStation Network that allows the player to explore their morality or dark desires in the uncommon setting of a small Japanese village under constant conflict.

Caught between a militant government, xenophobic nationalists and a foreign body eager for expansion, you take on the role of a Japanese ronin in the year 1853. As a nameless and masterless samurai, you journey into a small township where these three factions stand at odds. It’s the decisions that you make, the missions you accept and the success you have that determine your samurai’s fate.

Right off the bat, you get dropped into a series of combat scenarios and are quickly forced to make a choice about the path your character will take. Everything seems cut and dry as you’re presented with the opportunity to save a small and delicate looking young woman from a gang of rebels. The woman is a British ambassador who has come to the small town in hopes of establishing a trade relationship while the rebels are trying to repel the outsiders from influencing their home. You can be the "good guy" and save the girl, fighting alongside the Shogunate's constables, or take the "evil path" and take a stand against local law enforcement. As you progress, you can stick to one path, try to play all sides or skip the story missions of the three factions all together and just explore the side missions of the open world.

As I explored the story, things got creepy in a hurry. Saving the ambassador unknowingly led my samurai towards a relationship with the young woman... who appears to be around 14 years old. In other playthroughs, I was disturbed to find out the fetish-like love of torture of the Shogunate and his three daughters who run the town. Even though the timetable for the game's story revolves around only a few days, there was more than enough time to find out some very disturbing things about the people of this small town before culminating in a three-round fighting tournament to end my adventure. Each different combination of decisions and allegiances I made lead me on a path to one of the game's ten endings.

Because of the short length of the story -- ranging between two to four hours depending on how many missions you choose to take on -- multiple playthroughs are encouraged using "Proof of Life." The "Proof of Life" concept is an interesting take on the New Game+ option seen in many action games. Instead of just carrying over your previously-established character, the world around you adapts. Choosing a lawless lifestyle where killing constables was common practice leads to an increased presence of law enforcement in the following playthrough. And having an inventory of my own previous character's items to turn to after the first battle of the new playthrough was a welcome surprise. Additionally, points are awarded after each playthrough that can be used to unlock different visual changes for each new game.

In addition to the game's combat based story missions, there are some other diversions, like playing cards in the gambling den or attempting the act of night crawling. Night crawling helped provide me with one of the most uncomfortable moments I have experienced in gaming, even more than seeing the Shogunate's torture room. After meeting a woman in the day time, I needed to sneak into her home and make it into her room without being caught, subsequently jumping in bed with her in an attempt to get lucky. It might be that the intended humor of the situation is lost in translation because of differences in Japanese and Western humor, what with the disturbing choice of sound effects and animations that resembled a horny teenager jumping in to bed in hopes of losing their virginity. Thankfully, you never have to see the action once you complete the minigame challenge associated with it.

The most disappointing aspect of Way of the Samurai 4 is that combat isn't very fun. I had hoped that running around a Japanese village with a sword and an appetite for mayhem would be the most promising aspect of the game, but sadly, this wasn't the case. To win a battle, you have to launch a constant barrage of attacks against an opponent to prevent them from having the time to recover health. Aside from the unusual nuisance of enemies being able to recover from stab wounds so quickly in the heat of battle, this nonstop attack method will result in fatigue that causes reduced damage from the player's attacks and quicker decay on their weapons. This ends up becoming fairly frustrating early on in your career, when your number of different attacks is still very limited and you don't have enough money to purchase many extra weapons or the items that can help them last longer. If you get caught in a battle against multiple opponents and don't have enough weapons in your stash or vitality-increasing items, things can be over before they even begin.

Sadly, the game’s missions don't offer much in the way of variety. Most scenarios revolve around meeting up with an NPC, finding the cause of some conflict and arriving just in time for a small battle. This scenario gets repeated with varying degrees of difficulty, but with the combat not being very fun, the missions get old fast.

Visually, Way of the Samurai 4 didn't do much to excite me. Even though I was able to unlock more customizable parts for my character with each playthrough, nothing ended up being visually impressive. The character models are limited -- especially with facial animations and range of emotion -- and the animations don't flow smoothly together. The dated animations, on top of screen tearing and random frame rate drops, killed the game’s immersive qualities.

Way of the Samurai 4 can only be played with the original Japanese voice cast and English subtitles. While this works for the fans of the franchise, this likewise may deter new players from giving the game a chance, because there isn't an option for an English voice track. Also, the sometimes over the top voice acting makes some serious scenes unbelievable and gives the absurd scenes an even more extreme B-level samurai film feel. The music sometimes has the same problem where an uncomfortably cheerful tune will be playing over a tense encounter.


Source : feeds[dot]ign[dot]com

The worst news at this Labor Day weekend's domestic box office was for The Oogieloves in the Big Balloon Adventure, featuring Toni Braxton, Christopher Lloyd, Chazz Palminteri, Cary Elwes, Jaime Pressly and Cloris Leachman.

The $20 million film opened in 2,160 theaters earning just $448,000 or a mere $207 per theater average, making it the new worst ever wide release opening. Yes, even worse than Creature or Delgo.

Behold the brightly colored, smiling faces of abject failure:

The Oogieloves in the Big Balloon Adventure comes from Kenn Viselman, who, as the publicity materials proclaimed, is "the marketing visionary" behind The Teletubbies and Thomas the Tank Engine & Friends.

Viselman, who heavily promoted the film to exhibitors at this past spring's CinemaCon, doesn't see his film's record poor showing as a bad thing. "This was never about box office,” said Viselman in an interview with TheWrap. “It was about exposure. We’ve now got the notoriety we were trying to get for weeks before the film opened. ... The attention we’re getting as a result of this is going to help our video on demand and DVD campaigns, and it’s going to help the next films, whether they’re theatrical releases or video."

Spoken like a true producer!


Source : feeds[dot]ign[dot]com

The worst news at this Labor Day weekend's domestic box office was for The Oogieloves in the Big Balloon Adventure, featuring Toni Braxton, Christopher Lloyd, Chazz Palminteri, Cary Elwes, Jaime Pressly and Cloris Leachman.

The $20 million film opened in 2,160 theaters earning just $448,000 or a mere $207 per theater average, making it the new worst ever wide release opening. Yes, even worse than Creature or Delgo.

Behold the brightly colored, smiling faces of abject failure:

The Oogieloves in the Big Balloon Adventure comes from Kenn Viselman, who, as the publicity materials proclaimed, is "the marketing visionary" behind The Teletubbies and Thomas the Tank Engine & Friends.

Viselman, who heavily promoted the film to exhibitors at this past spring's CinemaCon, doesn't see his film's record poor showing as a bad thing. "This was never about box office,” said Viselman in an interview with TheWrap. “It was about exposure. We’ve now got the notoriety we were trying to get for weeks before the film opened. ... The attention we’re getting as a result of this is going to help our video on demand and DVD campaigns, and it’s going to help the next films, whether they’re theatrical releases or video."

Spoken like a true producer!


Source : feeds[dot]ign[dot]com

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