<![CDATA[Kotaku: Boring]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Boring]]> http://kotaku.com/tag/boring http://kotaku.com/tag/boring <![CDATA[ Hulk Gameplay Trailer Fails To Excite ]]> Remember when I said Sega's upcoming The Incredible Hulk game should just be considered Ultimate Destruction 2? Upon seeing this trailer, I need to revise that statement just a tad. You should consider Sega's The Incredible Hulk an incredibly bland-looking Ultimate Destruction 2. Just goes to show how realism isn't always a good thing. How do you make a gigantic green bundle of fury battling robots and smashing cars look so amazingly boring? No preorder for you, The Incredible Hulk. ]]> Tue, 01 Apr 2008 11:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=374566&view=rss&microfeed=true <![CDATA[ Cellphone Gaming Down, Probably Not Out ]]> blockbreak.jpgWe all know cellphone games are near worthless, but apparently the mass market is starting to agree. Because a recent M:Metrics (research company) report shows that the number of cellphone subscribers playing games has peaked, plateauing at 5.7 million subscribers in December 2006 and dropping to 5.4 million by last June.

Whether or not the Google Phone will be good for gaming, I'm all for the industry's numbers dropping to -100 million bajillion until the entire medium improves. You know, like until Nintendo duct tapes a phone to the DS or something.

Games Once Again Slammed As Past Their Peak, But What Innovation Will Save The Industry?
[via vh1]

]]>
Mon, 05 Nov 2007 11:40:16 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=318908&view=rss&microfeed=true
<![CDATA[ Sega Rally Impressions ]]> I went to a Sega Booth tour that really was nothing more than the guy gesturing me towards their booth and then walking away. After looking around I realized that all of the games were in Japanese and the ones that weren't were already being covered by my colleagues so I went for the one game that was close and didn't have anyone mobbing it which turned out to be Sega Rally for the PS3.

While I love kart games, I've never been a big fan of "realistic" racing games. I like a little fantasy with my games, something that makes me forget that I live in the real world. But, I decided to put my reservations aside and take the game on it's own merits.

The track I tried out had an African Safari theme and the graphics were nice if not a little typical. It looked very real and the terrain physics were well done. As you raced around the track, your car would leave ruts in the dirt that would still be there when you came back around and would affect your driving. Tearing through puddles will cause you to slide around, but I would have loved to have seen some mud splashed on the screen for a little extra effect.

Three times around the track and it was over, leaving me feeling a little blase'. Overall it seemed like a pretty decently put together driving game but with nothing terribly new or spectacular to really make it stand out. Fans of the genre may enjoy it as another addition to their library, but if you weren't a fan before, I doubt Sega Rally will change your mind.

]]>
Fri, 21 Sep 2007 02:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=302227&view=rss&microfeed=true
<![CDATA[ Ian Bogost Doesn't (Really) Care About Industry Criticism ]]> stone_city.jpg Ian Bogost is the guy behind a lot of newsgames and training games - and has managed to attract enough attention thanks to some high profile partnerships that he'll be appearing on Comedy Central's The Colbert Report this coming Tuesday. He's also come under some hefty criticism from people both inside and outside the gaming industry - most recently, in a Slate article titled (in part) World of Borecraft. Bogost has already responded to the Slate article, but he digs a little deeper in a new Gamasutra piece that explains his reasoning for just not really caring what the more traditional forces in industry think. Namely, games aren't some monolithic construct that are either/or: either fun or educational, either fun or a total snoozefest, and dammit, there's room for all of them.

I love video games and I love the games industry, so I used to worry about this a lot. I wanted my games to find a home in the traditional commercial sector. I wanted to delight or impress my big league colleagues. I even thought that maybe one day my style of game would justify a place on the shelf next to their games. And maybe some day it will.

I still have nothing but respect for my more traditional industry colleagues, but I've stopped worrying about impressing the games industry and its pundits. Or at least, I've stopped worrying about impressing them first.

I gotta give a lot of these guys credit - defending a position gets old - so hopefully this issue will be put to bed for a while. Not every 'edutainment' game needs to aspire to Civilization, and a little more diversity in opinions and creativity rarely hurts.

Persuasive Games: How I Stopped Worrying About Gamers And Started Loving People Who Play Games [Gamasutra]

]]>
Sun, 05 Aug 2007 12:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=286132&view=rss&microfeed=true
<![CDATA[ Clip: How To Beat Donkey Kong ]]>

Game walkthroughs have been around since time immemorial. This clip comes from a 1982 video entitled How To Beat Home Video Games - Vol. 3 Arcade Quality for The Home by Vestron. Donkey Kong isn't a game I would think about needing a walkthrough for, but I suppose some people were really uncoordinated in the eighties. The description of the ColecoVision is hilarious, but the announcer manages to suck all the fun out of DK by his montone droning of instructions. And be sure to look for the invaluable tip at the end, I'm sure it's something you never thought of...

]]>
Sun, 10 Jun 2007 10:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=267543&view=rss&microfeed=true
<![CDATA[ Harvard Students Form Video Game Group, Still Don't Know How to Spell "F-U-N" ]]>

Harvard's new afterschool club called Harvard Interactive Media Group, or HIMG for short, is laying the groundwork for all of those Ivy League students to have the ability to communicate to each other the values and virtues of the gaming experience without the added benefit of, I don't know, playing the games with each other. Instead there's a lot of forum discussions on comparisons between games, art, and film, as well as relationships between gaming and real-world scenarios. It's riveting. Any club with a mission like this is bound win a lot of members:

(HIMG) bring(s) together Harvard students and professors with members of academic and professional communities beyond to explore the form and impact of interactive media.

It's a frat party without the beer and we all know how long those last.

PLUGGED IN [The Crimson via Joystiq]

]]>
Wed, 11 Apr 2007 12:40:00 MDT Kim Phu http://kotaku.com/index.php?op=postcommentfeed&postId=251326&view=rss&microfeed=true
<![CDATA[ The Most Boring Midnight Launch Ever ]]> Let's see, I've seen cars get vandalized, employees openly ridiculing campers. What could possibly top that?

Apparently not Wal-Mart. 6 systems, 6 rain checks, They had labeled chairs and police escorts for the lucky few. At first I thought the guy who told me that was just being informative, but I now I believe he was trying to deter me from killing him in the parking lot. It wasn't a system launch. It was like standing in line at the DMV, only a PS3 costs more and doesn't enable you to legally operate a vehicle.

Mission #2: Waiting in line is for suckers! Work for this three-named big cheese and never have to wait in line again. Like ever. Well, at least for one company's products...

]]>
Fri, 17 Nov 2006 01:40:42 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=215510&view=rss&microfeed=true
<![CDATA[ And They Were Called "Corpo Games" ]]>

The corporate world is about to get its game on. Newly founded TrainingPort Strategies plans to develop video games and sims for white collar workers. Company founder Joe Biglin says they'll;

help corporations improve employee skills and capabilities through the use of engaging educational experiences.

zzzzzzzzzzzzz.................

The "corpo video games" run the gamut of boards games to "fully customized, highly visual fidelity simulators." Heh, sounds like a blast! A step up from instructional videos, but way worse, because you are actually required to pay attention.

White Collar Games [QJ.Net]

]]>
Mon, 06 Nov 2006 05:22:33 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=212549&view=rss&microfeed=true
<![CDATA[ Clips: FFXII's NYC Borefest ]]>

I kinda felt sad when I heard that New York City was declaring today Final Fantasy XII day and that I wasn't going to be able to catch it... and then I saw the videos, they're almost as boring as the plot to most of the FF games.

If uninspired cosplay, politicians yammering on endlessly and lines of fanboys and girls alternately cooing over Square art and asking stupid questions, is your cup of tea, here's two heaping mouthfuls courtesy of The Software Pirates.

Happy Final Fantasy Days [The Software Pirates]

]]>
Wed, 11 Oct 2006 17:08:25 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=206960&view=rss&microfeed=true
<![CDATA[ Dullness Epitomized: Plug and Play Cricket ]]>

Here's something that's perfect for the UK and its former colonies. This plug-and-play cricket features realist bat and ball. Motion sensors detect the batsman's swings and the bowler's bowl. Apparently players must use the "proper" bowling motion for the action to register on the game. What's more, the motion-sensitive ball is outfitted with a directional pad and three buttons that dictate spin!

Confession: I hate cricket. And no, it's not because I am American or because I grew up on baseball. It's because any sport that goes on for days and can end in a tie is utterly insipid. That being said, indoor cricket I played years back in Australia was the bee's knees.

More Here [New Launches]

]]>
Tue, 08 Aug 2006 09:22:48 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=192642&view=rss&microfeed=true
<![CDATA[ Gentlemen, Start Your WhaAAAGH OH GAWD WHAT IS THAT?! ]]>

TITS AHOY! Do not click this unless you are in a T&A safe place, you dig?

Behold, the utterly nonsensical trailer for the new Jenna Jameson porn game. Jenna wakes up in the Matrix, blasts some truly shitty techno, and does the best impression of Elaine's infamous dance from Seinfeld that I have ever seen in a pornographic medium.

Florian assures me that her mammaries don't bounce in real life, either, and I think we can all take his word for it.

What's really weird is that Florian has that exact same pajama set. I kid you not.

]]>
Fri, 21 Jul 2006 20:20:24 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=189027&view=rss&microfeed=true
<![CDATA[ Juice Your Own Adventure ]]> Siliconera is dishing the goods (or maybe bads) on a Korean sorta-adventure-game called Muta Juice. Similar to anime Magical Shopping Arcade Abenobashi, Juice seems to consciously riff on anime clich s. Just hark on this overview from the article:

Anyone expecting the anime equivalent of Dragon's Lair will be sorely disappointed, but if you accept Muta Juice for what it is, it's a fun little story of a boy who drinks an alien liquid, turns into a giant robot, takes on an alien force and gets to choose which girl he falls in love with at the end.

So it's a mecha dating sim alien invasion mashup that plays like a Choose Your Own Adventure. With crappy graphics. Score!

(thanks SomethingAwful for the pic)

Read full review here, just for the amazing plot synopsis. [Siliconera]

]]>
Wed, 05 Jul 2006 21:15:09 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=185355&view=rss&microfeed=true
<![CDATA[ Video Clips Too Short To Be Boring ]]> Face it, reading is so 90s. Just becuase we can't quite pump content directly into your frontal lobes doesn't mean you have to wear our your eyes reading little wiggly symbols. Take a break from the tedium of literacy and give passive learning a try with some fancy video. Featuring both original and recommended content, Gawker Clips offers you the latest video clips from all our titles in one refreshingly context-free location!

Gawker Clips

]]>
Wed, 21 Jun 2006 11:00:40 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=182311&view=rss&microfeed=true
<![CDATA[ Gamers are Getting Older ]]> The Entertainment Software Association just released their latest update to their annual Essential Facts About the Computer and Video Game Industry. Nice title.

According to the Essential Facts About the Computer and Video Game Industry, or EFATCAVGI as I like to call it, the average age of gamers is now 33, or just two years younger than me. And the average age of the typical game purchaser is 40. Wait, does that mean that people are getting their older brothers to buy their games for them?

The industry sold 228.5 million games last year for a total of $7 billion and forty-two percent of Americans have purchased or plan to purchase one or more games in 2006.'

Hit the jump for more lid-drooping numbers. —Brian Crecente


Demographics: Sixty-nine percent of American heads of households play computer or video games. The average age of a game player is 33, while the average age of the most frequent game purchaser is 40. In 2005, twenty-five percent of game players were over the age of 50. The average adult gamer has played for 12 years. [1]
Game Content: Forty-nine percent of games sold in 2005 were rated "Everyone," while thirty-two percent were rated "Teen." Sixteen out of twenty of the best selling games were rated "E" or "T". [3] Eighty-nine percent of parents are present at the time their children purchase or rent games, and sixty-one percent believe games are a positive part of their children's lives. [2]
Parents and Games: Thirty-five percent of American parents play computer and video games. Among these gamer parents, eighty percent report playing video games with their children, and sixty-six percent say playing games has brought their families closer together. The typical gamer parent is 37 years old, and forty-seven percent of gamer parents are women. [2]
Online and Wireless Games: Forty-four percent of the most frequent gamers report playing games online, up from nineteen percent in 2000. Thirty-two percent of heads of households report playing games on wireless devices such as cell phones or PDA's, up from twenty percent in 2002. [1]
Industry Sales: The industry sold 228.5 million game units in 2005, for total sales of $7 billion. [3] Forty-two percent of Americans have purchased or plan to purchase one or more games in 2006. [1]

]]>
Wed, 17 May 2006 01:38:17 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=174251&view=rss&microfeed=true