<![CDATA[Kotaku: Commentary]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Commentary]]> http://kotaku.com/tag/commentary http://kotaku.com/tag/commentary <![CDATA[ War for Profit in MGS4 ]]> Plenty of high praise has flowed to Metal Gear Solid 4, but N'Gai Croal offers a different take in his latest posting over on Level Up. The game, like others, makes timely use of Private Military Corporations (read: mercenaries) to create an environment players want to explore and a story they want to advance. But MGS4's true point lies in its "war economy," which governs or responds to the choices made by players.

Any game must "radically simplify complex systems," and MGS4's gun-launderer character, and fluctuating price of unlockable weapons and equipment does just that as a representation of a mercenary economy. And that, N'Gai reasons, makes a statement about the inherent amorality of war fought for profit just as much as cutscene dialogue, no matter how well written, where gamers are most conditioned to look for what was on the game creator's mind.

That's not to say MGS4 now goes into a pantheon of great allegorical commentaries on war and greed. It's a video game, so whatever message comes out is necessarily refracted through your experience of playing it. And it is a hell of a lot of fun. But N'Gai's point is that the "war economy" with which you, as Snake, must do business make it thought provoking, in addition to being an entertaining game at the top of its genre.


I Need a Hero, for Hire
[Level Up]

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Sun, 08 Jun 2008 10:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5014347&view=rss&microfeed=true
<![CDATA[ Exclusive Reviews: Ethically Troubling? ]]> ignGTA.jpgVariety's Ben Fritz thinks so. Provoked by IGN's 10/10 rating of Grand Theft Auto IV, he draws a line that seems to connect "exclusive" first-crack reviews of games and superior, almost historic ratings (as is the case in GTA IV.)

For example, Game Informer gave Mass Effect a near-perfect 9.75 out of 10, while citing many problems that might otherwise lead to a lower score (and the fact Ben himself doesn't think it even comes close, but never mind that.) Without passing judgment on GTA IVs 10/10ness, he thinks that exclusive reviews are "ethically troubling" at minimum.

"But how can we trust a videogame review when the outlet running it has been given a major commercial favor — one that's worth money — from the publisher of the game? You never see a paper or TV station getting special access from a movie studio or TV network or book publisher to run an "exclusive review." Imagine the L.A. Times or Roger Ebert touting their "exclusive review of 'Iron Man.'" Absurd, right? So why do we tolerate it for a videogame?"
For the record, Ben says he never labels a review exclusive. Neither do we.

Exclusive Reviews are Ethically Troubling [The Cut Scene]

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Sun, 27 Apr 2008 17:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=384477&view=rss&microfeed=true
<![CDATA[ The Cake Goes To Portal's Commentary ]]> cakefl3.jpgThe best part of Orange Box's Portal is, without a doubt, playing it. But the optional developer commentary comes in a close second. For those of you who've played the game but not taken the time to walk through the levels and click on the cleanly-interfaced word bubbles, we urge you to. Consider it the equivalent of a DVD commentary, but with the directors explaining how they subtly manipulated your perception instead of some actor's coke habit. You'll feel like the luckiest lab rat in town. But Portal got us wondering, why don't more games include commentaries?

If the industry wants to upsell us with special limited editions, why not look beyond the Master Chief helmets and DVD documentaries? The same goes for DLC. Why limit the imagination to strategical tactics and bonus missions when content can be offered to enhance a gamer's appreciation of what they already have...requiring less of an investment on everyone's part?

So studios, if you are listening, we want more commentaries. Let us know what geniuses you are, the impetus behind every little spec of bloom lighting. Because while the 10-minute documentaries are nice, why not exploit the interactive model that you already do so well?


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Wed, 07 Nov 2007 13:40:22 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=320124&view=rss&microfeed=true
<![CDATA[ GalCiv 2: An Epic Battle ]]> deathcrab.jpg

The Bongolian Deathcrab. The USS You Are All So Boned. 17 days of Galactic Civilizations II, and a really, really funny (if longish) running commentary to go with it.

Us Spectres have 12 billion people on every planet, and our nymphomania means we recouperate losses quickly, but the scale of the onslaught was such that we still lost one or two planets. So when it came to the fun part - designing my capital-class super battleship to use all the best technology in the universe, I was angry.

This is how, by the end of the half-hour design process, I ended up with a ship that is too wide to fit on the screen.

GalCiv 2 War Report: One small step for space aliens, no steps at all for man in pants [PC Gamer Magazine via Joystiq]

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Sat, 19 May 2007 15:30:33 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=261891&view=rss&microfeed=true
<![CDATA[ Uwe Boll's Alone In The Dark Commentary ]]>

What more could we possibly add? Although Uwe's right: Tara Reid does look intelligent with those glasses!

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Tue, 06 Jun 2006 01:00:25 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=178422&view=rss&microfeed=true
<![CDATA[ Half-Life 2: Episode 1 Preloading Soon ]]> Half-Life 2: Episode 1 preloads are right around the corner. From Valve themselves:

Meanwhile, here at Valve, we're frantically trying to put the finishing touches on Episode One for preloading to begin May 1st. The past couple of days have been spent with the team adding commentary tracks. Hopefully it will be interesting for people to gain some insight into our development processes. It's pretty hectic around the office, but it is always a lot of fun to be so close to shipping

We're sort of intrigued by the concept of game commentary tracks... it's a great lift from DVDs and one we'd like to see on a lot more games. Pop on God Mode, tick a Commentary check box and blaze your way through City 17, listening to the designers talk about the irradiated Bulgarian cities upon which it was based.

HL2: E1 Preloading Soon [Steam Powered]

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Tue, 18 Apr 2006 11:40:20 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=167881&view=rss&microfeed=true
<![CDATA[ Wait, What Does "Next-Gen" Exactly Mean? ]]> This is embarrassing. I don't know what "next-gen" refers to. Several times a week, I type those two little words into this website, and read it even more times. Yet, I'm clueless.

Dictionary.com defines "next-generation" as: pertaining to the next generation in a family; also, pertaining to the next stage of development or version of a product, service, or technology

The example sentence reads, "Programmers are now developing next-generation software." Vague, at best.

Of course, of course, it could refer to super-powerful consoles, millions of new gamers or even that monster HDTV Crecente's gonna buy. Yes, of course. That still explains jack.

Not sure if "the super powerful console" argument sells me. We're not leaping from Pong to PGR3 here, folks. Last I checked, neither the PS2 nor the original Xbox sported lame-o images. Heck, the GameCube looks fine by me.

No matter how slick the 360 is or the PS3 will, these systems are going to let folks down. They cannot live up to the image we've created—especially the PS3, which I am expecting to do my taxes and shit candy canes.

Contrary to popular belief, Microsoft did not invent the HDTV.

If we are using millions of new gamers to define "next-gen," then shouldn't next-gen have already started? Like when the NDS launched and oodles of middle-aged women in Japan started playing brain games. That is the future of video games: old ladies in Saitama and Seattle with touch pens. For the market to grow, it needs new customers, not just new consoles.

So what's next-gen? Got me, but I think it began sometime last fall.

Are We Really in the Next-Gen? [Kotaku]

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Tue, 10 Jan 2006 12:20:25 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=147583&view=rss&microfeed=true
<![CDATA[ Are We Really in the Next-Gen? ]]> confused.jpg

Keith Stuart of The Guardian wonders if all of this "Next Gen" talk is getting out of hand. After all, some of this year's biggest games Zelda, MGS4 and Vision Gran Turismo are all sequels to long-standing franchises. Stuart's not impressed.

Neither am I, frankly. However the direction that the games' market has gone (the rising costs of development) it makes risk-taking in game design far too financially taxing and forces developers who want to, and have the creative desire to do more, to work on sequels. Is there a way for developers to make the games they want to make and still have publishers be happy with the revenue? New IP rarely sells as well as established IP, but relying too hard on existing franchises isn't going to bring anything new and exciting to the table, either, is it? Any solutions from the Kotaku peanut gallery?

Love the New Consoles, Shame About the Games [The Guardian]

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Fri, 06 Jan 2006 12:40:05 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=147078&view=rss&microfeed=true
<![CDATA[ More Writers Wary of Plastic-y Graphics ]]> Jjportrait.jpg

Josh Korr, a games reviewer for the St. Petersburg Times echoes Clive Thompson's concerns with the Xbox 360 and its character models. They look so, well fake, in some cases. Korr calls it the Jar Jar effect, (citing the plastic appearance of the character in the Star Wars prequels as evidence). Korr points out that Binks lacked the "mass, physics and details of a living thing" and feels similarly about the Xbox 360's early characters. We've all seen Gears of War footage by now, those guys don't look plastic-y and their giant suits definitely have some weight to them. Remember, the original Xbox didn't really hit its stride visually until the last 50 percent of its lifecycle - we need to give the developers a little time to craft and create.

Thanks Chilly!

The Jar Jar Problem [St. Petersburg Times]
Monsters of Photorealism [Wired]

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Wed, 04 Jan 2006 10:40:29 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=146440&view=rss&microfeed=true
<![CDATA[ Five Trends from 2005 ]]> Over at Game Girl Advance they've published a year-end write-up of their own. There are no "game of the year" choices here. Instead, they choose to look at the biggest trends of '05. Their top five? "Sex and Games" (ooh, Hot Coffee, it burns), "Wireless Online Gaming", "There's Room for Both of Us" (the DS and PSP can coexist), "Console Indie Development" and Gamers Fight Back Against Critics.

Of those five, the most interesting might be the DS and PSP finding a strange harmony in your hands, or hip mailbag (are those still cool?). Because the two systems are so different in their software and function (i.e., the DS is starting to accumulate an excellent catalog of games, and the PSP is still, uh, really good at playing movies) both will be viable. I hope that 2006 sees the PSP software start to really develop.


The Five Biggest Trends of 2005 [Game Girl Advance]

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Fri, 30 Dec 2005 10:00:09 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=145904&view=rss&microfeed=true
<![CDATA[ The 12 Days of Gaming ]]> treez.gif

Tom Loftus put together the 12 Days of Gaming (totally not singable) over at MSNBC, and in addition to being a superb wrap up of the year in gaming, is also a pretty clever idea (I wish I'd thought of it). Here at Kotaku, we're not all "bah humbug," just Ashcraft - but I think it's the jet lag.

12 Days of Video Gaming [MSNBC]

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Thu, 22 Dec 2005 14:21:19 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=144819&view=rss&microfeed=true
<![CDATA[ K.K. Slider is Not the Mouthpiece for an Agenda ]]>

The New York Times tracked down Perrin Kaplan to talk to her about the mouthy K.K. Slider. Kaplan assures everyone that Animal Crossing's K.K. Slider does not have an anti-music industry agenda. "People can read a lot into a little," Kaplan said, "but musician K.K. Slider — a guitar-playing cartoon dog — is saying only that he's a free spirit who cannot be bought and sold for any amount of money." He's like Neil Young, I guess.

Social Commentary, or Just a Dog's Opinion [The New York Times]
Animal Crossing Blasts CD Companies

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Mon, 19 Dec 2005 14:00:39 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=144074&view=rss&microfeed=true
<![CDATA[ A Love Letter to Sega's Football Manager ]]> David Willis has a pretty descriptive look at Sega's Football Manager series and the addictions it creates over at Great Reporter. FYI, this isn't American Football, this is European Football, he's talking about - but reading the article it sounds like the same sort of obsession American men go through with their fantasy football teams. For those who haven't had a chance to play Football Manager the 2006 version is coming to both Xbox 360 and Sony's PSP this spring.

On the Cult of Sega Football Manager [Great Reporter]

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Mon, 28 Nov 2005 13:59:18 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=139697&view=rss&microfeed=true