<![CDATA[Kotaku: Concept]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Concept]]> http://kotaku.com/tag/concept http://kotaku.com/tag/concept <![CDATA[ Would You Buy This Portable 360? ]]> From the same guys who brought you the awful "2010" Wii comes a conceptual pipe-dream a little more...sensible. This unnamed Microsoft product takes a 360, shrinks it to handheld size, adds a Zune to it, smooshes their interfaces together then throws a phone in as well. Just for good measure. Looks nice, looks slim, but whoever thought it'd be a good idea to bring the 360's despicable d-pad along for the ride needs a short, sharp slap to the teeth.

Portable XBox 360/Zune Phone Fantasy is Exactly What Microsoft Should Make [Gizmodo]

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Thu, 26 Jun 2008 02:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5019776&view=rss&microfeed=true
<![CDATA[ You Got Iron Mans In My Incredible Hulk ]]> This interesting bit of concept art for Sega's The Incredible Hulk game just showed in my mailbox today. What do you suppose it means? You don't think that Hulkbuster Iron Man could make a cameo appearance in the game, do you? Probably just a coincidence. I mean, the Hulkbuster armor is appearing in the Iron Man game, so they're probably just using leftover artwork or something.

OMG Iron Man in the Hulk game!

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Mon, 14 Apr 2008 17:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=379687&view=rss&microfeed=true
<![CDATA[ Fable 2 - Dirty Prostitutes And Clean Frenchmen ]]> Behold the gorgeous ladies of the night of Fable 2! Which one would you pick, were you so inclined? I just can't decide. This little snippet of concept art accompanied an interesting post on the Fable 2 development blog that deals with an internal back-and-forth email about the lack of soap in the office. The reasons for the soap shortage were soon made chillingly clear.

Five days ago, in an unexpected terrorist attack, the entire shipment of liquid-soap for Europe was hijacked - hundreds of lorries diverted towards Paris and their contents spilled over French capital. The scenes were horrifying - millions of Frenchmen who hadn't washed in decades screaming as they were forcibly cleansed.
The U.S. is currently in talks with the French government to send relief dirty-up crews to the panic-stricken country. Hey now, it wasn't me, it was Lionhead!

Simon Says.... #3 [Fable 2 Development Blog] ]]>
Thu, 06 Mar 2008 09:59:11 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=364639&view=rss&microfeed=true
<![CDATA[ Bioshock 2 Wishful Concept Art ]]>

That Videogame Blog points out that concept artist Ben Mauro recently put up a nice collection of concept images for a "proposed sequel to BioShock."

Mauro told the site that these are just personal images he created for an art class he was taking. The assignment, he says, was to design a sequel for a video game or movie.

Too bad, because it's some pretty amazing stuff. I liked it so much I sent a link to Ken Levine to see what he thought. Haven't heard back yet.

It almost looks as if Mauro was thinking prequel when he did this art. Perhaps this shows the making of Rapture? Check out the link for images of his tram system.

Mid-Term Update... [Perpetual Motion, via That Videogame Blog]

BELLY_of_BEAST.jpg

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Mon, 03 Mar 2008 17:00:02 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=363200&view=rss&microfeed=true
<![CDATA[ Some LEGO Universe Concept Art ]]> After my chat with LEGO's Mark Hanson the other day about the upcoming LEGO Universe MMO, I was promised some concept art. Well the big day has arrived and I awoke this morning to find two nice little images in my mailbox. The email described them as being related to one of the first zones that players will encounter upon starting the game. Not much more info than that but there you have it. Make the jump to check out another shot!

legoU1.jpg

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Sat, 23 Feb 2008 13:00:00 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=359999&view=rss&microfeed=true
<![CDATA[ PSP Redesign Concept Longs For Reality ]]> The PSP Slim is alright, but it was a redesign that fell far short from standards we've seen from Nintendo. This PSP concept takes something I normally detest, sliders, and makes it practical. Hiding the buttons under the screen offers more visual real estate per pocket-filling inch. And if such a screen could tilt even 10 degrees for glare and support touch controls for a little on-screen QWERTY functionality, I'd throw by DS to the ground and stomp it with all my might. But alas, it's not a Sony design. Here's the open shot:

2257628900_77906cf29f_o-12.jpgHotness. But what's with those shoulder buttons?

Concept [flickr via PSPFanboy]

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Mon, 11 Feb 2008 13:20:45 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=355026&view=rss&microfeed=true
<![CDATA[ Warhammer Online Concept Art Aplenty ]]> The team handling press for EA Mythic's upcoming Warhammer: Age of Reckoning MMORPG don't believe in information trickling. Every month we get a fresh blast of concept art, screens, and information in one huge chunk. Rather than split them up or simply toss them all together into one large gallery, I went ahead and split them up into easily digestible nuggets. This month we get information and screens on two character classes: The Sorcerer / Sorceress and the Disciple of Kaine, as well as renders of the elven zone of Ellyrion, some renders from the next cinematic trailer, and concept art featuring the taverns and RVR keeps in the game. First up is the Sorcerers, Dark Elven magic users who utilize the powers of their will to harness incredible dark magics, though building up too much power can cause the magic to turn on the player, leaving them vulnerable to attack.

Next comes the Disciples of Kaine, an evil class that combines the close-up, dagger style of the classic rogue with the dark rites of Kaine, stealing their foes essence and offering it to their god in exchange for power. Sort of a mage thief, from the information provided. Sounds absolutely splendid.

Then we have the High Elven land of Ellyrion.

The vast, rolling plains and mild climate of Ellyrion make this inner kingdom the perfect breeding ground for the finest Elven steeds in all of Ulthuan. Great herds of these amazingly swift and graceful creatures roam the grasslands throughout the year, and are prized among the noble lords of the Phoenix King's court for their magnificent quality and majestic beauty.

And a look at the various taverns serving as home bases across the lands in the game...

Realm versus realm keeps factor heavily into the gigantic, ongoing RVR combat that the game hopes will draw in PVP players in droves.

And finally a quick trio of renders from the next cinematic trailer, coming soon to video game website near you, doubtlessly joined by another several dozen bits of concept art.

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Wed, 09 Jan 2008 13:40:50 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=342841&view=rss&microfeed=true
<![CDATA[ Fallout 3's Brotherhood Of Steel ]]> Emil Pagliarulo, lead designer at Bethesda on Fallout 3, has written a fairly lengthy profile on the famous Brotherhood of Steel, the technology worshiping knightly order that appeared in the first two games as well as Fallout Tactics: Brotherhood of Steel and Fallout: Brotherhood of Steel, both of which have pretty much been erased from cannon by all involved. Washington D.C. is host to a different Brotherhood of Steel, who have put aside their mandate to discover new technology in favor of a new idea - protecting human life. When the player comes into the picture he or she will discover the BoS to be a honorable and courageous faction barely making ends meet. Hit up the link below for the full story on the Brotherhood's new direction, or hit up the gallery below for some nifty BoS concept art.


Faction Profile - the Brotherhood of Steel
[Official Fallout Website] ]]>
Wed, 09 Jan 2008 11:20:10 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=342772&view=rss&microfeed=true
<![CDATA[ DS Concept Is Pure Fanboy Porn ]]> This DS concept by Gizmodo's Jesus Diaz/3D modeler Phil Nolan is absolutely in no way real, but I'm a bit in love nonetheless. Like two iPhones in the thralls of erotic embrace and spread wide enough for Larry Flynt, their lovechild is a gorgeous, two-tone DS that's not technically inconceivable for Nintendo to release next.

And I really do like the idea of a 16x9 screen on top (even if this image might not hit that scale perfectly, I can't tell). So what if games couldn't take advantage of the screen real estate, since movies and TV shows would look great. What do you think? Hot or not? Hit the jump for another shot.

3d-nintendo-ds2-front.jpgThat chrome DS symbol really seals the deal for me. Yes, I too can't believe that I just typed that last sentence. Hit the link for more shots.

Nintendo DS 2: the 3D Mock-Up Makes Us Drool Alien-Style
[gizmodo]

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Wed, 02 Jan 2008 13:20:59 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=339681&view=rss&microfeed=true
<![CDATA[ Finally, Tetris On A (Fake) Watch ]]> The good news about this watch, with Tetris built-in, is that it looks just as playable as its Pong-playing counterpart. The bad news? They don't exist. These Nixon branded concept watches were knocked up by French product designer Lysandre Follet and are shown animated form at the link below. Music is included for maximum authenticity.

Tetris Forever [via Gizmodo]

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Fri, 16 Nov 2007 15:40:22 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=323723&view=rss&microfeed=true
<![CDATA[ Original Fallout Concept Art ]]> In celebration of Fallout's upcoming 10th anniversary, the people at No Mutants Allowed have been putting up information every two days since 17 September. Today's nostalgic treat? Four pieces of concept art from the original. You can check out the other three here and can keep an eye on their other offerings at their 10th anniversary page. [Thanks 'Brother None']

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Sun, 23 Sep 2007 22:00:33 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=302783&view=rss&microfeed=true
<![CDATA[ Playstation Store Concept Should be Reality ]]> The PS Store is improving...slowly. But the interface leaves a lot to be desired, especially compared to the sleek layout of the XMB. This first image doesn't look all that impressive—but look what happens when you select the Featured tab:

eb3b19fb9115f83f80b8212da531de876g.jpgHorizontal scrolling allows you to check out different media easily within the current interface, taking advantage of the wide aspect ratio to fit numerous large preview images on the screen at once. And general navigation can be as quick and easy as XMB is now.
ae4e20fb78f09b22840e0af4ba7904256g.jpgPlus, the pain in the ass shopping cart interface has been simplified in scrollable icons.

I dread the day when I'll actually visit the PS Store on a regular basis. So go ahead Sony, rip off this design. It's OK if one designer's heart is broken for the good of many. Better yet, just hire him. And then you can sit around the bar, telling interface jokes at LIVE Marketplace's expense (or at least show your face in public).

The "New" (photoshopped) PS Store [ps3forums]
Thanks Gantz!

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Wed, 08 Aug 2007 11:40:58 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=287353&view=rss&microfeed=true
<![CDATA[ Guitar Hero DS Concept Rocks my Socks ]]> We're in love with this Guiter Hero DS concept. Sure, its tiny form will cause us carpal tunnel out the whazoo, but the rotating fretboard is a brilliant design to make hand held jamming a reality in a variety of play environments.

The only element we're not sold on is the whammy bar which, though coated with with rubber "to prevent screen damage," doesn't seem to work next to the strum bar. Activision, Harmonix, whoever-the-hell has the rights now—let's make it happen. But an FYI: as long as the fret buttons are in tact, I can just strum with the buttons. You know, if that will help or something.

Concept by Dan Moore.

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Mon, 06 Aug 2007 12:00:36 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=286427&view=rss&microfeed=true
<![CDATA[ Iron Man Concept Art ]]> Speaking of mishandling Marvel licenses, Sega has released this piece of Iron Man concept art (click for a larger version) from their upcoming game based off of Jon Favreau's Iron Man movie. Perfect for all of you out there that didn't know what Iron Man or tanks looked like. Thank goodness for concept artists. Stop the presses! I found another piece of Iron Man concept art I will post after the jump!

ironmanconceptme.jpgThere's even more out there! Do a Google search for Iron Man and you'll find thousands of pieces of Iron Man 'concept art.' Was this really necessary, Sega PR people? Just tell us that Iron Man will be fighting tanks and we'll fill in the rest in our heads. If you'd have sent this out as Iron Man Desktop Wallpaper I would have been much more forgiving.

On a related note, check out Superhero Hype! for a write-up of the preview trailer for the Iron Man movie shown at Comic Con yesterday. Much more exciting than crouching in front of tanks.

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Fri, 27 Jul 2007 09:20:17 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=283169&view=rss&microfeed=true
<![CDATA[ The Level Art Design of BioShock ]]> It's no secret that I am a BioShock junkie, taking in every drop of media from the game much like the genetically altered freaks of Rapture take in plasmids. One of the things I noticed when I did my hands on with it at E3 was just how amazingly beautiful everything was. I spent a fair amount of time just looking at everything and marveling at all the work that must have gone into that incredible amount of detail.

The Cult of Rapture has posted a small gallery of level sketches and concept art that eventually became the beautiful and tragic locales of BioShock. Ranging from pencil sketches to fully realized paintings, the six images are a great look for anyone interested in the artistic side of this "beyond your typical FPS" game.

BioShock Level Art Design [The Cult of Rapture

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Sat, 21 Jul 2007 13:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=281030&view=rss&microfeed=true
<![CDATA[ Fable 2 Concept Art ]]>
Lionhead Studios just put up a bunch of new concept art for their upcoming role-playing game about a man (or woman) and his (or her) dog. They even have a place where readers can leave feedback about the art.
Fable 2 Forums [Lionhead Studios]

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Mon, 02 Jul 2007 10:00:25 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=274254&view=rss&microfeed=true
<![CDATA[ The Art of Shadowrun, In Concept and Conception ]]> By: Mark Wilson

"We went to E3 with our most neutral environment, which was only meant to be neutral. We didn't have our lighting working right...the characters blended into the background, so we quickly learned our lesson on that and everything we've done is about making the characters come forward. " -Evan Hirsch, Art Director, FASA Studios

When I visited FASA a few months ago for an early look at Shadowrun, I talked for a long time to Art Director Evan Hirsch about E3—and more specifically the royal spanking that the game's graphics design had received at the event. He was clearly humbled by the situation—not just the negative response from fans—but from his own peers in the business.

At the time, Hirsch was retooling characters while testers played a game full of trolls running around in red and blue footie pajamas. Given my long infatuation with footie pajamas, I just had to see how this story turned out. So I set a date to talk more around the game's release. Hirsch and I, along with FASA Studio Head Mitch Gitelman, talked for nearly 45 minutes as I baked in a hot car under Texas sun (a necessity for a quiet interview on the road). Still, I enjoyed the conversation and Hirsch's blunt explanation of Shadowrun's art design.

In other words, yes, this article is long as hell. Yes, Hirsch said a lot of interesting stuff. Yes, there are lots of pretty pictures for those too lazy to read.



Characters In Differing Environments: Making them Shootable
lineage_troll1wtmk.jpg
"Our characters are effectively a studied signal to noise...The problem is, the more realistic you make [them], if you go with, say, Gears of War, the signal to noise is really hard. That works in a Gears space but it doesn't work in a wicked-fast, twitchy space," Hirsch explained. "We didn't want to make them cartoony, because we know how people thought about that... For me it was about finding that balance point - how do you make it very different and very visible?"

Easy: Profiles, Color Pallet and Lighting (I may have been given the answers.)

Racial profiling may be frowned upon in real life, but it's essential in Shadowrun. Knowing a troll from a dwarf is relatively simple to design, but what about knowing an RNA (corporate) troll from a Lineage (native) troll—just from their profiles? A solution was found through symmetry. The RNA is symmetrical, from the characters to their monolithic environments. Meanwhile, the Lineage assets are equally asymmetrical, breaking the corporate mold, so to speak.

Color Pallets are organized in a similar fashion, with cold tones (blues) denoting RNA and warm tones (reds) denoting Lineage.
DwarfVersions.jpg
"Why'd we go with blue [for RNA]? If we went with green then it's the military in the Tom Clancy games...Why don't we go with brown? Then it's Smokey and the Bandit and the forest service," Hirsch said. "But we had to explore all this, because we wanted them to look like mercenaries. Blue is really the only color that made them look like mercenaries without being the army."

Using lighting, Hirsch and his team solidified the color palletes of both the characters and the maps. Since these environments (in essence) match either red or blue color palletes, lighting clarifies any potential blending issues that may crop, and allow fine tweaking on the "moving target" factor. Note: I just made that term up and have no clue why I put it in quotes.
Wedges.jpg
Ultimately, these decisions combine to a relatively unconscious gaming experience in which a player simply feels like their character does or does not belong on a certain map or alongside a certain team, adding a sense of story and identity to a game that technically has no story other than that in the manual.

Or as Gitelman put it, "whether or not anyone reads the story or not, they know that one's there."

Creating Drama on a Budget
Shadowrun_18_500.jpg
"The biggest challenge of Shadowrun for me - as an art director - was I had 16 characters on screen that could, at any given time, each spawn three characters. Each one of our characters is carrying roughly 65 bones," said Hirsch. "That means I've got 3,072 collision detection calculations potentially in every frame...And I've got 30 bullets a second per character."

So disagreements can become petty slap fights easily.

"John (lead designer) and I had many screaming matches over whether or not I could have weeds in hallways," said Hirsch. "Because if I draw weeds, is that gonna cost him bullets and frames? Everything on that screen costs you something."

Hirsch also gave me the example of rails on stairways. He needed them to invoke a sense of speed, but those working on gameplay could use those resources for any number of other things. In very few cases designers had to compromise hugely to squeeze them in: like by omitting collision detection.
favelas.jpg
Another price of the online game environment was that the entire map had to be loaded into the 512MB of RAM at all times, since buffering simply isn't an option when you can teleport indoors to outdoors or up 5 stories of a building in a manner of seconds.

To make the game work, Hirsch had to "rob" the RNA level's development time to give the team a longer window to make the complex Lineage and slum levels possible. And by choosing International Style Architecture for the RNA, the art team was able to create a look that wouldn't require painstaking technical compromises at every turn.
663px-Finlandia_A-Wikiwtmk.jpg
"They're a simple form, but they actually, to your eye, don't look like simple extrusions like they normally would in a hallway shooter because these buildings have been around for hundreds of years, you understand that style of architecture...We just add texture and color and lighting to mess with your eye, but that was it."

And Hirsch is right: the ultra-sterile RNA maps are simple without making you feel cheated. The non-RNA levels, as we talked about before, fall back on the property of asymmetry to create identity and tension.

"One of the big goals for me and John was that in the slums maps, you always feel like you're being closed in on, you always feel like you're in a Alfred Hitchcock film."
poco_score_zone.jpg
"All the angles are odd angles, nothing is perfectly linear, everything is off. All The buildings if you look up are coming in over your head more than they're going away. And we do all that on purpose to make you feel more anxious and uncomfortable," Hirsch said. "In the corporate spaces they're much more ordered, and actually you have a different problem that in some cases they're so symmetrical that you get lost."

So What's Missing?
Every developer has things they wanted in a game but just couldn't make happen. Here are Evan Hirsch's top three:

More Effects/Shaders
"The look we came up for the magic like teleport, smoke and resurrect, all had this wonderful unique look. What I wish I could have done more was getting more of a tech look to work on the tech effects... we hired in a new guy who comes from the film industry and wrote his own shaders, and it wasn't until the last month of the project that he figured out how to work it within our engine. The shaders he wrote for something like the minion are just stunning. The minion's hot shit... I really wish we had gotten our head around it much earlier."

Female Elves
"The biggest compromise was the female elves. We had a whole set of female elves that we just loved, but...we agreed that to bring females in we'd need to have them move differently, and we just didn't have the time to get that done. We had the models built and the skeleton built and we just couldn't get it in on our date."

Various 3D Atmospherics
"The last one is, and this was a conscious decision, we had to cut a lot of the real 3D atmospherics that we had in. If you see in the intro video there's a waterfall. That waterfall was actually in the game. It was the waterfall or the minions - guess who won."

Too bad...that waterfall was "hot shit".

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Sat, 09 Jun 2007 07:20:42 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=267045&view=rss&microfeed=true
<![CDATA[ Final Fallout Teaser Image ]]> The final concept art for Fallout 3 before the teaser trailer arrives in seven days' time is here, and once again Washington DC isn't looking all that good.

I'm with the Fallout forum regulars here...this is just too similar to the Capitol building concept from three weeks ago to really be all that interesting. They should have ended it with the spectacular piece from last week, which highlighted the 50's vibe that we know and love.

And that's it for the concept art. Now we just have seven days til the extremely important teaser trailer, as the more rabid Fallout followers sit by their computers, lighters poised under Molotov rag wicks as they watch for the slightest misstep. You can do it Bethesda. I believe in you.

Fallout 3 [Bethesda Softworks]

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Tue, 29 May 2007 11:20:05 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=264150&view=rss&microfeed=true
<![CDATA[ Starcraft 2 Media Blitz ]]> It's been less than twenty four hours since Blizzard announced the second coming of Starcraft and there's already a glutton's feast of media to peruse. I've collected a ton of screenshots and concept art here as well as some video of gameplay (after the jump). But this is really just a tiny taste of what's out there floating around. All the videos you could want are currently running around GameTrailers and GameVideos and to see the rest of the screenshots and artwork, check out the epic Starcraft 2 website That is, if you haven't already. Which, if you are any kind of true fan, you've already been over with a fine toothed comb. Several times. Obsessively.

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Sat, 19 May 2007 16:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=261910&view=rss&microfeed=true
<![CDATA[ More Fallout 3 Concept Art ]]> The fine folks at Bethesda Softworks would like you all to know that they have a good idea of what Fallout 3 is all about, and they've updated their teaser countdown page with the latest in a series of beautiful concept art pieces to prove it.

The image is of the Annacostia Naval Yard in DC, only slightly destroyed. I've always found there to be something chilling about recognizable landscapes rendered destroyed through art or cinema, ever since Charlton Heston found the Statue of Liberty in Planet of the Apes. "You Maniacs! You blew it up!"


Official Fallout Website [Bethesda Softworks]

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Tue, 15 May 2007 12:20:16 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=260580&view=rss&microfeed=true
<![CDATA[ Boulder Dash - Reintroducing Rockford ]]> Recognize this guy? Of course you don't. He's been re-imagined. This is Rockford, the main character from First Star Software's classic Boulder Dash series, as redesigned by 10Tacle Studios for their PSP and DS game, Boulder Dash Rocks. The press release states that, "our familiar well-loved hero appears with a whole new look."

I'll say it's an all-new look, considering the original character looked something like this.. Not sure how you go from a guy in a striped shirt to an alien with a blue gumdrop for a head. For Boulder Dash purists this is comparable to replacing Mario with an anthropomorphic cat with blue hair. Oh wait.

Luckily for everyone involved, the core charm of Boulder Dash has always been its gameplay, so this isn't exactly a disaster. Just a slightly freaky design choice. All hail the embryonic Teletubby!

10TACLE STUDIOS AG and FIRST STAR SOFTWARE breath new life into cult gaming figure Rockford

"Boulder Dash -Rocks!" announced for Nintendo DSTM and PSP

Darmstadt, April 12th 2007 - 10TACLE STUDIOS and 10TACLE STUDIOS MOBILE along with First Star Software, Inc. are proud to present the first graphics of cult gaming figure Rockford of Boulder Dash fame. In Boulder Dash - Rocks! , the latest sequel to the 80s cult classic, our familiar well-loved hero appears with a whole new look. Both the logo and characters, as well as the in-game graphics, are designed to appeal to long-standing fans as well as target groups new to Boulder Dash, thus introducing a whole new Boulder Dash look.

The DS and PSP versions each offer at least one play mode custom-designed for, and unique to each platform. Boulder Dash-Rocks! is due for release on both platforms in the fourth quarter of 2007.

This challenging, arcade-puzzle game made its debut in the early 80s and continues to fascinate its enormous fan base decades later. Today the game is acknowledged as one of the classic cult games in computer gaming history. Now Boulder Dash will appear with a hot new look sure to take the Nintendo DS and the Sony PSP platforms by storm. The hit game's main objective and game physics remains unchanged: the player has to collect a certain number of diamonds while avoiding falling objects, traps and besting enemies in order to open and discover the exit, before time runs out. Of course there are a number of helpful tools made available to players such as bombs or laser guns which can be loaded with different types of ammunition. These lasers provide the player with different temporary powers, such as the ability to freeze enemies, destroy boulders and even pull diamonds and other distant objects towards the player.

In addition to the classic single-player mode, presented in several different worlds, Boulder Dash- Rocks! offers a multi-player mode as well as three additional game modes for a total of five play modes for each version. There are two new game modes, never before available in the Boulder Dash series, one of which has been custom designed for each of the two different platforms.

For further informations:
www.10tacle.com

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Thu, 12 Apr 2007 13:20:19 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=251797&view=rss&microfeed=true
<![CDATA[ PlayStation Store Updates (GTA IV Trailer Here!) ]]> After I posted last week's hissy fit about not getting the Grand Theft Auto IV trailer when Xbox Live users did, this week's PlayStation Store update is quite soothing. As of today, the HD GTA IV trailer is now available for PLAYSTATION 3 owners, as are a number of other updates.

These include Gran Turismo HD Concept v1.2, now compatible with force feedback steering wheels, an Armored Core 4 demo and a handful of trailers (Stardust, Are We There Yet? and Perfect Stranger).

Good thing this hit, I was about to unleash a tirade directed at Sony for not having enough Ice Cube comedies on the Store. Relationship ruining crisis averted!

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Thu, 05 Apr 2007 17:40:51 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=249990&view=rss&microfeed=true
<![CDATA[ American McGee Looking For Concept Artist ]]>

American McGee's new Spicy Horse Studios is on the hunt for a "dark cartoon" concept artist for their upcoming game based on the dark side of Grimm's Fairy Tales. The ad calling for talent showed up on McGee's Flickr photo gallery a few days ago and was spotted by Kotakuite, Joe. It outlines the types of styles they are looking for which is dark and spooky as opposed to bloody and gory. The list of applicable influences include the likes of Tim Burton, Tim Biskup, Dave McKean, Maurice Sendak's Where the Wild Things Are and McGee's own Alice. You can send your appropriately creepy samples or links to ken@spicyhorse.com.

A full sized version of the ad with all the trimmings is available for perusal at American McGee's Flickr Gallery or you can see it on American McGee's Blog.

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Sun, 01 Apr 2007 16:00:00 MDT fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=248729&view=rss&microfeed=true
<![CDATA[ Gallery: Warhammer Online Warrior Priests ]]> EA Mythic wants you to know how much work they are putting into developing each individual character class for the upcoming Warhammer Online: Age of Reckoning. First they feature the Chaos Zealot in a batch of concept art, and now a full-blown gallery of screenshots and concepts spanning 17 images for the Empire's Warrior Priest career.

I love armored priests. One of the main things I think EQ does better than WoW is allow their healers to wear plate mail instead of confining them to frilly dresses. Warhammer not only allows plate mail and skirts, Warrior Priests can dual wield hammers. Hell. Yeah.

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Wed, 21 Mar 2007 13:20:39 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=245861&view=rss&microfeed=true
<![CDATA[ Gallery: Earth Eternal's Furries ]]> Is this concept art for an upcoming MMO from Iron Realms Entertainment, or someone's VCL gallery? Judging by the fact that none of them seem to have obvious exaggerated genitalia, I'm going to have to go with concept art here. Earth Eternal is a 3D MMO from a company known for its text-based MUDs. It features a rather intriguing alternate Earth setting, and anthropomorphic animals as player characters. In the FAQ the devs explain that they aren't furries, and the game doesn't embrace furry themes, though they can't be sure because as they said, they aren't furries. Riiiiight.

They go on to offer the following:

Having said this, we realize that our choice of anthropomorphic characters (ie humanoid animals) is likely to attract a fair number of furries. We're ok with that, and if there are enough furries, we'll consider creating a dedicated furry server. We will not, however, be ok with public sex, and won't be providing any sexual animations or content, furry or otherwise.

Cause you know all furries are hella into some hot public sex action. I guess Earth Eternal isn't the high-tech furry haven we all hoped for. Guess it's back to waiting for Furcadia to go next-gen.

Earth Eternal Website

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Mon, 19 Mar 2007 09:20:46 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=245182&view=rss&microfeed=true
<![CDATA[ Gallery: Warhammer Online Concept Art ]]> EA Mythic has unleashed a slew of new Warhammer Online concept art on an unsuspecting public. The art depicts monsters, some buildings and landscapes, and the creepy concept design drawing for the Chaos Zealot profession, the main healing and buffing profession for the minions of Chaos, who seek to recover the seven chaos emeralds before Sonic in order to enslave the world, or else I'm getting my games mixed up again.

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Mon, 12 Mar 2007 12:20:02 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=243464&view=rss&microfeed=true
<![CDATA[ Gallery: Space Station Tycoon ]]> As McWhertor mentioned yesterday, Namco Bandai is publishing Space Station Tycoon, the evolution of Wahoo Studio's Live Arcade Game Outpost Kaloki X for the Wii. To celebrate the announcement they've released a bunch of screen shots and concept art for us to flip through while we patiently wait for the game to arrive.

Kaloki X was one of the first games on Live Arcade that made me actually dig out my wallet, and a fleshed out version of it has me feeling rather tingly all over. Sure to be the best game featuring a mustachioed pig wearing a tie ever created.

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Thu, 01 Mar 2007 10:20:12 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=240630&view=rss&microfeed=true
<![CDATA[ Concept Car Selected for PGR4 ]]>

The Peugeot Design Contest recently wrapped up and the judges selected that beauty above for inclusion in Project Gotham Racing 4.

Here's a word from the designer of the Flux:

The name Flux was inspired by the continuous change and flow of our daily lives during work and play. The shape also represents this flow with transitions through hard and smooth lines, between straight and curved all of which are characteristics of Peugeot. A relatively small car (3500cm long by 1650cm wide), it runs on a slim hydrogen power plant hidden in the back along with the tank mounted under the front bonnet. The hood and side body panels are made from plastic, polyurethane for the seats and aluminium for the mechanical parts. The main components such as the chassis and head protection are metal.

Made up of simple body work (basic intersected volumes) the car is easily produced and accessible to everyone but most of all, it's fun to drive.

Digital Displacement points out that it probably didn't hurt that the concept car comes with an Xbox 360 built into the dash.

Winner of the Pug in PGR4 Contest [Digital Displacement]

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Fri, 16 Feb 2007 15:00:41 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=237406&view=rss&microfeed=true
<![CDATA[ Gallery: Wii Zorro Screens and Art ]]> Wii Zorro publisher 505 Games today announced a worldwide release for the game in late 2007, and provided a few bits of screenshot and concept art to go with it. I was mildly excited about this game at first, but now...not so much. Maybe it's just the fact that the screenshots are all of the same locations, fighting the same Mexican skelly-suited enemies, but I get the odd feeling that the entire game owes itself to the fact that you can easily slash a 'Z' in the air with your wiimote, and thus am eagerly awaiting the Wii version of The Scarlet Letter.

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Fri, 16 Feb 2007 10:40:39 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=237267&view=rss&microfeed=true
<![CDATA[ Russia's Pop-Up Cell Phone Joystick ]]>

Worst part of cell phone gaming? The controls. Face it, punching out an email is hard enough, let alone shooting up a hoarde of baddies. That tiny d-pad just doesn't cut it. A Russian company Industrial Design hopes to make cell phone game better, way better. Called the "CompactAnalog Thumbstick," it's a retractable joystick that pops up when pushed. Otherwise, it phone retains its traditional d-pad. Sadly, this is not a real product as of yet, but just a concept. A good one at that.

Pop-Up Joystick [Boy Genius Report]

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Wed, 14 Feb 2007 06:00:53 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=236391&view=rss&microfeed=true
<![CDATA[ Rally Cross, GT HD 1.1 Hit PlayStation Store ]]>

Some new and new old and old new updates have been posted to the PlayStation Store recently, including Rally Cross for the PSP, which weighs in at a healthy 105MB. The PSone racer is priced at $5.99 and will surely be playable on the PS3 any day now.

On the free side of things, Sony has both the Genji Days of the Blade costume pack ready to take up hard drive space, as well as an update to Gran Turismo HD Concept. So what's new about the latter? The PlayStation Underground just sent us this notice:

Our records indicate that you downloaded Gran Turismo HD Concept from the PLAYSTATION(R)Store. Version 1.1 is now available for download, which refines the gameplay experience in Time Trial mode and the accuracy of lap times within the online rankings. Since online ranking results recorded by version 1.1 players will be given priority, it is highly recommended that you download and install it if you are playing the earlier version. Please note that version 1.1 is compatible with existing game save data, allowing you to race your previously unlocked cars.

We apologize for the inconvenience this has caused and hope you enjoy Gran Turismo HD Concept.

Consider your apology accepted! Bored downloaders can also grab trailers for 300, Fred Claus and the PS3 game GripShift. Yay!

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Fri, 12 Jan 2007 17:40:18 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=228528&view=rss&microfeed=true
<![CDATA[ What Are You Playing This Weekend? ]]> After a harrowing holiday travel experience that left me momentarily stranded in the San Francisco airport, I've returned to LA. Following a generous amount of hugging and kissing of my consoles, then spending far too much time updating my PlayStation 3 firmware, I got some hands-on time with the Gran Turismo HD Concept demo. Somehow, my enjoyment of the Gran Turismo series has skyrocketed, which I'll chalk up to the free download. My roommate and I have spent hours trying to best eachother's lap times, a heated battle that will last throughout the weekend.

I'm also planning to fired up Marvel Ultimate Alliance for some in-house multiplayer action, some Guitar Hero II expert level play and a few hours with the Sega Ages Gunstar Heroes Treasure Box. I'm trying my best to be a well-rounded gamer.

So what's on your agenda this New Year's Eve weekend? Don't be shy about dropping us info on your NYE plans, too. I will probably be hitting up the Flaming Lips/Gnarls Barkely show on the 31st, followed by some heavy drinking to ring in 2007.

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Fri, 29 Dec 2006 16:30:38 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=225156&view=rss&microfeed=true
<![CDATA[ Sony Gives Gran Turismo HD Concept For Cmas ]]>

Sony today announced that Gran Turismo HD Concept is hitting the Playstation store for free on Christmas Eve in North America too. They had previously announced the deal for Japan.

The limited time free download supports 1080p and includes the Eiger Nordwand course. After unlocking ten cars in the time trial mode, players have access to ten more tuned cars as well as a Drift Trial mode.

While it sounds like the game doesn't support online play, it does allow you to upload your times and view the top 10 ranking for each car and mode. You can also play and save replays online.

Here's the list of the cars included in the freebie, in order of appearance:

— 1995 Suzuki Cappucino
— 1989 Mazda Eunos Roadster
— 2004 Honda Integra TYPE R
— 1996 Mitsubishi Lancer Evolution IV GSR
— 2006 Infiniti G35 Coupe
— 2005 Mitsubishi Lancer Evolution IX GSR
— 2005 Lotus Elise 111R
— 1994 Nissan SKYLINE GT-R Vspec II
— 1995 Toyota Celica GT-FOUR Rally Car
— 2006 Ferrari 599

Hit the jump for the full release.


PLAYSTATION(R)Store Offers Gran Turismo(TM) HD Concept Free for
PLAYSTATION(R)3 Owners This Holiday Season

World's Most Popular Driving Videogame Franchise Available in Full HD*

FOSTER CITY, Calif., Dec. 22 /PRNewswire/ — Sony Computer Entertainment
America (SCEA) announced today the December 24 North American release of Gran
Turismo(TM)HD Concept, available for free download, exclusively on the
PLAYSTATION(R)Store (PS Store) for the PLAYSTATION(R)3 (PS3(TM)) computer
entertainment system. Developed by Polyphony Digital Inc., this driving game
features an all-new course for players to be the first to drive a Ferrari on a
PS3, as well as have the option to select a car from nine other worldwide
manufacturers that include Infiniti, Lotus, Mitsubishi, Nissan and Suzuki.
Available only for a limited time, Gran Turismo HD Concept takes full
advantage of the PS3 PLAYSTATION 3 hardware performance by providing full HD
1080p* resolution and next-generation car physics ushering in a new era of
racing for the gaming industry.
"Gran Turismo HD Concept provides PS3 and automotive fans a glimpse into
the future of Gran Turismo," states Kazunori Yamauchi, famed creator of the
Gran Turismo franchise. "With the power of the PS3 technology, the world of
Gran Turismo is refined by its full HD visual presentation and unique
interactive experience, resulting in an even more realistic and true driving
simulator."
Upon downloading Gran Turismo HD Concept, PS3 users have access to the
Eiger Nordwand course and can compete in Time Trial races to collect and
unlock new cars. Upon unlocking the initial 10 cars, the player has access to
10 more "Tuned Cars," as well as access to a new driving mode called "Drift
Trial."
In the "Drift Trial" mode, the player can master the art of drifting and
achieve ultimate control of their car. Furthermore, when connected to the
PLAYSTATION(R)Network (PS Network), the player can upload their times and view
the Top 10 rankings for each car and mode, as well as play and save replays
online.

Featured Automobiles in Gran Turismo HD Concept (Year, Manufacturer,
Model)
In order of appearance in game (available in stock and "tuned" versions):

— 1995 Suzuki Cappucino
— 1989 Mazda Eunos Roadster
— 2004 Honda Integra TYPE R
— 1996 Mitsubishi Lancer Evolution IV GSR
— 2006 Infiniti G35 Coupe
— 2005 Mitsubishi Lancer Evolution IX GSR
— 2005 Lotus Elise 111R
— 1994 Nissan SKYLINE GT-R Vspec II
— 1995 Toyota Celica GT-FOUR Rally Car
— 2006 Ferrari 599

Additional Information About The Game Modes in Gran Turismo HD Concept
In "Time Trial" mode, the player selects a car and must complete the Eiger
Nordwand course within the target time indicated at the top of the screen.
Each time the player beats the target time, a new car is unlocked and made
available for selection. As stated, upon unlocking all of the cars, the
player can access tuned cars, along with the option to race Eiger Nordwand in
the opposite direction.
In "Drift Trial" mode, the player's drifting technique is tested, rather
than their lap time. The player earns drift points based on their drift
angles, racing lines, and speeds within evaluation zones located at various
turns on the course. For each evaluation zone, the results are based on the
number of flags and a numerical figure. The point total from all zones
determines the player's drift points for the lap and is counted toward the
rankings.
The following settings are available during gameplay: 1)
Transmission — the player can select either Manual or Automatic. 2)
Stability Management (SM) — the player can turn this ON or OFF during
gameplay. ASM is designed to prevent vehicle skidding by controlling each of
the four wheel brakes independently. 3) Traction Control (TC) Level — the
player can set the TCS level, which senses drive-wheel slip and prevents wheel
spin. 4) Tires — the player can select front and rear tires from nine types
of brands.

About Gran Turismo
With more than 45 million units sold worldwide, the award-winning Gran
Turismo franchise for the PlayStation(R) platforms serves as the racing game
of choice amongst the automotive and gaming audience due to its true-to-life
graphics, physics and real-life cars and tracks. Since the inception of the
Gran Turismo franchise, famed creator - Kazunori Yamauchi and Polyphony
Digital Inc. in Japan have revolutionized the racing category as we know it
today. His offerings provide the gamer with the most true-to-life driving
simulation within the industry and a unique medium for automobile
manufacturers to showcase their products. In Motor Trend Magazine's February
2005 and 2006 issue, Yamauchi was selected as #17/50 most powerful people in
the automotive industry. For more information, please visit
http://www.gran-turismo.com .
The independent Entertainment Software Rating Board (ESRB) has rated
all Gran Turismo properties "E" for Everyone. For more information about the
ESRB, please visit www.esrb.org.

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Fri, 22 Dec 2006 15:09:32 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=223966&view=rss&microfeed=true
<![CDATA[ New Fable 2 Concept Art ]]>

No new news from Lionhead yet about Fable 2, but they did just release these two new bits of concept art. Pipe-smoking FTW.

f2_artwork2_1024.jpg

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Thu, 02 Nov 2006 08:52:40 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=211916&view=rss&microfeed=true
<![CDATA[ Beautiful Guild Wars: Factions Concept Art ]]> The image associated with this post is best viewed using a browser.

Over at ConceptArt.org, one of their posters has published a huge amount of really amazing Guild Wars: Factions concept art. Some of it is really just Cthulhu cool. Of course, the actual game looks nothing like this, but there's scarce a picture in the bunch that wouldn't make a great wallpaper.

Guild Wars Factions - Concept Art [Conceptart.org]

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Thu, 14 Sep 2006 08:40:34 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=200571&view=rss&microfeed=true
<![CDATA[ Massive Black Accuses Former Employees of Shenanigans ]]>

1up reports that art firm Massive Black is pursuing legal action against the head and a former employee of its Shanghai devision, James Xi Zhang and Jenny Chen, respectively.

A job at Massive Black is a student illustrator's wet dream; they handle art for high-profile games and movies, and their roster of character and environmental artists is second to none. I go to their forums and stare at the threads crammed with 16-year-old Corel Painter prodigies whenever I really want to feel like shit about my own drawing ability. The image at right is by Massive Black boss Jason Manley.

But enough about my trembling self-loathing, let's see what those crazy Massive Black peeps are up to:

Massive Black Inc. vs. James Xi Zhang is a civil complaint for injunction and damages. The complaint outlines 11 claims alleged against Zhang and his co-conspirator, Jenny Chen. The other named defendant in the case is "Studio Takeover" — a term the court instituted to indicate the studio Zhang and Chen planned to form from Massive Black Inc.'s clientele. The case also names Does 1-50, preparing for the inclusion of other conspirators, if the ongoing investigation yields more than just Zhang and Yiqiong behind the alleged plot. Among the claims: Fraud, Unlawful Access to Computer Network/Tresspass, Interference with Contract, Breach of Contract and Interference With Prospective Business Advantage.

To sum up, Zhang and Chen skimmed money via "expenses accounts", secretly accepted clients personally that had contacted the company itself, and hired their own artists to work on the sniped properties, using Massive Black's own studios and equipment. Now THAT is ninja'ing most foul.

Read the entire article here [1up]

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Mon, 17 Jul 2006 16:20:03 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=187708&view=rss&microfeed=true
<![CDATA[ What The Darkness Won't Look Like ]]> Xboxgen posted a slew of concept art images for Xbox 360 and PS3 game The Darkness recently. Too bad the game I saw at E3 seemed so sterile compared to these. If even half of the raw artistry seen in this artwork made it into the game, I might change my mind about the game.

Hit the jump for a gallery of the wonderfully macabre art and if you feel like getting depressed, check out what the game really looks like here.

The Darkness Artwork [via Xbox 360 Fanboy]

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Mon, 03 Jul 2006 19:00:31 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=185032&view=rss&microfeed=true
<![CDATA[ System Shock 2 Concept Art ]]> Whilst searching for an image of Shodan to accompany my delusional post about the possibility of an imminent System Shock 3 — and I assure you, I know that System Shock 3 is never going to happen, just like I know that no matter how much I want it Angelina Jolie isn't going to sky dive naked out of an airplane and ethereally parachute down to land in the missionary position atop me — I found this excellent gallery of concept art from Garteth Hinds for System Shock 2.

Earlier today, Ashcraft mentioned how much he enjoyed looking at concept art, following a game from raw, feverish inspiration to a more polished finished product. I'm similar and I was delighted to find that I could recognize almost every area in Gareth's sketches. If you're a fond ex-Rickenbacker, check it out.

System Shock 2 Concept Art [Gareth Hinds]

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Tue, 30 May 2006 11:40:02 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=176987&view=rss&microfeed=true
<![CDATA[ Gears of War Concept Art ]]>

Over at the Concept Art Forums, there's a load of Gears of War and Unreal Tournament 2007 conceptual stuff up. Personally, I find this kind of stuff fascinating and ground-level look at what makes a game tick. Hit the jump for more images.

More Here [Concept Art] Thanks, Dan!

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Mon, 29 May 2006 17:26:41 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=176816&view=rss&microfeed=true
<![CDATA[ Pimped Out Ride ]]> urge overkill

Wired's Autopia blog writes about a new Nissan concept car that has a built-in Xbox 360. The Nissan Urge will debut Jan. 9 at the North American International Auto Show. The real question remains: Is the built-in Xbox 360 one of the hard-to-find U.S. systems, or an easy-to-find Japanese system?

Nissan to Show Xbox Car [Autopia]

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Thu, 15 Dec 2005 12:00:14 MST lsmith http://kotaku.com/index.php?op=postcommentfeed&postId=143339&view=rss&microfeed=true