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far cry 2

Far Cry 2 - Play The Game You Want To Play

Far Cry 2 looks like the sort of game I could get completely lost in. Looking at the scenic environments in this video, a preview clip from Ubisoft's upcoming Ubidays press event, I get the urge to just wander about. Maybe it's just my recent exposure to Wild Earth: African Safari talking, but what they've created here almost looks too lovely to blow up. Fortunately the way you play the game is just as varied as the vistas you'll encounter. Creative director Clint Hocking sums up the concept of Far Cry 2 quite nicely towards the end of the video.
It's about giving the player the opportunity to play the game he wants to play the way he wants to play it.
That's a concept I can totally get behind, though getting them to include a camera I can use to photograph wildlife might be a bit too much to ask.

cater to us dammit

What If Your Character Was Only As Fit As You Are

We've seen the theme before: Video games, forsaking all outdoor activity to play them, can lead to obesity. Recently someone sent me a video, which does a great job of getting that message across. It also reminds me of this idea I had last year for a game that would use over-the-counter heart rate monitors to track your running ability and then port it into a first-person shooter. Can you imagine, a game where your character can only run as fast as you can? A game that would get you to go to the gym to improve character stats. Yes, I know there are plenty of devices out there that try to port over your physicality in real time, but I think the best way to do this is to pop in your real-life stats, so you don't have to be screwing around with weird controllers.

Alright, I'm totally calling you out video game industry, I want someone to come up with a mode for Call of Duty or Half-Life or some PC shooter that makes this happen. Get to it.

Check out the video on the jump.

More »

fable 2

The Homes and Graves of Fable 2

Microsoft sent over this pic to us, just for the Kotaku community, of a home in Fable 2 and pointed out that another new screen on the upcoming game's official blog shows off the game's graveyard. I really like the atmospheric look of both screens, especially the second.

I'm told that the Lionhead Video Diary Six has been wrapped and submitted to the Xbox Live marketplace folks for processing and eventual upload onto the Xbox 360 service. The Msoft folks tell me it's the best one to date and that it will focus on "Art and The Hero". Wonder what that means?


developer stardom

Analyst Says That Gaming Needs More Super Stars

Evan Wilson, a senior research analyst at Pacific Crest Securities, has an interesting take on how game companies should handle their most talented members of their staffs—that's not so different from what we see in professional sports, music or the movie industry.

There are very few people in this world who know how to create hits...multiple hits. Those creative minds should be recognized and remunerated in the video game industry for their contribution as much as other forms of media. From a business perspective, that might be more expensive, but if the reward is better selling games the trade-off is worth it.
In other words, Nintendo shouldn't release Super Mario Galaxy but Shigeru Miyamoto's Super Mario Galaxy. It's, of course, an American viewpoint in an industry still very much rooted in Japanese culture.

Analyst: Publishers Would Make More Money By Treating Developers As Stars
[MTV]


money

American Game Developers Make $73,600 (On Average)

Game Developer magazine has just published the results of their annual Game Developer Salary Survey. Their findings? The average American developer salary—excluding people like part time testers and richie rich studio heads—was $73,600 in 2007. That's up scant $284 from 2006. Other findings of note include:

• 18% of producers are women (that's high for the industry)
• Business/Marketing personnel made most, averaging $101,848/year
• QA testers made the least, averaging $39,063/year

But there are lots more fun facts and figures in the release after the jump. So enjoy! (Our apologies if you make less than average. It's time to ask for that raise. Just make sure to print the report on company paper.)

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clips

Iron Man Behind-The-Scenes

Developer Secret Level displays a pretty firm grasp on the abilities of Iron Man in this developer diary for the game of the same name. It does an IM fan proud to know that the dev team, purchased by Sega specifically for this project, had to figure out a way to create gameplay that Tony Stark couldn't just waltz through. Not only do Secret Level and Sega understand Iron Man, they also understand that it isn't a real developer diary until it's narrated by Electric Playground's Victor Lucas. It's true!

media

Too Human Development Diary, Silicon Knights Officially Goes Crazy Edition

Some of you will enjoy the gameplay footage in Silicon Knights' latest Too Human developer diary. But make sure that you fast forward to the middle before losing another battle of attention span against the internet. Because this diary features a strange short film called The Goblin Man of Norway. We think it's meant to be a mockumentary. Chronicling the excavation of a faceless mythical artifact, huge orchestration and high production values clash with touches like clearly satirical woolly mammoth maps. It's a gloriously awkward miss, really, like Silicon Knights take Too Human so seriously that they can't even joke about it, even when they try very, very hard. So consider this post the equivalent of making a funny face after eating some food and saying, "This tastes funny. Try it." The Goblin Man of Normandy [NFC]

clips

Video Diary: Offline Multiplayer and Magic in Fable 2

The latest developer diary is up for Fable 2 with appearances by the development team, Peter Molyneux and even Cliff Bleszinski. The diary starts off with Senior programmer Alan Wright talking about the magic of Fable 2. There's no spellbook in the game, instead you set spells to a quick list. Wright's favorite spell is the lightning spell, which causes the victim to flash in and out of a skeleton model as he's being electrocuted. The diary goes on to show some behind the scenes footage of Microsoft's GDC keynote, with a special appearance by Cliff Bleszinski who demands "10 percent more dog" in Fable 2, and gives some time to Molyneux to talk about offline multiplayer in the game.

gdc08

Fracture

After the Star Wars: Force Unleashed presentation, we sat tight in the Lucas Arts auditorium to check out some bits of their new game, Fracture. Lucas Arts has been working with Day One studios to create what they hope will be a fresh new IP in their corral. Unfortunately from what I saw it doesn't seem to be much of a contender, at least at this point. The story is based around a future Civil War over genetic engineering and the bits that we saw took place in the San Francisco of the future. The battle mechanic is all involved with manipulating terrain. Weapons can be used to rain down rocks on your enemies, giant spikes of earth can be brought up to repair bridges or hills can be created to block you from enemy fire. Giant vortexes can also be created that will sink the earth, dragging in everything around it. More »

gdc08

Star Wars: The Force Unleashed

Whilst my Kotaku brethren were toiling away at various long winded sessions, I had th honor of being shipped out to Lucas Arts Studios to check out some of Star Wars: The Force Unleashed. Once we arrived I was greeted by a Yoda fountain outside and an incredible waiting area with amazing old movie posters and some life size figures of Darth Vader and Boba Fett. We were then ushered into the theater where the the presentation began. More »

gdc08

A Chat With Mark Hanson About Lego Universe

I was lucky enough to get a chance to sit down with Lego's Mark Hanson to talk a bit about their upcoming MMO project, LEGO Universe. What we've seen and heard about it so far has been a bit limited so I was looking forward to hearing about what could be one of the most interesting and fun MMO's to come along in quite a while.

The Lego world is all about creativity and building and Lego Universe will be no different. Players will start the game by customizing their mini-figs. According to Hanson, each figure will be endlessly customizable so that you can create a character that looks just like you (or not) to inhabit your little section of bricks. Each world of the universe will have a different theme that corresponds to the different sets of Legos. For example, you will be able to visit the Pirate Planet or perhaps jet over to the Medieval Castle Planet. Lego will provide the basis for each world and then the rest is all up the the users. You can own property and build up whatever creations your mind can come up with using your stock of bricks. Bricks can be earned by a combination of randomly finding them, completing missions and even battling. The more you play, the more bricks you can earn. While there will be no actual PVP battles, players will be able to create creatures/machines and use them to battle other players creations in their quest for more bricks. And of course, in the Lego Universe no one ever bleeds or dies, they just break apart.

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gdc08

PlayStation Eye Tank War Demo Is "Next Gen" Tech

We've seen videos of Sony's Tank War Demo for the PS Eye before, and they looked intriguing. But after having a hands-on today, I'm really excited over the simple tech demonstration. More »

gdc08

Being Brian Crecente Covering Being Brian Crecente

For the record, I would never go to a talk about me... unless I was invited. Nora Paul, with the University of Minnesota school of journalism's Institute of New Media Studies, emailed me over the weekend to clue me in to the talk she was doing entitled: "Being Brian Crecente: Using an Off-The-Shelf Role-Playing Game to Teach Journalism."

Actually, the whole name thing really was a last minute add-on. It sounds like Paul had been working on the idea, introducing college-level would-be journalists to the profession through a video game, for a number of years.

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gallery

Age Of Conan GDC Screens

Funcon has broken out a new batch of screenshots for the Game Developers Conference, and the game is still looking far too pretty for a lagless massively multiplayer online roleplaying game, but I assume they know what they are doing. This batch features monsters both human and non, some elephant riding, climbing, and the worst rendition of Row, Row, Row Your Boat ever created.

developer

Valve Offers Up Steam Online to Devs for Free

It looks like Valve just fired a shot in war to become the dominant support for online PC gaming. They are now giving away Steamworks, a suite of publishing and development tools that include copy protection, social networking services and server browsing, to developers and publisher worldwide.

Steamworks is the online back-end used in both Half-Life 2 and The Orange Box.

"Developers and publishers are spending more and more time and money cobbling together all the tools and backend systems needed to build and launch a successful title in today's market," said Gabe Newell, president of Valve. "Steamworks puts all those tools and systems together in one free package, liberating publishers and developers to concentrate on the game instead of the plumbing."

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clips

Fighting In Assassin's Creed

Assassin's Creed Creative Director Patrice Diselets delivers this installment of the AC developer diary, which focuses on the combat of the game, or what happens after you take down your target. He covers the control scheme, weapons, and most importantly - how to escape from an entire city chasing you through the streets, hell bent on tearing you to pieces. If only I had this knowledge back in 92...but that's another story.

awwwwwkward

Ubi Snubs Lara

Ubisoft confirmed today that they were at one time interesting in picking up Lara Croft publisher SCi, but are now totally over her the company and want nothing to do with purchasing it.

"Ubisoft has no intention to make an offer and will not make an offer on SCi." Ubisoft reps told Thompson Financial News. Ouch, sounds like someone got hurt.

Ubisoft Ends Interest in Acquiring SCi [Gamasutra]


the developer's studio

God of War II Creator Weighs In On Shadow of the Colossus

Providing some very enjoyable tit-for-tat, God of War II director Cory Barlog provides his own mirrored responses to the questions asked of Shadow of the Colossus director Fumito Ueda in a recent Famitsu interview. He tackles Ueda's more successful game, only briefly touching on ICO.

It's just as enjoyable as the translated Ueda piece , but might have less of an immediate impact, partially because we get to hear from Barlog and his peers fairly often, while it's a rare treat to have the opportunity to hear from the creator of two of the best PlayStation 2 games of all time. Regardless, it's a good read, only because Barlog's entry about his personal discovery of the beautiful intricacies of SotC's gameplay is so easy to relate to.

God of the Colossus [Don't Play Games With Me!]