<![CDATA[Kotaku: furries]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: furries]]> http://kotaku.com/tag/furries http://kotaku.com/tag/furries <![CDATA[Earth Eternal Impressions: Dispelling Furry Worries]]> Up until yesterday, all I'd heard about Earth Eternal was some grumbling about furries and over-long exposition text. Funny, because I saw neither of those when I sat down with the game.

There were anthropomorphic animals, of course. The entire game is rooted in a back story where humans have died off and various animals and machines have evolved to take their place as masters of the planet. However, I don't immediately classify all appearances of humanoid animal creatures as furry fandom – especially since the developer didn't even know what that was until way after they'd developed a working product.

Developer Sparkplay Media's Matt Mihaly explained that when the MMO was first under development at Iron Realms Entertainment, they envisioned a "violent, sexual" game that would push the boundaries of MMO genre. Well, as it happens, they kept that second part by focusing on revamping free-to-play stereotypes and aiming at a 15-22 year-old audience. But I don't think they could have gotten any farther from violence or sex with Earth Eternal unless they'd they'd contracted with the Church of Jesus Christ of Latter Day Saints to make: Imagine: Mormonz for the DS (Thanks, Owen!).

Players take the role of either a male or female creature from any one of 22 races. Because this is a free-to-play MMO, the developer wanted to stay away from trying to compete with other fantasy MMORPGs where you've got your stock races with elaborate back stories (elves, dwarves, etc.) and stick to offering as much customization as possible in a 3D browser-based game created on a tight $5 million budget.

To that end, you can also have free pick of different class traits from one of the four main classes (Druid, Knight, Mage, and Rogue) without too many restrictions. Plus, players get customizable spaces for either themselves or their clans (read: guilds) called Groves. In a Grove, players can edit the terrain, decorate buildings and keep pets. Other functions like mini-games and Player-versus-Player arenas are also planned for the Groves, though none of that will be ready to roll at launch.

There are two big hurdles Earth Eternal will have to jump as I see it. The first, the developer is already bracing for – World of Warcraft clone stigma. All Mihaly had to say on the subject of being compared to Blizzard's giant is: "We are not trying to be WoW." You'd think the free-to-play label would be enough to differentiate Earth Eternal, but Mihaly said they'd heard people justify the comparison solely on the cartoony look of the anthropomorphic animals.

Jeez, what else should the bunny people look like, if not cartoons? Real people with bunny ears? Now we're getting into real furry territory – the sexual kind they poke at on shoes like NCIS and Entourage.

But I digress. Earth Elemental has a second hurdle to hop over with its bunny people and the like – and that is the free-to-play stigma so many MMOs suffer. There's really no way to get around it, though. Some people just don't like the idea of micro-transactions and a gold-to-credit exchange rate; and while you can earn all the items in the game entirely by playing it, the people willing to spend the most real money will get the goods first.

However, Sparkplay is hopeful that this won't be a big deal based on the audience they're aiming at. High school-age kids usually aren't paying for their own MMO subscriptions after all, and (according to Mihaly) they potentially have more spare time to put towards earning in-game gold than Chinese gold farmers. So if they nail the target audience that's too old for Habbo and too young to shell out for a WoW addiction, they'll be in good shape.

Earth Eternal goes into open beta later this month.










]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5351360&view=rss&microfeed=true
<![CDATA[Comic-Con 2009's Sexiest Cosplay...]]> ...is not this Pikachu girl. Imagine something two-hundred times cuter than she is. Someone so gloriously sexy that we couldn't place them on the front page for fear of riots. Brace yourself, and continue.

Yes, this man is the sexiest gaming cosplayer at Comic-Con 2009. It's a shame he has to hang out with that furry though.

We're slowly gathering more cosplay pictures, and while none will match Blanka in terms of sheer majesty, they are certainly people in costumes, and we dig that sort of thing.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5321607&view=rss&microfeed=true
<![CDATA[Kotaku Podcast: The Drinking Game!]]> In this month's in-game podcast Mike McWhertor, Mike Fahey, Adam Barenblat and I are joined by our Kotaku Editor for a day winner in Grand Theft Auto IV.

During this episode we talk about politics, furry hatred, upcoming Grand Theft Auto IV DLC The Lost and Damned and why we're trying to come up with a new one to write previews for Kotaku.

Oh and there's a neat little drinking game too. Warning! Don't drive after watching this podcast.

Watch Video Podcast - Grand Theft Auto IV on your iPod or Zune!
Right click save link as to download. Subscribe to our Kotaku Video podcast on iTunes and the Zune Marketplace.

Check out previous podcasts in the Zune Marketplace, on iTunes or here.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5137879&view=rss&microfeed=true
<![CDATA[PlayStation Home And Second Life: Worlds Apart]]> Ever since PlayStation Home was first announced in January 2007, people have been calling it Second Life for the PlayStation 3. We take a look at what separates these two very different virtual worlds.

Having been immersed in Second Life for the better part of two years now, I first ventured into the virtual world due to the initial impressions that PlayStation Home was a clone of the popular online community for the PlayStation 3. Now having spent a significant amount of time exploring what PlayStation Home has to offer, I decided to take a look at how wrong or right those initial impressions were.

A warning to readers: The following article contains video of an avatar with ears and a tail break dancing, and a heaping portion of naked furries. Depending on where you work, the very end of the post might be not safe for it. You have been warned.

Differing Goals
To understand the differences between PlayStation Home and Second Life, first you have to look at the reason behind the existence of both virtual places.

Second Life is a large virtual world where the majority of the content in the game is generated by the user. Linden Labs lays the groundwork, so to speak, but nearly everything you see while wandering about Second Life came from the mind of one of the game's residents, from clothes and hair to buildings and vehicles...a Second Life resident not only created it, they've probably made a bit of cash off of it as well. It's a living, breathing world, complete with it's own economy and different societies based on factors such as nationality, interests, and even sexual fetish.

PlayStation Home, on the other hand, is a purely commercial construct. While one of the services goals is fundamentally the same – to provide a place for PlayStation 3 owners to make friends and socialize – the aspects of Second Life that make it a true virtual world aren't present. You have no economy to speak of, with new items and customization options coming at a cost from Sony and its partners. While the addition of Clubs and Clubhouses does add to the social aspects of the service, the program's architecture really doesn't allow for communities on the same scale as in SL.

In Phil Harrison's keynote speech at the 2007 Game Developers Conference where PlayStation Home was first announced, it was said that users would be able to eventually create their own content and auction it off to other users in order to make money, though so far no such features have been implemented. If they are, it could very well lead to a nice stream of income to talented creators.

Avatars
Appearance is just as important in the virtual world as it is in the real world. PlayStation Home and Second Life diverge greatly when it comes to allowing players to define who they are in the virtual setting.

PlayStation Home offers a wealth of options during initial character creation. You can adjust your height and weight, change your facial structure, style your hair or get a dye job, and pick from a limited but capable selection of clothing in order to flesh out your Home persona. The you take your first steps out into the world, where you still look like everyone else.

This is because Home is running high-end graphics on a high-end piece of hardware, so variations in avatar appearance have to limited in order to insure the service runs at all. It's the same sort of structure you'll find in an MMO like Sony Online Entertainment's Everquest II. All female Wood Elves are the same, save for some slider changes. It's a very elegant solution to having large numbers of characters in a single space, but it doesn't allow for much variety.

Initially, creating a character in Second Life worked much the same way. You'd log in, adjust some sliders, and suddenly you are a slightly less hideous mutant person with chunky hair than you started out with. Give players tools to make themselves look better, however, and soon you start seeing characters and creations not far removed from modern-day video game characters.

Second Life residents have made huge leaps in avatar creation since the early days of the service. Chunky, single-polygon hair has given away to prim hair, consisting of a number of polys linked together into one object. Blank skin textures have given way to photographed or hand-painted skin textures. Clothing has evolved from simple textures overlaid on your avatar to designer outfits complete with polygon collars, sleeves, and cuffs, giving things a much more realistic look and feel. Flexible prims allow for hair and clothing to flow, adding a dash more realism to the mix.

The ability to create 3D objects and attach them to avatars has led to some truly fantastic avatar creations. Giant robots, tiny cartoon animals, gigantic dragons, and even popular video game characters can be created using attachments. Keeping in mind that every avatar has at its core that basic humanoid shape, it's really quite amazing what SL residents have accomplished.

Even character movement is controlled by players, with some very wealthy folks making a killing off selling motion-captured walks, stands, and dances to a community constantly striving to blur the line between real-life and Second Life.

Of course, all of this versatility comes at a price. To look pretty in Second Life, you have to spend money, either earned through working in-game or purchased with real-life cash through Linden Labs. This little anime-inspired guy below is wearing probably $20 worth of clothing, with another $10 worth of animation enhancements to make him move like a real boy. Yes, I am indeed rocking an NES controller belt and blaster combo. That's how I roll.

The World
Second Life's environments will never look as good as the locations in PlayStation Home. Home is a tightly controlled environment, where resources are monitored by servers, instancing locations when they get too crowded, and the limited amount of character options make it so that Sony can create lush 3D locales without worrying that a gigantic dragon wearing 250 prims (polygons, basically) worth of scripted attachments isn't going to pop in and crash the whole thing.

In Second Life, primitive count is everything. Land is not only measured in size, but also in the amount of objects you can place on it at any given time. This is to help maintain stability and cut down on lag issues in the game. Unfortunately, avatars don't technically have a prim count, so while a parcel of land might be limited to 500 prims worth of objects, that doesn't stop someone with 300 prims worth of stuff attached to their body from coming in and slowing things down. SL environment builders have to build efficiently. Between that and the relatively limited engine powering the virtual world, you'll never see anything quite as polished as the PlayStation Home main gathering area...though they still manage some pretty spectacular sights nonetheless.

Gaming
Is Second Life a game? No. Is PlayStation Home a game? No. Neither qualify as a video game, but both allow visitors to play games within their confines.

Right now PlayStation Home is just beginning to tap its gaming potential. Mini-games and bowling are what we've seen so far, with the promise of additional gaming content to come down the line.

The main gaming focus of PlayStation Home is the PlayStation 3 itself. This is a place where PS3 owners can meet up with other PS3 owners and get their game on. It's much easier to find players with similar tastes when you can actually see them. It could very well wind up one of the most compelling gaming lobbies ever created.

There is gaming on Second Life, though you have to dig a bit deeper to find it, and sometimes a little imagination is needed. There are large communities or role players in the game who uses combat huds – interface attachments showing hit points, power levels and such – in order to simulate RPG gameplay. There are weapons you can purchase that will do damage to people using the same combat system, and all sorts of themes out there to chose from, from post-apocalyptic wastelands to vampires and werewolves running amok in a dark city.

There is a lot more, if you're willing to hunt for it. Second Life used to be a haven for gambling, but last year rules went into effect outlawing that popular pastime, so alternative games have popped up to replace it. Just recently I've discovered a nifty little fishing game that has you leveling up your skill in order to catch increasingly rare fish, which you can wear on your character or display in a fish tank. There's even a large-scale tower defense game called PrimWars, played on a patch of land nearly the size of a football field. Wherever you find bored people with creative power, you'll find games of some sort.

Music And Video
One of the major points made during the initial presentation of PlayStation Home was the ability to add your own pictures to your living space, or place a television in your house that would play videos streamed from your console. This idea has yet to come to fruition in Home, so for the moment we are left with the music Sony chooses to stream into designated areas, and game-related videos playing in the movie theater and central plaza. Whether or not we'll see those features in the near future remains up in the air, but they were certainly a major selling point of the original PlayStation Home idea.

Meanwhile, in Second Life, internet movie and music streaming is alive and well. Residents can purchase televisions and internet radios that play streaming music or movies from the internet. There's actually a brisk trade in DVD rentals in Second Life, with many locations available where users can pay Lindens in exchange for the ability to stream a movie to the player set up in their home.

The ability to stream music over the internet into Second Life has given rise to a large number of dance clubs, complete with live DJs, which leads us directly to our next topic...

Socializing
As it stands, socializing in PlayStation Home at the moment consists of standing or sitting in various places and typing at each other, often while participating in some rather robotic dances. You're bound to find people congregating in the services main areas, and there is almost always dancing. Oh the dancing they do! Home users can also invite friends into their living spaces for more of the same, which the addition of clubs and clubhouses promises to give players with similar interests places to hang out and chat.

There are designated locations in Home where users can gather together an listen to music, but these are pretty much limited to one specific area at the moment. Perhaps the popularity of said places might convince Sony to introduce a dance club into the mix later on down the line.

Second Life, on the other hand, nearly has too many clubs, with new residents picking out plots of land and erecting what they believe will be the next big Second Life hot spot every day. I highly recommend the industrial / goth stylings of Club Industry to those new to the SL scene, though in the interest of full disclosure I must point out that I actively work there. No, I am not a stripper.


Aside from dance clubs, there exists a great number of spots for residents to meet others of like mind. You'll find virtual coffee shops, theme parks (with bumper cars, yay!), biker hangouts complete with ridable motorcycles, and yes...you might find the odd sex club now and then. From science fiction to furry fantasy, there really is something for everyone in SL.

You've already seen what dancing in PlayStation Home looks like during our recent podcast, so here's a look at some Second Life-style dancing, courtesy of yours truly. Yes, I am breaking it on down.

Adult Content
You will never see naked furries in PlayStation Home. Whether this is a plus or a minus, I leave up to you. Yes, this is the bit I warned you about. Incidentally, that's a real-live Japanese woman in all of those shots (Hi Keiko!), proving once again that Japanese women have a tendency to be wondrously odd when no one is looking.

So, Is PlayStation Home Sony's Answer To Second Life, Or What?
PlayStation Home and Second Life are two completely different animals, even if they do share several similar characteristics. The main difference between the two virtual societies is really control.

Linden Labs manages land, maintains the servers, holds special events, and handles technical issues, but for the most part they've handed Second Life over to the residents, and the residents have crafted the world in their image. If there's something a creative resident wants to add to the world and the scripting language can handle it, there's nothing they cannot do.

PlayStation Home reflects on Sony and Sony's advertising partners, so it's doubtful we'll ever see the amount of user-control in that service as we see in Second Life. There'll be no nudity, no naked furries, and no unicorn sex, but at the same time users will be hard-pressed to express themselves quite as freely as the can in Linden Labs' world.

The majority of regular Second Life users who've seen videos of PlayStation Home in action have laughed at the robotic avatars, the staid environments, and the overall uniformity of Sony's virtual space...which parallels the general gaming populace's notion of Second Life as a place for perverts and freaks to hand out. While there are admittedly a good number of twisted people hanging about, folks intrigued by the social aspects of Sony's service might actually find something worthwhile amidst the clutter of user-created curios littering the SL landscape.

Or they could just make disparaging remarks about furries. They're used to it.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5121401&view=rss&microfeed=true
<![CDATA[CNN Enters Second Life]]> Eventually there will more companies in Second Life than their are in real life. Now CNN is setting up an I-Report hub in the virtual world, in a double-effort to learn about life in a computer-created environment while discovering what constitutes news in such a foreign environment.

"The thing we most hope to gain by having a CNN presence in Second Life is to learn about virtual worlds and understand what news is most interesting and valuable to their residents," said Susan Grant, executive vice president of CNN News Services.
See? Exactly what I said. The I-Report hub will allow Second Life users to submit their own news stories and includes both a news desk and an amphitheater for bigger events, such as appearances by RL CNN anchors. They're holding a training session tomorrow at 5 eastern for budding VR reporters. If you're interested, be prepared to see things you can't unsee.

CNN enters the virtual world of Second Life
[CNN.com - Thanks Puddytat!]]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=321697&view=rss&microfeed=true
<![CDATA[Second Life, IBM Want Open Source Avatars]]> Avatars are important, but confining. One avatar in one game won't necessary be usable in another. IBM and Second Life developer Linden Labs have joined forces to figure out a way to make avatars interoperable. An open avatar would allow individuals to keep their same basic appearance and data. Says IBM vice president of digital convergence, Colin Parris:


It is going to happen anyway. If you think you are walled and secure, somebody will create something that's open and then people will drain themselves away as fast as possible.

Hrm. Not sure how this will work with consoles — the very essence of which are being "walled." Hey, it could happen! It would be great if Fahey could take his SL avatar (above) and play Wii Sports. I am skeptical at the moment, however.
IBM, Linden Join Up [Reuters]
]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=309041&view=rss&microfeed=true
<![CDATA[Coin-Collecting Akiba Idols in Furry MMO]]> Nope, that isn't a homeless cheerleader squad accepting donations. Well, they are accepting denotations, but they're not homeless. That's idol group Chu!Lips (a Japanese pun on "kiss" and "tulip") collecting pocket change for the World Wildlife Fund. Why would Akihabara pop idols be doing that? Well! The troop is appearing in MMO Holy Beast Online, a Taiwanese developed game that lets players switch back and forth between human and animal form. The game has even teamed up with WWF Japan. Hardcore! So yes, these girls aren't only lending their likeness to furry MMO, but doing their part to help wildlife. They must really, really like animals. Just as long as they don't like animals.
Watch Chu!Lips in Concert [YouTube]
Holy Beat Pics [IT Media]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=294022&view=rss&microfeed=true
<![CDATA[Earth Eternal Races Rendered]]> When they aren't busy writing a back story long enough to rival War and Peace, the folks at Iron Realms Entertainment like to do themselves a little game building, and to that effect they've unveiled character models for all 16 of the MMO's anthropomorphic animal races in both male and female forms. Hit the gallery below and then use the comments section to discuss the historical use of animals in fiction to represent human struggle and conflict, the similarities between animal behavior and today's society, and which one you think is the sexiest.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=292905&view=rss&microfeed=true
<![CDATA[Bloody Roar Future Looking Bleak]]> Pity the Bloody Roar fan(s), for it appears that the next game in the fighting series popular with furries won't be appearing for a long time. In an interview with Hudson Entertainment's John Lee, when asked about a trio of Hudson's more popular franchises—Bloody Roar, Adventure Island and Dungeon Explorer—the marketing maven was honest and open about their respective futures.

He tells the Revolution Lifestyle of another Bloody Roar that he "[doesn't] think that's even up in our discussion pipeline, so you'll have to keep dreaming on that one for now." He's a bit more positive about the next peeks at Dungeon Explorer and Adventure Island, however. Plus, there's the usual Bomberman love-in.

I, for one, will not shed a tear over the extinction of the beastly brawler. Maybe it's my refined taste and aversion to musclebound lycanthropes. I'm actually quite neutral. I've just never used lycanthrope in a post before.

The Revolution Lifestyle Exclusive: Interview With Hudson Entertainment! [The Revolution Lifestyle via NeoGAF]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=273423&view=rss&microfeed=true
<![CDATA[Voice Comes to Second Life]]> keikoyan.jpgIf you wander into Waterhead, a popular gathering spot for completely insane people in Second Life, you are generally greeted by a barrage of annoying sound clips, dancing, flying sperm cells, and sometimes even gunfire, but this morning it was eerily quiet. There were people there, but they were just standing still, like zombies. Voice chat has hit Second Life, and in one of the few places the new feature seems active the populace has come to a standstill. It's even creepier than normal.

To use voice you have to download a special version of the program client, and right now only certain areas will be available for voice chat, such as Waterhead. It is a vicinity system, meaning if you are close to someone talking you will hear them, which should make the in-world bordellos oh so interesting to poke around in down the line, pun sorta intended. Would have tried the feature out myself, but I don't want anyone finding out I am a beautiful woman that only plays a guy in game.

As a bonus for those of you who get upset because of the coverage Second Life receives here, I've included this picture of a furry leopardess dressed as Gordon Freeman, complete with head crab. Never say I didn't give you anything.

Voice First Look Viewer Available for the Live Grid [Second Life]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=269146&view=rss&microfeed=true
<![CDATA[Clip: Earth Eternal Character Concepts]]> Earth Eternal is more than just a vehicle for furry concept art, and they've just released their first video to prove it. Mind you it's just a character concept demo filmed in a barren area with shadows turned off, but it's enough to give you a general idea of the style they're going for.

When you consider the game is being developed by a very small team from Iron Realms, a company known for making text-based games, it isn't too shabby. Say what you will about the whole anthropomorphic animal angle (and I know you will), the little mushroom thing (Shroomie) is freaking adorable. One day I expect to kill many of them.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=260497&view=rss&microfeed=true
<![CDATA[Second Life Claims Another Victim]]> Several times over the past six months I've taken the opportunity to make fun of Second Life, mainly for the fact that the first several times I tried it I kept losing my money accidentally to strippers. While the sex is still there...my god is the sex still there *shudders*...I tried out the life sim sensation one last time, and discovered that Second Life isn't just a den of temptation and debauchery. Second Life has the power to make us into what we fear the most.

That's me, on the left. In my defense, I have a really kickass jet pack. Really. It makes whooshing noises.

The difference this time around was having a guide. Rather than floundering around, trying to figure out how to make my hair not look like Donald Trump...not just his hair, but his entire body...I was shown a wig shop where I can find trendy hair that all seems to look like McWhertor's for some reason. And the costumes...anything from Gundam to Megaman to Sonic the Hedgehog. While I may have chosen a breakdancing robot furry to represent all that is Fahey in the world (amazingly accurate), I could literally be anyone at any time.

I'm going to be poking around the world for a bit, seeing what I can find that might interest the sort of intelligent, considerate, not making fun of Fahey for being a robot furry kind of readership we attract here. If you play, poke me on Caliban Karas, robot furry extraordinaire. Not literally poke me of course, though I can point you towards an excellent source for free detachable penises.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=257505&view=rss&microfeed=true
<![CDATA[Earth Eternal Menagerie Grows]]> I don't know why I can't stop talking about this damn Earth Eternal game. Maybe it's the bizarre hopping mushroom thing in the top left of their webpage, or perhaps I am a closet furry, simply lying dormant until the technology to bioengineer me into a bunny person is developed. Whatever the case, the results are in for their Pick-A-Beast contest, and they're decidedly unsexy.

Frog-people, gecko-people, and boar-people now join the stable (hehe) of playable races in the game, bringing the grand total up to sixteen. Seems those three choices were so good the developers couldn't pick just one, as the contest originally specified.

It almost seems like they were looking specifically for animals not generally associated with Furry art, which is why I had to resort to the Geico spokes model above instead of an explicit piece of anthropomorphic lizard adult artwork as I originally intended.

Pick-A-Beast Contest Winners [Earth Eternal Forums]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=251344&view=rss&microfeed=true
<![CDATA[Earth Eternal's Pick A Beast Contest]]> Remember Earth Eternal, the new MMO coming from Iron Realms featuring furries anthropomorphic animals as player characters? Well they want you to help design the fourteenth and final player race! In their 'Pick a Beast' contest, gamers choose a mammal or bird appropriate to Europe or North Africa, suggest a name for the species, and then tell them in 100 words or less how the beast fits into their world. Physical characteristics and roleplaying qualities are requested. Mating behavior not so much.

The winner will work with the game's lead designer on fleshing out the race and receive a month of exclusive access to their creation during beta for them and up to 10 friends.

You have until April 9th to enter. If one of our readers ends up winning the contest, I will personally mail them a cheese sandwich. Extra slice if the winning entry contains the adjective 'sexy'.

Pick A Beast Contest [Earth Eternal]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=248815&view=rss&microfeed=true
<![CDATA[Carmack On NASA's Proposed MMO]]>

As far as geek gods go, John Carmack is right up there. Not only has he programmed games like DOOM and Quake, but he's also into engineering rockets. Real rockets. So when NASA announced that it will be developing a 3 million dollar MMO for the youth, game site GigaGamez sent Carmack an email. His response?

..the end result will probably be a turkey (a MMOG focusing on formal education... sounds thrilling!)

[I] do support efforts to enhance math/science/engineering education, and I could imagine something interesting coming out of it if they were willing to focus on game-like scenario and actions, rather than trying to be some sort of generic Second Life sort of environment.

Yes, no furries doing it in zero-G. 'Kay, thanks. Still, shouldn't NASA be doing other stuff? Like space stuff? Budget cuts might have push the MMO back, thankfully.

Carmack Gives NASA Advice [GigaGamez via Alice]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=247953&view=rss&microfeed=true
<![CDATA[Link Wolf Furry Horror!]]> While I don't normally make a habit of trolling the fursuit LiveJournal group, it seems I'll have to make a point to do so in the future. Not that I lean toward furry fetishism, mind you, it's just that in my quest to inflict mental pain on the Kotaku readership, a plushy costume designed on Link's wolf-form from The Legend of Zelda Twilight Princess is just what the internal sadist ordered.

There are tons of shots of the (admittedly impressive, yet ultimately disturbing) suit at Fatkraken's LiveJournal. While the creator makes apologies for reusing bits of the also impressive Amaterasu (Okami, y'all) outfit, we're going to need a formal "sorry" for the linked video of shaking god-wolf ass to JT at some anime con. Enjoy your little slice of furry hell, kids!

Thanks, I think, Cheryl.

Link, he come to town [LiveJournal]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=245694&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

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=245182&view=rss&microfeed=true
<![CDATA[Popular Game Voice Actor to Attend Furry Con]]>

The last time I picked on furries, the Kotaku offices received a large printer box completely bound in packing tape. As one of the interns gouged a seam with his regulation pink boxcutter, a horrific stench belched forth, accompanied by a faint hiss like the last air escaping a deflated balloon.

After the intern had been slapped back to his senses and savagely propelled back into the mail room, we discovered that the contents of the box were far worse than we expected (Florian was waiting for her rejected manuscript to be mailed back by the Hustler offices).

A note informed us that an entire litter of adorable baby raccoons had been thoughtfully sent to us, so that we would learn the meaning of profound love for cute animals, and perhaps see our way to a more tolerant viewpoint. The babies should be in good health, the note continued, because the sender had included plenty of cabbage and havarti cheese for them to snack on while they were shipped.

In other furry news, video game and cartoon voice actor Rob Paulsen will be Guest of Honor at this year's Anthrocon. Rob is the vox behind a giant cast of characters, in all sorts of titles ranging from Baldur's Gate to Animaniacs. The guy is as much of a game voice legend as he is a cartoon actor, so anyone with a gap in their video game autograph collection should rent themselves a mascot suit and hustle on down to Anthrocon.

Sadly, as a newcomer to the field, Furry fandom is still greatly misunderstood. In the early days of the fandom the conventions were held in West Coast venues; inevitably, the more free-spirited culture of the region affected the character of the conventions, and hence the public perception of Furry fandom.

His name was Robert Paulsen. His name was Robert Paulsen.

Rob Paulsen as Guest of Honor at Anthrocon [Anthrocon, thanks Tae]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=196024&view=rss&microfeed=true
<![CDATA[Dead Rising Yonic Imagery Blossoming Like A Beautiful Flower]]>

Xbox 360 and PC FPS Prey isn't the only game we'll see this year dripping with vulva imagery. While Prey's oiled and shaved—and badly in need of a visit to the gyno—organic Dyson Sphere merely induces nausea, Dead Rising's colossal, inflatable rabbit honeypot just gives one a feeling of creepiness.

Clearly this is just an attempt by Capcom of Japan to sell a few more copies to the furry fetishist crowd, but we'd appreciate a little less polygonal sexual symbolism in our future games, please.

Thanks for the tip, Mike.

Female Private Parts In Prey [Kotaku]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=187562&view=rss&microfeed=true
<![CDATA[Sephiroth, Riku Get Down, Gay in Sims 2]]>

Sephiroth and Riku get gay in the Sims 2. What is it with Squeenix fans anyway? Half of them seem to think they've been beamed straight from a homoerotic, bobble-headed universe where Riku and Donald Duck share a special, furry bond.

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=168164&view=rss&microfeed=true