<![CDATA[Kotaku: gdc08]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: gdc08]]> http://kotaku.com/tag/gdc08 http://kotaku.com/tag/gdc08 <![CDATA[Hideo Kojima Announces An Announcement]]> *tap* *tap* *tap* Is this thing on? Because game designer Hideo Kojima has something to announce.

First and foremost, Kojima is best known for creating stealth series Metal Gear Solid. That doesn't mean you should pigeonhole him as an action guy. In a GDC interview, he states:

Well, to give you maybe a surprise, people might think I love action games and I love shoot 'em ups and I kill people all the time, but that's not it. I really like other [genre like] romance... I do, of course, like the comedy... Of course, there is no comedy genre right now, and I'm always wondering how I should re-present this — which I don't have a specific idea yet, but I'm always thinking about that as a new genre.

Whew, got that cleared up. Okay, now on to the announcement. At the end of the interview, Hideo Kojima announces that he will be making an announcement at E3. That's right, he announced an announcement. This really caught us off guard, and we wish he would've given us a heads up — you know, announced that he was going to announce that he will be making an announcement.

Hideo Kojima Interview [GameSpot]

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<![CDATA[Some Infinity Ward Guy, Ladies Man]]> It's time to turn down the lights down real low. Set the mood, right. Previously, Microsoft exec and ladies man Aaron Greenberg talked up Bill Gates hot tub habits with two Penthouse Pets. This time it is Robert Bowling from Infinity Ward's turn. Robert Bowling? Yes, ROBERT BOWLING. He talks to the Pets about his part in Call of Duty 4:

Penthouse Lady: You are behind Call of Duty 4, right?
Robert Bowling: Uh, yeah. I'm the Community Manager for Call of Duty 4: Modern Warefare and Infinity Ward, which is the developer.
Penthouse Lady: Right on.

Phew. Good thing that wasn't all awkward. It sure could've been. These clips are from GDC and will never get old. Never.

In Bed With The Pets [Das Gamer via videogaming247]

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<![CDATA[Gears of War 2 Direct Feed Tech Demo]]> For those of you who missed GDC, the Gears of War 2 tech demos are available for free on Xbox LIVE Marketplace. For those of you who either don't own an Xbox 360 or are too lazy to connect it to the internet, the Gears of War 2 tech demo is above. It's direct feed and sweet. Another clip after the jump.
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<![CDATA[Harmonix Talks About Rock Band Albums]]> albumsrb.JPG You may have noticed that in the Music Store, coming with the Rock Band update later this week, is a reference to albums. In fact albums have their own selection (with a Coming Soon next to it) on the front page of the Music Store. But still no official word about when albums may be coming. What gives?

When we sat down with the game to check out the new menu at GDC we asked our Harmonix guide just that. He said that albums were a very important goal for the game and that Harmonix was in the "process of finalizing albums."

It sounded to me like one of the hang-ups might have been figuring out pricing and how to deal with people who have already bought chunks of albums through Harmonix created music packs. But it's definitely on it's way and soon. So take heart.

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<![CDATA[Rock Band Gets In-Game Music Store]]> musicstore.JPG Along with a slew of other updates, the latest patch for the Xbox 360 and Playstation 3 version of Rock Band includes a new in-game music store. The music store will let you preview and purchase songs from inside the game by selecting the option from the main menu.

The store lets you sort all of the games' music by a selection of categories, view original album art for the masters recordings, listen to song previews and check out some extended information about specific songs, like the difficulty rating for each instrument.

We had a chance to check it out in Harmonix suite during the Game Developers Conference earlier this year and were pretty impressed. The menu allowed you to sort by artist, song, genre, album, pack and the difficulty of the song.

mswelcome.JPG Selecting the Music Store from the main menu brings you to a slick interface that allows you to quickly look at new releases, a list of songs available for purchase, song packs and, eventually, entire albums for sale. The front page of the Rock Band Store will also include a sizable box that can show off cover art for the latest album, pack or song and an place where Harmonix can add a message to gamers.

mssongs.JPG

Hopping into the list of songs, gamers can quickly sort by a number of options. When a song is selected on the list, located on the right side of the screen, box art for the music swings down on the left side. It can also show the album name, genre, year it was released and other information.

musicstorealbum.JPG

Hopping into an actual song will bring up an option to preview a snippet of the music as well as a break down of the song's difficulty for each instrument. It will also include a listing of which DLC pack the song is part of.

When Mark and I checked it out at GDC we were very impressed with what we saw, the store will not only help gamers sort through what is increasingly becoming an unmanageable selection of songs, it also looked really damn neat.

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<![CDATA[BioWare Weighs In On Sexuality In Games]]> MEgreen2.jpgWith so much controversy around the sexuality in Mass Effect, I'm kind of surprised it was so long before Bioware provided their thoughts on the matter. But at GDC 08, BioWare's General Manager Ray Muzyka gave his opinion on how proud he was of the team at BioWare, and the game they've created.

We're proud of the mature plots that we build into our games. They're really appropriate for the type of story we're trying to convey. And romance is part of that. It's part of life. It's part of an interaction — a healthy relationship with other people.
The full interview is in a video hosted by MTV, which means if you're in one of the unlucky countries like me (that's anyone with an IP in Canada, the UK, or Japan), you can't see the vid. So check it out and let me know what other fascinating things he said!

Bioware Talks Video Game Romance In The Post-'SeXbox' Era [MTV Multiplayer]

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<![CDATA[Game Industry Turns Tables On The Press]]> croal.jpg One of the numerous panel discussions at GDC last month did things a little bit differently, setting up a panel of video game journalists, lead by Newsweek's N'Gai Croal, to answer some of the questions game industry professionals have for those that write about them and their work. The panel consisted of 1UP's Garnett Lee, MTV's Stephen Totilo, Game Informer's Andy McNamara, Geoff Keighly of GameTrailers.tv, and our very own Brian Crecente.

The group covers a variety of topics, including the responsibility of a game journalist, the role of the reporter versus that of a critic, the impact that the emerging casual game market is having on game journalism, and one question from an anonymous contributor about the pay structure of gaming sites. One of the most interesting discussions, though, surrounded the influence giving a score to a game has on not only the game, but whether people will read the article:

"I hate game scores," Crecente said. He cited a film reviewer's quote that if you put a letter or score on a review, no one will actually read it. Keighley agreed that the score-driven culture bothers him because the industry views the score as "objective." "You never hear someone say [that] about a music album," he noted.

On the other hand, I'd think that the game score means a lot to the game industry, since that number (or letter, thanks to 1UP) may be what makes or breaks someone's interest in the game. Those scores are also a factor for advertisers when looking around at what games and publishers to support. Having that score could potentially be what gives other games from a publisher or franchise a future. The rest of the discussion is definitely worth taking a look at.

Best of GDC: The Game Industry Confronts The Press [Gamasutra]

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<![CDATA[Street Fighter IV Impressions From The Street Fighter III Perspective]]> Two days prior to my hands-on experience with Street Fighter IV, we held an impromptu Street Fighter III: Third Strike tournament at the offices of Massive Black. My Elena versus Crecente's Ryu wasn't so much a contest as it was a total bloodletting. (Ultimately, though, the Massive Black guys made the three Kotaku editors look like scrubs.) In Crecente's defense, he was more transfixed with Street Fighter II Champion Edition and largely ended his love affair there. I, on the other hand, latched on to every arcade release, through Super Street Fighter II, Street Fighter Alphas I-III and all three iterations of Street Fighter III. Hell, I was even pretty competitive in Super Gem Fighter: Mini Mix for a while there.

But the entry in the series that Street Fighter IV is largely modeled after, Super Street Fighter II Turbo, was the one that I actually spent the least amount of time with.

Regardless of my familiarity with that entry, jumping into a game of IV was like riding a bike. Sure, the bike was being kicked at by those already more experienced with the newest Street Fighter, and I was saddled with Crimson Viper for my first taste—she's overpowered at this point if I can take take on serious players while reading her move set from the cabinet—but much of the timing felt comfortably familiar.

And while timing, move sets and character rosters may have shifted considerably over the past seventeen years—each properly numbered sequel has its own inherent "feel"—there was much about Street Fighter IV that appealed to the gameplay nostalgic within.

It's hard when seeing Street Fighter IV in person for the first time not be wowed by what proper 3D could do for the series. Seeing Dhalsim, my default, with realistically rubbery extremities helped put aside my 2D purist moaning. Capcom's smart camera work for some of the game's more dramatic moves—say a Final Atomic Buster from Zangief or Houyoku Sen from Chun-Li—add a level of reward for pulling off a successful "ultra move."

The 3D engine adds some lovely effects to many of the characters super moves. Chun-Li's jellyfish-like projectile, for example, looks, well, even more jellyfish-like in three dimensions. Gorgeous lighting effects from Viper's electric attacks cast spooky blue light upon herself and her opponents. Dhalsim's fireballs, however, look wispy and meek.

As I find myself playing more Street Fighter III: Third Strike than anything else in the series these days, it was harder to adjust to the newer, more offense oriented play style. But coming to grips with a lack of parries and adjusting to the new Revenge moves, which add an exciting layer of strategy to IV, I found myself almost dreading going back to III's rules.

One thing I did like about Street Fighter III was its wacky cast of characters, regardless of how clunky characters like Q or flat out bizarre fighters like Twelve turned out to be. But that doesn't mean I'm not a fan of the meat and potatoes offerings on hand for IV. I hope Ono and crew do look beyond the second game in the series for inspiration. Whatever happened to Geki, anyway? And can we get a decent version of Poison to play around with?

I can understand producer Yoshinori Ono's wishes to bring Street Fighter back to the masses after the dwindling appeal of Street Fighter III. As someone who could never compete on a competitive Third Strike level, my best fighting game years well behind me, I appreciate what Capcom is trying to do with IV. It appears to have a welcoming surface, full of big, bright, memorable characters with an impressive depth for hardcore veterans.

My hands-on time with Street Fighter IV, painfully brief as it may have been, certainly made the wait for the console versions that much more distressing. It may not have been exactly what I wanted, as far as a jump from Street Fighter III, but it turns out I may have been wanting the wrong thing. This is a solid fighter, one that I'll be keeping even closer tabs on than before.

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<![CDATA[Warhawk Gets Monster Bubble Shields]]> OBM_image_4.jpg Warhawk's upcoming booster pack, Operation Broken Mirror, will feature an armored personnel carrier which can serve as a mobile spawning point and weapon producer and also create the "mother of all bubble shields," the game's producer, Dylan Jobe told me in a recent interview.

"You can roll this around a map and it's like this clean blank canvas for combat," he said. "When it's driving around it works as a mobile forward spawn point and when you spawn into it you get additional equipment."

Jobe said the APC will also be able to deploy a piece of equipment that is "like the mother of all bubble shields" and is a couple of hundred feet wide.


Enemies won't be able to shoot into it but allies will be able to shoot out and when a Warhawk gets too close to it it came become unstable and explode.

While the APC won't have a weapon of its own it does have a turbo boost, Jobe said, which can turn the entire vehicle into a giant missile of sorts.

"I've had kills before where I've launched through a Warhawk in an APC," he said.

OBM_image_2.jpg

The booster pack will come with a new battlefield which has ten layouts and it will also include new layouts for existing maps.

While Jobe was hesitant to peg a specific date, because the pack is still being play tested, he did say that he hopes to get it out by the end of next month of the first half of April.

While Operation Broken Mirror won't come with new gameplay modes, Jobe said they are talking about creating some and if they do come they will likely be released as free patches.

"I'd hope we would add new game modes, game modes are things I don't think gamers should have to pay for," he said.

I also asked Jobe about the possibility of a single-player campaign being released for Warhawk, which was once meant to include single-player play, either as an expansion pack or episodic content.

"We made a conscious strategic decision to go multiplayer only, If we were to go single player we would probably address it in another product," he said. "As a player I don't know if I would want to play single player through episodic content. I'd be hesitant."

Jobe added that Incognito isn't just 100 percent Warhawk nowadays either.

"Right now we are working on some exciting things," he said. "But we can't make any announcements."

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<![CDATA[Street Fighter IV Impressions: SF2 Edition]]> kensbaddass.JPG Let me start by saying that my love of Street Fighter 2 Championship Edition comes not from the perspective of an aficionado, or someone paid to study each nuanced piece of minutia that comes out about a game as it makes its way from concept to arcade.

My experience with Street Fighter 2 CE was born entirely in my time first hanging out at arcades and then running one in the 90s in Maryland. I loved the game so much that my time spent playing it is what likely lead to me being fired from the job. I slathered more attention on our big-screen SF2 box than I did every other machine in the place, combined. I regularly replaced the cherry switches and springs on a weekly basis.

But I couldn't have told you who the game's producer was, what sort of lore was buried in the creating of such an indelible franchise or how they came about with the idea of the characters in the game.

That being said, read on.

The first thing I noticed when I saw the game, was the 2.5D effect of the graphics. Described on paper, it sounds immensely off-putting, but in action it manages to pull Street Fighter into the modern age without sullying the gameplay at all. This is done by essentially making both the background and characters 3D but forcing the characters to move on a 2D plane. What you're left with is the best of both worlds.

More importantly, the game's look seems to have returned to its origins. Sure the graphics pop, really pop, but they're very reminiscent of II and not as SNKey as I felt Street Fighter III had become. I know, blaspheme.

While the controls haven't entirely returned to the grandeur of Street Fighter II, they have mostly returned. The same can be said of the attacks. Sure you have to still use two buttons to throw (so annoying) and taunt (so unnecessary) and there are revenge, super and ultra moves, but at it's heart this is a game that strips away the unessentials and returns to what made the Street Fighter franchise so addictive: Timing.

This isn't just my opinion. When I spoke with producer Yoshinori Ono he said that there was a concerted effort to refocus the franchise with this title. Street Fighter had become too filled with moves and had lost its way, he essentially said. What the game was always about was timing, much like real martial arts, not flashy moves.

Playing the game, after years spent ignoring the increasingly annoying character-driven Street Fighter III spin-offs, was like returning to a childhood home to find that it was, in fact, larger, not smaller than you had remembered it.

The game's timing, which plays at about the speed of Street Fighter II Turbo, has been tweaked, deliberately, and I believe the hit boxes (which invisible surround the characters) shrunk, but that just gives me an excuse to relearn the game. There also seems to be a slightly longer delay after pulling off a move, or whiffing one.

In fact, I can honestly say that the only thing about this early build of Street Fighter IV that disappoints me, so far, is that it probably won't be showing up in arcades across America and that's because there aren't arcades across America anymore.

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<![CDATA[Street Fighter IV, Visual Impressions]]> While Crecente and McWhertor will be flooding your consciousnesses with Street Fighter gameplay impressions later, I wanted to start things off with an amuse-bouche and just focus on one thing: just how freaking gorgeous SFIV is in person.

Because while I was initially skeptical about the 2.5D art direction, now I'm a total convert. SFIV's graphics dropped my jaw in a way that hasn't happened with a fighter since the original Virtual Fighter. Even when you don't have the pleasure of actually playing, the game is pure eye candy high fructose corn syrup concentrate.

The Hadoken
Ken and Ryu's hadoken attack is, quite honestly, the most gorgeous video game animation I've ever seen. Highly intricate, flame-like energy erupts out of nowhere, darting in front of your eyes momentarily before it is gone, as if nothing special ever happened. And the only thing you can think is, "Wow, Crecente's bitch move is really a delight on this cabinet." (That's before crushing him 4-0 with Abel, btw). These visual effects masterpieces aren't limited to that one move, either, as Crimson Viper's jet boot sends out a glorious circle of flame around her figure that looks like the lovechild of fire and pure bliss.

The Backgrounds
We were only able to preview 3 stages at Capcom's GDC event, but if their quality was any indication, you'll have motivation to squint your way through the hadokens. Here's where we see the 2.5D really pay off in an interesting way. Instead of just stacking 3D buildings on a 2D plane, which would look fine, the backgrounds actually have a roundness to them that enhances the effect. In other words, as you advance forward, your perspective will actually change. As you approach your opponent, alleys will open to reveal inner activity, or buildings will rotate as to offer a glimpse of what's hidden on what could have been an unseen side.

The Characters
The characters were the only visual point over which I heard any criticism, and it's obvious why. While the models themselves, for the most part, look excellent, the game's entire art direction becomes confused when you examine the faces. While it's obvious that designers are hoping to keep the game light by including funny expressions and bug eyes, it's just not quite congealing with the rest of the world.

And while I could continue about the visual style forever (I haven't even touched on the subtle ink splatters or dynamic lighting), I should probably end this little article so you have some steam left for Crecente and McWhertor's impressions to come.

But if nothing else, SFIV is a testament to two things: HD gaming, and the viability of 2D games in a 3D-obsessed marketplace. I expect long lines when these machines are imported to US arcades.

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<![CDATA[Game Developers Choice Awards On Tonight]]> gdcawards.jpgFor those who didn't attend GDC last week, there's another chance to catch the Game Developers Choice Awards/Independent Games Festival Awards megashow. Condensed to a 30-minute segment for an X-Play time slot, to catch the event, set your DVRs for G4 at 8pm (eastern) tonight. (You could watch it in real time, but we were pretending you had plans or something.)

Not only is this the first developer-powered award show to make it to mainstream television, but everyone who attended was entertained by some extremely funny acceptance speeches. Tune in and enjoy.

G4 To Show Game Developers Choice Awards Tonight [Gamasutra]

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<![CDATA[GDC Attendance Hits Record High]]> gdc08smalllogo.jpg
The 2008 Game Developer's Conference saw an all-time high in attendance numbers, as the GDC team has announced that over 18,000 people walked through the convention hall's doors. The five day event featured 400 sessions, 300 exhibitors, and enough Force Unleashed coverage to keep Tori happy (okay, the GDC team didn't announce that, but it's still true).

Jamil Moledina, executive director of the GDC, also issued the obligatory "we're oh so happy about it" quote:

"Every year, the GDC's goal is to deliver tailored learning and networking opportunities for the diverse groups of people who make games... This year's conference not only exceeded our historical attendance record, but also surpassed expectations in terms of content quality and deal-making productivity."

Next year's GDC will be held March 23-27, also in San Francisco, but it will be changing to an invite only system.

GDC 2008 Breaks Attendance Record with Over 18K [Game Daily]

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<![CDATA[Bionic Commando ReArmed Impressions]]> bcrea.JPG Whiling away the time between sessions of Street Fighter IV ass-kickery (mine, not anyone elses) and my interview with Yoshinori Ono, I accidentally made eye-contact with a Capcom flak. The handler, notice my lack of doing anything, was quick to thrust a 360 controller into my hands and point me toward a screen showing off Bionic Commando ReArmed.

Ugh, I wasn't really a huge fan of the original and didn't really have a whole lot of interest in checking it out... but after Tarzaning across a level and using my bionic claw to toss barrels at people and people at barrels, I quickly changed my mind.


The first thing you notice when you pick up the XBLA/PSN title (I played on the 360) is how pretty it is. Just because a game is 2D and harkens back to the bitastic days of old, doesn't mean that it has to be ugly. Capcom managed to give the game a high polish and still include echoes of the classic.

The thing I found most frustrating about the original was that moving diagonally with your claw was never very easy for me, it didn't feel fluid and it was easy to get it wrong. Not so with the remake, I was able to cruise up and down levels in record time with just the claw. And they didn't make it too easy, just smoothed out the process and precision of the controls.

The game really makes use of the HD real estate, but still has levels that feel like they belong in the original. You still can't jump down, you have to drop, you still can't jump up, you have to use your claw. But this time, for me at least, it seems to work better.

I know it's blasphemy to even hint at the fact that a remake of an arcade classic could in anyway be improved upon for a console, but from what I saw in the very early build of the game, Bionic Commando Rearmed might very well do that.

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<![CDATA[Nintendo Almost Used Microsoft-Style Parental Controls]]> During Takashi Aoyama's presentation at GDC, he told an interesting anecdote about developing the Wii. Specifically, current Nintendo president Satoru Iwata demanded that, for the Wii not to "to be seen as an enemy in the household," it should have a parental control timer that would automatically shut the console off after a period of time (sound familiar?).

Aoyama explained that a "debate raged for several weeks" until the team came up with what they felt to be a better direction, the play history list.

Aoyama explained, ""instead of instituting some play limit...this allowed parents to monitor and discuss how much their children were playing...this is why you can't erase the play history on the console."

It's interesting to see how two companies making similar products tackled a problem (limiting play time to please parents) in such a different manner. Nintendo hoped that the list would provide constant check-up on children, initiating a parent to child dialogue. Microsoft, on the other hand, went with the more straightforward, less child-trusting approach (the even Iwata initially supported).

Which is better? I love the philosophy behind Nintendo's parental controls, but I'm betting that for most American families, Microsoft's are flat-out more effective. Thoughts?

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<![CDATA[Presenting Puzzle Quest: Galactrix]]> Over GDC I dropped in to see what was up with D3 Publishers of America and was greeted with a great surprise. They have officially announced the impending arrival of the next game in the Puzzle Quest family titled Puzzle Quest: Galactrix. This Puzzle Quest has left the realm of fantasy and entered the vastness of outer space.

I wondered how they would change the jewel matching style gameplay to make this game different from its predecessor and they certainly didn't disappoint. Besides the obvious visual differences in the interface, the style of puzzling has changed as well. The round pieces have changed to hexagonal ones and extra challenge has been added by the movement of the hexagons once you have matched up your three or more. Instead of dropping straight down, your columns slide diagonally, and depending on which piece you move, the columns will fill in either from the left or the right. Gravity will have a bearing on the various movements of the pieces as well making you have to think in several directions at once.

One of the things I asked about was whether the AI was going to be improved over the seemingly punishingly difficult AI of the original Puzzle Quest. I was told that the developers had heard players issues and it was something they were working on. So hopefully this time around, our enemies from space won't have the same kind of luck that will allow them 5 minutes worth of amazing moves while we just sit and watch our health go down.

Like the original Puzzle Quest, Galactrix has an overarching storyline that ties all the puzzle battling together. In the far future, the entire galaxy is run by four mega corporations. It's not long before one of these corporations starts deadly experiments that go awry and threaten the existence of the universe. The player must puzzle battle these enemies of the universe and save us all.

There wasn't much more information given in the short demo that I saw but I could tell from what I did see that D3 definitely has another addicting hit on their hands. The changes from the original game are enough that new players will find it exciting and seasoned players will take to it immediately without feeling like they are just playing the same game over again. Puzzle Quest: Galactrix will be coming to the DS, PC and XBLA later this year, ready to fly its way into your heart and not let go.

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<![CDATA[Drunk Guy Tries to Steal Portal Song at Valve Party]]> stillalivecake.jpg
So a funny thing happened at last week's Valve party.

As I'm sure you're all aware Valve threw a little party during last week's big show (We weren't invited. I blame our butchering of their song.) and during the tail end of it they brought up Jonathan Coulton to play a set. At the end of his last song he invited the Rock Band folks up on the stage to play Still Alive on their game, a really neat way to announce that the song was coming to the game.

After they finished the crowd went crazy, a Harmonix developer told me the next day. The crowd was so excited, in fact, that one of them burst from the masses and jumped onto the stage. Walking up to the 360 that was home to the song, he plucked out a memory card, plugged it in and started fiddling. At which point one of their larger of the Harmonix guys walked over and asked him if he needed help with something.

"I'm just grabbing Still Alive, everyone needs to be able to play this," he said, if my source's memory serves.

The developer plucked the controller from the rotund man's hands and deftly deleted the song, which he had already managed to grab, from the card. Better luck next time.

The Harmonix guys thought it was even stranger that he later bragged to Harmonix co-founder Alex Rigopulos about it. Personally, I think it's super weird that he happened to have a Memory Card on him.

bistecred.gif This year, we heard a really funny joke involving a possible 2008 game release. So funny it made out sides hurt! That fantasyland release day joke was?

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<![CDATA[A Chat with Sid Meier]]>
We tried, at this year's GDC, to have a quiet sit down with a number of different developers. And for a number of different reasons, many of them fell through, but I was able to beg 2K into giving me 15 minutes with one of the developers who probably most adversely effected my college career: Sid Meier. If it weren't for Civilization it probably wouldn't have taken me six years to get my two bachelors degrees... OK, that's probably not true, but I did spend a shocking amount of time playing his games in college.

In this 15 minute chat we talk about the death of the PC gaming market, how GDC has evolved and what type of character he plays in WoW... among other things.



powered by ODEO

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<![CDATA[Mario Kart Wii Show Floor Trailer]]>
Here we have another look at the new Mario Kart game for the Wii. We get see a bunch of multiplayer gameplay as well as some people "enjoying" the Wii wheel. Something about that wheel just leaves me scratching my head. Perhaps it's the fact that it's not attached to anything and just seems to be floating there. I think I'll stick to driving my Kart with a good old fashioned controller thank you very much.

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<![CDATA[SNK Playmore Suite Visit]]> I got a chance to swing by the SNK Playmore Suite at GDC to check out some of their offerings. Most of what they had going on on their screens were showings of their various game anthologies including Fatal Fury Battle Archives Vol. 2, King of Fighters 98 Ultimate Match, King of Fighters Collection Orochi Saga, Samurai Shodown Anthology, SNK Arcade Classics Vol. 1 and World Heroes Anthology. Not a whole lot new here but there were a couple of nice looking trailers for King of Fighters XII and the New Samurai Shodown.

The real treat however was a little surprise waiting on a DS in the corner, Metal Slug 7! I hot footed it over to the corner of the room and practically wrestled the girl playing it to the ground in my attempt to check out the game. It looked great, played better and had everything you could possibly want from a Metal Slug game. So if you are ready for a new Metal Slug experience, look no further than Metal Slug 7, coming soon to a DS near you.

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