<![CDATA[Kotaku: godfather]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: godfather]]> http://kotaku.com/tag/godfather http://kotaku.com/tag/godfather <![CDATA[The Simpsons Almost Killed Dead Space]]> If you wonder why Dead Space cribs from other material, consider the fact that they were the sole new IP developed in competition with The Godfather, Lord of the Rings and The Simpsons.

There is no way EA would let a licensed game near the chopping block — not if a little-known new IP like Dead Space could be canceled first to free up resources.

"Dead Space doesn't have much stuff in it compared to what we thought we were going to make," Art Director Ian Milham explained. "We thought, let's not get fancy with the art direction. Our risk tolerance was pretty maxed out from the start."

For his panel on "Creating Horror and Immersion with the Art of Dead Space (which could be canceled any minute)," Milham discussed the myriad things stolen inspirations that led to EA's only horror title ever created (at least until Dead Space 2 comes out).

A big one was David Fincher films. Milham explained that the colors in movies like Se7en and Fight Club "feel hopeless and decayed – while still varying up the color so you don't have the next-gen brown that everybody gets raked over the coals for."

Colors like Fincher's are consistent within one frame — but varied throughout the whole project, which is definitely what happens in Dead Space. Go back and play the Leviathan boss fight again and you'll see what Milham was talking about: it starts out blue and warms to red as the boss comes closer and closer toward Isaac.

Next up was Gothic architecture for the actual innards of the Planet Cracker ship, Ishimura. I won't bore you with specifics, but if you think to yourself "Gee, the inside of this place looks like a rib cage," there's a reason for that. Bonus if you can find circles with ribbing on them — Milham is fond of those.

Lastly, Dead Space drew from dentists offices to create the lighting concept for the game. The point of that, said Milham, was both to cut down on the troubles of deferred lighting and to make the player feel constantly uncomfortable. "You sort of feel interrogated," he said, showing a slide of a room dotted with dentist lights. "A lot of our lighting is on arms like that. We wanted no indirect light."

The result, along with a lot more borrowing from Sci-Fi Horror classics like Alien, was this:

Not everything in the game was cribbed, to be fair — sometimes the things that we saw are the direct result of the dev team applying some of Kojima's problem-solving skills. For example, the game was never meant to include heads-up displays, maps, or helpful terminals that tell you where to go. Everything has to be communicated visually — from Isaac's health bar to whether or not a door is open.

The art team rose to the challenge, coming up with the Japanese subway-style signs above doors and a landmark system using the lurid advertisement posters throughout the ship. The result is something that looks a like like other stuff, but still scares you just the same. Even anachronistic things like fire extinguishers (which you'd think would have evolved a little in a hundred years) were choices made by the art team that drew you into the world and made it truly scary when you finally saw an alien.

But you wanna know what's really scary? The they might have canceled Dead Space to make this.

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<![CDATA[Godfather: The Lawsuit Settled]]> Paramount and the estate of "The Godfather" author Mario Puzo settled their $1 million dustup over how much was owed to whom over sales and rentals of the 2006 game.

The estate of Puzo, who died in 1999, sued Paramount Pictures Corp., which licensed the game to Electronic Arts. The two sides appeared headed for trial until the agreement late Friday. Its terms were not disclosed.

"We think it's a terrific settlement," said Bert Fields, the lawyer for the Puzo estate, Bert Fields. "This involved one of the most admired films of all time."

EA was not involved in the lawsuit. The litigation has nothing to do with the game's delayed release into April. EA moved it out to make sure its release wasn't going up against the likes of Killzone 2, Halo Wars and Street Fighter IV.

Godfather Estate Settles Video Game Lawsuit [Agence France-Presse at Yahoo! via VE3D]

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<![CDATA[Robert Duvall Has Wooden Words for Godfather II]]> Robert Duvall is a fine actor, and doesn't need an uncredentialed drama lecture from me or anyone else. But watching him read off his lines in Godfather II ... I'm not feeling it.

In this video, Duvall gives a little insight on how he understood Tom Hagen, the iconic consigliere of the Corleone family. He's the only character voiced by his original actor in this game. But frankly, the Hagen impersonator in the first Godfather video game Duvall sounded like he had a little more heft as Hagen in the first game. Here, I'm not hearing Hagen's icy pragmatism as the family's fixer and advocate. Even when the character issued direct orders, they sounded more like advice. Extremely threatening advice, but you could still take it or leave it. His dialogue with Sen. Geary has none of the menace of the original encounter.

(Edit: Terrible mistake. Duvall did in fact voice Hagen in the original. I still stand by my observation that he's not putting much oomph into it this time, though.)

EA, masters of the sequelized IP, know that there are guys like me who'll buy or play anything in a certain franchise regardless of how warmed-over it may look. I still have high hopes for the Godfather; I'll still play it; I may even beat it. But I'm not exactly fired up.

Developer Diary: Robert Duvall [Gametrailers]

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<![CDATA[The Godfather II: Trailer]]>
Even though it got very repetitive and ultimately fell short of my expectations, and others', I still played The Godfather: The Game to 100 percent completion. After seeing this and reading A.J.'s impressions, I'm willing to give EA another shot with The Godfather II, seen here in the debut trailer that released earlier today. The intimidation animations and gunfire executions look like reprises from the first title, but you get a look at the "Don's View" map, which takes the game's flow away from a roam-the-streets looking-for-trouble model and into a more subtle, decision-making context. Plus, I love period pieces. And Fredo's mustache.

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<![CDATA[Godfather II Is As Much RTS As It Is GTA]]> Godfather was...OK. Not awful, but then, didn't really live up to the name, either. So it's thoroughly unsurprising to hear that, for the second game, they're ditching the GTA-style gameplay in favour of something a little more...unique. The latest issue of the UK's Xbox World 360 mag says the game's a little more like "Scarface meets Total War". Confused? Explanation follows: while the action/GTA bits remain, they're only part of the action. There's also a "Don's View" element to the game, much like the world map for the Total War games, where you can inspect and tweak stuff on a more strategic level (this time across three cities: Miami, Havana & New York). Could get messy, but then, anyone who's played X-Com may also find something to look forward to if EA can successfully manage the split between the planning and action sections.

We'll be checking out the game first-hand next week, so stay tuned for our impressions.

Godfather II: First details [CVG]

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<![CDATA[Godfather Creator's Son Sues Over Game Royalties]]> Anthony Puzo - son of Mario Puzo, author and creator of the Godfather - has begun legal proceedings against Paramount Pictures, accusing them of stiffing him over royalty payments he's owed in connection with the recent Godfather game. Puzo says that a deal was struck between his father and Paramount in 1992, whereby the now-deceased series creator (and by succession, his kids) would receive a "significant share of the revenue of any audio-visual products" associated with the Godfather, but then accuses Paramount of failing to "pay the Puzo Estate the sums due it in respect of the Godfather game". I don't know what Paramount are getting at, but if I was dealing with the family of the guy who created the Godfather, I would not mess with their money, and I would not mess with their respect.

Son of "Godfather" sues Paramount over video game [Reuters]

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<![CDATA[Exhange Real Money For Fake Money in Godfather 360]]>

Major Nelson updated his blog with a list of all the Godfather microcontent coming to Marketplace. Most disturbing?

Name: In-Game Money - $100K Available in: All regions Price: 75 Points Dash Details: Fatten your wallet with $100K. Maybe that'll help you on your way to buying that new Tommy gun you've had your eye on. The money will be added directly to your in-game bankroll once you return to gameplay. This is a one-time offer; it cannot be purchased multiple times.

Name: In-Game Money - $250K
Available in: All regions
Price: 150 Points
Dash Details: Add $250,000 to your game portfolio. Now we're talking some serious cash. The money will be added directly to your in-game bankroll once you return to gameplay. This is a one-time offer; it cannot be purchased multiple times

So first EA starts selling cheats; now, developers are acting as goldfarmers. Although we suppose there's no difference between buying virtual cash and a new virtual horse, somehow, the parallel between exchanging real currency for a couple bits of data seems very disturbing now.

The Godfather content [Major Nelson]

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<![CDATA[Rumor: System Shock 3 In The Works]]>

There is a rumor floating around, supposedly to be found in Game Informer magazine's latest 'Loose Talk' column, that System Shock 3 is in the works by EA.

But Irrational isn't the company working on it. Instead, the team that put together the execrable Godfather game has been put in charge of the project.

Wasn't that rapid succession of exquisite joy followed by unbearable torment fun? It's like having a nail gun shot into your spine at the moment of orgasm.

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<![CDATA["Say Hello To My Little Friend!": Scarface Vocal Cast Announced]]> SCARFACE.jpgThere's two kinds of mobsters: the upper-scale tuxedo-sporting Italian variety and the sweat oozing, coke-huffing, AK47-packing Cuban TYPE. Coincidentally enough, both kinds of mobsters were immortalized in celluloid by the thespian talents of Sir Al Pacino. Similarly, both The Godfather and Scarface are movie properties turned video games.

So on the heels of the Godfather's success comes the cast list for the upcoming Scarface game. Reprising their roles from the film are Robert Loggia as Frank Lopez, Steven Bauer as Manny Ribera, and Al Israel as Hector the Toad. Pacino's not joining in, which is depressing — who else could possibly pull of what we pray will be your Scarface avatar's crie de couer when he's down to a sliver of health: "I'm still standing! I'm still standing!"

Other talents who are lending their voice to the game are James Woods, Michael Rapaport, Ice T, Dale Earnhardt, Jr., Cheech Marin, Ricky Gervais, Michael York, Michael Rooker, Tommy Lee, and Elliott Gold, amongst others. That's a hell of a V.O. cast.

Scarface Vocal Cast Announced [1UP]

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