<![CDATA[Kotaku: Lucasarts]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Lucasarts]]> http://kotaku.com/tag/lucasarts http://kotaku.com/tag/lucasarts <![CDATA[Lego Indiana Jones PC Demo Released]]> legoindypcdemo.jpg PC gamers eager to get an early taste of Lego Indiana Jones: The Original Adventures now have their chance! LucasArts has released the playable demo for the title, which spans Indy's first three movie adventures and features what seems like more characters than actually appeared in all three films combined. The demo is now available on the Games For Windows website, weighing in at a modest 464 megs, which means that at my current crappy internet speeds I shall be able to tell you how it is sometime next week. Switching to cable was such a brilliant idea.

Lego Indiana Jones Demo {Games For Windows]

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http://kotaku.com/389878/lego-indiana-jones-pc-demo-released http://kotaku.com/389878/lego-indiana-jones-pc-demo-released Tue, 13 May 2008 08:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=389878&view=rss&microfeed=true
<![CDATA[Force Unleashed Not Coming To PC, And This Is The Best Excuse Lucasarts Could Come Up With]]> No Parking Well, PC gamers, it looks like piracy isn't the only reason developers are cutting back on the number of games they create for the platform. It's also your expensive, cutting-edge rigs! In trying to explain why Lucasart's upcoming Force Unleashed wouldn't be gracing the company's former home platform, producer Cameron Suey has said:
[If we made the game for high-end PCs], someone with a low-end PC would have a watered down experience, they would have to turn all the settings down and it wouldn't be the same game. On the other hand if we made that game for as many people as possible then it's not taking advantage of what those $4,000 systems can do.
What a load of rubbish! You're gonna cut PC gamers out of the loop, Lucasarts, the least you can do is be straight with them. Or at the very least, come up with a better cover story than "we won't scale the graphics on a PC game".

Star Wars: The Force Unleashed Interview [VideoGamer]

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http://kotaku.com/389776/force-unleashed-not-coming-to-pc-and-this-is-the-best-excuse-lucasarts-could-come-up-with http://kotaku.com/389776/force-unleashed-not-coming-to-pc-and-this-is-the-best-excuse-lucasarts-could-come-up-with Mon, 12 May 2008 21:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=389776&view=rss&microfeed=true
<![CDATA[Did LucasArts Just Bolt From The ESA, Too?]]> LUCASARTSThe Entertainment Software Association confirmed late last week that two of its members—Activision and Vivendi Games—were no longer with organization, after they decided to "discontinue their membership." The pair were just two of the publishers who opted to bail on E3 this year, showing potential signs of discontent with the ESA and its annual show. They may not be the only ones.

Today, it would appear that another publisher may be joining Activision and Vivendi as a former ESA member, as GamePolitics points out that LucasArts is no longer listed as one of its members, a recent and unannounced change. The official E3 Summit web site still lists LucasArts as a participating company. We have a request in with the publisher to learn more about their ESA status and will update when we hear back.

ESA Members

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http://kotaku.com/388760/did-lucasarts-just-bolt-from-the-esa-too http://kotaku.com/388760/did-lucasarts-just-bolt-from-the-esa-too Thu, 08 May 2008 18:40:02 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=388760&view=rss&microfeed=true
<![CDATA[Lego Indiana Jones Site Unearthed]]> LucasArts has gone all out for the official website of Lego Indiana Jones: The Original Adventures. The flash heavy site is chock full of news, game info, screenshots, concept art, and even a nifty trailer for your enjoyment. The site also contains a nifty little treasure hunt, where you can click on treasures hidden throughout the pages for points to use in the downloads section towards stickers, wallpapers, coloring pages, avatars, and eventually ringtones...though I must admit that I already have the theme saved to my phone. PC Gamers might also want to take note of the Games For Windows hosted demo for the game, due out May 13th. Follow the link below to check out the Indy gaming scene.

Lego Indiana Jones Website [LucasArts.com]

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http://kotaku.com/386069/lego-indiana-jones-site-unearthed http://kotaku.com/386069/lego-indiana-jones-site-unearthed Thu, 01 May 2008 08:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=386069&view=rss&microfeed=true
<![CDATA[ScummVM, Now For Your Nintendo Wii]]>
If you're not interested in getting homebrew up and running on your Wii, fine. That's your business. You're probably not interested in knowing that ScummVM is now working for the system, either, nor in seeing a man play Full Throttle on his couch using a Wii Remote. Because that's not awesome at all, is it?
[via Savygamer]

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http://kotaku.com/385491/scummvm-now-for-your-nintendo-wii http://kotaku.com/385491/scummvm-now-for-your-nintendo-wii Wed, 30 Apr 2008 03:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=385491&view=rss&microfeed=true
<![CDATA[Hold Onto Your Potatoes, Lego Indy Has 60 Playable Characters]]> shortround.jpg A new fact sheet for the upcoming Lego Indiana Jones has been released today. Anything of note? Let's see here..."Tongue-in-cheek humor presents The Original Adventures in a manner only LEGO can whip up"....no. "Explore the globe and solve puzzles that encourage creative thinking through the use of teamwork and unique building situations only possible in a LEGO world". No, no no. "Cooperative gameplay encourages parents to share the legacy of Indiana Jones with their children in a fun and humorous way". Boring. AH. Here we are! "Unlock more than 60 playable characters, including villains and supporting characters (Marion Ravenwood, Short Round, Rene Belloq, Willie Scott, Marcus Brody, Jones Senior and Mola Ram)". Sixty characters, eh? Not super-surprising, since the Star Wars games had a big playable cast as well, but then Short Round was never in Star Wars, either, so this is much more exciting.
Lego Indiana Jones: more than 60 playable characters [VG247]

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http://kotaku.com/379037/hold-onto-your-potatoes-lego-indy-has-60-playable-characters http://kotaku.com/379037/hold-onto-your-potatoes-lego-indy-has-60-playable-characters Fri, 11 Apr 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=379037&view=rss&microfeed=true
<![CDATA[The Force Unleashed Experience]]> I don't mean to make anyone uncomfortable, but good Lord, this gets me hard:

Whatever your console, this trailer will convince you it's going to be awesome. Exclusive content and gameplay for all of them. God, now I want to buy a Wii. Right after I take a cold shower.

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http://kotaku.com/376587/the-force-unleashed-experience http://kotaku.com/376587/the-force-unleashed-experience Sun, 06 Apr 2008 13:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=376587&view=rss&microfeed=true
<![CDATA[The Force Unleashed Hits September]]> The Force Unleashed hits the U.S. on Sept. 16, Southeast Asia and Australia on Sept. 17 and Europe on Sept 19., LucasArts announced today.

The game will have you playing as Darth Vader's secret apprentice and takes place in the era between Star Wars Episode III Revenge of the Sith and Star Wars: Episode IV A New Hope. The game will have players assisting Vader in his quest to rid the universe of Jedi.

"Star Wars: The Force Unleashed is one of the most ambitious projects LucasArts has ever launched. The combination of a great new Star Wars story with revolutionary new technology and game play means more fun than you've ever had in the Star Wars universe," said Peter Hirschmann, Vice-President of Product Development, LucasArts. "We can't wait until gamers get their hands on it this September."

LucasArts teamed up with Spike TV to air segments about the upcoming game during the channel's upcoming showing of all six Star Wars movies this weekend. The channel will be airing six different segments about the game "each with an exclusive announcement or new game play footage."

Hit the jump for the segment times, more box art shots and some details on the game.

• April 6 at 7:58 p.m. ET/PT - between the premiere of Star Wars: Episode II Attack of the Clones and Star Wars: Episode III Revenge of the Sith
• April 11 at 10:52 p.m. ET/PT - At the end of Star Wars: Episode IV A New Hope
• April 12 at 12:00 a.m. ET/PT - throughout an episode of GameTrailers TV with Geoff Keighley filmed at LucasArts' headquarters in San Francisco
• April 12 at 5:06 p.m. ET/PT - before Star Wars: Episode IV A New Hope
• April 13 at 5:06 p.m. ET/PT - before Star Wars: Episode V The Empire Strikes Back

More About Star Wars: The Force Unleashed
Star Wars: The Force Unleashed is the first next-generation game developed internally at LucasArts, and will be available on the Xbox®360 video game and entertainment system from Microsoft and PLAYSTATION®3 computer entertainment system.

As its name implies, Star Wars: The Force Unleashed completely re-imagines the scope and scale of the Force by taking full advantage of newly developed technologies that will be seen and experienced for the first time together: Digital Molecular Matter, by Pixelux Entertainment, and euphoria by NaturalMotion Ltd.

LucasArts and developer Krome Studios are creating an equally enthralling version of Star Wars: The Force Unleashed on the Wii™ home videogame system from Nintendo, PlayStation®2 computer entertainment system and PSP® (PlayStation®Portable) system, and n-Space, Inc., is developing a version for Nintendo DS™. All will feature the same storyline, with opportunities to unleash the Force in devastating new ways.

Working with Lucas Licensing, LucasArts is preparing an unprecedented promotional effort around the launch of Star Wars: The Force Unleashed, encompassing a full line of toys and game-based action figures from Hasbro, as well as a full publishing program from Dark Horse, Del Rey, Prima Games, and Palace Press.

More information about the game can be found at the official website, www.theforceunleashed.com, which will continue to release details throughout the year.

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http://kotaku.com/375567/the-force-unleashed-hits-september http://kotaku.com/375567/the-force-unleashed-hits-september Thu, 03 Apr 2008 08:20:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=375567&view=rss&microfeed=true
<![CDATA[LucasArts Names New President]]> darrell_rodriguez.jpgNot so long ago, Kotaku broke that then LucasArts President Jim Ward was leaving the company. Now LucasArts has announced Ward's replacement, Darrell Rodriguez. Most recently a COO at EA LA, Rodriguez has also worked at Earthlink and Walt Disney. We wish Rodriguez the best of luck in his new position. If we were lesser dorks, we might wish that "The Force be with him at LucasArts." Luckily, we would never do that. Hit the jump for the full, glorious historical detail of the announcement.

San Francisco, Calif. (April 2, 2008) - Darrell Rodriguez has been named president of LucasArts, the videogame division of Lucasfilm Ltd., it was announced today by Lucasfilm President Micheline Chau.

"Darrell is the ideal person to run LucasArts," states Chau. "Having worked at both Electronic Arts and Disney Imagineering he brings the perfect blend of production, operational, and creative expertise. For a games company such as LucasArts with its roots in film, this is an electric combination."

Rodriguez will take the helm at LucasArts in mid-April. He currently serves as Chief Operating Officer at Electronic Arts LA in charge of overall operations, product development and strategic growth for the studio. An avid gamer, Rodriguez has extensive expertise in multiple categories from action sports games, to first person shooters, to real time strategy games. He has worked on such diverse titles as SSX On Tour; Medal of Honor: Airborne; The Lord of the Rings: Battle for Middle Earth II; and Command & Conquer 3: Tiberium Wars.

"I couldn't be more excited to join such a dynamic and innovative company as LucasArts," states Rodriguez. "The people are world class and the IP is the best in the business. To be able to work with such cultural icons as Star Wars and Indiana Jones and develop new franchises is like a dream come true."

Prior to Electronic Arts, Rodriguez also held positions in product development and production at EarthLink, Walt Disney Imagineering and the Walt Disney Internet Group. Born and raised in the Bay Area, Rodriguez earned his MBA at the University of California, Berkeley.

Rodriguez joins LucasArts at a key time in its 26 year history. 2008 boasts a terrific slate of games led by Lego® Indiana Jones™: The Original Adventures which will launch June 3 just after the theatrical release of Indiana Jones and the Kingdom of the Crystal Skull™. Developed by the same team at Traveller's Tales that created the LEGO Star Wars™ series, LEGO Indiana Jones: The Original Adventures presents a tongue-in-cheek take on the first three cinematic adventures of pop culture's most iconic archaeologist, including Indiana Jones and the Raiders of the Lost Ark, Indiana Jones and the Temple of Doom and Indiana Jones and the Last Crusade. Next up is the highly anticipated Star Wars: The Force Unleashed™, in which the player is cast as Darth Vader's Secret Apprentice in the time between Episodes III and IV. The first next-gen game to come out of LucasArts internal studio, Star Wars: The Force Unleashed completely reimagines the scope and scale of the Force. Fracture, a new IP developed by Day One Studios, advances players 150 years into a future in which the devastating effects of global warming and the debate around genetic enhancement have literally and figuratively split the United States in two, placing it on the brink of war. The game introduces "Terrain Deformation," a truly next-gen gameplay mechanic that allows players to completely modify the battlefield on the fly.

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http://kotaku.com/375220/lucasarts-names-new-president http://kotaku.com/375220/lucasarts-names-new-president Wed, 02 Apr 2008 12:20:08 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=375220&view=rss&microfeed=true
<![CDATA[Why Don't Next-Gen Games Give Us Next-Gen Gameplay?]]> Here's an excellent point (kind of) made by a Lucasarts rep with regards to their upcoming environment-shifting shooter Fracture:

While a lot of games are pushing the limits of what can be done visually in games, we also wanted to push gameplay to levels that literally could not be done on the previous generation of hardware.
Putting the hype for their own game aside, this is something that's been shitting me off for months now. Here were are, more than two years into this console cycle, and how many titles have given us new ways of playing games (that old hardware just couldn't manage), rather than just prettier ways of playing old ones? Let's see, we've got Dead Rising, and we've got....um....well, maybe Oblivion, and...that's about it. Disappointing.
LucasArts: Most games don't take advantage of next-gen hardware [MCV]
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http://kotaku.com/370011/why-dont-next+gen-games-give-us-next+gen-gameplay http://kotaku.com/370011/why-dont-next+gen-games-give-us-next+gen-gameplay Wed, 19 Mar 2008 21:20:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=370011&view=rss&microfeed=true
<![CDATA[Alleged LucasArts Staffer Gets Gossipy On Ward, ILM & More]]> JIMMYWhen LucasArts president Jim Ward surprised us by resigning from the company he'd been with for more than a decade, we didn't have any insight into the reasons why. LucasArts reps chalked it up to "personal reasons." However, a recent and lengthy comment on the matter at Gamasutra, picked up by GameSetWatch, may reveal more about the departure, which may have been the result of internal strife.

According to the anonymous comment, "Mich (& company) was unhappy with his delaying of the Force Unleashed and Indiana Jones titles." The commenter implies that Ward was more interested in delivering "kick ass" games more so than games that shipped on time, on budget and with, we assume, an acceptable level of ass kicking.

Anonymous then goes on to write that interim president Howard Roffman's replacement of Ward "could spell trouble for the LucasArts division" if he aligns with those who feel that properties such as Indiana Jones and Star Wars should be more often handed off to third-party developers.

He or she then rips into the working relationship with ILM, calling Zeno, the pipeline that LucasArts' internal game engine Zed runs upon, "garbage" and "one of the worst first party developement tools out there." That certainly inspires some confidence.

The full comment is definitely worth a read, regardless of whether it's 100% factual or not. At the very least, it provides interesting insight into the (possible) inner workings at LucasArts. let's just hope someone doesn't get Force-choked to death because of it.

GameSetInsight: Disgruntled Of Presidio Writes... [GameSetWatch]

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http://kotaku.com/364899/alleged-lucasarts-staffer-gets-gossipy-on-ward-ilm--more http://kotaku.com/364899/alleged-lucasarts-staffer-gets-gossipy-on-ward-ilm--more Thu, 06 Mar 2008 18:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=364899&view=rss&microfeed=true
<![CDATA[Lucasarts' 1993 Catalogue Is A Pleasant Stroll Down Memory Lane]]> If you're a young whippersnapper, you might hear a lot of us old, toothless codgers yammering on about how great PC gaming was back in the day. And if you caught that yammering, you'd also catch us talking about Lucasarts, and how when PC gaming was at its best, Lucasarts were the best developer on the PC. Need proof? Read this. It's the Spring 1993 edition of Lucasarts company newspaper/catalogue, The Adventurer, which I dug it out of storage at my parent's house on the weekend. Flick through its pages and step back in time to a year when graphic adventures were on top of the world, Spielberg was involved in games that didn't involve coloured blocks and you could fit all the world's officially-licensed Star Wars merchandise on two-and-a-half pages.

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http://kotaku.com/360183/lucasarts-1993-catalogue-is-a-pleasant-stroll-down-memory-lane http://kotaku.com/360183/lucasarts-1993-catalogue-is-a-pleasant-stroll-down-memory-lane Mon, 25 Feb 2008 06:20:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=360183&view=rss&microfeed=true
<![CDATA[Star Wars: The Force Unleashed Eyes-On]]> While many of GDC's industry attendees were excited to hear about LucasArts' technology pipeline and day to day methods of operations, we sat in with the hopes of getting a sneak peek of the game. And after listening to an interesting anecdote (The Force Unleashed could have been replaced by the self-explanatory game Wookiee Warrior had Lucas not ripped the idea), LucasArts did show us several minutes of restricted-photography real-time gameplay...along with a few early concept videos that were fairly amusing.

The gameplay started in a Tie Fighter hanger, our male protagonist looking down at the cleanly-textured room. Everything is understated, save for the size. It's so massive that I found myself mentally categorizing other games that had indoor environments with ceilings that reach 150+ feet in the air.

And it reminds you that force powers are truly the intended focus of the game. Because while our male protagonist was indeed holding a lightsaber, he opted not to use it all that often. Sure, part of the gameplay decision was for our benefit, but when levels employ so much vertical space, sometimes propogated with Tie Fighters floating by (ready to be plucked out of the air), the saber feels so tedious.

We watched as the jedi made short work of the Storm Troopers (effortlessly lifting them and ran into the spaceship's hallways (also some of the largest we've seen). The blast doors were satisfyingly bent open ala The Force and then new troopers got the taste of some lightsaber.

Then something really bothered us. We noticed that when the troopers died, green orbs popped out like we've seen in God of War. While we're sure these orbs are intended to fill the force meter, their fantasy-based nature really sucked us away from the hyperrealism of gorgeous floating Storm Troopers, grabbing on to any near object in attempt to save life and limb.

Even on the large projected screen, the game looked very nice. We can only imagine it scaled down to a more manageable, non-jumbotron size. Unfortunately, there was one pretty cool image that you'll never see.

In an early concept video, designers rendered a mock battle between a jedi and a rancor (large humanoid monster). After battling for about a minute, the monster swallows the jedi.

Needless to say, this didn't end well. The monster was struck with a lightsaber ulcer so bad that its body exploded. And despite a packed hall of hoots and hollers in response, the content was too spicy for the ESRB to designate a "T for Teen" rating.

And it makes us wonder how long it will be until we're choosing between uncensored version of games and their "radio" edits.


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http://kotaku.com/359505/star-wars-the-force-unleashed-eyes+on http://kotaku.com/359505/star-wars-the-force-unleashed-eyes+on Fri, 22 Feb 2008 10:00:00 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=359505&view=rss&microfeed=true
<![CDATA[Indiana Jones And The Screenshots Of Lego]]> Back in 1981 when my mother took me to see the first Indiana Jones movie, Raiders of the Lost Ark, I sat rapt for nearly two hours - no small feat for a hyperactive 8 year old - entranced by the action, tickled by the wit, and just completely absorbed by the story. The reason I bring that up now is that these screens from Lego Indiana Jones look like the original movie as seen through the eyes of a hyperactive 8 year old. Just a thought that struck me. Game is looking pretty good, isn't it?

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http://kotaku.com/354898/indiana-jones-and-the-screenshots-of-lego http://kotaku.com/354898/indiana-jones-and-the-screenshots-of-lego Mon, 11 Feb 2008 09:40:11 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=354898&view=rss&microfeed=true
<![CDATA[No Nazis For Lego Indiana Jones]]> The upcoming Lego Indiana Jones will, of course, feature cute, adorable little Indiana Jones. And - fingers crossed - a cute, adorable little Sallah, with a clicky little red fez. What won't be featured in the game are Nazis. While the characters themselves will still feature (yes, Toht is still in it, and yes, he's still going to melt), all references to Nazism have been scrubbed, Traveller's Tales telling Edge:

Lego [have] already replaced them with an anonymous genocidal, occultist, trenchcoat-wearing master-race.
On the one hand, understandable. Lego's for kids. But on the other...how many five year-olds know who the fuck Indiana Jones is? Surely the target demographic for this game is the 20+ market.
Lego Indy: First concrete details [Edge, via CVG] ]]>
http://kotaku.com/354547/no-nazis-for-lego-indiana-jones http://kotaku.com/354547/no-nazis-for-lego-indiana-jones Fri, 08 Feb 2008 21:20:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=354547&view=rss&microfeed=true
<![CDATA[The Force Unleashed Lego You Had To Have]]> No escaping it. It was Star Wars-related, it's a videogame, so it was always going to get some Lego. This is the Rogue Shadow, and is the ship of one the game's stars, Imperial pilot Juno Eclipse. The set also includes three figures: Juno, a battle-damaged Darth Vader (who looks fantastic) and Vader's secret, probably evil apprentice. The Rogue Shadow, which is retailing for $49.99, should be rolling out to toy stores as you read this.

lego1.jpg [Star Wars Shop]

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http://kotaku.com/353603/the-force-unleashed-lego-you-had-to-have http://kotaku.com/353603/the-force-unleashed-lego-you-had-to-have Thu, 07 Feb 2008 02:30:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=353603&view=rss&microfeed=true
<![CDATA[Yes, That New, Non-LEGO Indiana Jones Game Is Still Alive]]> You may have forgotten amidst all the exciement surrounding the new movie and the LEGO game, but once upon a time (2006) Lucasarts announced they were working on another Indiana Jones game. One based on NaturalMotion's pretty-darn-exciting Euphoria physics and animation technology. Well, since then, we've heard squat on the game. Hell, talking about it around the tower's water cooler this morning, I'd forgotten all about it. So it was great to hear from Vanity Fair, of all places, that the game's still being worked on. Good news. LEGO's great and all, but sometimes you just want to put a ragdoll Nazi's face through a windshield, you know?
The Game Has Changed [Vanity Fair]

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http://kotaku.com/353547/yes-that-new-non+lego-indiana-jones-game-is-still-alive http://kotaku.com/353547/yes-that-new-non+lego-indiana-jones-game-is-still-alive Wed, 06 Feb 2008 16:40:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=353547&view=rss&microfeed=true
<![CDATA[LEGO Indiana Jones Live Gameplay at GDC]]> indygdc.jpg

We just leaned that LucasArts will be hosting an event at their Presidio campus during the Game Developers Conference to show off some of the cool tech behind Star Wars: The Force Unleashed and Fracture and... gasp... let us catch a glimpse of some live gameplay from LEGO Indiana Jones: The Original Adventures.

I am as giddy as a school girl about that game, and I'm not kidding. I actually look longingly at the new Indie LEGO kits every time I see them in stores. I've been trying very hard to kick my son of his LEGO Star Wars habit, just so I have an excuse to buy them. So want.

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http://kotaku.com/353538/lego-indiana-jones-live-gameplay-at-gdc http://kotaku.com/353538/lego-indiana-jones-live-gameplay-at-gdc Wed, 06 Feb 2008 16:04:16 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=353538&view=rss&microfeed=true
<![CDATA[The Force Unleashed to Deliver "I Am Your Father" Moment]]>

Variety has a pretty epic story in their March issue that delves deep into LucasArts upcoming Star Wars game The Force Unleashed. Writer Frank DiGiacomo does not only an amazing job of shedding light on a hotly anticipated game, but also manages to lead the uninitiated on a quick tour of both the history of video gaming and the problems the emerging medium still struggles with. The story then quickly plunges into the making of the upcoming game and some of the issues the devs have run into while trying to blend new tech with old for the game.

The story does mention a few things interesting to the hardcore as well, like the fact that they had to play down the game's realism because if a person was really hit with a force blow it would be like being smacked with a cannon ball, and perhaps a bit too gruesome for the T-rating they are shooting for.

The article says that Force Unleashed, which is meant to tell the story of the time between Episode III and Episode IV by fleshing out Darth Vader, has a plot twist "almost as good as the "I am your father" moment from Star Wars: Episode V—The Empire Strikes Back." The game also contains surprising revelations about the birth of the Rebel Alliance.

There isn't, actually, a ton of detail about the game's play in the lengthy three-page article, but it ends with this gem of a description of a play through on the PS3 of the prologue:

The Dark Lord of the Sith is on Piper's screen, his black cape billowing, his death's-head helmet gleaming in the computer-generated sunlight. Piper guides Vader forward using the game controller and eventually arrives at a narrow rope bridge of lashed-together logs. As the Wookiees begin to charge across the bridge, Piper mashes buttons and summons up a ball of Force energy that, in a nice artistic touch, withers the plant life beneath Vader's boots. Then, pushing another button, he hurls that energy at the furry, fanged Wookiees. A bunch of them go flying off into space, causing the D.M.M.-enabled bridge to start rippling like a water bed. This sends more Euphoria-infused Wookiees toppling over the sides while those that remain struggle to regain their balance. They are only prolonging the inevitable. Using a more personal form of the Force, Vader hoists a struggling Wookiee into the air and dashes him against a wooden support beam, which cracks and splinters with remarkable authenticity. As another warrior is lifted, he grabs on to one of the remaining beams and hangs on for dear life, but Vader dislodges the wooden buttress and hurls it, with the Wookiee still attached, over the bridge.

I highly recommend either picking up the magazine or clicking over to the link to read through the article. DiGiacomo's fresh look at some of the issues video games face as they strive to recreate life on a screen are quite poetic at times and his take on the merging of Euphoria's AI and Digital Molecular Matter with the physics of Havok are alone worth the time. There are also plenty of screens and interesting images.

I'll leave you with this wonderful description of the process of making a video game, to hopefully convince you to go read the article:

To observe the men and women of LucasArts in action—aside from noting their propensity to wear their security badges on bright yellow lanyards—is to realize that the process of making a video game is really the fulfillment of French mathematician and philosopher René Descartes's dream of putting "the world into equation," in the words of LucasArts lead software engineer Cedrick Collomb.

The Game Has Changed [Vanity Fair]

cuar02_lucas0803.jpg

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http://kotaku.com/353204/the-force-unleashed-to-deliver-i-am-your-father-moment http://kotaku.com/353204/the-force-unleashed-to-deliver-i-am-your-father-moment Wed, 06 Feb 2008 11:00:04 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=353204&view=rss&microfeed=true
<![CDATA[LucasArts President Talks About His Departure]]> lucaslogo.jpg

LucasArts president Jim Ward surprised the developer on Monday with news that he was leaving the company he's been with for nearly ten years.

In a prepared statement sent to Kotaku shortly after we broke the news of his departure, Ward sang the praises of a game development company he says he's helped reboot.

"I am so proud of all people and the work we've done together at LucasArts over the last four years," he wrote. "It's been an incredible experience. Together we've rebooted the company and set LucasArts on a path to even greater success. This is a fantastic team and they are positioned for their best year ever."

Margaret Grohne, PR director for the game development arm of Lucas Films, said LucasArts found out about Ward's decision Monday evening.

"He told the company he was leaving for personal reasons and he didn't elaborate on that," she said. "He is leaving in a couple of weeks.

"We are starting a search for a new president and in the transition Howard Roffman, president of Lucas Licensing, will be stepping in. He has been with the company for over 25 years and very intimately connected with the games business. "

Ward's departure, Grohne said, will not impact release dates or development schedules for any of LucasArts' games.

"We have a really strong line up for 08," she said. Ward "has a very strong team in place and he has set up a very strong company. He is leaving us in a very good place."

"We are sorry to see him go. He's been with the Lucas film organization for over 10 years and he has definitely contributed quite a bit to our organization."

Ward was scheduled to speak at next week's D.I.C.E. conference in a talk entitled "Breaking the Broken Model!", but LucasArts confirmed he will no longer be attending the event.

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http://kotaku.com/351775/lucasarts-president-talks-about-his-departure http://kotaku.com/351775/lucasarts-president-talks-about-his-departure Fri, 01 Feb 2008 13:32:56 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=351775&view=rss&microfeed=true
<![CDATA[LucasArts President Has Quit]]> jimward.jpg

LucasArts has just confirmed to Kotaku that Jim Ward, longtime Lucas worker bee and current president of LucasArts, has resigned from the company "for personal reasons" and will be leaving LucasArts in a couple of weeks.

Ward, who began his career in advertising, started work at LucasFilm in 1997 as the head of their marketing division. In 2004 Ward was named president of LucasArts.

No word yet on the reasoning behind his seemingly sudden departure or where he will land, but we'll keep you up to date here.

Update:
We've spoken with LucasArts about Ward's notice and gotten a comment from Ward.

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http://kotaku.com/351737/lucasarts-president-has-quit http://kotaku.com/351737/lucasarts-president-has-quit Fri, 01 Feb 2008 12:40:09 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=351737&view=rss&microfeed=true
<![CDATA[Force Unleashed Tech Continues To Astound]]> If I thought I could get away with simply posting this video and the word "drool" underneath it, then you wouldn't be reading this sentence right now. LucasArts showcases the triple-play of Havok physics, Pixelux's Digital Molecular Matter, and NaturalMotion's Euphoria, showing how the three technologies are combining to make Star Wars: The Force Unleashed for the PS3 and Xbox 360 the ultimate Jedi game. I'm planning on spending my entire time with the game just running around breaking things and going, "Ooooooo, lookatthat!" Sure it's a massive, irrational intrusion into Star Wars canon, but when you compare it to Soulcalibur IV suddenly it doesn't seem so bad. ]]> http://kotaku.com/348915/force-unleashed-tech-continues-to-astound http://kotaku.com/348915/force-unleashed-tech-continues-to-astound Fri, 25 Jan 2008 09:40:20 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=348915&view=rss&microfeed=true <![CDATA[Fracture Hero's New Look]]> LucasArts' terrain rearranging shooter Fracture's main protagonist, Jet Brody, has obviously had a visit from the Extreme Makeover team. Gone is the short bushel of hair atop his head that brought back fond memories of House Party movies past, replaced with a more conservative closely-shaved number. He's also lost his attention-magnet yellow and white ensemble for an equally battlefield impractical red number, which makes him look like he's ready for a round of Unreal Tournament III once all this silly civil war business is sorted out. Definitely a marked improvement!

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http://kotaku.com/347141/fracture-heros-new-look http://kotaku.com/347141/fracture-heros-new-look Mon, 21 Jan 2008 10:30:31 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=347141&view=rss&microfeed=true
<![CDATA[Retro Studios Loses One Of Its Own To Cancer]]> mark_haigh_hutchinson.jpgThe gaming industry lost another long-time contributor yesterday, IGN reports, as Retro Studios senior software engineer Mark Haigh-Hutchinson succumbed to pancreatic cancer. Haigh-Hutchinson's 23-year career spanned stints at both LucasArts and Retro, where he specialized in camera systems and controls. He helped to create beloved games such as Star Wars: Rogue Squadron, Sam 'n' Max Hit the Road, Zombies Ate My Neighbors and the Metroid Prime series. He was also the author of the book Real-Time Cameras, published in 2008.

He leaves behind a wife and two daughters. Mark Haigh-Hutchinson was 43.

Famed Industry Veteran, Retro Studios Programmer Dies [IGN]

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http://kotaku.com/345834/retro-studios-loses-one-of-its-own-to-cancer http://kotaku.com/345834/retro-studios-loses-one-of-its-own-to-cancer Wed, 16 Jan 2008 18:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=345834&view=rss&microfeed=true
<![CDATA[WiiSaber Update!]]> nintendo-wii-lightsaber-star-wars-game-coming-this-fall-from-lucasarts.jpgThis time from Game Informer, we have some fresh new details on LucasArts' The Force Unleashed (Wii) and the mythological WiiSaber. As we'd heard rumblings of before, swinging the Wiimote will not be 1:1 with the onscreen saber. Force powers will be motion controlled, but whether or not the Wiimote will do double-duty between lightsaber and said powers is uncertain. The only example we know of is Force Push, which requires the player to (you guessed it) push with the nunchuck.

I'm really, really hoping this will be good. And until we have the game in our hands to decide, expect bajillions of such updates as we get more info.

A few more Star Wars: The Force Unleashed Wii details
[gonintendo]

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http://kotaku.com/345547/wiisaber-update http://kotaku.com/345547/wiisaber-update Wed, 16 Jan 2008 12:20:46 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=345547&view=rss&microfeed=true
<![CDATA[GDC08: Rock Band Post Postmortem, Pardo Talks]]> rockbandpostpost.jpg

GDC's Jamil Moledina has updated his "Director's Cut" blog with details on four new sessions that will be taking place at next year's conference. Here's the summary, for those not into the whole reading thing:

• A talk by Ken Rolston and Mark Nelson of Elder Scrolls IV: Oblivion discussing collaborative writing
• A talk by Rob Pardo, VP of Design for Blizzard, about the company's approach to multiplayer game design, both what they've learned through titles like World of Warcraft and how they're applying them forward
• A talk with Harmonix's VP of Product Development, Greg LoPiccolo that is a postmortem of a postmortem - a first for GDC - of course, about Rock Band
• A talk with Haden Blackman of LucasArts about the convergent pipeline used in making the upcoming Star Wars: The Force Unleashed

I find all of these pretty interesting, but top of my list is the Harmonix postmortem postmortem, that could be quite interesting.

A Few of Our Favorite Things [GDC]

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http://kotaku.com/gaming/gdc08/gdc08-rock-band-post-postmortem-pardo-talks-335433.php http://kotaku.com/gaming/gdc08/gdc08-rock-band-post-postmortem-pardo-talks-335433.php Tue, 18 Dec 2007 18:00:21 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=335433&view=rss&microfeed=true
<![CDATA[Ten Years Ago: LucasArts' Monkey Island Duo]]> curseof.jpg After taking a look at what Peter Molyneux and Demis Hassabis were up to ten years ago, the final instalment of this 'how did their predictions turn out, a decade later' feature series asks some adventure game veterans.

Specifically, it chats to LucasArts' Larry Ahern and Jonathan Ackley, who were just about to complete 1997's The Curse Of Monkey Island, the first post-Ron Gilbert version of the franchise, and the last to use the famed SCUMM adventure game engine. Read on for what they said and whether they were right...

What do you think of the recent move backwards from point and click interfaces to text parsers?

Larry Ahern: I can't spell; I think it's very danjerous.

Jonathan Ackley: Seriously, I think it's a little silly. When you make a modern game, you're not competing with old text games from the 1980's. You're competing with the memory of old text games from the 1980's. People remember all the fun they had banging their head on their computer desk trying to figure out the proper input for the game's two-word parser. But if you play those games now, you enjoy the nostalgia factor for the first ten minutes and then you realize why interfaces have evolved in the way they have.

(My question here was particularly referencing Douglas Adams' Starship Titanic, and as such, the game's Spookitalk was hardly a trend. In fact, Starship Titanic was the only big title that every tried this method. So, although text adventures are still made, the graphic adventure is still ahead of them in terms of sales.)

Traditionally, the Monkey Island series was the work of Ron Gilbert. Is the game noticeably different without Ron?

Jonathan Ackley: We have no idea what Ron would have made if he had worked on this, so it's hard to compare. But, being big fans of the first two games, we tried to be as true to the characters and style of the series as possible. We'd like to think that we've taken the next step with the story and helped tie it all together into a satisfying trilogy. I don't know why it is, but for some reason trilogies seem appropriate here at LucasArts.

(Gilbert's loss was a shame, but The Curse Of Monkey Island was still received very positively by fans. Gilbert himself went on to found Humongous Entertainment (known for its kids games, and still operating as an Infogrames-owned company) and Cavedog Entertainment (the creators of Total Annihilation). Nowadays he's advising on the Penny Arcade Adventures game and blogging at Grumpy Gamer.)

The industry increasingly sees spin-off merchandising, cartoon series, and so on from the most popular and character-led games. So where's the Guybrush fluffy toy and animation series? Or did the Maniac Mansion TV series put LucasArts off that angle?

Jonathan Ackley: I think we haven't gone that route because it has nothing to do with selling computer games, which is the real business that we're in. We like to focus on what we do best, without having to worry about what someone else might be doing with characters that we license out to them. There's so much room for error with things like that. Crucial issues are at stake, like how fluffy should a Guybrush fluffy toy be? Should we have real flaming beard action on the LeChuck dolls, or will kids just use them to set each other on fire? Things like that.

(Since the Monkey Island series is mothballed, there's not exactly a lot of merchandising out there for it. However, the Wikipedia article for Curse does note: "After 'CMI' shipped, a Monkey Island movie was in the works. This was only brought to light when Tony Stacchi, a concept artist for the project, sent his work to The Scumm Bar, a Monkey Island fansite. The movie was cancelled in the very early stages of development." Nuts.)

Where do you see adventure games 5 years from now?

Jonathan Ackley: It can be a difficult and expensive style of game to produce, so we've seen fewer on the market recently. However, LucasArts has a long and successful tradition with the genre, and we're very fond of it here. each time out we make some alterations to the style and gameplay, so I'm expecting it to continue evolving, but at the heart of it all is always a strong sense of character and story. The balance is between providing enough story to draw the player into the world, and then opening up the world enough for the player to interactively become a part of it.

(Unfortunately, both Ahern and Ackley left LucasArts before the debut of the fourth Monkey Island title, 2000's Escape From Monkey Island - which was also the last pure adventure game the company ever produced. Adventures are starting to return via casual gaming and Telltale's Sam & Max series resurrection, though.

Nowadays, Ahern appears to work at Microsoft on titles including the Flight Simulator series, and Ackley, according to a recent lecture, is a a Director at Walt Disney Imagineering Research and Development, working on Epcot Center rides and other interesting projects.)

Interview: LucasArts Duo [GameGeekPeeks]

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http://kotaku.com/gaming/threepish/ten-years-ago-lucasarts-monkey-island-duo-325791.php http://kotaku.com/gaming/threepish/ten-years-ago-lucasarts-monkey-island-duo-325791.php Fri, 23 Nov 2007 18:00:14 MST simonc http://kotaku.com/index.php?op=postcommentfeed&postId=325791&view=rss&microfeed=true
<![CDATA[Tim Schafer Talks Shit About XBLA Development]]> schafer_talks_shit.jpgOh, not in a bad way. You didn't think based on that headline that... no... oh, no. He's quite a swell fellow that Tim Schafer, despite the potty mouth. He's simply crafted one of the finest analogies in response to questions if he and the team at Double Fine Productions are working on an Xbox Live Arcade title. With Schafer speaking warmly of "blue-sky prototyping" and of a flood of ideas during the development of Psychonauts that didn't make the cut, one would assume that Double Fine was dedicating at least some resources to Epic Saga: Extreme Fighter HD Remix. Nope, says Schafer.

But he does say:

Who doesn't want to make Xbox Live Arcade games? It's like when you see a Great Dane taking a giant shit and then you see a poodle taking a little Tootsie Roll shit. The poodle is so cute, but at the end of the day you're still picking up shit.

Best. Analogy. Ever. ?.

There's plenty more in the way of Schafer quality goodness at the Gamasutra's coverage of the 2007 IGDA Leadership Forum session.

IGDA Forum: Tim Schafer Gets (More) Creative [Gamasutra]

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http://kotaku.com/gaming/brutal-legend/tim-schafer-talks-shit-about-xbla-development-322241.php http://kotaku.com/gaming/brutal-legend/tim-schafer-talks-shit-about-xbla-development-322241.php Tue, 13 Nov 2007 17:20:43 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=322241&view=rss&microfeed=true
<![CDATA[Making The WiiSaber Is Hard]]> nintendo-wii-lightsaber-star-wars-game-coming-this-fall-from-lucasarts.jpgWe already know that the WiiSaber (that's Wii lightsaber...learn it, live it, love it) is coming, but just how hard is the task of design? Very hard. Like, it will be tough to get right, hard. And it's not just because of the Wiimote itself—according to TT Games' Jonathan Smith—one major developer behind the original Lego Star Wars games.
...the way you have to tackle the animation for a character that can mimic your movements is quite intimidating...When I play a game I want to feel like I'm a Jedi, not like I'm some kind of imbecile who just keeps on stabbing stuff in the guts. You're not going to be able to fight with style because you won't know how to put the moves together.
It seems like we're in need of a standardized lightsaber battle curriculum. Time for community colleges to step it up.

Will we ever get complete control of Star Wars' lighty-up sticks? [gamesradar] [picture]


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http://kotaku.com/gaming/noted/making-the-wiisaber-is-hard-320006.php http://kotaku.com/gaming/noted/making-the-wiisaber-is-hard-320006.php Wed, 07 Nov 2007 11:40:03 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=320006&view=rss&microfeed=true
<![CDATA[LucasArts and BioWare Team Up]]>

LucasArts and BioWare today confirmed that they have signed a deal to work together on an "interactive entertainment product." Wow, that's specific.

While they don't at all get into what the game is about, they do say it will push the boundaries of the gaming market, so I assume that it won't be a Star Wars RPG. That my friends, was sarcasm.

Hit the jump for the full, substance-free press release.

LucasArts Bioware

LucasArts and BioWare Corp. to Create Ground-Breaking Interactive Entertainment Product

SAN FRANCISCO, CA and EDMONTON, CANADA — October 30, 2007 — LucasArts and BioWare Corp. today announced that they have entered into an agreement to create an interactive entertainment product. The product, details of which will be unveiled at a later date, will be developed and published by BioWare and LucasArts, and will push the boundaries of the gaming market by utilizing the strengths of both companies to deliver an innovative, high-quality experience.

"LucasArts has a deep commitment to developing compelling stories and characters for the unique medium of interactive entertainment, and we have been searching for a developer that shares this value. We found this in BioWare," said Jim Ward, president of LucasArts. "Through our previous collaborations, we know that BioWare has an impressive ability to blend gripping stories with technological advancements, and we believe that our upcoming product will deliver an experience that will span the traditional boundaries of video game entertainment."

"BioWare's mission is to deliver the best story and character-driven games in the world, delivering powerful emotional experiences to our fans." said Ray Muzyka, chief executive officer, BioWare Corp. Added Greg Zeschuk, president of BioWare Corp., "The collaboration with LucasArts allows us to combine our passion for creating high quality and innovative experiences with those of a company dedicated to bringing only the finest games to market."


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http://kotaku.com/gaming/top/lucasarts-and-bioware-team-up-316698.php http://kotaku.com/gaming/top/lucasarts-and-bioware-team-up-316698.php Tue, 30 Oct 2007 08:12:08 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=316698&view=rss&microfeed=true
<![CDATA[Your PSP Has Been Encased In Carbonite!]]> Star Wars Battlefront: Renegade Squadron hits next week for the PSP, exclusively, right alongside the Star Wars Battlefront Entertainment Pack bundle. That's the one that comes with a Darth Vader portrait screened on the back of a white PSP Slim. To celebrate the release of the game, Sony is hosting a launch party with Lucasarts at PlayStation Store at the Metreon in San Francisco, bringing with them the usual bunch of Star Wars cosplayers, prizes, fireworks, dancing bears, etcetera.

The reason you might actually want to show up? They're giving away Han Solo-trapped-in-carbonite PSP cases to the first 200 folks who buy the aforementioned Entertainment Pack. You'll look at it, your PSP encased in Han encased in carbonite and say "I love you." It will respond "I know." I... I'm tearing up a little bit.

More details and a full-sized pics at the official PlayStation blog.

Star Wars Battlefront: Renegade Squadron Update [PlayStation.blog]

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http://kotaku.com/gaming/oh-no/your-psp-has-been-encased-in-carbonite-307751.php http://kotaku.com/gaming/oh-no/your-psp-has-been-encased-in-carbonite-307751.php Fri, 05 Oct 2007 15:40:07 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=307751&view=rss&microfeed=true
<![CDATA[Fracture Terrain Deformation Dev Diary]]>

Man they love saying "Terrain Deformation" don't they? I tried counting but lost count about two minutes in. I gotta say, despite all of the loose talk about terrain deformation, the video is worth a watch if only to watch a retired military officer running around an office with a Nerf gun. Classy.

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http://kotaku.com/gaming/clips/fracture-terrain-deformation-dev-diary-306605.php http://kotaku.com/gaming/clips/fracture-terrain-deformation-dev-diary-306605.php Wed, 03 Oct 2007 09:59:09 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=306605&view=rss&microfeed=true
<![CDATA[LucasArts Unleashes The Force On The Wii]]> forcewii.jpgSo what if the Wii cannot handle the awesome 'next-generation' physics engine the other consoles will enjoy when Star Wars: The Force Unleashed is released. They get duel mode! DUEL MODE! LucasArts announced today that Krome Studios is developing a version of the game for the Nintendo console, and players will finally get to use the Wiimote for its intended purpose - as a lightsaber! With the Wiimote saber and the nunchuk controlling force powers, I'll be hard pressed to choose which console to pick the game up for. Adding to my inner turmoil is the aforementioned duel mode, which lets you take your friends in one on one Jedi battles to the death! I am so completely geeking out right now it isn't funny. You guys read the press release, I'm going to need a moment.

LucasArts to Unleash the Force on the Wii in Spring 2008

Star Wars™: The Force Unleashed™ Coming to Nintendo's Platform with Exclusive Duel Mode

SAN FRANCISCO, Calif. - Sept. 18, 2007 - LucasArts today revealed that Star Wars™: The Force Unleashed™ will come to the Wii™ home videogame system from Nintendo next spring, offering owners the unique chance to live out their Jedi fantasies by wielding the Wii Remote™ as a lightsaber while using the Nunchuk™ controller to torment foes with their Force™ powers.

The Force Unleashed casts players as Darth Vader's "Secret Apprentice" and promises to unveil new revelations about the Star Wars galaxy. The game's expansive story is set during the largely unexplored era between Star Wars: Episode III Revenge of the Sith and Star Wars: Episode IV A New Hope. In it, players will assist the iconic villain in his quest to rid the universe of Jedi - and face decisions that could change the course of their destiny.

The Wii version, in development by Krome Studios, will also add an exclusive duel mode in which players can compete head-to-head with their friends to determine the ultimate Jedi Master.

"The Wii is a great platform for The Force Unleashed, because the console's motion-oriented controllers really bring the game to life," said Jim Ward, President of LucasArts. "We've worked hard to make the Wii version of the game unique in order to truly let you unleash the Force."

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http://kotaku.com/gaming/wiimote-lightsaber/lucasarts-unleashes-the-force-on-the-wii-301065.php http://kotaku.com/gaming/wiimote-lightsaber/lucasarts-unleashes-the-force-on-the-wii-301065.php Tue, 18 Sep 2007 12:30:04 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=301065&view=rss&microfeed=true
<![CDATA[Empire at War Gold Pack Hits Shelves]]> imageload.jpegINTERGALACTIC SAVINGS!! Star Wars: Empire at War is now bundled in a Gold Pack along with the Forces of Corruption expansion! That's two great games, one great box! But that's not all! Because customers who call in the next 5 minutes will also receive the Prima Games hint book ABSOLUTELY FREE!! That's a, I dunno, like $60 $600 value!!

But you get two great games, Games for Windows support and all the bonus material from the original Empire at War Collector's Edition for the low, low, low price of $29.99. Now that's savings.

Product Page

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http://kotaku.com/gaming/stellar-deal/empire-at-war-gold-pack-hits-shelves-300045.php http://kotaku.com/gaming/stellar-deal/empire-at-war-gold-pack-hits-shelves-300045.php Fri, 14 Sep 2007 12:40:58 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=300045&view=rss&microfeed=true
<![CDATA[LucasArts Promises the WiiSaber (Again)]]> Everyone knows the Wiimote's Ultimate Purpose, and it's not tennis. It's badass Jedi lightsabering. And while we've had faith the Wiimote would one day transcend to lightsaber status (beyond waggling), LucasArts' Mark Montuya has gone on the record to endorse the dream after recent silence on their front, calling the LEGO Star Wars: The Complete Saga "just a taster" for a future release of motion controlled lightsaber combat.

I feel bad in pointing out that the Wiimote's lack of relative motion sensing is probably making the job a programming nightmare. And if developers don't nail the project, it's tough to predict who will look worse: Nintendo or LucasArts. On a lighter note, we're getting Wii Lightsabers! Hooray!

More Motion-Sensitive Lightsabers Coming to Wii
[via maxconsole]

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http://kotaku.com/gaming/phew/lucasarts-promises-the-wiisaber-again-298142.php http://kotaku.com/gaming/phew/lucasarts-promises-the-wiisaber-again-298142.php Mon, 10 Sep 2007 10:40:48 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=298142&view=rss&microfeed=true
<![CDATA[Star Wars Galaxies Razes Houses, Raises Money]]> We're suckers for charitable PR moves. And while Sony Online Entertainment recently loose-justification for donating to Austin's Habitat For Humanity organization would normally smack of goodwilled attention whoring, I simply must give them some credit for going about it in a unique way. Here's the deal—Star Wars Galaxies is littered with unoccupied (read: abandoned) buildings. In order to clear some space for the remaining residents of the online Tattoine and Yavin IV, the Empire is calling in the TIE fighters to blow the crap out of them.

The better part is that while SOE is tearing down in game, it's helping build up in real life. They're donating funds for each virtual building razed to Habitat For Humanity, the charitable volunteer organization that helps build and find homes for the less fortunate. Star Wars Galaxies subscribers are joining in on the fun, too, netting some in game rewards for contributing to the cause.

Nice work all around, but I'm re-engaging my jaded cynic subroutine right after this heartwarming press release.

DESTROYING VIRTUAL HOUSES, BUILDING REAL HOMES

Star Wars Galaxies® Video Game Event Raised Funds and Awareness for Habitat for Humanity to Fight Poverty Housing

AUSTIN, TX - September 5, 2007 - While in-game events are a fairly common occurrence in a MMO (Massively Multiplayer Online) game it's not often that they result in the joint effort of a major video games publisher and a leading charitable organization promoting affordable housing. But it's exactly that kind of event that has enabled Sony Online Entertainment (SOE) LLC's Austin, TX studio to team up with Austin Habitat for Humanity (AHFH), contributing financially as well as through volunteer efforts to help people in the Austin community find homes.

In SOE's Star Wars Galaxies (SWG) MMO, there was a surplus of player-created houses and buildings that had been abandoned or left unoccupied by players. SOE Austin VP of Development John Blakely wanted to remove the houses, but do so in a way that is uniquely Star Wars - the buildings were marked as "condemned" by the evil Galactic Empire, and scheduled for demolition - TIE fighters would swoop in and bomb the buildings to the ground.

The SWG community was also given the chance to join in the fun of this "urban renewal;" players were provided reward points for the number of buildings they destroyed, which could be redeemed for special in-game items like droids, paintings and furniture. "When we initially conceived this idea, we didn't know how the community was going to react," said Blakely. "Oddly enough, it was very well received; some players that hadn't been in the game for months came back to reclaim their property, re-activate their accounts and start playing the game again."

SOE Austin took things one step further and offered to match the number of houses demolished with a donation to charity, considering Austin Habitat for Humanity first. "Using the money we raised blowing-up virtual houses and buildings to help build real homes was a no-brainer for us," said Blakely. "Austin Habitat for Humanity has done incredible work in the community, helping people find good homes, and our whole studio wanted to contribute to their efforts."

On Thursday, September 6th, Blakely will present AHFH Executive Director Michael Willard with a donation at SOE's industry reception at the Austin Game Developers Conference.

"Teaming up with Sony Online Entertainment is a wonderful opportunity for Austin Habitat and the families we serve. The creativity and diligence that these professionals exhibit in their work are traits which translate well to our efforts to eradicate poverty housing in our community," said Willard. "Austin needs creative solutions in our quest to create more affordable housing and diligent leadership in as we work toward those goals."

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http://kotaku.com/gaming/galaxy-high/star-wars-galaxies-razes-houses-raises-money-297216.php http://kotaku.com/gaming/galaxy-high/star-wars-galaxies-razes-houses-raises-money-297216.php Thu, 06 Sep 2007 15:20:18 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=297216&view=rss&microfeed=true
<![CDATA[Jim Ward Talks Game Legislation]]> jimward.jpgEvery time a teen commits an act of violence these days I find myself holding my breath, waiting for information to surface about his video gaming habits, and apparently I am not alone. The San Jose Mercury News caught up with ESA Board chairman and LucasArts president Jim Ward to talk about the state of gaming legislation today, and his concerns echo my own pretty succinctly.
And, by the way, at any moment, if some kid in West Virginia goes and blows away 32 people, and they find out that he played a video game, guess what, we've got a problem again. Just as if he had watched a movie and then done that. Or just as if he had read "Catcher in the Rye" and blamed it on J.D. Salinger. . .
That was in response to ESA president Mike Gallagher's belief that the tide of anti-gaming legislation is turning, and Ward is right. The industry isn't so much marching firmly towards the level of acceptance that music, movies and literature have achieved as it is walking a tightrope towards it.

Gaming exec assesses impact of technology, legislation [Miami herald via Game Politics]

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http://kotaku.com/gaming/walking-on-eggshells/jim-ward-talks-game-legislation-287223.php http://kotaku.com/gaming/walking-on-eggshells/jim-ward-talks-game-legislation-287223.php Wed, 08 Aug 2007 08:40:50 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=287223&view=rss&microfeed=true
<![CDATA[Tim Schafer To Keynote Games Convention Developers Conference]]> tim_schafer_160.jpgThe creator and co-creator of fan favorites Psychonauts, Day of the Tentacle, Grim Fandango, and Full Throttle will be on hand at GCDC, the developer conference that takes place just before Games Convention in Leipzig, Germany. Schafer, a former LucasArts employee, now at Double Fine Productions, will see his speech provide "insight into the creative game development process." Hopefully, we'll get a chance to see or hear more about Tim's next creation.

We'll be on hand at GCDC and Games Convention to bring you all the highlights and drink from the biggest steins possible.

Tim Schafer To Deliver 'Creative' GCDC Keynote [Gamasutra]

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http://kotaku.com/gaming/speech%21-speech%21/tim-schafer-to-keynote-games-convention-developers-conference-285419.php http://kotaku.com/gaming/speech%21-speech%21/tim-schafer-to-keynote-games-convention-developers-conference-285419.php Thu, 02 Aug 2007 19:40:49 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=285419&view=rss&microfeed=true