<![CDATA[Kotaku: Pr]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Pr]]> http://kotaku.com/tag/pr http://kotaku.com/tag/pr <![CDATA[ The Problem With Games PR ]]> You know, we get asked the following quite a lot: "hey, you guys should find out about [some game]". It's asked like finding a lot of stuff out in this indsutry is easy. Well, it's not. And you know why it's not easy? Because of games PR. The slick-haired filter between what we want to know and what game companies get to tell us. While some (some) are proud gamers and are also super-helpful, others are clueless, and some - the worst kind - are lying shitbags. Want to know more? Brandon Sheffield's written a nice piece over on GameSetWatch, giving you guys a helpful breakdown on how games PR works, what's wrong with it and what he thinks can be done to fix it.

Opinion: The Game Industry's PR Problem [GameSetWatch]

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Kotaku-5098408 Mon, 24 Nov 2008 23:00:00 MST Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5098408&view=rss&microfeed=true
<![CDATA[ Nintendo's Anti-Piracy PR Crusade Continues ]]> Fresh off declaring war against the humble R4 cart, Nintendo have issued yet another statement to the press outlining the progress they're making against software piracy, which has to be the 3rd or 4th they've sent out this year. It reads:
Nintendo takes a global approach to piracy and has pursued the illegal game copying devices in 11 countries this past year.

Nintendo has worked with enforcement officials in Belgium, China, Denmark, France, Hong Kong, Italy, Korea, Netherlands, Spain, UK, and the US, seizing close to 30,000 infringing game copying products, as well as taking actions against those distributors and manufacturers.

Good for them! Problem is, this kind of approach is about as effective as those "police announce record drug bust" stories on TV. 30,000 "products"? That's not even a drop in the ocean. Issuing bold PR statements like that isn't showing us you're making progress. It's only drawing attention to the fact you're not.

Nintendo: 30,000 illegal pirate devices seized so far in '08
[GI.biz]

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Kotaku-5031349 Thu, 31 Jul 2008 05:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5031349&view=rss&microfeed=true
<![CDATA[ Gaming PR In The Age Of Blogs ]]> Last week, Gamasutra ran an interview with Tom Ohle, vice president of PR & marketing for CD Projekt, creators of The Witcher. They obviously get to talking about games PR, and in particular some of the challenges facing a public relations team when deciding how to market a game. While I don't agree with many of their points (Ohle's or that of the interviewer), especially that "major blogs just don't really cover" the PC that much (we try to give it it's due whenever & wherever possible), it's still an interesting read, if only for Ohle's idea that even a site with just one reader's worth taking care of, because that's still one potential customer.
Q&A: CD Projekt's Ohle On The Witcher, PR's Place In The Blogosphere [Gamasutra]

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Kotaku-387437 Tue, 06 May 2008 03:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=387437&view=rss&microfeed=true
<![CDATA[ Not All GTA IV Branding Is Fake ]]> This is either a tip of the hat to some friends or some of the most targeted marketing we've yet seen in a game, I'm not sure, but it turns out not every company/piece of branding in GTA IV is fake. Label RockersNYC were given the chance to "dress" two of the game's characters, Jamaican gangsters Little Jacob and Real Badman, who appear in the game wearing the company's hoodies and shirts. Not that any of you would ever notice had you not known this, but it does go to show the level of detail that went into not just Liberty City, but the game's marketing and PR as well.
Rockers NYC x Grand Theft Auto IV [Hypebeast]

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Kotaku-385933 Wed, 30 Apr 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=385933&view=rss&microfeed=true
<![CDATA[ Public Safety Notice: Games PR Are Watching You Post ]]> Sorry, that was a little alarming. You, of course, knew that already. It's not as if games PR types sit around in ivory towers getting their information from carrier pigeons and whispers on the wind. They find out what you like, don't like and go "eh" about their games by, yes, trawling through your favourite forum, and reading up on what you - Average Joe - thinks about their games. Same goes for developers as well. Keen to hear more about how it all works? Please, hit the link below for the full 1UP feature, which features chats with, among others, PR reps from 2K & Capcom, as well as NeoGAF owner Tyler Malka.
Chairman of the Boards [1UP] [Pic]

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Kotaku-383448 Thu, 24 Apr 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=383448&view=rss&microfeed=true
<![CDATA[ *This* Is Good Games PR ]]> Hey, PR types: CGI trailers are misleading. Screens can be, too. Fact sheets are boring, community Q&As never really tell us anything and for God's sake, no more developer diaries, OK? If you want to get reader's attention, do what Vivendi just did to start drumming up attention for their Ghostbusters game, and give the people they want. They want to see some cool shit. Like this fully-restored Ectomobile, which made an appearance at a Minnesota Best Buy solely to promote the new Ghostbusters game. Well, that and fulfil the fantasies of hundreds of grown men, all of whom wish they could have stepped right in, got down to the point and cleaned up the town. Oh yeah.
Restoration Project Finished [GB Fans, via Boing-Boing]

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Kotaku-381207 Fri, 18 Apr 2008 05:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=381207&view=rss&microfeed=true
<![CDATA[ Nintendo Denies PR-Induced Wii Shortage Stories ]]> Maxconsole pointed out that two UK newspapers ran near identical stories...too identical (hit jump for big pic). Identical like...the sub headline is exactly the same: "A shortage of one of the year's must-have gifts is sure to cause tears and tantrums on Christmas morning." The quotes are the same...the exposition is mostly the same. Look, they're the freaking same story, for all intents and purposes. Maxconsole implied that Nintendo must have fed a press release to the two publications...which, reading between the lines a bit, might imply that Nintendo had not so indirectly written these two news stories. Nintendo has gone on record to state that, despite accusations, their PR did not supply the story to writers.

We are strongly reject and resent the accusation that we are "PR-ing" stock shortages and no press releases are being distributed. We are doing all we can to ensure that the unprecedented demand for Wii can be met as far as possible in the run up to Christmas. This is being done through regular and multiple deliveries of Wii stock to the UK, globally we are working at maximum capacity, producing 1.8 million units of Wii hardware a month to try and meet this demand as far as possible."
So can we believe Nintendo? Probably. Because the story is more likely just shared between these two (or more) publications, similarly to the way AP news functions, showing up in national and local papers alike.

Nintendo: We strongly reject accusations of 'PR-ing' [maxconsole]

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Kotaku-326418 Mon, 26 Nov 2007 11:40:40 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=326418&view=rss&microfeed=true
<![CDATA[ GolinHarris Looking for PR Rockstars ]]> golinhlogo.jpg GolinHarris, the award winning public relations firm that represents Nintendo and other fine establishments, is currently looking to hire some folks onto their Los Angeles and San Francisco teams. And the best part is it would be the new hires would get right to work on the Nintendo account! Now before you all go clamoring to try and get a job working with the big N, there are a few requirements. And I quote:

These aren't entry-level positions, you should have solid PR experience already, you should live in or around these cities and you should be awesome.

Please take note of all these, especially the last one. Non-awesome people need not apply. You can see a complete description of each job and it's requirements after the jump.

LA Job:
GolinHarris is a leading international public relations firm and winner of PRWeek's 2007 Editors' Choice, Large PR Agency of the Year 2007, The Holmes Report, PR Agency of the Year 2007, and numerous PRWeek Awards.

Our Los Angeles office is currently seeking an ambitious PR professional with 3-6 years of PR agency experience to join our Interactive Entertainment practice area as a Senior Account Executive within the Nintendo team, an award-winning group recently acknowledged by PRSA as "The Best PR Team" in Los Angeles, responsible for driving one of today's most successful and popular consumer brands.

This Senior Account Executive will need to quickly develop an intimate level of understanding of the account, its business, products, markets, personnel, outside influences, etc. The Senior Account Executive will perform fundamental PR tasks and serve as a day to day client contact. S/he must also have strong research, writing and editing skills, and the ability to continue developing media contacts/relationships and pitch client's top tier, non-traditional, and new media. S/he must have a solid grasp of all basic public relations' tools and how they affect the client.

PRIMARY RESPONSIBILITIES

* Manage multiple projects for Nintendo client from concept to completion on time and within budget
* Proactively generate new ideas and opportunities to ensure client program success
* Conduct and manage the flow of research
* Maintain media contacts/relationships
* Participate in client meetings and presentations as well as proposals
* Contribute to plan development processes and budget management
* Understand industry issues that directly and indirectly affect the client
* Generate creative ideas for PR programs
* Demonstrate sophisticated media pitching and tour scheduling skills
* Proof and edit client related documents as needed
* Serve as a role model to other team members and delegate work appropriately
* Assist with supervision and development of junior team members
* Supervise reports on monthly client billing process
* Contribute to program planning and account management by researching budgets, attending brainstorms, and facilitating the purchase order process
* Track/enter time with precision and on a day-to-day basis

Practice Group/Specialty Area Competencies

Video games, consumer products, consumer technology, entertainment

QUALIFICATIONS
Bachelor's Degree, 3-6 years related professional experience. Candidate must have PR agency experience, be proficient in Microsoft Suite, Internet, on-line services and new media, as well as a defined interest in the video game marketplace. Candidate should possess a complete understanding of all job tasks, an understanding of basic public relations tools, ability to develop strong working relationships with media, ability to solve problems, experience with staff supervision and budgeting, strong desire to progress in day to day responsibilities, and have a track record of consistently meeting deadlines.

We offer a great workplace, culture, competitive salary, health care (medical, dental and vision insurance), 401k and more. Please send resume (IN WORD FORMAT), with cover letter and salary requirements, via email to aweatherbee@golinharris.com

SF Job:
The San Francisco GolinHarris office is currently hiring a Senior Media Specialist or Media Manager to work on the Nintendo team.

The individual is responsible for planning, managing, implementing and measuring ongoing corporate and product media strategies and outreach for Nintendo of America. This person is a proactive thinker who develops strategic and creative pitch angles and story ideas, contributes media-savvy ideas to plans, has experience working with traditional and new media and has an excellent understanding of news, media trends and media opportunities.

The individual is responsible for developing and growing top-level media relationships and for pitching feature, trend, product and corporate stories to these outlets. This person is responsible for prepping Nintendo executives before interviews including contributing to key message development and positioning. This position also is responsible for on-site management of Nintendo executive interviews.

The individual is responsible for developing strategies for dealing with media issues and crises, giving input to media materials (statements, releases, Q&A, etc.) and managing interview requests and information distribution.

The individual plays a key role in managing the team's media outreach — training, mentoring and directing account team members' ongoing proactive outreach. In addition, this position serves as media lead on numerous programs and product launches. Media lead responsibilities include contributing media input to plans as well as planning, managing and implementing media tours. Media lead responsibilities also include managing all of the media outreach for product launch programs and trade shows (media strategy, story placement, event media coverage, interview requests, etc.).

Please submit your cover letter and resume as a Word document to westcoastjobs@cmgrp.com or apply online at the GolinHarris Web site.

GolinHarris is an Equal Opportunity Employer.

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Kotaku-321258 Sat, 10 Nov 2007 15:00:00 MST fdemarco http://kotaku.com/index.php?op=postcommentfeed&postId=321258&view=rss&microfeed=true
<![CDATA[ 'Shaping the Community' - Games Need To Be More Like Film? ]]> filmreel.jpg Gamasutra has a piece up by Andy Robertson on what the game industry can learn from the film industry - at least in terms of fostering a sense of community. Game companies, you see, are apparently falling down on the job of giving their fans some 'ownership' in the final product. It's transparency of the design/production process that makes the hit! Who knew? Lord of the Rings wouldn't have been as successful a film without the rabid community surrounding the films (hasn't Tolkein always enjoyed a mass following of dedicated fans)? Halo 3 is a hit because of relative transparency between company and fans? The Playstation blog is turning around years of crappy PR for Sony? Maybe it's just the fact that I'm on my last nerve after a week of fires, declining air quality, and more fires in San Diego, but my gut reaction is 'You've got to be kidding me':

As the games industry takes innovative steps to communicate with and involve the wider public in their process, there is a lot that can be learnt from the films industry. It is clear that, just as with films, it is essential that it enables its audiences to feel a sense of ownership of the media they purchase. We can achieve this with transparent and honest communication — be it a blog, podcast or video.

It's nice that people like Joss Wheedon and the actors involved in Firefly were all about 'going to the people,' but writing a book - or making a movie - or designing a game are creative processes that belong to someone else. 'Lack of ownership' has never bothered me when it comes to the media I consume - just because I like it a lot doesn't mean I have any role in it than ponying up cash (and I'm OK with that). Lack of transparent process hasn't stopped a frighteningly rabid fan base from springing up around Square Enix or a million other examples that are probably more representative than Firefly. So, dear Kotaku readers, what do you think? Does transparency in process make any difference to you? Or were those of you who were combing Bungie forums for Halo 3 news going to buy the damn game anyways?

Shaping Your Community: What Films Did, Games Must Do

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Kotaku-315844 Sat, 27 Oct 2007 11:30:23 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=315844&view=rss&microfeed=true
<![CDATA[ Not Entirely True ]]> Meet Alex. Alex is the second guy in line at the Halo 3 launch here in NYC. If you remember from earlier, I told you the first guy in line got there at 6PM yesterday. Those of you mathematically inclined might have already pieced this together. Alex was standing there, minding his own business, when someone handed him this orange sign and asked him to hold it up. It's been photographed, videotapes, and has appeared on the giant monitors outside of the Best Buy. The image will probably appear in local papers and on TV news stations later this evening. It's not entirely a lie, really. Alex has almost been in line for 24 hours, and 50% is totally considered almost in some countries. Silly PR peoples.

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Kotaku-303225 Mon, 24 Sep 2007 19:33:49 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=303225&view=rss&microfeed=true
<![CDATA[ Have Wii Will Travel Insurance ]]> globestravel.jpgAt last, the full potential of the Nintendo Wii has been realized! When the system was first announced the great minds of the world began to fill with interesting, innovative and truly breakthrough uses for the unique gaming console, but this one trumps them all. Now you can use the Wii to buy travel insurance!

I'll just let that sink in a moment. Go ahead, soak in it.

Online travel insurance comparison site Squaremouth has announced that Wii users can now use their console to compare and purchase travel insurance.

"The Wii also contains a downloadable web browser which allows users access to Squaremouth's comparative travel insurance engine. "All of Squaremouth's site functionality works perfectly on the Wii," Harvey explains. "It's quick and easy to compare products then make the purchase without the need to go to a computer."

The fuck? These people went to all this trouble to issue a press release stating that they could be reached via the Wii web browser? Hell, Kotaku can be reached with the Wii web browser, but you don't see us issuing a press release. Holy crap! I shouldn't post this. Once wind of this gets around everyone with a website is going to want to declare themselves Wii compatible. It'll be total chaos!

Seriously, the balls of this company. You have to admire them. There is no special Nintendo agreement. No Wii travel insurance shop channel like "Everybody Travels Dangerously!" Just a flimsy excuse to put their company name together with Wii. Bravo Squaremouth.

Squaremouth First to Transact Travel Insurance Business on Nintendo's Wii™ Platform [PR-GB.com]

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Kotaku-290579 Fri, 17 Aug 2007 14:00:36 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=290579&view=rss&microfeed=true
<![CDATA[ Stuntman Ignitition Tease ]]> Odd bit of gaming PR arrived at my house on Friday. This container of racquetballs has Stumtman Ignition printed on one side and poses the question: "Do you have the balls...?" On the other. DSC00675.JPG

Yes, yes we do. We keep them in a little case on our desk. :)
DSC00673.JPG

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Kotaku-286480 Mon, 06 Aug 2007 12:59:26 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=286480&view=rss&microfeed=true
<![CDATA[ A SEGA Master Class in Evading Questions ]]>

Don't let the block letters fool you, SEGA can be slippery. Take Takashi Iizuka, for example. The NiGHTS: Journey into Dreams producer. You've got questions, he doesn't have answers! Well, he has answers, just not the ones you want to hear. Don't believe me? Let's dive in:

How has the development team made the transition from 2D into 3D with NiGHTS? Can you explain to us exactly how the game is played?


We originally designed the gameplay around the joy and freedom of flight system which has made NiGHTS a unique gaming experience. The sequel will embrace the same unique gameplay experience while adding a variety on new game ideas and mechanics to expand on the original. The sequel is being designed to fully utilize the Wii remote so that the player can intuitively execute a wide variety of game actions being designed for the sequel. We also are creating a brand new story surrounding two new characters and the challenges they overcome with the help of NiGHTS.

Did you see that? Did you? Questions NOT ANSWERED. More of this genius question dodging after the j-u-m-p.

Is there any truth to the rumors that the game was originally in development for Xbox 360 and or PlayStation 3? If this is true, why move it to Wii?


I've always wanted to make the sequel to the original NiGHTS, and we would love to bring NiGHTS to other platforms, however, the unique gameplay in NiGHTS and the innovative Wii controller seemed to be a perfect fit. It's reminiscent of when we released the original NiGHTS with Sega's 3D controller. That said...we can't think about anything else but stay focused on creating a sequel that we hope you will all love!

Look at him go! Bravo Iizuka, good show.

Interview about NiGHTS [Advanced Media via Sega Nerds]

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Kotaku-272201 Tue, 26 Jun 2007 06:00:45 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=272201&view=rss&microfeed=true
<![CDATA[ Crazy Press Events ]]>

There's no in-between. Gaming press events can either be really exciting or really boring. From chocolate covered bugs to Nazi brothels, game site Games Radar takes a look at seven of the wildest press events in recent memory. Take the above event: a latex wearing woman dressed as character Anesthesia squirts vodka into the mouth of an attendee at Konami's Rumble Roses London event. From Miss Spencer's classroom to Dixie Clemets mechanical bull, each character had her own private area. Konami also rolled out women in short nurse skirts with bandages at a Tokyo Silent Hill event. Trying to keep costs down, PR put out an ad for amateur cosplayers that offered bloodstained Silent Hill nurse outfits as payment. You stay classy, Konami!

Crazy Events [Games Radar]

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Kotaku-265837 Mon, 04 Jun 2007 23:00:21 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=265837&view=rss&microfeed=true
<![CDATA[ Note To Internet: Stop Using the Term "SKU" ]]> buzzword.jpg

Buzz word of the month: SKU. It stands for Stock Keeping Unit and is pronounced as a word, "skew." It's a short hand way to say "individual retail product." Actually, I've never felt a big need to use "individual retail product" in a conversation and, let's say a few months ago, neither did most of the internet. While McWhertor tells me its been in use for a while now, it seems like recently, it's EVERYWHERE. Tim Rogers over at game site Insert Credit offers this insight as to why:

So why has this acronym suddenly popped into the videogame blogosphere? Because we like feeling elite? Maybe, maybe not. Keep in mind that a lot of the guys who get interviewed by videogame blogs are not actual game developers — they're videogame PR guys, and unlike, say, movie PR guys, who more often than not have at least seen a couple dozen movies in their lives, videogame PR guys tend to come from strict retail backgrounds. Nintendo's Reggie used to manage a Pizza Hut (or something), for God's sake. Spewing "SKU" left and right is these guys' revenge for you guys' talking about mysterious things they don't understand, like "graphics" or "gameplay".

I've actually used "SKU" in a post. Back in October. A tipster in retail used it in an email — Hence my inclusion of the term. Don't think that it's just that the typically verbose Tim Rogers hates brevity — This actually seems to be a trend. Something to think about. Or not.

On SKU [Insert Credit]

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Kotaku-248001 Thu, 29 Mar 2007 23:00:44 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=248001&view=rss&microfeed=true
<![CDATA[ HMV: Elite Hitting Europe Late This Summer ]]>

Burning question: So when will the Xbox 360 Elite hit Europe? No clue, but Tim Ellis, head of games at retailer HMV, says:

All we understand is that it's at some point perhaps around the late summer...I feel sure that there'll be demand for this product, and Microsoft now enjoys the level of brand penetration and player loyalty for it to be successful... There should be quite a few core gamers out there that may want to upgrade or who will at least want the extra capacity now on offer.

Feels sure there will be demand? Enjoying brand penetration and player loyalty? Geez... Does this guy moonlight in Microsoft PR or something?

Elite Hitting Europe This Summer, Perhaps [Games Industry]

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Kotaku-247949 Thu, 29 Mar 2007 01:00:24 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=247949&view=rss&microfeed=true
<![CDATA[ PS3 VS. 360 - The Beer Difference ]]> 360beersonthewall.jpgTo commemorate the launch of the PlayStation 3, the folks at Computer and Video Games (CVG) received the gift of beer. 146 worth of Foster's to be exact, which is the difference between the cost of the Xbox 360 and the PS3 in the UK. The present came from Microsoft of course, with the following message attached:
"What would you purchase for 146...? (The price difference between an Xbox 360 and a PlayStation 3)", asks the included Xbox 360-headed notice. "Well, for a start we thought you might like 146 worth of beer to kick start your weekend early."

I feel the need to put this in perspective. While that seems like a lot of beer here in the states, in Australia, home of Luke Plunkett and Foster's, what you see here is referred to as 'a good start.' If only Nintendo had gotten in on some of this action.

MS sends CVG the difference between 360 and PS3... in beer! [ComputerAndVideoGames.com - Thanks Chris!]

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Kotaku-246375 Thu, 22 Mar 2007 14:20:30 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=246375&view=rss&microfeed=true
<![CDATA[ How Not To Do Game PR (And How To Do It) ]]>

Bad PR, love it! Game site Games Radar has a list of embarrassing public relations blunders. Writes the site:

And then, there are the true disasters — events so epic in their scope that "out of control" doesn't nearly cut it. In the interest of reopening old wounds and getting some of our PR friends to openly glare at us in public, we've compiled a list of the seven most spectacular PR horrors of the last several years. Because, you know, nothing entertains quite like schadenfreude.

Sure, the inclusions are obvious, save for "filmmaker" Uwe Boll. I thought bad PR was his M.O. and am slightly miffed why he's on the list. I mean, his PR is so bad it's good.

Bad PR Blunders [Games Radar, Thanks Michael!]

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Kotaku-245465 Tue, 20 Mar 2007 07:00:50 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=245465&view=rss&microfeed=true
<![CDATA[ EA Punishes Spanish Site For Negative Comments ]]> Well this isn't very nice.

Merodeando, a spanish gaming site that sorta looks like it's a true blog, was recently uninvited to an Electronic Arts event because they bad-mouthed FIFA, which, I believe, everyone has bad-mouthed.

I've had my run-ins with Electronic Arts, believe me, lots of run ins, but they've always been very professional with me and with Kotaku as a whole despite our often taking them to task for their missteps. So I was surprised to hear they would be so overtly obnoxious about something like this. But the site actually posted the email and, unless it's a fake, it spells out the fact that they were uninvited to the Command and Conquer 3 event because of their coverage.

A poorly translated snippet:

as you will include/understand, you are many webs of game those that quereis to collaborate with us, and we must prioritize to whom, to ours modest to understand, they treat to us better

with articles of this type at the present time he is not plantable that we have
a collaboration flu da with you, is therefore cancelled
invitation to pasaros by our offices to see C&C3

if it seems to you, we let pass the time, and seeing a little like
the things evolve volvemso to raise material enviaros to us e
invitaros to this class of eventos...

Let's hope that someone gets fired over this because I would hope it has not become EA's policy to try and strong-arm websites into granting them positive coverage.

Besides, iIf EA were to blackball everyone who has ever disagreed with them they would have very empty press events.

Electronic Arts: si me criticas no te ajunto [Merodeando]

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Kotaku-218624 Fri, 01 Dec 2006 11:00:02 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=218624&view=rss&microfeed=true
<![CDATA[ Turning Sony's Image Around Is Way Easier Than Martha Stewart's ]]>

Sony? Walking PR disaster. Everything that could go wrong did and has. Enter Dave Karraker. Previously he'd worked on the Dreamcast launch (R.I.P.) and since then has represented Martha Stewart. If anyone knows PR hell, it's him. So, Dave, how is it handling Ken Kutaragi and all his Kutaragisms?

I think people need to understand that Ken is a visionary for the industry, and the stuff that he talks about is not always necessarily the here and now. So I think when Ken talks about things like a super-computer for your home, it is technically right. This is the most powerful computer you can have in your home for this price. There's no way around it. I think it's our role to take his message and interpret it for our demographic over here, which is the gaming community, and explain to them what that means.

Ah, so Dave ain't running damage control, he's translating. Is that batshit insane to just insane?

Still, Kutaragi Says Loads of Wacky Stuff [Gamasutra]

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Kotaku-212812 Tue, 07 Nov 2006 05:20:26 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=212812&view=rss&microfeed=true
<![CDATA[ Feature: Nagoshi, Japanese Porn and Sega's Silence ]]>

by Brian Ashcraft

"If you stick around, there's gonna be a talk show at 4:30 pm," says a girl wearing a slinky red dress and heels. "And they'll be talking about the game."
"We've got manzai tickets," a short college student-type replies. His friend stands by, arms folded, gripping two slips of white paper. Tickets, I assume.
"Nana Natsume will be making an appearance."
"Who's Nana Natsume?" he knee-jerks.
"She's the biggest adult video actress in Japan," the Red Dress clicks off. "Don't you want to see the biggest adult video actress in Japan?"
"Guess the manzai can wait a little bit."

Guess so.

South Osaka, in front of Namba Yes!, a showcase for the Yoshimoto Kogyo theater, the country's most influential comedy institutions. Wonder why all the famous comedians are from Osaka? Who invented the word "manzai"? Thank Yoshimoto. Me, I don't have manzai tickets and haven't heard of this Nana Natsume, either.

oustideyoshimoto.jpg

Across from the Yoshimoto theater with its orange awnings, I'm in line, a very short line albeit that, to play Ryu Ga Gotoku 2. There's a small trailer filled with HD monitors and PS2, providing a sneak peak before the game drops December 7 in Japan. It's the sequel to Ryu Ga Gotoku, known as Yakuza in the west. Earlier, I had contacted Sega Japan, requesting an interview with the game's producer, Toshihiro Nagoshi—famous for creating Super Monkey Ball and being really, really brown.

ryugaempty.jpg

The girl in the slinky red dress is now talking to me, asking me if where I'm from in c-lear-ly en-nun-cia-ted Ja-pa-ne-se. Oh, you're from Dallas? She then tells me she lived in Tex-as, for a year. Lub-bock. Still clear as crystal and annoying.

Standing there, in that red dress, chatting me up, telling me she's going back in February. I'm the only person waiting in line to play Ryu Ga Gotoku 2, and Sega's hired out this girl to make sure I have a good time. It's like I'm at a hostess bar, minus the bar and the bar tab. So, this is how you promote a third-person sandbox brawler. All that's missing is an interview with Nagoshi.

ryu2posterstage.jpg

Regarding that, Sega's reply was a polite, yet firm "no." I offered to send questions in Japanese if there wasn't time to meet face-to-face with Nagoshi in Osaka. Trying a work around, I asked Sega of America if they could help, and they politely declined as well. Okay, he's a busy man. He's got games to make, white clothes to buy. But it wasn't that I couldn't interview Nagoshi, it was that I couldn't interview him about Ryu Ga Gotoku 2. Period. Why? Sega hasn't decided to release the title in America, and I, living and paying taxes in Japan, fell under overseas press. Thank writing in English for that.

It didn't matter that anyone anywhere with a computer can easily access what I'm writing. The internet, it seems, has borders. And those borders follow things like domestic release dates for PlayStation 2 games. God forbid, people outside Japan read an interview about a game they cannot buy. Imagine the chaos when a customer goes into their local EB Games, asking for a copy of Ryu Ga Gotoku 2—only to be told it's not available.

She's now asking me if I've ever been to some anime convention in Dallas. "I-'ve be-en. I w-ent in cos-p-lay," she tells me in crystal clear Japanese. Oh, yeah? Just as I'm about to ask her what she went as, the girl in the slinky red dress disappears inside, comes back out and shows me to my demo console inside the makeshift trailer. "L-et me k-now if the-re a-re a-ny pro-bl-ems." 'K lady, thanks. She slinks away in that red dress, heels and all.

playingryu2.jpg

While the original title took place in Tokyo, Ryu Ga Gotoku 2 is set in Osaka. Historically, the Tokyo region (Kanto) and Osaka's (Kansai) have historically been rivals of sorts. Though, people in Osaka are more acutely aware of this rivalry. Ryu Ga Gotoku 2 attempts to capitalize by pitting the baddest yakuza in Tokyo against the toughest Osaka gangster.

I'm crawling through the Dotonbori, beating the tar outta some old dude. For all the chatter I've heard about the Ryu Ga Gotoku being slammed together from left over assets, so far, I'm enjoying it. So is the frumpy woman next to me, who's pounding out combos as she kicks some dude's teeth in. The opening stage I'm roaming around does look like Dotonbori—even if, the area that you can wander is greatly restricted, too much so. But yeah, sure, the game's fun.

nagoshiproducernana.jpg

On a loud speaker outside, I can hear an announcement: At 4:30 pm, there will be a talk show with Nana Natsume. No Nagoshi? On the sign promoting the talk show, Nana Natsume gets top billing (even though she's a minor in-game character). Well, she is the biggest porno actress in the country. And Nagoshi, he's brown.

I shuffle outside. A crowd has been assembled. A special area has been roped off in the front. That's for press. Japanese press. Sega didn't offer a spot for me, so I squeeze into a sea of looky-loo's. Guys in Sega jackets stand in front of me, blocking my view. They've got a video camera and a digi cam, so they're good to go. I, conversely, cannot see anything, save for the back of their heads. In front of them, I can make out some reporter.

ryu2japanesepress.jpg

Observation: As long as Famitsu or Game Watch Impress show up, that's all that Japanese game companies care about. The rest, well, you can go stand next to the old men in itchy green sweaters and tourists from the countryside eating takoyaki.

Moving right, I can see a small enclosed room behind the trailer. There's a roped off walkway, leading to the room.

Tan whiteness.

Nagoshi has arrived. He ducks into that little room, comes back out and smokes a couple cigarettes. Like many Japanese men, he only smokes it half way before snuffing it out. He looks directly at me, we make eye contact, and then, he immediately goes into that little room. Just wanna talk, dude, just wanna talk.

nagoshibackstage.jpg

On stage, a woman, also in white and high heels, starts talking into the mic, announcing Nana Natsume. It's not "Nana Natsume," big time porn star, but just "Nana Natsume." That's the same Nana Natsume, a man in a business suit informs his friend, "that is in some movie where they draw a target around her butt hole in red magic marker."

Swell.

waitingladyheels.jpg

I'm off to the side, watching that enclosed room. A man in torn jeans emerges. He had escorted Nana moments earlier. He's carrying a Louis Vuitton purse. No doubt, Nana's. I've never seen a real porn star before, let alone a porn star's purse. And let me tell you, tacky.

nanasbag.jpg

The Lady in White calls Nagoshi to the stage. Smattering of applause. He seems nervous, and its difficult to hear what he's saying, because the sound system is shit, and I'm standing next to old men in itchy sweaters and tourists from the countryside eating takyoyaki and not sitting down front and center with the guys from Famitsu.

"We didn't have a lot of time," Nagoshi says. "And it was difficult, but Sega wanted me to put out a sequel, and I was happy to do so." He's now talking about the "human drama" element. And that it is essential in the game. The old guy next to me in an itchy green sweater pops open a cup of vending machine sake and sips away.

"Osaka and Tokyo are rivals. But I really haven't been to Osaka that many times," Nagoshi confesses. "A lot of my staff is from Osaka, though."

nagoshitalking.jpg

The crowd is at a standstill. Now, the Lady in White is rattling off info about the game. She clutches a piece of paper. A press release, likely. And seven minutes later, just as the assembled crowd looks ready to disperse, she announced a "very special guest" and the Nagoshi-solo bit is done. Just over six minutes by my watch. Next up:

Ladies and gents, Nana Natsume.

nanacrowd.jpg

She appears from the side, decked out in a fedora and shorts. For a girl that had a target drawn on her anus, she looks disappointingly "normal." And from behind, there's a push of bodies, real close. Clapping, lots of polite clapping, loudly. The cup of sake lingers in my nose, and I can make out the faint smell of oil. Everyone has out their cameras, camera phones and is snapping away.

greatescapehat.jpg

It's difficult to see and hear what's going on with the mob of bodies and stupid comments emitting from those bodies. I'm pressed close to a business woman, holding an arm full of press releases. Sega PR, I assume. She's inches away. I stick my camera in front of her face, and snap off a round of pics.
Nana's talking about her initial meeting with "Nago-san" (cute, he has a nickname). "I was so surprised when I met him. He was brown and white. And he was wearing sunglasses."

Nana's wearing all black and sandwiched by the two in white. It's like some bizarro Oreo cookie.

nanasmiling2.jpg

I press sideways, accidently spilling vending machine sake on my jacket. Packed like sardines. Close, closer. More camera phones. Taking pictures. None taking pics of Nagoshi, but of Nana or Nana and the Lady in White. I'm in sausage party hell.

"I was kinda worried," Nana adds. "But everything turned out alright."

Moving through the crowd, I try to get closer, passing a greasy kid who's asking his buddy if he thinks Natsume slept with Nagoshi.

"Definitely."

sidenagoshi.jpg

The Lady in White is rattling off info about the mini games Ryu Ga Gotoku 2. There's bowling, golf, Mahjong, roulette and a UFO catcher. Nagoshi's now talking about the mini-games and about how players can run (and design!) their own hostess club. Nana mentions she likes hosts. Porno non sequitur.

Yet, instead I'm wrapped in a sea of people coming out of Yoshimoto comedy shows and trying to find "the best takoyaki" in Osaka (which is in my neighborhood, fyi). Honestly, over the crowd's white noise, I cannot hear what the hell they are saying on the stage anymore. They are simply smiling and laughing. It's like their are on mute.

crowdryu2.jpg

Comments from the crowd I overhear:

  • What's wrong with that man?
  • Who's Nana Natsume?
  • I have a couple of her videos. There's a threesome. She's cute.
  • He's really brown.
  • This is so boring
  • Gross.
  • You can't tell from what's she wearing, but Nana Natsume has big boobies.
  • Look at that brown man.
  • I don't know who these people are
  • She does porn.
  • It's some game thing.
  • What's wrong with that brown man?

My watch says there's only a few minutes left in this thirty minute event. I keep squirming forward as Nana's talking, saying something about how she learned how emotional a game could be, blah, blah. Nagoshi's talking again, but it's difficult to hear what it is exactly and realizing that it doesn't even matter because those Famitsu guys down front and center are talking notes for me and you.

nagoshileaveingstage.jpg

There's clapping, and like that the Lady in White is ushering them off stage, where Nagoshi loiters about and smokes. It's over. Like that, the crowd disperses, off to listen to manzai and eat takoyaki. I kinda stand around with a notepad filled with idiotic remarks innocent bystanders made and an empty feeling. No news, no decent quotes, fluff and wall-to-wall nothing. The girl in the slinky red dress comes out front to hand out Ryu Ga Gotoku 2 movie fliers. She never did answer my questions about that she wore to that anime convention in Dallas.

reddressryu.jpg

"Excuse me, you said you went to some anime convention in Dallas."
"Y-es?"
"What did you wear?"
"Wha-t d-id I we-ar?"
"The costume. You said you went in cosplay."
"A uni-form fro-m Toki Memo. I m-ade it my-self."
Gr-eat, th-an-ks.

Tokimeki Memorial. That's not Sega, but Konami. The girl, hired for this event, makes a "Shhh" gesture. It's getting dark, and I head off, making my way down the crowded Dotombori along a row of blowfish restaurants, offering deadly delicacies. No worries Red Dress, your secret is safe with me.

osakafugu.jpg

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Kotaku-209290 Mon, 23 Oct 2006 11:45:46 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=209290&view=rss&microfeed=true
<![CDATA[ Sony Needs A Major Nelson (We Nominate Kaz) ]]>

"Major Nelson" is the online person of Microsoft's Larry Hryb. His Major Nelson blog acts as a go-between the company and fans and press alike. Alex Donaldson PS3 RPG Site questions whether Sony needs a similar figure. He writes:

Sony's only problem now would be who? Right now I don't see Ken Kutagari [SIC], Kaz Hirai or Phil Harrison being a particularly strong public figure with the fans. Despite all this, I think getting one would be a step in the right direction for Sony's online service, whatever it may be called.

We thought that Sony already had a Major Nelson tagteam with Kaz and Ken, but no says Alex. "Just for one moment imagine a blog run by Kaz Hirai—do you feel it could work?" he points out. Who cares if it would work? I'd totally read the Kommander Kaz blog. Sony, make it happen.

Sony's Major Nelson [PS3 RPG, via Major Nelson ]

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Kotaku-205667 Thu, 05 Oct 2006 21:00:30 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=205667&view=rss&microfeed=true
<![CDATA[ Analyst Says EA Says Playing Field Leveling Out ]]>

The PlayStation 2 owned the last generation. This go round, things look to be a little more close. Well, according to the world's largest publisher Electronic Arts. Or rather, the analyst that talked to EA. Colin Sebastian, senior research analyst at Lazard Capital Markets reiterates:

Over the course of the new cycle, EA expects a more even playing field among the three video game consoles in contrast to Sony’s dominance during the previous two cycles... EA management does not appear surprised by Sony’s announced delay of the PS3 launch in Europe, though we believe there could be a few tweaks to EA’s launch line-up... Based on our conversations with EA, we maintain our overall positive view of the company...

Who is this Colin guy? EA's new PR manager?

More Here [Games Industry]

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Kotaku-199941 Tue, 12 Sep 2006 06:22:42 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=199941&view=rss&microfeed=true
<![CDATA[ Sony Hires Head Flack ]]> It's been about three months since SCEA Head PR Cheese Molly Smith fled from the Playstation 3 launch.

Last night Sony announced that they've finally gotten around to hiring a replacement for the Senior Director of Corporate Communications. Dave Karraker comes from Allied Domecq Spirits and Wine, where he was the veep of corporate communications.

His only gaming experience, it seems, comes from his time, long ago, as a fledgling flak for third party PR companies Rogers & Cowan and Access Communications where he worked with such clients as Sega, 3DO, 3Dfx Interactive and Microsoft.

So they went with a guy who's last job was all about convincing people to drink lots of Kahlua and Beefeater? Wow, just wow. Hit the jump for the full press release, if that's your sort of thing.

Sony Computer Entertainment America Appoints Corporate Communications Leader

Videogame and Consumer Products Veteran to Direct Public Relations for
PlayStation(R) Brand, Including November Launch of PLAYSTATION(R)3

FOSTER CITY, Calif., Sept. 5 /PRNewswire/ — Sony Computer Entertainment
America, Inc. today announced the appointment of Dave Karraker to the post of
Senior Director of Corporate Communications. Filling an existing position,
Karraker will oversee all North American public relations for Sony Computer
Entertainment America's successful PlayStation(R) brand. He will report to
Peter Dille, Senior Vice President of Marketing, effectively immediately.
Karraker will manage the Sony Computer Entertainment America
communications team responsible for PlayStation products in the North America,
including the original PS one(TM) game console, PlayStation(R) 2 computer
entertainment system, PSP(R) (PlayStation(R) Portable) system and all
first-party PlayStation software. He will also supervise public relations for
the launch of the ground-breaking Sony PLAYSTATION(R)3, which will be
available in the North America on November 17, 2006.
Before joining the Sony Computer Entertainment America team, Karraker was
North American Vice President of Corporate Communications for Allied Domecq
Spirits and Wine, managing communications for such well-known brands as
Stolichnaya(R), Maker's Mark(R), Kahlua(R), Beefeater(R) and Courvoisier(R).
Prior to Allied Domecq, Karraker was Director of Marketing Communications for
Kmart Corporation, where he oversaw media relations for the discount
retailer's marketing efforts; proprietary brands, such as Martha Stewart
Everyday(R) and Joe Boxer(R); store network and e-commerce division.
Karraker's videogame and consumer electronics experience includes work
with public relations firms Access Communications in San Francisco and Rogers
& Cowan in Los Angeles, where his clients included Sega of America, Microsoft,
3DO, Virgin Interactive, Crystal Dynamics, U.S. Gold, ASC Games, 3Dfx
Interactive and Knowledge Adventure. Before joining the public relations
field, Karraker was a broadcast journalist for the CBS affiliate in Santa
Barbara, California and the NBC affiliate in Reno, Nevada.
"Dave has the ideal blend of videogame, large consumer brand and retail
experience to help us meet our goals with the PlayStation brand," said Peter
Dille, senior vice president of marketing, Sony Computer Entertainment
America. "SCEA's communications team will play a key role in the successful
launch of the PLAYSTATION 3, focusing on driving not only consumer demand, but
also retailer excitement and synergies across the Sony family of companies.
Dave has a proven track record for managing responsive, two-way communications
between all stakeholders and audiences for the companies he has represented,
which will be a critical component of our marketing program for all
PlayStation products."
Karraker holds a bachelor's degree in broadcast journalism from California
State University - Northridge. He will be based at the Sony Computer
Entertainment America corporate headquarters in Foster City, California.

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Kotaku-198773 Wed, 06 Sep 2006 11:00:20 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=198773&view=rss&microfeed=true
<![CDATA[ Aeropause says Phil Harrison is a Stupidhead ]]>

Phil Harrison says the darnedest things.

Let's stop talking about Sony's fuckups for a moment here and address the specfic insanity of their most vocal yokel. Aeropause is on the job.

In a post that reads like the greatest hits of Sony PR blunders, blogger Richard names Harrison the Gilligan of Gaming:

Phil reminds me of Gilligan because he is the comedic relief that gets us through the day. He is the scapegoat for the rest of the cast (Sony) and everything seems to be his fault, even though the blame lies with many. Phil has what I deem the worst job at Sony, the fall man.

The PS3 will be a good machine, even though it may be overpriced, but every time Phil speaks we have to hear comments like "The HD era doesn't begin until we say so" or "High definition as far as the consumer is concerned means high definition movies, which means Blu-ray disc." These statements are so far from reality that I can't imagine anyone even saying them.

No need for imagination, of course, as Harrison has repeatedly made an ass of himself and his company, responding to criticism by just digging himself deeper. Please, please shut up. Eliza Gauger

Phil Harrison, the Gilligan of Gaming [Aeropause]

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Kotaku-193576 Fri, 11 Aug 2006 18:40:40 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=193576&view=rss&microfeed=true
<![CDATA[ Sega Kicks Around Football Girl for Europe ]]>

Sega Amusements Europe has wrangled in Ruby Jones, a World Club Champion Football finalist, to promote the card-based arcade game in the UK. Promoting, it seems, entails Ruby donning hotpants, because that way, the sweaty arcade rats will take her seriously. Sega's tongue-in-cheek press release about Ruby's addition entitled "Show Me Your Ball Skills!" drives that point home. Here's what the company's Promotions Executive Mark Beauchamp has to add:

Naturally her talents are drawing the crowds and helping WCCF players enjoy the game! Her football knowledge is superb, and whilst many players just need an intro into the game, others like the detail that she can give about the games finer intricacies.

Uh, did he just use the word "whilst"?

Hotpants Here [UK:R]

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Kotaku-189596 Tue, 25 Jul 2006 12:22:35 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=189596&view=rss&microfeed=true
<![CDATA[ The Incredible Team Fortress 2 Press Release! ]]> Here at Kotaku Tower, we're pretty stoked about Team Fortress 2. So much so that we're willing to fling actual news to the side (This Just In! Reader sends us another picture of a Mario mushroom tattooed on the side of a ghetto in Harlem!) just to post Valve's press release about the game.

This is our favorite part of the press release, though:

"By evolving our development process to an episodic approach, we're able to reduce risk from things such as schedule and funding and invest more in new types of gameplay," said Gabe Newell, president and co-founder of Valve. "This allows us to produce innovative titles such as Portal and Team Fortress 2 and deliver them in a timely fashion to customers along with Episode Two."

Team Fortress 2 was announced in 1998. In what lunatic asylum does that equal 'timely'? Next up, George Broussard disengorges his bulk from the 3D Realms home offices to tell us all that the partnership with Triton allowed Duke Nukem Forever to be created and published in mere nanoseconds.

VALVE REVEALS NEW DETAILS ON EPISODE TWO

Includes Team Fortress 2 and Portal, Heading To PC and Next Gen Console

Bellevue, WA, July 14, 2006 - Valve , developer of the blockbuster series Half-Life and Counter-StrikeTM, unveiled Team Fortress 2 and Portal, two new games to be included in its next release, Half-Life 2: Episode Two. In addition, the studio announced its plans to deliver these products, plus enhanced versions of Half-Life 2 and Episode One, in one tremendous package for the PC, Xbox 360 and PlayStation 3.

"By evolving our development process to an episodic approach, we're able to reduce risk from things such as schedule and funding and invest more in new types of gameplay," said Gabe Newell, president and co-founder of Valve. "This allows us to produce innovative titles such as Portal and Team Fortress 2 and deliver them in a timely fashion to customers along with Episode Two."

Episode Two advances the 16-million unit selling franchise, as Valve's trilogy of episodic single player releases continues the award-winning story of Half-Life 2. Armed with new weaponry and vehicles, Dr. Gordon Freeman must race through a countryside riddled with an increasingly feirce Combine threat.

Team Fortress 2, an all-new version of the title that spawned team based multiplayer action games, features the most advanced graphics of any Source-based game released to date. Players choose from a range of unique character classes such as medic, spy, sniper, or engineer and must work together to complete a variety of tactical objectives.

Portal is a new type of single player game that changes how players approach, manipulate, and surmise the possibilities in a given environment in a manner similar to how the Gravity Gun changed our approach to how an object may be leveraged in any given situation.

Team Fortress 2 and Portal will be included with all retail and Steam versions of Episode Two for the PC. In addition, these products plus Half-Life 2 and Episode One will be available in one tremendous offering for the PC, Xbox 360 and PlayStation 3. New videos from Episode Two, Portal, and Team Fortress 2 will be released next week.

About Half-Life 2

Half-Life 2 has been named Game of the Year by over 35 organizations and sold over four million copies worldwide. The intense, real-time gameplay delivered in the Half-Life 2 games and Team Fortress 2 is made possible only by Source, Valve's proprietary engine technology.

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Kotaku-187700 Mon, 17 Jul 2006 05:00:41 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=187700&view=rss&microfeed=true
<![CDATA[ Leaked PS3 Flackery Documents ]]> Mega Games claims to have gotten their hands on a sorta interesting, thought kinda dated, marketing document for the Playstation 3.

The lengthy document seems to be the material handed out to Sony Europe up folks following this year's E3. It's filled with spin-control, double-speak and other typical marketing chicanery.

While there isn't really any new hard news in the document, there are some telling prepared statements about the PS3 buried in the dox.

This is the best bit.

SCEE E3 MESSAGING DOCUMENT

This document provides some potentially useful sound bites and perspectives on the announcements to be made at E3. It is not exhaustive, and should be read in conjunction with the PS3 Q&A. The key points about PS3 are :

— PS3 is being positioned as a computer system, and not a computer entertainment system. Like other computer systems, it can be upgraded through the use of readily available industry standard adaptors.
— There will therefore be two initial configurations of PS3, not two versions.
— With the exception of the HDMI socket, every aspect of the 20GB model can be upgraded using readily available, industry standard adaptors.
— No SCEE decision has yet been taken on the splut of PS3 configurations for the SCEE market.

I asked Joel what a splut was, but he pointed out that not even SCEE has taken a position on it.

Leaked PS3 QnA Document [Mega Games]

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Kotaku-186307 Mon, 10 Jul 2006 18:03:04 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=186307&view=rss&microfeed=true
<![CDATA[ LA Times On Bush's DS Lite ]]> The LA Times ran an editorial on Saturday about the president who wouldn't grow up. The piece looks at George W. Bush's sixtieth birthday and the world's fascination with it. The story points to, in part, Nintendo's decision to gift the prez a DS Lite and Brain Age as part of the birthday hoopla.

It's sort of an empty editorial, but does touch on how the presidency can age people and whether Bush will maintain his youthful (read fratboy) persona.

I wish the paper tried to figure out if Bush received the DS Lite and is playing with it.
The president who would not grow up [LA Times]

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Kotaku-186186 Mon, 10 Jul 2006 16:00:13 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=186186&view=rss&microfeed=true
<![CDATA[ Sony Online Entertainment Podcast STINKS ]]> soelogo.jpg

And I'm being kind. It's worse—wooden, dull and way too slick. At some point, it's admirable, because I've always wondered what a press release read under creepy EverQuest music sounds like. Cutting them some slack, this is SOE's first podcast, and the guy at the end was okay, but still... Ease up on the PR hard-sell, guys. The point is to connect with players, not alienate them.

Microsoft's Major Nelson linked this podcast for all to mock. That bully.

Find the Podcast Here [Major Nelson]

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Kotaku-181201 Fri, 16 Jun 2006 09:21:29 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=181201&view=rss&microfeed=true
<![CDATA[ PSP Playing Bikini Girls Puzzle All ]]>

Once again proving that PSP is shorthand for dirty stuff, game site UK Resistance dug up a photo series of bikini girls playing PSP at Goo Game. Idoru in swimsuits sit on towels in a photo studio and play upcoming title puzzle action game Korokoro Korn. Something tells me that an action puzzle game appeals to more than hornball men. That, dear reader, is PR magic at work.

More Girls Here [Goo Game] via UK:R

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Kotaku-180251 Tue, 13 Jun 2006 13:22:46 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=180251&view=rss&microfeed=true
<![CDATA[ 25 To Life PR: "Not A Good Title" ]]> 252raiftu.jpg

The 25 to Life bad publicity juggernaut keeps pissing off people right and left. The latest to get their panties in a bunch are Delaware County law enforcement officials, who are citing the game as an example of a video game that glorifies violence. The sensationalistic shooter was released way back in January and still works the public into a tizzy. The game's PR team isn't all that impressed either.

"Frankly, it is not a good title and under normal circumstances it would not be selling as well," said Michelle Curran, a public relations director for Eidos, the British producer of the game.

She also told The Philadelphia Inquirer the company did nothing to promote the 17 and up title. There were no TV ads, magazine campaigns or other promotions. The rational? The game did not have potential, the company thought. Good thing they released it though, because look at all the money they saved on advertising.

Full Article [Macon. com] Thanks, Alan!

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Kotaku-169075 Mon, 24 Apr 2006 11:22:28 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=169075&view=rss&microfeed=true
<![CDATA[ Gaming Marketing Awards ]]> nitdog.jpg

MCV announced their annual Industry Excellence Awards. The UK awards are for things like public relations, marketing and branding and it looks like Nintendo did some ass kicking.

Nintendo Gal has the full list, but Nintendo took best PR Team, best New Games Brand for Nintendogs, best TV Campaign for the Nintendo DS and best Marketing Team.

Other winners include Microsoft, Bizarre Creations and Electronic Arts.

MCV 2006 Industry Awards [NintendoGal]

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Kotaku-165830 Fri, 07 Apr 2006 10:00:57 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=165830&view=rss&microfeed=true
<![CDATA[ NIntendo PR Guy's Dirty Little Secret ]]> sweater25.jpg

GolinHarris' Supervisor of Nintendo Editorial Services (Yes, Super NES) has an ugly little secret actually, he has a whole closet full of them.

Kevin F. Sherry is the man inside those countless ugly sweaters on increasingly famous website BadSweaterGuy.com.

Apparently long, long ago, before Kevin was the SNES, he worked at a Marshalls and couldn't resist their 15 percent discount. The end result was a closet full of ugly sweaters. Then he made the mistake of telling a webhead friend about his desire to get rid of them.

Not so long ago, my friend Kevin cleaned out his wardrobe, which, due to his pack rat nature, was crammed with clothes he hadn't worn in more than a decade. Among the discarded were 25 sweaters that can generously be described as "hideous." Or, as one critic put it, "Bill Cosby would not wear this." Kevin's defense? "I worked at Marshalls in North Olmsted, Ohio, during high school and got a 15 percent discount. It was cold. It was the late '80s." The horror, the horror.

Indeed. The 25 photo spreads lead to a giftshop, readers submitting their own ugly sweaters and a sudden bit of media attention.

BadSweaterGuy was recently named one of the top 50 websites by the Chicago Tribune and it helped land KFS a cameo in the upcoming indie film Long-Term Relationship.

And nary a Mario in sight.

BadSweaterGuy

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Kotaku-159045 Wed, 08 Mar 2006 05:00:25 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=159045&view=rss&microfeed=true