<![CDATA[Kotaku: Quake]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Quake]]> http://kotaku.com/tag/quake http://kotaku.com/tag/quake <![CDATA[ 78 Year Old Japanese Man *Hearts* Western FPS Games ]]> The stereotype is two-part: Japanese people don't like FPS games, and old people only play the Wii. Meet 78 year-old Akira Kitajima. He's here to destroy those notions and snipe your ass.

At the ripe age of 65, he bought his first shooter: DOOM II. It took him months to complete the game, and he had problems avoiding the fireballs. It was, after all, only his first FPS! Known online as aki_tan, he's gotten quite adept.

"I don’t do multi, nor co-op. I want to enjoy the game I’m into when I want, that’s how I feel," he says. "Aside from playing, I like to write walkthroughs, so you could say the way I enjoy them is a little different to most." His website has walkthroughs for shooters that range from Crysis to Quake. (It's even got a section on cheats!) His friends and family are happy he's found something too keep him from going senile, Kitajima reckons.

While he's head over heels for FPS titles, Kitajima doesn't expect the genre to catch on with the country's silver set — or the country, for that matter. "In Japan, I think there’s something of an emotional distance kept from shooting games," he adds. "I get the impression the market isn’t set to grow very large. I also worry that with the increasingly high spec machines required, the playing population will further decrease."

Meanwhile, Kitajima keeps gaming and updating his website regularly with walkthroughs. Anything he's looking forward to? "I’m wondering if a Japanese version of Far Cry 2 is ever coming out..."

78歳、現役FPSプレイヤー「北島さん」にお話を伺ってみました。 [DHARMA POINT via Sankaku Complex]

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Kotaku-5099533 Thu, 27 Nov 2008 03:00:00 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5099533&view=rss&microfeed=true
<![CDATA[ QuakeCon 2008 Details ]]> Going to QuakeCon 2008? The 13th annual event is being held at the Anatole Hotel in Dallas (my hometown!) from July 31st to August 3rd. Organizers are expecting 6,000 folks to be in attendance over the four day extravaganza. This year's QuakeCon will see the debut of QUAKE LIVE as well as an Enemy Territory: QUAKE Wars console tourney, a QuakeCon first. Hit the jump for a full rundown and more details.

The Intel QUAKE LIVE Championships

QuakeCon 2008 will mark the debut of the first-ever Intel QUAKE LIVE Championships pro tournament. QUAKE LIVE is id Software’s new game created to deliver the excitement and energy of a first-person multiplayer game to a broader audience through a free and easily accessible browser-based experience. The Intel QUAKE LIVE Championships will feature a classic $12,500 One Versus One tournament along with a $12,500 Capture the Flag Team Tournament.

The Activision Enemy Territory: QUAKE Wars Team Championships

Enemy Territory: QUAKE Wars™ makes its second annual tournament appearance with the Activision Enemy Territory: QUAKE Wars Team Championships. Featuring competitions on both PC and for the first time on Xbox 360, the tournament contests will enlist six-person teams to battle it out in double-elimination bracket-style competitive play, in which each squad will have the chance to attack and defend. On the Windows PC side, 16 teams will compete for $15,000 in prize money and in the Xbox 360 competition, eight teams will vie for $10,000 in prizes.

The Alienware Quick-Draw Challenge

For anyone who’s dreamed of competing for prize money on the QuakeCon main stage, the Alienware Quick-Draw Challenge offers $10,000 in prize money to randomly selected attendees competing in special QUAKE LIVE competitions throughout the course of the event.

In addition to their prize money, the top 2 finalists and teams in each of the above competitive tournament events will also be given tickets to the previously announced “QuakeCon Ultimate Power Up” raffle contest, sponsored by Ventrilo, for the brand new 2008 Corvette. Additional raffle tickets and eligibility will be subject to contest rules.

“QuakeCon 2008 will be the grand slam of competitive gaming with the best games and an amazing prize list,” said Todd Hollenshead, CEO, id Software. “We’ve partnered with our sponsors this year to bring the top competitive players what they want most: skill based games, top money prizes, the most enthusiastic fans and audience and the world’s best Finals party!”

More information, including map names, prize money distribution, detailed format and rules, and sign-ups for both tournaments will be available soon at www.quakecon.org.

QuakeCon Ultimate Power Up Rules:

QuakeCon 2008 registered attendees who are 18 years of age and older AND are legal residents of the United States, its territories and possessions and the District of Columbia are eligible to participate. No purchase necessary. 250 raffle tickets will be distributed throughout the event. Additional information about contest rules, eligibility and requirements will be available at www.quakecon.org.

[Pic]

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Kotaku-5023681 Thu, 10 Jul 2008 01:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5023681&view=rss&microfeed=true
<![CDATA[ A-Ha's Quake On Me ]]>
More Quake mods! While that Simpsons one from the other day was admirable for its craftsmanship, this one is notable for its vision: a recreation of the style, if not the exact setting, of A-Ha's Take On Me video. Sadly, the vid cuts off before we get to see what must be an inevitable boss fight against those creepy blokes in motorcycle helmets, followed by a polygonal reunion with that girl with the awful hair.

[via College Humor]

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Kotaku-5020429 Fri, 27 Jun 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5020429&view=rss&microfeed=true
<![CDATA[ Interview: 'This Gaming Life' Travels Online Game Culture, Attitudes ]]> Veteran UK game journalist Jim Rossignol, currently one of the Big Four at the Rock Paper Shotgun blog, has just published a book called 'This Gaming Life,' documenting his experiences in three different cities pursuing and documenting the culture of online games.

He covers the widespread competitive game scene in Korea, looks into Quake's evolving role in the London game scene, and visits Iceland to see the birthplace of EVE Online, to develop what he says is a story of "how games change the lives of gamers."

I thought the idea of a "travelogue" of game culture was interesting, so I asked Jim a few questions about the book, and his experiences.

How did the book come to be, and why did you want to write it?

Jim Rossignol: It started because of some interest around a feature I wrote on the gaming culture in Korea. PC Gamer UK was commissioning some pretty interesting and aggressive material in 2006, and it came out of that.

I was keen to lay out some of the ideas I'd been collecting in longform - there's only so much you can do when writing disconnected reviews and features. To come up with a wider perspective, and a wider take, on any given subject still requires a book.

What are the ideas that the book deals with, primarily?

JR: It's a book about how games change the lives of gamers. It starts out with a couple of specific cases - my own life and that of some people I know - and moves on to more general instances. The themes the book deal with are pretty diverse - boredom, propaganda, human computation, the nature of games as a medium - but they all tie into the idea that people are changed by gaming, in subtle and not-so-subtle ways.

Can you give a brief example of one of the instances in the story?

JR: Well, one of the more specific instances is the story of a friend of mine who now works in the games industry, but grew up escaping into games as a fairly unhappy child. He's a living instance of the kinds of traits and trends I want to talk about, because he's a person for whom some of the greatest moments in life have been to do with gaming.

Games were a way of escaping boredom and domestic discomfort, but ended up being an incredible life-defining force. He ended up playing Guitar Hero in front of thousands of rock fans at the Donnington Rock Festival in the UK, effectively opening the show for Guns & Roses. (Or so he likes to tell the tale.)

For whom is this book intended, and what kinds of readers do you hope will pick it up?

JR: Well everyone can read it, and will love it, obviously... but in all seriousness, it's an approachable book. Pop documentary, if that's a genre. I suspect there's a way to present any niche subject so that everyone finds it digestible and interesting, and I hope I've done that. It's more like chatty travel literature than dry academia, I feel.

What do you hope people will learn or take away from it?

I hope it helps people to figure out what they really think about video games. I don't want to lecture anyone, just offer some descriptions and examples that might be useful in making up your mind. One of the key tensions in the book is whether video games are fundamentally a waste of time, and what that even means. I'd like to think that both people who don't play games, and the gamers themselves, will find that they're able to discuss the pros and cons of being a habitual gamer a little more fluently once they've read it.

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Kotaku-5015950 Thu, 12 Jun 2008 15:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5015950&view=rss&microfeed=true
<![CDATA[ QuakeCon: July 31 - August 3 ]]> id are getting their con on once again this year. Expect LAN parties, expect demo booths (from 60 exhibitors), expect competitive gaming and expect large, balding men in tight-fitting, id-related black t-shirts. It'll be held between July 31 and August 3, at the Hilton Anatole Hotel in Dallas, Texas. Entry is, as always, free, but accomodation isn't, with a cot at the Anatole setting you back $137 a night. More details in the presser that dutifully follows.

MESQUITE, Texas - April 22, 2008 - As temperatures begin to rise it's time to start planning the ultimate summer vacation to THE must-attend gaming event of the year - QuakeCon 2008. That's right! The world's greatest gaming festival and party will take place July 31 - August 3, 2008 in Dallas, TX at the Hilton Anatole Hotel. As always, this event is FREE to all attendees thanks to the support of the QuakeCon volunteer staff, id Software, the event sponsors and exhibitors.

QuakeCon will once again host North America's largest BYOC
(Bring-Your-Own-Computer) LAN party, as well as an expanded exhibit area
with nearly 60 companies demonstrating their latest products. Of course, it
wouldn't be QuakeCon without highly competitive tournaments for serious cash
and bragging rights, parties, contests, entertainment and announcements.

Registration for the BYOC area will kick off at 9 p.m. ET on April 30, 2008
at HYPERLINK
"file:///C:\\Documents%20and%20Settings\\natalie.edwards\\Local%20Settings\\
Temporary%20Internet%20Files\\OLK79D\\www.quakecon.org"www.quakecon.org.

The Hilton Anatole is now taking room reservations for QuakeCon 2008 through
their custom QuakeCon reservation page at HYPERLINK
"http://www.hilton.com/en/hi/groups/personalized/DFWANHH-QUA-20080726/index.
jhtml"http://www.hilton.com/en/hi/groups/personalized/DFWANHH-QUA-20080726/i
ndex.jhtml or through their toll-free reservations number, 1-800-HILTONS.
To receive the specially negotiated room rate of $137 (single, double,
triple or quad occupancy) and the special daily self-park rate of $5
(regularly $15 per day), you must request the group rate for "QuakeCon 2008"
or book through the link above when making your reservation. The hotel
requires a $50 non-refundable deposit on group reservations, which will be
credited to your final room bill upon check-out. Rooms at this special rate
are limited.

Companies interested in receiving information on sponsorship and exhibitor
opportunities should email HYPERLINK
"mailto:sponsors@quakecon.org"sponsors@quakecon.org.

More exciting details about QuakeCon 2008 will follow. Visit HYPERLINK
"http://www.quakecon.org/"www.quakecon.org to stay on top of the latest
information. Plan your travel, reserve your hotel room and BYOC spot,
practice those gaming skills and prepare to be blown away by another awesome
QuakeCon.

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Kotaku-382907 Wed, 23 Apr 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=382907&view=rss&microfeed=true
<![CDATA[ The Quake Family Tree ]]> Ever hear someone say "oh, man, that game's just like that other game, just with different multiplayer"? Course you have. Most games are just successors/homages/rip-offs of games that came before them. As it is with most creative mediums. And few games inspired so many of its competitors/descendants than Quake did. Here, then, is Quake's "family tree", an academic pursuit that's probably the only place on the internet you'll see Daikatana, American McGee's Alice, Hexen II and Half-Life 2 standing so close to one another without getting nervous.
The Quake Family Tree [Wikipedia, via Boing-Boing]

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Kotaku-379256 Mon, 14 Apr 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=379256&view=rss&microfeed=true
<![CDATA[ The Evolution of the Team Multiplayer FPS ]]> quake.jpgAccording to one writer, seven games parented the genre of the multiplayer FPS. Halo and Call of Duty: Not on it. Ed Borden reasons they did not add gameplay innovations, merely perfected the themes. That's up for discussion (and why I'm posting it, of course), but a fair point.

The seven titles we owe it to: Doom, Quake, Tribes, Battlezone, Unreal Tournament, Counterstrike and Battlefield.

If nothing else, at least the past two or three years of FPSes, multi- and single-player, have combined to give us standardized controls, which makes picking up a new title infinitely easier to play — especially when it comes to free looking. It's now pretty much left stick = movement, right stick = head, with no fruity switching of camera angles or other unnecessary twists. Also, Y or triangle is use, B or circle is jump, etc. If you think that's a minor gamer assist, ask yourself the last time you used two different copiers or fax machines with the same set of commands.

Ed also argues that single-player FPSes are constantly delivering great new titles, but multiplayers have been "the same old for quite a few years now." I just can't see it that way. Maybe structurally they are the same, but characters, missions, game story, that's what gets me into an FPS now. True, a new gameplay innovation that's widely adopted will beat the best written game for sales, but I ask you, what else could a multiplayer FPS be doing right now?

How 7 Games Created the Modern Team Multiplayer FPS

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Kotaku-379208 Sun, 13 Apr 2008 16:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=379208&view=rss&microfeed=true
<![CDATA[ Steam Super Sale Starts Now ]]> If you didn't find anything for the PC gamer on your list in our holiday gift guide, you may want to turn to Valve's super duper Steam sale. Everything in the virtual store is between 10% and 50% off, including The Orange Box which is temporarily at the low, low price of $37.45. Other bargains? The id Super Pack, which contains 22 titles for $52.45. Think of the value!

Since Steam now supports gift giving, it's going to be the easiest way to add a last minute Christmas gift that's guaranteed to ship on time. You have until January 1st to enjoy the value added fun.

Steam Storewide Sale - All Games 10-50% Off! [Steam]

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Kotaku-337428 Mon, 24 Dec 2007 14:30:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=337428&view=rss&microfeed=true
<![CDATA[ Carmack Good At Coding, Making Rockets Explode ]]> john_carmack_mini.jpgLongtime id programmer and technical director John Carmack is good at many, many things—writing and rewriting 3D game engines, typing up .plan files that read like moonspeak, and nearly being successful at simulating lunar landings. Unfortunately, Carmack and his team at Armadillo Aerospace are also quite proficient at blowing up aircraft on the landing pad, throwing them out of competition in the recent Northrop Grumman Lunar Lander Challenge. While the team was successful in getting its modular class rocket off the ground, an engine explosion ultimately kept them grounded.

Don't worry, no one was hurt, including Carmack. He'll still be able to put his typing skills to good use for id's upcoming Rage. You can read all about the harrowing, explosive experience at the official X PRIZE site.

Armadillo Aerospace Nearly Wins Northrop Grumman [X-Prize Foundation]

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Kotaku-316876 Tue, 30 Oct 2007 16:20:52 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=316876&view=rss&microfeed=true
<![CDATA[ Flash As A Viable First-Person Shooter Platform? ]]> It may not have the complex geometry capabilities or, say, ability to actually shoot at things of something like the Unreal Engine 3.0 or Source platform, but this tech demo for a 3D first person engine built in Flash Player 10—codenamed "Astro"—using Papervision3D is pretty impressive. I fully expect Quake to be ported to Flash within the week. Any longer and I'll have no faith in Earth's programming geeks.

First Person 3D Engine [ActionScript Architect via The In-Between]

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Kotaku-308273 Mon, 08 Oct 2007 18:20:01 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=308273&view=rss&microfeed=true
<![CDATA[ Quake Wars Demo is Live ]]> The Enemy Territory: Quake Wars demo is ready for download on the game's official site. It actually supports both single and multiplayer modes, so you can kill bots and friends alike. We actually saw the featured map (Valley) in Leipzig and I can attest to it being both large and beautiful. And if this Mac were only a PC, we'd be base jumping off mountaintops into enemy bases instead of just telling you about it. Maybe it's time for that Vista install.

Anyone who completes the download, hit the comments and let us know the size, experience, etc. Because we want details. And we want you to do our job for us. Hit the jump for the full press release.

Download it here

The Enemy Territory: QUAKE Wars PC demo is now available from the game's official site: http://www.enemyterritory.com/. Head to the "download demo" tab for a list of local mirrors. You can also view a list of available mirrors at this site:http://community.enemyterritory.com/index.php?q=node/130.

The Enemy Territory: QUAKE Wars PC Demo (Multiplayer & Single-Player) comes with the final version of Valley, one of the larger battlegrounds in the game. Set in Yosemite, California, Valley has the Global Defense Force on the attack, as they attempt to foil a Strogg contamination plot centering on a water treatment facility. Valley features a great blend of close quarters infantry action, vehicle battles and aircraft dogfights, and the varied terrain combining mountains, waterways, tunnels and industrial structures allows for many different playing styles. To top it all off, there's a multitude of optional side missions and plenty of opportunities to try out the various defense turrets, artillery and radar deployables - Valley is a prime example of the frantic and diverse action you'll find in Enemy
Territory: QUAKE Wars.

If you want to learn more about Valley, read our Valley Map Guide
(http://community.enemyterritory.com/index.php?q=node/91) for a full run-down of the team objectives, secondary missions and a host of tactical tips for getting the most out of the various GDF and Strogg weapons, items, deployables and vehicles.

The Demo also features ETQW's bots, so you can explore the map and gameplay in single-player mode with computer-controlled opponents...

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Kotaku-298269 Mon, 10 Sep 2007 13:40:43 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=298269&view=rss&microfeed=true
<![CDATA[ amBX To Light, Shake, and Blow QuakeCon ]]> ambxquake.jpgQuakeCon 2007 kicks off today, and Philips is there to demonstrate how well their amBX ambient experiences technology gets along with Quake 4. They've set up a multiplayer demo of a mod for the game created by their amBX team in order to take full advantage of all the system has to offer. As players run and jump they'll feel the wind in their hair, experience the jolt of landing. Weapons will have recoil and various custom effects, bullets will have impact, and blood will spatter in all its red LED glory. They've even set up the mod so that the light dims behind you when you use a weapon's sights, simulating sniper focus. Perhaps they'll be able to reverse the air peripherals to create a sucking effect for the losing team. That's full immersion right there. It really sounds like they've gone all out to make the most of the demo, so if you really want to see the full potential of the amBX technology, you've got until the 4th to make your way to Dallas and give it a go.

AMBX FRAGS QUAKECON 2007

Dallas, TX, USA - Philips amBX today unveiled an amBX-enabled multiplayer demonstration of id Software's QUAKE 4, which will be available for both the press and public to play on a dedicated amBX booth at QuakeCon, Dallas, USA, from 2nd to 4th August 2007.

QuakeCon is a free convention held every year in the Dallas area where PC gamers from all over the world make the pilgrimage to play on a giant gaming network in one room together, see the latest technology and compete in world-class tournaments. Volunteer run, QuakeCon is sponsored by id Software, makers of the hugely popular and successful DOOM, QUAKE and Wolfenstein series of games.

Shorthand for 'ambient experiences', amBX revolutionises the gameplay experience by extending the gaming world out of the screen and into the real world. amBX delivers a full 'sensory surround experience' by equipping game developers with a tool box to use light, colour, sound and even air flow through enabled devices, including the Philips amBX PC Gaming Peripherals range of LED colour-controlled lighting capable of representing 16 million different colours, rumble peripherals and variable speed desktop fans.

The Philips amBX team has crafted a mod for QUAKE 4 which, when played with amBX peripherals, will see fans, lights and rumble effects, including 360 degree environmental lighting, form an integral part of the gameplay. Players running and jumping in the game will actually feel the air move around them and the effect of landing and impacts. Weapons will generate custom effects, including surrounding light, rumble shudder and fan blast effects from the rocket launcher. On a more subtle level, rear view lighting is darkened when players use a weapon scope mode, to draw players into the sniper frame of mind. On the receiving end, damage feedback is displayed through a multi directional red light blood splatter and bullet impact vibration. Finally, power and pick ups are represented through different light effects, including a light blue aura for Quad Damage, pulsing red for Regeneration, a fast yellow pulse for Haste, green light for Health and blue light for Mega Health.

"Multiplayer gaming doesn't come any bigger than QUAKE and QuakeCon is our chance to show the world just how awesome FPS multiplayer gaming can really be with amBX," commented Jo Cooke, Chief Marketing Officer, Philips amBX. "Fragging will reach a whole new dimension with light, wind and rumble effects taking in-your-face explosions right out of the gaming screen and into the hall at QuakeCon."

"With thousands of the most enthusiastic gamers from all around the world attending, QuakeCon is a fantastic venue to introduce new game technology, " said Todd Hollenshead, id Software's CEO. "We are excited about having Philips as a new QuakeCon partner this year and seeing attendees duel it out in heads up QUAKE 4 matches enhanced by Philips' exciting new amBX technology. "

The amBX-enabled QUAKE 4 will be in good company as QuakeCon 2007 will be ground zero for never-before-seen gaming competitions, with the first official tournament using id Software's new landmark game, Enemy Territory: QUAKE Wars and the first ever "Quad Damage" tournament spanning all four QUAKE games.

Philips is setting a global standard by licensing the amBX technology to computer game developers, publishers and peripherals manufacturers including Codemasters, THQ, Introversion, Gearbox Software, Zombie, Riot Games, Brain in a Jar, Invictus Games, Instinct Technology, Kuju, Revolution, Sumo Digital, Rivers Run Red, Philips Peripherals & Accessories and SpectraVideo.

Philips is currently in the closing stages of agreements with a number of other high profile companies regarding amBX-enabling all kinds of games.

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Kotaku-285181 Thu, 02 Aug 2007 09:20:40 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=285181&view=rss&microfeed=true
<![CDATA[ Deaf Gamer: Subtitle Please ]]> esalogo.jpg

Kotaku reader A_Zombie contacted us about an email to industry trade association Entertainment Software Association (ESA). He contacted them regarding the lack of subtitles in gaming. Not sure if ESA is the place to go with this concern as the ESA is the industry's "voice." Regardless, here's the letter:

Dear Sir or Ma'aam,

I am a deaf 20 year old that loves to play videogames. I've been playing videogames ever since I first played the Atari 2600 with my father as a young child. Back then, games were not as complex as they are today. Sometimes, as a deaf gamer, I struggle with many mission based games such as Quake 4, Star Wars: Rouge Squadron Rouge Leader, Perfect Dark 0, Need for Speed: Carbon, X2: Wolverine's Revenge and many others. The reason for the frustration is for the lack of subtitles in the above mentioned titles. Quake 4 is a perfect example of my frustrations of what I am supposed to do next because the mission objectives and ways to beat certain bosses were given over the intercom and it was mostly garbled. Perfect Dark 0 was frustrating for me because I had no idea what was going on with the story. At one point I was fighting in buildings shooting at mobsters and all of a sudden I'm fighting a midget skinless Chinese dude with a sword in some alternate dimension. That did not make sense for me at all because... who was that Chinese dude?

I may be deaf but I do have most of my hearing left over. I depend mostly on my eyesight to give me information while playing games. Mostly, depending on eyesights make my job for completing games a much more daunting task than they should be.

Another game I would like to bring up is Hideo Kojima's Metal Gear Solid 2: Sons of Liberty and Metal Gear Solid 3: Snake Eater. Both of these games rely on hearing much like in MGS2:SoL bomb searching which you use a device that beeps in a high tone if your near a bomb so you can disable them. I had a tough time searching for the bombs in the game since I cannot hear high pitch tones that well.

Maybe in the future, if you can start putting subtitles in the games, especially Halo 3 since I am a huge Halo addict. Halo: Combat Evolved and Halo 2 did not have subtitles though Halo 2 had subtitles but only in the cutscenes as 70% of the game did not.

I hope I can hear from you soon.

Sincerely,

So, if the ESA is not actually the place to go, where is? Ratings board ESRB? Individual companies? Ideas welcomed.

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Kotaku-255742 Fri, 27 Apr 2007 01:00:50 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=255742&view=rss&microfeed=true
<![CDATA[ Quake Wars Pushed Back ]]> Those of you waiting with baited breath for the release Enemy Territory: Quake Wars look to have a much longer wait on your hands then previously expected. Once slated for late 2006; then early 2007, Activision's financial report indicates the game has slipped to a fiscal year 2008 release. Of course, fiscal year 2008 starts in April, so it certainly isn't as bad as it sounds. I'm a little disappointed, but as long as they use the time to make a better game I suppose I can't complain. It looks amazing so far, all realistically brown.

An Activision spokesperson recently told Eurogamer to expect the game before Christmas, and that "it's an id Software title so it's done when it's done."


Quake Wars in fiscal 2008
[Eurogamer]

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Kotaku-232282 Mon, 29 Jan 2007 14:40:23 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=232282&view=rss&microfeed=true
<![CDATA[ Vista Leaves Carmack Cold ]]>

This week's quote-machine John Carmack has already voiced his opinion on the PS3 and Nintendo. And he doesn't stop there. Oh, no, in that long Game Informer sitdown, Carmack dishes up his feelings on Microsoft's Vista, saying:

Nothing is going to help a new game by going to a new operating system. There were some clear wins going from Windows 95 to Windows XP for games, but there really aren't any for Vista... They're really grasping at straws for reasons to upgrade the operating system. I suspect I could run XP for a great many more years without having a problem with it.

That sure's blunt. Can't wait for Carmack impressions on the iPhone, cold feet and moldy oranges!

Vista... Meh [Games Industry]

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Kotaku-228230 Fri, 12 Jan 2007 04:22:55 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=228230&view=rss&microfeed=true
<![CDATA[ Carmack Prefers 360 to PS3 ]]>

PS3 or Xbox 360? Quickly, which do you like? John Carmack (creator of Doom, Quake ) has been "pulling" for Microsoft. While he likes the PS3 better than the PS2 and doesn't think the new console is ugly, Carmack just isn't crazy about the PS3 dev tools. He says:

But the honest truth is that Microsoft dev tools are so much better than Sony's. We expect to keep in mind the issues of bringing this up on the PlayStation 3... they're not helpful to the developers... I suspect they're not going to overwhelmingly crush the marketplace this time, which wasn't clear a year ago. A lot of people were thinking it's going to be a rerun of the last generation, and it's now looking like it might not be. I've been pulling for Microsoft, because I think they've done a better job for development support, and I think they have made somewhat smarter decisions on the platform. It's not like the PlayStation 3 is a piece of junk or anything. I was not a fan of the PlayStation 2 and the way its architecture was set up. With the PlayStation 3, it's not even that it's ugly—they just took a design decision that wasn't the best from a development standpoint.

And just look at that pooh face he makes while talking about the PS3!

Carmack On PS3 Dev [Game Informer via 1Up]

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Kotaku-227899 Thu, 11 Jan 2007 07:20:27 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=227899&view=rss&microfeed=true
<![CDATA[ QuakeCon 07 Announced ]]> Stop showering now, Quake and Doom fans. You have less than eight months to build up a respectable gamer odor before the next, newly announced QuakeCon. The yearly event is scheduled to take place August 2-5, 2007 at the Hilton Anatole Hotel in Dallas, Texas.

The best part? It's FREE! It's always free—minus travel expenses, hotel room, parking, food and requisite PC upgrades, that is. Check out the official site for more info and get your room reservations in early.

Hopefully, we'll be in attendance, as we're suckers for those John Carmack keynotes. They're riveting!

It's beginning to look a lot like...QUAKECON 2007!

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Kotaku-222800 Mon, 18 Dec 2006 21:20:36 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=222800&view=rss&microfeed=true
<![CDATA[ The Future Is Brown ]]>

I loved Quake, but let's face facts: my excrement is more chromatic, a bright rainbow that flies out of my bottom in a TubGirl-style arc (if you don't get the reference, for god's sakes, don't Google) compared to the palette of that classic. Quake's color scheme is brown, rust, mustard and maroon. And ten year's later? FPS game designers are still doing everything in grays and browns. Consider this image from Aeropause as proof: it's like every game out there is being designed by the color-blind. Meanwhile, companies like Nintendo cram so much color into their games that they trigger epileptic seizures. What's up with that?

The Colour Of Next-Gen Gaming? [Aeropause]

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Kotaku-209368 Mon, 23 Oct 2006 08:40:30 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=209368&view=rss&microfeed=true
<![CDATA[ More id Games Likely Coming To XBLA ]]>

Hey, alright! id software CEO's Todd Hollenshead:

We're looking at bringing some of the other games to XLA, but a lot is going to depend on the response to DOOM. From what MS tells us, its been fantastic so far, which bodes well for other id "classics" to be released there. But there's nothing concrete. Making the surprise announcement at X06 for DOOM worked out great, so I'll be tight lipped about anything specific for now :)

Well, Doom's obviously a smash hit. The obvious contender for next XBLA title, now that they've got the engine ported, is Doom 2. But personally? Give me an XBLA port of Quake with Threewave CTF.

More Older id Games Coming To Xbox Live Arcade? [Firing Squad]

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Kotaku-207057 Thu, 12 Oct 2006 08:40:49 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=207057&view=rss&microfeed=true
<![CDATA[ Carmack: Big 3D Title, Still Love PC, DS Cell Phone Ports ]]>

Legendary Doom and Quake programmer John Carmack gave the keynote speech at this year's QuakeCon 2006.

  • id's next title will be a 3D action title that will be their biggest diversion since Wolfenstein.
  • While they will be developing their next game simultaneously on the XBOX 360, their primary development platform is still the PC.
  • Has thought about porting cell phone games over to the Nintendo DS.

Carmack's long-winded talk clocked in at well over an hour. What can we say, Carmack's a talker.

Watch Here [Planet Quake 4] via Fragland

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Kotaku-192381 Mon, 07 Aug 2006 05:24:24 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=192381&view=rss&microfeed=true
<![CDATA[ Romero Gives Another Nostalgic Quake Interview ]]>

Outside of which Ukrainian child bride he's married this week and updates to his blog detailing the best method of applying egg whites to a lionesque mane, it seems the only publicity John Romero gets these days is giving interviews about his halcyon days with Quake and Doom.

And he's given another one, this time to Quakeexpo.com... as usual, it covers a lot well-trodden ground, but still manages to be surprisingly entertaining. Here's Romero making the observation that the Quake soundtrack sucked.

Trent didn't spend much time on it and the only real standout track was the title song. If we had played the music as MP3's instead of CD Audio i believe people would have really identified with it more - 99% of people who play Quake don't play it with the CD in the drive. During Quake's development we were playing MP3s in the game that were created by a friend of Trent's that were really really great - I wish we would have kept those songs and played them as MP3s.

He also comments on how the direction of the game changed 7 months from ship, which explains why American McGee (in a long lost .plan update) claimed that one of the things you could do in Quake deathmatch was rip off an opponent's head and sodomize the gurgling esophagus. I'm totally not kidding; he actually said that.

Interview with John Romero [Quake Expo]

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Kotaku-189319 Mon, 24 Jul 2006 10:40:31 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=189319&view=rss&microfeed=true
<![CDATA[ Quake Wars Delayed Until 2007 ]]>

I'm an Unreal Tournament man. I like the speed, I like the weapons, I like playing an extraterrestrial bovine with a bazooka on my back. I haven't like Quake style deathmatch since Quake 2 ruined it and never looked back.

Still, early impressions of Enemy Territory: Quake Wars have been very positive, so I've been looking forward to giving it a spin later this year. Alas, Babylon. It is not to be, says Lead Game Designer Paul Wedgwood. The title has been pushed back to 2007, giving Unreal Tournament 2007 a bit of a leg-up on its most obvious competitor.

Paul Wedgwood's Developer Diary [Gamespy]

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Kotaku-186456 Tue, 11 Jul 2006 14:40:02 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=186456&view=rss&microfeed=true
<![CDATA[ John Romero And Crew Now Hiring ]]> john_romero_hot_dog.jpgJohn Romero of id fame and Ion Storm infamy is staffing up at his temporarily monikered company, Slipgate Ironworks. Already working on an unnammed MMO, John has the following to say to attract new recruits to his team:

Are you interested in joining our amazingly talented and highly motivated superstar game development team? Are you supercore enough to survive our hyperdimensional environment???!!

Supercore! He's so subtle. If you like wide-eyed, unchecked hyperbole, live near the Redwood City, California area, and think you might be qualified, visit the official Slipgate Ironworks site to learn more. Based on John's development history, I think it's fairly safe to say your job will be exciting and storied if nothing else.

Slipgate Jobs! [Planet Rome.ro]
Slipgate Ironworks Official Site

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Kotaku-186036 Sun, 09 Jul 2006 16:11:15 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=186036&view=rss&microfeed=true
<![CDATA[ Romero Discusses His Own Doom ]]> romeropic.jpg

With an opened shirt and hair-band locks, John Romero looks back on Doom. And what's his 20-20 hindsight? He wishes he'd hired a better level designer, seemed happy with the original title and knew it was a hit when he saw the sales figures. When asked about his new company, Romero was tight-lipped and "crazy stealth" about his MMO. He claims that nobody is currently doing what he's working on, which probably means the game involves something about him making us his bitch. Or at least fail trying.

Watch Here [Games.net]

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Kotaku-184185 Thu, 29 Jun 2006 09:22:48 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=184185&view=rss&microfeed=true
<![CDATA[ New Quake Wars Screenshot ]]>

Along with every other gaming site on the net, we were sent this new screenshot by Activision for the upcoming Quake Wars: Enemy Territory. Look at that vibrant use of color, splendidly wrought in almost synesthete bursts! Wassily Kadinsky, move over!

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Kotaku-181951 Tue, 20 Jun 2006 08:00:35 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=181951&view=rss&microfeed=true
<![CDATA[ Shamblers and Grenade-Launching Ogres on DS! ]]>

Via Cathode Tan, we discovered this currently in alpha tango zeta port of Quake to the DS. There's no sound or textures yet, but it's working at 20-30fps, which is plenty playable enough to get us excited about the prospect of spraying a DS WiFi Quake ranger into chunky polygonal gibs.

DS Quake (via Cathode Tan)

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Kotaku-179991 Mon, 12 Jun 2006 08:40:58 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=179991&view=rss&microfeed=true
<![CDATA[ Quake DS Coder Seeks Posse of Pwnage ]]>

Quake is the new HELLO WORLD, and leet coder John is rocking a Quake port for the DS:

So what is working? Well it's playable like I said with decent frame rates 20-30fps. No sound and no net code yet. No textures yet either but I did manage to color the triangles appropriately by peeking into the textures and using that for a temporary basis. Also the controls are basically the same as the Metroid Prime Hunters game for the DS.

The project is still a tiny, soft, peeping infant with downy fluff and adorable shiny eyes, and John is looking for more coders to push this thing to the limit. If I posted his e-mail address here, I would doom him to a lifetime of Nigerian scams and mysterious offers of Chinese t-shirt embroidery.

What little humanity I have left makes me direct your eyes and tentacles to his blog, where you can sign up for various Quake-related tasks and rigorous, nigh-daily beatings.

DSQuake [via Digg]

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Kotaku-179526 Fri, 09 Jun 2006 17:20:39 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=179526&view=rss&microfeed=true
<![CDATA[ Carmack Art Ain't No Bow-Tie Boy ]]>

Not John Carmack's art, but John Carmack art? The Doom/Quake creator gets a send-up in textured polyurethane. Game artist Brody Condon produced this 650 Polygon Quake Carmack in jeans and a t-shirt. 'Cos even if Carmack were blastin' monsters in-game, he likes to be comfortable.

Watch It Here [TMPSpace] via Aeropause

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Kotaku-178301 Mon, 05 Jun 2006 13:20:54 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=178301&view=rss&microfeed=true
<![CDATA[ Paper Quake ]]>

Captin Nod's put together some quite cool looking Quake paper models. The marine's cool, but the Shambler's amazing. It'd be kinda cool to build a paper marine and then tape your own face over it... because then you could pretend you were a marine... and that would be... you know... cool. —Brian Crecente

Cow Mooh

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Kotaku-174902 Fri, 19 May 2006 06:00:10 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=174902&view=rss&microfeed=true
<![CDATA[ Polygons Meet Pebbles ]]> videogamerocks.jpg

We don't know where this came from, but it's pretty funny. A small group of stones as they might theoretically be rendered in videogames from Asteroids to Zelda. And there's space for you to provide your own! Seriously, if you have any idea where these came from, let us know. We like to give credit where it's due.

Update: The folks at http://www.4chan.org lovingly crafted these pebbles. Bravo!

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Kotaku-170396 Fri, 28 Apr 2006 16:40:00 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=170396&view=rss&microfeed=true
<![CDATA[ <em>Wii?!?!?!</em> Quake Done Quick Instead ]]> After the announcement that the Nintendo Revolution is going to be called the "Wii", we all feel a little bit sick. This is like drunkenly going home with a Thai stripper and discovering the next morning that not only is she a pre-op transsexual, she's nine. Jesus, Nintendo.

We don't really have any words of comfort. We hope you won't start slaloming down the slippery slope of saccharine idiocy by calling it the Wii, but instead continue to proudly call Nintendo's new console the Revolution, which evokes Marxism and a defiant fist stabbing at the sky, not the sound of a small child being pushed down a two foot slide.

In the meantime, we could all use a visceral infusion of manly machoistic mayhem. So here's a blast from a past of more masculine gaming times, steeling us against the horror to come like a double belt of scotch. The brilliant 17 minute speed run through Quake by those maniacal bunnyhoppers, the Quake Done Quick guys:

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Kotaku-170055 Thu, 27 Apr 2006 16:40:14 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=170055&view=rss&microfeed=true
<![CDATA[ <em>Quake</em> Marine Paper Doll Is Awesome ]]> quake_marine_2.jpg

Luscious sometimes Kotaku lass Alice pointed our attention to this amazing Quake paper doll. Don't bother trying to buy it: old as the hills, me bonny lads. But we desperately want one anyway.

Papercraft Quake Marine (Thanks, Alice!)

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Kotaku-169999 Thu, 27 Apr 2006 12:40:48 MDT brownlee http://kotaku.com/index.php?op=postcommentfeed&postId=169999&view=rss&microfeed=true
<![CDATA[ id CEO Talks Doom, Quake, Cons ]]> idWorthPlaying interviewed id's Todd Hollenshead, who speaks at great length about the future of id, their games, and their engine. First person shooter fans will have much to look forward to from the company and its partners over the next year, including more Wolfenstein (for PC, Xbox 360 and PS3), more Quake 4 updates, and Enemy Territory: Quake Wars. Personally, the team-based, vehicle combat-enabled Quake Wars looks like the most exciting of the bunch, but id also has something else up their sleeve, something we'll most likely hear more about at E3.

Todd also talks about his feelings on the $60 price point, movie directors moving into games, and the future (and future location) of QuakeCon.

Todd Hollenshead Q&A [WorthPlaying]

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Kotaku-157009 Sat, 25 Feb 2006 15:45:23 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=157009&view=rss&microfeed=true
<![CDATA[ Doom Creator Prefers 360, Admits PS3 Packs a Punch ]]> Luv the retro blue screen monitor

According to legendary id Software co-founder John Carmack, "It will be easier to exploit the available power on the 360." In a recent interview with Buzzscope, the programmer says he has a "preference" for the 360's CPU design and development tools, but admits that the PS3 "will have a bit more peak power." Carmack goes on to confirm that id's next title will launch on the 360, PS3 and the PC. So a bit more peak power, huh? I'm all ears, John. Tell me more.

Full Story Here [GamePro]

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Kotaku-147840 Wed, 11 Jan 2006 10:24:50 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=147840&view=rss&microfeed=true
<![CDATA[ QuakeServers.net Launches For The Old-Skool (Or The Very Behind The Times) ]]> quakeserverslogo.gif

Aw. Some enterprising Scandies have launched a site dedicated to listing all the active QuakeWorld servers out there. So, if you're hankering for some hot 1995-style FPS action, and you have a decent Pentium 1 machine running at 180hz with 4MB RAM or so, you're in luck!

Three thousand quid that machine cost me in 1995. Imagine.

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Kotaku-134975 Thu, 03 Nov 2005 09:17:48 MST ataylor http://kotaku.com/index.php?op=postcommentfeed&postId=134975&view=rss&microfeed=true
<![CDATA[ Carmack <3's Xbox 360 ]]> carMack.jpg

John Carmack announced at this year's QuakeCon that the source code for Quake 3 Arena will be hitting the net soon. Carmack went on to sing the praises of the Xbox 360, calling it the best development environment he's seen in a console.

All Hail [Wonderland]

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Kotaku-117300 Mon, 15 Aug 2005 09:39:32 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=117300&view=rss&microfeed=true