<![CDATA[Kotaku: tim schafer]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: tim schafer]]> http://kotaku.com/tag/timschafer http://kotaku.com/tag/timschafer <![CDATA[Tim Schafer On Brutal Legend DLC, Patches]]> Brutal Legend turned out OK, but it wasn't without its problems, so creator Tim Schafer has announced that his team wants to do some "tuning patches", as well as add some more DLC.

"We definitely want to do more DLC for both single-player and multiplayer", Schafer told GamePro, "as well as some tuning patches."

So what needs tuning? "Watching people play Brutal Legend makes it seem that certain units might be overpowered, like some players will just spam Fire Barons", he says. "It's tough to avoid the pendulum effect where you go back and forth, so we try to focus on one fix that will make the game more fun."

After the Credits: Tim Schafer talks Brutal Legend [GamePro]

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<![CDATA[Tim Schafer Reveals Third-Grade Nickname, Ponders Sequels]]> A guy named Tim Schafer joined us on the podcast today, and a ton of you called in to ask questions. To hear answers and discover some failed nicknames for the creator of Brutal Legend, download the podcast. Info below.

Hosts: Brian Crecente and Stephen Totilo
Guest: Tim Schafer

Music: Japanese Chiptune artist Saitone

Chatting With Brutal Legend's Tim Schafer [Blog Talk Radio]
Chatting With Brutal Legend's Tim Schafer [iTunes]

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<![CDATA[Kotaku Talk Radio is Live: Lets Talk With Tim Schafer]]> In this week's episode of Kotaku Talk Radio we'll be talking with Tim Schafer, about the recent spate of layoffs, holiday gaming and anything else that crosses our phone lines.

Call now! Ask away.

To listen, head over to our BlogTalkRadio page. Unfortunately, you can only listen live on the BlogTalkRadio website.

Want to be heard on Kotaku Talk Radio? Call us on the air LIVE at (347) 857-3782 or use Skype to dial in!

Listen to the show here.

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<![CDATA[Chat With Tim Schafer Today on Kotaku Talk Radio]]> Later today, Double Fine's Tim Schafer, the man behind Brutal Legend, joins us on Kotaku Talk Radio to chat about gaming and take your calls.

If you've ever had a burning question for Schafer, now is the time to get it answered. We expect a high volume of calls during this show, so it's probably a good idea to start calling in to (347) 857-3782 the second we kick the show off at 1 p.m. Eastern on Wednesday. Remember, you can always use Skype to call a land line if you're international or local.

To those of you new to Kotaku Talk Radio, every Wednesday at 1 p.m. Eastern we stream a live video game talk show through the tubes of the Internet straight into your home and ears. You can pick up a phone, or use Skype, and call us to chat, ask questions or harass Totilo.

While Schafer will be an important part of the show, we will also be talking about holiday layoffs, the gaming glut and listening to some lovely game-themed music.

Schafer is the founder of Double Fine Productions. While his latest game to hit consoles is Jack Black rock anthem Brutal Legend, he is perhaps best known for his work on such memorable games as Psychonauts, The Secret of Monkey Island, Maniac Mansion: Day of the Tentacle and Grim Fandango.

So mark your clocks now and don't forget to tune in, and call in later today.

Kotaku Talk Radio With Tim Schafer

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<![CDATA[Monkey Island: The Deleted Scenes]]> Movies have deleted scenes, everyone knows that. But it's rare we see deleted game scenes, because they're normally just 1s and 0s, and if they're not in the final game, we don't see them. Unless we're talking Monkey Island!

While working on the recent Special Edition of the game, Lucasarts' Adam Bormann says he had to go back into the code for the original Monkey Island. And while in there, poking around for puzzle AI, he found a ton of content left in the game by its developers, including Ron Gilbert and Tim Schafer.

Seems every time the original developers made a change to a puzzle or a piece of dialogue, they simply left the old stuff in the code. So Lucasarts have yanked it all out and posted it. Some of it's all-new content, others added lines to existing chit-chats, but for fans of the series it's all good reading.

Secret of Monkey Island – The Deleted & Extended Scenes [Lucasarts]

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<![CDATA[Will Brütal Legend Be On This List?]]> Half the fun of super-long video game lists is scrolling through to see if your favorite/most-hated games are on there. The other half of the fun is looking for Tim Schafer games.

It's not that Schafer's made so many games that he has to be on every list (like the Final Fantasy games). It's just that his games are so diverse and bizarre that they usually stand out enough to make somebody's list of "Gaming's Greatest/Worst [Insert Noun Here]." This week, he makes GamesRadar's list of "18 awesome games that died at retail" not once, but twice!

Psychonauts to me is the obligatory Schafer game everyone includes on their list. But thanfully Grim Fandango made the cut this time. Of all Schafer's works, it's still my favorite so far.

It'll be interesting to see whether or not Brütal Legend qualifies as a great game that dies at retail. Currently, it's got a Metacritic score of 84, but the jury's still out on how well it's selling...

18 awesome games that died at retail [GamesRadar]

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<![CDATA[Tim Schafer Explains How To Play Brutal Legend]]> In an open letter on the Double Fine community site Brutal Legend developer and Double Fine head honcho Tim Schafer explains how best to play Brutal Legend and reminds everyone that the game isn't a real-time strategy game.

It is a historical fact that it began its life as an RTS game, inspired by Herzog Zwei. But then as we worked on it we simplified it, and simplified it, and focused it more and more on the player avatar and the combat. Every time we focused the gameplay on the action, it became more fun. The end result is something much more action-oriented, and I think, totally unique. If you try to play the stage battles in Brütal Legend as an RTS game then you will lose. First you will get mad, then you will scream, and then you will lose. But if you are open to a new kind of action experience, you will have a blast.

Read the full letter, also sent to Kotaku, on the jump.

First, a note on the differences: In an RTS game you float high above the action, making one split-second strategic decision after another. You often command individual units to position them based on their heath and context. In Brütal Legend, you make strategic choices once in a while, but then you jump into the battle and slug it out in person. You can fly, but it's mostly for quick scouting and transportation. You will spend a few seconds every once in a while popping into a menu to build troops or pick a guitar solo, but then you should be right back in the action. To play the game most effectively you need to be on the ground with your army most of the time, mixing it up with your axe, and your guitar, but most of all-using your Double Team attacks.

Double Team attacks are critical to your success in Stage Battles. Every friendly unit in your army has a move that they can only perform in conjunction with the player character. These moves are extremely varied, extremely powerful, and extremely fun to perform. Sometimes you might simply gain control that unit's weapon-for instance, when a Razor Girl jumps up on your shoulders-but when you do so you increase it's damage significantly. Other units, like the Bride, seem to be just passive, debuffing units most of the time (the Bride slows down enemy units) but when you Double Team with her she has a devastating lighting attack. More complicated Double Teams include the Frightwig, who Ophelia can pick up and throw onto an enemy unit. The Frightwig then wraps itself around the enemy's head and causes the victim to join Ophelia's side in the battle. (You can even use this to commandeer the enemy's Rock Crusher!) The Organist is another passive unit whose Double Team attack allows you to gain direct player control over an enemy unit, giving you command over whatever attacks they normally have.

There are important strategic choices to make in Stage Battles. Should I spend my fans to upgrade my stage and gain access to more powerful units, or should I spend it now on cheap infantry? Which fan geysers should I fight for and which should I concede? What is the right time to block my enemies troop production with a Rock Block solo? Would anti-infantry units be better against the current enemy army, or should I switch to anti-vehicle? But these strategic decisions only take a second, and then you should get right back in the action. You should never be up in the air or away from the battle for too long.

Some people find it hard to split up the army and give individual orders to individual troops. This is kinda true, mostly because you shouldn't be doing it! That's how you play an RTS game, not how you should play Brütal Legend. True, there are times where you might want to split your army, but it's not common. I play complete Stage Battles most of the time without issuing a single Individual order. Your army is most effective when it's together. The AI automatically groups your warriors into battle formations where the troops support each other. Many of the units buff or heal each other. When they are together they can all be enhanced with a single Battle Cry (or other buffing) solo. And when they are all together and you are in the middle of them, that is when you have the greatest number of options for Double Team attacks.

So to summarize my advice for playing Brütal Legend Stage Battles:
Get in the center of the action!
Use Double Team attacks!
Don't stay in the air too long!
Use Double Team attacks!!
For the most part, keep your army together!
Use Double Team attacks!!!
Don't think of it as an RTS game!

If you have tried the Stage Battles before reading these tips, and felt overwhelmed by the controls, or frustrated with the lack of detailed troop controls, I'm hoping you will be able to take this info and go back into the fray and be much more successful. We know that the Stage Battles are tons of fun for most players-and for people who are open to new kinds of action gameplay experiences, they are in fact the core of what makes Brütal Legend a fun game experience and unlike any other. I'll see you online!

-TimOfLegend (that's my name on both XBL and PSN. Play against me and you'll get an achievement!)

P.S. Here are some more tips from our Lead Designer, Erik Robson:

General Tips
*Early in the game, low-level troops are vulnerable to enemy Avatar harassment; make sure you watch over them and protect them if necessary.
*USE YOUR DOUBLE TEAMS!
*Don't play timidly. The game is about projecting power and taking control of territory. If you try to play defensively and stay in or near your base, you'll be at a resource disadvantage.
*If you set the beacon on a building, your dudes will attack the building until it's destroyed, ignoring any incoming attacks.
*The right solo played at the right time can be devastating - don't forget you have those tools at your disposal!

Ironheade Tips
*Ironheade is extremely mobile - use this to your advantage.
*Razor Girls' Double Team is great for dealing with early-game Avatar harassment.
*Remember that you can upgrade your level 1 troops once your stage hits level 3. If you've spent the game massing up those small infantry, an upgrade can really pay off.

Drowning Doom Tips
*Gravediggers, while more numerous, have lower health than other basic melee troops. They may need extra support in the early game.
*Use your debuffers (Bride, Organ, and Dirgible). They're powerful, and the Bride and Organ stack their debilitating effects.
*Bride's Double Team is great for dealing with early-game Avatar harassment.
*Remember that you can upgrade your level 1 troops once your stage hits level 3. If you've spent the game massing up those small infantry, an upgrade can really pay off.

Tainted Coil Tips
*Your hierarchy units (Nuns, Warfather, and Overblessers) are extremely vulnerable while alone. They're much safer when they're surrounded by minions, because they get a small stacking healing bonus from each nearby minion.
*Punishing Parties' Double Team is good for dealing with early-game Avatar harassment.
*Remember your Superior and Divine troops - for example, if you build a Warfather, he can then build a Superior Nun, which in turn can produce Superior Soul Kissers and Punishing Parties. Superior and Divine squads are more powerful than the basic troops, but cost the same!

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<![CDATA[Watch Tim Schafer On Late Night With Jimmy Fallon]]> Brutal Legend designer Tim Schafer appeared on Late Night with Jimmy Fallon last night.

This is the clip of his appearance. Watch it. Do it!

Daily Highlights Oct 09 [Late Night]

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<![CDATA[Tim Schafer To Make Legendary Late Night TV Appearance]]> Heavy metal adventure Brutal Legend will make a repeat appearance on NBC's Late Night With Jimmy Fallon, as Double Fine big boss and game developer Tim Schafer will be a guest on tonight's show. Nice little upgrade from basic cable!

We don't know much about the content of the appearance, other than our expectations: lots of Brutal Legend talk, some questions about Jack Black's involvement in the game, and Schafer likely having better comedic timing than Fallon. What we don't expect to see is Schafer or Fallon in a red jumpsuit.

The show should air on or around 12:35 AM in time zones that matter, broadcast on your local NBC affiliate. Check your TV Guide for more info!

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<![CDATA[How Tim Schafer Got His Start]]> These days, Tim Schafer is known as the man behind Grim Fandango, Psychonauts and Brutal Legend. But everybody has to start somewhere, and Schafer got his start at Lucasfilm Games, a job he won after sending in this crazy-ass application.

I read about this a few months back in Rogue Leaders, the book on the history of Lucasarts, but was sad that the book didn't actually feature the thing. Now, I am sad no more.

Because Schafer has posted the entire application on Double Fine's site, which was submitted in the form of a game design document for an adventure title. As the man says, it "will surely become the standardized template for all future job-getting letters".

TWENTY YEARS, only a few tears. [Double Fine]

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<![CDATA[Justify Your Game: Brutal Legend]]> For those about to justify, we salute you. Alex Charlow of EA, we'll give you 30 seconds, go!

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<![CDATA[Tim Schafer Finally Gets His Date With Fallon]]> Brutal Legend designer and Double Fine head honcho Tim Schafer will be appearing on Late Night With Jimmy Fallon in early October, the show's co-producer tells Kotaku.

Schafer will be the second guest on the Oct. 2 show, appearing sans Jack Black, just like was asked, Gavin Purcell says.

Purcell says he will be talking about the game and "other stuff" and that the show will get to show off to the rest of the non-gamer world just how awesome Schafer is.

In July, shortly after interviewing Fallon, Kotaku posted a short list of video gaming guests and ideas we wanted to see take center stage on the show. At the number one spot was Schafer, who we pointed out didn't really need Jack Black at his side to shine.

Purcell later told Kotaku that the show was already working on a few of the ideas we had listed.

One word of warning Fallon: Don't run late for Schafer's appearance, he may end up crying in the rain.

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<![CDATA[New Bits Of Brutal Legend, Uncharted 2 Revealed At PAX]]> Don't read this post if you don't want the Brutal Legend demo's cut-scene spoiled and don't want to read about a never-before-revealed level of Uncharted 2. Both were just shown at the Penny Arcade Expo.

At a Friday evening panel here at PAX in Seattle called Spike Sneak Peeks, Game Trailers TV host Geoff Keighley flexed his exclusive-bearing muscles and got developers Tim Schafer and Amy Hennig to show off new parts of their major October games.

Double Fine chief Tim Schafer took the main PAX stage to chat with Keighley and unveil the opening cut-scene for the demo of his team's game Brutal Legend. The clip showed the game's protagonist, Eddie Riggs, in modern day, miserably fulfilling his duties as the roadie for the band Cabbage Boy. The group's lead singer, a man who wears a Phantom of the Opera half-mask and can't stop texting, tried to flatter a brooding Riggs, complimenting the Brutal Legend hero for his roadie skills.It didn't work. After all the lead singer's band stank. The opening metal chords of Cabbage Boy's set — which perked Riggs up just a bit - were followed by the band's DJ scratching a record and the least-metal heavy metal song I've heard in some time.

"I can fix everything except that," Riggs said. "Metal is dead."

As with the rest of what's been shown for Brutual Legend, the voice-acting was strong and the comedic timing perfect. Schafer wanted the scene to get laughs and it did. It also did a fine job of establishing Riggs' misery in the present and his desire to get to older, more Metal times.

There were some other jokes — one of them interactive — but it's seldom funny to re-write someone's punchlines.

Amy Hennig, the creative director at Uncharted 2 development studio Naughty Dog, followed Schafer. She used her time on Keighley's panel to talk about wrapping up her game as it nears its mid-October release. Hennig assured the audience that the game's single-player was not being compromised by the addition of multiplayer. She also described the game's graphical upgrade from its PlayStation 3 predecessor as the equivalent of a console generational leap.

The thunder of Hennig's portion of the evening was the gameplay clip she showed of a new Uncharted 2 level. She set the clip up, saying it occurred halfway through the game and realized a goal of her team's: Enabling gameplay on moving objects. Drake would start at the back of a train and try to get to someone he wants to rescue in the front. Yes, Hennig acknowledged, there have been plenty of train levels in games. But this one would not just put you on a static train that has a background zipping past you, she said. Uncharted 2's train level would feature a freight train that is fully-modeled, takes turns, has its separate cars and supports all of the climbing and shooting gameplay available to player.

What she showed in the recorded gameplay clip appeared to contain the dynamism and physical reality she promised. The level was set on a verdant mountainside with a lake resting beside train tracks. A freight train rumbled through. At the start of the clip, series hero Nathan Drake climbed onto the top of the back car and machine-gunned some enemies. He tried t advance but fell through the top of a boxcar. A helicopter, as they so often do in video games, swooped in for the assault. The following sequences had Drake jumping from car to car as helicopter rockets rocked the train. Enemy soldiers filed down the train and fired, as Drake cursed them. The train cars all seemed to behave as if they had their own weight, proving Hennig's claims true. They seemed to rock as the battle rumbled them. Cars were detached or blown up. One was sent hurtling off its rails in a fiery tumble toward Drake. Camera angles kept switching as the battle proceeded in phases, but throughout the scene it looked like a player could enough control to scramble, cover or shoot.

The train reached a tunnel, the battle far from done, and the clip ended.

Keighley's third guest, Valve writer Chet Faliszek, talked over a live gameplay demo of part of Left 4 Dead 2's Dark Carnival campaign. The section he showed matched material I reported about from my visit to Valve earlier this week, but Keighley himself did command from the stage for me to write one bit from this part of the presentation: An audience member asked for an update on the Half-Life series. Faliszek dodged, saying the company prefers to discuss projects that are closer to being delivered. But, he teased, "The G-man is Gordon from the future and Alyx is Gordon's brother." Keighley spotted me in the front row and said I should put that "on the site." Sure, Keighely, but we all know Chet was joking.

The Brutal Legend and Uncharted 2 sneak peeks, as different as they were, showed in equally convincing ways that two of October's biggest video games are coming together well. There was visual polish and precise timing to both, more good signs that these games are in good shape.

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<![CDATA[Bang Bang, Is Creativity Dead?]]> When future generations of gamers look back on this period of growth and advancement in our medium, will they be able to tell one military shooter, space adventure or dungeon crawler from another? Probably not.

Are video games creatively narrow, or rich? Epic Games' Cliff Bleszinski calls this "the most loaded question I've been asked in five years."

Amid much discussion on whether games will one day be perceived as relevant art, one thing's clear –it's on today's leading creators to break the cycle of sameness. What do games need to truly diversify?

If many of us gamers had our way, we'd play games and little else. For others, as much as we prize our favorite pastime, we've often lamented the same-ness of the experiences on offer – often, the biggest blockbusters are derivative of one another, cycling us through near-indistinguishable experiences again and again.

Industry veteran and Zoonami CEO Martin Hollis, most recently creator of quirky Wii Ware title Bonsai Barber, agrees that the thematic range of games isn't very broad. "Pauline Kael famously criticized films as being only about violence and romance: ‘Kiss Kiss, Bang Bang'," he says of the great film critic. "Games are virtually all about violence, or at least conquest and dominance. So we can say games are all ‘Bang Bang, Bang Bang.'"

Raven Software's Manveer Heir has firsthand experience with the "Bang Bang, Bang Bang" – and agrees with the general idea that a lack of creative range is constricting games.

"There are some outliers, but we continuously make the same games about the same things," says Heir, who worked on this summer's Wolfenstein sequel. "The only things that change are our mechanics. We regularly have white male generic space marine characters as protagonists. Our NPCs are often cookie cutter and stereotypical. We use the same backdrops of post-nuclear apocalypse or colonizing Mars, or crazy fantasy worlds."


The Sameness Cycle

Among gamers, Double Fine president Tim Schafer has attained the sort of hero status reserved for the coolest kid in school thanks to his consistent originality. He has a theory on why this same-ness keeps happening.

"There is a cycle in game development," he says. " People making games usually make games that appeal to themselves, and choose from a narrow set of inspirations — Star Wars, Aliens, Blade Runner, Tolkien, World War II, super-hero comics, and a few more.

"Then, those games appeal to a certain set of fans, and some of those fans will eventually grow up to make games themselves, and those games end up looking like the previous generation, because they were made to please a similar bunch of people. That loop just repeats and stays the same size forever."

"I think any medium that only looks to itself for inspiration is limiting its scope of possibility," says writer Marianne Krawczyk, who counts the God of War franchise among her projects. "It's been a mantra of mine for a while now that we need to look outside of games (and movies and TV, for that matter) and start letting other art forms and other kinds of experiences influence development."

For example, artist David Hellman drew from the art of French Post-Impressionist Paul Cézanne for the painterly style used in Braid. Although that decision came primarily from Hellman's own tastes, he finds a parallel between Cézanne's creative goals and those of the game: "Braid is about worlds of subjective perception and also about ideas and laws," muses the artist. "Cézanne married impressionism's transient play of color and light with a powerful geometric order."

"Games are very inspiring to me, but only for gameplay, not subject matter," says Schafer. I will experience something awesome in a game, and I will think, ‘That was awesome.' But then, I'll think, ‘Why was that awesome?' And try to deconstruct the experience down to its essence to find out why it works."

Schafer says he got the idea for cult hit Grim Fandango from reading Mexican folk tales; Psychonauts was inspired by a class he took on dream psychology; Brütal Legend came from heavy metal album covers, and Full Throttle took its cue from something as simple as the story of his friend's summer vacation.

"You never know where inspiration is going to come from," says Schafer. "I think the secret is just to make sure you are exposed to a variety of inspiring influences all the time… I trekked around Nepal once, but that didn't give me as many game ideas as just reading one book on Mexican folklore did."

Risky Business

"Creative people need to look at all avenues of creative expression," agrees Krawczyk, who says she's fascinated by the Bigfoot legend, of all things. And one doesn't even need to be an expert in their external hobbies and interests to draw inspiration from them – Krawczyk has had little success learning guitar, attempting surfing or trying to draw, but she keeps at it anyway.

"I allow myself to fail miserably, which opens up a kind of creative freedom that translates into the work I do care about," she says. "If you are open to failure, at least in the beginning, you'll take risks and eventually get something that is better than if you had played it safe."

Risk-taking is a key element – Electronic Arts CEO John Riccitiello called Brütal Legend a "significant creative risk" — just before the publisher announced it'd be the one to rescue the title from its post Acti-Blizzard limbo. Fervent gamers now look forward to its breath of fresh air.

"We need more games that are willing to go out on a limb and try something new," says Raven's Heir. "And we need them to be smaller-budget games that are very successful at first, so that large companies will take the risks down the road."

The Emerging Market

Trying innovative, smaller-budget titles with a creative bent is the tack that Zoonami's Hollis has chosen. He's been focused primarily on Bonsai Barber of late, but he's also so humble that perhaps few gamers know that during his career, he was one of Rare's earliest programmers and directed and produced not only critically-acclaimed Perfect Dark, but widely-beloved Goldeneye 007, a dorm room mainstay for a generation of gamers.

He says he's often inspired by his own "failed" prototypes, but as for friendly plant-hairstyling Bonsai Barber's influences: "Henri Rousseau, thematic influence from Magritte, a structural influence from Friends, a game design influence from Animal Crossing, and there is also something ideological within the game," he says. When it comes to the industry's influences, "I hope no one looks only at games!" says Hollis. "That is going to lead to stagnant creations. You can't breathe the same air forever."

And yet the pattern of the video game industry tells us otherwise. Derivative games sell, sequels are the watchword for the holidays, and the audience's appetite for war campaigns and space marines seems never to wane. What's wrong with more of the same, if that's what people seem to want?

Power Fantasies Sell

Keeping to the familiar can cap games' commercial potential. While core audiences may not mind the same-old, the gaming audience is growing, andthose narrow tropes aren't appealing to anyone new. "You can see from the best-selling titles on the Wii that those games aren't generally the ones that make huge headway into the market," Heir points out. "Our narrow focus on male power fantasies is going to hurt us in the long run."

Epic's Gears of War has become the poster title for that much-maligned "male power fantasy." The original game and its sequel have moved more than 11 million units to date, numbers that challenge the assertion that musclemen chainsawing aliens in a sci-fi warzone is a concept with limited appeal.

As progenitor, Gears-head Cliff Bleszinski has become a polarizing figure over the years among those who'd like to name the franchise – and Bleszinksi, by association – as simple pap for meatheads. His influences? "A childhood filled with Transformers, GI Joe, Thundercats, Inhumanoids, MASK, and mountains upon mountains of sugar cereal," he says.

But Bleszinksi, too, describes non-traditional influences as playing a primary role in his work. "I believe it's crucial for developers to maintain a competitive edge by playing the games that their peers create," he says. "However, over the years I've found that real life experience can not only inspire the creative process, but also be a wonderful way to decompress from the stress of development."

He "decompresses" through hobbies like jungle ATV rides and trying out zero gravity on parabolic plane flights. Bleszinski enjoys activities as energetic as the style of gameplay he favors in design, demonstrating that life experience drives developers' work. "Pursuing new experiences and enjoying the art of fun can translate into understanding how to have a better sense of speed, momentum, adrenaline rushes, or overall satisfaction," he explains. "You're channeling that experience back into the sofa when you build a game."

But Is It All Talk?

People like Krawczyk, Hollis, Hellman and Heir aren't the only intelligent, creative professionals working in game development. Not every other developer takes their cues solely from shallow, limiting archetypes. And yet the epic games to which so many developers and publishers devote the largest share of their budgets make only occasional progress toward breaking the tiresome loop Schafer describes. ICO, Shadow of the Colossus, BioShock and Portal make strong arguments against shallowness and sameness – but how long are gamers going to milk those?

"I think we can use games to reflect society, hold a mirror up and show people how we are as a culture in a way other mediums can't do," says Heir. What, then, does a Wolfenstein re-up say about us as a culture – that we'll never get tired of shooting Nazis?

Multitudes of annual trade events convene developers for discussion on meaningful narratives and immersive art, and yet creative people still do uncreative work. Developers bemoan male power fantasies and yet more games with "war", "dragon" and "star" in the title, and yet they keep signing up to make them. The commercial nature of the games biz may constrain the risk inherent in breaking new ground, but that's not a sufficient excuse – all art is commercial.

Consumer demand has the largest influence over the games that hit the market. So, if games are limited, it also suggests that the legions of fervent gamers, bloggers and enthusiast writers who devote endless words to their desire for culturally significant games are simply paying lip service to an ideal they won't back up with their wallets. Either that, or this most vocal vertex is a segment of the market too small to matter.

The same games keep getting made largely because that's all the core audience is interested in. So maybe it's gamers, not game developers, who need to get a life.

And even when games great and small take big risks on new ideas, many will still fail to rock the boat. But there's a glimmer of hope: it only takes one to break the derivative loop, says Schafer. "If you throw a wild card into the cycle — like Grand Theft Auto did with urban crime — then that game reaches a new set of fans, previously unserved. Then some of them grow up to join the industry, and maybe expand it with their own wild card ideas."

"So, if the games industry is going to keep growing, it has to pull in influences outside those currently explored in games," he adds. "Life is very broad, and games so far have only sampled a narrow slice of it."

[Leigh Alexander is news director for Gamasutra, author of the Sexy Videogameland blog, and freelances reviews and criticism to a variety of outlets. Her monthly column at Kotaku deals with cultural issues surrounding games and gamers. She can be reached at leighalexander1 AT gmail DOT com.]

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<![CDATA[Brutal Legend Demo Out Next Month]]> EA has just announced that a demo for Double Fine's Brutal Legend will hit the PlayStation 3 and Xbox 360 in September.

UPDATE: Double Fine president Tim Schafer specified September 17 as the official relase date for the demo during EA's Gamescom press conference.

"We just couldn't wait," Double Fine president Tim Schafer said in a press reelase. "Villagers have surrounded our offices with torches, demanding the game. So we're releasing a demo and hope that this taste of metal will keep the mob at bay until Brütal Legend comes out this Rocktober."

The demo will be downloadable through Xbox Live and the PlayStation Network.

The game will launch in the U.S on October 13.

EA gave no indication about what the demo will contain, noting: "From the bowels of the druid dungeon to the tops of corpse mountains, the Brütal Legend demo is just the beginning of an epic journey."

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<![CDATA[Brütal Legend Multiplayer Preview: Mazel Tov, It’s An RTS]]> The last thing I expected from a Brütal Legend multiplayer mode was a real time strategy game. The first thing I expected was a battle of the bands. Lucky me, I get both.

According to mastermind Tim Schafer, Brütal Legend actually began as a multiplayer game in his mind's eye where metal bands would battle it out to be the baddest of the bad and the metal-ist of the metal. How we got from there to an open world sandbox adventure is a longer story than Schafer could fit into his opening speech at the multiplayer event – so he just walked us through a demo match and turned us loose.

What Is It?
Brütal Legend's multiplayer mode pits various factions from the game against one another in a battle of the bands where the objective is to amass the most fans to create the most units and have the largest stage. Once you've got enough of everything, you march your units across the map and capture more resource points fan geysers wreck the other guy's base stage.

What We Saw
On display at this event were three factions – main character Eddie's band, bad guy Doviculus's band and a Goth-inspired band called the Drowning Doom – and only one map, The Bleeding Coast. The game will ship with seven maps and multiplayer supports up to four people playing at a time, although players are still divided into teams each defending only one stage. I plowed through two rounds with Drowning Doom.

How Far Along Is It?
Pretty far along, but still not final. The game ships in October, so there's still tweaking and polishing time for the multiplayer.

What Needs Improvement?
It's an RTS… on a console: I love RTS games, but they have a tough time on consoles – mostly because of the controls and partially because most hardcore console gamers prefer action and shooting to strategy and resource-whoring. Sadly, I don't think Brütal Legend is an exception to this generalization. There's just too much you need to be able to do to manage resources, keep an eye on the terrain and make judgments about when to press and when to back off – so the control scheme comes off as over-complicated and difficult to navigate when you're panicking in the midst of your butt getting kicked. Furthermore, there's this expectation of Brütal Legend that you'll be able to go around and kick ass on your own because you have a huge guitar that can call down lighting. Having to hold back from ass kicking so I can cultivate an army to lead sort of takes me out of the I'm-a-bad-ass-metal-rocker fantasy.

There's No Map: In multiplayer, each faction gets an "avatar" leader like Eddie Riggs or Doviculous. These avatars have the ability to fly around the map with wings at incredible speed – which is supposed to make up for the fact that you don't have an overhead map. However, having wings doesn't make up for the lack of a way to check in with your units that you have scattered throughout the map. When one unit is in trouble, an icon will pop up on the lower right hand screen and flash red, pointing in a general direction to give you a heads-up. Without a map, though, you have no idea how severely they're being attacked, which one of that unit type is being attacked (if you've divided the unit up) and specifically where they are.

What Should Stay The Same?
True To Theme: Turns out an RTS mode is a good way to represent everything Brütal Legend is about. Sure, it simply renames base "stage" and resource points "fan geysers" – but in way, it makes sense that you need to win over fans to be a better band and have a bigger stage. Plus the way you win over bands and manage units is more than just picking an icon off of a menu – you actually have to play guitar solos such as the "fan tribute" to activate resource points and units. These solos are like Guitar Hero mini-games where a bar moves from left to right across the screen and the face buttons appear as notes along a scale. When the bar gets to the note, you have to mash the corresponding button to play the note and if you get more than one wrong, you blow the whole thing and have to start over.

Double Team Attacks: Any avatar can link up with a unit for a powerful double team attack. For example, I was able to pair off my Drowning Doom avatar chick with my gravedigger grunt class for a super-cool melee attack where my avatar popped up from underground and knocked down an enemy mob. Depending on the unit, this can factor into your strategy as a way to break up mobs, block choke points or wade through defenses en route to the enemy stage. Some of the vehicle-avatar pairings are truly epic.

The Stage Actually Does Something: The stage doesn't seem to defend itself when it's being attacked – but if you man it yourself, you can turn the stage into a weapon to beat back enemies and stall for time while the rest of your army arrives. The stage lights shoot powerful beams, the mic and speakers work together as a short range knock-back attack, there's a dry ice effect that debuffs any enemies standing too close to the stage and you can spend fans garnered from geysers to heal the base after its taken damage.

Final Thoughts
I enjoyed my time with the unexpected RTS, but I'm honestly anxious about Brütal Legend now. The multiplayer mode works just fine, but an RTS is a very niche flavor of gaming. Here's hoping Brütal Legend's appeal can overcome whatever aversion console audiences seem to have toward the genre. But if nothing else, there's no denying that this game goes its own way.

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<![CDATA[Tim Schafer and Cliff Blezinski: A Peek Inside Their Offices]]> Last week we ran a feature showing off the desks and play places of some of gaming's greatest developers and producers. Today we're adding two more set ups for your perusal.

Tim Schafer, founder of Double Fine productions and the man behind Brutal Legend, and Cliff Bleszinski, Epic Games designer and the face of Gears of War, sent in a slew of shots from their offices.

Here's a taste, the rest you'll find in our epic gallery here.

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<![CDATA[Old News '94: Tim Schafer Ditching Ham Sandwich Puzzles]]> It was just 15 years ago that designer Tim Schafer had to tell a reporter how one of his games differed from the other, and to do so he invoked the use of bread and mayonnaise.

You are reading Kotaku's once-weekly (thank goodness) journey back to yesteryear. This week, I wanted to find some old Tim Schafer news stories, since I know Kotaku readers love the man.

What was the lead brain behind 2009's Brutal Legend like when he was young? What kind of snappy quotes did he provide reporters?

Schafer met with a reporter from The Australian back in '94 to talk about Full Throttle, an adventure game described by the paper's reporter as "Mad Max meets an alternate universe, or something like that."

Schafer told the reporter: "Its not even set in our universe. The only strict rule was that it had to be cool. Very cool."

But such vague comments don't get to the heart of it. Tim Schafer was the man known for the puzzle-heavy and funny Day of the Tentacle. Full Throttle looked different, but The Australian needed to know if it would play differently.

Schafer conjured an imaginary ham sandwich and started discussing the difference between Tentacle protagonist Bernard Bernoulli and Throttle hero Ben.

"As far as the main characters go, it's like this: Let's say Ben and Bernard both walk up to a door. It's locked. The only tool they have to help them get through the door is a ham and cheese sandwich on white (bread). Bernard would inspect the keyhole and see that the key was still in the lock, sticking out the other side. He'd lubricate the floor with mayonnaise from his sandwich, and slide a piece of bread under the door. Then he'd take out the toothpick and use it to push the key back out the hole so it would drop on to the bread and then pull the bread back under (the door), and open the lock with the key. Ben would eat the sandwich and kick down the door."

That helped. And so it was even in the mid-90s that Tim Schafer could make his games sound more interesting than the average fare. Keep it up, please.!

Worth noting, though not Schafer-related: The Australian also checked out a Star Wars game during their investigation of LucasArts' then-coming line-up. They reported the following: "LucasArts promise that the gameplay for Dark Forces will be a lot more interactive than that in Rebel Assault, and that the games graphics will make its predecessor look childish - if that's at all possible."

If you have a figment of the past you'd like Kotaku to belatedly blog about, just say the word.

[PIC]

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<![CDATA[Brütal Legend's Filters Allows Families to Enjoy M-Rated Game]]> Reading this interview with Tim Schafer, I'm taken back to the first R-rated movie I saw with permission. Dad took me and Fletch to see Beverly Hills Cop in 1984. I was 11.

It was and it remains one of the great father-son moments. Proof that parents can understand limitations and what their kids are ready for regardless of the law. And while Brütal Legend won't exactly be the same thing, Tim Schafer told Planet Xbox 360 that profanity filters will bleep Eddie and others, and a good ol-fashioned PMRC parental advisory label will cover objectionable visiuals, so that kids and dads can also enjoy this badass experience together.

Schafer says the inspiration was Psychonauts - "I got a lot of letters after Psychonauts saying 'I really like playing this game with my kids', and so the next thing that we thought about was that people liked to do that." Psychonauts was T. Brütal Legend is, and is necessarily so, an M game. But, just like Beverly Hills Cop, that means dads can pony up for the price of admission to this game, and accompany their kids through the experience if they like.

But there's a certain age where - there are certain players who are old enough, but just don't really like playing with all that stuff. So we actually put two things up: there's a profanity filter in the game, where you can actually turn it on and it'll actually bleep all the language out, and it'll actually cover certain profane things with the 'parental advisory' sign, which is in itself is a reference to the PMRC, right, which is part of the history of heavy metal. It's optional, so you can turn it on if you want. There's also a gore filter, which you can turn off, and you won't be dismembered and there won't be blood. It's for those people who like playing with their kids, or who just don't like it.

Schafer adds that the filter can be hilarious in its own way, and allows the game to go forward in its own way without being untrue to itself.

[With the bleeping, you] can't hear half the words, and your imagination runs away with it. The jokes are funnier. So when you hear "You Beeeeep", in some ways it makes a better joke. So you can turn it on in the game, and it says if you think it's funnier, than you can keep it in the game. And it is actually in some ways funnier. With Jack and Ozzie, you don't want to have them to strain in any way, saying, "freaking", because that doesn't feel right. It feels insincere.

Anyone who has seen the Unnecessary Censorship of Sesame Street can attest that Schafer's right. And requiring Ozzie Osbourne to say "freaking" would be ... just ... awful. Sure it's self-censorship, but it's done for the right reasons, and it actually adds value.

Tim Schafer Speaks on Brütal Legend [Planet Xbox 360]

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<![CDATA[Tim Schafer, Casualty Of GWAR]]> As seen at the Brutal Legend & Vice Metal Meltdown show.

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