<![CDATA[Kotaku: Wired]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Wired]]> http://kotaku.com/tag/wired http://kotaku.com/tag/wired <![CDATA[ Piggy Banks You Can Play ]]> Gaming...banks? Saving money is a game, so hey, why not. There's an article I wrote in the latest issue of Wired about Japanese piggy banks that incorporate gaming elements.

The Jinsei Bank ("Life" Bank), Ikemen Bank ("Cool Guy" Bank) and BANKQUEST. The neat thing about doing the piece is that I actually "played" through all the banks. Had to get a huge stack of bills changed — "Jinsei Bank" can hold about a thousand bucks!

Be sure to click through the gallery to get the blow-by-blow gameplay account.

This Little Piggy Bank Became a Videogame [Wired]

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Kotaku-5099916 Fri, 28 Nov 2008 22:00:00 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5099916&view=rss&microfeed=true
<![CDATA[ No Choice, Richard Garriott, You Must Learn Russian ]]> Wired has a nice feature up on Ultima Richard Garriott and his cosmonaut training in Russia's Star City. Written by Masters of Doom author David Krushner, here's a sample:

It's one thing to adjust to life in Star City—but quite another to endure the confounding, confining, and sometimes just plain goofy training regimen. The first challenge is the language. Garriott is an autodidact wunderkind who persuaded his high school teachers that learning Basic code counted as fulfilling his foreign-language requirement. He won't be as fortunate at Star City. All of the instructions, instrumentation, and communications in space will be in Russian. So, for four hours a day, Garriott and Halik slave over fat, dusty language books in class, then tote them back to the Prophy to study more at night.

Great stuff. Click below to check out the full piece.

Going to Space? [Wired]

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Kotaku-5039753 Thu, 21 Aug 2008 03:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5039753&view=rss&microfeed=true
<![CDATA[ Miyamoto's Secret To Quality Control: Less Sega, More Mario ]]> With console warring between Nintendo and Sega a thing of the past, Sega now relegated to a software only existence — robot girlfriends and indoor astronomy gizmos not included — you'd think that those Genesis era wounds would have healed. Perhaps without meaning to, famed Nintendo designer Shigeru Miyamoto may have split them open again.

When asked about maintaining quality control at Nintendo, Miyamoto says the key is in avoiding Sega-style design. He tells Wired, "I'm always instructing my game designers on the history of the characters and worlds we've created. Often we're in development and I'll say, 'Oh, this looks like a Sega game. We need to make it look more like Mario.'" Ouch.

In Miyamoto's defense, he may have been talking about Sega's last decade or so of existence. And that's totally fair.

15th Anniversary: Revenge of the Wii [Wired via NeoGAF]

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Kotaku-5019395 Tue, 24 Jun 2008 19:30:41 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5019395&view=rss&microfeed=true
<![CDATA[ Condé Nast Snaps Up Ars Technica. The newest ... ]]> Condé Nast Snaps Up Ars Technica. The newest addition to the CondéNet family, by way of acquisition, is technology site Ars Technica. The Associated Press reports that the publisher will "combine it with the online operations of Wired magazine." Wired, which republishes its print magazine content online and runs a stable of blogs such as Gadget Lab and Game|Life, seems to have a noticeable amount of coverage crossover with Ars, so we're interested to see how well the two will combine.

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Kotaku-5009837 Tue, 20 May 2008 00:30:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5009837&view=rss&microfeed=true
<![CDATA[ Custom Video Games Training American Spies ]]>
Fascinating article on Wired.com — the U.S. Defense Intelligence Agency, the Pentagon's CIA counterpart, just paid $2.6 million for three custom video games to train its entire analyst corps, young and old. So, you want to bitch about $60 titles on the Xbox, think of that next time. Plus, these games are bereft of squad-based FPS tactics or any real arcade action. They're designed to get to the heart of epistemology, which is, in essence, how you know what you know, and in these three cases, it's how to assess a threat or judge the quality of information.

The three titles are called Rapid Onset, Sudden Thrust and Vital Passage, which is a Freudian trilogy if I've ever heard one. Seriously, the DIA's Bruce Bennet told Wired that the games are more effective than daylong powerpoint torture sessions at getting training and a message across. And I can dig that.

DIA aren't the only ones using video games to train analysts. The Army has a game training interrogators that is entitled "Intelligence and Electronic Warfare Tactical Proficiency Trainer Human Intelligence Control Cell," which is based on Far Cry's architecture.

Fascinating and enjoyable read, of course. And, ulterior motive, I know someone who also might kinda sorta do spooky intelligence shit and that person's monitored my Interwebs traffic before, so I'm wondering how soon after I post this that I'll get an email from ... oh Holy Jesus that was fast.

US Spies Use Custom Video Games to Learn How to Think [Wired]

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Kotaku-384343 Sat, 26 Apr 2008 13:00:00 MDT ogood http://kotaku.com/index.php?op=postcommentfeed&postId=384343&view=rss&microfeed=true
<![CDATA[ Five Tips For Not Making a Crappy Game ]]> This month's Wired has a look at MMO Arden: The World of William Shakespeare. Armed with a US $250,000 MacArthur Foundation grant, Indiana University profession Ted Castronova and his students created the MMO, which as the professor points out, was "no fun" and "failed." Castronova and his team and working on the game's sequel. He's learned from his experience and offers up these five tips on making academic games that don't suck:

Don't Be Overly Ambitious "We thought it wouldn't be too hard to design a realistic War of the Roses-era economy, complete with swords, armaments, horses, food, and clothing. You want to create a suit of armor? First you have to smelt brass to make the bolts and gather fibers to make string ... We soon learned why most designers don't do that level of realism."

Go Low Tech
"If you can't find a professional game studio to partner with, start small. There are lots of simple development platforms to experiment with. Look at Tribal Wars — it's an HTML-driven online game with hundreds of thousands of users. It can be played in a browser window."

Think About Your Audience
"We put Arden in front of Shakespeare experts and they loved it. We put it in front of play testers and they yawned. We'd get feedback like, 'I talked to that Falstaff guy for a while and got a quest to go repair something. I logged out and never came back.' Too much reading, not enough fighting. Arden II will be more of a hack-and-slash Dungeons and Dragons type of game."

Get a Full-Time Staff
"I love my students, but they just don't have the schedule to do this. I have a very able lead designer and an excellent lead artist, but they had to pause for midterms. You need a core group of 60-hour-a-week people."

Concede Screwups
"You face a moment where you can admit something isn't working or you can lie about it. It's like in Shakespeare's plays: The tragic heroes keep making new mistakes that compound their original mistakes. The comic heroes muddle around and find themselves in ridiculous circumstances, but in the end they accept their own humanity, and the audience respects them for it."


Trying to Design [Wired Magazine]
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Kotaku-378112 Thu, 10 Apr 2008 02:00:41 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=378112&view=rss&microfeed=true
<![CDATA[ The Case For Video Game Play Dates ]]> armytoplaydate.jpg Xbox Live is all fine and good, but there is no substitute for a couple of friends sacked out on the couch together, playing a video game together in person. The industry shift towards social gaming isn't something new - it's the return of something old - that feeling that older gamers like me used to get when standing around an arcade machine back in the day. Wired's Clive Thompson explores the trend in his latest column, which looks at how much a guy sitting next to you can change the gaming experience, using Army of Two as his example.
I hang out with other gamers all the time, but it's mostly in multiplayer online play, using headsets. It's social, sure. But as any psychologist will tell you, hanging out in real life allows for even richer styles of communication to emerge. In face-to-face mode, we're better at picking up the little nuances — frustration, glee, sarcasm, subvocalized ranting, body language — that build team cohesion, and allow us to game with a positively Vulcan level of mind meld.

All completely true. The most fun I've had gaming over the past few years have been on those rare occasions that I have someone else playing with or against me at my side. Hearing a voice on the headset is one thing. Being able to turn to your side and punch someone in the arm when they screw up is another thing entirely.

Gaming with your friends is something that should be encouraged more. Oddly enough, this is one area where the PC gamers - connected to the internet years before consoles - excel. Look at LAN parties. Everyone lugs a computer out to a centralized location, complete with monitors, mice, keyboards, power supplies, etc., just for a chance to see the look on their opponent's face when they shoot it off. We need console game gettogethers, where a few folks bring their televisions, consoles, and controllers and people just chill and play together.

Mind you, if I ever seriously refer to such get togethers as play dates you have my full permission to punch me in the neck.

Frag With a Friend for Ultimate Fun [Wired]

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Kotaku-371439 Mon, 24 Mar 2008 11:20:58 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=371439&view=rss&microfeed=true
<![CDATA[ Mad Catz To Make Wired, Wireless Rock Band Gear ]]> harmonixcontrollers.jpg

Mad Catz just announced they signed a multi-year deal with Harmonix and MTV to start cranking out peripherals and "other products" for Rock Band worldwide.

The company has the rights to manufacture, market and sell game accessories including wired and wireless bass guitars, drum percussions sets and a wired microphone. They expect their first controllers to hit by the first half of the year.

"This agreement with MTV Games represents a natural opportunity for Mad Catz to combine our core competencies of producing and distributing high-quality accessories with the entertaining experience of Rock Band's interactive controllers," said Darren Richardson, President and Chief Executive Officer of Mad Catz. "Mad Catz will produce premium instruments, allowing gamers and music fans to experience music in an entirely new light while taking on the personality of their favorite music idols."

"The addition of the Rock Band license is consistent with Mad Catz' stated goal to align ourselves with the most attractive brands and highly-anticipated software releases while seeking additional accessory opportunities to further diversify and grow our revenue base. With the ability to appeal to both hardcore and casual gamers alike, Rock Band is one of the most highly acclaimed releases of the 2007 holiday season and beyond."

I have very mixed feelings right now, VERY MIXED.

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Kotaku-340540 Fri, 04 Jan 2008 08:40:28 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=340540&view=rss&microfeed=true
<![CDATA[ Dumb Exec Quote Round-Up Rodeo ]]> foot%20in%20mouth.gif Sometimes game execs say razor sharp things. Those moments we quickly forget. Sometimes they say jug-headed things. Those moments we remember. Forever. Over at Game|Life, they're voting on their favorite foot-in-mouth quotes from game execs. A quick round-up for you to laugh and point at:

• Former Microsoft exec Peter Moore on Red Rings of Death:
"You know, things break."

• Nintendo president Satoru Iwata in May 2004:
"Customers do not want online games."

• SCEA boss Jack Tretton on post-launch PS3 availability:
"If you can find a PS3 anywhere in North America that's been on store shelves for more than five minutes, I'll give you 1,200 bucks for it."

• Nintendo's Perrin Kaplan on Wii owners running out of memory space:
"But if your refrigerator's full, you've got to pull something out and put something else back in. I mean, really, are you using everything thing there?"

• PlayStation Father Ken Kutaragi on the PS3's intial price tag:
"It's probably too cheap... We want consumers to think to themselves, 'I will work more hours to buy one.'"

Hey, at least most game execs are not boring!
Crazy Executive Quote Award [Game|Life] [Image]

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Kotaku-327776 Thu, 29 Nov 2007 00:00:16 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=327776&view=rss&microfeed=true
<![CDATA[ Hey Someone, Localize Game Center CX ]]> Back when I visited Bandai Namco headquarters to watch the filming of Japanese reality show Game Center CX, I got to check out the then unreleased Game Center CX game. From what I played, I really, really enjoyed. The title does a nice job of mixing mini-games and old style video games in a fun, novel way. Over at Wired.com, Chris Kohler has done an extensive hands-on with the title, writing:


It doesn't matter whether you've seen the Japanese reality show on which Game Center CX: Arino's Challenge is based. This new Nintendo DS game will deliver a dose of humorous and all-too-true retro game nostalgia to anyone who remembers the 80's.

Hey, remember the 80's? Remember poring over game magazines for cheat codes to help you get past the impossible sections of the short, difficult NES games of the era? Remember sitting around with your friends on lazy summer days trying to be the first one to get past that tricky part? So do the people who designed Game Center CX, an homage to 1985's game culture.


The game isn't exactly import friendly (thanks to the Japanese text). But really, someone Kohler is right: Someone should totally localize this game. And while they're at it, subtitle the Game Center CX DVDs so non-Japanese speakers can enjoy it!
Game Center CX Impressions [Game|Life] ]]>
Kotaku-322463 Wed, 14 Nov 2007 06:40:18 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=322463&view=rss&microfeed=true
<![CDATA[ Bashcraft's Visit to Japanese TV Show Hits Wired ]]> Back in August, I went to see the filming of Fuji TV's reality program Game Center CX. Saw the show filmed and spent the day with the crew and show's star, comedian Shinya Arino. For those not familiar with the show's premise, it's simple: Arino tries to complete vintage video games. These "challenges" are usually done in the span of a day. He's filmed playing straight through, and out of that a show is edited together. Arino is affable and pleasant — hence, the show's appeal. Watching him die over and over and over again makes you want to cheer him on. What happens when he can't finish a game? Arino says:


I don't throw a fit and smash my controller... Since the staff cheers me on, I hate it when I mess up. Like when I die, I can sense the mood in the room change, and I feel awful... When I get home, I just kinda sit there, zone out and wonder why I couldn't beat that game.

Fuji TV's Daisuke Nagashima, producer Tsuyoshi Kan, the entire crew and Arino himself were very generous with their time and with providing access. I've written up both articles for Wired on my visit and the show. Check 'em out.
Marathon Man [Wired Mag]
Visiting the set [Wired.com] ]]>
Kotaku-315306 Thu, 25 Oct 2007 21:00:27 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=315306&view=rss&microfeed=true
<![CDATA[ The Consoles Defined in One Sentence ]]> The October issue of Wired mag has a nice succinct nerd encyclopedia that does a fine job of defining things in a single sentence. Game-wise, this is what they've got on the seventh generation consoles:


Wii. A motion-sensing controller, simple games, and a low price make this the top 7th-genner.

Xbox 360. Brilliantly conceived online-community features give this box sizzle.

PS3. Stellar specs can't make up for the high price and late release — a missed opportunity.


Agree? Disagree? Can do better? Discuss.
Consoles Defined [Infendo] ]]>
Kotaku-306914 Thu, 04 Oct 2007 00:00:37 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=306914&view=rss&microfeed=true
<![CDATA[ Gabe Overcomes Gym Incident, Drives Benz ]]> PAX maybe over, but Wired's Chris Baker has a fantastic Penny Arcade feature up that profiles Mike Krahulik and Jerry Holkins. The piece is peppered with some nice insights — even if you are a PA fanboy. And that's always a treat. Stuff like Krahulik saying:


One time in high school, someone broke into my locker and stole my stuff, so I had to wear gym clothes for the rest of the day. I developed humor as a defense mechanism. Now I drive a fucking Mercedes.

You listening clothes thief? He's drives a fucking Mercedes. So those who were bullied in high school have hope.
PA Article [Wired Mag]
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Kotaku-293562 Mon, 27 Aug 2007 03:00:55 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=293562&view=rss&microfeed=true
<![CDATA[ Uwe Boll Hates Wired Who Hates Him, the Sequel ]]> uwe2.jpgAfter reading Chris Kohler's review of Postal, Uwe Boll was less than happy. So after their brief email flirtation, Kohler asked for a follow-up wrestling match phone interview and Boll obliged. After Boll asked Kohler to correct his misspellings—we'll give you a second to get that one—they started the discussion.
Wired:...you want people to accept that this is what you're doing with this movie, that you're going to take taboo subjects and satirize them, but when I sort of take a subject like your movie and end up making a satirical or a funny article about that, I don't have the right to do that? Only you have the right...
Ooh, good point! How will the fired up Boll respond?

UB: No, you have the right to do that, absolutely, but your article was not funny. Your article was only an ongoing insult against the untalented, bad director...You should admire that nobody else did what I did in the last ten years. Nobody else on the whole planet, not one filmmaker out of Germany was able to raise money. All the German money went to the Hollywood studios, I was the only guy doing it.
Love me! Love me! Shower me in kisses!

Maybe reviewers should be approaching Boll differently, like by asking why the one guy in Germany getting money to make movies is doing such a lousy job.

Uwe Boll Interview: 'I'm Not The New Ed Wood', 'You're Not A Good Journalist'
[gamelife]

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Kotaku-290274 Thu, 16 Aug 2007 12:20:21 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=290274&view=rss&microfeed=true
<![CDATA[ Uwe Hates Wired (Writers) ]]> mrboll.JPG

Uwe Boll, it seems was not as taken with Wired's Chris Kohler's take on Postal as we were. In fact the German-born director emailed Chris to, among other things, suggest he go have sex with his own mother.

chris your review shows me only that you dont understand anything about movies and that you are a untalented wanna bee filmmaker with no balls and no understanding what POSTAL is. you dont see courage because you are nothing. and no go to your mum and fuck her ...because she cooks for you now since 30 years ..so she deserves it. people like you are the reason that independent movies have no chance anymore. uwe boll PS: POSTAL is R RATED . The MPAA understood the satire — you not — you dumb fuck

The back and forth that stems from this first email is a bit funny, though taking Uwe on in a battle of wits is sorta like Uwe taking his detractors on in a boxing match.

I actually interviewed Boll back in 2006 and was impressed with his charm, something that likely speaks more to his ability to get financing and land actors than actually pull together a watchable movie. Boll is not the game-hating troll people think he is, but he also isn't the film-maker he thinks he is and all around, that's kinda sad.

'You Dumb F*ck': Uwe Boll Responds To Our Postal Review [Update 2] [Game Life]

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Kotaku-289443 Tue, 14 Aug 2007 15:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=289443&view=rss&microfeed=true
<![CDATA[ In Defense of Game Cliches ]]> Cut scenes, health packs and cheat codes. They're all video game clichés, but necessary and even helpful ones at that. Over at Slate, Chris Baker has an insightful piece up on how old hat makes your gaming experience more enjoyable. He writes:


Every time you fire up a new title, you've got to learn how to look around, run, and fire an Uzi all over again... Each game world is like a foreign country, full of unfamiliar sights and sounds and seemingly arbitrary rules. How do gamers survive in these strange lands? Clichés. Loads and loads of clichés.

Baker's right — the tried and true really construction basic gaming grammar and without them we'd be lost. Game clichés? Live 'em, love 'em, need 'em.
Game Cliches [Slate] ]]>
Kotaku-283054 Thu, 26 Jul 2007 22:00:11 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=283054&view=rss&microfeed=true
<![CDATA[ Wired Declares E3 "Expired" ]]> wiredtiredexpired.jpg

Flipping through the latest issue of Wired Magazine, the Martha Stewart edition, I noticed that E3 made the Wired-Expired list... but not in a good way.

The info box lists E3 as Expired, Comicon as Tired and PAX as Wired. Wired has spoken: E3 is dead, long live PAX... not really, but it has to be a bit disheartening for the ESA to see Wired putting a bullet in the head of their baby.

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Kotaku-281771 Tue, 24 Jul 2007 08:30:38 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=281771&view=rss&microfeed=true
<![CDATA[ The Pikachu Japanese Schoolgirl ]]>

Chronicle Books sent along a copy of Japan Schoolgirl Inferno for me to peruse. Really enjoyed the book and do recommend picking it up. Besides covering gaming, I'm been writing about Japanese schoolgirls for something like the past three years for Wired Mag, contributing to its "Japanese Schoolgirl Watch." Anyone who's lived in Japan for an extended period of time will tell you that the styles, tastes and even make-up of teenage girls are always changing. A few years back, girls started wearing Pooh Bear, Hamtaro, and Pikachu costumes in public. Called "Kigurumin" ("ethnic mascot" in Japanese), the trend died out by 2004 when gals realized there were better things to wear than Pikachu costumes. Thank gawd!

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Kotaku-264355 Wed, 30 May 2007 06:40:03 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=264355&view=rss&microfeed=true
<![CDATA[ Japanese Girl Gamers Getting Girl Games ]]>

I've got a shorty in the June issue of Wired mag on the recent spate of girl's games like My Happy Manner Book, DS Therapy, Female Power Emergency Up! and Yoga Anywhere. I spent some time playing those games, which reminded me of brain games. They are geared towards females, but didn't seem to pander anymore than Japanese female magazines do. Wired's Chris Kohler also has a look at the phenomenon that's definitely worth a read and has this from Elite Beat Agents designer Keiichi Yano:

When we come up with new project ideas, we take into consideration what the female gamer community is interested in and what DS games are selling for female users.

In a nutshell: Japanese devs are female-casual-gamer attack mode. How much longer till Western companies follow suit?

Gamer Girls Take Over Japan [Wired]

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Kotaku-261998 Mon, 21 May 2007 06:00:21 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=261998&view=rss&microfeed=true
<![CDATA[ .hack Meet .f%uck ]]>

Continuing his photo odyssey of Japan, Wired's Chris Kohler stumbled upon a saucy version of Bandai's PS2 series .hack. Let's see... A naughty knock off of .hack using some of the letters in the game's title. The options are endless! We've got: .jack, .rack or even .lick. But, you know, those are a little too vague and don't leap out at non-English speakers. We need something to more blunt. Yup, we need ".fuck."

Pic shamefully hidden after the jump.

fuckdvd.jpg

.hack Hacked [Game|Life]

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Kotaku-258434 Tue, 08 May 2007 01:00:14 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=258434&view=rss&microfeed=true
<![CDATA[ Even Hobo DSes Are Expensive In Japan ]]>

Housed in a locked case, this used Nintendo DS was spotted at retailer Tsutaya in Shibuya by Wired's Chris Kohler, who's busying himself by taking pictures. Of everything! The little sign reads:

  • No box
  • No instruction manual
  • No stylus
  • No strap
  • No AC adapter
  • Scratches on case
  • Scratches on screen

Plus, it's an original DS. And how does this down-and-out DS cost? The above portable lists at ¥10,000. Wowzers, that's US $83!

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Kotaku-258112 Mon, 07 May 2007 02:00:05 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=258112&view=rss&microfeed=true
<![CDATA[ The Long Tail of Halo 3 Voice Acting ]]>

A while back, Wired mag's Editor-in-Chief, The Long Tail author and LEGO lover Chris Anderson got sauced on wine with Bungie's in-house composer Marty O'Donnell, who promised the editor a Halo 3 voice cameo. And yesterday, it happened. Anderson saw a big chunk of the game, but is NDA'd so isn't able to dish. He blogs:

Marty had me record about 30 lines, mostly playing a marine (that's me in the recording studio, above). I got to utter timeless phrases such as "Brutes can't smell through rock, can they?" and "Wonder if anyone knows we're down here..." They said I warmed up nicely, but I think they were just being polite. They were trying hard not to crack up as I screamed like a girl when I was being "possessed by the Flood".

Anderson did scan his script over on his Long Tail site. It doesn't reveal much, but is kinda interesting. And below? That's a vid he took of O'Donnell talking about the game's piano score.

Halo 3 Vox Acting [The Long Tail]

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Kotaku-255011 Wed, 25 Apr 2007 00:00:17 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=255011&view=rss&microfeed=true
<![CDATA[ The Totally Rad Influence of the Amiga ]]> OMG SOTBWhen my pre-teen eyeballs got visual access to the mind-blowing graphics of the Commodore Amiga, I had a hard time believing it. Seeing what I considered to be the pinnacle of gaming artistry, Psygnosis' Shadow of the Beast, for the first time nearly made me faint from the pure pixelated ecstasy.

Witnessing the arcade port of Dragon's Lair, which required multiple floppy disk swapping and loads of patience, was nearly enough to send my young mind reeling. But the Amiga was more than just a mid-eighties graphics showcase, it had some genuinely totally awesome games.

Wired's retrospective, edited by GameSetWatch overlord Simon Carless, highlights ten classic Amiga titles that made pre-Windows gaming memorable and, more importantly, innovative. From Lemmings to Speedball 2, the list of Commodore-era classics might be considered an old school education.

It's a good read, one that will make you want to find a copy of Defender of the Crown.

Top 10 Most Influential Amiga Games [Wired]

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Kotaku-251615 Wed, 11 Apr 2007 18:20:22 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=251615&view=rss&microfeed=true
<![CDATA[ Wired Mag On Rockstar ]]> rockstarlogo.jpg

David Kushner has a big feature in Wired mag on the rise and fall of Rockstar and GTA. It's a story that most of us are very familiar with, but does include juicy bits like:

As all this played out at Take-Two, the Rockstars continued their rise. Dan Houser assumed the creative reins, writing game dialog and directing star-studded voice-over sessions. Sam Houser, president and executive producer, played the charismatic visionary. He hung a poster in his office of Don Simpson, the infamous playboy producer of films like Flashdance and Top Gun...

Rockstar Games moved to an even bigger loft down Broadway. The company gobbled up more game development houses to complement its satellite studios in Vienna, San Diego, and Vancouver. Many execs bought fancy cars and homes. But as one former employee puts it, "The money turned them into jackasses very quickly."

The Housers became increasingly demanding. Gillian Telling, a former assistant to Dan, remembers being commanded to clean snow out of his home satellite dish. When she failed to bring in the right kind of bagel, she says he called her a "useless whore" and a "cunt." Former employees say they routinely heard yelled insults and slammed telephones. "These people are insanely smart and really good at being mean," says one. "They're British."

Delicious.

The Road to Ruin [Wired Magazine]

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Kotaku-247985 Thu, 29 Mar 2007 07:00:07 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=247985&view=rss&microfeed=true
<![CDATA[ And The Console King Is? The PS2. Still. ]]> ps2slimbakerpiece.jpg

This holiday season, it wasn't the PS3, the Xbox 360 or the Wii that came out on top. Oh no, it was the six-year-old PS2, which moved 1.4 million consoles. Wired's Chris Baker has a piece up over at Slate detailing why the PS2 still is numero uno. Quoting the article:

Luckily for Sony, their old console is so popular—more than 100 million have been sold worldwide—that they can offset some of the money they're hemorrhaging with the PS3. By continuing to manufacture and support the PS2, Sony is keeping its old customers happy and offering a cheaper alternative for people who can't afford a next-generation machine. Sony did the same thing last time around and managed to sell more than 20 million of the original PS1 consoles between 2000 and 2004—after the appearance of the PlayStation 2.

This March, God of War 2 will hit the PS2 and looks to be a big time hit. The game's director, Cory Barlog, tells Baker: "At this point, we know the hardware intimately, we know all the tricks." Elsewhere, Nintendo and Xbox cut life support for its last gen owners. Sure, charging ridiculous prices for new machines isn't smart. But is killing off your old console?

PS2, Still Winner [Slate]

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Kotaku-242480 Thu, 08 Mar 2007 00:00:55 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=242480&view=rss&microfeed=true
<![CDATA[ Nintendo Silent At GDC? ]]> News from Wired's Chris Kohler and the Game|Life blog today reveals that Nintendo may have little new to reveal at the upcoming Game Developers Conference next week. Not that they don't want to give up the goods, mind you, just that, legally, they may not be allowed to.

According to Kohler, an impending stock deal could prevent Nintendo executives and developers from talking about new product or even upcoming product at their multiple keynotes and interviews. That would, in a word, suck for fans hoping to hear about exciting new Nintendo developments, turning GDC into a somewhat stalled event for Nintendo.

Regardless, we'll be there, bugging Miyamoto and Aonuma to the extent the law allows.

Nintendo: No New Information at GDC [Game|Life]

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Kotaku-241233 Fri, 02 Mar 2007 16:40:46 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=241233&view=rss&microfeed=true
<![CDATA[ Wired To Nintendo: Lose Money ]]> kohlerbook.jpg

Nintendo's Chris Kohler, err Wired's Chris Kohler, is an idea guy. Just listen to this zinger:

My latest big idea that I think Nintendo should consider is this: at some point, they should start throwing away cash into projects that might probably fail.

No, stay with me on this one.

At this point, Nintendo has proven that their strategy is viable. They're expanding the market. DS did incredibly well in the US this holiday season. Wii is working on the same thing. They had to work very hard for a long time to get all that going.

What they need to work on now is to further expand the types of software available for DS outside of Japan. Because you know what? It's not looking like anyone else is going to do it for them. Nintendo released Brain Age and Nintendogs, and sold millions of them, and proved that crazy new ideas can reach new players.

And how did Western publishers react? Why, by releasing brain-training games and pet sims. Kind of missing the point, there, guys.

M'kay. Kohler goes on to say that quirky Japan-only titles like DS Therapy and Magic Taizen should get US releases. Sure that would be nice, but not all of these titles are first party so it wouldn't just be Nintendo losing money. My take: Lots of these non-games hitting the DS do reasonable business in Japan due to the current DS fad here. Not sure if that will translate to the US market. It could be a build-it-and-they-will-come thingy or something else entirely. Anyone out there think Kohler's plan holds water? Hit us up in the comments section.

Hey Nintendo, Lose Money! [Game|Life via Infendo]

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Kotaku-238285 Wed, 21 Feb 2007 00:00:25 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=238285&view=rss&microfeed=true
<![CDATA[ Wired On Nintendo Wii: "Murder Appliance" ]]>

Former Kotaku writer Lore Sjöberg, current Wired Digital writer, has a look at the Nintendo Wii, stating:

Well, I finally managed to buy a Nintendo Wii (or, as I prefer to call it, the Murder Appliance).

Sorry, I know that's not very catchy. It's hard to come up with a properly macabre pun on 'Wii.' 'The Grim Wii-per' maybe? No, let's stick with Murder Appliance.

It takes only a few minutes with this gruesome plastic box of death to realize exactly how insidious it is. Every aspect of it is designed with one thing in mind: transforming innocent, wide-eyed, polite young people into slavering psychopaths.

Insane fanboys, relax. Lore's only kidding. He comments on the Wii-mote ("Is there any remaining doubt that it was designed expressly as a weapon?"), the controller attachment ("It's called a nunchuk, the weapon of choice for antisocial youth with a collection of Bruce Lee movies and an inflated sense of their own dexterity. Enough said.") and Wii Sports ("...clearly designed to train people for the task of reducing other human beings to pink pulp.") Clever stuff.

Wii Is A Death Box [Wired]

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Kotaku-234848 Thu, 08 Feb 2007 06:00:30 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=234848&view=rss&microfeed=true
<![CDATA[ Wired's Game|Life Now Hiring ]]>

Wired's Game|Life is on the prowl, looking for an East Coast writer. The site's Chris Kohler blogs:

Let me put this delicately: we are looking for a writer who lives in the beautiful Eastern time zone who can write news stories in the morning while your site lead — that's me — is still asleep after a marathon Wii session.

Send three sample blog posts and an introductory paragraph to gamelifejobs@gmail.com. My advice: Look for non-Nintendo stuff. Kohler's got that soooo covered. Good luck!

Write For Wired [Game|Life]

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Kotaku-225898 Thu, 04 Jan 2007 12:22:30 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=225898&view=rss&microfeed=true
<![CDATA[ Train Man In Wired ]]>

Not exactly game related (but def. otaku), there's a Wired Mag piece on Train Man I did for the January issue. We've referenced Train Man a handful of times here on Kotaku. The book became nothing short of a national phenomenon in Japan back when it was originally released. It follows a clueless geek who crosses paths with a beautiful woman. He turns to an online bulletin board for advice. Know that Wired's wanted to do something on Train Man for a while, and it's good to see the article finding its way into print!

Train Man Post [Wired]

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Kotaku-224954 Fri, 29 Dec 2006 07:22:09 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=224954&view=rss&microfeed=true
<![CDATA[ Wired's Vaporware List Includes Four Games ]]>

I am one more Duke Nukem Forever away from putting a bullet in Wired's annual Vaporware awards.

The never finished game has made the list six times and frankly I don't think it deserves to be considered in development. We get the point already, the game is vaporware, get on with it and use the slot it takes up (number one on the list this time around) for something that everyone doesn't already know about.

The rest of the games included on the list seem a bit shaky too. You've got Stalker: Shadow of Chernobyl, a nuclear first-person shooter first previewed in 2001, last updated to hit next year. Then there's the always Gran Turismo 4 Mobile, a portable version of a game that is perpetually delayed and Spore... not really sure why this is here. While the game has been pushed back once, it's not big enough of a push to be considered vaporware, that and EA's been promoting the hell out of it.

What games do you think should have made the list?

Vaporware 06: Return of the King [Wired]

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Kotaku-224481 Wed, 27 Dec 2006 09:00:02 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=224481&view=rss&microfeed=true
<![CDATA[ Gamer Makes Wired's Sexiest Geek List ]]>

The early nominees for Wired.Com's sexy geek list didn't include Jade Raymond and it bothered me to distraction. Fortunately, the final list of ten has her smack dab in the middle.

Sure she may not have demoted Pluto to a dwarf, have a degree in applied physics from Stanford or is helping push forward the first human clinical trials involving embryonic stem cells in the U.S., but look at that smile.

Jade Raymond is gorgeous, no doubt, and it's no surprise that like several other attractive women, she's a co-host on G4. But Raymond carries serious geek cred as a game programmer who this year produced Assasin's Creed for the PS3, which incorporates awesomely realistic crowd gameplay.

Congrats Jade, here's to you making it in the top five.

Vote for Your Favorite Sexy Geek [Wired]

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Kotaku-221539 Wed, 13 Dec 2006 15:00:52 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=221539&view=rss&microfeed=true
<![CDATA[ What Does Dragon Quest IX On DS Mean? ]]> MASSIVE DAMAGE (SORRY)As we reported last night, Square-Enix is bringing its top-selling RPG franchise Dragon Quest to the Nintendo DS. The real one. Not another slime adventure. And not a spin-off. The genuine article.

This came as quite a shock to pretty much every console role-playing game fan and nearly every console fanboy who aligns himself or herself with a single company. Following a Nintendo Inside story that Square-Enix would announce a new DQ title yesterday, speculation ran wild, with Xbox fans praying for Eastern salvation via another RPG exclusive. Nintendo fans followed suit, hoping that DS-like success would transfer to the Wii, netting the company a proper Dragon Quest game, not a Wii-mote slashing spin-off. The PlayStation crowd sat smugly, waiting for the impending PlayStation 3 announcement.

Then Squenix carpet bombed the brains of Dragon Quest fans and message board trolls with the facts: Dragon Quest IX. Nintendo DS. Network play. End of 2007. Total brain annihilation.

So why did the company go in that direction? And what does it mean to the success of the PlayStation 3 in Japan and the future of Dragon Quest? Nintendo's... damnit, I keep doing that... Wired's Chris Kohler takes an insightful look at the impact of this RPG megaton announcement and how it benefits Square-Enix. It's a good read, so read it.

Dragon Quest on DS: What It Means [Wired]

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Kotaku-221406 Tue, 12 Dec 2006 20:40:12 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=221406&view=rss&microfeed=true
<![CDATA[ Wired Mag On That Uwe Boll Fight ]]> Uwe Boll has gotten into Wired Magazine for beating up nerds. Chris Baker has a fascinating look at the infamous boxing match in which the chowderheaded "filmmaker" punched internet people to prove he wasn't a complete hack or something like that. Because, we all know that physically pummeling others drives home the point that your sucky movies do not suck. From the piece:

During intermission, [Something Awful's] Kyanka does an interview with streaming site Wavelit.com. He's trying to be self-deprecating — he knows the matches will live forever on YouTube — but is too furious to laugh it all off. 'He said he wouldn't hit me really hard!' Lowtax fumes, rubbing his head. 'I hate him as a human being! This event is a combination of PR and BS!'

Meanwhile, [Ain't It Cool News'] Sneider is taking advantage of the country's socialized health care. As two EMS workers tend to him, he occasionally removes his oxygen mask to vomit. As the intermission ends, the director emerges from the dressing room, looking serene. Kyanka points to Sneider's sickly puddle. 'Look what you did!' he snaps. Boll glances back, bemused. 'It was boxing,' he deadpans. 'Not chess.'

Zing! Man, if Uwe could make movies like he beats up internet geeks, he'd be Steven Spielberg. Instead he'll have to be content with being Uwe Boll: Director of horrible films, chowderhead supreme.

Raging Boll [Wired]

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Kotaku-217465 Tue, 28 Nov 2006 07:20:58 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=217465&view=rss&microfeed=true
<![CDATA[ Sony: Backward Compatability = Flying Breakfast Car ]]> JACK ATTACKNintendo's Chris Kohler... sorry, Wired's Chris Kohler got a chance to ask SCEA VP Jack Tretton a handful of burning questions one day prior to the launch of the PlayStation 3. From line-sitting dangers to backward compatability problems, Jack had much to say.

Such as:

Do you have a response for people experiencing backwards compatibility issues and/or television upscaling problems?

I would like my car to fly and make me breakfast, but that's an unrealistic expectation. We've reported problems on only 200 of the 8000 PlayStation 1 and 2 games. I would challenge the average consumer to say that there are significant problems with any of the games in their library.

Okay, Jack. We get it. It's a small number, but you don't have to be a jerk about it. Omelette making hovercars are long overdue, true, but come on. I know that your spokespeople said well over a year ago that we shouldn't expect 100% compatability, but be nice. We're risking life and limb, dropping up to 600 bones on this thing!

SCEA VP on Backwards Compatibility: "I Would Like My Car To Fly and Make Me Breakfast" [Wired]

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Kotaku-215418 Thu, 16 Nov 2006 16:40:38 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=215418&view=rss&microfeed=true
<![CDATA[ Wired Likes the Wii ]]>

With the meh Wii reviews floating around the intertubes, it's nice to see someone actually likes the machine. Wired Mag's finnicky editors have taken a buncha products, rolled around with 'em and picked their favs. For consoles, the Wii snags the "Best of Test" title. Take heart insane Nintendo fanboys, 'cause not everyone is shitting on the Wii. Not yet at least.

The Wii Is The Best, Says Wired [Go Nintendo]

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Kotaku-210526 Fri, 27 Oct 2006 05:22:53 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=210526&view=rss&microfeed=true
<![CDATA[ Wii Kiosks To Be Supervised ]]>

Earlier, we reported that stores like EB and Gamespot were likely to use credit card deposits to ensure no punk ass kid wandered off with the Wiimote. Now, Nintendo's weighing in on how it'll be handled.

"Retailers will either receive a pre-built, self-contained interactive [kiosk], including a TV, game console and controllers, while others will receive the game console and controllers and will set up an interactive Wii experience using their own TV," said Harrison.

Echoing previous statements by Nintendo of Australia spokesman Vispi Bhopti, Harrison said that retail staff members would be at the demo units ostensibly to help consumers "have a successful first experience with Wii." Whether or not Wii's purportedly intuitive controls need explaining, staff members will likely serve as deterrents in attempted thefts of the Wii Remote.

I honestly don't understand why Nintendo doesn't wire the Wiimotes for the stores. It's possible: in Leipzig, I played with a Wii that had Wired controllers. This all seems like a needless hassle for a problem solved quite elegantly.

Other solution: slap one of those anti-theft stickers on the back of a Wiimote.

Wii Kiosks to be Wireless, Supervised [The Wiire]

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Kotaku-208738 Thu, 19 Oct 2006 12:40:26 MDT kotaku.com http://kotaku.com/index.php?op=postcommentfeed&postId=208738&view=rss&microfeed=true
<![CDATA[ Wired's Second Life ]]>

In conjunction with its informative and interesting Second Life travel guide, Wired Mag has set up shop in SL. Even if you're not into the game, the article is definitely worth a read.

From this month's issue:

We're proud to announce the launch of the Second Life Wired Offices. Whether you're man or machine, furry or vampire, we want you to make yourself at home. Welcome!

The publication actually commissioned virtual architects Millions of Us for the SL Wired offices. For those keen in checking it out, swing by this Saturday from 4-7 PST for the in-game office opening, complete with live musical performances and, most likely, James Wagner Au trying to have sex.

Wired Hit SL [Wired]

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Kotaku-208333 Wed, 18 Oct 2006 05:20:29 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=208333&view=rss&microfeed=true
<![CDATA[ Those Bully Boys: Wired Begins the Pointing and Laughing ]]>
I laid into the kid with a flurry of punches, including a punishing uppercut I'd been taught by an alcoholic Vietnam vet. Wham, wham, wham: Pretty soon I'd pummeled my opponent into the ground. And for my brutal finishing move?

I leaned over and gave him a hand up. I lectured him about the importance of not bullying defenseless kids, and he apologized, promising that he wouldn't be such a meanie any more.

So starts a slightly spoiler-ridden, but very good article about the truth of Bully (Canis Canem Edit if you're nasty), Rockstar's latest progeny. The thrust of the piece is clear: by reacting solely to the title of the game, all those protesters and Jackasses were only setting themselves up for embarrassment. In Bully, you are not the bully. You're morally sound. You get in trouble for hitting girls.

So what does this say about Rockstar? I posit that this was some serious ninja shit by the R* boys, and that they knew exactly what they were doing with this title, and the near complete dearth of actual marketing. I think they knew that all they had to do was whisper the sweet B word into the ether, and it would eventually reach the right ears: ears attached to empty heads and load mouths. And I'm not talking about bloggers, shockingly.

Rockstar has struck a huge blow for the cause. They gave the enemy a shovel and just watched them dig. When the game comes out it will be important to keep covering it, rubbing it in that the Jackasses were wrong.

We have an opportunity here to take some serious territory. Don't let me down.

Bully for You [Wired]

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Kotaku-206373 Mon, 09 Oct 2006 20:20:24 MDT egauger http://kotaku.com/index.php?op=postcommentfeed&postId=206373&view=rss&microfeed=true
<![CDATA[ Clips: Kick Ass Kung-Fu Still Kicks Ass ]]>

I know we've shown this real-world meets fantasy kung-fu game before, but it just keeps getting better. This latest video was taken by our own Richard Blakeley during Wired's Nextfest in New York City. Good thing that guy wasn't fighting someone for real, he would have snapped his wrist in half on the first punch.

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Kotaku-204030 Thu, 28 Sep 2006 15:36:55 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=204030&view=rss&microfeed=true