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Daily Blips: More Game News from May 12th, 2009

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Teasing gamers always works -- we're a gullible bunch. Which is exactly why Konami is doing this nasty tactic below. Jerks.

News Blips:

Kojima Productions prescribe fanboys three day case of blue balls. The folks over at 1UP apparently received a cryptic e-mail from the Metal Gear Solid makers teasing the reveal of their new game. Considering the subject line of the mysterious message reads "T-3 Days," along with a link to a not-yet-working site, one would assume we'll know in a few days. But that's only if you trust this "one." We don't -- that guy is always wrong. [1UP]

4 Million people eat up Cooking Mama, feel bloated. Publisher Majesco are boasting about all the delicious dough they've made off of the Cooking Mama series. Between five games, the series has sold over 4 million copies. Just think, if only PETA bought a copy, they could have made that number 4 million and one. Party poopers. [GameSpot]

EA hates boards, but likes games; announces Hasbro Family Game Night 2 for the Wii. Just like the last game, Hasbro Family Game Night 2 is a compilation of classic Hasbro board games, perfect for those who are too lazy to grab their own boxed copies out of the closet. Our favorite inclusion is definitely Operation. Though we're curious if Hasbro ever listened to Ned's suggestions for Cavity Sam's new ailments. [Kotaku]

Atari feels fat; decides against showing off its goods at E3. For some reason the fledgling publisher isn't presenting any games at the Electronic Entertainment Expo (E3) this year. Well, there goes our chances of snapping a sexy shot of Atari bigwig Phil Harrison. [Kotaku]

Click the jump for some video blips, including code-free footage of the new WiiWare Contra game, a White Knight Chronicles trailer, $2,500 Xbox shoes, and...more.

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The Full Interview: Nintendo's Denise Kaigler

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Nintendo logoDenise Kaigler showed up to our interview barefoot and...well, otherwise, professionally dressed from head to right above the ankles. And it's not just her lack of footwear that gave Nintendo of America's Vice President, Corporate Affairs her laid-back vibe: She small talked, she smiled and chuckled a lot, and she made us feel at ease.

She's almost like the Wii itself: something more casual for Nintendo's new place in this industry. But push her too hard, and her tough, former-reporter self will come out and try to put you back in your place. OK, so she wouldn't bite when asked if the iPhone is a threat to the DS platform, but we did get a chance to discuss plenty more. Where are the hardcore games? Why don't third-party title sell? And what the hell is Rock 'N' Roll Climber?

A short video of our interview is here, but read on for all the extra stuff that was left out.

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Bitmob Spotlight: Zork HD and the Death of Consoles

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This was supposed to be a weekly column wrapping up some of our favorite posts that didn't end up on the front page. That's not going to work out, but for a best-case scenario reason -- we've already got too much good stuff. If we wait a whole week we'll be up to our surgically modified elf ears in interesting and creative articles by you guys (and the occasional gal), so we're digging out now.

In case you weren't sitting around frantically pressing F5 on the Mobfeed recently (Takahashi Meijin style), you may have missed...

Game Reviews from a 13-Year-Old Super Mario Crayon by tolemach small
I love this post from Dan Kercher about the notebook he recently found, which was filled with game-related ranting and raving from his 13-year-old self. "Mario talks like a 5-year-old girl, but it's still fun to jump around and stuff." Indeed. I hope he's got more where that came from, as long as it's not Luigi/Peach fanfic. Actually, I take it back, I would still read that. (Image courtesy of tolemach.)

Exclusive: Zork HD
The prolific
Brett Bates submitted what may be Bitmob's first humor article, although we're pretty sure not everyone actually realized it was a joke. Those people need to play Zork more (or at least once).

Within Canon: Creating a Believable Fangame
James Murff is a bigtime Ecco the Dolphin fan. No, I mean really big. Like thinking about making a prequel big.

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E-dentity Crisis: The Birth--and Buying?--of the Names We Play

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I once worked with a guy named Ace, and he could save the world faster than anybody in the office.

He was no slouch in our company soccer games, either, but on the field he went by the substantially less awesome name Scott Augustyn.

The difference here, of course, is that the name Scott came from his parents; the name Ace came from his brain.

Augustyn was a videogame-strategy editor for the late EGM2, sister magazine to the more recently late Electronic Gaming Monthly, my ol' gig. He, like me, is part of the first generation that has grown up with a privilege previously reserved for amnesiacs, fugitives, and folks in witness-protection programs: We can rename ourselves. And while Augustyn could--and did--write books about how to whiz through role-playing games and unleash Killer Instinct combos that would last 15 minutes, I was more interested in gleaning a different kind of gaming knowledge when I first saw him input a character name 13 years ago.

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Daily Blips: Game News from May 12th, 2009

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We know some language-loving fanboys will be sad about the Final Fantasy XIII news below, but it's nothing to cry about. In fact, it's something to laugh about.

News Blips:

• 360 version of Final Fantasy XIII too stupid to learn Japanese. Or, we should say, not intellectually capable enough, as Square Enix has confirmed that it's not possible to include multiple languages of its upcoming role-playing game because of the space limitations of the 360's DVD disc. PS3 users, however, will get to listen to characters yap it up in both languages due to the bloated belly of Blu-ray. Personally, we're waiting for the PS4 version so we can cast Knights of the Round in Klingon. [Kotaku]

Call of Duty: Modern Warfare 2 cover story makes trees cry. The new issue of Game Informer has a big feature on the new Call of Duty game for those who still enjoy reading words on paper. Craziest piece of info? You shoot things. Mind = blown! [Joystiq]

Jerry Bruckheimer knows nothing about games, so hires people who do. The man responsible for Pirates of Caribbean hired former Microsoft and Ubisoft executives to help him create games for the production company he announced way back in 2007. Jake Gyllenhaal has also been hired to exclusively walk around the office with his shirt off for some odd reason. [Joystiq]

Tough decision: Buy a real guitar or buy a fake one for the same amount of money. Peripheral-maker Logitech revealed a $200 Rock Band/Guitar Hero guitar for those who want to rock out like an idiot in style. To anyone who buys this, South Park has a message for you. [Kotaku]

Rock Band bass made for insect rock stars. That $200 Logitech waste of money guitar not nostalgic enough for you? Well, you can always buy the Paul McCartney replica bass that comes with the special bundle of The Beatles: Rock Band. Or you can buy both and show our recession rock 'n' roll never dies...only bank accounts. [Kotaku]

Hit the jump for some video blips, including a World of WarCraft pet, Spore on the Wii, Street Fighter Mighty Muggs, and...more.
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Street Fighter: A Path to Nonviolence

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Editor's Note: A really fascinating read about how a former bully channeled his energies into videogaming instead of his victims' faces. Take that, Jack Thompson. -Shoe


There is something extremely satisfying about a well-thrown punch. The feeling of contact between your fist and bone. The sharp snap it makes. The tinge of pain in your forearm from the shock of the impact.

I'm not talking about just hitting something. I'm describing what happens when you use everything your body has, directed through your fist, in an attempt to destroy what's on the other end. It's addictive and dangerous. Most people never really experience that. But those who do know exactly what I mean.

When I was younger, I was very familiar with that feeling. Growing up in the projects meant that when someone pushes you, you push back harder. It's a simple rule that worked amazingly well. I didn't get pushed that often, and when I did, I made sure it didn't happen again.

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Daily Blips: More Game News from May 11th, 2009

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Seems like casual games are getting hardcore respect nowadays. 'Bout time people realized how much fun it is to bake cakes, cook food, and, uh, shoot balls at rectangles.

News Blips:

Blizzard equips former PopCap vice president for +50 casual damage. The makers of World of Warcraft hired casual bigwig Greg Canessa to, well, we're not sure yet, actually. But it will probably involve getting your mom to play WoW. Oh, wait -- your mom already plays it. Haha -- our bad! [Kotaku]

Pearl Jam to put live songs in fake Rock Band. The famous Seattle grunge group announced on its website it will be helping release a live compilation disc for Rock Band where fans help choose the songs. Weirdly enough, "Free Bird" is not the list. [GameSpot]

Bethesda thinks its unannounced first-person shooter is awesome. How awesome? Well, apparently it's a "killer app." Well, duh -- it's a first-person shooter. [GamesIndustry.biz via Kotaku]

Germany bans lasers/paintballs, blames videogames. Since videogames obviously turn kiddos into killers, Germany is just saying no to any fun involving lights and/or balls. What's next? Water guns? Finger guns? Tommy Gunns? [Gamepolitics]

Millionth English word is for noobs. Apparently the word "noob" may become an official word. Who decides these things? Because I have an idea for word: Michaeldonahoeisthecoolestpersonintheworldtimestentotheinfinitypowerlolthisisalongassword. [1UP]

Hit the jump for some video blips, including Punch-Out!! developer knockouts, a nostalgic look back at Mega Man, a Prince of Persia movie clip, and...more.
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5 Hit Points: Alan Flores (Guitar Hero: Metallica)

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Alan FloresYou have to be pretty smart to be a videogame developer. Or so you'd think. To find out, we're testing the noggins of our favorite developers with a little column we like to call 5 Hit Points. The premise is simple: We pick a developer and ask them 5 random questions about the game, series, and/or past works they're involved with. If they get a question right, they get a point. Get one wrong and they get "hit." Obviously, the goal is to get as many questions right as possible. Because answering all five correctly nets our players one truly fabulous prize: the satisfaction of knowing they're not an idiot.

Guitar Hero: Metallica Lead Designer Alan Flores is our first random encounter. He might know how to bang his head, but nagging neck cramps won't help him here. Click the jump to see if he can rock our five questions.
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The Seanbaby Advice Column: Episode Zero

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The Seanbaby Advice ColumnDuring my time with EGM, it was my job to destroy but sometimes love terrible games. And I'm happy to say that after several years and five PlayStation suicides...Mission Accomplished. They have stopped making bad games.

This won me the Congressional Nintendo Seal of Official Nintendo Sealing, and impressed the founders of Bitmob so much that they put me in charge of something even more important: fixing the lives of its readers and contributors.

Do you have a problem you can't solve? Do you have a question you can't answer? Send it to
letters@bitmob.com with the subject "Seanbaby."

You might ask,
"Mr. Baby, how will your experience with Jenga on the Nintendo Wii help me?" Stop making your problems about me. My Nintendo Wii and I have looked into the eyes of the Devil. There is bacteria living in a fat person's septic tank that wouldn't touch some of the games I've played. So unless you want to drag your thumbs through hell like I have, I'm the only chance you've got....

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Crush! Frag! Review! -- geoDefense

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Editor's Note: geoDefense came out a while ago, but Rob also includes some comments about the recent 1.2 update. Plus, I'm a sucker for both tower defense games and Geometry Wars! -Demian

geoDefense

Tower defense games take a certain type of neurotic, micro-managing, obsessive-compulsive basket case to truly excel at them. While I wouldn't say that I excel, exactly, I must evidently fit a required minimum of these criteria; the release of a new tower defense title puts me into a borderline 'fight or flight' mode as I reach for my bank card. However, Critical Thought's geoDefense for iPhone and iPod Touch is not run-of-the-mill by any means. This is a tower defense game that pushes the other tower defense games down on the blacktop, takes their lunch money and then dangles thick, chunky loogies scant centimeters over their cringing, fearful faces while the rest of the crowd of kids watch and laugh.
Gameplay is your standard tower defense fare: you set up various types of attack turrets to prevent waves of enemies (or "creeps") from making it to the exit of the map. The amount of creeps you're allowed to let through varies based on the map, though ten is the default. Nothing much is new there. However, when it comes to difficulty, this one is pretty brutal.
Eschewing the open-ended, Fieldrunners/Desktop Tower Defense style of map in favor of a series of pre-set pathways, geoDefense is never easy, even when set on Easy. It's not uncommon to find yourself redoing a single map ten, twenty, maybe even thirty times as you look for that perfect combination of laser, blaster, missile, and shock towers to allow you to survive the onslaught. Indeed, there are times you'll feel that the designers only had one solution -- one magic combination of towers in mind to allow you to beat a particular level. This can be seen as either a detriment or a challenge, depending on if you like the idea of having to out-think or match wits with the minds that crafted some of these fiendish puzzles. The payoff you feel when you finally manage to pass a level that has mocked you for dozens of tries, however, is exhilarating.
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Daily Blips: Game News from May 11th, 2009

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Lot of sequel talk this morning. One officially announced, the other not. To keep with the theme, we'll be doing a sequel to this post later today. It'll be like Teen Wolf Too. Without the stupid punctuation.

News Blips:


Eidos steals number 4, attaches it to Thief. The publisher (who recently got sntached up by Japanese role-playing game giant Square Enix) officially announced Thief 4. Good news for gamers, bad news for number 5. [Shacknews]

EA developer unofficially announces Dead Space 2; PR feel neglected. A technical director over at EA foolishly listed Dead Space 2 on his LinkedIn account not knowing job-searching nerds would apply his mistake to the web. Well, he is a "technical" director -- what did you expect? [Eurogamer]

Weekly Nintendo download titles feel naked without box. Three choices this week: Real Soccer 2009 (as opposed to "fake" soccer?) for DSiWare, Family Pirate Party for WiiWare, and Galaxy Force II for the Virtual Console. Do us a favor, give these guys some clothes -- it's embarrassing. [Joystiq]

Brutal Legend concept art shows us different concept of main character. It appears main character Eddie used to look like Motorhead's lead singer Lemmy. Behind the scenes stuff is always cool, just ask fellow Bitmobber Brett Bates. [1UP]

Click the jump for some video blips, including some Duke Nukem Forever footage, a funny Punch-Out!! ad, a Game & Watch TV, and...more.

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Pulling Back the Curtain

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Editor's Note: Oh, look -- it's Brett Bates again. Like the announcer from NBA Jam would say, "He's on fire!" And for good reason -- his post about game makers revealing more about the development process is certainly something we'd like to see more of. Hell, getting to know all the dirt that went down making Duke Nukem Forever is surely enough to make anyone scream, "Boom-Shakalaka!" -Michael

What will we find behind the curtain?

Last week, David Jaffe posted some early documentation (with sensitive bits blurred out) for a new game on his blog, along with the following paragraph:
Ok ya’ll- will post more next week but you know, at least for now, I’ve been thinking more and more about turning this blog into more of a ‘behind the scenes’/’making of’ style blog and doing less personal rants and stuff. So I may start posting a bit less (until we have stuff to reveal about our game…then I’ll post like a madman!) but the stuff I do post will be more related to our game and our company, and less about me personally. But I will also start Twittering more about the day to day workings on my end of making our game. Once we get our company website rolling (soon, I hope) ideally we can wrangle in a coder, artist, producer,etc to do some blogging and twittering on the official site. It would be great to give ya'll a good idea of what those crazy talented folks do all day.

Of course, the Internet being what it is, some intrepid but misguided soul immediately defogged the images, and they ended up on the major gaming blogs. Stung by how his openness was treated, Jaffe has since removed the post and threatened to stop blogging altogether. He recanted on that, but I do think he's now going to think twice about his "behind the scenes" idea. And that's a shame, because the videogame industry could definitely benefit from pulling back the curtain a little bit and revealing the creative process.

Think about the film industry: How many movies made in the last 30 years had separate crews documenting the filmmaking process? Sometimes, these "behind the scenes" documentaries even outshine the movies they're documenting (see Lost in La Mancha). Even when they don't, the documentaries provide an essential look at how a film gets made, useful for future film scholars. And they're often entertaining to boot.

If film can be so open, why is the videogame industry so buttoned up? What do we have to hide? It's a sad fact that we know more about how The Hottie and the Nottie got made than Ico. One could argue that a filmed documentary makes sense for a filmed movie, and not as much sense for, say, a brainstorming session at Insomniac. But there are a myriad of different ways to document the game-making process: concept art, early renders, email exchanges, design documents, and so on. One might also say that we need to protect intellectual properties. But how important is that after a game is on store shelves?

Some producers and developers are opening up, and I applaud them for that. Occasionally the supplementary material for the "special edition" version of a game contains insightful information. 2K Boston released to the Web an excellent book of concept art for BioShock. Valve even offered a "commentary" playthrough for the Orange Box. More significantly, indie developer Introversion has revealed a wealth of "behind the scenes" documents for their upcoming Xbox Live Arcade title, Darwinia+.

Unfortunately, most "extra" content found in games is nothing more than marketing material. Which is what makes the controversy around David Jaffe's post so sad. Whether he likes it or not, Jaffe has the clout in the industry to cause a sea change, and I feel that his "behind the scenes" blog would be just that. David, if you're reading: I hope that you do pull back the curtain on your creative process. Not only because I'm curious, but also so that future generations can understand how your latest classic came to be.

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