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Clearly, The Time Is Right For A Great Jurassic Park Game
Kirk Hamilton – Kotaku –
Over the last couple of weeks, Jurassic Park has been just about everywhere. On websites. On social media. Beneath the earth, frozen in amber. We’ve all got Jurassic fever, and it’s been wonderful.
I blame Far Cry 3 for my own Jurassic fixation. That game’s lush island setting is just begging for some dinosaurs. And surely news of Jurassic Park 4‘s 2014 release date (hopefully sans dino-human hybrid commandos) and the coming 3D re-release of the original film have both helped keep velociraptors in the zeitgeist.
Whatever it is, we’ve all got dinosaurs on the brain. Clearly, the time is right for a new Jurassic Park video game.
Let’s track all the Jurassic Park stuff that’s surfaced lately.
First, there’s this joking “ad” for Dinosaur downloadable add-on content for Far Cry 3, which, well, if they ever DO make dino-based DLC, let’s hope it’s this bananas.
In addition to all our Far Cry 3 talk, there’s this volunteer-made Jurassic Park game called Jurassic Life in the works, using the Half-Life engine. Impressive.
And there are a couple of other independent Jurassic Park game-attempts out there, this one via Reddit as collected by Craig Person at RockPaperShotgun. This one’s a stab at remaking the 1998 PC game Jurassic Park: Trespasser in the Unity engine by Colin Kay.
Who then went ahead and made the whole thing again in CryEngine 2. (No dinosaurs yet, unfortunately.)
Neither of those last two are perhaps as impressive-looking as Jurassic Life (that may change once there are dinosaurs), though it’s hard not to get excited about these allegedly in-game images from another Trespasser remake (also via RPS) that look about exactly how I’d expect a current-day Jurassic Park game to look. That amazing image up top is from this collection. Here’s another one:
It’s hard to say when any of these games will see the light of day. But one thing seems clear: We are starving for a good Jurassic Park game, and whoever is first to release a proper, Far Cry 3-like dinosaur adventure game will make a mint.
My own Jurassic Park gaming memories mostly consist of two games. The first is Jurassic Park for the Sega Game Gear, which I played the heck out of. It was cool enough, but hardly the amazing adventure that Jurassic Park fans really deserve. Here, you can see a Let’s Play by Arrow Quivershaft. Man, memories.
My other memory is of reading about (yes, reading about) the Sega CD take on the series, which looked so much cooler back then than it does now. Here’s NailStrafer playing it. Gah, that awful music.
I never did play the SNES Jurassic Park game, though there does seem to be plenty of love for it. So I’ll include a video of that, too. Here’s a Lets’ Play from Christopher The Knight.
Those games came out ages ago. But in the interim… what a dry spell it’s been. There was Telltale’s by-all-accounts lackluster Jurassic Park: The Game. There was also Primal Carnage, which was more of a quick Dinos vs. Humans deathmatch game. Past those two, not much, and certainly nothing like the open-world, first-person adventure game we’re all hoping for.
Come on, game-makers! Jurassic Park 4 is coming out! The license is hot! My one piece of advice: Don’t try to make Jurassic Park 4: The Game. Don’t tie this to a film’s release schedule. Use the dinosaurs, but make it its own thing. Follow the Arkham Asylum model. We’ve waited this long for a decent Jurassic Park game; we can wait a bit longer.
The world is ready. Here’s hoping the right people get together to make it happen.
Comic Con International San Diego Official App Navigation
So for those unlucky few who went to Comic Con and did not download this App I really feel sorry for you, but lucky for everybody else here is a link to the free Comic Con App giving a detailed program of panels and exhibits open through Sunday July 15th.
I will beĀ posting info and pictures from Comic Con shorty.
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Xbox 720 Price, Features Revealed in Allegedly Leaked Document
By Mitch Dyer
Update: The document in question has since been removed from its original source at the request of Covington & Burling, a law firm that advises Microsoft. No word on if it was removed for being a forgery or not, so we’ve inquired with the firm as to why.
Microsoft responded to IGN stating “We do not comment on rumors or speculation.”
Original Story:Ā An unconfirmed document allegedly leaking out of Microsoft reveals the company’s five-year plan, price, and features for the Xbox 720. The 56 page document looks at the possibilities for Xbox 360 in 2011 leading up to the launch of the next generation in 2013, which includes a new Kinect sensor at launch in a $299 bundle. Notable changes include a blu-ray disc drive, as well as a focus on and tablet integration. IGN is already confident that the next-generation will begin in 2013, and the plan for tablets to talk to consoles recently rang true.
Notable goals and features for the Xbox 720 include an improved Kinect sensor with four-player games, accessing your media library anywhere via cloud streaming, and not needing to upgrade hardware ever again. Most notable is the rumored plans to create glasses that give players a heads-up display/virtual reality interface dubbed Fortaleza.
Fun fact: Fortaleza is a state capital in Brazil, as was Natal.
Remember, none of this is information is confirmed, so take it with a grain of salt if you suspect it’s an elaborate hoax. We’ve reached out to Microsoft for comment on its validity.
What do you make out of this alleged leak? Is it totally fake, or is it the beacon of our future?
Source: Scribd via Reddit.
[UPDATE]
Reports around the Internet are surfacing that show an alleged leaked Microsoft press release about an Xbox-branded tablet.
Supposedly named Xbox Surface, the document details a tablet with 7-inch screen and impressive technical specifications that I’m not going to attempt to decode (you can see the full details below). It apparently also supports “up to 4 wireless game controllers”, if it is in fact real.
Opinion: The many reasons Street Fighter X Tekken sold less than expected
By Christian Nut
Capcom’s most recent fighting game, Street Fighter X Tekken, didn’t sell as much as the publisher expected it to.
āSales of ‘Street Fighter X Tekken‘ have fallen short of our plan. We believe one of causes is cannibalism because of the large number of other games in this genre that were launched within a short time,ā the company said in a brief Q&A on its website last week.
The company blamed competition — and, of course, if youāve followed Capcom over the years, you smacked your forehead. Thereās competition, and then thereās self-competition. Capcom has always saturated the market to the point of pain, and that is, in fact, the most obvious criticism of this news.
In reality, thatās just a small part of the problem with Street Fighter X Tekken. If Capcom wants to blame the competition, publicly — thatās fine. But if the company wants to understand just what went wrong, there are some hard truths it has to face. And if youāre thinking about launching your own game — particularly launching in a segment with an ardent community — there are plenty of lessons here for you, too.
Letās consider what Capcom did to set up stumbling blocks for itself:
Special: This game was made by Dimps, the same development team that handled Street Fighter IV — and that should mean quality.
Counter: This is the first and arguably the most important point, and itās strange that Capcom hasnāt publicly admitted it, at least in its results. This game is a mess. Capcom did a good initial job with PR — building interest in the community by exposing the game early and often — but quality issues destroyed those gains immediately upon release.
The game is one of the sloppiest games Capcom has ever put out. Yes, most fighters have infinite combos — particularly console-based ones that didnāt enjoy prior arcade releases and have their bugs beta tested out by hardcore fans. But infinite combos should not be this trivially easy.
Even more confusingly, the gameās latest patch, which presumably was designed to take care of this sort of thing, added a brand new crash bug.
Itās not clear why this game is so sloppy. Was it rushed? Was it low-budget? Was a B-team put on it? Even incredibly funny YouTube videos, like this one of bugs with Mega Man make it incredibly easy to dismiss. In fact, videos like these make the game look way worse than it actually would play for an average player, too, whoād likely rarely if ever encounter them. Hardcore fans are the ones uncovering these bugs, but the damage applies to all audiences.
I would have said Capcom could have addressed this with a patch and some good PR, but the patch was obviously a failure; and the PR is deep in the hole for other reasons youāre about to read about.
Special: The competition is to blame — Street Fighter X Tekken didnāt have a chance.
Counter: Capcom, perhaps more any other publisher in the industry, is notorious for milking its games with add-ons, ports, remakes, and new versions.
Sometimes that backfires. Hell, it has backfired in this very market. Before the company released Street Fighter IV and brought 2D fighting games back into the mainstream, it took the genre through its first boom and bust, back in the 1990s. Excess inventory of Super Street Fighter II cartridges for SNES and Genesis reportedly badly hurt the company as it transitioned to the PlayStation and Saturn.
Youād think Capcom would learn.
Still and all, Street Fighter X Tekken came out less than four months after Ultimate Marvel vs. Capcom 3, and less than three after Capcom launched UMVC3ās Heroes and Heralds mode — a major content update designed to keep players focused on that title post-launch.
Letās not forget that all of the fighters the company released this generation feature Street Fighter characters. This was far from true of the Capcomās output during its most prolific period. How many Ryus do you really need? This is the companyās fifth Street Fighter-based retail SKU since 2009.
Itās true that Namco released Tekken Hybrid late last year. But the truth is, nobody really cared about Tekken Hybrid (itās an obscure fan-oriented title) and it didnāt even ship on Xbox 360. The decks were effectively clear. Sure, when it comes to casual fans, Tekken is not the draw Marvel is — an IP that thrives even outside games. But itās still one of the best-respected and most popular series in fighters.
Then there are the real competitors. Yes, other companies released games around the same time, such as Skullgirls and Soulcalibur V, neither of which sold nearly as well as Street Fighter X Tekken. More relevantly, any student of capitalism tells you you weather competition by having a superior product; whether or not you like Street Fighter X Tekken — and many seem to — itās clear that the game got the least attention of Capcomās recent fighters. This is thanks to the way the company primed people to actively not want to buy the game — as weāll see.
The open question is whether Capcom saw Street Fighter X Tekken and Ultimate Marvel vs. Capcom catering to different audiences. If so, it might have lost perspective on its own products.
Special: Sure, Capcom released a lot of fighting games in rapid succession — but thatās normal for this hardcore genre.
Counter: Yes, this is a genre thatās struggled with oversaturation from the moment it became popular — and Capcom, which propelled it into the limelight, has always pushed things to the very edge of sustainability.
But itās worse than that, these days. Capcom drew ire from fans by releasing Super Street Fighter IV to retail rather than updating the original release of Street Fighter IV with DLC — but players accepted it, because it was 2009/2010. Things were different then, and Capcom seemed to figure things out, eventually, by offering the final upgrade, SFIV: Arcade Edition, as a moderately-priced DLC pack as well as a retail disc.
Even so, Capcom didnāt run with this strategy. Prior to the reveal of the full-priced, disc-based Ultimate Marvel vs. Capcom 3, the company had planned to keep updating the original MVC3 with content — but after one batch of DLC characters, Ultimate Marvel vs. Capcom 3 was announced.
Guess what happened? UMVC3 sold worse than Super Street Fighter IV, Capcomās Christian Svensson admitted.
Hereās an obvious cautionary tale: donāt change your plans. If youāre promising (or even implying) one thing and then delivering something else, youāre going to hurt your reputation.
But there are times when you might just have to change your plans, of course. Producer Ryota Niitsuma cited the 2011 earthquake as throwing a wrench into Capcomās MVC3 strategy, which of course arouses sympathy. Would an aggressive, timely DLC plan be thrown off more significantly by losing a week or two of development than a retail release would be? It seems plausible.
But a week (or perhaps two) is likely all that would have been lost. Tokyo, where the game was developed (by Eighting) was not drastically affected by the quake, though itās quite possible developersā families lived in hard-hit regions, causing more significant disruptions to the schedule. However, if Capcom had said āthe DLCās delayed by two weeks due to the quake,ā fans would have been sympathetic.
Obviously, I canāt say what the true scope of this tragedy was on the gameās development plans. It seems any plans could have survived this trauma if they were solid, though, and in this interview, Niitsuma suggests that there were always fundamental weaknesses in the DLC plan.
More importantly, the company had a real opportunity to start treating its fighting games as living, breathing services at this point, and squandered it. Earthquake or no, no doubt it would have required more effort for Capcom to get people to buy into Marvel vs. Capcom 3 as a service rather than to kick out another disc-based update, but it would have been a great chance to try and build a real interlocked community and DLC effort for the title. Rhe company still hasnāt gone down that road, and the poor design of and reception to SFXTās DLC plans means it still wonāt, as weāll see.
The takeaway here: build goodwill through transparency and honesty in advance, not after youāve already made an unpopular decision. If you have to make a major change thanks to circumstances beyond your control, let people know. And think ahead; donāt be forced to react when you hit a bump in the road. You will definitely hit one. The good thing is, your fans care.
Special: How can you blame Capcom for not jumping into the digital age properly? The gameās gem system is custom-tailored to todayās marketplace, and brings new strategic depth to the series.
Counter: Itās true that Street Fighter X Tekken has an interesting new system. But itās interesting for the wrong reasons: it was a PR disaster well before the game arrived on shelves, and it throws player anxieties about pay-to-win items in sharp relief.
For those who donāt religiously follow the genre, the company planned a new gameplay system for Street Fighter X Tekken in which players could equip their characters with ability-enhancing gems. When the gameās producer, Yoshinori Ono, first dropped some vague info about the topic, all hell broke loose.
The fan community, dismayed by the idea of microtransactions, pay-to-win, and unfair advantages destroying the gameās balance, was horrified, and some tournament players quickly argued that the game might not be able to be used for competitive purposes.
Itās still debatable whether or not the gems system itself is critically flawed. The basic idea: adding collectible card game-like strategy to a fighter, allowing players to build a customized team, is in fact sound, and even clever. But the messaging and (crucially) the execution were the real problem points here.
Seth Killian, the companyās lead community manager and tournament player, argued that he loved the initial idea long before it was revealed to fans, when he was asked by Gamasutra.
Note that I say āwhen he was asked.ā The company didnāt get ahead of this entirely predictable controversy. Killian is a tournament veteran and longtime fighting game fan. Thatās why he got his job in the first place; he knows his community. Whether he struggles against the strictures of dealing with corporate overhead, whether he just didnāt think ahead, or whether he got taken by surprise by the mouthiness of the gameās producer Yoshinori Ono, I just donāt know. But there was seemingly no plan in place for dealing with the fallout.
In the end, Street Fighter X Tekken was selected for EVO 2012, the most important North American fighting game tournament. But how much say does the tournament have about whether or not it chooses to run with this yearās big game from the biggest name in the genre? We donāt know, but we do know gems are excluded from tournament play.
That, however, hasnāt killed the controversy, because it affects the gameās balance (it was designed for gems) and because expert players have continued to harp on exactly how the gem system is exploitable in the worst possible ways — which deflates Capcomās defenses. Is this another example of sloppy development or was the lure of DLC profits that got to Capcom? Itās impossible to say, but the PR disaster is unmistakable.
Special: On-disc DLC is fair — because there are solid technical reasons to include this data on the disc.
Counter: And then there was the on-disc DLC. People hate on-disc DLC, of course, but even if you accept the companyās rationale — the fact that players who donāt buy the characters should still be able to fight against players who use them online without wasting hard drive space — what was hilarious is that (A) they werenāt available from launch and (B) theyāre included, for free, in the upcoming Vita version. The full roster of characters costs $20 for the unlock on PlayStation 3 and Xbox 360.
People have long hated on-disc DLC. Even with a credible pro argument, the con argument of āpeople hate it, and they have always hated itā is well worth noting, particularly in such a community-driven genre. The pro argument isnāt that credible, either: Namcoās Soulcalibur V offers an free DLC pack which allows players to experience, but not use, DLC they donāt own while playing online; Arc System Worksā BlazBlue allows users to easily step down to an older version of the game to play with players who havenāt upgraded.
Worse yet, the characters were all available in early builds of the game distributed to the press; itās unclear what the original plan was, whether it changed, and if the characters were even done in time for launch. But either way, it was a major PR mistake.
Further insult came when it was revealed that the Vita version of the game comes with all of the characters for free, as noted above. Yes, it doesnāt come out till October, but itās not as if the player base isnāt aware that it costs $10 less and has $20 of free DLC characters included, for a total of a $30 difference. And the Vita version is cross-compatible for online play with the game on PS3. Would you buy a game knowing that — even if you donāt have a Vita or plan to buy one — itās a ripoff? Itās simple.
Iāve also heard it suggested that the fact that all characters being on the disc drove piracy — fans felt like they were being ripped off and so felt justified in ripping Capcom off. Iām not defending that position, but even if itās neither true nor significant, itās still not very smart to put the data on the disc — simply because pirates will crack the game and get early access to content your paying players canāt touch, frustrating them tremendously. Like aggressive DRM, this is a recipe for punishing, primarily, those who legitimately purchase your content.
Would players be complaining now if the company had gifted one DLC character immediately and accelerated the release of the rest? Probably not. Even without that, this was another predictable PR disaster.
Special: Console-exclusive characters? Cool!
Counter: Itās not uncommon for multiplatform fighting games with large rosters to have platform-specific characters on one system or another. It works well, too… when you do it right, as Namco has done with the Soulcalibur series in the past. Who can forget Zeldaās Link in the Gamecube version of Soulcalibur II?
Hereās how to do it wrong. Street Fighter X Tekken has five characters that appear only on the PlayStation 3: Mega Man, Pac-Man, Cole (from Sonyās Infamous series), Kuro, and Toro (from Sonyās Japan-only Dokodemo Issho series.) Yes, three of those characters hail from Sony IP, but two donāt. More importantly, thereās nothing on the 360 side to even up the odds, which is how Namco keeps the peace. Once the game got hacked, rumors began to fly that some or all of these characters were also on the 360 disc; whether or not it was true, it just was one more way the on-disc DLC story metastasized into something even worse, and turned an insult (for 360 owners) into an injury.
K.O.
As you can see, an overly simplistic explanation of what went wrong with this game ignores a majority of major flaws with this game, its release, and especially Capcomās messaging around it. There is a top-to-bottom lack of planning and community engagement around this game, and that, I would argue, is what lead to the poor sales Capcom is now bemoaning in its earnings statement.
The story here is, no matter how good your community outreach and PR is leading up to a gameās release — and aside from the onset of the gems controversy, Capcomās was good for this title — it will all unravel at lightning speed unless you can really address these concerns in a proactive, fan-friendly way.
Capcom producer Yoshinori Ono has become a celebrity to hardcore gamers; his name is widely recognized as the man who brought Street Fighter back into the limelight. But given the amount of confusing and contradictory information the company spreads about its fighting games and their release strategies for them, “Onoās lies” has become a meme. Thatās not great for your PR strategy, is it? Ono isnāt entirely to blame, but as the face of Capcomās fighters, heās become a divisive figure largely due to company-wide PR gaffes that could have been avoided with more careful planning.
Now, Iām not saying the company is fatally flawed. Capcom gets a lot of things right — just nothing to do with this game, pretty much. The bright side of its financial results was that the critically-maligned Resident Evil: Operation Raccoon City sold well beyond expectations. Why? Because it correctly taps into both the zeitgeist (itās a Western-developed shooter) and nostalgia (itās set during the events of the fan-beloved Resident Evil 2). It doesnāt matter if it kind of sucks. It even offered free DLC to fans who held onto their discs after beating the campaign: a clever touch, and literally the opposite of what happened with Street Fighter X Tekken.
Donāt exploit, insult, and fail to engage with your audience. Nurture and respect them. While I wouldnāt go so far as to say that Street Fighter X Tekken is a completely cynical or needless game — the core concept, of pitting two rival franchises together, is reasonable, even exciting — it came out too close to the companyās other titles, with too many slip-ups in every possible regard. By the time it released, the well was poisoned, and things only got worse from there. Is it any wonder people didnāt feel like buying it?
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Zelda New Animated Series Update
Here is a small teaser for the upcoming Zelda animated series, Developed By James Miller, Dylan Bailey and Carrie Ann. I am currently writing an episode as a featured writer so check it out, or I will never forgive you. The project is starting to really pick up steam with the team coming together and I can’t wait to see whats in store for Zelda in 2013. Animators are needed so now is the time to jump on board Zelda fans!
Here is a link to the video
(There are still positions available to join the team, so use the link for more info if your interested)
(Also here is a link to the .pdf booklet with detailed info on the project)
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Blog 9 {{STAND BY FOR ASSIMILATION)) Jedionston Rolls with IGN
This blog was submitted to IGN Community Blogger E3 2012 Contest MyIGN Blog CaptainDirk
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Z! True Long Island Story Episode # 65
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Elder Scrolls Online MMO Bethesda
Bethesda Softworks will bring its popular Elder Scrolls series of single-player RPGs online next year.
The Elder Scrolls Online, developed by Zenimax Online, will be the first multiplayer version for the critically-acclaimed and commercially successful franchise since its debut 18 years ago.
The series’ last release, The Elder Scrolls V: Skyrim, was one of the biggest releases in 2011, and had shipped more than 10 million copies around the world before the end of the year. Previous Elder Scrolls games were developed by Bethesda Softworks, a subsidiary of Zenimax Online’s parent company Zenimax.
Set up in 2007 in Hunt Valley, Maryland as an MMO-focused studio, Zenimax Online is headed by Matt Firor, co-founder of Dark Age of Camelot developer Mythic Entertainment (now BioWare Mythic). This will be Zenimax Online’s first release.
The game explores a new period in Elder Scrolls’ history, and is set a millennium before the events of Skyrim, according to a report from Game Informer.
Bethesda Softworks will publish The Elder Scrolls Online in North America, Europe, and Japan next year for Windows and Macintosh-based PCs.
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