Video

Remember Malukah? She’s the awesome vocalist and musician who has delivered some inspired covers of video game tracks, specifically those found in The Elder Scrolls V: Skyrim. Her “The Dragonborn Comes” is flat-out spectacular, and now she’s back with a tribute track for Mass Effect.

The song is called “Reignite,” and it uses a mix of tracks from the Mass Effect series score, most notably that sad-ass piano theme from Mass Effect 3 that often features people getting melted by Reaper lasers. Regardless of where you stand on the ending controversy for the game, this is an inspiring song, and it’s a big reminder of how powerful the entire game series really was. Here’s hoping people remember the good and not the bad.

Meantime, you can hit this link to download the track from Malkukah free of charge, and check out the rest of her work.




Source: Gaming Today

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Get it below.

Source: VG247

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4 Historical Eras That Need Video Games

by Salat on April 19, 2012 · 0 comments

With Assassin’s Creed 3 on everyone’s mind, the whole gaming world is now talking obsessively about the setting – the roughly 30 year period spanning the beginning of the 7 years war to the conclusion of the American Revolution. Suddenly, everyone is an expert on British taxation, common law and the fact that George Washington was kind of like the Forrest Gump of the Colonies, magically somehow involved in nearly every important event of his time.

Lost in the hubbub is the fact that this is actually that rare moment in gaming, the employment of a somewhat unique setting. Yes, the frame is still 20 minutes in the (cyberpunk) future, but yet again, the Assassin’s Creed series is managing to diverge from either Ancient Rome, Feudal Japan or World War II. We approve, but it has us thinking: what other historical eras have been sadly neglected by the video game industry? So we dug deep, deep into ye ancient archives to find them.

Here are 4 historical eras that need video games of their own.

4: The Kurukshetra War

Where: Northern India

When: ~800s B.C.E. but possibly 300 years earlier.

What:

The Kurukshetra War is to India what the Trojan War is to Western Civilization: basically, the foundation from which a vast amount of LITERALLY EVERYTHING ELSE FLOWS. Culturally speaking, I mean. And just like the Trojan War gave us the Trojan War Poetic Cycle, the Kurukshetra War gave us India’s national epic, Mahabharata (itself, like Homer’s poems were for Troy, one of the few sources for the existence of The Kurukshetra War).

So what happened? A lot, and it’s really convoluted. Basically, two factions of a single family, seriously bitter due to several decades of back and forth backstabbing, finally had it out when the dynastic succession to the Kingdom of Kuru was up for grabs. One faction, led by Prince Arjuna, eventually ends up winning, with Arjuna establishing a long lived dynasty that goes on to conquer (peacefully, supposedly) a huge portion of Northern India. In between, there’s a lot of crazy family gossip (like how Arjuna and his brothers all marry the same woman, willingly!), some tremendous carnage, awesome iron-age bond gadgets, and a cool Star Wars ending in which Arjuna and his brothers decide to end their long, fantastic careers by renouncing the world, and climbing the Himalayas, where they ascend to the heavens as gods.

Why It Needs Video Games:

YEAHYEAHYEAH, an awesome war with a cool star wars ending. But that’s not why you’ve heard of it. You’ve heard of it because Arjuna’s charioteer and personal assistant is Krishna. Yes, that Krishna, one of the big goods of Hinduism and an Avatar of the God Vishnu. Krishna’s time on Earth has him displaying lots and lots of super powers, like being an excellent flutist and being able to make dozens of copies of himself so he can hook it up with some lovely farm girls. But his biggest claim to fame is his role as Arjuna’s valet. In Mahabharata, he’s constantly trying to arrange for a peaceful outcome and meanwhile giving good sense moral advice. Once the war is unavoidable, however, he’s just as decisive for that as well. See, faced with killing members of his family, Arjuna wavers. So Krishna gives him a little pep talk about duty, self sacrifice, just war, and (paraphrasing) keeping the big picture in mind. It lasts for hundreds of pages and ends with Krishna basically revealing the insane scale of the universe to Arjuna.

That little pep talk is called the Bhagavad Gita. Yes, the Bhagavad Gita, and it’s sandwiched into an already exhaustively long epic. Or to put this another way, what if the Bible was sandwiched into the Illiad and Oddessy? That’s how big of a deal it is.

And the game?

Obviously, a Total War style strategy game is a must. Players could take one of the many factions in the war and pit them against one another. To even things out, while Arjuna’s faction still gets Krishna, the other factions could get visitations from the Hindu pantheon of their own to even things out. And the chance to see your forces battling against the staggeringly beautiful terrain of north India is too good to pass up.

But for my money, the perfect game for the setting has a better precedent: the Dante’s Inferno video game. No, I didn’t much care for that weird take on Dante’s epic about the Catholic afterlife, but I approve of the idea. “Mahabharata: the game” would be awesome. Players could take on the role of Arjuna, fighting through bloody battlefields, working out the fact you and your brothers are married to the same woman, and using super powers courtesy of Krishna. Done right, it’d make a great trilogy that could take full advantage of India’s rich mythological tradition. And let’s be honest: Elephants; Gods; massive carnage. WIN.




Source: Gaming Today

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Why Video Games Don’t Need a Savior

by Salat on April 17, 2012 · 0 comments

 

Taylor Clark doesn’t waste any time. Profiling iconoclastic game designer Jonathan Blow for the prestigious magazine The Atlantic, the author plants his flag right underneath the title: “Never mind that they’re now among the most lucrative forms of entertainment in America, video games are juvenile, silly, and intellectually lazy.”

Later in the article, Clark delivers another angry critique, which is amusing, and worth quoting in full:

“…video games, with very few exceptions, are dumb. And they’re not just dumb in the gleeful, winking way that a big Hollywood movie is dumb; they’re dumb in the puerile, excruciatingly serious way that a grown man in latex elf ears reciting an epic poem about Gandalf is dumb. Aside from a handful of truly smart games, tentpole titles like The Elder Scrolls V: Skyrim and Call of Duty: Black Ops tend to be so silly and so poorly written that they make Michael Bay movies look like the Godfather series. In games, brick-shaped men yell catchphrases like “Suck pavement!” and wield giant rifles that double as chain saws, while back-breakingly buxom women rush into combat wearing outfits that would make a Victoria’s Secret photographer blush. In games, nuance and character development simply do not exist. In games, any predicament or line of dialogue that would make the average ADHD-afflicted high-school sophomore scratch his head gets expunged and then, ideally, replaced with a cinematic clip of something large exploding.”

Clark is hardly the first gamer to be frustrated by these excesses, though he may be first to express his frustration in the pages of one of America’s most respected periodicals. Unfortunately, by doing so, he falls into a common rhetorical trap: Why should “video games,” as a whole, be defined by the medium’s bloviating blockbusters? Transformers: Dark of the Moon is the fourth-highest grossing film of all time. Does its wild popularity mean that cinema is “dumb?” Of course not. Nor does Justin Beiber’s runaway success represent a crisis in the future of music. People like all sorts of turgid crap, designed to titillate the lowest common denominator — they always have, and always will.

The author might be forgiven if he didn’t compound his error later in article by making this stunning, bad-faith argument: “It’s tough to demand respect for a creative medium when you have to struggle to name anything it has produced in the past 30 years that could be called artistic or intellectually sophisticated.”

Video games don’t need to “demand respect.” Now a $ 74 billion industry, they are already respected by a swelling demographic tide of the young and not-so-young who grew up playing games and respect them reflexively. Physicist Max Planck, discussing a different subject, explained exactly how this works: “New scientific truth does not triumph by convincing its opponents and making them see the light, but rather its opponents eventually die, and a new generation grows up that is familiar with it.”

I’m not going to waste anyone’s time citing the specific examples that prove Clark spectacularly wrong, though by using the second person (“you have to struggle”), he’s practically inviting me to. In fact, if it came down to it, I am confident that Clark could come up with plenty himself, without much effort. The explanation behind the author’s cynical hyperbole is simple: it makes Jonathan Blow, his subject, seem much more important.

Throughout the article, Clark is determined to portray the Braid designer as a messianic figure, set to transform the “dumb” world of video games with one fell swoop of artistic intentionality: “With The Witness, produced with about $ 2 million of his own money, he [Blow] plans to do nothing less than establish the video game as an art form — a medium capable of producing something far richer and more meaningful than the brain-dead digital toys currently on offer.” It’s a classic bit of “Hooker with a Heart of Gold” thinking: video games are stalking Hollywood Boulevard in thigh-high boots, and Jonathan Blow is Richard Gere, ready to whisk them away in his Tesla Roadster and show the world that despite the rough manners and loose morals, this a woman worth wedding.

Video games are already established as an art form, and have been since their inception. The debate — “are games art?” — is as tiresome as it is endless. Defining the meaning of “art” is a similarly tedious business, but if you doubt the ability of games to depict beauty and truth, or their ability to inspire joy, wonder, and sadness, you’ve obviously never played one. As designer Tim Schafer once facetiously quipped: “There is art inside of games, but the games themselves are not art — this is sort of hard to explain. You see, we wrap the art in a thick layer of non-art that we call gameplay. That hides the art, and neutralizes its ability to connect with people and express emotion – like botox.”

Despite the stunning variety of different games, and their demonstrable power to connect with people and express emotion, writers like Taylor Clark insist on penning exaggerated, self-castigating apologies, as if admitting the lowbrow nature of Gears of War will somehow convince the mainstream intelligentsia to give video games a seat at the table of culture. Forgetting that games are already taken seriously by millions of people, they search for a savior, a visionary who will somehow convince other, more important people to take games seriously. Paradoxically, it is exactly this fundamental insecurity that undermines their stated goals. As long as certain writers continue to apologize for games being games, certain people — readers of The Atlantic, perhaps — will continue to treat them as something that requires an apology.




Source: Gaming Today

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It might please those of you annoyed by the constant drumbeat of GAMING IS KILLING OUR KIDS YOU GUYS that not everyone with an audience thinks it’s so. Noted parenting expert Scott Steinberg, best known for penning the Modern Parent’s Guide series, has a new book in the series out – The Modern Parents Guide to Kids and Video Games – and surprise surprise, it largely comes out in favor of the dreaded video games that are supposedly ruining the youth of America.

After a perfunctory acknowledgement that the decline of physical activity in favor of electronic means of entertainment might be cause for concern (we agree!), he says “the truth that audiences seldom hear is that the vast majority of software titles are perfectly safe and fun for families, and capable of impacting them in positive ways.” And rather than trying to scare the hell out of parents, the new book offers them tips on topics like picking the right video games for your kids to play, use of parental controls and video game ratings, setting house rules and limits, and addressing concerns about online safety and virtual violence. Shockingly, this seems to suggest it’s the parents job to determine what’s best for their kid and gradually bring them into adulthood, rather than forcing the rest of us to babyproof the world.

If you’re a parent and this sounds interesting, the book is available for free download.

Via Develop Online




Source: Gaming Today

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Fez: All Warp Gate Locations [Video]

by Salat on April 14, 2012 · 0 comments

Is all the running and jumping between rooms tiring your thumbs in the mind-bending puzzle-platformer Fez? If you’re tired of long walks through treacherous terrain, check out where to find every warp gate available in Fez. While some gates only take you one-way, these special Warp Gates can take Gomez all over the perplexing universe of Fez, letting you choose where you want to go by color. Think of each warp gate as a major hub, and you’ll go find in your travels to find 32 Golden Cubes.

Switch perspectives and solve the mysteries of Fez with Game Front’s text and video walkthrough. If you’re looking for extras, guides, and more locations, check out the cheats page.

Find Every Warp Gate in Fez




Source: Gaming Today

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The maddening puzzles of Fez, and it’s secret collectibles, can’t slow down the Game Front Walkthrough Team — just check out our text and video walkthrough to get a taste of our puzzle-solving prowess. Mitchell, our resident Games-Master and all around smart-dude has uncovered the first of four secret artifacts in Fez. Scroll down for the complete explanation in video and text format.

To get your hands on even more Fez secrets, take a trip to the cheats page.

Looking for the rest of the artifacts? Warp to the Fez: Artifact Locations List.

Red Artifact Location & Achievement Walkthrough

  1. Start at the zone with three locked doors, requiring [4/8/16] cubes to unlock.
  2. Enter the door at the top of this room, it will take you to a new room with a column to your left. Enter the door at the top of the column.
  3. You’ll arrive in a room with a waterfall. Climb to the top of the room, and use the door inside the tree.
  4. Through the door, use the mushrooms to reach the treasure chest at the top. You’ll have found the first artifact.




Source: Gaming Today

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The official S.T.A.L.K.E.R. Twitter account leaked a video of S.T.A.L.K.E.R. 2 animations as proof that the title is still alive and in production, after reports of the game‘s death were greatly exaggerated.

The video derives from the portfolio of former GSC employee Sergey Zhukov, and can be seen below:

Boring video and terrible frame rates aside, that is one jazzy song: “Live for What I’d Die For,” by Jess Mills. I’ll need to look that one up. Oh, and I suppose the video can be seen as evidence that the game hasn’t been canned — though these assets were likely produced ages ago. Still, if developer GSC is releasing the video, their message is clear: they’re not giving up on S.T.A.L.K.E.R. 2.

Did you give up on it?


via Kotaku




Source: Gaming Today

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