‘Brothers in Arms: Hell’s Highway’ May Have Best Game Rain Ever

Before I even sat down to check out the long-anticipated, long-delayed “Brothers in Arms: Hell’s Highway” on the PC, my jaw dropped.

No matter how it played, I could say this within the first few seconds of seeing it: the rain blew me away. The way the droplets gathered on a soldier’s helmet, the environmental downpour — whether it’s actually dynamic or not is a moot point; it looks the part.

My strong gut reaction to the rain is actually why I wanted to sit down and check out “Brothers in Arms,” even if I’m awfully tired of World War II shooters.

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Online Shooter Brings Cash-For-Kills Gaming To U.S., Only In States Where It’s Legal

kwari_logo.jpgEver wanted to translate your gaming skills into dollar bills?

Now’s your chance.

In the online multiplayer first-person shooter called “Kwari,” players go can head-to-head to win jackpots of cash.

Launched in early January in Europe, “Kwari” is a free downloadable game — but you have to spend money to make money. The ammo will cost you five bucks for 5,000 bullets, and that’s the only cut that publisher Kwari Limited gets. The money for the jackpots is pooled together from real money spent on in-game goods — weapons, health upgrades and self-inflicted injuries — and it stays strictly in-game. With Visa, Mastercard and PayPal on board, “Kwari” looks to set its sights beyond Europe.

Does this sound like gambling to you?

I caught up with Kwari Limited Marketing Director Al King at GDC last month to talk about the game. King expects we’ll be seeing “Kwari” in the U.S. in June, despite strict U.S. gambling laws, which vary from state to state. In 2006, the U.S. Congress passed the Unlawful Internet Gambling Enforcement Act, which prohibits the transfer of funds from a financial institution to an Internet gambling site (excluding fantasy sports, online lotteries, and horse racing). Kwari Limited took great steps to not run afoul of those laws. Read more…

A Pill That Makes You A Better ‘Halo’ Player? The Makers And An Expert Weigh In

fpsbrain.jpgGetting your butt handed to you in “Halo 3“?

Take a pill.

About two weeks ago, news of a performance-enhancing pill for gamers made its way around the Internet. Dubbed “FpsBrain” and made by German computer-makers Tomarni, the product promises that a person will have a “remarkable increase in perception and reaction capacities.”

To boot, the website claims that their staff uses FpsBrain four times a week to “enhance their mental performance and their work efficieny [sic].” If it doesn’t work, the company promises “a 110% money-back guarantee.”

Sound like a sketchy, late-night infomercial? I thought so too.

So last week I got in touch with the Berlin-based manufacturer and had an e-mail exchange with CEO Thomas Straßburg. And since I’m no expert on “energy drinks” and performance-enhancing supplements, I also e-mailed a registered dietitian to answer my questions regarding the ingredients of FpsBrain. Here’s what I learned…

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Why Death Should Bum You out In A Video Game (’Far Cry 2′ Vs. ‘Halo,’ ‘Gears’)

Why can’t “Halo” make me feel what “Passage” made me feel? It’s clearly not a question of budget. It’s either unwillingness to do it or inability to do it. And I’m not saying that the guys who make “Halo” couldn’t do that if they tried. The point is they didn’t try — to me they didn’t try.

-- Clint Hocking To MTV Multiplayer, January 15, 2008

farcry2knifeAfter talking to “Far Cry 2” creative director Clint Hocking about explosive barrels, and fears of slumping PC first-person-shooter sales, there was only one more big topic for me to tackle with him: not selling out creatively.

Hey, I know how it is. I work for a big company. I know what expectations people have when you get involved with a big-budget enterprise. Folks begin to doubt that any interest you have in anything that’s indie or alternative has no chance of showing up in your work.

So I challenged Hocking on this. He loves indie games, or so I’d heard. How does that square with making a big-budget first-person-shooter. He took me up on it and we wound up talking about emotion and death, and how “Halo,” “Gears of War” come up short in a particular way that he says “Far Cry 2″ won’t.

(NOTE: I strongly suggest you play the five-minute indie game “Passage” before reading on, unless you don’t mind Hocking spoiling it for you.)

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Why Sluggish Sales For ‘Crysis’ and ‘Unreal Tournament’ Don’t Scare ‘Far Cry 2′ Designer Clint Hocking

Far Cry 2 on PCDuring my demo of “Far Cry 2″ last week, I asked the game’s creative director about a few things. I covered the exploding barrels part of the conversation. Later this week you’ll read how we talked about death.

But today I want to share our chat about making a PC game at a time that high-end first-person shooters aren’t selling the way people would expect.

The following exchange occurred as he demonstrated the game:

Multiplayer: What’s it like making a PC game these days in light of the sales figures for “Unreal Tournament III” and “Crysis”?

Clint Hocking, creative director, “Far Cry 2″: I don’t know if you’re aware, but we originally planned to make it as a PC game. We really wanted to tell the PC gaming crowd that “Far Cry” is a PC title and we’re not going to screw up the whole brand by making a crappy console game. We want to make a PC title that is worthy of being called “Far Cry 2.”

Multiplayer: Respect the complexity of it’s PC heritage and all that…

Hocking But at the same time, you’re right. We need to be profitable. We built the game we built it from scratch. And we built the engine from scratch as well. The engine team, their job was to port the engine over [to consoles.] Because they didn’t have any data with which to figure out how to do it, they used our ["Far Cry 2" game] data. We didn’t ever expect them to be able to put this thing on console.

The engine team got a console engine running using our data. We came back from Leipzig [Games Convention in August] after telling the world we were going to be PC exclusive. They said, “Look what we did.” We said, “Holy f—, we just lied to a whole bunch of people by accident.”

It turned out that they had the same game running on console.

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‘Soldier Of Fortune’ Producer Explains “Low-Violence” Option

screen005.jpgIt’s 2008, but I’ve still got 2007 on the brain.

Back in mid-November last year I received a copy of “Soldier of Fortune: Payback” from Activision.

I had never actually picked up the previous two games in the series, which are based on the military-focused magazine of the same name. After finding “Soldier of Fortune: Payback” among my stack of games that were released around that time, I noticed something interesting advertised on the box … specifically, a “low-violence” option. The white text, outlined in a red border read:

WARNING!!! Violent Subject Matter. Low-Violence Option Included

Since the “Soldier of Fortune” games have been known for their excessive violence, I was curious as to why they would advertise the low violence option (was it to appease parents or entice gamers?). I e-mailed Activision to see what it was all about, and I got a response from Producer Dan Gniady of Slovak Republic-based developer Cauldron HQ during the holiday break. Here’s what he had to say…
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EA Early 2008 Preview — ‘Burnout Paradise’ Continues To Impress, Sarge Fights On And More

paradise3.jpgA couple of weeks ago in the midst of all sorts of Holiday games busy-ness, I attended a hotel penthouse suite event that showcased EA’s big first-quarter 2008 games.

I was harried. I was tired. So I did not play “Railroad Simulator” for the PC (to be released 1/16/08). I saw it when the EA people were packing up, already loading a steamer trunk full of Xbox 360s and when I was busy talking to people about other things. I am sorry.

I was told that “Mercenaries 2” (Q1 2008; PC, PS2, PS3, Xbox 360) was similar to the E3 build I had played in July. I skipped it.

But I left pleased, because the game I had settled in with was “Burnout Paradise” (1/22/08; PS3, Xbox 360). It has quite a few things going for it.

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The Complete ‘Portal’ Vs. Mode - Full Croal And Totilo Exchange

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THERE ARE “PORTAL” SPOILERS THROUGHOUT THIS MASSIVE POST

Newsweek’s N’Gai Croal and I just wrapped a three-round Vs. Mode on the surprise hit of the season, “Portal.”

What did the game do right? What can other teams learn from it? Why does N’Gai think that some of the things I most highly praise about the game should not be imitated by other developers?

If you’ve played through the game, fear not any spoilers, and read the whole exchange that follows. And should I warn you that there’s lots of talk about the true meaning of story and character in video games? Come on in. It’s fun stuff. Seriously.

Excerpts:

Croal: You still haven’t managed to convince me that there’s a story in “Portal.” The only thing that we know is true is what Chell we did–GLaDOS, after all, is far too unreliable to trust anything she says–so if that amounts to “Portal” having a story, what then of “Tetris,” “Bejeweled” and “Lumines“? As for the cake being real, that certainly wasn’t Chell’s our POV. Who are you going to trust–GLaDOS or your lying eyes?

Totilo: I couldn’t cast I/Chell in a movie, that’s for sure. But I can tell you some things: she’s a she; she’s a test subject; she’s willing to follow orders only to a point; she doesn’t get tired when she runs; she has 20/20 vision; she cared about a companion cube; she was willing to kill her boss/captor. Were these all traits programmed into her by Valve? Were some of these brought into the equation by me? Well, sort of. Did I really bring my concern for the companion cube to the game myself? Or did Valve cull that out of me, essentially grafting certain actions and reactions onto me, puppeteer-ing me? Where exactly, in the spectrum between “Chell”-ness and Stephen-ness, is the character I control defined? And if it’s somewhere in the middle, is that not possibly a proof of how a character in a video game is defined differently than one written about in a page or displayed on a TV screen?

Read on for the rest…

(These exchanges are mirrored on N’Gai’s “Level Up” bog.)

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The Big Finish - Croal And Totilo Wrap ‘Portal’ Vs Mode With Big Questions

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Breaking all previously established rules N’Gai and I are completing out “PortalVs Mode in overtime.

Today’s installment appears one week after the first, bringing this sordid saga to a close — though the arguments we bring up conclude absolutely nothing.

In Round 1, I listed three things that the critically hailed “Portal” does well and explained why I thought few game companies would rip them off. N’Gai offered his own minimalist take on what “Portal” gets right.

In Round 2, I affirm that “Portal”’s story and characters moved me. N’Gai then told me the game doesn’t have a story and that the person I was controlling wasn’t a character.

In today’s Final Round we further the story and character debate. I explain why I think “Portal” represents game storytelling at its possible finest. N’Gai presents a great analysis of what a player in a game really means, in terms of the characters you play/control/identify-with.

Excerpts:

Totilo: I couldn’t cast I/Chell in a movie, that’s for sure. But I can tell you some things: she’s a she; she’s a test subject; she’s willing to follow orders only to a point; she doesn’t get tired when she runs; she has 20/20 vision; she cared about a companion cube; she was willing to kill her boss/captor. Were these all traits programmed into her by Valve? Were some of these brought into the equation by me? Well, sort of. Did I really bring my concern for the companion cube to the game myself? Or did Valve cull that out of me, essentially grafting certain actions and reactions onto me, puppeteer-ing me? Where exactly, in the spectrum between “Chell”-ness and Stephen-ness, is the character I control defined? And if it’s somewhere in the middle, is that not possibly a proof of how a character in a video game is defined differently than one written about in a page or displayed on a TV screen?

Croal: I don’t have this entirely figured out yet, but it should help explain my skepticism about your insistence that Chell is in fact a character, even by the lower different standards of videogames. Take “Metal Gear Solid 2: Sons of Liberty.” Solid is a grizzled, cynical, war-and-world-weary black ops veteran, while Raiden is an eager, impetuous, somewhat naive rookie agent. I know these things because they are depicted in the game. Can you tell me anything similar about Chell–anything besides restating either the premise of the game or simply recounting your actions during the game? You say, “she’s a she; she’s a test subject…she doesn’t get tired when she runs; she has 20/20 vision.” I say, given GLaDOS’s references to “android hell” in Portal, how can you be certain that she isn’t actually an “it”? You say, “she’s only willing to follow orders to a point” and ” she was willing to kill her boss/captor.” I say you’re mistaking game progression for character development. You say “she cared about a companion cube.” I say, where’s the evidence? I didn’t see any tears or hear anything approaching remorse. In fact, didn’t GlaDOS say that you/we/Chell terminated the companion cube faster than any other test subject?

You can read the rest of the exchange below (and, as always, it will be mirrored over at N’Gai’s blog).

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Sexiness, Randomness And Great Use Of Writing — The ‘Metagame’ Arguments

On Friday, November 2, I joined MTV News’ Tim Kash in a face-off of video arguments against Newsweek’s N’Gai Croal and author Heather Chaplin.

We played “The Metagame,” a game show created by game designers Eric Zimmerman, co-founder of Gamelab, and Frank Lantz, co-founder of Area/Code.

The game lasted 70 minutes and was among the most fun things I’ve done on the beat all year. We’ve presented 20 minutes of highlights on video here.

This post lists every argument we had to make in the game. Any time an opinion was challenged, the audience had to decide the winner.

Here are three samples. Read on for the rest… and you decide where justice was served and where my team (Team MTV) or Chaplin/Croal (Team Brooklyn) were robbed.

Opinion: “Tetris” has more randomness than “Resident Evil”

Argument: Team MTV said it does. Team Brooklyn challenged.
Verdict: Overruled — The audience agreed with Team Brooklyn.

Opinion: “Virtua Fighter” is sexier than “Super Mario 64″

Argument: Team Brooklyn said it was. Team MTV said it wasn’t.
Verdict: Upheld — The audience sided with Team Brooklyn.

Opinion: “Adventure” for the Atari 2600 makes better use of writing than “Street Fighter II”

Argument: Team MTV said it did.
Verdict: Uncontested — Team Brooklyn sided with team MTV.

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Tensions Rise — ‘Portal’ Vs Mode Round 2

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(Warning: “Portal” spoilers throughout this post)

Round 1 of the latest Vs. Mode was tame. I told Newsweek’s N’Gai Croal why I thought game companies would be hesitant to rip off “Portal” even though I then listed three things it did splendidly.

He praised the game’s minimalism.

In today’s Round 2 I take up N’Gai’s offer to talk about bosses but do so by stubbornly talking about the game’s story and characters.

N’Gai then lets me have it, explaining that I’ve talked right past him. In the process he tells me just what he thinks of the game’s story and characters, or lack thereof.

If you like it when people argue, this round’s for you.

Excerpts:

Totilo: I will tell you what I liked most about that boss battle: the fact that I wanted it. Did you ever get to Bowser at the end of “Super Mario Sunshine“? Or that whiny guy’s dad at the end of “Final Fantasy X“? I was miserable when I got to those boss battles. I was mad that they were in there. They were roadblocks and they killed my gaming flow. And did I really care about taking out Bowser in his giant bath tub? Or evil dad at the edge of some wrecked roadway? No sir. But I wanted to hunt GLaDOS down, confront her for her lies, and break free of her clutches. I wanted this boss battle. I don’t know if I ever have wanted a boss battle before. The narrative, slight as it was, suckered me in. The level design vaulted me forward. I cared to take a boss down, and never throught I was desiring this clash because I was being told to. I desired it. How rare is that? How odd is it that it’s so rare?

Croal: you still haven’t managed to convince me that there’s a story in Portal. The only thing that we know is true is what Chell we did–GLaDOS, after all, is far too unreliable to trust anything she says–so if that amounts to “Portal” having a story, what then of “Tetris,” “Bejewelled” and “Lumines”? As for the cake being real, that certainly wasn’t Chell’s our POV. Who are you going to trust–GLaDOS or your lying eyes?

Read on for the whole thing.

(This entry is mirrored at N’Gai’s excellent “Level Up” blog.)
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‘Halo 3′ Video Diaries — How Getting The Next Big Thing Changes A Gamer’s Life

What happens to you when a new game comes out?

You probably don’t go crazy. You probably don’t cut off all family and friends.

But in many little ways you probably change, even if just for a short time. For the past couple of months MTV News checked in on one “Halo 3” fan Kris Henderson to see what affects that game had on him.

We aired the results on Monday to kick off Gamer’s Week. Today on Multiplayer we have that segment for you right here — and it’s followed by a few video diaries Kris made during his first weeks of “Halo”-playing.

Do you see a little of Kris in yourself or someone you know?
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