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Tuesday, 31 March 2009

Xbox 360 | 2.5 million Left 4 Dead at retail

Even before Valve and its wholly owned subsidiary Turtle Rock Studios shipped Left 4 Dead in November, it was clear that the survival-horror shooter would be a top seller. In October, Valve said that Left 4 Dead preorders were outpacing those of its critically lauded and commercially successful The Orange Box by 65 percent, a clear indication of the title's growing demand.

As part of the 2009 Game Developers Conference last week, Valve revealed just how well the game is doing. The PC and Xbox 360 editions of the game have combined to sell more than 2.5 million units at retail worldwide, according to the publisher.

That number does not include sales through Valve's online distribution platform Steam, a statistic the publisher traditionally keeps under its hat. However, Valve founder Gabe Newell revealed in February that during a one-weekend-only half-off sale through Steam, Left 4 Dead sales skyrocketed 3,000 percent.

For more on the game, check out GameSpot's review of Left 4 Dead.


DS | Big in Japan Mar. 16-22: Super Robot Taisen K props up DS

At the beginning of March, Japanese crowds greeted the release of Namco Bandai's Super Robot Taisen Z Special Disc on the PlayStation 2 with a less than warming reception. The same can not be said for the DS installment of Super Robot Taisen K, however, whose 117,000 units more than doubled its closest challenger on Media Create's sales charts for the week of March 16-March 22.

Konami's Jikkyou Powerful Pro Yakyuu 2009 also debuted this week, with the PS2 edition of the cutesy baseball title sliding into second with 50,000 units and the Wii installment batting ninth with 22,000 copies sold. Enterbrain's adventure title Amagami for the PS2 finished the week in third with 42,000 units sold, closely followed by Nintendo's DS title Mario Luigi RPG 3!!! at 39,000 copies. Coming off last week's first-place performance, Koei's Mosou Orochi Z for the PS3 dropped to fifth with 36,000 additional copies sold.

Resident Evil 5 on the PS3 continued its strong run in Japan, selling 29,000 units, while Nintendo's Rittai Picross 3D on the DS again charted with 24,000 units for the week. Monster Hunter Freedom Unite for the PSP once again slotted in near the bottom of Media Create's weekly chart, scoring an eighth place finish with 23,000 units, while Koei's Dynasty Warriors: Strikeforce for the PSP rounded out the list with 19,000 units.

Super Robot Taisen K's strong debut undoubtedly helped Nintendo move systems on the week. The DSi and DS Lite combined to sell just over 80,000 systems, outpacing the PSP's 65,800-unit tally. The PS3 again outpaced the Wii and Xbox 360, with Sony's system logging sales of 25,400, Nintendo's console selling 18,100 units, and Microsoft's machine eking out just 5,400.

Week of March 16-22, 2009
Software:
1) Super Robot Taisen K (DS)
2) Jikkyou Powerful Pro Yakyuu 2009 (PS2)
3) Amagami (PS2)
4) Mario & Luigi RPG 3!!! (DS)
5) Musou Orochi Z (PS3)
6) Resident Evil 5 (PS3)
7) Rittai Picross (DS)
8) Monster Hunter Freedom Unite (PSP)
9) Jikkyou Powerful Pro Yakyuu Next (WII)
10) Dynasty Warriors: Strikeforce (PSP)

Hardware:
DSi 71,200
PSP 65,600
PS3 25,400
Wii 18,100
DS Lite 8,900
Xbox 360 5,400
PS2 5,100


PC | THQ expanding Kaos Studios

One look at recent headlines relating to THQ, and it's obvious that the company has seen better days. In November, the publisher said that it planned to close five internal studios, as well as trim two others, in an effort to halve its core game slate. By early February, THQ said that it planned to lay off roughly 600 employees--or 24 percent of its workforce--following a holiday quarter in which sales slipped 30 percent from a year before. It also revealed that Saints Row developer Volition's payroll would be pared down with Rise of Nations-maker Big Huge Games being either sold off or shut down.

Not all of THQ's internal development houses are shrinking, though. Today, Frontlines: Fuel of War-maker Kaos Studios announced that it is hiring for a number of open positions related to an unannounced project.

Details on the title were not revealed, though open job listings on the developer's Web site indicate that Kaos is at work on a "next-gen" first-person shooter using "a world-class brand." Of note, in September, a video appeared online purporting to be leaked in-game footage of THQ's as-yet-unannounced third-person shooter Warhammer 40,000: Space Marine.

In February 2008, Kaos released Frontlines--its debut title--for the Xbox 360 and PC to a measurably positive critical reception. THQ canceled a PlayStation 3 edition of the game shortly before the other two versions launched last year.


Xbox 360 | AU Shippin' Out March 30-April 3: Wanted: Weapons of Fate

We've seen some massive games released in Australia in the past few weeks, and though things are starting to slow down, there are still a few standout titles coming out. Action gamers may be interested at the prospect of the latest movie tie-in game Wanted: Weapons of Fate, while Square Enix fans will be pleased to note that Final Fantasy Crystal Chronicles: Echoes of Time is due out later this week.

Picking up just hours after the film ended, Wanted: Weapons of Fate tells story of Wesley Gibson, a super-assassin who is out to find out the truth behind his mother's death. Like in the movie, Wesley has the ability to curve bullets and he has a Max Payne-esque slow-mo ability. Wanted: Weapons of Fate is due out on the PC, Xbox 360, and PlayStation 3 this Wednesday.

The fourth game in the Final Fantasy Crystal Chronicles spin-off series is due out later this week for the Nintendo DS and Wii. It's called Final Fantasy Crystal Chronicles: Echoes of Time. Square Enix has gone to great lengths to make sure that both versions play nigh on identically, so much so that the Wii version features two different playing boxes, simulating the dual screens of the DS. As far as the story goes, Echoes of Time isn't that big of a departure from other FF games, following the standard transformation of boy to man, and along the way he's asked to save his friend from a mysterious "crystal sickness." Expect to see Final Fantasy Crystal Chronicles: Echoes of Time out on April 2.

April 1, 2009
Monsters vs. Aliens (PS3, 360, Wii, PS2, PC, DS)
Wanted: Weapons of Fate (360, PS3, PC)

April 2, 2009
Afro Samurai (360, PS3)
Final Fantasy Crystal Chronicles: Echoes of Time (DS, Wii)
Disgaea DS (DS)

April 3, 2009
Pro Evolution Soccer 2009 (Wii)
Castlevania Judgment (Wii)


PlayStation 3 | Shippin' Out Mar. 29-Apr. 4: Guitar Hero: Metallica, Don King Boxing

Guitar Hero: Aerosmith proved to be an unmitigated success for Activision, selling in excess of 2 million units in the US across multiple platforms through February 2009, according to the NPD Group. The publisher is undoubtedly hoping to encore that success with Guitar Hero: Metallica, the second installment in the billion-dollar franchise to be devoted to a single band.

Guitar Hero: Metallica for the Xbox 360 and PlayStation 3 features the titular thrash-metal kings, as well as 21 other acts that acted as influences or were influenced by the band. In all, the game includes more than 45 playable tracks, which make use of the microphone and drum-kit peripherals introduced with Guitar Hero World Tour, in addition to the standard guitar and bass fare. GH: Metallica also brings a handful of new features to the franchise, including the Expert+ difficulty setting.

Those looking for a bit more sousaphone in their rhythm-game escapades can alternatively pick up Majesco's Major Minor's Majestic March for the Wii. Majesco will be bringing to market Gardening Mama for the DS, as well. 2K Sports will also be adding a title to both of Nintendo's platforms this week, with Don King Boxing rumbling onto the Wii and DS.

Those who missed Jonathan Blow's award-winning puzzle-platformer Braid on the Xbox 360 last year will be pleased to know that the PC edition will arrive at retail and a variety of downloadable storefronts this week. Xbox 360 and PC gamers will also be able to pick up Leisure Suit Larry: Box Office Bust, courtesy of Codemasters. Lastly, while Duke Nukem Forever remains a work in progress, Apogee Software will bring the Duke Nukem Trilogy to retail shelves this week on the PSP and DS.

Check back later in the week for GameSpot's reviews of the week's debuts. For a full rundown of every new game, check out the New Releases page.


Monday, 30 March 2009

GameCube | Study: Video games may improve vision

Video games have racked up their fair share of controversy over the years, accused of desensitising people to violence, warranting their own health warning labels, and being called a public health threat.

There is, however, a positive side to many of the studies focusing on the effect of video games, with researchers at the University of Rochester finding that playing video games, most specifically action-orientated games, improved contrast sensitivity function (CSF); that is the ability to detect subtle differences in shades of grey.

While the same researchers had previously found that games improved visual acuity and peripheral vision, the ability to improve contrast sensitivity is significant given that it was previously thought it could not be improved. CSF ability is often affected by old age or amblyopia--commonly known as lazy eye. Previously it was only possible to ease the symptoms via glasses or surgery, rather than address the root cause and improving the performance of the eye itself.

The research focused on 13 individuals split into two groups, playing video games for a total of 50 hours over nine weeks. One group were given action games including Call of Duty 2 and Unreal Tournament, whilst the other played non-action games which do not require such precise gameplay actions, such as The Sims.

Those in the action group showed a 43 percent improvement in CSF compared to those in the non-action group, whose average was 11 percent. More startlingly, the effect was said to last for months, even after the games themselves had stopped being played.

Researcher Daphne Bavelier, professor of brain and cognitive sciences was understandably pleased with the results of the study and said, "Video game training? may become a useful complement to eye-correction techniques that are routinely used in the clinic to improve eyesight." However, she also noted that "not all video games induce such a benefit, calling for special care in the choice of a clinically relevant training regimen."


PlayStation 3 | AU Shippin' Out March 30-April 3: Wanted: Weapons of Fate

We've seen some massive games released in Australia in the past few weeks, but things are finally starting to slow down. But there are still a few stand-out titles coming out--action gamers may be interested at the prospect of the latest movie tie-in game Wanted: Weapons of Fate, while Square Enix fans will be pleased to note that Final Fantasy Crystal Chronicles: Echoes of Time is due out later this week.

Picking up just hours after the film ended, Wanted: Weapons of Fate tells story of Wesley Gibson, a super assassin who is out to find out the truth behind his mother's death. Like the movie, Wesley has the ability to curve bullets as well as have a Max Payne-esque slow-mo ability. Wanted: Weapons of Fate is out on PC, Xbox 360, and PlayStation 3 this Wednesday.

The fourth game in the Final Fantasy Crystal Chronicles spin-off series is due out later this week for the Nintendo DS and Wii called Final Fantasy Crystal Chronicles: Echoes of Time. Square Enix has gone to great lengths to make sure that both versions play nigh on identically, so much so that the Wii version features two different playing boxes, simulating the dual screens of the DS. As far as the story goes, Echoes of Time isn't that big a departure from other FF games, following the standard transformation of boy to man, and along the way he's asked to save his friend from a mysterious "crystal sickness". Expect to see Final Fantasy Crystal Chronicles: Echoes of Time out on the second of April.

April 1, 2009
Monsters vs. Aliens (PS3, 360, Wii, PS2, PC, DS)
Wanted: Weapons of Fate (360, PS3, PC)

April 2, 2009
Afro Samurai (360, PS3)
Final Fantasy Crystal Chronicles: Echoes of Time (DS, Wii)
Disgaea DS (DS)

April 3, 2009
Pro Evolution Soccer 2009 (Wii)
Castlevania Judgment (Wii)


PC | GDC 2009: Wright, Molyneux sound off on societal impact of games

SAN FRANCISCO--It isn't often that game-industry luminaries like Will Wright, Peter Molyneux, Lorne Lanning, Bing Gordon, and Ed Fries can all be seen mingling in a single room, let alone sitting on the same panel, discussing the same topics. However, just such an occurrence happened today as part of the 2009 Game Developers Conference, where the aforementioned notables joined Rusel DeMaria in a session titled "Stretching Beyond Entertainment: The Role of Games in Personal and Social Change."

DeMaria, who is a writer, analyst, and game consultant, served as moderator for the panel and began by asking the participants whether they agreed with the assertion that game developers have an ethical responsibility toward the people who play their games. All save Fries answered in the affirmative, with the Microsoft Games Studio founder saying that it depends. According to Fries, the job of game designers is to make the best product they can, and if they set out to make a product that is first and foremost designed to be meaningful or ethical, then they are more likely to fail.

Sims creator Will Wright picked up on this notion, saying that there is a distinction between a responsibility to the player and a responsibility to the medium. For Wright, the priority right now is to advance the medium, and any impact that has on the player is just one consequence of that goal.

Lionhead Studios founder Peter Molyneux also agreed with Fries, saying that the goal is to make a commercially viable product, but that doesn't mean that the game can't have a positive impact on the player in the process. He did provide a caution, though, saying, "If we try and preach, we are far less likely to have the impact intended."

Lorne Lanning, who founded Oddworld Inhabitants and created the ethically charged Abe's Oddysee, said that his studio has always "had a tendency to look at entertainment as if it were food... Are you going to make food that is junk, or are you going to make something that's good for people?" Lanning noted that it's first important to identify what it is that people want to consume, and once that's figured out, it's possible to pull a "bait and switch" to deliver the message the designers want to convey.

Bing Gordon, who joined Electronic Arts shortly after its inception in 1982, continued this discussion, saying that games, more so even than schools (or prisons, as he called them), have an incredible power to teach and educate people. Citing his own experiences raising two daughters, he said that games serve as wonderful educational tools for basics such as reading and math, but also more abstract concepts such as productivity and leadership.

Picking up on this point, Wright noted that throughout the history of social media, it has been the cautionary tales of what people want to avoid that have served as the best influencers of positive change. Giving examples such as Frankenstein, Jurassic Park, Blade Runner, and Moby Dick, Wright said that one of the best ways to enact positive change may be to use the safe environment of games to present horrible experiences as cautionary tales.

Wright also mentioned an experience he had with Lionhead's Black & White, where he beat up his god creature "just to see what would happen." With the creature eventually bloodied and crying, Wright said that he legitimately felt pangs of guilt, an emotion that he couldn't have gotten from other forms of media, such as movies.

Lanning then related this experience to Abe's Oddysee, saying that there was a lot of in-fighting at his studio during the game's creation over whether or not they could let the player make it all the way through the game and still fail. "I wanted them to feel bad, really crummy, if they get through the whole game and find out they failed," he said. After the game's launch, Lanning said his studio was flooded with e-mails of players relating how profound of an experience it was for them.

DeMaria then shifted the panel's attention toward what designers can do to have a positive impact on players. Molyneux spoke first, noting that the youth have already begun using technology to become connected with people from all over the world. He said that he foresees cooperative play to continue growing in popularity and lauded the possibility of someone in North Korea joining forces in some in-game task with someone from the United States.

Gordon then returned to his earlier point regarding the educational power of games, saying that gaming is the next MBA program, because it trains leaders for tomorrow. Giving an example of online games, he said that the paradigm has shifted away from the Ultima Online style of a hostile player environment to World of Warcraft's highly cooperative experience. He then reiterated his point that games are a better place to teach algebra, reading, storytelling, writing, and so on, in addition to the obvious qualities of leading a guild of players in WOW.

Gordon also said that the gaming industry has reached the point where "we have more good game designers than the video game business needs" and that these people could be used to "bail out our culture." The former EA exec also addressed Molyneux's point, saying that online social games improve social capital. "Young people have more good social relationships throughout the world than ever before," he said.

Addressing DeMaria's question, Fries also returned to an earlier point, saying that "setting out to make a game for social change is like setting out to make a game for girls back in the days." It won't result in a good product, he said. A more interesting way to look at it, he continued, would be to add more depth and complexity in games, layering in levels of emotion and meaning.

Wright then stepped in, saying that games have a cultural cache to a certain extent because they are a renegade art form. "We have to figure out how to do this in such a way so that we don't lose our renegade status," he said, noting that enacting positive social change isn't going to work by making a game about recycling.

Lanning picked up on this point, saying that the government isn't doing enough to support game designers' potential for enacting positive change. Calling the notion that a game has to be profitable as "ass-backwards," Lanning said that game designers could completely redefine the educational system, but the government doesn't invest in this type of pursuit at all. "Every church is tax [exempt], essentially, but if it comes to helping use technology to educate our kids and help make them smarter, there's no support," he said.


Xbox 360 | Shippin' Out Mar. 29-Apr. 4: Guitar Hero: Metallica, Don King Boxing

Guitar Hero: Aerosmith proved to be an unmitigated success for Activision, selling in excess of 2 million units in the US across multiple platforms through February 2009, according to the NPD Group. The publisher is undoubtedly hoping to encore that success with Guitar Hero: Metallica, the second installment in the billion-dollar franchise to be devoted to a single band.

Guitar Hero: Metallica for the Xbox 360 and PlayStation 3 features the titular thrash-metal kings, as well as 21 other acts that acted as influences or were influenced by the band. In all, the game includes more than 45 playable tracks, which make use of the microphone and drum-kit peripherals introduced with Guitar Hero World Tour, in addition to the standard guitar and bass fare. GH: Metallica also brings a handful of new features to the franchise, including the Expert+ difficulty setting.

Those looking for a bit more sousaphone in their rhythm-game escapades can alternatively pick up Majesco's Major Minor's Majestic March for the Wii. Majesco will be bringing to market Gardening Mama for the DS, as well. 2K Sports will also be adding a title to both of Nintendo's platforms this week, with Don King Boxing rumbling onto the Wii and DS.

Those who missed Jonathan Blow's award-winning puzzle-platformer Braid on the Xbox 360 last year will be pleased to know that the PC edition will arrive at retail and a variety of downloadable storefronts this week. Xbox 360 and PC gamers will also be able to pick up Leisure Suit Larry: Box Office Bust, courtesy of Codemasters. Lastly, while Duke Nukem Forever remains a work in progress, Apogee Software will bring the Duke Nukem Trilogy to retail shelves this week on the PSP and DS.

Check back later in the week for GameSpot's reviews of the week's debuts. For a full rundown of every new game, check out the New Releases page.


Saturday, 28 March 2009

PC | GDC 2009: Kaos gives Big Huge tips on cinematic gaming

SAN FRANCISCO--While not as prominent as the annual Game Design Challenge, the Game Developers Conference also has a recurring session on Cinematic Game Design. This year's installment closed out the show on Friday afternoon with a lecture explaining how developers can borrow elements from action films to make their in-game action more impactful to players.

Presenting the session was a potentially awkward combination of one THQ developer, Kaos Studios' lead single-player designer Richard Rouse III, and one soon-to-be-ex-THQ developer, Big Huge Games cinematic director Martin Stoltz. (The publisher revealed the last leg of its massive restructuring plan earlier this month, saying that Big Huge Games would be sold or shut down if a buyer can't be found.)

Rouse started the presentation emphasizing that he doesn't want to promote bad cinematic design, or design that makes games less like an interactive medium. He then explained that games arguably already do action better than their film counterparts, but stressed that there are still cinematic techniques that can be applied to action scenes in games.

One technique the pair wanted to emphasize was the pacing of an action scene and the way that changing the tempo adds to its impact. Stoltz pointed to a clip from the climax of The Wild Bunch with roller-coaster-like pacing. A rapid-fire gunfight suddenly goes quiet and turns into a tense stand-off. When one of the protagonists pulls the trigger and starts the fight back up, an assault of quick cuts and gunshots leaves viewers with a sense of the overwhelming odds the main characters face.

Rouse contrasts that with a scene from Stranglehold where the main character dodges bullets in a slow motion standoff before the speed resumes to normal and the game becomes a fast-paced shootout once more. Stoltz said the tension and anticipation of the wild firefights in these clips do wonders to improve their final payoff and impact.

Call of Duty 4 was another game up for praise from Rouse, as he mentioned a climactic scene in the game where some of the player is knocked out in order to begin a scripted event. He points to it as a well-justified reason to take some of the player's control away. At the same time, it let players maintain some control and the scene makes an effective compromise between guiding players through a dramatic series of events and maintaining the interactivity.

Next the pair talked about car chases. Stoltz pointed out that directors have toyed with camera position in cinematic car chases for years. Putting the camera outside the car to show the havoc created by a high-speed chase through city streets detaches the viewer from the drivers and makes them concern themselves more with the chaos being inflicted upon the city. On the other hand, using in-the-car shots of the effects collisions have on the driver, as in the Bourne films, makes viewers relate more with the person inside the car.

For an example of this technique in games, Rouse showed a clip from The Wheelman, where players drive through traffic from a behind-the-car view. However, Rouse notes that the developers wanted to get into the car, so they gave players a slow-motion 360 spin-out during which the camera zooms into the car and players get a chance to fire off shots at their pursuers.

Stotlz also wanted to point out the way toying with scale sets up a sense of height. He points to the classic Hitchcock film Saboteur, where a man tries to rescue another clinging from the side of the Statue of Liberty's torch. Much of the scene was shot close up enough where viewers couldn't see more than the top of the torch. But Hitchcock selectively cut back to longer shots looking down on the characters to remind the audience how high up they were and the danger involved in the situation.

Rouse singled out Mirror's Edge for its use of the technique, as players can hop along the city's skyscrapers without constantly being reminded how high up they were. However, players approaching an edge of a building would glance down and be quickly reminded--as would those who miss a jump and plummet to their deaths. Assassin's Creed used the technique similarly, as players can scale the game's massive towers and be treated to a panoramic view of the surrounding area to show how high up they had climbed.

Familiar locations can also create a compelling new wrinkle to an action scene. Rouse pointed to Dead Rising's mall, Rainbow Six Vegas' casinos, and Duke Nukem 3D's movie theater level as examples of game settings where the action was made more interesting for players because of the environments. At the same time, a confusing environment could also pay off for the audience, much as it did during the mirror room shootout in Orson Welles' film The Lady from Shanghai or in the funhouse scene from Max Payne 2.

Stoltz wrapped up the session by talking about the action staple of the intimate death scene. He showed the final scene of David Cronenberg's The Dead Zone, where a character who can see the future by touching people receives a premonition that wraps up the film's main plotline. Rouse said many of the same techniques used to make that death scene intimate (varied pacing, slow-motion brutality, close-up camera angles) were used well with BioShock. Specifically, seeing the Little Sisters' emotions as players saved them or harvested them greatly enhanced the impact of the decision for players, Rouse said. Even though those scenes weren't interactive, Rouse said it was excusable because the player had to initiate them in the first place.

All of the slides from Rouse's presentation--as well as those from previous year's Cinematic Game Design sessions--should be available soon at Rouse's Web site.


Xbox | GDC 2009: Fable's Peter Molyneux plays with portals

SAN FRANCISCO--Peter Molyneux is perhaps known as much for Lionhead Studios' hit franchises such as Fable and Black & White as the often radical, overblown, or undelivered features these games were promised to feature. Be that as it may, his studio actually actively courts innovation through a program known as Lionhead Experiments, and the eminent game designer detailed this program, as well as a number of projects to come out of it, during a session at the 2009 Game Developers Conference today.

Molyneux began by explaining the background of Lionhead Experiments, saying it was born from the studio's first project, Black & White. Molyneux said that development on the title was "utter and complete chaos" because "some guy named Pete" would routinely derail the team by proposing new design features and ideas. One "dumb and stupid" idea that derailed the team, he said, was incorporating weather patterns inside the game that reflected those outside gamers' windows.

"Innovation is what our audiences really want," Molyneux said, so Lionhead decided to implement the program to control the influx of ideas so that they wouldn't negatively impact development. He also noted that it was important to develop innovative ideas because if there is no channel for a designer to pursue these experiments, "they leave your company and go do it elsewhere."

Providing a rough overview, Molyneux said the program provides a fast way of prototyping risky ideas from Lionhead team members. They are short-term affairs, lasting on average about four weeks, and typically have one to five people participating.

Any member of the staff can propose an experiment, Molyneux said, but they will need to find a senior member to act as a sponsor for it. The sponsor then sells the idea to Lionhead's creative board, and, if approved, it is scheduled in the same way as any other project, with milestones and checkpoints.

Projects primarily manifest in one of two ways. Since not everyone at the company is of the programming persuasion, Lionhead has a prototyping engine that strips away all unnecessary code, so much so that even someone unfamiliar with programming can build out their idea. Alternatively, experiments can be conducted using one of Lionhead's existing game engines.

Lionhead also has a program that Molyneux called "Concrete," which is designed to allow any asset from a game--be it a graphic, animation, or piece of code--to be intermingled within an asset from another game. Molyneux gave the example of taking trees from one game, a village from another game, and the AI from yet another game, and then combining them all into one project. He noted that the system "is still a dream" at this point, but a work in progress.

Once the project is prototyped, the creative board is given a full breakdown with risk assessment. If it is greenlit, the original creator is integrated into the full development team, designers are briefed so it is fully utilized, and a patent is filed, if applicable.

Molyneux then gave examples of some of the experiments that have come out of this project. The first was one of Fable II's most notable characters, the dog. Originally, the dog was planned to feature a punishment and reward mechanic. However, once prototyped, the dog didn't feel natural, he said, and they realized a better focus would be on the bonding elements of the player and the animal. Molyneux notes that had they not prototyped this feature, which took about two weeks, they wouldn't have realized it was not such a great mechanic until a year down the road.

The Lionhead head then ran through a number of other prototypes, ranging from Fable II's one-button combat to lighting based on ray-tracing technology to deformable skin to water mechanics to using a graphics processing unit to render thousands of animations and creatures at a time. Of the last experiment, Molyneux said that it was too late to implement in Fable II, but the studio may end up using it in the future.

Easily the most interesting experiment, and one that didn't actually pan out, was called The Room. Conducted by several members of the team who left Lionhead to form Media Molecule (of Little Big Planet fame), The Room was essentially a highly detailed workspace that resembled any given room in Fable II.

However, in the room, the creators came up with two other features. The first, Molyneux detailed, was called clay, which was essentially a nondescript cube that could be transformed, block by block, into an in-game object. For example, Molyneux demonstrated how a 2-by-3 clay box would turn into a TV, or a 2-by-1 box would become a bowl of oranges.

The Room also demoed technology called portals. Molyneux noted that the demo was created several years before Valve's highly praised The Orange Box's pack-in puzzler Portal was released but that the system played out much in the same way.

Adding a wrinkle to Portal's mechanic, however, Molyneux demonstrated how objects dropped into a smaller portal--in this case, a mirror--would grow after coming out of a larger portal. The enlarged object could then be dropped through the small mirror once more to become an even bigger object. At this point, Molyneux inadvertently dropped the small mirror into the large mirror, and the demo crashed. He did note, however, that Lionhead plans to incorporate this gameplay mechanic into its future titles.


Xbox 360 | GDC 2009: Killing the Gears of War 2 deadline

Last year's Xbox 360 hit Gears of War 2 landed less than two years after the original. That impressive feat is even more remarkable when you consider that Epic Games was simultaneously working on the PC version of the first Gears as well as downloadable content.

Although some might have balked at having to ship a AAA game under such a tight schedule, Epic executive producer Rod Fergusson embraced the deadline. In a 2009 Game Developers Conference presentation yesterday, he said that setting a firm date helped shape some of the key creative decisions behind the game--and kept his team laser-focused.

But even before the release date was fixed internally at Epic, Fergusson said that the team approached development on Gears of War 2 with a "versioning" mindset. That is, the sequel would build on the strengths of the first and not necessarily add any massive, game-changing features.

"We knew what our core was, and we just wanted to start building on top of that," he said. "If you were to look at GTAIV or Metal Gear Solid, and then say 'I want all of the features in all those games,' the chances of you doing that are almost zero. You have to be careful not to get too much stuff on your plate. Every feature you put in is essentially stealing polish time from the other features. Potentially, the more features you add, the bigger the chance of you lowering the overall quality of your product."

Fergusson said that, after setting the deadline internally, all decisions were then framed against meeting that schedule. "This provides a clear goal for the team, and it forces prioritization and creativity. If I said you only had two years, you damn well better be working on the most important thing first because you might run out of time," he explained.

"It's the belief that this ship date you have is both realistic and achievable. And then you say let's hold the date like it can't be changed. Our plan is to hold it as steady as we can and allow that to drive our resources."

Another key method that Epic used to keep game development in focus was setting thematic pillars. For Gears 2, Fergusson said that the pillars were a grander scale, more intimate moments, and accessibility. New features were then added to the game only if they supported one of these pillars. For example, the narrative involving Dom's wife was added for intimacy, as was the whole mechanic of using injured Locusts as meat shields. "After all, what's more intimate than a meat shield?" Fergusson quipped.

Although some ideas or concepts won't make the cut because of their incompatibility with the game's thematic pillars, Fergusson said that these shouldn't necessarily be abandoned completely. "Doing that allows you to put ideas in the sequel bank. You don't just throw them away--you put them aside," he said.


PC | GDC 2009: Fallout 3 lead opens game design vault

SAN FRANCISCO--After Fallout 3 won Game of the Year at the Game Developers Choice Awards on Wednesday, Emil Pagliarulo declared "I'm having the best year of my life."

That wasn't hyperbole.

After nearly four years of development, the game on which he worked as lead designer was finally released in October 2008. Immediately, Fallout 3 was greeted with near-universal critical plaudits, and was named GameSpot's Role-Playing Game of the Year and PC Game of the Year. (It was also released for Xbox 360 and PlayStation 3.) Sales weren't bad either, with the game shipping 4.7 million units in its first week on the market internationally. In the US, the game had sold just shy of 2 million copies as of February 28, according to the NPD Group.

With such success, there was little wonder that Pagliarulo looked laid-back and upbeat when his session began. (He was also nearly unrecognizable, having shaved his signature red goatee and lost a dramatic amount of weight.) Being the keynote address of the 2009 Game Developers Conference's Game Career Seminar, the audience consisted mostly of students eager to emulate Pagliarulo's success. As such, he began with his autobiography--specifically, the moment he became interested in computer gaming. That happened when he was 13 and his mother asked if he wanted a trip to Ireland or a gift. He chose the gift--and got a Commodore 64.

EARLY CAREER
Pagliarulo's first gaming job came during graduate school, when he was studying to be an elementary-school teacher. He got a part-time job as a game journalist at the Adrenaline Vault, eventually becoming editor-in-chief and dropping out of grad school. After writing a glowing review of Thief (1998)--which remains his favorite game of all time--he applied for a job as a junior designer on Thief II (2000) at Looking Glass studios.

The relationship that he had cultivated with the now-defunct shop paid off and put his resume at the top of the stack. It did not, however, guarantee him the job. He endured a grueling day-long interview that he left convinced he had blown it. "I just had my first kid and I was desperate for health insurance," he joked, "So I was really upset--I thought my kid was gonna die!"

Fortunately, Pagliarulo landed the gig. One thing that helped was demonstrating his design chops by making a Duke Nukem level...that was a replica of his college's student union. "That would totally get me arrested right now," he joked.

Back then, he said, a junior designer had to wear many hats: level designer, quest designer, and writer. Now, at Bethesda, those positions are all specialized. Pagliarulo also rebuffed criticism that design is one of the easier gigs in gaming, supposedly because it requires no knowledge of Maya or C++. "It requires a very special skill set," he said. "People don't appreciate that."

He compared his Looking Glass experience to the film Good Will Hunting. "I was the kid from Southie working with MIT geniuses," he joked, "Except I don't look like Matt Damon!"

BETHESDA
As for his Bethesda Softworks gig, Pagliarulo said it was the relationships he built that got him the job.

"The industry is really small--if you're an a******, people are gonna remember six years down the line," warned the designer. Luckily, Pagliarulo was not an a****** to Bethesda vice president of marketing Pete Hines, who worked under him at the Adrenaline Vault.

"I used to tell him what to do, now he tells me what to do," joked Pagliarulo. "Karma's a bitch."

Hines went on to become a product manager at Bethesda, and was instrumental in Pagliarulo landing the job...twice. He first offered Pagliarulo a job as Looking Glass closed its doors in 2000. However, shortly after he accepted the position, he learned that Warren Spector was making Thief: Deadly Shadows (2004) at Ion Storm in Austin, Texas. Pagliarulo then had to call up Bethesda studio director Todd Howard to retroactively unsubmit his application. "Pete has never let me forget it," he mused.

However, after a few years at Ion Storm, which Eidos Interactive shut down in 2005, Pagliarulo realized that he missed the East Coast. In 2002, he again called Hines and asked if they had any positions open. He was immediately hired and put to work on The Elder Scrolls III: Bloodmoon expansion pack. He would eventually become one of the lead quest designers on The Elder Scrolls IV: Oblivion, penning the fan-favorite Dark Brotherhood storyline. Some of the violent imagery in its quests was a factor in the game being rerated M for Mature postrelease.

FALLOUT 3
Later, he gave some behind-the-scenes insight about the making of Fallout 3. Given that Bethesda is just across the Potomac River from Washington, DC, he and the rest of the design team--which was led by Howard-- wanted to have the game set in the capital city. (The original Fallout games were set in Northern California.) Pagliarulo also said that they spent a long time carefully crafting the introductory narration for actor Ron Perlman (Hellboy), who narrated the original Fallout games.

Considering that Pagliarulo and Howard both had young kids, they wanted a father-son relationship to be central to Fallout 3's story. He found it particularly ironic that the script had just been completed when Cormac McCarthy's novel The Road was released in 2006. "It's basically the same story--a father escorting his son across postapocalyptic America," he said.

In terms of writing, Pagliarulo said that he resents professional writers coming in and trying to write a game when they don't play any. He disdains cutscenes and "too much text," preferring to tell the story through gameplay. Throughout, his top priority is player experience, from the moment they look at the game's cover to the time they finish the main quest.

"If you're like me, you're reading the game manual in the car coming back from the store," he explained. "We want the experience to start there."

To perfect this experience, Bethesda relies on a unity of vision and a heavily iterative design process. Each step of development is heavily documented via an internal Wiki system, which is constantly updated and viewable by all. Pagliarulo said that everyone at the studio is constantly playing the game through development, identifying problems and helping stir up enthusiasm for the project internally.

"My motto is: Great games are played, not made," said Pagliarulo. He added that people would be surprised how many game developers don't play their own games, given that they're too busy trying to hit production milestones.

Unfortunately, the iterative development process can lead to parts of a game being left on the cutting-room floor because they required too much work. In Fallout 3, the urban ruins of central D.C. were supposed to be twice as large as they were in the final version. "These maps were done and polished, but Todd thought they had to go," recalled the designer. "You just have to be honest with yourself and admit when something isn't working."

Howard also vetoed a Fallout 3 level that would've been among the most ambitious of the game. It would've seen Enclave forces launch an all-out assault on Rivet City, the settlement inside of a rusting aircraft carrier anchored in the Potomac. Players would've been tasked with escorting its inhabitants to the Citadel, the nearby Brotherhood of Steel stronghold in what used to be the Pentagon.

Pagliarulo was eager to include the combat-intensive level, but Howard said that the mission was just too big. Now, the designer retroactively agreed with his boss, saying, "In the end he was right, we couldn't do it."

INDUSTRY ADVICE
During the question-and-answer session, Pagliarulo was peppered with questions about how to get into the industry. His advice? If you like the company and the games that they make, take any position you can, even if it is as a QA grunt or intern.

"Two of our top designers began as interns," he explained. One got the job through a counterintuitive approach by being the most consistently annoying bug submitter. "He drove us nuts, but he showed great design instincts."

Pagliarulo did say that was the exception, not the rule. When looking for employees, Bethesda's top requirement is a "low a****** quotient." He also resents the sense of entitlement many younger applicants had. "They come in with all this badass attitude and say, 'I'm the guy you want to hire.'" Anybody who does that, their resume gets thrown out straight away."

Primarily, Bethesda wants enthusiastic people who are fans of its games and RPGs in general. When a programming student mentioned that he was a dungeon master at a weekly Dungeons and Dragons game session at his college, Pagliarulo told him to put that on his resume. "At Bethesda, that would actually be relevant experience," he declared.

Most importantly, Pagliarulo urged the students present to "speak through your work." He said that the best way to get a job at Bethesda was to use the toolsets that it released to make something really interesting. He said that they tasked one applicant to create something with the Fallout 3 level editor in a short time span--and the results got him hired on the spot. He also praised the modding community and predicted that "someone will re-create the original Fallout" with the Fallout 3 toolset within a year.

PERSONAL LIFE
Though antigame activists believe that games can scar children, Pagliarulo has the complete opposite approach. He regularly plays all sorts of games--including M-for-Mature rated ones--with his children, aged 5-9.

"I probably shouldn't, but I do--they're tomorrow's game designers," he said, before describing the first time he showed his 5-year-old son the ultraviolent zombie apocalypse action game Dead Rising. "You should've seen his face--he was horrified! But now he loves it."

In closing, Pagliarulo also said that even though he works long hours, he has a dream job: "Some people put up drywall or do roadwork for a living. I have to decide how many heads a monster has. ... I love what I do. In fact, I hope I die in my cube working on Fallout 20."


Xbox 360 | GDC 2009: Reliving Dead Space

SAN FRANCISCO--The atmosphere of last year's survival horror hit Dead Space was designed to instill a sense of dread in players, keeping them on the edges of their seats for hours on end, wondering if every shadow concealed another variant of the game's unspeakable monsters. But that's nothing compared to the tension the development team endured.

In his 2009 Game Developers Conference presentation today, Electronic Arts Redwood Shores senior producer Chuck Beaver said that the studio worked on the game for 18 months before it finally received a green light from the publisher. Dead Space was one of the first projects in EA's renewed focus on original intellectual properties, and Beaver said the publisher at the time was committed to that focus, but not confident about executing on it.

EA's reluctance might have been understandable. Beaver noted that the Redwood Shores studio had been a factory for licensed games like The Godfather and The Simpsons for years. He said the last original IP created by Redwood Shores was 1991's motorcycle combat game Road Rash.

After the original pitch for Dead Space in early 2006, EA provided the team with three months to work on the project. Given that an original IP was a different sort of game for EA, the Dead Space team took a suitably different approach to development than is typical for the company.

Beaver said EA games typically spend a lengthy period of time in the design phase before anything playable is created. For Dead Space, Redwood Shores focused on "putting pixels on the screen" as soon as possible. That meant prototyping some of the gameplay mechanics before the team had an engine to work with.

Because work on Dead Space started before EA had a next-gen engine ready for use, the team started prototyping some of the basic gameplay on the original Xbox, figuring it would be easier to find out how well the mechanics worked in practice and go through the pain of converting it to a next-gen platform later.

Beaver showed an early demo from this build, which had already implemented some of the weapons and the zero-gravity gameplay. While rough, the prototype helped "immensely," Beaver said, adding that the process of making demos early and often in development allowed for many more iterative improvements than the standard EA practice would have.

That wasn't the only EA convention Redwood Shores thumbed its nose at to get the game greenlit. Beaver said they "staged an aggressive internal PR campaign," treating and developing the game as if it had already been given the final go-ahead.

However, the final push that helped get Dead Space approved after 18 months of development was a vertical slice--a demo incorporating all the major features of the game Beaver described as "a completely polished bite-size serving of the whole game." While it took the team a year and a half to create the level in the vertical slice, it prepared them well for the rest of the project. After getting the green light, the team cranked out the game's other 11 levels in just 10 months, Beaver said.

For more on the game, check out GameSpot's Dead Space review.


Xbox 360 | GDC 2009: Wright, Molyneux sound off on societal impact of games

SAN FRANCISCO--It isn't often that game-industry luminaries like Will Wright, Peter Molyneux, Lorne Lanning, Bing Gordon, and Ed Fries can all be seen mingling in a single room, let alone sitting on the same panel, discussing the same topics. However, just such an occurrence happened today as part of the 2009 Game Developers Conference, where the aforementioned notables joined Rusel DeMaria in a session titled "Stretching Beyond Entertainment: The Role of Games in Personal and Social Change."

DeMaria, who is a writer, analyst, and game consultant, served as moderator for the panel and began by asking the participants whether they agreed with the assertion that game developers have an ethical responsibility toward the people who play their games. All save Fries answered in the affirmative, with the Microsoft Games Studio founder saying that it depends. According to Fries, the job of game designers is to make the best product they can, and if they set out to make a product that is first and foremost designed to be meaningful or ethical, then they are more likely to fail.

Sims creator Will Wright picked up on this notion, saying that there is a distinction between a responsibility to the player and a responsibility to the medium. For Wright, the priority right now is to advance the medium, and any impact that has on the player is just one consequence of that goal.

Lionhead Studios founder Peter Molyneux also agreed with Fries, saying that the goal is to make a commercially viable product, but that doesn't mean that the game can't have a positive impact on the player in the process. He did provide a caution, though, saying, "If we try and preach, we are far less likely to have the impact intended."

Lorne Lanning, who founded Oddworld Inhabitants and created the ethically charged Abe's Oddysee, said that his studio has always "had a tendency to look at entertainment as if it were food... Are you going to make food that is junk, or are you going to make something that's good for people?" Lanning noted that it's first important to identify what it is that people want to consume, and once that's figured out, it's possible to pull a "bait and switch" to deliver the message the designers want to convey.

Bing Gordon, who joined Electronic Arts shortly after its inception in 1982, continued this discussion, saying that games, more so even than schools (or prisons, as he called them), have an incredible power to teach and educate people. Citing his own experiences raising two daughters, he said that games serve as wonderful educational tools for basics such as reading and math, but also more abstract concepts such as productivity and leadership.

Picking up on this point, Wright noted that throughout the history of social media, it has been the cautionary tales of what people want to avoid that have served as the best influencers of positive change. Giving examples such as Frankenstein, Jurassic Park, Blade Runner, and Moby Dick, Wright said that one of the best ways to enact positive change may be to use the safe environment of games to present horrible experiences as cautionary tales.

Wright also mentioned an experience he had with Lionhead's Black & White, where he beat up his god creature "just to see what would happen." With the creature eventually bloodied and crying, Wright said that he legitimately felt pangs of guilt, an emotion that he couldn't have gotten from other forms of media, such as movies.

Lanning then related this experience to Abe's Oddysee, saying that there was a lot of in-fighting at his studio during the game's creation over whether or not they could let the player make it all the way through the game and still fail. "I wanted them to feel bad, really crummy, if they get through the whole game and find out they failed," he said. After the game's launch, Lanning said his studio was flooded with e-mails of players relating how profound of an experience it was for them.

DeMaria then shifted the panel's attention toward what designers can do to have a positive impact on players. Molyneux spoke first, noting that the youth have already begun using technology to become connected with people from all over the world. He said that he foresees cooperative play to continue growing in popularity and lauded the possibility of someone in North Korea joining forces in some in-game task with someone from the United States.

Gordon then returned to his earlier point regarding the educational power of games, saying that gaming is the next MBA program, because it trains leaders for tomorrow. Giving an example of online games, he said that the paradigm has shifted away from the Ultima Online style of a hostile player environment to World of Warcraft's highly cooperative experience. He then reiterated his point that games are a better place to teach algebra, reading, storytelling, writing, and so on, in addition to the obvious qualities of leading a guild of players in WOW.

Gordon also said that the gaming industry has reached the point where "we have more good game designers than the video game business needs" and that these people could be used to "bail out our culture." The former EA exec also addressed Molyneux's point, saying that online social games improve social capital. "Young people have more good social relationships throughout the world than ever before," he said.

Addressing DeMaria's question, Fries also returned to an earlier point, saying that "setting out to make a game for social change is like setting out to make a game for girls back in the days." It won't result in a good product, he said. A more interesting way to look at it, he continued, would be to add more depth and complexity in games, layering in levels of emotion and meaning.

Wright then stepped in, saying that games have a cultural cache to a certain extent because they are a renegade art form. "We have to figure out how to do this in such a way so that we don't lose our renegade status," he said, noting that enacting positive social change isn't going to work by making a game about recycling.

Lanning picked up on this point, saying that the government isn't doing enough to support game designers' potential for enacting positive change. Calling the notion that a game has to be profitable as "ass-backwards," Lanning said that game designers could completely redefine the educational system, but the government doesn't invest in this type of pursuit at all. "Every church is tax [exempt], essentially, but if it comes to helping use technology to educate our kids and help make them smarter, there's no support," he said.


PlayStation 3 | Eidos shareholders approve Square Enix buyout

Square Enix has cleared one of the final remaining hurdles in its buyout attempt of beleaguered UK-based publisher Eidos. The Tomb Raider maker announced today that its shareholders have voted in favor of the takeover. Although not a unanimous decision, shareholder yea-sayers achieved a comfortable majority, with 85.03 percent of voters approving the deal.

Square Enix's offer of ?84.3 million ($120 million) was unanimously recommended to Eidos shareholders by the company's board of directors when the deal was first announced in mid-February. Broken down by share price, the offer amounts to 32 pence ($0.46) per share, which is more than triple the value of what Eidos' stock had been trading at before Square Enix's move.

With shareholder approval now secured, the next step in the process will occur on April 21, when all listing and dealing of Eidos shares will be suspended. The following day, Eidos will officially become a wholly owned subsidiary of Square Enix.


PC | Q&A: Relic discusses Company of Heroes: Tales of Valor

Combining cutting-edge graphics with intuitive gameplay and fully destructible maps, 2006's Company of Heroes earned itself the title of being one of the most memorable real-time strategy games of recent years. Skip ahead almost three years, and we're on the verge of the second Company of Heroes stand-alone expansion pack for this popular WWII strategy game. We caught up with Tim Holman, producer at Relic Entertainment, to talk us through what he hopes fans will get out of the game, rebalancing of the online component, and what the future holds for the Company of Heroes franchise.

GameSpot AU: Tales of Valor's release is just around the corner. What are you hoping longtime fans of the series will get out of it?

Tim Holman: For our longtime fans who thrive on multiplayer, we wanted to deliver new experiences to them. We had thought about a few new rulesets for normal multiplayer, but that just didn't seem to be enough, so we came up with the multiplayer modes we're calling Operations. We also decided that they needed some new toys to play with, so we added two units to each of the four armies in the game. These replace existing units and are optional to use so they won't fracture the multiplayer community. If you don't buy the expansion, you can still play with those that have and are using the alternate units.

For the single-player crowd, one of the things that makes Company of Heroes stand out amongst the crowd is the sense of drama created in our narratives. But with the previous versions, sometimes you had to rely on the cutscene to be reminded of who the characters are in the story. With Tales of Valor, having the player focus on a few units builds a connection to the narrative that we hadn't built before.

GS AU: This game is a stand-alone expansion. How accessible did you make it for newcomers? Considering you're focusing more on small-scale, intense battles, does that mean the difficulty is also ramped up?

TH: We made it a stand-alone expansion mainly because making a new user buy your previous game to play the latest game is a slap in the face. If someone?s been on the fence about trying the first one, forcing them to spend even more money isn't a friendly way to welcome newcomers.

As for playability, focusing on intense battles involving a handful of units did different things for different users. For users who found the original game too hardcore for their taste, they could now sit down and experience the dramatic scenarios without a steep learning curve. Those that were fans of the original narratives found that by switching from the common "build base, get army, go attack" with a loose story wrapped around it to a handful of units with a focused narrative, the dramatic moments created a more personal connection.

As for the difficulty, it's hard to make a direct comparison. The player has less to manage naturally, but the action is much more hectic. Take, for instance, one of the multiplayer Operations, Panzerkrieg--it's a multiplayer tank deathmatch. Our game balance team, who are by far the best players of the team in the normal multiplayer modes, have a tough time beating the Artists in Panzerkrieg.

GS AU: How much game time are we looking at in the single-player campaigns? Which of the three is the most time consuming?

TH: All in all with the single-player campaigns, you can expect roughly two to three hours with each. The last one, the Falaise Pocket, takes a bit longer than the others. I still have yet to complete that one and be able to hold the bonus objectives. But since there is persistency between each of the missions in the campaigns, skipping over too much on the first mission will make the second one that much harder.

The new multiplayer modes each last about an hour (depends on the settings the player chooses) but certainly play different each time through. That's the beauty of multiplayer--the same level is always a different game experience. Panzerkrieg features three tanks per side, each with a different role. Assault features 14 heroes with unique abilities, and the co-op mode of Stonewall has players changing their tactics based on what their fellows are doing and how the AI is attacking.

GS AU: You've talked previously about new multiplayer game modes in Tales of Valor: Invasion, Assault, and Panzerkrieg. Can you talk about some of the rebalancing you've done to multiplayer in general based on community feedback?

TH: The new multiplayer modes are completely separate from the regular multiplayer in terms of their balance--a Sherman in Panzerkrieg is much different from a Sherman in regular multiplayer (which we're starting to refer to as COH Classic--if anyone from Coca Cola is reading this, please don't sue). In Panzerkrieg, with each kill, the Sherman gains experience to unlock abilities on its commander tree specific to that game mode.

As for balance changes to COH Classic, the team has made many balance changes. We're updating these before the release of Tales of Valor (actually it goes live in a couple days), so the existing community can play with them right away. The list is too long to put in here as they are balance changes that we have been working on for months. The community feedback is where we draw most of the information to investigate changes and our new community manager has definitely been the voice of the fans--I know because he sits right across from me and sends me people?s comments completely unfiltered.

GS AU: This is the second stand-alone expansion for the game. Are there plans for any more?

TH: Can't talk about any such things at the moment.

GS AU: What about a brand-new Company of Heroes game? Now that Dawn of War II is out of the way...

TH: We'd love to and it's something we talk about quite a bit. But what to do? Keep it in World War 2 and do another theater like the Eastern Front or Africa, or move it into the modern age or near future? Right now we've got a lot on our plate with Company of Heroes Online and we won't make a decision on this for a bit. And there are so many other great IPs that Relic has--should our next project be another COH or should we look to another IP? We're going to keep mulling it over as we all have our preferences--fans are looking for another Homeworld, others are screaming for the Russian army in COH. At the end of the day, the problem of "which great game do we do next" is a pretty good problem to have.

GS AU: Tim Holman, thanks for your time.


PC | GameStop posts $8.8 billion annual revenue

Anyone following the NPD Group's monthly retail-sales reports is well aware that the industry's sales have been hitting record levels despite the abundance of publisher layoffs and general economic woes. So it stands to reason that the largest specialty gaming retailer might have similarly record-setting revenues.

GameStop backed up that bit of conventional wisdom today, releasing its sales figures for the full fiscal year 2008. For the 12 months ended January 31, 2009, GameStop racked up a company best of $8.8 billion in sales, up more than 24 percent from the year before. Profits were also up, given that the retailer reported more than $398 million in net earnings, an increase of more than 38 percent year-over-year. It is the eighth straight year that GameStop has posted sales and earnings growth.

To single out the company's fourth quarter (November through January), the crucial holiday season's revenues totaled $3.5 billion, nearly 22 percent higher than the previous year. Again, net earnings were up, with GameStop bringing in $232.3 million more than it put out for the quarter, a year-over-year surge of more than 22 percent.

Although GameStop's revenues were bolstered by the addition of more than 1,000 stores through new locations and the acquisition of French retailer Micromania, comparable store sales were also up significantly for the retailer. For the full-year, those stores posted 12 percent sales growth, with a jump of nearly 10 percent over the holidays.

GameStop expects 2009 to be another record-setting year, although the growth is projected to slow down somewhat. For the full year, the retailer is projecting revenue growth of 10-12 percent, with comparable store sales up 4-6 percent. That more than keeps pace with its expectations for new game sales in the US, which GameStop expects to increase 5-10 percent over the course of 2009.

Regardless of new game sales, it's the used-game business that produces the most money for GameStop. Though used games represented just 23 percent of the retailer's sales in 2008, they accounted for nearly 43 percent of its gross profit.


Xbox 360 | PS3 Katamari Damacy Tribute rolls to Japan in 2009

When Namco Bandai originally announced Beautiful Katamari in April 2007, it was slated to appear on both the Xbox 360 and PlayStation 3. However, by July, Namco Bandai had quietly dropped Sony's platform from the proceedings, opting instead to release the franchise's first current-generation installment only on the Xbox 360. Two years later, Namco Bandai now intends to resume plans to deliver franchise creator Keita Takahashi's off-kilter game to the PS3.

Famitsu revealed this week that Namco Bandai plans to release Katamari Damacy Tribute for the PS3 in Japan later this year. (Scans of the announcement were obtained by Japanese Web site InGamer and translated by GameSpot.)

According to Famitsu, Katamari Damacy Tribute will play out much like previous installments in the franchise. Famitsu notes that the PS3 edition of the game will feature two-player action. The article also mentions that music will again play a prominent role in the game, with a variety of well-known artists covering songs from previous games in the series. The game will also, "for the first time," support high-definition visuals in 1080p resolution, according to Famitsu.

Famitsu's article did not reveal whether the game will be released in other regions, and Namco Bandai of America had not responded to requests for comment as of press time.



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