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Posted by Kotaku May 10 2013 08:00 GMT
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Helvetica. Arial. Comic Sans (LOL!). These are some of the most famous fonts you can find online and in print. Let's add another worthy contender to that list: Cats. Yes, cats. As pointed out by Japanese sites Togech and Weekly ASCII, the upper and lower case characters are called "Neko Font" (ねこフォント), which is Japanese for "Cat Font". The two cats that appear in Cat Font are named "Raizou" and "Mondo". They are adorable. The font is created from photos of these two furry friends. You can write all sorts of things in Cat Font. Here, Japanese Twitter user @KeiichiSennsei wrote, "I love you". Because what better way to say that than writing it in cats? And here is "I am a cat". Written. In cats. So you can get a better idea of what Cat Font looks like, here's "A" through "D". Below are also some of the really interesting cat letters: This is the Cat Font for upper and lower case "I", "R", and "Y". Looks like "R" is a half-cat! And aw, isn't "Y" so cute? In the link below, you can type your own words in feline typeface, which just might be the purrfect font. And in case you missed it, here is more of Kotaku's very important cat coverage: from cat cosplay to scary cat photobombs and why cats like sitting on keyboards. Cat Font [via Togech via Weekly ASCII] To contact the author of this post, write to bashcraftATkotaku.com or find him on Twitter @Brian_Ashcraft. Kotaku East is your slice of Asian internet culture, bringing you the latest talking points from Japan, Korea, China and beyond. Tune in every morning from 4am to 8am.

Posted by Kotaku May 10 2013 07:00 GMT
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Simon Beck likes to make art in the snow. Not little snow angels or snowmen. Enormous pieces that can take up the side of a mountain. The results are often beautiful, like crop circles for the snow, and keeping with that alien art theme, Beck has done this enormous Space Invaders piece that spans a hillside. If you're wondering how he did it, look closely: they're just footprints in the snow. Amazing. Simon Beck's Snow Art [Facebook, via it 8-bit]

Posted by Kotaku May 10 2013 06:00 GMT
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Because it's often so silly, here's a surprisingly touching ode to Garry's Mod, maybe the best thing there is about PC gaming. OK. Maybe it's mostly touching. Ode to Garry's Mod [Freddie Wong]

Posted by Kotaku May 10 2013 05:30 GMT
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New Zealand "boy band" (read: StarCraft tribute act) Viva La Dirt League have released this track called Indie Game Anthem (Thrift Shop). It's an ode to both the affordability of indie games and the fact you can buy them en masse during Steam sales. It is amazing. I don't know what we need to do to get "Side-scrollah" accepted as industry lexicon, but let's get started with trying. Indie Game Anthem (Thrift Shop) - Viva La Dirt League [YouTube, via Boing Boing]

Posted by Joystiq May 10 2013 06:00 GMT
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Mobile games may not all reach the same level of fame as retail or desktop counterparts, but the market is strong, producing games that sell millions more than some of our favorites and support entire teams of developers. Into the Dead from mobile publisher PikPok, for example, just passed 10 million downloads across iOS and Android devices, after five months on the market.

Into the Dead is an endless runner combined with a shooter, all set in the zombie apocalypse. It's free on iOS and Android, but a no-ad version of the game is available for $2 as an in-app purchase. And now for a thought experiment: If only 10 percent of players purchase the ad-free game, that's $2,000,000. Not bad for a 5-month-old.

If you want to bring Into the Dead to 10,000,001 downloads, head to the App Store or Google Play. Another PikPok game to pass 10 million downloads is Flick Kick Football. The Flick Kick series has clocked in more than 20 million downloads.

Posted by Kotaku May 10 2013 05:00 GMT
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Based in Germany, Markus Lovadina currently works as both a freelancer and in the advertising business, but has previously helped out companies like Ubisoft, Activision and Acclaim. Lovadina's done everything from environments to character design, so there's a nice mix of styles and types of work below. To see more of his stuff, you can check out his personal site and CGHub page. To see the larger pics in all their glory (or, if they’re big enough, so you can save them as wallpaper), click on the “expand” button in the bottom-right corner. Fine Art is a celebration of the work of video game artists, showcasing the best of both their professional and personal portfolios. If you're in the business and have some concept, environment, promotional or character art you'd like to share, drop us a line!

Posted by Kotaku May 10 2013 04:00 GMT
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It's rare enough that a video game costs over a grand, but a video game manual? As crazy as it sounds, that's exactly what the instructions for this old N64 game are worth. Clay Fighter Sculptor's Cut is an old limited edition of the vintage fighting game that was exclusive to Blockbuster rental stores. Meaning that if the manual somehow survived more than a handful of rentals, it would have looked like a dog had torn half the pages out then thrown up on it. This one, though, is almost mint. It survived not only the arrival at Blockbuster and the threat of rentals, but the 15 years since its release. Making it very desirable for collectors. A copy earlier this year was sold for over $1100, and this auction is currently at $1023. Clay Fighter SCULPTOR'S CUT Nintendo 64 INSTRUCTION MANUAL - VERY RARE !! [eBay, via Steve Lin]

Posted by Kotaku May 10 2013 03:30 GMT
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While there are some attempts at preserving them for future generations, the fact is most of the sets used in the Tunisian desert for the Star Wars films - either the classic or prequel trilogy - have fallen into disrepair. Something that New York photographer Rä di Martino has captured beautifully in these photos taken of what remains of what we know as Tatooine. While most of these husks appear to be from the more recent films, she hit paydirt with one find, getting locals to take her to what's left of Luke Skywalker's original home from 1977's A New Hope. It's just a buckled metal frame, but still. If there was ever going to a sacred place on God's own Earth for Star Wars fans, this must surely be it. A Photographer Rediscovers The Crumbling Remains Of Tatooine [Fast Company] Star Wars Sets [Rä di Martino]

Posted by Kotaku May 10 2013 03:00 GMT
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What you're seeing here is not a toy. It's not a movie prop. It's a custom-built Tumbler from the Chris Nolan Batman trilogy, one that not only moves, but moves fast enough it's being entered in the famous Gumball 3000 rally. Commissioned by a team from Saudi Arabia, it cost $1.6 million to put together, has a 400hp engine and can get up to 100 miles per hour. Not fast enough to win the race - which features genuine supercars - but fast enough to scare the crap out of the motorists they pass along the way. You can see it in action below. Team Galag [Facebook, via technabob]

Posted by Kotaku May 10 2013 02:30 GMT
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They're so sad, these cats. They might be the saddest cats ever. And thanks to Ze Frank's narration, "Sad Cat Diaries" can stand as a tribute to their melancholy. That's pretty much all I got for tonight's off-topic. Sad cats. Hey, not every night's got to be a wandering discussion of saxophone ligatures, you know? Everyone doing well? Ready for the weekend? Talk cats, sadness, games, or anything else, here or over at TAY. See you tomorrow.

Posted by Giant Bomb May 10 2013 03:00 GMT
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Things heat up as the gang open Zandronum and fan the pixelated flames of nostalgia.

Posted by Kotaku May 10 2013 02:00 GMT
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Bless 3D printers, which let people fulfill dreams owning items that previously didn't actually exist—provided they know how to model them in the necessary software, that is. In this case, Hyrule Foundry set out to print, in full color, all the items from the original Zelda. These are the designs used to print the items out: And you can see the printed out results in the first image in this post. Being able to print these out was kind of an emotional experience according to the Hyrule Foundry blog: When it arrived and I beheld the box, I immediately thought, ok, hope this was worth it. As I began to unwrap, each piece in its 3D brilliance brought back a flood of memories from my childhood of playing the golden game. Each time I had collected each of these items from their various hiding places and dungeons I had wanted to hold them and now finally I could. I held the wooden sword in my hand and I said, this is it, the sword that started it all, the very first sword that we witnessed Link yielding. I was satisfied with the results and was ready to share them with you, my fellow Zelda fans. Not all of the items are done though—the potions and the arrows are being troublesome, but it sounds as if those are just a matter of time. Otherwise, you can purchase these print-outs from the Hyrule Foundry store, and they come in different sets to accommodate different budgets. Neat.

Posted by Kotaku May 10 2013 01:00 GMT
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Yesterday, we talked about our favorite games of 2013. Now comes the hour of our discontent. It's time to vent, to get mad, to talk about sadness and disappointment. Hooray? As we catch our breath during the comparatively slow month of May, it's a good time to take stock. Now that you guys have articulated the games you were happy to play, I'm curious to know which games you wish you hadn't played at all. Some prompts: 1) What is your least favorite game of the year so far? Why? 2) Have you played a game that you felt sure was going to be great, but it let you down? What has been your biggest disappointment this year? 3) Is there an already-released game that sounds so bad you're actually interested in playing it? Last night we had a lot of consensus around the usual suspects—Tomb Raider, BioShock Infinite, Fire Emblem and the like, but there were also some interesting outliers. I'm looking forward to seeing if you guys were all disappointed by the same games or not. Have at it! Let the bile flow! (And remember, just because someone says they didn't like a game you liked, it doesn't mean they dislike you personally.) To contact the author of this post, write to kirk@kotaku.com or find him on Twitter @kirkhamilton.

Posted by Kotaku May 10 2013 00:30 GMT
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Clearly, every superhero needs a power glove. Or something. Check out these awesome prints by Josh Ln—they're rad superhero-themed power gloves, which you can purchase here. Iron Man Batman Wolverine Spider-Man The Thing (Via it8bit)

Posted by Kotaku May 09 2013 22:30 GMT
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Blizzard says that the Diablo III auction house will be down for at least another 24 hours as they continue to conduct an audit following the discovery of an exploit in the 1.0.8 patch allowed players to duplicate gold. Obviously, this had disastrous implications for the in-game economy. Blizzard will be updating their progress on Battle.net. (Via Massively)

Posted by Kotaku May 09 2013 22:00 GMT
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Well, I'm baffled that this exists—but it does. Pokémon. As ballet. Seriously. This performance doesn't skimp out either: it goes through everything from the initial 'chose your Pokemon' part with professor Oak, to battles, to team Rocket, to visiting places like Lavender Town. I kind of lost my shit at the part where the Pokemon faints and 'nurse Joy' bursts in, ready to heal—with choreography, of course! Nevermind the part with MISSIGNO. It's thirty minutes long. Wow, just wow. This performance was held in the Creighton Lied Arts Center and the choreography is by Andrew Plotner. Pokemon Ballet [Andrew Plotner]

Posted by IGN May 09 2013 21:47 GMT
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Dragon's Crown is an undeniably beautiful game. And now it has beautiful box art and a beautiful limited edition art book, too.

Posted by Kotaku May 09 2013 21:00 GMT
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Of all the terms one could use to describe a video game soundtrack—exhilarating, emotional, sad, uplifting, lonesome, boisterous—the word "sloppy" almost never comes up. Seriously, pause for a minute and name a video game with a sloppy soundtrack. Unless you're talking about a poorly-played Rock Band track or a bar pianist in Red Dead Redemption, they're few and far between. There's no denying that video game music is almost always excruciatingly orderly. The music is performed just so—the instruments are perfectly in tune, the rhythms metronomically precise. Video game arrangements are methodical, not spontaneous. Why is that? There's no single answer, but it's gotta be due at least in part to the fact that gaming's musical heritage comes from carefully programmed, necessarily minimalist chiptunes. The 8-bit melodies from Super Mario Bros. and Mega Man were carefully organized to eke every possible bit of melody and rhythm out of a limited number of possible voices in a limited amount of space. That tradition has carried on to the present day, and coupled with the generally controlled, carefully programmed nature of video games themselves to make music that, while often beautiful, is controlled to within an inch of its life. Pocketwatch Games' excellent heist game Monaco is often a sloppy affair. In fact, the game is at its best during moments of sheer chaos. While there may be moments of a given level where you'll feel one step ahead of your pursuers, smooth as Danny Ocean, it's just as likely that you'll wander into a crowded security station and freeze for a moment, Wile E. Coyote-style, before sprinting for the nearest air-duct, security in hot pursuit. So it's fitting that Austin Wintory's soundtrack feels as chaotic and sloppy as the game it accompanies. The music is a departure for Wintory, who is best known for his Grammy-nominated work on last year's triumphant Journey. The Monaco soundtrack consists entirely of silent-film-style solo piano (played by Wintory himself), and is notable not only for its instrumentation, but also for its performance. Wintory often rushes, pushing ahead of the beat, before dramatically slowing down, dropping the sustain pedal, then pushing ahead again. It's often uncomfortable, lurching forward and back again like a boat on uncertain waters. Large chunks of the game will play out in near-silence, until your thieves are spotted, then suddenly! Hurried glissandos and stomping chords materialize to accompany the Looney Tunes-like action of a heist gone wrong. You can hear some of the main theme from Monaco here, along with footage of the game, in case you haven't played it. (It's out on PC now, and will be out as a download for Xbox tomorrow): When I first fired up Monaco, I was taken aback. "Really?" I thought, "This is the soundtrack to the game? It's just piano?" But as I got used to it, I came to really like it, and now I can't imagine the game without it. Not everyone has been won over; I've spoken with a few people who have mentioned that they'd rather Pocketwatch had gone with something more traditional. Tremolo guitars, cool synths, Mancini horns... you know, "proper" heist music. I emailed a bit with both Wintory and Monaco's creative director, Andy Schatz, and asked them about the soundtrack. First of all, I asked Schatz why he decided to go the route he did. Why not do something more traditional? "I was attracted to the mood of silent movie ragtime piano: the music felt sneaky, naughty," he says. "Not evil and adrenaline pumping, more light footed — criminal with a smirk. Silent movies, when played at that fast-forward speed that we typically view them at, have a certain farcical silliness that was perfect for Monaco." Monaco is a visually intricate game, but it's certainly not photorealistic; Schatz says that the music was designed to enhance its abstract qualities. "Given that it was music intended for silent movies," he says, "I felt that the piano might just trigger the player to subconsciously think, 'I need to fill in the blanks here. The graphics are simple, I'm far removed from the action, but it's up to me to use my imagination to create that immersion.'" "The solo piano and genre aesthetic were both [Andy's idea]," says Wintory. "He brought me on with the question, 'Can you do this?' In our first call I improvised over the phone some stuff on the fly in this style and he said, 'You're already playing Monaco,' so I got the job." I asked Schatz why they made the music feel so sloppy and human. "That was all Austin—he wanted the game to feel as if someone was actually in the room with you, playing the piano, the way you would have someone actually playing the piano in a silent movie hall. His dream is to make a game that feels as if the score is being composed an performed on the fly." <a href="http://austinwintory.bandcamp.com/album/monaco-w...; data-mce-href="http://austinwintory.bandcamp.com/album/monaco-w...: What's Yours Is Mine by Austin Wintory</a> Wintory's primary instrument is the piano, but he considers himself a conductor first and foremost. The performances in Monaco bear that out; they're clearly the work of a player familiar with the instrument, but they're not on the level of the kind of pro soloist that Wintory easily could have hired. "I started piano at 10," Wintory tells me, "and composing almost simultaneously, so it's always taken a back seat. But my childhood teacher was a jazz cat so genres like this are definitely not a huge leap. That said, I try to make everything I do feel uncomfortable and like a leap of faith. I try to constantly get outside of the 'wheelhouse' because I never want it to go stale. I would rather go down in flames in a gloriously disastrous experiment than just kick back and rehash." "His dream is to make a game that feels as if the score is being composed an performed on the fly." Wintory admits he did cheat a bit with some of the faster stuff. "Most of what you're hearing is not real-time performance. I sampled the pianos myself for the game (in some cases combined with sample libraries) and when I played them in, for the really really hard stuff, I would turn the tempo down and track it much slower. So it's a 'produced' performance in that sense." I asked Schatz if he worried that the distinctive but decidedly odd soundtrack would turn off some players, who might have come to the game expecting music more in line with the James Bond-meets-Ocean's Eleven vibe of the game. Did he encounter anyone in testing who said they'd rather have a more traditional soundtrack? No, Schatz said. "The choice of music was made long before I ever considered marketability. And anytime I started considering adding something more traditional, it just ended up making the game feel less unique, feel more like the standard pablum that gets pumped out daily. This was an easy hill to die on." The more I play Monaco, the happier I am that Schatz and Wintory went the direction they did. I can easily imagine the game with a more traditional soundtrack, and actually, that game would've been just fine. Cool, even. But this weird, banging solo piano is just so distinctive, it makes an already idiosyncratic game stand apart even more. The world has enough shimmering, immaculate video game soundtracks. We could do with a little bit more sloppiness.

Posted by Kotaku May 09 2013 20:15 GMT
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Watch our own Kirk Hamilton chat about Tomb Raider (expect tons of spoilers) and Lara Croft with Revision 3's Adam Sessler and Tara Long.

Posted by Kotaku May 09 2013 20:16 GMT
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Rockstar North's decade-old Manhunt game—the game that made their Grand Theft Auto series seem tame—will be downloadable on the PS3's PlayStation Network for $10, according to the Rockstar Newswire. In this game, you're a death row inmate who is being cajoled to kill people in the most grisly ways possible. Sounds a bit much, yeah? Well, smart people that I know swear by the excellence of this game. Chime in below to share your memories and insights about what makes Manhunt worth playing. A lot of the appeal had to do with the audio, if I remember correctly.

Posted by IGN May 09 2013 20:35 GMT
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Star Command has undeniable style and panache. But its repetitive battles and simplistic strategy limit the fun.

Video
Posted by Kotaku May 09 2013 19:30 GMT
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What's LEGO Batman: The Movie - DC Superheroes Unite got that Christopher Nolan's Dark Knight triology doesn't? How about the entire DC Universe? See how many character you can spot in this all-to-brief clip of May 21 direct-to-video feature. Then scroll down for some fresh screens!

Posted by Kotaku May 09 2013 19:00 GMT
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What if our worst fears about the coming wave of video game hardware come true? What if it means the death of gaming as we know it?! Never fear, this newest strip by Zac Gorman delivers unto us a hero—nay, a savior—who will warn us of the fearful future that’s around the corner. Don’t worry, everyone. He’s on it. Want to see more of Zac's work? Head over to his personal blog and game-themed siteMagical Game Time. If you're feeling commercial, you can buy prints and shirts here. He'll be back on Kotaku with a new comic same time next month!

Posted by Giant Bomb May 09 2013 19:20 GMT
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Jeff Gerstmann gets back from his GTAV demo with a little info about how all this character switching will work.

Posted by Kotaku May 09 2013 18:00 GMT
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It seems like the ideal game of chess is supposed to take hours, right? I seem to remember hearing stories of matches between grandmasters taking days. But indie game designer Bennett Foddy—best known the fun, impossible-to-play running simulator QWOP—doesn’t time for all of that. His video game remix of the quintessential strategy game finishes matches in mere minutes. Oh, and it’s played by 8x as many people as a ‘normal’ game of chess. Unveiled at New York University’s annual No Quarter exhibition, Bennett Foddy’s Speed Chess reminds you that chess is supposed to be a military battle and, yes, military battles are filled with screaming and confusion. Sometimes, you don’t know how you won. The video above shows the game in action and has Foddy explaining why he thinks that getting 16 people to play a game of chess is a good idea. An extra bonus: look closely and you'll see a new version of Mark Essen's cult favorite Nidhogg.

Posted by Giant Bomb May 09 2013 18:45 GMT
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The same one we saw in Boston! Narrated by the same guy! It's just like you're there!

Posted by IGN May 09 2013 18:08 GMT
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Pre-order Remember Me and get three special moves inspired by Street Fighter.

Posted by Joystiq May 09 2013 18:30 GMT
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2013, the year of the mobile game TV console, marches on with a new contender: GamePop. Created by mobile company BlueStacks, the GamePop console allows users to play mobile games on their TV using the included controller, iPhone or Android smartphone. The twist on other similar consoles like Ouya and GameStick is that GamePop uses a subscription model akin to Netflix. For $6.99 a month, users get access to the entire GamePop library, which currently sits at 500 games according to BlueStacks.

Those who pre-order the console this month will get it for free with a paid subscription to the service. BlueStacks tells Joystiq that there is no commitment or contract, with the only caveat being that customers must return the console if they cancel their service within one year. So, essentially, you're getting the console for 12 payments of $6.99, plus $10 shipping. We asked if users will still be able to access their downloaded games after canceling their service, but BlueStacks says that info is "TBD."

BlueStacks is touting big name developer support in the form of Halfbrick Studios (Jetpack Joyride, Fish Out of Water), Glu Mobile and others. BlueStacks will be sharing 50 percent of its subscription revenue with developers, "apportioned by usage," and developers will retain all revenue derived from in-app purchases.

GamePop is slated to launch this winter.


Posted by Kotaku May 09 2013 16:30 GMT
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When you get puzzles right in Level-5’s brain teaser series, you get a short animation of Professor Layton thinking as a little reward. But, if the game really wanted make you feel victorious, it’d give you these flashes of the Prof’s beefcake alter ego. You all remember him from this year’s PAX East, right? This GIF comes from the pen of artist/animator Tim Larade, who riffed on “The Ballad of Sexy Professor Layton” from Destructoid’s Jonathan Holmes. You can also see Larade’s work in his webcomics Mush-A-Mush and One of Those Days. Ok, Larade, dare we ask for Sexy Luke, too?