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Posted by Kotaku Jun 03 2013 18:56 GMT
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The company behind FarmVille just got a little smaller. Zynga, the troubled developer responsible for a number of social games, laid off 520 staff today—18% of the company's employees. The goal: refocus on mobile gaming. "None of us ever expected to face a day like today, especially when so much of our culture has been about growth," CEO Mark Pincus said in a company memo today. "But I think we all know this is necessary to move forward." Zynga is also shutting down its New York, Dallas, and LA offices, according to a report by AllThingsD. The massive social game maker, responsible for popular games like FarmVille and Words With Friends, has been facing financial difficulties for quite some time now. Zynga spent $210 million to buy Draw Something, a game that immediately tanked, and they've had trouble figuring out how to make significant profits off their Facebook games. Last summer, Zynga's stock plummeted, and the company has been reeling ever since. Here's the full memo Pincus sent to staff today: To our Zynga Community, Today is a hard day for Zynga and an emotional one for every employee of our company. We are saying painful goodbyes to about 18% of our Zynga brothers and sisters. The impact of these layoffs will be felt across every group in the company. None of us ever expected to face a day like today, especially when so much of our culture has been about growth. But I think we all know this is necessary to move forward. The scale that served us so well in building and delivering the leading social gaming service on the Web is now making it hard to successfully lead across mobile and multiplatform, which is where social games are going to be played. These moves, while hard to face today, represent a proactive commitment to our mission of connecting the world through games. Mobile and touch screens are revolutionizing gaming. Our opportunity is to make mobile gaming truly social by offering people new, fun ways to meet, play and connect. By reducing our cost structure today we will offer our teams the runway they need to take risks and develop these breakthrough new social experiences. Because we’re making these moves proactively and from a position of financial strength, we can take care of laid off employees. We’re offering generous severance packages that reflect our appreciation for all of their work and we hope this will provide a foundation as they pursue their next professional steps. Although these are hard decisions, I’m confident that our strategy of building leading franchises and supporting them with the largest network is the right one for the long term. I’m encouraged by our recent progress. Running With Friends is a great example of the quality player experience we can deliver, already receiving an average 4.5 app star rating from 22,000 players in less than one month after launching. Our FarmVille franchise teams continue to innovate and deliver ground breaking new social experiences like County Fair which, despite only being available on the web, is engaging 39 million monthly players. I want to thank every one of you for the spirit, creativity and energy that you’ve invested in Zynga. You’ve reintroduced a generation of people to gaming and through these games offered them new ways to connect with their families, make new friends and even sometimes find love. Everyone will be affected by these changes and I’m sure there will be many follow up questions to this email. If you have specific questions relating to your project or team, please talk to your manager. For any other feedback or thoughts feel free to email me directly.

Posted by IGN Jun 03 2013 19:37 GMT
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Sony has revealed new PS+ perks for June, and they're awesome. Five free games can be yours, including Deus Ex and Saints Row: The Third.

Posted by Kotaku Jun 03 2013 18:00 GMT
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Artist Elizabeth Simins has completed the final chapter of her wonderful four-part series Manic Pixel Dream Girl, in which she takes a long look back at her life growing up as a girl who plays video games. I recommend reading the whole thing from the top, and you can read the final chapter on its own here.

Posted by Giant Bomb Jun 03 2013 18:21 GMT
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Horrible news broke over the weekend. ABC reported that 33-year-old Oculus Rift co-founder Andrew Reisse was killed as the result of a hit and run accident.

The hit and run apparently occurred during a high-speed chase between police and escaping gang members.

As news spread, the Oculus Rift team released a lengthy statement:

"Andrew was a brilliant computer graphics engineer, an avid photographer and hiker who loved nature, and a loyal friend. Andrew was unique in so many interesting ways. He was extraordinarily kind and utterly selfless. He was a mentor and an inspiration to everyone around him.

Some of us have known Andrew since college, and have worked with him at multiple companies beginning with Scaleform in Maryland which he helped start at age 19, then at Gaikai in Aliso Viejo which brought him out to California, and finally at Oculus where he was a co-founder and lead engineer.

Andrew’s contributions span far and wide in the video game industry. His code is embedded in thousands of games played by millions of people around the world.”

The group’s full response can be read here.

Our thoughts go to Reisse's family, friends, and others close to him.


Posted by Giant Bomb Jun 03 2013 17:13 GMT
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There are plants, zombies, and apparently time travel this time around.

Posted by Kotaku Jun 03 2013 16:30 GMT
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Count Vertigo's always been a weird supervillain. Think about it: his power is essentially to make you epically dizzy. But, if you've ever been really, really disoriented—like, Tilt-a-Whirl x 1,000—you know it's nothing to laugh at. Even if the guy doing it to you is wearing a skirt. It wasn't just his disorientation super-powers that made the DC Comics bad guy an oddball in his previous iterations, either. He was psychologically abused and manipulated with drugs by rebels in his homeland and then had a sort-of subtextual, kinky dom/sub relationship with Poison Ivy in old Suicide Squad comics. Now the character is making his debut in DC Comics' rebooted New 52 continuity as part of the publisher's Villains Month, complete with '90s-flashback-inducing 3D motion covers to promote the event. And, yeah, those Joker and Deadshot covers look cool but the Count's queasy loop is the only one that fits the character's powers. Green Arrow writer Jeff Lemire took the time to answers some questions about bringing Vertigo back to the paneled page. Read on to see what's next for Oliver Queen and why this villain is better left as a second-tier evil-doer. So far, the plots and conflicts that you've introduced to Green Arrow have been themed around family and secrets. Since Count Vertigo has been part of a royal lineage, will his appearance continue on this theme? Or are you taking this story arc in a different direction? Jeff Lemire: I feel, the Count Vertigo story will continue a lot of the thematic threads I've set up in Green Arrow, like family, legacy etc., but also act as a breath of fresh air. The character is very different from Komodo, the villain who has been in the book so far. Vertigo's mind-warping powers open up all kinds of new opportunities for us to try some new things visually with the book. It's also the first time we'll see Green Arrow come up against a super powered adversary. Count Vertigo's always been a B-list villain in previous incarnations but one who's seemed to benefit from that status. Creators could do weirder things with his personality and relationships. Are you going to try and make him a top-tier villain like Lex Luthor or the Joker, or will you keep him weird and on the fringes? Lemire: I think Count Vertigo works far better on the fringes. He is a weird character, there is no doubt about it, but that doesn't mean he can't be taken seriously. This is a VERY dark incarnation of the character and one that I think will surprise readers who are used to previous versions. But, I think I've presented him in a way that makes him totally accessible to new readers as well. In many ways I set up his backstory as an inverted, twisted version of Green Arrow's. Oliver Queen's been getting his ass kicked in his own book ever since you came on. How much further do you think he needs to be broken down in order to build himself back up? When will his actual competence match up with his cockiness? Lemire: Very soon. In fact, there is a key moment in the battle with Vertigo that is the turning point. Its the moment Oliver's resolve and determination take over and he starts pushing back. But Vertigo will really push him to the limits. He is quite literally, a villain who Green Arrow can't hit. He can't even aim at, and if he's going to beat him he'll need to dig down really deep inside and find a new way to fight back, one that goes beyond trick arrows. There've been teases about Oliver's status as a member of the Justice League of America in his solo book. Will that team ever appear in Green Arrow or is the book better served by keeping it more focused on Ollie and those characters? Lemire: I don't plan on having the JLA appear in the solo book. I really want to keep this book focused on Oliver and his story. That said, a member or two may be popping up very soon, but not in the way readers will expect. The TV version of Green Arrow and his new 52 reboot are radically different from the longer-running versions that preceded them. What do you think is the defining trait that ties the various iterations—from Kirby sci-fi weirdness to urban hunter to corporate superhero—together? Lemire: At the core of all of the various incarnations of Green Arrow is his resolve and his determination. They are all stories of a man coming to terms with expectations and self-doubt and rising above that.

Posted by Kotaku Jun 03 2013 15:30 GMT
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Show me a collection of squares arranged on a grid and filled with color, and I'll show you a game I've played before. That's what I was thinking as I downloaded Blip Blup, a game that would shortly be proving me wrong. Created by ustwo Studio, the developer behind the popular Whale Trail, Blip Blup is a silly name for a seriously thoughtful puzzle game. The goal is to fill each board with color. Each fingertip tap sends color radiating out from the square the player touches, interrupted only by blank spaces. Fill the board in under the tap limit, and player earns three stars. Exceed the limit, and the player gets nothing. It's simple fare, at least until the special tiles begin cropping up. Tiles that swap between being and nothingness; tiles that change the flow of color; tiles that represent instant death — new hazards are introduced throughout the course of the players' 120+ level quest, evolving the simple concept into a cognitive chore of the most magnificent order. Blip Blup is evil in an endearing sort of way, lulling the player in with stark, stylized graphics of the sort that makes a skinny tablet look like it's from the future, and then trapping them in its orbit. It's one of those compelling experiences that make it easy to imagine an artificial intelligence has trapped you in a simulation and the only way to survive is to reach the final level. It's a game that feels familiar, though I'm certain I've never played anything like it. Blip Blup Genre: PuzzleDeveloper: ustwoPlatform: Android, iOSPrice: Free, Ad-Free Version $1.99 Get Blip Blup on iTunes — Get Blip Blup on Google Play

Posted by Joystiq Jun 03 2013 15:15 GMT
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Plants vs. Zombies 2: It's About Time launches (projectiles) on July 18 for iPhone, iPad and iPod Touch, and it's free-to-play. As the launch trailer indicates, the tagline's Joystiq-level clever wordplay relates to worlds set in different times. Going by the trailer, PvZ2's time travel plans include The Wild West, Ancient Egypt, and The Future.

In-game purchases include upgrades and other items, but Popcap says "the vast majority of the game will be entirely free-to-play," and that "players can face every zombie and access every level in every world at no cost."

Posted by Kotaku Jun 03 2013 14:40 GMT
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Here’s what’s going on Talk Among Yourselves, our reader-written blog: GiantBoyDetective asks TAYfolk about the secret origins of their screennames. PyramidHeadCrab wants to know what your favorite entries in the Zelda and Final Fantasy franchises are. And Odin unleashes a rant about all the chatter surrounding used games. And you can always go join the voices talking about video games and life in TAY Classic and in the TAY: Open Forum.

Posted by Giant Bomb Jun 03 2013 14:31 GMT
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Watch as Ed Boon and Jim Lee briefly explain just how the hell a Mortal Kombat guy got roped into this whole crazy mess.

Posted by Joystiq Jun 03 2013 14:00 GMT
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Grid 2 crosses the line as the third different UK no. 1 in three weeks. That's despite a 29 percent drop in launch sales compared to Race Driver: Grid, which debuted in second place back in 2008 - albeit behind a Grand Theft Auto IV cruising to its fifth week on top.

Perhaps the bigger story, however, is Fuse only just making the UK Top 40. The Xbox 360 and PS3 shooter crackled in at 37th in its first week. Considering the dearth of new releases this month, it's a disastrous showing for Insomniac Games and EA.

Again, best exemplifying the quiet season is FIFA 13, still holding up in second place. Also proving to have strong sticking power is Dead Island: Riptide, which makes it six weeks in the UK top four. Tomb Raider may be about to drop out of the top ten in its 13th week, but much like Lara Croft it's clinging on for dear life.

Posted by Kotaku Jun 03 2013 12:20 GMT
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At first, I thought that Remember Me would be one of those games where I liked its ideas more than its execution. But, even though it's surrounded by some rough gameplay and well-worn templates, the core concept behind the game—control over what we choose to hold onto—comes to life in ambitious ways. The first game from French dev studio Dontnod Entertainment puts players in a total re-imagining of the future, like you see in the best sci-fi. Remember Me revolves around the repercussions that scientific advancement has on individuals and society. The world-changing discovery in the game is a virtual memory digitization technology called Sensen, controlled by mega-conglomerate Memorize. Sensen implants started off of as a utopian dream, but, in 2084, memories can be sold, stolen or wiped. An individual's most cherished moments are commodities like anything else. Sidewalk kiosks let you buy bits of others' lives. It's a world where anyone can have the eternal sunshine of the spotless mind if they can afford it. Neo-Paris' elite can erase anything unpleasant from their grey matter and reinforce the idea that they deserve their exalted lot in life. Meanwhile, people who've suffered from broken or abused memory tech fall to the fringes of society, unable to remember anything more than the basest of instincts, fiending to suck off others' richer life experiences. The have-nots in this fiction don't even have their own selves. You play as Nilin, an amnesiac memory hunter who's told that she used to run with a revolutionary group who want to take down Memorize and give people back control of their own memories. Neo-Paris is a glorious construct that manages to combine the old-world charms of the City of Lights with the game's harsh dystopian imagination. The open-air cafés feels distinctly Euro when you walk past it and distinctly changed when you see the lime-green androgybot waiting to take your order. But, while Remember Me boasts great world design, it's frustrating how little of that world you can interact with. Dumpsters that you should be able to scramble onto repel you and ledges that look like you should be able to grab deny your grasp. The trash-strewn streets and gleaming high-rises aren't fully interactive; they're just backdrops to set the scene of Neo-Paris. The game's combat is almost entirely hand-to-hand, with a few ranged weapons that serve dual purposes for platforming. Combat is rhythmic and combos will stall if you button-mash. That's significant because Remember Me lets you customize your combos in clever ways. For example, if you order it just so, the third button-press in a combo can fast-forward a cooldown on your special ability, making it available more quickly than if you just waited it out. If you program combos and nail them correctly, you can give you shave time off cooldowns, give back health and multiple its own damage all in one chain of moves. It's a nice evolution of the minimalist combat template made popular by Rocksteady's Batman games: simple enough to keep you in a flow but layered enough to offer engaging strategy and rewards. You'll be stealing the memories of other characters often in Remember Me. Once you do, Nilin will see moments from their pasts holographically projected at nodes called Remembranes. These sections allow you to dodge hidden traps, solve environmental puzzles or sometimes just fill you in on backstory while you move through a level. Nilin can remix memories, too, vaulting back into the pasts of her targets and tweaking specific moments to make them more vulnerable. Making someone remember something joyous as a trauma can mean that the person hunting Nilin is too filled with regret to deliver the killing blow. Remixing requires you to scrub back and forth through a remembrance—by rolling the left analog stick backwards or forwards—poking at various elements until you find the magic recipe that lets you proceed. There's trial and error built in to these sequences. You'll find yourself trying to constantly keep track of what the correct first, second and subsequent steps are to make a remix go right. All of this combines into a nice meta-game that has the player not trying to have his own memory betray him. Just as meta are the hint screens that show you where to grab pick ups. You'll have to hold that image of the alleyway with three boxes stacked on top of each other inside your head even as you fight your way through the level. Forget the picture or forget even to collect it and you lose out on upgrading your life and special attack bars. Back to those remixes: the first time I did one, I felt like an omnipotent film editor, given the unfettered power of final cut over a person's life. It did what I needed it to, but I'll admit to feeling a little queasy in the aftermath. What if someone had the power to make me think that my dead mother loved me less than my siblings? What if they could do that without my ever knowing? Even the knowledge that such a person with such power existed would be enough to make you never trust your mind again. The memory remixing and combo customization impressed me enough to outweigh Remember Me's flaws. For one, bad load times threaten to hobble any narrative urgency the game hopes to build. And it's yet another game where the platforming elements ape Uncharted's ledge-clambering and stretched-out jumps. Nothing feels special about moving around the world. Indeed, getting from point A to point B always felt like a chore. For the first half of the game, combat felt similar. You punch and kick through waves for enemies in a moveset that doesn't quite deliver on the smoothness that it promises. The game's latter half mixes up enough enemy types, scenarios and customization options to feel interesting and, in flashes, challenging. But you have to slog through some stuff to get to those more inspired moments, like the great boss battle in the game's fourth episode. This fumbling feels like growing pains of a new studio, one arguably more concerned with telling a game's plot and building a world than innovating with combat or locomotion. That story is unquestionably Remember Me's saving grace. Dontnod seem to genuinely want players to think about the underlying ideas of Nilin's adventure. The story starts off as a black-and-white drama of oppressors vs. oppressed. But, Remember Me eventually digs a bit deeper to show the moral quandary of using a power like memory-tampering to advance political aims, even if they are righteous. The dialogue feels stiff at time, nestled inside a game that's a little too in love with its own words and concepts. But those pieces are still a cut above what's in some many games. And just because it needs reinforcing: memory remixes are the coolest game mechanic I've played with in a long time. They combine elements of a choose-your-own-adventure book with grim psychological consequences. I finished the game wishing there were more of those sequences but each one felt like it was perfectly placed when I came to them. So, yes: parts of Remember Me feel like cool ideas in search of better gameplay execution. And its writing can come across as flowery, high-minded and overly earnest. But I couldn't stop thinking about how Sensen is one of those fictional technologies that you'd both love and hate if it actually existed. Moreover, I gasped at some of the things they game had me do as Nilin. And Neo-Paris' wretched social divide made my skin crawl. People who play Remember Me won't be talking about what badasses they felt like during their time with it. But they will wonder what they'd do inside the game's fictional construct. Would you let a significant other download your memories to their brain? Would you excise all those awful adolescent moments if you could? Remember Me plays like a thought experiment set in a world where millions of people have answered those questions—and the many others that extrapolate from its imaginary science. Play it so you can prepare for a future where your personal history lives in a digital cloud, even more than it does now. To contact the author of this post, write to evan@kotaku.com or find him on Twitter @EvNarc

Posted by IGN Jun 03 2013 12:59 GMT
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Find out the release date for Plants vs. Zombies 2, plus the first confirmed details about time travel, new plants, new power-ups and more.

Posted by Kotaku Jun 03 2013 12:00 GMT
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Chinese media company Global Times is a controversial company. They publish a lot of ridiculous articles, slideshows and videos. They're prone to making mistakes, particularly when it comes to Japan. Despite all their issues, there is one thing that they're doing that no other major Chinese news outlet is doing, they're hosting video games. On the Global Times Chinese Huanqiu.com's military section is a browser based flash game called, Defence of the Diaoyu Islands. The game falls under the genre of "Red games," games that often have very pro-China narratives. This game comes at a time when Sino-Japanese relations are at an all time low. China and Japan have been vying over a tiny chain of islands called the Diaoyu Island in China and the Senkaku Islands in Japan. Defence of the Diaoyu Islands takes after pretty much every single screen scrolling shooter from Raiden to Ikaruga. Basically the player takes control of a Chinese "Diaoyu Island" patrol ship for the purpose of defending the Diaoyu Island! When the game is first loaded, a message is shown explaining China's "undeniable claim" to the islands. Then after a click the game starts. The game is simple, shoot down Japanese ships and planes to protect the island. Interesting enough, the Chinese ship has very simple weapons, which can be upgraded, while the Japanese ships seem to have lasers and missiles. Control wise the game is very simple, use the mouse to aim and click to shoot. The arrow keys control movement, left, right, up and down. When you die, or win (I haven't been able to win), the screen takes you to a web portal all about the current situation between China and Japan. It is an interesting read for anyone who can read Chinese. Not much can be said for the music and the graphics but it's a fun simple game. Take away all anti-Japanese messages and you have a very generic shooter. It's not exactly worth playing in the sense that it's a great game, but instead to look at the lengths State media will go to propagate the party line, that the Islands belong to China. You can check out the game at Huanqiu.com. 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. Eric is Beijing based writer and all around FAT man. You can contact him @ FatAsianTechie@gmail.com or follow him on Twitter @FatAsianTechie.

Posted by Kotaku Jun 03 2013 11:00 GMT
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China has released various studies in the past about the adverse effects of video games on the development of young people. Over the weekend the Chinese Academy of Social Sciences in Wuhan, Hubei province released a report showing that more than half the cities teenagers have less understanding about life and death than primary school children. The reason the intermediate school children were deemed "dumber"? Because of video games...The CASS of Wuhan said they surveyed most of the cities minors about their thoughts on life and death. While surveying an unknown number of children, the survey found that 81.5 percent of all fifth graders did not believe in reincarnation and that death was final while 61.4 percent of intermediate and high school students believed in reincarnation. While there doesn't seem to be anything wrong with believing in reincarnation, the director o CASS Wuhan, Dong Shi, says that it is an issue. In his report, Dong said that the children's "misunderstanding" of death is a dangerous thing created by video games. "Children don't come into contact with death, and the subject is fairly taboo," said Dong. "However they come into the concept of death in video games and other media. Virtual death is not ubiquitous and to immature children, video game resurrection can create a disregard for life." "They might actually think they can be revived." Personally, I'm inclined to give the children the benefit of the doubt. Chinese studies are usually skewed in favor of whatever agenda the government is trying to push. Think video games and their relation to violence. Dong's study and the way it was worded says that middle school and high school students who play video games are dumber than primary school children that don't. Without any real numbers on the number of children surveyed or how the survey was conducted, I can't really believe what Dong is putting out there. Anecdotally there hasn't been a mass dying of students in Wuhan believing they can be revived, has there? 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. [智商低过小学生!中学生沉迷网游相信死而复生] [CASS Wuhan Report Via Tencent] Eric is Beijing based writer and all around FAT man. You can contact him @ FatAsianTechie@gmail.com or follow him on Twitter @FatAsianTechie.

Posted by Kotaku Jun 03 2013 10:00 GMT
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We've seen this story many times; a Chinese gamer partakes in a grueling marathon of Internet gaming and then passes away. These stories rarely have a good ending, however for five people in Guangzhou, China the untimely death of one young man means a new life. Reported on Sunday by the New Express paper, 18 year-old Guo Quan had passed out after a 24-hour gaming session at a local Internet cafe in May. After several attempts to save his life, Guo ended up brain dead but alive on life support. Yesterday, his parents decided to pull the plug and donate his organs to people who needed it. Guo had originally left his home in Yunnan province for work in neighbouring Guangdong province. Guo had received a job working at a shoe factory making shoes. During his time working at he shoe factory, Guo was introduced to Internet cafe's and online games by a co-worker. In the process Guo started playing long sessions, often for 24 hours a day. On May 19, Guo had finished a 24 hour session, as he was walking out of the net cafe, he collapsed and stopped breathing. Emergency systems arrived on the scene after passersby called dialed 120 (China's 911). Unfortunately for Guo's parents doctors weren't able to resuscitate their son. After learning that their son's body could be used to save other patients, Guo's parents decided to donate his organs to other patients in need. Guo's kidneys, liver, and corneas were transplanted into five different patients in Guangzhou.When asked why they did what they did, Guo's father answered, "Our son died very young. It is very tragic that it happened, we hope that he can help renew someone else's life." Organ donation in China is still in its infancy with the majority of donated organs being harvest organs of dead convicts. That's not to say that there is no organ donation in China, there is. In an interview with the WHO in November of 2012, Dr. Wang Haibo, director of the China Organ Transplant Response System Research Center of the Ministry of Health said that China's main issue with Organ donation is that the government system is still behind the times. 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. [18岁少年泡网吧一昼夜猝死 器官移植给5名病患] [Express News via People's Daily] Eric is Beijing based writer and all around FAT man. You can contact him @ FatAsianTechie@gmail.com or follow him on Twitter @FatAsianTechie.

Posted by Kotaku Jun 03 2013 09:30 GMT
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Forget canvases. Forget dull poses. Forget all that. That's exactly what artist Hikaru Cho is doing, so you should, too. Here, you are looking at Beat Takeshi—well, a painting of Beat Takeshi. In case you are not familiar with Takeshi, he's a famous movie director, actor, and comedian. He also starred in a notoriously difficult video game. This painting of him is most unusual. See? Hikaru Cho (aka "Chooo-san") is a young Japanese artist Kotaku featured last year. She uses acrylic paint to create her unique body art. As previously mentioned, she began doodling eyes on her hands while taking study breaks. The art was so cool and interesting that she started uploading pics to the internet. Even though Cho is still in art school, she's already gained the attention of some of Japan's biggest celebrities. Below, check out her body art of and with major Japanese stars, like singer and actress Anna Tsuchiya, influential producer Terry Ito, and big time comedian George Tokoro. Up top, that's model Nozomi Sasaki. Here, you can see how the Beat Takeshi painting compares with the real Beat Takeshi (next to Takeshi with blond hair, that's George Tokoro). Photos: shoba_ba 1, 2, 3, Face to Face, Open Your Heart, The spine fixer Mr.Tokoro 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 Jun 03 2013 08:30 GMT
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Plastic surgery? That's an app for that! In South Korea, there are apparently many apps for that. And according to Korean newspaper Kyunghyang Shinmun, their popularity is making some individuals worry. As The Economist (via KoreaBang) pointed out last year, South Korea is the most surgically enhanced nation on Earth, passing countries like Greece, Brazil, and the U.S. But plastic surgery apps are not a new thing—and they are not unique to South Korea (case in point). So what's the big deal? Some Korean smartphone apps like "Plastic Quote" (pictured) give price quotes for various procedures. Other apps, like, give prospective patients the ability to upload their photos and augment their appearances. Then, there are apps that show before and after photos. According to Livedoor News, popular plastic surgery apps rack up over 100,000 downloads. As previously mentioned, these apps exist outside South Korea—there was a big glut of them in 2011. The concern, however, is that these are part of a larger problem in South Korea. What's more, these apps make it seem like plastic surgery is all rather easy, and don't take into account things like patient counseling. 성형 권하는 ‘성형어플’ “수술 조장” 우려 목소리도 [The Kyunghyang Shinmun via Livedoor via 2ch] Photo: Podgate 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 Jun 03 2013 07:00 GMT
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Frontiers, that "Elder Scrolls at a leisurely pace" game we showed you last month, now has an IndieGoGo campaign. If you saw the clip and felt like giving someone money to get the game finished, now's your chance.

YouTube
Posted by Kotaku Jun 03 2013 06:00 GMT
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Kiwi band Delete Delete and effects house Effective...Effects teamed up on this clip for the group's song What Do You Take Me For? It's not so much a thinly-veiled tribute as a flat-out homage, and makes me wish this was actually a Vita game so bad. Delete Delete - What Do You Take Me For? [YouTube]

Posted by Kotaku Jun 03 2013 04:00 GMT
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Many companies have released many takes on the Predator franchise over the decades, but sadly, none has ever given us what we really wanted: little plastic renditions of the entire assault squad from the first movie. So thank you, djblizzard, for finally delivering the goods. The custom toy builder has made his own squad of misfits and Predator bait, taking the new NECA Dutch figure as a starting point before building out the entire outfit, right down to Dillon and Jesse Ventura himself. While the accuracy of the outfits and gear is great, it's the faces that really get me, how he's managed to capture each likeness right down to their expressions, even on such small figures. No guarantee, as nice as they are, that these figures will make you a Goddamm sexual tyrannosaurus. Custom NECA Predator Dutch's Team - DJBlizzard Customs [The Fwoosh, via Toycutter]

Posted by Kotaku Jun 03 2013 03:30 GMT
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Once was a time you could actually play games that involved planning an attack against terrorists/criminals, then swiftly executing it. SWAT, Rainbow Six, they were good times. Times that were seemingly long gone as games like Rainbow Six become more about shooting than planning, but nope, Door Kickers is bringing them back. And using just about the perfect title in the process. It's a little more basic visually, but everything else is right up the alley of those former genre greats, as you set waypoints, breach doors and synchronise attacks to bring down bad guys and keep good guys alive. Door Kickers is currently up for voting on Steam's Greenlight, but you can also preorder and play the game (alpha) from the developer's website.

Posted by Kotaku Jun 03 2013 02:30 GMT
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Reader Chris, who was kind enough to share with us some footage of Skyrim running on the Oculus Rift, has been kind enough to humanity to build Nintendo 64 game support for the virtual reality headset. He'll be opening a beta in July, but for now, check out some footage of N64 games like Goldeneye, Perfect Dark and...Pokemon Snap running with full head-tracking, along with more surprise features he'll be announcing closer to the beta's release.

Posted by Kotaku Jun 03 2013 03:00 GMT
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I don't normally showcase too many furries here on Fancy Pants, but I'm making an exception today. Actually, two exceptions. One for some amazing League of Legends cosplay (Charr), the other for what is easily the best Skyward Sword costumery you'll ever see. Also, that Zant? Spell-binding. 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. Fancy Pants is Kotaku's weekly round-up of the best in video game cosplay (costume play), where fans dress up as their favourite characters. As seen on temperance. As seen on MaiseDesigns. As seen on subitoallegra. As seen on Sherlockian. As seen on LilleahWest. As seen on DalinCosplay. As seen on VelaSama14. As seen on shinigami714.

Posted by Kotaku Jun 03 2013 01:30 GMT
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It's one of the most iconic logos in all of pop culture, right up there with - ahem - Disney's branding, but for the longest time, Star Wars enjoyed a mish-mash of logos and title fonts, a mess that, believe it or not, wasn't locked down by Lucasfilm until well after the first film's release. Changing names from The Star Wars to Star Wars, changing fronts from Futura to Helvetica, anyone who's followed the history of the series will know that early promo material and posters for Episode IV could be sporting one of 3-4 title logos. It wasn't until Suzi Rice was approached by George Lucas to come up with something "fascist" - a fascinating story in its own right - that we got the logo we know today. You can see some of the major changes above, but for the full list, including some bizarre iterations used for stuff like novelizations, check out a big write-up at Tenth Letter of the Alphabet below. Anatomy of a Logo: Star Wars [Tenth Letter, via Boing Boing]

Video
Posted by Kotaku Jun 03 2013 01:00 GMT
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One of the best things about driving games on the PC is that they're not all about racing sports cars. There's stuff like Euro Truck Simulator. And now this, Spintires, which is basically a game about trying to keep trucks on the road on some of the world's worst roads. It's a hardcore all-terrain simulation, tasking the player with performing seemingly mundane tasks like navigation and...driving on a road, but which become tough thanks to things like weather, lighting and, most important of all, a ridiculously realistic driving model. The developers are currently looking to fund completion of the game on Kickstarter, but you can try it out now with a downloadable demo. Spintires — The ultimate off-road challenge! [Kickstarter]

Posted by Kotaku Jun 03 2013 00:00 GMT
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This is far from the first idea for force feedback clothing we've seen over the years, but it is the most ambitious. What you're looking at here is the ARAIG Exoskeleton (As Real As It Gets). It's made up of three layers (a hardware decoder, undersuit and exoskeleton), and is designed to accurately provide feedback to the user depending on what's happening in a game, whether you've been shot, pushed or blown through a wall. The suit includes a microphone and surround speakers, and the way it's made the developers claim it'll work with "any console or peripheral, any genre or game". ARAIG is currently being kickstarted, and if it meets its $900,000 goal, the first suits are slated to begin shipping out in December 2014. ARAIG - As Real As It Gets [Kickstarter, via PC Gamer]

Posted by IGN Jun 02 2013 23:00 GMT
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Bigs ideas abound in Capcom's dystopian vision of Paris. But can the game match its ambition?

Posted by Giant Bomb Jun 02 2013 18:00 GMT
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A week from today, the Giant Bomb staff, alongside pretty much the entirety of the greater video game industry, will descend upon Los Angeles, CA for the 17th annual Electronic Entertainment Expo. This will be my 13th trip to the show in 14 years. Granted, for the early chunk of that time, I wasn't really "covering" the show so much as I was "sneaking into the show with fake credentials," but even without a real need or purpose for being there, I still had the opportunity to witness numerous consoles, publishers, and franchises parade themselves in front of the gaming audience in the hopes of capturing just a bit more of the industry's collective attention.

My first E3 was in 1999. All I remember is the Dreamcast stuff, playing WCW Mayhem, and watching a friend win a Michael Buffer sound-alike contest.

This year's E3 promises to be an especially intriguing one. It's been eight years since the Xbox 360 first ushered in the last console generation, and seven since the PlayStation 3 and Wii essentially solidified it. For the first time in a long while, we are on the cusp of a "next-gen," and suddenly there is an electricity in the air that's been all but absent the last several years. While I feel bad sort of dismissing the Wii U's debut last year, it seems to me that most people are far more intrigued with the possibilities of the Xbox One and PlayStation 4 right now, since those systems represent the kind of technological leap one associates with a proper console generation evolution.

New console E3s are totally different beasts from the rest. There is a palpable sense of heated competition prevalent in those years, one that generally cools off when there isn't new hardware to huck. Moments like the Kinect and Move bumping up against one another pale in comparison to the kind of heated rhetoric that tends to arrive once companies have to try to prove that their shiny new box is the most important of all shiny new boxes.

While all new console E3s are generally pretty exciting, there is an overwhelming sense of grave importance that seems to be hanging over this year's show in particular. All anyone seems to want to talk about lately is how dire the console market situation is right now, and while some of that is hyperbole, generally, there is cause for concern. Microsoft and Sony are butting heads directly with two boxes that may prove expensive and potentially alienating, depending on how each of their various services shake out. Meanwhile, Nintendo stands in the corner, politely smiling and pointing to its several-months-old system and all the new games it plans to have for it, simply hoping that anyone will pay attention to them.

In anticipation of the show, I thought it might be fun to dig through what we know about each of the major companies' E3 lineups, make a few predictions, and generally just discuss what we'd like to see at the show. So, without further ado...

Microsoft

Hey, everybody who freaked out that Microsoft hardly showed any games at its May 21 unveiling event, guess what? Microsoft's gonna have some games at E3.

Now, whether or not they're games you'll want to play or not, that's another situation entirely. We, in fact, know very little about Microsoft's E3 game lineup. Because of the delay in getting the Xbox One out there, developers were forced to keep their XBONE (nope, not dropping that abbreviation any time soon) games out of E3 judges week. What we do know is that there will be several games, and they won't all just be EA Sports titles and Call of Duty.

A new Killer Instinct game would be interesting to think about, but really, we all know what the world needs is a Banjo-Kazooie: Nuts & Bolts sequel.

Remedy's Quantum Break will most likely be one of them, though given the studio's penchant for "extended" development cycles, they may not have a ton to show just yet. Forza Motorsport 5 will definitely be there, probably in playable capacity; but again, this is a known quantity. Crytek's Ryse will also be there, though I haven't seen a great deal of cause to get excited about that one, yet.

While I expect the remainder of the XBONE lineup will be peppered with various action games and Kinect-friendly family fare, I expect at least one or two loops to be thrown. We still have no idea what Rare is up to, except that it is working on a new version of a "historic" property. Depending on who you ask, that sounds like it could be a reboot of its Killer Instinct fighting franchise, or maybe even some new Perfect Dark thing. It's probably not a Viva Pinata or Banjo-Kazooie game, as much as the latter would delight me.

Just don't expect to see anything about TV or sports league partnerships. Microsoft is back on the offensive now trying to win over the people they inadvertently pissed off with their first conference. Now Don Mattrick is talking about investing "$1 billion" into new games for the system, and basically everyone over there is trying to Wayne's World ending their way into a totally different narrative for the system. We'll see if it pays off or not when we actually see the games.

Sony

We actually know a lot about Sony and its forthcoming lineup. Sure, we haven't seen the PS4 box yet, but if there's a more overrated piece of information out there when it comes to new consoles, I've yet to see it. Otherwise, we know of several games that will likely be shown in greater detail. Stuff like Knack, The Witness, Infamous: Second Son, Killzone: Shadow Fall, and DriveClub seems all but assured to put in some kind of appearance on the show floor, either in theater-demo, or possibly even playable form. Hell, it even sounds like we may get to see more of whatever Squeenix has cooked up for Final Fantasy on the PS4, and maybe if we're lucky, Capcom will even have more of Deep Down to show.

That, of course, doesn't leave a lot of room for surprises. There seems a likelihood that Sony will treat things like the box unveiling, tech involving the new and improved Eye, and other miscellaneous details left out of the first briefing with some importance. That might mean we're in for a bunch of games we've seen already in some capacity, which would be a minor bummer. Still, there's plenty of room for third-parties to swoop in and show off a few more projects. I'm not necessarily holding out any hope for a Last Guardian PS4 demo, though. Sorry.

Excited as I am about PS4 stuff, I'd love it if Sony had one more big push for original Vita games, before inevitably relegating it to the role of an expensive PS4 accessory.

This does, sadly, leave us with the gaping wound that is the current state of the Vita. We'll definitely get to see more of Media Molecule's Tearaway, and probably one or two other things we don't know about. Still, the total lack of chatter around that system right now is deafening. I'm not trying to discount the totally decent selection of indie games currently available for it, but in terms of the major publishers and developers, Vita versions of games recently sound like total afterthoughts, if they even exist at all.

I do not want this. I like the Vita a great deal. Technologically, it's the best handheld system I've ever owned. It just doesn't have enough games to justify spending much time playing with it. I'm all for these PS3/Vita split games, and while the "mandatory" PS4 remote-play support thing is a nice, if slightly beside-the-point kind of gesture, that isn't necessarily what I had in mind for the system when I bought it. If I really wanted a system with remote play, I'd have invested in a Wii U by now (I haven't).

Nintendo

And then there's Nintendo. With no new console hardware to show, and no press conference to tout, Nintendo is perhaps in the strangest position of any company this year. The Wii U continues to flounder, though on the horizon there are several major games headed for stores this year. Unfortunately, many of them are hitting this fall, during a time when they will be forced to vie for limited holiday dollars against two new mammoth pieces of hardware.

Granted, at least several of those games look good-to-great. Pikmin 3 has never looked anything but delightful, though it's not the sort of game that will likely move units on its own. The same goes for other familiar games like The Wonderful 101 and Game & Wario. More likely, it's going to be the stuff we sort-of-know-about-but-haven't-really-seen-yet that's going to have to make the case for the Wii U. Whatever's next from the Mario Galaxy team, the new Mario Kart, and Sonic Lost World will have to do a lot of the heavy lifting. Other big games, like Smash Bros. and whatever the new Zelda ends up being, will undoubtedly churn some excitement out of the audience as well, but there seems to be little expectation that we'd be seeing either of those until 2014 at the earliest, which doesn't really help Nintendo's immediate problems.

Nintendo has plenty of big, familiar brands ready to appear at E3, but I'm personally hoping for at least one surprise, out-of-left-field debut. Perhaps something from Retro?

Nothing from that list depresses or worries me. Those are all known quantities in one way or another, and all those games should be expected to do well (or, at least, as well as a Wii U game is capable of doing). My worry is the total, utter lack of surprise in any of it. We all know Nintendo is primarily a nostalgia marketer, but that isn't really enough anymore. If people still bought Nintendo consoles just because they were Nintendo consoles, we wouldn't even be having this conversation. The expected no longer translates to automatic interest, and while I expect that Mario, Zelda and Smash Bros. will all do very well, short of insane overhauls that I don't think will happen, we'll still be experiencing some version of that which we already have.

My hope is that Retro's new game, which is purported by some to be an all-new IP, will be a solid kick in Nintendo's creative junk. New IPs are always risky and don't always engender huge sales relative to the initial interest they tend to draw, but Retro's a damn good studio, and there's reason to hope that whatever they have cooked up will be of interest. This, of course, assumes that what they're working on will even be ready for E3, which is anything but confirmed at this point.

As for the 3DS? It's fine, and Nintendo doesn't seem terribly panicked about it. While I'd love to see some diversity in lineup there as well, I expect we'll be getting a lot more of the expected stuff for the system from both Nintendo and third party publishers. Again, with no reason to worry about that system's health at the moment, there's not much reason to diverge from the current path.

Third Parties

With the consoles taking center stage, third-party publishers are a bit more in the background this year. Some, like Take Two, have chosen to skip the show entirely. Most everyone else is on-hand, albeit with perhaps fewer games to show overall, as we make the transition into a new console generation.

EA is maybe the most interesting of the bunch. Not necessarily because of their lineup, which will assuredly be heavy on both sports titles and Battlefield 4, but more because they're in the most unique position. Having just announced the acquisition of the Star Wars license, EA won't have anything to show for those games except for perhaps a bit of explaining about what directions each studio assigned to the games (DICE, Visceral, and BioWare) will be heading. Need for Speed: Rivals will almost assuredly be there, as apparently will Dragon Age 3, and perhaps even the still-rumored Mirror's Edge 2, which apparently EA inadvertently put up a help page for last week. Hey, stranger things have happened.

A new Mirror's Edge at E3? That's no less believable than any of the other rumors floating around right now.

There is also the matter of that Respawn game, which EA is publishing. Most recent rumors have that title, reportedly codenamed "Titan," appearing potentially as a Microsoft exclusive, though little has been learned since those rumors first popped up. It seems likely that the game would appear at one of the major conferences, but whose, and in what context, we most definitely do not know yet.

Ubisoft will come with its expected lot, showing off more of Rayman Legends, Splinter Cell: Blacklist, Assassin's Creed IV, and Watch_Dogs. Presumably they will also have more of South Park: The Stick of Truth to show, which hopefully will also come with a release date (finally). There is also reportedly a new game from the studio behind Driver: San Francisco, rumored to be called The Crew. That could be cool.

Beyond them, it seems like it'll be a lot of one-and-two-game showings from other publishers. Warner will have Batman: Arkham Origins and Techland's new zombie parkour thing, Dying Light; Activision will have Call of Duty: Ghosts; XSEED will have Killer Is Dead; Square Enix could have Thief on-hand in addition to its Final Fantasy stuff; Konami will have the one-two punch of Metal Gear Solid V and Castlevania: Lords of Shadow 2; Deep Silver will have more Saints Row IV to show; and Capcom will have a few different things, though it's highly unlikely that any of them will be Resident Evil 7. Maybe that's for the best right now.

Beyond all of that, there will most certainly be a few surprises, a few disappointments, and a few curious no-shows. Everything we do and do not know roughly adds up to a show that should be very exciting. I have hope for both the PlayStation 4 and Xbox One to impress, and even some hope that Nintendo's fortunes could be turned around with a strong showing. It's going to be hectic, brutal, and, with any luck, a whole lot fun. Even after all these years of attending E3, I still can't wait to get there and get going. I expect this year's show to be the good, the bad, and the weird all wrapped up into one, and I wouldn't miss it for the world.

As always, you'll be able to follow along with us at home through our live coverage, video interviews, and yes, even written coverage (*gasp!*) from the press conferences and show floor. Hopefully you're looking as forward to our coverage of the show as we are to actually covering it.

--A

Note: There will be no Guns of Navarro next week as the staff prepares for E3. However, if you would like to participate in the following week's edition, send your post-E3 questions to alex@giantbomb.com, and he will amass them for a big ol' after-E3 blowout.


Posted by Kotaku Jun 02 2013 17:00 GMT
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Shortly after opening their Steam Greenlight campaign for the game Paranautical Activity, the two-man studio Code Avarice got a phone call that would have made any indie's day: It was Adult Swim, offering to publish their game on Steam. Yeah, well, not so fast. As Code Avarice's Mike Maulbeck and Travis Pfenning explain in that video above, when Adult Swim—taking a chance on a PC title after dealing mostly with flash and mobile games—went to pitch Paranautical Activity to Steam, they were told no dice. "[Steam's] response was basically, 'We don't want to send the message that indies should seek out publishers to get around Greenlight,'" the duo recalled. Valve, through spokesman Doug Lombardi, confirmed the gist of the statement to PCGamesN. "Our message to indies regarding publishers is do it for your own reasons, but do not split your royalties with a publisher expecting an automatic ‘Yes’ on Greenlight.'" Maulbeck and Pfenning are not happy. "We've got a Greenlight campaign that we haven't even touched in months, and now we have to resurrect it from the ashes," they said. They asked Adult Swim if it would work to promote their Greenlight campaign to get the game on Steam and the response was, more or less, no, because Adult Swim doesn't want to get sideways with Steam/Valve. "We haven't officially decided if we want to go with them," the said. "The fact we have to get on Steam with our own two feet," after getting this kind of an offer from a publisher, "is really a kind of bummer." Valve to indies seeking publisher deals to bypass Greenlight: "do not split your royalties with a publisher expecting an automatic ‘Yes’." [PCGamesN]