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Posted by Kotaku Dec 18 2013 02:00 GMT
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It's hard to believe DmC came out this year… last January feels like a hundred years ago. Ninja Theory's game boasted their usual striking visual style, as demonstrated in these new shots from Dead End Thrills.Read more...

Posted by Kotaku Jun 21 2013 21:00 GMT
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As the old saying goes, "Video games beget more video games." Successful video games beget sequels. And The Last of Us seems by any available measure to be a successful video game. That being said, I hope it doesn't get a sequel. WARNING: MAJOR SPOILERS FOLLOW FOR THE LAST OF US. The spoiler train is leaving the station. Y'all have been warned. The ending of The Last of Us was a bit astonishing, wasn't it? Not because it was so epic or cathartic or whatever other vague term you want to use; it knocked me out simply because it was an Ending, with a capital "E." It took the entire 14+ hour story and wrapped it up with a conclusion that fit with everything that had preceded it. Joel spent the better part of a year with Ellie, and the two of them came to depend upon, trust, and eventually love one another as family. In the end, Joel, who had already lost one daughter, couldn't let himself lose another. He did something awful: he sacrificed humanity's last known hope for a cure just so that he wouldn't have to lose Sarah all over again. And then he did something worse: After all those months building trust, he lied to Ellie about it. And Ellie knew, didn't she? It was left ambiguous (three cheers for ambiguity in video games!), but in that final scene, when she told that story about her friend dying, her doubts about Joel's hastily assembled story… Ellie knew. And she let Joel lie to her, and decided that it was okay. Would she have felt that way if she'd known the extent of what he'd done to "save" her? If she knew he'd murdered half the Fireflies, walked into her operating room and gunned down maybe the last remaining brain surgeon on earth? That he'd maimed and tortured, that he'd murdered Marlene, her longtime protector and surrogate mother, in cold blood? Could she forgive him for all that? I don't know. What questions for a game to leave us asking! (This video is from a roundtable conversation I recently had with Revision 3's Adam Sessler and Zac Minor about The Last of Us. Starting at around 26:00, we talk about the ending.) It sure wasn't a satisfying ending; there was no intense final boss battle, no emotional goodbye, and no great sacrifice. In many ways, it was the opposite of the more traditional (though no less worthy or affecting) ending we saw in Telltale's The Walking Dead game. None of the more predictable "zombie endings" that people had guessed came to pass: Joel didn't die, he wasn't forced to kill Ellie, nor was she forced to kill him. Despite the fact that the game was built on so many zombie-movie tropes and clichés, its ending avoided all of them. In fact, the ending earned a lot of the tropes that came before it. In particular, the "woman in a refrigerator" from the beginning of the game. It's a cliché as old as video games to start with a woman dying, thereby giving the male protagonist his motivation for the rest of the story. But in this case, the game earned it. The moment when Joel lost Sarah, when he called her "baby girl" and held her as she died… that one moment contained Joel and Ellie's entire narrative, from their first meeting (that glance down at his watch!) to their reunion at the end of winter ("I'm here, baby girl, it's me") all the way to Joel's final, irredeemable lie. That's it. The story came full circle. It ended. So when I say I don't want a sequel, that's what I'm talking about—I don't feel like I need to return to this particular post-apocalyptic world. I don't want to hear any more stories from there. I don't need to see what Joel and Ellie get up to now that they're safe at Joel's brother's wilderness retreat. I certainly don't need to fight off another clicker, or make my way through another hunter camp. I felt much the same way about Enslaved: Odyssey to the West, a game to which The Last of Us bears more than a passing semblance. Here's what I wrote about that game: Does Enslaved really need an additional chapter? Would we really have gotten more out of watching Monkey and Trip travel across another series of post-apocalyptic wastelands, meet another couple of scavengers, explore their complicated relationship further? I'm not so sure. Enslaved stands pretty well on its own. Furthermore, without spoiling anything, I found it refreshing that Enslaved had an actual ending. It raised all sorts of questions, and it was anything but some weak cliffhanger leading into a presumed sequel. Replace Enslaved with The Last of Us and I might as well be talking about the newer game. Of course, that doesn't mean that we won't get a sequel. Nothing in videogamedom can be so critically successful without at least prompting discussion of more, more, more. And, necessary or no, I wouldn't put it past Naughty Dog to put together something fantastic for a sequel. (Title suggestion: The Last of Us 2: Turns Out There Were More of Us Than We Initially Thought.) Of course, that doesn't mean that we won't *get* a sequel. Nothing in videogamedom can be so critically successful without at least prompting discussion of more, more, more. I'll feel even better when I see what they do with the single-player DLC, which Sony says isn't just cut content, but all new stuff. (Maybe it'll trace the story of Marlene as she makes her way across the country? Or perhaps Tommy's adventures sometime in the 20 years after the fall? Or maybe we'll get to see how Henry and Sam came to be trapped in Pittsburgh? Or something starring Tess? Hell, I'd gladly play DLC starring any of the main narrative's supporting cast.) Speaking with the PlayStation blog, The Last of Us writer and creative director Neil Druckmann had this to say: I think the world is ripe for more stories, but as far as the journey Joel and Ellie goes on [sic] it ends with this game. We were very conscious that we didn’t want to leave this story dangling. If we never do a sequel we’re okay with it, because we told the story we needed to tell. If you follow games at all, you know that "ripe for more stories" means "if this game makes money, we'll happily make more of them." And when Druckmann says Joel and Ellie's journey ends with this game, that could be read a number of ways. Their journey is over, after all. But I highly doubt they won't feature in a sequel in some way or another. So, okay, let's assume we're gonna get a sequel. The worst thing Naughty Dog could do would be to have the two main characters set off again, this time looking for some other thing, crossing through some other part of America in a journey that mirrors the first game. Though given how good these guys are at telling stories, I highly doubt they'd to that. The best thing Naughty Dog could do would be to make Ellie the star of the sequel. In my review, I wrote, "The Last of Us isn't Joel's game; it's Ellie's." I still think that, given that she was the character I most cared for and felt the most connected to. But it's hard to argue with Chris Suellentrop at The New York Times when he observes: The Last of Us aspires to be an interactive, mixed-company version of “The Road,” in this case the story of the relationship between an older man and a 14-year-old girl as they try to survive in an oppressive and deadly wasteland. Almost throughout, however, it is actually the story of Joel, the older man. This is another video game by men, for men and about men. And yet even if we accept that conclusion, I'd argue that The Last of Us is a very good video game by men, for men and about men. Furthermore, it's noteworthy in how it shrugs off several video game storytelling conventions, among them the need for a heroic protagonist and a satisfying, unambiguous ending. How fine would it be for a sequel to up the ante and shrug off more conventions, to lose the male-centric, Daddening of Games bent of the first game and let us tell Ellie's story? Maybe it's five years later, and a 19-year-old Ellie is beginning to make her way in the world. Maybe she learns of Joel's lies and sets off on her own, or maybe… Okay, okay, ha. Look at me, getting all excited about a possible sequel to a game I don't even think needs one. And I really don't. It's so rare for a game to have the conviction to end without providing all the answers, to leave us unsure how to feel about what we just saw and, more vitally to the medium at hand, what we just did. To let us sit with it. To make us stew. We get too much resolution in video games these days, and could do with a bit less surety. From beginning to end, The Last of Us is confidently ambiguous in a way almost unprecedented in big-budget video games. That, not its amazing graphics, well-designed combat or slick cutscenes, is its most laudable achievement.

Posted by Kotaku May 24 2013 12:30 GMT
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I love Ninja Theory. Not only was it my favorite elective in college, they make some pretty wonderful action adventure titles, filled with expressive characters, quirky humor and Dante fan hate. Now they've partnered with Chillingo for Fightback, an 80s-style action game for Android and iOS. Boasting a "revolutionary touch-based combat system" as many mobile games have before it, Fightback looks like some sort of beat-em up, which isn't the sort of game that made me fall in love with Ninja Theory, but I'm willing to give it a chance. At least they still haven't figured out how to keep a camera straight. It's part of their charm, along with large, watery eyes. Ninja Theory and Chillingo will be showing off Fightback at E3 next month, so expect more then.

Posted by Kotaku Sep 27 2011 11:00 GMT
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#fineart From the first time I saw Heavenly Sword concept art in an old copy of Edge, right through to their work today, I've been a big, big fan of the art team over at Ninja Theory. So it's a pleasure today to present the work of the studio's visual art director, Alessandro Taini. More »

Posted by Joystiq Sep 23 2011 18:50 GMT
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Every year, critics and fans provide the word-of-mouth support to several games that barely subsist on a whisper of marketing. "Enslaved should have done better," says Tameem Antoniades, head of the game's developer, Ninja Theory. "Right now we should have been doing a sequel and perfecting that sequel and doing what franchises do, which is get better over time."

The comments come from a new issue of Edge (via CVG), and go on to show that the studio's longterm plans were altered by Enslaved's so-so sales. Antoniades reveals that Ninja Theory meant to expand to two teams, but have now remained a "smaller shop" to focus entirely on the Devil May Cry reboot for Capcom.

Though team members had "mentally prepared" themselves for this outcome, Antoniades said in October of last year, it's clear that the game's success had been embedded in the studio's plans for growth. (At least Enslaved wasn't a racing game.)

Since Devil May Cry is a firmly established brand, Ninja Theory's expressive characters may yet find themselves in a hit -- and perhaps even a finely tuned action game.

Posted by Kotaku Sep 23 2011 01:00 GMT
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#enslaved Enslaved: Odyssey to the West was one of the unexpected surprises of 2010—a wonderfully colorful, well-told story full of enjoyable Uncharted-esque gameplay and some some remarkably well-done digital performances. Its story wasn't perfect, but those opening chapters (and that finale!) stick with me even today, as do its two mismatched protagonists. More »

Posted by Joystiq Feb 12 2011 03:00 GMT
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Hindsight being 20/20, Namco Bandai's execs had some choice things to say about Ninja Theory's Enslaved, a game that was hailed by many critics but failed to garner commercial success. President Makoto Iwai told Siliconera that despite the poor sales figures, he's proud of the publisher's ability to get it off the ground. "Results are everything for a business unit, so we have to face it. But, we are proud of ourselves for being able to launch that game," he said.

But the most telling comments came from VP of marketing, Carlson Choi, who pegged it all on poor timing. "It launched in the midst of a busy holiday season." He went on to say that while the game "had the quality needed to address gamers," it ultimately came down to "getting into the market at the right time." When it launched on October 5, Enslaved had some tough competition in Castlevania: Lords of Shadow, Def Jam Rapstar, NBA Jam and NBA 2K11 that week alone -- the following weeks would see the launch of several big hitters, including Medal of Honor, Need for Speed: Hot Pursuit and, of course, Call of Duty: Black Ops.

As for the prospect of an Enslaved sequel, Choi isn't ruling it out. "I can assure you, a title like Enslaved, and every title we've worked on in the past, we're going to re-examine them and say what is the potential for the game?" Namco showed interest in a sequel back in October, but that was the sales figures came in.

Posted by Joystiq Feb 03 2011 16:30 GMT
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Well, it seems as though Namco Bandai's strategy of half-heartedly promoting the excellent Enslaved has worked just as planned, with the game selling 460,000 units across the globe in the three months following its release. It was originally predicted to move a million units, though that was revised to 800K by Namco in November.

We know it's sad, but we can hope for a silver lining (and some corporate foresight) in the dark cloud on which Monkey finds himself. Dead Space sold under a half-million in the month after its release, and now you can't swing a cat without hitting a disembodied necromorph limb. Here's hoping Monkey finds the same sort success later in life -- and if not in a sequel, perhaps in another game like it.

Developer Ninja Theory is now hard at work on DMC, a reboot of Capcom's Devil May Cry series.

Posted by Joystiq Dec 14 2010 23:30 GMT
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To celebrate the holidays, we're kicking off twelve straight days of giveaways from now through Christmas day. And while we say it's to celebrate, really ... we're simply getting rid of some of the larger packages around the ol' office.

Which gets us to our first prize: A limited edition (look, only 250 made!) resin statue for Ninja Theory's under-appreciated Enslaved: Odyssey to the West. Since you can't put statue into game systems (not easily, at least), we're coupling it with a copy of the game on the winner's platform of choice (PS3 or Xbox 360) and some additional merch.

Posted by Kotaku Nov 24 2010 10:30 GMT
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#toys Ninja Theory's Enslaved may not have been one of 2010's more memorable games, but these custom action figures built in its honour are some of 2010's more memorable pieces of fan art. More »

Posted by Joystiq Nov 21 2010 02:30 GMT
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If there's anything this developer diary for the upcoming Enslaved DLC, "Pigsy's Perfect 10," has taught us, it's don't judge a book by its cover. The guy just wants a friend and he'll do what it takes to earn one -- er, build one, in this case.

Posted by Joystiq Nov 12 2010 12:00 GMT
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Enslaved's sharp-shooting porktagonist, Pigsy, is looking for love -- in all the wrong places, evidently. Instead, these new shots from Ninja Theory's upcoming DLC, "Pigsy's Perfect 10," suggest that the portly fellow finds a lot of angry mechs bent on roasting his rump.

Posted by Joystiq Nov 09 2010 13:45 GMT
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For those who haven't bought Enslaved: This morning, you have a great opportunity to get on at the bottom floor of this exciting new IP, thanks to a killer deal on Amazon that'll net you the first game in the series for just $25. Hurry, and make sure you're prepared for the next step in this exciting franchise!

For those who own Enslaved: OK, we're not going to lie to you. This isn't a good sign. We know what we told those other guys, but we have no idea if there's going to be another Enslaved. It certainly doesn't look good, does it? But if we're going to get the sequel we so richly deserve, we'll have to convince others that there's still hope, and that might require us saying some things we're not strictly proud of. If you don't have the stomach for it, we assume you can find the door.

Posted by Joystiq Nov 02 2010 16:00 GMT
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VentureBeat reports that Namco Bandai of America is letting 90 employees go. The layoffs are allegedly due to the recent reorganization of the company's mobile and online divisions, in which it squished the two into one. The company is also shifting, according to VentureBeat, a "considerable amount" of game development from San Jose, California, back to Japan.

Namco Bandai's VP of marketing, Carlson Choi, states that the details about the future of game development at the company are being "sorted out now," and that the publisher is "partnering with external development studios." Its goal is to move into "digital games" -- an unintuitive term that means digitally distributed games instead of $60 boxed products.

Posted by Joystiq Oct 31 2010 04:30 GMT
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If it weren't clear why everyone says Enslaved: Odyssey to the West has great voice acting, the latest trailer for its upcoming DLC starring the game's playable sidekick, Pigsy, shows it off at its best. Head past the break to see for yourself.

Posted by IGN Oct 28 2010 18:11 GMT
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New DLC includes side story starring Pigsy character and allows options to play both the DLC and original game in 3D.

Posted by Joystiq Oct 28 2010 19:00 GMT
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The critically well-received action adventure Enslaved's first piece of premium DLC will include "Pigsy's Perfect 10," a playable side-story, and add TriOviz 3D support to the game. Namco Bandai announced today that the $10 (800 Microsoft Points) DLC will be available "later this year" on PlayStation Network and Xbox 360.

Pigsy, the zaftig companion of svelte Enslaved characters Monkey and Trip, will encounter an adventure focused on "stealth and sharp-shooting." As long as there are no long stairways or narrow columns, we figure he'll be just fine. The quest will involve Pigsy assembling parts to create the "perfect woman."

The DLC will add 3D to both the new side story and the original game. So, be sure to save up your dirty clothes, because once Monkey's in 3D you'll be able to do your laundry on those washboard abs.

Posted by IGN Oct 21 2010 22:33 GMT
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Our editors discuss how Ninja Theory's follow-up to Heavenly Sword measures up.

Posted by Joystiq Oct 16 2010 02:00 GMT
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Shortly after Enslaved's launch we were informed that the game was only outputting stereo for those using optical audio output for surround sound on PS3. We were told by Namco today that it is currently working on a title update to support 5.1 sound output.

A Namco rep tells Joystiq, "[The update] will be ready around the same time as the paid DLC, which will be available within the next couple of months. Details on that DLC will be announced soon."

So, good news: patch incoming. Bad news: gonna take a while to fix. The game does currently support 5.1 surround via HDMI (provided you have the appropriate receiver).

Posted by Joystiq Oct 12 2010 15:45 GMT
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If you're part of the growing sect of gamers who don't buy new titles at launch because you know they'll get marked down by $10 on Amazon within a few weeks -- well, your patience has been rewarded. The online retailer's now selling Enslaved: Odyssey to the West for $50 on PS3 and 360.
  • Enslaved: Odyssey to the West (PS3 and 360) -- $49.99, down from $59.99
[Thanks, MarkHawk!]

Posted by Joystiq Oct 09 2010 08:15 GMT
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In case our sterling review of Enslaved: Odyssey to the West wasn't visually stimulating enough for you, please take some time to enjoy the launch trailer. With its beautiful landscapes, interesting characters and cavalcade of menacing robots, we believe you'll be glad you did.

Posted by Joystiq Oct 05 2010 01:00 GMT
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Following the completion of Enslaved: Odyssey to the West (and its release this week), Ninja Theory has turned to the next project on its plate, DmC: Devil May Cry. However, studio head Tameem Antoniades tells Eurogamer that an Enslaved sequel isn't entirely off the table. In fact, Antoniades says the studio has the "capacity to do two games."
"The thinking from the beginning was not to assume there would be a sequel -- just to put everything into this game. It's a new IP, so let's not plan for a sequel because the chances are we'll only disappoint ourselves. So we mentally prepared for that -- we've not planned for a sequel. But if it gains some traction, I'd like to see something happen." Before there's any sequel talk, people will have to buy the game, of course. And Enslaved is going up against some stiff competition as the fall season ramps up; beginning this week with Castlevania: Lords of Shadow. But, hey, even if a sequel's ruled out, at least there will be DLC.

Posted by IGN Oct 04 2010 09:12 GMT
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Ninja Theory says more Dante needn't mean no more Monkey.

Posted by Joystiq Oct 01 2010 09:00 GMT
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It's embarrassing, but true: Every single reviewer tries to think of what they're going to say while they're playing a game. For me, it's like a mental first draft, constantly evolving as I play. "EFF THIS CRAP IT'S TOO HARD" gets struck through when I figure out what I'm doing wrong, and hilarious jokes I come up with about the main character's haircut become more refined as I go along.

As I sat down to write my review for Enslaved though, I realized that my brain had been so captivated, so entranced by the adventures of the brutish loner Monkey, that my mental slate was entirely blank. And that's saying something, because he's got one really stupid haircut.

Posted by IGN Oct 01 2010 08:00 GMT
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A rough but worthwhile road to freedom.

Posted by IGN Oct 01 2010 06:39 GMT
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A rough but worthwhile road to freedom.

Posted by Joystiq Sep 29 2010 13:00 GMT
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According to Ninja Theory chief Tameem Antoniades, the downloadable content for the much-anticipated Enslaved isn't just going to be "an extra few levels kind of thing. It's an entirely new experience," he tells Destructoid in a recent interview. He says that the "extra" content was designed as a whole new project -- the game is a cohesive story and experience in itself, and then the DLC was created from "a little extra time and budget for something totally extra, which is totally optional." Strangely, he couldn't confirm that the DLC would follow the Pigsy character (which is what Namco said about a week ago), but he promises a "meaty" experience nevertheless.

Antoniades also talks more about how the game was developed from a very cinematic point of view -- the company hired real screenwriters and filmmakers to come work on the project, and took inspiration from the idea of "buddy movies, where each character is part of a team," Antoniades says, "and that without each other you can't accomplish the mission." We're very much looking forward to seeing how all of this influence and hard work pans out -- the game will be out next week.