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Mario Kart 8 - confirmed tracks thus far
mariopartylegacy.com posted by GoNintendo Apr 03 2014 18:34 GMT in Mario Kart 8
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Mushroom Cup

Mario Kart Stadium
Water Park
Sweet Sweet Canyon
Thwomp Ruins

Flower Cup

Mario Circuit
Toad Harbor
Twisted Mansion
Shy Guy Falls

Star Cup

Sunshine Airport
Electrodome
???
???

Special Cup

???
???
???
???

Unassigned Tracks

Bone Dry Ruins
Cloudtop Cruise
Dolphin Shoals

Shell Cup

Wii Moo Moo Meadows
DS Cheep Cheep Beach
GBA Mario Circuit
N64 Toad’s Turnpike

Banana Cup

GCN Dry Dry Desert
SNES Donut Plains 3
N64 Royal Raceway
3DS DK Jungle

Leaf Cup

???
???
???
???

Lightning Cup

???
???
???
N64 Rainbow Road

Unassigned Tracks

DS Tick Tock Clock
Wii Grumble Volcano
3DS Music Park
3DS Piranha Plant Pipeway
Advance Wars - review
nintendolife.com posted by GoNintendo Apr 03 2014 18:26 GMT in Nintendo Stuff
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A portion of a Nintendo Life review...

The first Advance Wars might not have the huge amount of COs and new units from its sequels, but it is more balanced because of this; as a result, it tends to always feel fair, even if you lose. Even in those rare instances that it feels unfair, the immensely charming graphics and music are top notch, and will no doubt manage to keep a smile on your face.

Full review here
Joystiq Streams: Trials Fusion and the art of the face-plant
joystiq.com posted by Joystiq Apr 03 2014 19:00 GMT in Xbox One
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Rage can be one of gaming's sweetest plums. Not the sort of rage where you flip out on a cheater in Titanfall or lose a particularly thorny League of Legends match. Sweet rage comes from classic challenge, when a game asks you to do something extra hard and you come oh-so-close to pulling it off before losing and getting sent back to try again.

RedLynx's Trials Fusion, the latest in the strong run of motocross trick games, produces only the finest rage. Didn't quite land that flip? See your friends getting a better score than you on this track? Trials makes a player see red. No wonder we want to broadcast ourselves face-planting repeatedly in Fusion's new sci-fi themed tracks.

At 4PM EST on the Joystiq Twitch channel, Joystiq Editor-in-Chief Ludwig Kietzmann will stream one solid hour of the Trials Fusion PC beta, providing a veritable smorgasbord of spills and, well, mostly just spills. Anthony John Agnello will be hanging in the chat as usual, feeding your questions to Ludwig.

Want more? We'll be giving away 15 beta codes to the Trials Fusion beta in the Twitch chat while we play. Then you can face-plant with us.

Joystiq Streams broadcasts every Tuesday and Thursday at 4PM EST. [Images: Ubisoft]
EA Snags Uncharted Writer Amy Hennig For Star Wars Game
ea.com posted by Kotaku Apr 03 2014 17:23 GMT in Gaming News
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A post on EA's corporate site says that the woman who helped give Naughty Dog's Uncharted series its distinctive feel will be working on Star Wars for the Battlefield publisher.Read more...
10 Mirror-Image Batman Villains from History
ign.com posted by IGN Apr 03 2014 18:17 GMT in PC Gaming News
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The Arkham Knight is far from the first mirror-image Batman villain. These are 10 of Batman's most deadly villainous comic book counter-points.
Turtle Tale PEGI rating secured, bug found in NA version, Wii U talk
gonintendo.com posted by GoNintendo Apr 03 2014 18:17 GMT in Nintendo Stuff
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The PEGI rating for Turtle Tale came in today. Spending some time today testing the build, then sending it off to NOE lotcheck.

— Saturnine Games (@SaturnineGames) April 3, 2014

NOA found a bug in our last submission. We fixed that and resubmitted a few days ago.

— Saturnine Games (@SaturnineGames) April 3, 2014

Haven't done too much on the Wii U version lately, but that will be high priority now.

— Saturnine Games (@SaturnineGames) April 3, 2014

@curbles Probably just 3D vs HD, but we'll see how it goes.

— Saturnine Games (@SaturnineGames) April 3, 2014
Monster Hunter 4 getting special Universal Studio-themed content
siliconera.com posted by GoNintendo Apr 03 2014 18:12 GMT in Nintendo Stuff
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- special Feylne friend named Univer available on April 7th
- also available will be Universal Studios themed Guild Cards and blue & gold Universal Studios Japan armor
- designs are based on the Felyne designed for the theme park
Apexicon dev explains why he chose to support Wii U
4colorrebellion.com posted by GoNintendo Apr 03 2014 18:08 GMT in Nintendo Stuff
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A portion of a 4cr interview with Jonathan Meyer, CEO of Actos Games...

4cr: Why did you decide to go with a Wii U release?

JM: Nintendo themselves actually offered us a development kit for their Nintendo Web Framework, which Construct 2 is compatible with. We believe that offering quality games on Nintendo’s eShop service will grow the platform into something special for Indie gamers and developers! Other than that, we believe the Wii U GamePad is perfect for our touch and play gameplay.
HullBreach Uncloaked to feature two balance board control schemes
gonintendo.com posted by GoNintendo Apr 03 2014 18:04 GMT in Nintendo Stuff
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HB: Uncloaked Daily Nugget - There is a second Balance Board control scheme coming (a standing one). It was too fun to pass up!

— HULLBREACH STUDIOS (@HullBreachGames) April 3, 2014
Raiden not appearing in Smash Bros. Wii U/3DS
gonintendo.com posted by GoNintendo Apr 03 2014 18:02 GMT in Nintendo Stuff
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Just like that, the rumor has been squashed. Our good friend Ishaan Sahdev over at Siliconera spoke to Reuben Langdon via email. Turns our Mr. Langdon was actually getting Playstation All-Stars Battle Royale confused with Smash Bros.. This direct quote comes to us via Sahdev.

"Oh, the all-stars battle Royale was the one I was in. Lol! Yep. Totally got them confused." - Reuben Langdon

That's quite a big mistake to make, but at least we have it all cleared up now!
Diablo 3: Reaper of Souls expansion sells 2.7 million in one week
investor.activision.com posted by Joystiq Apr 03 2014 18:30 GMT in Activision
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Activision announced today that Blizzard's Diablo 3 expansion Reaper of Souls has sold more than 2.7 million copies worldwide since its launch for Windows and Mac platforms on March 25.

The publisher additionally notes that Diablo 3 earned more than 2.4 million Twitch views on Reaper of Souls' launch day. Players have completed the expansion's quest line more than 1.5 million times in the week following its release.

Along with new story content, Reaper of Souls introduces the new Crusader class and raises character level caps. The core Diablo 3 experience was recently overhauled to make item drops more plentiful and better-suited to player classes.

A PlayStation 4 version of Reaper of Souls is also in the works.

[Image: Activision Blizzard]
Harry Potter Complete, Tomb Raider Definitive, FFXIV Limited
wbshop.com posted by Kotaku Apr 03 2014 17:15 GMT in Gaming News
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The Harry Potter Hogwarts Collection is a massive 31-disc set of everything Wizarding World. Blu-rays of all the films are of course included, along with some extended versions, some 3D versions, digital copies, 45 hours of special features, all in beautiful packaging. Use codes RETAILME20 and RETAILME20HE to get it for $163, the cheapest it's ever been. [WBShop] Read more...
Taking AIM: Jagged Alliance – Flashback Interview Pt Two

The first part of my conversation with Full Control CEO Thomas Hentschel Lund covered the main mechanical and interface changes that have been implemented in Jagged Alliance: Flashback. Taking Jagged Alliance 2 as its base, the game’s alpha has now been released to backers, giving a first insight into the combat mechanics. In this second part of our extensive interview, I spoke to Lund about the pressure of working with a license and living up to expectations, as well as the vital importance of modding in the future and past of Jagged Alliance.

… [visit site to read more]

HullBreach Uncloaked to have first teaser released by next weekend
gonintendo.com posted by GoNintendo Apr 03 2014 17:57 GMT in Nintendo Stuff
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We are setting a self-imposed deadline of next weekend to release the first video teaser for HullBreach: Uncloaked. Hold us to it!

— HULLBREACH STUDIOS (@HullBreachGames) April 3, 2014
Mario Kart 8 - video preview
gonintendo.com posted by GoNintendo Apr 03 2014 17:56 GMT in Mario Kart 8
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Placed after the jump due to autoplay...

Read the rest of the story...

Nintendo kicks off Mario Kart 8 online advertising
gonintendo.com posted by GoNintendo Apr 03 2014 17:51 GMT in Nintendo Stuff
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Oh this is promising. I load up a Youtube video and the advert is for Mario Kart 8. Good work, Nintendo.

— Joe Merrick (@JoeMerrick) April 3, 2014
Mario Kart 8 still allows for item-blocking
gonintendo.com posted by GoNintendo Apr 03 2014 17:50 GMT in Nintendo Stuff
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“@ChewyRzrBlades: Can you still hold an item behind you in MK8 to block incoming shells?” You can. You just can't pickup another item too.

— Jose Otero (@jose_otero) April 3, 2014
Let's Play Dark Souls 2, Ep. 5 - Finding the Fire Sword
ign.com posted by IGN Apr 03 2014 17:47 GMT in Dark Souls II
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The enemies of Drangleic are tough, but we found a special weapon that might turn the tides.
Nicalis asking for input on games you'd like to see on Wii U/3DS eShops
gonintendo.com posted by GoNintendo Apr 03 2014 17:43 GMT in Nintendo Stuff
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What games do you want to see on 3DS and Wii U eShop? How about PSN?

— Nicalis, Inc. (@nicalis) April 3, 2014
Even more 3DS Miiverse communities added
t.co posted by GoNintendo Apr 03 2014 17:41 GMT in Nintendo Stuff
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Eh, ¡que aún faltaban algunas comunidades más en Miiverse USA! Actualizan hoy un pelín tarde pero ya están las nuevas pic.twitter.com/w9IMB3aTp2

— ESPAL3DS (@espal3ds) April 3, 2014
Mario Kart 8 devs talk balance, two Rainbow Roads included, representing all installments in the franchise
gamespot.com posted by GoNintendo Apr 03 2014 17:39 GMT in Nintendo Stuff
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Coming from Nintendo's Hideki Konno...

"Game balance is also another really important element of Mario Kart that we look very closely at and place a lot of value on,. From the time we start working on development, thousands of times, maybe even tens of thousands of times, we adjust that balance when we're playing. At the end we come up with what we hope and feel is a really good balance. It's our strong hope that folks would want to play with the items as we have balanced them.

We do hear, and a lot of people out there say it, that Mario Kart is all about luck. That if you're at the front then you'll get hit with a blue shell, so it's all about luck. That feature is not random--it doesn't just happen. There is a lot of adjustment and there is a lot of thought and effort put into that system, and developing it in a way that actually promotes game balance. I would hope people understand that as well."


The following comes from director Kosuke Yabuki...

"Rainbow Road of course is a classic course. This time we actually grabbed Rainbow Road N64 version in addition to the current iteration of Rainbow Road. So we hope you look forward to racing on both of those courses. One thing I do want to mention is Rainbow Road, that final course. We really want you to look forward to what we've done to it this time because it's something else. It's really spectacular."

Coming from Konno...

"We really wanted this game to be a representation of all the games that came before it. We wanted to summarize and bring together all the elements of the series into this title. The race courses themselves is one of the most important--if not the most important elements--in the series, so with Mario Kart 8 we really wanted to divide up the things we could do and make sure we're really using them effectively. So we have underwater sessions, we have flying sessions, we have anti-grav sessions, and we use all of these in a way to create really interesting and fun to drive on courses."

Link
Meet the Clones
auth.giantbomb.com posted by Giant Bomb Apr 03 2014 17:38 GMT in Gaming News
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Video games do not exist in a vacuum. Part of the medium’s magic comes from developers taking cues from one another, leveraging each other’s breakthroughs to develop their own. The reliance on borrowing is both a blessing and a curse, and these days, the ethics in-between are very, very blurry.

You might have played Threes, the card stacking number game, except you know it as 2048. There’s a chance you know it as 1024. There’s a chance you know it as the countless other clones of Threes. 2048 and 1024 are their own riffs on the concept of Threes, though neither could exist without Threes.

Clone is a curious word, especially in the context of video games. What constitutes a clone, and what's the difference between stealing and inspiration? The question becomes tougher as the games become smaller, and the democratization of development tools makes it easier and easier to make games.

If you search for 1024 in the App Store, here’s what comes up:

You'll find a similar situation on the Google Play store. Searches on both stores for 2048 are just as prolific:

In short, the popularity of Threes proved attractive. Clones don’t arrive unless there’s something worthy of cloning. Threes, like Flappy Bird, is worth cloning. There's money in this banana stand.

Our journey into the world of Threes clones begins at ground zero. 1024, which first appeared on the App Store on February 27, was created by 28-year-old designer Yeung Jason in Beijing, China. Threes first appeared on the App Store on January 22.

A look at 1024 and Threes side-by-side.

Jason told me he’s a big fan of thatgamecompany’s Journey, and Threes co-creator Asher Vollmer once worked at that studio. That’s how he found Threes, and became entranced by it. 1024, he told me, was created for his fiancée, and he only later decided to publish it to the App Store and Google Play.

He does not consider 1024 a clone.

“No,” he said over email. “Never. As I said, I made it for fun and for my fiancée.

Jason explained that the reason 1024 not only borrows the design of Threes but the game's visuals, as well, is because he wanted to make the game “fast.” His work on 1024 led him to create Monster Grow!, a conceptually similar game for “kids and girls” with a new look and without any of the math. The numbers turned some players off.

“Good artists copy, great artists steal,” he said. “Clone=Copy. Inspiration=Steal. Any design cannot be completely free of plagiarism. But the difference between clone and inspiration is how much thought was put into it. It does not matter what it looks like.”

As of this week, Jason said he’s made around $1,000 off 1024.

The release of 1024 is where the worm began to turn. Two clones of 1024, each called 2048, sprung up. One was created by a French designer by the pseudonym of Samig. This version of 1024 lacks any charm, and the coder was aggressively hostile about his game’s origins in a FAQ on the website:

Q: You're just a shitty ripoff

A: That's not a question. But yes, I did copy the concept from other guys. However they had it on Android and iOS only and my mobile isn't compatible. You know what is compatible with almost anything ? A web page. That's compatible with PCs, tablets, smartphones, consoles... hell even some fridges. I don't put make the visitors pay anything to play the game, that would be morally bankrupt.

The version of 2048 most are familiar with, however, is from 19-year-old Italian designer Gabriele Cirulli. Though it doesn’t have the colorful characters and voices from Threes, the animation channels the playfulness that helps make Threes such a delight to mess around with.

Cirulli’s version of 2048 did not launch with a credit to Threes for a good reason: he hadn’t played it. The hat tip to Threes came later, once Cirulli’s 2048 became a viral sensation. Though his version of 2048 has taken some of the attention away from Threes, he’s not trying to hide the reason 2048 exists in the first place.

“Essentially, it is a clone of Threes, although an indirect one,” he said over email. “I was inspired by 1024, which is an actual clone of the game. Due to that, it probably wouldn’t exist without Threes. Personally, I only use the word clone when something is the exact same, both visually and in terms of gameplay, to the allegedly cloned game. Personally, I believe spin-off, or 'inspired by' is a more appropriate term for the other cases.”

When Cirulli launched 2048, he actually sent an email to Jason, the Chinese designer of 1024.

“I built this as a fun weekend project, with no intention to profit off it,” wrote Cirulli in an email exchange that I confirmed with both designers. “I credited your original game in the footer as the source of my inspiration. […] I wanted to be proactive in email about his hoping that this wouldn’t give rise to any problems. I’m not planning to profit over this game concept either now or in the future.”

The email is proof of Cirulli's naivety about what he was actually cloning. This is the slippery slope, and reflects how the Internet both connects us and disconnects us at the same time. Threes is both present and not present.

A clone of a clone of a clone. This is a comparison of 1024, Cirulli's 2048, and Threes.

Cirulli does not have ads on his website, but he does have an option for fans to submit donations. Though he hasn’t disclosed how much he’s made from people’s charity, he told me he's “happy” with them so far.

The young designer is aware that 2048 has impacted Threes, and doesn’t appear he takes that notion lightly.

“I can understand the frustration of the creators of Threes, though, and I believe it’s motivated,” he said. “ […] The amount of effort they put into Threes is very appreciable, and I’m sorry that I accidentally damaged it in part with 2048."

The difference between 2048 on the web and 2048 on iOS and Android? Ads.

If Cirulli couldn’t have anticipated how far 2048 would spread, he likely didn’t anticipate what would happen as a result of making 2048’s code open source on GitHub, either. Making the game open source meant anyone could take the code and make their own variations on 2048. Some of them, like Doge2048, are hilarious, and very much in the spirit of the Internet’s collaborative nature.

Right now, 2048 is at the top of the “free” spot in the App Store. It hasn’t budged for well over a week, and it only seems to be accelerating in popularity. Cirulli did not make this version, which not only does not mention Threes or Cirulli’s original work. And this version has a very key difference: ads.

Who made this version of the game? Based on my reporting, it’s French designer Antonie Morcos.

This mobile version of 2048 was published by a company called Ketchapp, whose website has zero information about the people behind it. An email to the address listed went unanswered. I know about Morcos because I looked up the domain for ketchappstudio.com, and found him talking about other Ketchapp games:

His Twitter and Facebook feeds do not make mention of 2048, though the company is credited with publishing the game on the App Store. On Google Play, it's listed under Presselite, another mobile company Morcos is associated with. Morcos did not return any of my repeated attempts to discuss his business.

“I think it’s up to the people who are doing it to judge whether they’re doing the right thing,” said Cirulli.

Here are the other games Ketchapp has been responsible for in the last few months. Notice a trend?

Flappy Fish - Bird Flyer, Bird in the Dark - Flappy Flyer, Hoverbird Rider, Skater Monkey - No Flappy No Bird, Kitty Jetpack, and Grabby Bird - Flappy Bird Flyer are all shameless grabs at Flappy Bird's massive success. None of them appear to have really taken off, which cannot be said about the chart-topping 2048.

Ketchapp's business model, at least in games, seems to largely be about finding existing designs and looking for a way to ride the wave. One could argue 1024 and 2048 were creative riffs on Threes. One cannot make the same claim for Ketchapp's published version of 2048, which does not acknowledge Threes.

In 2048, Morcos found a goldmine. People love free, 2048 is a beloved riff on Threes, Threes isn’t free, and mobile-ready code was available for free online. The money was gift-wrapped for someone like Morcos.

There's nothing illegal about what Morcos pulled off, but that doesn't mean it sits well with everyone.

“That’s the incarnation of unethical behavior,” said Threes co-creator Greg Wolhwend. “That’s the culmination of it all right there in this long chain of clone of clone of clone of clone of clone blah blah blah. That’s the end thing. I do think if it wasn’t him, it would have been someone else. I’m betting that he rests on that at night when he goes to sleep. ‘It had to be somebody, it might as well be me.’’

Wohlwend has made his peace with most of this, including the web version of 2048. But not the app.

Wohlwend was also involved with Ridiculous Fishing, a game that went through its own cloning saga.

The designer doesn’t try to hide his obsession with reading what people think about the game. Google Alerts send him updates to articles written about Threes, and he will often spend hours browsing Twitter looking for idle conversations about his game. That means he’s constantly looking at 2048, too.

“I still sort of check the App Store top charts,” he said, “and it’s still number one, ‘’Oh, maybe it’ll go down a little bit!’ [laughs] It’s like checking your ex-girlfriend’s Facebook or something. You just shouldn’t do that. It still stings.”

As half of the team behind Threes, Wohlwend has reason to be frustrated. Though the clones of Threes vindicates the design, it not only means money and attention diverted elsewhere, it means others ran off with the game that took more than a year to create.

In response to the clones, Wohlwend and co. published a novel-length blog that outlined the lengthy creative process behind Threes, and how the seemingly simple game almost never came to be.

“We were thinking about so many different ways to tackle it,” he said. “‘Should we just throw a free version out there? We should try to compete! Maybe we should try to open source and put it on the web.’ It’s not like we’re not still thinking about those things because…how can you not? We felt like this was our answer, and it was the right answer.”

The nature of what defines a clone is complicated, and Wohlwend has given it substantial thought as this arc in the Threes story has played out. We talked about how when DOOM was originally released, games that would now be called first-person-shooters were commonly referred to as DOOM clones.

“When people see something new and they don’t know what else to call it, they call it that kind of clone,” he said. “With Threes, this is why it is complicated. In development communities especially, it’s not exactly a clone. It’s not the exact game system, but it is heavily borrowing and heavily derivative of what we’ve done.”

“I think Threes came out and people didn’t really know [how to classify it]” he continued. “It’s the beginnings of what I think are a bit of a genre thing, even though it’s very hard to call it a genre. Threes still does borrow from plenty of games, too. That’s how game development works, and that’s another complex thing.”

"Threes still does borrow from plenty of games, too. That’s how game development works."

Some prefer 2048 and 1024 to Threes, partially because of the easier learning curves. That’s fair, but a huge part of the viral success came from both being free.

Charging money for Threes was, in some way, a design choice. The price point for Threes might change in the future. Free was considered during the game's development. At one point, it could have been free with in-app purchases, such as the ability to “undo” moves on the board.

“That was a terrifying endeavor,” he said.

Ads were considered, but few games reach the popularity to make the ads a viable business model. Flappy Bird is an aberration, with a success that's impossible to replicate. A closer examination of in-app purchasing prompted them to back off the idea.

“To do that well,” he said. “It takes a village. [laughs] The worst kind of village, a village you don’t want to be in or visit. You need an economist, you need a psychologist, and you need all this testing and analytics people. It feels gross, and it’s nothing I ever want to be a part of.”

Threes is not the first time Wohlwend has experienced the consequences of cloning. He worked on the updated version of Ridiculous Fishing, a game that was cloned before it was released. (Read about that here.) But Wohlwend learned an important lesson on Ridiculous Fishing that informed the price of Threes.

“People are just so thirsty and so starving for a game that’s just honest,” he said. “Just get it, and you don’t have to deal with any of these psychological yearnings.”

All that said, Threes has soured Wohlwend on the prospect of making more mobile games. He hasn’t ruled it out, though, and he’s working on finishing a completely separate mobile project--another puzzle game--that will be released in the next few months. But the experience has given him pause on future designs.

“I’m trying to go towards the uncloneable games,” he laughed.

(Full disclosure: On some afternoons, I work in the same office as Wohlwend.)