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    by Published on February 11th, 2010 21:39

    So, that story the other day about an Australian man being ordered to pay Nintendo AUD$1.5 million? Yeah, something's not quite right about it.

    A day after the news broke, there was a piece in Australia's Sydney Morning Herald profiling the man in question, 24 year-old Queenslander James Burt. It leads with a pic of Burt looking terribly contrite.

    There was also a report on Australia's "A Current Affair" program, in which Burt himself is interviewed, again looking like a kicked puppy. The segment wields a heavy tone, warning families not to pirate games, and features Nintendo of Australia's Rose Lappin coming down from the mountain, laying on a thick anti-piracy message.

    Now, this show - and the Australian media in general - normally loves what we call an "Aussie battler". Especially when they're being run into the ground by a local government body, or even better, big business. It happens with banking stories on an almost weekly basis, even when the person in question has, like Burt, broken a law or guideline. Nine times out of ten, there'd be serious questions raised as to how fair a punishment this was. But here? The media has served as a broadcast tower, repeating Nintendo's strong anti-piracy message to millions of Australians who would otherwise have been unaware of the issue.

    It's been the biggest human interest story of the week down here, but as the circus draws on, something doesn't feel quite right about it. See, the $1.5 million dollar fine wasn't handed down by a judge. Burt settled out of court with Nintendo on this. Would a 24 year-old man who works part-time at a freight company and lives with his parents really shake hands on a settlement that sees him willingly ruin the rest of his financial life? Then spend the week becoming a temporary "celebrity" as his name is publicly dragged through the mud as a criminal?

    I don't think so.

    Consider this, then, as a potential scenario: Burt isn't going to owe Nintendo a cent. Or, at least, won't owe them anywhere near $1.5 million. As the publisher is so fond of public displays of aggression against game pirates, I think they settled out of court, slapped a gag order on him, let the media parade him around for a week showing how sorry he was and how hard Nintendo has cracked down on a single, lonely "pirate", and will then let him be, his punishment served, Nintendo's point, well and truly made.

    Or am I just looking at this a little too closely?

    http://kotaku.com/5468379/somethings...-aussie-pirate ...
    by Published on February 11th, 2010 21:37

    Not only are used copies of Final Fantasy XIII not worth very much money, new copies of the game are cheap, cheap, cheap. Great news if you haven't bought the game.

    The PS3 game went on sale on December 17 for ¥9,240 (US$102). Shops have been buying back the game for ¥1,500.

    Retailer Sofmap in Tokyo's Akihabara has stacks and stacks of Final Fantasy XIII. Yours for ¥3,980 ($44), but this is a limited time sale promotion. To point to this as a sign that FFXIII was some sort of failure in Japan is a mistake. It's not that at all.

    However, it does show that retailers might have ordered too many copies of the game and are trying to unload copies. Bad for them, but good thing for consumers! If you haven't already, go pick up your copy at 59 percent off. Do it.

    http://kotaku.com/5469394/retailer-s...-price-in-half ...
    by Published on February 11th, 2010 21:35

    A person writes in to UK Daily Star sex advice columnist Just Jane. He's got some problems. He's dodging the consequences by playing Xbox. Jane says that's no good.

    The problem: He was caught having sex with his boss' secretary in the boardroom, was fired, can't get the courage to confess any of this to his girlfriend, and so he pretends to go to work each morning but instead just goes to a friend's house and plays Xbox.

    Really.

    What would a professional advice columnist say to that?

    JANE SAYS: Why waste time playing on your mate's game console when you could be out looking for another job?
    As far as I can see you have only yourself to blame for this and you need to get a grip of the situation. You are burying your head in the sand and hoping the problem will go away.

    http://kotaku.com/5469525/apparently...elity-solution ...
    by Published on February 11th, 2010 20:23

    What do you call a long press in the gesture area on a webOS phone? Well, it doesn't matter, because unless you said "meta-tap" you're wrong. That's what Palm has decreed such a touch will be called and so it shall be called -- at least officially. A long press in that area plus a key, like X, C or V to cut, copy, or paste, has been given this moniker by Palm in something of a nod to the concept of a UNIX meta key, a keyboard modifier that works like the Apple Command key or Windows Alt and Ctrl keys. Why bother with the clarification? Well, for one thing, "meta-tap X" is a heck of a lot easier to type than "hold your finger in the notification area and then press X on the keyboard," and that's the sort of efficiency we can get behind.

    http://www.engadget.com/2010/02/11/p...ris-admins-wo/ ...
    by Published on February 11th, 2010 20:18

    Rockstar's 1940s crime thriller LA Noire may change how actors are captured and recreated in games for ever.

    Developer Team Bondi is using groundbreaking technology developed by sister company Depth Analysis to capture all aspects of a performance at once - audio, visual and movement - and recreate them quickly and en-masse to characters in-game.

    "Traditionally, one minute of facial animation could take a couple of animators a month. The idea is that we can mass-produce. We can produce about 20 minutes of final footage a day, and it's seamless - I don't even have character artists or animators working with me," Depth Analysis' Oliver Bao told Game Informer (via VG247).

    Getaway creator and Team Bondi boss Brendan McNamara said even games like Uncharted 2 and Mass Effect 2 have characters that look like "goldfish" in comparison. And lip-synching is a problem no longer.

    This time-consuming method has allowed McNamara to realise a 2000-page script that calls for performances by over 300 actors. When you consider that an average film is between 95 and 125 pages long, the scope of this game is staggering. Hollywood director Michael Uppendahl is on hand to help, and will direct stars like Aaron Staton.

    And for LA Noire, this technology represents far more than bragging rights.

    "It's obviously cool technology, but the key thing for us is that when you're interrogating someone, you can read their faces and tell if they're lying," said McNamara. "That is a key component of the gameplay."

    Interrogation is a cornerstone of LA Noire. Evidence can be gathered at crime scenes and witnesses interrogated. Anything of interest will be recorded automatically in a notebook. Eventually, lead character Cole Phelps can sit down with suspects and challenge their statements, choosing between coax, accuse and force responses - like in Mass Effect 2, these options represent the general tone of your dialogue choice, not the words themselves.

    The game of LA Noire follows Phelps through the ranks of the LAPD, where he'll progress from beat cop to the desks of traffic, vice, burglary and arson. Eventually he'll make it to homicide detective.

    Along the way he'll have to work with different partners, and he'll come to realise that the force itself is filled with people that have far less than saintly dispositions.

    "Who he is at the beginning is completely different from who he is at the end. There's a journey. In most games - even my old games - who someone is at the beginning is who they are at the end. You don't get that in movies or literature - people change. We want you to go on a journey with him. We're trying to pull that off," McNamara explained.

    LA Noire's painstakingly recreated world of 1947 Los Angeles is another talking point. It's the biggest and most detailed areas Rockstar has ever made - and Rockstar makes some big and detailed worlds (GTAIV). Over 180,000 photographs of post-war Los Angeles were sourced and scanned, producing a city as accurately recreated as is humanly possible.

    What's more, 90 per cent of the crimes in the game are based on real capers of the time. And they're far from slapstick romps.

    "Some of them were too wild to use," realised McNamara. "One was about a preacher walking down Broadway with a bullwhip, whipping non-believers. [Laughs] We thought that was a great story, but we didn't know how to work it in.

    "There was a guy in Santa Monica who was driving a four-engine plane down the street at midnight. He had an accident because he didn't have lights on the plane - if you came up with that in a design meeting, people would throw you out!"

    LA Noire is in development for PS3 and Xbox 360 and will be released this autumn. That's the plan.

    http://www.eurogamer.net/articles/fi...details-appear ...
    by Published on February 11th, 2010 20:18

    Rockstar's 1940s crime thriller LA Noire may change how actors are captured and recreated in games for ever.

    Developer Team Bondi is using groundbreaking technology developed by sister company Depth Analysis to capture all aspects of a performance at once - audio, visual and movement - and recreate them quickly and en-masse to characters in-game.

    "Traditionally, one minute of facial animation could take a couple of animators a month. The idea is that we can mass-produce. We can produce about 20 minutes of final footage a day, and it's seamless - I don't even have character artists or animators working with me," Depth Analysis' Oliver Bao told Game Informer (via VG247).

    Getaway creator and Team Bondi boss Brendan McNamara said even games like Uncharted 2 and Mass Effect 2 have characters that look like "goldfish" in comparison. And lip-synching is a problem no longer.

    This time-consuming method has allowed McNamara to realise a 2000-page script that calls for performances by over 300 actors. When you consider that an average film is between 95 and 125 pages long, the scope of this game is staggering. Hollywood director Michael Uppendahl is on hand to help, and will direct stars like Aaron Staton.

    And for LA Noire, this technology represents far more than bragging rights.

    "It's obviously cool technology, but the key thing for us is that when you're interrogating someone, you can read their faces and tell if they're lying," said McNamara. "That is a key component of the gameplay."

    Interrogation is a cornerstone of LA Noire. Evidence can be gathered at crime scenes and witnesses interrogated. Anything of interest will be recorded automatically in a notebook. Eventually, lead character Cole Phelps can sit down with suspects and challenge their statements, choosing between coax, accuse and force responses - like in Mass Effect 2, these options represent the general tone of your dialogue choice, not the words themselves.

    The game of LA Noire follows Phelps through the ranks of the LAPD, where he'll progress from beat cop to the desks of traffic, vice, burglary and arson. Eventually he'll make it to homicide detective.

    Along the way he'll have to work with different partners, and he'll come to realise that the force itself is filled with people that have far less than saintly dispositions.

    "Who he is at the beginning is completely different from who he is at the end. There's a journey. In most games - even my old games - who someone is at the beginning is who they are at the end. You don't get that in movies or literature - people change. We want you to go on a journey with him. We're trying to pull that off," McNamara explained.

    LA Noire's painstakingly recreated world of 1947 Los Angeles is another talking point. It's the biggest and most detailed areas Rockstar has ever made - and Rockstar makes some big and detailed worlds (GTAIV). Over 180,000 photographs of post-war Los Angeles were sourced and scanned, producing a city as accurately recreated as is humanly possible.

    What's more, 90 per cent of the crimes in the game are based on real capers of the time. And they're far from slapstick romps.

    "Some of them were too wild to use," realised McNamara. "One was about a preacher walking down Broadway with a bullwhip, whipping non-believers. [Laughs] We thought that was a great story, but we didn't know how to work it in.

    "There was a guy in Santa Monica who was driving a four-engine plane down the street at midnight. He had an accident because he didn't have lights on the plane - if you came up with that in a design meeting, people would throw you out!"

    LA Noire is in development for PS3 and Xbox 360 and will be released this autumn. That's the plan.

    http://www.eurogamer.net/articles/fi...details-appear ...
    by Published on February 11th, 2010 20:16

    Battlefield: Bad Company 2 will be supported by day-one downloadable content in line with EA's Project Ten Dollar plan.

    Senior producer Patrich Bach from developer DICE toed the new line in an interview with WorthPlaying.

    "We have an in-game store where you get free content or you can buy new content to the game, so it's a very integral part of the game that we will have a long post-launch campaign," he said.

    "I think people will be thrilled to see what's in that already. On day one, you will get some really cool stuff."

    Last month DICE executive producer Karl Magnus Troedsson said that the game would provide "a good bit of stuff for free", as well as paid DLC.

    Battlefield: Bad Company 2 is due out for PC, PS3 and Xbox 360 on 5th March.

    http://www.eurogamer.net/articles/ba...ing-launch-dlc ...
    by Published on February 11th, 2010 20:16

    Battlefield: Bad Company 2 will be supported by day-one downloadable content in line with EA's Project Ten Dollar plan.

    Senior producer Patrich Bach from developer DICE toed the new line in an interview with WorthPlaying.

    "We have an in-game store where you get free content or you can buy new content to the game, so it's a very integral part of the game that we will have a long post-launch campaign," he said.

    "I think people will be thrilled to see what's in that already. On day one, you will get some really cool stuff."

    Last month DICE executive producer Karl Magnus Troedsson said that the game would provide "a good bit of stuff for free", as well as paid DLC.

    Battlefield: Bad Company 2 is due out for PC, PS3 and Xbox 360 on 5th March.

    http://www.eurogamer.net/articles/ba...ing-launch-dlc ...
    by Published on February 11th, 2010 20:15

    Activision's revealed a March multiplayer beta for Bizarre Creations' new driving game Blur.

    Mike Griffith told Activision inquisitors as much last night during an earnings call, but offered no further details about when the testing will begin.

    "In March, we planned to launch a multiplayer beta that will enable media and consumers to sample how fun the multiplayer experience is and we're very excited about this title and believe that it delivers a level of competition not seen before in a racing game," said Griffith.

    Germany's age-rating board USK blew the whistle on the demo last month. Mind you, only an Xbox 360 sampler was mentioned and there's been no clarification on PC or PS3 offerings since then.

    Blur was delayed earlier this year to an unspecified point in 2010. Griffith mentioned that Blur would be a second quarter (calendar) 2010 game, which means any time after April. And he's quite excited.

    "The racing genre is large and we have a distinctive and compelling proposition. Blur blends the fun and power ups like those in Mario Kart with the realism core gamers appreciate with real cars and real locations. The result, the unique combination that beyond its single player mode redefines competitive online racing action in a way that genre has never experienced," he spewed.

    http://www.eurogamer.net/articles/bl...demo-for-march ...
    by Published on February 11th, 2010 20:14

    Raven Software's new time-bending shooter Singularity will be with us in June.

    The date tumbled out of Activision boss Mike Griffith's gob during a post-earnings conference call with investors last night. Well, he said "May" and then a spokesperson for the publisher told Joystiq "June".

    That "May" date, however, also applies to the new Transformers game subtitled War of the Cybertron.

    This, you'll remember, is in no way linked with a Michael Bay money-splash Transformers film. Developer High Moon Studios will instead look to the old television series for inspiration, both in terms of plot and visual style.

    http://www.eurogamer.net/articles/si...nsformers-soon ...
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