Gabe Newell: No Half-Life Movie Unless Valve Makes It

Author: Arthur Ricky  //  Category: Games and Players, Popular Games

cache.php

Half-Life is one of the most popular franchises in videogames, so why hasn’t the world seen it adapted into a movie yet? According to Valve CEO and co-founder Gabe Newell, it’s because they don’t trust anyone to do it but themselves.

Speaking to PC Gamer, Newell revealed that they’ve actually gotten tons of studio offers in the past. “There was a whole bunch of meetings with people from Hollywood [after Half-Life 1 shipped],” Newell explained. “Directors down there wanted to make a Half-Life movie and stuff, so they’d bring in a writer or some talent agency would bring in writers, and they would pitch us on their story. And their stories were just so bad. I mean, brutally, the worst. Not understanding what made the game a good game, or what made the property an interesting thing for people to be a fan of.”

And that, Newell said, is when they decided only one company could get it right: Valve. “That’s when we started saying: ‘Wow, the best thing we could ever do is to just not do this as a movie, or we’d have to make it ourselves,’” he said. “And I was like, ‘Make it ourselves? Well that’s impossible.’ But the Team Fortress 2 thing, the Meet the Team shorts, is us trying to explore that.”

Those “Meet the Team” videos were certainly a big hit with gamers, so the thought that they could potentially be a small-scale test for a potentially bigger feature-length movie is definitely exciting.

Super Robot Taisen L Debuts on DS

Author: Arthur Ricky  //  Category: Games and Players

6a0105364cdc73970c01116908b7a3970c-800wi

Namco Bandai took the veils off Super Robot Taisen L in Japan today, marking the latest installment in their long-running series of robo-strategy RPGs. The new game is due out November 25 over there and is slated to cost 6090 yen.

SRTL will feature robots from a total of 17 anime properties, first and foremost no doubt being Evangelion Unit 01 from the new series of Eva flicks. Other new names making their SRT debut here include Macross F, Linebarrels of Iron, Dancouga Nova, and old-school tentacle OVA Fight!! Iczer One.

You can expect few gameplay changes with this latest SRT, though — it’s still a mixture of turn-based simulation and conversation sequences between the story’s main players.

Although this is the third SRT game to hit the Nintendo DS in Japan, a stateside release is pretty unlikely as usual due to licensing difficulties. Atlus has, however, released three games in the “Original Generation” offshoot series so far, the latest being SRT OG Saga: Endless Frontier in 2009.

Hiroyuki Kobayashi Talks Devil Kings, Japan Game Biz

Author: Arthur Ricky  //  Category: Games and Players

Resident_Evil_4_Ada_Wallpaper_by_BioHazaRd_Apocalypse

Hiroyuki Kobayashi may be renowned as the producer of Resident Evil 4 and the Devil May Cry series, but right now in Japan he’s probably best known for his role in Sengoku Basara (aka Devil Kings), a series of Dynasty Warriors-y action games that has become wildly popular in Japan in recent years.

“We came up with the project plan for Basara around the time game sales began to slow down in Japan,” Kobayashi recalled in an interview printed in Famitsu magazine. “We thought a lot about how to to make a game sell here, and during the trial-and-error phase, we went to a bookstore and found a section devoted to the Warring States period. Stuff like that has a very constant sort of popularity; something set in that period is easy to get into, and it’s better to have a base to work with anyway, even with an original game.”

What was Kobayashi’s inspiration for Basara? Mainly, to make a game that sold more than a handful of copies. “Before Basara, I was producer on a couple of games that didn’t sell at all [P.N.03 and Under the Skin],” he said. “The people on the development teams decided they wanted to make a game that sells for a change! It was tough for all of them, making good games that don’t find an audience, so that’s what they wanted to do. That’s what connected to Basara. It’s certainly rare for me to get inspired because I was frustrated by sales figures — but I felt like the first Basara had to succeed, no matter what, or else I’d have three games in a row that didn’t sell!”

It’s a very interesting statement for Kobayashi to make, because even today, Capcom has a rep for hardcore action games and fighters, not million-selling blockbusters. “Capcom makes a decent variety of games so they’re probably more flexible than all of that,” Kobayashi responded, “but I did get a lot of comments along those lines, more from the team than the company. The team was surprisingly conservative in their thinking — a lot of them saw Basara as an affront to their pride, which was a surprise to me. That’s starting to change lately, but I didn’t have a lot of people on my side back then.”

How did he overcome this resistance? “During the team meetings, I used concrete numbers to egg everyone on — “Don’t worry, Basara is going to sell 300,000 copies without breaking a sweat,” and so on. I had nothing to back that up with, but it didn’t matter! Someone has to say it. The first game did wind up breaking 300,000 when you count the budget re-release, but in my mind, it was still a shock that the game’s full-price edition didn’t break 200k. I figured it was good for at least that much, though I’ll admit the first game didn’t have many of the little things that later made Basara popular.”

Looking at the Japanese game business in 2010, Kobayashi sees reason for both alarm and applause. “When I go to game shows overseas, I can really feel Japan taking its own path and diverging from the rest of the world,” he said. “However, I also think that Japanese people can make fun things that can connect on a worldwide level. You see a lot of people thinking about pushing something for the West or hoping something sells in the West — but it’s Japanese people making this stuff, and it seems strange to simply leave behind the large Japanese audience of gamers.”

Kobayashi believes a balance can be struck between the domestic and international audiences. “Why can’t we make something that overlaps, that Japan can enjoy too?” he asked. “There are common threads of ‘fun’ that unite the human race, that are shared by Americans and Europeans. We just need to be aware of the ways gamers from different countries are affected by their games. Japan has some very talented creators, so I think we can manage that. It’s not like Resident Evil or Devil May Cry were meant for the West from the start; we just wanted to make a fun game.”

As for his personal plans, Kobayashi is resolute. “I want to keep on making games for home consoles,” he stated. “I’m a movie fan, but I think movies should concentrate on making the sort of entertainment that only that medium is capable of. They shouldn’t worry about how they’ll look on a home television or whatever. In much the same way, if a console game is like a movie, then portable or mobile games are like TV shows or miniseries.”

What about something more casual in nature? “I don’t know what the future holds, but for now, I have no desire or interest in making a ‘casual’ game. I’m much more enthusiastic about making good, well-rounded games, something closer to movies.”

Halo Reach Pirates Getting Permanent Xbox Live Bans

Author: Arthur Ricky  //  Category: Games and Players

Halo-Reach-2010

Software pirates may want to reconsider downloading that leaked copy of Halo Reach in advance of the game’s September 14 release date. Microsoft is issuing permanent Xbox Live bans for anyone it catches playing unauthorized versions of Reach.

Xbox Live’s director of policy and enforcement Stephen Toulouse commented on his Twitter (via Joystiq), “As with all unauthorized play on Xbox LIVE, anyone playing any unauthorized title runs the risk of account permaban and console,” adding, “Legit store bought copy runs no risk of ban. Key word: UNAUTHORIZED. We have ways of knowing.”

Don’t want your console permanently exiled from Xbox Live? Then don’t pirate games, dummy. And have a little patience; September ain’t that far away.

Take-Two Loses Fight Over BioShock.com Rights

Author: Arthur Ricky  //  Category: Games and Players

Bioshock-Sea-of-Dreams-Debut-Teaser_1

If you’ve ever wandered over to BioShock.com in hopes of finding out more about Irrational’s 2007 shooter or its sequels, you may have been surprised when you were instead faced with a website that houses links to just about everything other than BioShock. That’s because the domain is owned by Name Administration, Inc.; the official site of the BioShock game is actually located at BioShockGame.com (pictured above). BioShock publisher 2K Games’ parent company, Take-Two Interactive, set out earlier this year to obtain the rights to the BioShock.com domain, which has been owned by Name Administration, Inc. since December 2004.

The WIPO notes in its judgment (via Gamer/Law, GamesIndustry.biz) this month that “BioShock” wasn’t trademarked until November 16, 2005, nearly a full year after the domain was registered on December 6, 2004. That alone wasn’t enough to lose the case for Take-Two. But it didn’t help that the term “bioshock” had been used previously, including by Johnson & Johnson, as well as the fact that the domain “is connected to a web site that does not seek to trade on the goodwill of the underlying trademark since it is associated with fields other than computer games and consistent with the scientific fields conjured up by the constituent components of Domain Name.”

Take-Two’s main argument was the obvious one: “[T]he only reason for [Name Administration's] use of the Domain Name is to trade off the value and goodwill of [Take-Two's] BioShock trademark by diverting users to third-party commercial websites for profit.” In addition to that, Take-Two points out that Name Administration is known for domain squatting, which is essentially the practice of registering a domain name involving a trademark owned by someone else with the intent of profiting through advertisements displayed on the website. Take-Two even noted that Name Administration had, hilariously enough, previously registered TakeTwoInteractive.com, though they relinquished control of the domain to Take-Two upon request.

The judgment ultimately declined the complaint, meaning BioShock.com will remain under the control of its current owner. Take-Two will simply have to make do with BioShockGame.com — BioShock2.com continues to go through a similar situation, though thankfully for Take-Two, it has already snatched up BioShockInfinite.com.

Playboy Launching New Game Label

Author: Arthur Ricky  //  Category: Games and Players

paly

The rush to the social game market dominated by Farmville and its ilk has attracted Playboy, which announced a partnership with Bigpoint to distribute a new browser MMO through their official site.

The newly-announced Poisonville puts players in a fictional, crime-ridden city, where they must attempt to “counteract corruption.” From the looks of it, the main Playboy connection is that players will occasionally encounter “beautiful, Playboy-caliber women” while engaging in gang warfare.

This isn’t Playboy’s first encounter with video games. Cyberlore Studios released Playboy: The Mansion for the PC, Xbox and PS2 in 2005, and the mag has been running an annual “Girls of Gaming” feature for several years now. The property even makes a cameo in Mafia II, which was released yesterday.

Playboy hopes to use Poisonville as the launching point for a new videogame label, and are currently planning more development partnerships. Poisonville will be out late 2010.

Zynga Sued by Rival Developer over Mafia Wars Name

Author: Arthur Ricky  //  Category: Games and Players

mafia-wars

Online game developer Digital Chocolate has sued rival Zynga, claiming that the popular social game Mafia Wars infringes on its trademark (via Courthouse News).

Digital Chocolate claims that they coined the name for their own game in 2004 and have superior rights to the trademark. They also say that they sent written notification to Zynga last year, who in turn promised to stop using the name.

However, Zynga has since embarked on a multimillion-dollar advertising campaign with 7-Eleven while filing additional trademark applications for the property.

Digital Chocolate wants Zynga to stop using the Mafia Wars name and engage in a “corrective advertising” campaign.

Zynga responded by telling GamePro, “We are surprised and disappointed by Digital Chocolate’s lawsuit. The timing of the action appears to be opportunistic, and we plan to defend ourselves vigorously.”

The case was filed yesterday in the California court system.

THQ Has Little Sympathy for Pre-Owned Buyers

Author: Arthur Ricky  //  Category: Games and Players, Upcoming Games

E3-2010-WWE-Smackdown-vs-Raw-2011-Screenshot

After EA explored packing in bonus content in a plan nicknamed Project Ten Dollar, several other publishers followed suit. THQ got in on the act recently by announcing a single-use code for online play packaged in new copies of WWE SmackDown vs. Raw 2011. This may sound similar to EA’s Online Pass, but one THQ executive is a bit more candid with his reasoning.

“I don’t think we really care whether used game buyers are upset because new game buyers get everything,” said wrestling games creative director Cory Ledesma in an interview with CVG. “So if used game buyers are upset that they don’t get the online feature set I don’t really have much sympathy for them.

“That’s a little blunt but we hope it doesn’t disappoint people. We hope people understand that when the game’s bought used we get cheated. I don’t think anyone wants that, so in order for us to make strong, high-quality WWE games we need loyal fans that are interested in purchasing the game. We want to award those fans with additional content.”

EA’s Online Pass and this online code from THQ have faced criticism for locking away features that used to be included on the disc. The THQ code supplements its online play feature with access to the game’s first DLC pack, which includes Chris Masters, and Halloween costumes for Rey Mysterio and Kelly Kelly.

Square Enix Hints at Parasite Eve 1 & 2 PSN Release

Author: Arthur Ricky  //  Category: Games and Players

Final_Fantasy_XIII_M

Fans who have been calling for Square Enix to bring Parasite Eve to PSN may soon be getting their wish.

Speaking with 1UP during GamesCom last week, producer Yoshinori Kitase said that Square Enix would like to bring both games to PSN in the near future. However, he also noted that Square Enix does not wholly own the rights to the franchise, and that the publisher still has work to do in that regard.

The rights issues likely stem from the fact that Parasite Eve was a bestselling novel before being adapted as a film and a videogame. There has been some speculation that those same issues resulted in Square Enix dropping the name Parasite Eve from the upcoming PSP game.

Despite the rights issues though, Kitase seemed confident that the series will eventually be available on PSN in the U.S. and Japan. Tetsuya Nomura has also tweeted, “Before The 3rd Birthday I’d like to do something for the numerous requests for the archives [version] of 1st and 2nd.”

Square Enix has already ported its PlayStation Final Fantasy titles, Legend of Mana and even Threads of Fate.

No release date has been set for The 3rd Birthday in North America, but it’s due this year in Japan. Keep an eye out for an official announcement as we get closer to the release date.

Halo Reach Site Build Virtual Tribute Going Live

Author: Arthur Ricky  //  Category: Games and Players, Popular Games

halo-reach

Halo fans will soon be able to remotely pay tribute to Halo Reach’s Noble Team with the help of a giant robot arm starting next week (via Wired)

Microsoft is launching the Remember Reach site next week, which allow users to view a monument of light honoring Reach’s Spartans. In the game, Noble Team goes missing shortly after the fall of one of humanity’s last colonies.

Fans will be able to help construct the monument by logging onto Facebook, picking a point of light and watching as the robot plots it on an image. The robot is a Kuka KR 140, which is also used to assemble automobiles.

There will be 54,000 points of light to choose from, but they will slowly fade so that new visitors can replot them. Remember Reach goes live next week, and the game will be out September 14.