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    <title><![CDATA[[GameRatty] tag: influential]]></title>
    <link>http://gameratty.com/tag/influential</link>
    <description></description>
    <pubDate>Wed, 29 Oct 2008 02:04:11 +0000</pubDate>
    <generator>iRatty Engine</generator>
    <docs>http://blogs.law.harvard.edu/tech/rss</docs>
    <item>
      <title><![CDATA[Anouma - Ocarina was original because there were no gameplay types to copy, Miyamoto loves horses, and another confirmation of the next Zelda]]></title>
      <link>http://gameratty.com/article/b235c74504a356efeb5d435f2a38a2d7</link>
      <guid>http://gameratty.com/article/b235c74504a356efeb5d435f2a38a2d7</guid>
      <description><![CDATA[NP : Ten years after its release, Ocarina of Time is still revered by many as the best and most influential game ever made. Why do you think it has made such a large and lasting impact
EA : Unlike...]]></description>
      <content:encoded><![CDATA[<p><strong>NP</strong>: Ten years after its release, Ocarina of Time is still revered  by many as the best and most influential game ever made.  Why do you think it has made such a large and lasting impact?</p>
<p><strong>EA</strong>: Unlike Miyamoto, who had a firm idea of what he wanted to make based on his experiences developing 3d games in the past, I was working on a 3d game for the first time.  Since there weren&#8217;t any similar games to emulate, I groped around in the dark for quite some time.  In the end, when I heard the testers&#8217; response, I heaved a sigh of relief.</p>
<p>Since there was nothing to copy, we were forced to be original.  I believe that is why we were able to create a game that inspired a fresh sense of wonder in its players&#8230;.</p>
<p>Mr. Aonuma also lets us in the the secret of how Epona came to be&#8230;</p>
<p><strong>EA</strong>: If I said we included Epona because Miyamoto likes horses, that would be oversimplifying it, but that was actually the biggest factor.  He wanted Ocarina to be unique, and realized that there weren&#8217;t any other games that involved riding a horse&#8230;.</p>
<p>Finally, for those of you that think Aonuma should be busy making the next Zelda game instead of doing interviews, this should make you happy.</p>
<p><strong>Anouma took a break from crafting his next Zelda adventure (still top secret) to look back at the game that shaped his career.</strong></p>
<p ALIGN="CENTER">Thanks to <strong>Daniel</strong> for the heads up!</p>
<p><strong><small><a href="http://thehylia.com/index.php?subaction=showfull&#038;id=1227242511">Link</a></small></strong></p>
]]></content:encoded>
      <pubDate>Fri, 21 Nov 2008 02:21:30 +0000</pubDate>
      <category domain="http://gameratty.com/tag/zelda game">zelda game</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/influential game">influential game</category>
      <category domain="http://gameratty.com/tag/ocarina">ocarina</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/similar games">similar games</category>
      <category domain="http://gameratty.com/tag/miyamoto likes horses">miyamoto likes horses</category>
      <category domain="http://gameratty.com/tag/top secret">top secret</category>
      <category domain="http://gameratty.com/tag/time">time</category>
      <source url="http://gonintendo.com/?p=63820">Anouma - Ocarina was original because there were no gameplay types to copy, Miyamoto loves horses, and another confirmation of the next Zelda</source>
    </item>
    <item>
      <title><![CDATA[Garry Schyman brings 70's funk into Path of the Furon]]></title>
      <link>http://gameratty.com/article/216cf2f03a21fe095fff09e3b8a72e70</link>
      <guid>http://gameratty.com/article/216cf2f03a21fe095fff09e3b8a72e70</guid>
      <description><![CDATA[Destroy All Humans! Path of the Furon ( PS3 , Xbox 360 ) gets a fantastic 70's score, thanks to award-winning composer Garry Schyman. His excellence has given him numerous distinctions, such as the...]]></description>
      <content:encoded><![CDATA[<p style="text-align: center;"><span style="font-style: italic;"><a href="http://img.qj.net/uploads/articles_module/126526/DAH3_qjpreviewth.png?595445" rel="lightbox[article126526]" title="Destroy 20All 20Humans 21 20Path 20of 20the 20Furon 20- 20Image 201 20 26nbsp 3B 20 20 26nbsp 3B 20 3Ca 20href 3D 22http 3A//img.qj.net/uploads/articles_module/126526/DAH3.png 3F595445 22 20target 3D 22_blank 22 3E 3Cimg 20src 3D 22/img/newwindow.png 22 20title 3D 22Open 20in 20new 20window 22 20border 3D 220 22 3E 3C/a 3E"><img style="margin-bottom: 3px;" alt="Destroy All Humans! Path of the Furon - Image 1" title="Destroy All Humans! Path of the Furon - Image 1" src="http://img.qj.net/uploads/articles_module/126526/DAH3_qjpreviewth.png?595445" align="" border="0"></a></span><br><span style="font-style: italic;"></span></p><span style="font-style: italic;"><br>Destroy All Humans! Path of the Furon</span> (<a title="DAH3 on PS3" href="http://ps3.qj.net/category/Destroy-All-Humans-Path-of-the-Furon/cid/4141">PS3</a>, <a title="DAH3 on Xbox 360" href="http://xbox360.qj.net/category/Destroy-All-Humans-Path-of-the-Furon/cid/4142">Xbox 360</a>) gets a fantastic 70's score, thanks to award-winning composer Garry Schyman. His excellence has given him numerous distinctions, such as the Interactive Achievement Award for "Outstanding Achievement in Original Music Composition" from the Academy of Interactive Arts and Sciences, and the prestigious "Music of the Year" award from the Game Audio Network Guild Awards.<br><br>Says Schyman on working with <span style="font-style: italic;">DAH3</span>:<br><br><p style="padding-left: 40px; padding-right: 40px;">The idea for <span style="font-style: italic;">DAH3</span> was to continue the approach set in <span style="font-style: italic;">DAH1</span> and <span style="font-style: italic;">DAH2</span> as though I was a film composer writing in that period. Of course wah wah guitar is slathered throughout because it was so ubiquitous and influential. Personally this is my favorite of the three <span style="font-style: italic;">DAH</span> scores. I love this style of music!</p><br><a href="http://xbox360.qj.net/tags/thq/110" id="tag" title="Game publisher and developer known for making movie/toy tie-in games">THQ</a> VP for global brand management Kevin Kraff thinks that they got the perfect guy for the job. "Following his critically acclaimed original scores for <span style="font-style: italic;">DAH1</span> and <span style="font-style: italic;">DAH2</span>,  Garry was the perfect match to create the music for <span style="font-style: italic;">Destroy All Humans!  Path of the Furon</span>. Not only do we trust Garry's creativity to capture  our vision for the franchise, but his unique skillset and bold  repertoire is a natural conduit that truly connects and immerses the  player."<br><br>Some gamers don't realize it, but having an excellent musical score adds so much to a game. In many ways, the music takes a player into the game itself. Good thing for the <span style="font-style: italic;">DAH</span> franchise, Garry Schyman takes players along for the ride. The wait won't be long, <span style="font-style: italic;">Destroy All Humans! Path of the Furon</span> is out on December 1st.<br><br><hr style="width: 100 ; height: 2px;"><br><span style="font-weight: bold;">More on Destroy All Humans!<br></span><ul><li><a href="http://www.qj.net/Destroy-All-Humans-Path-of-the-Furon-dated-for-December/pg/49/aid/126103"><span title="DAH3 dated for December" style="font-style: italic;">Destroy All Humans! Path of the Furon dated for December</span></a></li><li><span title="DAH3 dated for December" style="font-style: italic;"><a href="http://www.qj.net/Destroy-All-Humans-Path-of-the-Furon-Blog-Hi-Fi-Destruction/pg/49/aid/119929"><span title="DAH3 Hi-Fi destruction" style="font-style: italic;">Destroy all Humans! Path of the Furon blog: Hi-Fi Destruction</span></a><br></span></li></ul><br><br><img src="http://feedproxy.google.com/~r/qj/xbox/~4/SuXJbXvhooM" height="1" width="1"/>]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 18:39:58 +0000</pubDate>
      <category domain="http://gameratty.com/tag/garry">garry</category>
      <category domain="http://gameratty.com/tag/furon">furon</category>
      <category domain="http://gameratty.com/tag/schyman">schyman</category>
      <category domain="http://gameratty.com/tag/path">path</category>
      <category domain="http://gameratty.com/tag/music">music</category>
      <category domain="http://gameratty.com/tag/music takes">music takes</category>
      <category domain="http://gameratty.com/tag/original music composition">original music composition</category>
      <category domain="http://gameratty.com/tag/furon blog">furon blog</category>
      <category domain="http://gameratty.com/tag/destroy">destroy</category>
      <source url="http://feedproxy.google.com/~r/qj/xbox/~3/SuXJbXvhooM/126526">Garry Schyman brings 70's funk into Path of the Furon</source>
    </item>
    <item>
      <title><![CDATA[MIGS: Far Cry 2's Guay On The Importance Of Procedural Content]]></title>
      <link>http://gameratty.com/article/e894fc9d8b54a10eee0ff1b77faf35d5</link>
      <guid>http://gameratty.com/article/e894fc9d8b54a10eee0ff1b77faf35d5</guid>
      <description><![CDATA[Here's another MIGS highlight, with Chris Remo document ing some really interesting discussion of procedural content creation from one of the Ubisoft Montreal folks behind Far Cry 2, which is rapidly...]]></description>
      <content:encoded><![CDATA[<p><img src="http://www.gamesetwatch.com/farcry2_fire.jpg" align="left" hspace="5"> <i>[Here's another MIGS highlight, with Chris Remo document ing some really interesting discussion of procedural content creation from one of the Ubisoft Montreal folks behind Far Cry 2, which is rapidly wandering into 'underappreciated' territory for me - or possibly just 'too clever for its own good', if you're being cynical.]</i></p>

<p>During the Montreal International Game Summit, <i>Far Cry 2</i> technical director Dominic Guay painted procedural content generation as an increasingly important game development technique, not just to control costs as games get bigger and bigger, but also to retain the crucial ability to make changes throughout the production process.<br />
 <br />
"This talk is not about <i>Far Cry 2</i> the game," began Guay, who populated his talk with development examples from <i>Far Cry 2</i>'s creation rather than descriptions of the end-user goals of the game's features.<br />
 <br />
Guay defined "procedural data generation" as "techniques and algorithms of runtime or highly automated offline data generation," but noted the term refers not just the algorithms and code that comprise systems, but also the surrounding tools that enable designers to make use of them.</p><p><B><u>The Evolution Of Proceduralism</u></b><br />
 <br />
Procedural generation is "nothing new," Guay pointed out, citing Bethesda's 1996 game <i>The Elder Scrolls II: Daggerfall</i>, which boasts a "land mass twice the size of Great Britain."<br />
 <br />
Going back further to 1984, he praised "the granddaddy of space trading games," Ian Bell and David Braben's influential <i>Elite</i>. It consists of eight galaxies of 256 planets each, generated procedurally using data tables and "pseudo-random sequences" -- the code for which can today be downloaded via Bell's website.<br />
 <br />
Moving to the modern day, Guay noted that particle systems, now widely used, are really a form of procedural generation. "It's a procedural approach to creating content that has become pretty common," he said.<br />
 <br />
However, "the industry in general tends to favor brute force approaches," he said. The <i>Far Cry 2</i> team found itself butting up against that tendency, due to the vast size of the game's world.<br />
 <br />
"The first big draw of generating procedural content is to save on cost and time," said Guay.<br />
 <br />
"When we started conceiving <i>Far Cry 2</i>, we didn't have a senior animator on board, so we didn't really have an idea of what would be possible for an animation team," he recalled, and noted that the number of discrete animations required turned out to be unfeasible, "so we moved many of those animations up into a procedural animation system."<br />
 <br />
That approach allowed the team to blend animations that change based on the player's influence on the world -- early in the game, a character might perform certain acts in a way that demonstrates contempt of the player, but later on, when the player has gained notoriety, that same character could perform those same actions while "tainted" with visual cues of fear or intimidation.<br />
 <br />
<b><u>Opening Up Innovation Fields</u></b><br />
 <br />
"Another big benefit [of procedural content creation] is that you end up being able to do stuff you simply couldn't do otherwise," Guay continued. "It opens up innovation fields. If you're creating things through code, you have a deeper understanding of what you're doing, and you can bake in some limitations."<br />
 <br />
"Our artists needed to be able to build not a random tree, but a <i>type</i> of tree," he said by way of example. "It's actually much closer to building a particle system than building traditional art assets. Artists play with parameters more than they play with vertices."<br />
 <br />
Creating those tools allowed artists to define trees based on characteristics gleaned from extensive photo reference, more than to create a number of discrete tree variants based on those references.<br />
 <br />
That approach led to a huge amount of control and unique systems -- Guay showed an internal video of trees in <i>Far Cry 2</i> growing from sapling to their full adult state. Those systems are not available to the player in the game, but they allowed the team to convincingly populate the world and deal with realistically regenerating trees that have, for example, been destroyed by fire.<br />
 <br />
"Another benefit of procedurally-generated content is the time you gain on turnaround for changes," he said, distinguishing that advantage from the more straightforward time saved in initially creating content.<br />
 <br />
"Level designers love to move roads around," he said as an example. "Typically, this would drive artists crazy. But [here], what will happen is that the terrain will actually smooth in according to how the rules were designed, and the vegetation will move and regrow." The designer can then drill down and more explicitly tweak the positioning of elements that have been adjusted dynamically.<br />
 <br />
<b><u>Retaining Artistry</u></b><br />
 <br />
Procedural content isn't perfect, Guay admitted. One difficulty associated with the practice is retaining artistic control alongside the dynamic processes.<br />
 <br />
Initially, the team created a procedural sky rendering approached based on algorithms -- which led to a totally unconvincing skybox that was clearly inferior to what a hand-authored skybox would be. "We considered it to be a total failure," he said.<br />
 <br />
He explained that a great deal of focus must be put on the tools that surround the algorithms, to allow the systems to be properly harnessed. In the end, the game shipped with a revamped procedural sky system that ended up much more effective than the first attempt. It takes into account myriad weather patterns, atmospheric conditions, and other variables.<br />
 <br />
To demonstrate the effectiveness of the approach, Guay showed an image made up of rows of in-game screenshots essentially forming a color palette, with time of day on one axis, and "storminess" on another axis, representing the full spectrum of skyboxes that the player will see with all the combinations of time and weather.<br />
 <br />
<B><u>Unfamiliar Complexity</u></b><br />
 <br />
Another drawback is simply the complexity of the pipeline and tools. Putting the focus so much on systems and rules can be shocking to artists, who are accustomed to much more straightforward, linear art tools.<br />
 <br />
"It's not always clear what the parameters actually do in the simulation," he said.<br />
 <br />
On that same note, "the guy with the great idea for procedural data not necessarily the guy with the right mindset to make the tools," Guay added. The <i>Far Cry 2</i> team dealt with this by setting up teams that paired those "idea people" with technical staff capable of executing on the ideas.<br />
 <br />
Still, despite the improvements over early development, he said there is still a lot of room to improve the tools.<br />
 <br />
With most elements of the game, the amount of time spent on developing and refining tools was vastly greater than the amount of time spent on actually developing and refining the underlying engine. In the case of the environmental tools, 15 times more time was spent on the tools rather than the engine. The only exception was the skybox tools and engine -- which points to the team's difficulties in that area.<br />
 <br />
Another hurdle was that "everything depended on programmers," since such a great deal of the game's assets depended on underlying algorithmic systems that had to be programmed.<br />
 <br />
In the end, it took about three years for the asset pipeline for the vegetation system to reach a state where it was considerd "mature and flexible," after an eight-month prototype period.<br />
 <br />
<b><U>A Testing Nightmater</u></b><br />
 <br />
Procedural content can also be "a testing nightmare," Guay noted.<br />
 <br />
When a team member made a seemingly minor after-hours change to the ecosystem, it ended up increasing the asset density of the game world by 25 percent -- resulting in more than a few headaches.<br />
 <br />
"If I'm tweaking a jungle procedurally, maybe I'll just tweak it in my test map," Guay said. "But when I integrate it into the game, somewhere in the 50 square kilometer game world, maybe in just three small areas, it might cause problems, and we won't find those problems until QA uncovers them."<br />
 <br />
Still, there are ways to mitigate those problems, such as automated information gathering that searches for discrepancies in performance, memory validity, and other areas. Towards the end of the project, the team also locked generation to stabilize the world.<br />
 <br />
<b><u>Looking Forwards</u></b><br />
 <br />
Though he said he was loathe to delve too deep into predicting the future, Guay did try to extrapolate some general development trends that will affect procedural content.<br />
 <br />
Amount of content in games, he said, is increasing at an exponential rate, just as team sizes are increasing more linearly. Complexity of tasks, he said, are fortunately increasing more linearly.<br />
 <br />
"I still have some long-term fears," he said. He painted a picture of a potential future where these kinds of procedural systems have improved to the point where games can run essentially complete physical simulations, where items must actually be built according to real-world physics and architectual principles.<br />
 <br />
This would then begin to make it harder and harder to "significantly, or usefully, change the game content during production," he said, particularly if it means teams must start working with trained architectural engineers.<br />
 <br />
"Processes sound like the silver bullet," he said, referring to the idea of "failing early and failing often," with the aim that more and more mistakes can be pushed into pre-production so that by the time production begins, very few mistakes and changes are made. This idea comes from film, Guay said, where the production process is much more quantified and defined than it is in game development.<br />
 <br />
"But I think we need to preserve the idea of making changes during game production," he said, claiming there is a fundamental difference between a linear medium like film and an interactive one like games, noting that the role of creative leads during production depends on the ability to keep making changes.<br />
 <br />
"The bottom line here is that I'm not trying to say creating content procedurally is... the [only] solution, but it's an interesting avenue," Guay summarized, noting that a highly systemic attitude to asset creation can preserve the important game development property of allowing for important creative changes throughout the whole production process. In conclusion, he added, "After working on <i>Far Cry 2</i> I'm interested in taking it further."</p><div class="feedflare">
<a href="http://feeds.feedburner.com/~f/gamesetwatch?a=Eg0vN"><img src="http://feeds.feedburner.com/~f/gamesetwatch?i=Eg0vN" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/gamesetwatch?a=sO4eN"><img src="http://feeds.feedburner.com/~f/gamesetwatch?i=sO4eN" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/gamesetwatch?a=LwbRN"><img src="http://feeds.feedburner.com/~f/gamesetwatch?i=LwbRN" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/gamesetwatch/~4/458975236" height="1" width="1"/>]]></content:encoded>
      <pubDate>Wed, 19 Nov 2008 13:00:46 +0000</pubDate>
      <category domain="http://gameratty.com/tag/procedural content">procedural content</category>
      <category domain="http://gameratty.com/tag/game development technique">game development technique</category>
      <category domain="http://gameratty.com/tag/game development">game development</category>
      <category domain="http://gameratty.com/tag/game development property">game development property</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/procedural content generation">procedural content generation</category>
      <category domain="http://gameratty.com/tag/game production">game production</category>
      <category domain="http://gameratty.com/tag/content">content</category>
      <category domain="http://gameratty.com/tag/game content">game content</category>
      <source url="http://feeds.feedburner.com/~r/gamesetwatch/~3/458975236/migs_far_cry_2s_guay_on_the_im.php">MIGS: Far Cry 2's Guay On The Importance Of Procedural Content</source>
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      <title><![CDATA[The Most Influential 3D Graphics Cards in History]]></title>
      <link>http://gameratty.com/article/bb589f5a1bc8c73cb3fa6bfb101065b2</link>
      <guid>http://gameratty.com/article/bb589f5a1bc8c73cb3fa6bfb101065b2</guid>
      <description><![CDATA[Gameplayer has gone live with an in-depth feature that chronicles the history of the graphics card, highlighting the very best and worst examples and detailing how each acted to influence the paths of...]]></description>
      <content:encoded><![CDATA[Gameplayer has gone live with an in-depth feature that chronicles the history of the graphics card, highlighting the very best and worst examples and detailing how each acted to influence the paths of both technology and gaming.
 <br> 
 <br> &quot;So we're going to present you with a list that encompasses not only newcomers and powerhouses of the present day, but the cards that started it all, the ones that existed back in the chaotic technology fray of the 90s. We won't get through every single one because there's just too many, and although we'd like to take time out at length to pay homage to the GLINT or Number Nine's woefully expensive 'Imagine 128', we've had to cherry pick some of the highlights (and a couple of lowlights) from the evolution of 3D graphics that are worth celebrating and respecting geek style.&quot;]]></content:encoded>
      <pubDate>Wed, 19 Nov 2008 05:48:40 +0000</pubDate>
      <category domain="http://gameratty.com/tag/graphics">graphics</category>
      <category domain="http://gameratty.com/tag/technology">technology</category>
      <category domain="http://gameratty.com/tag/chaotic technology fray">chaotic technology fray</category>
      <category domain="http://gameratty.com/tag/graphics card">graphics card</category>
      <category domain="http://gameratty.com/tag/cherry pick">cherry pick</category>
      <category domain="http://gameratty.com/tag/worst examples">worst examples</category>
      <category domain="http://gameratty.com/tag/history">history</category>
      <category domain="http://gameratty.com/tag/geek style">geek style</category>
      <category domain="http://gameratty.com/tag/in-depth feature">in-depth feature</category>
      <source url="http://www.n4g.com/gaming/News-233606.aspx">The Most Influential 3D Graphics Cards in History</source>
    </item>
    <item>
      <title><![CDATA[Predator 2 Thankfully Not Among Gears of War 2 Cinematic Influences]]></title>
      <link>http://gameratty.com/article/a0dd1612b41b156c89593487b9949ac9</link>
      <guid>http://gameratty.com/article/a0dd1612b41b156c89593487b9949ac9</guid>
      <description><![CDATA[Over at MTVNews.com I ran a piece about Gears of War 2 for our more mainstream audience. There are nuts and bolts covered in the piece that Multiplayer readers certainly know about already
But there...]]></description>
      <content:encoded><![CDATA[<p><img title="'Gears of War 2' Soldier Tai" src="http://www.mtv.com/shared/promoimages/games/gears_of_war_2/screenshots/01/281x211m.jpg" alt="" align="left" /></p>
<p>Over at MTVNews.com I ran <a href="http://www.mtv.com/news/articles/1599010/20081110/story.jhtml"><strong>a piece about &#8220;Gears of War 2&#8243;</strong></a> for our more mainstream audience. There are nuts and bolts covered in the piece that Multiplayer readers certainly know about already.</p>
<p>But there are a few things that may be new to you.</p>
<p>For example, <strong>Cliff Bleszinski</strong>&#8217;s comments about cinematic inspirations for the big Xbox 360 game.</p>
<p>I had been asking him if any big second installments of games or movies proved influential. He said:</p>
<p>&#8220;['The Empire Strikes Back'] is the obvious one that everyone goes to, because it&#8217;s darker,&#8221; he said. &#8221; &#8216;Dark Knight&#8217; as well — doing what the first one did but also having a darker twist on it and going places the first one wouldn&#8217;t have had the ba&#8211;s to go and also doing everything on a larger scale. I think &#8216;Aliens&#8217; is also a great one. Seeing dozens or hundreds of Locust pouring out of a hole, whereas in the first &#8216;Alien,&#8217; it was just an alien, basically. &#8230; I wouldn&#8217;t say &#8216;Predator 2&#8242; or &#8216;Robocop 2&#8242; or any of those. Although we do have our share of &#8217;80s Stallone and Schwarzenegger winks and homages and whatnot.&#8221;</p>
<p><strong>Related Posts:<br />
<a title="‘Gears of War 2′ Creator Carefully Discusses Video Game Romance" rel="bookmark" href="http://multiplayerblog.mtv.com/2008/11/10/gears-of-war-2-creator-on-video-game-romance/">‘Gears of War 2′ Creator Carefully Discusses Video Game Romance</a><br />
<a href="http://multiplayerblog.mtv.com/2008/11/07/gears-of-war-2-appreciation-if-miyamoto-made-a-bloody-shooter/" target="_self"><strong>A ‘Gears of War 2′ Appreciation - If Miyamoto Made A Bloody Shooter</strong></a><br />
<a href="http://multiplayerblog.mtv.com/2008/11/07/user-review-scores-for-gears-of-war-2-rise-but-still-suspiciously-low/" target="_self"><strong>Despite MetaCritic Fix, Gamers Still Panning ‘Gears of War 2′</strong></a></strong></p>

]]></content:encoded>
      <pubDate>Mon, 10 Nov 2008 19:00:25 +0000</pubDate>
      <category domain="http://gameratty.com/tag/war">war</category>
      <category domain="http://gameratty.com/tag/gears">gears</category>
      <category domain="http://gameratty.com/tag/darker twist">darker twist</category>
      <category domain="http://gameratty.com/tag/darker">darker</category>
      <category domain="http://gameratty.com/tag/schwarzenegger winks">schwarzenegger winks</category>
      <category domain="http://gameratty.com/tag/empire strikes">empire strikes</category>
      <category domain="http://gameratty.com/tag/multiplayer readers">multiplayer readers</category>
      <category domain="http://gameratty.com/tag/80s stallone">80s stallone</category>
      <category domain="http://gameratty.com/tag/mainstream audience">mainstream audience</category>
      <source url="http://multiplayerblog.mtv.com/2008/11/10/predator-2-and-gears-of-war-2/">Predator 2 Thankfully Not Among Gears of War 2 Cinematic Influences</source>
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    <item>
      <title><![CDATA[Top Ten Games of 1999]]></title>
      <link>http://gameratty.com/article/d1815e5329dcd8a835d5ec2cc9821f96</link>
      <guid>http://gameratty.com/article/d1815e5329dcd8a835d5ec2cc9821f96</guid>
      <description><![CDATA[The end of the millennium saw Nintendo gather all its greatest characters for an all-out slugfest, the most influential MMO of all time and arguably the only good 3D Sonic game

But for all of that,...]]></description>
      <content:encoded><![CDATA[The end of the millennium saw Nintendo gather all its greatest characters for an all-out slugfest, the most influential MMO of all time and arguably the only good 3D Sonic game.
 <br> 
 <br> But for all of that, gamers also were given the steaming turd that was Superman 64.
 <br> 
 <br> Oh, and the public got to see their first glimpse of what would become Halo. At Macworld.
 <br> 
 <br> All in all, 1999 was a great way for the industry to close out a millennium. Binge Gamer counts down the top ten games of 1999 as they continue their trek to their top ten games of 2008 list on December 31st.]]></content:encoded>
      <pubDate>Fri, 07 Nov 2008 10:42:47 +0000</pubDate>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/top">top</category>
      <category domain="http://gameratty.com/tag/binge gamer counts">binge gamer counts</category>
      <category domain="http://gameratty.com/tag/sonic game">sonic game</category>
      <category domain="http://gameratty.com/tag/nintendo gather">nintendo gather</category>
      <category domain="http://gameratty.com/tag/influential mmo">influential mmo</category>
      <category domain="http://gameratty.com/tag/millennium">millennium</category>
      <category domain="http://gameratty.com/tag/december 31st">december 31st</category>
      <category domain="http://gameratty.com/tag/time">time</category>
      <source url="http://www.n4g.com/gaming/News-227965.aspx">Top Ten Games of 1999</source>
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    <item>
      <title><![CDATA[Unnanounced EA Game, "Dante's Inferno," Already Optioned for Movie Tie-In]]></title>
      <link>http://gameratty.com/article/bdfbaaa70cbd13f26ed98ef285b1fb9c</link>
      <guid>http://gameratty.com/article/bdfbaaa70cbd13f26ed98ef285b1fb9c</guid>
      <description><![CDATA[Even though it hasnt been announced yet, and no one outside of EA knows anything about it aside from the title, the game Dantes Inferno has already been optioned for a movie tie-in (via Variety )....]]></description>
      <content:encoded><![CDATA[<p style="text-align: center;"><a href="http://news.filefront.com/wp-content/uploads/2008/11/dantesinferno1-1.jpg"><img class="alignnone size-full wp-image-28513 aligncenter" title="dantesinferno1-1" src="http://news.filefront.com/wp-content/uploads/2008/11/dantesinferno1-1.jpg" alt="" width="500" height="241" /></a></p>
<p>Even though it hasn&#8217;t been announced yet, and no one outside of EA knows anything about it aside from the title, the game &#8220;Dante&#8217;s Inferno&#8221; has already been optioned for a movie tie-in (via <a href="http://www.variety.com/article/VR1117995139.html?categoryid=13&amp;cs=1" target="_blank">Variety</a>). Several studios entered into a bidding war over the film rights to the game last week, but now Universal Studios has come out as the victor. Part of the reason Universal won the bid &#8212; beating out Paramount, New Regency, Warner Bros., and MGM &#8212; may be attributed to another recent deal with EA to give Army of the Two the movie treatment. EA has made past deals to make movies based on some of their popular games (like The Sims and Mass Effect), but this is the first time a company has begun selling the rights to a game before its existence was even announced. At this time, all that&#8217;s known about the game is that it will involve a journey through Hell, and that the title is taken from most well-known section of Dante Alighieri&#8217;s <em>The Divine Comedy</em>.</p>
<p>Wait, let me see if I&#8217;ve got this right: they&#8217;re taking one of the most influential works of Western literature <em>ever</em> and turning it into a video game, followed by a movie? You hear that loud slapping noise? That&#8217;s the sound of every English teacher you ever had simultaneously doing a facepalm.</p>
<p>---<br />Related Articles at Gaming Today:<ul><li><a href="http://news.filefront.com/ubisoft-bringing-prince-of-persia-movie-tie-in-next-summer/" rel="bookmark" title="Permanent Link: Ubisoft Bringing Prince of Persia Movie Tie-in Next Summer">Ubisoft Bringing Prince of Persia Movie Tie-in Next Summer</a></li><li><a href="http://news.filefront.com/new-movie-tie-ins-target-teen-girls-of-all-ages/" rel="bookmark" title="Permanent Link: New Movie Tie-ins Target Teen Girls of All Ages">New Movie Tie-ins Target Teen Girls of All Ages</a></li><li><a href="http://news.filefront.com/the-last-and-first-starfighter-arcade-game/" rel="bookmark" title="Permanent Link: The Last (And First) Starfighter Arcade Game">The Last (And First) Starfighter Arcade Game</a></li><li><a href="http://news.filefront.com/thunderthunderthundercats-movie/" rel="bookmark" title="Permanent Link: Thunder&#8230;Thunder&#8230;Thundercats! Movie!">Thunder&#8230;Thunder&#8230;Thundercats! Movie!</a></li><li><a href="http://news.filefront.com/guitar-heroes-looking-to-save-seattle-kittens/" rel="bookmark" title="Permanent Link: Guitar Heroes Looking to Save Seattle Kittens">Guitar Heroes Looking to Save Seattle Kittens</a></li></ul></p><br /><div class="feedflare">
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      <pubDate>Mon, 03 Nov 2008 11:45:01 +0000</pubDate>
      <category domain="http://gameratty.com/tag/movie tie-in">movie tie-in</category>
      <category domain="http://gameratty.com/tag/movie">movie</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/persia movie tie-in">persia movie tie-in</category>
      <category domain="http://gameratty.com/tag/movie treatment">movie treatment</category>
      <category domain="http://gameratty.com/tag/game dantes inferno">game dantes inferno</category>
      <category domain="http://gameratty.com/tag/video game">video game</category>
      <category domain="http://gameratty.com/tag/starfighter arcade game">starfighter arcade game</category>
      <category domain="http://gameratty.com/tag/movie tie-ins target">movie tie-ins target</category>
      <source url="http://feeds.feedburner.com/~r/GamingToday/~3/441240877/">Unnanounced EA Game, "Dante's Inferno," Already Optioned for Movie Tie-In</source>
    </item>
    <item>
      <title><![CDATA[Designer Looks at Wiis Shortcomings]]></title>
      <link>http://gameratty.com/article/061dda5e83358a5210993877c377fcfe</link>
      <guid>http://gameratty.com/article/061dda5e83358a5210993877c377fcfe</guid>
      <description><![CDATA[Over at GameSetWatch theres an article today from game designer Brice Morrison, who takes a look at the Wii and its successes and failures. Its the second of a two part series. The first part focused...]]></description>
      <content:encoded><![CDATA[	<p>Over at <a href="http://www.gamesetwatch.com/">GameSetWatch</a> there&#8217;s an <a href="http://www.gamesetwatch.com/2008/10/opinion_two_years_in_how_the_w.php#more">article</a> today from game designer Brice Morrison, who takes a look at the Wii and its successes and failures. It&#8217;s the second of a two part series. The first part focused on what the Wii did right, and the second part takes it to task for its shortcomings. The initial article is your typical pro-Wii fare you&#8217;ve read before, but the second piece is more evocative. </p>
	<p>From the article:</p>
	<blockquote><p>I remember teaching my cousin how to play Wii Tennis, and when he went to serve the ball, he lifted his left hand, the one not holding the Wii remote, to toss. At that moment, he didn’t understand how the Wii worked.</p>
	<div style="float: right;"><script type="text/javascript"><!--
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<script type="text/javascript">
</script></div><p>All he knew was that it was some sort of magical machine that mimicked your real life movements. It was a joyous occasion and a incredible exploratory experience.</p>
	<p>But the innocence did not last long. Upon further experimentation, he learned how the controller worked, discovering that a quick snap of the wrist gave the same forehand as a loopy swing of his whole upper body. As the initial amazement wore off, Wii Tennis became simply another video game.</p>
	<p>When the public imagined what was possible with the Wii, we imagined complete, full-on physical experiences akin to backyard football. Perhaps, we thought, you may even get a little bruised up in a game on the Wii, playing with competitive friends. </p></blockquote>
	<p>The article should be of interest to any readers looking for a designer&#8217;s point of view on the most influential games console in some time.</p>
	<p>Source: <a href="http://www.gamesetwatch.com/2008/10/opinion_two_years_in_how_the_w.php#more">GameSetWatch</a>
</p>
]]></content:encoded>
      <pubDate>Thu, 30 Oct 2008 19:56:51 +0000</pubDate>
      <category domain="http://gameratty.com/tag/play wii tennis">play wii tennis</category>
      <category domain="http://gameratty.com/tag/wii tennis">wii tennis</category>
      <category domain="http://gameratty.com/tag/wii">wii</category>
      <category domain="http://gameratty.com/tag/wii remote">wii remote</category>
      <category domain="http://gameratty.com/tag/typical pro-wii fare">typical pro-wii fare</category>
      <category domain="http://gameratty.com/tag/initial article">initial article</category>
      <category domain="http://gameratty.com/tag/article">article</category>
      <category domain="http://gameratty.com/tag/incredible exploratory experience">incredible exploratory experience</category>
      <category domain="http://gameratty.com/tag/influential games console">influential games console</category>
      <source url="http://vgmwatch.com/?p=1216">Designer Looks at Wiis Shortcomings</source>
    </item>
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      <title><![CDATA[Beatles-Harmonix Video Game Announced]]></title>
      <link>http://gameratty.com/article/52e2d6ca38ba867d485c7461502b176d</link>
      <guid>http://gameratty.com/article/52e2d6ca38ba867d485c7461502b176d</guid>
      <description><![CDATA[Van Toffler , president of MTV Networks, has just made it official that Harmonix/MTV Games and Apple Corp will create a brand new video game featuring the music of the iconic Beatles
Harmonix CEO Alex...]]></description>
      <content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-12536" title="The Beatles logo" src="http://multiplayerblog.mtv.com/wp-content/uploads/2008/10/beatles-logo.jpg" alt="" width="281" height="162" align="left" /><strong>Van Toffler</strong>, president of MTV Networks, has just made it official that <strong>Harmonix/MTV Games</strong> and <strong>Apple Corp</strong> will &#8220;create a brand new video game featuring the music of the iconic Beatles.&#8221;</p>
<p>Harmonix CEO <strong>Alex Rigopulos</strong> also said that it&#8217;s not just a &#8220;<strong>Rock Band</strong>&#8221; song expansion pack; it will be &#8220;a new, full-grown, custom game built from the ground up.&#8221;</p>
<p>The game is slated for release in Holiday 2009.</p>
<p>Full press release: </p>
<blockquote><p>THE BEATLES INSPIRE NEW MUSIC VIDEO GAME; APPLE CORPS LTD., MTV AND HARMONIX COME TOGETHER FOR UNPRECEDENTED DEAL</p>
<p>Exclusive Agreement Set to Bring The Beatles Music to Fans for the First Time in Interactive Form Here, There and Everywhere in 2009</p>
<p>New York, NY – October 30, 2008 – The Beatles’ extraordinary music and phenomenal legacy is set to rock across the universe in the form of a video game through an exclusive partnership between Apple Corps Ltd., Harmonix and MTV Games, a part of Viacom’s MTV Networks.</p>
<p>This partnership marks the first time that Apple Corps, along with EMI Music, Harrisongs Ltd, and Sony/ATV Music Publishing, has agreed to present The Beatles music in an interactive video game format. Published by MTV Games and developed by Harmonix, the world’s premier music video game company and creators of the best-selling Rock Band®, the game will be an unprecedented, experiential progression through and celebration of the music and artistry of The Beatles. The game was creatively conceived with input from Sir Paul McCartney and Ringo Starr, along with Yoko Ono Lennon and Olivia Harrison, and enjoys their full blessing. In addition, Giles Martin, co-producer of The Beatles innovative LOVE project, will provide his expertise and serve as Music Producer for this groundbreaking Beatles project.</p>
<p>&#8220;The project is a fun idea which broadens the appeal of The Beatles and their music. I like people having the opportunity to get to know the music from the inside out,&#8221; Sir Paul McCartney said.</p>
<p>&#8220;It gives me great pleasure to be part of The Beatles / Apple and Harmonix / Rock Band partnership,” said Ringo Starr.  “The Beatles continue to evolve with the passing of time and how wonderful that The Beatles’ legacy will find its natural progression into the 21st century through the computerized world we live in.  Let the games commence.”</p>
<p>“It’s cool.  I love it and hope it will keep inspiring and encouraging the young generation for many decades,” said Yoko Ono Lennon.</p>
<p>&#8220;People are having so much fun playing Rock Band.  Combined with The Beatles tracks, it is a great way to either listen or participate,” said Olivia Harrison.  “If you like the music, it doesn&#8217;t take much persuasion to get you to play.&#8221;</p>
<p>“Introducing the genius of The Beatles to a whole new generation of music lovers through original and inspired ways is extremely exciting to us at Apple Corps,” stated Jeff Jones, CEO, Apple Corps.  “We are truly pleased to be working with the innovative forces at MTV and Harmonix as they embody our mutual passions for music and creativity.”</p>
<p>&#8220;Many of us have been part of a generation that has long enjoyed an enduring love affair with The Beatles and now we&#8217;re looking to extend that love affair for future generations to enjoy,&#8221; said Van Toffler.&#8221;  “Our inspiration for this project comes from a keen sense of history and a place of utmost reverence and respect for the band, their music and their heritage.&#8221;</p>
<p>“The impact of The Beatles is forever ingrained in the hearts, minds and souls of millions the world over,” said Judy McGrath, Chairman and CEO of MTV Networks. “The Beatles are the reason many of us are WHERE we are, and some of us are WHO we are.&#8221;</p>
<p>&#8220;We are honored to be part of this new way for people to discover the timeless music and art of The Beatles - the most creatively and commercially successful, critically acclaimed, and influential band in the history of popular music,&#8221; stated Paul DeGooyer, MTV&#8217;s Senior Vice President of Electronic Games &amp; Music.</p>
<p>“By presenting their music and artistry through the creative filter of a groundbreaking video game, we are giving legions of fans and music lovers all over the world a profound, new way to experience The Beatles,” said Alex Rigopulos, CEO and Co-Founder, Harmonix. “This game will be a celebration of the Beatles undeniable legacy.”</p></blockquote>
<p><strong>Related Posts:</strong><br />
<a href="http://multiplayerblog.mtv.com/2008/10/29/rock-band-beatles-talk/" target="_self"><strong>News Alert Has People Expecting &#8216;Rock Band: Beatles&#8217; Announcement</strong></a><br />
<a href="http://multiplayerblog.mtv.com/2008/10/20/acdc-rock-band-answers/" target="_self"><strong>Why &#8216;AC/DC Live: Rock Band Track Pack&#8217; Is Wal-Mart Only And Not DLC (For Now)</strong></a></p>

]]></content:encoded>
      <pubDate>Thu, 30 Oct 2008 11:13:47 +0000</pubDate>
      <category domain="http://gameratty.com/tag/music">music</category>
      <category domain="http://gameratty.com/tag/sonyatv music">sonyatv music</category>
      <category domain="http://gameratty.com/tag/music video game">music video game</category>
      <category domain="http://gameratty.com/tag/beatles">beatles</category>
      <category domain="http://gameratty.com/tag/popular music">popular music</category>
      <category domain="http://gameratty.com/tag/music producer">music producer</category>
      <category domain="http://gameratty.com/tag/timeless music">timeless music</category>
      <category domain="http://gameratty.com/tag/beatles music">beatles music</category>
      <category domain="http://gameratty.com/tag/video game">video game</category>
      <source url="http://multiplayerblog.mtv.com/2008/10/30/beatles-harmonix-game-announced/">Beatles-Harmonix Video Game Announced</source>
    </item>
    <item>
      <title><![CDATA[Top Ten Games of 1998]]></title>
      <link>http://gameratty.com/article/04cf5c3811111362514b0d430e3d30f8</link>
      <guid>http://gameratty.com/article/04cf5c3811111362514b0d430e3d30f8</guid>
      <description><![CDATA[Metal Gear Solid', 'StarCraft' and 'Baldur's Gate' are but a few of the triple-A titles that were released in one of the most influential and important years in the history of the gaming industry,...]]></description>
      <content:encoded><![CDATA['Metal Gear Solid', 'StarCraft' and 'Baldur's Gate' are but a few of the triple-A titles that were released in one of the most influential and important years in the history of the gaming industry, 1998. But which one took the top spot? 
 <br> 
 <br> 'The Legend of Zelda: Ocarina of TIme', if you must know. Binge Gamer continues their countdown to their top ten games of 2008 with the top ten games that defined an entire generation of gaming, 1998.]]></content:encoded>
      <pubDate>Wed, 29 Oct 2008 02:04:11 +0000</pubDate>
      <category domain="http://gameratty.com/tag/top">top</category>
      <category domain="http://gameratty.com/tag/games">games</category>
      <category domain="http://gameratty.com/tag/top spot">top spot</category>
      <category domain="http://gameratty.com/tag/binge gamer continues">binge gamer continues</category>
      <category domain="http://gameratty.com/tag/metal gear solid">metal gear solid</category>
      <category domain="http://gameratty.com/tag/entire generation">entire generation</category>
      <category domain="http://gameratty.com/tag/triple-a titles">triple-a titles</category>
      <category domain="http://gameratty.com/tag/starcraft">starcraft</category>
      <category domain="http://gameratty.com/tag/ocarina">ocarina</category>
      <source url="http://www.n4g.com/gaming/News-223185.aspx">Top Ten Games of 1998</source>
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