понедельник, 3 июня 2013 г.

Gunpoint: The Kotaku Review

Gunpoint: The Kotaku Review

Good things often come in small packages. Gunpoint is just such a good thing, in just such a small package. Like the diminutive buildings you'll spend the game circumnavigating and infiltrating, Gunpoint itself is an intricate array of interlocking circuits and gears, finely tuned and waiting for you to bend it to your will.


You play as Richard Conway, a trenchcoated spy-for-hire who, after a job gone wrong, finds himself caught up in a paranoid, 70s-style corporate espionage plot. You'll guide him on infiltration missions as he sneaks into apartment buildings, high-security compounds, office complexes and weapons-manufacturing labs, all in a fairly laid-back pursuit of the truth.


Gunpoint may be a stealth game, but Conway isn't some Sam Fisher-wannabe, crouching in the shadows and garroting unsuspecting guards. His methods are a bit flashier, and a hell of a lot of fun. He owns a pair of super-powered trousers that allow him to launch himself hundreds of feet into the air and land without harm. Players line up his leap by holding down the left mouse button, sort of like taking aim in Tanks or Worms. Release, and sproiiing!


Every wee building Conway infiltrates is staffed with wee guards who are no less sharp-eyed and deadly for being so wee. If you stray into a guard's field of vision, you'll be shot in an instant. This occurs with shocking immediacy and very little fanfare. It therefore becomes very important to negotiate your way around the guards to whatever corner computer or hidden prototype you're trying to hack or steal.


To do that, you'll have to re-wire the building's security devices and appliances, which is where Gunpoint finds sets itself apart from other stealth games. Through a wonderfully simple interface, players can flip over to a hacking overlay called the "crosslink," which lets them access the wiring of the building and manipulate it.



It's easier to watch it in action (as in that trailer above) than to explain, but I'll give it a shot: There's a guard on the floor above you, pacing left and right. You're standing next to a lightswitch. By entering the overlay view, you see a wire going from your lightswitch to the light above your head (naturally.) However, flicking over to crosslink mode, you can rewire your lightswitch to open a door on the level above you. If you time it right, you can cause it to open onto the guard, knocking him out. Or you can rewire the lightswitch to send a charge to a power outlet, electrocuting him as he walks by. Or have it open a trapdoor, dropping him to his death. Or you can turn off the lights and sneak up behind him, taking him down with a well-timed jump. Or, or, or.


The game, then, is made up of a collection or reprogrammable binary equations. Except for the guards, every object in the world has two states: on/off, open/closed, activated/not activated. By layering so many fundamentally simple variables on top of one another, Gunpoint manages to be complex without feeling overwhelming.


The guards are the game's x-factor, and they're what sets Gunpoint apart from the superficially similar (though differently enjoyable) iOS game Beat Sneak Bandit. Guards behave according to simple but realistic AI programming, meaning that half the time, you'll have to progress through a level by manipulating them like you'd manipulate a keypad or a door. If you turn off the lights in one room, you'll learn that the guard in the room will immediately go and flick the lightswitch. So, if you first rewire the guard's lightswitch to open a vault door you can't access, then turn off the lights in his room, he'll inadvertently open the vault for you.


Gunpoint: The Kotaku Review


Gunpoint is never all that difficult, particularly if you don't mind leaving a sizable body count in your wake. That said, you'll be rated for your performance at the end of each building, and achieving a perfect rating without killing anyone requires a much defter, more creative touch.


Despite the many times Conway took a bullet over the course of my time with the game, I never felt punished. That's thanks in part to the ingenious quicksave implementation, which is one of Gunpoint's smartest ideas. Upon death, you'll be given several quickload options, each one going a few seconds further back in time. It serves to encourage experimentation and the near-instant load-times mean that failure only sets you back a matter of seconds. The system did go a bit haywire on me, particularly during the final level, when an annoying bug lost me a couple of minutes' progress. But I'm guessing that was just a bug, and will be quickly worked out.


Gunpoint: The Kotaku Review


Gunpoint's script is also a winner. In between missions, Conway will engage in text-message conversations with his various contacts and employers, and they're laced with droll (and, it must be said, distinctly British) humor that will make fans of 90s point-and-click games feel a bit misty. It runs at a sort of "low chuckle" setting, and Conway's mellow, sardonic approach to death-defying wetwork stands in welcome contrast to your average oh-so-serious video game antihero.


(Also of note: Gunpoint has some of the funniest Steam achievements I've seen in a while. Why can't every game have this much fun with achievements?)


The soundtrack, too, deserves a mention, though it's a tad uneven. (That makes sense, given that it was written by three separate composers.) At its best, it conjures the smokey jazz of classic noir cinema. The strongest tunes feature a live jazz ensemble, though some others devolve into overly-frantic sampled instruments when they would've done better to keep things understated. (While a couple of the pieces feature lovely tenor sax solos, another features keyboard sax. Yeah. Keyboard sax. What is this, a mid-90s They Might Be Giants album? (You know what, don't answer that.)) In another cool touch, each the music for each level has been recorded twice, flipping to a more synth-heavy, atmospheric vibe when you switch to the crosslink overlay. It's nifty, and conjures fond memories of Ghost Trick: Phantom Detective.


Gunpoint: The Kotaku Review


Somewhat astonishingly, Gunpoint is by and large the work of one man—it was designed, programmed and written by Tom Francis, working in off-hours from his day job as a writer for PC Gamer magazine. (I don't really know Francis personally, but I do think he's a fine writer and a smart critic.) It's difficult to believe this is his first game; it isn't just well-written and fun, it's immaculately designed and contains some genuinely new ideas. He's kept a great collection of development diaries, and his process has been welcomely transparent. He's even posted a manifesto regarding the kinds of games he wants to make. Reading over it, it's clear that he designed Gunpoint with each of those goals in mind.


There's more, of course. Gunpoint comes with a full level-editor that lets players design their own missions, and it ends with a delightful bonus that I won't spoil, though I don't imagine it'll remain a secret for long once the game is released. But suffice it to say, Gunpoint is smart, creative, responsive, surprising, and possessed of an uncommon respect for the player.


Midway through the story, as twist piles upon backstab piles upon double-cross, Conway remarks, "I love this job."


It shows.


To contact the author of this post, write to kirk@kotaku.com or find him on Twitter @kirkhamilton.




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воскресенье, 2 июня 2013 г.

Kotaku 'Shop Contest: Rolling Wonder

Kotaku 'Shop Contest: Rolling Wonder

Maybe I was a little hard on the "X-Box," a cozy, if insane, contraption being sold for $ 2,500 in Youngstown, Ohio. It does come with an A/C unit, though I'd be glad to ditch that for a wet bar (and just open the fridge if it got too hot.) Anyway, I know how I can make amends with the seller: 'Shop Contest!


That thar's your exploitable, so my advice is to go in the direction of kart racers and Need for Speed. Obviously, hilarious cameos on the inside are a useful angle, too. (Cool Hand Luke hint hint spends a night in the box hint) But anything you want to put it in, put it on, or put in or on it, go to town. Go forth and bring me funny.



Source Image: The "X-Box."



While most of you are smart enough to figure out how to upload images, here are some simple steps to take for those less familiar with the practice.



1. Create your 'Shop and save it to your desktop.


2. Go to the bottom of this post and click "Discuss."


3. This brings up a comment window. Click the icon that looks like a picture.


4. This brings up another window called "Insert Image." Click "Choose file" if you're uploading your 'shop from your desktop


5. Alternatively, you can upload the 'Shop to a free image hosting service. I suggest imgur. Then paste the image's URL into the field that says "Image URL." Note: this must be the URL of the image itself, not the page where it is displayed. That means the URL ends in .jpg, .gif, .png, whatever.


6. Add editorial commentary and hit submit and your image will load. If it doesn't, upload the image to imgur and paste the image URL as a comment. I promise I will look at it.


7. I'm not sure if we still have file size restrictions under Kinja but it's probably a good idea to keep your image size under 1 MB. This is especially true for animated .gifs. If you're still having trouble uploading the image, try to keep its longest dimension (horizontal or vertical) under 1000 pixels.



Alright! Have at it. Thanks very much for your participation.


To contact the author of this post, write to owen@kotaku.com or find him on Twitter @owengood.




Kotaku

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суббота, 1 июня 2013 г.

Kotaku 'Shop Contest: Dog Duty: The Winners

Kotaku 'Shop Contest: Dog Duty: The Winners

Without a doubt, Call of Duty Dog stole the show at Microsoft's big Xbox One reveal, and not for all the right reasons. The law of unintended consequences dictates that one of them is appearance in the Kotaku 'Shop Contest. Who's a good 'Shopper? Who's a good 'Shopper? Yes you are, Sciteach! Yes you ARE!


For starters, this week's contestants were working from these images.



Source Image: Who's a good doggie? Who's a good doggie ...?


Source Image: CoD Dog doing mocap (closeup)


Source Image: CoD Dog doing mocap (longer shot)



And now, the finalists!


Kotaku 'Shop Contest: Dog Duty: The Winners

Archonios




Kotaku 'Shop Contest: Dog Duty: The Winners

arniejolt




Kotaku 'Shop Contest: Dog Duty: The Winners

Atomrocker




Kotaku 'Shop Contest: Dog Duty: The Winners

Bino556




Kotaku 'Shop Contest: Dog Duty: The Winners

GiantBoyDetective




Kotaku 'Shop Contest: Dog Duty: The Winners

HampstaSandwich




Kotaku 'Shop Contest: Dog Duty: The Winners

HarrdeeHarrHarr




Kotaku 'Shop Contest: Dog Duty: The Winners

jaepro




Kotaku 'Shop Contest: Dog Duty: The Winners

JulesGM




Kotaku 'Shop Contest: Dog Duty: The Winners

nicp1112




Kotaku 'Shop Contest: Dog Duty: The Winners

Pedro Silva




Kotaku 'Shop Contest: Dog Duty: The Winners

Phaydii




Kotaku 'Shop Contest: Dog Duty: The Winners

punkpolitical




Kotaku 'Shop Contest: Dog Duty: The Winners

sciteach




Kotaku 'Shop Contest: Dog Duty: The Winners

uscg_pa





To contact the author of this post, write to owen@kotaku.com or find him on Twitter @owengood.




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The Best Of Kotaku, The Week Of May 27

The Best Of Kotaku, The Week Of May 27


Welcome to the weekend, Kotaku. Which means I've got a round-up of all our best content on Kotaku Selects. While Microsoft and Sony still aren't talking about the online and other details for their newest consoles, others are talking. So while we wait for news from E3 in roughly a week (oh god one more week), you can peruse out round-up selections.


Oh, and, that image up there is some Mario street art, a la Banksy. From Trust icon street art found by Pxlbyte.


To contact the author of this post, write to tina@kotaku.com or find her on Twitter at @tinaamini.




Kotaku

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среда, 29 мая 2013 г.

Deadspin An Angels Reliever Is Throwing A Pitch No One Has Seen In A Long Time | Kotaku How The Make

Deadspin An Angels Reliever Is Throwing A Pitch No One Has Seen In A Long Time | Kotaku How The Makers of The Last Of Us Almost Spoiled Their Own Game In 2011 | Gizmodo This BASE Jump Off of Mount Everest Is Absolutely Insane | Lifehacker How Can I Get Started with Home Automation?




Kotaku

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суббота, 25 мая 2013 г.

Kotaku 'Shop Contest: Roboshop: The Winners


The three prime directives of the 'Shop Contest: Serve the public trust; protect the innocent; uphold the funny. Working from a bigass statue of Robocop that, dead or alive, is coming to Detroit, we've got a baker's dozen of hilarious 'Shops inside, including overall No. 1 Negitoro!


First, the original exploitable:



And here are the finalists!


arniejolt




Clutchy




Cuddles




edy_pagaza




HampstaSandwich




hugmungous




jaepro




negitoro




Septemtriones




Tom Bomb




toolsoldier




uscg_pa


To contact the author of this post, write to owen@kotaku.com or find him on Twitter @owengood.




Kotaku

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