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    <title><![CDATA[[PlayRatty] tag: fun]]></title>
    <link>http://www.playratty.com/tag/fun</link>
    <description></description>
    <pubDate>Wed, 19 Nov 2008 19:00:54 +0000</pubDate>
    <generator>iRatty Engine</generator>
    <docs>http://blogs.law.harvard.edu/tech/rss</docs>
    <item>
      <title><![CDATA[Game Diary - November 20, 2008: The Best Super-Hero Game Ever?]]></title>
      <link>http://www.playratty.com/article/2aebafdd123c7c41bf9b8343c805a6db</link>
      <guid>http://www.playratty.com/article/2aebafdd123c7c41bf9b8343c805a6db</guid>
      <description><![CDATA[Im short on time this morning, so I need to make this brief
The Desktop Tower Defense challenge didnt go so well yesterday. Multiplayer gaming on Casualcollective.com is still a bit buggy. But Ill be...]]></description>
      <content:encoded><![CDATA[<p><img title="'Spider-Man: Web of Shadows'" src="http://multiplayerblog.mtv.com/wp-content/uploads/2008/11/spiderman.jpg" alt="" align="left" />I&#8217;m short on time this morning, so I need to make this brief.</p>
<p>The &#8220;<strong>Desktop Tower Defense</strong>&#8221; challenge didn&#8217;t go so well yesterday. Multiplayer gaming on <a href="http://www.casualcollective.com/"><strong>Casualcollective.com</strong></a> is still a bit buggy. But I&#8217;ll be back on there hopefully tomorrow to see if it&#8217;s improving. I can confirm that the people I did face-off with on the game over there did not beat me.</p>
<p>Last night I started &#8220;<strong>Spider-Man: Web of Shadows</strong>,&#8221; which a friend told me is the best super-hero game ever made. If that&#8217;s the case, then the best super-hero game ever made has poor voice-acting, clunky graphics, and a clumsily paced introduction. But&#8230; after about 30 minutes, the game begins teaching the player such a spectacular move set &#8212; and begins layering on so many fun combat and collectible-driven challenges &#8212; that none of the faults really matter.</p>
<p>Web-swinging into a crowd of enemies with foot extended for a thug-punting kick is a blast. I don&#8217;t expect to tire soon of walking up walls or using a web to hop from enemy to enemy without ever touching the ground or performing so many more of the game&#8217;s crazy moves.</p>
<p>This game is rough. But it&#8217;s also extremely fun.</p>

]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 10:00:10 +0000</pubDate>
      <category domain="http://www.playratty.com/tag/game">game</category>
      <category domain="http://www.playratty.com/tag/super-hero game">super-hero game</category>
      <category domain="http://www.playratty.com/tag/game begins">game begins</category>
      <category domain="http://www.playratty.com/tag/spectacular move set">spectacular move set</category>
      <category domain="http://www.playratty.com/tag/begins">begins</category>
      <category domain="http://www.playratty.com/tag/clumsily paced introduction">clumsily paced introduction</category>
      <category domain="http://www.playratty.com/tag/games crazy moves">games crazy moves</category>
      <category domain="http://www.playratty.com/tag/fun combat">fun combat</category>
      <category domain="http://www.playratty.com/tag/enemy">enemy</category>
      <source url="http://multiplayerblog.mtv.com/2008/11/20/game-diary-november-20-2008-the-best-super-hero-game-ever/">Game Diary - November 20, 2008: The Best Super-Hero Game Ever?</source>
    </item>
    <item>
      <title><![CDATA[GoNintendo End of day thoughts - Sonic Unleashed is like night and day]]></title>
      <link>http://www.playratty.com/article/20f60f3f9595e6ce5b62729a4bc38981</link>
      <guid>http://www.playratty.com/article/20f60f3f9595e6ce5b62729a4bc38981</guid>
      <description><![CDATA[My apologies for the on-again/off-again End of day thoughts. I have been so busy due to the holiday season, and Im trying to do final preparations for the live-stream charity event as well (this...]]></description>
      <content:encoded><![CDATA[<p><a href="http://gonintendo.com/wp-content/photos/gonedc.jpg" title="gonedc" target="_blank"><img src="http://gonintendo.com/wp-content/photos/gonedc.jpg" width="425" height="55" alt="gonedc" class="centered" /></a></p>
<p><strong><em>My apologies for the on-again/off-again &#8216;End of day&#8217; thoughts.  I have been so busy due to the holiday season, and I&#8217;m trying to do final preparations for the live-stream charity event as well (this Saturday, 8 AM to 8 PM EST)!  Once that event is over, I should be back to my normal &#8216;End of day&#8217; routine.  Thanks to sticking with me through this busy time!  If I am going to keep up, I have to get some rest!  I&#8217;ll see you guys in a few, short hours.  Hope you have a great morning!</em></strong></p>
<p>I actually squeeze in some time to play Sonic Unleashed during the wee hours of the morning.  It was just over an hour&#8217;s worth of gameplay, and I&#8217;ve been left with some fresh impressions in my mind.  We&#8217;ve been fed trailer after trailer, screen after screen of Unleashed for a long time now.  Remember when all of this started with a rumored leak containing a batch of screens?  Well, we finally made it to launch day&#8230;for Wii and PS2 that is.  Is this the Sonic game that finally brings the hedgehog back to his once high standing?  I don&#8217;t know that yet&#8230;but I do know that Unleashed feels like two games in one.</p>
<p>The good part&#8230;the Sonic levels are actually fun.  I think it has a lot to do with the amount of control you have.  Sonic&#8217;s 3d games have been pretty lame, due to the amount of time you play instead of watching the action.  It&#8217;s just not fun watching Sonic perform awesome moves unless you are doing them.  I want to run, slide, dodge, and drift!  Well, in Sonic Unleashed you can do all of that.  You feel like you&#8217;re really in control of the action&#8230;which would seem like the most basic point of any game.  Somewhere down the road, Sonic lost that.  So far, with my time in Unleashed, I feel like Sonic has finally gotten some of that missing element back.  </p>
<p> <a href="http://gonintendo.com/?p=63696#more-63696" class="more-link">(more&#8230;)</a></p>
]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 07:48:21 +0000</pubDate>
      <category domain="http://www.playratty.com/tag/sonic">sonic</category>
      <category domain="http://www.playratty.com/tag/play">play</category>
      <category domain="http://www.playratty.com/tag/play sonic">play sonic</category>
      <category domain="http://www.playratty.com/tag/sonic lost">sonic lost</category>
      <category domain="http://www.playratty.com/tag/partthe sonic levels">partthe sonic levels</category>
      <category domain="http://www.playratty.com/tag/busy time">busy time</category>
      <category domain="http://www.playratty.com/tag/day">day</category>
      <category domain="http://www.playratty.com/tag/time">time</category>
      <category domain="http://www.playratty.com/tag/sonic game">sonic game</category>
      <source url="http://gonintendo.com/?p=63696">GoNintendo End of day thoughts - Sonic Unleashed is like night and day</source>
    </item>
    <item>
      <title><![CDATA[Destructoid review: Mortal Kombat vs. DC Universe]]></title>
      <link>http://www.playratty.com/article/117ce34009f51b3b591a1fbcfb00fa4d</link>
      <guid>http://www.playratty.com/article/117ce34009f51b3b591a1fbcfb00fa4d</guid>
      <description><![CDATA[If youve already judged Mortal Kombat vs. DC Universe based solely on the fact that its a Mortal Kombat title -- or that it isnt technically as rich or deep as other fighters -- the game (and this...]]></description>
      <content:encoded><![CDATA[
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				<img src="http://www.destructoid.com/elephant/ul/111997-MKREVIEW.jpg" alt="Destructoid review: Mortal Kombat vs. DC Universe screenshot" width="468" border="0" />
			</p>
				<p>If you&rsquo;ve already judged <i>Mortal Kombat vs. DC Universe</i> based solely on the fact that it&rsquo;s a <i>Mortal Kombat</i> title -- or that it isn&rsquo;t technically as rich or deep as other fighters -- the game (and this review) is not for you. </p><p>There&rsquo;s no way you could compare the game on any technical or competitive level to any number of <i>Capcom vs.</i> [Marvel/Care Bears/Whatever] or SNK fighters; if you do, you&rsquo;re missing the point. <i>MK vs. DCU</i> certainly seems to be meant for a more casual fighting audience, with a focus on two important points &ndash; ease of play and ridiculous, frivolous fun.</p><p>So before you click any further, I have to ask that if you fall into that camp -- and that's fine, I understand -- don't even bother clicking through and reading the review. This is not for you. Here is a <a href="http://www.destructoid.com/tatsunoko-vs-capcom-trailer-gets-anime-fans-wet-in-the-pants-94398.phtml"><i>Tatsunoku vs. Capcom</i></a> trailer; please enjoy it. Save the energy you would have used to comment on this review for the inevitable bitching about how Capcom screwed up the <i>Street Fighter II HD</i> remake because Ryu has an extra pixel on his toe.&nbsp; </p><p>For everyone else, hit the jump. </p><p>&nbsp;</p>		
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<p><a href="http://feeds.feedburner.com/~a/Destructoid?a=k3t5j3"><img src="http://feeds.feedburner.com/~a/Destructoid?i=k3t5j3" border="0"></img></a></p><div class="feedflare">
<a href="http://feeds.feedburner.com/~f/Destructoid?a=bBxxN"><img src="http://feeds.feedburner.com/~f/Destructoid?i=bBxxN" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/Destructoid/~4/459740019" height="1" width="1"/>]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 07:23:00 +0000</pubDate>
      <category domain="http://www.playratty.com/tag/mortal kombat">mortal kombat</category>
      <category domain="http://www.playratty.com/tag/review">review</category>
      <category domain="http://www.playratty.com/tag/mortal kombat title">mortal kombat title</category>
      <category domain="http://www.playratty.com/tag/capcom trailer">capcom trailer</category>
      <category domain="http://www.playratty.com/tag/capcom">capcom</category>
      <category domain="http://www.playratty.com/tag/snk fighters">snk fighters</category>
      <category domain="http://www.playratty.com/tag/fighters">fighters</category>
      <category domain="http://www.playratty.com/tag/universe based solely">universe based solely</category>
      <category domain="http://www.playratty.com/tag/frivolous fun">frivolous fun</category>
      <source url="HASH(0x8ac815c)">Destructoid review: Mortal Kombat vs. DC Universe</source>
    </item>
    <item>
      <title><![CDATA[Six Flags: Fun Park - review]]></title>
      <link>http://www.playratty.com/article/be9eea8e67e74125419f5417db64f7ad</link>
      <guid>http://www.playratty.com/article/be9eea8e67e74125419f5417db64f7ad</guid>
      <description><![CDATA[A portion of an NWR review
In summary, Six Flags: Fun Park is probably one of the worst DS games I have ever played. With mini-games that border on unplayable and little-to-no variation in gameplay,...]]></description>
      <content:encoded><![CDATA[<p>A portion of an NWR review&#8230;</p>
<p><strong>In summary, Six Flags: Fun Park is probably one of the worst DS games I have ever played. With mini-games that border on unplayable and little-to-no variation in gameplay, there is truly no fun in this game.</p>
<p align="center"><a href="http://www.nintendoworldreport.com/reviewArt.cfm?artid=17234">Full review here</a></p>
<p></strong></p>
]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 06:47:14 +0000</pubDate>
      <category domain="http://www.playratty.com/tag/review">review</category>
      <category domain="http://www.playratty.com/tag/fun">fun</category>
      <category domain="http://www.playratty.com/tag/fun park">fun park</category>
      <category domain="http://www.playratty.com/tag/nwr review">nwr review</category>
      <category domain="http://www.playratty.com/tag/games">games</category>
      <category domain="http://www.playratty.com/tag/flags">flags</category>
      <category domain="http://www.playratty.com/tag/little-to-no variation">little-to-no variation</category>
      <category domain="http://www.playratty.com/tag/mini-games">mini-games</category>
      <category domain="http://www.playratty.com/tag/unplayable">unplayable</category>
      <source url="http://gonintendo.com/?p=63679">Six Flags: Fun Park - review</source>
    </item>
    <item>
      <title><![CDATA[Building gamesthe Bond way]]></title>
      <link>http://www.playratty.com/article/3b717f1e51683067863547aceac04bd2</link>
      <guid>http://www.playratty.com/article/3b717f1e51683067863547aceac04bd2</guid>
      <description><![CDATA[No, this isnt an article about Quantum of Solace: the game. This is about building games in general. Well, how on earth does Bond come into play? One developer is trying to suggest that the industry...]]></description>
      <content:encoded><![CDATA[<p>No, this isn&#8217;t an article about Quantum of Solace: the game.  This is about building games in general.  Well, how on earth does Bond come into play?  One developer is trying to suggest that the industry needs to stop shoving story down our throat the second we start a game.  Instead, games should kick off with high-energy, big-impact fun.  You know&#8230;the same way James Bond movies kick off!  A few minutes past the credits, and Bond has you on a wild ride.  Why shouldn&#8217;t games be the same way?  Be it games, movies, or TV shows&#8230;you have to grab your audience from the start!<br />
<strong></p>
<p align="center"><a href="http://www.zee-3.com/pickfordbros/blog.php?blogger=ste&#038;post=5585&#038;blogger=ste">Article here</a></p>
<p><small><a href="http://www.gamesetwatch.com/2008/11/gamesetlinkdump_the_quantum_of.php">Link</a></small></p>
<p></strong></p>
]]></content:encoded>
      <pubDate>Thu, 20 Nov 2008 06:36:18 +0000</pubDate>
      <category domain="http://www.playratty.com/tag/games">games</category>
      <category domain="http://www.playratty.com/tag/bond">bond</category>
      <category domain="http://www.playratty.com/tag/tv showsyou">tv showsyou</category>
      <category domain="http://www.playratty.com/tag/minutes past">minutes past</category>
      <category domain="http://www.playratty.com/tag/big-impact fun">big-impact fun</category>
      <category domain="http://www.playratty.com/tag/article">article</category>
      <category domain="http://www.playratty.com/tag/game">game</category>
      <category domain="http://www.playratty.com/tag/start">start</category>
      <category domain="http://www.playratty.com/tag/solace">solace</category>
      <source url="http://gonintendo.com/?p=63676">Building gamesthe Bond way</source>
    </item>
    <item>
      <title><![CDATA[Q&A: From Resistance To... XNA Community Games?]]></title>
      <link>http://www.playratty.com/article/ef9bbc404dbd6cef6ac252c9adf5d912</link>
      <guid>http://www.playratty.com/article/ef9bbc404dbd6cef6ac252c9adf5d912</guid>
      <description><![CDATA[Continuing the XNA Community Games coverage blowout by other means, Christian Nutt recently got to chat to Weapon Of Choice creator Nathan Fouts, who has a really interesting story to tell about his...]]></description>
      <content:encoded><![CDATA[<p><img src="http://www.gamesetwatch.com/WOC.jpg" align="left" hspace="5"><i>[Continuing the XNA Community Games coverage blowout by other means, Christian Nutt recently got to chat to Weapon Of Choice creator Nathan Fouts, who has a really interesting story to tell about his Xbox 360 egalitarian game debut - and his game is really retro-creepy  cool in the best 'programmer art' fashion, too!]</i></p>

<p> The XNA Creators' Club is being touted as a way for semi-pro and amateur developers to bring their designs to the masses via XNA Community Games, which launch alongside the New Xbox Experience today. </p>

<p>At its recent San Francisco <a href=http://www.gamasutra.com/php-bin/news_index.php?story=20902>XNA Community Games event</a>, however, it became clear that a lot of the developers who have created the most polished and ready-for-market games on the service actually do have professional backgrounds.</p>

<p>At the event, we had a chance to speak with Nathan Fouts, founder and president of Mommy's Best Games (as well as its only full-time employee.) His game, <a href="http://www.mommysbestgames.com/"><i>Weapon of Choice</i></a>, is a neo-retro throwback that brings to mind classics like <i>Contra</i> while embracing contemporary design choices. </p>

<p>Despite its hardest-of-hardcore looks and (nearly) one-man creation, it sprang not from the mind of an enthusiastic amateur, but a seasoned professional. </p>

<p>Though Fouts left Insomniac Games to found his own company, Insomniac CEO Ted Price, when recently asked, called him "an instrumental part of <i>Resistance: Fall of Man</i>... one of the most creative programmers I've ever met." </p>

<p>What is it that drove Fouts to leave his job at one of the most successful independent developers in the country and strike out on his own, and why through XNA Community Games? The answers may surprise you. </p><p><b>Did you have any sort of professional background in development before you started this project?</b></p>

<p>Nathan Fouts: I've been in the industry for over a decade now -- I guess I'm getting old! I've worked at Running with Scissors, I've worked at N-Space, I've worked at Insomniac Games. </p>

<p>I actually designed and programmed the weapons on <i>Resistance: Fall of Man</i>, the launch title. And I did the bosses on <i>Ratchet & Clank Future: Tools of Destruction</i>.</p>

<p><b>So you actually have extensive experience on high-budget, next-gen projects. You decided to give that up and make your own project?</b></p>

<p>NF: Yeah. It's kind of crazy. We were making good coin at Insomniac Games. </p>

<p><b>They still are, without you. (laughs)</b></p>

<p>NF: Oh, yeah. Everybody there. That place... it's a great place to work. Basically, though, we had a child -- I don't know if you guys are interested in this from a developer standpoint, but because we're getting older, a lot of people, a lot of the professionals I'm friends with have had kids. </p>

<p>We had a baby and we decided to move back to the Midwest to be closer to my parents, so they could be with their grandson. This wasn't going to work, working at a big place. So a couple of years ago I started to think about forming my own place. And we didn't know how, and we knew that we couldn't pull it off until the whole downloadable thing started, with the new systems, basically. </p>

<p>Once Live Arcade started moving, I thought, "Wow, if we can get our money together, this might be possible." When XNA came through, and when Community Games announced that you could make money through it, that's when I knew we could do it.</p>

<p><b>How many people did you have working on the title?</b></p>

<p>NF: Me.</p>

<p><b>Really?</b></p>

<p>NF: Okay, that's extreme. But basically, I did original concept, design, art, programming, animation, sound effects, and then I had a really talented musician out of Tucson who did the music. I wrote the skeleton for the story, and then I had a science fiction writer friend write the story and the dialogue. So, basically, 95% of the game.</p>

<p><b>Wow. How long have you been in development?</b></p>

<p>NF: Like I said, we saved our money for a couple of years, and then I quit my job at Insomniac, and then I started full time in November last year. So it's almost been a year now. </p>

<p><b>I can imagine that's been like perpetual crunch.</b></p>

<p>NF: You know what's funny? Just, again, for the other developers' standpoint, working at home, it's been perpetual crunch that has been doable because I get these, like, mini-breaks. </p>

<p>You have dinner, there's your wife, your kid, and then you keep working. It's not as bad as a real place. I've done plenty of crunch before, and it drains your soul. But this hasn't been as bad. Anyway -- it's just different, working at home.</p>

<p><b>It's something, as you said, that people are facing. People want to start families. Everyone comes coastal to work in development. You don't really have a lot of choice in the matter.</b></p>

<p>NF: We didn't love Los Angeles, honestly. We lived there a couple of years. The only reason we were there was to work on games. There are a ton of places there. It's easy to move around. It isn't nice, but... </p>

<p>The interesting thing is, with the internet, it was possible to do our game in the boonies. We live out in the country, in Indiana, actually. And so it was actually possible to keep in touch with people, share files, and actually share the game itself, so that actually made it possible.</p>

<p><b>And your wife worked on it, too, right?</b></p>

<p>NF: Well, I did the development side, and she's like business, and producer -- well, quasi-producer. She does marketing, and helps with the press and that kind of stuff. </p>

<p>She's actually a fundraiser grant writer by trade, so she's really good at talking with people and working with them and everything. It's kind of like the Frank Zappa scenario. His wife managed him and did the marketing, and he did the music. </p>

<p>We actually have a couple of guys, very freelance, who helped me with the art, off and on. So I wouldn't mind expanding, but it's a really touchy kind of thing -- you have to be really careful about it. </p>

<p><b>I heard this story from Kathleen from Microsoft -- she said it's based on a concept that you had when you were 17, and then your wife found the designs, and it kind of grew from there. Can you tell me about that?</b></p>

<p>NF: Sure. I don't want this to turn into a... what's that Silicon Knights game?</p>

<p><b><i>Too Human</b></i>.</p>

<p>NF: It's not a <i>Too Human</i>.</p>

<p><b>(laughter)</b></p>

<p>NF: I've always been playing games, and as a kid, as a middle-schooler, I'd do game design. And then I would send in game designs to, like, Electronic Arts, and get refused. And then I'd send them to Tecmo, and Sega, and places like that. </p>

<p>Now, with my wife, we're actually living with my parents, and she was digging through these old boxes, and found my old drawings. </p>

<p>And the funny thing is, they look similar to the new stuff that I've been working on -- but the game design is totally different in this. It's just the fact that I was doing this old style... </p>

<p><b>Well, the game is very reminiscent of a 16-bit aesthetic. It was a semi-credible story.</b></p>

<p>NF: No, it's true. It's fine that they say that, but it's a conscious thing -- I wanted to make a new 16-bit kind of game, that looks better, that plays better, that's more fluid, but it plays like that. </p>

<p>In the game there are a lot of elements that make it more playable, nowadays. It's an instant-kill game, but there's an element called "death brushing." Everything slows down, and you have this brush with death. It can happen as often as it needs to, and it's infinite, and it makes it a lot more possible to not die. It's an old-style game with new influences.</p>

<p><b>It's such a small thing, but the title screen really looks like a TurboGrafx or Genesis game to me, aesthetically.</b></p>

<p>NF: Exactly! That was a conscious decision. Another comparison that Steve Wik, of <i>Postal</i>, the game designer there -- he said, "I'd expect it to be on a marquee for an arcade machine from, like, '87." Yes! </p>

<p>I love that kind of art. I just love that you can see the pencil drawing in it, and you can just imagine the guy laboring over it, and I wanted to bring that through -- and I labored over it. </p>

<p>And the other thing is, and this isn't a negative on <i>Resistance: Fall of Man</i>, but when you go from one thing to another, that game is, the color palette is really kind of... low-key.</p>

<p><b>Brown.</b></p>

<p>NF: Okay, it's brown. It's Brown World. It just gets to you. <i>Ratchet</i> was very full and colorful, but that did not cure me. From working on <i>Resistance</i>, I was like, "Man, I want insane aliens, and I want crazy colors!" I've been seeing forum posts that have been saying it looks like an acid trip, and I've been like, "Thanks!" You know? Cool!</p>

<p><b>It reminds me a lot of 16-bit games, but more so. Based on what I've just seen.</b></p>

<p>NF: That's the idea. A lot of the weapons -- the other design idea behind the weapons is that each character has a weapon. It's his weapon of choice. But each character has a weapon, but when you play him, he's a life. </p>

<p>So when you play him, you're stuck with that guy. And even though you think you may not enjoy that weapon, you get to explore it more, and every weapon has a lot of depth to it. So it's easy to use at first, but then there's a lot more things you can do with it, and hopefully you'll grow to like all of the different weapons.</p>

<p><b>So it sounds like you've definitely put a lot of thought into how to evolve the design of a 16-bit game and make it compelling for a contemporary audience. I mean, we all have a lot of nostalgia for old games, but <i>Mega Man 9</i> notwithstanding, it's a bit hard to approach them.</b></p>

<p>NF: And I'm playing <i>Mega Man 9</i>! And it kicks my butt. And it's a wake up, man. When you start those old games -- I still play a lot of those old games -- but when you start them, they smack you in the face! And in this one I wanted it to be a little bit more of an ease-in. </p>

<p>Again, I studied all of those old games really carefully. This is a game where you restart from the beginning -- which not everybody's psyched about -- but you do restart it from the beginning, I wanted to make it interesting every time you play. </p>

<p>So say you only play 10 minutes, and you fail. Then, you restart from the beginning. But when you restart, there's a lot of different paths to take. And within the levels themselves, you can actually branch and go a whole different way, and the story changes. </p>

<p>So if you keep trying this one path, and it starts to get boring, you can say, "I'm going to try this other path," but as you go, you're also picking up new operatives, so you're picking up new people with new weapons. </p>

<p>So say that one path you didn't get too far in -- it was too tough for you. You manage to save a new guy, you restart the game, and you have four guys -- four extra lives -- and now you are able to get further down the path. And that's how we make it playable for everybody. We've focused a lot on that. </p>

<p><b>To talk about something a bit different -- you said that your original inspiration was that you thought you could go on a traditional download service -- you made it sound like you were going for Xbox Live Arcade, when you initially had this idea to do it yourself as an independent developer.</b></p>

<p>NF: Absolutely.</p>

<p><b>But you ended up moving into the Community Games space. That has the benefit that you don't have to wend your way through getting picked, and everything, but obviously you don't have the same level of support.</b></p>

<p>NF: Right.</p>

<p><b>Can you talk about that decision-making process, and your expectations?</b></p>

<p>NF: It's a hard thing to talk about, but I'll just tell you, we got refused from Live Arcade. The initial game didn't look as good as this one. </p>

<p>Basically what happened -- and this is for everybody else who's thinking about it -- we went in, we pushed the game through to them, and they thought it was really interesting and fun.</p>

<p>But they thought the art style just wasn't enough, so we actually took that and spent a month and a half redoing just about every single thing in the game, and it was just horrible. </p>

<p>What I did, initially, was really static, and since then I've re-animated everything -- all the trees, all the grass, everything moves. I've had Xbox people say it's even stronger now, and because they want to bump up Community Games, they want to keep it on Community Games! </p>

<p>I'm cool with that, because I like Community Games. But it's been tough. I wanted it on Live Arcade -- or I thought I wanted it on there. But this whole thing's been a blessing too, so it's really come out great. And the [Dream Build Play] contest was pretty amazing, so I'm really excited about the whole thing. </p>
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      <pubDate>Thu, 20 Nov 2008 05:00:13 +0000</pubDate>
      <category domain="http://www.playratty.com/tag/community games">community games</category>
      <category domain="http://www.playratty.com/tag/xna community games">xna community games</category>
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      <source url="http://feeds.feedburner.com/~r/gamesetwatch/~3/459717903/qa_from_resistance_to_xna_comm.php">Q&amp;A: From Resistance To... XNA Community Games?</source>
    </item>
    <item>
      <title><![CDATA[Tales of Symphonia: Dawn of the New World review]]></title>
      <link>http://www.playratty.com/article/3c5af86254e47d2c6b699562887832ec</link>
      <guid>http://www.playratty.com/article/3c5af86254e47d2c6b699562887832ec</guid>
      <description><![CDATA[A portion of a Kombo review

The Tales series has always featured one of the most engaging and fun battle systems when it comes to the RPG genre. Dawn of the New World is no different. Using...]]></description>
      <content:encoded><![CDATA[<p>A portion of a Kombo review:</p>
<p><a href="http://gonintendo.com/wp-content/photos/tales_1.jpg" title="tales 1" onclick="pp_image_popup('http://gonintendo.com/wp-content/photos/tales_1.jpg',600,450,'tales 1'); return false;"><img src="http://gonintendo.com/wp-content/photos/thumb_tales_1.jpg" class="centered" alt="tales 1" width="300" height="225" /></a></p>
<p><strong>The Tales series has always featured one of the most engaging and fun battle systems when it comes to the RPG genre. Dawn of the New World is no different. Using essentially the same battle system as Symphonia and the recently released Vesperia, Dawn of the New World has you controlling your character in a circle battlefield. </p>
<p><center><a href="http://wii.kombo.com/article.php?artid=13232">Check Out the Full Review</a><br />
</center></strong></p>
]]></content:encoded>
      <pubDate>Wed, 19 Nov 2008 23:48:18 +0000</pubDate>
      <category domain="http://www.playratty.com/tag/review">review</category>
      <category domain="http://www.playratty.com/tag/dawn">dawn</category>
      <category domain="http://www.playratty.com/tag/world">world</category>
      <category domain="http://www.playratty.com/tag/fun battle systems">fun battle systems</category>
      <category domain="http://www.playratty.com/tag/kombo review">kombo review</category>
      <category domain="http://www.playratty.com/tag/battle system">battle system</category>
      <category domain="http://www.playratty.com/tag/tales series">tales series</category>
      <category domain="http://www.playratty.com/tag/symphonia">symphonia</category>
      <category domain="http://www.playratty.com/tag/circle battlefield">circle battlefield</category>
      <source url="http://gonintendo.com/?p=63657">Tales of Symphonia: Dawn of the New World review</source>
    </item>
    <item>
      <title><![CDATA[Download and Play Lavenders Botanicals Game at BDStudioGames.com]]></title>
      <link>http://www.playratty.com/article/f1dedd3b17321a558a6fdb5ea3ec62fe</link>
      <guid>http://www.playratty.com/article/f1dedd3b17321a558a6fdb5ea3ec62fe</guid>
      <description><![CDATA[Lavenders Botanicals

Lavenders Botanicals : Expand your all-natural personal care business in Lavender's Botanicals! Create the best personal care products and to sell them all over the world! Travel...]]></description>
      <content:encoded><![CDATA[ <a href="http://www.bdstudiogames.com/lavenders-botanicals.html"><b>Lavenders Botanicals</b></a><br /> <br /> <a href="http://www.bdstudiogames.com/lavenders-botanicals.html"><b>Lavenders Botanicals</b></a>: Expand your all-natural personal care business in Lavender's Botanicals! Create the best personal care products and to sell them all over the world! Travel and meet people who will help you find new ingredients, recipes, production facilities, and sellers. Develop new products to keep up with the market and increase sales. If you keep true to your all-natural dream, you'll earn great rewards in this naturally fun strategy game!Discover 56 recipes and 38 ingredientsMake more than 200 products and visit 17 citiesPlay three different mini-games to manage your productionMore than 90 quests to find and solve Download it and start playing <a href="http://www.bdstudiogames.com/lavenders-botanicals.html"><i>Lavenders Botanicals</i></a>.<br /> <br /> <a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.bdstudiogames.com/lavenders-botanicals.html"><img style="cursor: pointer; " src="http://www.bdstudiogames.com/images/playfirst/lavenders-botanicals-feature-pc.jpg" alt="Lavenders Botanicals game logo." border="0" /></a><br /> <br /> Play Now:<br /> <a href="http://www.bdstudiogames.com/lavenders-botanicals.html">http://www.bdstudiogames.com/lavenders-botanicals.html</a><br /> <br /> Tags:<br /> <span style="font-size:85%;"><a href="http://www.bdstudiogames.com/lavenders-botanicals.html">Lavenders Botanicals</a>, <a href="http://www.bdstudiogames.com/lavenders-botanicals.html">Lavenders Botanicals Game</a>, <a href="http://www.bdstudiogames.com/lavenders-botanicals.html">Lavenders Botanicals Download</a>, <a href="http://www.bdstudiogames.com/lavenders-botanicals.html">Play Lavenders Botanicals Game</a></span><br /> <br /> <br /> <div style="text-align: right;"><span style="font-size:78%;">From: <a href="http://www.bdstudiogames.com">BDStudioGames</a></span><br /> </div> ]]></content:encoded>
      <pubDate>Wed, 19 Nov 2008 21:39:00 +0000</pubDate>
      <category domain="http://www.playratty.com/tag/lavenders botanicals">lavenders botanicals</category>
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      <category domain="http://www.playratty.com/tag/botanicals">botanicals</category>
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      <source url="http://bdstudiogames.blogspot.com/2008/11/download-and-play-lavenders-botanicals.html">Download and Play Lavenders Botanicals Game at BDStudioGames.com</source>
    </item>
    <item>
      <title><![CDATA[Cliffy B. talks the Rule of 3and Miyamoto connections]]></title>
      <link>http://www.playratty.com/article/b6ff5d6f712e66ae1140fc41b525bed9</link>
      <guid>http://www.playratty.com/article/b6ff5d6f712e66ae1140fc41b525bed9</guid>
      <description><![CDATA[You know the rule of 3you absolutely have to. Its been in games since the NES days. You fight a boss, you hit him 3 times, and then hes dead. Who invented this gameplay mainstay, and how did it last...]]></description>
      <content:encoded><![CDATA[<p>You know the rule of 3&#8230;you absolutely have to.  It&#8217;s been in games since the NES days.  You fight a boss, you hit him 3 times, and then he&#8217;s dead.  Who invented this gameplay mainstay, and how did it last all the way through to today&#8217;s games?  Cliffy B. talks about the rule of 3 in relation to Gears of War 2, and ties Super Mario Galaxy and Miyamoto into the discussion.</p>
<p><strong>Multiplayer</strong>: On the topic of fighting that water boss, why do we always have to do things three time in a row? Maybe this is something I don’t like from the Miyamoto school of design.</p>
<p><strong>Cliff Bleszinski, Epic Games</strong>: I don’t know, man. That’s always the case, isn’t it? By the way, on casual, you just about have to give harsh language and he sinks. One thing we [worked on] with this game, and it’s a tricky thing, is balancing…</p>
<p>[As for] the Rule of Threes, you play “Mario Galaxy” and there’s that angry little beaver or hedgehog thing .. I haven’t really thought this through but there’s got to be some [theory, like] ‘The first time is an exploratory thing where the player learns how to do it, the second time is when he does it with confidence, the third time is when it becomes really difficult. That comes out to the Rule of Three in video games. Because you don’t want the player, in the normal difficulty level, to just stumble through something and not realize what he did and have no intent. That’s not fun. You want him to stumble through it and then say, “Oh I think I figured it out, now let me try to do that with intent. Oh wait, it just got harder, right?”</p>
<p>&#8230;Maybe, honestly, the rule of threes exists just for padding, which is something a lot fo games do that we continue to push back… but we do very little of that.</p>
<p><strong><small><a href="http://multiplayerblog.mtv.com/2008/11/19/bleszinski-defends-rule-of-threes/">Link</a></small></strong></p>
]]></content:encoded>
      <pubDate>Wed, 19 Nov 2008 19:08:14 +0000</pubDate>
      <category domain="http://www.playratty.com/tag/rule">rule</category>
      <category domain="http://www.playratty.com/tag/games">games</category>
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      <category domain="http://www.playratty.com/tag/video games">video games</category>
      <category domain="http://www.playratty.com/tag/epic games">epic games</category>
      <category domain="http://www.playratty.com/tag/time">time</category>
      <category domain="http://www.playratty.com/tag/threes">threes</category>
      <category domain="http://www.playratty.com/tag/water boss">water boss</category>
      <source url="http://gonintendo.com/?p=63628">Cliffy B. talks the Rule of 3and Miyamoto connections</source>
    </item>
    <item>
      <title><![CDATA[Sony Very Bullish On PS3 Holiday Sales, Wont Say Video Games Are Recession-Proof]]></title>
      <link>http://www.playratty.com/article/9a8279e975ef4b8becc86a78ac17dc94</link>
      <guid>http://www.playratty.com/article/9a8279e975ef4b8becc86a78ac17dc94</guid>
      <description><![CDATA[People in the entertainment business, including video game people, love to say their industries are recession-proof. The argument is that with economy down, people will turn to fun
On the phone this...]]></description>
      <content:encoded><![CDATA[<p><img class="alignleft size-full wp-image-14076" title="PlayStation 3" src="http://multiplayerblog.mtv.com/wp-content/uploads/2008/11/ps3.jpg" alt="" width="281" height="211" align="left" />People in the entertainment business, including video game people, love to say their industries are recession-proof. The argument is that with economy down, people will turn to fun.</p>
<p>On the phone this week with <strong>John Koller</strong>, head of hardware marketing for <strong>Sony Computer Entertainment America</strong>, I asked if PlayStation 3, the most expensive gaming console right now, was recession-proof.</p>
<p>&#8220;Good question, given the reality of how things are from a macro perspective,&#8221; said Koller. &#8220;First off, I want to say that we&#8217;re very bullish on sales for this holiday season and beyond. In fact, we&#8217;re very excited about the numbers we&#8217;ve been seeing coming in. There&#8217;s a lot of talk about whether gaming is recession proof. I&#8217;m not sure I can answer that. I can say the PS3 is selling extremely well. Maybe those rumors about people forgoing vacations for gaming might be coming true a little bit here.&#8221;</p>
<p>Last week&#8217;s NPD Group numbers revealed PlayStation 3 was behind Wii, Nintendo DS, Xbox 360 and even Sony&#8217;s own PSP in total hardware sales. Continued sales of <strong>&#8220;LittleBigPlanet&#8221;</strong> and the release of <strong>&#8220;Resistance 2&#8243;</strong> should help in November, but it&#8217;s hard to say it&#8217;s enough against Xbox 360&#8217;s recent price drop.</p>
<p>How are your gaming habits changing in these uneasy economic times?</p>
<p><strong>Related Posts:<br />
<a title="Blizzard: Economic Downturn Won’t Hurt ‘World of Warcraft’" rel="bookmark" href="http://multiplayerblog.mtv.com/2008/10/16/blizzard-economic-downturn-wont-hurt-world-of-warcraft/">Blizzard: Economic Downturn Won’t Hurt ‘World of Warcraft’</a></strong></p>

]]></content:encoded>
      <pubDate>Wed, 19 Nov 2008 19:00:54 +0000</pubDate>
      <category domain="http://www.playratty.com/tag/sales">sales</category>
      <category domain="http://www.playratty.com/tag/hardware">hardware</category>
      <category domain="http://www.playratty.com/tag/people">people</category>
      <category domain="http://www.playratty.com/tag/video game people">video game people</category>
      <category domain="http://www.playratty.com/tag/total hardware sales">total hardware sales</category>
      <category domain="http://www.playratty.com/tag/recession-proof">recession-proof</category>
      <category domain="http://www.playratty.com/tag/john koller">john koller</category>
      <category domain="http://www.playratty.com/tag/koller">koller</category>
      <category domain="http://www.playratty.com/tag/uneasy economic times">uneasy economic times</category>
      <source url="http://multiplayerblog.mtv.com/2008/11/19/sony-bullish-on-ps3-sales/">Sony Very Bullish On PS3 Holiday Sales, Wont Say Video Games Are Recession-Proof</source>
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