And taking us out this evening is 90-second behind-the-scenes video from Gametrailers showing the combat overhaul Shaba Games has in mind for the latest Spider-Man title. They’re keen on unifying the web-swinging with the fighting, and ground, wall and air attack moves. It also promises switching between different costumes (and their abilities) at will. Not sure how that fits into the storyline. In the video you see Spidey taking on Hobgoblin (or Green Goblin, couldn’t get a clear look), and the Vulture.
Spider-Man: Web of Shadows Behind the Scenes — Combat Redefined [GameTrailers, thanks Tyson B.]
This sounds like it’ll dog Resident Evil 5 right up to the release date. We had Capcom/RE5/Microsoft exclusivity rumours going back to February and they were shot down then. Well, Videogaming247 this past week said a little birdie told them Capcom had “some big things to reveal at E3″, in mid-July. PlayStationLifeStyle.net citing “from what I have been told” said that Microsoft had offered wads of lucre to get an exclusive crack at it a month ahead of Sony. Christian “Sven” Svensson knocked it down over on Capcom Unity. “The assertion is false. RE5 is a multiplatform release that fits with our oft-stated crossplatform strategy”.
Ok, so don’t hit play if you don’t want to spoil the ending of Limbo of the Lost, the game accused of grand theft assets from a lot of different games. Reader Ryan M. tipped us off to the two videos, the one above and the one that implies that there could be more Limbo in store; over at Rock, Paper, Shotgun, Kieron Gillen notes that “The pianist is possibly the scariest thing I’ve seen in my life”. I’m simply left speechless.
An alleged insider allegedly with Infinity Ward allegedly told TalkPlayStation.com that the Call of Duty 4 developer is “currently working on a new sci-fi title”. And then they clam up pretty fast, saying no more info is on the way and, conveniently, we “may or may not announce it at E3″.
So there’s a 50 percent chance this tip’s got legs. As in, they’re either making the game, or not. Computerandvideogames.com goes so far as to speculate it’s a CoD/SciFi shooter. Granted, CoD is the studio’s only title but come on. That’s still like saying the guy that brought you “Close Encounters of the Third Kind” is now making an Indiana Jones movie with aliens in it. Oh wait …
COD4 Developers Making Sci-Fi Title [TalkPlayStation.com via Computerandvideogames.com]
We’ve mentioned Jason Rohrer’s weird little works before, in the form of Passage and Gravitation; now with his ‘Game Design Sketchbook’ column at the Escapist, he puts up new little games monthly. This month features the theme of life, death, and immortality (appropriately called Immortality):
We generally assume that immortality is good, just as we assume that death is bad. Of course, universal immortality (all six billion of us) would be physically impractical. But what about individual immortality? What about for you? If you could become immortal, would you?
Immortality is a game about that question, and it’s also about the converse of that question: Does death have some fundamental value that we usually ignore?
Immortality [The Escapist]
The Behemoth aren’t fools, they understand that adding ninjas not only adds awesomeness, it compounds it. (Seriously, try it out. Take any noun, say “plus ninjas”, and tell me if it’s not awesome. Christmas. Oregon Trail. My cousins’ confirmation. Told you.) So word’s out via the official blog that you can count on Ninja as another character, and Skeleton as still another. Ninja carries a sai and a coffee mug, described in a pureley def4. That has to be an inside office joke. The mug is purely defensive. There’s also a haze/halo around Ninja in the screens provided by The Behemoth, so does that include invisibility, camouflage or teleporting, or is that just a motion effect? Dunno.
Second character just announced: Skelly, whose weapons seem to include a sword and a bow-and-bone arrow. Plus from gameplay screens, he’s either blocking or projecting some kind of energy attack.
Full screens after the jump.
We mentioned the new Sony Playstation-edu initiative when it was announced; now, Senior Manager of Developer Support at SCEA Mark Danks explains a bit more about the program and it’s goals (and the cost). If colleges and universities enter into this sort of relationship with Sony, they will have lovely legal language to follow, but can get access to PS2 and PSP dev kits for $AU 2,100 and $AU 1,055 a pop, respectively:
“The server I found myself on was an odd, unsettling place”, writes Alec Meer, exploring Team Fortress 2′s “Achievement Servers” for Rock, Paper, Shotgun. “The tiny, custom map placed the red and blue spawn points right next to each other, removed the wait period between respawns, dropped a single capture point in the middle and placed intelligence briefcases at either end. A small pool of water was placed awkwardly in a corner, and health packs scattered in bizarre columns. No-one could ever win this map – it was set up to repeat forever”.
Gamasutra has an interesting interview up with some of PopCap’s people — co-founder John Vechey, CEO David Roberts and PR director Garth Chouteau — talking about the PopCap model and structure and the casual market at large. It’s a reasonably lengthy interview with a couple of gems contained within:
It is very much a multiplatform, multichannel, multipartner business where our goal is to get our games anywhere they’re going to be great, anywhere we can. If your fridge can make a great Bejeweled experience, by god, we’d have your fridge playing Bejeweled.