Uncharted 4 Wins “Video Game of the Year” at the 2016-2017 SXSW Gaming Awards

Naughty Dog’s Uncharted 4: A Thief’s End was named “Video Game of the Year” at the 2016-2017 SXSW Gaming Awards last night, finally putting an end to Overwatch‘s winning streak. Nathan Drake’s final adventure also earned the big prize in the “Excellence in Narrative” and “Excellence in Animation” categories, and the treasure hunter himself won for “Most Memorable Character.”

However, don’t feel too bad for Blizzard, Overwatch took home three SXSW Gaming Awards including “Esports Game of the Year,” “Most Promising New Intellectual Property,” and “Excellence in Multiplayer.”

The WWE’s Austin “Xavier Woods” Creed hosted the 2016-2017 SXSW Gaming Awards, and he also handed out statuettes to a wide variety of other games including Pokemon Go (“Mobile Game of the Year”), Doom (“Excellence in Gameplay” and “Excellence in Musical Score”), Battlefield 1 (“Excellence in Technical Achievement” and “Excellence in SFX”), and Dishonored 2 (“Excellence in Design”). And this year’s “Tabletop Game of the Year” award was given to Fantasy Flight’s Arkham Horror: The Card Game.

You can find all the winners and nominees from last night’s SXSW Gaming Awards show after the break.

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A Brief History of Video Games – Tomb Raider (1996)

The latest VGC Essay checks in with Tomb Raider (1996), the debut adventure of one of gaming’s most famous female characters. Here’s a teaser…

For better or worse, Lara Croft is the most famous woman in all of gaming. But all her fame might be a fluke, because the developers behind her creation claim it was all an accident.

Formed in the late 80s, Core Design was an unlikely candidate to be creating a wide open 3D title like Tomb Raider. The developer’s biggest claim to fame at the time was Rick Dangerous, a game that could charitably be called an “homage” to Indiana Jones. Other gamers might remember Chuck Rock, a platformer created by Core that starred a dimwitted caveman. But like many British developers of the time, they didn’t think about their limitations and just went for it. This definitely applied to Toby Gard, the artist behind Lara Croft’s original look.

Like Rick Dangerous, Lara began life as a man with no name that bore a striking resemblance to Harrison Ford. Fearing a lawsuit, Gard redrew the character as a woman and began tinkering with a number of different personalities. The artist told IGN in 2008 that the proto-Tomb Raider began life as a “sociopathic blonde” before morphing into a muscle woman, a “flat topped hip hopster,” and a “Nazi-like militant in a baseball cap.” None of these looks fit the game that Core envisioned, but Gard’s final pass at it proved to be the winner. Laura Cruz, “a tough South American woman in a long braid and hot pants,” was born.

We’ll never know if Laura Cruz would have received the same reception, but Gard continued to tinker, and eventually, the character became a descendant of British royalty when the developers plucked the name Lara Croft out of a City of Derby phone book. The final piece of the puzzle fell into place when Gard was playing with a slider that controlled the size of Lara’s breasts and accidentally inflated them to 150% their original size. The Core Design team gathered around Gard’s computer and hooted their approval, even if the artist himself was skeptical of the character’s inflated curves.

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A Brief History of Video Games – Ms. Pac-Man

The latest VGC Essay looks back at the accidental creation of Ms. Pac-Man. Here’s a teaser…

It’s easy to forget nowadays, but Ms. Pac-Man was actually created by accident. Like Doc Brown’s invention of time travel after a tumble from the toilet, Ms. Pac-Man was created when a group of game developers from MIT attempted to release an unauthorized sequel to Pac-Man known as “Crazy Otto.”

Before turning their sights on the biggest arcade game of the day, the development team, General Computer, first used their programming skills to create an “enhancement kit” for Atari’s Missile Command. Instead of creating their own game from scratch, the enhancement kit hooked into Atari’s code and altered it to provide a new gameplay experience. Essentially, General Computer created the first expansion pack.

Even though the enhancement kit required an original Missile Command cabinet, Atari later attempted to sue General Computer for copyright infringement. But rather than become mired in a protracted court case, the arcade giant and the enterprising college students reached a settlement. Atari would hire General Computer to design original arcade games so long as they agreed not to create any additional enhancement kits without the permission of the original game publisher. The developers quickly signed on, but first they took a nearly complete version of “Crazy Otto” to Midway, the North American distributor of Pac-Man.

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A Brief History of Video Games – Super Mario 64

The latest VGC Essay explores all the ways Nintendo tried to teach the world about 3D games with Super Mario 64. Here’s a teaser…

For Mario’s first foray into “The Third Dimension,” Nintendo wanted to ensure that everything was perfect. In fact, the Nintendo 64, its unique three-pronged controller, and the controller’s analog stick designed to better simulate 3D movement were all created with the needs of Super Mario 64 in mind.

Nintendo had good reason to be worried about getting all of the details just right, as most video gamers had never even seen a 3D platformer before Super Mario 64. Aside from a few experimental titles from the late 80s and early 90s, 3D movement was only found in a handful of titles on the market at the time, the most famous of which was probably EA’s Fade To Black. Naughty Dog’s Crash Bandicoot, which included pseudo-3D movement, beat Super Mario 64 to store shelves by about five weeks, but a majority of the game took place on a 2D plane.

So Nintendo used Super Mario 64 as an opportunity to introduce players to what was, in their mind, an entirely new genre. Shigeru Miyamoto’s exacting attention to detail helped mold every part of the game. The first interaction players had with the game was the appearance of an actual cameraman (Lakitu the Cloud), and instructions on how to control the camera’s angle with the diamond-shaped set of C-Buttons on the right side of the Nintendo 64 controller. Actually, let me back up… the very first thing most players experienced after booting up Super Mario 64 was the interactive Mario face on the Title Screen. Miyamoto saw fit to even offer players a primer on polygons as the squares, rectangles, and rhombi that made up Mario’s face could be grabbed and manipulated in dozens of different ways. In a way, “It’s-a me, Mario! Hello!” was a coded message that encouraged players to jump right into this new 3D world.

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Overwatch is “Game of the Year” at the 2016-2017 GDC Awards

Overwatch continues to rack up year-end awards for Blizzard Entertainment, and it picked up two more statuettes last night during the Game Developers Choice Awards.

After more than a month of deliberations, the GDC committee choose to bestow “Game of the Year” status on the team-based shooter, as well as “Best Design” for its colorful world.

Two other games collected multiple awards at last night’s GDC Awards. Playdead’s platformer, Inside, earned “Best Audio” and “Best Visual Art.” And later in the night, Campo Santo’s Firewatch was selected as “Best Debut” and its story was honored with “Best Narrative.”

“This year’s amazing slate of winners is a testament to the diversity of experiences in games,” said Meggan Scavio, General Manager of the Game Developers Conference.

Scavio added: “Pokemon Go [“Best Mobile/Handheld Game”] took gaming outdoors using AR, while Job Simulator [“Best VR/AR Game”] showed how lo-fi aesthetics could meet cutting edge tech for a winning VR experience. Overwatch once again proved Blizzard’s uncanny ability to make a perfectly balanced multiplayer game, and Inside delved deep into our dark psyches to unearth our scariest nightmares. These nominees speak to the strength of games as a medium, but also show the various textures and possible creative outlets that interactive entertainment can provide. Congrats to all of the winners and nominees for following their visions and thanks to all developers who strive to make amazing games for us day in and day out.”

The full list of winners and nominees from the 2016-2017 Game Developers Choice Awards can be found after the break.

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Overwatch Wins “Game of the Year” (and Three Other Awards) at 2016-2017 DICE Awards

Blizzard made their mark on last night’s DICE Awards presentation when Overwatch took home the trophy in four categories, including “Game of the Year.” The shooter was also honored as “Action Game of the Year,” as well as for “Outstanding Achievement in Game Design” and “Outstanding Achievement in Online Gameplay.”

It was also a good night for Naughty Dog, as the developer claimed four victories for their work on Uncharted 4: A Thief’s End including “Adventure Game of the Year,” “Outstanding Achievement in Story,” “Outstanding Technical Achievement,” and “Outstanding Achievement in Animation.”

The full list of winners and nominees from the 2016-2017 DICE Awards (including Pokemon Go for “Mobile Game of the Year,” Pokemon Sun and Moon for “Handheld Game of the Year,” and three awards for Inside ) can be found after the break.

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A Brief History of Video Games – Halo: Combat Evolved

The latest VGC Essay looks at Microsoft’s first attempt to enter the console market and the birth of Halo: Combat Evolved. Here’s a teaser…

Microsoft is usually portrayed as the stodgy suit in contrast to Apple’s hip turtleneck, but would you believe that the first Xbox prototype was built on a whim by a quartet of guys from the company’s engineering department?

Kevin Bachus, Otto Berkes, Seamus Blackley, and Ted Hase first took their “DirectX Box” to Ed Fries, the head of Microsoft’s video game division, in 1998. Even though everyone in the world had played a dozen hands (or more) of Windows Solitaire, Microsoft wasn’t a big player in the game development arena at the time. Similar to today’s line of console-like PCs, the original “DirectX Box” was an off-the-shelf Windows PC with a video card and a hard drive that hid the Windows-ness of the system from the player.

Before the “DirectX Box” could move forward, Fries and his team had to fight off a challenge from a separate team within Microsoft that had worked with Sega to produce some of the system software for the Dreamcast. They were pushing for the company to create a more traditional console (no Windows, no hard drive), and Bill Gates himself ultimately stepped in to give his blessing to Fries and his “DirectX Box.”

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[Eventually,] Microsoft toted their Xbox prototype, which was a massive X-shaped silver box with a glowing green core, to the 2000 Game Developers Conference, and officially announced their intention to take over the living room (with an assist from Bill Gates and Dwayne “The Rock” Johnson). A few months after that, the company purchased Bungie Studios and their upcoming game, Halo: Combat Evolved.

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A Brief History of Video Games – Space Invaders

The latest VGC Essay looks at the simple, yet addicting, tricks that Taito used to create Space Invaders. Here’s a teaser…

“Drop down, increase speed, and reverse direction!”

Somehow, the writers of Futurama found a way to sum up the essence of Space Invaders (in 2002’s “Anthology of Interest II”) with a single succinct sentence. And yet, in the days and years after its release in 1978, the game was considered something of a phenomenon. Even today, an oft-repeated urban legend claims that obsessive Space Invaders fans caused a shortage of the 100 yen coin in Japan.

Obviously, dropping a coin into an arcade slot will keep it in circulation, so it would have been impossible for Space Invaders to be the cause of any shortage. Though one thing those obsessive fans did do was raise the profile of the game’s titular aliens so that now they’re something of a mascot for all video games.

But it all started with, “Drop down, increase speed, and reverse direction!” Which as a formula was later refined and improved upon by Namco when they created Galaxian and Galaga.

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A Brief History of Video Games – Super Mario World 2: Yoshi’s Island

The latest VGC Essay looks at the unique advertising Nintendo employed for Super Mario World 2: Yoshi’s Island. Here’s a teaser…

I’m just guessing here, but I’d imagine that many Mario fans have no idea a sequel to Super Mario World even exists. Super Mario World 2: Yoshi’s Island was released for the Super NES in 1995 and starred the titular dinosaur in his first solo adventure. Most fans refer to the game as just “Yoshi’s Island,” because it’s such a departure from the rest of the franchise to that point, and because the “Super Mario World 2” print on the game’s box is almost invisible.

Serving as a prequel to the entire Super Mario franchise, Yoshi’s Island introduced Baby Mario to the world and tasked Yoshi with protecting the infant from Baby Bowser. While it’s Fall 1995 release was overshadowed by the launch of the Sega Saturn and the Sony PlayStation, a dedicated cult following has built up around the game over the years.

Though they might not have known exactly which game it was promoting, I guarantee that everyone remembers the commercial Nintendo used to sell Super Mario World 2: Yoshi’s Island in America.

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A Brief History of Video Games – Madden NFL Football (Series)

The latest VGC Essay examines the validity (or lack thereof) of the Madden Cover Curse. Here’s a teaser…

A gambler will tell you that they believe Lady Luck will reward them for respecting a streak, and a professional football player will tell you that he doesn’t believe in the Madden Curse. The former is a wishful thinker, and the latter is a liar.

The sports world is filled with superstitions. As a Little Leaguer growing up, I could show you what a “rally cap” was and explain the importance of never touching the baselines. I understood completely why retired Detroit Tigers manager Jim Leyland refused to change his underwear during a 12-game winning streak in 2011. I’ve even got strong opinions on what you say to a pitcher in the middle of a perfect game. The answer is you don’t say anything, because talking to him at all is bad luck.

For decades, the Sports Illustrated Cover Jinx served as a well-known precursor to the Madden Curse. Those who believe in the Jinx are convinced that any player who appears on the cover of Sports Illustrated will experience some form of terrible luck, even though a handful of high-profile hits have obscured the long list of players who avoided the Jinx over the years. If the sheer number of cover subjects doesn’t dissuade you (more than 3,000 issues have been produced since the magazine’s launch in 1954), the illustrious career of Michael Jordan should. The basketball great has appeared on the cover of Sports Illustrated a record 50 times, and he’s had the kind of career that other athletes dream about… not counting his detour through Minor League Baseball and Space Jam.

But what of the Madden Curse? Although you’ll find a few executives at Electronic Arts who enjoy hyping up the current year’s game with talk of the Curse, most of them like to downplay it. In 2008, the then-President of EA Sports, Peter Moore, said, “I guess when you look back there’s a grain of truth to the Madden Curse.” At the time, he wasn’t wrong. Five of the last six offensive players on the cover succumbed to some horrible calamity. The publishing giant even considered producing a movie based on the Madden Curse in 2010, though that project seems to have fallen off the radar in the years since.

And that’s probably because the Madden Curse is as mythical as a wild turducken.

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