Watching this trailer may embed some niggling questions in your mind -- questions like: Is it safe to run on top of trains? Why does Cloud have black hair? Who at Square Enix decided that story-rich fantasy and gut-crunching metal were a good mix? However, this video should eliminate any question in your mind that a spiritual sequel to a 3-disc RPG masterpiece could fit on a UMD. Focusing mostly on summons, a Final Fantasy staple, this trailer has pushed our excitement for Crisis Core far beyond our apprehension towards the game. We just hope the final product has music of a more ... listenable variety.
New Crisis Core trailer shows off summons, butt rock
Watching this trailer may embed some niggling questions in your mind -- questions like: Is it safe to run on top of trains? Why does Cloud have black hair? Who at Square Enix decided that story-rich fantasy and gut-crunching metal were a good mix? However, this video should eliminate any question in your mind that a spiritual sequel to a 3-disc RPG masterpiece could fit on a UMD. Focusing mostly on summons, a Final Fantasy staple, this trailer has pushed our excitement for Crisis Core far beyond our apprehension towards the game. We just hope the final product has music of a more ... listenable variety.
Living Game Worlds III: The Game Mechanics of Reality
Is the games industry burdened by its reliance on game mechanics? Speaking at the Living Games World Conference at Georgia Tech in Atlanta last week, Tracy Fullerton, a game design theorist and assistant professor at the University of Southern California Interactive Media Division, plead her case that the commonly used game mechanics are in a way impeding our ability to expand into new content themes.Fullerton began by defining the root terminology. "We've talked a lot about serious games ... but I thought I might be nice to back up and bit and really kind of question what is that a game is," she said. "One of the things that I like to do is break things down and build them up again."
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Final Fantasy VII: Crisis Core trailer -- now with more ridiculous hair
Eternally the Japanese RPG's signifier and the cosplayer's bane, the hair in Final Fantasy games is often as entertaining as it is improbable. Though it might be a deeply rooted jealousy that causes us to question just how Cloud's finely kept anti-quiff defies all known laws of the universe, it nevertheless remains a matter of observation and pertinence. Indeed, if we follow the Grand List of Console Role-Playing Game Cliches' Cloud Rule -- the higher the hair, the closer to God -- it would seem that just about every character in Final Fantasy VII: Crisis Core (PSP) has a vital part to play in the story. Surely we can find some significance and excitement in that?
Also, the graphics look pretty cool.
[via PSP Fanboy]
A numerical history, and future, of flOw dev That Game Company
On the first floor of Moscone's North hall last Friday, flOw developer That Game Company presented their storied origins. Co-founders Jenova Chen, who took a brief recess from the company to help on the DS version of Will Wright's Spore, and Kellee Santiago, met at the University of Southern California."I don't see [video games] as being any different [than other interactive media], it's all story telling," Santiago said.
Chen, who affirms that his proudest work is flOw and Cloud, explained their place in gaming with an ever-popular culinary allegory. Think of Gears of War as steak and World of Warcraft as chicken. Let's give lettuce a relation to Nintendogs and fish can be Brain Age.
"Let's say you focus on chicken, but somehow you find a way to make it accessible and customizable," said Chen. The according Power Point slide shows the chicken transition into a bucket of Kentucky Fried Chicken. "That also expands the audience or customers. How can you make existing games more accessible to wider audiences?" Does that mean flOw is a bowl of cereal? All we know now is that we're quite famished.
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Joystiq interview: Jenova Chen
Xinghan (Jenova) Chen has big dreams. A recent graduate of the University of Southern California's School of Cinema & Television, Chen focused his master's thesis on changing how game designers look at difficulty and redefine the concept of Dynamic Difficulty Adjustment. With two award-winning independent games (flOw and Cloud) under his belt as well as contributions to a multitude of other games, Chen's resume reads like an old professional in the gaming field.We had a chance to speak with Chen to talk about his thesis, its (mis)interpretations, and his current work with Maxis.
Why did you choose this project as your Master's Thesis?
The Master's Thesis has to have some contribution to the field that you want to be a master. For me, I have created so many games in the past I feel just creating another game is not contributing anything. I'm more interesting in coming up with another solution in better game design that can be used by other game designers to attract more gamers. For other industries, any kind of interactive design, the theories in this project are helpful.


















