By Derek Yu

Fatale

Fatale

Fatale is the latest mystical experiment from Tale of Tales. It’s inspired by Oscar Wilde’s interpretation of the biblical character Salome, although, in my opinion, knowledge of the story is not required to enjoy the game. I wasn’t familiar with it before I played.

I think the game captures the spirit of the story very well. I don’t think it’s meant to retell the story, per se, but to give it a certain added richness by letting you explore a few of the critical scenes in interesting ways. It’s worth mentioning that Takayoshi Sato (of Silent Hill fame) did the character design, which is perfect considering the sensual and macabre nature of Salome’s tale. Overall, the graphics and audio are quite good.

I enjoyed Fatale and came out of it thinking about its implications and intrigued by its source material. However, I still feel that it’s a good game that’s shy of great. For it to be great would require more detail in the simulation, which sometimes feels clunky and uninspired. Whereas these flaws might go unnoticed in the games of “seasoned gamers” (a phrase playfully cribbed from the website), in Fatale they really stand out for the simple fact that looking around and taking in the environment is the game’s primary focus.

TIGdb: Entry for Fatale

By Simon Carless

The King Of Fighters Movie From An Alternate Dimension

It should be unsurprising by now to see a video game-inspired film diverge from its source material in order to (unsuccessfully) present a more compelling film, especially when its based on a fighting game, but the amount of liberties taken with the upcoming King of Fighters movie is astounding.

I can accept that they cast a caucasian actor to play Kyo Kusanagi and that MaggieQ's lean frame doesn't quite match Mai Shiranui's curvaceous figure (though I'm sure many other series fans will find this unacceptable), but Terry Bogard as a CIA agent? And the whole tournament takes place in another dimension?

Make sure to watch the entire actor and director commentary above to hear why the King of Fighters movie is a lot like Fight Club, and see Iori Yagami dressed up as a hockey goalie for some inexplicable reason.

[Via Chairhome]

By Simon Carless

Insanity: Berzerk Remake For TG-CD

Homebrew development team Aetherbyte Studios has nearly completed its first PC Engine CD/TurboGrafx-CD game Insanity, a remake of Stern Electronics 1980 arcade release Berzerk (which saw console ports for the Atari 2600, 5200, and Vectrex). Aetherbyte plans to have it professionally pressed as a Super CD with case inserts and a manual.

Insanity's premise doesn't venture far from its source material: "You are trapped in a robot infested labyrinth on a distant planet. Your only hope of escape is to traverse room after room in search of the way out!"

You can watch newly released test footage of the game below, but note that it lacks sound effects and shows a bug that the developer is currently working to squash.

[Via PC Engine Fan]

By Simon Carless

Pixels & Bricks: Post-It Donkey Kong

This real world reenactment of Donkey Kong isn't takes some liberties with the source material, but it's still rad! Gamil Design filmed this stop-motion short at Kirby Derby -- an anything goes (so long as it's safe/appropriate) parade in Raleigh, North Carolina's Kirby St. -- using a pile of post-it notes to create the sprites.

The group says it created the 8’ tall, 12’ wide Donkey Kong at its office when the idea struck: "Once we took it outside and admired our work ... we noticed that the railings of our next door building looked just like a Donkey Kong set. Naturally we had to spend the whole next day creating all the characters for our first-ever stop motion animation movie."

You can watch a high resolution version of the video on the company's MobileMe Gallery.

[Via Pumpkinspice Latte]

By Simon Carless

GameSetLinks: Mr. Popcap Says… Beep?

[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]

As we barrel happily towards the weekend, time to check out some more GameSetLinks from the last week or two -- and the E3-related backlog is almost caught up with, thankfully!

We start off this set of links with an interesting piece of reporting from Newsweek on the Six Weeks In Fallujah game. Still trying to work out whether it's a little condescending towards the concept that games could add something to an intense real-life situation, empathetically, or on the button about the title's mixed message.

Also in here - a little more discussion on Dante's Inferno, plus the sounds of PopCap, Ron Gilbert walking through the original Monkey Island in his own words (OK, that's an E3 vintage link I only just caught up with!), and more things besides.

Go stay go:

Controversial Videogame on the Battle of Fallujah | Newsweek Technology | Newsweek.com
Neat to see a major mag like Newsweek do complex reporting on this story.

Dante's Inferno: The Reckoning Part 2: Blood Oath - Generations | Procedural Dialogue
Our own Chris Remo replying to Leigh's article: 'I’m not saying EA should be making a game closer to the source material; I’m saying they should never have claimed the association to begin with.'

Women and game development: Finding a greater humanity through play | Straight.com
Erin Hoffman: 'When it comes to women and video games, psychology, not physiology, is the barrier.'

Crispy Gamer | The Sounds of PopCap, Part 1: Bejeweled Twist
Neat idea: 'There's something in the "special sauce" at PopCap, and I suspect that the audio feedback -- the sounds of PopCap games -- have something to do with it.' Three parts (so far) linked within!

Teaching Game Design: Student Post-Mortems
'The list of things I see [after having his students make a board game] are astonishingly similar to the professional post-mortems that you see on Gamasutra when people make video games, and I feel echoes of previous classes I've taught where students made video games.'

StuartRoch.com: 'Impressions, E3 2009'
Activision's Stuart Roch has some interesting, personal opinions on E3, booths, highlights, etc.

Grumpy Gamer Stuff and Things and Monkey Island
Ron Gilbert walks through his creation, Monkey Island, for the first time in a few years, and documents his thoughts. Awesome.

Interactive fiction needs to grab its big opportunity | Technology | The Guardian
Current famous writer/video game crossover 'a pretty poor showing, especially when you consider how authors such as Iain M Banks, Neal Stephenson and William Gibson have been inspired by game culture. So why the paucity of novelist/game crossovers?'

By Derek Yu

Tim Langdell and EDGE: Part Two

Tim Langdell

Now that Classics Week and E3 are over, I’d like to come back to Tim Langdell for a moment, because I personally consider it to be not only a fascinating topic, but also an important one that raises a lot of issues important to the community, including intellectual property and the role of the IGDA. A lot has come up since my last post, and unfortunately, it’s spread relatively thinly across a number of interesting discussions. I’m going to do my best to summarize and provide links to source material so that people can have a better understanding of what’s going on. I make no pretensions about my personal feelings on the matter, but please consider that anything that I say for which I do not explicitly provide a source are my own opinions. I will try to make it as clear as possible when they are.

Also, apologies to the readers who come here looking for news on new games to play and are uninterested in this story. There will be some very soon, and I’ll hide the rest of the post under a jump so that you can easily and quickly move on.

A Quick Recap:

Edge

1. Fingergaming posts an article revealing that the popular, award-winning iPhone game Edge has been removed due to a legal issue with Langdell. Mobigame’s David Papazian suggests that Langdell was also responsible for Namco’s Soul Edge being renamed to Soul Blade and then Soul Calibur in the United States. (Source)

2. Simon Carless posts an article on GameSetWatch in which he suggests that Langdell has a habit of engaging in lawsuits over his trademark on the word “Edge.” Carless also notes that Langdell’s Wikipedia entry, which is oddly detailed, has been mostly edited by a single user, Cheridavis, who may or may not be Cheri Langdell, Tim’s wife. Cheridavis had denied being related to Langdell, and had insisted that she (he?) was writing an unnamed book on the game industry and was posting information she discovered through her research of the book. Carless mentions at the end of his article that because of Langdell’s history of trademark abuse it’s unfortunate that he has recently been accepted to the board of directors for the IGDA.

3. Simon’s article is removed, for unknown reasons, but has been quoted on various other websites and forums. (Source)

4. Thanks to a tip from mklee, I read Simon’s article, follow his links, and decide to make a post about it myself here on TIGSource.

5. Langdell’s Wikipedia page is cleaned up and is now under neutrality and notability disputes.

6. Both the IGDA and the “Game Attorney,” Tom Buscaglia, respond, with Tom responding on his own behalf. The IGDA claims that it cannot take any action with Langdell regarding the legal dispute. Buscaglia calls Simon’s article a “hatchet job” and implies that Carless has reason to take down Langdell because of a rivalry between Game Developer Magazine and Edge Magazine. He suggests that, in order to keep his trademark, Langdell must actively protect it by pursuing legal action against Mobigame.

(Note: Buscaglia has since apologized for his “snide” remarks about Carless and insists that his implication of a rivalry was intended as a joke. He has also edited his post to remove the latter. In this author’s opinion, there was no indication of a joke in the original post.)

Tim Langdell and David Papazian Speak

Gamasutra

Probably the most important thing that has happened the past week is that Langdell and Papazian have both spoken up regarding the controversy, in the comments section of Stephen Jacobs’s Gamasutra blog. Jacobs has been involved with the IGDA for at least 4 years and once worked with Langdell to try and establish an organization for game educators and researchers.

It’s probably best if you read the entire discussion, starting with Jacobs’s article. But here are the basic claims by both sides:

1. Langdell claims that EDGE Games informed Apple of the trademark violation, whereupon Apple sent a standardized notice to Mobigame. At that point, Langdell claims that Mobigame pulled the app voluntarily.

2. Langdell claims that it is, in fact, Mobigame that is bullying EDGE Games over the trademark. He also asserts that Mobigame started the “flame war” with the intention of causing him embarrassment.

3. Langdell claims that he has never sued anyone over EDGE trademarks, or ever started any litigation over the trademarks. Furthermore, he claims that “EDGE has never engaged in anything other than entirely legitimate practices to protect its trademarks.”

4. Langdell asserts that he has personally produced all of the several hundred games EDGE Games has developed or produced since 1979, and that every other statement he has made regarding his own accomplishments are entirely true.

(Note: Langdell, even when asked directly, has seemingly made no attempt to verify any of this, or even provide a simple list of games he has produced. Update: But if you go to the EDGE Games website and click “Videogames” at the top, you can see a list.)

5. Papazian responds to Langdell by saying that he has not made any comments regarding the dispute since the Fingergaming article and has no prior connection to either Simon Carless or Owen Good (who penned a Kotaku article about Langdell). He regards Langdell’s accusation that Mobigame is trying to cause Langdell embarrassment as a lie.

6. Papazian corroborates Langdell’s claim that Edge was voluntarily pulled.

7. Papazian claims that Mobigame offered to change the name to “EDGY” whereupon Langdell refused the offer and proceeded to register the trademark “EDGY”. Papazian also asserts that Langdell holds the trademarks “MIRROR’S SPORE” and “SOUL SPORE,” suggesting a connection to EA’s games Mirror’s Edge and Spore, and Namco’s Soul Edge.

(Note: Edge Games does indeed own those trademarks. You can look them up yourself here [EDGY] and here [MIRROR’S SPORE AND SOULSPORE].)

8. Papazian claims that Langdell has never given proof of his connection to Edge Magazine, or any proof that he has actively used the mark in recent years. He claims that the only person he has spoken to from EDGE Games has been Langdell.

On Langdell

Mirrors

Although I make no claims about the legality of anything that Langdell has done, it’s obvious to me that there is something very underhanded with the way that he operates. At best, he bends the truth. For one thing, there’s no reason not to believe what David Papazian has said, and, in fact, there is a lot of evidence to corroborate his claims (e.g. the trademarks Langdell has registered and the fact that there really is no evidence of Papazian or his colleagues commenting on the issue between the Fingergaming article and the Gamasutra blog post).

There are also many unproven, yet eyebrow-raising, reasons to be skeptical of what Langdell is saying. For one thing, there’s the whole dispute over his Wikipedia entry and whether he was personally involved. There’s also the “Mirrors a game from Edge” advertisement on the EDGE Games website, which seems purposefully misleading. In fact, if you use the Wayback Machine to look at previous incarnations of Langdell’s site, you’ll see that he’s pulled similar stunts throughout the years. My favorite is the EDGE Games jacket, which has a photo of a jacket with “EDGE Games” written on it in a red font. (Thanks to raiten for pointing this out.)

Plus, as the story has been spread, more personal anecdotes from people who have worked with Langdell have popped up, and they are terrible. Read this, this, and this, if you’re interested. It’s gruesome stuff.

Is anyone defending Langdell? Aside from Buscaglia, there appears to be a single anonymous person calling themselves either “Joe” or “mopius” who claims to be friends with Tim and is posting gems such as this on various blogs and forums:

Not only is Tim an “indie” from the 80’s, but he’s the real deal. He’s not some punk who just made a game in some “Easy Instant Game Maker 2000 Pro Edition” in two minutes and decided to call himself a professional game developer. No, he has actual experience in the field and has more games (actual games, things sold at retail) credited to him than you’ve had hot dinners.

Because of the Wikipedia dispute, there is suspicion that “Joe” is Langdell himself, but this is unfounded.

Plus, this. Seriously.

To date, Langdell has tenuous associations with and/or has claimed creative ownership of the following brands:

1. Edge Magazine
2. Soul Edge
3. Edge (iPhone game)
4. Mirror’s Edge
5. Edge of Extinction (Cybernet Systems v. Edge Games)
6. Edge Computers
7. EdgeGamers (game community)
8. The Edge (movie)
9. Edge (Malibu Comics character)
10. Koala Lumpur: Journey to the Edge

But it’s not obvious (to me, anyway) what Tim Langdell has actually created, aside from trouble for the various people who have had the misfortune of dealing with him and his trademark during its 30-odd years of existence. My hope is that, by helping to bring out the story, real creators can avoid him (and others like him) in the future. I don’t believe Langdell is a smart man, because a lot of his stunts are poorly managed and straight-up bald-faced – the only way he can succeed is if people are not knowledgeable.

So know your legal rights! As far as I know, trademark strength is not dependent on who “calls it” first, but on how you use it. I would love to hear a lawyer (who is not Buscaglia) comment on this matter.

Regarding the IGDA

IGDA

The IGDA has taken the stance of “this is none of our business.” I disagree that it’s none of their business, and I strongly disapprove of their impotence regarding this issue. They are enabling people like Langdell when they should be helping to protect developers from them. Game developer/blogger Craig Stern sums up the situation very well. You can also see that the IGDA does have some rules regarding ethical behavior on the board and what they can do about it (scroll down).

You can sign a petition asking for Langdell to be expelled from the IGDA here. Continue reading

By Simon Carless

E3 Analysis: Dante’s Inferno Doesn’t Need To Be Literature

[At E3, our own Leigh Alexander looks at Visceral Games' Dante's Inferno to argue that perhaps it doesn't need to take its source material -- the seminal, epic poem -- as seriously as some have suggested it ought.]

Audiences often urge game developers to create more sophisticated, artful experiences, and one avenue to this may be to take inspiration from literature. But when creating games -- especially action games -- how faithful to often austere source material should games be?

As soon as details first began emerging on Electronic Arts' Dante's Inferno, earnest, artful and chin-stroking audiences were unhappy that Alighieri's revolutionary epic poem took so many liberties with the source material.

It's not hard to see why. Where the Divine Comedy's Dante is a suicidal soul-searcher on a journey of discovery about self and sin, Inferno's is a former Crusader armed with a giant scythe that looks like it's made out of a monster's spine.

They've made of the hero a real video game character, complete with "dark past", added a vaguely risque subplot about rescuing Beatrice from the devil's seduction, and pegged on a cheerfully insouciant "Go To Hell" tagline.

As a religious allegory, the original work had -- and continues to have -- significant cultural and spiritual impact, and yet here's a revoltingly gory boss kill involving putting a monster's tongue into a spiked gear (developer Visceral Games aptly chose its new name).

None of this is in the Divine Comedy, of course. Surely Visceral could have done more with one of humanity's greatest pieces of literature than make a God of War clone, right?

Judging by its E3 demo, overt mechanical similarities to God of War probably give the game more to worry about in the court of public opinion than whether or not it's faithful to the source material.

Gleefully gruesome and literally hellish, the game seems to use the poem's backbone and references to enrich an action game, rather than use the game as an attempt to emulate an epic poem in video game form.

The very same literature buffs who despaired the lack of fidelity in Dante's Inferno can still get a kick out of recognizable symbology and references in the game -- whether that's hacking up repulsive, spewing "Gluttony minions" by the River Styx, or the imagination of Chiron's boat as a living entity with a head to be twisted off at the neck. There are unbaptized babies running around with weapons.

"The real inspiration is the setting, the characters and the script," senior producer Justin Lambros tells Gamasutra. He says the team was interested in visualizing an "actual geography of hell," and the visuals on screen often go with the voice-over from the actual Divine Comedy narrating each scene.

The Divine Comedy, after all, is largely a poem about two guys walking and talking -- not exactly the core gameplay of an action game. In that way, the liberties the team took were intended to create a stronger video game, a more reasonable priority for, well, a video game, than focusing on a strong epic poem adaptation.

As for the batty storyline, Lambros says the team intended to go "over the top" -- and maybe it should. It's an action title set in Hell. Why not have fun with it?

That's certainly not to assert that games should never treat literary sources with gravity. Audiences would like a game that uses the medium's potential to correspond with other cultural sources, and that's an excellent goal. Dante's Inferno is not that game -- it would rather be an action title.

And that's okay. It still becomes an interesting argument for the merit of taking inspiration, rather than being imitative.

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