Microsoft defends Kinect price

The Kinect motion controller is ‘very competitively priced.’ That’s according Microsoft UK Marketing Manager Brett Siddons who also says out that Xbox 360 device offers a full multiplayer experience when compared to its rivals.

Speaking at the Kinect stand at an Amazon event, Siddons told Techradar:

“The price thing itself depends on how you look at it, its £129.99 RRP but it comes with a game within that price – so Adventures will be packed in with the camera.”

“If you buy it with the console which normally costs £149.99, [the package price is] £249.99 with the Kinect and the games – another 100 pound on top.

“The camera tracks six people – with two active gamers – you don’t have to buy anything else.

“I’ll let you do the maths but when you say Nintendo Wii or PlayStation Move you buy this and this, even for a two player games.

“What do you need and what do actually have to spend for a two player game for this device versus that device. You actually find that [Kinect] is very competitively priced.”

TechRadar helpfully do ‘the maths.’  They point out that while a basic PlayStation Move pack consisting of a controller and a PlayStation Eye costs just £49.99, buying another motion sensor controller and two sets of navigation controllers for multiplayer games brings the PlayStation Move price up to £150. Of course, Sony could still announce other packages before Move is released.

It appears Mr Siddons wasn’t asked why Kinect costs more in the UK than in the United States. If the price was directly converted from the $150 US price, Kinect would cost £95. It’s very unlikely that VAT on its own adds the additional £35.

So, Train2Game universe, do you agree with the Microsoft UK Marketing manager that Kinect is competitively priced. Or do you think the PlayStation Move, or indeed, Nintendo Wii offers more value for money? And what do you think of the difference between the UK and US prices?

As usual, leave your thoughts here or on the Train2Game forum.

Konami to showcase Def Jam Rapstar and new Castlevania at Eurogamer

Konami is the latest publisher to commit to October’s Eurogamer Expo – and they’ll be bringing three games for attendees to play. Def Jam Rapstar, Castlevania: Lords of Shadow and Saw II: Flesh & Blood and will all be on offer to Expo-goers, giving them the chance to try them out before they’re released in autumn.

Def Jam Rapstar can be simply summed up as an urban music version of Singstar, with some top hip-hop stars lending their tunes to the game.  But it’s more than that, and will also feature community tools that’ll allow players to upload videos of themselves rapping and dancing while playing, so wannabe hip hop stars take note!

Castlevania: Lords of Shadow brings the series into the world of 3D action for the first time and big things are expected from it. The main character, Gabriel, is voiced by Scottish actor Robert Carlyle.

Finally, Saw II: Flesh & Blood, is based on the film series, taking place between the second and third movies.  We can no doubt expect it to feature some gruesome puzzles!

Managing Director of Eurogamer, Rupert Loman, is pleased Konami will be attending the expo:

“It’s great to have Konami onboard with such a fantastic line up, particularly one that demonstrates the eclectic mix of games that will be on show and, most importantly, playable.”

Eurogamer takes place from October 1st to 3rd at Earls Court in London. Are any Train2Game students going, and if so, which one these games do you want to play first?

As usual, leave your thoughts here or on the Train2Game forum.

Interesting research into game facial animations

Emotions in games: More sophisticated than this.

Research by the University of Abertay into facial expressions could hold the key to making computer game characters with more realistic facial animations and emotions.

Robin Sloan, a PhD student and lecturer based in the University’s Institute of Arts, Media and Computer Games, has devised a set of rules that could help portray a more convincing facial animations and emotions. These rules will no doubt be very useful to Train2Game students, especially the Artist & Animators!

(Game Designers and Game Developers: you can read on, or watch the impressive F1 2010 Developer Diary that was pointed out yesterday)

The study involved a series of experiments examining how the upper and lower regions of the face move during expressions including happiness, surprise and anger.

The aim was to make every stage of the choreography as believable as possible. Actors were used in order to study realistic expressions induced by genuine emotions.

It was found that for sadness to look real, it needs to lead from the upper face with, the furrowing of the brow and lowering of the eyes should occurring before the mouth corners turn downward. If this expression unfolds the other way round, the study found it looked childlike or faked. (I’ve found the latter often occurs during Dragon Age: Origins, though the rest of the game is excellent!)

Similarly, for anger, initiating the expression with the upper face works best in practice with the lower face following thereafter – rather than gritting one’s teeth alone.

Choreography can also affect how clear the emotions are when observed by audiences, such as the gamer. For instance, disgust animations may look fairly authentic when the upper face leads, but the lowering of the brow can result in the expression being confusable with anger. In this case, leading with the lower face creates a more distinct disgust expression.

The team also studied emotional expression transitions, for example from happiness into sadness, or sadness into anger. Robin Sloan explains the findings:

“What we found in this second stage of the study was, for example with surprise into happiness, if the upper face moved before the lower face, this could result in an insincere happy expression which could be viewed as an exaggeration or, indeed, fake. This could be useful if animators deliberately wanted to create a fake smile, but would otherwise be unhelpful.

“On the other hand, when the lower face led the movement in this transition, the overall animation appeared much more believable. Likewise, for happiness into sadness, upper face leading seemed clear and credible, whereas leading with the lower face seemed childish or sarcastic, as if displaying an interpretation of sadness rather than genuinely portraying the emotion.”

He continued: “While much is known about the appearance and perception of emotional facial expressions, researchers and professionals still struggle to create perceptually believable animated characters. For example, films such as Polar Express and Beowulf are ‘performance-captured’ where the performance of human actors is transferred onto computer animated characters.

“However, the aesthetic results of this technique have not been fully embraced by the public, as it appears that audiences view the characters as fake and unrealistic. Indeed, we are often more likely to believe in characters from more traditional animation films such as Toy Story or Shrek – animations which are carefully crafted by teams of animators.

“While the computer animation research community is quite rightly interested in the technical possibilities of performance capture, we wanted to highlight the fact that traditional animation can still play an important role in research, and to show that an artistic approach to animation can yield tangible research findings. We feel that our research could, for instance, have implications for the development of believable computer game characters, as an understanding of what makes for believable facial expression animation can boost their credibility.”

Mr Sloan hopes that the results could be useful for Games Designers, Game Developers and Games Animators – like Train2Game students – seeking to create more believable and, more interactive characters.

The research was published in the Journal of Computer Animation and Virtual Worlds.

So, Train2Game universe,  what do you think of the study? How much have you thought about how animation works in your games? And what research do you do before animating characters?

As usual, leave your comments here or on the Train2Game forum.

Jackson estate forces changes to ‘Dancing Zombie’

RIP Dancing Zombie...again.

The Michael Jackson inspired Dancing Zombie is to be pulled from the delightful Plants vs. Zombies.

Popcap told MTV that the move comes after a request made by lawyers representing the late King of Pop.

“The Estate of Michael Jackson objected to our use of the ‘dancing zombie’ in Plants vs. Zombies based on its view that the zombie too closely resembled Michael Jackson.

After receiving this objection, PopCap made a business decision to retire the original ‘dancing zombie’ and replace it with a different ‘dancing zombie’ character for future builds of Plants vs. Zombies on all platforms. The phase-out and replacement process is underway.”

Interestingly, Dancing Zombie’s character description says “Any resemblance between Dancing Zombie and persons living or dead is purely coincidental”

Plants vs. Zombies was released on the PC in May 2009 – two months before Michael Jackson’s death – and reached the iPhone earlier this year. The tower defence game will hit Xbox Live in September.

Dancing Zombie will be ditching the ‘Thriller’ look in favour of a disco inspired outfit. What are the odds on influence from Disco Stu?

So, Train2Game universe, what do you think of the move? Do you think the Jackson estate was justified to call for Dancing Zombie to be changed? Or is it a mountain out of a molehill? And here’s an interesting one, what would you do if your independent title was threatened with legal action for one reason or another? Is it something you’ve even considered?

As usual, leave your comments here or on the Train2Game forum.

Essential viewing: F1 2010 Developer Diary

Here’s a treat for every Train2Game student. Be you a Games Designer, Games Developer or Games Artist and Animator, you’ll find F1 2010 Developer Diary from Codemasters very interesting indeed.

Ok, so maybe you don’t like Formula 1, but even if that is the case you just have to appreciate the level of detail these developers, designers and artists have achieved and how they’ve gone about doing it.

The video takes you behind the scenes at Codemasters Birmingham and reveals the amount of painstaking work put into recreating the cars and circuits. The F1 2010 Developers have even enlisted help from Formula 1 driver Anthony Davidson who has been able to provide expert advice. In the video he says:

“Driving the real world circuits enables me to give that impression to the guys creating the game, there’s all these details that only a driver would know about.”

“For instance, turn eight in Spa; I know straight away any car I have ever driven there always understeers and it’s knowing that kind of detail as a driver that you can get over into the game. The circuits feel really spot on.”

It really is an interesting insight into the world of video game development and I really recommend every Train2Game student takes five minutes to watch it.

What do you think of the video? How would you feel about needing to conduct that much research before designing a game? Does anyone want to help develop racing games? And finally, I can’t be the only one looking forward to getting hold of this in September can I?

As usual, leave your comments here or on the Train2Game forum.

Valve offer free game after ban blunder

Nothing says "I'm sorry" like zombies.

Well that’s certainly one way to apologise. Valve has offered not one, but two, copies of Left 4 Dead 2 to the 12,000 players that were accidently banned from playing Call of Duty: Modern Warfare 2 via Steam.

Poor, innocent gamers found themselves banned from online servers and the internet was flooded with forum posts pleading for help. Alas, Valve support staff could only tell these poor gamers that they were unable to help. It looked like many wouldn’t be able to play Modern Warfare 2 on PC anymore.

However, each of these players can now get back to shooting each other again, and have the option to pick up two free copies of Left 4 Dead 2. So, now they can shoot zombies too.   Players affected by the ban received an e-mail from Valve CEO Gabe Newell which said:

“Recently, your Steam account was erroneously banned from Call of Duty: Modern Warfare 2.

This was our mistake, and I apologize for any frustration or angst it may have caused you.

The problem was that Steam would fail a signature check between the disk version of a DLL and a latent memory version. This was caused by a combination of conditions occurring while Steam was updating the disk image of a game. This wasn’t a game-specific mistake. Steam allows us to manage and reverse these erroneous bans (about 12,000 erroneous bans over two weeks).

We have reversed the ban, restoring your access to the game. In addition, we have given you a free copy of Left 4 Dead 2 to give as a gift on Steam, plus a free copy for yourself if you didn’t already own the game.”

Well isn’t that nice?  It’s not often you see a Games Developer Apologise for their mistakes? Do Train2Game students think that other developers – we won’t name specific examples of course – could learn a thing or two from Valve? And have you ever thought about what you’d do if there was a mistake in one of your games?

As usual, leave your thoughts here or on the Train2Game forums.

Starcraft II finally launches

It has been one of the most anticipated PC games in years, but finally, Starcraft II: Wings of Liberty has launched worldwide – and only 12 years after the original Sci-Fi RTS was released!

Here in the UK, a midnight launch took place at Game on central London’s Oxford Street, with hundreds of fans queuing up in order to be among the first to get their hands on a boxed copy of the game.

Of course, Starcraft II: Wings of Liberty is also available as a digital download, but many still see the advantages of buying PC games on a disc.

It’s widely predicted that Starcraft II: Wings of Liberty – the first instalment of a three part sequel – will sell exceptionally well for a PC title. Unfortunately, we may not know exactly how well the Sci-Fi RPG sells, because digital downloads are not tracked in the UK by Chart-Track.

Analysts suggest that Starcraft II could sell 7 million units and generate $350 million in sales which would nicely make up the reported $100 million the game cost to produce.

So, Train2Game students, have any of you already got your hands on Starcraft II: Wings of Liberty? If so what do you think?  Would you prefer it in a box or as a download? And what would you give to someday work on a massive title like Starcraft II?

As usual, leave your thoughts either here or on the Train2Game forum.

Why LittleBigPlanet 2 could be the Train2Game students dream.

LittleBigPlanet 2 will launch in the United States on November 16th. Sony have yet to announce when it’ll be released in Europe but it’s likely to be in the same mid-November slot. The follow up to the highly successful 2008 original will most likely be on the wish list of many PlayStation 3 owning Train2Game students.  Why? Well, a little lesson about the concept behind LittleBigPlanet will reveal all.

To the outsider, LittleBigPlanet may just look like your standard – if beautiful looking – 2D platformer. However, the story mode formed part of the game with, Guildford based indie studio Media Molecule focusing major parts of it around user generated content.

You see, LittleBigPlanet’s tagline was (and still is) ‘Play. Create. Share.’ and symbolised how the game was designed around the sharing of content. The simple to use, but effective, level designer allowed gamers to create their own levels and share them with the rest of the LittleBigPlanet community online. There are some amazingly creative level designs out there, with fans creating levels based upon almost anything you could possibly think of. You’re highly cute – and customisable – Sackboy could one minute be running and jumping through an impressively rendered version of the Mushroom Kingdom, before you load another community level and put him through his paces in Sonic’s Green Hill Zone. (Of course, the latter looks just that little bit better while using outfits from the official Sonic costume pack)

LittleBigPlanet’s sharing ethos meant that aspiring Game Designers – like Train2Game students – could put a level together for fun, then if it was successful, seeit played on and rated by thousands of fellow gamers. LittleBigPlanet 2 looks set to allow gamers to be even more ambitious through not only letting them design their own levels, but entire games. Demos have shown the LittleBigPlanet 2 creation tools being used to create real-time strategy, role-playing, puzzle, and racing games.

Being able to use LittleBigPlanet 2 to create whole games is something every Train2Game student – be they Game Designer, Game Developer or Game Artist & Animator – should probably be taking an interest in. For a start, using the LittleBigPlanet 2 creation tools would provide students with some great practice in building games. But that’s just the start, if someone just happens to build an excellent game that gets positive reviews from other players, it could be the start of something big. Adding ‘Created game played by over 100,000 people’ to your CV can only be a good thing, right?

So when LittleBigPlanet 2 is released – presumably in November – will you be using it to create games? Do you think it’s possible an aspiring Games Developer could use it to catapult themselves to the big time? Did you create any levels using the creation tools of the original?

As usual, leave your comments here or on the Train2Game forum. We’ll leave you with a LittleBigPlanet 2 video that was shown at Comi-Con. Are you impressed?

To infinity… and beyond! Toy Story 3 tops UK charts.

The chosen one

Toy Story 3 has rocketed to top spot in the UK software charts, providing Disney with their first Number 1 since 2007. The game launched last week and achieved a respectable 5th place, but the release of the film last Monday – with Toy Story 3 just happening to having already become the second highest grossing movie of 2010 – helped boost game sales. It’s Disney’s first number 1 video game since Pirates of the Caribbean: At World’s End in June 2007.

Crackdown 2 held the top spot for two weeks running, but the Microsoft exclusive sandbox shooter has now dropped all the way down to tenth place.  Meanwhile, Red Dead Redemption is still selling strongly with the Rockstar title climbing one place to take second. Tiger Woods PGA Tour 11, Super Mario Galaxy 2 and Just Dance have all climbed up the chart this week while Dance on Broadway, Lego Harry Potter and 2010 FIFA World Cup South Africa have all dropped a place each.

Call of Duty: Modern Warfare 2 has dropped out of the top 10 for only the second time in 37 weeks. Will it re-enter next week, or is the momentum behind Activision Blizzard’s hit title finally slowing down?

There was only one new entry into the top ten this week, with Square Enix/Nintendo’s DS title Dragon Quest IX debuting in the ninth place.

So, Train2Game students, is it a well deserved top spot for Disney? Should Dragon Quest have entered at a higher position? And is it all over for Call of Duty? As usual, leave your comments here or on the Train2Game forum.

The full top 10 chart for the week ending July 23rd is:

01. Toy Story 3 (Disney)
02. Red Dead Redemption (Rockstar)
03. Dance On Broadway (Ubisoft)
04. Lego Harry Potter: Years 1-4 (Warner)
05. Tiger Woods PGA Tour 11 (EA)
06. Super Mario Galaxy 2 (Nintendo)
07. 2010 FIFA World Cup South Africa (EA)
08. Just Dance (Ubisoft)
09. Dragon Quest IX (Square Enix)
10. Crackdown 2 (Microsoft)

Street Fighter vs Tekken announced. Who will win?

Namco and Capcom are set to make history by each producing a version of the newly announced Street Fighter vs Tekken games.  The two titles, revealed at last weeks Comi-Con, will bring together characters from the developers flagship beat ‘em ups.

Capcom are currently developing the first of these titles, Street Fighter X Tekken.

Utilising the same technology that powered Street Fighter IV & Super Street Fighter IV, TekkenTM characters such as Kazuya Mishima and Nina Williams will make the transition into the Street Fighter universe with suitable redesigns. They’ll retain their unique characteristics and signature moves as they go head to head with the likes of Ryu, Blanka and Chun Li. Paul vs Guile in a battle over the most ridiculous haircut perhaps?

As in Street Fighter IV, game play will feature fully realised 3D character models battling it out in both new and familiar 2D environments. In addition to modes such as Versus and Training that will feature new enhancements , Street Fighter X Tekken will include Tag Team combat where players select two fighters to deliver knockout assist attacks and special combos. How about teaming up Ken and Jin then? Or Heihachi and M. Bison?

The announcement was made by the Producer of Street Fighter X Tekken, Yoshinori Ono, and Tekken series Director, Katsuhiro Harada. Commenting on the origins of the project, Ono said:

“This is history we’re making. Two fighting games that have rivalled each other are finally standing on the same stage. This isn’t just a showdown between Tekken and Street Fighter, but a decisive battle for Capcom and Namco Bandai Games. So I’m going to give it my all.”

Street Fighter X Tekken will be released on both the PlayStation 3 and the Xbox 360. Namco are also working on their own title, Tekken X Street Fighter, which will transfer the Street Fighter characters into the Tekken universe.

So, Train2Game students, how do you feel about the arguably two top developers of beat ‘em ups working together to produce one game? Which title will work better, Street Fighter X Tekken or Tekken X Street Fighter? And which characters would you like to team up?

As usual, leave your comments either here or on the Train2Game forum. Don’t forget, you can also leave your thoughts on the Train2Game Facebook page too.