Wednesday
Apr292009

CO-OP 0108 -- No Climate Control -- Final Fantasy XIII Demo, Rhythm Heaven, Battlefield Heroes Beta, Flight Control

Notice the Digg button! Please Digg our CO-OP posts as we don't get paid unless people watch our show.

Ryan imported Final Fantasy: Advent Children from Japan since it comes with a demo for Final Fantasy XIII. Or, rather, it would probably be more accurate to say that the demo of Final Fantasy XIII comes with Final Fantasy: Advent Children. Either way, Ryan, Cesar, and JayFresh were the only ones who are really obsessed enough with it to bear the heat of the unusually hot weather we experienced during the filming of this week's episode. Special thanks to Chris Kohler of Wired.com's Game|Life for his willingness to hang out in our downstairs hallway for the Rhythm Heaven discussion. We have no climate control and it's the only place in the building where heatstroke didn't threaten our very lives! More after the show:


You'll no doubt notice that we're continuing with our iPhone gaming quick-looks. It's working pretty well, we think, shooting off-screen. So far you all haven't complained about the slightly shakey-cam nature of the footage and given that we love gaming on the device and there are a gazillion small, brilliant games out there, it's nice to know this slightly-less-than-ideal workaround has merit. One of Jason's favorites, Flight Control is the pick for this week.

JayFresh and I are definitely down with the free-to-play model for Battlefield Heroes. It's hard NOT to like the idea of having a top-tier, multiplayer experience for free! Still, I worry about it's viability. Personally, I'm seriously doubtful I would ever buy items with real cash-monies that deteriorate over a period, but at the same time I know that people do. Hopefully enough of them do to make Heroes a lasting endeavor for EA and I can keep playing. Yes, I'm a leacher. I'm also poor.

A couple of people have asked me (via twitter, mostly) what the best way is, in terms of our sponsors, to watch the show. iTunes and directly downloading the file are the two best ways. Watching it on YouTube is good, too, but the numbers there are a little more shakey for the Revision3 ad sales team to really pull together when selling the show to interested advertisers. Still, subscribing to the YouTube channel and getting the show that way does help! Finally, actually using the promo codes gives us a direct "bounty." For every code actually used, a pittance of it comes straight to us. It doesn't even have to be timed to the show's release. Revision3 set up this page for code reference for GoDaddy so you can get the better deals at any time: revision3.com/godaddy. I can only assume that they will be doing likewise for Squarespace, Netflix, GameFly, et. al. When that happens we'll let ya know!

Tuesday
Apr212009

CO-OP 0107 -- Mother Mission's Fruits -- Chronicles of Riddick: Assault on Dark Athena, GTA: Chinatown Wars, iPhone Favorites

Notice the Digg button! Please Digg our CO-OP posts as we don’t get paid unless people watch our show.

We’ve been wanting to cover iPhone games every since we started CO-OP. The problem with that is that there just isn’t any way to capture video save by pointing a camera over someone’s shoulder. So, at last, we just gave in and did exactly that. Tell us what you think! If you’re not too annoyed by the off-screen footage this could give us a quick-n-dirty way of covering iPhone games going forward. More after the show:


I was really happy to finally get to play The Chronicles of Riddick: Dark Athena since it included Butcher Bay—a game I missed the first time ‘round. Definitely the best movie-to-game license that I know about and I think the people we had talking in the segment on Dark Athena this week would most likely agree. Speaking of guests, Brad Shoemaker makes his first ever CO-OP appearance, Philip Kollar dropped by as well and then Cesar, Ryan, and I filled out the rest of the peeps for that segment. <raises beer> Here’s to hoping that Starbreeze Studios continues to make interresting, first-person experiences that blend genres like no one else!

It’s a pretty amazing to us just how good the DS version of Grand Theft Auto is. I know that I felt like Chinatown Wars was going to simply be a return-to-form of the 2D glory days of GTAs I and II, but not so! While the game’s story and characters fall short of the DS version’s bigger brothers, myself, John Davison, Sterling McGarvey, and Ray Barnholt still found quite a bit to love.

And, as mentioned above, iPhone games! The platform is clearly shaping up to be a major contender for your gaming dollars and we’re tickled peach (we can’t go full pink. Never go full pink) to finally be able to share some of our favorites with you all! We give some brief looks into Karma Star, geoDefense, Topple 2, Drop7, Eliss, and Field Runners.

And yes, we’re poor, but that doesn’t stop us from needing to do a few things. Like eat. While Rob insists that a $.99 value meal is the way to go, we’re in The Mission District of San Francisco! This place is the queen of quality, cheap eats and we go on a quest to prove it!

Wednesday
Apr152009

WHAT WE'RE PLAYING: NINTENDO DSi CAMERA TOOLS 

It feels silly to admit, but despite the dozens of games I should be playing right now, I can't seem to stop noodling with the DSi's photo tool, something I originally deemed 'throw-away' when looking at the list of DSi hardware updates.

It's not even that the DSi takes particularly great photos. It's VGA resolution and weak low light performance barely stack up against most cellphones, but the pack-in photo editing tools more than make up for the cameras sub-par performance.

Part Photoshop, part Kid-Pix, part Kai's Power Goo, the photo tools make it quick and easy to render your photos cell-shaded, or see what it would be like if 2 of your friends mated, and DSi's stylus makes image editing feel super organic.

gaze upon the source of my procrastination:

:)

Tuesday
Apr142009

CO-OP 0106 -- How Jason Got His Groove Back -- Motorstorm: Pacific Rift, Henry Hatsworth, and Love

Notice the Digg button! Please Digg our CO-OP posts as we don't get paid unless people watch our show!

It's kinda cool how ever show of CO-OP seems to have a theme that carries across the games we cover. Or maybe I just like to make oranges out of apples. That isn't a slight to apples, mind you; I like apples just fine. In this episode, I think there's definitely a "you might have overlooked this" theme. I realize we've touched on that in past episodes, but with games like Motorstorm: Pacific Rift and Henry Hatsworth, it's entirely likely that you may pass over them entirely and we're hoping to do our small part to encourage you not to! Have you heard of the game Love? It's a star this week, but more after the show:


Eskil Steenberg is the sole developer of the game Love. Named after, no doubt, being "a labour of" as the effort that's gone into this project must simply be enormous. The plan for love is for it to be a 200-player, persistent world in which the players battle AI forces. The AI will create, defend, and modify it's cities in real time which the players will have the ability to attack and steal from. Players will have the ability, as well, to modify the game world and create cities of their own by raising and lowering landscape, carving tunnels and buildings, building defenses and powers sources, and so on and so on. It's ambitious even for a large team, but the fact that this is a one-man project is even more incredible. To top it off, Eskil didn't buy or hack any 3D packages to make his game world, he wrote his own. In the show you'll get a glimpse at the tools and a good, long, in-depth view of the game world and how it will function.

Of course that doesn't preclude the incredible outcome that can be achieved with a dedicated team delivering the latest and greatest in heart-stopping visuals. Motorstorm: Pacific Rift fits that bill and then sucker-punches you with a visceral racing experience that is just so damn good we felt it was worth bringing up just in case you missed it in the holiday crush of last year. Ryan, JayFresh, and Matt relive their previous week's harrowing journeys over the rivers and through the volcanoes.

In a deceptively simple stroke of genre-bending, Henry Hatsworth is likely to tickle that retro-loving vibe in all old-school gamers as well as remind them of a fundamental fact: old-school games are hard! Still, John Davison, Tiff Chow, and Patrick Klepek were kind enough to come by and share their Hatsworth-y experiences with Ryan and make the case as to why this one shouldn't be missed.

Difficulty, though, doesn't seem to be something Jason has all that much patience with and he's forced to make a deal with the devil (in this case, Cesar) in order to progress onward with Rhythm Heaven on his DS.

Monday
Apr062009

CO-OP 0105 -- Indie Special -- Roundup of the best of the IGF

It's no secret that we think the Independent Games Festival is the most exciting part of the Game Developers Conference. Phil Fish, one of the winners of last year's IGF competition for his upcoming game Fez and a judge in this year's competition hung around with us during our IGF tour on the expo floor of GDC and it should be pretty clear by the time you're done watching this episode that he must have had some difficult decisions to make! More after the show...


Maybe it's best to first just run down the list, first:
  • TAG: The Power of Paint. A unique, FPS puzzler where the colors of paint you spray on the surfaces of the environment cause your character to run, jump, and climb walls to reach your destination.
  • The Unfinished Swan. Again, a paint or ink metaphor where you being in an entirely white world and must splatter black ink around in order to reveal the geometry through which you must navigate.
  • Cortex Commabnd. In intensely complex, real-time game of programmable bots and war machines. Highly customizable and backed up by eight years of development, this is one to watch.
  • Feist. As beautiful as they come, it's a charming side-scroller reminiscent of a Miyazaki film. It has to be seen to be believed.
  • Blueberry Garden won the Seamus McNally Grand Prize at the IGF netting the creator, Erik Svedäng $30,000 (Mountain Dew popped on an extra $10k) to finish up his delightful project. Exploration and discovery are the themes here and let's hope that cash is put to good use to getting the final game out the door.

A measure of any truly great art form, however, is that it inspires beyond it's main medium. If Beethoven can write a sonata of a poem then painters and visual artists should easily be able to find a gold mine in the video game space. Enter Attract Mode. At the Giant Robot store/gallery here in San Francisco, Attract Mode threw an event featuring pairings of Giant Robot artists with indie game makers to create some of most bizarre, rapid-fire gaming projects you're likely to see until ... well, until there's another event like this! The walls were covered with artwork inspired by and of the entire video game pantheon and though it was crowded as fuck in that little building, our little Kodak Zi6 cameras did the trick!

The best thing about this event and about the explosion of the indie gaming scene is the true merit it lends the industry and the art form as whole. There are astoundingly brilliant ideas emerging within and peripherially to the video game that we all think are going to go a long way into the legitimization of a form of media that is still a pariah amongst it's peers. We owe a big, special thanks to the IGF, Attract Mode, and, most of all, to the thousands of unsung indie developers out there slaving away over the best ideas you've never heard of but that will undoubtedly find their way onto the next generation (and next-next generation) of platforms. Here are a few more links you should consider if you're new to the indie gaming phenomenon:

TIGSource (The Independent Gaming Source). Owned and operated by indie game developer Derek Yu, TIGSource is your best bet for diving headlong into the indie gaming crowd and experiencing first-hand every diamond in the rough there is to be found.

Klooni Games. The home of Finnish developer Petri Puhro, creator of the fantabulous Crayon Phyics amongst many other projects and winner of last year's Seamus McNally Grand Prize at the IGF.

Cactus Games. A prolific, Swedish game developer that rests somewhere between David Lynch and John Carmack.

This list could go on and on and I'm too kaput at the moment to find and link every single awesome indie developer and indie project out there. Just start at TIGSource :)

Thursday
Apr022009

CO-OP 0104--GDC 2009 Special--A Roundtable Discussion


GDC offers so many interesting panels, keynotes, and activities that it's impossible to see everything. Many sessions overlap or conflict with other appointments so we were very lucky to get John Davison, Jeff Cannata, Adam Sessler, Sterling McGarvey, Will Tuttle, and Patrick Klepek to drop into our discussion about what struck a chord with us last week. Matt, Ryan, Cesar, and I represented for Area 5.

Area 5 spent a lot of time checking out sessions at the Indie Games Summit that covered everything from five minute rants to panels on best practices for the indie businessman. The Inependent Games Festival (IGF) Pavilion was filled great games to talk about including, Feist, Blueberry Garden, Unfinished Swan, TAG, and too many other gems to mention this week. Fear not! Next week we'll be dedicating the entire episode to the indie game scene with a expanded look at the games and developers.

The presentation for Rearden Lab's potentially awesome OnLive service was the talk of the show. Regardless of hardware, OnLive is supposed to deliver 720p gaming to anyone with an Internet connection--provided that Internet connection is super fast. Still, we can't help discuss the possible implications this would have on how we access and play games.

The Nintendo Keynote had it's highs (DSi, Zelda: Spirit Tracks) and lows (Rock & Roll Climber) and we also talk about our play time with Punch-Out Wii and a surprisingly awesome racer, Excitebots: Trick Racer from the expo floor. Just about everyone had something to say about Fat Princess and inFamous which were available to play at Sony's Lounge and Matt (the lucky bastard) got to check out PixelJunk Eden's upcoming expansion, Encore.

The Area 5 crew also had their collective minds blown by 3D Technologies and Sony after playing Wipeout HD in amazing stereoscopic 3D. We had to hide the Area 5 credit card from Ryan. Turns out you need a special TV for the tech to work properly and, well, we can think of a few better uses for the cash (for now).

Saturday
Mar282009

Area 5, GDC, and Your Mom

Well, actually, your mom doesn't have anything to do with this. I just needed a third noun to insert into the title and my post-GDC-addled brain refuses to resort to creativity.

We're used to having to work for sites that insist on being sites of record; meaning that they're insatiably fixated on covering anything and everything possible at an event like GDC. Being independent means that we can narrow our focus and direct it at what we actually think will be of interest to us our audience. It also means we had to re-acquaint ourselves with all of our industry contacts, attempt to form new ones, and reassure them that the rumors of our deaths had been greatly exaggerated. For the most part this was a success. Congratulations did abound and our deal with Revision3 was received by many as a sign of very positive things to come for CO-OP. Other people had no idea who Revision3 is. Makes sense. We're their first show focused exclusively on gaming. Hopefully we can help put them on the map. Being everywhere at once and pimpin' yer new shit is exhausting, though.

We also discovered that virtually no one understood that our business model is a video production company of which CO-OP is intended as but one of the projects we are capable of. Marketing, messaging, promotion, all things that never really mattered to me much as a single-product-focused individual have suddenly come to fore. I used to receive so many press releases in my inbox at 1UP that I considered developing filters which would simply delete anything containing "to the next level," or "pushes (or pushing) the envelope," or, really, anything containing the words "gripping" or "launches." Do not pass-through Spam Folder, do not collect $200. Now I realize we need to be sending out press releases. At least I know what to avoid.

AREA 5 MEDIA LAUNCHES VIDOE PRODUCTION SERVICE WITH A GRIPPING EDITING STYLE THAT WILL TAKE YOUR VIDEOS TO THE NEXT LEVEL

See? Easy! (note the inclusion of typo for authenticity)

The best thing about GDC is the indie scene. It really is the E3 for indie developers and it's what we tend to focus on most when going to the show. We'll be devoting an entire episode to that, soon, but given that we have less than two days to put together an entire episode of CO-OP, it will be mostly consisting of our GDC roundtable which included Adam Sessler, Jeff Cannata, John Davison, Patrick Klepek, and others. Speaking of which, I better get started!

Also, Squarespace loves us :)

Tuesday
Mar242009

CO-OP 0103 -- Dusting off the Wii -- Mad World, World of Goo, and Bit.Trip Beat


Strangely enough, every game on this week’s episode is either a Wii exclusive or, at the very least, Wii available. And yeah, I say “strangely” because it’s been quite a while since most of us have even touched our Wiis. Cesar even had to go on quite a trek to recover his. Little known fact: they tend to wander away on their own when neglected. It’s true!

We actually brought in some former 1UP cohorts for this one. Delightful David Ellis and Killer Kat Bailey talk with Ryan and Cesar about the mildly violent Mad World. And by mildly I mean bathing in buckets of blood, swearing, and tasteless jests about forced sodomy. Um, yeah. On the Wii.

Yes, I know World of Goo has been out for many moons, but we never had a chance to cover it at 1UP thanks to the latter half of the year crushing us under a weight of gaming awesome as per the usual. So, we’re bringing it up now in the event that you may have missed it as well. It’s just that good. Tiff Chow agrees. She, Ryan, and I settle over some delicious, gooey ice cream to celebrate the game’s finer points.

And, also in the might-have-overlooked category is the just released Bit.Trip Beat. No, that’s not a typo—the extra period belongs there. It must be seen to be believed as any description is inadequate to the experience. It’s pong, but for this generation with elements of rhythm gaming grafted on that pulls together the modern and the retro in an even keel of gaming awesome. We knew we had to at least give it a quick first look in this week’s show.

This week is GDC and it’s going to be insanely crazy-busy for us so apologies if we’re not as available to the Internets as we might otherwise be. On the plus side we’ll be getting a ton or three of footage for the next few weeks’s shows which will focus largely around the indie gaming scene (The IGF am awesome!) along with a few guests which may surprise you. Well, surprise might be a strong word. Anyway, you’ll like our guests!

Tuesday
Mar172009

CO-OP 0102 -- Selling Ourselves -- Resident Evil 5 & Halo Wars


So as it turns out, "Tuesdays" in Revision3 terms means midnight. Midnight Eastern Standard Time. Which means I should really have these blog posts ready before then. Oops!

It's only our second show and I already feel like this we're on the craziest ride of our lives. No numbers are in yet, but we've received a pretty incredible response overall from all the sources we been egomaniacally monitoring since the premier went live last week. We hit the front page of Digg, top slots in iTunes for every version of the podcast feed and Forbes told us that the feature on CO-OP and Revision3 was their highest rated story online for several days last week--which is unheard of in regards to their usual audience. Not a bad way to start out the season!

This week we start out with Halo Wars. Dan "Shoe" Hsu, Patrick Klepek, and Anthony Gallegos are the guests and Area 5 is represented by Jay-to-the-Fresh.

Resident Evil 5 shouldn't be a big surprise to anyone out there that's followed our work in the past. A fantastic game with a few compromises wisely instigated to address a fully co-op experience, GameSpy's Sterling McGarvey finished it single-player style while Ryan and I played through it co-op (shocking, I know!) so we could compare notes.

And any new company, of course, must sell itself in order to expand it's brand identity. This was the task set forth for Jason, Rob, and Cesar this week and boy did they...um...deliver?

Wednesday
Mar112009

CO-OP 0101 -- Introducing the Band -- Killzone 2 & Noby Noby Boy

In a move hailed by some as the most complimentary pairing since peanut butter met jelly, CO-OP is now on Revision3! There's a lot to talk about. More after the show:

Yes, I realize this went up yesterday around the Interwebs, but it took me a while to get my shiz together on our faboo, new site. Normally I'd go right into what's in this week's show, but first off there're some thank-yous that need to happen.

The intro title sequence was a massive project that we could never have done on our own. We know from ample experience how important that part of a show can be and how time-consuming. Art inspires art and in that regard we couldn't have asked for better than Jonathan Mann and Jane Pinckard's theme song and the motion design from the incredible Eden Soto. First of all, knowing the financial bind we're in, they did it for free. Second of all, the song and Eden's work go so well together that I actually got a little misty-eyed when watching it all together for the first time. Click over to Eden's reel, you'll see how talented he his. The same with Jane's blog and her band. Of course there's Jonathan's ongoing song-a-day project. When you have people like this gifting their time and talent to you, the superlatives necessary to express the gratitude we feel in return are wholly inadequate. Simply, you three: THANK YOU!

Also, to Phil Fish. You've probably heard his name most in association with the upcoming Fez. He's also a bomb ass designer and gifted us the Area 5 logo you see gracing the top of this page. Our CO-OP logo is also inspired by some designs he did for us. Stay in-the-know on Fez. It's going to be jawsome. Phil: THANK YOU!

Many people have asked about the music in CO-OP. Some of it is ours (well, Cesar's, specifically), the rest belongs to the following people that have given us permission to use their work: SGX, Pie Haqcuard, Torrey Holbrook Walker, Nick Vassallo. To all you audio geniuses: THANK YOU!

Then, of course, to the fans who first gave us the idea of throwing up a donation link and then contributed just over $18,000 dollars by the time we took the donation link down! It's because of you and because of an early sponsorship by EA (Godfather 2, coming April 7th ;) ) that we were able to make this deal happen with Revision3 at all. Quite frankly, we're not going to be making much money in the short term and none of us had a lot of savings to live off of. Contrary to popular opinion, "Money Hats" were not an occurrence at 1UP. Perhaps the monetary haberdasher didn't know which cubes were ours. That meant we were staring down a dark passage of doubt when considering our future and--no lie--we even talked about doing wedding videos to stay afloat until we could make something happen. Several parties were interested in our content. Several of them had up-front offers that would allow us to scrape by, but it only took one meeting for us to know that we wanted to work with Revision3. Still, that deal was--and is--risky. The more people that watch our content, the more we get paid. How can we know how many people will watch? What if we never reach enough of an audience to allow us to at least break even every month? Maybe the fans that stuck with us from 1UP were all we would ever get? The stark reality is that we didn't have the financial backing to wait and find out. Thanks to you and that sponsorship, we suddenly did. Bada-bing, licensing deal signed with Revision3! That nest egg won't last long. Six people trying to live in this area of the country is GIANT overhead and video production is a ridiculously expensive enterprise. Sure, cheaper than it was even a few years ago, but we knew the show needed to be in HD and that meant new computers and new cameras. Out of nowhere we suddenly received a donation that helped solve most of our editing problems: three new Macs. A PowerMac and two MacBooks. We were stunned. The encouragement from the fans is what pushed us together and helped drive us to start Area 5. That push landed us the EA sponsorship and brought us to the attention of the computer donor. Without you I cannot say what would have happened. Something lesser, to be sure, if anything at all. So, to all of you: THANK YOU!

Out of that donation money, we have around $8,000 left. We spent it on software, hardware and camera gear as outlined in previous blog posts. The rest will go to paying rent and bills for the six of us (and to Rob's car since he's become the default company taxi) for March with a tiny bit left over. The EA sponsorship has been received and gone in the bank and we've used a portion of it to buy one more camera so that we can film more than one thing at at time. Revision3 has been letting us borrow one of their cameras for a few days a week, but that situation is untenable; all their loaners will be gone as of this afternoon at SXSW, as an example. The rest of that money will go into the Area 5 bank account and will keep us afloat until we can see returns from CO-OP.

Finally, we have to thank Revision3! Everyone over there has been so phenomenal to work with. They've allowed us all-access to their equipment, building, the *ahem* kegerator, and studio even before the deal was actually signed. How many companies can you say would do that? The support and encouragement we've received from them and their insistence on our creative freedom has been forefront since the very first time we talked. Their CTO let us deliver our premier a day late--to his house--and their studio manager has stayed late to work around our bizarre filming schedules.

The following is what these show-release blog posts will usually look like:
----------------

From the creator of the universally belovéd Katamari Damacy, Noby Noby Boy is such a simplistic experience that it defies explanation save by complex sentences. Luckily, the always brilliant Tiff Chow was available to raise the level of discourse which would undoubtedly have ensued (see: immature jokes involving the words "stretch" and "length") had Cesar and Matt been allowed to carry on the conversation alone.

Rainbows, eating, and pooping may not be your thing (just watch the Noby segment, you'll get it), but perhaps gritty, realistic, eye-meltingly gorgeous first person shooter, is? Our friends John Davison and Will Tuttle join Ryan in our critical assessment of what may be the PS3's largest contribution to the console FPS pedigree.

Of course before we did all this we had to get the band back together! Being the first of the month, half our team--Jason, Rob, and Cesar--went on to find new jobs in order to pay their rent. Can we convince them to come back in time to land the deal with Revision3? The fact that this show description exists at all is probably spoiler enough on THAT front. Sorry about that.

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