Filed under: Features | Tags: Crackdown 2, Fable 3, GamingUnion, Gran Turismo 5, Halo Reach, Kinect, Move, Shuhei Yoshida, The Last Guardian

At E3 2008, Square Enix’s Yoichi Wada shocked the gaming world. Taking to the stage at Microsoft’s press conference, he announced that the latest in a series long associated with PlayStation would no longer be exclusive to Sony. Final Fantasy XIII was hitting Xbox 360.
It was a huge surprise, perhaps E3 2008′s only true megaton, an increasingly rare phenomena for an event beset by pre-show leaks. Comments threads and forums around the world exploded with rage.
The news was heralded as yet another example of the US giant’s spending power and increased market share. PlayStation were no longer the dominant force. One by one, the strong relationships Sony had developed with publishers over more than a decade were being eroded by the prospect of increased revenues that only Microsoft could offer.
But as well as nibbling away at Sony’s exclusives, Microsoft had also proved more than adept at securing their own. Indeed, their efforts dwarfed that of their rivals. By the close of 2008 a massive 205 titles were available exclusively on the Xbox 360. In comparison, Sony’s PlayStation 3 had merely 60.
Microsoft had quality on their side too. The Halo, Fable and Gears of War series were among the industry’s very hottest properties, and they were all on Xbox 360. Add titles like Crackdown and Mass Effect, timed-exclusivity on Bioshock and the GTA IV episodes, and Microsoft’s position looked strong. Unassailable, even.
Yet the intervening years has seen a shift in power. Franchise mistreatment, disappointing sequels and over-familiarity have tarnished the impact of Microsoft’s line-up. Now, in 2010, it’s Sony that have the upper hand.
(Read more at GamingUnion)
Filed under: Features | Tags: Fable 2, Fable 3, Lionhead Studios, Peter Molyneux

Last year I attended the Annual Videogame Lecture at BAFTA’s swanky central London HQ. The event saw Lionhead boss Peter Molyneux look back over his career in videogames in an effort to contectualise his vision of the medium’s future. Rather oddly, that vision involved Coronation Street.
For those of you unfamiliar with British television, Coronation Street is a soap-opera set in working-class northern England. Known to its fans as “Corrie,” the show follows the affairs, scandals and sordid daily lives of the street’s residents. My wife loves it, as does half the country. Week after week it sits at the top of the viewing figure charts. It has done for 40 years.
However, it’s also complete nonsense. Currently, the storyline concerns the aftermath of an underwear factory explosion, where an escaped convict held a woman (who used to be a man) hostage, following a failed attempt to push her husband (who didn’t used to be a woman) into the canal. See what I mean?
It is far, far removed from the everyday concern of videogames.
So when Molyneux presented the crowd with a selection of slides detailing his influences, the auditorium was surprised to see a still from Coronation Street projected onto the giant screen behind him. We all laughed.
But he wasn’t joking.
(Read more at GamingUnion)
Filed under: Features | Tags: Braid, Cave Story, GamingUnion, Hello Games, Jason Rohrer, Joe Danger, Jonathan Blow, Passage, pc, PlayStation Network, Rob Fearon, Sleep is Death, WiiWare, Xbox Live Arcade

This is the golden age of indie. The past few years has seen an explosion of astounding independently developed games. Around the world, bedroom coders and small teams of devs are producing some of the most exciting, innovative and just plain fun experiences available. And what’s more, with the maturation of digital distribution on consoles, PC and handheld devices, they’re reaching ever larger audiences.
It’s never been easier to make them either. Tools such as Flash, the Unreal Development Kit, Game Maker, Unity and Microsoft XNA have made development ultra-accessible. The creation of videogames has been democratised. Now anyone with an idea and a little skill can realise their dreams in videogame form.
And what dreams they are. The indie scene is awash with interesting, challenging, charming and joyful games. While the mainstream seems intent on either playing it safe with endless franchise sequels or going after the Wii buck with motion-controlled casual titles, indie games are taking more and more risks and reaping the rewards.
It’s a notion that has been echoed elsewhere, but the current state of videogames echoes that of Hollywood in the ’60s and ’70s. At that time the major studios – the likes of MGM and Universal – were a factory, pumping out film after film, sticking to tried and tested genres in order to recoup the huge expense of production. It was filmaking as industry, not as an art.
However, the rise of a group of independent directors and producers revolutionised the system. The likes of Scorsese, DePalma, Altman and Peckinpah rejected or subverted the established norms, creating relatively cheap, experimental films that rejuvenated cinema. The boundaries had been destroyed and it had a trickle-up effect on the entire medium. The big studios couldn’t help but take notice.
Independent developers are beginning to do the same thing for videogames.
(Read more at Gaming Union)

“Come on, admit it. You must be insanely bored by now.”
It’s 2 am in a hotel bar in Dundee, Scotland. I’m trying to get Ben Bateman, Community Officer at Realtime Worlds, to admit that after spending hundreds of hours playing All Points Bulletin over the last year or so, the game is starting to lose its lure. It’s just a job after all, right?
But he’s having none of it. For Ben and the rest of the 300-strong team involved with creating APB, the prevailing mood is excitement. After 5 long years in development, numerous rethinks and one abandoned platform, the PC-exclusive, ultra-urban MMO shooter is almost done. It’s good, and Realtime Worlds know it.
Bateman says that the beauty of APB is that, thanks to the game’s open-world multiplayer design, anything can and invariably does happen. Outstanding, hilarious or just plain cool things occur on a regular basis. It’s this that keeps him eager to come back for more.
I’ve listened to similar statements from other members of the team. Indeed, you could be forgiven for thinking this was simply the company line. But he’s being honest. Several of the hotel barman’s dodgy cocktails have ensured that.
Filed under: Features, Interviews | Tags: Gamasutra, GameSetWatch, Jamin Brophy Warren, Kill Screen Magazine, TVGB

“We’re so concerned about the minutia that we’ve missed the much more interesting question of ‘how does this game make me feel?’”
Kill Screen is the ambitious new magazine from ex-Wall Street Journal reporter Jamin Brophy-Warren. Launching in January, it’s a project that promises a fresh approach to games journalism. Rejecting the established cycle of news, previews and reviews, Kill Screen aims instead to provide literate, thoughtful pieces on the people, culture and meaning of the medium.
In Brophy-Warren’s own words, “We want to be what early Rolling Stone was to rock n’ roll or Wired was to tech. We want to look like the Fader and walk like the Believer.” It’s an enticing prospect.