Photos: Playing PacManhattan
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A live-action version of the classic arcade game with New York City's Washington Square Park as a grid.
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Gabe:  I found a couple more really nice videos of the intro to the final round of the Omegathon. In case you missed it here's a couple different looks at it. This was easily the most elaborate thing we've ever tried to pull off at the show.
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Tycho:  Last year's iteration of Tiger Woods had a fairly serious glitch in multiplayer, in that the game could not be played in multiplayer mode.  Or, it worked sometimes, but there was no way to know how or when - what combination of dances and burning herbs would right this aloof mechanism.  It was most likely the rush of new owners securing tee-times on simulated links, but after a week of trying to use the product without success I decided that I had better things to do than try and contextualize EA's grave miscalculations.    The few times we were able to jump on and actually get in there were the kind of epic, unadulterated "guy fun" one sees lionized in hilarious summer comedies.  Golf as a sport (and as a videogame) has the strong undercurrent of shared misery that one usually finds only in dive bars.  The recently released demo for this year's product - on both PSN and XBL, now - recalled those moments to us, independent of the rage that bookended each round of powerfully communal spirit lodge golf.  This year's product has a huge focus on Gamernet, a kind of user created content initiative that will hopefully see them approach the performance of their online infrastructure with more conviction.     GameFace, their face making thing, has seen a significant jump this year as well - it can take pictures from your console's camera and create actual face geometry, and I understand that photos can even be uploaded online and then brought down on the console for processing.  We were able to get some pretty good results with the earlier versions of the tool, but this is very much appreciated.  Of course, in the wrong hands, every tool is a weapon.     Ubisoft is now saying that Haze is an exclusive exclusive for the PS3, and not one of them timed or partial exclusives one might see in the lesser houses.  Truly monogamous games are rare these days, and this is certainly a surprise, but this thing has been hopping back and forth for months.  There was even a leaked document that showed this "exclusive" being released a week later for PC and 360, though all traces of the document were soon obliterated.  Assassin's Creed was (as you'll recall) a PS3 exclusive as well.  For a week, at any rate.        I'm really excited for Haze, but I'm not sure if that's a universally held belief.  The writer made a good impression on me at E3 several years ago, and Free Radical makes a good impression on me whenever they make a videogame.  It's also a four player co-op experience with a unique, asymmetrical multiplayer proposition that you've probably read about.  But, as with Bioshock, I'm really in it for the story - and, also like Bioshock, I think anything that limits its potential audience is a serious mistake.
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Blog: Party recap from the gaming convention in Santa Monica.
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Tycho:  Gabriel's ill-conceived Pong Pong challenge has brought out the wolves, and now the forest rings with their baying. Amaze Entertainment is holding tryouts internally to see who will leave our merry band in ruins. Upstarts from the DigiPen Institute of Technology will arrive soon to unseat the last generation as is the charge of all young men. "Suckerpunch" will cease to be a euphemism when one of their usually mild animators suddenly strikes my diaphragm.
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Some months ago I started collecting the pieces I needed to build my own 64-bit computer. I'm not a complete stranger to building machines, I've put together a dozen or so during the past twenty years, but it's been quite a while since I started one from scratch, and my experience with this machine was more instructive than it was meant to be. Nevertheless, at long last Studio Dave has gone 64-bit crazy. Well, not really crazy, but certainly more than mildly enthusiastic.
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With the launch of Sony&#39;s PSP (PlayStation Portable) on Sunday, we finally have a chance to put the device through its paces. While it will be some time before all of its features are given a thorough testing
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poll Pac-Man or Space Invaders? Frogger, maybe? Vote on which game was the best of that bygone era.
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Yet another player joins the MRAP race.
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GameSpot got to spend some quality time with the newly redesigned PSP at last week's E3 show. From Crave, CNET's gadgets blog.
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A US gamer builds a machine to help him reach the final points he needed to finish a game.
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Plus: Mashups for the masses and HD Video in a Digital Camera.
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Chris Shiflett has posted his own recap of the (just passed) php|works conference up in Toronto over on his blog.   I've been traveling non-stop since php|works, so I haven't had a chance to reflect on the conference, what I learned, who I met, and things like that. (Zak has been doing a good job of this lately, and I'd like to follow his lead.) I've probably forgotten more than I remember, but this is my recap.   Included in the things he mentions are:  The people he was able to meet (like Joshua Eichorn and Sebastian Bergmann) The talks he gave ("Truth about XSS" and "Agile PHP Testing") His interview with Cal Evans of the Zend Developer Zone The PHP 5 Certification and Wez Furlong's "Not PDO" talk
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Tycho:  Sony hasn't been entirely clear regarding what their 1.92 update for the Playstation 3 actually does, suggesting that it "focuses on some PS3 compatibility and playability issues for select titles," but our own experience with the update has been conclusive.  In the Internet's dark places, aggrieved Lair fans are suggesting that this update improves the game's motion controls, and that each media outlet must rescind their previous scores.  I'm fairly certain this is magical thinking - neither Sony or Factor 5 will say with any specificity, and now that both our PS3s are updated it would be impossible to test.  Typically we don't take the traditional holidays off, nor do we take off non-traditional holidays, such at the Feast of St. Motherfucker - a holy day that I've only just now invented.  Gabe's father was around, though, and golf seemed like a good time investment.  Reading greens and choosing clubs for other people is about as far as I get, so for me the social aspects of the game are paramount.  Standing under the awning at the driving range, it's hard not to see where EA's Tiger series could improve.      This year's lobby system is much improved over last year's, but I'm not sure why the lobby itself couldn't be a driving range.  This is how virtually any actual round of golf starts, with every person hitting the bucket they bought and lamenting their performance.  A few of their minigames would work just fine in this context - don't create a custom game to play them, build all of the basic play into a casual, central experience.  From here, modes, courses, and wagers are established.  When new people pull in, carts can be heard.  Links for the 360 wasn't as complete as Tiger, but it had four player modes first - and it had a means to play Speed Golf that Tiger should loot from its fallen enemy.  Essentially, you play the round as normal.  Everyone else plays the round as normal simultaneously, and shots are keyed to a certain color so that the arc of each person's shot is visible to all other players.  They need to steal this - throw the name of each player on there, use the face, whatever.  This needs to be how it works.  You can play an entire course in a quarter of the time.  The RPG metaphor really worked the first few times I bought the product, but it's really lost its currency with me.  There's a point - and it may be with the '08 version of the product - where the number of courses are such that I don't actually want to pay sixty dollars again just to lose all of my character progression every year.  Gabriel's suggestion is to approach it more like a fighting game, which is to say like Mario Golf - with discrete golfer archetypes that have a suite of skills.  I'm wondering if Guild Wars doesn't have the answer - full priced expansions every year, with a perpetually tracked online experience where your prior purchase actually increases the value of the next.  Let all play - online and off - be a part of the core experience, let all play hone your ability.  Don't wall off online play into some purgatory as it is now, untracked, outside of the normal scheme of advancement.    With these thoughts in my head, excited by the sun-dappled future we had envisioned. we sat down to play a round online the next night.  After determining that one of us couldn't play at all or it would crash the game for everyone - a weird kind of crash where you can't play, but you're able to talk to one another about the crash - we were able to play eight holes, at which point it crashed before a victor could be determined.  They've only just made online Photo Game Face available for Tiger, for the first time since launch, but they had to deactivate online features for two other titles to do it.  So, no.  I don't have high hopes.
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Artist creates a hat with LEDs on it that play sequenced animations: scenes from Space Invaders and Pac-Man, as well as bouncing hearts and the alphabet.
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A champion was crowned this week at the first ever Xbox 360 Pac-Man World Championships.
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Tycho: PS3 Fanboy just did an interview with Jim Zubkavich about the new version of the game Capcom is kicking out, the one that has all new high-res art from Udon. We've seen a few of the Udon guys multiple years running now at San Diego, Jim in particular, who always buries us in fresh merchandise - so fresh that it may in fact be dope. Khoo in particular has a soft spot for the franchise, and he loves their work. Jim is also a webcartoonist of some renown, having been the creator of The Makeshift Miracle in the infancy of the medium. It's available online, but there's a remastered version available now in book form. (CW)TB