Thousands plan exodus to Event City
Transcription
Thousands plan exodus to Event City
Gamer Free newspaper The Huge gaming Expo Invades Manchester! Thousands plan exodus to Event City Wii U Is Coming! Be among the first to try Nintendo’s new console at Play Expo. 7 Need For Speed We look at the history of the series and preview the latest game. 14 WIN WIN WIN Win yourself a full retro gaming set up with our caption competition 27 Cloud Consoles What does the future hold for this emerging technology? 29 Birthday Celebration? After 30 years, the battle still rages on between the Commodore 64 and ZX Spectrum. 10 Expo Guide After years of playing second fiddle to the likes of London and Birmingham, thousands of videogames fans will flock to Manchester in October for the largest gaming Expo the city has ever seen. Spread over a mammoth space at EventCity opposite the Trafford Centre, the Play Expo is essentially four shows in one, covering all aspects of gaming and will appeal to hard core gamers, families and even those with just a casual interest. The Expo follows a successful run in Blackpool and it is once again being developed by Replay Events. now.play will feature previews of Christmas releases, including a fantastic early look at Nintendo’s next generation console, Wii U. re.play will showcase classic gaming with over 300 consoles and computers and 150 arcade and pinball machines. cos.play is focused on costume roleplay, anime and Japanese culture. Look out for fun and colourful masquerades, skits and talks. Find out everything you need to know about the UK’s most diverse gaming show. pro.play focuses on competitive gaming and eSports, including cash prize tournaments on the latest FPS, sports and fighting games . Hidden Treasures The Expo runs on October 13 and 14. Printed in association with Staffordshire University - www.staffs.ac.uk/opendays Take your gaming to the next level Which of your old games could be worth a fortune? 18 30 Play Expo Specialists in video gaming events and equipment hire Replay Events are the team behind the hit UK gaming Event Replay Expo and our corporate clients include The Gadget Show, The Museum of Science and Industry, GAME, Eurogamer, The National Media Museum and many more. We have an extensive stock of classic and modern video games, computers, consoles, matched CRT TVs, AV equipment, projectors and flat screen TVs everything you need to give your event that truly unique touch. We can cater for private parties such as birthdays and weddings as well as corporate product launches and even team building exercises. - with any size or budget catered for. We can even provide experienced technicians to set up and staff your event. Your safety and peace of mind is our priority. Our technicians hold up-to-date CRB disclosures and all of our kit is fully PAT tested, RoHS compliant and regularly maintained. www.replayevents.com Play Expo 3 Welcome to The Gamer, a unique newspaper that supports an even more unique show. Replay Events have been putting on video game events for the last four years and their vision for Play Expo is to deliver the first UK event to celebrate all aspects of gaming. Play will showcase everything from the first origins of classic gaming in the re.play zone to previews of Christmas releases in now.play. You want pinball, arcade, cosplay, esports? We have that too. You can find more information on the show in the centre pages, but for now enjoy the newspaper and please let us have some feedback at contact@replayevents.com. I really hope to see you at the show. Gordon Sinclair Editor-in-chief © 2012 Replay Events Ltd. Cromwell House Elland Road Brighouse West Yorkshire HD6 2RG 01484 817718 contact@replayevents.com Editorial Team Gordon Sinclair, David Crookes, Mat Corne. Printed at The Guardian Print Centre, Longbridge Road, Manchester M17 1SN Layout Hayley Hammond Contributors Mat Corne, David Crookes, Gordon Sinclair, Steve Lycett, Anthony Caulfield, James Hare, Steve Rich, Simon Burton, Dave Cox, Bojan Puschner, Martyn Carroll, Lauren Bradley, Gareth Kavanagh, Fardad Izadi, Adam Buchanan, Chris Marsh, The Gaming Widow. OPINION Boldly going forward is the best way Gaming can be an eye opener in more ways than one which is why The Gamer Editor David Crookes is always excited about the future. Looking back at the 8-bit games of yesteryear is always fun. They set the standards upon which gaming has subsequently been built and it is impossible to play titles from the likes of Gremlin, Ocean and US Gold without there being pangs of nostalgia. What I also remember from those days is that there was always a yearning for something more. Whether I was marvelling at the splendour of a friend’s Amiga and its 4,096 colour graphics or wishing, hoping and praying for a 3D spectacular that would make me feel as if I was in the game rather than a bystander watching pixellated monochrome sprites do their thing, what excited me most about gaming was the possibilities. The videogame industry is an exciting one. It’s fresh and it continues to push the boundaries. What we think of as cutting edge today is so last century by tomorrow. Take LA Noire and its amazing motion capture, for example. You can surely bet your bottom dollar that we haven’t seen the last of the incredible advances when it comes to attempts at photorealism. LA Noire was a startling technological accomplishment that used cutting-edge facial animation. Developed by McNamara’s Sydney-based company Depth Analysis over six years, 32 cameras were calibrated and aligned to record 360 degrees of the actor at a rate of 1,000 frames per second in order to capture the expressions of real-life people. A 3D model of each actor’s head and, more importantly, every facial movement and twitch, was built so that what was seen within the game was almost indistinguishable from reality. Unlike motion capture, which many developers still use, there were no dots or markers on the actors’ faces, nor any uncomfortable camera headsets tracking their delivery. The result was far more impressive. What we were seeing was the progression of motion capture to something altogether more advanced. But even when this tech was unveiled, it wasn’t the finished article. So far the technology extends only to the heads of actors, but given time full-body capture using MotionScan will further evolve the possibilities for both games and film. The future is not quite here yet. Gaming’s quest for visual realism has become something of a Holy Grail for some developers and it has been since the early days of video games, when a title’s worth was often based on its graphics. Consider for example how the lush-looking yet unplayable Rise of the Robots in 1994 managed to earn itself a 90% score in CVG magazine. Today there remains an insatiable appetite for goodlooking titles, and games are increasingly becoming films that we control. While a stylistic approach to graphics is favoured by many, some feel there is merit in producing titles that appear as true to real life as possible. Certainly, boundaries continue to be pushed. Gran Turismo 5 cost £60m to develop and it holds the record for the number of polygons per car (400,000, a hundred times more than in GT4). The makers of Uncharted 3 spent a year performance-capturing actors for this cinematic adventure offering, and the leading football games FIFA and Pro Evolution Soccer faithfully recreate the action. Yet one of the biggest problems in attempting to create photorealistic faces is the threat of falling prey to the ‘uncanny valley’. The term has its roots in robotics and was coined by Masahiro Mori in 1970. He said the more human-like a robot becomes, the more people are attracted to them – but only to a point. When they appear too lifelike, people begin to see them as creepy. Much of it is due to the eyes appearing rather cold but a deal also rests on facial movement and lip-syncing. Such problems remain an issue for many games developers and film-makers, who have to make a choice between working backwards from humans using techniques such as MotionScan and motion capture or else employ a cartoon look, often exaggerated, in order to sidestep the problem. This is precisely why videogaming is so exciting. These people care. Developers spend millions of pounds and thousands upon thousands of man hours to perfect their art. They are dedicated people who know that hard work reaps success. Possibilities become realised but no-one rests. It’s all about the next best thing and we can only imagine what that will be. For me, that’s the most fun aspect of gaming and long may it continue. 4 Play Expo It’s not every UK games developer that acts as custodian of some of the most recognised characters in gaming history, but when Sheffield-based SUMO Digital began working with SEGA, that’s exactly what happened! We caught up with SUMO executive producer Steve Lycett for the low-down on their latest offering… So between the Transformation aspect and the new engine, it has really allowed us to go to town creatively. Want to race on Lava? Why not! Water tech doesn’t just mean water exclusively. Likewise with the flight, there is nothing to stop us flying through space either, so we do! It’s a really fresh experience when compared with other character based racing games out there and it all feels very typically SEGA arcade. Or at least I hope that’s what everyone thinks when they get their hands on it. You have already released Sega Superstars Tennis and Sonic & SEGA All-Stars Racing. Now you are raiding the archives of the Japanese giant for the upcoming game Sonic & All-Stars Racing Transformed. For the uninitiated, can you tell us a little about your relationship with SEGA? We’ve been working with SEGA now since 2003, our first collaboration being OutRun2 on the original XBOX. Since then we’ve done a number of the Virtua Tennis games, a couple of OutRun games, and more recently we’ve been on point for the SuperStars and All-Stars series. What’s lovely about the All-Stars games is that they’re a festival of all things SEGA, both modern and classic. So the main benefit to us is we get to work with many of the classic games we grew up playing and enjoying! How much freedom do SEGA allow you when using their famous characters? As we’ve worked together so closely on many of their games, we’re now at a position where we have built up plenty of trust and confidence that we’ll take care of any IP we request. We still spend a lot of time picking the right characters and source games to make sure we’ve got elements for long time fans, but we also have to balance this with a desire to engage people who are new to all things SEGA. Hopefully we’ve got something for everyone, whether you’ve played SEGA games all your life, or this is the first time you’ve tried one. How much time and effort does it take to produce a game like Sonic & All-Stars Racing Transformed? How big is the team working on it? Wow, tough question! If we said purely SUMO staff, we’ve probably had about 200 different people involved both in our main office, plus our SUMO India office. If we opened that out, we’ve a lot of support from SEGA, especially from the original creators of many of the games involved, and we’re easily heading towards 400 people or more. It really is an epic challenge! What new innovations does the upcoming game have? What new characters or stages can we expect to see in the game? Well first, it’s best to explain the major element of this game is Transformation. We have tracks that have land, air and water elements in them, and during the race the vehicles will transform to race on all three of these surfaces. So it’s sort of like three games in one! One of the nice things about this game is that the water and flight open doors to IP we’ve previously avoided. So for example Panzer Dragoon didn’t really make sense for a ground based racer, as you’d want to get up in the air with the dragons. This time, it was clear we had to do it. Likewise, we’ve been after including Vyse and Skies of Arcadia for a while, so now we’ve got flight, we’ve got a really exciting level where we do just that, fly you through a huge aerial naval battle! Racing on land draws on SEGA games like OutRun2, so it’s all about high speeds, drifting sideways with style through bends, and of course we’ve got weapons so you can use these to your advantage. Water is a fully dynamic surface - we’ve got waves, flow, rapids and more. Here it’s about using this to your advantage, picking the right lines, pulling stunts off waves and splashing your opponents! Then we have Air. Again we’ve referenced AfterBurner here, so it’s all about speed, avoiding obstacles, stunts and yet more weapons play. All these are worked into a single track, which also transforms through a race. That’s meant we’ve needed to build a whole new engine that can meet our ambitions. This is geared not only for this generation of hardware, but scalable for the next. In the meantime it gives us some fancy deferred lighting, SSAO, FXAA and all manner of other techy abbreviations. In laymans’ terms, it looks much better than the previous games! 5 Play Expo Lycett’s favourite SEGA character Gilius Thunderhead appears in the upcoming game Any character-based racing game is always going to be compared to Mario Kart. How much pressure does this put on you to deliver a quality product and what does the game offer that Nintendo’s franchise doesn’t? If you pre-order the game you can get a Limited Edition version. Apart from coming with Metal Sonic – which is cool in itself – we also include an exclusive OutRun2 based track. Anyone who’s wanted to drive out over that narrow sandy beach and take to the ocean to race can now do so. It doesn’t stop there of course, but I do want to leave some surprises! Are there any secrets you can reveal to us exclusively? I have to be very careful here as SEGA check we don’t leak anything before we should. Let’s just say that the final character unlock has some real, proper fan service, combining a couple of very respected SEGA IP’s with something unique I think the fans will be left open jawed at when they see it! The first game was very favourably compared, but we felt we could really push the envelope with Transformed. We’d actually been working on the game for about a year when we saw Mario Kart 7 revealed with its gliding and driving underwater. I can tell you, we painted the air pretty blue that afternoon! However, I think when people get to play the different surfaces, they’ll see we’ve dramatically pushed this much further, it really is about flying and racing on top of really dynamic water. Plus, we’re not confined to just one universe. We’ve pulled in all manner of SEGA IP’s from their back catalogue, so every new track and character is a real even I also think we’re much more of a racing game in the traditional SEGA style too; it’s very much about high speed Character Origins and skill. Once you combine all these, you’re left with a game which is very, very different. I’d personally love it if I saw the next Mario Kart steal some ideas off us too! Who is your personal favourite Sega character? Everyone always asks me this and it’s a real tough one to answer. For me SEGA was always about the arcade games and my holy SEGA trinity has always been OutRun, AfterBurner and Space Harrier. Since they’re technically not characters though, I guess I’ll have to go with Gilius Thunderhead from Golden Axe. Every time we include him in a game, I try and convince SEGA we should get Brian Blessed to voice him. It’s not happened yet, but I’m not about to give up! What games will SUMO be working on next? Right now, our focus is getting this one out of the door! We’re thinking about what the next one could be, but I’m sadly going to have to keep that one a secret for now. Sonic & All-Stars Racing Transformed is scheduled for release in Europe on 16th November and Steve Lycett will be revealing more about the making of the game during a Q&A at Play Expo. Golden Axe Alongside Double Dragon and Final Fight, Sega’s 1989 arcade brawler is one of the shining lights of the genre. Axe-wielding dwarf Gilius Thunderhead is already confirmed for Sonic & All-Stars Racing Transformed, but will Ax Battler and Tyris Flare be joining him? Samba De Amigo To date the only game to ever be controlled by a pair of maracas, Samba De Amigo began life in the arcades before making its way to the Dreamcast and Wii. Amigo the monkey returns, having also featured in the first All-Stars Racing game. Shinobi Another late 80’s arcade offering, Shinobi mixes platforming, shooting and swordplay. It also features some rock-hard end of level bosses! Console-only sequels saw hero Joe Musashi riding horses and surfboards, so who knows what we’ll see him driving! NiGHTS Into Dreams Sonic Team’s whimsical collect-em-up was one of the highlights on the ill-fated Sega Saturn, and was also one of the first games to use an analogue controller. In an unusual twist, key characters Nights and Reala will appear in Sega’s new game as vehicles! Skies of Arcadia This highly-rated Dreamcast RPG, later ported to the Gamecube, allowed you to traverse the landscape in an airship. Expect main character Vyse to continue using this method of transport in the sky-based courses of Sonic & All-Stars Racing Transformed. 6 A Year in eSports Play Expo Million dollar contracts, seemingly limitless reach and players from all corners of the planet. What was once a quiet bedroom activity has expanded into a worldwide phenomenon enjoyed by a rapidly expanding international audience. The competitive gaming community continues to expand, as Chris Marsh from the European Gaming League explains. Competitive gaming – or eSports – continues to make its mark and with new titles such as Starcraft II and League of Legends further expanding the portfolio of credible titles, the future looks bright for what is still a very infant industry. In recent times, League of Legends has seen the most marked rise to prominence, with Bungie’s Halo franchise going in the opposite direction. What was once the poster boy for American eSports is now circling the drain while its players hope that the next instalment in the series will offer them a much needed lifeline. For Halo players out there, 2012 has been a somewhat gloomy year. After an extended period of North American dominance, culminating in huge salaries, celebrity supporters and a Dr Pepper marketing campaign which spanned much of the continent, 2012 instead offered an end to the support for their series by Major League Gaming (MLG). No longer would the title feature on North America’s biggest circuit. This meant an end for players who had turned their favourite hobby into an occupation, forging a brand out of their name. Ironically, the last event to feature Halo served up possibly the best action we had seen on the circuit for a number of years. A fitting send off for a game that helped capture the hearts and minds of many North American and international players during the franchise’s eight year stay on the MLG circuit. League of Legends on the other hand has helped take eSports to another level. The Warcraft III derivative sees players control one unit in a RTS style gameplay known as a multiplayer online battle arena game, or MOBA. League of Legends has taken eSports to new levels in the USA. Riot Games’ extremely shrewd marketing strategy saw the game outdo its close rivals and earn a place on the global eSports circuit. Now the game is widely considered to be the largest eSports title in the world, surpassing the massive Starcraft: Brood War and Starcraft II titles. Even small matches can attract viewership in the tens of thousands. Starcraft II had huge boots to fill, replacing its hugely popular predecessor Brood War that had taken Korea by storm and become one of their national pastimes. Backed by big name players and even bigger name personalities, the game has reached an audience that even its older brother had failed to capture. Starcraft II enjoyed continued growth on the eSports circuit in 2012 and has reached dizzy new heights in the western world, even seeing Barcraft taking off in popularity. Pubs around the world now show Starcraft like any other sporting event while fans and punters sit back and enjoy a drink. While RTS and MOBA games have grown in prominence, the FPS scene has suffered a bit of a lull over the last 12 months and with the eSports audience losing interest in Halo, Call of Duty has filled the gap where possible. Unfortunately the general public are still quite alien to the idea of competitive Call of Duty, with fans preferring to watch more casual game modes like Zombies. of Duty is also looking to stake a genuine claim for eSports dominance. Treyarch’s imminent release of Black Ops 2 could see a complete change in how titles are developed, with eSports in mind. Game design director David Vonderhaar has been a huge fan of competitive gaming for a number of years now and in a move to help bring the competitive scene and his development team closer together, he employed long standing Call of Duty pro, Mike ‘Hastr0’ Ruffail as the team’s eSports advisor. For the first time however we may see a united Counter Strike front, with players around the world coming together for the first time under the Global Offensive banner. The title is looking to breathe much needed life into two increasingly tired titles and fans of the series will no doubt be hoping to see Counter Strike back on the global circuit in a big way. After dominating the sales market for a number of years now, Call Here in Europe, competitive gaming has continued to grow in prominence during this year. The European Gaming League has enjoyed much growth, and in 2012 recorded a number of landmark achievements. EGL5 in Blackpool offered up the biggest ever European console eSports event, smashing all previous records. The event also featured the largest ever Call of Duty tournament, both in Europe and Internationally. 113 teams converged upon Blackpool before Optic Gaming of America and the defending champions, SK Gaming of the UK, battled it out for the first Modern Warfare 3 title. In the end Optic Gaming were deserving champions and scooped their first EGL title of 2012. September has marked a potential turning point in the FPS landscape in what could be the largest title launch – particularly for PC players – for the foreseeable future. Counter Strike: Global Offensive has finally been released by Valve and has been met with a largely positive response. For years now the Counter Strike scene has been polarised with players preferring to play either the original, now on the 1.6 version, or its sequel, Counter Strike: Source, shunned by many hardcore players around the world. that they can really look forward to and given the franchise’s huge existing fan base, the sky is the limit for eSports and Call of Duty. 2012 has been the year of the RTS and the MOBA, but with CS:GO and Black Ops 2, perhaps 2013 could see a shift of power back to the First Person Shooter. Last month Call of Duty fans around the world were treated to their first taste of how the game was going to look and the first batch of changes are so far living up to the hype. New features, including a greatly enhanced spectator mode and the ability to stream directly from the game, were introduced to the world and have now put the power in the hands of the player. The game puts a much greater focus on the players themselves creating their own brand and producing their own content – something we’ve never seen before from a mainstream title. Now Call of Duty fans have a game The European Gaming League also held its first event outside of the UK, choosing to work alongside the European Esports Event (EEE). Much to the surprise of many fans, the EGL headed to Sweden for EGL6. The event saw the top Scandinavian players compete for the EGL6 crown and experience a taste of the EGL tournament experience. The action soon returned to British shores however, and once again to Blackpool. This time Call of Duty experienced a rather humble turn out comparatively, with only 76 teams competing. The tournament however was probably the most competitive to date and once again Optic Gaming emerged triumphant amidst the fiercest pack yet. …with the eSports audience losing interest in Halo, Call of Duty has filled the gap… The European Gaming League now heads to a brand new city in what is the most widely anticipated event to date, with up to £10,000 in prize money up for grabs on four titles. EGL8 under its new name of pro. play at Play Expo in Manchester promises to be an event to remember and a key date in the international eSports calendar. Play Expo Nintendo Wants U David Crookes looks at Nintendo’s new console launch and why you should get your hands on this machine at the Play Expo. When the Wii was released at the tail-end of 2006, it turned heads. The bundled Wii Sports not only got people off the sofa, it persuaded those who would never have classified themselves as a gamer to venture into a shop and buy a console. For many it was their first ever gaming machine. Others will not have owned or played on a console since being a child. It opened up a fresh entertainment pastime for millions of people. The Wii has sold close to 100 million units in the six years since launch and now we see the imminent release of the Wii U, a brand new console from Nintendo that you can try for yourself at the Play Expo (only the third time it has been put on public display in the UK). Always keen to innovate, Nintendo has again taken a different approach to its rivals, as Shigeru Miyamoto explained when unveiling the Wii U at E3 in June. He explained that the gamepad is more than just an interactive tool for the playing of the games. Rather than offer a non-controller interface as with Microsoft’s Kinect, Nintendo has again brought something new to the table in the form of the Wii U GamePad. This tablet style game controller has the standard D-pad and thumbsticks, but also incorporates a 6.2” touch sensitive screen. With the new console, the Japanese videogame designer said he wanted the controller to be the focal point of the system, and the first thing people saw and picked up when they entered the room. Far from being secondary to the television, he wants to break gaming’s over-reliance on a large screen set by having a system which compliments the more open nature of gameplay. In breaking that firm bond between home console, television and controller, the Wii U also attempts to make great strides in another area too. The Wii made gaming more social than it has ever been, getting people together in the same room and jumping around so that there was much being played out on the screen, but more happening in the environment surrounding it. This allows one gamer to exert a greater control over what is happening on screen while the others compete against him. This could be laying down obstacles for the others to beat, or helping them to achieve a better route through a game. It now wants them to engage with Nintendo again, and is doing this by extending the reach of gameplay and ensuring that, with the Wii U controller, people can continue to pick up and familiarise themselves with what is on offer. Of course, the games are the hook around which Nintendo tend their social lives in much the same way that Facebook wants people to forge and exhas hooked people into a community that is now very difficult to break free from. The Miiverse will be browserbased, so it will be available on all Nintendo platforms eventually and will also be accessible from smartphones, PCs, Macs, tablets and so on. With the Miiverse, users can talk, video chat, leave messages, hang around, draw and even show their emotional state. The main menu of the Wii U is plastered with icons around which Miis congregate. All of this makes the Wii U a very different beast. Less about it; more about you. And it works so incredibly well. When people get together with a Wii, the focus of attention is as much on the people playing as on the actual pixellated game. The Wii U goes one better. It is system that can be fixed or be portable. It can be played in the living room with physical friends or over a network with virtual ones. It’s about U. And Wii. All played out in the Miiverse, a set of built-in social networking features. Nintendo will be showcasing the Wii U 6 weeks before it’s public release at Play Expo. Try out games like New Super Mario U and Nintendoland as well as upcoming releases for the amazing 3DS XL. The social functions of the Wii U - both online and in the living room – are what make the system tick. This is especially true when you consider that the Wii U’s reliance on the Wii Remote, Nunchuck and Balance Board will be not be impacted by the arrival of the new controller. Sure, you will able to use two Wii U controllers together, but the toy box of other peripherals can stay out of the cupboard for they will also be needed. Friends, family and other players can connect within the game and as Nintendo Of America president Reggie Fils-Aime said, “[They] might be talking about the overall game experience, about specific levels, about hidden areas or difficult jumps, and you can probably expect one of your buddies will be bragging about their high score.” Nintendo has also addressed the potential problem of one player having a Wii U controller and others using standard Wii remotes. It has come up with a buzz phrase that it refers to as asymmetrical gameplay. Ultimately, Nintendo knows it has a user base installed which enjoys getting together for games of Wii Sports and Singstar. It understands that there are people who like to keep fit while using the Wii. 7 8 Iron Fists of Fury Play Expo The History of Tekken If you’re old enough to remember the original Tekken Tag Tournament, you’ll probably wince a little to be reminded that was released 12 years ago. With its sequel Tekken Tag Tournament 2 newly released on Playstation 3 and XBOX 360, Play looks back at the games that make up the biggest selling fighting franchise of all time... Tekken The one that started it all. As is tradition, the game hit the arcades first then eventually arrived on the Playstation in 1995. Often hailed as the original and best 3D fighter, its success (a record breaking million+ units) was attributed to the fact it never tried to imitate the successful Street Fighter series. This was not only because of the third axis, but also due to its intuitive controls – buttons were assigned to limbs rather than the strength of attacks. This meant that what played out on screen could be directly interpreted by the player and combos were easier to learn. and were beaten. This title was released on the PS1 in 1996 and also included a practice mode, something that has remained a key part of the game ever since. Tekken 3 also introduced the much-loved Tekken Force, a side-scrolling challenge where players were pitted against a series of enemies. Tekken Ball, a volleyball-inspired mini-game, was also included. Tekken Tag Tournament Tekken 3 Often the most fondly remembered classic era game, Tekken 3 was hugely successful, registering an incredible 96/100 score on Metacritic. IGN raved about the game, saying “The only gripe that we’d have with it is that Namco has set the bar so high that we shudder with anticipation and dread over what the designers will have to do to top this.” As a bonus mini-game, Namco’s classic shooter Galaga appeared when users first booted the game up. If all ships were shot down a secret character, Devil Kazuya, would be unlocked Tekken 2 focus brought an increased reliance on side-stepping to avoid attacks. Consequently characters were grounded more than before with less aerial ability, again creating a wider point of difference to competitive games in the franchise. The third iteration of the series introduced a number of new characters that are now staples in modern Tekken games including Jin Kazama, Ling Xiaoyu, Hwoarang, Forrest Law and Eddy Gordo. This was the third title released on the Playstation system and appeared in Europe in 1998. Tekken 3’s main update was a new emphasis on 3D and the character’s ability to manoeuvre on the third axis. This The sequel refined the system established in the original game with new additions such as team battle mode (two players with multiple characters), time attack mode and survival mode, which challenged the player to compete in an infinite number of matches to see how they could last. New moves were introduced, including attack reversals, back throws and chain throws. New characters became unlockable when they appeared as sub-bosses The first game in the franchise to appear on Playstation 2, Tekken Tag Tournament hit consoles in 2000. More of a spin-off in terms of storyline, the game introduced the tag system. The essence of this new style of gameplay was that at any point you could hit the tag button and a new character will enter the stage. Each player had two characters with their own health bars, but if either character’s health ran out the round was lost. There was also a 1vs1 mode for people that preferred the traditional style of gameplay but wanted to enjoy the updated graphics. What does it all mean? Tekken directly translates as ‘Iron Fist’, and the common storyline that runs throughout the series is the battle for control of the company Mishima Zaibatsu as part of the Iron Fist Tournament. The franchise dates back to 1994, a time when the genre was riding high on the release of Street Fighter II. Releases have covered most major consoles with the only noticeable gap being Nintendo’s non-handheld platforms. This is something that is soon to change with the release of Tekken Tag Tournament 2 on Wii U. Tekken 4 Next up, Tekken 4 arrived on the PS2 in 2002 with hugely improved graphics. An interesting addition was environmental hazards – walls created a more significant threat when your opponent initiated a launch move and could juggle you to KO. This game saw the introduction of Combot, a boss that will be seen within Fight Lab in Tekken Tag Tournament 2. Due to its popularity, Tekken 4 also included the Tekken Force mode. Following on from the new modes introduced in Tekken 3, Tekken Tag also included a new mini-game, Tekken Bowl – a fan favourite that has recently been re-released on iOS. focus on the players Some of Tekken’s UK community explain why they love the series... Tekken 5 “I started playing Tekken competitively during the early Tag Tournament days. I was attracted to the game because at the time I was a big wrestling fan, and seeing King’s multi-throws was enough to make anybody do a double-take. There was nothing in any of the other games like this, then when I learnt the complexity of how to do it... it was so different to everything I had seen before. So curiosity got the better of me, and I began to learn the game. The more I played, the more I won, the bigger my head got. That is until I was beaten in an arcade by more or less everyone. I was to later learn that this was the UK Tekken scene. My pride was damaged. I think it still is, hence why I continue to play; in a futile attempt to erase the beatings I got way back when!” Eze Izundu (a.k.a. Starscream) “I first started playing Tekken back in the days of the Playstation 1. At that time I played Tekken 3 on a really casual level. I never played fighting games seriously back then. But I remember playing that game and picking characters like Eddy Gordo and Law and having a blast, because it was cool, the characters had interesting personalities that matched their fighting styles and the game wasn’t trying to be a simulation of the real world. What’s interesting about Tekken is that the game can be really simple and easy to learn, but at the same time it is challenging and rewarding when you master the really difficult combos. As a character specialist (I mainly use Anna Williams) this is something that makes me compelled to play Tekken every day. “ Jamar Jaja (a.k.a. Zero Ex) “I started playing Tekken 5 when it arrived in the arcades. It just had so much appeal. The beautifully designed stages, the variety of characters and the incredible soundtrack. Tekken 6 built on it, adding new characters and enhancing existing ones by improving their skillsets and adding fight dynamics. Now Tekken Tag 2 is coming out and again we see more characters and new, and revisited, stages with those unmistakable Tekken beats. Tekken also has the most expansive customisation of any fighting game series and continues to do so - it’s a guilty pleasure of mine to play dress-up Barbie rather than battling people online!” Cem Yatak (a.k.a. Imperial) As part of the series 10th anniversary, Tekken 5 came to the Playstation 2 in 2005 featuring an anthology of the previous arcade releases. Taking fan feedback heavily on board, the development team took a step back to really consider what worked and what didn’t. Whilst Tekken 5 did introduce a number of new features and modes (namely the crush system and Tekken Force’s replacement mode, Devil Within) the main focus was the balancing and perfecting of the now well established mechanics. Tekken 5 was a huge commercial success and sold six million copies worldwide. 9 Play Expo Tekken Tag Tournament 2: Brawling mayhem for up to four players at once. Tekken 6 The first game to appear on a Microsoft platform, Tekken 6 hit shelves in Europe in October 2009 on Playstation 3, XBOX 360 and later on PSP. The first current gen title brought incredible 60fps graphics, the popular new rage system, bound hits and a scenario campaign similar to Tekken Force and Devil Within. Most significantly, it bought the series up to date with what was the most important change to the industry – the emergence of online gaming. Using XBOX Live or Playstation Network, fans could now play in various casual and ranked online modes. Tekken Tag Tournament 2 In its eighth major instalment, the Tekken franchise has returned in sequel form with the tag system. With many of the original fighting game fans now in their 30’s and 40’s, one important consideration has been to introduce new players to the genre. Everyone has picked a character and button bashed their way to victory - it’s fun, but it really takes dedication to become a skilled fighter. The introduction of Fight Lab brings arguably the most comprehensive training mode ever seen in a fighting game, a breakthrough in helping people reach that next level and keep them playing. More importantly, the way it is presented within mini-games means it’s not at all daunting but really fun and can genuinely help anyone improve. This latest game boasts the largest character roster in Tekken history, with characters speaking their native languages. The game also gives 1vs1, 1vs2 and 2vs2 options as well as pair play which allows four players at once! Tekken Tag Tournament 2 will also come to Wii U when the console is released, with modes classically inspired by Nintendo. Play Fight @ Play Expo To complement the new game, social online offering World Tekken Federation is a premium free service that allows teams to register and arrange online battles, watch matches, track stats and interact with players worldwide. Spin offs There have been many spin-off titles in Tekken’s history including games on handheld devices (Gameboy Advance, PSP, Nintendo 3DS and iOS) as well as comic books, anime films, live action films and the recent cross over game Street Fighter x Tekken. The pro.play area of Play Expo will be home to a host of brawling tournaments thanks to European Gaming League, Armshouse and Electronic Dojo. The Community and Tournament Scene There will be several cash prize tournaments run throughout the weekend: One of the most interesting elements of the fighting game genre is its community. The games were born out of the arcades and are intended to be played in a social environment. If you’ve never been to a live tournament, I implore you to, even if it’s just to spectate at first. Saturday Ultimate Marvel Vs Capcom 3 - Solo Ultimate Marvel Vs Capcom 3 - 3v3 Ultimate Marvel Vs Capcom 3 - North vs South exhibition Tekken Tag Tournament 2 - Solo In the UK the tournament scene is still small when compared with countries like the US or Korea, although this is growing. Tournaments are usually set up by publishers for the release of new games as part of the search for a UK representative at official worldwide tournaments, or they are run by the community. For Tekken there are many groups out there that put on their own events – Manchester Battle Arena, Electronic Dojo (Midlands) and Tekken Force (London) to name but a few. Sunday Super Street Fighter 4 Arcade Edition 2012 - Solo Super Street Fighter 4 Arcade Edition 2012 - 2v2 King of Fighters XIII - Solo Entry fees for solo tournaments will be £10 per player; team tournaments will be £5 per player. All tournaments will be run on the XBOX 360. A Play Expo general admission ticket is also required for the appropriate day(s). Free to enter fighting game tournaments will take place in our now.play and re.play areas: Saturday: Super Street Fighter IV: Arcade Edition 2012 Persona 4 Arena (unreleased) Sunday: Tekken Tag Tournament II (Official Namco championship Qualifier) But that isn’t all. There are even more Fighting Tournaments on the way, including Street Fighter Third Strike and ST and a host of ‘retro’ fighting tourneys too. Tekken Cosplay Competition Thanks to the generosity of Namco Bandai, there will also be a themed Tekken Cosplay competition, which will take place on Sunday 14th - the day of the official Namco Tekken Tag Tournament 2 qualifier. The Winner will receive the following exclusive prizes: For the release of Tekken Tag Tournament 2, Namco will be holding a qualifier at the Play Expo in Manchester, the winner of which will be rewarded with a place in the UK final. For more information please visit the Namco or Play Expo website. * We Are Tekken Gamershirt (limited edition of 100) * Alisa Kotobukiya figurine * Copy of Tekken 6 signed by producer Harada-san on PS3 or X360 If you see yourself as a Jun Kazama, Eddy Gordo or maybe even Armor King, then get over to the cos.play stage and shows us your costume and your best moves. The 30 Year War Play Expo 10 When it comes to 8-bit computing, there is a system that sold more than any other, which had the sound capabilities and power to literally blow the competition out of the sweet shop. The fact it looked like a gigantic piece of fudge was the icing on a very tasty cake... They saw the potential of the microcomputer. The brand new C64 was unveiled in January 1982 at the Consumer Electronics show, to enormous fanfare. What stood out were its, for the time, powerful graphics and sound capabilities for what was a very competitive $595. Back in 1981, Commodore charged their circuit design subsidiary, MOS Technology, with designing the next generation of sound and graphics chips. The plan was to use these chips in a brand new games console. That console was eventually cancelled, but new chips and looked to incorporate them in a powerful the baton was taken up by a group of engineers who had worked on the C64’s successful predecessor, the VIC-20. Commodore’s aggressive marketing pitched the new machine towards the business user, but due to the graphics and sound capabilities, it was soon established as a serious gaming platform. The quantity and variety of games available was astounding, with every genre covered. A multitude of amazing, musthave games were produced on both sides of the Atlantic. Games such as Impossible Mission really showed what was achievable with the new hardware, and with every month that passed there seemed to be a new program released that pushed the limits of the machine further and further. An area where the C64 excelled was scrolling shoot em ups. A plethora of these released over the lifetime of the computer, including such notable games as Thalamus’ Delta and it’s sequel Armalyte, Hewson’s Uridium, and a particular favourite of mine, US Gold’s Dropzone. In the fledgling personal computer market, the C64 had to compete against other 8-bit machines such as Atari’s 400 and 800, and the Apple IIe. Simon’s C64 ‘Killer Apps’ Dropzone (US Gold, 1984) Probably my favourite C64 game ever, a Defender style shoot em up par excellence. Silky smooth scrolling, varied enemies, subtle strategy elements and full-on blasting action. Wizball (Ocean, 1987) Sensible Software’s finest hour on the C64. A shooter with so many extra twists and turns, and featuring one of my all time gaming moments - the Filth Raid. Magical! Paradroid (Hewson, 1985) No ‘greatest games’ list would be complete without this. The concept of Andrew Braybrook’s masterpiece is revolutionary, as you control the influence device to take control of mad robots on a stranded spaceship. Impossible Mission (Epyx, 1984) One of the C64’s early ‘Killer apps.’ Infiltrate an evil maniac’s lair, collecting pieces of code by searching the furniture and avoiding hordes of evil robots. Also famous for the in-game speech: “Another visitor, stay a while.. Stay Forever!” The Last Ninja (System 3, 1987) This landmark game was lavished with praise from the start. The graphics were astounding, the gameplay endearing, though tricky in places, and the package as a whole was a masterpiece. Here in the UK, however, the C64 was up against a smaller, cheaper but no less capable machine, the Sinclair Spectrum. The two machines went head to head and were the cause of many arguments up and down the country, kids fiercely loyal to their respective machine. The Speccy was the best seller; it was customisable, cheaper by a fair margin and boasted a vast library of great games. Commodore had their work cut out in the UK. The pros and cons of both systems were many. The Spectrum had a pathetic rubber keyboard compared to the C64’s full size, proper one. Its poor sound capability compared to the C64’s legendary SID chip was another bone of contention. The colour clash on Spectrum games was also quite laughable, compared to the colourful, albeit chunky, sprites of the C64. “the Spectrum had a pathetic rubber keyboard…” On the other hand, the Spectrum could handle high-resolution graphics with ease and The Beige Corner also ran isometric games and vector graphics very well. Each camp had very valid arguments for their machine, but once you plumped for one or the other you were then embroiled in the battle, whether you liked it or not! From a personal perspective I was always going to get a Spectrum, from the time my mate showed me his 48k and some of the great games that could be played. Everything was in place as Christmas 1984 approached, until one evening my dad came in from work, threw the newspaper down in front of me and said, “Have you seen that? What about getting one of them, it looks better than that other thing.” On Boxing Day I went out and bought Commodore’s International Soccer and Activision’s Ghostbusters. I just could not comprehend how amazing this beige breadbin really was, but the fact I’m writing this article proves that great things never die, they just become retro. The legacy of systems such as the C64 and Spectrum lives on. Many programmers at the time were just guys sitting in their bedrooms writing amazing games, just hoping to get them published. Many of these coders would go on to publish games themselves, form software houses and shape the games industry. On the page was an advert for the Commodore 64. I was gobsmacked - it was so much more expensive than the Spectrum, and I had thought I had little chance of getting one. I just looked at him and nodded, that was that. Without the success of these early systems, the current gaming scene would be very different. The influence they had on kids in the 80s, who are today’s parents, has undoubtedly led to gaming becoming part of the fabric of modern society. I got up at about 3am on Christmas morning, ran into the front room, and there under the tree was a big square box. I ripped open the wrapping paper and there, staring back at me was the Commodore logo! I couldn’t really believe that I owned this amazing piece of technology. I set it up, loaded the welcome tape that came with the system, and the rest is history… The vibrant retro gaming scene, that has flourished in the last ten years, proves how important a machine like the C64 was, and I would say still is. Even at 30 years old the C64 is still very much in the hearts and minds of a generation of gamers. They continue to enjoy the products of many talented individuals who made, and continue to make, the C64 the best home computer of all time. Keeping The Fire Burning Jason Kelk from Oldschool Gaming lifts the lid on the community of developers that are still producing new games for classic systems… For some, the 8-bit era that the Commodore 64, Spectrum and other classic machines belong to wasn’t just about playing games. These people get misty-eyed at memories of poring over thousands of lines of program code in the same way others would whilst remembering Jet Set Willy or Uridium. And those memories are sometimes enough to bring programmers out of retirement to actually start writing brand new programs for their beloved 8-bit machines! Sometimes these games are conversions of titles that were never ported to the programmer’s chosen machine; Space Harrier on the Atari 8-bit, the C64 version of Prince of Persia and Horace in the Mystic Woods for the Spectrum are all titles that have been recently released to fill gaps in their respective platforms’ software catalogues and in a few cases like R-Type on the Amstrad CPC, a significantly improved version of an existing title is released to right what the developers see as a wrong. Also popular are ‘demakes’, which see a relatively recent game pared down until it can be Play Expo 11 In 1982, two systems were launched that would become the UK’s most popular home computers and the basis for playground arguments across the country: the Commodore 64 and the Sinclair ZX Spectrum. To celebrate their 30th birthdays, we look at these two iconic machines with the help of C64 lover Simon Burton and Spectrum fanatic Martyn Carroll. Let battle commence! The Black Corner If Sinclair Research was still around today, making home computers, then I’d almost certainly own one. Some may mock, but it’s only like longtime Apple fans remaining faithful to the Mac and iOS products. The ZX Spectrum was the first computer I owned and I was fiercely loyal throughout – and beyond – its decade-long commercial life. No other computer, be it from Commodore, Amstrad or Acorn, could lure me away. That devotion began at an early age. The first Spectrum I used was a 16Kb rubber-keyed model which my dad bought for my older brother in 1983, around 12 months after the computer launched. I was seven and my brother kept it locked in his bedroom. That made it even more alluring, and my earliest gaming memory involved me sneaking into his fortified lair and snatching a few minutes of Ultimate’s Jetpac. Despite me being kept at arm’s length, it was actually my brother who blew up the Speccy by spilling a glass of red wine on it. Bordeaux KO. A few months later my parents decided to buy me my own computer. By this point my best mate Rob, who lived three doors up, had a shiny new Commodore 64. I was impressed, particularly with the music, but it was a Spectrum I wanted and I asked for the new Plus model, which was essentially a 48Kb Spectrum with a semiproper keyboard. “the C64 was like you were wading through treacle with two broken legs” The fact that the Spectrum was the cheaper option compared to the C64 didn’t come into it – it was purely about the great games I’d played on the 16Kb Spectrum and the tantalising proposition of all those blockbuster titles that were only available for the 48Kb machine. And what games they were! Sabre Wulf, Jet Set Willy, Skool Daze, Avalon, Ant Attack, The Lords of Midnight. My mind was blown. The 48Kb Speccy was seemingly built for gaming, with the extra memory allowing for deeper, more elaborate titles. Platformers expanded, action games intensified, strategy titles sprawled, and text adventures pulled you right in. Brilliant software was in plentiful supply and throughout the latter half of the 80s I acquired lots of classic titles and coveted many more. I wasn’t completely blinded by the Spectrum’s Technicolor glare however. My mate Rob also amassed a decent collection of C64 games, and we spent many hours on each other’s computers. I could clearly see where the C64 triumphed and the Spectrum lacked. Sound was an obvious issue. The Spectrum’s internal buzzer would beep and fart while the C64’s SID chip positively sang in comparison. The lack of any dedicated graphics hardware to support the CPU meant that movement wasn’t always so smooth on the Spectrum. Scrolling shooters didn’t fare particularly well, and 3D-style driving games often struggled to convey the impression of speed. And of course there was the ugly colour clash problem. Yet clever developers would innovate to compensate for the Spectrum’s shortcomings. Tricks were used to minimise colour clash as much as possible, and top-notch conversions like R-Type, Rainbow Islands, Super Hang-on and Chase HQ showed that the Spectrum could do justice to the latest coin-ops hits. The Speccy really was a good all rounder, and unlike the C64, it didn’t struggle with games featuring vector or polygonal graphics. Remem- ber the Freescape games like Driller and Total Eclipse? They weren’t exactly speedy on the Spectrum, yet on the C64 it was like you were wading through treacle with two broken legs and the Honey Monster on your back. Around 1988 I upgraded my Plus for – you guessed it – another Spectrum. This time I opted for the Amstrad-developed Plus 3 model, which included more memory (128Kb RAM), a dedicated sound chip and a built-in floppy disk drive. It was a very nice machine, but I was always a little sad that the anticipated ‘Super Spectrum’ never materialised. If it had then I’m fairly certain I wouldn’t have traipsed down the Amiga route when commercial support for the Speccy dried up in the early 90s. I guess Commodore got me in the end. So while I’m not typing this up on the latest computer in the ZX line, I’ll always have a genuine, indelible soft spot for the Spectrum. The C64 had the technical edge, but the Spectrum was less expensive and I feel offered better value for money. I also believe that its software library was richer, boasting a multitude of very British games that were quirky, original and brilliant. For me the Spectrum was the best 8-bit computer of them all. It was the diminutive underdog that won. Reach and developed by one of the people involved in the original. Popular Flash games have similarly been converted, like Line Runner for the Atari 8-bit or Canabalt on the C64. But just as many of the recently written games are based on original, fun and quite often quirky ideas from the developers themselves, sometimes borrowing elements from existing franchises and occasionally spawning an entire series of games which are ported to multiple platforms like the close-to-ubiquitous Uwol: Quest For Money. And the most important thing of all for the people writing these games is that people play them. Play Expo 2012 will feature an extensive showcase of UK and European homebrew projects in the re.play area. For more information on the homebrew gaming scene you can visit websites such as www.rgcd. co.uk and www.oldschool-gaming.com. At Play Expo we will be showcasing not only the great systems and games that both the ZX Spectrum and Commodore 64 had to offer, but along with our friends from Amibay (www.amibay.com) we will be giving you the opportunity to experience many of the lesser know systems. So come along and enjoy the rich history that has laid the foundations for the mega-consoles and all conquering games franchises that we known and love today. Martyn’s Spectrum ‘Killer Apps’ Jetpac (Ultimate, 1983) The first title to truly show that the Spectrum could handle fast, frantic, arcade-style shooters. A landmark release that made people sit up and take note. Back to Skool (Microsphere, 1985) Skool Daze was a quintessential Speccy classic, and this sequel improved things by providing more things to do and places to explore. First class. Turbo Esprit (Durell, 1986) A 3D driving game that was both technically amazing and amazingly playable. Gamers were encouraged to explore living, breathing cities at their leisure persuaded to fit into a classic platform. A prominent example of this process is Halo for the Atari 2600 which was released around the same time as Halo: Whichever side of the playground you side with, it is hard to deny that both systems were ground-breaking in their own way and brought out the best in programmers the world over. Home computers in the 1980s gave the average man on the street an opportunity to express their creativity on a bourgeoning new entertainment industry and gave rise to the legendary bedroom coders. As gaming on mobile systems such as mobile phones and tablets continues to grow, the spirit of the 1980s is starting to return. For every Angry Birds and Draw Something that is created by multi-million pound games factories, there is a New Star Soccer built from the ground up by a single visionary coder. Renegade (Imagine, 1987) Featuring lovely graphics, fantastic 128K sound and highly-polished gameplay, this conversion was even better than the coin-op on which it was based. Smashing stuff. Where Time Stood Still (Ocean, 1988) One of the first games to really make use of the Spectrum 128’s extra memory. An vast, isometric adventure that could genuinely be described as ‘epic’. 12 Play Expo Whipping Castlevania Into Shape For more than 25 years, and across countless systems, Konami’s Castlevania series has enchanted gamers with a combination of platform action and monster fighting. The franchise was rebooted in 2010 with the acclaimed Castlevania: Lords of Shadow, and with two sequels in development we caught up with Producer Dave Cox to see where the saga of the Belmonts goes next… How did you come to be involved in the Castlevania franchise? Castlevania was one of the reasons I wanted to work for Konami in the first place. It’s a series I have always loved and was the first game I bought and played on the NES back in the 80s. I was lucky enough to get a job at Konami in the 90s and worked on Symphony of the Night as a brand manager, and subsequent Castlevania releases after that too. It’s a series very much close to my heart. When the opportunity came to pitch a new Castlevania title, I really felt I had come full circle. We and developers Mercury Steam had a very clear idea of where we wanted to take the series and that was to take inspiration from the classic games that I grew up with and reinvent it as a modern gothic action adventure game. What do you think Lords of Shadow brought to the franchise? I think we have modernised it and made it more relevant and exciting to a whole new generation of gamers. We always tip our hat to the original classic games, but we felt we needed to build something new too. I think we have taken that first step in bringing a modern twist to the Castlevania mythos that can reach new people who enjoy epic adventures, yet still appeal to the existing fanbase. I always saw the series as an epic battle between good and evil and we wanted to tell the other side of the story and delve into the mythology of the series - who is Dracula and what is his relationship with the Belmonts? That has been the driving force behind this alternate universe approach to the series. Our basic premise for all the Lords of Shadow games is pretty much that of the original series - man fights supernatural creatures with a whip. There are echoes of the past games in the Lords of Shadow series, but we are confident enough to tread new ground as opposed to reworking old ideas. I grew up with Castlevania and everyone on the team is a huge fan. I think it’s easy to try to stick to the tried and tested but we feel we shouldn’t be afraid to take the series in new directions as long as they fit the mythology. What can you tell us about the new games? We’re currently working on two new Lords of Shadow titles. Mirror of Fate for 3DS acts as a prequel to Lords of Shadow 2, which will be on Playstation 3, XBOX 360 and PC. Both offer very different takes than before. Mirror of Fate is a mix between Lords of Shadow and past Castlevania titles, as Trevor and Simon Belmont explore a series of beautifully-realised locations within a mix of 2D and 3D areas. Lords of Shadow 2 is bigger and more expansive than its predecessor, and will pick up from the end of the first game. I can’t reveal too much about Lords of Shadow 2 yet, but Mirror of Fate What was once Gabriel Belmont now stands Dracula, a powerful vampire. Dracula has declared war upon the Brotherhood and thus the scene is set for a cataclysmic showdown between father and son. Both characters have very different abilities, and the mix between combat and platforming elements works incredibly well. By leaving the established history, we have given ourselves more freedom to define new ideas and run with them. It was key to our goals that new players could easily get into the game without any knowledge of the previous games and enjoy a rich world full of visual appeal, epic scale, and this huge backdrop of the Belmonts vs Dracula. Do you feel the Lords of Shadow reboot stays true to the spirit of the earlier Castlevania games? reveals the story of Gabriel Belmont’s descendants, Simon and Trevor Belmont, as they battle their own destiny only to discover their true, shocking fate. Trevor Belmont, a knight of the Brotherhood of Light, sets out to avenge the death of his mother by his father, who has returned from years of exile to take up residence in a mysterious castle. Hideo Kojima was involved with the first game. What did he bring to the project, and is he working on the sequel? Mirror of Fate, a 3DS exclusive, bridges the gap between the two Lords of Shadow games He’s not working on the sequel. It was Mr Kojima who recognised the potential in what we were planning and helped us get the game green lit and for that we owe him a debt of gratitude, but his involvement was minimal in the actual development, taking a very hands-off approach. It has been announced that Lords of Shadow 2 will be released on the PC, a rarity for a Castlevania game. Why do this now after all these years of console-only releases? It’s a great gaming platform and perfectly suited for the more expansive game we have planned. I’ve wanted to produce a PC version since we started work on the series, so it is great that we can now do so. Our new multi-platform game engine called Mercury Engine 2 is PC based and allows us to develop across the three platforms very easily using the latest graphical techniques and technologies. It’s built for next gen systems in mind too. It’s very powerful and we can’t wait to show what it can do! How much pressure is there working on such an established and popular series? It is a pressure, but one we put on ourselves. We love the Castlevania games, and only the best will do. With Lords of Shadow being so well received, we are well aware that the bar has been raised for the two new titles! To a certain extent we took a big risk doing what we did with the franchise but we feel vindicated that so many people bought and enjoyed the game. It is the most successful Castlevania game in the series’ history, so this time around we want to exceed what people’s expectations are in every way and deliver something very special for our fans. To round up, what’s your all-time favourite Castlevania game? Super Castlevania IV for the SNES, no question. And how about the worst? The Playstation 2 games weren’t that great, nor the Wii fighting game. For updates on the Lords of Shadow series, follow Dave Cox’s Twitter feed @CastlevaniaLOS Castlevania: Lords of Shadow Mirror of Fate for the Nintendo 3DS, and Castlevania: Lords of Shadow 2 for the PS3, XBOX 360 and PC will be released in 2013. Konami will be exhibiting at Play Expo 2012, showcasing a selection of upcoming releases. Conceptual art from the upcoming Castlevania: Lords of Shadow 2. 13 Play Expo Manchester Nights To Drink, Perchance to Play If you’re looking for a location that uniquely combines food, drink and gaming, then Manchester is surely it. Epitomising this are The Lass O’Gowrie and Kyoto Lounge, two very different venues with a common attraction. Their respective proprietors, Gareth Kavanagh and Fardad Izadi, give us an insight into their innovative approach to socialising… The Lass O’Gowrie Kyoto Lounge The Lass O’Gowrie has always been welcoming and quirky place to duck in out of the rain. During the week we provide a home and virtual office to local workers at the University of Manchester and nearby businesses. We also look after a great deal of students drawn to our sensibly priced events, food and drink, not to mention local and visiting football fans through our well selected programme of live sport. At weekends our customers are a mix of local city dwellers, tourists, sports fans and people on a good night out in the vibrant student quarter. Kyoto Lounge is the first licensed cocktail bar and gaming lounge in the United Kingdom. Gaming lounges are not a new concept - they have been established for many years worldwide. In Britain, however, Kyoto Lounge finds itself breaking through the rigid social barriers that see gaming is a ‘geek’ thing. The Kyoto philosophy is to associate gaming with the more refined end of England’s socially accepted drinking culture. Not only does this unique theme work well, it actually serves to enhance the whole social experience. We provide a home for both the local community and groups of likeminded people who often travel to be part of the micro communities we bring together, be it for retro video gaming, watching Formula One, listening to albums, watching Doctor Who, experiencing new writing or meeting the stars of Coronation Street. As such, The Lass serves a diverse, eclectic community drawn by our warm welcoming atmosphere as a relaxing pub where you can meet up with friends, or sit alone and ponder over an ale. However, it’s in retro gaming that the Lass O’Gowrie can be said to have national significance. Our regular Computer Club retro gaming night has been going since 2007. Scarily, that’s five years in November! In the aftermath of the smoking ban we turned on to entertainment in a major way and settled on a retro console night to complement our classic arcade machines in and around the pub. The idea was simply to attract new customers to the pub, tapping into a small but unique niche. Simply put, Computer Club is an ever expanding collection of retro consoles and games, curated by Mike Dix and set up in one area and available for anyone to play. We have classic consoles and computers stretching from Pong and the Sinclair Spectrum all the way to the Playstation 2 and XBOX (but no newer), via Commodore 64, SNES, Megadrive, Sega Saturn and occasional rarities. We hold occasional tournaments on our arcade machines and have held several weekend events celebrating 80’s gaming, arcade cabs, homebrew gaming and more. It was a proud moment to find out one of our regulars would have been in the top 20 players globally on the Japanese version of Donkey Kong as measured by the legendary Twin Galaxies scoreboard. It’s fun, social and unashamedly nerdy. We’ve also begun to develop unique dramas based around key events in gaming history, the first of which – Together in Electric Dreams charts a key, little known dinner date between Sir Clive Sinclair and Lord Sugar in 1986 which saw the Sinclair line of computers sold to Amstrad. We’re also big fans of original arcade cabinets and pinball machines. Not MAME cabinets, but the original thing, all available for 50p a go. Currently, our rotating stock of original machines includes Donkey Kong, Pac-Man, Track & Field, Paperboy, Indiana Jones and the Temple of Doom, Gauntlet, Bomb Jack, Quartet, NARC and R-Type. We also have a single pinball that changes every few months – currently it’s the excellent Midway Doctor Who from 1992. So if you’re in Manchester and fancy a trip down memory lane, pop in. We’re here to look after you! Our cocktail bar adds a new twist to the concept that’s refreshing in more ways than one. The highly experienced staff are trained in a wide range of cocktails from the ever popular Mojito to the legendary Zombie. The entertainment starts at the bar with the bartender dazzling your eyes as the different elements are skilfully mixed and blended together to make an ice-cold cocktail of your choice. Choose the right type of cocktail and you are treated to the Street Fighter-inspired ‘Yoga Flame’ as they singe several drinks in a row with a mini flame thrower! “Drink. Eat. Play.” The prices are reasonable without cutting back on the overall quality, as they are made with fresh ingredients bought in daily. Having a cocktail bar alongside a gaming lounge makes perfect sense as it caters directly to the demographic that the vast majority of gamers are aged 18 to 40. If you feel like you want something non-alcoholic, there are always ‘virgin’ versions of many of the cocktails. Should you wish to try something completely different, there are a wide variety of flavours for the legendary Kyoto Lounge Milkshakes, made with various ingredients from banana and strawberry to the more unusual Ferrero Roche and Skittles. As a perfect complement to the fantastic drinks on offer there’s is a variety of food available for those with a serious case of the munchies. The Kyoto Lounge Burger is a megabyte of tasty beef with optional dreamy cheese, crispy bacon and fresh salad. For groups of friends there are platters of succulent chicken wings or generous portions of delicious nachos with a tangy salsa dip. What sets us apart from the vast majority of bars, though, is our gaming facilities. Kyoto Lounge is at the forefront of an evolution in contemporary social activities. It is a much-needed social hub for the gaming community. During regular periods you can rent pads for the consoles or a high-spec PC on an hourly basis. You’re then allowed to select as many games as you wish, from the latest releases to timeless classics, at no extra charge. Entry to Kyoto Lounge is always free, even on weekends. Every month there are free to enter events run by our specialist Kyoto Lounge Gamer team. Kyoto Lounge is a treat for the senses and heralds a new era in social interaction that is long overdue. So for your next evening out with mates, visit a place that values you and become part of the Kyoto Lounge Community. DRINK. EAT. PLAY. If you’re interested in visiting either of these great venues, both are just a short walk from Oxford Road: The Lass O’Gowrie, 36 Charles Street, M1 7DB. Website: www.thelass.co.uk Kyoto Lounge, 131 Grosvenor Street, M1 7HE. Website: www.kyotolounge.com 14 Do You Feel the Need? Play Expo With more than 100 million copies sold over 18 years, Need for Speed is one of the most successful series ever made. With this year’s successor Need for Speed Most Wanted coming out in November, Bojan Puschner from NFS Unlimited looks back on the history of the series and previews the upcoming installment. American muscle cars were introduced in ProStreet, with stunning smoke effects. It all began back in 1994 with the release of Road and Track Presents: The Need for Speed on 3DO by developer EA Canada. This genre-redefining game featured eight cars (a mix of tuners, exotics and supercars) and seven tracks, three of them being point-to-point with three stages each. What made the game stand out from the rest was a relatively accurate handling model and video showcases of the cars featured in the game. While the first game focused on realism, the sequel had an emphasis on incredible speeds and exotic locations, ranging from the Himalayas to Australian outback and the Mediterranean islands. The last title of the so-called classic era was released in 2002 and titled Need for Speed Hot Pursuit 2. The game itself was a successor to 1998’s Hot Pursuit with exotic locations, fast cars and police chases. The car list became larger with popular models such as that time’s fastest production car, the McLaren F1, which would go head to head with the Ferrari F50 and others. A new era began in the series with 2003’s Need for Speed Underground, released on all the major last-generation consoles. It’s important to note that after the release of the movie The Fast and The Furious, car tuning became popular in mainstream culture and as a result the game’s selection of vehicles was purely street cars affordable to the general public. The arcade approach to racing continued with 1998’s Need for Speed III: Hot Pursuit. More tracks, bigger car selection and the return of police chases made the game another instant hit. Multiplayer modes allowed players to play as cops, trying to stop the other players from finishing the race. For the first time in the series downloadable content was introduced, with cars like the British-made Lister Storm and Spectre R42 available for free on the official website. The openness of the game to user modification spawned a lively online community which exploded in 1999 after release of Need for Speed: Road Challenge. The original game focused on track racing. Openess to modding in NFS Road Challenge resulted in countless cars being made by fans, like this Audi R8 A year later a PC version was released, while Playstation and Sega Saturn versions followed in 1996. Great critical and consumer reception ensured a sequel, which was titled Need for Speed II and released in 1997 for the PC and Playstation. Built on the same foundations as its predecessor, Road Challenge brought wider selection of cars and tracks, along with two big new features to the series: visual damage and a career mode. Official DLC was available again on the PC version and the online modding communities made thousands of new cars and even tracks, keeping the game alive among fans for years to come. In the year 2000 the series turned back to its roots with Need for Speed: Porsche 2000. The realistic physics model and the return of point-to-point tracks and car showcases brought to mind the original game. The car selection was limited to one manufacturer, but with that being Porsche there were plenty available, ranging from the 1950s Porsche 356, to the racing 911 GT3. The game also had two career modes where players either assumed the role of a factory test driver and performed various stunts and deliveries, or explored Porsche’s history while racing with their cars. A shift back to track racing happened with 2007’s Need for Speed ProStreet as the underground tuning culture was moving more towards organised races. Performance and visual customisation was back, the driving model became more realistic and game modes like drag and drift were reintroduced. To make them fast enough for a game, car customisation was introduced. Players had the ability to buy regular Honda Civics and turn them into racing cars with top speeds over 200 mph. The game also had an extensive visual customisation engine, where players could not only paint their cars and apply different types of vinyls and decals on them, but also change the rims, body kits, spoilers and even head and tail lights. Night races, neon lights and big body kits were trademarks of Need for Speed Underground A career mode with a now typical illegal street racing storyline with cutscenes, cross platform multiplayer and new game modes like drift and drag added even more appeal to the game which in the end sold over 15 million copies. 2004’s Need for Speed Underground 2 built on the formula and introduced even more visual and performance customisation and also brought an important change to the series: the open world. A whole fictional city was modelled in the game and players could free roam the streets freely and initiate races with other AI controlled racers. As the open world concept proved popular with gamers, the following year’s Need for Speed Most Wanted had an even bigger world and brought back police chases and exotic cars. It was so popular at retail that 2006’s Need for Speed Carbon and 2008’s Need for Speed Undercover had the same design, with the latter game even employing Hollywood talent Maggie Q for the cutscenes. 2010’s Hot Pursuit remake had the fastest police cars. Then a real surprise came in 2009 with the release of Need for Speed Shift on the Playstation 3, Xbox 360 and PC. This was a hardcore sim track racer with detailed in-car view, damage model and real world tracks, developed by UK based Slightly Mad Studios. The same studio also made 2011’s SHIFT 2 Unleashed, but the game’s lack of Need for Speed branding and close release to a very successful NFS title made it a huge flop at retail. That successful title was 2010’s Need for Speed Hot Pursuit from another UK based studio, Criterion Games. 15 Play Expo Not only did the game share the title with the original from 1998, it also had a very arcade driving model, a large car list comprised mostly of exotics and supercars and a large open world with coastal, desert and mountain regions. 2010 also saw the release of Need for Speed World, a free-to-play massive multiplayer online racing game. Fans of Most Wanted or Carbon will feel familiar with this game, as they fused both games to make one giant open world. That world is still alive today, with over 10 million subscribers. The last game to date in the series is 2011’s Need for Speed The Run, which featured a coast to coast race across the United States. Built atop the Frostbite 2 game engine also used in the shooter Battlefield, the game didn’t satisfy sales expectations, which in the end resulted in closure of Black Box studios, responsible for most of the titles in the series. mix the best of both worlds and create an open world sandbox game where players can pretty much do whatever they want with their fast exotic supercars. The idea is that you begin in an open world where everything is available from the start. It’s up to you to find the cars hidden throughout the map, as they’re all available if you can get to them. Every car will have a different set of races attached to it and winning those will give you upgrades, making cars even faster. There’s also billboards to break, jumps to perform and fences to destroy, all building up your Speed Points which you can use to compare yourself with your friends. Destroying cops, increasing your heat level and even playing the game on different platforms, like Playstation Vita or iOS will also count towards your rating. That brings us to 2012 and the next game in the series. It has been two years since Criterion made Need for Speed Hot Pursuit, and this year they’re at it again with Need for Speed Most Wanted, a remake of a game released only seven years ago. Before Hot Pursuit, Criterion was known for their Burnout series, where the goal was not racing, but performing dangerous stunts and causing mayhem. The original Most Wanted on the other hand was a racing game with cop chases, but the goal was ultimately to win the race. For this year’s title however, they decided to About NFS Unlimited NFS Unlimited was formed in 2000 as a meeting place for fans of the series. Whether you want to keep up to date on what’s happening with Need for Speed, see how you fare against other racers in NFS World or just pop in for a quick chat on just about anything, please pay a visit at www.nfsu.net The real competition starts however when you switch to multiplayer mode. The best thing about it is that the transition is seamless - you remain in the open world with up to seven others joining (11 on the PC). There is no lobby and even when waiting for events, you can take down other racers to earn points. The events are not limited to races, but range from racing through checkpoints in an open world, speeding to the next meeting point, to performing the longest drifts or jumps. Some events might be individual while others will divide players into teams with common goals. Whenever an event ends, there’s no loading - you simply drive your car and wait for the next event to appear on screen. The focus is not really on racing, but having general fun in your car. Performing well in events will earn you points, as will taking down other players, meaning there’s plenty of strategies to win a set of events and being the fastest in races will not always guarantee you a win in the end. In the end we’re getting an atypical representative of the Need for Speed series, where the focus is not really on racing, but having general fun in your car in an open world. The game could accurately be described as a sequel to Burnout Paradise featuring licensed cars, and while the traditional fans of the series might disapprove, a fresh approach has been a long time coming. EA will be showcasing Need for Speed Most Wanted and other upcoming releases at Play Expo on 13-14th October. 16 Play Expo Play Expo Reflecting on Success Very few developers founded in the 8-bit era still exist today, but Reflections have weathered the storms caused by ever-evolving technology and publisher takeovers to continually produce high quality games. Mat Corne takes a look into their mirror and likes what he sees… In the early days, there was no Reflections; there was just Martin Edmondson and Nicholas Chamberlain. These budding programmers started in 1984, developing games for the BBC Micro. Their first commercial release was Ravenskull in 1986, a maze-based adventure game that bore similarities to the classic Gauntlet. This was followed up a year later by Codename: Droid – Stryker’s Run Part 2, also published by Superior Software. This challenging mixture of platform, puzzle and ‘run and gun’ gameplay was one of the most polished games on the then-aging Beeb. Inevitably several sequels to Destruction Derby were produced, adding more tracks and improved graphics, but Reflections was soon to become famous for a very different driving game franchise. resulted in a lawsuit against Atari, but six years on he returned to the fold as consultant on Driver: San Francisco, the first HD entry in the franchise.As part of the Ubisoft group, Reflections now collaborate on other popular games like the Just Dance series and Far Cry 3. The company is undoubtedly very different to those early days of BBC Micro coding, yet still retains its base in Newcastle-upon-Tyne. With Edmondson involved once more, there is still a link to the studio’s origins and considering all the UK developers that have fallen by the wayside over the years, that is a comforting thought. Codename: Droid As the 8-bit computers gave way to 16-bit successors, Edmondson switched allegiance from Acorn to Commodore and founded Reflections Interactive. The first game this new company produced was Shadow of the Beast for the Amiga, published by Psygnosis in 1989. Reviewers of the time were wowed by the detailed sprites, extensive use of the Amiga’s 4,096 colours and an incredible 12 layers of parallax scrolling. The game became a ‘poster child’ for the Amiga, used to showcase the technical prowess of Commodore’s machine in comparison to its rivals of the time. Destruction Derby The Driver series took ideas from traditional racing games, combined them with themes from TV cop shows and crime movies and contributed to a new direction in gaming. The original game, released on the PS1 and PC in 1999, featured several large city environments such as New York and San Francisco. Martin Edmondson gets hands on… Play Expo Special Guests Shadow of the Beast Two sequels to Shadow of the Beast followed, along with several other polished titles, including futuristic sports game Ballistix and Sci-Fi actioner Awesome. Whilst they originated on the Amiga, many of these were ported to other systems, from the obvious Atari ST to the less predictable PC-Engine. Driver With the 16-bit era coming to an end, many developers struggled to keep up with emerging technology. However, Reflections kept ahead of the game and embraced the rise of 3D gaming, focusing on a genre that they have since become synonymous with – driving games. Your character, an undercover cop, was tasked with completing a series of missions to gain the trust of a crime syndicate. These vehiclebased tasks ranged from following another car, transporting people or merchandise, to smashing up a designated building. Between missions you were free to drive around the city wherever you liked.At the time very few games offered this open world flexibility and even less did it in 3D, and given the themes of driving and criminal activity, there’s little doubt the game heavily influenced the later Grand Theft Auto games. Released on the PC and Playstation in 1995, Destruction Derby was a fun-packed, chaotic driving game with a selection of game modes. Classic racing action was catered for, but the game really came into its own with ‘The Bowl’, an arena where there was no escape from your competitors and the only way to win was to smash them before they smashed you! Over the next 12 years, numerous episodes have been added to the Driver series across multiple hardware platforms. Some were good, while others were not (Driv3r, we’re looking at you!) but the series has stayed in the hands of Reflections, even as the studio’s ownership transferred from Atari to Ubisoft, a move that saw them rechristened as Ubisoft Reflections. The game was praised for its realistic damage and handling models, where the more of a pounding your vehicle took, the harder it was to control. During that period other games were produced, such as PS2 favourite Stuntman, but the most significant event was the departure of Martin Edmondson in 2004. This acrimonious exit ‘The Yak himself, Jeff Minter’ A whole host of industry figures and celebrities will be appearing at Play Expo to share stories about their careers in the greatest industry on earth. Jeff ‘Yak’ Minter and Ivan ‘Giles’ Zorzin will be showcasing the very best of Llamasoft old and new. With more to be added, we can confirm that… Martin Edmondson of Reflections Software and Thumbstar Games will be talking about his past and present projects. Sumo Digital Executive Producer Steve Lycett will be talking about the making of Sonic & All-Stars Racing Transformed and will hold a Q&A session afterwards We will be showing an exclusive sneak preview of upcoming videogames documentary ‘From Bedroom to Billions’ followed by a Q&A session from Film Makers Anthony and Nicola Caulfield. 17 18 Play Expo ‘4 amazing events, 1 incredible expo!’ Over the past two years, Replay Events have delivered their annual Replay Expo to over 7,000 eager gamers. The show is the only UK video games expo which caters for every aspect of video games – from console, PC and mobile, to classic gaming including arcade and pinball, right through to pro gaming/eSports and even cosplay. But Replay Expo has outgrown its old home and this year it is moving to a brand new location: EventCity in Manchester. Returning visitors can expect to see everything they loved about our previous events in Blackpool, except there will be much more of everything! pionship and a host of other tournaments and competitions. Rebranded as Play Expo, the 2012 show will feature four distinct events: re.play, now.play, pro.play and cos.play. The pro.play area will be run by eSports specialists the European Gaming League (EGL) and will include the biggest series of LAN gaming tournaments ever to take place in Manchester! With cash prize* tournaments on the latest console games, you can expect to see the best of the best battling it out. The familiar re.play event will feature freeplay arcade & pinball machines, retro consoles and vintage computers. now. play will have a large emphasis on the preview of Christmas gaming, hardware and accessory releases for the latest consoles and PC. pro.play is an eSports event featuring big-money competitive gaming tournaments, whilst cos.play will include costume competitions, masquerades, talks, DDR and other cool features. So let us have a closer look at the four shows: re.play is the UK’s biggest ever classic gaming event, with over 300 consoles and computers, 75 arcade machines and 75 pinball tables. With a mix of rare and unusual systems and all the hits of yesteryear, re.play will create an air of nostalgia no matter what your age. Re.play is also the home to the UK Classic Gaming Cham- re.play is supported by some of the UKs biggest and best classic gaming communities: Amibay, RetroCollect, Jamma+ and Northern Lights Pinball. With tournaments on games such as Halo Reach, Ultimate Marvel vs Capcom 3, Call of Duty Modern Warfare 3, Gears of War 3, Super Street Fighter IV and FIFA 13, what better opportunity to show your skills? *cash prize tournaments carry an additional fee now.play will feature the very latest games and hardware, giving you an opportunity to try out Nintendo’s Wii U console ahead of its release. With Nintendo favourites like New Super Mario U, Wii U exclusives including Nintendo Land and Ubisoft’s ZombiU as well as upcoming 3DS XL games there will be plenty to keep you entertained. Namco Bandai and Konami will be joining in the fun and EA will be bringing their impressive EA Sports Hub as well as showcasing Medal of Honour: Warfighter and Need for Speed Most Wanted. In cos.play you will find the best of costume role-play, anime and Japanese culture. DDR:UK will also be bringing their unique blend of Bemani, Rhythm Action games and DDR arcade machines, ensuring that cos.play will be as loud as it is colourful! In association with Namco Bandai there will also be an opportunity to win some great prizes in the Tekken themed Cos Play competition. So get you costumes ready and show us your best Nina Williams or Heihachi Mishama! It’s Play Time! Play Expo 19 20 Play Expo The steel ball keeps rolling Just two years ago, Stern Pinball was the last remaining company designing and manufacturing pinball machines. It looked like an industry that began in the 19th century was finally about to die out. But now, in 2012, there are at least seven pinball companies out there, all bringing new ideas to the table! Steve Rich looks how some old and new faces have turned things around… Pinball @ Play Expo Stern has undergone something of a renaissance. It has hired some of the world’s best pinball designers (including Steve Ritchie, George Gomez and Gregg Freres) and is now producing ‘Pro’ and ‘LE’ models of each of their new machines. Generally, the ‘Pro’ has fewer bells and whistles and is aimed at the pinball operator, who places them out and about to earn money. The ‘LE’ model takes advantage of the increasing home use collector market, appealing to potential owners with a nicer finish, extra toys and new modes to justify the increased cost. Stern’s latest table is the popular Marvel Comics licence, X-Men. The ‘Pro’ model costs around £4,300 to buy new, whilst the ‘LE’ is about £6,500. Choosing to include an LCD screen in the back box, rather than the old dot matrix display, Jersey Jack Pinball are just about to release their first ever machine, Wizard of Oz. The table will also have Wi-Fi connectivity so that high scores can be registered online and game software easily updated. Quetzal Pinball is a group of Spanish enthusiasts who are releasing a Captain Nemo table. This machine will have an LCD display embedded into the playfield to display animations and information as you play the game. Skit*B have already produced a whitewood (test) version of their first game, based on the Predator license. Featuring a standard dot matrix display, this machine will stand out from the crowd because of the ultraviolet reactive ink used in the playfield production. As certain targets are hit and modes are progressed, UV LEDs will light, causing the ink to react and change colour as you play. and animations anywhere on the playfield. Animations can be played to guide you through the shots to advance your mode, virtual targets can be displayed to hit, or whole sections of the playfield can be blacked out, perhaps as a Another two new manufacturers are really pushing the technological boundaries. Multimorphic plan to release their P3 pinball platform in late 2013 and are taking orders from December. Like Captain Nemo, P3 will also have an LCD display embedded into the playfield, but this will go one stage further. Ball tracking technology will be put to use, so as the ball travels over the screen, the game and screen will be able to interact with it, opening up countless opportunities. Multimorphic are also using an interchangeable upper playfield. The appeal of this is that by changing the software and upper playfield, you have a new, different game to play for a much lower cost than buying a whole new machine. penalty. The possibilities really are endless. Heighway also plan to make their tables appeal to operators looking to reduce costs by selling kits to turn old tables into new. Heighway Pinball plan to design and release two versions of the first ever British pinball machine Cirque’s Animal House, in 2013. The standard model will feature an LCD screen embedded in the playfield, but the deluxe cabinet will feature a transparent LCD screen in place of the glass, so you can actually display computer-generated images Then their is John Popudiuk, creator of tables such as the well-loved Theatre of Magic and Circus Voltaire, who has been hard at work on two small projects. The first, Magic Girl, is a deluxe machine featuring hand-drawn artwork, modular hardware and social connectivity. Only thirteen units are expected to be produced, which goes some way to explaining the $16,000 price tag! His second project is in conjunction with Benjamin Heckendorn and is called Zombie Adventureland. Retro computer game fans should be well aware of ‘Ben Heck’s exploits with video game hardware (if not then check out his website benheck.com), but recently he’s turned his attention to pinball by creating his own machine from scratch. It should be interesting to see how this machine turns out with the help of John. Northern Lights Pinball will be out in force at this year’s Play Expo where they will be showcasing around 75 machines! There will be many different machines from through the ages and all will set to free-play, so there is no need to bring a bag full of loose change! NLP will also be running a fantastic NBA Fastbreak tournament. NBA Fastbreak, a machine by Bally from 1997, is the only pinball machine ever produced that allows two machines to be connected together for exciting head-to-head knockout play. So make sure you head over to the re.play pinball zone to see some frantic flipping! 21 Play Expo Play in the USA British arcades may not be the buzzing gaming meccas they once were but, Mat Corne says, much can be learned from the retro game offerings at America’s famous Funspot centre. It was 2008 when I first saw Seth Gordon’s documentary The King of Kong – A Fistful of Quarters. For the uninitiated, the film tells the story of everyman Steve Wiebe and his attempts to wrest the world record high score on the arcade game Donkey Kong from legendary gamer Billy Mitchell. to stop off in Boston and take a four day detour to the banks of Lake Winnepesauke, New Hampshire’s largest lake and by no coincidence the location of Weirs Beach. We would arrive at Funspot on the second day of the annual Classic Gaming Tournament and I’d get three days of arcade nirvana. houses a bowling alley, two mini golf courses, a bar and a bingo hall. It truly is a place that the whole family can enjoy. The best way to experience Funspot for the first time is to enter through the doors of the ground floor level. On this floor you’ll find redemption games like skeeball, coin pushers and basketball hoops. You’ll also see a selection of more recent arcade driving games like Daytona USA, and a brief hint of what’s to come in the form of Sega Outrun and Afterburner deluxe sit-in machines. While the film is edited for dramatic effect, portraying Wiebe as the hero and Mitchell and his cronies as the villains, it is nevertheless a fascinating and compelling insight into the minds of some of the world’s greatest players. There is one particular part of the film that had a tremendous impact on me. Mid-way through the documentary, Wiebe takes his family to the annual tournament at the Funspot Family Fun Center in Weirs Beach, New Hampshire. What happens there is pivotal to the story, but what it did to me was introduce me to what is officially the world’s largest amusement arcade. I had discovered my Mecca, and a pilgrimage was inevitable. Fast forward two years and that time had arrived. My girlfriend and I had decided to go on a two week holiday to Alaska, but on the way we were going It didn’t start well. Our flight from the UK was delayed some eleven hours, and after missing our connecting flight we finally arrived in Boston nearly a day later than expected, and having only slept a few hours. With no time to waste, we picked up our hire car and headed straight to New Hampshire. The journey is a relatively easy hour and a half and once we’d checked into our motel we were finally on the way to Funspot. Any tiredness I had evaporated when I stepped through those doors! At this point I’ll dispense with the holiday anecdotes and move on to a bit of history. Funspot was founded by Bob Lawton in 1952. Originally called Weirs Sports Center and located near the boardwalk on the lake itself, Lawton relocated his venture to the land where it stands to this day. Whilst it is best known for the arcade, the complex also Moving up to the second floor and you’ll see a few modern pinball machines, a selection of late 80’s videogames such as Teenage Mutant Ninja Turtles, a children’s play area and the aforementioned bowling alley and bar. So far so good, but taking a trip upstairs to the third floor for the very first time will take your breath away… …it’s fair to say that almost every great arcade game you ever played is there… The third and final floor of Funspot is like stepping back in time 25 years. It’s dark, the walls are covered with 80’s posters and memorabilia, and classic 80’s tunes come out of the sound system. This floor is home to the American Classic Arcade Museum, a shrine to the golden age of arcades. Established by Gary Vincent, the museum is a living, breathing, beeping history of classic videogames and pinball from the late 70’s to the mid-80’s. More than 250 machines are on display and it’s fair to say that almost every great arcade game you ever played is there, along with many more classics you may never have heard of. The main part of this floor is divided into sections covering the major arcade machine manufacturers. The Atari section is unsurprisingly one of the biggest, featuring vector classics like Star Wars, Asteroids and Major Havoc alongside trackball favourites such as Crystal Castles and Centipede, not forgetting formative games like Pong and Breakout and vintage driving cabinets including Night Driver and several variations of Sprint. Smaller but no less important areas are dedicated to companies like Williams, Universal and Midway. Japanese giants like Nintendo, Taito and Sega are also well represented. The visually impressive Laserdisc games such as Dragon’s Lair have their own spot, as does a whole section dedicated to the variations of Pac-Man! Giant sit-in cabinets including Space Harrier, Pole Position and STUN Runner share floor space with long-forgotten pioneers of the arcade scene like Fire Truck and Triple Hunt. You can try out games with unique controllers that you’ll never see on a MAME cab, such as Tapper with its beer pump, Forgotten Worlds with its rotary controls and the peculiar dual-joystick setups of rarities like Krull and Rescue. Undoubtedly you’ll be drawn towards the classic games you played as a kid, and dropping a token into the likes of Frogger, Space Invaders or Defender will always be satisfying. The real thrill of Funspot however is falling in love with games you’ve never played before, and this is where entering the annual tournament comes into play. Faced with having to record a score on at least 15 games you’re inevitably going to find something new, and in 2010 I discovered fantastic offerings like Bank Panic, Vanguard, Stocker and the infuriatingly addictive Cheeky Mouse. These games are now regulars on my home arcade setup. Of course Funspot is home to the history of arcade gaming, but history is still being made there too. The top players regularly head to Weirs Beach and try to break world records on classic games. This is after all the place that Billy Mitchell played the first-ever perfect game of Pac-Man, and the arcade has its own Wall of Fame showcasing the many achievements recorded there over the years. History is also being archived there, as more classic machines are donated to the museum as the years pass. If you grew up playing arcade games and have any kind of interest in the history of the industry, you owe it to yourself to make your way over to Funspot at the earliest opportunity. But for those that can’t afford the trip, what options are there in the UK? Sadly the classic videogame arcade has all but died, replaced by fruit machines and coin pushers, but machines are still out there. Many have been destroyed, but some are now in the hands of dedicated collectors such as the JAMMA+ community. They, along with the equally passionate Northern Lights Pinball crew, will be putting together the biggest classic arcade seen for many a year at Play Expo 2012. So for one weekend you can forget the last 20 years ever happened, make your way to Manchester and see the UK’s answer to Funspot, with all machines free to play! 22 Play Expo “Re-issue, re-package, re-package… …re-evaluate the songs, double-pack with a photograph, extra track and a tacky badge.” When Morrissey wrote those lyrics he was of course talking about evil music corporations exploiting their slave stars, but gaming has not been immune to the re-release model.Big games companies have never been shy about repackaging and reissuing their products to bleed the very last penny of worth out of their aging characters. Gordon Sinclair takes a look at the world of HD remakes bringing retro gaming and nostalgia to the masses once more. It was the launch of the Nintendo Wii that truly kick-started the trend of publishers looking backwards as well as forwards for their next big thing and fans have lapped up the games. When Nintendo launched the Virtual Console in 2006, this online marketplace was initially greeted joyously as nostalgic gamers rushed to download past classics on machines such as the NES, SNES, N64, Megadrive, Neo Geo and Commodore 64. One of the most cynical examples of lazy re-selling of an olg game was seen way back in 1986, when Anco re-skinned their poorly received football game from the previous year as World Cup Carnival. But is re-releasing a game in new clothes necessarily a bad thing? Many seasoned retro gamers would bemoan that these games were all readily available for free using easily accessible emulators, but for the general public the Virtual Console opened up a whole new (old?) world of classic gaming. Other consoles offered their own perspectives. Until later model PS3’s Sony had always offered a level of hardware backwards compatibility and with PSN they were able to continue this, offering classic PS1 and PS2 games for download. Microsoft on the other hand had a bigger vision. Not only would they make some classic Xbox games available, they would also encourage companies to upgrade their older games and release them through Xbox Live. These games received brand new graphics, music and in some cases even new level designs. This upgrading and up-scaling of old content soon became referred to collectively as HD remakes and its success in the download space was only the start. HD remakes would soon hit the retail stores and whilst some may see this as cynical multi-nationals bleeding their fans dry, the truth is that many of the games have been lovingly restored and re-mastered in the same way as a classic music album or movie. Microsoft on the other hand had a bigger vision So which of the myriad of remakes should you waste your hard earned time and money on? Read on for Play’s top 10 greatest HD remakes… Jetpac (ZX Spectrum) - Jetpac Refueled (Xbox 360) Originally released on the ZX Spectrum in 1983 by Ultimate Play The Game, Jetpac was a gloriously simple game full of bleeping sounds and clashing colours. Written in just 16k of RAM (for comparison, the word document containing this article is more than 300k) the game marked the start of a glittering career for the Stamper brothers, who would later rename the company Rare and create many hits under Nintendo and then Microsoft stables. The Xbox 360 Live Arcade remake Jetpac Refuelled improved the graphics and sound and added cooperative play, achievements and leaderboards. However the greatest gift was that you could also play the game in its original format, colour clash and all. Ratchet and Clank 1, 2 & 3 (PS2) – Ratchet & Clank Trilogy (PS3) For the PS3 exclusive Ratchet & Clank Trilogy HD Collection, makers Insomniac went with the ‘if it ain’t broke don’t fix it’ mentality. The three PS2 Ratchet & Clank games stand head and shoulders above almost every other platformer on the system (with possibly only Jak & Daxter, who have their own HD collection, as competition). The joyous blend of varied (and often hilarious) weapons, the wonderful script, excellent voice acting and great level design really didn’t need tinkering with. So Insomniac simply added optional 3d stereoscopic visuals, 1080p visuals and stuck all three games on a single Blu-Ray. ICO/Shadow of the Colossus (PS2) – Ico & Shadow of the Colossus Classics HD (PS3) As soon as Team Ico announced their new game Shadow of the Guardian would be a continuation of themes within its earlier games Ico and Shadow of the Colossus, fans were vocally demanding updated versions of their PS2 classics. Both games were gloriously re-rendered for the PS3, but most notable was Ico which featured additional content not originally included in the North America release of the game, as well as some altered puzzles and end game features. In addition a number of other bonuses (such as desktop themes and making of videos) were included. 23 Play Expo Super Street Fighter II Turbo (Arcade) - Super Street Fighter II Turbo HD Remix (PS3, Xbox 360) With the 1994 original still so highly revered, you could have been forgiven for thinking Capcom were milking an already stretch franchise with their 2009 SSFII Turbo HD Remix. But when gamers and critics got their hands on the super smooth 1080p revision they were very pleasantly surprised. Featuring both Classic and HD Remix versions the game pleased purists and newcomers alike and delivered one of the best Street Fighter experiences around. Another masterstroke was the inclusion of the original soundtrack, remixed by the highly respected team at OverClocked Remix and a 66 track free remix album was revealed on their website with the snappy title OC ReMix: Super Street Fighter II Turbo HD Remix Official Soundtrack. Resident Evil (Playstation) - Resident Evil Rebirth (Gamecube) Whilst not technically HD and being one of only two games on our list that are not on a current-gen console, The Gamecube re-imagining of the original Resident Evil was quite ground-breaking at a time before many of Capcom’s rivals had realised the value of their old IP. 6 years had passed since the original Playstation version and that time had not been particularly kind to the game. So when Resident Evil REbirth (as it was often known) was released, featuring brand new graphics and sound and featuring game elements from some of the series’ sequels, it was an instant hit. Often classed as the scariest game of all time, it reintroduced areas cut from the original game (such as the graveyard) and changed the many of the puzzles. God of War 1 & 2 (PS2) – God of War Collection (PS3) Debuting in 2005 on the PS2, this Playstation exclusive took gamers by storm with its ultra-violent take on Greek mythology. The character of Kratos even became something of a ‘face of Playstation’ for those more mature gamers not so enamoured with the likes of Crash Bandicoot and Spyro. Launched as the first game on Sony’s Classics HD label, God of War Collection included both PS2 games in the series and was a neat intro to the PS3 prior to the release of God of War 3. A further release, God of War Origins Collection, brought the PSP games Chains of Olympus and Ghost of Sparta to PS3 and were equally as well received. Bionic Commando (NES) – Bionic Commando Rearmed (PS3, Xbox 360, PC) Released to garner interest for a brand new Bionic Commando game, Rearmed took its inspiration not from the arcade original, but from the 1988 Nintendo Entertainment System port. Released for PSN, XBL and PC 20 years after its inspiration its immediate popularity has even led to a sequel of its own (Rearmed 2). As well as shiny new graphics and updated sound (including remixed versions of the original soundtrack), BCR adds a 2 player cooperative mode to the mix allowing two super soldiers with bionic arm-grafts (what are the chances of that happening?) to team up and stop Project Albatross. Metal Gear and Metal Gear Solid games (MSX2, PS2, PS3) – Metal Gear Solid HD Collection (PS3, Xbox 360) The sheer amount on offer in the PS3 and Xbox 360 Metal Gear Solid HD Collections makes up for the disappointment of Konami not including the original Metal Gear Solid in this HD collection. What you do get are three MGS games (Sons of Liberty, Snake Eater and Peace Walker) as well as ports of the original two Metal Gear games from the MSX2 computer (Metal Gear and Metal Gear 2: Solid Snake). The majority of the gameplay is left intact for the remakes, however the Peace Walker controls have been updated to take advantage of the now standard dual-analogue control sticks. Conkers Bad Fur Day (N64) – Conker: Live & Reloaded (Xbox) Another non-HD entry, but Rare’s remake of their 2001 adult themed N64 action-platformer still delivered a unique and lovingly updated experience. Unfortunately, despite the 15 certificate, much of the heavy drinking and foul mouthed squirrel’s antics were toned down for the Xbox update, with even the more tame swear words removed. Whilst this did slightly lower the games impact, the upgraded graphics and brand new multiplayer mode made up for this is spades. We still hold out hope for an uncut ultimate edition to hit current-gen consoles, so find out who you local MP is and lets get lobbying now! Oddworld Strangers Wrath (Xbox) – Oddworld Strangers Wrath HD (PS3) Released for the Xbox in 2005, Strangers Wrath is the 4th game in the Oddworld series. Upon its initial release it was garnered with praise awards and high review scores, but that didn’t translate to sales, making it high on the list of best games you have never played. When Just Add Water began working on the 2011 PS3 remake they were not only hoping to bring an under-appreciated game to a wider audience, but to reignite the whole franchise. The love and attention they poured in is evident through the beautifully up-scaled graphics, new cinematics and removal of bugs and dodgy control issues. Here’s hoping that JAW can do a similarly fine job with other games in the series. 24 Land of Gaming Glory Play Expo The Best of British Since the dawn of the industry, the UK has been renowned for its innovative and high-quality approach to video games. Here, the Play editorial each team each pick three games they feel have made British games development amongst the best in the world, plus one overall winner... David Crookes (Editor) Manic Miner (ZX Spectrum, 1983) Although the last few years have seen some amazing games, the golden age of the early 80s was mind-blowing. It’s rather fitting then that Matthew Smith was, quite simply, bonkers. He produced Manic Miner and a year later Jet Set Willy, and both helped to define the platform game genre. Born in London but having grown up in Wallasey, Smith became known for creating quirky titles that oozed charm. Indeed, Manic Miner had players dodging killer toilets and psychotic penguins. Little wonder it became a cult classic. Sensible World of Soccer (Amiga, 1994) It was later given a lick of paint and opened up to a whole new audience on XBOX Live Arcade, but the original Sensible World of Soccer on the Amiga remains the best, not least for its impact and the use of a simple joystick. Creators Jon Hare and Chris Yates went for a deliberately lo-fi feel to the game, using the same small-scale sprites that became a hallmark of Sensible Software’s other games such as Cannon Fodder. Hare is a Norwich City fan so he’s not used to great success, but if his team played such wonderful football as the players in Sensi, they would surely win the Champions League. Tomb Raider (Playstation, 1996) How many people didn’t get this game for Christmas? And how many didn’t play open-mouthed? And no, that had nothing to do with having to stare at Lara Croft’s bottom for the entire duration of the game. When Tomb Raider was made available on the Playstation in 1996, it was an instant sensation. Within a year, Lara was everywhere and she was being used to sell a host of products. Lucozade even became Larazade for a spell, and her pixellated visage was even used on the cover of The Face magazine. That wouldn’t have happened, however, had the game not been good. The cutting edge visuals that assaulted the eyes as Lara tackled the sprawling 3D worlds pushed gaming to another level. A good level. And we loved Lara for it. Mat Corne (Deputy Editor) Wizball (Commodore 64, 1987) For me, no game embodies a truly British approach to gaming than this C64 classic. The premise of an initially uncontrollable bouncing ball, tasked with restoring colour to a drab landscape by shooting lethal blobs of paint, should never have worked. Can you imagine an idea like this being green lit in today’s mostly sterile industry? In the hands of Sensible Software, however, the game was a tremendous success. The combination of frenetic gameplay, a unique control scheme, gorgeous graphics and Martin Galway’s psychedelic SID tunes resulted in a game that remains unique and playable some 25 years later. Lemmings (Amiga, 1991) Quite how DMA Design managed to imbue such personality into the tiny 8x8 pixel characters of this legendary puzzle game is a mystery. It was satisfying to guide those cute little green-haired guys home, but the devil within loved to blow them all up too! Of course, the charm of those critters would have been nothing without decent gameplay, and Lemmings had it in spades. Challenging puzzles were complemented by memorable tunes and some beautifully-drawn scenery, resulting in an amazingly polished and playable title. Championship Manager: Season 00/01 (PC, 2000) I could have chosen one of any number of Football management games, but this one took over my life for longer than I dare remember. I still talk of those heady days, taking lowly Nuneaton Borough from the Conference to the European Cup, to anyone that will listen! For a game to be released in the 21st century and feature an almost purely text-based interface, it has to be something special. Championship Manager sucks you into a fictional world where you can spend hours scouring the transfer market or tinkering with your formation, making all the decisions you wish your favourite team’s manager would make in real life. It is inexplicably one of the most addictive games ever made, and one of the best. Gordon Sinclair (Editor-in-chief) Deathchase (ZX Spectrum, 1983) By far my favourite game of all time, Mervyn Estcourt’s classic game was written in just 16k. For those not familiar with sizes less than megabytes should just take a moment to realise that the average text only email will be more than double that! The game is pretty simple rendition of the Speederbike scenes from Return of the Jedi, but it is such simplicity that brings such joy. Hypnotically weaving through a dense forest, chasing bikers and shooting down tanks and helicopters, you quickly forget the crude graphics and are transported to the Ewok planet of Endor in the best ever non-Star Wars Star Wars game. Kick Off II (Atari ST/Amiga, 1990) We debated allowing two football games to be on this list, but despite the same subject matter, Kick Off and Sensible Soccer are worlds apart. Whilst Sensi went for the glitz and glamour of colourful cartoony graphics, Kick Off went for the realistic approach. Batman Arkham Asylum (XBOX 360/PS3, 2009) Batman may come from Gotham, but he is unquestionably a Brit. For a start Christian Bale, the current custodian of the cape, is British. More importantly, every good Batman video game was developed in Britain, from the first ever Batman game by Jon Ritman in 1986, to the movie adaptations by Ocean Software, and then this brutally dark reimagining. There was nothing fancy about the presentation, no animated ambulances driving on the pitch and no soundtrack. Kick Off was just pure football. Kick Off 2 took all the basics from its predecessor and tweaked them to perfection, so if you can get past the basic aesthetics (particularly on the ST version) then you get a wonderful view of the beautiful game, only uglier. The clever puzzles, varied gameplay and bone-crunchingly choreographed fighting allowed Arkham Asylum to reinvent superhero games, and things haven’t been the same since. Its sequel Arkham City gave us an open world Gotham, but despite its linearity, the impact of such a ground-breaking game will always make Arkham Asylum my favourite. 25 Play Expo Grand Champion Many people may have expected to see Elite sitting pretty as the best of British videogames, and to be fair, it almost was. However, when we compared the solitary experience of trading goods in deep space to the vibrant and fully realised world of Vice City, our choice was made. We are therefore proud to announce our choice for Greatest Ever British Videogame… Grand Theft Auto: Vice City (XBOX/PS2/PC, 2002) David What can be said about GTA that hasn’t already been said before? Controversial? You betcha. Visually awesome? It goes without saying. Fun? Without a shadow of doubt. I began my love affair with GTA when the first game arrived on the Playstation. I was later blown away as Rockstar made the transition from 2D to 3D and, in the process, created a game that I had always wanted to play. Vice City was set in 1986 in a city emerged in a violent power struggle in a lucrative drugs trade. The depth of play and the intuitive method of control was striking enough, but the feeling that you could play forever and a day and still be driving these mean streets while barely pausing for breath is what made it for me. It looked lush. It played incredibly well. The missions were spot on. It pushed the PS2 to the limits. And that is why it is number one. Mat If the original Grand Theft Auto introduced us to sandbox gaming, and the first 3D instalment made it look real, then GTA:Vice City made it fun! For those of a certain age, the chance to walk around a living, breathing homage to the 80s was something too good to miss. Whether you simply played through all the wonderful missions, went on a killing rampage or just decided to be a taxi driver for the day, the world created by Rockstar North was like no other at that time. Gordon Playing like a whole season of Miami Vice, Vice City was more than just a re-skinning of Grand Theft Auto III. It brought to life a whole new world where we could live out our fantasies to a fantastic 80s soundtrack. Listening to a commercial on the radio for a clothing store, you could then put your pedal to the metal and drive over there to check out the bargains. Gameplay was very similar to its predecessor, but the theme and the humour were on another level and for me this is the absolute highlight of the series. That a British company could produce such a game, which was unrivalled on both a technological and gameplay level, is testament to the creativity that exists in our industry. The fact that every open-world game released since is judged against it, and few match it, shows exactly why this is the very best of British. Who can forget the radio and billboard adverts for the ‘Degenetron’ console? Like a dumbed down version of the Atari VCS, Rockstar even went as far as to fake a fansite for the console and allow users to play emulated games! Play Expo will feature a special ‘Best of British’ section in the re.play area, showcasing some of the UK’s greatest games and companies of the last 30 years. From Bedrooms to Billions Filmmakers Anthony Caulfield and Nicola Caulfield have been trying for more than a decade to produce a documentary about the UK games industry. As Anthony reveals here, the road has been long, but finally they are realising their dream… Why would you want to make a film on the UK Games Industry? Gaming is far too niche, no one would watch it! Nicola and I had been saying since 1997 that it was about time there was a professionally-made documentary account of the story of the UK videogames sector. It had to be something that featured interviews with all the main players of the time and it had to be a reflection of how bedroom programmers helped forge a multi-million pound industry. Television channels were putting out shows that celebrated music, books, film and many other forms of art, but never gaming. Whenever we pitched ideas to broadcasters, among them was always an unnamed documentary title simply marked ‘Three part series on the history of UK games industry.’ But we were always disappointed at how little interest we got. The common answer was always that gaming was too niche a hobby and no-one would watch it. What surprised us was the complete lack of interest or understanding for such an important story in the history of British invention and industry. Why no broadcaster in the UK would allow us to tell the UK’s side of this story was baffling. We would go in with several ideas. We’d get one or two projects off the list but never the one on the UK games industry… The Oliver Twins The co-founders of Blitz Entertainment, Philip and Andrew are still working in the industry today. They were responsible for the popular 8-bit Dizzy series. Matthew Smith The talented creator of Manic Miner is notoriously publicity shy, so his inclusion will be a real coup for the film. David Braben Braben, along with Ian Bell created the seminal Elite before going on to form Frontier Developments. David Braben Rob Hubbard We thought we had achieved funding in 2010 but the UK Film Council was shut down. Then after a couple more financiers proved to be time wasters we decided in 2012 to try our hand at ‘crowd funding.’ And it turns out that people would like to see a film on the story of the UK games industry, and it is something they care enough about to put their hands in their pockets and help us make it happen. Surely it was something that must be documented? We were passionate about this. For us, the UK videogame industry was not a fad that suddenly appeared then fizzled out. Born out of enthusiastic interest and not necessarily commercial enterprise, gaming in the UK became a true business and went on to help videogames become the biggest entertainment industry on the planet. Heroes of the Revolution Meet some of the stars of the upcoming documentary… The Oliver Twins Unfortunately, getting any movie funded in the UK is a whole different affair from TV, especially when you have a financially contracting British film industry with most striving to find the next money spinning King’s Speech. The financiers we saw just could not see why anyone would want to watch a film on the UK games industry. Archer Maclean Maclean was behind 8-bit games including the excellent Dropzone and IK+, and continues to work in the games industry. Rob Hubbard Rob’s Commodore 64 music made a massive impact on the UK gaming scene and is still talked about to this day! So making it happen is exactly what we’re doing! Then, in 2009, we nearly got it commissioned. The BBC suddenly showed real interest in us making the documentary. It wanted to screen part one right after Micro Men, its drama film about the Sinclair/Acorn battle for the BBC computer contract. Then after they made all the right noises they finally declined, saying that a story on the UK videogames industry was way too niche. Considering some of the obscure subject matter on BBC4, it raised our eyebrows at the time! We parked the idea for a while, working on several other projects including a movie called Burlesque Undressed. Then one day we saw The King of Kong - A Fist Full Of Quarters and knew that our untitled idea needed to be a motion picture: a British independent movie, with its own identity, feel and soundtrack. It would be out there, a permanent record of the UK story, and as a movie we can go as far as we want! That was when the name and film, From Bedrooms to Billions, was born. “For us, the UK videogame industry was not a fad that suddenly appeared then fizzled out.” From Bedrooms to Billions is due for release in Spring 2013 and a sneak preview will be shown at Play Expo 2012. The filmmakers will also be taking part in a Q&A about the development of the documentary. For more information about the film, visit www.frombedroomstobillions.com 26 Play Expo Brothers in Arms In the 80s and 90s The Bitmap Brothers was a name synonymous with quality gameplay, graphics and sound. Here we take a look at what made this British software house so unique. They are the “brothers” whose roadmap to success was secured from the start. After all, once you have produced a game as excellent as Xenon, a scrolling shoot em up released on the Amiga, ST and Commodore 64 in 1988, there is little doubt that you are destined for excellence. And so it was that The Bitmap Brothers carved out a legacy as impressive as any of their peers. They were the darlings of the Megadrive, SNES, Atari ST and PC. But many will argue that their Amiga versions were the best as they pushed the 16-bit powerhouse computer to its limit. Formed in Wapping, East London in 1987, the Bitmap Brothers weren’t actually siblings (although it would be a lovely surname to have). The company’s MD was Mike Montgomery who had founded the company together with Eric Matthews and Steve Kelly, but would later take sole control of the business. Following the massive success of Xenon, they quickly followed it by Speedball, released for the Amiga and ST in the same year. Both games were a commercial success and from here on they began to develop some of the most popular titles on the Amiga, forging themselves a place in gaming history. The Bitmap Brothers, circa 1990 But few of those games were as amazing as the ones that we have chosen for our personal Top 3. Speedball 2: Brutal Deluxe Originally developed in 1990 and released across many platforms, including the Atari ST, Amiga and Sega Megadrive, Speedball 2 is a fast spaced futuristic sports brawler. To succeed you must train your team and work your way up the league, beating your opponents to a pulp in the process. With team management options, one and two player games and league, knock out and cup competitions, Speedball 2 was the perfect ultra-violent antidote to many of the sterile sporting games of the time. Magic Pockets The Chaos Engine During 1991 Magic Pockets could be seen on Saturday morning TV show Motormouth. During the show contestants called in and hurled instructions down the phone in order to play the game. Many instantly fell in love with the little character (Bitmap Kid) and its cool animated intro sequence. The Bitmap Brothers were one of the best developers for 16-bit platforms and they really used the Amiga to the full. Possibly the greatest example of this was released in 1993. The Bitmap Kid certainly had an interesting way of taking out the bad guys, though it was never made clear why a snail would change into a candy cane after being engulfed by a whirlwind which came out of someone’s pocket. The Chaos Engine was a top down shooter that offered multiple ways of going through each level, with a small chance of getting lost or ambushed by enemies along the way to a hidden item or passageway. Its killer feature was the two player mode, allowing friends to team up and enter the World of Chaos. For single player, a computer-controlled character was there to help you out. BITMAP BROTHERS TRIVIA Other games produced by the developer were Xenon 2: Megablast (1989), Cadaver (1990), Cadaver: The Pay Off (1991),Gods (1991), The Chaos Engine 2 (1996), Z: Steel Soldiers (1996), Speedball 2100 (2000) and World War II: Frontline Command (2003). The development team was voted 16-bit Programmers of the Year (1989) at the Golden Joystick Awards, with Speedball also taking the 16-bit Game of the Year gong. Graphics designer Mark John Coleman frequently worked with the Bitmap Brothers, and along with Dan Malone was responsible for the visual style that became a trademark of a Bitmap Brothers game. The Chaos Engine came with six collectable cards of characters in the game. Following the closure of the Bitmap Brothers in 2004, Mike Montgomery worked alongside the legendary Jon Hare (co-founder of Sensible Software) at Tower Studios. The gameplay is frantic and the action impressive, while the sound effects give S peedball 2 a real sense of being there, not only as a player but even as part of the crowd – “Ice-cream anyone?” Speedball 2 is a game that brings a nostalgic tear to the eye of many gamers and its legacy continues with a number of updates over the years, including Tower Studios iOS release in 2011. The level designs are brilliant, spreading over several worlds, with secret passages adding an extra puzzle element to the gameplay. An impressive variety of bad guys are included and extra levels will keep you reaching into to those magic pockets for quite some time. “ice cream, ice cream...” With superb graphics and fast paced music and sound effects, the gameplay had a real sense of urgency. The range of enemies, huge amount of puzzles, secret passages, and enough weaponry to start a small war really made the game stand out. Former Bitmap Brothers MD Mike Montgomery will be appearing at Play Expo, discussing his work with the famous 16-bit developers, along with ongoing projects. Xenon 2: Megablast boasted music from Bomb the Bass, while Magic Pockets took its funky title music from Betty Boo’s “Doin’ the Do”. The Bitmap Brothers launched their own Publishing label in 1991. They would publish their own games as well as hits for other developers, such as Sensible Soccer. Renegade Software became one of the most successful independent publishers of its time. One FREE listing on wherehasthatgone.com & broadcast to multiple networks wherehasthatgone.com is a FREE online Lost & Found site for missing pets, people & mislaid items. One free listing on wherehasthatgone.com and we broadcast to multiple social networking and third party websites. This means your ad will be seen by a large community, both in your local area and worldwide. facebook.com/wherehasthatgone email: admin@wherehasthatgone.com twitter.com/whtgcouk www.wherehasthatgone.com Play Expo Win a complete retro gaming setup For your chance to win not one, but three classic video game consoles and a collection of great games, simple come up with the best caption for this photograph of legendary game creators Jon Hare and Ste Pickford. Email your entry to contact@replayevents.com and we will announce the winner through our Facebook and Twitter pages on 30th October 2012. 27 28 Play Expo Revolution Software is proud to support Play Expo 2012 Play Expo Cloudy with a chance of… success? It was heralded as the future but when OnLive ran into trouble, doubts were expressed over the viability of cloud gaming. Yet with Sony having bought rival cloud gaming company Gaikai, we haven’t heard the last of this concept just yet, as David Crookes discovers. Cloud gaming aims for truly system-agnostic gaming It was Mark Twain who said “The reports of my death are greatly exaggerated” but that has never prevented people from predicting and reporting the demise of people and objects in the 115 years which have since passed - just check the Wikipedia entry on premature obituaries for proof of that. It has been said a thousand times - cloud gaming will prove to be the killer of consoles. Whether or not that comes true depends on how you interpret recent events. On the one hand, cloud gaming pioneer OnLive had to be saved from the brink of bankruptcy but not before it signed a deal with the new Android-based Ouya console that is set to launch next March following a successful crowdfunded Kickstarter campaign. On the other, Gaikai, run by developer David Perry – he who created Earthworm Jim was bought by Sony in a deal worth £242m. That deal will see games streamed to the Playstation and, most likely, direct to televisions too. Before we continue, let’s look at what cloud gaming actually is. Primarily, it is the new kid on the block, having been made possible by faster broadband speeds and more than a dollop of hard graft getting the infrastructure in place. Rather than download a title to a hard drive or buy a physical copy on DVD or Bluray, games are stored in the cloud. Players choose which game they want to play and they start instantly. When a gamer presses a button on their controller, keyboard or mouse, that information is sent to the cloud servers on which the game is running. It will tell the game what needs to happen, be it moving left or right, firing and so on, and that action will be performed. altogether different proposition and it has its supporters. “I am a big fan of cloud gaming if the price is right,” says 69-yearold Nolan Bushnell, who, in creating Atari became one of the industry’s founding fathers. Having been heavily involved ‘New kid on the block’ What the gamer sees – and this is the crucial bit – is a video of their game streamed to whatever device they are using. It could be a PC or Mac, a small media-less device which fits into the television, a phone or a tablet. Because it is a video, there is no need to have a super-powerful computer in order to play the latest blockbuster releases. It is that final little fact which prompted speculation of the death of consoles. Could it be true? Ben Cousins certainly thought so, even before the Sony buyout emerged. Back in March, the head of development studio Ngmomo and former EA, DICE and Sony employee, believed mobile technology would be the catalyst for consoles becoming obsolete, but streaming is an in the woodgrained Atari 2600 console of 1977, he feels the time is right for a new approach to what is, in effect, the distribution of games, as long as broadband speeds are fast enough to ensure that when a player presses a button, the action comes back within milliseconds. “There are many games that can be served in the web though there are some latency issues as you move from the server or play someone on another continent,” he says. “After all, we still have trouble exceeding the speed of light. But things get better and cheaper all the time. Perhaps Sony with its deep pockets can provide the subsidy for the scale needed to make this work.” Consoles are expensive both to buy and make. When the Playstation 3 was launched in the UK in 2007, following a delay and at a cost to the consumer of £425, Sony made a big loss on each one it sold. It was suggested that the company was losing around £200 on each one, with the idea being that it would profit from the games that run on them. Streaming could free console manufacturers from having to develop major replacements of aging consoles, each of which rely on customers to invest large sums of money in order to keep playing. Enhancements would be made on the servers and they would be more gradual and less expensive, freeing up cash. It would allow companies to put their efforts into boosting the capabilities of the servers and connection speeds, the latter being particularly crucial. “consoles are expensive both to buy and make” “For streaming to work properly in the long term, broadband speeds have to be faster than they are today,” says BT’s futurologist Ian Pearson. “The government is making investments in this area but we’re looking at 2015 or 2016 at the earliest. For me streaming will open up the rental market and shared play but it will only be one of a number of business models.” And yet, in a Twain-esque manner, consoles are still being made and are not dead yet. Nintendo’s new Wii U console is on its way and Microsoft is believed – although there has yet to be an announcement – to be ready to release a successor to the XBOX 360 before 2015. However, interest in cloud gaming by a major manufacturer such as Sony shows that it is something that cannot be dismissed. “Streaming may, in fact, be Sony’s best bet for recouping the losses that they’ve suffered over the last years,” says stalwart console developer Robert Troughton who currently heads up Pitbull Studio. “Apple killed the Walkman with the iPod, they’re hurting consoles with the iPhone, iPad and iPod touch and if it’s about to come out with a TV then they’ll be winning there too. Sony have to pull something out of the bag.” Sony could stream games direct to its televisions, for example, cutting out the need for a console. The rush to produce more advanced machines would become obsolete since machines would only need to be powerful enough to handle video. There would be no need to have a physical copy of a game either, thereby impacting on a retail landscape already battered by downloads. Yet Sony and Microsoft are not solely interested in games. Both companies have been turning their consoles into media hubs combining film, music and photographs among a host of other features. They allow movies to be streamed and it is possible to get a live feed from Sky or view previously aired programmes on the BBC iPlayer and 4oD. Far from seeing the death of consoles, perhaps we are simply witnessing the firm demise of physical media, which began when digital downloads became popular. Why buy a box set when you can stream from Netflix? What’s the point of a DVD or Bluray movie when LoveFilm exists? The iPlayer may only account for less than one per cent of all TV viewed in the UK, but the take-up will surely grow over the coming years. “The success of Sky Go and Sky Anytime+ demonstrates how internet-delivered television continues to grow in popularity,” says Luke Bradley Jones, Sky’s director of TV products. “It means our customers can enjoy even more choice and control over when and where they watch their favourite programmes.” Whatever happens next will be analysed in great detail. Maybe consoles will go the same way as the Video Cassette Recorder. Or maybe not. “My other prediction for the console market is subsidised consoles in exchange for contracted subscriptions, like mobile phones,” says Mr Troughton, offering another possibility for the next generation of games machines. 29 30 Play Expo Cash in the Attic? For those unfamiliar with the wonderful world of retro gaming, there’s so much more than just fuzzy memories and outdated hardware. While you may believe that these classics have depreciated in value, it’s far from the case. With several video game auctions online breaking into the five figure mark earlier this year, there is plenty of reason to brave that dusty loft to see if it is hiding a small fortune. Adam Buchanan of RetroCollect takes a look at some releases from the last few decades that retro gamers can often be found fighting over… Sega Megadrive Super Nintendo Fatal Fury 2 X Zone Nearly two decades ago Blockbuster was a formidable ally to the video game world. Before the days of demo discs and digital download trials, gamers could easily walk into their local video rental store and take home a game for the weekend. Needless to say the rental giant struck several deals with the likes of Sega and Nintendo to gain exclusive rights to certain titles. Fatal Fury 2 is one of these, a title which could not be bought on the high street, and one that remained an Australian rental only option, at least until the few remaining ex-rental copies made their way into collector’s hands If there is anything clear about Nintendo’s distribution methods in the 90s, it is that they’re simply confusing! Countless titles were being shipped to one country, but not the next, leaving incredible classics out of reach for British gamers. X-Zone is one of these incredibly rare exclusives, which could only be located in Scandinavia upon its release. Whilst this frantic Super Scope shooter could have quite easily sold in large quantities around Europe and Australia, this game remains an exquisite import from the colder regions up north, on the rare occasions it surfaces. Mega Man: The Wily Wars The Firemen In the dying days of Sega’s 16-bit console, the Japanese juggernaut began exploring various options to keep their system above water in a now 32-bit world. One of their boldest efforts was the introduction of the Sega Channel, an adaptor which connected to any cable television connection to provide entertainment on demand. This primitive attempt at an XBOX Live or Playstation Network equivalent served video game action through the airwaves including the notable remake compilation of the first three Nintendo NES Mega Man games - Mega Man: The Wily Wars. As PAL regions missed out on the Sega Channel, this in demand title hit European stores as a physical release in small quantities, making amends for the regional heartbreak we’d all grown used to over here. While Police officers may have been immortalised in video games throughout the years, the rest of our public services have been somewhat ignored. Game developers Human Entertainment aimed to resolve this in 1995, with their addictive take on the daily struggles endured by our Fire servicemen. On paper the thought of watering down burning buildings might not sound too enthralling, but you’d be wrong to presume what this Super Nintendo hit has to offer. The pixellated dramatisation of a crisis combined with anthropomorphic flames halting your heroic efforts makes this a burning desire amongst retro gamers. Daze Before Christmas With a shelf life of mere weeks, you’d think video game publishers would avoid going to the effort to release a festive themed video game. Sunsoft, however, had faith in Funcom’s creation and decided to release a pixelated adventure starring Santa just in time for the Christmas of 1994. This daring release must have rung a few alarm bells amongst the Sunsoft executives though, as the Megadrive release of Daze Before Christmas ended up being limited to just Australia. Needless to say the incredibly small print run combined with its regional exclusivity makes this seasonal rarity both expensive and difficult to locate. Alien Soldier The Japanese developers Treasure, comprised of ex-Konami employees, were an unstoppable force in the 16-bit era. Every single title created by this gifted team was an instant hit and an everlasting classic. Their 1995 release Alien Soldier was no different - a title which not only pushed Sega’s console to its limits but also your own gaming abilities. Unfortunately the unforgiving yet incredibly enjoyable ‘boss-rush’ gameplay sadly became overshadowed by the other 32-bit gaming options made available that year, leaving Alien Solider to become quite the obscurity. While its price tag today may be off putting, you’ll be thankful for every penny spent on Alien Solider. Mega Man X3 For such a prolific series, a Mega Man title is not one you’d expect to see on a list of hard to find video games. Funnily enough both the second and third outing of Mega Man’s upgraded ‘X’ appearances are difficult to pin down, due to both rarity and current market value. Several complete-in-box copies of Mega Man X3 have been seen bordering on the one thousand mark on online auction sites, leaving only the most daring and wealthiest video gamers to indulge. Sadly for the rest of us, emulation is the only answer to enjoying one of Mega Man’s finest outings. Space Invaders While many will fondly remember their time with the arcade classic Space Invaders, very few are aware that it was later released on the Super Nintendo. This is understandable due to the 1978 coin-gobbler’s 16bit outing being an Australian exclusive. To be fair though, by the time the Super Nintendo had surfaced gamers had long since moved on from Taito’s classic - one that failed to offer much more on the SNES than it did a good decade and a half earlier. Given that gamers could be exploring Super Mario World’s Dinosaur Land or Super Metroid’s Zebes for the same price, Space Invaders was left to gather dust at retail. 31 Play Expo Several years ago it had become apparent that there was very little information online for retro gamers in the PAL teritorries. While the Americans have long had detailed information repositories dedicated to their gaming past, the team behind RetroCollect decided to collectively build European and Australian gamers their very own equivalent. After years of ongoing hard work, RetroCollect launched in 2010 with not only a wealth of information for game collectors, but also a source for the latest retro gaming news and a flourishing setting for collectors to call home. The site also now offers a place for the classic game aficionados to digitally catalogue their collections, share photographs of their wares and discuss anything that rocks their pixels on the messageboards. So if you’re a huge retro gamer or you’re yet to dive into the world of classic gaming, you best head on over to www.retrocollect.com - where retro gamers... collect! Extremely RareVery RareRareUncommon Sony Playstation Castlevania: Symphony of the Night Often classed as the pinnacle of the Castlevania series, Symphony of the Night is, and always will be, very much in demand. With constant competition to secure the game driving prices way beyond that of a new release, you’d hope that such an investment has plenty to offer - which it does. Not only does this Dracula slaying adventure offer a solid 15 hours of 2D action, but also the addition of a gorgeous 32 page artbook and an audio CD containing music from every Castlevania game released prior to Symphony of the Night. Clock Tower In 1996 Resident Evil’s debut on the Playstation infected the entire nation. Gamers soon became bloodthirsty for more survival horror action. While Resident Evil was far from the first to introduce the spine chilling formula to video games, it capitalised on a gap in the market created by Human Entertainment’s Clock Tower series. The Playstation sequel to the Japanese only SNES horror title Clock Tower took two whole years to be localised for European audiences, by which time the dated title was looking pale in comparison to the upcoming Resident Evil sequel. While it’s still a timeless classic, poor sales coupled with an overshadowing rival left Clock Tower to tick away into obscurity. Sega Saturn Deep Fear Despite enjoying a healthy helping of Capcom’s survival-horror-pie with the Saturn port of Resident Evil, Sega wanted much more than just a single slice. Diving into their resources, they created their own take on the survival horror genre with Deep Fear. Taking place beneath the ocean in an underwater facility, Deep Fear made Resident Evil stay further afloat for all the wrong reasons. If you thought the nonsensical voice acting in Resident Evil was bad, you’ve heard nothing yet! To add insult to injury, Deep Fear was the final PAL release for the Saturn before it sunk underneath the Playstation’s tidal wave. Panzer Dragoon Saga The 1998 RPG by Sega’s Team Andromeda had everything going for it. Stunning visuals, a gorgeous soundtrack, an engaging storyline, yet for whatever reason English speaking audiences failed to notice this title in time. While games of this calibre are often remade or re-released on modern consoles, Team Andromeda has since stepped forward and admitted that the source code for Panzer Dragoon Saga has been lost. This means the only chance you have of enjoying this once in a lifetime adventure is by surrendering your wallet and dusting off your Saturn. Trust us, it’s worth it. Keio Flying Squadron 2 Herc’s Adventures Better known for their iconic point ‘n’ click adventures and Star Wars games, Lucasarts took a stab at creating a Zelda-flavoured action-adventure in 1997. Herc’s Adventures became one of their lesser known titles that truly deserved widespread recognition, especially given it was a spiritual successor to their 16-bit hit Zombies Ate my Neighbours. Like most sprite based adventures released in the late 90s, Herc’s Adventures was unfairly cast aside by its polygon packed rivals despite having more than enough strength to fight back. Regarded as the best title released in the series, Keio Flying Squadron 2 is simply platforming perfection. Despite being critically acclaimed, Victor Entertainment’s sprite heavy adventure suffered at the hands of an audience failing to see past the allure of advanced 3D gaming on offer elsewhere. What makes this title more elusive than others though is that as the game missed out on a US release. European gamers are finding themselves fending off the frequent cherry picking from American gamers hoping to make a run with the few remaining copies of the game. Mr Bones Time Bokan Yattaman Yattaman is a Japanese anime from the Time Bokan series which saw its first broadcast in 1977. Many years later the series was immortalised in video game form, seeing releases on various Japanese consoles including the SNES, Sega Saturn, Sony Playstation and Bandai Wonderswan. Despite being somewhat unknown outside of Japan, the series gained enough traction in Italy to justify a PAL release of this Playstation title. Being a colourful scrolling shooter with humorous elements, this title is everything you’d expect from an anime themed video game as well as being a highly sought after 32-bit treat. Mr Bones is quite possibly the only platform adventure featuring a resurrected 19th century rural southerner who is attempting to save the world from destruction. This quirky yet amusing side scroller sees our bony protagonist tackling the evil DaGoulian, a mad philosopher who is using a special set of skeletal magnetism drums to raise the deceased for his undead army. This 1996 release was wrongly considered lifeless compared to other releases that year, and was prematurely laid to rest shortly after. Mr Bones, however, has since become part of a retro gaming resurrection. Those who wrongly dismissed this skeleton’s outing all those years ago are now scouring Ebay in the hope of being thrown one of Mr Bones’... bones. 32 Play Expo Confessions of a Gaming Widow If you can’t beat ‘em... “How did it get to this?!” A thought that at some point occurs to everybody, I am sure. Over the last couple of years however, it has found its way into my head on a more and more frequent basis. Usually it is a Sunday. Usually it is 5 or 6pm, sometimes later. Usually I am sitting cross-legged on a cold concrete floor in a faraway exhibition centre surrounded by games and their not necessarily matching boxes. So how did it get to this? How did it get to the point where I break into cold sweats at the very thought of an original Xbox disc being filed away with the 360s? Well, as with all good stories, it starts when boy meets girl… Boy meets girl. Boy has an upright arcade machine in his house. Girl thinks, “well at least it isn’t the decomposing body of his Mother” and so things progress... Fast forward a couple of years and at the point of house hunting, the luxury of a spare room becomes essential. Only now it won’t be Smug grin removed! ‘spare’ at all; it will be required to house the ever increasing games collection. No longer is there one solitary arcade machine, there are two MAME cabinets, and there are uncountable consoles, many purchased purely because they could be. The gaming and associated interests have developed from a quirk, to a hobby, to an addiction and what is the next logical step for any addict? Find a support group! were made that it was nice to have a familiar face around... I got to know people, my Facebook friends list grew, and I was slowly but surely being welcomed into a community where I was sure I had absolutely nothing in common with 90% of the members. Not only was I good at it, I was better than The Boy! As much as I loved beating him at his own game, The Boy hated it. There is nothing quite like wiping a smug grin off the face of the person that you love, and if you can take a photo of the high score table with your name above theirs all the better! So The Boy decided to hold a retro gaming event to find some like-minded/afflicted individuals. Inspired by a smaller event he had attended he decided things could be made bigger and (as all ladies know) therefore better. This was a turning point - The Girl met other addicts! Some were at earlier stages of their addiction, while others were way beyond help. I staffed the door for almost two days straight for this event, sat reading books in quiet times and repeated “I don’t like games” more times than I care to guess. Some months later another event was arranged ended up on the door again. A few comments by one of The Boy’s new friends and I somehow What changed here, you might ask? Was it the 15 hour delay in Manchester airport that sent me stir crazy? Was there a loss of cabin pressure on the flight? Did a lumberjack accidentally clout me with an axe upon arrival in New England? No, it appears that I found a game I was good at. “the gaming and associated interests have developed from a quirk, to a hobby, to an addiction...” As a result of my softening approach to these events, The Boy decided it was time to see if I would travel to the annual gaming tournament at Funspot. Now Funspot is not local; Funspot is not in this country; Funspot is not even European. This was a real test! Would I, fledgling gamer groupie, travel to the USA to compete in a tournament with the world’s best? Obviously I could have said no. I could have stayed at home. I could have spent all day in the local chocolate shop (which is magnificent by the way) but no, I went and I entered the tournament. Upon our return to England I began to play my favoured game on the MAME cab. Then I diversified and found other games to enjoy, all of which I was capable of beating The Boy at. So my affection for the gaming community grows - I help out at various events, where there are wonderful people and the odd decent game. There is some genuine love for my homemade sausage rolls as well, to those in the know, and so the story continues... I can’t wait for Play Expo. I will play games that I can beat The Boy (and many others) at and I will welcome new people into the fold. Gaming widows and widowers alike are welcome.I will personally assist you in finding something at which you can beat your significant other! So, how did it get to this? I am really still not sure, but what I do know is that I am glad it did. If you need to talk about your partner’s gaming obsession and how best to deal with it, the Gaming Widow will be available at Play Expo - please visit the Event Information Booth. 31 Play Expo