Newsweek - National News, World News, Health, Technology, Entertainment and more... | Newsweek.com
SPONSORED BY
Level Up Blog - Newsweek.com
  • The Man Behind the Royal 'We' Says 'So Long'

    N'Gai Croal | Mar 4, 2009 11:00 AM
    knockknock.biz luggage tags. Photo courtesy of justinph.

    I guess it's finally time for me to level up.

    It was the summer of '99 when I convinced my then editor to send me on a tour of the U.S. videogame industry. When I finally returned three weeks later, my head was still spinning. I felt as though I'd seen the future of entertainment. It was then that I made it my mission to put NEWSWEEK's coverage of this growing medium on the map. I did that in print, with cover stories on the Japanese launch of the PlayStation 2 and the spread of online gaming. I did it online, with the debut of the blog N'Gai Croal's Level Up. I did it on television, with appearances on MSNBC and CNN. You all watched me push, prod, praise, scold, discuss and debate videogames across multiple media, both mainstream and enthusiast. That's because my editors were prescient enough to let me apply my talents and establish my reach beyond the magazine, from co-blogging with MTV News to writing a monthly column for Edge and more. For this, I say to them all, thank you.

    Having achieved all of this, I can say without a shadow of a doubt that I've accomplished what I set out to do ten years ago. And now it's time for me to take that decade’s worth of accumulated knowledge and do something else with it. After Friday March 6th, my passions will take me beyond the world of journalism. I’ll be wearing many hats on this new journey: videogame design consultant, media strategist, consumer technology reporter, columnist, blogger and, as always, provocateur. You’ll be able to keep track of my various adventures at ngaicroal.com, and feel free to reach out to me via email at ncroalbiz@gmail.com. It’s been a pleasure conversing with all of you, and I look forward to continuing our dialogue in the years to come.

    Cheers,

    N’Gai
    More
  • A Symposium On Game Reviews. Topic 1: Review Scores, Part IV

    N'Gai Croal | Dec 29, 2008 09:00 AM
     The Parthenon in Athens, Greece. Photo courtesy of wallyg.

    Are reviews primarily a consumer guide, or should they serve another purpose? Do review scores deter intelligent discussion of videogames? Is the presence or absence of a review score the only difference between a reviewer and a critic? What is the role of the reviewer when the Internet is democratizing published opinion? How should reviews and reviewers evolve in light of the emergence and growth of Flash games, small games, indie games and user-generated games?

    These questions and more were on the mind of N'Gai Croal, John Davison and Shawn Elliott last summer when they decided to expand their conversation to a number of noted reviewers, writers, bloggers and reporters for a published email symposium on game reviews. (See below for the full list of participants.) The planned list of topics include Review Scores; Review Policy, Practice and Ethics; Reader Backlash; Reviews in the Age of Social media; Reviews in the Mainstream Media; Casual, Indie, and User-Generated Games; Reviews vs. Criticism; and Evolving the Review. The participants are as follows:

    Participants

    The topic for Round 1, which will be published here in installments over the next several days, is Review Scores. Previously, we published Part I, Part II and Part III; today, we conclude the Review Scores portion of our symposium with Part IV. To read today's section in its entirety, click on the link below.

    More
  • Advertisement
  • A Symposium On Game Reviews. Topic 1: Review Scores, Part III

    N'Gai Croal | Dec 22, 2008 02:11 PM
     The Parthenon in Athens, Greece. Photo courtesy of cambiodefractal.

    Are reviews primarily a consumer guide, or should they serve another purpose? Do review scores deter intelligent discussion of videogames? Is the presence or absence of a review score the only difference between a reviewer and a critic? What is the role of the reviewer when the Internet is democratizing published opinion? How should reviews and reviewers evolve in light of the emergence and growth of Flash games, small games, indie games and user-generated games?

    These questions and more were on the mind of N'Gai Croal, John Davison and Shawn Elliott last summer when they decided to expand their conversation to a number of noted reviewers, writers, bloggers and reporters for a published email symposium on game reviews. (See below for the full list of participants.) The planned list of topics include Review Scores; Review Policy, Practice and Ethics; Reader Backlash; Reviews in the Age of Social media; Reviews in the Mainstream Media; Casual, Indie, and User-Generated Games; Reviews vs. Criticism; and Evolving the Review. The participants are as follows:

    Participants

    The topic for Round 1, which will be published here in installments over the next several days, is Review Scores. Last week we published Part I and Part II; now we continue with Part III. To read today's section in its entirety, click on the link below.

    More
  • A Symposium On Game Reviews. Topic 1: Review Scores, Part II

    N'Gai Croal | Dec 19, 2008 10:14 AM
     The Parthenon in Athens, Greece. Photo courtesy of caribb.

    Are reviews primarily a consumer guide, or should they serve another purpose? Do review scores deter intelligent discussion of videogames? Is the presence or absence of a review score the only difference between a reviewer and a critic? What is the role of the reviewer when the Internet is democratizing published opinion? How should reviews and reviewers evolve in light of the emergence and growth of Flash games, small games, indie games and user-generated games?

    These questions and more were on the mind of N'Gai Croal, John Davison and Shawn Elliott last summer when they decided to expand their conversation to a number of noted reviewers, writers, bloggers and journalists for a published email symposium on game reviews. (See below for the full list of participants.) The planned list of topics include Review Scores; Review Policy, Practice and Ethics; Reader Backlash; Reviews in the Age of Social media; Reviews in the Mainstream Media; Casual, Indie, and User-Generated Games; Reviews vs. Criticism; and Evolving the Review. The participants are as follows:

    Participants

    The topic for Round 1, which will be published here in installments over the next several days, is Review Scores. Yesterday we published Part I. Today we continue with Part II; to read this section in its entirety, click on the link below.

    More
  • A Symposium On Game Reviews. Topic 1: Review Scores, Part I

    N'Gai Croal | Dec 18, 2008 01:00 PM
     The Parthenon in Athens, Greece. Photo courtesy of tsak_d.

    Are reviews primarily a consumer guide, or should they serve another purpose? Do review scores deter intelligent discussion of videogames? Is the presence or absence of a review score the only difference between a reviewer and a critic? What is the role of the reviewer when the Internet is democratizing published opinion? How should reviews and reviewers evolve in light of the emergence and growth of Flash games, small games, indie games and user-generated games?

    These questions and more were on the mind of N'Gai Croal, John Davison and Shawn Elliott last summer when they decided to expand their conversation to a number of noted reviewers, writers, bloggers and journalists for a published email symposium on game reviews. (See below for the full list of participants.) The planned list of topics include Review Scores; Review Policy, Practice and Ethics; Reader Backlash; Reviews in the Age of Social media; Reviews in the Mainstream Media; Casual, Indie, and User-Generated Games; Reviews vs. Criticism; and Evolving the Review. The participants are as follows:

    The topic for Round 1, which will be published here in installments over the next several days, is Review Scores. To read Part I in its entirety, click on the link below.

    More
  • Rockstar's Key Employees Re-Up With Take-Two -- But They're Also Starting an Independent Studio. Analyst Michael Pachter Explains It All For You

    N'Gai Croal | Dec 18, 2008 01:00 AM
     Grand Theft Auto IV, developed by Rockstar North and published by Rockstar Games

    Yesterday, the stock price of Take-Two Interactive fell after the company announced a fourth quarter loss of $15 million (up from a loss off $7.1 million a year ago) even though its revenue of $323 million (up from $293 million a year earlier) was greater than expected. What's interesting is that in early November, according to Bloomberg, Zelnick all but declared Take-Two recession-proof, stating "With entertainment products, if there’s something you must have, typically consumers are going to buy it....So far, we’re not seeing any negative influence of the overall economy on sales of our titles.” Yesterday, however, Zelnick was siging a different tune. "We too are influenced by a very difficult set of economic conditions and the world looks a lot worse than it did just a couple of months ago," he admitted.

    The news wasn't all bad, however. For the entire fiscal year, Take-Two is projecting a profit. And the best news of all was that the core staff of the studio that's primarily responsible for those profits--Rockstar Games' Dan Houser, Sam Houser, Leslie Benzies and unnamed others--has signed new contracts with Take-Two through the year 2012. More interesting, however, than the fact that the new deal would be "primarily based on a profit sharing agreement," was the following paragraph:

    In addition, Take-Two has agreed to fund the future development of certain new intellectual property to be owned by a newly formed company controlled by key Rockstar Games team members and published exclusively by Take-Two.

    In other words, the Housers and their inner circle retain creative control of the franchises they've created, including Grand Theft Auto. They received a rich new deal. And they will also be able to create brand-new franchises for a separate company that they control--note that the release doesn't specify who owns the company, so Take-Two could have a stake in it--with those new games being funded and distributed by Take-Two. We were impressed when Bungie got to keep its name upon departing from Microsoft during the Flight of the Killer B's, but this strikes us as a far better and shrewder deal, with the Housers and company having the best of both worlds: they get to strike out on their own without ceding control of the house that they built.

    For further analysis, we turned to Wedbush Morgan analyst, Michael Pachter. Here's what he had to say:

    To read our Q&A with Pachter, click on the link below.

    More
  • In Which the Vs. Mode Withdrawal Society, aka Slate Gaming Club 2008, Draws to a Close

    N'Gai Croal | Dec 12, 2008 02:42 AM

    Yesterday, we posted excerpts from Round 2 of the second annual Slate Gaming Club, featuring four journalists discussing the year in videogames. The lineup consisted of New York Times op-ed page staff editor Chris Suellentrop, MTV News reporter Stephen Totilo, New York Times games reporter Seth Schiesel, and the staff of Level Up. Round 1 was cordial, while Round 2 got a bit more testy. How would we describe Round 3? Thoughtful. Heady, even. Some excerpts:

    Stephen Totilo, MTV News: To save us the embarrassment of not having deeply discussed 2008's biggest gaming newsmaker, I must add that [Wii Fit] served a number of interesting roles. It presented to average people the idea that playing a game could be good for you, it convinced some gaming executives that fitness gaming is the next trend that must be followed, and it expanded the currently unlabeled category of Self-Help Video Games that Nintendo's brain-workout Brain Age software opened up in 2006 (and which may someday force gaming-sales charters to give self-help games their own list, the way the New York Times had to in 1983).

    Chris Suellentrop, New York Times: Stephen is saying that video games are a Fourth Medium, then, something truly new under the sun. (Maybe this is just a different way of saying that games are an Eighth Art Form, as Dennis Dyack says.) I often think that's right. But it also helps explain my long face, as Stephen puts it. Don't I have the right to expect something more from this marvelous new medium? Something more wondrous than beautifully and impeccably crafted worlds filled with enemies for me to kill?

    What I want is a game with the elegant gameplay and level design of Gears of War 2 but with the story of The Force Unleashed. But I want it told in a manner like Braid—or even You Have To Burn the Rope—meaning, a telling of the tale that is consistent with the promise and the mechanics of this Fourth Medium (or Eighth Art Form).

    I haven't played this game yet. Have any of you?

    Seth Schiesel, New York Times: [W]ith every passing year I grow deeper in my conviction that the most interesting and meaningful games are massively multiplayer online games in which you have thousands of people in emergent, persistent communities with their own politics, their own tribes. In a massively multiplayer game, every day is different because people are always different. As I've played through dozens of games this year for my job, it has been so vital to maintain a gaming home base, a center of gravity with a group of people that I can just hang out and play with. I've found that most of this year in Eve Online, the hard-core science-fiction MMO that continues to grow. Eve is the kind of game in which the group of people you play with is the most important part of the experience. These are the people I'm on IRC with even when I'm playing something else, and it is that sense of community, of getting to know people from around the world just a little bit, that is the most valuable thing in gaming for me, and it is something that other media usually fail to provide.

    N'Gai Croal, Newsweek: [I]n just 24 months, Nintendo has blown past its rivals and continues to do so even though the 360 is now $50 cheaper than the Wii's suggested retail price. To put this Nintendominance in perspective, for the month of November, Wii (2.04 million) outsold Xbox 360 (836,000), PlayStation Portable (421,000), Playstation 3 (378,000), and PlayStation 2 (206,000) combined....

    Yes, the data show that the video-game industry's revenues continue to rise. But how sustainable is that when development budgets are tilted toward 360, PS3, and high-end PCs and away from the market-leading Wii and low-end PCs. If a remake of Resident Evil 4 sold extremely well on the Wii, surely there was an opportunity for Dead Space. The liberating sense of movement in Mirror's Edge could have translated well to the Wiimote and nunchuk. But because EA built those games for the top-of-the-line machines, the Wii wasn't even a possibility. So with Nintendo as top dog, I think it's time for publishers to throw it a much bigger bone by leading development on Wii, then up-porting the games to the more powerful systems, which should result in a larger addressable audience.

    Share your thoughts with us in the comments below

    More
  • More Legally Approved Vs. Mode Substitute, Courtesy of the Slate Gaming Club

    N'Gai Croal | Dec 10, 2008 05:45 PM

    Earlier today, we posted some excerpts from Round 1 of the second annual Slate Gaming Club, in which four writers discuss the year in videogames. The roster? New York Times op-ed page staff editor Chris Suellentrop, MTV News reporter Stephen Totilo, New York Times games reporter Seth Schiesel, and the staff of Level Up. In Round 1, the group was pretty polite, but there are definitely some pointed remarks and glowering stares in this, Round 2, of our email exchange. Some excerpts:

    Chris Suellentrop, New York Times: [W]hat to think of Gears of War 2? The game is even more shamelessly derivative than the first one. I picked up allusions to, off the top of my head, Independence Day, Battlestar Galactica (the Ron Moore re-imagining), The Empire Strikes Back, and the speeder-bike chase scene in Return of the Jedi. Mitch Krpata of the Boston Phoenix pointed out on his Insult Swordfighting blog that one of the game's levels is a tribute to, or a rip-off of, the final level of Contra....

    [Yet] I think Gears of War 2 was the most fun game I played all year, and the game that most achieved the goals it set for itself. If you want to see what an interactive Sylvester Stallone movie looks like, play Gears. It's everything a big summer blockbuster should be. But this is awards season, right?

    Stephen Totilo, MTV News: Gamers abandon games--even games that they like--before finishing them. Gamers get angry at games--even games they like--for being repetitious or derivative or for falling short of being as good as it seems like they could be. That's what you get when you, the gamer, indulge in a creative form that was created to convey satisfying-but-repeatable, controllable bits of action for a quarter per minute. This is the creative form that has somehow evolved into a medium of 25-hour, $60 collections of satisfying-but-repeatable, controllable bits of action without inventing many successful strategies for telling stories, figuring out how to develop characters, or turning into a more interesting way to spend an hour than listening to Beethoven or watching The Wire.

    Seth Schiesel, New York Times: Over the course of this year, plowing through game after game, what surprised me most was simply how good most of them were. Though the crop of 2008 has demonstrated its talent in different ways, it seems clear that the overall level of production quality and creative talent is higher now in video games than it has ever been. This is the real golden age of gaming because only now is the audience large enough, variegated enough, and mature enough to support high levels of investment in such a broad portfolio of genres on such a wide range of devices and screens.

    The major publishers have finally figured out that schlock is not a business strategy that can compete in the long term with producing a high-quality product. I have played through and reviewed most of the biggest games of the year, with a few formal reviews still to come, and the one word that keeps coming back to me is professionalism.

    N'Gai Croal, Newsweek: Your point about professionalism also intrigues me. You're correct that, by and large, the level of craft in the video game industry continues to grow each year, and 2008 was no exception. I wonder if, however, by settling for the professionalism inherent in the acknowledgment that "we are those men, and we had fun with these games," we let games off too easily when they take the easy way out, interactively speaking....

    Was Epic's handling of Maria's fate a failure of craft or art? I say it's worth thinking hard about, especially when writing for a mainstream audience like yours in the Times and mine at Newsweek. Because when we avoid such questions, we're gulling our readers into believing that story and gameplay are mutually exclusive--or that games are just like other media.

    Feel free join in and take shots at us in the comments below, or just share your thoughts on the best and worst of 2008.

    More
  • Going Through Vs. Mode Withdrawal? Slate's 2nd Annual Gaming Club Is Here to Save the Day

    N'Gai Croal | Dec 10, 2008 05:53 AM

    Last year, the Web magazine Slate (which, like NEWSWEEK, is owned by The Washington Post) convened its first ever Gaming Club to discuss the year in videogames. Participants included New York Times op-ed page staff editor Chris Suellentrop, MTV News reporter Stephen Totilo, New York Times games reporter Seth Schiesel, and the staff of Level Up. We debated and discussed such notable titles as BioShock, Halo 3, Desktop Tower Defense, Portal and more before drawing things to a gentlemanly close. Now don't go calling it a comeback, but we've returned for a second installment of what we all hope will be an annual affair. The epistolary exchange kicked off yesterday with three of the Four Musketeers contributing, while today's round will include the full quartet. Some excerpts:

    Chris Suellentrop, New York Times: One thing I've been wondering: Is it a good sign or a bad sign for the medium that this year's crop of games has produced such a wide divergence of opinion? Michael "the Brainy Gamer" Abbott thinks Fable 2 is perhaps "the most seductive game world ever created." Chris Dahlen thinks Fallout 3 "balances—and sometimes betters—the approaches of other videogame masterpieces: the retro immersion of BioShock, the paranoia of Portal, the exploration of Oblivion and the seamless storytelling of Half-Life 2. The pseudonymous "Iroquois Pliskin" says GTA IV is "a classic, and stands head and shoulders above its previous iterations and nearly every other game released this year."

    Those are three more of the smartest people writing about games. They each think their Game of the Year is a new addition to the canon. Maybe they're right. Or, more likely, this was a year of just-misses, which is why there's an absence of consensus.

    Stephen Totilo, MTV News: Fable II as Game of the Year? Getting warmer. In the reverse order of what happens in GTA IV, this game begins with a poorly defined character in an uninteresting medieval European fantasy world but winds up with you controlling a man or woman who is literally the shape of the choices you've made in the game. All that celery he ate made my guy skinny; his ample scars came because he was a clumsy swordsman; his youthful visage remained, because I chose not to sacrifice his looks when given the alternate option to sacrifice a maiden to the gods instead. Ten years from now, the world will remember Nov. 4, 2008, as the day America elected its first black president. I'll also remember that day, I'm sure, as the day when I was first emotionally affected by a video game. Pausing my DVR just after California was called for Obama, I had to go back to Fable II to make the game's final moral decision, a triple-optioned Sophie's choice involving money, loved ones, and community that would affect characters I'd interacted with for weeks. I'm still haunted by the pick I made. Obama's victory speech later that night distracted me from the unease that my final actions had put in my heart, but as I went to bed, with cheers still echoing down the Brooklyn streets near my apartment, I was haunted by the wonderful emotional pain I finally felt from a video game.

    Yeah, that's my frontrunner for Game of the Year.

    N'Gai Croal, Newsweek: [Fallout 3 and Braid] aren't the only two games I'm considering for whatever top 10 list I assemble whenever I assemble it; others include Patapon, Grand Theft Auto IV, Geometry Wars: Retro Evolved 2, The Last Guy, PixelJunk Eden, Gears of War 2, LittleBigPlanet, Left 4 Dead, and Play Auditorium. But I'll end here by asking each of you to name and discuss the game you've had the hardest time expressing your opinion of. For me, it's Resistance 2, a staggering work of heartbreaking mediocrity from one of the industry's most accomplished studios. Staggering in its we-put-every-dollar-up-on-the-screen production values, in its scope, in its careful borrowing from all the right touchstones of the shooter genre. Heartbreaking in that its overblown scale may have helped do it in, in that it has created a fictional world that over two games has never truly connected with me, in enemy encounters that hit all the notes without ever quite playing the tune. It's not mediocre in the way that most games are mediocre. It's just off, and for the life of me I still can't figure out a succinct way to explain why.

    Any games from 2008 make you feel that way?

    Consider this an open thread for sharing your opinions on our discussion as well as your favorite games of 2008, and check back later for a post on Round 2.

    More
  • The Big Idea: Are Videogame Reviewers Missing the Forest for the Trees When It Comes to Assessing Important and Innovative Titles?

    N'Gai Croal | Nov 25, 2008 04:24 AM
     Rodin's "The Thinker." Courtesy of innoxiuss, edited by Level Up

    The Idea: Game reviewers and game players get so hung up on minutiae-i.e. game controls and combat systems-that too often, they miss what's important and innovative about games. This in turn creates a culture where gamers are searching for aspects of a game to dislike. Instead, what's needed are more critics and gamers who champion particular developers and games.

    The Thinkers: Leigh Alexander, Ben Fritz, Keith Stuart

    The Sources: Sexy Videogameland, The Cut Scene, Games Blog

    The Quotes: "When a title attempts to explore uncharted areas, it risks stumbling into areas that have been neglected for a good reason--because they don't work as well. But when we fault them for trying, without recognizing that the game might have done a few new things well, or when we treat creativity or an attempt at inventiveness as a design flaw, we're sending the industry some problematic mixed messages. We demand innovation and invention, and then we crucify any attempts in that direction."
    --Leigh Alexander, Sexy Videogameland

    "[I]n the case of games that are different in some way (like a new IP, or a sequel from a new developer as in the case of "Silent Hill: Homecoming"), a lot of videogame critics obsess about the small stuff because they don't like the big picture....If we re-arranged our priorities, I think we'd have more critics "championing" certain games or developers. In the end, that's what I'm calling for and I think that's what Leigh's implying. In the film world, there were critics who championed the then-radical filmmakers of the '70s who transformed the world of cinema. Wouldn't it be great if there were more videogame critics who championed certain titles or artists, while acknowledging their imperfections, the way Leigh does "Silent Hill: Homecoming" and Hideo Kojima?"
    --Ben Fritz, The Cut Scene

    "[I]f it were a movie, Mirror's Edge would be critically lauded by the specialist film press--it would be considered a forward-thinking masterpiece. Sure, it's dangerous to compare two such different media, but there are key similarities--one is the way in which critics should be able to deconstruct the experience on offer and draw from it undeniable values that outweigh concerns about basic construction. For example, no-one complains that, say, 'Pan's Labyrinth' or 'Eraserhead' lack the formal, easily recognisable narrative structure of a conventional movie. Their aspirations exempt them from that requirement. So should we really be marking Mirror's Edge down for control issues--a game that aspires to re-interpret the very interface between player, screen and character? Yes, I know, it's a clumsy comparison, but the underlying point is--should reviewers just accept that sometimes incredibly new experiences will lack some of the formal substance we expect from traditional games? That's what innovation is, it's leaping out into the unknown."
    --Keith Stuart, Games Blog

    The Reaction: Personal tastes aside, we don't buy the argument that the nature or the amount of innovation in a game should exempt it from criticism in other areas that determine how a reviewer or critic evaluates a game's quality.

     To read the rest of today's installment of "The Big Idea," click on the link below.

    More
  • Scoop: E3 2009 To Take Place During First Week of June, Be Open To the Public, Attendance Capped At 40,000

    N'Gai Croal | Oct 20, 2008 06:56 PM

    Update: Post a story, and all of a sudden, more sources jump out of the woodwork, to say nothing of similar stories from competing outlets. We've spoken with four additional sources since our original post went live, and it appears that our original source's statement that there would be an extra two days specifically set aside for the public--Friday June 5th and Saturday June 6th--may have been incorrect. We're working to pin that down, and as soon as we find out, we'll whip up another post. Separately, we're also looking to gather information about what criteria the ESA will use to admit a broader audience than it has to the previous two E3s, and to find out--as one journalist asked us privately and as many fanboys would like to know--whether the infamous booth babes of years past will make a comeback of their own. Stay tuned.

    ***

    Level Up has just learned that after long, bruising and politically difficult negotiations, the Entertainment Software Association is preparing to announce tomorrow that E3 2009 will take place at the Los Angeles Convention Center during the first week of June--and that for the first time, E3 will officially open its doors to the public at large. According to a source close to the process, the convention floor and meeting rooms will open on Tuesday June 2nd to media and industry professionals. On Friday June 5th and Saturday June 6th, however, the show floor will open up to the public. What about the famous press conferences from Nintendo, Microsoft and Sony, along with a handful of third party publishers? Our source told us to "expect a boat load of press conferences on Monday during the day and on Tuesday morning."

    Internally, the ESA and its members are referring to the event as a "prosumer show," a term our source found puzzling. Presumably it refers to the ESA's intent to reach out to not necessarily the world at large, but to media, industry professionals and the most avid gamers. For while attendance is expected to rise dramatically from the 2008 show, our source informed us that the ESA is aiming to cap next year's attendance at 40,000. That's significantly less than the record 70,000 people that attended E3 in 2005, and it's also less than the nearly 60,000 people who attended this year's Penny Arcade Expo in August in downtown Seattle.

    Three years ago, when the ESA decided to drastically scale back E3 in response to the annual carping about the show's cost to its members, industry scuttlebutt pegged the Four Horsemen most responsible for the original format's demise as the three console manufacturers--Sony, Microsoft and Nintendo--and leading third party publisher Electronic Arts. But as the song goes, sometimes you don't know what you got 'til it's gone, and two years of the new min-E3--first spread out over downtown Santa Monica, then as a shell of its former self back at the L.A. Convention Center--was pleasing no-one, to say nothing of publishers like Activision Blizzard, which pulled out of E3 and the ESA entirely. Clearly, something had to be done.

    Still, it wasn't easy.

    To read the rest of our exclusive post on the new E3, click on the link below.

    More
  • The Big Idea: Should a Game Whose Core Audience Is Teen Girls Become a Movie Aimed at Teen Boys?

    N'Gai Croal | Sep 22, 2008 01:15 PM
     Rodin's "The Thinker." Courtesy of innoxiuss; edited by Level Up

    The Idea: A teenaged male's wish fulfillment story is the best way to make a movie out of The Sims.

    The Thinker: John Davis, movie producer

    The Source: A Q&A on Collider.com

    The Exchange:

    Collider.com: What is it going to take to make the really good video game movie? Cause a lot of fans out there have been less then satisfied.

    John Davis: I think we have it in The Sims. I’ll tell you why.

    Collider.com: Every one’s said that though. I’ve heard this before.

    Davis: I know, but I think we have it in The Sims. First of all, The Sims, 65 million units have been sold, the most successful video game ever. Right? Ever.

    Collider.com: How will this translate to being a great movie?

    To read the rest of today's installment of The Big Idea in its entirety, click on the link below.

     

    More
  • Vanity Fair Magazine Has Just Announced Its 2008 'New Establishment' Power List. So How Did the Videogame Industry Fare?

    N'Gai Croal | Sep 2, 2008 06:53 PM

    Between penetrating interviews and marathon gaming sessions, the staff of Level Up has been known to click over to The Drudge Report for up-to-the-minute headlines in news, politics and gossip. A few minutes ago, we came across the following headline: "PUTIN TOPS VANITY FAIR NEW ESTABLISHMENT LIST; MURDOCH NO. 2..." We clicked on the story, where, lo and behold, we found the entire 100-slot list from the October issue of Vanity Fair. Here's how Vanity Fair describes the highly scientific methodology behind its rankings system:

    The Vanity Fair 100 represents a global, movable band of thinkers, owners, creators, and buyers who are the tastemakers, trendsetters, opinion formers and agenda creators in the worlds of politics, entertainment, media, business, technology, and fashion. Entry into the ranks of the V.F. 100 is based on a number of factors: wealth and influence, as well as such intangibles as vision, philanthropy, and the x factor.

    Being named to the list is considered to be an honor of some prestige, and, in the past, we've known publicists who've spent considerable time and effort to ensure that their clients would be so recognized. Previous videogame-related honorees include Electronic Arts chairman Lawrence (Larry) F. Probst III in 2004 (#32, between actor Tom Cruise at #31 and Fox News chief Roger Ailes at #33) and 2005 (#33, below Ailes at #32 but above Cruise at #34). PlayStation CEO Kaz Hirai hasn't yet made the list, but he was named a "mogul in waiting" while seving as the head of the game company's North American operation. So how did videogame luminaries fare this year?

    To read the rest of our post in its entirety, including the entire Vanity Fair 2008 New Establishment List, click on the link below:

    More
  • Voltron Lives: NPD, Chart-Track and Enterbrain Join Forces to Produce Monthly Global Sales Data

    N'Gai Croal | Aug 21, 2008 04:11 PM

    Earlier today, the Port Washington, NY-based NPD Group, which tracks sales data for the videogame industry and other sectors, issued a press release about a new service that it would be offering along with its counterparts in the U.K. and Japan. Titled the "Top Global Markets Report," the three companies state that it will be "the first report to integrate point-of-sale (POS) data for video game software sales in the world’s largest games markets," specifically the United States (NPD), the U.K. (Chart-Track) and Japan (Enterbrain). To clarify some details in the announcement, we dashed off some questions to NPD toys and videogames analyst Anita Frazier and corporate marketing director David Riley. Here's what they wrote back:

    How did this collaboration among The NPD Group, Gfk Chart-Track Ltd and Enterbrain come about? Who approached who first?

    David Riley: The foundation for this was built back in 2004 when we met with Enterbrain at E3. NPD's relationship with Enterbrain grew from there. We've had long-standing relationships and various business partnerships with both GfK and Chart-Track, so it only made sense to form this alliance.

    Will the Top Global Markets Report be issued in North America simultaneously with the monthly NPD videogame reports ? If not, how soon afterwards can we expect the global report?

    Anita Frazier: This is a top global markets report, not a comprehensive global tracker. The report will be issued to subscribing clients. The Global Markets database won't be available simultaneously with the standard U.S. database. It will be released a few days after but we don't have a set schedule at this time.

    Which parts of the report will be made available to media and the public? Can we expect to receive both hardware and software data?

    To read the rest of our Q&A in its entirety, click on the link below.

    More
  • The Great War of Rock Continues to Rage: Rhino Records Tells Level Up That The Cars' Debut Album Was a Rock Band Exclusive

    N'Gai Croal | Aug 5, 2008 03:01 AM
     The Cars' 1978 debut album, "The Cars"

    As the Guitar Hero and Rock Band franchises compete for the hearts and minds of ersatz rockers around the world, both sides are doing their best to lock up exclusives. For instance, there's the recently released Aerosmith team-up with Guitar Hero, an an arrangement whose exclusivity was first reported on Level Up by Newsweek writer Ashley Harris. Rock Band has made similar arrangements with bands like The Who. We asked Harris to look into whether The Cars, whose eponymous debut record was the second full-length album released on the Rock Band Music Store, had entered into a comparable agreement with Harmonix and MTV Games for Rock Band. Harris contacted Rhino Records, a division of Warner Music Group, for comment. Here's what spokesperson Jason Elzy had to say:

    To read the rest of this post, click on the link below. 

    More