e3-2013

Latest

  • Mario Kart 8 drives us up a wall

    by 
    Jordan Mallory
    Jordan Mallory
    06.20.2013

    Mario Kart 8 takes the series in a new direction, which is to say, "sideways." The Wii U's first entry in the franchise introduces the concept of relativistic gravity – an idea not entirely foreign to Mario himself – to the vehicular antics enjoyed by Nintendo's mascots. It also marks the console debut of Mario Kart 7's hang gliding mechanic and, by virtue of being on the Wii U, motion controls with the GamePad. Hang gliding is innocuous enough, but I had reservations about the implications of the GamePad's seemingly superior motion controls after a few test races in Nintendo's booth at E3.%Gallery-191096%

  • Battlefield 4 'Spectator Mode' jumps into many soldiers' boots

    by 
    David Hinkle
    David Hinkle
    06.20.2013

    Daniel Matros, producer on Battlefield 4, gives us a look at the new Spectator Mode direct from E3. The voyeur mode is there for those soldiers who want to watch a battle go down, but don't want to participate in the skirmish directly. Spectating is live, with no delay – which may present problems with ghosting in the final game, though it should be noted that this is pre-Alpha gameplay from E3 and spectating may be changed prior to launch on October 29.

  • Ask Massively: The best and worst of E3

    by 
    Bree Royce
    Bree Royce
    06.20.2013

    Massively is finally recovered from E3, whose MMO reveals surprised even the most jaded gamers among us. Now that we've had time to process the entirety of the event and our coverage of it, we think it's time to deliver our overall impressions of the show -- the most surprising reveal, the most disappointing offering, and of course, the best MMO in show. The ground rules for our discussion? It had to be something we can justify covering -- MMO, MOBA, pseudo-MMO, or related topic. It had to be something shown in public, be it a demo or video or interview. If we can't talk about it and you can't see or read about it, we're not including it. Ahem. Every staff member and on-the-ground freelancer was permitted to chime in. We stuck to three big categories rather than create so many that every game could win something. Let's do this.

  • Here's a first look at the Need for Speed flick

    by 
    Sinan Kubba
    Sinan Kubba
    06.20.2013

    Dreamworks offered a sneak peek of its Need for Speed film at E3, complete with Aaron Paul, flashy cars and flashy car crashing. The question remains: which NFS universe is it set in? Underground? Hot Pursuit? Underground 2? Are they even separate NFS universes? Maybe we'll find out in 2014.

  • Titanfall's structure and 'cloud computing' on Xbox One explained

    by 
    David Hinkle
    David Hinkle
    06.19.2013

    While we were given a quick description of the cloud computing at work in the Xbox One version of Titanfall, we weren't able to get an in-depth answer. So we took to a back room at E3 and asked Respawn Entertainment's Fairfax "Mackey" McCandlish, lead designer on Titanfall, to elaborate. Essentially, cloud computing helps matchmaking, allowing dedicated servers to be spun up on a moment's notice to handle multiplayer matches and find you the most local option when searching for a game. McCandlish also answers other burning questions – like what exactly powers these titan mechs.

  • Hotline Miami 2: Wrong Number unmasked: Blood, drugs, feelings

    by 
    Jessica Conditt
    Jessica Conditt
    06.19.2013

    Don't worry, Hotline Miami 2: Wrong Number is just as violent as Hotline Miami. In fact, it has everything that made Hotline Miami so brilliantly bloody – and then it adds more. More characters, more emphasis on narrative, more enemies, more weapons, more underground electronica bands, more masks and more ladies. Playable ladies. In a demo at E3, one half of Dennaton Games, Denis Wedin, showed off two new, playable characters in Wrong Number: the Pig Butcher and the Fans. The Pig Butcher starred in an early trailer for Hotline Miami, and he's a throwback to the mass murderers of classic '90s slasher movies. That trailer begins with the disclaimer, "Based on true events," because it's for a horror film within the Hotline Miami universe, where these vigilante rampages truly did go down. The Fans really are the fans, Wedin said. "They symbolize the players that want Hotline Miami 2 to be exactly like Hotline Miami 1," he said. "They collect masks and get phone calls – and that will be in there, but we don't want to make the same game one more time. We're trying to work with different storylines and what motivates the characters to actually go inside a building and start killing people." After the demo concludes, Wrong Number makes it clear that "more emotion" doesn't equate "less violence."

  • Suda 51 and Grasshopper are using Unreal Engine 4 'heavily'

    by 
    Sinan Kubba
    Sinan Kubba
    06.18.2013

    No More Heroes and Killer is Dead dev Grasshopper Manufacture is "heavily relying" on Unreal Engine 4, with next-gen games in mind. Speaking to Joystiq at E3, Grasshopper CEO Goichi Suda, most commonly known as Suda 51, confirmed his studio's use of Epic's next-gen engine when asked about his thoughts on the PS4 and Xbox One. "As a developer, we're heavily relying right now on Unreal Engine 4," Suda told us. "That works really well with both systems – or in the sense that we could go either way." Grasshopper recently revealed it has a stylistic action game in development that isn't Killer is Dead - and it isn't No More Heroes 3 either. As Suda told Siliconera back in April, it's a new game coming to one or more consoles. He also teased to Siliconera the game was either running on Unreal Engine 3 or Unreal Engine 4, adding that if he said which one then "you would know about the platforms." Suda told Joystiq we can expect Unreal Engine 4 in Grasshopper games "if it's a big title, or if it's suited to that title," all of which suggests a next-gen landing for said secretive game. As for the future possibility of No More Heroes 3, Suda told us, "Travis [Touchdown] is one of the characters I'm really fond of, that means a lot to me. So if there was the opportunity to create another sequel then yeah, I'm always up to the idea."

  • Square Enix uses your face for action in Bloodmasque

    by 
    Mike Schramm
    Mike Schramm
    06.18.2013

    Square Enix's Bloodmasque was undoubtedly the strangest game I saw at E3 last week, and in a year defined by indie titles and two new HD consoles, I think that's saying something. Square Enix has had a weird time with the App Store -- other companies like Capcom and EA have found a lot of success in smaller titles, but Square Enix has clung to its own console traditions, releasing relatively large and high-quality, high-production titles for a relatively high cost. Bloodmasque follows this trend (though the price has yet to be announced just yet), and it also brings one weird little twist that was actually more charming than I expected. The game is based in an alternate universe, sort of steampunky version of Paris in 1890, where an empire of vampires (yes, a vampire empire) rules the world. One plucky adventurer has the guts and the magical powers to stand up to those empires, and that adventurer is you. Literally you, I mean, because the game scans your face, and then inserts it right on to the main character. That's me and my character above, though keep in mind that this was day three of E3, so if I look a little tired, that's why. The face-scanning thing is a gimmick, and yet strangely it works: After my face was scanned in and my hair was tuned to the right shape and color, I watched as my character (a little more fit than I am) saved a damsel in distress, and carried out a vampire fight scene. I tapped to attack, swiped to dodge and then when the vampire was almost dead, pulled off a jumping leap and staked him right in the back of the neck. You can actually record three different faces, so you get one frowning, one standard and one smiling. Each of them can look very different, which can make the animation a little strange. Even under the best of conditions, the face looks weird and a little creepy, sure, but I could tell it was me, so I guess that's the point. Bloodmasque itself is really just a series of missions, which you navigate around via an overworld map. There's a light social game built on it as well -- you can choose two friends to join you in battle scenes, and their faces will also show up on screen as you play (you can elect to keep your face private, if you like, or you can choose a premade face if you're not interested in showing your mug to the world). Your friends get bonuses when you use them in battle, and vice versa, so having an oft-used mug will earn you more blood for upgrades and XP for missions. There are exploration levels, too, but I found them pretty bland, unfortunately. We'll have to wait until the full game arrives to see if the story pulls us in at all. But the setting is distinct (steampunk is always a plus), and that face gimmick makes for a very interesting twist indeed. If the combat can sustain the fun, Bloodmasque could be a riotous way to put a character together, featuring your very own look. Square Enix seems attached to the idea that selling premium games at a premium price will work, and I'm not one to disavow them of that, especially as lots of other companies race towards the bottom. Bloodmasque should be an interesting experiment -- it's set to come out sometime later on this summer.

  • Ridiculous Fishing creator reeling from Apple Design Award, talks TU

    by 
    Jessica Conditt
    Jessica Conditt
    06.18.2013

    Vlambeer founders Rami Ismail and Jan Willem Nijman didn't think Ridiculous Fishing would win an Apple Design Award. Sure, it was in the running, but it was a long shot, and they had other places to be during the ceremony at WWDC on June 10 (E3, anyone?). Just in case, they asked Ridiculous Fishing collaborator and indie extraordinaire Zach Gage to go to the show, and he did. In flip flops. And shorts. And Ridiculous Fishing won. "Holy shit," Ismail laughed during our chat at E3. He was still getting over the fact that Ridiculous Fishing won an Apple Design Award, and that Gage collected it in what's commonly considered summer beach attire. So far Ridiculous Fishing sales have hit the "hundreds of thousands," Ismail said, and after the Design Award, sales spiked again. Even Elijah Wood got hooked on Ridiculous Fishing – or, as Ismail put it, "The Hobbit played it!"

  • Earth Defense Force 2025 adds another cheesy chapter to D3's bug book

    by 
    Bob Mackey
    Bob Mackey
    06.18.2013

    With all of the hubbub about next-gen at this year's E3, Earth Defense Force 2025 stood out as the product of an entirely different generation, one where wildly idiosyncratic Japanese-developed games both delighted and confused gamers willing to take a risk on untested and out-there concepts. Technically, it's a complete mess, though I'm sure any fan of Earth Defense Force can tell you the series has never been known for its impeccable graphics or silky smooth action. Despite its rough edges in comparison to the polished Xbox One and PS4 games on display in the very same convention center, EDF 2025 still carries a unique charm.

  • Crimson Dragon is Panzer Dragoon with a side of laser-gravy

    by 
    Richard Mitchell
    Richard Mitchell
    06.18.2013

    Grounding Inc's Crimson Dragon already had a lot in common with the Panzer Dragoon series. Given that it was under development by the same core team that worked on Panzer Dragoon, including creator Yukio Futatsugi, the similarities weren't exactly surprising. After trying out the latest iteration of the game and speaking with Futatsugi at E3, it seems that any distinction between Crimson Dragon and Panzer Dragoon is nominal at most, especially now that Kinect is no longer a central feature. In the most vital of ways, this is a Panzer Dragoon game. As a longtime fan of the series, I can tell you that's a very good thing.%Gallery-191150%

  • PlayStation Plus subscription isn't required for auto-updates on PS4

    by 
    Sinan Kubba
    Sinan Kubba
    06.18.2013

    Auto-updates, previously tied to PlayStation Plus on PS3, aren't tied to the paywall on PS4. Speaking to Videogamer at E3, SCEE UK & Ireland MD Fergal Gera also noted "the social features of PS4 and PS4 games sit out of the subscription service." During its E3 conference, Sony quietly revealed a PS Plus subscription is required for online multiplayer on PS4. However, in addition to auto-updates, SCEA VP of Publisher & Developer Relations Adam Boyes told us at E3 video services like Netflix and Hulu remain outside of Plus on PS4, while Sony Worldwide Studios President Shuhei Yoshida noted a publisher decides if the online multiplayer of its free-to-play game is or isn't tied to Plus. We also confirmed the price of an annual PS Plus subscription will remain at $50 when the PS4 launches this holiday.

  • Plants vs. Zombies 2: it's about time we talked freemium vs. premium

    by 
    Mike Schramm
    Mike Schramm
    06.18.2013

    PopCap Games is known for making games that appeal to a mass audience, and perhaps none are more so than Plants vs. Zombies. The cute 'n clever tower defense game has connected with players of all ages and origins. A sequel, then, was inevitable, and after an announcement last year we finally got to see the game in action at E3 last week. It's unfortunate, however, that much of the discussion around Plants vs. Zombies 2: It's About Time, at least during the game's iOS launch, probably won't be around any of the great new content. There are new zombie enemies, new plants, three new worlds set in different time periods, touchscreen-centric powerups that allow you to throw zombies around or pinch them apart, and even a new "plant food" buff that gives each plant an extra burst of ability when used. At launch, they'll probably all get lost in the mix, because there's one other big difference between the first Plants vs. Zombies and its sequel: PvZ 2 is a freemium game.

  • Thief producer: 'We have a single shot'

    by 
    Mike Suszek
    Mike Suszek
    06.18.2013

    In late March, Square Enix cited "weak sales" of big console titles to explain its massive restructuring, which saw the dismissal of now-former President Yoichi Wada. Games such as Hitman: Absolution and Tomb Raider were slated to reach over three million units in sales in fiscal 2013, arguably considered successful to other publishers. Meanwhile, Eidos Montreal's reboot of the long-running Thief series reportedly suffered multiple setbacks during its lengthy development cycle. When asked if he feels pressure to ship a critically-acclaimed game in light of the "disappointing" sales of other top-tier Square Enix games, Thief Producer Stefan Roy told Joystiq at E3 that the developer "cannot compromise with this one. We reinvented this franchise, I think we have a single shot." "We cannot say, 'oh sorry, we missed, so we are going to try again.' No, it doesn't work that way," he added. "So we cannot compromise, we must really give a good product, we must work closely with the marketing to make sure that the messaging around the game is really clear."%Gallery-191289%

  • Navigating the Castle of Illusion with a 3D Mickey Mouse

    by 
    Mike Schramm
    Mike Schramm
    06.18.2013

    When players look back on the platformers of yore, it's easy to forget one important thing about them: They're tough. Modern platformers allow infinite retries and plentiful checkpoints, but old-school platformers, like Disney's Castle of Illusion Starring Mickey Mouse, required precise jumps over one-hit enemies and sent you back to the beginning of a level, or even the game itself, when all your lives were lost. Sega has preserved that difficulty in the remastered version of the game, as seen on the floor of E3 2013 last week. Sega Studios Australia has teamed up with the original game's creator, Emiko Yamamoto (who still works for Disney in Japan), to recreate the game in 3D and add new elements. %Gallery-191375%

  • Panzer Dragoon creator wants to make Crimson Dragon RPG

    by 
    Richard Mitchell
    Richard Mitchell
    06.17.2013

    If Crimson Dragon is successful, developer Grounding Inc. hopes it will become a franchise, creator Yukio Futatsugi told Joystiq during E3. When asked if he would ever return to role-playing games, Futatsugi told us he'd like to see Crimson Dragon spun out into a full-fledged RPG. Futatsugi is best known for creating the Panzer Dragoon series, notably the much loved but hard to find RPG, Panzer Dragoon Saga, so the prospect of a Crimson Dragon RPG should be an exciting one for fans. Right now the team is focused solely on finishing the current game, he said, but the story and atmosphere of Crimson Dragon have been crafted in such a way that it could easily be turned into an RPG. Grounding already has many team members who worked on the likes of Panzer Dragoon Saga and Panzer Dragoon Orta, including Crimson Dragon's programming lead, design lead, art lead and sound team. When the decision was made to bring Crimson Dragon to Xbox One, the team also acquired the art designer from Futatsugi's original Xbox cult classic, Phantom Dust. Of course, few people have played Panzer Dragoon Saga, and many may not understand what all the fuss is about. The game was released at the end of the Sega Saturn's lifecycle, and only 30,000 copies were produced for North America. I asked Futatsugi if he'd like to see Panzer Dragoon Saga re-released as a downloadable game, especially given Sega's recent retro push with games like Jet Set Radio and Nights. He would like to see Saga re-released, he said, and the subject comes up from time to time at the Grounding offices. Usually, these discussions end with the team realizing that the game would be very difficult to remake. Still, Futatsugi said he would love to play it again.

  • Brad Muir on building trust with Double Fine's Massive Chalice

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    06.17.2013

    Double Fine is using a second (and already successful) Kickstarter to produce "Massive Chalice," an ambitious turn-based strategy game that hinges on the lineage of your kingdom. Project lead Brad Muir is candid about the early delta between the game's promises – allowing you to produce and raise multiple generations of heroes in a war against demons – and the reality anticipated by those committed to its crowdfunding drive, which exists independently of that for Broken Age. "We're gonna mess up in public, and that's a little bit scary, but it's also like – I think it helps build trust too," Muir told me during E3 last week. "We're totally fallible, and we're gonna trip up, but we'll figure it out and we're gonna make the game the best game it can be." Muir also responded to fears from backers who have yet to see the fruition of Double Fine's previous Kickstarter project, Broken Age, and expressed enthusiasm over developing a game with "the doors wide open on the studio."

  • EA/Chillingo's E3 2013 offerings: Plants vs Zombies 2, Fightback and more

    by 
    Mike Schramm
    Mike Schramm
    06.17.2013

    Chillingo, unfortunately, wasn't mentioned at all during EA's press conference last week. I thought the big publisher would at least give a little nod to its extremely successful mobile publishing arm, but no such luck. I did, however, go and see the team gathered in their annual suite near the LA Convention Center, and got a nice look at their upcoming slate for the next few months. Here's a quick title-by-title rundown of what Chillingo and parent company EA were showing off. Plants vs. Zombies 2 This is technically not a Chillingo title, as it's being developed by Popcap and published by EA. But it was probably what will turn out to be the biggest title in the suite for sure. Plants vs. Zombies was a huge hit on mobile, and so Popcap is bringing it first to iOS later on this month. In addition to new plant types and lots of new stages, the title has a time traveling theme. Crazy Dave will take you and your plants back through time to fight zombies in Ancient Egypt, the Wild West, and the pirate-infested seas, with one more (probably a future) level coming soon after launch. This time around, the game is based on that series of worlds, so each world will have its own core levels, challenge levels, and then endless levels to play through. Levels are unlocked as you open them up with keys that you collect, and you'll need to earn a certain number of stars to open up "star gates" and move to the next world. Gameplay is as colorful and fun as ever in the very popular Plants vs. Zombies series, though there are a few new elements, like the ability to drag across the screen and pick up sunlight, rather than having to tap on each sun separately. There are also new touchscreen-based powerups to play with, and this is where the game's biggest issue comes in: It's a freemium title. The original Plants vs. Zombies was very much a premium game, in that you paid once and played forever. But Popcap has elected to go freemium with PvZ2, so it'll be free to download, and then various currencies and items will be available via in-app purchase. Popcap's reps were very clear to say that players would be able to see the whole game for free, and that's true, but even in my short playthrough, I saw no end of reminders that I could spend real money on in-game items. Powerups cost currency to use, which you can earn in-game, or you can spend real money on them if needed. And a special item called plant food provides your plants with a big boost, and can be collected from certain zombies or purchased directly. The jury's out on this one for now -- we'll have to wait and see if the changes bother Popcap's audience at all. Popcap believes there's more money to be made with a freemium scheme, and that's almost certainly true. But the freemium elements may turn off a sizable part of the audience that doesn't want to be continuously bothered for cash, and could taint the series' otherwise sterling reputation for quality. Plants vs. Zombies 2 is due out very soon. Fightback Fightback is a Chillingo-published title being developed by Ninja Theory, the talented folks behind the great Enslaved: Odyssey to the West and the recent DmC: Devil May Cry, both for traditional consoles. Fightback is a much simpler action game with an '80s feel, as you play a muscle-headed thug fighting through floor after floor of various towers, trying to save his oft-kidnapped sister. The game features a simple control scheme (tap to punch, swipe to kick or duck), and challenges the player to keep an attack combo going and defeat all of the baddies within a certain time limit. Fightback seems simple but fun -- one level takes place in an arcade, and the neon signage and fictional arcade cabinets add a nice bit of fun to the fisticuffs happening in the foreground. It too is a freemium title, and in addition to upgrading weapons and equipment, the hero can also get tattoos, which provide special buffs and abilities. Fightback should be an excellent but simple action title, and a nice entry into iOS for the veterans at Ninja Theory. It's set to arrive sometime this summer. Zya Zya is the product of a company called Music Mastermind, and it has already picked up 300,000 users courtesy of a PC-based beta last year. It's a music creation app, though while most music creation tools are buried under complicated UIs and science, Zya instead goes with cute characters and flashy graphics, and turns the process of creating and mixing a song into a game, of sorts. You start by choosing a series of music tracks (including a bass line and a rhythm section), either picking from the original pieces provided, or using licensed music from artists like Kelly Clarkson or Madonna. You can then add a melody, again from a licensed piece, or simply by singing your own into the iPad or iPhone's microphone. The game will then mix all of your tracks together (courtesy of a cute cartoony dog hitting a big green "Mix" button), and then reward you various points and achievements based on the mix you chose. You can then share that mix via YouTube or other social networks, with friends or online with the public. Zya seems like a great idea -- it combines some really impressive music creation and mixdown tools with cute characters and a very clear interface. There are only 20 licensed songs to start, but of course the company is ready to add more, if the app sees the popularity it needs. Zya will be out later this year, on iOS first, with an Android version to follow. Icycle Icycle was my favorite game at GDC this year, and we chatted with creator Reece Millidge just a while ago. The good news about Icycle is that it's just as beautiful, charming, and well-made as it was at GDC, and it's even closer to release (though obviously Chillingo is putting the time in to get it right). The bad news, however, is that some freemium elements are creeping into the gorgeous gameplay. Now, when your character dies, you're presented with a button to retry right from where you started, with a small cost of currency to pay (undoubtedly available via in-app purchase). There are also various boosts and other items buy, and unfortunately the menus for those items just appear garish and commercial when overlaid on the spectacular game itself. Icycle has to make money, of course, but it's a little depressing to see commerce invade what should really be held up as pure art. We'll have to see how that balance plays out -- it would be a shame for Chillingo to ruin such an excellent experience with a few overly crass sales pitches. Icycle is almost done, I'm told, and we should see it on the App Store soon. Ultima Forever Finally, Ultima Forever was on display yet again. I saw this in action at GDC for the first time, and it was and impressive retake on the old Ultima RPGs, made directly for iPhone. Unfortunately, it too suffers a little bit from the freemium focus that Chillingo has had lately, using a relatively annoying scheme of requiring keys of various qualities to do RPG-standard things like open chests and repair damaged equipment. Fortunately, senior producer Carrie Gouskos seems particularly sensitive to the freemium concerns, especially after what sounds like a very enlightening Canadian beta. She told me that she's very dedicated to not only making sure there's a free-to-play path through the game that's fun and rewarding, but has also been lowering prices lately, trying to get the in-app purchases to a place where they're both profitable (for Chillingo's sake), and tolerable (for the audience's). We'll be able to see the game soon -- it's set for a worldwide release sometime in July. Chillingo is one of my favorite publishers on the App Store -- the staff over there has made some terrific decisions in partnering up with quality developers, and all of these titles seem like great, well-polished experiences. Freemium is turning into a bad word with these titles, however, even when it doesn't have to be. We've seen in the past that audiences on iOS are more than willing to pay for high-quality experiences, and while the constant ask may make Chillingo more money in the end, it could sully the company's reputation, especially as there are more and more great experiences on the App Store that don't constantly pester for cash. Hopefully this company can find a good balance between profitable and fun, and keep publishing these great titles without having to cram them full of controversial freemium pitches.

  • Xbox boss says $500 Xbox One is 'over-delivering on value,' name-drops Halo 5

    by 
    Richard Mitchell
    Richard Mitchell
    06.17.2013

    The $500 price tag for the Xbox One elicited audible gasps during Microsoft's E3 press conference. Speaking to Bloomberg, Xbox head Don Mattrick defended the hefty price, saying that Microsoft is "over-delivering on value" with the Xbox One. "It's a lower number than some of the analysts had forecasted," Mattrick said. "We're over-delivering value against other choices, I think, consumers can get. Any modern product these days, you look at it [and] $499 isn't a ridiculous price point. We're delivering thousands of dollars of value to people, so I think that they're going to love it when they use it." What will convince consumers to opt for Xbox One, he said, is the breadth of services the console will have available. Specifically, he mentioned Twitch streaming, Skype and SmartGlass. During the same interview, Mattrick also referred to the next Halo game as Halo 5. At Microsoft's E3 press briefing, a reveal trailer referred to the game simply as "Halo."

  • Co-opinion: Donkey Kong Country: Tropical Freeze (E3 2013)

    by 
    David Hinkle
    David Hinkle
    06.17.2013

    This is Co-Opinion, where two Joystiq editors play a game and discuss their experience. .portal-left { padding: 10px; background: #CCC; margin: 20px 0; min-height: 85px; } .portal-right { padding: 10px; margin: 20px 0; min-height: 85px; } .portal-right img { padding-left: 5px; } .portal-left img { padding-right: 5px; } Dave Hinkle: As far as piggy back rides go, I think I've had the best one of my life in Donkey Kong Country: Tropical Freeze on Wii U. You made me feel safe during our E3 demo, Jordan. You protected me. Jordan Mallory: Well it's Donkey Kong's responsibility to protect the well-being of his little nephew Diddy, Dave. There are a lot of dangerous viking walruses and perilous pits around this tropical paradise. %Gallery-191105%