Get paid for your opinions! Click on the banner above to join Planet Pulse. Its totally free to sign up, and you can earn UNLIMITED. Find out more by visiting PLANET PULSE.
Showing newest 25 of 224 posts from February 2010. Show older posts
Showing newest 25 of 224 posts from February 2010. Show older posts

Sunday, 28 February 2010

Wii | Nintendo narrows Euro launches for Mario and Metroid

This week, Nintendo held the third and final leg of its global media summit in London, presenting mixed news for Europe's gamers. As in the United States, Super Mario Galaxy took top billing. But Mario fans in the EU have to wait until June 11 to see the game--weeks later than the May 23 US release date.

The other big title of the global shows, Metroid: Other M, was not given a date for Europe at the presentation. However, the publisher did say that Samus's Team Ninja-developed adventure, which has been confirmed for a June 27 release in the US, would hit Europe at some point before the end of September. Capcom's Monster Hunter Tri was confirmed for a Europe-wide release on April 23 (three days after its US release) with free online multiplayer.

WarioWare: D.I.Y. is scheduled for EU release on April 30, just over a month after it becomes available in the US. The DSiWare title Photo Dojo was also confirmed for European release at the event, but no release date was given for the territory. The game is due to be released in the US sometime this spring.

In one bright spot for European gamers, Nintendo confirmed that Sin and Punishment: Successor of the Skies will arrive on the continent a full month before it is due to come out in the US, under the title Sin and Punishment: Star Successor, on May 7. Nintendo also confirmed that it is to publish Dragon Quest IX: Sentinel of the Starry Skies in Europe, as well as the US this summer, but no date was given.

For full coverage and hands-on impressions of all the games shown off at Nintendo's global summit, including Super Mario Galaxy 2, Metroid: Other M, Prince of Persia: The Forgotten Sands, and Monster Hunter Tri, head over to the Nintendo World Summit page.


Saturday, 27 February 2010

PlayStation 3 | God of War III, Darksiders demos drop on PSN

Sony has a number of premium additions to the PlayStation Network this week, ranging from new games to heavily discounted past releases. However, the most in-demand new content is likely to be what's free, as a demo for the hotly anticipated God of War III is joined by a prolonged sampler of THQ's Darksiders.

The God of War III trial is the same that has been previously parceled with the God of War Collection for the PlayStation 3 and District 9 Blu-ray release. As Kratos, players navigate the underworld, hacking their way through legions of undead soldiers and mythological beasts. The free sampler for Darksiders gives gamers access to the entire first dungeon of the game, called the Twilight Cathedral. THQ notes that the experience should take most gamers about 90 minutes.

W! Games' Greed Corp represents the sole new-game addition to the PSN this week. Available for $9.99, the game pits the military might of up to four players in heated battle against one another on a hexagonal playfield. As collapsing hexagons reshape the battle, players will have to make strategic compromises, balancing the need to destroy land for resources or to thwart opponents? schemes with the need to preserve it for their own safety.

On the classic game front, Game Arts' acclaimed original PlayStation role-playing game Grandia is now available for $9.99. Released in 1999, the game won critical praise for both its story and its engaging combat system.

On the PSP store, Sony has released its place-and-time-bending puzzler echoshift for $14.99. Gamers can also pick up GTI Club Supermini Festa, an arcade-style racer that costs $29.99.

A full list of the week's deals and new PlayStation Store content, including themes, wallpapers, demos, discounts, and add-on content, is available on the official PlayStation Blog.


PlayStation 3 | God of War III golden

It has been three years since Kratos last waged war with the gods on consoles, and the ghost of Sparta is finally ready to defy (and potentially decapitate) deities once more. Sony has confirmed that God of War III has gone gold and will be in stores in time for its announced March 16 release date.

The game will be available in both a $59.99 standard edition and a $99.99 God of War III Ultimate Edition. In addition to the game and decorative Pandora's box packaging, players of the Ultimate Edition will receive an art book as well as access to downloadable content and in-game bonuses. Gamers will also get a feature-length retrospective on the franchise, the trilogy soundtrack, and a selection of heavy metal tracks inspired by God of War.

Those unsure about a purchase can also check out the E3 2009 demo for the game, which is now available to download for all PlayStation Network users. The demo has previously been made available to gamers who purchased a Blu-ray copy of the sci-fi hit District 9, or last year's God of War Collection for PS3.

God of War III marks the conclusion of Kratos' current story arc to bring about the fall of Olympus. As in previous installments, the visceral gameplay sees Kratos dismembering, decapitating, eviscerating, mutilating, and otherwise doing grievous bodily harm to a variety of mythological beasts. For this installment, gameplay will emphasize fighting on monolithic Titans and mounting enemies, as well as gaining new weapons and additional attacks.

For more on God of War III, check out GameSpot's previous coverage.


PlayStation 3 | Big in Japan Feb. 15-21: Resident Evil 5 Gold gets the gold

After two weeks on top of the Japanese sales charts, Namco Bandai's PSP game God Eater was dethroned by another game about insatiable hunger. According to Japanese tracking firm Media Create, Capcom's zombie redux Resident Evil 5 Alternative Edition (called Gold Edition in the US) was the best-selling game for the week of February 15-21, selling 143,339 copies in its retail debut.

Resident Evil 5: Alternative Edition includes all of the downloadable content released for the original survival horror game, as well as compatibility with the PlayStation 3 motion-sensing controller. Unfortunately, it will be some time before gamers know how well that compatibility works, because Sony won't be releasing the peripheral until the fall.

Though the Monster Hunter-like God Eater relinquished the top spot, it didn't fall very far. The multiplayer action game sold 64,192 copies for the week, more than enough to hold off a trio of sales-chart-loitering titles for Nintendo's systems: New Super Mario Bros. Wii (44,415 sold), Dragon Quest VI for the DS (41,412 sold), and Tomodachi Collection (31,299 sold).

Resident Evil 5: Alternative Edition wasn't the only game new to the top 10 for the week. Quantic Dream's PlayStation 3-exclusive noir-tinged thriller Heavy Rain was the sixth-best-seller of the week, selling 26,775 copies. Konami's Yu-Gi-Oh! 5D's World Championship 2010 Reverse of Arcadia for the DS also made its first appearance on the charts, selling 24,132 copies for the week.

Sony was the big winner on the hardware charts, with the PSP outselling every other system for the seventh straight week and the PS3 leapfrogging the Wii and DSi LL (called the DSi XL in the West) to land in second. The chart position for Sony's portable has benefitted not just from a lineup of best-selling new releases like God Eater and Kingdom Hearts: Birth By Sleep, but also from Nintendo's segmentation of the DS lineup of systems. Combining sales of the DSi LL, the DSi, and the DS Lite, Nintendo's portables outsell even the PSP by more than 12,000 units.

JAPAN GAME SALES WEEK OF FEBRUARY 15-21, 2010
Software:
Rank / Title / Publisher / Platform / Unit sales
1) Resident Evil 5 Gold Edition / Capcom / PS3 / 143,339
2) God Eater / Bandai Namco / PSP / 64,192
3) New Super Mario Bros. Wii / Nintendo / Wii / 44,415
4) Dragon Quest VI: Realms of Reverie / Square Enix / DS / 41,412
5) Tomodachi Collection / Nintendo / DS / 31,299
6) Heavy Rain / Sony / PS3 / 26,775
7) Wii Fit Plus / Nintendo / Wii / 25,631
8) Yu-Gi-Oh! 5D's World Championship 2010 Reverse of Arcadia / Konami / DS / 24,132
9) Star Ocean: The Last Hope: International / Square Enix / PS3 / 15,097
10) Wii Sports Resort / Nintendo / Wii / 11,303

Hardware:
PSP - 32,796
PS3 - 32,130
Wii - 31,652
DSi LL - 24,388
DSi - 15,380
DS Lite - 5,053
Xbox 360 - 2,453
PS2 - 1,883
PSP Go - 1,371


PC | Mass Effect 2 hovertank DLC deploying late March

Mass Effect 2's critical success has thus far turned into commercial success as well. According to EA, the game's initial shipment figures on the Xbox 360 and PC hit 2 million.

One way EA has been fueling those sales is by offering free add-on content to those who purchase new copies of the game through the Cerberus Network. Having released the first batch of extra content as a day-one download, BioWare said this week that the next add-on pack, titled Firewalker, will be available in late March. Those who picked up a used copy of Mass Effect 2 can access the new content by downloading the Cerberus Network for $15.

The Firewalker pack introduces the Hammerhead hovertank, which effectively replaces the all-terrain Mako seen in the original Mass Effect. Players will be able to run the Hammerhead through its paces in five all-new missions catered toward the vehicle. As for future additions to the game, BioWare said Mass Effect 2 will also be getting a new heavy weapon, which BioWare intends to unveil "very soon."

For more information, check out GameSpot's previous coverage of Mass Effect 2.


PC | EA Salt Lake City shop bulks up

While the industry has been hit by a wealth of layoffs and studio closures in recent months, at least one shop is going in the opposite direction. Electronic Arts has announced that it is adding a new development team to its Salt Lake City studio, headed by "key leaders" pulled from the publisher's Sims studio at Redwood Shores.

The new team will be put to work on a "groundbreaking new project," though an EA representative would not confirm for GameSpot whether it had any ties to the Sims franchise beyond the team leadership. The new team will join EA's existing Salt Lake City operation, which currently houses the developers of Hasbro-branded titles like Littlest Pet Shop and Nerf games. To make room, EA is moving the entire studio into larger facilities in downtown Salt Lake City.

The development team will eventually ramp up hiring but first must fill some key roles. Currently, EA's official job site is listing seven open positions at its Salt Lake City location, including creative director, art director, technical director, and senior online engineer.

The creative director listing indicates that the game will be a new intellectual property and asks for experience with single-player and multiplayer online games. Meanwhile, the art director should have experience with "a mature, contemporary art style," and EA wants a senior online engineer with experience working with the online functions of the Wii, Xbox 360, and PS3.


Xbox 360 | Itagaki and Tecmo settle lawsuit

Team Ninja head Tomonobu Itagaki and Tecmo technically parted ways in 2008, but the two have been tussling in court ever since. When he split from Tecmo, Itagaki claimed the publisher owed him about $1.4 million in unpaid bonuses for development of Dead or Alive 4 on the Xbox 360 and filed suit to get it. At the time, Tecmo said it would "let the court decide" on the bonuses.

The courts won't get the chance to decide after all, as Tecmo and Itagaki have reached a settlement agreement. The news was originally reported by 1Up and later confirmed by Tecmo representatives for GameSpot. In a statement provided to 1Up, Itagaki mentioned the dispute involved compensation for dismissal, while in 2008 he said he had resigned from the company. Details of the settlement were not disclosed.

The settlement marks an end to a partnership that saw the publisher and Itagaki produce a number of hits, including the 3D revamps of the Ninja Gaiden series and the Dead or Alive fighting franchise. Since leaving the company, Itagaki has established a new studio tentatively referred to as Tokyo Vikings. Meanwhile, Tecmo and Team Ninja have pushed on with the series he developed, releasing Ninja Gaiden Sigma II for the PlayStation 3 and preparing Dead or Alive: Paradise for the PSP. Perhaps most notably, Team Ninja is also developing Metroid: Other M for Nintendo.

While the Tecmo-Itagaki pairing produced some blockbuster successes, it was not without friction. In 2006, a former coworker of Itagaki's filed suit against the developer, claiming he sexually harassed her on multiple occasions. She also accused Tecmo of mishandling the situation when she complained about Itagaki's behavior, telling her to handle it herself.


Wii | Jonathan Smith Talks Wizards and Hogwarts

After releasing a string of successful Lego-themed games, including Lego Star Wars, Lego Indiana Jones, Lego Batman, and Lego Rock Band, the development team at Traveller's Tales has set its sights on the world of Harry Potter. Following the success of its block-based forbears, the upcoming Lego Harry Potter: Years 1-4 will focus on the boy wizard's formative years at Hogwarts. It will also feature plenty of wand-waving, spellcasting, puzzle-solving and broom-flying. We recently caught up with Jonathan Smith of TT Games to find out more about the game.

GameSpot UK: Why did TT Games decide to do Lego Harry Potter: Years 1 - 4?

Jonathan Smith: Lego Harry Potter is the most natural fit together. The world of Lego--of surprise and humour--with the world of Harry Potter--full of magic and these amazing characters and great drama--has bonded in the game incredibly naturally and it has been great fun. We started working with Warner Bros. originally on Lego Batman, and they were such fantastic creative partners that they did make it very easy for us to take the steps toward Lego Harry Potter.

Check out the latest trailer for Lego Harry Potter.

GSUK: What involvement did you have with the Harry Potter film crew?

JS: The team was incredibly lucky and thrilled to be able to visit the set of the recent Harry Potter movie [and draw] inspiration from the world that they were creating. To actually walk around it was really, really inspiring. So, the work that the movie teams have done over those years on Harry Potter?we have incredible respect for. And you'll see in the cutscenes that we echo it at certain points. But the world is fundamentally based on the books, and the movies come from the books as well. That's where Harry Potter comes from.

GSUK:You've talked about some of the new features in the game and the move to a more open-world design.

JS: I wouldn't necessary say open world. What happens is that the world of Hogworts unfolds as you grow and learn in it over the course of four full years. So by the end of the game, it's a huge environment, which you have become the master of. And you've learned its secrets and discovered all of its nooks and crannies. But at the start of the game, you should find yourself pretty well directed about what to do next in order to learn your next spell and move on through the story. It's not an open world in the sense of other games where you have to [complete] a series of fetch quests to get you to the map.

GSUK: Are the missions linear in the sense that they follow the story and there's a set order in which you would complete them?

JS: So, the story unfolds in the game through the four years in the order that it does in the books and the movies. But, you are free within each major story section to move around Hogworts and to discover some of its secrets there as well?plus to go back into previous levels that you've already played and take different characters in there as well. There are conventional level action sequences and an increasingly open Hogwarts level as well?at the heart of it.

GSUK: Are there side missions or minigames to discover around Hogwarts?

JS: The whole of Hogwarts and, in fact, all areas of the game are full of secrets and hidden challenges. Not minigames. We don't have minigames. We believe that our core mechanics enable you to do so many different things in different parts of the world and with different characters that we can deliver that sense of depth and replayability using our basic systems.

GSUK: How does Lego Harry Potter utilise the Wii Remote's motion controls? Did you consider support for Project Natal or the PlayStation 3 motion controller?

JS: We make our Lego games for the greatest possible audience. That means that we do work on multiple platforms simultaneously. Lego Harry Potter is particularly well suited to the Nintendo Wii in this instance because we're able to use the Wii Remote as a wand where--using it as a pointing device--you're actually able to manually build with Lego objects using our new spell and physics systems.

To the question about [whether] we would consider taking advantage of new motion control devices and systems?as people who love new games and innovation and are always trying to create new technology to deliver better experiences, we're always very actively interested in innovations like that. But this game comes out at the end of May before those devices are launched.

GSUK: You've spoken before about the importance of focus testing with children and getting them involved in development. What were the things that they wanted to see included in a Harry Potter game?

JS: For children, we found that it was particularly important that they have a sense of power in the spells that they learn?that they can go around and really wreak havoc by casting spells all over the place. And casting spells particularly on fellow people and--to a very, very great extent--the idea of being able to cast spells on teachers and turn them into animals--small animals really--was very, very compelling for children.

GSUK: Harry Potter, from the third year onward, starts to become quite dark and mature. How do you keep things fun and kid friendly?

JS: Everything becomes fun and kid friendly in a Lego world. You cannot present anything inappropriate in the Lego world because by its translation, it has become fine. And where in the non-Lego version, it could've been tense for young children or even inappropriate for young children, by translation into a Lego world, that is all stripped away. And, in fact, the more apparently difficult the material is at source, we often find that the funnier it becomes in Lego.

GSUK: How does your character progress in the game? Can you explain how that works?

JS: A major new innovation for Lego Harry Potter is the idea that all the characters will progress and learn different abilities as they go through the game. They don't just stay static in terms of their abilities at start. We have a graphical display of the abilities that you have, and your starting characters are limited to a single spell. And, then, as you complete the lessons and as you play through the story, new spells and abilities are added to that in quite a dramatic way that we think will be really compelling for the players.

GSUK: Are there any other Warner Bros. properties that you've thought about for future Lego games?

JS: No, we're focussed on Lego Harry Potter. Anything's possible in the future. We have every intention of making more Lego games; we love making Lego games. But right now, we're in the world of Harry Potter. That's where we're having all of our fun.

GSUK: But being part of Warner Bros. has given you a lot of freedom to consider those properties?

JS: Warner's been a fantastic family for us to join. It sounds a bit pat, but it's genuinely true. They're experts in all kinds of different areas of entertainment and media. They're incredibly supportive of what we've been doing, especially in video games, creatively. We couldn't wish for a better company to be part of.

GSUK: What one thing about the game are you most proud of?

JS: The dynamic split-screen is really, really great in Lego Harry Potter, and that's something we're extremely proud of. [Something] especially well suited to Harry Potter, as well, that is really fun to play with and could've been quite a tough design challenge is the implementation of broomstick flying. The control system for flying brooms is really elegant and really nice and straightforward but gives you great flexibility and the sense of really being in control of a flying object. And we're really pleased with that.


Xbox 360 | Battlefield: Bad Company 2 bombarded with free DLC

Electronic Arts has begun to establish a trend of launching free day-one downloadable content for its blockbuster titles, and DICE's Battlefield: Bad Company 2 will be no exception. Today, EA announced that when Bad Company 2 launches for the Xbox 360, PlayStation 3, and PC on March 2, wargamers will be have access to two original multiplayer maps free of charge, with two more online arenas to deploy later in the month.

As with other free DLC offers, such as those for BioWare's Mass Effect 2 and Dragon Age: Origins, the Bad Company 2 add-ons will be on the house for those who pick up a new version of the game. Those who buy Bad Company 2 used can download the content for $15 (1,200 Microsoft points).

Aside from naming the maps, EA offered few details on what gamers can expect from the add-ons. The Laguna Alta map will be armed for Conquest mode, while Nelson Bay is catered toward Bad Company 2's Rush mode. Post-launch, the Arica Harbor scenario and Laguna Presa arena will be released free of charge for those who pick up the game new.

A direct sequel to 2008's console-exclusive game, Bad Company 2 picks back up with the derelict B Company, which comprises a fictitious US military's expendable misfits and outcasts. Destructible environments, which were a core component of the original game, will again play front and center in Bad Company 2, thanks to further revisions to its proprietary Frostbite game engine. EA also promises a new special emphasis on vehicular combat.

For more information, check out GameSpot's previous coverage.


Friday, 26 February 2010

PlayStation 3 | Battlefield: Bad Company 2 bombarded with free DLC

Electronic Arts has begun to establish a trend of launching free day-one downloadable content for its blockbuster titles, and DICE's Battlefield: Bad Company 2 will be no exception. Today, EA announced that when Bad Company 2 launches for the Xbox 360, PlayStation 3, and PC on March 2, wargamers will be have access to two original multiplayer maps free of charge, with two more online arenas to deploy later in the month.

As with other free DLC offers, such as those for BioWare's Mass Effect 2 and Dragon Age: Origins, the Bad Company 2 add-ons will be on the house for those who pick up a new version of the game. Those who buy Bad Company 2 used can download the content for $15 (1,200 Microsoft points).

Aside from naming the maps, EA offered few details on what gamers can expect from the add-ons. The Laguna Alta map will be armed for Conquest mode, while Nelson Bay is catered toward Bad Company 2's Rush mode. Post-launch, the Arica Harbor scenario and Laguna Presa arena will be released free of charge for those who pick up the game new.

A direct sequel to 2008's console-exclusive game, Bad Company 2 picks back up with the derelict B Company, which comprises a fictitious US military's expendable misfits and outcasts. Destructible environments, which were a core component of the original game, will again play front and center in Bad Company 2, thanks to further revisions to its proprietary Frostbite game engine. EA also promises a new special emphasis on vehicular combat.

For more information, check out GameSpot's previous coverage.


PC | Blizzard, NCsoft vets form En Masse

The Asian gaming market is flush with home-grown massively multiplayer online role-playing games, and a portion of those will soon be making their way to the West. This week, Korean MMORPG company Bluehole Studio announced the formation of En Masse Entertainment, a new subsidiary focused on bringing "global" online games to Western audiences.

En Masse is led by a number of veterans of the Western MMORPG scene. The publishing arm is headed up by Dr. Jae-Heon Yang, who previously served as chief technical officer at NCsoft. Patrick Wyatt, whose extensive credits at Blizzard Entertainment include work on the Warcraft, Starcraft, and Diablo franchises, serves as En Masse's chief operating officer. EA, Microsoft, and NCsoft vet Chris Lee fills the role of vice president of publishing. Aion producer Brian Knox will reprise that role at En Masse.

En Masse's first project will be Bluehole's Tera, a fantasy-themed MMORPG that emphasizes real-time, dynamic combat. While details on the game remain largely under wraps, players will be able to choose from six different races, who must "work together for the common good." En Masse also said that individual player actions will have an impact on the "balance of power" in the game.

Tera is scheduled to launch for the PC in Korea this year, with the Western rollout to follow. En Masse intends to debut the project at the 2010 Game Developers Conference, which takes place in San Francisco from March 9 to 13.


Xbox 360 | Dishwasher working a second shift on XBL

Some might have scoffed at last year's Xbox Live Arcade game Dishwasher: Dead Samurai and its undead menial laborer in bloody combat with ninjas, robots, and the like. It turns out that a premise that far-fetched can support not just one, but two whole games, as developer Ska Studios has announced an Xbox Live Arcade sequel to the game in Dishwasher: Vampire Smile.

Vampire Smile apparently retains the original game's formula, with the Dishwasher character disposing of giant bosses and their evil henchmen left and right. The game features a mostly muted palette accentuated by splashes of color to go with special attacks and all-too-frequent dismemberments. According to the developer, Vampire Smile is built on a new engine allowing for "an even more visually gruesome experience."

The original Dishwasher gained notoriety after co-winning Microsoft's 2007 Dream-Build-Play contest, in which two independent game developers were awarded contracts to release their submissions on Xbox Live Arcade. However, it didn't actually see the light of day on Microsoft's console until last April, when it launched to a positive critical reception.

No release date was announced for Vampire Smile, with the developer saying only that it would be coming "when it's done."


Wii | Nintendo marketing exec talks hardcore gaming

Nintendo's Q1 Media Summit yesterday was all about the games, specifically those coming out for the Wii and DS during the first part of 2010. The event held particular import for the hardcore gaming set, with the publisher attaching release dates to the heavily anticipated Super Mario Galaxy 2 (May 23) and Metroid: Other M (June 27), as well as Capcom's Monster Hunter Tri (April 20).

Following Nintendo's opening remarks, GameSpot sat down with Nintendo of America executive vice president of sales and marketing Cammie Dunaway to discuss the core-gaming aspect of the publisher's release game plan. And according to Dunaway, Capcom's Monster Hunter Tri is a game that will "show that action-oriented games can do well on the Wii platform."

Dunaway didn't seem to be particularly concerned about a recent study that found there has been a 12 percent decline in developers making games for the Wii. Notably, the phenomenon isn't limited to small productions houses, with Ubisoft deemphasizing its heretofore strong Wii and DS support in favor of refocusing resources on the Xbox 360 and PlayStation 3.

"There continue to be a number of great games coming out from third parties for the Wii," she said. "In fact, between now and July, there are going to be 50 Wii games launched from third parties; there are going to be 40 games launched for DS...I think that when third parties bring together the right combination of innovative experiences and they continue to put the right level of marketing support behind them, then they can have great success."

"I think they're always juggling resources and juggling their choices, but when you look at the huge installed base of the Wii, which is now over 27 million in the US, 67 million worldwide, and the installed base on the DS, which is 39 million here in the US and 125 million worldwide, you just can't ignore those installed bases," she continued. "And I think that smart developers and smart publishers will continue to put a focus on developing for our platforms."

With both the Wii and DS seeing year-over-year sales declines during the first nine months of the publisher's current fiscal year, Dunaway also addressed ongoing speculation of a hardware update for its top-selling console. According to Dunaway, gamers shouldn't hold their breath for an announcement of the Wii's successor.

"I don't think it'll be anytime soon," she said. "Because even though our installed base is, at this point, 5 million households larger than the PS2 installed base was at the same point in its life cycle, it still has a lot of room to grow. If you think PS2, there's been about 50 million sold, Wii close to 28 million sold, so that says to me that there's still a big audience out there that we can access with the Wii."

For more from Nintendo, check out GameSpot's full coverage of yesterday's media summit in San Francisco.


Arcade Games | SNK warms up King of Fighters XIII

Last year, SNK Playmore reinvented its flagship franchise with King of Fighters XII for the arcades, Xbox 360, and PlayStation 3. Although the game delivered the first graphical overhaul to the series in more than a decade, it was not warmly received by critics, who took issue with a small roster lacking fan favorites and a paucity of play modes.

The publisher will soon have a chance to address those critiques, as today it announced that it is working on The King of Fighters XIII for an arcade release. Unfortunately, SNK didn't reveal any details on the game other than its genre (2D fighting, naturally) and that it would run on the Taito Type X2 arcade board, just like its immediate predecessor.

King of Fighters XIII's release date in arcades hasn't yet been determined, but SNK fans no doubt hope for a shorter wait than they endured for the 12th game in the series. King of Fighters XI arrived in arcades in 2005, with SNK revealing the full revamp plans for King of Fighters XII the following year.

King of Fighters XII didn't arrive for another three years, partly due to a time-consuming development process that saw developers render each character in 3D, take a picture of that model, then use it as a guide for the 2D pixel art. In 2008, King of Fighters XII producer Masaaki Kukino told attendees at the Japanese Amusement Machine Show that each character took more than four times as much work to animate as those in previous installments.


PlayStation 3 | Alpha Protocol tiptoes to stores June 1

Any good spy knows the value of counterintelligence operations, as evidenced by the Obsidian Entertainment-developed espionage-themed role-playing game Alpha Protocol and its numerous ersatz release windows. Originally announced by Sega in early 2008, the game's release date has been pushed back more than a year from its original first quarter of 2009 window.

That string of counterintelligence either ceased entirely or extended once again today, as Sega has set a specific release date for Obsidian's latest. Alpha Protocol is set to launch for the PC, Xbox 360, and PlayStation 3 in North America on June 1, preceded by a European debut May 28.

Alpha Protocol is the first original game from Obsidian Entertainment. To date, the studio's body of work has consisted of follow-ups to other company's blockbusters. Neverwinter Nights 2 and Star Wars Knights of the Old Republic II were sequels to BioWare games, while the upcoming Fallout: New Vegas builds on Bethesda Softworks' successful franchise. Obsidian had been working on a new Aliens role-playing game for Sega, but that title was shelved last year.

With a story not unlike Robert Ludlum's popular Jason Bourne novels, Alpha Protocol follows Michael Thorton, a secret agent who has turned rogue after being disavowed by his government. The game accommodates a branching storyline, and players can assume a variety of undercover personas, ranging from a suave James Bond-style spy to one like the maniacal Jack Bauer of 24 fame.

For more on Alpha Protocol, check out GameSpot's previous coverage.


Thursday, 25 February 2010

Wii | Sega bundling violent three-pack

Sega's had some close battles with Australia's tough games classification regime recently, having worked on controversial games like MadWorld and most notably Aliens vs. Predator. Having built itself a library of games for the bloodthirsty, Sega Australia has decided to bundle some of its older titles into one pack, suitably named: Welcome to Violence.

Bundled into this gorefest is The Conduit, House of the Dead: Overkill (HotDO), and MadWorld. The pack will be available exclusively in Australia and New Zealand from March 11 and will set consumers back A$109.95

Unfortunately, the copy of HotDO that comes in the Welcome to Violence pack doesn't include the popular light guns that came with The Bang Box edition of the game, though The Bang Box is still available.


Wii | Zoe Mode, Big Head Games Grease up

Paramount Pictures' nostalgia-inducing musical Grease and games go together like ramma lamma lamma ka dinga da dinga dong, or so 505 Games would have you believe. The publisher today announced the developers for its upcoming Wii and DS adaptations of the hit 1978 John Travolta and Olivia Newton-John film, saying Zoe Mode will handle the console version with Big Head Games taking the portable duties.

Zoe Mode is best known for its work on Sony's successful Singstar series. However, the studio has also produced a number of other notable games, including Konami's Rock Revolution and Sega's Crush. Big Head Games has a shorter development history than Zoe Mode, specializing primarily in iPhone and other mobile games. However, the studio (formed by ex-8bit Games directors) does list the PlayStation 3 puzzle Elefunk among its accomplishments and is working on PSP Mini adaptations of its iPhone titles The Terminator and Retro - Cave Shooter.

In the Grease games, players will sing and dance with Danny Zuko, Sandy Olsson, and the rest of the T-Birds and Pink Ladies. According to Paramount, the game will "take full advantage of Nintendo Wii's motion-sensing controls and microphone and the DS's touch screen."


DS | Infinite Space opens up March 16

With the Nintendo Q1 Media Summit going down in San Francisco today, release dates for games coming to the publisher's platforms have been in no short supply. Sega also contributed to the festivities today, announcing that PlatinumGames' Infinite Space will launch for the DS on March 16.

Infinite Space can be counted among the quartet of games announced as part of Sega's publishing arrangement with PlatinumGames, the others being Bayonetta, Madworld, and the recently titled Vanquish. Initially operating under the moniker Infinite Line, the sci-fi role-playing game was codeveloped by Japan-based Nude Maker and directed by that studio's president, Hifumi Kouno.

As for game specifics, Infinite Line sees players embarking upon a journey as captain of a spaceship. With over 200 ship designs and a wide variety of ship parts to choose from, players will need to apply some thought, both when building their vehicle and when choosing the appropriate crew to man it.

Infinite Space has already seen a measure of success in Japan, selling nearly 40,000 units during its opening week last June. For more on the game, check out GameSpot's interview with Nude Maker's Kouno and the former Clover Studio CEO and producer at Platinum Games, Atsushi Inaba.


DS | Dragon Quest IX hits US this summer

When Dragon Quest IX debuted in Japan, the DS-exclusive role-playing game sold a whopping 2.3 million copies in its first week. That blockbuster success essentially guaranteed that the game would find its way to North America, but it didn't answer the questions of when or from whom.

Both of those questions were answered today as part of Nintendo's San Francisco media summit. During the event, Nintendo of America confirmed that it would be handling publishing duties for Dragon Quest IX, giving it the subtitle Sentinels of the Starry Skies. While the company nailed down release dates for much of its first-half lineup at the event, it gave only a "summer" launch window for Dragon Quest IX.

Dragon Quest IX is the first installment in the long-running series to debut on the DS. Developer Level 5 is taking advantage of the system's touch screen in ways that couldn't be done on previous systems, such as using the stylus to quickly and easily outfit character equipment by dragging options around the screen. Level 5 will get another chance to adapt its franchise to new controls, because Square Enix said the 10th installment in the series will debut on the Wii, though no release window has been revealed yet.

Despite the change in platform and controls, Dragon Quest veterans could still feel right at home with Dragon Quest IX. The RPG will once again put gamers in control of a quartet of adventurers from series character designer Akira Toriyama, and a variety of teardrop-shaped slimes should once again provide token opposition to each player's efforts.


Wii | Prince of Persia: The Forgotten Sands swirling May 18

Nintendo certainly didn't waste time with its Q1 Media Summit opening remarks this morning, packing the 90-minute session with release dates for first-party games, such as Super Mario Galaxy 2 and Metroid: Other M. The publisher also touched upon third-party wares, announcing that Ubisoft's Prince of Persia: The Forgotten Sands will arrive for the Wii on May 18.

Ubisoft has subsequently confirmed for GameSpot that the Xbox 360, PlayStation 3, PSP, DSi, and DS installments of The Forgotten Sands will also arrive on May 18. The publisher did not indicate when the PC edition of the game would be available and had not responded to requests for comment as of press time.

Announced in November, The Forgotten Sands marks a return to the Sands of Time trilogy that began with the successful 2003 relaunch of the Prince of Persia series. As has been previously announced, the Wii and DS editions of the game will be distinct from their Xbox 360, PS3, and PSP counterparts, bearing gameplay developed specifically for the two platforms.

Ubisoft has been relatively quiet on the two Nintendo versions, though the House of Mario did say today that the Wii edition of Forgotten Sands will support cooperative gameplay. The Wii version will also feature a remake of the SNES edition of Prince of Persia, originally released in 1992.

Detailed last week in GameSpot's first look, The Forgotten Sands on Microsoft and Sony's platforms tracks The Prince's exploits during the seven-year timeline gap between 2003's The Sands of Time and 2004's Warrior Within. Notably, the game returns to The Sands of Time trilogy's more representational aesthetic, rather than the illustrative art style seen in 2008's well-received Prince of Persia.

The game will be released the same month as the big-budget film Prince of Persia: The Sands of Time. The reportedly $200 million adaptation premieres May 28 in the US and is being produced by Jerry Bruckheimer (Pirates of the Caribbean) and directed by Mike Newell (Harry Potter and the Goblet of Fire, Donnie Brasco). Starring Jake Gyllenhaal, the film was cowritten by Jordan Mechner, who created the first Prince of Persia game in 1989.


Wii | DSi XL supersizes NA March 28

Nintendo's DSi XL has been lighting up Japanese retail sales since its November 2009 debut, having sold 700,000 units last year. Last night, the publisher signaled that Western release dates were en route for its supersized version of the DSi, announcing that the system would arrive in Australia on March 15. As part of Nintendo's Q1 Media Summit today, the publisher provided another Western release date, saying the DSi XL would hit North America on March 28 for $189.99.

The handheld is the fourth version of DS hardware in as many years, following the original DS, the DS Lite, and the DSi. Through the end of 2009, the DS has combined to sell 125.13 million units. Of those, 29.2 million were sold in Japan, 44.99 million in the Americas, and 50.23 million in Europe and other territories.

The DSi XL sports 4.2 inch dual screens, up from the DSi's 3.25 inch screens. Nintendo claims that the XL's battery life clocks in at four to five hours on maximum brightness and 13 to 17 hours on lowest brightness, on par with the DS Lite.

Nintendo's latest hardware update to the best-selling DS will also come preinstalled with several games and applications. The publisher did not explicitly lay out which software would be packed in with the system when it launches next month, however. Notably, DSiWare games are not transferable to another handheld, meaning they would have to be repurchased on the new DSi XL.


PlayStation 2 | Pitchford opens up on Gearbox, Borderlands a '3-million-unit game'

LAS VEGAS--As the last day of the DICE Summit kicked off, the vast majority of attendees were still recovering from the previous evening's 13th Interactive Achievement Awards. However, at the tender hour of 10 a.m. (by Vegas standards), Red Rock Casino's Summerlin Ballroom was again near capacity for a presentation from Randy Pitchford, president of Borderlands developer Gearbox Software.

To kick things off, Pitchford gave a little personal background, discussing his stints as a Universal Studios tour guide and a professional magician while studying law in Los Angeles. Now in suburban Dallas, Pitchford dropped out of law school and relocated to pursue a job making video games. To prove his gamer cred, he showed off his Xbox Live gamerscore, which is nearly 89,000 points.

Pitchford's first gig was at 3D Realms, where he worked on the original Duke Nukem. He left in 1997, though, so his involvement in Duke Nukem Forever was "limited," and he quickly skirted the subject. He then founded Gearbox with five other colleagues and still has the first dollar the company ever made framed on his office wall. The dollar bill would become a motif in this presentation, which emphasized the challenges of balancing artistic ambition and economic realities.

FROM HALF-LIFE TO BORDERLANDS
Gearbox's first dollar came from a Sierra Entertainment check for the expansion pack Half-Life: Opposing Force, which became the nascent studio's first hit in 1999. Pitchford said that even though he often worked 18-hour days and slept under his desk, it was one of the happiest times of his career, because he was actually building games. He said that he personally created about two-thirds of the game's levels himself.

Opposing Force was a hit for Gearbox and won an Interactive Achievement Award. By the time the game shipped, the company's payroll had grown to 13, and they enjoyed further success with the expansion packs Half-Life: Blue Shift and Half-Life: Decay. (The studio also contributed to the development of PC shooter phenomenon Counter-Strike.)

With money in the bank, Pitchford took Valve Software head Gabe Newell's advice and branched out to console development. "He told me there might be something in this PlayStation 2 thing that was coming out," joked Pitchford, as Gearbox would port the original Half-Life to the console in 2001. The developer went on to work on a series of games with major publishers--the PC edition of Tony Hawk: Pro Skater 3 with Activision (2001), James Bond 007: Nightfire with Electronic Arts (2002), and the PC port of Halo: Combat Evolved with Microsoft (2003).

Having enjoyed success working on existing intellectual properties, the company decided to make an original IP, the World War II shooter Brothers in Arms. Pitchford is very proud of the series, which has been published by Ubisoft. Although 2005's Brothers in Arms: Road to Hill 30 and Brothers in Arms: Earned in Blood were successes, the long-delayed third installment, 2008's Brothers in Arms: Hell's Highway, was considered commercially disappointing.

However, the second time was the charm for Gearbox's original IP efforts, thanks to last fall's Borderlands. Pitchford took a moment to call out Wedbush analyst Michael Pachter (who was not present) for predicting that the action role-playing "looter shooter" would be effectively dead on arrival. The game had a tough launch slot last October, coming in between two top first-person shooters: Halo 3: ODST in September and Modern Warfare 2 in November. Pachter also believed that Dragon Age: Origins--which shipped just two weeks after Borderlands--would suck away RPG fans' dollars.

"You know, Michael, I knew you were wrong. Because I like a Reese's Peanut Butter Cup--it's got chocolate and peanut butter," he joked, referring to Borderlands blending of role-playing and first-person shooter elements. (In press materials, Gearbox refers to the game as a "role-playing shooter.")

When the NPD Group's 2009 US sales numbers were in, Borderlands was the top new IP in the US. "We're now looking at a 3-million-unit game," declared Pitchford. It was unclear if he meant lifetime sales to date of the game--which had sold at least 2 million units worldwide as of December--or potential lifetime sales of the game. Gearbox reps had not responded to requests for clarification as of press time.

Gearbox has also enjoyed success with the game's two expansions, the critically acclaimed Zombie Island of Dr. Ned and the coolly received Mad Moxxi's Riot. However, Pitchford promised the next expansion, the upcoming Borderlands: The Secret Armory of General Knoxx, would be bigger than the two previous expansions combined. He also said that, in a move of Spinal Tap-ian logic, the expansion will raise the level cap by 11 instead of the 10-level bump common to role-playing game expansions. ( GameSpot previewed the Secret Armory of General Knoxx this week.)

GEARBOX'S PHILOSOPHY
With Borderlands' success, Gearbox has now sold 25 million games that have grossed $500 million since its founding. With its expanded bank account, Gearbox has itself expanded. The company has gone from occupying half a floor in a Plano, Texas, office tower to three full floors, including the penthouse.

As for its future plans, the company is working on two games, code-named "Cedar" and "Oak." The two projects were on an internal schedule slide that Pitchford presented, and he was somewhat alarmed that they could be clearly read on the large screen. "Good thing we code-name all our projects after trees," he said, laughing nervously.

Pitchford then went on to explain Gearbox's corporate philosophy. First and foremost, the company is about entertaining people--both a general audience and themselves. "I want to make sure that everything we do at our studio are things we want to do," he explained.

As a studio, Gearbox has three goals:
1. Be creative: "Be inventors and solve problems," as Pitchford put it.
2. Happiness: A harmonious workplace is key, so Gearbox applies the "3D policy" when hiring--"No drama, no dicks, no douche bags."
3. Make money: Game development is a business, so profit is key. Pitchford said the biggest challenge is that often creativity and happiness cost money. So it's important to always think about money, since that can help with the other two goals.

According to Pitchford, this studio's core mission is grappling with what he calls the "artist's dilemma." He says that as artists, the creative minds at Gearbox can visualize perfection very clearly, but nothing they--or any human--will ever do can be perfect.

He asked the audience, "So the question is, when do you stop [going for perfection]? How imperfect is 'good enough?'" He held up the example of the Mona Lisa, which is considered one of the greatest artworks of Western civilization. "It isn't perfect."

As a former programmer, Pitchford uses math to look at the world, and believes "Perfection is an asymptote." An asymptote is a line that forms a curve that approaches but never touches zero, instead going on infinitely.

After showing the asymptote curve in abstract, he shows the asymptote curve as Gearbox sees it: a curve between game quality vs. money. The curve won't ever touch perfection, but it will continue to cost the developer money as long as they can work on it.

"So where is the sweet spot? When do we stop [working on a game]? That's the dilemma we all face," explained Pitchford. He then went on to show how time skews the graph and accelerates costs. This problem brings up an obvious--and infamous--example.

"Now, this is where I could talk about Duke Nukem [Forever], but I'm not going to," Pitchford said. "I owe George Broussard?my career, so I am not going to say anything bad. I just want to make that clear to all the journalists out there."

SHARING THE LOOT
How does Gearbox determine where the "sweet spot" is? Pitchford says an aggressive profit-sharing scheme instills a sense of ownership in all Gearbox's employees. Through a combination of profit sharing, milestone incentive payments, stock options, and discretionary merit pay, Gearbox returns 40 percent of its profit to its employees, retaining the rest for its future development.

When asked by a former colleague why he gives away 40 percent of his profit, Pitchford said, "It's simple. I'm greedy, and having this system makes everyone work harder and allows other people to want to make good decisions?It makes every single person in the organization want to create a great product with maximum profit?and allows them to be team players. It allows us to say 'Oh yeah, this is the sweet spot,' and stop."


Xbox 360 | Split/Second rolls out May 18

Disney is scaling back its investment on "highest end" console games, but the publisher's not done with that market quite yet. Today the publisher announced that it will launch Black Rock Studio's Split/Second on May 18 in the US, with a European launch following May 21.

Described as "racing through an adventure game" by one of the developers, Split/Second is set in a fictional TV racing show where safety concerns get a well-deserved DNF. By skillfully employing driving techniques like drifting and drafting, players will fill up a power meter. Once full, the meter allows players to trigger all manner of explosive catastrophe on and around the track, from bursting water pipes in opponents' paths to dropping cargo liners across the track and forcing players to take a detour or shortcut.

Black Rock Studio is best known as the developer behind all-terrain vehicle racer Pure. While Split/Second will be just the second game to bear the studio's name, it developed its racing game acumen as Climax Racing, developer of 2002's MotoGP for the Xbox and Sony's ATV Offroad Fury series. The studio was acquired by Buena Vista Games (now Disney Interactive Studios) in 2006.

Split/Second will be released for the Xbox 360, PlayStation 3, and PC. For more on the game, check out GameSpot's latest preview.


Xbox 360 | Prince of Persia: The Forgotten Sands swirling May 18

Nintendo certainly didn't waste time with its Q1 Media Summit opening remarks this morning, packing the 90-minute session with release dates for first-party games, such as Super Mario Galaxy 2 and Metroid: Other M. The publisher also touched upon third-party wares, announcing that Ubisoft's Prince of Persia: The Forgotten Sands will arrive for the Wii on May 18.

Ubisoft has subsequently confirmed for GameSpot that the Xbox 360, PlayStation 3, PSP, DSi, and DS installments of The Forgotten Sands will also arrive on May 18. The publisher did not indicate when the PC edition of the game would be available and had not responded to requests for comment as of press time.

Announced in November, The Forgotten Sands marks a return to the Sands of Time trilogy that began with the successful 2003 relaunch of the Prince of Persia series. As has been previously announced, the Wii and DS editions of the game will be distinct from their Xbox 360, PS3, and PSP counterparts, bearing gameplay developed specifically for the two platforms.

Ubisoft has been relatively quiet on the two Nintendo versions, though the House of Mario did say today that the Wii edition of Forgotten Sands will support cooperative gameplay. The Wii version will also feature a remake of the SNES edition of Prince of Persia, originally released in 1992.

Detailed last week in GameSpot's first look, The Forgotten Sands on Microsoft and Sony's platforms tracks The Prince's exploits during the seven-year timeline gap between 2003's The Sands of Time and 2004's Warrior Within. Notably, the game returns to The Sands of Time trilogy's more representational aesthetic, rather than the illustrative art style seen in 2008's well-received Prince of Persia.

The game will be released the same month as the big-budget film Prince of Persia: The Sands of Time. The reportedly $200 million adaptation premieres May 28 in the US and is being produced by Jerry Bruckheimer (Pirates of the Caribbean) and directed by Mike Newell (Harry Potter and the Goblet of Fire, Donnie Brasco). Starring Jake Gyllenhaal, the film was cowritten by Jordan Mechner, who created the first Prince of Persia game in 1989.


Xbox 360 | DSi XL supersizes NA March 28

Nintendo's DSi XL has been lighting up Japanese retail sales since its November 2009 debut, having sold 700,000 units last year. Last night, the publisher signaled that Western release dates were en route for its supersized version of the DSi, announcing that the system would arrive in Australia on March 15. As part of Nintendo's Q1 Media Summit today, the publisher provided another Western release date, saying the DSi XL would hit North America on March 28 for $189.99.

The handheld is the fourth version of DS hardware in as many years, following the original DS, the DS Lite, and the DSi. Through the end of 2009, the DS has combined to sell 125.13 million units. Of those, 29.2 million were sold in Japan, 44.99 million in the Americas, and 50.23 million in Europe and other territories.

The DSi XL sports 4.2 inch dual screens, up from the DSi's 3.25 inch screens. Nintendo claims that the XL's battery life clocks in at four to five hours on maximum brightness and 13 to 17 hours on lowest brightness, on par with the DS Lite.

Nintendo's latest hardware update to the best-selling DS will also come preinstalled with several games and applications. The publisher did not explicitly lay out which software would be packed in with the system when it launches next month, however. Notably, DSiWare games are not transferable to another handheld, meaning they would have to be repurchased on the new DSi XL.



Free Blogspot Templates by Isnaini Dot Com and Cars Picture. Powered by Blogger