Friday 29 July 2011

viedogame: From Dust Sweeps Onto Xbox LIVE Arcade

viedogame
PlayStation 3, Wii, Xbox 360, Nintendo DS, PSP, and PC news, reviews, interviews, podcast, and discussion forums.
From Dust Sweeps Onto Xbox LIVE Arcade
Jul 29th 2011, 20:50

From Dust Available on Xbox LIVE Arcade for Xbox 360.

SAN FRANCISCO - July 27, 2011 - Today, Ubisoft® announced the availability of From DustTM on Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft. An award-winning God game from creator Eric Chahi and Ubisoft Montpellier, From Dust is currently available for 1200 Microsoft Points.

From Dust puts players in control of The Breath, a mysterious power used by a primitive tribe to battle against the forces of nature. As players venture through different territories, they must protect villagers from natural disasters, like tsunamis and volcanoes, in order to gain the knowledge of the tribe’s ancestors. Along with the main campaign, an additional Challenge mode tasks players with using their god-like powers in creative ways to ensure the safety of the inhabitants.

For more information on From Dust, please visit: http://www.fromdustgame.com

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viedogame: FIFA Soccer 12 Announces Wayne Rooney as Cover Athlete & Six New Screens to Enjoy

viedogame
PlayStation 3, Wii, Xbox 360, Nintendo DS, PSP, and PC news, reviews, interviews, podcast, and discussion forums.
FIFA Soccer 12 Announces Wayne Rooney as Cover Athlete & Six New Screens to Enjoy
Jul 29th 2011, 15:17

Manchester United Striker Wayne Rooney To Appear On Cover Of FIFA Soccer 12 In North America For First Time.

REDWOOD CITY, Calif.â€"(BUSINESS WIRE)â€"Electronic Arts Inc. (NASDAQ:ERTS) today revealed an iconic lineup of international stars that will help launch EA SPORTSâ„¢ FIFA Soccer 12, winner of 20 “Best Sports Game of E3” awards, including the prestigious E3 Game Critics award.* Headlining the group of players is Manchester United striker Wayne Rooney and Real Madrid’s Kaká, who will be joined by stars Philippe Mexès in France, Gerard Piqué in Spain, Giampaolo Pazzini in Italy, Mats Hummels in Germany, Jack Wilshere in United Kingdom and many others all over the world to launch FIFA Soccer 12 on September 27 in North America and September 30 worldwide. The international stars will grace the cover of FIFA Soccer 12 packaging, be integrated into marketing and advertising campaigns, and utilized in social media activities around the world.

1241859_FIFA12_NG_Rooney_Stretch_Shot_lowres[1]

“This is an iconic group of players who all passionately play our game, and we are excited to have them speak to fans around the world about their own personal experiences playing the best sports game on the planet,” said Matt Bilbey, Vice President and GM of Soccer, EA SPORTS. “With all the accolades FIFA Soccer 12 has received so far we are confident we have the most authentic and highest quality game we have ever created, and these superstars will play an integral role in sharing their excitement for its highly anticipated launch.”

fifa12_ps3_ameobi_jump_for_ball

For the first time ever, Rooney will appear on the cover of FIFA Soccer 12 in North America. Rooney has won the England Player of the Year award twice, in 2008 and 2009, and played for the England national team in the 2006 and 2010 FIFA World Cup. Today is the first of a series of announcements as the complete FIFA Soccer 12 player lineup is unveiled leading to the game’s launch. Rooney will be joined on the cover of FIFA Soccer 12 in North America by two additional players, and other stars will be revealed in other countries around the world.

fifa12_ps3_silva_jostling

Player
Nationality
Club

Wayne Rooney
English
Manchester United

Kaká
Brazilian
Real Madrid

Jack Wilshere
English
Arsenal

Philippe Mexès
French
AC Milan

Karim Benzema
French
Real Madrid

Giampaolo Pazzini
Italian
Internazionale

Gerard Piqué
Spanish
FC Barcelona

Xabi Alonso
Spanish
Real Madrid

Mats Hummels
German
Borussia Dortmund

Tim Cahill
Australian
Everton

Valentin Stocker
Swiss
FC Basel

Vasili Berezutski
Russian
CSKA Moscow

Balázs Dzsudzsák
Hungarian
Anzhi Makhachkala

FIFA Soccer 12 brings to the pitch the game-changing new Player Impact Engine, a physics engine built to deliver real-world physicality in every interaction on the pitch. Revolutionary gameplay innovations inspired by the real-world game make FIFA Soccer 12 deeper and more engaging. All-new Precision Dribbling creates a higher fidelity of touch on the ball for better control in tight spaces, more time to make decisions on attack, and more control over the pace of the game. Innovations in attack are balanced by a re-designed defending mechanism called Tactical Defending, which fundamentally changes the approach to defending by placing equal importance on positioning, intercepting passes and tackling. Plus, players have been infused with Pro Player Intelligence, the next generation of player intelligence and performance. FIFA Soccer 12 also introduces EA SPORTS Football Clubâ€"the heartbeat of FIFA Soccer 12. This live service is available at no additional cost and connects players to the real-world game with fresh, new content all the time, enabling them to support their favorite club and connect and compete with their friends, and millions of players around the world.

fifa12_ps3_song_header

For the latest news on FIFA Soccer 12 join more than six million fans in the EA SPORTS FIFA community at http://www.facebook.com/easportsfifa or follow us on Twitter at www.twitter.com/easportsfifa.

fifa12_ps3_wilshere_shot_on_net

FIFA Soccer 12 will be localized into 18 languages and available in 51 countries. It will be available for the PlayStation®3 computer entertainment system, Xbox 360® videogame and entertainment system, PC, Wii™, PlayStation®2 computer entertainment system, Nintendo 3DS™, PSP® (PlayStation®Portable) system, iPhone®, iPad™, and iPod® touch. The game will also be available for digital download on PC at origin.com. The game has not yet been rated.

fifa12_x360_drogba_jump_over_tackle

EA SPORTS is one of the leading sports entertainment brands in the world, with top-selling videogame franchises, award-winning interactive technology, global videogame competitions and breakthrough digital experiences. EA SPORTS delivers personal access to the emotion of sports through industry-leading sports simulation videogames, including Madden NFL football, FIFA Soccer, NHL® hockey, NBA JAM basketball, NCAA® Football, Fight Nightboxing, EA SPORTS MMA, Tiger Woods PGA TOUR® golf, and EA SPORTS Active. For more information about EA SPORTS, including news, video, blogs, forums and game apps, please visit www.easports.com to connect, share and compete.

*E3, 2011.

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viedogame: Cabela’s Survival: Shadows of Katmai Announced for Consoles; Coming November

viedogame
PlayStation 3, Wii, Xbox 360, Nintendo DS, PSP, and PC news, reviews, interviews, podcast, and discussion forums.
Cabela’s Survival: Shadows of Katmai Announced for Consoles; Coming November
Jul 29th 2011, 15:06

MINNEAPOLIS, Minn., July 29, 2011 /PRNewswire/ â€" Encounter the Arctic’s deadliest creatures in an epic struggle for survival in Activision Publishing, Inc.’s (Nasdaq: ATVI) Cabela’s Survival: Shadows of Katmai, coming this fall to the Xbox 360® video game and entertainment system from Microsoft, the PlayStation®3 computer entertainment system and the Wiiâ„¢ from Nintendo. Packed with the game-changing TOP SHOT ELITE controller, gamers will face non-stop challenges and the ride of a lifetime through the daunting Alaskan wilderness in an effort to complete a mysterious mission.

“Every human shares the purest of instincts: survival,” said David Oxford, Activision Publishing. “When those instincts kick in, its equal parts terrifying and exhilarating, and we’ve combined all those visceral reactions into a brand new 3rd-person adventure to make Cabela’s Survival: Shadows of Katmai the most exciting Cabela’s game ever!”

Witness the drama unfold as players take the role of bush pilot Logan James after he survives a horrific plane crash that leaves him in a remote corner of the Alaskan high country. Injured, isolated and in the middle of a hostile wilderness, Logan is cut off from all hope of rescue and it’s up to players to guide him to safety in his epic battle against deadly predators and the frigid elements of nature.

With nothing but firearms and gear scavenged along the way, players will trek through a variety of hostile environments that include mountain peaks, icy cliff side trails, dense forests, frozen rivers and huge uncharted caverns. In order to stay alive in such harsh terrain, players will have to keep their wits about them and use all their survival skills. Every step might be their last as avalanches and snowstorms are compounded with dangerous predators that want nothing more than to eat them for dinner.  As if that isn’t enough to worry about, starvation is an ever looming problem. Survive, evade, and hunt through one of the most remarkable adventures ever to be released under the Cabela’s brand.

Cabela’s Survival: Shadows of Katmai will be available on the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Wii™ from Nintendo on November 1, 2011. The game will be bundled with the innovative TOP SHOT ELITE peripheral on Wii and wireless controller on Xbox 360® and PlayStation®3, and can also be purchased separately. For more information, please follow on Twitter and Facebook - @ActivisionHunts and Facebook.com/ActivisionHunts.

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Classic Video Games: What's Hot Now: Le Stick – Profile

Classic Video Games: What's Hot Now
These articles that had the largest increase in popularity over the last week
Le Stick – Profile
Jul 29th 2011, 10:03

Two and a half decades before Nintendo came on the scene with the Wii, video game developers DataSoft Inc. tried their hand at creating the world's first motion sensitive video game controller. Designed for use with the Atari 2600 and Commodore 64, the Le Stick released just two years before the Crash of the Video Game market. With a highe price tag, and no titles designed to support it, the Le Stick lived a brief, albeit historic, existence.

The Basics:

  • Year of Release: 1981
  • Manufacturer: DataSoft Inc.
  • Type: Joystick - Motion Sensitive
  • Systems: Atari 2600, Commodore 64

History:

Ready to ride the late 70s home video game boom created by the Atari 2600, software developers DataSoft Inc. opened their doors in 1980 and released their first game a year later, Popcorn for the Tandy Color Computer. Not satisfied with programming games, DataSoft founder, Pat Ketchum, sought to innovate joystick controllers.

In 1981 DataSoft followed up their first game release with their first and only video game controller, the Le Stick, but unlike any other joystick on the market, this one was motion sensitive. This unique function allowed gamers to control the onscreen action simply a motion of the hand.

With such a unique innovation, it's surprising that the Le Stick was perceived by the market as nothing more than a novelty. The biggest fault was that no one, including DataSoft, designed any games catered to the Le Stick's unique capabilities. Although it worked with most Atari 2600 and Commodore 64, the movements were limited to the same as a traditional joystick. This, combined with a high price tag due to expensive manufacturing costs, caused many curious customers to shy away from trying it out.

Although the Le Stick hung on for a few years, it was one of the many casualties of the Video Game Industry Crash of 1983. DataSoft, however, found their niche developing home console and computer ports of popular coin-op arcade games, such as Mr. Do! and Zaxxon, plus original titles based on licensed characters such as Conan: Hall of Volta and Dallas Quest (based on the Dallas TV series).

The Design:

  • A single stick game controller with no base and the fire button located at the top.
  • The controller connected to the console unit via the controller port.
  • Movements: To center the axis point the player must hold the controller vertically and squeeze the stick. Angling the stick from side to side controls left and right movement, and forward/ backwards for moving up and down.
  • Due to the flight controller stick design, the Le Stick was best suited for flight simulation games.

The Tech:

The mercury core of the Le Stick is key to its motion sensitive abilities. When the player moves the stick, the mercury shifts, sending a signal to the console unit as to the direction the controller is moving.

Because the tech is mechanically based, it does not require a power source.

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viedogame: Review Update: New Modes Unlocked for Section 8: Prejudice on PC

viedogame
All of the Reviews. Can you keep up?.
Review Update: New Modes Unlocked for Section 8: Prejudice on PC
Jul 28th 2011, 22:15

Section 8: Prejudice Review Updates

Section 8: Prejudice explores well-worn territory, but a smart campaign and volatile competitive mode make this shooter rise above its generic aesthetic. Read the full review >>

Update Type: New Modes Unlocked

  • Posted: Jul 28, 2011 3:15 pm PT

Not long after it was released, when players amassed a total of 10 million kills online, Section 8: Prejudice was updated to include two additional multiplayer modes. Assault is a race to capture control points, with each team switching between offense and defense when rounds conclude. Skirmish focuses on killing and Dynamic Combat Missions, removing the ability to capture control points.

Section 8: Prejudice Quick Links

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viedogame: Review Update: New Modes Unlocked for Section 8: Prejudice on Xbox 360

viedogame
All of the Reviews. Can you keep up?.
Review Update: New Modes Unlocked for Section 8: Prejudice on Xbox 360
Jul 28th 2011, 22:15

Section 8: Prejudice Review Updates

Section 8: Prejudice explores well-worn territory, but a smart campaign and volatile competitive mode make this shooter rise above its generic aesthetic. Read the full review >>

Update Type: New Modes Unlocked

  • Posted: Jul 28, 2011 3:15 pm PT

Not long after it was released, when players amassed a total of 10 million kills online, Section 8: Prejudice was updated to include two additional multiplayer modes. Assault is a race to capture control points, with each team switching between offense and defense when rounds conclude. Skirmish focuses on killing and Dynamic Combat Missions, removing the ability to capture control points.

Section 8: Prejudice Quick Links

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Thursday 28 July 2011

viedogame: Xbox 360 | Dragon Age II: Legacy Review

viedogame
All of the Reviews. Can you keep up?.
Xbox 360 | Dragon Age II: Legacy Review
Jul 29th 2011, 01:20

The Video Review

Watch this video

Kevin VanOrd searches for Hawkes' Blood in this video review for Dragon Age II: Legacy

Much of Dragon Age II's appeal had to do with its emotional impact. As protagonist Hawke's circle of friends grew, so did your connection to the ensemble cast--but it was a connection the game earned over the long haul. A two-hour add-on doesn't have the luxury of a long-form structure, so it must make an impact in other ways. Dragon Age II: Legacy makes a valiant attempt to strengthen your bond with Hawke, but ultimately it makes little impression. Not that there's anything wrong with a bit of fun combat and a nice new set of armor. But there are few standout moments in Legacy, unless you count the glitches and other sloppy details you might encounter. This downloadable content is entertaining in its own mindless way, but without a forceful narrative arc to support it, Legacy is soulless. It just goes through the motions and nothing more.

After defeating this big baddie, you choose how to upgrade your snazzy new weapon.

Thankfully, some of these calculated motions address problems in the original game. You don't return to Dragon Age II's recycled environments but battle through brand new ones. Most of these are the typically narrow brown corridors similar to those through which you've already passed; they're officially new but too dingy and familiar to generate much excitement. A few, however, are larger and more atmospheric. A dusty desert arena in the early going is surrounded by rocky cliffs, and dwarven snipers inhabit walkways above the main combat area. Meanwhile, you can pull levers to activate traps that plunge spikes into unsuspecting thugs standing in the wrong place at the wrong time. Throw in a charging bronto or two, and you have an interesting combat scenario that keeps you on the move. Such moments are fun, but they're also fleeting. In time, Legacy's levels constrict, and you can rely on hammering the usual buttons without giving battle much thought. But at least combat remains entertaining to watch. If you play as a rogue, you somersault and pounce about the place. When you leap into Varric's shoes, you let loose a rain of arrows from his beloved bow Bianca.

On a few occasions, fleeing enemies lead you into an ambush, which doesn't inject any challenge into the combat, but it is nonetheless a nice authentic touch. Unfortunately, such minor delights are cheapened by bugs and slapdash execution. You might trigger a wave of enemies to appear, yet their arrival doesn't feel the least bit organic. A cluster of snipers doesn't swarm from doorways--it just teleports in. This poorly veiled trick is common enough to draw attention to itself. Bugs are all too common as well. You might whittle a creature's health bar down to nothing, yet the thing won't die, no matter how long you hammer on it. Eventually, you might be able to destroy it, but only after you kill some random archer hiding in the corner and pelting you with arrows. And this isn't an isolated glitch--it may crop up multiple times. There are also notable sound bugs. Party members deliver story-related dialogue without regard for any ongoing party banter. The result: multiple characters talking at once, and you missing out on the important stuff. And in several big battles, the din of battle suffers from major audio crackles and pops, as if the game were trying to push too much noise through your speakers.

The story that holds all this combat together is fine, but it has no singular moment to make it special. As it turns out, the Carta gang constantly dogging Hawke and company isn't just a bunch of hooligans seeking fun and profit. Hawke possesses something much more valuable: the blood of her (or his) father running through her veins. You soon learn what makes your blood so precious and what surprising role your father played in this world so many years ago. You meet a few new characters along the way, including a shuffling guide named Larius who appears from time to time just long enough to deliver some story exposition before moving on. If you enjoy the Dragon Age series for the element of choice, then you'll be glad to know that you will take sides in a key conflict before the confrontation that brings your journey to its conclusion. That final boss could have been an epic battle, but instead, it's a glitchy headache. The nature of its attacks makes retaining fine control over your party's actions a necessity, yet your companions frequently refuse to adhere to your commands for them to stay put. And the same bug that infests other enemy encounters can intrude here as well, allowing you to batter this abomination endlessly without winning, and forcing you restart the battle from the beginning.

You return home after this battle for a brief but heartfelt moment of nostalgia. It's unfortunate that this gentle postlude is betrayed by the routine encounters and slipshod execution that preceded it. Because it doesn't combine its bits and pieces into a cohesive vision, Dragon Age II: Legacy shines a spotlight on the run-of-the-mill nature of its individual elements. This add-on is passing amusement, but not 800 Microsoft Points ($10) worth.

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viedogame: PlayStation 3 | Deadliest Warrior: Legends Review

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All of the Reviews. Can you keep up?.
PlayStation 3 | Deadliest Warrior: Legends Review
Jul 29th 2011, 01:16

If, through some fluke of space and time, Genghis Khan and William Wallace had clashed on the battlefield, who would have won? Deadliest Warrior: Legends doesn't provide a definitive answer to this question, but it does suggest that the battle would have been bloody and possibly absurd. Khan might have broken Wallace's leg and chopped off his arm before twisting his neck with his bare hands. Or perhaps the two warriors would have slashed at each other for a few seconds before Wallace's sword miraculously passed right through Khan's body, instantly making Khan go as limp as a rag doll. Legends is a brutal and goofy game that's good for some guffaws. But the short and silly battles and technical problems of this fighter give it about as much longevity as Attila the Hun has after you've cut off a few of his limbs.

Not many people know that Alexander the Great possessed a magic spear that could pass right through solid objects.

Legends lets you choose one of nine historic leaders to take into one-on-one battles with other such personages. Those nine characters are broken down into three categories. Guerrillas like Sun Tzu and Shaka Zulu lack armor but move quickly; champions like Hannibal and Alexander the Great are heavily armored and relatively slow; and berserkers like Hernan Cortes and William Wallace are powerful offensive fighters. Battles occur in three-dimensional space, and you're free to run in any direction. With the three attack buttons, you can perform strikes that target your foe's head, body, or legs. Strikes to the limbs can leave your opponent crippled, making him hobble on his feet or preventing him from wielding heavy, two-handed weapons. And a blow to the head is likely to kill your opponent instantly.

Each warrior can wield quick short-range weapons, slower medium-range weapons, and ranged weapons. There are no health meters in this fighting game; characters collapse when they've suffered a blow the game deems fatal, or when they bleed out from a severed limb. Matches often end within just a few seconds of starting, perhaps with an arrow through a warrior's eye or a sword strike to the head that sends a helmet flying off at a trajectory that makes no sense. You can also attempt to grab your opponent. If you succeed, both combatants must then hit the low, medium, or high attack button, and unless the defender makes the same input as the attacker, he suffers a broken leg, a broken arm, or death, depending on the area the attacker targeted. The finishing moves that play out when a warrior successfully performs a high attack in a grapple (or a medium or low attack to an already disabled area) are sometimes shockingly brutal. Vlad the Impaler's finisher, for instance, demonstrates how he earned his grisly nickname.

Because a single blow can bring the match to an end, there's none of the tension here that can evolve over the course of a battle in a traditional fighting game as combatants feel each other out and whittle each other down. A different kind of tension could have emerged from battles in which any hit could prove fatal, but Legends is too sloppy to generate much excitement. The game's instructional screens have information about different types of damage--slashing, piercing, and crushing--and the varying effectiveness of armor against these types of attacks. But the actual gameplay doesn't support the depth that this suggests. It's hard to see how such details could matter much when, during battles, weapons regularly clip right through people and combatants sometimes collapse dead from attacks that didn't even appear to make contact. There's often no clear rhyme or reason to why one fighter falls while his opponent is left standing, and this makes it nigh impossible to become invested in the action. Visual problems, including swords and shields that disappear from warriors' hands when they try to grab their opponents, and some severe screen tearing, make the experience even more off-putting.

So a realistic fighting game this is not. Your best bet for getting any enjoyment out of Legends is to approach it not as a simulation, but as the video game equivalent of a schlocky martial arts movie, complete with lousy fight choreography; cheap, bloody special effects; and hilariously bad dubbing. Before each battle, the warriors speak a few words or emit a fierce battle cry, and both the mouth movements and the timing of those movements are so mismatched to the sounds you hear that you may wonder if the game isn't intentionally evoking the stereotypical image of poorly synced dubbing from low-budget kung-fu flicks. It's funny at first, but, like nearly everything else about the game, it looks cheap and hastily slapped together, and the initial amusement wears off quickly.

Whether or not the poor lip-syncing is intended as a joke, Legends certainly has a sense of humor, and it shines most brightly when you turn on what the game calls Zombie mode in multiplayer combat. With this option in effect, fighters don't go down until every last limb has been hacked. A pair of legs, no longer attached to its upper body, might continue to speedily run around the arena, forcing the opposing player to give chase. These battles are a great source of physical comedy, reminiscent of the famous encounter with the Black Knight in Monty Python and the Holy Grail. But the underlying gameplay remains too chaotic and shallow to stay compelling once you've had your fill of laughter at this mode's sheer absurdity.

Legends has an Arcade mode in which you choose a warrior and progress through nine battles, and because fights can be so brief, you may spend nearly as much time on the between-match loading screens as you spend playing. You can also fight one-off battles against CPU opponents, or practice against dummy opponents. After you've completed the Arcade mode with each character, you unlock Challenge mode, where you can fight to survive against waves of opponents, engage in battles in which every hit severs a limb, or try to hack down a number of hanging pig carcasses before a timer runs out. The most interesting mode is the one with the least fighting in it. Generals mode is a simple war game inspired by Risk. You start out with a single territory and a home castle, and on a map, you assign armies to territories you control and direct them to other territories. When you target a neutral or enemy territory, a percentage indicates the likelihood of your victory, and as you claim more territories and entire zones, the number of bonus armies you receive each turn increases. The object is to conquer the enemy leader's castle, and when you attack it, you enter a one-on-one duel with that leader, which you must win to be victorious. Each general has attributes that affect his armies' chances in battle, such as bonuses to attack in mountain territories or bonuses to defense in the desert. But there's little actual nuance or strategy to this minigame. Brute force rules the day; build up a larger army, and an enemy's bonuses aren't likely to do him much good as you steamroll his forces.

Legends supports ranked and unranked online multiplayer, but scant few are taking advantage of this functionality. Even if you do find opponents, the opportunity to compete with other players (which you can also do locally) can't redeem Legends' basic, ugly combat. Last year's Deadliest Warrior: The Game was too unrefined to be entirely successful, but there was something promising about its attempts to simulate realistic, bloody combat. This sequel not only fails to build on that promise; it stabs a knife right through its heart.

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viedogame: PC | Dragon Age II: Legacy Review

viedogame
All of the Reviews. Can you keep up?.
PC | Dragon Age II: Legacy Review
Jul 29th 2011, 01:20

The Video Review

Watch this video

Kevin VanOrd searches for Hawkes' Blood in this video review for Dragon Age II: Legacy

Much of Dragon Age II's appeal had to do with its emotional impact. As protagonist Hawke's circle of friends grew, so did your connection to the ensemble cast--but it was a connection the game earned over the long haul. A two-hour add-on doesn't have the luxury of a long-form structure, so it must make an impact in other ways. Dragon Age II: Legacy makes a valiant attempt to strengthen your bond with Hawke, but ultimately it makes little impression. Not that there's anything wrong with a bit of fun combat and a nice new set of armor. But there are few standout moments in Legacy, unless you count the glitches and other sloppy details you might encounter. This downloadable content is entertaining in its own mindless way, but without a forceful narrative arc to support it, Legacy is soulless. It just goes through the motions and nothing more.

Who wants some brontoburgers?

Thankfully, some of these calculated motions address problems in the original game. You don't return to Dragon Age II's recycled environments but battle through brand new ones. Most of these are the typically narrow brown corridors similar to those through which you've already passed; they're officially new but too dingy and familiar to generate much excitement. A few, however, are larger and more atmospheric. A dusty desert arena in the early going is surrounded by rocky cliffs, and dwarven snipers inhabit walkways above the main combat area. Meanwhile, you can pull levers to activate traps that plunge spikes into unsuspecting thugs standing in the wrong place at the wrong time. Throw in a charging bronto or two, and you have an interesting combat scenario that keeps you on the move. Such moments are fun, but they're also fleeting. In time, Legacy's levels constrict, and you can rely on hammering the usual keys and mouse buttons without giving battle much thought. But at least combat remains entertaining to watch. If you play as a rogue, you somersault and pounce about the place. When you leap into Varric's shoes, you let loose a rain of arrows from his beloved bow Bianca.

On a few occasions, fleeing enemies lead you into an ambush, which doesn't inject any challenge into the combat, but it is nonetheless a nice authentic touch. Unfortunately, such minor delights are cheapened by bugs and slapdash execution. You might trigger a wave of enemies to appear, yet their arrival doesn't feel the least bit organic. A cluster of snipers doesn't swarm from doorways--it just teleports in. This poorly veiled trick is common enough to draw attention to itself. Bugs are all too common as well. You might whittle a creature's health bar down to nothing, yet the thing won't die, no matter how long you hammer on it. Eventually, you might be able to destroy it, but only after you kill some random archer hiding in the corner and pelting you with arrows. And this isn't an isolated glitch--it may crop up multiple times. There are also notable sound bugs. Party members deliver story-related dialogue without regard for any ongoing party banter. The result: multiple characters talking at once, and you missing out on the important stuff. And in several big battles, the din of battle suffers from major audio crackles and pops, or the volume might suddenly decrease for no apparent reason.

The story that holds all this combat together is fine, but it has no singular moment to make it special. As it turns out, the Carta gang constantly dogging Hawke and company isn't just a bunch of hooligans seeking fun and profit. Hawke possesses something much more valuable: the blood of her (or his) father running through her veins. You soon learn what makes your blood so precious and what surprising role your father played in this world so many years ago. You meet a few new characters along the way, including a shuffling guide named Larius who appears from time to time just long enough to deliver some story exposition before moving on. If you enjoy the Dragon Age series for the element of choice, then you'll be glad to know that you will take sides in a key conflict before the confrontation that brings your journey to its conclusion. That final boss could have been an epic battle, but instead, it's a glitchy headache. The nature of its attacks makes retaining fine control over your party's actions a necessity, yet your companions frequently refuse to adhere to your commands for them to stay put. And the same bug that infests other enemy encounters can intrude here as well, allowing you to batter this abomination endlessly without winning, and forcing you restart the battle from the beginning.

You return home after this battle for a brief but heartfelt moment of nostalgia. It's unfortunate that this gentle postlude is betrayed by the routine encounters and slipshod execution that preceded it. Because it doesn't combine its bits and pieces into a cohesive vision, Dragon Age II: Legacy shines a spotlight on the run-of-the-mill nature of its individual elements. This add-on is passing amusement, but not $9.99 worth.

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viedogame: PC | Risen 2: Dark Waters Q&A - Voodoo Priestesses and Personal Pirate Ships

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All of the Previews. Can you keep up?.
PC | Risen 2: Dark Waters Q&A - Voodoo Priestesses and Personal Pirate Ships
Jul 28th 2011, 22:25

Developer Piranha Bytes is dreaming big with its upcoming sequel to the action role-playing game Risen. The sequel, Risen 2: Dark Waters, takes the high-fantasy setting of the previous game to the high seas, where pirates rule and buried treasure is ripe for the picking. We recently caught up with Daniel Oberlerchner, senior brand manager with publisher Deep Silver, to talk about all the additions coming to this game.

GameSpot: Give us an update on Risen 2's development. What aspects is the team working on at present?

Daniel Oberlerchner: We're slowly but surely leaving the content creation phase (items, textures, animations, and voice-over) and starting with fine-tuning and balancing, which is commonly called the alpha phase. All NPCs are getting their weapons and inventory set up, the fighting system has to be tested thoroughly, and we also have to make sure that the learning curve for the player is not too steep in the beginning. As Risen 2 offers a lot of playtime, the right pacing in the story and gameplay is important. An old saying goes that 80 percent of the work is in the last 20 percent, and this is true especially for open-world RPGs. Creating the assets is more or less straightforward once the preproduction is done; arranging and combining them to create an interesting world people like to play in is the most important and challenging part.

GS: We were told at the March Game Developers Conference in San Francisco that Risen 2 is intended to be a "full-fledged pirate role-playing game." For the team at Piranha Bytes, what's needed to make a full-fledged pirate RPG?

DO: Wow--where to begin? Let's start with the general scope (aka, the recipe), and then we'll talk about the building blocks (aka, the ingredients). What's generally needed to create any good RPG is an immersive gameworld with interesting characters who offer the player a convincing backdrop for the gameplay to happen in. What makes it "piratey"? First of all, the architecture has to reflect the culture of pirates, so everything you see in the game has to fit the period we want to convey to the player and the lifestyle of pirates. Pirates don't rely on civil engineers to build their houses, so everything looks a bit improvised and chaotic.

Secondly, you must have a language and tone throughout the game which fits the setting. The pirates in Risen 2 live in a dark and gritty world, so living like a pirate also means talking like a pirate. Thirdly, the weaponry we give to the player matches the setting as well: muskets, rapiers, sabres, pistols, bombs, powder kegs, coconuts, and parrots. Yes, you read that right--you can launch your very own parrot at people to annoy them, and knock them unconscious with coconuts. And last but not least, you can craft your own weapons and booze from the items you collect during your adventures.

GS: We were told in March that Risen 2 will take place across numerous islands, rather than on a single landmass, and that there would be some as-yet undisclosed means of transporting your pirate hero and his companions to and from different islands. Is it safe to assume that this method of transportation might be some sort of ship, perhaps of the pirate variety, as it were? If Risen 2 were, in fact, to have a "pirate's ship," if you will, what other purposes would it serve? Customizable housing? A quest hub? A crafting hub?

DO: Yes, you will be able to command your very own ship in Risen 2! The decision to make the ship the central means of transport in the game was based on the feedback from the fans. In Risen 1, even key characters dropped in and out of the storyline, and the players felt a bit isolated--they wanted a sense of ongoing companionship. For this reason, the ship in Risen 2 will not only get you from point A to point B, but will function as a hub for your companions where the player can talk to and get quests from them. So it helps to add the flavor of a party in an RPG without the hassle to the player of having to manage multiple characters all the time.

GS: We saw in the original Risen trailer that the nameless hero will have at least one companion, a swarthy young woman who seems to be an expert at voodoo magic. What can you tell us about this character? Who is she and what is she capable of? Will she remain at your side throughout the game?

DO: It's a bit too early to disclose her role in the game to a big extent, but I can confirm that she will be one of your companions in Risen 2 who will be part of your crew and support you in fights if you choose her to accompany you on shore leave. Her role will also depend on your actions throughout the game, so make your decisions wisely.

GS: Aside from this voodoo priestess, who else will join the hero on his quest to save the islands?

DO: The fellowship of the player character in Risen 2 will consist of representatives of the different factions in the gameworld, as well as special characters you can pick up during your adventures. They will also give you feedback on how you're doing and might also give you tips and hints on how to tackle some challenges. Patty, for example, is the helmswoman of your ship and is a character who made her debut in Risen 1. In Risen 1, Patty asked the player character to help her find the treasure of her father Steelbeard and took him on a treasure hunt all across the island.

In Risen 2 she will not only return, but will also have a reunion with her father, one of the mightiest pirates of the southern seas. Another example of a companion character would be Venturo, who is a soldier from the Inquisition and who shares their basic values but is fed up with all the discipline of the order. All characters who are with the hero will have a different skill set, so Patty, for example, is a very talented melee fighter, whereas Venturo will support the player with his musket. Additional skill sets will even include pairing up with a character who can heal you, or someone who loots killed creatures for you.

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viedogame: Nintendo eShop, Virtual Console, WiiWare, and DSiWare for Week of July 28

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PlayStation 3, Wii, Xbox 360, Nintendo DS, PSP, and PC news, reviews, interviews, podcast, and discussion forums.
Nintendo eShop, Virtual Console, WiiWare, and DSiWare for Week of July 28
Jul 29th 2011, 02:58

This week’s Nintendo Download includes the following featured content:

Nintendo eShop
Let’s Golf 3D - Choose from eight customizable characters and play in exotic locations, including the Mayan jungle and a winter wonderland. The 3D visuals will let you view your ball’s trajectory like never before. (For Nintendo 3DS™)

Virtual Consoleâ„¢
Brawl Brothers - Rick and Doug know all the moves, from martial arts to pro wrestling throws, and they don’t hesitate to use them. You really don’t want to mess with them! (For Wii™)

WiiWareâ„¢
Burn the Rope - Try to burn as much of the rope as possible in each level. But there’s a catch: The fire only burns upward, so you must rotate the levels to keep your flame alive. (For Wii)

Also new this week:

In addition to video games available at retail stores, Nintendo also offers a variety of content that people can download directly to their systems. Nintendo adds new titles to the Nintendo eShop for the Nintendo 3DSâ„¢ system, to the Nintendo DSiâ„¢ Shop for the Nintendo DSi system and to the Wiiâ„¢ Shop Channel for the Wii console at 9 a.m. Pacific time on Thursdays.

The Nintendo eShop is a cash-based service and features games, applications and videos in both 2D and 3D. Users can add money to their virtual wallets using a credit card or by purchasing a Nintendo 3DS Prepaid Card at a retail store and entering the code from the card.

The Wii Shop Channel offers games and applications and uses Wii Pointsâ„¢, which can be purchased via the Wii Shop Channel. The Nintendo DSi Shop offers games and applications and uses Nintendo DSi Pointsâ„¢, which can be purchased in the Nintendo DSi Shop. A Nintendo Points Cardâ„¢ can be purchased at retail locations. All points from one Nintendo Points Card must be redeemed in either the Wii Shop Channel or the Nintendo DSi Shop. They are not transferable and cannot be divided between the two systems.

Remember that Wii, Nintendo 3DS and Nintendo DSi feature parental controls that let adults manage some of the content their children can access. For more information about this and other features, visit http://www.nintendo.com/wii, http://www.nintendo.com/3ds or http://www.nintendo.com/ds/systems/dsi.

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viedogame: Dungeon Fighter Online Act XI: Wrath of Kazan Live

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PlayStation 3, Wii, Xbox 360, Nintendo DS, PSP, and PC news, reviews, interviews, podcast, and discussion forums.
Dungeon Fighter Online Act XI: Wrath of Kazan Live
Jul 29th 2011, 03:00

Act XI: Wrath of Kazan brings all new Berserker madness to Dungeon Fighter Online.

Dungeon Fighter Online’s Rebirth has completed its Renaissance on the town of Arad, and with the new Thief class now playable, the other character classes must match wits. Act XI, available now in the side-scrolling MMO brawler from Nexon, introduces 11 new skills distributed among four primary classes in the game.

The Berserker, a subclass of the Slayer, will receive a significant power boost through the wrath of the dark Kazan. The Berserker’s lunacy is made even more visceral thanks to the massive increase in strength and the two new skills the class will receive, including the devastating Thirst skill and a sword of blood attack.

Beyond the Berserker power boost, players will experience all new skill trees that affect Slayers, Fighters, Priests and Mages. The Slayer Blademaster has a staggering five new stance-based attack skills, and the Battle Mage’s Fusion Chase and Double Swing skills unleash deadly damage to opposing monsters. The Priest Exorcist will unleash two new skills upon Arad with the Red Phoenix Amulet and Floor Smasher, and the Crusader’s Crashing Cross hurls down a holy cross that explodes in the midst of its enemies.

The Act XI updates don’t stop at massive skill upgrades: this month Dungeon Fighter Online introduces Character Link, which allows players level 60 and above to link with characters level 40 and below. When the two characters are linked, the lower level character receives 15 percent more EXP and gold drops, allowing friends who want to compete at higher levels with their comrades to power up faster. Additionally, the new Account Vault feature lets dungeon fighters who have multiple characters access the same collection of items that have been picked up throughout each different character’s gameplay sessions.

Finally, players will be introduced to Gabriel, a new NPC that will fix players’ damaged items and sell extremely valuable wares. Gabriel’s appearances are rare, so players should take advantage of what he sells when he does make an appearance, such as high level weapons, equipment and rare item crafting recipes.

Recently Dungeon Fighter Online shattered player records across multiple territories. In China, the number of concurrent players passed 2.6 million, setting the record for the highest number of players online at the same time out of all online games. With recent updates to the game in Korea, the worldwide registered player number blew past 300 million, making it one of the most popular online games in the world.

To learn more about Dungeon Fighter Online or to download and play for free, visit http://dungeonfighter.nexon.net.

You can also “like” DFO on Facebook at https://www.facebook.com/dungeonfighteronline

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viedogame: Pro Evo Soccer 2012 takes the pitch September 27

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Pro Evo Soccer 2012 takes the pitch September 27
Jul 28th 2011, 21:04

Konami going head-to-head with FIFA 12 for PS3, Xbox 360, and PC version of next footie sim; Wii, PS2, and PSP launch days to be determined.

Last month, Electronic Arts announced a September 27 launch for its latest soccer sim, FIFA 12. Not backing down from the competition, Konami today announced that the Xbox 360, PlayStation 3, and PC versions of its own soccer sim, Pro Evolution Soccer 2012, would also hit stores September 27. Release dates for the Wii, PlayStation 2, and PSP versions of PES 2012 will be announced at a later date.

The focus for development on PES 2012 is "the instinctive way the game can be played and on teamwork in particular," according to the publisher. The game's AI engine has received "a major overhaul," it is claimed, which has apparently resulted in improved zonal marking for all players, defenders holding tighter lines, and attacking players making more intelligent runs.

Konami has also promised "heavily tweaked animation, more detailed lighting techniques, a wider variety of player styles, improved dead-ball situations, expanded tactics, and a new customizable pass feature."

For more on Pro Evolution Soccer 2012, check out GameSpot's previous coverage.

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viedogame: 3DS price cut to bolster third-party confidence - Analyst

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3DS price cut to bolster third-party confidence - Analyst
Jul 28th 2011, 22:46

Nintendo sent the industry scrambling this morning with the one-two combination of a dreary earnings report and surprising price cut for the 3DS. Reporting on its April-June quarter, Nintendo said revenues slipped 50 percent over last year, leading to a ¥25.5 billion ($328 million) loss. That weakness was due in part to anemic 3DS sales of just 710,000 units during the quarter.

Speaking to GameSpot, EEDAR VP of capital research & communications Jesse Divnich said that while the 3DS's new $170 price point was a severe move, the industry should hold its judgment on Nintendo until after the all-important holiday quarter.

"The price cut was drastic, there's no doubt about that," he said. "I think it was certainly necessary for Nintendo to go this route. Definitely, I think right now that the market is very concerned about the long-term potential of the 3DS…We really need to give Nintendo the benefit of the doubt. This is a company that has historically and consistently outperformed expectations. We tend to forget that over 40 percent of their revenue comes in this short holiday window."

Divnich went on to note that this holiday quarter is shaping up to be not just one of the most critical in Nintendo's history, but also for the portable hardware market at large.

"This is probably by far one of the most critical holiday seasons for Nintendo in the company's history," he said. "For the last 20 years, they have dominated and owned the portable market. They're still doing that today, but the question is, 'Is that portable category as big as it was five years ago, or are we starting to see a transition into mobile and tablet gaming?'"

"At the end of the day, consumers are still willing to pay premium price for premium content," he continued. "But as we saw with the DS, a significant portion of revenue came from a lot of these casual-based games, like your Sudokus, your My Pets, your Imagine series. Now, these games can be delivered at the same quality to the portable markets at a fraction of the price to the consumer, so I think that's certainly in jeopardy. We all agree that this casual market might be transitioning over toward tablets and mobile phones."

Sony, in particular, will be watching what happens with the 3DS and its new price point as it prepares to launch the PlayStation Vita, perhaps as early as this fall.

"It's very tough to tell, but I think this does put a lot of pressure on the Vita," Divnich said. "Not because of the competitive price difference, but rather, the size of this market may not be what it was a few years ago. I don't think the actual price cut is pressuring Sony; but rather, what the price cut means for the market. But the core gaming market, what built Nintendo, what is Nintendo, that's never going to go away. We will pay $30 for a Mario title."

And while this move could be construed as pushing the panic button by the industry at large, Divnich believes it's actually a positive move where third-party publishers are concerned.

"What this move does is show that Nintendo is willing to give up a little bit of profitability to ensure that the console's installed base grows to support profitability for third-party publishers," he said. "It certainly sends a positive message. There's no doubt there are red flags that are raised about the long-term health of the 3DS, but I think unanimously publishers agree that this is a step in the right direction for the 3DS platform."

Divnich also believes that Nintendo cut the price now, as opposed to after the holiday quarter, in order to assuage retailers' and third parties' fears over the viability of the platform.

"It's really hard for third-party publishers to come out and dedicate themselves to the 3DS platform just on the word of mouth and the word of good faith on the part of Nintendo that things will get better," he said. "This move is an action to show developers that Nintendo is going to try to build that installed base for the holiday season. More so than anything else, just to make sure that third-party publishers continue to dedicate proper development and marketing to potential 3DS products."

Divnich does not believe that the 3DS's current travails will impact Wii U development. According the analyst, the home console and portable gaming markets operate largely independent of one another, despite sharing games and brands. With Nintendo specifically, he pointed to the relative weakness of the GameCube compared to the dominant performance of the Game Boy Advance.

"I don't think that this will impact at all the development schedule and the release of the Wii U," he said. "It's going to come out summer to fall next year."

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