Saturday 20 August 2011

viedogame: Xbox 360 | Gamescom 2011: Neverdead Impressions

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Xbox 360 | Gamescom 2011: Neverdead Impressions
Aug 20th 2011, 10:58

Konami's Neverdead stars a man who can dismember himself and use his own body parts to his strategic advantage. We went out on a limb to go check it out.

Neverdead was shown for the first time at E3 in June, but at Gamescom this week, we had a chance to go see a bit more of the game and speak to the creative team. Konami's third person action game has an interesting hook--the protagonist Bryce is unable to die, and can rip off his own limbs in a variety of interesting, and sometimes quite funny, ways.

The story for the game goes something like this. 500 years ago, Bryce was a demon hunter who tried to defeat a demon king. The king made him an immortal, meaning Bryce lost his wife, and he has been living half a millenium becoming more and more bitter and sarcastic. However, according to Konami, there's a good chance Bryce will be able to exact his revenge on the demon king through the game's story.

There are many possibilities afforded by Neverdead's immortality. For example, he can tear off an arm holding a gun and throw it round a corner to shoot enemies, or remove his head and throw it into an otherwise unreachable area to check it out. However, there's a threat in the form of an enemy called Grand Baby, who tries to eat the head whenever it's removed.

Bryce's inability to die also has other gameplay benefits. If he touches electricity, he is able to shoot electrified bullets from his gun. The same goes for fire, with bullets that burn anything in their path. Otherwise, Neverdead follows traditional shooter convention with plenty of cover-based gameplay.

You will earn XP in the game and be able to purchase up to 70 abilities throughout the campaign. However, you can also earn XP in the multiplayer mode, which is independent to the campaign and has cooperative and competitive modes. However, this XP will transfer to the single player game, so there'll always be some reward no matter how you're playing the game.

Neverdead has an interesting premise, and we don't have long to wait to see if it can deliver on it. The finished game will be released on Xbox 360 and PlayStation 3 this winter.

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viedogame: Xbox 360 | Gamescom 2011: Adrift and the Power of Promise

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Xbox 360 | Gamescom 2011: Adrift and the Power of Promise
Aug 20th 2011, 11:34

From former Ubisoft Paris devs comes this surprisingly promising sci-fi game about what happens when memories become a commodity.

It's the biggest fear of any GameSpot editor to show up at an appointment and hear, "Well, we don't have any gameplay to show, but we do have this trailer." These are the meetings that inevitably involve dry discussions of a game's setting, some concept art of the main character looking grim and dour for no real reason, and very little else. We'll admit we were worried our meeting with Dontnod Entertainment might turn out that way when we paid a visit to the upstart Parisian developers to see their newly announced action-adventure game Adrift. And in fairness, we only did wind up hearing about the game's premise, seeing a trailer, and looking at some concept art. But here's what surprised us: we walked away absolutely in love it.

Have a look at the trailer in question.

Dontnod, which was founded by Ubisoft Paris veterans, describe Adrift as a narrative-driven sci-fi game set in Paris circa 2084. "We're dealing with science-fiction, but it's not space opera," says art director and former Marvel artist Aleksi Briclot. "We're not using 15 kilometer-long spaceships or creatures with tentacles. Our main goal is to create a believable near future." Besides just Briclot's stunning concept art of this futuristic Paris, what grabbed us the most was how instantly relatable the game's story is for anyone remotely in tune with today's technological trends.

In the world of Adrift, memories have become a commodity. Everyone in Paris is equipped with a brain implant called the SensEn, a device that records every event, interaction, or thought the wearer experiences. A thriving market for these memories has developed over time, and now it's to the point where people are buying strangers' memories to achieve their own secondhand happiness, as well as a powerful minority stockpiling memories for economic and political gain. It's a premise inspired by today's rapidly growing ecosystem of smartphones and social networks, where so much of what we do and see is recorded and uploaded instantly for the world to share. But in Adrift, our general compulsion to see and experience everything has all but eroded the personal connection to these snapshots. They're just memories, no longer ours, no longer anyone's but the person who holds the receipt.

Creative director Jean Maxime-Moris isn't beating around the bush when it comes to literary influences. "You saw that the game takes place in 2084 and that is, of course, a direct reference to George Orwell and 1984," he says. "2084 is the next step. This is a society of control. This is a much more horizontal society, where the control is much more diffused and blurry. Is it the government? Is it a corporation? We don't know."

What Maxime-Moris does know, however, is that his team isn't trying to be heavy-handed with a moral lesson. "This is not a game that says, 'this is the way it is, and you should all be afraid, run for cover and burn your smartphones.' This is a game that presents you with some material and lets you decide for yourself," he says. "We just think that memories are actually the last things we have."

Clearly, this is a game that promises to have a lot of narrative character behind it. But the murky gray morality of the plot isn't something you should expect from this vision of Neo-Paris: Briclot's city designs are works of art in and of themselves, showing the city's various arrondisements in a striking mix of vibrant colors and classical European architecture. The new and the old clash beautifully in this early art design, and if the graphics engine can come close to recreating these pieces of concept art, Adrift should be a game with plenty of visual character as well.

Of course, one missing component to all of this--and it is a big one--is knowing how the game actually plays. Maxime-Moris promises "our game will be extremely well anchored in known action-adventure codes, so you'll have a lot of combat, some light exploration, platforming and puzzles" but also "some key gameplay innovations we'll talk about later." None of these vague promises instilled nearly as much confidence as the talk about the game's overall setting, but then again they didn't cause much concern either. They just fluttered by the way vague promises do. One thing that was reassuring, however, was hearing the game's creative director use BioShock as a reference point for building a game that's both fun and intelligent, taking inspiration from the fact that Irrational's modern masterpiece "was an extremely good game, and a visceral and immersive one. But you play it for a few hours and you realize there's much more to it."

Will Adrift live up to this initial promise? That's anyone's guess. A lot of games have featured a terrific setting only to fall flat once you actually pick up a controller, but few games combine such an enticing mixture of stylized sci-fi and a central theme that manages to resonate so deeply with today's culture. There is promise here, but until we see the game up and running that's all it is. With Adrift not due out until 2012 (on Xbox 360 and PlayStation 3), that may not happen any time soon. But at least we can go on hoping for a while longer.

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viedogame: PC | Gamescom 2011: Joe Danger: The Movie Hands-On

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PC | Gamescom 2011: Joe Danger: The Movie Hands-On
Aug 20th 2011, 11:26

Joe Danger is back and in Hollywood in a sequel to last year's PlayStation 3 arcade stunt racer.

Seeing Joe Danger: The Movie on the Gamescom show floor is a strange experience. On the one hand, tiny British indie developer Hello Games has been incredibly brave by positioning itself next to big hitters like Nintendo and Sega in one of the main halls. On the other, the company's messaging doesn't seem to be in place just yet--they don't even know what formats the game is going to be released on yet. Thankfully, the game itself is looking fantastic--polished, exciting and beautifully animated, we can't wait to play the finished game, whatever platform it arrives on.

So, what exactly is the deal with its release? Well, on the booth itself, the game is running on PC hardware and is playable with Xbox 360 control pads. But the original game was a PlayStation 3 exclusive, so it seems natural to expect the sequel to follow suit. However, talking to the developer, it's clear that talks are currently being held with the major platform holders, with the implication being that whoever decides to back the game, they'll want it exclusively for a period of time. So, we'll just have to watch this space for now.

As for the game, though, we liked what we saw. The story setup is that stuntman Joe Danger is now back in favour in Hollywood, and has been taken on by a new director to perform all the dangerous work on set. However, this director's idea of a good film is to just cram in as many action cliches as possible, so Joe is required to do a police bike chase, a ski chase, and a mine cart chase, in just three of the sections we got to play.

These sections were just as fun as the motorcycle racing in the original game. In the police chase, Joe had to move between the foreground and background to take out crooks while performing daring jumps. The ski chase was straight out of a James Bond movie, with Joe changing from skis to skidoos and avoiding grenades and other obstacles to make it down the hill alive. The mine cart chase was exactly as you'll remember from Indiana Jones, and you have to make Joe duck and jump under and over obstacles on the track. Thankfully, all of these sections are accompanied by the sort of music you'd expect to hear in the films--clearly, Hello Games are big movie buffs.

We also got to see a jet pack section on the booth, which the developer promises will be the most difficult vehicle in the game. They also said that there will be more vehicles in the finished game, and that each level will keep things interesting, with a new gameplay mechanic introduced each time. We look forward to seeing more of Joe Danger, as well as finding out how we'll actually be playing it at home, soon.

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Friday 19 August 2011

viedogame: PlayStation 3 | DmC First Look Preview

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PlayStation 3 | DmC First Look Preview
Aug 19th 2011, 01:03

Meet the angrier, street-brawling Dante of Ninja Theory's Devil May Cry "rebirth."

When you merge Capcom's action combat know-how with Ninja Theory's storytelling experience, you get DMC: a Devil May Cry "rebirth" with recognizably stylish fighting wrapped around the origins story of an angrier, scrappier, brunette Dante. That's the pitch, at least. The makers of DMC are backing it up here at Gamescom 2011 with a first peek at their game's combat and a closer look at its controversially coiffed hero.

We chat with the developers of DMC about the new angel and demon modes.

Fluidity of character control is item number one on the development team's must-have list. "We've spent the bulk of our resources nailing that," says coproducer Motohide Eshiro. He also tells us how the action game experts at Capcom Japan are collaborating closely with the team at Cambridge-based Ninja Theory, with "bimonthly" studio visits at this point in development. It's not yet possible to say how fluid or otherwise combat feels (this being a hands-off presentation) but it looks the part, with more emphasis on aerial moves than in previous Devil May Cry titles.

Dante whips enemies up into the air and keeps them aloft with rapid fire from his dual pistols. He also launches himself up there to twist upside down and shoot baddies in the hang time. The key to the DMC's combo-based, aerial-focused combat is switching among Dante's three forms: human, angel, and demon. In these, Dante has access to different weapon and move sets; we see him swinging a spectral scythe in wide arcs in angel mode, a fiery axe in his demon mode, and sword and guns of his usual human form. Switching is performed on the fly with the controller triggers. It looks good, but in an action game, feel is everything. We're itching to put Ninja Theory's Dante through his paces ourselves.

As for the storytelling and "worldbuilding" that Ninja Theory brings to the project, DMC takes place in both the real world and limbo. Limbo is a demonic dimension that runs parallel to, and interferes with, the one occupied by humans. Dante, with a demonic heritage of his own, spends time in each place; in the Gamescom demo, he's dragged into the limbo dimension to do battle with spindly, pale-skinned, black-clad creatures swinging big, squared-off blades. At a few points, he also encounters the golden, ghostly shape of a girl--seemingly a human back in the real world who can speak to Dante while he's in limbo. In the demo, she drops in to help guide Dante through the limbo environment when it turns on him like a malevolent funhouse. The European-looking, narrow city streets crack and tilt crazily, fall away to reveal lava pits, or rear up while the buildings on either side squeeze in to crush him. "The city itself is trying to stop you," she tells him.

You might spot Ninja Theory's fingerprints on DMC's reimagined Dante and its lightly "satirical" limbo. The story of the game is "about how Dante becomes the way he is" and, as the game starts, "he's young…much more aggressive, more angry…much more of a street brawler than in previous Devil May Crys," says creative director Tameem Antoniades. Dante as Ninja Theory's disenfranchised youth "has a lot of rage," along with "no prospects and no employment." Ninja Theory's limbo, meanwhile, is a surveillance society, packed with CCTV cameras housing demonic eyeballs. And in a secret-area type of level, away from the city, Dante navigates free-floating road sections. He also encounters combat arenas with, in the tradition of Devil May Cry games, impassable barriers that must be brought down by clearing the place of enemies. Here, we see floating rocks, giant red banners, and orange-leaved trees, in a lush, colorful style reminiscent of parts of Ninja Theory's Enslaved.

Yet to be seen are the "familiar faces" the developers promise to fans of the Capcom series, as well as the combat ranking system that will reward style, variety, and damage to score every battle. Not only that, says Antoniades, as battle rank increases, more elements of music will be layered into a scene, with the chorus kicking in at the highest ranks. We'll look forward to seeing that in action the next time we catch DMC.

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viedogame: The Baconing Coming to Xbox LIVE Arcade, PlayStation Network and PC/Mac Beginning August 30th

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The Baconing Coming to Xbox LIVE Arcade, PlayStation Network and PC/Mac Beginning August 30th
Aug 19th 2011, 18:01

Hothead Games announces all the details for up and coming download title.

VANCOUVER - August 19, 2011 Indie Games developer Hothead Games today released some exciting release date and platform details from the anticipated summer title that fans have been salivating over, The Baconing.

The Baconing is the latest stand alone action-RPG title from Hothead Games featuring the popular hero, DeathSpank. Discover exciting new worlds and hilarious characters whilst you battle hordes of enemies in search of the Fires of Bacon. This sizzling title will be unleashed for ALL gamers to play at the end of this month. The details are as follows:

PlayStation®Network - August 30th/31st
The Baconing is a PlayStation®Network PLAY promotion title, a new program showcasing four of the season’s hottest action titles. When The Baconing is pre-ordered through PLAY, purchasers will receive an additional co-op character, Roesha, One Bad Mutha and a PlayStation®Network theme.

Roesha is a 70’s era inspired police woman with a nasty attitude and an over-sized pistol that gets results! When her gun is simply not enough she calls on her electric disco ball to take down a big crowd. She can also fire First Aid shells at DeathSpank to heal her crime-fighting partner. And when she taunts, get ready for a Charlie’s Angel inspired pose and some Roesha attitude.

In addition, PlayStation®Plus subscribers will receive an automatic 20% off every PLAY program purchase.

Xbox LIVE® Arcade â€" August 31st
The Baconing will be released on August 31st on Xbox LIVE® Arcade game for the Xbox 360® video game and entertainment system from Microsoft, for 1200 Microsoft Points. The game will be published by Valcon Games in conjunction with Hothead Games. Valcon Games President, Glenn Halseth commented:

“Valcon Games is very excited to be able to play a role in this fantastic stand alone adventure, and by partnering with the amazing Hothead Games we can help bring The Baconing and its infamous hero, DeathSpank, to Xbox Live® Arcade players everywhere.”

Windows PC and Mac â€" August 31st
Hothead Games is also very excited to announce that The Baconing will also be available to both Windows PC and Mac users at the same time as their console gaming friends as the game readies for an end of August launch of the game on Steam and the Mac App Store. A pre-order discount of 20% is now available for Steam users who purchase the game ahead of the 31st August release date. Please visit fropm 11am Pacific time and 7pm UK time. For more information visit the game page
http://store.steampowered.com/app/18070/

Mike Inglehart, Producer on The Baconing is excited to bring this platform and pricing news.

“We wanted to make The Baconing available to as many gamers as possible as we don’t want anybody to miss out on this unique adventure. In particular, we wanted to make sure gamers on Windows PC and Mac were able to download the title at the same time as console gamers. This rarely happens for digital distributed products, but at Hothead we felt it was important to give everyone simultaneous access to our best game yet.”

For more information on The Baconing please visitwww.thebaconing.com

The latest gameplay & character trailer for The Baconing can be viewed here:
PEGI: www.youtube.com/watch?v=uhy1Lf9MBds
ESRB: www.youtube.com/watch?v=mHk8M8SSa94

For more information on Hothead Games, please visit:www.hotheadgames.com

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Thursday 18 August 2011

viedogame: Activision responds to EA Call of Duty trash talk

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Activision responds to EA Call of Duty trash talk
Aug 19th 2011, 00:07

Gamescom 2011: Publisher CEO Eric Hirshberg calls rhetoric "bad for the industry," says game makers should be supporting each other instead.

With Battlefield 3, Electronic Arts wants to take down Activision's Call of Duty franchise, and it hasn't been shy about admitting as much. However, in opening statements at this year's Gamescom in Cologne, Germany, Activision Publishing CEO Eric Hirshberg suggested such rabble-rousing ultimately serves no one.

As reported by Eurogamer, Hirshberg said competition was a good thing. However, he added that public statements hoping for a rival's game to fail crosses a line.

"Recently a competitor of ours was quoted as saying that he wants to see Call of Duty 'rot from the core,'" Hirshberg said. "I've been asked countless times to respond to this comment and I've generally chosen not to. My job is to help our incredibly talented, passionate teams to make the best games they can, not to throw insults around at others. But I actually feel this kind of rhetoric is bad for our industry."

Hirshberg went on to say that publishers should be supportive of each other, because a great game will always sell because it's great, not because it steals sales from the competition. He said that was the mindset of politics, which necessitates that one side lose if another side is to win.

"We shouldn't be tearing each other apart fighting for a bigger piece of the pie," Hirshberg said. "We should all be focused on trying to grow a bigger pie. If we as an industry act like there's a finite number of games in the world, then there will be."

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viedogame: EA to cap Star Wars: The Old Republic sales

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EA to cap Star Wars: The Old Republic sales
Aug 19th 2011, 00:28

Publisher says it will limit the number of retail, digital copies for upcoming MMORPG to ensure server stability at launch.

The success of a massively multiplayer online role-playing game is commonly measured by how quickly it can gain a bustling population, and how many players it has compared to genre kingpin World of Warcraft. However, Electronic Arts appears to be opting out of that race with Star Wars: The Old Republic.

As reported by Game Informer, EA said today that it will be limiting the number of Star Wars: The Old Republic copies that will be available at launch, through both retail and digital channels. EA reportedly made this decision so as to ensure server stability when the game goes live later this year.

The publisher went on to note that while it has already established what the exact number of copies sold will be, it will not be announcing that figure. If and when that sales figure is reached, the publisher plans to cease digital sales while it expands server capacity. Once the player load can be accommodated, EA will resume game sales.

Electronic Arts said in February that The Old Republic would be "substantially profitable" with just 500,000 subscribers, with anything above 1 million monthly users making the game "very profitable." Analysts have pegged the game's opening sales at anywhere from 1 million to 3 million units.

For more on Star Wars: The Old Republic, check out GameSpot's new impressions from Gamescom 2011.

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viedogame: Blizzard talks new additions to upcoming games

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Blizzard talks new additions to upcoming games
Aug 19th 2011, 02:13

Gamescom 2011: Six Blizzard leads convene to discuss a new Diablo III difficulty level, Cataclysm's 4.3 patch notes, and more.

Who was there: This Gamescom 2011 press conference featured Blizzard senior game designer Jonny Ebbert, game director Tom Chilton, art director Chris Robinson, lead designer Josh Mosqueira, game director Jay Wilson, and senior vice president Frank Pearce. Together, the group discussed Blizzard's latest additions to Diablo III, Starcraft II: Heart of the Swarm, and the upcoming World of Warcraft patch v3.4.

What they talked about: Wilson kicked off the discussion by announcing that Diablo III will include a new difficulty mode, Inferno, that will supersede Hell as the highest difficulty mode in the game. Inferno is designed to challenge level 60 characters (the max level in the game) by pitting them against level 61 enemies. It also "flattens the game," as Wilson described it, by making everything--specifically all the difficulty-restricted loot--available for your character to find.

All of this shiny new gear won't be just recycled low-level items, either. Wilson stressed that the design team has been working hard to produce new artwork for all the Nightmare, Hell, and Inferno-level gear. Playing on these higher difficulty settings will also make the enemies harder and "more interesting." Enemies on higher levels will have more health and deal more damage, which in turn raises how aggressive they are. These hyper-aggressive foes will seek out new ways to kill the players, including utilizing the new monster powers unique to these modes.

Ultimately, Wilson hopes the end-game content in Diablo III will keep more players engaged for longer than it did in Diablo and Diablo II.

Ebbert went next and recapped a lot of the information already known about Starcraft II: Heart of the Swarm. This included a brief overview of the expansion's story. (Spoiler Alert: Kerrigan is back!), an explanation of her battle focus system, and the fact that players can upgrade and evolve Zerg units. He also noted that the campaign for Heart of the Swarm will span 20 missions, as well as include new multiplayer maps and units. What those units are, and what upgrades players can expect from Battle.net, will have to wait until Blizzcon in October.

Chilton was third up with an overview of the upcoming World of Warcraft v4.3 patch. This update will include the new Deathwing raid, featuring a climactic final battle against the monstrous dragon. Chilton was quick to note that this will be "the most epic encounter we've had to date," adding that players will, during one stage of the battle, be fighting atop Deathwing's back as it flies through the air.

Although he didn't go into any details, Chilton also mentioned that the update will include three new five-man instances.

The bulk of his presentation was spent explaining the three new game mechanics coming in patch v4.3. At the top of this list was transmogrification. This will let players further customize the look of their avatar by combining the appearance of one armor piece with the stats of another. This means a player can dust off an old or low-level piece of armor they thought looked cool and override its stats with those of a more current one.

However, there are some restrictions to prevent total confusion. When combining two armors, they must be the same type--meaning leather goes with leather and mail goes with mail. There is also a class restriction in place, so don't expect to mix a warrior's chest piece with a hunter's. Finally, players can't make anything look like a legendary item.

Second was void storage. For a fee, players can gain access to a much larger storage area where they can store items long-term and free up room in the bank. The last item to discuss was the new raid finder. This feature extends the services provided by the dungeon finder to raids. Players can specify the types of roles needed, and the finder will build a team of up to 25 players. Chilton hopes this addition will "open up raid content" for newer players, as well as make raiding "much less of a hassle" for experienced ones. When asked if the raid finder would be restricted to individual servers, he responded that it will be a cross-server service to help keep queue times to a minimum.

Quote:"If there was a team free and available to create a different [Starcraft] game, we would, but right now we're very busy supporting our other games."--Frank Pearce, on the possibility of returning to Starcraft: Ghost or a new, non-RTS Starcraft game.

Takeaway: If the question and answer session was any indication, fans and press alike are still very cautious about the inclusion of a real-money auction house in Diablo III. Wilson urged audience members to remember that trading items for cash or otherwise was something that would have happened regardless in Diablo III. Now, players will have a secure channel to conduct those transactions.

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viedogame: Wipeout 2 tumbling out this holiday

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Wipeout 2 tumbling out this holiday
Aug 18th 2011, 22:27

Activision launching new edition of ABC's obstacle course game show on 360, PS3, Wii, 3DS, DS.

Activision isn't being deterred by a single Wipeout. Today, the publisher announced Wipeout 2, the latest game based on ABC's physical humiliation-based reality game show. A Kinect-enabled Xbox 360 version and Move-supported PlayStation 3 edition of Wipeout 2 will join installments on the Wii, DS, and 3DS this holiday.

Wipeout 2 brings the TV show's accident-prone obstacle courses to gamers' living rooms with more than 50 unique challenges. The obstacles will be tailored to the summer and winter seasons, with players navigating snow, ice, and foam in addition to trademark challenges such as Sucker Punch Wall and Big Balls. Show hosts John Anderson and John Henson will again voice the action.

Activision aims to tailor each edition of Wipeout 2 to its platform. As an example, PS3 and Xbox 360 gamers will be able to use their respective motion-sensing inputs to hurdle snow or paintballs at other players while navigating courses. Meanwhile, the handheld installments will feature a pass-and-play hot seat mode.

For an idea of what to expect, check out GameSpot's coverage of Wipeout: In the Zone, which was released for the Xbox 360 in June.

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viedogame: Big In Japan August 8-14: Monster Hunter and Pokemon spin-offs

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Big In Japan August 8-14: Monster Hunter and Pokemon spin-offs
Aug 19th 2011, 03:06

Gamers should never underestimate the power of offshoot titles, particularly if they come from large franchises like Monster Hunter and Pokemon. On the week of August 8 to 14 on the Japanese Media Creates sales chart, a Monster Hunter and Pokemon spin-off title took the top two spots respectively. Monster Hunter Diary Poka Poka Felyne Village G sold 98,269 units in its debut, while Super Pokemon Rumble sold 86,294 units.

Capcom's spin-off title is an action game focused on the Monster Hunter world's Felyne race. Players control a group of Felynes as they hunt down monsters to restore their village to their former glory. Super Pokemon Rumble lets players duke it out amongst themselves using toy versions of existing Pokemons in an arena. Unlike the mothership titles, all battles between Pokemon toys are done in real-time and through a top-down perspective ala Smash TV. The game will feature toy versions of Pokemon from all five generations of the series including the recent Unova region Pokemons.

Meanwhile, Kirby Mass Attack gets bumped from second to fourth place with 52,173 units sold, while J.League Pro Soccer Club! 7 Euro Plus dropped considerably to seventh place with 30,291 units sold. Rhythm Heaven for the Wii goes up a notch with 63,590 units sold. The 3D version of Ocarina of Time climbs back to the top ten at sixth place with 31,772 units sold. Two other Wii titles, Wii Sports Resort and Disney Epic Mickey, are still hanging tough on the top ten; the former is at ninth place with 20,524 units sold while the latter is at 10th place with 15,536 units sold.

On the hardware front, the 3DS is now the number one top-selling hardware for the week due to the recent price cut of the system. The system sold 196,077 units. Thanks to Nintendo's announcement last month, the 3DS in Japan now costs 15,000 yen ($195) and received its discount on August 11. Sony's two consoles are still within the top, with the PSP selling 40,389 units and the PS3 selling 20,239 units. Despite a number of Wii titles on the software charts, the console itself is just below the top three consoles with 19,607 units sold.

JAPAN GAME SALES WEEK OF AUGUST 8-14

Software:
Rank/Title/Publisher/Platform/Unit sales
1. Monster Hunter Diary Poka Poka Felyne Village G / Capcom / PSP / 98,269
2. Super Pokemon Rumble / Nintendo / 3DS / 86,294
3. Rhythm Heaven / Nintendo / Wii / 63,590
4. Kirby Mass Attack / Nintendo / DS / 52,173
5. Uta no Prince Sama Repeat / Broccoli / PSP / 32,180
6. The Legend of Zelda: The Ocarina of Time 3D / Nintendo / 31,772
7. J. League Pro Soccer Club! 7 Euro Plus / Sega / PSP / 30,291
8. Toriko: Gourmet Survival! / Namco Bandai / PSP / 91,030
9. Wii Sports Resort / Nintendo / Wii / 20,524
10. Disney Epic Mickey / Nintendo / Wii / 15,536

Hardware:
3DS: 196,077
PSP: 40,389
PS3: 20,239
Wii: 19,607
DSi XL: 4,213
DSi: 3,531
Xbox 360: 1,576
PS2: 1,513
DS Lite: 90
PSP Go: 20

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viedogame: Xbox 360 | Gamescom 2011: Adidas micoach Impressions

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Xbox 360 | Gamescom 2011: Adidas micoach Impressions
Aug 18th 2011, 23:26

The latest fitness game from THQ incorporates Adidas' fitness equipment and combines it with famous athletes from a variety of sports.

THQ is on a roll when it comes to fitness products. The Biggest Loser was an early Kinect success thanks to the female audience, while UFC Personal Trainer was a more male-focussed alternative. The publisher's latest stab at the genre comes in the form of Adidas micoach, which incorporates real athletes from various disciplines, and combines it with existing Adidas tech to build what THQ hopes is the complete workout. We got to see it in action at this year's Gamescom.

If you're unfamiliar with Adidas' micoach technology, it includes pedometers, heart rate monitors and other technology that connects to your phone or portable music player. From there, it tracks your athletic performance and pumps out feedback over the headphones to keep you engaged and motivated. The Adidas micoach game fits into this overall fitness plan by giving you specific, targeted workouts depending on your sport of choice, then encouraging you to go outside and use the other micoach equipment to build on your performance.

A key component of the micoach experience is the inclusion of athletes from sports such as football, American Football, tennis, rugby and more. For example, Jrue Holiday from the NBA and Kaka from the Brazilian national football team will talk you through exercises, and physically appear in the game performing the exercises they are telling you to do. You will appear on-screen alongside them, allowing you instant visual feedback on how close you are to your sporting idols.

As well as exercises, many of which are based around weight training (weights sold separately), there will also be mini-games that you can play through. We saw a football mini-game, where you have to volley a ball into an open goal using both shots and headers. You score points based on your performance, and can then sync your performance across the game, mobile and on the web, with more social integration due to be announced shortly.

Another concept being discussed by THQ and Adidas is the ability to accrue fitness points through the game. The idea will be to run so far outside of the game, which will earn you points that not only go into the game, but also allow you discounts off Adidas gear as well. The specifics are still being worked out, but THQ jokes that it's a scheme not entirely dissimilar to the popular Air Miles one.

There's still plenty of time for THQ to iron out these details before release next year, so we're optimistic about the package coming together as planned. For more on Adidas micoach, be sure to check out the video interview on the site, and stay tuned for more as we get it.

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viedogame: PC | Gamescom 2011: Dark Souls Updated Impressions

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PC | Gamescom 2011: Dark Souls Updated Impressions
Aug 18th 2011, 22:58

We got to see a new area of Dark Souls created just for Gamescom. Spoiler: it's very hard.

While the gaming world may be heading towards short, simple gaming mechanics, it's refreshing to see just how old-school Namco Bandai is being when it comes to Dark Souls. "The game is going to be even more difficult than Demons' Souls," says our representative. To demonstrate the fact, albeit in an unintentional way, another Namco Bandai representative died repeatedly during our demo of new content from the game. So, to summarise--Dark Souls is so hard that the guys who are making it can't even play it without dying.

Our demo started about halfway through the game, with our character trapped in a jail cell. The guard outside is sleeping, so you can kill him and steal the key to break out. However, things aren't well after this seemingly easy encounter--soon, octopus monsters are roaming the area and out to kill anything that's alive. And while you can run away and even climb ladders to avoid them (octopi can't climb), when you get to the top of the ladders, snake monsters await you to kick you back down to earth.

The answer, it turns out, is to find the device that the snake monsters are guarding, and then kill the larger snake enemies to take control of it. However, it took many attempts to get to this stage, as our demonstrator constantly died trying to get there. Namco Bandai was using a character who was pretty buffed up as well, but in an age when most publishers just cheat their way through game demos, we liked the fact that Namco was prepared to show how difficult its game actually was.

Difficulty is definitely an issue that will follow Dark Souls around. While it's not a direct sequel to Demons' Souls, it inherits many of that game's features, such as the ability to leave hints for other players to find when you die. However, there will be new features, such as the ability to summon other players to help you complete difficult tasks, as well as invading other people's games from afar.

The game will be out on October 4 in North America and October 7 in Europe, and it's on show on the Gamescom floor with 16 units on offer. Stay tuned to GameSpot for more information on Dark Souls as we get it.

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viedogame: Xbox 360 | Gamescom 2011: Dance Central 2 Preview

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Xbox 360 | Gamescom 2011: Dance Central 2 Preview
Aug 18th 2011, 22:19

Dance Central 2 gets a whole lot more user-friendly with these new features.

While you may think that Gamescom is all about PC strategy titles in which players micromanage the economies of medieval fishing villages, you'd be wrong. Yes, that's a big part of the show, but don't forget: Europe also loves dancing. So it's no surprise, then, to see that Harmonix is here showing off the latest additions to Dance Central 2 for Kinect. Let's talk about some of those new features on display here in Cologne.

First, there's the new Dance Battle multiplayer mode. If you tried out the multiplayer in Dance Central, you'll remember having to swap players in and out, taking turns dancing in front of Kinect one player at a time. Dance Central 2 now supports two-player simultaneous dancing, and the Dance Battle mode is where you can add a competitive elements to your moves.

In Dance Battle, players dance side-by-side to the same song, with occasional call-and-response moments where the screen focuses in on one player and then lets the other see if they can best their moves a moment later. Another interesting part of Dance Battle is what happens halfway through each song. At the midway point, a random collection of dance moves are shown on the screen with varying points levels to give the losing player a chance to get back into the contest outside the main song. It's sort of like the half-time at a basketball game. Only instead of resting, it's a minigame. And there's no basketball. Just dancing.

Anyways, let's move beyond terrible analogies and onto some other new features. Dance Central 2 looks to be a lot more user-friendly than its predecessor, starting with a revamp of its Break It Down tutorial mode. You can now use voice commands to slow down dance move tutorials that are giving you trouble, skip forward and back between moves in a song, and even record a video of yourself doing a move to compare it side-by-side with the in-game character. Voice commands can also be used in the main interface as well, giving you the choice between using your arm to swipe through menus or just shouting at your Kinect when you're not too out of breath after finishing a particularly grueling dance number.

Harmonix also took the time to reveal some new songs coming to Dance Central 2. The big new, of course, is that Lady Gaga makes a return with "Born This Way." After that you have the likes of David Guetta ("Sexy Chick"), Daft Punk ("Technologic"), Flo Rida ("Club Can't Handle Me"), and Gnarls Barkley ("Run") plus a bunch more of various genres and geographical origins. Whatever your musical tastes, you can expect Dance Central 2 to arrive OCtober 25.

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viedogame: PlayStation 3 | Gamescom 2011: Three Random Facts About Resistance 3

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PlayStation 3 | Gamescom 2011: Three Random Facts About Resistance 3
Aug 18th 2011, 22:32

Here's some miscellaneous trivia we learned from the brief demo Insomniac's showing here in Cologne.

Here at Gamescom 2011, Sony is showing off a hefty roster of upcoming PlayStation 3 games. One of those, Resistance 3, is so close to being released it's practically on store shelves. If you haven't been following our coverage of Insomniac's latest shooter, we really like what we've seen of this game and we're quite eager for that release date to just get here already. But before that happens, we thought we'd share a few things we learned about it from the demo shown here at Gamescom 2011.

Something strange happens on the way to New York.

Most of what we've seen of Resistance 3 has been a bleak and moody story. As Joseph Capelli, you're making your way across the ruined remains of the United States in a seemingly hopeless effort to stop the alien invaders who have devastated every last corner of Earth. It's somber stuff. So consider us surprised, then, when Insomniac showed a quick teaser from a later portion of the game where you appear to be in an arena-style prison brawl against swarms of Chimera as onlookers cheer you on from all around. Not only that, the battle isn't being fought with the usual exotic weaponry that the series is known for, but rather a giant sledgehammer that accumulates gore every time you smash another Chimera grim to death. The while thing was a noticeable change from the tone of the rest of the game. It would seem that things get a little odd later on in this road trip story.

Chimera don't always fight on the same side.

Apart from that quick teaser, most of the demo took place in the St. Louis level that we've previously covered. However, Insomniac showed a bit more of what happens in St. Louis than what we got to see. One of the highlights is a giant spider-like creature called the Widowmaker, one of those Chimera creatures who are so big they practically block out the sun. The interesting thing about this guy is that Insomniac described him as "feral," with no allegiances to speak of. He simply exists to kill, whether that's you or the other Chimera on the ground. It's an interesting departure from the well-organized Chimera troopers you spend so much time fighting--especially when you see those very troopers taken out by one of their own. We're wondering if this guy is the only one, or if we can expect to see more Chimera turn against each other as the campaign goes on. Who knows?

When weathering an alien invasion, it helps to be super cool.

When you arrive in St. Louis, you quickly run into a band of survivors known as the remnants. They're not too quick to trust you, but after you after you prove your worth with them in one particularly harrowing set piece battle, they take you back to their leader so you can ask a favor of him that'll help your journey to New York. Here's the thing about the remnants' hideout: it's basically a bar turned into a militarized fort, complete with ammo stockpiles, a pool table, and lots of beer. And the leader, Charlie Tent, has the hair of a 1950s greaser and a cool Southern drawl to boot. He's basically the coolest person you encounter in the entire game by far. No wonder he's the leader of a group of very successful survivors. To make it in this alien invasion, you have to be awesome.

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viedogame: PlayStation 3 | DmC First Look Preview

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PlayStation 3 | DmC First Look Preview
Aug 19th 2011, 01:03

Gamescom 2011: Meet the angrier, street-brawling Dante of Ninja Theory's Devil May Cry "rebirth".

Merge Capcom's action combat know-how and Ninja Theory's storytelling experience, and you get DmC: a Devil May Cry "rebirth" with recognisably stylish fighting wrapped around the origins story of an angrier, scrappier, brunette Dante. That's the pitch, at least. The makers of DmC are backing it up here at Gamescom 2011 with a first peek at their game's combat, and a closer look at its controversially coiffured hero.

We chat with the devleopers of DMC about the new angel and demon modes.

Fluidity of character control is item number one on the development team's must-have list. "We've spent the bulk of our resources nailing that," says co-producer Motohide Eshiro. He also tells us how the action game experts at Capcom Japan are collaborating closely with the team at Cambridge-based Ninja Theory, with "bi-monthly" studio visits at this point in development. It's not yet possible to say how fluid or otherwise combat feels, this being a hands-off presentation, but it looks the part, with more emphasis on aerial moves than in previous Devil May Cry titles.

Dante whips enemies up into the air and keeps them aloft with rapid fire from his dual pistols. He launches himself up there, also, to twist upside down and shoot baddies in the hang time. The key to the DmC's combo-based, aerial-focused combat is switching between Dante's three forms: human, angel, and demon. In these Dante has access to different weapon and move sets--we see him swinging a spectral scythe in wide arcs in angel mode, and a fiery axe in his demon mode, along with the sword and guns of his usual human form. Switching is performed on the fly with the controller triggers. It looks good, but in an action game feel is everything; we're itching to put Ninja Theory's Dante through his paces ourselves.

As to the storytelling and "worldbuilding" that Ninja Theory brings to the project, DmC takes place in both the real world and limbo--a demonic dimension which runs parallel to, and interferes with, the one occupied by humans. Dante, with demonic heritage of his own, spends time in each place; in the Gamescom demo, he's dragged into the limbo dimension to do battle with spindly, pale-skinned, black-clad creatures swinging big, squared-off blades. At a few points he also encounters the golden, ghostly shape of a girl--seemingly a human back in the real world who can speak to Dante while he's in limbo. In the demo, she drops in to help guide Dante through the limbo environment when it turns on him like a malevolent funhouse. The European-looking, narrow city streets crack and tilt crazily, or fall away to reveal lava pits, or rear up while the buildings on either side squeeze in to crush him. "The city itself is trying to stop you," she tells him.

You might spot Ninja Theory's fingerprints on DmC's reimagined Dante and its lightly "satirical" limbo. The story of the game is "about how Dante becomes the way he is" and, as the game starts, "he's young… much more aggressive, more angry… much more of a street brawler than in previous Devil May Crys," says creative director Tameem Antoniades. Dante as Ninja Theory's disenfranchised youth "has a lot of rage", along with "no prospects and no employment". Ninja Theory's limbo, meanwhile, is a surveillance society, packed with CCTV cameras housing demonic eyeballs. And in a secret area-type level, away from the city, Dante navigates free-floating road sections and along a colossal chain, to combat arenas with, in the tradition of Devil May Cry games, impassable barriers that must be brought down by clearing the place of enemies. Here we see floating rocks, giant red banners, and orange-leaved trees, in a lush, colourful style reminiscent of parts of Ninja Theory's Enslaved.

Yet to be seen are the "familiar faces" the developers promise to fans of the Capcom series, as well as the combat ranking system that will reward style, variety, and damage to score every battle--not only that, says Antoniades, but as battle rank increases, the more elements of music that will be layered into a scene, with the chorus kicking in at the highest ranks. We'll look forward to seeing that in action the next time we catch DmC.

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