Friday 26 August 2011

viedogame: Xbox 360 | PAX 2011: Halo: Combat Evolved Anniversary Hands-On Preview

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Xbox 360 | PAX 2011: Halo: Combat Evolved Anniversary Hands-On Preview
Aug 26th 2011, 16:13

Maxwell McGee and Marko Djordjevic crash Halo Fest and get some hands-on time with Halo: Combat Evolved Anniversary's new maps and modes.

The Penny Arcade Expo is starting early this year. On the eve of the convention's opening, developer 343 Industries kicked off its Halo Fest celebration to commemorate 10 years of Halo goodness. The party focused primarily on Halo: Combat Evolved Anniversary, the upcoming remake of the classic first-person shooter. Some of the announcements we already knew, such as having the ability to swap between the old and new graphical settings with the press of a button.

Chief among the new items were a set of new multiplayer maps. These included the vehicle-friendly Timberland map and the claustrophobic Prisoner map. In addition, the brand-new Installation 04 Firefight map was on display. We got the chance to team up with fellow editor Marko Djordjevic to revisit some of these iconic locales while trying not to get shot along the way.

Maxwell: Between all the figurines, artwork, and one massive replica of a Warthog, there was a lot to see here at Halo Fest. However, the most important thing was getting some hands-on time with Halo: Combat Evolved Anniversary. And since you got a head start on me, Marko, why don't you lead us off.

Marko: Sure thing. While you were touring the show floor, I got to spend some time with Firefight mode. Actually, both Tom Magrino and I jumped onto two of the free stations and worked together to complete the mode's objective. I think anyone who has played Firefight before will feel right at home. Installation 04 wasn't too large in size--or at least it didn't feel that large since we stayed pretty close to the large placement that we needed to protect.

Maxwell: While that's all well and good, please tell me you did GameSpot proud and racked up a few kills during your time in Firefight.

Marko: At first, the opposition was pretty easy to get rid of, especially with the two of us. But as the match went on, I think I died twice, and I'm not sure if Magrino died at all. At one point we got a little cocky and took control of a Warthog--Magrino was in the driver's seat and I was on the turret--and we went buck-wild on those pesky Covenant forces. Eventually they shot us off the hog, but we did plenty of damage in the process.

Surprisingly, though, we did manage to complete the five-minute objective. It was an interesting way of finishing; it was either survive the time frame of five minutes or kill off the last wave of enemies. We were pretty close, but when the timer ran out, we still had two more grunts on the map. I think if we had one more person with us or another 30 seconds, Magrino and I would have taken care of business.

Maxwell: It warms my heart to hear that you blasted a few alien faces and kept the galaxy safe a while longer. I got to play around on the Prisoner and Beaver Creek multiplayer maps. True to form, Prisoner was a tight fit for our group with all its narrow hallways and tight corridors. Of course, all these tiny spaces made grenades that much more useful for clearing out pockets of resistance as we jogged from one floor to the next. And unlike with the campaign, 343i isn't afraid to tweak these maps and add in a few extra bridges and walkways to keep things feeling fresh.

As for Beaver Creek, I'll let you take that one, Marko. What did you think?

Marko: Considering these maps were never really playable with 16 characters, it was quite interesting to see how different they felt. Right off the bat, you can see the amount of detail that was put into the multiplayer--these maps were really nice to look at. The only downside I noticed is that these maps might not be as big as they should be. When they were full, it was too easy to get killed or to kill foes. In fact, I remember one situation where a number of us managed to kill each other in such a small space; it was pretty bloody.

Now while these updated maps are all good, 343i knows some fans will want to stick with the originals. Therefore, each map will include two different modes: the updated version or the true-to-the-original version. You can also further enhance your experience by playing in 3D, though the developers did confirm that this was a purely cosmetic feature. However you want to play, you can get your hands on Halo: Combat Evolved Anniversary on November 15--the day of the original Halo's 10th anniversary.

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viedogame: PlayStation 3 | Wipeout 2 - Move Controller Hands-On Preview

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PlayStation 3 | Wipeout 2 - Move Controller Hands-On Preview
Aug 26th 2011, 16:30

It's funny to think of how enjoyable it is to see others suffer. For whatever reason, the popular game show Wipeout is everywhere with numerous versions from around the world, and people just can't get enough of it. Last year, the video game version of the show made its first appearance on the Nintendo Wii, and this year, all of the other consoles get to experience the crazy obstacle course game as well. The people at Endemol and Activision stopped by our offices the other day to show off the PlayStation 3 version of Wipeout 2 and how the PlayStation's Move controller will be implemented in the game.

For starters, this second entry in the franchise takes it up a notch from last year. On top of the summer-themed episodes that were featured in the first game, there will be some winter-themed ones. These winterized episodes will feature holiday-themed obstacle courses and other events that take advantage of the colder weather. In total, there will be eight to take part in; four summer-themed episodes and four winter-themed episodes.

If you're unfamiliar with the concept behind Wipeout, you control an individual who is racing across various obstacle courses as fast as possible. As you would expect, the courses are no spring-time strolls in the park as various contraptions, objects, and other surprises get in your way of reaching the goal. Like the show on which it's based, Wipeout 2's episodes are broken into sections. The first one is a race to see who can complete the course the fastest, followed by an endurance challenge to see who can survive the longest. The third course is another race to the finish as you compete for the best time and try to get ahead of others on the course. These three end with the ultimate course and, hopefully, victory for your player.

Controls with the Move controller were fairly easy to grasp. Holding the trigger and motioning your character in the direction you want him or her to go moves your character, while making up or down gestures cause your character to duck or jump. It's a fairly simple control scheme that shouldn't be too difficult for anyone who picks up the Move controller for the first time. Of course, you're not forced to use the Move controller to control your character, but it does feel a lot better balancing with it rather than using a Sixaxis.

Our time with Wipeout 2 was brief but gave us a good idea of what to expect once the game hits all consoles this October. While there won't be any online competitive multiplayer, you will still be able to challenge your friend's times, and when playing with people in the same room, your friends can do a number of different things to distract you. Fans of the first game and the television program should be able to pick it up and immediately get into the groove of things. For those anxious to hear and see more, expect a final verdict on the game later this year.

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viedogame: PC | PAX 2011 - Shoot Many Robots Hands-On Preview

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PC | PAX 2011 - Shoot Many Robots Hands-On Preview
Aug 26th 2011, 17:41

You'll have to kill them before they kill you. We see how long we can handle the onslaught of robots in this upcoming shooter.

The upcoming side-scrolling shooter Shoot Many Robots, developed by Demiurge Studios is coming out in 2012 and Penny Arcade Expo attendees were able to try out the game for the very first time. This co-op shooter--best played either locally or with four players online--is your standard shooter, featuring tons of interesting weapons and enemies that are in serious need of a beating.

Controls were fairly straightforward; you have the ability to jump, slide, and melee enemies. Each character has a primary weapon with unlimited ammo and a secondary, stronger weapon that has a finite number of bullets but packs an absolutely devastating punch. These included a gnoming missile launcher, which shoots gnomes instead of your standard explosives; an ice cannon; a Gatling gun; and grenade launchers. While these are just a few of the weapons, the full list is quite extensive. Characters level up in the game, and as you progress through the story, you'll be able to unlock better weapons to buy. As your foes grow in strength, you will want to utilize the most powerful weapons available to progress.

We were able to play two modes in Shoot Many Robots. The campaign has you travel through various stages as you try to dispose of your robot foes. We played a level that took place in a mine, and there were tons of explosive materials at our disposal and various paths that we could take to reach the goal. Enemies were everywhere, and to take care of them efficiently, we needed to make quick and smart decisions. Your characters can die pretty quickly if you don't make smart choices, and even though your partner can revive you if you fall in battle, he or she won't be able to help you if the screen gets overrun with robots.

The other mode we spent some time with was Survival. As you would expect, the characters are placed in a scenario where they have to eliminate all incoming robots. There are five waves of enemies, and these are not short bursts. A single wave lasted what felt like a good one-to-three-minute spurt, and the three times we played Survival mode, only once did it go further than the second wave. Enemies varied by starting off with robots that were easy to kill. As time went on, they got significantly larger and more powerful, as well as littered the screen to the point that it was nearly impossible to get away, and we died a horrible death.

Check out the latest trailer for Shoot Many Robots

Shoot Many Robots should appeal to those who love run-and-gun shooters, especially those where there are so many different weapons at your disposal. There is a lot of character customization, including better gear to help you become a dominate force. Expect to hear and see more about the game in the coming months; it will be available on the PlayStation Network, Xbox Live Arcade, and PC in early 2012.

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viedogame: Xbox 360 | Driver: San Francisco Review

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Xbox 360 | Driver: San Francisco Review
Aug 26th 2011, 14:28

The Video Review

Watch this video

Mark Walton goes from body to body in his review of Driver: San Francisco.

Chasing down crooks in high-speed chases, performing death-defying feats of driving, or bringing down entire criminal organisations might be a bit much for your average cop, but Driver: San Francisco's John Tanner takes it in his stride. As you take control of him and begin your beat on the mean streets of San Francisco, the reason why becomes clear: Tanner's uncanny ability to "shift" into the body of citizens lets you do things other cops can't, such as instantly drive any vehicle in the city, coax case clues from criminal passengers, or use cars as battering rams, to name but a few. While the premise behind this ability is ludicrous, it all makes sense as you soar over the living, breathing city for the first time, instantly transporting yourself to new missions and swiftly jumping between cars to take down criminals. Shifting is Driver's coup de grace; the feature that puts memories of the mediocre Driver 3 to rest and reinvigorates the franchise.

Chasing checkpoints is a lot more fun in the city of San Francisco.

Driver: San Francisco picks up where Driv3r left off; it continues the story of Tanner and criminal mastermind Jericho. After escaping from Istanbul, Jericho takes refuge in San Francisco, only to be tracked down and imprisoned. However, a routine prison transfer gives him the opportunity to escape. Tanner gives chase and--after an explosion-filled action scene of Michael Bay proportions--catches up with the criminal, only to be run down and left in a coma. It's in Tanner's coma-induced dreams that Driver takes place; the battle against his coma manifests itself as the hunt for Jericho and real-life news reports on the TV in his hospital room influence his actions. While the narrative is completely implausible and at times downright confusing, it allows Driver to free itself from the shackles of the real world and introduce the unique shift mechanic that underpins the entire game.

Shifting allows you to take control of any vehicle with just a few buttons presses. Activating shift lets you float above the city, from varying levels of zoom that allow for up-close views of roads all the way to a bird's-eye view. You can highlight any car you like, and with another button press, you're in the driver's seat, ready to take on the criminal horde. With a city the size of San Francisco, the gameworld is huge, and there are hundreds of miles of road for you to drive on and explore. Fortunately, any worries about laborious driving to reach missions are laid to rest with shift. Zooming out to a bird's-eye view allows you to see all of the missions on the map, which are marked by clear icons that, when hovered over, detail the content. You can zip from a mission on one side of the city to another in seconds, minimizing downtime and letting you get straight into the action.

There are a huge number of missions available, with a wealth of types from which to choose. Even for something as simple as racing, there are multiple types, such as checkpoint racing, with marked and unmarked routes; smash racing, where you have to smash objects along the route to gain time; and team racing, where you have to shift between two competitors to ensure that they finish in first and second place. Then, there are the police missions in which you have to chase down criminals by using your boost ability to ram them off the road or shift into oncoming traffic to ram them head-on, with replays letting you view the carnage in glorious slow motion. The stunt missions are the most fun: You have to perform feats of daring driving, such as drifts, handbrake turns, and huge jumps over moving vehicles.

Each of the main missions has a story attached to it. Sometimes they relate back to the main narrative, while others involve ordinary citizens who've gotten themselves into a spot of trouble, such as parents whose child has been kidnapped or irresponsible teens who have entered street races. These stories aren't especially engaging, thanks to corny dialogue and merely passable voice acting, but references to kitsch '70s cop shows and past Driver games let you know the game never takes itself too seriously. To progress, you have to complete most of the story-based missions to unlock Tanner missions, which reveal more about his history with Jericho and his current condition. In addition, there are heaps of optional missions scattered around the city. Completing them awards you with will power points, which are also given to you for daring driving such as overtaking in the wrong lane or big drifts.

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Thursday 25 August 2011

viedogame: Call of Duty XP lines up Dropkick Murphys

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Call of Duty XP lines up Dropkick Murphys
Aug 25th 2011, 16:05

When Activision announced its two-day Call of Duty XP fan convention, the publisher promised the event would be headlined by "AAA live entertainment." The company has now unveiled that talent, today announcing that Boston-based punk act Dropkick Murphys will perform on the event's opening night. Earlier this week, Activision revealed rapper Kanye West as the featured performer for the second and final night of the convention.

Dropkick Murphys' latest album, Going Out In Style arrived in stores in March, and the band has since been busy touring North America and Europe in support of it. The Call of Duty XP performance will serve as a tune-up for a pair of sold-out dates at Boston's Fenway Park before the band embarks on its own Shamrock 'N Roll Festival, a Northeastern US tour with Stiff Little Fingers, The Mahones, and a boxing demonstration from The Fighter inspiration "Irish" Micky Ward.

Set to take place on a 12-acre compound in Los Angeles September 2-3, Call of Duty XP 2011 will serve as a coming-out party for Call of Duty: Modern Warfare 3's multiplayer mode. Attendees will be able to get their hands on the game's cooperative and competitive multiplayer modes, as well as check out the fully functioning Elite service for the first time.

Beyond the reveals, the convention will also play host to a $1 million Call of Duty tournament, with players able to qualify on-site or by competing in regional Black Ops contests leading up to XP 2011. There will also be paintball competitions on a life-sized multiplayer map and panels with Call of Duty developers. While attendance is going to be capped at a little over 6,000, Activision has promised that a "constant stream" of videos, photos, and status updates will be released through TV and online outlets for those unable to make it. It's unclear if West's performance will be part of that content.

Tickets to Call of Duty XP 2011 will cost $150 each, with all proceeds going to the Call of Duty Endowment, which was created to assist veterans in their transition back to civilian life after service. All ticket holders will receive a free copy of the Call of Duty: Modern Warfare 3 Hardened Edition when the game goes on sale November 8, as well as an attendee-exclusive goodie bag.

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viedogame: Fallout New Vegas travels Lonesome Road Sept. 20

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Fallout New Vegas travels Lonesome Road Sept. 20
Aug 25th 2011, 17:08

The latest Fallout: New Vegas downloadable content has endured a long and winding path to release, but it appears to be close to its terminus. Bethesda today announced that Lonesome Road will launch for Xbox 360, PlayStation 3, and PC gamers on September 20.

In the add-on, players are contacted by the original Courier Six, who refused to deliver the Platinum Chip at the beginning of the main Fallout: New Vegas campaign. Gamers will be offered the reason for his refusal if they agree to venture into the Divide, which has been ravaged by earthquakes and hurricanes. Lonesome Road was originally set for a July release, but Bethesda missed that window, explaining earlier this month that "circumstances outside our control" forced the company to push the content's release back.

That won't be the last of New Vegas' DLC, as Bethesda has also confirmed two additional add-ons for release on September 27. The first of those, Courier's Stash, will compile the four add-ons originally used as preorder incentives for the game, giving players access to the weapons and clothing included therein. Also out on the same day will be the Gun Runners' Arsenal pack. The artillery-focused add-on will include a variety of weapons and weapon mods, as well as additional ammo types and recipes.

Lonesome Road will sell for $10 on Steam, PlayStation Network, and Xbox Live Marketplace. Courier's Stash will sell for $2, while the Gun Runners' Arsenal will cost $4. For more on Fallout: New Vegas, check out GameSpot's review.

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viedogame: Black Rock Shooter aims for Western release

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Black Rock Shooter aims for Western release
Aug 25th 2011, 20:16

NIS America is primarily known for its localized Japanese role-playing games, but the publisher's latest announced title is Black Rock Shooter: The Game, which happens to be a Japanese role-playing game.

NIS America has acquired the license to publish Image Epoch's PSP RPG Black Rock Shooter: The Game in North America and Europe. Black Rock Shooter is based on the anime of the same name, but it is actually set in a different universe. The game boasts character designs by Huke and cutscenes by animation studio Ufotable, which has also worked on God Eater Burst and the upcoming Tales of Xillia RPG.

Set roughly 20 years in the future, Black Rock Shooter imagines an Earth that has been at war with aliens for decades, with humanity literally on its last legs. With just a dozen humans left on the planet, a battle android named BRS is activated in a final attempt to save the species.

Image Epoch is perhaps best known for its Luminous Arc series of DS role-playing games. However, Western gamers may also know the portable specialist from the DS RPG Sands of Destruction, or its lone console effort, last year's Arc Rise Fantasia for the Wii.

There is no release window for Black Rock Shooter in Western markets as of yet, but NIS America has said that will be announced in the near future.

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viedogame: Quantum Conundrum puzzling PC, PS3, 360

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Quantum Conundrum puzzling PC, PS3, 360
Aug 25th 2011, 16:00

Earlier this week, Square Enix teased a Penny Arcade Expo unveiling for the latest project from Portal lead developer Kim Swift and Airtight Games. While the show doesn't kick off until tomorrow, the publisher dropped the first details to GameSpot today.

Set for downloadable release on the PC (via Steam), PlayStation 3, and Xbox 360 next year, Quantum Conundrum is a first-person puzzle platformer. In the game, players will play the 12-year-old nephew of an eccentric professor who has gone missing. As they explore the absent academic's mansion, players will use an Interdimensional Shift Device to bend some of the basic rules of reality and progress through rooms.

For example, by entering the "Fluffy Dimension," players will make objects in the room light, allowing them to push around once-immovable objects to clear a path forward. There will also be a dimension that slows down time, one that reverses gravity, and a fourth that has not yet been detailed.

Beyond Portal, Swift has also previously worked on Left 4 Dead and Left 4 Dead 2. Airtight Games is best known for Capcom's jetpack-powered third-person shooter Dark Void.

The Square Enix-Airtight panel is set for 7 p.m. Saturday in the Pegasus Room at the Washington State Convention and Trade Center. The Penny Arcade Expo, also commonly known as PAX Prime, will run August 26 through August 28. Although the show is generally open to the public, badges to attend the show sold out in May.

For more on Quantum Conundrum, check out GameSpot's first look at the title.

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viedogame: EA keeping Porsche out of Forza 4 - Turn 10

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EA keeping Porsche out of Forza 4 - Turn 10
Aug 25th 2011, 18:18

When Forza Motorsport 4 hits the street October 11, it will do so with a host of cars, modes, and features not seen in its predecessors. However, the new Forza is losing a series standard in the form of the Porsche license.

In a post on the game's official site, Turn 10 community manager Brian Ekberg explained the absence.

"As many of you know, since the beginning of the Forza franchise, the Porsche license has been available only through a sub-licensing deal with EA," Ekberg said. "In Forza 3, we were able to feature more than 35 different Porsche models by offering to collaborate with EA. For Forza 4, we were looking forward to adding even more Porsche cars, and we were especially looking forward to featuring multiple Porsche experiences in our new Autovista mode. In the end, however, EA couldn't see their way towards collaborating again."

Electronic Arts will be putting the Porsche license to use later this year with the November release of Need for Speed: The Run. The arcade-style racer puts players in a cross-country race from San Francisco to New York, with on-foot segments and a larger storyline.

While Forza 4 will lack the Porsche license, it will have three cars from RUF Automobile. RUF is a German carmaker that specializes in heavily modified Porsches and Porsche-like cars.

According to the post, the Forza developer has been trying to persuade Electronic Arts to once again sublicense the brand for a year and a half. As of press time, EA had not responded to GameSpot's request for comment.

For more on Forza Motorsport 4, check out GameSpot's previous coverage.

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viedogame: PlayStation 3 | NBA 2K12 - NBA's Greatest Hands-On Preview

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PlayStation 3 | NBA 2K12 - NBA's Greatest Hands-On Preview
Aug 25th 2011, 15:00

There is a lot of history associated with the NBA. Yes, the league itself has only been around for 65 years, but in that brief amount of time, there have been so many great players and teams that have graced the various hard courts around America. Unfortunately, though, so many younger basketball fans don't realize just how good these players were, and thankfully, the guys at 2K Sports are trying to educate the uniformed. We had a chance to sample the game's upcoming NBA's Greatest mode and were transported back to various periods and played with some of the best players to ever grace the sport.

You'll learn even more about some of the best Basketball Players

For starters, the initial statement of being able to play as 15 of the greatest NBA players is a huge understatement. Yes, you do get to play as superstars like Bill Russell, Isiah Thomas, and Julius Irving, but you also get to play with or against more than 30 teams from different periods of history, all of which are represented as they were when the teams originally took to the court. Dr. J plays alongside the great Moses Malone; Jerry West and Wilt Chamberlain team up and face off against my favorite player Pistol Pete and his '70s Hawks team; and so many other memorable names appear. So while there may be a focus on 15 of the greatest players ever; in fact, you're interacting with even more than that number.

NBA's Greatest mode works differently from Jordan Moments in last year's game. Rather than having to complete a game and achieve a certain stat goal, you just have to win. When you win with the NBA's Greatest team in question, you unlock both that team and your opposition in Exhibition mode.

Aesthetically, this is where the mode really shines. The team at Visual Concepts has gone a long way in offering an experience that matches those that actually took place. Our time with the mode had us playing three halves of basketball in three different periods of history. The first match had us taking control of Bill Russell's 1964-65 Celtics alongside Hondo and K.C. Jones as they battled it out against the Lakers who featured Jerry West and Elgin Baylor. From the moment the match loaded, it was if we were tossed into a time machine and were watching a broadcast from the 1960s. The black-and-white broadcast with plain white text overlay looked exactly as it would have back in the day. On top of that, even the look of the court, from the backboards to the scorer's table, were re-created to simulate the way it would have looked in that era. As we moved forward in time, our next visit was the 1980s and two different matches. The first was taking the bad-boy Pistons of 1989 and facing off against Jordan's Bulls; the other had the electrifying 76ers of the mid-'80s face off against the surprisingly strong Milwaukee Bucks. Both matches re-created the time frame superbly with short-shorts and a Pistons team that everyone really did love to hate.

While the commentary is still done by its current-day team, the commentators do a fantastic job of educating you as you play in regard to the history of the players on the court. As you play, you'll learn interesting tidbits of information, not only on the key NBA's Greatest players but also the other players that made up these squads. You might not know too much about Maurice Cheeks, but after playing with him on the 76ers team, you'll learn a bit about his struggles as a Chicago kid playing college basketball in a small town in Texas.

Not only does the commentary reflect on the players, but it also takes notice of other interesting bits of information regarding the time periods. Because there was no three-point line in the early part of the league, the commentators talk about it. They also make mention of how statistics like blocks weren't calculated and how a player like Bill Russell would have been the all-time stats leader if they were calculated. As an added bonus, the audio reflects the era. When playing in the 1960s, the audio replicates the mono radio sounds of the time, including obvious static, which adds to the nostalgia factor.

In all honesty, our time with the mode wasn't as long as we would have liked. Having played basketball and being able to have the chance to play as some of the teams we not only read about but actually watched on television was quite a treat. Thankfully, NBA 2K12 hits store shelves in October, and from what we've managed to play thus far, NBA's Greatest could be a mode that not only entertains fans of the sport but also educates them.

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viedogame: Xbox 360 | PAX 2011: Quantum Conundrum Exclusive Preview - First Look

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Xbox 360 | PAX 2011: Quantum Conundrum Exclusive Preview - First Look
Aug 25th 2011, 16:00

It has been a year and a half since developer Kim Swift left Valve for Airtight Games, where she was given the offer to lead a team and work on her own project. Following up on an idea that came to her during a stroll to the local bakery, Swift wanted her new game to appeal to a broad audience while still challenging the hardcore gamer--similar to the critically acclaimed Portal. Quantum Conundrum is her team's new venture, a first-person puzzle platformer set in an inexplicably large mansion with themes heavily rooted in science. Your puzzle-solving tool is an IDS (interdimensional shift device) glove that lets you shift dimensions--therefore changing the physics of your environment--as you make your way down to the bowels of the manor.

We're not going to explain any of the solutions in our write-up, but the demo we were shown was a cross-section of the game that gave us a good idea of the types of puzzles we would be dealing with. The basic premise is that you play as a kid who has been dropped off at his eccentric uncle's place by his mom. It turns out that your uncle, Professor Fitz Quadwrangle, is a talented scientist and has transformed his lovely Victorian mansion into a labyrinth of wacky scientific experiments. However, as with all successful experiments, there are bound to be some failures. We're told that shortly after your arrival, there's an explosion, and you learn that your uncle has vanished. Now it's up to you to go find him.

Armed with a glove that will let you shift dimensions, your first order of business is to place a glowing pink battery in a receptacle that lets you switch to the dimension that the battery represents. The explanation behind this is that there are dimensional rifts everywhere, and these batteries make those rifts bigger so that you're able to pull yourself into a parallel dimension. In this particular case it was the fluffy dimension. What this does is transform the entire room, including furniture, into oh-so-soft and light plush (the effect that dimensions have on paintings is hilarious). Throughout the game there's a Looney Tunes-inspired safe that you'll use to hit switches, but it's too heavy for you to pick up. When you swap to the fluffy dimension with the push of a key (or a trigger on consoles), it turns into a lovingly stitched plushie that you can playfully toss around. Some ledges or switches in the room can be just out of reach, and safes are too heavy to move on their own, so by swapping dimensions, you can do some carefully planned redecorating to help you get to the next area.

Each room is a puzzle, and as you go through the retrofitted manor, you'll find other contraptions, like a network of lasers designed to keep intruders out and large vats with switches on the inside. You'll also meet Dolli (dynamic object linear litigation interface) who appears in every room and acts like a giant mechanical puppy that vomits metal safes. Well, she's not actually a puppy, but a large metal smiley face on the wall that conveniently produces safes when you need them. We're told that she was built to clone things, partially because the professor had picked up a furry blue pet named Ike (interdimensional kinetic entity), who eats a lot; to satiate its hunger, Dolli was created to clone food. However, we learn later that Dolli is only adept at cloning inanimate objects and not so much the organic ones. A few character portraits on the wall of the mansion will show you what happened when Dolli cloned the professor's cat a couple of times.

The next dimension we were shown was the slow-motion dimension, which is self-explanatory. By activating the slow-motion dimension, you can toss objects in the air and run over to the other side to catch them. For more practical purposes, this allows you to carefully time where you want your objects to be, and you can use this in conjunction with the fluffy dimension to toss a safe, activate slow motion, and then hop on the safe to go for a ride. The final dimension that we were shown (there is still one unannounced dimension) was the reverse gravity dimension, where everything that is not tied down will float to the top. Switching to and from these dimensions was simple enough, but as the puzzles get progressively more complicated, you'll need to use a combination of these. For example, you can toss a fluffy safe but switch to reverse gravity to lift the now heavy safe. The key is that it keeps the trajectory and forward momentum--the metal safe will travel much farther than if you were to throw it in plushie form. These safes can also be used as dynamic platforms, so by switching dimensions you can use them to move across chasms or up and down like an elevator.

Judging from what we know of the story and from what we've seen, Quantum Conundrum looks to be a funny, charming, and quirky puzzle platformer that would appeal to gamers of all ages and skill levels. Changing up the physics with each dimension opens up a lot of possibilities when it comes to puzzles and level design, and we're looking forward to seeing what else the professor has stored in his vast intricate network of scientific experiments. We're told the game will have roughly four to six hours of gameplay, depending on your skill level, and will be released in early 2012 on the PC via Steam, Xbox Live Arcade, and PlayStation Network.

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viedogame: Pokémon Trading Card Game Online Enters Beta Phase as Black & White-Emerging Powers Expansion Launches

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Pokémon Trading Card Game Online Enters Beta Phase as Black & White-Emerging Powers Expansion Launches
Aug 25th 2011, 15:12

Pokémon TCG: Black & White-Emerging Powers Links Popular Trading Card Game with Brand New Player-Versus-Player Online Experience.

BELLEVUE, WA - August 25, 2011 - The highly anticipated player-versus-player Pokémon™ Trading Card Game Online is now in open beta, and seasoned and new Pokémon TCG players can learn, practice, and play the popular trading card game anytime, anywhere at no cost, simply by turning on their computers and creating a Pokémon Trainer Club account. Coming on the heels of the game’s open beta, the newest Pokémon TCG expansion, Pokémon TCG: Black & White-Emerging Powers features in-pack codes in its theme decks and booster packs that unlock playable virtual cards for Pokémon TCG Online. The two English version theme decks are in stores now and booster packs hit shelves nationwide August 31st. This is the first Pokémon TCG expansion to feature booster packs broadly available with in-pack codes for the Pokémon TCG Online.

Pokémon TCG players who log into www.pokemon.com/tcgo have the freedom to learn, practice, and battle against opponents from around the world that features on-demand player matching whenever you want. The competition intensifies when players purchase Pokémon TCG: Black & White-Emerging Powers theme decks and booster packs and begin building customized decks online with virtual cards. Packs include codes that when entered into the online game unlock virtual cards players can use to enhance their decks for battle. The new expansion is one of seven that are now accessible in Pokémon TCG Online, including one complementary deck when players join and up to three decks players can earn at no additional cost to mix and match to create their own play experience without having to purchase cards right away.

“Fans of Pokémon TCG now have the freedom to battle against one another regardless of location, and that’s exciting for the entire Pokémon community,” said J.C. Smith, director of Consumer Marketing for The Pokémon Company International. “Everything Pokémon TCG players love about the game is replicated in a rich, customizable online environment, and our hope is that Pokémon TCG Online makes the game even more accessible to anyone who wants to play.”

Pokémon TCG Online makes it simple and fun to organize cards and trade with others quickly and easily. A unique Collection Management Tool provides players easy point-and-click access to their ever-growing virtual card collection. You will never have to search long for a card to put into battle. Additionally, for players just learning how to build their decks, Pokémon TCG Online features deck-building tools, including an innovative deck-building wizard, to help construct personalized decks that players of all skill levels can call into battle. Trading of virtual TCG cards and items is a breeze as players can trade directly with one another or offer public trades on the spot. Players can expect the introduction of new items and features frequently.

For more information about Pokémon TCG Online and the new Pokémon TCG: Black & White-Emerging Powers expansion, please visit www.pokemon.com/tcg.

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viedogame: BlazBlue: Continuum Shift II Plus due for Winter 2011 in Japan

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BlazBlue: Continuum Shift II Plus due for Winter 2011 in Japan
Aug 25th 2011, 04:08

Next to the Street Fighter IV series, the BlazBlue series is also a popular choice for gamers who wish to sate their fighting game fix. According to the latest issue of Famitsu, the PS Vita version of the fighting game, titled BlazBlue: Continuum Shift II Plus, will be out this Winter in Japan.

This port will not only keep the game's original aspect ratio and resolution thanks to the new console's specs, but will also have new scenarios for the game's story mode which may showcase stories for recently-added characters like Makoto, Valkenhyn, and Platinum. The game will also feature a network mode where players can fight each other in teams, as well as a reworked version of Abyss mode which made its debut on the PSP version of BlazBlue: Continuum Shift II.

The port will bring in a new character: Relius Clover. The character made his appearance in BlazBlue: Continuum Shift's story mode as Carl Clover's evil father. Like his son, Relius controls a puppet called Ignis to help fight against his opponents. In contrast to his son's fighting style, he summons his puppet manually by pressing the drive button, in which he can follow up with moves of his own. The all-new playable character recently made his debut in a BlazBlue: Continuum Shift II update location test that was held on August 11 in Akihabara. The update itself will be made available in Japanese and Asian arcades this Fall.

Famitsu also mentioned that this version of the game will be coming out for Xbox 360 and PS3. Whether this version will be sold as a retail or as DLC to complement the existing version of BlazBlue: Continuum Shift has yet to be confirmed.

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viedogame: Japan gets new Xbox 360 Monster Hunter bundle

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Japan gets new Xbox 360 Monster Hunter bundle
Aug 25th 2011, 04:06

By Jonathan Leo Toyad, GameSpot AsiaPosted Aug 24, 2011 9:06 pm PT

Trial pack to feature free online play until a level cap; bundle to cost $390.

The Monster Hunter franchise is regarded as a big deal in Japan and Asia, as there are a multitude of Monster Hunter-themed festivals held to get fans together for some beast-killing RPG action. To commemorate the September 28 online update of the Xbox 360 iteration of the game, titled Monster Hunter Frontier Online, Microsoft and Capcom are collaborating to release a special console bundle that was recently announced on the game's official website.

Called the Xbox 360 250GB Monster Hunter Frontier Online Trial Pack, the bundle consists of a 250GB Xbox 360 console and a download code for the game. The bundle will also include special bonus events and items for use in the game in the form of product codes. As a bonus, this version of the game allows players to play online for free up until their hunter reaches level two. Players will need to then buy an Xbox Live Gold Membership subscription after that.

Gamers in Japan can purchase the package for 29,800 yen ($390). For more information on the franchise, check out GameSpot's recent coverage on the latest Monster Hunter title.

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viedogame: Gundam EXTREME Vs. to invade PS3 this December

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Gundam EXTREME Vs. to invade PS3 this December
Aug 25th 2011, 04:09

With the popularity of the Gundam series always on a high, gamers can always expect different videogame takes on the mecha franchise. Publishers Namco Bandai recently revealed to Famitsu that the PS3 version of the arcade game Gundam EXTREME Vs. will be hitting Japan shelves on December 1. The game will retail at 8,380 yen ($109).

According to a Famitsu interview with game director Tetsuya Akatsuka and producer Yoshitaka Goto, the PS3 version will be based off the latest build of the arcade title. New features include an online network mode, practice mode to test out a mecha's moveset and the game's fighting system, and a BGM edit mode that lets fans use custom soundtracks from their PS3 consoles.

Akatsuka and Goto mentioned as well that the latest PS3 build will be playable in this year's Tokyo Game Show. In addition, Namco Bandai will be holding a Gundam Extreme VS arcade tournament at the show.

Developed by Capcom, the fighting game made its debut in the arcades last year on September 28. The game features different kinds of Gundam mechas to control from the first Mobile Suit Gundam series right down to the latest SEED entries. The game's fighting system features the Extreme Action move where players can cancel an action using an evasive maneuver like a step cancel or a dash.

Players can also use the Extreme Burst skill to boost up their Gundam mid-battle provided that their EX Burst gauge is over half full. Stay tuned for GameSpot's upcoming coverage on the PS3 version at this year's TGS.

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