Saturday 8 October 2011

Classic Video Games: What's Hot Now: Weirdest Atari 2600 Games

Classic Video Games: What's Hot Now
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Weirdest Atari 2600 Games
Oct 8th 2011, 10:05

In an industry where an obese plumber can become a cultural icon, it’s no wonder that in video games, weird is normal. However nutty they get, these oddities were never as strange as the ones for the Atari 2600. Ironically the most bizarre of these came out around the crash of the video game industry, causing most of them to go unnoticed in the rubble of a once great gaming console. Take a look weirdest Games you'll ever see, all for the Atari 2600.

1. The A-Team

From Howard Scott Warshaw, the man who brought you Atari 2600 classics such as Raiders of the Lost Ark, Yars' Revenge and E.T. The Extra-Terrestrial, comes a game that was just too darn weird to release.

Based on the high-octane television series, you play Mr. T's floating disembodied head and "Pity the Fool" who tries to make any nuclear warheads! Unlike the show where no one ever dies, the goal here is to kill the A-Teams arch-rival Colonel Decker, who has for some reason decided to turn traitor to U.S. and is supervising the construction of a nuke. The game was built, but canceled before its release. A few prototype cartridges leaked to the fan community, making this a much sought after cult classic.

2. Chase the Chuck Wagon

Nothing goes together better than video games and kibble, so it was only inevitable that the first and only video game about dog food was inspired by those classic 80s Chuck Wagon commercials. You control a dog dodging flying bones, deadly tumbleweeds and his sinister master, all while racing though a series of mazes to reach a giant Chuck Wagon. Once there you get to grub and gain points. The only way to get this rarity was to send in proof-of-purchases from Check Wagon brand dog chow.

3. Alien

In space no one can hear you go "waka-waka-waka-CHOMP". The 1979 big budget Ridley Scott motion picture made its video game debut as this cheap Pac-Man rip-off. The ghost monsters have been substituted with the insect-like Aliens, and pellets replaced with Alien eggs. Stomping through a maze filled with Alien eggs you must crush them all as you avoid multiple Alien baddies. With no power pellets in site you are now equipped with a flame thrower.

4. Pepsi Invaders aka Coke Wins!

An in-joke parody game commissioned by the Coca-Cola Company as a gift to employees and to take pot shots at the competition. A reskinned version of Space Invaders, the player ship is shaped like a can with wings and fires at invading letters that spell out Pepsi. Players get a bonus for hitting the Pepsi logo mother ship. The game was never intended to sell with only 125 cartridges manufactured.

5. Sneak 'n Peek

The first and only virtual hide 'n seek game designed for kids too lazy to play in real life. Not intended for latchkey kids who have no one else to play with, Sneak 'n Peak requires two players. The game does feature some innovative approaches, like having the 2nd player or "Seeker" put his controller down and physically leave the room so he can't see the TV and watch where the "hider" creeps off to. With only three different screens, there aren’t many places for anyone to hide.

6. Tooth Protectors

Deflect tooth rotting food particles from injuring your precious pearly whites in this advergame available only by mailing in proof-of-purchases from Crest toothpaste. On a platform of teeth, you hold a shield of fluoride protection and stop those perfect choppers from getting damaged by the sinister Snack Attacker. If more than three of his cavity causing crusties gets by you, it's time to bring in the big guns: a giant tooth brush and dental floss.

7. Kool-Aid Man

A perfect match for Tooth Protectors. While one teaches kids how to take care of their teeth, Kool-Aid Man encourages rotting them! In the 80s General Foods Corps marketing team turned the wall-smashing Kool-Aid Man into a pop-culture icon, with his pitcher puss appearing on toys, t-shirts, comic books and, with enough Kool-Aid points, an Atari 2600 game!

You play Kool-Aid man, as your archrivals, the Thirsties, infest his summer pool party. Not only are these dried up pests buzzing around the yard, but they're drinking up all the pool water. When the Thirsties take a swig from your swimming hole, you've got to offer up your refreshing liquid innards. A pretty fun game if you can find it.

8. Communist Mutants From Space

This Space Invaders rip-off is mainly weird for its name and enemies political affiliation. Like Space Invaders you play a horizontally scrolling ship blasting away at an invading enemy fleet of slowly descending aliens. What makes this game unique are that the aliens are all commie bastards, threatening democracy across the universe! Once you shoot an enemy ship down, the mother ship drops an egg with a new "comrade" hatched to take its place. Progressing to the next level requires you blow up the egg spurting mother ship, and reject the teachings of Karl Marx.

9. I Want My Mommy

In a game specifically designed for tots ages eight and under, players control a little teddy bear crybaby who has woken up from a nightmare and needs his mommy's big hug to make the bad dreams go away. In a design that looks suspiciously like the Popeye game, Teddy must climb up a series of platforms connected by "stardust ladders" and avoid Dream Demons who aim to kill the baby bear. Teddy's only defenses against these hell spawns are heart kisses Mommy throws to Teddy. This game teaches youngsters everything they'll need to know about life: Demons, Death, Killing, Magic and having to fight in order to receive a mother's love.

10. Revenge of The Beefsteak Tomatoes

In a concept stolen...er..."inspired" by the cult classic film Attack of the Killer Tomatoes; as a professional tomato sprayer you must trap the revolting produce by building a wall and sealing them in behind it, but don't think the tomatoes are goanna take that kind of ketchup! They'll toss at you exploding tomato bombs and attack from above with flying Beefsteak Tomatoes.

11. Journey Escape

A game starring the hottest rock bands of the 80s...Journey! Now, don't get ahead of yourself and think nobodies like you will actually get to play band members, instead you lead the exciting life of one of their roadies. You're put to work getting them safely from the concert to their spaceship, the Scarab Escape Vehicle. Protect them from crazed groupies, crooked promoters and tabloid photographers, but more important than the band members, you've gotta keep their concert money safe! What a hero!

The game features only part of a Journey song (Don't Stop Believin'). The rest of the music is an original score (not by Journey). Could this game be the turning point that caused the band to break up only two years later?

12. Porky's

While I Want My Mommy is on one end of the weird spectrum, Porky's is on the other, in a game no mother could love. Based on the raunchy classic teen sex comedy (isn't that weird enough?) you play the role of Pee Wee on a mission to blow up the Porky's Bar & Strip Club. Along the way you peek into the girls shower, evade Ms. Balbricker, run though a Frogger-like level, avoiding enemies such as strippers, Cops, a pigmobile, Attack Pigs, etc. and escape the Swamp Pit by pole-vaulting out.

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viedogame: PC | The Darkness II Updated Q&A - New Powers and Gun Channeling

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PC | The Darkness II Updated Q&A - New Powers and Gun Channeling
Oct 8th 2011, 00:00

The Darkness II will be a sequel to the comic book-inspired action adventure game that put you in the shoes of hitman Jackie Estacado. This time around, Jackie's moved up in the world, and his ability to control the mysterious power known as The Darkness has also improved. In addition to being able to use The Darkness to sprout two new limbs (so that he can wield guns in both of his hands, and in his Darkness-powered limbs, to "quad-wield" guns), he'll have new powers to subdue his foes and even abilities that make him a more deadly shot. We sat down with producer Seth Olshfski to get the details.

Watch the Darkling in action in The Darkness II.

GameSpot: We understand that in The Darkness II, Jackie will gain plenty of new powers and abilities. Tell us about the upgrade process. How does he unlock upgrades for his various powers?

Seth Olshfski: To understand how Jackie gets more powerful through The Darkness II, we should start with the idea of "dark essence." Jackie discovered somewhere between the first game and the second that all dark, chaotic acts create some amount of the stuff. Dark essence is a kind of psychic splatter that can be harnessed for different effects. Sometimes it gets absorbed into objects (such as the knife of the infamous serial killer Jack the Ripper), and other times, if you know enough about how it works, you can absorb that energy yourself. That's what Jackie's learned to do--he absorbs the dark essence generated when he kills enemies, and turns that into extra awesome Darkness powers and talents.

In the game, this means that there are certain places in the world--we call them "talent shrines"--where Jackie can spend his dark essence. Just click on the talent shrine and you'll see all the powers available to Jackie in the talent tree.

GS: Tell us about some of Jackie's new and improved powers, such as swarm and black hole. What are some of the new ways he can use to dispatch his enemies?

The black hole power in action.

SO: Swarm is a pretty awesome power that we haven't talked about yet. It's an active power, so functionally, the player presses a button in combat to summon the power, and then the demon arms vomit out a green fire infused with dark essence. That fire clings to and burns a couple of enemies, and fully immobilizes them for a few seconds. On top of that, you can upgrade swarm so that it lasts longer, hits more enemies, or does damage to them. Swarm can turn a tough five-on-one fight into a cakewalk while Jackie shotguns down his helpless enemies.

GS: We also understand that in addition to his offensive powers, Jackie will also have some tactical abilities, such as stun and distraction powers, that he can use to temporarily neutralize his foes. How do these powers work?

The swarm power lets Jackie immobilize his foes.

SO: In addition to swarm, another good example of a tactical power would be demonic lift. This power is part of the demon arm tree, and lets you immobilize airborne enemies. So, before you upgrade to demonic lift, you can slash an enemy vertically and send them flying into the air and crashing into the ground. After you upgrade to demonic lift, you can vertically slash an enemy up into the air, and they'll be suspended at about gun-level, completely helpless for a second or two. This lets you do pretty much whatever you want to your enemy--grab them to do an execution slash an arm or leg off, or just fire off a shotgun blast to the face. You can also combine this with other unlockable talents like ground pound--which creates a gib-infused explosion if you slash an airborne enemy into the ground.

GS: We also understand that Jackie, being a hitman by trade, can also do some neat tricks with his firearms in the form of "gun channeling." How does this system work?

SO: Gun channeling is an active power that replaces Jackie's bullets with the power of The Darkness. So when you activate the power you are suddenly doing way more damage, and no longer need to worry about ammo or reloading. I personally like Gun channeling when I'm dual-wielding UMPs--the carnage potential is huge when you can fire off a couple hundred bullets without letting your finger off the trigger.

Gun channeling can also be upgraded to last longer and recharge quicker. You can also buy the "heart of darkness" talent which lets you see through walls--and even shoot through them--when gun channeling is active. And if you upgrade this ability even further, you can purchase "gun kata," which turns ammo into heart-seeking bullets that home in on heat-targets.

GS: Finally, is there anything else you'd like to add about the game?

Gun channeling makes bullets even deadlier.

SO: Jackie's quad-wielding abilities afford the player so many options to upgrade not just his abilities to fire guns and wield the demon arms, but also darkness powers and the simultaneous use of these powers while in combat. The deeper, more-complex upgrade system really adds another dimension to the combat system in Darkness II, and we're really excited for people to try it out.

GS: Thank you.

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Friday 7 October 2011

viedogame: NBA legend sues EA, NCAA

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NBA legend sues EA, NCAA
Oct 7th 2011, 22:45

Former Celtic center and University of San Francisco star Bill Russell is suing EA, alleging the unlawful use of his likeness in the Tournament of Legends feature of NCAA Basketball 09. According to a Bloomberg report on the suit, Russell claims EA and the NCAA are violating federal antitrust laws by preventing former student athletes from receiving compensation for commercial use of their image and likeness.

Video games are not the only point of contention for Russell; he also takes issue with the NCAA for selling $150 videos that feature footage of him leading USF to championships in 1955 and 1956. General counsel for the NCAA Donald Remy addressed Russell's allegations, saying that complying with his demands for compensation would effectively cause all historical archived footage to be held hostage until every captured person, athlete or not, was compensated for their appearance.

Bloomberg states that the case is likely to be consolidated with a similar suit from former University of California basketball star Ed O’Bannon, who in 2009 alleged that the NCAA unjustly deprived onetime college players of compensation for the use of their images and likenesses across any number of "revenue-generating formats," including games.

At the time, EA said, "We do not believe violations of any current or former student-athlete rights or NCAA bylaws have occurred related to our products." An EA representative declined to comment on the Russell complaint.

Russell is seeking unspecified damages, disgorgement of profits, and suspension of all future sales of the specified videos and games.

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viedogame: Xbox 360 | The Darkness II Updated Q&A - New Powers and Gun Chanelling

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Xbox 360 | The Darkness II Updated Q&A - New Powers and Gun Chanelling
Oct 8th 2011, 00:00

The Darkness II will be a sequel to the comic book-inspired action adventure game that put you in the shoes of hitman Jackie Estacado. This time around, Jackie's moved up in the world, and his ability to control the mysterious power known as The Darkness has also improved. In addition to being able to use The Darkness to sprout two new limbs (so that he can wield guns in both of his hands, and in his Darkness-powered limbs, to "quad-wield" guns), he'll have new powers to subdue his foes and even abilities that make him a more deadly shot. We sat down with producer Seth Olshfski to get the details.

Watch the Darkling in action in The Darkness II.

GameSpot: We understand that in The Darkness II, Jackie will gain plenty of new powers and abilities. Tell us about the upgrade process. How does he unlock upgrades for his various powers?

Seth Olshfski: To understand how Jackie gets more powerful through The Darkness II, we should start with the idea of "dark essence." Jackie discovered somewhere between the first game and the second that all dark, chaotic acts create some amount of the stuff. Dark essence is a kind of psychic splatter that can be harnessed for different effects. Sometimes it gets absorbed into objects (such as the knife of the infamous serial killer Jack the Ripper), and other times, if you know enough about how it works, you can absorb that energy yourself. That's what Jackie's learned to do--he absorbs the dark essence generated when he kills enemies, and turns that into extra awesome Darkness powers and talents.

In the game, this means that there are certain places in the world--we call them "talent shrines"--where Jackie can spend his dark essence. Just click on the talent shrine and you'll see all the powers available to Jackie in the talent tree.

GS: Tell us about some of Jackie's new and improved powers, such as swarm and black hole. What are some of the new ways he can use to dispatch his enemies?

The black hole power in action.

SO: Swarm is a pretty awesome power that we haven't talked about yet. It's an active power, so functionally, the player presses a button in combat to summon the power, and then the demon arms vomit out a green fire infused with dark essence. That fire clings to and burns a couple of enemies, and fully immobilizes them for a few seconds. On top of that, you can upgrade swarm so that it lasts longer, hits more enemies, or does damage to them. Swarm can turn a tough five-on-one fight into a cakewalk while Jackie shotguns down his helpless enemies.

GS: We also understand that in addition to his offensive powers, Jackie will also have some tactical abilities, such as stun and distraction powers, that he can use to temporarily neutralize his foes. How do these powers work?

The swarm power lets Jackie immobilize his foes.

SO: In addition to swarm, another good example of a tactical power would be demonic lift. This power is part of the demon arm tree, and lets you immobilize airborne enemies. So, before you upgrade to demonic lift, you can slash an enemy vertically and send them flying into the air and crashing into the ground. After you upgrade to demonic lift, you can vertically slash an enemy up into the air, and they'll be suspended at about gun-level, completely helpless for a second or two. This lets you do pretty much whatever you want to your enemy--grab them to do an execution slash an arm or leg off, or just fire off a shotgun blast to the face. You can also combine this with other unlockable talents like ground pound--which creates a gib-infused explosion if you slash an airborne enemy into the ground.

GS: We also understand that Jackie, being a hitman by trade, can also do some neat tricks with his firearms in the form of "gun channeling." How does this system work?

SO: Gun channeling is an active power that replaces Jackie's bullets with the power of The Darkness. So when you activate the power you are suddenly doing way more damage, and no longer need to worry about ammo or reloading. I personally like Gun channeling when I'm dual-wielding UMPs--the carnage potential is huge when you can fire off a couple hundred bullets without letting your finger off the trigger.

Gun channeling can also be upgraded to last longer and recharge quicker. You can also buy the "heart of darkness" talent which lets you see through walls--and even shoot through them--when gun channeling is active. And if you upgrade this ability even further, you can purchase "gun kata," which turns ammo into heart-seeking bullets that home in on heat-targets.

GS: Finally, is there anything else you'd like to add about the game?

Gun channeling makes bullets even deadlier.

SO: Jackie's quad-wielding abilities afford the player so many options to upgrade not just his abilities to fire guns and wield the demon arms, but also darkness powers and the simultaneous use of these powers while in combat. The deeper, more-complex upgrade system really adds another dimension to the combat system in Darkness II, and we're really excited for people to try it out.

GS: Thank you.

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viedogame: PC | NBA 2K12 Review

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PC | NBA 2K12 Review
Oct 8th 2011, 00:47

Michael Jordan was renowned for making small improvements to his game during the offseason. His opponents would think they had a grasp on what His Airness was capable of, only to find that he had added post-up moves or a fall-away jumper to his already-impressive repertoire. NBA 2K12 has taken a few notes from the former Bulls' star. Last year's entry was already the most realistic simulation of professional hoops ever released, and a number of small but important tweaks make this year's edition even more engrossing. A revamped My Player mode makes your quest to turn your benchwarmer into a Hall of Famer more engaging than in years past. A slew of historical players and teams, complete with accurate television presentation for every era, also make this the definitive package for anyone craving some roundball action. There are a smattering of tiny flaws, such as occasionally prescient artificial intelligence and a couple of wonky animations, but you have to hunt for reasons to be put off by this experience. The greatest player who ever lived has been retired for years, but the best basketball game around is just entering its prime.

Revenge never tasted so sweet.

The most noteworthy addition to NBA 2K11 was a mode that allowed you to participate in a handful of Michael Jordan's most famous games. In NBA 2K12, history is an even larger focus. Fifteen of the greatest players of all time are represented here, and you get to take part in some of their most important games. Teammates, opponents, and coaches are lifted straight from their eras, and the expertly designed presentation ensures that everything looks just as it should. Play as Bill Russell in the early years of the NBA and you see the action play out through grainy archival footage. When you select Julius Erving's Sixers' teams, however, the muted tones of the early '80s shine through. These touches add a layer of authenticity to a package that is already bursting with it. And, unlike last year, you don't have to hit certain statistical milestones to complete each challenge. Previously, this focus on raw numbers forced you to become a ball hog, which sapped away the excitement of taking part in classic showdowns. Now, if you'd rather light up the net with Joe Dumars than with Isiah Thomas on the Bad Boy Pistons, the choice is yours. And when you win a game, you unlock those older teams, so you can stage your own competitions.

No matter which era you happen to be playing in, the presentation is incredible. The sights and sounds mirror the real thing with meticulous detail. For anyone who grew up watching the NBA, it's hard not be whisked away by your nostalgic memories as you see these digital creations move just as they should. Take the flamboyant Dennis Rodman. If you find yourself at the charity stripe, you see him chuck the ball indifferently toward the hoop just as he used to when he was an active player. Shorts change in length and tightness through the eras, while players juke and lean with lifelike movement. Commentators also document the action with an air of confidence and understanding rarely seen in a video game. Small animations that you wouldn't expect further cement just how amazing this game looks. When you slam into a player who is attempting a shot, you may reach out to grab his wrist after the whistle blows, to prevent him from falling. It's stunning how many details are hidden in NBA 2K12. However, there are some odd moments when the facade fades away. Some animations, such as when you throw a pass on a fast break, look strangely robotic. And it's jarring to see modern advertisements in throwback games. But the presentation is mostly top notch, making this game almost as much fun to watch as it is to play.

Another big improvement has been made to the My Player mode, which has been overhauled to make it much more accessible than in previous years. In earlier games, after you created your character, you would have to take part in dull development league games until you were called up to the big leagues. While it may have been a realistic way to achieve success for borderline NBA talents, it was incredibly boring. Now, you play in one exhibition game before you're drafted and then you get to show off your stuff against the best players in the world. Although progression is quicker, it's just as rewarding as before because your goal is ultimately to get your bust displayed in the Hall of Fame. You just get to skip to the fun parts much earlier. Plus, an interview process has been incorporated that helps to develop a stronger connection to your character. Teams drill you before the draft and reporters toss softballs at you after games, and what you say determines how others view you. This may still feel like a small step rather than a giant leap--because you have only a small amount of control in these matters--but it does a good job of keeping you invested for your entire career. Climbing the mountain toward immorality in My Player takes a lot of work, but it's empowering to watch your player grow from an ordinary scrub to a perennial all-star.

The off-the-court aspects of NBA 2K12 are impressive across the board, and this high quality comes across in the action as well. There aren't many changes from last year's game, but there's little reason to drastically tinker when the results were already so good. Finer control over your character's movements gives you even more versatility on the offensive end, and there's a handy training camp to take you through the paces. There's a smooth flow that replicates the real thing in exacting detail, and the artificial intelligence is smart enough to shut down your offense if you get too predictable. You need to run plays, move the ball smartly, and shoot when an opening presents itself or you'll find yourself down by double digits before you can say Luc Richard Mbah a Moute. Hard-nosed AI is a good thing, but NBA 2K12 sometimes crosses over into cheap territory. Opponents might know what you're doing even when their back is turned or intercept a clean pass, and rare as these occurrences may be, they are maddening in a close contest. They don't smother the fun, but in a game that is usually so realistic, these blemishes stand out.

NBA 2K12 isn't hugely different from last year's version, but enough additions have been included to make it exciting for fans hungering for some hardwood hoops. More vintage players, small gameplay tweaks, and the same great presentation you expect make this the best NBA game around. Plus, Association mode can now be played offline and online, which gives you even more freedom in designing your dynasty. Like Michael Jordan during his playing days, if NBA 2K12 had simply rested on its laurels, it would still be the best out there. But the truly great know the offseason is the time to make enough improvements that further distance them from the competition.

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viedogame: Xbox 360 | Spider-Man: Edge of Time Review

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Xbox 360 | Spider-Man: Edge of Time Review
Oct 8th 2011, 02:32

With great power comes great responsibility. But along with the burden of protecting the innocent from those who prey upon them, the power that comes with being Spider-Man would surely bring a great deal of fun. To swing through the air as you hunted evildoers would be liberating and exhilarating, and using your webs to restrain and subdue criminals would be immensely satisfying. Unfortunately, while its flair for the dramatic keeps it aloft, Edge of Time doesn't capture the joy that should come with such fantastic abilities. Instead, it serves up an experience that often feels as narrow and limited as the air ducts through which you spend much of your time crawling.

When you toy with time, bad things are sure to happen.

You play as both The Amazing Spider-Man, Peter Parker, hero of present-day New York, and as Miguel O'Hara, Spider-Man of the year 2099. When Walker Sloan, a scientist at megacorporation Alchemax, hops back through time to the 1970s and founds Alchemax long before it's supposed to exist, the consequences are immediate and dramatic. Present-day New York instantly transforms into a bleak-looking place, and Peter Parker goes from intrepid Daily Bugle photographer to Alchemax employee. O'Hara and Parker join forces across time to undo the damage with their superpowers and brisk repartee. Their banter is one of the better things about Edge of Time; Parker's so-bad-they're-good wisecracks and O'Hara's more serious demeanor make for an interesting contrast, and energetic voice acting helps to make their interactions believable, even when nothing else about the story is.

Unfortunately, although their personalities may contrast, playing as the two Spider-Men feels very similar. As both Parker and O'Hara, you unleash combos by rapidly pressing one button, launch enemies into the air with another, and fire web shots with a third. There's some fun to be had in clobbering the thugs, robots, and mutants that try to put a stop to the Spideys, and using their super-speed abilities to attack enemies while those enemies continue to attack where you were standing an instant earlier is empowering. But although you unlock new moves and power up existing ones throughout the course of the game, the combat doesn't evolve in any meaningful way. It never requires much skill, so defeating your enemies doesn't remain rewarding. It also doesn't look great. Spider-Man should look stylish as he's putting the hurt on the bad guys, but Edge of Time goes overboard with the flashy effects. Color lines follow O'Hara's attacks, for instance, and Parker's hyper-sense ability creates a trail of ghostly impressions of him. In the heat of battle, these dazzling distractions sometimes overshadow the action they're intended to emphasize.

Despite the simplicity of its combat, Edge of Time stays interesting as a result of its storytelling. As the Spideys communicate across time, you often see what one Spider-Man is doing in the corner of the screen as you control the other. Thanks to some sort of hastily explained wormholelike phenomenon linking their timelines, the actions of one Spider-Man can have an immediate effect on the surroundings of the other. For instance, if O'Hara is overwhelmed by mutants in the future, Parker can save him by destroying the failed experiments lab in the present. That's the magic--er, science of temporal causality. You must frequently race against time to save your fellow Spider-Man, and the picture-in-picture presentation generates a good deal of tension; the image of Peter Parker being slowly crushed to death by closing walls makes for a strong motivation to hurry up and rescue him. But this concept of temporal causality also feels like a missed opportunity. You might wish you could tinker with the timeline yourself and do things in one time to see how those actions affect the other, but you never have the freedom to do so. Everything that happens is determined by the rigid confines of the story, and you're powerless to affect that course of events. In a game that's all about how time can be shifted, this feels oddly limiting.

Like the story, the environments are also restrictive. Of course you can webswing, and it's exciting to speed through the air as you hustle from one location to another while the pressure is on. And a number of sections in which you must maneuver O'Hara to avoid hurtling into obstacles as he free-falls are dramatic demonstrations of his superhero skills. But the narrow corridors and other confined spaces in which you spend much of your time mean that you rarely have the liberating opportunity to swing any which way. It's disappointing to be cast as these webheads only to find yourself unable to enjoy the sense of freedom that their signature ability should allow for. You can almost always zip right to a highlighted perch with the press of a button, and you make frequent use of this ability to get around, but Edge of Time doesn't fully take advantage of Spider-Man's most defining power. In addition to being restrictive, the locations in which the game takes place are mostly dull industrial hallways and metallic chambers, with little visual variety.

Edge of Time has other frustrations as well, including a poorly designed battle in which you must fight the same boss three times in a row, and you must repeat the entire process from the beginning if you're defeated. And start to finish, the game is only about six hours long. A harder difficulty mode, challenges to complete, alternate suits to unlock, and other bonuses give dedicated wallcrawlers plenty to do, but the combat is too simple and the movement too limited to make these undertakings appealing. Spider-Man fans may find putting up with the game's flaws worthwhile just to enjoy its story, but most players will find that Edge of Time doesn't make your spider sense tingle quite enough.

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viedogame: PlayStation 3 | Spider-Man: Edge of Time Review

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PlayStation 3 | Spider-Man: Edge of Time Review
Oct 8th 2011, 02:32

With great power comes great responsibility. But along with the burden of protecting the innocent from those who prey upon them, the power that comes with being Spider-Man would surely bring a great deal of fun. To swing through the air as you hunted evildoers would be liberating and exhilarating, and using your webs to restrain and subdue criminals would be immensely satisfying. Unfortunately, while its flair for the dramatic keeps it aloft, Edge of Time doesn't capture the joy that should come with such fantastic abilities. Instead, it serves up an experience that often feels as narrow and limited as the air ducts through which you spend much of your time crawling.

Your friendly neighborhood Spider-Man does whatever a spider can. And also beats up bad guys.

You play as both The Amazing Spider-Man, Peter Parker, hero of present-day New York, and as Miguel O'Hara, Spider-Man of the year 2099. When Walker Sloan, a scientist at megacorporation Alchemax, hops back through time to the 1970s and founds Alchemax long before it's supposed to exist, the consequences are immediate and dramatic. Present-day New York instantly transforms into a bleak-looking place, and Peter Parker goes from intrepid Daily Bugle photographer to Alchemax employee. O'Hara and Parker join forces across time to undo the damage with their superpowers and brisk repartee. Their banter is one of the better things about Edge of Time; Parker's so-bad-they're-good wisecracks and O'Hara's more serious demeanor make for an interesting contrast, and energetic voice acting helps to make their interactions believable, even when nothing else about the story is.

Unfortunately, although their personalities may contrast, playing as the two Spider-Men feels very similar. As both Parker and O'Hara, you unleash combos by rapidly pressing one button, launch enemies into the air with another, and fire web shots with a third. There's some fun to be had in clobbering the thugs, robots, and mutants that try to put a stop to the Spideys, and using their super-speed abilities to attack enemies while those enemies continue to attack where you were standing an instant earlier is empowering. But although you unlock new moves and power up existing ones throughout the course of the game, the combat doesn't evolve in any meaningful way. It never requires much skill, so defeating your enemies doesn't remain rewarding. It also doesn't look great. Spider-Man should look stylish as he's putting the hurt on the bad guys, but Edge of Time goes overboard with the flashy effects. Color lines follow O'Hara's attacks, for instance, and Parker's hyper-sense ability creates a trail of ghostly impressions of him. In the heat of battle, these dazzling distractions sometimes overshadow the action they're intended to emphasize.

Despite the simplicity of its combat, Edge of Time stays interesting as a result of its storytelling. As the Spideys communicate across time, you often see what one Spider-Man is doing in the corner of the screen as you control the other. Thanks to some sort of hastily explained wormholelike phenomenon linking their timelines, the actions of one Spider-Man can have an immediate effect on the surroundings of the other. For instance, if O'Hara is overwhelmed by mutants in the future, Parker can save him by destroying the failed experiments lab in the present. That's the magic--er, science of temporal causality. You must frequently race against time to save your fellow Spider-Man, and the picture-in-picture presentation generates a good deal of tension; the image of Peter Parker being slowly crushed to death by closing walls makes for a strong motivation to hurry up and rescue him. But this concept of temporal causality also feels like a missed opportunity. You might wish you could tinker with the timeline yourself and do things in one time to see how those actions affect the other, but you never have the freedom to do so. Everything that happens is determined by the rigid confines of the story, and you're powerless to affect that course of events. In a game that's all about how time can be shifted, this feels oddly limiting.

Like the story, the environments are also restrictive. Of course you can webswing, and it's exciting to speed through the air as you hustle from one location to another while the pressure is on. And a number of sections in which you must maneuver O'Hara to avoid hurtling into obstacles as he free-falls are dramatic demonstrations of his superhero skills. But the narrow corridors and other confined spaces in which you spend much of your time mean that you rarely have the liberating opportunity to swing any which way. It's disappointing to be cast as these webheads only to find yourself unable to enjoy the sense of freedom that their signature ability should allow for. You can almost always zip right to a highlighted perch with the press of a button, and you make frequent use of this ability to get around, but Edge of Time doesn't fully take advantage of Spider-Man's most defining power. In addition to being restrictive, the locations in which the game takes place are mostly dull industrial hallways and metallic chambers, with little visual variety.

Edge of Time has other frustrations as well, including a poorly designed battle in which you must fight the same boss three times in a row, and you must repeat the entire process from the beginning if you're defeated. And start to finish, the game is only about six hours long. A harder difficulty mode, challenges to complete, alternate suits to unlock, and other bonuses give dedicated wallcrawlers plenty to do, but the combat is too simple and the movement too limited to make these undertakings appealing. Spider-Man fans may find putting up with the game's flaws worthwhile just to enjoy its story, but most players will find that Edge of Time doesn't make your spider sense tingle quite enough.

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viedogame: Gears of War 3 Big Head Weekend in Full Effect

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Gears of War 3 Big Head Weekend in Full Effect
Oct 8th 2011, 01:17

In case you haven’t noticed, Gears of War 3 has the Big Head Mutator on this weekend for those playing multiplayer. This is the official word from Epic Games:

With just a little over three weeks before the release of the “Horde Command Pack”, you can take your mind off the wait by playing in the Big Head Mode Event in Gears of War 3 this weekend. This #GearsWeekend starts Friday at 9:00 AM EASTERN with Big Head Mode in public Horde and a special Big Head Mode playlist for TDM. The Big Head mutator will be available in both Ranked and Quick matches inside the event playlist.

Catch you online.

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viedogame: Just Dance 3 Launches Today; Debuts on Xbox 360

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Just Dance 3 Launches Today; Debuts on Xbox 360
Oct 7th 2011, 23:55

Best-selling Video Game Franchise Coming to Kinect for First Time.

SAN FRANCISCO â€" October 7, 2011 â€" Today, Ubisoft announced Just Dance 3, the third game in the multi-million selling Just Dance franchise, is now available in North America on Kinect for Xbox 360 and the Wii system from Nintendo. Developed by Ubisoft Paris and Ubisoft Montreal, Just Dance 3 is rated “E-10+” by the ESRB and will be available at both retail locations and online at the manufacturer’s suggested retail price of $39.99.

“Just Dance 3 is going to increase the Just Dance brand’s lead in the dance category by expanding across all three motion-controlled platforms,” said Tony Key, senior vice president of sales and marketing, Ubisoft North America. “Just Dance has proven to be a huge success across the board whether its teenagers playing after school with their friends, families joining together after dinner or others who incorporate the game into their active lifestyle to stay fit or lose weight.”

Featuring more than 40 tracks across a wide range of musical genres, including pop, hip-hop, rock, R&B, country, disco, funk, and more, Just Dance 3 introduces a number of new game features that take advantage of the unique mechanics of each console. To get the party started, Just Dance 3 includes some of today’s hottest hits as well as classic dance tracks that everyone loves.

The track list for Just Dance 3 includes:
1.      2 Unlimited â€" “No Limit”
2.      a-ha â€" “Take On Me”
3.      African Ladies â€" “Pata Pata”
4.      Anja â€" “Dance All Nite”
5.      Bananarama â€" “Venus”
6.      The Black Eyed Peas â€" “Pump It”
7.      Bollywood Rainbow â€" “Kurio ko uddah le jana”
8.      Brahms by Just Dance Classical Orchestra â€" “Hungarian Dance No. 5”
9.      Cee Lo Green â€" “Forget You”
10.     Countdown Mix Masters â€" “Beautiful Liar”
11.     Daft Punk â€" “Da Funk”
12.     Danny Elfman â€" “This is Halloween”
13.     Donna Summer â€" “I Feel Love”
14.     Dr. Creole â€" “Baby Zouk”
15.     Duck Sauce â€" “Barbra Streisand”
16.     Girls Aloud â€" “Jump (For My Love)”
17.     Groove Century - “Boogie Wonderland”
18.     Gwen Stefani â€" “What You Waiting For?”
19.     Inspector Marceau â€" “The Master Blaster”
20.     Janelle Monae â€" “Tightrope (Solo Version)”
21.     Jessie J featuring B.o.B â€" “Price Tag”
22.     Katy Perry featuring Snoop Dogg â€" “California Gurls”
23.     Kiss â€" “I Was Made For Lovin’ You”
24.     Konshens â€" “Jamaican Dance”
25.     Latino Sunset â€" “Mamasita”
26.     Laura Bell Bundy â€" “Giddy On Up (Giddy On Out)”
27.     LMFAO featuring Lauren Bennett and GoonRock â€" “Party Rock Anthem”
28.     Madness â€" “Night Boat To Cairo”
29.     MIKA â€" “Lollipop”
30.     Nelly Furtado featuring Timbaland â€" “Promiscuous”
31.     Pointer Sisters â€" “I’m So Excited”
32.     Queen â€" “Crazy Little Thing Called Love”
33.     Reggaeton Storm â€" “Boom”
34.     Robbie Williams and Nicole Kidman - “Somethin’ Stupid”
35.     Scissor Sisters â€" “I Don’t Feel Like Dancin’”
36.     Sweat Invaders - “Gonna Make You Sweat (Everybody Dance Now)”
37.     Taio Cruz â€" “Dynamite”
38.     The Buggles â€" “Video Killed The Radio Star”
39.     The Chemical Brothers â€" “Hey Boy Hey Girl”
40.     The Girly Team â€" “Baby One More Time”
41.     The London Theatre Orchestra & Cast â€" “Think”
42.     The Sugarhill Gang â€" “Apache (Jump On It)”
43.     Tommy Sparks â€" “She’s Got Me Dancing”
44.     Wilson Pickett â€" “Land of 1000 Dances”

Just Dance 3 on the Kinect introduces both four-player simultaneous gameplay for the first-time ever on a Kinect dance video game and the all-new “Just Create” mode â€" where players are able to capture their own choreography to challenge friends and share online. The Wii version of Just Dance 3 includes four-player concurrent dance routines so your family or crew can really break it down and an improved “Just Sweat” mode to track personal progress making playing the game true exercise-in-disguise.

Just Dance 3 will be available for the PlayStation® Move for PlayStation®3 computer entertainment system on December 6, 2011 in North America at the MSRP of $39.99.

For the latest information on Just Dance 3, please visit: www.justdancegame.com.

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viedogame: Xbox 360 | The Darkness II Updated Q&A - New Powers and Gun Chanelling

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Xbox 360 | The Darkness II Updated Q&A - New Powers and Gun Chanelling
Oct 8th 2011, 00:00

The Darkness II will be a sequel to the comic book-inspired action adventure game that put you in the shoes of hitman Jackie Estacado. This time around, Jackie's moved up in the world, and his ability to control the mysterious power known as The Darkness has also improved. In addition to being able to use The Darkness to sprout two new limbs (so that he can wield guns in both of his hands, and in his Darkness-powered limbs, to "quad-wield" guns), he'll have new powers to subdue his foes and even abilities that make him a more deadly shot. We sat down with producer Seth Olshfski to get the details.

Watch the Darkling in action in The Darkness II.

GameSpot: We understand that in The Darkness II, Jackie will gain plenty of new powers and abilities. Tell us about the upgrade process. How does he unlock upgrades for his various powers?

Seth Olshfski: To understand how Jackie gets more powerful through The Darkness II, we should start with the idea of "dark essence." Jackie discovered somewhere between the first game and the second that all dark, chaotic acts create some amount of the stuff. Dark essence is a kind of psychic splatter that can be harnessed for different effects. Sometimes it gets absorbed into objects (such as the knife of the infamous serial killer Jack the Ripper), and other times, if you know enough about how it works, you can absorb that energy yourself. That's what Jackie's learned to do--he absorbs the dark essence generated when he kills enemies, and turns that into extra awesome Darkness powers and talents.

In the game, this means that there are certain places in the world--we call them "talent shrines"--where Jackie can spend his dark essence. Just click on the talent shrine and you'll see all the powers available to Jackie in the talent tree.

GS: Tell us about some of Jackie's new and improved powers, such as swarm and black hole. What are some of the new ways he can use to dispatch his enemies?

The black hole power in action.

SO: Swarm is a pretty awesome power that we haven't talked about yet. It's an active power, so functionally, the player presses a button in combat to summon the power, and then the demon arms vomit out a green fire infused with dark essence. That fire clings to and burns a couple of enemies, and fully immobilizes them for a few seconds. On top of that, you can upgrade swarm so that it lasts longer, hits more enemies, or does damage to them. Swarm can turn a tough five-on-one fight into a cakewalk while Jackie shotguns down his helpless enemies.

GS: We also understand that in addition to his offensive powers, Jackie will also have some tactical abilities, such as stun and distraction powers, that he can use to temporarily neutralize his foes. How do these powers work?

The swarm power lets Jackie immobilize his foes.

SO: In addition to swarm, another good example of a tactical power would be demonic lift. This power is part of the demon arm tree, and lets you immobilize airborne enemies. So, before you upgrade to demonic lift, you can slash an enemy vertically and send them flying into the air and crashing into the ground. After you upgrade to demonic lift, you can vertically slash an enemy up into the air, and they'll be suspended at about gun-level, completely helpless for a second or two. This lets you do pretty much whatever you want to your enemy--grab them to do an execution slash an arm or leg off, or just fire off a shotgun blast to the face. You can also combine this with other unlockable talents like ground pound--which creates a gib-infused explosion if you slash an airborne enemy into the ground.

GS: We also understand that Jackie, being a hitman by trade, can also do some neat tricks with his firearms in the form of "gun channeling." How does this system work?

SO: Gun channeling is an active power that replaces Jackie's bullets with the power of The Darkness. So when you activate the power you are suddenly doing way more damage, and no longer need to worry about ammo or reloading. I personally like Gun channeling when I'm dual-wielding UMPs--the carnage potential is huge when you can fire off a couple hundred bullets without letting your finger off the trigger.

Gun channeling can also be upgraded to last longer and recharge quicker. You can also buy the "heart of darkness" talent which lets you see through walls--and even shoot through them--when gun channeling is active. And if you upgrade this ability even further, you can purchase "gun kata," which turns ammo into heart-seeking bullets that home in on heat-targets.

GS: Finally, is there anything else you'd like to add about the game?

Gun channeling makes bullets even deadlier.

SO: Jackie's quad-wielding abilities afford the player so many options to upgrade not just his abilities to fire guns and wield the demon arms, but also darkness powers and the simultaneous use of these powers while in combat. The deeper, more-complex upgrade system really adds another dimension to the combat system in Darkness II, and we're really excited for people to try it out.

GS: Thank you.

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viedogame: Mortal Kombat Kollection tops September PSN sales

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Mortal Kombat Kollection tops September PSN sales
Oct 7th 2011, 18:33

Everything old is new again. Sony today released its list of the top 20 best-selling PlayStation Network games for the month of September, and fully half of the list--including six of the top 10 titles--consisted of retro rereleases.

Warner Bros. Interactive Entertainment's Mortal Kombat Arcade Kollection topped the list. Released in the last week of August, the coin-op compilation packed in ports of the original Mortal Kombat, Mortal Kombat II, and Ultimate Mortal Kombat 3.

Meanwhile, the Resident Evil series swarmed the sales charts much like its zombie antagonists. The HD rerelease of Resident Evil 4 was the second best seller of the month, with Resident Evil 2 and 3 finishing fifth and sixth, respectively. The Director's Cut version of the original Resident Evil was the 11th best seller. Other vintage releases appearing on the list included the online-enabled Street Fighter III: Third Strike (eighth place), PSone role-playing games Final Fantasy VII (10th place) and Breath of Fire IV (15th place), the PSone action-adventure Parasite Eve II (12th place), and Activision's Call of Duty Classic (18th place).

As for newer offerings, Ubisoft's god game From Dust made it to third place on the charts, while mobile sensation Angry Birds catapulted into fourth place. The full list of September's best-selling PSN games follows below. The list excludes sales to PlayStation Plus members who were able to download games for free.

1. Mortal Kombat Arcade Kollection
2. Resident Evil 4
3. From Dust
4. Angry Birds
5. Resident Evil 2
6. Resident Evil 3: Nemesis
7. Castlevania: Harmony of Despair
8. Street Fighter III: Third Strike Online Edition
9. Limbo
10. Final Fantasy VII
11. Resident Evil Director's Cut
12. Parasite Eve II
13. Burnout Crash!
14. Elemental Monster Online Card Game
15. Breath of Fire IV
16. Saints Row 2
17. Renegade Ops
18. Call of Duty Classic
19. Castle Crashers
20. Battlefield 1943

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viedogame: Sony considering buyout of Sony Ericsson - Report

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Sony considering buyout of Sony Ericsson - Report
Oct 7th 2011, 19:40

In wake of smartphone gaming growth, Wall Street Journal says Sony wants to make handset and tablet business internal.

Sony is looking to buy Telephon AB L.M. Ericsson's 50 percent share of the Sony Ericsson joint venture, according to a Wall Street Journal report. This move would allow Sony to consolidate product lines and bring the handset and tablet divisions under one roof. Recent collaborations between Sony proper and Sony Ericsson have resulted in the gaming-focused Xperia Play.

According to the paper's sources, the move would let Sony cut costs and streamline mobile development by putting its smartphone and tablet/gaming businesses under one roof.

The Sony Ericsson joint venture dates back to 2001, with the first products launching in 2002. Feature phones were a company strength, but in the current market, even Sony's CEO, Howard Stringer, is unsure the venture still makes sense, saying earlier this year, "We talk a lot about this, and we continue to talk."

Buying out Ericsson would not be Sony's first step toward integrating the phone business with its existing brands. The electronics giant recently introduced the PlayStation line to the mobile space with initiatives like the PlayStation Suite and PlayStation Certified program.

Sony's stock price has taken a hit on the news with nearly a 4 percent drop from $19.12 at the end of trading on Thursday to $18.41 as of press time.

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