Saturday 15 October 2011

viedogame: Halo Waypoint shouldering ATLAS, redesign due this fall

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Halo Waypoint shouldering ATLAS, redesign due this fall
Oct 16th 2011, 00:30

It's hard to argue with Halo Waypoint. Launched in late 2009, Microsoft and 343 Industires' online hub offers Halo players a granular breakdown of their multiplayer exploits across the franchise. Beyond tracking data, it also operates as a community hub by linking up members with one another and hosting a variety of gameplay videos and tutorials.

Check out some of the new features coming soon to Halo Waypoint.

With Halo: Combat Evolved Anniversary slated to arrive for the Xbox 360 on November 15, 343 Industries is also planning a substantial revamp for Halo Waypoint this fall. As part of a New York Comic-Con panel tonight, the Halo factory offered a first look at those updates, which will include a new multiplayer map aid, called ATLAS, that runs on Windows Phone 7, as well as a redesigned look.

To begin, what is ATLAS? "Advanced Technical Assault System," Halo franchise development director Frank O'Connor told GameSpot. Yes, but where is the L? "It's a real term, so we pulled an acronym out of it. So the L is the L in Technical."

As for what it does, ATLAS is a Windows Phone 7 app that will be available this holiday that offers a top-down view of any official Halo: Anniversary or Halo: Reach map (but not custom maps). The map is updated in real-time as players battle it out, which means combatants can keep tabs on their allies and where weapon drops are throughout the course of a match.

Learn more about Challenges and ATLAS, coming soon to Halo Waypoint.

"We tried to imagine what a Spartan in the field might actually have if they had an assisted system from the future," explained CJ Saretto, lead producer for Halo Waypoint. They posited that future soldiers would have satellite imagery as well as floor plans for facilities, all annotated with notable information such as where weapon drops and vehicles could be found, what weapons players' allies are wielding, the match's score, and so on.

The maps themselves can either be viewed as satellite imagery or "what might think of as map view from Google Maps."

Of course, all of this information is only useful if players are able to actually view it--not the easiest thing to do with a controller in hand and plasma discharging all about.

"There’s a number of set-ups that we’ve imagined," Saretto said. "We’ve imagined the phone kind of sitting on the coffee table in front of you and you checking it out on occasion if you’re wondering what’s going on. We’ve also imagined a co-pilot style scenario where another person is watching what’s occurring while you’re playing and kind of giving you additional information."

"We also think about, if you’re in a firefight, you've ducked behind a corner, you’re kind of hidden, you take time to look at where your team mates are," Halo Waypoint executive producer Doug Hebenthal added. In other words, steal a glance while the Spartan's shield recharges. Saretto also noted that the app will follow a player as they move through the level, so there isn't a process of orienting oneself in the app.

The ATLAS app appears as if it will give players a leg-up over those who don't own a Windows Phone 7 device. However, O'Connor noted that the app actually has "built-in" balancing, in that every time a player glances down, they are splitting their attention away from the game, a move that always comes with hazards.

When asked whether the team had ideas as to where to take this app in the future, O'Connor replied, "Yes." Fair enough.

"Now that we’ve got all of this very interesting data coming out of the game, there’s a lot of very exciting stuff that we can think about doing with the data," Saretto added. "We just need to figure out, you know, when we’re ready to bring those kind of exciting experiences online."

ATLAS isn't the only change in store for Halo Waypoint. This fall, 343 Industries also plans to launch a new interface for Halo Waypoint, with a primary goal being that the service will be equivalent regardless of whether its being accessed through the Xbox 360, PC, or phone.

"If we just go from a purely aesthetic point of view, one of the things we really wanted to do is make Waypoint look and feel the same across all of the devices and platforms that we support," Saretto explained. "If we’ve got stats in one place, we’ve got it everywhere. If we’ve got Career in one place, we’ve got it everywhere. And we’ve taken the look and feel of Waypoint and made it very uniform and consistent across all of the devices that we support."

Taking the console version as an example, Saretto said that the team has massively overhauled the look, making it easier to search for and find content. He also said that the Halo Career feature, which had previously been available only on the console, will now be accessible through the web and mobile phones.

The Halo Waypoint update will also offer players a more granular look at stats, such as how they do with a particular weapon against a particular enemy on a particular map. "The new interface, particularly on the web, gives you really flexible ways to dig in very deep and see very granular details," Hebenthal added. "But in a way that doesn’t really scare away the more casual user who’s just interested in seeing some of this stuff."

Custom challenges is another new feature that 343 Industries is excited about. The feature is a riff on the daily and weekly challenges that 343 issues. It allows friends to create their own challenges for one another, such as scoring 50 headshots in a multiplayer match within 24 hours. The custom challenge option will be available in Campaign, Matchmaking Firefight, Multiplayer, and Custom modes.

More than just bragging rights, completed custom challenges yield Halo: Reach credits, at a rate that fluctates depending on the difficulty and circumstances of the task. Reach credits can then be spent on cosmetic upgrades, such as new Spartan armor.

Halo Waypoint's overhaul comes as the service gains competition of a sort in Call of Duty: Elite, which Activision is launching alongside Modern Warfare 3 on November 8. One notable difference between the two services is that Elite will have a $50 premium component. For now, at least, 343 Industries doesn't plan to follow suit.

"As of right now, we’re staying with the model that we currently have," Hebenthal said. "So we don’t have any plans in the short-term to operate premium versions of Waypoint. But, you know, you could see things change in the future as we think about new things that do have value and would stand on their own, think about it that way."

And as one last announcement, 343 Industries also confirmed today that work has concluded on Halo: Anniversary, and the game has gone gold in advance of its November 15 release date. For more on that game, check out GameSpot's previous coverage.

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viedogame: Spider-Man movie game revealed - Report

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Spider-Man movie game revealed - Report
Oct 15th 2011, 21:22

Next summer's The Amazing Spider-Man movie will serve as a complete reboot for the franchise. Gone are director Sam Raimi and star Tobey Maguire, replaced by Mark Webb and Andrew Garfield, respectively. The series' gaming tie-ins are receiving a similar overhaul, as Activision has turned over development duties on the webbed wonder's movie-based games (most recently handled by current Call of Duty developer Treyarch) to Quebec City-based Beenox.

According to Kotaku, Activision debuted a teaser trailer for the Beenox game at the New York Comic-Con today. Beenox creative director Gerald Lehinay reportedly confirmed the game has been in development at the studio for more than a year already, and the team has focused on making web-swinging through New York City a major part of the series once again. He added that the game will tie into the movie but feature its own story, and teased a new feature intended for the player "to feel like Spider-Man." The trailer gave a summer 2012 release date for the game. The movie is set to hit theaters July 3.

Beenox is no stranger to Marvel's iconic superhero. The studio began working with the wall-crawler for the 2005 PC port of Ultimate Spider-Man, and took over primary development duties for the comic-based games with last year's Spider-Man: Shattered Dimensions.

For more on the studio's recent history with the wallcrawler, check out GameSpot's review of Beenox's Spider-Man: Edge of Time, which launched earlier this month.

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Classic Video Games: What's Hot Now: Halloween Retro Video Game Costumes - Adults

Classic Video Games: What's Hot Now
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Halloween Retro Video Game Costumes - Adults
Oct 15th 2011, 10:04

The devil’s night is upon us and what would a Halloween party be without horrifying ghouls, ghosts, witches, Mario and Pac-Man…wait a sec...Mario and Pac-Man?

While All Hallows' Eve was originally reserved for the spooky set, the retro video games have been festering their way into pop culture. Everything from Prince of Persia to Tomb Raider are the top fashions in must have Halloween costumes!

If you’re an old-school video game fan looking for just the right costume to show off your inner gamer, here are some of the top Halloween garb for adults.

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Friday 14 October 2011

viedogame: PlayStation 3 | Castlevania: Harmony of Despair Review

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PlayStation 3 | Castlevania: Harmony of Despair Review
Oct 15th 2011, 00:10

Cooperative play probably isn't the first thing that comes to mind when reflecting on the Castlevania series, which built an identity around solitary adventures through a single, massive castle. Some ardent fans may even consider the major integration of such a feature sacrilegious, as in something that breaks Castlevania's fundamental appeal. But, like it or not, cooperative play (supporting up to six players online and four through local play) is the crux of Castlevania: Harmony of Despair. There's not much evidence to suggest that the formula should work or provide any semblance of entertainment beyond that of staring at a train wreck, but Harmony of Despair delivers a fun, new, and interesting approach to a franchise that has largely followed the same rubric for years.

It may not look like much, but Harmony of Despair has an addictive quality to it.

That's not to say that much of the game won't feel immediately familiar to those who have played the last few Nintendo DS games or the PlayStation classic, Symphony of the Night. In fact, much of Harmony of Despair--from the characters to the maps--is a Frankenstein monster of sorts. It selects various visual and gameplay elements from those games and melds them into a cohesive experience. Accordingly, you have the option to select from seven characters from previous Castlevania outings: Soma Cruz, Alucard, Jonathan Morris, Shanoa, Charlotte Aulin, Julius Belmont, and Yoko Belnades. The last two characters were downloadable content in the Xbox Live version of the game but are included as a part of the package in the PlayStation Network version. These characters have skills and abilities unique to the games in which they appeared.

Alucard can still change forms and find spells to complement his strong melee attacks; Shanoa relies heavily on magic attacks that she can steal from enemies by absorbing their glyphs; Charlotte can learn new spells by blocking enemy projectiles with her special shield; and Jonathan Morris can learn new martial arts skills that are dropped by enemies upon defeat, which also applies to the traditional Castlevania subweapons he can use. What's great about these characters is that they all have distinct strengths and weaknesses that balance out when you're playing cooperatively. Alucard may have strong melee attacks, but his magic attacks are relatively weak, so he's not that effective at a distance. But when he's partnered up with characters that are more proficient with magic, the combination is devastating. Still, don't expect to just waltz through Harmony of Despair's seven levels, even when playing cooperatively. The game is hard, and it knows it's hard.

Therefore, death is an intentionally common occurrence, but it's not an entirely frustrating one, thanks to the surprisingly addictive way Harmony of Despair handles character growth. To put it simply, it's all about grinding, but you're not doing it in the traditional sense of defeating enemies and earning experience points to level up. Characters do have individual stats, but these can only be changed by purchasing weapons, items, or armor from the store or finding them in treasure chests scattered throughout a level (special items can also be found by simply defeating enemies). Because the money you earn in a level carries over even after death, you can grind for additional funds and then use them to procure stronger items that help you get through a level. You can do the same for items not found in the store, like new martial arts skills or subweapons for Jonathan, more magic spells for Charlotte and Shanoa, or more souls for Soma.

This might all seem like a supremely tedious experience, but there are a few things at work in Harmony of Despair that counterbalance the repetition. The first is that the grinding provides an immediate payoff, at least in terms of money. Purchasing new armor or weapons (for those who can equip weapons) is a quick way to beef up your character enough to take on the boss of a level. Magic users aren't quite as fortunate because their spells are typically limited to the enemies they have access to, but even then, finding a new spell in a level can make all the difference in a fight. The second is the way the levels are structured. Because these aren't the same huge castles from previous Castlevania games (they're more like mini-castles), it's a bit easier to entertain the idea of playing through an entire level again. Plus, it's also worth mentioning that you can easily plot an initial course to the boss by viewing the entire map (performed by clicking the right analog stick), and once you've found an easy route, it takes very little time to get from the start to the end.

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viedogame: Army Corps of Hell joins PS Vita launch lineup in US

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Army Corps of Hell joins PS Vita launch lineup in US
Oct 14th 2011, 23:09

The PlayStation Vita dominated Sony's 2011 Tokyo Game Show press conference, with the company confirming a large swath of launch lineup titles in Japan. One of those titles was Army Corps of Hell, from Square Enix. Today, the Japanese publisher confirmed that Army Corps of Hell will also be a launch title for the PS Vita in the US early next year.

Army Corps of Hell comes from Entersphere, a new studio from the writer behind Nintendo's highly regarded GameCube game, Pikmin. Placed in the shoes of the "King of Hell," players will lead armies of goblins with the goal of reclaiming his throne.

The game will utilize special features present only on the PS Vita, with the rear touch pad put to use for commanding hordes and playing instruments. The game is also set to include a loot system for equipping goblin armies to take on more difficult enemies and bosses. Square Enix also confirmed that local multiplayer will be supported via an ad hoc infrastructure mode.

For more on Army Corps of Hell, check out GameSpot's previous coverage.

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viedogame: Deus Ex: Human Revolution DLC priced, dated

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Deus Ex: Human Revolution DLC priced, dated
Oct 14th 2011, 22:00

Deus Ex: Human Revolution, a game that critics have pegged at delivering 20-plus hours of gameplay, is set to get even more content on October 18. Coming in at $15 on the PC and PlayStation 3, and 1,200 Microsoft points on the Xbox 360, Missing Link is set to fill in a three-day gap in protagonist Adam Jensen's adventure.

POSSIBLE SPOILERS AHEAD

The Missing Link follows up on events that transpire during the full version of Deus Ex, in which Adam Jensen goes mysteriously AWOL for a three-day period. Square Enix describes this episode as a time when Jensen has lost his augmentation powers and must escape a freighter using only the abilities nature gave him.

The Missing Link introduces a handful of new characters and enemies that play into the game's storyline. Square Enix also played up the add-on's opportunity to rebuild Jensen's augmentations from scratch.

END SPOILERS

Missing Link is the first piece of paid downloadable content to be offered for Deus Ex: Human Revolution. For more on Dues Ex: Human Revolution, read the recap of the Game Developers Conference Online session and check out GameSpot's previous coverage.

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viedogame: Game Developers Conference Online 2011 draws record crowd

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Game Developers Conference Online 2011 draws record crowd
Oct 14th 2011, 21:36

More than 3,300 attend the second annual online gaming-centric conference, marking 12% growth over last year.

The Austin-based Game Developer Conference Online 2011 wrapped up yesterday, and the final tally of attendees for the four-day event clocked in at 3,350. These attendance numbers consisted primarily of current and aspiring game development professionals.

Two hundred and twenty six industry-leading speakers were in attendance for lectures, panels, keynotes addresses, and roundtable discussions. Highlights of these sessions include a look at mistakes made in the development of League of Legends, Neal Stephenson on the state of story in games, and a Valve roundtable on writing for silent protagonists.

The second annual GDC Online Awards saw Mojang's Minecraft and Trion Worlds' Rift as the big winners of the night, taking home two awards each. Sony Online Entertainment's EverQuest was honored with an induction into the GDC Online Hall of Fame, where it joined EA's massively multiplayer online role-playing pioneer, Ultima Online.

GDC Online will return to Austin next year from October 8-11.

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viedogame: Street Fighter X Tekken striking consoles March 6

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Street Fighter X Tekken striking consoles March 6
Oct 14th 2011, 23:32

Capcom had a big presence at the San Diego Comic-Con in July, using the event to announce Ultimate Marvel vs. Capcom 3 and new characters for Street Fighter X Tekken. This weekend's New York Comic-Con appears to be no different, as the publisher announced today as part of a session that Street Figther X Tekken will be available in the US on the Xbox 360 and PlayStation 3 on March 6 and in Europe on March 9.

That's not all, though. As part of the NYCC session, producer Yoshinori Ono confirmed that work has just begun on a PC edition of Street Fighter X Tekken. Capcom did not offer a launch date for the PC and PlayStation Vita edition of Street Fighter X Tekken.

Additionally, Ono offered first word on the Street Fighter X Tekken Special Edition for North America. The premium package includes the game, as well as a "build-it-yourself" arcade cabinet bank (measuring 5" in height) and a prequel comic Book from UDON. The Special Edition also includes 36 "gems," which are a gameplay mechanic announced today that modify characters' abilities and stats.

Capcom did not announce a price for the Street Fighter X Tekken Special Edition and had not responded to a request for comment as of press time. For more on the game, check out GameSpot's previous coverage.

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viedogame: Assassin's Creed: Revelations leaps into 3D

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Assassin's Creed: Revelations leaps into 3D
Oct 14th 2011, 18:53

Ezio Auditore, Altair, Desmond Miles, and the rest of the Assassin's Creed crew are set to make their 3D debut in Ubisoft's fourth entry in its open-world assassination series. Ubisoft announced today that Assassin's Creed: Revelations will be playable in stereoscopic 3D across all platforms, including the Xbox 360, PlayStation 3, and PC.

On consoles, Revelations will support various modes of 3D display on 3D-capable televisions. It will also be compatible with TriOviz Inficolor, allowing for 3D gaming on traditional 2D HDTVs. Inficolor glasses are available for purchase on the TriOviz Inficolor website, but delivery to the US is currently unavailable. On the PC side, the game will support Nvidia 3D vision.

Assassin's Creed: Revelations is set to hit shelves on November 15 for consoles, and recent confusion regarding the PC version's release has been cleared up with confirmation from Ubisoft of a December 1 date.

Revelations will follow the story of Ezio, who was first introduced in Assassin's Creed II. This time out, Ezio will seek out the haunts of original Assassin's Creed protagonist Altair, visiting such Middle East strongholds as the Ottoman Empire's Constantinople. There, Ezio will once again take up arms against the Templar order.

For more on the game, check out GameSpot's previous coverage.

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viedogame: 3DS | WWE All Stars - Piledriving Your 3DS

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3DS | WWE All Stars - Piledriving Your 3DS
Oct 14th 2011, 16:00

Earlier this year, THQ released WWE All Stars on various consoles and brought back the days of arcade-style wrestling that haven't been seen in a long time. The game was popular enough that THQ has decided to release it on the Nintendo 3DS, and we had the opportunity to play around for a bit to experience what's in store this November.

The 3DS version retains everything you got to experience when it was released earlier this year. You'll get 30 WWE superstars, ranging from current wrestlers like Sheamus to greats like The Ultimate Warrior. If you grew up with wrestling in the '80s and '90s, then your favorite wrestler of the time is bound to appear. On top of that, the additional wrestlers that were originally offered only as downloadable content for the PlayStation 3 and Xbox 360 versions of game are available right from the get-go.

It would be one thing if this were just a straight-up port that was thrown together, but the 3DS version will include some additional modes not seen elsewhere. The first is Gauntlet mode. Here, the objective is to defeat every wrestler in the game in a ladder format with no breaks. If you finish off one opponent, prepare yourself for another one to immediately follow. Your character won't have his health replenished between matches, but there will be ways to regain health so that going through all these foes won't feel like a task that can't be completed.

The other addition to the 3DS version is Score Scramble mode. The objective in this mode is to earn the highest score possible. Here, either playing against the computer or a friend, you have requirements. You have to be the first to reach X number of points of the highest score after a certain amount of time. Because WWE All Stars is focused on over-the-top moves, pulling off combos and getting those flashy finishers and signature moves will get you the higher score, as well as the ability to gloat to your friends.

Again, everything that players got to experience earlier this year has been transferred to the 3DS. From crazy moves to classic WWE footage that showcases the greats from years past, there should be something that will appeal to any brand of wrestling fan. At the same time, because other fighting games have proven to be successful on the 3DS, THQ is hoping that this brand of high-flying and flash wrestling will see the same success. WWE All Stars slams the Nintendo 3DS on November 22.

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