Friday 4 November 2011

viedogame: iPhone/iPod | Infinity Blade II: Entertainment in Two Minutes or Less

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iPhone/iPod | Infinity Blade II: Entertainment in Two Minutes or Less
Nov 4th 2011, 23:59

There's an unmistakable quality about the games that do well on Apple's App Store. There are some exceptions, of course, but many of the iOS platform's best games know that they are iOS platform games and, therefore, are extensively tailored toward those devices and their most prominent features: the touch screen and the ability to play in short bursts. The original Infinity Blade was one such game; it borrowed gameplay mechanics from Nintendo's popular Punch-Out boxing game and changed them to suit the touch screen and the context of the game. "What we wanted to do with the first game was hopefully make something that really took advantage of the uniqueness of touch-screen devices," says Donald Mustard, creative director at Chair Entertainment. "We were trying to create something with the gameplay that wouldn't be easy to do with a controller and take advantage of the device. We felt like we had a really good core system for sword fighting--the dodge, block, and parrying mechanic."

Because combat was such a popular element in the original game, Chair wants to make it even more dynamic in the sequel. While the obvious byproduct of this strategy might be to incorporate new weapons (which there are), there is a less obvious tactic in play that really changes things up for Infinity Blade II. And that comes from the introduction of new enemies. "There are a lot more enemies. When we shipped the first Infinity Blade, we had 10 different enemies in the game, and when we ship IBII, we'll have more than 30 in the game," Mustard says. "There are just a lot more enemies this time around; some new in addition to some returning from the first game." These enemies will range from the hulking creature you might have seen in the announcement trailer (which, Mustard notes, can actually pick you up in its mouth) to nimbler foes capable of inflicting damage in quick fashion.

While you'll still have the standard assortment of sword swipes, blocks, parries, and dodges at your disposal, the hero of Infinity Blade II also has new weapon types to select. In addition to the standard sword-and-shield combination, you can now dual-wield swords. "You're doing dual hits, so it allows you to get bigger attack windows and chain together massive combo chains that are different," Mustard explains. "It's a much more aggressive style where those who are good at dodging or those who excel at parrying will be absolute masters." It's also noteworthy that dual-wielders don't have a shield, so the block button has been replaced with another dodge option that lets you move underneath attacks.

The other new type is for those who like heavier, two-handed weapons. They may take longer to swing, but they'll ultimately inflict much more damage if they connect properly. "The cool thing about the heavy weapons is that because they're heavy, they swing a little slower," Mustard says. "But once you break an enemy, they do massive amounts of damage in shorter combo chains." While holding a heavy weapon, you can't dodge, but there's a trade-off that lets you block directionally. This means that you have to be really good at determining where attacks are coming from, and if done properly, the payoff is huge.

What gives all of these tactics and weapon combinations an extra layer of depth in Infinity Blade II is the introduction of customizable weapons. Each weapon has open slots that can be filled with a gem that possesses a special property. For example, one gem may increase your damage output, while another may cause damage to an enemy every time you block. These gems can be found throughout the world, either in chests or dropped by enemies. "Most of the items in the game have gem slots on them," Mustard added. "There are hundreds and thousands of different kinds of gems imbued with different properties--from damage stat boosts to different elemental attacks."

Of course, the goal is to become such a powerful warrior that nothing stands in your way. The original Infinity Blade used a bloodline mechanic where each death gave your progeny an opportunity to take up your former arms and have one more go at the God King. "We thought the overall bloodline loop to the God King was really fun. It didn't take too long…about half an hour or so to go from the start of the game to the God King and loop on that over and over again," Mustard says. "We thought, 'Why don't we take that same framework but apply it to a much larger gameplay experience?' We're still playing with that bloodline mechanic. The fights are still paced the same way even with the new mechanics on top of it, but now, we've laid that into a much bigger metagameplay and metaworld, and it gives a lot more depth and length to the overall game."

When pressed further about the extent of the changes Mustard is referring to, he would only say that instead of just one God King, you now have multiple God King-like characters that you can tackle in any order that you wish, which makes the sequel a little less linear. "Hopefully, that will strike the right balance where it will still be very satisfying in short sessions, but we'll start to get closer to some of the great stuff about the [console experience] where we can put in a little bit more story as you defeat one of these challenging enemies and then move onto a new branch. So there's more new, regular content being delivered to you."

The development team at Chair also plans to keep supplying users with content after Infinity Blade II's December 1 release (though, Mustard was quick to point out, it might not be as often as with the original game). But, what will likely keep people playing after they've defeated the solo challenges is IBII's ingenious take on multiplayer--also known as Clash Mobs, which will be available shortly after launch. "We're working on it now," Mustard explains. "The idea is to have people partner with each other from all around the world--hundreds of thousands and hopefully millions of gamers--to participate in these massively social challenges. For example, we'll have a Clash Mob where there's this huge beast. Let's say it has 10 million hit points and it's going to run away in 24 hours. So in 24 hours, you'll have once chance, one 30-second turn to do as much damage as you can to this one enemy."

"Let's say you're really good and you're able to do 20,000 points of damage to him before he eats you or stomps on your head," he added. "That damage is saved persistently to the cloud, and other gamers from around the world get their turn to take a shot at this guy. And if collectively--within 24 hours--everyone from around the world can defeat this guy, everyone will unlock some supercool rare sword, item, or gem."

Needless to say, the Clash Mobs have us intrigued and serve as yet another example that Chair, perhaps more than any other developer, understands the nature of mobile development--its strengths, its weaknesses, and how it can change gaming for the better. But on a more basic level, it reveals the team's dedication to making a game that's simply just fun. "A lot of the success of Infinity Blade is due to those guidelines and observations we made about the [iOS] marketplace at the time, and I don't think those tenets have changed," Mustard says. "The marketplace is still largely the same, and the core thing that we keep going back to is that you'll have a meaningful, fun, and progressive gameplay experience every two minutes, meaning that everything that you're doing is accomplishing something and moving your character forward." We'll have much more on Infinity Blade II before its December 1 release on iOS devices.

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viedogame: Xbox 360 | Batman: Arkham City - Nightwing Bundle Pack Review

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Xbox 360 | Batman: Arkham City - Nightwing Bundle Pack Review
Nov 5th 2011, 00:59

Sometimes, heroes of the night get tired of spending hours searching the streets for bad guys to clobber and armed thugs to sneak up on. At times like these, it's nice to have the option to walk into a room and instantly be confronted by a dozen mean-looking dudes who want to destroy you. The Riddler's Revenge challenges in Batman: Arkham City give you the opportunity to jump right into a stealthy standoff or an all-out brawl, and the conditions for earning medals in the predator challenges encourage you to employ specific techniques to take down the bad guys. The new Nightwing Bundle Pack lets you face these challenges as Dick Grayson, and he has an enjoyable assortment of unique gadgets that make tackling stealthy situations as this former Boy Wonder distinctly different from doing so as Batman or Catwoman.

Escrima sticks and wrist darts help Nightwing take down enemies while staying out of sight.

The Riddler's Revenge challenges are broken down into combat and predator situations. In the combat challenges, Nightwing plays quite similarly to Batman. He has his own set of animations that show him making smooth use of his two stun sticks, twirling them gracefully and hitting enemies with them in ways that might make you wince with pain. But aside from the useful ability to stun surrounding enemies with shock waves and bolts of electricity from his weapons of choice, he doesn't bring much to combat scenarios that sets him apart from the other playable characters. It's in the stealthy predator challenges that his unique abilities get a chance to shine.

Like Batman, Nightwing has the batclaw, which can yank guns from enemy hands or pull enemies over railings, incapacitating them. He also has the line launcher, the disruptor, and the batarang-like wing-dings. But his remaining tools are quite different from those available to Batman. As Nightwing, you can target enemies who are around corners with your escrima sticks, which automatically ricochet off of surfaces and hit their marks, knocking the poor saps to the ground temporarily. If enemies are standing close together, you can also use these sticks to target several and knock all of them down with one throw. You also have three wrist darts that can either stun an enemy or, if you land a headshot, knock him out completely. Nightwing's wrist doesn't stay perfectly still, which makes nailing the timing and landing a headshot on a distant thug a thrill. And he has an electrical blast that radiates out in all directions when you jump down, instantly stunning any enemies who get caught in its radius. This ability lets you safely take a more confrontational approach, rather than waiting for groups of enemies to split up.

Each predator map has three medal challenges, and these differ depending on the character you select, so you're encouraged to approach these differently as Nightwing than you might as Batman or Catwoman. For instance, the Triple Ricochet medal challenge requires you to knock down three henchmen at once with an escrima stick, and the Head Shot challenge is won by taking down an enemy with a well-aimed wrist dart. So there's an incentive to revisit the 12 predator maps included with the main game as Nightwing, and to visit the new predator map included with the Nightwing Bundle Pack as Batman and Catwoman.

The layout of the new map, called Wayne Manor Main Hall, is standard, with plenty of vantage points and vents to crawl through; the most interesting thing about it is that it offers a glimpse of Batman's elegant home. The pack also includes one new combat challenge environment, the Wayne Manor Armory, and gives you a choice between two skins for Nightwing. The default skin makes the character look like a smug, cocky jerk, but the other is a delightful duplicate of his design from Batman: The Animated Series. It's humorous to see a cartoon version of the character occupying a world in which everyone else has a more realistic look.

If you own Batman: Arkham City but prefer confronting thugs within the context of the game's story to doing so in the Riddler's Revenge challenges, the Nightwing Bundle Pack (which costs $7.00) probably won't make these isolated challenges more enticing. However, if you do enjoy these scenarios, Dick Grayson's unique abilities and the different medal challenges that go along with them make suiting up as Nightwing a fresh and enjoyable new way to take out bad guys and stake a claim to the leaderboards.

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viedogame: Xbox 360 | Dungeon Defenders Review

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Xbox 360 | Dungeon Defenders Review
Nov 5th 2011, 00:40

Orcs are crazy. All they ever want to do is smash things and terrorize villagers. Thankfully, brave heroes will always be there to help with a carefully calculated combination of turrets and traps. If you played such games as Orcs Must Die! or Trenched, then you're already familiar with the mechanics for Dungeon Defenders. The goal is to protect one or more structures, called cores, from increasingly difficult waves of goblins, orcs, and other high-fantasy fiends. You do this using your character's unique buildings and abilities, all of which you can upgrade and customize. However, for all of its difficulty modes, gameplay types, and hundreds of items, the simple act of playing Dungeon Defenders falls disappointingly short; and a few fundamental shortcomings drag this otherwise robust game into the realm of tedium.

Some maps in Dungeon Defenders task you with defending more than one core.

You start by choosing your character. On tap are four iconic character archetypes: wizard, squire, huntress, and monk. Each has his or her own unique fighting style and structures to use in combat. The wizard is the game's most straightforward character; he fights at range using magical projectiles with the ability to raise walls and offensive turrets. On the other end of the spectrum is the monk. Possibly the most complex character, the monk is adept at both range and melee fighting and can deploy status-effecting auras on the battlefield.

Once you put the finishing touches on Steve the Squire, or your character of choice, it's time to hit the battlefield. With twisting alleyways and stairwells, the stages may look confusing, but they all follow the same rules. Enemies pour in from giant gates that line the outside of the map and then split up its numerous routes. While they take different directions, their goal is singular: the destruction of your core(s). Your goal, on other hand, is to identify the map's choke points and clog them up with as much stuff as possible. Of course, you may have to jump into the fight yourself when a pesky flying enemy or a massive ogre hits the field.

Once the dust settles and you wipe the pink and purple goblin blood off of your sleeves, it's time to collect your reward. All across the battlefield, swords, staves, and suits of armor will be left behind by your vanquished foes. Handy pop-up windows quickly relay information about an item's specifics. Some items will improve your character's base statistics, while others will change the properties of their attacks. There's even a big thumbs-up (or thumbs-down) icon to tell you if it's better than what you're wearing. And with a healthy injection of funds--collected from chests and fallen foes--your items can be increased in level to further enhance their bonuses.

Your characters also advance by defeating enemies. After leveling up, you are awarded points to improve either your character's stats or structures. Do you increase the health of your wizard's turrets or the damage output of his attacks? However you decide, when it comes time to actually play the game, it stumbles. At the heart of this issue is character locomotion. The little guy or girl is slow, sluggish, and has a floaty jump that makes navigating the environment a chore. And these issues are further compounded in the early hours of the game when the arenas are smallest and your character's speed rating is at its lowest.

Environmental clutter can be a problem as well, depending on the character you've chosen. If you're the wizard or the squire--and chances are you will be because they are marked as beginner classes--then all of your structures occupy space on the battlefield. This is opposed to the huntress and monk's structures, which characters can pass through. All of a sudden, the game's narrow hallways and corridors are littered with walls and turrets that your avatar must clumsily hop up and over to get into (and back out of) the fight.

This wouldn't be such a dire issue if the game weren't brutally difficult. When you have multiple blockades under siege at once, you need greater mobility than the game offers. Too often you're asked to swiftly navigate an environment that doesn't clearly communicate which platforms you can leap to or snags you between two pieces of geometry. This may only cost you a few seconds, but every second counts against such taxing opponents. Some of this can be mitigated by having cooperative teammates by your side. In fact, some of the campaign stages and higher difficulty settings all but require more than one person to succeed.

Once you reach your enemies, a lack of feedback from your attacks makes fighting the hordes dull. There are no thrills in watching your monk lazily swing his spear from side to side as his enemies slide around the terrain on impact. This creates a feeling of detachment from the action; you don't feel as if you're controlling a noble hero but, rather, a weak turret that can get up and walk around. Your character also autotargets enemies, which makes picking out high-priority targets from a sea of foes a nightmare.

The sluggish controls, crowded battlefields, and lame action lessen the appeal significantly, but there is a ton of content in Dungeon Defenders, especially if you have some friends to play with. The difficulty may be steep, but if you're willing to grind there's always another challenge waiting to knock you on your rear.

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viedogame: PSP | Naruto Shippuden: Ultimate Ninja Impact Review

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PSP | Naruto Shippuden: Ultimate Ninja Impact Review
Nov 5th 2011, 01:32

There's a lot of potential to make good games using the Naruto license. The comics and anime series are filled with elements that can transition well to games: a huge cast of ninja characters with varied motives and personalities, an interesting fantasy setting, and, of course, lots of supernaturally powered ninjutsu battles. Sadly, Ultimate Ninja Impact fails to capitalize on all the great things the Naruto universe has to offer.

Ultimate Ninja Impact adapts the storyline of the most current Naruto anime series, Naruto Shippuden. In the Ultimate Road campaign, Naruto has returned to Hidden Leaf Village after three years of intense training to be reunited with many of his friends and comrades. However, his dear companion Sasuke, who has defected to serve the insidious Orochimaru, is not among them. Naruto learns of some pressing events happening in the village and elsewhere, and he immediately sets off with his teammates to try to set things right, only to get tied up in a much bigger plot that involves several different factions. The way the game adapts the story is admirable, though if you're already familiar with the way events play out (having read the comic or watched the show), there isn't much in the way of surprises.

The main game is divided into several chapters, each of which contains a map screen that allows Naruto and company to advance to various events and stages. By completing certain stages or objectives (some mandatory, some optional), new playable characters, missions, and special ability cards can be unlocked. Successfully completing levels and performing skillfully in battle also earns you ninja points, which allows you to purchase character-enhancing card pieces and upgrades, along with extras like music or wallpaper. Each chapter has a separate completion gauge that lets you know how much further you have to go before you've found and collected everything available. There's a lot of emphasis on collecting bonus goodies in Ultimate Ninja Impact, and this element of the game is well executed. Visuals and sound are also quite nice: The character models are faithful to the original designs and are surprisingly detailed. A heavy amount of voice-over also accompanies the story in both English and Japanese audio tracks.

The actual combat, however, is considerably less exciting. Ultimate Ninja Impact borrows liberally from the design of Tecmo Koei's Warriors games, for all of the good and bad that may entail. Controls are easy to grasp: You can jump, air-dash, or guard, as well as perform basic attack combos and throw weak projectiles with simple button presses. The chakra attacks are slightly more complex; they require you to first charge up your chakra meter sufficiently by holding down the triangle button and then either execute them at the end of a basic combo string or hit a set button sequence. Some of these skills require specific timing, which the game doesn't always teach well, but for the most part, screen-clearing, mega-damaging attacks are merely a few button presses away. Filling both your chakra and awakening gauges while fighting allows your character to enter a special, temporary powered-up mode. While chakra and awakening attacks have varying properties for each playable character, the basic means of execution is the same for each fighter, which allows players to quickly adjust when the game requires you to use a different cast member. However, it also means that the number of different actions each character can perform is strictly limited. Characters can gain levels and equip stat-boosting character cards to enhance their abilities, but their combat capabilities rarely expand beyond a basic skill set.

Limited fighting capabilities would be perfectly fine if the action itself was intense and engaging. Unfortunately, this is the area in which Ultimate Ninja Impact falls flat on its face. Much like the Warriors games that seem to have inspired it, Ultimate Ninja Impact puts you in small maps to fight big packs of enemies. While mowing down a crowd of ninjas is fun at first, it quickly becomes less satisfying when you realize just how utterly stupid and ineffective most of the enemies are and how easy they are to wipe out with a basic combo. Each mission contains several objectives, most of which are simply variations of "go to this place" or "beat these enemies." You quickly find yourself repeating similar objectives for each new mission you reach, putting up with annoying background pop-in as you carelessly wipe out another platoon of generic ninjas. Every now and then, you might encounter a slightly tougher enemy, an enemy with a gimmick, or a boss. These enemies are unique in that they actually pose something of a threat and will aggressively attack you. However, they still fall quickly to basic evasion and rapid-fire damaging chakra combos. Ultimate Ninja Impact on anything but the hardest difficulty is a very easy game, and unfortunately, said hardest difficulty doesn't unlock until well into the campaign. As a result, the combat quickly turns into a boring slog that you only put up with to try to collect NPs and nifty new cards.

The game features a few additional modes as well. Tag Battle lets you team up with either a computer-controlled companion or a friend (with his or her own PSP and copy of the game) to take on specially scripted missions for NP rewards, while Extra Missions offers more challenging single-player objectives to try to complete for additional rewards. (Given the game's typically lax difficulty, these missions are only slightly more taxing than your standard story fights.) You can use your full army of unlocked characters in these fights, which makes them the main place to play and level up favorite cast members that don't get much attention in the central plot.

But when the fighting itself is lacking in excitement, it really doesn't matter how many extra modes you throw in--inherent mediocrity is rarely remedied by putting it in different dressings. Ultimate Ninja Impact doesn't try to do anything beyond offering a bog-standard action game where you fight a lot of enemies at once. As a result, it winds up being a game that is mildly entertaining for short periods of time but quite tedious in extended play sessions. In the end, Ultimate Ninja Impact simply doesn't live up to the intensity of its title.

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viedogame: Sony getting stricter on PS3 and PSP game sharing

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Sony getting stricter on PS3 and PSP game sharing
Nov 4th 2011, 21:45

A month before the PlayStation 3's November 17, 2006, launch, Sony put a limitation on digitally distributed games for the system, allowing customers to purchase titles once, but download them to as many as five different systems. Given that most downloadable PS3 games were playable regardless of whether the purchasing profile was logged in, the system was open to groups of gamers sharing one purchase of a game instead of each buying their own.

Later this month--five years and a day after the PS3 launch--Sony will change that policy. In a post on the official PlayStation blog today, Sony Network Entertainment vice president Eric Lempel announced new limitations to such game sharing. After November 18, PS3 owners will be able to download and play their PSN games on a maximum of only two activated systems. Downloaded PSP games will also have the same restrictions for PSP owners.

However, the policy will not be applied retroactively, Lempel said. As a result, all content purchased before November 18 will only be subject to the previous five-system limit. Additionally, Sony plans to establish a website where customers can manage their PSN accounts and deactivate specific devices attached to their account. Currently, systems need to be deactivated through the device itself, or by calling Sony's consumer services department.

The aforementioned restrictions apply only to game content. Video content purchased through PSN can currently be moved to a single PS3 and up to three PSPs, and those limits will remain in place after November 18.

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viedogame: Warner Bros. lays off around 60 - Report

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Warner Bros. lays off around 60 - Report
Nov 4th 2011, 23:49

Earlier this week, Warner Bros. Interactive Entertainment released The Lord of the Rings: War in the North at retailers nationwide. Now comes word that the publisher's releases this week may have included employees as well as games.

3D Realms' president George Broussard reported a round of layoffs at the publisher's Pacific Northwest operations on Twitter, saying, "'Tis the season. Warner Brothers Games lays off 60ish across multiple Seattle studios. Good luck, guys."

Warner Bros.' Seattle-area shops include Monolith Productions and Snowblind Studios. Snowblind developed The Lord of the Rings: War in the North, with previous titles including Justice League Heroes and Champions of Norrath. Monolith is currently working on Gotham City Imposters, and counts the first two F.E.A.R. games, the Condemned series, and The Operative: No One Lives Forever among its past efforts.

Broussard has proven sadly accurate when tweeting about the latest layoffs in the game industry. The 3D Realms veteran has been among the first to detail developer downsizings at Sony Online Entertainment, LucasArts, IO Interactive, EA Canada, and Black Box, among others.

[UPDATE]: A WBIE representative confirmed layoffs for GameSpot, saying, "As part of the continual review of our business operations and fluctuating market conditions, we have had to make reductions in our WB Games Seattle workforce."

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viedogame: Harmonix poised to post company-best profits

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Harmonix poised to post company-best profits
Nov 4th 2011, 22:18

Rock Band may need a "creative reinterpretation," but the studio behind that franchise is clearly doing something right. Some 12 months after being dumped by media megacorp Viacom, Harmonix is on track to post its most profitable year to date.

Speaking to Bloomberg, Harmonix COO Florian Hunziker said that the studio expects 2011 revenues to come in around $100 million. And though he didn't offer specific net income figures, Hunziker did tell Bloomberg that 2011 will also be the most profitable for the company in its history.

The turnaround for Harmonix is a dramatic one. The studio, which created the Guitar Hero, Rock Band, and Dance Central franchises, led the rhythm-game craze that peaked in 2008 with industry-wide revenues of about $2 billion. However, that craze proved short-lived, as revenues had dropped to $900 million by 2009, according to Bloomberg, and still further in 2010 and 2011.

Harmonix has reversed its fortunes thanks to the rise of dance-based rhythm games such as Dance Central. That title, which has now sold more than 2.5 million copies, is the second-best-selling game for Microsoft's motion-based Xbox 360 add-on Kinect, behind Kinect Sports.

Hunziker also told Bloomberg that Dance Central's paid downloads have been a boon for the company, thanks to a broader pool of music genres that can be adapted for the game. Including Rock Band, Harmonix has sold some 100 million songs as paid DLC since 2006.

Paid DLC has also become more lucrative, now that Harmonix is in less competition with the Activision-owned Guitar Hero franchise. Earlier this year, Activision closed its Guitar Hero division and put the franchise on hiatus.

Hunziker also said that Harmonix does not expect to continue relying on just Dance Central to bolster the company. Bloomberg reports that Harmonix is currently developing new music games that deviate from the Rock Band and Dance Central formulas. Hunziker noted that should these new properties take off, the company expects profits to double again over the next few years.

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viedogame: Lego Universe shutting down in January

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Lego Universe shutting down in January
Nov 4th 2011, 23:46

Last year, Gazillion sold its just-launched massively multiplayer online game Lego Universe to The Lego Group, predicting a "bright future" for the title at the time. That future was instead brief, as The Lego Group is pulling the plug on the game.

The Danish building-block company announced today that it will be shuttering the MMOG on January 31, 2012. Lego Universe vice president Jesper Vilstrup addressed the decision to close the game, saying that although it has a healthy user base of 2 million players, the company simply has not been able to set up a satisfactory revenue model for its target user group. Specifically, getting gamers to make the leap from the title's free-play zone and into content reserved for paying subscribers proved difficult.

Colorado-based Play Well Studios, along with Lego Universe's marketing division located in Denmark, will be casualties of this closure. A total of 115 positions will be affected.

The Lego Group said it looks forward to future projects in the digital space. Collaborations with Warner Bros. Interactive Entertainment for future Lego-related titles remain unaffected. WBIE subsidiary TT Games' Lego Harry Potter: Years 5 - 7 launches next week, and the studio is currently working on Lego City Stories for the Nintendo 3DS and Wii U.

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viedogame: PAX East 2012 registration now open

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PAX East 2012 registration now open
Nov 4th 2011, 22:04

Boston-based Penny Arcade Expo badges now on sale; organizers apologize for scheduling show on Easter weekend.

PAX Prime closed out just over two months ago, but the next Penny Arcade-run convention is just around the corner. Organizers sent word via the official Penny Arcade Expo site that registration for PAX East 2012 is now open.

PAX East 2012 will run April 6-8 at the Boston Convention and Exhibition Center. As in previous years, passes are available in single-day and three-day varieties. A single-day pass for Friday, Saturday, or Sunday runs $35, with the full convention pass priced at $65.

The post also addressed counterfeit passes following issues during PAX Prime. Potential attendees are warned that any badges bought outside of the official site may not be real, and anyone carrying a nonofficial badge will not be admitted.

Event organizers also apologized for the scheduling of PAX East 2012 over Easter weekend, saying that it was not their first choice, and they are working to make sure it doesn't happen again in the future.

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viedogame: Konami social game sales nearly equal to traditional games

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Konami social game sales nearly equal to traditional games
Nov 4th 2011, 18:15

The publisher of Castlevania, Metal Gear Solid, and Pro Evolution Soccer is now making as much money from its social games as it is from its more traditional titles. Konami today reported results for the first half of the fiscal year, revealing that declines in its traditional consumer games business are being more than offset by explosive growth from its social and mobile efforts.

For the six months ended September 30, Konami's consumer games business was down 26 percent to ¥17 billion ($218 million), while social and mobile revenues jumped more than 230 percent to ¥16.9 billion ($216 million). Companywide, Konami revenues were up more than 6 percent to ¥123.1 billion ($1.6 billion), while net profits jumped 174 percent to ¥11.5 billion ($147 million).

Konami reported unit sales of its games were down sharply for the first half of the fiscal year. During the April-September period, the publisher sold 7.36 million games, down 34 percent from 10.05 million for the same period the year before. The company's two biggest franchises were both down, as it sold 2.93 million soccer games and just 340,000 Metal Gear games in the half-year, down from the previous year's first-half totals of 3.44 million and 1.47 million copies sold, respectively.

As for its social gaming growth, Konami said its social games have cumulatively registered more than 11 million users. In December of 2010, that total was less than 3 million. Some of its biggest titles in that space include Dragon Collection, Sengoku Collection, and Professional Baseball Dream Nine.

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viedogame: Sony to host PlayStation Vita tour in Japan

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Sony to host PlayStation Vita tour in Japan
Nov 4th 2011, 12:38

With the Japanese PlayStation Vita launch date slowly creeping up in the next month, Sony has decided to host a tour across Japan to show off the device and give the public a hands-on preview. The publisher has dubbed the event the PlayStation Vita Play Caravan: National Demo Tour, and it will start on November 19.

According to the tour's official website, it will be held in five cities in Japan: Sapporo (Nov.19-20), Nagoya (Nov.26-27), Osaka (Dec. 3-4), Tokyo (Dec. 10-18), and Fukuoka (Dec. 19-20). In Tokyo, Sony will have kiosks set up at Roppongi Hills, the outside area of the Parco department store in Shibuya, the Takeshimaya plaza in Shinjuku, Yokohama station,, and the Sony Building in Ginza.

Titles available for play-testing in the event are Ultimate Marvel vs. Capcom 3, Dynasty Warriors Next, New Little King Story, Army Corps of Hell, Virtua Tennis 4, Shinobido 2, Uncharted: Golden Abyss, Gravity Daze, Hot Shots Golf 6, Shin Kamaitachi no Yoru, and Ridge Racer.

Gamers who wish to check out the Roppongi Hills kiosk will be pleased to know that there will be additional games in the area. They are Sumioni, Ragnarok Odyssey, Blazblue: Continuum Shift Extend, F1 2011, Asphalt Injection, Mahjong Fight Club, Lord of Apocalypse, Super Monkey Ball, Sawari Ma Kuru, Starstrike Delta, Reality Fighter, LittleBigPlanet, WipEout 2048, Monster Raider, Dream Club Zero Portable, Disgaea 3 Return, Katamari Damacy Novita, Tales of Innocence R, Dark Quest Alliance, and Michael Jackson: The Experience HD.

The PlayStation Vita will be out in Japan on December 17, and it will be out in Hong Kong and Taiwan on December 23. The device will be available in North America and Europe on February 22, 2012. For more information, check out GameSpot's coverage of the device.

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viedogame: Assassin's Creed film deal gives Ubisoft 'unheard of' control - Report

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Assassin's Creed film deal gives Ubisoft 'unheard of' control - Report
Nov 4th 2011, 18:52

When Ubisoft announced an Assassin's Creed movie, the publisher touted its creative control in the project. While that may have given fans of the series hope for a positive outcome, at least one Hollywood insider is predicting that the publisher's level of control will keep the film from ever being made.

New York Magazine entertainment blog Vulture reports that the terms of Ubisoft and Sony's Assassin's Creed film deal could spell doom for the adaptation. An unnamed Hollywood agent told Vulture, "The whole Ubisoft/Sony deal is a waste of ink, paper and time. The level of control Sony gave up means, effectively, that Assassin's Creed will never--and I mean never--get made."

The deal in question is reported to grant the publisher "unheard of" control over many aspects of the adaptation, including final say on budget, principal cast, script, and release date--control said to be impossible for even Steven Spielberg to land. With Ubisoft's terms seen as demanding for even a property with a large built-in audience, Warner Bros., Universal, and Dreamworks reportedly ended up passing on the project.

On the surface, having a property's creator retain control over every aspect of a film adaptation may seem like a good thing. However, an unidentified studio head reportedly feels different, telling the magazine, "The only way to make sure it's a bad movie is to undervalue what movie studios do."

Ubisoft previously partnered with Disney for last year's Prince of Persia film, with a story adapted for the screen by series creator Jordan Mechner. Prince of Persia: The Sands of Time was seen as unsuccessful, which Ubisoft reportedly felt was due to its lack of control over the project.

The Halo film met its demise under similar circumstances, according to Vulture. Microsoft required a large chunk of the theatrical gross for the film, and when Peter Jackson and others were brought on board insisting on their own share of the proceeds, Fox and Universal balked. An industry insider said that the Assassin's Creed deal isn't identical to the failed Microsoft mega-franchise adaptation, since Ubisoft is footing the bill for a large part of the film's development.

For more on Ubisoft's open-world stealth action game, check out GameSpot's previous coverage of Assassin's Creed: Revelations.

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viedogame: Call of Duty: Modern Warfare 3 copies hit streets early

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Call of Duty: Modern Warfare 3 copies hit streets early
Nov 4th 2011, 15:49

Call of Duty: Modern Warfare 3 isn't supposed to go on sale until November 8, but it appears some copies of Activision's first-person shooter have already hit the streets. Multiple online auctions for sealed copies of Modern Warfare 3 have already surfaced, with sellers providing photographic evidence to back up claims that the game is in hand.

While the auctions may give gamers the opportunity to answer the latest Call of Duty a little early, that decision may have repercussions. Late last night, Microsoft's Xbox Live director of policy and enforcement Stephen Toulouse posted on his Twitter account that Modern Warfare 3 prerelease play has not been authorized by Activision and cautioned, "Playing early may impact your account!"

That warning was an about-face for the Microsoft representative. Earlier in the day, he responded to players' concerns, saying "If your copy is legit and obtained legitly, have fun. It's a great game."

This is not the first time Activision has had release plans for the popular shooter series undermined. When Call of Duty: Modern Warfare 2 debuted two years ago, retailers were as eager to sell the game as gamers were to play it. The end result was specialty chain GameStop jumping the gun on the shooter's formal release date in select markets, an act of which the publisher expressly disapproved.

For more on Call of Duty: Modern Warfare 3, check out GameSpot's previous coverage.

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viedogame: Square Enix profit spikes on Deus Ex sales

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Square Enix profit spikes on Deus Ex sales
Nov 4th 2011, 17:49

Deus Ex: Human Revolution shipped two million units in the two weeks following its release in August, and that's just about where it remained throughout September. As part of its six-month earnings report today, Square Enix provided a brief update on its best-selling title for the April-September window, saying the Eidos Montreal-developed title shipped 2.18 million units during the period.

Though Square Enix seemed pleased with Deus Ex's performance, the company's overall earnings for the first half of its fiscal year were mixed. Revenues continued their slide, with net sales for the April-September period falling 15 percent year-over-year to ¥57.516 billion ($735 million).

Profits, on the other hand, rebounded significantly. Reversing the massive income falloff from the first quarter, Square Enix said six-month profit was up 115 percent to ¥3.704 billion ($47 million). The company attributed these results to Deus Ex, as well as an increased return on Web, smartphone, and social-networking games and services.

Deus Ex wasn't the only title to have a respectable first half. Square Enix also said that the Obsidian Entertainment-developed Dungeon Siege III shipped 820,000 units through September, having launched on major platforms at the end of June. The Japan-only Dragon Quest 25th Anniversary package also shipped 350,000 units during the period.

In a statement, Square Enix CEO Yoichi Wada said that the company is approaching this current fiscal period as a "rebuilding" year geared toward a proper recovery in the year ending March 31, 2013. One way Square Enix intends to do that is through a wide-scale creation of new properties. In its earnings report, the publisher indicated that it was "creating 10 major IPs."

Square Enix also prioritized digitizing its expansive back catalog, such as has been seen with the PlayStation Network's just-announced Winter of RPGs campaign.

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viedogame: PlayStation 3 | UFC Undisputed 3 - Our First Look at Pride

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PlayStation 3 | UFC Undisputed 3 - Our First Look at Pride
Nov 4th 2011, 13:00

Last weekend in Las Vegas, THQ held a UFC Undisputed 3 reveal party to formally showcase the game and some of its new features. We flew down to Las Vegas to take part in some of the festivities and had the opportunity to spend time with the game, as well as chat with people involved with the game. On top of that, we got to spend time with the athletes themselves and managed to get tips on how we could become better fighters. Of course, we probably don't have what it takes to make it big, but it was still pretty cool to learn something new.

Our first night in Vegas and we talked to some of the fighters about their impressions of the game.

Because most of the points brought up that Friday were not new to us--we covered most of them in our hands-on preview of the game back in August, the real focus was the first hands-on with classic fighters who once graced Pride FC. For the unfamiliar, Pride was the biggest MMA organization at one time in the world. It was based in Tokyo and was where most notable fighters of the sport fought. Its popularity was based on its tournament structure where fighters had to fight multiple matches in short succession in a bracket format.

If you followed the sport at any time between 1997 and 2007, chances are that the fighters you heard about were fighting and making a name for themselves in Pride. Fighters like Mirko "Cro Cop," Dan Henderson, "Shogun" Rua, Antonio Rodrigo Nogueira, and "Rampage" Jackson all made their mark in Pride and would later have continued success in the UFC.

Talking with THQ's Danny Bilson about his thoughts on the franchise.

In UFC Undisputed 3, players will have the opportunity to fight with a large collection of Pride fighters in Pride mode. The rules of Pride are slightly different from standard UFC rules. The size of the ring is different as Pride didn't use the octagon-shaped ring that the UFC uses. Match lengths also varied with the first round and lasted 10 minutes, with each sub sequential round running five minutes in length. There were only four weight classes as well (heavyweight, middleweight, welterweight, and lightweight). Other differences included the inability to use elbow strikes, and the judging point system was different in that matches were viewed on the whole rather than a per-round structure.

A little history lesson in this UFC 3 Trailer.

Pride mode in our demo of Undisputed 3 included exhibition matches that allowed us to play with a large number of Pride fighters. Not every notable Pride fighter was available (Fedor Emelianenko was omitted for obvious reasons), but we were able play as any of the fighters mentioned above, as well as a slew of others. In an interesting spin on the mode, fighters were modeled to look as they did nearly a decade ago. For example, "Rampage" Jackson was known for wearing American-flag shorts in his fights and his Pride fighter here donned the same pair of shorts.

Although not shown at the event, Pride implementation goes beyond Exhibition matches. You will be able to take part in a “Best of Pride” mode which allows you to re-play some of the best fights that ever took place, including featuring actual footage from those particular matches. On top of that, the Career mode will also let you compete in Pride. While playing as an up-and-coming MMA fighter, opportunities to fight in Pride will appear and, if you’re good enough, have the chance to become a Pride Champion.

We take a tour of the TUF Gym and get some tips from the professionals.

There are still a few months before the game hits stores, so we should expect to see more of it in action and spend some time with the additional Pride content. UFC Undisputed 3 hits stores in February on the Xbox 360 and PlayStation 3.

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