Saturday 12 November 2011

viedogame: PlayStation 3 | Sonic Generations Review

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PlayStation 3 | Sonic Generations Review
Nov 12th 2011, 02:30

Sonic and his furry posse haven't had the best run in recent years, but the ailing hedgehog finally returns in good form for his latest outing. Sifting out most of the cruddy elements from recent games that soured longtime fans and pushed some folks away for good, the development team hits a real sweet spot with Sonic Generations. Blending the tried-and-true classic 2D Sonic gameplay of the '90s with a refined, tighter version of Sonic's recent 3D jaunts yields a nostalgia-laden experience that favors blazing speed over schlocky gimmicks. When you add high replay value and a heap of extra goodies to that winning formula, you get one of the better Sonic games in recent memory.

No matter which Sonic you prefer, Generations has something for everyone.

Generations stars not one but two different versions of Sonic that coexist simultaneously in the same realm as a result of the game's time-bending plot setup. An upbeat picnic party gets ruined when a dark, powerful menace sucks up all of Sonic's pals and scatters them through time and space. Left stuck in a void, modern Sonic meets up with his retro self from the 16-bit era, and the two team up to recover their buddies and set things right. The story is laced with pleasantly light humor and serves as the vehicle for bringing the old and new eras together. Saving your friends trapped in time on the hub world requires you to warp back to memorably reimagined stages culled from past Sonic games. You have to tackle every level twice--once with the old-school Sonic and once with the modern Sonic--and that might sound like a cheap way of extending the adventure, but each hero's run offers a very different experience.

Playing as the original Sonic has you zipping through the undulating side-scrolling stages to collect gold rings, stomp foes, and navigate tricky platforming sections in 2D in a similar manner to the old-school games. Armed with just the spin dash and a need for speed, old Sonic brings back a great classic vibe. Returning for Act Two as the newer Sonic delivers a behind-the-shoulder, forward-moving 3D perspective that sometimes shifts to 2D for intermittent stretches. They're faster-paced runs that cover familiar terrain without being copy-and-paste repeats of the same stage designs. Modern Sonic has alternate moves like midair homing attacks and a speed boost instead of the typical spin dash. Both hedgehogs have somewhat unique moves, and each handles a little differently. The controls can feel a tad clunky when shifting between the old and new characters, and it's easy to lose track of what set of abilities you're working with during the common 2D stretches in each act. That's something that you get used to with time, though. There might be moments when you jolt to a dead stop or struggle through some of the platforming sections, but the challenge isn't so steep that you can't overcome the game's tougher areas with a little practice.

While the punchy, speed-driven gameplay keeps Generations upbeat and flowing, it's the impressive level designs that really seal the deal. Outside of the hub world, all of the main areas you explore are updated re-creations of stages pulled from a handful of past Sonic games. Multiple paths are the order of the day here, and obstacles like moving platforms, springboards, spikes, water areas, foes, lasers, and tons of other varied challenges are sprinkled generously throughout each branching route. Levels are also a real visual treat. Regardless of whether you're playing as old or new Sonic, the bustling background scenery shifts and pulses with life beyond the chaos erupting in the foreground. There's a ton of detail crammed into every area, and though much of it speeds by at a breakneck pace, it's gorgeous when you spare a second to notice. More deliberate transitional sections where Sonic gets chased by a rampaging truck armed with whirling buzz saws, hops across the noses of leaping killer whales, or rides a missile skyward really add some stellar flourishes too. Though few in number, the epic boss encounters showcase a similar pizzazz.

The collection and speed-run-focused vibe in Generations naturally encourages replay, but there are also a lot of minigames and content to unlock. Some are integral to progressing deeper into the game as well. After completing the main acts in each section of the hub world, you have to collect three keys to unlock the door to the next boss encounter. Gaining access to the key requires completing a series of minigames, such as racing duels, rival battles, and score challenges. Some are more enjoyable than others, but you can pick and choose which ones you want to play to unlock the key. With the main stages, the optional minigames, and the desire to go back to get a perfect score, there's enough content to chew on for a long time if you feel so inclined.

Mixing the best elements from old and new Sonic games together into a seamless experience works out amazingly well. It's clear the Sonic team went above and beyond this time around to spit shine this game into a thing of beauty. It may have missed a few warts here and there, but Sonic Generations doesn't skimp on the speed or the fun.

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viedogame: Xbox 360 | Saints Row: The Third Review

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Xbox 360 | Saints Row: The Third Review
Nov 12th 2011, 05:11

Some games create atmospheric worlds that attempt to draw you in with moving stories about characters seeking a second chance, or cast you as troubled superheroes who push themselves to the limit to fight evil. Saints Row: The Third is not like those games. Rather, it's the kind of game that gives you weapons called apocafists with which you can punch people, instantly making them explode in a bloody mess. The Third won't impress you with knockout visuals, move you with an absorbing story, or engage you with challenging combat. What it does, better than just about any game before, is embrace the idea of an open world as a place for play, constantly giving you access to awesome new toys and providing you with no shortage of exciting opportunities to use them.

Are you a bad enough cat to protect Saints HQ?

No knowledge of earlier Saints Row games is needed to jump into the insanity of The Third. Following an incredible opening sequence that involves the kind of bank heist that only the Saints can pull off, the gang is transplanted from their hometown of Stilwater to the city of Steelport. As their leader, it's up to you to lead them from upstart newcomers to rulers of the town, which means frequently coming into conflict with the local gangs, the masked Luchadores, stylish Morningstars, and Tron-inspired Deckers. Along the way, you meet some great new characters, like Oleg, a strongman so huge, he can only ride in the bed of pickup trucks and who defies expectations by being learned and philosophical. And at key moments, the action is energized by fitting uses of music; the pounding rhythms of Kanye West's "Power" make a great early set piece even more exciting, for instance, and a fun sing-along between your character and another creates feelings of warmth and camaraderie among the Saints. Occasionally, the game's "anything goes" tone goes a little too far--a mission that uses human trafficking of sex workers as a plot point to support its cartoonish mayhem is one example--but the story typically succeeds at being absurd, goofy fun.

If you choose, you can make it all the more absurd by creating a character who speaks in zombie grunts or wears an animal mascot suit (when he opts to wear anything at all). The number of character customization options is impressive, and there are no restrictions on what elements you combine. If you wish to create a blonde bombshell with a beard or a mean-looking man who sounds like a woman from Eastern Europe, you can. Seeing a man in a sexy cowgirl outfit or a woman wearing a giant Johnny Gat head in cutscenes in which everyone treats him or her as a respected gang boss is hilarious. And if you get bored with your character's current appearance, voice, or outfit, plastic surgery and clothing from the varied boutiques of Steelport cost a pittance, so you can reinvent yourself as often as you please.

This kind of freedom characterizes the entire Saints Row: The Third experience. Previous Saints Row games required you to do activities to earn enough respect to proceed to the next story mission. In The Third, you're never held back from advancing through the story, or from doing just about anything else. From the moment you arrive in Steelport, you have access to an assortment of vehicles to steal for chop shops and targets to assassinate for clients, as well as a tremendous list of challenges you can strive to complete or ignore. Many of these reward you for doing things that you might want to do for fun anyway, like streaking, vehicle surfing, driving in oncoming traffic, catching big air in cars, doing wheelies or stoppies on motorcycles, nailing basejumps, killing people in those creepy mascot outfits, and much, much more. You earn respect for just about everything you do, and as you level up, you gain access to a host of upgrades--health increases, combat abilities, the option to recruit more gang members to follow you around, and much more.

Yes, "more" is the driving philosophy of The Third--more awesome weapons, more amazing vehicles, more really fun stuff to do. The available activities include returning favorites like Insurance Fraud and Mayhem, and a number of great new pursuits. Guardian Angel puts you in a helicopter with a rocket launcher or sniper rifle to protect Saints on the ground. In Tank Mayhem, you must create a certain amount of destruction within a time limit, but you get to do it by harnessing the tremendous firepower of a tank. Professor Genki's Super Ethical Reality Climax is a reality-show gauntlet of deadly traps and deadlier enemies, in which everything is fair game, except shooting pictures of pandas, because as we all know, killing pandas is unethical. With so many opportunities to earn respect, you're totally free to do only those activities you enjoy, and ignore the rest.

One thing you definitely shouldn't ignore is the main story. Within just the first few missions, you plummet out of a plane and into an airborne shoot-out, skydive into a penthouse that belongs to a rival gang, use a UAV drone to call in guided missiles on tanks, and more. The missions eventually become a bit predictable for a while, serving as introductions to the other activities and diversions available to you in Steelport. But before long, they get wild again, packing in numerous surprises before culminating in one of two outrageous final missions. (Don't worry; after experiencing one ending, you have the option of replaying the penultimate mission and making the choice that takes you to the alternate ending.)

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viedogame: Xbox 360 | Sonic Generations Review

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Xbox 360 | Sonic Generations Review
Nov 12th 2011, 02:30

Sonic and his furry posse haven't had the best run in recent years, but the ailing hedgehog finally returns in good form for his latest outing. Sifting out most of the cruddy elements from recent games that soured longtime fans and pushed some folks away for good, the development team hits a real sweet spot with Sonic Generations. Blending the tried-and-true classic 2D Sonic gameplay of the '90s with a refined, tighter version of Sonic's recent 3D jaunts yields a nostalgia-laden experience that favors blazing speed over schlocky gimmicks. When you add high replay value and a heap of extra goodies to that winning formula, you get one of the better Sonic games in recent memory.

No matter which Sonic you prefer, Generations has something for everyone.

Generations stars not one but two different versions of Sonic that coexist simultaneously in the same realm as a result of the game's time-bending plot setup. An upbeat picnic party gets ruined when a dark, powerful menace sucks up all of Sonic's pals and scatters them through time and space. Left stuck in a void, modern Sonic meets up with his retro self from the 16-bit era, and the two team up to recover their buddies and set things right. The story is laced with pleasantly light humor and serves as the vehicle for bringing the old and new eras together. Saving your friends trapped in time on the hub world requires you to warp back to memorably reimagined stages culled from past Sonic games. You have to tackle every level twice--once with the old-school Sonic and once with the modern Sonic--and that might sound like a cheap way of extending the adventure, but each hero's run offers a very different experience.

Playing as the original Sonic has you zipping through the undulating side-scrolling stages to collect gold rings, stomp foes, and navigate tricky platforming sections in 2D in a similar manner to the old-school games. Armed with just the spin dash and a need for speed, old Sonic brings back a great classic vibe. Returning for Act Two as the newer Sonic delivers a behind-the-shoulder, forward-moving 3D perspective that sometimes shifts to 2D for intermittent stretches. They're faster-paced runs that cover familiar terrain without being copy-and-paste repeats of the same stage designs. Modern Sonic has alternate moves like midair homing attacks and a speed boost instead of the typical spin dash. Both hedgehogs have somewhat unique moves, and each handles a little differently. The controls can feel a tad clunky when shifting between the old and new characters, and it's easy to lose track of what set of abilities you're working with during the common 2D stretches in each act. That's something that you get used to with time, though. There might be moments when you jolt to a dead stop or struggle through some of the platforming sections, but the challenge isn't so steep that you can't overcome the game's tougher areas with a little practice.

While the punchy, speed-driven gameplay keeps Generations upbeat and flowing, it's the impressive level designs that really seal the deal. Outside of the hub world, all of the main areas you explore are updated re-creations of stages pulled from a handful of past Sonic games. Multiple paths are the order of the day here, and obstacles like moving platforms, springboards, spikes, water areas, foes, lasers, and tons of other varied challenges are sprinkled generously throughout each branching route. Levels are also a real visual treat. Regardless of whether you're playing as old or new Sonic, the bustling background scenery shifts and pulses with life beyond the chaos erupting in the foreground. There's a ton of detail crammed into every area, and though much of it speeds by at a breakneck pace, it's gorgeous when you spare a second to notice. More deliberate transitional sections where Sonic gets chased by a rampaging truck armed with whirling buzz saws, hops across the noses of leaping killer whales, or rides a missile skyward really add some stellar flourishes too. Though few in number, the epic boss encounters showcase a similar pizzazz.

The collection and speed-run-focused vibe in Generations naturally encourages replay, but there are also a lot of minigames and content to unlock. Some are integral to progressing deeper into the game as well. After completing the main acts in each section of the hub world, you have to collect three keys to unlock the door to the next boss encounter. Gaining access to the key requires completing a series of minigames, such as racing duels, rival battles, and score challenges. Some are more enjoyable than others, but you can pick and choose which ones you want to play to unlock the key. With the main stages, the optional minigames, and the desire to go back to get a perfect score, there's enough content to chew on for a long time if you feel so inclined.

Mixing the best elements from old and new Sonic games together into a seamless experience works out amazingly well. It's clear the Sonic team went above and beyond this time around to spit shine this game into a thing of beauty. It may have missed a few warts here and there, but Sonic Generations doesn't skimp on the speed or the fun.

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Friday 11 November 2011

viedogame: Call of Duty: Modern Warfare 3 Breaks Records for All-Time Best Entertainment Launch With Over $400 Million Sold in 1 Day

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Call of Duty: Modern Warfare 3 Breaks Records for All-Time Best Entertainment Launch With Over $400 Million Sold in 1 Day
Nov 12th 2011, 06:40

SANTA MONICA, Calif., Nov. 11, 2011 /PRNewswire/ â€" Shattering its own day-one sales records, Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard (Nasdaq: ATVI), announced that its highly-anticipated Call of Duty®: Modern Warfare® 3 has become the biggest entertainment launch ever with an estimated sell-through of more than $400 million and more than 6.5 million units in North America and the United Kingdom alone in the first 24 hours of its release, according to Charttrack and retail customer sell-through information.

This marks the third consecutive year that the Call of Duty franchise has set day one launch records across all forms of entertainment, something no other entertainment franchise in any medium has ever accomplished. Last year, in North America and the United Kingdom, Activision’s Call of Duty: Black Ops™ had estimated day-one sell-through of $360 million and in 2009, Call of Duty: Modern Warfare 2, set day-one records with estimated sell through of $310 million, according to Charttrack and retail customer sell-through information.

On November 8, 2011, millions of fans attended more than 13,000 midnight openings at retail stores around worldwide. According to Microsoft, after just two days, the number of gamers playing simultaneously on Xbox®  Live® set a new peak concurrency record.

"We believe the launch of Call of Duty: Modern Warfare 3 is the biggest entertainment launch of all time in any medium, and we achieved this record with sales from only two territories," said Bobby Kotick, CEO, Activision Blizzard, Inc. "Other than Call of Duty, there has never been another entertainment franchise that has set opening day records three years in a row. Life-to-date sales for the Call of Duty franchise exceed worldwide theatrical box office for "Star Wars" and "Lord of the Rings," two of the most successful entertainment franchises of all time."

Eric Hirshberg, CEO, Activision Publishing added, "Call of Duty is more than a game. It’s become a major part of the pop cultural landscape. It is a game that core enthusiasts love, but that also consistently draws new people into the medium. It is the most intense, adrenaline pumping entertainment experience anywhere. I would like to thank our incredible teams at Infinity Ward and Sledgehammer Games for making a brilliant game. But most of all, I would like to thank our millions of passionate fans worldwide. We made this game for you."

Separately, Activision announced this morning that in support and gratitude for the efforts of American servicemen and women, this Veterans Day it donated $3 million to the Call of Duty Endowment, a non-profit, public benefit corporation that seeks to provide job placement and training for veterans. This latest donation will be added to the $2 million that Activision has already donated to the Endowment, which has provided more than $1.5 million in grants and scholarships to veterans’ organizations across the country since it was conceived by Bobby Kotick in November of 2009.

Call of Duty: Modern Warfare 3 is rated "M" (Mature) by the ESRB for Blood and Gore, Drug Reference, Intense Violence and Strong Language and is available now for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows® PC. For more information visit www.callofduty.com/mw3 and www.callofduty.com/elite.

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viedogame: 3DS sales on track to best DS' first year in US

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3DS sales on track to best DS' first year in US
Nov 12th 2011, 01:58

Nintendo's 3D handheld sells 1.65 million units through Oct. in US, outpacing company's top-selling portable at comparable point in life cycle.

The Nintendo 3DS got off to a slow start after launching earlier in the year. Nintendo responded by instituting a price drop in August, bringing the system down to $170 from its original $250 price point. With 3DS sales on the rebound, Nintendo said today that first-year sales for the handheld are now on track to outpace those of the Nintendo DS's in the US.

Nintendo's comments came as part of NPD's monthly US retail sales recap. For the month of October, the 3DS sold 250,000 units in the US, bringing total sales for the handheld through the month to 1.65 million units in the region. By comparison, the original DS sold 2.37 million units during its first 12 months on the market, Nintendo said.

The 3DS goes into the holiday season with a couple big-named releases. Super Mario 3D Land, due out this weekend, has already received a positive critical reception, and Mario Kart 7 is slated to follow on December 4. The publisher had also planned to release Kid Icarus: Uprising for the 3DS this year, but it has since been delayed to 2012.

Beyond 3DS sales, Nintendo also revealed the hardware performance of the Wii and DS. Wii sales actually grew 8 percent year-over-year to nearly 250,000 units, while the DS line of systems saw a 23 percent sales growth to 180,000 units.

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viedogame: 360 Skyrim texture issue fix incoming

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360 Skyrim texture issue fix incoming
Nov 11th 2011, 22:23

  • By Jonathan Downin, Tom Magrino, GameSpot
  • Posted Nov 11, 2011 2:23 pm PT

Bethesda Softworks commits to resolving graphics bug in Microsoft console version of latest Elder Scrolls game; timeline TBD.

The Elder Scrolls V: Skyrim launched today to high praise from critics. However, Bethesda Softworks' latest action role-playing game isn't without bugs, and one related to low-resolution textures on the Xbox 360 seems to have slipped through.

In a post to Bethesda's official forums, a company representative recognized that the Xbox 360 version of Skyrim loses graphical fidelity when it is installed to gamers' hard drives. The representative noted that the issue revolves around the game's "heavy use" of the system's cache and that when playing off the hard drive, high-quality textures fail to load on occasion.

The representative said that Bethesda plans to include a fix for this bug with the game's next title update. However, the studio has not yet established a date for this patch. Until then, the studio recommends gamers not install Skyrim to their Xbox 360 hard drives.

For more information, check out GameSpot's previous coverage of The Elder Scrolls V: Skyrim.

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viedogame: October US retail sales post rare climb - NPD

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October US retail sales post rare climb - NPD
Nov 12th 2011, 01:28

Battlefield 3, Batman: Arkham City lead industry to 1% sales growth last month as revenues reach $1.08 billion.

The game industry has strung together five consecutive months of year-over-year losses at retail in the US, but that streak has ended in October. Today, The NPD Group reported a modest 1 percent climb in total game-industry sales, as console, portable, and PC software; games hardware; and accessories combined to sell $1.08 billion in the US at retail.

The vast majority of the industry's revenues came via software sales, which were up 1 percent year-over-year to $649.5 million. Leading this category was EA's heavily hyped Battlefield 3, which sold 2 million units at retail in the US. However, EA noted that digital sales for the PC edition of the game were likely significant, given the franchise's strong Windows heritage. The publisher previously announced first-week sales of 5 million units worldwide.

In a close second was Warner Bros. Interactive Entertainment's Batman Arkham City, which sold 1.5 million units across the Xbox 360 and PlayStation 3. Other top new releases for the month included NBA 2K12, Rage, Just Dance 3, Dark Souls, and Forza 4.

The Xbox 360 maintained its lead position in the console market, with Microsoft announcing that the console sold 393,000 units during the month Xbox 360 sales were up 21 percent year-over-year, with Microsoft noting that its console was the only one to post double-digit sales growth in the US during the period.

Nintendo trumpeted its hardware's performance during the month, as well. 3DS sales during the month stood at more than 250,000 units, while the Wii sold nearly 250,000 systems and the DS family of handhelds moved 180,000 units.

Sony did not indicate hardware sales figures in its own post-NPD note.

OCTOBER 2011 US GAME SALES
OVERALL DOLLAR SALES
Total retail sales: $1.08 billion (1%)
Total non-PC retail sales: $1.05 billion (3%)
Non-PC hardware: $295.6 million (6%)
Non-PC software: $621.3 million (3%)
Accessories: $135.9 million (-5%)
Total software: $649.5 million (1%)

TOP 10 GAMES FOR OCTOBER 2011
Title (Platforms) - Publisher
1. Battlefield 3 (X360, PS3, PC) - EA
2. Batman: Arkham City (X360, PS3) - Warner Bros. Interactive Entertainment
3. NBA 2K12 (X360, PS3, PSP, Wii, PS2, PC) - 2K Games
4. Rage (X360, PS3, PC) - Bethesda Studios
5. Just Dance 3 (Wii, X360) - Ubisoft
6. Dark Souls (PS3, X360) - Namco Bandai
7. Madden NFL 12 (X360, PS3, Wii, PS2, PSP) - EA
8. Forza Motorsport 4 (X360) - Microsoft Game Studios
9. Gears of War 3 (X360) - Microsoft Game Studios
10. FIFA Soccer 12 (X360, PS3, Wii, PSP, PS2, 3DS) - EA

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viedogame: Wii | Review in Progress: The Legend of Zelda: Skyward Sword

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Wii | Review in Progress: The Legend of Zelda: Skyward Sword
Nov 11th 2011, 22:52

Believe me, I know how you must feel. The gag that kept me from extolling the virtues (and lamenting the missteps) in The Legend of Zelda: Skyward Sword has been removed, and yet I don't have a full critique ready to go, complete with numerical ranking. The review embargo was lifted earlier today, and I had planned to have my analysis up by now, but there's still more ground for me to cover in this lengthy adventure before I can offer up my last word. I'm sure you're just as disappointed as I am with this development, and possibly much more so, given many individuals' insatiable love for prerelease information, but it's a situation that cannot be avoided.

Nothing screams "Zelda" quite like a montage.

As of this writing, I am just a shade under 37 hours into my sky-faring quest, and I'm currently trying to figure out how to open the door to the sixth dungeon. As a rule, a frog's thirst can't be quenched with a small amount of water, and wouldn’t you know it, a thirsty amphibian is guarding my path onward. If only there were a bright gold doorknob, maybe with a triforce insignia etched in the surface, to guide me to my next objective. But things are rarely that obvious in Zelda games. As soon as I wrap up this blog post, I'll once again dive into Link's latest adventure and hopefully grab hold of the elusive solution that has momentarily halted my progress, but I thought I'd give you a few of my thoughts before getting back to business.

I've been playing Zelda games for almost 24 years, but I don't remember ever laughing quite so hard in any of my previous experiences. There's some deceptively good writing in Skyward Sword, with subtle jokes often layered into dialogue that hits me a minute or two after the fact. My favorite of these is as much of a visual gag as it is a written one and is quite juvenile, but that doesn't diminish its comedic value one bit. I won't spoil too much of the surprise; just know there is more than one use for a love letter, and some of it can be rather foul.

As good as the writing is, no one plays Zelda games solely for their stories. It's the sense of adventure that is the biggest draw, and it's the secret-filled world that is primarily to blame for my not having finished the game just yet. There is always a new distraction luring me away from the main plot in Skyward Sword, and it's that urge to discover every hidden aspect that makes it so difficult to resist. During my exploits yesterday, I spent a good half hour trying to make my way into an oversized bird's nest to procure a baby's rattle. It may sound like a fool's errand, but I was nicely rewarded for my derring-do.

If he added a few more pounds of muscle, Link could be the next action-movie star.

However, you don't come across side missions quite as organically as in many of the previous games. The fractured overworld lacks a sense of cohesiveness, and most of the floating islands are decidedly barren except for a lone treasure chest sitting in an open field. You usually learn about quests by tromping around the main city, Skyloft, and talking to citizens that have thought bubbles over their heads. There isn't the same sense of discovery you might find in Twilight Princess or Ocarina of Time, for instance, where just riding through the countryside could lead you to a hidden cave, mysterious lake, or some other natural wonder.

The overworld is closer to that of Spirit Tracks than previous console games, though you thankfully have much more freedom to move around than those confining rails allowed. Despite the more restrictive nature, there is still a strong push to try your hand at every optional mission because you never quite know what task you'll be handed. Some of them, such as carrying pumpkins, are quite lame, whereas others, such as a baffling one in which you essentially deal steroids to an out-of-shape friend, are intriguing enough that you'll be hanging on every word. Roughly half of the game seems to be made up of these side projects, and they're interesting enough to make ignoring the main quest line for hours at a time fun while you suss out the secrets of this crazy land.

I fear I'm getting a little too specific for my own good now. I don't want to commit to an overly strong position before I wrap up this game, so I must cut off this blog post and get back to adventuring. Look for a full review sometime next week, complete with a breakdown on how well the controls function, the complexity of the dungeons, and whether the bosses are giant pushovers or worthy foes. I can tell you that I am thoroughly enjoying my time with the game. Now proceed to dissect my words to parse out exactly what score I will give and hope time flies by until you can get your own hands on The Legend of Zelda: Skyward Sword.

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viedogame: Limbo sells 1 million

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Limbo sells 1 million
Nov 11th 2011, 18:41

Playdead announces milestone for macabre side-scroller; Mac version coming before the end of the year.

Limbo launched as part of Microsoft's 2010 Summer of Arcade promotion. After a successful critical reception on the Xbox 360, the game saw release on the PlayStation 3 and PC, and it has now crossed a significant sales milestone.

Playdead announced that its silhouette-heavy side-scroller has crossed the 1 million units sold mark across platforms. Accompanying this milestone comes word that a Mac version of the game is set to land before the end of the year. As part of its announcement, Playdead also said that Limbo's success has allowed the studio to become fully independent by buying out early investors in the company.

Limbo puts players in the shoes of a small child who must find his way through a black-and-white world filled with puzzles and dangerous, often deadly obstacles. The game won critical acclaim upon release, which was followed by a small avalanche of award nominations that yielded multiple Interactive Achievement Awards and a Game Developers Choice Award.

For more on Limbo, check out GameSpot's review.

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viedogame: Call of Duty: Modern Warfare 3 sets new launch records

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Call of Duty: Modern Warfare 3 sets new launch records
Nov 11th 2011, 17:54

Activision boasts latest military shooter sells 6.5 million units in US, UK within 24 hours; revenue tops $400 million.

Those who thought Call of Duty: Modern Warfare 3 couldn't top last year's Black Ops record-setting performance can think again. Today, Activision announced that it has again set a new high-water mark for its Call of Duty series, as Modern Warfare 3 sold more than 6.5 million units in the US and UK within its first 24 hours of availability.

Calling it the "biggest entertainment launch ever," Activision said that its latest first-person shooter generated more than $400 million in day-one revenue in the US and UK alone. That figure tops Black Ops' $360 million in 2010 and Modern Warfare 2's $310 million in 2009, both of which set launch records across all forms of entertainment.

"Other than Call of Duty, there has never been another entertainment franchise that has set opening day records three years in a row," commented Activision Blizzard CEO Bobby Kotick. "Life-to-date sales for the Call of Duty franchise exceed worldwide theatrical box office for Star Wars and Lord of the Rings, two of the most successful entertainment franchises of all time."

Modern Warfare 3's arrival has also been a boon for Xbox Live. According to Activision, Microsoft posted a new record for most players using Xbox Live at one time following the launch of Modern Warfare 3.

Though analysts had been predicting Modern Warfare 3's multimillion-unit launch, the game's popularity apparently caught Activision off guard. Upon its launch on Monday, its new social platform Elite experienced significant instability due to heavy demand. As a make-good for that rocky launch, Activision is offering paid Elite subscribers an extra month free of charge.

For more information, check out GameSpot's review of Call of Duty: Modern Warfare 3.

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viedogame: Activision donates $3 million to veterans' charity

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Activision donates $3 million to veterans' charity
Nov 11th 2011, 19:57

Call of Duty publisher makes sizable contribution to non-profit organization that aids soldier reintegration.

Activision's latest blockbuster Call of Duty: Modern Warfare 3 has set day-one records with 6.5 million units sold and over $400 million in revenue in the US and UK. To give back to the people on which the game is inspired, and honor their efforts on Veteran's Day, the publisher has donated $3 million to its own non-profit organization, the Call of Duty Endowment.

The Call of Duty Endowment is an organization focused on helping soldiers transition into civilian jobs through vocational training and placement following their service(s) of duty. CODE was founded in 2009 by Activision Blizzard, and this latest grant adds to a previous total of $2 million in donations from the publisher, $1.5 million of which has gone to former service people.

Activision has held various philanthropic events over the past few years. The first Call of Duty XP fan convention took place earlier this year offering gamers a chance to check out Modern Warfare 3 early, and participate in other Call of Duty-related activities. Admission to the event cost $150 per person, and all proceeds from ticket sales also went to the Call of Duty Endowment.

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

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viedogame: PC | Dragon Nest SEA: Sub-Classes Galore Hands-On Preview

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PC | Dragon Nest SEA: Sub-Classes Galore Hands-On Preview
Nov 11th 2011, 07:27

We analyze the pros and cons of each subclass of the already-out massively multiplayer online game from Eyedentity and Shanda Games.

With the Saint Haven update out and the level cap increased to 32, gamers new to Dragon Nest may be perplexed as to which subclass they should be after hitting level 15. Here's a breakdown of all the subclasses available for the game's main four classes.

Swordmaster: One of the subclasses from the warrior's side, the swordmaster's forte is performing quick strikes onto enemies. He has a good mix of melee and ranged attacks; his crescent cleave hits enemies from a good midrange, while the frenzied charge is, well, just a glorified charging stab that knocks a group of foes into the air. We were fans of his two unique stances: the parrying stance and hacking stance.

Though the former is suitable when you're backing away from a mob while waiting for the cooldown for your other skills, the latter is good for juggling clustered enemies for a small amount of time. Basically, you stand in a sword-drawing position for a few seconds; clicking the attack button makes you do rapid slashes.

If you favor using the sword more than the other weapons while applying hit-and-run tactics and pressure on foes, the swordmaster subclass is the way to go.

Mercenary: Another subclass of the warrior, the mercenary specializes in taking hits while performing crowd-control attacks so that mobs and enemies take notice of him first. His high tolerance for damage is due to his many buffs and upgrades like iron skin (super armor buff and immune to stun), empowering howl (party gets super armor and defense bonuses), and battle howl (attack ratings and critical chances are increased).

The mercenary can dish it out without much reprisal because a majority of his melee attacks have a good chance of interrupting other enemy's attacks. Examples include the midrange bombs away that sends enemies flying, the circle swing, and the demolition fist. If surrounded and anticipating the worst, he can use the roll attack to get out of a jam while also dealing damage to whoever is foolish enough to be on his landing path. His whirlwind attack travels a good distance, but it's better as an offensive crowd control tool and should be used to press forward toward the enemy.

Pick this class if you love accepting requests for being the group's tank for both player-versus-player and player-versus-environment sessions and if you favor using hammers and axes. After all, the majority of this class's skills require the aforementioned weapons.

Paladin: Most fantasy world paladins have a mix of heavy hitting and healing; Dragon Nest's paladin takes one for the team, thanks to its assortment of spells. A subclass of the cleric class, the paladin allows you to buff up your party with conviction aura and elemental aura, as well as strengthen itself with the counterattack stance called stance of faith and the damage-reducing iron will.

Even so, the paladin can still dish it out, though not as effectively as the other classes. Lightning spells like smite zap make the paladin leap up and strike down anyone within his path, while sacred hammering charges up your flail and makes two hammers come out during your normal attacks. The latter skill was good at raking up the combos for a better dungeon completion grade during PVE when complemented with the paladin's lightning spells.

While the developers officially state that the paladin's mana pool is limited, we didn't find it much of a detriment as long as the right buffs were applied and you left the main attacks to the heavy hitters of the four-person party. You may find the mana pool a problem if you're going solo; our choice of tactic was to go offensive with the lightning and attack spells on the regular mobs while saving up the buffs against the dungeon bosses.

Priest: While the paladin has buffs, the priest can summon giant cross things called relics onto the battlefield that can both help the party and hinder opponents nearby. Bind relic put nearby mobs at a standstill and makes them ripe for a party beatdown, while lightning relic seems self-explanatory (relic comes down, shoots out bolts that fry enemies). Do keep in mind that when any sort of relic pops down, it produces its own agro and will make enemies cluster to it.

The priest seems more effective at healing because the healing relic and cure relic can help turn the tide of battle in both PVE and PVP scenarios. For that bit of offensive touch in case your priest is cornered, the area-of-effect holy burst can get you out of a crowd while chain lightning is a great surprise attack for approaching enemies in a small group.

We don't recommend putting your skill points on grand cross; the attack comes out slowly and ineffectively when compared to the rest of his arsenal and relic attacks. Much like some spellcasters in the game, the priest is a good choice if you play well with others and don't mind staying at the sidelines to keep your party members in tip-top shape.

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viedogame: Sony details Vita game transfer fees

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Sony details Vita game transfer fees
Nov 11th 2011, 12:33

Sony details Passport Program, offering discount digital download prices for those wanting to play games they already own on the new platform.

The PlayStation Vita's Japanese launch is rapidly approaching, and Sony has finally offered some details on the programme that will allow PSP owners to transfer their games and saves to their new Vita handhelds. All games will have to be re-purchased to be played on Vita, Sony said, but those who can prove via UMD that they already own games will get a discount when re-purchasing the same content digitally.

Many full-price games will command a fee of ¥1,000 ($13, £8)--titles confirmed to be in this price range include Dirt 2, Gran Turismo, Dead or Alive Paradise and Patapon 3. While some other titles will cost less to transfer, some will cost considerably more--one Pachi-slot title from Daito has a fee of ¥2,400 ($31) attached to it.

More titles from third parties will also be available to transfer once Vita hits the streets, Sony has said, with approximately 200 promised. The firm specifically called out Square Enix, Capcom, Konami and others as having titles that would come to the programme at some point, but did not offer further details.

The PlayStation Vita is due to launch in Japan on December 17, some other Asian territories on December 23, and finally Europe and North America on February 22, 2012. It features two analogue sticks, a 5-inch touchscreen, and a rear touch pad. Two versions of the handheld will be released, one with 3G network access as well as Wi-Fi capabilities, and another that can only connect to the internet via Wi-Fi. The 3G version will retail for ¥29,980, €299, $299 and £279 in Japan, the eurozone, the USA and the UK respectively. In those regions the Wi-Fi version will sell for ¥24,980, €249, $249 and £229.

Full details on the programme can be found (in Japanese) on Sony's website or (in English) via AndriaSang.

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viedogame: Monster Hunter goes social in Japan

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Monster Hunter goes social in Japan
Nov 11th 2011, 07:21

  • By Jonathan Leo Toyad, GameSpot Asia
  • Posted Nov 10, 2011 11:21 pm PT

Capcom franchise to appear on GREE platform; features monster-raising mechanics.

With the Monster Hunter franchise being incredibly popular in Japan and in other parts of Asia, it's only natural that publishers Capcom extends the moneymaking franchise onto other aspects of gaming. In this case, the company plans to spin the series off onto mobile phones via Japan's GREE social gaming platform.

According to Andriasang, the spin-off is called Monhan Tankenki: Maboroshi no Shima, or Monster Hunter Exploration Journal: Phantom Island. The game is set on Phantom Island where the player's goal is to raise many strong and tough monsters, as well as pit them against other monsters.

While the title is free to play, gamers will have to pay for additional in-game items. Players in Japan can pre-register for the title at GREE's Japanese website, with the game due out later this year.

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viedogame: PC | Dragon Nest SEA: Sub-Classes Galore Hands-On Preview

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All of the Previews. Can you keep up?. // via fulltextrssfeed.com
PC | Dragon Nest SEA: Sub-Classes Galore Hands-On Preview
Nov 11th 2011, 07:27

We analyze the pros and cons of each sub-class of the already-out MMO from Eyedentity and Shanda Games.

With the Saint Haven update out and the level cap increased to 32, gamers new to Dragon Nest may be perplexed as to which sub-class they should be after hitting level 15. Here's a breakdown of all the sub-classes available for the game's main four classes.

Swordmaster: One of the sub-classes from the warrior's side, his forte is performing quick strikes onto enemies. He has a good mix of melee and ranged attacks; his Crescent Cleave hits enemies from a good mid-range while the Frenzied Charge is, well, just a glorified charging stab that knocks a group of foes into the air. We were fans of his two unique stances: the Parrying Stance and Hacking Stance.

While the former is suitable when you're backing away from a mob while waiting for the cooldown for your other skills, the latter is good for juggling clustered enemies for a good small amount of time. Basically, you stand in a sword-drawing position for a few seconds; clicking the attack button makes you do rapid slashes.

If you favor using the sword more than the other weapons while applying hit-and-run tactics and pressure on foes, the swordmaster sub-class is the way to go.

Mercenary: Another sub-class of the warrior, the mercenary specializes in taking hits while performing crowd-control attacks so that mobs and enemies take notice of him first. His high tolerance for damage is due to his many buffs and upgrades like Iron Skin (Super Armor buff and immune to stun), Empowering Howl (party gets Super Armor and defense bonuses) and Battle Howl (attack ratings and critical chances are increased).

The mercenary can dish it out without much reprisal since a majority of his melee attacks have a good chance of interrupting other enemy's attacks. Examples include the mid-range Bombs Away that sends enemies flying, the Circle Swing and the Demolition Fist. If surrounded and anticipating the worst, he can use the Roll Attack to get out of the jam while also dealing damage to whoever is foolish enough to be on his landing path. His Whirlwind attack travels a good distance, but it's better as an offensive crowd control tool and should be use to press forward towards the enemy.

Pick this class if you love accepting requests for being the group's tank for both PvP and PvE sessions, and if you favor using hammers and axes. After all, the majority of this class' skills require the aforementioned weapons.

Paladin: Most fantasy world paladins have a mix of heavy-hitting and healing; Dragon Nest's paladin takes one for the team thanks to its assortment of spells. A sub-class of the cleric class, the paladin allows you to buff up your party with Conviction Aura and Elemental Aura, as well as strengthen itself with the counter-attack stance Stance of Faith and damage-reducing Iron Will.

Even so, the paladin can still dish it out, though not as effectively as the other classes. Lightning spells like Smite Zap makes the paladin leap up and strike down anyone within his path, while Sacred Hammering charges up your flail and makes two hammers come out during your normal attacks. The latter skill was good at raking up the combos for a better dungeon completion grade during PvE when complemented with the paladin's lightning spells.

While the developers officially state that the paladin's mana pool is limited, we didn't find it much of a detriment as long as the right buffs were applied and you left the main attacks to the heavy hitters of the four-person party. You may find the mana pool a problem if you're going solo; our choice of tactic was to go offensive with the lightning and attack spells on the regular mobs while saving up the buffs against the dungeon bosses.

Priest: While the paladin has buffs, the priest can summon giant cross-things called relics onto the battlefield that can both help the party and hinder opponents nearby. Bind Relic put nearby mobs at a standstill and ripe for a party beatdown, while Lightning Relic seems self-explanatory (relic comes down, shoots out bolts that fries enemies). Do keep in mind that when any sort of relic pops down, it produces its own agro and will make enemies cluster to it.

The priest seems more effective at healing, since the Healing Relic and Cure Relic can help turn the tide of battle in both PvE and PvP scenarios. For that bit of offensive touch in case your priest is cornered, the area-of-effect Holy Burst can get you out of a crowd while Chain Lightning is a great surprise attack for approaching enemies in a small group.

We don't recommend putting your skill points on Grand Cross; the attack comes out slow and ineffective when compared to the rest of his arsenal and relic attacks. Much like some spellcasters in the game, choose the priest if you play well with others and don't mind staying at the sidelines to keep your party members in tip-top shape.

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