Saturday 7 January 2012

viedogame: Diablo III launching Feb. 1 - Retail Radar

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Diablo III launching Feb. 1 - Retail Radar
Jan 8th 2012, 02:18

Pic shows Best Buy ad for Blizzard's latest with countdown clock for midnight launch just weeks away.

Blizzard Entertainment fans may not have to wait much longer for the debut of Diablo III. Joystiq is reporting on an ad for the game in a Minnesota Best Buy telling customers they can pick it up on February 1.

The ad also features a countdown clock and notice of a midnight launch for Diablo III. Best Buy's web store also lists a February 1 launch for the game. The last official word from Blizzard was that the dungeon crawling PC and Mac action game would be released in "early 2012." As of press time, a Blizzard representative had not responded to GameSpot's request for comment.

The first title in the series since 2001's Diablo II: Lord of Destruction expansion, Diablo III will add a variety of new features, character classes, and a new auction house system designed as "a new way for the company to pull revenues from the game."

For more, check out GameSpot's previous coverage of Diablo III.

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Classic Video Games: What's Hot Now: Video Game History - CD ROMS

Classic Video Games: What's Hot Now
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Video Game History - CD ROMS
Jan 7th 2012, 11:07

After the rebirth of console gaming the industry grows even larger than before, but it starts a race for new innovations and more advance technology to beat the competition. Soon video game makers adopt the computer’s most powerful software storage device, the CD-ROM. Not only far less expensive to manufacturer than cartridges, CD-ROMs can hold more information and pull the programming off the disc as needed. This allows for higher quality graphics, more elaborate gameplay and richer content.

1992 - Prelude to the CD-ROM Age

  • SEGA releases their first CD-ROM based home console with the Sega CD, an add-on to the Genesis. Unfortunately the high price tag on top of having to already own or buy a Genesis prevents the system from catching on in popularity. Separately SEGA licenses both the Genesis and Sega CD to JVC who sells them as a high priced, high end, all-in-one unit called the Wondermega.
  • Id Software releases Wolfenstein 3D, the game responsible for bringing the popularity of a First Person Shooter to the mass market.

1993 - The Fifth Generation

  • Panasonic ships the first self-contained CD-ROM console, the 3DO. Named Product of the Year by Time Magazine, the system is the highest quality console on the market, giving birth to many popular franchises such as Alone in the Dark and Need for Speed. Despite all this, the $699.99 price tag and an oversaturation of the market causes the system to fail.
  • Atari makes a final attempt at reclaiming the market with the Jaguar. Although a CD-ROM system, the Jaguar also has a slot to play cartridge games. Because of its bug ridden processor, memory failures and complex controller the system bombs, and Atari exits the console market and sticks to publishing games.
  • Doom releases and quickly overtakes Wolfenstein 3D as the most popular FPS game.

1994 - Sony Enters the Game

  • Historic Arcade Game Releases:
    - Tekken
  • The SEGA Saturn and Sony PlayStation release in Japan just months apart. Both are CD based systems, delivering 32-bit graphics, but the Saturn targets hardcore gamers, while PlayStation aims at casual gamers.
  • Sega and Time Warner Cable launch The Sega Channel, the first video game download service that works with an adapter that connects to the Sega Genesis. Gamers can log onto the channel and play numerous games, with more added every month. Unfortunately, the politics surrounding cable companies and end of the Genesis' life span soon kill the channel.
  • Cyan releases Myst and it quickly becomes the best selling computer game of the time, redefining the market.

1994 - Game Age Ratings Are Born

  • In response to the growing concern over violent and sexual content of video games, the Entertainment Software Rating Board (ESRB) is formed. The first age rating system for video games which becomes a standard 10 years later. Unlike the MPAA movie ratings board, the ESRB bases their rating not only on the content, but on the interactive experience as well.

1995 - Console and Computer Gaming

  • The SEGA Saturn and Sony PlayStation release in the United States several months apart. Saturn beats PlayStation to market, but SEGA’s rush to release suffers many consequences with few launch titles and pricey hardware. This allows Sony the time to prepare a richer stock of games for the PlayStation’s release. In addition, Sony drops the price of the PlayStation to $299, selling the hardware at a loss and making the costs up with more game sales.
  • Microsoft releases Window 95, an instant hit that makes Windows the primary operating system for PC computers.

1995 - The Virtual Boy

  • To try and leverage the Virtual Reality craze Nintendo launches the Virtual Boy. Developed by Game Boy creator Gunpei Yokoi, the Virtual Boy is intended to be the first gaming system to deliver true 3D graphics. From its launch the Virtual Boy is plagued with problems. Marketed as a portable virtual reality experience, it is far from either and causes many players to get headaches. Gunpei Yokoi feels that Nintendo rush released the product before it was ready and mismarketed it. With the failure of the Virtual Boy, Gunpei and Nintendo part ways, ending a 30 year relationship.

1996 - Console and Computer Gaming

  • Nintendo sticks to cartridge based games with their 64-Bit console, the Nintendo 64 (N64) . The N64 delivers twice the capabilities as the other consoles with none of the loading time required by CD-ROM based games. The only drawback is that the manufacturing costs far exceed that of the other systems. For the next several years N64 and PlayStation dominate the market.
  • Tomb Raider is launched for the PlayStation, Saturn and PC, giving birth to Lara Croft, the most popular female character in gamedom.
  • Id Software releases the first in their series of popular first-person shooters, Quake, featuring rich 3D graphics and online multiplayer capabilities.
  • Meridian 59, the first MMOG release with fully 3D rendered graphics goes online.

1996 - Handheld and Novelty Gaming

  • Tiger Electronics attempts to give Game Boy some competition with their release of Game.com, a handheld gaming system that is also an address book, calculator and can go online to access e-mail. With all of these capabilities Tiger doesn't focus enough attention to the games which are lackluster at best.
  • Rumble features are introduced to joysticks and controllers allowing the player to feel vibration feedbacks as a direct result of the gameplay.
  • Tamagotchi, the first virtual pet, becomes an instant hit in both Japan and the United States.

1998 - The Sixth Generation of Consoles Harnessing the Power of Computers

  • Sega launches the Dreamcast in Japan, which is still considered to be the best system of the time and the innovator of online console gaming. The CD based system utilizes 128-bit graphics, a processing power matched only by an advance desktop computers and a built in modem for online gaming.

1998 - The Second Generation of Handhelds

  • Nintendo brings color to their handhelds with the Game Boy Color (GBC). A groundbreaking handheld system, the GBC's innovations start many future gaming trends, including wireless connectivity, backwards compatibility, and games with built in rumble packs and motion sensors that can detect how you move the system.
  • After the failure of their home console, SNK release a handheld version called the Neo-Geo Pocket. Although more affordable than the console, it originally releases with a black and white screen and is hit hard by lack of support from game developers. Although they quickly fixed the lack of a color screen with the release of the Neo-Geo Pocket Color, the system drops off after just two years.

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Classic Video Games: What's Hot Now: Le Stick – Profile

Classic Video Games: What's Hot Now
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Le Stick – Profile
Jan 7th 2012, 11:07

Two and a half decades before Nintendo came on the scene with the Wii, video game developers DataSoft Inc. tried their hand at creating the world's first motion sensitive video game controller. Designed for use with the Atari 2600 and Commodore 64, the Le Stick released just two years before the Crash of the Video Game market. With a highe price tag, and no titles designed to support it, the Le Stick lived a brief, albeit historic, existence.

The Basics:

  • Year of Release: 1981
  • Manufacturer: DataSoft Inc.
  • Type: Joystick - Motion Sensitive
  • Systems: Atari 2600, Commodore 64

History:

Ready to ride the late 70s home video game boom created by the Atari 2600, software developers DataSoft Inc. opened their doors in 1980 and released their first game a year later, Popcorn for the Tandy Color Computer. Not satisfied with programming games, DataSoft founder, Pat Ketchum, sought to innovate joystick controllers.

In 1981 DataSoft followed up their first game release with their first and only video game controller, the Le Stick, but unlike any other joystick on the market, this one was motion sensitive. This unique function allowed gamers to control the onscreen action simply a motion of the hand.

With such a unique innovation, it's surprising that the Le Stick was perceived by the market as nothing more than a novelty. The biggest fault was that no one, including DataSoft, designed any games catered to the Le Stick's unique capabilities. Although it worked with most Atari 2600 and Commodore 64, the movements were limited to the same as a traditional joystick. This, combined with a high price tag due to expensive manufacturing costs, caused many curious customers to shy away from trying it out.

Although the Le Stick hung on for a few years, it was one of the many casualties of the Video Game Industry Crash of 1983. DataSoft, however, found their niche developing home console and computer ports of popular coin-op arcade games, such as Mr. Do! and Zaxxon, plus original titles based on licensed characters such as Conan: Hall of Volta and Dallas Quest (based on the Dallas TV series).

The Design:

  • A single stick game controller with no base and the fire button located at the top.
  • The controller connected to the console unit via the controller port.
  • Movements: To center the axis point the player must hold the controller vertically and squeeze the stick. Angling the stick from side to side controls left and right movement, and forward/ backwards for moving up and down.
  • Due to the flight controller stick design, the Le Stick was best suited for flight simulation games.

The Tech:

The mercury core of the Le Stick is key to its motion sensitive abilities. When the player moves the stick, the mercury shifts, sending a signal to the console unit as to the direction the controller is moving.

Because the tech is mechanically based, it does not require a power source.

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Friday 6 January 2012

viedogame: DS | Modern Warfare 3: Defiance Review

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DS | Modern Warfare 3: Defiance Review
Jan 7th 2012, 01:01

Given the huge fanfare that accompanies a Modern Warfare launch, it's easy for its DS counterpart to slip under the radar. It's understandable, really. Whereas the console/PC version is a high-octane, explosive visual feast full of gloss and gunfire, the DS offering can't help but seem a little ropey in comparison. And while it almost manages to hold its own, Modern Warfare 3: Defiance struggles with poor controls, a number of glitches, and some ill-thought-out checkpoint placement.

While it may not look pretty, Defiance is sometimes fun to play.

Defiance tells a story that is parallel to the main Modern Warfare 3 campaign. It sees you, playing as members of the National Guard and the British Special Forces, trying to repel the invading Russian army. There's little in the way of story, and scenes jump from place to place, with the general goal always being to "kill the bad guys." Cutscenes are lacking in exposition and also lack a subtitle option, and often, the audio is a bit unintelligible. It's not a huge matter, but most of the cutscenes are in game and can't be skipped, so it would have been nice to follow what was being said all the time.

Mechanically, it's fairly typical Call of Duty. You're funneled from gunfight to gunfight, down tight corridors, shooting bad guys as you go, meeting with the occasional turret sequence along the way. There's a decent balance here; you're never overwhelmed with enemies, which suits the small screen. And you have the helpful ability to peer down the sights with a tap of the touch screen, which snaps your view close to an enemy soldier. There are two control methods. The first, using the stylus to aim, is problematic. Finding the aiming sensitivity sweet spot proves difficult, and more often than not you'll end up flailing as you struggle to get a bead on an enemy. Button control works a lot better though. The D-pad is used to move back and forth and to strafe, while the face buttons allow you to look up, down, and turn left or right. Auto-aim comes into its own here too, compensating for the lack of pinpoint control. The touch screen is used nicely in this control scheme too, with the hot spots to change weapons or interact positioned well so that a quick tap of the thumb does little to break the flow of combat.

It manages to be quite exciting at times. Running in, clearing out a warehouse of Russians, switching up weapons, and hurling grenades is all rather fluid once you get the hang of it. It's often difficult to aim precisely, though, and the limited directional control from the four buttons occasionally becomes a problem, especially at close quarters. It's serviceable, though, and once you get the hang of using the iron sight auto-aim, becomes less of an issue.

The turret and helicopter sections are less exciting. There are a few missions that see you providing air support or guidance, and these end up being rather fiddly, slow, and boring. The best is one in which you have to guide your troops below in very rudimentary real-time strategy sections. But later missions--where you have to take down tanks and trucks--can get a bit frustrating given the tight time limits and slow movement of the mounted weapons. Later on in the game, a turret section where you fire from a helicopter proves even more problematic, with the game demanding slightly too much quick-aiming accuracy.

Perhaps more annoying is the poor checkpoint placement. Checkpoints are frequent, and you rarely have to repeat more than two or three minutes of the game, but little thought has gone into where they actually occur. One section early on, for example, has you breaching a warehouse. This requires you to listen to your squad chatting about it and then wait for your squad to get into position so you can plant the charge. If you die in the next few rooms of baddies, you're whisked right back to before the dialogue and are forced to sit there and listen to your squad a second time. Then you have to accompany your squad all the way back before you can dive into the combat again. There are too many checkpoints that follow a similar pattern, and it's a shame a bit more thought wasn't put into the structure. The occasional glitches are also annoying. These usually involve a friendly non-player character blocking a pathway or required enemies refusing to spawn. Quitting to the menu and reloading always sorts it. Because the checkpoints are frequent, there's usually little progress lost, but it's still rather annoying.

Thankfully, the multiplayer fares better than the single-player. Once again, it's exactly what you'd expect from Call of Duty, with unlockable weapons, perks, and customizable loadouts. The progression system is just as fun as always, and there are some nice, small maps that are perfectly suited to the smaller number of players. Diving into a random match is easy enough, although you can't choose your game type. There's also the ability to host or join friend matches after you've exchanged lengthy friend codes. Matches can be played online or locally, and if you have a group of friends all keen on Defiance's multiplayer, this is the best way to play.

Defiance adds some light top-down strategy to the traditional Call of Duty shooter action.

There are six modes. Deathmatch, Team Deathmatch, and Sabotage are from the main playlist, while Black Ops' Sharpshooter, One in the Chamber, and Gun Game make up the other three. Being able to play multiplayer Call of Duty on the go is the best incentive to give Defiance a look. Maps are well structured if unremarkable, and they make for a fun multiplayer distraction.

This sentiment applies to the game overall. Modern Warfare 3: Defiance is predictable and sedate yet solid in what it's trying to do. If you're after some FPS action on the go, with some solid if forgettable gunplay and an enjoyable multiplayer component, this game fits the bill. If you're skeptical about the concept of a handheld Call of Duty in the first place, though, then Defiance is unlikely to convince you otherwise.

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viedogame: PC | Grotesque Tactics 2: Dungeons & Donuts Review

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PC | Grotesque Tactics 2: Dungeons & Donuts Review
Jan 7th 2012, 01:02

Strategy role-playing games typically come in two flavors: games in which you either amass large armies of units (such as King's Bounty) or those in which the focus is to gather a group of heroes (such as the Disciples series). Grotesque Tactics 2: Dungeons & Donuts takes the Disciples route, so the basic setup should be familiar to anyone who has invested time in the genre. Unfortunately, the game is let down by a plethora of problems, including a shallow combat system, incomplete translations, and a slanderous sense of humor that makes this an uncomfortable and tiresome experience.

In Grotesque Tactics 2, the emo star of the first game, Drake, must form his own adventuring guild and assemble a group of misfit adventurers. The guildmates you acquire are an assortment of characters that are little more than stereotypes, such as the jive-talkin' black man, the ditzy blonde, and a holier-than-thou angel that loves nothing more than to bicker with a dark undead adventuress. If you thought cookie-cutter characters was the only unoriginal aspect of the story, there's some bad news. Drake suffers from the most well-worn plot trope: amnesia. As he regains his memory, you learn more about his past with some of his companions and the deadly fog that's plaguing the world, which has driven you underground to The Sanctuary (not only is it a safe place, but it's also your quest hub).

The story isn't interesting, and the same goes for the quests that you pursue in this tale. Within The Sanctuary are several factions--the mercenaries, the elves, and the humans--and you spend a great deal of time running among their bases and multiple dungeons as you accomplish tasks to curry favor. Your reputation with the various factions is important; as you gain more rep, you earn more quests and advance the plot (for what it's worth).

Early on, many of these quests are tedious, such as those that involve cooking meals for people. What's worse, you may receive a quest that sends you into a sealed-off area that can only be unlocked by completing a different quest. Grotesque Tactics 2 doesn't make the natural order of quests clear, and this, combined with quests that require you to interact with multiple character, makes for a lot of running back and forth around the Sanctuary. Such quests serve as mindless padding between the combat missions and makes you pine for the moments when you can use your sword rather than fry up some vittles.

Unfortunately, you face a different set of problems during combat. While exploring on the map, your companions march with you. But you can't set their marching order; the AI takes care of it. So when combat starts, they're all in a jumble, and when combat ends, they sometimes spread out. This can be problematic if they initiate another battle while spreading out, especially if you're not ready for a battle. When combat occurs, it's pretty standard turn-based fighting. You control your team against the AI foes, who are about as smart as a colony of sea sponges. They generally rush into the fray, targeting your guild members willy-nilly. And they never focus on healers; they just attack whoever is in range first.

The options available in combat are limited. As you level up, you can acquire and boost abilities on your character's skill tree. The sad thing is that a number of skills on these trees duplicate skills of other characters, so combat suffers from the lack of variety. And the skills on these trees are bland. Combat never feels truly tactical--fighting is all about simply whacking a foe, using a limited area-of-effect spell (that's centered on you, so you can't even fling a decent spell at your opponent), or shooting an arrow at the enemy. The only real tactical option comes with back attacks, which grant more damage.

The execution of combat is spotty, and the localization of this German game is a real issue. You receive the "Translation is missing" option in some conversation menus. This message also appears on some doors and gates in the dungeons; while the information isn't essential, it's nice for things in your game to have names. Sometimes, these names are still in German. The game also has some crash bugs, including one annoying crash that happens whenever you try to put more than three points into one of a character's skills, limiting his progression on that portion of the skill tree. These flaws point to one thing: The game isn't finished.

But what really sucks the joy out of Grotesque Tactics 2 is its humor. Sometimes, it seems to be poking fun at genre conventions, but the humor isn't sly--it's downright disrespectful. Nearly every female non-player character has a ditzy or sultry voice and is dressed in a skimpy getup. A number of these characters also make come-ons to you, and the dialogue is frequently laced with innuendo. The gear for your female guildmates is either a dress or a leather outfit, all of which seems more appropriate at a strip club than in an adventuring company. Holy Avatar, the demigod character, is a blond Adonis that keeps a harem of adoring maidens. You even have to steal one of their bras in a quest for a goblin that wants women's underwear for "sniffinz." (Gross!) And though women bear most of the brunt of the game's offensive characterizations, that's not always the case. For example, Deacon, the black character, talks in jive and keeps hitting on one of the female characters. Without wit or charm, Grostesque 2 ends up merely serving up more of the same stereotypical shlock that it intends to satire.

Grotesque Tactics 2 seems intended as a light take on a serious genre. Instead, it's a sexist disaster that is offensive when it means to be funny and flat when it means to be fun. Rather than deep combat, you get mindless tactics. Instead of interesting character progression, you face bland skill trees. The game isn't stable and is unfinished in parts, and the story leaves little impact on you. This all adds up to make Grotesque Tactics 2 one of the worst strategy RPGs in recent memory.

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viedogame: PC | Star Wars: The Old Republic Review

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PC | Star Wars: The Old Republic Review
Jan 7th 2012, 02:33

As the opening crawl of each film reminds us, the spacefaring Star Wars tales we know and love don't occur in the far-flung future but, rather, in the distant past. It's appropriate, then, that Star Wars: The Old Republic does not represent the future of online role-playing games but a refinement of what has preceded it. Instead of opening a wormhole into an unknown dimension, BioWare has remained in the local galaxy, taking proven game mechanics and heightening them with the branching narrative and overall structure that have characterized the developer's output for many a year now. The result is an enjoyable massively multiplayer online game with knockout production values. The Old Republic's foundation is somewhat ordinary; what makes it great are the fine details that gild its edges.

You access flashpoints like this one from your faction's fleet.

Many of those details should be familiar to anyone that's played a BioWare game in recent years, such as Mass Effect or Dragon Age II. However, The Old Republic owes less to past BioWare successes (including the related single-player role-playing game, Star Wars: Knights of the Old Republic) than it does to the MMOGs that have come before. In fact, the license and a few other elements aside, the first hours of the game might have you thinking: "I've already played this game." You select from a number of humanoid races, none of which seems particularly unusual, given the breadth of unusual creatures to be found in Star Wars lore. You then choose a faction (Sith Empire or Galactic Republic) and one of eight classes (and after the starting area, an advanced class).

The familiarity continues as you make your way through your class's opening area. You take some missions and kill some creatures using the game's straightforward hotkey combat system, all while a bunch of other people do the same thing. Where Star Wars: The Old Republic tries to stand out in this early stage is with its fully voiced character interactions. Other MMOGs have featured plenty of voice acting (EverQuest II, for example), but not to this extent. In The Old Republic, your interactions play out much as they do in BioWare's single-player games: in oft-lengthy cutscenes in which you respond to others using a dialogue wheel. The three options for even the most minor of conversations are of the usual "kind," "neutral," and "mean" classifications.

Of course, such a description isn't exact, but it's the general gist--at least, as far as standard interactions are concerned. In many cases, these decisions are all smoke and mirrors: a way of playing your chosen moral role but ultimately leading to the same conclusion. Other times (far fewer times), you face decisions that have impact, and the "good" decision might bring you closer to the light side of the Force, while the "mean" might align you with the dark side. A previous ally has been exposed as a traitor; do you kill her or allow her to live? If you show mercy, you earn light side points, which affects your moral alignment. But if you sink your lightsaber into her flesh, you earn dark side points. Your light side/dark side level determines access to certain gear. When you reach a certain tier, you might then use a weapon previously unavailable to you.

The downside to this morality system is that there's little mechanical benefit to staying neutral. If you stay morally ambiguous, your rewards are fewer and less diverse. You may find yourself choosing the light or dark option for the sake of that blaster you want, rather than following the code of your convictions. Yet, your choices don't just have practical implications; there are narrative ones as well. Some are relatively minor. That traitorous ally? If you kill her, your vengeance will be noted in conversation at a later date. If you overlook her transgressions, she might send you gifts to show her gratitude. Some have more dramatic repercussions. A Sith lord gone rogue needs to be put in line. You might send him a warning by killing his son or spare the offspring and kill his duplicitous dad. The implications aren't always major in the broad scheme of things. Even so, they make you feel as if you have power over your own adventure, though not over the world you inhabit.

How involved you feel with the plot depends in part on what class you choose. The Jedi knight tale is plain enough that some long conversations feel more like filler than necessary plot or character development. The terrorist conspiracy driving the Imperial agent story, on the other hand, is far more complex and compelling. Even then, some of the writing falls flat, with much of it coming across as what an author might write on a page, but not what a living being would say. But all of that voice acting goes a long way toward making the characters come alive onscreen. Almost all of it is high quality, with the actors making even the most stilted dialogue brim with character. Even the shortest line readings, such as your companions' battlefield quips, are loaded with personality.

Ah, yes--companions. You've seen this structure in BioWare games already: You amass a crew on your spaceship, which functions as a central hub, and then take one into the fray when you reach planetside. But companions are more than combat pets, though they are certainly effective in that role. They also figure into the story, which makes you far more invested in whomever you summon to your side than you would expect. In fact, your teammates enrich almost every aspect of your virtual life in one manner or another. Equipping new gear is a treat in any RPG; maintaining your crew's equipment, as well as your own, enhances the joys of progression. Combat is better, too. Because you get to know your companions outside of battle, it's like having a real individual at your side rather than a disposable henchman. You can even send your crew members off on gathering missions, have them craft equipment for you, and sell your vendor trash. These conveniences keep the pace moving. BioWare clearly thinks your time is better spent swinging sabers and firing blasters--not mining crystals and scavenging for droid parts. You can still do these things, but they aren't likely to occupy much of your time.

Of course, this is an online game, so AI companions aren't the only individuals you have at your side. When playing with others, you participate in conversations as a group, earning a currency called social points as a reward for consistent responses. You need to be with guildmates or other players to conquer heroic quests, which might require a full party of four. Heroic areas offer a nice difficulty curve. You could steamroll through earlier ones, only to find your party must make good use of crowd-control skills and heals later on. You can also join others for four-person dungeons called flashpoints, which give you a chance to exercise the power of choice as a group. Do you overload power conduits, distracting enemy forces but risking innocent lives? Or do you disable them and keep losses to a minimum? Either way, flashpoints are a lot of fun, and they too offer a wonderful difficulty curve. Early skirmishes might be easy enough to handle. Facing a boss that leaps about the room while turrets pelt you with lasers is a greater challenge. It's also an enjoyable one, particularly if you've got a good tank to absorb all of that turret fire. Prefer something a little more epic? Then you should enjoy the eight-man and 16-man dungeons called Operations.

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viedogame: PC | Nexuiz: Force Your Opposition to Play With Inverted Controls

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PC | Nexuiz: Force Your Opposition to Play With Inverted Controls
Dec 13th 2011, 01:30

Originally touted as the first game to use CryEngine 3, Nexuiz disappeared but is back and is hoping to get the attention of fans of arena first-person shooters.

The Penny Arcade Expo can be a great place for independent developers to showcase their upcoming releases to a wider audience. The games get to be in the hands of those they are intended for, but at the same time, doing that can also be a risk. Back in 2010, developer Illfonic used PAX to show off its upcoming arena first-person shooter, Nexuiz. The company touted the fact that it was going to be the first game released to use CryEngine 3, months before Crysis 2 would be available. Unfortunately, Nexuiz wasn't up to snuff, most people avoided Illfonic's booth, and the game went dark shortly thereafter. The team has been silent since then, but because THQ is now assisting with the publishing, the developers hope they can win the hearts of FPS fans with this multiplayer-only downloadable release.

Nexuiz is an online team-based shooter in which eight players on two teams square off against each other for supremacy. The game will have two modes: Capture the Flag and Team Deathmatch. The modes will be available on nine maps--three focused on CTF and six designed for TDM. While these modes don't help to separate the game from the plethora of FPS titles available, the inclusion of dynamic mutators is what the developers hope is enough to entice people to their game.

What dynamic mutators do is give you the opportunity to modify aspects of the game in-match. While some shooters give you the ability to make changes to a match before it begins, the mutators available in Nexuiz are scattered around the arena and can be triggered as soon as they’ve been collected. There will be 100 mutators available. They range from expected modifiers like increased shields, firing power, and speed, to out-of-the-ordinary ones like color blindness, which turns your screen completely black and white and forces you to use your reticle to determine who is friend or foe. Other rare modifiers include one that forces you to play part of the match with inverted controls.

Dynamic mutators work in a number of ways. Some can be triggered to benefit your team, while others are triggered to affect the opposition--and some give everyone an advantage. Also, mutators aren't controlled solely by one person; they are scattered throughout the arenas, and anyone can find them and initiate them. While only one mutator can be active at a given time, it's possible to have others ready in a queue. Lining up mutators can make an entire match completely dictated by them.

The developers tout that there are over 100 mutators which will allow for more than 1.7 million match possibilities. The mutators will be broken up into tiers to ensure that certain ones don't appear as often as others. On top of that, when you're playing online, the points you earn in-match from your kills can be spent to increase the odds that a given mutator appears. Upgrading a specific modulation to its max doesn't necessarily ensure it will be available in a future match, but if other players have also upgraded the same mutator, the greater the liklhood that particular one will appear in-game.

Of course, mutators won't be mandatory. Because Illfonic is looking to cater this game to hardcore players, these can be turned off, and normal FPS rules will apply. As for everything else in Nexuiz, the game is pretty standard. Console players familiar with the genre will be able to pick up a controller and get into the action with no need for practice. On the PC side of things, when the game is released, the developers are promising better match finding and hope to implement modding tools that will let you tweak many aspects of the game. There is no date when PC players will see this inclusion, but it is expected shortly after launch. Lastly, while the console version of the game will have some aim assisting, PC players won't have that aid available.

Deciding to hold off on releasing the game back in late 2010 seems to have been a smart move by Illfonic. But at the same time, there are so many first-person shooters on the market that Nexuiz is still going to be in a position to have to try hard to earn an audience. Mutators seems like they could do the trick, but the smaller-scope matches, where only a maximum of eight players can play, might not be enough in comparison to other games that allow for greater numbers of players. But to combat that, when Nexuiz is released on the PC, PlayStation 3, and Xbox 360 in early 2012, it will cost only $10. Hopefully the less-than-regular price point and the planned post-launch support and PC bonuses will be enough to get those who grew up playing arena first-person shooters a reason to play Nexuiz.

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viedogame: Kaz Hirai to be named Sony Corp. president - Report

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Kaz Hirai to be named Sony Corp. president - Report
Jan 6th 2012, 21:01

Nikkei reports PlayStation boss to move to new role as early as April; Howard Stringer to remain chairman and CEO.

Sony's Kaz Hirai has shuffled around the corporate ladder quite a bit in the past year. Last March, the longtime Sony employee was promoted to executive deputy president. And in June of that year, he was promoted again to the role of SCEI chairman. Now, according to a new report in Japanese business publication Nikkei, Hirai is moving again, this time to the role of Sony president.

Translated via consumer tech blog Engadget, the Nikkei report states that Hirai could become company president as early as April. Additionally, the translated report states that Sir Howard Stringer will remain chairman and CEO of Sony. No official word from Sony has come down just yet, and as of press time, Sony had not responded to GameSpot's request for comment.

Hirai joined Sony in 1984 as part of its music group. In 1995, he transferred to Sony Computer Entertainment America, rising through the ranks to become its president and CEO. In a 2006 management shake-up, Hirai replaced Ken Kutaragi as president of Sony Computer Entertainment Inc. in Japan, where he helped turn around the then-money-losing PlayStation business.

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viedogame: EA grabs Quicklime Games domain

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EA grabs Quicklime Games domain
Jan 6th 2012, 18:44

  • By Eddie Makuch, GameSpot
  • Posted Jan 6, 2012 10:44 am PT

California-based gaming giant picks up Web address bearing caustic chemical compound name; possibly points to new studio name.

One of the largest publishers in the business, Electronic Arts has a long list of outfits located across the globe from North America to London to Australia. And if a new domain name registration is any indication, EA's stable of studios is expanding further still.

First spotted by domain name and trademark news site Fusible, EA picked up QuicklimeGames.com on January 4. Though the title points to its being the name of a new studio, Quicklime Games could be related to a new game, or something entirely else.

Presently, the website does not load, and as of press time, EA has not responded to GameSpot's request for comment on the matter. As for its name, quicklime is a caustic chemical compound used for a variety of industrial purposes, including the creation of cement.

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viedogame: Ninja Gaiden Sigma Plus stalking PS Vita launch date

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Ninja Gaiden Sigma Plus stalking PS Vita launch date
Jan 6th 2012, 18:44

Tecmo Koei confirms handheld remake of brutal PS3 action game will debut with Sony's new portable on February 22.

Prior to the holiday break, Sony announced that 25 retail and digital games would be available for the PlayStation Vita when it launches in North America on February 22. Sony pegged an additional 10 games for release within the system's launch window, one of which is Tecmo Koei's Ninja Gaiden Sigma Plus.

Tecmo Koei appears to have other plans, as the publisher today promoted its launch window release to launch date release, announcing a February 22 bow for Ninja Gaiden Sigma Plus. The game is an update of the 2007 PlayStation 3 release Ninja Gaiden Sigma, which was itself an enhanced version of the 2004 Xbox title Ninja Gaiden.

The PS Vita version of Ninja Gaiden Sigma will, of course, play heavily to the new handheld's technical features, including the touch screen, gyro sensor, and rear touch pad. Other additions to the PS Vita version include the ability to switch between first- and third-person view and gyro-sensor-facilitated targeting.

For more information, check out GameSpot's previous coverage of Ninja Gaiden Sigma Plus.

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viedogame: Gran Turismo 5 XL Edition revving up

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Gran Turismo 5 XL Edition revving up
Jan 6th 2012, 21:26

New $40 iteration of Polyphony Digital's racing game due January 17; Spec 2.0 updates and DLC vouchers included.

Gran Turismo 5 zipped to retail in November 2010, but Sony and developer Polyphony Digital aren't finished with the game just yet. In two weeks, a new budget priced and updated iteration of the well-received racing game will land on store shelves.

Announced today on the PlayStation Blog, the $40 Gran Turismo 5 XL Edition is due out on the PlayStation 3 on January 17. The new iteration of the racing game includes the title, all Spec 2.0 updates, as well as a voucher good for five downloadable content packs. The included DLC packs are the Racing Car Pack, Car Pack 2, Course Pack, Racing Gear Pack, and Paint Pack.

Additionally, the XL Edition includes a reversible inside coversheet emblazoned with the Red Bull X2011 vehicle. The new cover can be viewed at the PlayStation Blog.

For more on the original Gran Turismo 5, check out GameSpot's review.

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viedogame: Big in Japan Dec. 26-Jan. 1: Mario Kart 7

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Big in Japan Dec. 26-Jan. 1: Mario Kart 7
Jan 6th 2012, 04:10

Nintendo's kart racer is riding high amidst the PS Vita's slump.

The week of December 26 was not a good time for Sony in Japan, with the publisher's newly released portable system, the PlayStation Vita, sagging in sales on both the software and hardware fronts. Conversely, Nintendo's 3DS and the just-released Mario Kart 7 were the top earners for the week, according to the recent Media Creates sales update.

The PS Vita numbers continued to drop in its third week, from 72,479 to 42,648 units, with no Vita titles in the top 20 sales list. On the flip side, Sony's other consoles continued to do well in Japan--the PS3 held second place, with 67,199 units sold, while the PSP was just behind with 62,746 units sold.

Meanwhile, Nintendo sold 197,952 units of the 3DS for the particular week. Mario Kart 7 was in first place, with 109,463 units sold; the racing title stood alongside the 3DS iteration of Monster Hunter, with 100,042 units sold. Super Mario 3D Land was in fourth place, with 68,483 units sold, while Inazuma Eleven Go was in sixth place, with 47,938 units sold.

The only new title among the top 20 was Idolmaster Anime & G4U Pack Vol.3 for the PS3. The virtual idol simulator bundle sold 18,992 units in its debut week. Other noteworthy highlights include the recent Musou Orochi 2 for the PS3 (third place, with 73,526 units sold) and the PS3 version of Final Fantasy XIII-2 staying strong at fifth place (61,202 units sold).

Japan game sales week of December 26-January 1

Software
Rank/Title/Publisher/Platform/Unit sales
1. Mario Kart 7 / Nintendo / 3DS / 109,463
2. Monster Hunter 3G / Capcom / 3DS / 100,042
3. Musou Orochi 2 / Tecmo Koei / PS3 / 73,526
4. Super Mario 3D Land / Nintendo / 3DS / 68,483
5. Final Fantasy XIII-2 / Square Enix / PS3 / 61,202
6. Inazuma Eleven Go / Level-5 / 3DS / 47,938
7. Just Dance Wii / Nintendo / Wii / 33,347
8. Kirby's Return to Dream Land / Nintendo / Wii / 24,067
9. Wii Party / Nintendo / Wii / 22,932
10. SD Gundam G Generation 3D / Namco Bandai / 3DS / 20,427

Hardware
3DS â€" 197,952
PS3 â€" 67,199
PSP â€" 62,746
PSV â€" 42,648
Wii â€" 33,208
DSi XL â€" 3356
Xbox 360 â€" 2453
DSi â€" 2418
PS2 â€" 1659
DS Lite -28

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viedogame: Miyamoto working on new, original game

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Miyamoto working on new, original game
Jan 6th 2012, 16:27

In new interview with Zoomin Games, Mario-creator reveals he's at work on an "undisclosed original title."

Legendary Nintendo game designer Shigeru Miyamoto was the center of much attention recently, as speculation about his retirement ran wild following an interview with Wired last month. Nintendo countered by stressing Miyamoto was not retiring, and now it's clear he's not only staying with the company, but also working on an original game.

Miyamoto recently gave an interview to Zoomin Games, where it was revealed that in addition to a new Pikmin game for the Wii U and Luigi's Mansion 2 for the 3DS, Miyamoto is at work on a new property. Zoomin refers to this project as an "undisclosed original title."

Explaining his development mentality (but not revealing anything about the new game), Miyamoto said, "People have come to expect a lot from me. This certainly makes me feel some pressure. But if you ask me, 'Is it too much pressure to come out with something new?' I have to say no, I'm enjoying myself. But when I make something, I always try to do my best."

For more on the projects Miyamoto is openly working on, check out GameSpot's coverage of Pikmin Wii U and Luigi's Mansion 2.

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viedogame: Xbox 360 successor, PS4 to be shown at E3 2012?

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Xbox 360 successor, PS4 to be shown at E3 2012?
Jan 6th 2012, 16:03

MCV cites "third-party publishing sources" in reporting Microsoft, Sony rolling out new consoles at this summer's trade show; Wii U launch details to be confirmed at geek gathering.

It's a certainty that Microsoft and Sony have successors to their current consoles planned. However, the timetable for each company to reveal its new console has long been in question. Today, a new report at UK-based industry site MCV indicates Microsoft and Sony will unveil new consoles at the 2012 Electronic Entertainment Expo, which runs June 5-7.

This report isn't the first mention of an Xbox 360 successor being unveiled at E3 2012. Over the past year, two separate reports indicated that Microsoft was readying the next Xbox for a reveal at the Los Angeles trade show. The latest rumor puts the Xbox 360 follow-up as hitting holiday 2012.

As for the PlayStation 4 being unveiled at E3 2012, today's rumor is the first mention of such a reveal window. However, the system itself is no surprise, as since the PS3 first launched, Sony has stated it had plans for a PS4. And a November rumor suggested that software development for that system was ramping up, with one Sony-owned studio shifting entirely to work on the new, not-yet-announced system.

In addition to next-generation news concerning Microsoft and Sony, MCV's sources also noted that launch details for Nintendo's still-mysterious Wii U will be provided at E3 2012. Nintendo has previously said it will have final Wii U hardware ready for E3 2012.

A Sony representative told GameSpot, "We don't comment on rumors or speculation." And as of press time, Microsoft had not responded to GameSpot's request for comment.

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