Friday 20 January 2012

viedogame: PC | Unstoppable Gorg Review

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PC | Unstoppable Gorg Review
Jan 21st 2012, 02:40

In the 1950s, alien-invasion paranoia reached a fever pitch. Films like the 1953 version of War of the Worlds and 1956's Earth vs. the Flying Saucers pitted humankind against seemingly unstoppable alien onslaughts. The new tower defense game Unstoppable Gorg transports you back to this golden age of alien-related anxiety, putting you in control of orbital defenses as UFO armadas and other extraterrestrial attackers attempt to wipe humanity from existence. Unstoppable Gorg is both an entertaining tribute to the alien-invasion movies of days gone by and an enjoyable tower defense game that requires you to think on your feet to survive.

Never trust a sultry seductress from another world.

Somewhere beyond Neptune, an exploratory satellite discovers Planet X, the home of an advanced alien civilization known as the Gorg. Humanity's overtures of goodwill are spurned by the evil Gorg, and the people of Earth are suddenly fighting for survival against an overwhelming alien attack. The black-and-white newsreel-style cutscenes that advance the story make effective use of a combination of archival footage and deliberately chintzy special effects; rocket ships are visibly borne aloft by strings, and the costume worn by the actor portraying King Gorg looks like something out of an Ed Wood film. But it's not just the Gorg you fight. As you advance through the story's 21 missions, humanity runs afoul of an alien seductress and her hideous brain riders, as well as a clunky robot and his mechanical minions. These adversaries perfectly capture the charms of the sci-fi films and television shows of the '50s, and the care and reverence with which the whole thing is constructed make the B-movie story worth seeing through to the end.

Like so many tower defense games, Unstoppable Gorg is conceptually simple but challenging in practice. In each mission, your primary goal is to protect something--whether it's an asteroid mine, a luxury hotel hovering near the moon, or the Earth itself--from destructive alien forces. This central object is surrounded by orbital rings, and there are a few points on each of these rings on which you can place satellites. Different satellites serve different purposes. Some attack enemies with bullets, lasers, rockets, or other weaponry; some generate money that you can use to build more satellites; and some support your other satellites by shielding them, repairing them, improving their range, or bestowing other benefits. Before each battle, you can see the types of enemies you're about to face, and you have to decide which satellite types you want at your disposal and which to leave behind.

This is all typical tower defense stuff; weighing your options before battle is an engaging tactical decision, but it doesn't set Unstoppable Gorg apart from the glut of other games in the genre. What does set Unstoppable Gorg apart is the way that you can manipulate the orbital rings during battle. As rows of sleek saucers, flying brains, or other assailants make their circuitous way to the level's center, you can grab orbital rings with your cursor and wheel them around, which allows you to track nearby enemies with your attack satellites or move your more vulnerable satellites out of danger.

Of course, moving one satellite into a better position often moves another satellite on that same ring into a more dangerous one, and it's this on-the-fly evaluation and decision making that make fending off the alien attackers an engaging and suspenseful pursuit. There's a bit of trial and error involved in triumphing over your enemies; sometimes you may find that your satellite selection or placement just isn't up to the task, and the destruction of the Earth (or whatever you're protecting) sends you back to the drawing board. Unstoppable Gorg eases you into things, but even on the easy difficulty option, it eventually gets quite tough. Defeat can be frustrating, but you can learn from your failures and use that knowledge to formulate a new approach, and those defeats only make your eventual, hard-earned victory all the sweeter.

In addition to introducing new satellite types and new enemies as you advance, Unstoppable Gorg's campaign frequently puts you in situations that change up the gameplay. You might have to worry about asteroids as well as enemies, and quickly swing satellites into position to take out rocks that are on a speedy collision course with the vital object at the level's center. Or you might be surrounded by so much space dust that your money-generating satellites can't harness the sun's energy and do their work, which forces you to make do with the credits you start with and what little you earn from destroying enemies. Or enemies may use their psychic powers to lock most of your orbits in place, severely limiting your ability to respond to dangers on the fly. This variety of situations means you never know quite what to expect from the next mission, which keeps the campaign fresh from beginning to end.

That campaign doesn't last terribly long, with its 21 missions typically taking about six or seven minutes to complete. But you'll likely need to attempt many of those missions multiple times just to survive, and you may want to repeat some missions to complete optional goals, like earning research tokens which give you the ability to spend money to upgrade certain satellites on later missions. There's also Arcade mode in which you try to last as long as possible against increasingly more powerful waves of enemies. And unlockable challenges introduce new conditions to the campaign levels that make them more difficult, like faster enemies or a central habitat that can be destroyed with one hit.

It's unfortunate that Unstoppable Gorg doesn't find a way to turn its exciting variation on tower defense gameplay into a competitive or cooperative multiplayer mode, but you get a reasonable amount of game for your $9.99. This endearing tribute to the future of the past is a rewarding game that challenges your wits and your reflexes. Despite the game's title, you can stop the Gorg; and although it isn't easy, it's certainly worth doing.

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viedogame: Twisted Metal goes gold

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Twisted Metal goes gold
Jan 20th 2012, 23:22

Development on Eat Sleep Play's vehicular combat game finished ahead of February 14 launch exclusively for the PlayStation 3.

Gamers eager to reconnect with Sweet Tooth need not fear another delay will separate them from the killer clown, as developer Eat Sleep Play today announced via Twitter that Twisted Metal has gone gold.

Due out on February 14, Twisted Metal was originally scheduled to hit retail on October 4. However, the game was delayed to early 2012 in August, with a February 14 release date announced later that month. A collector's edition of Twisted Metal has not been announced, but gamers who pick up a first-run copy of Twisted Metal will score a free copy of 2001's Twisted Metal Black, via download voucher.

The first installment in the series since 2008's Twisted Metal: Head-On - Extra Twisted Edition for the PlayStation 2, Twisted Metal is being developed by many of the series' original designers at Eat Sleep Play. Besides a campaign mode, the game will sport two-player split-screen action, as well as online battles.

For more on Twisted Metal, check out GameSpot's latest preview.

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viedogame: ESA backs off SOPA

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ESA backs off SOPA
Jan 20th 2012, 21:55

Game industry trade group rescinds support for SOPA and PIPA, says it has concerns for "unintended consequences" related to proposals.

Earlier today, Stop Online Piracy Act (SOPA) sponsor Rep. Lamar Smith renounced support for the controversial piece of legislation he created, essentially laying the matter to rest. That move came just days after the House Oversight Committee chairman said that the legislation would not be put to a vote until there was consensus over the issue. While the Entertainment Software Association had been a vocal supporter of SOPA, it pulled an about-face today.

This afternoon, the ESA--the body responsible for putting on the annual Electronic Entertainment Expo--issued a statement saying it no longer supports SOPA or the Senate counterpart, the Protect Intellectual Property Act (PIPA).

"From the beginning, ESA has been committed to the passage of balanced legislation to address the illegal theft of intellectual property found on foreign rogue sites. Although the need to address this pervasive threat to our industry's creative investment remains, concerns have been expressed about unintended consequences stemming from the current legislative proposals," reads a line from the statement.

"Accordingly, we call upon Congress, the Obama Administration, and stakeholders to refocus their energies on producing a solution that effectively balances both creative and technology interests. As an industry of innovators and creators, we understand the importance of both technological innovation and content protection and are committed to working with all parties to encourage a balanced solution."

The ESA now joins President Obama, as well as a string of gaming entities that have expressed ill feelings toward SOPA and PIPA. These companies include Epic Games, Bungie Studios, Riot Games, Runic Games, Mojang, Red 5 Studios, and others.

Companies that supported SOPA--including the National Football League (NFL) and GameSpot parent company CBS--argued that it offered necessary protection to content creators. Opponents of the bill, such as Google, Facebook, Twitter, and the Electronic Frontier Foundation, argued that SOPA infringed upon First Amendment rights and would ultimately deprive the Internet of non-infringing content.

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viedogame: From Dust, Outland, and Beyond Good & Evil HD to be bundled?

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From Dust, Outland, and Beyond Good & Evil HD to be bundled?
Jan 20th 2012, 18:00

Ubisoft Triple Pack will reportedly contain trio of Ubisoft-published downloadable games, due for Xbox 360 and PS3 at brick-and-mortar outlets in March.

Last year, Microsoft bundled its XBLA Summer of Arcade hits Trials HD, Limbo, and Splosion Man for release at brick-and-mortal retailers. Now, it appears Ubisoft is following in Microsoft's footsteps.

A listing at United Kingdom-based retailer Play (via GamerZines) for a Ubisoft Triple Pack indicates that the French publisher is planning to bundle downloadable games From Dust, Outland, and Beyond Good & Evil HD for a retail release.

The listing states the bundle will be released on March 23 for £14.99, or about $20, for the Xbox 360 and PlayStation 3. United States retailers aren't showing the Ubisoft Triple Pack, and as of press time, Ubisoft had not responded to GameSpot's request for comment.

For more on the titles in question, check out GameSpot's previous coverage of From Dust, Outland, and Beyond Good & Evil HD.

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viedogame: Star Wars: The Old Republic cost $200 million to develop

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Star Wars: The Old Republic cost $200 million to develop
Jan 20th 2012, 19:34

New report recounts creation of BioWare's MMORPG; 800 staffers on four continents worked for six years to bring game to market.

BioWare's massively multiplayer online role-playing game Star Wars: The Old Republic shipped in December, and quickly recorded one million users. And today it has been revealed the game's budget was massive, too.

A new feature story at the Los Angeles Times recounts development on The Old Republic, and reveals some nuggets of information about the space-bound MMORPG. According to the Times, The Old Republic cost $200 million to develop, well above the $80 million forecast by Wedbush analyst Michael Pachter last May.

The Times reports the game was created over the span of six years by 800 developers on four continents. BioWare co-founder Greg Zeschuk told the paper, "Coordinating it all is like teaching elephants to do ballet."

As for BioWare's relationship with Star Wars creator and license holder George Lucas and his LucasArts staff, the Times reports that Lucas gave BioWare nearly "free rein" to do as it wished with the license. However, the newspaper reports LucasArts staff stepped in to "soften" some of the more "risque" material, including scenes involving sex slaves.

As for recouping the game's massive development cost, EA said in February the The Old Republic would become profitable with only 500,000 subscribers. And according to Pachter, the game is well on its way to blowing that number out of the water. In an investor note issued today, Pachter said The Old Republic has sold at least 2 million units since its launch in late December. Additionally, he said he expects 75-90 percent of initial purchasers to stay on-board as paid subscribers following the bundled 30-day free game time.

For more on The Old Republic, check out GameSpot's review of the MMORPG.

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viedogame: SOPA sponsor pulls support for bill

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SOPA sponsor pulls support for bill
Jan 20th 2012, 19:58

Rep. Lamar Smith says the problem of online piracy is too big to ignore, but "it is clear that we need to revisit the approach on how best to address the problem."

Earlier this week, the controversial Stop Online Piracy Act (SOPA) was dealt a serious setback when the House Oversight Committee chairman said that the legislation would not be put to a vote until there was consensus over the issue. Today, the bill's original sponsor joined the ranks of those distancing themselves from the bill, as House Judiciary Committee Chairman Lamar Smith (R-TX) issued a statement with his reactions to the fate of SOPA and its Senate counterpart, the Protect Intellectual Property Act (PIPA).

"I have heard from the critics and I take seriously their concerns regarding proposed legislation to address the problem of online piracy," Smith said. "It is clear that we need to revisit the approach on how best to address the problem of foreign thieves that steal and sell American inventions and products."

While Smith said consideration of the bill is postponed for now, he called the problem of online piracy "too big to ignore" and said his committee would continue working with copyright holders and Internet outfits on ways to fight it.

SOPA drew much criticism for the methods by which it sought to squash piracy, among them DNS filtering, a practice by which SOPA would allow the government to block Americans' access to specific foreign sites suspected of engaging in piracy. While sponsors of SOPA and PIPA promised to drop the DNS filtering provisions last week, there remained sufficient outcry over the bill that online giants like Wikipedia and Google followed through with daylong changes to their websites to show their protest.

Companies that supported SOPA--including the National Football League (NFL) and GameSpot parent company CBS--argued that it offered necessary protection to content creators. Opponents of the bill, such as Google, Facebook, Twitter, and the Electronic Frontier Foundation, argued that SOPA infringed upon First Amendment rights and would ultimately deprive the Internet of non-infringing content.

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viedogame: Star Wars: The Old Republic named AbleGamers' Game of the Year

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Star Wars: The Old Republic named AbleGamers' Game of the Year
Jan 20th 2012, 16:31

Charitable foundation celebrates EA BioWare MMORPG for incorporating accessibility features like colorblind options, full subtitles, and control options.

Star Wars: The Old Republic was released too late in 2011 to be eligible for consideration in most Game of the Year awards but not all. The AbleGamers Foundation today named the massively multiplayer online role-playing game the recipient of its Accessible Mainstream Game of the Year award.

According to the charity, "Each year, the AbleGamers Foundation looks at all of the mainstream video game titles released in a given year for the best use of accessibility in a game. Recipients must demonstrate excellence in accessibility by including options that allow for gamers with a wide range of disabilities to fully enjoy the game."

The Old Republic stood out from the crowd because it was a high-profile release with options for colorblind gamers, full subtitles, and various control options at launch, the organization said. It specifically noted that larger releases have a habit of omitting such options or patching them in well after the game's release.

The AbleGamers Foundation is a public charity with a stated mission of promoting accessibility in games "so that people with disabilities can gain a greater quality of life and develop a rich social life that gaming can bring." More information is available at the group's official website.

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viedogame: Rift revenues reach $100 million in 2011

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Rift revenues reach $100 million in 2011
Jan 20th 2012, 16:54

Trion Worlds announces new sales milestone for fantasy MMORPG, secures additional $85 million in funding.

Before Trion Worlds' massively multiplayer online role-playing game Rift had even shipped last March, it amassed 1 million users. Today, the company shared financial information concerning the game's first year, saying the MMORPG recorded revenues of $100 million in 2011.

In addition, Trion Worlds said it has secured $85 million in new funding, led by the Ontario Teachers' Pension Plan. Additional capital came from Bertelsmann Digital Media Investments. Trion Worlds said it plans to use this additional funding to "further grow its worldwide premium online games business."

On top of Rift, Trion Worlds is currently at work on two new titles. These are massively multiplayer real-time strategy game End of Nations, as well as Defiance, a project currently being developed in conjunction with the Syfy channel.

Outside of development, Trion Worlds is also entering the publishing business. Currently codenamed Red Door, Trion Worlds' new business combines a consumer service and what it calls a "full-scale publishing and development platform."

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

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viedogame: Angry Birds developer says no IPO in 2012

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Angry Birds developer says no IPO in 2012
Jan 20th 2012, 15:36

Rovio says this year is "way too early" for an initial public offering; no decision yet made as to where or when it will list.

Angry Birds creator Rovio hatched a winner with its bird-flinging, pig-destroying mobile game, but the Finnish game company is going to incubate more before going public.

Speaking with international news house Reuters recently, Rovio marketing chief Peter Vesterbacka explained that the company will not file an initial public offering (IPO) in 2012.

"We are not in a rush," Vesterbacka explained. "This year is way too early for an IPO; there are too many open things, and we are in a very early stage of the Angry Birds lifecycle."

As for which market Rovio is considering to file in, Reuters reports that the company had previously considered Hong Kong or New York, but Vesterbacka said no decision has been made.

"Hong Kong is very interesting, absolutely, but again it is totally dependent on how markets develop. Asia is where all the people are, and future growth," he said.

If Rovio does go public, it will join a series of recent tech companies in doing so, including casual game maker Zynga. The firm behind CityVille, FarmVille, CastleVille, and Texas HoldEm Poker went public in December and stumbled, with a present valuation of $9.02 (at press time), well below the $10 it originally was listed for.

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viedogame: Aussie bargains Jan 20

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Aussie bargains Jan 20
Jan 20th 2012, 06:11

Take a look at the best buys we've spotted online this week.

Last year was a great year for games, but, with so many titles coming out over such a short period of time, chances are that you missed a few. Thankfully, there's a bit of a lull with game releases at the moment, and now is a great chance to catch up on last year's hits. You may as well shop online and save a few dollars as you try and make your way through any games that have slipped through the cracks. With this in mind, the focus of today's round-up is games from last year that you may have missed.

Remember, bargain hunting is a communal activity, and there's a thread over on the GameSpot AU forums dedicated to finding cheap games. If you spot a good deal online or at a store, be sure to jump in and tell your fellow GameSpotters. Even if you're new to the forums, pop in and say hi!

Red Faction: Armageddon (PS3) - A$12.99 at Oz Game Shop
Mario Kart 7 - A$44 at Harvey Norman Direct Import
Sonic Generations (360) - A$12.99 at Play Asia
L.A. Noire (PS3) - A$24.14 at Play Asia
Deus Ex: Human Revolution (360) - A$23.99 at Oz Game Shop
Portal 2 (PC) - A$27.99 at Oz Game Shop
Forza Motorsport 4 - A$39.99 at Oz Game Shop
The Legend of Zelda: Skyward Sword - A$44.99 at Oz Game Shop
Crysis II (PC) - A$17.99 at Oz Game Shop
Total War: Shogun 2 - A$20.99 at Oz Game Shop

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viedogame: Zynga losing $150 on every paid customer - Analyst

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Zynga losing $150 on every paid customer - Analyst
Jan 20th 2012, 15:43

Sterne Agee firm consultant says casual game maker spent more in last nine months to acquire customers than it made from them.

Casual game maker Zynga went public in December, but its stock price quickly lost its financial footing, dipping significantly from an initial offering price of $10 per share to a present valuation of $9.02 as of press time. Now, one analyst has offered a new, not-so-rosy, take on the financial situation of the company.

Sterne Agee analyst Arvind Bhatia recently told Benzinga that he believes Zynga is losing $150 on every paying customer it attracts to its business.

"They've given us the sales in marketing dollars for the first nine months: $120 million," he said. "Almost all of that is for acquiring customers. We also know that they had 3.4 million unique payers in the September quarter, which is up from 3 million at the end of December 2010. In other words, they added 400,000 additional payers and they spent $120 million to acquire them."

This math--$120 million divided by 400,000--equals $300 per person. And Bhatia estimates these users are spending about $150 throughout their relationship with Zynga.

"Our concern is [whether or not it's worth] spending $300 to get these customers when people are spending $150. That math won't work for very long," he said.

Bhatia admitted "That's our math; that's not what the company says," but he does see a "slowdown in social gaming in general" not limited exclusively to Zynga.

"I don't think it's just Zynga," he said. "But Zynga clearly has tried many games, and they're finding that the interest level isn't necessarily going up. We've seen many games launch and then fade within a few weeks."

Bhatia's financial appraisal of Zynga may be bleak, but not all analysts agree. Last month, Wedbush and Lazard Capital Markets consultants expressed bullish predictions for the company moving forward.

For more on Zynga, check out GameSpot's previous coverage of the mobile game company.

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viedogame: Blizzard expands support hours in Australia, NZ

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Blizzard expands support hours in Australia, NZ
Jan 20th 2012, 05:22

Publisher will now assist players from Australia and New Zealand for over 18 hours a day, 7 days a week.

Blizzard has announced that it will be expanding its phone-support hours for Australian and New Zealand players from this week.

The publisher's support team will now be on hand to assist players for over 18 hours a day, 7 days a week.

Australian players should call 1-800-041-378 (toll free); New Zealand players should call 0800-452-520 (toll free). For updated phone-support hours, visit the official Battle.net support site.

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Classic Video Games: What's Hot Now: Jerry Lawson - Profile

Classic Video Games: What's Hot Now
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Jerry Lawson - Profile
Jan 20th 2012, 11:08

At a time when the computer and video game industry was primarily filled with Caucasian males, Jerry Lawson was an innovator. He created of the first cartridge based video game console (the Fairchild Channel F), designed of one of the first coin-op arcade games (Demolition Derby), was the head of Videosoft, an early independent developer for the Atari 2600, and the first African American in the video game industry to achieve such accomplishments.

Name: Jerry Lawson
Birth: 1940
Mark In Gaming History: First Black Video Game Engineer and Designer, Spearheaded the Fairchild Channel F video game console, designed and produced the Demolition Derby arcade game, head of Videosoft game developer.

Early Life:

Growing up the son of a low-income family from a housing project in Jamaica, New York never held back a young Jerry Lawson. His mother, was determined to make sure her son went to the top schools available and received the very best education, even serving as the head of the PTA. His father, a long longshoreman, had a ravenous apatite for science and technology, which he passed onto his son.

At a youth Jerry was already an incurable techhead and tinkerer, obtaining a ham radio license and using it to build his own amateur radio station from his room, as well as make and sell walkie-talkies.

Engineerin His Way to Fairchild:

After attending Queens College and The City College of New York, Lawson began an engineering career, working in emerging technologies with companies such as Federal Electric, Grumman Aircraft, and PRD Electronics. Eventually he landed at Fairchild Semiconductor in 1970 working with their full-line semiconductors and microprocessors.

During his first few years with Fairchild, Jerry started getting involved with more computer technology, as his interests grew he joined the Homebrew Computer Club and befriended the founders of Atari, Nolan Bushnell and Ted Dabney, as well as the engineer behind Pong, Alan Alcorn.

Fairchild Channel F - Origin of a Video Game Trailblazer:

Nolan and Ted had shown Jerry their creation, Computer Space, the first commercially available coin-op arcade game, after which Jerry started tinkering around at home, designing and building his own coin-op arcade machine, Demolition Derby, using microprocessors from Fairchild.

When the execs at Fairchild learned of his arcade creation they put him in charge of their home video game console project, which would eventually become the Fairchild Channel F, the first ROM cartridge video game console.

TV POW:

In addition to being head of the Fairchild Channel F project and designing many of it's prototyped components, Lawson and his team also worked on expanding the systems capabilities beyond just cartridge gaming.

One of the more unique variations of the Channel F technology that Lawson and his team put together was TV Pow, the first, and only video game played via broadcast television.

As feature on local childrens shows between cartoons, the host would have players call in to participate in TV Pow, which featured a space shooting game running of the Channel F, with a big target scope in the middle. When enemy ships flew in front of the scope, the player would yell "POW" to fire and hit their target.

After the Fairchild Channel F:

After leaving Fairchild, Lawson started his own video game developer, Videosoft, with intentions to create games and tech tools for the Atari 2600. Videosoft ended up creating only one cartridge, "Color Bar Generator", which was designed to calibrate your televisions color, and adjust the vertical and horizontal picture hold.

Today Lawson is enjoying a well-deserved retirement and attends retro gaming expos and conventions as a guest speaker.

In an industry that rarely saw minority professionals during it's early days, Lawson may very well be the first black video game designer, producer and engineer in the industry. From the beginnings of his career to today, he is amused when he meets so many folks who have heard of him, but upon meeting him in person are shocked by the fact that he is black. As he stated in a 2009 interview with Benj Edwards for the website Vintage Computing and Gaming "Well I don't go around telling everybody I'm black. I just do my job, you know?"

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Thursday 19 January 2012

viedogame: MapleStory Adventures receives social update

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MapleStory Adventures receives social update
Jan 20th 2012, 05:41

Facebook version of game to get two new dungeons and new bosses for fighting.

The last time MapleStory Adventures for social network sites made headlines, it was when the game reached 1,261,046 monthly users within two weeks of its open beta phase. Now, publisher Nexon has announced that this version of the MMORPG will receive some major updates.

New dungeons in the update for the new year include the Wasteland of Souls, where fans will encounter ghost boss Papa Pixie, and the level 50-only Forgotten Temple filled with wild plants capped off with a boss fight against the multi-armed Ravana. Killing the aforementioned bosses will give players a chance to earn rare and legendary gear drops.

Also new is a Cash Shop item called The Horn of Friendship, which calls upon four other players to help the user overcome bosses in dungeons. All items in the game now have three new attributes: Luck, Critical and Dodge. Luck determines a player's drops, Critical determines a user's critical attack rating, and Dodge determines a character's chance to evade attacks.

MapleStory isn't the only RPG franchise that has a social game spin-off: Bioware's Dragon Age Legends and Square Enix's Knights of the Crystals are two well-known examples. For more information on the franchise, check out GameSpot's feature on the MMORPG.

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viedogame: Diablo III to experience system changes

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Diablo III to experience system changes
Jan 20th 2012, 04:35

Tweaks will be seen in latest beta patch of action RPG.

There has been a lot of rumbling about Diablo III as of late, with the most recent being its supposed leaked release date. Game director Jay Wilson recently posted on the official Diablo III blog on Blizzard Entertainment's site that the team will also be changing some of the systems they have received the most feedback about from the game's extended beta.

According to the post, scrolls of identification will no longer be in the game. Instead, a player just has to right-click on an unidentified object and wait a few seconds before its stats are revealed. Wilson also said that the team will remove the Cauldron of Jordan and Nephalem Cube options currently present in the beta. He elaborates that because the Stone of Recall allows players to return to town, keeping the cauldron and cube may not give players enough of an incentive to occasionally return to town. The blacksmith will now also salvage items for players.

Other changes include rearranging core character attributes to the four stats (strength, dexterity, intellect, and vitality), displaying character stats on the inventory user interface, and not making common items salvageable. All the changes will be seen in the latest beta patch. For a detailed explanation of the changes, head to the post on the game's official blog.

Diablo III is the next entry in the action RPG franchise. New features include five new classes, new multiplayer modes, and an auction house. For more information, check out GameSpot's coverage of the third game.

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viedogame: Big in Japan Jan 9-15: Super Robot Taisen OG Saga

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Big in Japan Jan 9-15: Super Robot Taisen OG Saga
Jan 20th 2012, 02:49

Recent bundle of famous strategy RPG series bumps Nintendo racer from top spot; console sales experiencing post-holiday slump.

Namco Bandai has won Japanese gamers over with a re-release of a Super Robot Taisen title, a franchise that combines strategy RPG gameplay with mechas from popular anime and manga culture. The latest game in the series took out the top spot in sales for January 9, according to the recent Media Creates chart update.

The Super Robot Taisen OG Saga Masou Kishin I & II bundle for the PSP knocked Mario Kart 7 off pole position with 81,996 units sold on its debut week. Meanwhile, Nintendo sold 52,266 units of Mario Kart 7 and 40,154 units of Super Mario 3D Land. Monster Hunter 3G for the 3DS was placed third with 44,644 units sold.

Other new titles on the list include Spirit Camera and Ace Combat: Assault Horizon Legacy for the 3DS. The former is a spiritual successor to the Fatal Frame series where gamers have to escape a haunted house and defeat ghosts using their mystical cameras. Spirit Camera was at seventh place with 16,351 units sold. Ace Combat: Assault Horizon Legacy is an entirely new flight simulator title that sticks to the mechanics of past Ace Combat titles. The 3DS title was at ninth place with 12,819 units sold.

On the hardware front, the 3DS and PS Vita experienced big drops on the post-holiday week. Nintendo sold 100,668 units of the 3DS, while Sony sold 18,361 units of the PS Vita. For comparison, Nintendo and Sony sold 240,819 and 42,915 units of their respective consoles on the last Media Creates update. Sony managed to sell 30,332 units of the PS3 and 22,538 units of the PSP.

JAPAN GAME SALES WEEK OF JANUARY 9-15 Software
Rank/Title/Publisher/Platform/Unit sales
1. Super Robot Taisen OG Saga: Masou Kishin I & II / Namco Bandai / PSP / 81,996
2. Mario Kart 7 / Nintendo / 3DS / 52,266
3. Monster Hunter 3G / Capcom / 3DS / 44,644
4. Super Mario 3D Land / Nintendo / 3DS / 40,154
5. Inazuma Eleven Go / Level-5 / 3DS / 20,777
6. Musou Orochi 2 / Tecmo Koei / PS3 / 20,409
7. Spirit Camera: The Cursed Memoir / Nintendo / 3DS / 16,351
8. Final Fantasy XIII-2 / Square Enix / PS3 / 14,407
9. Ace Combat: Assault Horizon Legacy / Namco Bandai / 3DS / 12,819
10. Just Dance Wii / Nintendo / Wii / 12,370

Hardware
3DS â€" 100,668
PS3 â€" 30,332
PSP â€" 22,538
PS Vita â€" 18,361
Wii â€" 14,179
DSi XL â€" 1,515
Xbox 360 â€" 1,519
DSi â€" 1,206
PS2 - 766

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viedogame: Xbox 360 | NFL Blitz Review

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Xbox 360 | NFL Blitz Review
Jan 20th 2012, 00:44

More than a decade ago, when NFL Blitz first burst onto the scene, it represented a preposterous exaggeration of professional football. With the strobe-like flash of its overworked scoreboard, quarterbacks routinely throwing for 400 yards, and running backs relegated to pass blockers or short-legged receivers, it was a sharp contrast to sims.

Who could have foreseen that this arcade-style football game would be so prescient? NFL Blitz's wide-open offensive systems and comparatively small defensive impact have since been infused in the real sport. And though the latest NFL Blitz is virtually a mirror image of its forebearers, it lacks the savage spark that embodied the original games. It's not just the removal of late hits that's the problem. Aside from online play and a couple of new modes, NFL Blitz is identical to games released more than a decade ago, and the lack of modern ideas makes this feel like a dusty relic. NFL Blitz is showing its age, but the excitement inherent in a hard-fought competitive match still makes this exciting.

Joe Flacco melting down under pressure? Maybe this is a sim.

NFL football has a rule book hundreds of pages long that no mere mortal could dare hope to decipher. In NFL Blitz, the rules have been narrowed down considerably. Only seven players line up on each side of the ball, and though it takes a whopping 30 yards to gain a first down, frequent big plays ensure you score early and often. And penalties? Who needs 'em! The easiest way to force an incomplete pass is to knock down the receiver before the ball arrives. Turbo-fused hits, leaping throws, and spectacular catches are all represented in the same manner as in the earlier games, and even the playbook is nearly identical to what you remember. Like throwing the ball deep? Select Da Bomb so your receivers sprint down the field. Or maybe trickery is more to your liking. Split Back lets you toss to a player in the backfield who can then throw a pass of his own downfield. The pace is crazy and frantic, but you never feel out of the contest since points are so abundant

There's an undeniable pull on your nostalgic senses that makes NFL Blitz immediately welcoming. The players have been updated, and the visuals are now in high definition, but the surrounding elements are eerily similar. Firing up a contest is like returning home again. The high-flying, back-and-forth draw that made the original so endearing is well realized here. But like most reunions, this one isn't as rosy as you might remember. Quirks buried in your subconscious are unearthed in frustrating sequences. You yell in anger when your player drops the football like it's a wet seal. You gasp in horror as your forward pass is inexplicably ruled a fumble because your receiver was behind the line of scrimmage. You scream in frustration when your offensive line turns into a sieve at the worst possible time. And you shake your head with disappointment when your receiver walks out of bounds instead of turning upfield. Considering there are so few enhancements to the core of the game, it's a shame these foibles weren't ironed out in the many years since Blitz's inception.

The on-field action is as fun (though flawed) as ever, and a variety of modes give you plenty of different ways to take part in it. Blitz Gauntlet is as good of a place to start as any. Here, you compete in a tournament against progressively more difficult teams. Taking on the Redskins or Seahawks is certainly entertaining, but the main draw in this mode is the fantastical players you square off against. Teams composed entirely of robots, pirates, gladiators, and other non-football players serve as the boss fights, and though the action is mostly the same, the comedic impact cannot be denied. Yes, a pirate might not have the benefit of shoulder pads, but wouldn't a hook help in defensive matters? There's no clear answer, but it's certainly fun to ponder. Power-ups also litter the field in these boss battles. Freeze the clock or create an earthquake by nabbing an icon at an opportune time, and though these don’t have a huge impact on strategies, they do help mix things up from the norm.

Blitz Elite steers away from the cartoonish and veers into simulation territory. Here, you build your team by purchasing (with in-game money) playing cards. It's a concept borrowed from the Madden franchise, and it gives you something to strive for in the long term. You may have to purchase many packs before your favorite players are unlocked, and tweaking your roster so you're more competitive is appealing for a little while. The most thrilling application of this feature comes in the risk/reward matches against an online foe. The winner gets to choose any card from your pile and nab it as his own; the loser has to watch. Granted, unless you have an emotional connection to your players, it won't matter much when you lose someone, but don't expect your wounded pride to heal as quickly.

The last mode is Blitz Battle, which is the most engaging of the three. Collecting cards and battling bosses are entertaining for a little while, but Blitz is still at its best when you're squaring off in the classic competition. In Blitz Battles, you choose a state to represent and then take on players around the country in online matches. Perform well, and you move up a class to face even tougher competition. Struggle, and you get sent back to the minors. Moving from rookie to elite status is empowering, and as you move from state to regional and national competitions, you feel as if you're making tangible progress. You can start a game with an online friend if you like cooperative play, though it's much harder to find a match in this mode. Blitz is at its best in one-on-one action, and that's why Battle is the most exciting way to experience this downloadable game.

Ranking up in Battle, unlocking cards in Elite, and fighting bosses in Gauntlet give Blitz a surprising amount of longevity. You could spend hours in each mode trying to gain access to everything, so there's plenty of content here for 1,200 Microsoft points ($15). But even though it's still fun to unleash lunging tackles and 70-yard touchdowns, the whole experience feels antiquated. You can pile on all the extra modes you want, but if the core action is unchanged, it's hard to shake the feeling that you've done this all before. Don't expect NFL Blitz to have the same impact it did so many years ago, but this is still a satisfying way to rekindle a nostalgic flame.

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