Saturday 4 February 2012

Classic Video Games: What's Hot Now: Classic Games on XBLA

Classic Video Games: What's Hot Now
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Classic Games on XBLA
Feb 4th 2012, 11:08

If you are looking to play some classic arcade games, or want to see upgraded versions of the classics, than look no further than the Xbox Live Arcade digital download service. In addition to a line of all-new games, XBLA has become famous its multitude of classic arcade offerings, as well as a handful of classic console games that can be downloaded directly to your Xbox or Xbox 360.

Please note: This list does not include all-new titles, only classic games and upgrades to the classics.

Asteroids and Asteroids Deluxe

Original Platform: Coin-Op Arcade
Original Release Date: 01/01/1979
ESRB Rating: E for Everyone

Bomberman Live

Original Platform: Nintendo Entertainment System
Original Release Date: 01/1989
ESRB Rating: E for Everyone

Castlevania: Symphony of the Night

Original Platform: PlayStation One
Original Release Date: 10/02/1997
ESRB Rating: T for Teen

Centipede and Millipede

Original Platform: Coin-Op Arcade
Original Release Date: 1980 (Centipede) 1982 (Millipede)
ESRB Rating: E for Everyone

Chessmaster Live

Original Platforms: Amiga, Amstrad CPC, Apple II, Atari ST, Commodore 64, PC
Original Release Date: Updated version of the 1986 classic Chessmaster 2000.
ESRB Rating: E for Everyone

Contra

Original Platform: Coin-Op Arcade
Original Release Date: 1987
ESRB Rating: E+10 for Everyone 10 and older

Crystal Quest

Original Platforms: Apple IIgs and Apple Macintosh
Original Release Date: Updated version of the 1987 classic.
ESRB Rating: E for Everyone

Cyberball 2072

Original Platform: Coin-Op Arcade
Original Release Date: 1989
ESRB Rating: ESRB Rating: E for Everyone

Defender

Original Platform: Coin-Op Arcade
Original Release Date: 1980
ESRB Rating: E for Everyone

Dig Dug

Original Platform: Coin-Op Arcade
Original Release Date: 1982
ESRB Rating: E for Everyone

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Friday 3 February 2012

viedogame: Xbox 360 | The Simpsons Arcade Game Review

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Xbox 360 | The Simpsons Arcade Game Review
Feb 4th 2012, 02:13

There are times when the past is best remembered rather than revisiting. For more than two decades, people have been clamoring for The Simpsons Arcade Game to make its way to home consoles. As part of the trinity of Konami's licensed beat-'em-ups--alongside Teenage Mutant Ninja Turtles and X-Men: The Arcade Game--it was the only one that had never ventured outside of the dank, smoky arcade scene. And now that it's finally available, it serves only as a crushing reminder that life is unfair.

The dead have risen and they're voting Republican!

There is a rudimentary story that serves as your motivating force, and its brevity would make it easy to ignore in similar games, but its slapdash implementation reverberates through every element of this adventure. For reasons that are never explained and make absolutely no sense, Waylon Smithers robs a jewelry store. In his sloppy getaway, he crashes into the Simpsons family, Maggie ends up with a diamond replacing her pacifier, and Smithers nabs the infant as he flees. So, if you're curious why Bart would hit Binky with his skateboard or Lisa would snap her jump rope at a wrestler, there you go. That still doesn't explain why Marge would throw Snowball II at an inflatable Krusty head, but you'll be far beyond caring at that point.

It might seem like nitpicking to poke holes in this hastily compiled story, but this lack of care is characteristic of the way that references to the beloved show are handled. Characters and locations are crammed in with no regard to their own relevance. If you scan the background, you might see Dr. Marvin Monroe at a hamburger stand pushing his wares. Yeah, you might laugh as you point out the now-deceased psychiatrist, but that doesn't make his random inclusion seem any more thoughtful. What's really strange is just how many Life is Hell references there are. The Simpsons Arcade Game was released in 1991, only two seasons into the life of the show, so the developers didn't have access to the nearly unlimited cast that now exists. Instead of being creative, Matt Groening's other property was crammed in to fill the holes, and the inclusion of the one-eared rabbit just feels bizarre in 2012.

Even with the careless integration of references, the licensed elements of The Simpsons Arcade Game are its lone noteworthy aspect. There is certainly some enjoyment in picking out characters from years past. Bleeding Gums Murphy (also dead!) can be seen in the background in one stage. It's cool to watch the saxophone player jam once more, and seeing who surrounds him should please anyone who has spent hours watching classic episodes. The exotic dancer Homer appeared in a photo with can be seen (with two identical sisters?), and it's those brief moments of recognition that push you onward.

It's a good thing the animated cartoon was able to make these characters so likable that merely seeing them can bring a smile to your face. Unfortunately, every idea unique to this game is downright archaic. You (and up to three of your unluckiest friends) take control of Marge, Bart, Homer, or Lisa, and the ability to play offline or online ensures you should be able to scrounge up a partner in a pinch. Each of the controllable heroes has a weapon, so that rapscallion Bart makes deadly use of his skateboard, science queen Lisa wields her jump rope like a whip, Marge cleans up street toughs with her trusty vacuum cleaner, and Homer makes use of his fists. The differences between their attacks may sound large, but in practice, they offer little more than a visual change.

The two-button combat fails to pick up the slack as far as diversity is concerned. You can jump, attack, or jump attack. It's standard stuff that gets old after only a minute or two of knocking down enemies. Certain background items can be picked up and thrown at attackers, though it doesn't matter if you're throwing a loved family pet or a refreshing drink, because the items all act exactly the same. The one dose of flair is that characters can team up to unleash superattacks. Combining Homer and Lisa into a duel-headed killing machine offers some silly fun and is easily the highlight of the stale combat. Sadly, your entire repertoire encompasses only those basic maneuvers, and the lack of deeper tactics means you quickly grow tired of performing the same moves ad nauseam.

There are eight levels to burn through, and the whole shebang can be completed in roughly 40 minutes your first time through. An achievement for a half-hour completion time exists, so you have some idea of just how long this adventure lasts from opening cutscene to scrolling credits. There is a smattering of bonus unlockables, though they add little to the overall package. Upon completing the game for the first time, you gain access to the Japanese version of the game. Levels, enemies, and attacks are mostly identical, though small tweaks (such as how the score is tabulated) do offer slight changes. Otherwise, you can play around in sound or music test menus or look at character art. None of these extras will compel you to keep playing, nor will you get much use out of them once they become available.

For history buffs, one of the few good elements in this game is its perfect emulation of the source material, though that's faint praise considering this is more than two decades old. Still, although this looks and plays just like the quarter muncher you remember, the presentation is questionable. By default, an arcade cabinet fills in the borders (this isn't widescreen), though it doesn't look like the outside of the original Simpsons machine. Rather, because it lacks the colorful logo, it's closer to an ATM than the arcade cabinet. This can be toggled off and on, and you can also tweak how sharp the visuals are, but that's about it for options. Like the core action, the options and unlockables are severely lacking, making it a wonder this port was released in 2012.

The Simpsons Arcade Game is a fine example of the time-honored expression "be careful what you wish for; you might just get it." Age has not been kind to Homer and the gang, and few modern-day amenities have made it into The Simpsons Arcade Game. It's tempting for those who grew up playing this in the arcade to plunk down 800 Microsoft points ($10) to relive their childhood. But that's a fool's game. Playing this will soil any fond memories you've desperately clung to through the years. This mind-numbingly dull brawler feels like an ancient relic compared to the wealth of new and exciting experiences available for Xbox Live Arcade.

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viedogame: Xbox 360 | Double Fine Happy Action Theater Review

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Xbox 360 | Double Fine Happy Action Theater Review
Feb 4th 2012, 02:08

The Video Review

Watch this video

Carolyn and the GameSpot crew get together to check out Double Fine Happy Action Theater.

They say all the world's a stage. The truth of that statement is debatable, but with Double Fine Happy Action Theater, your living room certainly becomes one. Using the Kinect to transform your surroundings into a number of outlandish settings, Happy Action Theater makes you and your friends the star players in an assortment of interactive scenarios. There's no need for stage fright, though; because there are no goals, nothing you do is ever wrong. It's impossible to fail, and the audience applauds happily at the end of every scene regardless of what you do.

You can do happy actions on your own, but it's way more fun to do them with friends.

It's a smart use of the Kinect that avoids the frustrations that are sometimes associated with the device; you don't have to worry about it failing to recognize your inputs at key moments because it never asks for specific gestures. Happy Action Theater uses whatever you give it. It's a toy, not a game, and young kids are sure to enjoy its free-form structure, which encourages imaginative play. It's also ideal for parties with people of any age, as long as they're young at heart. It can track up to six participants at once, and its silly scenarios appeal to the goofball in all of us. But without any concrete goals, there's no sense of progress, so after you've messed around with it for a little while and seen all 18 of its scenarios, you may not feel compelled to come back.

By default, Happy Action Theater automatically advances through its scenarios; every few minutes, the curtains close on one setup and open up on another. It starts off by making it look like your room is filling with balloons, and who can resist the urge to jump around and pop them? Next up is a scene in which your gestures guide fireworks across the screen. There are prop rockets to ignite, and interaction is encouraged; if you high-five another player, for instance, a special firework is set off. Next, a stream of lava convincingly appears to course through your surroundings. Obviously, this isn't a desirable situation in real life, but here, you're free to splash about in the stream, which is liberating and empowering. And it's a joy to see your room converted into such varied environments.

The visual inventiveness continues as Happy Action Theater turns your room into a sun-dappled grove where you can feed birds, stand still and let them perch on you, or scare them until they gang up to eat you to bits! (Seeing yourself temporarily disappear entirely is Happy Action Theater's niftiest visual trick.) This tranquil scene transitions into one in which you're a Godzilla-sized monster capable of trampling buildings and knocking aircraft out of the sky. There's a kaleidoscope in which your movements shape the psychedelic patterns, as well as a wonderfully amusing disco dance party in which you cut a rug with more hip-shakin' and toe-tappin' flexibility than any human being has ever possessed.

There's also a winter wonderland in which you can toss snowballs and turn yourself into a frozen statue, as well as an aquatic scene where you can swim with the fishes. And, yes, there are a few scenarios that resemble traditional arcade games. In one, which resembles Space Invaders, you move left and right along the bottom of the screen to destroy descending enemies. Another one controls similarly but plays more like Breakout. Despite looking like arcade games, these scenarios are as low pressure as everything else about Happy Action Theater. You can have fun watching your score climb, but there's no way to lose or die.

You can leave Happy Action Theater to its own devices; just set it up at a party and let people hop in to interact with it whenever they want as it cycles through its scenarios. Or you can take control, skipping between activities or sticking with one indefinitely. However you set the stage, Double Fine Happy Action Theater encourages play in the purest sense of the word. Its diverse and imaginative scenarios will delight children, and it's a great fit for social settings as a way of getting people on their feet and interacting with each other in a spirit of warm, uncompetitive fun. That total lack of competition or progress means that there's little reason for individual players to come back to it, but that's also the quality that makes it such a refreshingly different offering. If you have some people to share the stage with, you'll enjoy frolicking in the limelight of Happy Action Theater.

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viedogame: Respawn's first game due by March 2013 - Report

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Respawn's first game due by March 2013 - Report
Feb 3rd 2012, 20:21

Marketing calendar indicates EA Partners' fiscal 2013 filled with Respawn's first game, Overstrike, Outnernauts, and a new Populous title.

EA Partners will release Respawn Entertainment's first game, as well as two other previously unannounced titles, by March 2013, according to an internal marketing document.

An EA Partners marketing calendar for the April 2012-March 2013 period was spotted by French gaming site Hardgamers, and included mention of Respawn, The Secret World, Overstrike, Outernauts, and Populous. The release calendar indicated all titles were to be released by March, 2013.

As for the titles on the sheet, The Secret World's inclusion falls in line with the game's already announced April release date. That title is a massively multiplayer online role-playing game presently in development at Funcom and set to release for the PC.

The rest of the games on the list, on the other hand, previously either did not have a release window attached to them, or were not known to exist at all.

The mention of Respawn on the calendar is likely in reference to the first game from Respawn Entertainment, the studio formed by a flurry of former Call of Duty developers. Outside of a blurry screenshot, details are nearly non-existent concerning Respawn's first game. However, it is rumored to be a science-fiction first-person shooter that might support 3D.

Also included on the marketing calendar, according to the website, was Overstrike, Insomniac Games' squad-based stylized multiplatform shooter, which was announced at the 2011 Electronic Entertainment Expo without a release window.

Additionally, the website is reporting that the calendar included mention of a game called Outernauts, a title that EA has not formally announced, and one that has ties to Insomniac. On January 28, the Santa Monica, California-based game developer filed a trademark with the United States Patent & Trademark Office for video game software titled Outernauts.

As for the mention of Populous on the release calendar, the real-time strategy series has laid dormant since 2007's Populous DS. No additional information concerning the title was made available.

As of press time, EA had not responded to GameSpot's request for comment on the matter.

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viedogame: Skyrim Creation Kit lands Tuesday

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Skyrim Creation Kit lands Tuesday
Feb 3rd 2012, 22:50

Bethesda Softworks puts a release date on eagerly anticipated mod tools for PC version of its open-ended role-playing game The Elder Scrolls V.

Gamers eager to leave their own mark on Skyrim will be able to do so starting early next week.

Bethesda vice president of PR and marketing Pete Hines today announced via his Twitter account that PC Creation Kit mod tools for The Elder Scrolls V: Skyrim will be released Tuesday. He also teased that the publisher would have a "special surprise" to go with it, though gave no indication what it could be.

Designed to support the modding community, the Creation Kit gives gamers access to Bethesda's own development tools to make new Skyrim content. Likewise, Valve's Steam Workshop tool for Skyrim will aid PC gamers in finding and installing community-created game mods.

While the PC Creation Kit will no doubt spur the mod community for Skyrim, the game's do-it-yourself fanbase isn't waiting for Bethesda's help in tinkering with the game. Check out the video below for a look at some of the game's earliest fan-made modifications and where to get them.

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viedogame: Atari arcade vets form Innovative Leisure

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Atari arcade vets form Innovative Leisure
Feb 3rd 2012, 20:49

Creators of Asteroids, Missile Command, Battlezone, and more team with Seamus Blackley for mobile and social focused studio; THQ signs on to publish multiple projects.

The creators behind a host of Atari arcade classics are reuniting to take on mobile and social games. Their new studio, Innovative Leisure, was unveiled today through a Time Magazine feature and a THQ announcement that the publisher would be handling multiple games from the developer, starting later this year.

Innovative Leisure is the brainchild of Seamus Blackley, technical director of the original Xbox. As president of the new outfit, Blackley tapped a handful of old-school arcade developers--most of them from Atari--for a new venture to leverage their experience with pick-up-and-play projects in social and mobile gaming markets that share the same priorities. The lineup of developers includes Ed Logg (Asteroids, Centipede, Gauntlet), Rich Adam (Missile Command, Gravitar), Ed Rotberg (Battlezone, S.T.U.N. Runner), Tim Skelly (Rip Off, Reactor), and Owen Rubin (Major Havoc, Space Duel), among others.

There are a number of parallels between the arcade market and the current social and mobile sector of today, including a low barrier to entry for casual audiences, both in terms of the investment required and the complexity of the games themselves. "We've come full circle," Rubin told Time. "The iPad and the iPhone--they're the new arcade."

According to the magazine, Innovative Leisure has a total of 30 employees working to release seven games this year. One of the games, WWI Dogfight, is a turn-based flight combat game that features asynchronous multiplayer action with players piloting biplanes back and forth.

Innovative Leisure will have a formal unveiling at next week's DICE Summit in Las Vegas with a featured keynote panel titled "The New Arcade." The DICE Summit (It stands for Design, Innovate, Communicate, Entertain) is an annual conference where movers and shakers in the game industry converge to talk about the latest trends and discuss the next big thing with their peers. GameSpot will be at the event, with complete video coverage of all the sessions, as well as the Interactive Achievement Awards, which will be held Thursday, February 9 and hosted by Jay Mohr.

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viedogame: Zynga shares spike on Facebook IPO

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Zynga shares spike on Facebook IPO
Feb 3rd 2012, 20:07

Casual game company sees stock price jump 33% this week after social network announces plans to go public.

Mark Zuckerberg and his $28 billion-in-waiting aside, one of the biggest winners thus far from Facebook's initial public offering announcement is Zynga. Shares in the company have spiked 33 percent since rumblings of Facebook's imminent IPO filing emerged on Monday. The CityVille creator is currently trading up nearly 10 percent to $13.60 per share as of press time.

Prior to this week, Zynga's stock valuation has floundered since its own heavily hyped IPO in December. The stock came out behind on its first day of public trading, after the company set an opening valuation of $10. Since then, the stock hadn't shown much signs of life, bottoming out at $7.97 per share in mid-January.

However, as revealed in Facebook's Securities and Exchange Commission filing, Zynga is a significant contributor to the social network's top line. Of the $3.71 billion in revenues Facebook earned in 2011, 12 percent, or about $450 million, came from Zynga's sale of virtual goods.

Zynga products account for seven of the top 10 games on Facebook, according to AppData.com. Currently, Zynga's CityVille, Texas HoldEm Poker, and CastleVille are the top social games on Facebook.

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viedogame: Warren Spector getting Lifetime Achievement award at GDCAs

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Warren Spector getting Lifetime Achievement award at GDCAs
Feb 3rd 2012, 22:26

Thirty-year industry veteran noted for Deus Ex and Epic Mickey to be honored at next month's awards show in San Francisco.

Next month at the 2012 Game Developers Choice Awards, Deus Ex and Epic Mickey designer Warren Spector will leave with a piece of hardware only 11 others have ever received. GDCA event organizers today announced that Spector will be the recipient of the group's Lifetime Achievement award.

The award, which was given to Lionhead Studios leader Peter Molyneux last year, "recognizes the career and achievements of a developer who has made an indelible impact on the craft of game development and games as a whole," according to event organizers.

Previous winners include Mario creator Shigeru Miyamoto, Metal Gear Solid designer Hideo Kojima, and Civilization studio head Sid Meier.

Presently the founder of Austin, Texas-based Junction Point Studios, Spector has been in the game business for 30 years. Arguably his most famous work was 2000's original Deus Ex, which he served as producer on at Ion Studios.

Spector left Ion Studios in 2004 and formed Junction Point Studios. Disney Interactive Studios acquired the company in 2007, and the shop put out Epic Mickey in 2010 to mixed reviews.

Spector will accept his award in person at the 12th annual GDCA ceremony on Wednesday, March 7, as part of the 2012 Game Developers Conference. GameSpot will stream video of the event live.

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viedogame: Game of Thrones delayed to May 15

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Game of Thrones delayed to May 15
Feb 3rd 2012, 15:30

Action role-playing game based on George R.R. Martin's fantasy series pushed from early 2012 for Xbox 360, PlayStation 3, and PC .

Gamers eager to get their hands on Game of Thrones for the Xbox 360, PlayStation 3, and PC are going to have to wait longer than expected. Publisher Atlus has announced that the role-playing game adaptation of George R.R. Martin's fantasy franchise has been delayed to May 15.

Game of Thrones features numerous familiar locations from the books, as well as likenesses of some of the actors from the popular HBO television series. When the game was announced last November, it was expected to arrive in "early 2012."

On the gameplay front, the title will feature an "active slowdown tactical combat engine" that slows time and lets players make strategic battle decisions. Character interactions and player decisions are also said to have a big impact on the game's world.

The title is currently in development at Cyanide Studios, the same developer that created the tepidly received A Game of Thrones: Genesis strategy game for the PC.

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viedogame: Valve teases Team Fortress 2 'secret project'

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Valve teases Team Fortress 2 'secret project'
Feb 3rd 2012, 14:02

Developer says something "brand new" coming to shooter in 2012; Meet the Pyro short also on the way for later this year.

Valve's Team Fortress 2 is over four years old, but the shooter isn't done expanding just yet. Valve has announced that it is working on a "secret project" related to the game that will release in 2012.

Writing on the game's official blog, the developer said the project was "brand new," and was not a hat or a map for the game. However, outside of those bits, the company did not shed any further light on the development.

On top of teasing a new project for Team Fortress 2, Valve also announced that the final "Meet the Team" short would arrive later this year. The concluding installment will be "Meet the Pyro," and according to Valve, it will be replete with bloody scenes.

Team Fortress 2 released in 2007, and adopted a free-to-play business model in June 2011. Following the switch, the game saw its player base rise five times over. For more on the title, check out GameSpot's review of Team Fortress 2.

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viedogame: Square Enix profits nearly triple due to Deus Ex, FFXIII-2

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Square Enix profits nearly triple due to Deus Ex, FFXIII-2
Feb 3rd 2012, 17:24

Action, RPG games help publisher post 175 percent year-over-year rise to $65.78 million for last nine months of 2011; net sales down slightly to $1.2 billion.

Deus Ex: Human Revolution and the Japanese debut of Final Fantasy XIII-2 were big hits for Square Enix in 2011 and helped the publisher post a strong profit during its latest period.

For the nine-month period ended December 31, 2011, the publisher posted net income of ¥5.01billion ($65.78 million), up 175 percent from last year's haul of ¥1.82 billion ($23.8 million).

Square Enix attributed the sharp increase in net income to sales of Deus Ex: Human Revolution and Final Fantasy XIII-2, which were released in Japan during the period. Revenues from Square Enix's Web, smartphone, and social networking services were also called out as contributors to the bottom line.

Total net sales during the period came in at ¥95.74 billion ($1.26 billion), down 2.5 percent from the ¥98.18 ($1.28 billion) recorded a year prior. A significant chunk of that total stemmed from the company's Digital Entertainment business unit, which posted ¥53.7 billion ($704 million) for the period, a rise of 6.2 percent from the year prior.

Square Enix said its full-year forecasts of ¥65.61 billion ($861 million) in net income on ¥130 billion ($1.7 billion) in net sales remain unchanged for the year ending March 31, 2012.

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viedogame: BioWare teases Mass Effect future

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BioWare teases Mass Effect future
Feb 3rd 2012, 15:58

Developer says it has "so much to draw from" for potential future games set in universe, but no decision has been made yet; Mass Effect 3 due next month.

On March 6, Mass Effect 3 will ship for the Xbox 360, PlayStation 3, and PC, marking the end of Commander Shepard's trilogy in the space-bound role-playing series. However, the franchise may live on.

Speaking to OXM, Mass Effect 3 executive producer Michael Gamble teased the future of the Mass Effect series, saying BioWare has "so much to draw from" if it decides to make a new game based in that universe.

"Without going down any specific path, you can think of many, many different areas throughout the [intellectual property], throughout the history, where there are large wars to be won, large battles to be had, and a lot of development to be done around where these races came from, how they came about," he said.

Gamble said no decisions have been made but reiterated that "the future is wide open" for what the studio could work on from the franchise moving forward.

As for Mass Effect 3, that game is due out on March 6 and has players once again taking on the role of Shepard, who is now on the run from the shadowy pro-human organization Cerberus. To save Earth, Shepard must travel the galaxy trying to rally support from alien civilizations with varying degrees of sympathy.

For more on the title, check out GameSpot's latest preview of Mass Effect 3.

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viedogame: Ubisoft DRM games to be temporarily unplayable

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Ubisoft DRM games to be temporarily unplayable
Feb 3rd 2012, 17:40

Publisher's antipiracy scheme will prevent customers from playing some of its Mac and PC games for an undetermined period of time during server transition starting February 7.

Starting next week, a number of Ubisoft's legitimate PC customers will be unable to play their games because of problems with the titles' digital rights management (DRM) antipiracy schemes.

The publisher has announced that it is "transitioning the hosting of many of its online services from a third-party data center to a new facility" starting on February 7, and as a result, most of its games will lose online functionality. However, because some of Ubisoft's PC and Mac games feature DRM that require a constant online connection to the publisher's servers, those games will be completely unplayable when the publisher takes those servers down for the transition. Ubisoft's uPlay service will also be down during the transition.

Ubisoft apologized for the downtime, saying, "This move ultimately will help us improve the maintenance of our infrastructure and deliver better uptime and greatly improved services for our customers."

Not all of the publisher's games will be impacted. It is keeping servers running for newer releases like Assassin's Creed: Revelations, Driver: San Francisco, and Just Dance 3. Full lists of the games that won't be impacted and the ones that will be rendered completely unplayable follow below.

Games that will be unplayable during transition
Assassin's Creed--Mac
Tom Clancy's H.A.W.X. 2--PC
Might & Magic: Heroes VI--PC
Splinter Cell Conviction--Mac
The Settlers 7: Paths to a Kingdom--PC
The Settlers--Mac

Games that will have online functionality throughout transition
Anno 2070
Assassin's Creed: Revelations
Driver: San Francisco
Just Dance 3
The Settlers Online

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viedogame: Shooters, MMOs linked to problem game playing - study

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Shooters, MMOs linked to problem game playing - study
Feb 3rd 2012, 04:37

A new study conducted by the Institute for Special Populations Research in New York reveals that some game genres are more prone to problem game-playing habits.

Video-game addiction has become a widely debated public health issue both in the US and overseas in the last five years, despite the lack of a formal diagnosis. While the American Psychiatric Association (APA) recently rejected a proposal to include video-game addiction in the next Diagnostic and Statistical Manual of Mental Disorders (DSM-V)--to be published in May 2013--researchers around the world continue to investigate methods of determining, treating, and preventing what has now become a recognized mental-health issue.

A recent study conducted by the National Development and Research Institutes' Special Populations Research branch in New York has discovered a link between problem game playing and particular types of game genres.

Luther Elliott, Andrew Golub, Eloise Dunlap, and Geoffrey Ream (the latter from the School of Social Work at Adelphi University in New York) surveyed 3380 adult participants over the age of 18 who said they played video games for an hour or more during the last week.

The survey paid particular attention to characteristics of video game use, including time played, titles played in the past year, and problems associated with playing. The research team then used Gamefaqs.com to sort the 2652 valid titles into 15 mutually exclusive genres: MMORPG, other role-playing, action-adventure, first-person shooter, other shooter, sports general, sports other, rhythm, driving, platformer, real-time strategy, other strategy, puzzle, board and card games, gambling, and other.

The results of the survey showed that only 5 percent of respondents reported moderate to extreme problem game playing; of that 5 percent, the most problems showed up among those who reported playing either first-person shooters, action-adventure, role-playing, and gambling games during the past year.

The most common titles reported by participants in the problem categories were: Call of Duty (first-person shooter category); Grand Theft Auto (action-adventure category); World of Warcraft (MMORPG category); and poker (gambling games category).

This led the team to conclude that there is evidence to suggest that problem game playing is linked to particular kinds of game genres, but that future research into this area is needed, particularly research that pays attention to the game-design elements specific to the problem genres.

"Recent sales figures for blockbuster series such as Call of Duty and Halo indicate a huge audience for the FPS genre in America; our findings suggest that a considerable sub-population is experiencing at least moderate degrees of problem video game playing," the study says.

"Perhaps the immersion potential of a first-person perspective, commonly combined with online competition, largely accounts for the higher rates of problem game playing. For action-adventure games, a trend towards nonlinear 'open-world' style environments in which extensive, time-consuming exploration is encouraged may create a context for more pervasive experiences of problem game playing."

"These interpretations are speculative at this point, but suggest important avenues of exploration for future research."

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viedogame: Shooters, MMOs linked to problem game playing - study

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Shooters, MMOs linked to problem game playing - study
Feb 3rd 2012, 04:37

A new study conducted by the Institute for Special Populations Research in New York reveals that some game genres are more prone to problem game-playing habits.

Video-game addiction has become a widely debated public health issue both in the US and overseas in the last five years, despite the lack of a formal diagnosis. While the American Psychiatric Association (APA) recently rejected a proposal to include video-game addiction in the next Diagnostic and Statistical Manual of Mental Disorders (DSM-V)--to be published in May 2013--researchers around the world continue to investigate methods of determining, treating, and preventing what has now become a recognised mental-health issue.

A recent study conducted by the National Development and Research Institutes' Special Populations Research branch in New York has discovered a link between problem game playing and particular types of game genres.

Luther Elliott, Andrew Golub, Eloise Dunlap, and Geoffrey Ream (the latter from the School of Social Work at Adelphi University in New York) surveyed 3380 adult participants over the age of 18 who said they played video games for an hour or more during the last week.

The survey paid particular attention to characteristics of video-game use, including time played, titles played in the past year, and problems associated with playing. The research team then used Gamefaqs.com to sort the 2652 valid titles into 15 mutually exclusive genres: MMORPG, other role-playing, action-adventure, first-person shooter, other shooter, sports general, sports other, rhythm, driving, platformer, real-time strategy, other strategy, puzzle, board and card games, gambling, and other.

The results of the survey showed that only 5 percent of respondents reported moderate to extreme problem game playing; of that 5 percent, the most problems showed up among those who reported playing either first-person shooters, action-adventure, role-playing, and gambling games during the past year.

The most common titles reported by participants in the problem categories were: Call of Duty (first-person shooter category); Grand Theft Auto (action-adventure category); World of Warcraft (MMORPG category); and poker (gambling games category).

This led the team to conclude that there is evidence to suggest that problem game playing is linked to particular kinds of game genres, but that future research into this area is needed, particularly research that pays attention to the game-design elements specific to the problem genres.

"Recent sales figures for blockbuster series such as Call of Duty and Halo indicate a huge audience for the FPS genre in America; our findings suggest that a considerable sub-population is experiencing at least moderate degrees of problem video-game playing," the study says.

"Perhaps the immersion potential of a first-person perspective, commonly combined with online competition, largely accounts for the higher rates of problem game playing. For action-adventure games, a trend towards nonlinear 'open-world' style environments in which extensive, time-consuming exploration is encouraged may create a context for more pervasive experiences of problem game playing."

"These interpretations are speculative at this point, but suggest important avenues of exploration for future research."

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Thursday 2 February 2012

viedogame: 3DS | Sakura Samurai: Art of the Sword Review

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3DS | Sakura Samurai: Art of the Sword Review
Feb 3rd 2012, 01:40

When so many sword-swinging games seem to readily devolve into frantic button pounding where you slice and dice foes into itty bits, it's refreshing to stumble across one that takes a more strategic, thoughtful approach to bladed combat. Sakura Samurai: Art of the Sword doesn't skimp on the ol' stabby-stabby, but it favors precision and split-second timing over chaos and flying limbs. There's a cool sense of honor that comes from dueling foes one-on-one, even when you're fighting a large group. It's also easy to get sucked into the campaign, thanks to the rhythmic nature of each battle and the rewarding progression system.

Fate dumps you on the path to eventual samurai greatness when an evil force kidnaps the land's princess and hauls her away to a distant stronghold. A mysterious water sprite gives you a helpful nudge toward becoming her savior by imbuing your sword with the power of the cherry blossom, which doesn't sound that awesome until you use it to turn your blade into a flurry of razor-sharp insta-death for opponents. Progressing across the overworld map is a gradual process that blends short-and-sweet battles set in enclosed arena-like stages with strategic character building. The gateways to different regions of the land remain locked until you defeat each area's resident goon lord, but you have to chop through an army of grunts to unlock the route to reach one first.

On the battlefield, your samurai warrior faces off against foes in a tight third-person perspective that makes combat feel more personal. When you're surrounded by an assortment of enemy archers, spear-wielding grunts, katana-toting samurai, bomb-throwing ninjas, and more, you automatically lock on to face whichever foe is currently attacking. They're nice enough to take turns, rather than charge in all at once, but this doesn't make these duels easy. It's a lot like boxing; you dodge or block attacks and then counter with rapid strikes to break through each enemy's defenses until the enemy falls. Hasty, premature swipes get blocked 90 percent of the time, and spazzing out only gets you killed. Blocking or being blocked too often dulls your katana faster, eventually rendering it half as effective until you visit the local shop to resharpen it.

Though this fighting formula has the potential to grow boring quickly against long stretches of similar foes, Sakura Samurai does a good job of switching up enemy types, their attack patterns, and their toughness. Precision points also encourage you to hone your skill. Dodging attacks at the last second earns you precision points you can trade in for additional coins, though taking damage resets the count to zero. It's a well-implemented risk-versus-reward system that adds more depth to combat.

Skirmishing through the numerous stages along the way is tough at times, yet it earns you coins to upgrade your gear in nearby towns, as well as hearts that permanently boost your health. You may feel overmatched in certain encounters, but this is only a minor setback--frustrating but easily overcome. You don't lose any cash or items, and revisiting a level you failed to complete spits out double the number of coins and amount of health from defeated enemies. It's a natural and clever way to help ailing players without making the quest too easy from the start.

Nearby villages provide a momentary reprieve from all the sword swinging, offering colorful locals to chat with, shops to explore, and minigames to try out. These necessary pit stops are crucial for upgrading and resharpening your katana, as well as restocking health and item power-ups needed to make it through the longer boss stages. You can also hit up the inn to rest and save or lay down some green to compete in skill events, like slicing melons tossed at you with perfect precision, to earn points to put toward unlocking stronger special attack powers. Progressing through the main game unlocks a laid-back Rock Garden mode that blossoms as you accrue steps with your 3DS in sleep mode, a series of timed gauntlet challenges, and even a harder Campaign mode. They're nice extras, and make this one of the richer offerings available on the Nintendo eShop.

Inside towns and in the foreground of combat, the 3D effect enhances the stylish presentation with its added depth perspective. Unfortunately, that doesn't negate the fact that most battlefield environments are bland, empty, and uninspiring. It's less of an issue when you're in the midst of an intense duel, but it's still noticeable enough that it somewhat detracts from the vibe. While it may not be the prettiest game, Sakura Samurai's combat is impressively designed, and there's enough pull to the campaign to keep you trekking along to the end. It's a reasonably short but fulfilling quest that offers some good replay value for those seeking mastery over their virtual swords.

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