Friday 17 February 2012

viedogame: PlayStation Vita | Touch My Katamari Review

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PlayStation Vita | Touch My Katamari Review
Feb 18th 2012, 02:29

There was a time when the King of the Cosmos was a colorful personality, larger than life. Perhaps his fame had something to do with a jaunt in the sky that temporarily left Earth with no stars, or maybe people just loved his absurd overreliance on the royal "we." Whatever the case, the peculiarly clothed king was anything but forgettable. According to Touch My Katamari's story, game enthusiasts have changed in the years that have passed since Katamari Damacy arrived on the PlayStation 2. Many of them no longer look at the series or its monarch as anything particularly special. In a horrifying twist, one father can't even decide for his son whether the enormous monarch is more amazing than the boy's school principal.

Touch My Katamari begins with the horrified king eavesdropping on that fateful conversation. Depressed by the realization that people no longer adore him, the king decides to stage a comeback. He turns to his son for assistance. As a miniature prince in a green jumpsuit, you roll a sticky ball around the world. You gather tiny objects, animals, people, and eventually buildings as your katamari grows to a suitable size and then is turned into a sparkling star by your eccentric but powerful father. That's the only way the proper order of the universe can be restored.

The lighthearted plot is a return to form for a franchise that definitely needed it. The main story strand is joined by a secondary thread that tells the tale of a slacker named Goro who has a test coming up but can't seem to pull himself away from the lure of otaku. Goro's adventures unfold in exaggerated cutscenes that feature a surprising amount of action, given their subject matter. Meanwhile, the king's trials consist of humorous conversations that you have with him and his subjects between stages. You'll likely find yourself looking forward to each new scene before you get back to rolling a ball around to collect more junk.

Touch My Katamari contains only 12 environments, each with only one default assignment. Eight levels direct you to gather rubbish indiscriminately. Objectives in the other four stages provide twists on the standard mandate. In one case, for instance, you need to collect as much food as possible without exceeding a calorie count (easier said than done, since guessing at potential fat intake is difficult unless you stick to collecting only fruits and vegetables). In another scenario, you can play until you roll over either a bear or a cow, with the goal being to collect the largest possible specimen of either species. The alternative objectives make things interesting, but the limited number of unique stages hurts. Skilled players can probably work through the game in three or four hours, and then they're left with nothing to do but unlock content.

Fortunately, there are plenty of reasons to keep playing even after you beat every stage and see the closing credits. Each stage contains several hidden objects known as curios, and a missing royal cousin is lurking somewhere in each environment. The more trinkets and characters you find, the greater your rewards if you manage to complete the stage. The King of the Cosmos rates you on a 1-to-100 scale, and one of his lackeys awards you candy based on your performance. That candy serves as currency that you can then spend in the various shops.

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viedogame: PlayStation Vita | Super Stardust Delta Review

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PlayStation Vita | Super Stardust Delta Review
Feb 18th 2012, 02:17

The Video Review

Watch this video

Carolyn takes Super Stardust Delta for a spin in this video review.

With their bright colors and dazzling explosions, the Super Stardust series of dual-stick shooters can induce a trancelike state in which you're entirely caught up in the action. The PlayStation Vita features one of the brightest and most dazzling screens to ever grace a handheld device. So Super Stardust Delta is a fitting launch game for the Vita's download store. Delta's gameplay won't impress you with its originality, but it's a solid shooter that puts on one heck of a fireworks show.

In space, enemies are color coded for your convenience.

You move your ship around with the left stick and fire with the right stick, traversing the spherical surfaces of the game's five planets to blast asteroids and avoid enemy fire. You frequently need to switch between your ice weapon and your fire weapon to more effectively cut through obstacles, which makes the moment-to-moment action more absorbing by giving you one more thing you constantly need to consider.

Blasting things to smithereens looks spellbinding. The intense colors pop off of the Vita's screen, and although the sparks that fly everywhere as you destroy asteroids might occasionally obscure your view of the action, it's a small price to pay for the rewarding feeling of causing such an explosive spectacle. Pulsating music complements the visuals, and the combined effect creates a dance-club vibe in which it's easy to lose yourself.

You have a boost you can use to get out of tight situations, and if you select the Delta control option, this boost is accompanied by a brief period of slow motion, which makes it easier to weave through enemy fire. You also have a limited number of special weapons that are good for decimating dangers. With the Delta option selected, you have three special weapon types at your disposal. Giving the Vita a quick shake triggers an EMP bomb; tapping the touch screen sends missiles out from your ship in all directions; and touching the rear touch pad opens a black hole that sucks up everything in its vicinity.

It's easy to accidentally trigger this last weapon while just trying to comfortably hold the Vita, at least until you've done so a few times and become aware of the importance of keeping your fingers away from the touch pad. The alternative to the Delta option is called Pure, which does away with all the touch- and accelerometer-related controls, as well as the slow motion that accompanies your boost. The EMP blast (triggered by a button press rather than a shake) is your only special weapon in Pure, which is fine; it's the only one you ever need.

Your choice of Delta or Pure doesn't impact the content you experience. There are five planets, each of which has five phases of enemies, with the last phase on each planet pitting you against a large mechanized boss. As you collect the stardust left behind by things you destroy, you build up score multipliers that are wiped out each time you die, so survival is essential to getting great scores.

And that's what Super Stardust Delta is all about. It won't take you long to see the game's five planets and beat the five bosses, but you're shown how your score stacks up against other players on your friends list, and the prospect of beating them is a compelling reason to keep coming back and improving your performance. Still, it's too bad that the game doesn't include more modes that change up the way you approach the game.

There's Arcade mode, in which you begin at any of the five planets you've previously reached and progress until you complete the mode or run out of lives. There's also Planets mode, in which you play only one planet for as high a score as possible. Compared to other dual-stick shooters, such as Geometry Wars: Retro Evolved 2, this is pretty bare bones.

As you progress, you do unlock five minigames that use the Vita's touch and tilt features. Crush has you squeezing asteroids between your fingers, while Disc Slide involves moving a blue disc around with your finger and trying to avoid red enemies. These are decent demonstrations of the Vita's abilities, but they're not particularly fun on their own terms. The best of these minigames is Rock & Roll, in which you carefully tilt the Vita to roll an asteroid around, but even this one is too basic to be worth coming back to more than a few times.

But the core game is a good one despite its familiarity, and it's reasonably priced at $10. Super Stardust Delta's range of difficulty options means you can have a good experience with it whether you just want to relax and enjoy blowing things up or you're looking for a stiff challenge. And its captivating visuals show off just how bright and gorgeous the screen on your new Vita really is.

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viedogame: Black Ops 2 surfaces on developer resume

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Black Ops 2 surfaces on developer resume
Feb 17th 2012, 19:51

Employee at contract art studio Nerve Software lists Black Ops sequel as a project currently in development.

The evidence that Activision is in fact working on Call of Duty: Black Ops 2 is mounting. As spotted by Joystiq, an employee of contract art studio Nerve Software listed Call of Duty: Black Ops 2 on his resume as a title presently in development.

Nerve Software has worked with Activision before. The studio provided art for the original Call of Duty: Black Ops, as well as James Bond film tie-in Quantum of Solace. Both games were developed by Treyarch.

This is not the first mention of Call of Duty: Black Ops 2. Earlier this week, Amazon's French website reportedly listed the game before scrubbing the listing.

Activision confirmed in November that a new entry in the Call of Duty series would be on shelves this year, but the publisher has not confirmed its developer, era, or setting. Treyarch developed the original Call of Duty: Black Ops, which was set during the Cold War. It featured familiar political faces like John F. Kennedy, Fidel Castro, and Robert McNamara.

For more on the original Call of Duty: Black Ops, check out GameSpot's review of the 2010 shooter.

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viedogame: Angry Birds Space unveiled

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Angry Birds Space unveiled
Feb 17th 2012, 20:40

Rovio reveals next installment in bird-flinging franchise, indicates announcement concerning it will arrive on March 22; teaser site now live.

The Angry Birds phenomenon is heading to the final frontier. Developer Rovio today revealed Angry Birds Space, indicating more information about the game will be divulged on March 22.

A website for Angry Birds Space is now live, and it houses a 20-second teaser trailer for the game, which is embedded below. The site also includes an image of the moon, earth, and the game's iconic slingshot designed as if it were built out of moon rock.

No mention was made as to which platforms Angry Birds Space will be available on, but Rovio has spread the franchise to a host of destinations since the game was launched on the iOS in 2009.

A Facebook version of Angry Birds launched this week, and the game is also available on the 3DS, PSP, PlayStation 3, iOS and Android mobile devices, Google Chrome, Google Plus, and Amazon's Kindle Fire.

The game has been downloaded over 500 million times, including 6.5 million instances on Christmas Day alone.

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viedogame: TMNT game coming from Activision?

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TMNT game coming from Activision?
Feb 17th 2012, 19:52

Ninja Turtles display at Toy Fair 2012 lists game publisher as a cross-promotional licensor for new cartoon series.

The Teenage Mutant Ninja Turtles are back with a new cartoon, new toys, and apparently a new game from Activision.

The news stems from a series of pictures on ToyArk documenting the Playmates Toys booth at the recently wrapped 2012 Toy Fair in impressive detail. Among the pictured items is a sign detailing Playmates' marketing plans for the toy line, including "Cross-promotions with key licensees, including [comic publisher] IDW and Activision." IDW announced its deal to make new TMNT comics last year, but Activision has yet to confirm a game featuring the foursome.

Activision would be the third gaming publisher to try its hand at a Ninja Turtles game. Konami was the brand's first and longest-running publishing partner, with a string of games lasting from the Turtles' NES and arcade games of 1989 through 2005's Teenage Mutant Ninja Turtles 3: Mutant Nightmare. Ubisoft took over the franchise in 2007 starting with tie-ins for the computer-animated feature film TMNT, and produced a handful of titles over the following two years.

As of press time, an Activision representative had not responded to GameSpot's request for comment.

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viedogame: Call of Duty: Black Ops 2 outed by Amazon - Report

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Call of Duty: Black Ops 2 outed by Amazon - Report
Feb 17th 2012, 16:56

Product listing for Activision's next first-person shooter sequel spotted on retailer's French website, suggests return to Cold War era combat.

The next Call of Duty game is apparently returning to the Cold War-era intrigue of 2010's Call of Duty: Black Ops. GameBlog reports that the French site of retail giant Amazon posted (and then pulled) a product page for Call of Duty: Black Ops 2.

Activision had already said it would have another installment in the Call of Duty series on shelves this year, but the publisher has not confirmed its era or setting. Previous Call of Duty games have thrown players into World War II, the Cold War, and current-day anti-terrorism efforts around the world.

While Activision didn't confirm the existence of Black Ops 2 directly, GameBlog followed up its story with a report that Activision France contacted the site to demand the news be pulled. GameBlog said it refused to do so, and Activision subsequently disinvited the site from a preview event for Transformers: Fall of Cybertron and cancelled advertising campaigns it had planned to run on the site.

The original Black Ops set a bevy of sales records, becoming the best-selling game of all time on the Xbox 360, PlayStation 3, and PC in the US and Europe and racking up $1 billion in revenues in less than two months on sale. Last year's Call of Duty: Modern Warfare 3 has a ways to go to match Black Ops' overall sales, but it came out of the gates considerably quicker, hitting the $1 billion mark in just 16 days.

As of press time, an Activision representative had not responded to GameSpot's request for comment. For more on Call of Duty: Black Ops, check out GameSpot's review.

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viedogame: Counter-Strike creator mobilizing Tactical Intervention

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Counter-Strike creator mobilizing Tactical Intervention
Feb 17th 2012, 18:50

FIX Korea, Minh Le kicking off closed beta for free-to-play FPS in March.

Valve is expected to breathe new life into the Counter-Strike franchise later this year with Global Offensive, and it appears as if it will have competition from that Half-Life 2 mod's original creator. OG Gaming announced today that a closed beta for Minh "Gooseman" Le's free-to-play shooter Tactical Intervention will begin in March.

As with Counter-Strike, Tactical Intervention is a competitive shooter pitting terrorists against peace keepers. Beyond team deathmatch, two mission types have been announced: Hostage Rescue and VIP Escort. A variety of real-world weaponry used by counter-terrorists and insurgents alike will be available to players.

Commandos will also have equipment, ranging from helmets to gloves, that provide stat bonuses. Tactical Intervention will also include a number of different vehicles, with drivers and riders alike able to spray bullets at their enemies.

Tactical Intervention is in development at FIX Korea. More information on the game can be found on its official website and Facebook page.

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viedogame: Journey developer hiring for new online game

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Journey developer hiring for new online game
Feb 17th 2012, 17:17

Thatgamecompany seeking scalability engineer to help studio take online play "one step further" by building infrastructure to support hundreds of thousands of users.

Thatgamecompany's adventure game Journey--due out March 13--allows players to buddy up over a network connection and work together to accomplish tasks. And according to a new job listing at the studio, the developer has bigger online plans in store for its next game.

A new job listing at the Santa Monica, California-based company (via Joystiq) calls for a scalability engineer, who will help take online play "one step further."

"With our last game, Journey, we began incorporating online interactions into our projects, and we'd like to take it a step further on our next game," reads a line from the requisition.

The job listing goes on to reveal that the studio is planning a "full-scale online service," which will accommodate hundreds of thousands of users.

The job listing at thatgamecompany did not indicate what platform(s) the new project is being developed for. However, the studio's most recent projects--Journey, Flower, and Flow--have been exclusive to the PlayStation 3.

For more on thatgamecompany's newest title, check out GameSpot's latest preview of Journey.

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viedogame: Tekken Unlimited Tag Tournament 2 hits arcades this spring

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Tekken Unlimited Tag Tournament 2 hits arcades this spring
Feb 17th 2012, 16:05

  • By Jonathan Leo Toyad, GameSpot Asia
  • Posted Feb 17, 2012 8:05 am PT

Japanese arcade update of Namco Bandai's latest fighter to feature one-on-one and one-on-two fights.

Fresh out of the 2012 AOU Amusement Expo in Japan, Namco Bandai has announced a new update to the arcade title Tekken Tag Tournament 2. The new version is called Tekken Unlimited Tag Tournament 2 and is slated for release this spring in Japan arcades.

According to Twitter posts from Tekken producer Katsuhiro Harada, the update will now allow players to play one-versus-one matches like regular Tekken in addition to the past game's tag play. In addition, players have the option to fight in one-versus-two matches.

Harada clarified that the gameplay for that mode will be balanced so that a player using a single character can cope against two opponents. The update also features pair play, where four players fight each other much like Scramble mode in the upcoming Street Fighter X Tekken. There is no word on whether the arcade update will be released outside of Japan.

The console versions of Tekken Tag Tournament 2 will be arriving on shelves this holiday season. For more information, check out GameSpot's recent coverage on the title.

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viedogame: Fallout 3 & Oblivion double pack drops April 3

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Fallout 3 & Oblivion double pack drops April 3
Feb 17th 2012, 18:52

Bethesda bundling its 2006 and 2008 role-playing game hits on Xbox 360 and PC in North America for $30 and $20, respectively.

Fallout 3 and The Elder Scrolls V are set in vastly different worlds, but soon they will come together. Bethesda today announced The Fallout 3 & Oblivion Double Pack, due out in April for the Xbox 360 and PC.

Set to release in North America on April 3, the Xbox 360 version of the Fallout 3 & Oblivion Double Pack will retail for $30, while the PC iteration will set gamers back $20. Bethesda did not note if the bundled games include any of the downloadable content released for either game.

Despite Fallout 3 and The Elder Scrolls IV: Oblivion shipping for the PlayStation 3, Bethesda did not mention plans to bring the double pack to that system.

As for the games in the pack, The Elder Scrolls IV: Oblivion shipped in 2006, with Fallout 3 arriving in 2008. Each game won a strong critical reception upon release, and later spawned Game of the Year editions. For more on the titles included in the double pack, check out GameSpot's reviews of The Elder Scrolls IV: Oblivion and Fallout 3.

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viedogame: PC | Sleeping Dogs: Fist fights, vermin problems, and nifty gadgets

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PC | Sleeping Dogs: Fist fights, vermin problems, and nifty gadgets
Feb 17th 2012, 08:59

Different name, new setting, same old series? We find out how the title formally known as True Crime: Hong Kong handles in our first hands-on.

We know what you're probably thinking: Sleeping Dogs? Has GameSpot, my favourite video and/or computer game internets website lost its mind and moved into the fast-paced world of pet accommodation? No sir, we have not. Sleeping Dogs is the recently revealed name for the game formally known as True Crime: Hong Kong, a title Activision kicked to the curb a little over a year ago after saying "it just wasn't going to be good enough". While Square Enix swooped in to save the game from cancellation, the name has been overhauled, but is still the same Hong Kong cinema-inspired open-world game that was always planned.

The game follows Asian-American cop, Wei Shen, as he leaves US shores to return to the motherland in hopes of infiltrating and stemming the tide of Triad control across the region. We recently got an updated look and chance to play this (hopefully) second-time lucky game.

Our demo opened with Wei Shen being held prisoner in a jail cell. The familial bonds of a previous and less scrupulous life were mere feet away, and seconds pass before we run into a former gang brother, Jackie Ma. The pair catch-up briefly, and Wei is emphatic he wants back in on his old turf. Jackie provides instructions on who to meet, and where, before Wei is dragged off to an interrogation room. Away from prying eyes, Wei gets a little verbal abuse before a senior officer reaches over and disables the camera in the room. It's all a ruse. Wei has been called in as a deep undercover officer who knows the scene, the players, and the way they operate. The friendly chat ends and Wei leaves without as much as a scratch--a telltale sign of a jailhouse snitch. The camera lingers, and the pair of officers discuss whether he can be trusted. One suggests Wei's history of "extreme behaviour" and risk of exacting revenge for the slaying of his parents at the hands of the Triad makes him more of a liability than asset.

Inside the kitchen of a dingy local restaurant we meet with Jackie and his boss, a heavily tattooed but small-time crime boss. There are no fancy cars, no suited entourage, and his mother, Mrs Chu, mills around the workspace with food and drink as we chat. There are no illusions about the sort of people her son associates with, or the business her son conducts, but she remains silent and without judgment. Her son needs protection, and we're out to build our reputation. A man named Ming owes money, and our job is to teach him a lesson in manners.

Outside on the street, garish neon lights assault our senses, hawkers spruik suits and I love HK t-shirts, as a dragon performance entertains watchers. You can interact with some stalls, spending money earned from combat and completed missions to buy short-term buffs, such as reduced physical damage for 10 minutes.

The city is nowhere near as dense as the real place it's modelled on--though we're unsure if it's designed this way for the comfort of the player navigating the world, or simply a technical limitation of the hardware the game runs on. We push through the odd body blocking our path and after confronting Ming, we take off at speed down narrow alleyways, over locked fences, and vault waist-height obstacles. The same button handles sprint and interaction, so you need to ease off the gas, release, press to scale or jump, and then repress to resume pursuit. There wasn't a great momentum penalty for the multiple presses, but it felt like it would benefit from being mapped to one of the other face or trigger buttons during these encounters.

Our chase came to a halt when we were confronted by a handful of Ming's cronies. Low-level grunts were easily belted into submission with a few quick jabs, while larger and more experienced fighters required adept use of the one-button counter-grapple mechanic. When it came time to finish the job, we could grab a target and push them around the arena to trigger finishing moves--slamming skulls against walls, pushing bad guys into electrical boxes, or shredding faces in spinning fan blades. Rival gangs seldom appeared to roll alone, but even while beating on one of their friends, they were often reluctant to attack more than one at a time. We felt brief flashes of Batman's fluid melee system here, but the hand-to-hand combat wasn't as natural or free-form as the Dark Knight taking out the trash. Goons defeated, we took on Ming alone, but before we had the chance to finish the job, Hong Kong officers stormed the rooftop.

The timeline jumped around greatly during our demo, and with her son now mysteriously out of the picture, the once quiet Mrs Chu was out for blood like any mother scorned. Criminal, Johnny Ratface, was implicated in the disappearance, and we used some of the more advanced detective tools at our disposal. Making a prank call and keeping him on the line long enough to triangulate (or is that Triadulate?) his position, we arrived at a nearby industrial estate. As you'd expect, Wei knows his way around a machinegun, and we blasted our way to the end of the area, blowing up cars and wasting suckers shooting back from ledges.

The chase gained speed when we borrowed a motorbike to follow the fleeing Johnny Ratface's car. Aiming weapons while driving cars and riding bikes slows the world around you to give you a chance to fire accurate, well-placed shots, rather than spray and pray. Vehicles that take enough damage, or have their tyres shot out, spin and flip like stunt cars. Once close enough to our mark, we leapt from our bike to the roof of his car, taking him hostage and driving back to Mrs Chu, who was waiting, meat cleaver in hand, to serve up her own justice.

Though the storyline will focus on Wei Shen and remain quite linear, this is an open-world game. We weren't given much chance to explore the wider city area, but side missions, called Favours, will give you a reason to complete optional content and reward you with money and "Face" points--the game's reputation system. One side mission we saw had a friend asking us to destroy a rival street racer's car with a tyre iron, which we gladly helped with. Think of it a bit like a Triad stress ball.

After its tumultuous development, fans will be happy to know the game is finally going to make it to shelves. While not bearing the same name, True Crime supporters can rest easy knowing this looks and feels like a genuine follow-up experience that melds melee combat, third-person shooting, and on-road antics. While our hands-on gave us a limited taste of all three elements, we're hoping for a chance to explore more of the city soon. Can Wei Shen stay on the straight and narrow, or is the lure of returning to a life of crime too great a temptation? Stay tuned to find out when the game shoots up consoles and PCs this year.

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viedogame: PlayStation Vita | Ragnarok Odyssey: The Vita's Monster Hunter-type Replacement

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PlayStation Vita | Ragnarok Odyssey: The Vita's Monster Hunter-type Replacement
Feb 17th 2012, 09:30

We kill lots and lots of monsters in action-RPG fashion while teaming up with random strangers with Gung-Ho's latest.

Make no mistake: Gameart's latest foray in the game scene, titled Ragnarok Odyssey, reeks of the action RPG odor stemming from Capcom's Monster Hunter. After all, you go off on a series of chapters divided into a multitude of quests ranging from the banal 'kill a number of creatures' to 'collect a bunch of stuff by breaking barrels and killing monsters' equipped with generous time limits. Occasionally, you fight a giant monster or two with weak spots that also perform huge elaborated attacks with few windows of opportunity for your warrior to strike.

This does not mean that Ragnarok Odyssey is devoid of any entertainment; far from it. Ragnarok Odyssey is billed as a multiplayer title; gamers can partner up with other Vita users playing Ragnarok Odyssey via ad-hoc or online play. It's here that you can party up with other classes and kill together in hopes of gathering the most loot within sessions.

Players get to pick between five classes: the Swordmaster, the Hammersmith, the Hunter, the Cleric, the Assassin, and the Mage. Each has its own style of play: the Hammersmith trades speed for a high attack rating, while the Assassin's quick strikes deal little damage. To be fair, the Assassin can at least take a few more hits thanks to its defense rating. The class is quick on its toes too, so players will need to learn to time dodges and evades against enemies.

The Hunter has the highest attack speed and range among the classes, but has horrible damage output and hit points. However, mid-game attacks like the Vulcan arrow can deal good amounts of damage and the Arrow Shower can soften up a cluster of enemies. Since they're a primarily ranged class, it's best that they stay far away from enemies and snipe them from a distance.

The Mage in the game is a bit of an oddity; the class has good attacks and area-of-effect spells, but the combos that throw out their fancier and hard-hitting spells come from melee attacks. Add to the fact that their hit points and defense ratings are atrocious, and we couldn't figure out a reason to pursue this class.

While the Hammersmith was our personal favorite--any class with a huge hammer-drill hybrid that deals big damage is a winner in our book--new players should stick with the Swordmaster. Attacks are reasonably speedy, you can deal high damage if you time your inputs for the end of their combo strings, and it's one of the few classes that can guard.

Speaking of which, each class has different attacks coming out of their combos. For the Hammersmith, pressing triangle, triangle, circle and circle made our female warrior perform a slow-but-damaging upper swing followed by a ground pound multi-hitting drill finisher. Pressing triangle, triangle, triangle and circle made her pull off a delayed charge that also hits multiple times. These are just a few examples of how each class is different in terms of its repertoire of attacks.

Players can also tweak classes with the use of cards. Before each mission, you can choose as many cards as you can to equip, depending on how much space they take up on a character's card-equipping slot. Some common cards with a one-star rating take up as much as one, while rare ones can go as far as three or four slots.

Ragnarok Odyssey also makes use of its platform's touch capabilities. Expanding the map only requires you to tap the top right icon, while sending out a quick emoticon is as easy as touching the side icon. After mapping your potions before a mission, you can just drink them by tapping their icons at the bottom right part of the screen instead of pressing the select button and the face button they're mapped onto. Whether you prefer doing things the old-school way or by touching, the game's interface has got you covered.

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Classic Video Games: What's Hot Now: Cathode-Ray Amusement Device

Classic Video Games: What's Hot Now
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Cathode-Ray Amusement Device
Feb 17th 2012, 11:07

The debate over which title is the very first video game is one that has stretched on for over 50 years. You would figure that something so technologically innovative would be easy to pin-point, but it all boils down to your definition of the term "video game". Literalists consider it to mean a game generated via a computer, using graphics displayed on a video device such as a TV or monitor. Others consider a video game it to be any electronic game displayed using a video output device. If you subscribe to the latter, then you would consider the Cathode-Ray Tube Amusement Device to be the first video game.

The Game:

The following description is based on research and documentation via the game's registered patent (#2455992). No working model of the game exists today.

Based on the World War II radar displays, players use knobs to adjust the trajectory of light beams (missiles) in an attempt to hit targets printed on clear screen overlays.

The History:

In the 1940s, while specializing in the developments of cathode ray tube readings of electronic signal outputs (used in the development of televisions and monitors) physicists Thomas T. Goldsmith Jr. and Estle Ray Mann came up with the idea of creating a simple electronic game inspired by World War II radar displays. By connecting a cathode ray tube to an oscilloscope and devising knobs that controlled the angle and trajectory of the light traces displayed on the oscilloscope, they were able to invent a missile game that, when using screen overlays, created the effect of firing missiles at various targets.

By 1947, Goldsmith and Mann submitted a patent for the device, calling it the Cathode-Ray Tube Amusement Device, and were awarded the patent the following year, making it the first ever patent for an electronic game.

Unfortunately, due to the equipment costs and various circumstances, the Cathode-Ray Tube Amusement Device was never released to the marketplace. Only handmade prototypes were ever created.

Components:

  • Cathode-Ray Tube: Creates and adjusts the electronic signal.
  • Oscilloscope: Displays the electronic signal via rays of light on a monitor.
  • Screen Overlays: The graphics of the game, printed on a clear overlay that attach to the oscilloscope screen. Screen overlays were later used for the first home video game console, the Magnavox Odyssey.
  • Controller knobs: Adjusts the angle and movement of the light beams on the Oscilloscope.

Tech:

A Cathode-Ray Tube is a device that can register and control the quality of an electronic signal. Once connected to an Oscilloscope, the electronic signal is visually represented on the Oscilloscope's monitor as a beam of light. The electronic signal quality is measured by how the beam of light moves and curves on the display.

The control knobs adjust the strength of the electronic signal output by the Cathode-Ray Tube. By adjusting the signal strength the beams of light that output onto the Oscilloscope appear to move and curve, allowing the player to control the trajectory on which the ray of light moves.

Once screen overlays with target graphics printed onto them are placed on the Oscilloscope screen, the player tries to adjust the ray to deflect onto the target. One of the amazing tricks that Goldsmith and Mann came up with was an effect to make the appearance of an explosion when a target is hit. This was done by adjusting a sliding contactor (a relay switch that controls the flow of energy through a circuit) to overpower a resistor in the Cathode-ray Tube with such a powerful signal that it makes the display go out of focus and appear as a blurred round spot, hence creating the appearance of an explosion.

The First Video Game?:

Although the Cathode-Ray Tube Amusement Device is indeed the first patented electronic game and is displayed on a monitor, many do not consider it an actual video game. The device is purely mechanical and does not use any programming or computer generated graphics, and no computer or memory device is used at all in the creation or execution of the game.

Five years later, Alexander Sandy Douglas developed artificial intelligence (AI) for a computer game called Noughts and Crosses, and six years after that Willy Higinbotham developed Tennis for Two, the first publically displayed computer game. Both of these games use an oscilloscope display and are in the mix to take credit as the first video game, but neither would exist without the discoveries and technology created by Thomas T. Goldsmith Jr. and Estle Ray Mann.

Trivia:

  • Aside from the patent and some prototype schematics, there is no known working model of the Cathode-Ray Tube Amusement Device in existence.
  • Co-Inventor Thomas T. Goldsmith went on to become one of the pioneers of television, starting out as the Vice-President; Director of Research for DuMont, the world's first commercial television network.

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Thursday 16 February 2012

viedogame: Plants vs. Zombies for PS Vita Coming Soon

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PlayStation 3, Wii, Xbox 360, Nintendo DS, PSP, and PC news, reviews, interviews, podcast, and discussion forums. // via fulltextrssfeed.com
Plants vs. Zombies for PS Vita Coming Soon
Feb 17th 2012, 06:24

The zombies are coming to PlayStation Vita system! The newest game to come from the hugely popular Plants vs. Zombies game franchise challenges players to build an arsenal of loyal plants to defend their home against attacking waves of the undead and features unique gameplay elements exclusive to PS Vita.

Plants vs. Zombies for PS Vita

With both touchscreen and SIXAXIS Motion Sensor support, Plants vs. Zombies on the PS Vita includes 50 zombie-zapping adventure levels, 5 original game modes, more than 40 new trophies to collect and lets players create their own zombies with the Zombatar. The fun never dies!

Plants vs. Zombies for PS Vita

  • Endless Action â€" Five original game modes including Adventure and Zen Garden, 20 Mini-Games, 18 Puzzle Games, and 10 Survival Games!
  • Adventure At Your Fingertips â€" Battle zombies in the day, night, fog, even on the rooftop with 50 adventure levels.
  • Zombatar â€" Create your own custom zombies.
  • Climb the Ranks â€" One-up your friends online while scaling interactive leaderboards.
  • Build Your Trophy Case â€" Earn your way to more than 40 trophies, including one Platinum trophy.
  • PS Vita Features â€" Full touchscreen and SIXAXIS Motion Sensor support to collect suns and coins.

Plants vs. Zombies for PS Vita

Plants vs. Zombies for PlayStation Vita will be available for download via the PlayStation Network on February 22, 2012.

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viedogame: PC | Crusader Kings II Review

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PC | Crusader Kings II Review
Feb 17th 2012, 01:20

While there are indeed plenty of holy wars to be waged in the medieval world of Crusader Kings II, it's the breadth and depth of peacetime political maneuvering that makes this strategy game such a delight. This is a game with an incredible number of options for scheming and diplomacy, whether it's crafting an arranged marriage to net you a powerful foreign ally or maintaining a balancing-act relationship with the pope when the two of you have very different views on church-taxation laws. The side effect to this complexity is a daunting learning curve, but if you stick with it, your prize is a deeply rewarding medieval strategy game with a focus on the human element of power that makes for a captivating journey through history.

Crusader Kings II plays out on a 3D map of Europe and a series of well-designed menus. It's no technical showcase, but it'll run smoothly on modest PCs.

There's no tangible goal to be found in Crusader Kings II. Your job is simply to take the patchwork of feudal states that comprise Europe and the Mediterranean during the Middle Ages and expand your power however you wish. After you choose a starting point somewhere between 1066 and 1337, you play as any head of state from the ruler of the Holy Roman Empire to the king of a tiny territory long since absorbed by a larger nation. Each has its advantages and disadvantages: picking a powerful empire grants you more military and financial resources, but it also saddles you with a collection of barons, dukes, and counts whose ambitions aren't always aligned with your own.

The way you deal with these subordinates is a critical part of your success because what makes Crusader Kings II special is its focus on the value of personal relationships. Every character in the game has an opinion of you displayed as a single number, ranging from 100 (glowing adoration) to -100 (bitter hatred). These opinions are an indicator of how easily you can rule over and interact with them, with dozens of factors at play. Have you been ruling steadily for 50 years? Your constituents will respect you mightily if so. Have you broken a peace treaty with an emir lately? Expect your standing to drop considerably in the Muslim territories of North Africa. Even personal maladies you were born with will carry a lifetime of social stigma if you happen to be one of those unfortunate souls afflicted with a clubfoot or a hunchback.

Nurturing these relationships is a delicate but highly rewarding process, thanks to how well Crusader Kings II reflects the slippery nature of feudal rule during the Middle Ages. Each territory you hold is like a semiautonomous state unto itself, with your vassals (bishops, counts, and the like) supplying you with tax income and troops only if their opinion of you is high enough. Everyone in your chain of command has their own agenda, which creates a constant back and forth between you and your underlings. If you keep your vassals' troops engaged in combat for too long, they'll grow resentful, but if you send your child to be educated with them, you'll earn a significant amount of goodwill. The game is stuffed to the brim with these methods for pleasing or angering people, and there's a believable logic to the way people react that makes carefully managing your reputation immensely satisfying.

Equally important to your cause is managing the state of your family. When your character shuffles off this mortal coil, you take control of the first heir in line to the throne. And because the game combines each successive ruler's "prestige" score into one final tally, it's in your best interest to keep your dynasty going strong until the game ends in 1453. This encourages a careful style of decision making where you have one eye on the present and one on the distant future. So if you're prepared to marry off your son to the princess of a powerful foreign king to gain a military ally, you need to be careful because that beautiful young royal may happen to be devoutly religious or homosexual, which would decrease her fertility rating and, thus, your son's chances for producing an heir of his own.

Although each character is shown as a static portrait on a menu screen filled with statistics and personality traits, you wind up feeling a genuine sense of attachment to your next of kin. It's an oddly proud moment when you've granted your son his own duchy and he then proceeds to declare his first holy war against your religious opponents. But if you neglect your family members, they'll grow every bit as resentful as a foreign adversary; they may revolt in civil war if they've got the troops for it or plot to kill you with poisoned veal if not. Thankfully, the AI governing these characters is smart and reliable, rarely ever frustrating you with illogical behavior (unless that person happens to bear the insane personality trait). The result is a lasting and profound sense of ownership over your family's dynasty as it passes from one heir to the next.

While you can sit tight and play the role of a pacifist, the best way to build your dynasty is to overtake other territories and expand the boundaries of your empire. This task generally requires a careful combination of diplomacy, intrigue, and all-out military conflict. Building a powerful army is important, but it's far from the only ingredient necessary for success. For one thing, you need a casus belli (reason for declaring war) before invading a territory. This can be accomplished by a number of means, from collecting enough neighboring territories to usurp a claim on their land to sending in your spymaster (one of the five highly specialized members of your council) to fabricate a historic territorial claim through bribery and threats. Scheming your way into a war is an absolute delight that practically demands you be stroking a white cat and cackling maniacally.

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