Saturday 25 February 2012

viedogame: Pokemon Black and White 2 revealed for DS

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Pokemon Black and White 2 revealed for DS
Feb 26th 2012, 00:25

Game Freak unveils new entries in long-running monster-catching franchise due this summer for the DS; no word on international launch.

The next entries in the popular Pokemon franchise are due this summer in Japan. Game Freak director Junichi Masuda revealed Pokemon Black 2 and Pokemon White 2 today on the Japanese television show Pokemon Smash, according to a report from Andriasang.

Both titles are due to ship for the DS this June in Japan. No mention was made concerning when the titles will launch outside of the island nation. A Japanese website for the games is currently live, which shows the titles' logos and legendary pokemon.

Yesterday, Masuda teased a Pokemon announcement, indicating that the reveal would be "very important."

Pokemon Black and Pokemon White, which shipped during March 2011 and went on to combine for sales of over 11 million, are the most recent installments in the core franchise. For more on those titles, check out GameSpot's reviews of Pokemon Black and White.

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Classic Video Games: What's Hot Now: Video Game History - 2nd Gen

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Video Game History - 2nd Gen
Feb 25th 2012, 11:08

The remarkable success of Pong has electronic companies jumping onto the bandwagon with their own console systems, many of which are simply clones of Pong. In response, Atari introduces the Atari 2600, an advanced cartridge based console that brings 8-bit versions of arcade and original games to living rooms. This begins the Second Generation of Classic Video Games, which continues the success of video games and consoles until the market becomes flooded with advancements and knock-offs faster than consumers can keep up.

1976 - The Second Generation

  • Coleco is the first to take advantage of General Instrument's infamous AY-3-8500 chip, with Telstar, a self contained system that plays three games. Instead of being separate, the control knobs are attached to the sides.
  • The Fairchild Camera and Instrument Corp. release the Fairchild Channel F home video game console. It is originally called the Video Entertainment System, but changes its name the next year after the release of the Atari VCS/2600.
  • Steve Wozniak creates the Apple-1 desktop computer. His friend Steve Jobs comes up with the idea of selling the computer via mail order. Although not the first desktop computer sold, it is the first to use a keyboard.

1977 - Video Game Consoles

  • The Atari VCS (later known as the Atari 2600) hits the scene and reinvents the home console market. The third and most advanced cartridge based system, the VCS/2600 delivers advanced 8-Bit graphics to your TV and a wide variety of games, from originals to remakes of the biggest arcade hits. Although nowhere near the quality of the Con-Op Arcade units, the VCS/2600 becomes the father of modern console gaming.
  • Bally-Midway enters the console market with Astrocade, available mainly through mail order and computer stores.
  • Nintendo releases their first home console system, the Color TV Game 6, a self contained console that plays 6 variations of tennis (basically Pong).

1977 - Computer Gaming

  • At MIT's Laboratory for Computer Sciences, Dave Lebling, Marc Blank, Tim Anderson, and Bruce Daniels create the text based adventure game Zork for the PDP-10 minicomputer. It quickly gains a cult following on ARPANET, a predecessor to the Internet, mostly used by government agencies and computer technicians.
  • Three groundbreaking home desktop computers release simultaneously: the Tandy TRS80, the Commodore PET and most popular of the group, the Apple II.

1978 - Arcades and Consoles

  • Historic Arcade Games Release:
    - Space Invaders, the first game to display high scores.
  • Nintendo makes its first foray into the Coin-Op Arcade market with Computer Othello, an arcade version of the classic board game. Computer Othello is never released outside Japan.
  • Carol Shaw creates 3D Tic-Tac-Toe for the Atari 2600 and becomes the very first female video game designer.
  • Ralph Baer creates tech for Sanders Associates that is licensed to Coleco for KID-VID, a preschooler console video game using audio cassette tape controls and "live" music.
  • To compete with the Atari 2600, Magnavox releases their second generation console, the Odyssey2. Like the 2600 it features 8-bit graphics, but also has a built-in keyboard.

1978 - Computer Gaming

  • The PDP-10 computer is again used to create a milestone in online computer gaming at Essex University when Roy Trubshaw and Richard Bartle create the first MUD (multi-user dungeon) program. MUD enables the first multiplayer computer text games via ARPANET, which evolves quickly from a simple group of locations where players can move and chat to including objects, events, virtual creatures and NPCs (non playing characters) . This is the precursor to the Massively Multiplayer Online Game (MMOG) .

1979 - Arcades, Consoles and Computers

  • Sears releases Tele-Games, a clone of the Atari 2600 that uses the same components, and interchangeable game cartridges.
  • Mattel begins test marking their home console system, the Intellivision, in Fresno, California.
  • Three of the four Zork creators, Dave Lebling, Marc Blank, and Bruce Daniels, team up with Joel Berez to found the computer game software company Infocom.

1979 - The First Handhelds

  • Atari develops a handheld console system using hologram technology called Cosmos. Although games are created for the system and the console advertised, Atari pulls the plug and never releases the system.
  • Milton Bradley releases Microvision, the very first handheld gaming console with interchangeable cartridges. The system is plagued with problems including screen rot, which destroys the Liquid Crystal Display (LCD) ; easily damaged button controllers; and a high sensitivity to static electricity, which destroys the game cartridges. Only 13 games are released for the system, most notably the only licensed game, Star Trek Phaser Strike.

1980 - The Arcade Games

  • Historic Arcade Games Release:
    - Pac-Man - The most popular video game of all time.
    - Battlezone - The first arcade game to feature 3D graphics.
    - Defender - The first to use a virtual world where things happen off screen that effect the gameplay. Considered to be one of the most difficult video games of all time.

1980 - Consoles, Computers and Handhelds

  • After a successful test market the year before, Mattel releases Intellivision to the mass-market. Of the systems released thus far, this is the first to give the Atari 2600 any real competition, with superior sound and industry-first 16-bit graphics capabilities.
  • Gunpei Yokoi creates the Nintendo Game & Watch. This marks the first line of standalone style LCD games that are still popular today.
  • Kelton Flinn and John Taylor create Dungeons of Kesmai, the first commercially successful multi-user online role-playing games. Unlike its predecessors Kesmai utilizes graphic images instead of just text.

1981 - First Gaming Mag

  • Dona Bailey becomes the first female coin-op arcade game designer when she creates Centipede with co-designer Ed Logg.
  • Kelton Flinn and John Taylor revamp and upgrade their multi-user online role-playing game, Dungeons of Kesmai, and rename it Island of Kesmai. This new version is an instant hit.
  • Arnie Katz and Bill Kunkel publish Electronic Games, the first video game magazine.
  • IBM launches the Personal Computer, marking the beginning of the modern PC age.

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Friday 24 February 2012

viedogame: PlayStation Vita | Ultimate Marvel vs. Capcom 3 Review

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PlayStation Vita | Ultimate Marvel vs. Capcom 3 Review
Feb 25th 2012, 02:00

Ultimate Marvel vs. Capcom 3 is going mobile. The PlayStation Vita version of this chaotic, 2D fighter features everything you'd expect from the console version, along with some welcome additions. These include replay support for online matches, as well as support for Heroes and Heralds mode right out of the gate. The Vita's direction pad, thumbstick, and face buttons all work well for a fighting game, and there's even touch-screen support. Of course, UMVC3 is just as challenging as before and can break your heart with a single combo. It's mean, it's flashy, but most importantly, it's Marvel, baby!

There are few problems Spencer's bionic arm can't solve.

This version of UMVC3 runs just as smoothly as its console counterpart. The only sluggishness occurs when performing hypercombos, but it is minor enough to be negligible. All of the fighters are rendered in full detail and beautifully shown on the small screen. Of course, some concession had to be made when working on less-powerful hardware. This means all the special effects--fireballs, impact flashes, and the like--have been knocked down to a lower resolution.

The Vita's front touch screen can also be used in single-player or multiplayer. Movement is performed by swiping in a direction, while tapping the screens makes your character attack, usually with a basic combo that ends with an ultra. It's little more than a gimmick and can be filtered out when searching for online opponents.

The 12 new fighters from the console version are all included, and many of them personify the game's shift in focus between MVC3 and Ultimate. Together with the original cast, they raise the total to an impressive 48 fighters. Players who prefer to rush in aggressively will find Wesker's moveset to their liking, while those who relish keeping foes at a distance will appreciate Hawkeye and Ghost Rider. Additional tweaks to the fighting mechanics, such as scaling back X-factor and beefing up team aerial combos, carry over into this version as well.

You're not on your own to discover these changes. Mission mode, which teaches players basic techniques for the cast, has been updated to accommodate all of these tweaks. The 12 new characters have their own mission sets, while the missions for veterans have been updated. Unfortunately, this mode has issues in the way it presents information, so if you don't know your gram from your ragtime shot, then you constantly have to pause the game and dive into the menu to see the move's input. Being able to watch a demonstration of the current mission would also have been appreciated.

The Shadow Mode downloadable content from MVC3 is altogether absent. Its replacement is Heroes and Heralds mode. Heroes and Heralds has you collecting cards and assigning them to your three-person team to unlock new bonuses and abilities. The steady trickle of new cards, as well as the new abilities they confer, make this an addictive addition. But with so many radically different card abilities, it can be confusing to go up against enemy teams if you don't have all of the cards memorized.

One feature that fans were dying for in the original Marvel vs. Capcom 3 that made it into Ultimate is a spectator mode during online play. No longer are you confined to watching two sets of life bars tick down while awaiting your turn; now, you can see all of the action for yourself. Replay support is also included in the Vita version. From a replay-specific leaderboard, you can sort through replays based on region and even save them to your Vita's memory. When viewing replays, you can scroll through the action frame by frame, show input data, and even pull up an overlay that shows character hit boxes.

During our play sessions, online play did have some hiccups. Part of this was the aforementioned slowdown during hypercombos, but at other times, it was simply lag. Few games went by completely free of lag; however, what lag we did encounter was brief and didn't significantly detract from the experience. And just like on consoles, Ultimate Marvel vs. Capcom 3 for the Vita may feel inviting at first, but when you sink a little deeper, you discover a game in which victory and defeat hinge on a fine line. It's a high-risk, high-reward system that buries you in a brightly colored light show at the slightest misstep. This game makes a graceful transition to the handheld space while retaining everything from the console version.

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viedogame: Pokemon announcement teased for this weekend

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Pokemon announcement teased for this weekend
Feb 24th 2012, 22:34

GameFreak director Junichi Masuda says "very important announcement" to be made during Japanese television show this weekend.

Gamers keen on catching all the Pokemon news should plan to be around this weekend. GameFreak director Januchi Masuda wrote today on his website that he will appear on Japan's Pokemon Smash! television show this weekend to make a "very important announcement."

The show airs at 7:30 a.m. in Japan on Sunday, February 26, which for stateside gamers is 2:30 p.m. PT / 5:30 p.m. ET on Saturday, February 25.

Pokemon Black and Pokemon White, which shipped during March 2011 and went on to combine for sales of over 11 million, are the most recent installments in the core franchise. For more on those titles, check out GameSpot's reviews of Pokemon Black and White.

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viedogame: Bungie founder heading up new core mobile game studio - Report

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Bungie founder heading up new core mobile game studio - Report
Feb 24th 2012, 19:37

Halo co-creator Alex Seropian and DreamWorks manager Brent Pease create Industrial Toys, working on "mobile games for core gamers."

Bungie Studios founder Alex Seropian has started a new game company called Industrial Toys, according to a new Pocket Gamer report. The Halo co-creator cofounded the company with DreamWorks research and development manager Brent Pease to work on "mobile games for core gamers."

Tim Harris, formerly of game firm Seven Lights, will serve as the studio's president, with former DC Comics and Marvel employees rounding out the company's first wave of hires.

Industrial Toys does not have any announced projects, and the studio did not specify which platforms it plans to develop for. The studio appears to just be getting going, as pictures posted to the company's Facebook page this week indicate the company is only just moving into its studio.

The studio's mission statement, posted to its Facebook account, reads, "We believe that the future of gaming is about being accessible without sacrificing quality. That mobile technology allows us the creativity to invent more dynamic gameplay. And that games are meant to develop and thrive as open collaboration between game designer and user."

Seropian founded Bungie Studios in 1991 and was instrumental in the development of Halo: Combat Evolved, the first entry in the now-mammoth shooter series. Seropian later left Bungie and formed Wideload Games in 2004, which Disney purchased in 2009.

With that acquisition, Seropian was promoted to senior vice president and general manager of core games at Disney Interactive, the position he departed from earlier this month.

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viedogame: Diablo III release date coming in 'near future'

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Diablo III release date coming in 'near future'
Feb 24th 2012, 18:55

Blizzard game director Jay Wilson assures fans that game is in "great shape" but stops short of saying launch plans announcement will be "soon."

After Diablo III's most recent delay two weeks ago, many have been left wondering just what is going on with Blizzard Entertainment's anticipated action role-playing game? Only good things, assures game director Jay Wilson, who took to Blizzard's forums to say that a release date for the title can be expected in the "near future."

"The latest full build we've been testing here in the office is in great shape," Wilson wrote in his letter to the community. "We get a lot of sympathy from the other teams because of the long hours of crunch our design team is putting in, but the secret is that playing through the game as we do final tuning, bug fixes, and optimizations is a real joy."

"We think you're going to love Diablo III when it's released, and speaking of release plans, you can seriously expect a launch-date announcement from us in the near future," he continued. "See, I didn't say 'soon,' so I'm not taunting you. You'll know as soon as I know for sure the exact date."

Diablo III will be the first release in the infernal action role-playing game franchise since 2001's Diablo II: Lord of Destruction. Though Blizzard has yet to offer an official release date for the game, it has bypassed a number of targeted release windows, including the end of 2011 and the first part of 2012.

The game is currently scheduled for release during Activision Blizzard's April-June 2012 quarter. For more information, check out GameSpot's previous coverage of Diablo III.

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viedogame: RE: Operation Raccoon City infecting PCs May 18

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RE: Operation Raccoon City infecting PCs May 18
Feb 24th 2012, 17:08

Capcom reveals release date for Windows version of upcoming shooter, will debut two months after Xbox 360, PlayStation 3 iterations.

PC gamers can take part in Resident Evil: Operation Raccoon City on May 18, Capcom has announced.

In addition to announcing the game's release date for Windows, the company confirmed the game will sport Nvidia 3D Vision support. The PC version of the game boasts the same features as its console counterparts, including eight-player online and four-player campaign support.

Resident Evil: Operation Raccoon City puts players in control of a half-dozen special commandos employed by The Umbrella Corporation, the sinister pharmaceutical corporation whose unethical experiments caused the series' rash of zombie outbreaks in the first place.

While most entries in the Resident Evil series have players either containing a zombie outbreak or working to expose the truth behind Umbrella's dirty dealings, the commandos' job in Slant Six's game is to cover up the company's dirt and make sure there are no survivors in Raccoon City.

The PlayStation 3 and Xbox 360 versions of Resident Evil: Operation Raccoon City will deploy on March 20. For more on the shooter, check out GameSpot's latest preview.

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viedogame: Proposed Oklahoma violent-game tax bill defeated

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Proposed Oklahoma violent-game tax bill defeated
Feb 24th 2012, 18:23

House Bill 2696 that sought to charge 1 percent tax on games rated T, M, and AO falls by 5-6 margin in subcommittee.

Oklahoma gamers will not be forced to pay an additional 1 percent tax on "violent" games anytime soon. House Bill 2696 was voted down on February 20 by a 5-6 margin in Oklahoma's Appropriations and Budget Subcommittee on Revenue & Taxation.

Introduced earlier this month by representative Will Fourkiller (D. 86th District), HB 2696 sought to charge an additional 1 percent tax on all games rated T, M, and AO in Oklahoma. Fourkiller designed the bill as a means to bring awareness to bullying and obesity.

According to minutes from the discussion recorded by the Oklahoma Watchdog, skepticism regarding the bill's ability to follow through on its aims were voiced by representative Pat Ownbey (D. 48th District)

"Why [tax] just video games? Why not French fries or rap music or movies?" he said. Representative Mike Reynolds (R. 91st District) added, "We could have a task force on a multitude of reasons children are obese."

The Video Game Voters Network, a pro-gaming industry lobbying group, released a statement on the matter, saying its Oklahoma members worked expeditiously to combat the bill, sending "hundreds" of messages to Fourkiller and the Oklahoma subcommittee voicing their discontent.

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viedogame: Guild Wars 2 beta attracts 1 million applicants

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Guild Wars 2 beta attracts 1 million applicants
Feb 24th 2012, 20:13

ArenaNet reveals 1 million gamers have applied to beta test the upcoming massively multiplayer online role-playing game.

ArenaNet has received 1 million Guild Wars 2 beta applications, the company revealed on Twitter this afternoon. The beta sign-up period was open for 48 hours only, from 1 p.m. ET on Wednesday, February 22 to today at 1 p.m. ET.

Those chosen to participate in the beta will be notified by email, at which time they will need to sign a non-disclosure agreement (NDA) before being permitted to play the massively multiplayer online role-playing game.

The Guild Wars 2 beta will begin in March, with the full game expected to be released during 2012. The team at ArenaNet has a small group working on a console version of the game, but no announcements have been made concerning Guild Wars 2 arriving outside of the PC.

Guild Wars 2 puts players into a persistent fantasy world that is driven by a range of dynamic events. When Guild Wars 2 is launched later this year, it will cost a fee up front but will not require a monthly paid subscription to continue playing.

For more on Guild Wars 2, check out GameSpot's latest preview and coverage of developer discussions from Comic-Con 2011 and PAX 2011.

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viedogame: Killzone 3 multiplayer going free-to-play

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Killzone 3 multiplayer going free-to-play
Feb 24th 2012, 14:29

[UPDATE] Sony bringing standalone level-capped multiplayer client for last year's sci-fi shooter to PlayStation Network next week as free download; full experience to be available for $15.

Sony will launch a free-to-play standalone version of Killzone 3's multiplayer component next week, the company has revealed.

During the most recent PlayStation Blogcast, Sony revealed that players will be able to download Killzone 3's multiplayer component for free from the PlayStation Store. All the game's maps (including DLC maps) will be included with the download, as well as the game modes Operations, Guerrilla Warfare, and Warzone.

The free version of Killzone 3's multiplayer segment is not without its restraints, however. Players will be allowed only to reach the level of Sergeant 1 with the free trial. Players can purchase the "full experience" for $15, which grants players a 24-hour double XP bonus, free unlock points, the ability to create clans and custom games, and access to the Botzone mode.

The Killzone 3 multiplayer standalone version will launch next week on the PlayStation Network.

[UPDATE] Developer Guerrilla Games has shared additional information concerning the Killzone 3 multiplayer standalone version on its official website. Most notably, the company revealed the standalone multiplayer version of Killzone 3 will be out next week.

The Killzone 3 single-player campaign is not included with the download, nor have plans been announced to sell that portion of the game separately.

For more on Killzone 3, check out GameSpot's review of the sci-fi shooter.

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viedogame: The Amazing Spider-Man swoops in June 26 - Report

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The Amazing Spider-Man swoops in June 26 - Report
Feb 24th 2012, 13:57

Activision's latest web-shooting action game arriving for Xbox 360, PS3, Wii, DS, and 3DS ahead of movie premiere this summer.

The newest Spider-Man game will swoop to store shelves on June 26, according to the GameStop-owned Game Informer magazine.

An epilogue to the film of the same name (due to theaters on July 3) The Amazing Spider-Man will allow players to freely explore Manhattan as the friendly neighborhood superhero and thwart the sinister plans of "a variety of criminals" in a story penned by Seamus Kevin Fahey (Battlestar Galactica).

The game is due out for the Xbox 360, PlayStation 3, 3DS, DS, and Wii.

The game is in development at Activision's Quebec City studio, Beenox. No stranger to Marvel's iconic superhero, the studio began working with the wallcrawler for the 2005 PC port of Ultimate Spider-Man and took over primary development duties for the comic-based games with 2010's Spider-Man: Shattered Dimensions. Its most recent outing with the hero was October's Spider-Man: Edge of Time.

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viedogame: God of War IV preorders begin - Retail Radar

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God of War IV preorders begin - Retail Radar
Feb 24th 2012, 15:21

South African retailer product listing for still-unannounced action game appears, points to release during February 2013.

Though Sony has not officially announced a sequel to God of War III, the evidence for the game is piling up. Recently, South African retailer BT Games (via Joystiq) has listed God of War IV as available for preorder.

The retailer's listing indicates the still-unannounced game will ship during February 2013, though it does note the date is provisional and is subject to change.

A Sony representative told GameSpot, "We haven't announced any future God of War titles."

This news is the latest speculation concerning a follow-up to 2010's well-received God of War III, which was developed at Sony Santa Monica. Rumors had suggested the game is due as early as September 2012, and might include a multiplayer component.

Following the release of God of War III, franchise producer Steve Caterson told Industry Gamers that though God of War III marked the end of the trilogy, the studio would likely craft more games from the universe.

If Sony Santa Monica is in fact at work on God of War IV, it will not be the only project the developer is presently creating. Earlier this week, it was revealed that the California-based game company is assisting Team Ico in building the long-in-development action title The Last Guardian.

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viedogame: Razer to host $15,000 DOTA 2 tournament in Singapore IT show

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Razer to host $15,000 DOTA 2 tournament in Singapore IT show
Feb 24th 2012, 08:10

  • By Jonathan Leo Toyad, GameSpot Asia
  • Posted Feb 24, 2012 12:10 am PT

Tournament to be held from March 8 to 11; features teams from Malaysia and Philippines.

The last time a big event involving the upcoming multiplayer online battle arena title DOTA 2 was held in Singapore was back in December last year. Peripheral company Razer will be hosting a new DOTA 2 tournament where the winning prize pool is worth $15,000.

The Razer DOTA 2 Tournament will be held in the upcoming Singapore IT Show at Hall 602 in the Suntec Convention Center. The tournament will be held from March 8 to 11.

The teams invited for the 5-versus-5 single elimination tournament include Orange e-Sports from Malaysia and Mineski from the Philippines. The event will be streamed live on Rapture Gaming's Twitch account. Gamers interested in signing up to compete can do so on this link; the registration fee is S$10 ($7.95) and there are currently 11 slots available at this point in time.

Teams can also issue an open public challenge against Mineski via on March 8 and 9, with prizes worth up to $1,000 up for grabs. Players can do so on this e-mail address.

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viedogame: Persona 4 Arena slashes arcades on March 1

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Persona 4 Arena slashes arcades on March 1
Feb 24th 2012, 07:29

  • By Jonathan Leo Toyad, GameSpot Asia
  • Posted Feb 23, 2012 11:29 pm PT

Arcade version to feature edit player profile options and in-game purchases.

Atlus recently revealed the North American release window for 2D fighting game Persona 4 Arena for the Xbox 360 and PS3. Fans in Japan who can't wait and would rather check out the arcade version now have a date for that particular version: March 1.

In addition, the arcade version will feature NESiCA IC card support and a player's guild feature. The latter allows gamers to edit their profile and purchase character colors and add-ons via in-game 'Persona Dollars'.

The 2D fighting game is developed by Arc System Works, who are famous for developing the Guilty Gear and BlazBlue series. The game's story takes place after the events of Persona 4 and will also feature characters from Persona 3. Other fighting games Arc System Works created using popular licenses include Fist of the North Star and Nura: Rise of the Yokai Clan, which have not seen a release in the Western markets.

For more information on the game, check out GameSpot's recent preview.

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Thursday 23 February 2012

viedogame: PlayStation Vita | Tales From Space: Mutant Blobs Attack Review

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PlayStation Vita | Tales From Space: Mutant Blobs Attack Review
Feb 24th 2012, 04:22

No one should have to go through the torture that researchers inflict on blobs of jelly in the name of scientific progress. Locked in cages like cats in a pound, the quivering critters peer out through the grating on their high-security cells as they plot the moment they will have their revenge. Then, finally, their time comes. A careless scientist opens a cage without taking the proper precautions, and just like that, the mass of ooze waiting inside makes its daring escape. That unassuming little bundle of goop will be back for revenge, though, in…Tales From Space: Mutant Blobs Attack!

Mutant Blobs Attack starts small and expands in scale as you work your way through 29 levels. As the recently liberated ball of slime, you find that you can hardly absorb anything at all. You're a toothless wonder that is mostly defenseless unless you find something especially tiny, in which case you swallow it whole and gradually increase your mass. Throughout the course of your adventure, you gain the ability to attract items like a magnet (or repel them), plus you can fly through the air like a rocket. You're surprisingly nimble for a slime, and the responsive controls make it easy to take advantage of your agility. Mechanically, the game feels a lot like a side-scrolling take on Katamari Damacy or perhaps Twisted Pixel's first game, The Maw. Stages are broken into sections and can only be completed once you grow immense enough to chow down on the largest of the oversized corks that prevent you from squeezing through important openings.

Rather than working against a timer, you encounter difficulty in the form of a variety of environmental hazards. You can take as long as you want to reach a given level's goal, and there's no such thing as failure if you're willing to keep trying. Checkpoints are generously sprinkled throughout each environment as well, so you never have to backtrack far if you meet an untimely end. There are a variety of hazards that include industrial presses, tanks, helicopters, rotating lasers, and spike-lined passageways. Typically, you can withstand a decent amount of damage, and your life meter refills as you scarf down your surroundings, but there are a number of hazards that prove instantly fatal. Jelly and laser beams don't mix.

As you work through the stages, you score points for every item you consume. There's more to eat in each stage than you need to devour to progress, and the game maintains leaderboards to track who scores the most points by finishing fastest with the most mass. Every level also has two "friends" hidden away, which means that stages have decent replay value if you're competitive or just want to find everything. If you just rush through every area and don't worry about collecting everything, you can probably finish the adventure in four or five hours.

Though you can replay any completed stage, you might not always want to do so. Level design mostly amounts to puzzles with the aforementioned hazards thrown in to keep things tense. Once you figure out your way through the trickiest of the game's puzzles, there's not much left to challenge you. That's not to say the puzzles aren't challenging the first time through, though, particularly in the later areas. In one case, for instance, there are several laser beams positioned vertically in a shaft through which you must pass. The only way to dispose of them is to hit a switch that prompts four bombs to start rolling along some overhead girders. You then move an elevator up and down to route the bombs so that they explode and eliminate the beams. Next, you rush through the opening before the lasers reappear. It's an enjoyable enough puzzle to solve once, but sequences such as this one only serve to slow things down on subsequent trips through the stage.

Outside of the main stages, there are a few extra levels that mix things up with an overhead viewpoint. Looking down on the Vita from above, you tilt it to move the blob around, avoiding fresh hazards and consuming enough items to grow larger. Although the more standard action stages allow you to move platforms into place with finger swipes on the touch screen, the unnumbered bonus stages put the handheld's extra control options to their most natural use. Gliding around the stages feels effortless enough that you might find yourself wishing for more stages in a similar vein.

As you might glean from its silly title, Mutant Blobs Attack doesn't take itself too seriously. There are subtle bits of humor and sly nods to gaming scattered throughout, like when you launch from a cannon and fly toward a tower of oblong blocks to knock down a pig, as if playing a stage of Angry Birds. You pass a billboard that features a wagon and oxen along with a message advising you to watch that you don't die from dysentery. "OILs WELL that ends well," another billboard notes. Even when you're snacking on panicking humans like a monster from one of Midway's old Rampage titles, the mood is cheery rather than dark and brooding.

Mutant Blobs Attack also keeps things interesting by capturing the vibe of '50s sci-fi flicks. The art style resembles the vintage comic style of the time. There's often a lot going on in the background, but it looks faded most of the time so that you can easily focus on the important foreground activity. Music is suitably peppy as well; it's creepy enough that it feels appropriate for the subject matter but upbeat enough that it's not likely to leave you feeling depressed.

As one of the first downloadable games available for the Vita on the PlayStation Network, Mutant Blobs Attack sets the bar quite high. It's not a lengthy adventure, but it's effectively designed and doesn't let the hardware's features get in the way of a good time.

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