Saturday, 6 August 2011

viedogame: PC | Dishonored First Look Preview - Meeting a Supernatural Assassin

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PC | Dishonored First Look Preview - Meeting a Supernatural Assassin
Aug 6th 2011, 23:33

QuakeCon 2011: From character customization to carnivorous rat summoning, developer Arkane Studios gives us a peek into the world of Dishonored.

At this year's QuakeCon convention, we finally got our first look at Dishonored, the upcoming first-person action game from developer Arkane Studios (Arx Fatalis). The hands-off demonstration was hosted by Arkane co-founders Harvey Smith and Raphael Colantonio. Before loading up the game, the pair explained that, in Dishonored, you control a supernatural assassin who has been wrongly accused of killing the empress. Your quest for redemption will take you through a series of missions that players will be able to approach in numerous ways, be it stealth, shooting, or something more exotic.

One of the first things we saw in Dishonored was the massive, rotting carcass of a shark being ferried downstream. Right around the corner some guards busied themselves by tossing a pile of corpses into a river. These early scenes of death and decay set the tone for the rest of the demonstration. It was later explained that the city our character was in was suffering a plague that had wiped out half of its population so far. The rest were finding other ways to die, either from the hyper-aggressive guards or from the packs of carnivorous rats that roamed the streets. However, despite its miserable living conditions, the city itself looked impressive. With its cobblestone streets, boarded-up townhouses, and high-tech security checkpoints, it had a unique blend of 16th century London and Half-Life 2's City 17.

Today's mission was to assassinate a crooked lawyer located in the legal district. Armed with only a knife, our character decided to stay out of sight by climbing over some crates onto an empty street. Mobility and stealth will both play large roles in Dishonored. Your character is more deadly than he is durable, so you'll need to pick your battles wisely or risk drawing attention to yourself and being overwhelmed. One of these choice fights was against three blokes assaulting a young woman. By blocking, parrying, and performing stealth kills our character gained adrenaline. Once he had enough he could perform a gruesome adrenaline kill--such as severing a man's head from his shoulders. This resource takes time to refill, Colantonio said, so in certain cases you may want to save the kill if you know a particularly hard enemy is nearby.

Watching our character stab his way through three grown men caused the poor woman to panic and take off down a dark alley. However, she didn't get far before a pack of rats descended upon her and devoured her body. Rats are a big deal in Dishonored. In large groups, they will attack you unless you're standing under a light source. But when there's only one or two they can actually help you. When our character arrived at the lawyer's lavish estate, Smith explained that there were many paths we could take to get inside. Hopping across roof tops was one, kicking in the front door was another, but he decided to use a rat.

This is where we got to see the supernatural half of our supernatural assassin. A large menu of special abilities was called up in the game and the possession power was selected. Smith explained this would let our character take over the minds of small animals. After using possession on a rat, the perspective changed to the rat's point of view as it scurried through a small hole in the manor. Once it found a secluded corner inside, the rat was released and our hero reformed where it stood. He then made a quick sweep of the house and stole a magical rune and some blue prints--all while avoiding the guards. On the top floor, he found the door to the target's office. Peeking through the keyhole confirmed the lawyer was inside, so our nimble assassin kicked the door down.

Immediately after doing so, he activated another power: bend time. Everyone in the room froze. They were now locked in time and powerless to stop our hero from walking up and shooting each of them in the face. Time then resumed, the lawyer fell, and the sirens started blaring. Before the other guards in the house could reach the office, our character used yet another power, blink, to teleport himself out the balcony window and onto a nearby roof top. He then climbed down to the street level and used the blue prints to reprogram one of the guard's security gates. These transparent screens of electricity were designed to let guards through and deep fry everything else. Our character reprogrammed it to let him through instead. Of course, the pursuing guards found this out the hard way.

As our hero made his escape, the developers took a moment to explain how character customization will work in Dishonored. "We don't like games that unlock powers for you at certain points," Smith said. Therefore, the game will feature a power economy where you can exchange runes (like the one stolen earlier) for new powers. Stronger powers require more runes, so you either save up for the big ones or arm yourself with a lot of lesser ones. You can also collect money and trade it in for new items and equipment to use on your missions. Then there's the bone charms. These items will provide small bonuses to your character, such as a slight improvement to movement speed. They are also randomized when you pick one up, so you never know what you're going to get.

Just before he could reach the escape point, our assassin was ambushed by three armed guards. In response, he promptly used another power to summon a swarm of rats from the ground. These rodents promptly devoured the attackers on the spot, and we noticed a little message that said "Three guards killed, chaos increased." After the demonstration ended, the developers explained that chaos isn't meant to be a simple good or evil scale. Instead, it's being designed to respond to how the player behaves in the game. Everything, from the difficulty of future missions to the way the story unfolds, will be influenced by this rating. Dishonored will be released in 2012 for the Xbox 360, PlayStation 3, and PC.

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Friday, 5 August 2011

viedogame: PlayStation 3 | PlayStation Move Ape Escape Review

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PlayStation 3 | PlayStation Move Ape Escape Review
Aug 6th 2011, 01:06

There are at least two things wrong with Move Ape Escape's title. First, as fans of taxonomy no doubt realize, the simian antagonists of this Move-required capture-a-thon appear to be monkeys, not apes. More troubling, these furry funsters have little interest in escaping from your grabby wrath. They swarm you like you're made of bananas (and that's not far off, considering the potassium-rich fruit is the unit used to measure your health), and their relentless assaults give rise to the real problem behind this adventure: It's way too difficult. Your slingshot and net are no match for the raging primates pestering you through steamy mountain passes and exotic city streets, which leads to failure, frustration, and the unnerving thought that you may not be their evolutionary betters after all. The charming escapades of your relentless tormentors have all the silly mirth the franchise is known for, but there's little joy in fighting desperately to stay alive in this disappointing spin-off.

From chimpan-A to chimpan-Z

You may see images of monkeys rushing pell-mell toward the screen and wonder, "What's my motivation?" Fear not, there is a reason you have to once again grab your net to take on the primate hordes, and it's a little more involved than you might have expected. Two young girls are on a mission to save their time-traveling grandmother from the clutches of an invading alien species that looks suspiciously like Earth's monkeys. Meanwhile, Specter, the grizzled leader of the simian clan, is planning revenge for perceived slights and looks sad and lonely in his various cutscenes. It's strange, to be sure, but in a way that piques your interest to see how this mixed-up tale is going to play out.

The appeal of Move Ape Escape stems from elements not directly related to the act of playing. Although far from a technical wonder, this downloadable on-rails shooter has a vibrant artistic style that gives your plentiful foes a dose of personality. You may see a monkey running over a grassy field with an inner tube wrapped around his waist, or brandishing a towel in a slightly off-putting manner, and these go a long way toward making this taxing affair seem welcoming, at least in the early stages. If you're interested in the backgrounds of the captured hostages, you can poke around in the Monkeypedia to find out their various names and interests. Some of them rely on pop culture references to deliver the joke, and it's kind of funny to meet a monkey named Apefeld whose bio simply states, "What's the deal with…?"

Unlike the core games in this franchise, Move Ape Escape is not a platformer. Rather, it's an on-rails shooter, and the transition to a new genre has not been kind. The 16 levels are broken up into two distinct sections. Half of the time, you automatically walk down predetermined paths, shooting monkeys, bananas, and mechanical beings with your slingshot to earn points and build your health for the next portions. Once you arrive in certain areas, you cease moving, and you try to capture the monkeys who sprint toward you with your magic net. It's an adequate premise. There are plenty of secrets to unpeel during the walking portions, a call back to the light-gun shooters of yesteryear that rewarded players with bonuses for shooting every object and surface they could. And the capturing sections offer nice variety from the typical action, playing toward the hijinks angle these rambunctious rascals are known for.

In practice, there are simply too many problems to ignore. The most pervasive issue stems from the controls, which are not responsive enough to meet the hectic demands placed on you. Your slingshot serves as your lone long-distance weapon, but it's far from an ideal tool. There's a sizable delay between when you first hit the button and when you actually fire. This makes logical sense considering you have to load a slingshot with a choice rock before you can strike a faraway object. But in the confines of this adventure, this delay is infuriating. There are times when so many enemies and objects flood the screen that you simply cannot fire quickly enough to keep up. Furthermore, the amount of precision required is startlingly high. Monkeys are often far in the distance with long-range weapons of their own, and you have to shoot them before they shoot you. But actually seeing them can be tricky amid the bountiful environments, and lining up a shot is tough because your aim is adjusted every time your character decides to sway.

The problems continue when you put your slingshot away to nab monkeys with your net. To capture your foes, you have to swing your net at them when they're within reach. But like everything else in this surprisingly difficult game, that's much easier said than done. There are times when your net clearly passes right through monkeys and they somehow escape unscathed. This problem is exacerbated when you take on multiple enemies at once. A ring of monkeys may circle around you and rush in at sporadic intervals. They twist and leap with the flair you would expect from an athletic ape, and they have a nasty habit of stunning you if your net comes up empty. Once one monkey makes contact, the rest are free to rush at you unhindered, which turns a pleasant walk through a monkey-strewn park into a terror reminiscent of a never-made Alfred Hitchcock movie.

Such complaints seem preposterous if you've played only the first few levels. Although your weapons lack precision from the beginning, the level design hides these failings. Monkeys appear closer to your character so you don't have to squint to see them, they attack in predictable patterns, and there's enough health to ensure you don't meet an untimely end. The early stages have a cartoony charm that does not deserve to be called downright fun, but they are at least pleasant. Unfortunately, difficulty spikes feel like a stab through the enjoyment center of your brain. Levels have a difficulty rating (ranging from "easy" to "insane"), and there's no option to adjust the difficulty based on your skill level. Breezing through easy and normal levels is pain-free, and you should find only a slight challenge on hard. But once you move on to very hard levels in the second half of the game, things become so frantic that any semblance of entertainment is extinguished.

During the course of the single-player Story mode (there's no co-op option), you unlock three minigames. Sadly, these aren't any more interesting than the main adventure. In Mecha Tag Rally and Sprayzer Defense Force, you finally have an option to team up with a friend for some local entertainment. Just because you're in a new mode doesn't mean you can avoid the control issues. In Mecha Tag Rally, for instance, one player controls a car (using a standard controller), while the other shoots obstacles with the Move. The car's steering is so stiff that it saps away any potential fun you could have from zooming through courses, and the vehicle has a tendency to get stuck on items in its path. Aim, Slingsnipe is at least pretty funny. In this single-player game, you must assassinate three monkey targets. Looking down a sniper rifle scope, you have to pick them out among a horde of simians. It's silly fun while it lasts, but there are only three levels.

The only element that carries through from the original Ape Escape games to this downloadable spin-off is the monkey charm. And because the core action is rife with problems, you won't even be able to enjoy that for long before you're overwhelmed by monkey riots. When you factor in leaderboard races and minigame challenges, there's plenty of content to justify the $20 price tag. But the experience never finds an interesting groove to make this an adventure worth taking. Uneven difficulty and finicky controls make capturing monkeys more trouble than it's worth.

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viedogame: PlayStation 3 | Warhammer 40,000: Kill Team Review

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PlayStation 3 | Warhammer 40,000: Kill Team Review
Aug 6th 2011, 00:49

Space Marines, those perennial saviors of humankind, are once again called upon to serve in Warhammer 40,000: Kill Team. A gigantic Ork kroozer has been spotted approaching an all-important human world, and it's your job to board the ship and disable it, slaughtering the Orks aboard it in the process. There's an immediate enjoyment that comes from being powerful enough to massacre Orks by the hundreds, but that pleasure fades quickly as the simple action fails to evolve. Some frustrating moments and a puzzling lack of online multiplayer further hamper the fun, making Kill Team's quest to protect humanity a lackluster adventure.

Space Marines kill Orks dead.

Kill Team is a dual-stick shooter. As you progress through the kroozer, Orks constantly assail you by the dozens, and you use your massive weaponry to mow them down. The game makes you feel tremendously powerful. As you slaughter the Greenskins, a meter rapidly fills up that lets you perform a devastating special move, and power-ups scattered around the environment give you temporary bonuses. These power-ups do things like turn your weapon into a spread gun, give you a shield that blocks enemy projectiles, and so on. For a while, annihilating one group of Orks after another is satisfying in a mindless way, but this doesn't last. Occasionally, you may need to make smart use of power-ups or special attacks to survive particularly overwhelming Ork assaults, but for the most part, this is a point-and-shoot, no-thought-required affair. A few boss battles spice things up a bit from time to time, but because the core action is so simple and never evolves, you're likely to lose interest in battling the Orks long before your mission is complete.

Minor frustrations also crop up from time to time. Camera angles sweep around to give you a better view of where the enemies are emerging from or to provide a dramatic perspective on certain events, such as when you see just how puny you look from atop a massive Ork stompa that's pursuing you. But it's frustrating to be in the midst of a boss fight knowing that there's a health power-up just beyond the edge of the screen and that the only reason you can't reach it is the camera won't follow you. You might also occasionally find yourself dying not at the hands of Orks but as the result of the floor unexpectedly falling out from under your feet, and though you're ready for these occurrences the second time you encounter them, you may need to repeat hefty chunks of gameplay to return to the scenes of these crimes. During one section, you can only see a few steps ahead as you're forced to run along narrow platforms while explosions fill the area behind you. With the dim lighting and the camera shaking, it's hard to tell at times just where you can and can't step. The threat of falling to your death isn't fun to deal with in these situations, and failure is made all the more frustrating by the fact that you need to replay a preceding section should you fall.

You play as one of four classes, each of which has its own special move. The librarian has an area-of-effect psychic shockwave, for instance, while the techmarine places a turret that helps gun down enemies for a short time. Some classes, like the huge-gun-wielding sternguard veteran, are better equipped for ranged combat, while others, like the vanguard veteran, carry a smaller gun and a melee weapon. But this variety doesn't add much to the game since the melee combat is as simple as the gunplay; you just tap X to attack. As you play, you unlock new weapons for each class (like a fearsome-looking lightning claw for the vanguard veteran), as well as perks that can be applied to any class, such as increased health, greater melee damage, or longer-lasting power-up benefits. These unlocks are a nice reward for your progress, and they come at a rapid pace, so you never have far to go to unlock the next one. But they don't make the gameplay any more interesting, and once you're tired of mowing down Orks, the prospect of increasing your health perk from +10 percent to +15 percent isn't a compelling enough reason to slog through another mission.

There's only one type of environment in Kill Team, but at least it's a fascinating one. The kroozer's interior appears to have been cobbled together by the Orks from bits and pieces of conquered vessels. The ship's machinery looks simultaneously primitive and impressive, with memorable details including massive piston cores chugging away and an elevator platform that is nothing but a huge rotating gear. Less impressive than the environment is the game's attempt to use slow-motion close-ups to highlight the spectacular carnage you're causing. The limbs of your fallen foes sometimes twitch wildly during these close-ups, and occasionally, the camera zooms in on tiny little Tyranid rippers, who just look comical being killed in slo-mo.

The name of the game isn't Kill Individual, it's Kill Team, and as it suggests, you can team up with a friend to take on the Greenskin hordes. Duos have the advantages of being able to revive each other when one goes down and of benefitting from each other's power-ups by standing close together. Unfortunately, in the dark future of Warhammer 40K, the advanced technology of online play has apparently been lost, and this co-op is local only. This baffling limitation severely limits the accessibility and appeal of the co-op option.

It only takes a few hours to blast through Kill Team's five missions. There are also survival challenges in which you fight to see how long you can survive against increasingly powerful waves of enemies, but these rely on the same gameplay that gets tiresome during the campaign. You can return to missions to find collectables and climb leaderboards, but the action is too shallow to make these pursuits rewarding. Kill Team is a forgettable game, and at 10 bucks, it's not a good value, even if you consider the fact that playing it unlocks a powersword for use in the upcoming Warhammer 40,000: Space Marine. Fans of the grim Warhammer 40K universe looking to get in some Ork killing in advance of Space Marine's release, or those who remember the good-old days of arcade dual-stick shooters and are longing for some Smash TV-style fun, may be able to overlook Kill Team's shortcomings and get some enjoyment out of it. But there's no shortage of dual-stick shooters on PlayStation Network, and plenty of them are better than this one.

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viedogame: Evolution 2011 tournament scores more than 2 million unique viewers

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Evolution 2011 tournament scores more than 2 million unique viewers
Aug 5th 2011, 21:35

With the Evolution Championship Series 2011 done and dusted, some figures have now been released that show just how popular the annual fighting game tournament is. The official website of the event recently announced that the Evo World Finals this year had more than 2 million unique viewers tuning in on the live stream, which was hosted on Ustream.tv.

Audiences consumed over 1.9 million hours of video content, both during the event and during the "after hours" showcase. The average time a viewer tuned in was 55 minutes. The live stream was done by the collaborative efforts of fighting game sites iPlayWinner, Team Sp00ky, Offcast, and FinestKO. The live stream was also viewable from within PlayStation Home.

The event itself was held at the Rio Hotel, Las Vegas. The winner of the Super Street Fighter IV: Arcade Edition Grand Finals was Keita "Fuudo" Ai, who used Fei Long. The winner of the Marvel vs. Capcom 3 Grand Finals was Jay "BOX Viscant" Snyder, who used a team consisting of Wesker, Haggar, and Phoenix. In addition, gamers got to see a variety of panels, ranging from Namco Bandai to an interview of Daigo Umehara conducted by Seth Killian.

Check out GameSpot's article on all of the coverage related to Evo 2011.

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viedogame: North Korea employing game hackers - South Korea

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North Korea employing game hackers - South Korea
Aug 5th 2011, 23:28

According to South Korean police, North Korea is getting into farming of a distinctly non-agricultural variety. The New York Times is reporting that Seoul authorities have arrested five people that they believe were running a conspiracy to hack into online games and run bot farms, with proceeds being funneled back to the North Korean government.

Police are charging the group with organizing a group of dozens of hackers and gamers to breach server security for online games like Lineage and Dungeon Fighter Online. Instead of bringing those games down or stealing user information, police said the hacking was done to allow the use of illegal automated 24-hour farming operations.

Resources from the bot-run accounts were then sold at real-money-trading sites. Authorities believe that over the course of two years, the group brought in roughly $6 million, more than half of which was transferred to accomplices in the North Korean capital of Pyongyang. All five of the charged hackers graduated from North Korean universities and previously operated at a state-run computer center or a trading company believed to be part of a government agency that raises funds through illicit activities like drug trafficking and counterfeiting.

According to the report, North Korea denied involvement in the hacking "and accused Seoul of inventing a conspiracy."

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viedogame: Dragon Age Legends dev joins BioWare label - Report

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Dragon Age Legends dev joins BioWare label - Report
Aug 5th 2011, 22:11

Reorganizations typically come with their share of causalities, but it appears Electronic Arts' is more about shuffling around than paring back. Following on from yesterday's announcement that saw the publisher raise Frank Gibeau to EA Labels president and Peter Moore to COO, Gamasutra reports that EA2D has been placed under Dr. Ray Muzyka's BioWare label, with the studio being renamed BioWare San Francisco.

EA2D has focused on creating casual games since its formation, with notable releases including the free-to-play browser-based game Mirror's Edge 2D and Dragon Age Journeys. The studio has also dabbled in Facebook games with Dragon Age Legends, as well as the Xbox Live and PlayStation Network with Fancy Pants Adventures.

It is unclear how the change will impact development at the newly named BioWare San Francisco. EA had not responded to a request for comment as of press time.

BioWare now counts six studios under its umbrella, with the developer also maintaining Canadian outfits in Edmonton and Montreal, as well as shops in Austin, Texas; Fairfax, Virginia; and Galway, Ireland.

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viedogame: Maroon 5 frontman sues over Band Hero - Report

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Maroon 5 frontman sues over Band Hero - Report
Aug 5th 2011, 22:21

The long list of music artists to sue Activision over its Guitar Hero games has grown this week with Maroon 5 frontman Adam Levine claiming Activision exploited his likeness in 2009's Band Hero. He joins a bevy of other big-name artists suing Activision that includes No Doubt, The Romantics, Axl Rose, and Courtney Love.

Levine's suit, which was obtained by The Wrap, alleges Band Hero takes advantage of the singer's likeness beyond the extent to which he agreed. Levine is suing for fraudulent inducement, breach of contract, violation of the common-law right of publicity, and unfair business acts or practices. According to the report, Levine is seeking "unspecified damages."

Levine was motion-captured for the game and appeared in it singing Maroon 5's smash hit "She Will Be Loved." This much he agreed to. However, Levine claims he was not informed that his avatar could be used in the game to sing other bands' songs.

Additionally, Levine's suit against Activision claims the publisher requested the permission for this "expanded use" from other artists, who were compensated at a greater level when Levine was not.

For more on Band Hero, check out GameSpot's review.

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viedogame: Arkane, id, Insomniac devs share their origin stories

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Arkane, id, Insomniac devs share their origin stories
Aug 6th 2011, 02:34

QuakeCon 2011: Harvey Smith, Raphael Colantonio, Matt Hooper, Marcus Smith discuss their gaming start and how roots shape their work today.

Who was there: At the QuakeCon 2011 panel, Harvey Smith, co-creative director at Arkane Studios; Raphael Colantonio, co-creative director and president of Arkane Studios; Matt Hooper, design director at id Software; and Marcus Smith, design director at Insomniac Studios all met to discuss their video game origins. The panel was moderated by Game Informer magazine's senior editor Andrew Reiner.

What they talked about: Instead of being bitten by radioactive insects or inheriting magic rings, the four game developers at this panel each had an origin story rooted in long afternoons spent with the likes of Quake or Ultima. Reiner jumped straight to the heart of the issue by asking the panelist what games got them into the video game industry. Harvey and Hooper both cited the Atari 2600, saying it was a driving influence in their lives simply because of the joy they experienced by being able to interact with objects on a screen.

When pressed for specifics, Harvey chose Adventure on the 2600 because of the game's sense of exploration. Hooper chose Doom and Quake for largely the same reason. Sticking with the theme of adventure, Colantonio chose Ultima II as one of the early games that really hooked him on the medium, while Marcus decided to go ever further back with Pong. Despite having different selections, all of the panelists felt strongly about the feeling they had when exploring a new, in-game world for the first time. This could be in a 3D environment, or something as simple as a text-based adventure.

Moving toward the present, Reiner asked each panelist if becoming a game creator had changed the way they look at other video games. Harvey spoke first, saying that when you start making games you can't help but "raise the curtain" and analyze how certain sections are put together from a technical perspective. But he also made sure to add that this has never hurt his love for games.

Marcus also chimed in and said that he had been reverse engineering games even before he became a developer. In order to surmount Out of this World or the original Prince of Persia, it was almost necessary to draw out certain areas of the game and study how they were constructed.

The discussion then turned to creating game worlds that feel alive. Colantonio said that it all starts with something grounded in reality that grows into something more supernatural. For example, with Dishonored, the team at Arkane started with 16th century London and then began layering on "what if" scenarios. But even though the end product is a world wildly different from our own, having that grounded starting point helped maintain a sense of cohesion--a feeling that the world makes sense within its own context.

Hearkening back to the original question, Reiner polled each of the panelists on what made certain games special. Harvey went first and talked about his experiences with Carrier Command growing up. He talked about how mind-blowing it was swapping between commanding the ship and piloting the smaller vehicles, and how all that came together to make a really immersive game. Colantonio was next and reflected on how impressed he was that the NPCs in the Ultima series all had daily routines they would follow and their patterns weren't just random.

Marcus was put on the spot and asked how Super Mario Bros. had influenced the development of Resistance. Speaking in broad terms, the developer stated that, while the Mario games are linear experiences, they don't force the player down one path or another. Instead they give the player some tools and have them approach the game's challenges in numerous ways. With Resistance, Marcus said, the team tried to do something similar. Finally, Hooper brought up Half-Life and talked about how developer Valve didn't feel as if they had to drag the player through every story sequence. They just presented their story and trusted that it was compelling enough to hold the player's attention.

After closing this topic, each member of the panel was asked to run through some of the modern games they felt were really shaping game development today. Bioshock, Batman: Arkham Asylum, and Minecraft all came up as very well-crafted games. A brief talk on multiplayer favorites followed, before the floor was opened up for a Q&A session. When asked about why the industry doesn't see more games taking creative risks and breaking the mold, Hooper spoke up and said it's tricky when a large game can take hundreds of millions of dollars to make. He added that back in the early years of game development, taking these risks was easier since the amount of money, manpower, and time was lower.

Harvey chimed in and added that the "garage band groups" are still alive and well. He cited games such as Braid and From Dust as being smaller games that offered something really unique and was glad such games have so many distribution options in today's gaming market.

Quote: "If it wasn't for piracy, I wouldn't be in the games industry."--Marcus Smith, talking about his video game upbringing.

"I modeled a Pizza Hut."--Matt Hooper, talking about working with Doom's modding tools.

Takeaway: The panelists commented that they often get asked which games directly influenced the development of the ones they're currently working on. However, the truth is that isn't that easy to cite one specific game as a direct influence. Most of the time, it's only a small scene or gameplay feature, rather than an entire game, that really influences someone. And its these collections of tiny influences that guide and shape the games we play today.

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viedogame: Call of Duty answered on DS

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Call of Duty answered on DS
Aug 5th 2011, 20:46

Yesterday, Activision confirmed that Nintendo players would not be shut out of the Call of Duty: Modern Warfare 3 experience, confirming a Wii version of the military first-person shooter is in development at Black Ops studio Treyarch. Activision social media manager Dan Amrich today added another Nintendo platform to the list of Modern Warfare 3 recipients, saying the game would also be coming to the company's legacy handheld system, the DS, with n-Space handling development duties.

This won't be n-Space's first go-around with the franchise. The studio is well acquainted with adapting the series to the handheld, having previously produced the well-received portable version of Black Ops, as well as DS editions for Modern Warfare, Modern Warfare: Mobilized, and World at War. Activision also turned to the studio for the DS versions of James Bond games Blood Stone 007 and GoldenEye 007.

Although n-Space has focused on licensed tie-ins and ports in recent years, the company has a number of notable original titles to its credit. In 2005, the studio launched the GameCube supernatural action game Geist and had previously produced original PlayStation-era games like Danger Girl, Die Hard Trilogy 2: Viva Las Vegas, and Duke Nukem: Land of the Babes.

The developer hit a cash crunch last year and laid off much of its team after a licensor pulled out of a deal. However, n-Space has appeared to weather the storm, with Modern Warfare 3, Jaws: Ultimate Predator for the 3DS, and Jillian Michaels Fitness Adventure for the Xbox 360 all set for this year.

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viedogame: Sony 3D HDTV bundle drops Resistance 3

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Sony 3D HDTV bundle drops Resistance 3
Aug 5th 2011, 20:41

The PlayStation Vita wasn't the only new hardware Sony showed off at its 2011 Electronic Entertainment Expo press conference. Beyond the new portable, Sony debuted its newest 3D-enabled HDTV, saying that it would promote the device's release by bundling it with a copy of Insomniac Games' anticipated shooter Resistance 3.

Unfortunately, that's no longer the case. Confirming what had been indicated in an Amazon listing, Insomniac revealed through its Twitter feed that Resistance 3 had been swapped out for MotorStorm: Apocalypse. Aside from that change, the bundle remains the same, as it still includes a pair of 3D glasses and an HDMI cable for $500.

The PlayStation-branded 3D TV has been touted as perfect for gamers in college dorm rooms or other tight spaces. The display measures just 24", but it also supports split-screen play, where each side of the TV outputs its own 3D image. For those interested in the split-screen option, an additional set of 3D glasses can be purchased for $70.

Sony had not responded to GameSpot's request for comment on the rationale behind the change as of press time. Developed by Evolution Studios, MotorStorm: Apocalypse arrived to a strong critical reception for the PS3 in May. For more on that game, check out GameSpot's review.

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viedogame: Wal-Mart cutting 3DS price early?

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Wal-Mart cutting 3DS price early?
Aug 5th 2011, 18:38

Source: A "trusted source" speaking with video game deal-hunting forum Cheap Ass Gamer founder Cheapy D.

What we heard: Last week, Nintendo announced that it would drop the MSRP of the 3DS from $250 to $170 effective August 12. The Japanese game giant also promised 20 free NES and GBA Virtual Console games to those who connect to the 3DS eShop by midnight on August 11, having presumably purchased the system at full price. However, if Cheap Ass Gamer's source proves accurate, gamers will be able to pick up a 3DS for $170 and still nab the 20 free games.

Cheap Ass Gamer's source says international retail behemoth Wal-Mart will cut the price of the 3DS to $170 next Tuesday, August 9. If true, gamers would be able to easily take advantage of both the 3DS price break, as well as the free games.

Even if Cheapy D's source is mistaken, Wal-Mart.com's price difference policy states that if the cost of an item changes within seven days of purchase, customers are eligible for a refund of the difference. The in-store policy is the same, except the price adjustment duration is extended to two weeks. Per policy, this means gamers can purchase a $250 3DS today through Tuesday and get a refund for the difference next week when the official price change goes into effect.

The official story: As of press time, Nintendo had not responded to GameSpot's request for comment.

Bogus or not bogus?: Looking not bogus. Cheap Ass Gamer has a proven track record for accurate retail predictions. And even if the rumor proves false, there's no reason gamers can't get the system for $170 and get the free games by taking advantage of Wal-Mart's own price adjustment policy.

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viedogame: $150 Skryim Collector's Edition brings a dragon

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$150 Skryim Collector's Edition brings a dragon
Aug 5th 2011, 19:49

Bethesda including Alduin statue, artbook, and making-of DVD in top bundle for new Elder Scrolls game; also available in UK and Australia.

BioWare's Dragon Age series isn't the only fantasy franchise featuring fearsome flying foes. Bethesda is making that abundantly clear this year with the release of The Elder Scrolls V: Skyrim Collector's Edition, which features a foot-tall statue of one of the game's featured dragons.

The $150 Elder Scrolls V: Skyrim Collector's Edition (pictured at right) packs in a 12-inch PVC statue of Alduin, a dragon known in the game as the World Eater. It also includes an "Art of Skyrim" artbook, which spans some 200 pages, and includes a foreword by Bethesda design director Todd Howard.

Lastly, the collector's edition of Skyrim includes a making-of DVD. This documentary-style video takes players from concept to conclusion of Skyrim, and includes behind-the-scenes looks at the game, as well as interviews with Bethesda developers.

In addition to being available in North America, the Skyrim Collector's Edition will be sold in the United Kingdom and Australia. Bethesda says the collector's edition is "extremely limited." For more on the upcoming role-playing game--due out 11/11/11--check out GameSpot's latest hands-on preview with Skyrim, straight from QuakeCon 2011.

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viedogame: Minecraft studio target of legal action from Bethesda

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Minecraft studio target of legal action from Bethesda
Aug 5th 2011, 18:59

There's no denying that Minecraft studio Mojang is big time. According to the indie developer's official site, its downloadable hit Minecraft has just surpassed 3 million copies sold, and according to the game's creator Markus "Notch" Persson, the studio has its first big legal dustup on its hands as well.

In a post on his personal blog, Persson said he had been contacted by Bethesda Softworks lawyers upset over a Mojang trademark filing for its next game, Scrolls. According to Persson, the lawyers believed that filing infringed on their own trademark for The Elder Scrolls games.

"I agree that the word 'Scrolls' is part of that trademark, but as a gamer, I have never ever considered that series of (very good) role-playing games to be about scrolls in any way, nor was that ever the focal point of neither their marketing nor the public image," Persson wrote of Bethesda's franchise. "The implication that you could own the right to all individual words within a trademark is also a bit scary. We looked things up and realized they didn't have much of a case, but we still took it seriously. Nothing about Scrolls is meant to in any way derive from or allude to their games."

Persson said he suggested a compromise that would have Mojang never placing words of any sort before its own Scrolls game for sequels or spin-offs, but he was unsure if Bethesda replied to that suggestion at all.

While the exchange with Bethesda's lawyers began roughly six months ago, Persson said today he received a letter from a Swedish law firm demanding Mojang stop using the Scrolls name, as well as "a pile of money up front before the legal process has even started." While it's not clear if the actual lawsuit has been filed, Persson said the letter claims Bethesda has already paid the court fees to begin the process.

Persson called the situation "nonsense," but he stressed that he is a fan of Bethesda's, and assumes the situation is "partly just their lawyers being lawyers, and a result of trademark law being the way it is."

Bethesda had not responded to GameSpot's request for comment as of press time.

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viedogame: MapleStory ‘Chaos’ Series Concludes With ‘Age of Triumph’ Update

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MapleStory ‘Chaos’ Series Concludes With ‘Age of Triumph’ Update
Aug 5th 2011, 20:15

Nexon concludes MapleStory’s Chaos update series with loads of new content.

It has been quite the eventful summer for Maple World as ‘Chaos’ continues to roll out massive content updates to Nexon’s side-scrolling action MMO, MapleStory. To conclude the Chaos series, Nexon has announced the Age of Triumph, a huge update that brings unique content exclusively to those players who traverse Maple World on Global MapleStory servers.

A new adventure lies in the Age of Triumph, bringing players an entirely new story line called the Silent Crusade. This full length quest for players level 37-110 introduces a battle force that specializes in eliminating Master Monsters, a faction of enemies never before seen in MapleStory. Throughout their journey through the Silent Crusade, players will be introduced to new NPCs that will aid them along their quest, including one character that will grab the hearts of players seeking a new romance. The Silent Crusade will be narrated through colorful, action-packed in-game cutscenes and through tandem battles with NPCs.

Beyond the hours of new gameplay included with the Silent Crusade, the Age of Triumph will also introduce the Global MapleStory exclusive Capture the Flag mode, a new game type added to MapleStory’s PVP mode. Three to six players in two teams will fight for their opponents’ flag, and the first team to do so three times is declared the winner. Item drops, including speed ups, power ups, HP recoveries and more will aid players throughout the battle, along with additional points and medals for players that exhibit the actions of a true strategist.

Players can also check their inventory to find the Crusader Codex, an essential rolodex of the various monsters that roam Maple World. To complete their collection, players will need to collect Monster Cards by defeating enemies. When certain pages are filled with the cards which display monster information, including levels and item drops, players will receive special prizes that reflect the completion of the book. Medals, ranging from Beginner Collector to Legendary Collector, will be awarded to players along with huge HP and MP power ups.

MapleStory is available to download and play for free at: http://maplestory.nexon.net.

To “like” MapleStory on Facebook, visit: http://facebook.com/maplestory .

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