Saturday, 29 October 2011

viedogame: viedogame Show - Episode 100

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viedogame Show - Episode 100
Oct 30th 2011, 04:24

We are finally back with another episode of the viedogame Show video game audio podcast after taking over two years off.

This episode includes the following topics:

  • Skylanders: Spyro’s Adventure Review
  • Pokemon Rumble Blast’s Pre-Order Pins at GameStop
  • GameStop Complaints

Hosts:

  • Chris - cnc137
  • Rusty - z36

Intro/Outro Background Music:

  icon for podpress  viedogame Show - Episode 100 [50:22m]: Play Now | Play in Popup | Download

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viedogame: Asura's Wrath unleashes February 21

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Asura's Wrath unleashes February 21
Oct 29th 2011, 18:43

Capcom only has to hold back its anger a few more months. The publisher today announced that it will direct Asura's Wrath at North American retailers starting February 21, 2012, with the PlayStation Vita version of Ultimate Marvel vs. Capcom 3 hitting the next day.

Following in the over-the-top footsteps of Capcom games like Devil May Cry and God Hand, Asura's Wrath is an eccentric action game from CyberConnect2, the studio behind the .hack series. The game follows the variably armed and very angry Asura as he pursues a group of seven "Guardian Generals" who killed his wife (framing him in the process) and absconded with his daughter.

February 22 marks the wide release of the PlayStation Vita, and Capcom's supporting the launch of Sony's second handheld with a portable version of Ultimate Marvel vs. Capcom 3. Set for release on PS3 and Xbox 360 Nov. 15, Ultimate Marvel vs. Capcom 3 builds on the vanilla version of Marvel vs. Capcom 3 with a dozen new fighters, including comic crusaders like Ghost Rider and Dr. Strange, and Capcom icons like Phoenix Wright and Strider. The Vita version will contain the same content as its console counterparts, but will also make use of the system's touch screen and networking capabilities.

For more on the two titles, check out GameSpot's previous coverage of Asura's Wrath and Ultimate Marvel vs. Capcom 3.

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Friday, 28 October 2011

viedogame: 3DS | Pokemon Rumble Blast Review

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3DS | Pokemon Rumble Blast Review
Oct 29th 2011, 01:13

Pokemon is a series that comprises a multitude of titles, the majority of which are actually spin-offs. These spin-offs tend to vary wildly in quality--some of them are exceptionally well done, while others are mediocre, and a few of them are just downright bad. Pokemon Rumble Blast is a follow-up to a rather obscure 2009 WiiWare game, and at first, it seems like it might offer up some mindless fun. Unfortunately, the "fun" part quickly evaporates after a short amount of play, revealing that a game that should be a "blast" is just mindless tedium.

Rumble Blast, like the Pokemon Mystery Dungeon series before it, is based in a world entirely separate from the central Pokemon setting. In this world, Pokemon are sentient tin windup toys. It's a cute idea, and the squat, angular toy Pokemon have a distinct style and charm while still being recognizable. These toys seem to live for combat and spend most of their existence either fighting or preparing to fight in big battles. There's a flimsy story where some malevolent force is trying to steal the healing glowdrops from the various settlements in the world for nefarious purposes, but it's unlikely to hold your interest.

To move the story along, you recruit strong Pokemon to your cause from various locations and then enter competitions and storm enemy strongholds. After you finish these tasks, you unlock a new area with new recruiting locations and a new arena or enemy base. There are a handful of hub towns where you can heal, buy additional skills, and access collection data and multiplayer features, but the core cycle of the game's progression doesn't change much.

The key to success in Pokemon Rumble Blast is recruiting strong Pokemon for your team. Each area in the game has a few locations (meadow, forest, cave, tower, beach, and so on) where specific Pokemon dwell, and you need to visit as many of these locations as possible--some perhaps more than once--to get a sufficient quality and variety of Pokemon. These locations consist of a series of straightforward overhead-view maps where you take on gaggles of Pokemon at once, attempting to knock out as many as possible without getting KO'd yourself. Defeating these foes rewards you with either money or a new member for your team. Each Pokemon you recruit is distinct in its own way, with differing stats and abilities (which will likely remain unchanged for the majority of the game). Even if you recruit two of the same Pokemon, they are likely to have different attacks and strengths. At the end of these linear levels is a big boss Pokemon with a lot of health and strong attacks. Beating these bosses yields both copious amounts of cash and the potential to recruit a high-powered bruiser to your crew. After amassing a sufficiently strong Pokemon army, you can then move on to special story-progressing arenas with slight combat variations like battle royale and team battle. This probably doesn't sound too bad so far, and to its credit, Pokemon Rumble Blast does a good job of replicating the enjoyable collection element of the core Pokemon games.

Unfortunately, that's where the fun ends. The central gameplay of Pokemon Rumble Blast is extremely simplistic: the circle pad/D-pad moves your selected Pokemon around the arena, while A and B perform the attacks the Pokemon comes equipped with (many Pokemon have only an A button attack unless taught an additional skill). There are no super-special attacks, no skillful jumping or dodging maneuvers, and no special items to power you up: you just run around and try to evade attacks being lobbed at you while mashing your own attack buttons. While your attacks have different properties (including classic Pokemon skill types that increase effectiveness against certain foes), once you find something that works well, does a lot of damage, and keeps you a good distance from enemies, you really have no reason to stop using it--until your favorite Pokemon either gets low on health points (or KO'd) or is simply too weak to be effective against the foes in that area. In that case, you simply pick another Pokemon with an effective skill that does a lot of damage and keeps you a good distance from enemies. The game presents an illusion of strategy by offering a huge variety of Pokemon and move types, but there is little incentive to change things up because the best skills are consistently effective on everything. You can even forgo attacking entirely and simply run around all the enemies until you reach the boss, but you won't be getting any stronger teammates that way.

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viedogame: PlayStation 3 | Dragon Ball Z: Ultimate Tenkaichi Review

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PlayStation 3 | Dragon Ball Z: Ultimate Tenkaichi Review
Oct 29th 2011, 02:19

No ordinary human could ever perform the kinds of tremendously devastating and destructive attacks that the characters of the Dragon Ball Z universe regularly pull off. But even for Goku, Vegeta, Piccolo, and the rest of the gang, such abilities take dedication, training, and a great deal of energy and effort. In Dragon Ball Z: Ultimate Tenkaichi, however, sending opponents flying through the air with a kick is as easy as pushing a button, and firing off a kamehameha takes only a press of the right thumbstick. In fact, combat requires so little effort on your part that, despite the explosive display of power and fighting skill happening onscreen, it's hard to feel invested in what's taking place. Ultimate Tenkaichi is all spectacle and no substance.

Combat in Ultimate Tenkaichi is as boring as it is flashy.

Battles in this fighting game pit characters against each other in three-dimensional environments. When close to your opponent, you can dish out a flurry of melee attacks by tapping a button repeatedly, or press another button for a slower, more powerful attack. If you land a string of attacks, the action stops for what is called an attack clash. At this point, you and your opponent select one of two options; if you each choose different options, you win the clash, dealing damage and potentially sending your foe soaring through the air, giving you the opportunity to keep a chain of attacks going. If the defender chooses the same option that you do, he or she breaks your combo and performs a counterattack. There's no sense of timing or skill involved in unleashing the chain of attacks that triggers the clash; the stops the clashes bring about interrupt the flow of battle; and the continued success or failure of your attacks comes down to a 50-50 chance rather than to any actual prowess or technique on your part. It's a shallow and uninvolving melee combat system, and one in which the sight and sound of combatants being knocked hundreds of feet through the air is so commonplace, it quickly becomes tiresome.

If you have sufficient ki (energy that you can charge up by pressing down on the D-pad), you can perform a breakaway attack, which again presents you with two options that result in either dealing damage or taking damage. After the breakaway, you're at a greater distance from your foe. From here, you can fly in all directions and can fire ki blasts, but combat at this range plays out almost identically to melee combat. Landing a string of ki blasts triggers an attack clash, and once again, both you and the recipient of your blows choose from two options that determine how things play out.

Performing the dramatic signature moves of these characters is even less exciting than everything else about the combat. When one combatant's health is running low, the fighters gain access to their spirit gauges. At this point, firing off a galick gun, a spirit bomb, or any other super attack is done with a press of the right thumbstick. The visuals that accompany these attacks are appropriately intense--waves of energy tear up the earth, and massive explosions are viewed from orbit--but the simplicity with which they're performed makes them unsatisfying and anticlimactic. If you're on the receiving end of such an attack and you have enough ki stored up, you have a few options. You can guard, which automatically reduces the amount of damage you take. You can evade, which requires that you pull off a sequence of timed button presses; if you succeed, the attack does no damage, but if you fail, it does more than it would otherwise. Finally, you can intercept the attack. This leads to a button-mashing contest, and if you win, your attacker takes damage from his or her own super attack. These options balance risk and reward nicely, which makes being the target of a super attack one of the few mildly engaging situations you might find yourself in while playing.

There are a number of ways to experience the shallow combat of Ultimate Tenkaichi. Story mode has you playing through a series of battles based on events from the anime. Sometimes the story is advanced by cutscenes, but far more often, all you get is a wall of text summarizing events. In addition to the standard one-on-one battles, Story mode has chase battles, which are boring sequences in which you just move your character around to either shake off a pursuer or catch up with someone you're pursuing. But the worst aspect of Story mode is the boss battles with massive enemies. These towering opponents repeat the same simple attacks over and over again, as you dodge their assaults and chip away at their health. Eventually, you must complete a quick-time event to win. A delay between the moment you press the button and the moment your press registers makes some of these needlessly tricky, and the amount of damage you sustain if you fail is so huge that one or two mistakes are enough to finish you off and force you to repeat the entire tedious process from the beginning.

Such boss battles also appear in Ultimate Tenkaichi's Hero mode. Here, you create a character from a very limited number of options and make a name for yourself in a parallel version of the DBZ universe. The idea of creating your own character whose skills increase as you progress is an interesting one, but because the underlying combat mechanics are so shallow, there's no rewarding sense of growth to be had. That shallowness also saps the fun out of online combat. Human opponents are more unpredictable and more fun to fight than AI combatants, but Ultimate Tenkaichi's focus on mashing buttons and winning games of chance over skill and technique makes it a dull fighting game regardless of whether your opponent is human or artificial. There are also tournament options and the ability to create battles between teams of up to five characters (though only one character per team is fighting at any one time), but there's nothing you can do to infuse the action with the energy it appears to have.

The combat certainly captures the intense look of the anime it's based on. Attacks appear to possess incredible power, and stylish camera angles strive to create a sense of impact as characters collide in midair or hit the ground with enough force to shatter the earth around them. But this appearance of excitement rings hollow; the characters grunt and sweat and fire massive beams of destructive energy, but the dull gameplay leaves you feeling disconnected from their struggles. If you're looking for an engaging Dragon Ball Z experience, you're much better off watching the anime than playing this game.

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viedogame: PlayStation 3 | Rune Factory: Tides of Destiny Review

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PlayStation 3 | Rune Factory: Tides of Destiny Review
Oct 29th 2011, 01:19

Rune Factory: Tides of Destiny starts with a battle. That may be surprising for a series that bills itself as a fantasy farming simulation (a spin-off of the popular Harvest Moon franchise), but it sets the tone for a game that maintains everything fans love about the series while embracing more of its action role-playing trappings. The result is still a game that blends farming, monster taming, and simple dungeon crawling, but one with more emphasis on the latter. It's still simple, often slow-paced, and potentially monotonous, filled with systems that will turn impatient players away, but Tides of Destiny deviates from the formula just enough that it feels like a solid new entry in the series, rather than a simple repackaging of old ideas.

The main story puts you in the shoes of Aden, who lives on the island of Fenith with his best friend and potential love interest, Sonja. The two find themselves mysteriously transported to an entirely different and unfamiliar Fenith, with the catch being that Sonja's soul is now trapped inside Aden's body. Sonja can speak and be heard by anybody nearby (which doesn't faze citizens of Fenith nearly as much as you would think), but she is essentially along for the ride for however long it takes you to get her body back. Thus begins a surprisingly long story setup for a plot that has some potential but is ultimately not very interesting or involving. It does its job of giving you a goal to work toward outside of personal wealth or happiness, but little more. At least it's a step up from the typical story of a boy with amnesia.

During each game day you have a lot of options for what you want to do with your time. You can talk to neighbors to become better friends with them, fish, cook, craft items or accessories, check the request board for tasks (most of which are simple fetch quests, but they reward you with items and recipes), or leave the island to explore. There's a lot of variety in what you can do, except many of these actions revolve around a simple timing-based minigame to determine success. You are presented with a bar that has good areas and bad areas, and you want to hit the action button when your icon is over a good area. Everything you can craft or catch has a level associated with it, and you can level up your skills in each category to make the task easier and to allow for more crafting options. These actions also deplete your rune points meter, which serves as your energy. If it runs out, you will pass out and potentially catch a cold, so don't try to do too much in one day.

For all it lacks, the story does provide an interesting setting. Your island home is small and consists entirely of shops and houses--you don't even have room for any farming. For real adventure you need to journey across the ocean on a massive golem that obeys your every whim. The golem can raise long-lost islands from the depths, giving you new areas to explore and new monsters to either fight or tame. When fighting, you have a lot of options as to what weapon you are going to use, including dual swords, katanas, and hammers. Each weapon type functions a little differently (for example, dual swords attack quickly but in very close range, while spears give you a little breathing room), but you don't have much incentive to switch between them. Since you level up your skill with different weapon types the more you use them, you are encouraged to pick one type and stick with it, with the exception being that you may want a little proficiency in a backup weapon for some enemies or bosses.

Combat itself is extremely simplistic but can still be addictive. With few exceptions you mash on the attack button to cut enemies down as you explore dungeons, sometimes backing away to replenish health or RP. Occasionally, your golem gets into a brawl with a giant monster while exploring the ocean, but these fights are not as exciting as you would hope. You also have the option to tame monsters by brushing them gently as they try to murder you. Once tamed, up to three monsters can accompany you in battle or stay behind in your monster barn, conveniently located in your golem's torso. Some monsters provide items regularly, such as milk or eggs, but most of them are used for farming.

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viedogame: Xbox 360 | Dragon Ball Z: Ultimate Tenkaichi Review

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Xbox 360 | Dragon Ball Z: Ultimate Tenkaichi Review
Oct 29th 2011, 02:18

No ordinary human could ever perform the kinds of tremendously devastating and destructive attacks that the characters of the Dragon Ball Z universe regularly pull off. But even for Goku, Vegeta, Piccolo, and the rest of the gang, such abilities take dedication, training, and a great deal of energy and effort. In Dragon Ball Z: Ultimate Tenkaichi, however, sending opponents flying through the air with a kick is as easy as pushing a button, and firing off a kamehameha takes only a press of the right thumbstick. In fact, combat requires so little effort on your part that, despite the explosive display of power and fighting skill happening onscreen, it's hard to feel invested in what's taking place. Ultimate Tenkaichi is all spectacle and no substance.

Even if you win, Bardock loses.

Battles in this fighting game pit characters against each other in three-dimensional environments. When close to your opponent, you can dish out a flurry of melee attacks by tapping a button repeatedly, or press another button for a slower, more powerful attack. If you land a string of attacks, the action stops for what is called an attack clash. At this point, you and your opponent select one of two options; if you each choose different options, you win the clash, dealing damage and potentially sending your foe soaring through the air, giving you the opportunity to keep a chain of attacks going. If the defender chooses the same option that you do, he or she breaks your combo and performs a counterattack. There's no sense of timing or skill involved in unleashing the chain of attacks that triggers the clash; the stops the clashes bring about interrupt the flow of battle; and the continued success or failure of your attacks comes down to a 50-50 chance rather than to any actual prowess or technique on your part. It's a shallow and uninvolving melee combat system, and one in which the sight and sound of combatants being knocked hundreds of feet through the air is so commonplace, it quickly becomes tiresome.

If you have sufficient ki (energy that you can charge up by pressing down on the D-pad), you can perform a breakaway attack, which again presents you with two options that result in either dealing damage or taking damage. After the breakaway, you're at a greater distance from your foe. From here, you can fly in all directions and can fire ki blasts, but combat at this range plays out almost identically to melee combat. Landing a string of ki blasts triggers an attack clash, and once again, both you and the recipient of your blows choose from two options that determine how things play out.

Performing the dramatic signature moves of these characters is even less exciting than everything else about the combat. When one combatant's health is running low, the fighters gain access to their spirit gauges. At this point, firing off a galick gun, a spirit bomb, or any other super attack is done with a press of the right thumbstick. The visuals that accompany these attacks are appropriately intense--waves of energy tear up the earth, and massive explosions are viewed from orbit--but the simplicity with which they're performed makes them unsatisfying and anticlimactic. If you're on the receiving end of such an attack and you have enough ki stored up, you have a few options. You can guard, which automatically reduces the amount of damage you take. You can evade, which requires that you pull off a sequence of timed button presses; if you succeed, the attack does no damage, but if you fail, it does more than it would otherwise. Finally, you can intercept the attack. This leads to a button-mashing contest, and if you win, your attacker takes damage from his or her own super attack. These options balance risk and reward nicely, which makes being the target of a super attack one of the few mildly engaging situations you might find yourself in while playing.

There are a number of ways to experience the shallow combat of Ultimate Tenkaichi. Story mode has you playing through a series of battles based on events from the anime. Sometimes the story is advanced by cutscenes, but far more often, all you get is a wall of text summarizing events. In addition to the standard one-on-one battles, Story mode has chase battles, which are boring sequences in which you just move your character around to either shake off a pursuer or catch up with someone you're pursuing. But the worst aspect of Story mode is the boss battles with massive enemies. These towering opponents repeat the same simple attacks over and over again, as you dodge their assaults and chip away at their health. Eventually, you must complete a quick-time event to win. A delay between the moment you press the button and the moment your press registers makes some of these needlessly tricky, and the amount of damage you sustain if you fail is so huge that one or two mistakes are enough to finish you off and force you to repeat the entire tedious process from the beginning.

Such boss battles also appear in Ultimate Tenkaichi's Hero mode. Here, you create a character from a very limited number of options and make a name for yourself in a parallel version of the DBZ universe. The idea of creating your own character whose skills increase as you progress is an interesting one, but because the underlying combat mechanics are so shallow, there's no rewarding sense of growth to be had. That shallowness also saps the fun out of online combat. Human opponents are more unpredictable and more fun to fight than AI combatants, but Ultimate Tenkaichi's focus on mashing buttons and winning games of chance over skill and technique makes it a dull fighting game regardless of whether your opponent is human or artificial. There are also tournament options and the ability to create battles between teams of up to five characters (though only one character per team is fighting at any one time), but there's nothing you can do to infuse the action with the energy it appears to have.

The combat certainly captures the intense look of the anime it's based on. Attacks appear to possess incredible power, and stylish camera angles strive to create a sense of impact as characters collide in midair or hit the ground with enough force to shatter the earth around them. But this appearance of excitement rings hollow; the characters grunt and sweat and fire massive beams of destructive energy, but the dull gameplay leaves you feeling disconnected from their struggles. If you're looking for an engaging Dragon Ball Z experience, you're much better off watching the anime than playing this game.

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viedogame: Xbox 360 | Disney Universe Review

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Xbox 360 | Disney Universe Review
Oct 29th 2011, 01:00

Disney Universe closes with a pop-rock rendition of the famous "It's a Small World." It's a Disney tune, but it isn't delivered in a particularly charming manner, making this performance a fitting end to a Disney-themed game bereft of the idealism that characterizes the worlds it represents. In this action/platforming/puzzle hybrid, you and up to three friends leap and whack your way through dozens of levels based on popular Disney films. Six films are represented: Aladdin, Alice in Wonderland, The Lion King, Pirates of the Caribbean, Monsters, Inc., and WALL-E. But if you were expecting the worlds to properly represent the atmosphere of these films, you'll be saddened to learn that Disney Universe wears its inspiration very lightly. Nor does it make up for its wan portrayal of Disney licenses with consistently enjoyable gameplay. There are morsels of joy here, but they're sprinkled sparsely throughout and are incapable of overwhelming the pervasive taste of boredom.

Ducks don't care for the cold much, but this isn't a duck: it's a tyke in a duck costume!

In Disney Universe, you are a nondescript little gremlin with a penchant for Disney costumes. Before you enter a world, you choose a look: Donald Duck, Jasmine, Tinkerbell, or some other Disney character. Over time, you unlock an entire stable of costumes, though you must purchase them using coins the game liberally showers you with. Once clad in the outfit of your choice, you and up to three others are swept into the world of your choosing, starting with the Pirates of the Caribbean world. (Additional worlds, like costumes, must be bought.) Once there, your goal is to move from one level to the next by solving puzzles, mashing the buttons on your controller, facing bosses, and rescuing the dressed-up gremlins held captive.

The formula is vaguely reminiscent of the popular Lego film tie-ins, though without the witty storytelling, evocative art style, and overall quality of those games. While you must occasionally exercise your noggin to figure out how to proceed, the game generally shows you what you must do at any given time--though to be fair, you can turn off guidance arrows if you want to involve a few more brain cells. Either way, most levels have a predictable rhythm: move some objects around, fight off some enemies, possibly participate in an optional minigame, and enter a portal to the next area. And unfortunately none of these tasks are much fun, particularly if you play on your own. Pushing cannons and ferrying stopwatches around don't make for compelling entertainment on their own terms, and your "reward" for accomplishing these tasks is, in many cases, the arrival of little black fiends that you beat up on.

These fiends are sneaky devils. They pick up and move around puzzle objects that you have dropped into place, hop on and ride any animals that might roam the level, and drop spike traps that cause your happy-go-lucky avatar to go stiff as a board and fall to the floor. These are nice touches that make your enemies seem like cunning creatures rather than sword fodder. Unfortunately, it isn't fulfilling to bash them into oblivion. Despite their efforts, you can cut through most of the little fiends easily. Every so often, however, a larger beast with an inflated health bar appears, pounding the ground or twirling about like a cyclone to enhance the challenge. But rather than adding substance to the combat, such enemies are usually just frustrating. It's inordinately difficult to outrun one of those spinning foes, for example. You are sometimes prompted to perform a counterattack or avoidance maneuver, but when you're mashing the attack button, the prompt doesn't give you enough time to react. There's little penalty for dying--you just drop some coins and respawn for another go. The uncomfortable dichotomy of easy and frustrating will probably turn off Disney fans of all ages, but particularly the younger audience at which the game is clearly aimed.

The weakest levels--and the most numerous--are those that follow the basic "move stuff, kill stuff, win" template. A few, however, hint at untapped potential. A Lion King scene in which you flee an oncoming wall of flames is structured like an old-fashioned left-to-right platformer, and it has a sense of urgency that makes it one of the game's better moments. The Monsters, Inc. world has you catching rides on moving doors and trotting about on ceilings, both of which lead to some amusing hijinks. Other attempts at gameplay diversity, such as on-rails shooting sections and flipping switches to guide a ball down a twisty ramp, are tedious because they last longer than they should. Adding a friend to the mix can enliven things, if it's just one. Having four players, on the other hand, turns any shallow entertainment you might have been experiencing into an anarchic mess.

To the developer's credit, playing with others introduces mechanics specific to cooperative play, such as power-ups that turn you into a ground-slamming basketball. Puzzles, too, are tweaked to require the input of additional players. For example, on your own, activating a button may give you a limited amount of time to jump across a series of rafts. With a friend, one player must remain on the button so that another can perform the leaps. But with a full party, there's so much visual feedback that you can't tell what's going on. Enemies cavort everywhere, gold flies about, lasers cross the ground, sparks fly, bombs explode, and objectives and tooltips pop up--it's all way too much. Some power-ups are intended to cause grief to your teammates, which can be a bit of evil fun. But all too often, the grief is inadvertent, as players wave their weapons about, hitting each other in all the madness rather than the enemies they're trying to banish. Minigame challenges also occasionally suffer due to overstimulation, though more often, they're brought down by repetition. They are mostly variations on the same few themes: beat stuff up, collect stuff, or avoid falling stuff. The lack of creativity leads to monotony, making these optional challenges something to avoid rather than seek out.

Disney Universe is bound to elicit comparisons to the Kingdom Hearts games--not because they play similarly, but because they draw from Disney source material. Additionally, the enemies bear more than a passing resemblance to the foes in Kingdom Hearts, known as the heartless. Unfortunately, such an obvious nod to another series emphasizes Disney Universe's halfhearted use of beloved licenses. The visuals are fine if undistinguished and are based on the game's concept: you inhabit a computerized version of familiar universes, corrupted by those little villains that pop up on your travels. Some backdrops have a pleasant saturated glow, and a few levels--the Alice in Wonderland ones in particular--nicely represent their worlds. But the distinctive looks of the Disney films don't always translate well to Disney Universe's art, which is neither very "Disney," nor very stylish on its own terms. (As opposed to, say, the Lego games' immediately recognizable flair, or Little Big Planet's homemade arts-and-crafts look.) Authentic performances of iconic tunes from those films would have helped, but the computerized versions don't have the charisma of the originals. The idea behind the presentation isn't bad; it's that the result is an odd middle ground between "Disney" and "generic animated TV show."

Disney Universe's greatest problems really aren't in the presentation, but in the mundane gameplay that has you performing the same basic tasks in differently skinned levels. No one element is satisfying in itself, nor do the pieces come together to make for an interesting whole. Instead, the game is a collection of basic mechanics with a single hook: the license. And because that hook isn't executed all that well, the rest is left to flounder. Disney Universe occasionally rises above the bare necessities. But if you were hoping for a lighthearted adventure, you should keep wishing upon that star.

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viedogame: Fallout: New Vegas dev on the benefits of licensed games

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Fallout: New Vegas dev on the benefits of licensed games
Oct 28th 2011, 18:59

Obsidian Entertainment has made a name for itself by making sequels to other studios' games. Its first two projects--2004's Star Wars: Knights of the Old Republic II and 2006's Neverwinter Nights II--were sequels to BioWare-developed role-playing games. The studio dabbled in original intellectual property with last year's espionage action game Alpha Protocol, but quickly followed that up with more licensed sequel work in the form of Fallout: New Vegas, Dungeon Siege III, and the yet-to-be-released game based on Robert Jordon's Wheel of Time novels.

In a presentation at the International Game Developers Association Leadership Forum yesterday, Obsidian CEO Feargus Urquhart explained his affinity for working with licenses.

"I really like making licensed products," Urquhart said. "I really enjoy playing in other people's worlds. And that doesn't mean I don't ever want to make another original IP. I just think that in some cases, a lot of people in the industry think that original IP is the pinnacle achievement of your life, and that you can only be creative if you're working in original IP. I can say that I've had the most fun in my career working on licensed products."

Urquhart later amended that statement to suggest his work on the original 1997 Fallout for Black Isle Studios was as enjoyable as his previous licensed work.

"The creativity on original IP is awesome," Urquhart continued. "You get to invent something. But there is no box. And because there is no box, all you get for a long period of time is a lot of people arguing about what the box is… We've learned that you have to have that person who gets the box, and through sheer force of will, force that box on everybody else. There has to be someone who comes in and says, 'No, this is the box. All of you need to shut up.' In my opinion."

As a result, Urquhart said that a lot of time is spent selling the original IP. That's not just a matter of selling it to publishers, who are likely skittish about the risks they're taking on unproven ideas, but also to the development team itself.

Going forward, Obsidian looks to be involved in both original and licensed game development. Earlier this year, Urquhart revealed that the studio is working on an original downloadable title for the Xbox 360, as well as another licensed project.

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viedogame: Longest Journey trekking to iPhone

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Longest Journey trekking to iPhone
Oct 28th 2011, 22:04

  • By Jonathan Downin, GameSpot
  • Posted Oct 28, 2011 3:04 pm PT

Funcom confirms well-regarded adventure game will see release on Apple's mobile phone; release date TBA.

Funcom's The Longest Journey was a critical hit upon release. The fan-favorite is now over a decade old, but a new way to experience protagonist April Ryan's adventure is on the way.

Speaking with VideoGamer.com, Funcom creative director Ragnar Tornquist revealed that The Longest Journey will be returning as an iPhone title. Tornquist did not indicate whether the game would be available on other iOS platforms, nor did he reveal a release window for the title.

The Longest Journey is a classic-style point-and-click adventure game that places the player in the role of April Ryan, a young woman with the power to shift between parallel worlds of technology and magic. Through her journey, April finds that she is the only one with the ability to save both worlds from destruction.

A third-person action-adventure sequel to The Longest Journey was released in 2006's Dreamfall: The Longest Journey for PC and the original Xbox.

For more on The Longest Journey, check out GameSpot's review of the PC version.

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viedogame: Forza 4 Speed Pack DLC peeling out November 1

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Forza 4 Speed Pack DLC peeling out November 1
Oct 28th 2011, 21:09

Forza 4's expansive garage already boasts more than 500 vehicles, but Turn 10's production line is still churning out more. The Microsoft-owned studio has confirmed that the November Speed Pack will introduce 10 new vehicles to the game on November 1.

As could be guessed from the title of the downloadable content, the November Speed Pack emphasizes fast rides. Italian, German, and American cars are included in this add-on, and range from the 2012 Lamborghini Aventador LP700-4 to the 1957 Chevrolet Bel Air. A full list of included vehicles can be found below.

The November Speed Pack is free to those who purchased Forza 4's $30 Season Pass. The Season Pass grants purchasers six DLC packs in all at a 30 percent discount off the sticker price of add-ons bought individually. Bought stand-alone, the November Speed Pack costs 560 Microsoft points ($7).

For more information, check out GameSpot's review of Forza 4.

November Speed Pack
2012 Lamborghini Aventador LP700-4
2012 Aston Martin Mirage
2011 #2 Audi Sport Team Joest R15++ TDI
2011 Audi RS3 Sportback
1957 Chevrolet Bel Air
2012 Dodge Charger SRT8
2013 Ford Focus ST
1992 GMC Typhoon
2011 Volkswagen Scirocco R

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viedogame: Sega to publish Project Hell Yeah

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Sega to publish Project Hell Yeah
Oct 28th 2011, 21:07

Big Bang Mini developer Arkedo signs with Sonic publisher for new monster-themed project.

Arkedo has released a few titles on various platforms, but 2009's Big Bang Mini for Nintendo DS stands-out as a critical success for the small developer. The Parisian studio's next title has been under development for nine months, and now has a publisher on-board.

Sega announced today that it will be publishing Arkedo's forthcoming title Project Hell Yeah!. Little is known about the project, but the official site says it will feature "TONS of different monster," (emphasis in original) and suggests a setting in Hell where players will have to find creative ways to make the monsters suffer and fight for survival.

Regarding the publishing deal, studio chief at Arkedo Studio, Camille Guermonprez said, "See, Sega? We spent the last five years telling you repeatedly that someday, somehow, you would publish one of our games. This day has come. Hell Yeah! Now let's go back to work and finish the damn thing."

Project Hell Yeah! is currently in production with no target release window or platforms specified.

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viedogame: Final Wii U hardware to be at E3 2012

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Final Wii U hardware to be at E3 2012
Oct 28th 2011, 18:13

Nintendo's financials have been in dire shape the past couple of years. Yesterday, the Japanese publisher reported revenues dipped 40 percent year-over-year during its April-September earnings period as losses mounted to $926 million. Of course, Nintendo hopes to reverse its fortunes with the a refocus on the 3DS as well as the launch of the Wii U next year.

In a brief recapping of the company's semi-annual financial results, Nintendo revealed plans to have the Wii U in final form at the 2012 Electronic Entertainment Expo, which takes place June 5-7. Citing a "bitter lesson" learned from the launch of the 3DS, the Kyoto-based company says it is taking "every possible measure" to assure the successful launch of its next home console.

Changes and updates to the 3DS eShop are also in the works. Software downloading in sleep mode, support for post-launch downloadable game content, and demos are slated for the next system update in late November.

Nintendo has said that capitalizing on the word of mouth provided by social media is a priority for spurring growth of the eShop, and the publisher plans to introduce a web-based storefront to help prospective buyers find the store's content. Unfortunately, support for browser-based purchases won't be introduced with the next system update.

Regarding consumer adoption of the 3DS, Nintendo expects the hardware to reach an "installed base that is necessary to create a favorable word-of-mouth cycle" following the holiday sales season. As part of Nintendo's aforementioned earnings report, the publisher said that it sold 3.07 million units worldwide during the April-September period. Lifetime-to-date sales stand at 6.68 million units.

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viedogame: The Legend of Zelda: Skyward Sword Returns Link to Eldin Volcano

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The Legend of Zelda: Skyward Sword Returns Link to Eldin Volcano
Oct 28th 2011, 14:41

REDMOND, Wash.â€"(BUSINESS WIRE)â€" Nintendo has revealed more details about the captivating areas, items and game play in the massive The Legend of Zeldaâ„¢: Skyward Sword game, launching exclusively for the Wiiâ„¢ system on Nov. 20. This week, Linkâ„¢ continues his epic quest and travels back to the Eldin Volcano as additional discoveries have uncovered new portions of the map. Players will dig the new items and find a new way to traverse through this area. Newly revealed game elements include the following:

  • Return to the Eldin Volcano and the Fire Sanctuary: Link travels back to this volcanic area to journey into the Fire Sanctuary, a dungeon that sits on top of the volcano’s summit.
  • New Items: In the Fire Sanctuary, Link receives yet another new item â€" the Mogma Mitts. Using these, he is able to access underground tunnels by digging through soft patches in the ground to explore the subterranean areas in this dungeon.
  • The Quest Continues: As Link makes his way through this treacherous area and continues on his quest to find and help Zeldaâ„¢, a massive eruption throws him from atop the volcano.
  • More Fun in the Skies: When Link returns to Skyloft he can look forward to a multitude of fun diversions, including Pumpkin Pull, a challenging game of target shooting that involves flying pumpkins.

Nintendo will continue to regularly provide fans with select details and information about the game prior to its Nov. 20 launch. The Legend of Zelda: Skyward Sword will be available as a standalone game or as part of a limited-edition bundle that also includes a gold-colored Wii Remoteâ„¢ Plus controller. Additionally, every copy in the initial production runs of the game will come packaged with a special music CD containing orchestral arrangements of select songs that were performed at The Legend of Zelda 25th Anniversary Symphony Concert on Oct. 21 in Los Angeles.

The Legend of Zelda: Skyward Sword is now available for pre-order at major retailers throughout North America. A deposit may be required for pre-orders. See individual retailers for details. For more information about the game, visit http://www.zelda.com/skywardsword/.

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viedogame: Singapore opens Games Solution Centre

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Singapore opens Games Solution Centre
Oct 28th 2011, 10:38

Last September, Nanyang Polytechnic and Sony Computer Entertainment Asia held a five-year MOU press event in Singapore to renew their partnership. Recently, the school and the Media Development Authority of Singapore opened a new facility to cater towards startup game developers.

The centre will be called the Games Solution Centre and is located at Ayer Rajah Crescent, Singapore. The place is also home to Southeast Asia's first "PlayStation Incubation Studio", where game developers have access to development tools for the PS3, PSP, and PS Vita. Aubeck Kam, CEO of the MDA, said that the other partners for the creation of the centre include Autodesk and Hewlett-Packard Singapore.

He also said that the centre will benefit more than 500 game companies and developers over the next three years. While Sony Computer Entertainment Asia is the major sponsor, the centre also accepts developers focused on other platforms like the PC.

SCEA president Tetsuhiko Yasuda was at the ceremony as a special guest; check out GameSpot Asia's interview for more information. For more pictures of the place, visit GameSpot Asia's Facebook page.

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