Friday, 25 November 2011

viedogame: PlayStation Vita | Unit 13 Preview - Third-Person Goes Social

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PlayStation Vita | Unit 13 Preview - Third-Person Goes Social
Nov 25th 2011, 09:56

Guns, bad guys, and exploding barrels--Zipper Interactive's latest third-person shooter boasts all the tropes of the genre. But are its social features really the future?

With the PlayStation Vita sporting two analogue sticks, shooters suddenly make a lot more sense on-the-go. One of the first to hit the console will be Unit 13, a third-person military shooter. Developed by Zipper Interactive--makers of MAG and SOCOM 4 on the PlayStation 3--Unit 13 aims to meld social features with gun-play, making use of Vita's NEAR functionality, and changing the way players progress through each stage.

The heart of those changes lies in the level selection grid, which will be familiar to anyone that's played the likes of Angry Birds or Cut The Rope on iOS. Each level is represented by a numbered square in grid. Traditionally in such games, you'd progress through each level in turn, making your way through to the end. In Unit 13, you can play through the levels in a different order. For example, if you complete level one in the top left hand corner of the grid, you can either hit the adjacent square to the right to start level 2, or hit the one below it to start level 10.

This works because each of the 36 levels is a self-contained mission, with points awarded for how quickly you complete certain objectives such as disabling a computer system, or how many bad guys you gun down. Each mission also contains a high value target to hunt, which rewards you with extra points. The mission grid is at the heart of the game's social features. Each time you complete a mission, your score is broadcast to your friends and nearby Vitas via NEAR.

They can then try to beat your score, and the mission that you completed, regardless of where they are within the game grid. This gives them another way of unlocking later missions without traditional linear progression. All your high scores are uploaded to worldwide leaderboards, making it easy to gloat to your friends. If you're not blessed with great shooting skills, though, daily challenges will allow you to rise to the top of a daily leaderboard, giving you your five minutes of fame.

Social features aside, the game itself plays like most other third-person shooters out there. There's a class system for characters, each of whom are armed with different weapons; a cover mechanic that lets you hide behind objects; and waves of nameless bad guys to shoot with your rifle. In our hands-on, we played one level set within an industrial building, littered with the usual shooter tropes such as exploding barrels, crates to use as cover, and maze-like corridors to navigate.

The dual analogue sticks made aiming and shooting a breeze, and making our way through to the objective of hacking a computer system was a doddle. There's some implementation of Vita's touch screens too, so you can use the front or back to swipe through your available weapons. Unit 13 will live or die by its social features, and those depend on how many people will be tempted by the new franchise when the game is released alongside the Vita next year. Look out for more on GameSpot soon.

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viedogame: Xbox 360 | Spec Ops: The Line morality and murder preview

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Xbox 360 | Spec Ops: The Line morality and murder preview
Nov 24th 2011, 01:13

Command, we're on the move. The radio squawks to life as the harsh, golden sun beats down from high in the sky on our camouflaged backs. Delta Recon squad trudges on through the cascading sandy dunes of Dubai. After natural disaster strikes this once opulent desert oasis, the shadow the city casts changes from one of glitzy architectural marvels and luxury vehicles to a sullied skyline of dilapidated buildings and hanging bodies. Not exactly the holiday destination they sold us in our brochure.

Like the military unit at the centre of its narrative, Spec Ops: The Line had dropped off the radar of late; its most recent public appearance was at E3 2010. Though the game truly earned its MIA status, the project is anything but finished, and we recently had the chance to pick up the controller and take Captain Martin Walker and the Deltas into battle. As a brief recap, you play as a three-man unit in search of missing Colonel, John Konrad, who disappeared along with his team, the 33rd, after a humanitarian sandstorm extraction mission went pear shaped.

No war shooter would be complete without a chopper flight, and as the first scene of our demo opened, we found ourselves manning that familiar position at a mounted machinegun. Combatant helis buzzed around our ears and dodged buildings like giant metallic flies, and we did our duty, swatting them from the heavens by plugging them full of gunfire, setting them alight, and watching as they crashed and burnt.

Boots on the ground, we began our walk towards what was left of civilisation; a tattered, upside down flying American flag welcomed us and provided a foreboding warning of what was to come. Rolls-Royces and Ferraris lay abandoned and wrecked, creating a natural gauntlet, and our senses heightened as the watchful eyes of unknown assailants tracked our movements from behind cover. We're quickly set on by bad dudes, and out came the weapons. Gunplay in this third-person shooter will be immediately familiar to anyone who has played games such as Gears of War, Army of Two, or Dead Space. The influences are worn proudly on Spec Ops' sleeve like so many decorated war medals. Besides the button-press cover mechanic and vaulting over low slung objects, executions are performed on downed enemies with a button press, while dynamic interface elements slide onto the screen when performing combat actions such as dealing headshots with particular weapons, or when picking up in-game collectibles, called Intel. Reclaiming the latter plays audio dossiers on your own squad mates, and recordings from locals who have become caught in the crossfire.

Aboard a downed plane we breached a doorway, causing time to slow and watched as enemies flailed arms and fumbled for their weapons, or attempted to dive for cover. We shot them all in the face. An American soldier being held captive survived the fight, but only just. As we rush to his aide, he's barely able to mutter a mention of something called The Nest before slipping away. We head north in search of our next stop.

You operate as a small team alongside Sergeant John Lugo and Lieutenant Alphonso Adams, but you only ever directly control Walker. That doesn't mean your sidekicks are just along for the ride, and by tapping the right bumper you can bring up a support targeting system used to designate enemies you want taken out. We found this particularly useful for ranged targets where iron sights didn't provide enough reach. You can't paint multiple targets, so there's an element of micromanagement as you keep yourself alive and give orders, but left to their own devices they lend a hand reasonably well. Unfortunately, while targets glow red when they can be selected, because the marker is relative to their physical proximity to you, it can be tough to spot small red dots that represent snipers at long ranges in the heat of battle. Likewise, enemies who duck behind cover or break line-of-sight with you often need to be waited on until they pop up to be targeted, in some cases making it simpler for you to shoot them yourself rather than wait on your team to do the dirty work.

We fired our fair share of weapons during the hour-long play, with each having its own distinctive personality. The Scout rifle features a variable zoom scope; the SCAR packs an under-barrel grenade launcher that is useful for clearing groups of shy hiders; the M4A1 has a silencer attachment for covert take-downs; and the brutal AK-47 makes its presence and power known with every cracking round shot and hefty recoil.

While exploring The Nest, we came across a large building complex complete with barricaded walkways, dangerously slanted corridors, and kickable doors (soldiers don't use handles), which we fell through, sliding down a slope and landing separated from the rest of our group. Our major weapons were lost in the fall, leaving us with only a pistol. After a couple of quick hand-to-hand beat downs and shootouts we quickly restocked our gun sack. Adams and Lugo took their sweet time making their way down to our position, and after clearing a small group of soldiers, we got the requisite turret holdout mission as waves of attackers streamed in from behind a shipping crate. We could do it all on our own, but in the interest of sharing the fun, we painted targets in the distance for our rifle-packing sidekick to take pot shots at. Team AI accuracy was good, and provided they could see what they were shooting at, they got the job done--though we did the bulk of the work.

Gamers are no strangers to the atrocities of war, but Spec Ops hopes that there's still some room to shock players with a mature approach to confronting and impactful scenes. One room in particular shelved the hard rock soundtrack to strike up an orchestral score. Removing the option to run, we were forced to slowly step through a bloody, corpse-filled room. Further on, a body hung from a noose with a speaker in its mouth, piping pre-recorded screams through the echoing cement tomb housing it. Another space held half a dozen bodies with scorched flesh, victims of the (Geneva Conventions illegal) use of white phosphorous weapons.

The final scene of our hands-on demo showcased one of the game's many moral crossroads. Scenarios will crop up throughout the game that force you to either continue along the path of the main mission, or complete other tasks. They're not side-missions per se, but in many cases ignoring them is a decision by its own right, and forces you to deal with the consequences of your inaction. Likewise, your two teammates will respond to you accordingly as a result of the decisions you make (or don't make) and the orders you give. Moving into a clearing we came across two more hanging bodies, though these ones were live. One was a civilian accused of stealing water, while the other was a soldier who had been sent to arrest the man, but had killed five family members of the accused in the process. We won't spoil any of the possible outcomes, but there are more options than may otherwise appear to be available at first glance. These sorts of decisions are a refreshing change to the illusion of choice provided in so many games by choosing option A or B, and the added pressure of time sensitivity that gives your actions and reasoning urgency. Our only concern, and one we're hoping is addressed early in the game, is spelling out the more free-form nature of the choices available, lest players be unaware of what they can and can't do within the confines of the game world.

This game leans away from the military simulations of its competition in favour of a more loose action adventure style. Weapons won't jam as they fill with the elements, military vernacular synonymous with the genre such as "Oscar Mike" instead of "on the move" isn't featured, and a clear emphasis is being put on the story as much as the action. We like what we've seen of Spec Ops: The Line so far, and welcome more mature approaches to war games. We'll have more on the game as it approaches its autumn 2012 Australian release on the Xbox 360, PlayStation 3, and PC.

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viedogame: PlayStation 3 | Ninokuni: Shiroki Seihai no Joou Updated Hands-On

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PlayStation 3 | Ninokuni: Shiroki Seihai no Joou Updated Hands-On
Nov 25th 2011, 06:40

We braved through the first five hours of an import copy of the recently-released RPG in Japan.

Fans of Studio Ghibli's stellar animated films are sure to be in for a fine treat with Ninokuni: Wrath of the White Witch, set for release in North American early next year. We managed to snag a Japanese version of the game and play through the first few hours of the game to test out a different range of combat skills.

The game puts players in the shoes of young Oliver, whose mother has passed away. When his childhood toy comes to life (a fairy-like thing called Shizuku), he's told that he can revive his mother in an alternate dimension called Ninokuni (or "Second Country" in English).

Basically, anything Oliver comes across in real life will become a fantasy version in the alternate world. Case in point: the cat owned by Oliver's mother's friend in the real world is an anthropomorphic cat king in a cat-themed village (complete with paw prints motif) in Ninokuni. Accompanying Oliver in his quest are the cheery Marle and the trickster Jairo, who come equipped with their own helpers called Imajinns. Serving as the antagonist is the White Witch, who oversees Oliver's actions from an undisclosed location.

Ninokuni is adopting the Pokemon-style of party management where Oliver and his comrades have an assortment of Imajinns to help them out in fights. Gamers can also raise them by feeding them all manners of junk food on the Nurturing Cage screen.

Feed the cape-bearing sword-wielding Imajinn a candy bar and their strength goes up; stuff them with a few ice cream cones and this will boost their agility. Some Imajinns are partial to certain foodstuffs--feed them their favourite food and they'll be happy, temporarily landing critical hits and dodge attacks during combat.

Combat in the game is handled in real time. When you go into battle, you choose which of your Imajinns participate in a battle. You can even have Oliver himself go into battle in place of the Imajinns. In battle, an Imajinn can only stay on the battlefield for a certain amount of time before it becomes weakened, so switching between them tag-team style using the L1 button is a must.

Pressing the triangle or square button changes your party to either an offensive or defensive stance. Alternatively, you can select the party AI command in the combat options and choose how each individual party member handles a situation automatically on the battlefield.

Oliver can opt to go into combat himself, using his assortment of spells to fight off foes. Based on the first five hours of the game, his range of spells includes healing, fireball, and ice, which can sometimes stun enemies. As for Marle, she can cast the Song of Friendship, which can recruit enemies to your cause. However, this spell can only be cast on fallen enemies with a heart marker. She will have to cast it quickly before the marker's gauge is depleted and the target runs away.

Green and blue orbs sometimes fall to the ground during battle, either from damaged enemies or from Shizuku himself, who helps out at the side throwing those balls at random intervals. This is definitely a bonus, as a last-minute green or blue orb drop seems to make a huge difference between surviving a surprise onslaught with some mana intact, and seeing the game-over screen.

At rare times, a giant golden orb can fall onto the floor. We noticed this after we landed a critical hit. When we commanded Oliver to pick it up, he cast a powerful spell that dealt a lot of damage to its target. This seems to be the game's equivalent of a Final Fantasy summon animation, so we wager that there would be other sorts of finishing moves for our protagonist later on in the game.

Based on our time with the game we can say we are just as excited as before about seeing more of the game upon it's North American release on the PS3 in early 2012.

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viedogame: Zynga hit with pre-emptive lawsuit over 'ville' suffix

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Zynga hit with pre-emptive lawsuit over 'ville' suffix
Nov 25th 2011, 05:19

Houston developer Night Owl Games is seeking declaratory judgement that the name "Dungeonville" does not infringe Farmville publisher's trademarks.

A Houston-based game developer has filed a pre-emptive lawsuit with the Texas district court seeking declaratory judgement that a proposed trademark for the name "Dungeonville" does not infringe Zynga's own trademarks that use the "ville" suffix, such as Facebook social games Farmville and Petville.

According to Texas district court documents, Night Owl Games filed a trademark for the name "Dungeonville" on February 10, 2011, with the US Trademark and Patent Office. The name features in the developer's social network game Dungeon Overlord as a playable level.

On July 19, 2011, Zynga requested and was granted an extension of time from the US Trademark and Patent Office to oppose Night Owl Games' trademark, and contacted the developer to say that the name "Dungeonville" has similarities to Zynga's trademarks and that the company wished to resolve the dispute without filing an opposition to the US Trademark and Patent Office.

After phone calls between the two companies' legal counsels, Zynga asked Night Owl Games to withdraw its patent application for "Dungeonville", claiming that "all uses and trademarks ending in 'ville' infringe on Zynga's marks".

After disagreeing with Zynga's position, Night Owl Games filed for a declaratory judgement, asking the Texas district court to declare that the company's use of "Dungeonville" does not constitute a trademark infringement, and that Zynga be ordered to pay the company's court fees and costs.

According to local media reports, a hearing is likely to be scheduled within the next 30 days.

In 2010, Zynga reported revenues of more than $597 million, with a current cumulative user base of 232 million active players a month. In April, Zynga hired EA's COO John Schappert. Earlier this year, the social gaming giant went public, filing for an initial public offering of stock in the company with the Securities and Exchange Commission.

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viedogame: More Yakuza 5 details unfold

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More Yakuza 5 details unfold
Nov 25th 2011, 06:45

Upcoming sequel set for PS3 featuring new engine; Sega to search for "Miss Yakuzas" to promote game.

Last October, producer Toshihiro Nagoshi revealed a few small details about the upcoming fifth installment in the Yakuza (Ryu ga Gotoku) series. The producer shared more information on the game's setting on a recent issue on Japanese magazine Famitsu (via Andriasang).

The game's narrative picks up after the events of Yakuza 4, and the game's producer will be Masayoshi Yokoyama, who previously worked on script and scenario on past Yakuza titles. Further details regarding multiple protagonists like in Yakuza 4 have yet to be revealed.

Producer Toshihiro Nagoshi said in the article that if the series is like a house, Yakuza 5 would be building a new house instead of adding an extension. The game will take place in a city from each of the five districts in Japan: Sapporo, Tokyo, Osaka, Nagoya, and Fukuoka. Nagoshi said that the cities will be just as big as the digital representations of Dotonburi and Ryukyu in previous titles. He also added that the game's engine will be improved to allow seamless battles and conversations, as well as improved camerawork.

On a related note, Sega will be touring the aforementioned five cities early next year in search of female candidates for the game. The winning girls will appear in Yakuza 5 representing their respective cities and will promote the game throughout commercials. Eligible contestants in Japan will need to be 18 years and over to participate. After the initial screen test, the auditions will be held from February 18 to March 4, 2012. Sega will be holding an online poll from March to June, with the final winners to be announced in June.

Gamers can check out the recent promotional video of the tour here and the audition page here. A release date for the game has yet to be announced.

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viedogame: New Suikoden set for February 9 in Japan

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New Suikoden set for February 9 in Japan
Nov 25th 2011, 04:26

New entry in RPG series coming to the PSP; Konami's online store to offer different bundles for the title.

Fans of the classic RPG series Suikoden wishing for a new entry in the franchise can finally get their fix with the recent Konami announcement that the new title, dubbed Genso Suikoden Tsumugareshi Hyakunen no Toki, will be out on February 9 for the PSP.

The regular version of the game will be selling for 5,980 yen ($77.30) on retail shelves. Gamers in Japan can also order the various limited editions of the game from the Konami Style online shop.

The "Special Version" is priced at 12,000 yen ($155) and contains the soundtrack CD, a drama CD, and an art book. Another set bundles the "Special Version" alongside the Genso Suikoden encyclopedia, which costs 19,500 yen ($251) altogether.

The encyclopedia, which chronicles all the characters and details of past Suikoden titles, is also sold separately for 9,450 yen ($122). Alternatively, gamers can buy another bundle featuring the game, the OST, and drama CD for just 9,580 yen ($123.75). There is no official word from Konami concerning a downloadable version on the PlayStation Network nor about an English version of the game.

The game's story stars a warrior sent back to the past to gather a group of soldiers to combat a threat that appears every 100 years to wipe out all forms of life. Beyond that, Konami has yet to share more details concerning game mechanics and battle systems.

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viedogame: Ragnarok Odyssey landing in Japan February 2012

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Ragnarok Odyssey landing in Japan February 2012
Nov 25th 2011, 06:23

PS Vita entry in long-standing MMO franchise to be developed by Lunar and Grandia creators.

The Ragnarok Online series, a popular MMORPG released in South Korea in August 2002, was so popular that it received its own animated series based on the game's universe, along with a DS and mobile spin-off. GungHo Online Entertainment, the main host of Ragnarok Online's Japanese server and developers of the DS spin-off, have now announced that a PS Vita spin-off is in the works, slated for release February 2 next year.

The company is sharing development duty with Gamearts, known for developing the Grandia and Lunar series. The game's director is Kazuhiro Irie, and the composer is Kumi Tanioka, known for his music in the Final Fantasy Crystal Chronicles series.

Ragnarok Odyssey is billed as a "hunting action" title that tasks gamers to hunt down a variety of beasts and use different weapons and skills to take them down. The title offers a four-player co-op mode via ad-hoc. The choice of character classes include the melee-focused Sword Warrior, the speed-focused Assassin, the long-ranged Hunter, the spellcaster Mage, the tank-like Hammer Smith, and the healer-slash-buffer Cleric.

The retail version will be priced at 5,980 yen (US$77) while the downloadable version will be priced 4,800 yen (US$62).

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viedogame: Dizzy: Prince Of The Yolkfolk re-released this December

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Dizzy: Prince Of The Yolkfolk re-released this December
Nov 25th 2011, 04:11

HD version of 1991 2D adventure title coming soon to Android, iPhone, and iPad.

Gamers in Europe are well acquainted with the classic adventure title Dizzy: Prince of the Yolkfolk, the sixth game in the Dizzy adventure series developed by Codemasters. Fans of the series now have an egg-cellent reason to rejoice, as the publisher has announced that an HD version of the game will hit store shelves on December 9 on iOS and Android platforms.

The new version of the game retains the structure and level design of the original, but with remastered graphics, and a reworked interface and touchscreen controls. Other details about the port have yet to be announced.

Dizzy: Prince of the Yolkfolk was a 2D adventure title that saw players control the anthropomorphic egg Dizzy to collect items and solve puzzles in order to rescue his beloved Daisy from her oppressors. The game was originally released in 1991 on the Amstrad CPC, Atari ST, Commodore 64, ZX Spectrum, DOS, NES, and Amiga.

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Thursday, 24 November 2011

viedogame: Xbox Singapore hosting bargains for SITEX

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Xbox Singapore hosting bargains for SITEX
Nov 24th 2011, 23:42

Singapore's year-end electronics fair held from Nov. 24 to 27.

Singapore's electronics fair SITEX, which can be considered the Asian equivalent of a US Black Friday sale, is being held in the Singapore Expo halls 4B, 5 and 6 from November 24 to November 27. Xbox Singapore will be hosting some bargains involving the Xbox 360 console and its Kinect motion sensor add-on for anyone within the vicinity.

Gamers can purchase an Xbox Holiday Value bundle worth S$649 which includes an Xbox 360 console with a 250GB hard disk drive, a copy of Carnival Games, Kinect Adventures and Child of Eden, two controllers, a Kinect motion sensor, and an Xbox LIVE Gold Card which gives players 3 month-long Gold account. The Xbox Ultimate Action pack will cost gamers S$499 and features an Xbox 360 with a controller, a three month Xbox LIVE Gold Card and two games: Super Street Fighter 4 and Need for Speed: Hot Pursuit.

Players who wish for a slightly cheaper bundle can instead purchase the 4GB pack which contains the Xbox 360 with a 4GB HDD, and four free titles. The games are The Gunstringer, Kinect Fruit Ninja, Kinect Adventures and Carnival Games.

Gamers who have yet to own a Kinect can get the motion sensor along with three free games for just S$199. The titles are Kinect Fruit Ninja, Kinect Adventures and The Gunstringer, with the latter being in token card form so gamers will need to set aside some space in their hard drive to download the title.

Xbox 360 owners who would much rather get games can purchase any two titles for S$99. Games eligible for this offer are Child of Eden, Dance Central, Dance Central 2, Kinect Sports Season Two, Kinect Disneyland Adventures, Fighters Uncaged, Kinect Joy Ride, Kinectimals, Kinect ports, Motion Sports, Michael Jackson: The Experience, and Your Shape: Fitness Evolved.

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viedogame: Sly Cooper 3D re-releases coming to PSN Nov 29

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Sly Cooper 3D re-releases coming to PSN Nov 29
Nov 25th 2011, 03:42

Sly Collection is headed to PSN; all three full games are available for download in the US on Tuesday, November 29.

Last year, Sony released remastered versions of three original Sly Cooper titles for the PS3 as part of the US$40 Sly Collection pack.

Today, the publisher announced that the Sly Collection will be heading to the PSN on November 29 as a PlayStation Store download. Players can either purchase the entire collection--comprising updated versions of Sly Cooper and the Thievius Raccoonus, Sly 2: Band of Thieves, and Sly 3: Honor Among Thieves--for US$29.99 or buy the individual titles for US$9.99 each.

Each PlayStation 2 title in the collection has been remastered, with 720p visuals, widescreen HD running at 60 frames per second, 3D support, and trophy incorporation. However, according to a post on the official PlayStation blog, the PlayStation Move-enabled mini-games that came as part of the original Blu-ray version of the collection will not be available in the PSN versions of the game.

The original series of stealth platforming games featuring a thieving raccoon were developed for the PS2 by Sucker Punch Productions.

At the Electronic Entertainment Expo in June this year, Sony announced the fourth instalment in the Sly Cooper series: Sly Cooper: Thieves in Time, which will be released in 2012.

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viedogame: Big in Japan Nov 14-20: MW3

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Big in Japan Nov 14-20: MW3
Nov 25th 2011, 00:21

Activision's sales juggernaut shooter beats out new One Piece game and Level-5 RPG.

The popularity of Modern Warfare 3 has gone beyond North America and Europe. The latest Activision shooter has beaten out two prominent Japanese intellectual properties made by well-known publishers in the recent Media Creates sales update: the PS3 version of Call of Duty: Modern Warfare 3 sold 180,372, and is placed first; the Xbox 360 version was at seventh place, with 30,467 units sold.

The shooter was praised for its climactic campaign and variable challenges in the game's Spec Ops mode; check out GameSpot's coverage for more information. Japanese gamers should note that the version on the charts is the subtitled version with the English voices intact. The dubbed version will reportedly be released next month. The publisher of Modern Warfare 3 in Japan is Square Enix.

One Piece Gigant Battle! 2, the 2D fighting game sequel based on the One Piece anime/manga franchise, debuted at second place, with 116,062 units sold. The game features story content from the series' Post-War and New World arcs. New playable characters in the fighting game include the time-skip versions of the main protagonists, and former support characters from the first game, like Coby and Smoker.

The PS3 version of Ninokuni also debuted on the charts, as the game placed third, with 67,032 units sold. The RPG features the artwork from renowned animation company Studio Ghibli and an Imajinn system, which allows players to breed fantasy creatures in their own way for combat. For more information, check out GameSpot's previous coverage on the title.

Other highlights on the list include the debut of Saints Row: The Third. The PS3 version placed fifth, with 36,222 sold, while the Xbox 360 version placed 14th, with 15,380 units sold. The PS3 version of Ultimate Marvel vs. Capcom 3 was at 10th place, with 22,436 units sold; the Xbox 360 version was presumed to not sell more than 8000 copies, and was nowhere within the top 20 Media Creates list.

On the hardware side of things, the 3DS and PSP were still in the top spots of the hardware sales chart. Nintendo managed to sell 96,219 units of the former. Sony's numbers for the PSP and the PS3 doubled since the last sales update, possibly due to the availability of the red-and-black value bundle for the former, and the new colours for the latter. These colours are gold and white (Ninokuni PS3 bundle), scarlet red, and splash blue.

Japan game sales week of November 14-20:

Software
Rank/Title/Publisher/Platform/Unit sales
1. Call of Duty: Modern Warfare 3/Square Enix/PS3/180,372
2. One Piece Gigant Battle! 2/Namco Bandai/DS/116,062
3. Ninokuni/Level-5/PS3/67,318
4. Super Mario 3D Land/Nintendo/3DS/62,318
5. Saints Row: The Third/THQ Japan/PS3/36,222
6. Final Fantasy Type-0/Square Enix/PSP/30,543
7. Call of Duty: Modern Warfare 3/Square Enix/Xbox 360/30,467
8. Hatsune Miku: Project Diva Extend/Sega/PSP/30,042
9. Sengoku Basara 3 Utage/Capcom/PS3/25,771
10. Ultimate Marvel vs. Capcom 3/PS3/22,436

Hardware
3DS â€" 96,219
PSP â€" 41,069
PS3 â€" 40,085
Wii â€" 13,613
DSi XL â€" 1813
Xbox 360 â€" 1763
PS2 â€" 1291
DSi â€" 897
DS Lite -31

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viedogame: I Am Alive PC port may not happen: director

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I Am Alive PC port may not happen: director
Nov 25th 2011, 03:50

Piracy makes PC version's profitability uncertain; creative director Stanislas Mettra still working on feasibility of port.

The upcoming action title I Am Alive may be heading to XBLA and PSN, but a PC version of the game has yet to be announced. The reason for this, according to the game's creative director, Stanislas Mettra, on IncGamers, is that a PC version is still uncertain.

Before a recent update to the article, it stated that Mettra was aware about PC gamers being vocal regarding any statement about the PC version of the game.

"We've heard loud and clear that PC gamers are bitching about there being no version for them," Mettra said in the original article. "But are these people just making noise just because there's no version or because it's a game they actually want to play? Would they buy it if we made it?"

Mettra also said he believes it's hard to port games to the PC platform because of piracy after weighing the cost of buying it against the cost of making it.

"Perhaps it will only take 12 guys three months to port the game to PC, it’s not a massive cost but it's still a cost. If only 50,000 people buy the game then it’s not worth it."

Later, Mettra sent an email to IncGamers, stating that he was "misunderstood" in regards to his position on the PC version of the game and PC gaming as a whole. The email reads as follows:

"I would really love to see a PC build of the game and I don't think I meant to say 'the game won't happen on PC'. It's probably an English language miscommunication (I am not native English speaker).

"What I meant is that the PC version did not happen yet [sic]. But we are still working to see the feasibility of it, which is not necessarily simple. I gave some examples to illustrate the problematic [sic], but obviously it is not in my hands and not my part to talk about this.

"Honestly, which game maker would not love his game to be playable on as many platforms and by as many people as possible?

"Regardless [of] console or PC, what matters is the game and the pleasure people can get from it."

For more information on the upcoming title I Am Alive, check out GameSpot's coverage.

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viedogame: BF3 players to get Battlefield 1943 after all

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BF3 players to get Battlefield 1943 after all
Nov 24th 2011, 12:54

After reneging on its BF3 bonus offer, EA says players who bought BF3 for the PS3 will get Battlefield 1943 as originally promised.

Battlefield 3 publisher EA has confirmed it will give players who bought Battlefield 3 for the PlayStation 3 a copy of the 2009 PSN title Battlefield 1943. The confirmation comes after accusations of a bonus bait-and-switch; in June, PS3 players were promised Battlefield 1943 for free when they bought BF3, but on the day of launch EA cancelled the deal. The subsequent discontent amounted to the recent filing of a class action lawsuit against EA.

Now, EA says there have been "some misunderstandings" around the deal, and to clear those up it is restoring the original bonus, "making Battlefield 1943 available free of charge to owners of Battlefield 3 on the PS3 beginning this month".

European BF3 players will get hold of the freebie from November 26, while those in the US will have access from December 10, and those in Asia from December 17.

The PSN freebie doesn't appear to affect the one-week exclusivity window for Battlefield 3 content that was to be offered to PS3 owners as a bonus in place of Battlefield 1943. The class action lawsuit against EA noted the bonus was an unrelated promotion publicly announced significantly in advance of the game's shipping.

To claim your Battlefield 1943 PS3 voucher, see EA's help page on the topic.

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Wednesday, 23 November 2011

viedogame: PC | King Arthur II First Look Preview - Magical Redesign

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PC | King Arthur II First Look Preview - Magical Redesign
Nov 24th 2011, 01:51

We take our first look at this medieval real-time strategy game and discover a few tweaks to its warfare formula.

King Arthur can't catch a break. In King Arthur - The Role-playing Wargame, he bested the forces of evil and united Southern Britannia. In this real-time strategy sequel, he gets stabbed in the gut with a magic knife. OK, maybe it doesn't happen exactly like that, but he does suffer a supernatural wound at the hands of the Witch Queen. To make matters worse, she summons a horde of demons to ravage the lands and throw the realms into chaos. Just great. King Arthur II is divided between two extensive campaigns, and it's now your charge to restore order to both the northern and southern halves of the empire. Of course, your definition of "order" could be different from someone else's definition.

Our demonstration began with diplomacy--murder diplomacy. In the example we saw, our hero helped the son of a noble family murder his own father so that he could seize control. However, we also made sure that his next of kin saw the act and could blow the whistle if the son got out of line. This little episode worked to our advantage later in the game when we were trying to become governor. To do so, we needed to speak before the senate and obtain the majority vote from the noble families. The murderous son already owned us one, so we got an easy vote. But we didn't get the majority. Naturally, it was time for war.

King Arthur II is divided into two sections: the map screen and the battle screen. On the map screen, we could craft items, manage our armies, visit towns, and partake in all other manner of adventuring flair. The battle screen is where we got down and dirty. The first battle we saw was a stronghold assault that looked like a scene straight out of Total War: Shogun II. Had we actually proceeded, it would have been a very challenging fight because the defensive enemies were not only hiding behind three walls, but they were also atop high elevation, which means they received bonuses when firing or charging downhill.

We also got a peek at some of King Arthur II's flying units. These nasty, demonic critters could only be harmed with spells and arrows while in the air. Sometimes they would touch down and take a few melee swipes at our troops, which granted our men the chance to work their blades. The developers described the battle system as a rock-paper-scissors relationship among all the units. Later in the demonstration, we got our hands on the game and tested our tactical prowess against some giants. Because our strategy began and ended with "RUSH THE GIANTS," we didn't fair well initially. However, with smart positioning of our archers and liberal use of the slow spell on the giants, we managed to bring them down before they could trample all of our troops.

We also learned that the magic system from the first King Arthur has been reworked so that it is less overwhelming. Now, each side has a magical shield that is broken down into four levels. The offensive spell will need to be above the defensive shield level to have any effect. If it's not, well, poof, and it's gone. Magical shields will degenerate over time, but they can be restored though various means. One of those is to capture certain strategic points on the map. In addition to extra shielding, these points can confer new spells or other bonuses. Stronger spells also have long casting times and can be interrupted if, for instance, your caster takes an arrow to the face.

Had we kept playing, the surviving units would have likely leveled up. When a hero unit levels up, it's a big deal. Whether you're using a warlord, champion, or sage, the units will each have an upgradeable skill tree broken into two branches. The first is unique to that unit and reflects how totally awesome it is with a personalized set of spells and abilities. The second branch is specific to the unit type--as mentioned earlier--and is common to all units of that type. Non-hero units also gain levels, which lets you increase their stats.

King Arthur II is still a single-player-only adventure and will be released on PCs in January of next year. When asked, the developers also noted that they would like to have a special bonus included for players with an original King Arthur save, but nothing has been finalized.

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viedogame: Chrono Trigger headed to iOS next month

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Chrono Trigger headed to iOS next month
Nov 24th 2011, 00:23

Square Enix confirms classic RPG will hit iPhone, iPod Touch in December with touch-customized controls.

Apple's mobile devices have served as host to several Square Enix re-releases over the past few years. Early Final Fantasys and Final Fantasy Tactics are already on the App Store, and the role-playing game maker is readying another fan-favorite from its back-catalog for release on the iPhone and iPod Touch.

Square Enix has now confirmed that its time-traveling role-playing game Chrono Trigger will hit Apple's handsets next month. The RPG classic was originally released on the Super Nintendo, but it has seen a number of re-releases throughout the years, with the most recent being a PlayStation Network re-issue as a PSone Classic last month.

The iOS version will feature a reworked user interface that is more suited to touch controls. Launguage options for the iOS version will include Japanese, English, French, Spanish, German, Italian, and Chinese. Square Enix did not indicate whether an iPad version of the game is in development.

An exact release date and pricing have not been confirmed, but other high-profile re-releases from the Final Fantasy publisher have hit the App Store at $16.

Chrono Trigger focuses on a main character named Crono and his friends Lucca and Marle. When inventor Lucca's teleportation experiment inadvertently sends the friends back in time, they discover an ancient evil that will one day ruin their world, and so they set out to stop it. The game featured a wide variety of fantastical environments throughout its multitude of time periods, and drew acclaim for its storyline.

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viedogame: PlayStation 3 | The King of Fighters XIII Review

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PlayStation 3 | The King of Fighters XIII Review
Nov 24th 2011, 01:41

When we last left The King of Fighters, things weren't looking good. The King of Fighters XII, which was released in 2009, looked beautiful and had a solid fighting system, but its dearth of single-player content and busted online functionally killed it for many players. Now, The King of Fighters XIII is here, and it addresses all of the issues the previous installment faced. XIII is an immensely robust game that adds a lot a new content to XII's solid mechanics, and it easily earns this series the right to stand alongside other fighting giants in the genre's spotlight.

This gameplay montage gives you a taste of the fireworks show that is KOF XIII.

As with its predecessors, The King of Fighters XIII features one-on-one fighting between two three-person teams. When one fighter goes down, the next is subbed in--after a brief but frequent loading screen--until one side's team is exhausted. In the ring, gameplay feels similar to Street Fighter III: Third Strike Online Edition. Though quicker than Third Strike, XIII shares the same fundamentals of smart positioning and timing. Positioning comes from proficiency with the game's movement options. With four types of jumps and a roll that can pass through anything but throws, it takes practice to navigate the battlefield quickly and efficiently.

When used well, these movement techniques make you feel nimble and keep the action focused on offense. You always want to be building momentum with fancy footwork and calculated strikes. But even at its most chaotic, the game still allows you time to think. There's a satisfying tension in planning your next strike or in deciding how to break the enemy's stride. XIII has its own rules of engagement, and understanding these rules--and when to break them--lets the game's personality shine. As with any strong fighter, the ebb and flow of advanced play is as much about strategy as it is about execution.

There are three main gauges to manage in the game: power, hyperdrive, and guard. In broad strokes, the power gauge focuses on offense; it is used for enhancing special attacks and desperation moves. Next, the hyperdrive gauge is for being stylish. You can burn this meter to cancel certain special attacks into others or activate hyperdrive mode. In this mode, your character can link together moves and build combos that aren't otherwise possible. Finally, the guard gauge depletes as you block attacks. If you let it run out, your character enters a vulnerable crumple state--so be careful.

The entire system feels very flexible. Each character has the tools for building devastating combos and quickly navigating the field. This uniform character design also carries over to vitality. Unlike in many fighting games, characters in XIII have the same amount of health, which means an attack will deal the same amount of damage no matter whom it hits. Each character's health gauge is broken down into sections for additional clarity. Once you learn how many sections a certain combo shaves off, it's easy to see when to cash it in and finish the match.

You can test your skills in Story mode, though if you're not familiar with Elisabeth Blanctorche, Ash Crimson, or why that one guy from Fatal Fury is here, then you're going to feel a little lost. This mode lasts only a few hours, but it has multiple routes and endings. Once "completed," a massive storyboard becomes available. From there, you can revisit different points in the tale and select alternate routes through it. There's also an Arcade mode that's heavier on the action and is where you can unlock the game's two secret characters.

For new players, the game has various teaching tools designed to introduce the basics. The tutorial and mission modes do a fine job of this, but they don't explain why these moves are important. Knowing the tactical merits of a hop versus a hyperjump is just as vital as their execution. This problem not only exists in XIII, but also in fighting games in general. For combo training, XIII's combo trials are well implemented. They display their inputs clearly, as well as feature demonstrations to aid execution and timing. In addition, characters have their own Time Trial and Survival modes to further hone your skills.

All of this preparation would be for naught if it didn't support a solid online offering. Thankfully, XIII does not repeat XII's mistakes. It offers an online experience that's smooth and stable, provided you find an opponent in the three-to-four green-bar range. If you fall below that, you'll encounter noticeable (though not unplayable) performance dips. When you finish, you can choose to save that match's replay for future viewing. While it's a nice touch, there is not a system in place for sharing or viewing other's replays. Sadly, Spectator mode is also absent in online play, which leads to a lot of bored players during group games.

Whether you're online or off, the game's presentation is simply gorgeous. The 2D character sprites fill up the screen with astonishing detail, such as the way their clothing flutters. The numerous stages are equally impressive--and infinitely more detailed--featuring hordes of overly excited spectators or a pack of elephants encircling the ring. There's even a color edit mode where you can alter your fighter's color scheme to your liking. All of these features, combined with the tightly balanced fighting mechanics, make The King of Fighters XIII a fantastic game that can easily go toe-to-toe with the heavy hitters in the fighting game genre.

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