Saturday, 10 December 2011

viedogame: Tony Hawk rides again

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Tony Hawk rides again
Dec 10th 2011, 23:49

Activision pitchman's Tony Hawk Pro Skater HD to compile selected levels from original two THPS games for release on downloadable platforms.

Activision gave the Tony Hawk franchise a year off after the series lost steam at retailers, but the Hawkman is apparently ready to take flight once more.

According to a Joystiq report from the Video Game Awards in Los Angeles tonight, Hawk confirmed for the blog that Activision is working on Tony Hawk Pro Skater HD. As the name suggests, the game will be a revamped version of old Tony Hawk content for release on high-definition platforms. In this case, the game is said to compile "select" levels from the first two Tony Hawk Pro Skater games, including School and Downhill. Hawk added the game is set for release on "digital platforms" in the first half of 2012.

The most recent Tony Hawk game--last year's Tony Hawk: Shred--was developed by independent studio Robomodo and sold under 3,000 units in its first week. It was the second game, following Tony Hawk: Ride, to use a motion-sensing skateboarding peripheral. While Activision hadn't committed to a new game in the series for 2012, company executives had said they still see potential in the franchise, likening Hawk's staying power to that of NBA great Michael Jordan, who played his last professional game in 2003 but was the cover athlete for NBA 2K11 and one of several for this year's NBA 2K12.

Tony Hawk Pro Skater HD is expected to receive an official announcement at the Spike Video Game Awards tonight. The VGAs will be broadcast live tonight on Spike TV and MTV2, beginning at 8 p.m. Eastern, 5 p.m. Pacific.

[UPDATE]: In the VGA pre-show, Tony Hawk confirmed the game will be released on downloadable platforms for under $20, and said Activision was aiming for a summer release.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Naughty Dog readies The Last of Us

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Naughty Dog readies The Last of Us
Dec 11th 2011, 01:28

Trailer for Uncharted developer's next PS3 exclusive features father-daughter survival duo fighting humanoid monsters amidst the ruins of civilization.

Naughty Dog's next project will be The Last of Us. At the Spike Video Game Awards tonight, a trailer for the game revealed the first details of the studio's next project.

The trailer showed an old man and young girl struggling with humanoid monsters in a ruined home. The girl's voiceover explains that they have a routine of going from place to place, staving off the monsters in an attempt to survive. They bust out a door and the camera reveals they are in the middle of a downtown area in total disrepair and overgrown with vegetation.

The clip did not show a platform or release date for the project, but it had been previously teased as a PlayStation 3 exclusive title. A teaser site for the game features two video clips. The first shows real-life news footage of civil unrest and rioting, with a voice-over hinting at a US-centric point of view. The second clip, shorter than the first, simply shows footage of an insect in its natural habitat and does not feature any voice-over.

Check back with GameSpot throughout the night for more coverage of announcements from the VGAs.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Metal Gear Solid: Rising resurfaces

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Metal Gear Solid: Rising resurfaces
Dec 10th 2011, 23:10

Leaked VGA trailer shows Raiden-centric action installment in Konami franchise rebooted as Metal Gear Rising: Revengeance, with Platinum Games handling development duties.

Metal Gear Solid: Rising isn't even out yet, but it's already gone Platinum. A trailer for the game purporting to be from tonight's Video Game Awards ceremony leaked onto YouTube today, revealing that the long-awaited game is now being developed by Platinum Games, the studio behind Bayonetta and Vanquish.

The trailer--which was pulled from YouTube as the result of a Viacom copyright complaint--shows off a combination of cinematics and gameplay, laying out a story regarding advancements in cybernetics and pitting protagonist Raiden against a similarly cybernetic, sword-swinging foe.

The clip bears the tagline "Revenge with a Vengeance," and even suggests the game has also been rebooted as Metal Gear Rising: Revengeance. It also lists the game as being produced by Kojima Productions, which was originally developing it as well. No platforms or release date information was given in the trailer.

Metal Gear Solid: Rising was first announced at the 2009 Electronic Entertainment Expo, but has been almost completely missing in action since then. Last month, Spike TV executive producer and host Geoff Keighley posted on Twitter that "the truth" about Metal Gear Solid: Rising would be revealed at this year's VGA broadcast.

The VGAs will be broadcast live tonight on Spike TV and MTV2, beginning at 8 p.m. Eastern, 5 p.m. Pacific.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Netherrealm Studios giving Mortal Kombat a rest

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Netherrealm Studios giving Mortal Kombat a rest
Dec 11th 2011, 01:04

Studio head Ed Boon says WBIE-owned studio is currently at work on projects outside popular fighter franchise.

The first genre award to be handed out at tonight's Spike TV Video Game Awards went to Mortal Kombat for best fighting game of 2011. That moment didn't pass by without a sliver of news from developer Netherrealm Studios, as studio head Ed Boon confirmed that his studio is taking a hiatus from the Mortal Kombat franchise.

According to Boon, while it's an inevitability that the studio will eventually return to the franchise that was first born in 1992, right now the team is at work on a different project. Boon did not offer any other details on what that project may be, though he did note that Netherrealm has no plans to release additional downloadable content for the most recent Mortal Kombat.

One possible new outlet for Boon's Warner Bros. Interactive-owned studio is the Batman franchise. Earlier this week, Netherrealm announced that it had released Batman: Arkham City Lockdown for iOS devices. A riff off of Rocksteady's acclaimed action adventure starring the Black Knight, Arkham City Lockdown pits Batman against foes such as Joker, Two-Face, and Deathstroke in one-on-one fights.

Stay tune to GameSpot for more from tonight's VGAs.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Tekken Tag Tournament 2 set for holiday 2012

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Tekken Tag Tournament 2 set for holiday 2012
Dec 11th 2011, 02:00

Namco Bandai's fighting franchise confirmed to hit consoles late next year, platforms not yet specified.

PlayStation 3 gamers got their first taste of Tekken Tag Tournament 2 last month when Namco Bandai released a four-character demo of the game as part of Tekken Hybrid. Unfortunately, they'll have to be patient for a second helping of the two-on-two fighter.

At the Spike Video Game Awards tonight, Namco Bandai revealed a holiday 2012 console release window for Tekken Tag Tournament 2. A trailer for the game showed Lili and Asuka pairing off against Kazuya and Bryan in silhouette. No platforms were mentioned.

The sequel will arrive on consoles a dozen years after the original Tekken Tag Tournment helped launch the PlayStation 2. Like the original Tekken Tag Tournament, the sequel brings characters from across the series together to fight in two-on-two matches, with the ability to tag in and out mid-match and even mid-combo.

For more on Tekken Tag Tournament 2, check out GameSpot's review of Tekken Hybrid.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

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

Classic Video Games: What's Hot Now
These articles that had the largest increase in popularity over the last week // via fulltextrssfeed.com
Video Game History - 2nd Gen
Dec 10th 2011, 11:03

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

1976 - The Second Generation

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

1977 - Video Game Consoles

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

1977 - Computer Gaming

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

1978 - Arcades and Consoles

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

1978 - Computer Gaming

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

1979 - Arcades, Consoles and Computers

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

1979 - The First Handhelds

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

1980 - The Arcade Games

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

1980 - Consoles, Computers and Handhelds

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

1981 - First Gaming Mag

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

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

Friday, 9 December 2011

viedogame: DS | Fossil Fighters: Champions Review

viedogame
All of the Reviews. Can you keep up?. // via fulltextrssfeed.com
DS | Fossil Fighters: Champions Review
Dec 10th 2011, 02:01

2009's Fossil Fighters proved to be a refreshing take on the style of collecting creatures and battling popularized by the Pokemon series. Now, Fossil Fighters: Champions lets you return to the noble tradition of reviving dinosaurs and forcing them to fight each other in violent contests for your own glory. Unfortunately, Champions does little to build on the mechanics of its predecessor, making this a retread of familiar territory that is best suited for those who just couldn't get enough of the original game.

Placing thalasso in the support zone gives you a bit more fossil power to work with each turn.

Champions casts you as an eager young fossil fighter--either male or female and named by you--who comes to the Caliosteo Fossil Park to battle it out for the Caliosteo Cup. You meet an amusing assortment of caricatures on the three islands of Caliosteo. These include park proprietor and stereotypical cowboy Joe Wildwest; scatterbrained academic Nigel Scatterly; and Cole, a horrible hipster who blames a loss on the fact that he wasn't wearing his "lucky trucker hat." These broad personalities bring some humor to your quest, and it's pleasant to discover that certain characters who at first seem unlikable prove to be sympathetic. But these charms aren't enough to overcome the repetitive and much-too-familiar feeling of actually playing the game.

As in the original Fossil Fighters, there are three main activities in Champions: digging, cleaning, and battling. Digging up fossil rocks is as dull as ever. You simply use sonar to reveal the locations of rocks and then press a button to dig for them. As you progress through the game, new fossil fields are made available, and there's a bit of fun to be had in exploring an area for the first time and knowing that you're collecting fossils you couldn't access before. But the act of digging is so basic that it quickly becomes a drag, regardless of your surroundings.

After you've gathered some fossil rocks, you need to haul them back to town and clean them to reveal the fossils trapped inside. The first step of this process has you whacking the rock with a hammer by tapping the stylus on the touch screen, which quickly clears away layers of rock but can easily damage the underlying fossil. Once the hammer has done its work, you need to switch to the drill, which is a precise tool that can clean away lingering rock chips. You only have a limited amount of time, so there's pressure to act quickly and efficiently. At the same time, damaging the fossil during the cleaning process makes it less powerful, so you need to balance that speed with caution.

Champions introduces a few new types of fossil rocks, including curious rocks that need to be flipped over and cleaned on both sides, as well as giant rocks that are too large to fit entirely on the screen and need to be slid around as you clean them. But the actual process of cleaning is almost identical to that in the previous game, and although there's initially some satisfaction in cleaning a fossil effectively, this minigame soon becomes tiresome. It's good, then, that your robotic cleaning assistant KL-33N returns from the previous game. After it has observed several of your cleanings, you can drop fossil rocks off with it and it will clean them. However, it can only clean fossil rocks of a type that it has watched you clean before, so as long as you're unearthing new types of fossils, you need to do a fair amount of cleaning yourself.

The third and most significant activity in Champions' triumvirate is battling with creatures that have been revived from your fossils. When you collect a fossil of an ancient creature's head, that creature is revived and joins your stable of revived beasts called vivosaurs. Most of these creatures resemble dinosaurs, but some look like flightless birds, saber-toothed cats, or aquatic creatures. Though some of these beasts are clearly modeled on actual dinosaurs, such as the triceratops and the brachiosaurus, these versions owe no more to scientific fact than Pikachu does. (A real hypacrosaurus probably didn't have the ability to cast mother's care and eliminate all status effects on a specific ally, for instance.)

You assemble teams of up to five vivosaurs and decide on a formation. You can either have two dinosaurs in your attack zone and one in your support zone, or vice versa. (You can also have two in reserve that do not participate in the battle but earn battle points; the game's version of experience.) Your choice of formation is tactically important; some vivosaurs do more damage from the close range of the attack zone while others are more effective from the support zone. Additionally, vivosaurs have effects that they convey on those in the attack zone while in the support zone, and these can be both detrimental and beneficial. These concerns make assembling teams of vivosaurs that work well together an involving process, but like most everything else about the game, this aspect has changed little from the previous entry.

Once your vivosaurs are on the battlefield, you and your opponent take turns until one contestant's vivosaurs are all defeated. You earn fossil power with each turn and spend this power to use your vivosaurs' attacks and other abilities. You can either spend each turn's allotment of fossil power to use your vivosaurs' weaker, less-costly abilities or save the power up to use more powerful abilities on subsequent turns. In battles between well-matched teams, this can lead to some tense tactical decision making, but it's easy to find yourself with teams of vivosaurs that can wipe the floor with most of the competition you encounter. You can create multiple teams of vivosaurs and deliberately use weaker vivosaurs in your collection for more of a challenge (and to level up those vivosaurs), but your path to victory can be easy as pie. Champions aims to be frustration free, and defeat in battle is never a setback. There are no consequences for failure, and if you do come across a key battle you just can't win, you can easily battle random fossil fighters until you and your vivosaurs are powerful enough to triumph.

The one area in which Champions improves significantly on the original game is in its multiplayer offerings. In addition to local multiplayer combat and fossil rock trading, you can now battle with distant friends or random opponents via Nintendo Wi-Fi Connection. Locally, you can also host cleaning parties, where you and your friends help each other clean fossil rocks, and if you're successful, all of you get to add the cleaned fossil to your collections.

The visuals have seen no such enhancements, but they remain pleasant enough. Though they are supposed to be massive creatures, vivosaurs still look as if they could fit in the palm of your hand, which makes their attempts to appear ferocious more endearing than scary (like a cute little dog whose bark is much worse than its bite). The environments you explore in your hunt for fossils don't have much detail, but there's a good variety to them, from the volcanic slopes of Mt. Krakanak to the snowy grounds of Hot Spring Heights.

With more than 140 vivosaurs to discover, there's plenty in Champions to keep you busy for a long time, but the gameplay is too familiar to keep the process of digging, cleaning, and battling compelling for long. The original Fossil Fighters was an enjoyable discovery; this sequel has far too much in common with its predecessor to represent the next stage of the evolutionary chain.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: PC | Trine 2 Review

viedogame
All of the Reviews. Can you keep up?. // via fulltextrssfeed.com
PC | Trine 2 Review
Dec 10th 2011, 01:29

With the wholesome appeal of a fairy tale, Trine 2 is unapologetically packed with comfortable tropes. Like the first game, it stars a trio of classic fantasy heroes: a merry knight, a sly thief, and a nervy wizard. Their adventure bustles them through ye olde tale of rescue the princess--via enchanted forest and murky cavern--wherein they thrash goblins all the way. But out of that conventional premise, the game conjures a gorgeous and gratifying platform puzzler.

Some single-player forest adventuring.

Trine 2's environments could have been lifted off the screen of a latter-day Fantasia or from the pages of a particularly lovely storybook. They pop with lively, luminous color, and rich details that give this 2D platformer great environmental depth. The forest is home to luscious glowing foliage and glistening colossal snails. Gloomier levels house giant spiders, animated with skin-crawling authenticity. One picturesque level--sunset on a tropical beach--could have been a gaudy, but is instead stop-and-stare beautiful.

Each hero has a simple, distinct set of powers. The knight has a sword and shield for fighting, as well as a warhammer for smashing obstacles; the thief has a grappling hook, along with a bow and arrow; and the wizard can levitate items and summon boxes or planks from thin air. In single-player mode, only one hero appears onscreen, but you can instantly flip between them to access the powers demanded by the task at hand.

The wizard's conjuring powers make him the best suited for solving a puzzle on your own. Though the basic platforming is smooth and accessible, with combat that is brisk and straightforward, the heart of the action is physics-based puzzling. At its simplest, this means you construct a ramp from crates, while more complex challenges have you reroute steam jets by hovering segments of pipe into place. In others, you channel water onto the roots of plants that shoot up, magic beanstalklike, to create leafy new platforms on which to hop. New elements such as movable portals, waterwheels, and lava streams come thick and fast, in addition to memorable one-offs, such as a house-sized frog that lassoes giant fruit with its tongue.

Though many of the puzzles suggest single, efficient solutions right off the bat, some of the best fun is to be had experimenting with the physics and looking for less-obvious solutions. Trine 2's physics engine is robust and fine tuned. And noodling about with it is engrossing in its own right. The game is generously rigged to allow for the guilty pleasure of fudging a solution when the elegant answer is out of reach; teetering structures of magic planks can be used to bypass clever gate mechanisms altogether or the same planks can be jammed gracelessly into the gears.

Trine 2 prefers to keep you moving briskly along rather than hold you up with a real brainteaser. There's even an optional hint system that kicks in after a few minutes of head scratching. It amounts to a friendly game but not an overly easy one; there are much trickier secrets to be found and collectable experience orbs in hard-to-reach spots, with the latter feeding into a simple set of talent trees. For instance, as you level up, the thief can upgrade to fire or ice arrows, the knight can upgrade to a charging shield bash, and the wizard can learn to materialize more boxes at once.

In local multiplayer, or in the online multiplayer that's new to this sequel, your two co-op companions play the other two characters. This lets you combine powers rather than flit between them, although hero swapping on the fly is also permitted. Combining powers opens up new avenues of sandbox tinkering; the wizard can float other party members on a conjured plank platform or hang a goblin harmlessly in midair for the thief to skewer with arrows. For maximum sandbox tomfoolery, there's also an unlimited mode, in which any combination of hero characters is allowed.

The storybook-style narration is genteel, and the heroes are amiably voiced. The music is rousing, too. Here, as with story and setting, Trine 2 cleaves comfortably to the genre, with all of the cheery piping of a high-class Renaissance fair. If you bypass secrets and ignore experience orbs, you can breeze through a single-player campaign in six hours or so. Although Trine 2 wouldn't outstay its welcome at twice that length, it's no raw deal, given the modest pricing ($15 or £12). This Trine follow-up is a more complete, refined work than its predecessor, and those who didn't catch the original are in for a real treat.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Capcom commits to Mega Man, spurned fanbase

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Capcom commits to Mega Man, spurned fanbase
Dec 10th 2011, 00:10

Despite cancellation of Mega Man Legends 3, publisher reiterates passion for fan-favorite franchises, promises "top men" working on the Blue Bomber's future.

By accepting fan input during development of Mega Man Legends 3 only to unceremoniously cancel the project, Capcom left many of the Blue Bomber's biggest boosters feeling slighted. The cancellation of Mega Man Universe, omission of the character from Marvel vs. Capcom 3, and lack of an announced, in-development Mega Man game didn't help matters.

In a recent interview with Game Informer, Capcom senior vice president of strategic planning and business development Christian Svensson, talked about how the publisher is handling its image with the fanbase, and discussed plans to regain trust within the community.

"It's going to take time to rebuild those bridges," Svensson said. "Product cycles are long and it'll be a little while until fans can see the light at the end of the tunnel. And the last thing I want to do is prematurely announce something in the name of sating the fans that gets cancelled or redirected later, thereby creating an even larger wound. I can only ask for people's patience."

Speaking directly to the future of Mega Man, Svensson said, "Mega Man is a key brand for Capcom and will remain so. I don't have any products we’ve announced publicly that I can point to and say, 'See, I told you,' but there are 'top men'… within Capcom thinking about the future of the brand and where it's going. We will have official announcements in due course."

As for the approach to fostering the community in positive ways again, Capcom has plans to extend its "Fight Club" initiative from fighting games, to "Fright Clubs" for games like Resident Evil and Dead Rising. A relaunch of its community site is also on the way.

While there are no new Mega Man titles on the release slate, it's clear that the action hero is still receiving a modicum of attention as Andriasang has wrangled screenshots of the forthcoming Mega Man X for iOS that is set to hit Japan next month.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Dynasty Warriors Next set for PS Vita launch

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Dynasty Warriors Next set for PS Vita launch
Dec 10th 2011, 01:56

  • By Jonathan Downin, GameSpot
  • Posted Dec 9, 2011 5:56 pm PT

Long-running tactical action series from Tecmo Koei will arrive in time for February 22 debut of Sony's new handheld.

The list of PlayStation Vita games available for the system's North American launch got a little longer today, as Tecmo Koei confirmed Dynasty Warriors Next will arrive in stores for the hardware's February 22 debut.

Dynasty Warriors Next is set to utilize a number of the PS Vita's hardware features, including the touch screen, back touch panel, and motion sensors. The game will feature a cast of more than 65 playable heroes, and character customization also returns in this release. In multiplayer, Conquest Mode will be playable over Wi-Fi and 3G, and the new Coalition Mode will support up to four players locally.

The game is being developed by Omega Force, the studio responsible for all of the main installments in the Dynasty Warriors franchise, as well as numerous spin-offs. For more on Dynasty Warriors Next, check out GameSpot's previous coverage.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: THQ lays off 30

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
THQ lays off 30
Dec 10th 2011, 01:14

Publisher cuts dozens from Play THQ team after PS3 and Xbox 360 versions of uDraw Game Tablet fall short of sales expectations.

Earlier this week, THQ cut its quarterly sales forecast by a quarter, blaming the newly anticipated shortfall on a weaker-than-expected retail performance from the Xbox 360 and PlayStation 3 versions of its uDraw gaming tablet peripheral. The fallout from that surfaced today, as THQ laid off dozens of employees from its Agoura Hills, California-based Play THQ team.

"Due to weaker than expected sales of the uDraw Game Tablet, we are taking a difficult but important step to reduce the number of employees that supported this brand," a THQ representative told GameSpot. "30 people will be leaving the company and business unit leader Martin Good will also be leaving to pursue new opportunities outside the company.

"This action will allow us to reduce costs, increase efficiency and increase the focus of our organization. WWE '12 and Saints Row: The Third are two of the top games this holiday season and we also have another huge hit coming up in February with the launch of UFC 3. We want to make sure that we are focused on maximizing the sales and profitability of these titles as well as the broader pipeline of titles that matter most to our future."

The Wii version of the uDraw Game Tablet quickly exceeded THQ's sales expectations when it launched in November 2010, shipping 1.7 million units in the publisher's fiscal year and prompting plans for Xbox 360 and PlayStation 3 versions. The tablet came packed in with the uDraw Studio art utility and was released alongside two compatible $30 titles: Pictionary and Dood's Big Adventure.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Ryse pushed to next-gen Xbox?

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Ryse pushed to next-gen Xbox?
Dec 10th 2011, 00:40

Former Crytek developer's resume suggests Kinect-centric sword game may not release on current hardware.

Ryse, Crytek's first-person ancient Rome era brawler, was first announced at this year's E3 as an Xbox 360 Kinect title. However, a recent discovery has now put the actual target platform in question.

According to the LinkedIn resume of a former Crytek level designer, Ryse is in fact being developed for Microsoft's next-gen console. According to the developer's profile, she spent the first half of 2011 working as a senior level designer at Crytek in Budapest, Hungary, on a project listed as "Ryse (X-Box Next Gen)."

Another small detail buried in the resume is a line that reads, "Championed original game design for tablet title exclusive to Crytek and expanding the franchise to include new genre of video game." Crytek currently has no projects announced as heading to tablets or mobile platforms in general.

Crytek had not responded to a GameSpot request for comment as of press time. For more on Ryse, check out GameSpot's recent coverage.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Serious Sam 3: BFE griefs pirates

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Serious Sam 3: BFE griefs pirates
Dec 9th 2011, 23:44

Croteam's latest run-and-gun shooter implements giant invincible pink scorpion-spawning DRM.

Serious Sam's sabbatical ended late last month with the release of Serious Sam 3: BFE. The game brought back the series' familiarly frantic shooting gameplay, but it also delivered something not quite so expected: scorpion-based digital rights management.

Instead of rendering the game unplayable, pirated copies of Serious Sam 3: BFE spawn an immortal giant pink scorpion near the opening of the game. As reported by The Dark Side Of Gaming, the deadly enemy will appear and endlessly pursue all who load up nefariously copied versions of the game. Because it can't be killed, the level can't be cleared, effectively bringing the game to a halt.

A Croteam representative confirmed the scorpion creature's purpose for GameSpot, saying, "Yes. It follows you around until you're dead."

Delivering DRM in a more playful package is not unique to Serious Sam 3. The recently released Take On Helicopters by Bohemia Interactive also employed a game-altering scheme that caused extreme blurring of game visuals on pirated copies of the game.

Serious Sam 3: BFE brings the straightforward action of the first games back in a modernized package. Sam's latest encounter sees the return of the series' signature adversaries like the Headless Kamikaze and Gnaar, as well as new opponents going by names like Scrapjack and Khnum.

For more on Croteam's latest shooter, check out GameSpot's review of Serious Sam 3: BFE.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Capcom localizing Japanese indie slate

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Capcom localizing Japanese indie slate
Dec 9th 2011, 19:20

Publisher signs with Nyu Media to bring PC projects to Western markets, beginning with Astro Port's Satazius on December 20.

The Western gaming scene has a vibrant indie gaming community that has released such phenomenons as Angry Birds, Minecraft, Braid, and Super Meat Boy, to name just a few. That list could soon be augmented by games originating in Japan, as Capcom announced today that it has partnered with Nyu Media to localize Japanese indie games for Western markets.

The deal will see Capcom publishing select Japanese indie games on the "major digital distribution services," including Steam, Direct 2 Drive, and Impulse. A Nyu Media representative told GameSpot these plans currently only extend to the PC platform.

The first title to see release under this partnership will be Astro Port's Satazius. The Gradius-like side-scrolling shoot-'em-up will be available through Steam, GamersGate, Direct 2 Drive, Impulse, and unspecified other digital distribution services beginning December 20. It will cost $5.99.

Capcom and Nyu also provided a look at their slate of early 2012 releases that are headed to the PC. A full list can be found below.

Upcoming releases:
Cherry Tree High Comedy Club (Atelier773)
Ether Vapor Remaster (Edelweiss)
Fighting Fairy (working title) (Edelweiss)
eXceed 2ndâ€" Vampire Rex (Tennen-sozai)
eXceed 3rdâ€" Jade Penetrate Black Package (Tennen-sozai)

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: Kingdoms of Amalur premium editions run $80-$275

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Kingdoms of Amalur premium editions run $80-$275
Dec 9th 2011, 20:37

Three special edition bundles announced for upcoming action RPG; priciest pack includes foot-tall troll figurine signed by Todd McFarlane, R.A. Salvatore, or Curt Schilling.

For some gamers, Big Huge Games' Kingdoms of Amalur: Reckoning is going to have a big huge price tag when it hits stores February 7. Electronic Arts, 38 Studios, and Big Huge Games today announced a trio of premium-priced bundles for the game, the most expensive of which will set gamers back $275.

The $80 Special Edition is the least expensive of the premium bundles, and includes Kingdoms of Amalur, a parchment map of the game world, a seven-piece dice set, a soundtrack, a set of 40 Destiny Cards, and a DLC pack of nine weapons that grant experience point boosts. When gamers step up to the $200 Collector's Edition (limited to 700 copies), they will receive all of the aforementioned swag, as well as an individually numbered 12.5-inch solid resin Prismere Troll figurine designed by McFarlane Toys and one of 1,000 lithographs signed by designer Ken Rolston.

The top-tier, $275 Signature Edition of Reckoning is limited to 300 bundles, and includes all of the Collector's Edition swag, with a couple key differences. First, the troll figurine will be signed by one of the game's celebrity frontmen, either Spawn creator Todd McFarlane, best-selling author R.A Salvatore, or Major League Baseball Hall of Famer (and 38 Studios founder) Curt Schilling. Additionally, the Signature Edition packs in an individually numbered sketch screen print by Todd McFarlane.

Kingdoms of Amalur: Reckoning will be the first game released from 38 Studios, with development led by Elder Scrolls III and IV lead designer Rolston. The fantasy-themed RPG will feature a number of genre staples, from skeleton warriors and cave trolls to swords and sorcery. Players will be able to dictate the progression of their protagonists, choosing and developing a variety of skills that will determine an optimum play style as well as character classes.

For more information, check out GameSpot's previous coverage of Kingdoms of Amalur: Reckoning.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions

viedogame: The Last Story hits Europe February 24

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
The Last Story hits Europe February 24
Dec 9th 2011, 16:00

Japanese Wii RPG and Operation: Rainfall target gets its first confirmed Western release date; still no word on potential release in North America.

After Xenoblade Chronicles finally landed in Europe earlier this year, Nintendo confirmed that two more requested Japanese role-playing games for the Wii--The Last Story and Pandora's Tower--would also be released in the region sometime next year. Fans won't have to wait too long for the first of those, as Nintendo has announced that The Last Story will launch in Europe on February 24.

The latest game from Mistwalker and longtime Final Fantasy developer Hironobu Sakaguchi, The Last Story puts players in the shoes of Zael and a band of fellow mercenaries on a search for treasure. Set on Lazulis Island, the story follows Zael as he tries to find an escape from his mercenary past to become a true knight. Unique among RPGs, The Last Story features multiplayer modes in the form of co-op, deathmatch, and team deathmatch for up to six players.

Along with Pandora's Tower and Xenoblade Chronicles, The Last Story has been the subject of a fan campaign clamoring for North American releases for the Wii RPGs. In June, the group known as Operation Rainfall organized a push to preorder Xenoblade (under the name Monado: Beginning of the World) on Amazon.com. The effort propelled the game to the top of Amazon's best-seller charts and caught the attention of Nintendo of America. While the North American arm of the Wii maker originally said there were no plans at the time to release any of the games domestically, it has since confirmed Xenoblade for an April 2 release next year.

You are receiving this email because you subscribed to this feed at blogtrottr.com.
If you no longer wish to receive these emails, you can unsubscribe from this feed, or manage all your subscriptions