Tuesday, 20 September 2011

viedogame: Big in Japan Sept. 5-11: Tales of Xillia

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Big in Japan Sept. 5-11: Tales of Xillia
Sep 20th 2011, 10:02

Recently, Namco Bandai's announced shipment figures for the recent entry in the Tales of series, Tales of Xillia, with the company stating the title had sold over half a million copies within the week of September 5 to September 11. According to the recent update on the Media Creates sales chart for Japan, those figures were good enough to land the new Tales game in the number one position.

Tales of Xillia sold 525,605 copies and was number one on the chart. Just behind it were Resident Evil Revival Selection and Resistance 3 for the PS3, which sold 93,768 and 20,342 units respectively. Tales of Xillia features a new take on the Linear Motion battle system made popular by past titles, new battle options like in-game party-swapping and tag-team attacks, and a story featuring two protagonists with two different introductions leading to the same plot.

Resident Evil: Revival Selection is a re-release collection that contains high definition-remastered versions of Resident Evil 4 and Resident Evil Code: Veronica. For the overseas market, the remastered titles will be sold separately as downloadable titles on both Xbox Live and PlayStation Network. Resident Evil 4 will be out on September 20 while Resident Evil Code: Veronica will be out on September 27.

Former number one game Grand Knights History bumped down to fifth place with 19,712 units sold. The PS3 version of Monster Hunter Portable 3rd dropped from second to fourth place with 20,162 units sold, while the Wii rhythm title Rhythm Heaven dropped from third to seventh place with 15,600 units sold.

The PS3 got a huge boost in hardware sales thanks to the aforementioned top three titles, which is possibly supported by the exclusive Tales of Vesperia-themed PS3 bundle that came out on the same week. The system sales went up to 64,786 units, which was twice the number of the last chart's unit numbers for the system. Trailing behind is the 3DS and PSP; the former sold 49,076 units while the latter sold 25,391 units.

JAPAN GAME SALES WEEK OF SEPTEMBER 5-SEPTEMBER 11

Software:
Rank/Title/Publisher/Platform/Unit sales
1. Tales of Xillia / Namco Bandai / PS3 / 525,605
2. Resident Evil: Revival Selection / Capcom / PS3 / 93,768
3. Resistance 3 / SCEJ / PS3 / 20,342
4. Monster Hunter Portable 3rd HD Version / Capcom / PS3 / 20,162
5. Grand Knights History / Marvelous / PSP / 19,712
6. Super Sentai Battle: Ranger Cross / Namco Bandai / Wii / 16,457
7. Rhythm Heaven / Nintendo / Wii / 15,600
8. Hot Shots Golf 5: PlayStation 3 the Best Version / SCEJ / PS3 / 12,357
9. Kirby Mass Attack / Nintendo / DS / 11,240
10. Wii Sports Resort (Wii Remote Plus Pack) / Nintendo / Wii / 10,324

Hardware
PS3 - 64,786
3DS - 49,076
PSP - 25,391
Wii - 10,743
DSi XL - 2,882
PS2 - 1,386
Xbox 360 - 1,219
DS Lite - 51
PSP Go - 13

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: Final Fantasy XIII-2 launches January 31

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Final Fantasy XIII-2 launches January 31
Sep 20th 2011, 06:57

By Brendan Sinclair, GameSpotPosted Sep 19, 2011 11:57 pm PT

Square Enix nails down North American launch date for PS3 and Xbox 360 role-playing game sequel.

In July, Square Enix announced that its role-playing game sequel Final Fantasy XIII-2 would arrive in North America in January 2012. Today the publisher affirmed that it will meet that release window, but just barely.

Final Fantasy XIII-2 will launch for the Xbox 360 and PlayStation 3 on January 31 of next year. The publisher also confirmed that downloadable content previously announced for the game in Japan would also arrive in North America, though it still declined to detail exactly what that would entail. The North American version of the game will also feature the theme song, “New World,” sung by Warner Bros. Records artist Charice.

Final Fantasy game, XIII-2 is a direct sequel to 2010's well-received Final Fantasy XIII. It stars Final Fantasy XIII protagonist Lightning and is being directed by series veteran Motomu Toriyama. In an interview with GameSpot, Toriyama said XIII-2 will be "perhaps even darker and more mysterious" than Final Fantasy XIII.

For more on the forthcoming title, check out GameSpot's previous coverage of Final Fantasy XIII-2.

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: Crytek UK reigniting Homefront

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Crytek UK reigniting Homefront
Sep 20th 2011, 12:04

While THQ's stock dived as a result of the mixed critical reception for Homefront, the publisher hinted in May that a sequel was on the way when it announced that 2.6 million sales represented "a solid start for this new franchise." Hopes of a full sequel were dealt a blow back in July when THQ confirmed that it was to shutter Kaos Studios, but today the publisher confirmed that another Homefront game was indeed in the works.

The sequel to Homefront will be released at some point in the THQ's 2014 fiscal year--which translates as some time between April 2013 and the end of March 2014--according to the publisher. The game, which does not yet have a title, will be developed by Crytek's Nottingham studio, which was known as Free Radical before it was bought up by the German developer best known for the Crysis series and Crytek engine.

Free Radical's most recent game before being annexed was the less-than-stellar Haze, though before that it was best known for the revered Timesplitters series. Details on the game were scarce, save that it wil be powered by "the very latest" CryEngine technology.

The game will be released on "PC and home console platforms," according to THQ. The press release for the game does not confirm specifics, though it does reference both PlayStation and Xbox platforms, with no mention of the Wii U or other Nintendo offerings. For more on the franchise, check out the GameSpot video review of the original Homefront below.

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 - CD ROMS

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 - CD ROMS
Sep 20th 2011, 10:03

After the rebirth of console gaming the industry grows even larger than before, but it starts a race for new innovations and more advance technology to beat the competition. Soon video game makers adopt the computer’s most powerful software storage device, the CD-ROM. Not only far less expensive to manufacturer than cartridges, CD-ROMs can hold more information and pull the programming off the disc as needed. This allows for higher quality graphics, more elaborate gameplay and richer content.

1992 - Prelude to the CD-ROM Age

  • SEGA releases their first CD-ROM based home console with the Sega CD, an add-on to the Genesis. Unfortunately the high price tag on top of having to already own or buy a Genesis prevents the system from catching on in popularity. Separately SEGA licenses both the Genesis and Sega CD to JVC who sells them as a high priced, high end, all-in-one unit called the Wondermega.
  • Id Software releases Wolfenstein 3D, the game responsible for bringing the popularity of a First Person Shooter to the mass market.

1993 - The Fifth Generation

  • Panasonic ships the first self-contained CD-ROM console, the 3DO. Named Product of the Year by Time Magazine, the system is the highest quality console on the market, giving birth to many popular franchises such as Alone in the Dark and Need for Speed. Despite all this, the $699.99 price tag and an oversaturation of the market causes the system to fail.
  • Atari makes a final attempt at reclaiming the market with the Jaguar. Although a CD-ROM system, the Jaguar also has a slot to play cartridge games. Because of its bug ridden processor, memory failures and complex controller the system bombs, and Atari exits the console market and sticks to publishing games.
  • Doom releases and quickly overtakes Wolfenstein 3D as the most popular FPS game.

1994 - Sony Enters the Game

  • Historic Arcade Game Releases:
    - Tekken
  • The SEGA Saturn and Sony PlayStation release in Japan just months apart. Both are CD based systems, delivering 32-bit graphics, but the Saturn targets hardcore gamers, while PlayStation aims at casual gamers.
  • Sega and Time Warner Cable launch The Sega Channel, the first video game download service that works with an adapter that connects to the Sega Genesis. Gamers can log onto the channel and play numerous games, with more added every month. Unfortunately, the politics surrounding cable companies and end of the Genesis' life span soon kill the channel.
  • Cyan releases Myst and it quickly becomes the best selling computer game of the time, redefining the market.

1994 - Game Age Ratings Are Born

  • In response to the growing concern over violent and sexual content of video games, the Entertainment Software Rating Board (ESRB) is formed. The first age rating system for video games which becomes a standard 10 years later. Unlike the MPAA movie ratings board, the ESRB bases their rating not only on the content, but on the interactive experience as well.

1995 - Console and Computer Gaming

  • The SEGA Saturn and Sony PlayStation release in the United States several months apart. Saturn beats PlayStation to market, but SEGA’s rush to release suffers many consequences with few launch titles and pricey hardware. This allows Sony the time to prepare a richer stock of games for the PlayStation’s release. In addition, Sony drops the price of the PlayStation to $299, selling the hardware at a loss and making the costs up with more game sales.
  • Microsoft releases Window 95, an instant hit that makes Windows the primary operating system for PC computers.

1995 - The Virtual Boy

  • To try and leverage the Virtual Reality craze Nintendo launches the Virtual Boy. Developed by Game Boy creator Gunpei Yokoi, the Virtual Boy is intended to be the first gaming system to deliver true 3D graphics. From its launch the Virtual Boy is plagued with problems. Marketed as a portable virtual reality experience, it is far from either and causes many players to get headaches. Gunpei Yokoi feels that Nintendo rush released the product before it was ready and mismarketed it. With the failure of the Virtual Boy, Gunpei and Nintendo part ways, ending a 30 year relationship.

1996 - Console and Computer Gaming

  • Nintendo sticks to cartridge based games with their 64-Bit console, the Nintendo 64 (N64) . The N64 delivers twice the capabilities as the other consoles with none of the loading time required by CD-ROM based games. The only drawback is that the manufacturing costs far exceed that of the other systems. For the next several years N64 and PlayStation dominate the market.
  • Tomb Raider is launched for the PlayStation, Saturn and PC, giving birth to Lara Croft, the most popular female character in gamedom.
  • Id Software releases the first in their series of popular first-person shooters, Quake, featuring rich 3D graphics and online multiplayer capabilities.
  • Meridian 59, the first MMOG release with fully 3D rendered graphics goes online.

1996 - Handheld and Novelty Gaming

  • Tiger Electronics attempts to give Game Boy some competition with their release of Game.com, a handheld gaming system that is also an address book, calculator and can go online to access e-mail. With all of these capabilities Tiger doesn't focus enough attention to the games which are lackluster at best.
  • Rumble features are introduced to joysticks and controllers allowing the player to feel vibration feedbacks as a direct result of the gameplay.
  • Tamagotchi, the first virtual pet, becomes an instant hit in both Japan and the United States.

1998 - The Sixth Generation of Consoles Harnessing the Power of Computers

  • Sega launches the Dreamcast in Japan, which is still considered to be the best system of the time and the innovator of online console gaming. The CD based system utilizes 128-bit graphics, a processing power matched only by an advance desktop computers and a built in modem for online gaming.

1998 - The Second Generation of Handhelds

  • Nintendo brings color to their handhelds with the Game Boy Color (GBC). A groundbreaking handheld system, the GBC's innovations start many future gaming trends, including wireless connectivity, backwards compatibility, and games with built in rumble packs and motion sensors that can detect how you move the system.
  • After the failure of their home console, SNK release a handheld version called the Neo-Geo Pocket. Although more affordable than the console, it originally releases with a black and white screen and is hit hard by lack of support from game developers. Although they quickly fixed the lack of a color screen with the release of the Neo-Geo Pocket Color, the system drops off after just two years.

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

Monday, 19 September 2011

viedogame: DS | Kirby: Mass Attack Review

viedogame
All of the Reviews. Can you keep up?. // via fulltextrssfeed.com
DS | Kirby: Mass Attack Review
Sep 20th 2011, 01:17

One of the great things about the Kirby series is that over the years, it has stuck to its adorable roots with such an upbeat vibe and familiar presentation while trying out new gameplay mechanics to keep things fresh. Kirby: Mass Attack continues that forward trend. This touch-only adventure stars not just one but a whole gaggle of the lovable pink puffs that must be herded through colorful stages in creative ways. Tight controls mingle with a steady stream of clever new ideas to make this one of Kirby's best handheld outings.

The game's effervescent plot thickens when Kirby's latest nemesis, the evil skull-lord Necrodeus, blasts the poor fellow into 10 tiny versions of himself in hopes of eradicating the pink hero once and for all. His plan almost works, but one remaining wayward Kirby manages to escape. Setting out to rally the troops and defeat Necrodeus by piecing himself back together, the last Kirby must rely on his mini-pals for support. This cute story gimmick translates into some excellent strategic platforming and puzzle-solving. Beefing up and maintaining your small pink army is integral to the gameplay, and the unique ways that you have to put the little guys to use from one level to the next keep the adventure from stagnating. The numerous stages across Mass Attack's five worlds also require you to have a certain number of Kirbys in your group to proceed--secret areas within every stage are accessed in much the same way. You gain more of your comrades as you go by collecting fruit to fill a score meter, but your herd can be whittled down if any perish permanently within a given stage. It's a cool dynamic that encourages backtracking and exploring because any Kirbys you collect will stay with you within a given world as long as you don't let them die off.

Mass Attack's intuitive touch-centric controls are fun to use and make the challenging task of micromanaging a herd of energetic little blobs easier than you might expect. You can move your group by tapping and dragging it around the screen; it's also possible to grab them all and float them along a drawn path in short bursts as in Kirby: Canvas Curse. Double-tapping foes sends your mob charging forward to dog pile onto them, or you can fling individual Kirbys around to grab items, latch onto foes, and hit switches. It's a comfortable system that works surprisingly well once you've had a little practice, and you won't find yourself missing traditional button controls much. That's not to say things don't go awry at times. Some Kirbys occasionally wander away from the pack and get into trouble, but this can be overcome with a touch of vigilance. If one of your pals perishes, there's still some hope. Members of your gang can be hit once, which turns them blue. If they're hit again, they turn into fluttering ghosts that can be recollected and saved if you grab them with another living Kirby before they get away.

Though Kirby's ability-copying powers are absent in this adventure, there's a still a ton of variety in the gameplay and puzzles. Mob mechanics are put to good use: You have to split up your Kirbys at times to take branching paths, use them to weigh down platforms, divert them to multiple foes, and put them through obstacles that require some elbow grease. Charming stage designs change up the pace at regular intervals. At various points, you may pile into a thundering tank and shoot your pals as ammo, use your collective weight to steer a hot-air balloon through dangerous obstacles, and climb through a tipsy tree trunk perched precariously by your shifting weight. That's not even considering the crazy boss battles scattered through the bubbly landscape. Each fresh encounter is wildly different from the last. Mass Attack rarely settles on a single routine for long, yet it never feels disjointed. That's a big part of what keeps the fun flowing.

Collecting items and unlocking goodies have always been a staple in the Kirby series, and Mass Attack is bursting at the seams with these extras. Progressing through the main game offers a reasonable difficulty level, but completionists will relish the added challenge and replay value of going back to earn neat in-game achievements and tracking down all of the coins. A few of the many unlockable Kirby-themed minigames also offer nice surprises because they are so complete. Strato Patrol EOS is a fun, competent shooter; the pinball game is solid; and the role-playing game battler yields a pleasant diversion.

Mass Attack doesn't stray from the colorful, kid-friendly presentation and syrupy sweet platforming that the Kirby franchise is known for, but substantial innovation in the way you play it sets the game apart from its predecessors. The stylus-only controls are a welcome addition, and a terrific balance of familiarity and freshness is what makes this buoyant experience so addictive.

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 | Tiger Woods PGA Tour 12: The Masters Review

viedogame
All of the Reviews. Can you keep up?. // via fulltextrssfeed.com
PC | Tiger Woods PGA Tour 12: The Masters Review
Sep 20th 2011, 01:41

When the biggest headlines about your game are trumpeting the offer of a refund by the publisher, chances are pretty good that you've got some problems. The subject of these recent news reports is Tiger Woods PGA Tour 12: The Masters, a PC game that has little in common with the console games of the same name that were released earlier this year. The PC version lacks a number of features found in the Xbox 360 and the PlayStation 3 versions, some of which are advertised as included. The game also seems like a backdoor way for EA to promote Tiger Woods PGA Tour Online, in that the games share an engine along with many features like online multiplayer. So you would be best advised to stick with the console games or to go straight to Tiger Woods Online and play it in your Web browser to get a PC golf fix.

Tiger Woods 12 is essentially a differently packaged version of Tiger Woods Online. All this game does is add the core modes of Masters play where you strive to take a shot at the coveted green jacket at The Masters and play through historic moments with or without Tiger at the legendary Augusta tourney. In some ways, it's more of an expansion pack for the Net version of Tiger than it is any kind of stand-alone game. Some vital gameplay options from the console release are not included here. The Caddy Experience feature where you access assistance from an onscreen caddy is not available, even though it was advertised as being part of the PC version of the game. Creating a pro for the Masters career mode has been knocked back so that you can only select from a handful of faces that cannot be edited. Multiplayer has been scaled back; instead of the usual suite of online matches, tournaments, and the like, you get three free months of online support before you have to pay a monthly subscription fee for Tiger Woods Online. Otherwise, you're stuck with a solo-only game after you hit the 90-day mark.

Gameplay is also not what you would expect. Control options have been dialled back to a simple--if effective and easy-to-use--three-click meter. There's also the TrueSwing option where you take cuts by sliding the mouse, but there is no gamepad support. Both options are easy to handle, especially the three-click meter because the needle moves so slowly that you can hammer balls dead straight down the fairway with pretty much every single swing that you take. Much of the game is also inextricably tied to online play. You have to be online and logged in earn the cash and experience needed to level up your golfer. Everything here is geared to getting you online and keeping you online. Of course, then you're constantly exposed to the lure of buying new accoutrements like clubs, balls, and other gear through micropayments in the online store (points needed to buy this stuff are accumulated slowly through regular gameplay). And, of course, you have to pay a monthly fee for the simple privilege of being online in the game after three months.

Online performance is far from perfect, too. Connections are dropped at times; you can be right in the middle of a match and get the message that the game has lost its connection to the servers. At that point, you're given the choice of continuing with lost access to all of the features noted above or bailing out to the menu and logging an error with EA. Neither option is particularly attractive.

As with its online-only cousin, this game has stripped-down visuals with dated player models, along with nearly nonexistent sound. Gallery crowds have been excised, player faces look like something from five or six years ago, and there is no commentary in the game at all. Only the gallery crowd deletion might be seen by some as a positive because the zombielike clap-in-unison spectators from the console Tiger Woods 12 were creepy. But the total absence of people by greens in pro tournaments, as well as the lack of Jim Nantz and David Fetherly cutting up your putts, screams that this is a low-end production. With all that said, it isn't an ugly game. It supports some higher resolutions, background muzak is relaxing, and course graphics aren't hard on the eyes with the bells and whistles cranked to the "super" setting, although even then, the game's frame rate tends to chug when confronted with heavily treed areas. But when you pay $40 for a game like this bearing a well-regarded name, you expect more from the presentation.

In short, Tiger Woods PGA Tour 12: The Masters for the PC has been marketed under dubious pretenses as something that it clearly is not. This is more of a Masters-oriented expansion to Tiger Woods PGA Tour Online than any sort of independent golf game. Although it is not an awful golf sim, it is a very limited one when compared to the console games sold under the same name. It has also been crippled to the extent that it all but forces buyers to subscribe to Tiger Woods Online. It's a nice gesture that EA is offering refunds to dissatisfied customers, but it's hard to believe that anyone gave the OK for the release of this game in the first place.

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: Xbox 360 | Leedmees Review

viedogame
All of the Reviews. Can you keep up?. // via fulltextrssfeed.com
Xbox 360 | Leedmees Review
Sep 20th 2011, 01:31

The danger in mixing a tried-and-true game type with motion controls is that you could be left wishing for a traditional controller. Not so with Leedmees, a Lemmings-like game that requires you to usher simple creatures, called Leedmees, from one area to another. The Leedmees are on autopilot, forever marching forward into peril. It's your job, as a giant spindly stick person, to use your body to carry, push, shove, and protect these fragile creatures on their way to the goal. This game puts your Kinect through its paces, and when it works, it's mostly fun. You won't wish for a controller while you play, but you might be wishing for a break, or stronger muscles.

Besides the obvious "your body is the controller" twist, Leedmees throws in a number of other challenges that make this more than just another Lemmings-style puzzle game. Every level has a time limit, usually no more than a couple of minutes, so the pace is much faster than what the methodical march of the Leedmees implies. Each level is sprinkled with bonus stars that you can have the Leedmees collect to earn you a higher performance ranking. There are environmental dangers too, like spikes, ghosts, button-activated platforms, and more. New challenges and gameplay twists are introduced every couple of levels; a late-game twist that switches your gestures to mirrored movement is especially devilish. After 40 or more levels with regular movement, something as simple as a mirrored switch can completely melt your mind.

The time limit, plus the never-ending march of the Leedmees, adds a sense of urgency to each level that works both for and against the game. On the plus side, you blow through levels quickly, and you're constantly scooping, hopping, and leaning to transport Leedmees--you rarely hold a pose longer than a few seconds. Because challenges come at you fast and frequently, you don't get the "this is starting to get old" feeling that you get with many motion-based games. On the downside, some levels have you moving too fast, and the Leedmees are exceptionally fragile. A quick arm swing can send them flying to their deaths, and a misplaced foot could result in LeedMee homicide. The threshold for level completion is generous--you need to save only half of the Leedmees to pass--but hitting that threshold on some of the later levels can be a pain, literally.

The relentless pace is fun for a while, but things start to break down when you need to make precise moves. Broad gestures, like spreading your arms to make a lazy bridge, or holding your hands up to create an impromptu transport cage, work great. But some challenges, particularly the levels that require you to hold down buttons, create more frustration than fun. Watching your Leedmees march to their deaths because the game failed to pick up your subtle movement can be infuriating, especially when your muscles are attempting to revolt against the unnatural contortion you're forcing them into. The further you get, the more you feel like you and the game are just barely keeping up with each other. The sense of accomplishment you feel when beating the early levels is replaced with a feeling of relief by the end.

Getting past the completion threshold for the 50 single-player levels can be done in two or three hours. The extremely flexible and overly patient can stretch this out longer, since most of the achievements are locked behind "S" Rank requirements. The co-op multiplayer is fun for a few levels but is ultimately too sloppy to play for long. You're often forced to stand very close to, or touch, your co-op partner. The Kinect isn't so hot at determining whose limb is whose when all it can see is one amorphous blob. The dreamy art style and generic music are bland, but at least the characters, obstacles, and enemies are all easily identifiable, which is helpful later in the game when you're keeping mental tabs on way too many things at once.

Leedmees is a game that's good for casual play; attempting 100 percent completion in this game is a great way to make you hate it. Using your body to solve puzzles can be fun, but pulling a muscle because you're trying to get that last impossible star is not. Leedmees sports the same $10 price tag as other Kinect games available on Xbox Live, while offering a decent amount of content and replay value. It's worth a look if you want unique Kinect content that doesn't involve minigames.

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