Monday, 24 October 2011

viedogame: Arkham City swoops to UK number one

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Arkham City swoops to UK number one
Oct 24th 2011, 12:00

Batman: Arkham City romped to number one in this week’s UK Charts, almost doubling the sales figures of its predecessor, Batman: Arkham Asylum. Football Manager 2012 also enjoyed a successful debut in third spot, narrowly missing out to FIFA 12 which clung to second place by a mere 1,800 units. The Sims 3: Pets was the third and final new entry this week’s top ten, entering at six.

Forza Motorsport 4 fell from top spot to fourth, while Rage was saw the biggest drop in chart position in the top ten this week, falling from fourth to eighth. While Just Dance 3 (5) and Zumba Fitness (9) continue to feature in the top ten.

A couple of high-profile new releases didn't fare so well, however. Ratchet & Clank: All 4 One entered at 24, while Dance Central 2 entered the all-formats chart at 40--with less than 10 percent of the sales of Ubisoft's rival terpsichorean title and not even making the Xbox 360 top ten.

Skylanders: Spyro’s Adventure saw a climb up the charts from 16 to 11, while Mario Kart Wii continued to enjoy its resurgence in sales, moving from 19 to 13. It wasn’t such a successful tale for Dark Souls and Jonah Lomu’s Rugby Challenge, which both saw falls out of the top ten, from seventh to 18 and 10 to 19 respectively.

This Week’s Top Ten ending 22 October 2011:
1. Batman: Arkham City
2. FIFA 12
3. Football Manager 2012
4. Forza Motorsport 4
5. Just Dance 3
6. The Sims 3: Pets
7. Pro Evolution Soccer 2012
8. Rage
9. Zumba Fitness
10. Gears of War 3

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viedogame: Asia Shippin' Out October 23-29: Battlefield 3

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Asia Shippin' Out October 23-29: Battlefield 3
Oct 24th 2011, 04:48

The blockbuster titles just keep on rolling. Helming this week's big releases is Battlefield 3, the latest in the hit Battlefield series that started in 2002. The game will feature large-scale multiplayer battles, an updated Frostbite 2 engine to show off destructibility and detailed environments, and a campaign mode set in the year 2014 where PLR Iranian insurgents are planning to start a war.

The game will be out on PC, Xbox 360, and PS3 tomorrow. On a related note, gamers can check out GameSpot's new reality online show The Controller, which features Battlefield 3.

Next up is Final Fantasy Type-0 for the PSP, due on October 28 in its native Japanese language. The long-awaited new entry in the Fabula Nova Crystallis series of Final Fantasy titles (starting with Final Fantasy XIII) will feature real-time and action-based combat, a three-party system where gamers can switch them with 12 reserve warriors, and ad hoc multiplayer with other PSP users. This PSP game is the first to use two UMDs.

After that is Kirby's Return to Dreamland on the Wii. The game is a return to form for Kirby's platforming and power-stealing shenanigans. This title will also feature four-player simultaneous co-op with other Kirby clones and new copy abilities for players to experiment with.

Finally, fans of inFamous 2 can download the latest stand-alone title called inFamous 2: Festival of Blood. This side story is a "what if" scenario where main character Cole is a vampire and has to fight off other vampires in New Marais. The game features new powers and new user-generated content tools to complement the feature introduced in inFamous 2. The downloadable title will be out this Tuesday; gamers do not need a copy of inFamous 2 to play this.

October 24
Kirby's Return to Dreamland (Wii)

October 25
Battlefield 3 (PC, Xbox 360, PS3)
inFamous 2: Festival of Blood (PS3)
Stronghold 3 (PC)
The Cursed Crusade (Xbox 360, PS3)
Kinect Sports Season 2 (Xbox 360)
Pokemon Rumble Blast (3DS)

October 28
Final Fantasy Type-0 (PSP)

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viedogame: Lenovo-powered game console slated for December release

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Lenovo-powered game console slated for December release
Oct 24th 2011, 06:42

iSec game console to launch in China at end of 2011 for $470; full-scale release set for "early next year".

Gamers in China have it tough when it comes to devices like the PS3 or Xbox 360, with foreign game consoles not allowed to be sold there. The consoles, however, are widely available in the country's parallel import market. Chinese computer company Lenovo and Beijing eedoo Technology are hoping to break into this market, and have collaborated to create the iSec game console. The two companies will be releasing the system on a trial run this December and will sell for 3,000 yuan ($470). A full-scale launch is planned for "early 2012".

The console features motion-sensing technology not unlike Microsoft's Kinect device, as well as a home entertainment device options like karaoke mode. According to a spokesperson from Lenovo (via CNbeta and Penn-Olsen), the console will come in red, white, and black. The companies have 130 people in the iSec development team. The software line-up for the system has yet to be determined.

eedoo CEO Jack Luo said that the company will focus on the Chinese market first, with plans to release it outside of the country if it manages to sell 1 million units. The system has yet to gain approval from the China's Ministry of Industry and Information Technology. Back in 2009, the system went under the moniker "eBox" before Lenovo renamed it.

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viedogame: Bioware Mythic's Paul Barnett to deliver GDC China 2011 keynote

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Bioware Mythic's Paul Barnett to deliver GDC China 2011 keynote
Oct 24th 2011, 04:34

By Jonathan Leo Toyad, GameSpot AsiaPosted Oct 23, 2011 9:34 pm PT

Senior creative director for Warhammer Online to talk about online game development.

The upcoming Game Developer's Conference China will be held on 12 to 14 November in the Shanghai Exhibition Center in Shanghai, China. The organisers recently announced that the keynote speaker for the event will be Paul Barnett, senior creative director of Bioware Mythic.

His keynote will be called "Global Reach and Local Limits â€" Paul's Personal Truths about Online Game Development" and it will be about how online play has affected game design in terms of geographic proximity and focusing on culture. Barnett's contributions to the game industry include developing Legends of Terris, the largest text-based game in Europe in 1995 and designing Warhammer Online: Age of Reckoning.

Other highlights of GDC China include talks from Canabalt's Adam Saltsman and in-depth looks at iPhone titles Fruit Ninja and Doodle Jump. For more information on the last GDC-organised event, check out GameSpot's coverage on GDC Online.

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Sunday, 23 October 2011

viedogame: PC | Darkness II: Hands-On Preview

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PC | Darkness II: Hands-On Preview
Oct 23rd 2011, 23:36

The Darkness, from 2007, was loved for plenty of different reasons. Some thought that Mike Patton's portrayal as the demonic invader was enough to justify the price of entry alone (and we're inclined to agree), while others were enamoured by the game's gory action, filmic mobster depictions, and marriage of the real and Otherworld. We recently had the chance to pick up the controller for ourselves and take Jackie for a spin, and, with a passenger like The Darkness riding shotgun, expect a wild ride.

The game picks up a few years after the events of the first game, with Jackie at the helm of the Franchetti crime family. Our first look showed his rise to power, and the clash against new faction The Brotherhood, a secret group originally charged with protecting the world from darkness, but changing their tune and now attempting to control it.

Following on directly from the restaurant shootout scene in our last look, this demo focused on infiltration of a brothel to make contact with Venus, an informant with valuable information about The Brotherhood. As we sauntered into the warehouse conversion, we were met by a pair of thick-necked bouncers working the door. One thought he recognised us from somewhere, but he let us proceed after a quick metal detector swipe.

The place was littered with women in various states of undress. Some sat solo on couches attempting to look inviting, while others were flirtatiously chatting with men in doorways and up against walls. With conversations going on around us, we stopped to listen, and honed in on one particular discussion where a strung-out women begged her employer for a drug hit. After a brief exchange about her falling asleep during work hours, he smacked her across the face, forcing her back onto the couch. It was nasty and confronting, and the theme continued throughout the building as we located and followed Venus to her room. With no cameras inside the elevators, she dropped her act, telling us that the Brotherhood was located on the top floor of the building.

As we stalked the hallways at a forced walking pace following Venus, we noticed that the grungy interior of the place--previously a mannequin factory--was littered with garbage bins filled with plastic arms, legs, and torsos. It drew a horrible parallel with the women trapped in sexual servitude. The plush reception area, with its glitz and glamour, juxtaposed with the cement floors and makeshift rooms upstairs, where doors were left ajar as girls serviced their clientele; armed guards idly kept watch. As we reached Venus' room, she passed us a handgun and the real action began.

This is The Darkness game that you'll remember, and, as we hunted our first victim, angry sentient tendrils framed our vision, ready to viciously strike on command. Naturally, light still isn't your best friend, and, should you find yourself exposed, your vision burns and blurs, while your symbiotic life form recoils in terror. Red lights illuminate the scene, but are gentle on the skin and eyes, so you won't be bumping around in complete pitch black. Because of Jackie's photosensitivity, shooting and lashing out globes and generators was essential to our survival. Not all light sources can be destroyed, however, and, faced with a locked doorway and a fluorescent tube inside a steel cage, we hoisted our Darkling minion to carry on where we couldn't go on our own. Like the toothy, slithery darkness blobs used previously to get into inaccessible areas, playing as the Darkling we took over its first-person perspective and shimmied up a pipe and into the air vents overhead. Dropping down silently into a darkened room, a conveniently placed and absentminded bad guy was facing away from us, perfectly positioned for us to try out a bit of throat slashing. Tapping the left bumper dug our claw into his neck, effortlessly flaying the flesh with plenty of blood spray. After a few more kills and some successful patrol and spotlight dodging, we disabled the light blocking Jackie's path. Like the demonic equivalent of a retractable vacuum cleaner cord, once our objective was completed, we zipped back to our host in rewind--a nice touch, rather than forcing us to backtrack.

The Brotherhood may be a group focused on the dark arts, but that doesn't mean that they're disorganised. On the contrary, while many came at us with guns blazing, some lobbed flashbangs or hid behind shields, impairing our vision and keeping them safe from our gunfire. Power generators running floodlights needed to be destroyed to allow us to proceed forwards, and the blood flowed freely as we cycled between pistols, shotguns, and submachine guns, and used slashes of our darkness powers to tear attackers apart, throwing their bodies around like ragdolls and piercing their bodies to get at their still-beating hearts.

Each kill you make rewards you for the action taken. Basic shoot-em-in-the-face slayings banked us 10 points, while more elaborate and gruesome executions awarded 25 points. All of these go into the soul pool that drives the game's new RPG-style skill trees, used to improve Jackie's gun-totin' proficiencies and amplify darkness powers. Shrines scattered around the world allow you to spend energy accrued to buy new abilities, like Swarm, which sends out an angry pack of glowing, green insects to devour your victims, and Gun Channelling, which replaces conventional lead bullets with darkness powers for a short time, removing the need to reload or count rounds. As you continue to spend up a tree, you will reduce the cool-downs required to use your new skills, and add extra perks, such as stun effects or replenishing ammunition stocks by performing executions. While we only had enough points to buy a couple of low-tier unlockables, the system gives you the flexibility to tailor what is an otherwise corridor shooter experience to better match your preferred style of play.

The battle seemed to be turning in our favour as we thinned their ranks, but all was not as it appeared. Only moments later, we found ourselves snared in an ambush, with bright lights causing the screen to fade to white. We woke up to the sound of steel being driven through flesh. Turning our head slightly we watched as giant nails, glinting under the overhead lamps, further secured us to an ornate crucifix with every strike of the hammer. Victor, a haggard old man who we met previously during our restaurant demo, explained the Brotherhood's desire to strip us of our powers. Of course, they couldn't just go in there and grab them, instead requiring our protagonist to give up his power of his own will. A television set was wheeled in as Victor explained that our crime ring had been taken over by force. Two of Jackie's gang members were shown on camera kneeling and begging for their lives, but, in true criminal style, defiant to the end. We were given the option to choose which of the pair would be executed. Once our decision was conveyed, the first shot rang out, and we watched as the man slumped forward, smoke wafting from the barrel of the weapon. Only moments passed before the pistol turned and the second member of our crew was gunned down with a point-blank range shot to the skull against our wishes. These guys weren't there to kid around.

Something stirred as a result of the act, and, without warning, the darkness leapt into action, thrashing wildly, knocking out the lights, and Brotherhood bodies began to fall. The scene changed into a more dream-like sequence, and without shackles we wandered through an underground cavern with an indeterminate light shining through gaps in the walls. Coming to a dead end, loose brickwork gave us an anchor point for our darkness abilities, and we latched on, knocking it down and revealing our slain girlfriend, Jenny, in an angelic pose. Jenny's eyes widened, The Darkness let us know in its usual guttural tone that if we gave up, Jenny would die, and our demo came to a close.

Starbreeze Studios, the developer behind the first game, has passed the torch to Digital Extremes, but, from our first hands-on play, while the studio may be different, the themes and gameplay that made the franchise so popular have well and truly been retained in the sequel. The Darkness II is shaping up to be as bloody and action-packed as ever. Look for more on this supernatural action game as it approaches its early 2012 release on the Xbox 360 and PlayStation, and, for the first time, its PC debut.

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Classic Video Games: What's Hot Now: Le Stick – Profile

Classic Video Games: What's Hot Now
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Le Stick – Profile
Oct 23rd 2011, 10:08

Two and a half decades before Nintendo came on the scene with the Wii, video game developers DataSoft Inc. tried their hand at creating the world's first motion sensitive video game controller. Designed for use with the Atari 2600 and Commodore 64, the Le Stick released just two years before the Crash of the Video Game market. With a highe price tag, and no titles designed to support it, the Le Stick lived a brief, albeit historic, existence.

The Basics:

  • Year of Release: 1981
  • Manufacturer: DataSoft Inc.
  • Type: Joystick - Motion Sensitive
  • Systems: Atari 2600, Commodore 64

History:

Ready to ride the late 70s home video game boom created by the Atari 2600, software developers DataSoft Inc. opened their doors in 1980 and released their first game a year later, Popcorn for the Tandy Color Computer. Not satisfied with programming games, DataSoft founder, Pat Ketchum, sought to innovate joystick controllers.

In 1981 DataSoft followed up their first game release with their first and only video game controller, the Le Stick, but unlike any other joystick on the market, this one was motion sensitive. This unique function allowed gamers to control the onscreen action simply a motion of the hand.

With such a unique innovation, it's surprising that the Le Stick was perceived by the market as nothing more than a novelty. The biggest fault was that no one, including DataSoft, designed any games catered to the Le Stick's unique capabilities. Although it worked with most Atari 2600 and Commodore 64, the movements were limited to the same as a traditional joystick. This, combined with a high price tag due to expensive manufacturing costs, caused many curious customers to shy away from trying it out.

Although the Le Stick hung on for a few years, it was one of the many casualties of the Video Game Industry Crash of 1983. DataSoft, however, found their niche developing home console and computer ports of popular coin-op arcade games, such as Mr. Do! and Zaxxon, plus original titles based on licensed characters such as Conan: Hall of Volta and Dallas Quest (based on the Dallas TV series).

The Design:

  • A single stick game controller with no base and the fire button located at the top.
  • The controller connected to the console unit via the controller port.
  • Movements: To center the axis point the player must hold the controller vertically and squeeze the stick. Angling the stick from side to side controls left and right movement, and forward/ backwards for moving up and down.
  • Due to the flight controller stick design, the Le Stick was best suited for flight simulation games.

The Tech:

The mercury core of the Le Stick is key to its motion sensitive abilities. When the player moves the stick, the mercury shifts, sending a signal to the console unit as to the direction the controller is moving.

Because the tech is mechanically based, it does not require a power source.

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Saturday, 22 October 2011

viedogame: StarCraft II Developers Discuss New Units

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StarCraft II Developers Discuss New Units
Oct 22nd 2011, 04:11

Who Was There: Hosting this panel were game director Dustin Browder, game balance designer David Kim, and senior designer Josh Menke.

What They Talked About: Browder led this extensive panel on the state of StarCraft II’s online balance and discussion of the new multiplayer units in Heart of the Swarm. The opening section focused on which match-ups were seen as the most balanced in casual and high-level play, and which were the most one-sided in certain parts of the world. Apparently, Terran has advantage over Protoss in South Korea, while Zerg has an advantage over Protoss in Europe.

Of course, the topic everyone was most excited about was the new units. Browder began the discussion by detailing the current issues facing the Terran faction. He admitted the team was disappointed by the performance of the Thor, the lack of a good option to countering a Protoss late-game Zealot rush when using the charge ability (outside of tedious kiting), and they also didn’t want to give the Terrans any more gameplay options. They have enough already, Browder said.

With that in mind, he announced that the Hellion is gaining a transformation ability. When used, this ability changes the quick and nimble Hellion to the slow and tough Battle Hellion. This new unit retains the Hellion’s flamethrower weapon, but is now a late-game counter to Zealots (while still being an early- to mid-game harassment unit). Next up was the Shredder. Browder explained this tiny machine is a cheap way for the Terrans to control space on the map.

When deployed, the Shredder emits a field of radiation that continually damages enemy units that stand near it. However, this unit will shut off if a friendly unit, ally unit, or friendly worker enters its range. Therefore, you have to keep it away from your army in order to be effective. In addition, the damage from the radiation waves does not stack, so keep them spread out.

Finally, there was the Warhound. Browder described this unit as a medium cost, fast moving, smaller version of the Thor that functions as an anti-mech unit. What all that means is that it’s great for taking down enemy Terran or Protoss vehicles either in the air or on the ground, while also letting the Thor ascend to a true uber-unit role with vastly improved damage output. You’re also now limited to one Thor at a time.

Kim took over next and laid out some of the issues facing the Zerg. In the early game, he said, the Zerg have trouble countering a well-entrenched player. Instead of fighting that player directly, they must expand into an economic battle. He also mentioned the Overseer didn’t get used much, and the Corrupter had a very narrow application.

Enter the Viper, a new Zerg spellcaster unit that will replace the Overseer. It will function as a chokepoint-breaker with three support abilities. Blinding Cloud temporarily reduces the attack range of all ground units inside the cloud to melee range, as well as preventing energy-based abilities from being used. Abduct pulls a unit to the Viper’s location (and is great for snatching weak units that hide in the back). Ocular Parasite lets it plant a seed into any friendly, non-massive unit, turning that unit into a detector.

The Swarm Host was next. This unit burrows into the ground and spits out waves of timed-life units called Locusts, making the Swarm Host a form of "Zerg artillery." These Locusts are free, they’re endless, and they’re designed to help the Zerg control more of the map. "It’s the endless Zerg swarm knocking at your front door, and it won’t stop until you figure out how to deal with it," Browder added.

"The Protoss ball of death is pretty strong," Kim said, introducing the third and final faction. He went on to add that they don’t have a good raiding option in the early-game, nor a viable area-of-effect anti-air unit. The anti-air issue was granted a hard fix with the Tempest, a new capital ship that deals--you guessed it--area-of-effect damage to air units (especially helpful for killing Zerg mutalisks wholesale) while also having a ground attack as well. This unit replaces the Carrier.

For harassment, the Protoss were granted the Oracle. This unit is "very worker-friendly" and doesn’t hurt workers so much as annoy them. Using the Entomb ability it can temporarily block mineral fields from being harvested by placing a field around them. Its second ability, Preordain, grants vision of a targeted enemy building, allowing the Protoss to see which units or technologies are being researched. Finally, there’s Phase Shift, which phases a target building, preventing it from being attacked, using its abilities, or granting technology. So just disable the anti-air structures and harass, harass, harass.

Their third and final new unit is the Replicant, which has one ability. It can transform into any non-massive unit. The huge downside is its cost, which is currently set at 200 minerals, 200 gas, and four population. However, you do receive all the upgrades the copied unit has as well. You can even copy enemy workers and construct your own enemy structures, although this ability may be removed before the final release.

At the end of the discussion, Browder dropped a rapid-fire series of additions to other units and structures in the game. Ghost’s cloak ability is now a fixed cost for a fixed duration, thus requiring less babysitting from the player. Reapers now regenerate health when outside of combat, increasing their harassment potential. The radius of the Science Vessel’s EMP ability has been reduced. Battlecruiser has a speed boost ability that functions on a cooldown to get it into combat faster. Banelings can move while burrowed. Hydralisk have a speed upgrade. Ultralisk has a new burrow charge ability that lets it move a short distance underground before bursting out and damaging nearby foes. Corrupter has a siphon ability that lets it attach to a building and harvest resources from it. Nexus has a defensive ability that basically turns buildings into photon cannons to defend against attacks. Nexus also gets a recall ability to bring units back to it; this will let Protoss players bail units out of bad fights and be more aggressive.

Did you catch all that? Keep in mind that these changes are a work in progress, and can change without notice. After a brief question and answer session the trio concluded the panel and thanked everyone for their attendance.

Quote: "We do take [the results] of every single major tournament very seriously."--David Kim, on analyzing unit balance in StarCraft II.

Takeaway: The developers on StarCraft II have a lot of ideas on how to make the game better, and they’re not afraid to try them out. Some will work, others will flop, but the important thing is making the effort. For a game with a such a diverse audience, and a steady stream of updates and expansions, absolute balance is almost certainly out of the question. And that's what keeps things interesting.

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