Thursday, 15 December 2011

viedogame: Child's Play nears year's goal of $2 million

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Child's Play nears year's goal of $2 million
Dec 16th 2011, 01:06

Penny Arcade-founded charity raises $351,000 at annual gala as total donations close within $50,000 of total goal.

The Child's Play Gala and Auction has become an annual event to encourage end-of-the-year donations to benefit children's hospitals. This year's affair helped raise almost a fifth of 2011's total goal.

Proceeds from the Sixth Annual Gala and Auction raised $351,000 for sick children around the country, bringing the charity's donation total to $1.95 million for the year. This figure is just shy of the year's donation goal of $2 million, and $250,000 short of last year's total.

Among the highest bid items in the auction were a Half-Life Gravity Gun replica, which went for $21,000, and a copy of Nintendo World Championships Grey #60 that sold for $11,500. One winner also secured a guest role to be drawn into a Penny Arcade comic strip. The price? $10,000.

Those wanting to donate this year can still do so by texting "GAMERS" to 50555 for a one-time direct $5 donation. For more on the organization or to donate, visit the official Child's Play website.

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viedogame: Streaming video consumption up on consoles - Nielsen

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Streaming video consumption up on consoles - Nielsen
Dec 16th 2011, 00:58

Research firm reports time spent with 360, PS3, Wii on the rise due to increasing use of Netflix, Hulu, more services.

Consoles have become more than game-playing devices over the past few years. A recent report indicates that while gaming is still the predominant activity on the boxes, streaming video consumption during the first part of 2011 rose compared to the same period of time a year ago.

According to Nielsen's survey, streaming video consumption was up across the Xbox 360, PlayStation 3, and Wii. The study, which was conducted in October, covered the first six months of 2011.

Nintendo's console saw the biggest jump during the first six months of the year, rising to 33 percent of time spent watching streaming video. The Xbox 360 saw a 4 percent year-over-year increase in time spent streaming video, rising to 14 percent this year, while the PS3 jumped from 9 percent to 15 percent.

The report states that usage was up largely due to the wide availability of streaming services such as Netflix, Hulu, MLB Network, and ESPN3. Nielsen also stated that this increase in streaming video consumption was not completely at the expense of other console activities, as total console use was up 7 percent.

Time spent playing online was also measured in the report, with Xbox 360 online play up over 2010 numbers, but PS3 and Wii seeing declines. Disc-based video consumption was down across supported platforms, as well.

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viedogame: The Louvre teams up with Nintendo for 3DS guides

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The Louvre teams up with Nintendo for 3DS guides
Dec 16th 2011, 02:02

The world's most visited art museum has taken a step towards a more tech-savvy future with a plan to gradually replace traditional audio guides with Nintendo 3DS consoles.

Agence France-Presse (AFP) is reporting that starting March 2012, the Louvre museum in Paris will begin using 5,000 of Nintendo's stereoscopic handhelds--supplied by the publisher--to guide some of its 8.5 million annual visitors through the roughly 35,000 art objects housed in the museum's vast palace.

According to the AFP report, the partnership with Nintendo comes as part of a new strategy to ramp up digital incentives. Agnes Alfandari, the Louvre's head of multimedia, told AFP that Nintendo developed the content for the consoles, with the museum remaining in editorial control of the program.

The museum consoles will reportedly allow visitors to locate themselves within the museum's grounds, choose themed itineraries tailored to adults or children, and listen to recorded commentaries about the works on display in seven languages.

According to AFP, the Louvre believes the 3DS scheme will appeal to both console gamers and those comfortable using a touchscreen. The museum is reportedly also planning smartphone and iPad applications that will allow visitors to pre-plan their visit.

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viedogame: Zynga IPO set at $10 per share

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Zynga IPO set at $10 per share
Dec 15th 2011, 22:24

CityVille creator prices itself at upper range of valuation in preparation to begin trading on NASDAQ Friday.

Zynga's initial public offering to be traded on Wall Street has been long in the making, with the casual game maker having first announced its plans to go public in June. After months of speculation as to how highly that IPO would be valued, Venture Beat reports today that Zynga has priced itself at $10 per share out of the gate.

That figure falls on the upper end of Zynga's expectations, which it laid out as between $8.50 and $10 per share in its most recent SEC filing. At the $10-a-share valuation, Zynga stands to raise $1.5 billion with a valuation of $8.9 billion when the market opens, according to Venture Beat. That figure makes it the largest IPO for a technology company since Google went public in 2004.

Stock in the company will be traded under the ticker symbol ZNGA on the NASDAQ Global Market beginning tomorrow. Zynga disclosed to the SEC that it expects to sell 100 million shares in the company.

Notably, Zynga's opening valuation is substantially lower than initial reports that surfaced when the casual game company first announced its IPO plans. At that time, the company was expected to be valued at $15 billion to $20 billion. Those prospects have been dashed over the past few months, due to concerns over the company's growth prospects and profitability.

As part of its pre-IPO SEC disclosures, Zynga said that its revenues for the first nine months of 2011 stood at $828.9 million, with net income of $30.7 million. Zynga attracts some 227 million monthly and 54 million actively daily users, with games such as CityVille, FarmVille, and Mafia Wars.

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viedogame: Skyrim ships 10 million

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Skyrim ships 10 million
Dec 16th 2011, 00:23

Bethesda's latest Elder Scrolls RPG has now earned some $650 million in retail sales alone; fastest-selling title on Steam to date.

The Elder Scrolls V: Skyrim continues to post soaring numbers for Bethesda Softworks. Today, Bethesda parent company ZeniMax Media announced that its fantasy role-playing game has shipped 10 million units across the Xbox 360, PlayStation 3, and PC platforms. That tally amounts to approximately $650 million in retail sales, the publisher noted.

Released to critical acclaim on November 11, Skyrim logged initial shipment figures of 7 million units, 3.5 million of which sold through to consumers within the first 48 hours.

With the publisher calling out "large retail reorders," Skyrim is apparently doing quite well on the PC platform as well. Bethesda said today that the PC version of Skyrim in North America outsold all other PC games by a magnitude of three to one during November. According to Valve, Skyrim is the fastest-selling title on Steam in the digital distribution platform's history. Previously, Valve had announced that the game had set a new Steam record with more than 280,000 concurrent players on Skyrim's launch day.

Bethesda intends to support Skyrim into 2012. PC players will get access to a Creation Kit utility in January that will give users access to Bethesda's own development tools to make new Skyrim content. The studio is also prepping downloadable content for the title, the first two of which will be exclusive to the Xbox 360 platform for 30 days.

For more information, check out GameSpot's previous coverage of The Elder Scrolls V: Skyrim.

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viedogame: Xbox 360 | Kung-Fu High Impact Review

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Xbox 360 | Kung-Fu High Impact Review
Dec 16th 2011, 01:24

By making your body the controller, the Kinect has promised the fulfillment of many fantasies, from being an action hero to a dancer on stage. Being a kung-fu superstar on the level of Bruce Lee is a fantasy many have had at one time or another, and Kung-Fu High Impact has some nice ideas about how to make that fantasy a reality by using the backdrop of a comic-book-style superhero story. Unfortunately, even in the tiniest sense, the game doesn't make you feel like a martial arts master but, rather, wears you out with imprecise controls and boring game design.

Kung-Fu High Impact uses the Kinect to scan your body and places your image directly into a 2D brawler, throwing enemies at you to beat up. All of your punches, kicks, blocks, and jumps translate directly to those in-game actions. On a very basic level, this works. You can duck under enemy attacks and throw a few punches without issue. There is some novelty to seeing yourself in the game this way. At best, you may feel like a digitized sprite in a low-budget Mortal Kombat knockoff, which is at least cool for a few minutes. The Kinect does a good job of knowing where you are and accurately keeping your body in the gameworld, and you can even use household objects as props to make your fighting style even sillier (we used a pair of socks as effective makeshift nunchaku). It also manages to keep background objects outside of the action, leaving the focus on you. Even in poor lighting conditions, the game keeps track of where you are, though you look like a shadow in-game and the effect isn't as appealing.

But the punching and kicking action never feels even remotely real; this is in part because of the fact that you're always looking at the screen instead of off to the side, which is where you imaginary opponent is located. The result has you awkwardly swinging and flapping your arms with your body twisted sideways, more or less hoping to win by accident. Punches are quicker and easier to pull off than kicks, so many battles are won by punching the air next to you as fast as you can unless your enemy is blocking or getting ready for a bigger attack, in which case you want to move away. There is no finesse to this combat--only flailing. As you progress through the short Story mode, you gain access to a handful of special powers that make things a bit more interesting--like a ground-shaking move that can make enemies drop their guard and an ability that slows down time--though the use of these powers is usually limited by your magic meter.

The more actions you try to perform, the more the controls start to fall apart. Sometimes special moves don't work when you want them to and sometimes punches and kicks don't register correctly. The worst part, though, is that even moving around the relatively small levels can be a chore. You can step from side to side easily enough, but you can't move large distances effectively without using a super punch special move (earned at the beginning) that allows you to move across the screen faster. Because this move is both a powerful punch and the best way to travel, you perform it over and over again. The most aggravating movement is the flip, which is generally the only way to reach high places or jump behind enemies that can't be effectively attacked from the front. This move requires you to jump and arch your back, as if you are flipping backward away from an enemy. This motion only registered correctly for us about half of the time and often resulted in lost health or failed missions.

At least, the aesthetics of the game tend to be nice. The story, while not exactly gripping, is a generic but effective superhero plot. The comic-book imagery is generally well done, which comes into play most during the cutscenes. Between each story stage, you are given several poses and expressions to match, which the game takes a picture of and later pastes into the story's comic-book panels. This works well and the effect is pretty cool, helping you feel like you're really part of the comic being shown to you.

There are a few modes outside of the single-player story, but they operate the same way. Survival mode drops you into a stage to see how long you can last before dying (either by losing all your health or by real, physical exhaustion). Mayhem Designer allows you to choose exactly which enemies you want to fight and where while giving you a small selection of other options to tweak, such as speed. Multiplayer deviates from the formula ever so slightly by allowing friends to use gamepads to control enemies in the game while the main Kinect player fights them. The laughs in this mode will probably be more at the Kinect player's expense than from actual fun being had.

It's tempting to think that this game might have been better if it took video or pictures of you performing each motion and then let you play as your digitized self with a standard controller. However, even with precise controls, Kung-Fu High Impact wouldn't be very exciting. Environments are bland and uninteresting, enemies are brainless and uninventive, and the boring Story mode is over within a couple of hours of playing at most. In fact, without the motion-gaming hook, Kung-Fu High Impact might be an even less appealing product than it is now because there's at least a little bit of goofy fun to be had by pretending to fight monsters in your living room. But as a retail Kinect product, there is too much in the way of either frustrating or boring content. You should do your kung-fu fighting somewhere else.

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viedogame: Ninja Gaiden 3 strikes March 20

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Ninja Gaiden 3 strikes March 20
Dec 15th 2011, 16:46

Tecmo Koei dates action game, reveals $100 Collector's Edition featuring four-character Dead or Alive 5 demo, soundtrack, art book, and figure.

The first original Ninja Gaiden game since Tomonobu Itagaki departed series developer Team Ninja is almost here. Tecmo Koei today announced that Ninja Gaiden 3 will arrive in stores March 20 for the PlayStation 3 and Xbox 360.

Beyond the release date, Tecmo Koei confirmed plans for a Collector's Edition of Ninja Gaiden III, available exclusively at GameStop. The $100 bundle will include the game; a "Dual of the Masked" figure; art book; soundtrack CD; and a four-character demo of Dead or Alive 5, Tecmo's fighting game set for release later this year.

Gamers who preorder the standard version of the game from Amazon or GameStop will also get access to a Dead or Alive 5 demo, although it will be limited to two characters. The Amazon preorder demo features series regulars Ayane and Hyate, while GameStop's demo includes Ninja Gaiden star Ryu Hyabusa and Dead or Alive's Hitomi.

Ninja Gaiden 3 adds a few new elements to the series formula, including competitive and cooperative online multiplayer for up to eight players. The PS3 version of the game will also feature PlayStation Move support, which Team Ninja head Yosuke Hayashi has said is intended to "bring players closer to" Hyabusa.

A Wii U version, Ninja Gaiden 3: Razor's Edge, has also been announced, though it has no release window yet. For more on Ninja Gaiden 3, check out GameSpot's previous coverage.

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