Monday, 19 December 2011

viedogame: Shippin' Out Dec. 18-24: Star Wars: The Old Republic

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Shippin' Out Dec. 18-24: Star Wars: The Old Republic
Dec 19th 2011, 16:10

BioWare's first foray into the MMO space finally hits the market after years of development; sequel to indie hit Trine comes to consoles.

While Star Wars: The Old Republic isn't the only new release hitting shelves this week, the BioWare-developed massively multiplayer online game is casting a large shadow over a short list of launches.

Star Wars: The Old Republic arrives this week as the second MMO to be based on George Lucas' sci-fi universe. The game garnered more than 2 million players during its beta period, and reached 750,000 simultaneous players over the US Thanksgiving holiday. The servers have been up and running since last week for preorder customers, but the game will welcome its official launch on Tuesday.

Meanwhile, Trine 2 hits Xbox 360 and PlayStation 3 this week and puts players in control of a wizard, a knight, and a thief as they make their way through side-scrolling worlds. Playable by up to three players online or offline, the game features levels designed to make use of each character's unique abilities. While the knight can handle melee combat with ease, the wizard can magically create platforms and boxes for the characters to climb on, and the rogue can swing across the screen and shoot arrows to take down distant enemies.

For further details, visit GameSpot's New Releases page. The full list of downloadable games on the PlayStation Store, Xbox Live Marketplace, and Wii Shop Channel will be revealed later this week. Release dates are based on retailer listings and are subject to change.

MONDAY, DECEMBER 19
Heavy Fire: Afghanistan - The Chosen Few 3D--3DS--Mastiff

TUESDAY, DECEMBER 20
Satazius--PC--Capcom
Star Wars: The Old Republic--PC--EA
Trine 2--PS3--Atlus

WEDNESDAY, DECEMBER 21
Trine 2--X360--Atlus

THURSDAY, DECEMBER 22
Eudemons Online: Trumpet of the Legionnaire--PC--TQ Digital Entertianment
Soccer Up!--Wii--EnjoyUP Games
Sturmwind--DC--redsportgames

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viedogame: EA prepping Battlefield 2143?

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EA prepping Battlefield 2143?
Dec 19th 2011, 18:44

Graffiti tag in DICE's Back to Karkand map pack may point to new installment in sci-fi FPS spin-off series.

Source: Enthusiast gaming site Battlefield 3 Blog.

What we heard: Battlefield 3 has done what Electronic Arts had hoped it would, with COO Peter Moore saying there's no doubt DICE's first-person shooter has taken market share from Call of Duty. EA must now press that advantage, and it appears as if it may do so by returning to its sci-fi spin-off, Battlefield 2142.

As first reported by Battlefield 3 Blog, DICE included a small graffiti tag (pictured) in Battlefield 3's recently released Back to Karkand map pack reading "2143." The tag can be found in the Wake Island map. However, whether or not this figure portends an imminent game announcement or simply a developer teasing its fans remains to be seen.

BF3 Blog argues that DICE has a history of planting Easter Eggs in its add-on packs, most notably Battlefield 2 Armored Fury. In that game, the site notes, the number 2142 was a recurring figure, appearing on the license plate of a car and in a billboard ad.

The site claims these teases predated the announcement of Battlefield 2142. However, the timing on that isn't quite right, as EA officially confirmed Battlefield 2142 in March 2006, but didn't release Battlefield 2 Armored Fury until June 2006.

Still, the number 2143 is tantalizing. In 2009, EA released Battlefield 1943, a stand-alone download-only shooter set a year after the original installment in the franchise. The Xbox Live, PlayStation Network, and PC game featured a number of maps first seen in previous Battlefield games. The game proved to be a substantial success for EA, setting then-Xbox Live sales records and going on to sell more than 1.2 million units.

The official story: "We love our fans attention to detail and hunger for more Battlefield but there is no news on this front."--An EA representative.

Bogus or not bogus: Tentative not bogus. If EA is looking to differentiate itself in the current landscape of first-person shooters (as much as one can differentiate itself in the current landscape of first-person shooters), time warping back to the future seems like a smart move. Plus, it seems highly unlikely DICE would include such a loaded number as 2143 without some ulterior motive.

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viedogame: Sony sued over terms of service update

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Sony sued over terms of service update
Dec 19th 2011, 19:23

New PSN terms intended to limit class-action lawsuits result in a class-action lawsuit alleging unfair business practices.

In September, Sony updated its PlayStation Network terms of service to prevent class-action lawsuits. Now that change has itself instigated a class-action lawsuit.

According to court documents obtained by GameSpot, a Northern California man filed suit against Sony late last month on behalf of all customers who purchased a PlayStation 3 and signed up for PSN access before the September change to Sony's terms of service. The suit alleges that Sony engaged in unfair business practices by forcing consumers to either give up their right to file a class-action lawsuit or give up access to the online gaming network they effectively paid for when they purchased the hardware.

The suit says Sony buried the clause section describing the changes near the bottom of a 21-page form viewable through the PS3, and neglected to post an easily accessible version of the form online, even though it had done so with past user agreement updates. While the suit notes that Sony allowed an opt-out from the class-action provision, the only way for consumers to do that was to contact the company in writing (no e-mails, phone calls, or online forms accepted) within 30 days.

Sony had not responded to a request for comment as of press time.

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viedogame: Star Wars: The Old Republic server queues upset players

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Star Wars: The Old Republic server queues upset players
Dec 19th 2011, 17:40

Early access players report waiting for hours to get a spot in latest massively multiplayer online game; BioWare promises it is "taking this matter seriously."

Electronic Arts and BioWare have been preparing for tomorrow's launch of Star Wars: The Old Republic for years, but that preparation hasn't been enough to produce a completely smooth debut for the massively multiplayer online role-playing game.

Preorder customers in the game's early access program have been reporting long waits to get into servers since last week. There are hundreds of pages on The Old Republic message boards regarding the server queues, as users chimed in on the problem until the original thread reached the forum's length limit and had to be restarted. GameSpot editors experienced waits of up to an hour to play, although users in the forum complained of waiting multiple hours to get into a server.

The game's executive producer of live services Jeff Hickman released a statement regarding the issue, but stopped short of detailing actions to improve the problem.

"In order to ensure that the service would be smooth and stable, we staged how we brought people into the Early Game Access program, adding people in waves. As you know, there are a lot of folks who want to play the game right now and we want to make sure they have lots of people to play with. Balancing this with figuring out when to bring new servers online to help alleviate the size of the queues is part art and part science. On one hand, you do not want people to wait too long--on the other hand, you want to make sure that people have a dynamic, engaging community to play with for long after launch. Either way, we have one clear objective--to make sure folks have fun.

"While we can't promise that there won't ever be queues, we can promise you that we are taking this matter seriously and constantly reviewing them to make sure that they are manageable and reasonable."

The demand to get into the game was not unexpected for the publisher. In August, Electronic Arts said it would be limiting the number of Star Wars: The Old Republic copies available at launch through both retail and digital channels to ensure server stability. At the time, the company said that if that sales figure is reached, it would cease digital sales through its Origin downloadable storefront while it expands server capacity.

For more on how the game works after players make it through the queue, check out GameSpot's live play sessions of Star Wars: The Old Republic.

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viedogame: Xbox 360 | Alan Wake's New Direction

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Xbox 360 | Alan Wake's New Direction
Dec 19th 2011, 16:00

Remedy's looking to have a little fun with this downloadable spinoff.

For all its gloomy aesthetics and creepy storytelling, the original Alan Wake was a deceptively cheeky game. Sure, you spent the bulk of your time wandering through the woods battling terrifying shadow monsters, but let's not forget that epic heavy-metal-and-fireworks stage battle, or pretty much any scene featuring hapless sidekick Barry Wheeler. So it probably shouldn't come as much of a surprise to see that Remedy is taking Wake in a decidedly more outlandish direction with the downloadable spin-off called Alan Wake's American Nightmare.

"In terms of tone, Wake was more Stephen King and Alfred Hitchcock," says Remedy CEO Matthias Myllyrinne. "Here we're going for much more of a Quentin Tarantino and From Dusk Till Dawn kind of approach." American Nightmare represents a stylistic shift toward a different subgenre under the horror umbrella: the eccentric world of pulp horror, though the game could also be described as a pop culture melting pot encompassing desert highway urban legends, classic sci-fi, and even a little bit of grindhouse minus that particular genre's propensity for awkward sexual lewdness.

The idea is that Wake is living through an episode of Night Springs, Remedy's tongue-in-cheek nod to The Twilight Zone. The action has moved from the Pacific Northwest to small-town Arizona where Wake not only has to battle even more bizarre and powerful shadow creatures, but also has to chase down a serial killer who just happens to be an evil manifestation of his own self. The latter, cutely enough, is portrayed via in-game television sets that show live-action video of bizarro Alan Wake (called "Mr. Scratch" in the game) taunting you in suitably creepy fashion.

But a new tone isn't the only departure from the original game. "There's a different focus here. If Wake was maybe two-thirds story and one-third action, American Nightmare is two-thirds action and one-third story," says Myllyrinne. "It's really the Remedy team kicking back and having fun."

Of course, that move toward a more action-heavy game does raise one particularly glaring question: wasn't action the weak link in the first game? One of the most common complaints with Alan Wake was that its combat started out strong but failed to evolve in a meaningful way as the game went on.

Myllyrinne, for his part, recognizes that this was a flaw that needed correcting. So what American Nightmare does, according to Remedy's man in charge, is take the core combat of the original game and expand outward from there. The idea of light and darkness still plays a significant role, with Wake weakening enemies with his flashlight before even thinking about firing a weapon.

This time around, however, Remedy is taking advantage of the "exaggerated pulp-action tone" to go wild with enemy designs that present new challenges as the game moves forward. You'll find shadow creatures that split into two or more smaller versions of themselves when shot, a monster who rapidly shape-shifts between a crawling human and a flock of crows (what Myllyrinne calls a "tip of the hat" to fellow Finnish video game property Angry Birds), and more than a few massive saw-wielding creatures who are easily twice as tall as Wake. But in an act of fairness to you, Remedy has included newer, more powerful weaponry that presents interesting strategic options, such as a crossbow that can kill enemies without the need for a flashlight, but it takes forever to reload.

Remedy is so confident in the expanded combat system that it has even included a timed survival mode (what it's calling "arcade action mode") that has Wake trying to survive 10 minutes in a cemetery until daylight arrives. As the name suggests, this mode is all action, giving you a multiplier system and leaderboards to encourage high score runs. But sticking with the game's theme of survival, you still need to be smart with your ammunition because you've got only so much to spare.

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Sunday, 18 December 2011

Classic Video Games: Classic Video Game Tribute to Gary Garcia – Co-Writer and the Singer Behind Pac-Man Fever

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Classic Video Game Tribute to Gary Garcia â€" Co-Writer and the Singer Behind Pac-Man Fever
Dec 18th 2011, 23:41

Pac-Man Fever AlbumLast month the retro video game, rock 'n roll, pop-culture, novelty song world lost one of its most defining voices with the passing of Gary Garcia. As co-writer of the Billboard chart topping hit single, Pac-Man Fever, Garcia came up with most of the lyrics and sang lead vocals, as his friend and partner Jerry Buckner composed the music and performed the instrumentals and back-ups.

In tribute to Gary Garcia we take a look at the origins of the hit single as well as the full album Pac-Man Fever.

To see a more personal memorial, Jerry Buckner wrote a about his good friend Gary Garcia on the official Buckner & Garcia website.

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Classic Video Games: What's Hot Now: Cathode-Ray Amusement Device

Classic Video Games: What's Hot Now
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Cathode-Ray Amusement Device
Dec 18th 2011, 11:03

The debate over which title is the very first video game is one that has stretched on for over 50 years. You would figure that something so technologically innovative would be easy to pin-point, but it all boils down to your definition of the term "video game". Literalists consider it to mean a game generated via a computer, using graphics displayed on a video device such as a TV or monitor. Others consider a video game it to be any electronic game displayed using a video output device. If you subscribe to the latter, then you would consider the Cathode-Ray Tube Amusement Device to be the first video game.

The Game:

The following description is based on research and documentation via the game's registered patent (#2455992). No working model of the game exists today.

Based on the World War II radar displays, players use knobs to adjust the trajectory of light beams (missiles) in an attempt to hit targets printed on clear screen overlays.

The History:

In the 1940s, while specializing in the developments of cathode ray tube readings of electronic signal outputs (used in the development of televisions and monitors) physicists Thomas T. Goldsmith Jr. and Estle Ray Mann came up with the idea of creating a simple electronic game inspired by World War II radar displays. By connecting a cathode ray tube to an oscilloscope and devising knobs that controlled the angle and trajectory of the light traces displayed on the oscilloscope, they were able to invent a missile game that, when using screen overlays, created the effect of firing missiles at various targets.

By 1947, Goldsmith and Mann submitted a patent for the device, calling it the Cathode-Ray Tube Amusement Device, and were awarded the patent the following year, making it the first ever patent for an electronic game.

Unfortunately, due to the equipment costs and various circumstances, the Cathode-Ray Tube Amusement Device was never released to the marketplace. Only handmade prototypes were ever created.

Components:

  • Cathode-Ray Tube: Creates and adjusts the electronic signal.
  • Oscilloscope: Displays the electronic signal via rays of light on a monitor.
  • Screen Overlays: The graphics of the game, printed on a clear overlay that attach to the oscilloscope screen. Screen overlays were later used for the first home video game console, the Magnavox Odyssey.
  • Controller knobs: Adjusts the angle and movement of the light beams on the Oscilloscope.

Tech:

A Cathode-Ray Tube is a device that can register and control the quality of an electronic signal. Once connected to an Oscilloscope, the electronic signal is visually represented on the Oscilloscope's monitor as a beam of light. The electronic signal quality is measured by how the beam of light moves and curves on the display.

The control knobs adjust the strength of the electronic signal output by the Cathode-Ray Tube. By adjusting the signal strength the beams of light that output onto the Oscilloscope appear to move and curve, allowing the player to control the trajectory on which the ray of light moves.

Once screen overlays with target graphics printed onto them are placed on the Oscilloscope screen, the player tries to adjust the ray to deflect onto the target. One of the amazing tricks that Goldsmith and Mann came up with was an effect to make the appearance of an explosion when a target is hit. This was done by adjusting a sliding contactor (a relay switch that controls the flow of energy through a circuit) to overpower a resistor in the Cathode-ray Tube with such a powerful signal that it makes the display go out of focus and appear as a blurred round spot, hence creating the appearance of an explosion.

The First Video Game?:

Although the Cathode-Ray Tube Amusement Device is indeed the first patented electronic game and is displayed on a monitor, many do not consider it an actual video game. The device is purely mechanical and does not use any programming or computer generated graphics, and no computer or memory device is used at all in the creation or execution of the game.

Five years later, Alexander Sandy Douglas developed artificial intelligence (AI) for a computer game called Noughts and Crosses, and six years after that Willy Higinbotham developed Tennis for Two, the first publically displayed computer game. Both of these games use an oscilloscope display and are in the mix to take credit as the first video game, but neither would exist without the discoveries and technology created by Thomas T. Goldsmith Jr. and Estle Ray Mann.

Trivia:

  • Aside from the patent and some prototype schematics, there is no known working model of the Cathode-Ray Tube Amusement Device in existence.
  • Co-Inventor Thomas T. Goldsmith went on to become one of the pioneers of television, starting out as the Vice-President; Director of Research for DuMont, the world's first commercial television network.

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