Tuesday, 20 December 2011

viedogame: 321,000 Vitas sold in two days

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321,000 Vitas sold in two days
Dec 20th 2011, 12:15

Japanese launch sales for Sony's new handheld nearly match those of the 3DS at launch.

321,000 PlayStation Vitas were sold in the handheld's first two days on sale, according to a Reuters report on the latest figures from Japanese retail tracking firm Enterbrain.

The PS Vita was released on Saturday in Japan ahead of its international debut on February 22. The handheld comes in two different flavours--a ¥24,980 Wi-Fi only model, and a ¥29,980 model that features both Wi-Fi and 3G connectivity options. In the US the two version will retail for $249 and $299, in the eurozone they will cost €249 and €299, in the UK they will be £229.99 and £279.99.

For comparison, the PS Vita's launch sales fall short of the 371,000 3DS units sold in that handheld's first two days on sale. However, Sony did improve on the 166,000 PSPs sold in the single day that, due to differences in launch timings, counted as that system's launch week.

The run-up to the PS Vita's launch has not been without setbacks. There was controversy surrounding game transfer fees, bad news about PSOne Classics, and a furore about prices of the handheld's proprietary memory cards.

For more on the PS Vita launch, take a look at the GameSpot guide to the PS Vita launch line-up, or watch the video below showing off exactly what Japanese consumers are getting in the launch bundles.

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viedogame: 321,000 Vitas sold in two days

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
321,000 Vitas sold in two days
Dec 20th 2011, 12:15

Sales nearly match 3DS' launch as console hits shops in Japan.

321,000 PlayStation Vitas were sold in the handheld's first two days on sale, according to Japanese retail tracking firm Enterbrain. This compares to 371,000 3DS units sold in that handheld's first two days on sale. 166,000 PSPs were sold in the single day that counted as that console's launch week, due to differences in launch timings.

The Vita was released on Saturday in Japan ahead of its international debut on February 22. The handheld comes in two different flavours--a ¥24,980 Wi-Fi only model, and a ¥29,980 model that features both Wi-Fi and 3G connectivity options. In the US the two version will retail for $249 and $299, in the eurozone they will cost €249 and €299, in the UK they will be £229.99 and £279.99.

The run-up to the console's launch has not been without setbacks. There was controversy surrounding game transfer fees, bad news about PSOne Classics, and a furore about prices of the handheld's proprietary memory cards.

For more on the Vita launch, take a look at the GameSpot guide to the Vita launch line-up, or watch the video below showing off exactly what Japanese consumers are getting in the Vita launch bundles.

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viedogame: Syndicate reboot gets the boot Down Under

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Syndicate reboot gets the boot Down Under
Dec 20th 2011, 03:36

EA's first-person game reboot gets refused classification in Australia.

The introduction of an adult rating for games in Australia--which is slated to be introduced sometime in 2012--will come too late for EA's new take on the Syndicate franchise. The game has been refused classification by the Australian Classification Board, meaning it's illegal to sell or market in the country.

A listing on the Classification Board website has confirmed the banning, but EA has not yet officially commented on the situation. GameSpot AU has also reached out to the board to obtain more detail on the banning. While exact details on why the game was banned are not known, Syndicate did feature scenes of tense violence, including an ability to take over enemy minds and force them to commit suicide.

GameSpot AU will have more details on the Syndicate ban as more information comes to light.

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Monday, 19 December 2011

viedogame: PC | SATAZIUS Review

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PC | SATAZIUS Review
Dec 20th 2011, 01:48

Developed by Astro Port, Satazius is the first of several planned indie games that Capcom is localizing and digitally distributing in North America. The game is proof that horizontal shooters don't require huge development teams and a massive budget to provide an intense experience. They don't need to reinvent the wheel, either. Smart design goes a long way for those with a fondness for side-scrolling shoot-em-ups who are looking for an excuse to give their fingers another workout

Satazius presents you with a single ship that you can customize between each level or when you continue after meeting an untimely end. There are four slots; a primary projectile (which can be adjusted), as well as a charge beam and two secondary peripheral weapons. Only one of those peripheral weapons can be active at a time (you can switch between them on the fly), so it pays to think carefully about your play style and the specific threats that you will face in a coming area.

The weapon system works nicely and serves as the game's primary hook. Stages are full of enemies and bullets, but don't expect the bullet hell you might get from a developer like Cave or Treasure. There is a wider variety of ways to die, including numerous environmental hazards like erupting volcanoes and stone columns. It's critical that you clean up any alien opposition the moment it appears, particularly in later stages where you also deal with larger vessels that can withstand more abuse while peppering you with shots. If you're having an especially rough time, it probably means you aren't playing offensively enough or you aren't using your secondary weapons to their full advantage.

The third stage provides an excellent example of how you must use your varied weapons to their fullest potential. Here, you need to clear a lengthy horizontal shaft as you battle a monstrous mechanical worm. The wall of bullets that emanates from your primary weapon is ideal for this situation, but a short time later, you find yourself descending through a vertical chamber while avoiding lava and enemies positioned along the ceiling. If you have the option, it's best to switch to a weapon that fires shots directly overhead so that you're not stuck dodging bullets and possibly ramming into a rock wall in the process. Shortly thereafter, you need to switch things up again. You always have access to your chosen weapons, which is good news because it means you're still capably equipped if you die and are returned to the last cleared checkpoint.

There are no screen-clearing bombs in Satazius--only a charge shot. Initially, you can choose from two powerful configurations. As you blast your way through a given area, a meter fills. You can only unleash your special attack once that meter is full, which gives you an incentive to think carefully about when to deploy it. You can wipe out an exposed boss in no time flat if you arrive with a full meter, but there are times when just reaching that encounter proves difficult and it's better to let your charge shot help you out of a tight fix. Some bosses won't even expose a weak point until you've grappled with them for a time, so saving your blast until the end of the stage isn't always the ideal approach.

There are other issues to consider when tackling a level as well. Though Satazius looks like nearly any other horizontal shooter at first glance, every level leaves you free to explore multiple routes. Often, you can head up or down to find entirely unexpected areas. If your equipped gear isn't good for one route, an alternate route might prove simpler. There's room to experiment as you try to find the best way through a familiar stage in pursuit of a higher score.

Though Satazius features multiple routes, you face certain challenges every time you play, such as when you're stuck flying ahead of a battleship in a narrow cavern or when you must descend through a volcanic shaft while avoiding lava eruptions. Unfortunately, some stages have cheap surprises in store. When you arrive at the base of the aforementioned volcano, for instance, the screen will begin scrolling slowly to the right. Then, lava fills most of the screen in an instant and your ship is totally cooked if you haven't moved to the far right portion of your viewing area. There's only a faint glow along the top of the screen to suggest that you need to get out of the way of an attack you can't see coming.

Making progress is always exciting because you're forced to stay on your toes while discovering new challenges and because your arsenal improves as you go. Each time you complete a stage, you unlock new equipment that you can then use in subsequent areas. The expanded options make it still more difficult to decide how to best approach each stage, but it's a good sort of difficult. A limited supply of continues also means that you'll likely have to take several runs at the game before you gain an intimate knowledge of the later areas and the more advanced weapons. However, a Practice mode is also available that lets you choose a starting stage from among those you have previously completed.

If the game's default Normal mode gives you too much trouble even after you've practiced a bit, you may wish to switch to the easy setting. Enemies move much more slowly and fire fewer shots, but you're still limited to 10 credits and won't unlock more extreme difficulty settings upon clearing the game. Later stages feature fewer checkpoints and enough environmental hazards that you'll probably exhaust your supply of credits faster than you might like, no matter which difficulty setting you've chosen. Plus, you may eventually find yourself going up against groups of bosses that provide you with no chance to recover between encounters. You definitely need to hone your skills if you want to reach the adventure's end.

Metallic visual design and a techno soundtrack suit the intense stages perfectly. They also ensure that everything looks and sounds as you'd expect, but there's not much beyond the weapon customization to set the game apart from older shooters. Even that hook feels like it was borrowed from Gradius, but at least here, there's none of the notorious slowdown that you may remember from Konami's classic efforts. Unfortunately, the full-screen mode doesn't let you see all of the action on some widescreen monitors, but there's a smaller window mode set as a default that works quite nicely. The smaller viewing area actually works to your advantage because hazards have an easier time sneaking up on you on a larger screen. Controls are responsive whether you use a keyboard or a gamepad, so there's no awkward initiation period regardless of your background. Given how many things Satazius does well and the intense experience that it provides, the game's derivative nature is an easy flaw to overlook.

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viedogame: Star Wars: The Old Republic sales could already be 1.5M - Analyst

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Star Wars: The Old Republic sales could already be 1.5M - Analyst
Dec 19th 2011, 22:04

Cowen & Company's Doug Creutz estimates substantial preorders based on capacity of EA's 140 MMO servers.

Star Wars: The Old Republic can't be bought in stores until tomorrow, but already Electronic Arts is having a hard time keeping up with demand. Just how big is that demand? According to Cowen & Company analyst Doug Creutz, between 1 million and 1.5 million players are already jockeying for position in The Old Republic's servers.

Creutz's estimate is based on the fact that EA now has 140 Old Republic servers online, with 77 handling US players and 63 for Europe. That figure is significantly up from the 106 servers The Old Republic had online as of Wednesday, one day after EA began inviting preorder customers into the game.

Of those 140 servers, Creutz said that at the time of his checks, 54 were labeled as full, 23 were in a state of very heavy use, 41 came in at heavy, 20 were standard, and two were light.

By contrast, Blizzard Entertainment's World of Warcraft has 491 servers online in the US and Europe. Creutz estimates 4 million to 4.5 million of WOW's 10.3 million players can be found on those nearly 500 Western servers. However, the analyst did say that it is not clear whether the two games have similar player capacities per server, though he speculated that The Old Republic's is denser.

Based on preorder demand, Creutz reaffirmed his expectation of 2 million subscribers for The Old Republic by March 31, 2013.

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viedogame: Free Ultimate Marvel vs. Capcom 3 update goes live

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Free Ultimate Marvel vs. Capcom 3 update goes live
Dec 20th 2011, 00:20

Heroes & Heralds mode hits Xbox 360 and PS3 crossover fighter, lets players tweak game properties in both online and offline modes.

Gamers ready for another round of Ultimate Marvel vs. Capcom 3 received a treat today, as Capcom launched the free Heroes & Heralds downloadable add-on for the game. The add-on introduces a new mode for both the Xbox 360 and PlayStation 3 versions of the crossover fighting game.

The new Heroes & Heralds mode will include offline and online components built around the storyline of Earth's heroes fighting Galactus' heralds as they attempt to secure the planet as their master's next nosh. Players will pick one side and fight to earn ability cards that carry a variety of game-changing effects. For example, one card makes a fighter stronger as he or she takes damage, while another card gives any character an air dash. Each card is based on a character pulled from Marvel's and Capcom's histories.

While console players will have to download the mode, Capcom has said it will be included from the get-go in the PlayStation Vita version. That edition of the game is set to launch February 15, alongside the PS Vita First Edition bundle. The standard PS Vita hardware is scheduled for a February 22 launch.

For more on Ultimate Marvel vs. Capcom 3, check out GameSpot's review.

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viedogame: Analysts bullish on Zynga despite continued slide

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Analysts bullish on Zynga despite continued slide
Dec 20th 2011, 00:12

As social gaming company stock sheds another 5 percent, Wedbush and Lazard Capital Markets set $12 price target.

Zynga underwhelmed upon its NASDAQ debut on Friday, finishing the day 5 percent under its $10 IPO value. Into its second day of trading, Zynga hasn't done much better, seeing its stock fall an additional 4.74 percent to end the day at $9.05.

Despite the stock's downward course, both Wedbush and Lazard Capital Markets believe Zynga is in for a rebound before the end of 2012. In separate investor notes today, the two firms placed respective $12.50 and $12 Buy targets on Zynga, with both calling the company the clear leader in the burgeoning social gaming market.

"We believe Zynga is well-positioned for revenue growth due to its dominant market share among social game publishers, its track record of releasing very popular and durable games of the highest quality, and its myriad opportunities to expand beyond Facebook with its increased focus on advertising and the migration of its social games to mobile platforms," Wedbush's Michael Pachter said.

Those sentiments run counter to concerns out of Wall Street indicating Zynga will have a difficult time increasing revenues and profits on its some 227 million monthly users. Detractors have also expressed concerns over reports of CEO Mark Pincus' outsized control over the company, a purportedly hostile working environment, and a possible exodus of high-value employees following the IPO.

However, Pachter's assessment is supported by Lazard's Atul Bagga, who believes it would be exceedingly difficult to displace Zynga atop the growing social gaming market. To draw an equal-sized user base as Zynga would cost between $1 billion and $2 billion, according to Bagga. The company's real advantage, though, is its emphasis on analytics and tracking player usage and spending habits, he said.

Pachter also refuted the idea that Zynga will have a difficult time increasing its player base, saying that he expects the company's users to rise alongside those of Facebook. He projected that the social-networking platform will pass 1 billion users by 2015. Pachter also sees areas of growth for Zynga in the mobile space as well as an expansion into China and the opening of its own online game portal.

Of course, Pachter wasn't without concerns about Zynga's prospects. For one, Zynga's reliance on the Facebook platform puts it on unequal footing for future negotiations with the social media leader. Currently, Facebook remits to Zynga only 70 percent of revenue from Facebook Credits, which are currently the only way to purchase virtual items in games.

The Wedbush analyst also raised a flag about the concentration of revenue for Zynga's products. Though the developer has six of the top 10 Facebook games, 59 percent of its revenues came from the top three titles. Pachter also said that Zynga's "-Ville" games tend to run out of life after about a year. Going forward, he said he expects Zynga to introduce 8 to 10 new games a year, while also retiring four to five annually.

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