Friday, 17 February 2012

viedogame: PC | Sleeping Dogs: Fist fights, vermin problems, and nifty gadgets

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PC | Sleeping Dogs: Fist fights, vermin problems, and nifty gadgets
Feb 17th 2012, 08:59

Different name, new setting, same old series? We find out how the title formally known as True Crime: Hong Kong handles in our first hands-on.

We know what you're probably thinking: Sleeping Dogs? Has GameSpot, my favourite video and/or computer game internets website lost its mind and moved into the fast-paced world of pet accommodation? No sir, we have not. Sleeping Dogs is the recently revealed name for the game formally known as True Crime: Hong Kong, a title Activision kicked to the curb a little over a year ago after saying "it just wasn't going to be good enough". While Square Enix swooped in to save the game from cancellation, the name has been overhauled, but is still the same Hong Kong cinema-inspired open-world game that was always planned.

The game follows Asian-American cop, Wei Shen, as he leaves US shores to return to the motherland in hopes of infiltrating and stemming the tide of Triad control across the region. We recently got an updated look and chance to play this (hopefully) second-time lucky game.

Our demo opened with Wei Shen being held prisoner in a jail cell. The familial bonds of a previous and less scrupulous life were mere feet away, and seconds pass before we run into a former gang brother, Jackie Ma. The pair catch-up briefly, and Wei is emphatic he wants back in on his old turf. Jackie provides instructions on who to meet, and where, before Wei is dragged off to an interrogation room. Away from prying eyes, Wei gets a little verbal abuse before a senior officer reaches over and disables the camera in the room. It's all a ruse. Wei has been called in as a deep undercover officer who knows the scene, the players, and the way they operate. The friendly chat ends and Wei leaves without as much as a scratch--a telltale sign of a jailhouse snitch. The camera lingers, and the pair of officers discuss whether he can be trusted. One suggests Wei's history of "extreme behaviour" and risk of exacting revenge for the slaying of his parents at the hands of the Triad makes him more of a liability than asset.

Inside the kitchen of a dingy local restaurant we meet with Jackie and his boss, a heavily tattooed but small-time crime boss. There are no fancy cars, no suited entourage, and his mother, Mrs Chu, mills around the workspace with food and drink as we chat. There are no illusions about the sort of people her son associates with, or the business her son conducts, but she remains silent and without judgment. Her son needs protection, and we're out to build our reputation. A man named Ming owes money, and our job is to teach him a lesson in manners.

Outside on the street, garish neon lights assault our senses, hawkers spruik suits and I love HK t-shirts, as a dragon performance entertains watchers. You can interact with some stalls, spending money earned from combat and completed missions to buy short-term buffs, such as reduced physical damage for 10 minutes.

The city is nowhere near as dense as the real place it's modelled on--though we're unsure if it's designed this way for the comfort of the player navigating the world, or simply a technical limitation of the hardware the game runs on. We push through the odd body blocking our path and after confronting Ming, we take off at speed down narrow alleyways, over locked fences, and vault waist-height obstacles. The same button handles sprint and interaction, so you need to ease off the gas, release, press to scale or jump, and then repress to resume pursuit. There wasn't a great momentum penalty for the multiple presses, but it felt like it would benefit from being mapped to one of the other face or trigger buttons during these encounters.

Our chase came to a halt when we were confronted by a handful of Ming's cronies. Low-level grunts were easily belted into submission with a few quick jabs, while larger and more experienced fighters required adept use of the one-button counter-grapple mechanic. When it came time to finish the job, we could grab a target and push them around the arena to trigger finishing moves--slamming skulls against walls, pushing bad guys into electrical boxes, or shredding faces in spinning fan blades. Rival gangs seldom appeared to roll alone, but even while beating on one of their friends, they were often reluctant to attack more than one at a time. We felt brief flashes of Batman's fluid melee system here, but the hand-to-hand combat wasn't as natural or free-form as the Dark Knight taking out the trash. Goons defeated, we took on Ming alone, but before we had the chance to finish the job, Hong Kong officers stormed the rooftop.

The timeline jumped around greatly during our demo, and with her son now mysteriously out of the picture, the once quiet Mrs Chu was out for blood like any mother scorned. Criminal, Johnny Ratface, was implicated in the disappearance, and we used some of the more advanced detective tools at our disposal. Making a prank call and keeping him on the line long enough to triangulate (or is that Triadulate?) his position, we arrived at a nearby industrial estate. As you'd expect, Wei knows his way around a machinegun, and we blasted our way to the end of the area, blowing up cars and wasting suckers shooting back from ledges.

The chase gained speed when we borrowed a motorbike to follow the fleeing Johnny Ratface's car. Aiming weapons while driving cars and riding bikes slows the world around you to give you a chance to fire accurate, well-placed shots, rather than spray and pray. Vehicles that take enough damage, or have their tyres shot out, spin and flip like stunt cars. Once close enough to our mark, we leapt from our bike to the roof of his car, taking him hostage and driving back to Mrs Chu, who was waiting, meat cleaver in hand, to serve up her own justice.

Though the storyline will focus on Wei Shen and remain quite linear, this is an open-world game. We weren't given much chance to explore the wider city area, but side missions, called Favours, will give you a reason to complete optional content and reward you with money and "Face" points--the game's reputation system. One side mission we saw had a friend asking us to destroy a rival street racer's car with a tyre iron, which we gladly helped with. Think of it a bit like a Triad stress ball.

After its tumultuous development, fans will be happy to know the game is finally going to make it to shelves. While not bearing the same name, True Crime supporters can rest easy knowing this looks and feels like a genuine follow-up experience that melds melee combat, third-person shooting, and on-road antics. While our hands-on gave us a limited taste of all three elements, we're hoping for a chance to explore more of the city soon. Can Wei Shen stay on the straight and narrow, or is the lure of returning to a life of crime too great a temptation? Stay tuned to find out when the game shoots up consoles and PCs this year.

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viedogame: PlayStation Vita | Ragnarok Odyssey: The Vita's Monster Hunter-type Replacement

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PlayStation Vita | Ragnarok Odyssey: The Vita's Monster Hunter-type Replacement
Feb 17th 2012, 09:30

We kill lots and lots of monsters in action-RPG fashion while teaming up with random strangers with Gung-Ho's latest.

Make no mistake: Gameart's latest foray in the game scene, titled Ragnarok Odyssey, reeks of the action RPG odor stemming from Capcom's Monster Hunter. After all, you go off on a series of chapters divided into a multitude of quests ranging from the banal 'kill a number of creatures' to 'collect a bunch of stuff by breaking barrels and killing monsters' equipped with generous time limits. Occasionally, you fight a giant monster or two with weak spots that also perform huge elaborated attacks with few windows of opportunity for your warrior to strike.

This does not mean that Ragnarok Odyssey is devoid of any entertainment; far from it. Ragnarok Odyssey is billed as a multiplayer title; gamers can partner up with other Vita users playing Ragnarok Odyssey via ad-hoc or online play. It's here that you can party up with other classes and kill together in hopes of gathering the most loot within sessions.

Players get to pick between five classes: the Swordmaster, the Hammersmith, the Hunter, the Cleric, the Assassin, and the Mage. Each has its own style of play: the Hammersmith trades speed for a high attack rating, while the Assassin's quick strikes deal little damage. To be fair, the Assassin can at least take a few more hits thanks to its defense rating. The class is quick on its toes too, so players will need to learn to time dodges and evades against enemies.

The Hunter has the highest attack speed and range among the classes, but has horrible damage output and hit points. However, mid-game attacks like the Vulcan arrow can deal good amounts of damage and the Arrow Shower can soften up a cluster of enemies. Since they're a primarily ranged class, it's best that they stay far away from enemies and snipe them from a distance.

The Mage in the game is a bit of an oddity; the class has good attacks and area-of-effect spells, but the combos that throw out their fancier and hard-hitting spells come from melee attacks. Add to the fact that their hit points and defense ratings are atrocious, and we couldn't figure out a reason to pursue this class.

While the Hammersmith was our personal favorite--any class with a huge hammer-drill hybrid that deals big damage is a winner in our book--new players should stick with the Swordmaster. Attacks are reasonably speedy, you can deal high damage if you time your inputs for the end of their combo strings, and it's one of the few classes that can guard.

Speaking of which, each class has different attacks coming out of their combos. For the Hammersmith, pressing triangle, triangle, circle and circle made our female warrior perform a slow-but-damaging upper swing followed by a ground pound multi-hitting drill finisher. Pressing triangle, triangle, triangle and circle made her pull off a delayed charge that also hits multiple times. These are just a few examples of how each class is different in terms of its repertoire of attacks.

Players can also tweak classes with the use of cards. Before each mission, you can choose as many cards as you can to equip, depending on how much space they take up on a character's card-equipping slot. Some common cards with a one-star rating take up as much as one, while rare ones can go as far as three or four slots.

Ragnarok Odyssey also makes use of its platform's touch capabilities. Expanding the map only requires you to tap the top right icon, while sending out a quick emoticon is as easy as touching the side icon. After mapping your potions before a mission, you can just drink them by tapping their icons at the bottom right part of the screen instead of pressing the select button and the face button they're mapped onto. Whether you prefer doing things the old-school way or by touching, the game's interface has got you covered.

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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
Feb 17th 2012, 11:07

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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Thursday, 16 February 2012

viedogame: Plants vs. Zombies for PS Vita Coming Soon

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Plants vs. Zombies for PS Vita Coming Soon
Feb 17th 2012, 06:24

The zombies are coming to PlayStation Vita system! The newest game to come from the hugely popular Plants vs. Zombies game franchise challenges players to build an arsenal of loyal plants to defend their home against attacking waves of the undead and features unique gameplay elements exclusive to PS Vita.

Plants vs. Zombies for PS Vita

With both touchscreen and SIXAXIS Motion Sensor support, Plants vs. Zombies on the PS Vita includes 50 zombie-zapping adventure levels, 5 original game modes, more than 40 new trophies to collect and lets players create their own zombies with the Zombatar. The fun never dies!

Plants vs. Zombies for PS Vita

  • Endless Action â€" Five original game modes including Adventure and Zen Garden, 20 Mini-Games, 18 Puzzle Games, and 10 Survival Games!
  • Adventure At Your Fingertips â€" Battle zombies in the day, night, fog, even on the rooftop with 50 adventure levels.
  • Zombatar â€" Create your own custom zombies.
  • Climb the Ranks â€" One-up your friends online while scaling interactive leaderboards.
  • Build Your Trophy Case â€" Earn your way to more than 40 trophies, including one Platinum trophy.
  • PS Vita Features â€" Full touchscreen and SIXAXIS Motion Sensor support to collect suns and coins.

Plants vs. Zombies for PS Vita

Plants vs. Zombies for PlayStation Vita will be available for download via the PlayStation Network on February 22, 2012.

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viedogame: PC | Crusader Kings II Review

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PC | Crusader Kings II Review
Feb 17th 2012, 01:20

While there are indeed plenty of holy wars to be waged in the medieval world of Crusader Kings II, it's the breadth and depth of peacetime political maneuvering that makes this strategy game such a delight. This is a game with an incredible number of options for scheming and diplomacy, whether it's crafting an arranged marriage to net you a powerful foreign ally or maintaining a balancing-act relationship with the pope when the two of you have very different views on church-taxation laws. The side effect to this complexity is a daunting learning curve, but if you stick with it, your prize is a deeply rewarding medieval strategy game with a focus on the human element of power that makes for a captivating journey through history.

Crusader Kings II plays out on a 3D map of Europe and a series of well-designed menus. It's no technical showcase, but it'll run smoothly on modest PCs.

There's no tangible goal to be found in Crusader Kings II. Your job is simply to take the patchwork of feudal states that comprise Europe and the Mediterranean during the Middle Ages and expand your power however you wish. After you choose a starting point somewhere between 1066 and 1337, you play as any head of state from the ruler of the Holy Roman Empire to the king of a tiny territory long since absorbed by a larger nation. Each has its advantages and disadvantages: picking a powerful empire grants you more military and financial resources, but it also saddles you with a collection of barons, dukes, and counts whose ambitions aren't always aligned with your own.

The way you deal with these subordinates is a critical part of your success because what makes Crusader Kings II special is its focus on the value of personal relationships. Every character in the game has an opinion of you displayed as a single number, ranging from 100 (glowing adoration) to -100 (bitter hatred). These opinions are an indicator of how easily you can rule over and interact with them, with dozens of factors at play. Have you been ruling steadily for 50 years? Your constituents will respect you mightily if so. Have you broken a peace treaty with an emir lately? Expect your standing to drop considerably in the Muslim territories of North Africa. Even personal maladies you were born with will carry a lifetime of social stigma if you happen to be one of those unfortunate souls afflicted with a clubfoot or a hunchback.

Nurturing these relationships is a delicate but highly rewarding process, thanks to how well Crusader Kings II reflects the slippery nature of feudal rule during the Middle Ages. Each territory you hold is like a semiautonomous state unto itself, with your vassals (bishops, counts, and the like) supplying you with tax income and troops only if their opinion of you is high enough. Everyone in your chain of command has their own agenda, which creates a constant back and forth between you and your underlings. If you keep your vassals' troops engaged in combat for too long, they'll grow resentful, but if you send your child to be educated with them, you'll earn a significant amount of goodwill. The game is stuffed to the brim with these methods for pleasing or angering people, and there's a believable logic to the way people react that makes carefully managing your reputation immensely satisfying.

Equally important to your cause is managing the state of your family. When your character shuffles off this mortal coil, you take control of the first heir in line to the throne. And because the game combines each successive ruler's "prestige" score into one final tally, it's in your best interest to keep your dynasty going strong until the game ends in 1453. This encourages a careful style of decision making where you have one eye on the present and one on the distant future. So if you're prepared to marry off your son to the princess of a powerful foreign king to gain a military ally, you need to be careful because that beautiful young royal may happen to be devoutly religious or homosexual, which would decrease her fertility rating and, thus, your son's chances for producing an heir of his own.

Although each character is shown as a static portrait on a menu screen filled with statistics and personality traits, you wind up feeling a genuine sense of attachment to your next of kin. It's an oddly proud moment when you've granted your son his own duchy and he then proceeds to declare his first holy war against your religious opponents. But if you neglect your family members, they'll grow every bit as resentful as a foreign adversary; they may revolt in civil war if they've got the troops for it or plot to kill you with poisoned veal if not. Thankfully, the AI governing these characters is smart and reliable, rarely ever frustrating you with illogical behavior (unless that person happens to bear the insane personality trait). The result is a lasting and profound sense of ownership over your family's dynasty as it passes from one heir to the next.

While you can sit tight and play the role of a pacifist, the best way to build your dynasty is to overtake other territories and expand the boundaries of your empire. This task generally requires a careful combination of diplomacy, intrigue, and all-out military conflict. Building a powerful army is important, but it's far from the only ingredient necessary for success. For one thing, you need a casus belli (reason for declaring war) before invading a territory. This can be accomplished by a number of means, from collecting enough neighboring territories to usurp a claim on their land to sending in your spymaster (one of the five highly specialized members of your council) to fabricate a historic territorial claim through bribery and threats. Scheming your way into a war is an absolute delight that practically demands you be stroking a white cat and cackling maniacally.

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viedogame: Nintendo eShop, DSiWare, Virtual Console Downloads for Week of February 16; Metal Gear Solid Snake Eater 3D Demo Is Up

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Nintendo eShop, DSiWare, Virtual Console Downloads for Week of February 16; Metal Gear Solid Snake Eater 3D Demo Is Up
Feb 17th 2012, 04:45

Feb. 16, 2012 This week’s Nintendo Download includes the following featured content:

Nintendo eShop
METAL GEAR SOLID® Snake Eater 3D (demo version) - From critically acclaimed director Hideo Kojima comes METAL GEAR SOLID Snake Eater 3D, a new 3D experience re-imagined from one of the most popular METAL GEAR SOLID titles in history. (For Nintendo 3DS™)

Nintendo eShop
Super Mario Bros.™  - Rediscover Mario™ and Luigi’s first great adventure. Jump, kick shells and throw fireballs as you race through eight action-packed worlds to free Princess Toadstool from the Koopas in this iconic NES™ classic. (For Nintendo 3DS)

Nintendo eShop and Nintendo DSiWareâ„¢
iSpot Japan - iSpot Japan takes you on a journey across the Land of the Rising Sun, explaining facts and curiosities about Japanese culture while you play a classic "spot the difference" game in the country’s most beautiful locations. (For Nintendo 3DS / Nintendo DSi™)

Wiiâ„¢
Hulu Plus™ for Wii is now available!* - Watch any current season episode of top shows including Modern Family, Glee, Saturday Night Live, New Girl, and many others.  Enjoy classic series, or explore critically acclaimed movies. To get started, download Hulu Plus from the Wii Shop Channel. *$7.99/month with limited advertising. Broadband Internet access required. http://www.hulu.com/plus/wii (For Wii)

Also new this week:
• Strider™ (Virtual Console™ for Wii)

In addition to video games available at retail stores, Nintendo also offers a variety of content that people can download directly to their systems. Nintendo adds new titles to the Nintendo eShop for the Nintendo 3DSâ„¢ system, to the Nintendo DSiâ„¢ Shop for the Nintendo DSi system and to the Wiiâ„¢ Shop Channel for the Wii console at 9 a.m. Pacific time on Thursdays.

The Nintendo eShop is a cash-based service and features games, applications and videos in both 2D and 3D. Users can add money to their virtual wallets using a credit card or by purchasing a Nintendo 3DS Prepaid Card at a retail store and entering the code from the card.

The Wii Shop Channel offers games and applications and uses Wii Pointsâ„¢, which can be purchased via the Wii Shop Channel. The Nintendo DSi Shop offers games and applications and uses Nintendo DSi Pointsâ„¢, which can be purchased in the Nintendo DSi Shop. A Wii Points Cardâ„¢ and Nintendo DSi Points Cardâ„¢ can be purchased at retail locations. All points from one card must be redeemed in either the Wii Shop Channel or the Nintendo DSi Shop, respectively. They are not transferable and cannot be divided between the two systems.

Remember that Wii, Nintendo 3DS and Nintendo DSi feature parental controls that let adults manage some of the content their children can access. For more information about this and other features, visit http://www.nintendo.com/wii, http://www.nintendo.com/3ds or http://www.nintendo.com/ds/systems/dsi.

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viedogame: Prototype 2 ‘Blackwatch Collector’s Edition’ Announced; First Details

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Prototype 2 ‘Blackwatch Collector’s Edition’ Announced; First Details
Feb 17th 2012, 04:41

Pre-order Your Copy of PROTOTYPE 2’s Blackwatch Collector’s Edition Today While Supplies Last.

SANTA MONICA, Calif., Feb. 15, 2012 /PRNewswire/ â€" In an effort to keep the Blacklight viral outbreak from becoming a reality, Radical Entertainment confirmed today that it will release the ultimate in bio-outbreak control â€" PROTOTYPE® 2’s Blackwatch Collector’s Edition. Planned to launch April 24, 2012 from Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (Nasdaq: ATVI), this highly limited quantity PROTOTYPE 2 Blackwatch Collector’s Edition will retail for $79.99 and contain:

  • PROTOTYPE 2 RADNET Edition Content
  • Free PROTOTYPE 2 DLC Pack #1 â€" Colossal Mayhem
  • Official PROTOTYPE 2 Soundtrack CD
  • Exclusive PROTOTYPE 2 Hardbound Art Book
  • Dark Horse Digital Comic "PROTOTYPE: The Labrinth"
  • 20% Discount Voucher at PROTOTYPE Merchandise Store

"When we initially began discussing the idea of creating a collector’s edition for PROTOTYPE 2, we knew right off the bat that it would have to be something special for our most hardcore fans â€" the ones who finished the original game multiple times; those who constantly debate whether Mercer or Heller is the more badass character; the ones who are eagerly waiting to jump in feet first and experience all that PROTOTYPE 2 has to offer," said Ken Rosman, Studio Head, Radical Entertainment.  "To indulge this audience, our Blackwatch Collector’s Edition not only contains our recently announced RADNET content, but also includes our first paid DLC pack â€" Colossal Mayhem â€" due out in May, plus a voucher code to download Dark Horse’s third and final PROTOTYPE 2 comic â€" The Labyrinth, as well as our amazing game soundtrack and art book, and 20% off at the PROTOTYPE merchandise store where you can pick from an assortment of PROTOTYPE 2 themed swag â€" all the accoutrement any hardcore P2 fan could want!"

The sequel to Radical Entertainment’s best-selling open-world action game of 2009, PROTOTYPE 2 takes the unsurpassed carnage of the original PROTOTYPE and continues the experience of becoming the ultimate shape-shifting weapon.  As the game’s all-new infected protagonist, Sgt. James Heller, players will cut a bloody swathe through the wastelands of post-viral New York Zero with unparalleled locomotion, building up a vast genetic arsenal of deadly, biological weapons and abilities as they hunt, kill and consume their way toward the ultimate goal â€" to kill…Alex…Mercer!

To find out more about PROTOTYPE 2, follow us on Twitter at www.twitter.com/radical_ent and check out www.prototypegame.com for the latest trailers, screenshots, special promotions and more!  And for the truly dedicated, go to www.facebook.com/prototype and join the PROTOTYPE Army â€" a community of over 380,000 (and growing) fans that receive constant updates from the team at Radical, and early sneak peeks at new information and assets.

PROTOTYPE 2 is being developed for Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Windows PC.  The game is rated "M" (Mature â€" Blood and Gore, Drug Reference, Intense Violence, Sexual Themes, Strong Language â€" content that may be suitable for persons 17 and older) by the ESRB.

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