Thursday, 10 November 2011

viedogame: Halo Reach Anniversary map pack hits November 15

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Halo Reach Anniversary map pack hits November 15
Nov 10th 2011, 21:53

Seven multiplayer arenas featured in Halo: Combat Evolved Anniversary to be available in last year's Halo for $15.

Halo: Combat Evolved Anniversary is set to bring the original Xbox first-person shooter into the modern era. Along with the single-player campaign, the game includes a number of new multiplayer maps. However, the HD rerelease won't be the only way to get them.

Microsoft announced today that the seven maps included in Halo: Combat Evolved Anniversary will also be made available separately via Xbox Live for 1,200 Microsoft points ($15). The Halo: Reach-compatible list of maps includes Battle Canyon, Breakneck, High Noon, Penance, Ridgeline, Solitary, and Installation 04. This list represents six competitive multiplayer maps and one arena for the cooperative Firefight mode.

Playlists featuring these new maps will go live the morning of November 14. This will allow matchmaking playlists to be populated across regions and ready for the launch of Halo: Combat Evolved Anniversary on November 15.

Developed by 343 Industries, Saber Interactive, and Certain Affinity, Halo: Combat Evolved Anniversary is a rerelease of the original Halo game with a fully remastered campaign, Xbox Live co-op support, and the aforementioned multiplayer maps. It will be compatible with the Kinect and will let gamers switch between classic and updated graphics with one button press.

For more on the rerelease, check out GameSpot's previous coverage of Halo: Combat Evolved Anniversary.

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viedogame: Saints Row: The Third signs up for Season Pass

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Saints Row: The Third signs up for Season Pass
Nov 10th 2011, 23:08

THQ giving a 15 percent price break for gamers who pay $20 up front for four add-on packs; Genkibowl VII, Gangstas in Space to offer sports, sci-fi twists on open-world crime game.

Saints Row: The Third is getting on board the Season Pass trend. Joining the likes of Mortal Kombat, Gears of War 3, Forza 4, and Uncharted 3, Saints Row: The Third will give players a price break on downloadable content if they commit to all of it with an upfront purchase.

The Saints Row: The Third Season Pass will include three mission packs and a DLC outfit and vehicle pack centered around the gameworld's famous vampire-hunting superhero, Nyte Blayde. The Nyte Blayde pack contains superheroic outfits for Altar Boy and Bloody Canoness, Nyte Blayde's car, and Bloody Canoness' motorcycle.

The trio of mission packs will begin arriving in January with the release of Genkibowl VII, which offers a Wide World of Genki sporting take on the town of Steelport. Later in the winter, THQ plans to release the sci-fi-themed Gangstas in Space pack, with the Trouble With Clones add-on closing out the Season Pass offerings sometime in the spring. The Season Pass for Saints Row: The Third will cost gamers $20, which THQ expects to represent a 15 percent savings over purchasing all four add-ons separately.

Saints Row: The Third heads to stores for the Xbox 360, PlayStation 3, and PC on November 15. The game picks up with the player running the Third Street Saints. Once a small-town gang, the Saints have grown to control the organized crime within Stilwater and even have their own brand, with licensed sneakers, energy drinks, and bobbleheads.

However, the Saints' success has drawn the attention of the globally powerful Syndicate, a criminal fraternity that insists on a cut of the action. Players will adopt the role of a member of the Saints who must relocate to the Syndicate's hometown of Steelport after a botched bank robbery forces them to flee Stilwater.

For more on the game, check out GameSpot's previous coverage of Saints Row: The Third.

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viedogame: Steam forum hackers gain access to information

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Steam forum hackers gain access to information
Nov 10th 2011, 23:20

Valve confirms this week's security breach potentially exposed encrypted credit card numbers, passwords, addresses, more.

Hacking activities have been the story of the year within the game industry, and the latest victim is Portal creator Valve Corporation. On Sunday, the Washington-based game company's message forums for its digital distribution platform Steam were infiltrated by a hacker collective. It now appears as if the culprits accomplished more than just vandalizing the website.

In a message sent to Steam users and forum-goers today, Valve managing director Gabe Newell said that the hacker group gained access to the Steam database in addition to its forums. In so doing, the individuals involved had access to various pieces of information, including "user names, hashed and salted passwords, game purchases, email addresses, billing addresses, and encrypted credit card information."

Newell said that the company currently has no indication that the intruders took any of the encrypted credit card numbers or personal identifying information. He also said there is no evidence that encrypted credit card numbers or passwords had been cracked. However, Valve is still investigating the attack.

As a result of the security breach, Newell said that all forum users will be required to change their passwords the next time they log in to the message boards. However, as it does not appear as if any Steam accounts were compromised, Newell said that it will only be advisable, and not mandatory, to change these passwords.

Currently, the Steam forums are offline. Valve plans to reopen them "as soon as we can."

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viedogame: Call of Duty: Elite subscribers to get extra month free

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Call of Duty: Elite subscribers to get extra month free
Nov 11th 2011, 00:12

In light of rocky launch for stat-tracking social network, Activision automatically extending paying members' subscription terms by 30 days.

Call of Duty: Elite, Activision's social network built around tracking statistics of the publisher's annual military shooter franchise, launched alongside Modern Warfare 3 on Tuesday. Unfortunately, the service has encountered a number of issues and continues to be down more often than not, but Activision is not turning a blind eye to the problem.

The Elite website's status page was updated today with a note that all premium members will receive a 30 days extension on their year subscription in recompense for the rocky start. This follows days of downtime and a delay of the PC version of the service.

The official update assures users that all of their match stats are being stored and actual game performance is not being affected by the issues surrounding Elite. The problems are isolated to the use of the front end of the stat-tracking service, and more servers are being added to increase capacity. Until that time, Activision will be limiting access to the service via the Web and console applications, with priority going to paid members.

For more on the flagship Call of Duty: Elite release, check out GameSpot's review of Call of Duty: Modern Warfare 3.

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viedogame: PlayStation 3 | PixelJunk SideScroller Review

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PlayStation 3 | PixelJunk SideScroller Review
Nov 11th 2011, 01:46

From the hypnotic neon landscape and constant barrage of spraying bullets to the way the playing field bends around at the edges of the screen to replicate the look of an old arcade cabinet monitor, everything about the latest entry in the ever-creative PixelJunk series from Q-Games seems designed to push your nostalgia button. That's not a bad thing, but looking past the allure of the dazzling visual design reveals a short, minimalistic arcade shooter with a few faults that almost outweigh the fun. PixelJunk SideScroller's twitchy gameplay evokes fond memories of playing games like Life Force and Gradius, but it feels weak when compared to the PixelJunk Shooter games that preceded it in the series.

Because it's based on an unlockable secret stage found in the previous PixelJunk game, it's not surprising that SideScroller cannibalizes the exact same spacecraft, some of the same foes, and a few other hazards from PixelJunk Shooter 2. Familiar environmental elements like flammable gas, water, ice, and lava also make a return. Taking damage once overheats your craft, and you can restore your two-hit health meter by flying through water to cool down as in the past two PixelJunk entries. But whereas the two Shooter games are geared more toward exploration and puzzle work, SideScroller is all about the straight-up action. Like the old-school classics that the game pays homage to, you pilot your small ship through forced scrolling stages while battling waves of enemy fighters, bullet-spewing sentry cannons, and more elaborate boss encounters. The chaotic dodge-and-shoot gameplay is enjoyable yet straightforward; it's kill or be killed. Unfortunately, some design elements make it hard to do your job.

Your ship's three main weapons options--machine guns, lasers, and bombs--offer a limited means of cutting through the swarms of baddies that come your way. Each can be upgraded independently up to five times to boost its power and reach. Sadly, none of the weapons are totally effective against every foe you face, and switching between them in the heat of combat is unwieldy at best. Instead of triggering each attack with a different button press, you're stuck with cycling through them one at a time using a single button. To make matters worse, every switch is accompanied by an irritating female robot voice whose grating nature further encourages you to pick a favorite and stick with it through much of the game. There's also a chargeable ramming attack, but it's more effective at accidentally getting you killed than taking down foes. The game's checkpoint system sometimes works against you as well. Running out of lives toward the tail end of a stage lets you restart from the last checkpoint infinitely, but it robs you of all your power-ups and makes it tough to progress without starting over. While these limitations do get in the way, it's not that difficult to look past them and still have fun.

SideScroller's biggest redeeming quality is its creative, colorful presentation. Each captivating little area is simply beautiful. The initial simplicity of the glowing geometric stage designs soon melts away into complex networks that spread throughout the foreground and background. There's a lot to soak in, even if you have precious little time for sightseeing with all of the flying bullets and other dangers to plow through. Levels feature a good blend of natural and mechanical obstacles, like crushing pistons, jets of flame, falling rocks, and combustible gas. The boss battles waiting at the end of each run of stages ramp up the clever level designs in intense, multifaceted encounters that are truly impressive. What's disappointing is it takes so little time to cut a path to the final credits. SideScroller's three main stages feature four short levels apiece, and there's an unlockable final boss battle stage too. Tougher difficulty settings featuring crazy visual filters that change the look of the gameworld and frustrating multiplayer co-op that has you sharing limited lives don't offer much in the way of replay incentive.

As visually stimulating as it may be, PixelJunk SideScroller's supershort length and bare-bones arcade shooter gameplay drag down its retro charm a few notches. While fleshing out the bonus stage from PixelJunk Shooter 2 into a stand-alone game wasn't a bad idea, this brief download flounders under clunky implementation. It doesn't hold up well next to its more robust brethren.

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viedogame: Xbox 360 | BurgerTime: World Tour Review

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Xbox 360 | BurgerTime: World Tour Review
Nov 11th 2011, 02:05

BurgerTime never gets its just desserts. This '80s arcade classic from Data East was a big hit back in the glory days of the quarter gobbler, but the game never seems to hit many top 10 lists and has been all but ignored in the rush to port everything from Pac-Man to Time Pilot to contemporary consoles. But burger-tromping (and likely health department-violating) chef Peter Pepper finally makes his return in BurgerTime: World Tour as an Xbox Live Arcade effort from developer MonkeyPaw Games. Unfortunately, once you get past the nostalgia evoked by battling sinister foodstuffs and listening to the memorable musical score from 1982, the game turns into a frustrating muddle.

At first, however, this new BurgerTime comes off a bit like the old BurgerTime. You take on the role of mustachioed chef Peter Pepper (or your Xbox avatar) in a surreal world. Burgers are put together by running around floating scaffolding and stomping on patties, cheese, tomatoes, buns, and other fixings that were probably damn delicious before Pete got his size-10 loafers all over them. Every time you run across one of these items, it falls a floor down and is one step closer to its final destination on a big plate at the bottom of the level. Of course, making burgers in this rather athletic fashion isn't as easy as it sounds. Enemy foods like eggs, hot dogs, and pickles aren't too happy about Peter's love of red meat, so you have to dodge them, crush them by dropping ingredients on them, or send them on a ride down when you run over the burger fixing of your choice. With one touch from baddies, you die, so it's fortunate that you can stun them with the blasts of pepper that were your one weapon back in 1982. Or you can take advantage of new features like the ability to jump and employ power-ups that include a whirlwind spatula attack and rockets that boost you to upper levels without the use of ladders.

The above recipe could have made for a welcome BurgerTime update, but developer MonkeyPaw Games pushed things a little too far and turned the game into a complete reenvisioning of the original. The biggest issue here is 3D level design and an odd camera perspective. Instead of playing against a flat Donkey Kong-style arrangement of ladders and girders as in the original game, you express your love of artery-clogging treats in kind of a theater-in-the-round setting where the camera revolves around the whole map. This concept is totally unnecessary and confusing, so much so that the developers had to add an arrow pointing you to the next burger to be stomped. Even with this navigational tool, the circular perspective and busy level design lead to a lot of frustration. You get lost a lot and inevitably run straight into unseen enemies coming around the curvature of the maps. Giant scowling hot dogs just shouldn't be able to sneak up on you as they do.

Controls and collision detection are also off. Peter slides around on burger patties and tomatoes like a sports car on black ice, and he can even careen off of plain-old platforms. Because the game requires a lot of precisely timed jumps around collapsing and flipping floors, the lack of fine control leads to many untimely deaths. Even when you don't die, it's too easy to miss jumping targets and wind up falling down to the start of levels like you were on a bad streak in a game of Snakes and Ladders.

For what it's worth, there is a lot of content here. There are dozens of levels in the game spread out among campaigns set on the city streets of New York, Paris, Tokyo, and Mexico. Everything looks pretty good, too, although the cartoony attractiveness of the settings is offset by all of the detail. The backgrounds are as cluttered up as an episode of Hoarders. So it's easy to lose sight of enemies and even run into a corner with a pack of hot dogs in hot pursuit because you didn't notice a wall. Sound effects are updated with a nod to the old game, with a remastered version of the original score that's pretty catchy, along with cute additions like growling eggs. The challenge factor is high right from the beginning, with lots of fast-paced levels strewn with enemies, condiment-blasting cannons, giant impaling screws, loads of soaring platforms, and huge burgers you can stack. So you'll likely need a good six or seven hours to plow through the entire single-player experience, which is pretty good value for an 800-point ($10) XBLA game. Split-screen and online multiplayer let you duke it out with rival chefs in timed burger battles, but neither is very playable. It's difficult to get into a quick match because almost nobody is playing, and split-screen local play scrunches the maps so much that it's hard to see what's happening.

Stick with the original. BurgerTime: World Tour has its heart in the right place and evokes fond memories of a nearly 30-year-old classic arcade game, but the 3D perspective, control problems, and too many ill-advised additions to the basic formula make this one hard burger to get down.

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viedogame: MLB 12 hits PS3 and PS Vita on March 6

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MLB 12 hits PS3 and PS Vita on March 6
Nov 10th 2011, 18:02

Boston Red Sox All-Star first baseman Adrian Gonzalez to headline next year's baseball release from Sony.

2K may have the multiplatform Major League Baseball rights tied up, but as a first-party publisher, Sony has been producing its own critically lauded MLB games for years. Almost ready for another go around the bases, next year's entry now has a release date, platforms, and cover athlete.

Sony announced this week that Boston Red Sox All-Star first baseman Adrian Gonzalez will be taking the role of cover athlete for the 2012 iteration. A release date of March 6 was also revealed for the PlayStation 3 and all-new PS Vita versions.

Next year's entry will mark the first time Sony's baseball franchise is not appearing on the PlayStation 2 or PSP. It also represents the series' inaugural outing on Sony's forthcoming handheld, the PS Vita. In a comment on the official PlayStation Blog, a Sony representative said to "stay tuned" in regard to potential cross-system save portability.

MLB 12 is confirmed to support the PS Move motion controller, although it's unclear to what degree. Last year's game also had PS Move support, but only in the Home Run Derby mode.

For more on Sony's baseball franchise, check out GameSpot's review of last year's MLB 11.

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