Friday, 9 December 2011

viedogame: Aussie emulation mashup Dec 9

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Aussie emulation mashup Dec 9
Dec 9th 2011, 06:11

The Mortal Kombat Arcade Kollection finds its way onto the PlayStation Network Store.

The Mortal Kombat Arcade Kollection from Warner Bros. Interactive Entertainment headlines the digital downloads this week and is available now on the PlayStation Network Store. Unfortunately, this is going to be the only Mortal Kombat title that Aussie PlayStation 3 owners are going to see this year, after banning the 2011 franchise reboot. The Mortal Kombat Arcade Kollection is the first time that the original Mortal Kombat games have been bundled together in one pack, with all three games featuring online play.

As for Nintendo platforms, only the 3DS gets some love this week. Arriving on the 3DS eShop is platforming-puzzle game PullBlox. In similar vein to Little Big Planet, players will be jumping between layers in a side-scrolling world, pulling boxes between each pane to progress through the levels. PullBlox was also joined by Blaster Master: Enemy Below, a Game Boy Color game from 2000, which was this week given the 3DS Virtual Console treatment.

Unfortunately, it's a sad week for Xbox 360 owners, as there are no new Xbox Live Arcade games launching Down Under this week. Chin up, though; at least you received a shiny new dashboard update!

PlayStation Network Store
Mortal Kombat Arcade Kollection - A$14.45

3DS eShop
PullBlox - A$9.00

3DS Virtual Console:
Blaster Master: Enemy Below - A$7.50

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viedogame: Jo Twist appointed UKIE CEO

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Jo Twist appointed UKIE CEO
Dec 9th 2011, 12:11

UK game industry body appoints former Channel 4, BBC executive as its new chief executive.

UKIE, one of two trade bodies that covers the UK gaming industry, today announced that Dr Jo Twist is to become its new chief executive in January. Twist comes from Channel 4, where she was commissioning editor for education and previously worked in a number of multiplatform roles at the BBC.

Twist has "a strong background in education, creative technology and youth culture," UKIE said, and she has "a wealth of experience in all aspects of interactive entertainment including media, technical innovation and creativity, commercial and political issues."

Andy Payne, UKIE's chairman, said, "Jo's passion for games and her background in media and commissioning content will allow us to further help UK games and interactive entertainment makers and all those involved in this industry get further political and economic traction in a connected, digital worldwide market which is teeming with exciting opportunities."

Twist will be taking up the position on January 9, 2012.

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Classic Video Games: What's Hot Now: A Very Pac-Man Christmas

Classic Video Games: What's Hot Now
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A Very Pac-Man Christmas
Dec 9th 2011, 11:03

Now you know Santa and Rudolph and Sleigh bells that ring; Frosty and Yule Logs and Carolers who sing; but do you recall the most obscure Christmas icon of them all...PAC-MAN!

It's true, for some bizarre reason in the early 80s Pac-Man was a representative of the gift giving season. This was probably because he was the most popular and licensable of the classic video game characters. Few would tune in to see A Yar's Revenge Christmas or Christmas Comes to Tetris, so Pac-Man fit the bill and crossed over from retro game icon into holiday propaganda.

Have a very merry Pac-Man Christmas!

1. Christmas Comes to Pac-Land - TV Special - 1982

Image © Hanna-Barbera

For two seasons Saturday mornings were graced with the best cartoon based on a video game, Pac-Man. In the 80s cartoon stars often showed on primetime with a Christmas special, and the weirdest, trippiest of the bunch has got to be Christmas Comes to Pac-Land.

In this Hanna-Barbera classic, Santa slips through a dimensional portal and crash lands in Pac-Land. Found by Pac-Man and family, they nurse Santa back to health, but his bag of presents has been stolen by the Ghost Monsters.

When he awakens Santa isn't shocked by the talking yellow balls that surround him, he's shocked that they've never heard of Christmas! So while Pac-Man saves the day, Santa turns to a missionary and teaches the Pac-Land the true meaning of Christmas...presents.

2. Pac-Man Christmas Album - LP - 1982

Image © KID STUFF Records

Kitsch value galore as Pac-Man and family celebrate the holiday season in a record album filled with hilarious, cheesy and psychedelic songs, mostly about Christmas, none about Pac-Man. All of these are interspersed with a short tale of the Pac-Family opening their hearts and homes to the Ghost Monsters for Christmas dinner. Overwhelmed by the gesture, the Ghost Monsters decide to take the night off from trying to kill Pac-Man and his wife and child. Now doesn't that just warm your Power Pellets?

3. The Pac-Man Christmas Story - 33 1/2 RPM Book and Record - 1983

Image © KID STUFF Records

A painfully corny story of Baby Pac-Man getting so distracted by playing that he forgets to get Pac-Mom and Pac-Dad a Christmas present…and it's Christmas Eve! What's a freakishly circular, bright yellow baby to do? Luckily his Pac-Parent's let him use Pac-power tools, so he goes to work in their Pac-basement building them a special Pac-gift. On Christmas morning Baby Pac-Man (who wears a bonnet by the way) hands them a wooden chest he built by hand, with a World's Best Mom & Dad trophy inside that he welded himself, and the trophy was filled with coupons that can be cashed in for chores around the house.

4. Pac-Man's Christmas - Woman's Day Magazine - December 13th, 1983

Women have always been gamers, and this comic insert from Woman's Day proves it!

This Pac-Man oddity has the Pac-Family getting an emergency call from a Santa who has run out of Power Pellets, which he has his reindeer pop to get enough energy to fly on Christmas Eve!

It's up to the Pac-Family to save the day again, so they do what any rescue hero does in an emergency, book a commercial flight to the North Pole.

Soon the Pac-Family are risking life and limb (and practicing good parenting by bringing Baby Pac-Man along) as the Ghost Monsters chase them across the arctic. In the climax when the Ghost Monsters learn of Santa's predicament, their undead hearts grow and they volunteer to take the reindeer's place on Santa's sleigh.

5. Pac-Man Arcade Hallmark Keepsake Ornament - 2008

Image © Hallmark Licensing Inc.

The first classic video game celeb to appear on your Christmas Tree! No it's not a handheld version of the game; this is a miniaturized coin-op arcade tribute that emits sounds from the original Pac-Man game as the screen lights up. It's a pity they didn't use the original arcade cabinet art, instead opting for the modernized interpretation of our favorite chomping fanatic.

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6. Pac-Man Christmas Tree - 2008

The capital city of Spain shows its holiday and old-school arcade spirit with a giant Pac-Man Christmas Tree right in the heart of downtown Madrid. Each side of the pyramid shaped tree lights up with a recreation of the classic Pac-Man maze, with a moving version of Pac-Man himself along with the Ghost Monsters.

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viedogame: Aussie emulation mashup Dec 9

viedogame
All of the News. Can you keep up?. // via fulltextrssfeed.com
Aussie emulation mashup Dec 9
Dec 9th 2011, 06:11

The Mortal Kombat Arcade Kollection finds its way onto the PlayStation Network Store.

The Mortal Kombat Arcade Kollection from Warner Bros Interactive Entertainment headlines the digital downloads this week, and is available now on the PlayStation Network Store. Unfortunately, this is going to be the only Mortal Kombat title that Aussie PS3 owners are going to see this year, after banning the 2011 franchise reboot. The Mortal Kombat Arcade Kollection is the first time that the original Mortal Kombat games have been bundled together in one pack, with all three games featuring online play.

As for Nintendo platforms, only the 3DS gets some love this week. Arriving on the 3DS eShop is platforming-puzzle game PullBlox. In similar vein to Little Big Planet, players will be jumping between layers in a side-scrolling world, pulling boxes between each pane in order to progress through the levels. PullBlox was also joined by Blaster Master: Enemy Below, a Game Boy Color game from 2000, which was this week given the 3DS Virtual Console treatment.

Unfortunately, it's a sad week for Xbox 360 owners, as there are no new Xbox Live Arcade games launching Down Under this week. Chin up, though; at least you received a shiny new dashboard update!

PlayStation Network Store
Mortal Kombat Arcade Kollection - A$14.45

3DS eShop
PullBlox - A$9.00

3DS Virtual Console:
Blaster Master: Enemy Below - A$7.50

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viedogame: Xbox 360 | WWE '12 Review

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Xbox 360 | WWE '12 Review
Dec 9th 2011, 02:22

Doing more than simply dropping the SmackDown vs. RAW moniker that has prefaced the last run of WWE games since 2004, WWE '12 aims to refresh the long-running wrestling series' recent stale leanings with redesigned gameplay and an all-new game engine. While it still packs a massive roster and is brimming with all of the over-the-top macho bombast and ridiculous braggadocio hardcore wrestling fans love, not all of the updates are for the better. It's easier to jump right into the ring and start hammering away at meaty dudes with vigor, but overaggressive AI and a near-broken attack counter system sap the fun. Unfortunately, other problems add to the pile, making it tough to enjoy the game's authentic trappings.

WWE '12 mirrors the energetic spectacle and cheesy swagger of the television programming it's based on with admirable gusto. Outside of the ring, there are plenty of flashy, grand entrances and throngs of cheering fans eager to see endless combinations of the game's huge selection of wrestling combatants bludgeon one another in style. When it comes to the matches themselves, the action is fast-paced and intense. The game's overhauled engine showcases a nice level of detail in the character models, and the animations are more fluid this time around when transitioning between attacks and reversals, but it's still rough around the edges in spots. Collision detection is off at times, and some transitions are a little too fluid. For example, it's possible to go from throwing a punch at your opponent to almost instantly being upside down between his legs in a midair pile driver--weird instances like this can happen so fast that you don't even know how you wound up being ground face-first into the mat. Other times, though rare, the game bugs out altogether. One glitch causes a wrestler to float very slowly toward the screen, through the ropes, out of the ring, and into the air above the crowd, forcing a reset of the match to restore order. That said, major bugs are infrequent, and most matches do look realistic enough to appease followers of the sport.

Retooled with accessibility in mind, the gameplay flows quickly once the fists start swinging. Strikes, grapples, and Irish whips are single-button moves that change with your position, yielding more elaborate attacks as opponents grow weaker. Whittling your adversary's stamina down opens up room for sweet signature moves and fancy finishers, and a new limb targeting system lets you deal damage to specific areas of the body when grappling. Everything works pretty well, with the exception of defensive maneuvers, which are a major stumbling block. WWE '12 gives you and your opponent far more chances to counter each other's attacks, but the window of opportunity to pull off these crucial reversals has been shaved down to almost nothing. You have a split second before contact to tap the right trigger to block or reverse. These prompts don't always appear onscreen when they should either, and more often than not, hitting the corresponding button at the right time doesn't register.

Your computer-controlled foes, on the other hand, are adept at countering almost everything you throw at them (at least on the game's default difficulty). They adapt to your move patterns quickly too. It's extremely frustrating to get turned into a slab of battered meat and lose several matches in a row because every counter you attempt fails to stick--even when it feels like you're quick on the draw. While you can dial back the AI to a more comfortable setting, the problem doesn't go away. It does feel satisfying when the tide turns in your favor, but once things start going wrong, it easily snowballs into a match-ending catastrophe.

For those who can tune out the inconsistencies in WWE '12, there's an abundance of play options to dig into. WWE Universe returns with a never-ending run of matches and lots of flexibility to tweak the experience to suit your whims. Any number of matches on the schedule can be simulated or played hands-on, and it's a lot of fun to hop in and play an interfering role in certain matches. If you just want a quick game or two, there are a slew of options for configuring one-off matches. Multiplayer modes are flexible too, and playing against other humans locally or in online matches is preferable to the irritating AI, though you still have to face the prospect of rage quits due to unresponsive attempts at countering.

Having the freedom to create your own content to play in the game is another area where WWE '12 shines, since you can craft everything from your own custom wrestlers and movesets to entrances and storylines. The story-driven Road to Wrestlemania, on the other hand, is one of the game's biggest disappointments. It has three lengthy chapters that explore heavily scripted storylines centering on Sheamus, Triple H, and a custom wrestler you create, but these matches are some of the least enjoyable encounters in the game. They often revolve around unclear yet strict objectives, and deviating from them results in failure.

The franchise may have been in need of some serious tinkering, but the impact of the gains made in this next evolution of the series is canceled out by the leftover problems lingering in the formula. While a few improvements feel like a step in the right direction and will no doubt hit the sweet spot for some players, there are crucial areas where WWE backslides. Insidious AI and the weak story mode are among the bigger culprits, but the fact that such a huge portion of the gameplay hinges on a horribly imprecise reversal system is a real deal-breaker.

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viedogame: PC | Serious Sam 3: BFE Review

viedogame
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PC | Serious Sam 3: BFE Review
Dec 9th 2011, 02:24

The Video Review

Watch this video

Take a ride on the Egyptian pain train with Chris Watters in this review for Serious Sam 3: BFE.

Sam Stone has made his name in video games by taking on relentless hordes of aggressive enemies and laying them all low with big guns and snarky quips. In Serious Sam 3: BFE, the legions of enemies and deadly arsenal return, but the novelty of Sam's run-and-gun-and-run-some-more style is long gone. This time around, the pace has slowed down and Sam's macho shtick has grown wearisome, draining much of the energy that once fueled this manic shooter series. Serious Sam 3 is a good-looking game that can still deliver some excitement, but the joy of annihilating crazy aliens is disappointingly diminished.

Yes, he can carry that cannon. No, he does not appreciate your skepticism.

The Earth has been in a rough spot for quite some time in Sam Stone's world, though BFE actually takes place before Serious Sam: The First Encounter. The place in the timeline hardly matters, however, because Sam's objectives to locate downed crewmembers or gain entry to underground temples merely serve as waypoints on his ceaseless crusade to destroy the invading aliens. In previous games, Sam's brash attitude provided some amusement along the way, but his hypermasculine wisecracks come off as trite and predictable in Serious Sam 3.

This leaves the burden of entertainment squarely on the shooting. From a humble sledgehammer, you build your arsenal throughout the campaign to encompass a variety of guns that spew bullets, lasers, explosives, and even oversized cannonballs. The double-barreled shotgun is a deadly standout, as is the ammo-devouring minigun. Given the outlandish nature of Sam's foes, it's disappointing that the guns aren't more inventive, but they all fire with a solid sense of impact, thanks to good sound effects and sharp visual design. The environments also sport a lot of nice details, from rubble-strewn streets to crystal-clear water, though despite their technical prowess, they feel a bit bland. Apart from some claustrophobic sections, most levels give you plenty of room to maneuver as you gun down your foes, and each map hides a bevy of secrets that reward diligent explorers with health, armor, ammunition, keys to other secrets, or even new weapons.

The more guns you acquire, the better, because there are seemingly endless hordes of aliens to kill. Lurching robo-humans, sprinting skeletons, one-eyed monsters, and chittering arthropods are the most prevalent threats early on, but later levels bring charging bulls, shrieking harpies, and a variety of unpleasant flesh-metal hybrids. Different weapons are better at killing certain types of enemies than others, so as you run around, it behooves you to actively switch guns to outmaneuver your foes. Fast, ferocious, and numerous are the classic characteristics of enemies in Serious Sam, but it takes a while before things really get hectic. The adrenaline-inducing panic of being vastly outnumbered doesn't come often until the later levels, which makes the first few levels feel like an uncharacteristically slow start.

When the action finally heats up, blasting your way clear of danger can be a satisfying feeling. Driving rock music often complements your efforts nicely, and the calm after the storm is a welcome reprieve. But even at its best, the pleasures in Serious Sam 3 are relatively tame. Even though you spend most of the game sprinting, Sam's top speed has a detached feeling that makes it seem like you are using cruise control. The guns fire with gusto and the enemies die horribly, but you kill so many of them that they start to feel like boxes you are checking off as opposed to threats you are eliminating. Even when things get quite difficult toward the latter half of the game, you still feel like you're thinning a herd rather than decimating deadly foes. The campaign lasts significantly longer than most modern first-person shooters, but the thrills grow stale even as the enemies grow crazier and larger in number.

You can spice things up by joining other players in cooperative play. Up to four players can play via split-screen (with three USB gamepads) or 16 players online can blast the demonic hordes in levels from the campaign or in three survival maps. Having friendlier guns adds an enjoyable camaraderie to the action, and other players can help you discover secrets you might have otherwise missed. Given the campaign's slow start, however, it's best if you crank up the difficulty when playing with others. There's also a variety of competitive modes that involve killing other players or killing AI aliens quickly so that you can kill other players. The fast-paced play can be exciting, but very few people are playing online as of this review, which makes competitive play a less reliable way to enjoy the game.

There is some solid enjoyment to be had in Serious Sam 3: BFE, but the game rarely achieves the hectic joy of its better predecessors. Sprinting around and blasting through thousands of enemies feels more like cleanup than combat, and the good audiovisual presentation can only add so much. Serious Sam 3 can still pack a punch, but this boisterous shooter series has seen better days.

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Thursday, 8 December 2011

viedogame: Namco Bandai wins Witcher 2 suit against CD Projekt

viedogame
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Namco Bandai wins Witcher 2 suit against CD Projekt
Dec 8th 2011, 22:42

Polish RPG developer must provide Namco Bandai with publishing agreement in next 15 days or suffer compounding fines.

Earlier this year, Namco Bandai sued The Witcher 2 creator CD Projekt in a dispute involving the European publishing rights for its fantasy role-playing game. In the suit, Namco Bandai claimed its rights to publish the Witcher 2 in the region superseded those that CD Projekt had later given to THQ for the Xbox 360 version of the game. Now, a court has agreed.

Edge reports that a French court has ruled CD Projekt must present Namco Bandai with a publishing agreement within the next 15 days or face a €15,000 ($20,000) fine per day following noncompliance. The report also cites Polish news outlet Parkiet with a quote from CD Projekt CEO Marcin Iwinski saying he was "not satisfied" with the judge's order but was happy to have the issue settled.

The Witcher 2 developer must now back out of its publishing agreement with THQ for the Xbox 360 version of the game in Europe. The THQ deal included distribution in Western Europe, Australia, New Zealand, and the Middle East.

Namco Bandai's complaint surrounding CD Projekt's offering of the game without DRM through Good Old Games was not addressed in this report. The Witcher 2 for the Xbox 360 is slated for release in the first quarter of 2012, with Warner Bros. Interactive Entertainment publishing in North America.

For more on the PC original, check out GameSpot's review of The Witcher 2.

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