Thursday, 19 January 2012

viedogame: 3DS | Kid Icarus' Last Stand

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3DS | Kid Icarus' Last Stand
Jan 19th 2012, 21:00

Pit's new adventure comes with no fewer than three different ways to play--one includes a stand for the 3DS.

In case you were unaware, when you play Nintendo's Kid Icarus: Uprising you have to hold the 3DS stylus in your right hand. So if you're left-handed, it probably isn't the most elegant way to play a handheld game. As a fellow south paw, my recent two-hour visit to play Kid Icarus: Uprising gave me an opportunity to see how much of an issue this would be as I tried two of the three different methods for playing the game. I can safely say that left-handed folks can probably make do using their right hands, but even righties might experience some hand cramping.

Check out the latest trailer for Kid Icarus: Uprising.

But before we dive more into the controls, let's talk about the game itself. Every chapter in Kid Icarus is broken up into two parts; the first is the in-the-air on-rails section, but it only last a few minutes. The second part lands Pit on the surface where most your time is spent in any given level. It's also worth mentioning that these ground levels are fairly open and give some room for exploration.

One of the interesting aspects of Kid Icarus is its level difficulty--or intensity, as Nintendo calls--which can be adjusted to make the game easier or more challenging, but there's more to it than that. When you start the game for the first time, the intensity is set at 2.0, but before starting a chapter, you can still adjust the intensity from 0.0 to 9.0. Of course, this means the higher the intensity, the greater the challenge.

Intensity plays an important role in terms of collecting hearts because when you set your intensity, you wager a number of hearts. These hearts are then used to unlock additional weapons for Pit to use. By completing a stage without dying, you're rewarded with large number of hearts that are added to the hearts collected from defeating enemies. If Pit dies, you lose a percentage of the hearts you might have won and the intensity level drops.

The intensity level you've chosen for a particular area also lets you explore new areas. For example, in the first chapter of the game, there is a section that requires you to set the intensity to 5.0. If you like to take risks before getting familiar with a game, then you might be rewarded with something nice. Naturally, this also gives greater incentive to travel back through completed areas.

But no matter the difficulty, you might be wondering how Kid Icarus feels while playing, particularly for left-handers. The game is set up so that you use the stylus to aim on the touch screen, while the circle pad and L button control movement and shooting, respectively. Because of that, finding the sweet spot to perform all of Pit's actions was quite a challenge. Admittedly, even if you're accustomed to the holding the stylus with your right hand, you might face some problems because the game requires a lot of rapid movements.

Interestingly, when Kid Icarus: Uprising is launched on March 23, it will come bundled with a support stand that makes it significantly easier to play. It makes movement and other actions easier to manage because you won't have to rest the unit on the three remaining fingers of your left hand. The only real downside to the stand is that when you apply pressure to it, the stand moves around quite easily, so you might have to re-position it multiple times for the best viewing and playing angle.

Unfortunately, we didn't have a chance to play the game using the circle pad add-on because of the way 3DS debug units are designed. Also, we didn't get a chance to see if it's possible to combine the circle pad add-on with the stand.

At any rate, playing Kid Icarcus: Uprising in a position that was foreign to me was still enjoyable, but it's obvious that you're going to have to find a control style that works best for you. Kid Icarus: Uprising is scheduled for a March 23 release.

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viedogame: EA stock tanks on Star Wars: The Old Republic fears

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EA stock tanks on Star Wars: The Old Republic fears
Jan 19th 2012, 19:56

Brean Murray Carret & Co. lowers game publisher's price target due to "creeping concerns" of MMO; EEDAR's Jesse Divnich calls move premature.

US markets are largely positive today, due in large part to positive earnings-season economic data and strengthening unemployment data, according to a consensus of financial reporters. However, such is not the case for Electronic Arts, which is trading down more than 6 percent after Brean Murray Carret & Co. analyst Todd Mitchell lowered the company's price target from $28 to $22.

As reported by Market Watch, Mitchell's reassessment of EA came about due to what he termed "creeping concerns" over the future of EA's recently launched massively multiplayer online role-playing game Star Wars: The Old Republic.

"Specifically, initial sales appear to be below expectations, and casual observation of early play is causing us to rethink our churn assumptions," Mitchell said in a note to investors.

Released to a strong critical reception on December 20, The Old Republic sold more than 1 million units during its first week of availability. That tally proved to be more than what EA could handle, as the game's launch was marred by long wait times to access many servers.

Mitchell's analysis of The Old Republic's situation isn't without its detractors. Speaking with GameSpot, Electronic Entertainment Design and Research's Jesse Divnich emphasized that it is far too early to measure the game's long-term potential.

"Some sell-side analysts have such bad tunnel vision on the market that they fail to understand the mechanics of the MMO vertical," Divnich said. "Whether MMO, console game, mobile, or social, each have a completely different business model. It is erroneous to apply success metrics from other verticals to the MMO market and that is exactly what a lot of analysts are doing."

Divnich also noted that EA still has a number of options to boost player numbers and engagement, should the company deem it necessary.

Baird & Co. analyst Colin Sebastian echoed Divnich's sentiment, telling GameSpot, "The game doesn't appear to be the smash hit that some had [thought], but I think it's way too early to be signing the death warrant."

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viedogame: THQ getting Brave?

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THQ getting Brave?
Jan 19th 2012, 20:48

Australian government listing indicates publisher commissioning Behaviour Interactive to create game based on Pixar's upcoming animated film.

Earlier this week, rumors swirled that THQ had canceled its entire 2014 game lineup and that the publisher had relinquished rights to a Disney intellectual property. THQ denied that speculation, and now it appears the Disney IP in question could be none other than an adaptation of Pixar's upcoming animated film Brave.

A listing for "Brave" on the Australian government's Office of Film and Literature Classification website (as spotted by Joystiq) notes that THQ is the publisher of a Behaviour Interactive-developed game based on the film Brave. That film--Pixar's 13th motion picture and its first with a female lead--is due out this summer.

THQ has a history of working on Pixar games. The publisher has worked on numerous Pixar titles from film franchises like Cars, Finding Nemo, and The Incredibles. Additionally, Behaviour Interactive (formerly Artificial Mind & Movement) developed 2001's Monster's Inc., also a Pixar property.

That said, the most recent Pixar video games--Toy Story 3: The Video Game and Cars 2: The Video Game--were published by Disney Interactive.

As of press time, THQ had not responded to GameSpot's request for comment.

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viedogame: Resident Evil 6 dated for November 20

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Resident Evil 6 dated for November 20
Jan 19th 2012, 22:17

Capcom confirms latest installment in survival horror franchise for 360, PS3, PC; Kennedy, Redfield face down zombie president, more.

The writing's been on the wall for a new flagship installment in Capcom's Resident Evil franchise for some time now, and today, the publisher pulled the trigger on that announcement. Resident Evil 6 will be available for the Xbox 360, PlayStation 3, and PC on November 20.

Resident Evil 6 will feature a split plotline, though bioterrorism remains the motif. In the US, Leon S. Kennedy joins the president of the United States 10 years after the events that defined Raccoon City, ostensibly to offer the truth on what actually happened there. However, in the midst of this revelation, bioterrorists attack, converting the president into a lurching undead.

On the other side of the world, Bioterrorism Security Assessment Alliance member Chris Redfield touches down in China, which is in the midst of its own bioterrorism outbreak. Resident Evil 6 will be the first installment in the franchise to feature both Redfield and Kennedy, and Capcom noted that new characters will also be introduced in the game.

Development on Resident Evil 6 is being led by Hiroyuki Kobayashi. The developer has previously received producer credits for a number of Capcom's titles, including Resident Evil 4, Killer7, and Dragon's Dogma.

Prior to today's announcement, Capcom had posted to a countdown teaser site for the game, NoHopeLeft.com. That site now directs to a YouTube page featuring Resident Evil 6's first trailer, which can be found below.

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viedogame: Microsoft sells 8.2 million Xbox 360s in holiday quarter

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Microsoft sells 8.2 million Xbox 360s in holiday quarter
Jan 19th 2012, 22:09

Xbox division revenue spikes 15 percent to $4.24 billion during the final three months of 2011.

Microsoft's gaming unit is on a hot streak. Last week, Microsoft announced that the Xbox 360 scored $6.7 billion in 2011 from games, accessories, and hardware. Today, the company put that number in perspective, noting the Microsoft's Entertainment & Devices Division (which includes the Xbox business) posted $4.24 billion in revenue for the three-month period ended December 31, 2011.

That figure represents a 15 percent surge from the $3.7 billion the division took in during the same period a year prior. Microsoft said it sold 8.2 million Xbox 360s during the quarter, up 27 percent from the 6.3 million it sold during the same period a year ago.

Xbox 360 revenue grew 9 percent, or $322 million, during the quarter, led by hardware sales and increased Xbox Live income. However, revenue was offset by slowing sales of Kinect devices.

Microsoft also reiterated that it has sold 66 million Xbox 360 units life-to-date worldwide and 18 million Kinect devices. Additionally, Microsoft said Xbox Live now has 40 million users, up 33 percent from this time last year.

The division had a strong run, but Microsoft's total take during the quarter did not jump by as high a margin. Quarterly revenue for Microsoft was $20.89 billion, up 5 percent from the same period last year. Microsoft's Business Division hauled $6.28 billion during the quarter, up 3 percent from the year prior. The Server & Tools unit of Microsoft took in $4.77 billion during the three-month period, representing an 11 percent uptick from the prior year's haul.

Not all Microsoft business units posted positive numbers. Microsoft's Windows and Windows Live Division took in revenue of $4.74 billion, which marks a 6 percent decline from the prior year. Microsoft also updated its Windows 7 license sales figure, saying that it has sold over 525 million licenses of the operating system since launch.

The Online Services Division of Microsoft tallied revenue of $784 million, marking a 10 percent increase from the year prior. Finally, Microsoft said it is revising its operating expense guidance down to $28.5 billion to $28.9 billion for the full year ending June 30, 2012.

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viedogame: Skyrim PC Creation Kit on track for January

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Skyrim PC Creation Kit on track for January
Jan 19th 2012, 21:29

Bethesda confirms modding tools have entered final testing phase; work on 1.4 update to conclude next week.

January may be well past its midway point, but it doesn't appear as if Bethesda Softworks will miss its promise to deliver The Elder Scrolls V: Skyrim's Creation Kit by the end of the month. In an update on the game's status today, Bethesda confirmed that the Creation Kit and Steam Workshop have entered final testing in advance of their launch on PC toward the end of January.

Designed to support the modding community, the Creation Kit gives gamers access to Bethesda's own development tools to make new Skyrim content. Likewise, Valve's Steam Workshop tool for Skyrim will aid PC gamers in finding and installing community-created game mods.

Bethesda also confirmed today that Skyrim's 1.4 update has entered a testing phase on the Xbox 360, PlayStation 3, and PC. The update includes a variety of bug fixes and optimization patches, and a full list of tweaks can be found on the developer's website. Bethesda expects to conclude work on the update and submit it to Sony and Microsoft next week.

For more information, check out GameSpot's previous coverage of The Elder Scrolls V: Skyrim.

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viedogame: PlayStation 3 | Amy Review

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PlayStation 3 | Amy Review
Jan 19th 2012, 00:11

Amy's eponymous infant is psychic, mute, and immune to the mysterious plague that has turned the people of Silver City into zombies. She is also a tiny fool who dashes from a safe hiding spot through a patch of zombies if you leave her alone for a few moments. If you think a frightened little girl deserves your unending patience, you haven't played this game. Amy (little girl) isn't nearly the biggest problem with Amy (downloadable survival horror adventure), however. The game stacks frustration on frustration such that you resent its rudimentary puzzles, shoddy stealth sections, and awkward combat far more than the kid you've led through it all. It's not without decent ideas, but any goodwill they earn the game burns through early and fully; tension and horror quickly give way to exasperation, punctuated by the occasional fake-out jump scare.

Wood is to zombies as garlic is to vampires.

You play as Lana, who has busted Amy out of a shady research centre and is escorting her to a hospital when their train crashes into zombie central. Luckily, Amy can't be infected by these ghouls, and radiates an improbable immunizing field; when you hold hands with her, you can't be infected either. In addition to her decontaminating aura, Amy has psychic powers, harnessed by sketching glowing glyphs dotted around the levels. One glyph enables a shock wave that knocks down enemies and barriers; the other creates a dome of silence, used for masking sounds from enemies within earshot. The intriguing premises of the infection system and psychic powers, however, are wasted in the execution.

When you leave Amy's side, the omnipresent infection gradually zombifies Lana. As the contamination sensor on her back goes from green to yellow to red, her skin turns pale and veiny, and her vision becomes red and hazy. When Lana is contaminated enough, zombies mistake her for one of their own, as long as she moves slowly and leaves Amy behind, maybe stuffed in a cupboard somewhere. Despite all the supposed visual cues, it's unclear when Lana is infected enough to pass as a zombie (somewhere between veiny and very veiny). For maximum annoyance, couple that with a city street stealth section with an instant game-over on being detected by an enemy.

In addition, Amy can be on her own for only short spells; if you spend too long sneaking around alone, she comes looking for you, trailing nearby zombies like an undead conga line. The added time pressure generates frustration, not tension, especially because when Amy blows her cover it's tantamount to another game-over. There are frequently no weapons to grab, and there is no unarmed combat; Lana can swing a stick or a crowbar, but nothing else. Amy's commitment to de-emphasising combat also means the sticks and crowbars shatter after a few thwacks. Sometimes mid-fight. And you can't carry more than one. Amy, we get it: you're not about fighting. But this punitive, enforced pacifism isn't fun or scary; it's irritating. When that's layered on top of flaky controls for moving and bashing stuff, plus an aggravatingly heavy camera, Amy does a grand job of discouraging combat by encouraging you to set down the controller and walk away.

The imprecise controls extend to the kid's magic brain powers. You can't control Amy directly--though you can command her to stay still and occasionally send her to a designated spot--but you can clumsily aim and steer her two psychic spells. The most creative sequence based on these powers has Amy positioned high on a walkway, psychic-blasting enemies onto motion-sensitive electric mines, clearing the way for Lana, who is unarmed, as usual. But this, like all of Amy's sound ideas, is undermined in the wobbly execution. Amy can't climb ladders but can crawl through small gaps and press elevator buttons, giving rise to the preponderance of basic elevator puzzles (stand on elevator, make Amy push remote button). Old-school coloured key cards for locked doors are another puzzle staple. The most novel puzzle-like element comes via DNA-based locks; Lana has a hacking device that leads her to possible DNA samples (read: corpses) that might unlock the way forward.

Locations are plain and predictably gloomy. A busy screen with high-speed movement invariably nets you a juddering frame rate. There are a handful of pleasing visual touches; Lana's and Amy's character designs are believable and detailed, and Lana's gradual zombie transformation is reasonably creepy. The latter is accompanied by a red fog that dims the screen and a garbled, sinister murmuring. Elsewhere there are similarly eerie flourishes of sound, but the game's occasional spot of music is nothing special.

Amy isn't a short game, but its length will vary hugely according to your talent and tenacity for mastering Amy's lethal foibles, since checkpoints are infrequent, and there's no way to save mid-chapter. You could clear it in six hours, but you'll more likely take 10, and if you don't finish a chapter in one sitting, you can't even restart at a checkpoint--you are whisked back to the beginning of that chapter.

The sixth chapter ends with only a minor plot payoff and sets up the story for Amy II with a baffling optimism you won't share for Amy's future. Amy has some interesting ideas, not least the pairing of a fight-averse female lead with a fragile but powerful little girl. It's a pity these aren't enough to sustain it through hours of substandard survival horror.

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