Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Tuesday, July 10, 2012

Namco Uncertain if Tekken Belongs in Smash Bros.




That some quantity of Namco Bandai characters will end up in the next Smash Bros. entries seems almost a certainty now that the company is developing the games with Nintendo's Masahiro Sakurai. The question is which ones?


"Obviously it’s a big priority for the company, so company-wide there are a lot of people involved with that particular project. Not just from Tekken but a lot of our franchises," Tekken producer Katsuhiro Harada told NowGamer, who noted that while his team is pre-occupied with Tekken Tag Tournament 2, it would no doubt be called upon to support Smash Bros. "I do think we'll support the initiative in some kind of capacity."


However, would that support come in the form of Tekken characters? Considering their radically different play styles, would Tekken characters find their way to Nintendo's juggernaut fighting game series?


"That question was one of the most frequently asked questions we got when we announced the project. Especially from abroad," Harada said. "The fans, rather than asking about Tales or Gundam, or some of our other franchises, the fans abroad saw Tekken as one of the key words and took off on that. We’re not really sure at this moment but when thinking of the playerbase who is playing Smash Bros, maybe Tekken characters is something they wouldn’t want, so I’ve been pulling back on that a bit. But I don’t know."


Smash Bros. is still very, very early in development, but the questions keep coming. Stay tuned to IGN for more as we hear it.







Rich is an Executive Editor of IGN.com, and the leader of the network's Nintendo team. He also covers all things Assassin's Creed, Resident Evil, WWE and much, much more. You can follow him on Twitter and IGN, if you dare.



Source : ign[dot]com

Earn Achievements for Burning Calories




Kinect PlayFit is now available on Xbox Live in the United States. Available on the dashboard. Kinect PlayFit tracks calories burned while playing Kinect games, including support for Dance Central 2, Your Shape Fitness Evolved 2012 and Kinect Star Wars.


Players will be able to keep track of their personal stats over time, plus compare with others via global leaderboards. Achievements will unlock based on the calories you burn, as will Avatar awards.



According to Xbox Live’s Major Nelson, Kinect PlayFit is the first ever fitness tracking app on a video game console. It will be available in regions outside of the United States later this week.


This is just part of Microsoft’s continued initiative to promote fitness via Xbox Live, joining the announcement of a Nike Plus Xbox Live app during E3.







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

PEGI Ratings Official on July 30th




The new PEGI age ratings system for video games goes live in the UK on July 30th.


Video games are currently monitored by two different regulatory bodies, with the BBFC doubling up on titles that contain mature content. But at the end of this month, PEGI will take full control of video game censorship in the UK.


Also for the very first time, PEGI ratings will be legally enforceable. This means disreputable retailers who sell games to minors will now face prosecution.


“We welcome the news from government that July 30th is now looking the likely date for the implementation of PEGI as the single age rating system for video games in the UK,” said UKIE CEO Jo Twist.


“To prepare for the transition to the new system, we’ve already held PEGI briefing sessions to make sure that the industry is clear about what these changes will mean for them.


“We very much believe that the sole adoption of PEGI will provide clear and consistent direction on age ratings for parents and will be a vital tool in helping them to understand the types of games that their children should be playing.”







Daniel is IGN's UK Games Writer. You can be part of the world's worst cult by following him on IGN and Twitter.



Source : ign[dot]com

Warwick Davis Compares Games to Shakespeare




Actor Warwick Davis has stated that his recent involvement in making games has been "no less rewarding" than performing Shakespeare.


The Star Wars and Harry Potter actor made the comparison at the Develop conference, in reference to his in-development collaboration with studio Matmi, Pocket Warwick. Matmi founder Jeff Coghlan has described the project as "Tamagotchi meets the Sims on acid".








It's no less rewarding than getting up on stage and doing a Shakespeare play.





Elaborating on his decision to work with Matmi on the title, Davis said, "As an artist and producer you want to find other ways to spread your creativity. A game seemed a good way to do that."


The Willow star explained that he feels games have progressed to a sufficient standard in terms of detail and emotion that they can really challenge actors.  He concluded, "It's no less rewarding than getting up on stage and doing a Shakespeare play".


Though most famous for his role as Wicket W. Warrick in Star Wars Episode VI: Return of the Jedi, Davis has also played numerous other roles including Professor Flitwick in Harry Potter and Willow in the children's fantasy film of the same name.


His most recent role is in Ricky Gervais' Life's Too Short, which has been renewed for a second season.












Luke Karmali is IGN's UK Editorial Assistant.  You too can revel in mediocrity by following him on IGN and on Twitter.



Source : ign[dot]com

Monday, July 9, 2012

E3 2012: Hokra hands-on








Hokra Image







One of the first games I had the chance to play at this year's E3 was a lovely little indie title called Hokra. The game, which was being shown off at the IndieCade booth, can best be described as a minimalist sports title. And as was very appropriately pointed out by GameZone's own Lance Liebl, Hokra almost has a very slight shooter element to it, as well. Hokra is a game for four players. Participants are divided into teams of two, and their goal is to take a ball — or pixel — and score it into their respective goals. Each team has two goals, and they are color-coded to match the players' sprites. Hokra's visual design is made up entirely of pixels, so it has a completely non-threatening and entirely calm aesthetic to it. The game really looks great, and the minimalist art style creates one big abstract sports game. The sound is also very simple, and composer Nathan Tompkins was quick to point out that he didn't want to create a chiptune-heavy soundtrack because the game wasn't really a traditional 8-bit title.



A match in Hokra is won by the team that manages to fill its goals' pixels. Running to the goal with the ball or "kicking" it into it helps fill in the large collection of pixels. Controls are simple, and given Hokra's design, I really wouldn't have it any other way. You move around the screen using the analog stick, and if you have the ball in your possession, you can pass it to your partner or attempt to score by pressing the A button on the Xbox 360 controller. If you're not in possession of the ball, you can sprint by tapping the A button. What this essentially means is that if you've got the ball, you'll move slower than your opponents. As defense, you have the opportunity to steal the ball from whoever has it. Successfully stealing the ball can be a lot deeper than you might initially think. Case in point: You can sprint toward the person with the ball by tapping A and succeed in taking it for yourself, but as soon as you do, you'll need to stop pressing A, because you'll end up kicking the ball away. Hokra poses a wonderful little system that takes some technique and finesse to master, but it's incredibly rewarding and just plain fun.



As much fun as the gameplay may be, the social aspect of Hokra is also a total blast. I was playing alongside fellow GameZone writer Vito Gesualdi, and together we were taking on another duo. These two guys were primed and ready, and they gave us a good fight. That said, my partner and I gave each other a better fight. Shouts of "You suck!" and "Don't steal the ball from me!" were uttered throughout, and they were a hell of a lot more prominent than the typical "Pass it over here!" and "Good shot!" crap you hear in traditional sports games. Hokra is a game where you team up to beat another pair, but you still can't help but point out your partner's stupid mistakes, and the game is awesome because of that.


I'm not going to lie; I had so much fun playing Hokra and talking to developer Ramiro Corbetta that I completely forgot to ask about the game's release info. That said, the fact that I played it using an Xbox 360 controller could indicate a possible PC or Xbox 360 launch down the road. I'll be sure to get the full scoop straight from Corbetta, but until I do, I would like to point out that I had a total blast playing Hokra. The gameplay was ridiculously fun, and the presentation was absolutely pleasant. Now that I'm away from it, I realize that I need more Hokra in my life. Here's hoping I get to play it again very soon.






Source : gamezone[dot]com

First Look: The Hunger Games Bonus Features




In anticipation of the August 18, 2012 home video release of The Hunger Games (details here), Lionsgate and Summit Entertainment have unveiled a trailer for the disc's bonus features. Check it out:





Here's a breakdown of all the bonus features:



  • The World is Watching: Making of The Hunger Games: An eight-part documentary covering the "making of" the film in all aspects from the pre-production process all the way through the theatrical release and fan reactions

  • Game Maker: Suzanne Collins and The Hunger Games Phenomenom

  • Letters from the Rose Garden featurette: Insights from Donald Sutherland on the development of his role as President Snow

  • Controlling the Games: Stories and concepts behind creating the control center

  • A Conversation with Gary Ross and Elvis Mitchell

  • Propaganda Film (in its entirety)

  • Marketing Archive

  • Both the DVD and Blu-ray include a Digital Copy

  • Preparing for The Games: A Director's Process (Blu-ray Exclusive)


Suggested retail for the Blu-ray is $39.99. You can pre-order the Blu-ray on Amazon for $22.96. The DVD suggested retail is $30.98. Amazon's pre-order price for the DVD is currently set at $18.96.


Stay tuned for more news, and look for a Blu-ray review of The Hunger Games in August!







"May the odds be ever in your favor." Become a friend of R.L. Shaffer on TwitterFacebook or MyIGN for quotes, rants, reviews, news and more!



Source : ign[dot]com

We Have Anarchy Reigns. What Should We Do?




Platinum Games is currently one of Japan’s most beloved developers, and just about everything the studio does these days is carefully tracked by industry enthusiasts. From MadWorld to Infinite Space and from Bayonetta to Vanquish, Platinum Games has created a smorgasbord of titles since its founding in 2006. And two of its future titles – Project P-100 and Metal Gear Rising: Revengeance – have yet to see the light of day.


But one of its recent games has seen the light of day, at least in Japan. It’s there that Anarchy Reigns – known in Japanese as Max Anarchy – was released on July 5th. And we imported a copy to give you guys some coverage. The fact is, publisher SEGA was slated to release the game worldwide in early July, but after revealing the game was delayed back in late May, we found out that Anarchy Reigns wouldn’t be released anywhere outside of Japan until 2013.







The good news is that we’re not going to let that stop us from giving you Anarchy Reigns coverage. But we want input from you, the readers, about what specifically you crave. With the game being so far removed from western release, our goal is to give you the coverage that fits best its status as a long-off product.


So here’s what you need to know. The game is fully localized, and actually defaults to English text and voice acting. The PlayStation 3 version of the game, like virtually all PS3 games, isn’t region-locked, meaning you can import it from Japan and play it no matter where you are. The catch? With shipping and premium costs associated with importing it, you’re looking at dropping around $100. Oh, and online fidelity is likely going to suffer if you want to play multiplayer. After all, you'll be pinging servers in Japan.


So utilize the poll below and let us know what you want us to do with Anarchy Reigns. Keep in mind that you can select more than one option if that best suits you. And then expand on your thoughts in the comments below. Do you want IGN importing more games from Japan for coverage? Do you want us to only import games that will eventually come out here, or is the exact opposite true? We want to get a better idea of how we should approach Japanese coverage moving forward, and the answers can only come from one source: You.








Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.



Source : ign[dot]com

Philip Seymour Hoffman is Catching Fire




With The Hunger Games sequel Catching Fire set to roll before cameras in the not-too-distant future, a big name has been added to the cast.


According to the film’s official facebook page, Philip Seymour Hoffman will play Plutarch Heavensbee in the eagerly anticipated sequel.


A character that only briefly appears in the first story, Heavensbee is appointed Head Gamemaker in the second book, and has a big part to play throughout the rest of the saga.


The Hunger Games: Catching Fire will hit screens in November 2013, with I Am Legend director Francis Lawrence helming.



Source : ign[dot]com

Friday, July 6, 2012

Evo 2012 Fighting Game Tournament this Weekend, Watch It Live




For fans of competitive fighting games, this weekend, July 6 - 8, is the biggest weekend of the year. The Evo Championship Series is happening in Las Vegas, Nevada and brings together top fighting game players from around the world. The best players from the United States, Japan, Korea, China, the United Kingdom and elsewhere have pilgrimaged to Caesar's Palace in Vegas to find out who'll be this year's champions. And you can watch live this weekend from the comfort of your living room. It's too hot to go outside, anyway.


The games included in the tournament are:



  • Super Street Fighter 4: Arcade Edition

  • Ultimate Marvel vs. Capcom 3

  • Street Fighter X Tekken

  • King of Fighters XIII

  • Super Street Fighter II Turbo

  • Mortal Kombat

  • Soulcalibur V





Evo Live Stream






We've embedded the Evo live stream here, and will update this page with tournament results as we near the tournament finals on Sunday. To further satisfy your hunger for Evo, here's a handy set of links to watch this weekend.





More Ways to Enjoy Evo







Evo Schedule



Super Street Fighter 4



  • Pools: Friday July 6, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Friday July 6, 6:30 pm - 10:00 pm

  • Finals: Sunday July 8, 8:00 pm - 10:00 pm


Ultimate Marvel vs. Capcom 3



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 6:00 pm - 10:00 pm

  • Finals: Sunday July 8, 5:30 pm - 7:00 pm


Street Fighter X Tekken



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 4:00 pm - 8:00 pm

  • Finals: Sunday July 8, 11:30 am - 1:00 pm


King of Fighters XIII



  • Pools: Friday July 6, 8:00 am - 6:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 10:00 am - 2:00 pm

  • Finals: Sunday July 8, 3:00 pm - 4:30 pm


Super Street Fighter II Turbo



  • Tournament of Legends: Sunday July 8 , 12:00 am - 1:00 am


Mortal Kombat



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 4:00 pm - 8:00 pm

  • Finals: Sunday July 8, 1:00 pm - 2:30 pm


Soulcalibur V



  • Pools: Friday July 6, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Friday July 6, 4:00 pm - 6:00 pm

  • Finals: Sunday July 8, 10:00 am - 11:00 am


If you're watching Evo with us this weekend and want to pitch in on the coverage, contribute to the Evo Championship Series wiki--tournament results, player bios and info on past Evo events can improve the wiki for everyone.



Source : ign[dot]com

Will One Studio Make All Call of Duty Handheld Games?




New reports suggest that Activision’s recently-founded Leeds studio will develop all future handheld and mobile iterations of the Call of Duty franchise. According to UK games industry expert Andy Payne, Leeds will be developing "all handheld versions [and] iOS versions of Call of Duty" moving forward.


According to Leeds, the various studios developing Call of Duty are collaborative, reusing assets and exchanging them as needed. From this point forward, Leeds will be able to use the same assets for use in mobile games. “The two studios are saying, 'I need a tank, pull it off from the library'. And those assets are also going to be starting to be used by the mobile team, which is going to be based in Leeds,” he said.







We know that Call of Duty: Black Ops Declassified is currently in development for Vita, though it’s still unknown who’s developing that game. Unfortunately, the rumor about Leeds is likely only referring to future games, as Declassified is set to hit stores before the end of the year and Activision Leeds was only created in May, which wouldn’t line up.


Previous Call of Duty handheld and mobile developers include n-space, who developed DS versions of Call of Duty 4, Black Ops, Modern Warfare 2 and World at War. Black Ops Zombies and World at War Zombies on iOS, meanwhile, were developed by Ideaworks.


Source: Videogamer







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

Evo 2012 Fighting Game Tournament this Weekend, Watch It Live




For fans of competitive fighting games, this weekend, July 6 - 8, is the biggest weekend of the year. The Evo Championship Series is happening in Las Vegas, Nevada and brings together top fighting game players from around the world. The best players from the United States, Japan, Korea, China, the United Kingdom and elsewhere have pilgrimaged to Caesar's Palace in Vegas to find out who'll be this year's champions. And you can watch live this weekend from the comfort of your living room. It's too hot to go outside, anyway.


The games included in the tournament are:



  • Super Street Fighter 4: Arcade Edition

  • Ultimate Marvel vs. Capcom 3

  • Street Fighter X Tekken

  • King of Fighters XIII

  • Super Street Fighter II Turbo

  • Mortal Kombat

  • Soulcalibur V





Evo Live Stream






We've embedded the Evo live stream here, and will update this page with tournament results as we near the tournament finals on Sunday. To further satisfy your hunger for Evo, here's a handy set of links to watch this weekend.





More Ways to Enjoy Evo







Evo Schedule



Super Street Fighter 4



  • Pools: Friday July 6, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Friday July 6, 6:30 pm - 10:00 pm

  • Finals: Sunday July 8, 8:00 pm - 10:00 pm


Ultimate Marvel vs. Capcom 3



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 6:00 pm - 10:00 pm

  • Finals: Sunday July 8, 5:30 pm - 7:00 pm


Street Fighter X Tekken



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 4:00 pm - 8:00 pm

  • Finals: Sunday July 8, 11:30 am - 1:00 pm


King of Fighters XIII



  • Pools: Friday July 6, 8:00 am - 6:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 10:00 am - 2:00 pm

  • Finals: Sunday July 8, 3:00 pm - 4:30 pm


Super Street Fighter II Turbo



  • Tournament of Legends: Sunday July 8 , 12:00 am - 1:00 am


Mortal Kombat



  • Pools: Saturday July 7, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Saturday July 7, 4:00 pm - 8:00 pm

  • Finals: Sunday July 8, 1:00 pm - 2:30 pm


Soulcalibur V



  • Pools: Friday July 6, 8:00 am - 4:00 pm

  • Quarter / Semi-Finals: Friday July 6, 4:00 pm - 6:00 pm

  • Finals: Sunday July 8, 10:00 am - 11:00 am


If you're watching Evo with us this weekend and want to pitch in on the coverage, contribute to the Evo Championship Series wiki--tournament results, player bios and info on past Evo events can improve the wiki for everyone.



Source : ign[dot]com

LEGO Batman 2 PC Review




LEGO games are cute, funny and easy to jump into, but they've also been around since 2005. Whenever someone wandered by my desk and spied me playing LEGO Batman 2: DC Super Heroes, he or she would undoubtedly say "Yup, it's another LEGO game" before wandering off. Trouble is, LEGO Batman 2: DC Super Heroes isn't just another LEGO game. It does away with hard-to-judge platforming, its puzzles make sense, and it adds a couple of big things that are sure to become staples for the LEGO franchise moving forward.


The changes come with growing pains, but there's no denying that LEGO Batman 2: DC Super Heroes is a great video game.







Like the previous game, LEGO Batman 2 spins an original yarn, but this time it's engaging and really interesting. Lex Luthor is running for president, teaming with the Joker and using kryptonite to stuff the ballot box. With foulness afoot, Batman, Robin, Superman and eventually the entire Justice League step in to stop the plot.


This plays out via traditional LEGO game controls. You jump, punch and switch between characters with button presses and keystrokes. A local friend can drop in and out for co-op in a jiff. The game's as simple to understand as ever, but adds new suits for Batman and Robin along with powers for specific characters. Black Canary has her sonic blast, Cyborg is magnetized, and Wonder Woman can lasso hard to reach handles.








That's what LEGO games are all about -- exploring and collecting -- and LEGO Batman does that better than any iteration that's come before.




It's a focused story that's entertaining from start to finish, and part of that is thanks to voice acting. For the first time in LEGO history, LEGO Batman 2 packs a full voice cast to tell its tale. While the silent LEGO games have always been funny, LEGO Batman 2 is able to move beyond shrugs and grins. Robin fanboying out over Superman, Vicki Vale's newscasts, and Lex trying to convince Joker that killing Batman is a good idea -- these are brilliant moments we would've lost without the excellent actors. Among these actors is Superman: The Animated Series' Clancy Brown reprising his role as Lex Luthor. Fresh voices are used for most of the other characters, but the new takes are welcome.


Of course, the story is just a tiny sliver of any LEGO game. You'll run through the 15-chapter story of LEGO Batman 2 in about nine hours (probably a lot less if you don't methodically smash everything like I did and get distracted by side stuff), but then you'll replay levels for more studs (in-game currency) and to find collectables such as mini-kit parts.


That's what LEGO games are all about -- exploring and collecting -- and LEGO Batman does that better than any iteration that's come before. See, LEGO Batman 2 has another first for the series: an open world. While LEGO games always have a HUB world, they're usually a bit limited. LEGO Batman 2 gives you all of Gotham City to explore. Arkham Asylum, Ace Chemicals, GCPD -- it's an entire town and it's packed with stuff to collect, save and explore.







Hit the gas, Dark Knight.


Red bricks are tucked around corners and unlock cheats, new characters appear on rooftops, and bosses are around to fight and add to your playable roster. There are vehicles to purchase and then drive, people to save and so many studs to collect. Still, it's the Gold Bricks that stand out.


There are 250 Golden Bricks. While you'll get them for completing objectives in story missions, the majority are hidden around Gotham and only accessible via certain characters. Plenty of times I'd be flying around as Superman (the John Williams theme plays any time Kal-El is airborne), spot a Gold Brick, and have to work my way from the goal to the beginning of the challenge so that Robin in his acrobat suit or Batman in his electricity suit could go through the Mousetrap-like obstacle course to unlock the brick the appropriate way. The Gold Bricks are these little challenges inside the greater world that keep you on your toes and have you trying out the more than 50-character roster that includes the Flash, Hush, Martian Manhunter and more.





Of course, bringing in all of this new stuff creates a few new – albeit minor -- problems. While the map will show you where bosses and unlockables are, you can't zoom in to really orient where you should be looking so there's a lot of moving a few feet, pausing and reevaluating.


Again, developer Traveller's Tales has nailed the gameplay issues that have plagued the franchise for years, but now, the designers have to take some notes on how modern open worlds work. (Although Red Bricks do eventually label unlockables on the screen.)







Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!



Source : ign[dot]com

Will Borderlands 2 Come to PS Vita?




Rezzed is a PC and Indie games show that’s currently taking place over in the United Kingdom. And according to Eurogamer, Gearbox Software’s Randy Pitchford told an audience there that he’d “love to see a Vita version” of his upcoming game Borderlands 2.


Eurogamer categorizes Pitchford as being “excited by the idea of cloud powered connectivity between PlayStation 3 and Vita.” As such, Pitchford said he “wish[es] Sony would... get behind Borderlands.”







“I want to be able to have the character I’m working on with my PS3, and then when I’m on the road with my Vita I can just keep developing that same character because it exists on the cloud somewhere. Technologically, that’s possible.”


Unfortunately, Pitchford’s studio is occupied with the console and PC versions of Borderlands 2 and wouldn’t be able to complete a PlayStation Vita version of it on their own. “But I know there are a lot of talented developers who could take our code, our source and our content and perhaps create something like that,” Pitchford admitted. “That would be exciting to me.”


What's being pitched here -- a true cross-play shooter -- is something many PlayStation Vita gamers are clamoring for. With companies such as EA dropping the ball on how games like Madden on Vita will talk to the iteration of Madden on PS3, it would be nice to see a studio do cross-play properly.


Let’s keep our fingers crossed.







Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.



Source : ign[dot]com

First Look: Zen Pinball 3DS








Zenpinball3d







Zen Studios has been cranking out some impressive downloadable pinball games over the last few years, including the Pinball FX series for Xbox Live Arcade, the Zen Pinball tables for PlayStation Network, and the Marvel Pinball line-up. The Marvel includes specific designs for Spider-Man, Blade, and Wolverine. Now, the company is ready to take its pinball act on the road, as it has officially announced Zen Pinball 3DS, which will soon be available as a downloadable title through Nintendo’s eShop.


The game will feature four tables that were previously released on Zen Pinball, but remastered in 3D and with a number of enhancements that take advantage of the 3DS. These tables include the sci-fi oriented Earth Defense, the spiritual Shaman, the medieval Excalibur. and the adventurous El Dorado. More tables could be available in the future, but for now, Zen Studios is focusing on these four.


Zen Pinball 3DS will feature local hot seat multiplayer, with folks passing it around, trying to top each other’s scores. It will also include online leaderboards, so you can compare your best times with other 3DS users—without the need to share Friend Codes. A Pro Score competition will also be announced following the game’s release, as players can compete to see who the best pinball players in the world are. Team Score will also be an option, with your score combining with your friends in a team effort. If you’ve never seen Zen Pinball before, it’s as good as digital pinball gets. Each of the tables resemble an authentic pinball table, like the ones you see in arcades from Stern Pinball and other companies. There are ramps to shoot at, interactive video screens with plenty of activity, bonuses to go after, and special events that you need to complete to get big points. You can also earn bonuses like extra balls and credits for replays—though the tables are obviously open for free play anyway. Sometimes it’s just the pleasure of earning a little extra on top.


Additionally, Zen Pinball 3DS enables the shifting through several viewpoints. If you prefer a higher-up view of the table so you can keep an eye on the ball at all times, it’s here. Mostly, though, you’ll want to do with an isometric, top-down view, like you would facing a real pinball table, so you get the authentic look nailed down pat. You can switch anywhere between the two, finding what works best for you.


Of course, the gameplay should be quite authentic. Players should be able to use shoulder buttons to control the game’s flippers, while occasionally jolting the touch-screen (or perhaps using the 3DS’ gyroscopic features to shake the table) to keep the ball in play. Just make sure you don't tilt!


“Releasing Zen Pinball on a Nintendo platform marks an amazing milestone for Zen Studios. We are really excited for Nintendo fans to experience one of our greatest passions—the timeless game of pinball!” said Mel Kirk, Vice President of Marketing and Public Relations. “Playing pinball in 3D is killer, it’s like the game has been totally reinvented, and a whole new world opens up right before your eyes.”


We’ll be going hands-on with the game very soon, and will provide a full review upon its release later this year. No word on pricing, but $7.99 sounds like a reasonable enough window. Look for more info soon!





Source : gamezone[dot]com

Thursday, July 5, 2012

Battleship Preview








Battleship the Game Image







Movie tie-in games are rarely any good. Too often the focus for these games is quick cash-in and not on producing an actual game. There is a small group of titles, however, that are the exception to this rule: Chronicles of Riddick: Escape from Butcher Bay, the classic Tron arcade game, Star Wars Episode I: Racer, Spiderman 2, and, of course, GoldenEye, all come to mind. This year Activision and Hasbro are hoping to add another title to this list with their new title Battleship.



Battleship is unique in that it’s not only a movie tie-in but it’s also based on the classic board game of the same name. But if you’re expecting to pick up Battleship and get a simple copy and paste of either the board game or the movie, you’ll be disappointed. You won’t be looking at a polygonal game board, and Rihanna and Liam Neeson are nowhere to be found. Instead, players are in for one of the most unique gaming experiences I’ve seen in some time, and a title that has the potential to be one of the year’s standouts.


Developer Activision’s mission with Battleship is ‘War on the shore, spectacle at sea’ and they’ve done a spectacular job achieving that, even in the early build of the game that I saw. The gameplay in Battleship is split into two distinct modes that players switch between seamlessly. First you command your ships RTS-style using a map that is reminiscent of the original board game. As in the original you are only aware of enemy ships once you’ve managed to figure out their location, which you can do by blindly moving into new positions or by using special items, like radar, that can be found and unlocked. After you’ve positioned your ships gameplay shifts to a first person shooter with missions to be accomplished. Whenever you need to move your ships you simply pull up the map and do so at will.



The nifty thing about juggling these two gameplay styles is the symbiotic relationship they have; the position of your ships and your skill in defeating the enemy's will affect and even change the nature of your on-foot missions, and while on-foot you can acquire items and upgrades for your ships, and take over checkpoints that will allow them more navigational freedom. Even mission objectives can change depending on the direction each battle has taken. To put this into board game terms: each mission is a cleared board.



Every decision made is vital because ultimately the enemy aliens of Battleship are responding directly to the player; there are no scripted events. How a player positions their ships at the start of a level will change when, where, and how many enemies they face. You can play the same mission again and again and it will be a completely different experience each time. Even the developers I watched play were surprised by their own game a few times. What’s more, while Battleship’s shooter gameplay is mostly cover-based, there is a wide array of weapons that allow for run and gun as well as non-lethal damage. This is a game that caters to the individual player’s style, while also dropping in surprises to keep you on your toes. Battleship’s Wildcard system shakes things up with weapons, ship upgrades, and more that appear as item drops in FPS mode. There’s even a ship control card that gives you direct control of your ships and twenty seconds to deal massive damage to your enemies; think of it as a Street Fighter style ultra-combo of sorts. The Wildcards operate like a shuffled deck; you know what you have available to you, but you never know when, where, or what card will show up for you to use. They can turn the tide of battle, but there’s no guarantee you’ll be able to access the ones you need when you need them.



Now eventually we have to ask, how does Battleship connect to the film? Well as I mentioned, don’t expect any Rhirhi cameos; this is an original side story set in the same universe as the film, but not a one to one translation. Activision has really given this game their all, working with both the filmmakers and Hasbro to craft a title that will satisfy moviegoers, board game lovers, and gamers. There’s a lot of polish to the title, and little details that really make it shine: When you move a ship on the map you can actually see the ship moving in real time while on-foot, and battles between ships you can observe as well; you really get the sense that this war is happening all around you. The game’s color palette is refreshing in that it not only has color, a rare thing in contemporary shooters, but it also embraces color with aliens, Hawaiian environments, and skylines that really pop while still feeling gritty and realistic. The design's aesthetic more than gets the job done, and some of the aliens, like the rolling Shredders, really stand out, giving Battleship a unique feel.



is still early in its development cycle, but based on the little I’ve seen I can only hope this one won’t fly too far under the radar; it definitely has the potential to blow up. There are a lot of fresh ideas on the table here, and that alone is worth lauding. I must admit that when I first sat down to play I wasn’t very enthused, but now it is already looking to be a must buy.


Battleship drops for both Xbox 360 and PlayStation 3 later this year.





Source : gamezone[dot]com

The Best Time to Buy a Game Online is...




When is the best time to buy games online, and save the most cash? Turns out, it’s early in the week. Buying on a Monday can, on average, save five percent against buying at the weekend.


These are the findings of a survey by online pricing and coupons outfit Extrabux. CEO Jeff Nobbs told IGN that the company had monitored hundreds of games, consoles and peripherals sold online, and concluded that it’s way smarter to shop online early in the week.


The reason? People tend to do their online shopping at work. Nobbs explains, “A lot of consumers do their window-shopping on the weekends, but then they wait until Monday morning when they're back at work in front of their big monitor to actually complete the purchase. Online retailers are aware of this, and so they make their prices as low as possible early in the week”.



The average price for video game-related products hits $70.19 on a Friday. But on a Monday, it’s down to $67.17, according to the research.


Nobbs adds, “If the retailer has a great deal on a video game, that creates a lot of buzz on a Monday, Tuesday, or Wednesday when there's the most shoppers out there willing to purchase a product. If they make their prices really low on a Friday, it's counterproductive, because not nearly as many shoppers are out there looking for video games on a Friday or over the weekend.”


Even though many people have perfectly fast Internet connections at home, shopping from work is still more popular. Nobbs says, “They don’t want to do it on their own free time. It's on their employers' time. Most employers don't have insight into whether or not their workers shop online at work. It’s like social media. Research shows that the best time to post something on Facebook is around 11AM in the middle of the week, because that's when most people are at work, bored, in front of their computers. And so they share all these pictures and viral videos.”


Although shopping online is best early in the week, traditional retail shopping is still best done on the weekends. Nobbs says, “In the real world, when you're at work, you can't also be at Best Buy. They focus on having their big sales over the weekend, because that's when people can actually go to the store and shop.”








If the retailer has a great deal on a video game, that creates a lot of buzz early in the week.




Prices for games creep up during the week and hit a high on Fridays. They then begin to drop over the weekend because, when employees in charge of monitoring prices are off work, computer algorithms take over most pricing decisions. They compete with each other and prices drop. However, fail-safes are locked in. Nobbs says, “Back in maybe 2004 you might have seen some very low prices as bugs and glitches took over and drove the prices down. But that’s all been figured out by retailers now, and they set minimums and maximums.”


Extrabux also tracked pricing for home computers, TV sets and cameras and found similar trends.


Of course, shopping habits are changing fast. A third of gamers now say they prefer to buy content digitally. Online retailers like Steam have their own algorithms and offers based on buying-patterns that are different from those associated with packaged goods, bought online or in real stores.


Do you have any tricks for bargain-hunting games? Share them with us in the comments belo.







Colin Campbell writes features for IGN. You can join him on Twitter and at IGN for chats about games.



Source : ign[dot]com

Marvel vs. Capcom Origins Hits XBLA, PSN in September




Capcom has announced Marvel vs. Capcom Origins, a mixture of two classic Capcom fighting games that will hit XBLA and PSN this September. The game includes the original Marvel vs. Capcom in addition to Marvel Super Heroes and will be available for $14.99 (or 1200 Microsoft Points).





Marvel vs. Capcom Origins will combine the fighting styles of the two games, offering either the one-on-one combat of Marvel Super Heroes or the tag-team style of Marvel vs. Capcom. Origins will also feature online multiplayer for up to eight players as well as a spectator mode, HD graphics, dynamic challenges and the ability to save replays.


Origins follows Marvel vs. Capcom 2, which Capcom offered as a download back in 2009. Capcom also released Marvel vs. Capcom 2 for iPhone earlier this year.







Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.



Source : ign[dot]com

Friday, June 29, 2012

The Worst Video Games of 2012 So Far




The IGN staff joked recently that 2012 might be -- despite absolutely incredible games like Fez, Diablo III, and Mass Effect 3 -- the worst year in the history of games.


Eventually it stopped sounding like a joke. For every awesome, forward-thinking gem, we reviewed something abysmal, embarrassing, or downright unplayable. 2012 is a victim suffering from some serious games industry abuse right now, and we're only halfway through the year.


Here's hoping the next six months brings us better games than these piles of hot, smelly garbage. These are the worst of the worst, the least likable games IGN reviewed in 2012 so far.






Resident Evil: Operation Raccoon City








http://ign.com/http://ign.com/Game of Thrones








Bloodforge








Ridge Racer Vita








Steel Battalion: Heavy Armor








Ninja Gaiden 3








NeverDead








Orion: Dino Beatdown







Gettysburg: Armored Warfare








Amy









Brian Altano is IGN's Senior Features Editor. He secretly wishes somebody would combine something from every game on this list and make the greatest worst video game ever made. Mitch Dyer is IGN's Xbox Associate Editor and he secretly wishes that Brian's wish never comes true because he'd end up having to review it.



Source : ign[dot]com

Endless Space Preview




With open betas all around us, and developers releasing early alpha builds for us to tinker with and to frown over, games development ain't what it used to be. Time was when it all happened behind closed doors and we were lucky to catch the barest glimpses of games-to-be, the faintest whiff of works in progress. Nowadays, more and more developers rely on feedback from their alpha and beta releases to test their titles and ensure players will be satisfied with the end result.


But this simply wasn't enough for Amplitude Studios. The team behind Endless Space went one step further and posted their development documents online for all to see. As well as having a beta build of this enormous, engrossing empire-builder that they could dive into, players also had access to the vision behind it, a chance to examine in detail the ambitions of its designers and how they planned to realise them. And then Amplitude asked them to join in.


Sharing their ideas this way wasn't so much an act of trust, they say, as a practical step forward, the best way for them to communicate with their fanbase and ensure that an ambitious game of galactic domination became all that it should. “We really wanted to go with total transparency with our community, at least as much as we could. We gave out all our game design documents on our forums,” says Max von Knorring, Amplitude's Director of Marketing. “Players and designers, we all started from the same basis.”







With this plan of action set before them, Amplitude have been busy inviting further suggestions from their players, determined to use their 20,000 strong beta community (some who have been playing the game for over 100 hours) as much more than just a team of testers. While still focused on their overall objectives, they're been able to poll players on tweaks, additions and improvements, as well as incorporating original contributions into the game.








We always put the most important things from the community list into our own schedule. I think this can only work when you show you listen to [players]. It's not honest to say 'We'll talk with you,' but then nothing happens because we just do whatever we want.





“We have a priority list on the community and we always put the most important things from this community list into our own schedule, which then forces us to work on them,” explains Creative Director Romain de Waubert, who believes the positive response the game has received is due in no small part to this inclusive process. “I think this can only work when you show you listen to [players]. It's not honest to say 'We'll talk with you,' but then nothing happens because we just do whatever we want.”


Endless Space is certainly looking very glossy indeed, so polished that you can almost see your face in it, and there are great depths to be explored below its shiny surface. In the tradition of the classic 4X (explore, expand, exploit, and exterminate) strategy games that its based upon, it's enormously customisable. As well as a set roster of alien races to choose from, there's also the option to customise your own, building them from hundreds of different individual characteristics. These can have a considerable effect on your ability to wage war, to conduct research or even just stay alive, as well as subtly morphing the great sprawling web that is your tech tree.


For those who don't fancy building their own aliens, the basic collection are quite distinct and will suit all kinds of playing styles. As well as the more standard races, such as warriors and technologists, the game also includes strange and hungry beings who cannot keep their planets but only consume them and move forward, and a decadent civilisation entirely based around one person's narcissism.



No matter how big or complex your galactic empire becomes, micromanagement is not the order of the day here. The development team have gone to great pains to streamline the interface and to make things as accessible as possible, with the hope that players lose themselves in the game, not its menu system. “What we've noticed in many games we've played and worked on in the past is that sometimes you can have a simple game that is hidden beneath an overly complex interface,” says Romain. “We wanted it the other way around.”








Sometimes you can have a simple game that is hidden beneath an overly complex interface. We wanted it the other way around.





This is also reflected in the game's battles, which are only a couple of minutes long and based much more around giving out general orders at key points, rather than precisely directing the manoeuvres of every single vessel. Although Total War players might be disappointed that they don't get to individually shepherd their units around, it does make for nippy and decisive combats which won't slow the game's simultaneous multiplayer. Similarly, though you can go to great pains to intricately sculpt the starships that you construct, using all the technology and resources you'll discovered, a helpful “recommended” blueprint is always at hand.


In an uncommon twist in games development, the release of Endless Space has actually been put forward and is now slated for July 4th, though Romain and Max insist that the game's support and development will continue well past this date. Much of the game has been built from the ground up to support modders, and Amplitude are interested in spending even more of their time engaging with their players, starting with a few community meets, which Max says they'll be “Doing more and more, now that we've started to get our heads above the water and we see the game being finalised.” The team have already met with fans in London and are going on to do the same in both San Francisco and Paris, even inviting dedicated members of their community to visit them in their studios as a thank you for their efforts.







While the proof is, of course, in the galactic pudding, Endless Space looks very much like it will satisfy strategy gamers, not least because it the beta has already been doing so for many weeks now thanks in part to the contributions of and co-operation between many of those 20,000 players. Could Amplitude's community-focused development perhaps be the model that other studios begin to follow?


“I'm sure, definitely, though I don't think it'll work for everyone, for every game,” says Romain. “But some people wanted to get involved as soon as they could, because they arrive when other games are finished and go 'Oh man, why did you do that? You could've made it so much better!' And the developers say 'Oh yeah, well, if you'd told us...'”


So if you do have anything you want to tell Amplitude, before or after July 4th, this is one development team that's all ears.



Source : ign[dot]com

Project Zero 2: Wii Edition Review




There aren’t many survival-horror aficionados who would dispute that the Project Zero/Fatal Frame games rank alongside the finest that the genre has offered over its bumpy-but-glorious twenty-year history. With its snap-happy combat, relentlessly sinister ambience and nightmarish narrative, Tecmo's series deserved far better than mere cult status.

That's fine, but why release a 2003-vintage PS2 title just before the Wii passes the baton onto the upcoming Wii U? Also, why only release it in Europe and Japan (no North American release date has been confirmed yet)? Well, there's evidently a method to the madness, with Nintendo now officially co-owning the IP to the ghost-busting series – perhaps it sees the excellent Project Zero 2 as the ideal opportunity to 'relaunch' the brand in advance of an all-new Project Zero/Fatal Frame on the Wii U. We can but hope.

Unlike so many games from our misspent youth, Project Zero 2 has aged remarkably well and arrives on the Wii feeling perhaps fresher than it did all those years ago. With classic survival horror conspicuous by its absence in 2012, going back to explore the murderous mysteries of the mist-shrouded All God's Village is a rare treat.



For the benefit of those of you who missed out on Tecmo's classic the first time around, the story focuses on the perilous journey of twin sisters Mio and Mayu, who stumble upon an eerie village where the tortured souls of the dead roam. But their misfortune is somewhat balanced out when they chance upon the Camera Obscura - no, not fey Scottish indie popsters, but an antique device that can take pictures of the undead and exorcise their spirit in the process.


“ The game's ghost-busting combat is endlessly fraught.


Armed with this one and only weapon, you work your way around the village and its various rickety buildings, zapping ghosts and finding objects that help you gain access to the next section. Structurally, it's classic survival horror fodder, albeit in a satisfyingly self-contained set of environments that keep annoying backtracking to a minimum.

The real star of the show, of course, is the game's endlessly fraught ghost-busting camera combat, and it's an element that's tailor made for the Wii's fluid point-and-click control system. During your travels, you'll inevitably stumble across a few tortured souls angling for some aggro, and - more often than not - the only way to progress is to put these screeching spooks out of their misery.



Rather than wee yourself and curl up in a ball when a ghost approaches, the answer is to whip out your mighty Camera Obscura and show this undead the power of exorcism. Loaded up with special ghost sensitive film, the action flicks to a first person viewfinder mode, whereupon you attempt to take a series of ghost-troubling snaps to literally suck the life (or death) out of them. By tilting the Wiimote, you can adjust your viewing angle, and by locking-on with the Z button, you can begin to charge up your shot. Once the reticule is fully filled, you're ready to loose off a shot with the B button, repeating the process until they're finally out of commission.


“ As a mechanic, it's deliciously nerve-wracking.


As a mechanic, it's deliciously nerve-wracking, with each ghost wriggling around with inconsiderate unpredictability, nipping in-and-out of shot, and often re-appearing right behind you to give you a welcoming hug. This being a Wii version, such moments of intimacy result in you having to flail for your life, so make sure pets and other loved ones are out of arm's reach before you wind up giving someone a black eye in a moment of uncontrolled alarm.

Nintendo has also managed to turn the simple task of object collection into a disproportionately nervy minigame, with ghostly hands often reaching in for a smooch just as you're about to pick something up. It's enough to give those of a nervous disposition a heart attack.



There’s also a new Haunted House mode brought to this special Wii Edition. Each of the Haunted House missions is curated by the sinister Kureha, who likes nothing more than to hear the piercing shrieks of the terminally afraid. Set in a sequence of on-rails missions, the basic premise of these short interludes is to walk slowly from A to B without keeling over with fright, as the game measures your jumps and terrified flailing through the Wii remote and nunchuck’s motion sensors.

Some test you in your ability to remain cool and calm while being subjected to various other worldly shrieks, moans, bangs, warped faces and generally unsettling nonsense, while others task you with collecting dolls while being chased by everyone's worst nightmare: a long-haired Asian goth schoolgirl. Turning around periodically stops her in her tracks, but if you allow her to get too close, you must suffer the indignity of an unwelcome cuddle. And we all know how that feels. Aside from this welcome-but-throwaway new mode, most other changes to the Wii Edition are subtle and cosmetic, with widescreen support, a new pulled-back third person camera angle, cleaned-up visuals, brand new voice acting and a slightly less cutesy look to Mio and Mayu - not that the latter point will be especially apparent if you've not played the original for a long time.



Source : ign[dot]com