Showing posts with label version. Show all posts
Showing posts with label version. Show all posts

Monday, July 9, 2012

Tekken x Street Fighter Still Planned for Current Gen




Back when Street Fighter x Tekken was unveiled in 2010, the announcement contained one note that many people have forgotten: Namco said it would be developing its own version of the game, Tekken x Street Fighter. While Street Fighter x Tekken is developed by Capcom and puts Tekken characters into the 2D style of Street Fighter, Tekken x Street Fighter would do the opposite, incorporating Street Fighter characters into Tekken’s universe and adding 3D combat arenas.


Two years later, we’ve hardly heard a thing about Tekken x Street Fighter -- minus some hand-drawn artwork tweeted by producer Katsuhiro Harada late last year -- causing many to speculate that the game may have moved to next-gen consoles. In a new interview, Hirada says that isn’t the case, as Namco is still targeting current hardware.


"There's still a large number of players out there with a PlayStation 3 or Xbox 360 who are looking forward to the game," Harada told Eurogamer, "so we feel it's probably more relevant to get the title out to them on the current hardware. We're not completely sure, but that's the direction at this moment."







The exact status of Tekken x Street Fighter isn’t known, but the fact that the project is still on track is good news for fighting fans. For more on Namco’s ambitions for the project, check out our interview with Harada about the game after its original announcement.


Street Fighter x Tekken, meanwhile, continues to thrive and was featured in last weekend’s EVO fighting tournament. The game’s long-awaited character downloadable content will be released later this month, and a PlayStation Vita version of Street Fighter x Tekken is still set to hit stores later 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

Tank! Tank! Tank!'s Charm Offensive




Namco Bandai's upcoming version of arcade favourite Tank! Tank! Tank! for the Wii U is a bit of an oddity. My time with the game began chaotically, as the four of us playing raced around firing rockets at metal arachnids that threatened to crush us beneath their despicably numerous legs. Less than five minutes later I was fleeing from those I'd just been working with, my tank shrunk to the size of a metal-plated water pistol whilst my rivals' undiminished vehicular destructors took aim at me with machine guns and plasma bolts.


Welcome to the madness of Tank! Tank! Tank!


The premise of the game is simple, and remains fundamentally unchanged from the version you'll have been able to find in (mostly Japanese) arcades since 2009.  As a "battle party game", you and up to three friends can either join forces to take down increasingly large monsters, or take part in free-for-all matches where complete destruction is the aim of the game.


In the demo build, there were two Monster Battles available.  The first pitched us against the aforementioned spiders in some docklands, before a giant red dragon reared out of the waves and began to bellow at us.  Far from the simple sit-and-attack gameplay that the trailer implies,Tank! Tank! Tank! involves plentiful tactics; shooting from too far out gives your opponent time to dodge, while getting too close risks making you a meal.







But it's when you fight against fellow players rather than with them that the game truly shines.  Combat has the frenetic feel of all the best party games that Nintendo already has in its stables, and the cel-shaded aesthetic is as visually appealing as anything that the current generation has to offer.  The weapon pickups are varied enough to make you keep an eye out for them, from colossus missiles to plasma bolts, with the water gun being a personal favourite.  Anyone unfortunate to pick one up shrinks, becomes super-speedy and harmlessly shoots water until they can find another weapon.








Combat has the frenetic feel of all the best party games that Nintendo already has in its stables, and the cel-shaded aesthetic is as visually appealing as anything that the current generation has to offer.





Though most of the above can be found in the 2009 version of the game, the upcoming Wii U release isn't just a port of the arcade version; it's being treated by the team as a completely original title.  Kunito, the game's producer, explained that one of their biggest aims was to enable players to enjoy the game when they were playing alone.  He explained, "We’ve added more tanks and weapons, and we’re going to add more maps and a new mode for solo players.  We’re really keen to add a campaign mode so that while you can still enjoy the group play from the original arcade version, if you’re on your own you can play through missions."


Though the full length of the campaign mode hasn't been nailed down quite yet, Kunito suspects it will take players somewhere between 10 and 20 hours.  It's a wise move, as the longevity of the title is one of the main uncertainties surrounding the game at this point.  There's currently an undefined number of maps (but probably no more than 10) and online play won't be supported, so additional value will be important.


Another potential qualm is the use of the GamePad - or rather, the lack of it.  With all the innovation we've seen from Nintendo Land in terms of multiplayer modes and functionality, it's a shame Tank! Tank! Tank! offers nothing but the four-player free-for-all games it's always had.  The GamePad's only function during matches is as an additional monitor, though the camera does let players customise their avatars before battles.  It just feels like a missed opportunity to innovate and introduce new objectives and experiences to the game, especially given that the monster battle co-op feels a little too similar to the arena matches in terms of gameplay.



Of course, there's still time to go before Tank! Tank! Tank! is released, and Kunito has teased that "The Wii U GamePad is a very unique device, and we are trying to use its unique functions in a new way.  I think in the near future we’ll be able to release some information about how we want to use the Wii U GamePad, but for now we’re just using it as a monitor."  Whether this will lead to the innovation many are hoping for from the Wii U's launch titles is unclear, but it's encouraging to know that there's more info to come.


Just when that release will be is still unclear, but Kunito is fairly confident the game will be out at the end of 2012.  The final say on whether or not this family-friendly title will be available at the Wii U's launch is up to Nintendo, but regardless, it's one to keep an eye out for in the console's release window.  While it may not be about to blow us all out of the water, this is one war game that's not afraid to go on a charm offensive.



Source : ign[dot]com

Friday, July 6, 2012

Activision Reveals Walking Dead First-Person Shooter




Activision has announced a new game based on The Walking Dead. Not to be confused with Telltale’s episodic The Walking Dead adventure game, Activision’s version is a first-person action game based on AMC’s The Walking Dead TV show.


Developed by Terminal Reality, The Walking Dead will revolve around Daryl Dixon and his brother Merle on a “haunting, unforgiving quest to make their way to the supposed safety of Atlanta.” Players will control Daryl as they attempt to avoid detection from zombies that hunt using sight, sound and smell and will choose between fighting them or using stealth to avoid detection. According to Activision, “No place is truly safe for Daryl as he makes his way through the Georgia countryside in this new, post-apocalyptic world.”







Supplies will be scarce and players will need to carefully manage food, ammunition and supplies as they make their way through the game. Daryl will encounter “a slew of other characters” along the way that can help or hurt him. Whether or not these characters accompany Daryl is completely up to the player and “represents just some of the major decisions that will constantly be made while fighting to survive.”


The Walking Dead will hit stores in 2013 for Xbox 360, PlayStation 3 and PC. Few other details are available, but check out the game’s official site for more info in the future. Until then, keep an eye out for all the latest announcements about The Walking Dead TV show before it returns to AMC for season three later 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

Thursday, July 5, 2012

Mojang to release Minecraft 1.3 on 1st August




In a blog post, Mojang announced Minecraft 1.3 will be available on the 1st of August.


Version 1.3 will include many sweeping changes to the popular game.


“The most dramatic change is that we’ve kicked out single-player, and made it a shell on top of multi-player. There are two major benefits to this: first, it’s required for the modding api if we don’t want to have multiple implementations of every mod, and second, if we fix a bug in single-player, we know the bug is fixed in multi-player, too. Previously we had to fix bugs both in relation to single-player and multi-player.”


Other changes include adding emerald ore that can be used for currency in villages to purchase and sell goods, the ability to write in books, the addition of trip wire to create contraptions, “added new stairs, new half-slabs, cocoa plants and tweaked dispensers, leaves, cauldrons, levers, gravel, pressure plates, cookies, buckets, boats, minecarts, ice, furnaces… Plus you get magic orbs from mining and smelting (and not just killing monsters)!”


Also added is a bare bones “adventure mode,” which is promised to be more fleshed out in version 1.4.


There is one glaring problem caused by the restructuring of multi and single player modes, however, resulting in an increase of computing power needed since “…the game needs to be able to both simulate and emulate the world, which take many more CPU cycles. We’re working on optimizing rendering, but those improvements will not be included until Minecraft 1.4.”


Furthermore some features and bug fixes that were supposed to be in 1.3 have been pushed back until version 1.4. Notably they failed to fix a lighting glitch that makes some blocks appear black, and failed to provide the user with an API for modding due to time constraints.


Version 1.3 brings about a ton of changes that should prove to keep Minecraft players very busy, until version 1.4 is released sometime in the future.


A list of all the changes between versions can be found on Reddit.



Source : ign[dot]com

Tuesday, June 26, 2012

Mass Effect 3 Extended Cut DLC Out Now




The Mass Effect 3 Extended Cut DLC is now available on Xbox.com Marketplace for free. The PC version will also be made available today, but the PS3 version won't be released until July 4.

The content takes up about 1.9 GB of space (though Xbox Marketplace lists it as 1.85 GB), though that's not necessarily new content (presumably most of it will be taken up by re-downloading the game's end cut scenes). The DLC "expands on the endings of Mass Effect 3 through additional scenes and epilogue sequences". It's said that these additional content will provide "more of the answers and closure that players have been asking for" and "gives a sense of what the future holds as a result of the decisions made throughout the series".

It is important to note, however, that BioWare stresses on its official Extended Cut FAQ that "The Extended Cut is an expansion of the original endings to Mass Effect 3. It does not fundamentally change the endings, but rather it expands on the meaning of the original endings, and reveals greater detail on the impact of player decisions."






Source : ign[dot]com

Thursday, June 21, 2012

Report: Final Fantasy VII Coming to Steam?




A new version of Final Fantasy VII containing a wealth of additional features could soon be available on Steam.

The users over at the GOG Forum spotted that Square Enix registered the domain FinalFantasyVIIPC.com on June 15th.  Though the site has since been taken down, it can still be viewed in Google's cache.

According to the information gleaned before the site was culled, this new version will include 36 achievements, cloud saving functionality, and also online profiles so you can compare progress with your friends.  The digital download was slated to cost £7.99/€9.99.

While the company hasn't spoken out to confirm the existence of the PC version, character designer Tetsuya Nomura recently suggested that new titles would "take precedence" over a remake of the much-loved classic. Desire for a remastering has remained high since a tech demo for the PlayStation 3 showed Cloud, Aerith and the bustling streets of Midgar in High Definition.





Source : ign[dot]com

Monday, June 4, 2012

E3 2012: Exclusive Far Cry 3 DLC Coming to PS3




At Sony's E3 2012 Playstation press conference, Ubisoft announced in passing that the Playstation 3 version of Far Cry 3 will receive "exclusive DLC." No additional details have yet been announced. With its emphasis on cooperative and competitive multiplayer, it seems likely that multiplayer map and/or skin DLC is likely planned, although we will just have to wait and see what DLC plans Ubisoft has for its upcoming "insane" FPS.







In the meantime gamers eager for more on Far Cry 3 can read IGN's extensive single-player impressions.









Source : http://www.ign.com/articles/2012/06/05/e3-2012-far-cry-3-exclusive-dlc-coming-to-ps3

Wednesday, May 30, 2012

Diablo III Real-Money Auction House Delayed Again




If you logged into Diablo III today, perhaps you noticed the real-money auction house is not yet live. According to an in-game notification, the real-money version of Diablo III’s auction house will go live on June 12, 2012.

This is the third time the real-money auction house has been delayed. Initially it was expected to launch one week following the game’s May 15 release date, then it was pushed to May 29.

Over the course of the past two weeks the virtual currency auction house has frequently been down for maintenance as Blizzard addressed technical issues.

“We're also continuing to investigate latency affecting search results, active auction lists, posting auctions, and successful sales and purchases on the gold auction house, and hope to have all transactions running smoothly as soon as possible,” said a recent official post.

As of this moment, the virtual currency auction house is up and running, but it’s not possible to sell commodities such as crafting components and gems.



Source : http://www.ign.com

The Witcher 2 Sells 1.7 Million




Across PC and Xbox 360 versions of The Witcher 2, CD Projekt RED has revealed that over 1.7 million copies have been sold to date.


The Xbox 360 version of The Witcher 2 was just released this past April, and the PC version was originally released in May of 2011. A Mac version is also on the way, currently scheduled for launch some time this fall. IGN awarded the first PC version a 9 out of 10 and the Xbox 360 version an 8.5 out of 10.


Due to the success of The Witcher franchise, CD Projekt RED has two teams working on different AAA role-playing games. One of those, Cyberpunk, was just revealed at their Summer Conference.




Source : http://www.ign.com/articles/2012/05/30/the-witcher-2-sells-17-million

Tuesday, May 29, 2012

Diablo III: Inferno and the Auction House




I used to think of the Auction House as a curiosity, a backdrop of microtransaction static that, after the still-missing real money version goes live, could serve as a way for me to make small sums of cash by selling any absurdly rare items. Through Normal, Nightmare and Hell difficulties I found I developed a resentment of the Auction House, as it undercut the powerful sense of reward associated with finding items on my own. When a legendary Fjord Cutter dropped on my screen, it wasn’t some random Fjord Cutter, it was Fjord Cutter. Even if it wasn’t even as powerful as the epic fiery club I was using, I stored the Cutter in my stash. It was a trophy, proof of my growing heroic legacy, and not something I wanted to throw out for others to bid on, to turn my success into an unremarkable sum of gold that lost its identity as soon as I combined it with the rest of my funds.

So I interacted with the Auction House sparingly, tossing magic items up for sale for in-game gold, but staying away from obsessively searching for reasonably priced items with Barbarian-appropriate affixes, and snatching any absurdly low priced items to flip for a profit. Then I hit Inferno, and my self-reliant approach to item acquisition was no longer possible.



Even the starting area zombies hit hard, and the first wretched mother killed me in a flash. The armor I’d accumulated through drops in Hell difficulty suddenly seemed like napkins. I still had a level 32 chest piece, my helmet had higher intelligence bonuses than strength, and my shoulders didn’t even increase vitality. I was a mess, doomed to cycles of death and ceaseless repair penalties. I could have returned to Hell to farm better items. Maybe I’d find them in five minutes, maybe five hours, maybe five months -- such is the uncertainty of randomness. Perhaps I’d find a sword with higher damage, but to have a chance of fighting anything aside from the standard enemies in Act I of Inferno, I needed the higher damage and the right stats.

There was no way around it, I needed money. Alongside a dozen or so rare items, I sold my Fjord Cutter. From the Auction House I picked up a new spear with life restore on hit and big strength and vitality buffs. I upgraded to a double-socketed level 60 chest piece with life regeneration and a helmet that gave extra resistance against physical damage. It cost nearly all the gold I had, and suddenly I was able to hop right into the middle of a zombie pack and whirl, slice, kill and repeat with little downtime. I was back in rhythm, but my victories weren’t as complete, as it felt like I bought my success. I didn’t deserve to make progress.

The disappointment of the near-mandatory use of Auction House interaction at Inferno difficulty setting lingered, but several new mechanics presented themselves to offset the sense that I’d somehow cheapened my experience by buying relevance. Elite-level champion packs and unique monsters, for instance, were still immensely challenging even with a few upgraded pieces of gear. On Inferno they have four unique attack modifiers, so they can be fast with extra health, leech health and periodically drop frozen bombs all across the battlefield. These modifiers can sometimes arrange themselves in combinations that make the elite monsters seem invulnerable. Even though I’d upgraded myself, there was still so, so much room to improve.



I could have simply snuck past the elite enemies until I reached the next area, but there are powerful bonuses associated with defeating them. After level 60, killing a rare monster or champion pack earns a Nephalem Valor bonus, which boosts gold find and magic find ratings for 30 minutes. Killing another elite monster resets the timer and stacks the bonus. Unlike Diablo II, which rewarded repeated boss runs with showers of rare and set items, Blizzard encourages you to actually play the whole game in Diablo III for the best chance of finding rare, useful items. Chaining elite kills then proceeding to a boss fight is then the best way to go, assuming  you don’t reset your active skill set and a random disconnect from Battle.net doesn’t wipe out your bonus.

In addition, Inferno’s level of challenge makes it feel as though I’m truly playing the game for the first time. That’s a ridiculous thing to say after over 80 hours of gameplay, but precise movement, proper skill use and rune selection have never felt so important, where the possibility for failure exists with nearly every click, and where overcoming a crackling pack of electrified, venom-spewing, shielded champion enemies with mortar attacks feels more rewarding than anything I’d achieved all throughout my time in Normal and Nightmare modes. Even Hell feels kind of tame by comparison.

Even so, I can’t quite shake the notion that I could steamroll the rest of the content with a few Auction House purchases, and that the real reason I continue plunging back into dungeons is to earn money to spend on items found by others. I feel like I need to maintain a balance between buying omnipotence and just enough, ensuring the degree of challenge is steep but, with dedication and skilled play, conquerable. Inferno is Blizzard’s pre-made setting, but in many ways it’s my responsibility to fine-tune the difficulty.



The issue of the Auction House is perhaps more noticeable to me in Diablo III than in the many MMOs that feature similar systems because few games I’ve ever played relay a sense of evolving personal power as effectively as Diablo III. The designs of weapons , armor and individual potions, the detail in larger stacks of gold, the artisans’ carts, the designs of your AI-controlled followers’ gear – with extended play, elements not only becomes more significant statistically, but in appearance as well. With the exception of a number of reused item models, form and power rise alongside each other evenly on an incredible scale, starting from the lowly rags and leather of Normal into the fearsome spiky plate armor found in the depths of Inferno. It’s easy to dismiss statistical increases as you swap in new gear in other action-RPGs as trivial, but in Diablo III the changes are often easily noticeable, in the numbers that pop from enemy heads to the rapidity with which a once seemingly invincible foe is obliterated by the might of high-end gear. The occasional trip back to Normal from Hell to one-shot demons who used to instill fear is worthwhile simply to feel how far you’ve progressed.

As soon as Diablo III loses its forward momentum and starts to feel like an endless farming field I doubt I’ll continue to log in. I know the moment will arrive, eventually, but I’m not quite ready for it yet. The apparent necessity of the Auction House in Inferno was, hopefully, merely a one-time thing, and the rest of my journey can progress without a need to pay virtual currency to avoid the slog of excessive farming or spending a fortune to spin the reels of the blacksmith slot machine. With Nephalem Valor to aid me and, ideally, a stream of item upgrades and additional elite monster behaviors from Blizzard in the months to come, I’m hopeful the gameplay will stay interesting enough to keep me hooked and searching for the next best item and, more importantly, let me feel like I earned my power. If I fail to kill an enemy, I can accept it’s because I lack the required skill, but am uncomfortable with the idea that it’s because my virtual wallet simply isn’t big enough.



Source : http://www.ign.com

Sony Registers PlayStation All-Stars Battle Royale Vita URLs




Sony has registered a domain names for an unconfirmed Vita version of PlayStation All-Stars Battle Royale Vita. As you'd expect, the URLs, spotted by TSA, are quite long and wordy, including battleroyalethegamevita.com.


This comes a few days after a LinkedIn resume of a Sony sound designer listed both the PS3 and Vita version of the game as his current project. And also comments from game director Omar Kendall earlier this month suggesting that a Vita version is a possibility. When asked if All-Stars will hit Sony’s portable, Kendall commented “Maybe. Stay tuned.”







We have stayed tuned, and at this point PlayStation All-Stars Battle Royale for Vita seems like an inevitability. And with E3 next week, an announcement seems to be on the cards.




Source : http://www.ign.com/articles/2012/05/29/sony-registers-playstation-all-stars-battle-royale-vita-urls

Tuesday, May 22, 2012

Dead Island Game of the Year Edition Announced




Deep Silver has revealed the Dead Island Game of the Year Edition. The new version of last year’s first person zombie killing adventure includes all of the game’s previously-released DLC, including Bloodbath Arena mode, Ryder White's single-player story campaign and a blueprint for the Ripper weapon mod.



In addition to the announcement, Deep Silver revealed that more than three million copies of Dead Island have been sold worldwide.



The GOTY edition will be available on Xbox 360, PlayStation 3 and PC for $29.99. It will hit stores on June 26th in North America and July 6th in Europe. For more on Dead Island, be sure to check out our review.



Source : http://www.ign.com