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الاثنين، 30 أبريل 2012

Bethesda: Skyrim DLC to follow different model to Fallout 3

DLC for The Elder Scrolls V: Skyrim will be more expansive than the five add-ons released for Bethesda's last title, Fallout 3, but you'll have to wait a little longer to get your hands on it, the developer has revealed.

Speaking in an interview with Kotaku, studio chief Todd Howard confirmed that work is underway on DLC but gamers shouldn't expect the rapid-fire add-on releases offered following Fallout 3's launch back in 2008.

"For Fallout 3 we did five DLCs. That was a very aggressive path for us," he explained.

"Our plan now is to take more time, to have more meat on them [for Skyrim]. They'll feel closer to an expansion pack.

"With Fallout 3, it was, 'Ten dollars is the sweet spot for us and we know we want to put out five of them. And we had overlapping teams. We were coming off Fallout 3 and right back in."

That turned out to be "a real hardcore loop," Howard added. "We just think we can do better content if we approach it a different way."

Though it seems you'll have to wait longer for the expansions, the studio is planning on smaller updates to keep you busy in the meantime.

"Because that gap is going to be bigger, we want to put little things out for free in between. We've already done that for PC with the high-res pack. We're trying to figure out what those things are."

Elsewhere in the interview, Howard explained that some of the additions shown off during a video montage at the DICE summit in Las Vegas last week could make it into these DLC packs.

"There are definitely things in there that we are planning on exploring," he confirmed.

"It looks like a ton of stuff that could ship right now, but it's in a sizzle video. It's, you know, it's not bug-tested, polished, balanced.

"That wasn't all of it. It's probably 60 per cent of it. The other 40 per cent doesn't show as well in a video or we didn't have good footage."

Howard didn't put a date on when we might see the first batch of new content for the game, saying only that development was in the "very early" stages.


View the original article here

الأحد، 29 أبريل 2012

Capcom registers new Darkstalkers trademark

Capcom has registered a new Darkstalkers trademark - sparking speculation that a new game in the vampire fighting game series is in the works.

The trademark was registered on 14th February with the European Union trademarks office and is under examination.

The last time Capcom registered a Darkstalkers trademark there was in 2004, for PlayStation Portable game Darkstalkers Chronicle. Images of this game are below.

Capcom's fighting game producer Yoshinori Ono is often asked about the possibility of making a new Darkstalkers game.

In March 2011 Ono told Eurogamer Capcom had received over 100,000 requests from fans for a new Darkstalkers game - up from the 5000 it had in August 2010.

"One day, if it goes half a million, Capcom may raise its eyebrow a little bit and I could do what I did in London in 2007 when I announced the comeback of Street Fighter," Ono said at the time.

"In the near future, with your help, it may become true. It's on its way, because we're pretty much where we were with Street Fighter a few years back. So keep it up."

With Ono now free from the shackles of creating Street Fighter x Tekken, out next month, is Darkstalkers his next target?

Darkstalkers has seen some activity in recent months. The PlayStation version of the arcade original Darkstalkers: The Night Warriors launched in November last year on PlayStation Network - as a way to rekindle memories of the 1994 cult classic in gamers' minds ahead of a proper sequel?

And three Darkstalkers characters appeared in last year's Marvel vs. Capcom 3: Felicia, Morrigan and Hsien-Ko.


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السبت، 28 أبريل 2012

Journey release date announced

PlayStation Network game Journey launches on 14th March in Europe, Sony has announced.

Journey is from thatgamecompany, the maker of Flow and Flower.

It's described as an "interactive parable", an "anonymous online adventure to experience a person's life passage and their intersections with others".

thatgamecompany began work on Journey right after the release of Flower.

"In these three years, we at thatgamecompany and our friends in SCEA Santa Monica Studio have faced many challenges together and emerged stronger," co-founder Jenova Chen wrote on the PlayStation blog.

"Much sweat and tears have been put into the development of the game, and many people have come and gone.

"So for us, the Journey in the game has also become a metaphor for the development process of the game itself.

"Our team is very close to our own mountaintop; we are just a few short weeks away from letting the world experience what we've poured our hearts and souls into these last three years. I can't describe how eager we are to let everyone finally play the game and hear about your experiences with it."


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الجمعة، 27 أبريل 2012

NCsoft confirms Guild Wars 2 on console

A console version of MMO Guild Wars 2 is "in the preparation stage", NCsoft has said.

Speaking in a financial conference call today, reported by Guild Wars Insider, NCsoft executives confirmed - for the first time - a console version of the exciting fantasy online game.

In response to an analyst question about console versions of its games, NCsoft replied: "When it comes to Guild Wars 2 as we have announced already, we are in the preparation stage."

We've had a listen to the call ourselves and the quote is accurate.

Just to be sure, we checked in with our friendly neighbourhood NCsoft representative, who issued us the following statement:

"Currently ArenaNet is focused on making GW2 the best PC MMO ever released."

"Currently..."

While a console version of Guild Wars 2 now seems certain, a launch alongside the PC version - due out some time this year - seems unlikely.

"Realistically speaking I don't think it would be likely that we will be launching the console version [and the PC version] together," an NCsoft executive said on the call.

The PC version's release date will depend on the results of the large scale beta test, currently scheduled for some time in March or April, NCsoft said.


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الخميس، 26 أبريل 2012

Asura's Wrath the latest victim of duff Capcom spell checker

UPDATE: We've checked our office copy and the error is indeed present. See the picture below.


ORIGINAL STORY: Following last month's Resident Evil: Revelaitons cock-up, forthcoming action title Asura's Wrath is the latest game to slip past Capcom's spell-checking department with a clunker of a typo on its sleeve.


As noted by GamesRadar, a tagline on the back of the game box reads, "Relentless action and near impossible chanllenges."


The version in question was a promotional copy so the error may not make it across to the final retail release.


That said, the game is out next week in the US so Capcom may not have enough time to make any changes.


We're checking in with the publisher now to see what's up.


The publisher offered to send any customers disgruntled by the tainted Resident Evil: Revelations box art a brand new sleeve in the mail.


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الأربعاء، 25 أبريل 2012

Why a team of ex-Sony developers left PlayStation to go indie

A studio made up of five ex-Sony developers has explained why it left the comfort of PlayStation development to go indie.

Hutch Games includes technical director Sean Turner, managing director Sean Rutland and art director Will Whitaker, all of which worked at Sony's London studio on a raft of projects, including the cancelled Eight Days, The Getaway and EyeToy.

But in June 2011 they joined forces to strike out on their own, opened a small office in Old Street, London, and started work on what would eventually become a new iOS game.

"It was a bunch of factors coming into place at the same time," Whitaker, who worked at Sony Computer Entertainment Europe as art director for over five years, replies after we ask him why.

"We had had a project cancellation as well at the same time at Sony. It was an inciting incident. It was just very exciting for us to realise we could do something on [game engine] Unity. The App Store allowing you to self-publish is a very democratizing situation. We were all motivated to take accountability for our own destiny. It was a very exciting thing to try out."

In the case of Hutch Games, there was no drama, no dramatic falling out with Sony, no acrimonious exit. Indeed Turner, who was a lead programmer at SCEE and Burnout and Need for Speed: Hot Pursuit developer Criterion, insists Sony was, as far as big game companies go, a very creative place to be.

"Sony was a really creative place," he says. "Some big studios are quite repetitive with their ideas and they can be a bit stale. Sony wasn't like that. There were some really great creative ideas coming up in there."

So what was the problem?

"Possibly it didn't happen at a fast enough pace for us," Turner says. "We would get behind an idea and you didn't have the control to continue or thrust ideas forwards as much as we'd like. So possibly that lack of control was the impeding thing, not lack of creativity."

"Console games, which cost upwards of 10 million bucks to make, these companies, like Sony and Microsoft, they can't take quite so many risks with them because there's so much money involved," Whitaker explains. "One of the things that attracted me was, let's just do something that's innovative and quick to make and we can just get on and do it and there's a lot less bureaucracy and money men behind it. It's liberating."

Rutland adds: "There's no negative experience from being at Sony, or there was no big huffy fight we went through and we decided to leave. It was just so many factors came into place. Unity, all of us being in the same headspace at the same time, ideas we had all came together at the same time."

"I've wanted to go indie for 15 years," Whitaker says with a chuckle. "It's not a rushed thing at all. It's about the planets coming into alignment. Having the project cancelled was the instigating incident. We felt we were in a position to support ourselves for enough time. We knew we were a bunch of people who worked well together. A democratic situation of being able to self-publish and tools which allow you to do it, it seemed like an excellent opportunity."

Hutch Games' first title is the Unity engine-powered iOS arcade racer Smash Cops, which launched last month.

The team settled on the idea of creating a cops and robbers arcade racer after a number of brainstorming sessions - and a burning desire to improve touch controls on mobile devices. Smash Cops' "push controls" let you use a single finger to control and steer your car. Hutch reckons this control scheme will set a new standard for all third-person games on touch devices - well, at least its press release does.

With Smash Cops out the door (more updates are promised), the team is well aware of the difference between triple-A console and iOS development.

"There's a very visceral interaction with your customers in a way none of us have experienced before," Whitaker says of launching a mobile game.

"Normally, when you work for a big publisher or a big developer, you sit away in a cave for years on end and then your game is taken away from you. You're like a surrogate mother.

"With this we developed it and then it goes out and straight away you're fielding interactions with punters. It's really visceral and it's exciting and frightening and a very energetic experience none of us have had before."

"It's very personal," Rutland says. "We get messages from customers and you really feel for them. This is another massive difference. The launch weekend, Sean went and saw his son who I don't think he had seen for weeks. I was at home. Will had to go on a family errand. On launch weekend next time we'll all be manning the computer and making sure we can respond to our players.

"On console it's different. You just don't have immediacy. It goes up at 12 o'clock at night and suddenly you've got thousands of people contacting you from Australasia, and then you've got all these Europeans saying, I can't wait till it comes out in 12 hours. That's amazing to watch."

For Turner, the surprise came from the dramatic increase in his workload. "The project I was working on when I left Sony, I was managing ten programmers," he says. "Then, suddenly, I've got to do the job all those ten people would normally do, myself. I knew what they were doing and I knew how to make games, but to actually have to do it all myself and be responsible for every line of code and actually write every line of code… it was a lot more work basically. It was quite insane, actually."

Despite the stark differences, Turner, Rutland and Whitaker all agree: their experience making console games helped when it came to the creation of Smash Cops.

"We're in a crappy office in Old Street by ourselves, using all those experiences we learnt at Sony, all the console development, all the brainstorming techniques, we used our own management techniques we used at Sony," Rutland says. "Everything came into play and it was just as hard as working in triple-A."

"We've been round the block a few times, most of us," Whitaker adds. "We've worked on Dreamcast, PlayStation 2 and older platforms, for 15 years. You see the gamut of powered machines. It does inform you how to change tack and go and work on a different platform. That was helpful.

"And how do you get the most out of low-powered devices? We looked at iOS and iPhone 4 and one of the first questions we asked was, is this like a Dreamcast? Is it more powerful? Where's our yard stick for this?"

With Smash Cops enjoying enough success to allow Hutch to continue making games as an independent developer, thoughts turn to the future, and what comes next.

While Hutch remains tight-lipped on its next game, it insists it won't ditch its triple-A roots. In fact, the team believes it will be possible to make the kind of games it used to at Sony on mobile platforms sooner rather than later, as the power of the likes of iPad and iPhone improves.

"We all love making the best quality stuff," Whitaker says. "Working on PS3 or Xbox 360 or whatever the next consoles are, we want to make triple-A whatever it is. It's not about making light experiences. It's about whatever platform allows us to do that. Hopefully the mobile platforms will increase in power. We're not going to close ourselves off from any angle because we've been there doing the most high-end stuff before. We think we're in the top end. The sands shift all the time."


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الثلاثاء، 24 أبريل 2012

Dead Island dev's Haste becomes Mad Riders

Dead Island developer Techland's download-only off-road racer Haste has been renamed Mad Riders.

It launches on PC, PlayStation Network and Xbox Live Arcade in the spring.

To coincide with the announcement, Ubisoft put out a new trailer, below.

You'll perform stunts across 45 tracks. There's a boost skill and hidden shortcuts.

Online, there are leaderboards, drop-in and out gameplay and three multiplayer modes for up to 12 players.


View the original article here

الاثنين، 23 أبريل 2012

Binary Domain cinematic trailer visits the slums

Wait....this is from sega?

Colour me shocked

As for mass effect 3. I found it a bit of a let down. As I recall the normandy has cannons that can kill a reaper yet earth fleet never retro fitted their vessels...really! Then the stupid "Watch them die scene" where a reaper makes no attempt to shoot at the normandy like it's suddenly invisible?!?

I'm sorry but that alone makes me think the story has gone to hell without the original writer. I doubt if earth was even supposed to be the first place to fall either in the original story arc. It would have made more sense to have it as the last hold out.

A re-run of the Prothean story where humanitys choice is to either win or become the reapers new bitches.


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Uncharted 3 map pack trailer fires up

@PeacockDreams

Kindly fuck-off with your moralizing nonsense. They even had people pay 25? or something IN ADVANCE, so those who trusted them with their money completely and totally got stabbed in the ass with Uncharted 2's golden dagger.
And don't get smart answering that you didn't have to invest in this plan either. Fact is, ND made a commitment to bring new content and now they're giving people the shaft with useless skins and old maps in which you already invested a fortune for U2.

How many man hours do OLD maps take up again?

Granted, new maps *might* come along, but I wouldn't hold my breath. This is a 4 months old game already, publishing rubbish content first in the hope people buy it isn't really putting ND in a good light either.


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الأحد، 22 أبريل 2012

Twisted Metal film gets Crank writer/director Brian Taylor

The Twisted Metal film apparently has a writer and director: Brian Taylor.


Taylor co-wrote and co-directed both delightfully bonkers Crank films and Gamer, a futuristic movie about a convict (Gerard Butler) being virtually controlled by a teenager in a Doom-inspired game show.


Taylor also co-directed the upcoming Ghost Rider: Spirit of Vengeance film, which opens in the UK this weekend.


Sony Pictures made a seven figure pre-emptive deal for Talor, Deadline reported.


This will be Taylor's first solo project as a writer and director - he usually partners with Mark Neveldine.

Can any game-film top this?


Ghost Rider: Spirit of Vengeance producers Avi and Ari Arad will work with Taylor on Twisted Metal. Avi Arad is a big shot - he's president and CEO of Marvel Studios. And both he and Ari are down to produce the Mass Effect and Uncharted films.


Like the Twisted Metal game, the film delves into the underground vehicular death-match arena run by Calypso, an enigmatic figure promising to grant the sole survivor any wish they want.


The iconic clown-faced maniac Sweet Tooth will feature, apparently, as will Doll Face, a sprightly young lady who wears a porcelain mask and drives a huge truck.


The long awaited Twisted Metal PS3 game hit US shops yesterday, but arrives here early March. So far it's pulling in decent scores.


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السبت، 21 أبريل 2012

Cheapest places to buy UFC Undisputed 3

The cheapest place to buy UFC Undisputed 3 in the UK today is at Tesco. The supermarket giant is selling the game for ?34.99 on PlayStation 3 and Xbox 360.

If you're shopping online then TheGameCollection has UFC3 on PS3 for the knockout price of ?29.95, although it doesn't appear to be selling the Xbox 360 version at all.

The cheapest Xbox 360 version available online comes from SimplyGames. They're charging ?32.85, which is the same price on PS3 too.

Back in the real world of bricks and mortar shops, it's worth noting that supermarket Morrisons appears not to be stocking the game at all. We spoke to a number of the chain's larger stores who said they had not recieved any copies of UFC3 in their weekly games delivery.

All prices are correct at the time of going to press, but these things do change. If you spot a deal we've missed, let us know in the comments so we can update the article.

Bricks and mortar shops

Tesco - ?34.99Asda - ?37.98Game/Gamestation - ?39.99Sainsbury's - ?39.99HMV - ?39.99Morrisons - ?TBC

Online


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الجمعة، 20 أبريل 2012

Far Cry 3 release date revealed by leaked trailer

The Far Cry 3 release date has been revealed by a leaked trailer.

Website AllGamesBeta published the trailer under the headline: "Far Cry 3 Cinematic Trailer Leaked."

The German trailer, purely CGI, shows a group of happy-go-lucky adventurers frolicking on a far-away island. They drink and laugh with hardly a care in the world. Then something nasty happens. Bad people swear, and guns are fired.

There's dubstep, too.

At the end of the trailer a 6th September release date is revealed. That's a Thursday - the day games in Germany are usually sold. It indicates a Friday, 7th September release date in the UK.

This leaked trailer is an extended version of the trailer below.


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الخميس، 19 أبريل 2012

Sony details "one price" Vita/PS3 cross-play content

Sony has detailed its "one price" Vita/PS3 cross-play offers.

Cross-play is possible with PS Vita launch games MotorStorm RC, Hustle Kings, Top Darts, and WipEout 2048.

When you buy MotorStorm RC you will be able to play it on PS3 and Vita at no additional cost, Sony said.

When you buy Hustle Kings and/or Top Darts for Vita, you get the PS3 versions for free. If you already own these games on PS3, you can download the Vita version for free.

If you buy WipEout 2048 and you already own WipEout HD and the HD Fury DLC on PS3, you can download them as DLC packs for free when they launch on Vita later this spring.

And DLC bought for the PS3 version of Ultimate Marvel vs. Capcom 3 can be used on the Vita version for free and vice versa.

"Those who already own any of these titles for their PS3 systems will be able to download this same content to their PS Vita systems for free, and vice versa," Sony said. "There is no need to pay for the same content twice, highlighting the importance of the relationship between PS3 and PS Vita.

"But it is not only the ability to buy these games for one price and access them across both platforms that makes the relationship between PS3 and PS Vita so important."

WipEout 2048 owners on Vita will be able to race against WipEout HD owners on PS3 across four tracks at launch. This is separate to the offer detailed above.

Hustle Kings offers turn-based multiplayer between Vita and PS3 at launch. UMVC3 lets you use the Vita as a controller to play the PS3 version.

Vita launches in Europe on Wednesday, 22nd February.


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الأربعاء، 18 أبريل 2012

Why Can't Games Do Sex?

If you only play one game today, make it Sepe's Cumshot. In this you control a disembodied hand and stimulate the penis of a man called Sepe. The poor thing starts off limp, but stroke it a little and see what happens. As you work it more furiously, Sepe's cock engorges with blood, and his body hulks up. He's loving it! You can finish him off yourself.

Sepe's Cumshot is a funny game - and a big part of that is how your wrist is moving like it would during male masturbation. By that critical measure of how closely the mechanics and theme intertwine, Sepe's Cumshot is probably the best sex game ever made. But you could hardly call the competition stiff.

Sex in games is generally dreadful, and some of the time it's outright nasty. But these days there's more than ever before. For western developers it's a topic either avoided or incorporated unconvincingly. For indie devs it's less taboo, so smaller 'sex' games tend to be more original. And what about you, the player?

According to the mainstream you're male, for a start: the vast majority of videogame sex is man on woman in that order. That bias has to be seen in the context of society's own mores and realities, but in games it seems especially pronounced.

Studios like BioWare are leading the movement in the right direction by allowing sexual relationships between characters regardless of gender. And as far as the grinding mannequins go, Mass Effect's relatively classy. Its sex is presented in very short cutaways focussing on partial body shots with no jiggling, though the lighting and music are terribly cheesy. Mass Effect largely alludes to sex rather than showing it, with the closest it gets to naughty a few bums and orgasm faces.

'Why Can't Games Do Sex?' Screenshot 1 I have a soft spot for sex-ed game Adventures in Sex City, even though it's just multiple-choice questions, because you can play as Wonder Vag fighting the STD-infected Sperminator.

It's impossible to imagine that scene turning anyone on, yet this led to the game being described as "Luke Skywalker meets 'Debbie Does Dallas'" by Fox News. This controversy's interesting because it was manufactured: there's nothing to Mass Effect's 'sex', not even a pair of genitals. Yet it had a clear impact on Mass Effect 2 and Dragon Age: Origins, where the characters get it on while wearing underwear.

This is one of the reasons mainstream games have been so tame up to now. Whenever the gutter press decide it's time for a videogame scare then sex and violence are the preferred topics. And in their eyes, one particular game combined the two like no other.

You can't look back on Hot Coffee without realising how absurd it was, and how one aspect of it kept sex out of games for years. Even though the incomplete mini-game couldn't be accessed without altering the original software, the ESRB re-rated the game up, from Mature to Adults Only - a disaster in America, as most major retailers don't stock AO games. Rockstar was forced to patch the PC game and re-issue the console versions.

Hot Coffee was a simulation of sex where both characters are clothed that you can't even access without modifying the original. What Rockstar faced in response to this was the American right at its most unreasonable and outraged. A smaller developer might have crumbled. You cannot predict or control that kind of reaction: who would invite it?

In this context, and especially considering the budgets involved in mainstream development, it's no wonder the big games are unusually light on the sexual act itself. Regardless of the media, sex is still a largely taboo topic where the boundaries of public acceptance are constantly in motion and vary by region: CD Projekt's The Witcher had a US release that removed all full-frontal nudity. E3 bans sexual content from its show floor. Such factors are not insignificant: what's the point in developing content that only a fraction of your audience might ever see?

'Why Can't Games Do Sex?' Screenshot 2 Attempts at making mainstream adult games so far have resulted in execrable pap like Bonetown ('The Videogame Where You Get Laid') and sequel Bonecraft, which prove that Stiffler is alive and well.

Thank god for the internet. Mainstream games are one thing, but there's a whole underclass of games with sizeable budgets dedicated to having virtual sex. In form and function, most are simple MMOGs that feature explicit sexual animations. 3D Sex Villa 2 is typical, offering a visually impressive client (in the context of its genre) but leaving no ambiguity about its target audience: "F**k horny cyber babes" is one of the charming lines from its homepage. There's even dodgier stuff: Ripened Peach Sex Sim (urgh) works on micro-transactions where you buy girls and other enhancements. The pubic hair chooser is currently 55% off, so get it while it's hot.

3D Sex Villa 2 also supports the most cringe-inducing feature sex games currently offer - what is known as a 'sinulator'. This is a sex device that links up to the PC that can either be used as a 'controller' for single-player games, or controlled remotely by another player. Sadly I am a virgin when it comes to sinulators, so here's a first-hand write-up.

Each to their own, but the concept behind these dedicated sex games is banal - meeting places with basic avatars, pornographic stylings, and the queasy option of plugins. I'd prefer a chatroom. Such coarse convention is the underlying problem that mainstream videogames have to confront. Bluntly, people often confuse porn with sex. And as an adjunct to this, games tend to treat sex literally - that is, for something to be sexual, we have to see sex.

There have been other approaches. The Copenhagen Game Collective made the Dark Room Sex Game which used Wii remotes - the whole thing only lasts a minute (ho ho) and you have to see and hear to understand how it works. That is a virtual sex act between two consenting adults.

There are simply too many indie games about sex to track, but needless to say there are endless pages of simple flash games that offer dubious pleasures. Most are one-click affairs, some are funny, all are absolutely dreadful. I followed one link to videogame-themed flash games, however, and struck gold. I'm going to withhold the link because it's gross, but the description says everything: "Sexy Juri Han from Super Street Fighter IV fights naked with her [REDACTED]. She rides hard and good as she [REDACTED] her [REDACTED] against the big [REDACTED]. After third round, click on the question mark, and Juri will start singing Ke$ha's Tick Tock."

'Why Can't Games Do Sex?' Screenshot 3 Making sex interactive in the manner that Quantic Dream's games have tried is always ruined by the jerkiness in animation such controls introduce. And it feels weird.

These games are obviously trash. The more serious small stuff treats sex as a potential mechanic or theme rather than one specific act. This can go from Edmund McMillen's The C Word, a grotesque shooter that brought its creator a lot of criticism, to something like A Closed World by the GAMBIT MIT Singapore Games Lab, a short RPG about sexual identity. The upcoming Polymorphous Perversity is a retro-styled RPG where you can have sex with pretty much anything.

There's one more factor to sex in games - what Brenda Brathwaite, author of Sex in Videogames, terms 'Emergent Sex'. Brathwaite references phenomena like World of Porncraft, a site that exists because Blizzard won't allow sexual content in World of Warcraft. So the users who want that, go there. The earliest example of this is also the proto-MMOG, MUD (Multi-User Dungeon), which gave rise to the term Mudsex, specifically referring to roleplayed virtual sex.

Emergent sex includes things like nude mods and those crazy sites with Sonic the Hedgehog porn (really), but Brathwaite's point is simple: people want sex. And as social games become more normalised and a part of people's lives, more will want the option of virtual sex. The most interesting thing is how only one mainstream virtual world has incorporated detailed sex into its universe, and it was all driven by the players.

I once spent a few days in Second Life, and though the time wasn't especially enjoyable there were definite highlights. Second Life allows sex, but regulates it - limiting the deed to private clubs and rooms. The most hilarious fact about Second Life sex is that the avatars have no genitals. Players have to buy some (and there's a brilliant PC Gamer article about it).

The whole thing seems ludicrous, but I am the foolish one. Sex in Second Life was and still is a major part of its economy. As Tiffany Widdershims, a Second Life brothel matriarch, said during the virtual world's heyday: "One learns a lot about the truth of human nature from charging guys to pay for cartoon sex, and then watching them flock to it. 99% of people will tell you that they are against pornography, and yet it's 40% of online activity. The whole thing is pretty ridiculous, really."

'Why Can't Games Do Sex?' Screenshot 4 The Sims games call sex 'woo-hoo', which ruins a little bit of Mario forever. Among the hot new features for the Sims 3 was the ability to have sex in public places, though not in school buildings. Imagine if the Daily Mail had got a sniff.

That's a point. Sex is the most natural thing in the world, and the reason you're here. Both literally, and because you were interested enough to click through. But we don't talk about it in videogames, or often in real life, in anything but the most generalised and softened terms.

I don't want more sex in games. But I think the whole way we consider the topic is wrong: in mainstream games, at least, sex more often than not means clumsily-animated dolls at the end of a subplot in the mission structure. That circumstance will only change with a breakthrough.

Perhaps Catherine, released last week, is one: a deep meditation on commitment, lust, and the consequences of adultery. The sex in it mixes gruesome and soft-core styles to unsettling effect, but it's the confusion and conflicting impulses of the main character that strikes a chord.

That's something. But until a game like Catherine is a huge hit, mainstream developers are hamstrung by circumstance. Cultural and legislative differences will always be a problem, the solution to which is making content more ambiguous and bland. And so sex in games, the representation of the act, is extremely unsexy.

There is something furtive about videogames and sex - a shyness, you could call it, or perhaps simply it's a fear. Videogame sex goes for serious, and ends up ridiculous. We snicker at the lame setups, corny dialogue, the soft plink-plonk of piano music in the background - and most of all at the idea someone, anywhere finds this arousing.

But if history, and Asia's huge interactive erotica market, show anything it is that sex sells. Sex is the number one interest of the human race, and every medium is fated to try and capture it. It feels like something that's never been done right, but who knows how long it will take for a game that changes minds. For now, we have Sepe's Cumshot. If you fancy a challenge, beat it.


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الثلاثاء، 17 أبريل 2012

Gotham City Impostors fixes on the way

Gotham City Impostors developer Monolith is working on a fix for a game-wrecking bug that is wiping players' stats.

According to a community manager post on the game's official forums, as reported by Edge, the problem mainly occurs when players have upgraded from the beta version of the game.

However, some gamers in the ensuing thread claimed it happened to them even though they bought the full version first.

"Sorry about the inconvenience. We're doing everything we can to get this fixed as soon as possible!" promised Monolith's rep.

The multiplayer-focussed FPS scored a middling 6/10 when it launched on PC, PlayStation Network and Xbox Live Arcade earlier this month.

"Gotham City Impostors offers a minimum of substantive content - maps, in particular - and a maximum of unlockables that put unrealistic demands for grinding next to a 'buy now' button," read Eurogamer's Gotham City Impostors review.

"The gadget-enabled shooter at the heart of Gotham City Impostors is fun, smart and hard to dislike. But it's impossible to recommend."


View the original article here

الاثنين، 16 أبريل 2012

Assassin's Creed 3, Splinter Cell: Retribution coming this year?

UPDATE: Ubisoft's unverified list of 2012 release dates is "inaccurate", the publisher has told Eurogamer.

"We're thrilled and kind of amused to see this line-up news," a Ubisoft statement handed to Eurogamer begins.

"It shows that players are anxious to hear about Ubisoft's upcoming releases. This reported line-up is inaccurate. We guarantee you that you'll hear directly from us soon about the amazing variety of games Ubisoft has slated for fiscal year 2012-13."

ORIGINAL STORY: Ubisoft will release Assassin's Creed 3 and Splinter Cell: Retribution this year, according to an unverified release schedule posted by Gameranx.

Eurogamer has been trying to contact Ubisoft all morning, but has been unable to verify the document with the publisher.

But it sounds about right.

Ubisoft has teased that 2012 will bring a "major" new game in the Assassin's Creed franchise. Eurogamer since discovered that this game will conclude the story of protagonist Desmond Miles before the series' doomsday date arrives in real life. That doomsday date is 2012, so we'll need the concluding instalment this year.

PC, PlayStation 3, Wii U and Xbox 360 versions of Assassin's Creed 3 are apparently on the way. Nintendo mentioned an Assassin's Creed Wii U game when the console was unveiled at E3 last summer.

This is the first time we've heard the name Splinter Cell: Retribution, but we knew a new Splinter Cell game was in development at Ubisoft Toronto, and has been for several years. That project's being lead by ex-Assassin's Creed frontwoman, Jade Raymond. Retribution's down to appear on PC, PS3 and Xbox 360.

A Prince of Persia game for Wii and 3DS is also mentioned. Could it be a new game, or is it the downloadable Prince of Persia port that was released for WiiWare and the 3DS Virtual Console last month?

A game called Just Dance Final Party is listed for Wii, PlayStation Move and Xbox 360 as well. And what a dramatic name - do we take this to mean Final Party will be the last Just Dance game from Ubisoft?

We doubt it.

We've reproduced the full (and as yet unconfirmed) Ubisoft slate below. Curiously, there's no mention of Rayman Origins, which is scheduled to launch on PlayStation Vita next week.

Brothers in Arms: Furious 4 (PlayStation 3, Xbox 360, Microsoft Windows)Far Cry 3 (PlayStation 3, Xbox 360, Microsoft Windows)I Am Alive (PlayStation 3, Xbox 360)Tom Clancy's Ghost Recon: Future Soldier (Xbox 360, PlayStation 3, Microsoft Windows)Tom Clancy's Ghost Recon Online (Microsoft Windows, Wii U)Tom Clancy's Splinter Cell: Retribution (PlayStation 3, Xbox 360, Microsoft Windows)Prince of Persia (Wii, 3DS)Assassin's Creed 3 (PlayStation 3, Xbox 360, Wii U, Microsoft Windows)Just Dance Final Party (Wii, Xbox 360, Playstation Move)

View the original article here

الأحد، 15 أبريل 2012

Sony: no plans to bring PS2 or PS3 games to PS Vita

Sony has no plans to bring PS2 or PS3 games to PS Vita, it's confirmed.

"Users can play supported digital PSP titles and supported minis," Sony said in a Vita FAQ on the PlayStation Blog.

"In regard to PSone classics titles, we will announce further details when they are ready.

"PlayStation does not have plans to make PS Vita compatible with PS3 or PS2 titles at this point."

The news is sure to disappoint PlayStation fans buoyed by the addition of games such as God Hand in the PS2 Classics range to the European PlayStation Store this week.

And it is a somewhat surprising decision given the Vita's horsepower is significantly higher than the PS2's.

Vita launches in Europe and the US on 22nd February.


View the original article here

السبت، 14 أبريل 2012

Sleeping Dogs Preview: A True Open World Contender?

"Even our most optimistic internal projections show that continued investment was not going to lead to a title at, or near, the top of the competitive open world genre.


"In an industry where only the best games in each category are flourishing, to be blunt, it just wasn't going to be good enough."


Ouch. Activision CEO Eric Hirschberg didn't pull any punches when explaining the reason the publisher pulled the plug on True Crime: Hong Kong last February.


Games get canned all the time, of course, often before their existence is even shared with the world. To come so far and to be dismissed so brutally, then, must have come as a particular savage blow to United Front Games after its years of toil on a dream project.


Games are cancelled, studios close, jobs are lost. We read the headlines all too frequently and our hearts sink even as our heads, reluctantly, understand. While Activision is all-too-easily cast as the villain of this little piece, few expected a hero to emerge and save the day.


And yet that's exactly what Square-Enix did, reviving the project's still-warm corpse a few months later, breathing new life into an ailing, demoralised team that could, to its amazement, have a second crack at realising its vision.


"It's hard for me to say why they dropped it, but I can tell you why we signed it," says Lee Singleton, who heads up Square's London studio, which is overseeing development of the game now called Sleeping Dogs (as Square didn't pick up the rights to the name).


"We've got a lot of experience of making open world games, so we know the development pattern for games like that is a little bit different to the traditional model in that you go quite a long time before you see the true value of everything. It all comes together very late in the process.

Melee combat takes its cue from Rocksteady's Batman games, all linked combos and counters.


"When we looked at the game, it was just starting to come together. Perhaps they couldn't see when it had come together, I don't know. What we saw we really liked, and we could see the potential."


You'd forgive the developer for a concentrated dose of bitterness towards its former publisher, but it really does seem a genuine case of "no hard feelings" and "that's business".


"You put so much hard work, effort and time into something and to see it all stop, it's very difficult to deal with," admits Stephen Van Der Mescht, exec producer at United Front Games.


"Strategically, they wanted something they believed could be right at the top of the open world genre and we knew we needed to take a little bit more time to get there."


Singleton is more blunt about the state of the game when he picked it up: "If we were to squint, we could kind of see what was coming and it was about working together to polish and iterate - and giving the guys the time they need to do that."


If a major publisher's act of faith hasn't warmed your cockles enough, consider this: "Even people we had to let go at the time the project was cancelled, probably 90 per cent we asked to come back and they came back," reveals Van Der Mescht.


"They were willing to leave other jobs to come back and finish this project. That's how much it meant to them." Truly, a United Front.


Sleeping Dogs' greatest asset is its setting. Hong Kong is a place where east meets west with a bump, since Britain handed the region over to China in 1997. The city soars upwards, many of its residents crammed into the world's tallest residential buildings, while its grandest architectural monuments pulsate in neon after dark along the mesmerising harbour.

The real star of Sleeping Dogs is Hong Kong itself.


Sleeping Dogs is a crime story inspired by the cinema of the region. It's a classic undercover cop story, in which detective Wei Shen infiltrates the Triads, with the unfolding drama focused on what is the true cost of maintaining this cover.


As a game, it is unmistakably and heavily indebted to Grand Theft Auto in structure: an open-world adventure with a main narrative thread, multiple side missions and sideshows, vehicles to hijack, pedestrians to bother, criminals to bludgeon.


The influence is profound, from rising in your own apartment, and switching clothes in a wardrobe, to retrieving a favourite vehicle from the garage down below and setting off into the city.


Excitingly fresh setting aside, United Front and Square highlight the mechanics as a key differentiator, in particular its Batman Arkham Asylum-esque melee combat. In gang fights, blows can be strung together into smooth combos, with symbols appearing above the heads of enemies about to strike, who (in a nod to Batman) can then be countered to maintain the assault.


By far the most enjoyable aspect of combat is environment kills. Grab an enemy during a squabble and look for something glowing red. Drag them over to that and you can carry out one of many uniquely gruesome, fabulously satisfying takedowns.


Those I experience myself include: forcing a baddie's head onto a hotplate, which then catches fire; slamming a security shutter down into someone's face; forcing a head into an industrial fan; shoving another into a phone booth, then smashing the receiver repeatedly into their skull; shutting fridge doors onto faces; stuffing heads down toilets. You get the idea.


As gloriously gratuitous as these are, they could get old very quickly on endless repeat - but United Front insists there are "dozens and dozens" to exploit throughout the game.


The studio wants it key missions to play out like mini-action movies in themselves, seamlessly blending various gameplay types. An example involves tracking down a small time criminal called Johnny Ratface.

The developer was formed from the ashes of a former Need For Speed developer, so you'd expect the driving bits to be decent.


First using a mobile to contact him using a false identity, the device simultaneously triangulates his position by scanning and tracing the signal.


A journey to the docks ensues, with an outdoor fistfight (environmental kills include chucking someone into the sea and crunching another's head in a car bonnet), segueing into a cover-and-shoot gun battle inside a warehouse.


Shen has a neat manouevre activated by running at an obstacle to slide over it. The action switches to bullet time, with heads exploding theatrically left and right with the help of a good aim. And if triggers aren't your thing, there's always the trusty old machete. Squelch.


From here, Shen jumps on a bike in pursuit of Ratface's escaping car, blasting enemy-filled vehicles from his path, which burst into flames and pirouette absurdly through the air. Get close enough and it's time for an Action Hijack, where Shen leaps inside the target car to seize control as the missions builds to its gory conclusion.


Beyond the main narrative, United Front promises a wealth of additional content. Triad Wars side-missions, Hangouts to conquer, smart car racing, cockfighting and even karaoke. What it lacks in originality, therefore, the developer hopes to make up for through generosity.


Getting hands-on with the game in Hong Kong, the assembled press are warned that it's an alpha build, and that there will be glitches. And indeed there are. There's a notable lack of smoothness to the busier action sequences, where the framerate frequently plunges, while pop-in is very apparent at speed in a vehicle.


Police have curiously been switched off for the demo, so I spend many a happy minute attacking pedestrians at random with little comeback. NPCs are nicely animated, with an almost surreal quality to passers-by that makes them stand out against the urban sprawl.

Mesmerising in its variety, the city's 'essence' has been recreated, rather than a street-by-street copy.


During proper fights, the AI is set to "dumb" and clearly needs turning up a few notches to add an element of peril and purpose to the proceedings.


Balance, balance, balance. Widening a road here, reducing the pedestrian density there - these are the things open world developers lose sleep over, the smallest changes with the biggest impact, good and bad.


Releases live action trailer.


True Crime: Hong Kong renamed, out in August.


We're also told during one of the playable missions not to explore the open-world at all and stick closely to the mission structure.


All of which suggests there's still a lot of work to be done to smooth out the rough edges. But, as Square would probably point out, of all the genres in gaming, open-world is always the last to come together.


Having salvaged the project from the scrapheap, Square is hardly going to kick the game out of the door unfinished. But with a release pencilled in for the second half of 2012, there's clearly plenty to keep the studio busy.


And that's without the added distraction of a certain Grand Theft Auto 5, which may well end up launching before Christmas, eclipsing everything else in sight.


"Obviously we don't want to ship against those guys," says Singleton. "We'd like distance between the two, but I think there's room in the market for both of them. There's not tonnes and tonnes of open world games."


Sleeping Dogs has become an uplifting story of triumph over adversity and the gift of a second chance. The pressure is now on United Front Games to show us it has a happy ending, too.


View the original article here

الجمعة، 13 أبريل 2012

SSX demo coming next week

A demo for EA's SSX reboot lands on PlayStation Network and Xbox Live Arcade next week, the publisher has confirmed.

According to the latest SSX Ubercast, as noted by GamesRadar, it'll be out on 360 on 21st February and PlayStation 3 the day after.

You'll be able to try out four different events, two tutorials and the game's skydiving mechanic. Only one character - Zoe Payne - will be playable, but you can unlock Mackenzie "Mac" Fraser by referring the demo to a friend.

The full game then follows on 2nd March. Judging by Eurogamer's recent SSX preview, it's shaping up rather well too.


View the original article here

الخميس، 12 أبريل 2012

Redundancies at Syndicate studio confirmed

Syndicate developer Starbreeze has confirmed a round of redundancies.

As reported by GamesIndustry.biz, 25 staff members have been laid off at the Swedish studio following the completion of its impending FPS reboot for publisher EA.

As well as the redundancies, board member Peter Tornquist has resigned with no replacement planned.

"It is sad that we are forced to make staff cutbacks affecting employees. But we have to reduce staff after the final delivery of the Syndicate," commented CEO Mikael Nermark.

Syndicate finally arrives in stores on 24th February following a long, allegedly troubled development.

"Can a solid, interesting shooter with nostalgic ties honestly reel in the punters, especially a mere two weeks before the onslaught of the publisher's favoured son Mass Effect 3?" asked Will Porter in Eurogamer's recent Syndicate preview.

"Let's just hope EA have their persuadertrons warming up."

Starbreeze's past credits include The Darkness and the two Chronicles of Riddick titles.


View the original article here

الأربعاء، 11 أبريل 2012

Fresh Resident Evil 6 details bleed in

Capcom has teased new details on its upcoming horror shooter Resident Evil 6, following its explosive reveal in last month's trailer.

The trailer raised a number of questions, namely the identity of the game's grumpy third protagonist, who was seen engaging zombies and mutants in bare-knuckle fighting.

"We're still trying to track down his real identity," Capcom wrote of the mysterious third character, playable alongside Resident Evil regulars Chris Redfield and Leon S. Kennedy. "But we do know this man is a mercenary."

Sections involving the mercenary are set during a bloody Eastern European conflict where rampaging mutants are the norm. His partner, a blonde woman who looked a lot like Resident Evil 4's Ashley Graham, remains un-named.

Familiar face Chris Redfield is in China, meanwhile. We knew that already, but Capcom has now pinned down the action to Lanshiang, a fictional town on the Chinese coast.

Chris is apparently still recovering from a "personal trauma" experienced sixth months before the events of Resident Evil 6. Chris spends a lot of the trailer cursing an un-named woman for seemingly betraying him. Has his long-time partner Jill Valentine done something silly, again?

Resident Evil 6 is set in 2013, Capcom confirmed, clearing up some doubt over the issue. That's 15 years after Chris and Jill faced the original Resident Evil mansion in Raccoon City and four years since Chris' African adventure in Resident Evil 5.

Capcom's notes also confirm Leon's support officer as Resident Evil 4's Ingrid Hunnigan and his new partner Helena Harper as a government agent sworn to protect the President.

Also detailed is new regenerating zombie breed J'avo: a freshly designed biological weapon able to understand human speech and work in groups. Shoot a body part off and it'll regrow in a new mutated way, such as the huge red tentacle seen in the trailer, able to attack players sheltering in cover.


View the original article here

الثلاثاء، 10 أبريل 2012

Sony US boss Tretton downplays PS4 2012 announcement

It's sounding increasingly unlikely that Sony will announce PlayStation 4 this year.


Wise-cracking Sony US leader Jack Tretton told IGN that "I don't want to be thinking about trying to launch new technology any time soon", and said he'd be "very distracted" talking about next-gen hardware this year.


"In terms of when you talk about [the next generation] and when you announce it, it really depends on the health of the existing platform and the other things you have going on," tremoloed Tretton.

Oh hello, it's another Strider.


"And right now, we're focused on PlayStation 3, and I've got another platform [Vita] to get out the door in seven days, so I don't want to be thinking about trying to launch new technology any time soon. I want to focus all our energy on our console business, which is really just hitting its stride, and Vita, which really deserves a dedicated push from us."


"I, quite frankly, would be very distracted if I had to be talking about next generation hardware this year."


"I want to focus all our energy on our console business, which is really just hitting its stride."

Jack Tretton, boss, PlayStation US


He's Tretton on egg shells, you could say, but not denying - outright - a 2012 announcement. E3 may be too close to Vita's launch, and too clogged with Nintendo's Wii U and Microsoft's rumoured Next Xbox announcement, but the Tokyo Game Show in September isn't. Perhaps.


Whatever happens, it's great to hear that Sony's console business is "really just hitting its stride". We've not heard Tretton say that since July 2008 and February 2010.

Sony's still announcing big new exclusives for PS3, like Naughty Dog's The Last of Us.

Video(Playlist,1);

View the original article here

الاثنين، 9 أبريل 2012

BlazBlue Continuum Shift Extend Premium Edition announced

Arc System Works has announced the BlazBlue Continuum Shift Extend Premium Edition.


It costs ?59.99. Only 200 copies will be made.


The Premium Edition contains:


The Limited Edition version of BlazBlue Continuum Shift Extend on PS3, PS Vita or Xbox 360, which includes:

12 high-grade Hahnemuehle Torchon sketch cards for an exceptional reproduction of concepts and technical drawings from the BlazBlue archives.The sought after 'Song Interlude' soundtrack, featuring music from Extend and two vocal arrangements, Childish Killer and Blue-Bloom composed by Daisuke Ishiwatari.

And an exclusive Manga Pack in a beautiful Ragna sleeve, which includes:

The original, first volume of the BlazBlue manga which has received a limited reprint due to popular demand.Volume 2 of the BlazBlue Manga, localised and published for the first time for western audiences.Hazama and Ragna poster featuring an illustration by BlazBlue character designer, Kato Yuuki.

The game launches for PlayStation 3, PS Vita and Xbox 360 on Wednesday, 22nd February.


View the original article here

الأحد، 8 أبريل 2012

UFC Undisputed 3 Review

This year's Ultimate Fighting Championship is off to an excellent start - and a controversial one. UFC 143 delivered one of the most hotly debated fights of recent times.


With current UFC Welterweight Champion Georges St-Pierre still out of action with a knee injury, it was left down to former Strikeforce Champion Nick Diaz and former WEC Champion Carlos Condit to duke it out for the Interim Title. Diaz was the hot favourite to win, coming off an 11-win streak with his world-class boxing. But by playing an outside striking game and evading whenever his back was pressed against the cage, Condit secured a Unanimous Decision that prompted MMA forums across the globe to explode with polarised opinions.


This was a match that, while unworthy of a Fight of the Night accolade, perfectly demonstrated the importance of knowing your opponent's strengths and weaknesses while formulating an effective strategy based on your own skills. It's also something which the UFC Undisputed game series has worked hard to replicate, with a comprehensive fighting system that maintains the MMA mantra of dictating the pace and imposing your will. And in terms of striking a balance between challenge, accessibility and fun, Undisputed 3 is Yuke's most well rounded fighter to date.

Annoyed by the judges' decision in the Sonnen vs. Bisping fight? Run it back and draw your own conclusion.


One hurdle that new players have been forced to overcome in previous games is the complicated transition system that requires circular motions on the analogue stick to gain more dominant positions in the ground game. So to ease beginners into switching from full, half and open guard while being watchful for sweeps, Undisputed 3 introduces an optional Amateur Control scheme that uses directional flicks. It's less demanding than the traditional method - but as a counterbalance, it's easier for a Pro Control player to stop an Amateur transition.


The stand-up striking, meanwhile, has been redesigned in a way that places more importance on jabs and quick strikes to set up more powerful haymakers and techniques when fishing for a knockout. The excellent Sway system also makes a welcome return, with the ability to punish predictable flailing with a jaw-rattling counter. And as a new layer to the mid-match mind-games, you can now perform Feints to throw the timing off obvious takedowns before planting your knee in the opponent's face. This new Intercept Attack system is particularly welcome, as it makes takedown spam far less viable.


Other changes to the fighting system include ground sways that offer a 50/50 chance of avoiding ground and pound pressure; new Leg Kick TKOs that, while rare, make you more wary of unchecked calf-cutters; and a more noticeable differentiation in terms of fighter reach that makes it more difficult to close in on a human spider when you've got less range than a Tesco Value tape-measure. But out of the many subtle gameplay changes, it's the new submission system that offers the most tangible progression by letting you outmanoeuvre your opponent in an abstract mini-game.

Improved clinch controls make it easier to land strikes while forcing your opponent against the cage wall.


The more dynamic and fluid combat comes hand-in-hand with an improved Career mode that cuts back the unnecessary excess so you can focus on what Undisputed does best - namely, getting into the Octagon and putting your MMA knowledge into practice. This is especially true of the revised levelling system, which replaces the artificial point-hoarding from the last game with new training games that include flipping a tyre into different zones to improve your takedowns and timing your sways and counters perfectly in a focus mitts drill.


Furthermore, the irritant of stat deterioration has been removed in favour of training sessions that have a positive effect on some attributes while slightly lowering others. But on the whole, the goal of battling through the WFA little leagues on your way to the top of the UFC premiership is still the primary focus - only this time, your landmark achievements are rewarded with short documentary-style clips. These include Scott Jorgensen discussing his favourite finishing move when you first level-up a technique and current Bantamweight Champion Dominick Cruz describing his first title shot when you hit the top contender spot.


It's one of these videos - in this case introduced by former King of Pancrase Champion Bas Rutten - which sets up Undisputed 3's most substantial addition: the opportunity to fight in the now defunct Pride Fighting Championships. This was a Japanese MMA promoter that, at its peak, filled a stadium with over 70,000 people. But as impressive as these attendance figures are, PRIDE's real draw is how it approaches MMA safety in a slightly different way to the UFC.

Footage from your last 50 rounds will be saved automatically, letting you create and share Highlight Reels.


The most obvious difference is the use of a conventional boxing ring rather than an octagonal cage, and while fighters aren't allowed to target elbow strikes to the face, they can throw highly damaging knees, foot stomps and soccer kicks to a downed opponent's head. And with a first round that lasts 10 minutes rather than five - in addition to there being no fence to wall-walk - this makes the PRIDE ground game far more dangerous for the defender.


More dangerous still are the PRIDE Grand Prix tournaments, which have the finalists competing in two matches in a single night, with any damage sustained in the first fight carrying over to the second. These have been lovingly recreated in Undisputed 3's returning Tournament mode, and they let you relieve classic MMA moments like Final Conflict Absolute 2006 when the legendary Mirko "Cro Cop" Filipovi? put down Wanderlei Silva and Josh Barnett in godlike fashion.


The other game modes include series staples like Exhibition, Title Defence and Event creation, as well as an expanded Ultimate Fights mode that includes classic PRIDE matches like Heath Herring vs. Ant?nio Nogueira at Critical Countdown 2004, and Shogun vs. Rampage at Total Elimination 2005 - with more being made available as DLC. This time round you also have the opportunity of fighting from the loser's perspective, just in case you're more of a taker than a giver.

The Competitive Spec mode removes flash KOs and doctor stoppages, while Stat Equaliser sets all attributes to 80.


For those seeking to create their own legacies, however, the online arena will be the place to test your striking, grappling and submission skills. Unfortunately, the bulk of Undisputed 3's online features weren't live at the time of writing, meaning we couldn't sample the community-building Fight Camps or the new Content Sharing. However, the P2P Player Matches were unlocked after inputting our Season Pass code (yes, it's one of those games).


Third Strikeforce.


Dawn of War III, UFC 3, Guillermo del Toro and more.


Who wins the price fight?


Matches are more than stable if both players have a decent connection, and with THQ promising "new servers to significantly improve online matchmaking capabilities", it seems that Undisputed 3 will improve upon the unstable Ranked Matches of its predecessor. How dramatic an improvement this is will become more apparent after the game's launch.


But in every other respect, Undisputed 3 is a methodical fine-tuning that tightens up the MMA mechanics while introducing newcomers to the enduring legacy of PRIDE. Although one of its biggest draws is an updated roster that includes the new Feather and Bantam weight divisions, this shouldn't overshadowed the attention to detail that's gone into everything from more natural movements and knockout animations to new fighter entrances and submissions, including the rarely seen flying scissor heel hook that Ryo Chonan used to submit Anderson Silva in one of the unlikeliest comebacks ever.


My only real criticism is that, unlike the refreshing narrative in last year's Fight Night Champion, Yuke's has chosen to play it safe by not adding anything dramatically new. This seems a shame, given the untapped potential of The Ultimate Fighter reality series that helped make the UFC what it is today. But as culmination of three years in which we've gone from a scattered lineage of average UFC games to a genuine contender for the best sports fighter available today, Undisputed 3 is, on all counts, a round three technical knockout.


View the original article here

السبت، 7 أبريل 2012

PS2 Classics God Hand, Maximo on PlayStation Store today

Classic PlayStation 2 games God Hand and Maximo will be released on the European PlayStation Store today, Capcom has confirmed.


Maximo vs. Army of Zin will also be available, Capcom's European arm announced on its official blog.


All three games will be priced at ?7.99/€9.99.


US gamers have long been enjoying a range of downloadable PlayStation 2 classics with their hamburgers and freedom fries. Sony promised these games were "en route" to Europe in October last year.


Other titles waiting for their immigration forms include Odin Sphere, GrimGrimoire and Ring of Red.


We'll have the full list of the week's new PlayStation Store content shortly after 1pm.


 


View the original article here

الجمعة، 6 أبريل 2012

LA Noire: Complete Edition gets DirectX 11 support

L.A. Noire PC version The Complete Edition now supports DirectX 11, courtesy of a fresh title update from publisher Rockstar.

The patch promotes the detective drama's graphics from the previous rank of DirectX 9.

L.A. Noire launched in November last year for PC after an earlier release on Xbox 360 and PlayStation 3.

The Complete Edition includes all of the game's downloadable add-on cases for no extra charge.

Rockstar said the title update includes:

DirectX 11 support added for improved performance on many Windows Vista and Windows 7 setups using DX11 graphics cardsOption added to game launcher allowing switching between DirectX 9 and 11 renderersAdditional checks added that make sure a selected video resolution is fully compatible with L.A. Noire

View the original article here

الخميس، 5 أبريل 2012

Bethesda knew Skyrim could run into "a bad memory situation" on PS3

UPDATE: Bethesda has contacted Eurogamer to clarify Todd Howard's comments on the performance of the PlayStation 3 version of Skyrim.


Bethesda's statement is below:


"The team knew the PlayStation 3 version could [Bethesda's emphasis] run into a 'bad memory situation' and they coded solutions that they felt would work - and in their tests the solutions did work. Post release a 'small percentage' of users were still experiencing issues where it couldn't keep up, and the team went to work hard on solving it."


ORIGINAL STORY: Bethesda knew before Skyrim launched that there would be gamers on PlayStation 3 that would face a "bad memory situation", director Todd Howard has revealed.


But he believed only "a small percentage" would be affected, he told Kotaku. (A small percentage of 10 million shipped copies of a game is still rather a lot - a victim of your own success, you could say.)


Howard recalled how it was "obvious" when testing that Skyrim got in "situations where it taxes the PS3".


"We did a ton more testing this time around," Howard said, "so the game is definitely our most solid release regardless of platform.

"Here's my saved game!"


"The way our dynamic stuff and our scripting works, it's obvious it gets in situations where it taxes the PS3. And we felt we had a lot of it under control. But for certain users it literally depends on how they play the game, varied over a hundred hours and literally what spells they use, did they go in this building?"


The "common misconception", Howard revealed, was that PS3 frame-rate problems were caused by large game-save files. "No it's not," Howard said. "It's literally the things you've done in what order and what's running."


Howard thought Skyrim patch 1.2, the one that broke resistances and made dragons fly backwards, "took care of a lot of it". And he was stumped when this wasn't the case.


So Bethesda asked users for their saved games and set about putting together Skyrim patch 1.4, which Howard hopes has solved the problem. However, having been in this position before, he's hedging his bets.


"Now that we've been through this we're not na?ve enough to say 'we have seen everything', because we have to assume we haven't," he verbally shrugged. "There are still going to be some people who have to come back to us and say, 'OK, my situation is this.'


"'OK, send us your saved game.' We literally need to look at what you have running. We tried doing it through e-mail. We need to open the saved game and look at it.


"We've got one guy who has seven dragons on the other side of the world, and a siege about to happen in this city and another 20 quests running. And, OK, this is what the game is trying to do and it's having a hard time running that."

Analysing the latest patch's performance.

Video(Playlist,1);

View the original article here

Metal Gear Online to be switched off in June

Metal Gear Solid 4 multiplayer spin-off Metal Gear Online will be switched off on 12th June, publisher Konami has announced.

The PlayStation 3 stealth-'em-up service is to be culled on its birthday. It will have lived for exactly four years.

Konami will begin shutting MGO's services down as soon as next month. The MGO Online shop will close its online doors for the last time on 21st March.

Metal Gear Online will then stop accepting new registrations from 24th April. From that date, existing expansion packs and shop content will be made available for free.

Finally, the plug will be pulled on 12th June at 11.59pm Japan time.


View the original article here

الأربعاء، 4 أبريل 2012

Street Fighter x Tekken PC release date announced

Crossover fighting game Street Fighter x Tekken launches on PC on 11th May, Capcom has announced.

That's some two months after the PlayStation 3 and Xbox 360 versions release - on 9th March in Europe.

The PlayStation Vita version is still without a release date. More details on it "will be shared in the near future," Capcom said.

Meanwhile, Capcom confirmed the expected addition of M. Bison, Akuma, Ogre and Jin Kazama to the game's 40-plus roster. The quartet completes the game's list of playable characters.

As part of the announcement Capcom released a raft of new assets, including new trailers showcasing the final four's skills.


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الثلاثاء، 3 أبريل 2012

Syndicate launch trailer blasts out the dubstep

its not made by the riddick-developers, most if not all of them left Starbreeze and work elsewhere these days.

but hey, its not syndicate* either, so who cares about even more false advertising with good names.


* mind you i m no "WAAAAH this is a FPS" whiner, i d play a syndicate FPS ... but a syndicate FPS would be about replaceable agents wreaking havoc in huge levels with tons of civilians ..... not some douchebags like MILES KILO, AKUMA (still cant get over these retarded names....) and their personal sob-story about revenge wrapped up as a linear as fuck, scripted to hell corridor shooter like this appears to be


edit: does EA actually tell the press to namedrop "Riddick" all the time ? i mean the large personal changes in starbreeze were all over the news .... journalists should know this is not riddicks developers yet pretty much every syndicate related article mentions it.


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الاثنين، 2 أبريل 2012

Prince of Persia creator Mechner remaking Karateka

Prince of Persia creator Jordan Mechner is remaking his 1984 martial arts game Karateka.

Its development marks Mechner's first deep involvement in day-to-day development for years.

Karateka, which Mechner created while at Yale University, launched first on Apple II. It proved a big hit, and drew praise for its realistic animations.

The side-scrolling brawler was set inside a Japanese fortress, ruled by the evil Akuma (no relation to the evil Street Fighter). You had to fight guards and eagles to rescue Princess Mariko.

It was later ported to a raft of platforms, including the Amstrad, Atari ST, Commodore 64, ZX Spectrum and Game Boy.

The new version is a downloadable game due out on PlayStation Network and Xbox Live Arcade later this year.

"Today's downloadable game space is a perfect match for the combination of simple fun gameplay with a strong, human story that gamers embraced in the original Karateka," Mechner told Variety.

"In remaking Karateka, I want to honour the original game with a compact, pick-up-and-play game that is fluid, atmospheric and beautiful. It's a reinvention that brings the original story to life with all the incredible graphics and sound capability of today's consoles."

Mechner compared the game to a "silent movie". "I wanted to keep that simplicity," he said.

"Making the original Karateka was a labour of love. To have so many people embrace it and share their stories of playing it has been really rewarding. I am always surprised to hear how much impact that game had."

Mechner's last made a game eight years ago, with 2003's Prince of Persia: The Sands of Time.

Since then he's focused on writing graphic novels and movies, including the big budget 2010 Hollywood Prince of Persia film, which starred Jake Gyllenhaal, Gemma Arterton and Ben Kingsley.

There's plenty more on Mechner's blog.


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الأحد، 1 أبريل 2012

Rockstar mulling LA Noire 2 development

Rockstar is currently mulling the future of last year's crime thriller L.A. Noire.

Will there be an L.A. Noire 2? Rockstar has said it will not "count out the possibility", despite controversial developer Team Bondi now no more.

"Don't count out the possibility of a new game in the L.A. Noire franchise in the future. We simply have not decided anything," a Rockstar spokesperson wrote, answering a reader Q&A on the company's official site.

"We're all very pleased with how that game turned out and are considering what the future may hold for L.A. Noire as a series."

Rockstar said it was in no hurry to create a follow-up however.

"We don't always rush to make sequels, but that does not mean we won't get to them eventually - see Max and Red Dead for evidence of that - we have so many games we want to make and the issue is always one of bandwidth and timing."

Brendan McNamara-headed Team Bondi was shut down by administrators last year after swirling accusations of employee mismanagement during a brutal "crunch" period on L.A. Noire.

In the near future, Rockstar already has its plate full launching upcoming shooter Max Payne 3. Then presumably next on the cards is the already-announced Grand Theft Auto 5, more details of which Rockstar plans to share soon.

"We know that there are a ton of questions you all have about the game, including release date and lots else," Rockstar said of GTA5.

"Right now, we are very hard at work on the game and are excited as well to show and tell you more as development progresses - expect that we'll be talking much more about GTAV starting at some point in a few months' time." E3 then.


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