Sunday, October 31, 2010

Minecraft hits six figure sales milestone

Independent game developer Mojang AB announces that its popular game sold 500,000 units. The game, developed chiefly by Mojang founder Markus Persson, is a sandbox building game that allows users to build objects using textured cubes in a 3-D world.

Minecraft's gameplay pays homage to games such as Dwarf Fortress, RollerCoaster Tycoon, and Dungeon Keeper. Despite being in the alpha stage of development, the game continues to sell at a brisk pace and enjoys an active registered user base of 1.5 million users.

Mojang plans to release a massive Halloween update this weekend. The update adds new features such as the underworld area called The Slip, bug fixes and gameplay tweaks. The new area enables players to teleport long distances in the real world, and some other long requested features and fixes.

More information on the Halloween update is available at minecraft.net.

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Duke Nukem Forever Q&A - Randy Pitchford

We talk to Gearbox's Randy Pitchford about Duke Nukem Forever, the public reaction, the pressure, and his debt to the Duke.

 

When Gearbox's Duke Nukem Forever was unveiled at PAX, the shock spread fast and far. Duke Nukem was Twitter's top trending topic in North America within an hour; in two hours, it was the hottest topic worldwide and stayed there for 30 more. There was disbelief, too, among those who didn't play that demo for themselves in Seattle. It didn't seem possible that a game that had spent 13 years trapped somewhere between development hell and vaporware limbo was suddenly playable at a public show.

At the time of the announcement, Gearbox cofounder Randy Pitchford had been sitting on the secret of a resurrected Duke for some time, and it has been over a month since PAX. But the disbelief, even for Pitchford himself, hasn't quite gone away. "Can you believe this?" he asked the assembled press at the UK's first presentation of the game. "I'm right in the middle of it and I still can't believe it…Duke Nukem Forever is like Bigfoot or the Loch Ness Monster. It's kind of become mythological, legendary."

Pitchford weaves a good tale about the game's long and troubled history at 3D Realms, lawsuits and all, reminding us that Gearbox shipped 15 games in that same time. As he tells it, though, today there are no hard feelings on any side; the Duke commands a lot of loyalty, it would seem, and everyone has come together to get the game in stores next year. Gearbox has the resources to finally get Duke Nukem Forever across the finish line, with "over 70 people on the project," says Pitchford--when former developer 3D Realms shut down, it had 30 people.

We talked to Randy about the game, the public reaction, the pressure, and his debt to the Duke.

GameSpot UK: You've said you owe the Duke your career. How much is getting Duke Nukem Forever to market about repaying that debt?

Randy Pitchford: I know that given the situation we were in, and the position we were in to help, and the position that Duke was in, Duke needed help. Duke was dead. I felt like if I didn't do it, I would regret that for the rest of my life. It's not low risk. It's hard to imagine something riskier in this industry than betting on Duke, but they say always bet on Duke, right, so I had to do it, and the team did too.

There are so many people from Gearbox who have been part of it over the years. If you go back to that 2001 trailer and look at the credits at the end of it, with the exception of one name, every single person listed as a designer or an artist at some point had either left 3D Realms and joined Gearbox or is now part of the project. There's a lot of love and a lot of ownership that the Gearbox people feel for Duke.

GSUK: It has been a long struggle for the game so far. Did it ever seem to you like a cursed project?

RP: Everything happens because people do them, and I know the people involved. And so the way that development went kind of made sense to me, given the fact I know the people. And I think every step they took made sense to them too. I know they were committed through and through to making it. And I also know they had a lot of resources and not a lot of the same kinds of pressure, so they were able to make decisions that others might not, like starting over or changing engines and things, and each time they did this they would change the landscape.

I think what they didn't discover was as time went on and new generations appeared, the market changed and the complexity went up and the challenge changed, and because they were kind of adapting, there was another kind of difficulty that surprised them--and they got to the end of the risks they could take and they hadn't quite gotten across the finish line yet, and I know it broke their hearts.

GSUK: The surprise presence at PAX seemed miraculous at the time. How has the reaction been since?

RP: It's been wild. I mean, it's really weird. I was nervous going into PAX, but it turns out there's a lot of love for Duke. It's kind of like we all need Duke to be triumphant. I know that I need it, and that's why I got involved, and I'm feeling that [same thing] around the whole industry and around gamers, and that's kind of nice, kind of neat. That's inspiring.

GSUK: Duke Nukem is a character of his time. Duke Nukem Forever's roots go back such a long way. Is this a game about embracing anachronisms?

RP: It's a new game, but you can't succeed with a new game that's something like Duke without homage or fan service to its roots. But it is a new game, so it balances that, I think, pretty smartly with being a modern new game, but not forgetting the things that we remember, that we love, that we're going to need to experience again--or else we're going to be upset with it.

You can't imagine playing Duke Nukem Forever without using a pipe bomb, like from Duke 3D, or without using some of the classic weapons. I want to get online and play against my buddies, and I want to freeze somebody and break them into little ice cubes, and I want to shrink somebody else and step on them. I've got to be able to do those things or I'm going to feel like it's not an honest successor. Then again, if it's only a remake of the past, it's not fresh, it's not exciting, it's not new, and I might get bored. So it has to be a new game first.

GSUK: So it isn't relying on nostalgia alone?

RP: I don't think it could. If it was nostalgia, you would just port the old game and see what happens. No, it's not a nostalgia game at all. It's a new game. It doesn't have 8-bit graphics. It's a new game, it just remembers why we love the original and plays tribute to those things as well.

GSUK: You've said everything's at the polishing stage. When will we see more?

RP: We've announced that the game will come in 2011. Earlier this week, it was announced that the Borderlands Game of the Year edition, which launches on October 12, will include the Duke Nukem Forever first access pass. People can use the unique key code there to register with us, and they're going to get first access to a demo and some other things. And you can imagine at that stage it won't be long after that that a game comes. We'll announce more of those details as we're ready.

I know what things are going to happen within about a two-month gap of accuracy, and every day that [gap] gets narrower and narrower, things become more and more clear. The publishing partner has to manage a worldwide effort to coordinate this, and we were top secret up until the moment of PAX. They didn't tell the retailers until Friday morning at PAX, and same with the first parties, Sony and Microsoft, so now we've gotten them involved and Take-Two has to coordinate with all of that and 2K Games has to figure that all out. So they can figure out, OK, this is the right moment in the market, this is when everyone can do their part. They'll tell us what that is. Till we figure that out, they've asked me to be no more specific than 2011. But I'll give you something; I'll narrow it down a bit: it will come before Christmas of 2011. So I've given you six days.

GSUK: Thanks. Won't it feel pretty fantastic announcing a date for Duke Nukem Forever?

RP: I'll tell you what will feel really fantastic. When the game's done, and I go to the store, and I buy my copy from the store shelves. That'll be a great day. That'll feel weird. Every day it feels like, "Wow, this is actually happening." But that'll be a surreal moment.

GSUK: You're not saying much about multiplayer yet.

RP: There have been so many promises about the game. We want to be able to bring the multiplayer out soon, maybe let people play it, or maybe release some kind of stress test of it, or something, and that's where people can get it. I don't want to go into features and stuff. The thing I can say is, you can't have Duke Nukem Forever without multiplayer. I feel like I have to have it, and of course we're going to have it. But I want people to discover it, I don't want to spoil it, I don't think it helps to make promises about this game any more.

GSUK: The way you tell the story behind the game so far, it sounds like there are no hard feelings on any side. How can that be the case?

RP: Everybody's goals are aligned. I think you'd have to ask each person how they feel about things. I think George [Broussard of 3D Realms] has some regrets, but one thing that's consistent is that he's been passionate, committed, and dedicated towards this game and this brand. He's a dear friend of mine. I play poker with him every week, and right now it's cool--I feel he's really excited about the fact that it's happening. I also think he kind of feels relieved of some of the pressure. He more than anything wants his customers, his fans, to be happy. He felt such tremendous pressure, and now he's still a part of it, he's got a stake in it, but the pressure is not on him anymore, it's on me. And so I sense that relief in him. He's able to kind of enjoy it more, actually. And I'm happy to be there.

Our first game at Gearbox was a successor to Half-Life, so I've felt pressure before. We brought Halo to the PC and let people play on the Internet for the first time. We've built our own brands. I've felt different kinds of pressure, and I also know that I can't even think about the pressure, because if I do it might lead me to make some bad decisions and redo stuff--and right now we just need to focus on delivering the vision that these guys created.

GSUK: Thanks for your time, Randy.

Read and Post Comments | Get the full article at GameSpot


"Duke Nukem Forever Q&A - Randy Pitchford" was posted by Jane Douglas on Fri, 08 Oct 2010 08:51:10 -0700

Source: http://www.gamespot.com/pc/action/dukenukemforever/news.html?sid=6281267

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Cryptic Comet readies Six Gun Saga

The developer responsible for Armageddon Empires and Solium Infernum sets his sights on the Old West. Cryptic Comet founder Vic Davis revealed a new project called Six Gun Saga on his developer blog earlier this month.

Davis describes Six Gun Saga as a strategy-card game set in the Old West where players control groups of cowboys (represented as cards). These unit groups move around a game board, fight other groups of cowboys for victory points (used for some unknown purpose as of this writing), and usurp land from other players.

The game borrows familiar elements from card games such as Race For the Galaxy, Dominion, and Poker. Details on most of the game's play mechanics are unknown at this point.

Cryptic Comet is also working on a rogue-like game, but it is still in the early stage of development.

Davis explained the basic concept of the game in an email to GamePro this morning: "Yes, that [Six Gun Saga] is going to be my next release. It's a turn based card/strategy game though and NOT a rogue-like. I had wanted to do a rogue-like set in the Old West but my design didn't work out. So I took all the art assets that I had commissioned and built a card game out of it like Race For the Galaxy, Dominion etc. It's also got a bit of the old Doomtown flavor. I've got a rogue-like in development but it has a completely different theme centered on a press your luck mechanic."

"It's definitely more focused and streamlined, Davis told us in response to a question about the game's level of complexity. "The board is very simple. I still hope the decisions are as agonizingly difficult."

Finally, we asked him when he expects the game to be released: "I haven't got a release date but I am hoping [in] a couple of months. I'd like to release before the end of the year but if my testing shows that the AI still needs work then I'll push it into next year. Since it is single player, I've got to have a competent AI at launch."

For daily updates on all of Cryptic Comet's games, visit the company's official blog.

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CTIA 2005 Alligator Exclusive Hands-On

We took an exclusive look at this new action puzzler at CTIA 2005.

SAN FRANCISCO--Alligator, by Aplana Mobile, is a Pac-Man-style game starring an alligator head. Instead of pellets, you gobble up portions of the screen, pixel by pixel. In the process, you must avoid bombs, which, once hit, will spew more junk for you to collect. The twist is that completing these levels in very specific ways will unlock alligator eggs (a play on Easter eggs), hidden items that can award you prizes--although the nature of these has yet to be determined.

Much like Pac-Man, Alligator's sole control is directional. You just have to steer the little critter until you've picked up absolutely every last pixel of swampland. Each of the game's 10 levels is randomly colored, and some are easier to see than others. For this reason, the last pixel left is automatically highlighted to help you find it. This prevents potential frustration.

As mentioned, each level contains an alligator egg, the discovery of which is contingent on your meeting very specific parameters. In level three of the beta version, for example, the alligator egg is won by completing the game in exactly two minutes. (Don't get too excited--this egg won't make it into the final game.) Aplana plans to award a prize to the first player to discover each alligator egg. After that, they'll post exactly how to get the eggs. Even with this information, these tasks won't necessarily be easy.

Alligator will come in two SKUs: with and without prizes. Obviously, you're going to want the prizes. There are 21 opportunities for leaderboard tournaments in Alligator. You can upload your best time for each of the 10 levels, your best overall time, and your alligator eggs, which total 10. This presents many opportunities to win.

Pulse Interactive and Aplana couldn't specify whether properly enabled handsets would support Immersion's haptic force feedback technology. Given Pulse Mobile's past predilections, however, haptic support is almost a certainty. Immersion has supplied intelligent rumbling for roughly 90% of the company's published pantheon.

Alligator is a very simple game that hopes to cater to the most casual of gamers. It remains to be seen whether it will ultimately prove as engaging as Pac-Man, its obvious inspiration. Alligator will be available by January of next year.

Read and Post Comments | Get the full article at GameSpot


"CTIA 2005 Alligator Exclusive Hands-On" was posted by Avery Score on Tue, 27 Sep 2005 20:51:29 -0700

Source: http://www.gamespot.com/mobile/puzzle/alligator/news.html?sid=6134541

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Cosmo supports girls playing games (sort of)

Cosmopolitan magazine has a history of bagging on video games as a deterrent to meaningful relationships. It took a 2007 survey of girl gamers to get them on the bandwagon in the November 2010 issue.

Here's how Cosmopolitan  feels about video games

The women's lifestyle magazine features a "Weekend: You & Him" section listing activities women can use to entice men. This month's section cites a 2007 survey from Gametart, a game rental service in the United Kingdom, which claims women who game have sex four times a week versus women who don't that only get it on three times per week.

The advice comes as a shift in the magazine's attitude toward video games. Previous issues of Cosmo in 2008 and 2009 advise taking PlayStation controllers away from boyfriends and unplugging Xboxes to improve communication and sex. Only one 2009 issue made reference to the fact that women like to play video games by recommending a Wii party as a girls-night-in activity in the "Cosmo Life" section.

As of 2009, Cosmopolitan has circulation of 2.9 million (combined subscriptions and newsstand sales) in North America alone. If the mag picks up on video games as a good thing for women, the rate of women picking up video games as a hobby will also probably increase. In short, keep an eye on Cosmo. It could be the backdoor to a whole new audience of female gamer.

Source:
Cosmopolitan VOL.249, NO.5 (November 2010)

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Muhammad Ali Boxing 3D Hands-On

We got some hands on time with a beta build of Muhammad Ali Boxing 3D, and took on the champ.

 

Boxing, as a sport, has been celebrated since the Mycenaean age, but it has only one folk hero--Muhammad Ali. Superscape is releasing games, in its typical 2D and 3D SKUs, based on the Louisville Lip's pugilistic legacy. We got a chance to check out the 3D version, and we were impressed with the realistic texture work that's gone into the game.

Predictably, you start Ali as a no-name fighter trying to make a name for himself without losing too many brain cells. By increasing your stats on the heavy and speed bags, you can develop a champion's body, just as a young Cassius did after his bike was famously stolen. The other half of the battle is knocking out the twelve guys bobbing and weaving between you and the self-styled "greatest fighter of all time."

Before you face him in the ring, Ali pops up often to offer words of encouragement or chastisement. Sometimes, as is his wont, he just talks about himself: "Muhammad Ali is the greatest! If he hits you once, you're asleep for the night!" These vocal clips add quite a bit of character. Ali's head model looks great. The texture work here is highly reminiscent of that seen in S.W.A.T.'s agent portraits. Aside from Ali, there are 10 unique fighter textures, although the same few body models are reused.

Ali can be played with only the navigation pad on the LG VX8000. Left and right weave, while up and down execute punches. The center OK button performs a block. When you're knocked out, you must use the directional pad to line up the overhead ring lights with their perceived afterimages. This keeps you from slipping back into unconsciousness. Ali's simple interface should make the game accessible to novice gamers. Ali has progressed nicely since last we saw it, and we look forward to playing the game when launches later this year.

Read and Post Comments | Get the full article at GameSpot


"Muhammad Ali Boxing 3D Hands-On" was posted by Avery Score on Tue, 27 Sep 2005 14:43:43 -0700

Source: http://www.gamespot.com/mobile/sports/muhammadaliboxing3d/news.html?sid=6134492

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Assassin's Creed: Brotherhood Hands-On - The First Hours

Ubisoft shows off new assassination mechanics and new acrobatic sequences featuring Desmond.

     

While we've played plenty of Assassin's Creed: Brotherhood's multiplayer mode that puts you in the role of templar, honing assassin-like skills, we haven't been able to play much of the single-player portion of the game up until now. Of course, some of the things we played have been shown before--we got our shot at the siege of Monteriggioni shown at the Electronic Entertainment Expo--but we did get a good look at some brand-new levels, such as action sequences that feature Ezio's present-day relative, Desmond Miles. But the start of our play-through begins in a familiar setting, with Ezio in a secret compartment below Rome's Sistine Chapel.

If you've completed Assassin's Creed II, then you already know what happens here and what Ezio saw upon defeating Rodrigo Borgia. Brotherhood picks up shortly after that as Ezio's uncle Mario calls for him, asking if the Piece of Eden is safe. With confirmation that it's in good hands, Ezio makes his way out of the compartment with the aid of some eagle vision, and the two make their way out of the chapel to flee the Vatican. This entire sequence functions like a tutorial, or a refresher, for Ezio's acrobatic moves and combat skills. As in previous Assassin's Creed games, it's incredibly easy to climb the variety of edifices in your view, and fighting guards and other foes generally functions the same way with some minor changes that are revealed later in our play session. Once Ezio and Mario have made their way through the throngs of priests and Vatican guards, they navigate to a nearby tower where they have a brief conversation before performing the assassin's trademark swan dive into the river below.

Moments later, the two arrive at Monteriggioni--the family home of Ezio and Mario. The two ride their horses through the streets of the town (we took the opportunity to deliberately run into people on our steed, of course) and reach the base of the steps where Ezio meets with some familiar faces from Assassin's Creed II, including Caterina Sforza, who makes googly eyes at the younger of the two Auditores. But, before joining his family and guests in the Auditore residence, Ezio makes his way around town, introducing himself to the engineers of Monteriggioni's new cannon defenses as well as a woman who needs help with an easy task. All of this seemingly serves the purpose of helping you become acquainted (or reacquainted) with the general layout of the town as well as Ezio's romancing skills.

Unfortunately, Ezio's homecoming celebration and subsequent tender and private moment with a certain lady abruptly end when a cannon ball comes crashing through the roof of his room. The siege of Monteriggioni by Borgia forces thus begins. As Ezio, you must travel swiftly to the town defenses--a series of cannons aimed directly at the massive army approaching the doors. You're tasked with firing the cannons at targets until Borgia forces overwhelm them with their siege towers and storm the ramparts. It's here that Ezio gets to use a few more of his combat skills, particularly the disarm maneuver that lets him grab his opponent's weapon. But perhaps even more useful is Ezio's kick. When stronger and heavily armored soldiers appear onscreen, there's no sense in trying to attack them with standard combinations, because they can easily defend against them. Instead, you have to create an opening by giving these tough foes a good old-fashioned kick, which momentarily stuns them and gives Ezio enough time to attack. Also, you might be happy to know that when Ezio disarms enemies equipped with spears, he can throw them at his opponents to produce a particularly gruesome death.

Still, even with Ezio's skills, the town is overrun, and Ezio--as well as his family--retreats through a secret passage found in the assassin's tomb located underneath the Auditore residence. The sequence ends, and we're then brought into the present day with Desmond and his crew, who are now charged with recovering the Piece of Eden lost in the siege of Monteriggioni. The group (which is also still on the run from Abstergo) finds itself at the present-day version of the Auditore fortress, which doesn't look all that different from its past incarnation, aside from modern conveniences like electricity. Actually, one of your first tasks as Desmond is to restore electricity to the Auditore residence (so they can power the animus) by using eagle vision to find wiring that eventually leads to power boxes scattered throughout town. He finds these boxes by performing the same dexterous moves as Ezio, since it's explained that Desmond essentially unlocks all of the abilities of his ancestors as he relives more of their memories.

In fact, Desmond finds the same secret passage used by his ancestors to escape the Borgia onslaught thanks to a vision of Ezio. From a story standpoint, as Desmond and Lucy make their way through the passage, it gives glimpses of how the Auditores managed to escape and how they sprung traps on their pursuers. From a gameplay standpoint, this passage functions much like the assassin's tombs from Assassin's Creed II, where the emphasis is placed solely on platforming with some mild puzzle elements. Needless to say, it seems the present day is going to figure much more prominently into Assassin's Creed: Brotherhood than it has in any previous game.

With the exploration of the passageway complete and power restored, Desmond returns to the animus and to the memories of his ancestor Ezio. From here, we spring a little further into one of the game's later sequences. Ezio is in Rome, and he has his sights set directly on the Borgia clan. However, like in Assassin's Creed II, you can undertake any number of missions available to you--whether they're main story missions or just side jobs that aren't directly tied to the core game. At first, we decided to experiment with a few of Ezio's goodies, namely his projectile weapons. Of course, he carries the same concealed gun that he had in Assassin's Creed II, but he also has access to a crossbow--an incredibly effective weapon for taking out those pesky rooftop guards or other foes that just won't get out of your way.

Perhaps our most favorite of all the weapons is the addition of other assassins that can come to your aid with the press of a single button. Ezio will raise his arm and clench his fist to order the attack on nearby targets. Assassins seemingly fall from the sky to take out enemies in the area before disappearing to the rooftops to attack again, but there is a cooldown period, so don't expect that you can continually use this feature. You can also get different types of attacks depending on the number of assassins you've recruited, so if you gather several of them, your assassins can launch a barrage of arrows from the shadows before jumping down to take care of business. We made extensive use of this feature while attempting to raid one of the Borgia towers in Rome. These towers are massive fortifications that you can storm in order to take away Borgia influence from the area, but doing so can be difficult. The one we tried to take required killing a specific general who would flee the area at the first sign of trouble, so finding a good spot to launch the attack from makes all the difference.

We spent some more time exploring the streets of Rome, exploring more missions available to us (including one where we had to escort a VIP through the streets to a safe house). As with all Assassin's Creed games, we're eager to spend more time exploring and watching the complex story unfold even further. Assassin's Creed: Brotherhood is scheduled for release on the PlayStation 3 and Xbox 360 on November 16 and early next year on the PC.

Read and Post Comments | Get the full article at GameSpot


"Assassin's Creed: Brotherhood Hands-On - The First Hours" was posted by Giancarlo Varanini on Tue, 19 Oct 2010 08:56:32 -0700

Source: http://www.gamespot.com/xbox360/action/assassinscreedbrotherhood/news.html?sid=6282279

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Good Old Games returns Thursday ? with Baldur's Gate UPDATE

It turns out Good Old Games' out-of-nowhere shutdown Saturday is a matter of evolution, not death. Dressed as monks and saying they had "sinned" and want to be the No. 1 alternative to digital-download service Steam, representatives of the classic-PC-games download service announced Wednesday that they had revamped the site, "apologized" for the site's shutdown, and announced the addition of one of the most significant titles in role-playing-game development to its catalog: Baldur's Gate.

The site should be up at 9 a.m. Eastern (6 a.m. Pacific). Good Old Games users will have access to their old games, be able to purchase new games and enjoy the new features, and buy Baldur's Gate and its expansion.

"We are here today to beg your pardon and ask redemption. We have sinned. We are here today to express our humble apologies to all of the users that got surprised by the closure of GOG and could not access games they purchased. Unfortunately, closure of website was needed from a technical perspective. We are sad that happened and will make sure it will never happen again," said the brother monks. They admitted that they had "played a game with press and users," leaving clues about the site's return.

Most of the new features focus on making the site easier to navigate and friendlier to users. These improvements include (among others) a faster-loading site, a streamlined registration process, more interaction with community through ratings and "GOGMixes," which allow users to create lists to share knowledge about games (and other users can rank 'em); a download bar that calculates downloads based on your connection speed, a Facebook "Like" button.

Good Old Games also said that 150 of their titles now operate with Windows 7 and are working to make the rest of the catalog compatible.

Backed by The Witcher developer CD Projekt, Good Old Games launched in September 2008.

Update: Good Old Games spokesperson Lukasz Kukawski confirms that the "brother monks" were GOG Managing Director Guillaume Rambourg and Marcin Iwinski, the cofounder of CD Project and GOG.com.

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Saturday, October 30, 2010

TGS 2005: Dragon Quest II Hands-On

The quest was for slimes instead of dragons during our recent bout at the Tokyo Game Show 2005.

 

TOKYO--Tucked away in the Square-Enix booth at the Tokyo Game Show 2005 were a few games that weren't being showcased at Square's display in the giant DoKoMo NTT area. The first instantly noticeable thing in Square Enix's section was the woman holding a basket full of slime keychains with people swarming around her, which could have meant only one thing, that she was safeguarding the game that made the slime famous, Dragon Quest. In this particular case, the version was Dragon Quest II for mobile, a port of the classic NES game. If you're still scratching your head and wondering why you missed out on a Square game called Dragon Quest for the NES, it's because it was released in the States as Dragon Warrior.

The mobile port of Dragon Quest--as it's currently titled for the Japanese release, but which would presumably be renamed if it were brought to North America--is extremely well done. The graphics are as good as, if not better than, NES quality, and the controls work quite smoothly. We got into a few battles with monsters just to revisit our nostalgia of the old game, and we can verify that it's just as good as its inspiration. Unfortunately we didn't bump into any slimes in our travels, but we got our fair share of the typical early-level monsters. Everything is the same as we remembered it, making this game an excellent port of an excellent game. It's not yet scheduled for release in North America, except we suspect there's hope, especially given that the game is a port and has already been localized. We look forward to hearing more about this game as updates present themselves.

Read and Post Comments | Get the full article at GameSpot


"TGS 2005: Dragon Quest II Hands-On" was posted by Carrie Gouskos on Sat, 17 Sep 2005 06:26:51 -0700

Source: http://www.gamespot.com/mobile/rpg/dragonquestii/news.html?sid=6133741

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Daily (Stale) Bread: The news we didn't post on October 19th, 2010

One of those quiet days with not-much-news dominated by a THQ press conference. Here's the non-news we didn't run:

10/19 -- THQ did what now?

Daily (Stale) Bread: The news we didn't post on October 19th, 2010

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Dave: STOP EVERYTHING A TEASER FOR THE TRAILER FOR THE TESTER IS ONLINE.

AJ: Aren't you on an airplane right now?

Dave: They have the internet on planes.

Will: And in Canada! Which is where I am. Doing this THQ thing.

Dave: When did Canada get internet?

Will: Like, last week.

Konami Announces Launch Date and Songs for Karaoke Revolution Glee
AJ: Man, between this and all the stuff we didn't run yesterday, Konami is just bursting with announcements.

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Rock Band 3 Update - Character Creator

We make a trip to Harmonix to see what's going on with the new character creator.

     

It doesn't matter what kind of Rock Band player you are. Whether you play just to be around friends or you play for the music, part of the appeal is that the game makes you feel like a rock star. Up until now, your alter ego onscreen was a randomly generated rocker, with crazy hair and outfits that most likely don't exist in your closet. In Rock Band 3, you'll find all the familiar faces from previous games, but Harmonix decided to give you more options to customize your onscreen avatar, which now gives you the opportunity to create an idealized version of yourself. In a recent trip to Harmonix's studio in Cambridge, Massachusetts, we sat down with the lead artist, Pete MacDonald, to go over the new character creator.

For those who still have sentimental ties to their previous Rock Band personas, all the faces that you've come to recognize are still available to choose from. What has been added is that you can now customize different portions of your face, so you can try to make a stylized version of yourself or make the ugliest character possible. MacDonald told us that they weren't aiming to make an editor that would allow you to make an exact replica of yourself but that it would be something in between the character creator for Mass Effect and your Mii.

When customizing your new head, you can rotate the camera to get a good look at your side profile. You can edit details like your eye color and move your eyes around (which quickly goes from normal to slightly creepy). Other parts, such as your eyebrows, cheekbones, nose, mouth, chin, and jawline, can be tweaked within reason. Your height, weight, and muscle tone are adjusted with sliders, giving you more options than before. Certain skin tones look much better now with the new lighting and skin shaders. Plenty of glasses are available to choose from, and more "normal" hairstyles are included so that you don't have to go with the wacky hairdos. If you're a redhead or have a receding hairline, just know that Harmonix has thought of you as well. Another change is the interface for applying tattoos. You're not limited to applying a tattoo in one spot anymore; you can move tattoos around your body to cover a wider range if you like.

More outfits and accessories have been added, as well as new boutiques to help categorize the clothing, making shopping a bit easier. The interface has been changed so that you can easily swap boutiques with the push of the X button and then go through the assortment of tight pants and cool tops. Depending on your style, you could spend a reasonable amount of time in Ms. Kitty's Stage Wear, going through the vast array of clothing selections that feature spandex. Whether you're wearing some Eternal Glamnation pants, or a tape deck strapped to your chest with speakers on your back, there's a little something for everyone. Most items are not available from the beginning, but accessories are constantly unlocking as you make your way through the game.

Rock Band 3 looks to be packed with tons of new features and content for everyone, musically inclined or not. For details on the Pro modes, read our preview here. The game is set to be released on the PlayStation 3, Xbox 360, Nintendo Wii, and Nintendo DS on October 26.

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"Rock Band 3 Update - Character Creator" was posted by Sophia Tong on Mon, 04 Oct 2010 14:21:46 -0700

Source: http://www.gamespot.com/ps3/sim/rockband3tentativetitle/news.html?sid=6280400

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THQ extends UFC licensing agreement with Zuffa, LLC

THQ and Ultimate Fighting Championship owner Zuffa, LLC announce the continuation of its license agreement. The new deal to develop and publish games based on the mixed martial arts fighting league now runs through 2018.

The terms of the agreement haven't changed all that much from the previous deal; THQ retains rights to create video games for all current and future-generation consoles, PC, handheld platforms, social media platforms, wireless, iPhone, and iPad. Rights also cover downloadable content, and multiplayer on various consoles.

Earlier this year THQ released UFC Undefeated 2010 for PSP, PS3, and Xbox 360.

In its announcement this morning, THQ said that it would continue to work closely with UFC President Dana White and the company stable of fighters on future games. In that same press release, White said that the success of the previous UFC game releases was impressive.

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Create First Look

The key to solving puzzles is to use your imagination.

 

One of two EA Play games shown at EA's Tokyo showcase was Create, a game by Bright Light that revolves around the design philosophy of "What if?" Game designer Emily Newton Dunn described the game as a way for you to express yourself with hundreds of objects, giving you the freedom to customize every moment in the game. It's a much simpler version of Little Big Planet's creation mode, and instead of a platformer, Create is a physics-based game with challenges that you complete to unlock more objects to use.

The game's 14 different worlds each come with 10 unique challenges that you need to complete to unlock the hundreds of items that are in the game. Challenges range from trying to get a rocket to go through a hoop, to trying to get a racecar to the end goal. Some challenges limit how many objects and what kinds of objects you can use to complete it, whereas some let you use anything in your inventory and your imagination. The more crazy and elaborate the solution, the more points you get. An example that was shown was the challenge where you have to get a car to the finish line by building a ramp in order for it to safely go through a flaming hoop. Or instead, you can attach some balloons to the vehicle and have it float through the fiery ring. A more complicated solution is to fill the path with an assortment of spring ramps, causing your car to do flips and hit other objects along the way, like a well-rigged Rube Goldberg machine.

In any of the challenges, you can decorate the world that you're in. You can choose the backdrop, such as a beautiful sunset or a city skyline. Cloud stickers can be stamped onto your background, and you can even animate them. Like with any paint program, you can bring up a color wheel and choose a brush type to paint over your landscape. Everything is categorized in themes, so you can choose to make your level look like something from the past or future or set it up in space. Creatures range from dinosaurs and unicorns to zebras and robots. These objects don't interfere with your challenges, but you can probably create a unicorn ranch on a spaceship if you wanted to.

Everything you create can be shared online, and you can download and edit the creations of others. Our demo was on the PlayStation 3, and it is compatible with the PlayStation Move. Create will also come out on the Xbox 360, Nintendo Wii, and PC in November.

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"Create First Look" was posted by Sophia Tong on Wed, 15 Sep 2010 07:24:29 -0700

Source: http://www.gamespot.com/wii/puzzle/create/news.html?sid=6275945

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