Friday, December 31, 2010

CTIA 2005: Callaway Tour 06 Hands-On

We sat down with SuperScape and played a few holes of Callaway Tour 06.

SAN FRANCISCO--Callaway Tour is Superscape's entrant into the 3D mobile golf genre, and from what we saw at CTIA 2005, it's coming along quite nicely. Callaway Golf is the company responsible for the momma of all golf drivers, Big Bertha, as well as Odyssey putters. In Callaway Tour 06, players using this prestigious golf set will be required to adhere to official PGA rules, including the 14-club maximum in your golf bag, for example. However, the clubs aren't the only thing licensed in Callaway Tour; you'll also be trying your luck on four Troon golf courses; Revere in Concord, Revere in Lexington, Troon North Pinnacle, and Troon North Monument. The courses in the game are mapped to the accuracy of their real-time counterparts, so you'll notice that the topography in the game is quite realistic.

The game looks great for mobile phones. As the camera pans around the course cinematically between shots, or as you move it within the game to get a better idea of the layout, you'll see a fair amount of detail in the environment. That detail seems to carry over to the golfing mechanic as well, and you'll have to factor in wind, weather, turf, and incline into every single one of your shots. Despite being fairly detailed, the golfing mechanics are simple and depend mostly on timing your shots on two sliding bars: one that corresponds to strength, and a second for accuracy. For drives, the length of the shot depends upon a combination of your club and the strength of the wind. The first few shots will require that you stop a sliding cursor in the two highlighted sections near both ends of semicircle. If you stray too much on the bar, especially on the accuracy portion, it's quite likely that your ball will go out of bounds, so it is essential above all that you're careful when working with this slider. As you get nearer to the hole, the section that corresponds to the strength will move to indicate that less strength is required to reach the hole.

Once you're within putting range, you'll automatically pull out the putter, meaning that you won't be able to do anything but putt from the green. You're given one opportunity, after aiming, to see an estimated trajectory of the ball, and if any changes are necessary, you must make them blindly after that. Putting is dependent on power and accuracy sliding bars as well, but these are slightly different than those used for driving.

We saw a few different modes like quick game, tournament, and mobile tour. Although we didn't get the opportunity to check out the online mechanic, players will be able to compete online and post scores to a worldwide scoreboard. We were also told that you'll be able to select the gender of your player, although we're not sure what impact that will have on gameplay. Presuming you're using a woman of Anika Sorenstam's caliber, then ostensibly there'd be none. All in all, we enjoyed the front nine on Callway Tour 06 and look forward to seeing more of this game as it nears release.

Read and Post Comments | Get the full article at GameSpot


"CTIA 2005: Callaway Tour 06 Hands-On" was posted by Carrie Gouskos on Wed, 28 Sep 2005 18:29:15 -0700

Source: http://www.gamespot.com/mobile/sports/callawaytour06/news.html?sid=6134621

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Spotlight on Anomaly: Warzone Earth

11 Bit Studios is looking to change the way you think about tower-defense-style games.

     

Get the full article at GameSpot


"Spotlight on Anomaly: Warzone Earth" was posted by Maxwell McGee on Tue, 23 Nov 2010 14:37:26 -0800

Source: http://www.gamespot.com/pc/strategy/anomalywarzoneearth/news.html?sid=6284468

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Prince of Persia Trilogy Hands-On

Ubisoft polishes up the fan-favourite Sands of Time trilogy for the PlayStation 3, adding a 3D viewing mode in the process.

 

This week, we managed to get a first play with the soon-to-be-rereleased The Sands of Time trilogy. For those who missed it or are too young to remember, back in 2003, Sands of Time wowed us with its combination of visually stunning acrobatics and imaginative level design. The trilogy follows the exploits of the prince in his interactions with the sands of time, a mystical force he is tricked into releasing in the first game that controls the flow of time. The sequels Warrior Within and The Two Thrones followed suit in 2004 and 2005, creating the milestone trilogy so fondly remembered today.

[ Watch Video ]

Check out our hands-on video preview to see the new Prince in action.

The game is set to be rereleased on the PlayStation 3 this week, allowing you to play through the prince's journey again. This time, there will be the added bonus of HD graphics and an optional 3D mode for those lucky enough to own a 3D television. As with the God of War Collection, another recent HD remake, the original assets have been scaled up to HD resolutions, so while the texture detail isn't as rich as in the most recent Prince of Persia (The Forgotten Sands), the games look much sharper than they did back on the PlayStation 2.

Hardcore fans of the trilogy will be pleased to hear that the preview version we played presented a faithful port of the original games. The prince's glib remarks still manage to entertain, and the platforming that made the series is still as challenging and rewarding as ever. The game's HD upgrade has also worked well. While it's still obvious that you're playing an older game, the quality of the HD graphics lets you appreciate the fluidity of animation and quality of textures; details that could have been missed when playing the game at standard definition on an older console.

As you would expect, the game's graphics improve in chronological order, with Sands of Time looking the most dated. The only problem that arose during our time playing the demo occurred when using the 3D mode on the first Sands of Time game, which at points could suffer from a diminished frame rate. On Warrior Within and Two Thrones, this problem did not arise, and the 3D mode worked well. Unfortunately, the 3D mode is only available when the game is being run on a 3D television, so get your wallet ready for a hefty payout if you haven't already done so.

The gameplay has remained untouched from the original games, which unfortunately means that the original annoyances of each game have also returned. This includes the repetitive combat in Sands of Time and the tiresome bad attitude the prince adopts in Warrior Within. Despite this, the positive aspects of each game far outweigh the bad, with the addition of gaming trophies offering new challenges, including the nigh-on impossible Game Master trophy, which requires you to complete Sands of Time using only 20 sand rewinds.

If first impressions are anything to go by, the upcoming HD rerelease will be a welcome upgrade to a much-loved trilogy. With the addition of high-definition visuals and the chance to earn trophies, the Classic HD Prince of Persia package offers a real incentive for gamers to revisit or discover the trilogy. It will be released exclusively on the PlayStation 3 on November 19 in the UK.

Read and Post Comments | Get the full article at GameSpot


"Prince of Persia Trilogy Hands-On" was posted by Alastair Stevenson on Fri, 19 Nov 2010 06:28:27 -0800

Source: http://www.gamespot.com/ps3/action/princeofpersiatrilogyinhd/news.html?sid=6284105

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Kinect Hacked to Work With Windows 7

PC World's Chris Brandrick brings us a tale of bounties and ambitious hackers. Is there a price on possibilities? Somebody thinks so.

Kinect, Microsoft's motion gaming accessory has been hacked--mere days after its release.

Less than a week ago New York-based DIY vendor Adafruit set a challenge, dubbed the Open Kinect challenge, which offered a $2,000 reward to whoever could hack the Kinect as desired. Adafruit detailed that the group or individual that created an open-source driver for the new accessory would be granted the prize money.

With the money on the table, hackers got to work, much to Microsoft's dismay, and in no time at all a hack surfaced.

The video below shows off the work of NUI Group forum user AlexP. In the video we can see his Windows 7 PC tracking the movement of the Kinect--it's a relatively basic application, but it's a good start.

What other applications, outside of its Xbox 360 purpose, would you like to see Kinect used for? How about logging on to your PC with face-recognition, or swiping between applications with the wave of a hand? Let us know in the comments.

Source:
Microsoft Kinect Hacked? Already?! [Gizmodo]

This story originally appeared on PC World. Got any tips, corrections, or feedback? Contact GamePro's news team or follow this article's author on Twitter.

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Disney Epic Mickey Updated Hands-On

We visit the pirate haven of Tortooga and battle an animatronic version of Captain Hook.

     

The world's most famous mouse has had a squeaky clean image for decades, and even though you have the option to play as a good mouse in Junction Point's upcoming Disney Epic Mickey, there's a mischievous side to the iconic mouse that you can explore as well. Designed by Deus Ex creator Warren Spector, Disney Epic Mickey is a platforming/role-playing adventure hybrid that lets you decide which path the little mouse will take. Phil Hong, a producer for the game, came by our office to guide us through the pirate world of Tortooga as well as show us what the sinister Captain Hook was up to.

We were taken midway through the game to where Mickey is trying to complete quests to get himself out of the wasteland. He has learned that there are rocket parts scattered throughout the different areas that will help get him home, and in order to get to them, he must venture through the unique areas and complete the quests within. Our first stop was Tortooga, where Beluga Billy sends us on a quest to find his bag of loot. Of course, the loot has already been taken, so we're now asked to find the pirate (who's currently in jail) and track down the goods. Each of these areas has a handful of quests to help you progress the main storyline, but there are plenty of optional side quests to complete as well. These will yield collectible items, like pins, which you can view from your menu. For the collector, there are more than 100 cool pins to collect. Another thing to look for is gremlins, which are hidden in each area and can be found if you listen closely. A faint knocking is a clue as to where they are, and if you free them, they'll give you a hand. What they do is different depending on the area you're in, but they are very helpful if you can find them.

Mickey wields a magical paintbrush and can throw paint on enemies to befriend them or thinner to erase them. The B button is for paint, and the Z button is for thinner, and by holding the buttons down, you can spray a stream of paint instead of tossing a big blot. Swinging the remote will let Mickey do a spin attack. The world is also yours to paint over or erase with thinner. A sketched outline will appear in places where you can apply paint, and if you come across areas with jagged lines, it's likely that you can fill those in as well. Objects in the world will be highlighted in such a way that it should be fairly clear where you can use the thinner or paint. We were told that there is plenty of paint and thinner to pick up, even though your meter charges automatically. The goal is to have you use your paintbrush liberally, so you never have to feel like you need to conserve anything. Depending on what kind of painter you are, guardians will gather around you, and you can send them after your foes by shaking the nunchuk. If you've been primarily using paint, you can throw tints to befriend otherwise vicious creatures. Turps are the thinner guardians, and they'll wipe out whatever you throw them at. While the paintbrush may be your primary tool, one item we saw that will benefit you in battle is the watch sketch, which you can use to slow down time (and your enemies), but you'll be moving at a normal pace.

The next area we explored was Jungle Rhythm, a lush zone filled with your usual swashbuckling pirates and the converted robotic pirates as well as an enemy type called a spladoosh. These large purple bulbous creatures sleep most of the time but will wake up and explode if you get too close. We won't spoil too much of the story by telling you why there are robot pirates, but let's just say that Hook is involved and that these pirates aren't easily defeated with just paint or thinner.

In between zones, Mickey actually jumps into a projector that will take him through a classic black-and-white Mickey cartoon that is also a 2D platformer. We've seen the Steamboat Willie level from the Electronic Entertainment Expo, but there are plenty of other black-and-white classics that most people have forgotten--like Mickey and the Beanstalk. It's not only fun to change up the gameplay a bit in these transition levels, but it's interesting to see it played out on a film reel.

The final part of our demo was the Battle of the Jolly Roger, where we faced the nefarious Captain Hook. He's an animatronic version of the Hook we're used to, and he moves along the ship on rails. There are two ways to defeat him, and the path you choose will determine the course of the story. You can find a way to get Hook to walk the plank by fighting him head-on, or you can platform and paint your way to the top of the ship and release the sprite (this world's version of Tinkerbell), who will then call Pete Pan (not Peter, but Pete, Mickey's nemesis) to save the day. If you're a fan of Disney, everything will look familiar but will have its own unique twist, so it's quite fun to see certain characters appear dressed as something else entirely.

Disney Epic Mickey is a colorful adventure that seems packed with hidden Disney secrets and long-lost treasures. Animated cutscenes and even tutorial sketches are fun to watch, because they're done in such a charming way. There's so much personality in the characters that we met, so we're looking forward to being able to explore the rest of the wasteland. Look for the game when it ships on November 30.

Read and Post Comments | Get the full article at GameSpot


"Disney Epic Mickey Updated Hands-On" was posted by Sophia Tong on Fri, 22 Oct 2010 03:17:54 -0700

Source: http://www.gamespot.com/wii/adventure/disneyepicmickey/news.html?sid=6282791

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Tell us how you really feel: which developers deserve more recognition?

A group of Xbox Live Indie Game developers are banding together to bring more recognition to the fledgling game publishing service. We asked our Twitter community to recommend other similarly under-appreciated groups, which we're highlighting now.

With a group of Xbox Live Indie Games developers banding together to start the "Winter Uprising" initiative, we polled our Twitter community to find other development groups that deserve more recognition. Here's the question we posed:

A group of Xbox Indie devs are banding together to boost sales. What other devs deserve more attention? Best answers posted, one wins swag.less than a minute ago via TweetDeck


The replies brought on compliments for many specific developers. One particular long-loved company got a few shout-outs, but in general, the respondents seemed to back a variety of different developers. Here's the companies that were complimented:

@GamePro Valve needs kudos. They always support post release for a very long time, unlike other devs that take months for patchesless than a minute ago via Mobile Web


@GamePro the "i made a game with zombies in it!" peopleless than a minute ago via web


@GamePro I MAED A GAM3 W1TH Z0MB1ES!!!1, Baby Maker Extreme, Avatar Cannon, The TEMPURA of the DEAD, GET TO THA CHOPPA!!1 deserves attentionless than a minute ago via web


@GamePro 'Supergiant Games' deserves more attention definitely ;)less than a minute ago via web

@GamePro I think @radiangames and Cold Beam Games (Beat Hazard) need more attention.less than a minute ago via web


@GamePro A little developer known as Kydos Studio - they created the indie game "Soul", good potential there.less than a minute ago via web


While most repliers picked specific developers to highlight, some noted that developers of specific kinds of games tend to get less love. Here's a few under-appreciated game genres that could use more developer love:

@GamePro The myriad of devs making quality content for the Wii. "Hardcore gamers" talk a good game yet don't open the wallets.less than a minute ago via web


@GamePro Devs of games based on children's films, like Bee Movie! :)less than a minute ago via web


@GamePro Indie steam games often get noticed, but a lot struggle to make it to the middle. I'd love to see better highlighting of those.less than a minute ago via Echofon


It was tough to pick a single recommendation to bestow the day's best reply award (and the customary swag prize that comes with) upon, but we're going to give today's prize to HLLivingloco for succinctly serving up this recomendation. Congrats HL--you have until the publication of tomorrow's "Tell us how you really feel" to send a direct message to GamePro on Twitter and claim your prize. Here's the company HL wants to see respected:

@GamePro For one thing, Frictional Games deserves some awesome credit for games like Penumbra and Amnesia. Try playing that one alone! :Dless than a minute ago via web


While gaming may be an industry pulling in profits at higher levels than just about every other form of media, the talent is treated with the same level of admiration as top music, movie, and music creators. As you can see today, the fans are eager to cheer on their favorite game-makers. It's up to the publishers and the media to get the word out about the industry's most talented creators.

What do you think of the replies above? Are there any suggestions you'd add? Please continue the conversation by adding your voice to the comment section below or by replying to GamePro on Twitter.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/CjWDUBDaOmQ/

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Thursday, December 30, 2010

EA, Madden predict great things for Packers, Ravens

EA's official Madden NFL 11 simulation of the upcoming NFL season has the Green Bay Packers and the Baltimore Ravens building on their successes of a year ago.

Picked by a number of experts to win the NFC, the Madden sim has the Green Bay Packers finishing the regular season with a 12-4 record and MVP and Offensive Player of the Year honors for quarterback Aaron Rodgers.

Also tabbed by many NFL prognosticators as the top team in the AFC, the Ravens secure a 13-3 record behind a defense led by outside lineback Terrell Suggs (the Defensive Player of the Year). Madden predicts the Indianapolis Colts will tie the Ravens for the best record in the AFC, but Baltimore secures home-field advantage on the strength of its better divisional record. The Ravens' John Harbaugh, the brother of former NFL quarterback and current Stanford head coach Jim Harbaugh, receives Coach of the Year honors.

Last season, Madden was a little off in some its predictions. Madden tabbed the New England Patriots to dominate the AFC, with Tom Brady throwing for 4,500 yards and 47 touchdowns. While Brady threw for more than 4,300 yards, he had 19 fewer TDs (28) than Madden predicted – and it was the Indianapolis Colts, not the Pats, who dominated the AFC. Madden also predicted that the Philadelphia Eagles would rule the NFC roost. Instead, it was the New Orleans Saints who finished on top in the NFC -- and won the Super Bowl.

Division winners in the Madden sim include the New England Patriots, the San Diego Chargers, and the Colts in the AFC, with the New York Jets and the Houston Texans (finally) taking the wild-card slots.

The Minnesota Vikings tied the Packers with a 12-4 record, but since the Packers had a better NFC North record, the Vikings had to settle for a wild-card slot. The San Francisco 49ers return to the playoffs for the first time since 2003 by winning the NFC West. The Dallas Cowboys (NFC East) and New Orleans Saints (NFC South) also won their divisions. The Atlanta Falcons secured the final wild-card spot.

Read the October issue of GamePro (on newsstands now) and the November issue (available October 5) for more predictions on the NFL season from one of our Madden experts, Todd Zuniga.

Fantasy football players: Tight end Jermaine Gresham is likely available in your league (he's owned in 15.2 percent of ESPN leagues), and you may want to pick him up, as Madden predicts he'll be the Offensive Rookie of the Year. Cleveland Browns cornerback Joe Haden earns Defensive Rookie of the Year honors in the Madden sim.

Here's a look at other top offensive performers in the sim of the NFL 2010 season. GamePro assumes no responsibility for those of you that base your fantasy football teams on these predictions.

    Quarterback
  • Aaron Rodgers GB 4,639 yards, 36 TDs, 9 INTs
  • Matt Schaub HOU 4,592 yards, 35 TDs, 16 INTs
  • Peyton Manning IND 4,542 yards, 33 TDS, 8 INTs
  • Tom Brady NE 4,471 yards, 32 TDs, 14 INTs
  • Drew Brees NO 4,459 yards, 33 TDs, 12 INTs
  • Tony Romo DAL 4,357 yards, 29 TDs, 10 INTs
  • Donovan McNabb WAS 4,309 yards, 28 TDS, 13 INTs
  • Philip Rivers SD 4,303 yards, 29 TDs, 12 INTs
  • Eli Manning NYG 4,248 yards, 25 TDs, 14 INTs
  • Joe Flacco BAL 4,112 yards, 25 TDs, 12 INTs
    Running Back
  • Chris Johnson TEN 1,784 yards, 15 TDs
  • Steven Jackson STL 1,631 yards, 8 TDs
  • Adrian Peterson MIN 1,608 yards, 16 TDs
  • Maurice Jones-Drew JAX 1,459 yards, 13 TDs
  • Rashard Mendenhall PIT 1,403 yards, 9 TDs
  • Frank Gore SF 1,380 yards, 10 TDs
  • Ray Rice BAL 1,311 yards, 9 TDs
  • LeSean McCoy PHI 1,288 yards, 7 TDs
  • Jerome Harrison CLE 1,235 yards, 8 TDs
  • Jonathan Stewart CAR 1,192 yards, 12 TDs
    Wide Receiver
  • Andre Johnson HOU 104 recs, 1,541 yards, 12 TDs
  • Greg Jennings GB 102 recs, 1,438 yards, 13 TDs
  • Marques Colston NO 107 recs, 1,372 yards, 11 TDs
  • Randy Moss NE 91 recs, 1,324 yards, 15 TDs
  • Miles Austin DAL 88 recs, 1,323 yards, 10 TDs
  • Brandon Marshall MIA 105 recs, 1,290 yards, 11 TDs
  • Roddy White ATL 86 recs 1,257 yards, 8 TDs
  • Steve Smith CAR 98 recs, 1,213 yards, 7 TDs
  • Anquan Boldin BAL 96 recs, 1,179 yards, 8 TDs
  • Santana Moss WAS 85 recs, 1,174 yards, 9 TDs
    Tight End
  • Antonio Gates SD 102 recs, 1,179 yards, 11 TDs
  • Owen Daniels HOU 93 recs, 1,093 yards, 8 TDs
  • Vernon Davis SF 83 recs, 1,032 yards, 6 TDs
  • Dallas Clark IND 90 recs, 992 yards, 8 TDs
  • Jason Witten DAL 97 recs, 933 yards, 4 TDs
  • Jermaine Gresham CIN 72 recs, 930 yards, 7 TDs
  • Jermichael Finley GB 79 recs, 916 yards, 9 TDs
  • Tony Gonzalez ATL 81 recs, 882 yards, 7 TDs
  • Brent Celek PHI 79 recs, 881 yards, 6 TDs
  • Zach Miller OAK 75 recs, 841 yards, 3 TDs

Got any tips, corrections, or feedback? Contact GamePro's news team or follow the author of this story on on Twitter.

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de Blob 2 Updated Hands-On Impressions

We roll around Prisma City and release the shackles of repressed people in our first look at the high-definition version of this revolution painter.

 

Just before the Electronic Entertainment Expo kicked off this year, we got our first glimpse at de Blob: The Underground. Several months on, we're getting our follow-up peek, and two things are immediately obvious. The first is that the game has had a name change, dropping its "Underground" moniker; second, it has made the (previously announced) jump from the Wii to a slew of more powerful hardware platforms like the Xbox 360 and PlayStation 3. The latter meant that this time around, we put down the Wii Remote and picked up an Xbox 360 controller to gauge how well the game has made the leap.

We're pleased to report that a few finicky control and gameplay niggles aside, the game has transitioned well, already looking crisp and playing well in high definition. Our demo picked up near the beginning of the story and focused on a level dubbed The Senate. Comrade Black, under the pseudonym of Papa Blanc, was in the process of rigging the Prisma City election. Our cutscene introduction included all the de Blob hallmarks of unspoken, Lego-esque slapstick humour, and we watched as the INKT Corporation performed a litany of evils. Civilians were slapped across the face, beaten with truncheons, and had their choices made on their behalf by intrusive robotic hands as they attempted to cast their votes. The result was a landslide victory for the nasty candidate, and it wasn't long before things turned a shade of gray as the normally bright, cheery denizens were at the centre of their own coloured exsanguinations.

We leapt into action as Blob, an amorphous pile of paint hell-bent on stopping Black's inauguration and saving the day. As we were dropped into the familiar wide streets, a lone Raydian was standing defiantly before a row of tanks. It was a sobering, iconic image in what was an otherwise fun and lighthearted game, but despite the numerous homage and pop culture in-jokes, developer Blue Tongue Entertainment maintains that there's no political or social commentary agenda at play.

Our first job was to disable the black and white artillery before us. We did this with one of the new attacks at Blob's disposal--a barrage rush performed by targeting with the left trigger and tapping the right. We needed to be quite close to the enemy to land the move, but once within range, it obliterated the tank, leaving a plume of smoke in its wake. Destroying the handful of armaments opened the gates to the zone and granted access to the more free-form painting we've come to know and love.

Mission objective collection points appeared as coloured question mark balloons dotting the landscape, though you can go about your business at your own pace. You're at the mercy of the game's timer, but as was the case in the original game, it can be extended by freeing trapped Raydians and painting whole blocks of buildings. Electrified bases of buildings will drain your paint and deal damage, but by jumping to higher ground, you'll be able to paint some sections. Each paint colour is linked to a matching musical score, such as wah wah guitar, brass instruments, and DJ scratches.

Quests sent us scaling buildings using suction jump pads and scooting along skywalk platforms before unlocking a police station in need of infiltration and liberation. Once inside, the game's ordinarily 3D third-person perspective shifted into a 2D side-scroller. De Blob 2 will include more than 100 of these flatter levels, each with its own unique layout and puzzling elements to negotiate as you ride platforms and paint surfaces. Completing the challenge returns you to ground level. Targeting proved to be a slight hurdle both while indoors and out, and while you can whomp your body down on enemies to defeat them; you will need to release and then press the left trigger again to lock onto your next target. The lock snaps quickly, but it's particularly frustrating when attacking small groups, and you sustain damage while attempting to finish off the strays.

Back in the wide world, our job was to get from one built-up area to the next, travelling over water. Though perhaps not as threatening as the concept of a pit filled with chainsaw-wielding babies or acid-spitting leprechauns, it was still a precarious balancing act because the water below removed Blob's paint, returning him to a vulnerable, neutral-coloured state. The situation became considerably more frustrating when we were repeatedly mind controlled by an unseen enemy, leaving us with only a repeated button mash to regain our senses. Time and time again, we fell prey to the wet stuff below. The issue was further compounded when structures required certain colour combinations to be painted, resulting in multiple return trips to repaint sections painted before colour pots were available.

De Blob 2 is already shaping up as a worthy successor to 2008's Wii hit, bringing back all the fun of messing with paint and adding some much needed variety with its new 2D gameplay. You can get messy with it on the Xbox 360, PlayStation 3, Wii, and DS when it splashes onto shelves on February 22 next year.

Read and Post Comments | Get the full article at GameSpot


"de Blob 2 Updated Hands-On Impressions" was posted by Dan Chiappini on Thu, 11 Nov 2010 12:24:25 -0800

Source: http://www.gamespot.com/wii/action/deblobtheunderground/news.html?sid=6283900

Blackberry Games C64 Direct-to-TV Evo: Phase One Fantastic Four TV game FC Twin

Weekend (Stale) Bread: The stories we didn't post on October 30-31, 2010

Over Halloween weekend, we discovered a batch of spooky stories. Are you brave enough to seek them out in this morning's daily stale bread?

10/30 & 31 -- Happy Halloween, everybody!

Mike Haggar teased for MvC3

Weekend (Stale) Bread: The stories we didn't post on October 30-31, 2010

Dave: Mike Haggar of Final Fight fame may be in Marvel vs. Capcom 3, if the above image is to be believed.

Will: That may have been intentional. Plus, I know a circus monkey at Capcom, so I can confirm he works in their building.

Zelda: OoT, Nintendogs Apparently Part of 3DS Launch Line-Up
AJ: This preliminary launch lineup makes it seem as though Nintendogs will be ready when the system is.

Dave: Wow, a Nintendogs game at launch is as close to a guaranteed can't-miss launch hit as any company can promise.

Disney releases free Epic Mickey app for Apple devices
Dave: Folks have been dying for more Epic Mickey content before launch, and folks are going to get it. And by "folks," I mean me.

Evil Dead Gets... Cute?... In Upcoming iPhone Game

Will: Well, that's uh...

Dave: Thankfully there's still a fair amount of gore mixed in, so it could be good. Heck, the PS1 Evil Dead game went for realism and it sucked, so I'll give this game the benefit of the doubt.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/T7I8p10vYco/

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The science of middle ground in Schwarzenegger v. EMA

The Schwarzenegger v. EMA case could cost the video game industry its First Amendment rights by criminalizing violent game sales to minors, but how valid is the argument that a violent video game will spur violent behavior in real life? Research and associate professor of developmental psychology Dr. Douglas Gentile offers up a third-party opinion on the validity of the arguments.

Pros/Cons: Schwarzenegger v. EMA

As a psychologist who has studied the effects that media can have on children and adolescents for many years, I am often asked about the role of scientific research in public policy. Good public policy rests on several pillars of support. These include relevant legal precedent, political realities, personal and community values, and in many cases, science. Science can't answer every question, but it can provide useful information for many policy debates. In the case of Schwarzenegger v. EMA, scientific psychology can answer some of the basic questions that policy experts might have, such as whether violent video games have any predictable effects on youth aggression, how large these effects are, and whether there are other predictable factors that can mitigate these effects. Science, however, can only provide information for, but not make decisions about, setting public policy.

At this point in time, there have now been over 100 independent studies of violent video games, including over 130,000 research participants in several countries. As you might expect, not every study shows exactly the same results, but when we look at the studies overall, the preponderance of evidence suggests that people who play violent video games become more desensitized to violence, have more aggressive feelings, more aggressive thoughts, and are more willing to behave aggressively -- especially when provoked. Exposure to aggressive video-game content also reduces cooperative, pro-social behaviors. Although not every study can test whether games cause aggression or whether aggressive people seek out violent games, many studies have tested this question. The best answer at the current time is that both happen. Aggressive people do seek out media violence, and this further reinforces their aggressive tendencies. Similarly, non-aggressive people who consume a lot of media violence change to become more aggressive. This shouldn't be surprising -- it's basic brain science. Whatever you practice, you get better at, including aggression.

Science, however, can only provide information for, but not make decisions about, setting public policy.

So what do scientists mean by "more aggressive"? Critics point out that the studies do not establish a causal link between playing violent games and violent crime. This is actually a very fair criticism -- we do not usually study serious violence or crime (although there are some studies with violent TV). Why not? I can only speak for myself, but I believe that would be an inappropriate level of analysis. It's like saying we should test whether having piano lessons as a child causes people to perform piano at Carnegie Hall. Most children who take piano lessons will never perform at Carnegie Hall. Does that mean that piano lessons had no effect on the children? No. They did indeed get better at playing piano, but they never reached the most extreme level of playing. Similarly, if children practice being alert for hostility, reacting quickly to potential provocations with an aggressive response, and getting rewarded for that in a violent game, they should get better at aggressive attitudes and behaviors -- although not necessarily extreme violence. When bumped in the hallway, they may stop assuming it was an accident and instead assume it had hostile intent, and then their odds of responding aggressively (e.g., insulting the person who bumped them) go up. This is increased aggression, but it's not increased criminal violence. As anyone who has had rumors spread about them or was the victim of bullying can tell you, this is not trivial aggression. It hurts the victims, even though it does not rise to the level of violent behavior or criminal aggression (such as attempted murder).

Therefore, my professional opinion is that science has established that media violence and violent video games are a risk factor for aggression. This does not mean that playing a violent game necessarily causes immediate aggressive behavior. Humans are much more complex than that. Instead, it means that the odds of aggression go up over time, within the broader range of other risk and protective factors, such as poverty, parental involvement, bullying, etc. It is not the largest scientifically identified risk factor for aggression, but neither is it the smallest. Studies have also shown that the effects of playing violent games can be mitigated somewhat by protective factors such as parental monitoring.

It is disturbing to me that people assume that the scientists who conduct research on video games are somehow "biased" and are trying to prove some position or another. I know almost all of the researchers in this area, and this characterization does not fit. They are serious scientists who want to find out what types of effects video games can have (either potentially beneficial or harmful) and what types of things increase the risk of aggression. Most of us researchers play games ourselves and also allow our children to play, so we do not dislike games. For example, my daughters and I play a range of games (mostly nonviolent) on the Wii.

It's like saying we should test whether having piano lessons as a child causes people to perform piano at Carnegie Hall.

It also troubles me that many people do not realize that the science is fundamentally policy-neutral. Scientific facts are valuable for crafting policy, but are only one part of the puzzle. Unfortunately, people with strong feelings about games often use polarizing language to politicize the data or attack the researchers. This is most easily seen when people use the word "banning" in the context of violent games. No researcher has promoted banning games, and the law under consideration here also does not ban games -- it restricts children from buying violent games without parental approval. This type of discourse is not helpful, as it politicizes the science when the scientists usually are simply trying to get good information to the public.

It is for this reason that I have provided materials for the current Supreme Court case. It is not because I believe that the court should either uphold or overturn the law. It is because the justices are not expert in this field of psychological science. It is therefore my obligation to help them interpret the studies. Even if they conclude that the science is strong, they still must balance that single fact with legal precedent, Constitutional rights, political realities, and many other factors as they make their judgment. We should emulate this example -- we can accept 40 years of good science that media violence is a causal risk factor for aggression and then weigh carefully all the different options we have for how we might want to minimize the risk. Speaking personally, I think we should be doing much more to improve the ratings so that parents could have better information and would use them more. The research suggests that this might be a particularly effective strategy.

Dr. Douglas Gentile is a research scientist, author, award-winning educator, and is an associate professor of developmental psychology at Iowa State University. His experience includes over 20 years conducting research with children and adults. He is the editor of the book Media Violence and Children (2003, Praeger Press), and co-author of the book Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy (2007, Oxford University Press). He has authored over 30 peer-reviewed scientific journal articles, including studies on the positive and negative effects of pro-social and violent video games on children in several countries, the validity of the American media ratings, and how screen time can contribute to youth obesity.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/GxvUw27qaW8/

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The death of the Princess: What Disney learned from video games

An LA Times article broke the news this morning that Disney Animation is hanging up its princesses for the foreseeable future. Instead, it's got a movie about an outdated video game character in the works.

The death of the Disney princess comes from narrow market appeal, according to the article. After The Princess and the Frog failed to perform at box office, Disney renamed its Rapunzel flick Tangled and shifted focus to the male character in the story as a way to attract a much bigger audience than the standard army of little girls.

This is where Disney takes a note from the video games industry -- because what other business is as obsessed with finding a sequel-maker? As the video games industry discovered, pumping out sequels isn't about repeat performances (like The Little Mermaid 2, Cinderella 2, and The Rescuers Down Under) so much as it's about finding a character or an icon to carry a series of stories, like Lara Croft. Disney's already experimenting with this formula using Mater from Cars. The Larry-The-Cable-Guy-in-truck-form has a spin-off DVD and a feature role in a sequel despite the fact that Cars is one of Pixar's lowest-reviewed films.

So now we've got Reboot Ralph, a 3D animated movie about a video game character "who's been left behind by the march of technology." It doesn't sound as gender-neutral as Tangled, but it is reaching out to an audience that currently fuels an industry worth as much as $44 billion by some accounts. And it certainly sounds like something the reboot-obsessed video game industry can relate to.

Tangled hits theaters November 24. Reboot Ralph is listed for a 2013 release date on the Internet Movie Database.

Source:
Disney Animation is closing the book on fairy tales [LA Times]

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2011 D.I.C.E. Summit speakers revealed

The Academy of Interactive Arts & Sciences (AIAS) revealed the line-up of speakers expected to take the stage at the 2011 D.I.C.E. Summit. The gathering is an entertainment industry leaning event held at the Red Rock Resort in Las Vegas, February 9 - 11.

The line-up of speakers for the 2011 event include filmmakers and game developers such as PDI/Dreamworks filmaker John Stevenson, Polyphony Studios President Kazunori Yamauchi Cerny Games President Mark Cerny, 5th Cell CEO Jeremiah Slaczka and General Manager Joseph Tringali (Drawn to Life and Scribblenauts developer), and Booyah CEO and co-founder Keith Lee.

The D.I.C.E. Summit 2011 is also the home of the 14th annual Interactive Achievement Awards ceremony, which takes place on February 10. It is one of very few awards given by industry professionals to their peers.

The AIAS is also sponsoring the Indie Games Challenge, which takes place immediately following D.I.C.E. Summit. Winners of the 2011 Indie Games Challenge are announced at this event. Other key sponsors include GameStop, and The Guildhall at SMU.

More information on the D.I.C.E. Summit is available at www.dicesummit.org Early bird registration is open now until November 11.

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Wednesday, December 29, 2010

TGS 2005: Sonic the Hedgehog Hands-On

We spend some more time playing this excellent port-to-mobile of the classic Genesis game.

TGS 2005: Traditionally, mobile ports are hit or miss because cell phones are limited by less-than-ideal control schemes. However, every once in a while a game manages to make the controls seem as simple on a phone as they do on their console counterparts. Sonic the Hedgehog for mobile, which is finished in Japan and will eventually make its way over to the United States, seems to do just that--at least on the high tech FOMA phone we used to play it with.

This game is a direct port of the original Sonic the Hedgehog, so we had the opportunity to run around Greenhill Zone a bit and try not only to remember the tricks of the game, but to execute them as well. The controls are quite simple: The directional keys serve as normal, and the center button is used to jump. Like the original game (and all those since), you can roll up to go faster through the level. The most impressive thing about the game so far is how well it captures the speed of Sonic, something uncommon in traditional cell phone games. Although you do have to use both hands to play the game (one for direction, the other to jump and roll), it feels fairly comfortable for a two-handed game.

Hopefully, Sonic the Hedgehog will see a US release soon. It's unclear if its speed and general frame rate were due to the quality of the port itself or the type of phone that was used to play it. Either way, this game certainly has quite a bit of potential in the cell phone market, and should it get a US release, it would likely fare well, particularly among the current list of ported games. We're certainly looking forward to seeing more of this game--especially on lower-quality handsets, to see how well it holds up. We'll have more on Sonic the Hedgehog as new updates of the game present themselves.

Read and Post Comments | Get the full article at GameSpot


"TGS 2005: Sonic the Hedgehog Hands-On" was posted by Carrie Gouskos on Fri, 16 Sep 2005 09:12:24 -0700

Source: http://www.gamespot.com/mobile/action/sonicmobile/news.html?sid=6133472

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CTIA 2005 Andretti Racing 3D Hands-On

We test drove Andretti Racing 3D, and we were impressed with its graphical engine

 

SAN FRANCISCO--Andretti Racing 3D doesn't have much to do with its PlayStation forebear, save for what looks like a similar poly count. The game runs phenomenally well, with a frame rate vastly superior to previous Swerve3D engine efforts. The game's handling was forgiving, but playability, not realism, should be the primary consideration in the development of a mobile sports game. Superscape seems to be on track with Andretti Racing 3D. They even got us to say "3D" four times in a single paragraph, although this last instance was kind of a freebie.

Andretti Racing features nine unique tracks and three championship series. Through some crazy algorithm that Superscape termed "multiplication," that makes for 27 individual races. We played only the first of these, and found that our F1 vehicle all but steered for us. Braking was semiautomated, as was acceleration. On straightaways, however, we would slam on the accelerator, reaching speeds nearing 200mph. The accompanying engine scream sounded convincingly powerful, and the graphics engine never missed a step on our LG VX8000. The speed was further exaggerated by the game's first-person perspective.

In case you're looking to take your racing to the next level, Andretti Racing offers three racing-school courses. The first of these helps you find your line on a track by painting one over the entire course. The second teaches you when and where to accelerate. Finally, a drive test determines whether you've got the chops to drive with the best. You can earn cash by performing well in these trials, which can be reinvested into your vehicle.

Andretti Racing 3D is shaping up to be a tremendous technical achievement. We're happy to see that the Swerve engine's second revision is such a marked improvement. Look for Andretti to arrive on Verizon and other carriers in November of this year.

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"CTIA 2005 Andretti Racing 3D Hands-On" was posted by Avery Score on Tue, 27 Sep 2005 18:49:53 -0700

Source: http://www.gamespot.com/mobile/driving/marioandrettiracing3d/news.html?sid=6134538

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The9 Limited dumps EA Sports FIFA Online 2 in 2011

Shanghai, China-based online game operator and developer The9 Limited announces the termination of its licensing rights to EA Sports FIFA Online 2. The9 Limited and Electronic Arts did not divulge the reason for shutting down the game.

The companies mutually agreed to terminate the licensing agreement early, with the game ceasing operation in the second calendar quarter of 2011.

The company used to operate World of Warcraft in the region, but lost the rights to the game when its license agreement with Blizzard expired on June 7, 2009. The company saw a decrease in year-over-year net revenues in the first half of 2010 due to no longer operating World of Warcraft in the region.

Excluding FIFA Online 2, The9 Limited's only Western games are Sony Online Entertainment's Free Realms and Planetside Next.

The9 Limited operates multiple MMORPGs in mainland China such as Soul of The Ultimate Nation, Atlantica, Kingdom Heroes 2 Online, World of Fighter, Winning Goal, Free Realms, Planetside Next, and others. The9 is developing several new games, including Shen Xian Zhan, and FireFall.

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Disney Epic Mickey Updated Hands-On

We visit the pirate haven of Tortooga and battle an animatronic version of Captain Hook.

     

The world's most famous mouse has had a squeaky clean image for decades, and even though you have the option to play as a good mouse in Junction Point's upcoming Disney Epic Mickey, there's a mischievous side to the iconic mouse that you can explore as well. Designed by Deus Ex creator Warren Spector, Disney Epic Mickey is a platforming/role-playing adventure hybrid that lets you decide which path the little mouse will take. Phil Hong, a producer for the game, came by our office to guide us through the pirate world of Tortooga as well as show us what the sinister Captain Hook was up to.

We were taken midway through the game to where Mickey is trying to complete quests to get himself out of the wasteland. He has learned that there are rocket parts scattered throughout the different areas that will help get him home, and in order to get to them, he must venture through the unique areas and complete the quests within. Our first stop was Tortooga, where Beluga Billy sends us on a quest to find his bag of loot. Of course, the loot has already been taken, so we're now asked to find the pirate (who's currently in jail) and track down the goods. Each of these areas has a handful of quests to help you progress the main storyline, but there are plenty of optional side quests to complete as well. These will yield collectible items, like pins, which you can view from your menu. For the collector, there are more than 100 cool pins to collect. Another thing to look for is gremlins, which are hidden in each area and can be found if you listen closely. A faint knocking is a clue as to where they are, and if you free them, they'll give you a hand. What they do is different depending on the area you're in, but they are very helpful if you can find them.

Mickey wields a magical paintbrush and can throw paint on enemies to befriend them or thinner to erase them. The B button is for paint, and the Z button is for thinner, and by holding the buttons down, you can spray a stream of paint instead of tossing a big blot. Swinging the remote will let Mickey do a spin attack. The world is also yours to paint over or erase with thinner. A sketched outline will appear in places where you can apply paint, and if you come across areas with jagged lines, it's likely that you can fill those in as well. Objects in the world will be highlighted in such a way that it should be fairly clear where you can use the thinner or paint. We were told that there is plenty of paint and thinner to pick up, even though your meter charges automatically. The goal is to have you use your paintbrush liberally, so you never have to feel like you need to conserve anything. Depending on what kind of painter you are, guardians will gather around you, and you can send them after your foes by shaking the nunchuk. If you've been primarily using paint, you can throw tints to befriend otherwise vicious creatures. Turps are the thinner guardians, and they'll wipe out whatever you throw them at. While the paintbrush may be your primary tool, one item we saw that will benefit you in battle is the watch sketch, which you can use to slow down time (and your enemies), but you'll be moving at a normal pace.

The next area we explored was Jungle Rhythm, a lush zone filled with your usual swashbuckling pirates and the converted robotic pirates as well as an enemy type called a spladoosh. These large purple bulbous creatures sleep most of the time but will wake up and explode if you get too close. We won't spoil too much of the story by telling you why there are robot pirates, but let's just say that Hook is involved and that these pirates aren't easily defeated with just paint or thinner.

In between zones, Mickey actually jumps into a projector that will take him through a classic black-and-white Mickey cartoon that is also a 2D platformer. We've seen the Steamboat Willie level from the Electronic Entertainment Expo, but there are plenty of other black-and-white classics that most people have forgotten--like Mickey and the Beanstalk. It's not only fun to change up the gameplay a bit in these transition levels, but it's interesting to see it played out on a film reel.

The final part of our demo was the Battle of the Jolly Roger, where we faced the nefarious Captain Hook. He's an animatronic version of the Hook we're used to, and he moves along the ship on rails. There are two ways to defeat him, and the path you choose will determine the course of the story. You can find a way to get Hook to walk the plank by fighting him head-on, or you can platform and paint your way to the top of the ship and release the sprite (this world's version of Tinkerbell), who will then call Pete Pan (not Peter, but Pete, Mickey's nemesis) to save the day. If you're a fan of Disney, everything will look familiar but will have its own unique twist, so it's quite fun to see certain characters appear dressed as something else entirely.

Disney Epic Mickey is a colorful adventure that seems packed with hidden Disney secrets and long-lost treasures. Animated cutscenes and even tutorial sketches are fun to watch, because they're done in such a charming way. There's so much personality in the characters that we met, so we're looking forward to being able to explore the rest of the wasteland. Look for the game when it ships on November 30.

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"Disney Epic Mickey Updated Hands-On" was posted by Sophia Tong on Fri, 22 Oct 2010 03:17:54 -0700

Source: http://www.gamespot.com/wii/adventure/disneyepicmickey/news.html?sid=6282791

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Medal of Honor Clean Sweep and Hot Zone DLC Hands-On

Medal of Honor's latest set of downloadable content adds new game modes and maps to the shooter's online multiplayer mode.

 

EA's Medal of Honor may have only been out for a few weeks, but it has already managed to clock up an impressive 2 million units in sales. The megapublisher shows no sign of letting these players go without DLC, either. Two new DLC packs launched this week--Clean Sweep and Hot Zone. The former is free, and the latter costs 800 MS points on the Xbox 360 and $9.99 on the PS3 and PC. We got to play both game types at a recent EA London preview event to find out what's included in the packs and how they play online.

[ Watch Video ]

Check out the official trailer for Medal of Honor Hot Zone!

Multiplayer producer Patrick Liu was on hand to talk us through the new additions. Clean Sweep is a new mode where death means you have to wait until the next round to respawn. This means that battles are tense and fraught, and developer Dice has had to come up with a way to combat campers. The solution is that if players stay still for too long, their location will be shown to the rest of the players on the map. This mode includes two new maps--Bagram Hanger and Khyler Caves--as well as repurposed versions of existing maps, Shaikhot Base and Helmand Valley Base.

Hot Zone is for all intents and purposes the old king-of-the-hill mode, where both teams have to try to hold a single position the longest. This made for some intense battles when we played, with a concentrated area of gunfire and rockets bombarding the capture zones. This pack includes a couple of new maps in the form of Hindukush Pass and Korengal Outpost and again tweaks existing maps, Shahikot Mountains and Helmand Valley, to accommodate the new game mode.

It's interesting that one of these modes is being charged for, while the other isn't, but it's good to see substantial new DLC being offered for free either way. Liu claims that Dice is going to keep supporting the game, with more patches on the way. On the consoles, Liu claims that a lot of fixes are being made on the server side to improve online performance, while on the PC, some maps have been tweaked to combat spawn camping, while the sniper rifle is being tweaked because it was too powerful. We'll keep an eye out for more Medal of Honor downloadable content, but in the meantime, you can find both Clean Sweep and Hot Zone available online now.

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"Medal of Honor Clean Sweep and Hot Zone DLC Hands-On " was posted by Guy Cocker on Fri, 05 Nov 2010 03:22:32 -0700

Source: http://www.gamespot.com/pc/action/medalofhonor/news.html?sid=6283606

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