Monday, January 31, 2011

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

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Desert Bus for Hope picks gets Twibbons ahead of charity marathon

The fourth annual Desert Bus for Hope charity gaming marathon kicks off in four days and their sponsors have added Twibbon support to get the giving spirit going. Here's how it works.

Twibbon is a service that lets people overlay small images on their Facebook photos or Twitter avatars to show their affection, hatred, or support for something. So far, the application claims a range of over 40,000 causes.

This year, Twibbon can add Desert Bus for Hope to the cause list. The gaming charity marathon centers on several gamers playing the Desert Bus minigame from the canned Penn & Teller video game for as long as they physically can. The more people donate, the longer they play.

The marathon kicks off in four days. Twibbon support spiked sharply yesterday with more people steadily adding the Desert Bus logo to their Facebook and Twitter accounts today. Get in on it here.

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TGS 2005: Tales of the Abyss Hands-On

We play this mobile companion to the PS2 game at Tokyo Game Show 2005.

TOKYO--Earlier at TGS 2005, we managed to check out Tales of the Abyss for the PlayStation 2, the latest entrant into Namco's classic Tales series. The companion to that game, if you live in Japan at least, is Tales of the Abyss: Adventure of Myu for mobile phones. Unlike all games bearing the Tales title, Adventure of Myu is not a role-playing game. In fact, on its own, it's not that compelling of a game at all. The reason for this is that the mobile version of Tales of Abyss is best thought of as an add-on to the PlayStation 2 game more than a game by itself.

The language barrier prevented us from getting the logistics on how this will work, but we were assured that the Adventures of Myu lets players trade information between their PlayStation 2s and mobile phones. Assuming all goes well, this will be the first game to ever do so. Taking full advantage of the benefits of mobile, Namco will facilitate a way for players to earn items and upgrades when out of the house, essentially taking their game on the go. In the game's three levels, players will be able to unlock weapons, potions, and up to 100 different items that they can then take over to their PlayStation 2 version of the game. However, the gameplay in Adventures of Myu is more like that of a traditional action platformer and not of the typical Tales RPG.

We ran around one of the levels with the cute little Myu, a rabbit-esque creature with excessively long ears. You can navigate in four directions, around environmental traps and through different screens and tunnels as you attempt to find items for the game. There are standard enemies that patrol an area that try to attack Myu, but given her fireball affront, enemies can be dispatched with pretty quickly.

On its own, Tales of the Abyss: Adventures of Myu is a little too simplistic to be considered either a worthy action game or a worthy platformer. However, it can be used as a way to unlock content for the PlayStation 2 game, which is a great use of mobile technology for gaming. Currently it's slated for a December 12 release in Japan, although no release has been scheduled for North America yet. We'll bring you more information as it becomes available.

Read and Post Comments | Get the full article at GameSpot


"TGS 2005: Tales of the Abyss Hands-On" was posted by Carrie Gouskos on Wed, 21 Sep 2005 17:02:05 -0700

Source: http://www.gamespot.com/mobile/rpg/talesoftheabyss/news.html?sid=6134091

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Zynga acquires Words With Friends developer Newtoy

Zynga announced this morning during a conference call that it has acquired mobile social game developer Newtoy.

The company is best known for its Words With Friends, Chess With Friends, and We Rule social games. Effective today, the McKinney, Texas-based Newtoy studio becomes Zynga With Friends.

Founders Paul and David Bettner will stay on in executive roles: Paul Bettner becomes vice president and general manager of the studio, while brother and co-founder David Bettner becomes Studio Director. Newtoy currently employs 23 people.

Financial terms of the acquisition were not disclosed.

Zynga also said during the call that its Farmville app on iOS platforms has been downloaded seven million times since its launch five months ago. The company says that 10 million users are playing Zynga games on iOS platforms.

Further details on the studio are available at its relaunched web site.

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Overlooked: the stories you may have missed on 11/23

Yesterday's news cycle was filled with Black Friday updates, but we were unable to report on oddities like new Pokemon Thanksgiving parade balloons and a Kinect hacked to detect breasts. Read more about them here.

11/23--T-minus two days until the madness

"Angry Birds" + Evil Pigs + Peace Treaty = Destruction

Dave: It's truly sad to think that true peace may never be achieved between birds and pigs. Sad, but fun.

Poker Night at the Inventory released today
Dave: The new best Poker game of all time is now available.

Will: I'm all in... with anticipation.

Two Black and White Pokemon to join Pikachu in Macy's Thanksgiving Day Parade
AJ: Reshiram and Zekron....? I'm at a loss for words.

Dave: You may have never heard of these new Pokemon, but McKinley has already booked his flight to NY.

Kinect Hacked To Track Breasts, Or At Least Man-Boobs

AJ: Sometimes system hackers do great deeds. Other times, they do things like this...

Dave: I can never listen to Donna Summer's "Hot Stuff" again without thinking of this guy and his many digital bras.

Front page image courtesy of The Tanooki.

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Crusader Kings II Q&A - First Details

Get the first details on this ambitious role-playing-heavy strategy game from game designer Chris King.

     

The original Crusader Kings took the grand strategic mission of conquering Europe and humanized it with intriguing character-specific role-playing elements that made your ruler an actual personage, with different traits, quirks, and even a dirty little secret or three. Developer/publisher Paradox has announced that it is developing a sequel, and we got the first details from designer Chris King.

GameSpot: Give us an overview of Crusader Kings II. When does it take place and what key wars and other historically momentous events does the game encompass?

Chris King: The game covers all of Europe, North Africa, and the Middle East. It starts in 1066 and ends at the start of the 15th century. Obviously, as the title implies, it also encompasses the Crusades, with the pope making periodic calls to catholic Europe to take the cross. However, we are trying to encompass the whole sweep of European history. In the East, we have the fall of the Byzantine Empire and the Muslim advance in Europe. The Mongol hordes come out of the steppes to wreak havoc. In Iberia, we have the Reconquista and the Christian advance. We open the game with the Norman Conquest of England, and that, in turn, makes the English crown a player in French politics, setting the scene for the Hundred Years' War. We also seek to capture the struggle between the emperor and pope in the Holy Roman Empire.

GS: Some newer players found the original game to be intimidating. Any plans to make the sequel more accessible?

CK: We are putting a lot of thought into the interface of the game. We are seeking to streamline it to make information easier to find. We're also looking at the message system. At the moment, our games have an all-or-nothing approach to messages, making the whole system more flexible. You can choose which types of messages you get. As king of England, you may well be interested in what the king of France is up to, but you're probably not going to be as interested in the activities of the princes of Kiev.

GS: One of the most intriguing aspects of the original game was the way that players not only assumed control of a nation, but also took the role of a ruler with various abilities and personality quirks--a feature that made the conquest of the known world a much more human and dramatic undertaking. Will individual rulers be making a comeback in Crusader Kings II? If so, how will they be different and better?

CK: Absolutely. In fact, the whole concept of a "country" no longer exists in Crusader Kings II. Instead, you now play a character who has titles, which confer various rights to the character. But the biggest change is in the way events work. Specifically, you simply may not be able to select certain options, depending on your ruler's traits. So, if your character is a nice guy, he won't be able to select the nasty events. Similarly, if your character is an idiot, he won't be able to make the wise choices. Each character should play differently.

GS: Any plans to otherwise enhance the role-playing game-like quality of the original game by fleshing out individual ruler development?

CK: We are adding a new system for the development of young characters. As was the trend back in that era, you will send your children to other characters to foster them. The traits and skills of these characters will, in turn, influence your character's development.

GS: What other enhancements are going to be added to the sequel?

CK: The biggest change we have made is the way character relations work. In the first game, this was a steadily changing value. But in the game, the way this worked was that you would look at your country, have everything seem to be fine, have nothing change, and then all of sudden–all your vassals hated you and your realm collapsed. In Crusader Kings II, we have a system of static relation modifiers, so people will still hate you, but you can clearly see how much and why. This will make the whole business of war and peace much easier.

GS: The previous game from 2004 built on the gameplay and systems Paradox had created with Europa Universalis. Now that more time has passed and Paradox has since authored other grand strategy games, what are some of the key lessons that the team is taking with it into the sequel's development?

CK: We have a stated goal of trying to make an internally playable version of the game as early as we can. It won't be complete and there won't be much of an artificial intelligence, but the sooner we have it in, the sooner we will be able to start testing and seeing how the features are working. This will mean we can start refining our game features based on real playing experience much earlier than we did in, say, Victoria 2. We believe this will let us create our best title to date.

GS: Finally, is there anything else you'd like to add about Crusader Kings II?

CK: The map looks awesome!

GS: Thank you.

Read and Post Comments | Get the full article at GameSpot


"Crusader Kings II Q&A - First Details" was posted by Staff on Fri, 21 Jan 2011 17:55:13 -0800

Source: http://www.gamespot.com/pc/strategy/crusaderkingsii/news.html?sid=6286798

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Sunday, January 30, 2011

Tell us how you really feel: What DLC did you buy to play this holiday?

Today we ran a story on downloadable content and what it could mean for the future of boxed games. We also noticed tons of DLC hitting Xbox Live and PlayStation Network. You tell us what you bought.

The big batch of DLC hitting XBLA and PSN today included Battlefield Bad Company 2: Vietnam, a Mass Effect 2 demo for the PlayStation 3 version, Fallout New Vegas: Dead Money, and a Dead Space 2 demo. Also, Blizzard released a StarCraft 2 demo on PC, but that didn't catch our attention 'til late in the day.

So, to start off:

Sound Off: "What DLC did you buy in the last three days to play over the holiday?" Best answer wins a random game for their system.less than a minute ago via TweetDeck


Most of you mentioned the new hotness DLC today, but a few went with older packs or stuff that fell completely off our radar. Here are some choice responses:

@GamePro I bought the Halo Reach map pack for xbox 360 because I was getting bored of pwning n00bs on the old maps ;Pless than a minute ago via web


@gamepro just dance 2 kong fu fighting for $3.00 . its was my first DLC and i have to say it didnt dissapoint me :-)less than a minute ago via txt


@GamePro Billy Joel RB3. Cause a) it was free, and b) it was free. Also, I love Billy Joel. In a manly way, of course.less than a minute ago via web


@GamePro I recently got Undead Nightmare for Red Dead Redemption. It's going to be a zombie-killing Christmas. :Dless than a minute ago via web


@GamePro I'm on a tour of duty playing the epic #BFBC2Vietnam expansion pack! The only DLC i've been waiting 5 months forless than a minute ago via web


@GamePro Last night I accidentally bought a car pack for Forza 3. Luckily it was on sale for 200 pts.less than a minute ago via ÜberTwitter


@GamePro I bought a few actually. Mass effects DLC's, Star Wars Force Unleased, and Fable III Understone quest pack.less than a minute ago via web


@GamePro I bought Costume Quest: Grubbins on Ice. I was feeling festive, and I figured it'd be a nice gift for myself and for Double Fine.less than a minute ago via web


@GamePro Curse of Monkey Island 1 and 2 on Xbox Live. Nothing says holiday cheer like ghost pirates and Tim Schaffer.less than a minute ago via Echofon


But our winner is Shane_For_Wax because we admire her restraint with all this amazing DLC already out.

@GamePro I didn't buy my DLC. I'm saving up my points for the bigger DLC. I'm hoping to buy Black Ops DLC and Noble Pack at the same time.less than a minute ago via web


If you haven't already, give our DLC analysis a quick read -- see if you feel "nickel and dimed" with all this content you could buy.

What do you think of the responses? Are there any movie series that you'd add? Please continue the conversation by posting a comment below or by replying to GamePro on Twitter.

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Overlooked: the stories you may have missed on 12/7

A few bizarre bits of news dropped yesterday, including a program highlighting game addiction and a study revealing healthy eating habits. Read more about them here.

12/7--Cataclysm begins...

Spector defends Epic Mickey camera

The overlooked stories from December 7, 2010

Dave: Kudos to Warren Spector for admitting his game's faults. Perhaps he could bring the game to a few platforms that are better suited for camera-intensive platformers? I'm talking about the PS3 and Xbox 360 here, by the way...

Editorial: Panorama – Addicted To Games?
AJ: The BBC "documentary" on video game addiction turned out to be full of it. Surprise, surprise.

Dave: Rock, Paper, Shotgun's very in-depth dissection of the special provides a different insight into game addition. A great read, I must say.

Video games get kids to eat more veg, fruit: study
AJ: According to a recent study, certain games were able to convince gamers to start eating healthier. Unfortunately, none of them are the kind you'd find on the NPD.

Dave: That's nothing that a little subliminal advertising won't fix.

It's Like Super Mario Bros, But With A Condom

Will: And now, a Mega Man-inspired cartoon about safe sex.

Dave: I'm not sure a video encouraging running around in the nude, wearing condoms found outside, and seeking out STDs when protected is quite the right message to be sending.

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The First Templar Hands-On Globetrotting

We take a pair of noble Templars across the countryside to right wrongs and search for the Holy Grail.

     

Life was rough in 13th-century Europe. With all of the plagues, famine, and complete lack of the Internet, it's no wonder folks took to warfare so often. The First Templar, a third-person action game with a strong cooperative online multiplayer component, is set in these dark times. To help bring a bit of light, we took control of a pair of Templars traveling the countryside righting wrongs and searching for the Holy Grail. While the story plays fast and loose with plot points, these are simple trappings for you and a friend to grab a couple of broadswords and smash some unlucky rogues upside the head.

In the opening act, our duo set out across the countryside slaughtering groups of renegade "butchers" wholesale--pausing only to aid someone in need or chow down on his or her discarded food. Combat was a simple affair, where we bludgeoned enemies to death with the basic attack as our tactic of choice. As we collected experience points, however, we were able to build a little complexity into this system by learning advanced two-button combos, counterattacks, and additional ways to build up zeal--the currency needed to perform these special moves. All of these abilities are unlocked via a large skill tree, which splits off in four directions. And you won't know what lies ahead in any one branch until you start dropping points into it.

Next, our journey took us into a dense forest where we found ourselves hounded by an adorable pack of killer attack dogs. Some locals put us on the trail of The Beast, the source of evil in these woods, which we tracked and confronted as our first boss encounter. Unlike the enemies thus far, this hulking giant required a bit more teamwork--especially when it cut down one of our team members. Once downed, we had a limited amount of time to revive our comrade, at the cost of one point of zeal, or it was game over. In the end, not even The Beast's army of cuddly canine killers could save it, and we continued onward.

We arrived next at an abbey operated by the church and its infamous Inquisition where we discovered a plot to undermine the Templar order. Aghast at this treachery, we snuck into the abbey's underground dungeon and used some simple stealth mechanics to take out our silent frustrations on a few guards. Our next order of business was to free the prisoners, including the skillful and deadly Marie, before making our escape to the city of Acre.

With no rest for the wicked, Acre was under siege upon our arrival. Marie's addition to the party gave us our first taste of ranged combat in the form of some handy throwing daggers. Alternating between the two attack buttons, we were able to work this new skill into a handy combo of knocking enemies back and peppering them with sharp objects from afar. At this point, we also had enough experience to start learning special abilities for our heroes, such as our Templar's ability to pray and regain a little health at the expense of zeal.

As we fought our way through the city, we managed to retake control of the trebuchets on the city walls. With these deadly siege weapons, we got to play a simple point-and-click minigame of blowing away enemy forces as they marched their way up to our walls. Our quest ended with Acre secure, but it was just a taste of what lay ahead. And while The First Templar's basic mechanics currently seem to be pretty basic so far, we're still interested in seeing how they work in cooperative multiplayer. Be on the lookout for The First Templar on PC and Xbox 360 early this year.

Read and Post Comments | Get the full article at GameSpot


"The First Templar Hands-On Globetrotting" was posted by Maxwell McGee on Thu, 13 Jan 2011 13:13:50 -0800

Source: http://www.gamespot.com/pc/adventure/thefirsttemplar/news.html?sid=6286309

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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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Droplitz Hands-On

We get our feet wet with Atlus's new puzzle game.

 

While Atlus's booth had several games on display, the quirky-looking Droplitz caught our attention because it looks quite unlike most puzzlers we've seen before. In short, you're presented with a series of dials, and each dial has a pipe of different types on it. Some pipes are L shaped, others resemble a K, and so on. The goal is to rotate the dials to align the pipes in such a way that the droplets of water leaking from the top of the grid can make it safely to the buckets at the bottom. Like most puzzle games, it's a simple concept, but things can quickly turn hectic when you have bunch of droplets coming your way and no where to put them!

The dials are arranged somewhat randomly, and the droplets wait for no one, meaning you need to rotate the dials to form a route fast. The amount of droplets remaining are shown to the left of the playing field. If the droplets reach a dead end, they'll disappear. Thankfully, every time you create a route, a special droplet is released, and assuming it makes it to the bucket at the bottom, you'll be awarded with additional droplets, which extends your play time and your score. However, the dials you used to create the path will be replaced by a new random set, giving you a new puzzle with which to work.

The game features four modes of play: Classic, Endurance, Power Up, and Infection. In addition to Classic (described above), we gave Power Up a quick spin. The core gameplay is the same, except now, you periodically earn special powers, which can be activated at any time. One such power allowed us to slow the game's speed, giving us more time to spin the dials and (hopefully) form a path.

Droplitz is set to be released on XBLA, the PlayStation Network, PC, and the iPhone later this year.

Read and Post Comments | Get the full article at GameSpot


"Droplitz Hands-On" was posted by Andre Segers on Wed, 03 Jun 2009 12:47:45 -0700

Source: http://www.gamespot.com/iphone/puzzle/droplitz/news.html?sid=6211240

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New Nintendo DSi colors for Black Friday

Nintendo releases two new Nintendo DSi bundles for Black Friday, November 26. The bundles offer the dual-screen screen hand-held in two colors bundled with the Mario Party DS game.

The new colors, a DSi in green and orange, go on sale on November 26 at a suggested retail price of $149.99.

The green and orange DSi bundles join Nintendo's limited-edition red Nintendo DSi XL bundle (features a red Nintendo DSi XL, the Mario Kart DS game, and preloaded software titles including Brain Age Express: Arts & Letters, Brain Age Express: Math and Photo Clock for $179.99).

Nintendo is also offering the limited-edition red Wii that includes a new red Wii Remote Plus controller, a red Nunchuk controller, and New Super Mario Bros Wii and Wii Sports at a suggested retail price of $199.99.

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

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Saturday, January 29, 2011

CTIA 2005 Rocket Bowl Hands-On

We played this unique rocket-powered bowling game at CTIA 2005.

 

SAN FRANCISCO--Rocket Bowl is the mobile version of the eponymous shareware PC game. If you've been searching for a way to safely combine rocketry, golf, and bowling, look no further. Rocket Bowl places bowling alleys on a grassy field. You'll have to brave the topography of each "hole" to put big numbers up on the scorecard.

You start Rocket Bowl with a standard bowling ball. This might seem anticlimactic to starting players, having been promised rockets. Fortunately, compelling financing options are available, and--with the right credit--you can take home a rocket-powered bowling ball very quickly. Eventually, you can purchase a ball equipped with multi-directional retro rockets that can be fired a total of seven times. This allows for a lot of steering after the initial roll.

The holes are arranged on a contiguous course, and you can actually knock over pins from any hole at any time. With the use of rockets, it's theoretically possible to score strikes on multiple frames on the same roll. That's one convincing reason to build bowling alleys over golf links. Plus, circumnavigating hills and trenches adds quite a bit of challenge.

Rocket Bowl is a casual game that could potentially appeal to a wide audience--one that includes id programmer and armchair rocket scientist John Carmack. A good mobile game is easy to pick up and play, and Rocket Bowl certainly fits that description.

Read and Post Comments | Get the full article at GameSpot


"CTIA 2005 Rocket Bowl Hands-On" was posted by Avery Score on Mon, 26 Sep 2005 19:05:46 -0700

Source: http://www.gamespot.com/mobile/sports/rocketbowl/news.html?sid=6134430

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Supreme Ruler: Cold War Q&A - First Details

We sit down with lead designer David Thompson to discuss the new changes and features in the next Supreme Ruler strategy game.

The Supreme Ruler grand strategy series puts you in control of a nation and gives you a map that helpfully indicates the territories that you control–€–and the territories that you don't control yet. The next edition of the game, Cold War, will focus on the titular conflict between the United States and the Soviet Union. BattleGoat Studios lead designer David Thompson explains.

GameSpot: Give us an overview of Cold War. What are some of the primary improvements that the game will make to the Supreme Ruler series?

David Thompson: Supreme Ruler: Cold War is a geopolitical strategy game wherein players can take control of the United States or the Soviet Union and guide their nation through the turbulent years of recent history--a time when escalating tensions between the two powers could have led to nuclear war.

We've certainly enjoyed making games that have such depth and realism, and that is definitely being maintained in Cold War. However, we thought that instead of a doom-and-gloom near-future experience, it was time to tackle historical events and let players reimagine how they would have done things differently.

As I mentioned before, our game has lots of depth, and the biggest challenge with our previous games was letting players access a plethora of features without making them feel overwhelmed by the user interface. With this in mind, we've revamped the UI to make it more approachable and taken steps to more-quickly immerse players in events as they learn to navigate the game.

Other major improvements to the game include elements that are essential to portray a realistic Cold War scenario, such as more-involved espionage, better diplomatic options, and of course, "spheres of influence," which let players manipulate other countries.

GS: We understand that in the game, players will be able to choose to play as either the US or Russia. Tell us about the two factions. How do they differ from each other?

DT: One advantage of using a historic setting for a game is that most people will already have their own perceptions of the differences between these two superpowers. Ultimately, the biggest difference between the two nations is their political dogma and the methods they employ to influence other nations. The US started with economic aid through the Marshall Plan to keep nations "democratic" and away from the Soviet model, while the public perception of the USSR is that it tended to put tanks in the streets and to arrest political dissenters to keep their own sphere of influence strong. While these perceptions are somewhat accurate, the amount of economic and military aid the USSR pumped into other countries helped solidify relations as well.

The starting point of the campaigns is 1949. This was the point at which the USSR was desperately trying to expand its influence. It was Stalin's opportunity to push for a tight grip on all of Europe and Asia, and never leave Russia at the mercy of another country again. And although the United States was weary of European wars, it had a growing distrust and paranoia of Soviet motives and the growing communist movement worldwide.

So throughout the campaigns, as you position your country to have a dominant sphere of influence, it is your actions within the "expected character" of your nation that will have the most predictable effects on other nations. Acting "out of character" could have surprisingly good results, or it could spell disaster. And of course, nuclear escalation won't just happen as a result of your own actions--it will also depend on how the other superpower responds.

GS: What other nations are available in the sandbox mode? How do they differ?

DT: One of the most enjoyable aspects of our previous games for many players has been the sandbox mode and how they could decide to play as any nation on Earth and try to take over the world. (I always think of Pinky and the Brain when I talk about this.)

For Cold War, we are definitely keeping the sandbox. Basically, if the country existed as an independent nation in 1949, then you can decide to play as that nation, and although you can't play as a "colony" of another nation, that doesn't mean you won't be challenged by other new independent nations popping up around the world as the years go by.

Obviously, the victory conditions in sandbox might be different from the campaign, and you won't be quite as preoccupied with spheres of influence, but wouldn't it be cool to start as Canada and try and win the space race? (After all, we Canadians had one of the best aerospace programs in the '50s.)

Each nation has its own mix of culture, natural resources, and international relationships. The sandbox mode in our game provides a huge possibility of unique playing experiences since every country is different.

GS: What new changes and additions have been made to sandbox mode?

DT: The sandbox will still have all the new features we're adding for the campaign game, so the types of new actions available are similar. This certainly will let nations try to manipulate one another more without necessarily going to war.

GS: Give us an overview of the combat. How does strategic combat control differ from tactical combat control?

DT: The combat model in our game is tactical. You (or the computer-controlled opponent) position units and move them into combat situations, kilometer by kilometer. Tactics certainly affect the outcome of a battle; after all, you don't send your artillery into close-combat situations. Essentially, this means that you can select any one unit and give it specific orders (like trying to flank an enemy and destroy its rear support units, cutting off its supply). Strategic combat is more akin to other games such as Paradox's Europa Universalis and Hearts of Iron series. You move your units into larger geographic areas, and the combat results are determined based on the total number of units present.

One of the concerns some players have had about our game in the past is the difficulty of managing so many military units at once on a tactical level. Even though we model units on a battalion level, when you're playing as either the US or the Soviet Union, you will literally have thousands of units at your control around the world, and the biggest challenge has been not to lose track of what's going on in various locations and have an opponent unfairly exploit your distractions elsewhere. Don't get me wrong--we have hardcore fans out there that love this about our game, but for the typical player, it can be difficult not to be overwhelmed at times.

To address this, we've added two new geographic designations to the world map: theaters and battle zones. It is now possible to designate which areas of the world you still want to micromanage by maintaining tactical control of units–€–and which areas you prefer to leave up to your computer-controlled cabinet ministers and generals. Also, you can set up different rules of engagement on a theater or a battle zone level, so your units sitting in North America aren't necessarily at the same alert level and operating under the same rules of engagement as your units in South Vietnam.

GS: How has the diplomatic game been expanded? What else can you do with your neighbors besides invading them?

DT: As I mentioned before, the biggest change to our previous games is the role that "influence" plays. The real key to success in Cold War will not come from invading your neighbor, but instead from influencing them to your way of thinking without going to war. That will be accomplished mainly through diplomatic efforts such as various types of aid and good trade relations, but also through other actions, such as possibly helping an ally discover that it has been infiltrated by spies from another rival country, or by being the first nation to reach a milestone in the space race.

Furthermore, inaction can have just as much effect on your influence as taking action. If you let the USSR put missiles in Cuba without blockading the island, what do you think will happen to your influence levels?

I do want to stress that actually going to war over an issue will not necessarily be a failure (as in a game like Chris Crawford's Balance of Power), but if you do, it will be a good idea to try and limit its scope. Wars have a nasty habit of escalating, and in the era of the Cold War, that could lead to a long, cold nuclear winter.

GS: Finally, is there anything else you'd like to add about the game?

DT: We've based it on a historical period that was incredibly interesting and diverse. We've also taken a great many steps to make it a more approachable game to learn without "dumbing it down," so hopefully players that would normally consider something like this to be too much of a grognard's game will take a look anyways. They might find that they'd enjoy a game that challenges more than just their trigger finger.

GS: Thank you.

Read and Post Comments | Get the full article at GameSpot


"Supreme Ruler: Cold War Q&A - First Details" was posted by Staff on Fri, 21 Jan 2011 14:33:57 -0800

Source: http://www.gamespot.com/pc/strategy/supremeruler2020coldwar/news.html?sid=6286783

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EA announces Battlefield Play4Free

The team that developed Battlefield Heroes at EA DICE reveal a brand new free-to-play Battlefield game that returns to its action game roots.

The new game, Battlefield Play4Free, features photo-realistic characters, environments, weapons, and maps, according to EA.

The game also features signature Battlefield gameplay such as large-scale team battles for up to 32 players, vehicular warfare, and sandbox-style gameplay.

EA further promises "the best maps" from Battlefield 2, a combat skills system that lets players improve their characters over time, the ability to earn in-game currency to buy weapons and armor, and 16 vehicles such as the Mil Mi-28 attack helicopter, F35 VTOL jet fighter, the Russian T-90 main battle tank, and the LSV light strike vehicle. Expect the final game to feature some type of micro-transaction system as well.

Battlefield Play4Free goes live in spring 2011. A closed beta test of the game launches November 30. To sign up, visit www.battlefield.play4free.com.

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Mass Effect 2, Red Dead Redemption top VGA Nominations

Mass Effect 2 tops the 2010 Spike TV Video Game Awards with 10 nominations in nine categories including Best RPG, Best Original Score, and Best Performance by a Human Female.

Red Dead Redemption follows closely with eight nominations in multiple categories such as Best Action Adventure Game, Best DLC, and Best Graphics. Call of Duty: Black Ops scored eight nominations in seven categories including Game of the Year, and Best Multiplayer.

The 2010 Spike TV Video Game Awards air on December 11 at 8 p.m. ET. This year's awards show features reveals of three games including Batman: Arkham City, BioWare's next game, and Guillermo del Toro's game project with THQ. To learn more about the VGA's, visit www.spike.com/event/vga. The full list of nominees follow below:

Game of the Year:
Call of Duty: Black Ops
God of War III
Halo: Reach
Mass Effect 2
Red Dead Redemption

Studio of the Year:
Treyarch
BioWare
Blizzard Entertainment
Bungie Studios
Rockstar San Diego

Best Xbox 360 Game:
Alan Wake
Fable III
Halo: Reach
Mass Effect 2

Best PS3 Game:
God of War III
Heavy Rain
Modnation Racers
Red Dead Redemption

Best Wii Game:
Donkey Kong Country Returns
Kirby's Epic Yarn
Metroid: Other M
Super Mario Galaxy 2

Best PC Game:
Fallout: New Vegas
Mass Effect 2
Sid Meier's Civilization V
StarCraft II: Wings of Liberty

Best Handheld Game:
God of War: Ghost of Sparta (PSP)
Professor Layton and the Unwound Future (DS)
Super Scribblenauts (DS)

Best Shooter:
Battlefield: Bad Company 2
BioShock 2
Call of Duty: Black Ops
Halo: Reach

Best Action Adventure Game:
Assassin's Creed: Brotherhood
God of War III
Red Dead Redemption
Super Mario Galaxy 2

Best RPG:
Fable III
Fallout: New Vegas
Final Fantasy XIII
Mass Effect 2

Best Multiplayer:
Halo: Reach
Call of Duty: Black Ops
Battlefield: Bad Company 2
StarCraft II: Wings of Liberty

Best Individual Sports Game:
EA Sports MMA
Shaun White Snowboarding
Tiger Woods PGA Tour 11
UFC Undisputed 2010

Best Team Sports Game:
FIFA Soccer 11
Madden NFL 11
NBA 2K11
MLB '10: The Show

Best Driving Game:
Blur
Modnation Racers
Need for Speed: Hot Pursuit
Split/Second

Best Music Game:
Dance Central
DJ Hero 2
Def Jam Rapstar
Rock Band 3

Best Soundtrack:
Guitar Hero: Warriors of Rock
DJ Hero 2
Rock Band 3
Def Jam Rapstar

Best Song in a Game:
"Basket Case" - Green Day: Rock Band
"Black Rain" - Sound Garden, Guitar Hero: Warriors of Rock
"Far Away" - Jose Gonzalez, Red Dead Redemption
"Goldeneye" - Nicole Scherzinger, Goldeneye 007
"Won't Back Down" - Eminem, Call of Duty: Black Ops
"Replay/Rudeboy Mashup" - Iyaz & Rihanna, DJ Hero 2

Best Original Score:
God of War III
Halo: Reach
Mass Effect 2
Red Dead Redemption

Best Graphics:
God of War III
Heavy Rain
Kirby's Epic Yarn
Red Dead Redemption

Best Downloadable Game:
Costume Quest
Lara Croft and the Guardian of Light
Monday Night Combat
Scott Pilgrim vs. The World: The Game

Best DLC:
BioShock 2: Minerva's Den
Borderlands: The Secret Armory of General Knoxx
Mass Effect 2: Lair of the Shadow Broker
Red Dead Redemption: Undead Nightmare

Best Independent Game:
Joe Danger
Limbo
Super Meat Boy
The Misadventures of P.B. Winterbottom

Most Anticipated Game:
Batman: Arkham City
BioShock Infinite
Gears of War 3
Portal 2

Best Adapted Video Game:
LEGO Harry Potter: Years 1 - 4
Scott Pilgrim vs. The World: The Game
Spider-Man: Shattered Dimensions
Star Wars: The Force Unleashed 2
Transformers: War for Cybertron

Best Performance by a Human Male:
Daniel Craig as James Bond in Bloodstone 007
Gary Oldman as Sgt. Reznov in Call of Duty: Black Ops
John Cleese as Jasper in Fable III
Martin Sheen as Illusive Man in Mass Effect 2
Nathan Fillion as Sergeant Edward Buck in Halo: Reach
Neil Patrick Harris as Peter Parker in Spider-Man: Shattered Dimensions
Sam Worthington as Alex Mason in Call of Duty: Black Ops

Best Performance by a Human Female:
Dame Judi Dench as M in 007 Bloodstone
Dancia Patrick as Herself in Blur
Emmanuelle Chriqui as The Numbers Lady in Call of Duty: Black Ops
Felicia Day as Veronica in Fallout: New Vegas
Jennifer Hale as Commander Sheppard (female) in Mass Effect 2
Kristen Bell as Lucy Stillman in Assassin's Creed: Brotherhood
Yvonne Strahovski as Miranda Lawson in Mass Effect 2

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

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Analysis: Digital Rights Management in PC gaming

A controversial Assassin's Creed II digital rights management (DRM) measure has PC gamers in a rage over anti-piracy measures that punish the gamer more than they prevent piracy. GamePro investigates DRM and asks publishers and pirates what works, what needs work, and how creators can protect their IP without pissing off paying customers.

Illegal software distribution has plagued developers since the days of the floppy disk, and even now PC game publishers are still struggling to prevent piracy. Contemporary copy protection schemes can be as complicated as online verification checks or as simple as entering a 16-digit product key while installing a game; but the one thing all DRM systems have in common is a limited shelf life.

"Every copy protection scheme gets cracked, it's just a matter of time," Stardock CEO Brad Wardell tells GamePro. Through Stardock's online games distribution service, Impulse, the company has spearheaded new DRM measures that respect the rights of the player.

"It makes me very angry to see our stuff pirated, but that's an emotional reaction," Wardell continues. "The logical reaction is to reward the customers who do buy your product when they could get it elsewhere for free."

Analysis: Digital Rights Management in PC gaming

Rewarding paying customers with added content is a popular piracy deterrent (e.g. the PC releases of Mass Effect 2 and Left 4 Dead 2), however, Ubisoft doesn't plan on taking that route with their new DRM system. The company announced that starting with Assassin's Creed II, all of its PC games would use a new online-only system that stores user data and saved games on Ubisoft's servers rather than on the player's computer.

Press outlets previewing the game on PC were the first to get a look at the system, which requires constant access to the internet in order to play the game. As reported by PC Gamer UK, losing your internet connection in Assassin's Creed II immediately halts gameplay while the system tries to reconnect. If it fails, all progress is lost up to the previous checkpoint.

The new system is controversial, drawing outrage from users on several different news outlets. GamePro user Falen1138 sounds off, "I will NEVER AGAIN buy a UbiSoft [sic] game if they do this," citing how unfair it was of Ubisoft to assume all users would have constant internet access.

Ubisoft responded to the outcry with conciliatory remarks and frustration over the state of the PC software market in a follow-up phone interview with PC Gamer UK. "Piracy is a big, huge, hairy problem," an unidentified Ubisoft representative tells them. "It's a [PC] market that suffered a lot because of piracy, and we're all just trying to figure out what we think is the best way to deal with it."

Though Ubisoft could not be reached for comment on this article, we were able to contact people directly affected by the new DRM. ManCat, a 25-year-old software pirate, agreed to speak with us on the condition that we not use his real name:

"I'd buy more shit if the system wasn't so stupid," he says. ManCat has been illegally downloading movies, music and games for more than 10 years, claiming restrictive DRM policies are his primary motivation for theft. "If I download something legally from iTunes or Steam, I don't have full control over my own purchase; I'm not allowed to transfer my music between machines or loan my game to a friend. Perversely, if I pirate a game or a movie I can do whatever I want with that file."

Like many consumers, ManCat feels his complaints are falling on deaf ears. Companies like Stardock Entertainment and Good Old Games say they're listening, however, and they believe abandoning the arms race entirely is a better business decision than trying to stay ahead of software criminals. Wardell claims sales have actually improved since the company relaxed their DRM policies.

"Requiring players to constantly check in with Ubisoft servers is just bad business because it inconveniences honest customers while rewarding successful pirates with a less invasive experience," says Wardell. "Plus Ubisoft is stuck paying the server overhead of an MMORPG, without the monthly revenue."

Many thieves hide behind moral outrage, however, as an easy excuse to avoid paying for games. Big publishers like Ubisoft are justifiably concerned about losing millions of potential sales to illegal distribution; Call of Duty: Modern Warfare 2 managed to become the most pirated game of 2009 despite not hitting shelves until November. Even if less than one percent of the estimated 4 million downloads equated to a lost sale, that still means Activision and Infinity Ward lost more than 25,000 customers in just two months.

So why aren't smaller companies like Stardock more concerned? "Small publishers need audience exposure, so protecting their content from being pirated actually has a negative effect," Bill Rosenblatt responds. As a digital rights expert and founder of GiantSteps Media Technology Strategies, Rosenblatt spends a great deal of time analyzing copy protection schemes.

Rosenblatt tells GamePro that despite vocal oppposition, DRM software like StarForce and SecuROM aren't going away. "Big names like EA and Ubisoft, they don't need exposure anymore," he says. "What they need now is to protect their intellectual property from theft."

It's not clear, however, that copy protection ever effectively deterred software criminals. When illegal distribution first became a serious issue during the 1980s, PC software developers like Infocom and Sierra attempted to maintain control of their products by bundling games with gratuitous goodies that doubled as DRM. Players were usually required to consult a game's manual for fictional codes or recipes in order to play; The Secret of Monkey Island included an infamous "Dial-A-Pirate" spinning toy that doubled as a copy protection code wheel.

These "feelie" extras were effective at deterring pirates. But then the internet came along and made subverting static copy protection -- literally -- child's play. In response, developers began including unique serial keys to verify software, a practice that continues even now (e.g. The Sims 3).

"Activation codes have consistently proven to be effective in combating illegal distribution," says Rosenblatt. "Software vendors are focused on the bottom line; they wouldn't use DRM that doesn't work."

Yet publishers sometimes push copy protection past the point of reasonable return, and players have to fight back. In 2008 Electronic Arts listened to public outrage (and a class action lawsuit) over Spore's invasive SecuRom copy protection software, relaxing the maximum install limit and backpedaling on early claims that the game would demand online license verification at regular intervals. EA did the same for Mass Effect on PC later that year, and in 2010 Mass Effect 2 was released with no DRM strategy beyond a simple disc check (and the promise of bonus content via the Cerberus Network.)

"Effective DRM demands consumer activism and community standards for what is acceptable," says Rosenblatt. "We need organizations like Reclaim Your Game to publicly endorse consumer-friendly DRM strategies and the games that include them."

Reclaim Your Game (RYG) is a consumer advocacy group formed in the wake of EA's announcement that the original Mass Effect would require online verification every ten days. The group has quickly become the premiere DRM testing community and works with DRM vendors like StarForce and ByteShield to evaluate various copy protection schemes.

"The plan right now is to continue to provide clear and precise updates on DRM and DRM systems provided within the gaming industry," RYG representative Ulysses Mockett tells GamePro. "We believe in the need for the industry to provide fair and end-user friendly DRM schemes which strikes a balance between protecting [publisher's] games and providing gamers with a stress-free and enjoyable experience, and we invite Ubisoft to have their product independently evaluated by RYG."

Analysis: Digital Rights Management in PC gaming

The DRM debate has always been a tug of war between consumers and creators, so perhaps the solution is to put a neutral third party in the middle. While RYG is strictly a volunteer endeavor, there's nothing stopping a non-profit DRM rating board from informing consumers about their buying decisions.

"It's a smart idea, and I hope game companies listen," ManCat says after hearing about RYG from GamePro. "I like buying games to play with friends and earn Achievements, so I only download cracked versions of single-player games with ridiculous DRM. The sooner they [game publishers] start respecting their fans, the sooner I'll pay for Assassin's Creed II."

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