Thursday, March 31, 2011

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."

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/pyJqc3-yULM/

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Top Story: RedLynx teases 'a game that lasts 1000 days'

Everyone loves a good mystery, and RedLynx is more than happy to provide. The teaser for the team's upcoming 1000 day-long game for iOS devices is this morning's Top Story.

Finnish developer RedLynx, best known for the hugely successful Trials HD on Xbox LIVE Arcade, has released a video teaser for their new, as-yet untitled game. The new title promises to be a game that lasts one thousand days, with a new map and hero available each day. Players are challenged to gather one thousand treasures on their journey through time.

"There is a timeline inside all of us," said Antti Ilvessuo, Creative Director of RedLynx. "A past that guides us, ancestors whom time may have forgotten, but whose choices influence us even today. This game takes these ideas, and plays with them in a fun and engaging way."

RedLynx has so far remained rather tight-lipped about the exact details of the game -- we have no idea what kind of game it is, even -- but promises a new adventure every day for 1000 days. Each new adventure features a new map, a new hero and new relics to gather. And from what Ilvessuo says, we can presumably expect events from previous days' play to affect subsequent adventures.

This could potentially be an interesting solution to the assumption that people don't want to play longer games on mobile devices. If each daily adventure is short enough, people will be willing to invest a few minutes of their time each day to see the saga through to its conclusion. Assuming the gameplay is compelling enough to keep people playing for 1000 days, of course. That's nearly 3 years' worth of game -- it better be good to keep people interested!

You can follow the latest news on the mystery game at the official site.

STAT CHECK -- 6:50AM PST, Feb. 24, 2011
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Top Story is an analysis of a topic that seems to be on everybody's mind for the day -- it could be the most important story in our industry, or it could be a dumb story that got a ton of comments. You, the reader, vote with your attention by viewing and commenting on stories in our New Flash section.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/wpt00wwAOlA/

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TGS 2005: Ys IV: Mask of the Sun Hands-On

We get our hands on this port of the Super Famicom game at TGS 2005.

TOKYO--Ys IV: Mask of the Sun was originally a Super Famicom game that never saw a release outside of Japan. The port of Mask of the Sun to mobile might suffer the same fate, as there has been no release date, as of yet, scheduled for any other territory. It's too bad, particularly because the Ys franchise is quite popular in Japan, and would probably succeed, at least given its cult popularity, elsewhere. However, aside from the recent Ys VI: Ark of Napishtim, Ys games have not been translated to other regions in quite a long time. For this reason, you might not know that the hero of Mask of Sun, the red-haired Adol Christian, is the protagonist of all the Ys games. Fortunately, you don't need to be familiar with the story to appreciate each individual entry into the series.

We ran around the town and engaged in a few battles with young Adol, and we can report that the game feels very good on the mobile platform. Although the game isn't as smooth as its SNES predecessor, the discrepancy is only noticeable if you directly compare the two, as the mobile version still controls well, especially given the natural difficulties of implementing console-based control schemes on cell phones. It looks good, too--an excellent translation of Ys' artistry into a more limited format. Although the story and appearance of the game are different from other RPGs, the gameplay is traditional in many respects. The objective is to engage in battles, gain experience, progress the story, and continually upgrade your armor and equipment. There are three slots to choose from in Mask of the Sun: one for your weapon, another for shield, and one for armor. In towns, you interact with other characters and spend time in shops.

Ys: Mask of the Sun is a good port of an interesting game that may not revolutionize RPG mechanics, but is a worthy representation of the genre nonetheless. We hope to get the good news that this game will see a North America release, but given the amount of localization that would be necessary, it might not be possible. We'll provide more information on Ys IV: Mask of the Sun as it is made available.

Read and Post Comments | Get the full article at GameSpot


"TGS 2005: Ys IV: Mask of the Sun Hands-On" was posted by Carrie Gouskos on Wed, 21 Sep 2005 16:59:58 -0700

Source: http://www.gamespot.com/mobile/rpg/ysivmaskofthesun/news.html?sid=6134089

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Weekend (Stale) Bread: The stories we didn't post on November 12-14, 2010

While fans enjoyed their first full weekend of Black Ops, internet news sleuths discovered a handful of other secrets. Learn about them in this weekend's stale bread.

11/12-15--Hope you entered...

Sly 4 Teased In Sly Collection Trailer

Will: Not only does the Sly Collection have HD versions of three of the PS2's best platformers, but it also has a trailer of what's sure to be the next great one too.

Dave: The Team Ico collection due next year needs to do this one better and include a demo with their compilation.

Angry Birds coming to Wii, Xbox, PSN. Multiplayer to resemble 'old school Worms'
AJ: The title says it all. Except the fact that I'm really glad to hear both things.

Dave: I'm glad this game is heading to HD platforms, and I'm curious to see what additions will push this game past the $1 price point.

Turbografx Games Finally Coming To PSN
Will: Right now, this news is relegated to Europe, but hopefully this underrated system's best will also be downloadable stateside soon.

Dave: With the Virtual Console a shadow of its former self, another DLC platform needs to pick up the pieces. PSN, I welcome you to that role.

Insane Nintendo Fan Recreates Super Mario Bros. 3 in New SMB

Dave: Nintendo, the first thing you're going to want to do is sue or shut down these developers. I'm going to plead for you to do something completely different and commission these guys to make DLC for New Super Mario Bros. The millions and millions of folks who bought both versions are probably dying for more content at this point.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/PkKnweiOY0U/

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Tell us how you really feel: what are you doing for Black Friday?

Black Friday is the biggest shopping day of the year, and there's no shortage of video game deals to choose from. We polled our Twitter community to learn their plans.

With Black Friday deals circulating the internet like wildfire, we posted the following question to our almost 22,000 followers:

We rounded up the best Black Friday deals (http://bit.ly/ih1zI2). Now we want to know your BF plans. Best replies posted, one wins swag.less than a minute ago via TweetDeck


Citing the insanely crowded stores, shopping malls, and parking lots, quite a few respondents plan to skip out on shopping this Friday. Here are the people who won't be waking up early the day after Thanksgiving:

@GamePro My plan of attack as follows: a rousing round of snoring followed by an extra lengthy session of sleeping in. #blackFridaySucksless than a minute ago via web


@GamePro Amazon. I really don't want to be crushed in a stampede of soccer Mom's for a zuzu pet.less than a minute ago via web


@GamePro Stay home from the craziness that is Black Friday. I find better sales AFTER the holidays, that's how I got AC:2 for $15 last year.less than a minute ago via TweetDeck


@gamepro I figure I'm gonna kick back & enjoy a good ol' round of news channel surfing on BF. Better to watch the madness than get trampledless than a minute ago via Twitter for iPhone


Those who do have shopping plans this Friday have already set their targets on their shopping destination(s). Here's their plans, including a top choice that you wouldn't expect to be popular amongst gamers:

@GamePro Get Dance Central for free from Old Navy!less than a minute ago via web


@GamePro not gonna camp out this year... gonna go ski with friends but will try to snag the freee copy of dance central from old navyless than a minute ago via web

@GamePro Going to be crazy and hit Walmart, Lowe's, GameStop, & K-Mart, hit the XBLA sales & GM a Pathfinder game. Then, Waffle House y'all!less than a minute ago via Echofon


@gamepro Buy lots of cheap games from Wal-mart and try to avoid being trampled. Go home and play said games and stuff my face some more.less than a minute ago via web


Our choice for today's top tweet is from frequent GamePro commenter Fat_bot, who's learned that when it comes to great gaming deals, you often don't even have to set foot outside. Congrats, Fat_bot, you have until the publication of tomorrow's "Tell us how you really feel" article to escape your box and claim your swag by sending a direct message to GamePro on Twitter. Here's his response:

@GamePro My Black Friday plan is to ensconce myself in a leaded, reinforced concrete box with an internet connection to avoid crazy shoppersless than a minute ago via web

While the deals will certainly continue to pile on in the coming days, the proliferation of Cyber Monday has made Black Friday a bit less of a major to-do amongst gamers. Luckily, a few ingenious outlets (like Old Navy) have concocted some unique deals that you still can't find anywhere but in stores. If you can brave the crowds, you might find a good deal and (GASP!) enjoy the bargain hunting that Black Friday affords.

What do you think of the replies above? Do you want to include your plans in the mix? Please continue the conversation by posting a comment below or by replying to GamePro on Twitter.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/gJM7_Ah58WA/

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WWE All Stars Q&A - Matches, Cages, and Weapons

THQ San Diego walks us through all of the game modes in the upcoming arcade brawler.

     

If you've been following WWE All Stars, you'll know that the game offers an over-the-top style of wrestling where little things like rules and physics don't carry a lot of weight. Such a game seems like a great opportunity to get creative with the usual selection of match types, so we chatted with senior designer David Friedland to see what fans can expect from All Stars' various game modes.

GameSpot: Let's start with the basics. What are the standard game modes that you knew you had to have in the game--those cornerstones of any wrestling title? How are you trying to make them stand out in All Stars?

David Friedland: When we began development on WWE All Stars, we looked at every major match type in WWE history and prototyped most of them. Ultimately, we went with the match types that best supported our fast-paced, over-the-top and arcade-style gameplay. These include standard 1 vs. 1, Triple Threat, Fatal 4 Way, Tornado Tag, Elimination, Extreme Rules, and Steel Cage. In addition, we added two progression modes: Path of Champions and Fantasy Warfare. These modes are similar to the ladder progressions you find in modern fighting games but with a unique WWE style.

GS: How about the more "out there" match types? Tell us about the other modes in WWE All Stars and what players should expect out of these.

DF: We have taken a number of liberties with the standard WWE match rules in order to better accent our gameplay style. Falls count anywhere. There are no count outs or rope breaks, and the only way to get disqualified is to bash your opponent repeatedly with an object. Standard Tag Team has been replaced by Tornado Tag, where all four competitors are in the ring at the same time. In Steel Cage matches, your ability to escape is tied to the amount of damage you do to your opponent, forcing players to mix it up rather than simply attempting to climb out right from the start. All of these decisions were made to support the pacing of the game and eliminate anything that took away from the depth of the combat system. We also wanted to make certain that all of our match types were playable online.

Fantasy Warfare is a mode that will have huge appeal to WWE fans. These 15 matches pit WWE Legends of yesterday against WWE Superstars of today to determine the best of the best in a number of categories. Some of the matchups may seem obvious. Who else would compete for Greatest Big Man besides Andre the Giant and Big Show? Other matchups focus more on personality or lifestyle than physical attributes. In the Superior Lifestyle matchup, beer-drinking hell-raiser "Stone Cold" Steve Austin faces off against the straight-edge CM Punk to determine the better role model. Each of these matchups has an accompanying video package highlighting the buildup to the match. WWE really knocked it out of the park with these videos. WWE Legends and WWE Superstars who have never competed against one another now appear to have actual rivalries going.

Path of Champions is a fighting-game-style mode with a series of three 10-match ladder progressions. Each of the three paths has accompanying cinematics voiced by the real-life WWE Superstars. In the WWE Legends path, players face Undertaker with Paul Bearer for the World Heavyweight Championship. In the WWE Superstars path, players compete to face Randy Orton for the WWE Championship. In the Tag Team path, players battle to face D-Generation X, comprised of Triple H and Shawn Michaels, for the WWE Tag Team Championship.

GS: Can you talk about the creative process behind coming up with these game modes? How you went from the initial batch of ideas to what ultimately made it into the game?

DF: Ultimately it was about the gameplay. The pacing of WWE All Stars is very different when compared with previous WWE games. Some match types lent themselves well to our style. Four-player matches, for example, are gloriously chaotic affairs with their own special strategies. With Steel Cage matches, the WWE All Stars environment is perfectly suited for huge, high-flying moves. Some matches, with object-oriented victory conditions, did not make the cut, as accomplishing the victory conditions was either too easy at our game's speed or caused too much of a slowdown in the action for our tastes.

Fantasy Warfare was a lot of fun to create. The development team at THQ San Diego has many diehard, lifelong WWE fans who have been watching these WWE Legends and WWE Superstars for many years. Everyone on the team had matchups they wanted to see, and the ideas flowed freely. Once we had the roster finalized, Fantasy Warfare really started coming together. As stated earlier, while some of the matchups were easy to imagine, such as Hulk Hogan vs. John Cena or Andre the Giant vs. Big Show, others required thinking outside the box. In the end, we came up with 15 matchups that really showcase the personalities and abilities of our roster.

GS: One of the big parts of WWE All Stars is the idea of different classes with distinct advantages and disadvantages against one another. Can you talk about how the class system affected the creation of these modes and how their interactions might differ from a standard one-on-one match?

DF: The class abilities definitely have an impact on some of the match modes. Nowhere is this more apparent than with the Acrobats and Big Men. Acrobats have some unique advantages in Steel Cage matches, where they can leap up to the sides of the cage walls and rebound off for high-angle attacks on their opponents that are very hard to defend against. In three- to four-player matches, the range of an Acrobat's turnbuckle moves make them especially dangerous, as opponents are never quite sure who they are going to attack next. Three- to four-player matches are also where the Big Men truly shine. Their ground stomp juggles can often pop multiple opponents into the air at once. Their ability to punch or kick an opponent out of the ring makes them great partners in Tornado Tag, allowing them to easily create distance between the opposing partners so they can double-team a single opponent.

GS: How much of an influence on the design of these modes was the decade-spanning collection of WWE superstars you have in the game? The sport has changed a lot over the years, so how did you make sure that each type of match would work well with, say, an '80s Superstar and a modern Superstar?

DF: Most of our match types were popular throughout WWE history, and all of the WWE Legends and WWE Superstars in our game have all the tools they need to compete in these match types.

Where our roster really influenced our design was in the Path of Champions and Fantasy Warfare modes. Path of Champions has three separate paths players can select, with each tailored to a different era in WWE history. In the WWE Legends path, players are up against old-school Undertaker--back when he was managed by Paul Bearer. All of the opponents in this path are WWE Legends themselves. The WWE Superstars path has a more modern feel, with players confronting "The Viper," Randy Orton, and other current WWE Superstars. The Tag Team path offers the best of both worlds, with players competing for the right to face D-Generation X, the popular tag team featuring WWE Superstar Triple H and WWE Legend Shawn Michaels. This path features a mix of both WWE Legends and WWE Superstars as opponents.

Fantasy Warfare is all about the roster. With the WWE All Stars roster evenly split between WWE Legends and WWE Superstars, it was a matter of finding the best matchups and best themes and then working with WWE to create pay-per-view-quality video packages to accompany each matchup. Initial reaction to these matchups has been hugely positive, and we can't wait for the gaming public and the WWE Universe to get the chance to play through Fantasy Warfare in its entirety.

GS: Thanks for your time, David!

Read and Post Comments | Get the full article at GameSpot


"WWE All Stars Q&A - Matches, Cages, and Weapons" was posted by Staff on Mon, 14 Mar 2011 08:57:31 -0700

Source: http://www.gamespot.com/wii/action/wwe-all-stars/news.html?sid=6303520

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Wednesday, March 30, 2011

CTIA 2005 Star Wars Battlefront Hands-On

We played this Star Wars whack-a-mole game for the greater good of the Rebellion.

 

SAN FRANCISCO--Battlefront is a game of Wack-a-Mole, set in the Star Wars universe, as shown through the first-person visor-view of its successful console predecessor. You play as a Rebel soldier or an Imperial stormtrooper and attempt to turn the tide of war in several locales across multiple planets. Leaderboards play a central role in the game. Each area will be dominated by the Rebellion or the Empire, and it's up to you to change the outcome of battle.

Although you're indirectly fighting against other players, you never encounter them in battle. Instead, you're pitted against three waves of members of the opposing faction. You have only to cycle through them with the lateral directional keys and shoot at them with the OK key. Fast-twitch reflexes are paramount to your success.

By successfully completing a mission, you'll increase your faction's score for that planet and sector. Some of the planets available are Endor, Kashyyyk and Tatooine, and each features about six areas. A conscientious player would seek out the areas most thoroughly dominated by the opposition and attempt to remedy the situation through swift and decisive action.

In addition to your standard blaster, you wield two or three plasma grenades. These clear the screen of enemies, and so they should be used sparingly, as they're really useful when you're in a bind. Throwing a grenade triggers a slow explosion animation. When the smoke clears, all those jerks shooting at you will have vaporized.

Battlefront isn't much more than a Wack-a-Mole game, but its robust online leaderboard system adds new, addictive qualities to its familiar gameplay. Battlefront will launch exclusively on Cingular on November 1.

Read and Post Comments | Get the full article at GameSpot


"CTIA 2005 Star Wars Battlefront Hands-On" was posted by Avery Score on Wed, 28 Sep 2005 21:30:09 -0700

Source: http://www.gamespot.com/mobile/action/starwarsbattlefront/news.html?sid=6134632

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The Secret of Monkey Island: Special Edition iPhone Hands-On

One of the most beloved adventure games of the last 20 years, The Secret of Monkey Island, is back and in all-new high definition glory. Lucasarts revealed The Secret of Monkey Island Special Edition at this year's E3 alongside a new episodic adventure, the PC's Launch of the Screaming...

 

Get the full article at GameSpot


"The Secret of Monkey Island: Special Edition iPhone Hands-On" was posted by rambo_ando on Fri, 14 Aug 2009 08:49:38 -0700

Source: http://www.gamespot.com/iphone/adventure/thesecretofmonkeyislandspecialedition/news.html?sid=6233698

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Moon Diver Hands-On Preview

The director of Strider tries his hand at a new downloadable multiplayer action game.

 

You might not immediately recognize the name Kouichi Yotsui, but if you've been playing video games for a while, you probably know some of his work--most notably Capcom's popular action game, Strider. Not surprisingly, Yotsui's newest project, Moon Diver, bears some resemblance to the arcade classic in fundamental ways. Each of the four playable characters is equipped with a melee weapon that functions not unlike Strider Hiryu's scythe in that attacks are rapid, but they have relatively short range. Additionally, each of these four characters can also cling to walls and other surfaces to attack enemies or to just generally avoid danger.

Indeed, Moon Diver's core gameplay feels very Strider-like, but there are some key differences that give Moon Diver the depth its arcade ancestor lacks. Each character starts with varying stats for health, magic, and power--the kind of stats you start out with will be determined by the character you choose. For example, if you select Seyfert, you'll have balanced stats, whereas if you select the beefy Ourion, then you'll have more power than the other characters. This means that your strategy, at least early on in Moon Diver, will be largely dictated by your character's strengths. But, as you kill enemies, you gain experience and eventually level up. At the end of each stage (or restarting one after death), you have the opportunity to put extra points into individual stats, so if you find that your character isn't strong enough or you're running out of magic power too quickly, then you can increase your stats in those areas to compensate.

This becomes an increasingly important aspect of Moon Diver as you progress through increasingly difficult stages found within each level. Moon Diver can be quite punishing at times if you're not closely paying attention to what's happening onscreen or if you're not using all the tools at your disposal. One such tool is the moonsault combination--a special ability that uses your magic power. What these special abilities do depends on which ones you have equipped. You can have up to four equipped at once (accessible via the D pad), but each character starts with a single default moonsault. Some of them are offensive oriented, shooting out bolts of energy or causing your character to zip around the screen to inflict damage on all enemies in the area. Others are passive, granting you some extra power for brief periods of time or even enabling stealth that momentarily prevents cannons and other such weapons from tracking you. To get these other abilities, or to use stronger versions of them, you have to find them as they're generally placed in hard-to-reach areas within a level.

The dynamics of the moonsault combinations are changed somewhat when participating in a four-player multiplayer game (players can drop in and out at any time). In fact, you can actually team up with other players to use one of these abilities. If one player requests to do a moonsault with you, then you receive the benefit of not losing any magic power for doing so. This feature is especially handy with dealing with some tough bosses that are easy to waste magic on if you're not careful. Of course, just having other players in a game to help deal out damage is pretty helpful as well.

The nice thing about Moon Diver's leveling system and your various skills is that you do become noticeably stronger throughout the course of the game. Enemies that appeared in earlier levels are easily dispatched in later levels with a powered-up character, but Moon Diver will throw plenty of other challenges at you during the course of the game that require more than just a strong character to survive. Moon Diver is currently scheduled for release on March 29 on the PlayStation Network and sometime in April for Xbox Live Arcade.

Read and Post Comments | Get the full article at GameSpot


"Moon Diver Hands-On Preview" was posted by Giancarlo Varanini on Thu, 17 Mar 2011 15:55:19 -0700

Source: http://www.gamespot.com/ps3/action/necromachina/news.html?sid=6304536

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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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TGS 2005: Dragon Quest II Hands-On

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

 

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

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

Read and Post Comments | Get the full article at GameSpot


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

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

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Atlus America announces The Cursed Crusade

Atlus America's next game takes on the turmoil of the 12th century in The Cursed Crusade, an action-adventure developed by Kylotonn Entertainment.

Set for a summer release for the PlayStation 3, Xbox 360, and PC, The Cursed Crusade stars two warriors -- in the press release for the announcement, Atlus America's Aram Jabbari clearly spells out that they aren't heroes but "just men, susceptible to temptation, easily made to feel doubt and despair" -- as they seek to overcome a curse that could doom their souls during the dawning of The Fourth Crusade.

The Cursed Crusade is a third-person game with five chapters and 40 missions, and its combat offers more than 90 combos and 130 weapons. The game also has splitscreen and online co-op.

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Tuesday, March 29, 2011

Analysis: What's Really Happening With Rockstar San Diego

Are we seeing a repeat of EA Spouse, or just a lot of steam being blown off by anonymous disgruntled employees? Rockstar's not talking and the wives of employees have said all they mean to say – but our experts provide some insight.

Last Friday, industry website Gamasutra posted a letter from individuals claiming to be the wives of Rockstar San Diego employees that decried working conditions at the company and demanded "immediate action to ameliorate conditions of employees."

That post set off a series of anonymous reports from alleged Rockstar employees to numerous publications to similar effect. These sources say that working conditions in various Rockstar studios are in bad shape between delayed games and unhappy employees; and they lay the blame firmly on management. With tensions rising all week long, journalists likened the situation to the EA Spouse blog post of 2004 where the fiancé of an EA employee drummed up community support while her partner took the company to court for unpaid overtime wages.

However, this time around, there is no lawsuit. The last worker-related lawsuit involving Rockstar was filed in 2006 and settled out of court in April 2009. As of right now, there are no official complaints on record with the International Game Developers Association about Rockstar San Diego (although the organization is opening an investigation into the situation). And through it all, Rockstar has had "no comment." Although they did post this wallpaper after one anonymous source compared Rockstar New York to The Eye of Sauron:

Analysis: What's Really Happening With Rockstar San Diego

To find out what's really going on – why Rockstar won't talk and why nobody is taking legal action – we turn to expert sources outside Rockstar for insight.

The Power Play Angle

The first angle we approached the situation from was a public relations perspective. Why wouldn't Rockstar defend itself against these allegations, even if there is some truth to them?

Tom Ohle, Director of Evolve PR and games industry veteran of eight and a half years, answers: "At this point, if you come out and make a statement, you're legitimizing it."

Ohle explains that as the situation stands, what's going on at Rockstar is a human resources issue, not a public relations one. That doesn't mean that the publicists at Rockstar are doing absolutely nothing. Obviously, if Rockstar's parent company Take-Two suffers a loss of investor money over this incident, Rockstar will have to say something. But until that becomes apparent, their hands are tied.

"As a PR guy, it sucks to say this," Ohle says, "but my initial reaction is to wait and see if it dies down. Anything you say will be taken the wrong way, anyway. It's a no-win situation."

Until something happens – like a formal complaint being filed with the IGDA or a similar workers' rights group taking the issue to court – Rockstar's image could go either way.

The Legal Angle

So our next question is why haven't the wives of Rockstar San Diego employees gotten their spouses into court? There's certainly precedent for it with the EA Spouse incident barely four years behind us.

In that instance, EA was already quietly involved in one lawsuit with Jaime Kirschenbaum about unpaid overtime when in November 2004, Erin Hoffman – fiancé of EA employee, Leander Hasty – posted anonymously about the poor working conditions on Livejournal. Hasty filed his own lawsuit against EA four months later and was shortly joined by other EA employees. The cases got massive media attention both from the games industry and from mainstream news publications and EA settled the cases out of court.

Analysis: What's Really Happening With Rockstar San Diego

Precedent, however, may not be good enough to get Rockstar into court over the Wives' letter. We spoke with Gary Paranzino, an attorney who runs his own firm dealing with legal issues between employers and their employees. He points out that in general, very few workplace issues can be resolved using the legal system. He tells us that the employees at Rockstar San Diego probably can't take their grievances to court successfully.

"The legal system doesn't provide a practical remedy for bad management or working conditions," he tells GamePro. A non-exempt employee can sue for unpaid overtime wages, but beyond that, there's nothing a Rockstar employee can use as a means to take Rockstar to court.

"Our model for workplace protection evolved out of blue collar jobs," Paranzino explains. "As our workforce moved toward desk jobs where there's a higher technical skill level involved with the work, we haven't changed the laws to protect them."

Worse, he says, in cases where the employees are working desk jobs that hundreds of aspiring game developers would kill for, there's very little proof of or sympathy for the psychological stress a bad work environment can inflict on an employee. Unless the working conditions at Rockstar cause someone's arm to be chopped off, or wages go unpaid, Rockstar employees are left to rely on their human resources department almost entirely to resolve the tension in the workplace.

And because of a third angle to this issue, the situation at Rockstar might not even make it that far.

The Cultural Angle

The third angle to the Rockstar San Diego issue isn't immediately obvious, but you can see it in the comments on the initial Gamasutra post and on other news stories where anonymous Rockstar employees have vented their frustration: There is a cultural barrier that these developers are up against when fighting for their rights as workers.

Analysis: What's Really Happening With Rockstar San Diego

"As a group, developers are not considered a downtrodden class," Paranzino says. "They're in this industry because of the rush they get from working on a great game."

There's a cultural mentality associated with being a game developer that creates an expectation of crazy-long work hours and unhealthy amounts of Mountain Dew. It's almost a mark of pride for some developers to boast how much overtime they clocked on a game – if it ships and if it's a hit, that is.

The cultural issue goes deeper than that, however: As an educated workforce producing video games, most developers probably see themselves in the creative, managerial role that defines the white collar working class. Claiming non-exempt status and emphasizing the need for structured hours and breaks could be viewed like an affront to a game developer's pride.

"A lot of people in the games industry like to work long hours," Ohle says. "It's their passion."

So What Comes Next?

Unless and until the situation escalates, the Wives of Rockstar San Diego letter and all of the press it's set off this week will remain an isolated instance of mudslinging that's conspicuously timed with the final stages of the development cycle on Rockstar San Diego's Red Dead: Redemption.

Analysis: What's Really Happening With Rockstar San Diego

"The team might not be willing to push this with Red Dead in production," Ohle speculates. "If the game gets delayed, that would be just as bad for them, ultimately."

And when the game does come out? What then?

"If no legal action is taken, it'll all blow over," says Ohle. "You could look at it like the Charlie Sheen situation. It's Rockstar – no one really cares [about working conditions there because] people like the games that they make."

You probably already guessed this, but we're obliged to tell you Rockstar did not respond to request for comment on this story.

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Top Story: 'Unleash' your Xbox LIVE Avatar with action figures, prints and custom Zunes

This morning's Top Story is Microsoft's launch of its "Unleash your Avatar" site, catering to narcissists everywhere.

Microsoft has launched a selection of new options for those Xbox LIVE players who like their Avatar a bit more than most. You can now order a custom Fathead wall graphic in one of ten poses, a FigurePrints 3D model or a custom-engraved Zune HD media player.

Top Story: 'Unleash' your Xbox LIVE Avatar with action figures and prints

Self-professed "hardcore" gamers expressed a considerable amount of resistance towards the Avatars when they were introduced with the NXE in 2008. Many believed it was evidence that the Xbox experience was being dumbed down -- becoming more childish and Wii-like. But the very existence of these new services can be seen as a sign that the Avatars have gained mainstream acceptance -- or at least that there's enough call for them from among the more casual gamers. The continued success of the Avatar Items Marketplace would lend further credence to this theory.

You'd better really, really love your Avatar if you want to order one of these products, though, because they're not exactly cheap. Fathead wall prints start from $79.99 for a 2x3 ft "medium" and go up to $149.99 for a 4x6.5 ft "jumbo." It's worth noting that certain Avatar items (seemingly mostly game unlocks) aren't licensed for print -- my Avatar's Blur T-shirt is replaced by a standard Xbox T-shirt, for example. Props don't show up, either.

The FigurePrints 3D models are the cheapest of the products at $60. Like the Fathead prints, certain Avatar items won't show up due to licensing restrictions and there's no sign of props again, but you can pose your avatar from a wide selection of choices.

Finally, a custom-engraved Zune featuring one of ten poses will set you back about $170 for the 16GB model, alongside a special offer saving you up to $70 and offering a free AC adapter.

Find out more about the "Unleashed" products at the official site.

STAT CHECK -- 7:30AM PST, Mar. 4, 2011
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Top Story is an analysis of a topic that seems to be on everybody's mind for the day -- it could be the most important story in our industry, or it could be a dumb story that got a ton of comments. You, the reader, vote with your attention by viewing and commenting on stories in our News Flash section.

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The Next Generation Portable: Under the Hood

Not only is it real, but GamePro got some face time with Sony's sleek new handheld. We take a look at what makes the Next Generation Portable tick, and how it stacks up against the PSP.

You've watched the liveblogs, you've seen the press shots -- now, let's get into the nitty-gritty details of what's under the Next Generation Portable's hood:

  • Operates with a ARM Cortex-A9 4 core CPU
  • Approximately 182.0mm width x 18.6mm height x 83.5mm depth (the original PSP is around 170mm x 74mm x 23mm)
  • 5 inch/16:9 OLED multi touch-screen display, at 960px x 544px (the original PSP has a 4.3/16:9 TFT LCD display, at 480px x 272px)
  • Multi touch-pad on the device's rear
  • Built in microphone, with dual front/rear cameras
  • Six-Axis motion sensing technology, gyroscope, accelerometer, electronic compass
  • Built-in GPS system, Wi-Fi location service support
  • Face buttons, shoulder buttons, PlayStation button, directional pad, and dual analog sticks (emphasis on the "sticks" -- these aren't nubs)
  • 3G mobile network connectivity, IEEE 802.11b/g/n Wi-Fi, Bluetooth 2.1+ EDR compatibility
  • New flash memory based game media (the PSP uses Universal Media Discs -- or UMDs)
The Next Generation Portable: Under the Hood

My take: I was fortunate enough to get a bit of hands-on time with the device behind closed doors, and I have to say -- whatever lofty expectations my jet-lagged brain had concocted during the press conference, they were completely blown away once I got the sleek, slick, and sturdy device between my thumbs. Tomb raider and gunslinger extraordinaire Nathan Drake handles just as he does in his console iterations, and while I won't immediately give up the face buttons and analog sticks to use the NGP's rear touch pads to climb vines, or the gyroscope technology to headshot baddies with the Dragon sniper rifle, each of the device's flourishes were implemented expertly and accurately. I had no trouble vaulting over fallen logs by sliding my finger on the touch-screen, and I was even able to get a glimpse at the device's augmented reality feature late in the demo, tilting the device to examine Drake's stunning surroundings in real-time -- and even snapping a few pics.

I also got a few minutes of hands-on with Little Deviants, where I was really able to test the rear touch-pad's mettle. More than anything, I was surprised at how incredibly responsive it was -- tapping the touch-pad instantly augmented the on-screen environment, creating an incredibly cool experience that I'm anxious to see explored in a full retail release. I also tried pinching the front and rear touch-pads at the same time, stretching the Deviants' landscape and sling-shotting the critters across the screen as soon as I let go.

Admittedly, my time with the NGP was short, but it was more than enough to get a feel for the device's impressive potential. The touch-pad, gyroscope, and Six-Axis tech all impress even at this early state, and the dual analog sticks really help establish the console experience Sony's aiming for. It's early days yet, but I'm already anxiously awaiting what we'll see from Sony and the NGP come E3.

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Yes, you can have a LEGO: Pirates of the Caribbean

Disney Interactive Studios and TT Games shot out a press release announcing a LEGO: Pirates of the Caribbean video game. And yes, it covers the upcoming film, On Stranger Tides.

The game also covers some of the ground the sunken Armada of the Damned game would've tread: open waters. Like all story-based LEGO games before it, Pirates walks you through the plot of the films -- but also lets you run amok in Free Play mode with over 70 different characters from the franchise. It may not be the good-and-evil morality system Armada promised, but at least it's a chance to enjoy the world of Pirates of the Caribbean without having Will & Elizabeth drama crammed down your throat -- unless your two-player co-op buddy is into some roleplaying.

LEGO Pirates of the Caribbean hits the Wii, Xbox 360, PlayStation 3, PlayStation Portable, PC, and Nintendo DS right around the time Pirates of the Caribbean: On Stranger Tides lands in theaters May 2011.

Thumbnail image cred.

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Sony announces Next Generation Portable

Surprise! It's not the "PSP2." GamePro's Will Herring and IDG News Service's Martyn Williams are live at the Sony PlayStation reveal event in Tokyo. Here are the highlights:

They're dimming the lights and cranking up the awesome house music... looks like the party's about to begin.less than a minute ago via web


SCE President and Group CEO Kazuo Hirai just took the stage.less than a minute ago via web


He's very proud of today, and the announcements SCE has in store to celebrate the dynamism of this business.less than a minute ago via web


They're playing a video last seen five years ago at E3less than a minute ago via web


The video is "Cyber Society," a conceptual video glimpsing at the future of interactive technologyless than a minute ago via web


He says more than 80% of PS3 consoles are connected to the internetless than a minute ago via web


Hirai announces PlayStation Suite to expand PS platform to smartphones, other devicesless than a minute ago via Seesmic for BlackBerry


It's a cross-platform, cross-device initiative to make PlayStation content available to more gamers and developersless than a minute ago via web


It'll be available on Android smart phonesless than a minute ago via web


And now, PlayStation Certified -- a licensing initiative for trademarks in the PlayStation brandless than a minute ago via web


PS Suite will emulate the first generation of PlayStation content for portable devicesless than a minute ago via web


PlayStation games will be available on the PlayStation Store on Android devicesless than a minute ago via web


They're playing a video... introducing the "Next Generation Portable" device...less than a minute ago via web


960 x 544 display, 3G + Wi-Fi, GPS, dual analog sticks, dual touchpad, SixAxis motion tech, front and rear cameras, microphone...less than a minute ago via web


It looks like a wider, sleeker PSP that uses a flash memory card as its game medialess than a minute ago via web


NGP will be released holiday season this yearless than a minute ago via web


SCE Worldwide Studios president Shuhei Yoshida is taking the stageless than a minute ago via web


They're starting a video showing off some new titles on NGPless than a minute ago via web


Killzone on NGP!less than a minute ago via web


WipeOut, Resistance, and an Uncharted game all running on NGP!less than a minute ago via web


They're kicking off a live Uncharted demo on NGPless than a minute ago via web


Left-hand stick controls Drake, right-hand stick controls the cameraless than a minute ago via web


He just used the front touch-pad screen to make Drake vault over a fallen treeless than a minute ago via web


He's now using the NGP's on-board motion sensing tech to tilt the device, causing Drake to swing on a vineless than a minute ago via web


He's aiming Drake's rifle with the on-board motion techless than a minute ago via web


Talking about NGP's new user experience -- Muneki Shimadaless than a minute ago via web


Showing off the new touch-screen feautres, where you can "touch, grab, trace, push, and pull" the game experienceless than a minute ago via web


Using Little Deviants to show off the touch-screen capabilities -- using the rear touch-pad to alter the environment with his finger tipless than a minute ago via web


He's pinching and pulling both the front and rear touch-pads simultaneously to stretch the playing field in real-timeless than a minute ago via web


Introducing LiveArea -- a spot where users will have access to new game info via the NGPless than a minute ago via web


They're scrolling through LiveArea's UI -- games are readily accessible, as are social networking and Trophy functionsless than a minute ago via web


From LiveArea, they're accessing Hot Shots Golf Next DLC and game informationless than a minute ago via web


There's also a communication function, where you can see your friends' in-game activity, accomplishments, and purchasesless than a minute ago via web


Now, Near -- an application that lets you see who's playing what on their NGPs in your vicinityless than a minute ago via web


Near syncs up with PSN ID information, and allows you to see gamers near you, as well as check their Trophies, library of games, and scoresless than a minute ago via web


He's inviting developers from Capcom, Sega, Tecmo Koei, Konami, Epic, and Activision onstageless than a minute ago via web


We're going to pause here for a second and give you a good look at the games in a second post. Get a good look at the NGP console here.

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