Sunday, May 15, 2011

Lego Star Wars III: The Clone Wars Hands-On

Epic space battles made out of Lego pieces aren't limited to your imagination anymore.

 

Regardless of your feelings toward the movie Star Wars: Attack of the Clones, Lego Star Wars III: The Clone Wars at least picks up at a point where most of the awkward moments have passed and the fun begins--although it would have been funny to see how Traveller's Tales would have interpreted the famous "I don't like sand" scene. The game's storyline encompasses the events of the animated series Star Wars: The Clone Wars and takes the Lego games to the next step. The gameplay, the unlockables, and the goofy sense of humor are all intact, and The Clone Wars looks to be doing a great job capturing the sheer size and scale of the battles that are seen in the television series.

The game begins in the battle arena on Geonosis where Obi-Wan, Anakin, and Padme have been sentenced to death by giant ugly creatures. You'll find a way out of this mess, however, by using the Force if you're playing as a Jedi or using Padme's blaster/grappling hook/whip combo. Mace Windu eventually shows up to help and provide lightsabers, and you'll immediately see just how chaotic these scenes can get when there are dozens of droids coming from all directions and an acklay trying to spear you with its enormous claw. Keep an eye out for blue Republic symbols on the ground when you fight as a Jedi, because they let you execute some cool moves that you normally wouldn't be able to do. There's also the ability to use the remote to aim and toss your lightsaber at an enemy from across the screen, and you can now use the Force to pick up super battle droids and use them to your advantage. Motion control is obviously limited to the Wii version of the game, but there is the option to play without the waggling. However, you will do more damage and earn more studs (Lego currency) by swinging the remote instead of mashing buttons.

Other than the grand scale and size of the areas, one new addition is the scene swap, where you'll have two characters or groups of characters playing in completely different locations. This is meant to mimic the scenes in Star Wars where the group members break off into separate missions but will eventually all meet again. By holding the C button down, you can jump to another part of the story and play it from that angle. Like in the recent Lego games, the dynamic split-screen is included, but if you're playing alone in scene swap, you can see what your other character is doing in the top right corner of the screen. In our demo, for example, we started off with Ahsoka and Rex, who have infiltrated a secret bunker, and Obi-Wan is perched on a flying LAAT (low-altitude attack transport) outside. Once Ahsoka and Rex encountered two droidekas with impenetrable shields, we switched over to Obi-Wan and used his turret to take out shield generators that were defending the base. With the shields down, the Jedi was able to make his way into the bunker but had to solve a few more puzzles before reuniting with the others.

To give us an idea of how epic some of these Clone Wars battles can be, we checked out a ground battle as well as a space battle. What's great is that anyone who played with Legos as a child must have dreamed about having intense space battles with tons of ships flying all over the place but were likely limited to a few sets to play with (or maybe this was just me). The Clone Wars does an excellent job of placing all these multicolored building blocks together into an elaborate set piece that is much too large to actually build yourself (or just way too expensive). The ground battles have multiple barracks, tanks, walkers, and other vehicles that you've seen throughout the saga, and there's so much going on at all times in the background and all around you. When you're in space, you're dodging and weaving across multiple planes to make your way to Malevolence, General Grievous' massive ship.

Throughout the game you'll come across structures that require a specific weapon type to get past. Gold barracks or fencing can be destroyed only with a rapid-fire weapon, whereas a silver structure needs something a bit more explosive. Several puzzles that you encounter will require you to figure out which weapon or vehicle or even clone to swap to in order to move on. We were told that eventually you will be able to build your own barracks and determine what kind of army to build to take out the opposition. At this point we can only imagine what kind of team we could assemble. On top of the story mode, you can complete challenges (playing from either side) that are set in the 16 systems of The Clone Wars. Other than the controls and the visuals, the Wii version of the game is identical to its Xbox 360 and PlayStation 3 counterparts.

For any Lego Star Wars fan, this looks to be another great addition to the series that includes enhancements that were made in previous Lego games. Now that the backgrounds are more realistic, it feels as though your characters have been transported to the Star Wars universe for you to play with, and you have the freedom to interact with or destroy any Lego pieces. We don't have a set release date for you yet, but we were told to expect Lego Star Wars III: The Clone Wars to be released sometime in March.

Read and Post Comments | Get the full article at GameSpot


"Lego Star Wars III: The Clone Wars Hands-On" was posted by Sophia Tong on Fri, 14 Jan 2011 14:22:05 -0800

Source: http://www.gamespot.com/wii/action/lego-star-wars-iii-the-clone-wars/news/6286379/lego-star-wars-iii-the-clone-wars-hands-on

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Another PSN Attack Imminent?

Sony's blog today assured us they are in the final stages of system restoration, but are hackers planning another attack?

PSN Still Down, Sony Short on Information

Sony's PlayStation Blog announced earlier today that they have "[begun] the final stages of internal testing of the new system, an important step towards restoring PlayStation Network and Qriocity services."

But according to an article on CNet, the same group that targeted Sony originally is planning another attack. "An observer of the Internet Relay Chat channel used by the hackers told CNET today that a third major attack is planned this weekend against Sony's Web site. The people involved plan to publicize all or some of the information they are able to copy from Sony's servers, which could include customer names, credit card numbers, and addresses."

The potential attack would be an important test of Sony's newly implemented security measures, but another security breach, especially one clearly telegraphed ahead of time, could be devastating to the already beleaguered brand.

Anonymous continues to claim non-involvement with the hack, writing in a letter published to the Internet: "While we are a distributed and decentralized group, our 'leadership' does not condone credit card theft."

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/6aeApai01vE/

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Saturday, May 14, 2011

Analysis: Selling cheaper games for fun and profit

GamePro contributor Pete Davison covers the thorny issue of downloadable content supplanting "complete" boxed video game experiences.

Right now, new games typically go for $60 at release, with additional downloadable content available throughout the game's lifespan costing anywhere from 99 cents to $20. Purchasing a game at launch and then picking up all the DLC as it's released can get pretty expensive over time. This leads many consumers to accuse publishers of "nickel and diming" them, or at least being too lazy to finish a game before putting it on shelves.

Brian Farrell, CEO of publisher THQ, doesn't see DLC that way -- he sees DLC as the future. Back in early November, he announced to the BMO Capital Markets conference in New York that the company plans to experiment with an alternative pricing model. Beginning with the new MX vs. ATV title, he said, THQ will try releasing games at a lower initial price point and then providing DLC after launch at steady intervals.

We believe this model serves gamers in two critical ways: it allows us to deliver the boxed product to fans of the franchise earlier than in previous cycles, and it allows for tailored gaming experiences through 'a la carte' additional content. This means a lower initial cost and better value for gamers thanks to a more responsive business model. --Brian Farrell, THQ CEO

"It's clear that how people want to consume and pay for media, especially games, is changing," Farrell tells GamePro. "And in some cases, the $59.99 price point may be a barrier to entry."

It's a fair point. Who hasn't balked at the idea of paying $60 for a brand new game and promised themselves that they'll buy it when the price drops? But there are additional considerations these days, too; like, if a game includes multiplayer, will there still be an active online community by the time the price drops? For games without "Halo" or "Call of Duty" in the title, that's a valid concern.

To Farrell, it's not just about getting that initial install base in place, though. He believes it's about offering players some degree of choice and empowering them to choose the content they want to engage with.

"We know that how people are playing games and the way games are delivered are changing," he says. "So this is a way to deliver a customizable experience for the player in a brand new pricing model. It's all about what the gamer wants and how THQ can deliver a great gaming experience that suits each individual player through a highly modular content set."

Analysis: DLC and the future of boxed games

Screen from MX vs. ATV Reflex. Next game in the series is called 'Alive.'

Games like MX vs. ATV are an ideal fit for this kind of pricing model. The game structure is based around different modes and classes of vehicle, and so it is simple enough to add additional content to particular sections or modes, or even to create new parts of the game. Both player and publisher win in this instance: the publisher can develop a larger install base with the lower initial price point, while the player can "build" the game they want over time by picking which DLC suits their play style.

Buying DLC piecemeal, however, makes it hard to keep track of how much your game really "costs," particularly if there's a lot of it available. How much will it actually cost to get the "full" experience? Farrell's answer doesn't quite satisfy us.

"To be clear," he says, "the $39.99 price point does not mean that the boxed product will be a less than robust game. MX vs. ATV Alive will be an engaging, satisfying experience for any gamer and the best title in the franchise to date. Additionally, the total content to be offered well surpasses what would have been included in a $59.99 game."

Note that "total content offered" is not "content you have a right to being that you bought the boxed product." Sure, the total amount of DLC available for the new game may well be considerably more than what a developer can squeeze onto a disc, but how much will each piece cost? How much of the game will be included on the disc at launch? The questions build to the point where we ask ourselves if we even want DLC if it's just going to mean we're not getting a complete game with a $39.99 purchase.

The industry is adopting new models that can't be offered at traditional brick-and-mortar retailers. --Farrell

Some developers have a solution for getting a "complete" experience without shelling out for DLC in the form of "Ultimate Edition" releases. These games are typically bundles of the base game and all its DLC, plus patches. The only problem with these editions is how long you have to wait for them to come out -- sometimes you have to wait as long as a year (e.g. Mass Effect 2 for PS3).

"Some of [Alive's] DLC will be offered free, some will be charged for," continues Farrell. "We believe this model serves gamers in two critical ways: it allows us to deliver the boxed product to fans of the franchise earlier than in previous cycles, and it allows for tailored gaming experiences through 'a la carte' additional content. This means a lower initial cost and better value for gamers thanks to a more responsive business model."

Farrell promises that the retail version of the game will offer a "robust" experience for fans of the series. But he doesn't say what constitutes a "robust" product. We're not sure if his promised DLC falls into map pack territory (which actually adds new gameplay to the game) versus purely cosmetic content (which is largely useless from a gameplay perspective, however nice it looks) -- and how much each type of content will cost.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/b51Q6CeNIzg/

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Cars 2 First Look Preview

We take Lightning McQueen for a spin around the tracks in Disney Interactive's game based on Pixar's animated film of the same name.

 

As far as film-to-video game adaptations go, those based on Pixar's animated works are on the more easily digestible end of the scale. With Pixar's Cars 2 set for release later this year, Disney Interactive has knocked up a colourful arcade driving game based on the film, for ages 5 and up. We recently had the chance to sit down with a small demo of a very early build of the game.

At this stage, all the cutscenes we saw were still in the early stages of development (read: slow-moving drawings), but even though this is not what the final game will look like, it added a light and cartoony feel to the whole demo. Little is known about the story so far, but it looks like it will closely follow that of the film. Because the main campaign is still being worked on, we were shown a few training missions from the start of the game, which are designed to get you acquainted with the different aspects of gameplay and the racing tracks in the game.

There's an underlying spy theme running through the whole game, and so our first training mission took place in spy school. After picking from a variety of characters (Lightning McQueen, Finn, Sarge, Mater, and so on), we were shown a basic training mission that involved learning the controls of the game--steering, doing jumps and tricks, drifting, boosting, and more. Completing the missions well earns you points, which fill up an experience meter that can be used to unlock new missions and car skins. The best part about this bit was hearing actor Michael Caine's voice giving curt, beautifully sarcastic instructions.

In the next part of the demo, we were shown a quick race, where Lightning McQueen demonstrated the kinds of moves you can expect in an arcade racer: drifting, boosting, double-boosting (which requires you to build up your boost meter and creates a bright orange glow around McQueen when used), and lots of car-related racetrack sounds (cars smashing into each other, gears shifting, and wheels braking).

McQueen can also do plenty of tricks: pressing up on the thumbstick will see him go up on two wheels, while pressing down will see him drive in reverse. He can also do air tricks and barrel rolls, which help to fill the boost meter while racing.

The final part of the demo was a race mode called Attack, in which you must race around a track and use various weapons lying around to defeat all the other cars in the race. There isn't a single boring weapon to be found for this purpose: rocket launchers, machine guns, things that shoot fire, things that explode…it's all there. You simply drive over a particular weapon throughout the race and use a handy targeting system to lock on to nearby cars before letting loose. Each car destroyed successfully earns you more time on the track and experience points. If you're so compelled, it is also possible to shoot in midair while doing a particular trick or flip.

Cars 2 is out on the Xbox 360, PlayStation 3, Nintendo Wii, and DS in June this year.

Read and Post Comments | Get the full article at GameSpot


"Cars 2 First Look Preview" was posted by Laura Parker on Mon, 18 Apr 2011 16:19:23 -0700

Source: http://www.gamespot.com/ps3/driving/cars2thevideogame/news/6308751/cars-2-first-look-preview

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Ubisoft Announces New Kinect Title PowerUp Heroes

Suit up your 360 Avatar and do battle with other superpower-slinging players in Ubisoft's new Kinect game.

Ubisoft Announces New Kinect Title PowerUp Heroes

If you're still looking for the original Kinect games among the sea of exercise suites and minigame collections, look no further than Ubisoft's PowerUp Heroes, a fighting game that has you playing as a variety of superheroes, swinging your arms in to pull off numerous superpowered attacks, from normal kicks and punches to more impressive feats of supernatural strength.

Super suits can be collected as you go on, which means that even though you play as your Avatar, you can still take on the role of many different heroes, who all have their own unique features, like the skeleton-summoning Necromancer. The one-on-one fights in PowerUp Heroes are viewed behind the shoulders of your characters, and you can also duel online.

Ubisoft has PowerUp Heroes slated for a June release. Although it seems geared for kids (groan-worthy trailer notwithstanding), the concept plays to the Kinect's strengths, letting you get active and imaginative.

Source: Joystiq; Ubisoft press release

Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/6GnfhuFy-Iw/

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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/6134091/tgs-2005-tales-of-the-abyss-hands-on

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EA, Madden predict great things for Packers, Ravens

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

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

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

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

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

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

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

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

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

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

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

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/Ig9K38LPd3k/

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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/6134430/ctia-2005-rocket-bowl-hands-on

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Friday, May 13, 2011

uDraw Studio Pictionary Updated Impressions

We pass the pad and get doodling with a modern twist on a classic family board game.

 

Remember the hours you spent sprawled on the lounge-room floor, paper frayed as you mashed pencils, crayons, and brushes into the carpet fibers? Maybe you made the sound effects, smoke billowing and explosions kabooming as you rained fiery death on rival northern forces. Or perhaps you sat at the table on family nights, trying valiantly to convince those watching on with wide eyes that your crooked lines were meant to be snow skies. Duh.

While your skills have (hopefully) improved since then, paper may not be long for this world with the introduction of THQ…s uDraw peripheral and software suites. We recently had a chance to pick up the virtual pad, unleashing our creativity and playing a few rounds of Pictionary.

As a refresher, the uDraw tablet is (at least at the moment) a Wii-exclusive shell that houses and harnesses the power of a Wii Remote. The board replicates the major functions of a nunchuk, simulating tilt and providing the surface to draw on with the device…s tethered digital pen. It…s not unlike a child-friendly design tablet, featuring rocker switches on the pen that allow you to select the appropriate tool, hold down to draw, or use pressure sensitivity in the nib to scrawl your ideas.

The bundled uDraw studio art software works a lot like the free Paintbrush application on Windows computers, giving you the choice of a selection of brush types with varying properties, such as opacity and thickness. Tapping left or right on the D pad grows and reduces the size of the brush stroke, while the up and down buttons zoom in and out of your creation to provide finer control. It took us only a short amount of time to get up to speed with the features at our fingertips, with the board doing a good job of replicating our fast, wide swirls smoothly in real time.

Prefab shapes were limited to stamps of iconic world buildings and sports equipment in our version, but we were told that THQ isn…t ruling out use of the device with digital coloring books based on its licensed franchises like Nickelodeon…s Spongebob Square Pants and Marvel…s Super Hero Squad animated series. We also spotted a logo for Dreamworks Animation…s upcoming Kung Fu Panda film sequel. Regardless of whether you…re creating original works of art or just following the lines, whatever is committed to e-paper can be exported and copied as high-resolution PC-readable files on an SD card for later hanging in the family gallery by doting parents.

If you want to take the drawing experience and make it a multiplayer affair, then Pictionary also allows you to do so. This digitized version of the popular family board game apes the experience well, replacing scraps of paper and broken pencil nubs with a plastic drawing board that can be passed around between teams. In the version we saw, clues were split into two piles: simpler hints for children and more advanced ones for adults to draw. The choice is available on a per-question basis, so there…s no risk of locking yourself into a game too tough for the players.

Because there are no physical cards to refer to (and shield from prying eyes) while everyone is sitting in front of the television, the person drawing will need to hover over and then select a secret clue area, dragging it away to reveal the subject. It…s an honesty system, but a twinkling sound accompanies the reveal of the clue, allowing honest players to know when they can uncover their eyes or turn back to face the screen. On the off chance someone turns back too quickly or simply doesn…t know how to draw the object or action, a new clue can be generated at will without penalty.

All of the game…s functions are performed on the board. Teams roll their virtual die by flicking forward on the uDraw board with the stylus, with pieces automatically moving from a top-down and isometric board view. Human error of incorrectly drawing the wrong category is a thing of the past because there…s no distraction with only a single option. Most squares involve teams directly competing against each other, but we did see a few open rounds. Both teams were forced to avert their gazes and be the first to jump in with the correct response; in the process, either was granted an additional turn or snatched control from the opposing team.

The hardware and software…s ease of use, its simple learning curve, and opportunity to display your creative bent in front of a group will undoubtedly be most relevant to the hardware…s younger audience, but don…t write this off as another toy for kids just yet. uDraw Studio will go on sale later this month in North America bundled with the uDraw tablet hardware, while uDraw Pictionary is also slated for a November release and will be sold separately. Keep an eye out for the full GameSpot review soon.

Read and Post Comments | Get the full article at GameSpot


"uDraw Studio Pictionary Updated Impressions" was posted by Dan Chiappini on Mon, 08 Nov 2010 19:04:07 -0800

Source: http://www.gamespot.com/wii/puzzle/pictionary/news/6283729/udraw-studio-pictionary-updated-impressions

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We Just Played Aion 2.5: Empyrean Calling

Aion's latest content pack is bringing a lot of changes to this MMORPG. We go hands-on to get the details.

 

Get the full article at GameSpot


"We Just Played Aion 2.5: Empyrean Calling" was posted by Maxwell McGee on Tue, 10 May 2011 17:50:22 -0700

Source: http://www.gamespot.com/pc/rpg/aionassaultonbalaurea/news/6313094/we-just-played-aion-25-empyrean-calling

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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
Chances You Saw This Story: 40%
Calculated by number of times we saw it divided by the number of sites we visited today.
GamePro Forum Views: 279
GamePro Comments: 0

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.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/xIZ7dHhHb4M/

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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
Chances You Saw This Story: 40%
Calculated by number of times we saw it divided by the number of sites we visited today.
GamePro Forum Views: 279
GamePro Comments: 0

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.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/xIZ7dHhHb4M/

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Thursday, May 12, 2011

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.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/S28MG6m82VI/

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Duke Nukem Forever Updated Preview

We take a look at a miniaturized Duke and his antics in the kitchen.

 

Get the full article at GameSpot


"Duke Nukem Forever Updated Preview" was posted by Jonathan Leo Toyad on Fri, 29 Apr 2011 00:23:26 -0700

Source: http://www.gamespot.com/ps3/action/dukenukemforever/news/6310786/duke-nukem-forever-updated-preview

Fantastic Four TV game FC Twin GameSystem Game Wave Generation NEX

Wednesday, May 11, 2011

Judge green lights class action lawsuit against EA

A U.S. district court judge certified that a class action and anti-trust lawsuit against Electronic Arts could proceed. The lawsuit alleges that EA inflated the price of its football games after securing exclusive licensing rights.

The decision by U.S. District Court Judge Vaughn Walker (Chief Judge of the United States District Court for the Northern District of California) allows consumers that bought any of EA's football games during or following 2005 to sign on to the lawsuit as a plaintiff and be represented by the law firm of Hagens Berman.

The suit alleges that EA used its monopoly of licenses during the period to increase the price of its football games. Lawyers for the class say that this amounted to "illegal price-gouging." The complaint cites a 2004 pricing war between EA and Sega's NFL2K5, which retailed for the budget price of $19.95. To compete with Sega's games, EA lowered the price from $49.95 to $29.95 in November of 2004. After securing the license, EA raised the price back to its original asking price.

"We believe EA forced consumers to pay an artificial premium on Madden NFL video games," said Hagens Berman partner Steve Berman in a statement. "We intend to prove that EA could inflate prices on their sports titles because these exclusive licenses restrained trade and competition for interactive sports software."

Lawyers for the class seek a jury trial to settle the matter and "restitution and/or damages to class members for the purchase of the software."

Consumer who feel wronged by EA's pricing may sign up for the class here. A PDF of the complaint is available here.

Source: Judge Certifies Class-Action Football Game Pricing Lawsuit Against EA - Gamasutra.

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

Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/JIajgAciw48/

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X Rebirth bringing space sims back

Developer Egosoft has announced a new entry in the successful X franchise. Will it be enough to revitalize interest in the flagging space sim genre?

X Rebirth bringing space sims back

The late 90s and early 2000s were a golden time for anyone who enjoyed PC space flight sims with a bit of depth to them. Titles such as X: Beyond the Frontier, Freespace 2, Freelancer and Lucasarts' wonderful X-Wing/TIE Fighter series are remnants of a past age now. But Egosoft hopes that a new entry in the X series, appropriately dubbed Rebirth, will "reinvent space games."

The new game promises to be "easier than ever to start with, and remains as deep as fans expect it." Part of the reason for the decline of popularity in space sims was the steep initial learning curve and number of controls to learn, so perhaps Egosoft has found a suitable formula for introducing players to complex concepts a little at a time.

Egosoft also promises a "character-driven UI" and a "living and breathing universe," suggesting that the story will be more personal than past entries in the series. This, in turn, will help people daunted by a galaxy of seemingly infinite options to find some sense of structure, while those who are happy exploring, trading and fighting at their own pace will be able to do just that.

X Rebirth is due out in the fourth quarter of this year for PC only. Find out more at the official site or Facebook page.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/ba1JUdHXmBI/

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Overlooked: the stories you may have missed during Thanksgiving weekend

While we came down from our tryptophan highs, a few cool bits of gaming info, including a unique implementation of the Kinect and a look back at the Xbox 360 launch five years ago. Check them out here.

11/25 to 28--RIP, Leslie Nielsen

Kinect Hacked to Play Super Mario Bros.

AJ: Some guy hacked his Kinect so that he can use it to play Super Mario Bros...

Dave: The sad thing is, it's already amongst the best games on the new platform.

Five Years Later: 30 Minutes With Three Xbox 360 Launch Titles
Will: Speaking of new platforms, G4TV's got an interesting look back at the Xbox 360 launch games five years later.

Dave: This reminds me to try to find Kameo again. I'm on the last level of that game.

Leaked Achievements Offer More Hints About Catherine's Gameplay
Dave: Siliconera has discovered the achievements that will be hidden within the upcoming extreme Japanese game, Catherine.

Will: Multiple endings? Will like. Will like very much.

Secret VGA Zombie game is Resident Evil - and here's the proof

The overlooked stories from Thanksgiving weekend 2010

Dave: The sleuths at Gamerzines have discovered that the Spike VGA zombie teaser features zombie silhouettes that match previous Resident Evil art released by Capcom.

Pat: If that's true, it's the third Resident Evil game in development after the two 3DS titles. Not that I'm complaining...

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

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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.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/dPoiZt9N3tg/

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Watch the Next Generation Portable unveil

Martyn Williams, Tokyo Bureau chief at IDG News Service, has some quick vids up of the Next Generation Portable -- a.k.a. PSP2.


Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/u6nqP39f1BI/

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Tuesday, May 10, 2011

Tri-Ace Reveals New 3DS, PSP RPGs

Konami will be publishing Frontier Gate for PSP and Beyond the Labyrinth for 3DS, and they both look pretty cool.

New 3DS, PSP RPGs From Tri-Ace

It was just last week when we reported on tri-Ace's experiments with console graphics, but while the demo video wasn't from an actual game, it sure would be nice. However, tri-Ace's next titles are for handhelds, and Konami will be publishing them in Japan sometime in the future.

Beyond the Labryinth (above) is described as a dungeon RPG starring a young girl who seems to be lost, or even looking for something in the game's emponymous labyrinth. No actual gameplay has been revealed, but if the released screenshots are any indicator, this could be one of the more impressive-looking 3DS games so far. There's a definite Ico vibe, as well.

New 3DS, PSP RPGs From Tri-Ace

The PSP title Frontier Gate, on the other hand, looks like a more traditional, medieval-style RPG with a multiplayer focus (what PSP RPG doesn't have one these days?). The difference here is that parties can have up to six members split into three pairs, instead of the standard four-person parties in other games of its type. Screenshots suggest some Monster Hunter-style boss encounters as well.

You can visit the official sites/teaser pages for Frontier Gate and Beyond the Labyrinth, both with some nice music to listen to.

Source: Famitsu

Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/m4j8SvCdaTY/

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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.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/dPoiZt9N3tg/

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PAX East 2011 ? Day 3: Cosplay Hats and Masks

A look at the hats and masks (both worn and held) that cosplayers use to transform themselves into their favorite characters.

PAX East 2011 – Day 3: Cosplay Hats and Masks
PAX East 2011 – Day 3: Cosplay Hats and Masks
PAX East 2011 – Day 3: Cosplay Hats and Masks
PAX East 2011 – Day 3: Cosplay Hats and Masks

Brian Taylor is a freelance photographer and writer. See more of his work at his website or follow him via his Twitter page.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/xFnrc3ksmwQ/

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EA Reveals Need for Speed: The Run

The newest branch on the NFS family tree aims to combine frantic action racing with a cross-country adventure story.

With the Burnout series on apparent hiatus, it seems other developers are trying to fill the void with their own takes on heart-pounding "action racing" -- just look at Split/Second or the upcoming Ridge Racer Unbounded. But EA themselves adds a new contender with the Need for Speed: The Run, which EA says will take gamers "on the race of their lives." Just what does that mean? Apparently, the game is about escaping trouble, as you'll be buzzing through roads in and out of cities as you're chased by the cops, or maybe some other entity. The trailer above also suggests some other precarious situations, like being stuck upside down on a train track, as you can see at the end of the clip.

The Run will also incorporate the Autolog feature, made famous in last year's Need for Speed Hot Pursuit. We expect Autolog's core features in friend-tracking and matchmaking to stay in The Run, but EA's announcement wasn't clear on any changes or improvements that might make it into the new game.

Like other NFS games, The Run will be on pretty much every game system including 3DS. EA has it pegged for a November 15 release.

Source: EA press release

Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/EHWaGs89xV0/

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PAX East 2011 ? Day 2: Cosplay Photos

Cosplayers aren't just incredibly talented costume designers. They're also fans. They game and shop and take pictures at PAX East just like everyone else.

PAX East 2011 – Day 2: Cosplay Photos
PAX East 2011 – Day 2: Cosplay Photos
PAX East 2011 – Day 2: Cosplay Photos
PAX East 2011 – Day 2: Cosplay Photos

Brian Taylor is a freelance photographer and writer. See more of his work at his website or follow him via his Twitter page.

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