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Friday, September 30, 2011

Resistance: Fall of Man - PS3

Resistance: Fall of Man easily gives Halo, or Gears of War a strong run for their money. It looks stunning, the way a next gen game should, it runs smooth, it's intense, it has a killer game concept (Call of Duty meets Halo 2), and it's a blast to play. Think of everything you like about first person shooters, it's in Resistance. While some may gripe that there's nothing "innovative" about the game, I like to think of Resistance as a fine wine. I'm not looking for novel, I'm looking for excellence, and Resistance is excellent. Yes, Resistance: Fall of Man is that good. I know, I didn't expect it either. It was decent at E3, and with all the hype surrounding Gears of War I almost forgot about Resistance. Yeah, that was a mistake.

Resistance: Fall of Man is one of the best first person shooters on any system. Graphically, it was everything one could expect from a next gen title, killer models, intense textures, lots of effects. The score is better than any sci-fi movie I've seen lately, and the concept is pure genius. People love WWII shooters, people love aliens... hmmm, put them together and presto! You have one of the most original FPS stories to date.

Of course it isn't all about the eye and ear candy (which tastes oh, so sweet), Resistance plays like a dream. The controls are tight and there isn't a hint of frame rate or animation issues (Gears I'm looking at you!). The huge variety of human and alien weapons keep things interesting. Every weapon has a primary and alt fire, and, unlike Halo you can cary more than two around. The weapon that stole our hearts is the alien Auger. It's primary fire goes through walls and objects, gaining strength as it does, and the alt fir throws up a force shield, the only downside is when a pod of aliens shows up with them and your cover means nothing.

Resistance: Fall of Man is a killer single player game, but online, it simply dominates. First, let me remind you that it's free to play online. Rankings, matchmaking, all of it is free. Second you get six maps, a ton of game modes, and can fight up to 39 other people. Yes, 40 person battles, and it runs without a hitch.

Very rarely does a launch title deserve this much praise. Yet, aside from one little glitch, I could occasionally walk "through" fallen enemies, I cannot find fault with this game. Resistance: Fall of Man is what every FPS should be, excellent.


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Folding@home PS3 Supercomputer

The Folding@home program may single handedly change the way people view their home videogame consoles. Not content with being an entertainment device, the PS3 will now be fighting diseases thanks to the Folding@home program.

The plan is to allow home users to participate in scientific research by donating the computing power of their PS3 to Stanford University's folding proteins research. The process is called distributed computing, and has been used by other organizations with PCs, such as the SETI program (which is searching for extraterrestrial life).

For the sake of accuracy, I have provided the entire text of the Folding@home announcement press release below.

The following is a press release from Sony Computer Entertainment America "TOKYO and FOSTER CITY, Calif., March 15 -- Sony Computer Entertainment Inc. (SCEI) today announced that PLAYSTATION(R)3 (PS3(TM)) computer entertainment systems will have the capability to connect to Stanford University's Folding@home program, a distributed computing project aimed at understanding protein folding, misfolding and related diseases.

Folding@home is leveraging PS3's powerful Cell Broadband Engine(TM) (Cell/B.E.) -- and what will be an even more powerful distributed supercomputing network of PS3 systems -- to help study the causes of diseases such as Parkinson's, Alzheimer's, cystic fibrosis and many cancers.

Because the process of folding proteins is so complex, computers are used to perform simulations to study the process. Since these simulations can take up to 30 years for a single computer to complete, Folding@home enables this task to be shared among thousands of computers connected via the network, utilizing distributed computing technology. Once the data is processed, the information is sent back via the Internet to the central computer.

The Cell/B.E. processor inside each PS3 is roughly 10 times faster than a standard mainstream chip inside a personal computer (PC), so researchers are able to perform the simulations much faster, speeding up the research process.

"Millions of users have experienced the power of PS3 entertainment. Now they can utilize that exceptional computing power to help fight diseases," said Masayuki Chatani, Corporate Executive and CTO Computer, Sony Computer Entertainment Inc. "In order to study protein folding, researchers need more than just one super computer, but the massive processing power of thousands of networked computers. Previously, PCs have been the only option for scientists, but now, they have a new, more powerful tool -- PS3."

"We're thrilled to have SCE be part of the Folding@home project," said Vijay Pande, Associate Professor of Chemistry at Stanford University and Folding@home project lead. "With PS3 now part of our network, we will be able to address questions previously considered impossible to tackle computationally, with the goal of finding cures to some of the world's most life-threatening diseases."

With the latest system software update expected to become available at the end of March, the Folding@home icon will be added to the Network menu of the XMB(TM) (XrossMediaBar). PS3 users can join the program by simply clicking on the Folding@home icon or can optionally set the application to run automatically whenever PS3 is idle (*1).

Starting with Folding@home, SCE will continue to support distributed computing projects in a wide variety of academic fields such as medical and social sciences and environmental studies throughout the use of PS3 and hopes to contribute to the advancement of science.

(*1) To run the application automatically in idle state, PS3 must be connected to the network with both the main power switch and power button turned on. Option setting must also be changed as this automatic feature is off at default. About Sony Computer Entertainment America Inc. Sony Computer Entertainment America Inc. continues to redefine the entertainment lifestyle with its PlayStation(R) and PS one(R) game console, the PlayStation(R)2 computer entertainment system, the PSP(R) (PlayStation(R)Portable) system, and the ground-breaking PLAYSTATION(R)3 (PS3(TM)) computer entertainment system."


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'Hot Coffee' Earns GTA an AO

Editor's note: The following is a press release regarding the ESRB giving an AO (Adults Only) rating to Grand Theft Auto: San Andreas, sent out by Take-Two Interactive, in its entirety. It is important to note that the statements regarding the 'Hot Coffee' sex mod are currently under dispute, as GameSpot has managed to find the 'Hot Coffee' sex minigame in an unmodified version of the PS2 game.

New York, NY – July 20, 2005 Take-Two Interactive Software, Inc. (NASDAQ: TTWO) announced today that the Entertainment Software Rating Board (ESRB) has changed the rating of Grand Theft Auto: San Andreas on all platforms from "Mature 17+" (M) to "Adults Only 18+" (AO) because of the so-called "hot coffee mod," an unauthorized third party modification that alters the retail version of the game. Take-Two cooperated fully with the ESRB's investigation.

Rockstar Games has ceased manufacturing of the current version of the title and will begin working on a version of the game with enhanced security to prevent the "hot coffee" modifications. This version will retain the original ESRB M-rating and is expected to be available during the Company's fourth fiscal quarter. Rockstar Games will be providing AO labels for retailers who wish to continue to sell the current version of the title.

As a result of the re-rating of the game, Take-Two is lowering guidance for the third fiscal quarter ending July 31, 2005 to $160 to $170 million in net sales and a net loss per share of $(0.40) to $(0.45) to provide reserves for the value of the title's current North American retail inventory. Accordingly, guidance for the fiscal year ending October 31, 2005 is also being lowered to $1.26 to $1.31 billion in net sales and $1.05 to $1.12 in diluted earnings per share.

"Take-Two and Rockstar Games have always worked to keep mature-themed video game content out of the hands of children and we will continue to work closely with the ESRB and community leaders to improve and better promote a reliable rating system to help consumers make informed choices about which video games are appropriate for each individual," said Paul Eibeler, Take-Two's President and Chief Executive Officer. "The ESRB's decision to re-rate a game based on an unauthorized third party modification presents a new challenge for parents, the interactive entertainment industry and anyone who distributes or consumes digital content. Rockstar Games is pleased that the investigation is now settled and they look forward to returning their focus to making innovative and groundbreaking video games for a mature audience."

The scenes depicted in the "hot coffee" modification are not playable in the retail version of the game unless the user downloads and/or installs unauthorized software that alters the content of the original retail version of the title, representing a violation of Take-Two and Rockstar's end user license agreement (EULA) and intellectual property rights. "We are deeply concerned that the publicity surrounding these unauthorized modifications has caused the game to be misrepresented to the public and has detracted from the creative merits of this award winning product," said Mr. Eibeler. Take-Two is exploring its legal options as it relates to companies that profited from creating and distributing tools for altering the content of Grand Theft Auto: San Andreas.

Rockstar Games will be making available shortly a downloadable software patch to render Grand Theft Auto: San Andreas for PC impervious to the "hot coffee" modification. Rockstar encourages parent groups and political leaders to assist with distribution of the patch to prevent the content of the modification from spreading further.

About Take-Two Interactive Software
Headquartered in New York City, Take-Two Interactive Software, Inc. (NASDAQ: TTWO) is an integrated global developer, marketer, distributor and publisher of interactive entertainment software games and accessories for the PC, PlayStation® game console, PlayStation®2 computer entertainment system, PSP (PlayStation®Portable) system, the Xbox® video game and entertainment system from Microsoft, the Xbox 360 video game and entertainment system from Microsoft, Nintendo GameCube, Nintendo DS and Game Boy® Advance. The Company publishes and develops products through its wholly owned labels Rockstar Games, 2K Games, 2K Sports and Global Star Software; and distributes products in North America through its Jack of All Games subsidiary. Take-Two also manufactures and markets video game accessories in Europe, North America and the Asia Pacific region through its Joytech subsidiary. The Company maintains sales and marketing offices in Cincinnati, New York, Toronto, London, Paris, Munich, Madrid, Vienna, Milan, Sydney, Breda (Netherlands) and Auckland. Take-Two's common stock is publicly traded on NASDAQ under the symbol TTWO. For more corporate and product information please visit our website at www.take2games.com.


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MMORPGs 101

Graphical roleplaying games (RPGs), which owe a lot to pen-and-paper games like Dungeons & Dragons, have seen explosive growth over the last few years. They invariably involve creating a character or small group of characters and improving their skills and equipment by completing tasks in the game.

The PC is the leading platform for playing this type of game online, but like their single-player counterparts, they are sure to become increasingly popular on consoles in upcoming years. As with 3D action games, some recent RPGs feature advanced graphics that require a pretty good computer, and you would be well-advised to look up the game's system requirements before making a purchase.

Multiplayer Roleplaying Games
Limited multiplayer options have been available in certain graphical roleplaying games for quite a few years. Using methods similar to those of strategy games, it's possible to undertake adventures with small groups of players. Where online play is supported, connecting with other players is accomplished through an in-game interface which allows you choose a map, place a limit on the number of players, set a password, and so forth. This interface varies from one game to another, but there are usually instructions to get you on your way.

Games of this kind don't usually charge monthly fees or provide persistent worlds to play in. Neverwinter Nights is one notable title in this category because it comes with tools that allow the community to create and host their own content.

As you would expect, the technology behind Internet games is constantly changing, and online RPGs have started experimenting with features that blur the line between multiplayer and "massively multiplayer" gaming. Guild Wars, for example, provides virtual cities within the game that serve as meeting places from which small groups of players depart on quests rendered exclusively for their party.

Massively Multiplayer Online Games (MMOGs)
Games that allow hundreds or even thousands of people to participate in an online world are refered to as massively multiplayer games. For the most part these titles can only be played online, and a monthly subscription fee is the customary revenue model for these products.

As mentioned above, the PC remains the prefered platform for MMOGs. A number of MMOGs for consoles have become available in recent years, however. One such title, Final Fantasy XI, allows PC users and PS2 users to play in the same world, and it's coming to the Xbox 360 as well. With the next generation of consoles, I expect to see a trend toward making cross-platform MMOGs.

While the variety of MMOGs is always growing, at this point in time RPGs are the dominant genre for this kind of game, hence the widely-used acronym MMORPG, which stands for massively multiplayer online roleplaying game. In a MMORPG your character has a persistent identity and it can take months or even years of regular gameplay to advance to the highest levels of the game.

EverQuest and World of Warcraft have been instrumental in making MMORPGs mainstream, but there are plenty to choose from, including a handful of freebies.

Servers, Realms, and Shards
Unlike standard multiplayer titles where the community can set up their own servers, game servers for MMOGs are operated strictly by the developer. While a server for a multiplayer shooter is typically a single computer, the demands of massively multiplayer gaming require that each "server" is actually made up of a cluster of computers working together. They are often called "realms" or "shards" rather than "servers." If the game has more than one server and you want to play with a friend, make sure that you both create characters on the same server.

Popular MMOGs are inevitably reverse engineered by hackers, who then set up "emulators," which are free servers operated without the developer's consent and are generally considered illegal. It may be tempting to avoid the monthly fees attached to most of these games, but emulators tend to have very poor server performance, small player populations, an abundance of cheaters, and no customer support to speak of. Given the number of hours most players put into their favorite MMOG over the course of a month, you would have a hard time finding a better value for your entertainment dollars.

Patches
Patches and updates are a way of life when you play MMOGs. These games get frequent fixes and updates, so they almost always have an automatic patcher integrated into the client. When first installing a MMOG, expect to spend a considerable length of time downloading updates, which are often hundreds of megabytes, before you can play. If the automatic patcher gives you problems, sometimes you can get a manual patch through the developer's site or one of the many independent file distribution sites.


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Carmen Electra in Playboy Game

Scottsdale, Ariz. – Co-publishers Groove Games and ARUSH Entertainment today announced that their upcoming, highly anticipated title "Playboy: The Mansion(tm)," published under license from Playboy Enterprises, will feature celebrity guests Carmen Electra and Tom Arnold on its interactive game play roster, and that the Official game site, www.PlayHef.com, is now online for you to immerse yourself in the virtual Playboy video game experience.

Much like the ultra-cool parties thrown by Hugh Hefner in real life, players will have the opportunity to host incredible parties for dozens of celebrities in "Playboy: The Mansion." Each celebrity comes equipped with his/her own characteristic data, unique to the real life personality being emulated. In addition to their physical likeness, every celebrity possesses a set of moods and drives that steer their motivations and reactions in specific social situations. Even their own zodiac signs mysteriously affect the celebrity guests. Players have the opportunity to interact with these celebrities in order to build meaningful friendships, strike profitable business deals, or even stimulate a sizzling romance.

“I am very excited about my cameo in this game,” said internationally known actress, model, TV host and Playboy favorite the sexy Carmen Electra. “I’ve always had a soft spot in my heart for Hef and the incredible lifestyle he lives, and to have a virtual avatar representing me in 'Playboy: The Mansion' is very exciting. I look forward to seeing myself at many of the incredible parties that gamers will throw in their virtual Playboy Mansions on the PlayStation 2, Xbox and PC.”

To kick off the addition of these celebrities in the game, ARUSH Entertainment and Groove Games are happy to announce a new Web site dedicated to the title. Located at www.PlayHef.com, gamers can check out the latest news and info, screenshots, artwork, downloadable features and forums where they can talk with others about the game and their own ideas on how they will live the lifestyle of the world’s ultimate Playboy.

“We are happy to have the star caliber that our celebrities bring to this game,” said Jim Perkins, founder, president and CEO of ARUSH Entertainment. “The best part about 'Playboy: The Mansion' is throwing kick-ass parties, and having cool celebs like Carmen and Tom make the experience more realistic for gamers. They aren’t partying with Adrian Actor; they are partying with people they can see on TV or in movies any day of the week.”

The release of "Playboy: The Mansion(tm)" marks Playboy’s entry into the video game category and underlines the growth of Playboy’s licensing business in the entertainment arena. In addition to game industry advertising and merchandising initiatives, ARUSH and Groove will aggressively market the game in Playboy magazine and on Playboy.com to support the launch.

"Playboy: The Mansion," distributed in North America by Hip Interactive and developed by Cyberlore Studios, will be available for purchase at nearby retail stores during the 2004 Holiday season. For more information on the game, please visit www.PlayHef.com.

About ARUSH Entertainment
Based in Scottsdale, Ariz., ARUSH Entertainment is a worldwide publisher of interactive entertainment software for personal computers and advanced entertainment consoles. As a division of World Entertainment Broadcasting Corporation (WEB Corp.,) ARUSH publishes PC and console video games for sale in retail outlets and on the Internet. The Company recently published Duke Nukem: Manhattan Project(tm), Hunting Unlimited(r), and Devastation(tm). For more information, please visit www.ArushGames.com.

About Groove Games
Headquartered in Toronto, Canada, Groove Games is a global publisher of interactive entertainment software. Groove’s mission is to partner with worldwide-recognized developers and licensors in order to publish great games for avid gamers everywhere. Groove recently published DevastationTM, CTU: Marine Sharpshooter(tm) , Western Outlaw(tm) and Desert Thunder(tm) a big tank arcade action shooter built on the latest Unreal Engine for the PC. For more information, visit the company web site at www.groovegames.com.

Playboy Enterprises is a brand-driven, international multimedia entertainment company that publishes editions of Playboy magazine around the world; operates Playboy and Spice television networks and distributes programming via home video and DVD globally; licenses the Playboy and Spice trademarks internationally for a range of consumer products and services; and operates Playboy.com, a leading men's lifestyle and entertainment Web site.

-From the publisher.


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Top Ten PlayStation 3 Gifts Guide: Holiday 2010 Edition

The PlayStation Network gift card is an excellent gift for any PS3 owner. It comes in multiple denominations (and unlike the Wii or Xbox 360, PSN uses dollars instead of confusing "points"), and can be used to buy downloadable games, such as "Fat Princess," "Sonic the Hedgehog: 4," "DeathSpank," "Battlefield 1943," "Braid," "Peggle," "Diner Dash," "Pixel Junk Shooter," and PSOne classics like "Final Fantasy VII." It can also be used to buy or rent movies, digital comics, and a variety of other digital media sold via the PlayStation store.

Downloadable games are a fun a popular option because you not only never have to worry about the game not being in stock at your local game retailer, and you never have to fret over ruining or losing the disc, but you also get a lot of great content for relatively little money. Whereas a retail game will usually cost around $59 for a new PS3 title, downloadable games vary in price with $4.99, $9.99, and $14.99 being common price tags.

Whether you want to see the gamer on your list get the most bang for your buck, or you want to give a gift that comes in lower than the retail cost of a game, PlayStation Network gift cards are always appreciated and are easy to put to good use.


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Madden NFL 11 Review (PS3)

So, I traded the farm for Peyton Manning and took the 49ers to the Superbowl the first year of my franchise, and I grinned like a cat the whole way. This is my eighth year reviewing Madden and I can honestly say it's the most fun I've had with the game in as long as I can remember. Sure there's the better presentation, and GameFlow has simplified and sped up the game. But "Madden NFL 11" has something the others didn't, and that is a focus on improved gameplay over new game mechanics. Slightly slower and lacking the "sprint" button, Madden NFL plays more deliberately, and I for one am thrilled.Where to start with "Madden NFL 11?" Yes, this is the first year that the fans chose the cover player, poor Drew Brees, here's hoping he escapes the Madden Curse. And yes, as the advertising has declared, this time they've made the NFL gridiron game "Simpler. Quicker. Deeper." But the real difference isn't the new mechanics or play modes, it's that Madden is more fun this year than in years past. Being better looking and better playing makes it easier to ignore the overbearing pushing of "DLC" and the UI issues.

Simpler. With the introduction of GameFlow you can now select plays with just one press of the X button. Essentially the "coach" calls in a play, you hit X and he tells you how to run it and what to watch out for. Put in a Bluetooth headset and you'll upgrade your armchair quarterback experience by having the coach call the plays in your ear. This is not only simpler, but more realistic and extremely educational. You still call audibles, just like the pros can, but having the plays radioed in by the offensive/defensive coordinator really does lend a sense of realism to "Madden NFL 11."

The best part of GameFlow, however, is the commentary. Being told how the play will evolve, how long to wait before chucking the ball, and what to watch out for lends a nuanced understanding to plays that many simply may not have. Thanks to GameFlow I quickly realized that I had been rushing several passing plays for years now.

Quicker. Yes, please, and thank you! Turning a 60 minute game into a 30 minute one has really made the game far more interesting. You play the same number of minutes, but with GameFlow play calling is much faster. Also, less cut scenes, but making them higher quality, makes the game feel more like an NFL experience and less self-indulgent. Oddly enough, the actual gameplay is slower. The players move at a more "realistic" speed, and the Madden NFL staple, the "sprint" button, aka turbo-boost, has been disabled in 11 (though it can be added back as an option). The slower play and lack of turbo actually make "Madden NFL 11" a pleasure to play. The player control/juke stick matters more, and where you hit the holes/scanning the field matters more now than ever.

Deeper. This one is a maybe in my mind. Sure there's 3 on 3 online play now (and yes, you need the code included with new version to play online. If you buy it used you can purchase the code in the PlayStation store). And you can play still play Ultimate Team, the "Madden NFL 11" collectible card game (CCG). But the real kicker this year seems quality over innovation.

With a more realistic presentation, GameFlow, and a slower pace of play (and the games are still shorter!) I have to admit that this has been the most fun I've had with Madden in quite some time. "Madden NFL 11" carries the ball as well as the other versions, but this year it's better looking and more fun, two things nobody is going to complain about.


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Darkwatch Soundtrack

Sammy Studios, announced that two award winning musicians will lend their musical talents to its upcoming videogame "Darkwatch." "Darkwatch," an original first person shooter (FPS) blending western and vampire-horror genres, will boast a cinematic musical score composed by international musical artist and Grammy Award winner Asdru Sierra, one of the front men for the renowned indie band Ozomatli, and award-winning film and video game music composer Mike Reagan. Darkwatch is slated for simultaneous release on the PlayStation 2 and Xbox in May 2005.

"Our approach with 'Darkwatch' has been to create a video game with big hit potential," said John Rowe, president and chief operating officer, Sammy Studios, Inc. "'Darkwatch' has tremendous production value from a game development perspective, and a compelling, original premise that bears all of the hallmarks of an enduring entertainment property. Enlisting established musical artists brings that same caliber of production to an area we believe is important to bring the property to life, and ultimately make the game a memorable experience."

"Darkwatch" will introduce a new take on the popular FPS genre, featuring a unique horror twist on the Wild West, and featuring play mechanics not often seen in shooter games. Among its innovations is a reputation judgment system that brings a role-playing game element to a FPS.

Players, in the role of outlaw gunslinger turned half-vampire Jericho Cross, will encounter situations in the game where they must decide whether Jericho will overcome or succumb to his predilection to commit acts of evil, dictated by his need for the blood of the living in order to survive. The compass points in this morality conflict are two female characters, each of whom conjure up memories of past wrongdoings in his life; Cassidy, representing ‘good’ as Jericho’s fellow agent in the vampire-hunting Darkwatch organization, and Tala, the half-vampire femme fatale who wishes Jericho to join her in a reign of evil. How players react to the relationship in this trinity, and ultimately direct their gun-toting, blade carrying protagonist dictates how they will experience "Darkwatch" each time they play.

Enhancing this cinematic game experience will be an original soundtrack composed by the musical team of Sierra and Reagan. Asdru Sierra is the co-vocalist and trumpet player for Ozomatli, the multi-ethnic Los Angeles band known for a self-described "Afro-Latin-and-beyond" sound. Ozomatli’s unique musical style has garnered them a 2001 Grammy Award for the album "Embrace the Chaos," a 2002 Billboard Latin Award nomination, a 2004 Billboard Award, and most recently a nomination for this year’s Grammy for alternative Latin Rock.

Sierra is joined by Mike Reagan (www.mikereaganmusic.com), a veteran composer, songwriter and sound designer whose work has been featured in dozens of films and television commercials and over sixty video games. Reagan’s musical work has earned him various honors and awards, including an Academy Award nomination and a 2000 Grammy Award for "Best Children’s Soundtrack."

"There is immense depth in this game, and our approach to the music in 'Darkwatch' reflects that," said Reagan. "After feasting our eyes on the artwork and experiencing our first taste of game play, we knew the 'Darkwatch' team had tapped into something truly breathtaking. There is nothing like being awestruck to serve as the fuel for a compelling soundtrack."

Added Sierra, "Our goal is to help connect the audience with a conflicted character, one who alternates between moments of providence and misguidance, and accomplish that with a musical score of cinematic proportions."

"We are very excited to have two musicians of Mike and Asdru’s caliber composing the soundtrack for 'Darkwatch,'" said Gene Semel, audio manager, Sammy Studios. "They’re creating a very memorable and melodic score to drive the emotional connection players will have with the characters, and the intense action they will experience when playing the game."


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Sony PS3 Network Details

SCEA has unveiled the PS3’s online and network services. Which they claim will “offer distinctive benefits to consumers and developers alike.” The PS3 will have a wide array of network capabilities, with basic features offered absolutely free from day one. These features will include a web browser, downloadable content and, more than likely, a few surprises.

According to Sony, developers will benefit from the open platform policy of SCEA, which will allow them more freedom and creativity in the development of their games and online/network services. This approach is similar to the PS2’s online services which allow for developers to create their own systems for online play, rather than one consistent experience, such as Xbox Live. However, it appears that Sony will be implementing a central sign in function, so that gamers don’t need to have separate user names for each title.

The PS3’s network will be accessible through the XMB (Xross Media Bar). This interface is essentially an expanded version of the PSP’s XMB interface. Central to the PS3’s XMB will be gaming; network and web connectivity; and other entertainment contents such as movies and music. The XMB interface, already featured on more than 20 million PSPs (worldwide), allows PS3 users to experience multiplayer games across the network; communicate with other players via chat, voice or video; browse the web; download gaming content; store/view pictures and video; download and listen to music; and shop online. The XMB and its content can be controlled using the traditional input of the Sixaxis controller, controlled by tilting the Sixaxis, or one can plug in a USB keyboard into the PS3 and type, which will be extremely useful for web surfing.

Through the online PlayStation Store, visitors can find such items as game demos, game-related content (microtransactions) and downloadable casual games. Unlike Xbox Live, there is no size limit (50MB on XBL), so gamers will be able to download both 2 and 3D content, including titles developed by Sony Computer Entertainment World Wide Studios exclusively for download and play only on PS3, such as Blast Factor. Downloadable first party games will cost less than $15 at launch. More content will be added on a regular basis. There will be no fee to use Sony’s PS3 online services.

The PS3 Network will also support transferring downloads to the PSP. This means that gamers will be able to purchase PSOne titles via the PS3 network and transfer them to their PSPs for play. Sony has yet to release full details on PSP and PS3 connectivity.


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Guitar Hero: Warriors of Rock Review (PS3)

It feels like Guitar Hero. It sounds like Guitar Hero. Chances are good it even smells like Guitar Hero. It does not however look like "Guitar Hero. Guitar Hero: Warriors of Rock" finally gives us a game visually worthy of this generation of consoles. That combined with an eclectic group of rock songs and new game modes has produced a version of the game that is addictive as any of its predecessors, if not more so. Warriors of Rock provides almost everything veterans of the franchise have come to expect, as well as offering new game play modes to entice new comers to the game. If you are a fan of Guitar Hero, "Warriors of Rock" certainly won’t let you down. The game at its core really does feel like part of the franchise, with a shiny new topcoat. A lot of the classic game play is still there, with new modes and options to bring a greater depth to the way the game can be played. Now you can take your rock star self online and play with people when your friends are busy doing mundane things like working. The Party mode exemplifies what a game should become when people want to play casually. The ability for players to jump in and out of a song that you can’t be booed out off really creates the invitation to get everyone to play, instead of just the regular music loving gamer.

The new songs provide a spectrum of relatively difficult to ridiculously challenging. The music isn’t as Rock specific as you might expect, while there are many classic rock and rock songs included on the list there are also some odd ball choices coming from punk, pop and indie genres. The title of the game shouldn’t scare off those players who prefer mainstream music, there is as much for you in this game as there is for the most hard core of rockers. Aside from what ships with the game it is possible to import songs from previous Guitar Hero games, not to mention the ridiculous amount of songs available through downloadable content.

The game is worth checking out just for the graphics. The great characters, and customization options are really just the tip of the iceberg. The game is much more cinematic. Not only does it look better, but also everything just feels better. The lip sync on the characters would put any pop star to shame, not to mention that every song you play looks like an actual concert. Now there is one thing that even the best graphics in the world can’t save. A terrible story line.

"Warriors of Rock" is supposed to be driven by the story line of the main play mode. However the story line is ridiculous and relatively boring. It’s a bad case of trying to force two genres together that don’t match well with each other. People want to play killer songs, not turn their characters into robots to defeat a boss. However the storyline isn’t a huge deterrent, you can just button mash your way through the irrelevant text, watch some nice cut scenes, and get back to playing the music.

"Guitar Hero: Warriors of Rock" for the most part is extremely challenging, so if you are considering purchasing this game be ready to pour some serious sweat into the game.


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Thursday, September 29, 2011

WoW Compared to EQ2

Date: Nov 22 2004

Two very big MMORPGs are arriving on the scene this year just in time to compete for your Christmas dollars. I know some will feel the need to play both EverQuest II (EQ2) and World of Warcraft (WoW), but, for anyone with a life, this probably isn't an option. If you're trying to figure out which way to go, I've put together a quick comparison of these two blockbuster titles with as little bias as I could manage.

Graphics
Apart from the fact that the graphics in both games are excellent, there is a big difference in the artistic styles. World of Warcraft looks a bit like a comic book or an animated movie. Polygons have been kept to a minimum, but the environment has a tremendous amount of detail. Water and light effects are acceptable, although nothing dazzling. Nevertheless, it's one of the most attractive MMORPGs yet, and a trip on a Wind Rider does not disappoint. The most common complaint seems to be that there are, at the moment, a shortage of integrated ways to customize the GUI.

EverQuest II has a much more "realistic" appearance, insofar as a fantasy game can be said to look realistic. Familiar things like humans and bears are quite accurately proportioned, with relatively smooth edges. The scenery is gorgeous, and even the facial expressions are impressive. Sony has employed DX9 to create water, lighting, and spell effects that rival those of the latest first-person shooters. EQ2 does have the higher system requirements of the two games, which may in itself make the decision easy, and you will undoubtedly need to exceed those requirements to run at the highest settings. (See the end of this article for the system requirements of the two games.)

Character Creation
World of Warcraft has 8 races and 9 classes, but it should be noted that not all classes are available to every race. Some classes are also unique to the Horde or Alliance side. Although you have a few appearance-related choices to make, including gender, skin color, hair style, and so on, it's a somewhat limited selection. You're bound to run into twins for the first few levels until your gear begins to set you apart.

EverQuest 2 has 16 races, 4 archetypes, 12 classes, and 24 subclasses. Again, good and evil races have their own set of subclasses, so your options are limited but still respectable. As well as colors and hair styles, EQ2 lets you customize and position your avatar's eyes, ears, nose, and mouth. You can even accessorize with glasses and earings. While you are sure to encounter the odd double, it's a character creation system as robust as any you will find in a MMORPG.

Questing
Quest logs are handled in a very similar way in the two games, giving you a handy list of active quests and their status. In WoW, a quest giver is denoted by a simple, but effective, yellow exclamation mark that floats over their head. This becomes a question mark after the quest is taken, making it easy to find the NPC again when you've done the requisite deed.

EQ2 has gone the extra mile by having non-player characters (NPCs) make requests of nearby players by actually talking. If they need you they will ask for your help, and the monsters like to taunt you vocally during combat, which is a nice touch. They've gone to considerable lengths to add these voiceovers, in some cases even hiring celebrities for the job, and it does make the game more immersive.

Instancing is used for higher level content in both games. EQ2 will even instance certain areas based on population, in an effort to keep line-ups to kill key mobs to a minimum. Like its predecessor, EQ2 uses zones, so you will be waiting for areas to load as you move around Norrath, which is a little distracting after traveling through the comparatively seamless WoW.

One big difference in the quest systems is that WoW is a lot more freindly to the solo player. There appears to be ways to reach the game's highest levels with minimal need to rely on others. You can solo for a while in EQ2, but once you reach about level 20 you will find that it gets increasingly difficult. Fortunately there are some decent tools to facilitate grouping, and it does encourage players to socialize.


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E3 2010 - Booth Babes and Boys Photo Gallery, Nyko Girls

Alright, so everybody takes pictures of and with the booth babes at E3, and clearly I'm no exception.

This was a different kind of picture, as the ladies at the Nyko Booth actually asked to take a picture with me!

Recently the web comic Penny Arcade made fun of the booth babe/games journalist relationship, and they used my likeness in the process. One of the women working at the Nyko booth thought I "looked like" they guy in the comic and thought it would be hilarious to take a photo with me.

I clued into what was going on and informed the biochemist (see, don't judge a book by its cover!) that I was indeed they goofy journalist in the comic.

We are now fast (facebook) friends. It's another example of the incredible ability of the internet to bring people together... or something like that.


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"Chime Super Deluxe" Review (PS3/PSN)

Not only is Zoe Mode's "Chime Super Deluxe" and excellent puzzle game, but it's one of those rare titles that is very easy to pick up but also rewards you for learning new tricks and techniques. If I had to label the beautiful music game, I'd go for "core casual." You can play it for three minutes or three hours and still find tons of fun in "Chime Super Deluxe."If "Tertis" ran off with "Lumines" and had an ultra-hip baby, it's probably play "Super Chime Deluxe"... wait, well crud, I always get confused when it comes to the punchlines of fictional game relationships. Regardless, you get the point. "Chime Super Deluxe" is the upgraded version of a music puzzle game from Zoe Mode originally released on the PC through the One Big Game charity initiative.

"Chime Super Deluxe" differs from "Chime" in not only is the game no longer a charity project, but it's twice as big as the original, and the scoring/time bonus systems have been radically overhauled to make the game slightly more challenging, but also a lot more fun.

Like many puzzle games, "Chime Super Deluxe" has players fitting shapes together in an attempt to make 3x3 squares out of pieces deemed too evil to hang out in "Tetris." Once a player makes a block, they will receive a score multiplier, the blocks will be cleared from the board (though a shadow of where they were remains), time will be added to the clock, and most interestingly, the music will build. The goal is to fill the entire board with shadows of completed boxes.

Much like "Lumines," you hear the foundation of a song, then as you build blocks, more and more of the song is played. It's very satisfying and highly motivating to not only see your progress, but to hear it as well.

"Chime Super Deluxe's" soundtrack is enough reason to play in and of itself. The game features tracks by Sabrepulse, Moby, Orbital and the human beatboxer Shlomo, with his excellent "The Looping Song," made specifically for the game. Songs like Phillip Glass' "Brazil" show that "Chime Super Deluxe" is more than fun, it's smart.

Really, that's the selling point of the game. There are lots of puzzle games on the PlayStation network, but "Chime Super Deluxe" isn't just about matching skills, but there's deep strategy. You only need to use one stick and two buttons, but the whole time I played I kept experimenting with new strategies and techniques. Any game that rewards you for trying different play styles shows thought well beyond most puzzlers."Chime Super Deluxe" is easily the best version of the game to date and offers a host of welcome improvements to a game that was already quite good.


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Katherine is Vincent's Primary Love Interest in "Catherine"

Yes, "Catherine" is a romantic-horror video game. In a sense it's almost two games, the "real-world" where Vincent must navigate his relationship with "Katherine" and the intrusion of "Catherine," and a puzzle game where his nightmares are played out in a deadly challenge.

In the real world Vincent will spend a lot of time at the bar and with folks. He will send text messages and communicate with "Katherine." As he does, a meter will show you how those choice affect Vincent. While many of the mechanics are taken straight from other dating-sims, the strange yet compelling situations give pause.

As Vincent works through his unnervingly complex love life in "Catherine" players may pause and think about their own. The game may even encourage this at times by comparing your moral choices in the game against your peers'.


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MVP Baseball 2004 Review

Video game baseball has never looked as good as it does in MVP Baseball 2004. By tweaking the gameplay and pouring on the polish - EA has built one of the hardest hitting baseball games ever. Unfortunately, MVP Baseball 2004 still has a few gaps in the lineup, especially in the front office.MVP Baseball 2004 looks and plays beautifully. The boys of summer look better in the game than they do in real life. Don't believe me? Just take a look at Frank Thomas, both in the game and on TV. Seriously though, the models look fantastic, and all the stars in MVP Baseball 2004 stand, bat and run like their real world MLB counterparts. The parks look grand, it's too bad the fans look like they came from a Nintendo 64 wrestling game.

EA has taken bold strides this year in all of its sports games, and MVP Baseball 2004 is no exception. The batting system has been totally overhauled to reflect the new 'Pure Swing' system. Basically, you press one button to swing, and the left analog stick positions the bat to make optimal contact. I'll admit, it took some getting used to, but it does add quite a bit to the game. The defense also has had their controls tweaked to make it more controllable to scale fences and dive for catches.

MVP Baseball 2004's greatest asset and biggest disappointment is its management system. Now you can live out your life long dream of being a major league manager and being hated by everyone. The level of detail is great, but actually negotiating contracts and trading is not only confusing, it's downright awkward. Why they didn't import Maden's seamless system is beyond me.

One wild pitch aside, MVP Baseball 2004 is a top notch baseball sim, and easily a contender for video baseball MVP.


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Sony reveals 3D HDTV inside a lightweight headset

Remember the goofy old days when virtual reality was the future and everyone would soon be wearing goofy visors to control their computers? Why do you think that never panned out? It’s possible that the technology was ahead of its time – the most advanced graphics back then were untextured polygons running at fifteen frames per second. It didn’t exactly make you feel like you were inside some virtual world. The other problem was that the equipment was way, way too bulky to be practical for home use. Sony came by our offices the other day to show us something that looks like one of those old VR headsets, but it’s not trying to go for the virtual gimmick where you turn your head and the camera in-game pans around. No, it’s merely attempting to put a giant HD TV inside a lightweight visor, and we have to say, it looks promising.

Above: What the hell are we looking at? The straps at the left go around the back of your head, the circular things are the headphones, and the pad up top rests on your forehead. You can see the rectangular individual lenses for the eyes inside

It’s called the HMZ-T1, and we got to play some games on this thing for quite a while, so we got a good feel for how it works. While the kit itself looks appropriately goofy and you’d think twice about wearing it in public, it seems to be a legitimate way to game or watch movies, so the one aspect we’re worried about is the price, which we don’t know yet. We’re expecting it to be very expensive, but we’re really hoping it won’t be because if it’s reasonably priced we’re thinking it could be a useful addition to a busy gamer’s leisure time. You’ll see why as we talk about what it does.

First of all, the headset weighs about one pound, so it won’t kill your neck, at least in short periods of use while sitting up. We’re thinking a great way for extended use would be to kick back on a couch or bed with your head propped up by a pillow and you’ll be good to go. The headset has multiple straps for adjusting fit and we found it quite comfortable – it’s designed so that it rests mainly on your forehead and the back of your skull, with no weight on your nose and the visor part sort of floating in front of your eyes. It has built-in headphones with simulated 5.1 surround sound. The kicker, though, is the screen(s).


The visor features two screens – one for each of your eyes. What you see is a type of illusion: it looks like you’re about fifteen feet away from a 150-inch TV. This means that the screen swallows up almost all of your vision but doesn’t feel like it’s jammed in your eyes. In addition, since it’s really two separate screens, the headset can do 3D, and it’s some of the best looking 3D we’ve ever seen. Normally 3D is achieved through a doubling of a single image and then polarized or active shutter lenses selectively allow each eye to see a different image. What this leads to is the familiar flickering or doubling of images, but with individual screens for each eye, the 3D in the HMZ-T1 is near-flawless. We’re not prone to 3D headaches so we can’t be sure how it will affect everyone, but without all the flickering it could make a difference for those who have had issues with 3D in the past.

We first played Gran Turismo 5 and actually wondered if the 3D was even turned on, but realized that GT5’s 3D is extremely subtly designed, and with the lack of flicker the image was invisibly deepened. Once we checked out a movie and played MotorStorm Apocalypse, the 3D became obvious and looked damn good. Overall we enjoyed using the device quite a bit and could see the potential for it in certain households: you could game or watch movies anywhere in your house, including lying in bed next to a significant other while they sleep, without disturbing them. It allows for a giant screen and impressive 3D without the need for such a humongous TV in your home, although of course we need to see the price before we can determine if it’s a cost-effective way of adding a second TV to your household. It could potentially be useful for travel, although it needs its own power plug, so it wouldn’t be easy to bring on a plane without a source for playing a movie or game as well as some type of plug-in battery power, all of which combined would be quite bulky. It would, however, provide a better viewing experience at a hotel than the typical dinky TVs they provide.

Above: The cord sticking out is a power cord - it has to be plugged into an outlet, limiting its portability, but at least you don't have to worry about batteries (imagine how many batteries this thing would suck down)

The tech is no doubt promising, but there are still questions that need answering: the price, how it holds up comfort-wise over extended use, and if the visual acuity and 3D effects will be suitable for all users. We noticed during our time with it that the edges of the screen were slightly blurry, which affects HUD elements in games. We noticed that even slight adjustments in how the headset sits on your head affects the visual clarity, so it’s possible that a bit more fiddling could produce blur-free edges, but we’re not totally sure. Even with that little bit of blur, the rest of the visual quality was crisp enough that we don’t think we’d mind it over time. What will make or break this piece of fancy tech, though, is the price, which remains a big unknown as of yet.



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Wednesday, September 28, 2011

My Empire Tips

As a full-blown city building simulation crammed onto Facebook, there's quite a lot of complexity to My Empire. Balancing the needs of your citizens while simultaneously expanding your empire is no easy task. You'll have to build homes, markets, and mines, all while making sure your town is beautiful and its inhabitants are happy.

To help you out with the process of building and maintaining your empire, developer Playfish has graciously offered up 10 tips (plus one extra bonus tip!) to get you started.

The more people you have on your island, the more tax you will collect! Keep growing your empire!Build more houses so more people can live on your island. As you gain more fame, you will be able to build many different types of houses!If your citizens are unhappy, try building more happiness buildings or decoration items. That will cheer them up!You get a bonus each day for visiting your neighbors. Invite more neighbors to receive bigger bonuses!If you build an Academy, you can research new technology that lets you upgrade many of your buildings. Try it out!Are you running out of space on your island? Reach higher fame levels to unlock more land to build your empire!To build Wonders, you will need some resources that you can only receive from your friends as gifts. Send free gifts to your friends and maybe they will return the favor!You can see how much population your Empire will need in order to earn more tax when hiring your tax collector.Want to build more and more buildings? Reach higher fame levels to unlock access to more impressive buildings!Did you know the Lumber Mill, Mine, and Quarry produce different resources? The Lumber Mill produces a random wood resource, the Mine produces a random Stone resource, and the Quarry produces a random Stone resource. Be sure to build all three!The first time you visit a new neighbor, you get a special bonus!  Invite more neighbors to get more bonuses.

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The Darkness PS3 Review

The Darkness PS3, Member persianpaul

Before you start reading, I WILL NOT be including any cheats, hints or walkthroughs for this game in this review. Anyhow, I first started playing this game roughly about a year ago and its literally that good, i just found it impossible to put the controller down. On some occasions, i even spent 12 hours a day on it! You start out and quickly learn that your main character, Jackie (I can not put any full names in the review) is a contract killer for the Franchetti crime family. Just because he may be a killer, it does not mean he does not have a conscience. He loves his Aunt Sarah (not in a dodgy way) and claims that Jenny is the only reason he bothers to get out of bed in the mornings. By now, you will have more than likely realised this is much more than your average FPS. It is set in a realistic and very detailed sort of world, inhabited by demons - Darklings, which you can suck up through vortexes to use against your enemies. Very handy. You think thats good? Jackie himself is infested with The Darkness - another kind of demon, which is so powerful, it will rip your enemies hearts clean out and chomps on it as a snack! Fed up with being taken for granted, maybe even pushed around at times, Jackie decides that enough is enough and sets out to put those who deserve it six feet under. But of course, it gets a whole lot more complicated. (SPOILER ALERT!!!) Towards the end of the game, even friends of Jackie's ask him to dispose of people who are giving them grief, of course you have the option to decline or put their request in your to do pile, but its always fun to knock them off. ""Another one bites the dust"", ha! (SPOILER ENDS) Generally, i think this is a very good game, good graphics, fantastic storyline and very well detailed. The way it has come down in price makes it even more affordable too. If you can get a well looked after 2nd hand copy, even better. I would urge anybody who is into this sort of thing to just go out and get it. I must remind you though, this is an 18+ for a reason. It contains strong bloody violence and language. Enjoy the game!

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Yu Suzuki explains how the Shenmue series was supposed to end

Ever wonder how the Shenmue series was going to end? Well, wonder no more. Speaking to Mega64, game director and producer Yu Suzuki explains the planned conclusion for the amazing series’ in great detail.


Only, there’s something suspicious about the Suzuki’s confessed plans for the series finale. Maybe it’s the part where Suzuki describes Ryo riding a levitating sword to Oregon, or maybe it’s the part where we find out about future Ryo’s encounter with Tony Soprano. Either way, it’s a fun video, full of all the silly faced shenanigans we’ve come to expect from any Mega64 production. Definitely a must-watch for any true Shenmue fan. 


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Rugby 2004 Review

One thing is sure with EA Sport's Rugby 2004, you're either a fan or your not. There is no in between and the lines are being drawn. Rugby 2004 combines the strategy of football with the impulsiveness of 'football' in one action smashing game, as you would only expect from Rugby. With a new developer: HB Studios, Rugby 2004 reloads itself as "thee" Rugby game to go to.As the old adage goes, Rugby only has one rule: there are no rules. Linking over 1500 authentic Rugby players from around the world through intuitive controls, Rugby 2004 leads the pack providing intense graphics, realistic motion, and all those details you love about the sport. Through 67 distinct stadiums and 62 international teams, Rugby 2004 covers all the bases and scrums all the competition in 50 fps.

Okay, if you've never played rugby before, you have to give this game some time. The comprehensive training mode will guide you through this easily. Find out how to play a scrum, practice your tap-kicks, polish your rucks and flesh out your mauls. If these plays don't sound cool, you defiantly have to stick with Madden. But if your ready to toss and run, dive and cover, punt and kick, Rugby 2004 is your game.

Want to make things more fun: customize your teams. Your friend down the street is now your heavy scrummer; your favorite fast food worker can now be your third string sub. Bring your world into the Rugby world. After you have your line, work your way through the Tri-Nations, the six nations, all the way to the world cup. There, expect to battle against New Zealand, France, and the world: the tough and fast.

So what don't rugby fans like in the game: the commentary (Bill McLaren and Jamie Salmon), the music, and no set leagues for starters. Luckily, the commentary can be shut up quickly, and new rivalries can be formed. As a Rugby fan though, it will be hard to beat the game design, graphics and easy game play found in Rugby 2004. In 2003, the first name is scrumming rugby is Rugby 2004.


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Double Fine to receive full publishing rights for Psychonauts

Double Fine is set to acquire full publishing rights for its trippy 2005 title Psychonauts, now that the studio's original partnership with Majesco has reached its expiration date. The potentially exciting news was revealed in a tweet by senior programmer Anna Kipnis, who notified her followers that Double Fine will soon be in a position to receive all profits from the future sales of the cult-hit adventure game.


In a follow-up posting, Kipnis clarified her initial tweet wasn't intended as an official announcement from Double Fine. Instead, that came from studio boss Tim Shafer himself, who told Gamasutra: "It's true the publishing rights have reverted to Double Fine, but there are some more deals that need to be worked out and contracts that need signing before that actually means anything, financially. After that's all squared away, we will have some fun stuff to announce! (And no, it's not Psychonauts 2.)" 


Really, Tim? Are you sure about that? Psychonauts 1.5 then? How about Psychonauts: Revelations? Heck, at this point we'd settle for an HD remake. However this new arrangement plays out, if Psychonauts fans truly want to see the return of Razputin Aquato, now would be the time to say so with their wallets.


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World of Tanks Review

It's natural to wonder why the game doesn't have planes and infantry along with ground vehicles like Battlefield or Arma 2. In this case I think having to be constantly wary of aircraft, bazookas, and high explosives would create balance issues and detract from the fun. It would be a shame to see the emphasis go from tank battles to dogfights, for example.

Graphics

While WoT is several steps down from the latest FPS releases in terms of graphics, the tank models and the ballistics are quite convincing. Portions of the environment are destructible, although it's still a long way from the extensive damage that can be done in BF: Bad Company 2. An effort has been made to include some physics in the game, but tanks still seem glued to the ground. They move slower going uphill, but they can't drive off cliffs, they're never tipped over by explosions, and they get stuck on little bits of terrain that appear passable. As big as some of the maps in the game are, I'm sure even bigger maps with more players would be welcome.

Match Types

At the moment WoT has only one match type, which is blend of last-man-standing and capture-the-base. To win one team must eliminate all enemy players or capture their flag, which is done by moving into its proximity. Your tank does not respawn while in the match, but you can leave the match after you've died and take a different tank from your arsenal into another match, minimizing the down time. Nevertheless, the lack of additional game types is serious shortcoming. The word is that a king-of-the-hill match type in the works.

Matchmaking

If WoT has a fatal flaw, it's surely the game's sketchy method of forming teams for random battles. Vehicles are divided into 10 tiers not unlike the levels of other games, as well as weight and class. Although the tanks and maps are from WWII, teams are not representative of historical factions, so both sides have a mixture of German, Soviet, and American tanks.

The problem is that the game regularly places you in matches where you are little more than cannon fodder for heavier, higher-tier tanks. A medium tank can do almost nothing to a heavy tank two tiers above it, and yet this is a common result of the matchmaking system. Having to hit an enemy a dozen or more times to take them out while they need only hit you once or twice is just poor game design. This is compounded by allowing 5 or 6 SPGs per side in some games, which makes them overwhelming. Matchmaking needs a major revision, even if it means players have to wait a little longer to get into the battle.

Clans and Platoons

WoT gives you a couple of ways fight alongside your friends. With a premium account you can form a 2 or 3-person platoon that can go into random matches as a group. You can also create clans and take on other clans, but this requires pre-made teams. Only one person needs a premium account to form a platoon, but it's unfortunate that there is no easy way for 4 or 5 friends to play together.

Pricing

True to it's F2P label, WoT has a number of subtle ways to keep you from enjoying the game too much without spending money on it. An assortment of things, including premium accounts, can be purchased with in-game currency that comes in the form of gold. F2P games always come down to the details of what your have the option to buy, and how much of an advantage it gives you. WoT treads dangerously close to "pay-to-win," particularly since gold is required for the best ammunition in the game. Gold can also relieve persevering grinds for the credits to purchase higher tier tanks, and fully trained crews are available for a price as well. Premium accounts receive a bonus of %30 on both XP and credits earned each match.

The Bottom Line

To WoT's credit, there really isn't anything like it on the market right now. It takes high-energy tank combat with simple controls, mixes in a helping of old-school simulation flavor, and makes it highly accessible to anyone with a desire to blow things up. Sadly, matchmaking is a mess and the pricing is questionable. They're definitely onto something with this concept, but it isn't fully realized. Along with tighter matchmaking, it deserves bigger maps, larger matches, and more play modes. WoT has struck a chord with quite a few gamers, so improvements may well be on the way, and until then there's some quick fun to be had with this title, at least when you're lucky enough to get into a match where you're not ridiculously outgunned.


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PlayGear Pocket PSP Case

I must admit, I was a skeptic, but after a couple of days with the PlayGear Pocket, I am convinced this will be my case for my PSP.The PlayGear Pocket is Logitech's first PSP accessory, and, all in all, it's a pretty good one.

The PlayGear Pocket is a high-impact polycarbonate (meaning really tough) rigid case for the PSP. It not only holds your PSP, but it can act as a viewing stand (I used it to watch Spiderman 2) and you can play games while the PSP is in the case.

The case leaves all four corners open, so that you can access the shoulder buttons, as well as the power and headphone inputs. This works out great when using the PSP in the case, but I wouldn't have minded if there was a way to close these holes when the case is closed. Currently they leave the corners exposed to dust and the like when the case is closed.

The PlayGear Pocket does add weight to the PSP when playing, but I didn't mind it after a bit, and enjoyed being able to use the lid as a sun visor. The only thing missing is storage. I would gladly sacrifice another half inch if there was a place to put my UMD games. With the PlayGear I can toss my PSP in my backpack, but I need a separate case for games. It would be nice if Logitech came out with a matching case for the PSP ear-buds and discs.

The PlayGear Pocket is a vastly superior case to the one that comes with the PSP, and despite some minor flaws, is a solid choice for a hard PSP case.


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Tuesday, September 27, 2011

PS3 Slim Specs and Details

Sony Computer Entertainment Inc. (SCE) has released details about the new PlayStation 3 (PS3 model #CECH-2000A). The svelte charcoal black PS3 Slim sports a much smaller case and a 120GB Hard Disk Drive (HDD). The new PlayStation 3 Slim is slated for retail release on September 1, 2009, in North America, Europe/ PAL territories at a discounted retail prices (RRP) of US$299 and €299. The PS3 Slim will drop in Japan on September 3, 2009 (odd, in that Sony usually releases in Japan first), with a retail price of 29,980 yen (including tax).

In a bold move, Sony has discounted the remaining stock of 80GB PS3's to US$299 from August 18 and €299 from August 19. Also in North America, the price of PS3 with 160GB HDD will be reduced to a RRP of US$399 from August 18. Of course one has to ask if it isn't worth waiting a couple of weeks to own the new version of the PS3 Slim with a 120GB HDD for the same prices as the 80GB PS3 Phat.

According to publisher, "The internal design architecture of the new PS3 system, from the main semiconductors and power supply unit to the cooling mechanism, has been completely redesigned, achieving a much slimmer and lighter body. Compared to the very first PS3 model with 60GB HDD, the internal volume as well as its thickness and weight are trimmed down to approximately two-thirds. Furthermore, power consumption is also cut to two-thirds, helping to reduce fan noise. While inheriting the sleek curved body design of the original model, the form factor of the new PS3 system features a new meticulous design with textured surface finish, giving an all new impression and a casual look. With the compact body and casual appearance, the newly introduced model will appeal to a wider audience who are looking to buy the best entertainment system for their home."

In some ways the PS3 Slim seems like an effort to erase the negative, and long lasting legacy of Ken Kutaragi. From his statements about the PS3 being worth a week's play to the use of the "Spider-Man" font, the smaller, more energy efficient PS3's is not only cheaper, and not only does the emblem on the console looks more reminiscent of the PS2 logo than previous branding, but Sony now writes PS3 "PlayStation 3" instead of the all caps "PLAYSTATION 3" companies and journalists were asked to use. Rather than trying to differentiate it, Sony is placing the PS3 firmly under the PlayStation brand.

Sony describes the new PS3 Slim as continuing to provide, "cutting-edge features and functions of the current models, such as the ability to enjoy high-definition Blu-ray disc (BD) movies and games, as well as various content and services downloadable through the network. The new PS3’s storage size has increased from 80GB to 120GB, and with the extra capacity users will be able to store more games, music, photos, videos as well as various content and services available through PlayStation Network. Having more than 27 million registered accounts around the world, PlayStation Network offers more than 15,000 pieces of digital content, ranging from game titles, trailers, and demos to more than 15,000 movies and TV shows via PlayStation Store*1. PlayStation Network members can also download free applications, such as PlayStation Home, a ground-breaking 3D social gaming community available on PS3 that allows users to interact, communicate and share gaming experiences, as well as Life with PlayStation, which offers users various news and information on a TV monitor in the living room by connecting the PS3 to the network."

The PS3 Slim is being supported by a number of AAA games headed down the pipe, including Uncharted 2: Among Thieves, EyePet, Ratchet & Clank Future: A Crack in Time, Heavy Rain, God of War 3, MAG, ModNation Racer, Gran Turismo 5 and more.


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Halo Anniversary video demonstrates how classic campaign stage Silent Cartographer was updated

One of E3’s less surprising, but certainly interesting announcements was that Halo: Combat Evolved, the game that made Xbox a household name, was getting a full-on remake for 360. This rerelease is the first real test for Halo’s current flagship developer (343 Industries), as the team is taking over for franchise’s creator Bungie. Perhaps remaking what many see as the best game of all time isn’t most helpful way to examine 343’s abilities at designing new Halo content, but it certainly shows the devs devotion to the Halo franchise. That love is in full force during this lengthy trailer for the classic campaign level The Silent Cartographer.

The gameplay looks pitch perfect to us, and the narrator certainly sounds convincing, but to be honest we haven’t played this in a decade, so we could be way off. How’s this look to the Halo fans out there?

Jul 22, 2011


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"Mortal Kombat Tournament Edition" Review (PS3)

"Mortal Kombat Tournament Edition" returns to its 2D roots and delivers the most balanced, violent, and fun version of the game to date. The game has its fair share of flaws, especially in the story mode, but none of them are show stopping fatalities.

The game is more like the arcade fighters of yesteryear, but even better thanks to the best fighting stick ever to grace a living room. Once again, fighting is fun thanks to "Mortal Kombat."

"Mortal Kombat" in 2D, who knew it'd be such a relief? Fighting games just work better in 2D, (playing field, not graphics), and thanks to the changes not only in perspective, but gameplay, well... it feels like the old "Mortal Kombat" of yore, and that's a very good thing. "Mortal Kombat Tournament Edition" comed with a fight stick that will make you feel like you are back in the arcade, dropping quarters.

Fighting games rely on two things, balance and charisma. A good fighting game is like a fast, violent version of chess. The latest version of "Mortal Kombat" may not be perfectly balanced by fighting game standards, but it is the best version in years. Fights are fluid, fast, and while some characters are clearly better suited against certain opponents, for the most part the game feels fair.

Not only do all the characters have great combos and special moves but the new energy gage brings more strategy to the game. Much like "Street Fighter 4" you can use a part of the gauge (a third) to beef up your moves. But the real kicker is when you use a full energy bar to execute an X-Ray attack, if it hits, it not only does massive damage, but you're treated to an in-round mini fatality.

And therein lies the charm. "Mortal Kombat," along with "Night Trap," is one of the major reasons we have a ratings system for games. It is violent and gory. Though in this "post-Saw" era, it's more humorous that disturbing. But the violence, the wild characters, and the cheesy story make "Mortal Kombat" more fun that one would expect.

The story mode really makes the single player game, and it is far more cinematic than most fighting games. It has a three problems, however. First, you can't skip or pause cut scenes, and there are lots of them. Second, it is mostly lacking fatalities, they need the characters to stay alive for the next scene (I think we would have bought it even if we were allowed fatalities) and third, the video cut scenes look worse than the in-game graphics. It's fun, but it could use some polish.

Polish really is what "Mortal Kombat" could use more of. I hope the next "Mortal Kombat" is more of the same, just slightly more refined. Oh, and lest I forget, Kratos is amazing in the game, he makes getting the PS3 version an easy decision.

The MK "Tournament Edition" comes not only with great extra content, but one of the finest fight sticks to date. It's heavy, has a memory foam pad, so it works on your coffee table or lap, and looks and feels more like an actual arcade cabinet controller than a home one. From the concave buttons, to the bat shaped stick, the study construction and responsive controls put the official "Street Fighter 4" and "Tekken 6" fight sticks to shame. Open it up and there's room for the game and the included USB cable (but not much else). The stick is beautiful, and it's emblazoned with "Mortal Kombat" in curious, yet classy ways. This is the kind of video game hardware that will inspire jealousy in your friends.


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FarmVille Outside of Facebook

FarmVille may be the biggest game on Facebook, with over 75 million active users, but you don't necessarily have to be on the social network to play anymore. Utilizing Facebook Connect, developer Zynga has made the farming phenomenon accessible both from its own website and MSN.com. You still need a Facebook account to play, but these options let you experience FarmVille without having to be on Facebook, perfect for computers where the social network might be blocked.

Here's how you can sneak in a little farming while you're stuck at work or school.

1. MSN.com

Starting recently, the game is now playable at MSN.com. Again, you still have to have a Facebook account to play. First, you have to access MSN's game portal, which can be found at www.zone.msn.com. It's important to note that games on the MSN game portal are only playable if you're using Internet Explorer, so users of other web browsers like Chrome or Firefox will have to switch to IE if they want to play. You can access FarmVille either by clicking one of the links on the homepage, or simply searching for it via the search bar at the top of the page. This will bring you to the game's page where you'll be logging in over Facebook connect. Once logged in the game looks just like the Facebook  version, with the only added frill being the Game Feed, which appears directly below the game itself.

In the future, Zynga has also said that it will be bringing more of its popular games -- like Cafe World, FishVille, and Mafia Wars -- to MSN Games, as well as the company's popular instant messenger program Windows Live Messenger.

2. FarmVille.com

Playing the game from FarmVille's dedicated website is about as simple as you would imagine. You simply go to www.farmville.com and log into Facebook by providing your email address and password. The game itself looks and plays exactly as it does in Facebook, only without the social networking trimmings. These have been replaced with a variety of FarmVille specific features. There's a Game Feed, which provides you with all of the latest updates from your in-game friends, letting you know everything they've been up to. You can also check out all of your current requests and stay up-to-date with a Farmville news feed, which keeps track of all the latest developments in the game. You'll also find links to Zynga's other popular games and the Game Bar: a toolbar for your web browser that lets you take FarmVille with you no matter where you are on the web.


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PAX Prime 2011: Photos from the show floor

PAX Prime 2011 is now one for the memory books, but we know there were a ton of you who weren't able to make it out to Seattle to participate in one of the biggest gaming events worldwide. Never fear! GamesRadar roamed the floor photographing anything and everything and we scored some awesome swag that we're giving away.

Leave a comment by Wednesday, 12pm Pacific Time and we'll pick one lucky reader who will receive a bag filled with swag we picked up from the show floor. US and Canada residents only. Good luck!

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Zen Pinball Review (PS3)

Casual-hardcore may seem like an oxymoron, but it's exactly what Zen Pinball is. You can pick it up, and explain the three-button gameplay to your dad, and listen to him reminisce about the '70s and being a former "pinball wizard" (we all know he wasn't, but let him have his time). You can also compete online in pickup matches or in tournaments, where knowing the tables, the rules, and the proper strategies quickly separates the scrubs from the table terrors. Zen Pinball is a shockingly deep game, and with the PS3 Eye enabled multiplayer, an incredible online experience. It's surprising how many people don't understand pinball. I mean, sure, if you can pull a plunger and hit two flipper buttons you can "play" pinball. But that would be like saying golf is just about hitting a ball with a club. There are rules, strategies, and nuanced skills that really make pinball the amazing game it is.

Zen Pinball captures all of it. All four of the included tables (Shaman, Tesla, El Dorado, and V12) are not just fast, furious, button-mashing fun, but they all have sub-games, mini-games, triggered events, and a variety of sequential shots that, similarly to Modern Warfare, require practice. Learning a table, the shots, and the rules allows players to rack up high scores, which is the name of the game in Zen Pinball.

It's surprising how compelling the physics, graphics, and design of the tables are. The game is quite popular in my house, due in no small part to the PS3 Eye supported multiplayer which allows us to watch other goofy pinball nerds put on shows while they play, but also because of its wide appeal. I've used it to demonstrate deep game design elements, but also to introduce non-games, Dad, to it. In fact, I've had people ask, "So it (the PS3) can play Blu-ray discs and pinball?" The reason for this is that in addition to excellent design, the game is beautifully executed.

I grew up with two pinball tables in my home, so I'm quite a fan of the real world tables. And with great computer games like the original Pinball Construction Set under my belt, I've played a lot of real world and virtual pinball. The best computer pinball games didn't try to mimic reality, they were their own games, much in the way that car racing games aren't really like driving a real car. Zen Pinball, however, has bridged the gap. The physics engine they built the game on is so spot on that the ball sometimes gets "stuck" and the table has to cycle through every bumper to get it loose, just like on a real table.

In fact, the tables behave so well that I had another player swear there was a real world counterpart and that they played identically. While, in fact, all the tables are virtual they look and play at a level that makes it easy to believe that they are real. The table graphics, from the zany tribal characters in Shaman, to the car-themed V12 look like pinball tables should look, and they all play the way they should play.

While the four included tables are excellent, they continue to put out new tables based on existing IP, such at the Ninja Gaiden Sigma pinball table and the Street Fighter one, as well as original content, such as the medieval themed Excalibur. Each table has a unique quest or mission structure and each is easily worth the $2.99 DLC price.

Zen Pinball is a gem of a PlayStation Network game. Aside from surprisingly long load times, Zen Pinball is silver ball perfected.


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Monday, September 26, 2011

"God of War II" Review (PS2)

Sony isn’t letting the PS2 fade away without a fight and God of War II strikes a critical blow for proving that the Last generation just isn’t quite over. Dust off your controller and fork over your money (if you’re over 17 of course) and prepare for a brutal journey through ancient Greece.In order for Kratos to properly take on gods and monsters, he needs the right tools for the job. The Blades of Athena stay in their properly chained place and make a triumphant return, using many of the same moves from the first title. God of War II features more magic and more alternate weapons that you achieve as the game goes on, although nothing can beat the base Blades. The way the weapons work through the graphics and the gameplay create the basic flow of the game.

Added in to the mix are a variety of new relics that will allow Kratos to breathe under water, reflect enemy magic and attacks, even temporarily slow time. Amazingly, between all of these different elements, the game remains well balanced. Each item follows tradition in helping you progress to the next stage, but the basic weapons and magic abilities stay useful (for the most part) through the duration of the game.

God of War II doesn’t fall short in replay value, not only because it’s got a great basic game mechanic, but beating the game unlocks a plethora of new options. As with the first God of War, you need to beat the game on any difficulty to unlock the highest difficulty, but this time there are a set of non-plot game modes for you to play around in.

Challenge of the Titans sets you against a series of, you guessed it, challenges that will allow you to unlock new costumes. If you feel the need to just get your aggressions out in the safest way, Arena of the Fates mode allows you to customize the number and types of enemies that you face. You can take the experience and levels you gain there to play back through the normal mode of the game, just to get in the maximum destruction possible.

Those who played the original God of War may remember the included galleries and designer commentary, a nice extra for anyone who wants to idealize the game’s designers or just find out why the game is the way it is. God of War II again one-ups it’s predecessor by adding in a full bonus DVD filled with behind the scenes of the game. I’m the kind of person who needs the commentaries and bonus features to accompany my DVD’s, and with the growth of videogames in popular culture God of War II takes a step in the right direction in cluing the players in on the creative process.

The special features DVD convientently plays in any old DVD player, just in case you’re too involved to take a disk out of your PS2, and features a Making-Of, Interviews with Developers, featurettes that detail the Environments, Creatures, and even play testing of the game itself. It’s interesting to see the process, also to see what didn’t quite make the cut. There are some big un-necessary featurettes, like the How-to-Play featurette, but it gets out-weighed with the included concept art and other featurettes that focus on the actual making of the game.


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Unreleased Sonic skateboarding game discovered on Xbox development unit

What is apparently gameplay footage from an unreleased Sonic skateboarding game called "Sonic Extreme" spun its way onto the net over the weekend, proving once again that slapping the word 'extreme' onto any popular franchise, activity or consumer good is a surefire way to guarantee that it will be anything but.


The unfinished game was discovered in a Microsoft Xbox development unit by US YouTuber ProtonX3, who has spent the last two days posting videos of the extremely unextreme Sonic racer.


This ill-fated Sonic Extreme for Xbox is not to be confused with the other ill-fated Sonic X-Treme game for the Sega Saturn which, had it not been canned in 1997, would have been the first 3D Sonic game for Sega's then new system. Perhaps a future Sonic xTreem, Sonic ExTrime or Sonic X-Tuream can break the curse?


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All PS3's to support HDMI

Sony Computer Entertainment Inc. has announced a major change in the 20GB version of the upcoming PlayStation 3 (PS3). The cheaper of the two PS3 sku's (20GB version) will now come equipped with HDMI (High-Definition Multimedia Interface, Ver 1.3/supporting Deep Color) output as standard with the system.

Since Sony first announced the original product specifications of PS3 at the Electronic Entertainment Expo (E3) in May 2005, demand for enjoying full HD quality image and realistic digital sound through HDMI has grown tremendously. That in addition to the sharp increase in availability of flat HDTV displays with HDMI in the market, Sony has decided to equip HDMI as standard on all PS3 systems. This represents a major shift in the strategy behind PS3 marketing. The differences between the lower and higher priced versions of the PS3, unlike the Xbox 360, is less about performance, and more about options.

While Microsoft claimed that the 360 would usher in HD gaming, it seems like only the PS3 will truly support it.


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Rift Review

Review Date: April 6 2011
Publisher: Trion Worlds
Developer: Trion Worlds
ESRB Rating: Teen
Genre: MMORPG

You've probably noticed that the number of fantasy MMORPGs on the market has soared to such heights in recent years that it's getting hard to tell one from the next. Rift enters the scene with its own take on elves and dwarves, as well as a remarkably complete set of features for a game of this kind. They've also introduced a dynamic spawn system that they are hoping will breathe new life into what is, by now, a tired formula. Can Rift set itself apart from the competition, or have we all played this already with a different skin?

Once again we have 2 playable factions, in this case The Guardians and The Defiant, each of which has 3 races. Neither faction is really evil, although they are at war with each other and the undead armies of Regulos, a dragon god that is currently Rift's foremost protagonist. Given that there are High Elves and Dwarves on the Guardian side, I expected to see orcs on the Defiant side, but instead they went with 3 original races: the Bahmi, the Eth, and the Kelari. While many games aspire to have starting areas for each race, Rift has only 2 - one for each faction.

Callings and Souls

Rift has 4 basic "Callings," each of which encompasses 8 "Souls," or classes. Souls are much like talent trees, and you can choose from several of them to build your skill set, which allows for a great deal of flexibility. In fact, the combinations are so numerous that there is a real possibility of making bad choices. Fortunately, you can switch between up to 4 "Roles," each of which includes 3 Souls, and skill points can be reset for the usual in-game fee.

The Soul system is one of the most unique aspects of Rift, and it lets you build a character with a lot of versatility, especially if you employ multiple Roles. All of the Callings have offensive, defensive, and support Souls to choose from. This means that a Mage, for example, can put skill points in the Chloromancer Soul and gain some healing abilities. Callings still have their specialities, so it's unlikely a Mage could heal as well as a Cleric, and Warriors have limited support skills, but a single character can perform a wide range of tasks. Each Calling also has a PvP Soul, which is advanced by engaging in PvP combat.

Although a little overwhelming at first, building a character in Rift is very engaging, and you're not left feeling like you're going to end up identical to everyone else in your class. The disadvantage to such a flexible approach is that it can be difficult to balance, especially when it comes to PvP.

Graphics and Interface

Telara is a visually impressive world, especially on a high-end system capable of rendering all of the lighting effects and shaders. While character models are nicely detailed, some of the animation seems a bit off, particularly when mounted, and certain pets appear rather lifeless. Some recent MMORPGs have opted for a cartoony art style, but Rift has gone with more realistic proportions, textures, and colors.

Rift's interface is very nearly identical to that of almost every major MMORPG since World of Warcraft, which isn't surprising. All the movement and camera controls, as well as most of the default keybinds, will be immediately familiar to most MMORPG players. And it's all adequately customizable, although the game doesn't yet support WoW-style add-ons.

Questing

Questing is central to character progression in Rift, and the game's largely derivative nature is evident here as well. You'll be tasked with the usual pesk reduction operations and deliveries, along with a sometimes tedious amount of running around right-clicking on things. The map keeps you headed in the right direction with quest objectives clearly marked, and it comes together as expected. While it emulates WoW's questing quite closely, it falls short on variety and it doesn't have any of the area phasing introduced introduced in the last two expansions, so it feels a bit old.

Rifts

It stands to reason that Rift's most distinguishing feature is the rifts from which it gets its name. Rifts are temporary links to other "planes" that allow hostile creatures to invade Telara, and they can open up unexpectedly almost anywhere in the world. These visually spectacular events are open to all nearby players, much like Warhammer Online's public quests. As players approach a Rift they are invited to a group and rewards are automatically distributed as Rift mobs are defeated. If players don't successfully close the Rift it becomes a foothold for the invasion, and they can even overcome settlements, affecting players access to quest givers and vendors.


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Most players don't finish games

We like games – and since you’re reading this site, it seems safe to assume that you like games, too. But according to a recent CNN report, most players don’t finish the games they start.


“What I’ve been told as a blanket expectation is that 90% of players who start your game will never see the end of it unless they watch a clip on YouTube,” says Activision production contractor Keith Fuller.


The rate of completion doesn’t seem to get much better with critically acclaimed titles. According to social networking and achievement tracking service Raptr, only 10 percent of players completed the final mission in Rockstar Games’ Red Dead Redemption.


Above: According to Raptr, only 10 percent of players actually finished the last mission in Red Dead Redemption. This is why we can’t have nice things


The lower rate of completion can be attributed to the rising age of the average gamer, which the Electronic Software Association says is 37. With more responsibilities, it all adds up to less time for gaming. “We're at a stage now that we're trying to find ways to keep mindshare," Konami's Jeremy Airey tells CNN: "When the consumer is not playing our game, their friends aren't either.” Airey says this is why designers tend nowadays to trim out the filler, making games shorter and leaner – and why publishers make sure to keep up a steady stream of DLC from launch day for players who've reached the somewhat arbitrary mark of “finishing the story.”


With the rising costs of producing AAA titles and fewer players willing to sink in the time required to complete epic 40-hour journeys, it seems that the trend for shorter games and more DLC will continue.


Have you found yourself finishing fewer games over the years? Or do you continue to see the titles you’ve bought all the way through till the end?


Aug 23, 2011


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Sunday, September 25, 2011

Untold Legends: Dark Kingdom

When Untold Legends: Brotherhood of the Blade debuted on the PSP, I couldn't figure out why Sony didn't just make it a Champions of Norrath game. Now I'm even more confused. Why port over a PSP spin off of a best selling PC/PS2 franchise (Everquest) to the PS3? Even more strange, this one's hardly even related to the other Untold Legends games. What we have is a fairly generic action RPG with decent (but not next gen) graphics and a mediocre story. It's a confused game with no major flaws, but no standout points. Untold Legends: Dark Kingdom is an action RPG made by one of the best companies in the biz, Sony Online Entertainment. The company that brought us Champions of Norrath games and the PSP Untold Legends games. One would expect that the first action RPG on the PS3 would be their crowning achievement, yet the game feels as confused as its lineage.

Originally slated as a PS2 game, Dark Kingdom has the look and feel of a game missing direction. The graphics are confused, with stunning character models, yet the textures frequently lack detail. The level design is the same, with confined areas that do not take advantage of the PS3's power in terms of draw distance or characters on screen. The score and battle cries are excellent, yet inconsistent. While the controls are solid and efficient, the game design reduces the gameplay down to button matching.

While the online play allows for up to four players to take over from any save point in the game, I'm not sure how compelling it will be. During the single player campaign, it can be difficult to avoid getting caught on objects, I can't image it with four.

Untold Legends: Dark Kingdom ends up being a technically competent game that simply lacked polish in design. Games frequently get adapted to new systems prior to release, this one could have been stronger with a bit more time spent on taking advantage of the PS3's power. Unfortunately it ends up looking, and playing, like a PlayStation 2.5 game.


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