понедельник, 28 февраля 2011 г.

‘Pokemon’Dev On The Birth Of Pikachu, Concerns About Failing Overseas» MTV Multiplayer

Pokemon Black and White

Junichi Masuda has been working on Pokemon games since the very beginning, starting as the composer for"Pokemon Red"and"Blue."Since then he has moved up the ranks, directing and producing more recent Pokemon titles, including the latest release,"Pokemon Black"and"White."During an interview MTV Multiplayer, he discussed the early days of the franchise, as well as how Pikachu came to become the face of the franchise.

Back in 1996, no one had any idea of the tremendous success that the Pokemon franchise would see, and that even included members of the development team."When we were first making them, we weren't really thinking about how big it would become,"said Masuda (through translator David Numrich).

In fact, the team was a bit concerned about whether Pokemon would see success outside of its own territory:

"I wasn't too worried about Japan. Role-playing games were popular back then. I was primarily worried about the overseas market. At the time they were making the game, Japanese RPGs still hadn't found a lot of traction overseas, so we were worried whether it would be successful over there, as well."

Of course, Pokemon ended up being a massive hit worldwide, and the franchise quickly adopted an unlikely figurehead: an electric mouse named Pikachu. I say unlikely because, in the first two games, Pikachu was just another random Pokemon milling around in the weeds. Later entries, like"Pokemon Yellow,"would heavily feature Pikachu, but I was curious whether Pikachu initially stood out from the pack during the development phase, and if Masuda expected him to be such a huge hit. Here's how the world-famous electric mouse came to be:

"In the beginning, we had a few graphic designers working on drawing designs, coming up with ideas. We also had a few programmers who also came up with design ideas. Within the company, we would vote and decide which one everyone likes. One of the planners saw Pikachu and was like, 'This is a really cute Pokemon. Maybe it's not a good idea to have it be a really common Pokemon in the game.' It was a Pokemonhejust wanted to catch, just for himself. {The fact that Pikachu} is a rare Pokemon that doesn't show up very often in the wild was another reason {he was popular}. When people actually encountered it, it was a really big impact. It was like, 'Wow, this is a cool Pokemon.' At the same time, in the animation, Ash had Pikachu as his Pokemon, so those two things combined helped the popularity of Pikachu rise."

"Pokemon Black"and"White"releases next week here in the US and it features an entirely new cast of creatures to catch. Is the next Pikachu waiting in the wings? Only time will tell.


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воскресенье, 27 февраля 2011 г.

‘Sword& Sworcery EP’Trailer Makes Us Yearn For More» MTV Multiplayer

Sword and Sworcery

Way, way back in 2010, a game called"Sword& Sworcery EP"showed up at GDC and ended up winning the"Achievement in Art"category at the Independent Games Festival awards. And rightfully so, as it's one of the best-looking examples of pixel art I've ever seen. The game is sort of like"Zelda,"but if"Zelda"was directed by Stanley Kubrick. It's a twisted take on classic fantasy RPGs and it has been high on most-anticipated lists for well over a year now. The wait, thankfully, is almost over.

The folks at Superbrothers, who are handling the art and design of"Sword& Sworcery EP,"released a brand new trailer for the game today, and damn if it doesn't get my blood boiling for more. I always thought Valve had perfected the creepy, off-kilter trailer technique with"Portal,"but Superbrothers really gives them a run for their money.

Of course you're probably asking WHEN? If so, you're not very observant, as the end of the trailer lists the release date as"around the vernal equinox."If you're now asking WHAT? then you'll be happy to learn that the vernal equinox is also known as the official start to spring, which occurs on March 22. Long story short, it looks like we'll be playing"Sword& Sworcery EP"in less than a month.

By the way, in case you missed the first trailer for the game, which gives you a clearer idea of the gameplay, I've embedded it below."Tiny Wings"eat your heart out!


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суббота, 26 февраля 2011 г.

‘Command& Conquer’New Dev Victory Games Officially Confirmed By EA» MTV Multiplayer

command and conquer

You might recall anew"Command& Conquer"game being outed earlier this week, thanks to an apparently prematurely published website. NowElectronic Artshas formally confirmed it: there's a new"Command& Conquer"game coming from newcomer developer Victory Games.

In addition to leading the charge with a new AAA"C&C"release, Victory is also taking point on all EA strategy titles, as was previously revealed. The news comes from an interview with studio general manager Jon Van Caneghem posted on EA's"Command& Conquer"Blog, the same interview that appeared earlier this week in the premature publish."Victory Games was created to be the focal point for the creation of strategy games for the Games Label at EA,"he said."Our current focus is making a AAA Command& Conquer game, which I am very excited to be working on."

Caneghem doesn't reveal any of the new game's details other than that it is coming to PC. Development isn't just limited just that release however. Victory will also be working to further evolve the"C&C"franchise over time."Our general focus is on the future of 'Command& Conquer,'"Caneghem said"That means updating a lot of the core technology to create a stable base for future development, and leveraging that work on this first game."

As I noted earlier in the week, there are some interesting possibilities here."Command& Conquer 4: Tiberian Twilight"shifted away somewhat from the series' core gameplay mechanics, and drew some criticism for it. While it's possible that Victory is simply working on another"Tiberian"or"Red Alert"game, I wouldn't be surprised to see something totally new. Perhaps even taking a page from Hollywood's reboot formula. If EA hopes to broaden the series' appeal, a fresh start would certainly offer new fans a more attractive point of entry.


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пятница, 25 февраля 2011 г.

‘Bulletstorm’And The Battle Against Breaking The Fourth Wall» MTV Multiplayer

Bulletstorm

It's easy to write off"Bulletstorm"as a mindless shooter. It certainly doesn't take itself too seriously, what with the incessant and varied usage of the word"d**k"and the giant, robotic dinosaurs. But beneath that over-the-top exterior is an actual, living universe...one that People Can Fly went to great lengths to keep as authentic as possible. At the heart of all of that? Skill points.

When I first learned that the game was rewarding me with points for accomplishing outlandish kills, I accepted it and moved on. This is a video game. Earning points for kills is not a foreign concept for me.

What was more interesting, though, was that the characters in the universe acknowledged that those points existed. Everything you see on screen is exactly what Grayson Hunt would see, including all the HUD readouts and point totals. Thanks to his neural leash, he's automatically hooked in to a strange rating system which seems to reward more successful kills with additional ammo and weapons.

Most other games would leave it at that. You earn points for kills which acts as currency. Sure, why not? But"Bulletstorm"actually bothers to explain that the ratings system was designed by the army to determine which were the most effective soldiers. The better the soldier, the more ammo and equipment they would receive in the field. It actually makes sense in the context of the universe, and since"killing with skill"makes up the core of the game, it creates a more believable experience.

Of course, most people will probably just ignore all of this and enjoy themselves as they romp from amusement park to aquarium, killing scores of mutants. That's totally fine. But for those that enjoy a bit more insight into a game world, People Can Fly provided that, as well. Here's hoping that other developers will put that extra legwork in to keep that fourth wall standing.


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четверг, 24 февраля 2011 г.

‘Dark Souls’To Be 1.5 Times Larger, Probably 1500 Times Harder» MTV Multiplayer

dark souls

People seem to be unimaginably excited for From Software's"Demon's Souls"not-sequel,"Dark Souls."Have we collectively forgotten the indescribable frustration of being killed over and over again by powerful monsters and wicked in-game player notes? There are new details to share on the game, compliments of a developer interview, from which we can take away one important point:"Dark Souls"is bigger.

"For simplicity of explanation, as compared to Demon's Souls, the map will be approximately 1.5 times the size. It may feel even bigger to the players,"director Hitaka Miyazaki told1UP."To clearly pose a sense of achievement to the players, we will most likely maintain the 'one map plus boss' format. However, the game will not completely be structured in this way."

He also explained how"side quests won't be stated as specific quests,"but rather as"small events to encourage players to create their own mini-objectives."There won't be"hidden"areas, but players will be encouraged to explore each of the more open maps thoroughly in order to discover their secrets.

Miyazaki steered clear of revealing any specific gameplay details. Weapon customization will be back, but there are going to be some changes. The same goes for the game's class-based structure. He did drop one hint in that regard."For 'Dark Souls,' we will most likely not call the initial character settings and equipping 'classes.'"

It's mostly big-picture talk overall. Like"Demon's Souls,"a heavy narrative focus will be downplayed in favor of letting players' actions create a story of their own as they progress through the game. Miyazaki also spoke a little bit about how the online functionality in"Dark Souls"might work now that the game is coming to Xbox 360, with it's subscription-based online features, as well as PlayStation 3.

"We will make sure we create the game to be enjoyable offline as well, and so even if players can not play online, this should not be an issue,"he said."This game will use a new network system which does not utilize a specific server. We plan to provide a new online experience using this new method."

More details will have to wait, at least until GDC next week but probably until E3 this summer. Of course, the game is set for release later this year which means we'll all find out ourselves soon enough.


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среда, 23 февраля 2011 г.

The Oscar-Nominated Short That Should Be A Game» MTV Multiplayer

The Lost Thing

The 2011 Academy Awards are scheduled for this Sunday, and people have plenty of opinions on where the big awards should go. In the category of Animated Short Film, however, people outside of the Academy probably have no clue about any of the nominees (unless they saw Pixar's effort,"Day& Night,"at the beginning of"Toy Story 3"). I happened to attend a screening of all of the nominees in New York's IFC Center, and for fans of classic adventure games, there's one obvious stand-out in the pack.

"The Lost Thing"is directed by Andrew Ruhemann and Shaun Tan. It's a CGI tale about a young man living in a destitute,"1984"-style metropolis. Gray buildings, smokestacks, faceless commuters, you know the drill.

The man takes a trip to the beach which is, in keeping with the dreary setting, littered with uniform umbrellas and sunbathers in gray jumpsuits. It's also littered with something else. A lost thing.

At least that's what he calls it. For lack of a better description, it's basically a 20-foot-tall metal teapot with some sort of part-hermit crab, part-octopus living inside. This strange creature just happens to be sitting on the beach,"lost,"as it were, so the protagonist does what any sane person in this situation would do: He plays catch with it.

The charming tale unfolds from there, as the young man attempts to find a home for the massive creature (who follows the man around like a terrifying, yet cute, metal puppy dog).

It was about half-way through the short when I realized just how much"The Lost Thing"felt like a classic adventure game, in the spirit of"The Longest Journey"or"Grim Fandango."You have this surreal world and this bond of friendship between two unlikely characters. There's a touch of puzzle-solving, as the man tries to translate a mysterious message, and there are plenty of odd NPCs to interact with (including a handful of other"lost things"inhabiting the world). Exploration, puzzle-solving, strange creatures to talk to. This is an adventure game waiting to be made!

Unfortunately, like all of the animated shorts,"The Lost Thing"is tough to watch if there isn't a nearby location screening it. You can, however,enjoy the traileror check outthe picture bookon which the short is based. You can also feel entitled about having an opinion on an Oscar category that most around you will be stumped on. And really it's all about making you look smarter.


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вторник, 22 февраля 2011 г.

Xperia‘PlayStation Phone’Pre-Orders Open At£519.99» MTV Multiplayer

xperia play

After months and months (and months) of speculation and rumor, Sony smacked us all with a one-two punch in recent weeks between the announcement of its upcomingNGP handheld(or PSP2, as some refer to it) and its also-upcomingXperia Play mobile phone, which was referred to before its announcement as the"PlayStation Phone."We only knew the specs on the phone until today; now, a UK-based online retailer's product page may have outed the price for this puppy... and it ain't cheap.

UK retailerPlay.com, the exclusive provider of the white Xperia Play, lists a price of£519.99 for an unlocked version of the black model. This converts to just shy of $840 at the present exchange rates. The site also notes that the phone is due for release on March 28.

The phone packs in a ton of features, though whether that makes it worth an $800+ price tag -- even for an unlocked model -- is another question entirely. The phone runs on the Google Android 2.3 Gingerbread operating system. It's got a 1GHz Snapdragon processor with a built-in Adreno 205 GPU. It comes with an 8GB microSD card, though the slot supports sizes up to 32GB, and 400MB of onboard memory that is likely reserved for the operating system and other essential features. There's also a 5.1 megapixel camera (with a flash), built-in GPS, Bluetooth support and a Micro USB port.

In addition to all of that are the buttons and basic functionality that you've come to expect from a PlayStation controller or rough facsimiles of the same. Four face buttons, a D-pad, two touch-sensitive analog pads (instead of analog controllers) and left/right shoulder buttons. The device will ship with a number of games pre-loaded, including"Tetris"and"The Sims 3."

Now to be fair, Play.com might have posted this prematurely and that number could very well be wrong. Also note that unlocked phones tend to be considerably more expensive than those same phones tethered to one carrier or another. That said... $840 is an insane amount of money, no matter what the features are. If Sony announced an $800 price tag for the NPG, which by all accounts is a more powerful piece of technology, consumers would be in an uproar.


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понедельник, 21 февраля 2011 г.

‘inFamous 2′Release Date And Special Edition Sparks Interest» MTV Multiplayer

infamous-2

If you haven't played the 2009 open-world superhero game"inFamous,"a PlayStation 3-exclusive from Sucker Punch Productions, then you're really missing out. It's almost worth going back and playing it now. Only"almost"because"inFamous 2"is just about here. Sony has officially announced the release date as June 7 and revealed along with it details of the premium-priced Hero Edition, which you can find a breakdown of after the jump.

The"inFamous 2"Hero Edition is priced at $99.99. The package includes an 8.5-inch statue of protagonist Cole MacGrath, a replica of the messenger bag he carts around with him throughout the game, a mini-comic from DC Comics, the game's soundtrack and a collection of DLC codes pulled from the various store-specific exclusives that come with pre-ordered copies of the standard edition. You also get the game, but hopefully you knew that already.

The retailer exclusives break down as follows: GameStop pre-orders allow players to add Lightning Hook to Cole's array of powers, Wal-Mart pre-orders add Electrocution Grenades, Amazon pre-orders come with a 24K gold version of Cole's Amp weapon and Best Buy pre-orders include a character skin modeled after"inFamous"antagonist Kessler. And once again, pre-order yourself a copy of the Hero Edition and you getall of these.

"inFamous 2"shifts away from the first game's devastated major metropolis Empire City to the more New Orleans-inspired New Marais. Cole heads to the new locale to further train up his powers over electricity and continue his fight against evil. We pick up after the events of the previous game, this new one actually opening with Cole and his pal Zeke still in Empire City, but the unfolding turn of events quickly takes them to their new locale.

What won't change -- not fundamentally anyway -- is the first game's brilliant mechanics. It's true that"inFamous"was in many ways"just another open-world game"when it came out, even drawing more than a few comparison to the vaguely similar"Prototype,"which released at roughly the same time. The controls in"inFamous"were silky smooth though and the game was a total joy to play through. Even if Sucker Punch changed nothing at all, we'd be in for a treat on June 7.


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воскресенье, 20 февраля 2011 г.

Telltale Confirms‘King’s Quest’Reboot And‘Fables’Game» MTV Multiplayer

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Yesterday, wereportedthat Telltale Games alluded to the existence of a game based on Eisner Award-winning comic series,"Fables."Last night in San Francisco, Telltale confirmed that that the game is in fact in development. But that wasn't all. It was also revealed that a reboot of the"King's Quest"franchise is in the works.

Unfortunately, details on the title were rather slim. The game is being produced through a partnership deal with DC Comics and Warner Bros., and is currently slated to release for PC, Mac, and connected consoles in Q1 2012. Telltale offered no other details, except for Vice-President of Marketing Steve Allison stating that the studio"will pay homage to the story as written."Telltale has promised further details at this year's Comic-Con.

So, even though"Fables"wasn't really a surprise, the announcement of a"King's Quest"reboot was. The company offered no details in regards to the game, merely announcing its development and stating that further information would be available at E3 2011.

Personally, I'm quite excited about the"Fables"game, as creator Bill Willingham's story could meld nicely with Telltale's episodic structure. In regards to"King's Quest,"well, it looks like we'll have to wait until E3 to learn more about the series' reboot. Given Telltale's adventure game roots, one would imagine that"King's Quest"would lovely closely with the classic entries in the series, but it's hard to say right now which direction they're planning on going. At the very least, one would hope that the insanely opaque, unintuitive puzzles from"King's Quest"are back and as hair-pullingly nonsensical as ever.


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суббота, 19 февраля 2011 г.

Bizarre Creations Bids Fans Farewell With A Studio Retrospective» MTV Multiplayer

geometry wars

Pour one out today for Bizarre Creations. The"Project Gotham Racing"and"Geometry Wars"developer closes its doors today afterActivision's January closure recommendationfollowing the publishers unsuccessful attempts to sell the studio. Bizarre put out two solid releases last year --"Blur"and"James Bond 007: Blood Stone"-- but both titles failed to hit blockbuster numbers, prompting Activision to move ahead with the closure.

So Bizarre closes up shop today, leaving behind a legacy that will stick around for a long time to come."Geometry Wars"alone reinvigorated the gaming public's interest in twin-stick shooters. Now you can't go very far without bumping into one, especially with the rise of mobile gaming and the genre's popularity on handheld devices.

The big one of course is"Project Gotham Racing."Not only does the series bizarrely stand as the spawning ground for"Geometry Wars,"it is also a solid racer with great visuals, tons of exotic vehicles and tight gameplay."Project Gotham Racing 4,"the last console release in the series and the second for Xbox 360, opted for a"more is better"philosophy over dramatic new innovations, but its 2007 release was well-received and continues to stand as one of the stronger current-gen racing games.

Bizarre was also a competent player in the action space even if its games never reached the heights that others have. The 2008 game"The Club"offered a marvelously entertaining twist on the third-person shooter formula, bringing in ideas from the"PGR"series, and racing games on the whole, to deliver a combo-oriented run-and-gunner in which lap times were just as important as kill counts.

Bizarre video editor Eamon Urtone put together a little retrospective video meant to honor the team's efforts throughout the years. I'm sure the studios talented employees will find themselves a new home soon enough, but it's a damn shame to see such a strong group of creative minds going their separate ways.



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пятница, 18 февраля 2011 г.

‘Jurassic Park’Is Less‘Sam&Max,’More‘Heavy Rain’» MTV Multiplayer

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Telltale Games is going dramatic. Known for their cartoony, comedic point-and-click adventure titles, the company is looking to get serious with their upcoming"Jurassic Park"game. It's a large step for the studio, and after spending some hands-on time with game, it looks like Telltale might have a promising new game on their hands.

More than a mere retelling of the 1993 blockbuster film,"Jurassic Park"seeks to satisfy some unanswered questions. Specifically, what ever happened to that Barbasol can full of 15 dinosaur embryos dropped in the mud by the ill-fated Dennis Nedry?

"We're a storytelling company,"Telltale design director Dave Grossman told me,"we're looking for a way to break out of our normal funny and cartoony stuff...Jurassic Park is deceptively serious, it's about people escaping from the jaws of death."

If you're a fan of the original movie, you'll remember that Nedry, a corrupt computer programmer at the world's first living dinosaur park, accepted an offer by rival biotech firm BioSyn to smuggle out dino-babies. The clumsy goofball overrides many of the park's security systems, thus freeing man-eating Velociraptors and turning the entire island into a dangerous place to be human. Unfortunately for Nedry, his attempt to escape the park is cut short by a frilled Dilophosaur. The Barbasol can sunk slowly into the mud, and it's never made clear what happened to the dinosaur DNA.

The game picks up directly after Nedry's death, as a female smuggler, Nima, infiltrates the island searching for the valuable embryos. As the demo opened, Nima is apparently injured following an accident, accompanied by Gerry Harding and his daughter Jess. You might remember Gerry appearing briefly in the film (he played a larger role in the novel) as the island's veterinarian. A young Triceratops has escaped its pen, and Gerry has to find a way to get the dinosaur secured and out of the road, thus allowing the team to pass through.

"Jurassic Park"plays considerably different than previous Telltale titles. First, the demo I played at last night's event was controlled using an Xbox 360 controller, as opposed to the usual mouse and keyboard. Given the game's control setup, it seems like this may be the best option. Secondly, this isn't another point-and-click adventure. Instead, the game utilizes context-sensitive button presses and analog stick rotations to carry out the on-screen action. The first comparison that comes to mind is"Heavy Rain,"and Grossman later told me that the PlayStation 3 game's timed button presses did offer"some inspiration"in"Jurassic Park's"development.

Playing the role of Gerry, I was stationary within the scene, but able to look around the environment with the left analog stick. Looking in the direction of certain objects causes a button or analog stick prompt to appear on screen, and pressing the corresponding controller input allows the character to interact in a number of ways. In this particular instance, I attempted to lead the baby Triceratops out of the road, but to no avail. Pushing left on the d-pad opened a set of viewpoint options, wherein I was able to access Jess' view back inside the jeep. Then, pressing X for example, the jeep's high-beams came on, scaring the dinosaur away.

It's not just that"Jurassic Park"plays a bit differently than other Telltale games, it also has a new look. Gone is the cartoonish aesthetic of previous titles, replaced with more realistic character models and environments. I was pleased with the game's visuals, and it's nice to see the studio matching a more dramatic game with suitable graphics.

"We want you to always feel like dinos are around the corner,"Grossman said,"There's always imminent danger...there's no inventory, it's more about the how the player reacts within that environment."

Just when Gerry manages to get the Triceratops into its pen, a larger, enraged Triceratops appears. It's at this point that the demo suddenly shifted from exploring, interacting with the environment, to time-sensitive controller input. The Triceratops lunges at the jeep, knocking it over on its side, and Jess is suddenly forced to dodge out of the way, lest she be caught by the dinosaur's horns. The action is fairly constant, tasking the player with repeatedly tapping the Y-button, for instance, in order to evade an attack. Just when the things are most hectic, a T-Rex appears, ratcheting up the tension. Gerry has to elude both dinos, making his way to rescue Jess and Nima. The demo ends with the group holing up inside a locked bunker.

I would say the comparisons to"Heavy Rain"are more than marginal, but given Telltale's proven ability to tell an interactive story, and the quality of the source material, it looks entirely possible that"Jurassic Park"is going to be an interesting game. It's nice to see the company stepping out of their comfort zone, and I ended my demo session immediately wanting more.

"Jurassic Park"begins its five-episode season in April, and is available for pre-order now on Telltale's site for $29.99.


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четверг, 17 февраля 2011 г.

‘Need For Speed: Hot Pursuit’Brings A Triple Threat Of DLC Packs» MTV Multiplayer

need for speed 3 hot pursuit

"Need for Speed 3: Hot Pursuit"fans ought to slow down for a moment so they can check out today's news. Electronic Arts has announced that a total ofthreeDLC packs are coming your way in the very near future, starting next week on Tuesday, February 22.

All three packs will be coming to both Xbox 360 and PlayStation 3 platforms carrying a cost of 560 MS Points/$6.99. The titles are"Armed and Dangerous,""Lamborghini Untamed"and"Porsche Unleashed."The first out of the garage is"Armed and Dangerous."As the title suggests, aggressive driving is the focus. Two new online modes set in an open world arm players up and set them loose after the police and one another. All three packs will include Achievements/Trophies as well. Check out the full, official details for each pack right here.

Also, maybe it's just me here... but"Porsche Unleashed"has tobe an intentional play on"Force Unleashed,"right?



Need for Speed Hot Pursuit: Armed and Dangerous
The first pack, Need for Speed Hot Pursuit: Armed and Dangerous, contains two all-new game modes that expand and extend the spectacular online experience."Most Wanted"is an open world battle where the cops are out to bust a specific racer while the racers battle to protect them, making full use of the open world, weaponry and demanding team tactics. In“Arms Race” it’s every man for himself as racers use their full arsenal of weaponry on each other in ruthless races to the finish. In addition, this pack also contains three new trophies and achievements. Need for Speed Hot Pursuit Armed and Dangerous will be available beginning February 22 for £5.49 (560 Microsoft Points) on the PlayStation®Network or Xbox LIVE Marketplace.

Need for Speed Hot Pursuit: Lamborghini Untamed
Lamborghini Untamedadds three of the world’s most famous Lamborghini’s to the game, but with a Need for Speed Hot Pursuit twist; the legendary Lamborghini Diablo SV, Lamborghini Countach LP5000 QV and Lamborghini Sesto Elemento will all be playable as both a cop and a racer. In addition to this, the Lamborghini Untamed content pack willinclude 10 new events and four new trophies and achievements. Need for Speed Hot Pursuit Lamborghini Untamed will be available beginning March 1 for £5.49 (560 Microsoft Points) on the PlayStation Network or Xbox LIVE Marketplace.

Need for Speed Hot Pursuit: Porsche Unleashed
The third pack, Porsche Unleashed, continues to add to the already stellar lineup of Porsche cars in the game. Any car enthusiast will be delighted to see the Porsche 911 Turbo (1982 Edition) make its way into the game, along with the Porsche 959 and 911 Speedster. The Porsche 911 Turbo is a high performance tier one car, designed to enable players to go back and reignite their earliest rivalries and beat their friends’ times. Also included in this pack are 10 new events and four new trophies and achievements. Need for Speed Hot Pursuit Porsche Unleashed will be available March 8 for £5.49 (560 Microsoft Points) on the PlayStation Network or Xbox LIVE Marketplace.


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среда, 16 февраля 2011 г.

‘Dead Space 2′Dev On The Marker, Nicole And The WTF Ending» MTV Multiplayer

Dead Space 2

If you read my"Dead Space 2"review, you'd know that I really liked the game. Fantastic gameplay, great graphics, solid multiplayer. One element, though, felt like it lagged behind the overall package, and that was the way the story was delivered. Frankly, when it came down towards the end of the game, I really didn't have a clear idea of why I was doing the things I was doing. Maybe I'm an idiot and just missed the clues, or maybe it takes more than a passing knowledge of the"Dead Space"franchise to follow exactly what's going on here.

Few people have better insight into the events of"Dead Space 2"than Wright Bagwell, the game's Creative Director. I recently spoke to him to try to fill in some of the blanks.

NOTE:Heavy spoilers to follow. If you haven't finished"Dead Space 2,"you may want to stop reading now.

I started by asking Bagwell an easy one...or so I thought. What is The Marker?

"This is tricky. We spend a lot of time trying to make sure that our story isn't too opaque or confusing. But also trying to let the player know that it's not obvious what The Marker does or how it works. We want to keep a little mystery about it. The fact is, the characters in the Dead Space universe don't quite understand how it works or what's going on. So there should be a little mystery there. But, again, we're not trying to make it feel confusing to the players."

In the end, the attempt to make things less confusing for players probably wasn't as successful as it could have been, but Bagwell did offer a bit more background on the motivation of The Marker.

"Markers are essentially trying to create Convergence. This is the process where there can be a critical mass of necromorphs which leads to a larger event. We're not really letting on too much about what that might be. But it's a big event. It's probably really scary. And it might change the world in a pretty significant way if it did happen."

Dead Space 2

If you finished"Dead Space 2,"you likely recall the insanity taking place around The Marker at the end. You might've heard Tiedemann yell,"There are too many bodies!"And then, of course, the swirling, chaotic vortex around The Marker. This is the Convergence process starting to happen.

Throughout the game, your interactions with Nicole and Stross's interactions with his dead wife and child are focused on bringing about this Convergence, albeit indirectly. According to Bagwell, the phrase"make us whole"is The Marker"talking through other people and saying that you need to help Convergence happen. Basically, as people die and they get turned into necromorphs, they all sort of work together to make Convergence happen."

Usually this is achieved by just killing people and making more necromorphs to hit that critical mass, but for certain people, like Stross and Isaac, they have a bigger role to play. The key to bringing about Convergence lies in their heads and it was that key that EarthGov was trying to extract with the creepy eye machine.

As for Nicole, I was wondering how much of her is The Marker guiding Isaac versus Isaac's psyche."Part of Nicole is something that's a direct result of the presence of the Marker,"said Bagwell."Another part of Nicole is Isaac's guilt, it's his own fear. It’s a mixture of those things."

Basically The Marker affects individuals differently:

"The Marker causes dementia. It's sort of like if you were to imagine giving somebody a powerful drug. The drug has a known effect on people. But then there's the unknown effect of what it might bring out in a person. That's the way to think about it. It has the intended effect, but then there are unintended side effects, as well."

After three full games, two downloadable games, a novel, a comic book, and an animated film (with another coming this year), it seems reasonable to think that we'd know a bit more about what's going on. After all, we knew what the halos in Bungie's franchise did after the very first game. With"Dead Space,"though, EA seems focused on keeping things close to the vest. Unfortunately that unwillingness to provide answers ended up hindering some of the magic of"Dead Space 2,"but on the bright side, you did get to blow the limbs off aliens, so I'd call it a draw.


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вторник, 15 февраля 2011 г.

Felicia Day Starring In‘Dragon Age: Redemption’Web Series» MTV Multiplayer

felicia day

Felicia Day, the always-lovely creator/writer/star of web series"The Guild,"is a safe bet for ensuring gamers pay attention to whatever it is you happen to be peddling. In this case, BioWare is doing the peddling, which I know you like. Day is set to star in a"Dragon Age"web series, one that she also wrote.

"Dragon Age: Redemption"spins off from the story in"Dragon Age 2,"USA Todayreports. Day wrote the story for a character of her own creation, an Elven assassin named Tallis."Tallis is headstrong, she fights dirty, and she has a really sarcastic sense of humor,"the writer/star said."I wanted to bring a modern sensibility to a fantasy character in a fantasy world."

BioWare co-founder Greg Zeschuk is thrilled with the collaboration."We are really, really excited to work with people like her who have a passion and appreciation for the content and a really good history of quality,"he said."That's who we want to work with."

Day's six-episode tale follows Tallis on a quest to capture a renegade mage, recruiting a party of companions along the way in the typical"Dragon Age"style."She can't accomplish her mission alone, so finding allies is tricky,"she said."The success or failure of the mission will have a big impact on her future and her freedom."

The series is in post-production now as Day turns her attention back to season five of"The Guild,"which was recently approved on Xbox Live."Dragon Age 2"is out on March 8, so expect to see"Redemption"surface sometime soon.


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понедельник, 14 февраля 2011 г.

‘Transformers: Dark Of The Moon’Prequel Game Coming From‘War For Cybertron’Dev» MTV Multiplayer

transformers dark of the moon

"Transformers: War for Cybertron"wasn't exactly a great game, but it honored the franchise roots very well with a cool story, top-notch voice acting/sound design and well-designed robots. The play got a little repetitive, but fans responded with appreciation to the rest of it and many logged plenty of hours in the game's reasonably robust multiplayer. Activision must have been pleased with the results too, as"Cybertron"developer High Moon is now working on a game that ties into this summer's Michael Bay blockbuster,"Transformers: Dark of the Moon."

While the game and film will share the same title, High Moon's effort tells a prologue story that leads into the events of the July 1 release. The big twist/gimmick for the Transformers in the upcoming game is the addition of a Stealth Force mode to each robot form, which essentially takes the best of the vehicle and robot forms -- speed/maneuverability and firepower -- and combines it into this third form. Stealth Force is already a Hasbro toy line for the series, and that pretty much amounts to what it offers, so if you still don't get it you shouldtake a look.

There's not much revealed about the story, though fans will be learning more about the movie's main villain, Shockwave. The action will apparently run through a number of environments across the globe, includes the jungles of South America, a Siberian military complex and the roughest warzone of them all.... Detroit. The Activision press release also states that"fans can play the game with or against their friends through intense, online multiplayer game modes as their favorite iconic characters."Which certainly means that you can expect an evolution of the multiplayer in"War for Cyberton,"though it could also indicate that the game will feature co-op play as well.

High Moon is handling the Xbox 360 and PlayStation 3 releases, which should be out sometime before the movie this summer. Behaviour Interactive is handling development on Wii, Nintendo DSandNintendo 3DS version of the game.


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воскресенье, 13 февраля 2011 г.

‘Double Dragon’Getting iPhone Redux With Co-op» MTV Multiplayer

double dragon

Prepare to relive the saga of street brawlers Billy and Jimmy on a smaller screen than ever before. A newly enhanced version of coin-op arcade classic"Double Dragon"is coming soon to iOS platforms -- that means you too now, Verizon-folk! -- from publisher Aksys Games and developer Brizo Entertainment. If you actually need any more convincing than that, you can find some details after the jump.

The press release is short, sweet and to the point. The nature of your adventure is unchanged from the original: street-brawling sibling do-gooders Billy and Jimmy Lee must punch, kick, swing and throw their way through an army of punks in an effort to save damsel-in-distress Marian from a vicious street gang, the Black Warriors.

What's new is basically everything else. The original game's music has been remixed. The background art and character sprites have all been spruced up for modern audiences. You'll also be able to hit harder with a range of new attacks, which are balanced out with the introduction of new enemies and bosses. The enhanced version will also feature an assortment of unlockable characters and achievements. Of course.

Controls will be situated on the screen, but there's no way to know how they'll feel until our fingers are actually manipulating it. There's also a new system for executing the brothers' combos/special attacks, presumably one that takes advantage of each device's touchscreen capabilities.

Best of all, co-op multiplayer will be a reality thanks to built-in Bluetooth connectivity for the game. It's not quite the same as standing next to your buddy in a dimly lit, smoke-filled backroom arcade, but let's be honest here: is that really such a bad thing?


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суббота, 12 февраля 2011 г.

New‘Skyrim’Concept Art Features Tentacle Bear» MTV Multiplayer

elder scrolls skyrimtentacle

In its latest attempt to soothe gamers frothing at the mouth for more"Elder Scrolls"and incensed over having to wait another nine months before playing it, Bethesda Softworks today released a new batch of concept art for"The Elder Scrolls 5: Skyrim."There's not much that's new if you've been keeping on top of the latest updates on the game, but it'll hardly matter once you lose yourself in the swirl of otherworldly images.

Right?

No, probably not. But hey, a new look at"Elder Scrolls"is nothing to cry about."The Elder Scrolls 4: Oblivion"dropped in 2006, a few short months after the launch of the Xbox 360 console. For many early adopters,thiswas the key"launch"game, the first experience to offer a true glimpse of the promise held in the current generation of gaming consoles.

elder scrolls skyrim

"Skyrim"moves the action to the world of Tamriel's distant north, the snowy, mountainous landscape that the Nordic people call home. The story opens 200 years after the events of"Oblivion"on a land rocked by civil war following the assassination of its king. At the same time, the god Alduin -- who, incidentally, happens to be a dragon -- has risen to rain an apocalypse down upon the world. Gamers will play the part of one of the last Dovakhiin, or Dragonborn. And as we all know, whenever you're the last of something, a big part of your job is going to be saving the day from wholesale destruction.

elder scrolls skyrim

A couple of key changes are coming to"Skyrim,"notably the elimination ofa class-based character progression. Also new is acompletely revamped combat system, one that better supports players who prefer different play styles. Also, with your player character being Dragonborn, there are alsocollectible power wordsthat you can string together to slow down time or summon a dragon to do your bidding.

Read that again:you can summon a dragon to do your bidding.


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пятница, 11 февраля 2011 г.

Activision CEO Bobby Kotick Downplays Importance Of A‘Call Of Duty’Subscription Model» MTV Multiplayer

call of duty

Activision officiallycanceled work on the"Guitar Hero"series earlier this week in the aftermath of its lower-than-expected Q1 earnings and spurred on by the waning popularity of rhythm-based gaming franchises. CEO Bobby Kotick took to the TV airwaves to address the past week's news and in the process spoke a little bit about Activision's ongoing plans for the"Call of Duty"franchise.

"I don't think there's any connection between the success of 'Call of Duty,' as an example, and the lack of success in the music genre,"he toldCNBC."And I think if you look at our announcement {later today} at Toy Fair, it's a brand new universe that has very broad appeal and I think there's still a tremendous opportunity for big audience-type new-style games that have really compelling, fun characters that are family-oriented entertainment."

Today's announcement will almost certainly concern, at least in part, Activision's newly establishedBeachheadstudio, which is charged with further developing the"Call of Duty"franchise's online community beyond what is offered in annual game releases. The"First Strike Map Pack"arrived on February 1, the start of what the publisher has called"the largest digital offering ever"of"Call of Duty"DLC content in a single year.

In related news, industry rumors indicate thatActivision is eyeing an acquisition of publisher Take-Two Interactive. Whatever the"Call of Duty"publisher's financial outlook is, was or will be, there's no denying that adding the likes of Rockstar Games releases and the"BioShock"franchise to an already robust catalog would be a significant boost in the years to come.


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четверг, 10 февраля 2011 г.

For 24 Hours,‘World Of Goo’On iPad Is Just A Buck» MTV Multiplayer

World of Goo

At $10,"World of Goo"was one of the most expensive iPad games on the App Store. Many game publishers like EA and GameLoft have tried to release iPad games at that price-point with varying degrees of success. After all, the App Store is so overloaded with one dollar games that even quality titles can be overwhelmed in price wars. Despite all that, as we learned yesterday,"World of Goo"has been thrivingon the iPad. The reason? It's freakin' excellent. And for today only, it's a dollar.

Tiny indie developer, 2D Boy, scheduled the price drop of"World of Goo"iPad for"everyone else out there awaiting a cold and cheap Valentines Day."Considering how well the game has done, it was far from necessary. Many apps have sales like this to ensure that the game remains at the top of the sales charts, but"World of Goo"has managed to stay up there, even at $10. We'll call it giving back to the fans...but only to the lukewarm fans, as the diehards undoubtedly already bought the game.

If you're wondering whether the dollar is worth it, you should take this blog post as a resounding YES."World of Goo"is easily the best iPad game available to date. Even if you've played other versions of"Goo,"the experience of playing it on an iPad puts all others to shame. Since the entire game is played with touch controls, you're basically manipulating all the goo balls with your fingers, and you're able to control and place more than one at a time, making it a blast to play with one or more people.

Right now, if you have an iPad, the only reason you shouldn't be downloading"World of Goo"is if you own it already. If you don't,better make you move now. The dollar sale ends when the day ends.


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среда, 9 февраля 2011 г.

‘Torchlight 2′Release Delayed Until Summer 2011» MTV Multiplayer

torchlight 2

Soon, very soon now, Xbox Live Arcade gamers are going to know the joys of Runic Games'"Torchlight,"a brazen"Diablo"clone. But is it really a clone if you've got"Diablo"co-designers Max Schaefer and Erich Schaefer leading development? You ponder that while I go cry in a corner. For alas, the coming release of"Torchlight 2"has been pushed back into summer of this year.

The sequel, which was originally slated for a May release, will now make its bow sometime in June or July for Windows and Mac OS X platforms. In terms of features, the coming sequel looks like it will make the original game feel almost like a test run. Co-op play, new player characters, outdoor areas... plus the same tight gameplay that made the first adventure so enjoyable.

Runic CEO Max Schaefer pinned the delay to the difficulties of porting the game's largely mouse-driven controls over for the console experience."I'd say that the Xbox project, having to do the extra work with the interface, has pushed us back a little bit, so we're probably talking July right now for 'Torchlight 2,'"he toldDigital Spy.

Schaefer went on to chalk up the obstacles encountered on the Xbox port as a learning experience, one that the team is using to carry"some optimizations and technical improvements"over to their work on the coming sequel.""We've got load times down, we've got some animation stuff that's a little bit better, and it's feeling really good right now,"he said."'Torchlight 2' is playing really snappy and really sharp, so I'm very excited about that."


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вторник, 8 февраля 2011 г.

ESRB:‘Splinter Cell’And‘Prince Of Persia’HD Trilogies Coming To 360» MTV Multiplayer

Splinter Cell

Ubisoft confirmedlate last year that a high-definition remake of the"Prince of Persia"trilogy was coming to consoles in Europe and North America. The news was further updated a few weeks ago with word that the"Splinter Cell"trilogy would be getting the same treatment, and that both would be coming to PlayStation 3 in a March 22 release. Now an update to the Entertainment Software Ratings Board listings suggests that the release won't be limited to Sony's console.

The newly updated ESRB listings include all three"Prince of Persia"games and all three"Splinter Cell"games with"HD"appended to the end of the title and both Xbox 360 and PlayStation 3 listed under the consoles the games will be available for. Ubisoft has yet to comment, but either the ESRB accidentally posted incorrect information about all six games... or there's something the publisher hasn't told us yet.

I'm banking on the latter, especially since there's no real advantage to a third-party publisher like Ubisoft putting together these HD collections andnotreleasing them for multiple platforms. Sony already released HD-ified collections for"God of War"and"Sly Cooper,"and has another one coming for Team Ico's beloved games, but those have always been Sony exclusives. Why would Ubi sacrifice the opportunity to sell the packs to twice the number of people when they could... you know...not.

I'm more interested in seeing how these puppies sell. The HD remakes I've seen so far haven't been terribly thrilling. Sure, it's cool to see an older game with slightly sharper visuals and a widescreen presentation, but enough to make me spend $40 (the cost of each Ubi pack)? Nope. The addition of stereoscopic 3-D effects to"Prince"and"Splinter"is a nice touch too, but again I wonder if it's enough of a game-changer to justify the cost.

Then again, these are for the fans. Personally, I've always liked"God of War,""Prince of Persia"and"Splinter Cell"just fine, but not enough that I'd be interested in picking up high-def remakes. Team Ico, on the other hand... sweet, sweet"Shadow of the Colossus"in high-definition 3-D? Who should I sign away my first-born child to?


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понедельник, 7 февраля 2011 г.

‘Call Of Juarez: The Cartel’To Feature Present-Day L.A. Setting» MTV Multiplayer

Call of Juarez The Cartel

"Call of Juarez: Bound in Blood"was an awfully entertaining summer 2009 release from developer Techland. The Wild West setting looks just right and the game's Chrome Engine 4 gives your guns and the bullets they fire a real sense of heft and power. Today Ubisoft revealed the next chapter in the"Juarez"series,"Call of Juarez: The Cartel,"which moves from the previous two games' Wild West setting to the streets of present-day Los Angeles.

The fun onlystartsin Los Angeles of course. Ubi's none-too-revealing press release does state that the action eventually moves to Juarez, Mexico. Given the way the last game ended (spoiler alert), I think it's reasonable to expect some sort of treasure-hunting adventure from"The Cartel,"though that title certainly indicates that the South and Central American drug trade could also play a part.

Ubisoft director of marketing Adam Novickas writes in the press release,"'Call of Juarez: The Cartel' is an action-packed shooter game with a strong story, interesting characters and a wide variety of gameplay options. The game will bring the best elements of the Wild West into modern times with a very gritty and relevant plot."Which of course tells us nothing really, other than the importance Techland is placing on recapturing the spirit of the previous games in this more modern setting.

What more can you ask for at this point? I question the need to shift to a modern setting, as"Juarez"and"Red Dead Redemption"have certainly proven that Wild West fantasies are still alive and well in the hearts of gamers. I just wonder what Novickas means when he talks about bringing"the best elements"of the period into modern times."Bound in Blood"was a better-than-decent game however, and I'm certainly looking forward to seeing what Techland cooks up next. Look for more details soon in the coming March issue of Electronic Gaming Monthly.


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воскресенье, 6 февраля 2011 г.

Open-World Zombie Survival Game‘Class3′Coming To Xbox Live Arcade» MTV Multiplayer

If you've been feeling some burnout from the zombie overload in pop culture of late, then you run the risk of missing out on some cool stuff."The Walking Dead"TV series was great stuff and the just-released zombie map for"Call of Duty: Black Ops"features Space Monkeys, which is absolutely fine. Now there's news of an upcoming Xbox Live Arcade title from Undead Labs that the developer hopes will put a whole new spin on zombie video gaming.

The game, which is currently going by the codename"Class3,"sounds an awful lot like an interactive take on"The Walking Dead."Undead Labs is building an open-world game that, as they describe ina new blog post, will"empower you to try out your real-world zombie survival plan."It's early in the development and a lot of the ideas being thrown around are of the big picture variety, but there's no denying the appeal in what Undead Labs is cooking up.

Their intention for the open-world game is to put just as much emphasis on the challenges of surviving in a post-apocalyptic, zombie-infested world as they will on actually bringing down the shambling hordes in open combat. Food, water, shelter and ammo are listed as necessary resources to seek out and maintain. Shelters will need to be built, but since location is also important you'll need to explore the open environment, either on foot or in a vehicle. You can even bring a friend along, as Undead Labs plans for two-player cooperative play.

The long-term goal for this project is meant to culminate in"Class4,"a massively multiplayer outing that brings the basic mechanical precepts established in"Class3"into a much larger space and for considerably higher numbers of players. That's going to happen much further down the line, after"Class3"-- a full-blown game that will also serve as a testing ground -- has been put through its paces. For now, Undead Labs is partnered with Microsoft on the Xbox Live Arcade release and in concept at least it sounds freaking awesome.


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суббота, 5 февраля 2011 г.

‘Bionic Commando Rearmed 2′Producer On The Virtues Of Execution - Developer Pop Quiz #21» MTV Multiplayer

Bionic Commando Rearmed 2

Developer Pop Quizis a weekly interview series in which we ask developers from around the industry the same 10 questions and post their responses.

Things could have gone very differently for Capcom Producer Rey Jimenez who, while in college, could have headed down the lucrative career path of a pager salesman. However, with the expert guidance of a friend, he got his foot in the door as a tester, and has worked his way up to Producer at one of the most respected companies in the games industry. Find out more about Mr. Jimenez's gaming past, what he thinks about future of indie games, and feel free to make guesses at which IP that he was psyched to work on got canned in this week's Developer Pop Quiz.

Name:Rey Jimenez
Title:Producer
Company:Capcom
Job Description:To crush you enemies, to see them driven before you…wait, I'm mean manage the schedule, budget, and quality of the titles that I'm working on.
First title worked on:"Mega Man Collections Volume 2"
Most recent title worked on:"Bionic Commando Rearmed 2"and some other secret stuff

What game has most influenced you, and why?
"Street Fighter II."At it's heart, it's a simple game... beat on one opponent until dead. As long as you're playing a good one, they are enjoyable on almost any skill level, but have incredible depth to them. If you're so inclined, one can really dissect them and become very good through practice and understanding of what’s going on in the game and with your opponent. Almost like reverse designing a game.

What are you playing right now?
"CCCC-razy Taxi"on XBLA. Man, I love that game. So simple, but engaging and compelling. I used to play that on my DC constantly, but I'm loving not having to use that UFO of a controller. I really miss the old Offspring and Bad Religion tracks though. The new ones just aren't doing it for me. I guess I could always use a custom soundtrack, but I haven't really taken advantage of a lot of the new fangled features of the current gen systems. For more current games, I'm also working through"Enslaved"by Ninja Theory. I'm enjoying the story presentation a lot.

What was your first break in the games industry?
During my college years I was piddling away working at a mall kiosk selling cellphones and pagers (HA!) and one of my co-workers got hooked up with a job testing at Namco. I was pretty intrigued at the concept of being game tester and he was able to get me a job there too. Until that point, I never entertained the idea of working in the game industry, it was just something liked to do. Heck, I don't even know if I knew that testing games was a job. You'd think that with all of the game developers in the area where I live, I would've been more in tune. After a short stint there, I went to Capcom and have been here ever since.

What's the best advice you've ever gotten?
Don’t be afraid to ruin the mood of a meeting in order to get a point across.

Where do you look for inspiration?
Past successes. That doesn't mean copying what's been done before, but finding the key points of successful past titles that are applicable to what I'm working on and incorporating and innovating on those ideas. That goes from game content to production work.

What's the biggest lesson you've learned about game development?
Ideas are a dime a dozen and don't mean too much on paper. It's the execution that makes or breaks an idea. The best idea can be a giant turd if not executed well. Vice versa, the worst idea in the world can be a success if executed well. So making games is very much a team task on multiple levels. A great game designer can't do much without great artists, engineers, and producers. This is applicable on the micro and macro levels of the game development process.

What has been the low point of your career?
The regrettable, but necessary (and for the best in the end), decisions to cancel some projects that I was extremely excited to be working on. Kinda goes with the last question above. They were great ideas and for an IP I'm incredibly stoked about, but if the execution isn't working for whatever reason (and that list can be humongous). It's better to cut our losses and move on. I'm hoping we'll be revisiting those concepts again. Man, if you guys knew some of the things I know...

What do you think is the biggest problem current games suffer from?
Trying to be too much. I would rather a game do a few things extremely well, rather than do too much at a lower quality level. With today's tech, gamers want games to be this giant mass of content. I think it causes games to lose their focus and with finite resources, something is going to go down in quality to compensate.

What is the most important thing that has happened to gaming in the last 10 years?
The rise of indie gaming. Goes along with the last question also. Small indie developers have extremely limited resources, so the titles that they create have to be focused on a few key gameplay elements and attempt to do them as well as possible. Their success also shows that a good game doesn't have to be the cutting edge of graphic technology in order to be excellent. Don't get me wrong, I'm not against big budget and bright and shiny games at all. I love games of all production scopes. I just think indie games are focused on the heart of why we game and my hope is that these guys get to prove themselves and work on bigger projects and work their ideas and philosophies into more mainstream games.

Where do you see gaming in 5 years?
Increased trending to digital delivery for console games and not just for XBLA/PSN titles. This is pretty much the norm for PC games and there's no reason that it can't/shouldn't happened for console games. There's the attachment to having the physical goods, but I think that will go. As large hard drive space becomes cheaper for the consumer to have on their console and internet connections for users becomes better (speeds and install base), it should become a bigger part of console gaming. This is a win for gamers too. Not having to pay for the manufacturing of discs and manuals means that more can be diverted to game content.


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пятница, 4 февраля 2011 г.

‘Battlefield 3′Announced For Fall Release With Teaser Trailer» MTV Multiplayer

It was only yesterday that DICE general manager Karl Magnus Troedsson announcedthe cancellation of PC releasesfor"Battlefield 1943"and the coop Onslaught mode in"Battlefield: Bad Company 2."He said the change is intended to free up those teams for work on"Battlefield 3."Today brings word that the much-anticipated sequel will be arriving this fall. So that was fast.

The game info posted on theofficial Electronic Arts websitedoesn't reveal much in the way of features."Battlefield 3"will run on the new Frostbite 2 engine, as was previously announced. There's ateaser traileras well which similarly reveals nothing substantive. Check it out:

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"Battlefield 3"was first announced in 2009, with beta access to the future release included as an incentive offer with pre-order purchases of last year's"Medal of Honor."This is the first confirmation we've gotten of a timeframe for that release, so those with the beta code in hand... expect to use it before the end of this year.

The"Bad Company"games have dominated the series' console play in recent years."Battlefield: Modern Combat"was the last we saw of the more multiplayer-driven offerings, and it was released for Xbox 360 shortly after launch, ported from the 2005 Xbox/PlayStation 2 release.

There have been a great many changes to the face of online multiplayer gaming in the time since, changes like persistent character development which were embraced in both"Bad Company"games, so you can probably expect a different experience this time around. The Frostbite 2 engine is an improvement on version 1.5, which powers"Bad Company 2,"so if nothing else you can be sure there will be a range of destructible environments for you to lay waste to.


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четверг, 3 февраля 2011 г.

‘Castle Crashers’Getting Pink Knight DLC, Supports Breast Cancer Research» MTV Multiplayer

The favorite color for many headshot-loving gamers is arterial red, which is what they see through their weapon's scope every time they pull the trigger. It turns out that pink is a pretty popular color too, at least for fans of Behemoth's excellent downloadable RPG/brawler"Castle Crashers."

The developer revealed innew blog postthat a Pink Knight playable character is being added to the game, in response to that addition being"the single most requested character"among fans. Who knew? The catch is that only the PlayStation Network is confirmed to be getting it... for now.

Pinky, as I will lovingly call him, will be added to the PSN Store on February 8 with a $1.99 price tag. Before you start grumbling about paying any amount of money for a new color, know that Behemoth intends to donate 100% of the pack's revenue to breast cancer research charities. Now don't you feel like a big jerk for complaining?

Though there's no date listed, the developer hasn't forgotten about its Xbox Live fanbase. The blog post reads,"We are working hard on a title update for XBLA that will feature the Pink Knight as a playable character as well. In the coming weeks we'll have some more updates as to how and when this update will occur, and most importantly what will be included."

The fact that ol' Pinky is folded into a"title update"suggests that no fee will be attached to the new knight for Xbox Live gamers. There's no confirmation on this of course, with info still to come, but title updates for games on any platform generally come free of charge, usually because they're meant in some way to address bugs and other flaws.

Take heart though, all of you disgruntled PS3 owners. It may cost a couple bucks to bring Pinky into your game, but at least those dollars are being put to good use.


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среда, 2 февраля 2011 г.

‘LEGO Pirates Of The Caribbean’Hands-on Preview: No Online Co-Op But There Is A Donkey» MTV Multiplayer

Last night Disney unveiled the line of toys and product partnerships surrounding the upcoming May release of"Pirates of the Caribbean: On Stranger Tides"as part of their 2011 Toy Fair preview. One of the items revealed was TT Games'"LEGO Pirates of the Caribbean,"the trailer for whichyou can check outexclusively on MTV. Disney had a few demo stations set up with the game, so I sidled over to see how the developer's next LEGOfied franchise is shaping up.

Let's get the basics out of the way first: TT Games is not looking to reinvent the blocky, plastic wheel with"LEGO Pirates."This is a LEGO game, with all of the stud-collecting, red block-hunting, character-unlocking, mute charm you've come to expect from the multi-franchise series. It's looking very nice on Xbox 360, the only platform the game was demoed on, but you've seen these mechanics before for the most part.

The game will span all four"Pirates"movies, five chapters apiece along with the usual assortment of bonus missions. While sailing ships will of course factor into the game, TT Games' Head of Production Jonathan Smith confirmed that there won't be any vehicle-based chapters. Therewillbe things for you to ride on however, like donkeys. Presumably horses too, but I only saw a donkey.

Since"Pirates"is set in a swashbuckling world with supernatural elements but no traditional"magic"to speak of, character abilities tend toward the mundane. Jack Sparrow has his compass of course -- using it in certain areas reveals a path on the ground which, if followed, leads to a diggable"X"-marked spot -- but sword-swinging, axe-throwing and the like are your more common puzzle-solving tools.

Certain areas feature LEGOfied walls, easy to spot against the non-LEGO backdrop, which can be climbed. Characters will also be able to explore underwater with the help of a barrel, something which ought to make sense for anyone familiar with the series. In addition, there's been a notable change to the game's hint system: items of interest in the environment are now marked by a floating LEGO skull and crossbones.

I got confirmation that online coop play will not be supported, as has been the standard for these LEGO games. The character creator will also return, and will likely be accessible in the game's hub areas. As you might expect, hubs in"LEGO Pirates"will be port towns.

No specific release date was revealed, but Smith told me that the game will be out in May. With"On Stranger Tides"arriving in theaters on May 20, it's safe to expect the release to fall right around there. It was a brief demo, but"LEGO Pirates of the Caribbean"is looking like yet another crowd-pleasing, family-friendly adventure from the good folks at TT Games.


Source

вторник, 1 февраля 2011 г.

Exclusive:‘LEGO Pirates Of The Caribbean’Debut Trailer» MTV Multiplayer



There have been manyLEGOgames fromTraveller's Tales, based on such popular franchises as Harry Potter, Indiana Jones, Star Wars and Batman. In the developer's next twisted take on a major franchise, they're focusing the LEGO beam at Disney's ride-turned-film franchise,"Pirates of the Caribbean."Check out our exclusive trailer of"LEGO Pirates of the Caribbean: The Video Game"up top.

The game, which is scheduled to release this summer on all major platforms, will include familiar characters (including Captain Jack Sparrow, natch) and will focus on the events of the first three movies. There will also be levels based on the upcoming"Pirates of the Caribbean: On Stranger Tides,"which is scheduled to hit theaters in May. I feel like there are few environments more ideal for a LEGO rendition than the ridiculous, pirate-ruled, Tortuga Island, and you can bet it'll be treated with mime-like reverence.

Fans of previous LEGO games should be pretty familiar with the style of play, which offers co-op platforming, puzzle solving and building mechanics, all of which have been staples in this new era of LEGO games. We'll be putting the"Pirates"game through its paces tonight to get a better sense of what to expect in terms of new mechanics, so be sure to check back for more info.

In addition to the game, Disney is also teaming up with LEGO to release a batch of"Pirates of the Caribbean"building sets. Friend of Multiplayer, MTV Movies Blog, has afirst look at the new LEGO collection, in case you're more of the brick-and-mortar sort.


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