Thursday, June 30, 2011

ESA Spent Over $1 Million In Lobbying In First Quarter Of 2011



The Entertainment Software Association is still basking in the glow of its landmark victory over the state of California in the Supreme Court, but the industry organization has not let up in its efforts to lobby on behalf of video games in Washington. In a recently released filing with the Office of the Clerk to the House of Representatives, the ESA spent $1,144,700 in lobbying during the first quarter of this year.
While the perception with the public is that the ESA largely concerns itself with combating attempts to censor or restrict the sale of video games, in actuality much of the money being spent on lobbying is on important, but less controversial issues like copyright law, piracy, trade issues, Internet regulation, and work visas.

While $1.1 million is certainly a nice chunk of change, it's actual down from $1.2 million spent during the same period last year.

Back to the Future Episode 5: Outatime

Telltales ‘80s Ode Finishes Just In Time


It feels like it’s been a long road to the finish, but Telltale’s Back to The Future series is finally coming to a close. The episodic adventure series – which has taken us into three separate decades and what feels like an innumerable number of alternate timelines – was beginning to grow stale, but it finishes with a clever cliffhanger that ties the whole series back to the original film. While I’m happy to have followed Telltale down this wistful road, I can’t shake the feeling that there were a few missed opportunities along the way.
Episode recaps would have benefited this series greatly. It’s only been a month since the last episode, but my memory was a little fuzzy on some of the secondary plot points. For the record, after Marty travels back to the 1930s to rescue Doc Brown from false imprisonment, the duo becomes entangled in a complicated narrative that alters the future. In order to correct the time stream, Marty has to ensure that a young Emmett Brown’s science exhibit goes off without a hitch, reconcile the young scientist’s relationship with his father, and track down Emmett’s ex-girlfriend after she runs off with the DeLorean.
If you haven’t played some of the series’ earlier entries, you don’t want to start here. After all, it’s not like Telltale has altered any of the series’ mechanics or changed its formula in any significant way. Like in previous installments, Marty still blunders around the environment and many puzzles boil down to touching one of your inventory items to an object within the environment. Since your inventory usually only contains about three items anyway, these kinds of puzzles aren’t that hard to decipher.
Despite Back to the Future’s lack of diversity, Outatime still contains a few clever moments that made me smile. One moment in particular – a sequence in which Doc and Marty have to reenact a series of events for a delusional old woman – stands as one of my favorite moments in the series.
Outatime is also significant as it is the first entry in which Michael J. Fox joins the cast, jumping into the role of one of Marty’s ancestors. While I found Fox’s involvement exciting, the actor’s character seemed out of place during these sequences (as if the role was written late just so Telltale could slide him in), and Fox himself uses a goofy southern accent that does little to disguise his aging voice. It’s sad, but the most authentic sounding McFly in the game is a Michael J. Fox impersonator.
Like this voice acting oddity, everything great about Telltale’s Back to the Future series seems to have some accompanying disappointment. The series’ narrative offers a fun, lighthearted adventure, but at this point it has more holes in it than a Siberian mud road. Telltale’s environments are ripe with in-jokes and Back to the Future references, but when you’re not sure what to do next, jumping straight to the hints system is often more entertaining than exploring the world. Sadly, you can’t recreate the phenomenon that the original trilogy sparked, but that doesn’t mean someone shouldn’t try. For all its faults, Telltale’s Back to the Future series was a noble attempt to capture the magic of the films.

Tuesday, June 28, 2011

Report: Microsoft Pursuing Free To Play 360 Games



Recent rumors suggest that Microsoft might support the model with microtransactions.

Develop posted a story late last week that offers up some interesting tidbits about upcoming Microsoft plans. Specifically, the report claims that 360 may soon be getting free-to-play games. The article goes on to describe a system where free-to-play games get money back through in-game items sales or premium upgrade options.

Would you be open to exploring free-to-play games on your Xbox 360? How about paying small amounts for incremental upgrades to the experience?

Former Marvel Studios Head Taking Control Of Angry Birds' Slingshot



Rovio's ubiquitous Angry Birds has infiltrated the iPhone, Android devices, the PSN, and evenbrowser windows. The next stop on its tour of world domination is films, and the indie studio has enlisted a veteran producer to help with navigation.
Former executive VP at Marvel Studios David Maisel has joined Rovio, where he'll continue in a similar capacity. As Gamesindustry.biz reports, Maisel helped to develop the studio and was a key player in Marvel Studios' eventual sale to Disney.
"Rovio has already had amazing success and established a great brand with Angry Birds," he said. "The business model, intellectual properties, and the franchise potential of Angry Birds give Rovio the most exciting prospects I have seen in the entertainment business since Marvel in 2003."
Angry Birds is definitely a fun little game about throwing birds at towers and watching them fall. Will that translate to success as a movie? Rovio and Maisel sure seem confident. Personally, I can't wait to learn more about the black bird who explodes when he's touched. Where did he come from? Where does he go after each detonation? Are his explosives a way to protect a heart that's been hurt one too many times?

Monday, June 27, 2011

Microsoft Releases Summer Of Arcade Schedule



Summer may be painfully barren when it comes to the triple-A retail games, but Xbox Live Arcade is bursting at the seams with promising titles. Here is the release schedule for the official Summer of Arcade lineup.
Bastion
Publisher: Warner Bros. Interactive
Developer: Supergiant Games
Release Date: July 20
Price: 1200 Microsoft Points

From Dust
Publisher: Ubisoft
Developer: Ubisoft Montpellier
Release Date: July 27
Price: 1200 Microsoft Points

Insanely Twisted Shadow Planet
Publisher: Microsoft Studios
Developer: Fuelcell
Release Date: August 3
Price: 1200 Microsoft Points
Fruit Ninja Kinect
Publisher: Microsoft Studios
Developer: Halfbrick
Release Date: August 10
Price: 800 Microsoft Points
Toy Soldiers: Cold War
Publisher: Microsoft Studios
Developer: Signal Studios
Release Date: August 17
Price: 1200 Microsoft Points
If you buy all five games, Microsoft is throwing in a free copy of Crimson Alliance, the Gauntlet-meets-Diablo hack 'n slasher that won over several GI editors at E3.

EMA Releases Statement On Supreme Court Decision



This morning, the Supreme Court struck down California's law that restricted the sale of violent video games to minors under the First Amendment (in the case of Brown v. EMA), and the EMA has commented on the situation.
Bo Andersen, president and CEO of the Entertainment Merchants Association released the following statement:
“EMA welcomes today’s Supreme Court ruling that let stand the Court of Appeals’ decision finding the California video game restriction law to be unconstitutional. We are gratified that our position that the law violates the First Amendment’s guarantee of freedom of expression has been vindicated and there now can be no argument whether video games are entitled to the same protection as books, movies, music, and other expressive entertainment."
While Andersen and the EMA took their victory lap, he isn't oblivious to the core reason for the law in the first place – the need for parents to be informed so they can monitor what their children play.
“While we appreciate this victory in the court of law, it does not obviate the concern that parents may have about the appropriateness of some video games for their children. But, as the Court noted, the ESRB rating system for video games ‘does much to ensure that minors cannot purchase seriously violent games on their own, and that parents who care about the matter can readily evaluate the games their children bring home.’”

“Video game retailers understand that they have a responsibility to help parents make informed decisions about the video games they buy for their children and to ensure that children are not able to purchase Mature-rated games without their parents’ permission. EMA-member retailers have a high level of ratings education and enforcement and, in fact, in an undercover shopper investigation released in April of this year, the Federal Trade Commission found that video game retailers turned down minors that attempted to purchase Mature-rated video games 87% of the time. Video game retailers remain committed to maintaining what the Federal Trade Commission termed their 'vigorous' enforcement of the video game ratings."

Saturday, June 25, 2011

Final Fantasy VII And VIII Nearly Released On Steam



True story: My first playthrough of Final Fantasy VII was entirely done on PC. Square Enix isn't known for having a great PC support for its Japanese releases, but FF VII and VIII both received somewhat rough but workable PC versions. Since I had a suitable gaming PC at the time but no PlayStation, that's what I went with. As it turns out, I could have relived those memories on Steam, but it looks like the stars might be crossed for that particular dream.
RPG Site reports the surprising news that Final Fantasy VII and VIII have apparently been uploaded onto Steam's servers and ready to go "for months." This comes via the Steam Registry Toolkit, which allows users to view a Content Description Record listing every game and file available on Valve's Steam servers.
With some more digging, RPG Site was able to figure out that Square has been tinkering with launch code for the two notoriously unstable PC ports. Unfortunately, the last time that they updated anything was back in 2010, so it looks like brief hopes for nice, playable versions of FF VII and VIII on PC are probably not worth holding onto. RPG Site speculates that Square probably will not release the current, shoddy versions of the game at all.

Star Wars Galaxies Shutting Down In December



After eight years of fighting for survival, the troubled first attempt at a Star Wars MMO will finally go offline this year in December.
Gamasutra reports on this news, which publisher Sony Online Entertainment described as a "mutual business decision" between itself and LucasArts. With a newer, shinier Star Wars MMO, BioWare's The Old Republic, set for release some time this year, it makes sense that LucasArts would be interested in clearing Galaxies off the shelves and limiting any consumer confusion as to which is the "correct" Star Wars MMO to purchase.
SOE president John Smedley is adamant that the decision is not related to declining subscription numbers. Likewise, he says there will be no layoffs, with team members from Galaxies being transferred to a new project, but it's worth remembering that SOE already had a huge round of layoffs a few months ago. Whatever layoffs might have resulted from this decision could have already happened then.
If you are still playing Galaxies or want to restart an account and jump in, you can look forward to various game-ending events that SOE is planning for the lead-up to server shutdown. May the Force be with you, etc.

Friday, June 24, 2011

Lawsuit Alleges Sony Security Staff Fired Before Network Hack



A recently filed class action lawsuit against Sony claims that prior to the PlayStation Network hacking, the company laid off a significant number of the network security team.

Gamasutra obtained a copy of the complaint and posted several of its key allegations.

"Sony sought to cut its costs at the expense of its customers by terminating a significant number of employees immediately prior to the security breach, including personnel responsible for maintaining the security of the network," reads the complaint.

The lawsuit cites several confidential witnesses, one of which says that Sony "spent lavishly" to protect its own PS DevNetwork development server "but recklessly declined to provide adequate protections for its customers' personal information."

Check out more info on the lawsuit in Gamasutra's analysis.

Valve: Team Fortress 2 To Be Free-To-Play


In a surprising move, Valve has revealed that its popular online shooter Team Fortress 2 switching to a free-to-play, microtransaction-driven business model. The news came in an interview by Develop with Valve's Robin Walker.

We've been toying with the idea ever since the Mann-conomy update, where we added the in-game Team Fortress 2 store. Over the years we've done a bunch of price experimentations with the game, going all the way down to $2.49 in our random one-hour Halloween sales," said Walker. "The more we've experimented, the more we've learned there are fundamentally different kinds of customers, each with their own way of valuing the product. Now that we're shipping it, it feels like a fairly straightforward next step along the 'Games as Services' path we've been walking down for a while now."
From here on out, the game will be free to download, and Valve will attempt to make money solely on sales of items sold in the game's store.
This is big news.
While free-to-play has been an increasingly popular business model in recent years, this is perhaps one of the most popular and most critically acclaimed game to adopt the structure to date.
For more read the full interview at Develop.
Download Team Fortress 2 here.

Tuesday, June 21, 2011

Dungeon Siege III

Old-School Action With A Few New Twists


With Dungeon Siege III, developer Obsidian Entertainment brings the hack-and-slash RPG series to consoles for the first time. The game is firmly entrenched in old-school tropes, but it does add a few more contemporary enhancements.
The story is set in the kingdom of Ehb, though you don’t have to be a Dungeon Siege wonk to get what’s going on. The 10th Legion has been routed, and it’s up to you and your party to remobilize it and prevent Jeyne Kassynder from killing its descendents. Dialogue is handled through a Mass Effect-like conversation wheel, though players are largely guided through preset conversations rather than having multiple choices during verbal encounters. You make decisions in a few key moments – and can see the effects of those choices – but I never felt I was making significant waves in the world. Considering how generic the overall conflict felt, I’m perfectly satisfied with that.
Fortunately, the action feels more immediate and engaging than typical games in the genre thanks to Obsidian’s approach to combat. Rather than merely hammering on the attack button and waiting for a spirit gauge or mana bar to replenish automatically, you have to be an active participant in battles to pull off flashy moves. As you attack enemies, a will meter fills with each successful blow. That meter is tied to all of your character’s abilities. In a typical encounter with my archon character, Anjali, I’d pick away at enemies with ranged fire blasts, and then summon my fire jackal when I had scraped together enough will. As it baited and attacked my foes, I was free to scorch them with pillars of flame or area effect infernos. When I got hurt, I couldn’t rely on a few quaffs from a potion to cure my wounds instantly, either. Each of the four characters has some form of healing ability, though they replenish health over time rather than in one instant chunk.
As a gamer who appreciates the action part of action/RPGs, I enjoyed how Dungeon Siege III kept me involved in battles. You don’t reap any benefits from hanging away from combat, so I had to reexamine my usual caster strategy of nuking groups of bad guys, running away, and then turtling as I waited in seclusion for a mana bar to max out again. Instead, I often found myself weaving in and out of groups of enemies, dodging and blocking their attacks as I got my lumps. Each character has two stances, which affect their offensive and defensive abilities. For example, Anjali’s fire form lets her use those powerful flame-based attacks, while her human form focuses more on staff-based physical damage.
Character customization is satisfyingly deep, and players can tweak each character’s abilities through proficiencies. For instance, Anjali’s fire jackal can be tweaked to do more damage or have a bigger pool of hit points. Each ability has five slots for proficiencies, so you have to make some tough decisions. Beyond that, talents offer ability neutral buffs to characters, such as improved healing or additional damage.
In the single-player campaign you fight side-by-side with an AI companion. I found that having Legion swordsman Lucas Montbarron at my side made life significantly easier, thanks to his tanking abilities that complemented my more mage-like skillset. I didn’t have any direct control over Lucas, though I got to upgrade his abilities and equipment. I was surprised (and impressed) by the amount of autonomy he displayed. He used his various abilities effectively, waiting for enemies to cluster together before attacking groups with his special sword slashes, or making sure that the area was clear before attempting to revive me if I was down. He even picked up gold on his own at the end of skirmishes, though he left the loot on the ground.
Alas, loot management is a major weak spot, which is a problem for a game that showers players with all manner of weapons, armor, and goodies. Weapons are ranked in a variety of attribute-enhancing categories, but optimizing between piles of gear can quickly become a headache. You can compare items against what you have equipped, but you can’t sort your gear according to different bonuses, which would have been a tremendous help. After a few hours, I stopped looking forward to incrementally better gear, which is a problem when nearly every chest or enemy encounter fills your sack with more. If you like playing with a spreadsheet in your lap, however, more power to you.
Multiplayer is a big draw for Dungeon Siege III, and it’s handled fairly well. Players are tethered to one another, whether in the two-player local co-op or through four-player online matches. Because of the small size of some of the areas, it can feel constraining at times – especially when there isn’t consensus on which direction to explore next. It’s also easy to lose your character amid the various spell effects and trap displays. It doesn’t help matters when the targeting system occasionally has a mind of its own; in a few battles I aimed at where I thought the enemies were and hoped for the best.
The story didn’t bowl me over, but I enjoyed the setting and characters. Obsidian brings a neat steampunk vibe to the proceedings, with automatons, firearms, and graphical embellishments that make the world feel unique without being self-conscious about it. You can check most of the usual fantasy settings off your list, too, such as a haunted forest, frozen wasteland, and murky swamp, but there are enough little touches to keep it interesting. For instance, as you make your way across a mountain pass, enemy cannons are firing on you, striking your party and causing the occasional rockslide. It makes the world feel more dynamic, which is great.
I recommend Dungeon Siege III to anyone who wants to connect with friends and kill a whole mess of monsters together. Thanks to the strong AI, even the single-player campaign is worth a look if you can’t wrangle up a party. It’s one of the best hack-and-slash options out there for consoles, and it’s no slouch on the PC front, either.

Link Invades Minecraft In Zelda Adventure



We've posted a ton of Minecraft mods since the remarkable game's inception, but this is the first that really resembles a game. Minecraft modder Gary520 has crafted a world inspired by The Legend of Zelda: The Ocarina of Time and A Link to the Past, complete with memorable locations, weapons, and of course, Link.
Gary520 says we can expect over 10 hours of gameplay, 8 dungeons, and tons of secrets. Check out the trailer below:

New Portal 2 Levels Available With $140 PC Peripheral



Are you a diehard Portal 2 fan who also loves crazy new gaming controllers? Ten brand new PC levels of the critically adored puzzler are being included with Razer’s $140 Hydra peripheral, a spherical motion-sensing controller.
The new levels have been crafted by Sixense Studios to take advantage of the Hydra’s unique control methods. Rock, Paper, Shotgun doesn’t believe this is the previously mentioned free DLC Valve announced for this Summer, but it’s still new Portal 2, and that’s something. Anybody with some spare dough thinking of picking up this pricey new toy?

Monday, June 20, 2011

Report: PlayStation Vita To Use Skype




Microsoft may have just bought Skype, but Kinect might not be the only device using the Internet voice-communication service. Could PlayStation Vita also use Skype?
GameGeneration took the above photo showing the Skype logo shown in conjunction with Vita during a Brazilian PlayStation conference. We're not really sure of the context of the slide, but we're sure that the logo being there isn't a coincidence, either.
The PSP supports Skype, and before visions of cats and dogs getting married runs through your head, it's not far-fetched to see the Microsoft-owned Skype continue its current relationships – even if it's with a Microsoft competitor like Sony. After all, why not take Sony's money?

Shadows of the Damned

This Goofy Thrill Ride To The Depths Of Hell Plays Like Heaven




Shadows of the Damned is not shy about its inspirations. Early in the game protagonist Garcia Hotspur proclaims that he and his traveling skull companion Johnson are making “our very own road movie.” Like the grindhouse films that it pays homage to, Shadows of the Damned is vulgar, violent, over-the-top, and way more fun than it should be. This is Resident Evil 4 rewritten by a 12-year-old obsessed with d--- jokes. As it turns out, that’s a good thing.
In the opening moments of Shadows of the Damned, Garcia’s apartment is invaded by demonic forces that drag away his girlfriend, Paula. The tattoo-covered hero swears vengeance and jumps through a portal to Hell. Garcia’s journey takes him through multiple colorful regions of the underworld, from a Mexican marketplace to a racy red light district.
Throughout the eight-hour adventure, Garcia and his buddy trade boneheaded one-liners that would have had me groaning if they weren’t presented with such straight-faced glee. Despite being the hero, Garcia is a dimwit who chuckles at his own horrible jokes and stumbles into enemy traps constantly. Plenty of games with dumb writing use self-awareness as an excuse, but Shadows of the Damned isn’t just aware of its stupidity, it embraces immaturity with an abandon that I can’t help but respect. It doesn’t seem like Grasshopper considered any situation too outrageous or any line of dialogue too goofy to include.
Grasshopper Manufacture scored a major victory by getting help from Resident Evil mastermind Shinji Mikami. Unlike previous Suda51-developed games, polished, rarely frustrating gameplay backs up the off-the-wall insanity. Mikami’s classic, over-the-shoulder third-person shooter style is present, but now you can move at the same time. Whether you’re fighting a giant Frankenstein creature with a huge spotlight on its head or a tiny demon wearing spike-covered armor that rolls toward you as a ball, Garcia has enough grace and speed to survive any situation.
Despite his bravado, this demon hunter doesn’t spend all his time shooting up the legions of Hell. Each level contains a handful of interesting puzzles, most of which involve manipulating light and dark. If a room is enveloped in shadow, Garcia’s health will slowly drain until he leaves that region or fills the room with light by shooting a goat head. Other brain-teasers involve moving platforms around a room to form paths and hunting down keys in the form of brains that you feed to demon babies. It only takes a couple of minutes to solve these problems, but enough of them are spread throughout the game to provide a change of pace when you tire of shooting.
Both the puzzles and the combat are aided by an ever-growing arsenal of new weapons and tools. For example, halfway through the game, Garcia receives the ability to place light mines with his pistol. In combat, he can stick mines on an enemy and then shoot them for an explosion that damages both the unlucky demon and any surrounding baddies. In exploration, the mines can be detonated on certain walls and rocks to discover hidden areas. Each upgrade provides similarly inventive new approaches to combat and tactics for dealing with the oversized boss encounters.
The only major flaws in Shadows of the Damned come in a few frustrating late-game scenarios where you’re put in arena fights against an absurd number of opponents, and a handful of chase sequences where Garcia is instantly killed if caught by a pursuer. I was also saddened to discover that there’s no new game-plus option. Given the huge number of upgrades, I wanted to restart the game as a powered-up *** on a higher difficulty.
Shadows of the Damned is unapologetically adolescent, but instead of trying to be cutely ironic and wink at players, the humor comes off as genuine, playful, and fun. Even if you don’t find the idea of a sniper rifle called “the Big Boner” funny, you should still enjoy the solidly designed shooting and bit of thought required to play the game. Grasshopper has finally come into its own, and I hope it carries this momentum (and Mikami) forward to whatever project is next.
Screenshots:



Report: Valve Planning Free-To-Play Title



Last week Valve announced that its Steam service would be hosting its first free-to-play games, and now there's a report that the company is preparing its own free-to-play project.
In an interview with French site Barre De Vie, Doug Lombardi, vice president of marketing for Valve, said simple, "Yes" when asked whether Valve was working on its own free-to-play project.
Lombardi could be referring to Valve's own Dota 2. While Valve certainly hasn't stated that Dota 2 would or wouldn't be free-to-play, you would have to think that the company knows that League of Legends has been successful as a F2P title. League of Legends is developed by one of the original DotA: Allstars creators, Steve "Guinsoo" Feak, at Riot Games.
Dota 2 is set to release sometime this year. 

Sunday, June 19, 2011

West And Zampella's Activision Lawsuit Likely Headed To Trial



When former Infinity Ward heads Jason West and Vince Zampella left Activision a number of lawsuits were thrown around from both parties. West and Zampella claimed that Activision's alleged wrongful termination cost the duo more than $125 million in royalties. Activision presented a countersuit accusing them of being "self-serving schemers who attempted to hijack Activision's assets for their own personal gain." According to The Hollywood Reporter, a Los Angeles Superior Court judge has ruled that the Infinity Ward co-founders have sufficient claims and the lawsuit may be taken to court.
A settlement is still possible, however if neither party is willing to step down a trial could be forthcoming. 

Insomniac Chooses Winners For All 4 One Skin Design Contest




Insomniac has selected the winners of its skin design contest for Ratchet & Clank: All 4 One. The four-player co-op title is due out on October 18.
Taking first place is Alejandro David Gonzalez from Texas, who skinned the creature for his skin design. This and all the other winners will appear in All 4 One this fall as a free download.
Check out the other winners on the PlayStation Blog. You can also find the honorable mentions gallery here.

Saturday, June 18, 2011

The Legend of Zelda: Ocarina of Time 3D

The New Best Way To Experience An All-Time Classic




Zelda games have traditionally aged very well, but if there’s one that could use a tune-up, it’s Ocarina of Time. The gameplay holds up 13 years later, but as one of the first 3D console titles, the visuals look rough. With Ocarina of Time 3D, one of the greatest games of all time looks and plays better than ever. This is the perfect way to introduce it to a new generation of gamers.
Ocarina of Time 3D is a faithful recreation of the classic, and its slight tweaks are all welcome. My favorite is the implementation of gyroscope controls for aiming. It may sound like a gimmick, but aiming your bow, hookshot, or slingshot by moving the 3DS feels more natural than any aiming mechanics of the Wii remote or Move Controller. It’s extremely responsive, and offers quicker and more accurate aiming than the circle pad. Once you’ve played the shooting gallery or Phantom Ganon fight this way, you won’t want to go back to the traditional method.
Another great change to the classic formula is the improved inventory interface. Having all of your items accessible on the touchscreen means players can spend more time playing and less time organizing their stuff. The original only offered three C buttons for items, but the 3DS has four customizable item slots, and another button is permanently dedicated to your ocarina. Switching shields, tunics, or swords is only a couple taps away, and you can also view the overworld and dungeon maps on the bottom screen. While it’s nice to see the map blown up in this manner, the live area map that shows your location is relegated to a tiny overlay on the top screen’s HUD. I would have preferred to see this on the large map in the bottom screen, but it isn’t a huge inconvenience.
The improved inventory mechanics are especially helpful in the dreaded Water Temple. Originally, the iron boots were in the gear section of your menu, meaning players had to constantly pause the game whenever they needed to equip or unequip them. This time around, players can assign a specific button to the iron boots just like any other item in the game. In addition, new colored lines make the location and function of the water level switches more evident. If you need the water level at a specific point, it’s far easier with this minor tweak than it was when nothing was marked. The temple is still a beast, but it’s less infuriating than it was in 1998.
Longtime Nintendo fans have been frustrated by the company’s recent insistence on including super guides, and a version of this concept appears in Ocarina 3D in the form of Sheikah stones. These stones appear in the Temple of Time and near your home in Kokiri Forest, and Link can crawl into them “to receive a vision of the future.” These short video clips blatantly show you the solution to a puzzle or section of a dungeon. I can’t imagine being so stuck in a dungeon that I’d rather hike back to Kokiri Forest than stick around until I figured out the solution, but it might be helpful to gamers unfamiliar with the series.
One place you won’t find the Sheikah stones is in the Master Quest. Unlocked after beating the original game, this re-done version was originally released as a pre-order incentive for Wind Waker. Dungeons maintain the same room layout, but puzzles are completely different and it’s much more difficult. In a new twist on Master Quest, the 3DS version also mirrors the entire map, which shakes up the experience further. The Master Quest adds to the replay value considerably, and Nintendo also includes a gauntlet-style boss challenge mode that unlocks after conquering the Master Quest.
Ocarina of Time 3D is my new favorite way to play one of my top 10 games of all time. Its updated visuals look great in 3D, the touchscreen streamlines inventory issues, and aiming with the gyroscope feels like much more than a gimmick. Whether you’re a newcomer to the series or a Zelda veteran, this game needs to be in your 3DS collection.

Read An Excerpt From The Bioshock Prequel Novel





Tor Books just posted the first chapter of Bioshock: Rapture, a look at Andrew Ryan's creation of the famed underwater city.

The book is written by John Shirley, known as co-screenwriter of The Crow, writer of a collection of stories called Black Butterflies, and a lyricist for Blue Oyster Cult (seriously).

The excerpt tells the tale of Bill McDonagh, a down on his luck British plumber in '40s New York who fixes Andrew Ryan's toilet.

Bioshock: Rapture will be released July 19 so give this a read if you think you might be interested.




Friday, June 17, 2011

BioWare NeverWinter Forum Server Hacked




BioWare says that a server associated with the NeverWinter Nights forum has been hacked, resulting in the abduction of info relating to 18,000 accounts.
BioWare says that the info from the accounts does not include credit card info or social security numbers, but does include usernames, passwords, email addresses and more
Here's BioWare's official statement from Aaryn Flynn, the studio GM of BioWare Edmonton and vice president of Electronic Arts:
Yesterday (June 14), we learned that a hacker gained unauthorized access to the decade-old BioWare community server system associated with the Neverwinter Nights forums. We immediately took appropriate steps to protect our consumers’ data and launched an ongoing evaluation of the seriousness of the breach. We have determined that no credit card data was compromised, nor did we ever have or store sensitive data like social security numbers. However hackers may have obtained information such as user account names and passwords, email addresses, and birth dates of approximately 18,000 accounts – a very small percentage of total users. We have emailed those whose accounts may have been compromised and either disabled their accounts or reset their EA Account passwords. If you did not receive an email from us, or if your password still works for your EA account, your username and password were not compromised. Nevertheless, changing your password regularly is always helpful to protect your account.

We take the security of your information very seriously and regret any inconvenience this may have caused you. If your username, email address and/or password on the Neverwinter Nights forums are similar to those you use on other sites, we recommend changing your password at those sites as well. We advise all of our fans to always be aware of any suspicious emails or account activity and report any suspicious emails and account activity to Customer Support at 1-866-543-5435.
 
BioWare is just the latest victim in a rash of hacks that has hit companies like Codemasters, Epic, and Bethesda.

Xbox 360's Minecraft Developer Revealed





One of the stories out of Microsoft's E3 press conference was that the cult hit was coming to the system with Kinect controls. Now original Minecraft developer Markus "Notch" Persson has revealed the developer, and possibly that the title is coming to XBLA.
Scotland's 4J Studios (PS3 version of The Elder Scrolls IV: Oblivion) will be handling the conversion of the game, which comes out before the end of this year.
Said Notch on Twitter, "Oh neat, I can announce the team implementing Minecraft for Xbox360! Part of their team made State of Emergency!" He followed that up with, "They ported Oblivion to PS3 and Perfect Dark to Xbox360! It's 4J Studios." He also included a link to 4J's Wikipedia page, which lists the game for XBLA.
4J has also worked on the Banjo-Kazooie XBLA ports, so this could indicate the Wiki entry is true. Also, the studio's familiarity with the platform will no doubt help their cause.

Miyamoto: Wii & Wii U Are White To Appeal To All Ages





Last week at E3 2011, I had a chance to sit down and chat with video game luminary Shigeru Miyamoto. We’ll be posting the interview in full tomorrow, but to offer a glimpse, here’s what the creator of Donkey Kong, Mario, and Zelda had to say when asked why the Wii and Wii U aren’t as colorful as past Nintendo systems.
“Based on my background as an industrial designer and Nintendo and my background in creating entertainment, I’ve always wanted to make greater use of color in our hardware,” said Miyamoto. “If you look back on things like the Famicom and the original Super Nintendo, they were a lot more colorful from a hardware perspective.
"What we found over the years when we included a lot of different colors in our hardware is people would kind of point to that and use it to paint us as more kid-oriented. So really what we looked at is what are some ways from a design perspective that can make the system appeal to all ages One of the ways that we found to best do that is to minimize the use of color. In that process we asked if we’re going to do that, what’s the best way to go? We found that rather than going all black - all white seems to have a broader appeal to people.”
Check back tomorrow to learn more from Miyamoto on Nintendo’s new console, Zelda’s 25th anniversary, and some interesting facts about Nintendo’s past.

Captain America: Super Soldier

Watch A CG Captain America Prologue Trailer



Captain America: The First Avenger is headed to theaters on July 22 and the game adaptation will be out just before. Wanna see a trailer without any actual gameplay?
This video is more of a story and action tone setup than an actual display of the game itself. What do you think of all the shield tossing and roundhouses?

Thursday, June 16, 2011

Prics Games: Wallpaper

We got our first Wallparer.
Creator: Frix.x (owner)




If you need it, click Here.

Wednesday, June 15, 2011

Alice: Madness Returns

A Shaky Trip Back Down The Rabbit Hole




American McGee’s Alice wowed gamers a decade ago with its bizarre visual spin on Lewis Carroll’s Wonderland. The title predated Tim Burton’s gaudy reimagining of the classic property, so the concept of a classic tale turned macabre was fresh and exciting. The sequel, Alice: Madness Returns, arrives with the signature dark flair of the original, but stripping off the stylish straightjacket reveals unstable gameplay that will disappoint all but the staunchest fans of the original.
The story picks up 10 years after the events of the first game, with an asylum-committed Alice attempting to piece together her family’s death in her tainted mind. The majority of the story takes place in Alice’s imaginary Wonderland, with bits of the narrative strung together with reality checks in England. Guiding Alice through the gray, impoverished city streets is a nice contrast to her over-stimulating make-believe land, but these real life sections are used so sparingly and briefly that they are easily forgotten.
Gamers half familiar with Alice’s Adventures in Wonderland will appreciate early references to the absurd tale, such as interactions with the white rabbit, dormouse, and infamous Mad Hatter. I enjoyed leaping on mushrooms in classic Wonderland and surviving the deadly machinery of Hatter Industries. These entertaining stages unfortunately give way to generic locales like a pirate-filled underwater world and a slice of ancient Japan smattered with samurai wasps. These later areas all but ditch the series’ trademark grim art style, with the exception of one section which relies on creepy clichés like eyeless doll heads and 666s to set the mood. Aside from some chilling moments early on, the attempts to make players uncomfortable are largely predictable and bland.
Art style aside, Alice: Madness Returns is an exercise in graphical mediocrity with the exception of Alice herself. The heroine’s character model is wonderfully rendered. Her raven hair realistically flutters around her porcelain face, and her collection of stylish dresses flap as she glides through the air. The world she inhabits isn’t nearly as pretty. Enemies appear to be missing a few animations, resulting in unintentionally stilted movements. The game encourages exploration, which means you’ll be examining the environment closely. It’s too bad that all that searching pays off with bland textures and seams in the game’s construction.
Though poorly put together, the denizens of Wonderland pose a threat to Alice. She defends herself with a butcher’s blade and other creative weaponry like a weaponized pepper grinder, tea kettle, and hobby horse. I loved chopping apart gremlins and other close range fiends with the knife, then switching to the Gatling gun-like pepper grinder to drop flying foes. Projectile weapons are on a cooldown timer, which forces players to constantly swap between attack styles. I adored the variety the unique arsenal fostered, and unlike other action titles, I actually enjoyed using and upgrading every weapon. On the other hand, God of War or Devil May Cry fans looking for a deep combat system should look elsewhere. Let me put the simplicity of Alice’s moveset this way: she can’t attack while jumping.
Speaking of jumping, you’ll spend much of your time leaping and floating across Wonderland. Alice packs a generous triple jump and glide ability, resulting in platforming similar to Spyro. Navigating moving platforms and lava pits is simple early on, but later stages require you to steer the camera while milking every centimeter from Alice’s glides. Combine this with frequent snags on the scenery and the fact that Alice can’t grab ledges, and you’ve got a recipe for some infuriating deaths.
In an effort to cleanse gamers’ palates of the repetitive fighting and exploration, several minigames sprout up. A handful of spots in the game require you to hunt down pieces of a puzzle or press buttons in rhythm with a selection of music. These puzzles are laughably formulaic, but fortunately players can skip the nursery school exercises altogether. They seem ingenious, however, compared to diversions such as a side-scrolling shooter segment and odd doll head-rolling game. These half-baked gameplay mix-ups are absolute nightmares, and you’ll groan every time you encounter one.
What starts out as a promising romp through a demented Wonderland devolves into a few good ideas stretched across redundant gameplay. Like any game based on a popular property, there will be those who can overlook Madness Return’s shortcomings and scrape together a good time. To anyone considering picking up Spicy Horse’s latest in hopes of a rewarding adventure coated in psychedelic scenery, Alice’s encore is a disappointment.
Screenshots:



Minecraft, The Escapist Back Up From Hacker Attack, EVE Releases Statement





CCP has released an official statement about the attack that was launched on EVE Online:
At 17:00 GMT today, CCP became aware of a distributed denial-of-service attack (DDoS) attack against the EVE Online cluster and web servers.

Immediately, these services were taken offline. As an added precaution, all of CCP's infrastructure was disconnected from the public Internet.

The CCP Security team is conducting a thorough investigation to determine exactly what happened and how, what the possible impact may be and, first and foremost, assuring that any personal information of our customers remains secure.

More information will be released as it’s available.
Also, in good news, The Escapist seems to be back up.
Now apparently LulzSec has targeted the League of Legends login site:
 The Lulz Boat
[Original Story]
It never ends. The seemingly endless wave of hacker attacks against video game websites continues today. This time the victims are Minecraft, EVE Online, and the gaming blog The Escapist.

The hacker group LulzSec claims it's behind the attacks, which temporarily disabled the Minecraft log-in server. We just tested a couple of our Minecraft accounts, and at the time of this writing, we were able to log in to the game and play. Minecraft.net is also currently functional. However, numerous reports via Twitter and other Internet sites did say that the game was down for a time earlier today. Let's hope Mojang has things sorted out.

EVE Online was not so lucky. The game's official site is currently non-responsive. The game's Twitter account confirmed the attack with this tweet:

EVE Online and related services experienced an Internet attack. We have taken them down as a security precaution. #eveonline #tweetfleet


As for The Escapist, the video game and news opinion site is currently not loading after numerous attempts to access it.

Tuesday, June 14, 2011

Official DotA 6.72c Map Changelogs







DotA 6.72c Changelogs (Patch Notes):


Heroes

Bounty Hunter
- Base intelligence increased from 16 to 19

Broodmother
- Base movement speed reduced from 310 to 295
- Spin Web cooldown reduced from 90/70/50/30 to 30
- Spin Web AoE increased from 500 to 650
- Spin Web movement bonus increased from 20/23/26/29% to 20/25/30/35%
- Spawn Spiderlings spawn count decreased from 1/2/3/4 to 1/2/3/3
- Spawn Spiderlings Manacost rebalanced from 80/100/120/140 to 120
- Spiderlings & Spiderites are now affected by Spin Web
- Spiderlings Model size increase slightly
- Spiderlings & Spiderites they now take more damage from towers (50%-125%)
- Spiderlings now do more damage to heroes (75%->100%) and less damage to towers (70%-40%)

Chaos Knight
- Phantasm manacost reduced from 175/225/275 to 125/200/275
- Phantasm cooldown reduced from 180/160/140 to 140

Crystal Maiden
- Freezing Field hotkey changed from Z to F

Dirge
- Tombstone no longer generates usable corpses

Furion
- Base strength increased by 2

Grand Magus
- Fade Bolt bounce AoE reduced from 600 to 500

Huskar
- Life Break cast range reduced to 550

Jakiro
- Macropyre damage interval is now smoother (same overall damage, more intervals)

Naga Siren
- Intelligence growth increased from 1.65 to 1.95

Pandaren Brewmaster
- Base HP regeneration increased to 0.75

Phantom Lancer
- Base HP regeneration increased to 0.75
- Juxtapose rebalanced to have a 12% creation chance at all levels with a max of 2/3/4/5 illusions

Pit Lord
- Expulsion cooldown increased from 10 to 18 seconds
- Expulsion manacost increased from 75 to 125
- Expulsion corpse AoE and heal/damage AoE reduced from 600 to 575
- Expulsion interval increased from 1 to 1.25 seconds

Rooftrellen
- Added a 2 second fade time to Nature's Guise
- Overgrowth AOE reduced from 725 to 625
- Living Armor regeneration reduced from 2/3/4/5 to 1/2/3/4

Spectre
- Haunt/Reality now only moves your camera if you are targeting an area away from where your screen is currently looking

Spirit Breaker
- Charge of Darkness indicator AoE increased from 2500 to 3000
- Charge of Darkness manacost increased from 75 to 100

Shadow Priest
- Poison Touch is no longer blocked by damage block items like Vanguard

Sven
- Warcry AoE increased from 450 to 700

Terrorblade
- Metamorphosis illusion extra damage taken increased from 250% to 350%

Troll Warlord
- Ranged Whirling Axes now does 75 damage
- Fervor AS bonus rebalanced

Old:
5/10/15/20 AS per attack with a max of 100

New:
20 AS per attack max of 40/60/80/100
Warlock
- Shadow Word cooldown reduced from 24 to 20

Zeus
- Lightning Bolt/Thundergod's Wrath now reveals the same area at night as during the day (1000/750 to 1000/1000)


Items

Necronomicon
- Cooldown reduced from 90 to 80

Veil of Discord
- Discord AoE increased by 25 and cast range by 75

Vladmir's Offering
- Aura AoE decreased from 1100 to the standard 900
- Now includes the regeneration from its components in the final item


Gameplay & Cosmetics

• Melee hero collision size now reduced from 24 to 12
 Added support for the Filipino language

 Added a visual effect for Bloodstone's heal (469212)
• Pitlord is now in CM restriction list
• Wildkin's Tornado cooldown reduced from 120 to 70
• Charge of Darkness now displays a minimap signal for allies when it is used (464281)
• EMP is now an AoE targeting cursor (296622)
 Added a new attack projectile for QoP (461897)
• Changed Sniper's projectile arc (274494)
• New attack projectile for Eredar (459608)
 Added an Aghanim visual effect for Beastmaster (459402)
 Added a new Phantom Strike visual effect (463160)
 Added a new visual effect to Furion's Teleportation (450559)
 Added a new Icon for Telekinesis (280720)
 Added a new Icon for Spell Steal (280720)
 Added a new test command -dummy that creates a level 10 enemy hero in the middle of the map
• Improved Haunt visual effect (370706)
• Infest allied only visual effects are now visible to observers


Bug/Exploit Fixes

• Fixed Icarus Dive sometimes affecting Magic Immune units for a short duration
• Fixed a bug with how Warpath stack count works when it is at max power (new stacks don't count towards incrementing the timer)
• Fixed a couple of areas that you could still get stuck in with Telekinesis
• Fixed a bug with Neutral spawning and Goo
• Fixed Remote Mines explosion to keep the vision while it is exploding (382646)
• Fixed Hookshot having inconsistent behavior on magic immune units
• Fixed some bugs with Infest
• Fixed some bugs with Whirling Axes and Spell Steal
• Fixed Echo Slam tooltip to make it more accurate
• Fixed some exploits with Ravage, Thundergod's Wrath, Requiem of Souls, Slithereen Crush and Reverse Polarity

Analytics