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Posted by GameTrailers Feb 12 2010 00:15 GMT in Move Your Brain: Rollway Puzzle
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The tilt-sensor is demonstrated in this trailer for the DSiWare puzzler.

Posted by GoNintendo Feb 11 2010 23:38 GMT in Nintendo Stuff
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Endless Ocean 2 just showed up at the warehouse. It’s perfect timing for such a game to land here! I’ve been getting a lot of emails concerning the video features that I used to do for hte site. Live streams or pre-recorded, people want to see them return. I want to [...]

Posted by IGN Feb 12 2010 00:08 GMT in Nintendo News
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The week in Aussie news, reviews and opinions – in video form!

Posted by IGN Feb 12 2010 00:08 GMT in PC Gaming News
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The week in Aussie news, reviews and opinions – in video form!

Posted by IGN Feb 12 2010 00:06 GMT in Xbox 360 News
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The week in Aussie news, reviews and opinions – in video form!

Posted by IGN Feb 12 2010 00:06 GMT in PlayStation News
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The week in Aussie news, reviews and opinions – in video form!

Posted by IGN Feb 12 2010 00:05 GMT in PlayStation News
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Some of our favorite games are making us, like, feel stuff.

Posted by IGN Feb 12 2010 00:04 GMT in PC Gaming News
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Some of our favorite games are making us, like, feel stuff.

Posted by IGN Feb 12 2010 00:02 GMT in Alan Wake
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A killer case of writer's block.

Posted by Joystiq Feb 11 2010 23:55 GMT in Prototype
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Reports began circulation this morning about major layoffs at a handful of Activision-owned development studios, affecting as much as half of Radical Entertainment's staff (Prototype), an undisclosed amount of Neversoft employees (Guitar Hero, Tony Hawk), and the entirety of Luxoflux (Tranformers). An Activision rep confirmed the layoffs to us this afternoon, not giving specific numbers, but solidifying the closure of Luxoflux in entirety.

The full company statement reads: "Activision Publishing continually evaluates its resources to ensure that they are properly matched against its product slate and strategic goals. In 2010, the company's SKU count will be smaller than in 2009 driven in part, by a decrease in the number of music-based games we will be releasing. As we discussed on our earnings conference call yesterday, we are directing our resources against the largest and most profitable business segments, and as part of this initiative, we are realigning our resources to better reflect our slate and the market opportunities. At the same time, we are increasing our digital/online capabilities as we expect that digital/online will continue to become a more meaningful part of our business model in the years ahead."

Posted by IGN Feb 11 2010 23:55 GMT in Crackdown 2
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Get ready to fly higher, run faster, and kill just about everything in sight.

Posted by Joystiq Feb 11 2010 23:35 GMT in Xbox 360 News
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Okay, so, we're here and we're blogging the youknowwhat outta X10 and you probably already figured that out just by reading the posts streaming down the front page -- but! We just had to share this candid shot of Major Nelson with you. Isn't he precious?

Follow all X10 updates here or explore the gallery below for an inside look at the event:

Posted by IGN Feb 11 2010 23:44 GMT in PlayStation News
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The sights, sounds, and electrifying feeling of my very first game disc.

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Posted by GameTrailers Feb 11 2010 23:40 GMT in Dead Rising 2
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The resourceful ones will come out on top when the Zombie Apocalypse finally arrives, evidenced by this trailer from Capcom's Dead Rising 2.

Posted by Joystiq Feb 11 2010 23:39 GMT in Halo: Reach
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click to enlarge
Bungie's "community guy " Brian Jarrard and Halo: Reach creative director Marcus Lehto are on-hand at X10 to provide a much deeper look into the workings of Reach, what they are calling "the best Halo yet" and "the most ambitious title Bungie has ever produced." The duo talked us through many of the changes being made to the established Halo formula, and new elements they believe make this "the definitive Halo experience."

Lehto talked about the team's desire to "throw new things at the player," building on the hallmark underpinnings of previous Halos, even changing some things to suit the new game's more serious tone, but says Bungie won't "be pushing it." Another key goal with Reach, according to Lehto, is to "reintroduce the Covenant," by both making them look different -- more alien, more savage -- and giving established enemies new behaviors. It was also mentioned that, to keep with the more realistic tone of Reach, players won't be able to understand what the Covenant are saying.

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Posted by GameTrailers Feb 11 2010 23:22 GMT in FIFA Soccer 10
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Organize your Ultimate Team down to the uniforms and boosts in the My Club options menu on PlayStation 3.

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Posted by GameTrailers Feb 11 2010 23:22 GMT in FIFA Soccer 10
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Customize your Ultimate Team's appearance and performance in the My Club options menu on Xbox 360.

Posted by Joystiq Feb 11 2010 23:15 GMT in MAG
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The folks at Zipper Interactive have been in an unenviable position for the past eighteen months. Ever since the studio's flagship PS3 title MAG was revealed during Sony's E3 2008 press conference, the gaming populace's collective expectation (or, alternatively, apprehension) for the title set an impossibly high bar for the developer to clear.

We first spoke to the game's producer, Alan Van Slyke, during PAX 2009, when he explained a bit of the techno-wizardry which powers the game's internal servers. Yesterday, we got a chance to speak with Van Slyke once more -- this time about the pressures associated with developing a game of this (forgive the pun) magnitude, whether the game's rigorous beta testing paid off, and how one of MAG's three factions has evolved into an unstoppable victory machine.

Joystiq: When did Zipper Interactive decide on making a multiplayer game with 256 players? None of your studio's earlier games are nearly that large in scope - what kind of factors led to that decision?


Alan Van Slyke: Well, I think that specific number actually came more from design than it was just an arbitrary number -- but definitely the early thinking was we want to build something big.

Posted by IGN Feb 11 2010 23:19 GMT in Fable III
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The king is dead, long live the king.

Posted by IGN Feb 11 2010 23:14 GMT in Halo: Reach
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Bungie unveils "the definitive Halo title."

Posted by IGN Feb 11 2010 22:52 GMT in Dead Rising 2
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Go to a casino, have a drink, kill some zombies, and wait for this all to blow over.

Posted by Joystiq Feb 11 2010 22:45 GMT in Battlefield: Bad Company 2
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"We couldn't be more thrilled to hear that Battlefield: Bad Company 2 is already in the hands of almost 2½ million gamers, and it hasn't even shipped yet." That statement from Patrick Bach, Senior Producer on EA and DICE's eagerly awaited shooter, is doubly impressive when you realize that he's not talking about the PC version -- he's talking about the demo that was recently shared with Xbox Live and PlayStation Network users.

Having reached over two million downloads within a span of five days, the Bad Company 2 teaser is "on pace to become the fastest downloaded demo in EA history," at least according to the Big Company behind it. With the PC beta netting "hundreds of thousands" of sign-ups too, it seems the overt confidence isn't misplaced. But come March 2nd, will all those downloads translate to an impressive, post-Modern impact?

If there's one thing uglier than the console wars, it's the console war game ... wars.

Posted by IGN Feb 11 2010 22:40 GMT in Alan Wake
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Catch up with everything we've seen of this incredible horror game from Remedy.

Posted by IGN Feb 11 2010 22:37 GMT in PlayStation News
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We're going to have a few very busy months.

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Posted by GameTrailers Feb 11 2010 22:36 GMT in Alan Wake
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Alan wakes from a dream to a nightmare in this trailer from the Microsoft X10 event.

Posted by GoNintendo Feb 11 2010 21:58 GMT in Nintendo Stuff
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Finally, a computer that pairs up fictional video game characters that are perfect for one another. That’s what life is all about…pairing up make-believe gamer icons so they can make some sweet, sweet love.