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Posted by Joystiq Apr 26 2010 22:47 GMT in Xbox 360 News
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Filed under: Podcasts Halo: Reach plays a big part of this week's Xbox 360 Fancast. Our own Xav de Matos played the game for several hours last week, and we grill him for the details (jet packs!). Of course, we also take a few minutes to discuss the news out of Captivate 2010 as well as the other important things that happened last week (including even more Halo: Reach news). Don't waste any time, start listening now.

[iTunes] Subscribe to the Podcast directly in iTunes (MP3).
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[MP3] Download the MP3 directly.

Hosts: Richard Mitchell (SenseiRAM, @senseiram), Alexander Sliwinski (Sli Xander, @xandersliwinski), Xav de Matos (Snypz, @xav) and Dave Hinkle (KnifefightYaDad, @davehinkle)

Music: Intro/Outro: "Electromooq" by Uma Floresta. Break: "Everyone's Hip" by Jaill.

For fans: Xbox 360 Fancast Facebook group

Posted by IGN Apr 26 2010 21:48 GMT in Field of Glory
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A new Medieval expansion for the acclaimed historical warfare system.

Posted by IGN Apr 26 2010 21:43 GMT in End of Nations
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The first three connected worlds are Rift: Planes of Telara, End of Nations, and the Syfy action MMO game.

Posted by Kotaku Apr 26 2010 21:20 GMT in Gaming News
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#theworst After years of throttled internet and bad customer service earning it a reputation as the worst internet provider in America, Comcast scores a golden poo as Consumerist.com's 2010 Worst Company in America. I promised myself I wouldn't cry. More »

Posted by Joystiq Apr 26 2010 22:24 GMT in Dead Space 2
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Growing up, our grandpop would relate a time when video game news was sent via the telegraph and his ability to decode the dots and dashes of Morse code put food on the table. But now, times are different, and all that's needed is a quick copy and/or paste shortcut that's led to no shortage of complaints about "young people" and all the things we don't "appreciate." Whatever. And now the team at Visceral Games -- no doubt comprised of Matlock-loving old folks -- are intent on making us work for our gaming news.

Take, for example, the above Rorschach inkblot we received in the mail. Sure, it's a creepy Dead Space 2 thing, we get it ... but, wait. What's that? If you turn down the lights (or, to put that into "young folk jabber," adjust the contrast in Photoshop) there's a hidden message. We managed to decode the alien runes on the included letter, which read, "The Sickness is the Cure! The Cure is the Sickness!" However, plum tuckered from all that decoding, we decided to skip deciphering the ink blot and instead stopped by the Unfiction forums where users have handled most of the heavy lifting already.

The message mostly looks like nonsense ("ust a shard"?), but there is one decoded piece that is promising: 42910. That's either a nonexistent zip code (from space?) or a reference to April 29, 2010 ... this Thursday! We're going to stick with the latter, for now, but what does it all mean? Even money says it's going to be a trailer for the game, which we can just upload and embed in between our already scheduled Thursday afternoon naps. Grandpop would be proud.

Posted by IGN Apr 26 2010 21:29 GMT in PC Gaming News
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Social gaming company acquires experienced game developer specializing in producing games with third party branded content.

Posted by IGN Apr 26 2010 21:28 GMT in Uno
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All the fun of playing Uno on XBLA, but with 100-percent less wangs.

Posted by Joystiq Apr 26 2010 20:03 GMT in End of Nations
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Last week, I got an early look at End of Nations, the latest RTS from Petroglyph, the developer of Star Wars: Empire at War and, more recently, Universe at War: Earth Assault. Founded by some of the principals behind the original Command & Conquer at Westwood Studios, the team is pouring its experience in the genre into End of Nations for publisher Trion Worlds. Due for release in 2011, the game is being pitched as the first "MMORTS" with a persistent game world, community features and player-vs-environment gameplay with support for 50 simultaneous players "and growing," according to the developer.

End of Nations will undergo many enhancements and a lot of fine-tuning before release, but even in its current state, the game is unquestionably impressive. Specifically, the scale of the action is simply astonishing. The demo map I saw spanned many (virtual) square miles, featuring an array of locations and topography. One second I was seeing a skirmish in a burning forest, and in the next, several players were working together to bring down a massive Panzer Hulk (think: battleship with tank treads) at a heavily fortified construction facility.

Posted by Kotaku Apr 26 2010 21:00 GMT in Crackdown 2
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#podcast In just a few months you will be able to play Crackdown 2. In just two days, you will be able to call in to Kotaku Talk Radio and ask the creators all about it (or just listen in). More »

Posted by Joystiq Apr 26 2010 21:52 GMT in Monster Hunter Tri
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This week on the Nintendo Channel, the usual Nintendo Week program does something a bit different and covers the Monster Hunter Tri launch at New York City's Nintendo World Store. Director Kaname Fujioka and producer Ryozo Tsujimoto were on hand to chat and sign posters and attendees could even throw down in a tournament. If the video on the Nintendo Channel is any indication, the event was a great success.

Head past the break for the full list of this week's content.

Posted by Joystiq Apr 26 2010 21:57 GMT in BlazBlue Battle X Battle
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If you prefer your fighting games adorable, you've probably been keeping an eye on BlazBlue: Battle x Battle, a four-player DSiWare fighter starring chibi versions of the characters from BlazBlue: Calamity Trigger. The ESRB just telegraphed plans by Aksys to localize the downloadable fighter -- under the strange title Blayzbloo: Super Melee Brawlers Battle Royale.

Why "Blayzbloo"? Arc System Works differentiated the DSiWare game from the original title by spelling "BlazBlue" in Japanese hiragana, rather than the English alphabet used for the main series. To preserve the change without using a different writing system, Aksys spelled it differently. It's pretty whimsical.

Speaking of whimsy, the ESRB description of the arena fighting game describes the following modes: " last-man standing, hitting opponents to collect soba noodles, and capture-the-flag." We're contacting Aksys to find out when you'll be able to fight for noodles.

Posted by IGN Apr 26 2010 21:00 GMT in Super Mario Galaxy 2
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Is this how you want to play with your buddy, girlfriend, and/or cyber-dog?

Posted by Kotaku Apr 26 2010 20:40 GMT in Enslaved
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#namcobandai Heavenly Sword developer Ninja Theory has already proven that they can make "post apocalyptic" pretty with Enslaved: Odyssey to the West. But can they do explosions as well? New screens of Enslaved let you be the judge. More »

Posted by GoNintendo Apr 26 2010 20:16 GMT in Nintendo Stuff
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You guys don’t know how jealous I am of our Euro readers right now. If I had that shirt, I would wear it the entire week. You think I’m joking about that one?! I’m a HUGE No More Heroes fan. What I wouldn’t do to get my hands on one of [...]

Posted by Joystiq Apr 26 2010 21:45 GMT in Forza Motorsport 3
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A quick note for any driving simulation fans that have yet to dive into Forza Motorsport 3: Amazon is currently offering Turn 10's latest opus as a Gold Box deal. The game is selling new for $49.99, making it $10 cheaper than the retail price. Of course, if you've waited this long without picking up a new copy, you could probably pick up a used copy for less. Then again, there's no telling whose grubby little fingers have been groping those, so new certainly has its advantages.

Posted by PlayStation Blog Apr 26 2010 20:30 GMT in Kick-Ass
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Greetings and salutations, PlayStation readers! My name is Ben Geisler, and I’m the studio head of Frozen Codebase. We’re an independent developer and we primarily enjoy playing and creating action games. We’ve got a bunch of veterans here from places like Raven, Treyarch, and Naughty Dog.

We like our action games. We like fighters, action RPGs, and anything else that lets you vent. And I’ve gotta say, what better platform on which to focus than the PS3? Personally, I think the PlayStation controller has never been surpassed in form factor, especially for games requiring lots of punching, hitting and general havoc.

Today, I bring to you a new trailer for our Kick-Ass game. But first just let me say that if you enjoyed the movie, you’ll enjoy the game!

For those of you living under a rock, Kick-Ass is an amazing movie by director Mathew Vaughn. Most of us at Frozen Codebase have seen it at least three times and it’s only been out for three days; just a totally amazing film. It’s based on the superhero brainchild of writer Mark Millar and artist John Romita Jr, and features a unique take on superheroes. You’ve gotta see it, and you’ve gotta play our game when it hits the PlayStation Store on April 29th!

Never ones to take the path of least resistance, Frozen Codebase opted to not simply replicate the movie into a video game format. Instead, we worked the middle ground between the comic and the film. The game is a fine blend of the most action-packed parts of both facets of this incredible story. You can play the role of Kick-Ass, a dorky high school kid who is sick of seeing people around him doing nothing to stop crimes. You can also play as Hit Girl, a 90-pound powderkeg of badness. Hit Girl has been trained by her father (Big Daddy — also playable) to be a ruthlessly effective mercenary and assassin.

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Let me back up for a second and tell a story. The day is September 29th, 2009. My art director (Andrew Gilmour, originally of Naughty Dog) and myself are in Santa Monica, about to attend a secret preview of this Kick-Ass movie. While the movie played, we sat there in the theatre laughing, on the edge of our seats. So while the credits rolled, I turned to Andrew Gilmour and asked him a simple question: “you think?” He had this big grin on his face, and simply said “hell yes.”

“Hell yes” is right. This movie is about the best setup you could ask for as a game developer. Action all over the place, but unique action. Hit Girl can run up walls while shooting down at drug dealers. Big Daddy can pump reload his shotgun while barreling down at foes. We came out of the theater that day and went to a private party meant to host Hollywood types. I remember sitting there with Randall Batinkhoff (an actor in the film and producer on the video game) and Andrew Gilmour. Andrew and I were looking pretty straggly from just finishing our work on Metalocalypse: Dethgame. I think I had a Guns ‘N’ Roses hat on, hadn’t shaved in days; Gilmour had his standard ridiculous beard. We must have looked massively out of place while these costumed Hit Girl waitresses gave us drinks overlooking some fancy venue, but the important part is that none of this mattered. Our eyes were glossed over with anticipation, talking to Randall about the possibilities of the video game.

From this moment, we knew we didn’t have much time. The game hadn’t yet begun to be created and we needed to get moving quickly. Suffice it to say that the short timeline was both a blessing and a curse, forcing us to become uber-focused. Time limits work on the same principle as what some developers have called “design constraints”– forcing creativity by requiring developers to choose only the most important features for inclusion.

Luckily, we had multiple ex-Raven personnel (myself included) who had worked on projects like X-Men Legends and Marvel Ultimate Alliance. It was clear that, given three superheroes, it would be cool to play as any of them at any given time. Furthermore, it would be cool to play together with your buddy. And last, but not least, it would be cool to get better and better as a superhero, because, after all, that’s what the story is about.

We spent time on gameplay, gameplay and more gameplay. The time we had didn’t allow us to focus on cinematics, so the answer had to be gameplay. The end product has a huge focus on the most important things of any action beat-em-up with light RPG elements: Balance. Our designers painstakingly went through balancing enemies, fire rates, upgrades. I’m proud of the end result and I still have problems putting down the controller when I’m demoing the game.

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The game tells a story which closely follows the movie and comic book, but we also go into considerably more depth on the drug trade. Kick-Ass begins to chase after thugs you only briefly see in the movie (such as Tre Fernandez and Cheadle). We also added an Arena mode because it felt fun to fight enemy after enemy in a seemingly never-ending manner. All of this will be available on the PSN store for $14.99 on April 29th.

But we’re not done! Stay tuned, — we’ll be adding multiplayer as a downloadable content update! Thanks to Wha Entertainment and Howard Horowitz for being a Kick-Ass publisher. Thanks to our fans and thanks to everyone on PlayStation.Blog for their support. It’s been quite a ride and I’m looking forward to hearing what people think of the action.


One of the game features promised during Monkey Island 2: Special Edition's announcement event was an audio commentary track that could be accessed at certain points in the game. Today, the identities of the commentators have been revealed: Tim Schafer, Ron Gilbert and Dave Grossman -- none other than the original game's trio of designers.

Check out a behind-the-scenes video above, in which the three beloved adventure game creators introduce themselves and explain their roles in the title's development. We never knew Schafer had such humble, subordinate beginnings!

Posted by IGN Apr 26 2010 20:30 GMT in Zaxxon
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A visual achievement back in '82, but a disappointment today.

Posted by IGN Apr 26 2010 20:29 GMT in Bang Attack
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Yet another way to match three. Also, hammers.

Posted by IGN Apr 26 2010 20:28 GMT in Arcania
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Some hardcore role-playing is on the way.

Posted by IGN Apr 26 2010 20:24 GMT in Dawn of Discovery: Venice
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Online play and new combat options add some interest...but not much.

Posted by IGN Apr 26 2010 20:21 GMT in PC Gaming News
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Alienware's premier gaming laptop just got more powerful.