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Posted by IGN Jul 27 2010 20:57 GMT in Plants vs. Zombies
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The King of Pop will no longer terrorize your garden.

Posted by GoNintendo Jul 27 2010 20:47 GMT in Nintendo Stuff
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All of these works of art were made by Tracy Yardley, the illustrator behind the Sonic the Hedgehog comic series.

Posted by Kotaku Jul 27 2010 20:30 GMT in Plants vs. Zombies
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#popcap After more than a year spent dancing into our hearts and gardens, objections from the King of Pop's estate cause PopCap Games to replace the killer Michael Jackson lookalike in Plants Vs. Zombies. More »

Posted by Joystiq Jul 27 2010 21:30 GMT in Dragon Age: Origins
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"We just brought it down," the marketing guy from BioWare told me while waiting in line. The company was already bringing a bunch of computers to Comic-Con to let visiting fans preview Dragon Age 2, so they figured why not bring some PCs down all loaded up with unreleased DLC to play, too? Other companies hold secret sneak previews and require pages of NDA agreements to see their unreleased games for the first time, but BioWare just brings them to Comic-Con.

So yes, alongside the public, I got a chance to see the upcoming DLC. And the first thing I heard about it is that it's hard. Really hard. Dragon Age: Origins is already a game that requires some thinking, but BioWare has apparently turned up the difficulty on this one -- there's lots of big enemies, I was told, that will provide a challenge even on the easiest setting.

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Posted by Kotaku Jul 27 2010 20:00 GMT in StarCraft II: Wings of Liberty
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#clips YouTube user USpecies says he/she started playing StarCraft II in Europe right before midnight and wrapped up at 3:30 PM local time. Single-player done in 16 hours. Have you finished the game yet? More »

Posted by IGN Jul 27 2010 20:10 GMT in Z.H.P.
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Posted by Joystiq Jul 27 2010 21:00 GMT in MAG
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Zipper Interactive must have received some positive feedback from its recent decision to make MAG's Sabotage gametype "Faction Neutral," effectively letting any of the game's three armies attack and defend any map. The developer recently announced that v1.07 of the title will be launched in early August, giving a similar treatment to the game's deathmatch-esque Suppression mode.

The update will also fix a few exploitable areas on a pair of maps, will improve visuals with additional lighting effects and will incorporate a "Happy Hour," which will give players double XP for the first hour they play online every day. That last part actually sounds like a pretty clever idea -- though we wouldn't suggest enjoying MAG's "Happy Hour" while simultaneously enjoying your favorite watering hole's "Happy Hour." All those Bloody Marys and boneless buffalo wings can't be good for your wartime instincts.

Posted by IGN Jul 27 2010 20:02 GMT in Medal of Honor
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Exclusive Sneak Peak of Band's new single, "The Catalyst," will be featured in gameplay trailer directed by Joe Hahn.

Posted by GoNintendo Jul 27 2010 19:49 GMT in Nintendo Stuff
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- developed by n-Space - robust single player campaign - two player co-op - six player online options complete with a Perks System - achievements system - replay through past missions with Arcade and Challenge Modes - pilot attack helicopters and stealth fighter jets - play as CIA-backed operatives - complimentary to console versions - built on the same tech as previous CoD DS [...]

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Posted by GoNintendo Jul 27 2010 19:50 GMT in Nintendo Stuff
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There’s your winner right there. You don’t even need to name another game. Muscle March is one of the strangest games to get localized…ever!

Posted by Joystiq Jul 27 2010 20:30 GMT in Red Faction: Armageddon
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THQ and Volition brought Red Faction: Armageddon to Comic-Con last weekend, and even though the demo on display was the same one we saw behind closed doors at E3, we threatened to collapse their headquarters with a Nano Forge if they didn't tell us something new about the game. Volition producer Dan Sutton and writer Drew Holmes gave us a little insight on what they're planning to do with the story of Darius Mason, Alec's grandson.

Let's get the important stuff out of the way first: The sledgehammer is coming back, so don't worry about that. As for the Ostrich, I didn't get confirmation so much as laughter from the developers, but they said that there would probably be something silly in the game this time around, depending on what the community came up with. "It's up to NeoGAF," joked Holmes. "Someone will photoshop something, and then we'll be stuck."

Posted by IGN Jul 27 2010 19:21 GMT in BlazBlue: Continuum Shift
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The ground-breaking High Definition 2D fighter BlazBlue makes its triumphant return to home consoles.

Posted by Kotaku Jul 27 2010 19:00 GMT in And Yet It Moves
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#wii There I am playing Wii games, the games I'm writing about all day today, and a Nintendo rep asks me if I want to play a WiiWare game. Sure, I love the weird stuff. More »

Posted by IGN Jul 27 2010 19:12 GMT in Transformers: War for Cybertron
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Take a look at the new characters and levels you'll get.

Posted by Joystiq Jul 27 2010 20:00 GMT in Plants vs. Zombies
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A recent update for the iPhone version of PopCap's floral tower-defense title, Plants vs. Zombies, makes a significant change to a prominent member of the game's undead roster: Dancing Zombie. The red leather jumpsuit-clad ghoul formerly resembled Michael Jackson in his seminal, super-lengthy 1983 music video "Thriller." After the update, the shambling fiend now has much more generic disco attire.

PopCap explained the reason for the update to MTV Multiplayer, stating, "The Estate of Michael Jackson objected to our use of the 'dancing zombie' in Plants vs. Zombies based on its view that the zombie too closely resembled Michael Jackson." Rather than risk a legal kerfluffle, PopCap has decided to "replace it with a different 'dancing zombie' character for future builds" of the title.

Unfortunately, the update seems to be causing the game to crash on iPhone 4. Keep an eye peeled for an update update, which will still leave the title King of Pop-less, yet delightfully functional.

Posted by PlayStation Blog Jul 27 2010 19:00 GMT in Blade Kitten
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Working on the PlayStation 3 has been wonderful. As this was my first project on the PS3, I was apprehensive at first about the new technology and how to use it as best we could. But now, I can honestly say I am a fan of the PS3.

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Early in development, Blade Kitten was both a 3D and a 2D game and you could switch between them instantly — you’d run through a section then it would transition to 2D. It didn’t take us long to fall in love with the 2D version, so we focused all our efforts on making the 2D the fun game it is today.

From the start of our project, our goal as programmers was to give the designers all the power they needed to create the game that they wanted. Ideally, a level designer controls the player’s progression and experience in each area of the game (enemy placement, special events, collectables, and so on). So rather than implement a boss character’s attack moves myself, I would give the designers scripting tools to implement the boss themselves.

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This proved to be one of the best decisions we made. For example, the level where Kit is running away from a huge monster called Acland, who destroys everything in his path, was completely scripted by the designers — as were all our bosses and many of the encounters you see. This has allowed for a much more flexible design with changes being quick and easy. But most importantly, much happier designers!

Being able to move any object anywhere and have our characters move along with them was fundamental to our game, so we made it so Kit can attach to pretty much everything. If the object moves or rotates, so does she. The level designers have done a great job using this and, even from the first level, you will see some fun movement and puzzles you can play with using these moving objects.

Blade Kitten was a re-think of how we normally do artificial intelligence. As there is a single plane that everyone fights on, we needed to make all the enemies work together without getting in each other’s way. Therefore, you’ll see things like the front guy duck down so the guy behind him can take a shot, or even have one guy jump over another to try to aggressively get to you. They all work together which helps create an interesting experience without overwhelming the player. It’s important that the enemies in the game feel like they are alive and are planning their strategy together to form a real challenge to players.

It was fun to get physics working properly in a 2D environment. We have some items which are fully 3D enabled and allowed to fly off into the yonder. Enemies have “ragdoll” effects that have them falling down in different ways when hit, and “fraggable” objects that break apart realistically. Additionally we have items that are fully physics-driven but stay on the player’s plane so you can use them without worrying about them flying away from you. This goes towards making the game world deeper, more detailed and unpredictable.

I hope you all enjoy this game as much as we have enjoyed making it.


Posted by IGN Jul 27 2010 18:58 GMT in Zen Pinball
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Prime your jets and set flight exclusively onto PlayStation Network.

Posted by Kotaku Jul 27 2010 18:30 GMT in Gaming News
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#inception If the movie Inception is like a video game, how do its rules and the way it teaches the audience its rules compare to video games? Writer Kirk Hamilton sorts it out in an essay we're delighted to republish here. There will be spoilers. More »