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Posted by IGN Sep 22 2010 21:11 GMT in PlayStation News
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The Great White North has XMB movies. Time to get a passport.

Posted by PlayStation Blog Sep 22 2010 21:06 GMT in BioShock: Infinite
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You’ve seen the debut trailer for BioShock Infinite. You’ve read Creative Director Ken Levine’s thoughts on expanding the award-winning formula of BioShock from the murky depths of Rapture to the soaring heights of Columbia. You’ve even bookmarked the 10 Things You Should Know About BioShock Infinite article on IrrationalGames.com.

What’s left? Watching 10 uninterrupted minutes of BioShock Infinite gameplay video, of course. Get to it!







Irrational Games’ Ken Levine was good enough to return to the PlayStation.Blog and answer more questions about BioShock Infinite’s gameplay. While nitty-gritty details such as control layouts and weapon arsenals are still over the horizon — the game isn’t due out until 2012, after all — Levine was able to shed light on a host of topics including the rollercoaster ride that is Sky-Line combat, long-range sniping in Columbia’s broad vistas, and how the mysterious companion Elizabeth makes for a potent partner.

Sid Shuman: How does BioShock Infinite build on and evolve the classic gameplay of BioShock? What were your broad goals?

Ken Levine, Creative Director, BioShock Infinite: Players had access to a lot of different tools in BioShock, but the game’s deliberately claustrophobic environments and relatively low enemy counts meant that a lot of combat encounters ended up playing out in similar ways. There were plenty of opportunities for players to make fuller use of their toolset, but it was also possible to just take the path of least resistance much of the time–which usually meant Electro-Bolt and shotgun.

In BioShock Infinite, we want the range of combat encounters to live up to the diverse toolset of weapons and powers. There are, of course, those small scale BioShock-esque interiors. But there are also the breathtaking, expansive outdoor locations you would expect in a huge floating city. Instead of just fighting a few enemies at once, you could be facing more than a dozen. Area effect weapons matter because you might face many enemies at once, and crowd control abilities matter because there are crowds to control.

SS: How do the crowds of enemies change BioShock Infinite’s combat style and pacing?

KL: There’s a famous saying: “When all you have is a hammer, everything looks like a nail.” That’s kind of how it was in the original BioShock. You walked down a tight, restricted corridor with Electrobolt in one hand and a shotgun in the other, and that was an effective way to deal with most of the enemies. There are obviously going to be some different weapons in BioShock Infinite, and also more weapons. You’re not going to be restricted to just the eight weapons of your radial.

One of the reasons we wanted to really expand the scale of the environment and the number of enemies was to create situations where certain tools would have clear strengths and weaknesses based upon what you were up against. There is no perfect combination or an ideal set of tools, and there’s going to be a larger variety of weapons and powers. We wanted to show that even familiar weapons like the shotgun are not always the right tool for the job. And the sniper rifle–unlike BioShock’s crossbow–actually has a specific function because of the extreme scale of our environments.

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SS: Not all of Columbia’s citizens are automatically hostile to your presence. How does this affect BioShock Infinite gameplay? Can you influence them to help you in any way?

KL: Columbia is much more alive and vibrant than Rapture. In BioShock, Rapture was functional to a degree, but its population was pretty far gone. Columbia is a city that hasn’t completely collapsed. As you saw in the demo, people won’t necessarily attack you on sight.

BioShock games are shooters, but they aren’t just shooters. A lot of what players loved about the original BioShock was exploring Rapture and uncovering the secrets of its past. That’s something we want to take even further with Columbia in BioShock Infinite, and part of achieving that is increasing the types of interactions the player has with characters and the world.

SS: The telekinesis-like ability seen in the new video appears to be much improved since BioShock. How will players be able to use it to their advantage during combat?

KL: If there is a power that’s similar to previous BioShock games, you can be certain it’s been enhanced in a meaningful way. For instance, the power you discussed allows you not just the ability to grab objects from foes and pick up objects in the world — as you saw, you can do things like turn somebody’s own weapon against him (amongst other cool crap we’ll be discussing later!).

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SS: Elizabeth is able to amplify the player’s abilities in certain situations — will these sequences be primarily limited to combat?

KL: Elizabeth can definitely have a big impact on gameplay–if and when you want her to. Her main gameplay role is to provide the player with interesting opportunities to combine her abilities with yours. When she offers those opportunities, the player can take advantage of them or not. You saw a few examples of those in the gameplay video, such as when she generated a rainstorm for the player to exploit with Electro-Bolt. But in all of those instances, the player could have ignored her offer and dispatched the enemies through any other means at his disposal. One thing Elizabeth is NOT, however, is somebody you need to babysit and hand-hold.

Of course, Elizabeth also serves a crucial narrative role. Her presence is central to the player’s mission in Columbia, and to the nature of Columbia itself. But those mysteries will need to wait.

SS: How does Sky-Line combat work? Will the player primarily use his wrench while traversing Sky-Lines, or will other weapons be available as well?

KL: Imagine being on a roller coaster, over another roller coaster, over another roller coaster. Imagine being able to jump freely from one roller coaster to the next. Then imagine people are shooting at you. And you’re shooting at them. That’s the experience of being on the Sky-Lines.

You might choose to take on enemies at extremely long range while traveling on Sky-Lines, or you might engage in close combat. You might do both in quick succession. You can jump between criss-crossing Sky-Line routes, allowing you to instantly change direction and evade or outflank enemies. Sky-Lines are there to expand your tactical options, not dictate them.

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SS: Columbia is a city in the sky. How do the wide-open spaces impact the combat?

KL: The range of environments in BioShock Infinite lends itself much better to the game’s broad toolset. In previous BioShock games, there weren’t really visible distances vast enough to take advantage of weapons like the crossbow. In BioShock Infinite, you could take a shot at an enemy situated on an entirely separate floating city block, across an expanse of sky.

SS: BioShock Infinite is set during the early 20th century. Did the time period inspire the weapon arsenal? What kinds of firearms can players look forward to?

KL: BioShock Infinite will have more weapons than previous BioShock games, which is important in terms of addressing the broader range of encounters the game supports. Obviously, many of those will be very much inspired by weaponry of the time, but there will also be plenty of other more unique tools we’re not talking about just yet.

SS: BioShock was noted for its weapon modifications. Will BioShock Infinite follow suit with weapon mods, and will there be more depth or player choice to the process?

KL: There are a variety of customization options players will have to shape their character to their own play style. While we’re not talking about the specifics of those systems just yet, I can say we’re interested in furthering the idea of permanence in character choices. Many of the decisions you make with respect to your character’s abilities will have a long-term effect on how you play the game.


Posted by IGN Sep 22 2010 21:01 GMT in PC Gaming News
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Highlighting some of this holiday season's big games.

Posted by Joystiq Sep 22 2010 22:00 GMT in Left 4 Dead 2
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Honestly, we would never have thought that [redacted] would be the character to bite the dust in "The Passing," but there it is. Sure, we could've pictured [redacted] dying, or [redacted] -- heck, even [redacted] -- but [redacted]? Life's a trip, qué no?

Thing is, we never figured out how that particular survivor perished -- not until now. The first two parts of Valve's four-part, 150-page digital comic primer for "The Sacrifice," the upcoming DLC for Left 4 Dead and Left 4 Dead 2, is now online. Give both issues a read by heading over to the Left 4 Dead Blog.

Posted by GoNintendo Sep 22 2010 20:02 GMT in Etrian Odyssey III: The Drowned City
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A portion of a GamePro review… A wholly enjoyable if gruelingly difficult dungeon-crawler, Etrian Odyssey III is a worthwhile improvement on its predecessors, offering a variety of new features, options for customization, and fresh challenges to face.

Posted by Kotaku Sep 21 2010 10:00 GMT in Entropia Online
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#oddities Planet Michael is a massively multiplayer online game devoted to the music and life of the late Michael Jackson. No, this is not a joke. More »

Lord Crump
You can make an MMO out of anything, but developers rarely make MMOs out of things that are excellent MMO fodder. Namely, Pokemon or Grand Theft Auto
sims
GOTY

Posted by Kotaku Sep 22 2010 20:20 GMT in Blood Bowl
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#fantasyfootball While one of the enemies in Plants Vs. Zombies used to play football, the undead abominations of the newly-revealed Necromantic team actively play, or at least they will once the Blood Bowl Legendary Edition hits PC. More »

Posted by Joystiq Sep 22 2010 21:30 GMT in Asura's Wrath
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Asura's Wrath looks crazy, but that compelling weirdness isn't just in the visuals for the Capcom title. In a recent interview with Eurogamer, director Seiji Shimoda of developer CyberConnect2 expressed that "drama -- continuous drama -- is also another key point" in the game.

CyberConnect 2 President Hiroshi Matsuyama elaborated, calling the game "very Japanese" and noting that the company doesn't want to hide from that. However, it also plans to incorporate narrative elements found in popular TV shows like Lost, Battlestar Galactica and 24. "That feeling where you're at the end of an episode and you're desperate to know what happens next -- that's a feeling of continuing drama that we want to put in the game," he said. Hopefully Asura's Wrath will work out a better ending than those influential dramas did.

YouTube
Posted by Kotaku Sep 21 2010 06:30 GMT in Gaming News
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#pokemon That short, blurry, fan-made trailer for a live-action Pokémon movie didn't do the thing justice. So let's watch the thing, in full, in its original form. More »
Lord Crump

I do enjoy some good ham

Lord Crump

...are you being sarcastic, Linkshot? Because it's kinda obvious that this is satire and that it isn't a "real movie."

 

No need to point it out.


Posted by Kotaku Sep 22 2010 20:00 GMT in Shadows of the Damned
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#tgs Can you recall the difference between Project Dark, Project Draco and Codename D? Can you tell your Shadows of the Damned from your Rise of Nightmares? We are past Tokyo Game Show 2010, but we are not past the confusion. More »

Posted by GoNintendo Sep 22 2010 19:41 GMT in Nintendo Stuff
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They’re still points that can be used on any game, but now you have cards that you actually want to keep!

Posted by PlayStation Blog Sep 22 2010 20:00 GMT in Planet Minigolf
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There is so much going on with Planet Minigolf, I don’t even know where to start this post. What is more exciting, the new PlayStation Move Motion Controller, new DLC for the game, or the fact that we are giving you a chance to win free codes?

Let’s start with Move – the Planet Minigolf game patch has been released, so break out those shiny new controllers and test out the new gameplay. Don’t have Move yet? Check out the trailer below to get a taste of what to expect.







The patch also includes a bunch of game updates, including new camera controls, a practice mode, 3-player multiplayer mode (both online and local), scoreboard viewing options, improved voice chat quality and more! The demo is also Move updated, so if you want to test it out before buying, download the demo and check that out.

We’ve also just released the first DLC course, Stronghold Island. Set in the Mediterranean Sea, this beautiful island course brings four new trophies, more customization options for building your own courses and some great minigolf challenges. The course is $2.49 and available now.

Now for the really good part, we’re giving away five Planet Minigolf & Stronghold Island code packs. To win, go to the Zen Studios Facebook page, like us, and post the code “PMG WINNER” to our wall. We will randomly select five winners and send you codes for both Planet Minigolf and Stronghold Island.

As always, we truly appreciate your feedback, so feel free to ask questions, leave comments and we will get back to you with answers and thoughts.


Posted by Joystiq Sep 22 2010 21:00 GMT in Serious Sam HD: The Second Encounter
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Look, let's not waste any time writing this perfunctory text. There are four new XBLA games out this week. Four. Let's just get right to the latest episode of XBLA in Brief so you can see if any of them tickle your fancy (or your wallet).

Tunes] Subscribe to XBLA in Brief directly in iTunes.
[Zune] Subscribe to the XBLA in Brief directly.
[RSS] Add the XBLA in Brief feed to your RSS aggregator and have the show delivered automatically.
[M4V] Download the M4V directly.

Video
Posted by Kotaku Sep 22 2010 19:40 GMT in Dissidia Duodecim: Final Fantasy
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#clips Square Enix's next Final Fantasy drenched fighting game, the painfully titled Dissidia 012[duodecim] Final Fantasy, was shown at this year's Tokyo Game Show in both playable and trailer form. Here is the latter. More »

Posted by GoNintendo Sep 22 2010 19:19 GMT in Nintendo Stuff
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To mark the launch of Guitar Hero: Warriors of Rock, the first ever gaming guitar has been inducted in to the legendary Hard Rock Hall of Fame by the UK’s biggest Kiss Fan Kevin Curtis. A member of the world’s longest running KISS tribute band, Kevin was on hand to unveil the guitar which was [...]

Posted by Joystiq Sep 22 2010 20:40 GMT in Halo: Reach
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Having unlocked and equipped one of the various Halo: Reach bonus Avatar helmets, you may have found your plainclothes Xbox Live persona looking rather uncoordinated. You can now complete the Noble look by purchasing any of the six armor outfits for $5. So much for all those Reach credits!

Posted by GoNintendo Sep 22 2010 19:02 GMT in Nintendo Stuff
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Sanuk Games is happy to announce that its best-selling game ‘SPOT THE DIFFERENCES!’ will soon be available on Nintendo’s Wii™ through the Wiiware™ channel. Packed with 150 scenes, 3 levels of difficulty and 1,500 differences to find, ‘SPOT THE DIFFERENCES!’ is the most complete difference game on the platform. Aimed at all audiences, it offers a [...]

Posted by Kotaku Sep 22 2010 19:20 GMT in Gaming News
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#gameface Toronto-area model and psychedelic artist blackfeatheredcrown shows her devotion to Nintendo in a very appealing fashion. Catch the whole set on her Flickr page. More »

Posted by Joystiq Sep 22 2010 20:20 GMT in Cave Story
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If you like playing Cave Story (and who doesn't) and you like being away from your TV when doing so, you're going to like this. The table of contents for the latest issue of Nintendo Power magazine spills the beans on a DSiWare version of Pixel's wonderful, wonderful game about a mysterious, underground civilization of rabbit people and the giant lunchboxes who terrorize them.

We've contacted Nicalis, who made the remake for WiiWare, for more details on this DSiWare version, so we can find out more about the features and (intended) release date. In the meantime, it's quite enough to imagine having an excuse to play Cave Story again.

Posted by Kotaku Sep 22 2010 19:00 GMT in Gaming News
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#screengrab Nintendo's finest playing some PlayStation, as seen on Flickr. More »