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Posted by GoNintendo Sep 23 2010 17:06 GMT in Nintendo Stuff
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San Francisco, Calif., September 23, 2010 - Leading video game publisher Mastiff announced today that they have shipped a version of the hit Wii™ title, Deer Drive for the Nintendo DS™ to game retailers across North America. Deer Drive is available for a suggested price of only $19.99. A fast-paced hunting simulation featuring hours of pure [...]

Posted by Joystiq Sep 23 2010 18:00 GMT in Shantae: Risky's Revenge
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Shantae fans have waited eight years for a followup to the WayForward-developed Game Boy Color platformer. According to an email sent out to Shantae Fan Club subscribers, the wait will end in less than two weeks. The note announces the October 4 release date for the DSiWare sequel, Shantae: Risky's Revenge.

The original could be considered an early experiment in Capcom publishing Western-developed games -- sort of a proto-Dark Void. Except Shantae is remembered fondly.

Posted by IGN Sep 23 2010 17:08 GMT in Legend of Edda
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The game's exciting dungeons will feature dynamic group and solo challenges, quests for rewards and much more.

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Posted by Kotaku Sep 23 2010 17:00 GMT in Wii Party
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#clips Earlier this week I received a Wii Party pinata in the mail, it was pretty clear what had to be done. More »

Posted by Joystiq Sep 23 2010 18:00 GMT in Shantae: Risky's Revenge
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Shantae fans have waited eight years for a followup to the WayForward-developed Game Boy Color platformer. According to an email sent out to Shantae Fan Club subscribers, the wait will end in less than two weeks. The note announces the October 4 release date for the DSiWare sequel, Shantae: Risky's Revenge.

The original could be considered an early experiment in Capcom publishing Western-developed games -- sort of a proto-Dark Void. Except Shantae is remembered fondly.

Posted by PlayStation Blog Sep 23 2010 17:00 GMT in LittleBigPlanet 2
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As you may have heard today, Media Molecule shared some news regarding the release date of LittleBigPlanet 2. Obviously this is a big blow to our LittleBigPlanet fans, but we’re sure you’ll understand our decision. As we focus on a 2011 release for our North American, Canadian, and Latin America consumers, we look forward to releasing LittleBigPlanet 2 on January 18th, 2011. Please keep an eye out for more game details and updates as we move closer to our launch.

Here is the statement from Media Molecule:

LittleBigPlanet 2 is a crazy dream, a dream to allow players to make whatever kind of game they want, but also to play though a great adventure of drama and excitement, power-ups, and cinematics. But like all of the most ambitious ideas, it can be a considerable challenge to turn these dreams in fun games. We’ve all been working like powered-up space ninjas and we’re almost there, but because we love what we’ve made, and we love our little sack-friends, and most of all we love all our fans out there, we couldn’t let you all get together until we knew we were giving you the best experience imaginable. Which is why we’ve taken the hard decision to delay the worldwide release of LittleBigPlanet 2, originally slated for later this year to January 2011.

We know this will come as disappointing news for all you LittleBigPlanet fans, and believe us, we are disappointed too. We are a tight-knit team and we take enormous pride in our work, so to raise the bar we’ve set with the original LittleBigPlanet, a game that has been so embraced by all, we’ve agreed to allow ourselves a bit more time to deliver the experience that our great fans and community deserve. We are truly sorry, but hope you understand that we have to build the best possible game, as it is the foundation of our community.

On the upside, we are going to find a way to give more of you a taste of LBP2 prior to launch, so stay tuned.

Thanks for your continued love and support, it won’t be long – we promise.

Lots of love from all at Mm


Posted by Kotaku Sep 23 2010 16:40 GMT in Fable III
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The creative minds behind games like Enslaved: Odyssey to the West, Fable III, and Brink convene in November at the Bradford Animation Festival in Bradford, West Yorkshire, to discuss the future of gaming, and everybody's invited! More »

Posted by Joystiq Sep 23 2010 17:30 GMT in Gaming News
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38 Studios, with millions of dollars coming its way from the state of Rhode Island, officially announced its move to Providence today. The untested developer will be headquartered in the state capital at One Empire Plaza, not far from Rhode Island School of Design and Brown University.

"38 Studios presents Rhode Island with a tremendous economic development opportunity," said Governor Donald Carcieri. "This investment creates 450 high-paying jobs, provides job opportunities for our college graduates in a fast growing industry, and will attract other interactive and entertainment companies to Rhode Island."

However, WPRI notes that 38 Studios can actually get $64 million (of a total $75M) from the state through only employing 250 by December 2011. Several Rhode Island gubernatorial candidates have expressed concern over the agreement with the studio, but it appears the deal is done now.

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Posted by Kotaku Sep 23 2010 16:20 GMT in Fallout: New Vegas
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#clips Players will be running into plenty of things they want to shoot in the New Vegas wastes. The second Fallout: New Vegas developer diary shows off plenty of ways to kill them. More »

Posted by Joystiq Sep 23 2010 17:20 GMT in Gaming News
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Call it the centerpiece of Microsoft's fall "Game Feast." This custom-painted 250GB Xbox 360 (Slim) celebrates developer Twisted Pixel's upcoming action spoof Comic Jumper; part of a four-week campaign of promising Xbox Live Arcade games, dubbed the Game Feast. The promotion kicks off next Wednesday with the release of Hydrophobia, followed by Comic Jumper's October 6 debut.

Head past the break for the rules of this giveaway and to enter for your chance to win this tasty system.

Posted by Kotaku Sep 23 2010 16:00 GMT in Gaming News
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#lettertotheeditor While perhaps not seen in the full context of his talk at the Bank of America Merrill Lynch conference, Activision head Bobby Kotick's comments about Bungie did create quite a stir last week. More »

Posted by Kotaku Sep 22 2010 23:00 GMT in FrontierVille
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#pullquote Maybe you detest Facebook games because you think they stink? But are you sure it's not something else? (Via Twitter) More »

Posted by Joystiq Sep 23 2010 17:00 GMT in Sonic the Hedgehog 4: Episode I
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Every Sonic game needs a casino level, so it is written in the Sonic Gaming Bible[TM]. In Sonic the Hedgehog 4: Episode 1, that need will be filled by Casino Streets Zone, the latest complete area revealed for the game. Like every other locale, it's split up into three progressively tougher acts, followed by a boss battle with the rotund Eggman.

I couldn't pound on Sonic's portly nemesis, but the three acts I was able to explore offered a mixture of precision-based platforming segments and, uh, cannons. What sort of casinos have you been visiting, Sega?

Posted by Joystiq Sep 23 2010 17:00 GMT in Sonic the Hedgehog 4: Episode I
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Sega's pulled back the curtain on the latest Sonic the Hedgehog 4: Episode 1 area: Casino Streets Zone. The new level is classic Sonic, inviting the iconic blue ball-o-speed to zip through this Monte Carlo-esque gambling paradise, replete with over-sized novelty playing cards and shining neon lights.

Head past the break for the official reveal trailer.

Posted by Kotaku Sep 23 2010 15:40 GMT in Guitar Hero: Warriors of Rock
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#gameface Kiss super-fan Kevin Curtis welcomes the first gaming guitar into the Hard Rock Hall of Fame, celebrating the imminent launch of Guitar Hero: Warriors of Rock. More »

Posted by Joystiq Sep 23 2010 16:30 GMT in Gaming News
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When people say the job of game industry analysts is easy, we like to point to statistics like this:

According to a release today from Halfbrick, the developer's iPod/iPhone sensation Fruit Ninja has moved two million units. To put it in a perspective that's even more difficult to comprehend: 24 billion-with-a-b pieces of fruit have been slashed in-game.

So, you really wanna wear Pachter's shoes in a world where two million people buy a game about cutting fruit with the tip of their finger? No, we thought not.

Posted by Kotaku Sep 23 2010 15:20 GMT in Gaming News
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#peripherals While Final Fantasy XIV works splendidly with a wired Microsoft controller, it does not exactly scream "Final Fantasy." One can hear this official Final Fantasy XIV controller from Sunflex screaming from a mile away. More »

Posted by IGN Sep 23 2010 15:22 GMT in PC Gaming News
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20 selected developers make live presentations to key market players on November 16th at Game Connection Europe 2010.

Posted by Kotaku Sep 23 2010 15:00 GMT in Def Jam Rapstar
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#preview The self-conscious games reporter does not rap in public. He raps at home, with a preview build of Def Jam Rapstar, video-camera activated. But then, though he might regret it later, he shares the videos with you. More »

Posted by IGN Sep 23 2010 15:19 GMT in PC Gaming News
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EVE Online developer sponsors southern game conference.

Posted by IGN Sep 23 2010 15:14 GMT in Deer Drive
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Arcade-style multi-player hunting action now in the palm of your hand.

Posted by Joystiq Sep 23 2010 16:00 GMT in Gaming News
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Blu-Ray.com called attention to an SCEI press release about the features of the new Blu-Ray 3D function for the PS3 (info also available in English here). It specifically noted that when playing a movie in 3D, audio will play in DTS or Dolby Digital when your system is set to output DTS-HD or Dolby TrueHD, respectively.

Blu-Ray.com's Joshua Wingfield tested the 3D playback: "I can confirm that with the PS3 3.50 firmware update it only puts the audio out as DTS standard (lossy) in the bitstream mode. Also the menus on Coraline are flattened to 2D. Subtitles still show up in 3D mode, and so do menus. The image just flattens." Note that he didn't seem too put off by the limitation, saying, "So for now 3D on the PS3...full 1080p to each eye, but no HD audio and no 3D on menu screens or pop up menus. Can't say I'm disappointed."

The PS3's 3D capabilities remain impressive, though not quite perfect. For 3D games, you have to lose some graphical complexity (in order to render two images simultaneously) and for 3D movies, you may have to sacrifice sound quality. And you sacrifice some of your time learning about audio codecs.

Posted by PlayStation Blog Sep 23 2010 15:01 GMT in Castlevania: Lords of Shadow
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When designing Castlevania: Lords of Shadow, I often looked back at the original Castlevania for inspiration. I would remember the feelings I had as I traversed the dark, gloomy landscape and recall the wonderful music that would create an atmosphere quite unlike any other game of the time.

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For me, Castlevania was always about lone warrior battling supernatural creatures with a whip. This was the core idea that when you strip away all the layers, is what remains true for the series even now. Of course, back then, games were far simpler and story lines, characters, and the rest were often secondary to the all-important gameplay.

Over the years, games have become more sophisticated and players have wanted deeper experiences and more far-reaching gameplay mechanics. Expectations for memorable characters and realistic environments often mean it’s much more difficult to find the core of a game and truly understand where something is coming from.

We decided early on that we would boil down that core idea and add layers on top but this time, we would add new layers along with some of the old. We knew we wanted Castlevania: Lords of Shadow to be about the Belmonts. We knew the main hero had to have a whip and not just any whip but a chain whip, just like the Belmonts of old. We knew series staples like daggers and holy water had to be in, too.

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We knew that we had to have brooding and dark environments. Underground caves, dank swamps, sewers, catacombs and not just be set in a castle. Just like the old games! We knew we would need a forbidding castle with clock towers, dining halls, libraries and the like to explore but we also wanted to give players cunning puzzles and items to find to make exploring much more interesting.

We wanted old characters to be in our universe, but somehow different. Somehow not what you would expect, but enough for you to see and feel the character anew. So when people say to me, this game doesn’t look like Castlevania… I simply reply, you need to look harder and deeper, because inside this game is the Castlevania you know and love. And yet it is new, reborn. You just have to look with better eyes!

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Gabriel Belmont is a lone warrior battling supernatural creatures with a whip. He is trying to bring back his dead wife to the world of the living. We have candles for you to whip, we have vampires, bats, zombies, werewolves, wargs. In fact, over 45 different enemies populate the game.

We have secondary weapons such as daggers and holy water. We have characters who some of you will recognize. We have a wonderful score that includes memorable Castlevania themes here and there that will give fans chills. But most of all, we have an open invitation to those of you who have never sampled the delights of Castlevania before.

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The door is open and we want to welcome you in. Its going to be 20 hours of challenges, but you will be rewarded handsomely with a story that will deliver an epic re-imagining of the series for everyone to enjoy, not just fans.

Won’t you come in? The fire is raging and the master and his servants are home, waiting to give you a welcome you won’t soon forget!

Until next time…


Posted by IGN Sep 23 2010 14:56 GMT in PlayStation News
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Games are killer content for 3D revolution says Sony.