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Posted by Kotaku Oct 11 2010 15:30 GMT in Gaming News
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#xbox360 Xbox 360 owners that subscribe to AT&T's U-verse television service can return one of their set-top boxes this Friday, when the service goes live on Microsoft's console. Would you pay $99 to turn your 360 into a cable receiver? More »

Posted by Joystiq Oct 11 2010 16:30 GMT in Call of Duty: Black Ops
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Developer N-Space, perhaps best known for the GameCube title Geist, is working on DS versions of both Call of Duty: Black Ops and GoldenEye 007. A company working on high-profile names like those doesn't seem like a likely candidate for financial troubles. That's exactly what CEO Dan O'Leary announced on the developer's blog this weekend, though he declined to offer a significant number.

The reason for the layoffs (which left N-space "down, but definitely not out"): a deal with an (unspecified) licensor fell through, and no other publishers were found to help support the company's ongoing projects, which include "7 titles this year (plus an iOS game we'll be announcing next week), 5 of which were approved in September."

O'Leary lamented the changing state of the games industry in his message. "Huge budget titles have to sell massive numbers to return a profit and the App Store has disrupted our industry in the same way iTunes changed consumer expectations for music. People that use to buy many games every year now buy a few AAA titles, supplementing their need with games that are free or cost less than a pack of gum. Anything in the 'middle' is struggling." That "middle" includes the Wii and DS, where N-Space releases the majority of its products. The 3DS, he said, is "a brave new world the publishers are excited about but also very cautious to enter."

Posted by PlayStation Blog Oct 11 2010 15:34 GMT in Dead Space 2
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Hi everyone, today we announced that Dead Space Ignition will be available for download starting tomorrow, and it will be completely free for anyone who pre-orders Dead Space 2. This makes the launch even more exciting for us, and I’m happy to have the chance to tell you more about it.

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When we created Dead Space we wanted to establish a living, breathing, and terrifying universe. As we built this universe, we used the comic series and animated feature to expand the core story from the game. We’re taking this to the next level with Dead Space Ignition.

We’re excited about Dead Space Ignition because it brings the franchise to downloadable arcade games for the very first time, with a completely new experience. By combining interactive comic storytelling with three unique arcade games, we can tell a new Dead Space story in a fast-paced, accessible manner.

Before Isaac Clarke begins his adventure on The Sprawl in Dead Space 2, a Necromorph outbreak occurs, and Dead Space Ignition lets you witness the horror first-hand. And you’ll be able to choose your own adventure along the way, as Ignition offers four unique endings.

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You’ll play as Franco Delille, an Engineer on The Sprawl. Along with his partner Sarah Andarsyn, he’ll travel to multiple locations trying to contain and survive the Necromorph outbreak. At the end of each story segment you’ll need to complete one of three different hacking games in order to progress.

These three games are called Hardware crack, System Override and Trace Route. Hardware Crack is a puzzler where you must align lasers to complete circuits on a grid, using items such as reflectors and projectors in order to crack through broken control panels. System Override turns tower-defense games on their head, and places you on the offensive. Send your viruses into the system to override the core, timing your attacks to defeat the antivirus and take control of the system. Finally, Trace Route is a sidescrolling race where you run your electrical signal through the system, avoiding security hazards and racing against countermeasures to access the core.

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By playing Ignition, you’ll be rewarded with unlocks in Dead Space 2, so you can give Isaac a bit of an edge – and trust me, he’s going to need it. In addition to several helpful items, you’ll unlock the exclusive Hacker suit and a matching Hacker weapon skin for Isaac.

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The story, the hacking games, and the exclusive unlocks for Isaac make Ignition a great way to experience the events leading up to Dead Space 2. However, as I mentioned earlier, the most exciting news about Dead Space Ignition is that we are offering the entire game for free to anyone who pre-orders Dead Space 2. So if you are a Dead Space fan, it’s pretty much a no-brainer.

Dead Space Ignition is available tomorrow on the PlayStation Network. We’re really excited to see what all of you think!


Posted by IGN Oct 11 2010 15:19 GMT in PC Gaming News
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New PC, iPad, and special holiday gift items debut in October.

Posted by Kotaku Oct 11 2010 15:00 GMT in The Sims 3
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#ea Continuing its tradition of making a splash whenever a new gaming platform launches, EA is gearing up for the Windows Phone 7 launch with a suite of titles, including The Sims 3. More »

Posted by Joystiq Oct 11 2010 16:00 GMT in Gaming News
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During the unveiling of Windows Phone 7 - happening live right now! - Microsoft veep of Windows Phone Joe Belfiore took the opportunity to show off some games. One of those games was the Microsoft Game Studios-published (and therefore Xbox Live and Windows Phone exclusive) ilomilo which Belfiore announced would be "available exclusively on AT&T phones." Our comrades at Engadget share our sentiment exactly: "Whoa, that is weird."

It could be argued that all iPhone games are AT&T exclusive in the US since, well, it's only available through AT&T; however, for multi-carrier phones running on lots of different pieces of hardware, the introduction of carrier exclusivity is a slippery slope. And does that mean that just the mobile version is exclusive to AT&T or is the Xbox Live release now off the table as well? We'll have more details later today on the Windows Phone 7 gaming experience.ilomilo exclusive to AT&T Windows Phone 7 devices

Posted by Kotaku Oct 11 2010 14:25 GMT in Gaming News
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#microsoft The first wave of Windows Phone 7 devices kicks off with the November 8 release of the Samsung Focus in North America, with eight more Xbox Live-ready devices making it to market worldwide in time for the holidays. More »

Posted by Joystiq Oct 11 2010 15:32 GMT in Gaming News
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The ESRB rating for Namco Bandai's Aero-Cross (first seen in Australian and German ratings) includes a content description that confirms our suspicions about it being a follow-up to the surreal, arcade foot-racing game Metro-Cross. It's a futuristic racing game about a running man, just like Metro-Cross was, and places obstacles in front of that runner like "mines, hurdles, and rolling barrels."

New to this game: robots that administer a shock to the racer, "resulting in a shocking effect that causes the racer's body to twitch." That's progress! Aero-Cross was rated for PlayStation 3 and Xbox 360, likely as a downloadable game.

[Image: The Arcade Flyer Archive]

Posted by IGN Oct 11 2010 14:12 GMT in Batman: Arkham City
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See Arkham City in all of its dark glory.

Posted by Joystiq Oct 11 2010 15:03 GMT in Sonic the Hedgehog 4: Episode I
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It's sort of a Yuji Naka day on the Wii and DSi shops today, with Naka's old game series (Sonic the Hedgehog) receiving a new entry WiiWare, and his latest series (Ivy the Kiwi?) marching onto DSiWare.

Also on DSiWare this week: games about protecting the world as a superhero, and protecting information as a data-gathering robot. Sonic is also joined on WiiWare by a trio of jumping sports.

Posted by Kotaku Oct 11 2010 13:38 GMT in Gaming News
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#microsoft Here in Manhattan Microsoft is celebrating Windows Phone 7 as it heads to launch. They invited us because this phone has an Xbox Live connection. Let's liveblog this, shall we? More »

Posted by Joystiq Oct 11 2010 14:35 GMT in Batman: Arkham City
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Unlike last time, it doesn't take much detective work to figure out that these screenshots for Batman: Arkham City are the real thing -- they came directly from Warner Bros. this time. Check out the gallery to see the Dark Knight beating up a variety of goons, and Harley Quinn cosplaying as Harlot.

Posted by Kotaku Oct 11 2010 13:18 GMT in Batman: Arkham City
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#rocksteadystudios Developed by Rocksteady Studios, Batman: Arkham City takes players into the new maximum security prison for Gotham City's worst criminals. More »

Posted by IGN Oct 11 2010 13:18 GMT in Nintendo News
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Nintendo game systems suddenly beset by kiwis and hedgehogs.

Posted by Kotaku Oct 11 2010 13:00 GMT in Gaming News
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#gallery The Lancia Stratos was arguably the most beautiful rally car ever. In its rally heyday, it was covered with Alitalia and Castrol stickers. It's heyday is over. More »

Posted by Joystiq Oct 11 2010 14:05 GMT in Limbo
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We caught up with Limbo creators Playdead at the Indiecade festival in Culver City, California this weekend, and while CEO Dino Patti confirmed once again that the best-selling XBLA game is "exclusive for life" to Microsoft's platform, we may see the next Playdead title branching out. Patti says the company is working on "a new IP," and that Limbo fans will enjoy it. "I can't tell much, but I can tell you that if you liked Limbo, it'll definitely be for you," he said. "The gameplay style you'll really like. You'll feel it's the same team who made it, but everything will be changed."

The team "used a lot of time and a lot of money" getting Limbo out, and going with Microsoft exclusively was a way to hedge their bets and "get the money back," Patti said. "And it came out fine, because we got our money back, which was really cool." But for this new IP, admittedly still a long ways off, Patti said that "we are open for everything. To be honest, we want as many people to play our games as possible. If we end up going exclusive, we may do it for various reasons, but we just want as many people to play the game as possible."

Posted by PlayStation Blog Oct 11 2010 13:01 GMT in PlayStation Move
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TRON: Evolution is formally considered the second entry in the TRON trilogy, bridging the fiction between the 1982 film and the upcoming film TRON: Legacy. But in addition to its new single-player story, TRON: Evolution will also serve up a comprehensive multiplayer mode complete with a player progression system, upgradeable weapons, and driveable vehicles. The new video below will give you a taste of what’s in store.

I spoke with TRON: Evolution’s design director, Chris Whiteside, to learn more about the scope of multiplayer and how stereoscopic 3D support will add to the experience (and possibly improve your aim). And though details on PlayStation Move support are still scarce — sadly, it wasn’t playable at the event — I was able to tease out a few details about how it will work when the final game ships this December.

Sid Shuman: Visually, TRON: Evolution looks to be showing many new visual effects since its last appearance. What have you done to enhance the visuals?

Chris Whiteside, Design Director, Propaganda Games: Prior to E3, we didn’t have proper reflection maps. The lighting passes weren’t complete, the visual effects were revamped after E3, and the camera was completely redone after E3 based on feedback that it was too fast and wasn’t framing the action well enough. We’re very receptive to criticism and commentary, so we spent a lot of time getting it up to scratch. We’re making this game for the fans of TRON, so we want to make sure it’s tip-top.

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SS: Why is stereoscopic 3D a good fit for TRON: Evolution?

CW: From a technical standpoint, the reason 3D works so well is the contrast of the colors in the environment, and the lines in the environment and the architecture style we use. It’s not a messy world, you know? There are no trees with leaves on them, that kind of thing. The environments are very angular, which creates an advantage with depth of field and super-advanced parallax effects when we render in 3D. We had to mess with the art style a bit. We went mental with the lighting to bring out the definition of the buildings, for instance.

SS: Will 3D be supported in both single-player and multiplayer?

CW: It totally does, yeah. 3D is awesome for combat because you get a sense of depth with the characters. The normal targeting system is based on the angle of the analog stick, and very minute aiming adjustments, so the 3D helps with targeting. We invested a lot of money in the 3D technology and we’re hoping that TRON: Evolution is the pinnacle 3D gaming experience this year.

SS: We’re seeing TRON: Evolution’s multiplayer for the first time today. What’s the scale of the multiplayer experience?

CW: For me, the multiplayer mode is the jewel in the crown. We’ve got four modes in all: Disintegration is a Deathmatch-style mode, we have Team Deathmatch, Power Monger in which you can take over sections and control them, and Bit Runner is our take on Capture the Flag. The difference is you don’t take the “flag” back to the base, you have to hold onto it while everyone else tries to de-rez (kill) you.

We’re also launching new modes and maps in DLC. You’ll see new free maps at launch, and you’ll get new modes in DLC. You’ll also get upgrades to the player progression systems: new level caps, new vehicles, and so on.

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SS: How do the lightcycles and tanks fit into the multiplayer ecosystem?

CW: We wanted to create this sort of sandbox cybersport, which meant that we needed players needed to be able to “rez” in and out of vehicles almost at will. The lightcycles are very fast and are a primary way for players to move around quickly. The tanks bring the heavy firepower, and on-foot provides protection for the tanks. It’s rock-paper-scissors design. The perception is that the tanks are the most powerful, but the reality is that you’re most powerful when you’re on foot.

SS: TRON’s characters are unusually maneuverable. How do you maintain balance in a multiplayer setting with characters that can run on walls and make these huge jumps?

CW: Awesome question. We knew this game was about mobility. We basically set rules for how we build the environments — the distance between jumps and so forth. We created basic, grey-textured blocks that were kind of like LEGO pieces. We knew that the distance between them was just right, so if we kept using the same blocks when we built multiplayer levels. This is a traditional tactic in this kind of game, but the difference is we have online multiplayer so it was even more important.

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SS: How can players evolve and enhance their multiplayer characters?

CW: For starters, you can play the single-player game, level up, get vehicles and enhancements, specialize your character. Then you can take those upgrades with you when you go into online multiplayer, or vice-versa. Our player progression system allows you to customize a character to your own strengths, so when you start teaming up with people playing online, you’ll essentially be forming a party.

There are a huge number of upgrades — upgrades that increase your damage greatly but make you slower or weaker, upgrades that make you stealthy and scout-like, or other enhancements that will buff the team as a whole. There’s a ton of stuff in multiplayer: you can buy new bikes, augments for the different weapons, and more. But you can’t buy everything, and that’s really the secret. You have to specialize in what works for you.

SS: How will TRON: Evolution support PlayStation Move?

CW: PlayStation Move is used in vehicle segments, particularly the lightcycle segments. It gives players a more nuanced control over the lightcycle, and it’s fun to be able to hold it like it’s the actual control panel of the lightcycle. And yes, PlayStation Move support is included on the disc!

SS: Do you use one PlayStation Move controller to control vehicles, or two?

CW: You use one, though we experimented with using two. You hold it on its side and tilt it up or down to accelerate or slow down. Watch this space — I think PlayStation Move is something we’ll be doing a little more with going forward. We’ll see what happens with that.


Posted by Kotaku Oct 11 2010 12:30 GMT in Shenmue
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#rumor A new Shenmue has been revealed. The game is headed to a Yahoo! Japan gaming site. And apparently, Sega is apparently not involved. But Shenmue's creator is. More »

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Posted by Kotaku Oct 11 2010 12:00 GMT in Gaming News
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#clips Finally. A Japanese role-playing game where you slaughter defenceless little animals. More »

Posted by PlayStation Blog Oct 11 2010 12:01 GMT in PlayStation Move
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PlayStation Nation,

It has been more than two weeks since the launch of PlayStation Move here in North America and we’re blown away by the fantastic reception we’ve received from avid gamers, new gamers, the press and retailers. Positive reviews continue to pour in for PlayStation Move, with one critic labeling it “the pinnacle of motion-sensing technology” and and another crediting it with going “further than any other system to date in bridging the physical and virtual worlds.”

By now you’ve hopefully gotten your hands on PlayStation Move and have seen Kevin Butler’s big “move-in” with the Maguire family. With a few weeks under their belts, the family raises the stakes with a little friendly competition on Tiger Woods PGA Tour 11. EA Sports has done a fantastic job highlighting the incredible precision of PlayStation Move with a game that the Wall Street Journal recently pointed to as being one of the best justifications for getting your hands on a PlayStation Move .

Part of the inspiration for this next commercial came directly from Tiger as a young boy. Tiger’s father Earl would rattle the change in his pocket to teach him not to be distracted. Well, the Maguires have kicked this up a notch or two.

We have many more PlayStation Move games coming for the holiday including The Fight: Light Out and SingStar Dance which will hit stores later this fall. These two games couldn’t be more different: one is a gritty bare-knuckle brawler that lets you throw punches with 1:1 precision and the other offers an engaging and entertaining experience for the whole family. We’re confident that both will deliver hours of fun for the entire family.

In the meantime, grab a copy of Tiger Woods PGA Tour 11 and see if the PlayStation Move’s precision helps your game!


Posted by Kotaku Oct 11 2010 11:30 GMT in Kinect
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#microsoft In late 2006/early 2007, then-Xbox boss Peter Moore wanted a "Wii Killer" to be the centrepiece of Microsoft's next E3 press conference. So he had two teams compete to try and make him one. More »

Posted by Kotaku Oct 11 2010 11:00 GMT in Duke Nukem Forever
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#gearboxsoftware Borderlands is a fresh take on the first-person shooter. Even then, there was concern at developer Gearbox Software about the game standing out in the crowded FPS genre. More »

Posted by IGN Oct 11 2010 10:53 GMT in James Bond 007: Blood Stone
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How Blood Stone's pre-credits sequence could place it up with the series' best.

Posted by Kotaku Oct 11 2010 10:30 GMT in Gaming News
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#screengrab Ghost don't eat brains. Though this one shows they can come back from the dead. By DoomCMYK. More »

Posted by Kotaku Oct 11 2010 10:00 GMT in Kirby's Epic Yarn
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#wii Japanese comedy duo "Hannya" are appearing in a series of TV ads for Kirby's Epic Yarn. That's comedian Satoshi Kanada dressed as the "girlfriend". More »