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Posted by IGN Oct 12 2010 17:44 GMT in Sengoku Basara Samurai Heroes
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Even though it's "new" you've played this game before.

Posted by Kotaku Oct 12 2010 17:30 GMT in Dead Space 2
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#ea The first Dead Space was quiet, too quiet. That, fans have said, is why they like it. That, fans have said, is why they worry a little about the louder, forthcoming sequel. More »

Posted by Joystiq Oct 12 2010 18:30 GMT in The Sims 3
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It looks like Electronic Arts is breaking out its biggest guns for its Windows Phone 7 launch lineup -- well, it's biggest guns that can be adequately turned into smaller guns for use on a mobile platform, anyways. The publisher has named four games that will hit the WP7 storefront soon after the platform goes live on November 8: Need For Speed: Undercover, The Sims 3, Monopoly and some obscure indie puzzle game called ... Tetris?

Now sure, all those games are already available on other mobile platforms, but you're forgetting why you're going to feel compelled to purchase them again on the Windows Phone 7: Sweet, sweet 'Cheevos. Hell, Monopoly's like 85 years old. You've probably bought it a dozen times already -- but now you're going to buy it a baker's dozen times, because, admit it, you've got to be boosting that Gamerscore.

Posted by GoNintendo Oct 12 2010 17:26 GMT in Nintendo Stuff
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Check out more screens in our Flickr set BURBANK, Calif. — (October 12, 2010) – Disney Interactive Studios today announced the release of Disney Sing It: Party Hits, the newest karaoke video game in the Disney Sing It franchise. Now available for the PlayStation®3 computer entertainment system and Wii™, Disney Sing It: Party Hits features 30 [...]

Posted by IGN Oct 12 2010 17:30 GMT in Nintendo News
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Are the message board console wars about to lose their ammunition?

Posted by IGN Oct 12 2010 17:28 GMT in Xbox 360 News
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Are the message board console wars about to lose their ammunition?

Posted by Kotaku Oct 12 2010 17:00 GMT in Gaming News
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#screengrab Can we now have one where he's in an 18th-century officer's outfit, giant hunting dog at his feet? By Randy Liu, via Rampaged Reality. More »

Posted by Joystiq Oct 12 2010 18:00 GMT in Dead Space 2
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Though we were shocked to hear it, the folks working on the Dead Space franchise at Visceral Games are apparently the same folks who developed Dante's Inferno. The seeming disparity in development ideals can be chocked up to two things, according to associate producer Zach Mumbach: different creative leads from project to project, and the studio's relative autonomy within EA. If it weren't for that autonomy, Dante's Inferno may have never come to be.

"There's always side teams that are maybe 10 or 15 people that are working on ideas. And honestly that's how Dante's Inferno came to exist. Jonathan Knight [executive producer] took a team of roughly seven dudes and they were like, 'Hey, this is cool, let's see if we can make this,'" Mumbach explained to us last week in the basement of a swanky midtown NYC club.

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Posted by GoNintendo Oct 12 2010 17:03 GMT in Nintendo Stuff
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Budding beat chemists, singing sensations and their friends can now get their hands on a pair of DJ Hero® 2 demos, giving the highly-anticipated follow up to the #1 new IP of 2009 a spin before the game launches on Tuesday, October 19. Starting today, over 900 Best Buy stores nationwide will [...]

Posted by IGN Oct 12 2010 17:03 GMT in Invizimals
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Discover, capture and fight battles with amazing creatures secretly lurking all around using a new camera for the PSP, exclusive to the game.

Posted by IGN Oct 12 2010 17:03 GMT in PlayStation News
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Are the message board console wars about to lose their ammunition?

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Posted by Kotaku Oct 12 2010 16:40 GMT in PlayStation Move
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#clips It's day 10 in the McGuire household, Kevin Butler is getting into the peanut butter, and not even vuvuzelas can stop the family's matron from being one bad mamma jamma in Tiger Woods 11. More »

#blizzard World of Warcraft: Cataclysm preparation patch 4.0.1 is bringing significant changes to the way many of the game's classes function. From the end of Soul Shards to making Death Knights viable tanks, Blizzard outlines some of Cataclysm's biggest shake-ups. More »

Posted by Joystiq Oct 12 2010 17:30 GMT in Phoenix Wright: Ace Attorney
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Capcom must be planning something big for the 10th anniversary of the Ace Attorney series, as it's opened an anniversary website exactly one year early. Either that or someone thought this year was the 10th anniversary, and Capcom just decided to roll with it.

The anniversary site features commentary by series composers, staff, and even the actress who played Phoenix Wright in the Takarazuka Revue musicals. There's also an interview with creator Shu Takumi, who started work on the first Phoenix Wright as a summer project after Dino Crisis 2.

Meanwhile, Andriasang reports that a "???x???" link at the official site displays a book with the words "Majo Saiban" ("Witch Judgment") on it, suggesting a collaboration between the TV drama by that name and the Ace Attorney series. Curiously, the book is blank when we look at it.

Posted by Kotaku Oct 12 2010 16:00 GMT in Gaming News
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#xbla Way back in 2007, Quake Arena was revealed for Xbox Live Arcade. Fast forward to 2010, and the game isn't out yet. But it might be soonish. More »

Posted by PlayStation Blog Oct 12 2010 16:01 GMT in Duke Nukem Forever
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In what some people were comparing to shaking hands with Bigfoot and riding the Loch Ness monster, I can now confirm (as if you didn’t know already) that Duke Nukem Forever is very real, it is coming to PS3 and I have played it.

I also grabbed this interview with the President and CEO of Gearbox Software, Randy Pitchford.

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How does it feel to have this iconic character in the Gearbox stable?

It’s kind of surreal but I really have to forget about that and focus on the mission of finally releasing Duke Nukem Forever. I’m trying not to worry about pressure or expectations.

In what state was the code in when Gearbox first got its hands on Duke Nukem Forever?

The vision was certainly evident and there were several moments of brilliance scattered throughout the game. When 3D Realms shut down, there were eight guys that managed to take everything that had been worked on and stitch it together; they went through war to get it even to this stage. They now call themselves Triptych and they’re up on the 10th floor of our offices. They did an amazing job and they deserve a lot of respect.

Right now there’s a team based in Vancouver called Piranha and they’re working on some amazing optimisations for PlayStation 3. It was almost inconceivable, when we first received the code, that we could bring it to PS3 but we refused to accept that and have put in a huge amount of work to ensure that the software comes to that audience.

The nature of the project and the level of goodwill that surrounds it in the industry mean that we’ve had plenty of people willing to jump in and help.

Have you removed or adding anything?

A lot! It’s a complex piece of software and it would go well beyond the scope of this interview to detail the additions and omissions. Today, there are 70 people involved in the project, yet when 3D Realms closed its doors, there were 30.

In terms of the story, the design and the experience, it’s a 3D Realms game through and through.

Is the level of expectation around the game a blessing or a curse?

I don’t know yet. With Borderlands, the challenge was getting everyone’s attention. With Duke, we have the opposite problem.

Is there a sense of poetic justice in once again working with Duke?

Not justice at all – I was with Duke for a few years and there are so many people involved for longer than me. One thing I am pleased about is that Allen [Blum] is still involved. Allen created Duke; I feel honoured and privileged to be carrying the Duke Nukem torch but only because I’m carrying it with Allen and he is involved every day.

Are you including multiplayer?

Of course – I can’t imagine a Duke Nukem game without multiplayer. When 3D Realms was working on the game, they never got around to that side of things so Gearbox has enabled a huge effort on that front.

Do you see any discrepancies between the flavour of gaming of 12 years ago, when Duke Nukem Forever was conceived, and the tastes of modern gamers?

Sure, games ahve evolved in some ways but there are some areas where they’ve stagnated. For example, Duke Nukem 3D was really innovative, at the time, with its mix of combat and environmental puzzle solving. It was rich with interactive environments and plenty of secrets to discover if you veered off the natural path.

Not so many games bother with those any more. Half-Life does a good job with its pacing, I suppose, but hardly anything has the level of interactivity of Duke or does the hidden Easter eggs thing any more. Duke Nukem Forever does all of that.

When’s the sequel coming out?

I have spent zero mindshare on anything beyond Duke Nukem Forever!

Finally and slightly off-topic, how is Aliens: Colonial Marines doing?

It’s looking great! We’ve been radio silent but we’re very excited. It’s funny you should mention it because if you go back and look at Duke Nukem 3D, we included facehuggers and there’s Aliens stuff up on the walls. I’ve been stealing from Aliens my entire career so it feels great to finally be involved in the canon.

Truthfully, the game was announced to early – the ink wasn’t dry on the contract and we hadn’t even written the first line of code, but we’re really committed and so is SEGA, and I’m sure that pretty soon we’ll be in a position to start talking again.


Posted by Joystiq Oct 12 2010 17:00 GMT in Super Scribblenauts
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Forget the Scribblenauts you knew.

Usually, when people say things like that, it's because the new thing is so different, that trying to compare it to the old thing is just going to leave you confused. That's not the case with Super Scribblenauts, which is tonally, graphically and sonically almost identical to its predecessor.

No, I mention it only because Super Scribblenauts, which fixes practically every problem with the series' debut, is viewed most favorably in an alternate dimension where said debut never existed.

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Posted by Kotaku Oct 12 2010 15:40 GMT in DC Universe Online
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#clips Future Lex Luthor's ridiculous plan to seed humanity with super powers to avert a coming apocalypse culminates in this character creation trailer for DC Universe Online. More »

Posted by Joystiq Oct 12 2010 05:15 GMT in Disney Epic Mickey
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In an alternate universe, we could be anxiously anticipating the release of Warren Spector's upcoming platformer, based on the world's most recognizable cartoon character, Epic Oswald. Check out the developer diary below to see how we ended up with that round-eared sopranist instead.

Posted by IGN Oct 12 2010 15:49 GMT in Oceanopolis
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Breakthrough social game rewards users for recycling both online and in real life.

Posted by IGN Oct 12 2010 15:42 GMT in PC Gaming News
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Explore an enigmatic island and solve all of its mysteries in The Island: Castaway, an exciting mix of simulation and adventure game from Awem studio.

Posted by IGN Oct 12 2010 15:33 GMT in Air Assault : Task Force
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Make the right choice and save on all ProSIM titles.

Posted by Kotaku Oct 12 2010 12:53 GMT in Gaming News
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#rumor We received this crystal-clear image of what a source claims to be the iPhone 4 for Verizon. We don't know if it's real or not. I hope it is, however, because it looks amazingly good. Update: It's an alternative cover. More »

Posted by Kotaku Oct 12 2010 15:20 GMT in Gaming News
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#nintendo Pokémon and Nintendo celebrate the 10th anniversary of Pokémon Gold and Silver by releasing the original secret Pokémon into the wild for a limited time. Here's what you need to do to score Mew. More »