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Posted by Kotaku Oct 19 2010 00:00 GMT in Gaming News
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#lego This LEGO-fied version of the infamous Metal Slug from SNK's series of the same name is more than just a rad brick-based recreation of the tank. It features amazing handling. More »

Posted by IGN Oct 19 2010 00:30 GMT in Nintendo News
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How Nintendo redefined everything before and after.

Posted by GoNintendo Oct 19 2010 00:06 GMT in Nintendo Stuff
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Kirby’s Epic Yarn Mascot Key Chain: Kirby Amiami - $11 Kirby Star Mascot Key Chain: Hovering Kirby - $11 Touch Pen Knock Peanuts (Charly Brown red) - $8.

Posted by Joystiq Oct 19 2010 01:00 GMT in Fable III
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Three: it's just a nice, round number. You have a beginning, middle and end. Good things are also said to come in threes, but according to Lionhead's Peter Molyneux, Fable 3 doesn't necessarily close the book on Albion and the franchise. During an Inside Xbox segment at Eurogamer Expo (transcribed by GamerZines), Molyneux said he hates "limiting" the studio to a trilogy. "Forget about the word 'trilogy.' I'm not going to tell you what happens at the end of Fable 3 but I don't think you'll feel in any way that you've reached the end of a trilogy."

It's by no means confirmation the series will extend past the third entry, sure, but if Fable 2 is any indication, we'll likely feel the same way at the end of Fable 3 as we did two years ago: wanting more regardless.

Posted by GoNintendo Oct 18 2010 23:55 GMT in Sonic Colors
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The official website for Sonic Colors is now up and running. There are a bunch of fun things to check out, but it doesn’t look like there’s much in the way of new footage. At least you can hunt around and grab yourself some new wallpapers after a hunt for hidden wisps. [...]

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Posted by Kotaku Oct 18 2010 23:30 GMT in Gaming News
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#sega Sega's next entry in its popular Yakuza (nee Ryu ga Gotoku) series pits its cast of Japanese gangsters—and hostesses!—against the living dead, resulting in total madness. Want proof? Here's eight minutes' worth of Yakuza: Of The End. More »

Posted by Joystiq Oct 19 2010 00:30 GMT in Kinect
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A million dollars isn't a cool amount of money to spend on marketing for your new phone platform and motion-sensing gaming peripheral. You know what is cool? A billion dollars. That's apparently the current company line over at Microsoft, which, according to TechCrunch, will spend $400 million on advertising for Windows Phone 7, and an additional half a billion dollars on marketing for the Kinect, according to the New York Post (via All Things Digital).

According to the reports, that money will be spent on cross-promotions with various other brands, like Burger King and Kellogg's cereal, new media mainstays like a buyout of the front page of YouTube, as well as ad buys on hit shows like "Glee" and "Dancing with the Stars." From what we've heard, both of those titles incorporate a great deal of dancing, which seems like a reasonable fit for a certain Kinect launch title. We're speaking, of course, about Fighters Uncaged.

Posted by IGN Oct 18 2010 23:31 GMT in PC Gaming News
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Capcom mulling over possible reboots.

Posted by IGN Oct 18 2010 23:30 GMT in PlayStation News
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Capcom mulling over possible reboots.

Posted by IGN Oct 18 2010 23:21 GMT in Xbox 360 News
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Capcom mulling over possible reboots.

Posted by PlayStation Blog Oct 18 2010 23:12 GMT in Vanquish
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Recently, I ran into SEGA’s Julian Mehlfeld on the way to Toronto for our Canadian Press Event and Reader Meetup. He promised to show off something new from upcoming Platinum Games shooter Vanquish for the first time at this event: Area 4-1 “Silence.”

Here’s what we talked about during the demo, and some extended gameplay video to hammer home the points he makes about the game’s detail and frenetic gameplay.

Jeff Rubenstein, PlayStation.Blog: What are we seeing here?

Julian Mehlfeld, SEGA of America: This section of the game takes place in a forested area. In the last section you’re in a transport escaping from what I will not describe – you can see it from yourself when you get the game when it comes out. You’ve crash landed in a park. A lot of areas of the game are very industrial – if you’ve played through the demo, you’ve got a good sense of that. In this section there’s more trees and grass, and kind of a change of pace both in color and environment.

You’ll have different cover points, different environmental obstacles. So you’re working your way deeper and deeper into a facility, and towards a larger dam area.

PSB: Something that immediately pops out when seeing this game is attention to detail, especially in the character’s armored suit.

SEGA: The detail in the suit is incredible. Whenever I demo this game, I have people take a look at the character, take a look at the suit, and take a look at the weapons. If you’re not familiar with Vanquish, the suit is developed by Darpa, and your character, Sam Gideon, has created it. It has a couple of key features: a dash that gets you around the environment very quickly, and one where you can slow down time using the Augmented Reaction System.

These two abilities open up the suit. The dash in particular, you’ll see a larger jet and vents on the legs too. As you move through the environment the suit opens up, the jet comes out. If you use up your “juice,” the suit opens to let out the exhaust. You’re a bit vulnerable at that point so there’s a nice color change to make you aware of that. You can see an indicator on your back when it’s ready to go again and you’ll see the suit come back together – it’s a very nice, very clean effect. When the action is so intense, it’s a very key point of information for you as well.

Also the weapons, they work off a kind of “keyring” system called the Blade System. Basically, any time a weapon is picked up, you can slot it into your keyring. You can have 3 weapons at any given time. As you switch weapons within the ring, it basically forms from one core, and the weapon builds out to form the weapon you’ll be using – machine gun, heavy machine gun, sniper rifle, shotgun – you can just see bit by bit as it comes together. It’s a quick animation that looks really, really good. [play the video above to see it in action]

PSB: Bayonetta was really over the top, as well as other Platinum Games produced titles. What’s larger than life in Vanquish?

SEGA: What we’re playing through right now, there are two very big baddies who do all kinds of crazy stuff. In Vanquish, in both environment and enemy, you’re going to find yourself in a lot of unique situations different than you’ll find in any other shooter. Basically, it is very fast, very intense, and very action oriented. Even the mid-level guys you’ll come across, they do not stand back, they do not wait for you to come to them – they come to you. So you’ve constantly got to be on your feet, constantly be ready to take on whatever the game is going to throw at you.

PSB: Speaking of Bayonetta – that was a great game, but the PS3 version of the game had some technical issues. Tell me that Vanquish be different.

SEGA: Vanquish was developed on PlayStation 3 first and foremost, and then ported over to other systems. The experience you’ll get on PlayStation is incredible. It runs really clean, it’s very smooth. I know there were concerns after Bayonetta, which is totally understandable. I wrote on the Blog for you guys, and there were a lot of questions about this. My feeling is: play the demo, it runs just as clean as it does in the demo. It’s not like there’s a fakeout.

PSB: Why is there no multiplayer?

SEGA: That comes up a lot for Vanquish, and my feeling is that this is a mikami game with Platinum games. Mikami made Resident Evil and really intense single player games. Platinum Games is known for making really amazing experiences. Merge the two and you get a really good title in Vanquish. If you’ve seen the game, seen the videos or played the demos, you know this. Both the boost mechanic and the way it’s laid out, it’s very fast it’s very intense it’s very action oriented. You take those same mechanics, the Augmented Reaction System, the boost, and tie that into multiplayer, you have a slowdown mechanic and a very fast boost mechanic. It’s hard to put into a multiplayer format, I would say. It’s not impossible, but you’d have to pull back in a lot of ways on how those mechanics work. In the single-player game, those features are integral to the experience, and if you dilute those, you change the game. The single player game as they’ve come up with is amazing.

PSB: We’ve got some questions from our readers via Twitter. @jamaican27 asks: Will vanquish have alternate costumes?

The game doesn’t feature alternate costumes. Sam’s suit is an integral part of the game. There are secrets in the game, little things that you’ll find – I’m not going to spoil it for you, you can experience it for yourself. But there are things that you’re go through and discover along the way.

PSB: @Disturbed932 wants to know: What is Platinum doing for Vanquish that will extend the replay ability? I remember the demo having timed missions.

SEGA: As you go through the game, based on time, based on how many enemies you kill, based on how you kill them, your score is going to go up. We’ve got a leaderboard system, you’re going to want to play through again and again for better scores if that’s what you’re into. If you’re not into leaderboards, you just want a more challenging experience, you can get that out of the campaign; once you beat the game the difficulty will become harder and harder. In addition to that, there’s challenge modes which unlock throughout the story, which are based on time. It’s your raw skill – you have to know that stretch of the environment, know the enemies, know the waves, and it’s based on how well you can do it. They’re fun, they’re intense, there are some that I’m still having trouble getting through. It’s kind of a very fast, strategically how-am-I-going-to-get-through-this mode.

PSB: @r2wadhwani asks: When is Vanquish coming?

Vanquish is launching on October 19th, and post launch we’ll have another demo, which will show that challenge mode. So you can actually get a chance to see how intense things will get and what kinds of things it’ll throw at you. It’s a really good representation of some of the more intense areas of the game.

*****
Any more questions for SEGA about Vanquish? Julian promises me he’ll be around to answer them today.


Posted by Joystiq Oct 19 2010 00:00 GMT in Fable III
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Developer Jo Remi, who is currently working on Owlboy at D-pad studio, is putting together a little fan-made deconstruction of Fable. His personal deadline for the project is the latest sequel's launch date of October 26.

The Fableous "demake" is coupled with some "improvements" to the franchise's economy and fishing system, the latter of which you can see an example of after the break. His plan is to bring missed features ("Real-time Vegetation Growth, Weapon Pickups"), along with the Fable staples of moral choices and body morphing into the mix. Well, he's got another week to put it all together. Remi should have more to show of the game later this week.

Posted by Kotaku Oct 18 2010 22:30 GMT in Gaming News
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#deadspace The studio best known for making Dead Space and Dante's Inferno is expanding, welcoming more developers—and more than just action adventure games—into its fold, including EA's venerable Command & Conquer strategy game series. More »

Posted by IGN Oct 18 2010 22:52 GMT in Heaven's Diner
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Real food invades social gaming in this new time management restaurant experience.

Posted by Joystiq Oct 18 2010 23:30 GMT in Gaming News
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If you're not too busy shooting all the aliens, you might want to give a new indie game on Kongregate a go. "Thomas was alone" was made by Blitz Games Studios designer Mike Bithell on October 16th and 17th, during a span of just 24 hours. As Bithell notes, "I went from blank screen to decent puzzle platformer in less time than it takes Jack Bauer to save the world. That's a pretty cool achievement."

Thomas was alone is part minimalist platformer, part geometric buddy road-trip. Things get interesting once Thomas encounters his first friend, a dull, prim-and-proper Puritan and all-around square. Also, he's literally a square. By taking control of different pals and taking advantage of their unique dimensions, you'll be able to solve simple platforming challenges and progress. Describing it as a block-stacking game is accurate, if not unimaginative.

We've enjoyed one of Mike Bithell's games before (surely you remember Visiting Day from 2006?), and while this one's bothered by slippery controls, it's an effective reminder of how simple, immediately decipherable mechanics form the basis of any worthwhile game, regardless of the presentation. The impressive 24-hour construction period is also motivational to any budding designers out there. Why, just look what Blitz Games Studios has to say on the matter:

"The games you make don't have to be epic masterpieces, they don't need to make use of bleeding edge graphics. A little bit of heart and a simple idea can go a long way. Frankly though, if Mike can manage it, so can you!"

Posted by IGN Oct 18 2010 22:21 GMT in PC Gaming News
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In addition to people dressing up as elves, of course.

Posted by Kotaku Oct 18 2010 21:40 GMT in Gaming News
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#salesget Nintendo's Pokemon Black and Pokemon White enjoy another first place showing in Japan this week, nearly another quarter million copies sold to Nintendo DS owners overseas. The monster hunting game easily takes down newcomer Red Dead Redemption in Japan. More »

Posted by GoNintendo Oct 18 2010 21:41 GMT in Super Meat Boy
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A portion of a 1up review… I could never stay angry at the game for too long. So, yes, it can be frustrating, but getting past those roadblocks also leads to the game’s most memorable moments. If you give it a chance I’m sure you’ll feel the same.

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Posted by Kotaku Oct 18 2010 21:20 GMT in Trine 2
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#clips Atlus releases a new gameplay trailer to celebrate the big reveal of the three platforms Frozenbyte's Trine 2 is coming to next spring: PC, PlayStation Network, and Xbox Live Arcade. More »

Posted by GoNintendo Oct 18 2010 21:37 GMT in Nintendo Stuff
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Online play and fully-featured PS3/360 version set to cost less than the lacking online Wii version. Someone please tell me that this is a mistake! Thanks to AusGamer for the heads up!

Posted by IGN Oct 18 2010 21:40 GMT in StarCraft II: Wings of Liberty
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Company taking action against group selling illegal software.

Posted by Joystiq Oct 18 2010 22:29 GMT in Gaming News
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Wrestling fans are a forgiving bunch. We excuse the industry's numerous problems -- the high mortality rate, intelligence-insulting storylines, John Cena -- whenever two guys do a really good job of not actually hurting each other. As long as a match is exciting, with consistent psychology, believable near-falls and a well-told story, nothing else matters. It's the same with wrestling video games; they're only as good as the matches they let you experience, which means Lucha Libre AAA: Heroes del Ring translates to "no bueno."