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Posted by Popple Dec 04 2010 01:48 GMT in Back to the Future: The Game
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Twytch
me gusta
Viddd
good question, pops

Posted by Joystiq Dec 04 2010 02:10 GMT in Gaming News
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Inspired by the PlayStation Plus-exclusive lounge inside of Home revealed this week, we figured it was only appropriate to set up a mixer. Not in there, of course. No, we don't have the cred to get past that velvet rope. We'll just have to have a pity party outside, standing with the rest of the dregs. Crying helplessly into our highly ethanol-infused cocktails on our couches, missing out on the Studio 54-type antics going on inside.

What's everyone playing?

Posted by Kotaku Dec 04 2010 02:00 GMT in Gran Turismo 5
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#pricey Pictures have circulated of the new Thrustmaster T500RS, a high-end racing wheel for for Gran Turismo 5, but nothing's official yet and no one was clear on what it cost, until GT's creator piped up over Twitter. More »

Posted by IGN Dec 04 2010 02:06 GMT in Super Smash Bros. Brawl
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There are only three installments of Nintendo's modern blockbuster, yet die-hard fans support each. What's your favorite?

Posted by Kotaku Dec 04 2010 01:30 GMT in Super Meat Boy
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#screengrab Super Meat Boy is a savagely difficult platformer, and those old-school bonafides gave artist TheInfamousTheft the inspiration for this rad Nintendo Power-style beat guide to The Guy's three levels, which unlock The Kid. Spoilers? Maybe. Big size on the jump. More »

Posted by Joystiq Dec 04 2010 01:40 GMT in DeathSpank: Thongs of Virtue
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Wired recently spoke with Ron Gilbert, creator of the Monkey Island and DeathSpank series, and the conversation turned to the latter's conventional hack-and-slash combat. Though he didn't stick around long enough to guide the final releases of this year's dual-developed DeathSpank games, Gilbert was their lead designer and said, if he could do it over, he'd likely add more depth to the combat. Instead of just "hacking through a bunch of enemies," he suggested "treating combat as if it was a puzzle to be solved [...] might have helped people a little bit with not just having to button-mash their way through battles."

Gilbert cited Dragon Age as an example, "not in its turn-based nature," but "more of the intellectual element" of requiring some strategy to combat. Perhaps that's not the best example. How about Diablo 3? That's shaping up to be a hack-and-slash game that introduces a satisfying level of strategy through its myriad spells and tactics. Now, if you were to marry such fine-tuned gameplay with Unicorn poop, you're talking "Game of the Year." Easy. Next time, Mr. Gilbert?

Posted by Joystiq Dec 04 2010 01:10 GMT in Okamiden
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Capcom just won the Okamiden arms race. Whereas GameStop offers a pretty cute paintbrush stylus with pre-orders of the celestial DS adventure game, Capcom's own online store is offering ... this. A tiny plush Chibiterasu keychain, small enough for you to bring with you everywhere, forever, like the most convenient best friend ever.

We'll offer some free advice to other retailers: if you want any chance of attracting us away from this irresistible offer, you're going to have to take the loss and bundle a bigger Chibiterasu plush. It's a burden, we know, but if you want to succeed in this world, you have to give us really cute toys of baby Japanese wolf-gods.

Posted by GoNintendo Dec 04 2010 00:45 GMT in Nintendo Stuff
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The picture above is for the upcoming Zombie Daisuki commercial, which just so happens to feature the idol group Smileage.

YouTube
Posted by GoNintendo Dec 04 2010 00:47 GMT in Nintendo Stuff
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Epic Mickey (wii, uk) Donkey Kong Country Returns (long, wii, uk) Crayon Shin-Chan Shokkugan! Densetsu o Yobu Omake Daiketsusen!! (ds,jp) GOLDENEYE (wii, spain) Shape Boxing 2 Wii de Enjoy Diet! (wii, jp) Taiko no Tatsujin Wii: Minna de Party * 3-Yome! (wii, jp) Thanks to Cadaver for the heads up!

Posted by Giant Bomb Dec 04 2010 01:00 GMT in Dead Nation
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Platform: (PS3N)

2 out of 5


 This is atypically bright for Dead Nation. Despite having a strong feeling that the zombie video game had already been more or less perfected over a year ago, I was ready to jump into and enjoy Housemarque's new dual-joystick PSN zombie shooter Dead Nation. After all, these are the guys behind Super Stardust HD. If anyone knows dual-joystick shooting, it's them, right? But Dead Nation's awkward mechanics and dim visual style feel at odds with the twitchy, fast-paced gameplay inherent to the genre, and the lackluster online mode leaves an awful lot to be desired too.

The disappointing part is that Dead Nation sounded like it should have been great. Your 15 bucks gets you 10 mildly story-driven levels full of monsters to shoot, and there's a light progression mechanic where your performance earns you gold that you can cash in to upgrade weapons ranging from a shotgun and rocket launcher to a flamethrower, blade-hurler, and electro-zap something or other. You can play those 10 levels by yourself, or with a friend in local or online co-op. Everyone with me so far?

The core problem is the way the game plays. From the get-go, Dead Nation's shooting felt off to me, and even as I upgraded my gear, it never got more enjoyable as the overly long campaign wore on. The camera is pulled further out from the action than I would have liked, making your targets small and relatively hard to aim at (especially since only the default rifle gets a laser sight). The aiming is a little squirrelly anyway, combining with the small targets to make the game feel less precise than the great dual-joystick shooters of the last few years. And that default rifle is the only gun with unlimited ammo, so you tend to rely on it a lot--but it's a single-shot-single-button-press weapon, so my index finger felt like it was just about ready to fall off by the end of the game.

The story between missions is paper-thin. Worse, none of the levels are what I would call "well-lit," and some areas are downright pitch black. You've got a flashlight that lets you see what's directly in front of you, but even in the best cases, there are often enemies coming right at you that you can barely see. Hiding the monsters and the scenery from you is a central tenet of the game's design, but dual-joystick shooters are all about brightly colored entities moving in obvious contrast to the background. That contrast is necessary so you can subconsciously track the objects moving around your peripheral vision, because everything is moving too fast for you to stop and scrutinize every entity directly. The action doesn't move any slower in Dead Nation than in other shooters; it's just harder to see.

If the core shooting was more fun to play, the relative lack of variety in Dead Nation's campaign levels would be easier to cope with. The vast majority of the game is composed of same-looking city streets and generic urban areas, with cars strewn all over the place. Admittedly, the cars have real strategic value since you can shoot them to set off their alarms, which attracts the horde until the car explodes, just like in Left 4 Dead. Actually, most of this game feels... just like Left 4 Dead. Among the zombie lineup there are direct equivalents of the boomer, spitter, and tank, and you'll find yourself in familiar locations like a hospital and a carnival, in the latter shooting zombie clowns. This stuff has been done before.

 ACK ZOMBIES The game is more fun in two-player co-op than it is by yourself, largely because the level design and monster distribution make it really hard while you're playing solo to put your back against a wall and defend yourself without getting surrounded. With a friend onboard you can naturally watch each other's backs, making this a much less frequent occurrence. But you'd be best off playing with that friend on the couch with you. Getting into an online game isn't a problem, but when I played online, there was enough lag even as the host to make the game feel noticeably less responsive than it does offline. Also, when you're playing online, you can't talk to your partner because the game currently has no voice chat. Housemarque promises the feature will be along shortly in an upcoming patch, but for an online action game to ship without voice chat one month shy of 2011 is damn near unforgivable at this point.

At least Dead Nation looks great. That lighting that impacted the quality of the action for me does look nice and moody, and there are some great physics that send zombie bodies flying right at the camera when you set off a big explosion. But it doesn't matter how slick a game like this looks if the action isn't on point. Housemarque has proven in the past it clearly has the chops to make great shooters, but it doesn't feel like that skill was fully brought to bear on this one.

Posted by Joystiq Dec 04 2010 00:40 GMT in Red Faction: Armageddon
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Better re-mark those calendars. SyFy's Red Faction: Origins movie, originally slated for next March, isn't coming out until May. That's according to a tweet from THQ CEO Danny Bilson, who says that the company started prep work on the film this week, will be shooting in January and that the finished product "airs in May with game release."

"Game release," of course, means Red Faction: Armageddon, which recently got pushed back to May. Hopefully those ostriches they're using don't get too cold out there on the Martian landscape during filming.

Posted by IGN Dec 04 2010 00:45 GMT in Pictionary
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Here's a hint: The answer isn't "Baby fish mouth."

Posted by Joystiq Dec 04 2010 00:28 GMT in Gaming News
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Well, lookie what our amigos at Engadget have stumbled upon: a purported video of the Sony Ericsson ZEUS-Z1 "PlayStation Phone" being handled by a YouTube user by the alias of "xxmajstor." Whoever they are, they show the very PSP Go-esque phone off for upwards of two minutes, sliding it open to reveal the previously reported on game controls, including the "touch strip" that evidently sits in for dual analog sticks.

Looking at the top of the device, you can clearly see the L and R shoulder buttons and what appears to be a volume controller rocker right in the same spot where it appears on a Go. The back of the phone features a camera and LED flash. Perhaps the most telling bit of the video in terms of this being the PlayStation Phone (as if the controls aren't enough) is the presence of a PlayStation controller icon among the other apps on its screen.

Hit the break for the full video and let us hear what you think of it in comments.

YouTube
Posted by Kotaku Dec 04 2010 00:12 GMT in Gaming News
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#rumor Video of what looks like a PlayStation Phone prototype hit YouTube earlier today. Physically it looks very much like the rumored device. A main menu and screens showing device information and firmware are seen, but no gaming features are depicted. More »

Video
Posted by GameTrailers Dec 03 2010 23:57 GMT in Combat Arms
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The new Desert Fox map, for your viewing pleasure.

Posted by Joystiq Dec 03 2010 23:40 GMT in Fluidity
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In a somewhat inconvenient science lesson, Nintendo has posted three different trailers across the web, each representing a different state of water in the upcoming tilt-em-up, Fluidity. We've got all three for you -- like having a glass of water, with ice, in a sauna.

Posted by Kotaku Dec 03 2010 23:30 GMT in Gaming News
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#racing NASCAR The Game 2011 dropped another 22 names of drivers (and their crew chiefs) who've licensed the use of their images in the game. There's a lady driver on this list, but it's not Danica Patrick. More »

Posted by IGN Dec 03 2010 23:22 GMT in Test Drive Unlimited 2
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Drifting through Ibiza with friends in tow.

Posted by Joystiq Dec 03 2010 23:10 GMT in Kinect
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These Kinect hacks just keep getting better and better. This latest is from YouTube user TakayukiFukatsu and turns him invisible. Just let that sink in for a moment then hop past the break to see him do his best Kevin Bacon impression.

Posted by IGN Dec 03 2010 23:09 GMT in PlayStation News
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We send BioWare a little bit of tough love.