All Topics Users older than one year ago

Sign-in to post

Posted by Kotaku Feb 10 2012 17:30 GMT in Syndicate
- Like?
#syndicate On the left we have Rosario Dawson, in my opinion one of the most attractive actors working today. On the right, a soulless husk with eyes that have seen such horrors... such horrors. A creepy vessel used to transport Dawson's voice into EA's Syndicate. She looks worse than Cox. More »

Video
Posted by Giant Bomb Feb 10 2012 17:43 GMT in Mass Effect 3
- Like?
It's always shoot first ask questions later with her.

Posted by Rock, Paper, Shotgun Feb 10 2012 17:26 GMT in Alpha Protocol
- Like?

Looks like Obsidian headbrain Chris Avellone’s earlier talk about getting ‘Kickstarter fever’ based upon Double Fine’s happy day (they’ve now passed $1.3 million in funding by the way – which, as Tim Schafer notes, is more than the budget for Day of the Tentacle and almost that of Full Throttle) wasn’t idle chatter. Obsidian have just posted a forum thread asking for community suggestions as to what they should make, were they to start a Kickstarter-funded game. Obviously this is purely theoretical right now and there are absolutely zero guarantees, but as they’re clearly feeling out the ground here, you should go and make sure that the ground they feel is green, pleasant and potentially profitable. And, ideally, old-school RPG-shaped.(more…)


Posted by Joystiq Feb 10 2012 17:15 GMT in Max Payne 3
- Like?
Max Payne's seen a lot in his day: Bull Bullets, garish Hawaiian shirts, delays. And now he's got a few more items to cross of his list, such as "angry man in pickup truck" and "face off against gravity -- and win," as you'll see in the latest volley of screens, just below.

Posted by IGN Feb 10 2012 17:15 GMT in FIFA Street
- Like?
Some people find FIFA forbidding. I've played games with them. I've patiently expounded on the relative benefits of a lobbed pass with backspin, and gazed upon their bemused faces. They want to dribble with the ball at speed, ghosting past defenders with dextrous footwork, but in FIFA such tricks are a dangerous luxury. Attempt them in a match and it's more likely that you will embarrass yourself, not your opponent...

Posted by PlayStation Blog Feb 10 2012 17:01 GMT in Twisted Metal
- Like?

As you know, the epic return of Twisted Metal is less than a week away and we’re going launch it with a bang … literally. Ever since the announcement at E3 2010, we’ve been fighting over who gets to keep the real Sweet Tooth truck, and we had an idea … let’s shoot at it till it blows up! So that’s exactly what we’re gonna do.

We happened to get our hands on a couple M249-SAWs (for the layman: fully automatic machine guns) and enough ammo and explosives to wipe out a small nation. Put those things together and we’re gonna make the truck go boom (for the layman: we’re blowing Sweet Tooth’s ice cream truck off the face off the earth). But here’s the kicker: it’s not gonna be us who are shooting it. It’s gonna be you!

6850030211_f7fae59793_z.jpg

That’s right, we’ve hooked these guns up to a satellite so you can control them remotely from your computer. Yes, you read that correctly. You can shoot a real gun with real bullets at a real truck from your computer, in a crazy, two-day, shoot-till-the-truck-goes-up-in-a-gigantic-ball-of-flames-style internet spectacular. It’s all happening at shootmytruck.com via live stream.

So go to shootmytruck.com right now to sign up for a chance to shoot. I can’t think of a better way to spend Valentine’s Day than shooting up a truck from your computer and then going out and buying Twisted Metal. Get your trigger fingers ready, America. It’s shooting time.

6850030593_e0026b739d_z.jpg


Posted by Rock, Paper, Shotgun Feb 10 2012 16:59 GMT in Mass Effect
- Like?

God forbid we’d post yet another Mass Effect 3 trailer, but… well, here’s another Mass Effect 3 trailer. It stars, at long, long last, the female version of Shepard, finally getting just a tiny fraction of the official marketing acknowledgment she deserves. You will, I trust, understand.(more…)


Posted by Valve Feb 10 2012 16:50 GMT in Unstoppable Gorg
- Like?
Patch to version 1.0.4.16 is out now. The game will be automatically
updated when Steam client is restarted.

In this version the broken challenge chapter 14.1 has been fixed,
moderate difficulty's balance adjusted and the scoring changed
so that playing on harder difficulties grants more score.
We also added one new achievement and a separate leaderboard for Arcade mode.
Rare issues with missing research tokens and the level selector were also fixed among other minor stability issues.
capsule_231x87.jpg

Posted by Joystiq Feb 10 2012 16:45 GMT in Shank 2
- Like?
Evidence would suggest that the developers at Klei got together in a board room and said, "Shank was really good. We should do another game exactly like it, only a little bit better." And wouldn't you know it, that's exactly what they did. Shank 2 could be mistaken for its predecessor at first glance, with similar 2D visuals and fast-paced violence. But look a little deeper and you'll find a little more meat, a little more nuance and, somehow, even more brutality.

Posted by Kotaku Feb 10 2012 16:30 GMT in Tekken
- Like?
#streetfighterxtekken Street Fighter x Tekken's Gem System has been quite a controversy in the fighting game community. There are those who feel it makes the game too easy, that it will, in fact, break the game itself. After playing through SFxT's tutorial and pumping in a couple of hours into versus mode, I think that Capcom has managed to pull it off. The Gems allow for some interesting strategy and have a risk/reward element that will make for one exciting game. More »

Posted by Joystiq Feb 10 2012 16:15 GMT in The Last Guardian
- Like?
We've had assurances of The Last Guardian's continued existence, but in the absence of empirical proof, we could always use one more. 1UP received a rather authoritative one from Sony Worldwide Studios head Shuhei Yoshida at DICE, who said he's "been seeing it."

Yoshida reports that, after leaving Sony and becoming a contractor, producer Fumito Ueda continues working on the game as normal. His departure was "an arrangement so he could focus on the creative side," Yoshida said. "But his work and his presence on that team never changed, so it was just more a contractual rearrangement, and that was taken [by many] as 'he left.'"

Ueda is still in the office, "probably one of the people who works the longest hours," Yoshida said. Progress is still taking place on The Last Guardian, "but slow progress."

Posted by Rock, Paper, Shotgun Feb 10 2012 16:30 GMT in PC Gaming News
- Like?

Next in our never-ending series talking to (almost) all the finalists at this year’s Independent Games Festival, it’s Derek Yu of the splendid randomly-generated cave exploring game Spelunky, which is up for the Technical Excellence, Excellence in Design and Seamus McNally Grand Prize gongs. Here, Derek chats about his origins, TIGSource, Aquaria, how he abandoned and then rejoined game development, the odds on whether we’ll see a PC version of the XBLA Spelunky remake, and his answer to the most important question of all.(more…)


Posted by Kotaku Feb 10 2012 16:00 GMT in Skullgirls
- Like?
#speakuponkotaku Commenter Zyker loves his fighting games, but hates the Xbox 360 controller. He wants to know the weapon of choice of true fighting game fans, so we're asking you folks. Speak Up on Kotaku Round One, Fight! More »

Posted by IGN Feb 10 2012 16:30 GMT in Gaming News
- Like?
Batman: Arkham City was one of the most accomplished games of last year; tightly scripted, crammed with cool moments, memorable characters and invigorating gameplay. Now, almost four months after its launch, the development team, led by Sefton Hill, look back at the game and figure out how they took a much-loved action hero and turned him into a game that was universally admired...

Posted by Valve Feb 10 2012 16:27 GMT in Tropico 4
- Like?
Added Italian and Spanish localizations including full audio support

capsule_231x87.jpg

Posted by Rock, Paper, Shotgun Feb 10 2012 16:09 GMT in Earthrise
- Like?

You’re probably in trouble if Richard Cobbett hasn’t heard of you. When I mentioned to him that Earthrise, a sci-fi based MMO, had closed its servers, he responded with a dismissive shrug, trying to casually hide his missing knowledge in a stance of indifference. But I spotted a bead of sweat forming on his forehead, and knew that Masthead‘s MMO’s failure to make an impact with him had truly damned it.

The servers were shut off yesterday after a year online.(more…)


YouTube
Posted by Kotaku Feb 10 2012 15:40 GMT in Super Mario Bros.
- Like?
#supermariobros While New York's subway is only slightly less scary than the pipes under the Mushroom Kingdom, both underground tunnels are much improved by the addition of Super Mario Bros. composer Koji Kondo's infectious beats. More »

Posted by Rock, Paper, Shotgun Feb 10 2012 15:27 GMT in Mass Effect 3
- Like?

I can’t wait for Mass Effect 3. I’m replaying ME2 to make sure I get the perfect starting point. I’m planning to buy the new Mass Effect: Deception novel and go through it making corrections in ANGRY RED PEN. I’m even pitching the official musical version of the story, featuring amazing lyrics like “Spectres don’t fear the Reapers. Nor do Garrus, Tali or Thane…”

What I’m not doing is watching any of the trailers or reading any previews. I want to dive in knowing as little as possible about the new plot, characters, locations, even guns. If you crave a pre-release hit though, good news! Bioware has released five brand new trailers, which I’ve embedded below while keeping my eyes shut. From the odd unavoidable glimpse, it does look as if they mostly feature some boring guy wearing Shepard’s armour, but fret not – there’s another coming where the real heroine of the series will finally get her spotlight…

(more…)


Posted by Joystiq Feb 10 2012 15:00 GMT in LittleBigPlanet Karting
- Like?
Sony has confirmed development of LittleBigPlanet Karting. The news comes via a tweet from Sony's PlayStation account, which states quite simply that the game is in development and that publisher hopes to share more information "soon."

Reports were circulating earlier this week -- though they have since been pulled -- that the game will feature PlayStation Move support and a Move racing wheel peripheral, perhaps in the style of Nintendo's massively successful Mario Kart Wii.

Whatever becomes of the final product, the existence of LittleBigPlanet Karting is an interesting development considering that Sony already has a flagship kart racer, Modnation Racers (pictured).

Posted by Kotaku Feb 10 2012 14:59 GMT in Gaming News
- Like?
#kotakueast As more and more publications are dialing down their Japan coverage, Kotaku had this crazy idea: Why not increase ours? And better yet, why stop at Japan? Welcome to Kotaku East. More »

Posted by Kotaku Feb 10 2012 14:59 GMT in Gaming News
- Like?
#fromtheeic Starting on the evening of February 12, Kotaku will begin to offer scheduled programming. More »

Posted by Kotaku Feb 10 2012 15:00 GMT in Gaming News
- Like?
#fromtheeic One month ago, we promised you change. We promised you the kind of change that wouldn't betray our roots as a site built on a passion for writing and reporting about video games. We simply wanted to make this site better than ever. More »

Posted by Giant Bomb Feb 10 2012 15:00 GMT in Mass Effect
- Like?

In less than a month, BioWare's wildly popular Mass Effect sci-fi role-playing series will come to an end. At least, as far as we've come to know it. While Mass Effect will undoubtedly live on in some form or another, the primary trilogy players have immersed themselves in is on the verge of conclusion. The story of Commander Shepard's role in the war against the Reapers will conclude, and the Shepard fans have spent hundreds of hours building into the Paragon or Renegade or something in-between that you yourself willed him or her to become will perhaps ride off into the void of space, never to be heard from again. Or, maybe not.

Dim the lights and cue up that one Boyz II Men song, because it's going to be a bittersweet goodbye.

Whatever the fate of Shepard and crew turns out to be, the end result almost pales in comparison to the journey that's gotten them there. When Mass Effect debuted back in late 2007, it's safe to say that, for as hotly anticipated a game as it was, few could have foreseen the fervent fandom that cropped up around the franchise. From the various DLC offerings to the myriad universe novels that have popped up in the last several years, people seemingly can't get enough of this space-faring world BioWare created. Undoubtedly, going into Mass Effect 3, those who have become particularly attached to their own Shepard are viewing this upcoming conclusion as bittersweet.

For their part, the developers at BioWare and the always convergence-minded folk at EA are doing their damnedest to ensure players have every opportunity to milk Mass Effect 3's story for all it's worth. In addition to another very lengthy single-player campaign, BioWare recently announced the Galaxy at War mode, a four-player cooperative campaign that, while an entirely optional experience separate from the main game, nonetheless entices players to complete it in service of both experiencing another side story in the Mass Effect story line, as well as contributing to a "Galactic Readiness" rating that plays into the single-player campaign's final battle.

And just this week, BioWare announced even more ways to experience the fringes of the Mass Effect 3 story via iOS. One way will be via a new Datapad app, which includes a whole host of codex entries for people to browse through, including detailed histories on the events of the previous two games, as well as some minor integration with your current Mass Effect 3 game. The other is Mass Effect: Infiltrator, a combat-oriented game from IronMonkey Studios that puts you in the role of a Cerberus soldier named Randall Enzo, who has been tasked with hunting down a variety of extraterrestrial species so that his Cerberus overlords can study them. It's a completely separate campaign that focuses almost exclusively on the combat stylings of Mass Effect (as translated through the touch-focused gameplay of an iOS game), and once again, completing this story will factor into your Galactic Readiness rating in the main game, provided you sync the two up with your EA Origin account.

Infiltrator is a completely separate story that nonetheless factors into your Galactic Readiness rating.

I saw both of these apps, as well as a 45 minute demo of Mass Effect 3's second mission, during an EA press event just a couple of days ago. Rather than give you a spoiler-heavy blow-by-blow of everything that took place in said demo, I will simply say that its Mars setting made for quite the intense battleground, and a solid introduction for series newcomer James Vega, a hard-ass soldier played surprisingly well (at least in the few scenes I had with him) by Freddie Prinze Jr. Suffice it to say, the action was great, the story took some intriguing twists and turns, and lo and behold, those 45 minutes more or less flew by like mere seconds.

I also had the chance to talk with Mac Walters, the lead writer of Mass Effect 3, about all of the above. Walters was on-hand at the event to unveil both the Infiltrator and Datapad apps, as well as debut a new trailer (which everyone will apparently get to see next week sometime). In talking to Walters, I definitely got the vibe of a man as conflicted as the fanbase. It's understandable, given that he and so many others at BioWare have essentially lived and breathed Mass Effect for years of their lives. Seeing it come to this conclusion has to be both exciting and perhaps just a bit sad.

Still, Walters was nothing if not enthusiastic in talking about the upcoming iOS side ventures, the newcomers to the cast, the unfortunate story leaks that occurred some months back, and what it is, above all else, that he hopes fans take away from the series as a whole.

Giant Bomb: You guys are just about done now, right? Ready for submission?

Mac Walters: Yeah, we're pretty much done right now. We're just waiting to hear back, waiting to make sure nothing's going to stop [the submission process], yeah.

GB: The new iOS stuff is pretty interesting from the perspective of someone who might be interested in trying to wring the most out of the Mass Effect 3 experience possible. How did that stuff come about? Was that something generated internally? Did EA just come to you and say, "Hey, what about if we do this?"

MW: I think a lot of it was generated by wanting to do something like Galaxy at War. It came from Casey Hudson (Ed: Executive Producer of the Mass Effect series). He knew he wanted that sort of immersive experience you could get from doing things like the iOS games, and also incorporating multiplayer as this Galaxy at War mode that we've got. And then after that, it was just about finding out who was interested in helping to bring it about.

GB: In the case of IronMonkey, who also did EA's iOS Dead Space game, what was the process like in terms of putting that together? Is that game something that was written out internally and handed off to them? Was it more of a collaborative process?

MW: From very early on it was Casey, myself, and their team talking about the story. As much as possible when we work with another party like that, we want them to...especially because they were very excited about working with the Mass Effect universe, we were like, "Well, what do you want to do?" And then there will be a list, and we'll say, "Well, you can't do that, and we know we're going to be doing this in Mass Effect 3 so that doesn't work. But how about something like this?" And that's the way it's worked, with the back-and-forth. At key points they'll be like, "Well here's the whole script, take a look and let us know what you think." And we'll go through the process again, but it's really more about letting them solve problems on their own than saying, you know, "This is what you should write for this."

GB: As for the Datapad app, who is that more geared toward? Is that designed to be something of a catch-up tool for newer players with the codex?

MW: Probably the most inclusive thing on the Datapad app is the codex entries, which of course are available in the game. The ones in the game will be tailored to your experience and open up as you play the game. While we wanted to add other ways to access the universe, we didn't want you to necessarily feel like you HAD to have them. They had to be optional, but they also had to feel useful in their own right, and fun, just like the Infiltrator game, which is amazing.

Yeah, James Vega is a bit of a bro-dude blowhard, but Freddie Prinze's performance actually seems pretty good.

GB: You've got a number of new characters joining old ones this year, including Freddie Prinze Jr. as James Vega. How did he get involved with the project?

MW: The cool thing with Freddie was that he's actually a huge fan. He's played both Mass Effect and Mass Effect 2 two times through each, both Renegade and Paragon. Like, he knows it, he gets it, and he was super excited to be a part of it. You can tell in the performance. He brought James Vega to life in a way that was just incredible.

GB: Another interesting casting choice is G4 and IGN correspondent Jessica Chobot as reporter Diana Allers. It's an especially interesting casting given that you're using her likeness in the game as well as her voice. As you haven't often done actor likenesses in the game previously, what was the inspiration in doing so here?

MW: We don't do it very often, though we did it before with the Miranda Lawson character and Yvonne Strahovski. I think that was something Casey envisioned. He thought she'd be perfect for that role. And it's kind of cool because she is one of those people from the game industry that you recognize. So it's like, "Oh, hey, there's that girl I recognize from TV!"

GB: I guess the potential concern there is that seeing someone you recognize from the TV in that context might pull you out of the experience a bit.

MW: It's something you always have to pay attention to, but I don't think it was ever a real concern. For us, it always comes down to the story first. So it's like, "Hey, this is the character we need you to be," and it's the same with any of the voice actors we get in.

GB: With the introduction of these new characters, not to mention the fact that in Mass Effect 2, depending on what choices you made, there were certain characters that could have lived through to see the conclusion or ended up dead, one can't help but wonder if or how you could potentially bring some of those characters into the Mass Effect 3 story in a meaningful way. Like, were you able to factor those characters into the plot should they have survived? And if so, how did you manage to do that without breaking the flow of the narrative?

MW: The thing we knew we wanted to do, from very early on, was to say, "We're going to tell an amazing story, regardless of whatever choices you've made before." So that was the first thing, tell an amazing story first. But as much as possible, the more important the character was in the past, the more you'd want to see them in Mass Effect 3 as well. So that factored into what level of involvement they would have in this game. If you're looking at bigger characters in Mass Effect 2, they're going to have a bigger role in Mass Effect 3.

And of course, therein lies our challenge. How do we tell these possible stories, maybe even create a mission around a character who may or may not be there. But by and large I think we've done a fantastic job of doing it. I'm really proud of the writers. They've taken that challenge, and it's been a lot of planning and a lot of rewrites [laughs], but I think we've pulled it off. And not even just from the previous games. The idea was to incorporate anything from all of the lore. So we've got characters from the novels coming in, and other people you've probably heard about throughout the Mass Effect universe, they should show up in some form in Mass Effect 3, because we really want to tie up those narrative threads.

GB: What would you say was the biggest overall challenge in writing Mass Effect 3?

MW: Biggest challenge by far was...it was kind of twofold. One, we really wanted to be able to present this game to new players, so we had to go back and ask, "Okay, how do we tell the story in a way that's fun for existing fans, and fun for newcomers." And a lot of times what that means is you have to branch it out, like you've got to tell not necessarily a different story, but tell it in a different way. That was probably one of the initial challenges.

But then also, when you're talking about dealing with fans, how do you tell an amazing story that can branch in so many different ways. I've played through the game like seven times now, and there are still parts of the game I haven't seen, at least not without cheating, you know? There are just huge parts of the game I can't get to yet because it's that massive, it's that expansive. So obviously tracking all that, planning it all out, and dull as it sounds, even just making sure all the logic works. Like oh that person's alive but that person's dead, so we have to account for all of that. And just tying all of that together into one cohesive story that is phenomenal.

Are you ready to see the end of Shepard's journey? Or do you wish it had lasted just a bit longer?

GB: A while back it was learned that the story of Mass Effect 3 had leaked out onto various Internet forums. How did you guys handle that? Did you ever look at making changes to the story content to try and combat that? Or was it more about just saying, "Forget it, we're not going to let this mess with our plans?"

MW: It was pretty disheartening for the team, and for the writers especially. You know, it's kind of like someone just broke into your house and started reading all your journals. That's pretty much what it felt like. But as far as making adjustments, we haven't done anything. For one thing, the content that went out wasn't really in a form...you still had to piece things together. And some of that stuff had been cut, changed, or whatever. So we couldn't let something like that change what we had set as a course two years ago. So we just dealt with it and kept making the game. It was more about just encouraging everyone that "Hey, what we've made is something fantastic. Don't let anything that you're seeing out of that get you down."

GB: Speaking more on the grander scope of the entire series and its culmination in Mass Effect 3, what's the one thing you most hope players will take away from the overall experience?

MW: I think I want people to feel like they really have lived Shepard's story. And in concluding Shepard's story, that it does feel fulfilling. And in a way that I think nothing else ever has. If you're a fan of Star Wars and that first trilogy when that ended, sure, you felt like you wanted to get back in that universe. But the difference here is that you've lived it, you've experienced it, you've been a part of it. And of course you can go back and play it a different way to see how that turns out.

I just hope that in the end, there are lots of different ways people can talk about their Shepard's story, and how it's different from other people's.

GB: Do you know yet what's next on your plate? Are you head down on Mass Effect content for the foreseeable future, or are you starting to get a sense of what your next project might be?

MW: Right now, one of the things I'm focusing my efforts on is really looking into the future of narrative in games and interactive narrative. The Mass Effect series was always about baby steps, evolving the series a bit at a time. Now, I, and I think it's fair to say a good portion of the leadership team is too, we're thinking in terms of "How do we revolutionize with the next step?" And we're really so early in that process. Our brains are still pretty numb from the time spent on Mass Effect 3. But that's really the thing I'm looking forward to in the future. Sitting back, and soaking it in, saying, "Wow, that's what we made. What's next?"


YouTube
Posted by Kotaku Feb 10 2012 14:30 GMT in Gaming News
- Like?
#gamingappoftheday Partly for nostalgia, but definitely on its own merits,The Hacker is my favorite mobile game, so far, of 2012. The first rejected password on that green monochrome screen took me back more than 25 years to Activision's Hacker on the Commodore 64, a game that had no real instruction manual, just that opening screen. LOGON. More »

Trouser-colour troublers Frictional Games, makers of Amnesia: The Dark Descent, have dramatically unveiled a website for their next game, pulling aside a metaphorical curtain, making thunder noises with their mouths and flicking the lights on and off. Scared? Nope? You’re just made of steel, aren’t you? I’d have thought a website with a blurry image with the word “Amnesia” on it in scary script and a link to a Google Map of China (click the image, if you dare) would have made you curl up into a ball. So what is going on? Well, I’m afraid I know as much as you do, apart from the two little more bits of information contained below this terrifying jump. Dare you? Mwahahaha…(more…)


Posted by Kotaku Feb 10 2012 14:15 GMT in LittleBigPlanet
- Like?
Apparently, the reports that Sackboy will getting a driver's license turned out to be true. Sony's confirmed that a kart racing game based on Media Molecule's hit platformer/construction series is in development via Twitter. More »

Posted by Rock, Paper, Shotgun Feb 10 2012 14:16 GMT in Psychonauts
- Like?

We don’t usually allow RPS headlines to run onto a second line, but this is a very special case indeed. During idle Twitter discussions about the whys and wherefores of a possible Mojang-funded Psychonauts sequel, I heard that the first game had cost $15 million to develop and that Tim Schafer was estimating a $20m cost for a sequel.

Clearly, these eyewatering figures cast some doubt on Mojang being able to successfully (or at least wholly) fund the game. So much so that VG247 editor, friend of RPS and entertainingly relentless cynic Pat Garratt has pledged to me – and now to the public – that he will eat his own trousers, on camera, in the event that a Mojang-funded Psychonauts 2 comes to pass.(more…)


Posted by Joystiq Feb 10 2012 14:00 GMT in DOTA 2
- Like?
Which giant company has the rights to the fan-created, community-promoted word "Dota?" That's up to the courts now. Blizzard has filed a Notice of Opposition with the US Patent and Trademark Office, seeking to block Valve's registration of the word. The word has been used exclusively in reference to a (mod of a) Blizzard game, the document explains. "By virtue of that use, the DOTA mark has become firmly associated in the mind of consumers with Blizzard, including to signify a highly popular scenario or variant of one of Blizzard's best-selling computer games, Warcraft III."

Valve, the document goes on to claim, hasn't used the word for anything yet. There's also a lot of history of Warcraft III, which is a really strange thing to read in a legal document. The case is in discovery now, with pretrial procedures taking place throughout this year and into next. We hope this court proceeding doesn't delay either of the games, as those companies are quite capable of delaying their games on their own.

YouTube
Posted by Kotaku Feb 10 2012 14:00 GMT in Final Fantasy XIII
- Like?
#finalfantasy Final Fantasy XIII-2 comes with a multi-chapter, fully voiced summary of the plot of its predecessor, which is extremely convenient for fans that decided to pass up XIII in favor of not getting involved in a giant argument. It does not feature pixel breakdancing or any sort of lyrical rampage. This one does. More »

Posted by PlayStation Blog Feb 10 2012 14:00 GMT in Twisted Metal
- Like?

Today’s lesson focuses on risk vs. reward in the high-stakes world of vehicular combat. Experienced Twisted Metal players have long known that the highest-damage attacks require quite a bit of risk, and this 2012 revival is no exception. Whether you’re swooping in close to deliver a point-blank Shotgun blast or charging up the devastating Swarmer missile, Twisted Metal’s sprawling arsenal requires a firm, steady hand.

Watch today’s new video to learn how to best manage high-risk special attacks such as Roadkill’s devastating Blood Missile Barrage and Reaper’s Flamesaw — two of the most lethal weapons in the game. Then use this knowledge to give you a headstart on multiplayer combat this February 14th when Twisted Metal finally lands on PS3!