Monday, June 28, 2010

Fist of the North Star: Ken's Rage Impressions

06/17/2010 Fist of the North Star: Ken's Rage Impressions

Heads explode in our first look at Fist of the North Star.

The bulk of the game plays out like a 3D version of Double Dragon. Your mindless foes are little more than fleshy bags of blood, and you do them the service of ending what are most assuredly miserable lives. There are super moves in addition to the standard punches and kicks as well. At one point, the hero Kenshiro picked up a dude by his neck, punched him a few times in the face, and then punted him 10 feet away. At another time, he conjured flaming pillars from the ground. Clearly, this guy doesn't take guff from anyone. He can even make his enemies' heads explode after performing a thousand-hand punch. Violence is his mother's maiden name.

Kicking grown men in the chest and head can get exhausting after a while, but there are vehicles to ferry you around when your legs are tired. We saw Kenshire ride on top of a horse and motorcycle, knocking down foes on his way to his next location.

Version we saw today continues to build the Japanese games, but the developer promises us that mindless enemies will be more thoughtful of artificial intelligence, and violence will be even stronger. Fist of the North Star will be released this fall for Xbox 360 and PlayStation 3. Tune him GameSpot whether the claim even more bloodshed came to fruition, and if the game is fun to play.

Read and Post Comments | Get the full article at GameSpot


"Fist of the North Star: Ken's Rage Impressions\\ "Was posted on Tom Mc Shea in Wed 16 June 2010 21:43:04 -0700



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Sunday, June 27, 2010

Capcom's barrel of Final Fight: Double Impact goodies

04/08/2010 Capcom's barrel of Final Fight: Double Impact goodies

Capcom's barrel of Final Fight: Double Impact goodies screenshot

In order to promote the upcoming Xbox LIVE Arcade and PlayStation Network release of Final Fight: Double Impact, Capcom sent along a literal barrel full of 80s-style Final Fightgoodness.

Once I opened it up, I found:

  • Poison's spray on hair color ("For men, women, and everything in between")
  • \\ "Re-elect Mayor Mike Haggar" shirt
  • A golden coin, one side featuring art from Final Fight, the other from Magic Sword
  • Three pins, including a "Mike Haggar for Mayor" pin (our idea, by the way, thank you very much)
  • With cassette remixes Final Fight and Magic Sword music that will release in the game

In general, very carefully. Capcom rocks it again with sweet delicacies marketing. Watch the video for more details, and if you 're very pleased we LL' will give some competition from these materials will soon disappear.

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Saturday, June 26, 2010

Here, have four minutes of brutal Splatterhouse footage

06/25/2010 Here, have four minutes of brutal Splatterhouse footage

Here, have four minutes of brutal Splatterhouse footage screenshot

Namco Bandai's Splatterhouse is going to be a gory, violent affair. I mean, the game has the word "splatter" in the title. Not convinced? The publisher has released about 4 minutes of in-game footage which shows the game's muscle-bound, death mask wearing Rick pounding on baddies and other things that look like vaginas.

Jim played the game at E3and it seems a good time with her, and she meets his expectations, as the game where you senseless things break into pieces with blunt objects and slide things into pieces chainsaws. I, on the other hand, was less impressed earlier build I played before E3. But, again, it was then ... it is now. As if you did not t 'already, according to Jim' more than it should be mine to do so.

The first video of the brutality can be seen above; the other two are after the jump. Like what you see?




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Monster Tale Impressions

06/18/2010 Monster Tale Impressions

Raise a monster of your own in our first look at this virtual pet/platformer hybrid.

Henry Hatsworth in the Puzzling Adventure was one of the surprise hits from last year. On the surface, it sounded like a strange hodgepodge of different genres, mixing classic 2D platforming with Tetris Attack-style puzzling solving. But it somehow worked beautifully, seamlessly blending these two wildly different game types into a cohesive, and most importantly fun, adventure. A year later, the team is back with another combination. Monster Tale retains the 2D platforming that was the core of Hatsworth, but throws in a bit of virtual pet raising as well. It once again sounds like something that couldn't possible work in tandem, but after Hatsworth shocked us last year, we're ready to believe anything.

Monster Tale is not a sequel to Hatsworth so fans of the spry old man should shed their tears now to get the sadness out of their system. Instead of a focus on what the elderly can accomplish when given the opportunity, Monster Tale is about what sort of trouble kids can get into when given too much power. The story is about a group of bratty kids who find a portal into a monster world. Instead of using these mythical creatures to help the world, they harness their destructive powers, destroying everything in their wake. You play as Ellie, the last child to enter this world. She partners with Chomp, a young monster, and the two of you team up to strike down the evil kids ruining everyone's fun.

Just like in Henry Hatsworth, the two screens contain two different gameplay types. On the top screen is Ellie in a traditional 2D platformer. The emphasis in on combat rather than navigation, though, letting you show off both your melee and shooting abilities against the evil creatures that inhabit this world. On the bottom screen is your monster pal Chomp, so named because he chows down on everything that comes near his gaping maw.

Defeated enemies on the top screen drop power ups that can be sent down to Chomp on the lower screen. These items level up his abilities, making him stronger with everything he digests. There are 30 different physical transformations, so even though Chomp starts as just the runt of the monster litter, he grows up into a sizable beast. You can also level up specific attributes. If you want a terrifying monster of death, jack up his attack abilities, or if you want him to just stay alive, give him more health. Unlike in Hatsworth, you don't actually switch screens. Instead, you summon Chomp to the top screen to have him help you fight. He has a limited time he can spend in your world, though, so you have to use him wisely.

The biggest problem with Hatsworth is that it got maddeningly, some would say impossibly, difficult late in the game. We were assured that Monster Tale would not suffer the same fate. Keep your eyes on GameSpot to see how this monster-raising adventure pans out.

Read and Post Comments | Get the full article at GameSpot


"Monster Tale Impressions" was posted by Tom Mc Shea on Thu, 17 Jun 2010 17:29:51 -0700



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Friday, June 25, 2010

Preview: Yakuza 4

06/22/2010 Preview: Yakuza 4
As I played through the combat-only demo of Yakuza 4, I noticed a small group of onlookers gather around demo station. It's not that I was fighting exceptionally well, but the fighting in Yakuza games is something of a rare spectacle, with a single tough guy weaving through a crowd of gangsters, deftly punching, kicking, dodging, stepping on faces, and bashing them with weapons ranging from swords and stun guns to traffic cones, advertising signs, and beer bottles. Whatever's handy, really.

Gallery: Yakuza 4 (PS3)


Yakuza 4 doesn't make any significant changes in the fundamentals of its combat, which is why I was able to hold court against crowds immediately. However, it does add some much-needed variety to both the fighting and the storyline by splitting the gameplay among four playable characters. All four have different combos and different abilities. Ex-con Taiga Saejima is slower and stronger than the other characters, and can easily throw huge barrels. Dirty cop Masayoshi Tanimura had some grappling moves the others didn't, like a punishing headlock-type grab. The homeless Shun Akiyama is a quick, agile fighter who uses high kicks and quick dashes to move from opponent to opponent. Series protagonist Kazuma Kiryu is the more "balanced" character, with average speed and strength.

In his short battle sequence, however, I noticed a new "Heat Move" (a context-sensitive finisher activated upon filling a combo meter) that allowed him to slam someone's head into the ground from a standing position -- effectively making it executable anywhere, unlike other Heat Moves that require you to be against a wall or near another feature. The facial animations have been changed this time around, so enemies' faces deform visibly when stomped on or otherwise Heat Move'd. Honestly, it falls somewhere between "too graphic" and "too cartoony," if that makes any sense. Tanimura has the deadliest Heat Move in the series, dropping dudes off the side of a building when close enough.

During the walk with me through the demo, Sega 's Aaron Webber reiterated a comment on the PlayStation blog that the hostess clubs, which were removed from Yakuza 3 , would be present in 4. He agreed that Sega's workaround in 3, in which the hostesses just happened to be hanging out in random restaurants and asked you on dates, was a bit strange. He also said that Sega believes the uproar over the censored content in Yakuza 3 actually helped sales!

Being focused entirely on fighting, I wasn't able to experience any of the new story, or whatever new sidequest-type content is available in Tokyo's semi-fictional Kamurocho district. If it's anything like previous Yakuza games -- and there's no reason to believe otherwise -- the city will be loaded with diversions ranging from batting cages to bounty hunting, with exquisitely detailed restaurants, convenience stores, and other businesses to explore.

Continue reading Preview: Yakuza 4

JoystiqPreview: Yakuza 4 originally appeared on JoystiqMon June 21 2010 11:00:00 EST. Please see our terms for use of feeds .

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E3 10: Tower defense with a twist: Atlus' Rock of Ages

06/19/2010 E3 10: Tower defense with a twist: Atlus' Rock of Ages

E3 10: Tower defense with a twist: Atlus' Rock of Ages screenshot

When I first sat down with Atlus USA, I half-expected to be presented with the a preview of the next installment of Shin Megami Tensei, be it Personaor Devil Summoner. Instead, Atlus decided to throw us a curve-ball by announcing several new titles that didn't quite fit their usual modus operandi.

One of these new titles, Rock ages , by Chillian developer Ace Team -- the guys who brought us the unconventional first-person brawler, Zeno Clash -- takes tower defense and adds a bit of a twist, instead focusing on PvP combat. So how is this accomplished? Well, in the form of a giant boulder which you use to demolish your enemy's castle.

Sounds awesome so far, right? Find out more after the break.

Like any other tower defense game, there's a fair amount of strategy involved. For example, you're going to try to roll the boulder down a narrow winding path to eventually make it to the enemy castle. Meanwhile, he's setting defenses to knock the ball off the track. As a result you'll encounter everything from armies, to elephants and windmills in additional to an already complex path.

Probably the best part of the entire game would have to be the Monty Python-inspired visuals. The armies, peasants and even the boulder itself look like they were ripped straight from The Holy Grail. Although I 'm not very fond of British humor - except for Jim, of course - he sold me immediately.

In addition, the world was beautiful, the team created Ace use the Unreal Engine 3. Each level of the game inspired the classic variety of genres, like Goya, rococo, gothic, Renaissance, and more - I would like them included more than that in the trailer for you, but believe me when I say, they all look fantastic.

Much like Trine 2, you can expect to see this game hit PSN, Xbox Live! Arcade and PC in Spring of next year. It's kind of a shame that I didn't get a chance to actually play it, but from what I've seen so far, it definitely looks promising.

[UpdateThis preview originally said that the rock centuries was created using the engine. This is not true, the game was created with Unreal 3 Engine, and the article was updated to reflect this. - Tim]

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Thursday, June 24, 2010

FEMA Funds Upcoming Emergency Preparation Game Disaster Hero

06/24/2010 Emergency relief funds of the upcoming games Preparation disaster hero

The American College of Emergency Physicians announced that it has partnered with developer Legacy Interactive (The Lost Cases of Sherlock Holmes) to create the emergency response web game Disaster Hero, with funding provided by the Federal Emergency Management Agency. The game will teach children and families how to prepare for natural disasters and catastrophic events. Gameplay will focus on proper response procedure before, during, and after a disaster. Disaster Hero and its website will instruct ...




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Wednesday, June 23, 2010

The evil genius of Portal 2

06/20/2010 The evil genius of Portal 2

The evil genius of Portal 2 screenshot

Portal 2 be surprising. Do you know how I know this? Because a simple 15 minute presentation the game was a room full of cynical, weary, miserable game "journalists" laugh out loud. It 's that Portal is all about as far as I'm concerned. Yes, the puzzles are fantastic, the central gimmick is unique, but it's the comedy that really sets Portal apart. 

Portal 2 is bloody funny, and that's what will make a difference. 

I had the distinct pleasure of getting a cheeky glimpse of Portal 2 behind closed doors, and I liked what I saw. However, I was also aware that much of what I liked had very little to do with the gameplay, and more to do with everything else. Further along that train of thought, I wondered why I liked the non-gameplay so much, and then it hit me -- this game is a work of nefarious genius. 

\\ "Look, we both said things that you 're to be pitied, but I' m sure we can put our differences behind us ... for science ... you are a monster." "

It speaks volumes about the success of the GLaDOScharacter that seeing her come back online actually makes your hair stand on end. As we're introduced to the character of Wheatley, an active Personality Core who reawakened the static Chell due to concern for Aperture Science's rapidly decaying state, it becomes clear that Portal 2 is going to be a far more story-driven affair than the last game. Last time around, the story was hidden in the background, and didn't really affect the game until the end. More characters, dialog and plot appear to be the big part of Portal 2, and strangely, I don't have a problem with this.

It was explained during the demo that, after GLaDOS reawakens, she wishes to pursue her tests with Chell because scientific testing is the only form of interaction that she can understand. It's the only thing she knows how to do. That said, however, it is clear in the tone of GLaDOS' voice that she is also looking for revenge after being "murdered" by her test subject. While she rebuilds the laboratory around the player, GLaDOS hints very strongly that she wishes to see Chell dead. 

\\ "We 're so much, you and me, you tested me, I felt you." You killed me, I. .. Oh, no, wait ... I guess I haven' t kill you yet . Food for thought. "


Portal a short game, a few hours, at most, but he found a response among the players on the astonishing level. View the demo, seeing, Aperture Science to get dragged kicking and screaming back to life, should make any fan of the original tingly feeling.

In truth, part of this can be attributed to just how manipulative Valve is. By crafting some meme-friendly quotes and characters, Valve ensured that Portal would be integrated into the collective gamer consciousness with ease, and that's why the sequel to a three-hour game feels so stunning and inspiring. It's why, naturally, the Weighted Companion Cube became so beloved. It wasn't a good character, it wasn't even part of the game for very long. It was the power of suggestion, base manipulation of the shadiest order, and it worked. Valve told us we loved the Companion Cube. So we loved it. 

"It's been a looooong time."


Now Valve is telling us to get a shiver down our spine as we watched GLaDOS come back online, and for this particular writer, the power of suggestion is working all over again. The trailers, which show Aperture rebuilding itself at the behest of its AI master, has specifically been designed to get that hair standing on end, fooling us into thinking the original Portalwas more epic and life changing than it was possible that the 's just fine. Even if the experience made or even have as long as a sense of resonance and wonder really, that 's all that matters.

That is certainly what I took away from Portal 2. I left with a feeling that the game had gotten under my skin. I felt that, with a charming antagonist and a collection of Internet-fodder ideas, Valve had suckered me into child-like awe, and it did so without having to craft a seventy-hour narrative full of "deep" characters and plot twists. It simply gave us a funny computer voice, a silly fake laboratory, and a handful of forced memes. 

That is why Portal 2 is cleverness on an almost villainous level. Valve will play us like a Casio Songbank, and for most of us, it will work.

I am fine with that. 

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Monday, June 21, 2010

Analysis: How Doctor Who's City of the Daleks Game Illuminates Public-Funding Conundrums

06/21/2010 Analysis: How to "Doctor Who" City of 'away games Lit public funding puzzle




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Sunday, June 20, 2010

E3 10: Atlus announces Trine 2; online co-op and more

06/19/2010 E3 10: Atlus announces Trine 2; online co-op and more

E3 10: Atlus announces Trine 2; online co-op and more screenshot

Last year Atlus showed off an impressive array of major titles like Trauma Center , and Demon Souls -- which, no doubt, continues to print cash. They also had a host of hot Asian nurses willing to pose in exchange for covering us in annoying band-aid stickers, but I don't think anyone complained.

While their showing this year may have lacked the fanfare or booth babes, Atlus has managed to give us some interesting new titles to look forward to. One such title was the sequel to FrozenByte's Trine.

Find out all about it after the break.

I was fortunate enough to sit down with Atlus USA PR rep Aram Jabbari to discuss some of the new features we can expect to see from this upcoming sequel. In terms of graphics, Trine 2 received a number of subtle enhancements that improve on the previous entry into the series, allowing the game to maintain its signature storybook feel while providing slightly crisper and more colorful visuals.

In addition to the beautiful backgrounds, Trine 2will also feature new gameplay mechanics and physics-based puzzles. For example, each of the three characters will get new powers to help them along the path.

The rogue will be able to stop time, while the knight can parry and counter with his shield. Possibly the most impressive power belongs to the wizard, who can now manipulate both objects and enemies like a Jedi -- now he's actually useful, right?

In addition, any object, it moves that already in motion will maintain the momentum after the manipulated - as you can imagine, this will come into play when dealing with one of the many physics-based puzzles you'll encounter.

Finally, and this is what everyone was probably waiting for, Trine 2 will feature online co-op, saving you the pesky trouble of inviting a friend over to play. Just make sure that whoever you play with actually knows how to use the wizard, as it's very easy to suck. Trine 2 is currently scheduled for release next spring for Xbox Live!, PSN, and PC.

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