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Showing posts with label block. Show all posts
Showing posts with label block. Show all posts

Monday, November 5, 2012

Meet Karateka, the Prince of Persia Creator's New Old Game

Punch, kick, and block to the rhythm of the audio clues the music gives you for maximum ass-kickery.

You may think you’ve been playing video games for a long time, but I can almost guarantee that Jordan Mechner has been making them even longer. The Prince of Persia creator got his start as a teenager, crafting the legendary beat-‘em-up Karateka (it’s pronounced “care-uh-teek-uh,” by the way) in 1984. Though eventually overshadowed by the game that would one day become a blockbuster Jerry Bruckheimer movie, Karateka earned a legendary reputation amongst veteran gamers as a challenging classic that wasn’t to be trifled with.

Fast-forward almost 30 years and Mechner – looking remarkably youthful for a man who’s already spent an entire lifetime coding in front of a computer – is bringing Karateka back for consoles, PC, and iOS. The game is functionally unchanged. You’re still a monk who forsakes his vows to rescue an imprisoned girl, Mariko, whom you love. You’ll have to fight through waves of guards and dodge hawk attacks, except now it won’t be so brutally difficult. In the original version, if you died you had to start completely over at the beginning of the game.

Yes, fans of the original game: the hawk returns to torment you.

In the 2012 high-definition edition, you’ll get three lives in order to make it through (it takes about 45 minutes to finish it on your first try, at least in our play session). Once the first monk dies, you’ll assume the role of another suitor. Each would-be contender for Mariko’s heart is a big stronger than the last, making it more likely you’ll finish the game with each life you lose.

What makes Karateka intriguing in its new incarnation is the combat. What seems extremely simple – rough up a series of progressively tougher thugs on your way up and into the palace – is actually incredibly nuanced. And not like you’d expect. It’s not a fighting game, like a button masher, but more a rhythm-based game where you'll want to block, punch, and kick at the right time – using the music as your cue – to earn a counter attack.

Obviously, Karateka's visuals have been updated since its Apple IIe days.

Here’s how it works: the game gives musical tells that let you know how many attacks there will be (one, two or three). Block them all and you get your counterattack and build up your Chi. It’s halfway between Guitar Hero and a fighting game. With full Chi, you can stun the enemy, then pull off a special heavy attack that takes them down much quicker.

For a 45-minute game, the replayability comes from – again like a music game – your improved technique. You will get better as the campaign progresses, and you’ll be shocked at how much better you do on your second play-through.

The fact that Mechner’s design holds up three decades after its inception is a testament to his original vision. The console and PC versions of the new Karateka are out this week, with the iOS edition due out a couple weeks later. Stay tuned for a full review.

Ryan McCaffrey heads up IGN Xbox. He used to own a DeLorean, which is weird. Follow him on Twitter at @DMC_Ryan, on IGN, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.


Source : ign[dot]com

Tuesday, September 11, 2012

Terraria Headed to XBLA, PSN

505 Games has announced that side-scrolling block builder Terraria will be released on consoles. Set to hit Xbox Live Arcade and PlayStation Network, Terraria will be released in early 2013 with “an emphasis on crafting and exploration set in vast and vibrant worlds.”

Terraria is described by 505 as “a side-scrolling, action-adventure sandbox game” that’s “more than a mere block building game” where “players’ experience is limited only by their own imaginations.” More than 1.6 million copies of the PC version have been sold to date.

“I can’t say how excited I am to finally have Terraria come to Xbox 360 and the PlayStation 3 system! To see it come so far is a complete shock, especially after such humble beginnings,” said Terraria creator Andrew Spinks. “It’s always been my dream to have as many people as possible know and enjoy Terraria as much as I have and this is another big step in that direction. It’s been awesome working with 505 Games and I can’t wait for everyone to see the additional features that they’ve been able to bring to this new edition of the game.”

Terraria was originally released on PC in May 2011. For more, read our Terraria review and why Terraria is a better game than Minecraft.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Tuesday, July 31, 2012

FCC Forces Verizon to Allow Tethering Apps

A recent FCC investigation of Verizon's use of the "C Block" frequency spectrum it uses to operate its LTE network found the carrier's policy of banning 3rd-party tethering apps to be in violation of open-access provisions of its license. No more "This item is not available on your carrier" messages.

Given crystal-clear language like "[Licensees] shall not deny, limit, or restrict the ability of their customers to use the devices and applications of their choice on the licensee's C Block network," it's actually sort of amazing the investigation lasted almost a year, but the settlement is a step in the right direction.

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Verizon must pay $1.25 million to cover FCC costs.

In addition to re-enabling the 11 tethering apps they'd been blocking, Verizon must pay $1.25 million to cover FCC costs.

Verizon has "revised its service offerings such that consumers on usage-based pricing plans may tether, using any application," the FCC report states. No definite word yet on how the carrier will handle grandfathered unlimited data plans, but at least the apps are back.

Source: Engadget

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN. 


Source : ign[dot]com