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Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Wednesday, November 14, 2012

This Week on the PSN (11.13.12)

Every Tuesday, Sony drops a bunch of new stuff onto the PlayStation Network. Those with a PlayStation 3, Vita or PSP can download these goodies, which include PSN games, movies, themes and more. While the Official PlayStation Blog outlines these updates in full each week, we thought we'd help truncate the good news into something more digestible.

PSN Games

Here are this week’s new games for PS3.

  • Planets Under Attack ($14.99)
  • PlayStation All-Stars Battle Royale ($59.99 - Preorder)
  • SingStar Digital ($0.00)
  • Tekken Tag Tournament 2 ($49.99)
  • Wicked Monster Blast! HD ($9.99)

Vita Games

And here's a new game for your Vita.

  • Call of Duty: Black Ops Declassified ($49.99)

PlayStation Plus

Here are this week’s new PlayStation Plus perks. Remember that some of the perks from previous weeks are also still available.

  • Quantic Conundrum (PSN, Free)
  • Machinarium (PSN, Discount)
  • Choplifter HD (PSN, Discount)
  • Super Stacker Party (PSN, Discount)

PSone Classics

There aren’t any new PSone Classics this week.

PS2 Classics

No PS2 Classics this time.

DLC

As always, let’s examine this week’s new DLC offerings.

First, for PS3 and PSN...

  • 007 Legends - Various (Free)
  • Call of Duty: Black Ops II – Season Pass ($49.99)
  • Darksiders 2 - Maker Armor ($2.99)
  • Dead or Alive 5 Swimwear Packs ($4.99 - $12.99)
  • F1 Race Stars Accessory Packs ($0.99 - $4.99)
  • Just Dance 4 - Sorcerer ($2.99)
  • Mugen Souls Equipment Packs (Free - $2.99)
  • Naughty Bear Panic in Paradise Pennybear Costume ($0.99)
  • Pure Chess Easter Island Chess Set ($2.49)
  • Rock Band 3 – Various Tracks ($0.99 - $17.99)
  • RockSmith – Various Tracks ($2.99 - $11.99)
  • Sleeping Dogs – Various Mission Packs ($2.99 - $7.99)
  • Sniper Elite V2 -- Multiplayer Expansion (Free)
  • Street Fighter X Tekken -- Shared Assist Gem Pack 5 ($2.99)
  • Zen Pinball 2 -- Fantastic Four ($2.99)

Now, Vita DLC…

  • New Little King’s Story – Various Weapons and Clothes ($0.99-$1.99)
  • Pure Chess -- Easter Island Chess Set ($2.49)
  • Street Fighter X Tekken – Palettes and Gem Packs (Free - $2.99)
  • Zen Pinball 2 -- Fantastic Four ($2.99)

Demos

A couple of PS3 demos for you…

  • Need For Speed Most Wanted
  • F1 Race Stars
  • Planets Under Attack
  • Zen Pinball 2

And how about a Vita demo?

  • Ragnarok Odyssey

Discounts

Finally, some fresh discounts and sales.

  • Choplifter HD (PSN)
  • Super Stacker Party (PSN)
  • Dragon’s Lair (PSN)
  • Family Feud (PSN)
  • Family Feud Decades (PSN)
  • Hollywood Squares (PSN)
  • Press Your Luck (PSN)
  • The Price is Right (PSN)
  • The Price is Right Decades (PSN)
  • Who Wants to Be A Millionaire (PSN)
  • Game Show Party Bundle (PSN)

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


Source : ign[dot]com

Friday, November 9, 2012

Blizzard Sued over Battle.net Authentication

Blizzard is being sued over the Battle.net authentication used in multiple games including Diablo III. A class action suit led by plaintiff Benjamin Bell is seeking damages for "consumer fraud, unjust enrichment, negligence, breach of contract and bailment," claiming that Blizzard is "deceptively and unfairly" charging some users to secure their data from hackers.

Bell is specifically referring to Blizzard’s $6.50 keychain authenticators, alleging that Blizzard has made $26 million by selling them. The suit accuses Blizzard of unfairly requiring users to use Battle.net and says the company has continued to “negligently, deliberately, and/or recklessly fail to ensure that adequate, reasonable procedures safeguard the private information stored on this website.” Bell points to multiple hacking incidents -- including May’s Diablo III hacks -- as evidence that Blizzard failed to take "the legally required steps to alert" players.

Bell is seeking damages and an injunction to bar Blizzard from “tacking on” costs after games have already been purchased. He also seeks to stop Blizzard from requiring players to sign up for a Battle.net account.

We reached out to Blizzard about the suit and a spokesperson sent IGN the following statement:

"This suit is without merit and filled with patently false information, and we will vigorously defend ourselves through the appropriate legal channels.

We want to reiterate that we take the security of our players’ data very seriously, and we’re fully committed to defending our network infrastructure. We also recognize that the cyber-threat landscape is always evolving, and we’re constantly working to track the latest developments and make improvements to our defenses.

The suit’s claim that we didn’t properly notify players regarding the August 2012 security breach is not true. Not only did Blizzard act quickly to provide information to the public about the situation, we explained the actions we were taking and let players know how the incident affected them, including the fact that no names, credit card numbers, or other sensitive financial information was disclosed. You can read our letter to players and a comprehensive FAQ related to the situation on our website.

The suit also claims that the Battle.net Authenticator is required in order to maintain a minimal level of security on the player’s Battle.net account information that’s stored on Blizzard’s network systems. This claim is also completely untrue and apparently based on a misunderstanding of the Authenticator’s purpose. The Battle.net Authenticator is an optional tool that players can use to further protect their Battle.net accounts in the event that their login credentials are compromised outside of Blizzard’s network infrastructure. Available as a physical device or as a free app for iOS or Android devices, it offers players an added level of security against account-theft attempts that stem from sources such as phishing attacks, viruses packaged with seemingly harmless file downloads, and websites embedded with malicious code.

When a player attaches an Authenticator to his or her account, it means that logging in to Battle.net will require the use of a random code generated by the Authenticator in addition to the player’s login credentials. This helps our systems identify when it’s actually the player who is logging in and not someone who might have stolen the player’s credentials by means of one of the external theft measures mentioned above, or as a result of the player using the same account name and password on another website or service that was compromised. Considering that players are ultimately responsible for securing their own computers, and that the extra step required by the Authenticator is an added inconvenience during the log in process, we ultimately leave it up to the players to decide whether they want to add an Authenticator to their account. However, we always strongly encourage it, and we try to make it as easy as possible to do.

Many players have voiced strong approval for our security-related efforts. Blizzard deeply appreciates the outpouring of support it has received from its players related to the frivolous claims in this particular suit."

Source: Courthouse News

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


Source : ign[dot]com

Silicon Knights Ordered to Destroy Unsold Unreal Engine 3 Games

Silicon Knights has been ordered to “recall and destroy” all unsold copies of its games built on Unreal Engine 3. According to a recent ruling by the North Carolina District Court, Silicon Knights shall “cease producing or distributing” and “recall and destroy” all unsold copies of Too Human, The Box/Ritualyst, The Sandman, X-Men: Destiny and Siren in the Maelstrom at its own expense.

A judge also ruled that Silicon Knights must now pay Epic an additional $278,000 in court costs, $2.09 million in attorney fees and $2.3 million in pre-judgment interest. Joined with the previous ruling that Silicon Knights owes Epic $4.45 million, Epic is now owed approximately $9 million.

"Epic Games appreciates the court's careful consideration of the motions and is gratified by the order," an Epic spokesperson told IGN.

The ruling comes more than five years after Silicon Knights sued Epic, alleging that Unreal Engine did not work as it was supposed to. Epic later counter-sued and the case went to trial earlier this year. While Epic eventually won, a judge ruled that even if Silicon Knights had proved victorious, they could only earn $1.

Of the five titles listed in the ruling, Too Human was released in 2008 and X-Men Destiny came out last year. The Box/Ritualyst refers to a canceled psychological thriller project, while Siren in the Maelstrom is the name of a project leaked back in 2009 and The Sandman is presumably an unreleased title.

We’ve reached out to Silicon Knights about the ruling and will update with any comment we receive.

Thanks to the NeoGAF forums for the heads up.

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


Source : ign[dot]com

Shadowgate and the Grip of Nostalgia

Old games. They keep coming back, don't they? Here's another one, clawing its way up through the damp graveyard soil, grasping for new life. Shadowgate is a 1980s point-and-click adventure, being remade by its original authors. It looks like a good thing, a game that merits existence.

“

Here's another old game, clawing its way up through the damp graveyard soil, grasping for new life.

But there are bigger questions. Are we experiencing one of those nostalgia frenzies that sweeps through gaming every now and again? Or is re-invention of the past an integral part of gaming's present?

There's that famous phrase. "The past is a foreign country: they do things differently there."

This melancholy opening line has become a good deal better-known than the novel that followed. In The Go-Between, an elderly man in mid-20th Century Britain looks back at childhood events from 1900. The world he nostalgically recalls shows little resemblance to the one he lives in now, and yet its legacies are inescapable.

The Go-Between is set in an idyllic high summer, but it’s a dark tale that explores the idea that we are not who we were. Our past isn’t merely a different place, it’s inhabited by a different person.

In gaming terms, the past is everywhere, nostalgia is experiencing a boom, aided by digital distribution and crowd-funding. It’s an emotional phenomenon, a fad, one that’s worth exploring.

Alas, it’s one that may falter as each of us comes to the understanding that playing a HD Kickstarted remake of some decades-old game is somehow missing a critical element; that being the person who so enjoyed the original, your former self, now gone.

This is not a universal law. Many games are endlessly playable in their own right, mostly those that have continued to be played down the years, that have never really left us. In 1983, I played Defender every single day, and I have played it at least once a year since then. It is not a dusty article of nostalgia to me, but a living piece of my rolling present. (By the way, I get a little worse at it, every year.)

Leaving aside period-enthusiasts (they are entitled to their fancies, and I make no criticism of them), we might all be able to name a few dozen old games that we’d happily play today, because they stand the test of time. But gaming has produced countless thousands of games that were enjoyed in their day, and that probably deserve to remain there.

In 1985, I played a hundreds of hours of a Sinclair Spectrum game called Spitfire 40. I loved that game, but have not seen or played it in more than 25 years. To pick up Spitfire 40 today, to even examine it on YouTube, would be to damage a cherished memory. It’s not merely that I have played a few dozen flight sims since then, all better, all that they have progressively improved the genre to an almost infinite degree, it’s that the 15-year-old me who owned a Speccy in 1985, and the world that I inhabited, is too far distant to make an emotional connection through that particular experience, or, in fact, through almost any medium, save the odd song or smell or photograph.

And so the endlessly crashing waves of nostalgia leave me unmoved, faintly perplexed. My 12-year-old niece posts Tweets about TV shows she watched when she “was a kid”. Twenty-year-olds infest sub-Reddits with images of mistily-recalled games and toys from the Proterozoic era of 2003. Kickstarter is besieged by developers menacing us with threatened remakes of mediocre mid-1990s RTSes. If the past is a foreign country, it’s a destination that other travellers seem to enjoy a lot more than I do.

I turn to Dave Marsh for some answers. He has been making games since the 1980s and has been, as they say, around the block, covering everything from his own hit games to online MMOs and cartoon platformers.

His most famous work is e aforementioned Shadowgate, a 1987 dungeon-adventure in which the player interacted with on-screen images (a chest, a door, a pile of bones) and either died (most probable outcome) or progressed. The game was wittily written, artfully painted and well-liked. Although launched for Mac, it enjoyed its greatest success on NES. YouTube vids of Shadowgate have garnered tens of thousands of views and many warm comments of the 'oh, man, I loved this game back in the day' variety.

Marsh and partners have launched a Kickstarter to remake the game for PC, possibly tablet, and perhaps even console, for the 21st Century. Point-and-click adventuring, games from the past, well-regarded developers exploring an entrepreneurial outlet, these are all meat, potatoes and gravy to Kickstarter.

Marsh understands that the final game he produces will need to appeal to people who played the original, overwhelmingly the guys stumping up the cash. And this is exactly why he knows that the very last thing he wants to do is remake the exact same game.

To do so, would be to disappoint his audience. They may understand this, or they may not. It makes no difference. As the game’s creator, he appreciates the subtleties of the term “remake”.

He says, “The first thing we had to figure out was whether or not players are interested in playing a game that was something they loved in their childhood, whether or not it holds up today. A lot of the things you remember from your childhood are about where you were, how it felt in that place in your life. It’s very difficult to recreate that, so we decided we just wouldn’t try.”

“

A lot of the things you remember from your childhood are about how it felt in that place in your life.

He adds, “We asked ourselves, ‘Are we going to make an exact port of the game? Or are we going to change the majority of the puzzles, but keep some of those iconic locations that people remember?’ We went with the latter, because if somebody really wants to play Shadowgate on the NES, they can find an emulated version out there. But just re-creating exactly what they saw before didn’t seem very fun to us.”

So the new Shadowgate cannot afford to rely on the simplistic puzzles of the 1980s and early 1990s, even though they seemed fine at the time. Too much has changed. The player’s sense of power within the world is too important to be left in the past. Players today just don’t want to progress through worlds on a trial-by-error basis. They want to feel like they’re smart, like they are in control and no amount of nostalgia is going to change that.

The puzzles have advanced but they do not fall into line with what we think of in modern gaming as ‘puzzles’, that being collecting things and arranging them in a certain order. Marsh explains, “There are plenty of games out there, where you go into a location and you play a game of Concentration or some hidden object game and you open the door. That doesn’t interest us. We’re more interested in story puzzles. We’ve been spending more time saying, 'If we were to have an area here that requires that you come in, and there’s water filling the room, how would we get by that?' What would we do? What is a logical puzzle that we could create that doesn’t require you to put together ten stones, or whatever.

“For the most part, we just look at it and say, 'What’s a logical progression?' What can we do that feels like it’s pulling from the storyline, rather than some abstract thing that you could do on Pogo? The word ‘puzzle’ now comes across as something that you put together with blocks. I guess we’re just saying that it’s more of a storyline puzzle.”

So the idea of ‘puzzles’ has changed, But what remains is the sense of place, the locations, the characters, the art-style and the writing because even if they are not wholly timeless, they have a forgiving quality of timelessness.

He explains, “It still needs to fit well with what players remember Shadowgate being. That’s always a thing you have to be careful about. If I tried to turn Shadowgate into a third-person RPG, people would say, ‘this isn’t what I remember.’”

“

We want to go for an art style that has a more painterly feel.

Marsh and team looked at the possibility of rendering environments in a more three-dimensional fashion, but decided to go with a look that chimed with the original, even if it makes use of the advantages of modern computing.

“It’s the same in that you walk into a room, you solve the puzzle, and then you walk into the next room. We didn’t want to deviate a lot from that. We like that feeling of being able to solve something in the room without worrying about whether we were positioning the camera correctly and looking exactly in the right corner. We want to go for an art style that has a more painterly feel.”

We have reached a point in gaming where graphical fidelity to the real world, even in games that portray three-dimensional spaces involving corridors and cauldrons and dragons, does not need to aspire to absolute ‘realism’ in order to quality for serious consideration. Gaming is a broad creative idea.

It’s curious that when Shadowgate first came out, games did not represent the world as well as, say, color illustrations in a book. So Shadowgate’s blocky-looks were state of the art, then. Now games are amazing at rendering complexity. And yet we find room for art that does not aspire to complexity for its own sake, because it is pleasurable. Shadowgate seeks to flourish in the modern world, not by looking like a 25-year-old game, or like a brand new game, but by looking like itself, by standing outside the confines of technological progress.

“

In the 1980s, adventure games were, literally, stories. How strange this feels to us today.

And finally there’s the writing. If you look at a gameplay video from the original, you’ll be struck by just how many words are in the game, and how strange this feels to us today. In the 1980s, adventure games were, literally, stories. Narratives and consequences were delivered in words. Again, a modern audience won’t suffer to sit through text unspooling endlessly on screen and so more use will be made of voice-overs. But also, there is room for games that embrace words and text and don’t treat them as if they were nasty glyphs from the imagination of a child.

Marsh says, “Not everything has to be about sound bites and instant gratification. Many people want to go ahead and enjoy an intelligent game, something where you invest your time in the story, instead of just launching a bird at some pigs. Certainly there are games that are really fun to play for a brief amount of time, but we are more interested in saying, ‘How can we expand the narrative?’

“Some people aren’t really willing to invest that much time, but I think there are people who are interested in getting to the prose and understanding it and building a richer environment – or, in the case of Shadowgate and these types of adventure games, a richer game – by having a little bit more text. A lot of players care about understanding what the world is like.”

There is clearly some enthusiasm for bringing back this game. Shadowgate is currently more than mid-way towards its Kickstarter goal of $120,000. And yet, the Shadowgate of 1987 remains back there, a memory for many of its fans and an inspiration for this new game that seeks to progress the idea of adventures, rather than encase point-and-clicking in the glass cabinet of nostalgia.

For daily opinions, debates and interviews on games you can follow Colin Campbell on Twitter or at IGN. 


Source : ign[dot]com

Thursday, November 8, 2012

Countdown to Wii U: What Excites Us About Wii U's eShop

Lucas' Note: I originally wrote this piece in the wake of September's Wii U release date confirmation, to help me sort through my thoughts on just which games I wanted to buy alongside my new Wii U on Launch Day. Now that we're 10 days away, I still haven't fully decided. But this list may help remind you all to factor the download-only eShop games into your decision-making, so we're bringing it back for an encore appearance as part of our Countdown to Wii U article series. We kicked off this set of features two days ago with The Platformers We Can't Wait to Play, then kept things rolling yesterday with The Excellent Wii U Action Lineup. Now, once again, please enjoy What Excites Us About Wii U's eShop:

I'm in a classic conundrum. I've got my Wii U pre-order taken care of, so I'm assured that the system itself will be mine as soon as it launches – no problem there. But now I've got to decide which of the many launch titles I'm going to get too. ZombiU? Scribblenauts Unlimited? Tank! Tank! Tank!? The options are already overwhelming my mind and wallet, and I'm worried that I might miss out on beating the crowd and bringing home a critical game if I don't decide soon and get those pre-orders in place as well.

In the middle of this mental chaos, though, I am experiencing some comfort – because not every Wii U launch title will be available in those brick-and-mortar stores. I won't have to fight off any other gamers or put any pre-order money down for these games, because inventory never runs out for them. And I won't even have to go outside to get them.

I speak, of course, of the Wii U's eShop games.

These download-only options have been overshadowed in the talk about Wii U's launch so far, and that's understandable – most people, like me, are still focused on the physical and what they need to do to get their hands tangibly on the games they want to play. But Nintendo is positioning the new console's new eShop to be live and active on Day 1, right alongside all that real-world chaos. And there should be enough digital goodness immediately available that, if you wanted to, you could ignore those discs entirely and just enjoy the eShop-only choices.

(Nintendo has also announced a plan to offer retail titles like New Super Mario Bros. U in eShop download form as well, so it's possible that all those same disc-media games will be available digitally too. But for the purpose of this article, we're focused on just eShop exclusives – games that will only be available by download alone.)

All set? Alright, let's dive in. Here are 10 Wii U eShop titles to be looking out for in the new system's "launch window."

Mutant Mudds Deluxe

Just announced this past Thursday during the Wii U Preview Event, Mutant Mudds Deluxe is an upgraded port of the 3DS eShop hit, Mutant Mudds. Developed and published by Renegade Kid (the makers of Dementium: The Ward, Moon and ATV Wild Ride, among others), Mutant Mudds is a retro-styled platforming challenge that demands an exacting degree of precision – you've got to be nearly pixel-perfect if you're going to earn a 100% completion rate in this quest to rid the Earth of an army of invading mud monsters.

Fans of this game are suckers for a challenge, though, so even after finishing the tough-as-nails set of stages found in the original 3DS download, they demanded more. Renegade Kid delivered, developing a new set of 20 extra-challenging "Grannie Edition" levels where our hero Max sits on the sidelines and his energetic grandma grabs the jetpack and water cannon to blast the Mudds herself. Those new levels are set to be delivered to the 3DS game as a free update in the near future, and they'll be integrated from the beginning in Wii U's Mutant Mudds Deluxe.

But Deluxe won't stop there. Renegade Kid's Jools Watsham has confirmed that this new edition of the game will include even more new content that will be unique to Wii U, and that anyone concerned about how the portable game's visuals will translate to the big screen shouldn't be worried. "We're paying special attention to making sure the 16:9 display of the Wii U is taken advantage of while making sure the pixels are super crisp and delicious for those who have HDTVs," he said. Sounds good to us.

Mighty Switch Force! HD

Another 3DS eShop hit that will be making the transition to the new home console is WayForward's Mighty Switch Force! – though it's taking the opposite approach in adapting its visuals for the big screen. Whereas Mutant Mudds will focus on preserving pixel precision in its translation, Mighty Switch Force! is having each and every one of its visual elements redrawn by hand. It will arrive on Wii U as Mighty Switch Force! HD.

The new graphics promise to make intergalactic police officer Patricia Wagon look more like she's a comic book character come to life, making her – and her enemies, the Hooligan Sisters – appear as more in line with their original concept art. Anyone who played the magical A Boy & His Blob remake on the Wii already knows what wonders WayForward can work with 2D art on a home console, and it's great that the Nintendo canvas they'll be painting on now finally supports high-definition resolutions.

The original Mighty Switch Force! had some extra levels added as a free update after its launch in the 3DS eShop too, and this new Wii U version will include those – along with some Wii U GamePad functionality, like seeing a map displayed in your hands or being able to play the game entirely on the Pad, if you choose. There may also be some extra Wii U-only content added as well, but we'll have to wait until a little bit closer to launch to know that for sure.

Little Inferno

Now that we're at the end of the road for the original Wii, it's probably safe to say that its original download games service, WiiWare, didn't exactly set the world on fire. There were a handful of must-have hits spread out over the years, but most of the time it was safe to ignore the Wii Shop's wares. The biggest exception to that rule? World of Goo, a download-only Wii title that was so good we awarded it the overall Game of the Year award back in 2008.

Now, World of Goo's spiritual successor is on the way. Little Inferno is being developed by one of Goo's creators in partnership with one of the creators of Henry Hatsworth & The Puzzling Adventure, and that new combination of indie talent is setting out to set the world on fire – literally, this time. Little Inferno builds its gameplay on a mechanic of burning objects and interacting with them as the flames engulf them, all the way echoing the same kind of darkly comedic tone that defined World of Goo's world gone bad.

Few specifics are known about Little Inferno beyond that general description, though, as Tomorrow Corporation is hoping to keep as many details about it obscured as possible in order to preserve the mystery and sense of discovery for players' first playthroughs of it. (So it sounds like there will be much more to it than just burning things.) Check out its teaser trailer below and start trying to solve the mystery yourself:

Toki Tori 2

Speaking of excellent games of Nintendo systems past, we can never miss the opportunity to trot Two Tribes' Toki Tori back out into the spotlight. This brilliant little platformer/puzzler was cursed with a release on the Game Boy Color so late into the life cycle of that portable that almost no one paid attention to it – the Game Boy Advance had already been released months earlier, and most Nintendo gamers had moved on.

The game then had a second chance to shine thanks to a WiiWare port a couple of years ago, but we've already established that WiiWare never really did a great job of drawing attention to itself either.

Which is why we're so excited about the potential for Toki Tori 2. We encourage you to go back and check out the original if you missed it – it just got an encore release through the 3DS eShop, making it easier to find than ever before – but even gamers who've still been unable to introduce themselves to the little yellow chick's original adventure can get in on the ground floor with his second. Toki Tori 2 has the best release date possible for getting itself noticed on Wii U – Day 1 – and as an all-new adventure with all-new puzzles, every fan new and old should be planning an instant purchase the minute their new Wii U machines grab onto the nearest Wi-Fi signal.

Trine 2: Director's Cut

Nintendo has offered a lot of great options for gamers looking for engaging local co-op experiences these past several years, and the Wii U will keep that trend moving forward with titles like Nintendo Land, New Super Mario Bros. U and Rayman Legends. If you happen to be looking for a specifically three-player adventure, though, and would like something a little more mature in tone than those other, more cartoony options, you've got to check out Trine 2: Director's Cut.

Trine 2 brings together three classic fantasy characters types – a wizard, a thief and a fighter – and forces them to work as one cohesive unit. If you play it alone, you'll swap between the three characters on the fly and use their unique abilities – like the fighter's power to bash through walls – to progress through the game world. If you toss a couple of Wiimotes to two of your buddies and take on the game as a trio, though, all three of you will have defined, individual roles to play.

Trine 2 first launched late last year and earned huge praise in our review of its PC and Xbox Live Arcade versions – 9s out of 10s. The "Director's Cut" subtitle and a extra year of polish promise an even better experience than that on Wii U too, so stay tuned for more on this one.


Source : ign[dot]com

Wednesday, November 7, 2012

Gears of War Series Surpasses 19 Million Sales

Epic Games has revealed the lifetime sales for the Gears of War series -- the 19 million copies sold span three releases since November 2006. In its first week alone, Gears of War 3 sold 3 million, while Gears of War 2 garnered 2 million sales in its first weekend. Not bad.

This is the second Xbox-exclusive series to share its significant success in the past weeks. Microsoft recently detailed the record sales for its Halo franchise, which cracked the 46 million mark leading up to Halo 4's release.

Coincidentally, today marks the sixth anniversary for Gears of War.The first Gears of War prequel entry, called Gears of War: Judgment, will release for Xbox 360 on March 19, 2013.

Mitch Dyer is an Associate Editor at IGN. He loves Gears a lot. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

How Video Games Became the Addict's Art

Editor's Note: this article contains ending spoilers for Papo y Yo and Demon's Souls.

Video games are addictive, but they also offer an opportunity to reconsider what addiction actually is; to ask ourselves why we fear it, and why it produces guilt in those who suffer from it. And video games can actually do something unprecedented: they make addiction a directed part of the player's experience. In games, addiction can become a familiar and survivable part of the human experience, not a devastating weakness lying dormant in our genealogies. And in that way, games can both translate addiction into art and make addiction itself an art.

The Fallout games used the basic tension between moderate consumption and full-blown dependence as a way of balancing its buffs and boosts. Drinking wine or whiskey before a fight, for instance, provides a temporary boost to strength and defense but comes at the cost of intelligence and precision. If this trade-off suits your play style, the game will eventually punish you for the preference, simulating an addiction withdrawal state with impaired vision and inhibited movement. The same mechanic applies to a number of substances in the game, from Stimpaks to Med-X.

Max Payne 3 ties its health regeneration system to the plot point of haggard Max's addiction to pain pills. When he's wounded he can take a bottle of pain pills to numb the effects of damage and bring him back to a state where he can be maximally aggressive. In a way, drugs are the engine of postponement in Max Payne, keeping the monstrous hero from confronting the consequences of his lifestyle for a few moments longer.

Rockstar's other cynical opus, Grand Theft Auto IV, depicts its impression of drunkenness when Nico take dates to a local bar. After a few drinks even basic actions like walking or aiming a reticule in a game of darts can become overwhelmingly imprecise, mired in controls that respond late to inputs and then wildly overcompensate for them. The sequence is at its best when drunk Nico gets back into a car and tries to drive drunkenly, turning the game's already loose driving mechanics into an impossible-to-control mess of dead pedestrians, side-swiped cars, and broken traffic laws.

The recently released Papo y Yo makes addiction a central metaphor for its mechanics. A young boy must use coconuts and poisonous frogs to bait a giant monster through environmental puzzles. The innocuous coconuts cause the monster to feel full and fall asleep, which allows the boy to use his belly as a trampoline to reach new areas, but the poisonous frogs turn the monster into a flaming beast who becomes obsessed with hunting the boy down and throwing him into the ground again and again.

Developed by Vander Caballero, a former Army of Two designer, the game can be taken as a petite fantasy diorama the child of an alcoholic and abusive father might make. The boy in the game occasionally slips into black and white flashbacks where his drunk father appears to have killed someone on a drive home. The ending directly connects the boy's cowering in fear of the frog-dosed monster to his hiding from his drunken father, who is trying to whip him with a belt. This is as naked as metaphors come, and its conclusion -- in which the boy sacrifices a mirror image of himself to the monster, lures it into a trap, and kills it -- is an effigial cutting of ties with the worst of his past.

In the broadest terms, addiction can be bisected into those that involve chemicals that actively change a person's body chemistry, and psychological/behavioral addictions more closely associated with the dependence video games can engender. With Papo y Yo we have a game that might lightly trigger some behaviorally addictive people, used as an evocation of the suffering that can come from chemical addiction. This distinction actually offers some insight into just how superstitiously we approach chemical addiction in the first place, an affliction which is rooted in biology and yet has its most successful treatment in the form of 12 step programs and group therapy.

Alcohol is an ideal substance to capture this duality -- the biological malaise that can only be healed through psychoanalysis. For all the daydreams of hedonistic house parties and amber-lit happy hours, there is a dark but constant acknowledgement that all of that joy is also a loose gamble with one's propensity toward addiction.

“

The easiest and surest self-medication for that guilt and worthlessness is another distracting high.

In many cases this negative interpretation of the act contributes to an addictive cycle, where the person feels guilty and worthless because they have slipped into a category of social derision and shame, and yet the easiest and surest self-medication for that guilt and worthlessness is another distracting high. The stigma exaggerates the distance between someone with an addiction and everyone who identifies as a non-addict.

The word itself derives from Latin, addicere, to assign. Addicts are assigned a new identity, one that separates them from the normal flow of society. They are no longer us, but are defined by their sicknesses, an outwardly normal person who contains an untrustworthy beast within. When we ask whether or not something is addictive -- games for example -- what we're really asking is whether or not we have done something that will label us as an addict. In this view, addiction is not a capacity we all have in varying intensities, but a thing that happens to some of us, something that comes from outside, brands us, and leaves us forever assigned to another category.

Addictive properties are almost imperceptible in Papo y Yo, with its short length and relatively simple puzzle design, yet it offers a decent template for what many posit as the basic addictive formula. Writing in the BBC, Tom Stafford suggests video games' addictive properties can be explained through the Zeigarnik Effect. The phenomenon was first outlined in the 1930s by a Russian psychologist who noticed that waiters had outstanding memories for customer orders, but then completely forgot them after the food had been served. The Effect claims that the human mind is disproportionately more drawn to unfinished tasks and disorder.

“

Video games are a powerful problem delivery device.

By this logic, video games are a powerful problem delivery device, regularly administering new forms of incomplete tasks and unordered items. Our ability to see what remains undone in a game world, and the powerful compulsion to reach in and do it, ordering the disorder, creates the addictive compulsion loop wherein players are drawn to completing one more task in perpetuity. This particular quality of video games can be exceptionally powerful, causing mild hallucinations and obsessive thought patterns, sometimes known as Tetris Syndrome.

Many games edge toward a self-aware commentary on the emptiness in these structures, but Demon's Souls is among the most intense, a near-perfect combination of artistic pathos and inescapable compulsion. The game is a nightmare of subtle complication that besets even simple goals with an exhausting number of secondary requirements and branching alternatives.

To turn your +4 Falchion into a magically charged Crescent Falchion, you'll first need 12 shards of Sharpstone, hoping they'll drop from the Miners in Stonefang Tunnel. Once you've farmed enough by repeating runs in one area, you'll be able to upgrade the Falchion to +6, and then you'll have to go harvest Darkmoonstones from Reapers in the Shrine of Storms, then return to the Stonefang blacksmith and have him convert the weapon. It's not complicated, and at no point is it especially difficult to imagine doing the necessary work to reach your goal. Yet the complications are just significant enough to trigger the part of the brain susceptible to the Zeigarnik Effect.

You can see the desirable endpoint, and the steps between it and your current state are systemically palpable. To this acquisition lust Demon's Souls adds several other systems that ask players to prioritize several simple goals -- each with their own slightly more complicated achievement paths. In the hour or two it will take to farm upgrade stones you could instead grind to increase your strength and dexterity, or else learn to use another weapon already in your inventory. Or else you could simply go on with the quest, choosing to sharpen your technique against the next tough boss and find a way to beat him with your current gear and stats. Demon's Souls is a vast network of simple tasks, and they are insidiously balanced against one another so that even when the player is diligently on her way to completing one, it comes at the cost of knowing there are several others left undone by that choice.

“

Demon's Souls is a vast network of simple tasks, and they are insidiously balanced.

From Software seems to have been well aware of the torturously irresolvable desires Demon's Souls would evoke in players, appointing its lore and art with avaricious bastards, imprisoned liars, and a smothering sense of rot and waste. The game seems to taunt bleary-eyed grinders with its absence of musical accompaniment in most areas, filled with distant echoes that can't immediately be placed (the ghostly ringing of tiny bells in the Tower of Latria, the smoldering of torches in the distant haze of the Valley of Defilement). As one runs through these spaces where everything wants only to kill you, to prevent you from retrieving the ornament of order nested at the far end of the level, one's thoughts drift off into craven, irritable obsessiveness like a drunk returning to the liquor cabinet after everyone's gone to bed.

The game's apparent ending is a masterful play on the anguished but incessant need to solve, order, and advance. The penultimate boss has an attack that can in a few seconds drain an entire level of experience from your character. By the end of the game, each of these levels will have become symbolic of hours of toil, dutiful grinding in overfamiliar locations, falling into the same attack patterns against the same old enemies. It has the emotional effect of seeing a freshly bought bottle of whiskey shatter and spill its precious contents on the floor. And after this overwhelming fight, where players can see the dozens upon dozens of hours preparing to finish the game cruelly erased, they're drawn into the final encounter with the Old One, the source of all the rot and evil. The boss is a writhing, wilted worm of formerly human flesh, who can barely move let alone attack.

After killing him he delivers the game's summary motto, "No one wishes to go on." With this he dies, and the game throws you back to the very start. What seemed like a self-contained heroic epic is, in fact, an endless cycle of obsession, upgrading, grinding, and laboring in ignominy, encountering the same constrained characters that begin to seem more and more like road blocks on an infinite loop. Demon's Souls is an addictive hell. Its modular presentation spoking outward from a central hub, and its thorough absence of beauty in favor of rubble, filth, and toxicity, perfectly evoke the emotional meaning of its nihilistic system. Players become the addict who says he doesn't want to use anymore, knows it's killing him, and then takes another dose.

Addiction is a difficult and irreducible subject, but coded into the language of game systems we find a deployment of addiction's most basic properties in a way that intends to be emotional and artistic rather than destructive and stigma-laden. Games can make addiction art, and in doing so they point us toward an irrational fear we have about addictions in the first place. They begin in us; they are not exogenous spirits that invade us, but ways in which our best and most human characteristics can sometimes turn against us.

We are surrounded by addictive things, most people live with their lives in a matrix of complicated consumption choices with major positive and negative repercussions. We joke about being caffeine junkies, accept the modest thrills of a sugar high, and advertise pretty people having libidinally-charged conversations at cocktail hour.

And so a simple pleasure or a quirk of rationality can become unmoored from its purposeful context and turn into a histrionic tautology, both a means and an end. How this can happen to some of us, and to such extremes, is still unclear enough to leave room for our worst and most parochial superstitions, filling the void with dull stereotypes about zombie-eyed addicts who have abdicated their human dignity.

Games can free us from these separatist desires, if only by nudging us a tiny bit closer toward those we'd subconsciously forced into new identities: addicts, failures, broken people. In games we might yet discover our own weakened seams, which, when led on in the right environment, could rupture and leave us obsessively thinking about our next fix, our next level, our next button press. And with this comes the implicit challenge that everyone must answer for themselves: when will you stop, when will you have gained enough levels, chased after enough rarities, pressed enough buttons? We end with ourselves, after all, and it was only ourselves that we secretly feared when we set out to escape.

Michael Thomsen is a freelance writer based in New York. He subsides entirely on offal and intoxicants. Follow him on Twitter at @mike_thomsen.


Source : ign[dot]com

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

How Nintendo is Encouraging Devs to Make Games on Wii U

Miyamoto has talked about how Nintendo is encouraging developers to make games for Wii U in an IGN interview.

It seems that Miyamoto has been meeting personally with developers to encourage them to work with Nintendo's new console. "I am trying to meet with the game developers individually for this matter," he says, asked how the company will be supporting other developers that want to get the best out of the hardware. "The real subject is whether I’ll be able to - we’ll be able to - convince developers inside of the licensing publishers to be excited about the new features of the Wii U, so much so that they’ll be enthused towards making brand new entertainment that I couldn't come up with myself."

It's no secret to anyone that third-party developers struggled to get the most out of the Wii - almost all of the system's truly great games came from within Nintendo's own stables. But Miyamoto does not think that third-party developers lack the know-how to make the most out of the hardware; far from it.

"When it comes to technologies and techniques and skills necessary for working on Wii U, [and] what we can provide, I can count on them that they already have that. They know how to do that," Miyamoto asserts. "They are always skilful, and actually they must have some different know-how from what we have. There might be some misunderstanding - as if Nintendo alone had some special know-how, and because Nintendo has not shared those unique, secret protocols with other, third-party publishers have not been able to create the exciting, unique gameplay on Nintendo hardware. But that was not the case."

“

There might be some misunderstanding - as if Nintendo alone had some special know-how...

"The fact of the matter is that most third-party licensees from a business point of view, had to create multi-platform titles – and because Nintendo has been trying to create very unique hardware, oftentimes it was not considered the first choice for them to work on multi-platform software," he explains. "So it’s the entire company decision-making process that is hindering developer’s ability from making unique titles on Wii U hardware. Once again, my job as one of the developers is meet with the individual people and convince that they’ll be able to create brand new entertainment that they really wish to realise. My job is to try to assist them in that fashion.

"I do not think that providing any special technologies, know how or skills would be able to change the situation, because I understand that most third-party developers already have those things."

Look out for our full interview with Miyamoto very soon.

Keza MacDonald is in charge of IGN's games team in the UK. You can follow her onIGN and Twitter.


Source : ign[dot]com

Friday, October 26, 2012

Braid Artist Creates Zelda-Inspired Comic

I don't get to write about/play games as often as I'd like, as I'm usually nose-deep in comics 24/7. That being said, there is one franchise that I'll always, always, always make time for: The Legend of Zelda. Hands down, Hyrule has been home to my favorite gaming experiences since I was a kid (I'm wearing a Zelda shirt as I write this, in fact). However, despite IGN's glowing review of last year's Skyward Sword, the game left me cold.

It seems I'm not the only one.

The artist behind the world of Braid (another spectacular gaming experience for me), David Hellman, has partnered with writer Tevis Thompson for a new graphic novel called Second Quest, which aims to take their frustrations with recent entries of the Zelda franchise and create their own fantasy world. It's a 50-page graphic novel that they've taken to Kickstarter for funding. The official synopsis of Second Quest is as follows:

Second Quest takes place in a world that has already been saved. Chaos was banished long ago, and the people were united. It is now the Age of Harmony.

A young woman discovers that she can draw out memories from objects just by touching them. But what these objects show her does not fit the legends she’s always been told. What will she discover about her island home? And what place does a curious, daring young woman have in a world that has already been saved?

Second Quest also engages many conversations that are happening in the videogame community right now – about the representations of women in games, the failures of triple-A titles, the role of achievements and trophies, and why we even play games at all. We hope our comic will offer a unique take on these issues.

The artwork shown thus far looks great, and the project is over the halfway mark of their goal with over two weeks to go. You can see more artwork for Second Quest below. For more on the project, check out their Kickstarter campaign.

Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter @JoeyEsposito, or find him on IGN at Joey-IGN. He loves superhero pets so hard.


Source : ign[dot]com

Tuesday, October 23, 2012

Making Assassin's Creed III: The Complete Collection

Assassin's Creed III is one of the most anticipated games of the year, and for good reason. It takes the series to an exciting new setting and revamps the core gameplay we all know and love. But how did it get to this point? What was the thinking behind the American Revolution setting? Behind the forest free running? Behind naval combat? The videos below are a must-see for any fans of the series and came about as a result of unprecedented access to the core development team at Ubisoft Montreal. Want to know about Assassin's Creed III? Then look no further.

Part One: Origins

In part one, the team takes us back to the very beginning of the project in January 2010, when a small group broke off at the start of the development of AC: Brotherhood to work on ACIII. The basic plan was to take the series somewhere truly fresh, and to make the gameplay and presentation a significant step forward. One of the coolest elements of this video is seeing the original target gameplay footage the team developed to show how the game would look and feel.

Part Two: Refining the Assassin

The second part focuses entirely on Connor, starting with a look into his background and who he is as a character - noble, fighting for justice and with a strong ideology. The team then discuss how that core character flows through into everything he does, from how he moves to how he fights.

Part Three: Into the Wild

One of the most refreshing aspects of Assassin's Creed III is definitely the fact that its frontier setting takes in both cities and the wilderness. Exploring the latter; hunting from the treetops, scaling mountains and dealing with the wildlife is a huge part of ACIII, and in this video we get an incredible insight into this aspect of the game and bringing it to life.

Part Four: The Revolution

The final part of our series delves into the meeting of real history with fiction, and how the team has anchored its story in as authentic a version of colonial America as possible, while also pursuing a compelling narrative and great gameplay. This video also goes into detail on creating the amazing naval battles.


Source : ign[dot]com

Square Enix Licenses Unreal Engine 4

Square Enix has signed a new deal with Epic Games for use of the Unreal Engine. As Epic announced this morning, Square Enix has licensed Unreal Engine 3 and 4 for a long-term deal that will span multiple titles and “provides Square Enix developers with full access to Unreal Engine 3 and Unreal Engine 4 technology across its studios.” The deal was signed with Epic Games Japan, who will provide local support to Square Enix and “will supplement Square Enix's proprietary software and ensure the studio is armed with the most powerful game development tools and technologies available across all major platforms.”

“Epic has a strong relationship with Square Enix, and it’s an honor to provide their creative and technical talent with the best game technology available for licensing,” said Epic Japan territory manager Taka Kawasaki. “We look forward to supporting their developers with world-class tools for years to come.”

Square Enix first licensed Unreal Engine 3 back in 2007 and renewed its agreement late last year. Previous Square-published titles using the engine include The Last Remnant in 2008 and Demon’s Score on iOS earlier this year. Square Enix showed off its own Luminous engine at E3 though it hasn’t announced which engine will be its primary focus for next-gen titles.

Unreal Engine 4 was first shown off at E3, and development was recently expanded when Epic opened a new Unreal Engine 4 studio and hired Laura Fryer as its general manager. The first Unreal Engine 4 title will be Fortnite, which is set to hit PC in 2013.

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


Source : ign[dot]com

Friday, October 19, 2012

IGN UK Podcast #157: GMA-zing

This week a hungover Luke, Keza, Chris and Rich recall the events of last night's Games Media Awards, where our very own Ms. MacDonald won the inaugural Games Writer of the Year award.

We also get round to hazily discussing the biggest news stories of the week as well as ponder just what the hell that mystery trailer of Sony's could be teasing.

Download it here through the magic of mouse-clickery, or saunter over to iTunes at your leisure:

IGN UK Podcast #157: GMA-zing – 31.86 MB

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Remember, if you've got something to say to the IGN UK team, grab us on Twitter page, our Facebook page, or via email at ignukfeedback@ign.com.


Source : ign[dot]com

Wednesday, October 17, 2012

Is Anarchy Reigns Coming to the West in January?

Japanese developer Platinum Games is well known for titles like Bayonetta and Vanquish. And its latest game, Anarchy Reigns (known as Max Anarchy in Japan) was supposed to come to PlayStation 3 and Xbox 360 in the west this past July. It still came out in Japan, but was inexplicably delayed mere weeks before its western launch.

Publisher SEGA later noted that the game would be released in Q1 of 2013, and it seems that SEGA was true to its word, at least according to online retailer Amazon.

Website Xbigy Games notes that if you go to Amazon and search for Anarchy Reigns, both the PS3 and 360 versions of the game show up. The PS3 version of the game has no date affixed to it, but the 360 version does: January 08, 2013.

January 08, 2013 is a Tuesday, which is the traditional day of the week games come out in North America. It could be a placeholder, but then again, it may not be. We’ve reached out to SEGA for confirmation of the date, and will update when we hear back.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Details on Yoshi, F-Zero Nintendo Land Games

Though we've known for a while that Nintendo Land's final games were Captain Falcon's Twister Race, Yoshi's Fruit Cart and Octopus Dance, we've had no clear details on these final three attractions - until now.

As reported by ONM, a recent UK public event for Wii U featured full descriptions for Nintendo Land's games, including those that had yet to be completely and formally revealed. Though no in-game images have been shown, these listings do specify the number of players and quite a bit of information. Here's what was revealed:

Captain Falcon's Twister Race: In this single-player attraction, you'll hold the narrow end of the Wii U GamePad upright with both hands to guide a high-speed wind-up vehicle toward the finish line.

Octopus Dance: This is a single-player, rhythm-based attraction using the Wii U GamePad. You must instantly memorize the movement of the character on screen and re-enact the poses using the Control Sticks or gyro sensor.

Yoshi's Fruit Cart: In this brain-teasing single-player attraction, you're asked to guide Yoshi's cart towards the goal while collecting all the fruit along the way. The catch is that you can see fruit on the TV but not on the GamePad, a game-play mechanic made possible only using two screens.

Stay tuned to IGN for more details on these games, and Nintendo Land in general.

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


Source : ign[dot]com

Tuesday, October 16, 2012

Deadly Premonition Coming to PlayStation 3

Deadly Premonition, the Xbox 360-exclusive budget horror game, is now coming to PlayStation 3. Developed by Japanese studio Access Games, Deadly Premonition was terrible -- we gave it a 2.0 -- but there’s no denying that it has a niche of hardcore fans that swear by it.

The PlayStation 3 version of the game, will come packing an “updated control system,” as well as a “brand new scenario from the game’s director” and “DLC to keep the game going once you complete the main campaign.”

There’s no release date or other information available for Deadly Premonition: The Director’s Cut as of yet (though we've been told it'll be out early in 2013), but we’ll keep you updated when we hear more.

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter (@notaxation) and IGN (Moriarty-IGN) and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : ign[dot]com

Drucker’s Games of the Week (in 60 Sec)

Want to know what games are out this week in a quick and schizophrenic fashion? This video might help:

IGN's Mike Drucker asks and (possibly answers) the hard hitting questions. Questions like “is Dance Central 3 just a cruel joke on fat people?” “Why are there so many games with ‘3’ in the title?” And “Who IS Mike Drucker?”

Leave us comments below. This isn’t the game’s release calendar that you deserve, but it’s the one that you need. Actually…it’s probably not the one that you need either. We’re sorry.


Source : ign[dot]com

Drucker’s Games of the Week (in 60 Sec)

Want to know what games are out this week in a quick and schizophrenic fashion? This video might help:

IGN's Mike Drucker asks and (possibly answers) the hard hitting questions. Questions like “is Dance Central 3 just a cruel joke on fat people?” “Why are there so many games with ‘3’ in the title?” And “Who IS Mike Drucker?”

Leave us comments below. This isn’t the game’s release calendar that you deserve, but it’s the one that you need. Actually…it’s probably not the one that you need either. We’re sorry.


Source : ign[dot]com

Monday, October 15, 2012

SNES-Inspired Wii U Gamepad Coming

Australian games retailer EB Games has listed a new variant of the Wii U Pro Controller on its site. This ‘SNES Version’ of the Pro Controller essentially looks like it has the iconic Super Nintendo controller embedded beneath the dual analogue sticks.

It’s a great concept, but be warned - it’s not coming from Nintendo itself. This is third party, people, and we know very little about it, so you may want to check out the build quality before pre-ordering one. EB has the controller listed for AUD $48 (USD $49), which is about $30 less than the estimated price for the real Pro Controller.

It's down for release on November 30 – the same date the Wii U goes on sale in Australia. No word yet on whether other retailers will also be stocking it.

Thanks to freelancer Tim Biggs for the tip.

Cam Shea is the senior editor at IGN Australia. You can follow him here on IGN, and why not join the IGN AU Facebook community? 


Source : ign[dot]com

Thursday, October 11, 2012

Podcast Unlocked Ep. 073: Anyway, I'm Fat

Ryan McCaffrey, Mitch Dyer, and Destin Legarie gather to talk all about Cliff Bleszinski's departure from Epic Games, the failure of NBA Live 13, and the beginning of fall's game release onslaught.

Other hot topics this week:

Terrible puns.

Rockstar's killer game collection.

When you can read our Halo 4 review.

Download Podcast Unlocked Ep. 073: Anyway, I'm Fat (MP3)

Mitch Dyer is an Associate Editor at IGN. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com