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Friday, May 10, 2013
News::Watch Dogs Preview: Sweet Home Chicago | Dealspwn
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News::ZTGD | WoW Wireless MMO Gaming Mouse (Hardware) Review
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News::Ubisoft releases six new Watch Dogs shots
The post Ubisoft releases six new Watch Dogs shots appeared first on Edge Online.
via Edge Online http://www.edge-online.com/gallery/ubisoft-releases-six-new-watch-dogs-shots/
News::How Watch Dogs’ Disrupt Engine enables cross gen, cross platform play
Ubisoft is aiming to deliver the same core Watch Dogs play experience across console generations, mobile and tablets through its new game engine.
The Disrupt Engine has been built for Watch Dogs, Ubisoft’s forthcoming open world title, and allows its studios to develop the title so that delivers the “the same core game experience on each platform.” It is set for release on PS3, X360, Wii U and PC on November 21, and will be a PS4 launch title. Ubisoft has promised to bring the game to mobile and tablets, too.
“One of the core strengths of the engine is its scalability,” said senior producer Dominic Guay. “We built the technology to support our vision for Watch Dogs and make sure we delivered the same core game experience on each platform.”
“Moreover, our credo on Watch Dogs is ‘Everything is connected, connection is power’. This obviously applies to the game world and Aiden’s unique abilities, but it also applies to our technology. Indeed, Disrupt will allow us to connect players together in completely new ways that players have not experimented before. This also extends to mobile devices and tablets.”
Guay added that the new engine was designed to enable a more fluid, dynamic gameworld. “Our game direction did not allow for a static world that only played carefully pre-designed scenarios,” said Guay. “In Watch Dogs, players have the freedom to choose their own plan using a large array of approaches and the game needs to respond to them. This required us to increase the interactivity of our game engine affecting all areas: physics, graphics, animation, AI.”
“Furthermore, our desire to allow the whole Watch Dogs universe to be connected also required us to build online support in every part of the engine.”
Ubisoft also released new Watch Dogs shots today. You can see them here.
The post How Watch Dogs’ Disrupt Engine enables cross gen, cross platform play appeared first on Edge Online.
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News::Fallen Enchantress: Legendary Heroes Beta - Preview | Saving Content
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News::Tom Clancy's Splinter Cell: Blacklist Co-Op Multiplayer Interview
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News::Gioteck Defiance Review
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News::Borderlands 2 Psycho Pack: Holy %$@# | PS Nation
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News::Strike Suit Infinity Review |CheatMasters|
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News::Bret Airborne Review | The Indie Mine
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News::37 New Neverwinter Classes That Could Be Added To The Game
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News::Dead Island: Riptide Review (ITF Gaming)
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News::ClayFighter N64 instruction manual going for over $1000
You know what game series no one ever talks about? ClayFighter. I remember years ago competing in a Blockbuster challenge for it (Blob for life!), and how much of a big deal the Nintendo 64 game was, but alas, it's kind of a distant memory for many.
But it seems as if the franchise is back in the headlines, as the instruction manual for ClayFighter Sculptor's Cut is going for a whopping $1023 at the time of this writing. The reason this item is so rare is because the game itself is not only a Blockbuster rental exclusive, but the inclusion of the manual was optional.
I don't know how many hundreds of pre-jewel case era games I've thrown away boxes for, and after becoming a collector, I highly regret it. If you have any original boxes, keep them!
Clay Fighter [eBay via GoNintendo]
Read more...
via destructoid http://www.destructoid.com/clayfighter-n64-instruction-manual-going-for-over-1000-253482.phtml
News::Ray's the Dead - Digitally Downloaded Preview
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News::E254: believe the hype how Oculus Rift changes everything
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News::Here is Project Juggernaut. Its Dark and its Full of Zombies
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News::Indie Daily 05.09.13
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News::30 Day Video Game Challenge Day 8: Best Soundtrack
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News::[WKG] Preview: A Tense And Thrilling Atmosphere In Metro: Last Light
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News::Lock On: Flaming Cliffs 3 Released
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News::Preview-stream of The Incredible Adventures of Van Helsing 05/09/2013
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News::The Most Promising Indie Game since The Walking Dead
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News::Low cost consoles and games can reach the markets PlayStation and Xbox can’t, says GameStick
Sony and Microsoft’s vast console empires have made it difficult for them to innovate and capitalise on the rise in low cost indie games, says Playjam CMO Anthony Johnson.
Playjam will release GameStick this summer for $79 in the US and £79.99 in the UK, where it will retail exclusively at Game. It is targeting casual and ‘mid-core’ games players – the kind that play low-cost mobile games but aren’t likely to pay a premium for a traditional, high-end games console.
“The issue is that as we all know, elephants can’t jump,” Playjam CMO Anthony Johnson told us. “[Sony and Microsoft] have built an extraordinary successful market which they have dominated for years, but times are changing and the underlying models employed by these manufacturers will make it extremely difficult for them to innovate. A model built around huge hardware subsidies and Hollywood-type budgets for content will only ever serve a relatively niche segment of the market.”
Johnson says that GameStick was conceived as a reaction to the ‘old’ marketplace, and it reached its $100,000 Kickstarter target with ease. It currently has $647,658 in funding – a not inconsequential sum, but one that’s dwarfed by the $8.5 million raised thus far by fellow microconsole Ouya.
“Ouya got to Kickstarter first and ran a legendary campaign,” says Johnson. “We would probably see them as our closest competition today although we have chosen to go down a different route in terms of form factor that we think offers players more. I know that this sounds canned but competition is good. We are looking to define a new market and realistically this is going to take a number of players to achieve.”
Its pitch to developers is to offer an easy way of getting games onto the big screen, but with competing tech on its way, fragmentation could threaten this new marketplace. ”If new hardware manufacturers insist on throwing up barriers by asking developers to follow proprietary key mapping technologies then we will see fatigue from the developer community hit pretty quickly,” says Johnson. “GameStick has decided to employ open standards to ensure as much cross compatibility between devices and content as possible. Developers are far more likely to support platforms which require the least effort to port to.”
Johnson says that GameStick is courting indies and large publishers, and tells us that “500 developers have signed up so far.”
“If your game runs on an Android device and would make sense on TV it will work on our platform with either minimal or no tweaking,” he says.
One million units sold is the benchmark for Playjam, at which point it would consider GameStick to be a viable platform in the long term. And Johnson doesn’t believe that the arrival of PS4 will dilute demand for GameStick in any meaningful way.
“I think Sony made a couple of neat innovations around the integration of social media within the platform but these will take time for developers to integrate, whereas the games we are targeting are inherently social given that they originated on mobile platforms,” he adds. “Their underlying model has not changed. Until it does, devices such as GameStick will legitimately be able to claim to be truly disruptive to the industry as a whole.”
The post Low cost consoles and games can reach the markets PlayStation and Xbox can’t, says GameStick appeared first on Edge Online.
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News::New LoL Champion Speculation
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News::The 39 Steps Review (Invision Game Community)
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News::Roller Coaster Tycoon like sim on Kickstarter
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News::Dont Starve Interview with Alia McCutchen
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News::Wargame: AirLand Battle Pixel Judge preview
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News::Preview: Splinter Cell: Blacklists multiplayer mode revives Spies vs. Mercs - Canada.com
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News::Infinite Crisis Closed Beta Launches Today
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News::Milestone announces "2012 Top Riders" DLC for MotoGP '13 - Team VVV
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News::The Semi-Often Greenman Gaming Spotlight 10/05
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News::Zack Zero Review |CheatMasters|
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News::Disney Infinity's Pirates of the Caribbean gets shown off
Confession time: I'm super giddy for Disney Infinity . I love the concept, and I actually want to waste money on a bunch of dumb toys.
That's of course if they bring in classic Disney stuff. I'm talking about things like Duck Tales, Darkwing Duck, Goof Troops, Gummi Bears, Talespin -- Those classics. I mean I know the big private bank from Duck Tales is in Infinity, but I want more than just buildings! A guy can dream.
Of course they're going to play things safe instead and focus on current hot properties, like Pirates of the Caribbean. Sigh.
via destructoid http://www.destructoid.com/disney-infinity-s-pirates-of-the-caribbean-gets-shown-off-253478.phtml
News::PluggedIn - The Walking Dead: Survival Instinct Review
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News::Mars: War Logs Review | GodisaGeek
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News::Far Cry 3: Blood Dragon Review | post it gamer
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News::Top 5 things CalmDownTom wants to see in Fallout 4
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News::HeroesGo: Closed Beta Test Concludes
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News::Tim Schafer wants to make Psychonauts 2, Costume Quest 2, Grim Fandago reboot and more
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News::Persona 4 Arena review
Delays can kill a game. Interest quickly wanes in this paciest of industries, and potential customers, resentful that caused the delay, move on to the next big thing and never look back. This European release of Persona 4 Arena, coming nine months after its US release and over a year since its debut in Japanese arcades, could have sunk without trace. Worse still, it couldn’t be imported, taking the unwanted stigma of being PS3’s first region-locked game.
Yet if anything the delay has helped: the intervening months have seen the release of Persona 4 Golden, the retooled remake of the 2009 RPG that still stands as Vita’s best game. A particularly niche entry in this most niche of genres – an anime fighter from the developer of Blazblue and Guilty Gear, spun off from a Japanese RPG – finally arrives in Europe with a significantly larger potential audience than it would have enjoyed had it launched day and date with the US release last August.
There’s certainly plenty here for those who have finished the Vita game and are keenly feeling the absence from their lives of Atlus’ witty high school drama. The story mode, which is smartly set up to let you play around with the 13-strong roster by weaving an interlocking tale that requires you to finish part of one character’s arc to unlock others, picks up three months after Persona 4 Golden’s climax. Our protagonist, whose name in Golden was chosen by players but is here called Yu Narukami, returns to sleepy rural Inaba to visit his friends during Golden Week. On his first night in town he turns on the Midnight Channel – a TV show which only appears on rainy nights and which, in Golden, alerted Yu and his investigation team to imminent murders – to find it up and running again.
And, clearly, all is not well in Inaba. Teddie, the sentient stuffed bear who served as the party’s guide in Golden’s Shadow world, appears to have gone rogue, and along with fallen pop idol Rise Nakamura is hosting a tournament in which, it seems, characters from Persona 4 (and, to fill out the roster, Personas 3 and FES) are to fight to the death. It doesn’t quite work out like that, of course, but while there’s plenty of game here – involving, apparently, Atlus’ biggest-ever dialogue job – the script lacks Golden’s wit and easy charm. There are pacing problems, too, with the ratio of exposition to action weighted too heavily in favour of the former, and while you’re required to play around with the cast, the sporadic one-round battles aren’t enough to really give you a feel for each character’s idiosyncracies.
Which is a shame, because the battle system beneath it all is a delight. While it has Arc System Works’ DNA in the same four-button ABCD control setup used in Blazblue and Guilty Gear, there are two other factors at work: the RPG source material, and Atlus’ presumed request that the game appeal not just to hardened fighting game fans, but RPG players too. This means that the A and B buttons are used for your character’s light and heavy attacks, while C and D do the same but summon your character’s Persona for harder-hitting, longer range blows. This, however, must be done with caution: if your Persona is hit four times in short order they’ll be unavailable until a meter recharges. It makes for a cautious game of probing with normal attacks, only calling on Personas in combos or when you know they’ll be safe.
There’s another nod to the source material in the super meter, named the SP gauge after the source of Persona skills in Golden. In addition to the usual super moves each character has a move which can kill instantly, like Street Fighter IV’s Ultra moves taken to ludicrous JRPG extremes. When your health is low, your SP gauge automatically extends by 50 per cent and boosts your defence.
For beginner players there’s the All Out Attack. In Golden these saw the entire party pile in on a downed foe in a cloud of fists and feet; here, you press A and B together and your character sprints towards your opponent. If it connects, furious mashing of A will dole out a flurry of blows, while finishing off with a different button will knock your foe to the other side of the screen or up in the air where the combo can continue. Every character has access to one basic, but powerful combo: as long as your SP gauge is half full, successive taps of A will perform a three-hit chain, followed by a special move, cancelled into Super. There’s an extensive tutorial, too, that’s every bit as thorough and helpful as Blazblue’s but is, oddly given the story mode’s excesses, pleasingly less text-heavy.
It’s a smart balancing act: respectful to the source material and accommodating to beginner players, while still deep enough for experienced hands. At high levels it’s quite the spectacle, with the sort of extended juggle combos that typify Arc’s games – and the studio’s signature Burst combo-breaker is here too, and sorely needed lest you lose half your life to a single air combo. Those expecting a tale on par with Atlus’ remarkable RPG may be disappointed, then, but Persona 4 Arena’s thoughtfully designed combat system has been well worth the wait.
The post Persona 4 Arena review appeared first on Edge Online.
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News::The not-quite-daily Steam Spotlight 10/05
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News::SimCity Review | CalmDownTom
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News::Haunted Hollow review
That iOS version of XCOM may be yet to touch down, but Haunted Hollow has nonetheless crept out of Firaxis’ laboratory in the dead of night, bringing the studio’s undeniable affinity for turn-based strategising to the mobile platform.
Haunted Hollow sees two players competing to frighten the inhabitants of a town nestled between rival haunted houses. Your houses function as bases – you build rooms that spawn monsters. ‘Fighty’ monsters are designed to tackle the opposing player’s creatures, but scary monsters win you the game: you capture houses by scaring them, and holding every house ensures victory. Moving, scaring, attacking, and building more than one room per turn costs fear points – though the amount of available actions builds up as you play, meaning that turns tend to get longer and more involved as each match continues. There’s a complex set of variables involved here – matches can be won by aggressive battle tactics, relentless scaring strategies, or by efficiently building up fear points and overwhelming your opponent. The game provides its own wild card in the form of the mob – a torch-wielding pack of villagers who will indiscriminately burn both side’s houses and attack their forces.
Haunted Hollow’s charismatically ghoulish visuals can, at times, make for a cluttered board, and its decision to hide certain units and items behind micro-transactions grants those who pay more tactical breadth. Accept this last point in particular and there’s fun to be had with Haunted Hollow, but Firaxis’ creepy monsters can’t quite compete with its extra-terrestrial threats.
Haunted Hollow is free on iOS now.
The post Haunted Hollow review appeared first on Edge Online.
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News::Connection is power: Ubi Reflections talks Watch Dogs
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