New AvP Announced
Other Alien Games in Question
Duke Nukem Forever's Bugs
Official page-three photo reveals all!
Dead Rising 2
Coming to PC and Consoles
NecroVisioN PC Demo
WWI Zombie-Slaughtering Fun!
- Battlefield 1943: Why The 24-Player L... | (63) |
- DICE: "We Have Big Plans, The Fans Do... | (52) |
- F.E.A.R. 2 Review | (45) |
- The 6 Flavors of Windows 7 | (42) |
- Halo Wars Demo Released | (35) |
- Stardock Boss On Steam's Dominance | (33) |
- Duke Nukem Forever Photo Shows Hot Bu... | (33) |
- Battlefield 1943 Trailer | (31) |
- Missing in Action: Games We Have Yet ... | (31) |
It turns out that Activision Blizzard is under the impression it still has publishing rights to the game. And it’s threatening to sue developer Double Fine and new publisher Electronic Arts as a result.Now Activision Blizzard has written a letter to EA (and possibly Double Fine) informing them of its legal concerns. According to two sources familiar with ActiBlizzard’s position, the publisher believes that it was still in negotiations with Double Fine and that the EA deal is invalid.
Double Fine’s position, however, appears to be that it owns the rights to “Brutal Legend” and that somehow in the merger process, whether because there’s no longer a Vivendi Games or because the original fall 2008 publishing date passed and Activision didn’t express interest in finding a new one, it's allowed to find a new publisher.
An Activision Blizzard rep declined to comment. But EA has responded with its claws bared, giving me this rather pointed response: "We doubt that Activision would try to sue. That would be like a husband abandoning his family and then suing after his wife meets a better looking guy."
The game begins in 2010 with your character, US Air Force pilot Nate Renko, being flown to investigate strange readings from a mysterious ex-Soviet Union island. Here he discovers Element 99, a secret weapon developed by the Russians during the Cold War, and the Time Manipulation Device which lets him conduct all sorts of chrono trickery."The TMD can project items dusted in E-99 into a future state, or revert them to a previous state," says PCZ. "For example, as enemies rush across a bridge to attack you, the glove can be used to propel the bridge through time, across hundreds of years in a matter of seconds. The effect? Well, the bridge decays under their feet and they fall to their doom." You can even age enemies on the spot until they're nasty, crumbling skeletons, which looks cool.
What's more, mysterious timewaves on the island occasionally blast Nate back into the past - the 1950s to be exact - standing in the exact same spot but 60s years earlier. Expect Prey-style portals, grenades which 'freeze' time and even big, bug-like 'time ticks' to shoot at.
For viral trailers, head here.
X-Blades is all about combat, really. The story that's in place is presented in cel-shaded cutscenes and makes sense once you get rolling, but at the onset it feels like you're thrown into a story at its midway point. That's evidenced even further by the section of the manual titled, "Huh? How did this adventure begin?" No joke, it's there.The nuts and bolts of X-Blades are that the story surrounds a treasure hunter named Ayumi and her trusty gun-blades (swords that are also pistols) as she seeks to find ancient all-powerful artifacts that are currently hidden away in a long-forgotten temple. Of course standing in her way are forces with the same goal in mind. Time for Ayumi to hack and, yes, slash her way through a myriad of arena battles.
Everything about X-Blades is mediocre. It works for what it is, and there’s some charm to the action and the characters, but the gameplay design is lacking in ingenuity; a notion that is perpetuated the longer you play. Some will be able to find more enjoyment with X-Blades than I, but most will likely wind up walking away before the adventure is over.
The story takes place in 2409, 30 years after the last movie, “Star Trek: Nemesis.” We picked that for a couple of reasons. We think deep-down that people want to play in that universe. People want to be a part of that universe, but they don’t want to replay stories they already know. They may be a part of it, but they want to change the story and they want to participate in the story, it’s not just, “Okay, I’m going to go play that episode.” Setting it in the future allowed us to provide that new and yet familiar experience to people. And at the same time, at the end of “Nemesis” everyone was kind of happy, peace was there but peace never stays long in any place. Even in the Star Trek universe. The Khitomer Accords has broken down, the Klingons are at the Federation’s throat, and they’re on the verge of all-out war. The universe is a much more dangerous place with a lot more conflict 30 years in the future.
Mad Catz reported net sales for the fiscal third quarter ended December 31, 2008 of $40.8 million, a 19.0% increase from $34.3 million in the fiscal 2008 third quarter. Gross profit for the quarter declined 16.7% to $10.5 million, from $12.7 million in the fiscal 2008 third quarter. Gross profit margin for the third quarter of fiscal 2009 decreased to 25.8% from a record 36.9% in the prior year period. Net loss for the quarter ended December 31, 2008 was $26.9 million, or ($0.49) per diluted share, compared to net income of $3.3 million, or $0.06 per diluted share, for the third quarter of fiscal 2008.Selling, general and administrative expenses totaled $7.6 million, or 18.7% of net sales in the fiscal 2009 third quarter, compared with $6.4 million, or 18.7% of net sales in the prior year period. Research and development expenses decreased to $0.1 million during the third quarter of fiscal 2009. Reflecting the impact of the estimated non-cash impairment charge, loss before income taxes for the quarter ended December 31, 2008 was $25.8 million, as compared to income before income taxes of $5.6 million in the prior year fiscal third quarter.
A full breakdown of controller and accessory sales can be found here.
Ryu and Ken have been with the series for a long time, but so has their master. Although Gouken has never been a playable character, the legendary martial artist has been whispered about and alluded to for years and he's finally ready to be taken into the ring. Being the brother of Akuma, Gouken studied under the same master and thus shares numerous techniques with his devious sibling. However, Gouken rejected the dark techniques his master employed and developed his own, purified form of combat -- the one that was passed down to Ryu and Ken. Although some of Gouken's Special Moves may just look like rehashes of the other characters, we can tell you this with confidence: Gouken is an incredible fighter.
It may sound strange that I, creator of this game, have had a hard time trying to describe the type of game Noby Noby Boy (releasing on PSN this Thursday, February 19) is. Since the beginning of its development, I still haven’t been able to give a clear answer when asked, but allow me to try again…Basically players can control and stretch Boy, the main character of the game. As players stretch Boy, the lengths to which he grows are uploaded to a persistent character known as Girl, who grows at the same rate as the combined length of all the players in the world. Girl starts at Earth and expands around the solar system. When Girl reaches a new milestone in the solar system, new areas are unlocked as playable stages for everyone around the world.
Well, that’s the best that I can do to explain the game, but I know people will still go, “Hmm…”
How come it’s hard to explain, you ask? It’s because I wanted to make a game that cannot be expressed by words in the first place. By making an undefined and ambitious game, I want the player’s reaction to be something like, “I don’t know why, but it’s somehow interesting. I can’t stop playing.” In that way, I would feel I have succeeded at creating what I wanted, that is, creating something that’s not easily describable. Anyway, it’s been a fun experience working on Noby Noby Boy.
One big question most people have asked is, “Why did you want to make such a game?” Seriously, I don’t know. When I figure it out, I’ll share. As I mentioned earlier, this game is indescribable, and some people may say, “This isn’t a game!” But, what is a game? Should there be a definition for a game? That’s the way I feel.
Hoping to get 100% completion by next Friday so I can move on to Dawn of War II, but...
I'm off to the U.S. on Monday to see a man about a dog, and won't be back until Thursday. The pair are only available on Tuesday, with the rest of the time being eaten by flights and layovers. Really really, really, long layovers. So this dog best be the next bloody Crufts champion, if you know what I mean.
What titles have occupied your time this past week?
P.S. Sign up to the Voodoo Extreme Twitter Feed!
As usual, please post your comments and feedback in the poll thread, thanks!
Just an FYI - Gearbox is/was making Aliens Colonial Marines, which is a 4-player co-op game similar to Left 4 Dead (that's what we assume, at least) and Obsidian is/was crafting some sort of Alien themed role-playing game that we don't know anything about. If the girls around the sewing circle are correct, SEGA is tired of constant delays and is seeking new developers who can finish the games on time and on budget.
I've just spoken to a source in a very good position to know what's up with both games who told me that they're definitely not canceled [sic]. Production is expected to continue and the games, both of which are well into development, will come out. But quite possibly not with the developers they're at. It's looking like it could be a "Splatterhouse" situation (if you don't know what that means, find out here).Can we send Colonial Marines to Valve? That would rock. Thanks, Blue's News.My source described the situation at both Obsidian and Gearbox as "fluid," having to do mainly with the quality of the work. Sega, apparently, is not seeing what it wants on the schedule it wants to see it.
"I don't recall modifying the game in any way after the controversy of racism." Kawata-san reiterated that the team had been taken aback by the reaction, adding: "Actually it was a little bit of a surprise for us as obviously the game is set in Africa and so depicting native Africans was a natural thing to do."
...in the new title, developer DICE has changed many of the revered gameplay mechanics. “Pacific” has cut back on the amount of classes, leaving only Infantry, Rifleman and Scout. My favorite class, Medic, has been removed to make way for regenerating health “Halo“-style. The Anti-Tank class has been replaced by giving all classes a rocket launcher.
10. Obligatory Super Weapon
If the past is any indicator, somewhere towards the end of this mission, you're going to stumble upon a weapon of greater power than even you can imagine. It's probably going to be some sort of alien artifact of some kind or maybe some ancient mystical relic but whatever it's called, if you just pick it up and start shooting people with it, you'll be alright. For all its pseudo-science or mystical other-worldliness, it's basically a giant freaking gun, which, as we all know, is the only thing that gets results at the end of the day. It's true, they might have used it on you at some point in the past, but the fact that you're now walking around with it shows that they didn't do a good enough job. With this awesome minion-mincing murder-machine in your hands, the showdown with the big guy can't be too far away. And once he's dead, none of the rest of it really matters much anymore, does it?
The Pitt consists of a large 'dungeon' area, an abandoned steel yard, as well as a settlement divided into two halves; Downtown, occupied by slaves, and Haven occupied by their masters.For the first time players will be able to interact with Raiders other than by fighting them, says the mag, and one major quest has you taking on the role of a slave, investigating rumours that the Raider boss has found a cure for mutation.
Side quests and unique items are promised, naturally, including the fearsome-looking Auto Axe, which a bit like a chainsaw crossed with a Black & Decker hedge trimmer.
In other news, "Warner Bros. Interactive Entertainment is proud to announce that Patrick Wilson and Jackie Earle Haley, stars of the upcoming Watchmen film, will lend their voices to the long-form downloadable videogame Watchmen: The End is Nigh. Developed by Deadline Games and published by Warner Bros. Interactive Entertainment, Watchmen: The End is Nigh will feature the voices of Patrick Wilson as Nite Owl, a refined fighter well-versed in martial arts and cutting-edge gadgetry, and Jackie Earle Haley as Rorschach, a feral, streetwise fighter who can disarm enemies and use their own weapons against them."
For further details, hit up IGN's four-page preview.
Anticipation around the upcoming release of “Halo Wars” is mounting. The demo, which was released on Xbox LIVE on Feb. 5, quickly set the day-one record for the most demo downloads on the service, and in just its first five days, has been downloaded by more than 2 million Xbox LIVE Gold members around the world.New “Halo Wars” content doesn’t stop there, as the third video documentary in an exciting seven-part video series, titled “Strategy on Xbox” is available today. The team behind “Halo Wars” invites you to see how the game was conceived and how they “cracked” strategy games for the console. This latest episode also provides insider tips so players can fully realize the devastating potential of the UNSC and Covenant units at their command.
We've learned, for example, that Midway claims $167,523,000 in assets versus $281,033,000 in liabilities. Perhaps more interesting, however, is the list of Midway's top 30 creditors. Among these, Wells Fargo Bank has the most to lose. The troubled game publisher owes the bank an eye-popping $150,000,000 of unsecured loans. Others holding sizeable Midway IOUs include the current owner of the company, its former CEO and a variety of game retailers and licensees:Wells Fargo Bank - $150,000,000 Acquisition Holdings Subsidiary - $40,000,000 unsecured loan National Amusements, Inc. - $20,147,864 NBA Properties, Inc. - $17,294,849 (License/royalty settlement) Tangible Media, Inc. - $8,675,954 Warner Bros. Interactive - $6,654,203 Artificial Mind & Movement - $2,000,000 Epic Games - $1,975,000 (License/Royalties) Walmart - $1,576,035 Far Sight Technologies - $1,279,151 Best Buy - $1,114,036
Buy here. You won't regret it.
There is almost nothing to commend whatsoever. The audio is dreadful - plywood door-slam gunshots, cicada helicopters, dead silence just when the game needs audio, forgettable voice acting... Everything is low-rent. Indeed, sometimes the game just defaults. At one point, scrambling through caves on the fifth level, I walked out of an animal-mouth doorway into a room with rubble on the left, another animal head in front of me, and a blocked-off stone staircase to my right. Ten minutes later I walked into the exact same area and had to double-check to make sure I hadn't been spun round and gone back to the previous room. I hadn't. In between, I'd been assailed by the noise of zombies, only to realise I was safe: they were all stuck in walking animations grinding against the side of the hill I was standing on, so I picked them off one by one.With no multiplayer, and only ten levels, the game isn't even very long, but I still couldn't bring myself to finish it. It's no surprise that Eidos has been very quiet about it in the run-up to its launch today: had it been released on PS2, Shellshock 2 would have struggled to live up to the original's 6/10 legacy. Up against World at War, Killzone 2 and Halo 3, it's a complete joke. The worst FPS I've played since Turning Point: Fall of Liberty.
The second element we would like to talk about is suppression. Generally speaking, the suppression mechanic should work very similar to how it did in Company of Heroes - to inexpensively neutralize infantry forces – however, directly porting over this system has proven insufficient. Here are some problems that have appeared in the Beta and the solutions we are implementing in the patch.Suppression is too easily neutralized by melee based opponents because once a suppression unit is attacked in melee, that unit is rendered completely ineffective. To play an effective role on the DOWII battlefield, suppression is now more effective against melee units at short ranges. Suppression units are quickly overwhelmed by groups of standard ranged units. To prevent this, suppression has been made more effective against ranged units who choose to enter their firing range. Units in cover are too vulnerable to suppression. As a result, cover has been made more effective at dissipating suppression. Together, these changes should dramatically increase player’s tactical options for using and countering suppression. Moving forward, we will continue to explain some of the changes we’re making to the game to a greater extent because we know many of you are very interested in how we arrived at the decisions we’ve made. Sometimes we just make mistakes, we’re only human after all, but other times there are very good and well thought out reasons behind the changes.
Our work to make DOW II’s multiplayer experience as fair, fun and exciting as possible has just started. We sincerely hope you enjoy the game and continue to support us through your community participation.
While we continue to wait for the retail launch, THQ sent out a video of a real-life Space Marine Rhino APC strutting its stuff, and a second, excellent Tyranid trailer:
As the first handheld platform from the PlayStation family, PSP made its debut in December 2004 in Japan, March 2005 in North America, May 2005 in Asian countries and regions, and September 2005 in Europe/PAL territories. Bringing the innovative entertainment world of PlayStation and PlayStation 2 on the go, PSP introduced the latest advancement in technology for building handheld devices, including a 4.3 inch wide high resolution LCD screen, the largest of its kind for a portable device. PSP opened up an entirely new gaming market by offering the fun of playing full-scale 3D-CG games as well as viewing high resolution video images anytime, anywhere, and also by offering users new ways of enjoying digital entertainment, including playing games on-line with family and friends via a wireless LAN feature.
Today, GameSpot has learned that the Japanese publisher has indefinitely suspended work on its other Aliens-inspired project, an untitled role-playing game for consoles and the PC. The game had been actively in development at indie shop Obsidian Entertainment, whose cofounder Feargus Urquhart told GameSpot that it was "coming along nicely" at last year's D.I.C.E. Summit.Despite rumors of an outright cancellation, the Aliens RPG remains officially on the books--for now. When asked to confirm reports that the game had been shut down, Obsidian reps directed all inquiries to Sega, which offered a less-than-comforting comment.
"We will have more news to share about our Aliens franchise games in the near future," said the rep. "Sega does not comment on rumors or speculation about its products... Please stay tuned for future correspondence regarding our products."
Meanwhile, Joystiq claims that funding for the Aliens RPG and Gearbox's Aliens: Colonial Marines has been halted, with Obsidian now experiencing financial difficulties:
Sega has allegedly pulled funding from both Obsidian's Aliens RPG and Gearbox's Aliens: Colonial Marines, sources have revealed to Joystiq. Supposedly, 20 people were laid off from Obsidian yesterday and more could soon lose their jobs. The layoffs also affected the team working on Alpha Protocol, another Obsidian-developed, Sega-published title. Without the Aliens RPG, Obsidian is apparently on the ropes, our sources say.As for Gearbox, Sega allegedly stopped paying the developer for its work on Colonial Marines for "a while" -- production has since ceased. At this point, it's unclear whether Colonial Marines has been "halted" or "canceled," which Gearbox president Randy Pitchford – in response to a previous rumor – called an "inaccurate characterization."
We'd learned from a source last week that the game was planned to change publishers, with an announcement from Ubisoft expected shortly. Just recently, we'd been told by other sources at retail that outstanding orders for the game had been put on hold, with expectations that Wheelman would be re-solicited, delayed, and reappear as a Ubisoft game.Whether Wheelman would be re-branded as part of the Driver series, the rights of which Ubisoft purchased from publisher Atari in 2006 is unknown. Given the extensive marketing Midway has put behind the Midway Newcastle and Tigon Studios developed title, it might seem like an odd fit, but could potentially benefit from the long-running Driver brand.
The complaint, filed yesterday in federal court in Boston, seeks to block sales of the video game by Tokyo-based Konami, plus cash compensation. Konami also makes the “Dance Dance Revolution” game and the “Metal Gear Solid” espionage game.Konami sued Harmonix and New York-based Viacom in July, claiming “Rock Band” infringes two of its patents for simulating musical instruments. Viacom is seeking to have that case transferred from a federal court in Marshall, Texas, to the one in Boston because Harmonix is based in Cambridge, Massachusetts.
The Viacom patent, issued Dec. 2, claims it is an improvement of earlier video-game controllers that emulate musical instruments, and cites the Beatmania series of games by Konami as an example of the older inventions.
Microsoft Corp announced plans on Thursday to open its own chain of stores and hired a DreamWorks Animation executive to run them.The company did not say how many stores it was looking to open, or when, or which products would be available. That is to be decided by David Porter, a former DreamWorks executive, which Microsoft named as its new vice president of retail stores on Thursday.
Lower prices direct from the manufacturer? Don't bet on it.
I wanted to take a moment to let the community know that I’ve switched roles here at Blizzard to work on our upcoming, unannounced MMO. World of Warcraft has been such a central part of my life these past six and a half years, and it’s success would not have been possible without the tremendous community around it, so I wanted to say thank you to all our players who’ve shared this amazing experience with us so far. Also, while I have served as the spokesperson and Game Director for World of Warcraft on Wrath of the Lich King, by no means would WoW be where it is today without the dedicated team that we have in place. The WoW development team is comprised of some of the most talented and experienced game developers in the world, and it was an absolute honor to serve amongst them, and they will continue to make WoW better than ever. I still plan to be very involved with the future course of World of Warcraft, but will leave the day to day operations of World of Warcraft to my partners in crime, Tom Chilton and J. Allen Brack.When all is said and done, WoW is still my favorite game. I play it every day. None of that passion is gone. If anything, it fuels the challenge of making our next MMO even better. We know we have some big shoes to fill. So thank you to everyone who has been so supportive over the years, and likewise, thanks to those who have given us pointed feedback on all areas of the game. Without all of the feedback and participation, WoW would not be the game that it has grown to be. Azeroth truly belongs to you and we’re lucky to have shared in your journey. And as always, I’ll still be lurking on the forums and in the game. Mostly, I just wanted to say thanks. It has been an absolute honor.
StarCraft II in 2009, Diablo III in 2010, Unannounced Blizzard MMO in 2011?
Cases
Cooling
CPU
Games
Power Supply
Storage
Video
360
Wii
PS3
Today's question:
What's your favorite scary game?