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

Friday, November 19, 2010

Hot Information For The Week


MindJolt Releases Advertising, Monetization Tools For Third-Party Devs

Social gaming platform MindJolt has announced AdJolt, its new monetization product designed to help third-party studios optimize their advertising and virtual currency revenues on its network.



MindJolt operates a collection of gaming sites and applications, each acting as a portal for more than 1,300 titles from independent casual and social game developers. Its network currently reaches over 20 million users, and its Facebook app has around 11.7 million monthly players.



AdJolt offers APIs meant to provide "a full service advertising and virtual currency solution" for monetizing third-party studios' content. The company claims that developers who have converted to AdJolt are reporting exponential increases in their revenue -- Mindjolt takes a 50 percent cut from revenues.



Independent Flash game developer Adam Jones Productions (Word Builder, Word Drop 2) says it's seen a 50 percent to 70 percent increase in revenues from AdJolt over its previous advertising solution. The studio adds that it's seeing the highest returns per play from MindJolt.



"Small game developers can build big businesses on MindJolt," says MindJolt chief executive Chris DeWolfe, formerly the CEO of MySpace. "We reward their high quality games with the highest possible financial return—putting real money in their pockets."



DeWolfe, who acquired the social gaming platform along with two other MySpace founders in March, added, "MindJolt's new advertising solution cranks up the cash flow: Developers simply borrow a few lines of codes to make more money with every game play."




Hry

Megaman Online Gameplay Revealed


That’s the second trailer for Megaman Online.


The all mysterious Megaman Online has finally been revealed! In the 10 minutes video below, it shows something that every single Megaman fan should be familiar with: run and gun. Sounds like your typical Megaman games, but evolved into an online game!


Makes you wonder if they are using a persistent world, or would players have to wait in lobbies, trying to find rooms to go into to play games…





Related posts:MegaMan Online Trailer Released!
Mega Man Online MMO In The Works For PC
MegaMan Or RockMan?






Hry

WiiWare demos coming back in the US


WiiWare demos have already come back in Europe, but the US audience was left in the cold afterward. Prepare to warm up: Four demos will be hitting WiiWare this Monday.


The titles will be And Yet It Moves, Jett Rocket, Bit.Trip FATE, and Thruspace.


The press release mentions that these are the “initial lineup”, perhaps hinting more are on the way? Act fast, as these free downloads will be removed eventually.




PSP2 dev kit pics? You be the judge

We’ve been at no shortage for PSP2 rumors over the last few months. It’s looking like some of them may be true.


Pictures surfaced on VG247 of what looks like PSP2 development kits. There are two analog sticks, a touch-pad on the back and a camera. Sounds suspiciously similar to some of the rumors we reported on.


The report was updated, stating that Sony has since released a new version that doesn’t slide but also fails to overheat — a problem also mentioned in the rumors. Check out the pictures below and let us know what you think.









Dokumenty

Thursday, November 11, 2010

Best News For Today


EA Takes Over All Publishing Duties For Star Wars: TOR From LucasArts

Electronic Arts announced that it is taking over all publishing, marketing, and distribution responsibilities previously held by LucasArts Ltd. for upcoming MMORPG Star Wars: The Old Republic.



EA says it updated its global publishing agreement with LucasArts in order to have these publishing duties "centralized for efficiency", claiming that this will benefit customer service and other operations. LucasArts, as the licensor of the Star Wars property, will continue to collaborate on the online game's design and marketing.



Developed by EA subsidiary BioWare (Star Wars: Knights of the Old Republic, Dragon Age), Star Wars: The Old Republic is slated to ship for PCs some time in the first half of 2011. The title will be BioWare's first MMORPG and is said to have more story content than all of the company's previous titles combined.



Star Wars: The Old Republic will allow gamers to play as Jedi, Sith, or other Star Wars roles in a universe set thousands of years before the franchise's films. Players can make in-game decisions that determine their path down the light or dark side of the Force, befriend companions, and team up with friends to battle enemies.



"There's not going to be any obvious change for gamers," said BioWare Corp CEO and co-founder Dr. Ray Muzyka according to a report from consumer site Joystiq. "It makes things easier for us to have everything under one roof, and that will eventually benefit players."




Agp Grafikkarten

Need For Speed: Hot Pursuit demo pulls in crazy numbers

EA says that the demo has been downloaded over two million times.


The Need For Speed: Hot Pursuit demo has become the fastest downloaded NFS demo in history, says EA.

Black Ops - best Tomahawk kill yet

The deluge of videos begins...


We expected there to be plenty of videos showing off Black Ops kills, thanks to the theatre mode.




Applebees Locations


Is there mail on veterans day


Crysis 2 Multiplayer Preview with Chronic Reload

Chronic Reload have a quick game of Crysis 2 and try to get their head around suits being more important than guns




hot search: applebee s locations

Thursday, November 4, 2010

Xbox 360 Info For This Day


EU PlayStation Store Update - Castle Crashers, Blacklight: Tango Down, God Of War HD And More

ccrash.jpg

Huge update for Europe this week -- let's get to it!



Castle Crashers is finally available in Europe for £10.99/€13.99, as is Blacklight: Tango Down for £9.99/€12.99.



Sony have also released God Of War Collection for PSN. Originally released at retail earlier this year, GOW Collection is both GOW I and II set to a higher res and cleaned up a bit. You can by both together for £23.99/€29.99, or separately for £13.99/€17.99.



One new PSOne Classic this week -- Centipede for £3.99/€4.99. DLC mania this week -- Soldner-X 2: Final Prototype have added a new chapter to the game, aptly called "The Last Chapter", for £3.99/€4.99, Space Invaders: Infinity Gene has added Bonus Stage Pack 2 for £2.39/€2.99 and PAIN has added a "Creepie Character" for £0.79/€0.99.



And a bunch of special offers! They are as follows:



Voodoo Dice (was – £7.99/€9.99 now – £5.49/€6.99)

Mahjong Tales: Ancient Wisdom - Booster Pack (was – £3.49/€3.99 now – £0.79/€0.99)

Cuboid – Level Editor (was – £3.19/€3.99 now – £0.79/€0.99)

Cuboid – Booster Pack (was – £2.39/€2.99 now – £0.79/€0.99)

Alien Zombie Death! (mini) (was – £2.49/€2.99 now – £1.74/€1.99)

Supermarket Mania (mini) (was – £3.99/€4.99 now – £2.49/€2.99)





Agp Grafikkarten

In-Depth: God Of War: Ghost Of Sparta & Ready At Dawn's Mythical Recipe

[As God of War: Ghost of Sparta launches for PSP, our own Tom Curtis talks to Ready at Dawn's Dana Jan on the essential design elements of action titles, and why the team returned to the storied franchise.]



California-based independent developer Ready at Dawn's second God of War title on the PlayStation Portable -- God of War: Ghost of Sparta, out this week -- hopes to recreate the essential elements of the brutal action series on the PSP and present an adventure that stands alongside its console counterparts in terms of presentation and mechanics.



After returning its PSP dev kits to Sony when God of War: Chains of Olympus launched, Ready at Dawn chose to take up arms again, returning to the franchise to build upon the precedent set by the first title.



Rather than attempt to reimagine the God of War series for the PSP, Ready at Dawn worked to push against the hardware's limitations to once again create a traditional God of War title for the handheld platform.



Ghost of Sparta, like Chains of Olympus, emulates the mechanics used in the console titles, and stays true to the franchise's established formula, while hoping to build upon the combat systems by introducing new scenarios and abilities for the player.



We spoke with Ready at Dawn's Dana Jan, game director of God of War: Ghost of Sparta, to discuss how the series has evolved on the PSP, the essential design elements of action titles, and the considerations the studio made when working with an established franchise:



You guys ended up sending your dev kits back to Sony after finishing Chains of Olympus, right? What drove you guys back to the PSP and the God of War franchise?



DJ: Yeah, one of the things that happened was that we were looking at what projects we were going to work on next, and when we finished working on Chains of Olympus, we weren't thinking of working on the PSP anymore and we were looking at Xbox and PlayStation . At the time, Sony wasn't pushing for a sequel, because Chains of Olympus was the first one, and while they were hoping it would do well, they weren't sure.

It focus tested really well, but they didn't anticipate what sort of reaction they would get on a handheld. Next thing you know, we are in talks again, and Sony is saying, "It's doing really well, people love the game, do you want to make another one?" We talked about it, and all the pieces fell together. We like working with Sony, and we know the PSP hardware probably more than anyone else.



Another part of it are those "what ifs." What if we could do it all again, what would we fix? When you get the opportunity to do it again, sometimes you should just go for it. We took it on, thinking, "Who better to come back and do God of War on the PSP than us?



I imagine someone else would have done it if we hadn't. Some days I wish I could have seen what this game would have been if someone else had made it. It might be a bit of an ego stroker, but I don't think anyone else could have done it the way we did.



What sort of lessons did you take from the first game?



DJ: Just learning how to take God of War apart, and figuring out what makes Kratos who he is, was a huge undertaking. After that we said, "We know God of War is a good game" -- because we were working on Chains of Olympus before God of War 2 came out. "It's a good game, but we feel like we can improve on a lot of this stuff."



I think we got a bit ahead of ourselves, when thinking about how we were going to change the game and what we were going to do better than what Sony had already done, but we kind of lost sight of the fact that God of War is a really complex game when you look at it from a combat perspective, or even from a character persona.



Kratos, at face value, looks very one-dimensional, he just seems like a rage-filled badass, but he has an interesting backstory and has a lot of layers to him. Some horrible things have happened to this guy, but at the same time, we root for him throughout his journey.



When working with a character that has a lot of depth, you have to make sure that every bit of your game and storytelling pays off all the hard work that the team did. We realized about seven months into Chains of Olympus that this was going to be a bear of a project.



Once we felt like we had figured out what God of War was all about, it made much more sense on Ghost of Sparta. Things like minigames when you kill creatures have a certain logic to them when it comes to the timing, the camera moves, the way you pay off a kill, they are all based on certain principles about Kratos that are under the hood, but you don't really think about. Now we know what to look for and how to build them, and on a second chance, you can really do them justice.



How much freedom do you guys get when working on this franchise? Do you communicate frequently with Sony Santa Monica?



DJ: That's one of the surprising things. I think most people would think that they just hand you a design document and a story and say, "Go!" But it's a really cool, collaborative process. We have a lot of freedom. I won't say that we can just do whatever we want, because it's not like that.



Sony supports us when it comes to making these games. We sat down, and we worked on the story, and Sony was involved, because of course the game has to fit into the overall franchise. We would work on the script, pass it to them, there would be a lot of notes back and forth. Stig Asmussen, the director of God of War III, was involved.



The game script is really this big document; it's not just the lines of dialogue, it dictates all the settings, and outlines all the gameplay you are going to have over the course of the game, and it's a couple hundred pages long. From that, everyone on both sides has a good idea of what kind of game you are going to be making.



It was funny; we sat down with some of the Sony Santa Monica guys and showed them the script and they were like, "This is really ambitious. You guys are really going to make this game?" That's when it set in, when they told us that they thought it was going to be a challenge to make. But they never said don't do it, or told us we couldn't, so it was on us to prove that we could do it. So we set out to make something that we would be proud of and that our fans would be proud of.



It's pretty free; it's really cool working with people that can trust you, and they can see the end when you are just beginning and they trust you to bring it all together in the end.



We also have people from Sony Santa Monica play the game. Sony Santa Monica's external design manager works directly with us when we have issues with things, or when we want to kick ideas back and forth, or when they see something that isn't working. We certainly have moments where the two studios meet up to talk about stuff. They are a resource for us, really, and it's helpful to have access to them if we have a tech or design question, or if there's an animation from God of War III we want to have a look at.



Since you are developing for a handheld, what sort of things do you guys keep in mind? The game is similar to its console counterparts, but what do you do to make sure the game works well on the PSP, keeping in mind how players play handhelds versus console games?



DJ: Your first inclination is to think that the game is similar to its big brothers on consoles, and that's because it is. One of the things we thought about when creating the game was "How do we have to change this game so it becomes viable on a handheld?" As we got into it, we found that we don't have to change it that much.



We make sure the camera works better for the small screen, and there is some technological stuff that we do here and there to make texture quality look like it's as good as PS2 and PS3, and there are full-screen effects to help the game look like it is more like a console game.



But to answer the question, we really don't change the game at all. We think that's one of its strengths. We don't want it to be a watered-down version of God of War; it is God of War, because we do everything the same way we would have done it if the game were on PS3.



Since the game is on handhelds, which people often play during commutes or lunch breaks, do you alter the pacing to accommodate players who only play for short stretches?



DJ: We do take some of that into consideration, and we make sure to put save spots all over the game at logical break points, but you can also just put the PSP on sleep mode and stick it right back into your pocket.



As far as pacing of the game goes, we don't change it too much, but we do make sure that, for the person that will play the same in short sittings, there will be a lot of story-based reminders to tell players what your current objective is, what you just did, and you need to be doing next.



For someone who puts the game down for a while and forgets what they were doing, this game has tons of reminders. I think this is a really good thing because God of War has a really big story, there are a lot of events going on around this character, and it can get confusing. There are a lot of overlapping plot points, so having those snippets bread-crumbing you along to your end goal is a huge benefit regardless of what platform the game is on.



We also did a lot more in-game storytelling in this game. In the first game, we used a lot of pre-rendered cinematics that were rendered using the game assets, but this time we have a lot of stuff running in-game. You might be finishing up a battle and the camera will pan over and show you some characters that are talking, or boss intros and things like that.



They are all done in real time, they aren't pre-rendered, and they seamlessly segue back and forth in the game. That was a big leap for us, because the PSP doesn't have a lot of memory. Everything you see is fitting within 10MB of memory, and that's not a lot of space. All the art, characters, music, animations, all have to fit within 10MB. To go into a moment where we have characters talking and using custom animations is very expensive, so we had to figure out some tricks to shuffle memory.



Did working with the PSP hardware lead to other technical constraints?



DJ: Yeah, we tried to do things like specularity to make things look shiny, we have rain effects, and other effects that hardware doesn't inherently support. We feel like the effects you see on consoles are tools that help make games feel current, and we don't want this game to feel like something you might have played years ago. We want people to say, "Wow, this looks like God of War 3." We want it to look new and fresh, and finding ways to do that can be a big headache because it's not something that is supported by the system.



In terms of making the game resemble its console versions, did you take any steps to diverge from the precedent set by the console games? You mentioned keeping the essentials of the game intact, but are there any specific changes you had to make?



DJ: We tried changing a lot of stuff, actually. There was a period during Chains of Olympus where we tried to change all of Kratos' moves. This is a lesson we learned early on that goes back even to the previous game. It turns out that you can change things for the sake of change, but if they aren't any better, there's no reason to. There are certain moves that Kratos has that you just shouldn't change because they are the best they can be.



Everything in God of War is very functional; this game is super mathematic, like games such as Devil May Cry but more accessible. Everything has a frame count and hitbox window that is very specific and in tune with the way the enemy AI acts and stuff like that, so when you make changes, they have sweeping ramifications with the way the game has to be balanced and the way the action feels. When it came to combat, we made sure that everything we added or changed was absolutely better, rather than just different.



Outside of combat, we made sure that the camera was able to move around so we can reveal secrets or show players where a platform will lead them, so you need a certain amount of camera space for that. We also have these boss fights with large monsters, so we pull the camera back so you can see the scope. But there are also some characters we get involved with, especially human characters that have wronged the player, that engage in back and forth dialogue, and there's a personal connection. When Kratos gets pissed off, I want to get almost into his point of view and feel that.



For a couple parts of the game, we pull the camera way up close, so you can see characters' expressions, with their eyes bugging out and everything.



There are a few sections where we brought the action really close and big on the screen so you can really feel it. I don't think many games do that; they don't get personal enough. We made sure to push that in this game, and I think the payoff is amazing. We had to re-model Kratos from the last game, so when we got the camera up close he would hold up, and he has a new facial rig so he can make all these expressions during his animations. It's worth the effort and the tech heartaches to bring that stuff to life.



In a general sense, there are a lot of other third person action games out there right now, from the new Castlevania to things like Bayonetta or Dante's Inferno. What do you guys believe are the key elements to make an action game stand out from the crowd?



DJ: I think it's a matter of making sure that your action is meaningful, first and foremost. If you're playing a game where you enter the same scenarios over and over again, but you never get any big pay off, you'll get tired of it. It's important to give the action a purpose, as is presentation.



A lot of games that do third person action don't know how to make it very satisfying. You should go and do stuff like showcase when you rip something's heart out; make it worthwhile for the player to fight the characters. And another thing is, it's not just a pacing thing, but a balancing act; make sure that all the elements of the game, like storytelling, puzzles, exploration, combat feel compelling, even during downtime between large events. A lot of times that stuff can feel like filler that's just there to make things longer.



It's also important to integrate the game's elements. The various elements of the game don't have to be separate. There are parts in the game where you have to navigate an environment or solve a puzzle while fighting, for example.



When it comes to combat, specifically, what sort of elements do you think are most important to creating a solid combat system?



DJ: Everything is built around Kratos and how he works, so we try to find a deficiency he has. What is something an enemy can do that would put him in a tricky spot? We like to call it "the trick." When we design a character to fight against, we like to give them a trick. For example, the Gorgon's trick is that she can stare at you and freeze you, and you'll die in one hit if you get frozen.



We know people like to wail at creatures, but if all of a sudden that creature doesn't take hit reactions because she's doing that big gaze, then you have to switch up your game and start rolling around. We want to figure out ways that will change the player's normal, comfortable way of playing that isn't cheesy or annoying.



We want it to be satisfying to figure out a specific character's trick, and then after that you get a really sweet kill moment, where you pull its head off and blood sprays everywhere. When you look at it that way, it just makes sense.



Obviously, the trick is that you need a lot of different characters, and the list of characters for this game is pretty big, and all of them need some type of trick that makes them different than the last guy. Keeping them different and varied is important when you populate the world and design your encounters around that.



We also mix and match characters a lot; we have a lot of test bed fight areas where we go, "What if I threw in this character with the minotaur? Do they work well together? Does His trick work with the other one?" One of my favorite ones is the fire harpies in this game, that fly off-screen and when they come back down they explode. Sure, it's a bit annoying by itself, but when you throw in a Gorgon that freezes you, you can die if one hits you while you are frozen, creating an elevated level of difficulty.



You also have to take the space into consideration. Your fight area has a lot to do with the way your encounter plays out.



Yeah, I imagine level design becomes a very big concern, especially because you have an automatic camera that zooms and pans on its own. What sort of challenges does that present when you design the environments?



DJ: One thing we do early on is give our camera designer a really quick and dirty version of a level, with the kind of gameplay that will be in it. He'll go in and put in a rudimentary set of cameras, and then we play it, so we can see what the camera shows us when we go into a certain area. We'll then go in and figure out if it's okay to alter the environment; we have to make sure it won't ruin an encounter if a certain wall is moved around -- you don't want an area to be too big or too small.



It might seem like having no camera control might be a problem, but it actually helps you focus on what you should be doing. For a game like this, we want to make sure you see what we want you to see, like if you need to go up a ladder, the camera will pan over towards it and it has lighting that draws your eye.



We never want you to be lost; we'll show you. This gives us opportunities to show off nice vistas where we can frame the character properly and everything; it's very cinematic. Every once in a while we run into places where it's hard to figure out how to set stuff like this up, but I think those days are the most fun.



One things that I've always found interesting with the God of War series is that the games often make sure to include a lot of behind the scenes content on the game disk, which most developers don't do—Valve and other Sony studios are some other exceptions. Do you guys plan to do this with Ghost of Sparta, and what is the motivation for going through the extra effort to include this content?



DJ: In our case, it's largely thanks to the marking team. Eric Williams was one of the combat designers on every God of War title, including ours. He worked with us as a contractor and always talked about it. He's friends with Cory and Dave , and wanted to get a sort of designers' panel set up. One day we got a call from marketing and we found out we were going to do it, and I always thought it was just something we joked about, and it became a reality.



Yeah, so few companies decide to talk about their development process in a public way, so it's always interesting to get a glimpse at it through commentaries or videos or what have you.



DJ: Yeah, I always wonder if it's because people are just protective of the way they do something, because they don't want their secrets to get out. I think it's very unfortunate, because honestly, with the way we, or anyone for that matter, makes games, there's no real secret.



All these games are made by people, and they all come from somewhere else; there's no studio that's completely homegrown where no one has ever worked somewhere else. They always bring their stories and experiences and you learn how to incorporate certain things or how not to do stuff. As a gamer, I want companies to make better games.



It just seems to make sense; why do we need to keep this so secret? If I show you how to do something, and you use it or one-up it, it's only going to inspire me to do something even better next time. I think there's no sense in hiding anything.



It's also nice for the players to have access to, if they happen to be interested in that kind of thing.



DJ: Yeah, I think with the advent of DVD, certainly there are a lot of behind the scenes commentaries that get into filmmaking. And if you're a gamer who is interested in getting into development some day, these games that show you what goes into them will give you a better appreciation for games or how to make them.



I think it's surprising for those outside the industry to find out what goes into these games. We always hear things like, "Oh, you just play games all day!" But of course, that couldn't be further from the truth. It's not a cakewalk.



Going back to the game itself-- there are some alternate weapons in the game, and while they seem to have different properties, the combat often tends toward sweeping area attacks that fill up a large portion of the screen. Why do you design the player's core combat abilities in this way?



DJ The weapons certainly have their own properties, like a shield and spear that can send out a flurry of stabs in one direction, or allow you to throw spears as a projectile. But yeah, God of War 3 was one of the ones where all the weapons felt like they were sweeping, chain weapons.



We wanted to be different than that. If we were going to have a secondary weapon, it should be fairly different, but it has to have familiarity. You have to be able to do go-- square, square, triangle. People have to know certain things are there so if they get panicked they can rely on some of the knowledge they built up from the other weapons.



I imagine you guys probably had to tackle this issue with the first game, but how has the button layout of the PSP affected the way you tackled the game's controls and new abilities? On the PSP you no longer have a second analog stick or the two extra triggers.



DJ: It's funny, the thing on PSP that I wish we had was a second analog stick. Definitely the most difficult thing about our control scheme is the L and R plus analog stick to roll. Other than that though, when it came to God of War, I found that having four shoulder buttons, for most average users, is the most confusing. Trying to remember what R1 versus R2 is can be a bit confusing.



We asked ourselves, "What can we strip away from some of these buttons?" We moved some actions to the face buttons, because those are the easiest to remember. For example, we changed the action button to circle because when you aren't in combat, it doesn't need to do anything else.



We also moved magic activation to the D-pad, so you can quickly hit it, it activates, and then you can go right back to the analog stick; you don't have to worry about some crazy combination of buttons like we did in Chains of Olympus. We also designed new magics that worked with that scheme so it wasn't something difficult.



We thought about it, and we decided to make magics that would just go when you hit the button, so you don't have to worry about the complication around it. You design around it, you know? You built a hierarchy and figure out what you need at your fingertips and what can go a layer deeper.



One thing that's always stood out to me in previous God of War titles is that Kratos is often a very despicable, cruel character. What is your studio's take on the character and the way he is presented? How do you make the player relate to or sympathize with someone that commits atrocities throughout the game?



DJ: Well, you don't want to hate him, right? He's the hero of this story, but he's not squeaky clean. He has a dark past and he's a tainted individual, but you have to root for him though despite the fact that he's ruthless and he'll stop at nothing to get to his goal. What ends up doing some things for the betterment of others, even though at its core it's a very self-centered quest. He's the guy you love to hate.



When you do things in this game, we need to make sure there's something personal to it that you can attach to and understand. This story is about his brother ho he thought he lost. If you've ever felt horrible guilt because of something you've done to a family member, and now you have a chance to right that wrong, most people would be like, "I can get behind that. That's an emotion that I can understand."



All the hyper-real stuff he's doing outside of that--sure, you and I won't have that experience, but saving a long-lost family member is something that is easier to relate to. I think that makes the action and storytelling a lot more powerful and lets you get inside of a character that is doing things that might be morally questionable.



For a handheld title, it's interesting that the game has no real segmentation; you always seem to be making forward progress without stopping the player between levels.



DJ: It's funny because it's one of those things where, internally, we think of the design in terms of levels, but once we start putting it together we try to do away with that notion. It helps us keep track of everything obviously.



It's a seamless world; there's no loading, and the character moves through a world that is all connected. It helps the player feel connected. They think, "I'm there because I ran there, I flew there, I rode a giant creature there." It makes the journey feel big. If you cover every inch of it on foot, you totally feel like when you get to your destination, it's a big deal.



Another cool thing is that when you are in a certain place in the world, we can show you where you are going to go. You might see a storm out on the horizon that ends up being where your journey is going. It's cool that we can use the camera that we have complete control over to show players that really pretty vista. It helps make the world feel real.





Lil Wayne out of jail

Review – DJ Hero 2

Post image for Review – DJ Hero 2


And the inevitable milking of DJ Hero begins. Activision’s newest music game hit UK stores last weekend and I’ve played through it. Considering that I loved the first one, I had high hopes for this game. Read on to see if Freestyle Games could match up to my expectations with this sequel.



First off, the guitar mode seems to have been dropped this time around. Considering how tacked on it felt in the last game this doesn’t surprise me. It’s a welcome change which also allowed freestyle to focus on new features and gameplay mechanics. The freestyle scratching and cross fading feels great although somehow it felt as though I had less control over the music than the main pre-mixed parts of each remix. After a while I started to get used to the new features and feel like I had much more control.


The effects dial has been amped up a little too and now has multiple predetermined effects on certain parts of the song rather than just the one effect it had in the first game.


The new campaign progression is much nicer and actually has a career style rather than just the scrolling vinyl covers from the first game. The difficulty in the campaign starts off easy (at least if you’ve played the first game) and slowly ramps up. You can’t fail mixes again but you do still need to get enough stars to progress. By the last section of the campaign, even on hard some of the remixes become almost impossible, although with enough practice it should be do-able. Somehow the turntable controller feels more responsive this time around. I didn’t buy the new one, I’m still using my DJ Hero 1 controller and yet somehow it works better. Pretty much confirms that some of the issues the first game had were actually software based rather than hardware.


The graphics are improved somewhat. The highway is a brighter and the hud is a bit better presented. Your on-screen DJ follows what you buttons your pressing on the controller far better this time around too. All of the clubs look impressive. I’m a fan of the Tron-esque club, mostly just because of the lighting.


Saturday, October 30, 2010

Best Games For 29.10.2010

Hilarious Fallout: New Vegas Intro Bug!


You can bet your bottom dollar that after seeing this exorcist style Fallout bug, it’ll be relatively hard to ‘unsee’ it. Upon starting a new character in New Vegas, the player is shocked to find that every player in his universe sports a rather boneless neck. As humorous as this, it’s quite sad to think


No related posts.






Wii Party Review


Wii Party Box


What makes Wii Party different from the rest?


Wii Sports, Wii Play or Mario Party. Nintendo’s motion sensored console definately doesn’t have an absence of casual and fun multiplayer games. Who could blame Nintendo though? Their main target seems to be that of a more family orientated or casual gaming audience. Now Wii Party is the latest in the series of multiplayer games that the Wii seems to love.


So what is Wii Party? At first glance it seems just like any other Wii Party game. You can choose to play games from one to four players using your own Mii which is a nice personalisation as with previous party games although certain game modes are strictly for more than one player. You compete against each other through a series of mini games in attempt to come out on top.


Wii Party has many game modes. The first which are known as party games and are split up in five categories. Board Game Island requires you to navigate around a board attempting to beat your opponents just like Mario Party. Globe Trot is a game that requires you to use more of your brain as you aim to travel to places such as India, Egypt and the USA in order to gain the most souvenirs and photographs. Unlike Mario Party, Wii Party manages to make use of quick gameplay. There aren’t any traps that slow down the gameplay, just a nice, fast paced game although the ability to skip NPC turns would have been nice.




The variety of games throughout are brilliant. From can shooting, barrell stopping, jigsaw swapping and many more, you won’t find yourself complaining about a lack of games. They all make fantastic use of the Wii – mote and all are fun and quirky to play. It’s a shame that other party games can’t be placed on the same level. Modes such as spin off although you can play mini games often come out as rather bland and boring. You spin a wheel board aiming to win the most coins. It takes a while to finally play a game and you’ll find yourself often watching coins just going into the bank. The only way someone could possibly do that for a long time is if it was real money.


What makes Wii Party special though is not the quirky design and music which is trademark Nintendo but the house party games which bring a new level of interaction to party games. Games such as Animal Tracker which players lay the Wii – motes out and attempt to be the first to pick it up after an animal sound is emitted, or Time Bomb where players must pass the Wii – mote around before it blows up on screen are fun and interactive multiplayer games. They’ll often get everyone involved unlike any other on screen games making them very nice touches to any party game.


Wii Party is a fun game that should get any casual party going. The majority of the games are often fun, exciting and they will get everyone in on the action. If you like the social element of gaming then Wii Party should not be missed.


+ Large variety of games

+ Great social element

+ Makes fantastic use of Wii-mote


- Can be slow at times

- Can get boring at times


SCORE 8 / 10







Rally to restore sanity
/Father Guido Sarducci

Trick or Treat? Murder Mystery Party Game: A Stab in the Dark

I learned a very valuable lesson this past weekend.


Back when DVD was a new technology, they used to play infomercials on late night TV trying to convince the masses that life couldn’t continue without a DVD player. In the infomercial the dad from Happy Days would show you how DVDs have multiple angles, and could instantly change tracks to different sequences like a CD. He made mention that those combined technologies would allow DVD makers to produce games for DVD players. Games? He was right, my life couldn’t go on without DVD. I did everything in my power to get a DVD player for Christmas. I started leaving Post-its on the fridge and taped to the TV screen saying “DVD player for Christmas! Don’t forget! Love you :) ”. It worked. It was a light year for presents but there was an RCA DVD player and a few movies under the tree.



It didn’t matter that my TV had a note on the back from a repair shop that said “Last checked: Aug. 1985” or that it had no inputs other than coaxial cable. It didn’t even matter that there were zero games for DVD players at the time, and none in the pipeline. All that mattered was that tiny thought in the back of my head that eventually games would roll out and I would be the first kid on the block to have them.


I’ve been waiting for more than 10 years for some games on DVD. Dragon’s Lair and some old FMV arcade games came out on DVD a few years ago but they really didn’t do it for me. None of them were brand new games built from the ground up for DVD players like the ones I had been dreaming about for the last decade. Dragons Liar is as old as that old wood-encased TV that used to be in my bedroom.


A week ago the dollar store finally served me up what I had been waiting for. But was it a trick or a treat?


Halloween is my absolute favorite holiday and the Dollar Tree is a great place to pick up candy, decorations and decor for any parties you many be wanting to throw. This year I wanted to buy one of those DVDs with all the scary sound effects and music to play while I hand out candy to the ghouls and ghosts that come trick or treating at my door. I came across something stocked amongst the movies. It was an interactive, full-motion-video, multiplayer game on DVD. The game is called Murder Mystery Party Game: A Stab in the Dark. I instantly picked it up and read the back. It said:


The Unique New DVD Party Game<


Any number can play! There’s a body in room 101 and everyone has an alibi! Can you solve it?


Use your TV remote to – Examine the crime scene, visit the Coroner, interrogate the suspects! Full interactivity with navigational menus and live action video. Works on any DVD playing device. Comes with full color clue book.


I only had a couple dollars on me so I had to put the headphones I was going to buy back on the shelf (Sorry Hun, I guess it’s going to be a couple more days of you having weird World War 2 dreams because I play Medal of Honor: Heroes in bed. Love you!). I took it right home and popped it in the DVD player.


After spending about an hour searching for clues, interrogating suspects and piling together my evidence, I was ready to make an arrest. I solved the case and felt pretty good about myself.


Which is scarier? You decide


I invited a few people over last weekend for a couples Halloween party game night, headlined by A Stab in the Dark. As we started taking turns playing, I realized that everything seemed to be exactly the same as it was the first time I played. The same clues, the same interrogations, the same evidence. The only thing different was the order we were doing everything in. That’s when I realized, this game has only one ending. No matter how many times I restart it or try to do things differently I will always come to the same guilty party, with the same motive for murder. In fact this wasn’t really a game at all, it was nothing more then a poorly produced, badly acted, extremely short movie with little actual interaction. Luckily, everyone else was playing through it for the first time so they all enjoyed themselves quite a bit.


After we solved the case my buddies wife said “Let’s play again! I cant wait to see who did it this time!” But knowing that someone would want to play it again I had already put the DVD away and gotten Game Party 3 for the Wii all ready to go. After a few games of Horseshoes and Ski Ball, everyone all but forgot about the murder.


The lesson in all this? No matter if it’s the dad from Happy Days, Bill Cosby or Sgt. Slaughter himself, don’t listen to stars from the 80s — DVD players are not gaming machines.




Retro City Rampage mixtape released


Retro City Rampage is a notable title because it’s a loving homage to the 80s, and the soundtrack is going to be a big part of that. Thanks to developer Vblank, you can preview it now.


There are three artists working on the game’s soundscape, and they all come bearing impressive resumes. Chiptune artist Virt has been creating tracks for years, and has worked most recently on Shante: Risky’s Revenge on the DSiWare service. He also has composed the music for Contra 4, Red Faction II, and Batman: The Brave & the Bold.


Freaky DNA has made gaming music as far back as the 16-bit days, having worked on NBA ’95. The recent NBA Jam game features his work as well. Norrin Radd, according to Vblank, “brought deathmetal to the NES with his album Anomaly.”


You can download the MP3 version here or check out a video version below. Also, be sure to read our hands-on preview here.


Retro City Rampage is due out on WiiWare at some point this year, though no release date has been announced.



Retro City Rampage Soundtrack Demo Mixtape from Vblank on Vimeo.







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