Saturday, November 28, 2009

Aion bans 16.000 accounts

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Andrew Beegle, Community Manager for Aion has posted the following announcement:
 
 
As you probably noticed, we've completed a server wide reboot without much notice on a day that we typically don't perform maintenance. It's only fair that we keep you in the loop and make sure you know what's going on. Over the last week we've been working on a list, we've been checking it twice, and today we found out who was naughty or nice. Ban Hammer Claus just came to town. When the servers come back online, nearly 16,000 accounts will have been removed from the game. If your account was banned, please read the following FAQ.
 




1. Why was I banned? 
There could be many reasons your account was closed. If you did not receive notification of your violation via e-mail please create a support ticket and the violation will be explained to you.  Please note that if your account was closed for the use of 3rd party software (botting) or participating in RMT (gold buying/selling) the evidence for the account closure was gathered over several weeks. It may be completely unrelated to what your character was doing right when your account was closed.
 
 
2. … but I wasn’t botting, buying Kinah or spamming advertisements! I’m innocent! 
Any action that modifies the client or automates the same way a bot does could potentially flag an account as a violator. We do not use one specific instance to “flag” an account for botting or RMT. We use many instances to strengthen our conclusions. Please understand that it is not what “you” have done on your account, but what the account has done. If your account is shared, purchased, borrowed, or power leveled, it could be the actions of anyone who’s ever used the account. 
 
 
3. I’m aware of all of the above, but I have never done any of it. Who do I contact?
To request a review, please create a support ticket.
 
 
We are taking a very hard stance on this issue and do have sophisticated processes and procedures in place that help us keep unwarranted banning to a minimum. If you believe you’ve been wrongfully banned, you can email us at support@ncsoft.com, and we will review your account. Our goal is to ensure our legitimate players are having the best game experience possible. Please note that you don’t need to submit multiple tickets, as we will review a specific case only once. We obviously take these violations seriously, but also want to make sure that legitimate players aren’t banned unnecessarily.

We'd like to reiterate that we've been listening to your concerns. We've been constantly adding to our Customer Service and Game Surveillance Unit. As we continue to move forward, you'll see more and more of these efforts. Thanks for your patience everyone, and have fun playing Aion!


It's always good to see companies taking cheating very serious!

Using the bansword to get rid of cheaters
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4Story Runs Christmas Giveaway Event

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Zemi Interactive Inc., a developer and service provider of famous free to play MMO “4Story” has announced that they will run a special Christmas iPod giveaway event from 1st Dec to 10th Jan 2010 from 41 days with an affiliated Webzine.
 
This special event welcomes all MMO lovers and iPods are rewarded for 5 winners. Individuals that wish to participate must post an article about 4Story fits at least one of the following categories given, 4Story game review, game guide, media promotion and personal stories. And this could be a fabulous opportunity to show off your special strategies or knowledge about 4Story to MMO players in the world. All the articles will be examined after the event and winners will be announced on 20th of Jan 2010. 
 
For more information, please visit the 4Story Official Website



4Story Christmas Giveaway Event
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Spot On: 15 years of Warcraft

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With review scores like that, there's no question Blizzard Entertainment has a track record of releasing some of the best-reviewed games the industry has to offer. Easily the biggest franchise in Blizzard's stable, though, is its real-time strategy-cum-massively multiplayer online role-playing series Warcraft, which celebrates its 15-year anniversary this month.
The franchise reached global-phenomenon status on the back of World of Warcraft. The fantasy-themed game has defined--not to mention dominated--the MMORPG landscape since its launch five years ago this week. Now on its second expansion, WOW's global subscriber base stands at 11.5 million users as of Blizzard's last accounting, although it's run into trouble in one of its largest markets, being at the center of a cross-agency dispute inside the Chinese government.
The industry-tracking NPD Group pegs the MMORPG series' lifetime US retail sales at 8.59 million through July 2009. Indeed, all three games consistently rank in the top 10 of the NPD Group's monthly PC charts, with the tracking firm putting Wrath of the Lich King as the second best-selling desktop game for the first half of 2009. (Blizzard declined to offer total combined unit sales for WOW, Burning Crusade, and Wrath of the Lich King.)
Further, Wrath of the Lich King currently holds the record for fastest-selling PC game in history. Following its November 2008 launch, the game sold 2.8 million units worldwide within its first 24 hours on the market. Of course, Blizzard bested its own record with Lich King's opening performance, as the prior title holder was The Burning Crusade, which sold 2.4 million units on day-one in January 2007.
Beyond initial sales, WOW requires a membership fee of at most $15 a month. Blizzard also pulls in supplemental income from a host of game-related services, ranging from character name changes to the recently introduced in-game pets. All said, WOW drives the Irvine studio's contribution to parent company Activision Blizzard's top line beyond $100 million a month, according to the publisher's recent financial reports.

Rob Pardo

Inauspicious beginnings
Rob Pardo, Blizzard's vice president of game design, didn't necessarily see the franchise blowing up the way it has upon the release of that first installment.
"I was working at Interplay Productions when it came out," Pardo told GameSpot. "Interplay was publishing the first Warcraft: Orcs and Humans for international back then. So I had the opportunity to play it, and it was pretty exciting, because I had already played Dune II so I think it was really cool to see a fantasy version of that…I definitely didn't imagine back then that Warcraft as a franchise would get as big as it would get."
Released in November 1994, the original Warcraft: Orcs and Humans was criticized for being uneven, with the end game dominated by the Orc Warlock unit and its ability to summon the disproportionately powerful Daemon. And while obliterating pathetic little human towns always has its advantages, the franchise didn't hit its stride until the following year, with the release of Warcraft II: Tides of Darkness.
"It was really Warcraft II that I thought really blew things open, because of [online multiplayer networking service Kali]," Pardo continued. "Ironically enough, too, it came out within the same month as Command & Conquer, so we had this huge new genre explode at the same time between C&C and Warcraft II…I definitely saw a lot of potential in the future of the RTS genre, and certainly Warcraft was a part of that."
Named one of GameSpot's Greatest Games of All Time, Warcraft II brought with it a finely tuned single-player campaign, replete with memorable cinematics and a host of quotable characters ("Zug zug," "Ready to serve," "I can see my house from here!" and so on). Defined primarily by the third-party application Kali, Warcraft II also featured a strong multiplayer component, where gamers could compete on their own maps as well as refine their strategies in myriad ways.


World of Warcraft's merry band of adventures numbers in excess of 11.5 million.

The World goes to Warcraft
Warcraft II spawned an expansion, Beyond the Dark Portal, in 1996, but it wasn't until 2002 that Blizzard issued its much-anticipated follow-up, Warcraft III: Reign of Chaos. Named GameSpot's PC Game of the Year in 2002, Warcraft III was the first installment in the franchise helmed by Pardo, having cut his teeth at Blizzard on the developer's acclaimed sci-fi RTS franchise Starcraft. Pardo noted that the franchise's pivotal step into the MMORPG realm came during Warcraft III development.
"After we finished Starcraft, we split into two development teams. One of the teams went off to make what would became Warcraft III, and the other team went to go make a game that survived a year, a year and a half before we decided it just wasn't going to turn into something that we thought would be Blizzard quality. And it was then that we started about what we wanted to do instead, and that's when the idea of World of Warcraft emerged."
"During Starcraft development, there was a whole host of us playing that were playing Ultima Online. There was a bunch of us that saw that being a fun genre…It was definitely during Warcraft III development that a lot of us started playing EverQuest…It was during that EverQuest era that we realized Ultima Online wasn't a fluke, and it was going to turn into a full-fledged genre. And we really saw what was amazing about that genre, and felt like we had an opportunity to do our own spin on it."
Pardo said that one moment that stood out to him was realizing each of the 30-odd avatars standing around at a crafting forge in Ultima Online were controlled by an actual person. These sentiments were affirmed when EverQuest came along and added a deeper connection between players, Pardo said. The game designer should know, considering he led one of the preeminent guilds in EverQuest--Legacy of Steel--during the early 2000s.
"The unfortunate thing about some of the games of that era is that you had to be a pretty hardcore player to get to that level of fun," Pardo continued. "But that fun was so deep and so satisfying that we really felt like, hey, if we can just broaden this out to a wider group of players, there really might be something magic here."

Jeff Kaplan

Blizzard lead designer Jeff Kaplan assumed control of Pardo's guild after the Blizzard executive retired from EverQuest to focus his efforts wrapping up development on Warcraft III. In 2002, he was brought on to aid in development of the original WOW, and he said that it was no easy task adapting the franchise from its RTS roots to a more RPG setting.
"It required a huge shift," Kaplan said. "You do a lot of things in an RTS for very different reasons than you would do things in an MMO. As it relates to story, if you look at the ending of the original Warcraft III, you've got the Humans, Orcs, and Night Elves all united to overcome Archimonde at the World Tree. That didn't work for the structure of the MMO at all, we knew that we wanted to have Horde and Alliance pitted against each other. We had to re-create the rift that went all the way to the original Orcs and Humans."
"It's also hard to deal with the psychology of the dev team," he continued. "We would often feel obliged to do things exactly how they were done in the RTS, which isn't always right for the gameplay of an MMO. An example is, we wanted to give an ability called Death Coil to warlocks, because we thought it was really fitting. In Warcraft III, Death Coil was a Death Knight-only ability, and not only did it do damage, but it healed. People had a rough time coming to terms with the fact that it was OK to make changes and do what was right for the gameplay of WOW, even if that somehow contradicted what people saw in Warcraft III."
However, having the RTS as a backdrop did more than create challenges, as explained by Pardo. "We were really aided by the fact that we had so much history in the Warcraft franchise," he said. "So we had all these storylines and worlds, and in a lot of ways, at least early on when we started developing the maps and the zones, there was so much to already start from."
"[Vice president of creative development] Chris Metzen had already done a lot of the lore for Warcraft III and before, so we had this big head start on talking about all the different areas, Stormwind or Lordaeron," Pardo continued. "And you can see it some extent in the game. If you look at the Eastern Kingdoms, in a lot of ways it is much more developed from just a lore and backstory standpoint than Kalimdor, and that's because Eastern Kingdoms really had three games plus expansion sets to really build it out, and Kalimdor was something new and fresh."

Cataclysm wasn't initially part of Blizzard's expansion slate.

Of course, the scope of a MMORPG is substantially than that of an RTS. That difference of scale was reflected in Blizzard's initial plans for what it wanted to include with the original WOW when it shipped in November 2004. In fact, according to Kaplan, Blizzard initially intended to include the areas from The Burning Crusade, Wrath of the Lich King, and much of Cataclysm with the original launch.
"We planned it out extremely far in advance," he said. "To put it into perspective, Outland and Northrend and a lot of the ideas in Cataclysm were all part of the original shipping plan of the game…Every so often we'll have those moments from a project management and planning standpoint where we'll really go, well, what are we actually get in and where should we actually be at. But part of what gets us there is scoping the project out for years and years to come and always having an idea of where we want to go, and that's what lets us steer the ship and eventually get there."
Outland and Northrend eventually arrived as part of The Burning Crusade and Wrath of the Lich King, and Cataclysm is expected to arrive sometime next year. Oddly enough, Cataclysm itself wasn't on Blizzard's list when it first began thinking about expansions.
"When we finished the original game, we began work on expansions," Kaplan said. "We didn't just think of one expansion that we were going to work on. We said, 'What are a lot of expansions we want to make for this game,' because we want to have this big list that we can then narrow down and prioritize. Outland and Northrend were givens on that list…Cataclysm was an interesting departure from that, because it wasn't part of the original expansion plan that we had. It was something that evolved out of a lot of cool ideas forging together at once."
According to Pardo, Blizzard's initial expansion list also reflected a different release order than what gamers actually got. "As a matter of fact, when we launched WOW, we initially thought we were going to Lich King first," he said, noting that Outland and Northrend were givens on the expansion list.
This unpredictability, coupled with Blizzard's ability to be flexible with its direction, is also what led to the development of Cataclysm as a full expansion, he said. "When we shipped WOW, the whole idea of Cataclysm wasn't there at all. We certainly had the idea to do Deathwing, but the whole idea of Cataclysm came out of trying to determine what we thought was the right thing for the game next. We didn't foresee five years ago breaking the world up was it."


WOW will continue "for as long as the Internet is up."

According to Kaplan, Warcraft's reaching timeline and Blizzard's boundless creativity equate to no foreseeable end to WOW. "I honestly believe that there are enough compelling ideas to keep WOW going for as long as the Internet is up," he said. "I mean, the Warcraft universe spans well over 10,000 years. You can literally sit [Chris Metzen] down at any point, and say, 'Hey Chris, what should we do next,' and then an hour later you can get your next question in. The future of WOW is only limited by time and resources."
Of course, keeping WOW around forever means that Blizzard will soon have two separate MMORPGs in its portfolio. In May, Blizzard confirmed that the new MMORPG would be part of a "brand-new franchise," one different enough from WOW that the two wouldn't compete. Both Pardo and Kaplan believe that the company has learned plenty of lessons from WOW, ones that bode well for the new MMORPG.
"Probably the biggest [lesson] I'd say is all the different systems in WOW that do not very easily let you play with the people you want to play with," said Pardo. "They are all things that have very good gameplay reasons why they exist, but they really prevent people from playing with who they want, when they want. And that's something we're thinking very deeply about all the time with new MMO. And not to say we're going to solve them all across the board, but we're definitely thinking about them a lot."
"There's a lot of people working on the new game who have also worked on World of Warcraft," Kaplan added. "So there's a lot of talented individuals from a technology standpoint, from a process standpoint, how to build a game like this, how to position ourselves for a stable launch after going through the experience of the original WOW launch. And then there's also a lot of thing that are hard to narrow in on, more in this cloud of general design philosophy, of understanding what players want and the different player types."

Warcraft for the next 10 millennia
With the Warcraft franchise now firmly grounded in the MMORPG scene, some longtime fans of the series are wondering whether it will ever return to its RTS roots. According to Pardo, Blizzard does not consider itself locked into the MMORPG genre with Warcraft.
"We have a very different view with our franchises," Pardo said. "With Warcraft, we started trying to deviate out of that, back in the Warcraft Adventures days. I think it was around that time period that we started seeing these as intellectual properties. They are worlds, they are franchises, they are not specific to a game or even a game genre for that matter. If we had unlimited Blizzard teams to draw upon, I think [Warcraft, Starcraft, and Diablo] could support all kinds of different game genres within them."
Pardo also believes that, just as the company will soon have multiple MMORPGs, it wouldn't present a problem to have real-time strategy efforts like Starcraft II and Warcraft IV--were it to be made--in the company's portfolio. The secret lies in differentiating the games enough from one another to create different play experiences.
"When we started developing Warcraft III, we were very strategically deviating from what we had done before," he said. "We wanted to try to come up with an RTS game that had a little bit more of an RPG feel to it, a game that relied more on micromanagement than macromanagement, really had more of a focus on smaller numbers of units. These were all very specific decisions that we made, and even when we were making them, we knew that when we came back to the Starcraft franchise, we were going to go back more to the old style of faster paced games."
"And that's not because we thought Warcraft III was wrong," he continued. "It was because we were deviating the RTS genre into almost subgenres, at least within Blizzard. If we ever did go back and decide to do, let's say, a Warcraft IV, I would guess we'd probably go back toward the Warcraft III model, or more toward the hero model, rather than continue to follow down the Starcraft II way."
Pardo also noted that the things preventing Warcraft IV to be made is the time, resources, and passion to execute. "Let's say when the Starcraft II team finishes up, they decide that they wanted to make [canceled action spin-off] Starcraft: Ghost. We'd probably be supportive of that," he said. "If they decide they want to make Warcraft IV, we'd be supportive of that. Something new? That'd be fine, too."


The Lich King has been named as one possible star of the forthcoming Warcraft film.

Beyond that, Pardo noted that Warcraft isn't even bound by the RTS and MMORPG genres, saying that they consider new ways to experience the franchise "all the time." He also said that Blizzard would be open to giving players the opportunity to go more hands-on with any of the various events along Warcraft's reaching 10,000 year timeline.
"If we ever made a World of Warcraft II, Warcraft IV, or, I don't know, Warcraft Legends, I can see us doing all kinds of interesting things," he said. "Again, if the right idea was out there, I could totally see us jumping around the timeline if we thought that was right. Let's just say we decided to make an, I don't know, Dragon Age/Mass Effect-style RPG, but we wanted to tell the story back around the time of Medivh. We certainly could do that if there was passion around that and was exciting. Whether or not I foresee that, it kind of falls back in that bucket of "really cool idea." We'd need a team that was really passionate about doing it."
For Pardo personally, the events surrounding the opening of the Dark Portal are a particularly compelling event in the Warcraft continuum. "If you think of that seminal moment around the Warcraft franchise, it's really that opening of the Dark Portal, right?" he said. "That's the event that probably defines our universe more than other fantasy universe, that moment where the two worlds collided, because that's really what started making Warcraft, Warcraft. So I think that's a really interesting time period. A lot of the exploration of the prehistory of the Night Elves and the time period of Illidan and Tyrande and Malfurion, I think that's a really interesting time period, but there are a lot of interesting ones."
Regardless of where the Warcraft franchise goes, the future remains promising. In July, Blizzard announced that it would be extending the Warcraft franchise to the silver screen, signing on Spider-Man helmer Sam Raimi to direct and Saving Private Ryan scribe Robert Rodat to write the screenplay. While details on the film have yet to emerge, rumors indicate that the plot may adhere closely to WOW's Wrath of the Lich King expansion, chronicling the life and times of Arthas Menethil, better known as one half of the demonic Lich King.
And, of course, the lights will remain on for some time to come in World of Warcraft.
"It would be kind of the worst thing ever if we weren't working on it five years from now, because it would mean that we had done something horribly wrong or we didn't achieve our goals," Kaplan said. "I'm hopeful that we'll be having this conversation another five years or 10 years from now."

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Thursday, November 26, 2009

Red Dead Redemption mounts up in April

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When Rockstar San Diego's Red Dead Redemption rides out next year, it will do so with a posse. Though it was initially scheduled for release this fall, Take-Two said in May that the game would join 2K Czech's Mafia II in 2010. In September, Take-Two added BioShock 2 and Max Payne 3 to that list, saying all four games would arrive during the first half of the calendar year.                                                    


Explosions were how the West was won.

With BioShock 2 locked in for a February 9 release, Rockstar has now announced that Red Dead Redemption will ride out on the Xbox 360 and PlayStation 3 in April. To begin building hype for the game's arrival, the publisher also announced that a new trailer for Red Dead Redemption will premiere December 1.
Billed as a follow-up to Revolver, Redemption takes place several years after the events in the original, closer to the turn of the century. Central to the events is John Marston, a former outlaw caught up in the uncertain times created by the industrial age encroaching on the American frontier.
Red Dead Redemption will be powered by Rockstar's proprietary RAGE engine, better known as the game tool behind Grand Theft Auto IV. Like its top-rated sibling, Redemption offers an open-world environment in which players can explore the vast regions of the West, from rolling grasslands to frontier towns. The game will also feature its fair share of action, including both mano-a-mano gunfights and larger battles.
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Monday, November 16, 2009

Final Fantasy XIII due March 9

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Square Enix's latest J-RPG headed to North America and Europe in early 2010, Leona Lewis' "My Hands" named as theme song; new trailer inside.

apanese gamers have known since early September that they'd be able to wade into Square Enix's highly anticipated Final Fantasy XIII on December 17. However, Square Enix has continued to string along North American and European gamers, saying only that the game would debut on the Xbox 360 and PlayStation 3 in the West, hopefully, within three months of the game's Japanese debut, sometime in spring 2010.
Lightning is about ready to strike.


Today, Square Enix ended the mystery, announcing that Final Fantasy XIII will be available in North America and Europe on March 9. The publisher also said today that "My Hands" from Leona Lewis' upcoming album Echo has been chosen as the game's theme song.
Final Fantasy XIII was announced for the PlayStation 3 alone alongside Final Fantasy Versus XIII as part of the 2006 Electronic Entertainment Expo. However, Square Enix caused a stir at E3 2008 when it announced during Microsoft's press conference that the Japanese role-playing game would arrive in tandem on the Xbox 360. All said, Square Enix expects Final Fantasy XIII to shift some 6 million units worldwide across the two platforms.
Set in the futuristic city of Cocoon, Final Fantasy XIII follows the plight of female protagonist Lightning, as well as myriad supporting characters. Though Square Enix has released limited information about the game's plot, it will apparently see Lightning and her cohorts fighting against their "destiny" to destroy a separate locale known as "Pulse," and the denizens of that place.


Final Fantasy XIII Announcement Trailer



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Sunday, November 15, 2009

Star Trek D-A-C Review

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Just when it seemed the Star Trek franchise was dead, J.J. Abrams came along and revived it with a movie that could almost be described as anti-Star Trek. Great, yes, but certainly far removed from the thinking man's Trek of the past few decades. So maybe it makes sense that the videogame based off the film would also be very different from past Trek offerings. Star Trek D-A-C (that's Deathmatch, Assault, and Conquest) is a fast-paced top-down shooter. Top-down space combat games aren't new for Star Trek, but in the past they focused heavily on strategy. This latest is more popcorn fare -- fun, but lacking depth.

Star Trek D-A-C was released on Xbox Live Arcade way back in May around the same time the new movie was released. That version received a 6.1 from IGN: there was some light multiplayer fun to be had but the lack of any single-player experience really hurt it. Publisher Paramount and developer Naked Sky listened to feedback from critics and players and, thankfully, made some nice additions for the PlayStation Network and PC release. The biggest bonus is definitely the new Survival mode, which is an arcade challenge for one player with similarities to Geometry Wars. This, in addition to a few other tweaks, makes Star Trek D-A-C much easier to recommend, although it's still not a great game.



Survival sends wave after wave of enemy ships at you and your sole goal is to last as long as you can with three lives. Like many arcade games, you can earn extra lives by reaching score milestones. Unlike other modes in Star Trek D-A-C, here you don't get an escape pod and you don't get to switch ships when you die. Since ships have different controls and weapons the Survival leaderboards will be divided by vessels. Like Geometry Wars there are score multipliers floating around in space you'll want to pick up. A couple new Romulan ships are seen exclusively in this mode: ramming drones and pirates.

There are three multiplayer skirmish modes offered (those in the title) and a choice of five ship classes. Originally players could pilot a fighter, bomber, or flagship, but here two new vessels have been added: the missile cruiser and the support frigate. The missile cruiser is a slow, medium-sized ship with a long range. It is the only vessel that can fire off screen. The support frigate is more of a defensive ship that can heal friendlies. These new crafts are available for both the Federation and the Romulans.

Each ship has its own stats for speed, durability and firepower, and each has its own main weapon. Don't stress about which to choose, because once you die (and you will die) you can select a different class of ship. Littered across the universe are weapon upgrades which increase the power of your ship's guns. Grabbing these is a major key to taking out your enemies. Also cluttering space is a variety of power-ups including a cloaking device, a short-range smart bomb and the homing torpedoes.

You play either as the Federation or the Romulans but aside from the look of their ships each plays nearly identically. In the first release both sides had the same power-ups, but now three new ones have been added -- two for the Romulans and one for the Federation. This helps, but it would still be nice to see more differences between the two sides, even if it were just in the statistics of the ships. The side you choose should have more meaning.
http://spawnkill.com/wp-content/uploads/2009/06/dac1.jpg
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Naruto Shippuden: Clash of Ninja Revolution 3 Review

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The orange-wearing, spunky ninja Naruto has starred in more anime episodes and manga issues than I'd care to count. Considering the franchise's focus on ninjas and the ninja way of life, it makes sense that videogame adaptations would come about -- and come about they have. For years, gamers have had a bevy of Naruto titles across numerous platforms to choose from, but a tragic majority of them haven't been worth the time and money. Fortunately, the Clash of Ninja series has taken Naruto quite seriously and the result has been surprisingly solid. With Naruto Shippuden: Clash of Ninja Revolution 3 hitting Nintendo's Wii, Naruto fans have a legitimate fighting game to enjoy that occupies everyone's favorite ninja-filled universe.

Clash of Ninja Revolution 3, developed by the same studio working on the anticipated Tatsunoko vs. Capcom: Ultimate All-Stars, is an easy-to-learn, traditional fighter that takes place during the Naruto Shippuden timeline. Although the game has a fairly straight-forward interface and doesn't require a lot of advanced directional inputs, there's still plenty of depth to be found and competitive players will really enjoy what Revolution 3 has to offer.
http://wiimedia.gamespy.com/wii/image/article/987/987825/naruto-shippuden-clash-of-ninja-revolution-3-20090529023449455_640w.jpg
Players can select from a huge roster of recognizable characters, both heroes and villains alike, though the majority of them are locked from the start and must be purchased at the in-game shop with Revolution 3's currency. This cash can be earned just by participating in battles, so players should have no problem pulling the curtain back on extra fighters, modes, stages and more.
 
When players jump into a match, they'll discover that each fighter has a weak attack, strong attack, generic flip throw (and occasionally a character-specific throw) and a powerful jutsu attack -- also known as a "Secret Technique." Characters can also perform evasive rolls into the foreground and background of the arena. When it comes to executing special attacks, players need only pair an attack button with a single direction in order to throw kunai, teleport around the stage and much, much more. Some of these techniques require Chakra from a character's Chakra gauge, which is positioned directly underneath the health gauge.

If you couldn't already tell, Naruto Shippuden: Clash of Ninja Revolution 3 is best played with a Classic Controller or a GameCube controller. Although using a Wii remote and nunchuk does technically work, it's so awkward and uncomfortable I couldn't imagine any serious fighting game fan using it. The same holds true for the motion controls, which can be used to perform weak attacks with a vigorous waggle of the Wii remote.

When equipped with the right kind of controller and after a bit of practice, players will soon see why Revolution 3 is such a deep game. Although special moves are easy to pull off, similar to fighting franchises like Tekken and Smash Bros., Revolution 3 is all about excellent timing and anticipating your opponent's next move. Attempting to balance blocking with substitution jutsus, proper wake-ups and more make Revolution 3 much more than a button-masher. Players that rely too heavily on repetitive combos will soon find themselves fighting empty space while their opponent appears behind them for a devastating counter.

With every fighter behaving very differently in the ring (including some truly bizarre characters -- like Granny Chiyo -- who must be controlled along with her two independent puppets), Revolution 3 is a blast to learn. There's even more layers to the fighting mechanics when you introduce tag team combat, which pits a squad of two ninja against an opposing squad. In this battle type, players can not only call in their partner temporarily for a quick support attack (Marvel vs. Capcom 2 style), but they can also swap out fighters mid-combo to create some truly devastating strings. I already thought Revolution 3 was deep enough to be a legitimate fighter when dealing with one-on-one matches, but the possibilities for tag team battles are mind-boggling. Some characters even have special team Secret Techniques that can only be activated when both fighters' Chakra gauges are filled up.

The developers worked hard at making Naruto Shippuden: Clash of Ninja Revolution 3 as balanced as possible, even by inviting tournament-level players to play test it and examine the battle system for possible issues. I say that the hard work has paid off, as this appears to be a very balanced game, especially in comparison to the previous Clash of Ninja games.


It's tradition for me to include a picture of Sakura in Naruto game reviews. So there.

Players will thoroughly enjoy the local multiplayer offered in Revolution 3, but I have my concerns with the online functionality. As welcome as online battles are in a Wii game, Revolution 3 is not without its fair share of lag. Although Revolution 3 was certainly playable, there were enough hiccups to deter me from playing further. I couldn't see hardcore players taking this mode seriously, because it just isn't conducive to highly competitive matches.

The only other notable blemish on Revolution 3's otherwise pristine surface is the Story mode. Screw Story mode. Never in my life have I seen a fighting game throw such unbalanced matches at the player. It's as if the entire mode was designed to frustrate you, and I just can't tolerate that. Pitting you (by yourself) against two more powerful characters that work in a tag team -- where they can recover their health when they're tagged out -- is just one of the many instances where I questioned the design of these challenges. These absurd battles culminate in a virtually impossible boss fight where your opponent is an abnormally powerful version of one of the characters, and doesn't follow the fundamental rules that the game is built on. It's maddening.

Fortunately, players are under no obligation to play through the Store mode, because you can unlock most everything else just by buying it in the shop.

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Friday, November 13, 2009

Prince of Persia film could generate $2.7 billion-plus - Ubisoft

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Earlier this month, Disney spooled out the first trailer for Jerry Bruckheimer's latest big-budget blockbuster, Prince of Persia: The Sands of Time. The film has an estimated $150 million budget and features visual effects to rival Bruckheimer's previous highly lucrative collaboration with Disney, Pirates of the Caribbean.
That Jake Gyllenhaal is going places.

Ubisoft CEO Yves Guillemot believes Prince of Persia: The Sands of Time's visual impression won't be the only thing to rival Pirates of the Caribbean. Speaking at the BMO Capital Markets 17th Annual Digital Entertainment Conference today, Guillemot said that the Jake Gyllenhaal-led action film franchise could be more lucrative than Disney's Pirates trilogy.
"What we hear is that it could be maybe stronger than Pirates, which did $2.7 billion dollars," Guillemot said as part of his presentation to analysts and investors. "I think this will really help our brand to become a major brand in this industry." Directed by Mike Newell (Harry Potter and the Goblet of Fire, Donnie Brasco), Prince of Persia: The Sands of Time is due out on May 28 in the US and May 27 in the UK.
The statement appears to indicate that the Prince of Persia film franchise will continue after The Sands of Time. The first film, which is cowritten by series creator Jordan Mechner, appears as if it will follow the events of Ubisoft's game of the same name fairly closely. As indicated in the trailer (below), it centers on the Prince's acquisition of a magical dagger, which can be used to alter time. Before Ubisoft rebooted the franchise with 2008's Prince of Persia, the Sands of Time game trilogy continued with 2004's Warrior Within and 2005's The Two Thrones.
With Assassin's Creed II due out next week, Guillemot also addressed Ubisoft's new approach to developing its numerous created franchises. According to the French executive, Ubisoft intends to channel the same amount of resources into its other franchises as it has into Assassin's Creed II and the oft-delayed Splinter Cell: Conviction, which is due for the Xbox 360 and PC on February 23.
"We've decided to invest more on each of our franchises," he said. "It started with Assassin's Creed and Splinter Cell. We did put more energy, more people to create master products. We think that will help those games become big events when they come. All the 10 brands that we have will have more emphasis. We will release less new brands, but more emphasis on the brands that we've already created."
Notably, Assassin's Creed II producer Sebastien Puel said in May that more than 450 people are at work on Assassin's Creed II, with 75 percent of the original team having returned to work on the sequel. Putting that figure into context, Puel went on to note that the Assassin's Creed II team "is about three times the size of the team of the first game."
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Command & Conquer 4: Tiberian Twilight

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Welcome back, Commander!

Command & Conquer 4 allows C&C fans to finally experience the epic conclusion to one of gaming's most beloved and longest-running series, the 15-year Tiberium saga. Kane. GDI. Nod. Tiberium. How will it end? Find out in Command & Conquer 4, told through persistent player progression, trademark live-action cinematics, and a multitude of innovations to the classic fast and fluid Command & Conquer gameplay.
Now is your opportunity to be a part to the development of Command & Conquer 4 by participating in this exclusive Beta program! Choose your class and command more units than EVER in a C&C game, as you team up and take on your opponents in 5-on-5 online battles! Strategize with your teammates or talk smack to your opponents over VOIP in fast, fun, and furious C&C action. We want to hear your feedback to help us deliver the C&C experience that you want when the game ships in 2010! 

Features of  Command & Conquer 4: Tiberian Twilight

The Epic Conclusion to the Tiberium Saga - Kane returns in the thrilling conclusion to one of gaming's longest running storylines, told through gritty live-action cinematics. Choose to take on the campaign solo or team up with a friend and play cooperatively!

Persistent Player Progression - The more enemy units you destroy, the more experience points you earn to level up your player profile! Play to unlock new units, powers, and upgrades to make your army unstoppable!

Always on the Move - For the first time ever in the C&C series: a massive, mobile, all-in-one base, The Crawler, lets you pack up and move your base with your army for a new layer of strategic depth. Build units as you move across the field, and deploy whenever and wherever you choose!

Choose Your Class - Choose from three unique classes from both GDI and Nod, each with its own specialized units and powers, for more strategic and combative options that match your play style of choice! Offense, Defense, or Support classes-which will you pick?

Team Up and Take the Battle Online - Join your fellow commanders online and tackle your opponents in the biggest C&C multiplayer to date, featuring 5 vs 5 battles! Choose your favorite class and take online strategy action to the next level as you conquer objectives while pummeling your enemies. The all-new party system lets you move with your party of friends from one online battle to the next.



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Tuesday, November 10, 2009

Modern Warfare 2 street date in 'select markets,' Activision disapproves

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Retailer says competition forced it to begin selling new Call of Duty; top third-party publisher retorts that it has "not given any retailer permission" to sell game early.
As is often the case, the street date of a major game was broken a few days before its official release. Over the weekend, game blog Kotaku received word that several retailers in the Northeast and Midwest United States had begun selling Call of Duty: Modern Warfare 2.

However, unlike most preemptive sales, which typically happen at non-specialty stores, apparently the game was being sold under a corporate directive by the country's top game-only retailer--GameStop.GameStop's vice president of corporate communications Chris Olviera offered the following statement:
"This past weekend, GameStop made the decision to sell reserved copies of Call of Duty: Modern Warfare 2 in select markets where other retailers had broken street date. Our decision followed many conversations with Activision and was an effort to protect our customer base. Today we are focusing on the launch of the title in 4,200 of our US locations and the New York City launch celebration that we are cohosting with Activision [and] Microsoft."
There may be some behind-the-scenes awkwardness at Modern Warfare 2's New York City launch, since Activision apparently ended those conversations by voicing its disapproval. "Activision has not given any retailer permission to sell Modern Warfare 2 prior to the Nov. 10 street date," a spokesperson told  "The company fully supports the November 10 street date."
Check back later in the week for Esports full review of Call of Duty: Modern Warfare 2. The M-for-Mature-rated game is being released for the PC, PlayStation 3, and Xbox 360, with the latter version also coming bundled with a 250GB limited-edition console from Microsoft. Modern Warfare 2 launch center has more information on the military shooter.

Want to download game click here its free demo
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Monday, November 9, 2009

Download Demo Games

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NHL 06 Demo

  http://pspmedia.ign.com/psp/image/article/660/660593/gretzky-nhl-06-20051021050921590.jpg

Download

Fast lane bowling



http://www.fileshack.com/images/finclude/images/011103_flb_shot_18.jpg

Tron

http://tommycinquegrano.files.wordpress.com/2009/03/tron2.jpg

Age of castel

 http://www.jakeludington.com/images/games/ageofcastles_screen.jpg
  Neocron


http://vaultmedia.ign.com/rpgvault/image/article/782/782605/neocron2.2_070423001a_1177295591.jpg

ARX Fatalis

http://www.epilog.de/Dokumente/Spiele/Computer/JooWooD/_Bilder/Arx_Fatalis_B01.jpg


Syberia

 http://www.gamasutra.com/features/20051004/Syberia.jpg

Download 

Spider-Man: The Movie

http://www.zianet.com/comic-booksuperstore/merchandise/spiderman-vg-movie-ps-2.jpg 

Global Operations Multiplayer  


http://up.almsloob.com/uploads/images/almsloob-18d3dc40c5.jpg

Download 

X-men The official game


  Download

X-Men Legends II: Rise of the Apocalypse


Download

 

 

 

 

 


 



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Sunday, November 8, 2009

Shippin' Out Nov.8-14: Call of Duty: Modern Warfare 2

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Activision shooter dominates busy holiday release week; new Dragon Ball, Pro Evo Soccer games also set for launch.
There are more than 40 games set for release this week, but one title stands head and shoulders above the rest. Call of Duty: Modern Warfare 2 for the PlayStation 3, Xbox 360, and PC--touted by Activision as "the biggest entertainment launch ever"--will make its long-awaited arrival in stores on Tuesday. Accompanying it on store shelves will be the spin-off Modern Warfare: Mobilized on the DS, and Modern Warfare: Reflex for the Wii, a port of 2007's Call of Duty 4: Modern Warfare.

The game has seen plenty of pre-release hype, and will be arriving alongside plenty of ancillary merchandise. Mad Catz has a full line of Modern Warfare 2-branded peripherals
, while Microsoft is packing copies of the game in with a limited edition 250GB Xbox 360. Naturally, the game is also being released in multiple versions, from the $60 bare bones version to the $150 Prestige Edition that includes working night-vision goggles.
Anticipation aside, the past few weeks' coverage of the title have been racked with controversy. Some gamers were livid at the decision to drop dedicated server support from the PC edition of Modern Warfare 2. One went so far as to give the $60 he had planned to spend on Activision's shooter to Swedish developer DICE, asking the studio to put it towards the development cost of including dedicated server support in its upcoming Bad Company 2.
More recently, leaked footage of the game's single-player revealed a controversial gameplay segment, causing Activision to go into damage control mode and emphasize that players would be given the option to skip the objectionable part of the game. Finally, last week saw the posting (and subsequent pulling) of a YouTube video on Infinity Ward's Twitter account. The clip was a mock public service announcement decrying "grenade spam" in the multiplayer modes of Modern Warfare, and created a fictitious activist group with a gay slur for an acronym.


Modern Warfare 2 is locked and loaded.

Looking beyond Call of Duty, there are still a handful of titles arriving in stores that might interest the traditional gaming crowd. Ubisoft expands on last year's maiden voyage to the mountain with Shaun White Snowboarding: World Stage on the Wii, while Xbox 360 gamers get their own snowboarding game in Stoked: Big Air Edition. Also, Konami's Pro Evolution Soccer 2010 gets new versions for the Wii, PlayStation 2, and PSP, and Namco Bandai offers Dragon Ball: Raging Blast for the Xbox 360 and PS3, or Dragon Ball Z: Attack of the Saiyans for the DS.
For further details on the week's games. The full list of downloadable games on the PlayStation Store, Xbox Live Marketplace, and the Wii Shop Channel will be revealed later this week. Release dates are based on retailer listings and are subject to change.
 
NOVEMBER 8, 2009
Shaun White Snowboarding: World Stage--WII--Ubisoft
 
NOVEMBER 9, 2009
Arcade Shooting Gallery--WII-- Zoo Games
Dora the Explorer: Dora Saves the Crystal Kingdom--PS2--2K Play
NBA 2K10--WII--2K Sports
Wedding Dash--DS--Zoo Games
 
NOVEMBER 10, 2009
BUZZ! Quiz World--PS3--SCEA
Call of Duty: Modern Warfare 2--PS3, X360, PC--Activision
Call of Duty: Modern Warfare: Mobilized--DS--Activision
Call of Duty: Modern Warfare: Reflex--WII--Activision
Chaotic: Shadow Warriors--360, PS3, WII, DS--Activision
Dragon Ball Z: Attack of the Saiyans--DS--Namco Bandai Games America
Dragon Ball: Raging Blast--X360, PS3--Namco Bandai Games America
Dragonology--DS--Codemasters
Fairyland Melody Magic--DS--Ubisof
t Final Fantasy XI: Ultimate Collection--X360--Square Enix
Final Fantasy XI: Vana'diel Collection 2010--PC--Square Enix
Harvest Moon DS: Sunshine Islands--DS--Natsume
Harvest Moon: Animal Parade--WII--Natsume
Hasbro Family Game Night--X360--Electronic Arts
Hot Wheels: Battle Force 5--WII, DS--Activision
Jambo! Safari: Animal Rescue--WII--Sega
Jonas--DS--Disney Interactive Studios
Kenka Bancho: Badass Rumble--PSP--Atlus Co.
Petz Nursery--DS--Ubisoft
Phantasy Star Zero--DS--Sega
Pop'n Music--WII--Konami
Pro Evolution Soccer 2010--Wii, PSP, PS2--Konami
Ringling Bros. and Barnum & Bailey Circus--Wii, DS--2K Games
Satisfashion--DS--Destineer
Smart Kids Journey to Adventure--WII--Tommo
Spectral Force Genesis--DS--Role-Playing--Ignition Entertainment
Stoked: Big Air Edition--X360--Destineer
Style Lab Jewelry Design--DS--Ubisoft
Style Lab Makeover--DS--Ubisoft
Team Elimination Games--Wii--Ubisoft
Teenage Mutant Ninja Turtles: Arcade Attack--DS--Ubisoft
WorldShift--PC--Playlogic
WWE Smackdown vs. Raw 2010--MOBILE--THQ
 
NOVEMBER 12, 2009
Braid--PS3--Number None Inc.
King Arthur - The Role-playing Wargame--PC--NeocoreGames
 
NOVEMBER 13, 2009
Buck Fever--WII--Destineer

Click here for other game details

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Saturday, November 7, 2009

Xbox Facebook, Twitter is over 18s only

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Microsoft's confirmed that upcoming Xbox 360 social network features - currently being beta tested - cannot be used by those under the age of 18.

"As some of you might be aware, those under the age of 18 are not able to access Twitter, Facebook and Last.fm in our public preview," says MS community man Major Nelson. "I want to let you know that this will remain the case when it launches to the world soon."

Apparently the platform holder made the decision because as it stands, "parents aren't able to use Family Settings to customize which of these applications their children can access.

"In order to offer an age-appropriate environment for everyone, we decided to turn off these applications for those Gold members under the age of 18," says the Major.

"As expected, this has been a hot topic with the preview users. We want to make sure everyone was aware," he added, noting that the development team is busy working on an update that gives parents the choice of which social applications their children can access.

"The team hope to roll this out several weeks after launch and I will update you on the exact date as it gets closer."
 
Watch this Video for more information........



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Tekken 6 Review

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With 42 selectable characters, this is the most expansive Tekken yet. It's a roster size that nears Marvel vs Capcom territory, and although lapsed fans will find a number of familiar faces to cling to, newcomers might find the whole process a bit daunting. Doubly so, in fact, when they pause a fight to check out the command list expecting two flashy kicks and a dragon punch variant, only to be greeted with over 150 different moves of varying complexity. Hammering the attack buttons like a woodpecker on Red Bull still allows n00bs to pull off some flashy moves, but the real fun begins when you try to learn to play it properly, and the roster overkill is a barrier to that.

That's not really a flaw, but a fact that needs to be drawn to your attention. However, the game is far more culpable in how it might cheese off the long-term Tekken fan. The ability to juggle your opponent in mid-air with a combo has been cranked up a notch, and while the player on the receiving end can always counter, it can make for a frustrating experience, particularly if a skilled player takes you all the way to the wall, taking off as much as half of your energy in a matter of seconds.

Luckily, struggling players will always have a chance. The all-new Rage Meter significantly increases the player's attacking prowess once their lifebar dips below 5%, making for some frantic finales and tremendous turnarounds. It originally proved a controversial addition in the arcades, but after being toned down in the Bloodline Rebellion revision is an intriguing tactical addition, and even if you disagree, you can always fiddle around in the customisation mode.

The balance between the characters is variable, as it is in all fighting games, but the difference between best and worst is smaller and more surmountable than in Street Fighter IV. You can't just fall back on old favourites, either; the fighters who have survived the cut from Tekken 5 have, in some cases, changed dramatically. Take perennial fan favourite Yoshimitsu. In storyline terms, Yosh comes to realise that his famed energy sword is losing power and seals it away.

Stripped of his iconic blade, he becomes trickier to master - certainly not for beginners. The new additions to the series are a fairly likeable bunch. Bob is an American karate artist of some renown who went into hiding after a succession of defeats to larger opponents. He re-emerges now, proudly displaying his new, morbidly obese physique - all that blubber, you see, will allow him to go toe-to-toe with the bulkiest. (Or at least, that's his story.) He's Tekken's equivalent to SFIV's Rufus - not much to look at, but deceptively agile.

Although Tekken's true appeal is in multiplayer, there are plenty of single-player options to keep you going. The arcade mode is brief and is once again blighted with a final boss as cheap as Asda Smartprice chips, but is redeemed by a clever ranking system that allows you to earn promotion, ensuring that you always have an achievable goal.

Throughout the single-player modes, Tekken 6 remembers your win/loss record for each character and displays it underneath your lifebar. Hardly unique amongst fighting games, but its prominent placing on the screen does help spur you on. Not so successful, however, is the dire 'Scenario' mode, which whisks the crew from their one-vs-one comfort zone into the unfamiliar territory of a scrolling beat-'em-up. It's disastrous, riddled with rigid controls, uninspired enemies and boring bosses. Trying to squeeze some fun out of it is like trying to squeeze an egg out of a badger. Just ignore it. It might go away.

Tekken 6 reveals its thrills and spills far more readily than its nearest 3D competitor, Virtua Fighter 5, but ultimately it's a shallower experience. Part of us wants to give this 46% for its reluctance to move with the times, and part of us thinks 96%, mostly because we like being quoted on boxes. On balance, however...

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GTA IV: The Ballad of Gay Tony Review

Gay Tony puts the 'fun' back into GTA IV. Gone are the long, narrative driven car rides of Niko's adventure, and in their place are ridiculous, explosion-filled helicopter gun fights and the odd sexual favour in a nightclub toilet.

When GTA fans complained than the next-gen titan had lost some of the reckless abandon of San Andreas, Rockstar North was clearly listening. Within a few hours of the latest episode you'll have leapt off the top of a skyscraper, shot helicopters out of the sky with the world's most powerful assault rifle and persuaded clubbing totty to put their legs over your shoulders.

Luis Lopez is this episode's protagonist, all-round arsehole and right hand man to notorious Liberty City nightclub mogul, Anthony "Gay Tony" Prince. The episode's plot, while clearly not as complex or in-depth as the threads in GTA IV and to a certain extent, Lost and Damned, is humour-packed and just like Gay Tony's gameplay does a brilliant job of keeping you entertained.

Tony - who's a surprisingly well-rounded and detailed character for a videogame homosexual - has gotten himself into some trouble with the mob. Instead of countless knock-off Soprano cut-scenes, this means we're out to cage fight and explode our way into their favour, which is fine by us.

Like the rest of the episode, the tools you use to solve your mafia plight are totally over the top, which for GTA fans looking for one last excuse to rampage through Liberty City is good news.

Tony's troubles will have you wielding shotguns that take down helicopters, as well as high-calibre magnums that sound like rocket launchers.

One of the stars of Gay Tony's arsenal though are the remote-detonated sticky mines, which Luis can lob with extreme precision - even from car windows.

At the centre of the madness is another eccentric character, Omid Djalili-voiced billionaire Yusuf. With all the money in the world, a six pack of Stella and a night in with X Factor just isn't cutting it for Yusef, and you're constantly tasked with keeping his incredibly spoilt self entertained.

This results in a mission chain of blowing up yachts and base jumping from exploding buildings. Driving cousin Roman to the internet café seems a bit tame now, doesn't it?

In one mission he asks you to literally steal a Subway train to send to his father as a souvenir. After driving to the bridge crossing the train tacks and jumping down onto the roof of the speeding train, it's an epic shoot out with armed police and helicopters until your own chopper hooks on to a carriage and lifts you off to safety. Few missions in the original GTA were this bonkers.

Another highlight has Luis and Tony hooking up with an abusive internet blogger - a dead ringer for Perez Hilton - and taking him for a helicopter tour of Liberty City. The 'tour' has been arranged to make peace after the offending blogger put doctored pictures on the internet of Luis and the boss getting it on.

Of course Luis and Tony's real intentions are far less civil, and you end up flying the vindictive blogger far above the clouds (the sky box has been largely extended), slapping him around the face and lobbing him out, before jumping out behind, catching him and gliding his now poo-ey self down to safety on the ground.

A hardly genre-breaking but welcome change to the mission structure has a score awarded for each completed task, with difficult secondary objectives on offer for those who decide to replay missions at the end of the game. On top of Lost and Damned's established mid-mission checkpoints, Gay Tony's single-player meat is better defined and definitely less frustrating than the original.

Liberty City itself - now notably having lost some of its visual sheen since 2008 - has also been expanded with new interiors, mini-games and of course, Tony's arsenal of nightclubs. As his right hand man Luis can enter the club and take on a "management" role, which basically means bowling it around the club looking for people to throw out and seducing party girls.

This is just one of the admittedly enjoyable distractions on offer in the second episode. Golf, which is executed with a simple power bar set-up, is surprisingly engrossing. Cage fighting and Drug Wars too do well to rekindle to spirit of San Andreas - that 'fun over fiction' stance that guarantees a third dose of GTA IV doesn't just feel like more of the same.

And while we're at it, multiplayer too steps the mayhem up a gear by including all of Gay Tony's absurdly powerful weapons, the Buzzard attack chopper and base jumping modes are sure to become hot fan favourites.

Gay Tony offers something not just for GTA IV fans looking for one last Liberty City hurrah, but the promise of unrealistic but brilliant escapades - less phoning up your mates for a chat and more mowing down pedestrians in a tank - even if some of the narrative is killed in the process.

Unlike Lost and Damned which suffered from an overly familiar missions structure, the second 360 exclusive episode manages to rekindle the highs of GTA IV's greatest missions (we're thinking Four Leaf Clover) and in sheer absurdity leapfrogs them entirely.

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Visually impaired gamer sues Sony Online

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Refusal to implement or facilitate changes to make online games more accessible violates Americans with Disabilities Act, suit claims.
It's not uncommon for blind gamers to feel invisible in addition to visually impaired. For instance, when gamer Brandon Cole wrote THQ a letter suggesting changes to make its Smackdown series of WWE wrestling games more accessible to the blind, he received a form letter back thanking him for his appreciation of the game's graphics
.
It doesn't help the visually impaired that some of EverQuest II's characters are actually invisible.

But now, one visually impaired gamer has gone beyond simply requesting accessibility features and is demanding them by way of a lawsuit. Last month, disabled gamer Alexander Stern filed suit against Sony, Sony Online Entertainment, and Sony Computer Entertainment America in the United States District Court for the Central District of California. The suit alleges that Sony is violating the Americans with Disabilities Act by failing to implement features to make its games accessible to visually impaired gamers.
The Americans with Disabilities Act states that, "No individual shall be discriminated against on the basis of disability in the full and equal enjoyment of the goods, services, facilities, privileges, advantages, or accommodations of any place of public accommodation by any person who owns, leases (or leases to), or operates a place of public accommodation."
According to the suit, Sony ignored repeated requests through postal mail and e-mail to come up with reasonable modifications to its games to make them more accessible. The suit, which doesn't mention SOE games by name but appears to focus on massively multiplayer online titles, requests the addition of visual cues to point gamers to their destinations for gamers with "disability impaired visual processing."
The suit also specifies the ways in which other companies have made their games accessible. For instance, Blizzard Entertainment's World of Warcraft allows the use of third-party mods in its game, which has led to the creation of several programs to include accessibility aids in the game. The suit also mentions Pin Interactive's action adventure PC game Terraformers, saying high-contrast 3D graphics modes, an audio compass, and voice-over detailing items collected in the game all serve to make the game more accessible.
Beyond the denial of entertainment, the suit also contends that Sony's actions have caused visually impaired gamers a financial loss. Because Sony runs an official auction site where gamers can sell their in-game items for real money, the suit says Stern's inability to participate in that marketplace is costing him money.
"Sony has constructed the products in a way that is inaccessible to plaintiff; maintains the products in this inaccessible form; and has failed to take any action whatsoever to correct these barriers even after being repeatedly notified of the discrimination that such barriers cause," according to the suit.
Representatives with Sony and Sony Online Entertainment said they don't comment on pending litigation.
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WOW row inside Chinese government intensifies

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Earlier this week, one arm of the Chinese government attempted to shut down local operations of World of Warcraft. Now, another Beijing regulatory agency has declared the move went too far--raising further questions about the fate of Blizzard Entertainment's massively multiplayer online role-playing game in the country.


The Chinese government has two agencies fighting to keep WOW players in line.

According to the New York Times (registration required), the Chinese Ministry of Culture denounced the move by the Chinese General Administration of Press and Publication (GAPP) to suspend WOW operations in the Asian nation. On Monday, Reuters reported that GAPP had revoked the permit needed to operate the MMORPG from localization partner NetEase, citing "gross violations" of Chinese law.
In a Wednesday article in the Beijing newspaper Economic Information Daily (translated by the Times), a Culture Ministry official declared, "In regards to the World of Warcraft incident, the General Administration of Press and Publication has clearly overstepped its authority. They do not have the authority to penalize online gaming."
The dispute is part of a larger dispute between the GAPP and Culture Ministry over which can regulate China's booming online gaming market. Hong Kong-based Citi Investment Research & Analysis analyst Alicia Yap told the Times that online gaming revenues rose 50 percent in 2008 to $2.9 billion--10 times what it was five years ago. That total is expected to more than double by 2013, said Yap.
So where does the Chinese government's internecine bureaucratic battles leave World of Warcraft? "That aside from some downtime tied to the standard maintenance schedule, the game is online, operational, and hasn't been suspended [in China],"

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Private investigation firm helps Activision track down hacker who leaked upcoming shooter, leading to arrest of 18-year-old.

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With Activision proclaiming next week's launch of Call of Duty: Modern Warfare 2 to be the biggest debut in entertainment history, tech blog VentureBeat has provided a look at the efforts to address pre-release piracy of the highly anticipated game, and how they landed one young hacker in jail.
According to the blog, the story began last week, when an ad for Modern Warfare 2 Xbox 360 bundles surfaced on Craigslist. When Activision spotted the ad, it contacted Dallas-based private investigation firm IPCybercrime.com, which arranged to purchase two such bundles from the seller. IPCybercrime also spotted a separate ad for the bundle with the seller claiming to be a stock boy for a major game retailer, identified the two sellers as friends based on an online social network, and turned their information over to Activision.
Modern Warfare 2 is just the latest in a long line of games to be leaked and pirated before launch.

When confronted by Activision, the two sellers admitted they had swiped a crate of the Modern Warfare 2 systems, and their case was then turned over to the retailer's loss prevention staff. The story might have ended there, if not for one of the sellers' other customers.
IPCybercrime found a post by a user on an Xbox piracy forum asking people to donate money so he could buy one of the Craigslisted bundles, rip the game, and distribute it online. Investigators cross-referenced the user's e-mail address with a Facebook account which had his cell phone number listed, and determined his identity to be 18-year-old Christian Del Amo. They turned the information over to the Miami-Dade police department, who arranged to purchase a pirated copy of the game and bust the hacker in the process.
Christian Del Amo.

Police obtained the game from a "runner," who led them back to Del Amo. The 18-year old was arrested yesterday, and is currently incarcerated in Miami's Turner Guilford Knight Correctional Center. IPCybercrime told VentureBeat that Del Amo was set up to sell thousands of illegal copies of Modern Warfare 2.
According to VentureBeat, Del Amo had a history of piracy, selling modded 250GB Xbox 360 hard drives pre-loaded with 125 hacked games through auction site iOffer.com. At retail, the games could cost thousands of dollars, but Del Amo sold the hard drives for $150.
While an arrest was made in the case, it didn't come quick enough to prevent piracy of the game. Illegal copies of Modern Warfare 2 have been appearing on peer-to-peer file-sharing services since earlier this week, potentially costing publisher Activision thousands of lost sales.
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Friday, November 6, 2009

Activision Blizzard posts $15 million profit, revenue up $23 million

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World's top publisher turns small profit on $703 million in sales; $4.05 billion 2009 outlook maintained despite concerns about holiday consumer spending.
Over the past two weeks, Sony, Microsoft, Nintendo, Konami, Capcom, THQ, Ubisoft, Namco, and Square Enix all released their most recent earnings reports.
Today, it was Activision Blizzard's turn.

Guitar Hero 5 brought in cash, in more way than one.

The world's biggest-third party publisher reported $703 million in net revenue for the July-September quarter, up from $680 million during the same period the year prior. More importantly, the company posted a quarterly profit of $15 million, way up from the $108 million the company lost in Q3 2008.
The quarter also saw Activision Blizzard's overall game software market share grow to 13.3 percent in the US. In Europe and the US combined, the company controls 12.3 percent of the software market, according to the NPD Group and Charttrack/Gfk.
In a statement accompanying the announcement, Activision Blizzard's famously outspoken CEO Bobby Kotick credited Guitar Hero 5 and Marvel: Ultimate Alliance 2 as the quarter's biggest two debut games. Also helping fill company coffers were catalog sales of Guitar Hero and Call of Duty games and ongoing income from the massively multiplayer role-playing game World of Warcraft.
Kotick also tried to soothe the fears of analysts about slowing sales of rhythm games--such as Activision's own forthcoming DJ Hero, which is reportedly seeing lower-than-expected preorders. He pointed out that when all SKUs were combined, Guitar Hero World Tour was the top-selling game in the US and Europe for the first nine months of 2009.

"Year to date through September 30, the Guitar Hero franchise was the number-one best-selling third-party franchise in North America and Europe," Kotick said in a statement. "For the month of September, sales of music games in the U.S. increased 72 percent in dollars year over year, which demonstrates the sustained interest in this new and important game category." September saw the release of both Guitar Hero 5 and rival MTV Games' The Beatles: Rock Band, with the latter outselling the former but still managing to be unprofitable.
In the official Activision earnings release, Kotick was bullish on his company's slate for the current quarter, which includes Band Hero, DJ Hero, Tony Hawk: Ride, and next week's Call of Duty: Modern Warfare 2. (The latter title is the now most preordered game in Activision and GameStop history.) However, speaking to Reuters, the executive was more candid, saying he was "very concerned" about recession-hit consumers' spending this holiday season.

Modern Warfare 2 boasts the most preorders in Activision's history.

"The question is whether the consumer will materialize, and I think there's huge risk that the consumer won't materialize," he told Reuters.
Kotick's fears aside, Activision is sticking by its full calendar year earnings guidance of $4.05 billion in net revenues and $0.26 earnings per diluted share of $0.26. It did warn, however, that the figure was subject to certain risks, such as World of Warcraft's ongoing struggle to switch localization partners in China. Earlier this week, operation of the MMORPG was suspended in the Asian nation following a dispute between two regulatory agencies of the Beijing government.
Finally, during a conference call with analysts after the report's release, Activision executives confirmed it was planning to release new installments in the Call of Duty, Guitar Hero, Tony Hawk, and Spider-Man franchises in 2010.
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Left 4 Dead Review

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Left 4 Dead makes both sides of the zombie apocalypse a thrill to experience, as long as you're not alone.

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Dissidia leads PSP assault on PSN

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PlayStation Store Update: Square Enix's latest Final Fantasy headlines 11 new games for Sony's online store; PS3 gets Military Madness: Nectaris, Numblast; Gex become PSone Classic.
The PSP Go may not have a UMD drive, but gamers certainly haven't been left wanting for selection. In the weeks following the device's October 1 launch, Sony has stocked the PlayStation Network's PlayStation Store with downloadable versions of the PSP's library, and that continued this week with 11 more games added to the collection.
There are so many, but can we take them all??


This week's PSP offerings are split evenly between the Everyone 10 and Older crowd and the T-for-Teen audience. Square Enix's highly regarded Dissidia Final Fantasy leads the offerings for slightly older audiences, and carries a $39.99 price tag. Crimson Room: Reverse ($7.99), Class of Heroes ($39.99), Star Wars Battlefront: Elite Squadron PSP ($29.99), and Star Wars Clone Wars: Republic Heroes ($29.99) have also been added to the PSN.
Younger gamers can pick up downloadable versions of Ben 10 Alien Force ($19.99), Ben 10: Protector of Earth ($14.99), Ghostbusters The Video Game PSP ($29.99), Dungeon Maker: Hunting Ground ($14.99), Creature Defense ($7.99), and Numblast PSP ($4.99).
The PlayStation 3 isn't without its own downloadable fare this week. Military Madness: Nectaris a turn-based military strategy game that features online competitive and cooperative modes. It is available for $9.99. Also a new PSP addition, Numblast is a number-heavy puzzle game that runs for $4.99. PSP and PS3 gamers can also pick up Crystal Dynamics' PSone Classic Gex for $5.99.
A full list of the week's new PlayStation Store content, including themes, wallpapers, demos, and add-on content.
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