Archive by ‘moulsonleMs

Goozex kicks off half-price sale 04 February 2010 at 1:00 am by moulsonleMs

For far too long, here at Joystiq we’ve brought you stories of sales limited by being applicable only to certain games. But finally we can bring word of a bargain limited only by … your imagination. That’s because game trading site Goozex is offering 1000 points of its currency for just $27.50. Those of you familiar with the site know that 1,000 points is the price reserved for the newest games, meaning you’ll be able to pick up nearly brand new releases for a little over $25.

Or, you can buy Another World three times. Imagination!

[Thanks, Cole]

JoystiqGoozex kicks off half-price sale originally appeared on Joystiq on Thu, 04 Feb 2010 02:00:00 EST. Please see our terms for use of feeds.

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+ PopCap won’t ditch iPhone support for iPad development By moulsonleMs 02 February 2010 at 1:00 pm and have No Comments

PopCap won't ditch iPhone support for iPad development screenshot

News of the delay of Plants vs. Zombies iPhone came suspiciously close to the Apple’s announcement of the iPad. As it turns out, developer PopCap Games has nothing up their sleeves — not yet, at least.

Plants vs. Zombies is a complex game and it simply took a little longer for us to be happy with the adaptation to iPhone,” Andrew Stein, PopCap’s director of mobile business development, told me via e-mail. “It will be launched on iPhone well before the release of the iPad.”

The casual games studio — which has created games for Mac, PC, Xbox 360, PlayStation 3, Facebook and several mobile platforms — does seem to have the slightest interest in Apple’s unreleased toy. Responding to what excites PopCap the most about the iPad, Stein said design changes might be invigorating.

“PopCap loves to see devices that offer new experiences and force us to look at our games and rethink how we can make the best game using those new features.”

Digging a bit deeper, I asked Stein what excited him the most as a developer, as opposed to a studio, and a consumer as well.

“As a developer, the iPad offers the same easy development environment as the iPhone but amps that up with tremendous technical specs and a potential whole new way for somebody to interact with a game,” he said. 

“As a consumer, the iPad has the potential to kickstart a whole new wave of creative innovation similar to the wave kicked off by the launch of the App Store for the iPhone and iPod touch.”

PopCap wouldn’t confirm plans to create for the iPad, but Stein said that if the studio were to make a game, it wouldn’t be a port. PopCap also won’t abandon the iPhone or iPod Touch should they put their eyes on the new handheld.

“We always make games that take best advantage of the platform on which they’re offered.  If we make iPad specific games, they will not just be upscaled versions of our iPhone games.”

“We’ve been a leader for the iPhone and our Bejeweled 2 is one of the top selling apps of all time in the App Store so we’ll definitely continue to support the iPhone and iPod touch.”

So, how would PopCap go about developing for the iPad? The same way they always attack a new platform.

“PopCap approaches every platform the same way — what is the best way for us to bring our games to this platform?  How will the consumer interact with it?  What features can we add to make a better game experience?  What do we need to think about in terms of user interface?  And so forth.

“As we’re fond of saying, we don’t port, we adapt – we keep the essence of what makes our games and then rebuild them to take best advantage of the features offered by the specific device.”

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+ App store, and games, coming to … Kindle By moulsonleMs 21 January 2010 at 12:00 am and have No Comments

Now you’ll be able to buy games for your book! Amazon just announced its Kindle Development Kit, which will allow companies (and individuals!) to create “active content” for Amazon’s e-reader device. The examples given in the press release include an interactive Zagat guide, and … games!

According to the announcement, mobile publisher Sonic Boom will release “word games and puzzles” for the device — which seems like a natural fit. But EA Mobile is also on board with the Kindle, which opens the door to its eventual metamorphosis into a game platform. A game platform with a black-and-white screen, sure, but also a very popular platform whose entire audience is comfortable downloading digital content.

A beta for the development kit will begin next month, with applications launching in the Kindle Store “later this year.”

[Via Engadget]

JoystiqApp store, and games, coming to … Kindle originally appeared on Joystiq on Thu, 21 Jan 2010 01:00:00 EST. Please see our terms for use of feeds.

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+ PSA: It’s the final day of Steam’s ludicrous sale By moulsonleMs 03 January 2010 at 6:30 am and have No Comments

PSA: It's the final day of Steam's ludicrous sale screenshot

As you are no doubt aware, Valve made our holiday season a little more ridiculous than usual by instigating a service-wide sale that I would happily label as stupid. The amount of money to be saved bordered on the retarded, and if you’re a PC gamer with an eye for a bargain, let it be known that today is the last day of this glorious era of thrift. 

To celebrate, Valve has listed the best deals on offer as part of an “encore” presentation. Here are today’s listings for the final day of this absolutely insane sale:

Left 4 Dead 2: $33.49
Grand Theft Auto IV: $7.49
Killing Floor: $4.99
BioShock: $4.99
Torchlight: $4.99
Defense Grid: The Awakening: $2.49
S.T.A.L.K.E.R: Shadow of Chernobyl: $2.00

A lot of you went nuts and spent way too much money during the Steam holiday sale, so I have to ask: What did everybody get? Please feel free to share your favorite Steam bargains and point out any awesome purchases that others may have missed!

+ More Uncharted 2 Co-Op? Certainly Sounds Like It [Uncharted] By moulsonleMs 29 December 2009 at 12:00 am and have No Comments

Uncharted 2’s co-op play seemed to go down well with players, so it’s only natural to see developers Naughty Dog talking about adding even more to the game via downloadable content.

Speaking with G4, Naughty Dog’s Evan Wells has said “So for future DLC, could we add more co-op? Probably more in the arena-style type of gameplay, like our Survival and our Gold Rush modes.”

“The objective-style co-op that we have where we have those little narrative moments…it’s something that we are considering and we’d really like to do, but it’s a much, much bigger investment of time because we have to do a lot of motion capture with the actors and record a lot of voices. So we would absolutely want make sure that we talk to our community and make sure there was the proper demand for it.”

So come 2010, you’ll probably get more co-op. You may even get more story-driven co-op. Merry Christmas, Uncharted 2 fans.

Reaction Time: Naughty Dog’s Evan Wells Reflects on Uncharted 2: Among Thieves [G4]


+ No More Heroes 2 videos: Now with more Poopie By moulsonleMs 16 December 2009 at 5:00 am and have No Comments

People frequently ask me the question “What’s you’re favorite line from the game No More Heroes 2?” I usually respond with “Poopie… Now I have the sad face.” Then they say, “Don’t get all cute with me guy, just tell me the line”, so I say “POOPIE… NOW I HAVE THE SAD FACE!”. Then we fist-fight.

That’s the kind of random violence that No More Heroes inspires. Take these videos for example; the first features Travis repeatedly running a beam katana through a guy named Skelter Helter; a man who’s first name is the same as his dead brother’s last name. The next shows Travis’s student (and maybe-girlfriend) Shinobu chopping up people with a katana, then wiping her sword… HARD. The last video shows a bunch of stuff, including a fat cat in action, a new in-game cute ‘em up called Bizarre Jelly 5, and a sexy man in a purple jumpsuit blowing 8-bit kisses to Travis. Random. Violent.

If you want even more No More Heroes 2 fun, check the gallery for a gaggle of new pics, including a few that you wont see anywhere else (at least until someone “borrows” them from us). After you’re done with that, come back for hands-on impressions of the game and an interview with No More Heroes creator Suda51. Both should hit later today, so stay tuned.

Shinobu kills, wipes, gets jazzy

Fat cats, hard work, cute ‘em up

 


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+ Review: Silent Hill: Shattered Memories (Wii) By moulsonleMs 11 December 2009 at 8:00 am and have No Comments

Review: Silent Hill: Shattered Memories (Wii) screenshot

No weapons? Wii waggle? And a “re-imagining” of the first Silent Hill game is what they’re calling this? The combination sounds like Silent Hill: My Worst Nightmare, and I don’t mean that in a good way.

Boy, was I ever wrong. Instead of some Silent Hill one-off rehash, we get a lovingly crafted story set in a world so deep and involving that it actually does the series name proud. The Wii waggle? More like Wii mastery. The control is a new hallmark for Wii games, let alone Silent Hill titles. And the no weapons part? Absolutely brilliant, and it works out to be a chillingly beautiful thing when you finally understand what the story is about.

Again, I was totally wrong.

Read on for our review of Silent Hill: Shattered Memories.

Silent Hill: Shattered Memories (reviewed on Wii, also on PSP, PS2)
Publisher: Konami
Developer: Climax
Released: December 8, 2009
MSRP: $49.99

In Silent Hill: Shattered Memories you play as Harry Mason, loving father and husband and crap driver in inclement weather. The game starts out with Harry running off a snowy road and into a fence. He crawls out of his car and notices that his daughter, Cheryl, is missing from the passenger’s seat. He sets off to look around the crash site to find her. Unfortunately, he crashed on the outskirts of the worst town ever to crash in, Silent Hill. To make matters worse, it’s snowing like crazy, and the town has gone mostly…well, silent.

I wouldn’t call Silent Hill: Shattered Memories a survival horror as much as I would call it a psychological thriller. First off, there’s no combat in Memories. That’s right: instead of slowly turning and slowly swinging some found implement at some otherworldly monster, you’re running. You’re running for your life from creatures that are just as creepy as the ones from the previous Silent Hills, but for a different reason. (We’ll touch on that later.) And when they catch up with you, they tackle you, grope you, and bring you down. Your only defense is the powers of push and nudge. You can’t kill them, and that makes for a pretty terrifying experience when more than one is on your trail.

Memories is so focused on the inner workings of the player’s head that it actually opens with a “psychology warning,” which informs that the game will play the player. They’re not kidding around, either. When you’re not wandering around Silent Hill, you’re a patient in a therapist’s office, taking tests and answering questions to reveal your character. The game opens with a psychology profile that asks some pretty private questions on your love life and morals. The game can change drastically depending on your choices. A second play-through revealed new areas, new characters, and even a new attitude for Harry himself. Existing characters can look completely different, depending on your profile. For example, one character looked like a normal policewoman on my first play-through. On my second one, with my profile slanted more toward the perverted, this same cop was a busty blonde. That said, I recommend being true to yourself your first time through.

Wii motion controls are beautifully utilized in Silent Hill: Shattered Memories. To date, this is the best and most elegant use I’ve seen for the Wii Remote and Nunchuck, and I’d go as far as to say that the Wii version is the ultimate version, and should be chosen above the PlayStation 2 version. Harry is armed only with a flashlight, which comes in handy often, as Silent Hill rarely sees sunlight. Moving the Wii Remote moves your flashlight beam on what seems to be a one-to-one scale. You’re free to shine it at anything, and right away you’ll notice how smooth and realistic the cast beam is. The realism of how the light moves from your control goes a long way towards enveloping you into this snowy world. The nunchuck’s analog stick controls movement, and turning is controlled by pulling your flashlight to the far left and right edges of your field of view. While this type of turning has been used in other games to varying successes, it works solidly in Memories.

Away from exploration and into panicky sessions of being chased, which the game calls “nightmares,” you’ll use the Wii Remote to make movements in place of real-world hands. Attackers can tackle you from any direction, and you’re to use the Wii Remote and Nunchuck to repel them. If they attack from the front, you’ll need to motion both controllers forward, as if to push them off. You’ll flick them off your back, elbow them in your face, all the while holding in Z to run. One thing to note here is that the controls do not need large gestures to repel enemies. Those flailing their arms in a panic to shake off attackers will likely become frustrated, as the controls seem less responsive. Firm but controlled pushes and shoves are the key, and done right, will begin to feel like second nature as you continue on deeper into the game.

Puzzle solving and exploration involves manipulating items with virtual hands, using the Wii controls. Pinch, turn, pick up, etc. We’ve seen this in other games, but here it feels tactile and responsive. Probably the best example of Wii controls in Shattered Memories cannot be revealed in this review, as they would likely spoil parts of the story. I will say that the uses are creative, surprising, and some truly memorable. There were a couple of instances so amazingly effective that, even now, thinking about them gives me chills.

That said, you’ll want to make sure you’re gentle and not over exaggerating with the controls. Again, large, fast movements seem to throw the sensors off. Likewise, you’ll also want to be careful to not let your IR beam wander out of the Wii sensor’s view, as you’ll be stuck retracking for a few seconds, leaving you vulnerable. Being mindful of these points goes a long way towards the game’s enjoyment.

As Harry looks for his daughter in snowy Silent Hill, he uncovers dark, buried memories of both his life and his daughter’s. Some are surprising, others are disturbing. And the ones that are sexual? They’ll make more sense later. Most of this is found through exploration of the town,  and all the while Harry is struggling with his own memory, which seems to have been damaged during his car accident. This exploration sometimes leads to deeper truths and memories, and this triggers a nightmare sequence where Silent Hill turns dark and freezes over, everyone else disappears, and monsters come out of the woodwork. You’ll run through the transformed, hellish version of the town, doing your best to find the nightmare’s resolution, working to fend off monsters that seem to want to hold you back from that resolution. You’ll likely become disoriented and panicked, running around in the dark, trying to find an exit. Some may become frustrated with these scenes, but I think that was the developer’s intent. Once the lost panic sets in, it sticks with you well after it’s over. When you do finally reach the end of the nightmare, the town becomes somewhat normal again, and you resume exploration. Waking up from the nightmare, so to speak.

Being chased and held back by monsters in your nightmares is a beautiful parallel to the story the game is trying to tell. To reveal why these things happen would definitely ruin the story, but when you do finally find out, its the type of resolution that has you sitting alone, pondering, remembering all the scenes from the game. The game play will make sense. A second play-through is incredibly rewarding because of this, and is highly recommended. And as the game profiles everything you do and say and tailors the experience toward your mind, going “opposite” in your responses and actions the second time through is also recommended. I don’t want to ruin anything, but know that the game even keeps track of what you stare at. Eyes up here!

The dark and gritty town of Silent Hill has never looked better, and by “better” we mean worse. Darker, more desolate. Everything is that much more eerie when cast in your flashlight’s beam. The graphics dazzle on the Wii, and I found myself surprised at the graphical performance more than once while exploring. Characters manage to both remind players of the old games and bring some originality at the same time. They’re expertly animated and are voiced with what is likely the best work I’ve heard in the series. You can definitely see the loving care developer Climax put into the game. To top it all off, series composer Akira Yamaoka is back with a haunting score. This time around it’s more subdued, but it fits the sleepy, snowy atmosphere perfectly.

Perhaps you’re wondering if a Wii Silent Hill game is scary. I can say without hesitation that it is. Much of this is due to the superlative pacing and storytelling. As expected, there are plenty of jump-out scary moments, but the panic that the game’s situations causes go even farther toward scaring you senseless. When the story ends and you begin thinking about the game’s story, the tons of symbolism, and the overall message, you’ll likely be creeped out. And amazed.

While Silent Hill: Shattered Memories is a total departure in every way from what Konami proper had started, it manages to reinvigorate the series. This “re-imagining” could have been a story rehash, instead we get a brilliantly deep game with subtle subtext and surprising symbolism. It’s deep enough that some may glaze over the reasons behind the game play decisions and story elements, which were, again, brilliant. It focuses on the horrors of the human mind and gets away from the tired ghost story, making for a story much more involving and disturbing than recent Silent Hill titles. A lovingly crafted story draws you in and then wows you with a surprise ending that leaves a lingering fascination. And chills. I’m still thinking about it. From one die-hard Silent Hill fan to another, this is a true Silent Hill game. A better Silent Hill game. Do not miss this game.

Score: 9.5 — Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won’t cause massive damage to what is a supreme title.)



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+ Rev Rant: a slave obeys By moulsonleMs 09 December 2009 at 9:20 am and have No Comments

Rev Rant: a slave obeys screenshot

Every week, sort of, features editor Anthony Burch discusses games and gamer culture in his “Rev Rant” video series.  You can watch the previous rants here.

Firstly: spoilers for BioShock, Modern Warfare 2, and Portal. Though if you honestly haven’t played Portal by this point, you are weird.

Secondly: this week’s rant is about how games which are supposedly about control and slavery and experiencing a lack of free will effectively fall into two categories: those that require some subtle doublethink on the part of the player, but are still immensely satisfying (BioShock, Portal) and those that are thematically lazy and hide that laziness through BS statements about free will (Haze, Modern Warfare 2).

The two indie games I briefly mention in the rant are Judith and Edmund. I harbor an intense desire to see a crossover game including both protagonists. It would be called “Judith n’ Edmund,” and it would be an existential buddy cop game.

 

+ ModNation Racers beta begins on December 18 By moulsonleMs 07 December 2009 at 8:40 am and have No Comments

ModNation Racers beta begins on December 18 screenshot

First we told you they were having one. Then we told you it was coming in December. Now we can reveal that the ModNation Racers beta will begin on December 18. 

Jesus, how many times am I going to have to write about this beta thing? I’m running out of things to say. Oh, here’s a thing — it’ll run through January 10, which means you’ll have four weeks or so to create, share, and race your little Mod dudes and dudettes around. 

You can sign up for the beta online, subscribe to Qore, or look inside your copy of LittleBigPlanet Game of the Year Edition for a code. Sony will also be giving away codes, and now that I’m thinking about it, maybe I’ll ask Sony if they can give us some to give away. Would you like that? I would.

Don’t forget to read my preview of ModNation Racers if you haven’t already. And if you have, read it again.

+ Week in Games: Voluez-vous Blow Up Crap Avec Moi [New Releases] By moulsonleMs 06 December 2009 at 5:00 pm and have No Comments

The Saboteur is the core console release in a light week; of course, The Legend of Zelda: Snakes on a Train for the DS should not be overlooked. Tales of Monkey Island has a new chapter on PC and Wii.

This week’s count: seven for PC, four for Wii, three for DS, two for PS3, one for PSP and 360

Monday (Dec. 7)
Flowerworks (Wii)
Rec Room Games (Wii)
The Legend of Zelda: Spirit Tracks (DS)

Tuesday (Dec. 8)
DiRT 2 (PC)
East India Company: Battle of Trafalgar (PC)
James Cameron’s Avatar: The Game (PSP)
Playmobil 2 Pack (PC)
Puzzler World (DS)
Salon Superstar (DS)
Silent Hill: Shattered Memories (Wii)
Tales of Monkey Island Chapter 5: Rise of the Pirate God (PC, Wii)
The Saboteur (PC, PS3, 360)
Your Shape (PC)

Thursday (Dec. 10)
PixelJunk Shooter (PS3)
UDF: 3D Tactics IP

Saturday (Dec. 12)
Hello Kitty Online (PC)

Source: Gamespot



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