Posts Tagged ‘ myspace

Richard Garriott re-enters games atmosphere with new social media project: Portalarium 17 February 2010 at 12:18 pm by assuttips

Known spacefarer and castle-owner Richard Garriott isn’t going to let a relatively unsuccessful MMORPG launch keep him down. Lord British himself, along with former NCSoft colleagues Dallas Snell, Fred Schmidt and Stephen Nichols, has revealed the launch of a “broad-based” social media company dubbed Portalarium. The outfit is working to first offer “online game apps” and then hopes to expand into “open learning, open health, open science/environment, open government and much more.” Whatever that means.

The announcement was kind enough to detail the company’s first big project: The Portalarium Player, a browser plug-in that allows games developed on a number of platforms (i.e., not just Flash) to work within the confines of social networking sites like Facebook and MySpace. Garriott is speaking more about the young company’s future at D.I.C.E. — so we’ll flag him down later today to find out what gamers can expect from the studio. (At the very least, we hope to get some totally awesome space stories.)

JoystiqRichard Garriott re-enters games atmosphere with new social media project: Portalarium originally appeared on Joystiq on Wed, 17 Feb 2010 13:18:00 EST. Please see our terms for use of feeds.

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+ New Super Street Fighter IV trailer has fighting in it! By stecdonee 26 January 2010 at 10:00 pm and have No Comments

What’s a big announcement about a Street Fighter game without some kind of trailer to back it up?! Well, here it is, the latest montage of street fighters fighting in the streets. This trailer focuses on all the new additions appearing in Super Street Fighter IV and just as always, Juri makes me all hot and bothered.

Like Sterling, I too wish I at least a little good at fighting games. I always want to play them, but it’s no fun getting obliterated.

Super Street Fighter IV will be out in the US on April 27 and will include this awesome cover art.

 

+ Fable III reveal taking place during X10 on February 11 By LeroLinkLof 26 January 2010 at 9:00 pm and have No Comments

Fable III reveal taking place during X10 on February 11 screenshot

The month in which Lionhead Studios plans to publicly show off Fable III for the first time has been known for a while now, sure, but questions of exactly when, where, and in what capacity have gone unanswered.

Over on the Fable III Facebook page, we are told Microsoft’s X10 event in San Francisco on February 11 is where the big reveal is happening. Quite a bit more to go on, huh? It’s still unknown whether or not it will be a hands-off sort of thing, though. At the very least, it sounds like there will be video of the game.

Fable II is one of the only 2008 releases still sitting on my to-play list. My hope is that similar to how Mass Effect 2 impressed me so much that I went back and played the original Mass Effect, so too will Fable III encourage me to dive into its predecessor.

+ Review: Tatsunoko vs. Capcom: Ultimate All-Stars By arrowlkenna 25 January 2010 at 7:20 am and have No Comments

Review: Tatsunoko vs. Capcom: Ultimate All-Stars screenshot

When I tell one of my fighting game-playing friends that Capcom’s releasing a new fighting game called Tatsunoko vs. Capcom, the first thing they ask is, “What’s a Tatsunoko?”, frequently with an incredulous tone of budding disinterest clearly present in the questioning.

Instead of answering their largely unimportant question, I instead cut to the chase and let them know that Tatsunoko vs. Capcom plays like an evolved version of Marvel vs. Capcom 2, features 26 characters (21 of which have never been in a fighting game before or have all-new play styles), is as easy to learn but hard to master as the Super Smash Bros. series, and features online play that is thus far nearly lag-free. Their incredulous tone turns into excitement.

Really, that’s all you need to know about Tatsunoko vs. Capcom. I expect that fans of Capcom’s superhero rave series (X-Men: Children of the Atom, Marvel vs. Capcom), fans of Smash Bros., or anyone who wants to play an almost completely new fighting game with 26 characters, will love the game. It has a few flaws, but it’s otherwise a fantastic game, easily my favorite Capcom fighter of this generation.

Still not convinced? Well, then hit the jump for the full review, you stubborn son of a b*tch.

[Editor's note: Also see the Destructoid review of the Japanese build of the game, which was released back in 2008. --Jonathan]

Tatsunoko vs. Capcom: Ultimate All-Stars (Wii)
Developer:
Eighting Co. and Capcom
Publisher: Capcom
Released: January 26, 2010
MSRP: $49.99

Okay, about that Tatsunoko question: Tatsunoko is the name of a Japanese animation company that’s been around for the better part of fifty years. A few of their creations have gone on to star in big-budget live-action films (like Yatterman and Casshern), while others have managed to even grab some crossover success in the United States (like Gatchaman/G-Force). Over the past two years (since the release of the Japanese version of the game), I’ve learned just how much Tatsunoko means to certain high-ranking staff at Capcom Japan. A lot of armchair critics have been quick to claim that Tatsunoko vs. Capcom has little chance of selling in the US due to its weird name and cast of partially unfamiliar characters. What I’ve come to find out is that Capcom USA and Capcom Japan are well aware of this, but they made the game anyway.

Why? Well, the answer’s simple: they wanted to make a videogame for themselves and for like-minded fans. Tatsunoko vs. Capcom is truly a labor of love, and it shows. The game is packed to the gills with fan service, characters from both the Capcom side and the Tatsunoko side that were thought to be dead to the world, and a general feeling of exuberance that can only be the result of a creative team whose inspiration has thrown their imagination into overdrive.

“Imagination” is the key word with Tatsunoko vs. Capcom. The game is brimming with ideas, both in terms of visuals and gameplay. If you can imagine a combo or fighting technique, it’s probably possible. The only thing limiting you is your own creativity and technical skill. Unlike in Street Fighter IV, the characters in Tatsunoko vs. Capcom don’t generally fit into the typical Capcom types (charge character, 360-throw character, shotokan, etc.). These are characters the likes of which have never been seen in a fighting game, and may never be seen again, ranging from a giant 25-foot robot to a five-foot-tall, super-deformed superhero who can control time. For a fighting game fan, a game like Tatsunoko vs. Capcom represents truly undiscovered country.

Thought the basic combat system fits firmly into Capcom’s superhero rave line of fighters, there are a few major changes worth mentioning. Like Capcom’s other tag-team fighters, Tatsunoko vs. Capcom allows you to pick two fighters at the start of a match. You can call out the second character for assist attacks, or tag them into the primary combat roll, allowing their partner to replenish some health from the side-lines. The Baroque combo system changes that a bit. Instead of replenishing the red part of your health meter by tagging a character out, you can also sacrifice it to power a Baroque combo. Trading health for offensive power is a risky maneuver, but it can yield huge rewards. There is nothing like being on the verge of defeat and using your red health to power a 114-hit Viewtiful combo, bringing much shame and sorrow to the competition.

While the Baroque combos are sure to please fighting game enthusiasts looking to learn ever more complicated fighting techniques, the game’s simplified controls work to appease the other side of the market: gamers who like fighting games in theory, but can’t actually play them in practice. Using an arcade stick, GameCube controler, or Wii Classic Controller makes Tatsunoko vs. Capcom play like a slightly stripped-down version of Marvel vs. Capcom 2 that employs three buttons instead of four. If you use the Wii Remote or Wii-Remote-and-Nunchuk control schemes, the game plays much more like Smash Bros., with one button for all regular attacks, and one for all special attacks. This effectively opens the game up to everyone who ever wished they could effectively play a traditional 2D fighing game, but terminally sucks at quarter-circle-forward-and-fierce-punch controls. Now even the least dexterous among us can know the joys of chaining a hadouken into a shin-shoryuken.

The game’s cast also smacks of Smash Bros. influence. While previous Capcom vs. titles have featured a broad range of characters as well, Tatsunoko vs. Capcom has by far the most varied (and insane) roster of players utilized in a 2D fighter. On the Capcom side, newcomers Frank West (Dead Rising) and Zero (Mega Man X) join Ryu (Street Fighter), Chun-Li (Street Fighter II), Alex (Street Fighter III), Batsu (Rival Schools), Morrigan (Darkstalkers), Mega Man Volnutt (Mega Man Legends), Roll (Mega Man: Powered Up!), Kajin No Soki (Onimusha: Dawn of Dreams), Viewtiful Joe (Viewtiful Joe), PTX-40A (Lost Planet), and the Cabel-esque Saki (Quiz Nanairo Dreams) to form the most eclectic cast the publisher has ever put together. There’s an equal amount of Tatsunoko-based characters, the majority of whom will be unfamiliar to most American players, but they definitely still hold their own in providing a wide range of new and interesting fighting styles for the player. I don’t care if you’re a 5-year-old girl or a 40-year-old man, you will find teams on Tatsunoko vs. Capcom’s roster that you can relate to and enjoy playing with.

Also included in the package is an unlockable side-game, “Tatsunoko vs. Capcom: Ultimate All-Shooters.” This is a game that anyone, even those completely phobic of the fighting genre, can pick up right away and enjoy. It’s a 4-player cooperative shmup set in the Lost Planet universe, starring Ryu and PTX-40 from Capcom, and Ken the Eagle and Tekkaman Blade for Tatsunoko. Just like the main game, Ultimate All-Shooters is fun alone, and it can become incredibly addictive in multiplayer, especially for fans of Lost Planet. Though you’ll be playing the game as a team, you also play for points, and are ranked at the end of each mach based on score. Multiple paths, bosses, and special moves round out what could easily have been its own full-fledged downloadable release.

Speaking of online, Tatsunoko vs. Capcom features online play, and thus far, I’ve had no real issues with it. Out of the hour or so I’ve spent playing others who presumably are reviewing the game for their respective game sites/magazines, I’ve not had slowdown, and only a few instances of frame-skipping lag. It’s been a generally better experience than the time I’ve had with BlazBlue and Street Fighter IV on the PS3, despite the fact that there’s no online chat. Random battles are quick to load, and after fighting a stranger, you can add them to your rival roster and fight them at any time. The all-too-familiar friend code system is in effect for other planned matches, but just like using a cell phone, it doesn’t bother me to have to enter a number into my Wii every once in a while to connect with people.

Probably the two coolest things about the game’s online system are its ranking and matchmaking features. As you play, the game detects your play style and will pin you with a fire (offensive), ice (defensive), or lightning (evasive) badge, letting other players know what they’re likely up against. You’ll also only be put up against players of similar skill and experience, so as you get better at the game, you’ll be permitted to take on players who are more skilled. Perhaps best of all, the game also keeps track of every time you disconnect early from a match. Disconnect enough times, and the game will only match you with other players with a tendency for cowardly disconnects. As much as the Wii’s online system can be overly protective, being saved from fighting sore losers who disconnect before a loss is something I fully stand behind.

What I’ve described so far should sound like a near-perfect fighting game experience, and it is. Still, I’d be remiss if I didn’t point out the game’s flaws, a few of which carry over from the Japanese build of the game, and a few of which are new to this Western localization. While the game holds up Capcom’s long tradition of providing amazing animation, the game’s cel-shaded character models are a bit of a mixed bag. Some of them, like Zero, PTX-40A, Gold Lightan, and Karas look amazing; a few others, like Morrigan and Frank West, look a little janky up close. For the most part you won’t notice, as once the camera pulls back and everyone starts moving, every character in the game looks great. It’s only during pre-fight introduction screens and close ups that you’ll sometimes see Doronjo’s overly blocky boobs or Frank West’s broken armpits. 

As a fan of the Japanese verison of the game, I also noticed a few things are missing. One character from the Tatsunoko side, a fat genie whose name escapes me, didn’t make the cut for this Western release. Honestly, I don’t miss him. He had a cool fighting style — one that involved a weird mix of throws, ranged attacks, and dropping random objects from the sky — but thankfully, Frank West can do all that and more. Dropping zombies from the sky is better than a fat genie in every way, so I can’t really complain, but it would have been nice to have them both.

Also worth noting is that due to licensing issues, Tatsunoko vs. Capcom doesn’t have the character-specific soundtrack of the original game. In the Japanese build, tagging out to Viewtiful Joe would cue the Viewtful Joe stage one theme, Ryu would cue his theme from Street Fighter II, etc. Instead, each stage now has its own specific theme, and while they are all good (especially the one that sounds like Dead Rising’s mall music), they don’t offer the same nostalgic flair as the character-specific tunes. They also cut the game’s fully animated endings and swapped them out with static illustrations by the team at Udon Comics. These endings are even more filled with even random Capcom references than the ones that were cut. Seeing the cast of Haunting Ground in Joe the Condor’s ending totally blew my mind.

The additions and subtractions continue. Twenty-one of the character-specific side-games were also cut from the Japanese build. In a way, Cacpom more than made up for that by taking PTX-40A’s game and turning it into Ultimate All-Shooters, but I can’t help but miss the motion-controlled hadoken throwing game and Yatterman’s bizarre robot-dog-launching Olympic event. If you’ve never played them before, you won’t know what you’re missing, but it’s still worth noting that the game isn’t quite as much fun without them.

On the whole, though, Tatsunoko vs. Capcom: Ultimate All-Stars is a better game than its Japanese counterpart, with more characters, improved balance, and online play. Due to the slightly uneven graphics and the occasional downgrade from the original version of the title, I can’t say it’s a perfect game, but it’s damn close. Unlike Street Fighter IV, which only has six new characters and a few minor gameplay additions, Tatsunoko vs. Capcom feels, looks, and plays almost totally new. It’s the most interesting and exciting fighting game to hit the market in years, so if you’re at all curious about the game, I’d suggest you buy it immediately.

Score: 9.0 — 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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+ Game-related startups raise $600 million in 2009, down 36% By IsaiahHughes 22 December 2009 at 8:15 am and have No Comments

Game-related startup companies raised $600 million throughout 2009, according to GamesBeat’s analysis. And while $600 million is a lot of money if you’re, say, trying to sell a shooter based on the art of modern warfare, it’s not quite that much when you’re an up-and-coming game developer. Total investments in the field were actually down by 36% since last year. That’s not a bubble bursting, but it does mean that startup investors might be a little more careful with their money in the year to come.

The biggest winners in the scene include Zynga, makers of Mafia Wars and a few other popular Facebook titles, who nabbed a big $180 million investment from a Russian technology company, and Playdom. You may not have played Sorority Life, the company’s MySpace hit, but Lightspeed Venture Partners must have, because it invested $43 million in the company. If there’s a theme here, it’s social networking and online games: PopCap is probably the highest traditional game developer on the list, but even its $22.5 million investment was marked for putting its games on the web, mobile platforms, and social networks. Of course, that pull doesn’t include, the buck we gave them for Peggle.

JoystiqGame-related startups raise $600 million in 2009, down 36% originally appeared on Joystiq on Tue, 22 Dec 2009 09:15:00 EST. Please see our terms for use of feeds.

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+ Jack Black talks Brutal Legend on Jimmy Kimmel Show By bedsfleedyfekuolpe 14 October 2009 at 9:00 pm and have No Comments

For the past couple of weeks, Jack Black has been going around dressed up as Eddie Riggs from Brutal Legend promoting the game at various venues. His latest appearance as the roadie hero took him on The Jimmy Kimmel Show last night where he talked up the game and did some OUTRAGEOUS JACK BLACK ANTICS!

The entire interview is split up in five videos on YouTube where Jack talks about the game, taking steroids, does some pushups and talks about his birthday. He also fights a poor audience member who just wanted to hear the results for Dancing With the Stars.

Between this and the Late Show with Jimmy Fallon, Brutal Legend has been getting some really good mainstream attention. Hopefully this continues with more games in the future. Check out the entire interview after the break.

+ Rockstar Challenges MySpace Music Artists To A Beaterator-Off [Rockstar] By skasiscultupt 05 October 2009 at 12:20 pm and have No Comments

Rockstar wants to see what MySpace Music artists can do with Beaterator, and they’re providing the PSPs, the games, and a $5,000 prize for the best track.

Hopeful MySpace Music artists who want to take a stab at making music with Beaterator can visit http://beaterator.ign.com/ to apply for a chance at being one of up to 100 artists that Rockstar chooses to participate in the Beaterator and MySpace Music Challenge. Those who make the cut will be sent a PSP and a copy of the game. From there they have 14 days to create something beautiful and poignant, after which their creations will be tossed up on MySpace and IGN communities to be weighed and measured for 25% of their final score.

The winner will receive the $5,000 grand prize and have their track featured on the PlayStation Network, where millions of PlayStation 3 owners visit every day. Not generally for music, but they do visit.

Artists have until October 11th to sign up for a chance, so if you happen to be a MySpace artist, get going. The rest of you can sit and ponder how fortunate it is that I didn’t abbreviate this article’s headline.


+ Zombie Driver allows you to mow down the undead By admin 02 October 2009 at 1:20 pm and have No Comments

There are good ideas for games, and then, there are GREAT ideas for games. Zombie Driver falls into the latter category, as it takes the somewhat overdone zombie genre and drops in an awesome new twist — instead of shooting zombies down with a gun, you can run them down in a car. Hence the title. Um,AWESOME.

Exor Studios recently announced the title, which is coming to PC next month. Featuring 17 story missions, 6 different unlockable cars and the ability to mount all said cars with titanic guns, this definitely looks like something to look forward to. Check out the new trailer and screenshots for now and we’ll keep you posted as we find out more. Why is killing people that are already dead so addicting?


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+ Ghostbusters: The Video Game coming to PSP and PSPgo By Meddixxxx 30 September 2009 at 2:27 pm and have No Comments

Ghostbusters: The Video Game coming to PSP and PSPgo screenshot

Atari have finally come clean and announced Ghostbusters: The Video Game for the PSP and PSPgo. It will be out this November and will retail for $29.99. It’s going to be in the same style as the Wii version of the game, with the overly cartoony graphics and all. 

It’s pretty weird that it’s taken this long for the game to come out, especially since it’s been available for all the other major platforms for awhile now. It’s also pretty hard to imagine anyone wanting the PSP version at this point too. Anyone interested in getting Ghostbusters for PSP?

+ TGS 09: New trailer for Nier Gestalt is sexy and bloody By VasilisaDimitrinka 25 September 2009 at 2:20 am and have No Comments

TGS 09: New trailer for Nier Gestalt is sexy and bloody screenshot

As I try not to let myself get too excited for big budget Square-Enix games lately, I haven’t really been following Nier: Gestalt. The above trailer has successfully demolished that stance. It’s simply packed full of way too many awsome things to not have completely grabbed my attention.

Among those things are a spooky atmosphere, a few hundred gallons of blood, a robot, magic circles, scary monsters, and blades as far as the eye can see. Oh, and also a pretty girl in an assless, underboob-displaying babydoll dress, dual-weilding giant saws. That happened.

It’s all set to appropriately epic music and is a fine piece of production on the whole. If the actual game lives up to the incredible badassery of its trailer, my wallet is in even more trouble than it already was for 2010. That’s assuming it comes stateside not too long after its Japanese release, of course. This just went from "don’t care" to one of my most anticipated titles of next year in a matter of seconds. Simply gorgeous.


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