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Kamis, 11 Oktober 2012

New Gaikai Site Teases Uncharted, Mass Effect and More

We haven't heard much from cloud gaming service Gaikai since Sony acquired it earlier this year, but that's changed this morning as the service's official site has been updated with an image that teases a wealth of PlayStation 3 classic content.

The image on the homepage, which you can see below, shows off iconic characters from a number of franchises that have appeared on Sony's console over the years, while clicking on other areas of the site unveils even more.

The games that appear somewhere on the site are Metal Gear Solid 4, Mass Effect 3, LittleBigPlanet, God of War III, Uncharted: Drake's Fortune, Killzone and Infamous.

Alongside the new layout and images, a statement on the site reads, "Over the past several years, we've worked tirelessly to re-define the way people access and play video games. We developed amazing streaming technology, assembled an accomplished management team, and built the world's most widespread cloud gaming network.

"And while we think all of that is pretty cool, we're not done yet. As a new member of the Sony Computer Entertainment family, we're working even harder to ensure the world's best entertainment content is delivered instantly to you, no matter where you are in the world."

Sony has previously voiced its support for backwards compatibility, and we've speculated about how Gaikai could be the means through which the company could make all its old franchises available through streaming.

Luke Karmali is IGN's UK Editorial Assistant and is glad we've all moved on from making FF7 jokes about cloud gaming. You too can revel in mediocrity by following him on IGN and on Twitter.


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Senin, 24 September 2012

IGN AU Pubcast Ep. 54: Rumbo in the Tokyo Jungle

In this Ron Jeremy-fuelled* edition of the Pubcast, we've got a bumper crew on board to discuss the latest games and gaming news... by which we mean not discuss them, and instead rant about, well, whatever. Why you people listen to us we have no idea. But thanks. Get on board via the download link at the bottom of the page!

And possibly aroused! But mostly disgusted.

Please note that due to a microphone fault, Baker sounds kind of quiet and weird during this episode. Like, even more so than usual. Rest assured that the technical issues will be solved for next episode!

Here's what awaits you in Episode 54:

  • Wii U! There's nothing quite like the anticipation of new gaming hardware. We discuss the release date and price, and the system's prospects, all the while giggling at wee jokes as though it was still 2006
  • LittleBigPlanet Vita: it's awesome, charming and fun... but there's one significant feature missing, which bumps it from 'all the stars out of stars' to 'slightly less than all the stars out of stars' which is the Pubcast scoring system
  • Borderlands 2: spoiler alert - it's awesome! But you'd know that, because everyone's playing it. You, me, that guy over there, IGN AU's pet dolphin. How does a dolphin even hold a controller? Listen to (in no way) find out!
  • Tokyo Game Show: did anything awesome happen this year? Not really. We don't dwell on it
  • The new PS3 Super Slim, and why a 12GB model for $300 is a joke. Seriously, what's up with that, man?
  • We answer more of your questions in the Pubface Bagcast, and Jem openly begs listeners to send in more booze!

Download it today! Episode 54!

And don't forget you can check out all the previous episodes on iTunes. And hey, why not subscribe while you're there?

*It'll make sense when you hear it.


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Jumat, 21 September 2012

TGS: How Dragon Ball Z for Kinect Misses the Point

The entire appeal of motion gaming is immersion -- ideally, Kinect would amplify player agency by more actively involving you in a given experience. Dance Central excels here, in particular. Using your body rather than thumb flicks and trigger pulls to control a character should make you feel as though you've become someone else.

The potential to empower players in Dragon Ball Z for Kinect is enormous, but actually playing it is a constant reminder of how much fun you should be having.

The first-person combat works like you'd expect: Punching the air fires projectiles or smacks your up-close enemy, crouching dodges incoming attacks and powers up your hero, and familiar poses unleash special attacks when you've filled your power meter. That's pretty much the extent of how Dragon Ball Z for Kinect functions, and that simplicity in itself would be a considerable issue, never mind that it doesn't work well.

Gestures are so similar, and player input is so frantic, that Kinect can't actually register the moves properly. I tried to boost my power, but it misread the crouched position as a dodge. In putting my fingers on my forehead to let loose Picollo's Beam Cannon, the game thought I was trying to punch. Arm movements are sensitive and the speed of the fight is chaotic, which is a disastrous recipe. I watched multiple players fail a fight because their Kamehamehas weren't getting picked up, or their dodges registered as power charging, before becoming a victim of the incompetence myself.

The other problem is that it's just not terribly entertaining to play. Your actions don't really interact with the world or characters, so you spend a lot of time watching. Did you punch the air fast enough to trigger the win or lose animation? Great job, take a break and watch Goku throw Vegeta through a mountain for the next 20 seconds. Repeat. What could possibly be interesting about this as someone putting their entire body into the equation?

It's difficult to get excited, or remain optimistic, about a game in such poor shape as Dragon Ball Z for Kinect. It's a conceptual misfire with the kind of poor execution that's become unfortunately commonplace in Kinect games. And if it's no fun to play in the first 10 minutes, why should you pay $60 to experience it for hours longer?

Use caution with this one.

Mitch Dyer is an Associate Editor for IGN's Xbox 360 team. He’s also quite Canadian. Read his ramblings on Twitter and follow him on IGN.


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How The Walking Dead Confounds Gaming’s Gloom

Woe and lamentations, sorrowful ululations. These are the noises coming from the doom-sayers of gaming, who point to miserable sales of boxed games as proof that we are tumbling down the slippery cobblestones paved to hell itself.

Game sales are down 20% year-on-year. Gaming has “lost” 12 million members. Wring thy hands and await apocalypse ye weeping wretches.

But hark. Rub those tear-stained cheeks. Is that the sound of champagne corks and jolly huzzahs. What devilry is this?

‘Tis none other than Telltale Games celebrating its surprising status as top of the gaming world, and not a box to be seen, not a single digit wobbled or disturbed upon NPD’s brick wall of stats.

The biggest selling boxed game in August, in the U.S, was Darksiders II, which “shifted” an okay-ish 247,000 units across all formats. New stats released to IGN by Telltale tell a, uh, different tale.

The Walking Dead, now into its third episode, managed 315K unique sales in the same month in the U.S. Note that Episode 3 launched on August 28th. Darksiders II launched on August 14th.

Globally and to date, The Walking Dead has managed 3.8 million episodes sold to over 1.2 million unique customers. It’s just a glimpse into how rapidly gamers are adopting digital as a way to buy games. When Minecraft arrived on XBL it sold a million units in five days, and another two million in the next few weeks. Borderlands 2 was launched simultaneously on PSN as in retail stores.

Although boxed sales still vastly outweigh digital sales in the console market, these trends are all great news for those of us who just can’t see the point of having things clutter up our homes, and prefer to consume our games the way we consume music and movies and messages.

Head of publishing Steven Allison told IGN, “What you're seeing is that new titles are showing signs of consumer transition to digital. Of the products that are most interesting to consumers right now, a couple of them are digital only, and not available to retail, like ourselves and possibly Minecraft. Minecraft did better than we did in the month, but I would say that Minecraft and Walking Dead did better than the rest of that NPD list. I don't know of any other digital games that can make that claim. But I think we're seeing a product transition as far as comfort. Those hardcore gamers are getting comfortable with digital, especially if it's not on store shelves.”

Telltale isn’t some mad-eyed revolutionary, thirsting for the end of boxed games. A retail version of The Walking Dead will be released after the final episode launches, and IGN has first news of the release date. Allison said, “We are currently committed to Tuesday December 4th, 2012 at retail on Xbox 360 and PlayStation 3 in North America for the first season of The Walking Dead: The Game including all five episodes. European and other territories for retail release to be confirmed.”

He adds, “Just about every medium has made the transition to digital and we're going to continue to see more growth, probably at the expense of some retail sales. But I don’t think it will be like music, where retail for music just doesn't exist anymore. It’ll probably be more like DVDs and movies, where there's a pretty significant retail footprint for movies still, even though digital is really strong. I think we'll end up, in a few years, maybe 50-50.”

This tallies with Electronic Arts’ view that digital will overtake retail in two or maybe three years time.

But buying games from digital does have its drawbacks. Browsing online retail stores can be a painful experience, a choice between living with a small number of the store’s chosen favorites, and searching for something fairly well defined in one’s mind. At the moment, buying games on PSN and XBL is painless because there are a fairly limited number of titles available. This problem is called ‘discoverability’.

For games companies the challenge is still to let you know that their games are available and that they are worth trying. This almost always costs money

Allison says, “Just because we're coming out on digital doesn't mean we're allowed to drop the need to publicize and market our game to the masses. This is where a lot of digital companies kinda fall apart. We try to take it as seriously as if we were putting a $50-million-dollar game in a box at GameStop. We work the PR hard. We get awareness high. We give people jonesing for it, and then it's our job to point them at Xbox Live or at PSN.

“We're not just hoping that when we launch, the stories about ‘What's coming out this week on PSN?’ drive it enough. The obligation to market, to drive sales, is no different than if it was at retail. It's exactly the same.”

But if the concept of selling things to people is the same, the nuts-and-bolts of doing business with people digitally are vastly different, and, according to Telltale, a whole lot better.

“That whole middleman is gone, more or less, and that's the really great thing about making content digitally. There's all kinds of costs that just go into building products, paying those licensing fees, selling it for wholesale, the retailer getting his cut, and then paying for that [in-store] marketing. That is all gone on the digital side. All our digital partners get, more or less, 30 percent of every sale. But that's it. They don't charge us for promoting it. They get 30 percent, so they like promoting things that are going to move. When you get into that relationship, it's a different dynamic. There's a lot of close collaboration. You have to work that hard as well.

“I’ve worked in this business for 15 years doing retail publishing, and I probably spent 75 percent of my time dealing with issues at retail, issues with shipping stuff, what we were doing for MDF [ads in stores]. Now I spend two percent of my time on that. It's so refreshing.”

Digital dos have its drawbacks for gamers, but it is refreshing too for those of us who don’t want to go into stores, or wait for boxes to turn up at our doorstep. This is why it’s growing so fast, while boxed sales are declining. However, that’s not the same as saying that gaming - even hardcore gaming - is dying. Not the same at all.

I write opinions on games pretty much every weekday. Recently I've been talking about DishonoredCounter-StrikeJourneySound ShapesWasteland 2Virtua Fighter and Miiverse. You can follow me on Twitter to debate and argue about games. Or IGN.


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Jumat, 14 September 2012

Be a Smarter Mobile Gamer + Win a $50 iTunes Gift Card

Like mobile gaming but hate sifting through the piles (…and piles) of daily App news?  Let IGN’s App Store Updates do the job for you.  We’ll keep you updated on the sweetest new releases, game updates & price drops worthy of your attention

But wait, there’s more!  Sign up this week and you could win a $50 iTunes gift card to put towards all of the amazing Apps you’ll soon hear about.  Here are the details:

  • Sign up for IGN’s daily App Store Updates below
  • Do so between Monday, September 10 and Friday, September 14 and you’ll automatically be entered
  • Five winners will be chosen at random and notified by Wednesday, September 19 (Sorry folks, only available in the U.S. and Canada)

Use the widget below to sign up and enter. Good luck!

Official Sweepstakes Rules


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Kamis, 13 September 2012

SK Gaming wins 2-0 against WinFakt

WinFakt vs. SK

Game 1

SK gaming:

Bans: Sona, Diana, Malphite

Picks:

Corki - YellOwStaR (ADC)

Janna - Nyph (support)

Shen - Araneae (jungle)

Riven - Kev1n (top)

Anivia - Ocelote (mid)

WinFakt:

Bans: Nunu, Alistar, Gragas

Picks:

Ezreal - etnex (ADC)

Lee Sin - Goats (jungle)

Lulu - sixx (support)

Zyra - cowTard (mid)

Rengar - El Muppo (top)

Game one was a game with many twists and turns. For the entire first half of the game, SK and WinFakt took turns pulling slight leads in their favor. Eventually, with slightly better coordination and mid game prowess, WinFakt took a definitive lead. SK had no choice but to go on the full defensive. However, with Anivia's (Ocelote) wave clearing ablilities, and a key baron steal from Shen (Araneae), WinFakt's pushing capabilities were significantly stalled. This stalling paid off as SK was able to catch up with items and begin their comeback. With any item disadvantage diminished, and a better late game team composition, SK was able to slowly but surely pull ahead, winning team fight after team fight. WinFakt in an attempt to regain their advantage, attempted to take Baron, but another baron steal made by Araneae, and great follow up from the rest of the SK team allowed SK to thwart WinFakt and eventually push for the win.

Game 2

SK gaming:

Bans: Zyra, Sona, Diana

Picks:

Ezreal - YellOwStaR (ADC)

Shen - Araneae (jungle)

Yorick - Kev1n (top)

Orianna - Ocelote (mid)

Leona - Nyph (support)

WinFakt:

Bans: Nunu, Gragas, Alistar

Picks: 

Jayce - etnex (ADC)

Lulu -sixx (support)

Shyvanna - Goats (jungle)

Irelia - El Muppo (top)

Karthus - cowTard (mid)

Game two saw a lot more early aggression, especially from SK gaming. While WinFakt returned fire with aggression of their own, early roaming performed by Ocelote's Orianna allowed SK to tip the scales in their favor. Seizing the opportunity, SK made a huge three tower push, and a 17:40 minute inhibitor in mid. With a commanding lead, SK was able to apply a split push strategy with Shen (Araneae) further increasing their lead. When everything seemed to be moving smoothly, YellOwStaR on Ezreal found himself caught by all five of WinFakt's team and was felled along with Araneae. WinFakt saw this rare opportunity to go for baron in hopes of making a comeback. However, even with only three members standing, SK was able to prevent WinFakt from taking baron with superb poking and kiting. With all members of SK respawned, they were looking for the chance to win. A chance presented themselves when Sixx on Lulu was caught and killed. SK quickly went for baron. WinFakt made a desperate attempt to stop them, but ultimately failed. Unable to take on an SK team augmented by baron buff, WinFakt eventually surrendered at 34 minutes.

Key Plays

In game one, Araneae on Shen was able to steal Baron twice. The first baron steal seemed insignificant as the only SK member to receive the baron buff was Nyph on Janna. However, without baron buff, WinFakt lacked the man power to finish the game before the rest of SK gaming respawned, significantly extending the game. The second baron steal enabled SK to fight off WinFakt and push for the win.

In game two, the unprecedented three tower and mid inhibitor push made by SK gaming at around 17 minutes gave them a definitive lead and set the pace for the rest of the game leading to WinFakt's surrender.

MVP

The one player to perform big roles in both games was SK's Ocelote. In game one, despite having an extremely tough time against Zyra in lane, pulled through for his team by using Anivia's superior wave clearing capabilities to stall for time. In game two, he made full use of Orianna's poking ability, burst, and utility with good positioning and early roaming to help his team pull ahead and win.


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ShootMania Storm Blows eSport Wide Open

It’s fitting that the impenetrable clique of competitive gaming should be breached by a first-person shooter, a genre that has long formed one of the key pillars of eSport. All too often, new titles added to this elite pantheon grant dominion to those with a prescient understanding of the established order. Rarely has a game deemed complex enough to promote the required high-level play and sufficiently balanced to prove entertaining to watch been so welcoming to a host of potential new champions.

Thanks to ShootMania Storm’s customisation options you can become very good at it on your own terms, without the hard slog associated with having to play as cannon fodder for several hours. If you don’t like the game’s default maps or modes you can turn to the community’s offerings or simply create your own. So, while the rigors of Call of Duty’s multiplayer demand that you pay for your stripes with the blood of countless deaths, ShootMania offers a gentler, more considered and altogether more fun way of becoming a skilful player.

“When we started building Shootmania we had an eye on what we’d done with Trackmania Nations, which was also intended to be an eSport title from the ground up,” explains Edouard Beauchemin, Nadeo’s international product manager.

When we started building Shootmania we had an eye on what we’d done with Trackmania Nations, which was also intended to be an eSport title from the ground up.

“So, when we devised Shootmania Storm we also wanted that to be part of the mix and the very first thing that we worked really hard to achieve was to make sure that it’s appealing to watch. It has to be a great show: the game modes, the timing of the rounds, the spectator tools and providing many different stats in-game to allow shoutcasters to do their job.”

Of course, the fact that Shootmania is a FPS makes it instantly more decipherable than other common eSport genres, such as fighters and MOBAs. The majority of game players are familiar with the concepts, mechanics and language that form the basis of the most popular genre in video games. However, the biggest contributing factor that will allow new teams of eSport contenders to rise through the ranks of ShootMania is that it provides a gradual learning curve facilitated by an intelligent selection of game modes, which are, crucially, fun to play.

Shootmania Storm has already been signed up by IPL (IGN Pro League) thanks, in part, to its Elite mode. This part of the game is stable, balanced and eminently playable despite ShootMania as a whole being in the first of three planned beta phases.

Elite mode also attracted a lot of attention at Ubisoft’s recent digital day in Paris, drawing players and onlookers alike with its fast-pace and easy to fathom rule set. Beauchemin attributes this to the mode’s concentrated distillation of a key element of spectator sports: excitement.

The best moments in FPS eSports are when you’re near the end of a round and maybe there’s just one guy standing and everyone knows he’s going to have to pull off an amazing feat to win.

“The best moments in FPS eSports are when you’re near the end of a round and maybe there’s just one guy standing and everyone knows he’s going to have to pull off an amazing feat to win,” Beauchemin enthuses. “We’ve boiled that down to one single game mode where it comes down to the last minute of the round: there’s one guy with a powerful gun and three armour points versus three guys with one armour point each who are working as a team.

“It’s really exciting to play and to watch because you can focus on just one person and see his choices and super-moves, whereas with 5 Vs 5, for example, it can get really messy and hard for spectators to keep track of everything that’s going on.”

Elite still supports six players in total, as each player on both teams takes turns to be the “hero” and tries to annihilate the opposing team or score a point by capturing the single base. This offers two distinct ways of winning and means intelligent traversal of the environment can see the round won without a single shot being fired, though this is the exception rather than the norm.

Nadeo intends that ShootMania’s status as an eSport not be restricted to major international events. Unsurprisingly, ShootMania’s highly customisable nature is called upon again as players are given the tools to create and host their own tournaments, which they can then publicise through use of in-game currency.

With 5 Vs 5 it can get really messy and hard for spectators to keep track of everything that’s going on.

ShootMania’s adaptable nature means its official tag as an eSports title needn’t make it the exclusive domain of members of a digital Mount Olympus. Its persistent, intuitive controls and non-convoluted depth means it remains accessible, while offering the opportunity to its players to participate in competitive tournament play, even if they’ve never previously considered themselves eSports calibre.

“Ultimately, our games are powered by players,” Beauchemin concludes. “Some want to run competitions, some design levels and others simply take part by playing, all of which are essential to the community structure of our games.”

To apply for the ShootMania Storm beta program, visit the game’s website.

Stace Harman is a freelance contributor to IGN and is convinced that zombies will one day inherit the Earth. You can follow him on Twitter.


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