Archive - 2012

Hot Chelle Rae and More Coming to Rock Band

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Cambridge, Mass. – December 28th, 2012 – Harmonix today announced that singles from Andrew W.K., Hot Chelle Rae, Fun. ft. Janelle Monáe, and P!nk are headed to theRock Band™ Music Store of downloadable content for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Wii.

Rock Band provides the deepest and best selection of artists, songs and albums through the Rock Band music platform, which features more than 1,400 artists and more than 4,000* tracks via disc and download purchase (complete list of tracks atwww.rockband.com/songs). Rock Band’s gigantic music library dwarfs that of any other rhythm video game on the market. More than 100 million songs have been sold through the Rock Band Music Store since its launch on Nov. 20, 2007.

Tracks downloaded from the Rock Band Music Store are compatible with the award-winning full-band Rock Band 3 experience, as well as the controller-based rhythm-action title, Rock Band Blitz, available now on PlayStation®Network and Xbox LIVE® Arcade!

Rock Band DLC Additions for Xbox 360, PlayStation®3 system and Wii

Rock into the New Year with new singles available on the Rock Band Music Store on January 1st! Party advocate Andrew W.K. makes his debut in Rock Band with his hit single “Party Hard,” which appeared on his major-label debut record, 2001’s I Get Wet. Pop rockers Hot Chelle Rae also make their debut this week with the lead single from the band’s second album, 2011’s Whatever.

Fun.’s “We Are Young,” featuring Janelle Monáe, and P!nk’s “Raise Your Glass” will also be available as singles for download. These tracks originally appeared as part of Rock Band Blitz, available now for PlayStation Network and Xbox LIVE Arcade!

Available on Xbox 360 December 30th, 2012; Wii January 2nd, 2013; and PlayStation®3 system January 8th, 2013:

  • “Party Hard” – Andrew W.K. O
  • “We Are Young” – Fun. ft. Janelle Monáe O
  • “Tonight Tonight” – Hot Chelle Rae O
  • “Raise Your Glass” – P!nk O

Price:
$1.99 USD, £.99 UK, €1.49 EU (160 Microsoft Points ™, 200 Wii Points) per song

Tracks marked with “O” feature support for keyboards.

** Dates and pricing for Rock Band game tracks are tentative and subject to change. **
 
*Available on-disc, via download and disc export. Internet connection and export key purchase required. Wii™ Shop Channel has more than 1,500 song tracks available for purchase on the Rock Band platform on-disc, via song import, and download. Not applicable to Nintendo DS™.

Website Links:
For more information, please visit:

Rock Band Website

Rock Band 3 is available for Xbox 360, PlayStation®3 system, Wii™ and Nintendo DS™. Xbox 360, PlayStation®3 system and Wii™ versions support downloadable content.

The Rock Band Music Store allows players to preview and purchase downloadable individual music tracks and packs from the vast selection of offerings available to date without ever leaving the game as they build their own custom Rock Band library.  The complete list of tracks can be found at www.rockband.com/songs. Additionally, players on the Xbox 360 can browse and purchase tracks in the standalone “Rock Band Music Store” application within their Xbox 360 dashboard, or they can be purchased online at Xbox.com.

Rock Band 3 is rated “T” for Teen (lyrics, suggestive themes) by the ESRB. Rock Band Blitz is rated “T” for Teen (fantasy violence, suggestive themes) the ESRB. Music downloads are not rated by the ESRB.

For more information on Rock Band 3 and Harmonix Music Systems please visitwww.rockband.com  and www.harmonixmusic.com.

© 2012 Harmonix Music Systems, Inc.  All Rights Reserved. Harmonix, Rock Band, Rock Band Blitz, and all related titles and logos are trademarks of Harmonix Music Systems, Inc.  Rock Band 3, Rock Band Blitz and other related products and services developed by Harmonix Music Systems, Inc. All other marks are the property of their owners.

Microsoft, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of Microsoft Corporation in the United States and/or other countries.

“PlayStation” is a registered trademark of Sony Computer Entertainment Inc.

Wii and Nintendo DS are trademarks of Nintendo. © 2006 Nintendo.

The War Z Creator Sends Open Letter to Community

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Here is a letter from Sergey Titov, Executive Producer of The War Z, to the gaming community. In the letter, he addresses some of the concerns regarding the controversy surrounding the game on Steam.

Dear fellow Survivors,

It has now been more than two months since we launched public access to The War Z. We’ve definitely had our ups and downs, and I thought that this Holiday break was the right time for me to try to step back a little and think about our journey since it started. This may be a little long, but I would appreciate if you could stay with me for a few minutes as I try to go over the highlights of the game as well as some of the hurdles and controversies, how we have addressed that and what our plans are.

First of all a very big and sincere “Thank You!” to all of you. We are really proud of the community we have formed with you guys. Every day we have hundreds of thousands of players on our servers, and this is a life-changing event for the team and me. We are blessed to have you as members of the community and we are well aware that without you the game would be nothing.  Along with that thanks, though, I need to admit that we failed to effectively communicate some of our plans and actions to both our existing players and to our new prospective players. This failure to communicate resulted in some very negative feedback from some members of our community, but while it might be easy to label them as “haters” or some other dismissive term, in all honesty this is my fault.  I became arrogant and blinded by the early success and quick growth of The War Z, our increasing number of players, numbers we were getting from surveys, etc., and I chose not to notice the concerns and questions raised by these members of the game community as well as others.  This failure is entirely on my shoulders and if anything I owe thanks to that vocal minority and admit that I should have paid attention sooner. I chose instead to concentrate on the bigger picture – my dream of turning The War Z from being a game developed by a small indie team into a large online venture, instead of addressing small things first and staying focused on the game issues. At the end my arrogance led us to the moment, when all those small things finally caught up and created a “perfect storm” that affected all of our community members.  For that I’m truly sorry and apologize to all of our community as well as the larger PC gaming community that is not yet playing The War Z.

I do not take this situation lightly, and last week events were especially humbling for me. I’ve experienced a range of emotions, most of which centered on regret for not having addressed some of the issues differently than we did, but we can’t change the past. The only thing we can do is to be sure that we won’t repeat the same mistakes in the future. I have realized that as the leader of this ship, I missed all early warnings that were saying, “Your community is not as happy as you think they are, you need to alter course.” I was too focused on how great we are and how a small independent team got their first game to over 700,000 users in a two-month period.  Though thatis something to be very proud of, allowing that to overshadow the existing community and their satisfaction was poor judgment.

I want to give you some insight into what our plans are for the future, but before we get to that, I’d like to clear the air with you on several important topics.

Community management and moderation – the problem

Even since the early Alpha launch, this game has always cultivated a large and loyal player base that is very active in the game. Again, thank you for this. Unfortunately, we weren’t prepared for this large success and the way we managed the community was not the way it should’ve been. We relied too much on forum moderators, whose primary role was to punish those who break rules, not to engage the community and guide conversations into productive discussions about problems. There wasn’t enough presence of the development team on forums, there wasn’t enough updates on development of UPCOMING features. We failed to communicate our position and messaging on the outside platforms such as Facebook, twitter and various online websites, and when we did this we chose to rely more on arrogance rather than being humble and trying to understand why people were saying negative things. We chose to tune out negative reactions to the game, not paying enough attention to them – and this, again, is my fault. We chose to rely too much on numbers – percentage of refund requests, number and dynamic of our daily and monthly active users, etc. Well, in hindsight – those things probably work well for more casual games, but the hardcore PC gaming community is much different and can be very vocal about what they feel. Even when the percentage of players with negative comments is small, as the community grows, even a small percentage can add up to be a very significant absolute number. And it’s not just a number – those are real people with real issues they are having with the game. OP Productions (publisher for War Z) and me personally have failed to address those issues effectively.

Community management and moderation – the solution!

We’re changing our community management procedures and rules right now. We’re going to reevaluate publishing and marketing team performance, and I will make sure that Hammerpoint Interactive developers will have a much stronger voice when it comes to community management and we won’t rely 100% on OP Productions to single handedly handle this. Lots of changes will be happening very fast in the weeks to come. One of the ideas that I proposed was to select 10 players from around the world who can represent the player community and invite them to our offices in Los Angeles, to meet the team, check out what we’re doing, and share with actual developers their concerns, wishes and thoughts on the game. We also will involve community, to a much higher degree, in the process of making our next map for the War Z (called “California”). We’ll be discussing many of the aspects of the map with you and asking for feedback.

We’re revisiting our forum policies; we’re going to bring on an additional community management team, additional moderators and we’ll train them how to respond to things properly. There will still be restrictions on harassment, trash talk, etc. But we’ll make sure that every opinion is heard. At the same time, I must also be cautious: we cannot address all issues and there cannot be only one voice. Please accept that. With hundreds of thousands of players playing, talking, chatting, voicing their strong opinions, there will always be diverging opinions. And some issues that are minor ones are sometimes brought to light by very vocal channels. I would even say there is sometimes a beginning of controversy because the game is now so popular. So there is sometimes a distortion between the severity of the issue and the attention it gets. But we will clearly implement steps to better listen to the community.

What is Foundation Release?

The most asked question of the last week was “is this the final release?”  My answer has always been that for an online game a “final” release means that the game is dead – so there’s really no such thing, you never stop developing, making changes to and adding new features to the game. This is how we came to call the current version of The War Z “Foundation Release.”  We launched the Foundation Release on December 17, 2012 as our first-stage release that we use as a foundation to build upon. It does include the core features and a fully playable environment. This is our version 1.0, and of course  we will continue to improve that version as time goes on.  Did we rush to get it done? That is a tough question, but to answer honestly I think that we all pushed very hard to be first to market and in time for the holidays. Our entire team was working late, long hours to iron out issues and include as many features as possible.  This is part of the reality of being a smaller, independent game developer. If we had a larger team and more funding we may have done things differently, but I’m not sure. I don’t think it was a mistake because our numbers have been strong since day one and, even with the recent negativity, our metrics are really solid and we’ve been continuing to grow.  The negative opinions are always the most vocal, but most players are really enjoying the game and we’ve been attracting more and more daily active players every week.  A lot of the gaming journalists that have been playing the game have also given us some great feedback. I realize that we will take a few hits from some of the traditional gaming press in terms of review scores, but I’m hoping that even they will consider that this game is a living project that will continue to evolve as time goes on. We are very proud of our Foundation Release, and we do stand behind it like we have stood behind any previous version.

What’s on the Horizon?

As for what will happen next with The War Z? We’re currently evaluating the relationship between Hammerpoint and OP Productions.  I firmly believe that Hammerpoint should be playing a more prominent role in publishing/game operating process. We’re in a process of adding new key members to our team, bringing on guys who have much more experience operating and growing successful online games and I know this is going to make a huge difference in terms of development.  We’ll be making some big decisions in terms of leadership for both companies and I will personally change how I handle many things.  Above all we will continue to develop and make this game the best that it can be.

I know that to some people my words won’t matter much. I understand that. I hope that will change as we move forward and deliver the features that our players have been waiting for. I can promise you that from now on things will be much more transparent, and we’ll provide better communication and engage our community to discuss upcoming features way before they appear in the game.

I do believe that we aren’t even close to uncovering the true potential for The War Z, and I hope that in the coming year, we’ll be able to regain trust from people who were alienated by our actions and we’ll be able to move forward and grow the game together.

Thank you for reading all this, thank you for supporting the game and thank you for helping us to change and realize what’s important as well as what is not.

I hope you are all having a happy holiday and I wish you the best for the New Year!

Sincerely,

Sergey Titov

Executive Producer, The War Z

World of Tanks Now in Korean Market

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27th December, 2012 – Wargaming announced today the launch of the company’s headlining free-to-play MMO World of Tanks in the Korean market. Following the results of the recent Supertest stage, the game will be available for players with the recently unveiled Update 8.2, introducing a pack of brand new American and British steel machines.

World of Tanks Supertest has been on air from December 3 to December 20, securing over 60,000 players and getting highly positive feedback from Korean testers who showed continuous interest in action-packed armored gameplay.

“It’s a great day for the whole team. World of Tanks has been a huge success globally, and the Supertest in Korea has shown that the game has the brightest prospects in the market,” said Chankuk Park, General Manager, Korea. “I’m sure that World of Tanks will be able to gain more and more gamer attention in Korea, thanks to the game’s profoundness both strategically and gameplay-wise.”

World of Tanks is officially available for Korean players from December 27, 2012. To get more details on World of Tanks in Korea, please visit – https://www.worldoftanks.kr.

Logitech Ultrathin iPad Keyboard Cover Review (Tech)

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Logitech’s new Ultrathin Keyboard Cover for the Apple iPad is a wonderful idea. Part smart cover, part keyboard – this device has a lot going for it. From a design perspective, the Ultrathin Keyboard Cover is a good companion to the iPad. Its chicklet keys are small, but not too small for heavy usage, and users can choose between a white, black, and red model to suit their individual tastes. Our review unit was a black model, which featured a shiny black keyboard face and silver backing which matches the iPad’s aluminum back. Logitech even offers free engraving on the back of the keyboard cover for those of you wanting to personalize it.

The Logitech Ultrathin Keyboard Cover, living up to part of its name, attaches to your iPad like Apple’s smart cover – via the power of magnets! It easily connects and detaches and, when in the closed position, protects your iPad’s screen from harm. The keyboard case also features the “instant on/instant off” capabilities of the previously-mentioned smart cover. Open the Ultrathin Keyboard Cover and the iPad snaps to life – close it and the iPad screen turns off. The unit is powered by an internal, rechargeable battery that seemed to last forever. I casually used the iPad and Ultrathin Keyboard Cover for three days without having to charge it up. I eventually got paranoid and plugged the keyboard cover in by way of its included mini-USB cable, just in case. Connecting the keyboard cover to the iPad was simply – just pair it as you would any Bluetooth device.

In order to use the device as recommended, you un-dock the iPad from the cover and insert it into the cover’s stand slot. Then (as you can see in the image gallery), the iPad is angled just right for typing, movie-viewing, or whatever else. The iPad stand slot has embedded magnets in it so that the tablet wont easily fall out of it if moved about. I was very impressed at how much motion the unit could withstand without losing the iPad from the keyboard cover. They keyboard itself features a number of function keys, such as copy and paste, and even multimedia keys for controlling music, etc.

If I could improve the design at all, it would be to find some way for the keyboard cover to swing around to the back of the iPad when opened allowing you to keep it connected and use the tablet in “tablet mode”. With its current design, the keyboard cover disconnects from the iPad if opened too far and that leaves you with two objects to hold instead of just one when wanting to use the iPad as a straight tablet device

Overall, the Logitech Ultrathin Keyboard Cover is an iPad peripheral that so closely integrates into the iPad that one begins to think Apple itself included it with purchase. The Logitech Ultrathin Keyboard Cover retails for about $100 dollars and is available now.

[easyreview title=”Logitech Ultrathin Keyboard Cover Review Score” cat1title=”Overall Score (out of 5)” cat1detail=”” cat1rating=”4″] Our Rating Scores Explained

Logitech Ultrathin Keyboard Cover Promo Trailer

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Torchlight 2 – A Review (PC)

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Three years ago, Runic Games released an action role playing game that felt like the spiritual successor to Diablo 2, with Torchlight.  Torchlight had many gamers and critics clamoring on about how Torchlight made them remember the countless hours that they spent on gear runs in Diablo 2, and seeing how Runic Games rose from the ashes of Blizzard North, these comparisons make perfect sense.  Last September, in the wake of the disappointment that many felt in the release of Diablo 3, Runic Games released their sequel, Torchlight 2.  While not perfect, Torchlight 2 feels right in so many ways and easily gives Diablo 3 cause for concern.

Story:

Torchlight was extremely light on story, and Torchlight 2 is only slightly better in this department.  The story of Torchlight 2 begins with the corruption of The Alchemist, a playable character in the original Torchlight, and the destruction of the game’s namesake town.  The Alchemist has been corrupted by the Heart of Ordrak, the original villain from the first game, and has now set upon a path to destroy the balance between the six elements.  As the hero, you are setting out on a quest to prevent The Alchemist from realizing his plans and to uphold the balance.

The story of Torchlight 2 is presented to the player as it was in Diablo 2, through cut scenes and in game quest dialogue.  While not as fully rendered or as technically impressive as the cut scenes from Diablo 3, I found that the art used to portray these story arcs fit well with the overall aesthetic of the game and gives Torchlight 2 it’s own presence.  All dialogue boxes are fully voiced by actors and helps the player to feel like the story is progressing, but each dialogue box is at most a paragraph and it’s hard to balance deep story telling by using this method, with just flat out boring the players.  All dialogue boxes can be skipped, so if you are only in it for the loot, just bypass the story.

Gameplay:

Torchlight 2’s game play is entirely reminiscent of Diablo 2, and that is not a coincidence.  You begin the game by selecting one of four character classes; The Outlander, The Engineer, The Embermage or The Berserker.  You then set out into the world to stop The Alchemist, along the way collecting items from fallen enemies.  It is these items that fuels the addiction of Torchlight 2.  Items are set up just like they were in the original game, with varying statistics and qualities.  Items can be unique, or a part of a larger set, or just fit to be sold at the vendor.  Items are randomly created in Torchlight 2, so you can see different items through different play throughs.  Torchlight 2 does make it easy to send items to other characters by giving the player both a shared storage box and a unique storage box for each game.

Character progression in Torchlight 2 is done in a similar vein as it was in Diablo 2.  As you level up, you earn skill and ability points that you can allocate to whatever stat or ability you desire in your progression tree.  The stats are exactly as they were in Diablo 2, strength, dexterity, magic and vitality.  Each class has different sets of abilities that they can invest in, with three different trees to select from.  These abilities fall into two categories, active and passive.  At any time in game, a character can only have two active abilities to choose from, and you must switch between these two.  For me, this was both a breath of fresh air, and extremely binding at the same time.  I love the simplified game play of having only to choose between two abilities, but this does hamper your ability to adapt to any circumstance in game.  Deciding what two abilities to keep active during a fight becomes very important to  your life and limb.

Torchlight 2 comes from the old school video game mindset, meaning that any decision you make to your character will be permanent.  There are no respecializations in Torchlight 2, so plan accordingly.  Torchlight 2 adds different ways to play through the game, you can play offline, online, or through a LAN.  Yes, you can play Torchlight 2 offline, with no internet connection at all.  Those of you out there that were mad as hell about Diablo 3’s requiring an internet connection, I hereby give you an alternative with Torchlight 2.  You can also continue to play the game after the main story is finished with a game plus, or choose to retire your character all together.  Torchlight 2 has an option for everyone and easily will give you thirty hours of game play in your first game.

Aesthetics:

Ok, I am a sucker for slick art design and different looking games.  I still hold Team Fortress 2 as the greatest example of what good art design and aesthetics can do for a video game, and should take precedence over technical specifications any day of the week.  Torchlight 2 delivers an aesthetic that I love due to its simple nature and unique looks.  The overall feel of Torchlight 2 tends to be on the side of cartoonish rather then realism, which is ironic given the darker nature of the game’s story line.  The design of the game, the characters, the world and the cut scenes all fit well together and makes Torchlight 2 feel unique.  The characters themselves, which have almost no personality through dialogue or voice acting, must be given this personality through the design of the art.  Unfortunately, after hours of game play, your character will be covered in enough gear that any type of personality that was showing through the art direction will now be hidden underneath armor.

The music and sound of Torchlight 2 gives the game that much more of a feel that is akin to Diablo 2.  Each non player character is fully voiced for the dialogue, with accents that sound real and well placed.  The sound effects from the abilities make using those abilities that much more satisfying.  Hitting the ground with my hammer and hearing the fire erupt and huge waves of earth move outwards from my character, made the game that much more fun to play.  The music of Torchlight 2 is dead on and adds much more to the story then any character dialogue in the game.  The music fits with the theme of Torchlight 2 and also changes with the environment as you explore the world.

Final Thoughts:

I played countless hours of Diablo 2 when it was released, and for many years afterwards.  Diablo 2 had something special to it, that made players not want to stop playing.  The entire gaming community was ready for the same feeling when Diablo 3 was announced, but the release was far, far below expectations.  With complaints such as the itemization, the requirement to be online at all times, and just how much different it felt versus Diablo2, Diablo 3 did not garner as much love as it should have.  While Torchlight 2 does not try to innovate the genre, and is technically less impressive then Diablo 3, Torchlight 2 is so much closer of a spiritual successor to the legacy that is Diablo 2.  The game play feels exactly like it did in Diablo 2, the items feel right and you can play Torchlight 2 without an internet connection if you so choose.  While I will not go as far as saying Torchlight 2 is better then Diablo 3, I will say that I had more fun with Torchlight 2, and if you miss the days of Diablo 2, so will you.  Torchlight 2 is available now through Steam for $19.99.

Dead Space 3 Demo Announced

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REDWOOD CITY, Calif. – Dec. 26, 2012 – The holidays might be over, but EA has one more gift for gamers! Visceral Games, an Electronic Arts Inc. (NASDAQ: EA) studio, today announced that a downloadable demo for Dead Space™ 3, the first entertainment blockbuster of 2013, will be available for download on Xbox Live Marketplace and PlayStation Network starting on January 22. Exclusively for Xbox 360, gamers who want a chance to play the demo one week early, can sign up on http://demo.deadspace.com.* In the demo, players will be thrust into deep space terror when unwilling hero – Isaac Clarke – and all-new co-op companion – Sergeant John Carver – crash land on Tau Volantis, an unforgiving ice planet teeming with Necromorphs. Dead Space 3 takes the franchise’s core elements of suspense, horror, action and sound and introduces them to all-new elements – including co-op play – that allows players to work together to take down the most ambitious Dead Space experience yet. Dead Space 3 launches in North America on February 5 on Xbox 360® videogame and entertainment system, PlayStation®3 computer entertainment system and PC and February 8 in Europe.

Winner of more than 15 critic awards at E3 2012 including Best of Show from Game Informer Magazine, Dead Space 3 cuts to the heart of deep space terror. The game is recognized by game critics worldwide for its incredible craftsmanship in horror, action, suspense and sound design. Players will embark on a thrilling ride through space that takes them to a hostile new planet, Tau Volantis. Fortunately, they are not alone this time around. The fully integrated drop-in/drop-out co-op feature gives players the option to play alone or team-up with a friend anytime. Players that choose to take down the terror together will experience additional story details, side missions and gameplay mechanics only found when playing as John Carver.

Dead Space 3 will be available on February 5in North America and February 8 in Europe for the PS3, Xbox 360 and the PC.

For additional information and news, please visit http://demo.deadspace.com or our website www.deadspace.com, follow us on Twitter at: www.twitter.com/deadspace, or become a fan on Facebook at www.facebook.com/deadspace.

Merry Xmas and Happy Holidays

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From all of us at GamingShogun.com, we hope you have a Merry Xmas, Happy Holidays, Festivus, or whatever else you and yours celebrate this time of year. We wish you much joy and happiness.

Carrier Command: Gaea Mission Coming to Xbox LIVE Games on Demand

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Rising Star Games today announced that its strategy-based game Carrier Command: Gaea Mission will be available via Games on Demand on the Xbox 360® video game and entertainment system from Microsoft on December 28, 2012. Bringing a modern update to the classic 1980’s version of the franchise,Carrier Command: Gaea Mission blends first- and third-person vehicular combat with tactical and strategic elements.

Set in a massive game environment – consisting of 33 unique islands hosting six distinct climatic zones – Carrier Command: Gaea Mission puts players in command of a futuristic military carrier holding a multitude of remotely controllable and customizable units. By traversing the seas and establishing a strategic network of island bases for mining, production and defense, players will set out to destroy the enemy carrier and conquer the archipelago on planet Taurus.

Carrier Command: Gaea Mission features include:

  • Deep storyline / Gaea Mission campaign
  • Free roam strategy mode
  • Unique game mechanics
  • Massive game environment (30 islands)
  • Vehicle and Carrier management

Developed by Bohemia Interactive and published by Rising Star Games, Carrier Command: Gaea Mission will be available through Games on Demand for $39.99 on December 28, 2012.

Carrier Command: Gaea is rated “M” for Mature by the ESRB and is also available for Windows PC and Xbox 360 players at retailers nationwide.

Demos for both versions are also available; the Xbox 360 demo is downloadable on the Xbox LIVE Marketplace for Xbox 360, while the Windows PC version demo can be found via <gp_link type=”http” loc=”//www.carriercommand.com/demo”>http://www.carriercommand.com/demo and Steam.

More information can be found at the official site:<gp_link type=”http” loc=”//www.carriercommand.com/”>http://www.carriercommand.com/.

Dance Central 3 Getting Lady Gaga and LMFAO

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Cambridge, MA – December 21st, 2012 – Take your holiday parties to the next level with all new add-on tracks for Dance Central™ 3, including music from Lady Gaga and LMFAO!

On Tuesday, December 25, two hits from Grammy Award-winning entertainer Lady Gaga will be available on the Xbox LIVE Marketplace or in-game Dance Central 3 Music Store! The tracks include “Paparazzi” from Lady Gaga’s 2008 debut The Fame and “Alejandro” from 2009’s The Fame Monster. These hits can be purchased individually for 240 Microsoft Points™ each or as part of a pack for 400 Microsoft Points.

And perfect for your New Year’s Eve celebrations, LMFAO’s “Sorry for Party Rocking” will be available for download on December 31! The track will be available as a single for 240 Microsoft Points or as part of a pack with the previously released LMFAO track, “Party Rock Anthem,” for 400 Microsoft Points.

Harmonix continues to grow the library of playable tracks in Dance Central 3, with previously released add-on content that includes PSY’s “Gangnam Style,” as well as singles from Carly Rae Jepsen and Usher. Dance Central 3 features the biggest library of gaming’s most danceable music, with a massive library of previously available content compatible with Dance Central 3, in addition to tracks players can import from Dance Central and Dance Central 2*!

December 25
Lady Gaga – “Paparazzi”

  • Choreographer – Marcos Aguirre
  • Difficulty – Tough

Lady Gaga – “Alejandro

  • Choreographer – Marcos Aguirre
  • Difficulty – Moderate

(“Paparazzi” and “Alejandro” will be available as singles for 240 Microsoft Points each, as well as bundled together as “Lady Gaga Pack 02” for 400 Microsoft Points.)

December 31
LMFAO – “Sorry for Party Rocking”

  • Choreographer – Kunle Oladehin
  • Difficulty – Legit

(“Sorry for Party Rocking” will be available as a single for 240 Microsoft Points, as well as bundled with the previously released “Party Rock Anthem” as part of “LMFAO Pack 01” for 400 MS Points.)

Be sure to follow Dance Central on Twitter (http://twitter.com/dance_central) and Facebook (www.facebook.com/dancecentral) for the latest news!