Archive - 2012

Hell Yeah! “Pimp It Up” Trailer Released

SAN FRANCISCO & LONDON – August 9, 2012 – And now, what we have all been waiting for … SEGA Europe, SEGA of America Inc. and Arkedo are happy to reveal Hell Yeah! Wrath of the Dead Rabbit will be available to download in North America on September 25 for PlayStation Network, September 26 on Xbox LIVE Arcade for the Xbox 360, and October 3 for PC digital download for $14.99/1200MSP/$14.99 respectively. In Europe, Hell Yeah! Wrath of the Dead Rabbit will be available for all three platforms on October 3 for 1200MSP/£9.99/€12.99/AUD$19.95.

Ash, the prince of hell, is not a killer or a thief. Okay, that’s not exactly true, but it’s not his fault he has to harvest monster souls, grab diamonds and loot gold to unlock upgrades and customizations on his quest for vengeance. More power means more comical gore, more penetrating drill power (eww, we know what you were thinking) and more ways to complete 100% of the game while looking good doing it. The devil is in the details, after all!

You want glitter? You want gold?  The “Pimp it Up” bling-tastic trailer for Hell Yeah! Wrath of the Dead Rabbit has it all!  Thirteen guns to blast those filthy monsters with, nine wheels to pimp out your slaughter machine and over fifty masks to slay in style. Sound awesome? Check it out!

Trailer:

John Romero To Speak At IndieCade

LOS ANGELES – Two seminal figures in video game history, John Romero (Doom, Quake) and Steve “Slug” Russell (Spacewar!), will kick off IndieCade’s 2012 Professional Conference Friday – Sunday, Oct 5 – 7, 2012 in downtown Culver City during the annual IndieCade Festival. Crowdsourcing and alternative funding will be demystified by a panel of veterans from companies such as Double Fine Adventure, Kickstarter and Humble Bundle.

In the first of three interlinking keynotes, John Romero, whose games helped found a videogame genre, will have an informal discussion with “Slug” Russell, the man who helped invent the videogame, period. A Conversation with Russell & Romero will commemorate the evolution of modern games in light of Spacewar!’s 50th anniversary and Romero’s entrance into next generation social games.

The other keynotes will feature a lively discussion between indie icons Eric Zimmerman (Rules of Play) and Bernie DeKoven (The Well Played Game) exploring games’ impact on culture and expression, as well as multidisciplinary talk by Mary Flanagan (Tiltfactor Lab) that will illuminate the current state of indie games.

The panel Indie Kick Bundle Fund: A Discussion about Funding Your Games and Making Money will provide the collective insight of Cindy Au (Kickstarter), John Graham (Humble Bundle/Wolfire), Greg Rice (Double Fine) and Nathan Vella (Capy/Indie Fund), moderated by Aaron Isaksen (Indie Fund/AppAbove Games).  Other speakers include critic Anna Anthropy and game designer Bennett Foddy (Oxford University).

The 2012 IndieCade Professional Conference will feature three days of panels, salons and networking opportunities including a day-long workshop geared toward developers. Conference attendees have access to Festival activities as well as to VIP receptions such as the IndieCade Red Carpet Awards, Oct. 4, 2012, hosted by Felicia Day.

This year’s conference program is being overseen by Richard Lemarchand, lead designer of the award-winning Uncharted series; Tracy Fullerton, chair of the Interactive Media Division at USC; and John Sharp of Local Number 12, Assistant Professor at Parsons The New School for Design.

Registration is open via Brown Paper Tickets or through the IndieCade website at www.indiecade.com . The full conference (including the Red Carpet Awards) costs $350 in advance and $400 at the door. Group rates are available. The IndieCade 2012 Conference is intimate in scope and will sell out quickly.

COD: Black Ops 2 Multiplayer Will Be Televised

Cologne, Germany – Gamescom 2012 fans, mark your calendars for the world premiere of Call of Duty: Black Ops II Multiplayer and the opportunity to be among the first to play on Xbox 360 before its release this November 13th 2012.

Starting day one of Gamescom on 15th August, attendees can go to the Call of Duty: Black Ops II booth located in Hall 6, booth A21/B30- A31/B30 to compete in the massive Call of Duty Multiplayer arena and go hands-on with award-winning developer Treyarch’s new title.

Fans around the globe can also share in the exclusive reveal. In collaboration with Xbox, Wednesday’s World Premiere will be streamed live from Gamescom directly to Xbox LIVE online entertainment network for all Xbox LIVE members throughout Europe and in the United States and Canada. Hosted by Xbox LIVE’s Major Nelson and AceyBongos, the world reveal featuring live gameplay from the show floor will be streamed daily starting on Wednesday 15th Aug from 6 p.m. local time (9 a.m. PST/5 p.m. UK) with exclusive interviews with the developers of the game. In addition to the stream on Xbox LIVE, the show will also be live streamed online on Xbox.com in Europe, CallofDuty.com, Facebook.com/codblackops as well as Twitch.tv/treyarch .  The World Premiere content will be available in its entirety via Xbox LIVE video-on-demand shortly after the live broadcast in participating countries. Additional broadcast outlets will be revealed at a later date.

Turtle Beach is also part of the Call of Duty arena experience at Gamescom 2012. In partnership with Activision Publishing, Inc. and Treyarch, Turtle Beach will be offering attendees a chance to win a tournament round at its booth (Hall 6.1, booth C10) and earn a V.I.P. Express Pass to Activision’s Call of Duty: Black Ops II multiplayer arena.

Thibaud de Saint-Quentin, executive vice president and CEO of European Publishing at Activision, said: “With more than a quarter of a million visitors expected over four days, Gamescom provides the perfect opportunity to reveal the new Call of Duty: Black Ops II multiplayer to European players and gaming fans from around the world. Gamescom 2012 will be the most exciting and engaging to date.”

Software Launches On Steam September 5th

Aug 8, 2012 — Valve, creators of best-selling game franchises (such as Counter-Strike, Half-Life, Left 4 Dead, Portal, and Team Fortress) and leading technologies (such as Steam and Source), today announced the first set of Software titles are heading to Steam, marking a major expansion to the platform most commonly known as a leading destination for PC and Mac games.

The Software titles coming to Steam range from creativity to productivity. Many of the launch titles will take advantage of popular Steamworks features, such as easy installation, automatic updating, and the ability to save your work to your personal Steam Cloud space so your files may travel with you.  More Software titles will be added in an ongoing fashion following the September 5th launch, and developers will be welcome to submit Software titles via Steam Greenlight.

“The 40 million gamers frequenting Steam are interested in more than playing games,” said Mark Richardson at Valve. “They have told us they would like to have more of their software on Steam, so this expansion is in response to those customer requests.”

For more information, please visit www.steampowered.com.

Worms Coming To Facebook

Team 17 Digital Limited is proud to announce the launch of its well-known game, Worms, onto the Facebook social media website.

Worms has already been secretly running on Facebook as part of a “friends and family” beta program. The team behind the game are now confident that it is ready to be sampled by even greater numbers prior to the game’s launch later this year.

James Long, Worms Facebook Producer, commented “Unlike traditional titles Worms on Facebook is a living entity. Plans are in place to continually introduce new content and to monitor the gameplay experience to ensure Worms as fun and fresh as possible.”

Team17 plans to increase the number of players involved in the closed beta sessions on a daily basis and gamers wishing to get involved are encouraged to visit http://apps.facebook.com/playworms/ to register their interest.

Zen Pinball 2 To Be Free Update

Los Angeles, CA – August 8, 2012 – Zen Studios, the definitive leader in videogame pinball, is pleased to announce that  Zen Pinball 2 for the PlayStation 3 system and PlayStation Vita system will release on September 4, 2012 via PlayStation Network.

Additionally, a brand new table based on one of PopCap Games’ mega hits will accompany the release of Zen Pinball 2 as downloadable content. This mystery table will be fully revealed later this month at PAX Prime, and playable in the PopCap PAX booth. The table will also release on Xbox LIVE Arcade for Pinball FX2 on September 5, 2012.

Zen Pinball 2 features an abundance of exciting new features and updates. Best of all, Zen Pinball 2 is a free update for existing Zen Pinball and Marvel Pinball owners, while new users can download the pinball platform and try every pinball table for free before deciding to purchase.

Additionally, players will enjoy cross-platform entitlement and any Zen Pinball 2 purchase will entitle players to both the PS3 and PS Vita versions at no additional charge.

New Game Modes Headline Free EA SPORTS SSX Update

REDWOOD CITY, Calif. – Aug. 7, 2012 – Electronic Arts Inc. announced today the availability of two new game modes as part of a free title update for EA SPORTS SSX. Building upon the successful re-launch of the SSX franchise with 25 review scores of 9/10 or higher, 3-2-1-Go! Events and Freeride bring a new multiplayer and single player experience to SSX. The SSX title update is now available on Xbox LIVE and PlayStation Network.

3-2-1-Go! Events:

3-2-1-Go! Events are a completely new way to experience multiplayer in SSX. Unlike the asynchronous competition found in Global Events, this new game mode will allow you to compete with up to five riders simultaneously in fast paced Trick it and Race it heats. The rules for 3-2-1-Go! Race Events are simple – the first rider to cross the finish line wins. 3-2-1-Go! Trick Events introduces a countdown timer for the entire run, so the winner is determined by who can post the highest score and cross the finish line before the clock hits zero.

Freeride:

One of the most requested modes from the SSX community, Freeride is a single player experience that allows you to endlessly explore every inch of the massive mountains of SSX at your own pace and with your own style. There are no rules, no ghosts, no clock, no score and no other riders. In Freeride, it is just you, the mountain and your music.

SSX by the numbers**:

  • Players have dropped into the world of SSX more than 200 million times
  • Players have completed 18 million runs in Global Events earning them more than 3.5 trillion credits
  • Players have uploaded over 10 million ghosts that are currently stored on the SSX servers
  • Players have earned over 67 billion credits from hiding geotags

A modern day reinvention of one of the most critically acclaimed arcade franchises of all-time, SSX allows players to experience the franchise’s signature fun and adrenaline-packed gameplay across iconic regions all over the world. Using NASA topographical satellite data, SSX has a massive world for players to explore. Throughout nine expansive regions, SSX packs reality-defying gameplay into every run letting players Race, Trick, and Survive as they descend huge open mountains. In addition, Explore, Global Events and RiderNet – the SSX recommendation engine – headline an online feature set that will redefine social competition for gamers, making it fun and easy to compete with friends with no lobbies or wait times.

Become a fan of SSX on Facebook via www.facebook.com/easportsssx or follow us on Twitter @EASPORTSSSX. For more information visit http://www.ea.com/ssx.

How To Drive A Walking Tank

The latest installment of the MechWarrior developer’s diaries gives some all too important tips on how to make you mech go from a sitting duck to a fighting duck.  It is an improvement!

A new MechWarrior Online developer diary posted today in the InnerSphere, dropping info bombs about tactical assaults (which mech to use and when), how various weapons will function depending on your mech and how to switch weapons out and how to utilize their settings via the Mech Lab.  Also the all-important throttle control aka “how the heck do I drive this thing????”  and how to control the upper body vs. the lower body while in battle. This is ultra-important for those who will be coming to MechWarrior for the first time and explains a lot about the mechanics of being an elite pilot.

Video:

 

Jeremy McGrath’s Offroad – A Review (Xbox 360)

 

Reverb Publishing and 2XL Games has just released a new Xbox Live title for all of you racing fans out there named Jeremy McGrath’s Offroad.  Jeremy McGrath has been a well known name in motocross for the last twenty years, so I was very surprised to find out that this game does not have a single motocross bike in it.  Jeremy McGrath’s Offroad represents another passion of Jeremy’s, that of the Rally Circuit and Pro Lite Truck competitions.  Stylized as a arcade racer with RPG elements, Jeremy McGrath’s Offroad is an interesting racing game that does somethings right, but misses on others.  I have most definitely played worse racing games out there, but with the existence of Dirt 3, there are also better games on the market.  Let’s get into exactly what Jeremy McGrath’s Offroad does right and wrong.

Story:

It’s a racing game, folks, so the story line is pretty much “Don’t be last”.  The career mode does follow McGrath and the other racers through various stages of the Lucas Oil Off Road Racing Series, but this is pretty much hinted at and not specifically stated in the game.  The career mode puts you into different types of vehicles as you race through the different stages and two game types.  You work your way through the Pro Lite Buggies, to the Pro Lite Trucks and into the Rally Cars during the course of the career mode.  The stages are taken from various locals from around the world like California, Wyoming, and Ecuador, and represent different types of landscape.  I’ll hit more on the actual career mode in the game play section, that will include the experience and leveling up mechanics.

The real story that is attached to Jeremy McGrath’s Offroad is the story behind the game.  Jeremy McGrath has promised to donate his entire earnings from the sale of this game to Bethematch.org, an organization that helps individuals who need a bone marrow transplant to find a donor.  This donation is Jeremy McGrath’s way of thanking the organization for their help in finding his wife, Sally, a bone marrow donor during her fight with Leukemia.

Gameplay:

Jeremy McGrath’s Offroad plays like most racers out there, you race around either a circuit or a time trial for first place and the points that gives you to be first in the overall standings.  The tracks are used from about six locales, that range from California desert to Ecuadorian jungle.  As you complete each race, you earn experience points that can be used to upgrade your chosen vehicle’s stats.  The stats are taken from the typical car stat list, handling, top speed, acceleration and brakes.  Through my career mode, I only upgraded the first three stats, as braking seemed to be overrated in this game.  I was able to play on the normal difficulty through the career mode by just feathering the throttle and using my steering to work my way through the corners and come out on top each and every time.

The race tracks themselves are interesting environments to race in.  I felt that the tracks were well designed and gave me various settings to race in, even though they cycled through the same six regions.  Each track also had environmental hazards to contend with, these could range from falling poles, fences, rolling rounds of hay, and signs.  I had mixed feelings about these hazards.  I was absolutely fine with the static hazards, such as the fences and signs, because they felt like natural hazards.  Every rally and off road race needs to have these types of obstacles in them, since this defines the true nature of an off road race.  However, rolling hay rounds into my path during a race, made the game feel cheap, especially when these obstacles reset every time you do a circuit.  I understand that the developers were going for more of an arcade feel, but I would have preferred to have just raced my opponents straight up, instead of being involved in a hay round accident.

Other then that small gripe about the hazards, the rest of Jeremy McGrath’s Offroad plays exactly like you would expect, with decent AI and good handling of the vehicles.  The game does have some terrain that will actually impact the speed of your vehicle, but it’s only used sparingly and I felt really could have increased the real feeling of racing through the various environments.  Overall, the game play of Jeremy McGrath’s Offroad is very solid and is what I would expect from a racing game on today’s market.

 

Jeremy McGrath’s Offroad does support up to eight racers online, which is a nice feature.  However, when I tried to find people to race against, I couldn’t find a single opponent.  I am hoping that this changes as more people look into the game, but for right now, it’s a little barren online.

Aesthetics:

Jeremy McGrath’s Offroad runs in a full 1080p HD presentation with 5.1 Dolby Digital Surround sound at 60 frames per second.  To say this game is great to look at though, would be over exaggerating the truth.  While the backgrounds do pop out nicely and are very detailed to look at, the vehicles seem a little too flat to me.  I really wished that the vehicles would have shown some damage and would have gotten progressively dirty through the race, but your vehicle will look just as good at the end of the race as it did at the beginning, regardless of how you drove it.

Vehicle skins used in Jeremy McGrath’s Offroad do sport official sponsors from the Lucas Oil Off Road Racing Series, and includes fully licensed vehicles, including VW buggies and trophy trucks.  As I said earlier, I wish that the sponsors would have let the developers muddy up and damage their vehicles a little more in this game, that would have made the experience that much more like real off road racing to me.

The sound is exactly what you would expect from an off road game, a lot of vehicle noise and engines blasting out of your speakers.  Jeremy McGrath does do the voice over work for the entire game, giving you tips and strategies during the load screens and is your navigator during the actual racing.  Like many rally games out there, Jeremy McGrath will give you a preview of each and every corner as you race.  For you rookies to rally racing, this may be annoying to you to hear the voiceovers, but for you experienced Colin McRae fans out there, the navigation directions will feel just right.  Jeremy McGrath won’t win any Oscars for his performance in this game, but the work is adequate for the job at hand.

Final Thoughts:

Jeremy McGrath’s Offroad is a good game for the price tag.  At 800 MSPoints (that’s $9.99 to the uninitiated out there), Jeremy McGrath’s Offroad will fill a racing need to those of you that couldn’t afford Dirt 3 when it came out.  The game play mechanics work just like you need them too, and the tracks feel a lot more varied then they actually are.  I did not like the road hazards that would jump out and try to hit you, and I seriously wish that the graphics on the vehicles showed the accumulation of dirt and damage as the race goes on.  If you are a racing fan that is in the mood for something new and cheap, then Jeremy McGrath’s Offroad will do the trick, especially when you are helping out a worthy cause like Bethematch.org.  For ten bucks, you get a solid, decent racing game and get to help out a charity, and that is a a good deal to me.