XBox (Games)

Halo 3 Beta Impressions 209

Yesterday in New York City Microsoft held an invite-only preview of the Halo 3 Beta, and passed out early Beta keys to a group of game journalists. The result is a barrage of coverage about this most-anticipated title. Notable features beyond basic previews include Dan Hsu's take on the game, Dean Takahashi's 'I got my butt kicked' perspective, the San Jose Merc's interview with Bungie Community Lead Brian Jarrad, CVG's hosting of the official Beta Movie, and Joystiq's interview with Frank O'Connor, Bungie's writing lead. From the 1up preview: "It's unmistakably Halo gameplay, despite the rearranged controls (which feel natural after 10 minutes), and all of the additions fit perfectly into the multiplayer universe we've come to love. The interface has been overhauled and is even easier to use, and you now have such niceties as being able to change your control layout at any point on any screen. While the visuals are rich and beautiful, it's the audio that's really impressed us so far. The rumbling throttle of unleashing dual SMGs makes them feel incredibly powerful, and the Spartan Laser tearing past your head is as scary as you'd imagine. Audio cues are more important than ever, and the better your sound system the more next-gen this will feel." More coverage below.
Wii

Google Reader - Now for Wii! 28

Thwomp writes "I love using my Wii to catch up on my Google Reader feeds and now that activity is officially supported by Google. It's really great to see that the Google Reader team has created an improved user interface optimized for the Wii's Opera browser and Wiimote. You can also try out the Google Reader for Wii in your browser. Google account is mandatory, of course."
Classic Games (Games)

The Making of Ghostbusters on the Commodore 64 89

Next Generation recently began running content from the respected British gaming magazine Edge, and today they're sharing The Making of Ghostbusters. The article is a look back to a barely-remembered but (for the time) forward thinking movie tie-in for the Commodore 64. Instead of a lame 'action' title following the movie's plot line, the game was set in the world of the Ghostbusters, and allowed players to build a financial empire through ghostbusting. "Crucially, for a game with so many parts - driving, simple resource management, shooting and trapping ghosts - the pieces snapped together well, and the money-making, business-upgrading elements gave the game a lasting replayability. Activision's Ghostbusters is polished, intelligently-paced, and suggests a measured and meticulous development approach: something which wasn't the case at all. 'A typical C64 game took nine months from start to finish,' laughs David Crane, the game's designer. 'Ghostbusters took six weeks!' Crane is one of the most prolific developers of the early videogame era. Creating titles such as Little Computer People and Pitfall made him Activision's star programmer."
Role Playing (Games)

FF XII Re-make, New RPG Announced By Square/Enix 77

Yesterday was Square/Enix's annual media party, and there were a couple of interesting announcements. Game|Life's Chris Kohler was there, and reports on the most interesting announcement: a Final Fantasy XII re-envisioning entitled International: Zodiac Job System. The title will feature the same story, a further-refined combat system, and a series of 12 separate license boards. Each board corresponds to a traditional FF 'job', like Monk or Red Mage; at the moment there is no plan to release it in the states. Other announcements include word that Star Ocean will get the remake treatment, with the first two games coming to the PSP sometime in the future. They are also working on a next-gen Star Ocean 4; no details about that. Crystal Chronicles for the DS drops in August in Japan, no US release date was given. Finally, screenshots and videos of The Last Remnant capped off the event; we talked about the game earlier this week when it was announced.
Wii

Some Truth to Wii as GameCube 1.5? 519

Newsweek's N'Gai tackles the allegation that the Wii is a glorified GameCube. He specifically looked at recent comments by Microsoft's Robbie Bach saying that 'the video graphics on it aren't very strong; the box itself is kind of underpowered; it doesn't play DVDs; there are a lot of down-line components [that] aren't actually that interesting. ... They don't have the graphics horsepower that even Xbox 1 had. So it makes sort of the comparison set a little bit difficult.' LevelUp spoke with a pair of technical experts at third party publishers and learned that, essentially, Bach's comments about horsepower are accurate. However, "the 'Gamecube 1.5' moniker, while accurate, doesn't mean that gamers won't see graphical improvements on the Wii. 'There are three main differences which will result in graphics improvements. One, the increased memory clock speed, from 162 megahertz to 243 megahertz, means that it is easier to do enough pixels for 480p mode versus 480i. Two, the enhanced memory size of the Wii gives much more room for image-related operations such as anti-aliasing, motion blur, etc. The performance to these memory systems from the graphics chip is also improved. So full-screen effects and increased texture usage seem likely as a result.'"
Software

Cryptic Studios Open Sources Animation Tools 43

GameDev.net reports that Cryptic Studios (makers of the Massive title City of Heroes) has released a powerful animation tool under the GPL. Called CrypticAR, for Cryptic Animation Rig, the software will allow animators to bring 3d models to life via a toolkit of scripts and rigs. "'Our goal is to foster a community of animators by providing them the power to generate animations without having to worry about supporting a toolset. Since we were already developing the rig for our core technology team, we decided to release it to the public under the GNU GPL,' said Shayne Herrera, Art Development Director for Cryptic Studios. 'We feel that the development and gaming communities will benefit greatly from a professional tool like the Cryptic AR.'"
Games

Hellgate: London Subscriptions Set, Explained 56

1up is reporting on a letter directly from Bill Roper to Hellgate: London fans on what the subscription fee is all about. The letter, reprinted by the site Hellgate Guru, suggests that the premium content unlocked by the subscription fee is meant to give players options on how to play the game. " Hellgate: London is completely free to play online, out of the box. Anyone who buys the game can not only play through the fully randomized, storyline-driven gameplay offline, but they can also go online and share that experience with millions of players from around the world. We're excited to be able to bring gamers an amazing, free online experience that is included with their single player game ... Gamers also want choices, and we have so many great ideas for Hellgate: London, and the concept is so extendable, that we know we can keep adding to this game for a long time. We want to continue moving Hellgate: London forward in some really exciting directions, and to support ongoing development we've created a subscription service to give players access to new content as we go along. This commitment to our gamers was also a part of our plans for Hellgate: London from the very beginning."
Games

Games of the Future - User Generated Content 44

The biggest news of GDC 2007 was almost certainly the bright future of the PlayStation 3. Home was interesting, to be sure, but the title that captured the imagination of attendees was Little Big Planet. Edge had a thorough look at the game in their April issue, and now it seems like there might be a downloadable version of the four-player game used to demo the community/toybox at the conference. This 'games 3.0' thing has a lot of people sitting up and taking notice, including Flash and Shockwave developers. GameDaily spoke with MTVN's David Williams about the user-generated content possibilities being added to Shockwave.com and the AddictingGames sites. "In yet another sign of the web 2.0/game 3.0 phenomenon, one of the new features of the site is a game upload feature. User-created content is bound to have an increasingly profound effect on this industry. Already, the company has received 200 new game submissions in the past month, empowered by a game sponsorship program, which pays developers of popular games for integration on AddictingGames and provides them with enhanced distribution and marketing."
Windows

Microsoft is Screwing Up Live on Vista 114

Joe The Dragon wrote with a link to an ExtremeTech article lambasting Microsoft for its confusing rollout of the Live service on the PC. While the vision of achievements, a gamerscore, a consistent friends list, and one sprawling multiplayer network is tantalizing, the reality falls somewhat short of that goal. "The biggest mistake Microsoft is making with Live on the PC is the way they're treating the PC as if it's a console platform they can control. They're trying to lock out the rest of the world and to charge for features that PC gamers have had for free for ages. It's a shortsighted, greedy scheme that could only come from a product manager or VP who simply doesn't "get" PC gaming. The free Silver level of Xbox Live lets you log in on the PC and earn Achievements just like you do on the 360--but only single-player Achievements. Multiplayer Achievements are only for those $50-a-year Gold members. Player matchmaking is for Gold members only. Voice in games is for Gold members only. Cross-platform play between 360 and PC is for Gold members only. In fact, the only thing silver members can really do is view a server list and hop onto a specific server." Article author Jason Cross warns Microsoft at the end of the piece that it is 'not too late' to turn things around. Vista is still a young platform, and once driver issues are ironed out and Vista becomes the standard there are still opportunities for success.
Nintendo

Nintendo Holds 20 Best Selling Games in Japan 89

moderatorrater writes "Nintendo's dominance of the Japanese sales charts continues, as Gamasutra reports on the top games for Japan's 'Golden Week' celebration. The top 21 titles sold in the country were all on Nintendo formats; most actually developed by Nintendo itself. FFXII: Revenant Wings topped the list at number one, and along with five other DS or Wii titles was the only sign of third-party competition in the Japanese best-sellers market. 'With the holiday period functioning somewhat like the Christmas period in the West, there were no new entries in the top thirty - although a number of family friendly titles did reappear in the top ten, with Yoshi's Island DS at number four with 58,948 units sold. New Super Mario Bros. on DS re-emerged at number eight with 51,681 units sold, with the second Brain Training game at number ten.'"
Role Playing (Games)

Germans Pursuing Kiddie Porn In Second Life 408

Several readers sent in links to the BBC, which has picked up news of a German investigation into child pornography in Second Life. A German TV station captured images of two avatars, an apparent adult and an apparent child, involved in sexual activity. The station also said they had infiltrated a ring trading real-world child porn in SL. SL creator Linden Labs is cooperating fully with the investigation, they write on their official blog: "Our investigations revealed the users behind these avatars to be a 54-year-old man and a 27-year-old woman. Both were immediately banned from Second Life." The German prosecutor's office hasn't responded to Linden's offer of help in identifying the real-world traders.
XBox (Games)

New Crackdown Content Dropping On XBL Today 25

The Team Xbox site is carrying details on new downloadable content for Crackdown on the 360. Probably the most comprehensive downloadable content made available since the 360 launched, the new pack adds three vehicles, a number of gameplay modes, a 'cheats' mode, and ten more Achievements to the title. "For Crackdown, Realtime diligently follow the post-launch forum chatter and attempted to address all of the concerns with the base game, while at the same time adding new content to keep it all fresh. There are also some items that perhaps didn't make the final cut for Crackdown's original launch (time constraints will do that to a project of this magnitude) but have been prepared and thrown into the upcoming DLC code. However it actually came about, Crackdown's Title Update, 'Free-for-All' and 'getting' Busy' packs are a win-win for those allied to the Agency."
Games

Seven Tracks for 80s Guitar Hero Announced 130

Ars Technica's Opposable Thumbs blog has a partial track list for Guitar Hero: Rocks the 80s , an upcoming expansion for the hit music game. Poster Ben Kuchera wonders aloud about the report that it will be 'exclusively for the PlayStation 2'; given the recent release of Guitar Hero on the 360 it makes little sense that we won't see the new tracks as downloadable content. The tracks announced so far: "I Wanna Rock (by Twisted Sister), I Ran (by Flock of Seagulls), Round and Round (as made famous by Ratt), I Want Candy (as made famous by Bow Wow Wow), Metal Health (as made famous by Quiet Riot), Holy Diver (as made famous by Dio), Heat Of The Moment (as made famous by Asia)"
Games

EA Announces Simpsons Game, Parodies Videogames 55

Eurogamer has the news that The Simpsons will be coming to a new videogame title sometime in the near future, a new game with an interesting twist. Instead of playing as the Simpsons inside a more typical genre, such as the arcade smash-em-up from the early nineties or The Simpsons Road Rage, EA's newly-announced title will lampoon other videogames using typical Simpsons comedy. All of the cast members will be lending their voices to the title, and hints about the type of games we can expect were already available when the press release went out. A mock poster with the words Medal of Homer flying above a war-torn battlefield suggests what we might see in the game. "Described as a 16-level 'action comedy' with a storyline penned by the long-running TV show's long-running writers, the new Simpsons game is due out on PS3, Xbox 360, Wii, PS2, DS and PSP this autumn. It's being put together by EA Redwood Shores, and is full of touches that EA reckons fans of the series - now 400 episodes old - will find exciting, like individual title animations and stories for each of the 16 levels, which are being treated like episodes." You can see the posters from the EA event over at Kotaku.
Games

Ron Gilbert Working on Penny Arcade Game 37

Yesterday at the Penny Arcade site Gabe shared the news that Ron Gilbert is working with them on Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness. The well known designer, veteran of several LucasArts adventure titles as well as the creator of the SCUMM engine, has apparently been assisting the duo in planning out their first commercial game title. Says Gabe, "We had our first meeting with Ron pretty early in the design process. Tycho and I were getting the story fleshed out and we had some ideas about the design and over all pace of the game. We laid it all out for Ron and then he picked up a whiteboard marker and started teaching class. I'm not sure how many people can say they got a game design 101 course taught by Ron Gilbert, but that's exactly what Tycho and I got that day. His insights into the way you move the player through an interactive story so that they get to explore the world but don't loose the narrative were incredible." 1up also has commentary from Gilbert, who says, "I have been a fan of Penny Arcade because I have always found their comic so funny and biting. When I first heard they were making a game and that they had chosen to weave adventure game elements into it, I knew immediately I wanted to be involved. Working with the Penny Arcade guys and the team at Hothead has been an absolute riot."
XBox (Games)

Xbox 360 Spring 2007 Dashboard Update Hands-On 88

Engadget writes "Well, that Xbox 360 Spring 2007 Dashboard update did land at about 2:00AM PST as expected, and brought with it a few fun features we were hot to test out -- but none more than the Xbox's expanded video playback capabilities. We were able to play back 720p and even 1080p MPEG-4 and H.264 content on our Xbox 360. Technically speaking the Xbox 360 now officially beats out the Apple TV in the digital video arena, both in resolution and bitrate. (At best the ATV only does up to 720p at 5Mbps, while the Xbox does 1080p up to 10Mbps; neither supports higher than stereo audio.) In other words, if you're an Xbox owner thinking about an Apple TV for playing back video in your living room, you might want to think again."
Role Playing (Games)

New Square RPG Unveiled - The Last Remnant 110

1up is reporting on content from Game Informer magazine from this month, talking about Square's next big non-Final Fantasy RPG. Entitled The Last Remnant, it sounds like an interesting blend of the old and the new. While the action will stick with traditional turn-based mechanics, several elements reflect the changing landscape of the games industry. Square/Enix intends to release the game worldwide, localizing the game to an English audience as the game is created. Additionally, the game will have two selectable protagonists: one is to be a traditional heroic Square character, and the other more of an anti-hero for the American market. "The Last Remnant's been designed on Unreal Engine 3, and we should see the first official media come from [Square/Enix's announcement party] on May 12 and 13. Going with Epic's technology isn't too surprising considering the company's emphasizing the focus on Western gamers ... We don't know much about combat, but it's turn-based, more action-oriented and has a cinematic flair."
Businesses

Spore Delayed Until Q2 2008 107

georgewilliamherbert writes "CNet has the news that EA is reporting a slight loss for the quarter. It expects profits for the year to fall short about ten cents, hitting a high of $1.20 as opposed to the expected $1.31. The company's share price was down 3% in extended trading yesterday. The reason for these adjustments? EA reluctantly announced that Spore has been delayed until Q2 2008. ' Redwood City, Calif.-based Electronic Arts said it taken out Spore, a game where players build organisms from scratch, from its financial projections for the fiscal year ending in March 2008, adding that the game could be delayed until fiscal 2009. In the fourth quarter ended March 31, the company said its net loss widened to $25 million, or 8 cents per share, from $16 million, or 5 cents, in the year-earlier period. Excluding items, the company earned 6 cents per share versus 14 cents in the year-earlier period.'" From a technology perspective, this thing seems at least as complicated as some Massive games; makes perfect sense it would take about as long to build this title as a game in that genre.
Games

Randomized Maps in Team Fortress 2 Explained 133

Given the amount of time that gamers have been playing the original Team Fortress, it's no wonder that Valve has designed the upcoming Team Fortress 2 with longevity in mind. One aspect of that design process is map layout: a randomization algorithm will reconfigure the map every time a game is launched. The result will be a multiplayer game requiring much more than simple map memorization and sniper rifle spawn camping. The post on Computer and Videogames offers a video featuring project lead Robin Walker describing the complicated process of making every random map work well. "As for how the dynamic maps work in practice, that was hard to judge. The match we played on Hydro, the first map to use this special game mode, was enormous fun. But as extensive as our playtest was, they didn't let us play on the map for three years, and that's the kind of heavy use under which this system should flourish. What we did notice is that this is not just a Battlefield type system with some control points 'locked'. When a point is not in play, routes to that section of the map are physically blocked off, so the physical shape of the map is different for every combination of points. That forces you to revise your mental picture of the map, and see it as fresh again."
XBox (Games)

Halo 3 Cinematics To Be Great Improvements on Halo 2's 106

1up is reporting that Bungie has admitted to not having the time to do cinematics right for the best-selling Halo 2. Along with statements they made earlier this year about flaws in Halo 2's multiplayer, the folks at Bungie seem quite willing to own up to previous mistakes. Their call to arms this time: everything will be better. "With Halo 3, they have artists and designers who've worked on epic Hollywood projects like The Lord of the Rings and King Kong, not to mention a former Industrial Lights & Magic guy (read: Star Wars) working out the details on an 'amazing space battle ... there's a bigger team, a team that has had the final cinematic script for much longer, and now has access to vastly more tools, resources and technology than ever before. These range from new tools for rigging facial animation, to better lighting and camera controls. Most of the improvements are a solid blend of technology and manpower this time around, and we hope the fruits of that labor end up as succulent as they look now.'"

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