Archive for March 22nd, 2010

Next ‘Zelda’ Game Could Use Wii Vitality Sensor

Wii Vitality Sensor

The use of Wii MotionPlus controls in Nintendo's new Zelda title won't surprise anyone, but the company's mysterious new Vitality Sensor could be a part of the picture as well. Nintendo hasn't gone on the record to say exactly what their mystery peripheral will do yet, but one of their biggest public faces teased the idea that it could be a part of their 2010 plans.

"Whenever we are going to use any new device it is possible to expand the appeal to those who are new to the videogaming world," Shigeru Miyamoto said, according to NowGamer. "At the same time, however, it is also fun of ways in which we might apply that new technology to existing forms of gameplay, just like the way we are working on the new Legend of Zelda together with Wii MotionPlus."

That's where he may have starting having a little too much fun with the conversation and dropped a giant surprise -- or a big empty tease.

"So maybe you might like to ask me to incorporate the Vitality Sensor into Zelda, so that as you become more scared, the enemies become even tougher," he said.

That's far from a commitment. Miyamoto definitely sounds like he's thought this one over, though. I need to know more about about this Vitality Sensor before I know whether or not I'm for or against it, but I do know a little more will be at stake now when Nintendo goes on at E3.

Would you like to see the next Zelda game use the Wii Vitality Sensor? Do you think Miyamoto honestly meant Nintendo would use it for the new installment? Let us know in the comment section below.

‘Fable 3′ To Finish By Thanksgiving

Fable 3

"Fable 3" will save a lot of Project Natal and co-op mode details for E3, but Lionhead Studios seems to be comfortable talking about their final deadline for the game. Scheduled for release by the end of 2010, "Fable 3" will be getting tweaked right up until the end with a final cutoff date for development set for the Thanksgiving holiday, even if its shipping date hasn't been set in stone just yet.

"We are going to finish it in time so that the powers that be can make that decision," Lionhead Studios founder Peter Molyneux told Times Online. "Thanksgiving is the shut-off date."

Molyneux confessed that the release date for "Fable 3" wouldn't be his to make, but from the sound of things, Microsoft could want the launch date closer to Christmas Day or New Year's Eve than Black Friday. That means gifting someone both Natal and the latest "Fable" may not be possible this year, and if it is, you might have to cut things pretty close.

The big launch ticket for Natal will be in the program this year at E3, though right now "Fable 3" is definitely among the highest profile releases expected to show up, so keep an ear open when Microsoft takes the stage there.

Do you want "Fable 3" to make it out in time for the holiday season? Will you be disappointed if it doesn't make stores before the end of December? Share your expectations in the comment section below.

David Cage Rationalizes ‘Heavy Rain’ Sex Scene



If you're looking to avoid spoilers about "Heavy Rain," you may want to stop reading right here. For everyone else, you may recall that I had some issues with the game, which I laid out in my review. The story was often problematic, featuring characters that acted seemingly without reason or sense, and I felt that one scene in particular exemplified this better than most: The sex scene.

As a quick reminder (and again, SPOILERS), the scene features Ethan returning to his motel room after chopping his finger off in an attempt to get the next clue to find his son. So he's soaked, his finger is cut off, he's covered in burns from traversing an electrical maze and, oh right, his son is still missing. Madison is waiting for him in the motel room and there's a moment where you basically decide if you want to be intimate with her or not. If you choose to go for it, Ethan and Madison have passionate whoopie on the floor next to the bed.

I was curious how David Cage, who prides himself on creating realistic, believable characters, would be able to explain why Ethan would be remotely interested in having sex at a time like this. Cage was more than happy to share his point of view in a recent interview.

"This specific moment there were two possible behaviors for Ethan when he comes back with his finger cut.

"He was so alone, he went through so many incredibly difficult moments and the only person that cares for him, since all these things happened, is Madison. And she's there again and he just needs someone and she's there and this is what happens. He probably regrets it immediately but, at the same time, it was so desperate.

"Or, on the other side, you may believe that he's a little bit stronger than that and that he'd just push Madison back and say, 'No, I've got to save my son and nothing else is important for me.' So many, many moments and decisions in 'Heavy Rain' are like that. It's not just about, 'Do I want to do this or do I want to do that?' It's also about role play, it's about characterization, it's about how you want Ethan to behave and who you want him to be, basically. In my mind these are the most interesting choices in the game."

And therein lies the trouble. Is this a game wherein the player takes on the persona of a character or takes over the persona of a character. Or, to put it another way, am I making decisions as Ethan or as myself? If I'm playing as Ethan, there's no way in hell anyone's having sex in that situation, and the fact that you're given that option is completely out of whack with the character. And if I'm playing as myself, that throws all the attempts at characterization out the window.

Whatever the case, I realize that Cage, in writing that scene, was able to justify Ethan's actions to himself, but I just don't see it. Am I the only one that was sorta baffled by the possibility of sex with Madison?

‘Killzone 3′ Confirmed and Promised

Killzone 2

"Killzone 2" turned a a year old in February, and Sony has stayed officially quiet on a potential sequel -- at least until now. "Killzone 3" may not be scheduled to appear at any shows this summer, but it will exist, and Sony's confirmation comes on video from about as high up as it gets along with a promise that we'll all see it -- whether Guerrilla Games makes it next year or in 2014.

"Well, we own Guerrilla Games and they did a great job on 'Killzone 1' and '2,'" Sony America CEO Jack Tretton told GameTrailers TV. "I don't know if you'll see announcements about it, but I can promise you a 'Killzone 3.'"

That means "Killzone" will at least be a trilogy-long franchise, whether it reaches that benchmark on the PlayStation 3 or not. Last week, 1UP.com cited unnamed sources claiming that Guerrilla would have the game ready in time to compete with "Gears of War 3" in April 2011, but if no announcements are planned soon, that may not be in the cards.

Tretton's statement didn't take anything off the table, though, so don't get glum if you were hoping to have a new "Killzone" during the first half of next year. E3 will be a good place to watch if Sony is hiding anything on the subject, since that would be a great place for them to put rumors to rest.

Do you want to see "Killzone 3" by next April? Do you think we'll hear anything about it this summer? Share your predictions below in the comment section.

Nintendo DSi XL And A Giant Sandwich – Stuff That Came

Nintendo DSi

Next week will see the release of the Nintendo DSi XL, a device with the same functionality as the DSi but with screens that are 93% bigger. The shot above is a comparison of the two.

The increased size was clearly on the minds of Nintendo when they sent along the DSi XL with one of the largest sandwiches I've ever seen.

Sandwich

In case you're wondering, it was from Delfonte's (which is an amazing sandwich shop in Brooklyn and Lower Manhattan). It consisted of ham, swiss, lettuce, tomatoes and awesome. While I don't have a big enough ruler, I'd place it at just about 10 feet long.

Here's a shot of the bill:

DSi XL

And here's the state of the sandwich after an hour and a half:

Sandwich

50th Anniversary Of Lasers! Our Favorite Lasers In Gaming

Halo 3

You have used them to fell your enemies, destroy sinister strongholds, and solve innumerable environmental puzzles. You have been baffled by their physically impossible visibility to the naked eye. You have been impressed by their versatility, at the sheer variety of things they disintegrate. They have consistently distinguished themselves from our guns, the bullets, the lightning shooters, and the gravity manipulators that have been our weapons of choice for years and years.

I speak, of course, of the lasers. Human beings have been using Light Amplification by Stimulated Emission of Radiation (LASER. Get it?) in the name of science, security, pointing at stuff and awesomeness for fifty years (the patent was created on March 22nd, 1960), but we gamers have been using these potent beams of coherent light for a variety of destructive purposes for ages. Across time and space, in unknowable pasts and far-flung futures, we have taken up our lasers and smoked fools into oblivion. Celebrate a half a century of functional laser devices with these, the five sweetest lasers in gaming history.

The Hammer of Dawn from "Gears of War"

You know what's the worst? When millions of bug-lizard people start coming out of the ground, destroying your awesome cities with their giant worm monsters, and kidnapping your wife before zombiefying her. It sucks. Frankly, just shooting and chainsawing Locusts isn't enough. It's just not as satisfying as it should be. Luckily, you can point a little gun at them and summon an enormous laser beam from space to disintegrate them and their stupid worm monsters. That'll learn 'em but good.

Gemini Laser from "Mega Man 3"

When you've forcibly ripped seventy-eight separate weapons from defeated robot masters over the course of twenty-three years, they tend to run together. You may be a mega man, but can you really be expected to discern between a Leaf Shield and a Jewel Satellite? Of course not. You do remember your favorites though, and playing second fiddle only to your beloved Metal Blade is the Gemini Laser. This little rectangle of light torn from the ruined husk of Gemini Man not only blows up evil robots, but it will also ricochet around a room if it misses its target. The Gemini Laser reappeared as part of a boss fight in Mega Man 10. It takes away like half of your life if it hits you. It is awesome.

Laser from "Contra"

So you and your buddy are running along, shooting up alien forces with aplomb. He takes the high ground through the jungle, but you're not quick enough and you take the low road. Your pal is a traitorous bastard though. He takes not one, but both of the Spread Guns. He didn't even need the second one. He says, don't worry about it, just take the Laser. You seethe with anger, but before you curse your partner's name unto seven generations, reconsider your consolation prize. The Laser may be slow and it may be narrow, missing many of the enemies you fire it at. Remember, though: it makes the a totally rad noise when you fire it. It also passes through dudes after you shoot them with it.

The Spartan Laser from "Halo 3"

Good things come to those who wait. While everyone else is running around like chickens with their heads cut off, you should take the time to savor the finer things in life. Let those fools run off to get to the Banshees first. Ignore them as they race to grab the Plasma Sword. Instead, take a leisurely stroll over to that Spartan Laser, casually raise it to your shoulder, and take slow aim while it warms up. Your patience will be rewarded when you've melted the heads off those hasty idiots who opposed you with a beam of hot, red light blazing across the terrain. Hell yeah, Spartan Laser.

Your Hand from "Astro Boy: Omega Factor"

It ain't easy being a robot built solely to replace your creator's dead son. It puts the pressure on. It makes it hard to enjoy having rockets in your feet and righteous pointy hair. It distracts you when you're beating the crap out of common criminals and evil robots who don't find constructive ways to vent their existential angst. You know what makes it all okay? When you can hold out your hand and freaking lasers come out of it. Somehow, your quest for justice, your daddy issues, the prejudices you face as an artificial life form all just melt away when your hand is a laser. It should be noted as well that "Omega Factor"'s creators, Treasure, are laser experts. This is far and away their best.

‘Super Street Fighter 4′ Dojo Edition Packs Dojo Accessories

Super Street Fighter 4: Dojo Edition

"Super Street Fighter 4" may be putting new costumes on its contestants, but Capcom's got some clothing and accessory options for players too, particularly for those with a few extra dollars and a dojo membership. The "Super Street Fighter 4" Dojo Edition collector's bundling includes a bag for your dojo supplies, a Dudley T-shirt for your dojo training, and an aluminum Ibuki water bottle for your dojo hydration needs, among other things.

Dojo Edition will run $79.99 for either the Xbox 360 or PlayStation 3, according to Shop.Capcom.com. Other amenities include a dojo-appropriate headband and a "1 GB USB drive featuring Juri and containing character art, wallpapers, comics and more." You probably won't be able to use that or the actual game at your dojo, but they're both part of the package that comes out on April 27th.

For anyone wanting to sport a little pride in their favorite franchise, this will probably be a fine investment, but I can't personally see $40 of extra value in this box with the lone game only running $39.99. Unless the gym bag turns out to be constructed of much nicer materials that most such game-bundled gym bags or the USB drive contains an omnibus of comics reading, I'm probably going to pass.

Will you pick up the Dojo Edition of "SSF4"? Do you see $40 of extra goods in there? Share your thoughts in the comment section below.

‘Dragon Age Origins: Awakening’ Review – Better Than Smelling Salts

I still can't put down 2009's "Dragon Age: Origins." Each new downloadable wrinkle in the ever-expanding narrative weave keeps my disc from collecting dead cells and keeps me entertained. So popping in the first full expansion, "Awakening," was a no-brainer. My only regret is that I forgot to feed my cats last afternoon.

The Basics

The Blight is quashed in "Origins;" its head cut off clean. "Awakening" picks up from that colossal crescendo, thrusting you into the shoes of a Gray Warden Commander during a period of strange struggle and reconstruction.

The last vestiges of the Blight aren't retreating in Amaranthine. Instead, they're surfacing with a vicious sentience and forging tribal alliances. As the Order's man, you'll need to do the usual -- explore, dungeon crawl, and interrogate -- in order to find out who is holding the macabre reigns on this new brood. You'll also be tasked with reconstructing and reinvigorating the Order and its foothold for an assured battle that decides Amaranthine's fate.

The Highs

Trinkets are Great, but Depth is Sublime
"Awakening" offers hundreds of additions that range from flashy armors and weapons to useful tonics, ingredients, and content-unique crafting options. But what makes it pop isn't the glitz -- it's the substance "Origins" is known for. The content features a rich, dark narrative that spins a satisfying tale of woe and incomplete triumph. It offers deep, earthy characters that make interaction a pleasure and conversation trees entertaining. And all the sidebar fiction that wraps around this is just as interesting, and in some cases, just as effective.

Location, Location, Location
Amaranthine is invigorating. Most of its locations -- with the exclusion of the bland main city -- are lush places that tickle the senses and act as a refresher. You'll travel from simple farms, to broken canyons, to creative spins on the Deep Roads, to organic caverns, and to an inky bog known as the Black Marsh.

Each place has its own identity, its own spin on common fantasy locales and themes. Each has its own breed of NPC hopelessly entangled in the world's tapestry, as well as its own themed foes -- some of which will react to you in new ways.

More Fun Than 'Origins'
This piece of content (which is offered at retail and as DLC) takes 15 to 25 hours to complete, depending on your fancy for the side-missions. An interesting kickback from this smaller package is the tighter, more coherent design. From dungeon to battle, "Awakening" is breezier and much more streamlined experience that also brings in fresh ideas and creative spins on the core game's fundamentals.

Dungeon design is a good example of this. Dungeons are now funnels that thrust you towards plot points and pitched battles. Sounds dull, but the layering keeps things interesting: puzzles offset trailblazing; frantic combat, bolstered by the new abilities, shatter puzzle monotony; sidequest pick-ups breaks up the plot pacing.

The Lows

You Should Know Me
There's a palpable disconnect between "Awakening" and "Dragon Age" proper that only rears its head after character importation. The narrative and NPCs make the barest of acknowledgments about your past acts in Fereldan. Returning characters like Ohgren barely register who you were in the previous content -- good or bad, choices and all. In essence, your import is nothing more than a "hero," and not the person you defined.

Collecting Silk And Saving Kittens from Trees
Most of this expansion is composed of side-missions. While the tight design allows you to receive the missions in immediate, new ways, there are still scores of meaningless quests that will have you collecting blankets or defeating a band of brigands to save maidens. Compared to the main quests, which all end in a violent crescendo of viscera, the side-missions are lifeless and dull.

There Was a Map Here
As with the core game, this content is missing a pass of polish. The map glitches during random encounters. Weird, jerky animations plague battle and several characters look unfinished. Justice, a companion you pick up, is the worst: his face disappears and leaves a hollow that has floating eyeballs and teeth. Nothing sucks you out quicker than a missing face.

The Verdict

"Awakening" aims to please "Dragon Age" vets. It doesn't fail. This tighter package is much more focused, more intense, and more entertaining for its relative girth. The last two hours especially, which bring the breakneck adventure to a gloriously impactful and dark stop, will keep you begging for more.

‘Left 4 Dead’ DLC Spoilers Bring Out The Dead

Left 4 Dead 2

On the non-spoilery side of some new "Left 4 Dead" reveals, the upcoming "Left 4 Dead 2" DLC episode "Nobody Survives Forever" will directly relate to some upcoming "L4D1" DLC, and a comic book with bridge both stories. On the significantly more spoilery side of "NSF," however, you'll have to click on past the jump where I've placed the rest of the info, just in case some readers don't want to know about it.

"You'll run into 'Left 4 Dead 1' characters after they've just had this happen," Valve writer Chet Faliszek told GameTrailers TV. "After this we'll release 'Left 4 Dead 1' DLC, in which one of you will have to do what happens, and one of you will die."

Faliszek didn't name the fated party member, but he did say that the story between the unreleased DLC releases will be laid out in comic book form -- though it won't factor in choices and alternatives that show up in-game.

"And we'll actually have a comic book coming out between the two," he said. "It explains the idealized version of how it works out."

It sounds like you may have be able to choose who bites the bullet in the end, but should you choose to by the DLC, you'll be able to find out for yourself.

Do you like the linked DLC strategy for "L4D2" and "L4D1" that Valve is planning? Would you rather they stuck to 2? Share your thoughts in the comment section below.

Cave Story Makes a Momentous WiiWare Debut

Six Games Announced.




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