Thứ Tư, 26 tháng 10, 2011

Throw Grenades With Halo: Anniversary’s Kinect Functionality

You can shout “grenade!” and see Master Chief sling one with the Kinect functionality 343 Industries has added to Halo: Anniversary, the high-definition remake coming on November 15. Other voice commands include “reload!” the studio revealed yesterday at Comic-Con.

Kinect will also support the spoken command “analyse”, which allows players to capture specific items from the environment and store them in the game’s “library”, where they are given a text listing and a 3D model to view up close.

Library is available only for those with Kinect, however. (Reloading and grenade chucking are, of course, available for controller-only gamers.)

Though 343 did not specify further, it sounds as though “reload”, “grenade” and “analyse” are not the only spoken commands Halo: Anniversary will recognise. We’d already heard that Kinect would allow players to switch the game between its high-definition and classic graphics.

Also, ShackNews reported that 343 revealed that “Hang ‘Em High” is the final multiplayer map for Anniversary.

Burglary Delivers Huge Setback To Indie Game Project Zomboid

The Indie Stone, the UK-based team behind the survival-horror game Project Zomboid might have the worst and hardest luck in independent games development. They’ve battled piracy — the kind that actually does cost a developer money — and had preorders cut off when PayPal suddenly shut down their account for bogus reasons. Still like the undead, they always managed to shamble back from adversity. It will be a lot tougher to rally this time.

Sunday Comics: Upright And Locked

Welcome to your weekly roundup of the week’s best in web comics. Make sure to click on the image to enlarge each comic.

Five Video Games with Rock Stars Not Rocking

This sounds like an alternate lyric to the Twelve Days of Christmas. Hey why isn’t Band Hero on this list? … Rimshot? Hello? Anyone? Thank you …

•Ten Characters We’d Like to Swap in

Megabits of Gaming] Gordon Freeman and Commander Shepard swapping places? Batman in Fortune City? These and seven others make up a list of imagined crossovers one site would like to see. I’d like to take the Los Angeles Clippers’ Blake Griffin from NBA 2K12 and put him in Rage.

The Motherload

This is the motherload. WIth more systems, games, accessories and controllers than you can count, and bonafied gamer girl (verified by the geek community, as directed by the President of the United States) Jo Garcia, this pretty much wins in my book.

Hey Baby, Nice Hardware

Each week throws off several new video game lists ranging from the humorous to the trivial. What’s better? A list of those. Here’s a roundup of the rundowns out there.

Thứ Ba, 25 tháng 10, 2011

Watch Kinect Power The Future Of Touch-Based Interface

The whole deal with Kinect is that it’s supposed to free you from touching things. But a new implementation might have you being more in touch with the physical world than before.

What you’re looking at is an experimental prototype created by Microsoft Research labs designed to make any surface a touch surface. It uses a modified Kinect-style camera created by PrimeSense and a pico projector to create an image on a surface. What’s coolest about this is that it combines off-the-shelf components currently available to any tinkerer. That means that a smaller, refined version of this might not be that far away. I could see OmniTouch being used to control strategy games like Starcraft or being used to usher in the next generation of Pokemon games. What about you, readers? Any genres or titles you think would be enhanced by OmniTouch?

Grand Slam Tennis 2 Swings Both Ways (DualShock And Move)

Tennis games and I have a weird relationship. It was an ancient, LCD handheld tennis game that taught me the fundamentals of tennis scoring. Numbers? Then words? Then words that are numbers? Huh?

Then, when I started playing video games, tennis became my favourite sport to play in digital form. The combination of reflexes, response time and angles of attack felt right to me and, still to this day, I get more worked up when playing tennis titles.

But recent serve-and-volley experiences have left me cold. I used to love the Top Spin games, but the changes to the control scheme in Top Spin 3 frustrated me to the point where Top Spin 4‘s attempt to address those issues felt inadequate. And I took Virtua Tennis 4 for a whirl, but something about it felt too robotic for me to really enjoy.

So, I was more than ready to try out Grand Slam Tennis 2 at a demo last week. Most significantly, EA’s bringing their tennis franchise to PS3 and Xbox 360 after a Wii game a few years back. Player likenesses look great, with animations that bring little individual quirks to life. As for the tournaments themselves, Wimbledon will be exclusive to Grand Slam Tennis 2, making it the only game to have all four real-world Grand Slams. Also, with Grand Slam Tennis 2, EA’s adopting the same right analogue stick control that they’ve implemented with their Tiger Woods, Fight Night and NHL franchises. With Total Racket Control, a straight upward push on the right stick gives a safe return and pulling back on the stick grants top spin to the ball. You’ll pull off lobs and drop shots by pressing R2 as a modifier with different shot motions. Serving’s broken up into a two-part swing meter, where you pull back and hold for power and forward to serve. Holding too long will result in faults. I found the timing tricky to master, but there’s supposed to be training to get you used to the mechanic.

The whole thing felt responsive and I was able to get the ball where I wanted to. My own flubs came from having Federer rush the net too often, giving the AI Sharapova opportunity to get the ball behind me. (Hey, I never said I was good at tennis games. Just that I was passionate.) The Pro AI system in the game is based on actual pros’ proclivities so that virtual Sharapova was able to play the baseline and get me running to and fro. If you actually know how your athlete of choice likes to play, you’ll do better in competition.

In what’s pretty much a no-brainer, Grand Slam Tennis 2 will support the PlayStation Move peripheral. Gestures map as you’d expect and there’s movement auto-assist if you’re just playing with the Move wand. Your character will get there in time for you to plant your feed; all you need to worry about is aiming your swing. Using Move was fun but I kept getting distracted by my own body mechanics, which are not just that good, honestly. Total Racket Control and the chance to hoist tennis’ biggest trophy at Wimbledon makes Grand Slam Tennis 2 one to watch when it hits next year.

Thứ Hai, 24 tháng 10, 2011

Batman: Arkham City’s Obligatory ‘Fall Through The Map’ Glitch

We’ve seen our fair share of glitches that take you under the game world’s map, and Batman: Arkham City is no exception!
Using some clever parkour, Batman can manoeuvre himself under Arkham City’s buildings, looking up from below.
What makes this particular instance of this glitch entertaining is that you can seemingly glide forever!
The creator of the video explains how this is done in the information section, and also points out a practical use in using the infinite space to attain the “dive for 50 meters” achievement/trophy.
Fun and productive!

Let’s See Your Nerd Weddings, Kotaku

A few days back, I did a story on this not-a-wedding picture whose title riffed on the iconic special move from Street Fighter. That got me thinking about geek wedding, geek proposals and geek romance. And, as if the internet were reading my mind, messages and pictures about all of the above have been floating in.
Here’s a few of what we’ve gotten so far:
A flash mob proposal at New York Comic-Con:

New York Comic-Con In 3 Minutes

In Real Life

New York Comic-Con In 3 Minutes


New York Comic-Con is a wrap, but only after delivering four days packed with movies, video games, comics and cosplay.
Comic-Con for me this year was a lot of running around. If I wasn’t filming something, I was trying working the Frankenstylin booth. If I wasn’t working the booth? I was eating all of the food that was in the booth’s cooler.
The video above is from my experiences running around on Saturday from beginning to finish, all set to some Beethoven.

Buy Your Very Own Official, 1:1 Mass Effect Assault Rifle

Good news, Mass Effect fans. You can stop building your own replica weapons based on the series, because starting today, you’ll be able to buy your own from EA’s online store.

This replica M8 Avenger Assault Rifle is 1:1 in scale, meaning it’s exactly the same size it’s designed to be in the game universe. That translates to a fake gun that’s 86cm long and weighs around 9kg.

It’s that heavy because it’s cast in polystone (like expensive statues). The gun has also been hand-painted, and will be limited to just 500 units worldwide, which goes some of the way to explaining why it costs $US650.

Also, a word of warning if you’re buying from outside the US: “Due to the nature of this item, international shipments could be confiscated by your Customs Agency and cannot be refunded. Please use caution before ordering.”

So check if your country is cool with you importing fake guns. Specifically, fake space guns from the future.

Thứ Bảy, 22 tháng 10, 2011

Why Turn-Based RPGs Should Never Die

You've grown up with Final Fantasy, Breath of Fire, Grandia and countless other traditional JPRGs which make use of that tried and tested you hit, I hit turn based combat mechanic. You've wandered the vast expanse of numerous identikit dungeons wincing ever so slightly each time your screen swirls or explodes into yet another random battle. You've become irritable, nay, irate as your party is wiped by a boss who seems so powerful you think it must be one of those 'this boss is meant to kill me' moments, at least until the screen goes black, melancholy music kicks in and before it's even had the chance to fade in, you know the screen's going to read: 'GAME OVER'.

Yet, you load from your last save point.

You slog through the dungeon all over again, you whizz through the random battles, you find the super boss repellant item which makes that uber-boss a total doddle, you rejoice in your perseverance and you rinse, wash and repeat for 60 hours until the game is finished.

Sound familiar? If so, you are a true JRPG fan and you're part of dying breed. Search enthusiast forums and you're bound to find plenty of fans who are calling time on turn-based combat as a pre-historic gaming convention comparable to men-only voting or slavery in terms of it having no place in modern society. But I really don't understand why. Turn-based combat to me has had as much innovation over the years as shooting things in the face has, you just have to know where to look.

Rewind to 1997. On November 17th, European gamers were falling over themselves to buy a game called Final Fantasy VII. To date, according to VGchartz, FFVII has shifted 2.7 million units in Europe and a staggering 9.37 million worldwide making it the most successful turn-based JRPG of all time.

I remember I was still at school when FFVII launched and going over to a friends house to watch him play it. I was blown away by the graphics and what I pieced together of the story. Immediately afterwards, a Playstation went on my Christmas list along with this game. It literally couldn't come soon enough. A lot of my friends also bought into the hype, shelling out £44.99 in order to be a part of what was being lauded by some critics as 'one of the most important games of all time.'

It was amongst these friends I encountered my first turn-based combat naysayers and retrospectively it makes me think FFVII may also have been one of the most traded in/returned games of all time (though I can't really back that up)!

"It's boring innit? You hit them, they hit you, there's no skill. I took it back to the shop" - This was back in the days of Game's 10-day no quibble money back guarantee...

"Why do I have to randomly fight shit? It doesn't make any sense and all you do is press X to win"

"Why has Cloud got stupid hair?"

"Tifa has massive tits."

I'd try to reassure them that it was about the story, that the turn-based combat was deep and tactical if they'd just give it the chance and that the anatomically unlikely appearance of Tifa was keeping in line with the Japanese aesthetic (it's possible at 16, I worded this slightly differently). For the most part though, kids in my year weren't interested. They would rather shoot things in the face and how could I argue with that. I however, fell hard and fast for the JRPG and never looked back.

This disdain for turn-based combat has reared it's ugly head many times over the past 13 years with criticisms levelled at this tried and tested JRPG convention that I've never been able to understand. I don't like FPSs (in truth, I'm just not very good at them!) but I can understand why millions of people rushed out to buy Black Ops and would never pour scorn on that game for not only being incredibly similar to Modern Warfare 2, but to my inexperienced FPS eyes, being incredibly similar to every other military shooter. I'm sure Battlefield: Bad Company and the new Medal of Honor do slightly different things to Black Ops but ultimately they're all about shooting the enemy and arguing with 13-year-olds online. Right? No. People undoubtedly enjoy these games because of the way a tried a tested formula has been tweaked and implemented to produce an enjoyable gaming experience. It's the same for JRPGs and turn based combat, you just have to know where to look.

There's a post on Destructoid ( http://www.destructoid.com/... - actually one of the more well-rounded criticisms of turn-based combat from a self-confessed JRPG fan) where the author cites the unrealistic nature of turn-based combat as his main reason for hating it. He talks about it being unrealistic to stand there and wait for someone to hit you only for your attacker to stand idly and wait for you to hit him back. He's got a point I guess, but I don't play games for the realism. I definitely don't play JRPGs for the realism.

Turn-based combat is about strategy and devising and perfecting different strategies for me, is a lot of fun.

For example - and staying with FFVII for the time being - you equip your characters with the most suitable materia, items and weapons for the job ahead. If you're going to be fighting robots for a large part of a dungeon, Junon for example, you ensure you have Lightning materia equipped. You always try to stay one step ahead of your foe, anticipating it's attack pattern (this is particularly true of bosses) and ensuring your party are properly prepared for any heavy hits that might be doled out.

In comparison with some more recent JRPGs, the FFVII system, while still excellent, has become a little bit dated. Fans who called for more innovation in the genre after being hit with raft of games attempting to capitalise on the success of FFVII, eventually got it, while people who criticised JRPGs for becoming stale and repetetive in their approach to combat missed out on some wonderful tweaks to a classic system.

Shadow Hearts launched for Playstation 2 on March 29th 2002. While it never achieved critical or commercial success, largely due to poor marketing and the looming release of Final Fantasy X, it did add a couple of particularly important improvements to the system. Firstly, the introduction of Sanity Points (SP) which upon reaching zero would see your character go beserk and start tearing up everything in sight. It provided an extra element to take into consideration when planning your next move. Secondly, there was the Judgement Ring system, which for me was a revolutionary step in evolving the turn based system and countering criticisms that all you had to do in JRPGs was press X to win.

Simply put, the Judgement Ring is a circle containing a number of highlighted areas which you have to hit X on as the dial spins round to register hits with your character. The ring can be affected in a number of different ways altering the dynamic of a fight drastically. It can be slowed to make combat more precise, it can be sped up which can make it harder to hit as a negative status effect or enable you to hit twice as hard as a trade off of power and accuracy as a postive effect. Check it out:

http://www.youtube.com/v/UV...

This innovation was further expanded on in Shadow Hearts: Covenant, where a combo system was introduced allowing you to chain your characters' moves together. This would result in accessing an extremely powerful spell or ability at the end of a successful chain and made better use of the battle order mechanic which I first saw in Final Fantasy X.

Many of the same development team from the Shadow Hearts series became part of the Mistwalker/Feelplus combo responsible for the awesome, Lost Odyssey, which is easily one of the best current-gen JRPGs in my opinion. The team refined the Judgement Ring idea making each basic attack an elaborate QTE where you were required to hold the trigger down as your character ran towards the enemy, releasing it at precisely the right moment for optimum damage. This took time to master but was a fantastic way of keeping players concentrating on battles from start to finish.

Thứ Năm, 20 tháng 10, 2011

Corporate Capcom Conundrum!

Disappointed? Yes. Surprised? No. That was my train of thought upon discovering that Capcom was blatantly plagiarising indie gem ‘Splosion Man. Released in 2009 exclusively for XBLA, the development company Twisted Pixel took their game to Capcom initially, but it was rejected. The similarities between the original title and Capcom’s iOS game (cleverly titled maXplosion) are startling and you’d be hard-pressed to truly believe that this was all spooky coincidence. Now, of course, the App store is ridden with copycat games- but the fact that this title was such a small one makes the whole situation feel a lot more…below the belt. Also the irony is not lost on me that, in 1993, Capcom sued Japanese company Data East for copyright infringement after claiming their fighting games were just too
similar to Street Fighter II.

Obviously the crying shame is that Twisted Pixel is a small company that just doesn’t have the resources to challenge a company as big as Capcom. Co-founder and CEO Michael Wilford highlighted this in a series of recent Tweets; “Just sucks because we're too small to do anything about it, and I bet Capcom's counting on that” he said.

But what does all this mean? I don’t want to be sensationalist and claim it’s one giant symbol for the way in which big corporations are running the gaming industry. Certainly with the astronomic success of indie games in 2009/2010; this year, Limbo and Minecraft are the obvious staggering examples. It seems silly, for want of a better word, to claim that small companies are being pushed out by large publishers. However, for a moment direct your gaze to May 23 of this year- the date of the show trial. The above speculation may prove prophetic, or not, depending on the outcome of that trial; as big, scary Activision (lead, of course, by the 8th horseman Bobby Kotic) take on poor, defenceless Infinity Ward.

What exactly is "fun?"

If you are anything like me, one of the only few reasons one can contemplate as to why one would click an article titled as such is maybe because of the possible, eluding irony of the question and one may wish to find that aforementioned irony within the article itself. EIther that or, the article’s title has sparked a genuine interest that you find yourself asking yourself more and more often as this video game generation continues down its timeline. Whatever the reason, this site (or the general gaming attitude of the gaming population today) has forced me, and now you to seek the right answer. At first glance this article kind of answers itself, in as far as what fun isn’t….which will be what this article is. I mean, reading is boring right?? For some perhaps. Also, when asked, the obvious answer comes right to us. What is fun to you can range through a myriad of things such as: Riding a bike, skating, playing sports, dating, exercising or playing video games. I ask you to focus your attention on the last selection. Playing, Video Games.

Obviously, playing video games is tremendously fun, otherwise I doubt any of us would be on this site. What we play, how we play, who we play with and when we play all vary between us with some starking differences and striking similarities. Some of us like split-screen, some of us like Online Multiplayer, some like long, single campaigns, others like 1 on 1 matches. Whatever your preferences, you enjoy what you do because of your individuality. Something a “professional” reviewer nor a friend can ever take away from you. What is fun to you and who you are, are directly related to one another. Obvious article is obvious right? Yet more and more today, I’m finding gamers around the world surrendering their individual tastes to these “reviewers.” Month after month they allow reviewers from all sorts of mediums to inject what goes into a gamers veins as respected opinion and transform it into a volatile solution which is then extracted or spewed out by that gamer as irrefutable fact or irreparable coercion. Needless to say, this isn’t the case with everybody, I just wish to address it and ultimately try to avoid a possible epidemic.

Before we can find the right answer, we must both find the right question and then make sure we understand what we are asking. According to Dictionary.com, fun can be defined as a noun: something that provides mirth or amusement. A verb: to joke or kid, or an adjective: of or pertaining to fun, esp. to social fun. The part of speech which wish to use this word in today is fun used as a noun or adjective. Now I personally like fighting, racing, TPS’s, FPS’s and RPG’s games usually in that order. Thousands of variables can be drawn to help define how fun these games are to me. Another thousand can show how fun they are not to someone else. All of these possible outcomes only should tell us one very important thing. Why are we letting something as arbitrary and absolute such as a review, help centralized what is constituted as fun? Even more so, why are we so adamant about throwing around what we judge as fun, (something that is unique to us as individuals) and passing it off as fact? Using a system as absolute as one mediums (man, magazine, website, etc.) opinion, no matter how well-respected, and using it to try to define something as capricious and dynamic as our own personal “fun factor systems” is mind-boggling in itself. As you can see, the entire thought process behind it is essentially flawed. It is equivalent to trying to use mathematics to explain social interactions.

Initially, I first conceptualized this article to be focused around the understanding of how and more importantly, why do gamers in this age more so than any other, allow other gamers (because thats all a reviewer is) to contort the notion of what is to be enjoyed on a console beyond their own personal, unmistakable preference? However, I believed the prospect of trying to first understand what compels a person to enjoy a game seem much more profound, essential and relevant to all of us. When I ask the question “What exactly is fun?”, Im doing so in an informal, ironic attempt at using reverse psychology to illicit a particular response from you. The response is one that shouldn’t have to be voiced, just realized and punctuated with a mental “oooooh, i see what he’s doing.” This simple, yet ambiguous question interestingly enough, doesn’t have any one answer and that’s the point of this article. Too many gamers today subject their sense of what’s fun into an arbitrary, numeric value system, designed to delegate what is fun or how fun something is, into how fun is something supposed to be or should be in accordance with a guy’s opinion or the general consensus. If needed be, the concepts, semantics and debates of such a question can go on forever, touching bases on points not brought up, and ones that may not need to be. More so than anything, my words today were just meant as a slither of enlightenment in an effort to awaken that individualism that resides inside all of us and lost within too many. What compelled us to favor sports games more than fighting, or MMO’s over Puzzles, what essentially defines us as a gamer should never be decided by an outside source. We, who enjoy what we do not because we were told to, but because we want to, cannot let the sudden insurrections of these console wars and armchair gaming journalists rob us of the gift that comes with being an individual. Help rekindle and transform that gaming spirit back into your heads then into your hearts, where only you and your unique gaming prowess can define what exactly is the definition of fun.*

Disney-branded Facebook games coming in 2012, Playdom head says

Can we all just say, “finally?” During a panel named “The Rise of Social Games” at the f8 Facebook Developers Conference in San Francisco, Disney Interactive and Playdom head John Pleasants revealed that two to four Facebook games surrounding Disney xd brands will hit Facebook in 2012. The general topic of the panel was the fact that branded social games are taking off.

Pleasants was joined on the panel by Kabam CEO Kevin Chou, EA Interactive head Barry Cottle and Zynga CBO Owen Van Natta. Facebook director of games partnerships Sean Ryan moderated the panel with the preface that branded games will take over the Facebook platform. And he might be right: EA just released The Sims Social, Zynga will soon re-brand its new Adventure World with Indiana Jones and Kabam recently announced The Godfather: Five Families.

Playdom, which Disney acquired in July 2010 for a whopping $740 million, is ahead of the pack with two branded games on Facebook: ESPNU College Town and ESPN Sports Bar & Grill. Both games performed well, thanks to advertising through the ESPN TV network. While Disney owns the ESPN brand, notice how neither of those actually involve the insanely popular Disney characters we’ve come to love.

Honestly, we’re surprised this didn’t happen sooner. Consider this: Disney has its own cable TV channel through which it could, in theory, advertise whatever it wants. Pleasants didn’t get into why it’s taken this long for disney channel games to throw its cast of characters into Facebook games, but did reveal the power of the Disney name.

Gnome Town, which Playdom launched in the summer–and we enjoyed quite a bit–peaked at 530,000 daily players. But just plopping the Disney logo on top of the existing one made users more likely to spend in the game just through trust of the company’s name, according to Pleasants. “We think it’s an advantage, if you put game play first,” Pleasants said.

It’s comforting to hear this emphasized by these developers. (Kabam’s Chou shared the same sentiment.) Branded games on Facebook are OK in my book, but the last thing anyone wants to see is the genre become a branding machine.

Phineas And Ferb 3D Game – Disney XD Games 63

New Disney Game – Phineas and Ferb

Disney released a new game. Phineas and Ferb 3D online game. Klick here to read the complete review.

The new game is available at the Disney XD discovery channel. Get ahead of the game before its officially released next week!

Disney is introducing the brand new DisneyXD game. Phineas and Ferb in: The Transport inators of Doooom!

Doofenschmitz is up to his old tricks again, and who has gone missing? Phineas! Help Ferb find his brother and try to help Agent P thwarth Doofenschmitz evil plans!

Check out this new exciting Disney XD online game before all others do at the Disney Cartoon network games website!

Check out Disney’s cartoon network to find a lot of amazing games and news. Disney offers a lot of cartoon games on their site. So head over to the Disney XD site and play the new Phineas and Ferb – The Transport-inators of Doooom! game!

Play the Scary Maze Game With Your Friends!

Have you ever played the Scary Maze Game 8 now? If not, brotha you haven’t lived!!! This maze game is the most awesome game on earth! But in order to play it you MUST have a partner in the room with you. So go find a friend, co-hort, or even an enemy – it doesn’t matter! Then match your wits and your mouse skills with the game and see if you’re awesome enough to win the BIG prize at the end!

Thứ Bảy, 15 tháng 10, 2011

SOCOM 4 thoughts

’ve played through 50% of the SOCOM 4 single player at this point, and for the most part I’ve enjoyed it. The shooting is satisfying, controls are functional, and there have been points at which I was legitimately impressed by a detail or set piece. I like that often the levels allow for multiple approaches to any given situation. I could try one approach, and if it failed, I could try again from a different path, with completely different results.

The weapon system simultaneously encourages the player to try new weapons and rewards the player for using the same weapon often. New weapons are unlocked by picking them up from fallen enemies and finishing the level with them, and the game also issues “experience” for using individual guns, unlocking scopes and barrel attachments to improve stats for that gun.

Giving commands to team members is simple and usually works fine. It’s not terribly complex, but it does provide the ability to issue delayed orders – useful in setting up ambushes – and to give numbered orders that the team will fill in sequence. Squad AI will likely get you and themselves killed more than once, but for the most part they are competent.

I have a few minor complaints, mainly stemming from playing either definitely better (Uncharted 2) or possibly better (Army of Two: The 40th Day) 3rd-person shooters. Whether it’s a roll move, a slide, a roadie run, or whatever method, the ability to enter cover early is a small detail that makes a big difference. I shouldn’t have to crash into the barrier before I can press the cover button. I want to signal my intentions before I get there and transition into cover smoothly. Speaking of cover, a blindfire mechanic, while probably not strictly militarily accurate, would be appreciated in heavy firefights.

A Consideration of the Xbox 360 Platform

I'd like to waste a bit of my time (and yours) considering the Xbox 360 as a gaming platform. Oh, you know what to expect here--console war flamebait. After all, it's impossible to try and criticize any console these days without setting off a riot, or being dismissed for attempting to start a riot. Content and intent are irrelevant.

But I don't care: I'm here to vent.

I own a 360, and I have to say, I don't like it. Not one bit. And I'm not a recent convert, no no no, I've had the thing for years, and my opinion has soured with each passing month. The thing of it is, the 360 has a lot of potential to be a great gaming machine, but Microsoft has completely squandered most (if not all) of that potential.

I wont bore you with the litany of legitimate complaints about Microsoft's console--the microcurrency, hardware failure rates, costly peripherals, etc., etc.--like I said, I'm really only here vent. I'm not pushing an agenda or advocating one platform at the expense of another: I'm just whining. And what, in all of my verbose meanderings, am I whining about?

My 360 has no games. Not now, not in the future.

Content. That's it. Library-wise is where the 360 fails as a platform. There's simply too few top-tier games on the platform right now, and as far as I can tell, absolutely nothing to ever look forward to in the future. I don't like this. I've mentioned this before, and been insulted for it: apparently, people assume I somehow enjoy purchasing electronics and never using them. In 2011 I've spent more time cleaning dust of my 360 than playing games.

Why? Because I've got a PC. And a PS3. And when it comes to exclusive (legitimately exclusive) games, the 360 is getting less and less. In the begining, things were great. We were getting top-quality titles from a variety of genres--Ace Combat 6, Chromehounds, Lost Odyssey, Tales of Vesperia, Halo Wars... but now, nothing.

Yes, the 360 has some decent shooters. Personally, that's not a genre I'm particularly fond of. And you know what, even if you ARE that kind of person, even if you adore every Halo game out there, you should STILL be irritated by the lack of variety. Where are the 360's new RPGs? I've seen nothing worthwhile since Fable III, and what a stinker that was. Where are the flight simulators worth looking at? The mech games? The strategy games? The adventure games? The platformer games?

I don't care who you are or what kind of games you like, if you own a 360 you ought to be disappointed at the line-up of future titles, and you ought to have been disappointed at that line up for the past long while. People need to calm down and realize that not every complaint is about perpetuating some juvenile "console war." That kind of hostile environment is detrimental to EVERY consumer. These complaints MUST be verbalized by gamers, or else we run the risk of the exact same thing happening with the next console generation.

Breaking: Duke Nukem Forever Delayed Indefinitely

After 14 long years in development it looked liked the Duke was finally going to see the light of day. It’s easily my most anticipate game so it pains me to share with you the news that Duke Nukem Forever will never make it to retail shelves. What, exactly, is going to keep it from your grubby little hands, you ask? Is it lawsuits? Was the source code stolen like Half-Life 2, back in 2003? Or worse, is George Broussard at the helm again, endlessly perfecting every minute detail?

It’s none of the above, my friends, for I have received a message from the highest authority. No, I’m not talking about Dog the Bounty Hunter. I’m talking about his big brother, God. Yes, God. For He has saith unto thy eyes via pamphlet left on windshield, “The end of the world is almost here! Holy God will bring Judgment Day on May 21, 2011.”

What the…?! DNF won’t be out for another 24 days! Oh please, merciful God, can you possibly postpone the Rapture? For I need to flash virtual money to lay witness upon polygonal women as they shake what You gave them. I need to draw tallywhackers on in-game whiteboards and play with fecal matter. I promise to be a good apocalypse victim if You push back the fire and brimstone a couple months.

So what’s so special about May 21, 2011? How dare you ask such a ridiculous question, sinner! Okay, you’re forgiven, because it’s what Jebus would do; but back on point, we are about to embark on a journey that involves the two greatest things in history: math and religion. C’mon, who doesn’t enjoy a little math with their religion? It goes together like tuna fish and cigarettes. *sigh* Like mom used to make…

In the year 4990 B.C., it rained for forty days and forty nights, flooding the entire world. Noah, seven other people, and two of every animal were saved by boarding the tiny 450 foot ark before the catastrophe hit. They were able to survive the flood because Noah was given a heads up by God, seven days in advance. Now, if two trains were traveling towards one another, one from Poughkeepsie at 56 mph and another from Tallahassee at 45 mph, where would they crash, horribly ending the lives of many innocent women and children within its twisted and tangled metal mess?

Actually, that all makes more sense than what is asked of you to believe when it comes to why the world is ending in 17 days, because for some reason they are equating seven days to seven thousand years. The same seven days God gave Noah to prepare also equals seven thousand years for us to prepare. How they came to that conclusion beats the Hell out of me, but let’s entertain this theory for a second. So, 7,000 years after 4990 B.C. would be 2012 A.D., but you have to subtract one year because there is no year zero. That leaves us with 2011 A.D.

Thứ Sáu, 14 tháng 10, 2011

Hands-On Miegakure

Miegakure is a game of the fourth dimension. Featured for an hour at Chris Hecker's Spy Party booth the Sunday of PAX, it only took a few moments of gameplay and speaking with creator Marc ten Bosch to see why Hecker would appreciate the game: both Hecker and ten Bosch are wildly smart and making wildly smart games.

Miegakure is about existing in a three-dimensional world while exploring a fourth physical dimension, and what that means. In many places the gameplay is conventional three-dimensional platforming, but in order to solve the puzzling levels you have to use that 3D platforming in conjunction with the fourth dimension. What amounts to a simple button press is a bit mind-boggling.

As ten Bosch explains, "I'm a programmer so I knew that I could make a game in more than three dimensions, but I didn't know what that would be. Then, I started reading about it, and there's a lot of books that talk about it. The most famous one is "Flatlands" and it talks about how if you were a two-dimensional character on a two-dimensional plane that runs inside three-dimensional space, what kinds of things could happen, and that it would feel like magic. I felt like that was the game I should make, but in one more dimension where you're stuck in a three-dimensional plane inside a four-dimensional one, and all the cool stuff that you could do if you could move in four dimensions, and have that be the levels in the game."

As three-dimensional creatures, we cannot see the fourth dimension, but ten Bosch can program it so that we can explore it in gameplay. Tackling the levels and puzzles I had to wonder, at some point is it better to just turn off part of your brain? Sort of, according to ten Bosch, "Sometimes I'll program something because I know what the math is about, but I have no idea what it's actually going to look like until I program it and then try it in game. I know how this works, it's just math - and then you see it and wow, I don't even understand what's going on. So I have the same discovery as the player, initially."

With the notion of making the mathematical concept of the fourth dimension something that players can come to understand through gameplay, Miegakure can sound a little intense. Fortunately, things unfold simply enough. Dropped into a three-dimensional hub world scattered with gates, each gate transports you to a level that needs solving. You can jump, interact with objects, rotate your view of a level and make use of the fourth dimension. That last one is kind of impressive, no? In practice, the best I can describe it is that each stage is comprised of multiple sub-levels that exist as three-dimensional platforming spaces. Within those levels are what you need to get to the gate, but you can only occupy one at a time. By using the fourth dimension each sub-level of a stage appears as slices of that stage, and moving between them and back into the third dimension allows you to manipulate the space and objects within it to solve the puzzles. Beginning, for example, on a level with a wall of mountain in the middle, you can see the exit gate on the other side. Swap into the fourth dimension to cross a space that the mountain occupies otherwise, then swap back, placing you on the other side of the obstacle. The gameplay is very addictive - you've no sooner solved one mind-bending puzzle as you're clambering to the next gate for another!

Within each level are characters that can offer advice, or sometimes just idle commentary, as well as maps that you can collect that make it easier to swap between the areas while using the fourth dimension. These maps are training wheels, you can avoid picking them up for a greater challenge, and ten Bosch says that, "After awhile, you should be able to hold all of the world in your head, right?" We'll do our best, Marc!

As the game progresses even the characters will fall away, because once you become a four dimensional object characters just don't really make sense. Where early on you interact with a wooden block as a three-dimensional object, eventually it can be aligned along the fourth dimension allowing you to see parts of it in each world. Later, there are objects the player can rotate around a fixed point in the fourth dimension, as well. Largely a solo project, ten Bosch works with a 3D artist and modeler. The visuals we see in game now aren't final, and as he points out the cubes morph but the trees do not - yet.

Reaching a stage's exit gate takes you back to the hub stage to travel through more gates, some of which transport you to 2D explorations of the dimensional idea just so you can see more of what ten Bosch is getting at with the Flatlands concept. While you may feel a bit brain dead thinking about it, there is no actual death in game: I leapt down a crevasse and was happily dropped right back into the level! Once all the gates in a world are cleared, you have to figure out how to manipulate the fourth dimension to get to the next hub world full of new levels. I had to laugh when I struggled initially, because it was clear that if I couldn't figure out how to get to the next area I probably wouldn't be able to solve those puzzles. Talk about scaling difficulty!

Playing Miegakure makes you want to talk about it intelligently, and even now I'm not sure I'm up to the task. Marc ten Bosch has made the fourth dimension something you can enjoy through gameplay, and that works for me - Edwin A. Abbott can have the rest!

Currently in its second year of development for PC/Mac/Linux and one unannounced console, look for Miegakure in 2012.

The PS3 will remain in third place until late 2014

N4g has attracted gamers of all types and has become the preeminent home for gamers and fanboys of various allegiances.
One of the most pointless, albeit heavily debated, issues on the N4g comments section is the ongoing worldwide sales numbers of PS3 and Xbox360 hardware.

The thesis for this blog is not to instigate hateful retaliation or start a flame war.
Instead, this piece merely hopes to demonstrate, with official Sony and MS data that:

1. Subjective sales surveys such as VGchartz and 'active install base research' are flawed and meaningless
2. The PS3 has indeed outsold the 360 worldwide every year since its release in 2006 according to official data
3. The 360/ps3 gap is officially at 3.5 million
4. The PS3 will not catch the 360 until September 2014 according to official data.

Currently the PS3 is thought to be in third place, with the 360 holding a narrow lead over the ps3 in worldwide sales.
Despite launching a year later, PS3 fans maintain that the ps3 has outsold the 360 every year since launch and is rapidly closing the initial sales gap of almost 9 million consoles.

Curiously, repeated posts on N4g speculate that the ps3 may have even caught the 360 in worldwide sales, citing 'research' on active install bases that reports higher ps3 statistics.

However, in truth these reports are likely flawed in much the same way that VGchartz reports are flawed - both are based on limited samples and subjective inferences. As a consequence, these reports are, at best, merely rumours.
Unfortunately such subjective and meaningless rumours are oft favoured by fanboys, as they lend credence to their fanboy agenda.

Realistically, the only accurate guide to hardware sales come from the financial reports that both Microsoft and Sony make to their investors. In these reports, both companies are required by law to supply performance data to their investors.

Despite the fact that this information is readily available to the N4g community, it is rarely used or accessed.
Most likely, N4g users do not know where to look, or do not like the information as it does not fit their agenda.
In the interest of objectivity, I have provided the relevant links:

http://www.microsoft.com/in...
http://scei.co.jp/corporate...

What is particularly important to consider, is that the information in these links is required to be accurate by law.
Thus, we can be assured that this information represents the lawfully required best practice of quoting hardware sales. Indeed, it is infinitely preferable to any other 'research' or 'survey' that is mistakenly quoted by the community.

The only caveat to this official information is the 'lag' introduced by the retrospective nature of accounting in financial quarters. That is, as soon as the information is published it is effectively 'out-of-date' until the next financial report.
Nevertheless, it provides and effective measure that is second to none.

Using this official company data, we are readily able to see that the ps3 has marginally outsold the 360 worldwide since 2006.
Sorry, 360 fans, it is true.

The most recent official reports put the ps3 at 51.3 million sold, while the 360 is at 55.8 million sold.
As can be seen in the reports, in the 5 years that the ps3 has been available, it has closed the original gap of 9 million by only 5.5 million, to 3.5 million.
None too shabby!
PS3 fans are right to point this out - much to the chagrin of 360 fans that care about sales.

Astoundingly, however, this is where Ps3 fanboys get stuck.
They fail to consider the implication of the long term sales that have manifested to date.

On closer inspection, the average rate of growth is too low!
Over 5 years, the ps3 has gained 5.5 million in total sales on the 360, representing an average yearly gain of 1.1 million or less.
Using this long term sales rate, we can estimate at what date the PS3 will finally be even with the 360 in worldwide sales.

The official ps3/360 gap is 3.5 million today.
Thus, to close this gap, assuming the ps3 continues to outsell the 360 in the exact same way it has done for 5 years, will take until September 2014.

Proof:
Sept 2011 Gap = 3.5 million
Sept 2012 Gap = 2.4 million (This year ps3 outsells 360 by 1.1million)
Sept 2013 Gap = 1.3 million (Again, the ps3 outsells 360 by 1.1 million)
Sept 2014 Gap = 0.2 Million (Again, the ps3 outsells 360 by 1.1 million)

As can be seen, when we use the official data, and we make the assumption that the ps3 will continue to outsell the 360 at exactly the same rates as it has done for the last 5 years, we see the ps3 remain in third place until nearly 2015.

Of course, this news will likely anger or even infuriate ps3 fans on N4g.

Nevertheless, the numbers don't lie.
September 2014.
You heard it here first.

Disney-branded Facebook games coming in 2012, Playdom head says

Can we all just say, “finally?” During a panel named “The Rise of Social Games” at the f8 Facebook Developers Conference in San Francisco, Disney Interactive and Playdom head John Pleasants revealed that two to four Facebook games surrounding Disney xd brands will hit Facebook in 2012. The general topic of the panel was the fact that branded social games are taking off.

Pleasants was joined on the panel by Kabam CEO Kevin Chou, EA Interactive head Barry Cottle and Zynga CBO Owen Van Natta. Facebook director of games partnerships Sean Ryan moderated the panel with the preface that branded games will take over the Facebook platform. And he might be right: EA just released The Sims Social, Zynga will soon re-brand its new Adventure World with Indiana Jones and Kabam recently announced The Godfather: Five Families.

Playdom, which Disney acquired in July 2010 for a whopping $740 million, is ahead of the pack with two branded games on Facebook: ESPNU College Town and ESPN Sports Bar & Grill. Both games performed well, thanks to advertising through the ESPN TV network. While Disney owns the ESPN brand, notice how neither of those actually involve the insanely popular Disney characters we’ve come to love.

Honestly, we’re surprised this didn’t happen sooner. Consider this: Disney has its own cable TV channel through which it could, in theory, advertise whatever it wants. Pleasants didn’t get into why it’s taken this long for disney channel games to throw its cast of characters into Facebook games, but did reveal the power of the Disney name.

Gnome Town, which Playdom launched in the summer–and we enjoyed quite a bit–peaked at 530,000 daily players. But just plopping the Disney logo on top of the existing one made users more likely to spend in the game just through trust of the company’s name, according to Pleasants. “We think it’s an advantage, if you put game play first,” Pleasants said.

It’s comforting to hear this emphasized by these developers. (Kabam’s Chou shared the same sentiment.) Branded games on Facebook are OK in my book, but the last thing anyone wants to see is the genre become a branding machine.

Phineas And Ferb 3D Game – Disney XD Games 63

New Disney Game – Phineas and Ferb

Disney released a new game. Phineas and Ferb 3D online game. Klick here to read the complete review.

The new game is available at the Disney XD discovery channel. Get ahead of the game before its officially released next week!

Disney is introducing the brand new DisneyXD game. Phineas and Ferb in: The Transport inators of Doooom!

Doofenschmitz is up to his old tricks again, and who has gone missing? Phineas! Help Ferb find his brother and try to help Agent P thwarth Doofenschmitz evil plans!

Check out this new exciting Disney XD online game before all others do at the Disney Cartoon network games website!

Check out Disney’s cartoon network to find a lot of amazing games and news. Disney offers a lot of cartoon games on their site. So head over to the Disney XD site and play the new Phineas and Ferb – The Transport-inators of Doooom! game!

Have Fun!

Play the Scary Maze Game With Your Friends!

Have you ever played the Scary Maze Game 8 now? If not, brotha you haven’t lived!!! This maze game is the most awesome game on earth! But in order to play it you MUST have a partner in the room with you. So go find a friend, co-hort, or even an enemy – it doesn’t matter! Then match your wits and your mouse skills with the game and see if you’re awesome enough to win the BIG prize at the end!

Thứ Tư, 12 tháng 10, 2011

Vostu goes for Goooaaal with GolMania on Facebook, Orkut [Video]

And boy, does it look intense. Vostu--you know, the Brazilian social game maker trading legal blows with Zynga--has released what is likely its most ambitious social game yet with GolMania. Available now on Facebook and Orkut in English, Portuguese and Spanish, this social soccer game touts real-time, directly-controlled soccer matches between friends in a cute art style.

And, according to a Vostu representative, "real-time" means live, arcade-style gameplay between two friends over Facebook or Orkut, Google's wildly popular social network in South America. The game pits players against one another on the field, but has friends cooperate off of the green to build up each other's stadiums and to gain energy and money for more matches.

As player progress in GolMania by mastering its keyboard controls and dominating opponents live, they will unlock special maneuvers. You will also be able to organize private tournaments between friends and participate in global cups amongst the game's top players--you can even play soccer in low gravity on the moon. And Vostu already has even bigger plans for its now flagship social soccer game.
Gallery: GolMania on Facebook
Vostu's Mystery Fantasy Game on Facebook
"GolMania brings Vostu's fun social experience to a casual sports game," Vostu Chief Scientist Mario Schlosser said in a release. "We look forward to our millions of users getting to play GolMania and like with all of our games, we will then quickly react to their feedback and our deep analytics about player behavior to unveil new features that take into account how users make the game their own."

The game was developed Vostu's recent acquisition MP Studio, and employs the publisher's Vostu Game Network, meaning friends can play with one another in real time across social networks. Vostu also teased to us an unnamed social game (found in the gallery above) with a deep, cartoonish fantasy setting that's set to launch this fall as well. But until then, check out GolMania below and see if it gives your fingers a real challenge.


Click here to play GolMania on Facebook Now >

What do you think of Vostu's first real-time action sports social game? Do you see these types of games taking off on Facebook? Sound off in the comments. 2 Comments

Enrique Iglesias says, 'I Like How It Feels' in CityVille, visits next week

Man, why can't an act like Metallica crash CityVille? Oh, excuse my inner metal head, but you ladies out there are gonna' love this one: Zynga has announced that Grammy-winning pop star Enrique Iglesias is coming to its top Facebook game. Starting next week on Oct. 4, players will get the chance to help Mr. Iglesias kick off his recently-launched Euphoria Tour in-game.

Once Enrique lands in CityVille--and if you're over Level 6--you will be graced by his digitized presence in the game. But there' far more to this promotion than just clicking on the guy to hear witty sayings: Players will be able to collect various items fond to Enrique to score a thematic speed boat and Miami high-rise to place in their cities. The event will run through Oct. 10, and there is a grand finale in store for Enrique fans.
Enrique Iglesias in CityVille
Toward the end of the event, you will have the chance to build Enrique his very own Euphoria Arena in-game. Once you do, the guy will be so nice as to show you a sneak preview of his brand new music video, "I Like How It Feels" (featuring Pitbull and The WAVs). Of course, this is far from the first time a Zynga game has enjoyed celebrity exposure.

Just recently, the company announced that Indiana Jones will swoop into Adventure World through its work with Lucasfilm, and who can forget when Lady Gaga ran FarmVille for a few weeks earlier this spring? Even before that, both Dr. Dre and Snoop Dogg had their fun with Mafia Wars. Are you sensing a trend yet? Good, because we doubt this is the last time a celeb will hit Zynga with a touch of fame. In fact, if you ask Facebook's major game creators, branded games are on the up and up.

Are you psyched to see that Enrique will hit up CityVille on his Euphoria Tour? Which celebrity or artist do you hope makes their way into a Zynga game next? Sound off in the comments. Add Comment.

Thứ Tư, 5 tháng 10, 2011

Pioneer Trail End of Summer Sale offers 50% off Horseshoes and more

If you thought that 40% off Horseshoes purchased when redeeming a Zynga Gift Card was a good deal, try this one on for size. As part of the Pioneer Trail "End of Summer Sale," you can now take 50% off all Horseshoe purchases for a limited time. Leave it to Zynga to tell us about these things at the last minute, but you only have a few hours to take advantage of this Horseshoe deal, and a few others (for your reference, this sale places 170 Horseshoes in a package for $10, as an example).

Other items are on sale as well, including Mystery Animal crates from a variety of themes (including winter and Halloween) that are priced at 30% off, bundles of Critter Milk, Chunky Chow and Fuzzy Blankets at 40% off, and even Wedding Gift and Poker Card packages being 40% off as well.

Of course, this deal applies only to those items that you'd purchase with Horseshoes, and not anything coin-related, but it also includes the ability to purchase Beef Jerky (permanent boosts to your maximum energy) or Badgers, which are a limited edition animal. All in all, if I had to personally judge which item was the most valuable, I'd say the Beef Jerky for 16 Horseshoes is definitely something that's more worthwhile than not. Think about it - you'll be able to raise your maximum energy, allowing you to do more tasks in a single sitting and make progress faster. Purchase more than one Beef Jerky and you'll really be in business.

Again, though, you won't have much time to splurge on these items, or the Horseshoe packages proper, before the sale ends at midnight tonight (Eastern time). I wouldn't be surprised if Zynga extended the sale beyond this point to make more money, but if not, you've been warned!

Will you purchase any of these End of Summer Sale items? Which ones? Sound off in the comments.

FarmVille: Halloween Black Belgian horse available for coins

If you're a Horse collector in FarmVille, you'll likely be happy with the following news: a new Horse called the Black Belgian is now available in the game's store for coins. However, unless you've been saving up, you may not be able to afford its high price tag. How high? How does the million coin mark sound to your wallet? Good? Then you're just fine, as that's its exact price.

Interestingly, this Black Belgian horse is marked in the Halloween limited edition item theme, but it doesn't do anything to scream "Halloween" other than being black. Still, I suppose this gives Zynga a way to bring more attention to it in the store, as its part of the theme that will only last for a limited time. The Black Belgian will only be available for the next two weeks, but you'll receive one heck of a bonus for purchasing it: 10,000 XP.

At that point, you can either place the Horse into your Horse Paddock to be able to collect from it once daily, or you can keep it outside on display and collect from it once every three days. Remember, if you store it, you have a chance to breed a Black Belgian Foal, which would of course be even more limited. Whatever the case, make sure to head into the store sooner, rather than later, if you have any interest whatsoever in purchasing one of these expensive Horses for your farm(s).

Will you purchase the Black Belgian Horse for the whopping price tag of 1 million coins? Sound off in the comments.

FarmVille: Lighthouse Cove land expansions on sale for "select users"

Just what makes someone a "select user?" We're not exactly sure, but if you're even remotely interested in expanding the size of your land in FarmVille's Lighthouse Cove farm, and aren't afraid to spend some Farm Cash to do so, you'll be happy to know that "some" users are being offered the ability to do so at a discount. So far, these are the sale expansions, with their prices:

Harbor Homestead (18x18) - 40 Farm Cash (down from 50)
Oceanside Farm (20x20) - 50 Farm Cash (down from 60)
Seaside Farmland (22x22) - 60 Farm Cash (down from 80)

Unfortunately, that seems to be where the discounts stop for now. It could be that different users have different selections of expansions on sale in their own games, but as the Lighthouse Cove currently supports up to the 32x32 size (the Waterfront Land expansion), this 22x22 cutoff is pretty low. Still, by the time you reach that point, you'll have already shelled out 150 Farm Cash, so maybe that's enough (for now).

Again, the game's loading screen [pictured] says that these sale prices are only available for "select users," but I haven't personally come across anyone that doesn't have the option to expand with sale prices. That's not to say this is a lie, but I'd simply make an educated guess that more people have the ability than not. After all - Zynga wants your money, so why not release the sale to more users to entice them to actually spend some? Either way, this sale isn't going to be around forever, so make sure to browse through the Farm Aides section of the store soon to see if the sale prices are available to you.

Do you have the sale prices on Expansions in your store? Will you take advantage of any of the sale prices? Sound off in the comments.

Adventure World Cave of Doom Expedition: Everything you need to know

Over the past two days, we've brought you a look at two of the three new Indiana Jones-themed Expeditions in Zynga's Adventure World. Now, we're ready to finish off this new trio, and not a moment too soon, as Indy himself will be showing up in the game any day! This third Expedition is called The Cave of Doom, and it has us searching for one last Standing Stone in the middle of a cave.

The particular Expedition has a three day time limit, and requires 575 Supplies to begin. You'll also need two each of Food, Fuel and Water. Once you start, you'll learn that the cave you entered way back at the beginning of the game (in the Prologue Quests) is actually a lot bigger than you thought. We're returning here now to find the lost Standing Stone, but remember - watch out for spiders!

Rub That Stone!

    * Solve the First Puzzle to drop the West Wall
    * Solve the Second Puzzle to drop the East Wall
    * Push the Stone Halves Together
    * Take a Rubbing of the Standing Stone


For this Expedition, you're dealing with tons of puzzles, right from the start. The two pieces of this Standing Stone are perched high atop walls in a locked room. The room itself is locked with three more pillars, as seen below. You'll need to solve the Expected "Simon Says" puzzles to drop the two walls, and push various switches and levers along the path to unlock the room itself.

This Expedition also introduces us to torch switches, which block your path with walls. You'll need to press the appropriately colored switches to match the torches and walls you'd like to lower. Sometimes though, there are multiple switches in your path and by pressing the wrong one, you'll normally be confronted by a spider.

Find the Thieves' Documents

    * Recover the First Set of Papers
    * Recover the Second Set of Papers
    * Recover the Third Set of Papers
    * Recover the Fourth Set of Papers


Yet again, a group of thieves has beaten you to the punch with this Standing Stone. They've left a lot of stuff behind, and Professor Allen wants you to collect it so we can learn more about them. According to Allen, they're far too organized to be petty thieves, so we're out to find out just what they're up to. These Papers are found in boxes at various points along the map, blocked by some kind of debris (thorns, spider webs) or a Spike Trap.

Disarm the Thieves' Explosive Traps

    * Get 10 Pliers
    * Collect the Magnifying Glass
    * Disarm 4 Explosives


You'll need to ask your friends to send you the Pliers via individual gift requests. Remember, you have three full days to complete this Expedition, so don't panic at the thought of it just yet. Meanwhile, the Magnifying Glass is found early on (before lowering either of the two walls) at the top of the map, as seen below. The Explosives are found randomly scattered around the map (although you might have to clear some debris out of the way before reaching them), and once you've started gathering pliers, you can simply click on them to disarm them.

After finishing these three quests, you will have successfully completed Cave of Doom and will be ready to greet Indy in the game with open arms. Will we continue to learn more about these Thieves, or will they forever be one step ahead of us? We'll keep bringing you guides to Expeditions and story quests, so keep checking back with us to find out!

Check out the rest of our Adventure World Cheats & Tips right here.

Were you satisfied by these three new Indiana Jones-themed Expeditions in Adventure World? What do you think of this Cave of Doom Expedition specifically? Sound off in the comments.

FarmVille: Is a free Duckling a sign of things to come?

The last time we were frequently given free Ducklings in FarmVille, we had yet to see the launch of the Aviary animal habitat in the game. One could theorize that the launch of the Ducklings back then were a warning for us that Ducks and Birds in general would become pretty important in the game in the future. If we take that route of speculation, then what does today's free Duckling mean?

First things first, you'll receive this free Duckling automatically when logging in (if you don't receive it yet, it's possible that the freebie hasn't "rolled around" to your game yet). Once you click on the "Place" button, you'll see that your Duckling is a Red Duckling (by all accounts, it doesn't seem that this varies across users), which can grow into anything from a Black, Blue or Red Swans or even a Rainbow Duck (with a few options in between).

Unfortunately, this free Duckling doesn't let you escape from the work of growing it, so you'll need to ask seven friends for help in nurturing your little Duckling. The quicker you do so, the more options you'll have when it comes to growing it into an adult, or you can simply sell the Duckling for a quick 100 coins of profit, if you'd rather not deal with growing it up.

If we go back to speculating, does this mean we might see a new Duck/Bird-themed item released in FarmVille in the future? Perhaps a set of Ducks will be released in the Lighthouse Cove theme? Or, maybe this isn't as complicated as all that, and is simply a gift from Zynga to us to keep us busy this weekend. Whatever the case, we'll keep an eye on things and will let you know.

Will you take the time to grow this Duckling into an adult, or will you just sell it? What sorts of other free items would you like to see Zynga give away? Sound off in the comments.

Thứ Ba, 4 tháng 10, 2011

PopCap feels the power of 'free,' more freemium games incoming

Perhaps "PopCap feels the power of Facebook" is more like it. During an interview with PocketGamer.biz, PopCap senior director of mobile product and business strategy Giordano Contestabile revealed that the Bejeweled Blitz creator has plenty more plans for freemium mobile games. That's especially since its recent Plants vs Zombies freemium-inspired update.

"While we typically don't disclose much about our future plans, I can say that you're in for a lot of surprises for us in the coming months, and that in-app transactions and the freemium model are going to feature prominently," Contestabile told PocketGamer.biz. The PopCap exec believes that the play first, (maybe) pay later model of mobile games will likely take over.

"I think that, one year from now, 95 percent or more of iOS game downloads might come from freemium games, and 80 percent or more of the revenue could be associated with them," Contestabile told the website. "The freemium model is extremely powerful because it allows developers to reach the biggest possible audience, and it allows players to choose if and how to pay for content, after having tried it out."

While Contestabile did say that there's still a place for premium game experiences, or pay-to-play games, that approach is losing its luster for most games. It wouldn't be terribly inaccurate to call this "The Facebook Effect." The fact that companies like Zynga and EA (which now owns PopCap) have made serious dough with free-to-play Facebook games has certainly had a visible impact on mobile gaming, which has a distribution model fairly similar to social networks. Almost Free is here to stay, and it looks like PopCap wants to lead the charge.

Are you excited to hear that more free-to-play games are coming from PopCap? Which property do you hope gets the free treatment next, or are you hoping for more original games? Sound off in the comments. Add Comment

The Sims Social Summer Blowout Week decor shows its pearly whites

With a freebie frenzy of sorts and a new feature in Land Expansions, Playfish has been rather busy with The Sims Social. Just recently, the team released a number of new summer-themed items in its Summer Blowout Week to ring out the brightest season ... again.

At any rate, there are quite a few items to check out both for Simoleons and SimCash. But we're going to focus on the decorations, so moving right along:

LuxLite Wonder

    * Costs: 8 SimCash
    * House Value: 1,200


Sunflower

    * Costs: 9 SimCash
    * House Value: 1,500
    * Bladder: 9
    * Fun: 3


Lemonade For All

    * Level 13 Required
    * House Value: 350


Contempo Chair

    * Costs: 14 SimCash
    * House Value: 2,050


Basix Lounger

    * Costs: 450 Simoleons
    * House Value: 300
    * Sleep: 11
    * Bladder: -1


Twisted Topiary

    * Costs: 15 SimCash
    * House Value: 2,200
    * Bladder: 9
    * Fun: 3


Heart Topiary     SolTrain Gazebo     LuxLite Lamp

Contempo Table

    * Costs: 19 SimCash
    * House Value: 2,800


Stunning Palm

    * Costs: 19 SimCash
    * House Value: 2,800
    * Fun: 3
    * Social: 3


ArchPine Chair

    * Level 12 Required
    * House Value: 650


Star Parasol Rose/Pale

    * Level 13 Required
    * House Value: 650


Heart Topiary

    * Costs: 25 SimCash
    * House Value: 3,700
    * Bladder: 9
    * Fun: 3


Contempo Bench

    * Costs: 25 SimCash
    * House Value: 3,700


Lizard Lounger

    * Costs: 800 Simoleons
    * House Value: 700
    * Sleep: 11
    * Bladder: -1



SolTrain Lounger

    * Costs: 29 SimCash
    * House Value: 4,300
    * Sleep: 11
    * Bladder: -1


ArchPine Table

    * Level 12 Required
    * House Value: 1,100


Contempo Lux

    * Costs: 35 SimCash
    * House Value: 5,150


Sunflower     Font of all Awesome     Pale Star Parasol

ArchPine Bench

    * Level 12 Required
    * House Value: 1,300


Mini Palm

    * Costs: 1,350 Simoleons
    * House Value: 1,450
    * Bladder: 9
    * Fun: 3


Aquatix Thrill

    * Costs: 55 SimCash
    * House Value: 8,150


Atlas Fountain

    * Costs: 1,750 Simoleons
    * House Value: 1,650


Font of All Awesome

    * Costs: 2,250 Simoleons
    * House Value: 1,800


Spheres Topiary

    * Level 23 Required
    * House Value: 3,250
    * Bladder: 9
    * Fun: 3


Dolphin Topiary

    * Costs: 4,500 Simoleons
    * House Value: 3,400
    * Bladder: 9
    * Fun: 3


Elephant Topiary

    * Costs: 6,500 Simoleons
    * House Value: 4,650
    * Bladder: 9
    * Fun: 3


Air and Air Pool

    * Level 12 Required
    * House Value: 9,500
    * Fun: 19
    * Sleep: 11



While a majority of these item unfortunately cost SimCash, a good amount of them go for Simoleons. The best bang for your buck? I'd recommend going for any of the topiaries to give your House Value an instant boost. Also, keep in mind that a number of new wall and floor patterns were added, too, most of which cost Social Points. So, keep visiting your friends if you want to change the overall palette of your Sim's home.

[Image Credit: Playfish]

Have you snapped up any of these summer items? What type of decor are you hoping for next in The Sims Social? Share with us in the comments. 1 Comment

Enrique Iglesias says, 'I Like How It Feels' in CityVille, visits next week

CityVille Enrique Iglesias
Man, why can't an act like Metallica crash CityVille? Oh, excuse my inner metal head, but you ladies out there are gonna' love this one: Zynga has announced that Grammy-winning pop star Enrique Iglesias is coming to its top Facebook game. Starting next week on Oct. 4, players will get the chance to help Mr. Iglesias kick off his recently-launched Euphoria Tour in-game.

Once Enrique lands in CityVille--and if you're over Level 6--you will be graced by his digitized presence in the game. But there' far more to this promotion than just clicking on the guy to hear witty sayings: Players will be able to collect various items fond to Enrique to score a thematic speed boat and Miami high-rise to place in their cities. The event will run through Oct. 10, and there is a grand finale in store for Enrique fans.
Enrique Iglesias in CityVille
Toward the end of the event, you will have the chance to build Enrique his very own Euphoria Arena in-game. Once you do, the guy will be so nice as to show you a sneak preview of his brand new music video, "I Like How It Feels" (featuring Pitbull and The WAVs). Of course, this is far from the first time a Zynga game has enjoyed celebrity exposure.

Just recently, the company announced that Indiana Jones will swoop into Adventure World through its work with Lucasfilm, and who can forget when Lady Gaga ran FarmVille for a few weeks earlier this spring? Even before that, both Dr. Dre and Snoop Dogg had their fun with Mafia Wars. Are you sensing a trend yet? Good, because we doubt this is the last time a celeb will hit Zynga with a touch of fame. In fact, if you ask Facebook's major game creators, branded games are on the up and up.

Are you psyched to see that Enrique will hit up CityVille on his Euphoria Tour? Which celebrity or artist do you hope makes their way into a Zynga game next? Sound off in the comments. Add Comment.

Vostu goes for Goooaaal with GolMania on Facebook, Orkut [Video]

And boy, does it look intense. Vostu--you know, the Brazilian social game maker trading legal blows with Zynga--has released what is likely its most ambitious social game yet with GolMania. Available now on Facebook and Orkut in English, Portuguese and Spanish, this social soccer game touts real-time, directly-controlled soccer matches between friends in a cute art style.

And, according to a Vostu representative, "real-time" means live, arcade-style gameplay between two friends over Facebook or Orkut, Google's wildly popular social network in South America. The game pits players against one another on the field, but has friends cooperate off of the green to build up each other's stadiums and to gain energy and money for more matches.

As player progress in GolMania by mastering its keyboard controls and dominating opponents live, they will unlock special maneuvers. You will also be able to organize private tournaments between friends and participate in global cups amongst the game's top players--you can even play soccer in low gravity on the moon. And Vostu already has even bigger plans for its now flagship social soccer game.
Gallery: GolMania on Facebook
Vostu's Mystery Fantasy Game on Facebook
"GolMania brings Vostu's fun social experience to a casual sports game," Vostu Chief Scientist Mario Schlosser said in a release. "We look forward to our millions of users getting to play GolMania and like with all of our games, we will then quickly react to their feedback and our deep analytics about player behavior to unveil new features that take into account how users make the game their own."

The game was developed Vostu's recent acquisition MP Studio, and employs the publisher's Vostu Game Network, meaning friends can play with one another in real time across social networks. Vostu also teased to us an unnamed social game (found in the gallery above) with a deep, cartoonish fantasy setting that's set to launch this fall as well. But until then, check out GolMania below and see if it gives your fingers a real challenge.


Click here to play GolMania on Facebook Now >

What do you think of Vostu's first real-time action sports social game? Do you see these types of games taking off on Facebook? Sound off in the comments. 2 Comments

Gree's OpenFeint hires ex-Glu Mobile exec, more social games coming?

The mobile social game wars are heating up, as OpenFeint just took on former Glu Mobile executive Sarah Thompson (pictured) as its director of developer relations, SocialTimes reports. In other words, OpenFeint, owned by Japanese mobile social gaming powerhouse Gree, hired Thomson to strategically acquire build relationships with independent developers.

Namely, SocialTimes's Azam Khan guesses those developers will be primarily social and mobile social game creators, given Thomson's past exploits in the industry with Glu Mobile and IUGO Entertainment before that. And frankly, we couldn't agree more. Considering OpenFeint is a social network for mobile games at heart, and Gree's existing status, it simply makes sense.

"OpenFeint is going through an exciting phase of growth right now and Sarah is exactly the kind of person we need to keep up the momentum," OpenFeint SVP Marketing and Developer Relations Eros Resmini said in a release. "Sarah's deep history in mobile gaming paired with her connections to the developer community made her a great fit for OpenFeint."

We can't help but recall what just went down between OpenFeint and Gree: The former's co-founder and CEO Jason Citron resigned, and Gree CFO Naoki Aoyagi took his place. (Though, VentureBeat reckons the move was less ... cut-and-dry.) But back to Gree and OpenFeint's future plans, the simple fact is mobile social games are growing at an exponential rate on iOS and Android devices.

"I've always admired OpenFeint for its constant innovation in the mobile gaming space," Thomson said in a release. "As the company continues to change with the market, I'm excited to help OpenFeint continue growing." And we think we have an idea of just where Thomson would like to go. It starts with an "S" and--oh, forget it. You get the point already.

Do you think this puts OpenFeint in a better place to compete with opponents like DeNA and Zynga in mobile games? Don't you wish you could have rockin' tattoos and a big time exec gig? Sound off in the comments. 3 Comments

Thứ Bảy, 1 tháng 10, 2011

CityVille Metropolis items take the fun to the big city

If all of the small-scale businesses and homes in CityVille just aren't doing it for you, and you want some larger skyscrapers to sit beside your (probably) large franchises, you're in luck with the release of new Metropolis items in the game today. These items will be available for 15 days, and you'll be able to purchase either a Mystery Crate to try your luck at receiving a random item, or purchase some of these items outright. Fair warning: these items cost City Cash, so I hope you're ready to bust out your wallet.

Infinite Towers II (Home)

    * Costs: 110 City Cash
    * Population: 4000 - 7000 citizens
    * Rent: 532 coins every day


Destiny's Calling (Home)

    * Costs: 55 City Cash
    * Population: 1350 - 2650 population
    * Rent: 150 coins every two hours


Oasis Apartments II (Home)

    * Costs: 65 City Cash
    * Population: 1850 - 3650 citizens
    * Rent: 200 coins every four hours


Visual Art Academy (Community Building)

    * Costs: 70 City Cash
    * Raises maximum population cap by 5,000 citizens


In addition to these four items, the Metropolis Mystery Crate will give you a chance at one additional item - the Oasis Apartments I - along with three other items above (the Infinite Towers II, Destiny's Calling and Visual Art Academy). A single crate costs 55 City Cash, so unless you only win the Destiny's Calling, you'll really come out ahead over purchasing items individually. Keep in mind though, you might win duplicates in your quest to get all three at a "discount." As for the Oasis Apartments I, the exclusive item to this crate, it comes with a population of 2,000 - 4,000 citizens and provides 251 coins every eight hours in rent.

Again, these items, including the Mystery Crate are only available in the game for a limited time of around 15 days. We'll make sure to let you know if any themed decorations or businesses launch in this theme in the future, so keep checking back with us!

Will you purchase any of these Skyscrapers for use in your town, or will you try your hand with the Mystery Crate to see if you can walk away with an expensive item for "cheap?" Sound off in the comments.

FarmVille Lighthouse Cove Chapter 2 Bonus Goals: Everything you need to know

If you thought the original Bonus Challenge goals in FarmVille's Lighthouse Cove were difficult, you may not be excited to hear that there is now a second set of goals that have also been given the "Bonus" treatment. These three goals appear alongside the goals from Chapter 2 in the Lighthouse Cove story. We'll tell you flat out - one goal requires you to expand your Lighthouse Cove farm, which is currently only available to do with Farm Cash. Keep that in mind when you decide whether or not to actively finish these goals.

Bonus Quest 4

    * Harvest Lighthouse Cove
    * Harvest 55 Tarragon
    * Complete 1 Orchard


While these tasks aren't incredibly difficult, they might be a bit time consuming depending on how big your Lighthouse Cove already is. That is, if you haven't already expanded your Lighthouse Cove, you won't be allowed to plant 55 crops at a time, so you'll need to do two plantings to reach the 55 total. If you finish this first Bonus Quest (the fourth overall for the farm - hence the name), you'll receive 500 XP, an Unwither, a Livestock Baby Animal and 2,500 coins.


Bonus Quest 5

    * Harvest 70 Darrow Blackberries
    * Make Blackberry Ice Cream Twice
    * Expand your farm to an Inlet Garden


Blackberry Ice Cream is available to craft inside your Restaurant, and requires three Darrow Blackberry, two Chandler Blueberry and three Strawberry bushels. To finish this particular task, you'll not only have to set the recipe to craft twice, but will also have to wait the six hour period for them to finish. As for the Inlet Garden, here's the task that I warned you of earlier. As of this writing, an Inlet Garden farm is only available for 40 Farm Cash, and that's after you go through the Coastal Patch farm that costs 30 Farm Cash. That is, if you're looking to complete this particular goal, you'll need to shell out 70 Farm Cash with no option for coin-spending instead. If you decide to go through with this goal, and can finish it, you'll receive 1,000 XP, a Speckled Alder tree and 5,000 coins.

Bonus Quest 6

    * Complete a Zoo
    * Harvest 70 Red Clover
    * Harvest 70 Chandler Blueberries


For this goal, the requirements are toned down a bit, at least in terms of the cost to your wallet. By the time you make it this far, you'll have the ability to plant more than the starting 35 plots of land on your farm, so the crop tasks will be easier by default. As for the Zoo, this is built using 30 ingredients that can gather from your friends. It's not an incredibly difficult building to complete, so check out our guide to doing so for details. If you can finish this final bonus goal for Chapter 2, you'll receive 500 XP, a Chimpanzee and 2,500 coins.

We've been told that additional goals will be launching in the game every week, so keep checking back with us as we'll bring you everything you need to know about the future Chapter 3 goals in Lighthouse Cove and beyond.

[Via: Zynga]

Check out the rest of our FarmVille Cheats & Tips right here.

What do you think of this trio of Bonus Goals? Are they more difficult or easier than the first set? Will you purchase the farm expansions with Farm Cash or will you skip that goal entirely? Sound off in the comments.

Zynga Mobile Chief: Mobile is a 'new social gaming frontier'

Everyone else is right there with ya, big red. During an interview with The Guardian, Zynga Mobile SVP David Ko said, "We believe that mobile represents a new social gaming frontier. We've always said we want Zynga to be the best content creators in the world, and we are platform agnostic." More and more Zynga fans expect to play its games on their phones and tablets, which wasn't exactly where CEO Mark Pincus's heart was many moons ago.

Regardless of whether Zynga has been creating mobile games since Zynga Poker hit iOS devices in 2008, it was only the advent of Facebook Connect that motivated the company to dig deeper into the platform. From that we got games like FarmVille and CityVille Hometown, neither of which are feature-complete versions of their Facebook counterparts. (The latter of which is a different game entirely.)

Now, The Guardian reports that Zynga is looking to take advantage of mobile devices' key features like cameras and accelerometers in future games. And tablets appear to be a big deal in Zynga HQ--Ko told The Guardian the company was "very bullish" on the idea. And HTML5, the emergent web coding language that's been touted as the proverbial messiah for cross-platform social gaming, is something Ko admits the company is interested in.

"HTML5 is interesting, although I do feel it is early," Ko told The Guardian. "With those acquisitions, you can see into our thinking in this area a little bit." (Ko there is referring to companies like Newtoy and Dextrose.) Zynga already released one game through HTML5: Mafia Wars Atlantic City.

However, HTML5 games have yet to achieve the complexity of, say, Hanging With Friends, which Zynga just released on Android devices. Regardless, all eyes--including Zynga's--are on those 4-inch screens that rarely leave your side. And with companies as unlikely as Capcom making buku bucks on mobile games, you can bet Zynga is a' hustlin'.

Are you waiting for more mobile games from Zynga? What would you like to see the developer do next on smartphones? Sound off in the comments. 1 Comment

Half of all U.S. social gamers own a game console, RockYou study says

As if we already didn't know: Some social gamers are more "hardcore" than we thought. But the next study released that attempts to drive this point home is courtesy of Zoo World creator RockYou and conducted by Interpret, a media research firm. Titled the "Social Gamer Thought Leadership Research Study," it finds that 50 percent of U.S. social gamers own a traditional gaming console.

The study, which polled over 2,00 social game fans living in the U.S. aged 18 and older with a 60-40 women to men split, also found that social gamers are more "sophisticated." To back up the claim, the study reports a quarter of social gamers prefer games with quests, and that 22 percent admit that score-sharing drives their urge to play more. Oh, and these players also spend quite a bit of time with the games.

Of the over 2,000 people polled, RockYou and Interpret found that the average social gamer spends an average of 9.5 hours playing out of the 13 average hours they spend on networks like Facebook. The average social game player, according to the study, has just over 16 real-life frieds playing these games with them and has made 20 new friends through social games. Of course, the study doesn't get into how deep said friendships are, but how could you?

The study also reports that 42 percent of social gamers would play a social game more, if offered real world rewards like coupons or gift cards. (But isn't the idea to get them to pay up?) It was just recently that Raptr discovered that a number of Zynga fans may be Halo and Grand Theft Auto fans, too. And before that, Kabam found in its own study that the hardcore crowd on Facebook is growing.

What should you take away from this influx of studies and reports? Regardless of whether you still dig tending to virtual crops or running a shanty town, many developers--even the "casual" ones--seem all but done with your farms and cities of yore.

What do you think of the numerous reports on the growing hardcore crowd in social games? How do you think this will change the industry in the long run? Sound off in the comments. Add Comment