3/5 Gamezone: Game Reviews and More!

     
    Gamezone: Game Reviews and More!    
   
Homefront is the Most Pre-Ordered Game in THQ History
March 3, 2011 at 6:02 PM
 

THQ has reported that pre-order numbers for its upcoming first-person shooter Homefront are higher than any other game in the publisher’s history, with over 200,000 copies reserved in the U.S. alone. The game hits stores on March 15 (in less than two weeks) for Xbox 360, Playstation 3, and PC.

These numbers bode well not only for THQ, who has seen success in recent years thanks to well-received titles like UFC and Darksiders, but also developer Kaos Studios, who are banking on the success of Homefront. Kaos’ expensive New York studio has been a source of concern, with THQ reportedly deciding to relocate the studio based on the sales of Homefront. If the game flops, the team may be relocated to THQ’s Montreal studio.

With Homefront having the potential to be THQ’s most successful game to date, business is looking promising for the game and the studio. Of course, those 200,000 pre-orders only translate to 200,000 sales at most, so we’ll see how reviews and word-of-mouth treat the game after its release. With a story by John Milius, who wrote Red Dawn and co-wrote Apocalypse Now, and a concept that got the game banned in South Korea, at least Homefront has the power of controversy on its side.

[Source]

   
   
Another World a.k.a. Out of This World Coming to iOS
March 3, 2011 at 6:02 PM
 

You probably know it better as Out of This World, but Eric Chahi’s classic game Another World is celebrating its twentieth anniversary this year. To mark the occasion, the game will be treated to an iOS port later this year. The port is being handled by developer DotEmu and publisher BulkyPix.

Since its release in 1991, Another World has maintained a cult following, with many critics still praising the game even today. At the time, its vector graphics style was wildly innovative, and its presentation continues to fascinate.

The port to iOS comes with a full blessing from Chahi, who announced the title during his presentation at GDC. "I’m very pleased to work with my developer friends from DotEmu and their partner BulkyPix. The first prototype looks beautiful on Ipad, they are doing a great job on it.”

I’ve never played Another World, but every screenshot I’ve seen is always incredibly evocative. It may be time to put an end to my curiosity. How about you? Let us know if you’ll be grabbing the port when it arrives later this year.

   
   
Double Fine's Next Game is Trenched
March 3, 2011 at 5:54 PM
 

If you were worried that Double Fine’s Sesame Street game for Kinect would interfere with their relentless output of downloadable games, think again – Double Fine has just released several screens of their next downloadable Xbox Live Arcade title, Trenched. Trenched is a third-person mech combat game that pits the Mobile Trench Brigade against some very colorful monsters in war-torn environments.

This looks like a pretty big departure from their last two titles, Stacking and Costume Quest, which featured cute graphics and quaint gameplay. Trenched looks to be all about combat, with a side of mech customization. The game is being published by Microsoft, meaning a release on PS3 anytime soon is unfortunately unlikely.

Did I mention the game looks great? Double Fine’s output has been truly impressive lately, and Trenched looks like it could be another one to add to the list. Check out all the screenshots below:

   
   
Call of Juarez: The Cartel Takes a Modern Approach to Western Shooting
March 3, 2011 at 5:49 PM
 

The third game in the Call of Juarez series has a modern twist. Techland, the folks behind the upcoming Dead Island, will be developing the title as they did the previous two series entries.

The game shifts to modern-day Los Angeles but still maintains the unique Wild West style that everyone knows and loves. The reason behind the drastic scenery switch is the brutal bombing of a U.S law enforcement agency by a fictitious drug cartel. A last resort decision is made to assemble a task force to hunt down and eliminate the group.


Kim Evans, a former gang member turned FBI hotshot, has two gents accompanying her in the war against the cartel: Eddie Guerra, a DEA agent and furious gambler, and Ben McCall, a rugged LAPD veteran and relative of anti-hero Ray McCall from past Call of Juarez titles.

The team find themselves chasing leads all over the country, even traveling as far as Juarez, Mexico. A troublesome journey awaits all three agents, with old demons and personal challenges complicating their assignments.

Call of Juarez: The Cartel allows for three-player online co-op, and the single-player experience has three unique stories and endings. Look for the game this summer.

   
   
Call of Juarez: The Cartel Takes Modern Approach to Western Shooting
March 3, 2011 at 5:49 PM
 

The third game in the Call of Juarez series has a modern twist. Techland, the folks behind the upcoming Dead Island, will be developing the title, as they did the past two Call of Juarez entries.

The game shifts to modern-day Los Angeles, but still maintains the unique Wild West style that everyone knows and loves. The reason behind the drastic scenery transfer is the brutal bombing of a U.S law enforcement agency by a fictional drug cartel, to which they have no response. A last resort decision is made to assemble a task force to hunt down and eliminate the drug cartel.


Kim Evans, a former gang member turned FBI hotshot, has two gents accompanying her against the cartel. Eddie Guerra, a DEA agent and a furious gambler, joins up with Ben McCall, a rugged LAPD veteran and relative of anti-hero Ray McCall from previous Call of Juarez titles.

The team find themselves chasing leads all over the country and even get as far as Juarez, Mexico. A toublesome journey awaits all three agents, with past demons and personal challenges budging in throughout their assignments.

Call of Juarez: The Cartel carries three player online co-op, and the single player experience has three unique stories and endings. Look out for the game in summer of this year.

   
   
Nexon Enters Mobile and Social Markets with KartRider Rush and MapleStory
March 3, 2011 at 5:13 PM
 

Nexon’s reputation as a massively popular online multiplayer game provider is about to get a boost. KartRider Rush is set to be published on the iOS platform later this month, with the Android version following shortly thereafter. MapleStory Adventures is headed to Facebook this summer.

KartRider is currently enjoyed by over 200 million players worldwide and operates on a “buy-to-extend” service, with new tracks being readily available for purchase for those wanting to delve deeper into the game. Multiplayer allows up to four people, with the optimal iOS version being 4.1 or later. No specs for the Android version have been released.

MapleStory—a 2D, side-scrolling MMORPG game—has been around for nearly eight years now and is headed to Facebook with the same micro-transaction service utilized in KartRider and hundreds of other games. Make the game as big as you desire.

"Expanding our global IPs into the social and mobile gaming space is a watershed moment in Nexon's global expansion efforts," said Daniel Kim, Nexon America's CEO. "Not only will this move provide new ways for hundreds of millions of fans worldwide to experience Nexon's games, it allows Nexon the opportunity to prove the robustness of its business model on new platforms."

Free, fun games are good for everyone, unless they’re supposed to be at work.

   
   
Nexon Enters Mobile and Social Gaming Markets with KartRider Rush and MapleStory
March 3, 2011 at 5:13 PM
 

Nexon’s reputation as a massively popular online multiplayer game provider is about to get a boost. KartRider Rush is set to be published on the iOS platform later this month, with the Android version following shortly thereafter. MapleStory Adventures is headed to Facebook this summer.

KartRider is currently enjoyed by over 200 million players worldwide and operates on a “buy-to-extend” service, with new tracks being readily available for purchase for those wanting to delve deeper into the game. Multiplayer allows up to four people, with the optimal iOS version being 4.1 or later. No specs for the Android version have been released.

MapleStory—a 2D, side-scrolling MMORPG game—has been around for nearly eight years now and is headed to Facebook with the same micro-transaction service utilized in KartRider and hundreds of other games. Make the game as big as you desire.

"Expanding our global IPs into the social and mobile gaming space is a watershed moment in Nexon's global expansion efforts," said Daniel Kim, Nexon America's CEO. "Not only will this move provide new ways for hundreds of millions of fans worldwide to experience Nexon's games, it allows Nexon the opportunity to prove the robustness of its business model on new platforms."

Free, fun games are good for everyone, unless they’re supposed to be at work.

   
   
Battlefield 1942: Transformers
March 3, 2011 at 5:06 PM
 

The year is 1942

The Autobots and the Decepticons are still lying dead after their horrific crash. As the war within Cybertron continues, Autobots, and ally Cybertronians are being blown up left right and centre. Ultra Magnus, Kup, Hotrod, Springer, Arcee, Blur, Perceptor and the rest of the leading Autobot members have yet to arrive back to Cybertron, for they are on a cargo mission.

Due to the increased loss of Autobots, Alpha Trion realises that as long as the leadership of Optimus Prime and the fighting spirit of his troops are out of commission, then there is no way the Autobots can triumph over the Decepticons. So a search team of everyday ordinary remaining civilian robots are formed and converted into Autobots codenamed the 'Ranger bots' to go and find the lost Autobots. However they do not know where the Autobots ended up. But when Ultra Magnus and the rest of the Autobots on cargo duty arrive they mention that they saw two ships heading for Earth, but no one could pinpoint their exact location. In spite of this, Ultra Magnus states that a team of Autobots should be formed to retrieve their allies but Alpha Trion insists that the upgraded Autobots are to stay on Cybertron to strengthen their weakened force.

As planned, the 'Ranger bots' scramble on board they're remaining working ship and head for Earth. But meanwhile, little do they know that Shockwave has latched on to their plot, and sends five of his own to Earth called the 'Riptercons', not just to revive their Decepticon allies, but also to irradiate the already fallen Autobots permanently.

Now without them knowing, the 'Ranger bots' are in a position where they are competing against time to find their allies, revive them and get back to Cybertron before the 'Riptercons' get there first. And, during a second world war on Earth its not going to be an easy journey.

   
   
Project IGI Demo
March 3, 2011 at 4:06 PM
 

Project I.G.I.: I’m Going In is a tactical first-person shooter developed by Innerloop Studios and released on December 15, 2000 by Eidos Interactive. It is one of the first computer games to feature realistic weaponry and tactical combat situations.

   
   
Valve Unveils Steam Guard, Uses Intel IPT
March 3, 2011 at 3:07 PM
 

Valve has announced a new security feature for Steam by the name of Steam Guard. By taking advantage of upcoming Intel Identity Protection Technology (Intel IPT), users will be able to link their account to a specific PC, and any attempt to change the account’s settings from another computer will require direct approval.

Intel’s IPT is an encrypted hardware-based feature that generates new numerical passwords every 30 seconds to maximize security, effectively integrating the processor functionality that previously required a separate card or key fob. The system also requires a standard username and password to block intruders.

“Account phishing and hijacking are our #1 support issues,” said Gabe Newell, President of Valve. “With Intel’s IPT and Steam Guard, we’ve taken a big step towards giving customers the account security they need as they purchase more and more digital goods.”

Steam Guard will be available to third party developers looking to apply the feature to their own applications through Steamworks.

   
   
Valve Unveils Steam Guard, Uses Intel IPT
March 3, 2011 at 3:07 PM
 

Valve has announced a new security feature for Steam by the name of Steam Guard. Taking advantage of upcoming Intel Identity Protection Technology (Intel IPT), users will be able to link their account to a specific PC, and any attempt to change the account’s settings from another PC will require direct approval.

Intel’s IPT is an encrypted hardware-based feature that generates new numerical passwords every 30 seconds to maximize security, effectively integrating the processor functionality that previously required a separate card or key fob. The system requires a standard username and password as well, to further bolster protection from intruders.

“Account phishing and hijacking are our #1 support issues,” said Gabe Newell, President of Valve. “With Intel’s IPT and Steam Guard, we’ve taken a big step towards giving customers the account security they need as they purchase more and more digital goods.”

Steam Guard will be available to third party developers to mold into their own applications through Steamworks.

   
   
R.U.S.E Demo
March 3, 2011 at 3:06 PM
 

R.U.S.E. is a strategy game with systems that focus on deception and intellect and are intended to be superior over brute force. Players can use a series of ruses and decoys to trick their enemies and change the outcome of battles.

   
   
Black Ops: First Strike DLC Available on PS3
March 3, 2011 at 2:48 PM
 

Call of Duty: Black Ops has been crowned the highest-selling game in the history of the PlayStation 3, and now there’s even more news for war shooter fans who own Sony’s current-gen console. The First Strike DLC, which came out February 1, is now officially available for download on Xbox Live and is priced at $15. The new multiplayer map pack includes five new levels for combat enthusiasts.

The five maps in First Strike are Berlin Wall, Stadium, Discovery, Kowloon, and Ascension. Each of the stages contains its share of distinct hazards and challenges, which range from close quarters combat to open field battles. The most unique level would have to be Ascension, a Cold War-themed map that unleashes hordes of zombie Soviets and undead monkeys (yes, monkeys) against players.

The Xbox 360 version of First Strike has already received praise from fans and critics, so if you’re in the mood to squeeze more life out of your copy of Call of Duty: Black Ops for the PlayStation 3, you should probably check out this DLC pack.

   
   
Black Ops: First Strike DLC Available on PS3
March 3, 2011 at 2:48 PM
 

Call of Duty: Black Ops has been crowned the highest-selling game in the history of the PlayStation 3, and now, there’s even more news for war shooter fans who own Sony’s current-gen console. The First Strike DLC, which was released for Xbox 360 on February 1, is officially available for download and is priced at $15. The new multiplayer map pack includes five new levels for combat enthusiasts to battle on.

The five maps in First Strike are Berlin Wall, Stadium, Discovery, Kowloon, and Ascension. Each of the stages featues its share of distinct hazards and challenges, which range from close quarters combat to open field battles. But the most unique level would probably have to be Ascension, a Cold War-themed map that unleashes hordes of zombie Soviets and undead monkeys (yes, monkeys) against players.

The Xbox 360 version of First Strike has already received praise from fans and critics, so if you’re in the mood to squeeze some more life out of your copy of Call of Duty: Black Ops for the PlayStation 3, you should probably check out this DLC pack for yourself.

   
   
R.U.S.E Demo
March 3, 2011 at 2:06 PM
 

R.U.S.E. is a strategy game with systems that focus on deception and intellect and are intended to be superior over brute force. Players can use a series of ruses and decoys to trick their enemies and change the outcome of battles.

   
   
Maze of Space
March 3, 2011 at 2:00 PM
 

Maze of Space is an action RPG set in a space station, created by Crayon Physics developer Petri Purho for a friendly game development jam in 2010. You start out with the most basic of armor and blaster weapon, but better equipment can be found and collected from the enemies that you defeat in battle. Winning encounters also net you experience points, which in turn levels up your character once a set number of experience points has been reached.

   
   
Call of Juarez : The Cartel 'Announcement Trailer'
March 3, 2011 at 1:38 PM
 

The Wild West just got a bit modern

   
   
Anarchy Reigns 'Fight To The Death'
March 3, 2011 at 1:38 PM
 

The only countdown is the one to your inevitable death

   
   
Pac-Man Creator Says Today's Games Are Too Complex
March 3, 2011 at 1:35 PM
 

Toru Iwatani, famed creator of Pac-Man, spoke to the audience at GDC and revealed the inspiration behind his very first Pac-Man title. “The reason why I created Pac-Man was because we wanted to attract female gamers,” said Iwatani. ” The game designer stated that at the time, gaming was done primarily in male-populated arcades. Pac-Man’s purpose was “to include girls or female players so that [dirty and smelly arcades] would become cleaner and brighter.”

While his focus was certainly in the right place and did actually manage to bring a wide audience of female gamers to arcades, Iwatani’s creation of the actual Pac-Man game might not appeal to some women. “I thought about something that may attract girls—maybe stories about boys or something to do with fashion? However, girls love to eat desserts—my wife often eats desserts,” said Iwatani. “The verb ‘eat,’ that gave me a hint to create this game.”

The former game designer also mentioned that cutesy and colorful design choices for the game’s ghosts were influenced by the fact that he thought girls wouldn’t respond positively to crude or aggressive-looking enemies. From there, Iwatani went on to discuss the modern realm of gaming, stating that Pac-Man got progressively harder and gave players a clear idea of the objective, while many of today’s games are far too difficult and unclear in what they require of gamers. “Today’s games, you don’t see what the game is all about, what the goal is, and the controls are too complicated perhaps, and you’re being sort of needled and persecuted sometimes,” mentioned Iwatani. “The core game players want to have challenges, I understand that, but I think fun should be the first, most important point for any game.”

In regards to the future of Pac-Man, the creator of the ghost-gobbling series stated that he hoped to take the series in a brand new direction: “So I’m thinking of a Pac-Man that’s singing. I don’t want to make it a musical, really, [like] Chicago the movie. The Blues Brothers, maybe ...”

Let’s hope we get some more Pac-Man Championship Edition DX love before Pac-Man Sing and Dance Party launches for the Wii, Xbox 360 Kinect, and PlayStation Move. Oh, the horror.

[Source]

   
   
Project IGI Demo
March 3, 2011 at 1:06 PM
 

Project I.G.I.: I’m Going In is a tactical first-person shooter developed by Innerloop Studios and released on December 15, 2000 by Eidos Interactive. It is one of the first computer games to feature realistic weaponry and tactical combat situations.

   
   
Krautscape
March 3, 2011 at 1:01 PM
 

Krautscape is a multiplayer racing game that features procedurally generated tracks, where every new piece of the track is built by whoever currently occupies the pole position. A floating arrow always point to either the leader of the race or the next striped pillar to reach, and the player who reaches the required number of checkpoints first (determined when the server is created) will be declared the winner.

The curve of a track is determined by your position on the road when you cross the white line, and you can use the up and down arrow keys to change the pitch before the next piece of the track is laid. A wireframe pattern will always show what kind of track will be built next before a vehicle crosses the line.

   
   
David Jaffe: Console Design Is "Annoying Customers"
March 3, 2011 at 12:50 PM
 

Sometimes all you want to do after a hard day of work or school is go home and spend a few hours playing your favorite games. There are also times when you pre-order a game and pick it up early just so you can get in a quick gaming session before heading off to your daily routine. Many of us hate popping a game in and having to sit through lengthy install times, tedious loading screens, and the ever-constant software update. So does God of War and Twisted Metal creator David Jaffe. During a short speech at GDC, Jaffe voiced his frustration with modern hardware design choices, naming software updates, game installation, and other such waiting periods as flaws in today’s game and console design. “For me, there are times I’ve wanted to play a new console game but I just don’t because I don’t want to deal with all the ramp-up time,” stressed Jaffe.

The founder of Eat Sleep Play mentioned that while games on consoles are certainly enjoyable, the waiting period from when you start up a console to the moment you open your save file is driving gamers toward mobile, handheld, and online gaming, especially since those formats have made considerable progress over the past few years. “Portable game time is going way up, but why? Those of us in the console space are actually making choices that push our customers away,” said Jaffe. “The gap of time from pressing ‘on’ to actually beginning to play is getting longer and it’s annoying customers.”

Jaffe specified that if he can get instant gaming from a portable device such as a DS, PSP, or iPad, he’d much rather dive into a game immediately through those machines rather than waiting upwards of 15 minutes to actually start playing, especially when wanting to play in short bursts. The game designer mentioned a number of solutions, such as the ability to go from a console’s main menu straight to the game save, skipping load times and logos at the start of a game. He also talked about the implementation of a sleep function for consoles, so that gamers won’t have to boot up their systems every time they want to return to a game. Lastly, Jaffe made a comment regarding software updates, receiving huge applause from the GDC crowd in the process. “Hardware manufacturers, I feel, should only allow one to four updates to the software per game every year,” said the designer. “And none of them should come in the first one or two months of the game shipping. When I first started in the business, the games we shipped was our last chance off the bat.”

Jaffe also discussed making shorter games, as opposed to purposely lengthy titles that justify a high price tag, as well as smaller, more personal online gaming experiences. It’s hard not to agree on most of these points. Lengthy load times and software updates put a damper on the gaming experience for many consumers, and while games with extensive play times are certainly welcome, developers need to focus on keeping the entire experience fresh in order to avoid serious overkill. Jaffe’s statements make you wonder what design choices will go into the upcoming Twisted Metal when it launches for PlayStation 3 later this year.

   
   
David Jaffe: Console Design Is "Annoying Customers"
March 3, 2011 at 12:50 PM
 

Sometimes, all you want to do after a hard day of work or school is get home and spend a couple of hours playing your favorite games. There are also times when you preorder a game and eagerly pick it up bright and early just so you can get in a quick gaming session before heading off to do your daily routine. Now, don’t you hate popping the game in and waiting for lengthy install times, tedious loading screens, and the ever-constant software update? Well, so does God of War and Twisted Metal creator David Jaffe. During a short speech at GDC, Jaffe voiced his frustration with modern hardware design choices, listing software updates, game installation, and other such waiting periods as flaws in today’s game and console design. “For me there are times I’ve wanted to play a new console game but I just don’t because I don’t want to deal with all the ramp-up time,” stressed Jaffe.

The founder of Eat Sleep Play mentioned that while games on consoles are certainly enjoyable, the waiting period from when you start up a console to the moment you open up your save file is something that is turning gamers to mobile, handheld, and online gaming, especially since those formats have come a long way over the past few years, rivaling the gameplay experiences gamers can get from a home console. “Portable game time is going way up, but why? Those of us in the console space are actually making choices that push our customers away,” said Jaffe. “The gap of time from pressing ‘on’ to actually beginning to play is getting longer and it’s annoying customers.”

Jaffe specified that if he can get instant gaming from a portable device such as a DS, PSP, or iPad, he’d much rather get into a game immediately through those machines rather than waiting upwards of 15 minutes to actually start playing, especially when wanting to game in short bursts. The game designer mentioned a number of solutions, such as the ability to go from a console’s main menu straight to the game save, skipping load times and logos at the start of a game. He also talked about the implementation of a sleep function for consoles, so that gamers won’t have to boot up their systems every time they want to get back into a game. Lastly, Jaffe made a comment regarding software updates, getting a huge pop from the GDC crowd in the process. “Hardware manufacturers, I feel, should only allow one to four updates to the software per game every year,” said the designer. “And none of them should come in the first one or two months of the game shipping. When I first started in the business, the games we shipped was our last chance off the bat.”

Jaffe also discussed making shorter games as opposed to increasingly lengthy titles that are long simply for the sake of being long and justifying a high price tag as well as smaller, more personal online gaming experiences. It’s hard not to agree with the man behind the long-running Twisted Metal series about most of these points. Lengthy load times and software updates put a damper on the gaming experience for many consumers, and while long-lasting games are certainly welcome, developers need to focus on keeping the entire experience fresh throughout in order to avoid serious overkill. Jaffe’s statements really make you wonder what design choices will go into the upcoming Twisted Metal when it launches for PlayStation 3 later this year.

   
   
Nintendo Talks 3DS/DS Comparisons, Online Failures
March 3, 2011 at 12:13 PM
 

In a recent Iwata Asks interview, Shigeru Miyamoto dismissed the assumption that the Nintendo 3DS, which has already shipped in Japan and is scheduled to hit North America on March 27, is just an updated DS. “The Nintendo 3DS system is sometimes said to just be a ‘Nintendo DS system with higher specs.’ But it’s really much more than that,” stated Miyamoto. “It’s a gaming system with an entirely different charm. That’s why, for the customers who purchase it, I want them to fully enjoy the features of this new machine.”

Satoru Iwata also made some noteworthy announcements, focusing on Nintendo’s online service and its need to improve within the gaming industry. Iwata emphasized that up until now, online functionality and features for Nintendo systems have been less than stellar. “I must admit that in the overall area of wireless communication and digital downloads, Nintendo can do better,” stated Iwata during his Game Developers Conference keynote.

According to Nintendo’s president, the 3DS will be the company’s first step in taking online functionality to the next level. In addition to 10,000 AT&T wireless hotspots, Netflix streaming on the handheld, and other online-based features, the 3DS will also allow for transferable viewing from the handheld to the TV via a connection to the Wii. Nintendo has already eliminated game-specific Friend Codes for the 3DS; now it’s up to them to continue making advancements so that gamers can enjoy a solid online gaming experience with the new handheld and any future consoles.

   
   
Nintendo Talks 3DS/DS Comparisons, Online Failures
March 3, 2011 at 12:13 PM
 

In a recent Iwata Asks interview, Shigeru Miyamoto denied the common assumption that the Nintendo 3DS, which has already shipped in Japan and is scheduled to hit North America on March 27, is just an updated DS. “The Nintendo 3DS system is sometimes said to just be a ‘Nintendo DS system with higher specs.’ But it’s really much more than that,” stated Miyamoto. “It’s a gaming system with an entirely different charm. That’s why, for the customers who purchase it, I want them to fully enjoy the features of this new machine.”

Satoru Iwata also made some noteworthy announcements, focusing on Nintendo’s online service and its need to improve within the gaming industry. Iwata emphasized that up until now, online functionality and features for Nintendo systems have been less than stellar. “I must admit that in the overall area of wireless communication and digital downloads, Nintendo can do better,” stated Iwata during his Game Developers Conference keynote.

According to Nintendo’s president, the 3DS will be the company’s first step in taking online functionality to the next level. In addition to 10,000 AT&T wireless hotspots, Netflix streaming on the handheld, and other online-based features, the 3DS will also allow for transferable viewing from the handheld to the TV via a connection to the Wii. Nintendo has already eliminated game-specific Friend Codes for the 3DS; now it’s up to them to continue making advancements so that gamers can enjoy a solid online gaming experience with the new handheld and any future consoles.

   
   
Nintendo Talks 3DS/DS Comparisons, Online Failures
March 3, 2011 at 12:13 PM
 

In a recent Iwata Asks interview, Shigeru Miyamoto expressed his complaint toward people stating that the Nintendo 3DS, which has already shipped in Japan and is scheduled to hit North America on March 27, is more than just an updated DS. “The Nintendo 3DS system is sometimes said to just be a ‘Nintendo DS system with higher specs.’ But it’s really much more than that,” stated Miyamoto. “It’s a gaming system with an entirely different charm,” furthered Miyamoto. “That’s why, for the customers who purchase it, I want them to fully enjoy the features of this new machine.”

Satoru Iwata also made some noteworthy announcements, focuing on Nintendo’s online service and its need to improve within the gaming industry. Iwata emphasized that up until now, online functionality and features for Nintendo systems have been less than stellar and underwhelming. “I must admit that in the overall area of wireless communication and digital downloads Nintendo can do better,” stated Iwata during his Game Developers Conference keynote.

According to Nintendo’s president, the 3DS will be the first step in taking online functionality to the next level for the company. In addition to 10,000 AT&T wireless hotspots, Netflix streaming on the handheld, and other online-based features, the 3DS will also allow for transferable viewing from the handheld to the TV via a connection to the Wii. Nintendo has already gotten rid of game-specific Friend Codes for the 3DS, now it’s up to them to continue making advancements to ensure that gamers get a solid online gaming experience with the new handheld and any future consoles.

   
   
Battlefield 1942: Transformers
March 3, 2011 at 12:06 PM
 

The year is 1942

The Autobots and the Decepticons are still lying dead after their horrific crash. As the war within Cybertron continues, Autobots, and ally Cybertronians are being blown up left right and centre. Ultra Magnus, Kup, Hotrod, Springer, Arcee, Blur, Perceptor and the rest of the leading Autobot members have yet to arrive back to Cybertron, for they are on a cargo mission.

Due to the increased loss of Autobots, Alpha Trion realises that as long as the leadership of Optimus Prime and the fighting spirit of his troops are out of commission, then there is no way the Autobots can triumph over the Decepticons. So a search team of everyday ordinary remaining civilian robots are formed and converted into Autobots codenamed the 'Ranger bots' to go and find the lost Autobots. However they do not know where the Autobots ended up. But when Ultra Magnus and the rest of the Autobots on cargo duty arrive they mention that they saw two ships heading for Earth, but no one could pinpoint their exact location. In spite of this, Ultra Magnus states that a team of Autobots should be formed to retrieve their allies but Alpha Trion insists that the upgraded Autobots are to stay on Cybertron to strengthen their weakened force.

As planned, the 'Ranger bots' scramble on board they're remaining working ship and head for Earth. But meanwhile, little do they know that Shockwave has latched on to their plot, and sends five of his own to Earth called the 'Riptercons', not just to revive their Decepticon allies, but also to irradiate the already fallen Autobots permanently.

Now without them knowing, the 'Ranger bots' are in a position where they are competing against time to find their allies, revive them and get back to Cybertron before the 'Riptercons' get there first. And, during a second world war on Earth its not going to be an easy journey.

   
   
Space Funeral
March 3, 2011 at 12:00 PM
 

A departure from his usual AGS offerings, Stephen’s Space Funeral is a role-playing game created using the RPG Maker engine. The story is about a man named Phillip, who is on a journey to reach a place called the City of Forms.

You get to recruit only one travelling companion during the entire adventure, meaning that there is very little party management and individual character stats to worry about here. The exercise of grinding for experience is also kept to a minimum, and you can beat the final boss even before either of your party members reach level twenty or above.

The game takes about two hours to play from start to end, but you have to remind yourself to save often because there are no inns or checkpoints to record your progress for you. Should the random encounters becomes tedious over time, players can also use the auto option to have battles resolved for them automatically.

   
   
Dragon Age II - The Exiled Prince DLC Trailer
March 3, 2011 at 11:30 AM
 

Gain a new companion for a mere $7

   
   
Warriors: Legends of Troy Final Trailer
March 3, 2011 at 11:30 AM
 

It’s like Dynasty Warriors meets Troy minus Brad Pitt

   
   
Mortal Kombat 'Challenge Tower Interview'
March 3, 2011 at 11:27 AM
 

Test your might with these new, insane challenges

   
   
L.A. Noire - The Naked City Vice Case DLC Trailer
March 3, 2011 at 11:27 AM
 

An extra case to solve assuming you preorder…

   
   
Dragon Nest Debut Gameplay
March 3, 2011 at 11:15 AM
 

Slay some dragons and bust up some nests

   
   
Depth GDC Gameplay Trailer
March 3, 2011 at 11:15 AM
 

Steal the gold as a greedy human, or defend it with your razor sharp teeth

   
     
 
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