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  • Shrygue

    by Published on August 26th, 2008 20:30

    via IGN




    When a game is all finished up and burned to the disc that you'll eventually pop into your console, it also needs a couple other things to get it safely to store shelves and into your hands: a box, an instruction manual of some sort, and, perhaps most importantly, a good cover to not only set the mood but wrangle in potential gamers as well.

    One game that's going to need some sort of cover for its release later this year is Resistance 2. Or, more specifically, the Collector's Edition of the game. The problem is that Insomniac has narrowed the choice down to three potential covers, but the studio can't seem to make up its mind. So they're turning to you.

    Here's what Ted Price, president and CEO of Insomniac Games, has to say about the conundrum:

    "Insomniac takes community feedback seriously. We interview our fans on the Full Moon Show podcast. We created an R&D website serving aspiring game developers. And we hang out on the forums until the wee hours. We've even polled fans to select which hapless animal enemies turn into when firing the Morph-O-Ray in Ratchet & Clank Future: Tools of Destruction (sorry, penguin-lovers).

    "Now, we turn to the community with an even bigger question: Which image do you want to see on your Resistance 2 Collector's Edition cover? While you may think developing the game is our biggest challenge at Insomniac, we agonize almost equally over important details like creating and choosing the box art. And this time, we've got three solid images that are making the decision especially difficult. We're torn, and want to know what you think. So vote! We'll be eagerly awaiting your feedback, as always."

    Here are the three images. Click on each image for a larger version, and then vote by clicking one of the email links below. And hurry, because you won't be able to vote for long.


    Email links at IGN
    Bigger shots of the game covers at Joystiq
    ...
    by Published on August 26th, 2008 20:25

    via Eurogamer


    Nintendo has denied neglecting core gamers and claims to have new projects based on existing IP in development with "all development teams".

    "We have never neglected our core gamers. We still have developers working on popular core gaming franchises but we need longer to complete these games, approximately two to three years," the company told the October issue of Edge.

    "These games are not ready to launch in early 2009 but are being worked on by all development teams."

    The statement was published at the end of - although apparently not in response to - a ten-point list outlining the magazine's interpretation of Nintendo's decision to focus on profitable casual products with lower overheads.

    It echoes comments made by company president Satoru Iwata in Forbes last month. "If there is any perception that Nintendo is ignoring the core gamers, it's a misunderstanding and we really want to get rid of that misunderstanding by any means," Iwata had said.

    Nintendo took a hit with the core demographic last month after its E3 press conference was devoid of announcements for key IP like Mario and Zelda - although Iwata did say both teams were "hard at work" to "bring new titles to Wii".

    The platform holder also unveiled Animal Crossing: City Life and Wii Music, and promised a winter release for a DS version of Grand Theft Auto. ...
    by Published on August 26th, 2008 20:23

    via Eurogamer


    Media Molecule's Alex Evans has explained how you'll be able to control the distribution of content you create in LittleBigPlanet.

    "We have a very simple system that we call "copyright" in the game, which isn't copyright in the legal sense," he told Eurogamer.

    "You can basically dictate the distribution rights on any object you create. If you put something in your level as a collectable item, people can collect it. People can control who comes into the level, both by how hard it is and by giving away keys, but you can also choose whether to copyright that object."

    Once you've collected a copyright item, you'll be able to use it in your own game levels. However, you won't be share it with anyone else.

    If an item isn't copyright, you'll be able to change it and share it as much as you like. "It's a really simple way to allow people to share or maintain ownership," explained Evans.

    For more from Evans, including plans for Home, read the full interview.

    LittleBigPlanet is out on 29th October. ...
    by Published on August 26th, 2008 20:09

    via IGN


    Capcom's retro reimagining of the NES classic Bionic Commando has been keenly met, shifting some 130,000 copies since its release on Xbox Live, PlayStation Network and PC a mere seven days ago.

    A canny reprising of the classic franchise before it's treated to a brand new outing early next year, Bionic Commando Rearmed has proven a hit with critics, scaling the heights of our own scoring system with a mighty 9.4. Producer Ben Judd seemed suitably ebullient when breaking the news on the game's official blog.

    "Basically, we have set a standard in digital gaming. Consumers voted with their dollars. They have sent the message loud and clear - We are tired of meta-emulated crap; we want the titles of yesteryear to be paid the proper respect; we want them done right, and if the price is right, we'll buy. The bar has been raised." ...
    by Published on August 26th, 2008 20:06

    via Computer and Video Games


    Wondering what that Gears 2 bonus disc will hold when the game launches on November 7? Well wonder no more. Thanks to the BBFC the contents have been laid bare across the internet.

    Here they are:

    This work was passed with no cuts made.
    The BBFC has placed this work in the DVD Extras genre(s).

    The main spoken language in this work is English.

    When submitted to the BBFC the linear elements within the work had a running time (eg cut scenes) of 148m 40s.

    This work was submitted to the BBFC by Microsoft.

    This work is made up of a number of separate components.

    Note that since February 2001 the BBFC has measured each component separately, but older works may not have the exact details, only a list of titles.

    n/a GEARS OF WAR 2 BONUS DISK

    00:34:29:00 BENEATH THE SURFACE (NO SOUND UNTIL 3M30S)(FREEZES AT 6M50)
    00:01:05:00 RENDEZVOUS
    00:01:28:00 BARE YOUR TEETH
    00:07:30:00 E3 2008: GEARS 2 DEMO
    00:03:38:00 GTTV SPOT
    00:11:56:00 CHARACTERS - MARCUS FENIX
    00:07:40:00 CHARACTERS - DOMINIC SANTIAGO
    00:07:40:00 CREATURES - BOOMER
    00:07:10:00 CREATURES - KANTUS
    00:15:55:00 LOCATIONS - HOSPITAL
    00:13:01:00 LOCATIONS - THE HOLLOW
    00:07:08:00 VEHICLES - CENTAUR
    00:06:10:00 VEHICLES - REAVER
    00:13:00:00 WEAPONS - LANCER
    00:10:50:00 WEAPONS - HEAVY WEAPONS
    n/a MAIN THEME
    n/a CINEMATIC OPENING
    n/a ASSULT INTRO
    n/a MARIA
    n/a COG SQUAD PACK (5 IMAGES)
    n/a LOCUST SQUAD PACK (5 IMAGES)
    ...
    by Published on August 26th, 2008 20:02

    via Kotaku


    Quantic Dream's David Cage walked us through a Heavy Rain demo at Games Convention last week, giving us a taste of how the game actually plays. While much of the presentation touched on facets of Heavy Rain's "rubber band" storyline and little things, like motion captured eye movement, Cage paused often to talk up the PlayStation 3 game's control scheme.

    We've already written about the driving game inspired character control -- the R2 button moves her forward, with the left analog steering her head and shoulders -- so let's focus on how everything else is done.

    After discussing how the character walks, Cage showed us how to interact with objects. Outside of the residence that the protagonist was investigating were a pair of metal trashcans and a mailbox. Both could be opened with the right analog stick, using forward and back motions that translated to on-screen movement. Pulling back on the stick fully opened the mailbox door fully, pushing it forward closed it. You may have seen this interactivity showcased in the game's Games Convention trailer, with the character opening a refrigerator with a sweeping arc of the right analog stick.

    Heading up to the house's front door, a context sensitive control scheme appeared in the bottom right corner, giving us two options — knock or ring the doorbell. Both could done repeatedly, with a side to side motion of the right stick.

    Following that, another context sensitive control option became available, letting the player call out to whomever might be inside. This was done with SIXAXIS control, giving us three dialogue options. This could be done in concert with the knocking/doorbell-ringing for maximum annoyance to whomever might be at home.

    As the character walked around the house's right side, we encountered a barrel. It wasn't of the exploding type, just a regular, non-combustible barrel that Cage wanted to use as a step. Pushing the object over with the square button, his controlling assistant pushed it forward with a thrust forward of the SIXAXIS. To right it again, he hit the square button.

    Heavy Rain also gives players access to internal dialogue. Using the L1 button, we can listen to the main character's thoughts, giving players helpful clues about how to progress or simply to learn her opinion about the pros and cons of the current situation. There were two options when deciding whether to break and enter the house, one "daring", one "cautious."

    Much of what we saw in the house was controlled via these methods, with brief Quick Time Events requiring randomized button presses. One, triggered by bumping into an overturned bottle, simply required a quick push of the triangle button.

    Perhaps the most interesting implementation of the PlayStation 3 controller was during one of the stealth-action sequences. Forced to hide from the killer during the demo, the protagonist sneaked behind an open door, something that required the player hold X, then the R1 button, then the triangle button.

    Another version of this sort of finger Twister game occurred when she sought shelter in a large wardrobe, requiring four consecutive button presses. We didn't actually see anyone from Quantic Dream fail at this, but it added a nice bit of tension to the scene.

    Some of these control methods have been featured in Quantic Dream's previous games, but Heavy Rain looks to bring them all together into a cohesive package that feels thoroughly well implemented. We definitely look forward to going hands-on with the PlayStation 3 controller whenever Sony decides that's something it wants us to do. ...
    by Published on August 26th, 2008 19:05

    via Computer and Video Games


    Here are seven brand new shots of the picturesque world of Fable II, which was shown at the Leipzig Games Convention last week.

    Unfortunately, the presentations for the game didn't actually show anything particularly new, but we did get to have a quick poke around one area in its vast world, and see the drop-in co-op gameplay in action.

    The game, which MS promises will be the "must-have blockbuster for 2008" is set to launch on October 24 in UK, three days after the US.


    Screenshots ...
    by Published on August 26th, 2008 18:46

    via Joystiq


    Remember back in February when Gearbox Software big boss Randy Pitchford teased his studio's next project as something "big"? Well, not just "big" but something that was "even bigger" than anything Gearbox is currently working on? Well, the kids at OXM sure remembered and they sent their spies deep undercover into Gearbox territory and came back with one heck of a rumor for their October issue: Gearbox is working on Halo 4 as a launch title for the next Xbox (NextBox?).

    With Bungie admittedly uninterested in creating Halo games ad nauseum, and Gearbox one of the industry's top FPS developers, we've certainly heard crazier rumors. And there are few licenses that would get a studio chieftain to inadvertently slam his own games in development. Whatever the project is, Pitchford has said he'll be directing it himself, adding, "When you find out what this is, you'll likely agree that I can't oversell this one." Nope, you probably couldn't Randy. Overselling Halo is Microsoft's job anyway; you guys just make with the shooting of the aliens ... no, the other aliens. ...
    by Published on August 26th, 2008 18:43

    via Kotaku


    Multiple readers across North America have emailed to inform us that the new, slightly smaller, AC adapter-less PlayStation 2 systems are hitting U.S. retail outlets this week. Reader Schpadoinkle666 works at Walmart (we're sorry) and sends us a picture of the new package, while a guy named Creighton sends word that he found one in his local Fry's Electronics yesterday.

    I was browsing the local Fry's Electronics on Monday and saw that they had the 90000 series PS2s in stock for $129. The box was slightly smaller than the slims (reduced to $124); the definitive clue to me was that the description of the box contents mentioned an ac cord but omitted mention of an ac adapter.
    ...
    by Published on August 26th, 2008 18:43

    via Kotaku


    Multiple readers across North America have emailed to inform us that the new, slightly smaller, AC adapter-less PlayStation 2 systems are hitting U.S. retail outlets this week. Reader Schpadoinkle666 works at Walmart (we're sorry) and sends us a picture of the new package, while a guy named Creighton sends word that he found one in his local Fry's Electronics yesterday.

    I was browsing the local Fry's Electronics on Monday and saw that they had the 90000 series PS2s in stock for $129. The box was slightly smaller than the slims (reduced to $124); the definitive clue to me was that the description of the box contents mentioned an ac cord but omitted mention of an ac adapter.
    ...
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