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    by Published on April 8th, 2009 10:41

    The announcement of another PES game will come as no surprise, but Konami is hyping PES 2010 for having "the most exhaustive raft of new features in the series' history".

    These improvements, which Konami says it's made after months of analysis and feedback from fan forums, will make its next effort "the most realistic football simulation ever". The game's in development for PS3, 360, PC-DVD, PSP, and PS2 for release this autumn.

    "Konami has spent the last year expanding the development team's numbers, and created a number of dedicated departments, each striving to further improving their respective parts of the game both in the short and long terms," says the developer.


    Here's the official lowdown of key improvements. Deep breath...

    Gameplay: PES 2010 focuses on enhancing the excitement of matches between players, making for a truly challenging experience that will constantly test the player. Intuitive zonal defending will cover spaces and players need to look constantly for new ways to attack. PES 2010 focuses on being a real football simulation, as it requires both strategic play and quick reactions, as in real life. In addition to key out-field elements, goalkeepers are more versatile and with abilities matching those of modern shot-stoppers. The game's referees have also been reworked, with smarter AI elements allowing them to make more balanced calls during matches.

    Improved Visuals: PES 2010 has undergone a major visual revamp, with its celebrated player likenesses and animations now even closer to those of real-life players - including live player expressions to be depicted with an improved lighting system which differentiates between various conditions! Stadium detail is also massively improved, with the grass and other in-stadium elements finely depicted.

    All-new animation and moves: Animations now dovetail into each other seamlessly, with dribbling and shots on goals worked into dribbling animations. More individual skills are also on show, including new flicks and tricks that have a definite showing on the way a game flows. Several elements have been completely reworked, with the dribbling, turning and kicking animations greatly enhanced, while there is a noticeable change in pace when a player passes a ball from a standing position than from within a run.

    Match-Day Atmosphere: Crowd reactions to the on-field action are now more varied, with all new chants and cheers. The subtle difference between Home and Away matches will be reproduced, and the crowd will react spontaneously to specific situations in a game, showing their disdain or pleasure as fouls are committed and goals scored. Likewise, the commentary has been altered to offer a fresher, more concise overview of the game.


    Enhanced Master League: Master League has been thoroughly renewed with the enhancement of managerial aspects, which enables users to enjoy managing a team for a longer career lifespan. Seen by many as a key contributor to the series' success, the Master League elements in PES 2010 have been bolstered by far-ranging and vital new additions, dedicated to enriching the mode. Further details will be announced shortly.

    AI: The Tokyo team has worked to improve the AI of the game, with Teamvision 2.0 implemented. Midfielders and defenders now work together to cover open space and close down attacks, meaning that cover can be provided for lower-ranked defenders. This also has the additional effect of removing soft goals, thus returning PES 2010 to its simulation roots. In terms of attacking, players can also now move several players once, sending them into different areas, opening up more goal-scoring possibilities than ever before. As such, PES 2010 necessitates a new level of control from the player. Strategic thinking is as important as quick passing, but the new system greatly opens the way the player oversees control of the team. In free kick scenarios, for instance, players can now instigate the runs of the players awaiting the ball in the penalty area.

    Individual Play Characteristics: In previous PES games, the team formation has determined the movements of the players. PES 2010 introduces a new system wherein the individual attacking and defending nature of the players is integral to the way they play. Each player enjoys unique AI tied into their best abilities, and is reflected in the actions of their team mates - i.e. if a player who is known to be a good crosser of the ball is in possession, more players will flood the penalty area to receive it. Similarly, if a player is known to be good with close control, defenders will work to cover their stronger side, while lone strikers will be automatically supported by midfielders on receipt of the ball.

    Strategy Use: A new power gauge system allows users to balance their strategy in a quick, but wide-ranging way before a match. Every element - pass frequency, movement, the line of defence, width of play, or the position of the front line - can be altered to match those of a favoured ...
    by Published on April 8th, 2009 10:38

    Harmonix and Backbone Entertainment's PSP exclusive Rock Band Unplugged will release on June 9 for £24.99.


    The game, which we knew was coming, will feature over 40 master-recordings, including nine timed-exclusive new tracks (listed below), and boast "the first fully-featured in-game store for downloadable content on the PSP".

    "Rock Band Unplugged creates a full band experience in the palm of your hand by combining traditional beat match gameplay with key elements from both Rock Band and Rock Band 2, such as overdrive and chords," says the official blurb.

    "Your hands are the "peripherals" in Rock Band Unplugged, allowing you to take direct control of the lead/bass guitars, drums and vocals. In addition, players can expect a rich Rock Band experience with fully functional modes like World Tour, Band Survival and Warm Up and a robust character creator for full customization."

    Exclusive PSP tracks:

    3 Doors Down - "Kryptonite"
    AFI - "Miss Murder"
    Alice in Chains - "Would?"
    Audioslave - "Gasoline"
    Black Tide - "Show Me the Way"
    Blink 182 - "What's My Age Again"
    Freezepop - "Less Talk More Rokk"
    Jackson 5 - "ABC"
    Tenacious D - "Rock Your Socks"

    http://www.computerandvideogames.com....php?id=212747 ...
    by Published on April 8th, 2009 10:36

    One Mans viewpoint of the GBA:

    With the launch of the Nintendo DSi — the first Nintendo handheld in eight years that can’t play Game Boy Advance games — I’d like to share some stories about how the GBA platform shaped me as a gamer.
    ***
    When a new system bumps an old one off, I like to reflect.
    Sunday’s launch of the Nintendo DSi was the first launch of a portable Nintendo platform that can’t play Game Boy Advance games in eight years. I’d like to take some time to remember the GBA platform and what it meant to me as a gamer.
    The First Portable I Cared About
    When I was growing up, I had an Atari Lynx, a handheld system the size of the biggest burrito you’ve ever eaten. I liked it. I was glad my parents bought it for me. But it was no NES. Handheld gaming had yet to ensnare me.
    I sent all that stuff back to Nintendo. None of it clicked with me.
    I didn’t own a Game Boy and am not sure I’ve ever used one.
    When I worked for a summer at Newsweek in 1999, I teamed up with a then barely-dreadlocked N’Gai Croal for a story he was mostly writing about the gaming scene, tied, I think, to the launch of the Dreamcast. I volunteered to contribute by writing about what was going on in handheld gaming. Soon, I was opening a large box mailed to the magazine from Nintendo. It contained a Game Boy Color, a Game Boy Pocket, copies of a bunch of games, including a color-upgraded version of a “Zelda” game. The box also contained a Game Boy Camera and a Game Boy Printer. I didn’t know what to make of this stuff, but I filed a page or so of material about it to N’Gai. He either used one paragraph that I wrote or none. I can’t remember. I’ve blocked the memory.
    I sent all that Game Boy stuff back to Nintendo. None of it clicked with me.
    In 2001, I attended my first E3 and saw the Game Boy Advance. I hadn’t realized it had such a bad screen, even as I looked at it. Nintendo’s E3 GBA kiosks included little lamps that hovered right over the handhelds’ screens, like record needles about to drop onto vinyl. That should have clued me in. But I was new to this game-reporting thing. Maybe I played the role-playing game “Golden Sun” on the system while at the show? No big deal. The GBA didn’t mean much to me.
    Game companies weren’t sending me stuff in 2001. I had to buy my own systems. In the fall, during a brief moment when it was possible not to think of the terrorist attack on downtown Manhattan, I went to Rockefeller Center and bought a launch-day GameCube (I chose purple, which was branded as “indigo.”) I did not buy a GBA.
    Being a GameCube owner in early 2002 was like owning a TV in the 70s without rabbit ears. Staring at the unused appliance was only so much fun. I had finished “Pikmin” and reached my skill threshold in “Star Was: Rogue Leader.” I was on the verge of buying a PS2. Then, I did. More importantly, I was beginning to date the woman who I would marry. I had other things than a bad GameCube drought to care about.
    The GBA, for a time, was my favorite gaming system.
    Then, some time in 2002, I was walking near my old high school on the upper east side of Manhattan with my wife-to-be. We hopped into a GameStop. I bought a white Game Boy Advance and “Advance Wars.” (A 9.9 review on IGN could compel me to do such things.) I fell hard. “Advance Wars” — a game that had been released on September 11, 2001, by the way — was brilliant. And it didn’t need to be on a console. It was a strategy game perfectly suited to its handheld platform.
    I was hooked. And the GBA, for a time, was my favorite gaming system.

    A System With Some Of My Favorite Games
    In 2003, I bought a Game Boy Advance SP and experienced a sensation similar to waking up. The GBA was darkness. The SP’s bright screen and compact clamshell design thrilled me. This is what I wanted.
    By 2005 I considered some of my favorite games of all time to be portable games: “Advance Wars,” “WarioWare,” the two Capcom “Zelda” “Oracle” games from the Game Boy Color, the “Legend of Zelda: The Minish Cap” on GBA, “Metroid: Zero Mission,” and “Fire Emblem.” All were greats. Those first two I mentioned were on my all-time top 10, though the GBA’s “WarioWare Twisted” and the Japan-only first “Rhythm Heaven,” both may have bumped them off. (The first “WarioWare” was the game that made me lose blind faith in professional game reviewers; it was the Game Informer review of that game that provided my first experience of not being able to reconcile the score and the words of the review with the game I had played.)
    The GameCube was the system that introduced me into importing games, though “Doshin The Giant” wasn’t worth it. I had imported in an act of desperation, before I buckled and bought that PS2. It was the GBA that made me realize importing games could be fun. I didn’t just get “WarioWare Twisted” early and play it through in Japanese I barely understood. I did the same with “Rhythm Heaven.” And then again, in 2006,
    ...
    by Published on April 8th, 2009 10:36

    One Mans viewpoint of the GBA:

    With the launch of the Nintendo DSi — the first Nintendo handheld in eight years that can’t play Game Boy Advance games — I’d like to share some stories about how the GBA platform shaped me as a gamer.
    ***
    When a new system bumps an old one off, I like to reflect.
    Sunday’s launch of the Nintendo DSi was the first launch of a portable Nintendo platform that can’t play Game Boy Advance games in eight years. I’d like to take some time to remember the GBA platform and what it meant to me as a gamer.
    The First Portable I Cared About
    When I was growing up, I had an Atari Lynx, a handheld system the size of the biggest burrito you’ve ever eaten. I liked it. I was glad my parents bought it for me. But it was no NES. Handheld gaming had yet to ensnare me.
    I sent all that stuff back to Nintendo. None of it clicked with me.
    I didn’t own a Game Boy and am not sure I’ve ever used one.
    When I worked for a summer at Newsweek in 1999, I teamed up with a then barely-dreadlocked N’Gai Croal for a story he was mostly writing about the gaming scene, tied, I think, to the launch of the Dreamcast. I volunteered to contribute by writing about what was going on in handheld gaming. Soon, I was opening a large box mailed to the magazine from Nintendo. It contained a Game Boy Color, a Game Boy Pocket, copies of a bunch of games, including a color-upgraded version of a “Zelda” game. The box also contained a Game Boy Camera and a Game Boy Printer. I didn’t know what to make of this stuff, but I filed a page or so of material about it to N’Gai. He either used one paragraph that I wrote or none. I can’t remember. I’ve blocked the memory.
    I sent all that Game Boy stuff back to Nintendo. None of it clicked with me.
    In 2001, I attended my first E3 and saw the Game Boy Advance. I hadn’t realized it had such a bad screen, even as I looked at it. Nintendo’s E3 GBA kiosks included little lamps that hovered right over the handhelds’ screens, like record needles about to drop onto vinyl. That should have clued me in. But I was new to this game-reporting thing. Maybe I played the role-playing game “Golden Sun” on the system while at the show? No big deal. The GBA didn’t mean much to me.
    Game companies weren’t sending me stuff in 2001. I had to buy my own systems. In the fall, during a brief moment when it was possible not to think of the terrorist attack on downtown Manhattan, I went to Rockefeller Center and bought a launch-day GameCube (I chose purple, which was branded as “indigo.”) I did not buy a GBA.
    Being a GameCube owner in early 2002 was like owning a TV in the 70s without rabbit ears. Staring at the unused appliance was only so much fun. I had finished “Pikmin” and reached my skill threshold in “Star Was: Rogue Leader.” I was on the verge of buying a PS2. Then, I did. More importantly, I was beginning to date the woman who I would marry. I had other things than a bad GameCube drought to care about.
    The GBA, for a time, was my favorite gaming system.
    Then, some time in 2002, I was walking near my old high school on the upper east side of Manhattan with my wife-to-be. We hopped into a GameStop. I bought a white Game Boy Advance and “Advance Wars.” (A 9.9 review on IGN could compel me to do such things.) I fell hard. “Advance Wars” — a game that had been released on September 11, 2001, by the way — was brilliant. And it didn’t need to be on a console. It was a strategy game perfectly suited to its handheld platform.
    I was hooked. And the GBA, for a time, was my favorite gaming system.

    A System With Some Of My Favorite Games
    In 2003, I bought a Game Boy Advance SP and experienced a sensation similar to waking up. The GBA was darkness. The SP’s bright screen and compact clamshell design thrilled me. This is what I wanted.
    By 2005 I considered some of my favorite games of all time to be portable games: “Advance Wars,” “WarioWare,” the two Capcom “Zelda” “Oracle” games from the Game Boy Color, the “Legend of Zelda: The Minish Cap” on GBA, “Metroid: Zero Mission,” and “Fire Emblem.” All were greats. Those first two I mentioned were on my all-time top 10, though the GBA’s “WarioWare Twisted” and the Japan-only first “Rhythm Heaven,” both may have bumped them off. (The first “WarioWare” was the game that made me lose blind faith in professional game reviewers; it was the Game Informer review of that game that provided my first experience of not being able to reconcile the score and the words of the review with the game I had played.)
    The GameCube was the system that introduced me into importing games, though “Doshin The Giant” wasn’t worth it. I had imported in an act of desperation, before I buckled and bought that PS2. It was the GBA that made me realize importing games could be fun. I didn’t just get “WarioWare Twisted” early and play it through in Japanese I barely understood. I did the same with “Rhythm Heaven.” And then again, in 2006,
    ...
    by Published on April 8th, 2009 10:30

    Nintendo president Satoru Iwata has outlined plans for the company to embrace video download services, following somewhat in the footsteps of Microsoft and Sony, but with plans to do "something different."

    Speaking to the Wall Street Journal Iwata outlined a set-up that would see the Wii used as a download hub, with video content then made portable via the DS handheld.

    "If the Wii and the DS are connected, it should be possible to download video through the Wii and take it with you on the DS," said Iwata. "When the service begins, you'll see how we're going to do it differently in a Nintendo-like way. There are a lot of on-demand video services, so there’s no reason to do the same thing, so we’re going to do something different."

    He didn't go into any details about planned content solutions, pricing, or even a timescale on rolling out the service, but did suggest that the company would - as usual - trial the system in Japan first before considering the best options for North America and Europe.

    Meanwhile Sony and Microsoft have both committed strongly to video content, with the companies offering a variety of downloadable or streaming content to users.

    http://www.gamesindustry.biz/article...video-services ...
    by Published on April 8th, 2009 10:30

    Nintendo president Satoru Iwata has outlined plans for the company to embrace video download services, following somewhat in the footsteps of Microsoft and Sony, but with plans to do "something different."

    Speaking to the Wall Street Journal Iwata outlined a set-up that would see the Wii used as a download hub, with video content then made portable via the DS handheld.

    "If the Wii and the DS are connected, it should be possible to download video through the Wii and take it with you on the DS," said Iwata. "When the service begins, you'll see how we're going to do it differently in a Nintendo-like way. There are a lot of on-demand video services, so there’s no reason to do the same thing, so we’re going to do something different."

    He didn't go into any details about planned content solutions, pricing, or even a timescale on rolling out the service, but did suggest that the company would - as usual - trial the system in Japan first before considering the best options for North America and Europe.

    Meanwhile Sony and Microsoft have both committed strongly to video content, with the companies offering a variety of downloadable or streaming content to users.

    http://www.gamesindustry.biz/article...video-services ...
    by Published on April 8th, 2009 10:29

    Nintendo's Wii is the home console that sees the least amount of use in the US, according to new research by Nielsen.

    In the company's State of the Video Gamer report for the month of December 2008, the Wii had an average usage of five days, compared to 6.8 for the PlayStation 3 and 7.1 days for the Xbox 360.

    The average usage session clocks in at 58 minutes for Nintendo's home console, while the PlayStation 3 records 64 minutes and the Xbox 360 78 minutes.

    The report also collected GameCube, original Xbox and PlayStation 2 data usage, finding that the Wii and GameCube show very similar patterns.

    "Predominant users of the Wii and GameCube are likely to use these consoles at most once a week and for fewer minutes and the fewest number of sessions compared to the other two groups of consoles," noted the report.

    The study also found that the largest demographic for PC gaming was the female gamer, aged 25 and over, and Microsoft's Solitaire is the most played game, with over 17 million players during the month.

    http://www.gamesindustry.biz/article...nt-gen-console ...
    by Published on April 8th, 2009 10:29

    Nintendo's Wii is the home console that sees the least amount of use in the US, according to new research by Nielsen.

    In the company's State of the Video Gamer report for the month of December 2008, the Wii had an average usage of five days, compared to 6.8 for the PlayStation 3 and 7.1 days for the Xbox 360.

    The average usage session clocks in at 58 minutes for Nintendo's home console, while the PlayStation 3 records 64 minutes and the Xbox 360 78 minutes.

    The report also collected GameCube, original Xbox and PlayStation 2 data usage, finding that the Wii and GameCube show very similar patterns.

    "Predominant users of the Wii and GameCube are likely to use these consoles at most once a week and for fewer minutes and the fewest number of sessions compared to the other two groups of consoles," noted the report.

    The study also found that the largest demographic for PC gaming was the female gamer, aged 25 and over, and Microsoft's Solitaire is the most played game, with over 17 million players during the month.

    http://www.gamesindustry.biz/article...nt-gen-console ...
    by Published on April 8th, 2009 10:28

    SingStar players have uploaded over 96,000 videos to the game's community pages using PlayStation Network.

    Altogether those videos have been viewed over 10.7 million times, and nearly 160,000 pieces of content, including photos, have been uploaded in total, Sony told Eurogamer.

    The company also offered a glimpse into the popularity of downloadable content, revealing that total downloads for the week ending 3rd April were over 10,000.

    The most popular song download in the UK was "Run" by Leona Lewis. See below for a full top ten countdown.

    SingStar has been available on PlayStation 3 since the end of 2007 in Europe, where Sony recently launched wireless microphones for GBP 34.99.

    According to series director Dave Ranyard, speaking to Eurogamer, London Studio is likely to reveal new gameplay features later this year. Support for voice controls should launch as soon as this month - as part of SingStar Vol. 4 and as a free download via PSN.

    The UK's top ten SingStar downloads for last week follows:

    01. Leona Lewis - "Run"
    02. Queen - "Bohemian Rhapsody"
    03. The Ting Tings - "That's Not My Name"
    04. Dizzee Rascal feat. Calvin Harris - "Dance Wiv Me"
    05. Vanilla Ice - "Ice Ice Baby"
    06. Billy Joel - "Tell Her About It"
    07. Phyllis Nelson - "Move Closer"
    08. Outkast - "Roses"
    09. Elvis Presley - "Suspicious Minds"
    10. P!nk - "Just Like A Pill"

    http://www.gamesindustry.biz/article...eos-uploaded_8 ...
    by Published on April 8th, 2009 10:26

    Users are playing games on the iPhone for the same amount of time as on traditional handheld devices such as Nintendo's DS and Sony's PSP.

    That's according to the findings of ng:moco, the specialist iPhone publisher carving out a niche on Apple's handset, and proof for CEO Neil Young that the iPhone is a serious new-generation console.

    While traditional mobile games are played for around six minutes at a time, ng:moco's own analytics show that titles such as the recently released Rolando are engaging consumers for far longer.

    "You look at the other end of the spectrum with Rolando and the average play session is 22 minutes. The average player is playing the game ten times. That's a very different type of behaviour," said Young in an interview published today.

    "That's the type of behaviour you'd expect to see from a DS or PSP or a traditional console gameplay experience. Why do I believe this is different? Because I believe people are playing the games differently. And that's enabled by what the device is able to do."

    The iPhone is also a format that enables developers to approach game design differently, with those working with ng:moco able to assess user experience and tweak gameplay accordingly.

    "We can see that people are stuck in Topple on world four, for example, and so we can change the level so players get to see world's five, six and seven," detailed Young. "We make little tweaks and tunes when we see people get stuck or a drop off in usage."

    Before founding ng:moco, Young had been with Electronic Arts for 11 years, but has found that himself and other more traditional videogame makers are adapting to the iPhone format quickly.

    "The biggest thing with the device is that it's got a unique set of functionalities and interface. The first place people go to is 'let's put some buttons on the screen.' We're always trying to encourage ourselves and others we work with to not think that way," said Young.

    "I don't think Nintendo would go that way. They would think about making a Zelda game that entirely uses touch. We have to think the same way if we want the games to truly take advantage of the iPhone."

    http://www.gamesindustry.biz/article...-to-ds-and-psp ...
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