Thursday, June 30, 2011

Google's Next Move in the Games Space Lies With the Newly Launched Google+


Google launched a trial of its new social networking service, Google+, earlier this week. While games aren't a component of the ongoing closed trial period, source code that has been uncovered suggests it will likely adopt Facebook-style games at some point.

The code makes numerous references to what would be used to notify users about games, Engadget reports. "... have sent you Game invites and more from Google+ Games" is found in several locations, as are mentions of what sounds like an unrelated question-and-answer component that might compete with Quora.

We've known for some time that Google was making a move into the videogame space, it just wasn't clear in what capacity it would do so after its failure with Google Lively. Google made headlines recently with a job posting for a games product manager at "Games at Google." But more than a year ago, Google was already seeking a games project manager before investing upwards of $100 million in FarmVille maker Zynga.

Zynga has primarily made its fortune with Facebook games. It seemed as if Google wanted to compete with Facebook in the social space as it also proceeded to speak with EA-owned Playfish and Disney's Playdom about possible support presumably for what has become Google+.

Throughout the course of 2010, it continued to expand further, acquiring social game company Slide for almost $200 million, investing several million in Ngmoco, and buying startup SocialDeck.

It did lose its developer advocate for games, industry vet Mark DeLoura, last summer, but that doesn't appear to have killed Google Games by any stretch.

There's no official word yet on when (or if, although it seems incredibly likely at this point) games will officially be adopted by Plus. A Google spokeswoman wouldn't address the subject specifically but did tell All Things Digital, "It's important to keep in mind this is an ongoing project and this is just the beginning. We plan to add a lot of features and functionality to Google+ over time. We're just excited to get started."

Google already sells videogames through its Chrome web store that was launched this past December.

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Limbo Confirmed for PS3 and PC

Limbo

Following a Korean ratings board listing that popped up for a PlayStation Network version of Limbo yesterday, developer Playdead has confirmed it's working on porting the platformer to both PlayStation 3 and PC.

It'll be made available on the PlayStation Network and Steam, respectively. As noted on the PlayStation Twitter account, the PS3 version will be out very soon -- a July release is currently planned, with more details to be announced next week.

Listings for PC and PS3 versions were discovered last year prior to its release on the Xbox Live Arcade. Playdead called it a mistake, saying, "You won't see a PS3 or PC version this time around, sorry." Speaking with Joystiq today, CEO Dino Patti said, "This might be the second time around we have been waiting for."

Besides working on the two ports, Playdead is also developing a new IP that it believes Limbo fans will enjoy.

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The 25th Anniversary of Dragon Quest

On May 25, 1986, Japanese publisher Enix published what would go on to be one of the most influential games of all time -- not to mention launching one of the medium's most enduring (and best-selling) series, too: Dragon Quest, known in the U.S. as Dragon Warrior. The original Dragon Quest may not seem like much today, but 25 years ago it was a refreshingly original take on the well-established role-playing genre. It was an RPG designed to work on consoles instead of the usual personal computers, which meant it was stripped-down and simplified; rather than letting its target platform make it feel limited or primitive, though, its designers played up its streamlined design by offering players a wonderfully accessible adventure: deep but uncomplicated, challenging but never impossible. Its whimsical character artwork and amusing dialogue helped it stand out amidst the slew of impersonators it inspired. Two and a half decades later, the Dragon Quest games remain incredibly popular in Japan (and has quite a few fans elsewhere in the world, too). And above all, unlike so many series that have endured through the years, each and every Dragon Quest release is still unmistakably a sequel to the original game.

East and West, Warrior and Quest: A Dragon Quest Retrospective

An anniversary look back at the most influential console RPG ever made.
By Jeremy Parish [READ]

Clone Warriors: RPGs Inspired by Dragon Quest

A look at Dragon Quest's legacy, encapsulated in the games that ripped it off.
By Jeremy Signor [READ]

Dragon Quest and the Art of Efficient Exploration

What game design lessons are hidden in the depths of a 25-year-old RPG?
By Jake Alley [READ]

Joker's Wild: The Tale of a Dragon Quest Grudge Match

A tribute to one of the Dragon Quest series' most under-appreciated gems.
By Aaron Littleton [READ]

A Retronauts Dragon Quest Comic

Everyone's favorite explorer of game history, Oat Turner, looks at the series' origins.
By Philip Armstrong [READ]

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Minecraft Model Will be Used for Mojang's Next Game


Minecraft is much different from your average game -- it's essentially a sandbox world where you can create anything you want, and there have been some amazing things created from a Zelda adventure to a recreation of a Chrono Trigger area to A Link to the Past's world to Pokemon's Kanto to enormous holes to Earth... you get the idea. Its business model, too, is unusual; it was developed briefly and then released to the public long before it was finished. It began being sold while it was still in alpha and remains in beta as of today -- it won't be "officially" be released until this November, more than two years after it first became available.

Developer Mojang's next game, Scrolls, differs from Minecraft both in theme (it's a card/board game hybrid) and in that it's being developed by five people, not almost entirely by one. The way it'll be rolled out to the public, however, will be very similar.

"With our new game, Scrolls, we'll follow the same formula as Minecraft," Mojang's Daniel Kaplan told Gamasutra at Gamelab 2011. "That means we'll release the game very early," as soon as it's playable in some capacity.

Like Minecraft, it'll be sold even in this very early stage of development. That's not something many other developers would be willing to do. It's unquestionably a model that has brought a great deal of success to Mojang -- more than 2.6 million people have bought Minecraft at one of its various price points (it was offered at a larger discount during alpha and remains 25% off the final price during the ongoing beta). More than 8,000 purchases have been made in the past 24 hours alone. And Mojang told Gamasutra that it's contemplating the possibility of publishing select indie games, a possibility that you don't expect the average indie developer to ever be capable of.

Scrolls was announced earlier this year. Very little is known; the only details and concept art comes from a brief description offered up on its official website. No release date has been announced.

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MLG Online Registration Begins Tonight at 7pm EST

Major League Gaming Goes Global

Major League Gaming online registration begins tonight at 7pm EST for the 2011 Pro Circuit. MLG describes itself as the world's largest videogame competition. If you're interested in getting involved with some professional gaming, the first MLG event will take place in Dallas, TX on April 1 - April 3. We've attended an MLG event before and had a lot of fun but this year looks even more promising.� If you're attending MLG either as a online spectator, live spectator, or player, the following pricing applies:

Online spectator pass - Free!
Spectator pass� (in person) - $20.00 until March 7, $25 after March 7
Halo Reach Team Pass - $280.00
StarCraft 2 Player Pass - $70.00

There will be a premium HD stream available for the event, but pricing has not yet been decided.

Head over to MLG's website at 7pm EST to sign up for the competition, and good luck.

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Resident Evil: The Mercenaries 3D Review

Gamers were treated to a decent Transformers video game last summer. Seriously, it was pretty damn fun and entertaining with a deep multiplayer mode as well as offering three player online co-op through the single-player campaign. High Moon Studios, the developer that made Transformers: War for Cybertron (WFC), was again tasked with creating another Transformers game -- this time for the upcoming movie Dark of the Moon. I won't kid you, though: it's not that good of a game, and the results bear the markings of a title rushed through development to coincide with the movie's release. It's a shame too, because beneath the graphics clipping, long load times, lack of features, and lag-filled multiplayer, one could almost see the inklings of another decent Transformers game in the making. They just ran out of time to make it a worthwhile experience.

As one could surmise from the title, Transformers: Dark of the Moon is related to the upcoming movie and is designed to chronicle the events that lead up to the film. The game's mash-up of a story never amounts to anything meaningful or groundbreaking, and the single player campaign is pretty short -- clocking in around five hours or less. Additionally, the level design is rudimentary. For most of the game you guide your Transformer down a linear path to a small arena, fight waves of nameless enemies, and then continue down to the next arena -- rinse and repeat. There are a few times in which the game tries to mix this up with instances like a stealth section of a level when playing as Laserbeak, or an air combat level with Starscream, but these are brief and against the norm of the game's overall simplistic design. It's worth noting that there is no online co-op, but seeing how the levels are structured, it's hard to imagine it working well even if it this feature did exist.

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Wednesday, June 29, 2011

Bulletstorm Is Funnier Than Killzone 3 - Sessler's Soapbox

Adam Sessler has been shot with two great games this week, Killzone 3 and Bulletstorm. While playing both games, The Sess enjoyed the wild and crazy gameplay experiences of Bulletstorm more than Killzone 3 because it reminded him of games from the 90's like, Duke Nukem, where you would run around with a shotgun killing monsters from out of nowhere. Which brings us to this week's Soapbox. Do you agree that too many shooters tend to follow the Gears of War method of gameplay, where it's very dramatic and tactical?

Subscribe to G4's WEB SHOWS Video Podcast:

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PSN Blackout: We Want Answers

These are dark days for PlayStation 3 gamers. The PlayStation Network has been out of commission since Wednesday evening, and ever since then, access to the PSN and the PlayStation Store has been cut off. That means that you can't download titles, sync your Trophies, or even play online multiplayer.

Can you imagine how gamers who this week eagerly purchased Portal 2, Mortal Kombat or SOCOM 4 feel? But beyond that, what about the rest of us?


In a sense, outages like this should be expected with the PlayStation Network. It's a free service (unlike Xbox Live) and as the old saying goes, you get what you pay for. But this lack of a financial stake for customers seems to equate to the lackadaisical response from Sony itself.

Other than inexcusably vague, inconsistent and brief updates from the PlayStation Blog, tangible information about what's going on with the PlayStation Network is non-existent. There seems to have been no attempt to answer the fundamental questions millions of PlayStation 3 users have right now, such as what the problem is and when the problem will be fixed. Heck, as IGN's News Director Jim Reilly brought up on his Twitter account, Sony hasn't even answered a question as fundamental as if users' credit card information has been compromised.

All Sony has said since Wednesday is that the PlayStation Network is down, that the company knows the problem was external to the Network itself, and that Sony is investigating the cause.

All of that's great, but what are they going to do to make it up to us?

Yes, the PlayStation Network is free. But when I purchased my PlayStation 3, part of what I paid for was access to the PSN. Without it, the PS3 can do about as much as my NES can -- play games that I put into it (and, in the PS3's case, games already downloaded to it). I'm not a huge fan of online multiplayer, but I do like accessing leaderboards, syncing my Trophies and checking up on my friends. I barely have the will to play PS3 without its online functionality, and I know there are millions of gamers that feel the same.

And moreover, unlike the PSN, time isn't free. Many gamers use the weekend (especially a long weekend like this one) to chip away at their backlogs. As I mentioned earlier, three huge games came out this week and all have a varying focus on online play. This means that none of these games can be played in the way they were intended, and that's ignoring all the games that came before them that people also can't play.

You're an army of one in SOCOM 4 this weekend.

You're an army of one in SOCOM 4 this weekend.

Heck, can you imagine the small developers who have released games recently on the PSN, losing precious money with each PSN-less hour that goes by? I can only imagine that there are more than a few developers flipping out over this outage out there.

I understand that an attack external to PSN isn't Sony's fault. But the reasons for this extended outage haven't been well-communicated to the PlayStation 3 community whatsoever, and frankly, keeping the PSN offline for an extended period of time while an ongoing investigation is conducted into what happened bodes poorly for the extent of the attack and the damage it may have caused.

So what do you think Sony should do to make this extended outage up to PlayStation 3 gamers? Should you be able to log-on to the PSN when it's back up with a few extra dollars in your PS Store wallet? Should you get a free PSN game, PSone Classic or PlayStation Mini? Or should nothing be done at all? Let us know your thoughts in the comments below.


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Rune Factory Hits 3DS


Someone obviously keeps on buying Rune Factory games, because Marvelous Entertainment just announced the latest portable installment of the RPG/farm-sim hybrid series, just in time for its fifth anniversary.

Rune Factory 4 for the Nintendo 3DS allows you, playing the role of a prince (or princess) of a burgeoning new land, to build your hometown and surrounding farmland as you see fit. In addition to the traditional Harvest Moon-type farm action, you'll go on adventures, make friends, and eventually marry and settle down.

In addition to the 3D visuals, Rune Factory 4 adds a new quirk to the marriage system -- before you marry a partner, you'll be able to 'go steady' with them for a while, doing the sort of things that young lovers do. You'll even be able to have several lovers at once, although that stops becoming an option once you do get hitched. "This system will let you experience a lot of the warm, if sometimes embarrassing situations lovers run into," producer Yoshifumi Hashimoto said. "There's a lot of other new features as well, and even beginners are welcome -- the story doesn't connect to previous games, so anyone can pick it up with this one."

The game, which Marvelous PR pegged at about half complete, will hit Japan before the year is through.

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Serious Sam 3: BFE Gets Summer Release Date

Serious Sam 3: BFE Gets Summer Release Date

Serious Sam 3: BFE is heading for consoles and PC this summer and will include a 16-player co-op campaign mode. The third installment in this bizarre first person shooter franchise is once again being developed by Devolver Digital and will be a prequel to the original indie game Serious Sam: The First Encounter. We're speculating the "BFE" in the title could mean "Before First Encounter" but as of right now, the name is still a mystery.

Serious Sam 3: BFE will take place in 22nd century Egypt and feature new baddies from Lord Mental's legions like the rumbling Scrapjack and towering Khnum. BFE is the next in line in a series of new age down and dirty FPS games like� Bulletstorm and Duke Nukem:�Forever. I'm just hoping that there's a Team Fortress 2 hat involved with the preorder.

Source: Rock, Paper Shotgun

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Just About Everybody From Resident Evil Will Kick Ass in Mercenaries 3D (TRAILER)

Resident Evil: The Mercenaries is bearing down on us, and it seems just about everyone is making a return appearance in the game. Check out the trailer below to see all of them, from Wesker and Krauser to Claire and Rebecca, kicking the asses of various enemies.

Notably not included in this trailer is Leon S. Kennedy, presidential daughter-rescuer and Resident Evil 4 star. That?s okay, though ? he was kinda getting a little?Raiden on us last time around.

Download the trailer here.

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LEGO Pirates of the Caribbean First Look Preview -- Captain Jack Sparrow Gets Bricky With It

LEGO Pirates of the Caribbean: The Video Game

What happens when Pirates of the Caribbean meets LEGO? Well, besides LEGO Pirates of the Caribbean: The Video Game.�You get swashbuckling blocks and a lot of attention to detail. But what does the search for a plastic Black Pearl look like? Apparently, not like plain old plastic bricks. But don't take my word for it. Check out what Nikole Zivalich had to say when she checked the game out at GDC.�

"At first glance, LEGO Pirates of the Caribbean looks like a LEGO game; it's colorful, it's bouncy, and everything is made of LEGOS. But after my glance turned into a stare, I noticed the jungle I was in had textures, leaves, vines, none of which were made of LEGOS. What surprised me wasn't simply the detailed landscape, it was how detailed it was. Another level I was shown took place on a pirate ship, but rather than being on a shiny, plastic Black Pearl, I was on a rotted wood, lines in the planks, realistic looking pirate ship."

Find out even more in our LEGO Pirates of the Caribbean: The Video Game First Look Preview.

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Tuesday, June 28, 2011

Catherine Brings Sexy Puzzle Gaming To US This Summer

Catherine Brings Sexy Puzzle Gaming To US This Summer

Atlus has announced that the formerly Japanese-only sexy action-adventure puzzle game Catherine is coming to the US this summer from the director of Persona 3 and Persona 4, Katsura Hashino. We've mentioned Catherine before and it's described by Atlus as "an unprecedented exploration of the pleasures and horrors of love." The game follows the story of Vincent, a young man who is plunged into a love triangle between his girlfriend Katherine and his titular one-night-stand Catherine.

The game will feature multiple endings as well as co-op multiplayer modes called 'Escape With or From a Friend'. Catherine is being released for both the Xbox 360 and the Playstation 3 consoles.

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Sounding Off On Brink

Brink is certainly one of the most striking looking shooters coming in 2011, but it's also going to sound amazing. The attention to detail on the aural side of things is staggering, and the lion's share of the credit goes to Splash Damage's Audio Director Chris Sweetman, who has gone to great lengths to create a layered soundscape, as you'll find out if you read on?



IGN AU: You started out working in film ? how different is the approach to directing audio in a game as opposed to film?

Chris Sweetman: If I'm honest, the process of actually designing the sounds is really no different. The big difference is the non-linear approach video games take instead of the linear approach you see in film, plus the implementation of sounds and music within memory constraints.

In film, you will generally approach it scene by scene and multiple sound editors will work on different scenes. The supervising sound editor will manage these teams and make sure that the sound is consistent through the reels in collaboration with the director. This process will normally take around four months.

AAA video games are worked on for upwards of two years, so the process is much more iterative. You might also find that certain features won't arrive until the last six months (such as cinematic or dialogue recording). Implementation is the big difference with us having to orchestrate thousands of sounds in real-time over the course of play!

IGN AU: How did the transition across to games come about? What appealed to you about working in this medium?

Chris Sweetman: When working in film during the early 90s I began to feel that the video game industry was pioneering in a lot of areas, and I figured that eventually the audio would follow a similar model to film. In my opinion everything had been done in film audio that could be done, but interactive audio excited me, and I've been passionate about it for over 15 years now.

In film you don't tend to have one person doing all the audio - you play to individuals' strengths and experience by having specific roles, such as sound designers, dialogue editors, foley editors and so on. The games industry hadn't started doing this in 1995, so there were practically no specific roles as "Sound Designer" when I began looking for a way in.

Luckily I met with a like-minded chap called Pat Phelan who was the audio manager at Gremlin Interactive. He was as forward-thinking as I was, and I had a job!

From films like Goldeneye to games such as Burnout Paradise, Sweetman has worked his audio magic on some cool projects.


IGN AU: What are the challenges of working with sound in an active soundscape where you don't have complete control?

Chris Sweetman: It can be a real challenge, but we do have control over most aspects of audio playback.

One of the biggest challenges is creating space so that every sound can be heard properly, especially in first-person shooters when you potentially have 16 characters all firing their weapons at the same time! We use many tools at our disposal to make sure that when this does happen -- and it will -- you are not faced with a wall of cacophonous sound!

One of my processes is to look at how to create harmony very early on in the development cycle by making sure that three main focus areas are all designed with that in mind. In the case of Brink, these were Weapons, Explosions & Foley:

Weapons:
I made sure that each faction would have different weapon sounds even if they were using a re-skinned version of the same weapon. Each faction's weapons are designed as different timbres (kind of like voices in a choir). This means that when you hear lots of weapons being fired at the same time in the game, your chances of it sounding harmonious are greatly increased.


Explosions:
We designed the explosions so they were different timbres to the weapons, which in turn means that they don't occupy the same sonic space as the weapons.

Foley:
Each character class has its own set of footsteps and Foley. This even changes depending on how much clothing you are wearing, again meaning that the chances of the sonic landscape cluttering up are limited.

It's like betting on a horse race while knowing which horses will cross the line first.

IGN AU: In a game like Brink, where there are multiple class-types, is an effort made to make each one sound distinctive? Could a trained-ear tell the difference between classes on the battlefield just by listening?

Chris Sweetman: For Brink I decided to let the dynamic mission auto-chatter handle most of that work. For instance, the Medic is the only one who will hear people shouting for a Medic, while an Engineer is the only class who hears "I'm stuck on a mine."

Aside from that, each body type has different sets of footsteps, so it is possible to tell what size of character is coming around that corner up ahead.

Your footsteps betray you, Luke. Oh, sorry, n00bpwner69.


IGN AU: One aspect of sound creation that is generally overlooked is Foley work. How much detail did you go into to try and achieve realistic sounding movement for all the physical abilities at the player's disposal? Are these sounds distinguishable enough to know whether someone is sliding towards you or vaulting over your head?

Chris Sweetman: I'm really glad you guys picked up on this, as I wholeheartedly agree.

For me Foley is the undiscovered country in video games. It can be so powerful in aiding the player experience, but sadly it's never given the attention it deserves in most titles. Foley was a massive focus for me on Brink; we spent three days at Shepperton Studio recording every footstep, every gun rattle, and every slide, so that we could really go to town on the Foley detailing. Each of our three different body types has its own set of footsteps, scuffs, stops and starts on every surface in the game.

Weapon Foley was another big focus, with each weapon having its own set of weapon movement. -- for example, the sounds change depending on if you are walking or using the SMART system. We also have sets of sounds for mantling, wall jumps, climbing and sliding.

I've taken an unusual approach with particular sounds in Brink. One such example would be the sliding, where you can actually hear the slide further away than you would normally. I felt it was an important gameplay choice, and made sure that even from a fair distance away you would hear it.

So yes, you can definitely hear if someone has just vaulted over your head or is sliding around a corner!


IGN AU: Your game features different ranges of sound depending on how you're shooting and how close you are to another player's gunfire. How did you achieve this and do you feel it will make the sound effects stand out significantly?

Chris Sweetman: The major difference with Brink is that we change the sound when aiming down the sights and focus more on the mechanical aspect of the weapon. The reason for this is twofold: first, it really allows the player to focus on the target without a huge weapon sound creating a distraction, and second, it also permits me to play with the style aspect of the weapon sounds. The iron sights are designed specifically for each weapon, and sit underneath the main weapon sound. When the player moves into iron sights, we lower the normal weapon sound in volume and add the mechanical layer in real-time.

In regards to the other player's gunfire, we use varying stages of distance from the player to play back different sound content. There are three distinct stages - near, mid and far - and the engine crossfades these samples depending on how far the other player is away from you. The great thing about this method is that it fills out your background ambience with an interactive battle. Every weapon sound you hear is what is happening on the battlefield right now!

On top of that, we also filter the ambience of each player through our auto chatter system, so when you get a message from another player over the radio, the soundscape at their location can be heard in the background.

Auto chatter sounds awesome, but can it also filter out foul-mouthed 12 year olds? Now that would be valuable tech.


IGN AU: How do you achieve clarity of sound when you have up to 16 players in an area, all running, jumping, speaking and firing at the same time?

Chris Sweetman: We decided early on that achieving sonic space was the most important thing for us to solve, and our Audio Programmer Simon Price and myself spent months on working out different systems to cull sounds.

Eventually we settled on various solutions. One of the big ones was Simon creating our version of HDR (High Dynamic Range) audio, which at its most basic is an automatic mixing system that scans the volume of a WAV file and decides what the playback volume should be based on the distance from the player.

Alongside HDR we also have a snapshot mixer system which ducks groups of sounds dependent on game states that we set up. For instance, when one of the commanders is speaking to the player about pertinent game information, we duck all other sounds in the world by about 30% to allow him to be heard.

IGN AU: What aspect of your work on Brink are you most proud of? What should we strain our ears to hear when the game comes out?

Chris Sweetman: I'm most proud of the Foley and sonic clarity that we have in Brink. You can hear every sound -- and when you have massive battles raging that's a real bonus!

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Sounding Off On Brink

Brink is certainly one of the most striking looking shooters coming in 2011, but it's also going to sound amazing. The attention to detail on the aural side of things is staggering, and the lion's share of the credit goes to Splash Damage's Audio Director Chris Sweetman, who has gone to great lengths to create a layered soundscape, as you'll find out if you read on?



IGN AU: You started out working in film ? how different is the approach to directing audio in a game as opposed to film?

Chris Sweetman: If I'm honest, the process of actually designing the sounds is really no different. The big difference is the non-linear approach video games take instead of the linear approach you see in film, plus the implementation of sounds and music within memory constraints.

In film, you will generally approach it scene by scene and multiple sound editors will work on different scenes. The supervising sound editor will manage these teams and make sure that the sound is consistent through the reels in collaboration with the director. This process will normally take around four months.

AAA video games are worked on for upwards of two years, so the process is much more iterative. You might also find that certain features won't arrive until the last six months (such as cinematic or dialogue recording). Implementation is the big difference with us having to orchestrate thousands of sounds in real-time over the course of play!

IGN AU: How did the transition across to games come about? What appealed to you about working in this medium?

Chris Sweetman: When working in film during the early 90s I began to feel that the video game industry was pioneering in a lot of areas, and I figured that eventually the audio would follow a similar model to film. In my opinion everything had been done in film audio that could be done, but interactive audio excited me, and I've been passionate about it for over 15 years now.

In film you don't tend to have one person doing all the audio - you play to individuals' strengths and experience by having specific roles, such as sound designers, dialogue editors, foley editors and so on. The games industry hadn't started doing this in 1995, so there were practically no specific roles as "Sound Designer" when I began looking for a way in.

Luckily I met with a like-minded chap called Pat Phelan who was the audio manager at Gremlin Interactive. He was as forward-thinking as I was, and I had a job!

From films like Goldeneye to games such as Burnout Paradise, Sweetman has worked his audio magic on some cool projects.


IGN AU: What are the challenges of working with sound in an active soundscape where you don't have complete control?

Chris Sweetman: It can be a real challenge, but we do have control over most aspects of audio playback.

One of the biggest challenges is creating space so that every sound can be heard properly, especially in first-person shooters when you potentially have 16 characters all firing their weapons at the same time! We use many tools at our disposal to make sure that when this does happen -- and it will -- you are not faced with a wall of cacophonous sound!

One of my processes is to look at how to create harmony very early on in the development cycle by making sure that three main focus areas are all designed with that in mind. In the case of Brink, these were Weapons, Explosions & Foley:

Weapons:
I made sure that each faction would have different weapon sounds even if they were using a re-skinned version of the same weapon. Each faction's weapons are designed as different timbres (kind of like voices in a choir). This means that when you hear lots of weapons being fired at the same time in the game, your chances of it sounding harmonious are greatly increased.


Explosions:
We designed the explosions so they were different timbres to the weapons, which in turn means that they don't occupy the same sonic space as the weapons.

Foley:
Each character class has its own set of footsteps and Foley. This even changes depending on how much clothing you are wearing, again meaning that the chances of the sonic landscape cluttering up are limited.

It's like betting on a horse race while knowing which horses will cross the line first.

IGN AU: In a game like Brink, where there are multiple class-types, is an effort made to make each one sound distinctive? Could a trained-ear tell the difference between classes on the battlefield just by listening?

Chris Sweetman: For Brink I decided to let the dynamic mission auto-chatter handle most of that work. For instance, the Medic is the only one who will hear people shouting for a Medic, while an Engineer is the only class who hears "I'm stuck on a mine."

Aside from that, each body type has different sets of footsteps, so it is possible to tell what size of character is coming around that corner up ahead.

Your footsteps betray you, Luke. Oh, sorry, n00bpwner69.


IGN AU: One aspect of sound creation that is generally overlooked is Foley work. How much detail did you go into to try and achieve realistic sounding movement for all the physical abilities at the player's disposal? Are these sounds distinguishable enough to know whether someone is sliding towards you or vaulting over your head?

Chris Sweetman: I'm really glad you guys picked up on this, as I wholeheartedly agree.

For me Foley is the undiscovered country in video games. It can be so powerful in aiding the player experience, but sadly it's never given the attention it deserves in most titles. Foley was a massive focus for me on Brink; we spent three days at Shepperton Studio recording every footstep, every gun rattle, and every slide, so that we could really go to town on the Foley detailing. Each of our three different body types has its own set of footsteps, scuffs, stops and starts on every surface in the game.

Weapon Foley was another big focus, with each weapon having its own set of weapon movement. -- for example, the sounds change depending on if you are walking or using the SMART system. We also have sets of sounds for mantling, wall jumps, climbing and sliding.

I've taken an unusual approach with particular sounds in Brink. One such example would be the sliding, where you can actually hear the slide further away than you would normally. I felt it was an important gameplay choice, and made sure that even from a fair distance away you would hear it.

So yes, you can definitely hear if someone has just vaulted over your head or is sliding around a corner!


IGN AU: Your game features different ranges of sound depending on how you're shooting and how close you are to another player's gunfire. How did you achieve this and do you feel it will make the sound effects stand out significantly?

Chris Sweetman: The major difference with Brink is that we change the sound when aiming down the sights and focus more on the mechanical aspect of the weapon. The reason for this is twofold: first, it really allows the player to focus on the target without a huge weapon sound creating a distraction, and second, it also permits me to play with the style aspect of the weapon sounds. The iron sights are designed specifically for each weapon, and sit underneath the main weapon sound. When the player moves into iron sights, we lower the normal weapon sound in volume and add the mechanical layer in real-time.

In regards to the other player's gunfire, we use varying stages of distance from the player to play back different sound content. There are three distinct stages - near, mid and far - and the engine crossfades these samples depending on how far the other player is away from you. The great thing about this method is that it fills out your background ambience with an interactive battle. Every weapon sound you hear is what is happening on the battlefield right now!

On top of that, we also filter the ambience of each player through our auto chatter system, so when you get a message from another player over the radio, the soundscape at their location can be heard in the background.

Auto chatter sounds awesome, but can it also filter out foul-mouthed 12 year olds? Now that would be valuable tech.


IGN AU: How do you achieve clarity of sound when you have up to 16 players in an area, all running, jumping, speaking and firing at the same time?

Chris Sweetman: We decided early on that achieving sonic space was the most important thing for us to solve, and our Audio Programmer Simon Price and myself spent months on working out different systems to cull sounds.

Eventually we settled on various solutions. One of the big ones was Simon creating our version of HDR (High Dynamic Range) audio, which at its most basic is an automatic mixing system that scans the volume of a WAV file and decides what the playback volume should be based on the distance from the player.

Alongside HDR we also have a snapshot mixer system which ducks groups of sounds dependent on game states that we set up. For instance, when one of the commanders is speaking to the player about pertinent game information, we duck all other sounds in the world by about 30% to allow him to be heard.

IGN AU: What aspect of your work on Brink are you most proud of? What should we strain our ears to hear when the game comes out?

Chris Sweetman: I'm most proud of the Foley and sonic clarity that we have in Brink. You can hear every sound -- and when you have massive battles raging that's a real bonus!

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Bulletstorm Is Funnier Than Killzone 3 - Sessler's Soapbox

Adam Sessler has been shot with two great games this week, Killzone 3 and Bulletstorm. While playing both games, The Sess enjoyed the wild and crazy gameplay experiences of Bulletstorm more than Killzone 3 because it reminded him of games from the 90's like, Duke Nukem, where you would run around with a shotgun killing monsters from out of nowhere. Which brings us to this week's Soapbox. Do you agree that too many shooters tend to follow the Gears of War method of gameplay, where it's very dramatic and tactical?

Subscribe to G4's WEB SHOWS Video Podcast:

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Mortal Kombat - Tip - How to Beat Shao Khan

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Nintendo: We still don't want to be number one online (Wii U)

The Wii U, says Nintendo?s Shigeru Miyamoto, ?is a system that will have a great deal of appeal for its online connectivity." That ought to relieve many Nintendo fans feeling let down by the company's approach to network play with the Nintendo Wii. While Miyamoto agrees that the internet is a big part of Nintendo's plans for the future (you know, it being after 1990 and all), he stresses that the company's not looking to become kings of the online hill anytime soon.

?We're not going to sit here and say that our goal is to become the number one online gaming company,? Miyamoto told MTV, while stressing that ?certainly internet functionality is something that will be important for the [Wii U].? The Nintendo guru's off-the-cuff speculations displayed a virtue Nintendo has become increasingly known for ? a unique degree of innovation, here hinted at through sideways upgrades like internet-enabled local play. But his refusal to discuss the absence of more standard features speaks to a stubbornness which often marred that innovation. For instance, Miyamoto's eager to take credit for the ubiquity of Mii-type avatars ? ?everyone will hopefully have their own Mii... there's possibilities along those lines [for the Wii U]? ? but won't confirm Ubisoft's assertion that friend codes and system-specific accounts won't feature on the system.

?A key word for Nintendo in the online sphere has been creating an experience that's comfortable for all players,? says Miyamoto, which is actually eight words, and hints that while online play on the Wii U will surely be new and exciting, it might also be frustrating for some (?all players? being common industry code for ?the very young, old and mentally febrile?). What do you think ? are you willing to give Nintendo's eccentric genius the benefit of the doubt?

Jun 27, 2011


Wii U won't play DVDs or Blu-rays, may support multiple controllers down the road�
Nintendo confirms Wii U functionality to investors

So how powerful is the Wii U exactly? Let's look at all the evidence�
All the important quotes, analyzed to death

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Monday, June 27, 2011

MLG Online Registration Begins Tonight at 7pm EST

Major League Gaming Goes Global

Major League Gaming online registration begins tonight at 7pm EST for the 2011 Pro Circuit. MLG describes itself as the world's largest videogame competition. If you're interested in getting involved with some professional gaming, the first MLG event will take place in Dallas, TX on April 1 - April 3. We've attended an MLG event before and had a lot of fun but this year looks even more promising.� If you're attending MLG either as a online spectator, live spectator, or player, the following pricing applies:

Online spectator pass - Free!
Spectator pass� (in person) - $20.00 until March 7, $25 after March 7
Halo Reach Team Pass - $280.00
StarCraft 2 Player Pass - $70.00

There will be a premium HD stream available for the event, but pricing has not yet been decided.

Head over to MLG's website at 7pm EST to sign up for the competition, and good luck.

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Resistance 'Dual Pack' coming July 5, bonus content revealed

Clearly you're enthusiastic about the Resistance series if you don't own either of the first two games, so it goes without saying that you're all about dressing up as a generic-looking soldier in the third game's multiplayer. Insomniac apparently knows this, as the studio took to the US PlayStation blog today to announce said multiplayer "Capelli" skin as part of the bonuses included in the Resistance "Dual Pack," launching on July 5. He's ... uh ... got a beanie? Awesome?

As previously revealed by an insert in the Battle: Los Angeles Blu-ray, the two-pack of Resistance titles will also include "$10 worth of bonus content," detailed as the "Aftermath" map, a skin bundle, and the "wraith skin" multiplayer weapons for Resistance 2. When the pack arrives on July 5, it comes with an asking price of $39.99.

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PS3 Price Drop to be Announced in August - Report

PlayStation 3

Sony will announce a PlayStation 3 price drop during Gamescom in August, according to a report.

Trade insiders are expecting a cut that could see the PS3 be priced at 199.99 GBP ($319) in the United Kingdom, according to MCV. That's obviously more than the PS3 currently retails for in the United States, and it's unclear if the price drop would only be for Europe or if the price would be slashed worldwide.

The most recent PS3 price cut came alongside the announcement of the PlayStation 3 Slim in August 2009. The cheapest new PS3 is the 160GB model that retails for $299.99 in the U.S. (A limited time Call of Duty: Black Ops bundle is now available for the same price and includes the game and a free map pack.)

If the price cut is made for the U.K., MCV says retailers could take it even further and offer the system for 179.99 GBP ($287). It also rightly speculates that Sony dropping the price of the PS3 could lead to Microsoft doing the same with the Xbox 360, a move that many expected to be made at E3. (The cheapest new 360 presently costs $199.99.) Nintendo dropped the Wii's price by $50 last month to $149.99.

Both Sony and Microsoft declined to address the possibility of an impending price cut. That comes as no surprise, though don't take it as a guarantee that a cut isn't coming -- Sony said it had "no plans" for a price drop several months prior to the 2009 announcement.

Gamescom is set to take place August 17 through August 21 in Cologne, Germany.

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OnLive Expands To Include Square Enix Titles Tomb Raider, Deus Ex, Thief & Hitman

OnLive Service Works On Cell Phones, Too

OnLive announced today that they will be expanding their monthly subscription "Playpack" plan to include more than twelve major franchise titles from Square Enix, including�Tomb Raider, Deus Ex, Thief, Mini Ninjas and Hitman. The Square Enix titles will begin arriving in the OnLive PlayPack service in a few weeks. For the uninitiated, OnLive's Playpack option allows "all you can play" gaming for $9.99 per month, either on your television via the OnLive Game System, or through your Mac or PC via a small browser download.

Steve Perlman, founder and CEO of OnLive, said "We?re proud of our strong partnership with Square Enix and we look forward to providing a solid and effective platform for their current and future game titles." Phil Rogers, CEO of Square Enix Europe added, �"In the dynamically changing environment of digital distribution, it?s a natural fit for Square Enix to support an innovative offering like PlayPack from OnLive. We?re pleased to be able to share some of our classic games with the broader digital audience."

That might sound like plain marketing yammer, but what it translates to is "I can now play the classic Deus Ex games, on my TV!" That's all I needed to hear.

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PSN Blackout: We Want Answers

These are dark days for PlayStation 3 gamers. The PlayStation Network has been out of commission since Wednesday evening, and ever since then, access to the PSN and the PlayStation Store has been cut off. That means that you can't download titles, sync your Trophies, or even play online multiplayer.

Can you imagine how gamers who this week eagerly purchased Portal 2, Mortal Kombat or SOCOM 4 feel? But beyond that, what about the rest of us?


In a sense, outages like this should be expected with the PlayStation Network. It's a free service (unlike Xbox Live) and as the old saying goes, you get what you pay for. But this lack of a financial stake for customers seems to equate to the lackadaisical response from Sony itself.

Other than inexcusably vague, inconsistent and brief updates from the PlayStation Blog, tangible information about what's going on with the PlayStation Network is non-existent. There seems to have been no attempt to answer the fundamental questions millions of PlayStation 3 users have right now, such as what the problem is and when the problem will be fixed. Heck, as IGN's News Director Jim Reilly brought up on his Twitter account, Sony hasn't even answered a question as fundamental as if users' credit card information has been compromised.

All Sony has said since Wednesday is that the PlayStation Network is down, that the company knows the problem was external to the Network itself, and that Sony is investigating the cause.

All of that's great, but what are they going to do to make it up to us?

Yes, the PlayStation Network is free. But when I purchased my PlayStation 3, part of what I paid for was access to the PSN. Without it, the PS3 can do about as much as my NES can -- play games that I put into it (and, in the PS3's case, games already downloaded to it). I'm not a huge fan of online multiplayer, but I do like accessing leaderboards, syncing my Trophies and checking up on my friends. I barely have the will to play PS3 without its online functionality, and I know there are millions of gamers that feel the same.

And moreover, unlike the PSN, time isn't free. Many gamers use the weekend (especially a long weekend like this one) to chip away at their backlogs. As I mentioned earlier, three huge games came out this week and all have a varying focus on online play. This means that none of these games can be played in the way they were intended, and that's ignoring all the games that came before them that people also can't play.

You're an army of one in SOCOM 4 this weekend.

You're an army of one in SOCOM 4 this weekend.

Heck, can you imagine the small developers who have released games recently on the PSN, losing precious money with each PSN-less hour that goes by? I can only imagine that there are more than a few developers flipping out over this outage out there.

I understand that an attack external to PSN isn't Sony's fault. But the reasons for this extended outage haven't been well-communicated to the PlayStation 3 community whatsoever, and frankly, keeping the PSN offline for an extended period of time while an ongoing investigation is conducted into what happened bodes poorly for the extent of the attack and the damage it may have caused.

So what do you think Sony should do to make this extended outage up to PlayStation 3 gamers? Should you be able to log-on to the PSN when it's back up with a few extra dollars in your PS Store wallet? Should you get a free PSN game, PSone Classic or PlayStation Mini? Or should nothing be done at all? Let us know your thoughts in the comments below.


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Magicka: Vietnam Brings Spellcasting and Wizards To Vietnam

Paradox Interactive has thrown caution to the winds with Magicka: Vietnam�expansion and decided to jump directly into one of the bloodiest and nastiest conflicts in U.S. history, namely the Vietnam War, by tossing wizards and magic into the mix. No longer will you need to rely on guns and grenades to get the job done, as now you can blast spells to initiate giant explosions, or simply fry your foes with lightning.�

We'll have more news on the Magicka expansion later, but for now you can entertain yourself by playing the free demo on Steam.

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Sunday, June 26, 2011

Rumor Patrol: NGP Memory Slashed, Japan Only Launch for 2011

NGP Specs Launch Date

While the current PlayStation Portable continues to enjoy remarkable sales dominance over Nintendo?s 3DS in Japan, Sony is working diligently to bring the PSP?s successor to market. Ideally, the Next Generation Portable would launch worldwide this Fall with a reasonable sticker price. But in order to meet that goal, is the hardware being downgraded?

As previously reported, two SKUs for NGP are expected, one that supports 3G and one that is limited to Wi-Fi. Sony aims to take the handheld battle directly to Nintendo by pricing the Wi-Fi only NGP competitively with the 3DS. But while Nintendo products have traditionally been conceived and produced to be affordable (for customers) and profitable (for Nintendo), Sony has long followed a different design philosophy ? one that emphasizes ambitious technology and results in expensive consoles.

Rumors now suggest that in order to deliver the NGP at a mass market friendly price, Sony is cutting the console?s RAM in half and eliminating its 16GB of internal flash memory. That leaves the NGP with 256MB of RAM, and users will no doubt have the option to buy external storage separately.

With the system?s price apparently brought under control thanks to these technology sacrifices, the focus now turns to the NGP?s launch date. Though Sony insists that the NGP has not been delayed, they still have not specified when the system will be released. While some games due this Fall, like LEGO Harry Potter: Years 5-7, list NGP among the platforms they will be released for, a worldwide holiday release sounds like a tricky prospect for a company still reeling from the PSN outage and the ongoing absence of the PlayStation Store.

As such, rumors that the NGP will launch only in Japan this year seem entirely plausible. The system will allegedly roll out to the rest of the world in the first quarter of 2012. With luck, the delay in bringing the system to the West will result in a strong, varied lineup of day one titles, and a launch free of the headaches and ?black screens of death? that plagued the 3DS?s early days.

Obviously this news belongs firmly in the ?rumor? category for now, but what if it turns out to be true? Would you be less interested in buying an NGP if its tech specs have been scaled back? Do you think Sony can afford to let Nintendo?s 3DS have the market to itself this holiday season?

-

Follow me on Twitter @HakenGaken

Source: 01.Net [via 1up]

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A brief tour through the Videogame History Museum (Nintendo DS)

From our booth at E3, I could see dozens of old tube TVs and what appeared to be aging game consoles.�Upon closer inspection, said pile of ancient technology turned out to be part of the�Videogame History Museum. This vast collection of trinkets both popular and obscure is a labor of love for people aiming to�create a true brick and mortar game museum in Silicon Valley. Undoubtedly a noble pursuit!

So in the waning moments of E3 2011, I grabbed Chris and we took a quick jog around two tables on display. There was so much more to see and play, we just couldn't get to all of it. Head to their�official site�and support the museum in any way you can - our medium deserves the recognition!

E3 2011: Halo Anniversary Edition interview
Frank O' Connor walks us through every step of re-mastering Master Chief

WTF is up with the power levels in Marvel vs Capcom 3?
Inconsistent character profiles make us flip out with nerd rage

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Bulletstorm Is Funnier Than Killzone 3 - Sessler's Soapbox

Adam Sessler has been shot with two great games this week, Killzone 3 and Bulletstorm. While playing both games, The Sess enjoyed the wild and crazy gameplay experiences of Bulletstorm more than Killzone 3 because it reminded him of games from the 90's like, Duke Nukem, where you would run around with a shotgun killing monsters from out of nowhere. Which brings us to this week's Soapbox. Do you agree that too many shooters tend to follow the Gears of War method of gameplay, where it's very dramatic and tactical?

Subscribe to G4's WEB SHOWS Video Podcast:

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inFamous 2 Allows Users To Build Their Own Missions, Beta Coming Soon

Jake Gaskill is currently playing inFamous 2 at GDC right this very second, which makes us all jealous of him. But more exciting than that is the announcement that Sucker Punch just made about their baby: players will be able to generate their own user-created missions in the game, and if they get popular enough, they will show up in the single-player game.

The key fact you'll want to know to know is that the kit includes everything they used to make the actual game, plus some stuff that's exclusive to the user generated tool set. According to Jake, "There will be filters that will let you choose what types of user-generated missions you want to show up. Mission start locators will stream into the actual single-player game, so you'll see them as you run around. Filters will keep it from being too crowded.

But if you want the full story, head on over to the inFamous 2 User Generated Missions Preview. But before you do that, head on after the jump to see a couple of images explaining how user-created missions will appear in the game.

Additionally, there will be a beta launching in early April, and the best beta levels will be chosen to be available in retail game when inFamous 2 launches on June 7th. Which, coincidentally, is the very first day of E3. Details about how to get in the beta will be revealed on March 14.

inFamous 2 Allows Users To Build Their Own Missions, Beta Coming Soon

inFamous 2 Allows Users To Build Their Own Missions, Beta Coming Soon

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Rumor Patrol: NGP Memory Slashed, Japan Only Launch for 2011

NGP Specs Launch Date

While the current PlayStation Portable continues to enjoy remarkable sales dominance over Nintendo?s 3DS in Japan, Sony is working diligently to bring the PSP?s successor to market. Ideally, the Next Generation Portable would launch worldwide this Fall with a reasonable sticker price. But in order to meet that goal, is the hardware being downgraded?

As previously reported, two SKUs for NGP are expected, one that supports 3G and one that is limited to Wi-Fi. Sony aims to take the handheld battle directly to Nintendo by pricing the Wi-Fi only NGP competitively with the 3DS. But while Nintendo products have traditionally been conceived and produced to be affordable (for customers) and profitable (for Nintendo), Sony has long followed a different design philosophy ? one that emphasizes ambitious technology and results in expensive consoles.

Rumors now suggest that in order to deliver the NGP at a mass market friendly price, Sony is cutting the console?s RAM in half and eliminating its 16GB of internal flash memory. That leaves the NGP with 256MB of RAM, and users will no doubt have the option to buy external storage separately.

With the system?s price apparently brought under control thanks to these technology sacrifices, the focus now turns to the NGP?s launch date. Though Sony insists that the NGP has not been delayed, they still have not specified when the system will be released. While some games due this Fall, like LEGO Harry Potter: Years 5-7, list NGP among the platforms they will be released for, a worldwide holiday release sounds like a tricky prospect for a company still reeling from the PSN outage and the ongoing absence of the PlayStation Store.

As such, rumors that the NGP will launch only in Japan this year seem entirely plausible. The system will allegedly roll out to the rest of the world in the first quarter of 2012. With luck, the delay in bringing the system to the West will result in a strong, varied lineup of day one titles, and a launch free of the headaches and ?black screens of death? that plagued the 3DS?s early days.

Obviously this news belongs firmly in the ?rumor? category for now, but what if it turns out to be true? Would you be less interested in buying an NGP if its tech specs have been scaled back? Do you think Sony can afford to let Nintendo?s 3DS have the market to itself this holiday season?

-

Follow me on Twitter @HakenGaken

Source: 01.Net [via 1up]

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Volition delivers guided tour of Saints Row: The Third gameplay (Saints Row 3)

Volition has released seven minutes of Saints Row: The Third gameplay heaven. Well, it's heaven if you have an affinity for blasting pedestrians out of man cannons, smacking civilians with giant purple dildos, committing crimes in a furry suit, blowing up crap with a tank or calling in unnecessary air strikes. If not, this could very well be taken as seven minutes of offensive, juvenile, gameplay demo hell, but that doesn't have as nice a ring to it.

The beauty of the Saints Row series is it is fully expected to be balls-out ridiculous, giving it the freedom to experiment with new and crazy gameplay elements without fear of blowback from fans. In fact, I imagine Volition is one of the only studios where an employee can look a colleague in the eye and say: ?I cannot wait to beat someone to death with that massive purple dildo? ,�without being escorted from the premises. Seriously, I can tell you from experience that crap doesn't fly in a normal office setting.

Saints Row: The Third is on track to offend numerous parent groups and news organizations on November 15th in North America, and November 18th in the UK.

June 24, 2011

E3 MVG 2011 Selection: Saints Row: The Third interview
Who needs GTAV when we have a more craziness from the world of Saints Row?

E3 2011: Saints Row: The Third hands-on preview
5 things in Steelport that made me a Saints Row believer

Saints: Row The Third coming November 15. New trailer and over 20 new screens inside
Volition teases excessive gunplay, tight sweaters and jet fighters for upcoming sequel

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Saturday, June 25, 2011

Grand Theft Auto: Vice City - FAQ/Guide (ZIP)

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Bulletstorm Is Funnier Than Killzone 3 - Sessler's Soapbox

Adam Sessler has been shot with two great games this week, Killzone 3 and Bulletstorm. While playing both games, The Sess enjoyed the wild and crazy gameplay experiences of Bulletstorm more than Killzone 3 because it reminded him of games from the 90's like, Duke Nukem, where you would run around with a shotgun killing monsters from out of nowhere. Which brings us to this week's Soapbox. Do you agree that too many shooters tend to follow the Gears of War method of gameplay, where it's very dramatic and tactical?

Subscribe to G4's WEB SHOWS Video Podcast:

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