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This Halo fan is hoping to score a humble $2,000 for his spectacular suit, but the Pawn Stars won't go a cent over $200, crushing his dreams and possibly losing him a girlfriend. We salute you, Halo Hero, for testing the waters in popular society for nerds everywhere. We'll be sure to keep our fetishes in convention halls and caves -- for now.
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This Halo fan is hoping to score a humble $2,000 for his spectacular suit, but the Pawn Stars won't go a cent over $200, crushing his dreams and possibly losing him a girlfriend. We salute you, Halo Hero, for testing the waters in popular society for nerds everywhere. We'll be sure to keep our fetishes in convention halls and caves -- for now.
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So it made sense to play some more Pro Cycling Manager 2011 while watching the race, this time trying out some of the mods that the community has been putting out, including the beta version of the highly regarded PCMDaily database.
I also got back into some Civilization IV, enjoying the latest version of the excellent Dune mod, and I also got some more Warhammer 40,000: Dawn of War II ? Retribution time under my belt, including some Last Stand cooperative action.
Andrei Dobra: This weekend is pretty much dedicated to getting ready for a well-deserved vacation, but, as always, I'll probably find some time to indulge in a few games, in between making sure I won't forget anything at home and jumping on top of suitcases.
First up, I'll probably spend some more time with Defense Grid: The Awakening, the great tower defense game from Hidden Path Entertainment, and try to unlock some of the achievements that have eluded me up until now, while winning the gold medals on the maps in the title.
When I won't try to kill aliens with my impressive strategy skills and the array of different towers that I can build, I might jump back into The Witcher 2, a game that I've overlooked for quite some time because I was busy with newer ones. I'm still pretty early in the story, so I'll also indulge in some of the downloadable side-quests that have been added by the developer of the game, CD Projekt Red.
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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?
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.
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.
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.
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!
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.
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!
If you ever felt being earth-bound really put a damper on your homicidal rampages in GTA, and if you have a taste for irony, this if for you. This one has nothing to do with photorealism ? it?s about unadulterated fun. PC Gamer brought to light a combination of two mods that will allow you to both look like Superman and fly through Liberty City in Grand Theft Auto 4. Getting the mods to work is a bit of a hassle, but the results speak for themselves. Check out these two videos:
Hey Superman, better lay off the sauce. You may be more powerful than a locomotive, but the people you crash into are just human. Who do you think you are, Hancock?
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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?
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.
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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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?
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.
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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The Boxee from D-Link can do more than just wirelessly stream HD media to any television, thanks to its remote and full QWERTY keyboard. Kevin Pereira and Candace Bailey review the device that allows users to search and stream as much Internet content as they want for only $200.
Find the full review from Gadget Pron on Attack of the Show after the cut.
What You Need to Know
Price
Overall Rating
Want something reviewed on�Gadget Pr0n? Email us your suggestions to gadgetpron@g4tv.com.
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�
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.�
�
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To be honest, my simultaneously complimentary yet sarcastic description for the original Darksiders would be, "one helluva cover band." There is nary an original element within it -- its skill lies not in innovation, but in execution. The developers at Vigil simply wanted to make, "a badass version of The Legend of Zelda," and for the most part, they succeeded -- as well as mine from the likes of Devil May Cry, Prince of Persia, and Portal. So when I get a chance to see a demonstration of Darksiders 2, I take it mainly to see if the developers again follow the, "do what's been done before, but well" path.
So I get a bit of context -- how the story takes place concurrently (rather than subsequently) with the first game by focusing on earning War's freedom during his 100-year imprisonment. About how you play as War's brother, Death -- who resembles an amalgamation of Soul Reaver's Raziel, He-Man's Skeletor, The Darkness' Jackie Estacado, and creative director Joe Madureira's design sensibilities. Yet I'm already noticing a callback to another game: Death, unlike his burly and armor-clad brother War from the previous title, moves much faster. He doesn't bother blocking -- he prefers to dodge or evade. Rather than wield a large sword, he brandishes a scythe in each arm. His speed, evasion maneuver, and dual-wielding of bladed weapons instantly echo Kratos from God of War. It's while watching this combat demonstration, and writing, "moves and fights like Kratos" in my notes, do I hear a Vigil representative talk about RPG mechanics like a loot system; which is certainly different than the last game.
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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?
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.
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.
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.
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!
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.
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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Let?s make this brief: The Smurfs made their first appearance in long running Belgian comic written by Pierre ?Peyo? Culliford in 1958. That story?s popularity saw them spun off into their own publication a year later, spawned a ton of merchandise, two animated films in 1965 and 1976, basically invented zombies, and then came a Hanna-Barbera cartoon series which dominated the Saturday morning airwaves for a ridiculous run of nine seasons.
Above: Who gives a shit?�
Assuming you spent any amount of time being a kid in the 80?s, odds are you share some history with The Smurfs. Whether or not you?re proud of that is of no importance here? I?m sure we?re all in agreement that the new movie looks fucking terrible. So, we?re riding that crest of nostalgic spite right into the magical village of games, and taking a look back at The Smurfs? contribution to interactive entertainment. I think you?ll find each and every one serves as a fittingly atrocious precursor to the shiny Hollywood turd set to light up the big screen nationwide.
Right out of the gate, the world?s first Smurfs game landed with a deafening, hilarious thud. While kids everywhere were scrambling to get ahold of all things Smurfy AND grasp the burgeoning medium of gaming, Colecovision went and made one of the least intuitive, frustratingly difficult video games of all time.
I suppose when you?re an inch or two tall EVERYTHING has the potential to be deadly, and Christ, was that a notion Rescue from Gargamel?s Castle really ran with. Bats kill you, fences kill you, BLADES OF GRASS kill you.
Above: Mind the Death Grass!�
The only skill in your arsenal to overcome the now-nefarious, everyday obstacles was jumping, which Coleco cruelly made one of the most confusing, unintuitive inputs of all time. The only way to jump over stuff was to hop straight up in the air first, then jump a second time to move forward. If that weren?t enough to send children crying into the arms of Shirt Tales, there?s even a glitch in the last room that made Smurfette appear topless for a bit of unintentional Smurf Smut!
Lesson learned! If you?re not capable of creating a game that kids can actually play, put out a game that kids create themselves. And that?s basically what Coleco did, following up its laughable attempt at a sidescoller with a free-form artistic endeavor that let kids create whatever they wanted (within the legal parameters of Hanna-Barbera?s trademark, all rights reserved).
In short, it was just like a coloring book! I mean, assuming your coloring books required stamps shaped like enormous pixels instead of crayons.
HO BOY! Console gaming had found its legs, and Infogrames used the power of about a dozen consoles to pull off some of the most unremarkable games the world had ever seen.
Above: The Black ?Zombie? Smurf actually appears in the NES version, even though Hanna-Barbera had colored them purple on TV in a ball-less act of racial sensitivity�
Okay, maybe you could excuse the NES/Master System version, but only judging by the sadistic standards of 8-bit sidescollers. The music was bouncy and the levels had colorful variety ? let?s go ahead and give it that. But you were largely defenseless and anything that moved spelled three-hit murder for the poor blue creatures once again questing to rescue kidnapped Smurfs (it never ends!)
Above: Death can come from anywhere�
The 16-bit versions, however, are a different beast entirely - and goddammit! ? someone should?ve known better. While the animation was more fluid, and arguably more representative of the cartoon show American audiences were rapidly forgetting, it learned nothing from the punishing Coleco version.
Above ?HEY, THANKS BUDDY! It?s not like our continued existence is on the line!?�
Armed with yet another hyper-flawed jumping mechanic, everything was again ridiculously lethal. Not only do standing puddles of water bring about your mortal end, fellow Smurfs pop out randomly to kill you on your journey to save them.
Above: Interestingly, the Genesis version?s biggest sin was stealing Sonic the Hedgehog?s drummer
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It's hard to believe Duke Nukem Forever is finally being released in a couple months. We thought this would be a good time to take a look back at the many Duke Nukem games that have been released over the years. IGN wasn't around for the first entry in 1991, which was a side-scrolling shooter for MS-DOS. In 1996 Duke Nukem went 3D, and IGN reviewed it and every subsequent game in the series.
9.0
Review excerpt: I miss the digitized speech, but there's not much else that you can complain about in this game.9.0
Review excerpt: As of right now, you can't find a better handheld shooter than Duke Nukem's GBA adventure.8.5
Review excerpt: Some might be put off by its convoluted, old school level design.8.0
Review excerpt: You may be disappointed that the game has changed a lot, but once you get into the groove, you'll enjoy it.Duke Nukem: Time to Kill
7.9
Review excerpt: All in all this game is still an excellent buy despite some significant shortcomings.Duke Nukem: Zero Hour
7.0
Review excerpt: If you like first person shooters, pick up Duke Nukem: Total Meltdown. It's old, but it's fun.Duke Nukem: Total Meltdown
4.0
Review excerpt: Nostalgic fans will no doubt defend it, but this is one stone of your past that's better left unturned.4.0
Review excerpt: If you really need to shoot something on your PlayStation, you can find far superior alternatives.Duke Nukem: Land of the Babes
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With the 3DS dropping in price from $249.99 to $169.99 next month, early adopters are upset. Nintendo is doing what it can to alleviate that frustration by offering 20 free Virtual Console games to those who connect to the eShop before August 12, the day the price cut goes into effect. Ten will be Game Boy Advance titles that aren't planned for release on the eShop. The other ten are NES games that will be sold on the eShop later this year.
Those free NES games will, upon release on September 1, be missing a key feature. Once released on the eShop to the public, they will feature simultaneous multiplayer support, according to a statement sent to IGN. 3DS Ambassadors -- the fancy term being applied to those who connect to the eShop by August 11 -- will be able to update the versions they get, free of charge, once they're released to the general public.
There are a number of details we still don't know, like the full lineup of games, if there will be any choices or if there will only be exactly 20 titles available for download, and if they will only be available for a limited time. We'll have to continue to wait for Nintendo to iron out the details, but at least early adopters know they are getting something out of this.
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LOS ANGELES - July 19, 2011 - SNK PLAYMORE USA CORPORATION (Corporate HQ: Suita-city, Osaka, Japan, Company President & CEO: Ryo Mizufune) is proud to announce the North American release of eight SNK Arcade Classics as PlayStation� minis titles for the PSP� (also compatible with PS3TM) on the PlayStation�Store. These titles will be featured in both the ?New Releases? category and the ?SNK NEOGEO? Featured Publishers page.
The SNK minis titles are a commemorative ?retro-arcade emulation? project that allows players to enjoy a outstanding collection of action, shooting, platform and puzzle titles. Many of these arcade classics from SNK?s Golden Age are now exclusively available on the Sony PSP� and compatible on the PlayStation�3.
The first set of eight titles includes SNK arcade masterpieces ?ATHENA,? ?IKARI WARRIORS,? and ?GUERRILLA WAR,? along with a number of lesser known, yet revolutionary titles to be enjoyed by both retro gamers and younger generations alike.
As we continue to release more arcade classics via PS minis on the PlayStation�Network, stay updated by becoming a member of our frequently updated official Facebook Fan Page at NEOGEO STATION Facebook Page .
List of the minis titles available to download via the PlayStation�Store from July 19th, 2011.
GAME TITLE | Price |
OZMA WARS | $2.99 |
SASUKE vs COMMANDER | $2.99 |
VANGUARD | $2.99 |
MARVIN?S MAZE | $2.99 |
HAL 21 | $2.99 |
ATHENA | $2.99 |
IKARI WARRIORS | $2.99 |
GUERRILLA WAR* | $2.99 (or Free on PS Plus) |
* GUERRILLA WAR will be featured as a FREE GAME for Playstation�Plus members for one month starting July 19th, 2011
** 2P gameplay / ad-hoc functionality is not available for this software
Fight against UFOs, meteors, comets, and dock with the mothership before your energy runs out in SNK?s first arcade game originally released in 1979. Ozma Wars stands out as the second released vertical shooting arcade game, but is also known as the first game with disparate levels!
Play as Sasuke, who must protect the Shogun from Ninja in this 1980 classic arcade ?gallery shooter?, one of the first games to feature bosses!
VANGUARD, famous for being one of the first scrolling shooters ever made, was originally released in 1981. Shoot your enemies in all four directions or get an energy pod and ram them in this classic arcade game!
Help Marvin defend his Maze from the terrible Robonoids in this cute and addictive arcade puzzle-action game, originally released in 1983.
As Captain Clain, attack enemies in the air and bomb ground targets on your way to the boss in this classic shooting title originally released in 1985.
Join Athena, Princess of the Kingdom of Victory as she opens the ?Forbidden Door? and descends into a world of fantasy in this classic platform arcade game originally released in 1986.
As colonel turned mercenary Ralf, use your machine gun, grenades, and jump in tanks to defeat countless foes. Infiltrate the enemy base and complete your mission in this ?80s run-and-gun mega-hit!
Enter the jungle and ruined cities of a tropical island to overthrow its tyrannical dictator, and liberate the nation held in his grip. Don?t forget to rescue your captured comrades along the way! Hail the heroes of the Revolution!
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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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As a part of today's announcement that the 3DS is dropping in price to $169.99 next month, Nintendo took to talking about what it believes to be a strong holiday software lineup. Two pillars of that are Super Mario 3D and Mario Kart 3DS, a pair of titles that now each have a new name and release month.
Super Mario 3D is now Super Mario 3D Land and is scheduled for release in November. It'll be followed a month later, in December, by what's now known as Mario Kart 7. Kid Icarus: Uprising, meanwhile, was only pegged as coming "during the holiday season." Star Fox 64 3D, as previously announced, is slated to be out on September 9.
A selection of new Virtual Console content is also on the way later this year. Coming "later in the year" are number of NES titles, including Super Mario Bros., Donkey Kong Jr., Balloon Fight, Ice Climber, and The Legend of Zelda, that early 3DS adopters will get for free on September 1. A lineup of GBA Virtual Console games will also be made available to early adopters by the end of the year, although there are no plans to release any of them on the eShop.
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Mortal Kombat for Playstation 3 How to beat Shao Khan by AdrianHORE (jtomlinii | AOL) There are basically two ways to easily kill Shao Khan. Projectile spamming from afar or jumping over Shao Khan, let him do his move, then hit him. You can also jump over him and kick him, but that only does one hit. When you jump over him, he may hit you with an overhead hammer attack. It seems he does a random attack every time you jump over him, so it's a random luck game. When he is on the ground, do not jump over him right away, especially in the corner, or else he will shoulder rush you in the air. Wait for him to do his move by blocking. Odds are, he will taunt or do his X-ray attack. If it's an X-ray attack, teleport or jump back. Projectile spamming is the easier by far. Duck under his spear attacks and jump over his hammer attacks. He normally does 3 spears, then throws his hammer, then taunts. If you can pull off a projectile between spears, great. If not, wait until he taunts or does a shoulder rush. He can't hit with the shoulder rush from afar, so your safe.
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According to Gizmodo, the updated app will still deliver the same ESPN3 content as before, which will immediately cause some to lose interest. For those who do care about what it has on tap -- college football, in particular -- there will be a wealth of new features available beginning on August 25, including the ability to simultaneously watch two streams in 720p that can be independently paused and rewinded with a controller or Kinect voice commands.
Besides the obvious benefits of watching two different games, it opens the door for other possibilities: you could have highlights or stats on one side while watching a game on the other, or you could watch a game on both sides and rewind through one of them to see something a second time. One example that was given saw a soccer game playing on one side while rewinding through the other to show someone a goal they missed.
Also new is the mini guide, located at the bottom of the screen, which allows you to easily see what other games are on (making it easy to start watching them) while also keeping tabs on their scores. The right side of the screen will feature a live scoreboard that will initially only have college football.
Hopefully ESPN3's content offering will continue to expand over time. (Social features and content recommendations will be improving starting with this update.) For college football fans, the ability to watch two games or enjoy two different streams of the same game should make the 360 app the preferred way for watching the sport this fall.
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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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COPENHAGEN - July 19, 2011 Independent game development studio Playdead today announced that its black & white puzzle-platforming adventure, LIMBO, is now available for download on the PlayStation�Network in North America for $14.99. The title will also be available for download on the PlayStation Network in Europe and Asia starting tomorrow, July 20, and in Japan on August 4. As a one-year birthday bonus, Sony is giving PlayStation�Plus subscribers the chance to grab a copy of the game at a 20% discount for the next two weeks. Visit the PlayStation Store today and start your trip into the shadowy depths of LIMBO!LIMBO tasks players with navigating dark forests, trap-filled buildings, and stormy cities brought to life with stunning hand-drawn visuals. They must be quick, clever, and fearless if they want to survive their journey and unravel the mysteries at LIMBO?s sinister heart.
For more information about the game, including details about the upcoming August 2 launch of LIMBO on Steam for PC, visit the official website at: http://www.limbogame.org/
To download the LIMBO demo, visit the PlayStation�Store today on your PlayStation�3 System.
To grab a copy of the LIMBO soundtrack on iTunes, visit: http://itunes.apple.com/us/
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