Search This Blog

Thursday, October 18, 2007

Secret service turns to video games to recruit future spies



In years gone by, potential recruits to the secret services would be approached with a quick flash of the old school tie, or a discreet chat in an Oxbridge junior common room.

The spymasters of today are resorting to very different tactics to sign up the next generation of spooks: GCHQ, the government's electronic eavesdropping service will this month become the first intelligence agency to post recruitment adverts in the virtual worlds of online computer games.

The advertisements will appear as billboards in the backgrounds of computer games such as Tom Clancy's Splinter Cell: Double Agent.

A spokeswoman for GCHQ - the surveillance branch of the intelligence service - said the agency was looking for recruits who were "computer-savvy, technologically able, quick thinking".

"We find increasingly we have to use less conventional means of attracting people ... to go beyond the glossy brochures and milk-round stalls," she told the Times.

The agency hopes to "plant the idea in the minds of younger players" of pursuing a career in the secret services.

"We will monitor the results from this campaign and are ready to change our recruitment methods. We know we can't stand still," the spokeswoman said.

The move into computer-game adverts is the latest sign that the security services are attempting to shift their recruitment practices away from the old-boy networks. Earlier this year, MI5, the security service, advertised for staff on the side of London buses.

GCHQ was consulted on its scheme, but the decision on where to place the adverts was made by its advertising agency, TMP Worldwide.

Kate Clemens, head of GCHQ digital strategy at TMP, said: "Online gaming allows GCHQ to target a captive audience. Gamers are loyal and receptive to innovative forms of advertising."

In recent years, Britain and the US have put increasing emphasis on "information warfare" in their efforts to confront terrorism and rogue states.

But thrill-seeking video gamers hoping to live out their Tom Clancy fantasies in the real world may well be disappointed by the reality.

GCHQ is the signals intelligence branch of the security services, and its main work is the interception and decryption of emails and phone calls. Most of the recruits will be software experts who will be put to work at the agency's main listening post at Cheltenham in Gloucestershire.

Source: Guardian

Solo games live on in multiplayer world



Video game developers, eager to please all consumers, are increasingly including features that let gamers play with or against their friends.

With Microsoft trying to convince people to plunk down $50 a year for its Xbox Live service, and Sony eyeing the sale of movies and music over its fledgling network, developers are under more pressure than ever to include some sort of online component.

The best-known example may be Microsoft's "Halo 3", but last week also saw the release of "The Orange Box" -- a collection of "Half-Life 2" content from Electronic Arts that includes a long-awaited multiplayer-only title called "Team Fortress 2". The week before that had the launch of "Enemy Territory: Quake Wars" from Activision.

Yet for all the balanced play and refinement of a "Halo 3" or "Warhawk", sometimes you just want to dig in and work on a game by yourself.

Several recent and upcoming titles illustrate that solo gaming is still going strong.

More from Reuters

Later this month, owners of Sony's PlayStation 3 can get their hands on "Ratchet & Clank Future: Tools of Destruction", the latest addition to one of Sony's most popular franchises.

Although some past titles starring the furry protagonist and his robotic sidekick let gamers play against each other, usage data showed something unexpected: only three percent of players bothered to try out that part of the game.

"It's something that can appeal to anybody and a lot of people just don't enjoy multiplayer," Brian Allgeier, lead designer on the series, said of the decision to focus on the single-player story.

Sony to sell video game 'Cell' chip to Toshiba


Sony is selling its advanced computer chip operations to Toshiba, both companies said Thursday, in the latest sign that Sony is raising cash and shedding operations to focus on its core electronics sector.

The sale, set to be completed by March, includes the manufacturing business for the "Cell" chip used in Sony's PlayStation 3 video game console, a Toshiba spokeswoman, Hiroko Mochida, said.

Toshiba, which already had a collaboration with Sony in developing and making the Cell, will continue to produce chips for Sony's video game unit, she said.

A new company will be set up in April, with Toshiba owning 60 percent, Sony getting 20 percent, and Sony Computer Entertainment, Sony's gaming unit, getting a 20 percent stake.

The new unit will make the Cell and other advanced chips, the companies said in a statement.

The financial terms of the deal were not disclosed.

"There were no market-moving surprises," said Mitsuhiro Osawa, a Tokyo-based consumer electronics analyst at Mizuho Investors Securities.

The sale fits Sony's plans to scale back on unprofitable businesses, and gives its chairman, Howard Stringer, funds to invest in factories to make more televisions and digital cameras.

Development of the Cell, in which Sony invested more than ¥200 billion, or $1.7 billion, led to a loss at the chip unit last fiscal year.

Sony has increased profitability under the leadership of its Welsh-born chief executive, Howard Stringer, the first foreigner to head Sony. Stringer took the helm in 2005, and cut jobs, shut plants and dropped unprofitable divisions.

Japan's top business daily, The Nikkei, reported Thursday that the deal was estimated at about ¥100 billion, or $858 million.

Toshiba said that the agreement would allow it to expand its chip business by increasing order volume.

Earlier this year Sony cut its stake in the online broker Monex Beans Holdings, and last year sold interests in a wide range of retail activities like cosmetics and restaurants.

Separately, Sony said that it would rely on IBM for developing and manufacturing the futuristic 45-nanometer chip.

Sony will no longer invest in the IBM operation, but it will continue to work in partnership with IBM on research on the advanced chips, the company said.

Kaz Hirai, the Sony executive in gaming, said that by relying on the IBM and Toshiba partnerships, Sony would be able to better focus on the entertainment business of games.

"SCE is committed to develop further the PlayStation business and offer new and innovative interactive entertainment," he said in a statement.

Flat-panel TVs and other gadgets require advanced chips that are expensive to make, and competition is intense.

Sony, whose sprawling businesses include the studio that made the "Spider-Man" movies, has revived its money-losing electronics business in recent years.

But it is still losing money in its gaming unit, battered by the success of the Wii console from its rival, Nintendo.

Toshiba, an electronics maker that owns a stake in Westinghouse Electric, the U.S. nuclear reactor manufacturer, has done well with its flash-memory chips that are widely used in cellphones and digital players.

Source: International Herald Tribune

Update - Super Mario Galaxy

Super Mario Galaxy hitting retailers in the next four weeks or so, the creative brains behind the project recently discussed the game in the Creator's Voice bringing with them new videos and an orgasmic orchestrated theme.



Game Orchestral Music Recording



Source: Wii japan site

SmackDown v Raw 08 Advert

Nintendo's Wii - remote is the perfect toy for bikini-clad women in promoting the upcoming SmackDown! Vs. RAW 08

Super Smash update: Little Mac joins the Brawl


Nintendo have released a minor update today on the Official Smash Bros. website, revealing a return of one of the classic Punch Out! characters, Little Mac, as an assist trophy.

Once there was a legendary man. He knocked heavyweight boxers many times his own size to the mat en route to a W.V.B.A. title.

Little Mac appears from Punch Out!
Reblog this post [with Zemanta]

PDC World Championship Darts 2008


Mere Mortals is not a name that you hear everyday in the games industry. As such, it might surprise you that they have had their fingers in the pies of hundreds of games, from conversions and ports, to being subcontracted to work on other developers’ franchises, and of course working on their own original titles. PDC World Championship Darts 2008 is their latest original game, and we got to play a preview build exclusively, as detailed in our feature. What do we actually think of the game, though?

PDC World Championship Darts on Playstation 2 was somewhat of a surprise hit when it first appeared. Unexpectedly, in the run up to Christmas 2006 it became a big seller, reaching into the upper end of the best seller charts with online retailers such as Play.com – the official PDC licence being attached no doubt helping out. With this success in hand, it was perhaps inevitable that a sequel would rear its head to capitalise on the clear interest that the market displayed in darts games. Luckily for us, Wii has also appeared since then, and so as well as a Playstation 2 sequel, PDC 2008 is also coming to Nintendo’s console. Unlike many other PS2/Wii multiplatform titles, however, the Wii offering is not a mere port – it is in fact the primary version that is in development.

You only have to look at the presentation of the game to see that PDC 2008 is intended to best the original in every way. Immediately seeming bigger and better, the overall quality of the menus, the in-game visuals, and the whole presentation has been obviously polished up. Whereas the first game was passable on this front, it pales in comparison to the new version. The most impressive visual feature of PDC was the faces of the darts players, which were pretty close to real life, but they had their restrictions – little movement, for example. Now, though, with a whole new engine, the rest of the visuals have been beefed up. The faces are now even more impressive and have more expressions (maybe also thanks to the team being allowed more access to the players themselves, rather than hunting around the Internet for images they could use as sources). The character models in general have been spruced up so that they resemble the players more accurately, and everything has a cleaner look. The animation is more natural too, thanks to hours of study of the professional players’ mannerisms and postures with footage of matches, as well as more use of motion capturing. It’s still not the prettiest game you’ll ever see, but it’s safe to say that quite a lot of work has gone into making things look hugely better over the first PDC title.

This isn’t the only area of improvement, though. The modes that existed in the first game have been expanded to include more – the party games mode, for example, now looks to be more of a focused area than before, geared towards casual multiplayer gaming, ideally for after you tumble in from the pub. The career mode now includes more tournaments than before and allows you to start out either as a professional player who must keep his stature, or as a newbie who must make their way through the ranks and prove themselves to be worthy of matching up to the (literal) big boys. What tournaments you qualify for, and your ranking, is determined by how much money you are able to earn by winning matches – lose too much, and your bank account is going to take a hit and send you plummeting down the ranks. If you choose to start out as a new player, you can create your own in the expanded Create-A-Character mode. Whereas in the original PDC you could only do some basic customisation, the 2008 edition gives you many more options to consider, from the appearance of the character, to their favoured dart types, to even setting a signature technique (i.e. the numbers they prefer to hit to finish a match). You can also now choose the gender of your created beasts, just in case you really want to be a female darts player this time around.

Source: Cubed 3

London Wishes 'Good luck' To Lewis Hamilton With Giant
Message Made Of Car Skid Marks

Battersea Power Station was engulfed with engine noise and screeching tyre smoke this morning, as a special message of good luck was embezzled onto the ground for Lewis Hamilton ahead of this weekend's Brazilian Grand Prix, which could see him walk away as Formula One World Champion.

As these pictures show, the message was created entirely by the skid marks of a sports car and a motorbike, using blistering wheelspins and breakneck handbrake turns to lay rubber onto the tarmac to produce the words 'Go Lewis!' in giant 50-foot lettering.

And while bemused onlookers assumed the stunt was related to the filming of the new Batman movie, currently taking place at the iconic Battersea landmark, it was in fact nothing to do with the the caped hero of Gotham City - but a very different type of Gotham. The message was created for the launch of the biggest racing game yet on the Xbox 360 video game and entertainment system from Microsoft®, 'Project Gotham Racing 4' (Bizarre Creations/Microsoft Games Studio), a high-adrenalin arcade racing title which rewards players with death-defying slides and sideways driving. The concept of 'Skid Art' is also the theme of the Project Gotham Racing 4 TV advertisement currently being aired.

Driving the Caterham sports car in the pictures was the UK's top stunt driver, Russ Swift, who got through three sets of tyres to create the image.

Xbox wishes Lewis Hamilton the very best of luck in Brazil this weekend!

Guilty Gear XX Accent Core for Wii


505 Games today shifted up the pace of their release schedule with the announcement of Guilty Gear XX Accent Core for Nintendo Wii in February 2008.

Developed by Yokohama-based Arc System Works, Guilty Gear XX Accent Core is the third instalment in the series and is widely cited as one of the most carefully balanced fighting games in existence, thanks to a refined combat system with three new gameplay modes.

Guilty Gear XX Accent Core features over 20 deadly combatants and includes an alternate EX version of all the existing characters. On top of all this, the game also introduces two reinvented fighters, A.B.A. and Order-Sol, who have never been seen outside of Japan.

Guilty Gear XX Accent Core delivers a range of all-new moves, including the ‘Force Break’, a special move which consumes 25 per cent of the Tension Gauge when used; ‘Slashback’, a form of parrying with reduced block stun; ‘Slip Throws’; and moves which make opponents stick briefly to walls or slide across the floor of a stage.

In addition to major gameplay changes, Guilty Gear XX Accent Core features the first major aesthetic change for the series since the original release. All voices, including that of the announcer, have been re-recorded or replaced with previously unused samples, in some cases with different actors.

Guilty Gear XX Accent Core makes maximum use of the Wii controller, allowing players to move characters with the control pad on the Nunchuk and use the Wii Remote for both simple and special attacks. Some of the less powerful attacks are mapped on the Wii Remote buttons and the special attacks are executed through both button and movement with the Nunchuk or the Wii Remote.

The final layers of polish on Guilty Gear XX Accent Core come with redesigned playable character artwork and two new music tracks, Launch Out and Keep The Flag Flying.

The final mix is a fighting masterpiece.

Guilty Gear XX Accent Core will be published by 505 Games for Nintendo Wii in February 2008.

Google AdSense and video games



Bafta 195, Piccadily, London - 23rd October - 8.30 - 5pm



Tiga is pleased to announce that Eva Woo Product Marketing Manager of Google Adsense will be flying over from the US to be a keynote speaker at Tiga’s Cross Media Conference ‘Working with Games’ on the 23rd October.

Eva will give the general audience an idea of where Google are headed with games content. She will also describe how publishers and developers can monetize even further their game property in areas such as ‘Gadgets’.

Other speakers from TV, film, advertising and games include Endemol, BBC, 19 Agency, Ubisoft, TT Games and advertising agency BBH.

This event is kindly supported with funding from the London Development Agency. Other partners include PACT, BAFTA and Scottish Enterprise.

Speedball II: Brutal Deluxe on Xbox LIVE


Arcade - Legendary Combat Sports Game in HD



Empire Interactive, a wholly owned subsidiary of Silverstar Holdings, today announced that the eagerly awaited, classic combat sports game “Speedball II: Brutal Deluxe,” is available on the Xbox 360 video game and entertainment system from Microsoft via Xbox LIVE Arcade starting today.

Regarded as a break-though title that took the sports genre to a new level, “Speedball,” the Bitmap Brothers classic, was first released for the Amiga in 1990 and quickly became a huge success. However it wasn’t until the release of its sequel, “Speedball II: Brutal Deluxe” that the title reached new gaming heights and sold over 2 million units. It is still considered by many to be one of the best games of all time.

As of today, players can get the Xbox LIVE Arcade version of “Speedball II: Brutal Deluxe,” a perfect conversion of original game will all the classic elements that have made it a firm favorite amongst gamers, but with the addition of an all-new High Definition version, more teams and downloadable content.

Empire Interactive has recently enjoyed great success with the release of arcade classic “Double Dragon,” one of the most popular full game downloads on Xbox LIVE Arcade (400MP). The highly anticipated release of this legendary game should further cement Empire’s position as a leading provider of casual games in the online marketplace.

Ian Higgins, CEO Empire Interactive said, “Xbox LIVE Arcade is the ideal environment for this exciting new High Definition version of ‘Speedball II: Brutal Deluxe.’ With the addition of extra content packs and downloadable content, gamers will at last have the ultimate version of the game.”

Clive Kabatznik, CEO of Silverstar Holdings commented, “Speedball II will undoubtedly add to our earlier successes on Xbox LIVE Arcade and further demonstrates our ability to cost effectively redeploy classic titles on all major formats and a multitude of distribution channels.”

Mike Montgomery, of developers Bitmap Brothers said, “The team is as passionate about “Speedball” today as they were back in the day. The evolution of the game to Xbox LIVE Arcade will provide renewed interest and excitement for “Speedball” fans old and new”.

At a cost of 800MP, its arrival will please both hard-core fans and new generations of gamers who have yet to experience what some believe is the finest combat sports game ever made.

Xbox LIVE Arcade is the central destination for Xbox 360 gamers to find, download, try, and buy smaller games on the Xbox 360 console. Xbox LIVE Arcade offers a large catalogue of fun, broad-appeal games that can be downloaded via Xbox LIVE.

Pokémon Pandemonium is Back


now ranked in Top 5 action figure brands, total Pokémon sales in Canada are expected to almost triple this year



Pokémon, the global pop culture phenomenon that created a frenzy when it hit Canada in 1998, is back, and it's resurging with significant speed with a new generation of fans. With the new broadcast of the 10th television season entitled Pokémon: Diamond and Pearl on YTV this fall, Canadian sales of new Pokémon merchandise are expected to escalate even further.

The Pokémon brand in Canada is expected to reach $30-million in retail sales in 2007 which represents double and, in some categories, triple the business it did in 2006 - including sales of video games, the Pokémon Trading Card Game, toys, home décor, and apparel. This resurgence was fuelled by this spring's launch of the Pokémon Diamond and Pokémon Pearl video games for the Nintendo DS, featuring more than 100 new Pokémon characters, and the introduction of a new expansion of the Pokémon Trading Card Game in May.

Pokémon Diamond and Pokémon Pearl are the fastest-selling video games in the history of the series, with worldwide sales in excess of 10 million games, and Pokémon Trading Card Game sales up an astounding 300 per cent.

"Pokémon is a classic in the world of video games - since it launched the brand has always been among our top selling video games," said Nintendo of Canada vice-president and general manager Ron Bertram. "The two key drivers behind the wild success of the Pokémon Diamond and Pokémon Pearl video games are the renewed popularity of the brand, and the extraordinary nature of game play that is enjoyed by longtime fans of Pokémon, plus a whole new generation of kids." According to NPD, Pokémon Diamond and Pokémon Pearl video games are the top two selling portable video games in 2007 to date.

Already a top-rated program on Cartoon Network in the U.S., the Canadian debut on YTV of the 10th season of the animated TV series called Pokémon: Diamond and Pearl, is generating impressive ratings since its start on September 28.

"Pokémon toys started the year off within the top 10 most popular action figures, and then the momentum of the launch of the Pokémon Diamond and Pokémon Pearl video games nearly tripled sales of toys and catapulted Pokémon into the top five action figure brands," said Eddie Hayden, Director Marketing, JAKKS Pacific, Inc., a multi-brand company that designs and markets a broad range of toys and consumer products including Pokémon products. "As a result of this new wave of Poké-mania, we're working around-the-clock to make sure we have enough toys to fill the influx of Holiday 2007 orders from Canadian retailers."

Pokémon is the collective name for the 490 characters that one can find, catch, train, trade, collect and use in battle against rivals in the quest to become a Pokémon Master. After launching in Japan in 1996, Pokémon came to North America in 1998. Its arrival spurred a shopping frenzy that is still remembered by an entire generation of kids and their parents.

"The new Pokémon entertainment and toy products coming to market are fresh and compelling to kids."

Pokémon Diamond and Pokémon Pearl introduce a new generation of fans to a new generation of Pokémon, featuring over 100 new characters hailing from the region of Sinnoh - a new land of blue lakes, mysterious forests and snowy hills.

Pokémon merchandise is available at major retailers.

Wii get fit together


As temperatures cool across the country, kids will be spending even more time indoors playing video games. But if you can’t beat 'em, why not join 'em?

That’s what I did. One of my sons got a Wii console for his birthday. In addition to all the superhero games and Pokemon, he also got a slew of sports games.

Intrigued, I decided to challenge him to boxing. Wow, was that a workout! My arms were burning, my heart rate was up and I was loving it.

I’ve recently started playing the tennis game myself. And my son and I really get going on the bowling.

So next time you feel like you’re about to pull your hair out from all the video games, think about joining in on one of the latest fitness trends: exergaming. Besides Wii, you also can check out the offerings from PlayStation and Xbox.

A few sessions a week of exergaming can help you get in shape right in your living room. And it’s a fun way to reconnect with the kids and get them moving, too.

Just tell the youngsters to hand over the controls. Mama (or Papa) is ready for a workout!

Source: MSNBC

Capcom boost by Super Smash Bros. delay

The delay of Super Smash Bros. Brawl into 2008 will be a huge boost to game maker Capcom.





The data-analysis arm of IGN Entertainment, GamerMetrics finds that the interests of potential buyers of Super Smash Bros. Brawl are most closely linked to three games: Super Mario Galaxy, Zack and Wiki, and Resident Evil: Umbrella Chronicles.
That gamers would gravitate towards Nintendo's other big holiday title is a no-brainer. But the second and third most positively correlated games are Capcom's holiday titles.

"The former should appeal to the younger, casual segment of Super Smash Bros fans, while the latter will command the attention of the older, more mature Nintendo enthusiasts," said the firm's statement today.


Super Smash Bros. Brawl Delayed to Feb 2008


Nintendo Wii gamers are in for disappointment with the announcement that the much-awaited game title Super Smash Bros. Brawl will be delayed to February 10, 2008.

I’m sure many have expected that this will already be out by Christmas, just in time for the holiday shopping, but due to some circumstances Nintendo has no choice but to put it off for a little while longer. But the wait will be all worth the wait according to some who had the privilege to see the playable version demonstrated at the press conference held in San Francisco and Tokyo just last week.

What is so special about this Super Smash Bros. Brawl that a lot are watching out for it? Well it’s like a 4-in-1 game because its main characters come from some of the popular Nintendo games like Princess Zelda, Mario and Pikachu. This game is filled with so much action that will make it really fun to play.

Because of the delay there are some speculations that Microsoft will be ahead once again in terms of sales with the recently released Halo 3. This would also give chance to Sony to recoup their sales.


Meowth Pokemon joins Super Smash Bros


The incredibly popular Poké-cat makes a welcome return to Super Smash Bros. Brawl in today's official update as Meowth sheds some coins for some massive damage.

Meowth. It’s considered a major Pokémon, but it did not show up in Melee. It now makes its first appearance since the original Smash Bros.

Meowth appears! It unleashes a slow coin barrage!



They call this Pay Day, but it’s not like it’s getting any coins out of it. It doesn’t appear to be throwing the coin on its forehead.

Huh? That definitely appears to be a coin on its forehead, but what do you suppose they call it in Japan?

Reblog this post [with Zemanta]

Play Smash Bros. Brawl With Just Your Wii remote


It’s been known for quite some time that one of the four controller options for the recently delayed Super Smash Bros. Brawl would be the Wiimote.

Holding it sideways, there just aren’t a whole lot of buttons, and perhaps more importantly, no analog stick. So, just how does the control scheme work? The image above illustrates the basics of how to play the game, with more detailed instructions over on Smash Bros. DOJO!!

Just looking at this image has guaranteed I will either be picking up batteries for my Wavebird or purchasing a Wii Classic Controller. I see what you did there, Nintendo.

Review by Gaming Today - Enemy Territory: Quake Wars



Sitting down to play Enemy Territory: Quake Wars for the first time, I must admit to being a wee bit excited. After all, I’d just spent a fair bit of time in the beta test, and knowing the potential that this multiplayer online shooter possessed, I was anxious to see how much of that potential was realized at retail.

As a gamer who spent countless hours immersed in the Battlefield series of games, I have been waiting for a successor to that series to emerge since Battlefield 2142 drove a stake through the series’ heart. Would Enemy Territory be that game?

Set in the years prior to the events of Quake II, Enemy Territory: Quake Wars drops players in to the heart of a war-torn Earth in the year 2060. The Strogg, cyborg soldiers of the evil Macron, have invaded Earth in the hopes of harvesting humanity for spare parts and protein food for their cyborg army. The Global Defense Force (GDF) is fighting for their very lives against the Strogg invasion.

Presentation (8.5/10)



ET:QW really shines on presentation. Weapons have a gritty, at-war feel to them. The game environments contain several examples of war-torn, futuristic landscapes that just seem to feel right for the GDF vs. Strogg showdown. Vehicles and deployables show damage, so that a player can simply glance at one and know if it is in need of repairs, rather than depending on a meter of some type. There’s no squinting into the distance to determine if that moving target is friend or foe, either. Thanks to some distinctive character models on both sides, and the radar tags, it’s fairly easy to determine who’s who.

The game’s menu system is intuitive, and simple to grasp for anyone that has played any of the myriad online shooters of the past. As an added bonus, the game incorporates a built-in friends list that allows players to add their friends, and follow them directly into online games, almost obviating the need for a third-party client such as Xfire. It also contains a great assortment of filters to allow you to customize your server list exactly the way you want it.

About the only downside to the presentation in ET: QW is that a lot of it has already been done. Sure it’s new to this game, but all of these features have been seen before, with the possible exception of a quality in-game friends tool.

Graphics (8/10)



Graphically, ET: QW isn’t groundbreaking, but it does look good. One extremely positive thing about this game is that the system requirements for it are actually quite manageable. This is due in large part to the fact that the game is built on the somewhat dated Doom 3 engine. However, it’s a pretty souped-up version of that engine. It utilizes what id is referring to as ‘Megatexture’ technology. In basic terms, this technology allows the battlefield to be rendered without the standard ‘foggy’ look in the distance.

Is it cutting edge? No. Will you truly notice? I doubt it. The graphics fit the feel of the game, and they look slick and well-rendered, even on a rig with a quickly-becoming-obsolete 7900GT sitting in it. Framerates at high detail were eminently playable.

Sound (8/10)



The game sound in ET:QW is solid. Not perfect, but quite good. The various weapons have audio that matches what gamers have come to expect from their shooters. In addition, the sound of an anti-personnel turret firing your way quickly becomes distinctive in your ears. “It’s the preferred weapon of your enemy, and makes a distinctive sound when fired at you.” Boy, does it ever. Larger weapons, like the GDF hammer missile, have correspondingly larger explosion sounds tied to them.

One area I felt the sound was a bit lacking was in the ‘voice chat.’ Like many games of its genre, ET: QW incorporates a number of pre-programmed voice commands that can be accessed through an on-screen menu. These commands allow players to quickly communicate with their teammates. Unfortunately, the recordings that accompany those commands are lackluster at best. In my first round on the retail game, I must have heard people spamming the “Owned” voice macro over a hundred times, and every time it sounded pretty blah.

Gameplay (9/10)



Sound and graphics are nice, but if you’re a fan of online shooters, you’re there for gameplay. I’ve got good news for you: ET:QW delivers in spades.

The first thing that struck me about the game was how much work had obviously gone into encouraging players to play as a team. As all of us are aware, gamers tend (at times) to act like lone wolves, each forging their own trail across the battlefield to glory. Well, that won’t work so well here. ET: QW utilizes an objective-based system that has players working through objectives to advance through the battle, all under a set time limit. Accomplish an objective, and you gain more time. If time runs out, you lose.

For example, the GDF might be tasked with repairing a bridge to allow their forces to advance to the next area of the map. At the same time, the Strogg will be tasked with defending the destroyed bridge and preventing its repair. These objectives are timed, and accomplishing them awards experience points to the players on these missions.

Another interesting facet of the gameplay is objectives tailored to certain classes. For example, a player may be assigned to hack an enemy station, which only the Covert Ops class has the ability to accomplish. Players who spawn as engineers can select a mission to deploy a defense turret, or mine an area. All these experience points you’re earning aren’t for naught, either.

Much like the unlock system in Battlefield 2, ET: QW awards players additional weapons, upgraded tools, or perk such as faster sprinting. Where this system differs is that these awards last only until the end of the round the player is participating in. At the start of each new round, everyone starts on equal footing. The plus to this system is simple. Unlike Battlefield’s unlock system, the fact that these unlocks are not persistent is huge. This means that new players have something to work towards, but they do not feel alienated by a horde of players with weapons that new players have no chance to access.

The objective system means that players must work together if they hope to win. One player can make a difference, but not the huge difference that was possible in previous titles of this genre. It is at once the most compelling and revolutionary facet of the gameplay of ET: QW.

Replay Value (9/10)



Can you say multiplayer? Good, I thought you could. There is no singleplayer campaign in ET: QW. While there is a pretty decent set of bots to hone your skills against, this game is meant for online play. Herein lies the replay value. Much like the Battlefield titles of the past, you can expect ET: QW to still be around in online ladders, leagues, and casual servers a year from now and beyond. If you enjoy the game, you’ll have folks to play this one with for quite some time.

Overall (9/10)



Is Enemy Territory: Quake Wars the next Battlefield? Well, I certainly believe it has the potential to be, but only time will tell. Whether it is or not is irrelevant, as it is certainly good enough to stand on its own two feet.

It carries with it the fans of the Quake series, as well as the legions of fans from the Enemy Territory mod for Return to Castle Wolfenstein. All I can say is that those folks are in good hands for the near future.

ET:QW gets pretty much all the big stuff right, and nearly all the little stuff as well. Sure, there are still a few balance issues with some of the weapons, but that’s to be expected in an online shooter that has just gone live. All in all, it was a fun experience that I plan to go back to quite often. In fact, I’m heading back there now.

Halo 3 Soundtrack Contest Announced


Riding on the heels of the announcement that the Halo 3 soundtrack will soon be released, it looks like there’s a contest going on now to secure your own spot on the soundtrack.

Bungie and Xbox are asking musicians and bands to record and submit a song that they think would work well on the Halo 3 soundtrack. First place winners will get their very own track on the album. First, second, and third place winners will also receive a prize package worth about $2500.

Better make sure you’ve got a good song though, since you’ll be judged by a council comprising one of the game’s composers, a few music executives, and some popular bands and artists. Submissions must be in by October 22, and the winners will be announced by October 29.

Project Gotham Racing goes live



The official community site for Bizarre Creations’ latest addition to the PGR series has gone live. PGR Nations will be the global hub for Project Gotham Racing 4 & Xbox 360 owners alike. You’ll need your Windows Live ID login info handy to access your personal stats there.

Keep in mind that the site is still a work in progress. With that said, it looks like the folks at Bizarre Creations have rounded up some interesting PGR4 stats so far:

United States is currently on top of the Worldwide Leaderboard. This is based on the country’s average Online Career win/races ratio.

The USA’s best players spend the longest time on track – 01:15:62 on average per player.
The United Kingdom is behind Canada and Austria in the worldwide leaderboard standings, but ahead in total Kudos accumulated.
New Zealand is bottom of the overall standings, with an average of 35 wins per player across all game modes. Step it up NZ!
Canada holds the fastest speed record overall with an incredible 394mph (set by MR BACONATER), whilst Japan holds the 2nd highest speed with 289mph (set by DK Jackson69).
The United States is also the “cleanest” nation too, with an average of 95 Clean Races per player. On contrast, Finland and Denmark are both joint “dirtiest”, with only 8 Clean Races per player. Of course, you should really compare this with the number of races the nation has completed in total… remember that the USA has vastly more players than most other nations.


Seeing the US claim the “cleanest” prize is almost irony in itself (yes, I read the bulk part). When it comes to “real” driving, we as a nation are among the worst in the world. My guess is as the cell phone sits in the charger during Xbox playtime, brain = worky. Still doesn’t explain why all the rudeness. If only that logic were applied elsewhere.

The Track Guide Viewer feature on the website seems like a really cool idea. Basically, it’s streaming video of in-game sections of a selected course. Hopefully, they’ll accumulate (over time) a massive archive of video hints and tips on how to deal with the tougher parts of PGR4’s tracks. What would really rock is if they could somehow implement short user replay clips, a la EA’s SKATE. Would make for some awesome community sharing.

40GB PS3 $399 US Price Entry Confirmed


Sony will be pushing the newly announced 40GB PS3 model at the sub $400 price point. Not only that, but the new entry PS3 will be officially heading to the US in time for the holidays. No more rumors. Done.

This rumor turned fact comes as no surprise when Sony has clearly shown its stubbornness in reducing the price point of its existing models. By introducing a “cheaper” SKU, Sony is answering the calls of many would-be PS3 owners who still find the existing models well out of their price range. Not only that, but the new entry PS3 model will close the gap to within $50 of its nearest competitor (sans the lame absent hard drive model). To put things into perspective, before today, the cheapest PS3 on the market was $100 more expensive.

It looks like Sony is in good position to attempt a Holiday onslaught. I can certainly see PS3 sales ramping up this quarter now. A $400 PS3 even entertains my thoughts of purchasing a Sony console. I just wish it had the games to back it up right now (MGS4 & GT5 look pimp). Still, hopefully this will end the “it’s too expensive” bitching that has become a monotonous choir of anti-PS3 fandom.

Before you ask, I have no clue if the “White” PS3 will be officially available in the US anytime soon. I just put the pic up because it looks so damn cool.

Nintendo Offers New Vision for Video Games in Flash Focus


Nintendo has brought gamers another training game for the DS, Flash Focus: Vision Training in Minutes a Day.



As Brain Age gives your noggin a work out, Flash Focus hones your hand-eye coordination, peripheral vision and visual acuity. The game is based on high-tech computerized visual training programs used by today’s top athletes.

“Flash Focus represents another one of our software titles that delivers fun with a purpose,” says George Harrison, Nintendo of America’s senior vice president of marketing and corporate communications. “Flash Focus should be in the training arsenal of every coach in the country, but it’s also ideal for casual game players of any age who want to keep their vision sharp.”

Flash Focus is designed to be played a few minutes every day, with the game tracking your eye age as you progress.

Here are some of the features of Flash Focus:

  • A variation of the hidden ball “hat dance” seen at baseball parks: A circle is placed in one of three boxes, and the user must follow the location of the circle as the boxes shuffle rapidly on the screen.
  • Watching two symbols flash on the screen, then tapping the touch screen to indicate whether they matched.
  • Memorizing a target letter and counting how many times it appears in a fast-moving stream of letters on the screen.

    Flash Focus: Vision Training in Minutes a Day comes out in retail stores today.