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Thursday, October 18, 2007

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?

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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.
  • Wednesday, October 17, 2007

    ACE COMBAT 6 - DEMO SOARS PAST ONE MILLION DOWNLOADS ON XBOX LIVE


    Atari announced today that the downloadable demo for NAMCO BANDAI Games’ Ace Combat 6: Fires of Liberation has surpassed one million downloads worldwide on the Xbox Live online game service. Exclusively for the Xbox 360 video game and entertainment system from Microsoft, Ace Combat 6: Fires of Liberation propels the flight-action genre into the stratosphere with standard-setting graphics, a full section of online multiplayer modes and new gameplay features that provide players with more ways to rule the skies than ever before.
    There’s no excuse for anyone with an Xbox Live account not to have tried this demo by now, and hopefully the sheer numbers of people already taking to the skies will encourage those still in the hangar to taxi onto the runway and light ‘em up,” said Mathieu Piau, Product Manager, Atari Europe. “The demo provides a tantalizing taste of the full-throttle experience gamers will be able to enjoy once the title launches in Europe this November complete with full online multiplayer dogfights.”
    Ace Combat 6: Fires of Liberation introduces massive “living battlefields” that players must manage to turn the tide of a war that is tearing the country of Emmeria apart. With the new Dynamic Operations System, players can battle across multiple fronts and tackle different objectives as they strategically engage enemies in the land, sea and air. Players can now unleash their full military might upon the opposition with the new Allied Support System, calling in for reinforcements to assist in battle. Across the game’s single player campaign, players will be able to purchase and upgrade 15 licensed aircraft, choosing from the world’s most advanced and fearsome fighter jets to accomplish air-to-air and ground support missions. In a first for the series, Ace Combat 6: Fires of Liberation introduces online dogfights via Xbox Live, allowing up to 16 players earn their wings in competitive or cooperative game types.

    Ace Combat 6: Fires of Liberation is scheduled for European launch in November 2007. For more information about Atari’s entire product line up, visit www.atari.com.

    Tomb Raider Anniversary PSP


    Tomb Raider Anniversary PSP Wii European Street Date Set For 26th October

    Eidos Interactive Ltd., part of SCi Entertainment Group, one of the world’s leading publishers and developers of entertainment software, is pleased to confirm that Tomb Raider Anniversary on PlayStation Portable (PSP) will be released on October 26th throughout Europe.

    Inspired by the first Tomb Raider videogame, originally released in 1996, LARA CROFT TOMB RAIDER: ANNIVERSARY is a totally new adventure for Lara, faithfully preserving the elements which made the original Tomb Raider such a classic (selling over 7 million copies worldwide). The Tomb Raider series is still one of the best selling videogame franchises of all time with over 32 million copies sold and two major feature films released, starring Angelina Jolie.

    Lara Croft Tomb Raider: Anniversary will also be available on Xbox 360 and Nintendo Wii this holiday season and is already available on PlayStation 2 and PC Games for Windows.

    For more information go to: www.tombraider.com