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Sunday, May 04, 2008

BradyGames Grand Theft Auto IV Signature Series Guide on sale


Strategy guide publisher, BradyGames unleashes its most ambitious game guide to date – the official strategy guide to Rockstar Games' Grand Theft Auto IV

Official strategy guide expert, BradyGames, has launched its highly anticipated Grand Theft Auto IV Signature Series guide – the only official guide to the year’s biggest game, out now for PlayStation 3 and Xbox 360. Created in conjunction with developer Rockstar Games, Grand Theft Auto IV Signature Series guide weighs in at 288 pages, features an exclusive double-sided foldout map and poster, and goes on sale with an RRP of £12.99.


Liberty City is a living, breathing metropolis full-to-bursting with thrilling places to check out, characters to meet, lucrative opportunities to discover, and secrets to unearth—and Brady’s guide is the only official and comprehensive source of information that will help gamers take advantage of everything that the most anticipated game of the year has to offer, including detailed instructions for completing 100% of the game and chalking up all 50 Xbox 360 Achievements. Packed full of over 1000 screenshots and illustrations, BradyGames’ Grand Theft Auto IV Signature Series guide provides players with game-play basics, a full single-player walkthrough, complete vehicle and weapon listings, 30+ pages of maps and exclusive multiplayer strategy.

Contents include:

- Comprehensive guide to completing 100% of the game, featuring coverage of all Missions—including Vigilante, Car Thefts, and Most Wanted—plus Friendships, Random Characters, and more!

- Detailed maps pinpointing locations for weapon, armour, and health pick-ups

- Locations of every “Hidden Package” and Unique Stunt Jump in the game, complete with descriptions and screenshots showing their exact locations

- Detailed descriptions and battle-tested tactics for each Multiplayer mode

- Maps, walkthroughs and strategy for all main story missions

- Pick-ups, collectibles, and places of interest—everything you need and everywhere you need to be in a dedicated section


Whether gamers need a little nudge to get them through a particularly tough mission or fully illustrated guidance on achieving 100% completion—and winning renown on the recently announced online leaderboard, Rockstar Social Club—this invaluable tome is the best and only source available anywhere.

Brian Saliba from BradyGames UK, said: “The game is sure to set new industry standards for immersive gameplay and multiplayer entertainment. And while all kinds of tips and advice will be popping up online in the coming weeks, this book is the only guide that was developed in conjunction with Rockstar—and it is the only guide anywhere that will be available from day one, for gamers looking to win Rockstar Social Club fame.”

HEAVY METAL MUSIC AND FANTASY MAGIC MIX IN NEW SACRED 2 - FALLEN ANGEL TRAILER


cdv Software Entertainment USA and Ascaron Entertainment GmbH today unveiled a stunning new gameplay trailer for Sacred 2: Fallen Angel, the upcoming Action-RPG for console and PC, slated for release in September 2008. The new video showcases the game's spectacular special effects and character models as swords and sorcery clash in exciting in-game action on the field of battle.

This new trailer also features the brand-new fantasy heavy metal-themed song “Sacred,” penned and performed exclusively for the game by renowned German heavy metal group Blind Guardian. The band, which was recently motion captured for the game, will appear in-game once the player solves a special side quest. Along with introducing the new track from Blind Guardian, this video marks the first appearance of the Temple Guardian, one of the many unique and powerful playable characters from the game, and highlights some of the mounted combat capabilities featured in Sacred 2: Fallen Angel.

Download the video from - http://www.cdvus.com

Sacred 2: Fallen Angel is an Action RPG with a rich story that takes place in a giant, open-ended and seamless world. This world contains hundreds of dungeons, treacherous opponents and a variety of challenging quests. Intelligent enemies, steadily adapting in number and difficulty based on player progress, challenge in heroic single- and multiplayer battles.

Sacred 2: Fallen Angel provides numerous unique items that can be gathered in this mystical world. A deep reward system further enables advancements in character, individual attributes and character-specific fighting styles, each designed to keep players returning to the world of Sacred 2: Fallen Angel to discover what is around the next bend. Drop-in styled cooperative multiplayer gameplay ensures players will enjoy the game alone or seamlessly with friends at any time, while enemies, monsters and challenges dynamically adjust to the player’s party strength. Five unique multiplayer modes round out the experience and offer a refreshing, first-class gaming experience in Sacred 2: Fallen Angel.

City of Heroes Issue 12 - Midnight Hour Developer Diary


Senior Designer and writer Joe Morrissey explains how he helped design and write the story for Issue 12 - the highly anticipated next chapter of NCsoft Europe's popular MMO franchise, City of Heroes/Villains.

Who’s idea was this anyway?
It’s pretty safe to say that if it’s not Positron’s fault… it’s mine.

Hi. I don’t think we’ve been formally introduced. I’m Joe Morrissey, some call me Hero 1. I’m a senior designer and the lead writer on City of Heroes. I’ve been on the team just over a year now, coming on during the craziness of Issue 10, helping guide the vision of Issue 11 and now laying the foundation for what is issue 12, “The Midnight Hour”. But before I get into that, let me give you a little background about myself.

I’ve been a writer/designer for about 10 years now, starting at Blizzard North working on Diablo II, the expansion and anything else us “Northies” thought was a good idea at the time. From there I went over to Backbone and learned how to roll up my sleeves and get down and dirty in design. I worked on a number of handheld games the highlight of those being Death Jr. 2. About a year ago, my wife and I found out we were going to have our first kid and that meant a couple lifestyle changes needed to occur. The main one being a job much closer to home. I applied at Cryptic Studios and apparently I “interviewed well”, a fact Positron is quick to point out anytime that I make his life difficult.

So, why the Midnight Hour?
The Midnight Squad takes the main focus of this issue. They’ve got some of the coolest history, yet hardly any of it has been opened up to the players. I choose the Midnight Squad because they were seriously crippled by the invasion and therefore were extremely motivated to take action against the Rikti. We did a lot with the Rikti story for Issue 10, but it was only through the single lens of the Vanguard. Now we see a second perspective, through the eyes of those hardest hit from the invasion, the Midnighters.

Rather than retreating further back into their libraries, they are stepping out of the shadows and throwing their pipes and monocles into the fight against the Rikti. The Squad has always been a group of intellects who research, discuss and analyze the world of the unknown, but now they have a purpose. They have an enemy – an enemy who thought them important enough to attack first. An intelligent man might believe there was something to that, something the Midnighters can use to their advantage. Now all that knowledge and hidden power is being turned against the Rikti.

The image I have in my head is of a stodgy old Midnighter rolling a big crate out in front of the Freedom Phalanx. The lettering on the crate reads, “The Arc of the Covenant”. With a smile, the Midnighter asks the group of heroes, “You gentlemen think you could put this dusty old thing to use?”

The Midnight Squad is recruiting and sharing their knowledge with others. Now in the world’s hour of need, the clock strikes midnight. It’s the Midnight Hour.

The Rikti and the Wonderful World of Magic
The landscape of magic and the Rikti have changed. When the Rikti first attacked, they came after magic users first. This showed their hand to anyone paying attention. The Rikti’s greatest weakness was magic. Already the Vanguard use magic in their weapons, the Circle of Thorns are working on their own anti-Rikti spells and now we see what the Midnighters have up their sleeve.

This best comes to light in Montague Castanella’s story arc, “Lost and Found”. Montague is at the University in Steel Canyon. It’s a lower level arc, from 10 – 20, but you get to face Rikti, aid the new leader of Dawn Patrol “Lady Jane”, ally with both the Vanguard and the Traditionalists as well as craft an item that could change the landscape of the game. You get mixed up with a lot of stuff in this arc, which is one of the reasons why I like it so much.

However, one of the standout arcs this issue, if not of the past three I’ve worked on, has to be Darrin Wade’s “Midnight Draws Near”. Wade’s an ex-Midnighter who sells his knowledge and stolen relics in the Rogue Isle. Now the Midnighters come to town and he doesn’t much like it. What starts out as a simple enforcer mission, ends up revealing a darker side to the Rikti and eventually sending you into the belly of the beast against the Midnight Squad. There are a couple nice twists and turns in this arc, leading all the way up to your final conversation with Darrin Wade.

Let’s talk tech: Contextual dialog
Finally, I’d like to talk about some new tech for missions we’re rolling out this issue: Contextual dialog. Contacts can now know specific things about your character or the state of the mission you’re on and give you appropriate dialog to match it. I think almost every new story arc uses it in one way or another.

For example, in the Origin of Power arcs you talk to a representative of each of the five origins. When you get to the contact who is the same origin as you, he or she will have more in depth information for you regarding your specific origin. This new tech also allows for us to make NPCs in instanced maps feel more like actual contacts in the zone. We’re now able to change their dialog depending on events going on in the mission. A great example of this is the Sybil you speak with at the beginning of Imperious’ first mission in Cimerora. She has three different dialog states depending on where you are in the mission.

This tech actually has the potential to replace our current system for handling missions. The design team has a couple of other ways we plan to use contextual dialog but we’re going to have to keep those plans locked up for now.

Saturday, May 03, 2008

NINTENDO ANNOUNCES WORLDWIDE MARIO KART WII TOURNAMENTS


Nintendo has thrown down the gauntlet for Mario Kart Wii racers worldwide. Now it's time to see who's up to the challenge, as players take on the world in Mario Kart Wii Tournaments.

Every few weeks, a new tournament will appear on the Mario Kart Channel, an online feature that not only allows players to compete in tournaments, but also exchange race data with friends. Tournaments might take the form of a challenge for players to race a certain course as fast as they can with specific characters, or to collect a number of coins on a course using the Wii Wheel accessory or another control setup. They can feature unique rules or obstacles on the course.

The first tournament, which appears today, directs racers to compete for the fastest time on the Mario Circuit. Look closely though – something may be different. Players can attempt the challenge as often as they like during the duration of the tournament. Their best time will be recorded and added to the worldwide rankings, allowing players to see how they stack up against the best racers from around the world.

NOTE: If you would like to participate in Mario Kart Wii tournaments, your Wii console needs to be connected to the Internet. For more information about how to get online, visit Wii.com. For more information about Mario Kart Wii, please visit www.MarioKart.com.

NAMCO BANDAI GAMES GETS THE GOLD WITH WE SKI ON Wii


Make every day a snow day as NAMCO BANDAI Games America Inc. today announced that We Ski has gone gold for Wii. Step onto the Wii Balance Board or grab your Wii Remote and Nunchuk and hit the slopes for single or multi player downhill action! Up to four skiers can experience the sweetest mountain runs like never before, as they enjoy We Ski’s highly responsive and intuitive controls. We Ski will carve its way into stores on May 13.

“NAMCO BANDAI has worked to create the most intuitive and responsive skiing game available, giving players a fully immersive experience,” said Todd Thorson, Director of Marketing and Public Relations for NAMCO BANDAI Games America Inc. “We want players to feel the fun and intensity of real downhill skiing from the comfort of their living rooms.



It’s winter fun all year round as We Ski allows up to four skiers to enjoy a huge mountain resort with more than a dozen runs from the bunny slopes to the most challenging Black Diamonds. Not only can players shred through the trails using the motion-based controls, but they can also mix in the Wii Balance Board for a whole new level of realism. Players can even ski using their own Mii™ or create customizable characters that can be outfitted with different attire, poles, goggles and costumes.

The thrill doesn’t stop there, as a host of other activities will be available to enjoy including races, slaloms, moguls, freestyle challenges, ski school, and more! Players can even try their hand at night skiing while enjoying the spectrum of fireworks that color the sky. Skiing aficionados can also check out the game’s dedicated website, www.weskipatrol.com, to view interactive trail maps, check out photos, watch movies and download wallpapers, banners, and more!

We Ski is rated “E” for everyone by the ESRB and carries a suggested retail price of $29.99.

Activision to Cast - Rapala Fishing Frenzy onto Consoles


Bait your hook this summer to catch "Rapala Fishing Frenzy," the newest edition of the popular angling game from Activision. Developed by Fun Labs in close collaboration with Rapala, the world's largest manufacturer of fishing lures and No1 fishing brand in the world, the title will supply heart-pounding fishing action in over 20 tournament events. The game is slated for release for the Xbox 360 video game and entertainment system from Microsoft, PLAYSTATION 3 computer entertainment system, and Wii in Summer 2008.



"Rapala is the gold standard when it comes to quality sport fishing games, and Fishing Frenzy is the natural progression for the franchise," said Dave Oxford, Activision Publishing. "Fun Labs has refined the controls for fishing enthusiasts while making the game easy to learn and action-packed for amateur anglers."

With their hands on authentic gear, players will feel like they have an actual rod in their hands as they cast, jig the bait, and reel in fish. Players can battle for their favorite trophy as they angle for 25 of the most sought after species of fish in the world, all within pristine, uncrowded freshwater environments. This is the most exciting, progressive fishing game ever made and every angler's dream.



"A proper fishing game needs to capture the adrenaline-pumping intensity of sport fishing," said Adrian Filippini from Fun Labs. "Fishing Frenzy delivers big time with beautiful graphics and controls adapted specifically to each console. Rapala's involvement has resulted in a game with a new level of realistic fishing fun."

Crytek say No more PC exclusive titles


The president of Crytek, Cevat Yerli, has revealed that the company will no longer develop titles exclusive to the PC.

Speaking in an interview to PC Play, Yerli explained some of the difficulties the developer encountered with its title Crysis. He went into details on how piracy had affected the title and that it had taught the company a valuable lesson.

"We are suffering currently from the huge piracy that is encompassing Crysis," explained Yerli.

"We seem to lead the charts in piracy by a large margin, a chart leading that is not desirable. I believe that's the core problem of PC gaming, piracy."

"It was a big lesson for us and I believe we won't have PC exclusives as we did with Crysis in future. We are going to support PC, but not exclusive anymore," he added.

Wii Fit game sold - every four seconds


The Currys retail chain, consisting of Currys, PC World and Dixons brands, has revealed that it sold a copy of Wii Fit every four seconds across the release weekend, making it the chain's fastest-selling game ever.

The news comes alongside the announcement that the group is also planning to implement its own game classification scheme to try to better inform shoppers as to the suitability of its products for family entertainment.

PC and console titles will be tested by a selection of families, while some products will also be labelled as suitable for customers over the age of 60.

"The notion that videogames are played by teenagers tucked away in their bedrooms is past its sell-by date," said Amanda Clift, Currys' head of brand. "Videogaming is now a mainstream form of family entertainment and we've seen a huge surge in the number of non-core gamers purchasing consoles and games.

"This new scheme will allow us to rate a game based on the collective feedback of a large number of families so our customers can quickly and easily identify which games are going to provide the best form of family entertainment."

The move follows the release of the Byron Review last month, which recommended stronger measures to highlight and encourage recognition of videogames ratings.

The company also released a top ten chart of its best-selling 'family-friendly' titles, as follows:

1. Wii Fit (Wii)
2. Singstar (PS3)
3. Gran Turismo 5: Prologue (PS3)
4. Buzz Hollywood (PS2)
5. Big Brain Academy (Wii)
6. Mario Kart (Wii)
7. Brain Training (DS)
8. Pro Evolution Soccer 2008 (Wii)
9. Sun Crossword (DS)
10. Mario and Sonic at the Olympic Games (DS)

Exteel - Frontliner Mechanaught And Weapon Highlights


NCsoft announces the third Exteel diary highlighting Frontliner Mechanaught and detailed weapon highlights.

NCsoft announces the third Exteel diary highlighting Frontliner Mechanaught and detailed weapon highlights.

Once most Exteel players complete the full range of tutorials and finish a few matches they probably won’t want to stick with the Pinkett very much longer. Most players by this time should have enough in-game money (credits) to purchase something new, or at least acquire some different Mechanaught parts.

One of the Mechanaught sets available for a reasonable sticker price is the Frontliner, a medium Mechanaught design that is built for battling other Mechanaughts on the front lines (hence the name) and absorbing greater amounts of punishment. It’s a popular purchase among new players, who want to stand and fight the enemy straight-up, rather than run away at the first signs of danger. The heavier armor of the Frontliner means it’s a bit more armored than a Pinkett, but the Frontliner has superior energy generating and heat regulation capabilities without really slowing it down. Both the Pinkett and Frontliner have one MPU or Mechanaught Processing Unit, which dictate how many special skills you can equip your Mechanaught with at any one time.

Pilots upgrading from a Pinkett should take note however that the Frontliner does have a durability rating, meaning it’ll degrade over time until it is either unusable or gets repaired.

Weapon Highlights

• Poseidon – The –C model of this large two-handed underslung cannon is awarded to players for finishing the “Cannon Training” advanced tutorial. It fires large energy rounds at opponents and while the damage may not as great as other two-handed weapons, its ease of use and wide lock-on ability, coupled with a relatively low overheat rating, means it’ll be a favorite for starting pilots who wish to yield the really big guns.

• Defender – Defenders belong to a set of non-weapon items that essentially are shields. The Defender itself looks like a police riot shield. While Mechanaughts can be armed with shields, the shield has to actually be in use (that is, you’re clicking on the mouse button to bring it up to a shielding position) in order for it to work. Shields absorb damage from incoming fire—they more they absorb, the more heat they generate until they overheat and become unusable until the heat dissipates. Players commonly use a shield with a melee weapon since at close range it’s easy to shield yourself from a melee attack, but other combinations are certainly possible (flag carriers in CTF matches for instance have been known to equip two shields at once).

• Death Hurler – The Death Hurler is a low-cost two-handed weapon similar to the cannon, except it fires high explosive-armed rockets. Rocket launchers have some distinct advantages over cannons as they don’t generate as much heat or take as long to reload. Pilots can also fire a rocket launcher while moving or jumping, while cannon users have to remain standing still. The downside is that the rocket launcher requires manual aim; there’s no locking on to an opponent, so the pilot must be very accurate when firing. Plus, a rocket launcher doesn’t pack nearly as much punch as a cannon.

• Beam Spitter – One of the most popular SMG types in Exteel, the Beam Spitter is an excellent weapon in the hands of even a novice pilot, with exceptional range for an SMG and very good ratings for accuracy and reloading. Many pilots that wind up in close-range battles switch to the Beam Spitter for the kill. Like many SMGs, the Beam Spitter fires a one-second burst at a target with the single pull of the trigger.

Practice Mode
Practice Mode offers you the ability to try out weapons and skills in a circular arena without having to attack other players, or worrying about other players attacking you. The arena is populated by four standing Mechanaughts, replicas of your own Mechanaught, that can be targeted and attacked, but not destroyed. Here you can practice how long it takes your weapons to overheat, how certain skills can be used, and you won’t get penalized for leaving (in regular matches you get penalized 200 credits for leaving early).

Battle Modes – Deathmatch and Team Deathmatch
Exteel offers one of the most traditional online multiplayer game modes in the world: the classic deathmatch. Battles can have as many as sixteen players, and the purpose of the deathmatch is simple: accumulate the most points and win. You accumulate points by destroying other Mechanaughts, or assisting in their destruction (meaning you delivered a significant amount of damage but did not make the fatal blow). Players can respawn from generally four different areas on the map, which is usually where the bulk of the fighting is. There’s no healing here; once the damage is taken, it stays that way until your Mechanaught is destroyed and you have to respawn.

Deathmatches can be very intense as everyone is pretty much out to get you, and being successful means being a little careful about which local fights to get into, where you are, and how absorbed your enemies are in each other. A gaggle of Mechanaughts engaged in a giant melee fight can be easy pickings for someone at long range.

The structure of Team Deathmatch is similar to Deathmatch; instead of a free-for-all it pits two teams of players against the other, and the team with the most accumulated points wins. The tactics of Team Deathmatch are of course very different from Deathmatch. Pilots need to stick together in clumps, where the combined firepower can overwhelm singular enemies easily. Since there are no healing pads like other team matches, those equipped with rectifiers will be extremely useful. Team Deathmatch is all about working together to rapidly defeating the opponents without having the same thing done to you.

New Screenshots Available for Theatre of War


cdv Software Entertainment USA today has released a pack of new screens for Theatre of War, their upcoming WWII battlefield simulation/RTS game. In the new screens, bombers and artillery blast to the battlefield while infantry and armored units head into combat. Slated for a May 2008 release on PC, Theatre of War offers an extensive real-time strategy experience. By combining the look, feel and historical elements of World War II, Theatre of War creates an unrivaled tactical battlefield experience that spans major campaigns from the Battle of Moscow to Normandy. With more than 50 missions spread across multiple campaigns and a rich do-it-yourself mission and map editor included, Theatre of War rewards armchair generals with tremendous gaming and replay value.

You can view the screens in the Theater of War section on our website: http://cdvusa.com/games/view/63

Theatre of War offers a fresh take on the WWII Real-time Strategy genre by combining the look, feel, sounds and historical elements of WWII to create the ultimate warfare simulation. The game engine features realistic shell ballistics, armor penetration calculations and damage effects coupled with destructible environments, trenches, fortifications and individually tracked weapons, equipment, ammo and vehicles. More than 50 battles spread across seven different campaigns (US/UK, Soviet, German, French, Polish, Battle for Moscow and Panzer Lehr in Normandy), along with eight non-campaign scenarios, five Training scenarios and 11 different multiplayer missions are available in the game to offer a rich and challenging combat experience to players.