Archive for the ‘Games Consoles’ Category

Plants vs Zombies charity song aims to be Christmas No 1 – Console news

Can Crazy Dave from PopCap’s massive Plants vs Zombies reach the top of the charts this Christmas with ‘hip-hop’ single Wabby Wabbo?

Casual gaming overlord PopCap has teamed up with humanatarian charity Concern Worldwide to release a Christmas single. The song, bizarrely called Wabby Wabbo is based around PopCap’s hit title Plants vs Zombies. It’s “performed” by the game’s narrator and shopkeeper Crazy Dave, a bearded nutcase with a pan on his head. “Wabbo Wabbo is believed to be the first hip-hop single ever released to feature a yodelling solo by a Yeti zombie,” says the press release.

The single is available for download now and PopCap hopes that if enough Plants vs Zombies fans download the track this week, it can beat the inevitable favourite from X-Factor to the top spot. The (let’s say “eccentric”) video accompanying the track has already had almost 600,000 views on YouTube, and 55p from every download fee goes to the charity. And remember, there’s always the chance that it could ruin Christmas for Simon Cowell.

Games

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Casual gaming

Keith Stuart

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Posted on December 20th, 2011 by  |  No Comments »

Dreams of Your Life asks: how alone are we, really? – Console news

An interactive website based on Carol Morley’s haunting feature film, Dreams of a Life, seeks to put us at the centre of the movie’s question

In 2003 a woman named Joyce Vincent died in her small flat above a shopping mall in Wood Green, North London. She was surrounded by the Christmas presents, she’d just wrapped. The TV was on. There was washing up in the sink. She was not found for three years.

Last week saw the release of Carol Morley’s sad and compassionate movie, Dreams of a Life, which uses fictionalised moments from Vincent’s life as well as interviews with those who knew her, to ask how this death went seemingly unnoticed, and what this means about life in London, and cities, and the 21st century.

To accompany the movie, producer Film4, also sought to commission an interactive experience that would give particpants another angle on the story, and its ramifications. Hide&Seek, a unique London studio that has worked on live urban gaming experiences as well as games and interactive museum projects, was giving the difficult, but fascinating task.

“Our involvement began prior to the shooting of the film so we were primarily working from the press coverage around Joyce’s death,” explains Hide&Seek co-founder, Alex Fleetwood. “It was the emotional impact of the story – this powerful shock that in our hyper-connected world, someone could slip away so unnoticed – that lured us in, and got us thinking about how we could use that feeling as the basis for an experience that provoked you to consider your own life and relationships.”

The result is Dreams of Your Life, a kind of interview story, in which each participant is asked questions about their own life, forming a new narrative about friendship and isolation (co-creator Margaret Robertson has refered to it as, “a chance to do an audit of your life and relationships, within half an hour on a busy work day”). The guiding text has been written by author AL Kennedy, and the images that accompany the project are by British photographer Lottie Davies, whose stark shots resemble a time-lapse sequence through four seasons (you can find out more about her contribution here). The scene she has chosen, a suburban window looking out on to an anonymous street, deftly sums up the themes of the movie – in some images a CCTV camera is visible outside; it says everything about how we can be continually observed in modern cities, without ever being seen.

“We had several aims in making an interactive sister project to Dreams of a Life,” says Alex, who has also just overseen an imaginative game project for the Royal Opera House entitled, The Show Must Go On. “The first was to reach a digital audience and to make them intensely curious…. Watching the film should feel like the inevitable conclusion to completing our experience.

“We also wanted to make something beautiful and unique – the film is both of those things, and it only felt proper to try and live up to that standard. Finally, we wanted to turn this painful story into something positive – an opportunity for reflection, and for some people, action.”

If you haven’t already, take a few minutes this week, of all weeks, to give it a go.

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Keith Stuart

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Posted on December 19th, 2011 by  |  No Comments »

Max Payne 3 – preview

The most troubled cop in the history of gaming is back, with astonishing animation, a bruising story and a potentially brilliant new take on multiplayer

Max Payne. Maximum pain. Never has a video game character been stuck with such an autobiographical name. We were, after all, introduced to this archetypical tough New York cop just as drug addicts slaughtered his wife and baby.

In the game’s sequel, sadistically subtitled The Fall of Max Payne, he forms a spiky relationship with assassin Mona Sax, only to see her gunned to death by a Russian mobster at the downbeat finale. Even for a tough New York cop, that’s got to hurt.

Fast-forward eight years and things aren’t getting any rosier. Max is unemployed and living in a dingy apartment in Hoboken, New Jersey. He’s washed up, washed out, addicted to painkillers and propping up bars like some reject from a Bukowski poem.

With a pitiless eye for detail, the art team at Rockstar Vancouver has crafted a nightmarish bachelor hovel for the character, all empty takeaway packets, peeling wallpaper, busted furniture and god-knows-what staining the carpets and mattresses.

Then on a snowy night in New York, Payne bumps into an old colleague, Raul Passos. Raul tells him there is lucrative security work available in South America; he says there’s a job Max is perfect for. “What, you can get me work sitting in a bar all day feeling sorry for myself?” Max growls in that distinctive monotone. “Where do I sign up?”

But Payne needs an escape route – he’s just killed the psychotic son of a notorious mob boss, Anthony DeMarco, and pa is out for revenge. Back at the wretched flat, Passos is selling the job to Payne, when DeMarco and his mob turn up for a shoot-out.

And we’re into the action. “This game is all about the mechanics,” explains Rockstar’s VP of development, Jeronimo Barrera. “We wanted it to be the most fully-realised third-person shooter ever made; it needed to have the craziest physics, the most accurate and responsive controls. It had to be visually stunning. Running around shooting people is essentially what you do in this game – but it had to be the most fun you’ve ever had running around shooting people.”

As Payne bolts through the rotten corridors of his decomposing building, bullets smash through windows and heavies can be heard clambering upstairs, shouting insults. Although the Rockstar spokesperson showing me the game stresses that this is not a cover shooter, there is an “intelligent” cover mechanic – on the Xbox 360, hitting X makes Max stick to any nearby wall or object suitable for protection. From here, he can spray bullets in any direction, angling his gun around or over the obstacle.

There is environmental damage, too. As Max fires back, the window frames shatter; objects smash and fall. It’s a detailed, intricate world.It’s also typical Rockstar.

Just as Max appears to be cornered at one point, a mad-eyed Vietnam vet bursts out of a nearby apartment with a shotgun, blasting down a couple of mobsters, and shouting: “Come to me you sinners, you evil men – you will be cleansed in fire!”

Later, we can sidetrack into his apartment, which is stuffed with bomb-making equipment, the walls covered in scrawled messages. It’s the sort of surreal interlude that harks back to the previous Payne titles, but is also heavy with the movie references we know from GTA and Red Dead.

So Payne escapes and heads down to the vast Brazilian metropolis of São Paulo (“You’ve been kicked out of the force … and you’ve killed a lot of people,” says Barrera by way of explanation). There he takes on a job protecting wealthy real estate magnate Rodrigo Branco, whose trophy girlfriend has been kidnapped by a street gang. Naturally, they want a suitcase full of cash for her safe return and Payne is going to be the transfer man.

This all takes place in a nervy, exciting sequence in a huge football stadium. The drop is due to be made on the pitch, but things go awry when a paramilitary group turns up and starts blasting at everyone else. Cue a desperate series of chases and shoot-outs as Max and Raul race through the labyrinthine complex, looking for the gang member with the cash.

We also witness one of the game’s many interactive cinematic experiences, where the speed slows down and Payne gets to attempt a ridiculously showy stunt. In this case, he gets onto a gantry above the stadium’s press box where a sniper is looking to take out Raul. Max grabs a rope and swings down into the chamber, shooting his way through the glass screen and into the face of the would-be assassin. Game over.

It’s a function designed to empower the player and capture that sense of invulnerability inherent in the great action movie characters. Players will find that during these sequences, their ammo will top up and they’ll be harder to injure. It’s about not just capturing the obvious tropes of action cinema – the visuals, the gunplay, the choreography – but also the underlying narrative systems. The cheats.

There’s another similar feature named Last Man Standing, which comes in to play if you’re fatally wounded – on the way to the ground, you’ll get one final chance to shoot the enemy, via a shaky reticule. Take him out, and the game will instantly employ any unused painkillers you’re carrying to boost your health and revive you.

Also in the spirit of the classic Hong Kong action movies, Payne is never far away from a discarded gun; all of which can be picked up and wielded. The weapon wheel system will be familiar to any Red Dead Redemption veterans. To access an item, you hit the button to bring up the wheel and cycle through Payne’s available armoury. He can carry two single-handed weapons, dual-wielding them if he chooses – he’ll happily leg it around with a Beretta in one hand, an Uzi in the other. He can also carry one rifle or carbine.

Of course, the defining weapon in the Max Payne armoury has always been bullet time. Initially inspired by the bullet ballets of John Woo and Ringo Lam, it allows players to trigger a slow-mo action sequence in which multiple enemies can be targeted and shot without fear of recourse. There’s a lock-on system in place, but players can choose to free aim their way through these encounters. However you go, it remains a gameplay concept of skewed genius, simultaneously boosting the player’s abilities and providing moments of breathtaking cinematic clout.

In Max Payne 3, the system functions in the same old way – access to bullet time relies on a dedicated power gauge, which is filled during shoot-outs. But of course, what’s new is the impressive graphical fidelity, and the sheer fluidity of the movement.

Rockstar has employed NaturalMotion’s Euphoria physics-based animation system – every leap, roll or fall is procedurally driven, based on a richly detailed 3D character model, susceptible and reactive to all the forces of velocity and impact. The physics system also comes into play via the contextual bullet contact, which ensures that leg, arm, body and headshots all lead to very different reactions. Enemies never go down the same way twice.

Furthermore, the animation has none of that floppy “rag doll” feel that cursed early experiments in physics-based movement. During the stadium sequence, we see Max leap across corridors and crunch into walls, bracing himself for impact at the close of the dive. He’ll also chuck himself backwards over low walls, landing with sickening solidity on his back, guns firing between his legs.

Cleverly, however he lands, you retain multi-direction control over shooting. If he leaps across a room and lands on his back, you can stay prone, turning and blasting in all directions, before getting back on to your feet. It gives the game a sense of physical fluidity and adaptability, which also heightens the cinematic feel. Midway’s Strangehold got close to bringing us the athleticism of the Hong Kong action flick, but Max Payne 3 ramps up the sheer physicality.

Next, Rockstar shows me a sequence that takes place later in the game, but still before Max transforms into the bald-headed, hulked-up figure we’ve seen in the screenshots and trailers. He’s at an old bus depot, looking after Raul’s girlfriend Giovanna, when that pesky paramilitary group turns up again. There are shoot-outs in an old bus cemetery, where the rusting skeletons of ancient vehicles provide the only cover. Yep, it’s an escort mission, but Giovanna will generally run and hide, taking care of herself, while you engage the masses of black-clothed soldiers.

Inside a bus repair garage, Payne climbs the scaffolding to an upper level, and we get another slow-mo sequence. This time, he grabs hold of a rope that’s running to the floor level and slides down it, taking out enemies en route. There are, it seems, plentiful nods to Die Hard as well as the likes of Killer and Hardboiled.

Next, Max bursts his way into an office area and, during our shotgun shoot-out, blasts an enemy though a window, showcasing the animation and environmental destruction in one gloriously OTT second. Each shoot-out ends with a bullet-cam moment, as we follow the projectile from chamber to final enemy, the impact complete with a requisite spray of claret. It’s gruesome stuff, but guiltily satisfying.

This section shows how Max Payne 3 will transition between scenes using a new variant on the comic books frames that told the ongoing story in the first two titles. Now. We’ll see 24-style animated story sequences – or “motion comics” shot from multiple views, as we’re taken between narrative chapters and locations.

Shoot-out sequences are also intercut with story and dialogue moments, though Rockstar has been keen to keep the flow between mo-capped plot sequences and the physics-based animation of the game as smooth as possible. Indeed, the mo-cap sequences with Max actor James McCaffrey and the rest of the cast were all filmed at Rockstar’s own studio in Brooklyn.

The team apparently built elaborate sets to replicate game maps, allowing the actors to interact much more naturally with their environment, and allowing closer parity with the in-game action. Plus, every non-interactive story section will feature Max carrying the weapons that you’re actually holding in the game at the time; it’ll also show any scars or blood stains that he’s picked up during play – a small point, but a cool one in terms of continuity.

Our demo ends with Max and Giovanna bolting into a bus, with paramilitary goons in hot pursuit, one of them wielding a grenade launcher. Giovanna gets behind the wheel and decks the accelerator as Payne shoots out a nearby fuel depot and AI enemies scatter. Panicking, she drives the bus straight into a brick wall. Another fine mess for Mr Payne.

Elsewhere, Rockstar has revealed a major multiplayer component to the game. The range of 16-player modes are all designed to capture the campaign’s cinematic intensity and emphasis on acrobatic gunplay. Alongside standard deathmatch and team deathmatch options the key draw is likely to be the innovative ‘Gang Wars’ newcomer, which, like the multiplayer in Uncharted and Assassin’s Creed, brings a narrative slant to the action.

Built around set-piece locations from the campaign (with previously inaccessible areas like rooftops, now opened up), teams compete to achieve a series of objectives, all accompanied by Max Payne’s usual gruff monologue and book-ended by the graphic novel cut-scenes.

Somehow, Rockstar has managed to incorporate bullet-time into the action. When a player triggers it, everyone in their sight line is caught in the slow-mo treacle, making for bunch of easy, rapid kills. There’s also a range of new special abilities known as bursts, which become available when the player fills an adrenaline gauge.

Killing enemies and looting their bodies builds the meter, and each burst power has three levels of power. Participants can loot the bodies of fallen enemies to find ammo and painkillers. XP is earned though kills and assists unlocking new weapons and bursts. It’s also possible to start a vendetta against any player that kills you twice – get them back and you earn bonus XP.

It sounds like an interesting concept, and married with the visceral combat and dark narrative of the single-player, suggests we’re in for the first essential shooter of 2012. Whether Rockstar can work its peculiar magic on such a linear experience is the main question.

Players can briefly explore certain areas of each location, but this is a narrative ride, with no open-world freedom. Remedy, the original developer of the first two titles is no longer involved – now a group of Rockstar Studios, including Vancouver, the creator of school-based adventure Bully, are at the helm.

There is a realisation that this is a significant undertaking. “Max Payne invented a lot of the vocabulary of the third-person shooter,” says Barrera. “It was one of the first to really tell a story through the action.”

Yet, on the flip side, the linearity has allowed Rockstar Studios to absolutely cram each locale with scene-setting detail. San Paulo, from its mansions to its slums, has been rendered with a real eye for the diversity of the place; members of the design team went out there for six weeks, soaking up the atmosphere, the music, the culture and photographing everything.

There’s mass poverty, but also great wealth (Barrera delights in telling me this place has more helicopters per capita than any other city on Earth), and apparently, you’ll meet resistance from all areas of society during the game, battling both highly trained military squads and favela gangs – all with their own AI behaviours.

The story of Payne’s quest for redemption looks to be a classic action thriller arc – the stuff of Brian de Palma or Tony Scott (Man on Fire is apparently a favourite movie with the Houser brothers). And at some point in this story, as in all wayward action flicks, the anti-hero realises he’s got to stop running and face whatever’s coming for him.

That’s when the clippers come out and the new Max emerges. We can expect all hell to break loose – it’s what Rockstar always promises and usually delivers. One way or another, the pain is going away.

• Max Payne 3 is due out in March 2012 on PC, PS3 and Xbox 360

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Keith Stuart

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Posted on December 18th, 2011 by  |  No Comments »

Games review roundup: Ben 10, Go Vacation and more

Here’s our weekly roundup of some of the games that may have slipped under your radar – such as Ben 10 Galactic Racing, Go Vacation and Kirby Mass Attack

Ben 10 Galactic Racing …

Xbox 360/PS3/DS/3DS/Wii; £29.99 cert 3+; D3If you’re after a fun, cartoony racing game that looks good, play well and is more than a little reminiscent of Mario Kart, then get yourself Sonic and Sega All Stars Racing – the existence of which renders this Ben 10 Galactic Racing pretty much redundant. Not that it’s bad – it’s surprisingly slick given the fairly undistinguished (if hugely popular) cartoon it’s based on. There are 15 playable characters and 25 courses – some basic, some eye-poppingly psychedelic, most somewhere in between. Dotted around each is a standard selection of power-ups, ramps and hazards. It’s clearly targeted at younger gamers, although it’s difficult enough to challenge players of most abilities. If you’re on the look out for a Christmas present for a young Ben 10 obsessive, it would certainly be a decent choice, and one likely to keep him or her amused well into the new year. However, of all the cart racers in all the world of video games, it does nothing to stick its head above the pack. Adam Boult

Go Vacation …

Wii; £39.99; cert 7+; NintendoGo Vacation is a mini-game compilation firmly in the Wii Sports Resort vein. You’re a visitor to Kawawii Island, with four different resorts boasting a dizzying array of activities for you (and a few friends, ideally) to get stuck into. As well as the games, Go Vacation encourages you to explore the island, collect daft outfits and even furnish your villa. The 50 activities aren’t all perfect, but most are well-executed and challenging enough in both single-player and multi-player modes to be interesting and fun. If you’re not a fan of mini-games or party play, you’ll struggle to get much out of Go Vacation, but for everyone else, it’s a surprisingly deep and enjoyable experience. Mary Hamilton

Kirby Mass Attack …

DS; £34.99; cert 3+; NintendoThis is a brilliant platformer that showcases much of what people love about Nintendo. HAL Labs has succeeded in getting the most out of the DS’s abilities to create a game that’s highly original yet easy to get the hang of. Present and correct are an idiosyncratic lead character, a fantasy game-world with consistent aesthetics and internal logic, and an extremely strong focus on putting gameplay first and making sure the whole thing is as fun as possible. Kirby, in case you’ve not been introduced, is a pink blob with arms and legs who resides in the land of Popstar. As Mass Attack begins he’s hit with an evil spell that splits him into 10 tiny versions of himself. It’s up to you to guide the mini-Kirbys, using the DS’s stylus and touchscreen, through the game’s many imaginative levels – solving puzzles, swarming over enemies and collecting fruit along the way. In these days of 3D handheld gaming, a 2D platformer like this might initially appear a little old fashioned, but don’t be deceived – it’s easily one of the most enjoyable games of the year.Adam Boult

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Mary Hamilton

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Posted on December 17th, 2011 by  |  No Comments »

Minecraft – review

PC/Mac; £16.95; Mojang

Much as the molten core of its world swills deep below its grassy topsoil, so Minecraft the game is buried somewhere deep beneath the crust of Minecraft the phenomenon. This is no great surprise.

An independent web-game written in an outmoded language and drawn with rudimentary blocks and 16-bit colours that finds unprecedented financial success will confound the wisdom of most video game critics, consultants and publishing mavens. So it’s inevitable that discussion of the “what” will be smothered by discussion of the “how” and the “why”.

Released long before it was finished, Minecraft has no in-game tutorial, no instruction pages and few explicit goals. November’s update moved the game from its extended beta into full release by introducing an endgame, but players are still forced to adventure outside of the confines of the game in search of YouTube videos to explain how to make one’s mark.

The basic rules are otherwise inscrutable, and, for players brought up on to-do list play, the passage of time largely aimless. And yet, in a few short months, Minecraft made its creator, Swede Markus “Notch” Persson, a multimillionaire, and revealed its player base to be one of the most creatively motivated in video games.

Why? In truth, the answer to the why is hidden inside the what.

Put aside Minecraft the phenomenon for a moment – the excited whispers of Lego deals, the unlikely merchandise, the endless industry awards snatched from the fists of Goliath blockbusters – and the in-game story of Minecraft is essentially the story of man: survival, hunting, community and, eventually, hubris.

The world is uniquely yours. All players share the 1×1 blocks that comprise its mountains, valleys, lakes and clouds, but their arrangement is randomly assigned to you alone. Day one and your goal is mere exploration, charting the terrain around you, a carefree sort of cartography as you feel out the contours of your domain, marvel at the scenery and build a mind map of natural landmarks to set your bearings by.

Then night falls and monsters rise; dead-eyed zombies, skeletons and camouflaged creepers, whose kindergarten path-finding AI has them pursue you with night-terror single-mindedness.

In a flash you spring from tourist to tormented, your goal shifting to a quest for survival as, using the action button, you begin to dig a cave with your bare hands in search of shelter.

Your interactive skillset may be limited to destroying blocks and rebuilding them, but soon you learn how to build tools from the materials around you. After the first night the rhythm and structure remains constant – work during light, shelter during night – but the next day’s objective is largely one of your own making.

You can choose to turn your cave into a castle, the urge to survive making way for the desire for comfort as you venture back out to gather the raw materials needed to laminate the floor of your home, build a bathtub and a stove onto which you can cook your meat.

For some, constructing a shack in the shire is adventure enough, and Hobbit-like they leave the game happy to have made a house a home. For others, ambitions aren’t so easily met, and they embark on a project to build a scale replica of the Taj Mahal, or the Starship Enterprise, or even to use sand and water to create logic gates that fire a giant rudimentary computer scrawled into the landscape.

Your creativity may be bounded to the resources that surround you, but dig deep enough and you’ll find everything you need to replicate on-screen that which sits in your imagination.

Once you have exhausted your self-made goals – added that extension, converted that garage, scaled your own Tower of Babel – Minecraft’s multiplayer servers allow you to venture forth to the community. Here you’ll find collaborative projects that dizzy the mind with their scale or pedantry, a thousand stubby arms chiselling at metaphorical pyramids, slaves to naught but their own aspiration.

In recent months, Minecraft’s makers have sought to take what is, in essence, a playpen of wild potential and mild peril, and mould it into a more formal video game structure. Achievements point you toward light goals, RPG levelling provides an abstract numerical read-out for your progression, while an end boss offers a conclusion for the kinds of players who need to “beat” a game rather than merely play one.

But these feel like half-hearted, tokenistic designs intended to bring some form of closure to the Minecraft phenomenon’s aimless evolution.

At its worst, the full-fat, full-price 1.0.0 Minecraft release is conflicted. A hotchpotch of game design clichés awkwardly stapled onto a wide-open space of joyous creative potential.

But those recent, orthodox game features can be roundly ignored and their presence does not diminish the wonder of the true core of the player-defined experience.

By offering us the tools we need to express ourselves, and by constructing the world from 1×1 blocks, video game atoms that can be arranged in every imaginable combination, Minecraft is perhaps the closest we have to a true god game.

And yet, it is also a game that indulges the instincts and aspirations of man, from lighting that first candle in a cave in order to ward off monsters, to building a tower to the stars. And beyond this, Minecraft has irrevocably changed the landscape of gaming, even as we have irrevocably changed its landscape in kind.

• Game reviewed on PC

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Simon Parkin

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Posted on December 10th, 2011 by  |  No Comments »

BBC announces Doctor Who: The Eternity Clock game

Doctor Who is coming to PS3, Vita and PC courtesy of a new collaboration between BBC Worldwide and developer Supermassive Games

BBC Worldwide has announced a new Doctor Who game for PS3, Vita and PC. Subtitled The Eternity Clock, the downloadable title will be the first in a series of new interactive adventures for the Time Lord. It’s due to materialise on Earth early next year.

From the little info the BBC is handing out at the moment, players are set to take on the roles of the Doctor and River Song as they explore the universe in the Tardis. According to the press release, time travel will form the basis of the game’s structure: “Changes made in one time will impact another, creating multiple possibilities and challenging players to solve puzzles across the centuries.”

The story has been co-written by the BBC Wales team responsible for the TV series, and Matt Smith and Alex Kingston will be voicing their roles. There’s no mention yet of any other major characters from the series appearing in the game, but more announcements are planned soon.

For now, the pairing of the Doc with River rather than with Amy suggests the timeline of the game is around the sixth series or possibly after. Interestingly, you’ll get to play as both the Doctor and River, maybe swapping roles to solve different game elements. It also suggests the possibility of co-op play.

Eternity Clock is being developed by Guildford-based independent studio Supermassive Games, previously responsible for PlayStation Move titles Start the Party and Tumble. We’re promised, “photo-real graphics, television quality scenes and highly realistic characters”, which moves us on visually from the browser-based series Doctor Who: The Adventure Games – these took a more stylised approach.

Next year will be an interesting one for Doctor Who-loving gamers. It should also see the release of Doctor Who: Worlds in Time, a free-to-play MMORPG from US developer, Three Rings. Co-published with Sega, this one was expected at the end of 2011, but will surely arrive at some point in 2012.

So, a downloadable action-adventure with the Doctor, River Song and a range of multi-chronological challenges … thoughts?

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Keith Stuart

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Posted on December 9th, 2011 by  |  No Comments »

Angry Birds cookbook is full of egg-cellent recipes

Picturing the Angry Birds caged up in a kitchen together, we could only imagine a Gordon Ramsey-style tantrum, an epic food fight and a grand old mess, but how wrong we were.

It turns out that our favourite animated avians managed to rein in their tempers long enough to pull together a cookbook full of eggy recipes for the enjoyment of others. And no — we’re not yolking.

Amie Parker-Williams was at the launch of Bad Piggies’ Egg Recipes and had a sneak peek of the book, as well as a chinwag with chef Aldo Zilli who compiled the recipes, all of which you can see in this video.

Fortunately you don’t have to be an egg-xpert cook to have a go at any of these dishes — the idea is that they’re pretty simple so all the family can get involved. There are also plenty of activities and jolly illustrations to cast your eyes over too.

The release of the book coincides with the launch of the latest version of the Angry Birds game, which is yet to be announced, but may well be a Christmas version called Wreck the Halls, according to Angry Bird’s Nest.

Angry Birds has had 500 million downloads and gained 10 million Facebook fans during its short life and is turning into a brand of its own, spawning toys, keyrings, speaker docks and even a board game.

Do you love Angry Birds enough to buy the cookbook, or do you think it’s one merchandising step too far? Let us know in the comments below or on our Facebook page.







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Posted on December 5th, 2011 by  |  No Comments »

Xbox Live update launches with LoveFilm, iPlayer in 2012 – Console news




The fun-packed Xbox Live update is nearly here, so here’s the details of the movie and TV apps that come with it. LoveFilm and 4oD are in the first wave this month, with the BBC’s iPlayer coming next year.



The update to the dashboard of the Microsoft Xbox games console arrives tomorrow, with a swathe of apps giving you access to on-demand music, movies and more, as well as the usual gaming goodies. While iPlayer isn’t on board yet, it will be added to the service in 2012.



Apps will be searchable via Bing and controlled both by your voice and your flailing arms, thanks to the Kinect motion-control gaming system.





Telly channels offering access to their online catch-up and on-demand services include Channels 4 and 5, with 4oD and Demand 5 apps launching later this month. ITV is expected to bring its ITV Player service to the party next year.

Blinkbox, Vevo and YouTube also hit the Xbox in December.

Apps launching in the US include sports channels ESPN, streaming services Hulu and Netflix. Netflix will launch in the UK next year, but there’s no word yet on whether it’ll come to the Xbox when it does.


Meanwhile, Sky customers can watch their satellite sports, news and movie channels on their Xbox — in Germany. Sky Go, which lets you watch Sky channels on your phone, tablet, games console or laptop, is launching on the Xbox for our teutonic chums this month. Sky Go is already available on the Xbox in the UK.

Microsoft has also built a companion app for Windows Phone that allows you to use your phone as a TV remote, as well as searching and finding more information on what you’re watching or listening to.




The Xbox Live update goes, er, live tomorrow. What services would you like to see on your Xbox? Tell us in the comments or on our Facebook page.












Slim-PS3.com is updated several times each day with the latest console news and games reviews.

Posted on December 5th, 2011 by  |  No Comments »

Barcraft lets you watch pro gamers in your local boozer – Console news


Is online gaming coming out of the bedroom and into the boozer? We went along to a pub in North London to investigate the new ‘Barcraft’ trend that began in Seattle and has spread throughout North America and Europe. Landlords are turning off the footy and streaming tournaments of strategy blockbuster Starcraft II instead.


Hundreds of fans packed out the Assembly House pub in Kentish Town last weekend for a marathon two-day viewing session. They watched pro players compete in the Major League Gaming Starcraft II tournament held in Providence, Rhode Island. At stake was a $50,000 first prize and a serious buff to their reputations.

Competition among elite Starcraft II players is fierce, with top-ranking gamers such as Huk, Idra and Leenock performing upwards of 300 in-game actions every minute. But putting in the hours to master the game can reap great rewards, with the best players earning hundreds of thousands of pounds in prize money and endorsements.


Barcraft London organisers say convincing pubs to show their sport wasn’t easy. They approached 40 establishments in the capital before they found one willing to put Starcraft II on their plasma screens. But the landlord who said yes is reaping the benefits — he says Starcraft fans are better behaved and stay longer than fans of other sports. Since Starcraft tournaments are screened free of charge, he can also avoid licensing fees.


But what is it about Starcraft II that makes it such a popular spectator sport? How do the pub’s regulars react when they stumble upon hundreds of fired-up fans screaming at a computer screen? And should traditional sports be worried about this new trend? Find out all this and more by watching the video. You can hear more on this week’s CNET UK podcast, where we’ll be discussing the future of digital sports.


And if you want to attend or set up a Barcraft event in your area, you can contact the organisers on Facebook or Twitter. Let us know what you think down in the comments, or over on our own Facebook page.




Our site is updated several times every day with all latest gaming system news and console reviews.

Posted on November 30th, 2011 by  |  No Comments »

Games industry, you deserve to lose to Apple

The games industry is trying to save its business by strangling the second-hand games market. But if it doesn’t start treating paying customers with more respect, in a year or two there won’t be anything left worth saving.

Arkham City limits

Do you like Batman? I like Batman. That’s why, like 4.6 million other chumps, I paid about 40 quid for Batman: Arkham City in the first week it came out, happy to part with my cash in exchange for the opportunity to smack someone in the chops with a Batarang.

But while the game turned out to be cracking fun, there was something that soured my enjoyment before I even donned Batman’s pointy-eared cowl. To play the bits where you get to be Catwoman, I had to enter a 20-letter code printed on a bit of paper inside the box, and initiate a 250MB download.

That’s about 500 per cent more hassle than anyone who’s just thrown down forty sheets should ever have to endure. Being a naive soul, I asked Twitter why it was proving so hard to play the game I’d just paid for, and was promptly informed that making the Catwoman bits a code-reliant download are a measure taken by the game’s publisher to prevent second-hand sales.

For, you see, that code only works once. So anyone thinking of buying the game second-hand would have to pay extra to download the Catwoman missions, which take up what I (having completed the game) would judge to comprise a significant portion of the story.

In essence, any copy of the game that isn’t brand-new is a lame duck, only fit to be foisted upon unsuspecting nieces and nephews who won’t notice half the game is missing. And if you haven’t connected your console to the Internet, those Catwoman missions will forever lie beyond your grasp.

Thank you for buying our game. Now prove it

This isn’t an isolated situation, neither is it a new one. Battlefield 3 requires you to input a one-use code that comes with the game in order to play it online (ludicrous when the game is so online-focused in the first place), as does Uncharted 3.

Assassin’s Creed: Revelations has a similar setup, in which your code is tied to a single Uplay account, a separate service run by publisher Ubisoft you’ll need to sign up for in order to play online. And if you’re anything like me, seeing the words ‘account’, ‘sign up’ and ‘Uplay’ used in conjunction will have your enthusiasm levels gargling down the drain.

So to recap, having paid full price for a game, not only do you have to sit there like a loser, painstakingly entering codes to make your new game work, you’re then left with a physical lump of matter you legally own, but will struggle to sell.

If you’re the kind of person who likes to wait a bit and then buy a game pre-owned, you’ll have to go through the hassle of buying separate codes to make your games work properly. And that’s saying nothing of the fact that many blockbuster titles launch with expensive DLC ready to go live that really could have been squeezed on to the disc. Thanks guys. Thanks a bunch. Here, have another forty quid.

Second-hand smoked

With these measures games publishers are out to kill the second-hand trade. Should you care that it’s now much harder to lend a game to a friend, or sell it on once you’re finished? Yes you should, because despite introducing these restrictive measures, games are still very expensive to buy. Expensive to buy, hard to sell. A winning combination for them, but not for you.

When I download a movie from iTunes or play a song on Spotify, I know I can’t sell those things on or loan them to a buddy, but I don’t mind because the fact that they’re digital products, devoid of expensive physical materials and shipping costs, means they’re a darn sight cheaper than buying a DVD or a CD. But here is a situation where you’re paying full physical-media prices for something that basically exists in half-digital form.

Okay, having to buy a game new, enter a code and sign up for some stuff you don’t want isn’t the end of the world. But it’s a degree of annoyance you shouldn’t have to put up with, and it smacks of easy arrogance and a level of complacency that the games industry can ill afford.

Because I can play games on my iPhone, and I can play them on the iPad, and if I don’t have the cash to splash on those devices I can play them on an iPod touch. Games for iOS and Android are good. They’re really good. And there are thousands of them. You can download them in seconds, and usually for less than a quid.

Mobile masterpieces

In the time that 250MB worth of Catwoman took to squeeze itself down the intertubes into my Xbox 360, I could have paid for and be playing Tiny Wings, Whale Trail, Jetpack Joyride or any of the other brilliant timewasters that populate Apple’s App Store.

Hardcore gamers will scoff, but they shouldn’t. Mobile games have come on leaps and bounds in the last few years, and with processing power in smart phones and tablets increasing at an alarming rate, it won’t be long before the only thing that separates console games from mobile games is the fact that you have to walk to HMV to buy the bloody thing.

Angry Birds, which debuted in 2009, has been downloaded 500 million times across its various editions. If you combine the sales of all the core Super Mario games ever made, they total about 262 million. As former Escapist editor-in-chief Russ Pitts writes for GameSpot, “Think about that while you’re spending your Q4 reading and writing about AAA ‘blockbusters’.”

Kings of convenience

People will tell you games publishers are only protecting themselves with these measures, that when you buy a game second-hand none of that cash goes to the game-maker, and that these tools are a valuable weapon in the fight against piracy.

But try this one: I don’t care. And neither will the hordes of gamers out there who are increasingly used to having their entertainment delivered conveniently, fast and affordably. Because those are the factors that matter to people, not a publisher’s bottom line.

Apple’s gadgets are awfully convenient. And here’s something else — Apple takes a 30 per cent cut of all sales through the App Store, a cost that I suspect many games publishers would struggle to cope with, should Apple become the dominant force in gaming. So unless publishers want the future of videogames to be fruit-shaped, I would suggest it’s time to treat gamers a little better.

Downloads and digital technology offer consumers convenience, choice and affordability. But while so many companies are embracing this (Amazon, Apple, BBC, Google, Netflix, Spotify, Valve, to name just a few in alphabetical order), it feels like many games publishers see the digital revolution as an opportunity to restrict gamers, and find inventive new ways to bleed them for every last penny.

And that’s the behaviour of a jerk. Games industry, don’t be a jerk.







This site is updated frequently every day with the latest video game news and reviews.

Posted on November 29th, 2011 by  |  No Comments »