Wednesday, August 15, 2012

Epic Mickey 2 - Exploring Disney Gulch

As the November 28 release of Disney Epic Mickey 2: The Power Two draws ever closer, Disney’s Junction Point Studios is finally letting the lid off of Mickey and Oswald’s next escapade. I recently got the chance to try out an early version of the game, painting and thinning my way through a portion of the Disney Gulch area. So far Epic Mickey 2 seems to be similar in tone and mechanics to the Wii original - albeit with a few additions and some upgraded graphics.

The main draw of Epic 2 is that player choice will have a significant effect on the surrounding world - far more so than the original. For instance, whether you decide to paint a saloon back to life or use your paint thinner to erase it from existence informs how the characters in that area react to you. This will theoretically have a butterfly effect on various aspects of the story, as well as inform which secrets you can find and which are gone for good.

In this way all your choices - whether you rely on paint or thinner more, who you befriend, how you go about your adventure and so on - affects the overall outcome of the game, so much so that I was told it would take a player three full playthroughs to find and accomplish everything Epic Mickey 2 has to offer. That's a lot of Mickey.

Another key aspect of Epic 2 is teamwork. The game features drop-in, drop-out co-op play for two players, where one takes the lead as Mickey with his paintbrush while the other chips in as Oswald with his floppy propeller ears. While much of the quest can be completed solo, I was told that certain areas and items can only be reached with the cooperation of two players - so start hitting up your Disney-loving buddies if you intend to 100% this one.

The particular journey I completed with a fellow player involved collecting a few batteries to power a train, then taking that train to an area where we had to jump across a series of crazy platforms to progress the story. As another testament to how your actions have a meaningful effect on the world, the more batteries you collect the easier this segment of the game is. Don’t collect any, and you’re in for a severely tricky bit of platforming - collect them all, and various mechanical doodads make the endeavor much, much easier. It’s great that the game will give you the freedom to skip certain tasks and face the consequences if you so choose - and I hope the rest of the game features similar scenarios.

It must be bizarre seeing your own face on a watch.

As mentioned, the area I played was called Disney Gulch, Wasteland’s equivalent to Disneyland’s western-themed Frontierland. While the main area features a stereotypical old west setting (a saloon, plenty of desert, craggy rocks, cacti, etc.), the outskirts are positively littered with Disney memorabilia. Clocks, watches, statues, umbrellas - it’s like a Dalí painting on Disney acid come to life.

This sequel to the Wii original will be coming to PlayStation 3 and Xbox 360 in the coming months (PC and Wii versions are confirmed, though no launch information has yet been provided). A 3DS entry in the franchise is also in the works - check out my preview of Epic Mickey: Power of Illusion if you haven’t already. If both of these games pan out, this holiday should prove an exciting one for fans of the mouse.

For all things Epic, be sure to keep it here on IGN.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


Source : feeds[dot]ign[dot]com

Disney Drops Selick's Stop-Motion Project

Disney shut down development on Henry Selick's (Coraline) untitled stop-motion feature, pulling the plug on what would have been an October 4, 2013 release.

Variety reports that Selick will now begin shopping the property to other studios. Insiders claim the project wasn't where it needed to be to meet its release date, prompting the studio's decision.

However, this has not yet had any affect on the Selick's other Disney project, an adaptation of Neil Gaiman's The Graveyard Book.


Source : feeds[dot]ign[dot]com

Before Watchmen: Rorschach #1 Review

Poll a group of Watchmen fans on who their favorite character is, and chances are the majority will answer "Rorschach." There's something endlessly appealing about the dark, twisted vigilante who sets out to solve the world's ills with his fists. No doubt many writers would have jumped at the chance to pen the further adventures of Rorschach, but DC opted for the writer perhaps best suited for his bloody, grimy, nihilistic world -- Brian Azzarello. Unsurprisingly, Azzarello quickly and comfortably settles in with the character in Before Watchmen: Rorschach #1.

Too many of the Before Watchmen books are guilty of retreading material we've already seen in the original series. But not unlike his Comedian series, Azzarello instead opts to explore an unknown period in Rorschach's career. Issue #1 picks up in 1977 and introduces a serial killer known as The Bard with a penchant for carving messages into the corpses of his victims. A perfect candidate for Rorschach's brand of justice, in other words.

If you're hoping for Azzarello to provide a radically new take on the lead character or further mine his psychological depths, you may be a little disappointed in this issue. It isn't overly creative or ambitious. That said, it is well executed and very faithful to the tone of Rorschach's scenes in the original series. Azzarello captures Kovacs' harsh, disjointed voice well in both his dialogue and the obligatory "Rorschach's Journal" narration. The narration is slightly more verbose than what we saw in the original series, but perhaps that's for the best. 20 pages of sentence fragments could easily grow tiresome.

And again, while Azzarello doesn't reinvent the wheel, his script does show some thematic ambition as it explores Rorschach's troubled past, his relationship with his mother, and his insistence on living among the scum and filth of a city he professes to hate so much. We know by now why Rorschach does what he does, but that doesn't mean there isn't compelling material to be had in attacking the character from a slightly new angle and in a new time period. My only real complaint about the first issue's script is that it feels a little brief. Rorschach barely embarks on his manhunt before running into a wall and regrouping for issue #2. With the series being only four issues long, I was hoping for a slightly meatier debut.

The series also has the distinction of reuniting Azzarello with artist Lee Bermejo. Unlike books like Luthor and Joker, Bermejo sticks entirely to his more cinematic, textured style rather than switching between styles. The downside to the hyper-realistic approach is that the storytelling flow isn't as strong as in some of the other Before Watchmen books. While Bermejo seems to make some adjustments to his style in terms of page layouts, in general the book is more about big, static images. On the plus side, Bermejo expertly captures the grit and general sense of hopelessness in this world. The book is almost pretty in its ugliness. In particular, Bermejo's depiction of the shadowy Bard and his victims really helps sell the danger of the villain in a way the sparse writing alone wouldn't have.

The lettering deserves special mention as well. Rob Leigh resurrects the old-school typewriter approach for Rorschach's captions. The intentional spelling errors and other mistakes go that extra little bit towards convincing the reader they're peering into an undiscovered portion of Rorschach's personal history. It's a shame the same effect couldn't be achieved with the lettering in the Crimson Corsair backup feature (which is as unremarkable this month as it's been since the beginning).

Before Watchmen: Rorschach delivers exactly what you'd expect when this creative team pairs up for this particular character. It doesn't break new storytelling ground, but it offers an enjoyable read that doesn't rely overly much on material we've read before. If any Before Watchmen book could be read and enjoyed with no knowledge of the original Watchmen, it's probably this one.

Jesse is a writer for IGN Comics and IGN Movies. He can't wait until he's old enough to feel ways about stuff. Follow Jesse on Twitter, or find him on IGN.


Source : feeds[dot]ign[dot]com

Tuesday, August 14, 2012

Big Ant Boss Answers YOUR Rugby League Live 2 Questions

2010’s Rugby League Live, Big Ant Studios’ first attempt at the sport, sailed wide of the posts and fell flat with critics and fans alike. Nearly two years on the Melbourne-based developer is set to take another shot. We chatted to Big Ant founder and CEO Ross Symons about Rugby League Live 2 and what the team has done to hopefully send this one straight over the black dot.

IGN AU: What’s the first thing you decided to address from Rugby League Live in the development of Rugby League Live 2?

Ross Symons: The fans have made it clear that the first thing to be addressed for Rugby League Live 2 was to be the introduction of a deep Career mode, which of course Rugby League Live 2 has. At the end of the Career mode you can even save your created Career team and take them online to see who has created the best 10 year team.

IGN AU: We’ve had a lot of questions around this Career Mode forwarded to us by your fans; can you explain it to us in a little more detail? Will you be able to manage your Toyota Cup, NSW/QLD Cup and First Grade teams, promoting players, and buying players out of other teams’ lower grades as well as top grades? Are you going to be able to buy players from the other competitions?

RS: Rugby League Live 2 allows you to choose between NRL or Superleague teams for Career mode; players can be brought in from all teams including lower grades from Australia and the UK.  Within this mode you will be able to affiliate yourself with representative teams and play those games through the year.

IGN AU: Having two commentators seems like a good step towards getting the atmosphere right. How else has this area improved? Is the commentary any more organic? Are the crowds dynamic; will they, say, boo an away kicker prior to conversions? Are they louder at Origin matches?

RS: Having both Vossy (Andrew Voss) and Gus (Phil Gould) commentating really brings the feel of the game closer to that when watching on TV; the commentary and sound effects are tailored depending on the importance of each match and time on the clock.

90jpg

The visuals have improved significantly from the original.

IGN AU: How about 40/20s: have they been fixed?

RS: We now have five difficulty levels in the game; the ability to do 40/20s will be dependant on the difficulty level in terms of what the defence will do to prevent 40/20s occurring.

IGN AU: There’s talk amongst fans that they want the forwards to have more impact on the game, so players can’t win by simply stacking their teams with wingers and fullbacks. Has this been improved?

RS: Stamina, tackle impacts and momentum in tackles will have a big part to play. Using forwards to take ground from the defence and sap energy is important, then using burst players to get the line breaks.

We've implemented attributes for players that will take advantage of certain players "freakish" abilities, so tackle ability, fends, speed and accuracy of kick will all be noticeable.

IGN AU: Will marquee players actually make a difference? If we buy Tony Williams or Dave Taylor for our team, will they be noticeably harder to tackle? Will Billy Slater be quicker and more agile than other players? Can Benji Marshall kick 50m drop goals?

RS: We've implemented attributes for players that will take advantage of certain players "freakish" abilities, so tackle ability, fends, speed and accuracy of kick will all be noticeable.

IGN AU: There have been a lot of questions about passing, which wasn’t really highlighted in the debut trailer. In RLL players tended to lose all momentum when the receiving the ball from a pass. How has this been tweaked?

RS: We've got two types of passing now – flat and deep passes. These allow for passes that are safer but will have attackers at a slower pace while the flat passes are riskier but will have attackers bursting through onto the ball at full speed. The choice is for the players based on the situation.

89jpg

Players accumulate mud in poor weather.

IGN AU: Could you also elaborate on the use of decoy runners and run around plays?

RS: Human and AI players alike have the potential to open up gaps in the defensive line by having offensive players on decoy runs and run arounds, essentially sucking defenders in where they may move to cover their opponent even if they do not have the ball.

IGN AU: Could you explain this new dynamic tackling system?

RS: The game allows for drag tackles to the sideline, and also leg and arm pin tackles. The players choices against different attackers may determine if they are able to offload or break tackles easier.

IGN AU: How has online improved?

RS: We believe we have a first for sports games online; every game mode in Rugby League Live 2 can be played online.  Competition, Casual and Career modes can all be played with friends.  Every game either online or offline will win badges and experience points for players which will go onto leaderboards. Every aspect of the game has been tailored to online use.

It is reasonable for gamers to expect Rugby League games to be up there with the best in the world, such as FIFA 13, however this is the second iteration of the game and FIFA has had more than 20 releases.

IGN AU: Do you think there’s a bit of misunderstanding amongst gamers who don’t quite grasp that it’s unrealistic for a game like Rugby League Live 2 to be on par with something like, say, FIFA 13?

RS: It is reasonable for gamers to expect Rugby League games to be up there with the best in the world, such as FIFA 13, however this is the second iteration of the game and FIFA has had more than 20 releases. So while I believe that we are on the right track and are approaching the bar being set by EA Sports and the like, local games and local companies need support so as to get the games to the same level of iteration.

IGN AU: Is technology like NaturalMotion’s euphoria engine out of reach for something like the Rugby League Live series? Because in a lot of ways the tackling in Backbreaker is superior to even Madden...

RS: Backbreaker was in development for many years and had a complicated history with Midway having hundreds of staff working on it before they went under and it was picked up by NaturalMotion themselves. Big Ant Studios has used NaturalMotion’s products in the past, and we evaluated euphoria and morpheme for Rugby League Live 2. However, whether it be Madden or Rugby League Live 2, technology like this to be evaluated on a time basis as well as a cost basis and it did not fit the timelines this time around.

originjpg

And then they woke up.

IGN AU: Finally, can you shed some light on gambling and alcohol sponsors on jerseys? We’ve heard speculation it’s a ratings thing, but that just sounds like scuttlebutt; FIFA 13 has multiple clubs sponsored by Carlsberg and Chang and that’s rated G. Did the sponsors in question not sign off on inclusion, or did the NRL want them left out, for the same reason you wouldn’t see a VB logo on a kid’s NSW Blues jersey?

RS: This is more linked to the individual companies concerned not wishing to be seen to be promoting their adult products to a potentially younger than adult audience.

Rugby League Live 2 will be available later this year. An exact release date is yet to be announced.

Luke is Games Editor at IGN AU. You can chat to him about games, cars and the perils of parking one near Campbelltown Stadium for Monday Night Football here or find him and the rest of the Australian team by joining the IGN Australia Facebook community.


Source : feeds[dot]ign[dot]com

Diablo III -- How Blizzard is Improving Legendary Items

If there's one place the team at Blizzard knows it messed up with Diablo III's initial design, it's the Legendary items. These items should are fairly rare, but fans have long complained that they weren't powerful or useful enough to reflect how hard they are to acquire. In blog post on the Diablo III site, Senior Game Designer Andrew Chambers wrote that while most people's comments about Legendary items, "were fairly harsh...they were also dead-on accurate." Chambers maintains that since Diablo III's release that he and the team have been hard at work to resolve this issue, and we'll finally get to see the results with patch 1.0.4 (to read about changes outside of Legendary items, check out our previous 1.0.4 story).

The first thing Chambers acknowledged is that the team didn't manage to make Legendary items unique enough. "A truly legendary item should have history behind it, something that you can imagine a powerful wizard imbuing with special magics from withi the depths of his musty library," wrote Chambers. Over 50 of the Legendary items will have custom effects when 1.0.4 is released, including powers that grant players monster affixes like shields and minions with fire chains. Some items like the Fire Walkers boots, which have a fire trail ability, are something the team hopes players will use to change how they play. Still other items have even crazier effects, such as the Skycutter, a sword that now has a chance to, "summon angelic assistance when attacking."

Chambers and the rest of the Diablo III team also hope that the revamped Legendary items will encourage more diverse builds. For instance they've added a spear that gives lots of bonuses to barbarians, increasing their thrown weapon damage. In Chambers' words,"Some people want to try out a ranged barb. We think that's awesome. Here you go." Also shown in the blog were new unique items that make a melee wizard more viable, as well as a special witch doctor off-hand that greatly reduces the cooldowns of various summoned creatures. Chambers acknowledges that these items may not result in, "the highest DPS stats in the game, but they can help you play your class in new and interesting ways."

Other changes coming to in 1.0.4 include more powerful stats for Legendary items and revamped "Ancestor" items. Ancestor items, also known as Legendary items carried over from previous Diablo games, have undergone changes, "to make sure they remain as true to their name as we could make them, and in some cases we've made them even better," wrote Chambers. Speaking about how powerful Legendary items will now be, Chambers provided an elaborate explanation:

We used to reduce the value of certain affixes on Legendary items because we were concerned that having fixed affixes would make them unbalanced. What it actually did was make those items kind of crappy. For example, if the item's level (ilvl) was 50, the first affix would always roll at 50, then the next would roll at 47, and the next would roll at 43. This was done to offset the power of fixed affixes in a random world, but we've learned it's not necessary, and Legendary items being powerful is OK. So lesson learned, we no longer reduce the value of any of the fixed affixes on Legendary items.  For example, if an ilvl 50 Legendary item had Strength as one of its fixed affixes, previously it may have rolled a range that you would have seen on a level 45 item, making it seem really underpowered, but now it will always roll within the range of a level 50 affix.

Legendary items will also now go as high as item level 63, "giving them access to the highest possible affix rolls that are in the game." Additionally, two-handed weapons are being reworked to be better.

It should be noted that these changes will only affect items collected or identified after patch 1.0.4, and that not all Legendary items are getting reworked if deemed good enough. Set items are also getting reworked stats and affixes, though set bonuses will not work between pre and post 1.0.4 items.

To read Chambers words for yourself, as well as check out a number of images that show how stats are changing, check out the official blog post.

Anthony Gallegos is an Editor on IGN's PC team. He enjoys scaring the crap out of himself with horror games and then releasing some steam in shooters like Blacklight and Tribes. You can follow him on Twitter and on IGN.


Source : feeds[dot]ign[dot]com

Watch the Sizzle Reels for the Dead Daredevil Film

Director Joe Carnahan (The Grey) wanted to make a Daredevil movie for Fox, but the timing apparently just didn't work out. (For the full, bloody story on Daredevil's final days at Fox, go here.)

How Did Fox Lose Daredevil?

But now the helmer has unleashed two sizzle reels which he used to present his vision to the studio of what his film would've been. Comprised of footage from other movies and some comics art, these two short pieces are enough to make me mourn the loss of Carnahan's Daredevil. Watch:

But what do you guys think? Would Carnahan have been the man to do Daredevil right on the big screen? Comment below…

Talk to Movies Editor Scott Collura on Twitter at @ScottIGN, on IGN and on Facebook.


Source : feeds[dot]ign[dot]com

Kristen Stewart, Snow White Sequel Dropped

Universal has shelved its sequel to Snow White and the Huntsman and is instead considering moving forward with a solo spinoff film featuring Chris Hemsworth's Huntsman character. The first picture's star, Kristen Stewart, reportedly "will not be invited to return if the follow-up goes forward."

The Hollywood Reporter has the scoop on the project. Snow White was released in June but is perhaps best known lately for the gossip that emerged regarding a romantic relationship between Stewart and the film's older, married director, Rupert Sanders. The news of Stewart being dropped from the studio's sequel plans is inevitably being connected to that tabloid story, though of course there's no confirmation that that's the reason for this decision. (It's not known whether or not Sanders will return for the sequel.)

Screenwriter David Koepp had been hired to write the Snow White sequel but is "being settled out of his rich contract." The studio is looking for a new scripter.

Meanwhile, Deadline reports that Universal has acquired the upcoming book 90 Church: The True Story of the Narcotics Squad From Hell for the director, so they're still in the Rupert Sanders business at least.

Talk to Movies Editor Scott Collura on Twitter at @ScottIGN, on IGN and on Facebook.


Source : feeds[dot]ign[dot]com

Is This What The iPad Mini Will Look Like? [IMAGE]

The iPhone is easily the most anticipated device to be arriving from Apple in the coming months, although the purported smaller iPad, or iPad Mini as it is being referred, is hot on its heels. The device, we are led to believe, will counter the smaller tablets cropping up in the tablet market, including the cheap-yet-powerful Google ASUS Nexus 7. There have been plenty of supposed leaks of the device’s case and other significant form, and the general feeling seems to be that it’ll look something like a " big iPod touch." Considering the cynics and skeptics pointed at the original iPad as merely " a large iPhone without the phone part," the Cupertino company will have gone full-circle if the current consensus rings true. Also, contrary to many reports suggesting the smaller slate will include a bezel of constant thickness, it looks as though the bezel on each of the device will be significantly thinner, akin to the iPhone and iPod touch at present. iPad mini Also looking increasingly possible is the prospect of separate volume buttons, and although not too significant in the grand scheme of things, it’s better to try and paint a more accurate picture – particularly given the real lack of info we’ve managed to get so close to the alleged October / November release bracket. The new information would make sense from a design point of view, and certainly offer the iPad Mini some key advantages over other similar slabs. Then again, holding the thing in portrait mode would mean you inadvertently touch the screen, so this is something Apple would need to take into consideration. The leaks so far have shown no sign of a back camera, and we think the lack of a rear snapper will be a recurring theme on the smaller, cheaper devices. A front-facing camera will be essential for FaceTiming, and although the leaks have shown no hole for a camera, this could just be because it has yet to be drilled. Based on the iPod touch – and the reports around the next iPhone 5 – our better judgment tells us the front-facing camera to be central, although this is just speculation. ipad-mini-nexus-7 In terms of when it’ll arrive to market, things are still a little up in the air. Apple will have to be careful to separate it from the launch of the iPhone, and the limited number of hardware leaks up until now would seem to imply there’s a way to go before mass production. Either way, if Apple can manage to push its mysterious device out sub-$300, we have a sneaking suspicion it will be curtains for the competition – even the quad-core Nexus 7. (via 9to5Mac) You can follow us on Twitter, add us to your circle on Google+ or like our Facebook page to keep yourself updated on all the latest from Microsoft, Google, Apple and the Web. Subscribe to our RSS Feed !
Source : redmondpie[dot]com

Watch the WWE '13 Roster Reveal

When it comes to WWE video games, details are everything. Move sets, options, customization features, story lines... every little thing counts. But above all else, what wrestling fans care most about is the roster - the list of superstars, divas and legends that will make the cut, that will be playable when the game finally ships.

We know it matters to you, and that's why we're going to be streaming THQ's reveal on the eve of Summerslam, this Saturday, August 18, starting with our pre-show at 1:30pm PT. (That's 4:30pm ET and 9:30pm for those of you over in the UK!)

So, you know, don't go anywhere if you're a WWE fan.

But where do you need to go to watch this thing? Just stay tuned to this page, as the video below will start streaming the show when the weekend rolls around. It's kind of like magic, but with the Internet. (For now you'll just see a fancy, high tech spinning wheel. It's kind of hypnotizing - you have been warned.)

The actual roster reveal will start at 2pm, but we're starting things a little early with a pre-show, featuring a live interview with franchise Creative Director Cory Ledesma and designer Bryan Williams. If you've missed some of the details on WWE '13 so far, be sure to tune in early to catch the latest - and maybe see a bit of the game in action. Plus there might be an opportunity for questions during the show - stay tuned to my own Twitter account for more details on that.

The Roster Reveal itself is going to be a star-studded affair, as WWE Hall of Famers Jim Ross and Jerry "The King" Lawler will be presenting the largest roster in WWE Games history. (Seriously, it's huge.) But that's not all. Joining Lawler and Ross will be none other than the reigning WWE Champion himself, CM Punk. (Please note, talent appearances are subject to change!)

So if you won't be in downtown Los Angeles this weekend, park yourself in front of a computer for about 90 minutes to check out who will be included in WWE '13 - including some notable names from the Attitude Era.

We'll see you there (or right here)!

Rich is an Executive Editor of IGN.com, and the leader the IGN Nintendo team. He also watches over most things Resident Evil, Assassin's Creed, WWE and more. You can follow him on Twitter or IGN, if you dare.


Source : feeds[dot]ign[dot]com

Dominating the World Stage of Pokemon

The Pokemon franchise might often be regarded by some as a sort of casual, trivial addiction for kids, but one glance at the Pokemon World Championships says otherwise. This past weekend, hundreds of competitors descended upon Waikoloa, Hawaii to test their hands at video games or cards. Their goal? To earn their share of $100,000 in scholarships, unique trophies, Pokemon-related prizes, or even the holiest of grails - the chance to appear as trainers in the upcoming Black 2 and White 2 games (due in North America this October).

Competitive play is actually a huge element of the Pokemon culture, and it has grown to encompass regional and national events throughout the world that take place all throughout the year. Here in the United States, Pokemon Company International hosts well over a dozen events in the fall and spring to allow players to qualify for a chance to make it to the World stage. More than a hundred of those best, split between three age divisions (Juniors, ages 11 or younger; Seniors, ages 12 - 15; Masters, ages 16 and up), and the card and game categories, are invited to that tournament, all expenses paid.

Pokemon can be serious business.

Every sport has its dominant players, and likewise the world of Pokemon has its icons. This year the spotlight in the final round of the video game Masters tournament fell on two well-known names in this community - Wolfe Glick, a two-time consecutive United States (national tournament) champion, and Ray Rizzo, a two-time consecutive World champion, back to defend his crown once more.

Rizzo’s intuitive understanding of Pokemon seems leagues above any other player at this point. With seldom a close call, he surged through the World tournament once again, extending his winning streak to an incredible three back-to-back World Championships. Soft-spoken and a bit shy, the New Jersey native, who turns 20 later this month, admitted he really only started focusing on assembling his team about a month ago, as college and acquiring an internship in the insurance industry has occupied all his attention for much of the past year.

Last year, Rizzo attempted to be unconventional with his team of Pokemon, using Gothitelle, Hydreigon, Thundurus, Escavelier, Terrakion and Conkeldurr. The shift from the Unova Pokedex (meaning only Pokemon that originated in Pokemon Black and White) to a National one (meaning all Pokemon, minus a select few) changed everything, shifting the Pokemon ‘meta-game’ as players found new combinations and strategies, both in their local playtest groups and online.

Players fight for glory... but also the gold.

Glick, who hails from Virginia and is three years younger than Rizzo, also noted the wider pool of eligible creatures radically shifted his thought process. In fact, despite the fact that he won the National tournament, second thoughts pushed Glick to change his entire team, opting to focus on bulkier, more defensive Pokemon versus a roster that “relied on surprises.”  However Glick’s new strategy (using Hitmontop, Cresselia, Thundurus, Terrakion, Heatran and Exeggutor) was directly in line with Rizzo’s own thinking. When asked why he opts for heftier creatures, Rizzo replied that it’s mostly about minimizing luck, which can make all the difference in the world.

Preparation is everything in the competitive world of Pokemon, but while Rizzo and Glick made the bulk of their decisions in June, the organizers of the event had to start a bit earlier. In fact, before players even set foot in Hawaii, Pokemon Company had already determined where it would host the tournament in 2013 - Vancouver.

Coordinating these events is a massive undertaking that takes more than 18 months of planning. Simply ensuring there is enough floor space for 410 players from 30 countries, plus the judges and translators necessary to support two simultaneous tournaments across three days, is challenging enough. That also doesn’t account for hotels, transportation and food - or for the families that accompany many players on this journey, particularly considering the first day of the event hosts the ‘Last Chance Qualifiers’ for those willing to travel a great distance to try their luck at making it into the World tournament.

Rizzo (left, in the maroon sweatshirt) dispatches a competitor.

While the card game is supported by dozens of judges that are well-versed in various rules and minutiae, supporting the video game competitively required the participation of Pokemon developer GameFreak. In addition to creating special software that will check for illegal creatures, items and moves, the World Championships are supported by special tournament software that not only places a 15-minute limit on an individual match (opponents play for a best of three in each round), but a one-minute limit to input specific moves.

Pokemon Company hopes to eventually move some of its Worlds-ranked competition online, removing the burden of travel that might prevent some great players from finding a regional or national tournament. A number of obstacles still stand in the way of making that a reality (such as finding a way to maintain the age brackets), but the eventual goal is to make sure the World competition is supported by a massive field of eligible competitors. The scene is certainly growing - it is not uncommon for a National tournament to pull in a couple thousand players. But when a video game sells tens of millions, it’s easy to see why Pokemon Company dreams higher.

The Masters division battling begins.

As for Rizzo and Glick, neither one will let success or failure deter them from the future. Both plan to be at Worlds 2013. Both already have an automatic invitation to that event. Rizzo will no doubt attempt to stretch his already-unprecedented streak to a fourth consecutive win, something that would seem more difficult as a global audience witnesses and studies his style. And no doubt one of the players gunning for him will be Glick, who has now been eliminated two years in a row by Rizzo.

If there is any wonder why Pokemon endures after more than 15 years in the industry, it’s because it has the versatility to create something like the World Championship. Thousands of players, judges, volunteers and even the game’s developers, contribute to this annual event, which takes countless hours to execute. The caliber of competition is matched only by the sheer magnitude of the production. It is a spectacle to be seen, but for a few hundred exceptional players, it is so much more.


Source : feeds[dot]ign[dot]com

Sony Details PlayStation Mobile Cross-Platform Gaming Service

Sony once dominated the gaming market with an iron fist, but has lost its way somewhat, and with the PS Vita not managing to be the rousing success the company will have hoped, maybe cross-platform PlayStation Mobile service will fare better. PlayStation Mobile has been in the news sporadically, but in order to create something of a buzz, Sony has offered a little more detail regarding what’s in store. Firstly, it will be linked to the PSN ID you already use to play Call of Duty and FIFA online, and will enhance things with a "wide range of portable experiences." PS Mobile ASUS Wikipad The devices themselves will be PlayStation-certified, but ASUS and Wikipad have now been confirmed as adding their own hardware to the line-up. Current Xperia phones, along with the Tablet S, shouldn’t have any problem playing the titles, and they’re all clearly distinguishable from the image: PlayStation Mobile1 Considering the influence Sony has in the gaming market, allied to the increased popularity of casual gaming on mobile devices, PlayStation Mobile certainly has a relatively chance of success. However, the company has seemed a little out-of-touch with what’s actually going on with the market, as has been displayed with the PS Vita, so it will be intriguing to see whether PlayStation Mobile manages to catch on. Microsoft has also been working hard in integrating Xbox LIVE into mobile devices, and that harmonious structure looks set to continue through Windows 8. Although Microsoft and Sony both slog it out for console supremacy, things aren’t so cut-and-dried on mobile, and Apple and Google both have a stronghold when it comes to enticing those with smartphones. PlayStation Mobile2 From what we can see, it also appears HTC’s One X makes the cut, and the quad-core device could certainly do with a little boost. When it arrived, it was lauded as a powerhouse, and although that is certainly still the case, the equally-beastly Samsung Galaxy S III has nabbed much of its thunder. HTC in general has suffered amid the success of all the Samsungs of the Android market, so hopefully, latching onto Sony’s little venture will pay dividends Looking forward to PlayStation Mobile? Please share your thoughts via the usual mediums below. (via Engadget ) You can follow us on Twitter, add us to your circle on Google+ or like our Facebook page to keep yourself updated on all the latest from Microsoft, Google, Apple and the Web. Subscribe to our RSS Feed !
Source : redmondpie[dot]com

This Week on the PSN (08.14.12)

Every Tuesday, Sony drops a bunch of new stuff onto the PlayStation Network. Those with a PlayStation 3, Vita or PSP can download these goodies, which include PSN games, movies, themes and more. While the Official PlayStation Blog outlines these updates in full each week, we thought we'd help truncate the good news into something more digestible.

PSN Games

There are two new games this week, one fresh PSN game and one retail-turned-digital title.

  • CSI: Fatal Conspiracy ($19.99)
  • Papo & Yo ($14.99)

Vita Games

There are no new Vita games this week.

PSP Games

There aren’t any new PSP games, either.

PlayStation Minis

That’s right, there aren’t any new PlayStation Minis to speak of.

PlayStation Plus

There are new PlayStation Plus perks this week, including two new free games. Remember that some of the perks from previous weeks are also still available.

  • BloodRayne: Betrayal (PSN, Free)
  • Counter Strike: Global Offensive (PSN, Pre-Order)
  • CSI: Fatal Conspiracy (Retail, Full Game Trial)
  • Foosball 2012 (PSN/Vita, Discount)
  • Outland (PSN, Free)
  • Papo & Yo (PSN, Discount)

PSone Classics

There are no PSone Classics this week.

PS2 Classics

But there is a new PS2 Classic.

  • Shinobi ($9.99)

DLC

As always, let’s examine this week’s new DLC offerings.

First, for PS3 and PSN…

  • LittleBigPlanet 2 – Various Costumes ($1.99-$5.99)
  • Persona 4 Arena – Challenge #30 Demo (Free)
  • Quantum Conundrum – The Desmond Debacle ($2.99)
  • Real Steel – Value Pack #2 ($9.99)
  • Record of Agarest War 2 – Various DLC (Free-$5.99)
  • Rock Band 3 – Various Tracks ($0.99-$1.99)
  • Rocksmith – Bass Expansion ($29.99)
  • Saints Row: The Third – Unlockable Pack ($1.99)
  • SingStar – South Pacific Song Pack ($6.99)
  • Sleeping Dogs – Various DLC ($1.99 each)
  • Uncharted 3: Drake’s Deception – Various DLC ($0.49-$0.99)
  • Warriors Orochi 3 – Various DLC ($1.99-$4.99)

There’s no new Vita DLC.

Demos

Here are this week’s two new demos.

  • Madden 13 (PS3/Vita)
  • Papo & Yo (PSN)

Discounts

And finally, some new discounts.

  • Burgertime World Tour (PSN)
  • Caterpillar (Mini)
  • DC Universe Online (DLC)
  • DJ Hero (DLC)
  • DJ Hero 2 (DLC)
  • Dr. Maybee and the Adventures of Scarygirl (Mini)
  • Gold Fever (Mini)
  • Guitar Hero III (DLC)
  • Guitar Hero: World Tour (DLC)
  • Guitar Hero 5 (DLC)
  • Guitar Hero: Warriors of Rock (DLC)
  • Magic Orbz (PSN)
  • Panda Craze (Mini)
  • Rocks N’ Rockets (Mini)
  • Shapo (Mini)
  • Stick Man Rescue (Mini)

Colin Moriarty is an IGN PlayStation editor. You can follow him on Twitter and IGN and learn just how sad the life of a New York Islanders and New York Jets fan can be.


Source : feeds[dot]ign[dot]com

Halo 4 Specializations Will Change Halo Multiplayer Forever

You’re going to play Halo 4 this fall. You know it. Your friends know it. Your family knows it. Your significant other knows it (What’s that? You haven’t told them yet? Trust us, it’s probably best to do so sooner rather than later). For Xbox owners, there is simply no bigger game. But with today’s unveiling of multiplayer Specializations – essentially, Spartan mini-classes that will further customize, enhance, and prolong your Halo 4 War Games multiplayer experience – you’re probably underestimating just how much of your life is about to be spent with the Spartan IVs. We’ve got a breakdown of all eight Specialization classes, starting with the basics, along with details straight from the mouth of Halo 4 Spartan Ops designer David Ellis. Buckle up, people.

Specialization Overview

“When we launch Halo 4 in November, that’s just the beginning,” Ellis tells us. “Specializations are just another opportunity to make the play experience months and even years after release feel fresh.”

With that in mind, a few housekeeping notes: Specializations give you 10 extra levels’ worth of goodies to unlock, including nine levels cosmetic armor items. Those nine include armor sets, skins for those armor sets, a weapon skin, emblems, and a visor color. On the tenth level (though the order of what will unlock when isn't finalized yet, according to 343 and Microsoft), you get your gameplay modifying perk – the ultimate prize you really care about that we’ll detail below.

Also, and this is an important part: two of the Specializations – Pioneer and Wetwork – will be available at launch. The rest will come online later…unless you purchase the Halo 4 Limited Edition, in which case you’ll have access to all eight at launch.

Finally, to answer your question: Yes, your Specializations are usable in Spartan Ops mode.

Wetworks

Halo fans who wore the Hyabusa armor proudly in Halo 3 can now walk the walk in addition to talking the talk. As you may have heard in previous Halo 4 multiplayer footage, these Spartan IVs make some serious noise when they move. How could they not? They’re seven-foot-tall superhumans running around frantically while wearing one-ton metal armor. Enter the Wetwork armor mod, which boasts a couple of key stealth-related benefits.

“When someone’s using Promethean vision, they show up on screen as a big red figure,” says Ellis. “With this [mod], you still show up, but the only thing that shows up is your outline.

“And also when you sprint, it adds some sound dampening so you don’t make as much noise when you sprint.” Furthermore, the assassination animation will happen faster for you, leaving you vulnerable for a shorter duration of time. Though Ellis did also clarify an immediate question we had, saying, “You definitely still show up on radar, let me make that clear.” Wetworks is one of the two immediately accessible Specializations available to all players out of the box.

Pioneer

We can’t imagine anyone not starting out by spending a lot of time as a Pioneer, and not just because the other Specializations that everyone will have access to on November 6. Simply, the Pioneer’s Fast Track mod nets you experience points towards the next level at a higher rate, bringing you closer to your high-level goals.

And because we can already hear the gears turning in your head, Ellis and 343 have already planned for the potential exploits of this particular class. “You can change loadouts mid-match, but we put fail-safes in,” Ellis begins. “For Fast Track, you only get extra XP for the amount of time you were using it. You can’t just turn it on right at the end of a match and think you’re going to get extra XP for everything you did in a match.

Engineer

In Halo 4 multiplayer, weapon drops won’t be predictable. Rather, they’ll appear dynamically both in location and in content. You might get lucky and get a rocket launcher, and you might be fortunate enough to have that SPNKr drop a mere feet from your location. In the event something good is falling from the sky, the Engineer’s Drop Recon armor mod provides an advantage. “A couple extra seconds before everyone else sees the [drop] coming down, the Engineer is gonna get a heads-up,” Ellis says. Secondarily, he adds, “Based on the distance to the weapon, you can get an arrow pointing you to where the nearest timed ordinance drop is coming in. It extends the range of those popping up on your HUD.”

Tracker

Alternative to the same situation the aforementioned Engineer faces, of course, is this: What if you truck halfway across the map only to discover a lame Covenant plasma rifle? Bummer, right? Well, the Engineer has the ability to turn that frown upside-down with his Drop Recon armor mod.

“When you get an ordinance drop, you get a choice of some grenades, a weapon, and a power-up,” Ellis explains. “What this allows you to do is essentially re-roll. So if the three choices that you have don’t suit your play style, you get a chance to re-roll and get an all-new selection.”

Rogue

“In past Halo games, when you’d be zoomed in and take a shot, you’d be taken out [of your zoom],” Ellis reminds us. “Now it’s not necessarily the case. As you’re taking shots [with the Stability mod], it allows you to keep your reticule more stable.” Yep, this one is almost straight out of Call of Duty, as it will also improve your from-the-hip firing accuracy. The Rogue Specialization is tailor-made for players who prefer to snipe their foes from afar. [Editor’s Note: If only Halo 4 had a Halo 1-style super-pistol to go with this mod, I’d be unstoppable. MUHAHAHA!!!]

Stalker

Described by 343 Industries as “Spartan optimization for target shadowing missions which require tactical invisibility despite operating at an extremely close range to the target itself,” the Stalker packs the Nemesis armor mod, a passive skill that, according to Ellis, “Pops up on the HUD an icon of the last person that killed you.” This also applies to attacking enemies as well, making it useful for both retaliation and revenge. Teams that communicate well can make fantastic use of this perk.

Pathfinder

This one is pretty self-explanatory. Pathfinders enjoy the Gunner mod, which reduces the cool-down on vehicle weapon overheating and allows you to move faster when carrying a detached emplacement. “If you like grabbing turrets,” suggests Ellis, “This will make you a little more powerful than you would be otherwise.” Ellis may or may not have had an ear-to-ear grin on his face when he said this.

Operator

This one’s for all the vehicle lovers out there. “In the past you’ve been able to use an EMP pulse to freeze a vehicle,” says Ellis, recalling far too many memories of having a Running Riot interrupted by a well-placed overcharged plasma pistol burst. “This [Wheelman armor mod] gives you a bit of a resistance against that. It won’t necessarily stop you in your tracks [anymore].”

But wait, there’s more: “This also allows you to recharge the health of a vehicle a little faster. It won’t be fast, but if you can get out of harm’s way, you’re going to recharge the vehicle’s health faster than you would otherwise.” And 343 is encouraging this in a key way: “You’re going to be rewarded a lot more for [driving well and getting assists] than you were before,” clarifies Ellis. “We’re going to encourage people to want to be the driver.”

Before you get the same idea I did, though, take note: multiple armor mods of the same type do not stack. So if you fill a Warthog full of Operators, you won’t create a magic, invincible ride. Sadly.

The End…but Just the Beginning

It’s becoming clearer and clearer that Halo 4’s robust multiplayer mode is even deeper than any of us could have anticipated. But with all these new-school Spartan IVs, what about the classic MJOLNIR Mark V look from Halo 1? Does that svelte and simple suit of armor have a place in Halo 4’s sophisticated, story-grounded War Games universe? “I will say that if you’re a fan of nostalgia, we’ve definitely included some options that will scratch that particular itch,” Ellis concludes. And as for other Recon-like armor-related surprises? ““We definitely have some secret [armors) up our sleeves.”

Which of these eight Specializations sounds most awesome to you? Least awesome? Sound off in the comments below!

Ryan McCaffrey is the Executive Editor at IGN Xbox. He used to own a DeLorean, which is weird. Follow him on Twitter, on IGN, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.


Source : feeds[dot]ign[dot]com

Primal Carnage: Jurassic Massacre

Even though I know I’ll never see a real dinosaur, interacting with them through media still excites me. It's fun to ponder what engaging with them would be like, and crushingly disappointing at times when someone does a bad job with the idea (Orion: Dino Beatdown, anyone?). Would they really be covered in feathers? Would they survive in our modern jungles? What if someone recreated dinosaurs and they got loose in San Diego...err...wait someone already made that movie. It was terrible.

How would we live alongside dinosaurs, though? Well, if life was like Lukewarm Media's upcoming asymmetrical multiplayer game Primal Carnage, we wouldn’t. We’d simply shoot first and ask questions later, lest we became the next meal for our planetary ancestors. Humans play from the first person perspective, working together to live as long as possible against a dinosaur onslaught. The dinosaurs play from a third-person perspective (giving them more tactical awareness), using their special skills in conjunction with one another to get close enough to rend the squishy humans.

If you want to defend humanity you can take up arms as a number of different archetypal classes. Each of the five classes fulfills a specific role, and has some sort of secondary weapon to make them especially useful against the dinosaur packs. For instance the sniper class can fire normal rounds out of her rifle, or she can switch to tranquilizer darts, using them to slow and disorientate dinosaurs for short periods of time. Or there's the shotgun-wielding Pathfinder class, whose secondary flare weapon won't cause any direct damage, but whose light appears blindingly bright to incoming dinosaurs.The rest of the classes round out the human team, giving them access to heavy machine guns, flamethrowers, net guns and even a chainsaw. Of course the humans are all designed to be vulnerable to particular types of dinosaurs on the other side, so a good team will have a mixture of all the classes so they can counteract whatever the dino team throws at them.

For the dinosaur team -- and really the entire game -- Primal Carnage draws inspiration from Valve Software's Left 4 Dead's infected. All dinosaurs can do a basic attack, but they're best used for their specialized roles. The pteranodon can fly, ambushing humans and then pulling them up into the air before dropping them to their deaths. The raptors can use their incredible agility to jump and climb about the environment, pouncing on any humans who stray too far from their allies. The dilophosaurus can spit venom at the humans, sowing confusion by blinding them and damaging them over time. The carnotaurus can soak up a bit of damage, but he excels at charging into a group of humans and knocking them about. And finally, there's the T-rex -- the most badass of all dinosaurs.  Because he's so adept at taking damage and unnerving the humans, he's currently the only class limited to two players at a time.

Each dinosaur's specialized role allows for a skilled team to set up a nasty ambush and to make sure that they can counter a variety of points the humans may try and defend. Several levels involve rooms that the humans could try and barricade themselves in, for instance. If this were to happen, the dinosaur team could use a dilophosaur to coat the room in poisonous venom or blind the enemy so the others could get inside. Or if the humans are trying to hold the high ground on top of a catwalk you could have pteranodons swoop in and draw their attention, giving the raptors a chance to push them into the hungry maw of a waiting T-rex. In the case of the T-rex, he can use a roar to give a damage buff to his teammates regardless of whether or not he can actually get into a room. The other dinosaur classes also have roars, but with the exception of the pteranodon, who uses his roar to spot enemies for the team, they generally only buff their own abilities.

Lukewarm Media has already done a lot with what one member described as a "virtual basement team" of around 15 people. I haven't played it myself, but since asymmetrical multiplayer is tough to balance, I'm hopeful the team will use their upcoming beta to ensure the game plays as well as it looks. The team seems to know its limitations -  the game is launching with five maps and deathmatch only. If Primal Carnage performs well, the plan is to add more modes and perhaps even more dinosaurs. Interested gamers should be sure to keep an eye on Primal Carnage -- without your support it'll likely go extinct.


Source : feeds[dot]ign[dot]com

Samsung Fights Back In Court, Claims Apple Has Infringed On Its Utility Patents

Apple has been dealing Samsung a barrage of complaints in its court case against Samsung, claiming the South Korean company has infringed on many of its iPhone and iPad design patents in creating the Galaxy series. As well as the talk of hardware, Apple has, to a lesser degree, had a question or two to ask of various UI elements, but to head off its defense, Samsung has countered by claiming Apple has infringed on a number of its own software-based patents. Samsung’s legal team called upon the help of Harvard School of Engineering and Applied Sciences professor Dr. Woodward Yang, who analyzed three Samsung utility patents and discovered Apple had infringed upon them on a bunch of devices. Patent ’460 is relevant to certain aspects of email and photo browsing on devices with cameras. The three functions highlighted as amiss include sending a text-only email, sending an email with an image attached, and navigating through photos in gallery mode. Dr. Yang reckons the iPhone 3G, 3GS, iPhone 4, iPad 2 and fourth-gen iPod touch all infringe patent ’460 on both iOS 4 and iOS 5. The case has been all Apple hitherto, and if you’ve been keeping up with some of our coverage, you’ll be aware it appeared as though Samsung was being driven into a corner. Samsung has come out fighting, though, and Yang even showed a clip to the court of the first two functions in action. Patent ’893 refers to browsing photos in a gallery before returning to snap a picture, then being able to go back to the point you were in the gallery. Yang showed another clip of a user snapping a shot of an orange before returning to the iOS Photos app, telling the jury that "before this invention you’d see the picture of the orange." iPhone 4S MacBook Air screen The final patent is a little less cut-and-dried, but refers to the ability to play music in the background while carrying out other tasks in the foreground. It’s aimed at a "pocket-sized mobile communication device," meaning the gripe is with the iPhone or iPod touch as opposed to the iPad. The iPod touch, you might think, isn’t a communication device per se, although Yang states the presence of FaceTime at stock level does qualify it as such. The case continues. (via TheVerge ) You can follow us on Twitter, add us to your circle on Google+ or like our Facebook page to keep yourself updated on all the latest from Microsoft, Google, Apple and the Web. Subscribe to our RSS Feed !
Source : redmondpie[dot]com

Sony Announces PlayStation Mobile Plans for Vita, Certified Devices

Sony has finally announced its plans for PlayStation Mobile on Tuesday with a "full-scale launch" in nine countries this fall.

PlayStation Mobile will launch in the United States, Canada, United Kingdom, Japan, France, Germany, Italy, Spain and Australia with 30 new titles from a variety of categories, including Adventure, Action, Puzzle and Sports. Titles will be created both by third-party publishers as well as Sony's own SCE Worldwide Studios.

Sony made the announcement at its Gamescom press conference, where the company detailed how PlayStation Mobile will work.

According to Sony Computer Entertainment Europe CEO Jim Ryan, the company is planning "bite-sized games" which will play on PlayStation Certified devices, which include Android smartphones and tablets as well as the PlayStation Vita.

Titles will be purchased from the PlayStation Store, where they'll be tied to a user's PlayStation Network ID. According to Sony, that means that one PlayStation Mobile purchase can be played on any Certified device tied to that user ID.

In addition to the PlayStation Mobile news, Sony announced that ASUS and Wikipad have been added as new PlayStation Certified partners, so expect some new supported hardware from those companies in the near future.

Source: Engadget, The Verge

J.R. is a recovering independent feature film producer/director who turned a love of shiny gadgets into a steady stream of gigs writing about them for fun and profit. He can be frequently be found talking nonsense on Twitter and IGN.


Source : feeds[dot]ign[dot]com

Play As Usain Bolt And Protect His Gold In This Awesome Running Title For iPhone

The London 2012 Olympics have officially been brought to an end, and after fifteen days of non-stop games and athletes from all over the world competing against each other in various sports, we all have our own favorite memory from the games. Even though the Olympics contain a wide range of sports – historically speaking – it is always the short athletic events that manage to raise the pulses of those who are sitting in the stadium or watching the event from the outside on the television. Over the years, we have seen some phenomenal athletes competing in the 100 and 200m sprints including Linford Christie, Maurice Greene, Donovan Bailey, Tyson Gay and the current fastest man on the planet Usain Bolt. BioltIcon Usain Bolt may be able to take to the athletics track and make it look so very easy when he is destroying the competition in the 100 and 200m sprint events, but what happens when he is thrown into unknown surroundings and chased down by a pack of angry Caribbean forerunners who are determined to strip Bolt of his recently won Olympic treasure? That was certainly a question on my mind when I watched Bolt romp to Olympic glory, but thanks to the wonders of iOS and mobile gaming, we can now be involved in that very situation with Bolt’s destiny being thrust into the hands of the game player. Bolt3 Coming from Rock Live Inc., who have a history of creating titles like this for boxing legend Mike Tyson, as well as NFL running back Chad Ochocinco, the Bolt! iOS game is an infinite side-scrolling creation that requires the user to make varying swipe gestures to dodge and overcome certain obstacles as the Jamaican sprinter is being hunted down by a gang of nosey bad guys. Fast reflexes are a must-have attribute in this game, with users needing to jump, slide and bolt to collect all of the gorgeous gold along the way. As well as collecting the valuable gold, users have to guide Usain into collecting fuel and ammo to make sure he can continue on his merry way. Bolt2 Bolt! is a free of charge download, and free to play, with in-app purchase options being available should the user wish to buy additional gold coins to make the game player easier. Bolt! also comes with Game Center integration, meaning high scores can be compared with friends and players from all over the world as well as being able to challenge those on your Game Center list to a game that features gorgeous Retina-ready graphics. The great sound-effects and downloadable wallpapers only add to what is a fun and entertaining and extremely topical game for the iPhone and iPod touch devices. Bolt1 Although Bolt! is a very fun and good looking game, it unfortunately has that rather annoying requirement of having to log in to the game via Facebook or creating a RockLive account. I wish developers learn that forcing users to provide personal information for apps like these before even having a chance to look at the game represents a negative user-experience from the start. Download Bolt! for iPhone and iPod touch [iTunes link] Be sure to check out our iPhone Apps Gallery and iPad Apps Gallery to explore more apps for your iPhone and iPad. You can follow us on Twitter, add us to your circle on Google+ or like our Facebook page to keep yourself updated on all the latest from Microsoft, Google, Apple and the web. Subscribe to our RSS Feed !
Source : redmondpie[dot]com

Epic Mickey 2 - Exploring Disney Gulch

As the November 28 release of Disney Epic Mickey 2: The Power Two draws ever closer, Disney’s Junction Point Studios is finally letting the lid off of Mickey and Oswald’s next escapade. I recently got the chance to try out an early version of the game, painting and thinning my way through a portion of the Disney Gulch area. So far Epic Mickey 2 seems to be similar in tone and mechanics to the Wii original - albeit with a few additions and some upgraded graphics.

The main draw of Epic 2 is that player choice will have a significant effect on the surrounding world - far more so than the original. For instance, whether you decide to paint a saloon back to life or use your paint thinner to erase it from existence informs how the characters in that area react to you. This will theoretically have a butterfly effect on various aspects of the story, as well as inform which secrets you can find and which are gone for good.

In this way all your choices - whether you rely on paint or thinner more, who you befriend, how you go about your adventure and so on - affects the overall outcome of the game, so much so that I was told it would take a player three full playthroughs to find and accomplish everything Epic Mickey 2 has to offer. That's a lot of Mickey.

Another key aspect of Epic 2 is teamwork. The game features drop-in, drop-out co-op play for two players, where one takes the lead as Mickey with his paintbrush while the other chips in as Oswald with his floppy propeller ears. While much of the quest can be completed solo, I was told that certain areas and items can only be reached with the cooperation of two players - so start hitting up your Disney-loving buddies if you intend to 100% this one.

The particular journey I completed with a fellow player involved collecting a few batteries to power a train, then taking that train to an area where we had to jump across a series of crazy platforms to progress the story. As another testament to how your actions have a meaningful effect on the world, the more batteries you collect the easier this segment of the game is. Don’t collect any, and you’re in for a severely tricky bit of platforming - collect them all, and various mechanical doodads make the endeavor much, much easier. It’s great that the game will give you the freedom to skip certain tasks and face the consequences if you so choose - and I hope the rest of the game features similar scenarios.

It must be bizarre seeing your own face on a watch.

As mentioned, the area I played was called Disney Gulch, Wasteland’s equivalent to Disneyland’s western-themed Frontierland. While the main area features a stereotypical old west setting (a saloon, plenty of desert, craggy rocks, cacti, etc.), the outskirts are positively littered with Disney memorabilia. Clocks, watches, statues, umbrellas - it’s like a Dalí painting on Disney acid come to life.

This sequel to the Wii original will be coming to PlayStation 3 and Xbox 360 in the coming months (PC and Wii versions are confirmed, though no launch information has yet been provided). A 3DS entry in the franchise is also in the works - check out my preview of Epic Mickey: Power of Illusion if you haven’t already. If both of these games pan out, this holiday should prove an exciting one for fans of the mouse.

For all things Epic, be sure to keep it here on IGN.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


Source : feeds[dot]ign[dot]com

The Death of Invincible?

Robert Kirkman certainly pulled out all the stops for The Walking Dead #100, so it's probably safe to assume that he'll be doing the same for his other hit series, Invincible. In a teaser for issue #100, Image Comics/Skybound sent out this rather ominous teaser:

deathofinvjpg

Update 8/14: It seems it's not just Invincible himself that is in trouble. I would venture a guess that we'll be seeing new teasers every day this week.

deathofinv2jpg

Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He loves superhero pets so hard.


Source : feeds[dot]ign[dot]com

Android 4.1 Update For Galaxy S III Reportedly Coming By The End Of This Month

Most of the attention of the technology loving world has been lavished on Apple and Samsung over the last two weeks, partly because they are the two largest smartphone vendors in the world and are currently actively competing against each for the top spot, but also due to the fact that they are currently locked in a fairly bitter legal dispute in California to resolve whether or not Samsung did indeed “slavishly” copy the design of the iPhone. As entertaining as the court case is, and as enjoyable as the information that it is unearthing, we should really try to step away from the fact that two of the industry’s largest names have had to go down this route and instead concentrate on the wonderful products they both offer. Apple obviously have us all on a red-alert state of excitement with the imminent announcement of the next-generation iPhone, as well as Samsung finalizing the launch details of their rather sizeable Galaxy Note II phablet. The Korean giants also has one of the most popular smartphones on the market at the moment, the Galaxy S III, and if internet speculation is to be believed then those S III owners could be set to receive a nice little sugary upgrade in the coming weeks. Those who are new to Android or relatively new to smartphone ownership can sometimes struggle to understand the way the distribution of the operating system works, especially if they have come from being an iOS user. Whenever a new version of iOS is launched, Apple immediately pushes the download to compatible devices, allowing users to always be on the latest version if they desire. Unfortunately for users, Android doesn’t follow the same distribution philosophies, and those who own the Galaxy S III are currently stuck with Ice Cream Sandwich, which isn’t really a great issue to be honest, but it is nice to be able to use the latest version of something. If the speculation turns out to be true then Samsung could make the Jelly Bean 4.1 update available to S III owners starting on August 29th, which will be an extremely productive day for the world’s largest smartphone vendor as it is also the day they grace the IFA trade show with the announcement pertaining to the second-generation Galaxy Note. As is usually the case with Android’s over-the-air updates, just because the manufacturer gives the go-ahead doesn’t mean users will immediately be able to to access the download. Carriers often have to approve the update themselves, meaning there will be a time delay that is entirely dependent on the network. (via TechnoBuffalo) You can follow us on Twitter, add us to your circle on Google+ or like our Facebook page to keep yourself updated on all the latest from Microsoft, Google, Apple and the web. Subscribe to our RSS Feed !
Source : redmondpie[dot]com

Lady Sif Takes a Journey Into Mystery

Good news, folks: today we learned that Journey Into Mystery will be sticking around in a post-Marvel NOW! world. Whew.

In fact, today’s Next Big Thing Marvel press call was all about the future of Journey Into Mystery. Jumping on the press call was writer Kathryn Immonen and editor Lauren Sankovitch. Immonen will be taking over writing duties on the series starting with issue #646 in November, joined by artist Valerio Schiti, who unfortunately wasn’t available to participate in the call.

With the passing of the torch from writer Kieron Gillen to Kathryn Immonen, Journey Into Mystery will see a focal shift as well, with Lady Sif replacing Loki as the series’ lead character. According to Immonen, this brilliant idea rests on the shoulders of editor Lauren Sankovitch.

“We had it Loki-centric, so going forward with #646 we wanted to mix it up a little bit,” explained Sankovitch. “Sif’s been in the thick of it, she’s a warrior born, she’s got a lot of fight and verve and fire to her.”

jim2011646dc11newjpg

Immonen then jumped into the conversation to detail what it is that Sif is trying to accomplish in this story.

“We talked at length about what this story could be and what her story could be, and it all came down to one single question: what does she want? I think Sif, above all, wants to be a better warrior.” So, obviously, she sets out to find that special ingredient that makes her a better warrior. However, things never go smoothly for any superhero. And over the course of Immonen’s run, Sif will find herself mixed up with the wrong Asgardians -- many of whom will be familiar faces -- and plenty of monsters.

Immonen was then asked what her take on Lady Sif is, and this led to probably the highlight of the entire phone call. After laughing to herself and telling her audience to bear with her, Immonen compared Sif to her loyal hound dog in real life.

“It’s kind of like my dog,” joked Immonen. “My dog is a very committed hound dog! He’s very committed to his path, but when he goes he assumes you’re right behind him. [Sif] just leaps and she never looks back; she just assumes they’re as committed to the cause as she is.”

Lastly, Immonen and Sankovitch touched on artist Valerio Schiti. Immonen made it perfectly clear why they picked Schiti for the job. Apparently, Immonen and Sankovitch were cruising around his website and realized a simple truth: “he draws great beasties.” That was enough to land him the gig, and also puts into perspective how big a role monsters will play over the course of Immonen’s run.

For many, this news should bring smiles to faces. With Marvel NOW! fast approaching, we’re still trying to find out which series will make the cut and which ones won’t as Marvel moves into the next phase of their main comic universe. Thankfully, Marvel still feels there’s plenty of mystery to journey into.

So what do you think readers? Will you be giving Kathryn Immonen and Valerio Schiti’s Lady Sif-centric Journey Into Mystery a shot? Sound off in the comments below!

Erik is a writer for IGN's Comics channel and co-host of the IGN Assemble! podcast. You can follow Erik on Twitter, or find him here at IGN. Fair warning: prepare for suspect shenanigans.


Source : feeds[dot]ign[dot]com