Showing posts with label gamers. Show all posts
Showing posts with label gamers. Show all posts

Wear a Scribblenauts Hat in Team Fortress 2

♦ by Unknown Wednesday, 14 November 2012 Wednesday, 7 November 2012 Monday, 5 November 2012 0 comments

Today, Warner Bros. Interactive and Valve announced a collaboration in conjunction with the upcoming launch of Scribblenauts Unlimited. Gamers that pre-order Scribblenauts Unlimited through Steam will receive a free digital Rooster Hat immediately following the purchase of $29.99.

The Rooster Hat, worn by Maxwell himself, comes in both red and pink -- the pink hat is worn by Maxwell's sister Lily.

Scribblenauts Unlimited launches on November 20th for PC, 3DS, and the Wii U. Stay tuned to IGN for a complete review in the coming weeks.

Ryan Clements writes for IGN.


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Nintendo Provides Wii U Miiverse, Network Updates

♦ by Unknown Wednesday, 14 November 2012 Wednesday, 7 November 2012 Monday, 5 November 2012 0 comments

Nintendo continues to slowly release details on some of the functionality Wii U will gain once gamers access its Day One update. As we previously revealed, key features like Miiverse and Wii U's backwards compatibility will only be available once this patch is downloaded. Today Nintendo showcased more of these elements in a video. Most of it was previously known, but the footage does provide more context than we previously had, plus actually shows things like Miiverse operating on a Japanese Wii U.

Check it out. We're still waiting to receive the update stateside, so this is currently the latest information we have about these new programs.

Rich is an Executive Editor of IGN.com and the leader of IGN's Nintendo team. He also watches over all things WWE, Resident Evil, Assassin's Creed and much more. Follow him on Twitter, if you dare!


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Uncharted: Fight For Fortune Unintentionally Announced

♦ by Unknown Wednesday, 14 November 2012 Wednesday, 7 November 2012 Monday, 5 November 2012 0 comments

It looks like PlayStation gamers will be getting more Nathan Drake. Why? Because the Australian Classifications Board seems to have unveiled a new game in the Uncharted series.

Multiple sources have reported on the seemingly unintentional reveal, most notably GameSpot, which was re-Tweeted by Sony executive Shuhei Yoshida, all but verifying that the game is real.

So what does the classification listing tell us? Well, quite a bit, as it turns out.

For starters, the publisher, not surprisingly, is Sony Computer Entertainment, which owns the Uncharted franchise. What’s strange is that the developer of Fight For Fortune is a studio called One Loop Games. The Uncharted trilogy on PlayStation 3, as well as the PlayStation Vita iteration in the series, were developed in-house by Sony-owned developers Naughty Dog and Sony Bend, respectively. It appears this entry will leave the first party development stable.

One Loop Games’ website shows a picture of both an Xbox 360 and PlayStation 3. The company claims its “team has over 30 years of interactive entertainment experience behind it,” with projects having appeared on XBLA, PSN, and elsewhere. Interestingly, the studio worked on God of War: Betrayal and Ratchet & Clank: Going Commando, indicating it already has a relationship with Sony. The studio also had a hand in the development of consoles games like Full Spectrum Warrior and The Saboteur.

The rating also indicates that Fight For Fortune may not be your typical Uncharted game. Australian games are rated in six categories: Themes, Violence, Language, Drug Use, Nudity and Sex. Each of those categories can be ranked from “none” to “high impact”, with four other classifications in between. Fight For Fortune scores a “none” in Themes, Language, Nudity and Sex, with “very mild impact”, the next step up from “none”, in Violence and Drug Use.

Now, Drake and his friends have never been known for running around naked or using drugs -- so there are no surprises on that front -- but the four Uncharted games have, so far, relied a great deal on death-by-gun. So perhaps Fight For Fortune is something that deviates from the Uncharted formula.

Interestingly, the game is also listed as being multi-platform. Since Sony owns Uncharted and is publishing this game, indicating it will never appear on a non-Sony owned console or handheld, this could very well indicate that Fight For Fortune is a cross-play game PS3/Vita game. Or perhaps it’s a PS3/next-gen game. Or maybe it’s all just a mistake.

Developing…

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.


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Peter Molyneux's Curiosity Now Available

♦ by Unknown Wednesday, 14 November 2012 Wednesday, 7 November 2012 Monday, 5 November 2012 0 comments

After many months of speculation, famed game designer Peter Molyneux's Curiosity is now available on the iOS app store.

Gamers have known for some time the basic premise of the app. Curiosity presents gamers with a gigantic cube made of of many millions (or perhaps billions) of smaller cubes. Participants worldwide can chink away at the cube block my block, cooperating to reveal what's underneath each layer.

But... what the heck does this actually mean? And how does it work? Let's take a look...

This is the first screen you see when you fire up the app. It's wholly white, which obviously blends right in with IGN's page background. It also already sets up the mysterious, high-concept mood:

The stark white screen stays until you tap it. Apparently Curiosity takes your initial tap as a "yes" to the stark question above. You're next told how many people before you have downloaded and fired up Curiosity - a surprisingly powerful and compelling way to get both the cooperative and competitive juices flowing. I was the 335th person to try out Curiosity:

The cube has many layers, but getting to the center won't be easy...

What's more, only one person will get to hit that final block and see what's actually there. I certainly hope they choose to share what they see with the world...

After this enigmatic and oddly compelling into... we're finally here! On the cube itself! So... now what?

You can swipe your finger to rotate the cube, or pinch two fingers to zoom in and out. Zooming in reveals sections that other users have chipped away at that aren't visible from a distance. It's neat to see them slowly materialize.

Users are already beginning to clear away sections of the cube in an ad-hoc form of self expression:

Each layer of the cube promises to have something new underneath. A new color, a photograph, a painting... something that will satisfy each players', well... curiosity. But for now it looks like each side of the cube just has a blue-green layer underneath.

But let's get down to brass tacks. How does curiosity actually work? Blocks are deleted simply by tapping on them. Gamers start with a set amount of coins. I wholly expected to be charged a coin for each block I deleted. I expected them to refill slowly over time, and perhaps be charged real money for extra coins. But it turns out Curiosity actually does the opposite.

Each block you delete earns coins. If you delete blocks rapidly in an unbroken burst of play (work? participation?) a coin multiplier begins to tick upward. At first each block deleted just earns you one coin. But then two, three, and on upward with no upper limit that I could find.

This is a supremely interesting design decision because it means you're earning exponentially more coins the longer you play in one unbroken chunk. A user that deletes 1000 blocks a few at a time will only have 1000 coins. But a user that breaks 1000 blocks in a single chunk could earn 50 times that much currency.

But... what are these coins actually spent on?

The chisels, bombs and firecrackers in the menu above make you a more efficient block clearer for a limited time by allowing you to clear more cubelets with a single tap. These power-ups range in price from a few thousand coins up to 3 billion for the diamond pickaxe. What's a little more interesting is that even accessing the stats menu costs coins - 100, to be precise. Inside, you can see how many cubelets remain on the current layer of the cube, how many users are participating, how many cubelets you personally have cleared and plenty more.

Interestingly, the outer layer of the cube contains 100,000,000 cubelets just on its own. All of which must be cleared one by one. Anyone want to crunch some numbers and figure out how many total cubelets are contained within the cube, if it is solid all the way through?

So, there you have it. A first look at Curiosity from Peter Molyneux's new studio 22cans. The app is both absurdly simple and wildly complex. It's very silly and yet oddly compelling. Perhaps most unusual of all, given the current state of the App Store, is that Curiosity is an entirely free download, with no In-App-Purchases in sight. Yes, the entire experience is 100% free, from top-to-bottom.

Is it a video game? A piece of interactive art? To me, it feels like a commentary on mass cooperation. With millions upon millions of cubes to break, there is no getting to the center without cooperation on a massive scale.

Curiosity also makes me think about the human desire for self expression. The cube's grey face has no instructions in the same way that a canvas of wet sand has no instructions. No one tells you to write your initials in the sand with your finger. Or draw something considerably less benign and more vulgar, if that's or disposition. But it still spontaneously happens, regardless. We all want to leave our mark on the world, even if it is fleeting.

And so it is with Curiosity. Gamers don't need to be told to communicate using the surface of the cube. It just happens. And like messages written in sand, Curiosity's very nature ensures that any message left is fleeting. It will be washed away by the actions of other users, replaced with a new layer of the cube and new engravings.

Until the center is reached, at least. After that... who knows?

Spot something especially memorable on the cube? Add it to our user-powered gallery of curiosity sightings!

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter at @ErrorJustin and on IGN.


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The Worlds of Wreck-It Ralph 2

♦ by Unknown Wednesday, 14 November 2012 Wednesday, 7 November 2012 Monday, 5 November 2012 0 comments

The new release Wreck-It Ralph is a movie that should appeal to anyone who loves CG animated adventures, but it has a special appeal for gamers. The movie is crammed with references and homages to video games of both the classic and modern era. Even the movie's two leads, Wreck-It Ralph and Fix-It Felix, are inspired by Donkey Kong and Mario, respectively.

As Ralph embarked on his quest for acceptance, the movie featured three game worlds inspired by real-world games and gaming genres. There was the Donkey Kong-esque Fix-It Felix Jr. arcade world. There was Hero's Duty, a hardcore sci-fi shooter inspired by games like Gears of War, Halo, and Metroid. And there was Sugar Rush, a world that was equal parts Mario Kart and Candy Land.

We were only disappointed that the movie didn't feature even more worlds. There are plenty of genres still ripe for Wreck-It Ralph's brand of spoofing. But with a sequel looking very likely at this point, the potential is still there. We've picked out a handful of worlds we hope to see appear in Ralph's next epic quest.

Fantasy World

As seen in: The Legend of Zelda, Fable, The Elder Scrolls

We're not expecting an actual movie based on the Legend of Zelda anytime soon, so the next best option might be to throw Ralph into a world inspired by Hyrule or Fable's Albion. Rather than the running and gunning of Hero's Duty, this world would force our heroes to navigate labyrinthine dungeons, contend with mind-bending traps and puzzles, and battle dragons, goblins, and the undead. Perhaps the movie could lampoon the endless, arbitrary fetch quests these games often saddle players with or the fact that action RPG heroes like Link so rarely speak.

Horror World

As seen in: Resident Evil, Silent Hill

Outside of Cyril the hatchet-wielding, emotionally supportive zombie, Wreck-It Ralph didn't pay much attention to the colorful legacy of horror gaming. To some degree that's understandable, as it can be difficult to maintain a family-friendly PG rating when dealing with nightmarish landscapes and zombies, vampires, and the like.

Still, we'd like to see more horror representation next time around. There has to be a way to put a more colorful and less scary spin on popular games like Resident Evil and Silent Hill. What happens when Ralph's giant fists go up against a Pyramid Head or Tyrant? Is it possible to scare even the unflappable Sgt. Calhoun? Are all zombies as friendly as Cyril when they aren't on the clock? These are questions that need answering.

JRPG World

As seen in: Final Fantasy, Dragon Quest

If any gaming sub-genre could do with a little Wreck-It Ralph spoofing, it's the Japanese RPG. Games like Final Fantasy are known for their epic role-paying experience and creative worlds, but also for outlandish fashion design, androgynous male heroes, strange animal sidekicks, and intricate attack sequences that take entire minutes to play out in some cases.

Why not throw Ralph and the gang into a world that draws on these elements? In general, we'd like to see more of Japan's rich gaming culture reflected next time around. Cameo appearances from Nintendo characters and an “Aerith Lives” tag spray-painted on a wall aren't enough. And really, with Square-Enix's RPG characters already mingling with the Disney crowd on a regular basis in the Kingdom Hearts games, is it that much of a stretch?

Fighting Game World

As seen in: Street Fighter, Mortal Kombat

Zangief pretty much stole the show in the movie's early moments. But we never did get to see his talent for crushing a man's skull between his thighs in action. And while that might sound grotesque for a Disney movie, they did get away with allowing Kano to rip out someone's heart. Maybe Cyril can take another one for the team.

In any case, we'd love to see Ralph and his friends thrust into a world inspired by popular fighting games like Street Fighter and Mortal Kombat. Imagine Ralph battling a character like Goro or setting a new high score in Street Fighter's car smashing mode. Even the 2D perspective of these games could offer the animators some fun new opportunities for CG storytelling.

Adventure World

As seen in: Uncharted, Tomb Raider, Pitfall

The recent announcement about Disney buying Lucasfilm has us hoping that Indiana Jones will be back in action before too much longer. Perhaps a Wreck-It Ralph sequel can allow Disney to dip their toes into the international pulp adventurer pool by including a world inspired by Indy-esque games such as Uncharted and Tomb Raider.

The first movie did a great job of taking the Halo/Gears of War shooter formula and delivering an epic action sequence built around it. We'd like to see the sequel do something similar for these titles. The movie could deliver epic dashes through tombs, ruins, and jungles that could put any previous live-action efforts to shame.

MMORPG World

As seen in: World of Warcraft, Second Life

One popular gaming genre that has a huge amount of potential for a Wreck-It Ralph sequel is the massively multiplayer online RPG. While World of Warcraft is still the most popular MMORPG, we're not focused on the fantasy elements this time. Instead, we're more interested in the social aspect of these games and the ways they connect players.

Director Rich Moore has already talked about how a sequel “would bring the characters involved a bit more up to date.” An MMORPG would drag Ralph and friends out of the arcade and into the modern gaming landscape. A gaming landscape inspired by WoW or Second Life would allow the characters to actually interact with humans in a way they really can't when they're stuck inside of an arcade machine. The potential here is almost limitless, both in terms of the worlds it can allow and in exploring the poignant relationship between gamers and gaming heroes.

Jesse is a writer for various IGN channels. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter, or Kicksplode on MyIGN.


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