
Monday, December 1, 2008
Street Fighter 4 Game Cover for PS3 & XBOX 360

Monday, November 24, 2008
U.S. Army Investing $50 Million in Video Games
The U.S. Army has created a video game training unit that will begin operation in 2010, and has funding for it set aside to the tune of $50 million, reports Stars and Stripes. This isn't for recruiting or marketing, but the training of its soldiers in virtual environments.
"The Army takes this seriously," said Lt. Col. Gary Stephens, of the Project Executive Office — Simulation Training and Instrumentation, which will supervise this unit. "We own gaming for the Army — from requirements through procurement."
While the Army will not compete with video game development per se, nor is it producing commercially available products, it will still be interacting with the civilian games industry. The Army will be closely monitoring trends that may be able to help its video game training unit. It also has an undisclosed budget to purchase or have developed a state-of-the-art successor to its "DARWARS Ambush" trainer , basically an FPS with 20th-century technology limitations.
The new trainer, "Game After Ambush" will require much stronger technology, including support for more trainees participating at the same time, full-featured terrain and scenario modification, and playback/review capability so that instructors can assess trainees' tactics and choices. It sounds like they want to get this up pretty soon.
Leslie Duvow, project director for gaming at PEO-STRI, said the Army will have 70 gaming systems in 53 locations in the United States, Germany, Italy and South Korea between February and September 2009.
"Each system will consist of 52 computers with ancillary equipment including steering wheels, headsets and mice," she said.
Soldiers will be able to drive virtual vehicles, fire virtual weapons, pilot virtual unmanned aerial vehicles and do "most anything a soldier does" in a virtual battle space as large as 100 kilometers by 100 kilometers, she said.
[Col. Mark] McManigal [of Training and Doctrine Command] said the game will replicate what soldiers encounter on today’s battlefield — from fighting in urban terrain and convoy operations to reacting to contact and ambush operations.
"Your imagination will be your only limiting factor," he said.
Sunday, November 16, 2008
Xbox Live connection issues now resolved says the Major
Call of Duty 5 first impressions

SINGLE-PLAYER CAMPAIGN MODE
Without spoiling the game too much for those who haven't yet completed it, the ending battles are positively epic!
Rather long non-skip-able credits at the end. Thereafter, the game rather unceremoniously dumps you straight into Solo Nazi Zombie mode.
Framerate takes a noticable dip in really intense moments.
Otherwise, kudos and gripes are the same as below.
SPLIT-SCREEN MULTIPLAYER MODE
The Good
Most of the graphics are quite gorgeous. Especially the jungle areas.
Very fast and frenetic gameplay. Wave apon wave of enemies descend upon you, almost doesn't allow you time to blink. Makes for very fun gameplay though.
Burning people with the flamethrower is fun! Flamethrower overheats a little too quickly but thats probably to prevent it from being overpowering.
Alternative routes to follow ala GOW. Optional, not mandatory. Its a good idea but splitting up just makes it harder for you to revive one another, so it may be just better to stick together.
Tank sequences are a nice break from the slight tedium of constantly running around. Cause massive mayhem and utter destruction with wild abandon using the flame tank!
The Bad
In Split-screen multiplayer, even though you have squad mates nearer to you than the other player is, they absolutely refuse to heal you.
Your squad mates instead have a tendency of SITTING on your dying body, making it hard for the other player to heal you and blocking your way in general.
Both enemies and squadmates are not too smart, tending to miss each other even when standing face-to-face.
A few areas are too dark and almost impossible to see where you're going. Also, makes it hard to distinguish between friend or foe.
Split-screen does not take up the whole half of your screen, instead it leaves a border above (for player 1) and below (for player 2) the viewing areas.
Cannot revive squadmates, only other player. (minor gripe)
Finishing the game on co-op DOES NOT unlock Zombie Mode nor anything else!!! Seems there are no tangible benefits to finishing the game on this mode (There are achievement points for multiplayer co-op over XBOX Live though)
NAZI ZOMBIE MODE
Very interesting concept, quite similar to horde mode in GOW2 I believe
Killing enemies earns you points that can be used to purchase better weaponry or access otherwise restricted areas.
Strangely, rebuilding the barricades EARNS you points. (Shouldn't it cost you points?!)
Zombie animations are done rather well.
ONLINE MULTIPLAYER MODE
Rank from Beta does not carry over to the actual game as expected.
Hardcore Team Deathmatch only available after reaching level 18
Hardcore mode unlocked only at Rank Level 18 (though only the server needs to be level 18, others can be of a lower level)
Framerate dips occasionally. (Need to test this out further)
Tom Clancy's EndWar Review: Vocal Annihilation

As a new real-time strategy franchise, Tom Clancy's EndWar seems to have a lot going for it. First there's that gee-whiz technology that lets you order around grunts like you're McArthur at the Battle of Manila. But better still is the deep world in which the game is built. EndWar is meant to be the ultimate conflict in Tom Clancy's espionage and Cold War universe, a rolling end-of-days war peopled with Ghost Recon teams and Third Echelon black-ops.
But just how much of Tom Clancy got into Tom Clancy's EndWar and how much of it is just about the game's amazing tech?
Loved
Voice Recognition: Ubisoft's voice recognition software is by far the best thing about EndWar. There is virtually no set-up, few miscommunications and it runs seamlessly, making the experience of commanding troops not just easier but more immersive. There's nothing like bellowing out orders into a headset then watching them get carried out by soldiers, tanks and helicopters.
Streamlined Command System: Working hand-in-hand with the razor-sharp voice recognition software is a command system that makes speaking your orders as easy as a mouse click. By boiling almost everything down to four or five words, EndWar's control mechanic is easily the best around for a console-based real-time strategy title.
Global War to Local Conflict: The sheer scope of EndWar, encompassing skirmishes, raids and sieges in cities around the world, is impressive. Even more impressive is how the game ties all of these battles together to create the sense of world at war, where every conflict matters. Moving this idea online gives the real-time strategy game the feel of a massively multiplayer title where everyone has to pitch in to make a difference.
Hated
Vanilla Aesthetic: If Blizzard showed us nothing else, it's that the art style of units and backdrops can make or break a real-time strategy title. These are the units you will be ordering about for the entire life of the game, they are the settings you will fight through time and time again. EndWar's units are bland, mundane looking military knock-offs, and the settings begin to blend together after just hours of play. It doesn't help that there's really not much splash in the thick of battle either.
Poor Pathfinding: It's difficult in EndWar, unlike with mouse and keyboard titles, to nudge your troops to specific locations. Instead, you have to hope that "Unit 1 Move to Alpha" does the trick. Because the game relies on such broad commands it's problematic that units seem to be in desperate need of a map to find their way from point A to point B.
Muddled Story and Campaign: Despite a humanizing introduction and the tantalizing lead-in to the game, once things get going, EndWar is a surprisingly personality-free title. Sure you have tactics and enemy attacks laid out for you between skirmishes and the game tries to track which commanders you've fought against before. But it's such a web of battles that it's hard to tell when what you're doing makes any sort of difference and the plot quickly becomes nearly transparent window dressing.
Generic Strategy Gameplay: It feels that the team at Ubisoft Shanghai used up all of their creativity with that wonderful voice-recognition command system. EndWar is the epitome of rock-paper-scissors strategy. There are a few super attacks that can be unleashed, like mini-nukes and support forces, but in general the game is far too simplistic to have any lasting power for fans of strategy.
Needs More Clancy: It's got his name in it, right there at the top of the box, so why isn't more obvious this is a Clancy game? In theory, the Ghost Recon teams make an appearance as playable units in the game, but that's really just in name. And, from what I saw, that's it. Why use the Clancy name and not tap into the rich background it affords?
You really can't understate the brilliance of EndWar's voice command system. Even in this simple form it shows so much potential that I'm eager to see what game it shows up in next. But a new bit of innovative technology, no matter how amazing, isn't enough to support a triple-A title. The game works. Technically it is almost flawless. But there's no soul, no depth, no story, nothing really, to make even a hardcore strategy fan such as myself want to play the game for any length of time.
Tom Clancy's EndWar may have been worthy of a purchase at a time when there weren't so many other excellent titles vying for a shrinking budget, but not now. I just hope that now that the technology for this command system has been proven, it can be placed in a game with a bit more substance and character.
Tom Clancy's EndWar was developed by Ubisoft Shanghai, published by Ubisoft and released on Nov. 4 for the DS, PC, PlayStation 3, PlayStation Portable and Xbox 360. Retails for $59.99 USD. It was reviewed on the PlayStation 3. Played the single-player campaign, tested campaign coop and skirmish.
Peter Moore: Casual gaming is the future

Former Xbox boss and now EA Sports pres Peter Moore has revealed a thought that casual gaming is the future of the industry and in particular for EA. He admitted that at times, EA's games have been too hard and they need to make their titles more approachable and accessible to the new consumer and grow into a mass market company.
Sony: 50% of PS3 owners also own a PSP
Street Fighter IV: coming Feb. 17 (N. America) and Feb. 20 (Europe)

Capcom have announced that they will be releasing the home versions of Street Fighter IV in N. America on February 17 and in Europe on February 20. Capcom will be shipping the Xbox 360 and PlayStation 3 versions simultaneously, so regardless of your platform of preference, you'll be pounding faces and Focusing through fireballs day one.
PS3 keypad delayed slightly
Epic Games wins Top Technology award
Friday, November 14, 2008
Gaming Season
Xbox 360
The Last Remnant (Square Enix): 10, 10, 9, 9 - (38/40)
Otomedius G (Konami): 7, 7, 6, 6 - (26/40)
Mercenaries 2: World in Flames (EA): 8, 9, 7, 7 - (31/40)
PlayStation 3
MotorStorm 2 (Sony): 8, 8, 9, 8 - (33/40)
SOCOM: Confrontation (Sony): 7, 8, 6, 7 - (28/40)
Mercenaries 2: World in Flames (EA): 8, 9, 7, 7 - (31/40)
Wii
Machi e Ikouyo: Doubutsu no Mori [Animal Crossing: City Folk] (Nintendo): 9, 8, 8, 8 - (33/40)
Katekyoo Hitman Reborn! Kindan no Yami no Delta (Marvelous): 6, 6, 5, 6 - (23/40)
Nintendo DS
Saka-Tsuku DS: Touch and Direct (Sega): 8, 8, 8, 8 - (32/40)
Tomyka Hero: Rescue Force DS (Takara Tomy): 5, 6, 7, 5 - (23/40)
PSP
Prinny: Ore ga Shujinkou de Iinsuka? (Nippon Ichi): 7, 7, 7, 7 - (28/40)
Clank & Ratchet: Maru Hi Mission * Ignition (Sony): 9, 8, 8, 7 - (32/40)
Mobile Suit Gundam: Gundam Vs Gundam (Namco Bandai): 8, 8, 8, 8 - (32/40)
PlayStation 2
Mercenaries 2: World in Flames (EA): 6, 7, 5, 5 - (23/40)
Katekyoo Hitman Reborn! Kindan no Yami no Delta (Marvelous): 6, 6, 5, 6 - (23/40)
Wednesday, November 5, 2008
- Here are the latest console hardware sales from Japan for the week of Oct 20 - 26:
- PSP - 60,467 [2,902,249]
- NDS Lite - 22,965 [2,297,853]
- Wii - 24,292 [2,152,068]
- Xbox 360 - 7,844 [201,445]
- PlayStation 2 - 6,962 [381,766]
- PlayStation 3 - 3,931 [651,459]
- Here are the latest console software sales from Japan for the week of Oct 20 - 26:
- Wagamama Fasion: Gals Mode (NDS, Nintendo) - 75,770
- Devil Summoner: Kuzunoha Raidou tai Abaddon Ou (PS2, Atlus) - 62,789
- Pokemon Platinum (NDS, Nintendo) - 52,817 [1,806,000]
- Rhythm Tengoku Gold (NDS, Nintendo) - 43,583 [1,051,000]
- Wii Music (Wii, Nintendo) - 37,347 [129,000]
- Yuusha no Kuse ni Namaikida Or 2 (PSP, Sony) - 27,066 [86,000]
- Devil Summoner: Kuzunoha Raidou tai Abaddon Ou ~Special Edition~ (PS2, Atlus) - 25,468
- Castlevania: Order of Ecclesia (NDS, Konami) - 18,747
- Bleach: Soul Carnival (PSP, Sony) - 17,944
- Wii Fit (Wii, Nintendo) - 15,482 [2,756,000]
- Saihai no Yukue (NDS, Koei)
- Tenchu 4 (Wii, From Software)
- Galileo (NDS, D3 Publisher)
- Shin Sangoku Musou 5 Special (PS2, Koei)
- Soru Ita Medyusa no Inbo (NDS, Namco Bandai)
- Culdcept DS (NDS, Sega)
- Macross Ace Frontier (PSP, Namco Bandai)
- Mobile Suit Gundam 00: Gundam Meisters (PS2, Namco Bandai)
- Mario Kart Wii (Wii, Nintendo)
- Inazuma Eleven (NDS, Level 5)