Monday, February 28, 2011

Killzone Fan Made Short Movie




YouTube user Pwnisher and friends have made a rather epic live action short called “Killzone: Extraction.” The short follows four ISA soldiers from Alpha Squad trying to reach an extraction point before an inbound air-strike hits.
While making their way through the trenches, their EVAC is shot how–how convenient–and to make things worse, they’ve been split into two groups. Despite being separated, they must still work together to stay alive and at least make it to the safezone before the inbound airstrike hits.

Saturday, February 26, 2011

PSP 3000 Now $129.99 [US Dollars]

Sony are dropping the system's price to $130 in the U.S. starting Feb 27th. What's more, a few of the better-known PSP games have dropped in price, too.




New PSP "Greatest Hits" Titles ($19.99)


Assassin's Creed Bloodlines
DISSIDIA FINAL FANTASY
LittleBigPlanet (PSP)
METAL GEAR SOLID: PEACE WALKER
Ratchet & Clank: Size Matters
Resistance: Retribution
Toy Story 3: The Video Game




New PSP "Favorites" Titles ($9.99)


CRISIS CORE-FINAL FANTASY VII
Daxter
Monster Hunter Freedom Unite
Killzone: Liberation
SOCOM U.S. Navy SEALs: Fire Team Bravo
Tomb Raider Anniversary

My Dissidia 012 PSP Wallpapers Part 1









Child of Eden [PS3 / X360]

Child of Eden is an upcoming rhythm action game created by Tetsuya Mizuguchi, best known for Rez, developed by Q Entertainment and published by Ubisoft. It is being developed for PlayStation 3 and Xbox 360 and will be compatible with Microsoft's Kinect and standard controllers. PlayStation Move support is being considered.















New Nintendo 3DS Videos



Friday, February 25, 2011

Mortal Kombat Reboot Banned In Australia



The highly anticipated video game Mortal Kombat, published by Warner Bros. Interactive Entertainment (WBIE) in Australia, has been refused classification by the Australian Classification Board and will not release in Australia. We are extremely disappointed that Mortal Kombat, one of the world's oldest and most successful video games franchises, will not be available to mature Australian gamers. WBIE would not market mature content where it is not appropriate for the audience. We understand that not all content is for every audience, but there is an audience for mature gaming content and it would make more sense to have the R18  classification in Australia. As a member of the iGEA, WBIE is reviewing all options available at this time.


The Elder Scrolls V SKYRIM Gameplay Trailer and Analysis




The Dragonborn is fireproof
In the Skyrim trailer, the hero is Dragonborn, meaning he takes on traits from dragons. As he battles a hulking, swooping dragon, it breathes a searing hot blast of fire at the hero, and although he raises his shield to deflect the blast, there's absolutely no way his tiny little shield would have completely left him unscathed. It suggests that, as a Dragonborn, the hero has greater resistance to fire. He may even have a few other dragon-life traits up his loincloth.


"In terms of visual excellence, it's a significant step up from Oblivion."


New enemy types, and old ones that look better than ever
Throughout the Skyrim trailer, there is a plethora of new enemy types, including giant spiders, a troll who seems to enjoy wearing human bones as jewellery, feral wolves, a ferocious yeti, zombies and hulking beasts in suits of armour.


Stealth plays a bigger role
In the trailer we see not one, but two examples of when stealth could come in handy throughout Skyrim. The first sees the player-character stalking a deer in a stunning forest, complete with incredible lighting effects that sees sunlight pouring in through the trees. The second moment shows the protagonist creeping up behind an NPC inside is shadowy tavern and slitting his throat, while a pair of bards stand oblivious, playing music without any idea of the hero's presence. If it's a bigger focus, you can expect a much better stealth system than in Oblivion.


There are melee finishers
Killing enemies in Oblivion felt like something of non-event, as they simply slumped down to the ground with some limp rag-doll physics. The Skyrim trailer shows the player grabbing a human enemy from the front and plunging a dagger right into his stomach. Not only does this finisher lend more weight to the fight, it also looks pretty badass. It seems that Bethesda has invested much more time and though in ways to make melee combat more exciting, instead of relying on button spamming attacks. The face of the enemy on the receiving end genuinely looks horrified when the blade sinks in too, showcasing some great use of facial animation.


Enemies will attack in greater numbers
In Oblivion, the player could only ever engage about three or four enemies at once, but the Skyrim trailer shows a mage being surround by about seven foes, using a spread-based fire spell to repel them all at once. If this is a constant feature of Skyrim, it could mean that battles are larger-scale, tense encounters that require quick strategy and deft actions to overcome. The thought of engaging in large war-like skirmishes is tantalising, but it remains to be seen if Skyrim can pull it off.


Locations are the most detailed in the series
Before the gameplay action kicks off, the trailer shows a montage of areas from around Skyrim, including rustic villages, painstakingly detailed forests and perilous snow-capped mountain ranges. In terms of visual excellence, it's a significant step-up from Oblivion. It's clear that Bethesda's new propriety engine has served them well, and will clearly push the tech of both PCs and consoles. Skyrim's locales appear more dense, more intricate and as a result, infinitely more organic than Oblivions, which in itself is a huge achievement. The villages themselves appear to have been inspired by Nordic designs.


Combat has much more flair
The Skyrim trailer also shows two human characters engaging in a one-on-one melee battle, and rather than simply standing in front of each other and systematically striking blows until one of them falls over, there's all sorts of spins, parries and dodge manoeuvres at work, suggesting that Skyrim's combat will have much more flair than before.
This is a superb move, meaning that melee classes will have a lot more to do than simply striking enemies with a sword ad nauseam. It will also make enemies harder to hit, as the trailer shows an armoured enemy dodging the player's axe swing at the last minute.

Wednesday, February 23, 2011

New Dissidia 012 Gameplay Videos

















The Best Selling Video Games In The United States


Click on the image

3D Wasn’t Originally Planned For The 3DS



Before the Nintendo 3DS was called the 3DS, it had a codename. It was a prototype that Nintendo was developing as the Nintendo DS's successor. And initially, it did not have 3D.
The portable's console manager Hideki Konno tells Famitsu that the planning for the DS's successor commenced when the original DS was finished, complete with prototypes.
The goal for the successor was to make sure it was backwards compatible with the current DS, meaning that it needed to have two screens, with the bottom one being a touch screen.
Sometime after 2008, Nintendo began thinking about using 3D for its new handheld. To test out 3D, the team connected a 3D monitor to the Wii to check how games ran in 3D. Konno liked how Mario Kart Wii played in 3D, and staffers were impressed how figures of Mario and Luigi demoed in 3D.
The system's gyrosensor wasn't added until late in the game — right before last year's E3 gaming expo, actually. Mario creator Shigeru Miyamoto pushed for the gyrosensor, saying it was "missing something" and adding that with a gyrosensor gameplay "could change greatly". Miyamoto, it seems, could very well be right.

Battlefield 3 Gameplay Trailer

Tuesday, February 22, 2011

Control A Video Game By Kissing Passionately


Kiss Controller from Hye Yeon Nam on Vimeo.



We sit here stunned, amazed and just a little bit skeptical that artist Hye Yeon Nam has found a way for people to control a bowling video game by French kissing. Kissing and playing video games were just never fun enough on their own, now were they?
Even watching a video of the Kiss Controller in spit-swapping action doesn't quite make it clear how putting your tongue in the mouth of someone you like can make you a better video game bowler. Thankfully, on her site, artist Hye Yeon Nam explains how things work:
"One person has a magnet on his/her tongue and the other person wears the headset. While they kiss, the person who has the magnet on his/her tongue, controls the direction and speed of the bowling ball for 20 seconds. The goals of this game are to guide the ball so that it maintains an average position in the center of the alley and to increase the speed of the ball by moving the tongue faster while kissing."
I like this kind of earnest and unexpected experiment. No one's saying we'll someday be playing Call of Duty or World of Warcraft while kissing. But if you can control video games by wiggling a joystick, pressing buttons, waving your arms, or talking to a microphone, why not with some smooching. The question is: Who is out there who wants to kiss you while you're playing a video game?

Monday, February 21, 2011

Fight The Foot

April O'Neil reported on a new gang in the streets. Then it got personal. Only those below the streets can help her now.


The Rock Returns To Raw

TOKYO! The Official Movie Trailer



In TOKYO!, three visionary directors (Michel Gondry, Leos Carax and Bong Joon-ho) come together for an omnibus triptych examining the nature of one unforgettable city as its shaped by the disparate people who live, work (and run amok) inside an enormous, constantly evolving, densely populated Japanese megalopolis — the enchanting and inimitable Tokyo. INTERIOR DESIGN (Michel Gondry).
A young couple tries to set themselves up in Tokyo. The young man's ambition is clear — to become a film director. His girlfriend, far more indecisive, cannot escape the vague feeling that she's losing control of her life. Directionless, both are beginning to go under in this vast city until the young woman, utterly alone, becomes the object of a bizarre transformation... MERDE (Leos Carax)
A mysterious creature spreads panic in the streets of Tokyo by means of his provocative and destructive behavior. This man, dubbed "The Creature of the Sewers" by the media, arouses both passion and repulsion...until the moment he is captured... SHAKING TOKYO (Bong Joon-Ho)
For more than 10 years, he's been a hikikomori. He lives shut up in his apartment, strictly limiting all contact with the outside world to an absolute minimum. When a pizza delivery girl faints in his home during an earthquake, the unthinkable happens — he falls in love. Shortly after, he learns that the girl has in turn become a hikikomori. Will he dare cross the threshold that separates his apartment from the rest of the world?

Rhapsody, psychogeography, urban valentine, freak show, mindwalk and many other things, TOKYO! is a fantasy in three movements that will make you see one of the worlds greatest cities — if not any city — with a new point of view.

Geohot Rap Video

The infamous PS3 hacker with his debut Rap video, check it out.

Thursday, February 17, 2011

Mortal Kombat: Noob Saibot Trailer [PS3 / X360]


Bleach Soul Ignition: Pictures [PS3]









How Final Fantasy VII Got Made



When work began on Final Fantasy VII over 15 years ago, director Yoshinori Kitase didn't have much to go on besides the idea that something "new" was just around the corner. "We started working on FFVII when the PS and Sega Saturn were already out, before the Nintendo 64 was a presence," he said in an interview with Famitsu magazine published this week. "There was a real buzz in the industry that the 3D era was finally here, that the heyday for CG was coming."

Square (now Square Enix) had already stuck a toe into 3DGI at that point, showing off a tech demo at the SIGGRAPH computer graphics conference in 1995. "The technical demo we showed off at SIGGRAPH was in full 3D," Kitase recalled, "but at the time, we figured that the only place in the game we'd actually use 3D was in the battle scenes. The first bunch of PlayStation RPGs used Super NES-style world maps, with 2D sprites placed right in the middle of the screen. I thought that would become the basic sort of standard for RPGs in the future -- I definitely didn't think the field view would wind up in 3D, too."
By the time the PlayStation hype machine began to ramp up, though, Kitase realized that a 2D game world wouldn't be good enough. "We felt a real sense of newness with SCE's hardware," he said. "We felt like times were changing and so were people's standards, even as we had doubts about whether this was really the way to go. Usually, when you're making a sequel, you think more about things like upgrades to the character-raising system or what new summons to put in; you aren't debating the format of the game itself. With FFVII, we argued a lot over what should be dropped and what needed to take its place. For example, the field map started out literally as a map screen, but I felt that for this next generation, the field map needed depth and a character-oriented viewpoint or else we'd be losing out on story drama. That's the sort of new 'field map' we wanted to construct."
It wasn't exactly an easy birth, as Kitase remembers it. "We started development only after we had consensus on all the main issues so there were no major hiccups," he said, "but since we had no previous games to rely on as an example, our experience didn't really help us much. This was a time when even if you said that you wanted to go seamlessly from a game screen to a movie scene, nobody really understood what the value or purpose of that would be. With the Super NES, characters were 16 by 32 pixels in size, so you could calculate roughly how much space your character graphics would require pretty easily. The rules are all different for polygon characters, though, and it was tough to get a gauge on how many characters you could display at once. We'd model the Behemoth, and it'd be 2000 polygons, and we really had no idea how much space 2000 polygons would take up. We'd later realize that 2000 polygons would pretty much be reserved for large bosses only, so we then had to cut down models and so forth."
There's little doubt in Kitase's mind, however, that FFVII wouldn't have been possible without the PlayStation coming when it did. "The game design was something we thought of after the PS was released -- that we can do this sort of thing now that the PS is out," he said. "That seamlessness between the game and the movies was the one thing I wanted the most out of FFVII. The opening movie encapsulates all of that, and I think it was the PS's hardware capabilities that made it possible. That whole Midgar scene was made possible with the PS, in other words. I wanted to show people that FFVII was an adventure played up close and within the world itself, not seen from overhead. We started work with that opening scene, and I figured that if that went well, the rest of the game would come along. That's why handling it was so difficult, because we never really had to worry about the concept of a camera before."