Shacknews - Alice O'Connor

Poor Naughty Bear. All he wanted was to be friends with his fellow bears and join in their bearscapades, but they didn't like him and his video game was a bit rubbish. Everyone deserves a second chance, though, and his will come soon. Publisher 505 has announced that Behaviour Interactive's downloadable sequel Naughty Bear: Panic in Paradise is coming to PlayStation 3 on October 9, then Xbox 360 the next day.

His second outing will offer 11 levels of teddy bear-slaughtering hijinks for $15 (1200 Microsoft Points). A whopping 12 DLC packs are in the pipeline for the first three months post-launch, including new costumes, weapons and kills inspired by classic Hollywood boogymen.

Here's a new trailer showing some a few of those iconic murderers and, er, Batbear:

Shacknews - Steve Watts

October is just around the corner, which means it's high time to inject a little creepy into your everyday life. Silent Hill games tend to err more on the "existential horror" side of the scary spectrum, and you'll be able to try out a demo for the Vita game Book of Memories next week.

IGN reports that the demo will be up with the PlayStation Store update next Tuesday, in preparation for the game's October 16 launch. The long-delayed game from WayForward combines elements of the dungeon-crawler, survival horror, and RPG genres. Here's a new trailer to give you a taste of what to expect.

Shacknews - Andrew Yoon

GYUH HUH! How would you like a return to the classic collect-a-thon platforms of the 32 and 64 bit era? "Core members" of the original Rare team that worked on Banjo-Tooie are ready to make a "spiritual successor" to the once-popular N64 platformer.

"We're not talking about making Banjo. We want to make something new but (hopefully) with that same magic," the team said on a newly-created Twitter account.

According to IGN, the Mingy Jongo group includes series composer Grant Kirkhope and artist Steven Hurst. It's unclear who else from Rare will be working on the project.

The team aims to make "a game that shares that same kind of humour, silly characters, fun game play, great tunes and all that stuff that we enjoy making." However, it's clear that this pitch is simply that--and if something does come to fruition, it will be a long ways off. "We've got a lot to think about now on how to proceed so give us a bit of time to work it out."

It seems likely the team will go to Kickstarter or a similar crowdfunding site to realize their idea. However, the amount required might be beyond their reach. "Come on. It'll be easy! If you all pledge $10 and we can get, I don't know, about 500,000 backers then off we go! Shouldn't be too difficult."

Shacknews - Steve Watts

Another Indie Royale bundle is on the march, offering another six games and a few bonuses on the cheap. This one is is the "Oktoberfest" bundle, but unfortunately that does not mean you get a free German stout for paying more than the minimum cost.

The bundle includes the Hector: Badge of Carnage Trilogy, The Adventures of Shuggy, Chime, Dangerous High School Girls In Trouble, The Witch's Yarn, and The Network. If you pay more than eight bucks, you'll also get two albums: Calm your Nerves and Chip unDeath by the Savestates. The current minimum is hovering around $5.50 as of the time of writing.

Shacknews - Jeff Mattas

Episode 132 of Weekend Confirmed has arrived, featuring Garnett Lee, "Indie" Jeff Mattas, special guest Christian Spicer, and the triumphant return of Jeff Cannata. This episode, the crew chews the fat about Borderlands 2 and Torchlight 2. Garnett also shows much appreciation for FIFA 13, and Christian explains why Double Dragon: Neon is worth a look, especially for PlayStation Plus members. Finishing Moves wrap things up, followed by the post-show NFL TailGate.

Weekend Confirmed Ep. 132: 09/28/2012

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If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 132 directly.

Weekend Confirmed comes in four segments to make it easy to listen to in segments or all at once. Here's the timing for this week's episode:

    Show Breakdown:

    Round 1 00:00:31 â€" 00:29:26

    Whatcha Been Playing Part 1 00:30:00 â€" 00:59:25

    Whatcha Been Playing Part 2 01:00:22 â€" 01:29:11

    Listener Feedback/Front Page News 01:30:14 â€" 01:59:09

    TailGate 01:59:43 â€" 02:10:18

Follow the Weekend Confirmed crew on Twitter, too!

Weekend Confirmed @WeekendConfirmd

Garnett Lee @GarnettLee

Jeff Mattas @JeffMattas

Jeff Cannata @jeffcannata

Christian Spicer @spicer

Remember to join the Official Facebook Weekend Confirmed Page and add us to your Facebook routine. We'll be keeping you up with the latest on the show there as well.

Original music in the show by Del Rio. Get his latest Album, Club Tipsy on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or Facebook page, and follow him on twitter @delriomusic.

Shacknews - Steve Watts

Rainbow Moon was a quirky throwback to the classic Japanese-style strategy RPG, complete with quick tactical battles and an extremely lengthy story mode. In other words, it's exactly the kind of game you'd want on a portable system, and publisher EastAsiaSoft has announced it's making that happen.

IGN reports that the Vita version will hit sometime in 2013. The studio is aiming to include cross-saving between the PS3 and Vita versions.

Now for the bad news: it won't feature the cross-buy promotion that Sony is implementing with many of its first-party products. That means if you already bought the PS3 version, you won't get the Vita version for free. EAS' Nils Ngai noted that the studio can't afford to bundle the games for one price, since it wasn't built on a framework for both platforms and needs to invest an estimated nine months to port the game. "We are definitively looking into discounted options for customers that wish to purchase both release versions at the same time," Ngai noted. "We won't be charging double the price if you want to buy both releases at the same time."

Meanwhile, Rainbow Moon developer SideQuest Studios is at work on another game for 2013-2014. EastAsiaSoft still plans to work closely with SideQuest, though it may look into other platforms as we enter the next generation. Aside from the mystery project currently in its conceptual phase, Ngai noted that a sequel to Rainbow Moon or porting its Soldner X games to the Vita are possible future projects.

Shacknews - Steve Watts

Blizzard's mysterious Project Titan has been the subject of hushed whispers and drip-fed information. But the story is very different at Blizzard, which is knee-deep in development. Blizzard executive VP of game design Rob Pardo recently remarked that the game has over 100 people on its development team now.

"I don't want to get anyone's hopes up that it's around the corner or anything," Pardo told Curse. "It's a big project, it's got a long ways to go. Don't know yet when we're going to start releasing more information. We're definitely dead in the middle of development at this point. I think we're over 100 people on the team, now, working on it."

We don't know much else about Project Titan, other than speculation that it could go the free-to-play route. Pardo's comments indicate the project is moving along steadily, but it may be a while before we hear more official details.

Shacknews - Alice O'Connor

For a series about building an army of warriors and rampaging across battlefields on foot with axes swinging, the announcement of Mount & Blade II: Bannerlord is awfully quiet. Developer TaleWorlds Entertainment quietly confirmed yesterday that yes, it's making the sequel to Mount & Blade: Warband, but didn't really have much else to say and the teaser trailer revealed little.

All TaleWorlds has to say about the game is contained in the following paragraph:

This sandbox action-RPG strategy hybrid will take players on a journey into a fictional world of up-close and personal medieval combat on a huge scale, bigger, bloodier and more intense than ever before. Mount & Blade II: Bannerlord will build upon the popular Mount & Blade franchise bringing in many exciting and highly requested new features.

Which is all very vague. Platforms, a release date, and all that are a mystery for now.

Shacknews - Steve Watts

You've probably already downloaded the demo for XCOM: Enemy Unknown. But if for some reason you haven't, a new trailer offers interactive elements to give an approximation of playing the game. It's not quite the same, but it'll do in a pinch.

The trailer takes you into a battle, letting you choose options like what type of team to bring, or what to do with the aliens once they're on the run. Check it out below, or read our hands-on preview for more details.

Shacknews - Steve Watts

The stand-alone version of DayZ might just barely squeeze into its goal of releasing this year. Creator Dean Hall recently said the alpha will probably hit in December, and on top of that, claimed it will be "cheap."

"It has to be out before the end of the year," he said at the Eurogamer Expo. "Not just because we've committed to it but in order to achieve what we have to do. It has to be. There's no 'we hope it is'; it has to be. And it's going to be cheap. We've decided that we don't need to sell a heap of units in order for us to be OK with where it's going. The more units we sell of it the more ambitious we get, because the project has the better resources."

He said that releasing in December would allow the team to move onto "more ambitious features" in January and February. Hall made some remarks about The War Z, which is set to release this fall. "Maybe they will make a better game - I don't know. Maybe what they're doing is not cool to me, but the way I look at it is what are my options? What could I do? I could stand up here and be very critical of anyone who does a clone copy of the game. What would that actually achieve other than making me look like a dick? It's not going to result in a better game.

"I guess what I'm saying is what I feel isn't important. Maybe that's what leadership is: saying my feelings aren't important here - my feelings are often selfish. I have to be realistic about it and say the responsibility is on me to make a good game. And that's just life."