Kotaku

New Mortal Kombat Arcade Comp Listed, Yanked By RetailerOnline retailer ShopTo may have outed the Mortal Kombat team's plans for a new collection of some of the series most fondly remembered games by revealing the Mortal Kombat Arcade Compilation.


According to ShopTo's listing—spotted by CVG and quickly pulled—the PlayStation 3 title will include Mortal Kombat, Mortal Kombat II and Ultimate Mortal Kombat 3. It would ship in November and carry a budget price, according to the listing.


Two of those games have been released on Xbox Live Arcade and PlayStation Network, but were pulled from those services after the collapse of Midway. The next Mortal Kombat game is due for the PlayStation 3 and Xbox 360 in 2011.


We'll be talking with the Mortal Kombat team at Gamescom 2010 this week, so we'll see what else they have to say about this release.


Mortal Kombat HD Compilation incoming? [CVG]


Kotaku

Unless press releases lie, the Karaoke Game Of The Year became available for Nintendo DSi download today. So did a cool-looking side-scroller involving reflections. I'm not Mike Fahey, but this is your Vritual-Console-free Nintendo Download.


Nintendo Download: 'Karaoke Game Of The Year'


WiiWare
Space Trek
Publisher: CALARIS
Players: 1
ESRB Rating: E10+ (Everyone 10 and Older) – Fantasy Violence
Price: 700 Wii Points™
Description: As Captain Jay, you take control of a space jet deployed on an alien world. The planet you're on is inhabited by the Knagar, a race of big, green, self-important bullies. You must fight your way through, outsmart them and save the survivors. Fortunately, Jay can always throw a nice punch line when things get ugly. Fight floating drones, destroy Knagar ships, attack turrets and deal with gigantic worms before they swallow your ship or electrocute you. Access your handy map to avoid getting lost on one of six big levels. Pick up keycards, deactivate force fields, save survivors and collect power-ups. Rearm your ship to use one of six weapons, including the Quark Dispeller, Anti-Matter Thrower and Mega Rockets. Recharge your ship's battery by flying over heat-bursting volcanoes. Then use the surplus to power your weapons or energy shield. Enjoy humorous dialogue that accompanies players throughout the game.


Nintendo Download: 'Karaoke Game Of The Year'


WiiWare
A Monsteca Corral: Monsters vs. Robots
Publisher: Onteca
Players: 1-4
ESRB Rating: E (Everyone)
Price: 500 Wii Points
Description: The planet Monsteca is no longer the harmonious world it once was. It's been overrun by a robotic army that's determined to rule and conquer. Monsteca natives known as the Stompies have no choice but to run. Unable to defend themselves against such heavy machinery, the Stompies must rely on the strength of their herd to work together and defeat the meddling robots. Take control of the Stompies, cute and not-so-bright monsters who need help to avoid being captured by invading robots. It's your duty to guide them successfully through each level. This fun, full-3D strategy game has a strong sense of flow, offering 20 levels to conquer and many hours of game play.


Nintendo Download: 'Karaoke Game Of The Year'


DSiWare
Divergent Shift
Publisher: Konami Digital Entertainment
Players: 1
ESRB Rating: E (Everyone) – Violent References
Price: 800 Nintendo DSi Points™
Description: Divergent Shift is a puzzle platformer. You'll run, jump and flip over obstacles, but you also may have to put on your thinking cap to figure out how to complete some of the levels. There are two primary mechanics in the game: the Reflection Mechanic and Shadow Mechanic. In both, you control two characters – one on each screen – at the same time. If you jump, both characters will jump; if you run, both characters will run. The only way to beat the game is to use the two screens together.


Nintendo Download: 'Karaoke Game Of The Year'


DSiWare
3D Mahjong
Publisher: cosmigo
Players: 1
ESRB Rating: E (Everyone)
Price: 500 Nintendo DSi Points
Description: Relax your mind with the ancient game of tiles. 3D Mahjong features 50 layouts of the traditional tile-matching game in 3D, each with millions of different shuffles to play. The game's style and interface has been designed for easy and intuitive operation with the stylus or control pad. The graphics can be customized with six fabulous tile sets and backgrounds. Sit back, relax and enjoy the endless challenge with this Mahjong game collection. Additional brain-sharpening challenges come in the form of extra mini-games: "Memory" and "Matching."


Nintendo Download: 'Karaoke Game Of The Year'


DSiWare
myNotebook: Carbon
Publisher: Nnooo
Players: 1
Price: 500 Nintendo DSi Points
Description: myNotebook allows you to take notes wherever you are. Just pop open your Nintendo DSi™ system and jot down your thoughts. Make a list and cross it off, or even play your favorite pen-and-paper games (games not included). You can even personalize your notebook by drawing on the cover and changing the paper type with 24 unlockable squared and lined paper styles. Use the pen or pencil to make notes or doodles, and then erase the bits you don't like. With five ink colors, you'll always be able to make your notes and doodles look stylish. myNotebook also includes 128 pages to write on and the ability to export your pages to your Nintendo DSi Photo Album.


Nintendo Download: 'Karaoke Game Of The Year'


DSiWare
Just SING! National Anthems
Publisher: Engine Software
Players: 1
ESRB Rating: E (Everyone)
Price: 200 Nintendo DSi Points
Description: It is the greatest sporting event of 2010: the World Cup! All eyes are on South Africa, and all ears are on you in the karaoke game of the year. Enter the hallowed turf and display your talent by singing a selection of national anthems. There are five national anthems to choose from: Argentina, Australia, Brazil, Japan and the United States. It's karaoke fun at its best. All text is displayed, and the game features optimum voice recognition. Just sing into the built-in microphone of your Nintendo DSi system. Don your jersey and step out onto the pitch – to sing!


Kotaku

StarCraft II To Enable Free And Paid Character Name ChangesNews from Blizzard today is that StarCraft II: Wings of Liberty will allow you to change your character name, something our biggest StarCraft fan on the team tells me is "huge."


Blizzard indicates that subsequent name-changes will cost a fee, a la World of Warcraft.


They have not revealed the price for those later name changes, but they do say that they want to enable the initial name-change option for the players who didn't realize that their StarCraft II name would be so widely used to identify them both in the game and in forums, community pages and multiplayer ladders.


The name-change option is coming "soon," according to Blizzard.


Free Character Name Change Coming Soon [Battle.net]


Kotaku

Take a peek at what's going on this week at GamesCom in Germany, as Kotaku takes you on a tour of the convention grounds, with a special sneak peek at the show floor.


We spent today wandering around Cologne, Germany, taking in the local flavor, before our curiosity got the better of us and we found ourselves walking the show floor a few days early. Take a look at what's in store once GamesCom gets under way later this week!


The Massive GamesCom Preview Gallery
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The Massive GamesCom Preview Gallery
The Massive GamesCom Preview Gallery


Kotaku

Today on Kotaku's Xbox Indie Clips we take a look at AvaGlide, the Xbox Live Indie Game that gets us in a Pilot Wings sort of mood.


Our pal Luke Plunkett drooled over Haiku Interacive's Xbox Live Indie Game AvaGlide a few weeks back, but couldn't play it, because Australia doesn't have Xbox Live Indie Games yet, so one of the reasons I picked AvaGlide this week is to rub his nose in it. He can take it; he's a father now.


The other reason is that Haiku Interactive's Alex Waterston sent us a picture of a rhino beetle he saw on his honeymoon in Costa Rica.
Xbox Indie Clips: AvaGlide
Yes, sometimes it's just that easy.


AvaGlide is available now in the Xbox Live Marketplace.


Kotaku

Ghost Recon Predator Shows Its Screenshots, Its RC CarConfirming a leak last month from the U.S. games ratings board, Ubisoft confirmed today that there's a new Ghost Recon coming to PSP, a welcome addition to the platform's thinned line-up. It'll be out in November.


At the PlayStation blog, Ubisoft brand manager Nate Mordo establishes the game as a squad-based mission behind enemy lines in Sri Lanka, your elite fighting force up against insurgents.


Some gameplay explanation from Mordo:


Ghost Recon Predator Shows Its Screenshots, Its RC Car"For Ghost Recon Predator, our goal was to create a game that would deliver some of the classic Ghost Recon action moments from this fantastic franchise. We really wanted to make the player feel like an elite soldier surrounded by highly-trained teammates and include as many cool features as we could. Some of the features we're most excited about include character swapping, third-person cover and of course tons of customizable weapons and high tech gadgets, such as the RC drone."


The Ubi manager confirms in the comments to the PlayStation blog post that the game's three-player co-op will work in short-range ad-hoc mode. It won't work over Wi-Fi. The game is set for a November release, nowhere near the next-year release of console and PC game Ghost Recon: Future Soldier, which we previewed in June.


Ghost Recon Predator Coming to PSP [PlayStation Blog]


Kotaku

Somehow, Gun Loco Is From The People Who Make Final FantasyWhen you think Square-Enix's Japan studios, do you think violent shooter with people wearing over-sized rabbit heads? Gun Loco, a 2011 disc-based Xbox 360 exclusive fits that bill. The game's website launches on Wednesday, so this might be a Gamescom thing.


The oddest aspect of the pre-release describing the game is that the characters are based on action figures made by designer Kenny Wong. The figures were made first, fully pose-able, and then scanned in for the game.


Well, I guess the other odd thing is that I'm told that this game is being developed by Square-Enix Japan, not, as I had guessed after looking at the shots, by an American or European studios. Nope. This is Japanese a Square Enix rep told me.


What do we know about how this plays? Time to quote the press release:


"At the farthest reaches of the solar system, a collection of the craziest criminals in the universe are incarcerated on a remote prison planet with no walls and forgotten by society. In this long-abandoned world, the only rule is anarchy, as each faction fights in a bloodthirsty race for survival, power and freedom. Through several seven climate zones and numerous stylized maps, players must fight through the ruins of the world's previous civilizations, taking on each region's inmates in a frantic and frenetic struggle to survive.


"Featuring third-person, sprint-action shooter gameplay, players can assume the roles of unique and memorable characters in a game that redefines the run-and-gun shooter. While pursuing enemies and being chased by their opponents, players must make use of the sprint-action play by running, jumping, ducking and vaulting, using the environments to their advantage. With a powerful arsenal of weapons at their disposal, each character comes complete with their own kill move, coupled with a mocking take-down taunt to ridicule their victims. The frenzied and furious comic style gameplay comes into its own with full 12-player online multiplayer matches across the planet, with a range of game modes and multiplayer arenas."



Kotaku

'It Would Be Dishonest To Say This Is Not BioShock.'If BioShock Infinite debuts with a gameplay demo and a trailer that includes no Little Sisters, no Rapture, no — so far — apparent storyline connection to earlier BioShocks, is it really a BioShock game? Yes, its creator told Kotaku.


"It would be dishonest to say this is not BioShock," Irrational Games creative director Ken Levine told Kotaku in an interview last week, just a couple of hours after the game debuted before the gaming press in New York City.


I had seen the game played live in front of me and been impressed. (Read Kotaku's BioShock Infinite preview.) But I'd also been expecting Levine and Irrational to be working on something other than a BioShock. After all, they had turned down the opportunity to develop this year's BioShock 2, which was built primarily by Irrational sister studios under parent publisher Take Two Interactive. Plus, this game takes place in sky. The lead character has powers that shoot from his left hand and guns in his right, but, really, I asked Levine this is a BioShock?


"For an audience, I totally expect them to be like, 'What? I don't quite understand it,'" Levine said. "'It's a sequel but is it a sequel?' It's a meta-question. I'm comfortable with that." He won't say whether the game is connected to the storyline of those first two BioShocks. "I don't want to think about that," he said. "I don't think it's particularly constructive to have that conversation."


'It Would Be Dishonest To Say This Is Not BioShock.'The game is clearly not BioShock 2 (pictured at left). That's a project Irrational rejected several years ago, after the original '07 BioShock was released. "It wasn't right after BioShock that we determined what we were going to do," Levine said. "We did sort of play around with a bunch of different things. One thing that was quickly apparent to us was that BioShock 2 wasn't the right product for us because of when they wanted it, because the company wanted it to be in Rapture, which makes sense, they wanted a follow-up. As our team, independent of BioShock 2, we had said what we wanted to say about that world as a studio."


There was enough of a scheme to the first BioShock that Levine liked. It helped the building of Infinite. "We were really looking to take on a project where we had a basic framework for some things — look, we had a framework for BioShock as well from a previous game we did [System Shock] — but also, and I've said this to other people, that there will be no sacred cows. Anything was up for grabs in terms of what would be there and what wouldn't be there."


Levine identifies two qualities that define BioShock Infinite as a BioShock game.


First: "It is set in a place that is both completely strange and fantastical but also strangely grounded and strangely familiar, believable," he said. For the first two BioShocks that location was Rapture a failed underwater city built with Objectivist principles and infused with a 1950s Art Deco design. Infinite's location is the floating city of Columbia, circa 1912, a city populated by proud Americans who view their country as a technologically great, ascendant Caucasian-led God-fearing society. "Fantastical" but "strangely familiar" indeed. Said Levine: "To do another game that felt like that but wasn't called BioShock game would seem dishonest."


Second defining BioShock quality: "The other thing is that when you deal with enemies you have a huge amount of expressability in how you approach a problem set. How I want to play the game is very different from how you're going to play the game." This other quality was a BioShock hallmark. Each enemy encounter in the first two games could be handled with a variety of methods: shooting, hacking, stealth, offensive plasmid (think: magic) powers, deputizing robots, confusing and converting enemies, springing traps, and so on.



Infinite's got that kind of mixed arsenal, potentially one that offers even more variety than the first two games. As noted in my preview last week, the tactical variety is enhanced by two gameplay additions. One is the presence of Elizabeth, the woman being rescued in Columbia by playable protagonist Booker DeWitt. Of her, Levine says, "She's an amplifier for your powers if you choose to have her be an amplifier for your powers. You can still approach all of the problems in a traditional BioShock way. Elizabeth doesn't need to solve this problem. She is there to enable things that of a scale that you just couldn't do in BioShock 1." Last week, as an example, I described her pulling a rain cloud over some enemies, a move that enabled DeWitt to fry the enemies with a lightning storm.


The computer-controlled Elizabeth is also a storytelling experiment, according to Levine: "There's no component of squad commands with her in the game. She is a self-driven entity. She will react if you go this way or that way on the field. She'll say different things; she'll react different ways verbally. She's kind of a combination of what you saw on the screen and there's a Left 4 Dead component about her in terms of her saying things that are driven by the simulation... she never kills anybody on her own. She sets you up to do things. We don't want her driving the game for you. Ever."


The BioShock Infinite player's other arsenal expansion is the Skyline, the city-stitching railways I briefly described in last week's preview. Levine elaborated on their function: "It is our vehicle," he said, agreeing with my suggestion that they may allow a pace change in Irrational's first-person shooter similar to that of the Warthog in Halo, "but very importantly it's not like a Ratchet & Clank movement thing. There's gonna be lots of use for these throughout the world in the outside spaces. There's going to be line after line. You're going to be jumping between them. It's a way to have you move very fast in the world, to have you cover large distances and to have enemies cover large distances that wasn't flat. The problem with flight is that, it's a shooter, we really wanted you to be in control of your shooting so there's a degree of being on a rollercoaster with guns. But a rollercoaster overlapping another rollercoaster overlapping another rollercoaster overlapping another rollercoaster. And, ok they're coming from there so I'm going to go around and flank them from here." Levine promised that a future demonstration of BioShock Infinite will focus on the Skyline.


When Levine and Irrational opted out of making BioShock 2, it was easy to assume they had left the franchise. In some ways they have. But if you believe in Levine's core principles of what makes a BioShock game a BioShock game, then Infinite does fit. Honestly, it does.


Kotaku

A Very Strange Place To Find A Trading Card GameThe last place I expected to discover a fully-realized online trading card game, complete with duelist animations, experience point rankings, and animated dueling effects, was the virtual world of Second Life.


I wouldn't have discovered the LOGOS Collectible Card Game at all, had an e-mail from the game's creator arrived a month ago. Fortunately my on-again, off-again relationship with Linden Labs' virtual world recently entered on again status, just in time for Kraner Florian to drop us a line.


LOGOS is a cyberpunk-themed trading card game in which players do battle using the will of the universe, a power that resides within all things. Scientists with the Society of the LOGOS have created technology that manifests these forces in the form of cards, and members of the society use these powers against each other in an attempt to find a path to the soul of the universe.



At the core of the game is a simple rock-paper-scissors mechanic. There are three main card types: Matter, Energy, and Information. Matter beats Energy, Energy beats Information, and Information beats Matter. Each card has attack, defense, and speed values. If a Matter card is played against an Energy card, for instance, Matter attacks and Energy defends. If the same types are played, the fastest attacks. Each player gets 100,000 life. Lose it all, and you lose the game.


That's just the basics. There are special Neutral cards that apply effects, and rare purple Life cards that are extremely difficult to play. Some of the more powerful cards require a certain color combo be present, with a three space combo bar filling as you play cards. The system allows for quick and dirty beginner play, while leaving room for deeper strategy in both how you play and how you compose your deck.


And it's only found in Second Life.


"SL as an online 3D environment is completely unique in that it allows its users to create almost anything their minds can think of, that turns it into an ideal platform for testing game prototypes and present them to a broad audience that is longing for entertainment," says Florian, speaking to me through his Second Life avatar, Oni Horan.


Unlike other online trading card games, where you are simply a disembodied player hovering over a virtual play mat, LOGOS uses Second Life's technology to put you in the game. A futuristic heads-up display attaches to your screen, showing the virtual battlefield, while still delivering a view of the players involved. Your avatar gestures when cards are played like something you'd see in a Yu-Gi-Oh cartoon. When damage is done or special abilities activated, particle effects flash on your screen.


It's a trading card game come to life, at least virtual life.
A Very Strange Place To Find A Trading Card Game
Cards, many of which feature pictures of science-fiction themed Second Life avatars, are purchased via an in-game store using Second Life's virtual currency, lindens. A starter deck and everything you need to play runs you around a dollar in U.S. currency. Additional cards can be purchased, but you can go a long way with the initial set.


Once you have your cards you load them into your HUD, register with the LOGOS website, and you're good to go. Using Google technology, the website lets you shuffle through your cards, manage your deck, and keeps track of the experience you gain by defeating other players in game.


And you will find plenty of other players. As I type this I'm sitting in on a player-organized tournament, watching gameplay unfold in an arena built just for that purpose.
A Very Strange Place To Find A Trading Card Game
That's the other benefit of LOGOS being available only in Second Life: The strong community that's gathered to help Florian and his creative cohort Darien Caldwell shape the direction of LOGOS.


"With a project like logos it is possible to reach out to a community and bring them into the process of building something," Florian tells me.


The passion of the community shows. Since joining the LOGOS group in Second Life, not a day has gone by that I've not see a discussion on game mechanics, or received an invitation to play a quick round with someone.


A longtime Second Lifer, Darien Caldwell is taken aback by the overwhelming community support. "I've been in SL for nearly 4 years now, and I know how hard it can be to get a community started. But the people here are really passionate about LOGOS and it shows."


Caldwell tells me that many longtime players are surprised to find something so creative and new in the virtual world. Having been in SL for close to four years myself, I echo the sentiment. I find the player response overwhelming. Darien agrees. "We really didn't know how well the game would be received. We hoped for the best. But so far it's exceeded our expectations by quite a bit."


Hopefully LOGOS will continue to exceed the expectations of its creators and its players, and hopefully it will help prove to the naysayers that there is gaming to be had in Second Life, and it's the sort of gaming you can't find anywhere else.


Says Florian, "It's true that the game itself would work on many other platforms and probably find a bigger audience, but i truly believe that SL has a lot of undiscovered potential for gamers, and it's always exciting to set your foot on fresh territory."


To learn more about LOGOS and to find out how to play yourself, visit the LOGOS Collectible Card Game website.


Kotaku

Upstairs at a two-story GameStop in scenic downtown Cologne, Germany, a young woman tries out Kinect, where du bist der Controller


I've arrived in Cologne a few hours ago, took a brief nap in my tiny hotel room without air conditioning, and then took a stroll through the town, looking for something to spend money on. As often happens at home, a wild GameStop appeared.


I browsed a bit, but I didn't buy anything. What I might think is a game never released in North America often ends up being something widely available in the U.S. under a different name with different box art, so I've quit trying.


I did wander upstairs though, where the PSP, Xbox 360, and PC games were hidden. There I found a little area cordoned off, with a young German woman playing around with Joy Ride, or as it should be called in Germany, Fahrvergnügen.


Sorry the clip is so short. The GameStop employees were eying me suspiciously. Obviously they didn't realize I am American and must video everything or risk having my passport revoked.


...