Graphic designer Levi Buzolic's PlayStation 3 is broken, and this is how that makes him feel. Found on Levi's Flickr stream.
Gameface is a photographic celebration of the people who make, play and love video games.
Last month we brought you shaky cam footage of the behind-closed-doors trailers for Final Fantasy Agito XIII and Versus XIII. Now we've got a better look.
Square Enix has released the trailer on its Japanese website for Square Enix members to view, and now it's shown up on YouTube as well. It's a much clearer view of the two new titles in the Final Fantasy XIII Fabula Nova Crystallis saga.
First we see Final Fantasy Agito XIII for the PSP. It should play similarly to Crisis Core: Final Fantasy VII.
And then we have Final Fantasy Versus XIII for the PlayStation 3, which features a lot of spiky hair and walking, two hallmarks of the franchise. There's also some jumping, and Noctis Lucis Caelum stabbing Behemoth in the face. Good times!
Not only does FDG Mobile's Across Age DX rectify the one issue I had with the original game, it looks absolutely stunning, courtesy of the iPhone 4's Retina display.
The original Across Age was a charming little action RPG, filled with time-twisting puzzles and old school charm, but the combat system was horrible. While one of your two characters could tap a button to cast spells, melee combat with the other was performed by bumping into monsters. Just bumping right into them.
Now FDG Mobile Games releases Across Age DX for the iPhone 4 and new iPod Touches and the bumping has been replaced with button-based sword swings. The developers have fixed my only gripe with the original game, making Across Age DX a game I would readily recommend to any iPhone 4 owner with RPG tastes.
It also helps that the game looks amazing as well. These are the crispest 2D graphics I've seen in quite some time, thanks to the iPhone 4's high resolution Retina display.
Across Age DX is available now for $5.99 in the iTunes App Store.
John Marston has a zombie problem. But zombies have a John Marston problem: John Marston's got a blunderbuss.
At New York Comic-Con today, Rockstar Games is letting showgoers try Undead Nightmare, the last announced downloadable expansion to the company's hit western. This is the one with zombie horses, a combination of new single-player and multiplayer content.
The Comic-Con demo is confined to a graveyard, where players can get a feel for hero John Marston's new enemies. They are zombies, the shambling and the sometimes-fast moving. They don't use guns but at least one runs around with an axe in his head. In the graveyard, Marston needs to kill zombies and burn coffins. Marston's biggest new weapon for the task is the blunderbuss (not pictured here, sorry). It's ammo is re-stocked by scavenging the detritus of dead zombies. Its shots turn zombies to mist.
The Undead Nightmare zombies don't use guns. They'll just give Marston the worst kind of hugs and punches. They pile on, making a zombie fight a closer-range battle than the at-range gun-slinging of much of Red Dead. Marston can still use his Dead Eye slow-motion move to help aim for vital zombie-destroying headshots, but the swarm of zombies is thick enough to make close fighting frequent.
When Rockstar let me sample a graveyard battle, I was reminded that aimed shots from Marston at close range can trigger specially-animated kills. Against zombies, this happens a lot. They're all over our cowboy hero. The graveyard battle ends with a battle against a boss zombie of sorts.
Undead Nightmare appears to have a darker and almost sickened color palette, adding a tinge of unease to the game's authentic western terrain. It doesn't feel weird to have John Marston fight the undead. Maybe that's because zombies are so prevalent in video games. But maybe it's because even this small piece of the Undead Nightmare pack looks, sounds and feels a little like a bad dream. It's creepy, the kind of creepy into which you'd want to take your blunderbuss.
Undead Nightmare will be released as paid downloadable content for Red Dead Redemption on the Xbox 360 and PlayStation 3 some time this fall.
John Marston has a zombie problem. But zombies have a John Marston problem: John Marston's got a blunderbuss.
At New York Comic-Con today, Rockstar Games is letting showgoers try Undead Nightmare, the last announced downloadable expansion to the company's hit western. This is the one with zombies and zombie horses, a combination of new single-player and multiplayer content.
The Comic-Con demo is confined to a graveyard, where players can get a feel for hero John Marston's new enemies. They are zombies, the shambling kind and the sometimes fast-moving. They don't use guns but at least one stumbles and groans with an axe in his head. In the graveyard, Marston needs to kill zombies and burn coffins. His biggest new weapon for the task is the blunderbuss (not pictured here, sorry). Its single shots turn zombies to mist. Its ammo is re-stocked by scavenging the detritus of dead zombies.
The Undead Nightmare zombies are unarmed but treacherous. They'll just give Marston the worst kind of hugs and punches. They pile on, making a zombie fight a closer-range battle than the bullet-trading fights of much of Red Dead. Marston can still use his Dead Eye slow-motion technique to help aim for vital zombie-destroying headshots, but the swarm of zombies is thick enough to make close fighting frequent.
When Rockstar let me sample an Undead Nightmare graveyard battle, I was reminded that aimed shots from Marston at close range can trigger specially-animated kills. Against zombies, this happens a lot. The undead are all over our cowboy hero. As the tide turns for the living, the graveyard battle ends with a battle against a boss zombie of sorts.
Undead Nightmare appears to have a darker and almost sickened color palette, adding a tinge of unease to the game's authentic western setting.
Rockstar hasn't made zombie game before, but it doesn't feel weird to have John Marston fight the undead. Maybe that's because zombies are so prevalent in video games. But maybe it's because even this small piece of the Undead Nightmare pack looks, sounds and feels a little like a bad dream. It's creepy, the kind of creepy into which you'd want to take your blunderbuss.
Undead Nightmare will be released as paid downloadable content for Red Dead Redemption on the Xbox 360 and PlayStation 3 some time this fall.
The building blocks of the LEGO Universe community fall into place as NetDevil's toy-based MMO opens two weeks early for its Founders.
Fans who preordered LEGO Universe through official LEGO channels are now up to their necks in colorful toy bricks, fighting evil, championing creativity, and letting their imaginations run wild via the game's user-friendly programming language.
"LEGO fans have been inspirational; downright instrumental to the LEGO Universe development process. Now as Founders, fans hold the heavy responsibility of jumpstarting the creative forces of ‘good' in-game," said Ryan Seabury, LEGO Universe Creative Director, NetDevil. "No one is better suited for that honorable task than the LEGO fan community."
Non-founders will get their hands on the game come October 26.
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What will your Guild Wars 2 persona inherit from your original Guild Wars characters? Kotaku talks to ArenaNet designer John Hargrove and lead designer Eric Flannum about the newly-launched Hall of Monuments Reward Calculator.
The Hall of Monuments, introduced in 2007's Eye of the North expansion pack, is a trophy vault commemorating each player's accomplishments in Guild Wars, from the original release forward. Three years ago ArenaNet delighted players with the prospect of those accomplishments unlocking special items in Guild Wars 2. With the launch of the Hall of Monuments Reward Calculator today, players can get a glimpse of what will be waiting for them when they return to Tyria 250 years in the future.
Players need only enter a valid Guild Wars character name into the calculator to see how many points they've earned and, more importantly, what exclusive titles, animal companions, miniatures, and equipment their hard work has earned them.
Fans have been waiting for such a tool for years now, but then again so has Guild Wars 2 lead designer Eric Flannum. "We're excited about finally being able to release," he says. "It's a promise we made three years ago to players, and it's very cool to finally show them what they're going to get."
The calculator keeps track of all 50 points players can earn playing through Guild Wars, letting them know how many of the 56 unique rewards they've earned. Items like exclusive sets of armor, powerful weapons, and hunter pets, including the black widow spider and the lovely rainbow jellyfish.
Is it possible to get two rainbow jellyfish? Says designer John Hargrove," Well technically rangers can have three pets, so you could even have a triple rainbow jellyfish." What would that mean? We don't know.
Hargrove tells me that the rewards are balanced so the casual players have a good chance to score the items they want. "There's more prestige stuff (titles, for instance) at the top, but everything is geared towards the bottom because we wanted to appeal more to the casual players."
One would think this sort of skew would infuriate the more hardcore, but the team collected feedback from players with less than 100 hours of play time to those with more than 12,000 hours, and everyone seemed satisfied.
The first 30 points of rewards are items, and the team expects most people to consider themselves finished after the first 30 points, once the items run out. The final 20 points of rewards are all prestige. "We didn't want players to feel like we're asking them to do everything," explains Hargrove.
Entering a character name in the Hall of Monuments Reward Calculator instantly tells a player what they've earned, but the app is more than just a reward revelation tool.
"The calculator is pretty full-featured and cool," says Flannum. "You can type any character's name in and see their rewards. You can share your information on Facebook, bragging to your friends. You can even use it as a to-do list. It tracks where you've been, what you've done, and it'll show you what you need to accomplish to unlock your points."
I gently prodded the pair for hints at Guild Wars 2's release window, but when I asked how long players would have to complete the Hall of Monuments before the sequel comes out, they just laugh.
"They'll be able to keep earning points even after Guild Wars 2 comes out," says Flannum. "We're not shutting down Guild Wars down any time soon."
The Hall of Monuments Reward Calculator is now open for business.
You may expect men of great brawn and muscle-thickness to instigate the massive spectacles in modern, action-packed video games. Infamous' Cole, is a slender PlayStation 3 hero, but Infamous 2 already shows he could wreck Marcus Fenix, ruin the Hulk.
On the eve of New York Comic-Con where more titanic super-heroes will be on display, Sony is showing the latest progress in Infamous 2, the 2011 PlayStation 3 exclusive starring the system's original electric-powered hero. They are leaving people like me, who see the game running, with the impression that Cole could take the X-Men or the Justice League. He seems mightier than them and mightier than he was in his previous game.
Cole is still a nimble, wall-crawling, free-runner. He still has the agility inherited from development studio Sucker Punch's Sly Cooper games. He still can grind across power-lines as if they were skateboard rails. He can still shoot electric bolts from his hands.
He's also got the ability in the new game to boost high into the air by leaping atop a car and firing electricity down toward its metal frame. That move launches Cole.
He can swing his two hands from one side of his hip, out away from the front of his body, emitting an electrified tornado that twists and tosses the friends and foes in its path.
Cole seems super-charged in the early scenes I've witnessed from Infamous 2, but that is partially a camera trick. Infamous 2 uses close camera angles when Cole performs some of his most potent new moves. The view zooms tightly when Cole swings a finishing blow with his new electrified amp stick which makes Cole a home-run hitter of bad guys.
Infamous officials showed me two portions of the unfinished game this week. They told me that I was the seventh person in the world — excluding developers — to play the part of the game shown at last month's Penny Arcade Expo. Seventh! First on American soil. You can watch a PAX trailer of the section I played. Note the melee attacks and the more powerful moves. With Cole's energy reserves artificially juiced for preview purposes, I tried tossing electricity grenades and firing electrified rockets. My favorite move is the car toss, which requires Cole to slowly levitate a car, aim and hurl it.
As with the first game, I found the PS3 DualShock 3 controls responsive and the action fluid and fast. Aiming was mapped to trigger buttons and analog stick; powers were mostly on the face buttons and d-pad.
There was a second part of the game I wasn't allowed to control. This was the newest stuff. The Infamous 2 stomping grounds are New Marais, a city based on New Orleans. Unlike the uniformly urban Empire City of the first Infamous, New Marais has varied terrain. I was shown a cemetery full of mausoleums and a poor area out near the countryside, with lower houses and a grander view of sky. The Infamous developers who showed me these sections said the new game will have both more varied territory and more opportunities to scale walls. Buildings will be more distinct and power lines more abundant, for fast zipping between roofs and even up the sides of structures a player is too impatient to climb.
Infamous 2 has more to prove. The developers have not yet revealed how the game's missions will flow and how its morality system might differ from that of the previous game. They promise something more branching that can end in different ways. We'll see that in the future. For now, we can forecast a game whose hero feels like a champion, a man so mighty that he seems capable of doing with a shoulder shrug what beefier heroes would do with a muscle flex.
Before Blizzard revealed that World of Warcraft: Cataclysm would go on sale in December, retailer Amazon was informing customers that they would get the game in January. Have no fear. The retail giant tells Kotaku "we will be releasing World of Warcraft: Cataclysm on the official release date of December 7, 2010."