A new multiplayer DLC pack is on its way to Medal of Honor, publisher EA has announced.
Hot Zone adds a 'king of the hill' mode where teams scrap it out for a designated location. Two new maps - Hindukush Pass and Korengal Outpost are also added, as well as redesigned versions of the popular Shahikot Valley and Helmand Valley layouts.
Unlike the recently announced Clean Sweep DLC, you'll have to open your wallets for this one. It's due on PC, PlayStation Network and Xbox Live on 2nd November, priced 800 MS Points or $9.99.
Medal of Honor has been picking up some impressive sales since launch. Eurogamer's Tom Bramwell deemed it worthy of 8/10 when it arrived on PC, PlayStation 3 and Xbox 360 last month.
Blizzard believes World of Warcraft can happily co-exist with the unannounced "next-generation MMO" that it is currently developing.
Speaking at Blizzcon last weekend, president Mike Morhaime told GameTrailers, "We are working on a second MMO. We're thinking of it as sort of a next-generation MMO. It's not a sequel to World of Warcraft - we want to do something a bit different.
"We're not trying to replace World of Warcraft. We think that World of Warcraft can continue co-existing with our new MMO and some people might prefer the new one, some people might still prefer to play World of Warcraft."
"But I think after building World of Warcraft the first time, we're so much smarter now," he added. "We have a lot of expertise that we didn't have before. And I think we also want to sort of... every massively multiplayer game doesn't have to be similar to the ones that exist today.
"We think you can go in different directions and still have a great massively multiplayer experience and we want to sort of experiment with what that might look like."
Don't expect to hear any more about Blizzard's next behemoth for some time. According to VG247, the earliest we'll see a reveal is 2012.
Other news coming out of Blizzard's annual clambake included a new character class for Diablo III, custom mods for StarCraft 2 and fighting talk regarding Valve's DOTA sequel.
Anyone booting up Red Dead Redemption for some multiplayer this weekend will be privy to double XP, developer Rockstar has announced.
The move is to celebrate the launch of the Undead Nightmare DLC pack, which was released yesterday on PlayStation Network and Xbox Live.
The XP boost applies to the DLC's new modes Undead Overrun and Land Grab or any of the original competitive modes from Red Dead Redemption.
The offer starts at 6.00pm GMT on Friday and ends at 4.59am on Monday 1st November.
Rockstar also recently announced that all DLC for its ace free-roaming Western epic would be available on disc form from 26th November, titled Undead Nightmare.
Sony has announced a new PlayStation Rewards programme which will see regular users on the receiving end of "exclusive status, recognition, and rewards".
According to the PlayStation blog, players who sign up for the scheme will advance through "three reward tiers" - Select, Pro and Legendary - by playing new games, buying content from PlayStation Network, downloading movies or filling in any PlayStation surveys.
As your status level goes up, so do your rewards. Examples of the booty on offer include exclusive PSN avatars, themes, PlayStation Home content and the opportunity to get involved in members-only sweepstakes and giveaways. First up is an all expenses paid trip to the 2011 Consumer Electronics Show in Las Vegas.
The full scheme launches in the US in Spring 2011 but invitations are currently going out for a closed beta. If you were an early adopter of PlayStation Plus you might be in with a shout.
"PlayStation's most important asset is its loyal fans and PlayStation Rewards gives us an opportunity to show our appreciation for their amazing passion and desire to continually evolve the gaming world," explained Susan Panico, senior director of PlayStation Network.
We've asked Sony for news on any impending European roll-out for the scheme.
Ed Fries, the former Microsoft man instrumental in Rare's acquisition, has revealed how, from his perspective, the deal was Activision's to lose.
"They made the best initial offer," Fries revealed to Develop, "and Rare looked at both of us and, from the way I saw it, was more interested in partnering with Activision. It's because they wanted to be third-party, independent of all platforms."
There were rumours in 2002 that Rare had put pen to paper and signed along Bobby Kotick's dotted line.
But no, "something happened" that threw a spanner in the works.
"I don't know what it was," Fries admitted, "but relatively far along in the deal things got cold, and we made a counter offer.
"Our bid was bigger than Activision's, but Activision was still in control of the deal at the time. The prices were getting so high, by this point, that it didn't look like Nintendo (half-owner of Rare) was willing to participate.
"So, very near the end, Activision backed out of the deal, for reasons I still don't know, and Rare came to us."
Rare was eventually snapped up by Microsoft in September 2002, in a deal worth between £250 million and £350 million. Rare's most successful gaming contributions were Donkey Kong Country, GoldenEye 007, Perfect Dark and Banjo-Kazooie.
Founders Tim Stamper and Chris Stamper left Rare for uncharted pursuits in 2007.
Under Microsoft, Rare turned out Grabbed by the Ghoulies (Xbox, 2003), Conker: Live & Reloaded (Xbox, 2005), Kameo: Elements of Power (Xbox 360, 2005), Perfect Dark Zero (Xbox 360, 2005), Viva Pinata (Xbox 360, 2006), Viva Pinata 2 (Xbox 360, 2008) and Banjo-Kazooie: Nuts & Bolts (2008).
More recently, Rare turned its attention to the New Xbox Experience of 2008 that introduced Avatars to Xbox Live. Today, Rare is put to work on Kinect and has Kinect Sports ready for the device's 10th November UK launch.
The studio has also pillaged its old portfolio and offered remastered releases of Banjo-Kazooie, Banjo-Tooie and Perfect Dark on Xbox Live.
Meanwhile, the Activision links to Rare continue, as Bobby Kotick's company prepares to launch a remake of GoldenEye on Wii. Martin Hollis, game designer of GoldenEye at Rare, thinks Activision was motivated by money rather than the desire to recreate a vintage classic. How silly.
Greenpeace has placed Nintendo bottom of the Guide to Greener Electronics report again.
Increased greenhouse gas emissions, no time-line for phasing out PVC and an almost non existent e-waste policy meant the Mario-maker scored just 1.8 out of 10. Nintendo's highest mark was "Partially Good (2+)" for Chemicals Management. The majority of marks were "Bad (0)".
Mind you, in January Nintendo scored 1.4 out of 10, so at least something has improved.
Fellow videogame console manufacturer Microsoft fared little better, finishing one place higher (17th) with a score of 1.9.
Sony, on the other hand, was sixth with an impressive 5.1 out of 10.
Greenpeace declared the most green company to be Nokia, which scored 7.5 out of 10. Sony Ericsson - the company linked to the "definitely fake" PlayStation Phone pictures earlier today - was second with 6.9 out of 10.
Apple, meanwhile, was ninth with a non-improved score of 4.9.
Having been raised by worms, Eurogamer naturally takes an interest in all things environmental. That's why earlier this year we decided to quiz the major players in videogames about how green their games are. Who do you think won?
Scribblenauts was magic: solve challenges by conjuring forth objects. Type in a noun, and the game would bring it to life with many of its inherent characteristics intact. Toasters would toast, vampires would drink blood, economists would wear little suits and ties and tell you that you should have had a pension in place, like, a decade ago.
It just wasn't very good magic. The game's challenges tended towards the dull (make a packed lunch? I can summon fire trucks and zombies), the objectives were often quietly confusing, and the behaviour of some of the in-game animals you were able to create could very occasionally be a bit weird. Sometimes my T-Rex would eat everybody, for example, and sometimes he wouldn't. I have no use for a T-Rex like that.
Input was the biggest problem, however. Scribblenauts' controls were only marginally less awful than that time Arnold Schwarzenegger backed over his favourite dog while taking his Hummer to the carwash. (This really happened.) Forcing all interactions character movement, object manipulation onto the touch screen meant that messing about in 5th Cell's magical universe could be claustrophobic and clumsy.
Playing Scribblenauts was often a bit like that scene in Michael Crichton novels where scientists are faced with a material so toxic that they can only manipulate it by putting their arms into rubber gloves inside a little glass cube. Except it was like doing that underwater, with your shoelaces on fire, while an earthquake shakes the entire building. In open-air challenges it wasn't too much of a muddle, but when Scribblenauts moved indoors, you didn't want to be there. Tables and chairs would fly about, rope and glue would attach themselves to everything, and there wasn't even any place left to dump the fire truck or zombie you'd just spawned. Could you make a packed lunch under those conditions?
Video: Creatures can be transformed by giving them adjective potions.
Guess what? Super Scribblenauts fixes all that. You now have the option to control Maxwell, your avatar, with the d-pad, leaving the stylus and touch screen free to handle everything else. It's transformative. Suddenly, Scribblenauts isn't awkward and irritating as well as intermittently wonderful. Suddenly, it's just intermittently wonderful.
The controls aren't the only things that have been fixed this time around. There's a new hint system in place, allowing you to buy clues for the rare occasions when the thrust of a challenge is a bit unclear. When asked to create an animal similar to a vampire, in other words, you'll be able to discover that it's the blood-sucking rather than the nice outfit the game's currently preoccupied with. Really, though, you should have worked that one out for yourself.
The challenges themselves have been given a bit of an airing, too. They can still be the weakest element of the game, to be honest, but the quality has certainly improved, with clearer objectives and a tendency towards slightly more imaginative scenarios. A lot of them are quietly witty, in fact. Tasked with giving a boy courage, you'll find a machine gun will do the trick. Asked to coax a lion to sleep, and you can either hide the sun behind some clouds or shoot the beast up with tranquiliser darts. Those would have been stand-outs in the original game and here they're both offered up in the first 15 minutes.
As with the first outing, one of the most reliable guilty pleasures Scribblenauts has to offer is how quickly things can get out of hand. The game's very first mission has you identifying the real Starite trophy from a range of likely packages bundled up in wrapping paper and lodged in the branches of a tree. I conjured a bloodhound to sniff out the genuine article, and then unleashed some fire to burn the tree down. Within seconds, the tree, the packages and a sofa I'd created by accident were all ablaze, and the dog wasn't looking too peachy either.
Such basic improvements aside, Super Scribblenauts' big idea this time around is adjectives. Alongside typing in nouns, you can now modify them and give them qualities. Take fridges as an example. Want a large fridge? A red one? Want it to fly or shimmer like a ghost? All four? The options aren't endless, but they're more elaborate than you'd initially imagine, and the game rarely skips a beat when offering up what you've just ordered.
The campaign does a decent job of bedding the enlarged vocabulary into the central suite of 120 new challenges, but in reality the new tools work best and Scribblenauts still works best as a pure sandbox experience. You check to see if something works, and then check to see how it works, and then generally set it on fire or attack it with vampires.
Adjectives aren't as much of a game-changer as simply fixing the controls turned out to be, but they certainly allow you to zone out with Scribblenauts a little longer. For a while last week, I just put wings on everything: wings on donuts, on gas masks, on velociraptors. After that, armed with a flame-thrower and wearing a spacesuit helmet and one of those children's inner tubes with a giraffe's head on it, I'd buzz through skies filled with flying velociraptors, handing out fiery justice or injustice, depending on whether or not you were a dinosaur. When that got old I made ghosts. Then I made flaming circus animal ghosts. Finally, I made a bunch of headless golfers (adjectives allow you to spawn animals without certain limbs). Then I set fire to them.
Setting things on fire, eh? That's what's brilliant about Scribblenauts, yet it might also be what's holding back the game's missions. The lure of violent exploration is still stronger than the admittedly improved campaign mode; random acts of vindictiveness are still more fun than a lot of the challenge content. 5th Cell's clever tech has essentially allowed the DS to play home to a first-class animal cruelty laboratory. Luckily for everyone, it turns out that badger baiting is quite fun when no genuine badgers are harmed, and when you can jet off in a flying ice cream van the moment things start to turn sour.
It's this potential for invention that reminds you why a humble DS offering with divisive art has remained the title you show people when you want to demonstrate the power of videogames. 5th Cell's puzzler was always astonishing, then, but now it's enjoyable to play, too. That's nice. Whether or not you think Super Scribblenauts is a genuine classic depends on how much you like making dinosaurs attack each other, ultimately but either way, it's unquestionably the game that Scribblenauts should have been the first time around.
You can try four new games for free on the PlayStation Store today.
These are the new Need for Speed game Hot Pursuit from Criterion; hack-and-slash Fist of the North Star: Ken's Rage from Tecmo Koei; strange action adventure starring a big monster as your friend Majin and the Forsaken Kingdom; and on-rails PlayStation Move shooter Time Crisis: Razing Storm.
There are various Halloween celebrations doing the rounds, too. LittleBigPlanet offers a free Halloween mask, Guitar Hero offers three songs from the Rocky Horror Picture Show and Red Dead Redemption gets the Undead Nightmare add-on.
Super Street Fighter IV welcomes an Ultra Challenges pack as well.
Keep an eye on the European PlayStation blog for the PSP Digital Comic Store update plus any PlayStation Home and SingStar gubbins.
Special Offers (available until 10th November)
PS3 Demos
PS3 Game Content
PSone Games
Minis
PSP Games
PSP Game Content
Nottingham's fifth annual GameCity festival gets under way today and runs until Saturday, 30th October.
Various venues across the city will host talks and presentations about videogames. Plus, there will be art exhibitions, tea parties, recitals, big-screen outdoor gaming sessions, LEGO, zombies and lots more. They're weird around those parts.
Highlights include Jonathan Blow talking about how he made Braid and then showing new game The Witness. Nick Burton from Rare will be there talking about the imminent Kinect Sports, too.
There's plenty more besides, including games Crysis 2, Harry Potter and the Deathly Hallows and LEGO Universe.
Eurogamer's Wesley Yin-Poole will be there talking and taking notes.
A full schedule with pictures for light readers can be found on the GameCity website. Most of the festival is free, incidentally. There's a FAQ with appropriate answers to clarify proceedings.
Update: NowGamer, the website responsible for the original report, has pulled the Sony-attributed comment stating that the pictures were "definitely fake".
The website now tows the standard line Eurogamer heard earlier today: that Sony doesn't comment on "rumour and speculation".
Original story: Sony Europe has declared that the PlayStation phone images that appeared on the internet overnight are "definitely fake".
A spokesperson dismissed the evidence when presented it by NowGamer.
Strangely, however, Sony Europe told Eurogamer that it couldn't comment on "rumour and speculation". We're attempting to clarify.
Sony Ericsson, in turn, refused to comment on "rumour and speculation".
Ericsson has wanted to incorporate the PlayStation brand into mobile phone handsets for a while - much like the company did with other Sony technologies Walkman and Cyber-shot. Sony, however, held back PlayStation from Ericsson, deeming the mobile manufacturer's output of a quality level not yet satisfactory for the valuable gaming brand.