Need for Speed: Shift


Slightly Mad Studios' Shift 2 Unleashed will be released during the spring of 2011 for PC, PlayStation 3 and Xbox 360, EA's announced.


Shift is EA's Gran Turismo and Forza killer – it's designed to offer an authentic simulation racing experience in contrast to the arcade racing found in Criterion's Hot Pursuit.


The first Shift sold through close to five million copies worldwide, according to EA. Shift 2 brings an "all-new" rendering engine and a "massive" graphics overhaul.


"With an innovative helmet camera view simulating the physical experience of driving at 200mph, the thrilling experience of night racing and authentic degradation of tracks and cars, this is tomorrow's sim for today's adrenaline fuelled racer," said EA.


Hot Pursuit's Autolog feature, which connects friends and compares stats, returns.


Shift 2 "is redefining immersive racing by blending the rush of tearing up the track at unbelievable speeds with the emotional experience of competitive battle" said executive producer Marcus Nilsson.


"We are also working closely with real-world performance drivers to ensure that Shift 2 Unleashed captures their experience and becomes the benchmark in authentic racing action."


The announcement comes as no surprise: Shift 2's been mentioned here and there for over a year.


And only two weeks ago EA executive Patrick Soderlund told Eurogamer he hopes the Shift series will overtake Sony's Gran Turismo series and Microsoft's Forza franchise as gaming's leading simulation racer.


"We think we can compete and ultimately become market leading in the simulation authentic motorsport segment," he said.


"One of the strongest points we have is, apart from the fact we have a very talented developer working with us and we now have an established brand underneath the NFS umbrella in that segment, we also have the advantage of being a multi-platform offering.


"Forza can only be bought on Xbox and Gran Turismo is only available on PlayStation. We're the only one right now that is of a significant weight that can offer something up on all those platforms."


Announcement trailer is below.

Video:

Eurogamer


The PlayStation Portable is the most-played videogame console in Japan, according to a new poll.


The Tokyo Game Show polled 1171 attendees at this year's event and asked them which consoles they currently play the most (thanks, Kotaku).


18.7 per cent said they played Sony's PlayStation Portable the most. The PlayStation 3 comes in at second with 13.7 per cent, and the DS/DS Lite in third with 13.1 per cent.


The results come as no surprise – the PlayStation Portable has been a huge success in Japan, fuelled by Capcom's Monster Hunter phenomenon.


It's interesting to note that the PlayStation 2 figures ahead of the Xbox 360 – should Microsoft give up?


And spare a thought for the embattled download-only PSPgo, which a whopping 0.3 per cent of respondents said they played the most. Sniff.

  • No reply: 34.3
  • PlayStation Portable: 18.7
  • PlayStation 3: 13.7
  • Nintendo DS/DS Lite: 13.1
  • Nintendo DSi/DSi XL: 6.7
  • Nintendo Wii: 4.7
  • PlayStation 2: 4.4
  • Xbox 360: 3.8
  • PSPgo: 0.3
  • GameBoy Advance (SP): 0.2
  • PlayStation: 0.2
  • Nintendo GameCube: 0.0


Also worth highlighting: Only 7.7 per cent plan to buy the PlayStation Move, while 6.3 per cent will buy Kinect.


Entirely predictable: a whopping 70.2 per cent own a PlayStation 2 – top of the most-owned list. Not surprising for a console that still sells despite being older than the dinosaurs.

Super Meat Boy


Masochistic platformer Super Meat Boy will release for PC on 30th November, creator Team Meat's announced.


The Steam edition will come with an exclusive playable character: the Headcrab from Half-Life.

"We asked Valve about this almost half joking and they were totally down," said the developer. "(We LOVE Steam...like...a lot. MS is the hot chick you hook up with, Steam is the girl you spend your life with). The Headcrab will replace Gish as the 1st unlockable bandage character. Much like Gish, he will stick to walls but also have more horizontal jumping power as a head crab should.


"Some of you (trolls) may be thinking, 'HAY HEADCRAB ISNT INDIE, F*** YOU SELLOUT A**HOLES,' Well... I dare you to turn down a Headcrab. They are adorable."


Those who buy the game from non-Steam sources get a Goo Ball from World of Goo!.


While we're on the subject of Super Meat Boy, know this: on 21st November the XBLA version will return to its natural price of 1200 MS Points from the 800 MS Points it's currently going for.


Why should you care? That's why.

Eurogamer


F1 2010 creator Codemasters has a novel idea it could use to combat the threat of second hand videogame sales – sell half a game in shops and the other half as downloadable content.


That, according to CEO Rod Cousens, would not only help tackle the earnings lost from used game sales but piracy, too.


"It's not inconceivable to say that we send out a Formula One game that's not complete - maybe it's got six tracks," he told Eurogamer sister site GamesIndustry.biz.


"Then they have to buy their next track, and you follow it around the world. When you turn up in Abu Dhabi you have to pay for the circuit, and whatever the changes are to the cars that are put through.


"That, I think, would deal with a lot of it, and also address the pre-owned."


If Codies follows through on its idea, it expects resistance from shops.


"What we have to figure out is how we're going to work together to make this happen," Cousens said.


"If retail takes a confrontational point of view and says that if we go online, they won't stock the box - and publishers then say that all they're going to do is put out DLC after launch that retail can't participate in... it's ridiculous.


"Actually, you need them to get to the stage where they stock the box. It's not inconceivable that you're going to ask them to give the box away at some point in time. But then, they participate to an extent in the subsequent DLC exploitation."


Ah, exploitation. How we've missed you.

Eurogamer


Can a man really escape his destiny? Jumpman changed his name to Mario, moved to a Mushroom Kingdom, and went on to become a Walt Disney-like amusement park mogul. Just when he thought he'd left it all for good, he gets pulled back to face his oldest foe... construction work. Oh, and Donkey Kong.


Lording it over his theme park "Mini-Land", Mario gives away figurines of his original damsel in distress Pauline to his first 100 customers. Donkey Kong arrives late at the scene and misses out on what he believes is his rightful swag, so he kidnaps the real Pauline instead. Mario does what any reasonable person would do in that situation and unleashes his hoard of miniatures to get her back.


The plot is as relevant as it is in most Mario games: it's a bare-bones excuse for some platform-based puzzling. As with the last couple of entries in the series, you do not control Mario himself, but guide wind-up miniatures in the moustachioed mascot's likeness.


The goal of each level is to make sure all minis survive to reach a door marking the exit. Where previous instalments allowed you to stop minis or change their direction, that's no longer an option in Mini-Land Mayhem. Once activated they march forward, only changing direction when bumping into an obstacle.


So Mini-Land Mayhem places greater emphasis on manipulating the environment. Each level gives you a set amount of objects you can place to guide the mechanical tykes to safety. It starts out simple enough, with girders that can attach to rivets to form bridges, walls and ramps. Stages gradually grow in complexity as they call for you to place springs, conveyor belts and pipes, which recall a 2D version of Portal with a Mario twist.


It's a less forgiving game than its predecessors. In Mini-Land Mayhem, it's mandatory to rescue everyone. To make make things more tense, each exit closes a few seconds after a mini enters, and it's game over if anyone's left stranded.


This can seem daunting the first time you set eyes on all the traps and obstacles between you and your goal, but you'll find the Minis guide you as much as you guide them. Plotting a whole course from scratch proves to be an exercise in frustration, but you quickly adapt to figuring it out as you go.


Solutions are often deceptively simple. One moment you'll panic, and the next have a good handle on the situation. Tinkering with each stage's geometry is both mentally taxing and genuinely thrilling.


One of the reasons the puzzles work so well is that they're malleable, with multiple solutions. While there's usually a best way to solve any particular level, there are alternate routes that are a joy to discover. It's easy to think you've made a critical error only to discover at the last second that there's a way out that's more efficient than your original plan. That feeling of just barely scraping by is consistent throughout.









The game owes much of its attraction to fiendishly clever level design that manages to condense Rube Goldberg complexity into areas rarely spanning more than two screens. Keeping track of minis is seldom an issue (it helps that you can pause and look around when laying a girder or conveyor belts) so it never feels as if the left hand doesn't know what the right is doing.


There's a decent amount of variety, too. While most stages are simply about guiding mini-Marios, there are offshoots where you have to guide toy versions of characters like Peach and Toad to their own colour-coded doors. Some unlockable stages alter their rule sets by activating all the minis at the off, or tasking you with guiding various characters to the same door in a specific order. It never strays far from its premise, but evolves enough to stay interesting.


The exceptions are the boss fights against Donkey Kong. These all involve building a way for minis to hit three switches on a construction site. While fun in moderation, these sequences look and play too similar with too great a random element, making it a chore to achieve high scores.


This is too bad, as the incentive for replaying stages is high. Each level contains a hard-to-reach badge and trophy associated with a high score. Collecting these unlocks special and expert stages respectively, adding a lot of value to the package. It may seem like you're making swift progress... until the credits roll and you realise you've still got approximately two-thirds of the game to go, and it only gets harder. Rounding out the game is a level editor.


If there's one thing holding Mini-Land Mayhem back, it's that, compared to other recent puzzlers like World of Goo and P. B. Winterbottom, it lacks personality. The Mushroom Kingdom has a rich ancestry that the best Mario games have cultivated for clever satire or winking fan service. But aside from Pauline's presence and some lovely nods to early NES Mario soundtracks, there's nothing particularly fresh about Mini-Land Mayhem's trappings. The mechanics may be polished, but the tone is sterile.


However, it's expertly paced, with bite-sized levels that walk a tightrope between pull-your-hair-out maddening and knowingly easy – and while it can be overwhelming and cause you to doubt yourself, it's always worth it for that moment of relief where it all slots into place. There's no one thing Mini-Land Mayhem does that's particularly new or innovative, but it borrows the best elements of games like Lemmings, The Lost Vikings, and traditional Donkey Kong platformers to form an extremely refined puzzling adventure.

8/10

Mario vs. Donkey Kong: Mini-Land Mayhem! is out now in North America. It will be released in Europe in the first quarter of 2011. It's region-free and import-friendly.

Eurogamer


SEE Virtual Worlds is turning Michael Jackson into an MMO - but what would the late, great pop star say if he were alive today?


"I think he would be... You know, it's hard - I don't want to get caught too much in trying to speak for him, that would be out of taste," VP of production and development Josh Gordon told Eurogamer. "But I can tell you that we have looked very, very hard at what he presented to the public and what he brought to our world really - to everyone in the world. Our focus is very much on maintaining that vision and not trying to radically diverge from the fantastical world and super-pop iconic stuff that he brought.


"So my hope is that he would look at this and say, 'This is exactly what I would have envisioned and want to play and do.' That's the best we can do: take what he left, the legacy, and try to realise it."


But would Michael Jackson agree to it?


"Um, I assume he would have but, you know, it's a hard... I feel like it's hard to answer this question," Gordon added.


"I'd have to imagine he would because I believe that we're holding very true to what he was doing. But it's impossible of course to speak for someone who has passed on. I don't mean to dodge the question but I feel uncomfortable trying to answer something like that."


SEE Virtual Worlds' global marketeer Pam Pearlman chipped-in: "We're working very very closely with the Estate to make sure the game we deliver is something they feel supports Michael and the brand he brought to life during his lifetime. With the help of the Estate, we're confident we're delivering something they're proud of and they represent Michael and have known him for decades.


"Together we're trying to bring something to the virtual world Michael would have been proud of."


Why not call it Planet Michael Jackson, then?


"A lot of focus groups went determining this," insisted SVW president Corey Redmond. "What the decision ended up being after several names was most fans know him as Michael. The fans really have embraced Michael Jackson on a first-name basis and they talk about him as if they know him, although obviously most people don't.


"I thought it was a much more intimate way and more intimate title than all the other ones we were working on. And certainly Michael Jackson being probably the biggest star of all-time, a lot of fans know him as Michael. So even though it is Michael Jackson's world, Planet Michael just made it much more intimate - particularly for the fan."


Planet Michael is built for the Entropia Universe - a connected collection of 'planets' or MMO worlds. MindArk created the Entropia Universe and its solid free-to-play, micro-transaction engine.

The existing platform gives SEE something to convince licence-holders with - aka, show them there's money to be made. All SEE then does is hire a developer (unknown at the moment - a mix of "newblood" and experience) to make the content of a themed planet. This takes around 15 to 17 months. So far SEE has two planets: one based on Michael Jackson, the other on Universal Studios' monster hunter Van Helsing.

Planet Michael's September announcement was met with derision. But SEE has thick skin and thoroughly believes millions of people are chomping at the bit to play.


"Michael was a controversial kind of guy," said Josh Gordon, laughing. "And they may not have taken a game with Michael Jackson as a major theme terribly seriously, but we had millions of fans around the world really excited by our press release and are really looking forward to this coming out.


"You're going to get a mixed bag of emotions with people: some people who think it's a joke and don't take it seriously. But when they see what we're going to do with this game and not only in the way the environment will look, but have it so people can socialise and interact online - over the next few months you'll see people will take it very seriously and will really want to get involved."


Planet Michael will involve making an avatar, exploring the world and battling monsters. You'll not earn experience but learn professions and skills and abilities, as well as meet and play with other people from around the world. At some point you'll even be able to travel to other themed planets as your Planet Michael avatar. Some skills and abilities will be transferable, but plenty will need to be left behind for when you return. It wouldn't do to have an armed-to-the-teeth Van Helsing monster hunter invade a world of spinning, kicking dancers, for instance.


Planet Michael is a fairly typical MMO, albeit with a twist: Michael Jackson. Gordon talked about hunting zombies in Thriller Land and having event dance-offs with other players. He said there will be "lots" of socialisation and exploration, and you'll know the minute you log-in to Planet Michael whose world you're a part of.


"Oh well you're going to know completely by the themed experience," said Gordon. "The tack we've really taken here is to look at his music videos and to try and bring those to life as thematic elements in the game. We talked about areas like Thriller Land or fantastical areas that might rely more on videos like Scream or Billie Jean land or Billie Jean City - we're still playing around with the name of that.

You will feel, or you should feel, that you're immersed in those videos that everyone around the world has come to love and desire. Your experience is almost like being immersed in a music video, if you will, whilst doing MMO activities with your friends and family."


Will Michael Jackson be a boss in the game, then? He's certainly portrayed characters that fit the bill: the werewolf in Thriller, the car/spaceship robot in Moonwalker, the skeletal ghost in Ghosts - to name a few.


"That would be interesting!" Gordon laughed. "I have to tell you, Robert, we had a discussion about that. I would say it's very unlikely that would be true and you would be battling Michael - I can almost assure you you won't. But we did have a crazy design session where that topic actually came up and we decided that probably wasn't the right road to go down. But there are some interesting possibilities...


"He might, I mean, it's not inconceivable that you would have some kind of a dance-off experience and we can go into that a bit more when we get further down the line.


There's also Michael Jackson's music catalogue to think of. SEE's current plan - and it's not set in stone - is to allow you to buy MJ's songs and play them in-game via a "virtual iPod like unit". The licensing deal with the Jackson Estate even stretches to the unreleased songs Sony will dish out over the next 10 years - they'll be available in Planet Michael too. In a "perfect world" Josh Gordon would let you keep the songs, but he doesn't know if he can yet.


"The Estate definitely does not want Michael Jackson's music playing all the time and people to get sick of it," added Corey Redmond. "But of course it's going to be a big component.


Within any Entropia world it's possible for people to get rich selling their own items - in Planet Michael's case selling "spangled gloves" et al. These are made from blueprints so no one can stray too far off topic. The PED currency equates 10:1 to a US dollar. "[Getting rich] is absolutely doable and people have done it," Gordon insisted.


Planet Michael may not be a WOW beater, then, but Gordon believes "we're of course competing" - although not "directly as head-to-head competitors".


"We are really skewing ourselves not to avoid the hardcore but really try to bring to market something that appeals to Michael Jackson's fans," Gordon added.


"I see it as less about battling and fighting in MJ and more about questing, adventuring and socialising. He just has millions and millions of fans and we want this to be a place where those people all come together and go on this joyous fantastical ride but it's less skewed towards battling powerful monsters than towards an immersive adventurous experience."


"We're developing a game Michael Jackson himself would want to play - his friends, his family, his fans. We want to broaden that experience so it doesn't require the hardcore."


Universal Monsters Van Helsing and Planet Michael will be released at the end of 2011. The way things are going, Universal Monsters Van Helsing will be the first to market. In that game, incidentally, you get to become a monster hunter like Van Helsing and hunt baddies such as Dracula, Frankenstein's Monster and anything else Universal Monsters based a film around.


SEE Virtual Worlds also has "a lot" of other titles in development based on "very big, iconic franchises that everyone is familiar with".


"No it's never quite that simple [phoning up and saying, 'Hi can I use your licence?'] - this is Hollywood, after all," Corey Redmond explained. SEE has spent more than 10 years convincing companies to grant their mega-licenses, but then it was for mobile theme parks and properties like Star Trek, Pokemon and Titanic.


"We have a lot of relationships with just about everyone in town - not only the studios but also production companies and everyone else. These relationships are really what it takes. These studios know they can rely on us to do justice to the brand. It does take a bit of an insider track. And a lot of work."


"There are different deals that the studios have with things like [Harry Potter] that may or may not be accessible," he added. "But I would say usually we have good success with working with and obtaining titles. I would say that there are some that may be beyond our reach. But so far we've had good luck getting what we want."

Eurogamer


Resident Evil's Jill Valentine and Capcom's Shuma Gorath will be downloadable characters for upcoming fighting game Marvel Vs. Capcom 3 – in the US, at least.


US shop GameStop (spotted by Destructoid) appears to have jumped the gun by revealing the innards of the game's Special Edition – it comes with a steelbook case with exclusive art, a prologue comic book and a one-month subscription to Marvel Digital Comics.


More importantly to fans, though, is the inclusion of downloadable characters. Four weeks after the game launches you'll be able to use included codes to get Jill Valentine and Shuma Gorath.


The listing also reveals a February 15th 2011 release date, but that's unconfirmed at this stage.


Capcom was unable to comment when contacted by Eurogamer, but we understand the Special Edition will not be released in the UK.


Instead, if downloadable characters are made available to European gamers, they will likely be pre-order bonuses.


Overnight Capcom revealed two more characters from the game's bulging roster: Capcom's Zero and Marvel's She-Hulk.

Eurogamer


Shenmue series creator Yu Suzuki wants to make Shenmue 3.


That doesn't mean it's happening, of course, but it's a start.


"Shenmue has the image of grand scale," Suzuki told Famitsu.com (translated by Andriasang).


"But making something of grand scale requires appropriate preparation. I want to make 3 with the same volume as in the past. There have actually been a lot of requests from fans for 3 as well. There were even petitions signed by tens of thousands of people. I wanted to carry out my obligations for the series."


Suzuki was speaking at a press conference for Shenmue City, the mobile phone game inspired by insanely popular Facebook game Mafia Wars.


If Shenmue City's a success, then perhaps SEGA will do "additional things" with the fabled series in the future.


There are 11 chapters to the Shenmue story, apparently, and putting them all in a game is something Suzuki will "have to consider" if given the chance to make a new Shenmue.


"It would be possible to finish the entire story in a single game if we were to show just the highlights and skip over parts," said Suzuki.


He joked that Shenmue would never reach its conclusion if they made one title every five years. "If given the chance, I'd have to think about the scale and the time frame. The Shenmue essence is, of course, in the scenarios I've made. I'd have to think how to make something from them."


1999 Dreamcast game Shenmue wowed critics but failed to set tills alight. Shenmue II, released on the Dreamcast in 2001 and the original Xbox in 2003, also struggled to sell. Eurogamer was around then, and awarded the Dreamcast original 8/10 and the Xbox port 6/10.

Eurogamer


Realtime Worlds' failed action MMO APB will relaunch under new management next year.


Reloaded Productions, owned by GamersFirst, bought all the intellectual property rights for APB and plans to relaunch it as a free-to-play game in the first half of 2011.


Those who bought the game will be able to log on again once everything's sorted – you didn't chuck your copy away, did you?


"APB was a game that had several exceptional features and some brilliant ideas, even though it was plagued by some initial balance and monetization issues," said Bjorn Book-Larsson, CTO and COO of GamersFirst.


"We want to take all the unique features of this title, such as its unparalleled character, weapon and car customisation systems, and convert the game to a true free-to-play game.


"We are deep into the planning and early execution stages for this next chapter of APB and we will share more details in the near future. In order to put 'Gamers First' we will also actively engage the community in many aspects of all the planned changes."


The story of APB and Realtime Worlds' demise is a long and complicated one, but Lee Bradley's expose for Eurogamer reveals all.

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Eurogamer


StarCraft II is the fastest-selling real-time strategy game of all time – but it's now in the record books for all the wrong reasons.


That's because according to TorrentFreak, StarCraft II holds the record for the most data transferred – a whopping 15.77 Petabytes.


Which means the most popular version of the game's 7.19 GB torrent file has been downloaded more than two million times – 2.3 million to be exact.


Legitimate copies of the game are distributed through Blizzard's own BitTorrent downloader – TorrentFreak speculates that downloads of that version may have transferred even more data that the pirated version.


Piracy is of course one of the greatest threats to PC gaming, and it's a big issue for Blizzard.


In August Blizzard executive Michael Ryder said the new and improved Battle.net was helping the company win the fight against pirates.


Blizzard's controversial decision to remove LAN play from StarCraft II was in part an attempt to limit piracy, and many of the game's features require a connection to Battle.net.

Oli reviewed StarCraft II for Eurogamer, awarding it a stonking 9/10.

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