The upgrade to the PlayStation 3's PlayTV feature costs £6.29 / 7.99, Sony's announced.
It's available to download today as part of this week's European PlayStation Store update.
PlayTV is an external device for PlayStation 3 that allows you to watch and record free-to-air digital TV on PS3. PlayTV carries an RRP of £70, although most retailers offer significant discounts.
The update adds the ability to text-chat with friends while watching live TV. There's also a new guide so you can plan your recordings seven days in advance; a Series Link feature to earmark all episodes of a series for recording; the ability to send Facebook recommendations; and Community Favourites, which lets you see what your friends are watching.
In September Sony revealed the major update would cost PS3 owners even those who subscribe to PlayStation Plus.
"The guys at Cambridge put a great deal of effort into this update and, unlike the previous free updates, we will be charging a reasonable amount for the new features," James Thorpe, PSN product manager, wrote on the European PlayStation blog.
"[PlayStation] Plus members are very important to us and we are looking into providing you guys extra value for PlayTV. Will keep you posted on this.
"If you are not keen on the new features then you do not have to buy the update, therefore there is no reason not to recommend this to your friend, we are not charging people to watch TV."
Today on the EU PlayStation Store you'll find the Prince of Persia: The Sands of Time in HD.
It's the best of the soon to be re-released trilogy, but it'll cost a considerable £12 to own.
Since those days the series has evolved, of course - into Assassin's Creed. Check out our 10/10 Assassin's Creed: Brotherhood review to find out how.
Incidentally, Eurogamer's review of the Prince of Persia HD trilogy will go live tomorrow morning. Hang on until then, unless you're desperate.
Sony is also offering Red Faction: Guerrilla as a full downloadable game. We got the wrong end of the stick earlier and thought this was a new strategy, but Sony soon put us right and said full games have been offered on the PSN Store for a while.
Blush.
Today's other new game of note is Crazy Taxi, the HD remake. Great game on Dreamcast - as good on PS3? You tell us.
There's a ton of additional PS3 game content on offer today, including stuff for Vanquish, SSFIV, Creed: Brotherhood - not that you'll be playing this yet - and the paid-for update to PlayTV.
What's more, PopCap puzzle game Peggle has arrived on PSP.
Oh, and there are songs by Slash for Rock Band 3, and he's brilliant.
Special Offers (available until 24th November)
PS3 Games
PS3 Game Content
PSP Games
PSone Games
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EA's released the first screenshot of BioWare's next unannounced game, which you can see below.
What is it? We're discussing it right now. Judging by the screen, we're getting a Modern Warfare vibe. Is it Mass Effect 3?
What's the gun? Is it a machine gun, with bullets? We can't see plasma. Any ideas?
Well, it's definitely not Dragon Age related.
There's no evidence of a space suit, either, although the armour hints at science fiction.
Unless, it's a bit of a red herring to get us talking, and in Mass Effect 3 there are flashback sequences. Ahhhh!
Expect more information from the VGAs next month. Screenshot and video are below.
What is Recettear? There's a good chance you have no idea, so I've put together the following cheat sheet. Don't worry, I'll have you sounding like a pro before you know it.
(1) Recettear is a lovingly crafted Japanese PC indie game made by EasyGameStation. It was recently lovingly translated by independent American localisation squad Carpe Fulgur, and is available on Steam for £12.99.
(2) The game casts you as Recette, a bumbling girl in a JRPG world that's deeply aware of its own absurdity. Your father runs off to be an adventurer, leaving Recette saddled with nothing but a house and a monster debt. The debt collector, an erudite fairy called Tear, suggests to Recette that they open a traditional RPG item shop and pay off the debt in smaller (yet still monstrous) weekly instalments. The game's catchphrase crisply sums up the duo's attitude to their situation: "Capitalism, ho!"
(3) It is absolutely not as twee or anime-like as the character art might suggest. It's a pacy, addictive, surprising experience that takes pleasure in holding your head in a barrel of financial opportunity and forcing you to breathe pure risk-reward. Fail, and the game over screen shows a sad Recette living in a cardboard box.
(4) It's pronounced "Racketeer".
After you've tapped your way through a few unnecessarily long tutorials, here's how an in-game day in Recettear might go.
First of all, you open for business. Your stock's looking good and you're feeling lucky. This causes a collection of customers to file in, the size of the crowd depending on the shopping experience you've been able to provide the public with.
Here, the fun starts. One by one, customers will come up and ask to buy something, or if you would like to buy something, or if you could recommend a certain type of item. Here, you make use of the game's rattlesnake-mean bartering system. You get two shots at offering a price acceptable to the customer, and then they walk out, losing you a sale.
Let's say an old man comes wobbling up, asking to buy an inordinately expensive pair of magical boots that have been gathering dust on your shelves for weeks. Brilliant! Capitalism, ho! Now, the pensioners of this town tend not to baulk at prices. 130 per cent of the boots' asking price of 18,000 pix would be a good starting point. But when you're dealing with an item this expensive, every percentile matters. You could go higher, 135 per cent maybe, bringing your offer to 24,300 pix. You do that. Click.
The codger baulks at your price. Now you only have one shot left to sell those boots, and it's a sale you want. 130 per cent might have seemed like a safe bet before, but what if this guy's stingy? You could go down to 120 per cent, maybe. 21,600 pix. But then you could be losing out on 2,000 pix worth of profit. How much do you need this sale? How much do you need the money? How much do you care about the old man liking you?
While this bartering system is the beating heart of Recettear, these kind of calculations don't actually take long. While you'll routinely come across transactions so important that they'll have you whimpering softly and chewing your knuckles, the above example would flow across your subconscious and be done in five seconds, leaving you either giddy or raging. Never mind though, here's someone else with another exciting proposition. Or maybe it's that sodding pauper girl again, asking if you have any cheap bracelets. This is the slot machine school of entertainment.
With one quarter of the day's time gone, your shop automatically closes up again. You could open it again, but your cupboards are looking a little bare, and nothing hurts the budding inner capitalist more than having to tell customers you're sorry, but you don't have what they're looking for. You leave the shop and head out into the world.
You could hit up the market and merchant's guild to get the goods, but you decide to explore the other half of Recettear: dungeoneering.
While Recette's no kind of hero, the folk who shop in her establishment obviously are. Make friends with one of them, they'll offer you their official Hero business card, and then you can go questing with them. You can kit them out with the latest and greatest merchandise from your store (assuming you haven't sold it to them already, perhaps at a discount) and then everything you recover from the dungeons can be sold at, as Tear puts it, 100 per cent profit!
Perhaps the biggest surprise that Recettear keeps under the counter is that the top-down, dungeon-crawling action is more competent than any number of games I could mention. It's fairly bare-bones, but the way your chosen hero moves and attacks has an excellent weight to it, monsters all boast unique attack patterns and the experience gems that go spraying out of creatures with each hit are a great reward for your continued exploration. There's more grinding than I'd like, but it is at least a satisfying grind. You can't wait to get back to town with your new cache of goods and get them on the shelves.
At the end of your long day spent buying, selling and killing, you realise you haven't checked the calendar yet. You do so, and are politely informed that you only have 4 days to raise a preposterous 200,000 pix for the next repayment of that sodding loan. It's impossible. You'll never be able to make that much, that fast. Or will you? Capitalism, ho!
So that's the core of Recettear. It's inventive, addictive and a ton of fun. This game got me talking to myself, both snarling in displeasure and speaking nonsensical quips like "Aw yeah" and "That's how we do where I'm from" with each tiny victory, which is probably the single most obvious sign that a game's succeeded in getting under my skin.
There's just one more thing I want to add to this sales pitch of mine before we finish, and that's that Recettear isn't just a great idea, it's a labour of love. For the first 30 or so hours of your life that Recettear will happily absorb, it's constantly adding new features, new characters, new plot lines, new items and new dungeons. Rather than letting you get tired, Recettear just gets bigger and weirder, and then even bigger and even more weird. It never feels like a developer trying to entertain you, it feels like you and the developer are going for a ride together, and neither of you know where you're going to end up.
Similarly, the American translators did a fantastic job. While conversations have a habit of dragging on for a little too a long, they also have a habit of being laugh-out-loud funny. The game's cast is made entirely of solid characters, and Recette's incompetence is compensated for by her cute tic of inventing new words. The world charms you, which in my case was a problem because I wanted to undercharge people I liked.
But the characters could all be repulsive, squealing mutants and I'd still love Recettear because of its mechanics. Every in-game day is a tiny gambling session, where a confluence of factors can result in you having the best or worst day ever. Maybe there's a hike in sword prices, and your favourite hero comes and buys that legendary sword you have in the window. Perfection. Maybe the next day you go on an adventure with him and his new sword, he gets panned by some horrible new boss and you go home with nothing. Horror. But however your day goes, you want just one more.
Recettear is one of the best indie games to arrive this year. Buy it, and you won't regret it. You might even love it. But one thing's for sure you'll never look at a JRPG item shop the same way again.
Kaos Studios' first-person shooter Homefront will be released on 11th March 2011 in Europe, THQ has announced.
It'll launch in the US on 8th March and on the 10th in Australia, according to the game's official Twitter.
Homefront is being aligned as THQ's big shooter series - its Call of Duty. Set in America's own back yard, the premise works around the "what if?" scenario of North Korea invading the home of the capitalist world.
THQ has a book co-written by the Apocalypse Now screenwriter ready for early next year, and it's so confident in the game that it's confirmed Homefront 2 is already on the cards.
With its skill-trees and levelling system, the 16th-century-themed Venetica is unmistakably an RPG. But combat is the main focus, and while there's room for improvement in a lot of areas, it's the hack-and-slash department in which it really excels.
A couple of hours in, you're gifted with one of the most satisfying melee weapons in any game, ever: the warhammer. It's a monstrous, two-handled lump of metal; visibly heavy, incredibly slow to heft, and far from perfect against smaller, more nimble enemies. But when it hits... man, it's good.
The audio-visual feedback loop of impact is almost physical, and its lumbering chain attack can reduce any foe from lively threat to meat patty in just three swings. Strike one staggers the enemy; strike two knocks him to his knees. Just as he starts to rise, the final overhead smash provides the money-shot. It's bullet-time slow, and of such crushing finality it's hard to resist a fist-pump. Goodnight Vienna. Or Venice, to be precise.
The early part of the game is set in your home village, which is in the process of being sacked by raiders. You help beat them off in your nightie, with a fire poker but your plate-clad boyfriend Benedict falls. And now, protagonist Scarlett has her motivation to get out into the world: revenge.
There's something a little otherworldly about Scarlett, which we discover early on. She has no real parents, only a caring aunt, and an early quest-chain endows you with two key assets: a skill called The Passage, which lets you slip into the spirit world, and a weapon called The Moonblade, which is the only weapon capable of killing the undead, which you face periodically.
While exploring the village and its environs, you also learn how to pick locks, and it's one of the more colourful approaches we've seen. Scarlett soon meets two bickering brothers, who assist you in opening doors and chests through a Simon-says style mini-game in which they demonstrate the order in which to jimmy the four coloured lockpicks.
They also fight alongside you briefly on the road, which is a relief, for at this stage your combat skills and weapons are far from effective. The hapless duo soon meet with a sticky end, however, and you feel a wee sense of loss at their passing. They were your pals, and who's going to help you pick locks now?
The critical path soon leads you down the coast to the world's main attraction: Venice. In short order, you find yourself locked in a temple. Approach the offending door, and the two brothers appear as spirits, lending you their lockpicking skills from the hereafter. There's something cute about it.
The game's fantastical interpretation of Venice is beautiful, and built with a sense of scale and grandeur that many higher-budget games lack, although lo-fi details like square ropes and rough textures abound. Venetica also has more than its fair share of graphical glitches, probably down to poor driver compatibility in this PC version. But the overall effect is impressive, and in a structural sense, there must be some pretty proud designers at Frankfurt-based developer Deck 13.
The city is split into five major districts, several with catacombs beneath. Apart from a side-excursion to Africa, this is where you spend most of the game, performing quests as you advance towards your ultimate aim of deposing Venice's ruling Doge and his four undead lieutenants. There's variety in the quests and the environmental design, and you soon find yourself improving and expanding your skill-base through the various magical and combat trainers around the city.
Certain quest-critical spells are given to you by the ghost of boyfriend Benedict at key points in the story, but for the rest, it's up to you to find the trainers and place your skill-points where you want across the melee and magical disciplines. I found myself choosing spells that complemented my melee capabilities necromantic life-leeches, root spells and the odd direct-damage ability and heavily upgrading my combat skills to ensure that I could block blows with every weapon-type and perform the longest chain-attacks possible.
Venetica's combat runs along pretty simple lines. You can hammer the mouse button for quick, repeated attacks, which has its place against enemies low on health. But the art lies in chaining attacks. At the end of each swing, your weapon twinkles to let you know it's time to initiate the next swing. Levelling up your chain attacks is generally preferable, as it's harder for an enemy to slip in a combo-breaking strike between chained blows, as opposed to button-mash blows. This gives combat a kind of cadence which you begin to chase in every fight.
There's always a get-out clause with combat, and that's The Passage, the spell that lets you pop into the spirit realm. This removes you from enemy sight, and it's downright necessary when your back's to the wall and you have a group of three enemies attacking you simultaneously. It gives you a burst of health, and lets you reset the terms of the engagement from a more beneficial position.
Boss battles are a different kettle of fish. Each of the big cheese's lieutenants has two phases of combat: one based in the physical realm, and one based in the spirit realm. In time-honoured fashion, each requires a spot of pattern-recognition to defeat, and by and large, Deck 13 is fairly creative in what it throws at you. One of the bosses, an African Princess, appears in the spirit realm as a giant bird. After her initial aerial attacks are dealt with, she sheds a feather and a scale, which are used as a spear and a shield against her.
There's lots of character and creativity on show, and that keeps Venetica interesting right until the end. But there's also the kind of corner-cutting and lack of polish that speak of an under-budgeted game with high aspirations. This is a tremendous shame, as it devalues the experience in a constant, niggling way.
NPCs block your passage, and if you press against them, they sometimes halt completely until you back off and wait. In narrow corridors, when you're trying to run past a dawdling friendly, it's nothing short of infuriating. Their voice-acting ranges from triple-A to bargain basement, and the typo-riddled subtitles often don't match the script spoken by the actors.
Likewise, the lack of conceptual signposting in all areas of the game may lead to the joy of discovery in some cases, but irksome guesswork in many others. Why has your newly-earned block skill suddenly stopped working? Because you're fighting a new enemy type that ignores blocks. How is that fair? And what's the reason for it?
Little situations like this occur throughout the game; inexplicable oversights which leave you guessing because they're never explained. Why is there no axe skill-tree when you can use axes, but there's a skill-tree for every other weapon type? It took a little while to twig that they fall under the hammer skill tree.
One quest actually broke the game completely, when a critical scroll disappeared from my inventory as soon as I'd collected it. Googling the problem turned up only half the solution until I finally found a developer-built hotfix (which also inserted a much-needed quick-save function).
In spite of all this, Venetica has some soul. Don't expect an RPG of depth it's heavy on the action, light on customisation, and rewarding loot is rare. It's also in desperate need of more time in the womb, and the results of that are felt all over. But by and large, the sense of location and the constant weft of combat meant that I spent much of the fifteen hours it took to complete in a state of gentle enjoyment and that definitely counts for something.
Venetica is out now on PC and Xbox 360. The PS3 version will be released soon.
Flop watch: if Tony Hawk: Shred were a quiff, it would have flopped from Activision's head down past its eyes, nose and into its mouth.
How many copies did the second skateboard peripheral game sell during October in the US? Three thousand copies, according to GamesIndustry.biz.
Three thousand copies in the biggest videogame market in the world.
It's probably safe to assume there won't be a third instalment. Maybe that's why the Robomodo development team has been let go.
Note: Shred sales were calculated over six days, from 26th October to 31st. Therefore, it's still theoretically possible for Shred sales to increase as Christmas approaches.
Like Tony Hawk: Ride before it, Tony Hawk: Shred comes with a plastic motion-sensing skateboard peripheral. The idea is to simulate riding a skateboard (not fully - you don't actually kick-flip or Ollie, although you do 'manual').
But why didn't it take off? Are we overloaded with peripherals? Was the skateboard rendered obsolete by Kinect and Move?
Perhaps - or maybe the game was simply rubbish. Tony Hawk: Ride was. Ellie Gibson gave it 4/10 - a point for every page of writing.
However, A sparse page of reviews on Metacritic is optimistic that Shred is much better.
Tony Hawk: Shred was released on 29th October here. Activision has yet to send Eurogamer a copy.
Video: Shred err?
Kingdom Hearts 3D the planned 3DS Square Enix/Disney cross-over role-playing game from Tetsuya Nomura will connect to the yet-to-be revealed Kingdom Hearts III.
It'll do so both in terms of gameplay systems and story, Nomura told Famitsu magazine (translated by Andriasang).
Apparently it's possible the ending of Kingdom Hearts 3D will lead into the story of KHIII.
In 3D you'll be able to control Sora and Riku, and they'll both work differently. The game's central gameplay systems are "all complete", but Square Enix is still working out how to put them into the game.
The world selection for the game's Disney areas is also being worked on. SE plans to use all new Disney worlds this time around, but Traverse Town and other originals will reappear.
Meanwhile, work on Kingdom Hearts project, Birth By Sleep Final Mix is said to be "almost complete". It's all getting a bit complicated, isn't it? Let's recap.
Kingdom Hearts Re:Coded is due out on the DS in Europe on 14th January 2011. We've got Kingdom Hearts: Birth by Sleep Final Mix, the international version of Kingdom Hearts: Birth by Sleep, for PSP - that looks like a Japanese exclusive.
Then we've got Kingdom Hearts 3D, the working title for series' Nintendo 3DS entry. It'll be the seventh instalment in the franchise.
Beyond that there's Kingdom Hearts III, which is probably the big one but a long way off. Phew!
Half a million people play massively multiplayer online game World of Tanks.
That's 500,000 active players, Wargaming.net announced. There have been 700,000 registrations.
The game launched in Russia, home to 350,000 of those active players, three months ago. But that's not surprising. Everyone knows Russians build the best tanks - at least they do in Command & Conquer.
World of Tanks is still in closed beta in the US and Europe, but 150,000 active players are getting their tank on in those territories.
Brace yourself for some stats: The number of peak con-current users in Russia exceeded 43,000. In the West PCCU surpassed 10,000 players. On average each active gamer spends three hours and 20 minutes playing the game every day. 10 million battles have been fought since September.
"It's just the beginning of a global legend," said a confident CEO Victor Kislyi.
"We see this game running for at least 10 years in the West and Asia with tons of new content coming out every month."
World of Tanks is the first and only team-based MMO action game dedicated to armoured warfare, Wargaming.net claims. It's a free-to-play game that loves World War II.
Quintin Smith went hands-on with World of Tanks not Red Alert in August.
Check out the hot tank love in the brand new screenshots below.
The Witcher 2 Collector's Edition includes an exclusive in-game item, a making-of DVD and other gubbins.
But you'll have to get your wallet out to buy it according to a listing on US shop GameStop, spotted by BigDownload and since pulled, it'll cost $129.99 (or around £110).
Here's what it includes:
To coincide with creator CD Projeckt's Eurogamer Expo 2010 developer session last month Eurogamer talked to senior producer Tomasz Gop and level designer Marek Ziemak to get the skinny on the game.