Kotaku

Here Are Japan's 3DS Launch TitlesThese eight launch titles for the Nintendo 3DS were revealed today at the Nintendo World spectacular. All will be available Feb. 26.


Note these are the Japanese launch titles, and that the US and European lineup will likely differ.


The lineup, and prices (in yen) are:


Nintendogs & Cats ¥4,800


Winning Eleven Soccer 3D ¥5,800


Super Street Fighter IV 3D Edition ¥4,800


Samurai Warriors: Chronicle ¥6,090


Puzzle Bobble 3D ¥4,980


Ridge Racer 3D ¥6,090


Battle of the Giants: Dinosaurs 3D ¥5,040


Professor Layton and the Mask of Miracle ¥5,980


Roughly speaking, half of these titles (the more expensive ones) are priced around the region of a PSP game in Japan, the other half around that of a regular DS title.


[via Famitsu]


Kotaku

You'll Get 3-8 Hours Out Of A Nintendo 3DS BatteryAs part of its big Nintendo World event being held in Tokyo at the moment, Nintendo has released a chart outlining the final hardware specifications for the 3DS. Most importantly, that includes details on the handheld's battery life.


It takes 3.5 hours for a 3DS battery to fully charge, which is pretty good. As for how fast that battery drains, Nintendo has only provided a select number of figures, all based on the presumption you're using the handheld on a lower screen brightness level.


With the screen's backlighting turned down (but not off), you'll get 3-5 hours of battery life while playing a 3DS game. That number extends to 5-8 hours if you're playing an older DS game on the handheld.


Of course, the more you increase the screen's brightness, the bigger the hit the 3DS' battery life will take. While people will be upset that these numbers seem low for a Nintendo handheld, they're not that far off what you'd expect from a DSi, and considering the 3DS is a much more powerful device, all that extra grunt takes its toll on a battery.


If you're after definitive battery life tests on a unit under all kinds of circumstances, we'll have to wait until people can use one without Nintendo employees standing over their shoulders.


[Nintendo]


Kotaku

Sifteo Is The Coolest New Game Platform At CESPlaying with blocks just got a lot cooler thanks to Sifteo, a new game platform, playable at CES 2011, one that uses a computer and a trio of LCD cubes. How does it work? Sifteo's creators show us how.


Sifteo co-creator Jeevan Kalanithi walks us through the new platform, which went on sale in limited numbers earlier this week as part of a preview program. (Sifteo will launch wider later this year.) The platform works with both PC and Mac platforms and is expected launch with about 12 games, according to Kalanithi.


Watch the video of Sifteo in action to learn more.



Kotaku

Review: ilomilo's Surprising Depth Is A Matter Of Perception A pair of friends vow to meet each other in the park each day, despite a twisted world that strives to keep them apart. This is the simple story behind ilomilo, a puzzle game much deeper than initial appearances.


Poor ilo and milo. Every day they venture into the park to spend valuable time together, yet every day the path to join the two becomes more and more twisted and convoluted. It seems like the world is conspiring to keep them apart. Still they persevere, navigating mind-numbingly complex 3D cube mazes in order to consummate their bond again and again. They use specialized blocks to overcome the obstacles and bizarre patchwork creatures that stand in their way, collecting music and memories as they go. It's like a real friendship, distilled into puzzle game form.


Ideal Player

Navigating ilomilo's convoluted levels is a job for players both patient and perceptive, plus an appreciation for whimsy wouldn't hurt.


Why You Should Care

Not only is ilomilo a smart puzzle game with stunning visual flair, it's also only 800 Microsoft points, which is the price all good Xbox Live Arcade titles used to be. Ah, memories.




How would you describe ilomilo's artistic style? When the first screenshots of ilomilo appeared I might have labeled the game cute. Now that I've spent several hours immersed in the fantastical world that SouthEnd has crafted, the word that comes to mind is melancholy. It's like walking through a land made up of fond childhood memories, where characters, creatures, and the very landscapes are crafted out of the scraps left behind when those memories fade. The wonderfully whimsical soundtrack that accompanies the gameplay at once enhances and clashes with the atmosphere, giving ilomilo a subtle dark and discordant tone, deepened by the smaller side stories that surface as collectibles are gathered and bonus levels are unlocked. Overall there's a thick, satisfying atmosphere to ilomilo that one wouldn't expect from a puzzle game.


It looks sort of complicated. Is it complicated? The game starts off simply enough. ilo and milo find themselves on separate sides of a cube-based map, and must maneuver special blocks in order to meet each other face-to-face. In early levels that might just mean placing a spare block to fill a gap, then switching to the other character to walk over it. As you progress through the game's 49 levels, new tools are introduced that complicate matters significantly. There are blocks that twist about like ratchets; blocks that you can fall through, emerging on the opposite side. ilo and milo aren't simply on different ends of a maze, you see. They can be on completely different sides. My spatial awareness was put to the ultimate test. Many times I failed. Luckily I had help.


Review: ilomilo's Surprising Depth Is A Matter Of Perception This adorable two-creature band is always ready with drum and tuba to mark your accomplishments.

What about your real friends? You can team up with a friend to play ilomilo cooperatively. While one player is in control of his or her character, the other controls a fly that acts as a pointer, which can be used to point out routes or special objects. The multiplayer is enjoyable enough, though I had a better time playing single player while my friends watched, lending their own unique perspective to the perspective-based puzzles.


Any problems? I did encounter a nasty little glitch on several occasions that locked up my entire system, causing me to power the 360 off and then on again. In some seven hours of play the problem has struck perhaps four times, generally when I finally saw exactly what I needed to do in order to complete a particularly difficult level. It was as if the game knew I was going to beat it and took its own life rather than face humiliating defeat. Other than that, I did feel the game was a little on the short side. The credits rolled about five hours into my first play through, and that's with an hour spent banging my head against one of the final levels. I didn't feel cheated. I just wanted more.


ilomilo In Action



The Bottom Line

ilomilo is a game that celebrates the power of friendship. It's about how two people working together can maintain a strong relationship no matter how complicated and convoluted life becomes. Perhaps I'm reading too much into it, but the fact that a puzzle game has left me in this thoughtful of a mood is something in itself. To others it might simply be an enjoyable marriage of challenging puzzles, gorgeous graphics, quirky character design, and whimsical music. It's all that to me, and something deeper as well.


ilomilo was developed by SouthEnd Interactive and published by Microsoft for Xbox Live Arcade, released on January 5 (early purchase was available on November 26). A version is also available for the Windows Phone 7 platform. Retails for 800 Microsoft Points ($10 USD). A copy of the game was given to us by the publisher for reviewing purposes. Played through the game's four chapters, unlocking most of the bonus levels and completing the story. Played a few levels cooperatively. Failed to unlock the achievement for scoring 500 points in the unlockable mini-game. Left the music on in the background for nearly a week and never got tired of it.


Kotaku

The King of The KoopasBowser, the King of the Koopas, is ready to smash Mario for the last time in this awesome Super Mario Bros. fan art by Emilio Lopez


Related Rampage: Oh but I Am Ironman


BOWSER: KING OF THE KOOPAS by Emilio Lopez / E-Mann (deviantART)


Need your daily fill of geek eye candy? If so, head over to Justin Page's Rampaged Reality and get your fix. Republished with permission.


Kotaku

CES is packed with a lot of things. Things like technology, porn stars, video games, celebrities and live shows, shot on sets I can accidentally walk through.


Exciting!


What you missed
CES 2011 Can Only Get More Impressive After This
"I Made A Video Game Where You Can Blow Out A Man's Asshole"
This Is Portal 2 Played With A Magnetic Motion Controller
They've Added Hamlet To This Video Game
Could This Be the Perfect Portable Gaming PC?
Watch A $5,000 Game Controller Land A Plane In Las Vegas
Avatar Kinect's Silent Scream Hints At Enormous Potential
Fable For The Phone Is A Fun Round Of Coin Golf


Kotaku

Wanna watch Cristobal Arreola's gut ripple when Mike Tyson slams him with a righthand missile the midsection? Pick up Fight Night Champion. It'll bring that, plus a lot of blood.


Tommy Morrison looks like he tried to hang drywall with his face. Miguel Cotto looks like he french-kissed a bandsaw. Hey, how many metaphors can I wing off here? But Ali's still pretty, baby.


With the cussin' and prison violence of Champion Mode meaning Fight Night was going all in for an M-rating, clearly EA Canada didn't want to waste the opportunity of getting rawer in the main game.


Fight Night Champion comes out March 1, which will be one of the biggest months in sports gaming in recent memory. MLB 2K11 and MLB 11 The Show land on March 8. Then Tiger Woods PGA Tour 12: The Masters arrives on March 29. Plus all that time you'll be spending watching the conference and NCAA basketball tournaments. Plus Major League Baseball's Opening Day is the 31st. Hold all my calls until May, please.


Kotaku

Delicious Overkill: The Gratuitously Overclocked 5 Ghz Core i7 MonsterSometimes a computer at CES is interesting because it's functional and intuitive. Sometimes a computer is interesting because it's the size of an air conditioner, filled with heinously tacky neon lights, and overclocked to hell. Guess which one this is!


Delicious Overkill: The Gratuitously Overclocked 5 Ghz Core i7 Monster


I found Origin PC's 5 Ghz, liquid-cooled "Big O" sitting on a dusty stretch of carpet in Creative's booth. Alone. Neglected. I asked a rep about it and he didn't even know why it was there. Was he feeling insecure because the computer is so fast? Perhaps. It wasn't even hooked up to anything. It was just humming along, its red tubes pulsing, green lights throbbing. Speed for its own sake. If it sounds like a sexual experience, that's because it was. The enormo-box reminds me of a bygone era in computing, when clock speeds trumped all—and just reading "5 Ghz i7" made my heart dance. CES is supposed to be about neat things we'll be using effectively in the future, but sometimes I'm okay with REALLY FREAKING FAST NEON COMPUTER, WATCH OUT, too.


Aion®: Assault on Balaurea™

Get Ready For Aion's Next Big TransformationSince its release, Korean-born MMO Aion has undergone a profound transformation as developers hone gameplay to suit the needs of a North American audience. NCsoft's Sean Neil tells us how the upcoming 2.5 update will further refine the Aion experience.


Aion is a massively-multiplayer online role-playing game that's been striving to please its players since the North American servers first opened in September of 2009. Players flocked to the graphically stunning title, discovering a Korean-made MMO that tasted of a more western-influenced game. The game favored questing and story development over the grind, something many Korean imports fail to do.


But Aion isn't your average Korean import, given a shoddy English translation and sent on its merry way. NCsoft has a full North American development team that springs to life as new updates arrive, making sure the content and changes will be well-received by the U.S. audience.


Even with such a strong focus on North America, the game has needed more than its fair share of tweaking. Over the course of several major patches the development team has changed the game dramatically, all in response to their player's needs and wants.


"In total we've gone through and increased the experience; we've increased the drop rates; we've increased the crafting system in the game - the basic core systems for the players," says Sean Neil, Aion's associate producer.


Not all of the changes have been well received. Version update 2.0 brought changes to the game's rifting system, which allows player from Aion's two opposing factions to encounter one another, which were not well received by the players, to put it mildly.


Neil says the negative response was a call to action for the team.


"Our immediate reaction was to poll the players, find out what they wanted, and we put in place a change to that system at the end of last year," Neil explains. "And then we actively polled the players after that to ask them what they thought about the changes we were making."


The players responded, and more changes will be coming shortly in a smaller update. Then, with experience point gain balanced, item drop rates increased, and the game as a whole more polished to player specifications, NCsoft will unleash fresh content and new play mechanics in update 2.5 later this year.


The update brings with it plenty of new content for high level players to enjoy. Two new instances will challenge players' skills to their fullest. Araka is an instance in which players of either faction attempt to cut off the supply lines of their common enemy, the Balaur. Both the Asmodians and the Elyos will also be able to prove their worth in the Academy Bootcamp, which pits them against a series of 10 progressively difficult battles for a chance at fame and fortune.


The game's Legion (guild) system is being tweaked to help prepare player groups for the challenges ahead. The Legion level cap is being increased from three to five, with more titles to help organize Legion ranks more efficiently. Legions will gain more warehouse space, and longer, sexier cloaks to show off each players' allegiance.


There's a pet mood system, enhancing the in-game companion system introduced in Aion's 2.0 Assault on Balaurea update. Each player class will gain access to new skills and powers. There's an interactive world map on the way, allowing players to make annotations and set routes. The character creation system is opening up more, giving players more options in crafting their in-game avatar. More crafting formulas will be added to the game, keeping those characters well-equipped and looking good.
Get Ready For Aion's Next Big Transformation
The two biggest changes coming in 2.5, however, are the Group Guide system and the Superior Graphics Engine setup option.


The Superior Graphics Engine option is just what it sounds like. Players with high end machines will be able to enjoy a visually enhanced world of Aion, while players with computers on the lower end of the hardware spectrum will be able to play the same as they always have.
Get Ready For Aion's Next Big Transformation
"The already beautiful game will be ridiculously gorgeous, " Neil says. "It's almost spooky how real they're trying to make the game look."


The Group Guide system is much like the mentoring system already present in many other MMO titles. It's a system that allows lower level players to get assistance in their quest from characters of a much higher level.


"You can play along with your friends even if they've been playing the game for six months and you haven't played at all," Neil explains. Friends will be able to help out their friends, Legion members can help their mates level alts. Even strangers will be compelled to help out low level characters, thanks to daily quests that reward players for spending time with the newbs.


"We want to give them items. We want to give them coins. We want to give them a system that makes them want to be those big brothers and big sisters."


The entire list of changes coming in 2.5 can been seen over at Aion's PowerWiki. Note that the patch notes are based on the Korean version of the game, and not everything listed in the notes will make it to North America.


"It's really about letting the players create their own experience, from their Legions to the way their character looks to the way they interact with the world around them," says Neil of Aion's update 2.5.


The update is currently on the public test realm of the Korean version of Aion, and the U.S. NCsoft team is hard at work localizing the content for North American audiences. While Neil was hesitant to nail down a release date, he did say he was confident it would be out in 2011.


"We want to get this out to our players as soon as we possibly can in the best possible form we can."


Kotaku

GameTrailers got a camera on MLB 11: The Show at CES, giving us a 90-second duel between Boston's Josh Beckett and Philadelphia's Ryan Howard. The hitter appears to be using the game's new analog controls.


It appears that way because of Howard's multiple hitches as he waits on the pitch; that, and the hitter was late on every pitch, indicating the new control will take some getting used to. Fear not, the traditional button-based commands will also be a part of The Show, selectable in the game's options menu.


Pitching will also receive a new analog-based set of commands this year; you can also use the series' more familiar pitch meter if you prefer.


MLB 11 The Show, for the PS3, PS2 and PSP, is due out March 8.


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