Eurogamer


LinkedIn strikes again - an artist has name-dropped Alan Wake 2 on her online CV.


The sequel has been heavily rumoured but never confirmed. The "previs artist" (pre-visualisation) claims she worked on in-game Alan Wake 2 cinematics for Halon Entertainment in April 2011.


Halon Entertainment created the Deliver Hope advert for Halo: Reach. Could Halon's Alan Wake 2 project (if real) be a CGI taster for a major upcoming game event like, say, E3 next month?


Such a game would fill a noticeable hole in Microsoft's exclusive Xbox 360 line-up.


Finnish Alan Wake developer Remedy was last spotted lauding the merits of digital distribution. Before that, Remedy vaunted its in-house motion-capture capabilities - claiming they'd outstrip what even Rockstar's Team Bondi has done with L.A. Noire.

All we've heard specifically about Alan Wake 2 is that if the project goes ahead, and Remedy would love that to be the case, the game would be exclusive to PC and Xbox 360.


Alan Wake was released a year ago on Xbox 360. Eurogamer's Ellie Gibson concluded that "Alan Wake is an accessible, undemanding game with a neat combat mechanic and decent visuals" - 7/10.

Video: The opening section of Alan Wake.

May 9, 2011
Eurogamer

For the last four years there's been a metronomic precision to the release of a new iPhone, and now is usually the time that the rumour mill goes into overdrive as the tech blogs try to suss out what form the next iteration is going to take. But not this time.

For once, Apple has decided to hold fire, and not simply release another handset for the sake of it. Without knowing any of the reasons behind the change of strategy, it seems like a smart move to wait until a substantially superior model is ready, than, say, rush out a '4GS' with only incremental improvements.

Plus, of course, speculation is building that Apple may be readying a massive Apple TV reboot with gaming at the heart of its strategy. If that is the case, it would make perfect sense to make further inroads into a market that it has the potential to dominate in the years to come. And knowing Apple, the product will probably be available to buy the day after it announces it.

Unpleasant Horse

  • iPhone/iPad - Free (universal binary)

Just how unpleasant can a horse be? Well, if you've ever been kicked in the face by one, or stood just that little bit too close while one is engaging in fierce urination, the answer is quite unpleasant.

It's unlikely, though, that you'll have ever been dragged screaming into spinning metallic blades of death in the name of points accumulation. If you have, then it's probably academic, because you'll be dead, or lacking the limbs required to relive the experience via PopCap's oddball freebie.

Born out of PopCap's desire to make a game in 24 hours, a name was drawn out of a hat, and 'Unpleasant Horse Racing In The Sky' came into being. For reasons best know to their shrinks, the 4th & Battery team elected to make a game where you control an evil black horse on a mission to drag white ponies into a meat grinder. Classy.

Despite having wings, your Unpleasant Horse's flying abilities are poor to say the least, so getting around requires leaping from cloud to cloud while stealing passing birds. But the real fun, evidently, comes from taking the opportunity to jump on the backs of passing ponies and send them plummeting into the mincer.

As bones and gristle spray into the sky, it's advisable to beat a hasty retreat and leap away before you meet a similar fate. The longer you delay your departure, the more points you score. Points!

And that's all there is to this slightly deranged gorefest. If Extreme Noise Terror had provided the soundtrack, we would be tempted to crown it the satanic Robot Unicorn Attack.

6/10








Bird Zapper

  • iPhone/iPad £0.59 (universal binary)

For reasons that defy rational thought, Birds + App = instant win, and here's the latest to underline the commercial value of this apparently irresistible combination.

As the typically self-explanatory title hints, the tables have been turned on our feathered friends this time, and Namco wants us to engage in avian genocide via the magic of match-three mechanics.

To start with, the curiously buck-toothed birds occupy three power lines, and the idea is to swiftly zap three or more of a kind by tracing a line between them as they scroll past.

The quicker you zap them, the higher the score, and the greater chance of taking down the Taliban and forging a career as a commentator on Fox News. As an added bonus, you'll impress your friends and future lovers with your high scores and unlock those oh-so-tempting achievements.

That's the idea, anyway. In reality, you'll feel like a hapless Generation Game contestant, staring balefully at the conveyor belt as things don't quite go to plan. Maybe it's your sausage fingers again, but quite frequently the game fails to acknowledge your matching skills and minor irritation builds. You might fluke a few exciting-looking combos now and then, but eventually you'll run out of power and be left wondering what all the fuss was about.

Aside from the main Survival mode, you can opt for the curtailed Blitz mode, or dive into the no-pressure Zen mode, but the appeal quickly ebbs away. It might be cheap and considerately tooled for both the iPad or iPhone, but it's no Piyo Blocks. But hey, it has birds, and we all know that's all that matters.

6/10

Pac'N Jump

  • iPhone/iPad £1.19 (universal binary)

You've bounded your way through Papi Jump, you've missed your stop playing Doodle Jump. It's only fair to wobble your way through your spare time in the company of Namco's surprisingly adorable effort.

Having to bounce the hungry yellow chomper up an endless tower of platforms makes it entirely derivative, obviously, but don't let that put you off. For reasons almost certainly connected to primal nostalgia, Namco's shameless reskin quickly wins you over with its four themed stages and a familiar cast from its greatest hits of the early 1980s.

It kicks off with the daddy of them all, Pac-Man, and the seemingly simple task of guiding him as high as possible by tilting left or right (or via touch controls if you prefer) and bouncing on each platform. Eating any of the scattered dots propels him higher, while fruit and flags launch him higher still.

The ubiquitous power pills, meanwhile, provide the necessary invulnerability to the patrolling ghosts, but nothing can aid the greedy blob if you plummet to your doom. With only one attempt allowed, this score-chasing affair becomes another insidious time sink.

Once you've accumulated the required points to unlock the Dig-Dig stage, the whole teeth-gritting process repeats itself, before giving way to temporary Rally-X and Galaga-based relief.

Fortunately for your own psychological well-being, there are only four stages to worry about right now. But you can bet Namco will keep us coming back for more with future updates. The blighters.

7/10








Robot Unicorn Attack

"Open your eyes I see. Your eyes are open. Wear no disguise for me. Come into the open. When it's cold outside. Am I here in vain? Hold onto the night. There will be no shame. Always. I wanna be with you. And make believe in you. And live in harmony harmony. Oh love."

Wise words indeed, and words that will be etched deep into your subconscious for the rest of your natural life, if Adult Swim has anything to do with it.

As if it wasn't enough to guide a soaring robot unicorn through a fantasy landscape for as long as possible, you have to do the whole thing while being serenaded by fluorescent pop duo Erasure.

Under normal circumstances, Andy Bell's insistent warbling might provoke harrowing memories of rubber perv suits from their late eighties, early nineties Top Of The Pops pomp. But as backing to this extravagant take on Canabalt, it's strangely inspirational.

Merely trying to bound and dash through to the second chorus feels like a minor victory. The chances are your poor unicorn will meet the predicted fiery death on several hundred occasions, but it hardly matters. Always!

If you ever get to the end of the song in the game, be sure to sing it loudly the next time you have a shower in joyous celebration of the colour pink. It's the least you can do.

8/10

Robot Wants Kitty

  • iPhone/iPad £0.59 (universal binary)

You can either view the ongoing Flash-game migration to phones as exploitative shovelware, or as a welcome chance to catch up on the best of what you've missed. Case in point: Robot Wants Kitty, a game that would have completely passed me by had it not been made available on iOS.

This cheerful homage to retro platforming has you scooting around elaborate environments in honourable pursuit of fluffy felines, and is as charming as they come.

Each of the game's six levels starts you off in command of a rather hapless robot, stripped of any useful abilities whatsoever. But in the tradition of what everyone now likes to call Metroidvania, your exploration is gradually rewarded with all manner of upgrades that eventually allow you to gain access to areas that were previously off-limits.

So, off you go in search of keycards, blasting enemies and rocketing your way across yawning chasms, humming an insidious tune, just like the good old days. Before you know it, comparisons to some of the genre's true greats spring to mind, and you're smiling the smile of 59 pence well spent. Who cares if it's no longer free? Slap your money down and feel the warm glow of supporting Raptisoft's sterling efforts.

8/10

Eurogamer

Creative Assembly will release an enormous patch for Total War: Shogun 2 at some point today.

Among a gargantuan heap of fixes are four new maps - Aki, Flood Plains, Hida Mountain and Sanriku Ria - and DirectX 11 support. The full, eye-watering list of changes have been posted below courtesy of the Total War forum.

Incidentally, when today the content and patch will be released hasn't yet been decided.

"We haven't scheduled when today the patch will be released," wrote Creative Assembly community manager Craig Laycock this morning. "These things are quite unpredictable, as it depends on when we get it up on Steam and if there are any hitches in the upload (which we'll correct today, of course).

"I'll let you know as soon as we know when it's going live."

Laycock said there will be additional multiplayer fixes added to the patch notes.

Video: Total War: Shogun 2.

Direct X 11

  • Advanced Shadows - The DirectX11 pipeline supports very high quality shadow maps, giving softer shadows with significantly less aliasing compared to DirectX 9.
  • Support for MSAA 2x,4x,8x - Requires Shader Model 4.1 or Shader Model 5 support, not available on Shader Model 4.0.
  • The DirectX11 pipeline supports Full screen multi-sampled anti-aliasing at 2x,4x & 8x resolutions. Shader Model 4.1 cards will support 2x, 4x MSAA. Shader Model 5 cards will support 2x, 4x, and 8x MSAA
  • Enhanced Depth of Field - With Shader Model 4.0 & Shader Model 4.1 you will see enhanced depth-of-field with a dedicated pixel/vertex shader pipeline. With Shader Model 5.0 depth-of-field is accelerated with a Compute Shader, offering very high quality depth-of-field.
  • Tessellation Support - Tessellated and normal-mapped rocks and rocky-terrain surfaces (requires Shader Model 5 support). Up close to the camera rocky terrain surfaces are visibly more detailed and realistic.
  • Anti-aliasing support

General fixes (includes single player and multiplayer fixes)

  • Tweak on Alt-F4 fix
  • Fixed firing-arc overlay for blinding grenades to show minimum range
  • Slight changes to the intercept for igniting buildings
  • Fix for battlefield dominance being awarded to both players
  • Fixed triggers for the Elusive Strikeforce and Inspiring Counterattack achievements
  • Legendary force achievable in single player
  • Fix for stacking effects
  • Ninja hiding tweaks
  • Change to how victory types are assigned so that Heroic victories are a bit rarer (they're the most common now) and decisive / close are more common. Pyrrhic can be more common than before
  • Fixed entities floating outside castle wall when they get knocked down or knocked flying while climbing off the top of walls
  • Fixed bug with looping transition animation due to move orders with invalid path locations being spammed by the squad repeatedly
  • Capture buildings cache if the building was captured from held before telling the Aide de camp
  • Improved torch caching
  • Fix for crash in battlefield zone cursor intersection
  • Adjustment to AI to make it more difficult for the AI to use cavalry against spearmen
  • Fix for drop-in ambushes not starting if the player under ambush presses 'Start Battle' first
  • Ship banners are now appearing correctly in replays
  • Fix for men staying at the bottom of the walls when they are attacked whilst climbing
  • In naval replays, some ships' flags were appearing in the wrong colours, now fixed
  • Order to burn down a building now finishes if the building is destroyed by other means
  • Fix to rare crash when placing mines in naval battles
  • Experience system revision: experience-level thresholds rebalanced to allow for faster overall level-progression. Per-unit-type threshold multiplier introduced that scales the thresholds to compensate for differences in the damage output of different unit types. AI experience levels now fully derived from combat (the AI experience boosting mechanism has been removed).
  • Updated pre-battle speeches to take greater advantage of available situational information
  • Grass and scrub no longer gets in the way of the camera during pre-battle speeches
  • Armies sharing the same deployment zone are no longer deployed on top of each other by default
  • Fixed bug in tracking-camera caused by restricted camera behaviour activated by Legendary difficulty mode
  • Improved first-person camera and projectile camera: time dilation effect is now relative to projectile speed. Artillery engine crew now trigger the projectile camera when their engine fires. Projectile camera remains stationary at the projectile's terminus to allow the player to see the results
  • Pre-battle speeches now distinguish between multiple causes of the gates being forced open at the start of the battle
  • Adjustments to morale calculations, dependent on who is in control of an army and in what context. Allows for fine-tuning of morale calculations separately for single-player humans, multiplayer humans and AI armies
  • Improved the calculation of unit combat status. This corrects errors in the reporting of a unit's tooltip win/loss state, and also fixes some issues in the unit morale calculations that use this status information
  • New weather gameplay effects added: Fog now causes a range penalty to all missile units, and causes non-commanding units to be hidden at a distance of 600m or more, even if they are out of cover
  • Fixed issue where the Total War camera sometimes snaps downwards when switching the camera type and/or starting a transition. (This was particularly evident at the end of the pre-battle cinematic)
  • Fixed issue in reinforcements system that allows multiple armies to feed more units into one army than is allowed on the battlefield
  • Fixed crash-bug caused by placing Yari Ashigaru into pike wall formation, then incrementing/decrementing their formation width and moving the unit before ending the deployment phase
  • Fixed issue that allowed siege defenders in 'fight to the death' mode to continue fighting in the end phase of battle after their fort was successfully captured by the attacking force
  • Pre-battle speeches are now disabled in custom battles if the player does not field a General
  • Fixed crash bug where the Stand and Fight special ability was used in a custom battle on a general unit that had been removed and re-added to the battle setup
  • Fixed crash bug resulting from construction of an RTS camera with specified position
  • Fixed crash bug that could sometimes occur when the FPS camera's context-entity died
  • Cinematic camera movement speed is no longer height-relative. This allows for greater control and adjustment of camera positions in the cinematic editor
  • Fixed flaw in unit logic that could cause a crash in the multiplayer lobby when interacting with a veteran unit that has zero men.
  • Pre-battle speeches now allow for minor clans to be playable.

Naval combat

  • Fixed intercepting with surrendered ships
  • Fixed ships getting stuck on the edge of the battlefield
  • Fixed sail-configuration not fully working when using speed-up
  • Fixed enemy naval mines being visible in deployment
  • Hull-damage indicators now consistent across campaign and naval battles

Audio

  • Audio rebalancing
  • Added projectile injury sounds
  • Added special ability UI sounds
  • Added new unit melee sounds (male/female units, swords/spears, mixed)
  • UI sound when unit ordered to climb wall
  • Naval mines trigger launch sound
  • Front-end seasonal sounds to match scene
  • Fixed problem with music not playing on custom battle screen
  • Music volume now defaults to 75%
  • Fixed rare issue with sounds not triggering after extended gameplay
  • Separate sounds for female units
  • Added reverb for distance sounds
  • Fix for host being able to hear UI sounds for units that have been gifted to another player
  • Fixed move-UI sound being played instead of attack-UI sound when choosing artillery bombardment location
  • Added new sound when buildings selected in campaign map
  • Aide de camp now supported during pre-battle speech

User interface

  • Fix for some effect-bundle tooltips being cut off
  • Fixed finance summary profit totals
  • Fixed radar map image not updating when new clan discovered, and fixed rebel-owned region tooltip
  • Fixed front-end camera transition
  • Fixed mpc win movies showing same faction for both allies
  • Fixed radar flee- icon crash bug
  • Changed public-order display on finance panel to show current factors (rather than predicted)
  • Re-enabled slider for mission-event text
  • Fix to block co-op tax exemption exploit
  • Fixed assassination-movie location bug with garrisoned generals
  • Fixed bribe/move options panel text
  • Fixed mpc multi-turn move diplomacy panel exploit
  • Added extra update for diplomacy 3D model view
  • Fixed avatar snapshot uploading so that it only occurs when avatar changes
  • Made regions with imminent rebellion flash red on public order maps
  • Changed 'become shogun' event message into a movie popup
  • Mousing-over factions in diplomatic relations now previews faction details
  • Fixed avatars with bow-skill not loading customised model into battles
  • Added display of convalescing characters into radar list
  • Fixed agent options crash bug
  • Customised avatar of opposing player in MP battles now loading correctly
  • Fix for saving replays in results screen
  • Battle-regroup flag now has tooltip and is shown on radar
  • Fix for cards getting stuck to cursor
  • Enabled right-click on multiplayer units to show encyclopedia
  • Made selected cards more recognisable
  • Minor chat fixes and polish
  • Fixed toggling of group-behaviour
  • Text input improvements
  • Added timer to special-ability buttons to display cooldown in minutes/seconds when mousing over
  • Morale and charge bonus icons now show correct images on unit-information panel, and now show in campaign
  • Weather/Waiting panel in battle now gives details on effects current weather will have on battle
  • Added extra guarding for accessing model to prevent potential crashes
  • Modified drag-out behaviour so if user holds CTRL while dragging out units, they will walk to destination

Battle camera

  • Fixed bug in historic battles where the camera would be left in cinematic mode after the end of the intro cutscene (particularly in Okehazama where it never returned to normal)
  • Sekigahara and Okehazama historic battle in-game cutscenes are now skippable
  • Heat haze in Nagashino historic battle reduced

Campaign map (some singleplayer, some multiplayer)

  • Katana cavalry is no longer immune to attrition
  • Wako trade ships upkeep cost reduced (to match other trade ships)
  • Various fixes in general's retainers
  • Increased chance of critical success for successful actions
  • Slightly increased the value of resources not traded away
  • Changed general skill 'strategist' to award the movement extension instantly (not just in the beginning of a new turn)
  • Fixed issue where rebellion in regions could happen without prior warning of unrest
  • Fixed issue where rebellion could happen in region on the turn after it was captured
  • Finances map now shows regions that will rebel next turn as flashing. Tax-exempt regions with negative public-order value also flash
  • Movement-distance display now updated when skills applied
  • Random first-level art picked for research in first turn if researching nothing
  • Accuracy mod bonus applied correctly
  • Fix for issue where double-click on character skills could make skill points get lost
  • Added preferences variable to control campaign-camera edge-scroll delay
  • Re-added 'trade route raided' messages
  • Fixed navies being deregistered from trade nodes when the commander dies
  • Trade-route raiding now updates when war declared
  • Fixed predicted number of turns for replenishment
  • Fixed issue that wouldn't always allow navy-merging very close to trade nodes.
  • Fixed rare lockup with agent acting against garrisoned settlement
  • Fixed Namban trade port not updating number of available trade routes correctly
  • Fixed path-finding state bug which could leave armies unable to move for a turn.
  • Fixed inability to disembark army from navy in port which is under blockade.
  • Fixed negative bonus-value modifiers for looting
  • Fixed instance of trade route removal not cancelling existing raids
  • Fixed rare disembark-at-port problem
  • Reordered code on becoming Shogun to prevent inappropriate messages being issued
  • In Diplomacy, probability of acceptance is now reported as high for gifts
  • Fixed crash in family-system after adopting uncle back into family
  • Workaround for bad path-finding data in starting position
  • Fixed rare lockup where army disembarks from navy into zone-of-control in player settlement, the navy is too close to a third party neutral navy, and the player declines to attack the disembarking army
  • Fixed rare load-crash when loading a pre-battle save game during an AI turn when that AI had previously issued a multi-turn order that involved an army disembarking from the navy in a future turn
  • Agents will no longer play multi-turn action animations if the player cannot afford the action
  • Autoresolve battle visual fix: army cannot drop to zero soldiers before the last round
  • Night battle support for pending battle power-bar. Will update if night battle is selected (and if the UI queries the value again)
  • Autoresolver will destroy or capture ships that are too weak to be used in battle
  • Repairing a ship in a port no longer invalidates its hull panel information.
  • Fixed a glow under the shroud when a castle is under siege
  • Kyoto has an additional defence bonus in the autoresolver
  • Improved defensive behaviour of single-region clans when building up forces to attack
  • Improved force conglomeration when pulling in defensive forces from distant regions
  • Fixed Bribe and Demoralise action-usage
  • Fixed naval-repair behaviour
  • Fixed minor clan alliance-breaking behaviour
  • Fixed a number of issues that may lead to corrupted save games
  • Fixed a number of AI-recoverable lockup issues
  • Fixed number of AI/model positional inconsistencies
  • Some efficiency improvements
  • Fixed case where ninjas could end up standing on top of each other
  • Fixed issue with not being able to back out of a sally-out attack
  • Fixed issue with not being able to withdraw from an attack against an army that is standing very close to a castle (but not besieging) when the attacking army is inside that castle
  • Fixed various issues with agents remaining in castles or armies they shouldn't be in after creating a vassal or bribing an army or castle
  • Fixed AI lockup involving agents attempting to join a force that already contains three characters
  • Fixed not being able to issue an order to blockade a port when the cursor was over a navy inside that port
  • Fixed rare crash in recruitment system where armies could end up with the wrong unit leading the force
  • Fixed issue with being unable to issue orders to agents inside a castle
  • Improved recruit-to-general performance, especially when clan has a very large number of regions
  • Sabotage Building action now applies a varying amount of damage linked to the ninja's skill
  • Fixed rare bug of a new Daimyo spawning a castle where a battle had just occurred, forcing the battle to be fought again
  • Fixed spawned Ashikaga clan armies appearing on top of Ninjas
  • Agents can no longer be recruited within besieged settlements
  • Reinstated missing realm-divide event-log entry
  • Fixed generals defecting to Wako or European Traders
  • Fixed issue with AI not correctly issuing Demoralise and Bribe orders
  • Fixed rare crash bug where merge-cursor would appear when the cursor was over a farm or special building, when the user had a navy with an agent onboard selected
  • Fixed night battles being able to exclude a human player from participating in a battle
  • Fixed lockup when carrying out a bribe action when another character is moving
  • Building Sabotage events now show region name
  • Fixed rare crash involving ambushers standing on top of each other
  • Fixed Generals enlisted statistic so it takes into account generals acquired via dilemmas
  • All newly recruited Geishas will be between 18 and 25 years of age
  • Agent options dialogue no longer appears if the target army is in the same clan but already contains the maximum number of agents
  • Removed gap in Agent Indicator flag on enemy army which signified Ninja presence
  • Fixed bribed armies not ending their siege
  • Fixed armies created via Incite Revolt appearing on top of the monk that incited the revolt
  • Fixed rare crash in matched animations on campaign map

Units

  • Removed passive 'encourage friendly morale' bonus from General's units
  • Increased flanking morale-penalties
  • Changed casualty morale-penalties to be smaller at low casualty levels, and higher at large casualty levels
  • Reduced siege-unit accuracy
  • Increased detonation-radius on fire rockets
  • Inspire ability bonus to morale reduced to 10 from 12
  • Inspire ability bonus to accuracy reduced to 15 from 40
  • Inspire ability bonus to reload reduced from 50 to 20
  • Inspire ability bonus to melee attack reduced from 7 to 3
  • Rapid Volley reload-rate bonus reduced from 70 to 30
  • Whistling Arrow penalties to units reduced
  • Fixed Hattori Daimyo's portrait in campaign
  • Tweaked AI recruitment-priorities so more clan-specific units are recruited
  • Added in missing bridge map from Iwami province
  • Fixed errors with some Yari Ashigaru unit morale values, so clan specific versions now always have higher morale than generic versions
  • Increased multiplayer costs of Cannon Bune and Nihon Maru to 4000 and 5000
  • Morale for multiplayer Warrior Monks reduced by 2
  • Multiplayer Naginata Warrior Monks melee attack reduced by 3
  • Bow Cavalry multiplayer cost reduced to 650
  • Katana Cavalry multiplayer cost reduced to 800
  • Yari Cavalry multiplayer cost increased to 850
  • Fire Projecting Mangonels multiplayer cost increased to 1500
  • Fire Rockets multiplayer cost increased to 1800
  • European Cannons cost increased to 1500
Eurogamer


A spokesperson for Sony Japan has warned that PlayStation Network may not be fully operational again until 31st May.


Shigenori Yoshida told Bloomberg that the plan was to "restart services fully" by that day.


As of today, PSN has been offline for 19 days. The service went down on 20th April.


Should the PSN restoration go the distance, the online platform will have been unusable for 41 days.


A phased restoration of PlayStation Network was supposed to happen last week.


On Saturday, however, Sony announced (via the European PlayStation blog) a delay to this strategy brought on by the breach of Sony Online Entertainment's servers.

As you may know, we've begun the process of restoring the service through internal testing of the new system. We're still working to confirm the security of the network infrastructure, as well as working with a variety of outside entities to confirm with them of the security of the system. Verifying the system security is vital for the process of restoration. Additional comprehensive system checks and testing are still required, and we must complete that process before bringing the systems online.

As you've heard us say, our utmost priorities are the security of the network and ensuring your data is safe. We won't restore the services until we can test the system's strength in these respects.

When we held the press conference in Japan last week, based on what we knew, we expected to have the services online within a week. We were unaware of the extent of the attack on Sony Online Entertainment servers, and we are taking this opportunity to conduct further testing of the incredibly complex system. We know many of you are wanting to play games online, chat with your friends and enjoy all of the services PlayStation Network and Qriocity services have to offer, and trust me when I say we're doing everything we can to make it happen. We will update you with more information as soon as we have it. We apologize for the delay and inconvenience of this network outage.

Eurogamer

Test Drive Unlimited 2 owners will be treated to loads of free new content and bug fixes any day now.

The Exploration Pack adds 20 new events, including new event types Extreme Convoy and Timed Convoy; two new cars - a Lancia Stratos version Rallye and and Dodge Charger 1969; three Discovery levels; an outfit for men and women; two multiplayer races; 3D functionality for PC and PS3; and a Help Channel for TV Media to explain the changes.

Namco Bandai told Eurogamer this morning that there is no concrete date for the update's arrival. Sounds as though the publisher is waiting to hear back from Microsoft and Sony certification. Could be any day. The PC version hasn't yet been added to the DLC Store on the official Test Drive Unlimited 2 website.

Coinciding with the free Exploration Pack are a horde of bug fixes and gameplay tweaks. The full list is below.

Gameplay improvements

  • Players can sell their cars in the used car dealer (including cars won in duels)
  • Effect of collisions with rocks and trees is now less severe
  • Instant challenges have been tweaked to exclude very short or very long races
  • Cruising as a passenger now unlocks roads
  • Lower car-road impact sounds
  • New restrictions on MP races (to stop the prevalence of top end cars in all races)
  • Session lost messages are now more descriptive
  • Koenigsegg CCXR performance tweaked to be competitive with Bugatti Veyrons
  • Y axis inversion option added
  • Additional race restrictions added to avoid Bugattis having complete dominance
  • Lobby: Club cars are now allowed in multiplayer and solo modes
  • We scrutinize savegames for specific hacks and take measures when they are detected
  • Nat info text displayed on the Start screen if a potential network configuration problem is detected
  • Lobby: With/Without collisions info added
  • Lobby: Inner club & club vs club info icons added
  • Players can now cancel on the search games loading screen
  • [PC] Chat window moved and positioned according to the game mode
  • [PS3] Mic & Voice IP options added
  • [X360] It is now impossible to join a ranked match once it has started
  • [X360] Rich presence is now more descriptive, based upon what players are doing in the game

Bug fixes

  • The update includes fixes for the following documented bugs:
  • Cars can be launched into the air by glitches in the road
  • Cars can end up in the sky if the player goes to the map while their car is falling
  • Possible to get through walls/scenery by going in and out of map mode
  • Unable to enter sessions with a co-driver
  • Cars sometimes turn invisible
  • Unable to start a multiplayer race with the Caterham Superlight R500
  • Unable to play club races with club cars
  • The Final Cup can be repeated to earn the grand prize an unlimited number of times
  • Missing car door interior when switching to some low-res models
  • Stickers not appearing when in a friend's garage
  • Invisible avatars immediately after a club upgrade
  • Hawaii - collision problem on the "Hydro House"
  • Collisions problems in many sectors
  • Infinite loading in sticker shop when no more storage space is available
  • Crash when loading a photo in MyTDUHouse
  • Crash at the end of chase mode online
  • Crash at end of a duel
  • Crashes in chase mode & freeride
  • Crash when exiting a championship challenge
  • Other random crashes
  • Sticker shop: Matt paint available twice, replacing metallic as an option
  • Mylife Info : Incorrect number for clothes (collector box) & road unlocked (cruising box)
  • Pause menu: MyLife and Player info incorrect for levels higher than 60
  • Gameplay icons not removed when you press start on the results screen
  • Wrecks: Instant Challenge invites still active when opening wrecks popup
  • Map : Players sometimes displayed at the top-west corner of the map, in the sea
  • News: Not possible to delete news items
  • Club member list not updated when the president fires someone (members not notified)
  • Disappearing GPS road sections on Hawaii
  • Logitech on-wheel LED not accurately representing RPM and engine danger zone
  • Unable to sell pre order and DLC cars in game
  • [PS3] Logitech wheel issues
  • [PS3] Possible to get stuck in an invalid session
  • [PS3] The Ranked Matches search results not correct
  • [X360] Problems caused by changing devices
  • [X360] Players can get kicked out of sessions for no reason
  • [X360] Crash when selecting a challenge icon very quickly on the map
  • Casino: Rankings not appearing correctly
  • Casino: Roulette exploit
  • Casino: Crash on slot machines when another player wins a jackpot and leaves the room
  • Casino: Crash at level 10 cut-scene
  • Casino: Crash when you use back on track at the entrance to the Casino in Hawaii
  • Casino: Changing profile when you win a car makes it impossible to win or purchase cars
Eurogamer


Zumba Fitness has toppled Portal 2 to regain the UK all format chart's coveted top spot.


Nintendo 3DS submarine strategy Steel Diver - the first Nintendo title to launch for the system since March - failed to chart.


Assassin's Creed-esque fighter The First Templar is also nowhere to be seen.


Sniper: Ghost Warrior avoids the bargain bin - its enhanced PlayStation 3 port managed 15th place, despite seeming like a long shot.


The top 10 remains largely unchanged, with second place Portal 2 and third to finish Mortal Kombat shuffling down accordingly.


Call of Duty: Black Ops is fourth, while LEGO Star Wars III, FIFA, and Operation FlashPoint rearrange themselves into fifth, sixth and seventh, respectively.


Nintendo's own fitness title Wii Fit: Plus remains healthy in eighth. Pokémon Black leaps back into the top flight with Wii dance title Just Dance 2 to fill ninth and tenth.
















































































































































































































This Week Last Week Title Platform(s)
1 3 Zumba Fitness: Join the Party Wii, Xbox 360
2 1 Portal 2 Mac, PC, PS3, Xbox 360
3 2 Mortal Kombat PS3, Xbox 360
4 5 Call of Duty: Black Ops DS, PC, PS3, Wii, Xbox 360
5 6 LEGO Star Wars III: The Clone Wars 3DS, DS, PC, PS3, PSP, Wii, Xbox 360
6 7 FIFA 11 DS, PC, PS2, PS3, PSP, Wii, Xbox 360
7 4 Operation Flashpoint: Red River PS3, Xbox 360
8 8 Wii Fit Plus Wii
9 12 Pokemon Black DS
10 10 Just Dance 2 Wii
11 13 Michael Jackson: The Experience Wii, PS3, Xbox 360
12 14 Pokemon White DS
13 27 Red Dead Redemption PS3, Xbox 360
14 23 Virtua Tennis 4 PS3, Wii, Xbox 360
15 Re-entry Sniper: Ghost Warrior PC, PS3, Xbox 360
16 11 Crysis 2 PC, PS3, Xbox 360
17 9 Homefront PC, PS3, Xbox 360
18 20 LEGO Harry Potter: Years 1-4 DS, PC, PS3, PSP, Wii, Xbox 360
19 26 Shift 2: Unleashed PC, PS3, Xbox 360
20 17 Kinect Sports Xbox 360
21 15 Tiger Woods PGA Tour 12: The Masters PS3, Wii, Xbox 360
22 16 Wii Sports Resort Wii
23 19 Assassin's Creed: Brotherhood PC, PS3, Xbox 360
24 24 Test Drive Unlimited 2 PC, PS3, Xbox 360
25 34 Football Manager 2011 PC, PSP
26 25 WWE All Stars PS3, PSP, Wii, Xbox 360
27 22 Carnival Games: In Action! Xbox 360
28 21 The Sims 3 DS, PC, PS3, Xbox 360
29 Re-entry Donkey Kong Country Returns Wii
30 30 Wii Party Wii
31 18 Dragon Age II PC, PS3, Xbox 360
32 29 Guitar Hero: Warriors of Rock PS3, Wii, Xbox 360
33 33 Batman: Arkham Asylum PC, PS3, Xbox 360
34 36 Just Cause 2 PS3, Xbox 360
35 28 Fight Night Champion PS3, Xbox 360
36 35 Art Academy DS
37 40 Pro Evolution Soccer 2011 3DS, PC, PS2, PS3, PSP, Wii, Xbox 360
38 37 Halo: Reach Xbox 360
39 Re-entry Call of Duty 4: Modern Warfare PC, PS3, Xbox 360
40 Re-entry Just Dance Wii

UKIE Games Charts compiled by GfK Chart-Track.

Eurogamer


A well-placed source within Sony has told Eurogamer that a PlayStation 3 security exploit used to steal content from the PlayStation Store was known about within the company "for years" prior to the recent PSN outage, although the two events were not linked.


"The security flaw that allowed the Rebug content exploit was known for years," the source explained. It was "unaddressed based on the belief that the PS3 system itself was unhackable".


Rebug is a custom firmware for PlayStation 3 that uses a series of system software patches to re-enable functionality that should only be available to debug versions of the console, including access to the so-called 'sp-int' developer network, used to road-test online functionality during a game's production.


The developer network allows legitimate developers to use placeholder credit card details to purchase content from the consumer-facing PlayStation Store for testing purposes, but hackers used it to steal content, effectively defrauding Sony and content creators.


The source suggested that the exploit was not considered an issue for as long as the PlayStation 3's firmware itself could not be tampered with.


The release of PSJailbreak last year changed that, but despite knowledge of the issue it was not addressed by Sony's engineers until the emergence of the Rebug firmware many months later.


While damaging, it's important to note that this security hole was completely separate from the breach that caused Sony to suspend the PlayStation Network in late April this year.


However, it is understood the Rebug exploit will also be fixed by the current maintenance work, which sees PSN's security infrastructure being rebuilt from the ground up, and which remains ongoing.

Sony declined to comment when contacted by Eurogamer.

Eurogamer


iPhone and iPad maker Apple is the world's most valuable brand, according to a new report.


It overtook search engine Google, its brand value climbing 84 per cent in the past year to $153.3 billion, the BrandZ 2011 rankings by Millward Brown reveal.


The switch ends Google's four-year reign at the top. Google's brand value fell two per cent to $111.5 billion.


IBM is third, McDonald's fourth. Elsewhere social network Facebook is number 35, with a brand value of $19.1 billion. Amazon is 14th, Wal-Mart is 15th. 12 of the top 100 global brands were from China.


Apple's top spot position reflects its continued growth and stunning sales. In the last financial year it launched new versions of the iPhone and iMac. Recently the iPad 2 launched – and immediately sold out.


"It's clear that every single Apple employee, from Steve Jobs and Tim Cook to the summer interns, see protecting and nurturing that brand as a top priority," Millward CEO Eileen Campbell commented.


"Tablet computing also drove value growth not just for Apple, but also for the providers who support yet another networked device."

Video:

Call of Duty®: Modern Warfare® 2 Gameplay Trailer


The editor of topical discussion show The Wright Show has defended last month's 'Do shoot 'em up games lead to real violence?' episode in which panellists linked video game violence to real world violence.


During the show panellists associated 22-year-old murderer Leon Dunkley's London gun rampage with violent video games, and celebrity Anne Diamond dismissed research suggesting there was no link between video games and real world violence.


Jailed for life Dunkley murdered a 16-year-old girl after she went to buy pizza.


UK consumer group Gamers' Voice had accused The Wright Stuff of favouring "uninformed statements and sensationalist representation over a balanced look at the issue" in a letter sent to the UK broadcaster.


"We always make every effort to ensure that discussions on controversial subjects are fair and balanced, and I am happy that we did so on this occasion," Caroline Davies, editor of the Wright Stuff, wrote in a response.


"We are, however, an open access current affairs discussion programme and are strongly committed to fostering robust debate and the expression of strongly held opinions. We are the only such programme on British television.


"We always aim for balance but what we will never do is suppress the expression of legitimate and reasonable opinions simply because we disagree with them.


"Matthew in fact felt they [video games] were not the cause. So far as the research is concerned, he repeatedly stressed that this is inconclusive."


Gamers' Voice has written to regulator OfCom over the showing of a clip from 18-rated Activision shooter Call of Duty: Modern Warfare 2 at 10.30am on Thursday 14th April – before the watershed.


Davies defended the decision. "We did feel it was essential to use a short clip to illustrate the discussion; many of our viewers are not gamers and it may have been meaningless to them otherwise. It was editorially necessary, but very short, and as you point out, a game image rather than real violence; indeed, in the light of your comments I do not really follow your objection to its inclusion, but as you have referred this to OfCom we will await their response. I am satisfied it was well within the relevant guidelines."


Despite Channel 5's response, Gamers' Voice chairman Paul Gibson remains unsatisfied and awaits word from OfCom on its complaint.


"Whilst their response puts great emphasis on the experience and 'credibility' of the panellists by claiming that they are 'intelligent and reasonable people' they do not in any way refer to the inflammatory and quite frankly insulting remarks made regarding gamers in general," he said.


"Our complaint to OfCom remains a live issue however, and we look forward to the results of that complaint in due course. Overall we are pleased that Channel 5 have taken our complaint seriously and have performed this review. Even though they do not acknowledge any wrongdoing, we hope that our action will cause the broadcasters and the presenters to carefully consider their statements and subject matter in the future."

Eurogamer


There's a scene in Die Hard 4.0 where John McClane propels a car into the air and brings down an enemy helicopter. I remember sitting in the cinema, watching this ridiculousness unfold and hearing audible groans from the audience.


Part of me was cringing. Part of me was thinking, "Hang on! I'm sure I've seen this happen before..."


It became clear to me moments later. This was a scene from Probe Entertainment's Die Hard Trilogy, the video game which debuted on the PlayStation in 1996 and featured a separate game based on each of the first three films.


The Die Hard With a Vengeance portion sees you speeding around NYC in a taxicab, trying to defuse bombs against the clock. In the final stage you have to bash the boss's helicopter out of the sky by hitting a series of jumps.


Maybe the Die Hard 4.0 scriptwriters had played the game and included the scene as a nod to the guys at Probe? Die Hard Trilogy was, after all, one of the most popular and well known titles in the PlayStation's early years.


The game is memorable because it's so brilliantly bonkers and over the top it makes the films look tame in comparison. As such, the car versus helicopter scene in the game seemed perfectly acceptable, whereas in Die Hard 4.0 it's laughable.


The game starts as it means to go on, with the carnage level cranked right up. The Die Hard portion is a third-person shooter set in the Nakatomi Plaza. Before you've even made it out of the car park beneath the building you're knee deep in dead bodies, there's blood everywhere and people are running around screaming and on fire.


The action continues in the same vein as you move up the building, floor by floor, taking down terrorists and rescuing hostages. Every so often you encounter a boss. You really can't miss him as the word 'BOSS' is floating above his head in large red letters. The game is about as subtle as McClane himself.


For Die Harder, the style switches to a first-person, on-rails shooter set in Dulles International Airport. Here the gameplay is even more frantic - the waves of onrushing enemies never let up for a second.


Sega's Virtua Cop is an obvious influence and the game does support a light-gun controller as well as the official PlayStation mouse (remember that?). But whichever control method you use, Die Harder is a tough challenge. It's almost impossible to reach the later levels without using one of the built-in cheats.


Die Hard With a Vengeance is tougher still. The time limit you have to reach each bomb is super strict and a single wrong turn or unexpected accident often leads to failure. It maybe the most difficult of the three offerings, but it's also the most fun as you can just burn around the city, crashing into stuff and watching the game's crazy physics come into play.









Plus it features one of those golden video game moments that everyone who's played it instantly remembers. That's right: driving into pedestrians, accidentally on purpose, and watching their bodies flip into the air as McClane quips, "Sorry pal!"


Even better: switch to the in-car view and watch as blood splatters onto the windscreen and briefly obscures your view before the wipers wash it away. Not since Turbo Esprit on the Spectrum has mowing down innocent people been so hilariously wrong.


As with many early PlayStation games, the 3D visuals haven't aged too well. The lumpy, polygonal people are particularly comical. But Die Hard Trilogy remains a supremely fun game that shoehorns in an enormous amount of value.


If the three games had been released separately, you'd imagine that each one would score around 6/10. So whacking them all on one disc as a single release was beyond generous.


A few years back I was lucky enough to meet up with Simon Pick and James Duncan, two former Probe employees who were part of the Die Hard Trilogy team. The pair have been in the industry since the 8-bit days and have worked on loads of games, yet both revealed that Die Hard Trilogy was the one title on their CVs that always received the most interest. "You did that?!", people would ask, before immediately bringing up the blood on the windscreen bit.


I did exactly the same thing and they told me how the game's development was a real kitchen sink affair. Members of the team were constantly throwing ideas in the mix: "Let's blow this up!", "Let's set fire to that!"


There was no development document as such. Probe boss Fergus McGovern was happy to let them get on with it and Twentieth Century Fox wrapped nothing in red tape.


But I knew all this already, as it's all up on the screen in plain view. Die Hard Trilogy is transparent and unpretentious. It's clearly the product of impassioned developers given the freedom to go off and do whatever the Hell they want.


Pick and Duncan did tell me one surprising thing, though. At Probe it was actually a tale of two trilogies, as Alien Trilogy was in development in the same building at the same time.


The Alien team was larger and more experienced, and the general feeling was that their game was more likely to succeed. The Die Hard team was even nicknamed 'Try Hard' by some, due to its hugely ambitious plan to create three distinct games.


By comparison, Alien Trilogy was solely a first-person shooter. While it was decent enough and fairly atmospheric, it lacked the raw thrills and sheer variety of Die Hard Trilogy. Maybe the Alien team should have been dubbed 'Try Harder'...

...