The guns have fallen silent in 2007's Warhawk. Not long ago it was a continual cycle of Battlefield-style multiplayer tangles between troops, tanks and futuro-planes. Now, due to our cruel PSN-enforced absence, the Eucadian and Chernovian armies have little to do but share the occasional cigarette, take a football into the no man's land that lies between CTF points and begin to wonder whether they're not so different after all.
In a distant time and far away place, however, new trouble is brewing deep in space. Sequel Starhawk is about to provide a fresh battle in a new universe a full price game that brings a coherent solo campaign into the mix alongside a fascinating, almost RTS-styled, approach to base-building.
Oh, and aerial combat with Hawks that look like Panzer Dragoon, Transformers and a Peregrine Falcon freaked out and had crazy babies. (Itself a rather uncomfortable experience for what is, let's not forget, an endangered species).
Starhawk takes place on the edge of space a frontier where a sprawl of moons and planets have a magic blue substance called Rift Energy sloshing around their insides. Something of a Gold Rush has built up around this energy, and many and varied unshaven space-types are laying claim to the Rift Geysers that litter the area. If you've got the Eyes of the Starhawk, you may well notice that this is a game that's very much crossed into full-on Firefly, Borderlands and Bravestarr territory.
Far from being a simple blue splodgey source of renewable power, however, Rift Energy has the power to turn men mad, melt their face, elongate their bones and inflict a somewhat sinister fashion sense.
Those overly exposed to Rift Energy, then, have formed roving Outcast warbands devoted to seeking out geysers, worshipping them and massacring their former workmates and loved-ones.
It's down to the solo game's hero, Emmett Graves, to travel from space system to space system and geyser to geyser fending off the Outcasts and securing the energy so his fellow colonists can convert them to filthy lucre.
He can do this because Emmett is the only man alive to have been infected by the Rift with his mind intact. Though it did leave him with a manky right hand and the ability to suck Rift Energy into a handy backpack.
As he runs around various arenas pulling off satisfying and meaty violence on Outcasts (sniping, chucking grenades, machine-gunning and occasionally resorting to actual bodily harm), Rift Energy leeches out of his fallen foes and into his own body.
So far so generic, but the way this energy can be used is genuinely fascinating. It's a gameplay tool well-used in both the single-player campaign and the franchise's familiar online skirmishes.
Starhawk's levels aren't comprised of linear sequences of Outcasts hiding behind explosive crates. They're large circular arenas in which Graves must fight off waves of enemies being beamed into the environment, while he busies himself with various objectives across the map.
From the top-down each mission essentially looks like a Venn Diagram of hurt, with various hotspots of enemy activity appearing and converging to capture geysers and destroy your structures.
Using Graves' stockpiled Rift Energy you can call down defences from an orbiting ship causing buildings to rain down from the sky, slam into the ground and hastily construct themselves. In essence Starhawk presents a third-person hero with an RTS toolset to fend off his foes. This is essentially the game that EA should have made for Command and Conquer five years ago.
You can pull all manner of neat stuff down from the heavens. Communication towers that provide AI controlled allies to fight your cause, walls that hem the tide of enemy assaults, turrets that safeguard particular areas... And as the warfare escalates then 4x4-harbouring Garages and Hawk platforms will inevitably be required.
Missions generally begin with Graves infiltrating a troublespot on his lonesome, and end with him swooping through the skies in missile-toting mechanical bird, above a map littered with AI-warfare and an RTS base of his own design.
The multiplayer aspect utilises a similarly impressive system, where the 'kill to build and build to kill' ethos rings especially true. Every player can hover a green blueprint over a patch of their team's end of the map, and quickly bring down base-building essentials.
You could, say, block off an access route to your flag with a few walls then upgrade one so it becomes a gate that will only accept your side's traffic. Alternatively, with a little more juice, you could bring down a garage complete with a 4x4 for you and your buddies to take on a flag-cap run. This will then allow other team-mates to purchase vehicles from it with hard-fought rift energy.
It's a great system; essentially a streamlined and third person grandson of the all-too-often forgotten Battlezone remake that was released on the PC way back in 1998.
At the moment, however, it also needs a little tweaking every game should end with colossal bouts between Hawks either stomping around like grumpy robots or careening through the skies, but it's easy enough for a griefer to build a maze of walls instead to fill up a team's building quota (of 16) and deny others the fun stuff.
Buildings can, of course, be demolished but developers Lightbox still have a job on their hands to ensure StarHawk's constantly changing playing field is also a constantly level one.
Despite the addition of single-player, it's clear that multiplayer still rules the roost with the developers desperate to throw in every attributable community and gameplay function they can imagine.
Good moderation, great match-making, clans, leaderboards, tournaments, android phone apps that talk directly to what's happening in the game world... It's clear that Sony would dearly love, and perhaps expect, Starhawk to go supernova.
The game's hero and rather contrived back-story don't entirely convince yet but there's little doubt that the game's systems work well and that when you play with the right people, the multiplayer is even more of a hoot than last time round.
What's more, with a 2012 release date planned, we still have ample time to start a polite letter writing campaign pleading for the DLC to be set on earth, called TerraHawk and have a collection of eighties string puppets as playable characters. And, indeed, time for Sony to get around to turning PSN back on...
Sony has announced fast-paced third-person shooter Starhawk, the PlayStation 3 exclusive follow-up to Warhawk.
Starhawk, due out in 2012, is being developed by LightBox Interactive, the studio set up by Dylan Jobe and other ex-members of Incognito Entertainment, and Sony Santa Monica.
Warhawk launched as a Blu-ray and digitial download. Starhawk, however, will be released as a Blu-ray retail only. Unlike Warhawk, Starhawk features a fully-fledged single-player campaign as well as the multiplayer portion the series is known for.
Players assume the role of Emmett Graves, a Rift miner turned gun for hire altered by Rift Energy, found on the outer reaches of space. The enemy faction is the Outcast, humans turned into monsters following exposure to Rift Energy.
The game has a Wild West in space look and feel. Graves goes in search of his outlaw brother, the leader of the Outcasts. Levels are large and open, designed to offer dynamic gameplay with AI that adapts to the player's actions.
The gameplay hook this time is an RTS-lite element called "Build and Battle". As players kill enemies and other players they gather resources, spent on calling down structures from orbit and placed down on the battlefield as they see fit.
Structures include walls, gates, turrets and landing pads for vehicles. Structures can be demolished, too.
On the multiplayer side, Starhawk features 32-player matches, up to four-player online and offline co-op play, and split-screen gameplay within multiplayer and co-op modes against an endless attack of enemies.
The game supports tournaments, leaderboards, clans and additional friend list and quick matches. There's a community events calendar, ticker tape updates, and plans for a Starhawk Android app.
Development began after Incognito finished work on the Warhawk expansions. LightBox was in pre-production for over a year-and-a-half.
Does Starhawk represent the future of RTS?
"That's a bold statement," Jobe told Eurogamer at a recent press event in London. "I don't know. I'm a StarCraft freak and I love RTS games. A lot of games that have RTS elements suffered from problems because they were RTS teams that were trying to do shooters.
"In one meeting with executives, Sony said, 'What's interesting about your approach at LightBox is you're a shooter team trying to bring over some RTS elements, and that allows the soul of your game to still be a fast-paced shooter and not be about management.'
"One of the maxims we've always told our team was, building something in Starhawk should be as quick and as fun as pulling a trigger on a gun. You shouldn't have to manage. I kill you, I get your energy, I build more stuff so I can kill you again."
Will Porter went hands-on for Eurogamer's Starhawk preview. A dev diary video is below.
Third-person shooter Ghost Recon: Future Soldier has been delayed again.
Future Soldier was down for launch during publisher Ubisoft's 2011/12 financial year between now and March 2012.
Yesterday Ubisoft said the game will now launch during its fiscal fourth quarter for 2012, or the first three months of calendar 2012.
CEO Yves Guillemot blamed the delay on a crowded holiday release schedule packed with the likes of Call of Duty: Modern Warfare 3 and Ubisoft's own Assassin's Creed: Revelations.
It is the latest in a string of delays to the game.
It was at one point due for release in the autumn 2010.
Eurogamer last saw the game in April last year. "This latest instalment in the Ghost Recon series may be faster and flashier than its measured, belly-crawling predecessors, but its military hardware is so new and so different that there's no way a whole new clutch and concept of tactics won't spin out of it," wrote Alec Meer in Eurogamer's. Ghost Recon: Future Soldier preview.
Now he's done it. Nintendo legend Shigeru Miyamoto has gone and mentioned Mario's weight.
Not content with launching a console without a Mario game in tow, Miyamoto has started dropping hints the portly plumber is a little more than ample sized.
Isn't he just big boned?
Apparently not.
Speaking with Nintendo president Satoru Iwata about middling 3DS sub sim Steel Diver, Miyamoto let slip the news Mario had to be fat - so ancient tech in Nintendo's NES console could detect when players waddled into walls.
"The reason Mario is a plump shape is because gaming devices at that time could only read collisions between square boxes, not because I wanted to make him cute," Miyamoto explained.
"His design turned out like that because I adjusted for the capabilities of the gaming device of the day. For example, resolution was low, so I made his face big," he continued, adding insult to injury.
So now you know. Super Mario 3DS is due later this year. We bet it starts with Princess Peach offering cake. Not helping.
The internal PSN developer network is online again, suggesting Sony may switch matchmaking online soon.
"The internal PSN developer network is online again, at least it seems for some, although things are still a bit shaky at the moment such as lack of new account sign up," reported NeoGAF user Kagari.
"Looks like the full network, at least the online play/account part of it, will be back soon."
Earlier this week Eurogamer heard from a source that Sony planned to bring PlayStation Network matchmaking back online within the next couple of days.
When contacted for comment, SCE corporate communications director Patrick Seybold told Eurogamer, "We're working to get the network back on as soon as we can." Eurogamer has again contacted Sony for comment.
PlayStation 3 online gaming has been unavailable since Sony shut the PSN down on 20th April following the hack that saw millions of user accounts compromised.
Personal data, including names, addresses and passwords were stolen. Sony is unsure whether user credit card details were also stolen.
Sony Online Entertainment MMOs will be offline for "at least a few more days", the company has announced.
The compensation packages have been beefed for each SOE game fittingly, and now encompass in-game items, currency and Station Cash - as well as free game time (30 days free plus one extra for each day the SOE game has been offline). We've listed specific compensation for each game below.
US SOE Station Account holders also receive a complimentary identity theft security program through Debix. "SOE will be offering similar programs, if and as available, and will provide details as they're confirmed for each country or territory," a company statement read.
Lifetime subscribers to SOE games will be compensated further. Free Realms lifers will receive 20,000 coins, Clone Wars Adventures lifers 7500 Galactic Credits and DC Universe Online lifers 10 extra Marks of Distinction.
All Station Access subscribers will receive 500 Station Cash on top of that.
"We thank you for your patience as we continue to work around the clock to restore our game services. We know this has been a frustrating time for you and appreciate your understanding as we work to confirm the security of our network," said SOE in a statement.
"We are currently in the process of an extensive upgrade to our network to further protect your information from future attacks. It will likely be at least a few more days before we restore our services, and when we come back online, here is what you can expect for each of our game services."
SOE admitted on 2nd May that personal details from 24.6 million accounts had been compromised as the San Diego MMO maker suffered a security breach similar to PSN.
Video: DC Universe Online.
Hackers have broken into Square Enix's official Deus Ex: Human Revolution and Eidos websites and stolen the personal data of "at least" 80,000 registered users, a new report claims.
9000 resumes were also taken, according to KrebsOnSecurity, a security news and investigation website.
Apparently the hackers plan to release the data on file-sharing networks.
According to logs lifted from the chatroom used by those responsible, the hackers are discussing whether to leak the "src" likely the source code of the websites in question, although some have speculated it could relate to the source code of Deus Ex: Human Revolution itself.
The attack, which occurred on Wednesday, appears to have been conducted by a splinter cell of hacker group Anonymous, which has been blamed by Sony for last month's devastating PlayStation Network compromise. Anonymous has denied responsibility.
Anonymous has in recent days suffered from in-fighting. The internet relay chat (IRC) channels used by the hacker group were recently rendered unusable by disgruntled members of the organisation.
Eurogamer has contacted Square Enix for comment.
Mortal Kombat has unseated Pokémon Black/White at the top of the monthly US sales chart.
According to data released by The NPD Group, Warner's back-to-basics brawler shifted just shy of 900,000 units during April.
Portal 2 was the second biggest seller of the month, followed by LEGO Star Wars III, Call of Duty: Black Ops and Tiger Woods PGA Tour 12.
The full top 10 looked like this:
Software sales were up on April 2010, with five games all selling over 250,000 units compared to just two last year.
On the hardware side, the Xbox 360 came out on top selling 297,000 units up 60 per cent year on year. The DS came in second.
According to Sony, PlayStation 3 sales climbed nearly 13 per cent on April 2010, though it hasn't released an exact figure yet.
Hardware sales rose three per cent across the board over this time last year, added NPD analyst Anita Frazier.
Here's last month's data, should you want to refresh your memory.
First party 3DS launch title Steel Diver was originally planned as a DSiWare download, Nintendo has revealed.
In a new Iwata Asks feature on Nintendo's official site, producer Tadashi Sugiyama explained how a few years after the sub sim appeared as a tech demo at the DS's 2004 reveal, Nintendo's American HQ requested the project be revived for the DSi.
"We began by making the game DSiWare," explained Sugiyama, "but we thought it had more potential to be something even bigger, so we decided to make it packaged Nintendo DS software for sale in shops."
Development eventually shifted to the 3DS, with the game releasing last week to middling reviews.
Eurogamer's Jeffrey Matulef complained in his 6/10 review that the game felt rushed and suffered from a lack of content, both complaints addressed elsewhere in the interview.
Director Takaya Inamura revealed that he had in fact suggested they make the game bigger but was turned down by Shigeru Miyamoto.
"Several times, I actually told Miyamoto-san and Sugiyama-san that we should add more stuff, but they said it wasn't necessary," he recalled.
"Making something concentrated requires a lot of work, like making something big and gorgeous," explained Miyamoto. "For example, making a single ring - even though it's small - is as hard as making the kind of fancy dress with lots of ornamentation that you might wear to a ball.
"We ruled out getting by with making lots of submarines or courses and instead focused on something limited that you could play again and again."
As for the suggestion that a game that was first started way back in 2004 might appear to have been rushed onto shelves, Inamura had this to say:
"I'm really glad we changed it over to the Nintendo 3DS system. But I think it would have turned out even better if Miyamoto-san had told us sooner that he wanted to make it for the Nintendo 3DS system! (laughs)"
The whole interview is well worth a read, if only to find out how the game's British programmer Giles Goddard got a job at the company aged 18 without being able to speak a word of Japanese and taught Miyamoto how to juggle.
A letter reportedly written by a senior Sony exec to the platform holder's various publishing and development partners in the wake of the PlayStation Network outage has found its way into the wild.
Handed to IndustryGamers by "reliable industry sources", the note was apparently received yesterday, more than 20 days after PSN first went down.
Signed by senior PR VP Rob Dyer, much of it closely mirrors the statement given to PSN users, summarising the situation and detailing the measures that Sony is taking to compensate customers and ensure it doesn't happen again.
However, the last two paragraphs directly address developers, with Sony promising to do everything in its power to help its partners out. Whether that includes any financial assistance is not made clear.
"As a valued partner we aim to keep the lines of communication open so that you are aware of our progress," it read.
"Our focus has been to confirm the security of the networks, protect customer data and get the services back on line as quickly as possible. We will do our best to respond to all of your inquiries and we will do everything we possibly can to support you.
"We are doing everything we can to bring these services back online as soon as possible. We will update you with more information as soon as we can, but please call your account executive if you have further questions.
"We thank you for your patience and look forward to moving ahead together in the months and years to come."
You can read the whole thing here.
A number of publishers have raised concerns in recent weeks about lost revenues due to the security breach, including a "frustrated and upset" Capcom which claims to be down "hundreds of thousands, if not millions, of dollars."
Sony still has not announced an exact date for when PSN services will be back online.