The fighting genre has lacked innovation in recent years, according to Team Ninja boss Yosuke Hayashi, but its just-announced scrapper Dead or Alive 5 will be the game to push things forward.
Speaking to Eurogamer backstage at Tokyo Game Show today, Hayashi argued that though the likes of Street Fighter 4 and Tekken 6 looked spectacular, they hadn't offered fight fans anything new in terms of gameplay.
"Of course there have been some great fighting games that have come out and the genre has really exploded in the years since Dead or Alive 4," he said.
"But when we were looking at those games we felt that there was something missing. They definitely looked great and they played well, but they were still the same sort of fighting game from 10 years ago.
"When we were looking at what to do with Dead or Alive, we want to make sure it provides something else, something different and moves the genre forward. It's not going backwards, it's trying to push the envelope for fighting games."
Hayashi didn't offer much in the way of concrete details on how the game, which is due out some time next year, intends to reinvent the wheel, but suggested we can expect a greater focus on the series' trademark destructive environmental events.
"We wanted to bring that into the modern gameplay and update that into modern action elements. Now you're able to focus on different ares of where you want to launch your opponent and we have several different sorts of dynamic attractions in the stage so that players can enjoy that sort of aspect even more."
Team Ninja revealed a relatively classy piece of concept art during the announcement event earlier this week, which you can see below. Could this be a hint that it's dialing back the series' notorious boob fixation?
"That image encapsulates the kind of sensuality and the kind of beauty we're looking to incorporate into Dead or Alive 5," he explained.
"So, guys who just look at chick's boobs... c'mon, there's more to women and more to beauty than just boobs, so we want to take a little more adult approach to how to make women beautiful."
Sony is developing an external battery pack for the Vita to bump up its modest three to five hour battery life.
Worldwide studios president Shuhei Yoshida confirmed to IGN that it is working on the device, but didn't reveal how many hours of play it will add or what it'll cost.
"If you're flying from New York to San Francisco or vice versa, you'll have no concerns [about running out of power] if you have the additional external battery," he said.
Japanese dev icon Tomonobu Itagaki is a playable character in Saints Row: The Third, publisher THQ has confirmed.
According to Gamespot, he'll be a preloaded option in the game's character creation feature, complete with trademark leather jacket and sunnies.
The former Team Ninja boss is currently working on action title Devil's Third for THQ at his new Valhalla Games Studios start-up.
Check out our recent Saints Row: The Third preview for more on Volition's barmy open worlder.
The Skill Calculator is now live on the Diablo 3 website.
With it you can map out the Active Skills for your Barbarian, Demon Hunter, Monk, Witch Doctor or Wizard hero.
A separate page details all of the Passive Skills you can assign to your hero.
The point is to test various hero builds before committing to them in-game. But what this also means is that all of the Diablo 3 character skills and their properties can now be viewed online.
Go dream!
EA has responded to allegations that the full-price Tiger Woods 12 game on PC is incomparable with its namesake on console.
On PC, Tiger Woods 12 lacks several of the single-player modes present on console. What's more, the console multiplayer mode has been replaced on PC by a limited three-month subscription to Tiger Woods Online.
In a statement given to Eurogamer, EA described Tiger Woods 12 on PC as "a unique experience"; one that "combines some of the best single-player game modes of the console version with the accessibility and multiplayer offerings of Tiger Woods PGA Tour Online."
"We address each customer service inquiry on a case-by-case basis and customer satisfaction is our top priority," the statement added, referring to the refunds procedure.
Since Tiger Woods 12 was released, EA's forum has been flooded with PC gamers frustrated with their version of the golf game.
"PC fans of Tiger Woods would have been perfectly pleased with a port," one user complained.
"No grass, just green-coloured, barely texture-mapped bland surfaces?"
EA previously announced it would refund customers who felt mislead by Tiger Woods 12's PC offering.
Video: Tiger Woods 12 on PC.
Sony has updated the PlayStation Network Terms of Service to shield itself from class action lawsuits like those it suffered following April's PSN ID theft.
A new section in the Terms called "Binding Individual Arbitration" contains a "Class Action Waiver". This states that no class action lawsuits (those brought about by a group of people) will be allowed unless agreed to by Sony.
Refused to accept the Terms of Service and PlayStation Network will refuse you.
"Any dispute resolution proceedings, whether in arbitration or court, will be conducted only on an individual basis and not in a class or representative action or as a named or unnamed member in a class, consolidated, representative or private attorney general legal action," stated the Class Action Waiver.
Not, that is, "unless both you and the Sony entity with which you have a dispute specifically agree to do so in writing following initiation of the arbitration".
The Terms of Service also has safety net should the Class Action Waiver not hold up in court.
"If the Class Action Waiver clause is found to be illegal or unenforceable, this entire Section 15 will be unenforceable, and the Dispute will be decided by a court and you and the Sony Entity you have a dispute with each agree to waive in that instance, to the fullest extent allowed by law, any trial by jury," declared the Severability part of Section 15.
The full, updated PSN Terms of Service can be read online.
Sony has responded to the shock announcement of Monster Hunter 4 as a 3DS, not Vita, game.
When asked whether Vita owners will also get MH4, Sony Computer Entertainment Japan president Hiroshi Kawano answered, "I don't know."
"You will have to ask Capcom," he told Reuters.
Sony Worldwide Studios boss Shuhei Yoshida was more optimistic. "Most game publishers operate on a multiplatform basis," he said, tossing Vita gamers a dinosaur-sized bone.
Monster Hunter became a Japanese phenomenon on Sony's PSP machine. Monster Hunter Portable 3rd, released December 2010, has sold nearly 5 million copies in Japan alone.
The 3DS will also welcome a port of Wii game Monster Hunter Tri. In order to cope with this, Nintendo has had to develop a clip-on 3DS attachment with a second circle thumb-pad. Eurogamer got its grubby mits on the 3DS Circle Pad at the Tokyo Game Show this week.
Video: Monster Hunter 4 on 3DS.
Dark Souls is the work of a creator willing to press responsibility into the player's hands: someone who understands that with freedom comes agency, and that the very best video games are the ones that treat us as adults even as they allow us to believe in their worlds like children.
Even so, it's tough not to see Hidetaka Miyazaki as kind of a prick.
Predecessor Demon's Souls, 2009's sleeper hit, quickly garnered a reputation for being one of the very toughest video games. And with this pseudo-sequel, director-producer-game-designer-tea-boy Miyazaki has only stoked the fires of infamy, claiming with some braggadocio in interviews that he wants Dark Souls to be harder still.
The opening few hours of the game certainly deliver on this cruel promise. You awaken, a knight in rusty armour slumped in the belly of a long-forgotten dungeon, to the sound of a carcass being hurled through a square of light in the ceiling. Check the body and you find a key to your cell, allowing you to lumber free of its walls and take your first steps into a world of relentless hostility.
Its punishments for failure are swift and unflinching. You will pound your fist on the table in infuriation every time you allow yourself to be overrun by a group of skeletons by rushing into a graveyard too quickly, or when you fail to roll out of the way of a giant cave troll's club. Death comes easily no matter which of the 10 character classes you choose to play as - although pick 'Deprived', a character armed only with a fur thong, a club and an old panel shield (included, presumably, to allow masters to show off their mastery) and the mountain of failure will pile highest.
Your health bar isn't chipped away so much as swallowed whole by the parade of enemies that come your way, while its offensive counterpart, the green stamina bar, empties after just two swings of a weapon, forcing you to defend while regaining strength for the next swipe. Every step must be considered - put a foot wrong and the game will make a mockery of your shortcomings.
But the truth is that Dark Souls is indifferent to your imperfections. It merely reflects them back at you with more clarity than almost any other game. That is what makes it so difficult to play. But more importantly, it is what makes it so hard to walk away from. It's a game that offers you the chance to improve yourself.
It is, in many ways, also a game with the training wheels removed. The changes are as difficult to perceive as the emaciated heroin-chic monsters that lurk in the gloom of its first dungeon but - in the context of contemporary video games, where responsibility and freedom have been exchanged for handholding and free candy - they are profound.
For example, there is no pause button to offer a moment's respite. Video games offer portals to new worlds but, outside of the arcade and online games, their makers have always given us the means to freeze them indefinitely, to take a breather in the safety of stasis. No more. If you need a toilet break while playing Dark Souls then you'd better find shelter behind a damp rock or under a shadowy bridge. Check the corners for bloodsuckers and phantoms and leave your avatar shivering wet while you sprint upstairs and back again as fast as possible, hygiene be damned.
Then there are the bonfires, those primordial gathering spots, used since time immemorial to ward off danger while giving out heat and comfort. So too, in Dark Souls, these glowing focal points recharge your energy and replenish your health. But they also reset all of the enemies in the immediate vicinity, ensuring that once you step from the fire's glow, risk will follow reward.
In Miyazaki's game, generosity is always tempered by punishment. It's a lost art in video games today; designers so often press rewards into our hands for the least impressive feats imaginable. Here, success is hard won, and all the sweeter for it.
You play as an undead, although your avatar looks nothing like the Romero vision of a zombie. Banished to an asylum on a craggy island, soon after you're broken free of your cell and carried away by a giant crow to a place called Lodran, on a pilgrimage to rediscover your humanity. While this is a far more colourful game than Demon's Souls, the ambiance is peerless dark fantasy, its funeral dirge soundtrack offering a perfect accompaniment to the wild-eyed witches and warlocks that spurt nonsense dialogue as you roam Lodran's cliffs.
As in Demon's Souls, the primary currency is 'souls'. Killing enemies harvests souls, which can be spent in a variety of ways to upgrade both your characters' abilities and weapons. If you die in battle you are returned to the most recent bonfire you sat at, but your souls are dropped on the spot where you perished. Manage to return to them and you can pick up the deposit of souls, but die before they are collected and they'll disappear forever. In this way you have constant motivation to head back out to your previous failures.
Loot and development are, of course, key components to the game. Weapons degrade with use and must be carefully maintained by spending souls on their upkeep. But there are positive ways to interact with weaponry too, such as the chance to 'transmute' them into more powerful permutations, as well as to spend souls and collected shards on reinforcing your armoury. Bonfires, as well as providing sanctuary, act as ability shops where you can allocate precious souls to upgrading your character's various attributes.
It's a game filled with mystery. When choosing your character, you can choose a single 'gift' to improve your chances, such as the Goddess' Blessing (holy water that restores HP and status) or Binoculars (which allow you to view objects far in the distance). But there are also objects that appear to have no discernable benefit, their use no doubt revealed in the weeks and months following release as the community of players shares information.
Likewise, when you sit at a bonfire and choose to level your character, souls can be spent to upgrade familiar areas such as Vitality (increasing your character's health), or Endurance (increasing his stamina and resistance to bleeding). But there are also unfamiliar parameters - such as Humanity, which counts 'the number of black sprites in your bosom and symbolises your human nature'.
Collecting humanity shards is a key theme of the game, a counter in the top left of the screen indicating how many of these you have collected. However, die and the counter resets. How the mechanic works over the course of the game isn't explained in the first few hours of play, an obfuscation of rules that is unsettling, rare and somehow exciting. This is a game about the joys and horrors of discovery, a theme written into everything from the presentation to the underlying framework.
Whether this bold, unusual approach to game design works is entirely dependent on whether players feel the motivation to uncover these secrets and overcome their own failures. The relentless setbacks are intended to steel your resolve, not dissolve it; to educate and improve you, not merely dishearten. Dark Souls teeters on a knife edge between infuriating and compelling. Time will tell which way it falls, but either way, it's bound to take us with it.
Mortal Kombat 9 has sold 3 million copies around the world, Warner Bros. has announced.
It's the best-selling fighting game this year - more successful, even, than Marvel vs. Capcom 3.
Warner Bros. video game president Martin Tremblay said the numbers had "exceeded our sales goals".
This no doubt makes a 10th Mortal Kombat game a sure thing.
Eurogamer's Mortal Kombat 9 review awarded 7/10.
"It's the best 3D game in the series by a long way," declared reviewer Matt Edwards, "and that's because it embraces the 2D heritage which always made Mortal Kombat its own kind of game."
X-Wing and Tie Fighter dev LucasArts is hiring staff for an Aerial Combat Title.
Experience with flight sims, aerial shooters and "especially space-based shooters" is considered "a plus", according to a senior gameplay engineer job advert.
Could LucasArts be in the throes of reviving 1990's spaceship shooter series X-Wing?
Other LucasArts job posts tease an action adventure game and a first-person shooter.
There's no indication yet of what they are. A third Star Wars Battlefront game has long been lost in development purgatory, and was once in the hands of TimeSplitters studio Free Radical Design.
Earlier this year, LucasArts signed the Unreal engine for use in "multiple" titles.
LucasArts boss Paul Meegan also promised to make better games than 5/10 effort The Force Unleashed 2.