Microsoft is investigating complaints about its Xbox Live customer service - in particular those about refunds associated with what it insists is "phishing related fraud".
It vowed to resolve refund issues as soon as possible.
Today The Sun followed up its front page "XBOX CYBER FRAUD" story with a fresh report focusing on "angry gamers" who have "slammed" Microsoft for "dragging its heels" over refunds.
Victims quoted in the story denied clicking on phishing websites or giving out personal details - and suggested Microsoft was under attack from gangs in China and Russia.
One gamer, Jon Goff, said: "This is sinister. I haven't provided crooks with any details. How are they getting into our accounts?"
Speaking to Eurogamer today, Microsoft apologised to anyone who has not received a good service from its customer service team.
"As we commented on Tuesday, the Xbox Live service has not been hacked," a spokesperson said.
"However, we are investigating a number of recent customer complaints relating to Xbox Live customer service - particularly in the way that we have processed refunds to customers that have been victims of phishing related fraud.
"Consequently, we are taking several steps to address and resolve these particular issues as soon as possible and working closely with our affected customers to investigate and resolve any unauthorized charges made to their accounts resulting from recent phishing scams.
"Finally we would like to apologise to any customers who have not experienced a good service from us."
Earlier this month Microsoft told Eurogamer the recent spate of Xbox Live account hijackings involving unauthorised FIFA Ultimate Team pack purchases were not due to a system exploit or hack.
Microsoft's online safety director Doug Park insisted that the problem didn't represent "a new attack vector".
"It's not a hack, it's really just a different way to monetise stolen accounts," he explained.
"Any service has compromises. Facebook has compromises, WOW has compromises. What they're really doing is trying to make money off those compromises. So FIFA is a very popular title - it's just a new way for the bad guys to make money. It wasn't, based on our investigation... we didn't see anything new. It was just a different avenue."
Park suggested that a run-of-the-mill data phishing scam was the cause, though wouldn't go into specifics.
The FIFA issue first raised its head last month, when a significant number of users reported that their accounts had been taken over by cyber thieves and were being used to purchase FIFA Ultimate Team content packs, presumably for re-sale.
At the time, Microsoft announced that it was "working with our impacted members directly to resolve any unauthorised changes to their accounts."
A future PlayStation 3 firmware update will enable Vita Remote Play on all games, Eurogamer has learnt.
However, this will be only at the PlayStation Portable 480x272 resolution, which will be upscaled to fill the screen.
For future games, developers will be able to include Vita specific 480p modes, Eurogamer understands.
Vita's OLED display is actually capable of displaying games at 960×544 pixel resolution.
Vita Remote Play is how Sony's new handheld interacts with the PS3.
In a Tokyo Game Show demonstration Sony's Shuhei Yoshida played a brief section of Killzone 3 streamed into the device from a PlayStation 3 unit, noting how a few of the Dual Shock buttons missing on the Vita are mapped to the touchscreen.
Vita can also be used in co-operative play with PS3 games. While a colleague played through a specially constructed LittleBigPlanet 2 level with a Dual Shock controller, Yoshida controlled an aeroplane via the Vita's touch screen, helping Sackboy reach his goal by altering the environment.
Sony declined to comment when contacted by Eurogamer.
UK indie developer RedBedlam has announced free-to-play browser-based MMORPG The Missing Ink.
You'll be able to play mid-December, when early alpha testing will begin.
RedBedlam plans for The Missing Ink to enter beta testing next year, with a full multi-platform launch due Q3 2012 for PC, Mac and unspecified tablets.
In The Missing Ink, players are tasked with saving a fantasy world gone wrong while building up the game's 3D sandbox world - which appears to be populated by Paper Mario-esque wafer-thin characters.
RedBedlam has confirmed it is following a freemium pricing structure, although no other information is yet available. The studio is still currently shopping the game around for a publisher.
The first screenshots and trailer lie below.
Releasing a high-fantasy game a scant couple of weeks after Skyrim (in Europe) may be as foolhardy as entrusting a hobbit to hurl an all-powerful ring into a volcano, but everyone likes an underdog. While I'd love to tell you that The Lord of the Rings: War in the North succeeds against the overwhelming odds of being a second-tier licensed game clashing against Bethesda's behemoth, the truth is that it's as gruelling as Frodo's journey, yet retains none of the satisfaction, wonder or excitement of its source material.
Unwilling to step on any literary toes, War in the North follows the story of three unsung heroes whose journey runs parallel to the fellowship we've all come to know. While this provides an ample excuse to explore Middle Earth, one can't shake the feeling that the game takes place in alternate dimension full of less interesting personalities.
You play as a trio - a human, an elf and a dwarf - but they lack the charisma of their counterparts Aragorn, Legolas, and Gimli. There's a giant female spider, but she's not the infamous Shelob; and the central villain, a high-ranking lieutenant of Sauron, seems awfully important for someone who's never been mentioned before. War in the North may crib Tolkien's genre-defining universe, but outside of a few cameos by awkwardly voiced, well-known characters, it has little to do with the series proper.
The story is merely a catalyst for a linear dungeon crawler with an emphasis on co-op. Each character has their own skill tree and unique powers. Andriel, the elven lore-master, can cast a large sphere that heals those standing inside it while providing protection from ranged attacks; Eradan, the human ranger, can dual-wield weapons; and Farin, the dwarf champion, specialises in all manner of melee attacks. You can swap characters between stages and your level remains consistent across the board, so if you decide that being a lore-master isn't for you, then you can switch to a ranger and assign all the skill points you would have acquired had you been a ranger all along.
For the first few hours, slashing through hordes of orcs feels satisfying. Attacks convey a strong sense of brutality, with gruesome slow-mo animations fetishizing amputations every time you score a critical hit. Smartly, critical hits are context-sensitive, occurring when you use a strong attack as a yellow triangle appears over an enemy's head. Ranged combat is handled with a zoomed-in, over-the-shoulder camera and switching between perspectives is swift and effortless.
New abilities and useful loot are frequently doled out and varied set-pieces require switching between melee and ranged combat, manning turrets that shoot explosive arrows, and blowing up snipers placed conspicuously next to the oldest of game clichés: explosive red containers. It's nothing you haven't seen before, but the steady drip of new gear mirrors Lord of the Ring's themes of greed and compulsion. Though unlike the ring that drove Sméagol to murder Déagol, there's loot enough for all and much of it is dictated by class, so there's no need to fight.
While it starts off entertaining, things quickly take a turn for the tedious. As the game goes on, enemies start taking loads of damage, making your massive hammer feel no more powerful than a wispy twig. Something is certainly wrong in the state of Mordor when a lowly sniper takes 10 arrows to kill. The opposition's numbers increase so drastically that your feeble block and dodge manoeuvres aren't up to task.
Bewilderingly, your special moves are given short shrift by a dismal system that discourages their use. They're on a cooldown timer, which seems sensible, but also require willpower, which regenerates incredibly slowly. Such powers had the capacity to add depth to battles, but since their cost is so high you'll spend most of your time mashing the basic attack buttons. Even when you do get a chance to use these abilities, they're not that much more powerful than standard attacks. It's like your twig occasionally upgrades to a ruler.
In later stages, the resolutely reviving AI goes from being a boon to a curse, when your resurrection becomes their sole priority. They'll often stand next to your gasping avatar getting knocked about by cave trolls without bothering to defend themselves. AI and players alike frequently get boxed into corners, all too easy due to terrible collision detection where characters occupy far more space than they appear to. It's often up to luck whether your AI companions will save you or kick the bucket regardless of your performance up to that point, making War in the North a dreadful single-player experience.
Playing with real people helps, but even this has issues. Unless you're playing with someone at approximately the same level, War in the North will be way too easy or way too hard. Whoever has the higher level will end up doing most of the killing and gain more experience, making it even more unbalanced for the weaker players. Reviving prompts are also finicky, leading to some aggravating failed rescues.
Outside of combat, War in the North's hub areas are filled with lifeless characters and a dialogue system that apes Mass Effect, only without any actual choices. Beginning the game, I was greeted by a man who wanted me to help him court his crush. Since I had a world to save (or rather assist in saving, since Frodo and co. are off doing the more exciting work), I told him to bugger off. Upon talking to him again, he reintroduced himself as if the conversation hadn't just happened. A simple "Have you changed your mind?" would have sufficed.
Elsewhere, the obligatory giant spider boss is far from the biggest bug in the game: War in the North is a glitchy mess. A few hours in, I hit a game-breaking glitch: upon beating a stage, the next area failed to unlock. Replaying a prior level in the hope of circumventing it, I encountered a different game-ending glitch where a cut-scene failed to trigger, leaving my party unable to progress. Reloading multiple times didn't help and after a few curse words and a headache, I had no choice but to restart from scratch. While researching a fix, I discovered that there are several known glitches that can render it impossible to beat the game, which is frankly unacceptable. [Editor's note: Jeffrey wasn't even reviewing a pre-release version of the game, but the North American edition which has been on sale since 1st November.]
The Lord of the Rings: War in the North is a soulless cash-in that has little to do with its license, and nor is it much fun in its own right. If you're lucky enough to not encounter any game-breaking bugs and if you have a friend or two to play with, then it can be pretty entertaining for a few hours. But that's a lot of "ifs" for so little payoff, since overlong levels and axe-sponge enemies inevitably whittle this dungeon crawl down into a slog. Repetitive, dull, buggy and frustrating, The Lord of the Rings: War in the North turns visiting one of Western civilisation's most revered fictional settings into a chore.
4
/
10
A free Gears of War 3 Booster Map Pack add-on has been released on Xbox Live Marketplace.
It adds five maps for public Versus play. Two of those maps - Bulletmarsh and Clocktower - are new.
The other three - Azura, Blood Drive and Rustlung - are from the Horde Command Pack DLC, and were previously only available in private matches.
The Booster Map Pack add-on is 237.67MB.
Microsoft is reportedly in the early stages of getting motion-sensor Kinect into TVs.
Microsoft is talking to TV makers including Sony about licensing its Kinect tech, The Daily reports.
If a deal is worked out, we may see Kinect in next-generation TV sets, enabling gesture and voice TV controls.
The Daily speculates that a Kinect-enabled TV would probably network with local PCs running the next version of Windows. It suggests future TVs may even be able to recognise individuals and resume shows.
On 6th December Microsoft will push out its redesigned Xbox 360 dashboard, which improves the way players can use Kinect to interact with their console.
Sources told the site that Microsoft wants to "aggressively push the Kinect into as many living rooms as possible, even those without its Xbox 360 gaming systems".
Clearly, Microsoft sees a life outside of the Xbox for Kinect. It this week announced improved Kinect hardware for the Windows version, due out early next year.
One rumour currently doing the rounds is that Microsoft will release an Apple TV-rival product of its own late next year with Kinect built in.
Kinect for Xbox 360, which launched in November 2010, is the fastest-selling consumer electronics device ever, and has shifted 10 million units.
This Saturday (26th November), European PS3 owners of Battlefield 3 can finally claim a free full-game voucher for Battlefield 1943.
US owners of BF3 on PS3 will be able to do the same on 10th December; and Asian and Japanese owners on 17th December.
EA faced a class action lawsuit last week for sneakily breaking its promise of a free Battlefield 1943 game for buyers of Battlefield 3 PS3.
The EA website detailing how to claim a BF1943 code said "there have been some misunderstandings" about the deal.
To claim your Battlefield 1943 code, do as follows:
Lionel Messi, long-time cover star of Konami's Pro Evolution Soccer series, has signed with EA Sports.
The Barcelona forward signed a multi-year contract with EA Sports to become the global face of the FIFA franchise. He makes his debut in March 2012 on the cover of FIFA Street.
Messi, perhaps the greatest footballer ever, was on the cover of PES 2009, PES 2010 and PES 2011. Real Madrid striker Cristiano Ronaldo replaced him for the cover of PES 2012.
"Our FIFA franchise is the number one selling sports videogame franchise in the world, and Lionel Messi is the number one player in the world, so this agreement is a true partnership of superstars," said Matt Bilbey, Vice President and GM of Football, EA SPORTS.
"With Messi on our team we have the world's best and most exciting player to help EA Sports maintain its global leadership in the years ahead."
What did Messi have to say?
"I want to be part of the team behind the best sports football game in the world and be associated with the great EA Sports name," the diminutive wizard offered. "EA Sports is a brand that shares my values of creativity, excellence and social responsibility."
Messi's deal means he is now an EA Sports Football Ambassador. Expect to see his face on marketing and advertising campaigns, packaging and in social media for all things FIFA.
What will big FIFA fan Wayne Rooney, who has been on the cover of the main FIFA series since FIFA 06, have to say?
The Steam version of Trine 2 has PC/Mac cross-platform multiplayer, Finnish developer Frozenbyte has announced.
The on-going beta is now available for the Mac, and cross-platform multiplayer is enabled for those who have pre-purchased the game.
Frozenbyte has added stereoscopic 3D support via Nvidia 3D Vision to the two-level PC beta. This will be added automatically when the game launches next month.
"Trine 2 looks stunning with 3D Vision," Frozenbyte boss Lauri Hyvärinen said. "We knew it was going to be good but it really caught us by a surprise just how great it looks. Trine 2 has been built in full 3D, and while some of this may go unnoticed when the game is played normally, 3D Vision makes it pop out in a way that is just amazing."
All versions of the game use Steamworks for easy multiplayer, Achievements and Steam Cloud. A DRM free version of Trine 2 is due out next year.
The Trine 2 Collector's Edition will be sold in shops in Europe as a boxed product, courtesy of Focus Home Interactive. This includes an artbook and the digital version of the soundtrack.
And there's a PlayStation Network and Xbox Live Arcade version in the works.
Most games wouldn't go near the kinds of topics that To the Moon crafts a whole story around. But To the Moon isn't most games. That brings about its own difficulties: when a game is so entirely structured around its fiction, how do I explain why it's brilliant without spoiling what makes it so?
Its scenes, its characters and the very specific issues it takes on are special - without exception. To talk about any of them in detail would be to do this fantastic indie game a great disservice.
I can safely say this. In the future - somewhere around 2060, I'd guess - we will have developed technology that allows us to access the memories of others, and to change the course of a person's life as they perceive it. It's under this premise that two doctors embark on fulfilling the last wish of a dying man called John: to have become an astronaut and visited the moon.
It's a top-down adventure that frames itself visually as a 1990s Japanese role-playing game, while snipping out all the bits that define that genre. In fact, it omits most of what would define any game. Its interactivity is largely confined to the exploration of the man's memories, in which you identify key items before completing - rather perplexingly - a tile-reversal puzzle which allows you to travel further into his past.
With no knowledge of why your client wished to visit the moon, you're given no choice but to travel slowly back through his life, one step at a time, with the intention of planting the seeds of this ambition in his childhood brain.
As such, John's story is told in reverse - a task that requires tremendous courage on the part of the writer. Holding it together demands careful planning and structuring, lest you divulge too much or too little information at inopportune times. Get it wrong, as it is so easy to do, and your entire fiction falls flat. Yet To the Moon tells one of the best, most confident stories I've seen in a game.
And it doesn't just do so by being well-written or full of surprising twists - although it is both - but because it's told with uncommonly keen observation that's woven precisely into the timeline.
Across its four-or-so hours and seventy-or-so years, To the Moon touches upon deeply personal moments in its central character's life. They range from the most revelatory to the most minute, yet every one is as relevant and poignant as the last. To the Moon is about a life lived: the people, the places, the hardships and joys that make us human.
Flipping the chronology is no gimmick. It allows the story to begin as a blustery mish-mash of half-ideas that crystallise satisfyingly as the years tick backwards. The game never cuts away from important clues to keep up its mystery, but its characters speak to each other as people who've been close for a lifetime. Quite naturally, they don't divulge heaps of information in long, expository scenes.
It's a game of few pixels, but it makes every single one count. Characters' faces - barely a speck on the screen - are extraordinarily expressive, their body language precisely conveyed. And despite featuring just a couple of cut-scenes, To the Moon manages to deliver gloriously cinematic sequences throughout, through its expert command of its art style and a stirring soundtrack filled with perfect motifs. One recurrent location is a cliff-top where a tall lighthouse overlooks the ocean, and it astonishes every time it's used.
The game's only serious missteps arrive when it doesn't seem quite sure what it wants to be. Early on, it parodies the incongruence of turn-based role-playing combat, and it makes for a great gag. It repeatedly pastiches gaming conventions, the script discussing them in some detail, clearly eager to avoid such stereotypes itself.
But, later, To the Moon sees you fighting zombies and evading environmental obstacles as you chase a character down a long corridor - completely straight-faced. It adds nothing to the game or the plot. It's as if developer Freebird Games, exhausted from telling such an assured story, simply ran out of confidence and caved, submitting to the very conventions it was trying so hard to avoid. And for what purpose?
There is more than enough substance to the game without this sequence, and without the strange tile puzzles that - thankfully - To The Moon drops for its final third. It's far more than just a visual novel, as well, because regardless of how minor your interactions may be, they help to cement a sense of place in the world, a sense that your two characters are just as lost within John's memories as you are.
The discoveries and deductions that the pair make aren't just theirs; they're yours too. While the story's several strands tie together by the fabulous ending, To the Moon also asks you to read between the lines and draw your own conclusions. Two significant plot points that the story hinges upon are deliberately obfuscated: they can be inferred from a great many references, but the game never feels the need to spell things out. It's a consistently thoughtful game, and all it asks is that you apply some of the same thoughtfulness to your time with it.