Eurogamer


Microsoft has increased the file size limit for Xbox Live Indie Games titles from 150MB to 500MB.


As detailed in a blog post on the Microsoft Developer Network, indies can now submit game bundles of up to 500MB in size through the App Hub portal.


There are a handful of other changes too. Developers are now permitted to price their games at 80 Microsoft Point provided a title's file size is under 150MB. Previously, any game over 50MB had to be priced at 240 or 400 Points.


Microsoft has also increased the number of titles a developer is allowed to submit to the service from 10 to 20.


"We're continuing to watch our developer base and adapt the system to the needs of our creators," read the blog post.


"We hope you're all as excited as we are to kick off 2012 with these great updates to the App Hub to enable our developers to make even better content for Xbox Live Indie Games."

Eurogamer


The Nintendo 3DS has "turned the corner" following a shaky launch and early price cut, so says games industry analyst Michael Pachter.


Following news earlier this week that the system has passed the four million sales mark in the US faster than the Wii did, the Wedbush Morgan mouthpiece told Eurogamer that, though he was surprised the system didn't take off at its original pricepoint, sales are now well and truly back on track.


"It's very successful, but ran into a headwind given its relatively high price - which I incorrectly thought was the right price - and lack of third party software support," said Pachter.


"Now that we are seeing more first party titles at a lower price point, sales have increased. It's definitely turned the corner."


"I was surprised that it sold so few at the $249 price point, and its sales to date are exactly what I originally forecasted at that price," he added.


EEDAR VP Jesse Divnich agreed that Nintendo's handheld has ridden out the early storm, though added a note of caution for the future.


"With the strong rebound in 3DS sales, I think Nintendo is clear of the woods for now," he said.


"Going forward, however, we will closely be paying attention to software attach rates. Selling hardware is great, but it is only the first step. The health of any hardware is directly correlated to the amount of software consumers buy.


"The 3DS's slow start surprised us all, but once they announced the steep price cut we had little concerns that they would rebound," he added. "At such a great price, backed by strong first-party content, it shouldn't be of any surprise they were able to turn the corner."


Screen Digest's Piers Harding-Rolls also warned the platform holder against complacency following its bumper festive period.


"2012 will be crucial for the platform, as its sales momentum will decide how third-party investment in content development will be prioritised," he said.


"We expect the 3DS to continue selling, but Nintendo faces an increasingly competitive landscape and the hurdle of convincing third-parties to invest in the platform."


All three agreed that it's unlikely the system will manage to catch the DS's lifetime total, which currently sits at around 150 million worldwide.


"I think anything catching the Nintendo DS will be incredibly difficult," opined Divnich.


"The key to catching the Nintendo DS would be appealing to the ultra-casual consumers, those who originally bought the Nintendo DS for games like Brain Age and Sudoku, which are now prevalent and cheaper on other platforms - tablets and mobile.


"But I don't believe topping DS sales is Nintendo's goal for the 3DS. Their goal, however, is to create a sustainable and healthy third-party environment which, as I alluded to earlier, means having high software attach rates that are generally driven by the core audience."


Pachter agreed that the rise of the smartphone makes emulating the phenomenal success of the DS a tall order.


"The emergence of smartphone games is eroding the casual market's support for dedicated gaming
devices, and I'd guess that 30 per cent or more of DS sales were to casual gamers. That makes it tough to compete," he said.


"At the high end, we have renewed competition from Sony with PS Vita, so they should nibble away at the hard core, leaving Nintendo an addressable market for 3DS that is around 60 per cent as big as the addressable market for DS."


When asked, in the run up to the Western launch of the Vita, what lessons Sony can take away from the 3DS's rollercoaster first 10 months on shelves, Harding-Rolls replied:


"It's important to launch with a strong set of games, strong connectivity functionality, familiar social features and well integrated online platform, and at an aggressive price point.


"Under current economic conditions and taking into account competition from other types of portable/mobile devices, my own feeling is that PS Vita pricing will be the biggest sticking point for the platform in the post launch period months."


Pachter echoed those concerns over the Vita's £229 price tag.


"Sony is probably learning the hard way that pricing handhelds at the same level as the company's core console makes it hard to gain traction," he said.


"The 3DS tried and failed, and PS Vita is trying the same thing. We'll see if it works this time.


"My bet is that Sony will NOT lower the price right away - as Nintendo did - mostly because the 3DS had a pretty healthy profit margin at $249, and I think that the Vita is selling for only slightly above its cost to manufacture at that price.


"I don't see Sony taking losses to drive market share, so I don't expect them to cut price in 2012."

Eurogamer


A handful of retailer-exclusive Mass Effect 3 items have been announced.


According to GameInformer, purchase the PC version through EA's own Origin store and you'll snag the AT-12 Raider Shotgun.


"The AT-12 Raider Shotgun fires a large pellet spread, ensuring maximum coverage for close-range targets. Designed for superior rapid fire, the AT-12 allows for optimal recovery time between shot," states the announcement.


Customers who pre-order through GameStop get the N7 Valkyrie Assault Rifle and N7 Defender Armor.


The former is "exceptionally well-crafted, accurate, and packing ample firepower" and "a hot black-market item on the rare occasion it surfaces," while the latter "is a variation on the N7 Special Forces' combat gear, built to protect soldiers in long-running engagements where reinforcements may be sparse."


The third entry in BioWare's sci-fi RPG is due out on PC, PlayStation 3 and Xbox 360 from 9th March.

Eurogamer


Racing studios are, sadly, a diminishing breed, and those that still stand are having to adapt to survive. Following the closure of Bizarre Creations and Black Rock Studios last year, existing developers are finding new paths to explore - Codemasters steering its Dirt brand toward the downloadable route, while Slightly Mad turns to the strange new world of user-generated content for its ambitious and intriguing Project Cars.


There's one studio that's weathered the storm well enough, however, and which, despite the struggles elsewhere in the market, still manages to produce up to three boxed racing games per year. And it does that with a thinly stretched team of 90, spread over three floors of a slightly scruffy studio near the centre of Milan, Italy.


It's this team that put out the functional yet entertaining WRC game and its somewhat underwhelming sequel, and that in the SBK series has produced arguably the best bike game on the market; not a particularly impressive feat when its sole competitor, Capcom's MotoGP games, has seemingly slipped into obscurity, but a noble one nevertheless.


And if Milestone's games are often wanting for polish, they at least possess a heart that's pumping out pure petroleum. What it lacks in resources it makes up for with its passion - strolling the studio, alongside copies of games like Screamer and Superbike 2001, the games that helped make its name, you'll see walls plastered with dog-eared posters of thoroughbred cars and bikes. This, combined with the heavy musk that comes with a young male workforce and the low hum of hard drives, makes for an atmosphere that's equal parts teen boy's bedroom, auto garage waiting room and game development studio.


It's all indicative of a passion that has made Milestone's games endearing and, for the motorsport enthusiast, incredibly engaging. But now it's time for a change of pace at the studio, as it moves to adapt to a new and rapidly evolving market. The first sign of this change is in its first release in 2012, Mud.


It's a motocross game, and one that's a little outlandish in its approach to the sport. Jumps are stupendously high, speed is exaggerated by a branded energy bar and handling's feather-light and completely forgiving, while the backdrops stream past in a blur of impossibly bright colours.


An arcade racer, then, but one that's built around the official FIM Motocross licence. It's a licence lightly leant on, with the locations pulled from the real world tour but all given a little once over, tracks marked out with orange plastic in anonymous fields replaced by arenas full of a little national stereotyping (France gets itself a quaint cottage, Brazil has tropical trees while Germany, bizarrely, gets a superhuman industrial saw looming over the riders).


And the action itself only lightly leans on its real-world inspiration, drawing on the essence of motocross and extracting and exaggerating it. It's about pack racing, with 15 other riders jostling for position (a feature that was sadly absent in our time with the game, the difficulty lowered to the point where we rode alone ahead of the throng).


It's also about stupendously large jumps, and about those weightless moments spent suspended in the air. Mud's tracks send you skywards at any given opportunity, and such moments are given a little depth by the addition of the 'scrub', a simple one-button trick that must be executed with precision timing to fill the game's adrenaline bar.


Tricks, the mainstay of many other motocross games, make only a fleeting appearance in Mud's core racing (a separate trick arena, where 30 different moves are supported, was originally intended as DLC but Milestone is bundling it with the game proper). It gives the racing a purity, even if as it stands it's hard to see where the depth will come from.


A career mode is there to add some potential for more long-term engagement, with official takes on the MX1, MX2 and FIM Motocross of Nations complemented by a vibrant and imagined single-player campaign. With three stylised avatars to choose from, each with their own upgradeable attributes, it's highly reminiscent of MotorStorm Apocalypse's own career - and Mud's debt to Evolution's game doesn't seem to stop there, present as it is in the colourful front-end and slick, forgiving handling. It's a world away from Milestone's typically more staid take on motorsport.


"This is a different vision for us," Irvin Zonca, the physics game designer, tells us, "not only in the physics and in the visuals, but also in the UI style, and in the way the career is styled. We wanted to be up to date with the things that are happening in the world now - everything's customisable, easy to understand. It's more about having fun and chilling out with the game rather than having some difficult game. Everything's fast and there to be enjoyed."


Milestone's change of direction is made all the more interesting given the fate of other racing games with an arcade bent, but Zonca is optimistic about the state of the genre - as well as his own game's place in it.


"You have to be eye-catching to attract people. But for me the racing game is doing fine - and for me, the beat 'em-up is having a worse time right now," says Zonca, before going on to address the myth that only sim games can survive in the current climate.


"It's a strange thing," he says, "because it's true that Gran Turismo and Forza have sold. They're simulations, but they're not really simulations like GTR and R-Factor. They're both great games to play, but they're also killer apps for consoles - for example, Microsoft is really pushing Forza, and the same with Sony and Gran Turismo. People buy those games not only for the physics, but because they offer great graphics, and a huge amount of content. If you made an arcade Gran Turismo it would sell as well."


As for those very public casualties in the arcade racing market, their fates were decided, in Zonca's view, by some unique circumstances. "It really shocked me," he says of Bizarre's closure last year. "I played a lot of their games, Project Gotham and even back to Metropolis Street Racer. They were really good games. With Blur, I think they probably spent too much money on the project, because they had to remake everything. The main cost when you start a project is having to create a new engine.


"With Black Rock, they were really great games that were not understood by people. I read some comments on a forum that shocked me. Someone was saying that Pure's a really good game, but they'd never buy a game from Disney. I don't know why! They're missing out on a good game, because they're in a core mindset. The market is really strange."


A strange market indeed, but it's one in which a company as eccentric, committed and industrious as Milestone deserves to survive in - and Mud's a sign that the studio's happy to move with the times.

Eurogamer


Shenmue creator Yu Suzuki has hinted that his YsNet studio might be able to obtain the rights to the adventure franchise from Sega.


Speaking in an interview with Shenmuemaster.fr, Suzuki explained that though the publisher owns the IP, "we can obtain the license from Sega".


He didn't confirm any concrete plans to attempt to do so in the immediate future but did offer a few brief hints at the direction a third entry in the revered Dreamcast saga might take.


"This is the person who has trained with Iwao [Hazuki] in the olden days in China," he said, referring to an image of a character stood next to the father of series protagonist Ryo Hazuki.


"Then, in the story that will take place after Shenmue II, he will become a 'key' character."


"So far we are only at Shenmue 2," he added later in the interview when asked what his favourite moment in the series is.


"I developed the story until chapter 11. It's in this sequel that the part of Shenmue I care about most is hidden."


See the full interview below for more.


The last full entry in the series was Shenmue 2 way back in 2001. There has been frequent talk of a third game ever since but nothing has materialised.


Earlier this week, YsNet announced that a Japan-only mobile social spin-off, Shenmue City, has been shut down only a year after launch.

Eurogamer


Hardware specialist Razer has announced Project Fiona - a mysterious new product that promises "PC gaming on an all-new form factor".


A brief teaser trailer, which you can see below, shows clips of Assassin's Creed: Revelations and HAWX 2 but doesn't divulge any further details as to exactly what the system is.

The Verge speculates that Razer could be resurrecting its super-portable Switchblade gaming netbook first mooted at CES last year.


A full reveal is due on 10th January at this year's CES in Las Vegas.


Razer has one other major release on the horizon - its Blade gaming laptop, due out later this year.

Eurogamer


The PlayStation Network version of Trine 2 is currently going through the Sony Computer Entertainment Europe QA process, developer Frozenbyte has confirmed to Eurogamer.


The PSN version of the game launched as planned in the US in December, but failed to launch on the European PS Store.


It looks like the game failed the QA process at SCEE, which operates independent of other SCE divisions.


Frozenbyte vice president Joel Kinnunen told Eurogamer he was disappointed Trine 2 didn't launch in the US and Europe at the same time because, in his opinion, both versions of the game were the same.


"Trine 2 is in SCEE's QA now," he said. "There was probably a holiday pause but things should be back to normal now so hopefully we'll hear more soon.


"We are anxiously awaiting the European release ourselves! We had both SCEA and SCEE versions ready at the same time and they are basically 100 per cent the same (SCEA version already has all European languages, for example), so we are very disappointed we couldn't have a simultaneous launch. But it's out of our hands."


Currently, Trine 2 on PS3 in Europe is without a release date - but with any luck gamers won't have to wait too long.


"Right now we can only hope the release is as soon as possible," Kinnunen said.

Eurogamer


Microsoft Flight, the new face of Microsoft Flight Simulator, will be free to download on PC sometime this spring.


Microsoft Flight Simulator X, released 2006, was the last full game produced. The benchmark series started way back in 1982, before aeroplanes were even invented.


In Microsoft Flight it's the Big Island of Hawaii you'll be realistically flying around. Everything should look and feel as if it were real life, although taken with a pinch of graphical salt.


Those with a Games for Windows Live account can sign in for extra content, including more planes, missions, Achievements and an online pilot profile.


Plus, there's the option to pay and download extra content should you so wish. But Microsoft will offer daily challenges to keep gameplay fresh.


Microsoft Flight will offer the first chance to fly the amphibious Icon A5. This is a light sport aircraft with folding wings and maybe crab legs. Real-world production hasn't even started yet.

Microsoft Flight beta sign-ups are still open.

Eurogamer

Top-down Zombies Ate My Neighbours-style shooter, All Zombies Must Die, headlines a dilapidated European PlayStation Store update today.

We'd suggest holding off buying until you've read Eurogamer's All Zombies Must Die review, published tomorrow afternoon.

Other PS Store content of note is vintage PSone game Wild Arms, and a Challenge Map Pack for Batman: Arkham City.

There's still no sign of Trine 2, however, which presumably means Europeans will wait another week. Americans received Trine 2 on 20th December 2011.

There's no sign of an English version of Arc the Lad, either, despite being one of the discounted PS Plus offers this month.

Nevertheless, the PlayStation Store Festive Sale will continue until 11th January. That's something, right?

PS3 full games

  • All Zombies Must Die! (£7.99/€9.99) - 313MB

PS3 DLC

  • The King of Fighters XIII: Iori With The Power Of Flames (£3.19/€3.99), Nests Style Kyo (£3.19/€3.99), Unlock 'Billy', 'Saiki (Human Form)' (£0.79/€0.99)
  • Wizardry: Labyrinth Of Lost Souls: Wizardry: Labyrinth Of Lost Souls Additional Scenario 'The Red Shadow Of The Sister' (£4.79/€5.99), Wizardry: Labyrinth Of Lost Souls Dungeon Of Trials Open (£1.39/€1.75), Wizardry: Labyrinth of Lost Souls Limit Free Levels (£1.39/€1.75)
  • Batman Arkham City - Challenge Map Pack (£2.99/€2.99)
  • Eyepet - Lucky Dip Sunshine (Free)
  • Motorstorm Apocalypse - Happy New Year Livery (Free)

PSone games for PS3/PSP

  • Wild Arms (£3.99/€4.99) - 278MB

PS minis for PS3/PSP

  • Tiny Hawk (£2.49/€2.99) - 5MB

Rock Band 3

  • Fueled By Ramen Pack 01 (£4.99/€7.99)
  • (Includes the following content, also available separately)
  • I Write Sins Not Tragedies - Panic at the Disco (£0.99/€1.49)
  • Panic - Sublime With Rome (£0.99/€1.49)
  • Pressure - Paramore (£0.99/€1.49)
  • Stereo Hearts - Gym Class Heroes (ft. Adam Levine) (£0.59/€0.79)
  • You Make Me Feel… - Cobra Starship (ft. Sabi) (£0.99/€1.49)
  • Billionaire - Travie McCoy (ft. Bruno Mars) (£0.99/€1.49)

Rock Band Network

  • Dawn Of Spring - Christopher J (£0.59/€0.79)
  • Revenants - The Cold Goodnight (£0.59/€0.79)
  • Riptide Resort - Freen in Green (£0.59/€0.79)
  • The End Of Progress - Mystakin (£0.59/€0.79)
  • The Thief In The Night: Part I - Chaotrope (£0.59/€0.79)
Eurogamer


Trials developer RedLynx has broken its recent silence over the release date of highly anticipated sequel Trials Evolution with an update on its Facebook page.


"Quick update on the Trials Evolution release date - obviously we did not make 2011, we are sorry about that," it began.


"We have been very busy with the game, but 2012 is the year. We can't say when yet, but we are super busy, so that's a clue. We hope to have a big announcement with a more solid release date within the near future.


"Thanks for your patience!"


Trials Evolution was originally slated for a 2011 release, but after the Finnish developer was acquired by Ubisoft in November, the studio fell silent. An earlier video had appeared to confirm a 2012 release, but RedLynx declined to comment in depth at the time.


We previewed a highly polished version of the game all the way back in August last year.


"There's simply so much to this true evolution of a treasured gaming franchise to be excited about," we wrote. "...the euphoric, post-claustrophobia burst through sun-drenched landscapes, the near infinite potential for user-driven longevity, and a fully evolved competitive design."

...