Eurogamer


Ancient aerial Game Boy platformer Balloon Kid releases on the 3DS eShop this week, Nintendo has announced.


Balloon Kid is a sequel to the classic NES game Balloon Fight, in which players tapped A to guide a boy holding helium balloons around obstacles.


In Balloon Kid, you play as a girl. Dusted off on 3DS, it costs £2.70/€3.


Also in Thursday's eShop update: Double Bloob, a dubiously-named vertical shooter for DSiWare. It costs £4.50/€5/500 DSiWare Points.


Then there's Successfully Learning Mathematics Year 3. It costs £4, or €5, or 500 DSiWare Points, although you should be able to calculate that for yourself.


Finally, The Very Hungry Caterpillar's ABCs on WiiWare for 800 Wii Points (about £5.60).

Eurogamer


The Guild Wars 2 open beta launches in March, ArenaNet has announced.


"We recently finished our first closed beta test, and we're now ready to hold progressively larger events," ArenaNet founder and president Mike O'Brien wrote on the Guild Wars 2 blog (via VG247).


"In February we'll invite select press to participate in beta testing, and in March and April we'll aggressively ramp up the size of our beta test events so that many of you will have a chance to participate."


O'Brien confirmed a 2012 launch for exciting fantasy MMO Guild Wars 2, saying it releases "later this year".


ArenaNet will reveal how you'll be able to get in on the beta in the near future.


"It's been an incredible adventure over the past five years, working with our community and our team of dedicated artists, designers, and programmers to realize this vision," O'Brien continued.


"This year, the seeds of that work come to fruition. We can't wait to play the game with you."

Eurogamer


A job posting for the role of franchise development producer on Blizzard's next MMO indicates that the developer is considering product placement and possibly in-game advertising for the game, codenamed Titan.


As well as various branding and merchandising responsibilities, the producer is to "work with major consumer brands to facilitate product placement and licensing within the world of Blizzard Entertainment's next-gen MMO that enhances the gameplay experience."


This is the first indication, and a strong one, that Titan is not a fantasy game, but is set in the present day or the future - potentially a near future.


Blizzard is notoriously protective of the integrity of its fictions and would be unlikely to consider the move if it wasn't harmonious with the game's setting - as suggested by the requirement that the licensing "enhances the gameplay experience".


Back in 2005, a Blizzard April Fool satirised the deal between Sony Online Entertainment and Pizza Hut that allowed players to order pizza from within EverQuest 2.


Blizzard has previously stated that Titan is a brand new franchise with new art, design and lore, and not related to its fantastical StarCraft, Warcraft or Diablo universes; president Mike Morhaime called it "something that's completely new and fresh". No other indication of the game's genre, platforms, gameplay or release date has been given.

Eurogamer


FIFA 12 has now made more money in the UK than any other sports video game ever.


Naturally, that includes any other title in the FIFA series to date.


EA's annual footy fixture notched up a fifth consecutive week at number one this week, its seventh since launch.


Behind it lay Skyrim, continuing its rise up the chart and beating last week's number two, Just Dance 3, down to third.


Fourth and fifth places went to shooter rivals Call of Duty and Battlefield 3, Modern Warfare 3 just managing to finish ahead of its cheaper-priced rival.


A resurgent Saint's Row: The Third finished seventh, sandwiched between Zumba Fitness and Zumba Fitness 2.


Rayman: Origins also rose up the chart, finding itself in ninth, above Rage in tenth.


The full chart lies below.

Eurogamer


Xbox 360-exclusive games need to have "quality and impact", Microsoft Studios exec Phil Spencer has insisted.


Creating Xbox 360-only games and IP is about more than the "number of releases in a year", Spencer continued, explaining Microsoft's strategy on securing exclusives for the platform.


"Creating core IP, as many first-and third-parties have seen over the years, isn't an easy thing," Spencer told GameInformer (via GamesIndustry.biz). "I went through the process of creating Gears with Epic and I know the sweat, time, and effort that went into it."


Microsoft has unannounced partnerships with other developers, Spencer said.


"So it will continue to be something that we focus on with new partners like Crytek and new people that aren't announced yet. We do think that it's fundamental that core gamers look at 360 as the place they want to play games."


Crytek Kinect game Ryse is currently being developed exclusively for Xbox 360.


Unlike Sony, Microsoft focuses on new experiences for Xbox 360, rather than reviving old franchises through HD collections, Spencer said.


"They've done a great job at selling old franchises with HD remakes," Spencer sniped, mentioning that Microsoft does not want to sell gamers something they have completed already, despite the success of 343 Studio's revamped Halo: Anniversary last year.

Eurogamer


Turkish developer Lamagama has announced a new PlayStation 3 exclusive.


Quadratum Mortis is a fantasy combat game that uses the PlayStation Move controller.


Details are scarce, but we do know the game launch on PlayStation Network this year.


"Get ready to wield your armour and fight with your friends over PlayStation Network!" reveals the official blurb.


A single piece of concept art, below, has been released.


Lamagama opened its doors in 2008, creating mobile games with an eight-person strong team.


Also in development at Lamagama is Egg'n'Roll, a 3D action game for PlayStation Vita and iOS, due out in the fourth quarter of 2012.

Eurogamer


PlayStation 3 exclusive Syphon Filter 4 launches winter 2012, UK magazine Play claims.


The game, alongside God of War 4, will be announced in February, Play (via Sillegamer.com) said in its latest issue.


"As far as our spies tell us, Syphon Filter 4 will be announced and released during 2012 - they're not often wrong either," wrote the magazine. "Developed by SCE London Studio (once thought to be Sony Bend), it will see a return to the world of shooting, espionage and Gabe Logan's superb name."


London Studio, established in 2001, is SCE's largest internal development studio in Europe. It is the brains behind EyeToy, SingStar, EyePet and PlayStation Home.


This isn't the first we've heard of Syphon Filter 4. In May 2011 an accidentally published PlayStation Blog post claimed it would "revolutionise" stealth with a new engine developed by Sony London. Is it a reboot?


Syphon Filter is a third-person action game in the ilk of Metal Gear Solid and Splinter Cell: you're a stealthy soldier who achieves the impossible. In Syphon Filter's case, you fill the boots of Gabe Logan.


We've heard plenty about God of War 4 too, including mention it features online multiplayer.

Eurogamer


Resident Evil 6 will support six-player online co-op play, according to now-removed information on the game's official Xbox.com marketplace listing.


Microsoft's Resident Evil 6 page also suggested Capcom's horror shooter will support up to eight players playing online in the game's as-yet unrevealed multiplayer mode.


Local co-op play will also be available for two people.


The game's Xbox.com listing has now been altered to remove all mention of multiplayer and co-op modes, after Kotaku spotted the information over the weekend.


Resident Evil 5 supported two-player co-op play throughout the game's main campaign mode, which featured Chris Redfield and his partner Sheva.


Last week's Resident Evil 6 reveal trailer featured three main protagonists, each with their own partner too.

'Resident Evil 6 six-player co-op confirmed?' Screenshot 1
Eurogamer


Steve Parker, senior game producer of Diablo 3, announced on Twitter last Friday that he is no longer working for Blizzard.


"Hey Twitter, I'm no longer working at Blizzard or on D3," he wrote.


"I've had a great 5 years there and those guys are going to kill it with Diablo."


No further details were given on the reasons for his departure.


The announcement was made on the same day that game director Jay Wilson outlined key revisions being made to Diablo 3, while reassuring fans that the continued development time would make the game worth the extra wait.


"We want Diablo 3 to be the best game it can be when it launches," he wrote.


"To get there, we're going to be iterating on designs we've had in place for a long time, making changes to systems you've spent a lot of time theorycrafting, and removing features you may have come to associate with the core of the experience.


"Our hope is that by embracing our iterative design process in which we question ourselves and our decisions, Diablo 3 won't just live up to our expectations, but will continue to do so a decade after it's released."


Diablo 3 was originally announced way back in 2008. It's still - hopefully - due for release in 2012.

Jan 23, 2012
Eurogamer


One of the worst side effects of the supposed battle between "hardcore" and "casual" is the need to make everything drab and serious. If a game isn't full of angst, gritted teeth, knotted muscle and grim-faced violence then it simply isn't a game. Nowhere is this more obvious than in horror gaming, as adolescent gore and po-faced melodrama have become the main signifiers of the genre.


Remember when it was possible to be spooky and fun? PaRappa the Rapper creator Masaya Matsuura obviously does. Haunt, his Kinect-exclusive ghost-'em-up developed with help from the UK's Zoe Mode, is wonderfully silly and deliciously camp. It's also sort of scary, but not in the blood-soaked manner we've come to expect.


This is horror as you experienced it as a kid. It's a theme-park haunted house, full of cheesy "boo" moments that make you jump even as you're rolling your eyes. It's Vincent Price in a cape, not Jason Voorhees with a machete. It's Halloween (the holiday) not Halloween (the movie). It's about that enjoyable chill up the spine followed by a giggle at how daft it all is.


You're playing as some hapless stooge, lured to a crumbling mansion. Inside, the spirit of the former owner, a corpulent fellow named Benjy, is trapped in the mansion's many paintings. He needs your help to retrieve four "phantaflasks" for an arcane machine that will free him from his two-dimensional prison.


So off you go, exploring the mansion using Kinect, and it's surprisingly smooth sailing. Hold an arm out in front of you to aim your torch, then walk on the spot to start moving. Moving the torch beam to the edge of the screen lets you turn around or look up and down, while focussing it on objects of interest automatically brings you close enough to interact with them. Once you're headed down a corridor, the game subtly locks you into a fixed path, mostly to ease your passage around corners and down stairs, but you're free to wander off it at any time.


The Kinect response is sturdy and mostly reliable, and the moments when it wobbles slightly are never life-or-death. It rewards big enthusiastic movements, yet is subtle enough to detect the difference between normal walking and cautious tip-toe creeping. Unlike too many other motion games, you're never struggling to register your intentions - the game keeps things simple but effective.


The environmental interactions, therefore, are predictable enough - opening doors, turning gears, pulling levers - but the world is solid and chunky enough for it to feel satisfying. There's a slightly exaggerated carnival funhouse feel to the visual style, and it's augmented with appropriately Gothic sound design. This is a game where every door creaks with sinister intent, and where every musical sting comes from an ominous piano or strident pipe organ.


Having retrieved one of the phantaflasks in the tutorial introduction, the mansion is then split into three areas, each using a different aspect of Kinect for its tricks and traps. One is all about movement, another light, and the final one sound. Pretty much everything you could think to do with the technology is covered at some point, but the game's action adventure template gives it a structure that keeps things coherent.


Each section of the mansion is split again into two stages, and progress through them means solving a basic inventory puzzle by searching rooms and collecting items, and defeating the ghosts that lurk in the corridors and cupboards.


First-person combat is an area where Kinect has dubious prior form, with the technically similar Rise of Nightmares falling apart pretty badly in this regard. Haunt, thankfully, respects the limitations of the hardware and keeps its challenges simple and effective.


There are four main ghost types to tackle, along with a sprinkling of ambient hazards littered throughout the house. In each case, you'll be dodging attacks then retaliating where relevant. You might be deflecting blobs of ectoplasm, covering your eyes or ears against spectral assault, or simply using your torch, Alan Wake-style, to fizzle their health down to nothing.


These encounters can get a touch repetitive, but Matsuura's design is canny enough to make sure you're only ever doing one thing at a time. The game is generous with signposting incoming attacks and equally benevolent when it comes to health top-ups and extra lives. Indeed, by the end of the game, I'd amassed over 15 extra lives and never needed to use any of them.


Haunt, clearly, is a game for kids, and that goes some way to justifying its lack of challenge. If the game plays it a little too safe at times, it at least means that the game is always playable, always controllable and always good, spooky fun.


Where Haunt could have tried a little harder is in the peripheries. The game quickly falls into a predictable routine and too much of the mansion is there purely for show, when a little more interactivity would have meant a lot more incentive to play around. Certain objects will react when you shine your torch on them, but given how much kids love to pull, push and prod to make things happen, it's rarely worth venturing from the expected path.


When the game does reward experimentation, the results are predictably charming. Step in front of the camera in a photography room, for example, and you'll find your picture, sepia-tinted and framed, hanging elsewhere in the mansion. The game also has some delightful camera tricks up its sleeve along with a nice use of your Avatar at the very end of the story.


There's no getting away from the fact that Haunt is a slight experience, but it's also very charming and a game that is carefully crafted to work with both the Kinect controller and its intended young audience. Not a game you'll keep coming back to, but for parents it's still worth the 800 Microsoft Point asking price for the short but sweet entertainment it offers.

7
/
10

...