Forthcoming PlayStation 3 shooter Starhawk features split-screen multiplayer, publisher Sony has announced.
As detailed in a post on the PlayStation Blog, two players can fight it out on the same TV. Developer Lightbox Interactive looked into four player split screen but eventually decided against it.
"We are very aware that some of you wanted four player split screen like Warhawk. We thought about it a lot and decided not to go this route," explained senior producer Florence Kum.
"Based on our data, not enough people ever used four player split in Warhawk, so we concentrated our efforts in other areas, such as making two player just plain better.
"For the few people that actually played four player split screen… we're very sorry about that. For everyone else, we think you'll like the aspect ratio change and the bigger radar map."
Kum added that both players will be able to sign in to their PSN IDs on the one machine, allowing each of them to level up. However, only one player will be able to earn achievements, "as these are saved directly to the PS3".
"It's not perfect, but it's way better than Warhawk where Player 2 couldn't level up at all."
The follow-up to 2007 effort Warhawk is due out in May. See our Starhawk preview for more on what to expect.
Angry Birds developer Rovio plans to deploy themed sets of swings and slides to playgrounds around the country.
The initiative will start this summer in Finland, Angry Birds' homeland. UK playgrounds will follow.

"Rovio wanted to invite people who play the game to not only sit inside on the sofa, but to go out, move themselves and have fun," Rovio's playground equipment partner Lappset Group told BBC News.
The parks will feature "exclusive" downloads and interactive content.
"You have large screens where you can play the games in the park. There's a tunnel that you have to run though at a certain speed - if you don't get there in time you get sprayed with water."
Rovio has already announced plans to launch a new themed Angry Birds Land at the Finnish theme park Särkänniemi Adventure Park. It will feature "Magic Places", areas where "activities and the gaming world meet".
Angry Birds Space, the latest downloadable game in the addictive series, is released tomorrow.
Rockstar co-founder Dan Houser has bought the same Brooklyn mansion once inhabited by legendary true crime author Truman Capote for a staggering $12.5 million.
As reported by New York Observer, the house, located at 70 Willow Street in New York's Brooklyn Heights district, was home to the In Cold Blood author for 10 years.
The sale is thought to be the largest ever in Brooklyn, beating the previous record by 1.5 million.
Houser's new 9000 square foot pad boasts 18 rooms over three floors, 11 fireplaces and a showpiece spiral staircase.
The British émigré relocated to New York back in 1998 to get Rockstar off the ground with his brother Sam, Terry Donovan, Jamie King and Gary Foreman. The developer is currently hard at work on Grand Theft Auto 5.

Modern Warfare 3 developer Infinity Ward has threatened to ban any players taking advantage of a glitch in new DLC for the game.
Creative strategist Robert Bowling Tweeted last night:
"There's a glitch in Black Box that allows you to get under the map. Fix already in the works, out by Friday. Don't exploit, we'll be banning."
His post got a hostile reception from some, who accused the developer of punishing gamers for its own cock-up.
"Shouldn't be banning people for your mistakes. Let them have their fun but hurry up and fix it," Tweeted one follower.
"Big man handing out bans for releasing a broken map. I bet you sleep well at night knowing you hand out bs bans. ;)," wrote another.
The first Modern Warfare 3 DLC collection launched on Xbox 360 earlier this week.
Players who pre-order Far Cry 3 will receive The Lost Expeditions Edition of the game. It contains two exclusive missions not available in the regular version.
These missions, "The Forgotten Experiment" and "Ignition in the Deep", offer up an extra 40 minutes of gameplay, Ubisoft revealed.
You'll also get a Type 10 Japanese World War 2 flare gun for use in the game's multiplayer modes.
The new info comes from a fresh Far Cry 3 trailer, viewable below. It focuses on the "unhinged" Dr Earnhardt. Violence, animal slaughter and hard drug use follow:
Do good things really come in threes? When we reviewed Alienware's respectable take on the "Small Form Factor" PC with the X51, we also had a chance to test out a trio of their latest line of gaming laptops. These included the netbook-sized M11x, the feature-rich M17x (including an integrated 3D LED panel), and the back-breaking powerhouse that is the M18x. Each of these being in their third revision, they represent the very best that the company has to offer in the portable space today.
But given the current technical demands of DirectX 11 titles such as Crysis 2 and Battlefield 3, are any of these actually good enough to hold their own with the most cutting-edge releases? Is laptop gaming a viable proposition for the most demanding PC players?
We'll get to that in just a second, but the most pertinent issue for most people on the scout for a new laptop is, of course, price. Tallying up the total cost for each configuration here, it's clear that there's little room for those working with a budget of under £600. The smallest begins at that price point, while the middle entry starts at £1,299, and the largest at £1,699 - all without any extra parts, higher resolution screens or CPU upgrades. Even in their bare-bones forms, each of these laptops guns for the extreme end of the market - with an obvious ambition to deliver the best graphics possible while being grounded by the sobering realities of power consumption, size, weight, noise and heat output.
All the laptops in Alienware's latest wave share a few common threads as far as design and technical ambition go. In terms of raw specs, they each proudly sport variations of the Intel Core i7 processor from the entry level, plus discrete DirectX 11-compatible graphics chips. Courtesy of NVIDIA Optimus support, this will dynamically switch to and from an integrated Intel HD3000 chipset according to which program is being used.
In fact, these GPUs are so powerful that, by default, they're set to automatically scale down their clock speeds whenever the laptops are running straight off the mains, with the energy throughput being simply too high for the laptops to sustain themselves from the battery alone. For laptops determined to squeeze out as much usage time as possible, these power saving tricks are invaluable. The use of 250GB SSDs all round is another plus for battery life (with the option for larger hybrid HDDs available) and has a tangible effect on games like Rage where constant streaming of textures is a necessity.
"Each of these laptops guns for the extreme end of the market - with an obvious ambition to deliver the best graphics possible while being grounded by the sobering realities of power consumption, size, weight, noise and heat output."
There are the similarities in design too, with the token alien head logo emblazoned on each lid and making an appearance as the bespoke power button above each keyboard. There are also two LED-lit speakers at the front undercut by a protruding, glossy lip, each covered, perhaps superfluously, by a meshed design. The whole thing lives up to the extraterrestrial theme the design team set themselves from the company's inception, and it does at least look like something you'd pay that high premium for.
Connectivity is pretty comprehensive between the three. There are two "SuperSpeed" USB 3.0 ports on each laptop, with two headphone sockets, one microphone socket, an Ethernet port, Firewire port, SD card slots, plus options for HDMI 1.4 and DisplayPort output being a commonality. On the M11x, the omission of an optical drive is typical of netbooks designed to the same size specification, and basically makes getting games on there a bit of a hassle unless you've gone with Steam all the way.
The two larger models set themselves apart by adding the flexibility of an eSATA port, an extra USB slot, a SPDIF output and a HDMI 1.3 input, in case you want another device to hijack their LED displays. Naturally, all of these come with integrated 802.11a/g/n wireless cards and Bluetooth support as standard, plus an extra option for Wireless HD to another, presumably larger, monitor or TV, should you want to play games from a distance. All in all, there's not a stone left unturned here.
Opening them up while powered gives you a view of their LED-backlit keyboards. These lights are divided into four segments across its span, and through the built-in AlienFX software can be individually programmed to show off different colours. Much like the X51, this also allows you to program custom presets for each application, where browsing the web can be set to give you a full gamut of colours which gradually oscillate in brightness.
"The AlienFX software allows you to program custom LED presets for each application, where browsing the web can be set to give you a full gamut of colours which gradually oscillate in brightness."




You can use the pre-installed AlienFX software to set up your own LED fireworks display (as seen top-left). Having these lights pulsate and switch colour in each segment of the keyboard, trackpad, logos and speakers is entertaining, but too much of a distraction to maintain during gaming.
Unfortunately, the use of glossy screens for each unit does have a conflict of interests with the vibrant nature of this backlit keyboard. This is particularly true of night-time play, when you're most likely to need it, as dark scenes just end up revealing a mirror image of the laptop's bottom half when it's enabled in full glory. It's a bit of a shame that no option for matte coating on LED panels is available. In all other situations though, the keyboard is an optional, entertaining extra which has come to set the Alienware brand apart from the competition.
To round off the comparisons, the M11x makes use of a smaller power brick that feels sensible for the light-packing commuter, while a much larger external PSU is needed to give the M17x and M18x the juice they require. No doubt their larger, brighter screens and more power-ravenous processors factor heavily into this, as they each draw around 90WHr and 97WHr from their respective batteries. Interestingly, this is precisely the same block used for the X51 PC, and is a tad too cumbersome to be packed for regular travel.
From here, each laptop treads its own path. Focusing on just the M11x for a moment, we find its rated weight of 2kg to be an incredible achievement given the power it's packing. What we have here is an Intel Core i7-2617M processor clocked at 1.5GHz (ramping up to 2.6GHz in turbo mode), 4GB of 1333MHz DDR3 RAM and an NVIDIA GeForce GT540M graphics chip, which is enough to play all of the most demanding games of the last year.
Speaking briefly on build quality, the rubberised exterior feels solid and makes for a good grip, but tends to leave residual marks quite easily. Nevertheless, this and the heft necessary to draw the screen upwards gives us an impression of robustness - not that we'd consider flinging it against the wall to test this. There are some disappointments though; namely, the uneven balance we have on our unit when placing it on any flat surface, resulting in a slight wobble.
Epic Mickey 2: The Power of Two is currently in development for PlayStation 3, Xbox 360 and Wii, producer Warren Spector has announced.
Speaking in an Associated Press interview, Spector revealed that, unlike the 2010 original, the game will be a musical with full voice acting for all characters.
"I'm such a geek about musicals," he said.
"I love the co-op and next-gen stuff, but for me, when a character breaks into song, which they do on a regular basis in this game, it's magic."
You can also expect drop-in, drop-out co-op, with one player controlling Mickey and his paintbrush, and the other playing as Oswald the Lucky Rabbit, who wields a remote control with which he can manipulate electricity.
"You can sit down at any time with a friend who is playing as Mickey, and you can take control of Oswald," explained Spector.
"If you're playing as a single player, Oswald will be there every second of the game. He's not just a multiplayer character. He's a helper, whether you're playing alone or with a friend or family member."
The other key focus for Spector and his team at developer Junction Point is the game's camera - much criticised in the original. He promised a much more user-friendly experience this time around.
"We've had a team working on the camera from literally the day we finished the first game. They'll be working on it until the day we ship the second game," he said.
"(There have been) over 1000 specific changes made to the camera. Our goal is that you will not have to touch the manual camera controls even once to play through the main story path of this game."
Spector didn't reveal much detail about the sequel's plot other than that it will see Mickey return to Wasteland. Similarly, no word on a release date or on the 3DS version rumoured earlier this week.
Its Wii-only predecessor picked up a middling 6/10 back in November 2010.
"For all its big ideas, Disney Epic Mickey never quite weaves its disparate strands into a convincing whole. Its conceptual ambition is let down by merely adequate mechanics, and Mickey himself remains a rather abstract figure at the centre of it all," read Eurogamer's Epic Mickey review.
BioWare appears to have capitulated - the team are working on "content initiatives" to answer the questions left by the controversial Mass Effect 3 ending.
In an open letter, BioWare co-founder Ray Muzyka addressed the heated topic.
"I personally believe Mass Effect 3 is the best work we've yet created. So, it's incredibly painful to receive feedback from our core fans that the game's endings were not up to their expectations," he wrote.
"Our first instinct is to defend our work and point to the high ratings offered by critics - but out of respect to our fans, we need to accept the criticism and feedback with humility."
Which has led to: "Exec Producer Casey Hudson and the team are hard at work on a number of game content initiatives that will help answer the questions, providing more clarity for those seeking further closure to their journey," Muzyka announced.

Time to unmask Tali!
"You'll hear more on this in April.
"We're working hard to maintain the right balance between the artistic integrity of the original story while addressing the fan feedback we've received.
"This is in addition to our existing plan to continue providing new Mass Effect content and new full games, so rest assured that your journey in the Mass Effect universe can, and will, continue."
Casey Hudson revealed recently that there had been plans to offer a character dialogue at the end of Mass Effect 3 to discuss the origins of the universe, and answer questions such as where the reapers came from and beyond.
But then Hudson and writer Mac Walters decided against it - to keep the content "high level" and on a need to know basis. And players, it was deemed, did not need to know.
"We listen and will respond to constructive criticism, but much as we will not tolerate individual attacks on our team members, we will not support or respond to destructive commentary."
Ray Muzyka, co-founder, BioWare
The Mass Effect 3 ending debate has sparked a petition thousands of signatures long. It's also prompted vitriolic feedback, and Ray Muzyka was clear that such communication would not be merited with a response.
"Some of the criticism that has been delivered in the heat of passion by our most ardent fans, even if founded on valid principles, such as seeking more clarity to questions or looking for more closure, for example - has unfortunately become destructive rather than constructive," he remarked.
"We listen and will respond to constructive criticism, but much as we will not tolerate individual attacks on our team members, we will not support or respond to destructive commentary.
"If you are a Mass Effect fan and have input for the team - we respect your opinion and want to hear it. We're committed to address your constructive feedback as best we can.
"In return, I'd ask that you help us do that by supporting what I truly believe is the best game BioWare has yet crafted. I urge you to do your own research: play the game, finish it and tell us what you think. Tell your friends if you feel it's a good game as a whole. Trust that we are doing our damndest, as always, to address your feedback.
"As artists, we care about our fans deeply and we appreciate your support."
BioWare has posted a list of changes made yesterday to Mass Effect 3 multiplayer.
The alterations look to be server side, and tend to only insignificantly tweak damage/shield/health. But there are some meatier changes to class abilities.
The first Mass Effect 3 update was 6th March, then on 13th March, then on 20th March.
Keep an eye on the BioWare forum thread for future changes.

"But Shepard, why won't you recruit me?"
20th March
Phaeston Assault Rifle
Revenant Assault Rifle
Claymore Shotgun
Falcon Assault Rifle
Sentry Turret Power
Combat Drone Power
Ops Survival Pack Consumable
Atlas
13th March
Tempest SMG
Locust SMG
Shuriken SMG
Mattock Assault Rifle
Vindicator Assault Rifle
Sabotage Power
Geth Trooper
Geth Pyro
Geth Hunter
Geth Prime
6th March
Tech Armor Power
Stasis
Adrenaline Rush Power
Cluster Grenade Power
Proximity Mine Power
Energy Drain Power
Drell Adept
Drell Vanguard
Drell Fitness Power
Mattock Assault Rifle
Revenant Assault Rifle
Carnifex Heavy Pistol
Paladin Heavy Pistol
Her name is Commander Shepard, though her friends call her anything from Jane to Shiva to Lydia. She's one of the most popular heroines in gaming history; a three-time galaxy saviour who takes no crap and wouldn't be caught dead in a chainmail bikini. To most, she's a long-haired redhead, but she's been seen trying other colours and styles. To some, she's a diplomat, to others, a ruthless, trigger-happy bitch.
And if she didn't already exist, BioWare would never have created her.
It's no secret that BioWare has always considered 'FemShep' (the one and only time I'll be using that ghastly nickname) a mere alternative to Mass Effect's real hero - the grizzled male Commander Shepard seen in all the adverts and on all the game boxes.
They provided one because one was expected, but aside from recording a couple of romance scenes and a few alterered pronouns in conversations, then tweaking some armour designs to give them a bit more space here and here, she was a very half-hearted addition. The female Shepard very obviously uses male motion capture data for instance, which reached its ultimate nadir with the Kasumi DLC for ME2, when she gets a slinky dress to wear, but promptly loses the ability to sit down without putting on a show.

Garrus and Shepard together in ME3 is a classic failure of gender coding and mo-cap in action.
Mass Effect 2 in particular showed off a depressing lack of interest. For instance, when pressed as to why it didn't offer gay relationship options like in Dragon Age 2, BioWare's response was simply that Shepard is heterosexual by design.
That would be perfectly valid... except for the fact that Shepardesses had been able to have a lesbian fling with not only their PA, but no fewer than four yes-they're-female asari babes by that point. Only in the romances was there any suggestion that BioWare saw her as anything other than a man in a woman's body, and it wouldn't be until Mass Effect 3 that both Shepards could bat for either team.
Yet despite these shaky foundations, somehow she works, and she works damn well. She's hands-down the fan-favourite Shepard, even if most players still opt for the male default, and one of the best heroines around. The irony is that much of this feels like it's down to BioWare's apathy. In not particularly trying to create a great female character, they lucked into producing one of the most enjoyable ones around.
There are good reasons for this. Writers (of both genders) often struggle to write good female characters, at least in part because so many of them have been done badly. One of the biggest hang-ups is that 'male' is traditionally treated as as the generic template, with female-ness treated as something extra. Look at cartoon animals. More often than not, the males will simply be shown as funny animals, while the females are identified with bows, dresses and breasts.

Hopefully the next great heroine won't need the word 'Fem' in front of her name so people know who she is.
The same applies throughout the English language. The word 'hero' conveys nothing specifically about the subject being a man - and of course, 'heroes' can be a group of either. 'Heroine' on the other hand is explicitly femine. All this leads to the unfortunate, but all-too-common double standard that while a man gets the luxury of being a collection of assorted, variably important traits, a woman is a woman first, and her traits defined through that lens.
At least part of Shepard's appeal is that she doesn't suffer from this. She is a woman, and that plays obvious roles in her relationships and the occasional ill-advised alien quip, but it's her other traits that take centre stage - her strength, her resolve, her commanding presence, and her status as Earth's greatest champion.
Her heroism is direct and active, and refreshingly free of being shoehorned into a direct mothering role like her obvious sci-fi sisters Ellen Ripley and Samus Aran. Her achievements are recognised as the sum of many years of hard work and raw talent, with her gender never treated as a limiting factor. She's not simply the right woman for the job. She's the right human being, full stop.
Would any of this have worked so well without Jennifer Hale breathing life into the character? Possibly, but there's no question that BioWare lucked out by bringing her on board. Divorcing gender from character is no better than obsessing over it - whatever we are, it's a core part of our identities. With a simple pronoun-swapped script, it's very common to end up in what's often referred to as 'man with breasts' syndrome. It's not only writers who bring cultural baggage to their work after all.

It's not quite over yet, of course. There's still some ME3 DLC coming, which might even fix that awful, awful ending.
Hale's acting does far more than just give Shepard a female voice. Her performance both grounds her in the Mass Effect universe and adds an emotional core that picks up where the script might have stumbled. You can hear both the smirk as Shepard teases her crew and the knives in her voice when she demands respect from bulletproof lizards twice her size.
She has drive, fears, passion, regrets, high-points, low-points - in short, everything you want from someone in her position, and everything you'd expect from someone with the weight of a whole galaxy on her shoulders. She may not have been written with the idea of creating a Strong Female Character, but that doesn't mean she isn't a strong female character.
So with all this good stuff going on, why is it hard to imagine BioWare and all its in-house talent choosing to create Shepard in her current form? For starters, it's impossible to ignore that when it finally accepted they'd created something special and beloved - a powerful, non-sexualised, mature hero for a modern sci-fi story - its first response was to throw a beauty contest. This already painful face palm gets even more bruising when you factor in that not only had they previously made the rather huffy point that
only 18% of players were playing as a female Shepard, simply having that stat suggests they already knew what hair people gave her.
Even if you just write this off as marketing nonsense though, the Mass Effect series' design priorities shine through with a quick glance at the rest of the female cast. Don't get me wrong, I really like most of them. They're fun to spend time with, well-written in their own right, and with great story arcs spanning five years of epic action. Pretty much any other sci-fi game would be lucky to have them.

Wouldn't it be great if you had the authority and gravitas to Renegade Interrupt people who annoyed you? Oh yeah! Bam! Right in the face!
They're not however cut from anything like the same cloth as the default Commander Shepard, which becomes even more noticeable when you compare the male version to the likes of Kaidan, Jacob and Vega. For starters, none of the boys are introduced wearing anything as silly as the bubblegum pink armour we first see Ashley wearing on Eden Prime. Nor are any a counter to the male gaze focused world that leaves 'perfect woman' Miranda spending much of her time giving the camera free arse-shots, EDI ultimately rocking a new 'I Can't Believe It's Not A Sexbot' body, Diana going from embedded reporter to beddable love interest in zero time squared, and the asari... my god, just everything with the asari. They're a species whose Saturday jobs consist of 'stripper' or 'psychic super-commando', and who can't even get a break when turned into Banshees. It's bad enough being zombified by evil Lovecraftian space robots without being sent into unholy battle with super-sized breasts and glowing blue nipple pasties.
This is the school of design a female Shepard would have emerged from, and in fact did. With that loathed beauty contest, we got to see exactly the kind of heroine BioWare would have given the series if it had known anyone was going to care about her. Surprising nobody, it turned out to be someone much younger and thinner, not to mention wearing rather more eye-liner, than the slightly butch, mature, scarred default of Mass Effect 2. She'd have been a perfectly acceptable heroine in many games, but a grizzled war veteran capable of tackling a charging krogan? Charitably, let's just say 'no'.
Still, never mind. It wouldn't have hurt for BioWare to stick closer to the character people made a connection with, just as it'd be appreciated to see both gender options as equal partners in their next RPG, and to be able to hold up their next heroine and say 'That's how you do it!' instead of 'Wow, that turned out surprisingly well, considering.'
What's important though is that however we got Commander Shepard, we got Commander Shepard. By hook or by crook, by accident and design, she's one of the greatest heroines in gaming history. Her adventures may almost be over, but as the end of Mass Effect 3 says, they've already made her a legend. May it live on for many, many years to come.