Archive for Gaming

Firemint Real Racing For iPhone/N-Gage [Real Racing]

PocketGamer got a look at a new accelerometer-based mobile racing game from Firemint.

As you can see from the video, Real Racing runs on the iPhone — and certainly confirms our hopes for that platform's gaming prowess — but Firemint also have it up and running on a Nokia N95 (all the recent N-series phones have motion sensors built in).

Multiplayer races can take place over a wifi link, and your racing stats are automatically uploaded to the Firemint web site. Brilliantly, the game will also upload videos of your best times to YouTube and share your rankings via Facebook and OpenSocial into the bargain.


GCDC 2008: Firemint shows off awesome iPhone racing game
[PocketGamer]


Murloc, Succubus, Lady Vashj WoW Figures Hit in April [World Of Warcraft]

DC Unlimited just announced their latest line of World of Warcraft inspired action figures. World of Warcraft Series 4 includes the Gnoll Warlord: Gangris Riverpaw, Lady Vashj, a Murlock two-pack featuring Fish-Eye and Gibbergil, Succubus Demon: Amberlash and Tuskarr: Tavru Akua.

Keep in mind that the first series of WoW action figures from DC Unlimited sold out in weeks, so if you're interested you might ant to start prepping now.





New Lego Batman Character Announced, Batgirl! [Lego Batman The Videogame]

It's an exciting day for everyone in Lego Gotham City. A new hero err heroine has been announced, Batgirl! She will be joining forces with Lego Batman's great cast of characters. Batgirl will also be able to sport Batman's gadgets such as the Glide Suit and Sonic Suit. Expect the game out in September.

Lego Batman character

Frankenreview: Too Human [Too Human]

 Too Human has been in development for more than a decade by Denis Dyack and the crew at Silicon Knights.

The kick-off for the Cybernorse trilogy was critically panned when previews hit and Dyack was quick to attack those who dug into the early code. But now the game is in stores and there's no more room for excuse making. We've gathered together a cross-section of critical analysis from across the web to try and find a bit of insight into whether the game is worth buying and playing.

Hit the jump for our Epic Frankenreview.

The Guardian The Guardian did not provide a score or grade. I've tried to love Too Human, I really have. For a start action role playing games - think Diablo 2 etc - are rarely found on the consoles. And those that are tend to emphasise the hack and slash action over the deeper character development stuff. Too Human has skill trees, levelling, looting, big guns, co-op - heck, this should be great, right? Sadly not. Repetitive action, bland graphics, iffy controls, technical glitches - for a game that has been in development for years this is unforgivable. Or maybe the protracted birth explains the game's flaws? The clumsy inventory and general lack of interface polish are possibly symptomatic of an overly inward looking development process. Or maybe I've been spoilt by the likes of WoW? But with the amount of inventory management that Too Human requires you'll wish there was a more elegant solution.

NZ Gamer Presented in-engine, the cinematics are horrible. They are poorly scripted, poorly animated (for the most part) and just downright painful to watch. Much ado was made about the cinematic capabilities of Too Human, with Denis Dyack (the head cheese at Sillicon Knights, the studio behind Too Human) talking about how this was the next step in story telling and would really blow people away. One can only assume that the good stuff got left on the cutting room floor because what shipped in the title really is quite poor - garishly so compared to the likes of Heavenly Sword, but even old PS2 games like Tomb Raider would have beaten this presentation hands down. It's unfortunate but it's hardly a show stopper - you don't even see them at all in multiplayer, which is where most hardcore players will spend most of their time. GamePro Baldur maybe a little bland and walks around like he's got something pointy in his boots but put a crowd of enemies in front of him and he suddenly turns into an Olympic speed-skater. With simple rotations of the analog sticks, you can send Baldur flying across the screen like an angry hornet, doling out punishment with bright sparks and the satisfying clank of metal on metal. The combat system is pretty slick, letting you launch guys into the air and then juggle them with gunfire to rack up combo points for devastating "ruiner" attacks, or leap up to get out of the fray and bash them silly. I personally loved every minute of it. The targeting system is less helpful when using guns because it stubbornly "sticks" to one particular enemy when you're frantically trying to target another, but the action is intense and enjoyable nonetheless.

The HD Room Is Too Human a dismissible "hack and slash" best eternally shelved with the likes of Kingdom Under Fire as reported from E3 2006? At times in the thick of battle it sure feels like it. But even when staleness creeps into combat and urges to "save and quit" grow, there’s the enticing payoff of leveling up one more time in the quest to reach level 50 or trigger the next extensive cut-scene unraveling a story on-par with, or better than, most of what airs on the Sci-Fi Channel. Diablo may continue to skirt around ever appearing on Xbox 360 or Playstation 3, but Too Human is finally here and has a legitimate shot at successfully picking up some of the big production action/RPG-on-consoles slack.

GameSpot Too Human drops a juicy plot development at the most inopportune time: its very end. It's the obvious manner of setting up a sequel, the infamous "to be continued..." we've come to expect from television shows and, yes, even some modern video games. This isn't necessarily a bad thing, but it exemplifies the core experience of this action/role-playing hybrid. Too Human is a game of false starts and unrealized potential that infiltrate almost every aspect of the game, from story, to combat, to balance. Its elements feel stitched together, making for a patchwork quilt of a game that's fraying at the seams.

Our review won't run until later this week because we've decided not to review the review code which was sent out early but with several notes that it didn't represent the final and completely polished product. Instead I'm just finishing up the final, boxed retail code (my second full time through the game) and will be posting our review later this week.



#5. Being Green.

No, I'm not talking about the Hulk. You're gifted with a plethora of choices in Red Alert 3 as to what color to make your army - the thing is, green blends in very easily with both the landscape and the mini-map. Not only does this make it difficult to see your enemy attack you, but also makes it quite simple to make a small quick unit hold fire near their base and spy on them.



Prevent This: Be vigilant of the coloring on the screen, especially if you have a green opponent. Don't allow green spies to hang around unchecked!

#4. Insane Animals.

The Soviet bear and the Allies Guard Dog are easily pumped out at the beginning of the map, charging them over to your opponents side not only gives you immediate recon but also can be placed in front of their troop production building and easily take out any produced engineers, gunmen, etc.



Prevent This: Build a turret immediately and place it in the area of your buildings.

#3. Broken Harvester Treaty.

Ever since the dawn of Red Alert, harvest treaties were an unspoken rule. You didn't touch my harvest, I didn't touch yours. When somebody starts screwing with your harvester, all bets are off and the lameness begins. Yes, I know of harvester attackers say "Nothing is fair in war" - but screw you. Don't touch my harvester!



Prevent This: Build walls around your harvester paths, and keep your turrets handy.

#2. Sea Attacks.

The largest of sea units on all sides seem incredibly overpowered. More often then not you'll find players just pumping the building tree to get their awesome sea units out to obliterate your buildings from 100 miles away. I have to say all my least satisfying games ended like this. Zee dolhins, dey do nah-zing!



Prevent This: Lots of turrets and sea units is the only way to go, make sure to keep a good eye on your enemies sea space. Don't let them get near your base.

#1. Engineer Fools mate.

If you play chess, you know fools mate is taking your opponent out in minimal moves. Only the novice of chess players fall for the tactic, but it's completely cheesy. In the same way the Engineer taking over your construction yard is the same ploy - especially now that they can swim. Once your yard is sold, it's hard to recover.



Prevent This: Don't be a chump, build a turret around your construction yard ASAP.


While I'm not the largest real-time strategy geek, Red Alert has always held a special place in my gaming history. I've spent a good portion of my gaming career lining up soviet build orders and creating epic lines of Tesla coils. So it truly is with great pride that FilePlanet presents the beta of the next in the series - Red Alert 3.

FilePlanet Subscribers can grab a key today and start playing. This includes trying out the all new Japanese faction along with the classic axis and allies. The game play is addictive and fun, and has been sucking hours out of me as we square off against each other in the office.



On a side note, to all those being patient for the big news... Rest assured it is coming and your patience will be more then rewarded. Once we pound out all the final details, you'll get them ASAP.

by: Randy KalistaArticle - You’ve probably never heard of Perry Rhodan, but this point-and-click adventure will take up real estate in your imagination for days.

by: Cyril LachelArticle - Read about Cyril's frustrations with the potential of this horror survival

Today I discovered a secret for finding a proper headset. Earlier I’ve bought cheap and expensive headsets, and there was always something bad in them. It didn’t matter how much I paid, there was always something bad about them. Today I discovered that you actually need to break headset before they fit well. I bought a headset [...

Have you ever seen a schedule for a game project that picks a day for production to begin? I think I've seen that on every project. Some day is chosen, a year or so in advance, and you have to start creating "production assets (levels usually)" on that day. I've never liked it and it's never worked out very well.The problems are:Teams never transition from pre-production to production as if a switch were thrown. Different asset types transition at different rates. E.g. we may have level

The Great Retro Olympics!: 200 meter freestyle screenshot

Don’t panic, everyone, but there are only a couple more Great Retro Olympic events left before the closing ceremony on Sunday. Don’t miss out on a chance to walk away with a shiny medal. Your friends and family will be so proud. Hell, maybe you will even end up on the cover of a Wheaties Nintendo cereal box if you do well.

Today’s event is the 200 meter freestyle, which means the quiz is all about water stages in retro videogames. Do you know the difference between a Blooper and a Cheep-Cheep? Take the quiz to find out.

And as I mentioned, there are only a few quizzes left. Make sure to check back later this week for the rest of the excitement:

  • August 21: Fencing – Questions about weapons
  • August 24: Closing ceremony – Questions about videogame endings

As for this event, just leave your answers in the comments and check my community blog tomorrow (8/20) for the results.

This may be your only chance to beat Michael Phelps in something water-related! Get that Speedo on and …good luck!

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The Ship was, unfortunately, destined to obscurity from the very moment it was devised. Despite being a murder-based, multiplayer Half-Life mod, The Ship took something as cliche and recognizable as the contemporary deathmatch and turned it into a slow-paced, thoughtful game of hunter/hunted.

This is, of course, why only about three people play it at any given time, and those who do remove all the game rules and play it like it's CounterStrike.

There are, however, a few caring souls who still play The Ship the way it's meant to be played, and they frequent this very website. Eschatos, ScottyGraySkull, and CaffeinePowered all subtly brought me back into the game via The Ship Mondays, which I guess you can contact them about. 

Suffice it to say, this is the only multiplayer-only game I've ever highlighted for Games Time Forgot, and you can still play it as intended thanks to your fellow Dtoiders.

Hit the jump to see why it's worth your time.

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32% of industry growth in 2008 is from music games screenshot

You can't get away from it. Go to a party and there's always Rock Band. Go to Wal-Mart and people are playing Guitar Hero. Best Buy? Rock Band again. Industry events? Music games. And then you go home... and play more.

UBS analyst Ben Schachter says that these and other music games helped boost the growth of the games industry 32% in 2008. We're only half a year into 2008! According to the NPD, 2008 total game industry sales (.47 billion) are already 35% ahead of last year's total, and these music games have played a big part.

The Guitar Hero franchise total sales are up 87% from last year, pulling in million in sales in July alone. Add to that Rock Band's million in sales, again, just for July!

It's not even close to over, with games like Rock Band 2, Guitar Hero World Tour, and Rock Revolution on the horizon, just in time for the holiday season.

I hope you really like these music games. I know Nick Chester does.

[Via 1UP]

There's something about MySims Kingdom that just fills me with joy. It's a very cute, heart warming looking game and I was surprised by how much I enjoyed watching everything that was happening on screen.

You play as a lowly pig farmer who becomes the world's most important person as the king has asked for your help to rebuild the world. The king gives you a magical wand that you will use to build everything from bridges to help people get across rivers, connecting wheels and gears together to open up locked doors, to even building yourself a bed to catch a nap. You'll of course have to find parts scattered across the world to actually build stuff with your wand.

You'll always have two friends with you as your travel from island to island to help progress the story and help you figure things out, should you need it. In the demo, we went to a prehistoric island where an evil man named Sir Vincent was holding a triceratops in a cage. Before you can free the triceratops, you'll need to trick Sir Vincent by feeding his ego. Praise him enough, and you'll be able to get  him to go to a different part of the island. Once he's out of the way, you'll need to use your wand to connect a bunch of gears to a rotation device together that will open up the cage to free the triceratops. 

MySims Kingdom is shaping up to be a very promising, and dare I say, adorable looking game. It'll be out this Fall for the Wii and Nintendo DS. 

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There’s been a pretty big fad in video games as of late. Creating and customization has become a major factor in video games, and the Nintendo Wii is no exception. With Blast Works, where nearly every facet of the game is customizable to Boom Blox where you could create entire customized levels. Monster Lab is the next Nintendo Wii game to feature customizing and creating as a major aspect of the game.

Here is a press release I received this morning about the game:

Eidos and Warner Bros. Interactive Entertainment are proud to announce the launch of www.monsterlabthegame.com, the official website of the Monster Lab videogame, an RPG/action hybrid game for the whole family, set in an eerie, supernatural world where the evil Baron Mharti rules the region with a cruel hand. The site offers an inside look at Monster Lab’s gameplay features, screenshots and will be home to the anticipated official game trailer debut. The nuts and bolts of the laboratory have been unlocked for your initial research and exploration, with more updates to come.

In Monster Lab, players take on the role of an apprentice scientist to perform a vast array of intricate experiments resulting in the creation of your very own monster from over 150 available parts. By bringing these creations to life, players can explore the land; hunting down other gruesome monsters to defeat in combat and uncovering fun quests and challenges. The ultimate goal is to vanquish the evil Baron Mharti and liberate the villagers by mastering experiments, creating a powerful army of monsters and conquering all of the vast environments. Only then will players rise through the ranks and become a scientist worthy of defeating the Baron!

Monster Lab creeps onto store shelves on Wii™ and Nintendo DS™ this Fall.

I’ve been keeping a watchful eye on Monster Lab before E3, and I’m cautiously optimistic about the title. When a video game tantalizes me with thoughts of tapping into the creative side of my mind, it’s always a big selling point. The game looks intriguing, but I’m a little put off by the turn based combat shown off at E3. Turn based combat is good when you have multiple units to control, and is based off strategy. Monster Lab from what they showed at E3 looks more like a fighter. The game is shaping up really well in the art department, sporting some smooth textures and wonderful use of color. All in all I’m still on the fence with Monster Lab (if it wasn’t for the freakin’ turn based combat). I will say that the Monster Lab website is pretty impressive though and is worth a visit