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	<title>Video Game Writers</title>
	
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	<description>Video Game Writers: Industry News, Opinions and Game Reviews</description>
	<lastBuildDate>Tue, 28 Feb 2012 06:12:15 +0000</lastBuildDate>
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		<title>‘Monopoly: Street Fighter Collector’s Edition’ officially announced</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/-All7ATfZio/</link>
		<comments>http://videogamewriters.com/monopoly-street-fighter-collectors-edition-officially-announced-40204/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 03:57:54 +0000</pubDate>
		<dc:creator>Dylan Garner</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[monopoly]]></category>
		<category><![CDATA[Street Fighter]]></category>

		<guid isPermaLink="false">http://videogamewriters.com/?p=40204</guid>
		<description><![CDATA[The classic board game Monopoly has steered far from it&#8217;s roots in the Jersey streets, expanding into dozens of spin-offs inspired by just about anything marketable. USAopoly, the creator of the Monopoly spin-offs, has announced its next in the series, and it will be based of Capcom&#8217;s successful fighting game franchise, Street Fighter. The announcement coincides with Street Fighter&#8216;s 25th anniversary now in 2012. The game will be played the same as any traditional Monopoly, with players buying and selling property in an effort to beat their friends. Monopoly: Street Fighter Collector&#8217;s Edition will feature many famous icons and references immediately recognizable by long time fans of the series. Spaces on the board will include locations to buy such as Makoto&#8217;s dojo, Ryu&#8217;s rooftop, or M. Bison&#8217;s Shadowloo HQ. Capcom is currently holding a poll at CapcomUnity to decide which characters will be created as the player tokens/statues. The current list of twelve fighters from the original Street Fighter II will be condensed into six based on the vote. As of now, Ryu, Ken, Chun-li, and M. Bison lead the pack in the fan vote. USAopoly has had experience in marketing to gamers, selling other products that include Risk: Metal Gear Solid Edition, Monopoly: Nintendo, and Jenga: Donkey Kong. As of right now, there is no more information or release date available, but head over to CapcomUnity and cast your vote so that you can control your favorite character when you pick up your copy!]]></description>
			<content:encoded><![CDATA[<p>The classic board game <em>Monopoly</em> has steered far from it&#8217;s roots in the Jersey streets, expanding into dozens of spin-offs inspired by just about anything marketable. USAopoly, the creator of the <em>Monopoly</em> spin-offs, has announced its next in the series, and it will be based of Capcom&#8217;s successful fighting game franchise, <em>Street Fighter. </em>The announcement coincides with <em>Street Fighter</em>&#8216;s 25th anniversary now in 2012.<em><br />
</em></p>
<div id="attachment_40213" class="wp-caption aligncenter" style="width: 510px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/capcomunity.jpg" rel="lightbox[40204]"><img class="size-full wp-image-40213" src="http://videogamewriters.com/wp-content/uploads/2012/02/capcomunity.jpg" alt="capcomunity Monopoly: Street Fighter Collectors Edition officially announced" width="500" height="294" title="Monopoly: Street Fighter Collectors Edition officially announced" /></a><p class="wp-caption-text">Working box art via Brelson&#039;s CapcomUnity Blog</p></div>
<p>The game will be played the same as any traditional <em>Monopoly</em>, with players buying and selling property in an effort to beat their friends. <em>Monopoly: Street Fighter Collector&#8217;s Edition </em>will feature many famous icons and references immediately recognizable by long time fans of the series. Spaces on the board will include locations to buy such as Makoto&#8217;s dojo, Ryu&#8217;s rooftop, or M. Bison&#8217;s Shadowloo HQ. Capcom is currently holding a <a href="http://www.capcom-unity.com/brelston/blog/2012/02/27/monopoly:_street_fighter_collectors_edition_poll">poll at CapcomUnity</a> to decide which characters will be created as the player tokens/statues. The current list of twelve fighters from the original <em>Street Fighter II </em>will be condensed into six based on the vote. As of now, Ryu, Ken, Chun-li, and M. Bison lead the pack in the fan vote.</p>
<p>USAopoly has had experience in marketing to gamers, selling other products that include <em>Risk: Metal Gear Solid Edition</em>, <em>Monopoly: Nintendo</em>, and <em>Jenga: Donkey Kong</em>. As of right now, there is no more information or release date available, but head over to CapcomUnity and cast your vote so that you can control your favorite character when you pick up your copy!</p>
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		<item>
		<title>Creating the ultimate custom track list for ‘SSX’</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/4nM1MYI4UB8/</link>
		<comments>http://videogamewriters.com/creating-the-ultimate-custom-track-list-for-ssx-40202/#comments</comments>
		<pubDate>Tue, 28 Feb 2012 03:38:11 +0000</pubDate>
		<dc:creator>Kristen.Maxwell</dc:creator>
				<category><![CDATA[BrainCandy]]></category>
		<category><![CDATA[EarCandy]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Music for gaming]]></category>
		<category><![CDATA[SSX]]></category>

		<guid isPermaLink="false">http://videogamewriters.com/?p=40202</guid>
		<description><![CDATA[EA&#8217;s reboot of SSX hits shelves tomorrow, and one of the most anticipated features promised in the update is the ability to use your own soundtrack. The audio engine will (allegedly) even &#8220;remix&#8221; your tracks for you based on your performance, pulling back on the music when you take big air, and transitioning to Run DMC&#8217;s &#8220;It&#8217;s Tricky&#8221; at appropriate times. With that in mind, I spent all day assembling my dream soundtrack for shredding the deadly descents. I&#8217;m actually pretty psyched for the included score, but these will be my go-to songs to get me in the mood for funky dope maneuvers: Weezer &#8211; &#8220;I Just Threw Out The Love of My Dreams&#8221; j.mp/99XcCw Weezer &#8211; &#8220;Hash Pipe&#8221; j.mp/MKaa8 Europe &#8211; &#8220;The Final Countdown&#8221;  j.mp/9DoHf6 Herbie Hancock &#8211; &#8220;Rockit&#8221; j.mp/dTovcz DJ Shadow &#8211; &#8220;Six Days (Soulwax Remix)&#8221; j.mp/aK2Vjz MC Chris &#8211; &#8220;Fett&#8217;s Vette&#8221; j.mp/aytAra Death From Above 1979 &#8211; Romantic Rights  youtube.com/watch?v=ahe9BP… Cake &#8211; &#8220;Never There&#8221; j.mp/g3iM3X Cake &#8211; &#8220;The Distance&#8221; j.mp/yLilDk Royksopp &#8211; &#8220;Royksopp&#8217;s Night Out&#8221; j.mp/yLilDk Gorillaz &#8211; &#8220;Dirty Harry&#8221; j.mp/4st2LM Gorillaz &#8211; &#8220;Feel Good Inc&#8221; j.mp/eI4Roz Bif Naked &#8211; &#8220;Spaceman&#8221; j.mp/x148r5 Bif Naked &#8211; &#8220;Funeral of a Good Girl&#8221; j.mp/yk7aY0 Rodrigo y Gabriela &#8211; &#8220;Diablo Rojo&#8221; j.mp/4Y5uE9 Hellogodbye &#8211; &#8220;All of Your Love&#8221; j.mp/e4Np87 Phoenix &#8211; &#8220;1901&#8243; j.mp/a0ucrN Nine Inch Nails &#8211; &#8220;You Know Who You Are&#8221; j.mp/xPYSDW Nine Inch Nails &#8211; &#8220;The Hand That Feeds&#8221; j.mp/hHRS99 Pearl Jam &#8211; &#8220;Life Wasted&#8221; j.mp/b8dUj2 Pearl Jam &#8211; &#8220;Go&#8221; j.mp/bO93pL Faith No More &#8211; &#8220;Land of Sunshine&#8221; j.mp/kJI1sO Tegan and Sara &#8211; &#8220;Hell&#8221; j.mp/cbnx1 Daft Punk &#8211; &#8220;Around the World / Harder Better Faster Stronger&#8221; j.mp/z5CRkx Santigold &#8211; &#8220;Say Aha&#8221; j.mp/5ZNsTB Rage Against the Machine &#8211; &#8220;Know Your Enemy&#8221; j.mp/AFkn Skrillex &#8211; &#8220;Reptile&#8217;s Theme&#8221; j.mp/pmS7x3 Ozma &#8211; &#8220;Korobeiniki&#8221; j.mp/xfCI2U Soul Coughing &#8211; &#8220;Rollin&#8221; j.mp/aJwD4P Force Commander OST &#8211; &#8220;Imperial March (Rage Mix)&#8221; j.mp/xpwDPh Ke$ha &#8211; &#8220;Tik Tok (instrumental)&#8221; (the best way to enjoy her music&#8230; without her) j.mp/73VIsa Cypress HIll &#8211; &#8220;Insane in the Brain&#8221; j.mp/eC7rsN Anthrax &#38; Public Enemy &#8211; &#8220;Bring tha Noise&#8221; j.mp/2SlS6m J.S. Bach (via Catherine OST) &#8211; &#8220;(Little) Fugue in G Minor&#8221; j.mp/xC5LC4 Beastie Boys &#8211; &#8220;Intergalactic&#8221; j.mp/zkjWOL Robin Skouteris &#8211; &#8220;One Hell or Another&#8221; j.mp/jynMBN Arctic Monkeys &#8211; Brianstorm youtube.com/watch?v=30w8Dy… Komputer Kontroller (Kasson Crooker) &#8211; &#8220;Robot Rockerz&#8221; j.mp/wAXtO4 Run DMC / Xecutioniers &#8211; &#8220;King of Rock (Amplitude mix)&#8221; j.mp/zgwn9T Guns &#8216;n&#8217; Roses &#8211; &#8220;You Could Be Mine&#8221;  j.mp/4BcI83 MGMT &#8211; Electric Feel youtube.com/watch?v=MmZexg… Superbus &#8211; &#8220;Radio Song&#8221; j.mp/w4gwgp Red Hot Chili Peppers &#8211; &#8220;Higher Ground&#8221; j.mp/Od2dn Led Zeppelin &#8211; &#8220;Immigrant Song&#8221; j.mp/8OX3Ml Mirwais &#8211; &#8220;Disco Science&#8221; j.mp/eEXC6 Wolfmother &#8211; &#8220;Joker and the Thief&#8221; j.mp/kmCij3 Beastie Boys &#8211; &#8220;Jimmy James (Original Original version) j.mp/zHmkXY No Doubt &#8211; &#8220;Just a Girl&#8221; j.mp/xWZhhK Freezepop &#8211; &#8220;Less Talk More Rokk&#8221; (THIS mix) j.mp/6FVlm White Stripes &#8211; &#8220;Fell in Love with a Girl&#8221; j.mp/1ZeqVj Helmet/House of Pain &#8211; &#8220;Just Another Victim&#8221; j.mp/1uph7 Daft Punk &#8211; &#8220;Derezzed&#8221; j.mp/gs7C8w Metric &#8211; &#8220;Stadium Love&#8221; j.mp/12nJY So what are your favorite downhill jams? Post your recommendations in the comments, or check out our communal SSX playlist on Spotify. &#160;]]></description>
			<content:encoded><![CDATA[<p>EA&#8217;s reboot of <em>SSX</em> hits shelves tomorrow, and one of the most anticipated features promised in the update is the ability to use your own soundtrack. The audio engine will (allegedly) even &#8220;remix&#8221; your tracks for you based on your performance, pulling back on the music when you take big air, and transitioning to Run DMC&#8217;s &#8220;It&#8217;s Tricky&#8221; at appropriate times.</p>
<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/ssx_sounds.jpg" rel="lightbox[40202]"><img class="alignright size-medium wp-image-40205" src="http://videogamewriters.com/wp-content/uploads/2012/02/ssx_sounds-300x169.jpg" alt="ssx sounds 300x169 Creating the ultimate custom track list for SSX" width="300" height="169" title="Creating the ultimate custom track list for SSX" /></a>With that in mind, I spent all day assembling my dream soundtrack for shredding the deadly descents. I&#8217;m actually pretty psyched for the included score, but these will be my go-to songs to get me in the mood for funky dope maneuvers:</p>
<ul>
<li>
<article>
<div>Weezer &#8211; &#8220;I Just Threw Out The Love of My Dreams&#8221; <a href="http://t.co/d3z1gSaz" rel="url" target="_blank">j.mp/99XcCw</a></div>
</article>
</li>
<li>
<article>
<div>Weezer &#8211; &#8220;Hash Pipe&#8221; <a href="http://t.co/vurv3jnb" rel="url" target="_blank">j.mp/MKaa8</a></div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Europe &#8211; &#8220;The Final Countdown&#8221;  <a href="http://t.co/VaB9J7CU" rel="url" target="_blank">j.mp/9DoHf6</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Herbie Hancock &#8211; &#8220;Rockit&#8221; <a href="http://t.co/z7WAXwjl" rel="url" target="_blank">j.mp/dTovcz</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>DJ Shadow &#8211; &#8220;Six Days (Soulwax Remix)&#8221; <a href="http://t.co/CUjuO5ks" rel="url">j.mp/aK2Vjz</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>MC Chris &#8211; &#8220;Fett&#8217;s Vette&#8221; <a href="http://t.co/XHIw1yVL" rel="url" target="_blank">j.mp/aytAra</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Death From Above 1979 &#8211; Romantic Rights  <a title="http://www.youtube.com/watch?v=ahe9BPmMJAc" href="http://t.co/b89SiiKU" rel="url" target="_blank">youtube.com/watch?v=ahe9BP…</a></footer>
</div>
</div>
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<article>
<div>
<div>
<footer>Cake &#8211; &#8220;Never There&#8221; <a href="http://t.co/oj6NFjUy" rel="url" target="_blank">j.mp/g3iM3X</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Cake &#8211; &#8220;The Distance&#8221; <a href="http://t.co/z48fXKlu" rel="url" target="_blank">j.mp/yLilDk</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>Royksopp &#8211; &#8220;Royksopp&#8217;s Night Out&#8221; <a href="http://t.co/z48fXKlu" rel="url" target="_blank">j.mp/yLilDk</a></div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Gorillaz &#8211; &#8220;Dirty Harry&#8221; <a href="http://t.co/xC9ePYuL" rel="url" target="_blank">j.mp/4st2LM</a></footer>
</div>
</div>
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<article>
<div>
<div>
<footer>Gorillaz &#8211; &#8220;Feel Good Inc&#8221; <a href="http://t.co/l7aet6IX" rel="url" target="_blank">j.mp/eI4Roz</a></footer>
</div>
</div>
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<li>
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<div>
<div>
<footer>Bif Naked &#8211; &#8220;Spaceman&#8221;<a href="http://t.co/e2deAngj" rel="url" target="_blank"> j.mp/x148r5</a></footer>
</div>
</div>
</article>
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<li>
<article>
<div>
<div>
<footer>Bif Naked &#8211; &#8220;Funeral of a Good Girl&#8221; <a href="http://t.co/T4Kft5Hv" rel="url" target="_blank">j.mp/yk7aY0</a></footer>
</div>
</div>
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<li>
<article>
<div>
<div>
<footer>Rodrigo y Gabriela &#8211; &#8220;Diablo Rojo&#8221; <a href="http://t.co/f1XgkT6j" rel="url" target="_blank">j.mp/4Y5uE9</a></footer>
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<div>
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<footer>Hellogodbye &#8211; &#8220;All of Your Love&#8221; <a href="http://t.co/sajqbwCY" rel="url" target="_blank">j.mp/e4Np87</a></footer>
</div>
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<div>
<div>
<footer>Phoenix &#8211; &#8220;1901&#8243; <a href="http://t.co/P0UJ3gkO" rel="url" target="_blank">j.mp/a0ucrN</a></footer>
</div>
</div>
</article>
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<div>
<div>Nine Inch Nails &#8211; &#8220;You Know Who You Are&#8221; <a href="http://t.co/NCHrQiKs" rel="url" target="_blank">j.mp/xPYSDW</a></div>
</div>
</article>
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<li>
<article>
<div>
<div>
<footer>Nine Inch Nails &#8211; &#8220;The Hand That Feeds&#8221; <a href="http://t.co/eKS3pu3P" rel="url" target="_blank">j.mp/hHRS99</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Pearl Jam &#8211; &#8220;Life Wasted&#8221; <a href="http://t.co/sq1omitZ" rel="url" target="_blank">j.mp/b8dUj2</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Pearl Jam &#8211; &#8220;Go&#8221; <a href="http://t.co/KypUHkiT" rel="url" target="_blank">j.mp/bO93pL</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Faith No More &#8211; &#8220;Land of Sunshine&#8221; <a href="http://t.co/A5nbFOyd" rel="url" target="_blank">j.mp/kJI1sO</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Tegan and Sara &#8211; &#8220;Hell&#8221; <a href="http://t.co/PwIWBVgC" rel="url" target="_blank">j.mp/cbnx1</a></footer>
</div>
</div>
</article>
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<li>
<article>
<div>
<div>
<footer>Daft Punk &#8211; &#8220;Around the World / Harder Better Faster Stronger&#8221; <a href="http://t.co/AYL7sk0R" rel="url" target="_blank">j.mp/z5CRkx</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Santigold &#8211; &#8220;Say Aha&#8221;<a href="http://t.co/OiCiX31C" rel="url" target="_blank"> j.mp/5ZNsTB</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Rage Against the Machine &#8211; &#8220;Know Your Enemy&#8221; <a href="http://t.co/wcpMIjqV" rel="url" target="_blank">j.mp/AFkn</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Skrillex &#8211; &#8220;Reptile&#8217;s Theme&#8221;<a href="http://t.co/6US5dSyf" rel="url" target="_blank"> j.mp/pmS7x3</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Ozma &#8211; &#8220;Korobeiniki&#8221; <a href="http://t.co/Q0KRDKXO" rel="url" target="_blank">j.mp/xfCI2U</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Soul Coughing &#8211; &#8220;Rollin&#8221; <a href="http://t.co/beIQohw1" rel="url" target="_blank">j.mp/aJwD4P</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Force Commander OST &#8211; &#8220;Imperial March (Rage Mix)&#8221; <a href="http://t.co/vvX4jYUK" rel="url" target="_blank">j.mp/xpwDPh</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Ke$ha &#8211; &#8220;Tik Tok (instrumental)&#8221; (the best way to enjoy her music&#8230; without her) <a href="http://t.co/lma6CAdo" rel="url" target="_blank">j.mp/73VIsa</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Cypress HIll &#8211; &#8220;Insane in the Brain&#8221; <a href="http://t.co/P5DJegaX" rel="url" target="_blank">j.mp/eC7rsN</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>Anthrax &amp; Public Enemy &#8211; &#8220;Bring tha Noise&#8221; <a href="http://t.co/7RUoVjRF" rel="url" target="_blank">j.mp/2SlS6m</a></footer>
</div>
</div>
</article>
</li>
<li>
<article>
<div>
<div>
<footer>J.S. Bach (via Catherine OST) &#8211; &#8220;(Little) Fugue in G Minor&#8221; <a href="http://t.co/RYBMZ0hw" rel="url" target="_blank">j.mp/xC5LC4</a></footer>
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<footer>Beastie Boys &#8211; &#8220;Intergalactic&#8221; <a href="http://t.co/GticdEaq" rel="url" target="_blank">j.mp/zkjWOL</a></footer>
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<footer>Robin Skouteris &#8211; &#8220;One Hell or Another&#8221; <a href="http://t.co/lPAy4Lht" rel="url" target="_blank">j.mp/jynMBN</a></footer>
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<footer>Arctic Monkeys &#8211; Brianstorm <a title="http://www.youtube.com/watch?v=30w8DyEJ__0&amp;ob=av3e" href="http://t.co/4erMlslJ" rel="url" target="_blank">youtube.com/watch?v=30w8Dy…</a></footer>
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<footer>Komputer Kontroller (Kasson Crooker) &#8211; &#8220;Robot Rockerz&#8221; <a href="http://t.co/wyTtZe93" rel="url" target="_blank">j.mp/wAXtO4</a></footer>
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<div>Run DMC / Xecutioniers &#8211; &#8220;King of Rock (<em>Amplitude</em> mix)&#8221; <a href="http://t.co/n4rpA9fF" rel="url" target="_blank">j.mp/zgwn9T</a></div>
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<div>Guns &#8216;n&#8217; Roses &#8211; &#8220;You Could Be Mine&#8221;  <a href="http://t.co/enErcmpl" rel="url" target="_blank">j.mp/4BcI83</a></div>
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<footer>MGMT &#8211; Electric Feel <a title="http://www.youtube.com/watch?v=MmZexg8sxyk&amp;ob=av3e" href="http://t.co/eLviIKJx" rel="url" target="_blank">youtube.com/watch?v=MmZexg…</a></footer>
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<footer>
<div>Superbus &#8211; &#8220;Radio Song&#8221; <a href="http://t.co/ttIynfyM" rel="url" target="_blank">j.mp/w4gwgp</a></div>
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</article>
</li>
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<article>Red Hot Chili Peppers &#8211; &#8220;Higher Ground&#8221; <a href="http://t.co/ZzMYPwmC" rel="url" target="_blank">j.mp/Od2dn</a></article>
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<footer>Led Zeppelin &#8211; &#8220;Immigrant Song&#8221; <a href="http://t.co/shlBpHFd" rel="url" target="_blank">j.mp/8OX3Ml</a></footer>
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<footer>Mirwais &#8211; &#8220;Disco Science&#8221; <a href="http://t.co/tpXLyWAk" rel="url">j.mp/eEXC6</a></footer>
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<footer>Wolfmother &#8211; &#8220;Joker and the Thief&#8221; <a href="http://t.co/AZeHM4vz" rel="url">j.mp/kmCij3</a></footer>
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<div>
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<footer>Beastie Boys &#8211; &#8220;Jimmy James (Original Original version) <a href="http://t.co/obRSdfKv" rel="url" target="_blank">j.mp/zHmkXY</a></footer>
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<footer>No Doubt &#8211; &#8220;Just a Girl&#8221; <a href="http://t.co/FroWia1s" rel="url" target="_blank">j.mp/xWZhhK</a></footer>
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<footer>Freezepop &#8211; &#8220;Less Talk More Rokk&#8221; (THIS mix) <a href="http://t.co/zNUmwe0M" rel="url" target="_blank">j.mp/6FVlm</a></footer>
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</article>
</li>
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<div>
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<footer>White Stripes &#8211; &#8220;Fell in Love with a Girl&#8221; <a href="http://t.co/96vKGxb8" rel="url" target="_blank">j.mp/1ZeqVj</a></footer>
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</article>
</li>
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<footer>Helmet/House of Pain &#8211; &#8220;Just Another Victim&#8221; <a href="http://t.co/KkhLazXe" rel="url" target="_blank">j.mp/1uph7</a></footer>
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<footer>Daft Punk &#8211; &#8220;Derezzed&#8221;<a href="http://t.co/lbr8Q1p9" rel="url" target="_blank"> j.mp/gs7C8w</a></footer>
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<div>
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<footer>
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<div>Metric &#8211; &#8220;Stadium Love&#8221;<a href="http://j.mp/12nJY" target="_blank"> j.mp/12nJY</a></div>
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</footer>
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</article>
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</ul>
<p><strong>So what are your favorite downhill jams? Post your recommendations in the comments, or check out our <a href="http://spoti.fi/xVAmTb" target="_blank">communal <em>SSX</em> playlist on Spotify</a>.</strong></p>
<p>&nbsp;</p>
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		<title>UK game sales charts dominated by PS Vita titles</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/46oliIOY5Fk/</link>
		<comments>http://videogamewriters.com/uk-game-sales-charts-dominated-by-ps-vita-titles-40198/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 23:20:29 +0000</pubDate>
		<dc:creator>Jen Bosier</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Vita]]></category>
		<category><![CDATA[PS Vita]]></category>

		<guid isPermaLink="false">http://videogamewriters.com/?p=40198</guid>
		<description><![CDATA[When the PS Vita launched in Japan back in December, the sales numbers were less than spectacular. While the system wasn&#8217;t completely dead in the water, it failed to touch that of Sony&#8217;s previous handheld, PSP, or the rival handheld, Nintendo 3DS. However, Jack Tretton, Sony Computer Entertainment America boss, said that the system had still moved 500,000 units and that it was incorrect to say the Japanese launch &#8220;struggled.&#8221; He further stated that the pre-order sales in the US were &#8220;very, very positive,&#8221; and that according to said data, the PS Vita could very well be Sony&#8217;s most successful hardware launch. Considering the massive advertising budget for the system, it would be nice for Sony if it paid off. While US sales figures are still sketchy at best, the other major Sony market, Europe, is already reporting impressive sales. Last week&#8217;s UK game sales were topped by Uncharted: Golden Abyss and FIFA Football at #1 and #2, respectively. Uncharted accounted for 31% of all Vita game sales, while FIFA accounted for 18% (those Brits love them some soccer). Wipeout 2048 came in at #4 and Rayman Origins came in at #6, proving that Europe has readily accepted the PS Vita. Though apparently the Wi-Fi version is still the most popular, as it accounted for 79% of hardware sales, as opposed to Japan where the 3G version was initially more popular, but sales data now indicates both systems are about equal. Hopefully concrete US sales will pour in soon.]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/slide/playstation-vita-launch-reviews/psvita-wallpaper/" rel="attachment wp-att-39627"><img class="alignright size-medium wp-image-39627" src="http://videogamewriters.com/wp-content/uploads/2012/02/PSVita-Wallpaper-300x217.jpg" alt="PSVita Wallpaper 300x217 UK game sales charts dominated by PS Vita titles" width="300" height="217" title="UK game sales charts dominated by PS Vita titles" /></a>When the PS Vita launched in Japan back in December, the sales numbers were less than spectacular. While the system wasn&#8217;t completely dead in the water, it failed to touch that of Sony&#8217;s previous handheld, PSP, or the rival handheld, Nintendo 3DS. However, Jack Tretton, Sony Computer Entertainment America boss, said that the system had still moved 500,000 units and that it was incorrect to say the Japanese launch &#8220;struggled.&#8221;</p>
<p>He further stated that the pre-order sales in the US were &#8220;very, very positive,&#8221; and that according to said data, the PS Vita could very well be Sony&#8217;s most successful hardware launch. Considering the <a title="Sony planning to spend $50 million on US Vita ad campaign" href="http://videogamewriters.com/sony-planning-to-spend-50-million-on-us-vita-ad-campaign-38707/">massive advertising budget</a> for the system, it would be nice for Sony if it paid off. While US sales figures are still sketchy at best, the other major Sony market, Europe, is already reporting impressive sales.</p>
<p>Last week&#8217;s UK game sales were topped by <em><a title="Review: Uncharted: Golden Abyss" href="http://videogamewriters.com/review/review-uncharted-golden-abyss/">Uncharted: Golden Abyss</a> </em>and <em>FIFA Football</em> at #1 and #2, respectively. <em>Uncharted</em> accounted for 31% of all Vita game sales, while <em>FIFA</em> accounted for 18% (those Brits love them some soccer).<em> Wipeout 2048</em> came in at #4 and <em>Rayman Origins</em> came in at #6, proving that Europe has readily accepted the PS Vita. Though apparently the Wi-Fi version is still the most popular, as it accounted for 79% of hardware sales, as opposed to Japan where the 3G version was initially more popular, but sales data now indicates both systems are about equal.</p>
<p>Hopefully concrete US sales will pour in soon.</p>
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		<title>Bethesda looking to ‘future-generation’ consoles with new job listing</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/r2QxuGWqPbA/</link>
		<comments>http://videogamewriters.com/bethesda-looking-to-future-generation-consoles-with-new-job-listing-40177/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 19:26:55 +0000</pubDate>
		<dc:creator>Scott Grill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Bethesda Softworks]]></category>

		<guid isPermaLink="false">http://videogamewriters.com/?p=40177</guid>
		<description><![CDATA[Bethesda Softworks&#8217; internal studio has had a successful run this generation book-ended by two The Elder Scrolls titles with Fallout 3 sandwiched in the middle. However, it looks like it&#8217;s next title may be one of the first of the next-generation of consoles according to a new job listing. &#8220;Bethesda Game Studios is looking for experienced programmers to work on cutting-edge technology for an unannounced game on future-generation consoles,&#8221; the job posting reads. While there are no earth-shattering clues in the job requirements about what we may expect to see in our future game consoles, DirectX 11 experience is listed along with &#8220;experience programming and optimizing for the Xbox 360 and PS3.&#8221; Obviously, the next Xbox (or Xbox 720) will continue to support the DirectX API. Also, with the expense of creating AAA games getting higher and higher, it behooves both Microsoft and Sony to build on the programming toolsets that are available for the PS3 and Xbox 360. What could this next title from Bethesda be? We don&#8217;t know but we do know that Bethesda parent Zenimax recently nabbed the IP rights to a Fallout MMO after a court battle and eventual settlement with the original developer, Interplay.]]></description>
			<content:encoded><![CDATA[<div id="attachment_40182" class="wp-caption alignright" style="width: 310px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/futurama_510.jpg" rel="lightbox[40177]"><img class="size-medium wp-image-40182" src="http://videogamewriters.com/wp-content/uploads/2012/02/futurama_510-300x159.jpg" alt="futurama 510 300x159 Bethesda looking to future generation consoles with new job listing" width="300" height="159" title="Bethesda looking to future generation consoles with new job listing" /></a><p class="wp-caption-text">The Future!</p></div>
<p>Bethesda Softworks&#8217; internal studio has had a successful run this generation book-ended by two <em>The Elder Scrolls</em> titles with <em>Fallout 3</em> sandwiched in the middle. However, it looks like it&#8217;s next title may be one of the first of the next-generation of consoles according to a new job listing.</p>
<p>&#8220;Bethesda Game Studios is looking for experienced programmers to work on cutting-edge technology for an unannounced game on future-generation consoles,&#8221; the job posting reads.</p>
<p>While there are no earth-shattering clues in the job requirements about what we may expect to see in our future game consoles, DirectX 11 experience is listed along with &#8220;experience programming and optimizing for the Xbox 360 and PS3.&#8221;</p>
<p>Obviously, the next Xbox (or Xbox 720) will continue to support the DirectX API. Also, with the expense of creating AAA games getting higher and higher, it behooves both Microsoft and Sony to build on the programming toolsets that are available for the PS3 and Xbox 360.</p>
<p>What could this next title from Bethesda be? We don&#8217;t know but we do know that Bethesda parent Zenimax recently nabbed the IP rights to a <a href="http://videogamewriters.com/bethesda-and-interplay-reach-a-settlement-on-fallout-mmo-rights-35458/">Fallout MMO</a> after a court battle and eventual settlement with the original developer, Interplay.</p>
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		<title>VGW’s “Quest for 3000″ Giveaway: Win Mass Effect 3 or a game of your choice</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/0gPz-lfiQLs/</link>
		<comments>http://videogamewriters.com/vgws-quest-for-3000-giveaway-win-mass-effect-3-or-a-game-of-your-choice-40178/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 19:18:02 +0000</pubDate>
		<dc:creator>Jason Evangelho</dc:creator>
				<category><![CDATA[Contests & Giveaways]]></category>
		<category><![CDATA[Mass Effect 3]]></category>

		<guid isPermaLink="false">http://videogamewriters.com/?p=40178</guid>
		<description><![CDATA[Here at VGW, we love our community. And in the interest of growing that community, we&#8217;re totally prepared to bribe you! In this case, the bribe is awesome: A free copy of Mass Effect 3, or any full price game of your choice up to $60 in value. We&#8217;re on a quest to hit 2000 &#8220;likes&#8221; on Facebook (already like us? Thanks, just click ENTER on the option). Once we do, we&#8217;ll randomly choose a winner from the entries below and send you a free game of your choice, for any platform, via Amazon.com. But here&#8217;s where things get interesting: If we hit 3000 &#8220;Likes&#8221; on Facebook before the contest ends on March 6, 2012, we&#8217;ll choose a second winner also. To increase your chances of winning, come back daily and do the tasks below to increase your number of entries. The faster we hit our goal, the sooner we give the game(s) away! *This contest is open to all residents of the US and Canada. Please read the full rules below. a Rafflecopter giveaway &#38;amp;amp;lt;a href=&#8221;http://rafl.es/enable-js&#8221;&#38;amp;amp;gt;You need javascript enabled to see this giveaway&#38;amp;amp;lt;/a&#38;amp;amp;gt;.]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/Untitled.png" rel="lightbox[40178]"><img class="alignright size-full wp-image-40180" title="Untitled" src="http://videogamewriters.com/wp-content/uploads/2012/02/Untitled.png" alt="Untitled VGWs Quest for 3000 Giveaway: Win Mass Effect 3 or a game of your choice" width="181" height="210" /></a>Here at VGW, we love our community. And in the interest of growing that community, we&#8217;re totally prepared to bribe you! In this case, the bribe is awesome: A free copy of <em>Mass Effect 3</em>, <strong>or any full price game of your choice up to $60 in value.</strong></p>
<p>We&#8217;re on a quest to hit <strong>2000</strong> &#8220;likes&#8221; on Facebook (already like us? Thanks, just click ENTER on the option). Once we do, we&#8217;ll randomly choose a winner from the entries below and send you a free game of your choice, for any platform, via Amazon.com.</p>
<p><span style="text-decoration: underline;">But here&#8217;s where things get interesting</span>: If we hit <strong>3000</strong> &#8220;Likes&#8221; on Facebook before the contest ends on March 6, 2012, <strong>we&#8217;ll choose a second winner</strong> also. To increase your chances of winning, come back daily and do the tasks below to increase your number of entries. The faster we hit our goal, the sooner we give the game(s) away!</p>
<p>*This contest is open to all residents of the US and Canada. Please read the full rules below.</p>
<p><span id="more-40178"></span><br />
<script id="raflin-dc07c94" type="text/javascript">// <![CDATA[
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<p><noscript>&amp;amp;amp;lt;a href=&#8221;http://rafl.es/enable-js&#8221;&amp;amp;amp;gt;You need javascript enabled to see this giveaway&amp;amp;amp;lt;/a&amp;amp;amp;gt;.</noscript></p>
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		<title>SEGA shows off gorgeous new ‘Sonic the Hedgehog 4: Episode 2′ screens</title>
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		<pubDate>Mon, 27 Feb 2012 18:33:19 +0000</pubDate>
		<dc:creator>Brian Shea</dc:creator>
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		<category><![CDATA[Sega]]></category>
		<category><![CDATA[Sonic Team]]></category>
		<category><![CDATA[Sonic the Hedgehog 4]]></category>
		<category><![CDATA[Sonic the Hedgehog 4: Episode 2]]></category>

		<guid isPermaLink="false">http://videogamewriters.com/?p=40147</guid>
		<description><![CDATA[Sonic the Hedgehog 4: Episode 2 is undoubtedly one of SEGA&#8217;s biggest releases of 2012, and, quite frankly, it has a lot to prove. After the much anticipated series &#8220;revival&#8221; fell flat in Episode 1, SEGA salvaged the notion of returning Sonic to his roots through 2011&#8242;s awesomely nostalgic Sonic Generations. With Sonic the Hedgehog 4: Episode 2, Sonic Team has promised massive improvements over Episode 1 through the inclusion of Tails, as well as a brand new physics engine. Over the weekend, the official site of the Japanese version went live. In addition to featuring all of the trailers we&#8217;ve seen thus far (the most recent one is embedded below), it also showcased a multitude of new screenshots. The new screens put on display the ever-hated underwater portions of the game. To balance out the disappointment of prominent water segments being in this game, SEGA also decided to include some amazing shots of Sonic and Tails traversing some greener levels, as well as a snowy zone. In what is sure to please many fans, these screenshots confirm the return of the snowboarding that has appeared in classic titles like Sonic the Hedgehog 3. Not much else was revealed through the screens, but we anticipate an English version of the official site to go live shortly. Sonic the Hedgehog 4: Episode 2 is scheduled to release sometime in 2012.]]></description>
			<content:encoded><![CDATA[<p><em>Sonic the Hedgehog 4: Episode 2</em> is undoubtedly one of SEGA&#8217;s biggest releases of 2012, and, quite frankly, it has a lot to prove. After the much anticipated series &#8220;revival&#8221; <a title="Play-It-Again Review: Sonic the Hedgehog 4: Episode 1" href="http://videogamewriters.com/review/play-it-again-review-sonic-the-hedgehog-4-episode-1/" target="_blank">fell flat in <em>Episode 1</em></a>, SEGA salvaged the notion of returning Sonic to his roots through 2011&#8242;s awesomely nostalgic <a title="Video Review: Sonic Generations (PC, Console)" href="http://videogamewriters.com/review/review-sonic-generations/" target="_blank"><em>Sonic Generations</em></a>.</p>
<p>With <em>Sonic the Hedgehog 4: Episode 2</em>, Sonic Team has <a title="SEGA details ‘Sonic the Hedgehog 4: Episode 2′ with first trailer" href="http://videogamewriters.com/sega-details-sonic-the-hedgehog-4-episode-2-with-first-trailer-34624/" target="_blank">promised massive improvements over <em>Episode 1</em></a> through the inclusion of Tails, as well as a brand new physics engine. Over the weekend, the<a title="Sonic the Hedgehog 4: Episode 2" href="http://sonic.sega.jp/SonicTheHedgehog4/episodeII/" target="_blank"> official site</a> of the Japanese version went live. In addition to featuring all of the trailers we&#8217;ve seen thus far (the most recent one is embedded below), it also showcased a multitude of new screenshots.</p>
<p>The new screens put on display the ever-hated underwater portions of the game. To balance out the disappointment of prominent water segments being in this game, SEGA also decided to include some amazing shots of Sonic and Tails traversing some greener levels, as well as a snowy zone. In what is sure to please many fans, these screenshots confirm the return of the snowboarding that has appeared in classic titles like <em>Sonic the Hedgehog 3</em>.</p>
<p>Not much else was revealed through the screens, but we anticipate an English version of the official site to go live shortly. <em>Sonic the Hedgehog 4: Episode 2</em> is scheduled to release sometime in 2012.</p>

<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-2-screen-2-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-2-Screen-2-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 2 Screen 2 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-2-screen-1-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-2-Screen-1-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 2 Screen 1 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-3-screen-4-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-3-Screen-4-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 3 Screen 4 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-2-screen-3-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-2-Screen-3-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 2 Screen 3 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-3-screen-4-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-3-Screen-4-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 3 Screen 4 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-1-screen-4-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-1-Screen-4-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 1 Screen 4 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-2-screen-2-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-2-Screen-2-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 2 Screen 2 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-3-screen-3-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-3-Screen-3-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 3 Screen 3 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-1-screen-1-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-1-Screen-1-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 1 Screen 1 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-1-screen-1-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-1-Screen-1-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 1 Screen 1 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
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<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-3-screen-2-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-3-Screen-2-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 3 Screen 2 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-3-screen-2-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-3-Screen-2-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 3 Screen 2 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-1-screen-4-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-1-Screen-4-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 1 Screen 4 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-3-screen-1-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-3-Screen-1-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 3 Screen 1 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-3-screen-1-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-3-Screen-1-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 3 Screen 1 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-1-screen-3-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-1-Screen-3-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 1 Screen 3 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-1-screen-3-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-1-Screen-3-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 1 Screen 3 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-3-screen-3-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-3-Screen-3-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 3 Screen 3 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-2-screen-4-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-2-Screen-4-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 2 Screen 4 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-2-screen-4-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-2-Screen-4-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 2 Screen 4 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-1-screen-2-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-1-Screen-2-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 1 Screen 2 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-2-act-2-screen-1-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-2-Act-2-Screen-1-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 2 Act 2 Screen 1 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>
<a href='http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/sonic-4-episode-2-zone-1-act-2-screen-3-620x/' title='Sonic the Hedgehog 4: Episode 2 | VGW'><img width="150" height="150" src="http://videogamewriters.com/wp-content/uploads/2012/02/Sonic-4-Episode-2-Zone-1-Act-2-Screen-3-620x-150x150.jpg" class="attachment-thumbnail" alt="Sonic 4 Episode 2 Zone 1 Act 2 Screen 3 620x 150x150 SEGA shows off gorgeous new Sonic the Hedgehog 4: Episode 2 screens" title="Sonic the Hedgehog 4: Episode 2 | VGW" /></a>

<p><a href="http://videogamewriters.com/sega-shows-off-gorgeous-new-sonic-the-hedgehog-4-episode-2-screens-40147/"><em>Click here to view the embedded video.</em></a></p>
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		<title>Review: Dynasty Warriors Next</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/I7La6ZVgjpk/</link>
		<comments>http://videogamewriters.com/review/review-dynasty-warriors-next/#comments</comments>
		<pubDate>Mon, 27 Feb 2012 16:59:04 +0000</pubDate>
		<dc:creator>Jen Bosier</dc:creator>
		
		<guid isPermaLink="false">http://videogamewriters.com/?post_type=review&amp;p=39851</guid>
		<description><![CDATA[Through the years, I have made it clear that I am an unabashed fan of Koei&#8217;s Dynasty Warriors franchise. In fact, I would direct your attention to my Dynasty Warriors 7 review for more information on my feelings. Suffice to say,  I think it is fair when people regard yet another entry into the franchise with skepticism. But familiarity isn&#8217;t always a bad thing, and Koei has really found their groove with this particular title. In fact, I feel comfortable saying that the PS Vita is the platform on which the series is best experienced. I&#8217;d even venture to say I&#8217;m not sure I&#8217;ll play the series on console again after playing it on Vita. Where everybody knows your name Fans of the series will find Dynasty Warriors Next continues the tradition of &#8220;more of the same with slight tweaks,&#8221; but those tweaks are noticeable and game-improving.  Returning are the Campaign and Conquest modes, which allow you to play through the story of The Romance of the Three Kingdoms, or pick your own adventure. The Campaign mode, while often forcing you to control various characters as the story sees fit, also allows you to unlock items, weapons, horse saddles, characters, and design elements for the Customizer. Conquest mode is still my favorite for its freedom of maps and characters, and still allows you to methodically take over the map, one province at a time. Before each invasion you need to decide your Strategem, which allows you to spend gold to use one or more generals&#8217; special stats. For instance, some generals increase your personal attack speed or strength, while others bolster your army&#8217;s defense or attack. The more expensive options are worth the extra coin, depending on the particular map you are heading into &#8212; bolstering your main camp isn&#8217;t always necessary, but on certain maps you&#8217;ll be glad you did. Between invasions, the game inserts interludes which usually involve the peasants from a province complaining locusts have destroyed their crops, or they are unhappy with your tax rate. These little asides can greatly affect your next invasion as they take money away or, on occasion, provide a big boost (old school gamers may find themselves making Oregon Trail jokes). These interludes are also where any discussions between generals will take place, such as Cao Cao admiring Liu Bei&#8217;s skill as a warrior. Scintillating. The look and feel of a thing Combat is now a mixture of button mashing and touch controls (more on that below), and it is every bit as stress-relieving as its console counterpart. The camera is a bit feisty, but never grating. The game still insists on starting you with the three &#8220;main&#8221; generals of each faction, and forces you to unlock the rest, which is still a mild irritation to long-time fans. Fortunately, the character customizer is one of the best yet, with the characters looking every bit as detailed and fancy as the &#8220;real&#8221; characters, which means I can just make a girl to play rather than pout that...]]></description>
			<content:encoded><![CDATA[<p>Through the years, I have made it clear that I am an unabashed fan of Koei&#8217;s <em><a title="Review: Dynasty Warriors 7" href="http://videogamewriters.com/review/review-dynasty-warriors-7/" target="_blank">Dynasty Warriors</a></em> franchise. In fact, I would direct your attention to my <a href="http://videogamewriters.com/review/review-dynasty-warriors-7/"><em>Dynasty Warriors 7</em></a> review for more information on my feelings. Suffice to say,  I think it is fair when people regard yet another entry into the franchise with skepticism. But familiarity isn&#8217;t always a bad thing, and Koei has really found their groove with this particular title. In fact, I feel comfortable saying that the PS Vita is <strong>the</strong> platform on which the series is best experienced. I&#8217;d even venture to say I&#8217;m not sure I&#8217;ll play the series on console again after playing it on Vita.</p>
<h3><span style="color: #56a5ec">Where everybody knows your name</span></h3>
<p>Fans of the series will find <em>Dynasty Warriors Next</em> continues the tradition of &#8220;more of the same with slight tweaks,&#8221; but those tweaks are noticeable and game-improving.  Returning are the Campaign and Conquest modes, which allow you to play through the story of <a href="http://www.amazon.com/Romance-Three-Kingdoms-Vol-1/dp/0804834679/ref=sr_1_2?s=books&amp;ie=UTF8&amp;qid=1330140397&amp;sr=1-2"><em>The Romance of the Three Kingdoms</em></a>, or pick your own adventure. The Campaign mode, while often forcing you to control various characters as the story sees fit, also allows you to unlock items, weapons, horse saddles, characters, and design elements for the Customizer. Conquest mode is still my favorite for its freedom of maps and characters, and still allows you to methodically take over the map, one province at a time.</p>
<div id="attachment_40118" class="wp-caption aligncenter" style="width: 640px"><a href="http://videogamewriters.com/review/review-dynasty-warriors-next/2012-02-24-120112/" rel="attachment wp-att-40118"><img class="size-large wp-image-40118" src="http://videogamewriters.com/wp-content/uploads/2012/02/2012-02-24-120112-630x357.jpg" alt="2012 02 24 120112 630x357 Review: Dynasty Warriors Next" width="630" height="357" title="Review: Dynasty Warriors Next" /></a><p class="wp-caption-text">The map is pretty slick as you slowly make your way across.</p></div>
<p>Before each invasion you need to decide your Strategem, which allows you to spend gold to use one or more generals&#8217; special stats. For instance, some generals increase your personal attack speed or strength, while others bolster your army&#8217;s defense or attack. The more expensive options are worth the extra coin, depending on the particular map you are heading into &#8212; bolstering your main camp isn&#8217;t always necessary, but on certain maps you&#8217;ll be glad you did.</p>
<p>Between invasions, the game <em></em>inserts interludes which usually involve the peasants from a province complaining locusts have destroyed their crops, or they are unhappy with your tax rate. These little asides can greatly affect your next invasion as they take money away or, on occasion, provide a big boost (old school gamers may find themselves making <em>Oregon Trail </em>jokes). These interludes are also where any discussions between generals will take place, such as Cao Cao admiring Liu Bei&#8217;s skill as a warrior. Scintillating.</p>
<div id="attachment_40117" class="wp-caption aligncenter" style="width: 640px"><a href="http://videogamewriters.com/review/review-dynasty-warriors-next/2012-02-24-120126/" rel="attachment wp-att-40117"><img class="size-large wp-image-40117" src="http://videogamewriters.com/wp-content/uploads/2012/02/2012-02-24-120126-630x357.jpg" alt="2012 02 24 120126 630x357 Review: Dynasty Warriors Next" width="630" height="357" title="Review: Dynasty Warriors Next" /></a><p class="wp-caption-text">Choosing your general&#039;s bonus can be very helpful.</p></div>
<h3><span style="color: #56a5ec">The look and feel of a thing</span></h3>
<p>Combat is now a mixture of button mashing and touch controls (more on that below), and it is every bit as stress-relieving as its console counterpart. The camera is a bit feisty, but never grating.</p>
<p>The game still insists on starting you with the three &#8220;main&#8221; generals of each faction, and forces you to unlock the rest, which is still a mild irritation to long-time fans. Fortunately, the character customizer is one of the best yet, with the characters looking every bit as detailed and fancy as the &#8220;real&#8221; characters, which means I can just make a girl to play rather than pout that Da Qiao isn&#8217;t available at the onset. Gathering sets of armor and weapons for the customizer can prove to be addicting, as well.</p>
<div id="attachment_40121" class="wp-caption aligncenter" style="width: 640px"><a href="http://videogamewriters.com/review/review-dynasty-warriors-next/2012-02-23-174030/" rel="attachment wp-att-40121"><img class="size-large wp-image-40121" src="http://videogamewriters.com/wp-content/uploads/2012/02/2012-02-23-174030-630x357.jpg" alt="2012 02 23 174030 630x357 Review: Dynasty Warriors Next" width="630" height="357" title="Review: Dynasty Warriors Next" /></a><p class="wp-caption-text">Give me a character creator, and I&#039;ll make a Sabbat.</p></div>
<p>The graphics are gorgeous and easily on par with the console offerings. In fact, because of the crisp resolution, some of the characters look <strong>better</strong>. Of course the dialog, acting and character design is still resplendently hokey, and you know what? That&#8217;s just part and parcel for the series. Mute the dialog and turn on some music to go forth.</p>
<h3><span style="color: #56a5ec">Getting in touch with the game</span></h3>
<p>When use of the Vita&#8217;s various features works, it works <strong>great</strong>. When they don&#8217;t work, it is a little cumbersome. For instance, on occasion the game will prompt you that enemy soldiers are ambushing you, and you must either slash (or &#8220;flick&#8221; as they call it) your fingers on the touch screen at incoming arrow attacks, or vigorously slash your fingers across incoming foot soldiers. It&#8217;s enjoyable and while not terribly challenging, it breaks up the monotony of continually charging into battle.</p>
<p>Some musou attacks are enhanced by repeatedly tapping or slashing the front and rear touch screens and these also work well. The musou attacks which require gamers to shake the Vita are less enjoyable. The shaking mechanic is clunky and feels awkward, especially when playing in public. (Nothing like a grown woman actively shaking a gaming device in the middle of a crowded train, eh?)</p>
<p>On the list of &#8220;meh&#8221; features is the Duel system. In many maps, when you encounter the final general (or, in some maps, big name generals such as Lu Bu), you will enter in a duel. This system is designed to utilize many of the touchscreen controls used throughout the game, but it occasionally feels unwieldy. Also, it&#8217;s impossible to <strong>not</strong> draw comparison between it and <em>Infinity Blade</em>.</p>
<div id="attachment_40116" class="wp-caption aligncenter" style="width: 586px"><a href="http://videogamewriters.com/review/review-dynasty-warriors-next/dynasty-warriors-duel/" rel="attachment wp-att-40116"><img class=" wp-image-40116 " src="http://videogamewriters.com/wp-content/uploads/2012/02/Dynasty-Warriors-Duel.jpg" alt="Dynasty Warriors Duel Review: Dynasty Warriors Next" width="576" height="326" title="Review: Dynasty Warriors Next" /></a><p class="wp-caption-text">Touch as many targets as possible to break a block.</p></div>
<p>Gala Mode provides a variety of minigames which showcase the Vita&#8217;s features, and while they are mildly amusing and enjoyable, chances are you&#8217;ll give this mode a skip.</p>
<h3><span style="color: #56a5ec">Bottom Line</span></h3>
<p>Despite some of the clunky features, bad dialog, voice work and same-old story, <a href="http://www.amazon.com/Dynasty-Warriors-NEXT-playstation-vita/dp/B006MO221S/ref=sr_1_cc_1?s=aps&amp;ie=UTF8&amp;qid=1330140448&amp;sr=1-1-catcorr"><em>Dynasty Warriors Next</em></a> is a great game. The fast-paced, mindless hack-and-slash for which the series is renowned is <strong>perfect</strong> for on-the-go, commuter game play. The divisions of campaign maps also works well for the 45 minute train ride, or two hour DMV line.</p>
<p>Fans of <em>Dynasty Warriors</em> should consider this a must-buy for the PS Vita. If you&#8217;ve never played <em>Dynasty Warriors</em> before, this is the <strong>perfect</strong> intro to the series, but if <em>Dynasty Warriors</em> isn&#8217;t your &#8220;thing,&#8221; I doubt this will woo you over.</p>
<p><em>Review Statement: A retail copy was provided by Tecmo Koei PR for the purpose of this review.</em></p>
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		<title>Epic to demo Unreal Engine 4 at GDC</title>
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		<pubDate>Mon, 27 Feb 2012 16:06:07 +0000</pubDate>
		<dc:creator>Jen Bosier</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[GDC 2012]]></category>
		<category><![CDATA[Unreal Engine]]></category>

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		<description><![CDATA[San Francisco&#8217;s GDC has just gotten more intriguing as Epic confirmed they will &#8220;unveil a preview&#8221; of the Unreal Engine 4. The next-gen engine, which has been in development since 2003, is the brain child of Epic founder Tim Sweeney, and will be quite the event. Epic has said &#8220;space is very limited, and appointments and non-disclosure agreements are required to see the Unreal Engine 4 presentation.&#8221; It&#8217;s a safe bet to assume the engine is geared towards next generation consoles (Wii U, PS4, and the next Xbox), and Epic had previous confirmed that Unreal 4 will be available to mobile developers sooner than was Unreal 3. Considering the shelf life Unreal 3 has already provided the studio, Unreal 4 will likely look to provide the same longevity. Both Sweeney and Rein will be at GDC, speaking with various studios, and Epic&#8217;s Cliff Bleszinski will be hosting the Game Developer&#8217;s Choice Awards as well as hosting a lecture on game design. GDC runs from March 5-9, 2012. [via Develop]]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/epic-to-demo-unreal-engine-4-at-gdc-40142/unreal-real-engine/" rel="attachment wp-att-40143"><img class="alignright size-full wp-image-40143" src="http://videogamewriters.com/wp-content/uploads/2012/02/unreal-real-engine.jpg" alt="unreal real engine Epic to demo Unreal Engine 4 at GDC" width="300" height="271" title="Epic to demo Unreal Engine 4 at GDC" /></a>San Francisco&#8217;s GDC has just gotten more intriguing as Epic confirmed they will &#8220;unveil a preview&#8221; of the Unreal Engine 4. The next-gen engine, which has been in development since 2003, is the brain child of Epic founder Tim Sweeney, and will be quite the event. Epic has said &#8220;space is very limited, and appointments and non-disclosure agreements are required to see the Unreal Engine 4 presentation.&#8221;</p>
<p>It&#8217;s a safe bet to assume the engine is geared towards next generation consoles (Wii U, PS4, and the next Xbox), and Epic had previous confirmed that Unreal 4 will be available to mobile developers sooner than was Unreal 3. Considering the shelf life Unreal 3 has already provided the studio, Unreal 4 will likely look to provide the same longevity.</p>
<p>Both Sweeney and Rein will be at GDC, speaking with various studios, and Epic&#8217;s Cliff Bleszinski will be hosting the Game Developer&#8217;s Choice Awards as well as hosting a lecture on game design. GDC runs from March 5-9, 2012.</p>
[via <a href="http://www.develop-online.net/news/39951/Unreal-Engine-4-demo-at-GDC?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+developmag%2Fifbh+%28Develop%29">Develop</a>]
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		<title>Review: Rayman Origins (PS Vita)</title>
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		<pubDate>Mon, 27 Feb 2012 16:00:31 +0000</pubDate>
		<dc:creator>Jen Bosier</dc:creator>
		
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		<description><![CDATA[Last year, Ubisoft released a gorgeous, stylistic platformer called Outland. The game was utterly brilliant and marked by a strong, artistic style, and wonderful, flowing gameplay that led to a sense of accomplishment.  Ubisoft returned to the fray with Rayman Origins last year on console and now this year on Vita, and it is impossible to understate how delightfully wonderful this game is. With its colorful, whimsical style, challenging, flowing gameplay and sense of charm and polish, Rayman Origins is everything a handheld platformer should be. Plus, it&#8217;s a digital title to boot! Charmed, I&#8217;m sure If Outland committed itself to a striking, bold style, then Rayman Origins commits itself to a bright, vivid style that is above all else charming. The character design is adorable, but the levels are the real eye candy here. With their bouncy, colorful style, everything from the jungles to the underwater levels are utter eye-candy. The PS Vita&#8217;s resolution means that everything is crisp and bound to draw the attention of anyone around you. (I will say that I concur with VGW&#8217;s Anne on the design of the nymphs. Their hyper-sexuality feels out of place within the landscape) As with any good platformer, Rayman Origins makes smart use of its landscapes, from waterfalls that jettison you along a Lum-catching adventure to swinging vines, gameplay is fast and flows delightfully. I&#8217;ve never been one for platformers that require a lot of sitting around, jumping, and then pondering of your next move. Rayman Origins seldom gives you too much time to plot your course as you slide, swing and dive your way through the land, which, on occasion, also lends a brutally difficult challenge level &#8212; This is not a mindless affair. Though you may find yourself growling at the game, you&#8217;ll never find yourself reduced to Vita-throwing rage. Much like its console counterpart, Rayman Origins has tons of levels with multiple challenges to unlock character skins, meaning the game is sure you entertain you for quite some time. I can&#8217;t count how many times I finished a level only to instantly think, &#8220;I need to replay that one,&#8221; after I realized I missed an entire hidden section. Working the Vita Rayman&#8217;s integration of the Vita&#8217;s touch controls is about as seamless as they come. If the camera zooms too far out on a map, you may use the pinch-pull motion to zoom in (triangle resets it for when you need to try to plot your future course). Miss a Lum above your head? Tap it to grab it. As a person who generally avoids touchscreen controls, I was amazed at how these additions never interrupted the flow of gameplay. If you&#8217;re waiting for the other shoe to drop, it&#8217;s this: Rayman Origins on Vita is an entirely single-player affair. Considering the console version had local co-op for up to four players, removing the multiplayer is a curious decision. Even titles such as Army Corps of Hell have an ad-hoc multiplayer offering, it seems like Rayman would...]]></description>
			<content:encoded><![CDATA[<p>Last year, Ubisoft released a gorgeous, stylistic platformer called <a title="Review: Outland" href="http://videogamewriters.com/review/review-outland/"><em>Outland</em></a>. The game was utterly brilliant and marked by a strong, artistic style, and wonderful, flowing gameplay that led to a sense of accomplishment.  Ubisoft returned to the fray with <a href="http://videogamewriters.com/review/review-rayman-origins/"><em>Rayman Origins</em> last year on console</a> and now this year on Vita, and it is impossible to understate how delightfully wonderful this game is. With its colorful, whimsical style, challenging, flowing gameplay and sense of charm and polish, <em>Rayman Origins</em> is everything a handheld platformer should be. Plus, it&#8217;s a digital title to boot!</p>
<h3>Charmed, I&#8217;m sure</h3>
<p>If <em>Outland</em> committed itself to a striking, bold style, then <em>Rayman Origins</em> commits itself to a bright, vivid style that is above all else charming. The character design is adorable, but the levels are the real eye candy here. With their bouncy, colorful style, everything from the jungles to the underwater levels are utter eye-candy. The PS Vita&#8217;s resolution means that everything is crisp and bound to draw the attention of anyone around you. (I will say that I concur with VGW&#8217;s Anne on the <a title="Review: Rayman Origins" href="http://videogamewriters.com/review/review-rayman-origins/">design of the nymphs</a>. Their hyper-sexuality feels out of place within the landscape)</p>
<div id="attachment_40111" class="wp-caption aligncenter" style="width: 550px"><a href="http://videogamewriters.com/review/review-rayman-origins-2/rayman-origins-ps-vita/" rel="attachment wp-att-40111"><img class="size-full wp-image-40111" src="http://videogamewriters.com/wp-content/uploads/2012/02/rayman-origins-ps-vita.jpg" alt="rayman origins ps vita Review: Rayman Origins (PS Vita)" width="540" height="308" title="Review: Rayman Origins (PS Vita)" /></a><p class="wp-caption-text">Rayman punches his way onto Sony&#39;s new handheld in a bright, glorious fashion.</p></div>
<p><em></em>As with any good platformer, <em>Rayman Origins</em> makes smart use of its landscapes, from waterfalls that jettison you along a Lum-catching adventure to swinging vines, gameplay is fast and flows delightfully. I&#8217;ve never been one for platformers that require a lot of sitting around, jumping, and then pondering of your next move. <em>Rayman Origins</em> seldom gives you too much time to plot your course as you slide, swing and dive your way through the land, which, on occasion, also lends a brutally difficult challenge level &#8212; This is not a mindless affair. Though you may find yourself growling at the game, you&#8217;ll never find yourself reduced to Vita-throwing rage.</p>
<p>Much like its console counterpart, <em>Rayman Origins </em>has tons of levels with multiple challenges to unlock character skins, meaning the game is sure you entertain you for quite some time. I can&#8217;t count how many times I finished a level only to instantly think, &#8220;I need to replay that one,&#8221; after I realized I missed an entire hidden section.</p>
<div id="attachment_40109" class="wp-caption aligncenter" style="width: 510px"><a href="http://videogamewriters.com/review/review-rayman-origins-2/6764503287_21d4181a70/" rel="attachment wp-att-40109"><img class="size-full wp-image-40109" src="http://videogamewriters.com/wp-content/uploads/2012/02/6764503287_21d4181a70.jpg" alt="6764503287 21d4181a70 Review: Rayman Origins (PS Vita)" width="500" height="283" title="Review: Rayman Origins (PS Vita)" /></a><p class="wp-caption-text">Easily one of the best levels in the game. This guy likes pepper...</p></div>
<h3>Working the Vita</h3>
<p>Rayman&#8217;s integration of the Vita&#8217;s touch controls is about as seamless as they come. If the camera zooms too far out on a map, you may use the pinch-pull motion to zoom in (triangle resets it for when you need to try to plot your future course). Miss a Lum above your head? Tap it to grab it. As a person who generally avoids touchscreen controls, I was amazed at how these additions never interrupted the flow of gameplay.</p>
<p>If you&#8217;re waiting for the other shoe to drop, it&#8217;s this: <em>Rayman Origins</em> on Vita is an entirely single-player affair. Considering the console version had local co-op for up to four players, removing the multiplayer is a curious decision. Even titles such as <em>Army Corps of Hell</em> have an ad-hoc multiplayer offering, it seems like <em>Rayman</em> would benefit from such a thing.</p>
<p>But that is my only complaint with the title. They tacked on a few other modes like &#8220;Ghost Mode&#8221; to make up for it, and if that is the worst criticism a game can garner, that&#8217;s pretty damn good.</p>
<div id="attachment_40110" class="wp-caption aligncenter" style="width: 626px"><a href="http://videogamewriters.com/review/review-rayman-origins-2/rayman-origins-ps-vita-boss/" rel="attachment wp-att-40110"><img class="size-full wp-image-40110" src="http://videogamewriters.com/wp-content/uploads/2012/02/Rayman-origins-ps-vita-boss.jpg" alt="Rayman origins ps vita boss Review: Rayman Origins (PS Vita)" width="616" height="348" title="Review: Rayman Origins (PS Vita)" /></a><p class="wp-caption-text">Pro tip: this boss is no cake walk.</p></div>
<h3>Bottom Line</h3>
<p>It&#8217;s hard to not recommend <em>Rayman Origins</em>. If you played the console version, or are a <em>Rayman</em> fan, this should <strong>already</strong> be in your library. If you&#8217;re looking for a fun yet challenging title to throw onto your Vita, this is the one. Hell, even if you&#8217;re like me and don&#8217;t consider yourself a platform aficionado, this is still bound to provide a ton of enjoyment. The only unfortunate thing is the high standard Ubisoft has now set for future Vita platformers. Best of luck, developers.</p>
<p><em>Review Statement: A PS Vita digital download of this title was provided by Ubisoft for the purpose of this review.</em></p>
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		<title>‘Pokemon Black and White 2′ catching’em all in North America and Europe this Fall</title>
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		<pubDate>Mon, 27 Feb 2012 14:54:00 +0000</pubDate>
		<dc:creator>Scott Grill</dc:creator>
				<category><![CDATA[DS | 3DS]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Pokemon Black/White Version 2]]></category>

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		<description><![CDATA[Gamefreak Director Junichi Masuda revealed Pokémon Black Version 2 and Pokémon White Version 2 on the Japanese show Pokémon Smash Saturday evening with a June release date in Japan. Nintendo of America followed-up that announcement up on Monday by announcing when the latest in the Nintendo DS Pokémon series would arrive in North America and Europe. &#8220;Coming off the record-breaking popularity of the Pokémon Black Version and Pokémon White Version video games, Nintendo of America Inc. announced today that two new Pokémon titles, Pokémon Black Version 2 and Pokémon White Version 2, are coming to North America in 2012,&#8221; Nintendo of America said in a statement. &#8220;Fans can anticipate plenty of new surprises when the games launch this fall.&#8221; A similar statement was put out by Nintendo of Europe. The announcement also confirmed that Black Kyurem and White Kyurem are the official Legendary mascots of the two games. Pokebeach spotted a poster for Pokémon Movie 15 that reveals that the two appear to be a combination of Kyurem plus Reshiram and Kyurem plus Zekrom that merges both ice and fire powers for the former and ice and electric for the latter. The games are being made for the Nintendo DS but will also be playable with the Nintendo 3DS in 2D. While the Nintendo 3DS has been selling well, it looks like Nintendo is not comfortable with the series leaving the comfy confines of the DS yet. The fact that there are over 100 million DS units worldwide probably has something to do with that. An English website for Pokémon Black Version 2 and Pokémon White Version 2 was launched along with this announcement.]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/pokemon-black-and-white-2.jpg" rel="lightbox[40134]"><img class="alignright size-medium wp-image-40138" src="http://videogamewriters.com/wp-content/uploads/2012/02/pokemon-black-and-white-2-300x159.jpg" alt="pokemon black and white 2 300x159 Pokemon Black and White 2 catchingem all in North America and Europe this Fall" width="300" height="159" title="Pokemon Black and White 2 catchingem all in North America and Europe this Fall" /></a>Gamefreak Director Junichi Masuda <a href="http://videogamewriters.com/pokemon-black-version-2-and-pokemon-white-version-2-announced-for-nintendo-ds-40044/">revealed</a> <em>Pokémon </em><em>Black Version 2</em> and <em>Pokémon </em><em>White Version 2</em> on the Japanese show <em>Pokémon </em><em>Smash</em> Saturday evening with a June release date in Japan. Nintendo of America followed-up that announcement up on Monday by announcing when the latest in the Nintendo DS Pokémon series would arrive in North America and Europe.</p>
<p>&#8220;Coming off the record-breaking popularity of the <em>Pokémon Black Version</em> and <em>Pokémon White Version</em> video games, Nintendo of America Inc. announced today that two new Pokémon titles, <em>Pokémon Black Version 2</em> and <em>Pokémon White Version 2</em>, are coming to North America in 2012,&#8221; Nintendo of America said in a statement. &#8220;Fans can anticipate plenty of new surprises when the games launch this fall.&#8221;</p>
<p>A similar statement was put out by Nintendo of Europe.</p>
<p>The announcement also confirmed that Black Kyurem and White Kyurem are the official Legendary mascots of the two games. <a href="http://pokebeach.com/2012/02/new-movie-15-poster-two-kyurem-formes-meloetta-reveal" target="_blank">Pokebeach</a> spotted a poster for <em>Pokémon Movie 15</em> that reveals that the two appear to be a combination of Kyurem plus Reshiram and Kyurem plus Zekrom that merges both ice and fire powers for the former and ice and electric for the latter.</p>
<p>The games are being made for the Nintendo DS but will also be playable with the Nintendo 3DS in 2D. While the Nintendo 3DS has been selling well, it looks like Nintendo is not comfortable with the series leaving the comfy confines of the DS yet. The fact that there are over 100 million DS units worldwide probably has something to do with that.</p>
<p>An English <a href="http://www.pokemon.com/us/pokemon-black-version-2-pokemon-white-version-2/" rel="nofollow" target="_blank">website</a> for <em>Pokémon </em><em>Black Version 2</em> and <em>Pokémon </em><em>White Version 2</em> was launched along with this announcement.</p>
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		<title>Review: Alan Wake’s American Nightmare</title>
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		<pubDate>Mon, 27 Feb 2012 14:00:10 +0000</pubDate>
		<dc:creator>Christopher Floyd</dc:creator>
		
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		<description><![CDATA[From the Evil Dead-styled posing, jittery, unsteady camera effects, and the faux projection markings, it is immediately evident that Alan Wake&#8217;s American Nightmare is moving into new territory. Gone is the eerie, mysterious sense of foreboding, and in its place is a Grindhouse take on the Alan Wake universe. Pulp Grindhouse Done Right Opening in the desert of Arizona, we see Barry Wheeler, Alan&#8217;s best friend and business partner, falling asleep before an episode of Night Springs, the series&#8217; homage to The Twilight Zone. Immediately, American Nightmare introduces a healthy distance between itself and the original game with its defining use of color. The night-time, Pacific Northwest setting of Alan Wake reduced the color palette to a range of ominous blacks, grays, and dark shades to great effect. Here in Arizona, the chief tones we encounter are reds. Red sands and burnt sunsets serve to suffuse the game with a color unmistakably associated with strong emotions and of course, blood. &#8220;I&#8217;m going to tell you a secret: There are places in our world where fiction and dreams can come true&#8230;&#8221; Alan&#8217;s explanation of the world around him is just as involving in the first game as it is in this XBLA outing. In terms of story though,  American Nightmare feels expressly marketed to fans of the first game and its DLC. There isn&#8217;t enough plot exposition to fill new players in on who Alan Wake is, why he might be here, and what may be going on within Night Springs. This is worsened by the story being significantly shallower than that of the first game. Granted, it is a smaller title, and though it may be unfair to compare it to its bigger brother, it is the first port of call when trying to relate American Nightmare to anything else. Despite my gripes with the shallow plot, if you were a fan of The X Files or Twin Peaks, you will adore the plotline of American Nightmare. If you&#8217;re looking for a story to really sink your teeth into,  you are going to be left hungry. What you might not adore so much, though, is what happens between the story.  Survival Horror as a genre is predicated on &#8212; in many ways defined by &#8212; a reluctance to engage in combat. While Alan Wake may skitter on the borderline between Survival- and Action-Horror, its clunky combat system was redolent of the survival horror genre.  Too often you will find yourself trying to avoid engagement, or rapidly bashing the dodge button, trying to stay out of harm&#8217;s way. In saying that, the combat is not particularly difficult, and is vastly ameliorated this time around by providing an abundance of ammunition and flashlight batteries. While the Energizer product placement is no longer found, in-game advertising fans can still get a chance to enjoy a totally out-of-place Kasabian spot. The poor implementation of this moment is further amplified by how brilliant the music is everywhere else. Key highlights are Poets of the Fall&#8217;s &#8216;Psycho&#8216;, Mr Scratch&#8217;s personal theme, a return from the Old Gods of Asgard, with &#8216;Balance Slays The Demon&#8216;. Accompanied by...]]></description>
			<content:encoded><![CDATA[<p>From the <em>Evil Dead</em>-styled posing, jittery, unsteady camera effects, and the faux projection markings, it is immediately evident that <em>Alan Wake&#8217;s American Nightmare</em> is moving into new territory. Gone is the eerie, mysterious sense of foreboding, and in its place is a <em>Grindhouse </em>take on the <em>Alan Wake</em> universe.</p>
<p><a href="http://videogamewriters.com/review/review-alan-wakes-american-nightmare/"><em>Click here to view the embedded video.</em></a></p>
<p><strong>Pulp Grindhouse Done Right</strong></p>
<p>Opening in the desert of Arizona, we see Barry Wheeler, Alan&#8217;s best friend and business partner, falling asleep before an episode of <em>Night Springs</em>, the series&#8217; homage to <em>The Twilight Zone</em>. Immediately, <em>American Nightmare</em> introduces a healthy distance between itself and the original game with its defining use of color. The night-time, Pacific Northwest setting of <em>Alan Wake</em> reduced the color palette to a range of ominous blacks, grays, and dark shades to great effect. Here in Arizona, the chief tones we encounter are reds. Red sands and burnt sunsets serve to suffuse the game with a color unmistakably associated with strong emotions and of course, blood.</p>
<blockquote><p><em>&#8220;I&#8217;m going to tell you a secret: There are places in our world where fiction and dreams can come true&#8230;&#8221;</em></p></blockquote>
<p>Alan&#8217;s explanation of the world around him is just as involving in the first game as it is in this XBLA outing. In terms of story though,  <em>American Nightmare</em> feels expressly marketed to fans of the first game and its DLC. There isn&#8217;t enough plot exposition to fill new players in on who Alan Wake is, why he might be here, and what may be going on within Night Springs. This is worsened by the story being significantly shallower than that of the first game. Granted, it is a smaller title, and though it may be unfair to compare it to its bigger brother, it is the first port of call when trying to relate <em>American Nightmare</em> to anything else. Despite my gripes with the shallow plot, if you were a fan of <em>The X Files </em>or<em> Twin Peaks,</em> you will adore the plotline of <em>American Nightmare. </em>If you&#8217;re looking for a story to really sink your teeth into,  you are going to be left hungry.</p>
<div id="attachment_40035" class="wp-caption aligncenter" style="width: 640px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/American_Nightmare_02_nologo1.png" rel="lightbox[40034]"><img class="size-large wp-image-40035" src="http://videogamewriters.com/wp-content/uploads/2012/02/American_Nightmare_02_nologo1-630x354.png" alt="American Nightmare 02 nologo1 630x354 Review: Alan Wakes American Nightmare" width="630" height="354" title="Review: Alan Wakes American Nightmare" /></a><p class="wp-caption-text">The landscape is sprawling, arid, and unfriendly. A perfect move for Alan Wake.</p></div>
<p>What you might not adore so much, though, is what happens between the story.  Survival Horror as a genre is predicated on &#8212; in many ways defined by &#8212; a reluctance to engage in combat. While <em>Alan Wake</em> may skitter on the borderline between Survival- and Action-Horror, its clunky combat system was redolent of the survival horror genre.  Too often you will find yourself trying to avoid engagement, or rapidly bashing the dodge button, trying to stay out of harm&#8217;s way. In saying that, the combat is not particularly difficult, and is vastly ameliorated this time around by providing an abundance of ammunition and flashlight batteries.</p>
<p>While the Energizer product placement is no longer found, in-game advertising fans can still get a chance to enjoy a totally out-of-place <a href="http://en.wikipedia.org/wiki/Kasabian">Kasabian</a> spot. The poor implementation of this moment is further amplified by how brilliant the music is everywhere else. Key highlights are Poets of the Fall&#8217;s &#8216;<a href="http://www.youtube.com/watch?v=1YLNTuzWCu4">Psycho</a>&#8216;, Mr Scratch&#8217;s personal theme, a return from the Old Gods of Asgard, with &#8216;<a href="http://www.youtube.com/watch?v=kjaSaAEAEWg">Balance Slays The Demon</a>&#8216;. Accompanied by Mr Scratch dancing on screen, and generally reveling in his complete moral turpitude, it is a moment that brings a smile to your face, and that may remind cult film fans of Mr Blonde&#8217;s unforgettable scene in <em>Reservoir Dogs</em>.</p>
<p>For a man whose manuscript pages never cease espousing how much he loves and adores his wife Alice, there is something telling that the only two males in this game are Alan and Mr Scratch, who is essentially the bad parts of Alan made flesh. The other three characters are not much more than blank-page females &#8211; Emma, Rachel, and Serena &#8211; that all seem to be either attracted to Alan, Mr Scratch, or both. What&#8217;s worse is that these three characters are so paper-thin as to be needless. Their sole purpose within the game is to serve to advance the plot. Their bald design goes further than character, too. In terms of animation and detail, Alan is leagues ahead of his counterparts.</p>
<p><strong>I Told You I&#8217;m A Psycho</strong></p>
<p>The sole exception is the game&#8217;s antagonist, and Alan&#8217;s doppelgänger, Mr Scratch, whose maniacal smile and behavior are strongly reminiscent of <em>American Psycho</em>&#8216;s Patrick Bateman, right down to the edge-of-sanity smile he cracks whilst addressing Alan directly. In fact, the more that I played, the more I came to realize how similar voice actor Matthew Porretta even sounds to Christian Bale. The voice performance and character development are outstanding here, and you ought use every chance you get to watch his home-video recordings to Alan, all of which were my favorite parts of the game.</p>
<div id="attachment_40040" class="wp-caption aligncenter" style="width: 610px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/awan-mr-scratch.jpg" rel="lightbox[40034]"><img class="size-full wp-image-40040" src="http://videogamewriters.com/wp-content/uploads/2012/02/awan-mr-scratch.jpg" alt="awan mr scratch Review: Alan Wakes American Nightmare" width="600" height="337" title="Review: Alan Wakes American Nightmare" /></a><p class="wp-caption-text">Mr Scratch easily is the best thing about American Nightmare.</p></div>
<p>The level design is initially exciting in its novelty. For a downloadable title, it is pleasing to be pitched in the middle of a small town in Arizona, ready to investigate what particular brand of weird happens to be festooned in its environs. Unfortunately, the three areas &#8212; a motel, an observatory, and a drive-in theater &#8212; turn out to be claustrophobically petite, a far cry from the sprawling, lonely forests of <em>Alan Wake</em>. This is further drilled into players through a necessity to play through these three locations three times each, with objectives streamlined to detract from the inherent repetition. As the game progresses, players are encouraged to focus increasingly more on combat. This game just does not do combat well. The question begs why Remedy focused such a great fiction universe as <em>Alan Wake</em> on its weakest component.</p>
<p><strong>A Lackluster Extra</strong></p>
<p>Which brings us to &#8216;Arcade Action&#8217; mode.  If Remedy was looking for players to enjoy the combat, this was not the right way to approach it. A single-player wave-based combat game is every bit as lonely and disinteresting as it sounds. It features ten maps, five of which are &#8216;Nightmare&#8217; versions of the main five, which are unlocked through high-score performances. You can unlock some new and interesting weapons, too. The crossbow was my favorite, annihilating anything it met in a single shot. Unfortunately, you will spend most of your time running around, desperately trying to either find ammunition or health. As a single-player outing, there is little strategy beyond the requisite &#8216;Survive for eight minutes&#8217;. If you&#8217;re into bragging rights, there is a leaderboard in which you can compare scores with your friends and the world at large.</p>
<div id="attachment_40038" class="wp-caption aligncenter" style="width: 640px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/Arcade1.png" rel="lightbox[40034]"><img class="size-large wp-image-40038" src="http://videogamewriters.com/wp-content/uploads/2012/02/Arcade1-630x354.png" alt="Arcade1 630x354 Review: Alan Wakes American Nightmare" width="630" height="354" title="Review: Alan Wakes American Nightmare" /></a><p class="wp-caption-text">&#39;Arcade Action&#39; mode is just not very enjoyable at all.</p></div>
<p>In summary, if you enjoyed the original game, or if you are a fan of pulp horror, there is a lot of fun to be had with <em>Alan Wake&#8217;s American Nightmare</em>. At 1200 Microsoft points, I think it&#8217;s a little bit much for those who may be on the fence about it, particularly given the game&#8217;s relatively short lifespan. However, by the close of the story mode, I was ready to sign up for a regular outing of this brand of content, and I think many will feel the same. If Remedy were willing to construct a new episode every couple of months, I will be first in line. Next time, though, let&#8217;s go for more story, and less combat, eh?</p>
<p><em>A code was provided for review by Nordic Games.</em></p>
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		<title>‘Panzer Dragoon’ spiritual successor titled ‘Crismon Dragon;’ new details revealed</title>
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		<pubDate>Mon, 27 Feb 2012 04:35:47 +0000</pubDate>
		<dc:creator>Anne Lee</dc:creator>
				<category><![CDATA[Kinect]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Xbox Live Arcade]]></category>
		<category><![CDATA[Crimson Dragon]]></category>

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		<description><![CDATA[The spiritual successor to the famed rail shooting series Panzer Dragoon currently in development for the Xbox 360 now has an official name: Crimson Dragon. First announced at Tokyo Game Show back in 2010 by Microsoft as &#8220;Project Draco,&#8221; the game is being developed exclusively for the Kinect by none other than the man famed for his work on Panzer Dragoon, Yukio Futatsugi. Details of the game have been scarce so far, but with the new name comes a slew of all new gameplay information, courtesy of the Japanese magazine Famitsu. Much like its Panzer Dragoon successors, Crimson Dragon is an on-rails shooter where the player&#8217;s movements translate directly to the movements of the dragon their character is riding. Attacks are executed with the player&#8217;s hands, with over 100 skills available to customise your dragon with. Additionally, a double-handed attack can be performed with both hands after the player&#8217;s spirit gauge has filled. Crimson Dragon is slated to launch on the Xbox Live Arcade in Japan sometime before the end of the year. Undoubtedly there are fans of the original Panzer Dragoon titles who do not have a Kinect or would rather use a classic controller with the game, but so far Crimson Dragon appears to be only playable with the Kinect. So far, the screenshots look gorgeous, but it&#8217;s a little worrisome that the game is XBLA-only. But with so few Japanese developers taking the jump into download-only titles, perhaps this is the start of a good thing? [via Famitsu.com]]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/crimsondragon.jpg" rel="lightbox[40113]"><img class="wp-image-40123 alignright" src="http://videogamewriters.com/wp-content/uploads/2012/02/crimsondragon.jpg" alt="crimsondragon Panzer Dragoon spiritual successor titled Crismon Dragon; new details revealed" width="369" height="207" title="Panzer Dragoon spiritual successor titled Crismon Dragon; new details revealed" /></a>The spiritual successor to the famed rail shooting series <em>Panzer Dragoon </em>currently in development for the Xbox 360 now has an official name: <em>Crimson Dragon</em>. First announced at Tokyo Game Show back in 2010 by Microsoft as &#8220;Project Draco,&#8221; the game is being developed exclusively for the Kinect by none other than the man famed for his work on <em>Panzer Dragoon</em>, Yukio Futatsugi. Details of the game have been scarce so far, but with the new name comes a slew of all new gameplay information, courtesy of the Japanese magazine Famitsu.</p>
<p>Much like its <em>Panzer Dragoon</em> successors, <em>Crimson Dragon</em> is an on-rails shooter where the player&#8217;s movements translate directly to the movements of the dragon their character is riding. Attacks are executed with the player&#8217;s hands, with over 100 skills available to customise your dragon with. Additionally, a double-handed attack can be performed with both hands after the player&#8217;s spirit gauge has filled.</p>
<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/crimsondragon_screen2.jpg" rel="lightbox[40113]"><img class="wp-image-40125 alignnone" src="http://videogamewriters.com/wp-content/uploads/2012/02/crimsondragon_screen2-630x354.jpg" alt="crimsondragon screen2 630x354 Panzer Dragoon spiritual successor titled Crismon Dragon; new details revealed" width="504" height="283" title="Panzer Dragoon spiritual successor titled Crismon Dragon; new details revealed" /></a></p>
<p><em>Crimson Dragon</em> is slated to launch on the Xbox Live Arcade in Japan sometime before the end of the year. Undoubtedly there are fans of the original <em>Panzer Dragoon </em>titles who do not have a Kinect or would rather use a classic controller with the game, but so far <em>Crimson Dragon</em> appears to be only playable with the Kinect. So far, the screenshots look gorgeous, but it&#8217;s a little worrisome that the game is XBLA-only. But with so few Japanese developers taking the jump into download-only titles, perhaps this is the start of a good thing?</p>
[via <a href="http://www.famitsu.com/news/201202/26010606.html">Famitsu.com</a>]
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		<title>Sunday Sidebar: Is Co-op the new Deathmatch?</title>
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		<pubDate>Sun, 26 Feb 2012 14:57:29 +0000</pubDate>
		<dc:creator>Christopher Floyd</dc:creator>
				<category><![CDATA[BrainCandy]]></category>
		<category><![CDATA[Sunday Sidebar]]></category>

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		<description><![CDATA[I am passionate about co-operative play. When it comes down to playing a game with friends, I am so much more enthused by overcoming an obstacle together, than by pitting myself against my compadres in a face à face that results in largely nothing. I garner such a deep level of satisfaction and pleasure from seeing a plan come together. Right now, I&#8217;m wearing an A-Team t-shirt that actually says &#8216;I love it when a plan comes together&#8217;. Do you know why? Because I really do love it when a plan comes together. It is for this reason that I have been quietly, yet joyfully, noticing a significant development in multiplayer games of recent. A few years ago, your typical game contained a single-player campaign, and a multiplayer that would allow you to use what you had learned in a fight to the death against your friends, or even folks you had never met. Deathmatch was the traditional approach to a multiplayer component: an all-for-one, one-for-all high-stakes battle for honor among your peers. It is interesting to me how times are changing. Co-operative Play In The Spotlight Two releases have been primarily in my gaming radar of recent: Syndicate, the Starbreeze reboot that was released this week, and Mass Effect 3, a little-known science-fiction action RPG made by a developer called BioWare. Both of these games feature a multiplayer option. However, neither of these titles offer the opportunity to defeat human opponents. Rather, players come together to achieve a common goal. There are rumors abound that Syndicate escaped a necessary Online Pass by not implementing competitive multiplayer, but there&#8217;s also a strong case to be made for the argument that many of the gameplay elements particular to it would start to over-complicate and even fall apart when employed against players who were performing exactly the same tricks on your team as you were on theirs. Instead, we are uniting humanity and pitching it against the machine. There is perhaps even something of a satirical element here, when we consider that Mass Effect 3 specifically has a main storyline concerning uniting humanity, and the rest of the galaxy, against a common oppressor that just so happens to be a race of sentient machines. Could BioWare be preparing us for the future? There is definitely something important going on psychologically here, in my opinion. Or could it be economic? Has a climate of financial austerity encouraged us to team up, to work together and improve our situation? Are game developers doing nothing more than simply holding up a mirror to a contemporary society in the throes of improving its sense of community? It&#8217;s food for thought, at the very least. What I&#8217;m most curious about is where the split lies. How many players prefer facing human opponents to those blessed with artificial intelligence? I need your individual perspectives, dear readers. Do you prefer the feeling of victory provided by these Horde-Mode-style gameplay options, or the satisfaction of besting a human? Or do you eschew...]]></description>
			<content:encoded><![CDATA[<p>I am passionate about co-operative play. When it comes down to playing a game with friends, I am so much more enthused by overcoming an obstacle together, than by pitting myself against my compadres in a <em>face à face</em> that results in largely nothing. I garner such a deep level of satisfaction and pleasure from seeing a plan come together. Right now, I&#8217;m wearing an A-Team t-shirt that actually says &#8216;I love it when a plan comes together&#8217;. Do you know why? Because I really do love it when a plan comes together.</p>
<p>It is for this reason that I have been quietly, yet joyfully, noticing a significant development in multiplayer games of recent. A few years ago, your typical game contained a single-player campaign, and a multiplayer that would allow you to use what you had learned in a fight to the death against your friends, or even folks you had never met. Deathmatch was the traditional approach to a multiplayer component: an all-for-one, one-for-all high-stakes battle for honor among your peers. It is interesting to me how times are changing.</p>
<div id="attachment_40090" class="wp-caption alignright" style="width: 310px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/mass-effect-3-multiplayer.jpg" rel="lightbox[40089]"><img class="size-medium wp-image-40090" src="http://videogamewriters.com/wp-content/uploads/2012/02/mass-effect-3-multiplayer-300x168.jpg" alt="mass effect 3 multiplayer 300x168 Sunday Sidebar: Is Co op the new Deathmatch?" width="300" height="168" title="Sunday Sidebar: Is Co op the new Deathmatch?" /></a><p class="wp-caption-text">Mass Effect 3 will be the first entry with a multiplayer element.</p></div>
<p><strong>Co-operative Play In The Spotlight</strong></p>
<p>Two releases have been primarily in my gaming radar of recent: <em>Syndicate</em>, the Starbreeze reboot that was released this week, and <em>Mass Effect 3</em>, a little-known science-fiction action RPG made by a developer called BioWare. Both of these games feature a multiplayer option. However, neither of these titles offer the opportunity to defeat human opponents. Rather, players come together to achieve a common goal. There are rumors abound that <em>Syndicate</em> escaped a necessary Online Pass by not implementing competitive multiplayer, but there&#8217;s also a strong case to be made for the argument that many of the gameplay elements particular to it would start to over-complicate and even fall apart when employed against players who were performing exactly the same tricks on your team as you were on theirs. Instead, we are uniting humanity and pitching it against the machine. There is perhaps even something of a satirical element here, when we consider that <em>Mass Effect 3</em> specifically has a main storyline concerning uniting humanity, and the rest of the galaxy, against a common oppressor that just so happens to be a race of sentient machines. Could BioWare be preparing us for the future?</p>
<div id="attachment_40091" class="wp-caption alignleft" style="width: 310px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/syndicate-co-op.jpg" rel="lightbox[40089]"><img class="size-medium wp-image-40091" src="http://videogamewriters.com/wp-content/uploads/2012/02/syndicate-co-op-300x168.jpg" alt="syndicate co op 300x168 Sunday Sidebar: Is Co op the new Deathmatch?" width="300" height="168" title="Sunday Sidebar: Is Co op the new Deathmatch?" /></a><p class="wp-caption-text">The co-operative play in Syndicate has been described as more closely resembling MMO tactics than those of traditional shooters</p></div>
<p>There is definitely something important going on psychologically here, in my opinion. Or could it be economic? Has a climate of financial austerity encouraged us to team up, to work together and improve our situation? Are game developers doing nothing more than simply holding up a mirror to a contemporary society in the throes of improving its sense of community? It&#8217;s food for thought, at the very least. What I&#8217;m most curious about is where the split lies. How many players prefer facing human opponents to those blessed with artificial intelligence? I need your individual perspectives, dear readers. Do you prefer the feeling of victory provided by these <em>Horde-Mode</em>-style gameplay options, or the satisfaction of besting a human? Or do you eschew multiplayer in its entirety, preferring to play alone? Let&#8217;s indulge ourselves in a little sociological analysis. It&#8217;s the weekend!</p>
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		<title>Smithsonian museum announces ‘The Art of Video Games’ exhibit</title>
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		<comments>http://videogamewriters.com/smithsonian-museum-announces-the-art-of-video-games-exhibit-40082/#comments</comments>
		<pubDate>Sun, 26 Feb 2012 12:30:26 +0000</pubDate>
		<dc:creator>Christopher Floyd</dc:creator>
				<category><![CDATA[BrainCandy]]></category>
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		<category><![CDATA[Retro]]></category>
		<category><![CDATA[Games as Art]]></category>
		<category><![CDATA[Smithsonian]]></category>

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		<description><![CDATA[It&#8217;s been a long time coming, but the Smithsonian has announced an exhibit at its American Art Museum entitled The Art of Video Games. Currently, it is being managed by guest curator Chris Melissinos, not just some mere enthusiast, but vice president of corporate marketing at network infrastructure company Verisign. You may have heard of them, since they kind of own landmasses of the Internet. The exhibition, so far as I can tell, is set to run between March 16, 2012 and September 30, 2012. I would like to go, please. Here I am, a bucket of fuel in my hand, standing before the fire of one of more contentious topics of discussion within the games industry of late. And I am pouring it all on. Videogames are an art form, and I think most of us know it, but it&#8217;s great to see a respected institution such as the Smithsonian give the movement some much-needed external support. Walter Day, founder of the Twin Galaxies arcade (and website) in Iowa, once sent off his referee&#8217;s shirt to the Smithsonian, which he wore whilst adjudicating extreme high-score competitions for games such as Donkey Kong and Missile Command. At that stage, no such exhibit existed. I really hope Walter&#8217;s shirt is hanging up over there. Details seem scant, but you can get some more exhibition information here. [Via Smithsonianmag]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s been a long time coming, but the Smithsonian has announced an exhibit at its American Art Museum entitled <em>The Art of Video Games</em>. Currently, it is being managed by guest curator Chris Melissinos, not just some mere enthusiast, but vice president of corporate marketing at network infrastructure company <a href="http://en.wikipedia.org/wiki/Verisign">Verisign</a>. You may have heard of them, since they kind of own landmasses of the Internet. The exhibition, so far as I can tell, is set to run between March 16, 2012 and September 30, 2012. I would like to go, please.</p>
<div id="attachment_40083" class="wp-caption alignright" style="width: 310px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/smithsonian.jpg" rel="lightbox[40082]"><img class="size-medium wp-image-40083" src="http://videogamewriters.com/wp-content/uploads/2012/02/smithsonian-300x199.jpg" alt="smithsonian 300x199 Smithsonian museum announces The Art of Video Games exhibit" width="300" height="199" title="Smithsonian museum announces The Art of Video Games exhibit" /></a><p class="wp-caption-text">The Smithsonian American Art museum already maintains a permanent exhibit of Columns.</p></div>
<p>Here I am, a bucket of fuel in my hand, standing before the fire of one of more contentious topics of discussion within the games industry of late. And I am pouring it all on. Videogames are an art form, and I think most of us know it, but it&#8217;s great to see a respected institution such as the Smithsonian give the movement some much-needed external support.</p>
<p><a href="http://en.wikipedia.org/wiki/Walter_Day">Walter Day</a>, founder of the Twin Galaxies arcade (and website) in Iowa, once sent off his referee&#8217;s shirt to the Smithsonian, which he wore whilst adjudicating extreme high-score competitions for games such as Donkey Kong and Missile Command. At that stage, no such exhibit existed. I really hope Walter&#8217;s shirt is hanging up over there.</p>
<p>Details seem scant, but you can get some more exhibition information <a href="http://americanart.si.edu/exhibitions/archive/2012/games/">here</a>.</p>
[Via <a href="http://www.smithsonianmag.com/arts-culture/The-Art-of-Video-Games.html">Smithsonianmag</a>]
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		<title>‘The Last Story’ now available for pre-order on Amazon</title>
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		<pubDate>Sun, 26 Feb 2012 12:08:43 +0000</pubDate>
		<dc:creator>Christopher Floyd</dc:creator>
				<category><![CDATA[News]]></category>
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		<description><![CDATA[The extremely well-received RPG from Hironobu Sakaguchi and Nobuo Uetmatsu, The Last Story has been made available for pre-order from Amazon, with a release date currently scheduled for June 19 2012. The announcement was made via XSEED, the game&#8217;s publisher, via Twitter. From developer Mistwalker, Sakaguchi-san&#8217;s spin-off studio following his voluntary departure as executive vice president from Square in 2004, The Last Story has garnered a number of high-score reviews from respected places, such as 38/40 from famously-stern Japanese magazine Famitsu, and 8/10 from UK&#8217;s Edge magazine. This is yet another title appearing towards the end of the Nintendo Wii&#8217;s lifespan that looks set to impress. If, like me, you&#8217;ve been evermore considering curating a small collection of Wii titles in the run-up to its demise, this might just be one to add to your list. Given the big names attached to this title, comparisons with Final Fantasy are warmly invited. For those who aren&#8217;t aware, Uematsu was the composer for most of the Final Fantasy series, including X, which is one of my favorite game scores of all time. Furthermore, even the game&#8217;s title sounds like Final Fantasy, particularly for those who recall that the FF nomenclature came out of a last-ditch attempt at the time to develop a successful RPG game. Maybe in a couple of years we&#8217;ll have The Last Story XIII-2 to contend with, hm? You can pre-order The Last Story by following this link.]]></description>
			<content:encoded><![CDATA[<p>The extremely well-received RPG from Hironobu Sakaguchi and Nobuo Uetmatsu, <em>The Last Story</em> has been made available for <a href="http://www.amazon.com/Last-Story-Nintendo-Wii/dp/B007CSF3GO">pre-order from Amazon</a>, with a release date currently scheduled for June 19 2012. The announcement was made via XSEED, the game&#8217;s publisher, <a href="https://twitter.com/#!/XSEEDGames/status/173197915102253057">via Twitter</a>.</p>
<div id="attachment_40076" class="wp-caption alignright" style="width: 310px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/the-last-story-logo.jpg" rel="lightbox[40075]"><img class="size-medium wp-image-40076" src="http://videogamewriters.com/wp-content/uploads/2012/02/the-last-story-logo-300x151.jpg" alt="the last story logo 300x151 The Last Story now available for pre order on Amazon" width="300" height="151" title="The Last Story now available for pre order on Amazon" /></a><p class="wp-caption-text">Tell me that doesn&#39;t scream &#39;Final Fantasy&#39; to you.</p></div>
<p>From developer Mistwalker, Sakaguchi-san&#8217;s spin-off studio following his voluntary departure as executive vice president from Square in 2004, <em>The Last Story</em> has garnered a number of high-score reviews from respected places, such as 38/40 from famously-stern Japanese magazine Famitsu, and 8/10 from UK&#8217;s Edge magazine. This is yet another title appearing towards the end of the Nintendo Wii&#8217;s lifespan that looks set to impress. If, like me, you&#8217;ve been evermore considering curating a small collection of Wii titles in the run-up to its demise, this might just be one to add to your list.</p>
<p>Given the big names attached to this title, comparisons with <em>Final Fantasy</em> are warmly invited. For those who aren&#8217;t aware, Uematsu was the composer for most of the <em>Final Fantasy</em> series, including <em>X</em>, which is one of my favorite game scores of all time. Furthermore, even the game&#8217;s title sounds like <em>Final Fantasy</em>, particularly for those who recall that the FF nomenclature came out of a last-ditch attempt at the time to develop a successful RPG game. Maybe in a couple of years we&#8217;ll have <em>The Last Story XIII-2</em> to contend with, hm?</p>
<div id="attachment_40077" class="wp-caption aligncenter" style="width: 640px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/the-last-story-boss.jpg" rel="lightbox[40075]"><img class="size-large wp-image-40077" src="http://videogamewriters.com/wp-content/uploads/2012/02/the-last-story-boss-630x354.jpg" alt="the last story boss 630x354 The Last Story now available for pre order on Amazon" width="630" height="354" title="The Last Story now available for pre order on Amazon" /></a><p class="wp-caption-text">The game certainly looks the business.</p></div>
<p>You can pre-order <em>The Last Story</em> by following <a href="http://www.amazon.com/Last-Story-Nintendo-Wii/dp/B007CSF3GO">this link</a>.</p>
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		<title>A successful first week for ‘Dear Esther’</title>
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		<pubDate>Sun, 26 Feb 2012 11:41:33 +0000</pubDate>
		<dc:creator>Christopher Floyd</dc:creator>
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		<description><![CDATA[The developers of Dear Esther are reporting an unbelievably lucrative first week of sales for their indie sort-of-a-game-but-not-quite title. Writer and Producer Dan Pinchbeck took to their blog to report their surprise, and to inform fans regarding various update and soundtrack questions that have been floating around. Within their launch week, they have sold 50,000 copies of the ghost story. Pinchbeck is enthused by the success, and not just in terms of sales: &#8220;This is great, as it shows that there’s a real audience for this type of work, and responses have been amazing. Not only have we received amazingly positive reviews, but the response from fans has been outstanding.&#8221; Regarding the various developments since launch, Pinchbeck says they are currently working on a few items: Translation packs (subtitles and instructions only), which they are hoping to release next week. Patches which are being rolled out to Steam accounts as soon as possible. Work is going into a FLAC version of the game&#8217;s score, alongside the current Amazon and iTunes versions. They now have their new, proprietary Steam forum. Also, Pinchbeck, Artist and Level Designer Rob Briscoe and score composer Jessica Curry will be in attendance at GDC, and are conducting two Dear Esther-focused panels, &#8216;The Art of Dear Esther &#8211; Building an Environment to Tell a Story&#8217; and &#8216;Dear Esther: making an indie success out of an experimental mod&#8217;. I wish wish wish I had a PC myself so that I see what all the fuss is about regarding this title. It piqued my curiosity from the moment I heard of it, and if you&#8217;re interested in dipping your toes into perhaps the deeper end of the &#8216;games as art&#8217; debate, this is one that you simply cannot miss. Dear Esther is currently available from Steam.]]></description>
			<content:encoded><![CDATA[<p>The developers of <em>Dear Esther</em> are reporting an unbelievably lucrative first week of sales for their indie sort-of-a-game-but-not-quite title. Writer and Producer Dan Pinchbeck <a href="http://dear-esther.com/?p=657#">took to their blog</a> to report their surprise, and to inform fans regarding various update and soundtrack questions that have been floating around.</p>
<p>Within their launch week, they have sold 50,000 copies of the ghost story. Pinchbeck is enthused by the success, and not just in terms of sales:</p>
<blockquote><p><em>&#8220;This is great, as it shows that there’s a real audience for this type of work, and responses have been amazing. Not only have we received amazingly positive reviews, but the response from fans has been outstanding.&#8221;</em></p></blockquote>
<div id="attachment_40070" class="wp-caption aligncenter" style="width: 640px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/dear-esther.jpg" rel="lightbox[40069]"><img class="size-large wp-image-40070" src="http://videogamewriters.com/wp-content/uploads/2012/02/dear-esther-630x354.jpg" alt="dear esther 630x354 A successful first week for Dear Esther" width="630" height="354" title="A successful first week for Dear Esther" /></a><p class="wp-caption-text">Dear Esther has sumptuous vistas of the Outer Hebrides.</p></div>
<p>Regarding the various developments since launch, Pinchbeck says they are currently working on a few items:</p>
<ul>
<li>Translation packs (subtitles and instructions only), which they are hoping to release next week.</li>
<li>Patches which are being rolled out to Steam accounts as soon as possible.</li>
<li>Work is going into a FLAC version of the game&#8217;s score, alongside the current <a href="http://www.amazon.com/Dear-Esther-Original-Soundtrack/dp/B00705LQSI">Amazon</a> and <a href="http://itunes.apple.com/gb/album/dear-esther-original-soundtrack/id496896955">iTunes</a> versions.</li>
<li>They now have their new, proprietary <a href="http://forums.steampowered.com/forums/forumdisplay.php?f=1346">Steam forum</a>.</li>
</ul>
<p>Also, Pinchbeck, Artist and Level Designer Rob Briscoe and score composer Jessica Curry will be in attendance at GDC, and are conducting two <em>Dear Esther</em>-focused panels, &#8216;The Art of <em>Dear Esther</em> &#8211; Building an Environment to Tell a Story&#8217; and &#8216;<em>Dear Esther</em>: making an indie success out of an experimental mod&#8217;.</p>
<p>I wish wish <em>wish</em> I had a PC myself so that I see what all the fuss is about regarding this title. It piqued my curiosity from the moment I heard of it, and if you&#8217;re interested in dipping your toes into perhaps the deeper end of the &#8216;games as art&#8217; debate, this is one that you simply cannot miss.</p>
<p>Dear Esther is currently available from <a href="http://store.steampowered.com/app/203810/">Steam</a>.</p>
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		<title>Casey Hudson answers fan questions about ‘Mass Effect 3′ on Twitter</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/85kBjWQgjSI/</link>
		<comments>http://videogamewriters.com/casey-hudson-answers-fan-questions-about-mass-effect-3-on-twitter-40060/#comments</comments>
		<pubDate>Sun, 26 Feb 2012 05:46:18 +0000</pubDate>
		<dc:creator>Brian Shea</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
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		<category><![CDATA[BioWare]]></category>
		<category><![CDATA[Mass Effect 3]]></category>

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		<description><![CDATA[With a little over a week left before players get to re-assume the role of Commander Shepard in the desperate struggle to survive a war with the Reapers, fans are dying to get their hands on more information. While the demo was a nice appetizer, fans clearly want more. Casey Hudson, executive producer of the Mass Effect series, took to Twitter this evening to answer fan questions about the upcoming finale to the beloved trilogy. While he started with an answer to a question that many people have asked about since it was revealed that Mass Effect 3 would have launch DLC, Hudson didn&#8217;t stop there. &#8220;For the many who asked, plot arcs of the Protheans and other races are resolved in Mass Effect 3, not DLC,&#8221; tweeted Hudson. &#8220;That is after all the focus of the story.&#8221; When asked about how long an average playthrough of Mass Effect 3 would take, Hudson was reluctant to give a number, but he did offer up some promising insight. &#8220;Tough to give an average, but it&#8217;s taken myself and others on the team longer to go through [Mass Effect 3] than [Mass Effect 2],&#8221; Hudson replied to a fan question. Pre-Order Mass Effect 3 on Amazon Next up, Hudson tackled one of the more contested points on Mass Effect 3, by stating that it is, in fact, possible to get the &#8220;best ending&#8221; without doing the multiplayer of the game. He then went on to answer a question regarding the presence of the Codex and voice-overs in the game. &#8220;Yes, [the Codex is in the game] with existing entries and new ones for [Mass Effect 3] as you play,&#8221; Hudson tweeted. Hudson ended the brief Twitter interview by responding to a question regarding navigation throughout the Mass Effect universe. &#8220;[... Y]ou&#8217;ll be able to fly to planets and choose locations to land as before, but with some new activities,&#8221; Hudson said to a fan asking about the similarities between navigation in Mass Effect 2 and Mass Effect 3. With a few of copies of Mass Effect 3 in the already in the wild (despite one of them being stuck 150 feet above ground in the branches of a redwood), more information is sure to squeak out before the official release date of March 6th. Until then, we&#8217;ll just have to wait and see what other information members of BioWare divulge. [via Twitter]]]></description>
			<content:encoded><![CDATA[<div id="attachment_40062" class="wp-caption alignright" style="width: 175px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/CH_blackshirtsm2.jpg" rel="lightbox[40060]"><img class="size-medium wp-image-40062" src="http://videogamewriters.com/wp-content/uploads/2012/02/CH_blackshirtsm2-165x300.jpg" alt="CH blackshirtsm2 165x300 Casey Hudson answers fan questions about Mass Effect 3 on Twitter" width="165" height="300" title="Casey Hudson answers fan questions about Mass Effect 3 on Twitter" /></a><p class="wp-caption-text">Photo: @CaseyDHudson on Twitter</p></div>
<p>With a little over a week left before players get to re-assume the role of Commander Shepard in the desperate struggle to survive a war with the Reapers, fans are dying to get their hands on more information. While the demo was a nice appetizer, fans clearly want more. <a title="Casey Hudson on Twitter" href="https://twitter.com/#!/CaseyDHudson" target="_blank">Casey Hudson</a>, executive producer of the <em>Mass Effect</em> series, took to Twitter this evening to answer fan questions about the upcoming finale to the beloved trilogy.</p>
<p>While he started with an answer to a question that many people have asked about since it was revealed that <a title="BioWare leaks and defends ‘Mass Effect 3′ “From Ashes” day-one DLC" href="http://videogamewriters.com/bioware-leaks-and-defends-mass-effect-3-from-ashes-day-one-dlc-39829/" target="_blank"><em>Mass Effect 3</em> would have launch DLC</a>, Hudson didn&#8217;t stop there. &#8220;For the many who asked, plot arcs of the Protheans and other races are resolved in <em>Mass Effect 3</em>, not DLC,&#8221; tweeted Hudson. &#8220;That is after all the focus of the story.&#8221;</p>
<p>When asked about how long an average playthrough of <em>Mass Effect 3</em> would take, Hudson was reluctant to give a number, but he did offer up some promising insight. &#8220;Tough to give an average, but it&#8217;s taken myself and others on the team longer to go through [<em>Mass Effect 3</em>] than [<a title="Play-It-Again Review: Mass Effect 2" href="http://videogamewriters.com/review/play-it-again-review-mass-effect-2/" target="_blank"><em>Mass Effect 2</em></a>],&#8221; Hudson replied to a fan question.</p>
<blockquote><p><strong><a href="&quot;http://www.amazon.com/gp/product/B004FYEZMQ/ref=as_li_ss_tl?ie=UTF8&amp;tag=vidgamwri-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=B004FYEZMQ">Pre-Order Mass Effect 3 on Amazon</a></strong></p></blockquote>
<p>Next up, Hudson tackled one of the more contested points on <em>Mass Effect 3</em>, by stating that it is, in fact, possible to get the &#8220;best ending&#8221; without doing the multiplayer of the game. He then went on to answer a question regarding the presence of the Codex and voice-overs in the game. &#8220;Yes, [the Codex is in the game] with existing entries and new ones for [<em>Mass Effect 3</em>] as you play,&#8221; Hudson tweeted.</p>
<p>Hudson ended the brief Twitter interview by responding to a question regarding navigation throughout the <em>Mass Effect </em>universe. &#8220;[... Y]ou&#8217;ll be able to fly to planets and choose locations to land as before, but with some new activities,&#8221; Hudson said to a fan asking about the similarities between navigation in <em>Mass Effect 2 </em>and <em>Mass Effect 3</em>.</p>
<p>With a few of copies of <em>Mass Effect 3</em> in the <a title="‘Mass Effect 3′ dropped from space in marketing stunt" href="http://videogamewriters.com/mass-effect-3-dropped-from-space-in-marketing-stunt-39120/" target="_blank">already in the wild</a> (despite one of them being stuck 150 feet above ground in the branches of a redwood), more information is sure to squeak out before the official release date of March 6th. Until then, we&#8217;ll just have to wait and see what other information members of BioWare divulge.</p>
[via <a title="Casey Hudson on Twitter" href="http://www.twitter.com/caseydhudson" target="_blank">Twitter</a>]
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		<title>Indie Royale’s Alpha Bundle bringing new titles to life</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/_wsZPcVVt8A/</link>
		<comments>http://videogamewriters.com/indie-royales-alpha-bundle-bringing-new-titles-to-life-40048/#comments</comments>
		<pubDate>Sun, 26 Feb 2012 03:41:27 +0000</pubDate>
		<dc:creator>Kristen.Maxwell</dc:creator>
				<category><![CDATA[Mac]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[Indie Royale]]></category>

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		<description><![CDATA[Indie Royale has opened its first-ever Alpha Collection, with buyers being able to play and help fund to completion three in-development titles. The three games on offer are already playable in alpha versions, and the money raised through the promotion will be spent bringing the titles to full release across multiple platforms (PC, Mac, and Linux). Towns is a mix between Sim City and Dungeon Keeper, where you take on the role of the mundane city-dwellers who support a mighty hero by finding and crafting unique items for him. You must also build defenses to keep the city safe, while your champion focuses on routing the evil presence that dwells deep beneath your town. 3079 combines Minecraft&#8216;s blocky and randomly-generated worlds with an action-RPG, replete with quests and a vast sci-fi arsenal. &#160; Rounding out the package is Wyv and Keep: the Temple of the Lost Idol: a lo-fi 2D puzzle-platformer in the vein of The Lost Vikings that can be played solo or co-op both locally and via the Internet. &#160; The games in this pack are available as standalone PC executables, as well as through the Desura game management system. More information on the Alpha Collection, including real-time statistics and its current price, is available at its official website.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.indieroyale.com/"><img class="alignright  wp-image-40051" title="indieroyalealpha" src="http://videogamewriters.com/wp-content/uploads/2012/02/indieroyalealpha.png" alt="indieroyalealpha Indie Royales Alpha Bundle bringing new titles to life" width="179" height="179" /></a><a href="http://www.indieroyale.com/" target="_blank">Indie Royale</a> has opened its first-ever Alpha Collection, with buyers being able to play and help fund to completion three in-development titles.</p>
<p>The three games on offer are already playable in alpha versions, and the money raised through the promotion will be spent bringing the titles to full release across multiple platforms (PC, Mac, and Linux).</p>
<p><em><img class="alignleft  wp-image-40053" title="ir_towns" src="http://videogamewriters.com/wp-content/uploads/2012/02/ir_towns-150x150.png" alt="ir towns 150x150 Indie Royales Alpha Bundle bringing new titles to life" width="90" height="90" />Towns</em> is a mix between <em>Sim City</em> and<em> Dungeon Keeper,</em> where you take on the role of the mundane city-dwellers who support a mighty hero by finding and crafting unique items for him. You must also build defenses to keep the city safe, while your champion focuses on routing the evil presence that dwells deep beneath your town.</p>
<div class="divider"></div>
<p><em><img class="alignleft  wp-image-40054" title="ir_3079" src="http://videogamewriters.com/wp-content/uploads/2012/02/ir_3037-150x150.png" alt="ir 3037 150x150 Indie Royales Alpha Bundle bringing new titles to life" width="90" height="90" />3079</em> combines <em>Minecraft</em>&#8216;s blocky and randomly-generated worlds with an action-RPG, replete with quests and a vast sci-fi arsenal.</p>
<p>&nbsp;</p>
<div class="divider"></div>
<p><img class="alignleft  wp-image-40055" title="ir_Wyv" src="http://videogamewriters.com/wp-content/uploads/2012/02/ir_zym-150x150.png" alt="ir zym 150x150 Indie Royales Alpha Bundle bringing new titles to life" width="90" height="90" />Rounding out the package is <em>Wyv and Keep: the Temple of the Lost Idol:</em> a lo-fi 2D puzzle-platformer in the vein of<em> The Lost Vikings</em> that can be played solo or co-op both locally and via the Internet.</p>
<p>&nbsp;</p>
<div class="divider"></div>
<p>The games in this pack are available as standalone PC executables, as well as through the <a href="http://www.desura.com/" target="_blank">Desura</a> game management system.</p>
<p>More information on the Alpha Collection, including real-time statistics and its current price, is available at its <a href="http://www.indieroyale.com/" target="_blank">official website</a>.</p>
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		<title>‘Pokémon Black Version 2′ and ‘Pokémon White Version 2′ announced for Nintendo DS</title>
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		<pubDate>Sun, 26 Feb 2012 02:41:55 +0000</pubDate>
		<dc:creator>Anne Lee</dc:creator>
				<category><![CDATA[DS | 3DS]]></category>
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		<category><![CDATA[Pokémon Black/White]]></category>
		<category><![CDATA[Pokemon Black/White Version 2]]></category>

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		<description><![CDATA[The much loved Pokémon series has been surprising both fans and cynics recently, first with the announcement of the unlikely crossover Pokémon + Nobunaga&#8217;s Ambition and now with not one, but two sequels to the Pokémon Black and White games. Instead of continuing with tradition and releasing a third installment that adds new features and Pokémon to the mix without exactly being a full-fledged &#8220;sequel,&#8221; Junichi Masuda appeared on the Japanese TV show  Pokémon Smash to announce two separate titles: Pokémon Black Version 2 and Pokémon White Version 2. Adding to the intrigue, it was also revealed that the games are not in development for the Nintendo 3DS, but the DS. They are scheduled to launch in Japan in June, and the US Pokémon site has already updated a page for Pokémon Black Version 2 and Pokémon White Version 2, which currently has the release date as &#8220;coming soon.&#8221; So far, the only details released about the game have been that legendary Pokémon Zekrom and Reshiram will both receive new forms, which appear to be some sort of fusion with Kyurem. Though it&#8217;s very clear that a Pokémon game would make the 3Ds an instant must have for children around the globe, for the time being we will reserve judgement until proven otherwise and commend Gamefreak on their decision to shake up the series. Hopefully this new turn for the series isn&#8217;t just a cheap cash in but a decidedly new turn with exciting new features and enhancements, perhaps as direct sequels to the original Pokémon Black and White. Only time will tell.]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/pokemonbw2.jpg" rel="lightbox[40044]"><img class=" wp-image-40046 alignright" src="http://videogamewriters.com/wp-content/uploads/2012/02/pokemonbw2.jpg" alt="pokemonbw2 Pokémon Black Version 2 and Pokémon White Version 2 announced for Nintendo DS" width="393" height="222" title="Pokémon Black Version 2 and Pokémon White Version 2 announced for Nintendo DS" /></a>The much loved<em> Pokémon </em>series has been surprising both fans and cynics recently, first with the announcement of the unlikely crossover <em><a href="http://videogamewriters.com/turn-based-tacticalsimulation-rpg-pokemon-x-nobunagas-ambition-revealed-33261/">Pokémon + Nobunaga&#8217;s Ambition</a> </em>and now with not one, but <em>two</em> sequels to the <em>Pokémon Black </em>and <em>White </em>games. Instead of continuing with tradition and releasing a third installment that adds new features and Pokémon to the mix without exactly being a full-fledged &#8220;sequel,&#8221; Junichi Masuda appeared on the Japanese TV show  Pokémon Smash to announce two separate titles:<em> Pokémon Black Version 2 </em>and <em>Pokémon White Version 2</em>.</p>
<p>Adding to the intrigue, it was also revealed that the games are not in development for the Nintendo 3DS, but the DS. They are scheduled to launch in Japan in June, and the US <em>Pokémon </em>site has already <a href="http://www.pokemon.com/us/pokemon-video-games/pokemon-black-version-2-and-pokemon-white-version-2/">updated</a> a page for<em> Pokémon Black Version 2 </em>and <em>Pokémon White Version 2</em>, which currently has the release date as &#8220;coming soon.&#8221; So far, the only details released about the game have been that legendary Pokémon Zekrom and Reshiram will both receive new forms, which appear to be some sort of fusion with Kyurem.</p>
<p>Though it&#8217;s very clear that a <em>Pokémon </em>game would make the 3Ds an instant must have for children around the globe, for the time being we will reserve judgement until proven otherwise and commend Gamefreak on their decision to shake up the series. Hopefully this new turn for the series isn&#8217;t just a cheap cash in but a decidedly new turn with exciting new features and enhancements, perhaps as direct sequels to the original <em>Pokémon Black </em>and <em>White</em>. Only time will tell.</p>
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		<title>Review: Ultimate Marvel vs. Capcom 3 (PS Vita)</title>
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		<pubDate>Sat, 25 Feb 2012 17:00:51 +0000</pubDate>
		<dc:creator>Brian Shea</dc:creator>
		
		<guid isPermaLink="false">http://videogamewriters.com/?post_type=review&amp;p=39910</guid>
		<description><![CDATA[Capcom has always come under heavy fire for its tendency to release multiple versions of the same game repeatedly. While the roots of this trend stretch all the way back to Street Fighter II, the publisher has recently drawn negative attention to itself through its re-releases of Street Fighter IV and Marvel vs. Capcom 3. When the Nintendo 3DS launched, Capcom put out an impressive handheld port of Super Street Fighter IV to serve as a launch title. Another handheld, another launch re-release While Super Street Fighter IV: 3D Edition remained quite faithful to the original console version of the game, there were noticeable differences in the way controls worked, particularly with touch-based control options being implemented. In addition, Super Street Fighter IV: 3D Edition suffered from minor graphical setbacks, as the Nintendo handheld struggled with stages that had a lot going on. To combat this, the backgrounds were significantly toned down, and textures were slightly downgraded. Regardless of these changes, the game was seen by many as one of the stronger launch titles for the 3DS. Now, Capcom has decided to try to get in on the ground-floor with the next handheld gaming device: the PlayStation Vita. This time, instead of bringing another incarnation of Street Fighter IV, Capcom decided to port over its most recent fighter, the ever-popular Ultimate Marvel vs. Capcom 3. The console version of the game, which released in November 2011, garnered as much critical acclaim as it did controversy for releasing in the same calendar year as the original. Whether you found yourself disagreeing with Capcom&#8217;s release schedule, or buying each new version and its associated downloadable content, there&#8217;s no denying that Marvel vs. Capcom 3, and its Ultimate successor, were fast-paced, frantic, and fun brawlers. When Capcom announced that it would be arriving as a launch title for the PlayStation Vita, however, there were concerns that the game would suffer some of the same gimps Super Street Fighter IV: 3D Edition suffered to enable it to run smoothly. The amazing thing is: the Vita version of Ultimate Marvel vs. Capcom 3 is remarkably similar to its console cousins. The console experience in the palm of your hand While many expected the fighting game to control nicely on the Vita, few expected the visuals to turn out as flawlessly as they did. Perhaps it&#8217;s the OLED screen, but it can be truly difficult to find differences between the PlayStation Vita version and the console versions of Ultimate Marvel vs. Capcom 3. In fact, I found myself constantly impressed with the presentational aspect of the game. Even the sound is remarkably similar to that of the console versions, with the music, voice acting, and sound effects all sounding just as they did in 2011 on consoles. The amount of content offered on the game is far from skimping as well. Rather than leaving content out in the handheld version of the game, Capcom kept a faithful UMvC3 experience intact through the inclusion of Arcade, online,...]]></description>
			<content:encoded><![CDATA[<p>Capcom has always come under heavy fire for its tendency to release multiple versions of the same game repeatedly. While the roots of this trend stretch all the way back to <em>Street Fighter II</em>, the publisher has recently drawn negative attention to itself through its re-releases of <em>Street Fighter IV</em> and <em>Marvel vs. Capcom 3</em>. When the Nintendo 3DS launched, Capcom put out an <a title="New ‘Super Street Fighter IV: 3D Edition’ Eyecandy" href="http://videogamewriters.com/new-super-street-fighter-iv-3d-edition-eyecandy-2098/" target="_blank">impressive handheld port of <em>Super Street Fighter IV</em></a> to serve as a launch title.</p>
<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/dante_air_combo.jpg" rel="lightbox[39910]"><img class="aligncenter size-large wp-image-39949" src="http://videogamewriters.com/wp-content/uploads/2012/02/dante_air_combo-630x354.jpg" alt="dante air combo 630x354 Review: Ultimate Marvel vs. Capcom 3 (PS Vita)" width="630" height="354" title="Review: Ultimate Marvel vs. Capcom 3 (PS Vita)" /></a></p>
<h4>Another handheld, another launch re-release</h4>
<p>While <em>Super Street Fighter IV: 3D Edition</em> remained quite faithful to the original console version of the game, there were noticeable differences in the way controls worked, particularly with touch-based control options being implemented. In addition, <em>Super Street Fighter IV: 3D Edition</em> suffered from minor graphical setbacks, as the Nintendo handheld struggled with stages that had a lot going on. To combat this, the backgrounds were significantly toned down, and textures were slightly downgraded. Regardless of these changes, the game was seen by many as one of the stronger launch titles for the 3DS.</p>
<p>Now, Capcom has decided to try to get in on the ground-floor with the next handheld gaming device: the <a href="http://videogamewriters.com/tag/ps-vita" target="_blank">PlayStation Vita</a>. This time, instead of bringing another incarnation of <em>Street Fighter IV</em>, Capcom decided to port over its most recent fighter, the ever-popular <em><a href="http://www.amazon.com/Ultimate-Marvel-vs-Capcom-playstation-vita/dp/B005UDTT7C/ref=sr_1_1?ie=UTF8&amp;qid=1330137013&amp;sr=8-1" target="_blank">Ultimate Marvel vs. Capcom 3</a></em>. The console version of the game, which released in November 2011, garnered as much <a title="Review: Ultimate Marvel vs. Capcom 3" href="http://videogamewriters.com/review/review-ultimate-marvel-vs-capcom-3/" target="_blank">critical acclaim</a> as it did controversy for releasing in the same calendar year as the original.</p>
<p>Whether you found yourself disagreeing with Capcom&#8217;s release schedule, or buying each new version and its associated downloadable content, there&#8217;s no denying that <em>Marvel vs. Capcom 3</em>, and its <em>Ultimate </em>successor, were fast-paced, frantic, and fun brawlers. When Capcom announced that it would be arriving as a launch title for the PlayStation Vita, however, there were concerns that the game would suffer some of the same gimps <em>Super Street Fighter IV: 3D Edition </em>suffered to enable it to run smoothly. The amazing thing is: the Vita version of <em>Ultimate Marvel vs. Capcom 3</em> is remarkably similar to its console cousins.</p>
<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/naruhodo01.jpg" rel="lightbox[39910]"><img class="aligncenter size-large wp-image-39950" src="http://videogamewriters.com/wp-content/uploads/2012/02/naruhodo01-630x354.jpg" alt="naruhodo01 630x354 Review: Ultimate Marvel vs. Capcom 3 (PS Vita)" width="630" height="354" title="Review: Ultimate Marvel vs. Capcom 3 (PS Vita)" /></a></p>
<h4>The console experience in the palm of your hand</h4>
<p>While many expected the fighting game to control nicely on the Vita, few expected the visuals to turn out as flawlessly as they did. Perhaps it&#8217;s the OLED screen, but it can be truly difficult to find differences between the PlayStation Vita version and the console versions of <em>Ultimate Marvel vs. Capcom 3</em>. In fact, I found myself constantly impressed with the presentational aspect of the game. Even the sound is remarkably similar to that of the console versions, with the music, voice acting, and sound effects all sounding just as they did in 2011 on consoles.</p>
<p>The amount of content offered on the game is far from skimping as well. Rather than leaving content out in the handheld version of the game, Capcom kept a faithful <em>UMvC3</em> experience intact through the inclusion of Arcade, online, and the campaign-like Heroes and Heralds mode. The game even includes all 48 characters from consoles, <strong>plus</strong> two paid DLC characters. The online modes are robust and well-executed with streamlined matchmaking options and, from my experience, lag-free online play.</p>
<p>The gameplay is another component of the title that proves faithful to what fans of the series are used to. The Vita&#8217;s buttons and d-pad are perfectly crafted for fighting games, though, as with most gamepads, players will probably want to avoid using the thumbsticks. The unfortunate part of the control scheme of <em>Ultimate Marvel vs. Capcom 3</em>, however, is that it retains the problems with the source versions. While many of the issues have been corrected over time, including any balancing issues, the fact remains that, for non-experienced players at least, button mashing can be a legitimate gameplan going in. Of course, with experience comes knowledge of how to counteract this &#8220;noob&#8221; way of playing, but for the majority of players that stick this game into their Vita, this strategy will be an issue for them.</p>
<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/nemesis_HC01.jpg" rel="lightbox[39910]"><img class="aligncenter size-large wp-image-39951" src="http://videogamewriters.com/wp-content/uploads/2012/02/nemesis_HC01-630x354.jpg" alt="nemesis HC01 630x354 Review: Ultimate Marvel vs. Capcom 3 (PS Vita)" width="630" height="354" title="Review: Ultimate Marvel vs. Capcom 3 (PS Vita)" /></a></p>
<p>While the additions to the Vita title are few and far between, perhaps the most noteworthy one comes in the gameplay department. Capcom decided to include a way to use the Vita&#8217;s touchscreen to control fighters during matches. This proves to be more gimmicky than functional, as the physical controls tend to be much more accurate, but I did find that I was able to execute some killer combos using touch controls. Luckily, since the touch controls make it much easier to button mash, when going online, players can choose to avoid anyone using touch controls through matchmaking.</p>
<h4>The verdict</h4>
<p>If you&#8217;ve played <em>Ultimate Marvel vs. Capcom 3</em> on consoles, you should already know what to expect from the Vita version. This launch title isn&#8217;t about innovation. Instead, <em>Ultimate Marvel vs. Capcom 3 </em>is about showing what the PlayStation Vita can truly do: bridge the gap between console and handheld gaming experiences. In that sense, <em>Ultimate Marvel vs. Capcom 3</em> is a smashing success. Where the game stumbles, however, is in offering anything new to players that have already dedicated time to previous versions of the title. If you&#8217;ve been curious about <em>UMvC3</em>, but for whatever reason never pulled the trigger for Xbox 360 or PlayStation 3, the Vita version gives you the full experience plus portability and touch controls. For the die-hards of the franchise that are looking for a new experience, however, there really isn&#8217;t much to see here.</p>
<p><em>Review Statement: A physical copy of the game was provided by the publisher for the sake of this review. Online play was tested using a WiFi connection through Verizon FiOS.<br />
</em></p>
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		<title>‘World of Warcraft’ boosts brain power in seniors</title>
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		<pubDate>Sat, 25 Feb 2012 14:41:35 +0000</pubDate>
		<dc:creator>Mark Steighner</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Tech]]></category>
		<category><![CDATA[senior citizens]]></category>
		<category><![CDATA[World of Warcraft]]></category>

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		<description><![CDATA[You probably remember some of the early ads for Nintendo&#8217;s Wii console, depicting happy senior citizens playing virtual tennis and bowling. While the Wii has become a common and popular fixture in many seniors&#8217; lives, it might be time to add hardcore World of Warcraft raiding to the repertoire of older gamers. According to a study conducted by North Carolina State University, playing the online RPG boosted the cognitive function of older adults. In the study, Dr. Jason Allaire and his co-authors, Dr. Anne McLaughlin and PhD student Laura Whitlock, first tested the cognitive abilities of adults aged 60 to 77 to set a baseline. The experimental group played WoW for about 14 hours on their home computers, while the control group didn&#8217;t play at all. According to Allaire: &#8220;People who played World of Warcraft versus those who did not play experienced an increase in cognitive ability, particularly older adults who performed very poorly in our first testing session.&#8221; World of Warcraft was chosen, in part, because its task-based game play is &#8220;cognitively complex.&#8221; As a fan of the game, Allaire said he had seen first-hand how the game affected seniors. &#8221;I had my grandma play and after she played she commented on how tired she was,&#8221; Allaire said. Many recent studies have suggested playing videogames have positive benefits for seniors. Research conducted at the University of California San Diego School of Medicine in 2010 found that &#8220;exergames&#8221; (which use some type of exercise during game play) improved the mood and mental health of older adults. A 2008 study by the University of Illinois found that adults aged 60 to70 had improved cognitive functions after played strategic video games. Allaire thinks the video game industry has a largely untapped audience in seniors right now. &#8221;We thought older adults, they wouldn&#8217;t be interested in video games, but we found the opposite. Only one person dropped out (of our study). Everyone was really excited to play the game,&#8221; he said. &#8220;It really energized them.&#8221;]]></description>
			<content:encoded><![CDATA[<p>You probably remember some of the early ads for Nintendo&#8217;s Wii console, depicting happy senior citizens playing virtual tennis and bowling. While the Wii has become a common and popular fixture in many seniors&#8217; lives, it might be time to add hardcore <em>World of Warcraft</em> raiding to the repertoire of older gamers. According to a study conducted by North Carolina State University, playing the online RPG boosted the cognitive function of older adults.</p>
<p><a href="http://videogamewriters.com/world-of-warcraft-boosts-brain-power-in-seniors-40007/world-of-warcraft-a/" rel="attachment wp-att-40014"><img class="alignnone  wp-image-40014" src="http://videogamewriters.com/wp-content/uploads/2012/02/world-of-warcraft-a-630x472.jpg" alt="world of warcraft a 630x472 World of Warcraft boosts brain power in seniors" width="567" height="425" title="World of Warcraft boosts brain power in seniors" /></a></p>
<p>In the study, Dr. Jason Allaire and his co-authors, Dr. Anne McLaughlin and PhD student Laura Whitlock, first tested the cognitive abilities of adults aged 60 to 77 to set a baseline. The experimental group played <em>WoW </em>for about 14 hours on their home computers, while the control group didn&#8217;t play at all. According to Allaire:</p>
<blockquote><p>&#8220;People who played<em> World of Warcraft</em> versus those who did not play experienced an increase in cognitive ability, particularly older adults who performed very poorly in our first testing session.&#8221;</p></blockquote>
<p><em>World of Warcraft</em> was chosen, in part, because its task-based game play is &#8220;cognitively complex.&#8221; As a fan of the game, Allaire said he had seen first-hand how the game affected seniors. &#8221;I had my grandma play and after she played she commented on how tired she was,&#8221; Allaire said.</p>
<p>Many recent studies have suggested playing videogames have positive benefits for seniors. Research conducted at the University of California San Diego School of Medicine in 2010 found that &#8220;exergames&#8221; (which use some type of exercise during game play) improved the mood and mental health of older adults. A 2008 study by the University of Illinois found that adults aged 60 to70 had improved cognitive functions after played strategic video games.</p>
<p>Allaire thinks the video game industry has a largely untapped audience in seniors right now. &#8221;We thought older adults, they wouldn&#8217;t be interested in video games, but we found the opposite. Only one person dropped out (of our study). Everyone was really excited to play the game,&#8221; he said. &#8220;It really energized them.&#8221;</p>
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		<title>Double Fine Adventure updates rewards, thanks fans for support</title>
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		<pubDate>Sat, 25 Feb 2012 02:01:58 +0000</pubDate>
		<dc:creator>Jen Bosier</dc:creator>
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		<description><![CDATA[In light of the booming success Kickstarter has brought Double Fine Adventure, the new point-and-click adventure game with Tom Schafer firmly at the helm, Double Fine has upgraded a few of their reward tiers. For those unaware, DF had attached rewards to various dollar-amount contributions, and their upgrades are nothing to sneeze at. It is physically impossible for me to word these upgrades as well as whomever penned this release, so I won&#8217;t even try: The Digital Soundtrack of the Documentary  ($30 reward tier)  Listen to the awesome game soundtrack at the same time as the awesome documentary soundtrack!  I don’t know if that makes sense, or if it’s even medically advisable, but at least this way you have the option! Special edition box containing both the game disc and a DVD/Blu-Ray of the documentary ($100 reward tier)  Perhaps you’re not hip to this digital download craze.  Or maybe you just like really nice boxes to put on your mantel so that your guests might linger and admire them while you pour another scotch.  Either way, this is gonna be suuuper rad. The Double Fine Adventure Book  ($60 reward tier for a digital PDF, $500 reward tier for a physical copy)  WTF? ART? In your MFing HANDS? Whoa Nellie, this is an exciting new development!  Filled with concept art, developer bios, excerpts from the game’s script, and deep dark secrets, this book will further expand on this entire adventure.  It will be made available both as a super nice, mantel-ready hardcover book in the $500 reward tier, and as a digital PDF in the $60 reward tier for people who just want to read it on the crapper with their iPads. (By the way, never ask to borrow my iPad.) In addition to these new rewards, Double Fine also included a 35-minute video featuring an interview of Ron Gilbert by Tim Schafer. You can view the whole thing here, or check out the five-minute clip below. Gilbert is one of the front-runners of the adventure genre, and his insight is as sharp as you would expect. My favorite answer is contained within the clip below, in which he speculates on why the adventure genre is seen as &#8220;unpopular.&#8221; There&#8217;s a nice sense of perspective and history involved. Also, in your best Dr. Doofenshmirtz voice, curse you Call of Duty!!]]></description>
			<content:encoded><![CDATA[<p>In light of the booming success Kickstarter has brought Double Fine Adventure, the new point-and-click adventure game with Tom Schafer firmly at the helm, Double Fine has upgraded a few of their reward tiers. For those unaware, DF had attached rewards to various dollar-amount contributions, and their upgrades are nothing to sneeze at. It is physically impossible for me to word these upgrades as well as whomever penned this release, so I won&#8217;t even try:</p>
<blockquote><p><strong>The Digital Soundtrack of the Documentary  </strong><em>($30 reward tier)</em>  Listen to the awesome game soundtrack at the same time as the awesome documentary soundtrack!  I don’t know if that makes sense, or if it’s even medically advisable, but at least this way you have the option!</p>
<p><strong>Special edition box containing both the game disc and a DVD/Blu-Ray of the documentary</strong><em> ($100 reward tier)  </em>Perhaps you’re not hip to this digital download craze.  Or maybe you just like really nice boxes to put on your mantel so that your guests might linger and admire them while you pour another scotch.  Either way, this is gonna be suuuper rad.</p>
<p><strong>The Double Fine Adventure Book  </strong><em>($60 reward tier for a digital PDF, $500 reward tier for a physical copy)  </em>WTF? ART? In your MFing HANDS? Whoa Nellie, this is an exciting new development!  Filled with concept art, developer bios, excerpts from the game’s script, and deep dark secrets, this book will further expand on this entire adventure.  It will be made available both as a super nice, mantel-ready hardcover book in the $500 reward tier, and as a digital PDF in the $60 reward tier for people who just want to read it on the crapper with their iPads. (By the way, never ask to borrow my iPad.)</p></blockquote>
<p>In addition to these new rewards, Double Fine also included a 35-minute video featuring an interview of Ron Gilbert by Tim Schafer. You can view the whole thing <a href="https://www.youtube.com/watch?v=re_LWmRJK-g&amp;feature=player_embedded">here</a>, or check out the five-minute clip below. Gilbert is one of the front-runners of the adventure genre, and his insight is as sharp as you would expect. My favorite answer is contained within the clip below, in which he speculates on why the adventure genre is seen as &#8220;unpopular.&#8221; There&#8217;s a nice sense of perspective and history involved. Also, in your best Dr. Doofenshmirtz voice, curse you <em>Call of Duty</em>!!</p>
<p><a href="http://videogamewriters.com/double-fine-adventure-updates-rewards-thanks-fans-for-support-39994/"><em>Click here to view the embedded video.</em></a></p>
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		<title>‘Darksiders 2′ novel cover, and action figure images revealed</title>
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		<pubDate>Fri, 24 Feb 2012 21:35:18 +0000</pubDate>
		<dc:creator>Mark Steighner</dc:creator>
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		<category><![CDATA[Vigil]]></category>

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		<description><![CDATA[If you&#8217;re like us, you&#8217;re anxious to get your hands on THQ&#8217;s Darksiders 2 on June 26 (UK gamers will have to wait until June 29), for Xbox 360 and PS3. But that&#8217;s not all the good stuff for Darksiders fans. Since no game is complete without tie-in toys, books, and other swag, THQ also released the cover shot for the upcoming official Darksiders novel, Darksiders: The Abomination Vault.  The novel, by Ari Marmell, and developed by Vigil and THQ takes place before the events of Darksiders and Darksiders II, as &#8220;two of the feared Horsemen—Death and War—are tasked with stopping a group of renegades from locating the Abomination Vault: a hoard containing weapons of ultimate power and malice, capable of bringing an end to the uneasy truce between Heaven and Hell . . . but only by unleashing total destruction.&#8221; Finally, SOTA toys has announced the April 15 release of &#8220;Darksiders Sammael&#8221; statue. According to the SOTA website, the statue is of &#8220;Sammael, antagonist to the hero (War) in the Darksiders video game, can now be yours as a 12 inch scale resin statue! He grips the heart of a Guardian is his talons. (Oh, and there&#8217;s a hella-bright LED in the heart that illuminates Sammael in all his unholy glory!) Powered by USB,so this can double as a night-light.&#8221;  No price was released. &#160;]]></description>
			<content:encoded><![CDATA[<p>If you&#8217;re like us, you&#8217;re anxious to get your hands on THQ&#8217;s <em>Darksiders 2 </em>on June 26 (UK gamers will have to wait until June 29), for Xbox 360 and PS3. But that&#8217;s not all the good stuff for <em>Darksiders</em> fans. Since no game is complete without tie-in toys, books, and other swag, THQ also released the cover shot for the upcoming official <em>Darksiders</em> novel, <em>Darksiders: The Abomination Vault</em>.  The novel, by Ari Marmell, and developed by Vigil and THQ takes place before the events of Darksiders and Darksiders II, as</p>
<blockquote><p>&#8220;two of the feared Horsemen—Death and War—are tasked with stopping a group of renegades from locating the Abomination Vault: a hoard containing weapons of ultimate power and malice, capable of bringing an end to the uneasy truce between Heaven and Hell . . . but only by unleashing total destruction.&#8221;</p></blockquote>
<p>Finally, SOTA toys has announced the April 15 release of &#8220;Darksiders Sammael&#8221; statue. According to the SOTA website, the statue is of &#8220;Sammael, antagonist to the hero (War) in the <em>Darksiders</em> video game, can now be yours as a 12 inch scale resin statue! He grips the heart of a Guardian is his talons. (Oh, and there&#8217;s a hella-bright LED in the heart that illuminates Sammael in all his unholy glory!) Powered by USB,so this can double as a night-light.&#8221;  No price was released.</p>
<p style="text-align: center"><a href="http://videogamewriters.com/darksiders-2-release-date-and-goodies-announced-39960/noname/" rel="attachment wp-att-39969"><img class="size-full wp-image-39969 aligncenter" src="http://videogamewriters.com/wp-content/uploads/2012/02/noname.jpg" alt="noname Darksiders 2 novel cover, and action figure images revealed" width="416" height="277" title="Darksiders 2 novel cover, and action figure images revealed" /></a></p>
<p>&nbsp;</p>
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		<title>‘Gotham City Imposters’ update brings free DLC and fixes to Xbox 360</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/w2-3Da_OutI/</link>
		<comments>http://videogamewriters.com/gotham-city-imposters-update-brings-free-dlc-and-fixes-to-xbox-360-39956/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 20:20:36 +0000</pubDate>
		<dc:creator>Scott Grill</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Gotham City Imposters]]></category>

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		<description><![CDATA[When we reviewed Gotham City Imposters on the Playstation 3 we noted some of the issues with matchmaking. The Xbox 360 version of the game received an update on Friday that is supposed to fix this issue as well as add a new map, costumes and weapons like a Katana sword that can block bullets. Playstation 3 and PC owners of the game will have to wait a little while longer for the DLC but Xbox 360 owners will be prompted to download the update as soon as they log into Gotham City Imposters on Xbox LIVE. The update includes &#8220;The 25th Floor&#8221; map which is set atop a Gotham City skyscaper plus new weapons like the Falcon Blade katana sword and the Kingmaker pistol. There&#8217;s also a new Toxic Gas support item that does damage to enemies and causes them to become disoriented. The character customization options have been increased too as luchador, corporate lackey, and ninja outfits have all been added. There&#8217;s also a new ninja voice. The update also includes fixes to matchmaking and corrects an issue with a bug that caused player&#8217;s stats to get wiped. The developers are currently restoring the stats and coins of all Gotham City Imposters players that were affected by the glitch. A trailer showing off the new contents in the free Gotham City Imposter update is below.]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/gotham-city-imposters-ninja-outfit.jpg" rel="lightbox[39956]"><img class="alignright size-medium wp-image-39957" src="http://videogamewriters.com/wp-content/uploads/2012/02/gotham-city-imposters-ninja-outfit-300x168.jpg" alt="gotham city imposters ninja outfit 300x168 Gotham City Imposters update brings free DLC and fixes to Xbox 360" width="300" height="168" title="Gotham City Imposters update brings free DLC and fixes to Xbox 360" /></a>When we <a href="http://videogamewriters.com/review/review-gotham-city-imposters-2/">reviewed</a> <em>Gotham City Imposters</em> on the Playstation 3 we noted some of the issues with matchmaking. The Xbox 360 version of the game received an update on Friday that is supposed to fix this issue as well as add a new map, costumes and weapons like a Katana sword that can block bullets.</p>
<p>Playstation 3 and PC owners of the game will have to wait a little while longer for the DLC but Xbox 360 owners will be prompted to download the update as soon as they log into Gotham City Imposters on Xbox LIVE.</p>
<p>The update includes &#8220;The 25th Floor&#8221; map which is set atop a Gotham City skyscaper plus new weapons like the Falcon Blade katana sword and the Kingmaker pistol. There&#8217;s also a new Toxic Gas support item that does damage to enemies and causes them to become disoriented.</p>
<p>The character customization options have been increased too as luchador, corporate lackey, and ninja outfits have all been added. There&#8217;s also a new ninja voice.</p>
<p>The update also includes fixes to matchmaking and corrects an issue with a bug that caused player&#8217;s stats to get wiped. The developers are currently <a href="http://www.gothamcityimpostors.com/home/item/436-were-restoring-xp-and-costume-coins#" target="_blank">restoring</a> the stats and coins of all <em>Gotham City Imposters</em> players that were affected by the glitch.</p>
<p>A trailer showing off the new contents in the free <em>Gotham City Imposter</em> update is below.</p>
<p><a href="http://videogamewriters.com/gotham-city-imposters-update-brings-free-dlc-and-fixes-to-xbox-360-39956/"><em>Click here to view the embedded video.</em></a></p>
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		<title>‘Killzone 3′ Multiplayer goes Free to Play on PS3</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/HUHT41YTXL8/</link>
		<comments>http://videogamewriters.com/killzone-3-multiplayer-goes-free-to-play-on-ps3-39933/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 18:30:47 +0000</pubDate>
		<dc:creator>Josh Smith</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Playstation]]></category>
		<category><![CDATA[Playstation Network]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Free to Play]]></category>
		<category><![CDATA[Killzone 3]]></category>

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		<description><![CDATA[Beginning on February 28th, Killzone 3&#8216;s multiplayer will be free to download and play for PS3 owners. Popping up on the Playstation Network will be, in essence, a freemium version of the full multiplayer portion that is packaged in with the retail version of Killzone 3. Additionally, no single player component will be included in this offer. The Killzone Website reports that players downloading this offer will receive each of the maps and game modes available in the full retail version of the successful FPS, but a level cap (Sargent I) will be instituted and various other benefits will be vacant from the online-only release. If players decide to continue with the multiplayer experience, the full online mode will be available for only $15.00. Those ponying up the cash will receive 24 hours of double XP, three free unlock points, access to the &#8220;Botzone&#8221; and other perks available to those who already own Killzone 3. Not wanting to have their passionate community feel slighted, Sony has also announced that a double XP weekend will start on Friday, March 2nd at 8 p.m. (EST), and run through Monday, March 5th at 7 a.m. (EST). Those playing the trial version of Killzone 3 will be exempt from all double XP during that weekend, unless they&#8217;ve purchased the full online portion of the game. It&#8217;s uncommon for a game released in a full retail version to offer its multiplayer component as a separate download. Is this simply to test the waters for future endeavors and, if successful, will other developers take note and start offering their online components for a single, separate monetary amount? (We&#8217;re looking at you, Call of Duty.)]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/killzone-3-multiplayer-goes-free-to-play-on-ps3-39933/killzone-3/" rel="attachment wp-att-39939"><img class="size-medium wp-image-39939 alignright" style="border-style: initial;border-color: initial" src="http://videogamewriters.com/wp-content/uploads/2012/02/Killzone-3-300x191.jpg" alt="Killzone 3 300x191 Killzone 3 Multiplayer goes Free to Play on PS3" width="300" height="191" title="Killzone 3 Multiplayer goes Free to Play on PS3" /></a>Beginning on February 28th, <em><a title="Review: Killzone 3" href="http://videogamewriters.com/review/review-killzone-3/" target="_blank">Killzone 3</a></em>&#8216;s multiplayer will be free to download and play for PS3 owners. Popping up on the Playstation Network will be, in essence, a freemium version of the full multiplayer portion that is packaged in with the retail version of <em>Killzone 3</em>. Additionally, no single player component will be included in this offer.</p>
<p><a href="http://www.killzone.com/kz3/en_US/blog/news/2012-02-24_kz3-multiplayer.html">The Killzone Website</a> reports that players downloading this offer will receive each of the maps and game modes available in the full retail version of the successful FPS, but a level cap (Sargent I) will be instituted and various other benefits will be vacant from the online-only release. If players decide to continue with the multiplayer experience, the full online mode will be available for only $15.00. Those ponying up the cash will receive 24 hours of double XP, three free unlock points, access to the &#8220;Botzone&#8221; and other perks available to those who already own <em>Killzone 3</em>.</p>
<p>Not wanting to have their passionate community feel slighted, Sony has also announced that a double XP weekend will start on Friday, March 2nd at 8 p.m. (EST), and run through Monday, March 5th at 7 a.m. (EST). Those playing the trial version of <em>Killzone 3</em> will be exempt from all double XP during that weekend, unless they&#8217;ve purchased the full online portion of the game.</p>
<p>It&#8217;s uncommon for a game released in a full retail version to offer its multiplayer component as a separate download. Is this simply to test the waters for future endeavors and, if successful, will other developers take note and start offering their online components for a single, separate monetary amount? (We&#8217;re looking at you, <em>Call of Duty</em>.)</p>
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		<title>Friday’s VGW drive-in theatre – February 20-24, 2012</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/Up1QmdiTHF4/</link>
		<comments>http://videogamewriters.com/fridays-vgw-drive-in-theatre-february-20-24-2012-39934/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 17:57:06 +0000</pubDate>
		<dc:creator>Jen Bosier</dc:creator>
				<category><![CDATA[PC]]></category>
		<category><![CDATA[Playstation]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Vita]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Ghost Recon: Future Soldier]]></category>
		<category><![CDATA[Mortal Kombat]]></category>
		<category><![CDATA[Mortal Kombat Komplete Edition]]></category>
		<category><![CDATA[Rayman Origins]]></category>
		<category><![CDATA[Resident Evil: Operation Raccoon City]]></category>
		<category><![CDATA[The Witcher 2: Assassins of Kings]]></category>
		<category><![CDATA[Unit 13]]></category>

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		<description><![CDATA[It&#8217;s time for VGW&#8217;s weekly feature: the VGW Drive-In. Pull up, order some popcorn and make out in the backseat while watching the latest game trailers. Mortal Kombat Komplete Edition Resident Evil: Operation Raccoon City &#124; the &#8220;Brutality&#8221; Trailer Ghost Recon: Future Soldier &#124; &#8220;Believe in Ghosts&#8221; Episode 1 The Witcher 2: Assassins of Kings &#124; X360 Enhanced Edition Teaser 2 Rayman Origins &#124; Vita launch trailer Unit 13]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s time for VGW&#8217;s weekly feature: the VGW Drive-In. Pull up, order some popcorn and make out in the backseat while watching the latest game trailers.</p>
<h4><em>Mortal Kombat Komplete Edition</em></h4>
<p><a href="http://videogamewriters.com/fridays-vgw-drive-in-theatre-february-20-24-2012-39934/"><em>Click here to view the embedded video.</em></a></p>
<h4><em>Resident Evil: Operation Raccoon City</em> | the &#8220;Brutality&#8221; Trailer</h4>
<p><a href="http://videogamewriters.com/fridays-vgw-drive-in-theatre-february-20-24-2012-39934/"><em>Click here to view the embedded video.</em></a></p>
<h4><em>Ghost Recon: Future Soldier</em> | &#8220;Believe in Ghosts&#8221; Episode 1</h4>
<p><a href="http://videogamewriters.com/fridays-vgw-drive-in-theatre-february-20-24-2012-39934/"><em>Click here to view the embedded video.</em></a></p>
<h4><em>The Witcher 2: Assassins of Kings |</em> X360 Enhanced Edition Teaser 2</h4>
<p><a href="http://videogamewriters.com/fridays-vgw-drive-in-theatre-february-20-24-2012-39934/"><em>Click here to view the embedded video.</em></a></p>
<h4><em>Rayman Origins</em> | Vita launch trailer</h4>
<p><a href="http://videogamewriters.com/fridays-vgw-drive-in-theatre-february-20-24-2012-39934/"><em>Click here to view the embedded video.</em></a></p>
<h4><em>Unit 13</em></h4>
<p><a href="http://videogamewriters.com/fridays-vgw-drive-in-theatre-february-20-24-2012-39934/"><em>Click here to view the embedded video.</em></a></p>
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		<title>Review: ModNation Racers: Road Trip</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/f4VavZiuN64/</link>
		<comments>http://videogamewriters.com/review/review-modnation-racers-road-trip/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 03:57:23 +0000</pubDate>
		<dc:creator>Mark Steighner</dc:creator>
		
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		<description><![CDATA[Say what you will about the Vita handheld&#8211;critical opinion here at VGW seems pretty positive&#8211;but one can&#8217;t fault Sony for a lack of release-day games to play. Although most are ports, remakes, reboots, and offshoots of older titles, most all popular genres are represented, including a number of racing games. ModNation Racers: Road Trip is the Vita-friendly version of a popular title from the PS3/PSP catalog, a kart-racer that aspires to LittleBigPlanet user-customization melded to Mario Kart action. In many ways, it succeeds relatively well. Kart racers are all about arcade-y action, outlandish jumps and flips, wild, imaginative tracks, and collectibles and power-ups that weaponize your kart and add boosts to its speed or shield it from other players&#8217; weapons. Road Trip checks off all those boxes in its 30-track career mode, which is a fun but challenging ride. It&#8217;s fun because the action is fast and frenetic, the weapons and power-ups easy to distinguish and grab, and the tracks are varied and full of surprises. It&#8217;s challenging because after the first couple of &#8220;easy&#8221; track circuits, those &#8220;surprises&#8221; can be darn tough to negotiate and because the controls aren&#8217;t as precise and tight as we expect, even from an arcade racer: the left stick in particular seemed over-sensitive and the shoulder-button throttle, sluggish. Read more PS Vita launch reviews here. More realistic racers usually feature accessories and upgrades that significantly impact the handling and performance of the vehicle. While playing through Road Trip&#8216;s career mode, one earns plenty of new gear and lots of customization options, but none of these seem to actually affect the player&#8217;s kart in any but the most cosmetic ways (at the same time, only the most violent crashes have an impact on the player&#8217;s kart, which immediately respawns in perfect condition). Winning races then, depends a good deal on familiarity with the track, an equal dose of repetition, and a big measure of luck when squaring off against the rubberbanding-prone AI. Look! I made a track! Being able to create, edit and share tracks, avatars and karts is the element that sets ModNation Racers apart from the &#8220;other kart racers,&#8221; and the toolset provided is a lot of fun and easy to use, though moving very small elements around and into place can be tricky. Sony hopes, of course, that a wealth of LittleBigPlanet-quality, user-created content will appear. It&#8217;s easy enough to create and upload tracks and custom karts via the Share Station. Unlike its console and PSP cousins, ModNation Racers: Road Trip does not include online multiplayer play, an omission controversial to many fans of the series (local races are still an option). Although this may be addressed down the line, more pressing are some of the frame rate issues that can bog down the more frantic races, and very long load times&#8211;upwards from a half minute&#8211;that really kills the momentum of the experience. While the UI generally makes good use of the Vita&#8217;s touchscreen, negotiating between options and sub-menus can mean a lot of finger swipes. Road Trip looks bright...]]></description>
			<content:encoded><![CDATA[<p>Say what you will about the <a href="http://videogamewriters.com/tag/ps-vita">Vita</a> handheld&#8211;critical opinion here at VGW seems pretty positive&#8211;but one can&#8217;t fault Sony for a lack of release-day games to play. Although most are ports, remakes, reboots, and offshoots of older titles, most all popular genres are represented, including a number of racing games. <em><a href="http://www.amazon.com/ModNation-Racers-Road-Trip-playstation-vita/dp/B0050SW33E/ref=sr_1_1?ie=UTF8&amp;qid=1330055462&amp;sr=8-1" target="_blank">ModNation Racers: Road Trip</a> </em>is the Vita-friendly version of a popular title from the PS3/PSP catalog, a kart-racer that aspires to <em>LittleBigPlanet</em> user-customization melded to <em>Mario Kart</em> action. In many ways, it succeeds relatively well.</p>
<p><a href="http://videogamewriters.com/review/review-modnation-racers-road-trip/modnation-racers-screens-2/" rel="attachment wp-att-39927"><img class="alignnone size-large wp-image-39927" src="http://videogamewriters.com/wp-content/uploads/2012/02/modnation-racers-screens-2-630x354.jpg" alt="modnation racers screens 2 630x354 Review: ModNation Racers: Road Trip" width="630" height="354" title="Review: ModNation Racers: Road Trip" /></a></p>
<p>Kart racers are all about arcade-y action, outlandish jumps and flips, wild, imaginative tracks, and collectibles and power-ups that weaponize your kart and add boosts to its speed or shield it from other players&#8217; weapons. <em>Road Trip</em> checks off all those boxes in its 30-track career mode, which is a fun but challenging ride. It&#8217;s fun because the action is fast and frenetic, the weapons and power-ups easy to distinguish and grab, and the tracks are varied and full of surprises. It&#8217;s challenging because after the first couple of &#8220;easy&#8221; track circuits, those &#8220;surprises&#8221; can be darn tough to negotiate and because the controls aren&#8217;t as precise and tight as we expect, even from an arcade racer: the left stick in particular seemed over-sensitive and the shoulder-button throttle, sluggish.</p>
<blockquote><p><a href="http://videogamewriters.com/platform/ps-vita/" target="_blank">Read more PS Vita launch reviews here.</a></p></blockquote>
<p>More realistic racers usually feature accessories and upgrades that significantly impact the handling and performance of the vehicle. While playing through <em>Road Trip</em>&#8216;s career mode, one earns plenty of new gear and lots of customization options, but none of these seem to actually affect the player&#8217;s kart in any but the most cosmetic ways (at the same time, only the most violent crashes have an impact on the player&#8217;s kart, which immediately respawns in perfect condition). Winning races then, depends a good deal on familiarity with the track, an equal dose of repetition, and a big measure of luck when squaring off against the rubberbanding-prone AI.</p>
<p><strong>Look! I made a track!</strong></p>
<p>Being able to create, edit and share tracks, avatars and karts is the element that sets <em>ModNation Racers</em> apart from the &#8220;other kart racers,&#8221; and the toolset provided is a lot of fun and easy to use, though moving very small elements around and into place can be tricky. Sony hopes, of course, that a wealth of <em>LittleBigPlanet-</em>quality, user-created content will appear. It&#8217;s easy enough to create and upload tracks and custom karts via the Share Station.</p>
<p><a href="http://videogamewriters.com/review/review-modnation-racers-road-trip/modnation-racers-road-trip-ps-vita/" rel="attachment wp-att-39928"><img class="alignnone size-large wp-image-39928" src="http://videogamewriters.com/wp-content/uploads/2012/02/Modnation-Racers-Road-Trip-PS-Vita-630x354.jpg" alt="Modnation Racers Road Trip PS Vita 630x354 Review: ModNation Racers: Road Trip" width="630" height="354" title="Review: ModNation Racers: Road Trip" /></a></p>
<p>Unlike its console and PSP cousins, <em>ModNation Racers: Road Trip</em> does not include online multiplayer play, an omission controversial to many fans of the series (local races are still an option). Although this may be addressed down the line, more pressing are some of the frame rate issues that can bog down the more frantic races, and very long load times&#8211;upwards from a half minute&#8211;that really kills the momentum of the experience. While the UI generally makes good use of the Vita&#8217;s touchscreen, negotiating between options and sub-menus can mean a lot of finger swipes.</p>
<p><em>Road Trip</em> looks bright and colorful but I can&#8217;t say it would be my choice as a showcase for the new system&#8217;s graphics capabilities, being approximately on-par with the PS3 version. The music is perky and jazzy and absolutely appropriate, and equally perfunctory. Unlike the PS3 version, there is no career-mode narration so the progression can feel a little clinical and lacking in personality.</p>
<p><strong>Does it do your Vita proud?</strong></p>
<p>As a launch title, <em>ModNation Racers: Road Trip</em> absolutely fills the need for a family-friendly, arcade-style racer with an accessible suite of creation tools that encourages a lot of tinkering under the hood. While it lacks the kind of iconic personality that fuels the <em>Mario Kart</em> franchise, and neglects to include the nearly essential online component that would extend its appeal, <em>Road Trip</em> is still a solid and entertaining port.</p>
<p><em>Review Statement: A retail copy of this game was provided by Sony for the purpose of this review. </em></p>
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		<title>FreePlay: ‘Super Mario Bros. Crossover 2.0′</title>
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		<comments>http://videogamewriters.com/freeplay-super-mario-bros-crossover-2-0-39899/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 00:50:55 +0000</pubDate>
		<dc:creator>Kristen.Maxwell</dc:creator>
				<category><![CDATA[Mac]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[Retro]]></category>
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		<category><![CDATA[Metroid]]></category>
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		<category><![CDATA[Super Mario Bros.]]></category>
		<category><![CDATA[Super Mario Bros. Crossover]]></category>
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		<guid isPermaLink="false">http://videogamewriters.com/?p=39899</guid>
		<description><![CDATA[I&#8217;m not usually one to spend much time with browser games. I know there are a lot of great titles out there, and many of them are cheap as free, but for whatever reason I have a deep-seated prejudice against games that can&#8217;t be bothered to have a local executable file. Fortunately, I was recently ripped out of this bigotry by a game with a premise too intriguing to ignore. I come from a generation raised on the NES, and a common fantasy of my peers has always been the ability to mash-up the classic games from our iconic console, and bring across characters from one game into the setting of another. Someone finally took the initiative to make this a reality, and Super Mario Bros Crossover was born. Jay Pavlina&#8217;s homage to the 8-bit era is the kind of surreal experience that requires a double-take to assure you that it is, indeed, real. The game takes you though the many levels of the original Super Mario Brothers with one major catch: you can choose to play as Mario, Luigi, Link, Samus, Ryu Hayabusa, Bill Rizer, SOPHIA III, Samus Aran, Simon Belmont, and Bass. Each character plays just like they do in their original games&#8211; some shoot, some have swords, and some can climb walls. This drastically changes the gameplay depending on your character choice, and tickles a special spot in your brain that emits pure nostalgic nerd joy. The upgrade to version 2.0 is a highly-polished offering, with detailed tutorials, expansive power-up systems for each character (Mega Man can obtain many of his iconic weapons which you can cycle through at will, for example), and a wide array of audio/visual customization (such as selecting among NES, Game Boy, and SNES sprite sets). The pause menu offers configurable controls and a nifty collection of unlockable  cheats, plus a handy save/load option. This is a &#8220;game that should not be,&#8221; and it is all the more delicious for its absurdity. Grabbing the spread gun power-up and mowing down goombas as the hero of Contra is simply a sublime experience, as is taking out Bowser with a few well-placed bombs from Metroid. It could only be better if it had built-in gamepad support (there are instruction on how to get it working with third-party tools), and could be launched without a web connection, but it feels petty to nitpick a free game that satisfies a desire I&#8217;ve been secretly harboring since the fourth grade. Super Mario Bros. Crossover is easily two hours of fun just messing around and learning the characters, and I could easily see enjoying it for 10 to 20 hours to see everything. For extra entertainment value, be sure to watch the developer play his own game while providing hilarious commentary on his own work.]]></description>
			<content:encoded><![CDATA[<p><img class="alignright  wp-image-39912" title="crossover" src="http://videogamewriters.com/wp-content/uploads/2012/02/crossover-300x281.png" alt="crossover 300x281 FreePlay: Super Mario Bros. Crossover 2.0" width="300" height="281" />I&#8217;m not usually one to spend much time with browser games. I know there are a lot of great titles out there, and many of them are cheap as free, but for whatever reason I have a deep-seated prejudice against games that can&#8217;t be bothered to have a local executable file. Fortunately, I was recently ripped out of this bigotry by a game with a premise too intriguing to ignore.</p>
<p>I come from a generation raised on the NES, and a common fantasy of my peers has always been the ability to mash-up the classic games from our iconic console, and bring across characters from one game into the setting of another. Someone finally took the initiative to make this a reality, and <a href="http://www.explodingrabbit.com/games/super-mario-bros-crossover" target="_blank"><em>Super Mario Bros Crossover</em></a> was born.</p>
<p>Jay Pavlina&#8217;s homage to the 8-bit era is the kind of surreal experience that requires a double-take to assure you that it is, indeed, real. The game takes you though the many levels of the original Super Mario Brothers with one major catch: you can choose to play as Mario, Luigi, Link, Samus, Ryu Hayabusa, Bill Rizer, SOPHIA III, Samus Aran, Simon Belmont, and Bass. Each character plays just like they do in their original games&#8211; some shoot, some have swords, and some can climb walls. This drastically changes the gameplay depending on your character choice, and tickles a special spot in your brain that emits pure nostalgic nerd joy.</p>
<p>The upgrade to version 2.0 is a highly-polished offering, with detailed tutorials, expansive power-up systems for each character (Mega Man can obtain many of his iconic weapons which you can cycle through at will, for example), and a wide array of audio/visual customization (such as selecting among NES, Game Boy, and SNES sprite sets). The pause menu offers configurable controls and a nifty collection of unlockable  cheats, plus a handy save/load option.</p>
<p>This is a &#8220;game that should not be,&#8221; and it is all the more delicious for its absurdity. Grabbing the spread gun power-up and mowing down goombas as the hero of <em>Contra</em> is simply a sublime experience, as is taking out Bowser with a few well-placed bombs from <em>Metroid</em>. It could only be better if it had built-in gamepad support (there are instruction on how to get it working with third-party tools), and could be launched without a web connection, but it feels petty to nitpick a free game that satisfies a desire I&#8217;ve been secretly harboring since the fourth grade.</p>
<p>Super Mario Bros. Crossover is easily two hours of fun just messing around and learning the characters, and I could easily see enjoying it for 10 to 20 hours to see everything. For extra entertainment value, be sure to <a href="http://www.youtube.com/watch?v=ZGIIkDkJP3U" target="_blank">watch the developer play his own game</a> while providing hilarious commentary on his own work.</p>
<p><a href="http://videogamewriters.com/freeplay-super-mario-bros-crossover-2-0-39899/"><em>Click here to view the embedded video.</em></a></p>
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		<title>EA Sports’ sim basketball franchise returns this fall with ‘NBA Live 13′</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/a4S3UhbATtM/</link>
		<comments>http://videogamewriters.com/ea-sports-sim-basketball-franchise-returns-this-fall-with-nba-live-13-39889/#comments</comments>
		<pubDate>Fri, 24 Feb 2012 00:17:27 +0000</pubDate>
		<dc:creator>Brian Shea</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Playstation]]></category>
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		<description><![CDATA[After EA Sports failed to recover from one of the biggest last minute collapses in video game history in its axing of NBA Elite 11 a mere week before launch, it seems as though the publisher is ready to throw its hat back into the simulation basketball ring. According to a tweet from the NBA&#8217;s most recent #1 overall draft pick, Kyrie Irving, fans can swing by the NBA All-Star Weekend festivities in Orlando to check out &#8220;the future of basketball.&#8221; While that statement could have indeed meant anything, especially since he&#8217;s considered one of the top rookies in the NBA (see: the future of basketball), the final part of the tweet sealed the deal for the announcement: In Orlando for #AllStar checking out the #FutureOfBasketball with @EASPORTSNBA. Get to see the new #NBALIVE13! While professional athletes might not be the authority in video game news, Kotaku reached out to EA Sports, who confirmed the leak as true. &#8220;This fall we&#8217;ll launch an all-new experience that captures the future of basketball with NBA Live 13,&#8221; a PR rep told Kotaku. &#8220;More to come soon.&#8221; Irving went on to tweet that more information regarding NBA Live 13 would be revealed on Monday via EA Sports&#8217; NBA Facebook page. With NBA 2K12 being so well received, it goes without saying that EA Sports has an uphill struggle if it wants to regain dominance in the NBA video game realm. EA Sports&#8217; most recent NBA video game was the 2011 downloadable title NBA Jam: On Fire Edition. [via Kotaku]]]></description>
			<content:encoded><![CDATA[<div id="attachment_39891" class="wp-caption alignright" style="width: 310px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/xlarge.jpg" rel="lightbox[39889]"><img class="size-medium wp-image-39891" src="http://videogamewriters.com/wp-content/uploads/2012/02/xlarge-300x168.jpg" alt="xlarge 300x168 EA Sports sim basketball franchise returns this fall with NBA Live 13" width="300" height="168" title="EA Sports sim basketball franchise returns this fall with NBA Live 13" /></a><p class="wp-caption-text">Photo Credit: Kyrie Irving</p></div>
<p>After EA Sports failed to recover from one of the biggest last minute collapses in video game history in its axing of <em>NBA Elite 11</em> a mere week before launch, it seems as though the publisher is ready to throw its hat back into the simulation basketball ring.</p>
<p>According to a <a title="Kyrie Irving on Twitter" href="https://twitter.com/#!/KyrieIrving/status/172736598528626688" target="_blank">tweet</a> from the NBA&#8217;s most recent #1 overall draft pick, Kyrie Irving, fans can swing by the NBA All-Star Weekend festivities in Orlando to check out &#8220;the future of basketball<em>.&#8221; </em>While that statement could have indeed meant anything, especially since he&#8217;s considered one of the top rookies in the NBA (see: the future of basketball), the final part of the tweet sealed the deal for the announcement:</p>
<blockquote><p>In Orlando for <a title="#AllStar" href="https://twitter.com/#%21/search/%23AllStar"><s>#</s><strong>AllStar</strong></a> checking out the <a title="#FutureOfBasketball" href="https://twitter.com/#%21/search/%23FutureOfBasketball"><s>#</s><strong>FutureOfBasketball</strong></a> with <a href="https://twitter.com/#%21/EASPORTSNBA" rel="nofollow"><s>@</s><strong>EASPORTSNBA</strong></a>. Get to see the new <a title="#NBALIVE13" href="https://twitter.com/#%21/search/%23NBALIVE13"><s>#</s><strong>NBALIVE13</strong></a>!</p></blockquote>
<p>While professional athletes might not be the authority in video game news, Kotaku reached out to EA Sports, who confirmed the leak as true. &#8220;This fall we&#8217;ll launch an all-new experience that captures the future of basketball with <em>NBA Live 13</em>,&#8221; a PR rep told Kotaku. &#8220;More to come soon.&#8221;</p>
<p>Irving went on to tweet that more information regarding <em>NBA Live 13</em> would be revealed on Monday via EA Sports&#8217; NBA Facebook page. With <em>NBA 2K12</em> being so well received, it goes without saying that EA Sports has an uphill struggle if it wants to regain dominance in the NBA video game realm. EA Sports&#8217; most recent NBA video game was the 2011 downloadable title <a title="Review: NBA Jam: On Fire Edition" href="http://videogamewriters.com/review/review-nba-jam-on-fire-edition/" target="_blank"><em>NBA Jam: On Fire Edition</em></a>.</p>
[via <a title="Kotaku" href="http://kotaku.com/5887735/ea-sports-confirms-a-return-to-the-nba-live-name" target="_blank">Kotaku</a>]
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		<title>Review: Wipeout 2048</title>
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		<pubDate>Thu, 23 Feb 2012 22:44:55 +0000</pubDate>
		<dc:creator>Jason Evangelho</dc:creator>
		
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		<description><![CDATA[This is a review of Wipeout 2048 on the PS Vita, but I&#8217;m compelled to introduce it by drawing a parallel line to Codemasters&#8217; DiRT series. What on earth does an off-road rally simulation have in common with a futuristic anti-gravity combat racer? Both leave the gamer with that frightening, exhilarating sense of being barely in control, constantly on the verge of a race-ending mistake, not even blinking for fear of losing the lead. The reason I pull the DiRT franchise into this discussion is simple: Wipeout 2048 so perfectly captures that feeling, and the essence of its PS3 big brother Wipeout HD, that I&#8217;m genuinely excited for future racing games on the PS Vita. Handheld Eyecandy Screenshot captured using the Vita&#8217;s in-game tool, but it&#8217;s nothing compared to seeing this in motion The scrutinizing of graphics has gradually taken a backseat in games criticism as we focus more on gameplay, story, and overall experience, but they deserve front-and-center attention here. Uncharted: Golden Abyss will dazzle you with its breathtaking scenery, but Wipeout 2048’s vibrant color palette will trick your mind into thinking you’re playing on a PS3 – and it’s only running at 30fps as opposed to Wipeout HD’s 60fps. Still, despite 7 opponents on the track at blistering speeds with weapons flying everywhere, there is no slowdown or hiccups. Cityscapes are detailed, neon billboards crisp, and quite frankly it’s a stunning showcase for the PS Vita’s capabilities –– especially when you consider this is a first generation title. (Think about how first generation Xbox 360 and PS3 games look compared to how they look now.) Console-Class &#8216;Wipeout&#8217; The single player campaign places you in the year 2048 during the infancy of anti-gravity racing. The career mode spans three years and consists of a variety of race types including standard races, time trial sprints, the lush yet terrifying zone mode, as well as pure combat. In combat, it’s all about scoring points by wreaking havoc (read: bullets, missiles, bombs and quakes) on your opponents. Here, you’re encouraged to shift into reverse in the interest of taking down as many other racers as possible. No finish line, just destruction. The career mode also veers into some optional paths before each championship race, and there are challenging Prototype Ship events to complete. Overall, though, the single player mode isn’t incredibly lengthy, but fans of the series will feel compelled to revisit previous events to better their time and to dominate a constantly updated friends leaderboard, similar to what&#8217;s used in Need For Speed&#8216;s Autolog. Since this is a PS Vita title, Studio Liverpool has included optional motion steering, but with Wipeout&#8217;s blistering speeds and narrow tracks, you&#8217;ll quickly opt-out of these and back to the classic racer controls, using the analog stick to steer, and shoulder buttons as your left and right airbrakes. A quick sidenote: What&#8217;s fascinating is that several of the Vita launch titles attempt to showcase the handheld&#8217;s new control mechanics, yet most will feel right at home using...]]></description>
			<content:encoded><![CDATA[<p align="left">This is a review of <em><a href="http://www.amazon.com/wipEout-2048-playstation-vita/dp/B0050SW8AC/ref=sr_1_1?ie=UTF8&amp;qid=1330033019&amp;sr=8-1" target="_blank">Wipeout 2048</a></em> on the PS Vita, but I&#8217;m compelled to introduce it by drawing a parallel line to Codemasters&#8217; <em>DiRT</em> series. What on earth does an off-road rally simulation have in common with a futuristic anti-gravity combat racer? Both leave the gamer with that frightening, exhilarating sense of being barely in control, constantly on the verge of a race-ending mistake, not even blinking for fear of losing the lead. The reason I pull the <em>DiRT</em> franchise into this discussion is simple: <em>Wipeout 2048</em> so perfectly captures that feeling, and the essence of its PS3 big brother <em>Wipeout HD</em>, that I&#8217;m genuinely excited for future racing games on the PS Vita.</p>
<h3 align="left">Handheld Eyecandy</h3>
<div class="mceTemp" style="text-align: center">
<dl>
<dt><a href="http://videogamewriters.com/wp-content/uploads/2012/02/2012-02-21-135417.jpg" rel="lightbox[39856]"><img class="size-full wp-image-39873" src="http://videogamewriters.com/wp-content/uploads/2012/02/2012-02-21-135417.jpg" alt="2012 02 21 135417 Review: Wipeout 2048" width="630" height="357" title="Review: Wipeout 2048" /></a></dt>
<dd>Screenshot captured using the Vita&#8217;s in-game tool, but it&#8217;s nothing compared to seeing this in motion</dd>
</dl>
</div>
<p align="left">The scrutinizing of graphics has gradually taken a backseat in games criticism as we focus more on gameplay, story, and overall experience, but they deserve front-and-center attention here. <em><a title="Review: Uncharted: Golden Abyss" href="http://videogamewriters.com/review/review-uncharted-golden-abyss/" target="_blank">Uncharted: Golden Abyss</a></em> will dazzle you with its breathtaking scenery, but <em>Wipeout 2048’</em>s vibrant color palette will trick your mind into thinking you’re playing on a PS3 – and it’s only running at 30fps as opposed to <em>Wipeout HD</em>’s 60fps. Still, despite 7 opponents on the track at blistering speeds with weapons flying everywhere, there is no slowdown or hiccups. Cityscapes are detailed, neon billboards crisp, and quite frankly it’s a stunning showcase for the PS Vita’s capabilities –– especially when you consider this is a <em>first generation</em> title. (Think about how first generation Xbox 360 and PS3 games look compared to how they look now.)</p>
<h3 align="left">Console-Class &#8216;Wipeout&#8217;</h3>
<p align="left">The single player campaign places you in the year 2048 during the infancy of anti-gravity racing. The career mode spans three years and consists of a variety of race types including standard races, time trial sprints, the lush yet terrifying zone mode, as well as pure combat. In combat, it’s all about scoring points by wreaking havoc (read: bullets, missiles, bombs and quakes) on your opponents. Here, you’re encouraged to shift into reverse in the interest of taking down as many other racers as possible. No finish line, just destruction.</p>
<div id="attachment_39869" class="wp-caption alignright" style="width: 310px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/2012-02-13-184709.jpg" rel="lightbox[39856]"><img class="size-medium wp-image-39869" src="http://videogamewriters.com/wp-content/uploads/2012/02/2012-02-13-184709-300x170.jpg" alt="2012 02 13 184709 300x170 Review: Wipeout 2048" width="300" height="170" title="Review: Wipeout 2048" /></a><p class="wp-caption-text">Cityscapes are gorgeous, blending futuristic visions with metropolitan landscapes</p></div>
<p align="left">The career mode also veers into some optional paths before each championship race, and there are challenging Prototype Ship events to complete. Overall, though, the single player mode isn’t incredibly lengthy, but fans of the series will feel compelled to revisit previous events to better their time and to dominate a constantly updated friends leaderboard, similar to what&#8217;s used in <em>Need For Speed</em>&#8216;s Autolog.</p>
<p align="left">Since this is a PS Vita title, Studio Liverpool has included optional motion steering, but with Wipeout&#8217;s blistering speeds and narrow tracks, you&#8217;ll quickly opt-out of these and back to the classic racer controls, using the analog stick to steer, and shoulder buttons as your left and right airbrakes.</p>
<p align="left">A quick sidenote: What&#8217;s fascinating is that several of the Vita launch titles attempt to showcase the handheld&#8217;s new control mechanics, yet most will feel right at home using the control schemes they&#8217;re used to on their home consoles. Why? Because the Vita just happens to be a home console that is semi-portable.</p>
<h3 align="left">Online Career &amp; Cross-Play Magic</h3>
<div id="attachment_39872" class="wp-caption alignleft" style="width: 310px"><a href="http://videogamewriters.com/wp-content/uploads/2012/02/2012-02-21-135012.jpg" rel="lightbox[39856]"><img class="size-medium wp-image-39872" src="http://videogamewriters.com/wp-content/uploads/2012/02/2012-02-21-135012-300x170.jpg" alt="2012 02 21 135012 300x170 Review: Wipeout 2048" width="300" height="170" title="Review: Wipeout 2048" /></a><p class="wp-caption-text">Another shot of Zone mode eyecandy</p></div>
<p align="left">To get your money&#8217;s worth out of <em>Wipeout 2048</em>, you&#8217;ll want to jump online. The online career eschews the typical win/lose scenario in favor of progression points and in-race goals. Instead of a podium finish during a race or combat event, you&#8217;ll be asked to <em>not</em> finish last, or hit another vehicle with a weapon to get a Pass. Carry out a tougher secondary goal during the match, and you&#8217;ll get an Elite Pass which doubles your XP, thus increasing your level faster which opens the gate to faster, more agile vehicles. It&#8217;s a system that presents attainable objectives without requiring insane skills, opening itself to newcomers while still presenting significant trials for players who want to dig in for weeks on end.</p>
<p align="left">Finally, there&#8217;s Cross-Play, a bit of development magic that just works. Blending in seamlessly with multiplayer matches from the PS3&#8242;s <em>Wipeout HD</em>, <em>Wipeout 2048</em> allows players to race with other Vita and PS3 owners simultaneously using tracks from <em>Wipeout HD</em>. Not only does it provide some intense competition, but it&#8217;s a beautifully lag-free experience. Note to developers creating future PS Vita racing games: If we can&#8217;t go online in multiple ways, you&#8217;re doing it wrong.</p>
<h3 align="left">The Bottom Line</h3>
<p align="left"><em>Wipeout 2048</em> is the complete package, and another hit from Studio Liverpool. In fact, it&#8217;s worth mentioning that Sony&#8217;s internal studios have crafted several top-notch launch titles, which is crucial to the Vita&#8217;s success moving forward. With minor exceptions (a lackluster, repetitive soundtrack and a short single player career), this is a complete console-class racer with an astonishing sense of speed, lush graphics, and weeks of competitive gameplay. Don&#8217;t be surprised if this stays at the top of your playing rotation. We suggest just buying it digitally so that you can launch it on a whim from the Vita&#8217;s home screen without having to hunt down that tiny game card.</p>
<p align="left"><em>Review Statement: A retail copy of this game was provided by Sony for the purpose of this review.</em></p>
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		<title>Beat is back in ‘Jet Grind Radio’ PSN and XBLA re-release</title>
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		<comments>http://videogamewriters.com/beat-is-back-in-jet-grind-radio-psn-and-xbla-re-release-39866/#comments</comments>
		<pubDate>Thu, 23 Feb 2012 21:50:52 +0000</pubDate>
		<dc:creator>Anne Lee</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[Jet Grind Radio]]></category>
		<category><![CDATA[Sega]]></category>

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		<description><![CDATA[Sega of America has just posted a short teaser trailer that, while not providing very much information, is pretty explicit in its message: the Dreamcast classic Jet Grind Radio  is coming to the Playstation Network and Xbox Live Arcade. Though it&#8217;s still just a teaser trailer, the music and loading logo shown at the end make it very clear that the answer to Sega&#8217;s question &#8220;Guess who&#8217;s back?&#8221; is the one and only Beat. Jet Grind Radio has long been requested as the next Dreamcast title to hit the PSN and XBLA, and it seems fans have gotten their wish. Undoubtedly this release will feature HD enhancement and trophy support just like Sega&#8217;s other Dreamcast rereleases, making this a true revival of the hip hop classic. The original 2000 release followed Beat as he skated around a colorful version of Tokyo, spraying their tags and recruiting new members to the GG gang, all while avoiding the police and defending his own turf against rival gangs. With a number of playable characters, catchy soundtrack, unique gameplay, and colorful cel-shaded graphics, Jet Grind Radio remains a favorite to many. No release date or further details have been announced by Sega, but we expect to hear more in the next few weeks. Hopefully there will be online support – perhaps an enhanced version of the tag-trading system we saw in the Dreamcast version?]]></description>
			<content:encoded><![CDATA[<p>Sega of America has just posted a short teaser trailer that, while not providing very much information, is pretty explicit in its message: the Dreamcast classic <em>Jet Grind Radio </em> is coming to the Playstation Network and Xbox Live Arcade. Though it&#8217;s still just a teaser trailer, the music and loading logo shown at the end make it very clear that the answer to Sega&#8217;s question &#8220;Guess who&#8217;s back?&#8221; is the one and only Beat.</p>
<p><a href="http://videogamewriters.com/beat-is-back-in-jet-grind-radio-psn-and-xbla-re-release-39866/"><em>Click here to view the embedded video.</em></a></p>
<p><img class=" wp-image-39880 alignright" style="border-style: initial;border-color: initial;float: right;border-width: 0px" src="http://videogamewriters.com/wp-content/uploads/2012/02/beat_jetgrind.jpg" alt="beat jetgrind Beat is back in Jet Grind Radio PSN and XBLA re release" width="133" height="215" title="Beat is back in Jet Grind Radio PSN and XBLA re release" /></p>
<p><em>Jet Grind Radio</em> has long been requested as the next Dreamcast title to hit the PSN and XBLA, and it seems fans have gotten their wish. Undoubtedly this release will feature HD enhancement and trophy support just like Sega&#8217;s other Dreamcast rereleases, making this a true revival of the hip hop classic.</p>
<p>The original 2000 release followed Beat as he skated around a colorful version of Tokyo, spraying their tags and recruiting new members to the GG gang, all while avoiding the police and defending his own turf against rival gangs. With a number of playable characters, catchy soundtrack, unique gameplay, and colorful cel-shaded graphics, <em>Jet Grind Radio</em> remains a favorite to many.</p>
<p>No release date or further details have been announced by Sega, but we expect to hear more in the next few weeks. Hopefully there will be online support – perhaps an enhanced version of the tag-trading system we saw in the Dreamcast version?</p>
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		<title>EA announces ‘Medal of Honor: Warfighter’ as next entry in series</title>
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		<pubDate>Thu, 23 Feb 2012 21:49:24 +0000</pubDate>
		<dc:creator>Brian Shea</dc:creator>
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		<category><![CDATA[Medal of Honor: Warfighter]]></category>

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		<description><![CDATA[After what some would call a moderately disappointing reboot to the Medal of Honor franchise, many wondered what the future held for the franchise after Battlefield 3 was able to grab much more critical acclaim. Fans of the Medal of Honor franchise were pleased to find a small tease in the packaging of Battlefield 3, but no news has surfaced since then. Electronic Arts has revealed through an article in the Official Xbox Magazine, that the newest game in the Medal of Honor franchise will contain the subtitle &#8220;Warfighter,&#8221; and will, as many have speculated, launch in 2012. The game is set to be a sequel to the aforementioned 2010 title, which saw mixed review scores when it released. The big change that was announced is that this time around, DICE will not be developing the multiplayer aspects of the title. Instead, developer Danger Close will be handling those duties in-house. The announcement also revealed that Medal of Honor: Warfighter will use the Frostbite 2.0 engine, which has been used in Battlefield 3, as well as Need for Speed: The Run. The report indicates that EA will be announcing more details at next month&#8217;s Game Developer&#8217;s Conference in San Francisco. Medal of Honor: Warfighter is currently set to release in October 2012. Be sure to check out the latest issue of the Official Xbox Magazine for more information, including exclusive first screenshots. [via Official Xbox Magazine through Game Informer]]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/MOHwall_version1_PC_1920x1200.jpg" rel="lightbox[39877]"><img class="alignright size-medium wp-image-39879" src="http://videogamewriters.com/wp-content/uploads/2012/02/MOHwall_version1_PC_1920x1200-300x187.jpg" alt="MOHwall version1 PC 1920x1200 300x187 EA announces Medal of Honor: Warfighter as next entry in series" width="300" height="187" title="EA announces Medal of Honor: Warfighter as next entry in series" /></a>After what some would call a moderately disappointing reboot to the <em>Medal of Honor</em> franchise, many wondered what the future held for the franchise after <em>Battlefield 3</em> was able to grab much more critical acclaim. Fans of the <em>Medal of Honor</em> franchise were pleased to find a <a title="‘Battlefield 3′ packaging hints at new ‘Medal of Honor’ game" href="http://videogamewriters.com/battlefield-3-packaging-hints-at-new-medal-of-honor-game-27438/" target="_blank">small tease in the packaging of <em>Battlefield 3</em></a>, but no news has surfaced since then.</p>
<p>Electronic Arts has revealed through an article in the Official Xbox Magazine, that the newest game in the <em>Medal of Honor </em>franchise will contain the subtitle <em>&#8220;Warfighter</em>,&#8221; and will, as many have speculated, launch in 2012. The game is set to be a sequel to the aforementioned 2010 title, which saw mixed review scores when it released. The big change that was announced is that this time around, DICE will not be developing the multiplayer aspects of the title. Instead, developer Danger Close will be handling those duties in-house.</p>
<p>The announcement also revealed that <em>Medal of Honor: Warfighter</em> will use the Frostbite 2.0 engine, which has been used in <a title="Review: Battlefield 3 (PC)" href="http://videogamewriters.com/review/review-battlefield-3-pc/" target="_blank"><em>Battlefield 3</em></a>, as well as <a title="Review: Need for Speed: The Run" href="http://videogamewriters.com/review/review-need-for-speed-the-run/" target="_blank"><em>Need for Speed: The Run</em></a>. The report indicates that EA will be announcing more details at next month&#8217;s Game Developer&#8217;s Conference in San Francisco. <em>Medal of Honor: Warfighter</em> is currently set to release in October 2012.</p>
<p><em>Be sure to check out the latest issue of the Official Xbox Magazine for more information, including exclusive first screenshots.</em></p>
[via <a title="OXM" href="http://www.oxmonline.com/" target="_blank">Official Xbox Magazine</a> through <a title="Game Informer&lt;br /&gt;&lt;br /&gt;<br />
" href="http://www.gameinformer.com/b/news/archive/2012/02/23/medal-of-honor-warfighter-revealed.aspx" target="_blank">Game Informer</a>]
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		<title>Valve taking ‘Counter-Strike: Global Offensive’ beta sign-ups in exchange for survey</title>
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		<pubDate>Thu, 23 Feb 2012 19:53:47 +0000</pubDate>
		<dc:creator>Scott Grill</dc:creator>
				<category><![CDATA[News]]></category>
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		<category><![CDATA[Counter-Strike: Global Offensive]]></category>
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		<description><![CDATA[The Counter-Strike: Global Offensive beta is a go on the PC and Valve is giving fans of the game a chance to participate with the aid of a survey. First, you&#8217;ll need a PC with a Steam on it since part of the survey is checking out your computer specs. If you&#8217;re cool with Valve scanning your PC, you can fill out the survey by clicking here and then choosing one of the many links that launches the Steam survey.. Valve will select those that completed the survey over the coming months to join in on the CS:GO beta. &#8220;Sometimes we might add experienced players, other times new players,&#8221; the developer wrote on the Counter-Strike blog. &#8220;Sometimes 1.6 players, sometimes CSS players, sometimes people who have played neither.&#8221; The CS:GO beta launched last week with 7,000 keys given to current Counter-Strike and Counter-Strike 1.6 players. Another 2,000 were handed out to community sites this past Monday. The full game will launch not only on the PC but the Playstation 3 and Xbox 360 later this year. Counter-Strike: Global Offensive will include updates to original maps like de_dust and cs_italy as well as new maps including csgo_sugarcane and csgo_baggage. It will also introduce a new &#8220;Gun Game&#8221; mode called Arsenal to its repertoire. [Via: Counter-Strike.net]]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/csgo-01.jpg" rel="lightbox[39850]"><img class="alignright size-medium wp-image-39852" src="http://videogamewriters.com/wp-content/uploads/2012/02/csgo-01-300x168.jpg" alt="csgo 01 300x168 Valve taking Counter Strike: Global Offensive beta sign ups in exchange for survey" width="300" height="168" title="Valve taking Counter Strike: Global Offensive beta sign ups in exchange for survey" /></a>The <em>Counter-Strike: Global Offensive</em> beta is a go on the PC and Valve is giving fans of the game a chance to participate with the aid of a survey.</p>
<p>First, you&#8217;ll need a PC with a Steam on it since part of the survey is checking out your computer specs. If you&#8217;re cool with Valve scanning your PC, you can fill out the survey by clicking <a href="http://blog.counter-strike.net/index.php/2012/02/survey/" target="_blank">here</a> and then choosing one of the many links that launches the Steam survey..</p>
<p>Valve will select those that completed the survey over the coming months to join in on the CS:GO beta. &#8220;Sometimes we might add experienced players, other times new players,&#8221; the developer wrote on the Counter-Strike blog. &#8220;Sometimes 1.6 players, sometimes CSS players, sometimes people who have played neither.&#8221;</p>
<p>The CS:GO beta launched last week with 7,000 keys given to current <em>Counter-Strike</em> and <em>Counter-Strike 1.6</em> players. Another 2,000 were handed out to community sites this past Monday. The full game will launch not only on the PC but the Playstation 3 and Xbox 360 later this year.</p>
<p>Counter-Strike: Global Offensive will include updates to original maps like de_dust and cs_italy as well as new maps including csgo_sugarcane and csgo_baggage. It will also introduce a new &#8220;Gun Game&#8221; mode called Arsenal to its repertoire.</p>
[Via: <a href="http://blog.counter-strike.net/index.php/2012/02/survey/" target="_blank">Counter-Strike.net</a>]
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		<title>BioWare leaks and defends ‘Mass Effect 3′ “From Ashes” day-one DLC</title>
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		<pubDate>Thu, 23 Feb 2012 18:00:24 +0000</pubDate>
		<dc:creator>Rick Brown</dc:creator>
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		<category><![CDATA[From Ashes]]></category>
		<category><![CDATA[Mass Effect 3]]></category>

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		<description><![CDATA[BioWare has announced the DLC, “From Ashes,” for the upcoming Mass Effect 3, will be released on the same day as the game. The gaming community is now questioning why this content was not included in the standard edition of the game. Mass Effect Executive Producer Casey Hudson and Producer Mike Gamble have taken to the Internet to defend the DLC. (Spoilers ahead for those who have not read up on “From Ashes.”) Producer Mike Gamble went on the Bioware forums to help explain why the gamers who purchased the CE would have bonus content. “The Collectors Edition has been advertised from the beginning as containing a bonus character/mission, but we were not at liberty to provide the details. The Prothean is optional content that is certainly designed to appeal to long-time fans, which is why he is part of the CE offering (the version many fans would be likely to purchase).  Mass Effect 3 is a complete – and a huge game &#8211; right out of the box.” Hudson went on Twitter to defend why the content was going to be released the same day as the game.“DLC has fast cert and no mfg., so if a team works very hard, they can get a DLC done in time to enjoy it with your 1st playthrough on day 1,” Hudson said. Games are typically finished months before they actually hit the shelves. For those gamers who did not purchase the collector’s edition, the DLC “From Ashes” will be available for 800 Microsoft points. Both Mass Effect 3 and “From Ashes” will be available for purchase March 6 in the U.S. and March 9 internationally. RELATED: Check out a roundup of all the Mass Effect 3 pre-order deals here. [via BioWare Forums, Twitter]]]></description>
			<content:encoded><![CDATA[<p>BioWare has announced the DLC, “From Ashes,” for the upcoming <em><a href="http://www.amazon.com/Mass-Effect-3-Xbox-360/dp/B004FYEZMQ/ref=sr_1_1?ie=UTF8&amp;qid=1330020300&amp;sr=8-1">Mass Effect 3</a>,</em> will be released on the same day as the game. The gaming community is now questioning why this content was not included in the standard edition of the game.</p>
<p><em>Mass Effect</em> Executive Producer Casey Hudson and Producer Mike Gamble have taken to the Internet to defend the DLC. <strong>(Spoilers ahead for those who have not read up on “From Ashes.”)</strong></p>
<p>Producer Mike Gamble went on the <a href="http://social.bioware.com/forum/1/topic/323/index/9403705/1">Bioware forums</a> to help explain why the gamers who purchased the CE would have bonus content. “The Collectors Edition has been advertised from the beginning as containing a bonus character/mission, but we were not at liberty to provide the details. The Prothean is <span style="text-decoration: underline;">optional</span> content that is certainly designed to appeal to long-time fans, which is why he is part of the CE offering (the version many fans would be likely to purchase).  Mass Effect 3 is a complete – and a huge game &#8211; right out of the box.”</p>
<p>Hudson went on <a href="https://twitter.com/#!/CaseyDHudson">Twitter</a> to defend why the content was going to be released the same day as the game.“DLC has fast cert and no mfg., so if a team works very hard, they can get a DLC done in time to enjoy it with your 1st playthrough on day 1,” Hudson said.</p>
<p>Games are typically finished months before they actually hit the shelves.</p>
<p>For those gamers who did not purchase the collector’s edition, the DLC “From Ashes” will be available for 800 Microsoft points. Both <em>Mass Effect 3</em> and “From Ashes” will be available for purchase March 6 in the U.S. and March 9 internationally.</p>
<p><strong>RELATED</strong>: Check out a roundup of all the Mass Effect 3 pre-order deals <a title="The ultimate ‘Mass Effect 3′ Pre-order bonus roundup" href="http://videogamewriters.com/mass-effect-3-preoder-bonus-roundup-39665/" target="_blank">here</a>.</p>
[via <a href="http://social.bioware.com/forum/1/topic/323/index/9403705/1">BioWare Forums</a>, <a href="https://twitter.com/#!/CaseyDHudson">Twitter</a>]
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		<title>DICE releases jaw-dropping list of changes for upcoming ‘Battlefield 3′ patch</title>
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		<pubDate>Thu, 23 Feb 2012 17:58:52 +0000</pubDate>
		<dc:creator>Dylan Garner</dc:creator>
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		<category><![CDATA[Battlefield 3]]></category>
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		<category><![CDATA[Patch]]></category>

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		<description><![CDATA[The launch of Battlefield 3 was an interesting one, because as successful as it was, a stunning amount of glitches and small irritants within the game hindered the experience for many. While they have addressed a lot of these issues, and have since released their &#8220;Back to Karkand&#8221; expansion, the patch DICE is planning now may take the prize for the most extensive patch any of us have seen at VGW. The patch does not have a release date yet, but DICE is going through the game with a fine-toothed comb to fix everything they possibly can. This includes changes to weapons, maps, gear, vehicles, and general gameplay tweaks. We can’t emphasize this enough as you read this: the list we&#8217;ve posted below is a miniscule fraction of the full list that DICE posted on Battlelog. It also only includes what they have done so far, and they say there is much more to come. Regardless of whether you enjoy the game or not, this attention to detail by a developer is nothing short of admirable. For the full list of changes, consult DICE&#8217;s post on Battlelog. GENERAL GAMEPLAY FIXES: -Players should no longer take fall damage from short falls. -Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone. -Fixed some situations that would unintentionally make a player unrevivable. -Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced. -Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots. VEHICLE FIXES: -The A10 properly gives Jet score again. -Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters. -Increased the damage the MBT’s primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable. -Slightly reduced the repair speed of the repair tool. -Increased the damage done by TOW weapons to armored vehicles. WEAPONS: -Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL. -Reduced the recoil of the SKS rifle and increased its maximum damage at close range. -Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs. -Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage. -The M26 MASS frag and slug rounds are now the more effective pump action versions. -The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail. -Fixed the bolt action timer on the L96 that would cause an animation glitch. Several weapons have had recoil or accuracy adjusted in orer to balance these weapons in effectiveness and also increase the feeling of individuality...]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/dice.jpg" rel="lightbox[39820]"><img class="alignright size-medium wp-image-39826" src="http://videogamewriters.com/wp-content/uploads/2012/02/dice-300x168.jpg" alt="dice 300x168 DICE releases jaw dropping list of changes for upcoming Battlefield 3 patch" width="300" height="168" title="DICE releases jaw dropping list of changes for upcoming Battlefield 3 patch" /></a></p>
<p>The launch of <em><a href="http://www.amazon.com/Battlefield-3-Xbox-360/dp/B003O6G5TW/ref=sr_1_1?ie=UTF8&amp;qid=1330019812&amp;sr=8-1">Battlefield 3</a></em> was an interesting one, because as successful as it was, a stunning amount of glitches and small irritants within the game hindered the experience for many. While they have addressed a lot of these issues, and have since released their &#8220;Back to Karkand&#8221; expansion, the patch DICE is planning now may take the prize for the most extensive patch any of us have seen at VGW.</p>
<p>The patch does not have a release date yet, but DICE is going through the game with a fine-toothed comb to fix everything they possibly can. This includes changes to weapons, maps, gear, vehicles, and general gameplay tweaks. We can’t emphasize this enough as you read this: the list we&#8217;ve posted below is a <strong>miniscule fraction</strong> of the full list that DICE posted on Battlelog. It also only includes what they have done so far, and they say there is much more to come. Regardless of whether you enjoy the game or not, this attention to detail by a developer is nothing short of admirable.</p>
<p>For the full list of changes, consult <a href="http://battlelog.battlefield.com/bf3/news/view/2832654779195992365//">DICE&#8217;s post on Battlelog</a>.</p>
<blockquote><p><strong>GENERAL GAMEPLAY FIXES: </strong></p>
<p>-Players should no longer take fall damage from short falls.<br />
-Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.<br />
-Fixed some situations that would unintentionally make a player unrevivable.<br />
-Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced.<br />
-Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.</p>
<p><strong>VEHICLE FIXES:</strong></p>
<p>-The A10 properly gives Jet score again.<br />
-Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.<br />
-Increased the damage the MBT’s primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable.<br />
-Slightly reduced the repair speed of the repair tool.<br />
-Increased the damage done by TOW weapons to armored vehicles.<strong></strong></p>
<p><strong>WEAPONS:</strong></p>
<p>-Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL.<br />
-Reduced the recoil of the SKS rifle and increased its maximum damage at close range.<br />
-Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.<br />
-Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.<br />
-The M26 MASS frag and slug rounds are now the more effective pump action versions.<br />
-The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail.<br />
-Fixed the bolt action timer on the L96 that would cause an animation glitch.<br />
<strong>Several weapons have had recoil or accuracy adjusted in orer to balance these weapons in effectiveness and also increase the feeling of individuality in each gun</strong></p>
<p><strong>GADGETS:</strong></p>
<p><strong></strong>-Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.<br />
-Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities.<br />
-The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.<br />
-The MAV will now be destroyed when running into a soldier or vehicle at high speed. It is still possible to strategically sacrifice your MAV on a soldier; it will be destroyed in the process.<br />
-The MAV now properly shows up in the Kill Feed. Previously it simply displayed &#8220;KILLED.&#8221;<br />
-The MAV can no longer be used as an elevator.<br />
-Matched the motion sensor sweep frequency and range on the MAV to the TUGS.<br />
-Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed.<br />
-Players may now use their knife to destroy enemy equipment.</p>
<p><strong>TEAM DEATHMATCH:</strong></p>
<p>-Fixed a bug where players would spawn close to the enemy team at the start of the round.<br />
-Tehran Highway playable area has been doubled and is now the same as the Squad Deathmatch set up. Spawn points have been tweaked, and an extra spawn zone has been added north of the footbridge.<br />
-Kharg Island has a new spawn zone layout, along with a bigger playable area and new cover objects. Spawn points have also been tweaked.<br />
-Strike at Karkand spawns zones have been tweaked to improve player flow. Spawn points have been tweaked to improve safety upon spawning.<br />
-Sharqi Peninsula spawn zones have been adjusted to optimize player movement. Spawn points have been tweaked so players spawn more safely.<br />
-Seine Crossing spawn zone set up has been improved. There is a new spawn zone by the alleyway to the northwest with additional spawn points.<br />
-Caspain Border spawn zones have been tweaked slightly.</p></blockquote>
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		<title>Composer interview: Jessica Curry (‘Dear Esther’)</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/FYR2wAlHq-w/</link>
		<comments>http://videogamewriters.com/composer-interview-jessica-curry-dear-esther-39786/#comments</comments>
		<pubDate>Thu, 23 Feb 2012 17:00:14 +0000</pubDate>
		<dc:creator>Mark Steighner</dc:creator>
				<category><![CDATA[BrainCandy]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Dear Esther]]></category>
		<category><![CDATA[Jessica Curry]]></category>
		<category><![CDATA[videogame music]]></category>

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		<description><![CDATA[Jessica Curry&#8217;s score for Dear Esther is one of the most affecting and important game soundtracks I&#8217;ve heard in a long time (read my full review here). Although she has been inundated with positive attention thanks to the recent successful release of the game, she graciously responded to some questions via email. Curry lives and works in the UK. On your website, you write &#8220;There is a pastoral melancholy to my pieces and an emotional current that unashamedly speaks of the human condition, romanticism and an attempt to capture a timeless longing. I aim to create beautiful, powerful and provocative music that has a profound effect on the audience- where the music creates the sense of place and evokes unexpected emotional responses.&#8221;   This certainly is an apt description of Dear Esther. The game has such a well-defined and emotionally complex sense of place. How much were the visuals inspired by your music, or was your score completed after the fact? Thank you. Esther was still very much a work in progress when I began writing the score. Dan (Pinchbeck, developer of Dear Esther) gave me a lot of freedom and never gave me a specific cue list or a prescriptive view of the game. I think it worked well –– so often music is an afterthought that’s tacked on to the end of a game. Being involved in the project from its inception meant that as well as my getting a deeper understanding of the game, Dan also had the chance to listen to work-in-progress music. That music would then get fed back into the feel and tone of the game. We both found this to be a really exciting and interesting way of working. The music isn’t just there to serve the story and visuals in Esther –– it is its own character. How much are you personally inspired by or connected to real world places like the Hebrides or other natural settings? I grew up in the countryside and I definitely feel inspired by the British landscape. There is a wildness and a romanticism in places like Scotland and Cornwall. The rural tradition in English classical music has always been a passion of mine and I love Vaughan Williams’ wonderful mix of folk and classicism. Many of my works have been inspired by place: Fields Were the Essence of the Song was an earlier collaboration with Dan and we used one of Williams’ collected folk tunes as an integral part of that piece. Location is always key in my work and games feel like a very natural fit as they provide such an interesting physical and psycho-geographical space to create in and be inspired by. How familiar are you with more “mainstream” games and their scores? It seems like one of the unique aspects of the score for Dear Esther is that the cues are allowed to evolve and have coherent and satisfying structures, whereas many game scores have short cues that must allow for infinite repetition. Esther was the first game soundtrack that I’ve completed and I think that it benefited from my not really knowing what I was doing! Having studied at film...]]></description>
			<content:encoded><![CDATA[<p>Jessica Curry&#8217;s score for <em>Dear Esther</em> is one of the most affecting and important game soundtracks I&#8217;ve heard in a long time (read my full review <a href="http://videogamewriters.com/review/soundtrack-review-dear-esther/">here</a>). Although she has been inundated with positive attention thanks to the recent successful release of the game, she graciously responded to some questions via email. Curry lives and works in the UK.</p>
<p><a href="http://videogamewriters.com/composer-interview-jessica-curry-dear-esther-39786/jessicacurry1/" rel="attachment wp-att-39792"><img class="alignright size-full wp-image-39792" src="http://videogamewriters.com/wp-content/uploads/2012/02/jessicacurry1.jpg" alt="jessicacurry1 Composer interview: Jessica Curry (Dear Esther)" width="300" height="225" title="Composer interview: Jessica Curry (Dear Esther)" /></a></p>
<p><strong>On your website, you write &#8220;There is a pastoral melancholy to my pieces and an emotional current that unashamedly speaks of the human condition, romanticism and an attempt to capture a timeless longing. I aim to create beautiful, powerful and provocative music that has a profound effect on the audience- where the music creates the sense of place and evokes unexpected emotional responses.&#8221;  </strong></p>
<p><strong>This certainly is an apt description of <em>Dear Esther.</em> The game has such a well-defined and emotionally complex sense of place. How much were the visuals inspired by your music, or was your score completed after the fact?</strong></p>
<p>Thank you. <em>Esther</em> was still very much a work in progress when I began writing the score. Dan (Pinchbeck, developer of <em>Dear Esther</em>) gave me a lot of freedom and never gave me a specific cue list or a prescriptive view of the game. I think it worked well –– so often music is an afterthought that’s tacked on to the end of a game. Being involved in the project from its inception meant that as well as my getting a deeper understanding of the game, Dan also had the chance to listen to work-in-progress music. That music would then get fed back into the feel and tone of the game. We both found this to be a really exciting and interesting way of working. The music isn’t just there to serve the story and visuals in <em>Esther ––</em> it is its own character.</p>
<p><strong>How much are you personally inspired by or connected to real world places like the Hebrides or other natural settings?</strong></p>
<p>I grew up in the countryside and I definitely feel inspired by the British landscape. There is a wildness and a romanticism in places like Scotland and Cornwall. The rural tradition in English classical music has always been a passion of mine and I love Vaughan Williams’ wonderful mix of folk and classicism. Many of my works have been inspired by place: <em><a href="http://jessicacurry.bandcamp.com">Fields Were the Essence of the Song</a></em> was an earlier collaboration with Dan and we used one of Williams’ collected folk tunes as an integral part of that piece. Location is always key in my work and games feel like a very natural fit as they provide such an interesting physical and psycho-geographical space to create in and be inspired by.</p>
<p><strong>How familiar are you with more “mainstream” games and their scores? It seems like one of the unique aspects of the score for<em> Dear Esther</em> is that the cues are allowed to evolve and have coherent and</strong> <strong>satisfying structures, whereas many game scores have short cues that must allow for infinite repetition.</strong></p>
<p><img class=" wp-image-39793 alignright" style="border-style: initial;border-color: initial;border-width: 0px" src="http://videogamewriters.com/wp-content/uploads/2012/02/Curry-and-Pinchbeck.jpg" alt="Curry and Pinchbeck Composer interview: Jessica Curry (Dear Esther)" width="400" height="267" title="Composer interview: Jessica Curry (Dear Esther)" /></p>
<div>
<p><em>Esther</em> was the first game soundtrack that I’ve completed and I think that it benefited from my not really knowing what I was doing! Having studied at film school I took a much more linear approach to the score –– I just wasn’t aware that most games have short, repeating loops. I was interested in creating themes that added something integral –– not the usual feel sad here, feel excited there requirements, but like I said before, allowing the music to be its own character –– to feel a presence that you can’t see, can’t touch but that absolutely affects your experience whilst you play the game.</p>
<p><strong>One of the many things I loved about the score for <em>Dear Esther</em> was its minimal but effective use of electronics and post-production effects instead of subtle playing techniques such as harmonics,</strong> <strong>strings with minimal vibrato, etc. What were your thoughts in terms of creating interesting timbres?</strong></p>
<p>Thank you again –– it’s lovely to be asked questions that are about music itself. When I created the music for the mod in 2008 I knew how I wanted the music to sound but there wasn’t the budget to create it. When I got the opportunity to work with world-class musicians and record at Pinewood Studios, I knew I had to make the most of it. “Golden Ratio” was always scored to be this spare, Scottish dirge ( I was very inspired by Burwell’s score for <em>Fargo</em>), and when we recorded on the day we all thought, &#8220;This really works.&#8221; Some of the other cues were scored to have a more Hollywood feel (“Moon in my Palm” is a good example) but when we came to record it it just felt too lush and quite disassociated from <em>Esther</em>’s tonal world. So we made the decision on the day to go with that sparse sound. I’ve been fortunate to be supported by the brilliant <a href="http://www.prsformusicfoundation.com/">PRSF</a> and they have given me some amazing opportunities to learn about extended techniques and instrumental range. This has definitely inspired my writing.</p>
<p><strong>Who was the singer on the score? Where did the vocal text come from? I assume that in most cases, the instruments were live performers and not samples.</strong></p>
<p>The singer is a very talented women, <a href="//clarasanabras.co.uk">Clara Sanabras</a>. We had a very limited time in which to record and she was one of those great performers who nailed it straight away. I think she brings something very special to the song. “Always” was actually a track that I’d composed some years earlier but had never done anything with. As my mother (who is a writer) always says: Nothing is ever wasted. Those ideas that don’t get used or finished usually end up finding a good fit somewhere else. I wrote the text for the song and it seemed to fit so well in the caves. Yes, the instruments are live performers and for me you just can’t replace the warmth, texture, and sheer humanity that live players always bring.</p>
<p><strong>One of the aspects of game and film music composition that seems appealing is that there are no stylistic (or academic) limitations or expectations. You can be lushly romantic or starkly dissonant in</strong> <strong>the space of a few phrases. Is this your experience?</strong></p>
<p>Absolutely –– the most satisfying work I did at film school was for the animation department. They allowed me the freedom to roam, to experiment, and to push boundaries. Games enable a similar freedom of approach. When I was working in the more experimental areas of music people would criticize my work for being too accessible. For me that isn’t an interesting discussion –– it’s whether it’s good or bad work that matters! I haven’t encountered any snobbery from the games world, and I love that it’s a very open and receptive community.</p>
<p><strong>I thought I detected a little Tudor-style polyphony in the texture, which brings me around to asking, who are or have been your strongest musical influences?</strong></p>
<p>I am in love with Thomas Newman’s work. I think that the score for <em>Revolutionary Road</em> is one of the most extraordinary interpretations of a script. It brings back the film every time I listen to it and I think that that’s what the best scores do. They revive the chills, the laughs, the emotion; they give you the ghost of the experience, allowing you to re-play it in your head but also giving you the space to create your own stories. I adore Kate Bush, Bach, The Cardiacs, Vaughan Williams, Antony and the Johnsons, Purcell, Elgar, Tavener, and my reigning Queen shall forever be Joni Mitchell.</p>
<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/dearesther_screen.jpg" rel="lightbox[39786]"><img class="aligncenter size-full wp-image-39805" src="http://videogamewriters.com/wp-content/uploads/2012/02/dearesther_screen.jpg" alt="dearesther screen Composer interview: Jessica Curry (Dear Esther)" width="610" height="343" title="Composer interview: Jessica Curry (Dear Esther)" /></a></p>
<p><strong>I think I once heard William Byrd&#8217;s music (in might have been on the BBC series &#8220;Sacred Music&#8221;) described as being emotional without being sentimental, and that seems like a good description of both your music and the game&#8217;s aesthetic. Thoughts? Do you feel that game has a particularly English (whatever that may be) feel to it?</strong></p>
<p>I take that as a huge compliment –– I am a true romantic and I sometimes worry that my music can be a little overblown. I think I’m getting better at reigning that in and the music that I write now is more spare and it’s all the better for it. I’ve learned that if you leave no room for the listener to fill in the gaps then it can be less satisfying of an experience. I feel that <em>Esther</em> could only be English: the look, the text, the music. It has such a rooted sense of place. The English do unrequited love, loss, and longing so spectacularly. and <em>Esther</em> carries on this tradition in fine style.</p>
<p><strong>The game has been criticized for perhaps being a little flowery or over-wrought in terms of the narrative text. Comments?</strong></p>
<p>I fundamentally disagree with that, and not just out of loyalty: Dan’s beautiful ability with words was the reason I was so drawn to working with him, and I feel inspired by his poetry and lyricism. I think in <em>Esther</em> he has re-defined the linguistics of games and whenever you do anything first you’re always going to get some stick. Most interesting to me is that players had no problem with it at all,  it’s only some critics that have voiced it as an issue. I do think that critics can be a little cynical and tend to be quite wary of anything that wears its heart on its sleeve. Dan and I were laughing last week –– he was playing <em>Skyrim</em> and it was all “I beseech you to touch the sacred sword of Araluthah.” We looked at each other and said, “So this is okay, but <em>Esther</em> isn’t?!” I think what he did just isn’t in the lexicon yet, but Dan has played a fundamental role in pushing the field forwards.</p>
<p><strong>In closing, what are your thoughts about technology in general, in particular the ways in which they have influenced the creation of music?</strong></p>
<p>I personally feel really inspired by being able to merge soundscapes with more traditional instrumentation. It has opened up a lot new possibilities for me and I think that as long as you use technology in a creative, ideas –– driven way then it can only be a good thing.<em> Dear Esther </em>wouldn’t work as a book, a film or a play. Games gave us the wonderful medium to express what we wanted to say and I feel so positive about the places we go next.</p>
</div>
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		<title>Review: Warp</title>
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		<pubDate>Thu, 23 Feb 2012 13:10:18 +0000</pubDate>
		<dc:creator>Josh Smith</dc:creator>
		
		<guid isPermaLink="false">http://videogamewriters.com/?post_type=review&amp;p=39748</guid>
		<description><![CDATA[The Xbox Live Arcade House Party kicked off in a big way with the release of Warp. The stealth-combat, puzzle game requires players to use a wide array of problem solving techniques in order to escape the underwater testing facility where Zero, the cute little alien protagonist, is being held. Combining clever puzzles, customizable skill enhancements, and gallons of blood, Warp is a pleasant surprise to XBLA. Initially, Zero seems an antennaed, huggable, friendly captive. As friendly as someone forced into captivity can be, that is. As you complete the first few menial tasks, designed to familiarize players with movement and physics, you come to understand that, like most government agencies, the entity holding you is corrupt to the core. Always staring at you through seemingly impenetrable glass, monitoring and recording your every move, always watching, judging, “Look at the alien, look at the alien&#8230;” But that feeling of safety is short-lived, as you reabsorb some of your powers and begin one of the greatest escape stories in gaming history. The first power learned is, of course, the power to warp. Barrels, turrets, even scientists and guards themselves are no match for the title power as you pass into and through them with ease. For those sadistic players with a penchant for damage and gore, Zero can also destroy those he inhabits by simply wiggling the left thumb stick back and forth resulting in a violent explosion of blood and body parts. Yeah, it’s awesome. Early on you’ll encounter another alien, also captive, who has a plan for escape that revolves around also freeing you. But to pull off this daring escape you need to also make it to your new friend, who explains that you’re the first alien who he’s been able to communicate with, albeit telepathically. And while the objective seems easy, the execution is far more difficult. Zero has one weakness: water. The essence of all life drains our poor alien of all powers, making him vulnerable to enemies and turrets, resulting in a one-shot kill. But fear not, the black and yellow fellow is not without his own tricks. Hidden throughout the massive, multi-level facility are collectible ‘grubs’. Grubs, conveniently loved by all aliens, are used as currency at the many upgrade points scattered throughout the game. The more collected, the more skills can be unlocked. Skills such as silent or fast movement, deployable mines, locators for the collectibles on the map, and more are available for you to upgrade and use, depending on your play style. If you prefer the stealthy, less violent approach, movement alterations may be the skills you focus on. On the other hand, if you appreciate exploding bodies and pools of blood, the more violent skills are provide loads of fun. Depending on your route, particular achievements and one of three different endings will be unlocked, providing replayability rarely seen in games of this genre. The addition of boss battles was one that players will initially find pleasing, breaking up the...]]></description>
			<content:encoded><![CDATA[<p>The Xbox Live Arcade House Party kicked off in a big way with the release of <em>Warp</em>. The stealth-combat, puzzle game requires players to use a wide array of problem solving techniques in order to escape the underwater testing facility where Zero, the cute little alien protagonist, is being held. Combining clever puzzles, customizable skill enhancements, and gallons of blood, <em>Warp</em> is a pleasant surprise to XBLA.</p>
<p>Initially, Zero seems an antennaed, huggable, friendly captive. As friendly as someone forced into captivity can be, that is. As you complete the first few menial tasks, designed to familiarize players with movement and physics, you come to understand that, like most government agencies, the entity holding you is corrupt to the core. Always staring at you through seemingly impenetrable glass, monitoring and recording your every move, always watching, judging, “Look at the alien, look at the alien&#8230;” But that feeling of safety is short-lived, as you reabsorb some of your powers and begin one of the greatest escape stories in gaming history. The first power learned is, of course, the power to warp. Barrels, turrets, even scientists and guards themselves are no match for the title power as you pass into and through them with ease. For those sadistic players with a penchant for damage and gore, Zero can also destroy those he inhabits by simply wiggling the left thumb stick back and forth resulting in a violent explosion of blood and body parts. Yeah, it’s awesome.</p>
<p><a href="http://videogamewriters.com/review/warp-review/warp1/" rel="attachment wp-att-39749"><img class="aligncenter size-large wp-image-39749" src="http://videogamewriters.com/wp-content/uploads/2012/02/Warp1-630x351.jpg" alt="Warp1 630x351 Review: Warp" width="630" height="351" title="Review: Warp" /></a></p>
<p>Early on you’ll encounter another alien, also captive, who has a plan for escape that revolves around also freeing you. But to pull off this daring escape you need to also make it to your new friend, who explains that you’re the first alien who he’s been able to communicate with, albeit telepathically. And while the objective seems easy, the execution is far more difficult. Zero has one weakness: water. The essence of all life drains our poor alien of all powers, making him vulnerable to enemies and turrets, resulting in a one-shot kill.</p>
<p>But fear not, the black and yellow fellow is not without his own tricks. Hidden throughout the massive, multi-level facility are collectible ‘grubs’. Grubs, conveniently loved by <em>all </em>aliens, are used as currency at the many upgrade points scattered throughout the game. The more collected, the more skills can be unlocked. Skills such as silent or fast movement, deployable mines, locators for the collectibles on the map, and more are available for you to upgrade and use, depending on your play style. If you prefer the stealthy, less violent approach, movement alterations may be the skills you focus on. On the other hand, if you appreciate exploding bodies and pools of blood, the more violent skills are provide loads of fun. Depending on your route, particular achievements and one of three different endings will be unlocked, providing replayability rarely seen in games of this genre.</p>
<p><a href="http://videogamewriters.com/review/warp-review/warp2/" rel="attachment wp-att-39750"><img class="aligncenter size-large wp-image-39750" src="http://videogamewriters.com/wp-content/uploads/2012/02/Warp2-630x348.jpg" alt="Warp2 630x348 Review: Warp" width="630" height="348" title="Review: Warp" /></a></p>
<p>The addition of boss battles was one that players will initially find pleasing, breaking up the typical gameplay and requiring lightning fast problem solving and even faster reflexes. The final boss, however, was frustratingly difficult, but not entirely out of place. As events unfold, different elements of physics come into play that make players feel like they’re truly discovering a new game at every corner, but inevitably will lead to those who want to put the controller away and be done with it.</p>
<p>Completionists have their work cut out for them if their intent is to see every ending or gather every collectible. For those who do see the game through and finish the story multiple times, various challenge rooms are available that reward a bronze, silver, or gold medal depending on your completion time. While the challenges typically require Zero to “kill all humans as fast as possible,” the methods used to finish each level differs dramatically.  Speed, stealth, and combat are implemented in each and require precision in order to master each of them.</p>
<p><a href="http://videogamewriters.com/review/warp-review/warp3/" rel="attachment wp-att-39751"><img class="aligncenter size-large wp-image-39751" src="http://videogamewriters.com/wp-content/uploads/2012/02/Warp3-630x351.jpg" alt="Warp3 630x351 Review: Warp" width="630" height="351" title="Review: Warp" /></a></p>
<p>Inevitably, <em>Warp</em> will be compared to another physics-based puzzle game, made famous by its female antagonist and the falsities of cake. Everything that made the first installment of <em>Portal</em> successful is apparent in <em>Warp</em>: humor, challenging puzzles, and unique physics. The difference is that Trapdoor, the developers, added combat and boss battles that force players to the edge of their seats, making <em>Warp</em> a better game. Surprised by that statement? It’s true. Surely, there are differences between the <em>Orange Box</em> pack-in and this XBLA title, namely the view (<em>Warp’s</em> top-down versus a first-person perspective) and the lack of a constant narrative, but the addition of other elements raises the bar for all XBLA titles.</p>
<p>House Party 2012 kicked off with a lesser known studio releasing a relatively unknown game. Thankfully, <em>Warp</em> succeeds in every aspect and may end up as the biggest surprise for Xbox Live Arcade’s entire 2012 lineup.</p>
<p><em>Review Statement: Based on Xbox 360 playthrough. A review copy was provided to VGW by the publisher.</em></p>
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		<title>Wii RPG ‘The Last Story’ coming to North America after all</title>
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		<pubDate>Thu, 23 Feb 2012 10:35:23 +0000</pubDate>
		<dc:creator>Anne Lee</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Nintendo]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[The Last Story]]></category>
		<category><![CDATA[XSEED Games]]></category>

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		<description><![CDATA[After RPG fans clamored for the big three Wii RPGs (Xenoblade Chronicles, The Last Story, and Pandora&#8217;s Tower) to be released in the US, Nintendo of America gave the equivalent of a slap in the face when they stated that they had &#8220;no intentions&#8221; of bringing any of the highly-anticipated games to US shores. Though Xenoblade Chronicles was eventually confirmed by Nintendo to be coming to the US this April, it seemed as though the other two titles would remain Japan and European exclusives. In a very surprising turn of events, however, the latest Nintendo Direct feed for America came with the announcement that Nintendo had passed on the rights to localize the title to none other than XSEED Games. Hironobu Sakaguchi, legendary game creator and CEO of MISTWALKER, had this to say about the announcement: “I am very happy to be able to confirm that The Last Story will be released in North America. XSEED Games has a reputation for bringing high-quality JRPGs to America, and I’m sure they will do a great job with this release too.” Not only does The Last Story share an uncanny resemblance to Final Fantasy in name and logo, but Sakaguchi is renowned for the contributions he made to the series. Fans of Final Fantasy will also be ecstatic to hear famed composer Nobuo Uematsu provides the score to the game, as well. The Last Story will debut in the US in summer 2012, proving that the Wii has more than enough life left in it for JRPG fans.]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/laststorylogo.jpg" rel="lightbox[39815]"><img class="size-full wp-image-39816 alignright" src="http://videogamewriters.com/wp-content/uploads/2012/02/laststorylogo.jpg" alt="laststorylogo Wii RPG The Last Story coming to North America after all" width="255" height="140" title="Wii RPG The Last Story coming to North America after all" /></a>After RPG fans clamored for the big three Wii RPGs (<em>Xenoblade Chronicles</em>, <em>The Last Story</em>, and <em>Pandora&#8217;s Tower</em>) to be released in the US, Nintendo of America gave the equivalent of a slap in the face when they stated that they had &#8220;no intentions&#8221; of bringing any of the highly-anticipated games to US shores. Though <em>Xenoblade Chronicles</em> was eventually confirmed by Nintendo to be coming to the US this April, it seemed as though the other two titles would remain Japan and European exclusives. In a very surprising turn of events, however, the latest Nintendo Direct feed for America came with the announcement that Nintendo had passed on the rights to localize the title to none other than XSEED Games.</p>
<p>Hironobu Sakaguchi, legendary game creator and CEO of MISTWALKER, had this to say about the announcement:</p>
<blockquote><p>“I am very happy to be able to confirm that <em>The Last Story</em> will be released in North America. XSEED Games has a reputation for bringing high-quality JRPGs to America, and I’m sure they will do a great job with this release too.”</p></blockquote>
<p>Not only does <em>The Last Story </em>share an uncanny resemblance to <em>Final Fantasy </em>in name and logo, but Sakaguchi is renowned for the contributions he made to the series. Fans of <em>Final Fantasy </em>will also be ecstatic to hear famed composer Nobuo Uematsu provides the score to the game, as well.</p>
<p><em>The Last Story</em> will debut in the US in summer 2012, proving that the Wii has more than enough life left in it for JRPG fans.</p>
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		<title>Vita Voices: The Beauty of the Unboxing</title>
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		<pubDate>Wed, 22 Feb 2012 20:10:40 +0000</pubDate>
		<dc:creator>Jason Evangelho</dc:creator>
				<category><![CDATA[EarCandy]]></category>
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		<category><![CDATA[PS Vita]]></category>

		<guid isPermaLink="false">http://videogamewriters.com/?p=39780</guid>
		<description><![CDATA[Before you unwrap your shiny new Vita, or watch another unboxing video, listen to this podcast! Today, across North American and Europe, many of us are eagerly awaiting a special delivery, and looking forward to furiously opening it and playing with the hardware inside. But have you stopped to think about how important the unboxing actually is? Hosted and produced by BAFTA nominated podcaster Ewan Spence, Vita Voices promises to entertain you with logically-constructed opinions, educational banter, and all things PS Vita, wrapped up in a short, easy to digest audio snack. Don&#8217;t miss a single episode! Just subscribe to our RSS feed, or hook us up on iTunes be clicking the links below.  DOWNLOAD &#124; SUBSCRIBE (RSS) Follow @Ewan on Twitter]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/wp-content/uploads/2012/02/tpc_vv_600.jpg" rel="lightbox[39780]"><img class="alignright size-thumbnail wp-image-39782" title="Vita voices" src="http://videogamewriters.com/wp-content/uploads/2012/02/tpc_vv_600-150x150.jpg" alt="tpc vv 600 150x150 Vita Voices: The Beauty of the Unboxing" width="150" height="150" /></a>Before you unwrap your shiny new Vita, or watch another unboxing video, <strong>listen to this podcast!</strong> Today, across North American and Europe, many of us are eagerly awaiting a special delivery, and looking forward to furiously opening it and playing with the hardware inside.</p>
<p>But have you stopped to think about how important the unboxing actually is?</p>
<p><em>Hosted and produced by BAFTA nominated podcaster <a href="http://ewanspence.com/">Ewan Spence</a>, <strong>Vita Voices</strong> promises to entertain you with logically-constructed opinions, educational banter, and all things PS Vita, wrapped up in a short, easy to digest audio snack. Don&#8217;t miss a single episode! Just subscribe to our RSS feed, or hook us up on iTunes be clicking the links below. </em></p>
<h3><a title="Download Vita Voices: The beauty of the Unboxing" href="http://videogamewriters.com/podcasts/vitavoices_unboxing.mp3" target="_blank">DOWNLOAD</a> | <a href="http://feeds.feedburner.com/vgwpodcast" target="_blank">SUBSCRIBE (RSS)</a></h3>
<p><a href="http://itunes.apple.com/us/podcast/vgws-unlimited-ammo/id435417071"><img title="subscribe.itunes.button1 Vita Voices: Do we really need Lumines?" src="http://videogamewriters.com/wp-content/uploads/2011/05/subscribe.itunes.button1.jpg" alt="subscribe.itunes.button1 Vita Voices: The Beauty of the Unboxing" width="287" height="75" /></a></p>
<p><a href="http://twitter.com/ewan" target="_blank">Follow @Ewan on Twitter</a></p>
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		<title>Unboxing video for ‘Mass Effect 3′ shows reversible FemShep box art</title>
		<link>http://feedproxy.google.com/~r/videogamewriters/~3/9jCSrSNlX1Q/</link>
		<comments>http://videogamewriters.com/unboxing-video-for-mass-effect-3-shows-reversible-femshep-box-art-39772/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 18:39:54 +0000</pubDate>
		<dc:creator>Jen Bosier</dc:creator>
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		<category><![CDATA[Mass Effect 3]]></category>

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		<description><![CDATA[So the fact that Shepard &#8212; you know, the savior of the entire known universe as well as an all around amazing person &#8212; can and often is played as a female, is a big thing. BioWare has made a strong push on marketing FemShep, but at the end of the day, the traditional male Shepard appears on the box. Or does it? According to the unboxing video below, gamers will now be able to reverse their box art to show the redhead FemShep instead. Excitement? The video below shows the contents of the physical game copy itself, as opposed to, say, the collector&#8217;s edition. Nothing new is shown, as we knew the game would include a limited-time trial of Xbox Gold membership, an online pass, and the standard pre-order shtuff. But, hey! Someone has their hands on the box and is sharing! Mass Effect 3 is out March 6, 2012 on PC, Xbox 360 and PS3. For a run down on the pre-order shenanigans, check out our round up!]]></description>
			<content:encoded><![CDATA[<p><a href="http://videogamewriters.com/unboxing-video-for-mass-effect-3-shows-reversible-femshep-box-art-39772/masseffect3femshepcover530/" rel="attachment wp-att-39773"><img class="alignright size-medium wp-image-39773" src="http://videogamewriters.com/wp-content/uploads/2012/02/masseffect3femshepcover530-300x178.jpg" alt="masseffect3femshepcover530 300x178 Unboxing video for Mass Effect 3 shows reversible FemShep box art" width="300" height="178" title="Unboxing video for Mass Effect 3 shows reversible FemShep box art" /></a>So the fact that Shepard &#8212; you know, the savior of the entire known universe as well as an all around amazing person &#8212; can and often <strong>is</strong> played as a female, is a big thing. BioWare has made a strong push on marketing FemShep, but at the end of the day, the traditional male Shepard appears on the box. Or does it? According to the unboxing video below, gamers will now be able to reverse their box art to show the redhead FemShep instead. Excitement?</p>
<p>The video below shows the contents of the physical game copy itself, as opposed to, say, the collector&#8217;s edition. Nothing new is shown, as we knew the game would include a limited-time trial of Xbox Gold membership, an online pass, and the standard pre-order shtuff. But, hey! Someone has their hands on the box and is sharing!</p>
<p><em>Mass Effect 3</em> is out March 6, 2012 on PC, Xbox 360 and PS3. For a run down on the pre-order shenanigans, check out <a title="The ultimate ‘Mass Effect 3′ Pre-order bonus roundup" href="http://videogamewriters.com/mass-effect-3-preoder-bonus-roundup-39665/">our round up</a>!</p>
<p><a href="http://videogamewriters.com/unboxing-video-for-mass-effect-3-shows-reversible-femshep-box-art-39772/"><em>Click here to view the embedded video.</em></a></p>
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