2011年3月31日星期四

iPhone/iPad game of the day: Frog Minutes - a soothing respite from the stressful world... from the mind behind Killer 7 (Frog Minutes)

On iPhone
Game:
Frog Minutes
Price: $.99
Size: 134 MB
Get it now on iTunes: US / UK

On iPad
Game:
Frog Minutes 

Price: $.99

Size: 134 MB

Get it now on iTunes: US / UK

It almost sounds like an oxymoron, but here it is: Developer Grasshopper Manufacture's punk-rock leader Suda51 has made a casual game for the iPhone and iPad. He has noble intentions for dishing out Frog Minutes, though. It was released in the wee hours last night, to coincide with a Grasshopper benefit for tsunami- and earthquake-ravaged Japan. That's right: Because all proceeds from this game go to the Japanese Red Cross, your lazy double-clicking on the "$0.99 Buy App" button in iTunes can now be classified as altruistic and noble, and you can feel like a saint.

Even if your intentions aren't noble, Frog Minutes still makes for a thoroughly enjoyable experience - provided you're in the mood to hunt butterflies and snails, feed them to frogs, and then snatch up those hungry amphibians. The game is completely open-ended, with no plot to speak of, just a lush hand-painted forest scene with mountains in the background, a river up close, and lots and lots of grass. You need to flush out the critters used to feed the frogs from their various hiding spots - more of which are revealed as you snag more frogs - and then quickly drag them onto the frogs as they leap around the landscape. When the frog is full, you tap it to capture it. Seriously, there's nothing more to this game, save for the cheerily proper air stewardess who prompts you on from off-screen with comments like, "Nice job!" and “It looks like you failed.” Well, there's that, and you're given a perkily written educational screen instilling you with trivia on the frog you netted.

The concept couldn't be any simpler, nor could its appeal. "Convert the hectic hours of your day into relaxing Frog Minutes," the game's description reads. And even though Suda51’s involvement had us constantly expecting the frogs to burst into bloody shards that spelled out cryptic puzzles or something, these fears were never validated. This is meant as a simple, childlike diversion - the sort of game that might've been included as a Nintendo DS pack-in to showcase the novelty of touch screens. But it’s fun, it’s cheap, and it’s going to a worthy cause. Fortunately, Suda51 didn’t iPhone this one in.

Mar 30, 2011

Source: http://www.gamesradar.com/f/iphoneipad-game-of-the-day-frog-minutes-a-soothing-respite-from-the-stressful-world-from-the-mind-behind-killer-7/a-201103301124216076

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Gears of War 3 beta footage: Who wants to see a Locust get his head kicked into stew? (Gears of War 3)

All of you? Good. You never let me down, internet, you never let me down. Well maybe not quite "never". Last night was a complete write-off. But yeah, except in the case of overly-hyperbolous labelling on eastern European video torrents, you never let me down.

You know what else isn't a let-down? This preview video of Gears of War 3's multiplayer component. New executions, new melee tactics, new weapons, new gadgets. It's basically a total winner, and you should watch it ASAP.

Unlike that torrent. Seriously, it wasn't even real snuff. Totally faked. Obvious.

Favourite bits? I love the utter detonation of that Locust's head with the digger-launcher execution at the beginning. That Arkham Asylum-style tac-com view is sweet as well. And Anya's mantle-melee/knee-cap/hopper grenade tag combo is an amazing run of meaty mess-making, In fact all of it's brilliant. I want it now. The beta test start-date of April the 25th is now a great big filthy tease. But unlike last night, it's one that might actually deliver. You looking forward to it?

March 31st, 2011

Source: http://www.gamesradar.com/xbox360/gears-of-war-3/news/gears-of-war-3-beta-footage-who-wants-to-see-a-locust-get-his-head-kicked-into-stew/a-2011033110505942011/g-2010040917122084089

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Cannot Be Destroyed

I crafted but never turned in a particular Jeweller item that was needed for a crafting quest. Now, since update 2 went live I have been upgraded to the next tier automatically and the quest was removed from my tracker. Problem is, I still have the quest item and it "Cannot be Destroyed" or turned in to the NPC. Now I have one totally unusable space in my inventory taken up by an item that no longer serves any purpose.

I did send in a bug mail about this, but so far no response. Just wondering if anyone else has had the same problem, and perhaps found a solution?

Source: http://forums.lotro.com/showthread.php?389037-Cannot-Be-Destroyed&goto=newpost

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Mile-wide Microsoft loophole allegedly lets voters scam XBLA game ratings, makes Cthulhu sad (Xbox 360)

Big dramas in the world of downloadable Xbox 360 development today, with the news that MS is launching an official investigation into a vote-rigging corruption that has seen one dev boost its game's popularity on XBLA past that of its rivals in a supiciously short period of time. The thing is, by the sounds of it, Microsoft really needs to prioritise investigating it's own system, which sounds pretty broken given the details of the story.

The issue centres around College Lacross 2011, a downloadable indie game from Triple B Games. Following a Facebook post on March the 24th, which provided players with a link to Xbox.com where they could upvote the game in XBLA's rankings, the game's rating shot up.

Nothing particularly wrong there, but then a little while later Robert Boyd of Zeboyd Games - maker of XBLA indie hits Cthulhu Saves the World and Breath of Death VII - noticed that his games' ratings were dropping drastically. Cthulhu dropped from the number six ranking spot to number eleven in under a week, over roughly the same period that College Lacross shot from the mid top-twenty to the top five. Another six days later, Cthulhu Saves the World was down to number twenty.

A 14-place drop in not very long at all. Tomfoolery, he suspected, was afoot. And that tomfoolery, Boyd feels, is happening by way of Triple B's fans actually downvoting successful rival titles. It's all remarkably coincidental timing if not, and it's perhaps telling that Triple B's Facebook page now contains a note asking people not to downvote. You know. Just in case they were thinking of doing.

Microsoft is now investigating the issue, but the real problem as I see it seems to be with the way Microsoft runs this stuff. The rapid increase in voting was possible because Triple B linked its audience to College Lacross' page on Xbox.com, which allows anyone to set up a free account and vote on games. You don't need to have bought the game or played the demo to vote on it. You don't even need to own an Xbox 360. The system, clearly, is a bit broken and wide open to scamming.

Who's to blame here, if Boyd's allegations are accurate? Not Triple B, I'd say. All they did was try to rally their community to support their own game. The downvoters? Yeah, I'd say those guys deserve a fairly hard slap. After all, the idea of giving a humble indie title some benevolent nurturing support by smashing down another humble indie title is just idiotic, and really rather disgusting. But more than anyone else, I'd say Microsoft really needs to sort its shit out. The internet is full of people, and people are idiots. You can't trust them not to be idiots, so the very least you have to do is create mechanisms that limit their options. So do it.

Cheers, Gamasutra!

March 30th, 2011

Source: http://www.gamesradar.com/xbox360/xbox-360/news/mile-wide-microsoft-loophole-allegedly-lets-voters-scam-xbla-game-ratings-makes-cthulhu-sad/a-20110330101618140034/g-20060321132945404017

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Castlevania DLC delayed on Xbox 360 at the last minute (Castlevania: Lords of Shadow)

If you were waiting for the latest Castlevania: Lords of Shadow DLC for the 360, you may have noticed that... well, it isn't there. Konami has now confirmed there were problems that forced the company to pull it at the very last minute.

In a series of ongoing tweets from Konami's "castlevanialos" account, managed by David Cox, the publisher clarifies that the content is complete and ready to go, but that there is a technical problem with Xbox Live.

Lucky for PS3 gamers in the US, the DLC went to the PlayStation Store ahead of schedule, last week. For consumers in Europe, though, the DLC was held until this week. And though there are no issues with PlayStation Network, Konami has held off on releasing the PS3 DLC over there.

"We believe in treating all our customers equally. This is a multi-format game. Everyone gets it at the [same] time. That's fair!" explained Cox.

Angry European Twitter users are saying in order to be "fair," it should be pulled from the US PlayStation Store, to which Cox replied, "I agree but that was put up there in error and it's too late to take it down. I sympathise it's not the best situation :("

According to Cox, Konami is contractually obligated to release the DLC to both platforms at the same time, so it cannot budge on this issue. Cox promises he'll keep everyone informed with the latest updates.

[Source: Twitter.com/castlevanialos]

Mar 31, 2011

Source: http://www.gamesradar.com/xbox360/castlevania-lords-of-shadow/news/castlevania-dlc-delayed-on-xbox-360-at-the-last-minute/a-2011033115410313096/g-20090603161718647020

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The Sims Medieval (Review)

With how much EA is known for whoring out its Sims franchise with expansion packs and re-releases, it wouldn’t be a stretch to assume The Sims Medieval is just The Sims 3: Castles Edition. But if you make that assumption, you’re going to miss out on a game that’s surprisingly different in a lot of ways.


Source: http://www.gamesradar.com/pc/the-sims-medieval/review/the-sims-medieval-review/a-20110329164756682048/g-20100803105452661018

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N.O.V.A. 2 will be a timed exclusive for Xperia Play (Android)

Gameloft's mobile sci-fi shooter N.O.V.A. will be getting a sequel, but if you want to play it before everyone else you'll have to buy an Xperia Play, or as most refer to it, the "PlayStation Phone."

The Xperia Play launches in the UK early next month, presumably followed quickly by a launch in the US. N.O.V.A. 2 will be one of the first titles available for the device, and though it can run on other Android phones, it won't be pushed to the regular Android Market until one month later.

Once an exclusive mobile developer, Gameloft has become a bastion of support for emerging smartphone platforms. The publisher was one of the first to create exclusive titles for Samsung's Galaxy Tab Android tablet and will be launching multiple 3D mobile games for the upcoming glasses-free 3D phone from AT&T, the LG Thrill.

So it comes as no surprise that Gameloft is throwing a bone to the Xperia Play as well. This is likely the first of many titles from the publisher that will be making their way to Sony's gaming-centric phone.

[Source: Pocket Gamer]

Mar 30, 2011

Source: http://www.gamesradar.com/android/android/news/nova-2-will-be-a-timed-exclusive-for-xperia-play/a-20110330172749406091/g-2010100713224725044

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Immersion forms game studio to show off touch feedback

Immersion, a pioneer in force feedback technology, announced today that it’s formed a new app and game studio to develop and publish apps with touch feedback technology.

The studio’s first game is a pinball game for smartphones and tablets that can vibrate and shake the way a normal pinball machine would. The studio can thus show other developers how to make cool use of Immersion’s force-feedback technology that is designed into 200 million phones. If it works, then Immersion will create more demand for force feedback and then convince more phone makers to build Immersion technology into their devices.

The strategy is similar to the way video game console makers create their own games to boost demand for consoles, while still encouraging third-party developers to make console games as well. Craig Vachon, head of the Haptify studio, said in an interview that his team of six developers will focus on making Android games such as their first title, Enzo’s Pinball, which uses force feedback to create the sensation of a shaking pinball table or tilt.

San Jose, Calif.-based Immersion has done years of research (since 1993) and collected more than 1,000 patents related to reproducing the sensation of touch with digital devices. Immersion licenses the technology to device manufacturers. The technology is used in everything from vibrating game controllers to tablets where you can strum a guitar.

Earlier this year, Immersion launched its Motiv development kit to make it easier for developers to create touch apps. Typically, Immersion creates reference designs for phone makers to adopt. But this is the first time it has created its own application business to exploit its touch technology.

Enzo’s Pinball will be available on the Android Market in April. Haptify will likely publish games for other developers and outsource some of its work to other developers, Vachon said.

Haptify will operate as an independent subsidiary and will try to grow its business aggressively and profitably, Vachon said. The goal of the games is to show developers how to enliven virtual interfaces — such as touch screens and gyro-based controls — with natural, realistic and intuitive user experiences. Haptify will also help unknown developers publicize their touch apps.

In the past, Immersion’s app developers merely created demos. But now the team will create games that it hopes will rise high in the top apps rankings, creating more excitement around touch technology.

VB Mobile SummitCalling all mobile executives: This April 25-26, VentureBeat is hosting its inaugural VentureBeat Mobile Summit, where we’ll debate the five key business and policy challenges facing the mobile industry today. Participants will develop concrete, actionable solutions that will shape the future of the mobile industry. The invitation-only event, located at the scenic and relaxing Cavallo Point Resort in Sausalito, Calif., is limited to 180 mobile executives, investors and policymakers. We’ve pretty much finalized the invite list, but have a few spots left. Request an invitation.

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GameSlam makes watching baseball into a social game

Baseball fans will be happy couch potatoes today with the opening day of Major League Baseball. But some fans might get fidgety in between the action.

So a startup has created a social online game GameSlam where you can bet what will happen next in the real baseball game. If it works, Game Time Live Sports Services could unlock a lucrative audience for interactive television.

The Highland Park, Ill.-based company is announcing GameSlam today in public beta form for fans who want to bet against their friends (with virtual currency, not real money) and predict what’s going to happen next in the play-by-play.

“It lets you do something during the game so it’s no longer a passive experience,” said Kenny Mazursky (pictured below, left), chief marketing officer of the company, in an interview.

In an online arena of 100 fans, users get 10,000 points to bet during a real-time (live) baseball broadcast. The fans could wager 100 points that the next pitch will be a strike or a ball. Or they could make a bet about whether a team will score a run in the inning. Or they could make a wager about who will win the game. As the game proceeds, they are awarded points for staying with the game. If they bet everything and lose it, they can still stay in the action by earning new points gradually.

You can play the free-to-play game on an iPhone in a sports bar or on a laptop in your living room accessing Facebook or a web site. The game works on Apple’s iOS devices, Android, Macs, PCs web sites, and Facebook. For no charge, you can play with 100 random people or invite a group of friends into a big room. If you want to have a private experience with only your friends, you have to pay extra.

The company says there are more than 80 million baseball fans watching games on TV. But only about 30 million are serious enough to join fantasy baseball leagues, where they painstakingly keep track of players and scores. With GameSlam, getting into a game is easy. And since you don’t have to bet on every single pitch, it’s not as stressful as real-time fantasy sports games.

As fans watch TV, they check stats online, play an app, or update their status on TV. But they’re not doing something that is completely tied into the action on the screen. GameSlam basically channels your otherwise distracted attention right back into the game, said David Domm (pictured right), co-founder and chief operating officer/chief financial officer, in an interview.

GameSlam immediately updates the score of the game and the outcome of your bets. It also shows a 3D animation of what happened with the play in real time. That animation isn’t extremely realistic; it doesn’t for instance, have the likenesses of the players. But it will show you what happened and where a ball was hit.

Over time, GameSlam will start tournaments and give players rewards for winning the most points, said Kenny Mazursky, who co-founded the company with his father Rick Mazursky (chief executive) last year. The Mazurskys came up with the idea as they were discussing the popularity of fantasy sports and how that didn’t jibe with the fact that sports fans can’t interact during game time, which is the most exciting time to play.

The game has chat functions, league creation, check-in, head-to-head challenges and other features. The 3D animation uses the Unity 3D engine so that the company can create versions of the game that run on multiple platforms. The real-time game stats come from Stats LLC, which delivers the stats instantaneously, roughly in time with the slightly delayed cable broadcasts that last for about seven seconds or so. The goal is to offer fans a console-like game experience.

Game Time Live Sports Services has 20 employees and it has raised $5 million. Rivals include Thump and Pre Play Sports. Kenny Mazursky said the company is talking to a number of large broadcast networks and leagues about possible partnerships. Rick Mazursky is a seasoned entrepreneur with leadership positions at companies such as Vtech, Digital Innovations, G.P. Toys, and PDQ Mazoo and a board position with Leap Frog Enterprises. Kenny Mazursky is a 13-year veteran of internet marketing companies such as Rollingstone.com, Ignite Sports Media, and Down to Earth Marketing.

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Day-one 3DS sales surpass that of any other Nintendo handheld (Nintendo 3DS)

According to Nintendo, the 3DS launch was quite a success. In fact, the new system apparently sold more units in its first day than any handheld in the company's history, although Nintendo didn't provide any numbers to support that statement.

"Nintendo worked hard to get as much product as possible to retailers on day one to meet demand, and we will continue with these efforts moving forward," the company said in a statement.

While no numbers were revealed for US sales, around 140,000 pre-orders were registered in the UK, which was more than for the Wii.

There also aren't any solid numbers for how much the original DS sold in its first day in the US, but the device (in all its various iterations) has garnered more than 144.5 million unit sales since 2004. In other words, if it wasn't totally obvious, Nintendo knows what it's doing when it comes to handheld gaming.

The first day isn't necessarily an indication of how well the system will fare for the next seven years, but it looks like the 3DS is starting off on the right foot.

[Source: Gamasutra]

Mar 29, 2011

Source: http://www.gamesradar.com/3ds/nintendo-3ds/news/day-one-3ds-sales-surpass-that-of-any-other-nintendo-handheld/a-20110329164747729008/g-20100616102754448006

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The seven ideas everyone can learn from game designers

Gamification is going through its hype cycle and one of its leading experts is Amy Jo Kim, a veteran game designer and founder of the game studio Shufflebrain. At the Web 2.0 Expo today in San Francisco, she outlined seven core concepts for how everyone can learn from game designers.

Kim said she wasn’t a fan of the word “gamification,” which means using game mechanics to improve the engagement users have with non-game applications. She prefers the word “game thinking” and believes that games are going to be everywhere, noting that game designer Will Wright refers to this time as a Gambrian Explosion, much like the Cambrian Explosion that gave birth to so many new life forms 500 million years ago. Games are everywhere.

Kim worked on games such as The Sims and Ultima Online for Electronic Arts and she has helped design game-like experiences for eBay, Netflix, and Rock Band.

Kim said that some people describe gamification as a loyalty program on steroids; or using game techniques to turbo-charge products, services and apps; or taking a real world activity and turning it into a game. But game thinking cuts through the hype and it is a more important story. It’s about teaching what game designers now that everybody else should know.

Here are the seven ideas explained:

1. Know who?s playing ? design for their social style. There are a lot of different ways to entertainment people. What is their style of playing? Are they so competitive that they like to beat their opponents and brag about it?Is the audience into exploration? Is the gamer cooperative, or playing for the sake of self-expression? These considerations will affect the core actions in the game or service.

2. Build fun, pleasure, and satisfaction into your core activity loop. Many critics felt that FarmVille had no game play. But Kim said the core activity actually was fun. You planted crops, watched them grow, harvested the beautiful fruits of your labor, and enjoyed rewards. Foursquare also creates positive emotions, since the location-based game is fun, useful in terms of educating you about your surroundings, and it’s social. Even Amazon has a core activity loop where you click on something, get immediate information about it, then you buy it and receive assurance that the transaction has gone through. Amazon imparts a positive emotion that makes you feel like you can trust it with your money transactions.

3. Game designers know how to design an experience for a user that changes over time. There are three key stages of a player’s life cycle: novice, regular, and enthusiast. They won’t experience a web site, game or other experience in a static way. They need different content to be satisfied. Foursquare uses points and badges for leveling up. Regulars need fresh content, activities and challenges. Enthusiasts need exclusive rewards, recognition, and impact.

4. Game designers aspire to build a system that’s easy to learn and hard to master. You can look at applications such as Quora, the question and answer site. It’s easy to figure out how to read answers to questions or ask questions. Other users can edit your questions so they will get better answers. You can learn from their example how to write better questions. The quality of the questions goes up. Quora can do to teach people how to master the question and answer process.

5. Use game mechanics to light the way towards mastery. The Nike + Coach program trains users how to run. It offers clear feedback and progressive goals that show you how to master long-distance running, share your stats with the community, and understand what your stats mean. It shows you the path to get better.

6. As players progress, you want to increase the challenge and complexity. This is called “flow” in game play, where you try to keep the player interested in the experience, balancing between anxiety and boredom. You have to keep the gamer in the middle, or the flow channel. You can do this with progressive quests, which give you more tasks to do once you’ve leveled up in games like CityVille. You can make the user interface more complex after someone masters the game and give the users new tools when they are ready for them.

7. Embrace intrinsic motivators. A book by Dan Pink — Drive: The Surprising Truth About What Motivates Us — tells about intrinsic rewards and extrinsic rewards. Intrinsic value trumps extrinsic rewards in many ways. You can get your user to complete tasks by stirring their intrinsic motivations that deliver real value to players. Modcloth lets users create a crowdsourced clothing line that gives people who create it a lot of satisfaction, but not a huge external reward.

Kim and other experts are holding gamification workshops in the coming weeks.

Source: http://feedproxy.google.com/~r/Venturebeat/~3/zTEXbz29FEw/

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The Sims Medieval (Review)

With how much EA is known for whoring out its Sims franchise with expansion packs and re-releases, it wouldn’t be a stretch to assume The Sims Medieval is just The Sims 3: Castles Edition. But if you make that assumption, you’re going to miss out on a game that’s surprisingly different in a lot of ways.


Source: http://www.gamesradar.com/pc/the-sims-medieval/review/the-sims-medieval-review/a-20110329164756682048/g-20100803105452661018

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2011年3月30日星期三

Crackle streaming video service comes to PS3 (PlayStation 3)

If Netflix, Hulu Plus, Vudu, and the PlayStation Store don't give you enough online video options on your PS3, you now have another option. The difference being that this one is totally free.

Crackle, an ad-supported video streaming service that just so happens to be owned by Sony Pictures, announced a sweeping expansion today. It's now available on numerous devices including Sony Blu-ray players and TVs, as well as Roku boxes and, of course, the PS3.

Crackle works like Hulu, but it has a stronger focus on movies, with hundreds of films available, as well as original programming. Among the studios supporting Crackle are Columbia Pictures, TriStar Pictures, Screen Gems, and Sony Pictures Classics. Incidentally, those are all Sony Pictures studios. The company says it adds 20 new titles per month.

PS3 owners can find Crackle via thebuilt-in Web browser. The homepage will have a direct link available.

Mar 29, 2011

Source: http://www.gamesradar.com/ps3/playstation-3/news/crackle-streaming-video-service-comes-to-ps3/a-20110329171911587051/g-20060314115917309058

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FTC settlement means Google must establish a ?comprehensive privacy program?

Google has agreed to a settlement with the Federal Trade Commission that will require the creation of a new “privacy program” within the company�after claims that its ham-handed attempt at creating a micro-blogging service called Buzz violated the privacy of a large number of its users.

The agreement with the FTC means that Google will have to report to an independent review board every two years to review its privacy policies. Google also has to very explicitly ask its users to share personal information instead of automatically synchronizing it with other users in their network. Google is also ordered to create a ?comprehensive privacy program? within the company ?�including allocating additional staff ?�that will manage the company?s privacy policies.

Google recently settled with plaintiffs over the privacy concerns stirred up by Buzz for around $8.5 million ? only $2,500 of which would be paid out to the individual users that filed the lawsuit. It wasn?t that bad of a deal, considering the company makes around $25 billion in revenue each year.

?The launch of Google Buzz fell short of our usual standards for transparency and user control ? letting our users and Google down,? Google said in a statement on its blog. ?While we worked quickly to make improvements, regulators ? including the U.S. Federal Trade Commission ? unsurprisingly wanted more detail about what went wrong and how we could prevent it from happening again.?

Google Buzz launched in February last year. It was supposed to sync up with Gmail users? email inboxes. It worked too well, though, and stirred up a hornet?s nest after users discovered any Buzz user could see their entire list of contacts. Those contacts were visible by default. There were a number of options to tighten the privacy settings, but the snafu caused Buzz to be universally panned. About a month later, Google said it had misstepped and had designed the service without enough thought.

Source: http://feedproxy.google.com/~r/Venturebeat/~3/UAFls-T75rk/

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Nintendo: 3DS had most successful handheld debut ever

Nintendo said that its U.S. launch of the new 3DS gaming handheld — which lets players see images in stereoscopic 3D without special glasses — was the best it ever had.

The initial launch figures aren’t available, but getting record numbers at the outset is important because it will help Nintendo grow support for the handheld, which it hopes will last for years to come. And it’s also impressive considering all of the competition from tablets and smartphones.

Nintendo said in a statement, “U.S. day-one sales numbers for Nintendo 3DS were the highest of any Nintendo hand-held system in our history.”

Nintendo said more details about U.S. sales numbers will be made public on April 14, when first-week U.S. sales figures will be tallied by the market researcher NPD Group. Overall, Nintendo’s goal is to stave off rivals like the iPhone and iPad 2 and get as many units in place before Sony comes out with its NGP gaming handheld late this year.

Nintendo has projected that it will sell 4 million 3DS units this month across the U.S., European and Japanese markets.

Meanwhile, Nintendo of America president Reggie Fils-Aime told CNN that glasses-free 3D is a big deal but Nintendo isn’t likely to use it for its next home console. Satoru Iwata, chief executive of Nintendo, said that in our interview last year when he noted that the technology Nintendo uses works fine for small screens but not for TV-size screens. That’s because the sweet spot for viewing is narrow on the screens and you would have to be facing the TV head-on to get a good view.

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Third Battlefield 3 gameplay trailer arrives with explosives, fists, and flying debris (Battlefield 3)

The third episode of the Battlefield 3 'Fault Line' series of gameplay trailers has been released (see the other two here). The trailer begins with the disarming of an IED and a quick time fight (which reveals that this is PC footage), and concludes with another street battle and the now iconic BVVVVVGHTTT. We hadn't noticed until now that the HUD shakes around when firing - neat.


Source: http://www.gamesradar.com/xbox360/battlefield-3/news/third-battlefield-3-gameplay-trailer-arrives-with-explosives-fists-and-flying-debris/a-20110330113610451019/g-2010102215153997082

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Cornerstone for Android tablets delivers true multitasking before Honeycomb

Tired of Android tablets that all look the same? Cornerstone, an upcoming Android tablet profile from mobile solutions company Onskreen, aims to fix that by offering tablet makers a unique multi-tasking interface. With Cornerstone, Android tablet manufacturers won?t need to wait for Android 3.0 ?Honeycomb? to deliver an iPad-like tablet experience — it?s compatible with the existing Android 2.3 ?Gingerbread? release. Perhaps most importantly, Cornerstone exemplifies the sort of customization that?s available on Android. Apple?s iOS, which doesn?t allow for third-party developers to customize its interface, appears much more restrictive in comparison. You can see Cornerstone in action in the video demonstration below. In a nutshell, it offers an interface that lets you juggle multiple mobile apps at the same time — for example, you can browse the web, chat, and check your email at the same time. It opens up the possibilities of large tablet screens, which always seem restricted by operating systems that only focus on one app at a time. Even with Apple?s multitasking iOS 4.0 update, the iPad still doesn?t juggle multiple apps in a way that naturally fits into my workflow. For tablet makers, Cornerstone offers a unique layer on top of Android that will help their tablets appear different from the competition. And for users, it will mean they?ll have access to better multi-tasking capabilities on Android long before release of Android 3.0, which was just recently delayed for smaller developers. Onskreen says that Cornerstone will be easily upgraded to support Honeycomb when it?s released. The company plans to release a beta version of Cornerstone in four weeks. Seattle, Washington-based Onskreen has been around for six years, and also offers mobile analytics and an app store. The company says it?s profitable and bootstrapped itself to success. Calling all mobile executives: This April 25-26, VentureBeat is hosting its inaugural VentureBeat Mobile Summit, where we’ll debate the five key business and policy challenges facing the mobile industry today. Participants will develop concrete, actionable solutions that will shape the future of the mobile industry. The invitation-only event, located at the scenic and relaxing Cavallo Point Resort in Sausalito, Calif., is limited to 180 mobile executives, investors and policymakers. We’ve pretty much finalized the invite list, but have a few spots left. Request an invitation. Tags: Android, Cornerstone, iOS, iPad, multitasking, tablets Companies: Apple, Google, Onskreen

Source: http://feedproxy.google.com/~r/Venturebeat/~3/KYPhAg5QYEc/

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Producer's Letter March � 2011

Today Kate �Nereid� Paiz talks about LOTRO's 4th birthday, Update 3, and more! Click here for her latest Producer's Letter and join the discussion!

Source: http://forums.lotro.com/showthread.php?388861-Producer-s-Letter-March-�-2011&goto=newpost

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Old Player New Char Looking for kinship

Hi all, thanks for taking the time to read my post.
I am a mature player ( 41) who played the game when it first came out ( and beta ). I maxed my char out and ended up leaving for RL reasons. I am back now with a brand new char ( old char lost) lv 11 Hunter, I plan to level slowly and enjoy all aspects of the game.
I do not beg or ask for anything except possibly hints on char development and the occasional where / what I do next. I am always happy to join groups but do not want to be PL'd.
I play in the AM EST time and sometimes on the weekends. I am looking for an established, mature, fun loving kinship. I do like to play a monster from time to time, but I don't have too.
If you think i might be a good fit please let me know and tell me a little about the kinship.

Thanks.

Source: http://forums.lotro.com/showthread.php?388826-Old-Player-New-Char-Looking-for-kinship&goto=newpost

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iPad reviews of the week: Angry Birds Rio, Real Racing 2, Infinity Blade, Asphalt 6: Adrenaline, Dead Space (Angry Birds Rio HD)

With our iPad 2 finally in hand following a FedEx trip around the globe, we're taking a look at the first four games enhanced for the device: new release Real Racing 2 HD, as well as the updated versions of iOS hits Infinity Blade, Asphalt 6: Adrenaline HD, and Dead Space. But of course, there's another new Angry Birds game out this week, which is both exactly what you'd expect and thankfully different in a couple appreciated ways. Read on and check out these five fresh picks, all of which come recommended to owners of either iPad.


Game: Angry Birds Rio HD
Price: $2.99/£1.79
Size: 14.6MB
Buy it now from the iTunes store: US / UK

Is Angry Birds Rio an elaborate marketing tool or legitimately worthwhile new series iteration? Unsurprisingly, it's both. Credit Fox with the shrewd decision to team up with mobile gaming's largest franchise for a title that will put the upcoming CG animated film – about a cartoon bird, appropriately enough – in front of millions of eager Angry Birds fans. But while Rio runs through the standard paces of the familiar franchise, its minor additions and promise of considerable extra content make it an easy recommendation for series fans.

At its core, Rio is still very much an Angry Birds game: you'll fling colorful birds with different abilities from the left side of the screen at elaborate stacks of boxes located on the right. However, unlike the standard games, those boxes aren't made to protect evil cartoon pigs: here, they're housing caged birds that must be freed in the first episode, Smugglers' Den, while the structures in the second episode (Jungle Escape) protect monkeys that must be warded away. Each episode contains 30 stages, for a total of 60 in this initial release, and while the difficulty curve seems less steep than in, say, the Halloween levels in Angry Birds Seasons, it'll still take considerable effort to notch three stars in all the stages.

Where Rio HD differs from its well-established predecessors is first in its presentation, as each stage is punched up with considerably more detail and scrolling effects that really make it a joy to view on the iPad. It's not a startling upgrade, but it is a necessary and appreciated one that adds a bit more life to the surroundings. Additionally, the final stage in this release takes the form of a boss battle, where you'll attempt to down a large, menacing bird by attacking it with the standard array of colorful fowl – and one new bird. Actually, two: it's the blue protagonists from Rio, who are tied together and immediately fly in a horizontal path when you touch the screen.

It's unlikely that this bonus bird, which appears only in the final stage, will make its way over to the standard Angry Birds games due to licensing issues. However, Rio promises a considerable amount of bonus content ahead, with four more episodes scheduled through the end of 2011. The next episode is expected in May, with subsequent ones slated for July, October, and November – just in time for the DVD release of the film, no doubt. Whatever your interest in the animated film, Angry Birds Rio HD is a worthwhile and slightly evolutionary new entry in the series, and is certainly worth your $3, assuming you're not already burned out on these Birds.


Game: Real Racing 2 HD
Price: $9.99/£5.99
Size: 386MB
Buy it now from the iTunes store: US / UK

Real Racing HD was arguably the standout title of the original iPad launch, using the enhanced power of Apple's tablet to deliver a streamlined simulation racer that you could put right up to your face and dive into. While Real Racing 2 hit iPhone just before Christmas, the iPad version was smartly held back to launch simultaneously with the iPad 2, again demonstrating the leap in technology through a further enhanced experience.

Granted, many of the new features carry over just fine to the original iPad. Real Racing 2 HD now features licensed cars from a number of top manufacturers, a significantly reworked interface and sleeker menus, plus the addition of 16-player online battles, as opposed to the six or eight players supported by many other iOS racers. Plus, if you're also playing Real Racing 2 on the iPhone, you can download and upload your saved games between versions to continue playing from the same file wherever you are. And the aforementioned online battles work against players of the iPhone version, so it should be easier to find competition with a larger talent pool.

Real Racing 2 HD gets a nice visual bump on either iPad, with significantly more detail in the environments and light vehicle damage, but the game was a bit choppy on the iPad when we played right after launch (a patch was issued to ease the issue). However, no such problems are experienced on iPad 2, where Real Racing 2 runs smoothly and beautifully, and the more animated surroundings and impressively detailed roads and interiors help showcase the power of the device. Anti-aliasing and enhanced textures really help it stand above the original iPad experience, plus the iPad 2 gyroscope makes for sharper steering controls. It's still not in competition with the robust, thrilling sim racers we're used to on consoles, but it's an extremely well built portable substitute – and one heck of a nice early showcase for the iPad 2.

Source: http://www.gamesradar.com/f/ipad-reviews-of-the-week-angry-birds-rio-real-racing-2-infinity-blade-asphalt-6-adrenaline-dead-space/a-20110325153635701019

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Mass Effect 2 Arrival DLC launch trailer arrives (Mass Effect 2)

Mass Effect 2's final DLC episode, Arrival, is available today on all platforms. The add-on costs $7, and tasks Shepard with recovering an undercover agent who has details on the Reapers' imminent invasion of Earth, setting up the events of Mass Effect 3.

You may have already seen the DLC's launch trailer, but if not, now's a good time to watch it, because the video is right here and you probably have a couple minutes to kill.


Source: http://www.gamesradar.com/xbox360/mass-effect-2/news/mass-effect-2-arrival-dlc-launch-trailer-arrives/a-2011032911465153093/g-2009022015324633054

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Nintendo dismisses 3DS headache concerns as 'minor discomfort,' recommends short breaks (Nintendo 3DS)

One of the most common complaints about stereoscopic 3D is that headaches occur after an extended period of time. Nintendo's official response is that such discomfort is minor for most, and that there is no lasting effect. "As with anything that requires focus, from reading to staring at a computer screen, taking frequent breaks is always recommended. When viewing any kind of 3D images ..."

Source: http://www.gamesradar.com/3ds/nintendo-3ds/news/nintendo-dismisses-3ds-headache-concerns-as-minor-discomfort-recommends-short-breaks/a-2011032816309423040/g-20100616102754448006

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Tokyo Game Show to proceed as planned. Cancellation or delay of annual convention still a possibility (Xbox 360)

In the wake of game cancellations and delays in Japan following the natural disasters earlier this month, the future of the Tokyo Game Show seemed to be on uncertain ground... until today.

Speaking to Kotaku, event organizers explained that the annual game convention is scheduled to proceed as planned. “With things as they stand now, we are not considering cancellation or delaying the show,” said a TGS representative.

However, the situation in Japan is constantly changing as recovery efforts continue. Rolling blackouts that were previously expected to last until the end of March are likely to last until the end of April. Some expect the power shortages to continue throughout the summer.

With this in mind, event organizers warned that a cancellation or delay of this year’s TGS is still possible. “Based on circumstances going forward, a reduction is possible,” explained the organizer. In the meantime, the Tokyo Game Show is still scheduled to begin as planned on September 15, 2011 at the Makuhari Messe and will be open to the public on September 17 and 18.

Mar 29, 2011

Got a news tip? Let us know at
tips@gamesradar.com

Source: http://www.gamesradar.com/xbox360/xbox-360/news/tokyo-game-show-to-proceed-as-planned-cancellation-or-delay-of-annual-convention-still-a-possibility/a-20110329135215850036/g-20060321132945404017

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Desperate Flight in PvMP

Although I loved playing PvMP for the past month (first time subscriber), there was 1 thing which really bothered me: the inability of hunters to use desperate flight in-combat. At first, I kinda shrugged it off, and figured it was removed for a good reason; maybe it was unfair for hunters to be able to escape instantly from a fight, etc. Then i had a warg suddenly disappear right in front of me, while i had heart seeker locked onto them. And that's when I learned about HiPS.

Why is it that burgs and wargs are both able to escape battle instantly, using a skill that has only a 10 min CD, while hunt's can't use desperate flight at all in combat, despite having a CD that's 3 times as long as HiPS? the more wargs escaped my killing blows, and the more deaths the burgs around me were avoiding while creeps were gnawing on my backside, the more I started to get fed up with this. What's even weirder is that we can use desperate flight when we're out of combat.... it's called DESPERATE flight, not "go with what you feel as long as you're not in combat" flight.

Furthermore, wargs and burgs can use HiPS, and then IMMEDIATELY COME RIGHT BACK INTO THE FIGHT. 1 time I was fighting off a warg who realized he was losing, so he HiPS'd, waited for his buddy warg to pounce me, and then got right back into attacking me. when a hunter uses desperate flight, on the other hand, he has to travel back to the battlefield from wherever the rez point is, which is often a dangerous path because creeps will camp out at those spots, waiting for the unlucky freeps who missed a rez from their healer or accidentally hit enter at the wrong time etc. so not only are we now out of the fight for a while, we're also at risk of being killed anyway on the way back to the fight.

the point i'm trying to get at is this: overall, desperate flight is worse than HiPS in a number of ways AS IS, so why did Turbine decide to essentially render this hunter skill useless in PvMP? If Burgs and Wargs can use their "get out of death free" card every 10 minutes, why can't the hunter use his every 30? I really think this needs to be fixed. please allow hunts to use desperate flight while in-combat during PvMP

Respectfully.

Moose


PS: this is my first suggestion in the forum, sorry if this was talked about already or if I didnt use the appropriate number of semicolons.

PPS: stay in school.

Source: http://forums.lotro.com/showthread.php?388802-Desperate-Flight-in-PvMP&goto=newpost

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2011年3月29日星期二

ClassicRadar: The ten greatest years in videogame history (Xbox 360)

This month marks the five-year anniversary of GamesRadar, and to celebrate, we’re bringing back some of our favorite past features. This was one of our very first, originally posting way back in July 2006. Would you add 2007, 2008, 2009 or 2010 to the list? How will 2011 compare? Before you complain that we missed an earlier year, though, be sure to read our follow-up, in which we pick the next five greatest years in videogame history.

How did we decide the 10 greatest years in videogame history? First step: We made a huge list of the best titles from the past four decades and taped it to the wall. Second step: We fought. Viciously. For days. Literally.

We also considered each year as a whole, looking at how many great games came out, just how great each was, and how they play today. We focused on the US market – only one Japanese import is mentioned – and if a game appeared on multiple systems or spawned sequels, we gave the first, best-known, most influential or highest quality version more weight.

Our final results shocked even us…


1980

Granted, 1980 wasn't the birth of video games, but it was when the baby started making some serious noise. Arcades were becoming social centers, muscling out pinball machines a quarter at a time. And when you read the all-time, all-star roster, it's easy to see why. Centipede, Defender, Battlezone, Tempest, Berzerk, Missile Command, Warlords, Phoenix, Star Castle - even the first sequels: Asteroids Deluxe and the head-to-head Space Invaders II. They're all seminal, and they all came out in a 12-month span, only to be swallowed up by video gaming's first legitimate pop-culture phenomenon, Pac-Man. What's more interesting is that each of those games looks, feels and plays completely differently. It was a time of great creativity and innovation, and these games remain among the most popular, playable, and inspirational games ever, even today. Looking at the class of 1980 is like looking at gaming's DNA.

Home consoles started enjoying serious success this year too, with the Atari 2600 hosting Adventure plus the home versions of arcade hits Night Driver, Video Pinball and the January release of the monster system-seller, Space Invaders. Imagine - the ability to play your favorite coin-operated games in the privacy of your own home, on your TV! That concept might just catch on.

Of course, if you had one of those fancy, expensive TRS-80 "home computers," you were probably "standing in an open field west of a white house, with a boarded front door." (There was a small mailbox there, too.) That was all the info that adventurers in Zork were given at the outset of their epic journey; the rest of the details were described in text and filled in by the imagination of the player. Another fan of adventure games, Richard Garriott, started selling homemade copies of a dungeon crawler named Akalabeth: World of Doom at the ComputerLand store where he worked. Realizing he could improve it and add graphics, he set out writing his next game: Ultima.

Meanwhile, in faraway Japan, a little company named Nintendo created the Game & Watch, a series of LCD timepieces that also played action games. With a folding design that offered twin, stacked screens, the company's first handheld machines wound up inspiring the look and functionality of the Nintendo DS some 25 years later.


1982

Arcades were blazing with innovation in 1982, but home systems were starting to come into their own as well. You could satiate your cravings for arcade action with future classics like BurgerTime (would you believe "Mr. Egg" was a copyrighted name?). You could mine for dragons and killer balloons in Dig Dug, stab armored knights off of ostriches in Joust, or shoot the hell out of the mechanized sensory overload that was Robotron: 2084. Isometric shooter Zaxxon amazed people with its graphics, and Tron taught us to fear spiders - though we dreaded Sinistar's roaring, "I hunger!" even more. 

In the living room, the Atari 2600 VCS, was at its peak. There was the jungle adventure Pitfall!, gorgeous Space Invaders knock-off Demon Attack (also on Intellivision), the tense, robots-in-a-maze shooter Berzerk, the "Heart of Darkness"-style vertical shooter River Raid. If those weren't weird enough, Megamania found you blasting away at hamburgers and spare tires, and the uncanny Yars' Revenge actually made being a cyborg fly in outer space seem cool. Dot-muncher Ms. Pac-man made up for the mess that was the 2600 version of Pac-man, Finally, E.T.: The Extra Terrestrial may have sucked so badly it became legendary, but many of us played the crap out of it anyhow.

The Mattel Intellivision had made its living showing off its sports games, but Advanced Dungeons & Dragons gave fantasy gamers a reason to rejoice. The experimental Vectrex, with its self-contained screen and line-based vector graphics, did its best with decent arcade ports of Berzerk, Rip Off, and Scramble, and the Colecovision arrived on the scene with nearly perfect versions of arcade hits Donkey Kong and Venture. Atari's 5200 system released some strong arcade ports as well.

Personal computers even snuck in a few hits, with the Commodore 64 donning the graphical adventure The Mask of the Sun - sorry, Raoul - and feeling the vengeance of Ultima II: Revenge of the Enchantress.

Source: http://www.gamesradar.com/f/classicradar-the-ten-greatest-years-in-videogame-history/a-20110322151346931081

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Epic party in rivendell!!! Everyone invited!!!

PARTY!!!!! Attractions: Music Fireworks Beer

Source: http://forums.lotro.com/showthread.php?388777-Epic-party-in-rivendell!!!-Everyone-invited!!!&goto=newpost

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Atari planning re-remake of '80s classic Warlords (PlayStation 3)

Atari Europe has formed an alliance with Griptonite Games to develop a Warlords remake for PSN and XBLA. Relax, you haven't slipped back in time; this is in fact the second official remake of the (popular?) 1980s Atari 2600 multiplayer title to hit modern consoles, and one that looks to be shooting for a vastly different style than Stainless Games' 2008 attempt...

Source: http://www.gamesradar.com/ps3/playstation-3/news/atari-planning-re-remake-of-80s-classic-warlords/a-20110329122055734049/g-20060314115917309058

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Some 3DS owners experiencing 'black screen of death' (Nintendo 3DS)

Some early 3DS adopters have noted an error - dubbed the 'black screen of death' - while playing various games on the system. The screen turns black with white lettering which reads, "An error has occurred. Hold down the power button to turn off the power, then turn it on and try again."

The problem doesn't appear to be nearly as bad as the Xbox 360's red ring of death - it doesn't generally brick the system. Like Window's notorious blue screen, a restart seems to put things back to normal in most cases. A few, however, have stated that the message appears repeatedly, and that they've had to replace their systems.

It's unclear what triggers the error, as it has been reported to occur while playing multiple different titles, and in the menu. We played Super Monkey Ball 3D, one of the games causing issues for some players, for hours yesterday and never came across the black screen.

Have you experienced the Black Screen of Death?

[Source: VG247]

Mar 28, 2011

Source: http://www.gamesradar.com/3ds/nintendo-3ds/news/some-3ds-owners-experiencing-black-screen-of-death/a-20110328131343441019/g-20100616102754448006

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Duke Nukem dev insists recent delay isn't a gimmick (Duke Nukem Forever)

The most recent delay of Duke Nukem Forever seems like it couldn't possibly be anything but a tongue-in-cheek gimmick, but developer Gearbox is claiming that it really wasn't in the cards from the beginning.

"No trick – we believed May when we announced it," said Gearbox head Randy Pitchford in a recent interview with Eurogamer. "There is always uncertainty and we use experience and trends to help us be predictive."

Of course, uncertainty has been the story for DNF since it was first announced around 14 years ago.

Pitchford also assured us that the reason for the delay wasn't that the game wasn't finished, but rather to ensure that the experience was as optimal as possible.

"I think we may have been able to force May, but we think that would've introduced risks that would not have served gamers who have waited as long as we have to finally play Duke Nukem Forever," he said.

Pitchford also thanked the many anxious fans, noting that their continued support "does miracles for our morale and that drives quality and performance."

"It’s for the fans that I am confident this slight schedule adjustment is the right thing to do," he said.

[Source: Eurogamer]

Got a news tip? Let us know at tips@gamesradar.com

Mar 28, 2011

Source: http://www.gamesradar.com/ps3/duke-nukem-forever/news/duke-nukem-dev-insists-recent-delay-isnt-a-gimmick/a-20110328135426705049/g-2010090311210515026

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Practice Fusion?s free health record system for docs

This post is brought to you by Xerox. As always, VentureBeat is adamant about maintaining editorial objectivity. Xerox had no involvement in the content of this post.

Source: http://feedproxy.google.com/~r/Venturebeat/~3/ESoQTFfY2ww/

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Super Street Fighter IV 3D Edition (Review)

While it rules the console fighting game scene with an iron fist (sorry Tekken), Street Fighter’s handheld offerings have almost always had to make some kind of sacrifice. Early conversions to the Game Boy family had to deal with fewer buttons and hardware limitations, which meant console-level play was impossible. PSP’s Alpha 3 Max was a brilliant, functional port, but it came a whopping eight years after the arcade original – hard to muster up excitement for something that old.

Super SFIV 3D suffers from neither of these issues, instead offering a playable, shockingly accurate representation of the 360/PS3 game released less than one year ago. To say it’s impressive is an understatement; we expect new hardware to wow us on some level, but a nearly perfect, graphically intense console-quality fighter, all crammed onto one card? That’s a technical achievement to be proud of, even if the main point of the system (3D) isn’t harnessed particularly well.


Above: The gimmicky (and optional) over the shoulder view isn’t great, but the standard view is dead on

Between Vanilla and Super, I’ve spent more than 120 hours in the Street Fighter IV world. In that time I’d like to think I’ve learned a thing or two, so when I say this conversion is dead on, I really mean it. Any combo I can pull off on 360 or PS3, that same combo is possible on 3DS. The animations are correct, the timing feels right, the sound effects convey the same subtle information necessary to make split-second decisions… it’s all there. Capcom even included makeshift Achievement/Trophy medals to unlock, just in case you miss earning pointless awards while playing.

Taking the fight online is quick and easy, though the quality of each connection varied wildly. Many of my multiplayer battles (including local wireless matches) suffered from notable slowdown that drastically affected both players’ performance. This issue could vary per player, per hotspot or per region, but in my experience the multiplayer was anything but smooth. The lag throws off any sense of timing or flow, which makes punishing whiffed moves a pain and usually leads to eating combos you’d otherwise block. Perhaps when more US-region players get their hands on the game this will ease up? The few matches I had that moved as smooth as the offline game were excellent, fast-flowing scuffles, so I’ve got my fingers crossed.

The stuttering nature of the multiplayer compounds the only other concern we had with Super SFIV 3D – the button layout. As with the aforementioned PSP version of Alpha 3, there are enough buttons, but there’s the unavoidable issue of the shoulder buttons. In a game that (usually) moves as fast as Street Fighter IV, you need easy access to all inputs; the L and R buttons are out of the way, making certain characters excessively difficult to play, and even then the 3DS face buttons are tiny and easily stumbled over.

This isn’t equivalent to playing with a SNES or PS3 controller – you’re holding an entire machine in your hands, which has its own weight and resistance. Is it possible to overcome these problems and go on an online winning streak? Sure, I saw no shortage of B and A-rank fighters who played as if they never left the arcade. But when you’re fighting lag and the button layout, the experience, while still technically accurate to the console version, starts to sag.

Fortunately, Capcom included a slight workaround for this…

Source: http://www.gamesradar.com/3ds/super-street-fighter-iv-3d-edition/review/super-street-fighter-iv-3d-edition-review/a-20110325161532619055/g-20100616102516263051

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