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  • DeathSpank: Thongs of Virtue offers free DLC during launch week

    by 
    JC Fletcher
    JC Fletcher
    09.21.2010

    Even if it seems oddly soon for a sequel to DeathSpank, it might be worth your while to grab Thongs of Virtue soon rather than letting a more appropriate interim pass. EA announced that those who purchase the followup during the week of launch (September 20-27 on PSN, September 22-28 on XBLA) will get two free items of DLC. After that period, the "Snowy Mountain Dungeon" and playable co-op character "Sidekick Tankko" will be sold for $2.99/240 Microsoft Points and $0.99/80 Microsoft Points, respectively. That's not much, but it's certainly more than the nothing the DLC costs now. As a side note, now we understand why Thongs of Virtue is a "sequel" and not an "episode." Buying DLC for one part of an episodic game seems weird, but DLC for a separate downloadable game is par for the course.

  • Shadows of the Damned composer sounds off

    by 
    JC Fletcher
    JC Fletcher
    09.15.2010

    EA revealed Grasshopper Manufacture's Shadows of the Damned at its pre-TGS event earlier today -- and it was about Damned time. We cornered one of the "Video Game Band" members, composer Akira Yamaoka, to discuss his role creating music and sound for the "psychological action thriller." We also discuss his old gig at Konami and how he feels about passing the Silent Hill torch (at least for now). Joystiq: Were you excited to have your new music premiere in the trailer this evening? Akira Yamaoka: Very exciting, yes. Were you also nervous about showing your first project outside of Konami? Not nervous. I was more excited about the project. %Gallery-102296%

  • Shadows of the Damned announcement trailer enters the light

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    09.15.2010

    Shadows of the Damned, a new "psychological action thriller" from EA Partners, Grasshopper Manufacture's Suda 51 and Platinum's Shinji Mikami was just announced at TGS -- and now it has a spiffy trailer. Check out the footage featuring the "hunter of demons," whose "wrath is your hell," after the break.%Gallery-102296%

  • 'Shadows of the Damned' is the long-awaited Suda/Mikami/EA Partners collaboration

    by 
    JC Fletcher
    JC Fletcher
    09.15.2010

    "We've had you waiting for a long time." Grasshopper Manufacture's Suda 51 and Platinum's Shinji Mikami took the stage at EA's TGS showcase to reveal Shadows of the Damned, a new "psychological action thriller" from EA's Partners division. According to Suda, he and Mikami wanted to make this game for a long time, and searched for the right publisher to bring it to a global audience. "Finally, today, we can reveal our game that we've been working on together with EA," he said. The game is expected to release in 2011. EA Partners announced this new horror franchise in August 2008, under the direction of game "auteurs" Suda and Shinji Mikami. Since then, Grasshopper has increased its roster of stars with musician Akira Yamaoka and designer Kazutoshi Iida, released No More Heroes 2, and announced the downloadable Sine Mora. in this game, a character named Garcia travels to Hell to rescue his love. Hopefully, this will be a bit classier than Dante's Inferno... Update: Trailer now available.

  • Alice: Madness Returns with a new TGS trailer

    by 
    Christopher Grant
    Christopher Grant
    09.15.2010

    "Every enemy is a puzzle," creator American McGee stated, when describing his upcoming Alice: Madness Returns at the EA Tokyo Game Show press conference. At Alice's disposal will be four weapons, including the Vorpal Blade from the first game, and three new weapons: the Tea Pot, Hobby Horse and Pepper Grinder. Check out all the new images and the trailer after the break. %Gallery-102210%

  • Electronic Arts TGS 2010 liveblog

    by 
    Christopher Grant
    Christopher Grant
    09.15.2010

    We're at the Keio Plaza Hotel in lovely Shinjuku, Tokyo for Electronic Arts' 2010 TGS press conference. Things are getting underway, we've taken our seats in a small, but well attended ballroom. Join us just past the break for all the news, live from Tokyo.

  • Respawn Entertainment 'starting at absolute zero' with EA Partners

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    09.07.2010

    A recent interview by Eurogamer with EA Partners boss David DeMartini offers some good perspective on the actual state of Respawn Entertainment. For those just joining us, Respawn is the studio created by Jason West and Vince Zampella, former heads of Call of Duty: Modern Warfare studio Infinity Ward, after an uncomfortably public break-up with Activision earlier this year. DeMartini says, "I know everybody is going to say, 'Well what are they working on?' The thing everybody needs to remember is they were starting at absolute zero." DeMartini explains that when EA took the pair on they didn't have a workspace, furniture, HR or any of the basic administration that goes into a development house. The executive claims to have no idea what the duo is working on -- and if the dude fronting the cash doesn't know, it'll be quite a wait before the public finds out. In comparison, Insomniac's multi-platform project with EA seems to be coming along more rapidly, with DeMartini expecting its unveiling much sooner.

  • Shank devs looking into busted 360 Achievements and chugging cinematics

    by 
    Christopher Grant
    Christopher Grant
    08.26.2010

    Recently released kill-em-up Shank has split critics – 1UP says it's the "freshest, most unequivocally rewarding beat-em-up game to come along in almost a decade" while Gamespot claims "style can't quite overcome the lack of substance in this fun though shallow brawler" – but surprisingly it's also caused a fissure in the console world. So while the PS3 version continues along, with no problems in sight, the Xbox 360 release suffers two issues on certain systems. First, users who played the Xbox Live trial and then – eager to continue their kill-a-thon – purchased the title to start earning some of those sweet Achievements ... well, we've got bad news. Klei's Jamie Chang writes on the game's site that "if you unlock the Trial on the 360, there's a chance that the first two achievements are not unlocked." The good news: the team at Klei has "already got a fix for this" so you'll get your 'cheevos just as soon as that's rolled out. The other, and less significant, issue: chugging cinematics. Cheng notes that "older Xbox 360's have slower disc access rates, so the opening cinematic chugs, and loading between levels takes longer." This never came up in testing and doesn't actually affect the gameplay in any way, but that's got to be doubly annoying. Slow load times off a hard drive? The good news is, we're hearing about this is on Klei's site very soon after complaints started appearing on message boards, and Cheng and Co have already pledged to address the issues. And, as a sort of strange, machete-themed penance, they're offering the above image in wallpaper format. We imagine it's metaphorical: Shank is Cheng, and each machete is for one of the aforementioned bugs ... or it's just a picture of Shank. You could interpret it either way, really.

  • Shank review: Always Be Murdering

    by 
    Justin McElroy
    Justin McElroy
    08.24.2010

    You've probably noticed that critics often employ flowery language when they're trying to describe hyper-violence, whether it's a "bullet ballet" or a "symphony of destruction." Never one to use my evolved human intellect to mask primal urges, I'm going to try to explain the appeal of Klei's side-scrolling kill-'em-up Shank in the most basic, honest terms possible. If the game's not employing the slightest bit of nuance, I don't see why I should have to. Shank is a lot of fun because it lets you murder a lot of different people in a lot of different ways, and I think you should buy it. %Gallery-71865%

  • EA's Suda51, Mikami horror collaboration will be at TGS; no mention of Wii, PC anymore

    by 
    Christopher Grant
    Christopher Grant
    08.23.2010

    Last Friday, EA announced a "Tokyo Showcase" event to be held the night before the annual Tokyo Game Show kicks off. We speculated that it was a prime opportunity to share EA Partners' highest-profile project: the Shinji Mikami-produced, Suda51-directed, Akira Yamaoka-scored, Q Entertainment co-developed horror title first announced in 2008. David DeMartini told Eurogamer that the title would be revealed at TGS (we're guessing at EA's aforementioned showcase) and explained the unusual pairing. "The key thing is not for us to tone down Suda or try and Westernise Suda, but to try and make sure the game gets broad enough exposure that more people appreciate it," DeMartini said. "Obviously with EA's publishing and sales team [...] people are going to get an opportunity to finally listen to what you guys have been writing about Suda for a long time." DeMartini also confirmed that the game would, unsurprisingly, be released on Xbox 360 and PS3. What is surprising, however, is the omission of the Wii. The announcement press release stated that the title was in development for all three console platforms as well as PC: "The title is being developed for the PC, Xbox 360 video game system from Microsoft, PlayStation 3 computer entertainment system and Wii." We've asked EA to comment on the title's intended platforms, but more than likely we'll be waiting until the September 15th event.

  • Hear some of Shank's tracks, and see Shank's tracksuit

    by 
    JC Fletcher
    JC Fletcher
    08.20.2010

    It may seem strange to receive an update on Klei Entertainment's XBLA/PC/PSN action game Shank that doesn't have anything to do with brutal gun, knife, or gun/knife/knife/gun/chainsaw violence, but you'll like this anyway. In advance of next week's release (August 24 on PSN, August 25 on XBLA, "Fall" on PC), Klei has posted six songs from the game's soundtrack. In addition, the company revealed a few of the unlockable costumes in which you'll be able to clothe Shank, including a Bruce Lee-inspired yellow jumpsuit (no Kareem Abdul-Jabbar footprint, though) and a shirtless "Red Ninja" getup.

  • Bulletstorm shots confirm giant monsters, giant explosions

    by 
    Randy Nelson
    Randy Nelson
    08.17.2010

    When they're not busy slow-mo combo killing each other, the characters in Bulletstorm enjoy fighting Cloverfield's cousin and bringing down entire skyscrapers. Or so these latest screens from the Epic Games-produced arcade FPS would have us believe. See 'em after the break. %Gallery-99645%

  • Crysis 2 limited editions, Xbox 360 closed beta announced

    by 
    JC Fletcher
    JC Fletcher
    08.17.2010

    EA has announced that, for a limited time at launch, a Limited Edition of Crysis 2 will be available for the same price as the standard edition. In other words, "buy the game immediately." The "Limited Edition" includes bonus experience points in multiplayer, a "SCAR Hologram Decoy" that allows players to project an image of themselves, a "SCAR Weapon Skin" in digital camouflage, and an in-game Platinum Dog Tag. Not extravagant enough? EA also announced the Crysis 2 Nano Edition, which despite its name is quite a bit larger. It'll include the Limited Edition of the game, a steel case, an 11" statue of the protagonist atop an NYC taxi, and an art book. And all of that's inside a backpack (designed to resemble the Nanosuit). This outrageous special edition will only be available via pre-order from EA, for $149.99, £119.99, or EUR 129.99. In addition, EA announced that a closed beta will be held for Xbox 360 players "later this year." Enjoy some new gameplay footage after the break, and learn about the announced multiplayer modes here.%Gallery-99640%

  • Shank concept art digs into our hearts

    by 
    Ben Gilbert
    Ben Gilbert
    08.10.2010

    In two weeks time, you'll be viciously ripping through enemy after enemy with ... well ... shanks, but in the meantime we've got a handful of concept art for the game Shank. While we're looking forward to playing it as much as you likely are, this art sure is purty to look at. It'll do ... for now. %Gallery-99149%

  • Kingdoms of Amalur: Reckoning is 38 Studios' first game, due fall 2011

    by 
    Christopher Grant
    Christopher Grant
    07.20.2010

    EA just took the wraps off of its 38 Studios-helmed, single-player "open-world" RPG, previously codenamed "Project Mercury." The real title: Kingdoms of Amalur: Reckoning. (Yeah, we also preferred Project Mercury.) The platforms: PS3, Xbox 360, and PC. While Reckoning isn't 38 Studios' long-in-development MMO, codenamed Copernicus, it takes place in the same "mysterious and magical new fantasy world created by New York Times best-selling author R. A. Salvatore." Developed by Big Huge Games, which 38 acquired from THQ last year, Reckoning is "being developed under the leadership of" Ken Rolston, who you may recognize as lead designer of Elder Scrolls III: Morrowind and Elder Scrolls IV: Oblivion. With a fall 2011 release window, you can imagine details are scant, but Rolston did have something to say about his game. After detailing the contributions from novelist Salvatore and artist Todd McFarlane, Rolston said, "And we've added something new that we've always wanted from the genre -- a fast-paced, graphically stimulating action combat experience with fluid control and immersive, discoverable gameplay fans haven't seen before in other fantasy RPGs." We're sure to learn more on Thursday when McFarlane, Rolston, Salvatore, and 38 Studios bossman Curt Schilling take the stage at Comic-Con for a panel discussion on the game.

  • Review: DeathSpank

    by 
    Randy Nelson
    Randy Nelson
    07.16.2010

    "DeathSpank? What a ridiculous name!" I can hear you saying it now. Yes, it is a ridiculous name, for a ridiculous game which revels in the fact that it's ridiculous. Well, that and damned funny. Oh, and a super-fun, retail-caliber yet downloadable action-RPG. If you haven't been following all things 'Spank, know that it's the creation of Ron Gilbert (one of the mad geniuses who brought the world the Monkey Island series) and Hothead Games (makers of the delightful, and also downloadable, Penny Arcade Adventures: On the Rain Slick-Precipice of Darkness). Also know that it stars a hero, DeathSpank, who possesses enough machismo to fill a football stadium. His grasp on reality, on the other hand, would barely fill a football. %Gallery-71890%

  • Review: APB (Day 4: Cards on the table)

    by 
    Mike Schramm
    Mike Schramm
    07.09.2010

    Review Diary Day 1: Welcome to San Paro Day 2: Enforcers, get enforcin' Day 3: Choose your illusion Day 4: Cards on the table This is the final part of a four-day review diary about the first MMO from developers Realtime Worlds, APB. One of the hardest parts about reviewing an MMO is that the genre takes full advantage of being online and persistent. Because players need to log in to an updated client every time, developers can quickly and relatively easily push out new bugfixes and content with regularity. Realtime Worlds has already released one patch post-release for APB, and while I've talked about certain issues with repetitive gameplay and earning customization levels, both of those issues can be fixed with updates if the developers choose to do so. So the final question in reviewing an MMO isn't necessarily if you should buy this game today or not. It's: Does the game offer enough promise to invest your time and attention? Future plans included, out of all the games you could spend your free time on, is APB capable of rewarding that investment with a quality experience?

  • Review: APB (Day 3: Choose your illusion)

    by 
    Mike Schramm
    Mike Schramm
    07.08.2010

    Review Diary Day 1: Welcome to San Paro Day 2: Enforcers, get enforcin' Day 3: Choose your illusion Day 4: Cards on the table This is part three of our four-part APB review. Today: Customization and clans in the game's Social District. Yesterday, I examined APB's core gameplay, and while I found it lacking, I hoped it could at least in part be made up for by the incredibly detailed customization system. With a series of in-game editors and marketplaces, you can personalize every aspect of your character, from what you wear and carry, to custom-designed vehicles and even hand-crafted signature killing tunes. I spent about one-quarter of my game time hanging out in APB's Social District (a non-combat, free-to-play section of the game), trying to create some new clothing, shop the game's marketplace, and build some colorful wheels. Unfortunately, while APB's editors allow for a lot of creativity, Realtime Worlds hasn't implemented many ways to reward it.

  • Review: APB (Day 2: Enforcers, get enforcin')

    by 
    Mike Schramm
    Mike Schramm
    07.07.2010

    Review Diary Day 1: Welcome to San Paro Day 2: Enforcers, get enforcin' Day 3: Choose your illusion Day 4: Cards on the table This is part two of a four-part review of Realtime Worlds' new MMO APB. Yesterday, I talked about installing the game and creating a character. Today: the grind. Life in San Paro is pretty simple. Rob as a Criminal, or stop Criminals as an Enforcer. I chose to be an Enforcer, and after a short tutorial level, fell into the standard MMO grind -- go here, pick this up, go there, rinse and repeat. Unlike most MMOs, APB plays like a shooter -- there's a reticule, and you've got to line it up on your target to get anything done. But its "missions" are definitely MMO fare -- they're standard, multi-step and pretty interchangeable: hold this point, deliver this item, steal this car. But here's how APB sets itself apart: while you play the game, you're constantly being offered missions and being grouped with people on the same job, but the other side is getting offers too. When they're paired up in the same mission you are, an APB goes out, sirens flash on the screen, and then it's on, one faction against another. %Gallery-65497%

  • Review: APB (Day 1: Welcome to San Paro)

    by 
    Mike Schramm
    Mike Schramm
    07.06.2010

    Review Diary Day 1: Welcome to San Paro Day 2: Enforcers, get enforcin' Day 3: Choose your illusion Day 4: Cards on the table Reviewing an MMO is a famously tough thing to do. The things that make a good massively multiplayer game (a strong update schedule, a solid community, and a mechanic that supports gameplay across a wide audience) are tough to quantify in a one-shot writeup. Many outlets avoid the task completely, leaving the judgment of newly-released MMOs to their own communities. If an online game floats, it's good, goes the conventional wisdom. If it sinks, it wasn't any good anyway. But reviewing a game can shine a harsh light on its weaknesses, put a spotlight on its best features and help bring attention to lesser-known yet still deserving titles. Despite its differences from more traditional boxed products, don't MMOs deserve the same treatment? So, in that spirit, we're presenting a review for All Points Bulletin, the latest game and first MMO from developer Dave Jones and his Realtime Worlds. MMOs are an evolving investment in both time and money, so rather than a simple writeup, I'll have a few posts over this week to look at all of the different aspects of the game critically. Today, I'll install the game and create my character. Tomorrow, I'll talk about the actual grind and how it works. Thursday will cover the game's community and customization options, and Friday will feature APB's current state and Realtime Worlds' future plans for the title, along with final impressions and the overall review score. %Gallery-65497%