<![CDATA[Kotaku: changes]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: changes]]> http://kotaku.com/tag/changes http://kotaku.com/tag/changes <![CDATA[ What's New In Alone In The Dark PS3? ]]> With the PlayStation 3 version of Alone in the Dark hitting in November, nearly half a year after its PC, Xbox 360, Wii, and PS2 versions, the development team have had plenty of time to fix the mistakes made in the initial release, and fix they have. Repairs have been made to the controls, the camera system, and inventory access, while gameplay tweaks should make car handling a bit more enjoyable. They've tuned the spectral vision system so less is required to complete the game, tweaked the 59th Street level difficulty by adding another checkpoint and clear voice directions, and have even added a brand new action sequence in Episode 6 exclusive to the PS3 version of the game. Hell, they may have even tightened up the graphics on level 3, though I have no official confirmation.

Sounds like they're making every effort to make the game better this time around. Perhaps I'll finally give it a go when the PS3 drops in two months. Hit the jump for the full list of changes!

GAME FEATURES: PLAYSTATION 3

Full 360° camera control: enhanced camera controls allows complete freedom of the camera and better handling of first person view camera movement for even more immersive gameplay

Fine-tuned controls:
quicker and smoother reactivity of the hero's movements in third person view make for more rapid movements in nail-biting situations

Inventory system more accessible:
more logical jacket inventory system with the ability to combine objects using only the D-pad, and more fluid hero movement makes item selection a breeze.

More tips: players will get all the help they need to get through every situation and get the most out of the game

Spectral Vision tuning: a tutorial explains the need to burn roots in order to gain spectral vision and difficulty tuning means less spectral vision is required to reach the end of the game

Improved car dynamics and handling: car handling has been tuned to make driving a car a walk in the park in every situation, including increased suspension and reduced drift

59th Street level tuning: one of the game's most exciting sequences just got better. 59th Street has been tweaked for a more satisfying race against the fissure with difficulty tuning, an added checkpoint at Columbus Circle and clear voice directions given by Sarah

Brand new thrilling action sequence: an exclusive new sequence has been added in Episode 6 for even more pace and variety of gameplay in the episode.

]]>
Fri, 05 Sep 2008 09:40:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5045913&view=rss&microfeed=true
<![CDATA[ Sabotage Thy Name Is Velvet Assassin ]]> Game name changes can be good, especially when your original title is something as generic as Sabotage. Gamecock and developer replay studios have announced a brand new name for their upcoming World War II stealth-action game for next-gen consoles and PC - Velvet Assassin. Much, much better.

"Rather than a trite, overused, and generic working title like 'Sabotage,' 'Velvet Assassin™' captures the heart of what we're trying to accomplish," said Sascha Jungnickel, Creative Director at Replay Studios. "From the start we've wanted a game with a strong female lead that stays true to the history of Violette Szabo while pulling players into a world of dark intrigue."
Mind you I have terrible issues with the stealth genre, but I will slightly more remorse passing up Velvet Assassin when it releases this Fall than I would have not buying Sabotage. Hit the jump for a larger picture featuring the main character's leather-clad bottom.

velvet_assassin_art.jpg

The "Velvet Assassin" Strikes Down Sabotage

REPLAY STUDIOS ANNOUNCES NEW NAME FOR THEIR WORLD WAR II STEALTH ACTION TITLE

Cockpit, Austin, TX - February 29, 2008 - Today developer Replay Studios, along with publisher Gamecock Media Group, have announced the official name change for 'Velvet Assassin™', their upcoming stealth-action title formerly known as 'Sabotage'. The new title creates a perfect marriage between the story of real life hero Violette Szabo and the clandestine art of sabotage she championed. From the incredibly innovative art style, storyline, and combat gameplay, Velvet Assassin™ is poised to revolutionize the stealth-action genre later this year.

"Rather than a trite, overused, and generic working title like 'Sabotage,' 'Velvet Assassin™' captures the heart of what we're trying to accomplish," said Sascha Jungnickel, Creative Director at Replay Studios. "From the start we've wanted a game with a strong female lead that stays true to the history of Violette Szabo while pulling players into a world of dark intrigue."

Inspired by the true story of British Agent Violette Szabo, players will take on the role of Violette Summer. Behind enemy lines in Nazi occupied Europe, Violette risks her life fighting to fell the Third Reich with anything she can get her hands on, including enemy soldiers. With no support or official backing from the British Government, Violette puts everything on the line to defeat the German war machine - one mission at a time. Velvet Assassin™ combines lush, surreal visuals, a ground-breaking stealth combat system and one of the most unique perspectives ever brought to gaming. Velvet Assassin™ is planned to release in Fall 2008 on PC and next-generation consoles.

"Most of the time a name change happens because it's not 'catchy' enough or because the marketing team didn't like it," said Tim Hesse, Executive Producer at Gamecock Media Group. "I have to say, the Replay crew have outdone themselves by making Violette into one of the best looking stealth-killers ever. This game has come so far since last year that Sabotage just didn't do the game justice - 'Velvet Assassin™' sums up every aspect that makes this game great."

]]>
Fri, 29 Feb 2008 08:40:56 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=362308&view=rss&microfeed=true
<![CDATA[ Sega's Steinberg Moves to SCEA ]]> stienberg.jpgScott A. Steinberg has been marketing the hell out of the electronic entertainment sector for over 20 years, having worked with Sega, Roxio, Liquid Audio, Eidos, and Crystal Dynamics. Now he's leaving his current VP of marketing position at Sega to jump onboard the Sony Computer Entertainment America train as the Vice President of Product Marketing, a newly created position responsible for all PlayStation marketing in North America. Steinberg will report directly to Marketing and PSN senior VP Peter Dille, who had lovely things to say about him.
"We are thrilled to have Scott join our team as he brings a wealth of knowledge and experience to the PlayStation marketing staff and the management group here at SCEA," said Dille. "Scott has an ideal blend of experience in digital entertainment and content delivery as well as a proven track record for strategic innovation and implementation within this industry.
Some would say Steinberg has been marketing the PS3 since June, when he famously dissed the Wii in an interview with Reuters. The only difference now is he gets paid for it! Grats, Scott!

Sony Computer Entertainment America Appoints New Vice President of Product Marketing

Scott A. Steinberg, Digital Entertainment and Industry Veteran, Joins SCEA Management Team

FOSTER CITY, Calif., Sept. 17 /PRNewswire/ — Sony Computer Entertainment America (SCEA) today announced the appointment of 20-year industry veteran Scott A. Steinberg to the newly-created role of Vice President, Product Marketing, SCEA. Steinberg will report to Peter Dille, Senior Vice President, Marketing and PlayStation Network. Steinberg, who will be responsible for all hardware, software and channel marketing for PlayStation in North America, will join SCEA officially on October 1st.

Steinberg brings to SCEA more than 20 years experience marketing entertainment and technology products at companies such as SEGA, Roxio/Napster, Liquid Audio, Eidos Interactive and Crystal Dynamics. He joins SCEA from SEGA of America where he was Vice President of Marketing, responsible for all of SEGA's consumer brand and digital commerce efforts in North America. Originally at SEGA during the height of the popularity of the Genesis platform in the early 1990s, Steinberg also worked hand in hand with the sales organization and participated in SEGA's global product planning group designed to evaluate development and licensed properties. In addition, Steinberg brings to SCEA a wealth of experience after leading Roxio's marketing and digital commerce efforts and orchestrated the marketing re-launch of the company's digital music subsidiary, Napster, as a legal digital music service in 2003.

"We are thrilled to have Scott join our team as he brings a wealth of knowledge and experience to the PlayStation marketing staff and the management group here at SCEA," said Dille. "Scott has an ideal blend of experience in digital entertainment and content delivery as well as a proven track record for strategic innovation and implementation within this industry. He will be a critical component for the success of our marketing efforts across the PlayStation brand moving forward."

]]>
Mon, 17 Sep 2007 11:00:01 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=300548&view=rss&microfeed=true
<![CDATA[ Heavenly Sword Lady Looks, Well, Different ]]>

Earlier this month, we posted a supposed screen shot of Heavenly Sword heroine Nariko. Game blog Destructoid thought that something seemed different about the character. Gone was the pissed off cartoonish redhead and in was a photo-realistic femme. I'm with D-toid on this one, I prefer the older Nariko. Like, before she had plastic surgery and all.

Nariko's New Look [D-toid]

]]>
Thu, 15 Mar 2007 22:00:25 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=244635&view=rss&microfeed=true