<![CDATA[Kotaku: motorstorm]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: motorstorm]]> http://kotaku.com/tag/motorstorm http://kotaku.com/tag/motorstorm <![CDATA[Sony's European Platinum Range Expands]]> Europe's budget line for PlayStation 3 games, the Platinum range, last week expanded by four titles, each going for £20 (€30). Strangely, they all seem to be using the old box format and old PS3 logo.

Before you say anything, yes, we know Metal Gear Solid 4 has been out in select PAL territories for months now. Guess it's now out in more territories.




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<![CDATA[Motorstorm PSP Dated, Timed for PSPgo Release]]> MotorStorm: Arctic Edge will release in UMD format on Sept. 29 - delaying the downloadable version of the game until Oct. 1, just in time for the PSPgo's debut.

For those uninitiated, this MotorStorm takes the festival up to the land of the midnight sun, adding sno-cats and snowmobiles (sigh, snow machines) to the vehicle fleet. There's an early adopter bonus - buy it in the first 30 days on sale and you get a free Mirage Rapide rally car, plus two customizable skins, via PSN.

Arctic Edge will arrive on the PlayStation 2 later this fall.

MotorStorm Rolls in on PSP Sept. 29 [GameSpot via Evil Avatar]

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<![CDATA[Target Confirms New PlayStation 3 Greatest Hits Bundle]]> Kotaku has confirmed with several Target locations that a new 80GB PlayStation 3 Greatest Hits bundle will be available on March 29th, with Motorstorm and Resistance thrown in for free.

Target stores across the country are currently receiving, sitting on, or awaiting stock of a new 80GB PlayStation 3 Greatest Hits Bundle, which comes complete with the reissued budget versions of the original Motorstorm and Resistance. The sku number in question is 207-23-0009, originally revealed over at Joystiq. Several stores we contacted actually had the units in stock, but when they attempted to actually ring them through the register they received a warning that the product could not be sold until March 29th, days over the close of next week's Game Developers Conference.

Perhaps dashing the hopes of a pre-GDC price cut, the new bundles were priced the same as the standard 80GB PlayStation 3 - $399.99. Of course it's technically $60 due to the inclusion of two $30 titles, but do you really need those when two superior sequels are already on store shelves?

Image courtesy of Joystiq

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<![CDATA[MotorStorm 2 Patch On The Way]]> Like every online game these days, MotorStorm 2 has a few issues. A few glitches. Well, Sony have let us know that those glitches are to be addressed in a patch due for release soon.

Among the issues to be fixed are:

* Restrictions to the copying of Saved Data have been removed. This will make it possible for Saved Data to be backed up and then restored to the User Account it was created under (whether that’s on the same PLAYSTATION 3 or not).

* Changes to the way the game handles data. These changes will help to prevent Saved Data corruption.

* Visual notification of critical save progress has been added. A ‘MotorStorm Helmet’ icon will be displayed on-screen to warn users that critical data is being saved. This is in addition to the HDD Access light which currently flashes while the game makes a critical save.

* The glitch which enables a player to exploit the Boost system has been removed. The development team are working to identify which times have been achieved using this glitch; Action will be taken to ensure that the Leaderboards become genuinely competitive again.

* Time Attack times and Rank information will update correctly for all players. Any pending Time Attack times will begin to filter through systematically and the online Ranks should display correctly once the update is released.

* Additional fixes and improvements to gameplay. Many thanks for your feedback on these and other issues so far; we are still investigating the other issues that have been brought to our attention.

Interestingly, Sony call it an "update". Buddy, that ain't an update, it's a patch.

MotorStorm Pacific Rift Game Update Just Around the Corner! [PlayStation]

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<![CDATA[Sony To Bring In-House Racing Studios Together]]> Sony have two in-house racing developers. Evolution Studios, who do MotorStorm, and SCEE Liverpool, who do WipeOut. Seems a bit silly having two teams doing the one genre, doesn't it? Does to Sony.

In an interview with GI.biz, Sony's Michael Denny says that, while the two studios currently share the same management, the two will eventually be smooshed together to share the same building. Which, if even if they didn't officially merge the pair as something like SCEE Vroom Vroom, would result in enough movement of staff between the two that our last, thread-bare link to Psygnosis (as SCEE Liverpool were known as in a former life) would be gone forever.

Sony's Michael Denny - Part Two [GI.biz]

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<![CDATA[MotorStorm's Target Render "Pissed Us Off A Lot" Say Devs]]> Evolution Studios lead designer Nigel Kershaw and creative director Paul Hollywood, responsible for the recent MotorStorm: Pacific Rift for the PlayStation 3, tell 1UP that the "infamous" E3 2005 trailer for the first MotorStorm "kind of pissed us off a lot." Why? Well, for one thing, it wasn't created by them and set the team up for "expectations about the rendering prowess that we were going to expose."

Oh yeah. And it was created before the dev team had received official hardware specifications from Sony. Being told that they were "the worst [of Sony's first-party developers] in the world" by former Sony Computer Entertainment Worldwide Studios head Phil Harrison probably didn't help.

"They actually announced the hardware specifications on a slide show presentation," Hollywood said in a newly published video interview. "We sat and jotted them down... and then they showed us our movie. So it was like, 'This is what the PlayStation 3 can do, and this is what you're gonna get on it.' And we sat there trying to do the math in our head, going 'Can we really do this stuff that we're doing now?'"

"Nobody denied it. Nobody said it wasn't in-game," Kershaw said of the PS3 target render.

Fortunately, it sounds like some harsh words from Phil Harrison helped the team tap turn out a pretty damn good racer. Shame it didn't quite look like that first glimpse...

"We showed MotorStorm to the board of Sony in November 2005. So basically, the infamous E3 video had been out, so there's all these expectations about the rendering prowess that we were going to expose... and we showed them a lot of boxes," Hollywood explained. "At the end of the show, Phil Harrison took us to one side and said, 'You guys are the worst in the world....' At that point we went, 'Right, we'll show you.'"

Kershaw further details the team's perspective on the controversial E3 2005 trailer: "But it's this thing that haunts you, that you didn't match your target render.... Everybody makes such a big fucking deal of it. Who gives a shit? That's how we make games. If people have got a problem with that, tough."

Nigel Kershaw On How MotorStorm's Original Target Video "Pissed Us Off a Lot" [1UP]

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<![CDATA[MotorStorm: Pacific Rift Review: A Festival of Mayhem]]> Last year’s MotorStorm gave PlayStation 3 owners a novel concept, a game that added context and surroundings much more compelling than you usually get in pick-up-and-play racers. Half the fun was the exquisitely hallucinated reason for it all, that there could actually be a beyond-extreme rally “festival” held in Utah’s Monument Valley, sort of like Sturgis meets Burning Man with loads more violent collisions and fatal wrecks. And, one assumes, crazy monkey sex in everyone’s tents at night.

This year’s MotorStorm: Pacific Rift conjures up an unnamed Pacific island as the festival setting, and brings to it an extremely destructive nonnative species called the Monster Truck. Is one more vehicle class, double the tracks and an even more exotic location enough to carry MotorStorm’s legacy forward? Or is it a beefed up track-pack rehash? Let’s go ride out the storm.

Loved
Island paradise: If this island existed, I can’t imagine why humans would abandon it. Definitely a worthy successor to Monument Valley, and then some. The first MotorStorm was a single setting: the desert. Here the course artists work in much more complex vegetation and terrain features. Where courses include human construction, it is brilliantly blended with the surroundings to look abandoned, improvised, or overtaken by nature, wherever appropriate. Doing this for 720p is an achievement, no question. Sugar Rush, set in an old cane plantation, is a favorite of many. Caldera Ridge’s twin observatories above a rocky, skidding plunge, was also one of mine. Colossus Canyon was breathtaking. There are any number of fantasylands in video games that I wish I could visit. This one is easily tops among the racing genre.

Sixteen-Course Meal: One of the MotorStorm franchise’s many strengths is how it can supply a course experience that is rarely the same no matter how many times you drive it. Real time course degradation and permanent debris scatter are back in Pacific Rift. You race at three different times of day, and the exceptional lighting for each can be its own course hazard and eventually weather comes into play, too. But the new 16 long, expansive courses, with alternate routes that are either concealed or not immediately obvious, truly are a cut above. The only hints you get are signs marking fatal hazards, arrows when you’re reaching a course boundary, and double poles that frame big jump locations. Even after playing all 16 course 10 times each, I still don’t feel like I know the entire course, much less all the optimal routes for my preferred vehicle class. You’re continuously discovering things, such as the gun emplacement just before a big jump in the Beach Comber, which becomes a spinning hazard if anyone ahead of you hits it.

Jump in the Fire: The game features four zones: Earth, Air, Fire and Water, with four courses each, and each of them subject to a zone’s unique hazards. Air, of course, is full of huge jumps and soaring cliffs. The most notably hostile environment is fire, which races you next to lava fountains and mudflows. You’ll spend a lot of time on fire and your boost overheat gauge will erupt in flames, but all it means is you look that much more awesome when you soar a half-mile through the air and land on some piece of shit dirtbiker. Fire is also an extremely challenging zone for the motorcycle, where you have to race technically perfect just to survive.

Wrecks — Others: Watching the real time destruction of your competitors up ahead of you is a fists-up experience, especially when those great big Optimus Prime-looking MFers finally get theirs. The debris path is impressive and, if you’re in it, hazardous enough unto itself. In eliminator races the carcasses of previous victims will still be on the track when you circle back around. Anything hit and scattered will be right where it came to a rest. And nothing beats jousting with a similar vehicle at breakneck speeds, beating it to a jump, and looking back to see it plunge off a cliff. This game simply would not have its level of joyous mayhem without its well rendered wrecks, rolls, disintegrations and explosions.

Hated
Wrecks — Yours: This is more like “not loved.” You play a racer of this type (not super realistic, in other words) for two reasons, the thrill of the run when you’re winning, and spectacular destruction when you fail. And the wreck physics and animations for your vehicle are hit or miss. A full-on wreck begins in slow motion, so you can see the crumpling of your car body, the struts and shocks shooting out the front, sheet metal flaking off — and then what happens next is a crap shoot. Sometimes you just come to a dead unsatisfying stop. On ATVs or motorcycles, your rider can go straight up in the air, unrealistically. Overheating explosions are the best way to go, sending you into a tumbling fireball. But I’ve also been in slow rollovers that somehow end with the vehicle almost completely flattened, because that’s what the Havok engine called for. A good death would encourage me to watch and stay in the race; a bad one makes me restart.

Artificial Competitiveness: Rubber-band AI seems to be a part of this title, although a little less conspicuously. I can’t empirically prove it because it’s difficult to race the exact same route with the same time to see if it produces different finishes. But on the whole, I definitely feel like I can win this with less than my best stuff, especially by sitting on the boost button at the end. Conversely, on some courses (especially Riptide) where I know I can get to the lead quickly and hold it, I’ll still have the field hot on my ass the whole way no matter how fast my vehicle. This makes you very unprepared for online ranked matches — I was routinely smoked by more experienced racers going all out and had zero chance to catch up about halfway in.

Vehicle variety: I wasn’t really sold on the Monster Truck, which is new. Sure, it’s a lot of fun and will crush anything other than a big rig, but this might be one you bring out when you’re racing with friends in the room, rather than you sled of choice in Festival or online mode. Crunching up smaller vehicles in the bottleneck starting a race just seems unfair. Getting crunched by one in the same situation online is extremely unfair. And online, where flat-out speed is demanded every second, you'll roll over a ton, so it's far from an automatic winner. There are notable contrasts between the vehicle classes — play them enough and you’ll get a feel for it, and Festival mode will require you to drive everything at least once. But where options existed I usually chose the buggy or the racing truck as an all-around performer, not venturing out of that comfort zone if I could help it. The unlockable vehicle bodies seemed to be another thing that’s better on others than you. It creates a wide variety in the racing field, which makes it visually interesting. But the vehicle class will perform the same regardless of skin. It made the vehicle packs and, for that matter, driver get-ups, seemed more like an afterthought to me, rather than anything I strove to earn.

I know I didn’t really mention the soundtrack. I’m no music critic. It wasn’t striking enough to be loved, wasn’t bad enough to be hated. Nothing seems out of place but it definitely competes with the engine whine, explosions, splashes, and collisions. I think I have an automatic noise reducer on my TV because things would occasionally get so loud the volume would drop, like it thought I was watching some screaming used-car advertisement. Keep this in mind.

One of the drawbacks of reviewing games is, even when you’re on a good one, you have to play it so extensively it kills a desire to go back in later. Not MotorStorm: Pacific Rift. This will be a go-to title for me when I have a half-hour to kill and don’t want to get involved in a deep RPG or shooter. It will definitely be a game I trot out when friends come over and want to fool around with something, as the learning curve is really shallow for gamers of all abilities.

If you visited Monument Valley and loved your time there, the Pacific Rift is well different enough to warrant a trip. And that’s besides the implied drinkin’, fightin’, dancin’ and yes, crazy monkey sex in this rambunctious festival of destruction.

MotorStorm: Pacific Rift was developed by Evolution Studios, published by Sony Computer Entertainment Europe. Released on Oct. 28 in North America, Nov. 7 in Europe for PlayStation 3. Reviewed on PlayStation 3. Retails for $59.99. Raced all 16 tracks, all eight vehicle classifications, and all race types. Raced and placed in 50 of 96 events in Festival mode. Participated in six ranked matches online.

Confused by our reviews? Read our review FAQ.

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<![CDATA[MotorStorm 2 Getting Weekly DLC, Eventually]]> Owners of Motorstorm: Pacific Rift will have good reason to fire up their copies of the PlayStation 3 racer well after launch date, as Evolution Studios says it's planning on releasing "something new to play with every week" much of it expected to be absolutely free. Since the title doesn't ship to Evolution's home turf until November, don't expect anything this Thursday, though.

The game's director, Nigel Kershaw, tells CVG that the team has new goodies expected to digitally ship via the PlayStation Store "in the coming months," that "major packs" will hit the new Motorstorm sometime after Christmas. So hurry up and wait.

MotorStorm 2: Weekly DLC planned, some free [CVG]

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<![CDATA[MotorStorm With Mini-Motorbike Motion Controller]]> This isn't a product, but rather a concept product. Spotted a mini-motorcycle that had been modded with an embedded PS3 SIXAXIS controller. The guy on the motorbike said the original plan was to have the game projected lower so players weren't looking up at the wall, but it wasn't possible to work that out logistically, apparently. Fittingly, the PS3 was running MotorStorm, and playing it on a mini-bike did give the title an nostalgically arcadey feel. The only downside was that the handle was a tad too low so twisting the throttle wasn't so easy on the wrist.

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<![CDATA[New MotorStorm Pacific Rift Screens]]> You know, when you think about it MotorStorm was pretty good. There was definitely a sort of awe when it came to racing along the edge of a mile high cliff and being able to see everything. Hopefully, MotorStorm: Pacific Rift will be able to carry the torch further and fill in the gaps the original MotorStorm left empty. These new screenshots show off some of the gosh darn gorgeous visuals we can't wait to see in person. Four player split screen with giant monster trucks and molten lava? Count us in!

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<![CDATA[MotorStorm 2 Demo Invites Going Out Via Email]]> Looks like Motorstorm: Pacific Rift's pre-release demo isn't strictly limited to the Qore subscribing elite. We've heard from many a tipster that Sony Computer Entertainment Europe has been sending out invites for the demo version of the Motorstorm sequel, freeing it from its shackles as a strictly pay-to-play demo. That means you should definitely check your inbox, your spam filter and get in touch with your friends across the pond. They might have a spare for you. Thanks to everyone who sent this in — Philip took the first place tip spot and gets the Kotaku no-prize.

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<![CDATA[Goodbye, 80GB Motorstorm Bundle]]> Ah, 80GB MotorStorm bundle. You've been a good friend. Well, you haven't to me, since PAL territories never got you, but...you've been a good friend to somebody, I bet. And that's what's really important. And that friend will have cherished the good times: the MotorStorm, the backwards compatability, the increased storage space the 80GB model affords. So when you wave goodbye to the bundle - which Sony say is no longer being sent to retailers by Sony - try and remember those good times, OK? And, I don't know...make new friends. Like the 80GB MGS4 bundle which will replace it. Just don't get too attached to that one. You never know how long it's going to last...

Sony: 80GB PS3 Motorstorm bundle discontinued [Joystiq]

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<![CDATA[MotorStorm 2 Does Not Feature Elvis]]> MotorStorm dev Evolution was acquired by Sony. Have things changed after going from indie to corporate monolith? Says Evolution's Paul Hollywood:


There is commercial pressure from Sony who want us to create a viable business product but we're more after the critical acclaim. I think there's less pressure now because when we were an independent developer we had the pressure of paying the wages every month. Now we don't have to worry about the next game or what we're going to be doing.

That's right, you're doing MotorStorm 2, and we're pretty sure it'll do fairly well. So, yeah, everything's coming up Evolution! About that sequel, which was inspired by Hawaii's beautiful island setting, Hollywood points out that the game has "no hula" and "no Elvis." No Elvis? Wha?! Two words: "Big" and "mistake."
MotorStorm 2 Interview [Next-Gen]]]>
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<![CDATA[MotorStorm 2: It's Official]]> Sony Computer Entertainment and Evolution Studios have made official what we've known for a few weeks now—MotorStorm 2 is coming, bringing monster trucks and four player split-screen action with it. The PlayStation 3 racer is indeed moving from arid Monument Valley to a lush Pacific island, an island apparently known for its remote location and 16 "diverse multi-route tracks."

Instead of mud, rocks, dust and the occasional cliff, MotorStorm 2 will feature natural hazards like "tangled undergrowth, swift flowing rivers, choking volcanic clouds and searing lava pools." Sounds just fantastic. The official release on the matter talks up an Autumn release, arriving with a "host of game modes and rewards." Now about those vehicle loading times...

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<![CDATA[MotorStorm Sells 3 Million]]> Ah, the little engine that could. It's a tale of triumph over adversity, of tenaciousness, or unwavering dedication in the face of insurmountable odds. And it most definitely applies to MotorStorm, which has now sold three million copies. Three million! It's a good, fun game, sure, but three million good? Goes to show what bundling a game with hardware in just about every territory on Earth can do for your sales!
Evolution wants MotorStorm to dominate [Eurogamer]

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<![CDATA[Sony Drops Two New Motorstorm Tracks]]> Could be time to get back behind the wheel of your mud-covered vehicle of choice, as Sony has dropped two brand new tracks for their off-road racer Motorstorm onto the PlayStation Network today. Diamondback is a twisting speedway circuit that will tax your diving abilities to their very limits, while Eagle's Nest is a track set atop a remote mesa that you will more than likely find yourself falling off again...and again...and again. If you've mastered all of the original tracks for the game as well as their mirrored counterparts introduced in the 3.1 update, these two tracks are just the thing to add a little more life into your game. The packs are (or should be) available via the PSN today for $2.99.

Two New MotorStorm Tracks Tomorrow [PlayStation Blog]

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<![CDATA[MotorStorm 3.1 Update Hits]]> 2005938598408468031_rs.jpg

MotorStorm got a new update today, bringing a 2D option to the selection screen, mirrored tracks, a new mode, and two new songs to the off-road, over-the-top racer.

MotorStorm 3.1 will let you either use the traditional 3D selection screen or a 2D grid of the vehicles, which will likely greatly speed up the selection process. The game host can also now choose to use mirrored tracks, forcing everyone to run on tracks where the entire geometry has been reversed, something that should certainly breath new life into some of the tracks that have been run into the ground.

The patch also include a new proximity meter in MotorStorm Mode and finally they've added 'Devils Crossing' by Elite Force and 'Beat The Devil' by Jiffster to the soundtrack.

Sounds like enough to make it worthwhile to dive back into the game for awhile.

MotorStorm 3.1 Update - new features [Playstation League]

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<![CDATA[MotorStorm 3.0 Patch Coming, Adds DualShock 3 Fun]]> The latest software upgrade for MotorStorm should be available for European customers, according to a recent posting on the Official PlayStation Community forums. Version 3.0 brings with it a number of new features and fixes, including support for the DualShock 3. Other notable patch features include sensitivity settings for SIXAXIS control schemes, a new "Gloating Index" and changes to positioning rules for online races.

The full list of tweaks and twists is after the jump, but I'll save you the Ctrl + F "fixed loading times." There's no mention of less than unbearable vehicle selection speeds.

* Added vibration support for DUALSHOCK 3 controller with adjustable sensitivity settings.
* Grid order has been randomised for first race in any online lobby.
* Finishing positions in your last race now determine your starting grid position in the next race within the same online lobby.
* On-screen indicator has been added to show whether voice comms are issuing from TV or headset - As before, please press and hold L1 (R1 if using control scheme 'B') to toggle headset output through TV or Headset.
* Sensitivity Settings for SIXAXIS™ Motion Sensor control have been added.
* 'Gloating Index' has been added to the Stats card - The Gloating index gives guidance as to a racer's online prowess. It takes into account the number of people you've beaten in each race and the number of people that have beaten you. Use the gloating index to spot the players to beat in each race! Try and rank your Gloating Index up to the perfect '10'!
* Several causes for an occasional snagging issue which would destroy vehicles on suspension impact have been addressed.
* Further fixes to prevent the occasional statistics reset issue have been applied.
* Fixed an occasional issue with inaccuracies in Eliminator finishing results.
* Fixed an issue where winners leaving Eliminator before race completed could cause issues for other players in lobby.

Motorstorm 3.0 client update available 25th October [Official PlayStation Community via NeoGAF]

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<![CDATA[Sony Paid $32.6 Million For Motorstorm Studio]]> To acquire Motorstorm developer Evolution and their Pursuit Force subsidiary BigBig, Sony forked over £16 million, which translates to a little over $32 million. So is that a lot of money? Considering the importance of Motorstorm in the first year of the PS3 platform and the dollars Sony has sunk into the game's marketing and combo distribution, it makes little sense not to buy the studio before the Motorstorm 2 media frenzy begins and keep the expenses and profits a little more in-house.

But if we have any corporate buyout specialists who'd like to run some numbers and post them in the comments, please, by all means. Until then, we'll get back to drooling on our laptops and coming up with catchy headline words like, "Moneystorm."

Evolution Set Sony Back £16 million
[nextgen]

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<![CDATA[PlayStation Store Update: Tequila Time]]> The latest update to the PlayStation Store has gone live, hosting a digitally rights managed smörgåsbord of new content for PLAYSTATION 3 owners. In addition to new demos for Midway's Stranglehold (1337 MB) and EA's NBA Live 08 (661 MB), a slew of add-ons for already released games are available.

MotorStorm owners can pick up the Revenge Weekend add-on ($5.99) which consists of one new track, five new vehicles (including a school bus!), a new online mode and nine new events. Four of those vehicles may be purchased individually for 99 cents each, if you're so inclined. For Ninja Gaiden Sigma players looking for more punishment, the Weapons Master pack adds five survival modes for $2.99. But wait, there's more!

Trailers for upcoming games include:

• Turok "Quiet Kills" Trailer
• PixelJunk Racers Trailer
• Heavenly Sword "Making Of" No. 5 and Anime No. 5
• Lair "World in Chaos" Video
• MotorStorm "Coyote Revenge" Video

On the Hollywood front we have:

• Drillbit Taylor Trailer
• Resident Evil: Extinction Trailer

Finally, a single Heavenly Sword wallpaper has been thrown on the pile. Fire up those fiber optic lines, kids, it's gonna be a busy night.

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