<![CDATA[Kotaku: Sierra]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Sierra]]> http://kotaku.com/tag/sierra http://kotaku.com/tag/sierra <![CDATA[ We Won't Be Seeing Brütal Legend At E3 :( ]]> Sunday night's pre-E3 Kotaku party is going to be a booze-fueled, feel-good adventure. None of that, however, will dull the pain of Brütal Legend's absence at E3, an absence confirmed by MTV Multiplayer today. Double Fine Productions frontman Tim Schafer confirmed the bad news earlier today and I'm just barely keeping it together.

Sure, we knew that Vivendi and Activision and their subsidiaries weren't doing the E3 thing proper, but Activision is at least holding a press conference. Chalk it up to denial. The good news, according to MTV, is that Mr. Schafer says we may hear more about it "soon after" E3. I'm ignoring Tim's "we hope" caveat.

We're also going to refer to the newly merged Activision Blizzard as Activision Blizzard Brütal Legend to show just how important we think the game is.

No ‘Brutal Legend’ At E3 [MTV Multiplayer]

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Tue, 08 Jul 2008 19:00:55 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5023171&view=rss&microfeed=true
<![CDATA[ Why Rick Moranis Won't Be In The Ghostbusters Game ]]> While the upcoming Ghostbusters game will star many of the real film’s principal characters – including, crucially, all four Ghostbusters, William Peck and the Stay Puft marshmallow man – not everyone thought signing on was a good idea. Sigourney Weaver, for one. And Rick Moranis is another. But why’d Rick say no? Not like he’s exactly busy at the moment. Sierra's Ben Borth:

He made so much money off of Honey I Shrunk The Kids that he retired. He just doesn’t want to work anymore.

Oh. Well. Good for you, Rick Moranis.

An Inside Look At The Making Of Ghostbusters [Das Gamer]

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Mon, 23 Jun 2008 04:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5018686&view=rss&microfeed=true
<![CDATA[ A History of Copy Protection ]]>

There's a nice look back on various forms of copy protection and games. If you make it, they will pirate it - and it's an entertaining look back at some of the ways companies have tried to outsmart the piraters, sometimes somewhat successfully and sometimes not at all. But is there ever going to be an end in sight?:

With bandwidth expanding and more and more games publishers exploring digital distribution, there's little doubt that we're entering a new phase in the history of copy protection and those who would defeat it. What's more, the demand for games as a chosen form of entertainment has never been higher. All this considered, it's impossible to believe that the cat-and-mouse game of piracy and copy protection will not reach new levels of intensity, with new technologies deployed on each side, and that some of them will surely create new hurdles for even those who simply wish to purchase and play the newest games. Ah, for the heady days of the code wheel.

I'm always entertained to see what new forms of copy protection crop up in weird places, but when watching surreptitious deals going on in Taipei or even seeing the amount of odd stuff one can find on the internet, it does seem like something of a losing battle, no? At least the old school manuals and inbox extras required to complete a game were creative, if nothing else.

A History of Copy Protection [Next Generation via PlayNoEvil]

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Sat, 14 Jun 2008 15:30:00 MDT Maggie Greene http://kotaku.com/index.php?op=postcommentfeed&postId=5016515&view=rss&microfeed=true
<![CDATA[ Early Impressions: Crash - Mind Over Mutant On Wii ]]> While I was at Sierra's preview event today, I got to see the latest Bandicoot title, Crash: Mind Over Mutant for Wii - it's also hitting Xbox 360, PlayStation 2, DS and PSP in the fall.

In this title, seminal antagonists Dr. Neo Cortex and N. Brio have invented some kind of technological device that has turned everyone into zombie-like obsessives, and Crash is the only one unaffected. To stop the evil scientists, Crash will have to liberate the area's mutants - not unselfishly, of course. The core mechanic relies on using the unique abilities of the beasties you save to fight other monsters, navigate areas and solve puzzles.

I watched the rep use Crash to knock some sense into a big, knuckle-dragging brute, and then ride on his back - once jacked onto one of the creatures, the player can use that creature's special ability - in this case, the player slowed down time enough to get through a fast-chomping skull obstacle safely (think God of War 2's Amulet of the Fates).

I actually haven't played a Crash Bandicoot game since the first PlayStation, so it was interesting to see what's changed - and what hasn't.

Even though, like I said, it's been a long time since I saw Crash, I noted many of his classic mechanics, like spinning around in a fluid rush to smash open boxes, are still intact, and you wiggle the Wii remote quickly to accomplish this move. Another thing I thought seemed promising was the drop-in-and-out two-player co-op; your friend can pick up a second Wii remote and try being Crash's friend Coco, and when your friend is finished playing, they can simply put it down and you can go back to your game.

Interestingly, though, the characters can be carried not only by monsters, but by one another. So let's say you and your friend are playing co-op and you want to get up to get a drink - you can hop on your buddy's back and they'll simply carry you through the level until you return.

The Wii visuals were decent and colorful, and the gameplay looked like it would be fun to try. When my colleague Flynn saw the Xbox 360 version a few months back, he thought it was a little "more of the same" in terms of the platforming and free-roaming, and suggested it might appeal to kids a little bit more.

Kids definitely are into it - one feature I saw was Crash's house, where you can try on skins for Crash from the monsters you've beaten and page through a concept art notebook. The rep told me that 6 kids were chosen from a big concept art contest to have their drawings appear in the game, and that they were very excited. Aww.

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Wed, 11 Jun 2008 18:30:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5015594&view=rss&microfeed=true
<![CDATA[ Early Impressions: Ghostbusters ]]> At Sierra's preview event, I got a chance to take a look at an early build of the upcoming Ghostbusters game, in development by Terminal Reality and slated for a Fall release on PlayStation 3, Xbox 360, Wii, PS2, DS and PC. One of the big things I learned was how involved Dan Aykroyd, who played Peter Venkman in the films, was in the game production.

Apparently it was Aykroyd who got all of the other cast members on board to do the voice-overs, and he was so enthusiastic about the game that he helped name and create specs for many of the game's weapons, to make sure they sounded and played like something that would have really been part of the franchise. In fact, Aykroyd is co-writing the entire script with fellow Ghostbusters writer Harold Ramis, so it's a game adaptation with what look to be strong ties to the original material.

The city of New York plays a major role here, too, and from what I saw and was told, the developers are aiming for a true-to-life NYC that echoes the environment in the films, from indoors to out - the city as a "character," as the reps said.

They told me they're aiming for a "seamless" transition between the game's indoor and outdoor environments. I also learned why you won't get to play as any of the four Ghostbusters.

In the game, you play a new recruit to the team whose primary role is to act as "guinea pig" for all of Egon's new weapons. You play as part of a team with the other Ghostbusters, and the reps told me they really want to capture the "comedic timing" of the interaction among the characters - with the player controlling one, it might interfere, as you can probably imagine.

Ghostbusters: The Video Game is set in 1991, three years after the second film. The mayor has just been re-elected on a pro-Ghostbusters platform, and he's now funding the team's latest activities. However, it looks like the team will end up racking up more in city damages during the poltergeist fights than it earns in fees for eliminating the beasties.

In the scene I saw, the player and two teammates fought a ghost inside New York Public Library. That scene alone, the reps told me, had about 4,000 destructible objects inside it, and as items were destroyed, they got sucked into the ghost's body. Characters can be created out of physics objects in realtime, the reps explained.

And for every shelf, chair, book and lamp the team bashed up, a little running cash tally in the corner of the screen showed how much dollar damage the player had racked up. There's no penalty for this, the reps explained - it's intended as a fun sort of points system.

New weapons become available from Egon and they can be upgraded and customized using your earnings from successful ghost hunts. The way the weapons system works, you can see what's going on on the back of your equipment pack - for example, instead of an ammo system, you watch your heat cylinders and have to take a pause when you overheat. Keep an eye on it, though, and you can vent it manually.

In another scene, I watched the team battle the iconic Stay Puft Marshmallow Man from inside a city building, escaping out onto the roof to trap little bits of him that had separated off and begun attacking. When you use your beam to lasso a ghost, the reps said, the teammate AI knows what you're up to and will provide a trap for you.

I also learned a little bit about how the multiplayer will work on Xbox Live and PlayStation Network - it's cooperative for up to four players who compete against each other for the leaderboards.

The team also said the PlayStation 3 was the game's "anchor platform," and built in Sixaxis controls for the beam weapons on that version. For the less-powered system, developer Red Fly is preparing a more stylized, cartoon version that's more mission-based for Wii and PS2, while the DS version is more focused on being a "throwback to the 90s." (We also hear the DS can connect up to the Wii and act as a PKE meter). Each version, I was told, is totally different, but they're all "by fans, for fans," as the reps said.

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Wed, 11 Jun 2008 18:00:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5015578&view=rss&microfeed=true
<![CDATA[ Jack Black's Immensely Helpful Brütal Legend Update ]]> It's been awhile since we've heard anything about Tim Schafer's Brütal Legend, which stars Jack Black as a heavy metal roadie who bleeds into his cursed belt buckle and is transported to Nordic Heavy Metal land. Lucky for us, MTV Multiplayer has the scoop directly from Black himself, who attended the recent MTV Music Awards wearing a Brütal Legend t-shirt and...well, just read.
“I just wanted to represent. I do this video game ‘Brutal Legend.’ It’s coming someday. And these pants are pantaloons. And I went with these purple people eaters [shoes].”

There you have it folks! Mark someday on your calendars and get ready to rock!

Multiplayer did at least manage to contact Sierra spokesman Tom Stratton, who for the most part told him the same thing, more or less, adding that more details would be made available soon. Someday soon. I can't wait!

Jack Black Says ‘Brutal Legend’ Will Be Released ‘Someday’ [MTV Multiplayer]

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Tue, 10 Jun 2008 12:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5015075&view=rss&microfeed=true
<![CDATA[ So What Is Aces Of The Galaxy Anyway? ]]> As we announced on Monday, this week's Xbox Live Arcade titles are the puzzler RooGoo and Sierra's space shooter Aces of the Galaxy. Now while I've been following RooGoo for quite some time, Aces took me completely by surprise, mainly because it hasn't really been mentioned since it was announced back in October. It's almost as if Sierra forgot to market the game, but now they're making up for lost time with this trailer and a load of screenshots to help you decide whether Aces of the Galaxy is right for you. Go go Sierra marketing squad!
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Wed, 04 Jun 2008 11:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5013048&view=rss&microfeed=true
<![CDATA[ Dawn Of The Dragon Could Be Delightful ]]> No game has ever delighted me quite as much as the original Spyro The Dragon for the PlayStation. I'm not saying it is one of the best games of all time here, just that it was a sheer delight to play. Controls, music, characters...everything fell into place for me in a way that they've never managed to capture since.

The reason I bring that up is that these new screens for the Xbox 360 version of The Legend of Spyro: Dawn of the Dragon...specifically the screen I chose for the top image of the post...gave me a hint of that sense of delight that I enjoyed in the first game. This graphical upgrade, along with the power of flight that a maturing Spyro gains in the game just might return the franchise to a place it has missed for a long time.

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Mon, 19 May 2008 13:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=391624&view=rss&microfeed=true
<![CDATA[ Ghostbusters Gameplay: Don't Cross the Streams ]]> This, courtesy of Playr TV over on the UK's Bravo, seems to be the video that Flynn saw at the Sierra Spring Event back in April. If you're itching for this game, due out on all platforms around Halloween, you've probably seen gameplay clips in other videos so far. This one is a good five-minute look that lets you form your own impressions of the game, due out around Halloween on all platforms. A few of mine after the jump.

• There seem to be two levels of ghosts, those you can just blast and those who have to be corralled and trapped. Getting both out of the way looks like it can be repetitive — although since we see Mr. Stay-Puft in these sequences my bet is it's from an apocalyptic finale level.

• Couldn't hear dialogue, but the soundtrack — cut from the original Peter Elmer Bernstein score — sounds great and responsive to the in-game tempo. I can imagine giggling while taking down some specter in a slapstick manner, to a grandiose accompaniment from the horn section.

• Flynn testified to the depth of the game's engine and the massive number of objects it can manage at once, but the wall destruction at 2:17 looks kinda meh. Could be the poor quality of a YouTube vid though.

• The end of this video — that had better not be how you really finish off Stay-Puft. Maybe the game was being played on "dickless" level or something.

• Why didn't they cross the streams? It would be bad, I guess.

• The voice-over, who the hell is that. Marc Summers from Double Dare?

Ghostbusters — Playr TV [YouTube, thanks to reader Matt]

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Sat, 17 May 2008 11:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5009481&view=rss&microfeed=true
<![CDATA[ Dan Ackroyd Is The Wind Beneath The Ghostbusters Game's Wings ]]> Terminal Reality are actually making the "main" Ghostbusters game. Sierra got them the rights to it. Bill Murray's involved, Harold Ramis is involved, and so is a lot of money, hope and expectations. That's a lot of stuff. So who's the glue holding the whole project together? Why, Dan Ackroyd, of course. Seems Ray Stanz has done more than just help write the game: he was "a really big facilitator" in getting guys like Murray and Ramis onboard in the first place, and is - get this - even helping the design team come up with the names for the Ghostbuster's new equipment, characters, etc. Say what you will of Ackroyd's recent career (or lack thereof), it's still nice to see a Hollywood name do more for his appearance in a game than just record a few hours of dialogue, take the cheque and run.

Interview: Terminal Reality? Ain't Afraid Of No Ghosts [Gamasutra]

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Fri, 16 May 2008 03:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=391069&view=rss&microfeed=true
<![CDATA[ TimeShift 360 Gets Untimely Free Map Pack ]]> timeshiftbox.jpg Sierra Entertainment is looking to give TimeShift players a boost today as they announce the availability of the Futures-Past Multiplayer Map Pack on Xbox Live today. The pack contains five new maps playable in any of the games myriad multiplayer modes, from the mundane deathmatch to the relatively entertaining King of Time mode. The pack will cost you absolutely nothing to download, as Sierra is most likely desperately trying to drum up interest for the game, a solid title that had the misfortune of being delayed to the point where they had to release it between Halo 3 and Call of Duty 4, effectively ensuring that the multiplayer audience for the title would be far too busy doing other, more important things. It's ironic how horribly time has treated TimeShift. I'm just glad they didn't release this map pack within weeks of another blockbuster game with amazing multiplayer was released. Oh wait.

TIRED OF THE SAME OLD TEAM DEATHMATCH?

SIERRA ENTERTAINMENT REVEALS INNOVATIVE MULTIPLAYER MAP PACK FOR TIMESHIFTTM

Sierra Entertainment today revealed plans to launch the Futures-Past Multiplayer Map Pack, a new downloadable content (DLC) package for TimeShift™ for the Xbox 360® video game and entertainment system from Microsoft®, available for free download on 9th May 2008. The map pack features five new multiplayer maps for players to unravel while annihilating online enemies with time-bending chrono grenades. Each map presented in the DLC package supports classic multiplayer modes: One-on-One, Deathmatch, and Team Deathmatch, but TimeShift's exclusive multiplayer modes, King of Time and Meltdown Madness modes reveal the future of multiplayer fragging.

For more information on downloadable content package, Futures-Past Multiplayer Map Pack, be sure to visit the official website at www.timeshiftgame.com.

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Fri, 09 May 2008 11:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=389025&view=rss&microfeed=true
<![CDATA[ Prototype Gives Up On 2008 Release ]]> One of this summer's blockbuster attempts from Sierra and Radical Entertainment won't show its face until next year, as GameSpot reports Prototype has been delayed until some time in 2009. Why? According to Sierra reps, "we need more time to deliver the game the team initially set out to create."

Let's hope that the version of Prototype they initially set out to create actually includes the co-op multiplayer portion that was recently axed. We won't hold our breath on that one, as Radical is probably taking the extra six months to perfect hoodie physics or make the explosions more explosion-y.

Prototype pushed to 2009 [GameSpot]

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Mon, 05 May 2008 14:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=387300&view=rss&microfeed=true
<![CDATA[ Matt Damon OK With Movie Violence, Not OK With Game Violence ]]> Just because Matt Damon has been in some violent Bourne movies, doesn't mean he's gonna be in some violent Bourne game. No way! Originally Damon was in negotiations to lend his voice and likeness to the Sierra published game, but pulled out. Apparently he had issues with the game's violence. Since Matt Damon's publicist refused to comment, time to see what Matt Damon's mother thinks. Matt Damon's mother, the floor is yours:


Matt and I don't share the same views about violence in adult films, but we do see eye-to-eye on the importance of protecting children. We both support regulations to stop the marketing of violence in films to children through violent toys, products, and video games.

Double standard, much?
Bourne Game Too Violent For Matt Damon [Multiplayer] ]]>
Mon, 28 Apr 2008 21:00:27 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=384985&view=rss&microfeed=true
<![CDATA[ Sierra Gamer's Day: Ghostbusters to 50 Cent ]]> Man, lots of embargoes have been lifting lately. The latest? Early this morning Sierra lifted the embargo on their Gamers Day, held earlier this month in San Francisco. Our Flynn De Marco attended, churning out impressions of eight upcoming Sierra games, including Ghostbusters and 50 Cent's latest title.

The Bourne Conspiracy Impressions
Ghostbusters Impressions
Sierra Online's XBLA Offerings
The Legend of Spyro: Dawn of the Dragon: Spyro Grows Up,
World in Conflict 360/PS3 Impressions
Crash Bandicoot: Mind Over Mutant Impressions
Prototype Impressions
50 Cent II Impressions

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Mon, 28 Apr 2008 08:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=384607&view=rss&microfeed=true
<![CDATA[ Free Rides At The Bourne Conspiracy Train Depot ]]> While we've heard quite a bit about Sierra's The Bourne Conspiracy, we haven't gotten much of a taste of the straight gameplay. So here's a big, ice cold scoop for your enjoyment. Hight Moon Studios obviously put a lot of time into capturing the quick cuts of the Bourne films. And while it looks like the effect will work, but we'd have to play it to find out. Otherwise, it's actually reminding us quite a bit of Uncharted: Drakes Fortune. You know, on a subway and stuff.

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Wed, 23 Apr 2008 13:40:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=383267&view=rss&microfeed=true
<![CDATA[ The Ghostbusters Box Art Doesn't Surprise Us ]]> ghostbuste270626.jpg Have we seen this? I sure haven't! Here's what's apparently the box art of the multi-platform Ghostbusters. It's the Xbox 360 version, but all the other ones seem the same. The Ghostbusters logo — this is pretty much what we were expecting. And that's what makes it so damn great.
Ghostbusters Box Art [Spong]

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Thu, 17 Apr 2008 07:20:45 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=380801&view=rss&microfeed=true
<![CDATA[ Prototype Gets Comic Treatment ]]> prototype_1_cvr.jpg DC Comics and Sierra Entertainment are teaming up to bring yet another video game property to the small, papered, non-screen, as the two companies sign a deal to create a comic book series based on the upcoming open-world action game Prototype. Why Prototype? Says Hank Kanalz, VP & General Manager of DC's WildStorm imprint:
"PROTOTYPE's back-story, visuals and gameplay are stunning, and we have every intention of bringing those core pillars to our book because this is a great opportunity to expand on the world they've created, and build something new and interesting for comic book fans."
WildStorm has done one hell of a fine job with their World of Warcraft comic book, showing an amazing dedication to the source material, so hopefully they'll be able to faithfully capture that Prototype vibe, whatever that vibe winds up being.

DC Comics & Sierra Entertainment To Publish New Comic Series Based On PROTOTYPE Video Game

DC Comics and Sierra Entertainment Ink Deal To Create an All-New Comic Book Series Based on PROTOTYPETM - One of the Most Anticipated Video Games of 2008

Marlow, UK - 15 April, 2008 - DC Comics, the largest English language comic book publisher in the world, and Sierra Entertainment - a division of Vivendi Games, today announced plans to publish an all-new comic book series based on the eagerly anticipated and already highly acclaimed open-world/action video game PROTOTYPE™. The series is set to debut this August via DC's WildStorm imprint, and the addition of such unique, original IP video games like PROTOTYPE is sure to increase their successful line of best-selling comics based on licensed properties. Further details surrounding the new comic book series will be announced later this year.

PROTOTYPE puts gamers in control of Alex Mercer - a genetically mutated shape-shifter with no memory of his past, hell-bent on solving the mystery of his existence - as he tears through a densely populated New York City moving with Parkour-style fluidity and consuming anybody that gets in his way...assuming their physical identity, memories and abilities. Fueled by a three-way war between Alex, the military's elite Blackwatch division and a viral outbreak known as the Infected, players will venture deep into a dark conspiracy, 40 years in the making.

"PROTOTYPE is all about shape-shifting action, and we're using that key element to redefine the open-world game space," said Al Simone, Sr. VP of Global Marketing, Sierra Entertainment. "Another key feature setting PROTOTYPE apart from other open-world games is its incredibly deep, conspiracy-based back-story, and by joining forces with the largest comic book publisher in the world - DC Comics - we can bring this new anti-hero and his tale to an even wider audience of comics fans and gamers alike."

"We're blown away with what Sierra and developer Radical Entertainment have shown us of PROTOTYPE, and know with absolute certainty that this will make for a terrific comic book," said Hank Kanalz, VP & General Manager, WildStorm. "PROTOTYPE's back-story, visuals and gameplay are stunning, and we have every intention of bringing those core pillars to our book because this is a great opportunity to expand on the world they've created, and build something new and interesting for comic book fans."

PROTOTYPE delivers a fresh take on open-world games, with key features separating the game from the rest of the pack, including the anti-hero main character Alex Mercer and his deadly shape-shifting abilities, a stunning representation of New York City circa 2008 as the backdrop, and 'Deceive or Destroy' gameplay allowing players the choice to either blend in with the population or fully unleash Alex's deadly powers. With Radical Entertainment behind the wheel using their innovative 'Titanium' game engine, and touting a catalogue of successful titles including the highly acclaimed The Incredible Hulk: Ultimate Destruction, Simpsons Hit & Run and others, PROTOTYPE is aligned to be the ground-breaking open-world/action experience gamers have been waiting for.

PROTOTYPE is planned to release this autumn for next-gen console systems and the PC, and is currently rated "RP" (Rating Pending) by the ESRB. For more information on PROTOTYPE, be sure to visit the official game website located at www.prototypegame.com.


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Wed, 16 Apr 2008 08:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=380334&view=rss&microfeed=true
<![CDATA[ What's It Like Working With 50 Cent? ]]> What's it like making the follow up for million-selling, universally-panned 50 Cent: Bulletproof? Total freedom? Or is Fiddy running the show? ProllySays game director Julian Widdows at UK dev Swordfish Studios:


We were very much given control of the core experience, what we wanted to create with a 50 Cent game. He took a look at it and he was like, 'You know, it looks really cool, I'd like something a little bit more.' The guy's a gamer, which in and of itself is actually an advantage because he came in with a very honest, very open opinion - 'As a gamer, I want more than just a core experience'.

He's a gamer, just not a "crazy game head," m'kay?
Blood on the Sand Interview [CVG] [Pic] ]]>
Fri, 04 Apr 2008 21:00:33 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=376427&view=rss&microfeed=true
<![CDATA[ Prototype's Multiplayer Gets Cut ]]> Sierra's Prototype, once planned to featured online co-op multiplayer, will simply be a single-player affair, according to Radical's Tim Bennison. He tells Team Xbox that the Prototype team decided it wouldn't "be able to pull it off with the same level of quality and polish that we're aiming for with the original single player story." You're going to be going it solo, sadly, but perhaps your friends will get some enjoyment out of pointing at the screen, commanding you to punch that guy or punch that other guy.

Bennison leaves the window open for multiplayer opportunities post-release as DLC, but hints that Prototype would have to do well at retail for them to pursue it. That should comfort those who are interested in paying, say, $70 or so for your games.

Inside The Mind of Prototype's Alex Mercer [Team Xbox]

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Sat, 29 Mar 2008 18:00:56 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=373790&view=rss&microfeed=true
<![CDATA[ Your March Look At Prototype Screens Is Here ]]> I know what you're thinking. You're thinking that might actually be a Mercenaries 2 screen, based on the explosions and helicopters and palette and such. Sorry, but it's Prototype. There's no lack of things exploding in this updated look at Sierra's superhuman action game for Xbox 360, PlayStation 3 and PC. They even throw in some bluish skies to mix it up! Blue skies, punching, blood, 'splosions and helicopters?! Fabulous!

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Fri, 28 Mar 2008 17:30:38 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=373588&view=rss&microfeed=true
<![CDATA[ Sierra Debuts Oakenfold's Bourne Soundtrack Live ]]> Sierra and Yahoo! are teaming up to present the debut of the original soundtrack for their upcoming The Bourne Conspiracy game tomorrow at Winter Music Conference 2008 in Miami, Florida. World-renowned trance DJ and producer Paul Oakenfold will be performing the soundtrack live in concert at Miami's Mansion club, along with members of the Florida Classical Symphony and a special appearance by hip hop artist Cee-Lo.

"It was a rewarding experience to score The Bourne Conspiracy video game — I have always been a fan of the series and the pace of the game is an ideal match for my musical tempo and style," said Paul Oakenfold. "I look forward to premiering the soundtrack during "The Bourne Sessions" at WMC."
Yahoo! will be airing the event live tomorrow night at both Yahoo! Live and Sierra's own http://www.bournesessions.com/. As a big fan of Oakenfold's work, I will feel really bad on Wednesday when I realize I completely forgot about this.
Sierra Entertainment and Yahoo! to Debut Original Soundtrack by Award Winning Recording Artist Paul Oakenfold for Upcoming Video Game The Bourne Conspiracy(TM)

Live World Premiere presented by Sierra and Yahoo! will feature Oakenfold, members of the Florida Classical Symphony, with Special Guest Appearance by Cee-Lo, at Winter Music Conference 2008

LOS ANGELES, March 24 /PRNewswire/ — Sierra Entertainment and Yahoo! today announced that they will debut part of an original soundtrack by world renowned DJ, remixer and producer Paul Oakenfold for Sierra's upcoming video game Robert Ludlum's The Bourne Conspiracy(TM). The companies have partnered to present the world premiere of Oakenfold's score with "The Bourne Sessions," a live concert featuring Oakenfold and members of the Florida Classical Symphony, with a special performance by Atlantic recording artist Cee-Lo Green, at the 2008 Winter Music Conference (WMC) in Miami, Florida. "The Bourne Sessions" takes place at Mansion, one of Miami's newest super clubs, on March 25, 2008, with live webcasts by Yahoo! Live and through Sierra's The Bourne Conspiracy Web site.

Yahoo!, co-presenter of "The Bourne Sessions," will be broadcasting the event to viewers worldwide in several capacities:

— Yahoo! Live http://live.yahoo.com/ a new service from Yahoo! which
provides a social broadcasting experience, will air the event live on
March 25th from multiple perspectives so viewers can interact with each
other, in real-time. Sierra Entertainment is also partnering with
Yahoo! to broadcast live coverage of the event at
http://www.bournesessions.com/
— Yahoo! Music will air a fully produced, world broadcast premier of the
event via http://music.yahoo.com in late April
— Yahoo! will have the exclusive premier of Oakenfold's "Falling" music
video, featuring Cee-Lo
— Yahoo! Games will launch an exclusive, never-before-seen trailer of The
Bourne Conspiracy, on the day of the event


"We're thrilled to be co-sponsoring "The Bourne Sessions" event and to be able to bring the exciting content, music and action of The Bourne Conspiracy to viewers and fans all over the world," said Karin Gilford, GM of Yahoo! Entertainment. "By utilizing the different capabilities of Yahoo's programs, we can make sure that fans don't miss a beat."

"It was a rewarding experience to score The Bourne Conspiracy video game — I have always been a fan of the series and the pace of the game is an ideal match for my musical tempo and style," said Paul Oakenfold. "I look forward to premiering the soundtrack during "The Bourne Sessions" at WMC."

Oakenfold's intense soundtrack features his distinct style of up-tempo music and adds another tremendous layer to the game's cinematography techniques, presentation and pacing inspired by the Bourne films. As an added feature to the game, players will be able to unlock original tracks scored by Oakenfold and play them on demand by completing levels and achievements.

Created in collaboration with Ludlum Entertainment, and with story and character development in conjunction with Bourne screenwriter Tony Gilroy, The Bourne Conspiracy is a companion to the blockbuster series with an original story that uncovers the details of Jason Bourne's past. The third-person action game, developed by High Moon Studios, blends hunter-prey game play through a seamless mix of hand-to-hand fighting, gunplay and dramatic escapes. The action in the game is designed around Jason Bourne's signature combat style, with a combat system co-designed by renowned Hollywood stunt choreographer and Bourne fight coordinator, Jeff Imada.

"The Bourne Conspiracy takes gamers beyond the standard licensed video game and into a distinctively original world full of intense action, unprecedented music and a visceral cinematic experience," said Al Simone, senior vice president, global marketing for Sierra Entertainment. "Paul's music drives the rhythm and soul of the energetic and immersive gameplay. The result sets a new bar for action titles and gives gamers an authentic Bourne experience."

For more information on the Robert Ludlum's The Bourne Conspiracy video game, including screenshots and video trailers, please visit http://www.bournethegame.com.

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Mon, 24 Mar 2008 08:40:27 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=371331&view=rss&microfeed=true
<![CDATA[ Activision Force Sierra To Sing For Their Supper ]]> actibeg.jpg Poor Sierra. When Activision and Blizzard merged late last year, everybody forgot (or, more likely, didn't care) about what was going to happen to the venerable old studio. Well, here's what's happening: Activision are going to make each Sierra project currently in development get on all fours and explain why they shouldn't be killed off immediately. Games that are nearing completion/due this year, like Brutal Legend and Prototype, should be fine, but stuff that's not so far along will have a hard time of it justifying why they shouldn't be binned in favour of another Guitar Hero update or WWII Call of Duty.
Sierra games being pitched to new corporate masters at Activision [Variety]

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Wed, 19 Mar 2008 21:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=370013&view=rss&microfeed=true
<![CDATA[ Unbelievably Fake Australian Game Journalist Fight ]]> This "fight" "broke out" at some Australian "press event" for Sierra's The Bourne Conspiracy. It's fake. Set-up. Phony. Besides, Australians don't shove, knee and flail. Oh, no, they slug.

Watch Australian Games Journalists Fighting [videogaming247]

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Fri, 14 Mar 2008 04:00:54 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=367829&view=rss&microfeed=true
<![CDATA[ Jason Bourne Beats People Up Good ]]> This trailer for Sierra's Bourne Conspiracy video game, due out this Summer on the Xbox 360 and PlayStation 3, is relatively ho-hum until about halfway through when they get to the hand-to-hand combat section. This pretty much mirrors my opinion of the Bourne movie trilogy. The close combat was a highlight of the films for me, so hearing that they've worked with the fight choreographer from the movies definitely raises my hopes for the game. Then I remember Jet Li: Rise To Honor and go back to being cautiously optimistic. ]]> Fri, 07 Mar 2008 11:20:19 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=365086&view=rss&microfeed=true <![CDATA[ No HDD In Core? "Mistake" ]]> Core and Arcade Xbox 360s are missing something super important: a HDD. That means developers must make sure their games can work without a HDD so a segment of users aren't totally screwed. Rory McGuire, lead designer on PS3 title Bourne Conspiracy, says:


In retrospect I wish Microsoft had made the choice to have [mandatory] hard drives like Sony did with the PS3... They did it with the original Xbox. I'm not sure why they decided to not require a hard drive on the 360. From what I understand they don't move many [Core/Arcade] units... Developers certainly benefit [from a hard drive]," he went on to explain, adding: "if you have a hard drive, the whole game loads faster. Obviously you'll be facing a short install time, but the developer benefits from it and you definitely benefit from it as a player... So I think that was one of the mistakes that Microsoft made with the 360.

Another mistake is of course made by the people buying the Core/Arcade Xbox 360s.
No HDD "Mistake" [CVG] [Pic] ]]>
Mon, 03 Mar 2008 21:00:45 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=363296&view=rss&microfeed=true
<![CDATA[ World In Conflict Slated For Consoles This Fall ]]> Wic-win-cover.jpgGood news, console RTSers! Sierra/Massive Entertainment's acclaimed post-Cold War real-time strategy title World in Conflict is spreading from the PC to the Xbox 360 and PS3. Expected to launch fall 2008, these console versions won't just be a port of the original World in Conflict, instead including extra "new content" planned for both the singleplayer campaign and online multiplayer.

For existing PC players, this new content will come in the form of an add-on. Potential pricing has not been discussed. As for me, I just feel lucky that I'm no longer forced to own a PC to play a lot of games formerly reserved for the platform, even if the authenticity of experience isn't always duplicated.

World in Conflict destined for Fall 2008 release

Sierra Entertainment's Action-Strategy Opus World In Conflict Coming To Xbox 360 And PLAYSTATION®3 System In Fall 2008

The Genre-Bending "Best Strategy Game of 2007" Gets Even Better As It Heads to Consoles with Additional Single Player and Multiplayer Content

MARLOW (14TH FEBRUARY, 2008) - Sierra Entertainment, a division of Vivendi Games, announced today that World in Conflict™ - the groundbreaking action-strategy game that claimed the coveted E3 2007 Game Critics "Best Strategy Game" award and topped many "Best of 2007" lists - will appear on the Xbox 360® video game and entertainment system from Microsoft and PLAYSTATION®3 computer entertainment system this autumn.

World in Conflict, originally created by Sierra's-own Massive Entertainment, is being redesigned for consoles and will also include a host of new content for both the single-player campaign and the game's award-winning multiplayer mode. The new content will also be made available for personal computer as an add-on to the original World in Conflict game. More information on the PC release will be provided soon.

The World in Conflict game for Xbox 360 and the PLAYSTATION®3 system is being developed by Massive Entertainment in conjunction with Sierra's-own Swordfish Studios.

"World in Conflict was one of the best games on any platform in 2007 and its innovative action-focused gameplay makes it a perfect fit for the transition to consoles," said Martin Tremblay, president of worldwide studios, Sierra Entertainment. "World in Conflict is being reinvented for Xbox 360 and the PLAYSTATION®3 system, with innovative features and new single player and multiplayer content created for the console audience. World in Conflict on consoles will be an amazing extension of an already great gaming franchise."

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Thu, 14 Feb 2008 13:20:41 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=356598&view=rss&microfeed=true
<![CDATA[ Al Lowe Says Google Hurts Adventure Games ]]> AL-1992.jpgFor those who grew up in the early days of PC adventure gaming, Al Lowe needs no introduction. To those whom need such an introduction, Crecente is coming by your house later to use his feared hair whip fatality. Anyway, here's what the point and click adventure god had to say about developing adventure games in the modern gaming world:
No, not futile, but not mainstream either.
He continues:

They're not the majority audience as they were in the 80s. That same small slice of people who enjoy puzzle solving, being stuck, and figuring things out still exist. Of course, the Internet has hurt the puzzle aspect of adventure games. When you know that Google can find the answer to any puzzle, it's very tempting to go take a look!
He's right, part of the fun of those games was that, other than a few strategy guides, there was nowhere to turn for answers but to your PC dork friends. (And btw, did anyone ever beat Wayne's World? I never could.) Hit up Rock, Paper, Shotgun for the entire superb interview if you have any interest in Leisure Suit Larry, Police Quest, the history of modern gaming, etc etc etc. Seriously, this one is well worth the read. RPS Interview: Al Lowe [Rock, Paper, Shotgun] ]]>
Wed, 06 Feb 2008 11:40:07 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=353308&view=rss&microfeed=true
<![CDATA[ Blizzard Loots $1.2 Billion From 2007, Thanks To WoW ]]> Vivendi, of which Blizzard Entertainment is a division, released its 2007 earnings revenues today, revealing that the World of Warcraft publisher raked in $1.2 billion (€814 million) in revenue last year. WoW's 10 million large subscriber base contributed the lion's share of the Vivendi Games division's $1.5 billion take (€1.018 billion). Blizzard's revenue was up 58% year over year which can be attributed to strong sales of World of Warcraft: The Burning Crusade and a subscriber boost of 2 million people.

Vivendi pointed to lower earnings from its Sierra label, with sales of Crash of the Titans, Spyro: The Eternal Night, F.E.A.R. Perseus Mandate, Timeshift and World in Conflict as "not as strong as the 2006 release slate." Let's hear it for World of Warcraft, ladies and gentlemen!

Vivendi Full Year 2007 Revenues Increase Significantly (PDF) [Vivendi]

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Wed, 30 Jan 2008 18:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=350895&view=rss&microfeed=true
<![CDATA[ Leisure Suit Larry Box Office Bust Coming to Consoles, PC ]]> 116.jpegAs rumored, a New Leisure Suit Larry game is on its way to PS3, Xbox 360 and PC. Its title? Leisure Suit Larry Box Office Bust. Get it? Yeah, there are two innuendos going on there. Featuring a story from Happy Madison Productions writer Allen Covert, and stars Dave Attell, Shannon Elizabeth, and Jeffrey Tambor (as well as some other folk), we're looking forward to gold chains making an appearance in media other than WoW commercials. Play the game this fall.

So you know, I considered writing this post in obnoxious, uber-heterosexual speak complete with cheesy pickup lines, but then I realized the concept was so similar to my normal style that, well, I cried for a few minutes. Hit the jump for the full press release.

LOS ANGELES, Jan. 17 /PRNewswire/ — Sierra Entertainment, a division of Vivendi Games, announced today that the lovable loser, Leisure Suit Larry, is back in an all new side-splitting, pants-busting adventure game, coming to Xbox 360(R) video game and entertainment system, PLAYSTATION(R)3 computer entertainment system, PC and mobile phones this fall.

The Leisure Suit Larry(R) Box Office Bust video game gives gamers an all-access pass to the glitz, glamour and gorgeous women of Tinseltown. In this 3rd person adventure game, Larry takes a summer job working on his uncle Larry's movie lot doing odd jobs and trying to uncover a mole from another studio who threatens to air the studio's dirty laundry in the tabloids.

Leisure Suit Larry Box Office Bust is a rollicking, innuendo-laden lampoon of Hollywood that features open world sand box game play that includes exploration, platforming, racing and puzzle-solving to complete missions. Additionally, the game will feature an all-new Directors Game that allows the player to create their very own "Larry Feature."

True to form, Leisure Suit Larry Box Office Bust will feature sophomoric comedy and bombshell babes thanks to the writing talents of Allen Covert (Happy Madison Productions) and an All-Star cast of actors and actresses, including Jay Mohr (Last Comic Standing), Dave Attell (Insomniac), Shannon Elizabeth (American Pie), Carmen Electra (Starsky and Hutch), Artie Lange (Mad TV), Patrick Warburton (Family Guy), Jeffrey Tambor (Arrested Development), Nikki Cox (Las Vegas), Peter Graves (Mission Impossible), Jane Lynch (The 40 Year Old Virgin) and Josh Keaton (The Spectacular Spider-Man) as the voice of Larry Loveage.

"Leisure Suit Larry is an entertaining adventure that places gamers in the middle of Hollywood's tabloid-filled mayhem to create a fun gaming experience," said Al Simone, senior vice president of Global Marketing for Sierra Entertainment. "The collaborative efforts of Allen Covert and cast make this the most amusing and immersive Leisure Suit Larry video game yet."

The Leisure Suit Larry Box Office Bust video game is being developed by Team 17 and will be rated "M" for Mature. Vivendi Games Mobile is also making Leisure Suit Larry Box Office Bust available for mobile phones throughout Europe and North America. For more information, please visit the game's official Web site at http://www.leisuresuitlarry.com.

The teaser trailer for Leisure Suit Larry Box Office Bust will exclusively premiere Friday, February 15 both on-air on Spike TV's "GameTrailers TV with Geoff Keighley" and online at GameTrailers.com and other MTVN properties including comedycentral.com and spike.com.

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Thu, 17 Jan 2008 10:40:28 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=346033&view=rss&microfeed=true
<![CDATA[ Tonight, Bourne Game On G4 ]]> I've never gotten into the Bourne movies (I know, I really should, and I will watch them one day), but to those who have, Sierra/High Moon Studios' Bourne Conspiracy for 360 and PS3 will lift already lifted its skirt a little bit tonight last night on G4. X-Play aired never-before-seen in-game footage during an interview with lead game designer Rory McGuire for you to get all the Bourne fill that you can.

UPDATE: Blasted RSS! This aired last night (in the US at least).
Lead game designer Rory McGuire to demo never-before-seen level [gamesradar]

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Wed, 16 Jan 2008 10:40:20 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=345471&view=rss&microfeed=true
<![CDATA[ Hunting Prototype With The Blackwatch ]]> Radical Entertainment's Prototype is shaping up to be a pretty grey game. Not color-wise mind you, but in the whole good-versus-evil sense. Are you the bad guy of the story? Certainly it isn't the mutants - they're just humans caught up in a viral infection. The regular military is just doing their best to keep the peace. Then there's the Blackwatch, detailed in this behind-the-scenes video clip. A shadowy organization familiar with the virus that causes the whole mess, they aren't above killing innocent civilians who "might" have come into contact with it. Is their motivation really the protection of the species, or are they just a bunch of psychopaths with too much power and too many resources at their disposal? Whatever the case, this is just the sort of detailed background story that gets me all hot and bothered over a video game. Keep it up! ]]> Wed, 09 Jan 2008 09:20:34 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=342703&view=rss&microfeed=true <![CDATA[ Frankenreview, Geometry Wars: Galaxies (DS) ]]> With the lackluster releases this week, and considering the reviewers were a bit behind on this title, I figured, what the hell, let's do a Franken on Geometry Wars: Galaxies for the NIntendo DS. The promise of a pocketable version of one of the most addictive arcade titles in recent history alone would have been great. But since Galaxies DS provides a whole universe (OK, maybe just several galaxies worth) of entertainment, we have high expectations for this little portable.

So how was it? Hit the jump for our Frankenreview and find out: 5 muffin tops ready for ingestion.

graphwars.jpgIGN
You'll notice some slowdown issues when things get hectic, and the techno audio and sound effects often fight, having audio levels not always equalized as we'd like them...[but] the colors are still bright, however, and these remain to be some of the best particle effects we've seen on Nintendo's handheld, so while DS is the smallest piece of technology Geometry Wars has ever existed on, it still hold on to the spirit of the game very well.

OBS2%20copy—screenshot_large-1.jpgGameDaily
You move your ship with the D-pad while touching parts of the screen to direct your line of fire. You can also use the face buttons for directional fire, if you prefer a more "old-school" method of play, ala Robotron 2084. The shoulder buttons activate whatever bombs you may need — and you'll definitely need them. Messing around with both the D-pad and the touch-screen takes getting used to, but it's a surprisingly functional control scheme.

Gamespy
Called "geoms," Galaxies' widgets are the game's most interesting gameplay shift...Anytime you kill an enemy with your gun, or your drone kills an enemy, the enemy drops a small yellow geom. Geom gathering forces rethinks of classical circle-strafe Geometry Wars tactics. Various stages filled with walls, mazes and other strangeness will also force you to rethink your routes, but the geoms demand that you actually go, and go quickly, right where you've cleared some enemies

OBS2%20copy—screenshot_large.jpgGamesRadar
Fans will notice a significant drop in the amount of cursing and angry restarts that follow deaths. After you die, extra Geoms to unlock new levels or Drones are waiting for you in the menu, and leveling up your collection of Drones or testing your skills in some of the more challenging levels breaks through the monotony of its predecessors one-level grind.

Gamer 2.0
Geometry Wars: Galaxies is the definition of portable fun. Are the graphics great? No. Is the sound revolutionary? Probably not. Does the game make use of online play? No to that as well. But the bottom line here is that it gets the job done and it does what handheld games are essentially supposed to do.

Anyone pick it up yet? What do you think?

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Thu, 06 Dec 2007 12:00:28 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=330574&view=rss&microfeed=true
<![CDATA[ Geometry Wars Galaxies Co-op Rulez ]]> I had the chance to try out Geometry Wars: Galaxies co-op way back at E3 and, as I wrote then, the experience was great. It's the sort of "you lean up against me and I'll lean against you and that way neither of us sleeps with our head in the mud" gameplay that I love. On a side note, isn't it refreshing that the industry has finally fully embraced the co-op experience?

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Fri, 23 Nov 2007 13:30:29 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=325838&view=rss&microfeed=true
<![CDATA[ Ghostbusters Teaser Trailer, Gameplay Footage ]]> While the Ghostbusters video game teaser trailer is the ultimate in teasing, it still gives you a pretty good feeling of how faithful things are going to be to the original movie. It feels like it was crafter to induce fans to shout along with the rule - which I indeed did as I watched it. For something a bit more substantial, Kotakuite Sim pointed us towards G4TV.com, where they've managed to score some exclusive footage of the game in action. Can you say Slimer?

Ghostbusters Gameplay [G4TV.com]

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Fri, 16 Nov 2007 09:40:00 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=323655&view=rss&microfeed=true
<![CDATA[ More Details On Ghostbusters Game ]]> ghostbusters_iii_variety.jpgVariety has more details on the recently confirmed undead Ghostbusters video game sequel, including even better news about the game's voice cast. In addition to the three original Ghostbusters—Ramis, Aykroyd and Murray—Ernie Hudson, who played Winston Zeddmore in both films, and William Atherton, famous for his role as Water Peck.

According to Variety, the Ghostbusters game is coming to the Xbox 360, PlayStation 3, PC, courtesy of developer Terminal Reality, with more casual-aimed versions from Red Fly Studio coming to PlayStation 2, Wii and DS. The report has plenty of delicious details on the game's genesis and even includes a teeny, cropped screen shot.

Vivendi, Sony call 'Ghostbusters' [Variety]

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Wed, 14 Nov 2007 19:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=322943&view=rss&microfeed=true
<![CDATA[ Geometry Wars: Galaxies Still On Target For NA ]]> Yesterday we reported that Sierra's Geometry Wars: Galaxies for the Nintendo DS and Wii had been pushed back to January 18th, 2008, and to a certain extent it was true - but only for Europe. Galaxies is still on track for the Wii release on the 20th and the DS release a week later in North America according to Sierra, who dropped us a line last night to clear things up. We report on global gaming events, and sometimes the global part gets us a little dizzy. Have you seen that thing spin? Mesmerizing I tell you. So in summary, North American gamers be happy, European gamers continue lamenting. We'll keep you updated should your emotional state need to change any further.

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Wed, 14 Nov 2007 08:40:34 MST Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=322484&view=rss&microfeed=true
<![CDATA[ Geometry Wars XBLA Sequel Not Coming Yet, Galaxies Delayed ]]> With Xbox LIVE turning five, many of us were hoping for a new Geometry Wars title. And while it would have been an excellent way to commemorate the service, Bizarre Creations community and web lead Ben Ward has squashed our dreams of a last second, surprise announcement:

Not true I'm afraid. We are working on more Geometry Wars fun... but you won't be seeing it next week.
Oh well, at least we have Geometry Wars: Galaxies coming soon, right? Nope.

Sierra has just announced that the anticipated 2007 releases on the Wii and DS will be pushed back to January 18th, 2008. It's two hard knocks to Geometry Wars fans in one day, but I can assure you, Galaxies looks good enough to wait for. Still, we're sorry for catching both of your balls in this one, mega-nutshot.

No Geometry Wars sequel next week [xboxdomain]
Geometry Wars: Galaxies slips to 2008 [play]

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Tue, 13 Nov 2007 12:00:07 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=322105&view=rss&microfeed=true
<![CDATA[ This Week's XBLA Releases Are Puzzling, In A Good Way ]]> This Wednesday, look for new releases Switchball and Word Puzzle on Xbox Live Arcade. While we don't know much about word-search-with-bombs title Word Puzzle, we really enjoyed our time with Switchball way back at E3. So for any marble game fiends, it's a promising download. Both games run 800 points (lesser known as $10).

On a side note, wouldn't a marble fiend fan group be fantastic? We could arrange lectures, readings and dicussions...all about marbles and their many incarnations in not-so-popular culture. Not interested? What if we tempt you with some matching embroidered polos? Yeah, thought so.

Xbox Live Arcade gets a double dose of puzzles
[siliconera]

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Mon, 05 Nov 2007 12:40:42 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=318999&view=rss&microfeed=true
<![CDATA[ Freestyle Basketball Is Free, Probably Still Stylish ]]> Sierra's MMO basketball title Freestyle Basketball has gone completely subscription-free...or maybe that should be free-subscription. Either way, you can now play the game without paying anything. And while crossing an MMO with a sports may be your digital version of a peanut butter an sardine sandwich, there's surely a market of people who will continually play if only to complain that they "would never pay for this game." Seriously though, it's good to see games become free. Any fans?

Freestyle Street
[via digitalbattle]

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Thu, 25 Oct 2007 13:40:27 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=315174&view=rss&microfeed=true
<![CDATA[ Brütal Legend Trailer ]]>

Brütal Legend still hasn't been officially announced outside of a Game Informer magazine spread, but this trailer for Double Fine Productions' follow-up to Psychonauts or Epic Saga - Extreme Fighter is so dripping with awesome sauce that other video game developers must feel like throwing in the towel when faced with competition like this. Metal up your ass!!

Thanks, Jon!

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Tue, 16 Oct 2007 16:40:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=311632&view=rss&microfeed=true