<![CDATA[Kotaku: spoiler]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: spoiler]]> http://kotaku.com/tag/spoiler http://kotaku.com/tag/spoiler <![CDATA[ Gears of War 2 Leaked Boss Battle ]]> All you Gears-heads, I guess this is a spoiler alert, if you don't want to see or know what you're facing when Gears of War 2 drops Nov. 7. If you're slightly curious, this clip is 90 seconds long and is unlike anything faced in the original game. Details on the jump.

What begins with giant tentacles soaring out of the water (and flinging blood when they're cut up) swiftly turns into a bad-guy reveal that, wow, would make me cringe if I saw it in high-def for the first time. "Shit!!!!" Marcus says (I think), and he is right. The clip features some strategy on how to beat it. Of course at the end, whomever is playing just can't resist getting close, and he gets clobbered.

Leaked Gears of War 2 Boss Battle [Thoughts of a Random Gamer]

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Kotaku-5068896 Sun, 26 Oct 2008 10:00:00 MDT Owen Good http://kotaku.com/index.php?op=postcommentfeed&postId=5068896&view=rss&microfeed=true
<![CDATA[ Crossing Streams With Ghostbusters The Video Game ]]> Things I learned as a novice Ghostbuster:

Proton packs don't need reloading, but they do need venting or they'll overheat. Hmm, wonder if those clouds of steam could have something to do with the blood in my urine?

The PKE Meter is great at tracking down errant ghosts and seeing in low light situations but don't get caught holding one, other wise empty handed, when a ghost comes at you.

Slapping a ghost around a room, while fun and even necessary before trapping, really cuts into profits after you pay for the damages.

Sure Ghostbusting is fun, but tragically, watching someone Ghostbust can lead to nightmares, especially if you're seven and about to go to bed.

You can't start fires or blow stuff up with your unlicensed nuclear accelerator, but you can cross streams. Turns out that doesn't do anything really.

SPOILERS AHEAD

Yesterday I got a chance to take a July build of Ghostbusters: The Video Game for a test drive on my Xbox 360 debug unit. (The same one, it looks like, that McWhertor tried at Comic-Con) While it was loads of fun to play, it was also exceptionally short, more a tease than a taste.

The demo started out with my character, an entirely new trainee for the growing Ghostbuster mythology, standing in front of the New York Public Library in front of a mammoth crowd of cheering, chanting New Yorkers held at bay by police. After a short intro by Egon, Stantz and Winston, and a bit of surprise ghost action, we made our way inside to start off what turned out to be a training mission.

First up, learning how to use the proton pack. Pressing a button has you pull out your neutrona wand and brings up a small crosshair. (You can turn the crosshair in options) Pulling the trigger fires off a suitably impressive proton stream that wavers and flicks around the screen as you aim it. When the stream licks across objects it leaves a scorch path traced with angry red glowing lines. While I was able to mark up the wall and break a few small items I wasn't able to light up my friends. Instead the stream went dead automatically whenever I pointed it at another Ghostbuster and they quickly told me off.

After a bit of playing around a ghost, sort of a leaner, meaner, bluer looking version of Slimer, came zipping through the library's cavernous entrance. The graphics were fantastic, and surprisingly, a little creepy.

After the spectral display Ray tells me how to use the P.K.E. Meter. The one downside, you can't equip it and the wand at the same time. Hellooooo Doom 3. As soon as you equip the meter you also slip on a pair of paragoggles which allow you to see ectoplasmic activity, like ghosts flying straight at you when you don't have an F-ing wand in your hand.

Fortunately, this first intro to the meter has you walking around the entrance looking for activity and eventually tracking the ghost to other rooms. Eventually you meet back up with the other busters, who took another route, in the central reading room. As you walk in Ray and Egan are lighting up the place.

As you walk through the room things start flying all over the place, first desks and chairs and then books. As the books fly about they start to swirl back together and form a monstrous book golem. This first battle with a ghost doesn't last too long, but gives you a sense of how the streams work (crossing them doesn't seem to cause any issues) and how you can do things besides soaking ghosts in them. For instance you can also shoot pulses down your stream called Boson Darts and even use the capture stream (after the ghost is weakened) to slam the thing around the room.

I eventually tore the thing up so much it just dissipated, meaning I didn't have to tinker with my containment traps. Not yet at least.

After you take care of the golem you start to realize that the group is actually here after the Grey Lady, the ghostly librarian from the first movie. You spend a big chunk of the rest of the demo tracking her movements through the library. The tracking is actually kinda fun and filled with quite a bit of unexpected frights and supernatural signs, like things stacking and floating about. It's really done quite well.

The demo culminates with a battle with a pair of of these lean looking Slimers, capturing them pretty much requires using the containment traps. To capture a ghost you have to wrap it up in a capture stream and move it over the trap you've dropped. Once you do that it opens up and pulls the thing is. But before you can do that you have to weaken the ghost. The best way to do this is to slam the ghost all over the place, into walls, into the ceiling, the floor, objects. Eventually the thing goes limp and you can move it around. The whole thing felt very physical, which I think is what they were going for when they designed the mechanic.

I was always sort of looking forward to this game, but this first chance to put my digital paws on a proton pack and neutrona wand has me hungering for more. The thing is, it wasn't all about lighting up and capturing ghosts, which I think is a very smart move on the part of the developers.

It was nice to capture a tidbit of some of the stories that I hope will fill the game, making it an exploration of ghost stories. I was also delighted to find that the humor of the movie, at least some of it, seems to have find its way into the game. But what really surprised me was how the game actually gave me a few frights. In fact, I made the mistake of letting Tristan sit next to me as I played through it and it managed to make both of us jump in our seats several times. It actually frightened Tristan so much I had to tell him he couldn't play it. I think that's a good thing, not because I like to scare the bejesus out of my son but because this is a game that I don't think could thrive on humor and proton streams alone, it needs to explore the darker side of Ghostbusters as well.

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Kotaku-5032129 Fri, 01 Aug 2008 14:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5032129&view=rss&microfeed=true
<![CDATA[ A New Chapter: The Story of the Force Unleashed ]]>

I've got a very cruel test for you Star Wars fans. What we have here is a video dialog from the LucasArts folks that goes over some pretty major, pretty spoilerish, plot points for The Force Unleashed. It also shows off a lot of the game. Yes, painful. So you decide, hit the game fresh and untarnished or stoke your fan engines now. Either way, know it looks pretty bad ass.

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Kotaku-5016029 Thu, 12 Jun 2008 16:40:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5016029&view=rss&microfeed=true
<![CDATA[ The First 10 Minutes Of Metal Gear Solid 4 ]]> metalgear10min.jpg Earlier this morning Ashcraft attended a press event in Japan for Metal Gear Solid 4: Guns of the Patriots, where Kojima himself played through the game for about 40 minutes. Game Videos was kind (or evil) enough to commit the first 10 minutes of said gameplay to video, essentially capturing the experience of starting up MGS 4 for the first time.

Now, I know how some of you are about spoilers, so I am posting this after the jump. You do not have to look. You can move along right now and forget that this post even exists. Completely up to you. Me? I'm not looking, but I'd be remiss in my duties if I didn't at least draw your attention to it.

Enjoy the extremely difficult choice.

Okay, but you asked for it.

Happy now?

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Kotaku-390011 Tue, 13 May 2008 12:00:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=390011&view=rss&microfeed=true
<![CDATA[ Two Hours of Mario Kart Direct Feed ]]>
Wii Nintendo got their paws on Mario Kart Wii and filmed two hours of direct feed of them playing through all 32 courses of the game's 150cc level. WiiNintendo offers up their opinion on the game at the link pasted below. In general they seemed to love it, though it sounds like 50cc and 100cc racing wasn't much fun and they couldn't really play with the Wheel.

Hit the jump for the course run down and the video for two hours of spoilers.

Two Hours of Mario Kart Wii Direct Feed, All 32 Courses [Wii Nintendo]


Course Rundown:
Mushroom Cup:
Luigi Circuit
Moo Moo Meadows
Mushroom Gorge
Toad's Factory

Flower Cup:
Mario Circuit
Coconut Mall
DK's Snowboard Cross
Wario's Gold Mine

Star Cup:
Daisy Circuit
Koopa Cape
Maple Treeway
Grumble Volcano

Special Cup:
Dry Dry Ruins
Moonview Highway
Bowser's Castle
Rainbow Road

Shell Cup:
GCN Peach Beach
DS Yoshi Falls
SNES Ghost Valley 2
N64 Mario Raceway

Banana Cup:
N64 Sherbet Land
GBA Shy Guy Beach
DS Delfino Square
GCN Waluigi Stadium

Leaf Cup:
DS Desert Hills
GBA Bowser Castle 3
N64 DK's Jungle Parkway
GCN Mario Circuit

Lightning Cup:
SNES Mario Circuit 3
DS Peach Gardens
GCN DK Mountain
N64 Bowser's Castle

Two Hours of Mario Kart Wii Direct Feed, All 32 Courses [Wii Nintendo]

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Kotaku-377830 Wed, 09 Apr 2008 13:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=377830&view=rss&microfeed=true
<![CDATA[ Hidden Playable Character In Mario Galaxy Revealed ]]> In a rare leak for a Nintendo game, it appears scans of the Super Mario Galaxy strategy guide reveal a second, as yet unknown playable character. No, it's not the penguin shown above, but someone familiar. The secret character won't be available from the outset of the game and will, in fact, require a fairly high amount of item collecting to unlock.

While the alternate playable character probably won't come as a whopping surprise to longtime Nintendo fans, in the interest of helping some of our more sensitive readers spoiler-free, details on the secret are after the jump.

mario_galaxy_guide.jpg

Yes, Luigi will be playable once again in a proper Super Mario adventure, but only after you've secured 120 stars, completed the purple coin missions, and defeated Bowser a second time. According to the alleged guide scan "Luigi jumps higher and further, and also runs faster, but has trouble stopping. They each have the same moves, such as the long-jump or backflip, but the difference in their basic jump, running speed, and stopping ability makes completing the game harder."

A nice little bonus that ensures I'll be getting every damn star in the game.

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Kotaku-317469 Wed, 31 Oct 2007 17:40:32 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=317469&view=rss&microfeed=true