<![CDATA[Kotaku: thq]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: thq]]> http://kotaku.com/tag/thq http://kotaku.com/tag/thq <![CDATA[Settlement Gives THQ the WWE License Until 2018]]> THQ wrapped up two big loose ends at the end of this year, reaching a settlement with Jakks Pacific over who owed what for the rights to World Wrestling Entertainment and, separately, extending its deal with the promoter to 2018.

In the first case, a three-party settlement among all involved will see THQ paying WWE $13.2 million, and Jakks another $20 million in four installments over the next four years. THQ and Jakks had been partners in the WWE venture, and this settlement effectively buys out Jakks, as the two sides have announced that their partnership ends Dec. 31.

THQ and Jakks had been in litigation since July, after Jakks had notified WWE it would renew the two sides' license, but THQ then sued, saying Jakks wasn't authorized to make such a decision. The payments to both WWE and Jakks resolve those entanglements.

Secondly the license renewal between THQ and WWE begins on Jan 1. and lasts eight years, which is three years beyond the original renewal term. Terms of that were not disclosed.

Got all that? What's it mean? One, THQ will continue to make WWE games, such as its Smackdown vs. Raw series. And, two, it puts that license out of reach for the next eight years. The lack of resolution on this issue had led some to speculate that EA Sports, which has teased a new game announcement come January, might be moving in on 'rasslin. We now know that not to be the case, so EA Sports' new game will have to be something else.

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<![CDATA[2009 in Review: The Sports Video Game Report]]> Every year in sports has its winners and losers, but in sports video games, the results aren't about pennants and trophies. And they're not always clear-cut, either.

In many ways 2009 was like most for sports games - every major team sports title put out a new version; Madden sold a ton for EA Sports; cover athletes were leaked and/or announced; titles such as EA Sports' FIFA and NHL followed their own strong traditions, while ones like THQ's UFC Undisputed broke new ground. Kotaku's roundup of 2009 is not of the routine stories however, but the ones that had the most lasting impact on this year, and should into next year, too. We invite you to continue the discussion in our comments.

The Race is Over for NASCAR
In early February, EA Sports announces there will be no sequel to NASCAR 09, ending a series going back under various names to 1998. The title's biggest problems were in the franchise's poor sales and limited growth potential. Later, EA Sports boss Peter Moore reveals that the NASCAR development team has been repurposed to its upcoming EA Sports MMA, and the publisher has no plans to restart the racing franchise.

Lawsuits Threaten College Titles' Realism
In May, former Arizona State and Nebraska quarterback Sam Keller files a class-action lawsuit alleging that the NCAA and EA Sports use and/or profit from the use of college athlete's likenesses in video games, without their permission. Keller's complaint points to the two-faced nature of the college sports authority, which requires its athletes' adherence to strict amateur codes while reaping millions off, in effect, their labor. But compensating Keller, or any other athlete, for the use of their likenesses while they are still in school would render them ineligible. Keller's suit points out how easily identifiable he and other players are in the NCAA games - indeed a cottage industry has cropped up to rename roster files, which are disseminated via the EA Sports Locker feature in both its football and basketball titles. Later in the year, former UCLA standout Ed O'Bannon also sues on the same grounds, but said he would use the suit to create a trust fund that could compensate players after they graduate, to preserve the value of the products in which they appear without violating their rights or eligibility. Neither suit has yet gone to trial, but NCAA Football and Basketball without realistic rosters would seriously damage both titles.

Mixed Martial Arts: The Sport of the Future
UFC 2009 Undisputed by THQ debuts in May and is immediately that month's biggest seller, helping put a gold star over mixed martial arts as the newest it-franchise for sports gaming. Although THQ has the UFC license for foreseeable future, rumors that EA Sports has eyes for the sport come true at E3 2009, when EA Sports MMA is announced. Voluble UFC boss Dana White unleashes invective at EA, saying the publisher years before had told his outfit, "You're not a real sport," and "EA doesn't give a [expletive] about mixed martial arts." White also warns fighters they "won't be in the UFC," if they sign on to EA Sports MMA. EA Sports boss Peter Moore doesn't respond directly to White, but says he's backed MMA in video games going back to 2000 on the Dreamcast. Meanwhile, EA Sports MMA signs names such as Fedor Emelianeko, Randy Couture, Jason Miller and, ultimately inks a deal with MMA promotion house Strikeforce. Word spreads that UFC 2010 Undisputed is due in May - and EA Sports declines comment on a rumor that EA Sports MMA won't be out until September.

Trash Talk on the Court
NBA 2K10 is again the consensus leader among pro basketball titles, but NBA Live 10 is a significant improvement over previous years' lackluster offerings. This year, it becomes easily the most competitive, and heated, rivalry among published sports titles. It gets personal when EA Sports is praised for putting out a comprehensive patch that it says was built with community feedback. A representative of 2K Sports, in a post later taken down, goes into a forum to question whether such a patch could have been built and passed certification so quickly - which implies EA Sports began work in advance of the game's release and knew it was shipping substandard code. The NBA Live team returns fire on its blog with a wave of screenshots showing people offering NBA 2K10 for sale on Craigslist, insulting its quality, and pledging allegiance to NBA Live.

Catch a Tiger with Tail
Golf superstar Tiger Woods' failure to keep it in his pants is the subject of a hilarious machinima re-enactment from China, but as the scandal wears on it starts getting less funny and starts costing more money. As Woods' major corporate sponsors such as Accenture and Gatorade begin dropping him or scaling back his appearances, the question is put to EA Sports, which has the golfer at the front of both its console golf title and an upcoming free-to-play online version. At first EA Sports stands by its man, but later issues a second statement that, reading between the lines, is a little more qualified in its support. Woods is taking an indefinite leave from the PGA Tour heading into 2010, and it becomes clear that as long as he is away from the course, EA Sports will face these questions.

Iced Hockey
Not a poor game, but not exceptional in its later years, the consensus still places 2K Sports' NHL franchise a distant second to EA Sports' NHL in 2009, and that seems to be enough for the Take-Two leadership. In December, the game is conspicuously left off a corporate filing that announces upcoming dates and platforms for other sports titles in 2010. Asked if NHL 2K has been canceled, a 2K Sports spokesman replies only that no plans have been made for that property, which is taken as a "yes," by most. Furthermore, the same listing shows NBA 2K10 - by far 2K Sports' best team property - as "TBA" for the platforms to which it will release. This likely means the end of that series' brief Wii experiment.

Baseball Been Bery, Bery Bad to Take-Two
This was a terrible year for horsehide under the 2K Sports brand. MLB 2K9 wasn't just a regression from the series' previous offering, it went out the door with a staggering number of glitches in the product. Terrible graphics and even comical player faces also contributed to the savage reviews it received. Spinoff titles like The Bigs 2 and Front Office Manager, concocted to help offset what one analyst thinks is the $40 million paid for MLB exclusive licensing back in 2005, failed to sell according to expectations. In December, Take-Two CEO Strauss Zelnick singles out the company's baseball franchise for blame when the company announces it will miss earnings projections. Two weeks later, Take-Two announces a $137.9 million loss for the fiscal year.

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<![CDATA[Rumor: Big Layoffs At Heavy Iron Studios [Update]]]> We've learned over the weekend that most of the employees at Heavy Iron - a former THQ subsidiary that's best-known for its movie tie-in games - may be spending the holiday season looking for a new job.

Sources have told Kotaku that around 60-70% of the studio's staff are to be laid off this week, most likely on Wednesday. This week being Christmas. With a total headcount of just over 100, that's a sizable percentage of the studio's total workforce.

Losing your job is never a good thing, but losing it over Christmas? That makes it twice as hard.

Heavy Iron were once a THQ studio, responsible primarily for games based on Disney/Pixar cartoons, though they also released Evil Dead: Hail to the King. The company were let go from THQ earlier this year as part of the publisher's cost-cutting measures.

Update: Before rumored cutbacks, Heavy Iron studios staff is closer to 60 employees total, according to a secondary source, having been downsized from 120 employees over the course of several rounds of layoffs. The developer still has an ongoing project in the works, according to that source.

Update 2: Crisis talks have averted the proposed layoffs, internal sources tell Kotaku, those originally earmarked for the sack instead being kept on temporarily as a "calculated risk" for the company following talks with publishers over the past two weeks.

The status of those employees will be reassessed next month, we are told.

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<![CDATA[Get Your Ass Back To Mars For Quintuple Red Faction XP]]> Volition has noticed that not many of you are playing Red Faction: Guerrilla online at the moment, and have just launched five days of quintuple experience points in order to lure you back to Mars for the holidays.

It's hammer time! Every game has triple and double XP weekends these days. Volition wanted to take things a step further with its "Get Your Ass Back to Mars" event. From today through December 21st, logging in and blowing things and people up will net you five times the normal experience points, meaning that getting 50 achievement points or a gold trophy for hitting 100,000 XP will be easier than ever, not to mention unlocking the fabled ostrich hammer at 120,000 points.

During the event, be sure to follow the Red Faction Twitter for chances to score free downloadable content codes, which make great virtual stocking stuffers, possibly.

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<![CDATA[Hey, Looky That. UFC Undisputed 2010's Dated]]> Big ups to reader Philip C. for spotting something my sandy eyes missed this morning when I was doing Weekend Coupons. UFC Undisputed 2010 has a release date of May 25, according to the latest Gamestop ad.

Of course, the game itself will get a debut trailer at tonight's Video Game Awards on Spike. But other than the gameplay, you now have the big news it will deliver.

GameStop Weekly Ad
[Thanks Philip]

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<![CDATA[Who Put Out The Most Good Video Games In 2009? [UPDATE]]]> On Wednesday, EA CEO John Riccitiello provided evidence — in chart form — that his company published the most well-reviewed games of 2009. Wanting to test his assertions, I dug into the data and found some surprises.

The EA chart was shown at an investor's conference, designed to appeal to people who EA hopes will think positively of the company's stock, which is labeled as ERTS. So they show off unusual stats, as you can see above, such as the number of games delayed or not delayed. That sends the message that: You can trust our company to deliver on its promises when we say we will.

That's sort of interesting, but how about this idea that EA puts out the most good games? The chart you see above was created by EA and pulls from Metacritic, the aggregator site that pulls review scores mostly from gaming outlets that publish review scores (i.e not Kotaku). EA had gone into the site and counted up the games released between January 1 and November 30, 2009 that scored an 80 average or more. The evidence points to EA not only improving quality year over year — I haven't met a gamer who would deny that — and now leading in quality — which is more controversial.

Shall we check that?

EA

EA counts itself as having 19 80+ games. If you do the most generous counting, you actually get 25. Let me show you (Metacritic average in parentheses):

The Beatles: Rock Band (92)
Dragon Age: Origins (91)
FIFA 10 (91)
Left 4 Dead 2 (90)
Burnout Paradise: The Ultimate Box (89)
Skate 2 (89)
NHL 10 (88)
Tiger Woods PGA Tour 10 (88)
Fight Night Round 4 (87)
Boom Blox Bash Party (86)
The Sims 3 (86)
Madden NFL 10 (85)
Tetris (85)
Battlefield 1943 (84)
Need for Speed Shift (84)
Brutal Legend (83)
NCAA Football 10 (83)
Dead Space Extraction (82)
Henry Hatsworth and the Puzzling Adventure (82)
Mirror's Edge PC (81)
The Sims 3 World Adventures (81)
EA Sports Active (81)
EA Sports More Active Workouts (81)
Left 4 Dead Crash Course (80)
NBA Live 10 (81)

I can see why EA didn't count some of the above 25 in its chart. In fact, I can get to their 19 easily. Let's knock out six listings: 1) Mirror's Edge PC, because it's a port of a 2008 game 2) Burnout Paradise Ultimate Box (compilation of an '08 game), 3) The Sims 3 World Adventures and 4) EA Sports More Active Workouts (which both expand and somewhat require ownership of their earlier edition or edition's peripherals), 5) Left 4 Dead Crash Course DLC and... Well, 6) could go one of two ways. We could not count Rock Band, which EA distributes but doesn't publish, or we could not count the PSP Minis release of Tetris.

This is a hefty amount of 80+ games. If we average the full 25, we get this: EA's average 80+ metascore is 85.20. Let's not count six games. We'll include Rock Band but not Tetris. Then we get 85.95. It goes down only to 85.58 if I use Tetris and not Rock Band.

[UPDATE: I originally used the 360 Dragon Age metascore of 86 but have since updated the math above using its PC score of 91. Seemed only fair given PC was its lead platform. I've gone through this post and updated all listings to reflect the highest score given to any PC or console version of these games.]

Let's see if EA counted its competitors correctly.

Activision

Activision is listed as having only four 2009 games with 80s or higher. That matches what I found:

Modern Warfare 2 (94)
Guitar Hero 5 (89)
Guitar Hero: Metallica (86)
DJ Hero (87)

A little math shows that: Activsion's average 80+ metascore is 89. Better than EA's, but it's only four games, and really, if you want to do a fair comparison of publisher quality, you'd have to do an average of all their games. Also notable is that there was a wide disparity between some versions. I used the highest Guitar Hero score, which was an 89 on the Wii. The game averaged an 85 on the Xbox 360.

Ubisoft

Moving right along, here's Ubisoft, listed as having only two over-80s by EA. But if you go past EA's cut-off date of November 30, Ubi manages a third.

Assassin's Creed II (92)
Might and Magic Clash of Heroes (86 *Game was released in December)
Dawn of Discovery (82)

More math: Ubisoft's average 80+ metascore is 86.67 with Might and Magic. It is another publisher with just one 90+ game.

THQ

THQ time. EA counts four 80+ games. I think they forgot Rocket Riot, an Xbox Live Arcade game. Let's make it five.

Dawn of War II (85)
Red Faction Guerilla (85)
UFC Undisputed (84)
WWE Smackdown Vs. Raw 2010 (82)
Rocket Riot (80)

Result: THQ's average 80+ metascore is 83.2. They had no 90+ games.

Take Two Interactive

Then we come to former EA target of acquisition Take Two Interactive, listed as having six games that were at or over 80. I count seven, because I'm including The Bigs 2, which may have gotten a 76 on the Xbox 360, a 68 on the Wii, but got am 80 on the PS3.

GTA Chinatown Wars (93)
GTA IV: The Lost and Damned (90)
GTA IV: The Ballad of Gay Tony (89)
Borderlands (84)
NBA 2K10 (83)
Beaterator (80)
The Bigs 2 (80)

I do Take Two no favors for the average here by including The Bigs 2, but I did just make them look better by counting it in the overall tally, right? Anyway, Take Two's average 80+ metascore is 85.57. And look! They have two games with a 90 or above.

Nintendo

Now we got to Nintendo, a publisher I think a lot of gamers would assume would be the answer to the question posed in the headline. EA counts Nintendo as having had 16 games rated 80 or up this year. I'm with them. One could count a 17th title, the DSi application Flipnote Studio, which, at a 93 score, was the highest-rated software from the company this year on Metacritic, but it is so not a game.

Metroid Prime Trilogy (91)
Mario and Luigi Bowser's Inside Story (90)
The Legend of Zelda: Spirit Tracks (87)
New Super Mario Bros. Wii (87)
Punch-Out (86)
New Play Control Pikmin (84)
Professor Layton and the Diabolical Box (84)
Art Style Digidrive (83)
Art Style Pictobits (83)
Rhythm Heaven (83)
Pokemon Platinum (83)
Mario Vs. Donkey Kong: Minis March Again (82)
Fire Emblem Shadow Dragon (81)
Art Style Box Life (80)
Wii Sports Resort (80)
Wii Fit Plus (80)

You could load up this one with caveats, noting that the Metroid and Pikmin games aren't new, but let's include them. Nintendo's average 80+ metascore is 84 even. Credit them with a pair of games at 90 or above.

Sony

How about Sony? They are the makers of what Metacritic declared to be the platform with the best-reviewed games of 2009. Looking at them as a publisher of games on PS3 and PSP, EA counted 15 80+ games. I don't get that. I counted 13. I added a 14th, PixelJunk Shooter, which was released after EA's cut-off date but would seem invalid to exclude for timing reasons. If anyone can find the two other games that EA counted and I missed, let me know. [UPDATE: Readers found one: Zen Pinball. I've added it and updated the averages.]

Uncharted 2 (96)
God of War Collection (92)
Killzone 2 (91)
MLB 09 The Show (90)
Wipeout HD Fury (89)
LittleBigPlanet PSP(88)
PixelJunk Shooter (87 *Game released in December)
Flower (87)
PixelJunk Monsters Deluxe (86)
Ratchet and Clank Future: A Crack in Time (86)
infamous (85)
Patapon 2 (81)
Resistance Retribution (81)
Buzz! Quiz World (80)
Zen Pinball (80)

Let me average that up for you. Sony's average 80+ metascore is 86.6. Not shabby at all. Plus, the company can boast four 90+ games, albeit one of them a compilation of PS2 hits.

Microsoft

The final publisher considered by EA was Microsoft. They count six titles at 80 or above.

Forza Motorsport 3 (92)
Shadow Complex (88)
Trials HD (86)
Splosion Man (84)
Halo 3 ODST (83)
Halo Wars (82)

Let's crunch that. Microsoft's 80+ metascore average is 85.83.

EA didn't tally the top scorers for Capcom, Sega and Warner Brothers. All had a batch of stellar games, so I figured I'd do the work.

Capcom

Capcom — four games at 80 or above

Street Fighter IV (93)
Resident Evil 5 (85)
Marvel Vs Capcom 2 (82)
Monster Hunter Fredom Unite (81)


Capcom's average 80+ metascore is 85.25.

Sega

Sega - three games at 80 or above

Empire Total War (90)
Football Manager 2010 (88)
MadWorld (81)

Sega's average 80+ metascore is 86.3

Warner Brothers Interactive Entertainment

Warner Brothers Interactive Entertainment -two games at 80 or above

Batman Arkham Asylum (92)
Scribblenauts (80)

Warner's average 80+ metascore is 86. They've got a 90+ as well.'

The Answer(s)

It's no surprise that EA's chart accurately showed that the publisher had the most well-reviewed games, though, thanks to Kotaku, you can now see what those games were. This breakdown shows a couple of other things:

1) While EA had the most games that received 80+ scores, its average score for such titles settled between its two most prolific game-publishing competitors. It beat Nintendo but was beaten by Sony.

2) It's clear that no matter how many well-reviewed games a publisher has, getting an 80-89 score is far easier than getting a 90+. That seems to be the big equalizer among these top publishers. No one makes lots of those and few make more than a couple.

So which company made the most good video games in 2009? Probably the one you like the most. But if you want to try using numbers to back it up in 2009, I think you have to go with EA for quantity or Sony for 90+ excellence and a higher average score from its 80+ titles.

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<![CDATA[UFC Undisputed 2010 to Debut at VGA Awards]]> THQ's acclaimed UFC 2009 Undisputed is up for a Video Game Award, which make's Spike's broadcast this Saturday the perfect time to debut the mixed martial arts title's highly anticipated sequel.

The awards show will feature the first ever gameplay footage of the UFC Undisputed 2010, plus commentary from top UFC fighters. A news release from THQ says "the footage will be introduced through a special UFC guest appearance." I just hope it's not a scripted bout with whomever's presenting.

Following is a teaser trailer that went up earlier today; it doesn't give up much of anything to expect in UFC Undisputed 2010.

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<![CDATA[Already, Homefront 2 Is On The Cards]]> Homefront, THQ's shooter set in a US conquered by a rampaging...North Korea isn't even out yet, but already, the publisher has big plans for post-release DLC and a full-blown sequel.

Speaking yesterday at the FBR Capital Markets 2009 Fall Investor Conference, THQ's Danny Bilson revealed that Homefront's plot involves your player and his colleagues moving fuel. And that's it. You're moving fuel for an attack on the Golden Gate Bridge, with further events in America's war against the globe-trotting North Koreans to be depicted in DLC and Homefront 2.

Why's he so confident? Bilson is pumped about not only the game's multiplayer prospects - in a genre dominated by Modern Warfare - but also its narrative. Which is being handled by the guy who did Red Dawn.

THQ already planning Homefront 2 [GameSpot]

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<![CDATA[THQ Makes A Move Into Montreal]]> The game industry job market in Quebec gets another shot in the arm today, as THQ announces plans to open a massive development studio in Montreal, with plans to create more than 400 new jobs over the next five years.

THQ's Montreal Studio, planned to open in 2010, will represent the company's largest development facility, with a focus on developing core titles and supporting its global studio system with other projects. Heading up the new studio will be Dave Gatchel, the former general manager of THQ's Paradigm Entertainment studio, which was shuttered late last year along with several other development facilities.

Montreal once again proves it has the incentive and support system in place to lure in the major game studios.

"Montreal's outstanding pool of creative digital media talent and its highly regarded university system makes this the ideal location to support our future product and technology development needs," said Steve DeCosta, THQ senior vice president, THQ Core Games, Operations and Finance. "Moreover, government support, in the form of reimbursable tax credits and other incentives, enabled Montreal to stand out as the best combination of creative talent and favorable economics of the cities we evaluated for our new studio."

Expect the first games out of THQ Montreal sometime in fiscal year 2013.

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<![CDATA[It's Christmas Time For Dawn Of War II's Expansion]]> The snow is falling, the fires are crackling, we've got some new screenshots for the Dawn of War II expansion, Chaos Rising...Merry Christmas, Immortal Emperor!




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<![CDATA[Beat A Man Into A Urinal, Consider Buying Deodorant]]> I think I can tell when ad people are joking. I tested that skill recently at an in-game advertising event. The people from Take Two saying a BioShock Big Daddy would be a great pitchman for Black and Decker? Joking.

The Ubisoft guy who preceded them? Maybe joking.

He was talking about smashing people into urinals in next February's Splinter Cell: Conviction. He was getting big laughs when he set up one of the game's interactive interrogation scenes by saying, "You might have several moments in the game [when] it's like a choose your own adventure, but it's choose your own torture." Chuckling and guffawing from the crowd. He was showing Sam Fisher bashing a guy into a urinal and noting that there was a deodorant ad next to that urinal.

"You will see a deodorant ad," he said.

You will be bashing a bad guy into porcelain.

And you will wonder, he said — joking? — "Is that the new Degree deodorant I want to buy?"

More laughter. And his kicker: "It's going to be very effective."

Credit the man, Jeffrey Dickstein, head of digital advertising at Ubisoft, for getting a reaction from a crowd of ad buyers. They were gathered in midtown Manhattan at a Lincoln Center theater space usually used for jazz performances. This wasn't the most game-savvy crowd, though they were there to be coaxed into buying ads for placement in the video games supporting Massive's in-game ad network. The buyers didn't seem to get the Big Daddy joke. They chuckled when descriptive ESRB ratings warnings appeared on a big screen, as if they'd never seen them before.

This was the second "Upfront" hosted by Massive, an attempt at an annual event.

I've attended both and look forward to, I guess, the fifth or sixth one. In theory, they'll get really good if they follow the model of more established media.

Upfronts for TV networks sound like wondrous things. NBC shows off its fall line-up to advertisers and does everything it can to dazzle its audience of prospective advertisers. They bring their stars on the stage. Maybe Conan O'Brien or Jay Leno does a stand-up routine.

Video games? Not quite there with the upfront yet. We're past the awkward first one from last December, when an Activision representative stood up at this press-invited event and blabbed the existence of Modern Warfare 2 and a new hands-free Tony Hawk.

At the second one, held earlier this month, the messaging was more disciplined. Straight-laced, you could say. As in when Dave Anderson, head of business development at Activision, talked about ad placement opportunities in Guitar Hero, described how new ad-showcasing camera angles were introduced into this year's DJ Hero, and mentioned something we may not have mentioned here on Kotaku yet, that Tony Hawk Ride is primarily targeted at 10-14 year-old boys. He also said that "I've wanted to be here since I was a small boy," assumedly referring to the jazz hall at Lincoln Center we were in, which was opened five years ago. Joking?

The Take Two people were the most entertaining. They threw free t-shirts to the seated ad folks. They aired a mock ESPN segment that showcased ad placement opportunities in the virtual arenas and fields of 2K Sports' hockey, basketball and baseball franchises. Their segment ended with the BioShock joke, which went over the heads of most of the people there.

The Massive folks, affected as they may be by some department cuts this year, can still cite some strong numbers. They've served 1000 ad campaigns in the last year and a half, an executive announced at the presentation. Massive research indicates that 63% of gamers recall the ads they've seen in games, a number Massive says is on the rise. People see in-game ads, and they send text messages the numbers the ads encourage them to. They visit product websites. They buy cars.

Massive is selling packages to these ad buyers. Advertise in the biggest games that third-party publishers have allowed to be in the Massive in-game-ad network. Or just advertise in the sports ones. Or be the only advertiser in an entire genre category. Or take over the entire Massive network for a day.

The Massive people and the game publisher people mostly say things that wouldn't horrify gamers. Even at a conference like this, in-game advertising doesn't sound like the mood-killer gamers have been wry that it could become.

The THQ exec talks about putting ads on the mat of a virtual UFC ring. The Blizzard person talks about keeping ads out of that company's games, relegating them to surrounding websites, log-in pages and the like.

Our Ubisoft man explains how the Splinter Cell team has generated heat maps to determine where players look in a level, and ensured that ad-placement locations are situated in those lines of sight — which might sound potentially irritating, but he's the one talking about making advertising in games as innovative as gameplay. And he's the one talking about selling deodorant to players as they make a bad guy tumble into a urinal.

Or was that part a joke?

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<![CDATA[Darksiders: Instruments Of Destruction]]> In this video, titled Darksiders Book One: The Horseman's Road, we get a look at the tools that former apocalyptic horseman War utilizes in his twisted quest for redemption.

I'm liking the look of Darksiders more and more each time I see it. The gameplay does seem derivative of other action platformer titles, but I don't see anything wrong with that. I don't mind if a game looks or plays like another one, as long as it is entertaining. If we avoided things only because they looked like other things then we never would have had that crush on the girl at the record shop who looked like a punky version of Cameron Diaz, and then where would we be?

Note that this is the UK version of the video, and Darksiders hits North America on January 5th.

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<![CDATA[Joe Madureira Talks Darksiders Development And Horse Hate]]> Comic book artist turned game developer Joe Madureira talks about the challenges of designing the characters and creatures of Darksiders, the influence of movies on the game, and how he really hates drawing horses.

For a guy who hates drawing horses, he sure did a fine job with Ruin. Such a fine job that ruin simply jumps to life right off of the page, in one of the cheesiest developer diary video tricks I've ever witnessed. It's close to Doug Henning cheesiness, and that's no small feat. Still looking forward to the game, as long as Madureira promises never to do anything like that again.

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<![CDATA[Darksiders Is "Akin to Zelda" But Way Bloodier]]> We're exactly three two months and one day away from Darksiders' ship date and I'm still waiting for Battle Chasers #10.

I'm sure comic-book-author-turned-game-designer Joe Madureira is pretty sick of hearing that for the last eight years or so. But here's hoping his game will make you forget all about war-torn worlds, burly swordsmen and huge gauntlets.

Oh, wait...

Darksiders, for those of you who don't know, is about one of the Four Horsemen of the Apocalypse, War. Turns out, there was a false Apocalypse and somebody set War up to take the blame. War's bosses glue a creature called The Watcher (voiced by Mark Hamil) to his fist and kick him back down to Earth sans most of his powers to figure out what went wrong.

Gameplay follows War through a series of environments on the ruined Earth. The map itself is huge once you open it all up, necessitating both a warp function you unlock later in the game and a badass horse called Ruin that serves as your ride. You also have to do a lot of backtracking to areas as you learn new abilities that open up places you either couldn't reach or see initially. Not only are you getting mystical powers like the ability to see into the Realm of Shadow with a button press, but also weapons and items that might remind you of a certain green-clad Nintendo icon.

It was about halfway through my tour of Darksiders with Hayden Dalton that the Zelda connection clicked. We'd just entered a room with several giant spiders and a puzzle element to it that was more complex than the usual go-here-kill-this kind I'm used to in action/adventure games. There was a grappling hook involved and something that looked like a spikier version of Link's boomerang.

"The puzzles are akin to Zelda," he explained after successfully dodging a huge spider dropping from the ceiling a la the Great Deku Tree dungeon in Ocarina of Time (only yuckier because Darksiders is big on blood and pus).

Dalton went on to say that Darksiders is about 40% puzzles to 60% combat/level exploration — and even the combat itself is something of a puzzle. In addition to planning for what weapon upgrades to buy (because you can't afford everything in the game on the currency you earn in one playthrough), you've also got kill types to consider and a Wrath gauge to fill. Killing enemies in the old fashioned way nets you souls — which are the game's form of currency. However, there are three different types of soul and only one of them can be used to buy weapon upgrades, while another fulls your Wrath gauge and the third restores your health.

The best way to go for soul-gathering is probably the special kill button. This happens when you beat an enemy within an inch of its life and then the B button icon pops up, prompting you to pull off a fancy special kill. You can ignore this button and just keep thrashing said enemy how you were thrashing it — but going for the special kill nets you more than one kind of soul currency. Also, that button prompt might give you the chance to ride on an enemy's shoulders to trample other enemies for more souls. And once your Wrath gauge goes up all the way, you can activate your Chaos Form overdrive which makes War more super-awesome-kill-guy than he usually is for a short amount of time.

Having cleared the gross spider mini-boss, Dalton continued on our tour of Darksiders. We encountered a sexy angel (voiced by Moon Bloodgood) who was bitter about being left behind on the post-apocalypse planet to clean up after War's mess; a flying griffin creature that we totally stole from said angel's buddy; and the ominous Black Tower that looms in the background of most levels 'til War finally finds a way to reach it.

The Black Tower level Dalton demoed for me looked the most like a Zelda dungeon of anything else I'd seen that day — but it also reminded me of another game. Apparently, it takes something like two hours to complete and you get a nifty portal-making gun that turns the whole thing into a giant puzzle, like, well — Portal. The cool thing about Darksiders' portal gun, though, is that you can shoot portals through portals to solve puzzles and you can change the velocity at which things pop out of the second portal hole once they go through the first. This means you can make crazy super-jumps to get enemies' heads during fights from across the room where said enemies can't even reach you.

All in all, I walked away from Darksiders with a pretty good feeling that I'd seen a tasteful pastiche of action/adventure games with a solid coat of Joe Mad's storytelling — instead of a hollow rip-off of other action/adventure games that hides behind a comic book author's big name. Also, Mark Hamil was there and that makes everything better.

A couple of fast facts for the road:
1) There won't be a demo.
2) The basic game is 15-20 hours, but completionists will take something like 30 hours and still not be able to afford every single weapon upgrade in the game.
3) There are no quick time events.
4) War doesn't level up, but his weapons, abilities and equipment do if you're spending souls on them. So if ever the game seems too hard, grind a bit and buy some upgrades.

Darksiders ships January 5th. If it sells well enough to warrant a sequel, let's all start begging Joe Mad to include random pages of Battle Chasers #10 on the loading screens in Darksiders 2. That would awesome.

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<![CDATA[Russia Gets A Whole Lot Bleaker In Metro 2033]]> At the rate video games are going, the future Russia is in danger of becoming stereotyped as some Chernobyl-like irradiated, mutant filled wasteland.

Granted, Russia would probably be a whole lot less interesting to gamers if it were portrayed as an idyllic fantasy land with happy pink bunnies and stuff. So it's a good thing that Metro 2033 sticks to the post-apocalyptic wasteland guns and kicks them up a notch.

Let's back up a bit and convince you that this isn't some fancy rip-off of Fallout 3. Metro 2033 is based on a book, first of all, written by Russian blogger-turned-novelist Dmitry Glukhovsky. In Glukhovsky's bleak vision of the future, the known world has been visited by a nuclear holocaust that killed and irradiated everything on the surface of the planet. The only known survivors are those that happened to be in underground places when the whole thing went down (hence the name "Metro"). In Glukhovsky's novel (which was originally published for free on the Internet), the story follows a boy named Artyom whose only vision of the world the way it used to be come from postcards he collects throughout the dystopian network of Metro societies.

The biggest difference that I can stress between Fallout 3 and Metro 2033 is the fact that Metro 2033 picks up only 20 years after the nuclear Holocaust. People haven't quite adjusted to the changes in the environment and weird, upsetting things are still happening on a daily basis in the Metro colonies. Strange "anomalies" occur deep underground that cause hallucinations and some ominous force known as the Dark Ones keep making off with or mentally corrupting what's left of humanity.

The story of the video game picks up at the point in the novel where Artyom leaves the safety of his Metro station, Exhibition, to go on a mission to Polis in order to stop the Dark Ones. Our first look at the game spans both a flashback to the early days of safety in Exhibition and a midpoint level where Artyom's almost reached his goal while traveling across the ruined surface of Russia.

The first thing you notice about Metro 2033 is the minimal interface. To keep track of health, weapon ammo and whether or not the air in your immediate area is safe to breathe, you've got to pay total attention to Artyom's first person view. You can see individual rounds of ammo in your cobbled-together gun and know that he's in danger of dying if his vision begins to go red or he starts coughing and choking.

Slapping on the gas mask in contaminated areas affords you a little more in the way of a HUD (though you also have to put up with condensation on this inside of your mask). For one thing, you know your mask isn't doing its job if cracks begin to appear in the faceplate or the glass shatters altogether. For another, you get a nifty watch that keeps track of how much air is left in the mask. But other than that, there's very little in the way of "game-y" stuff we're used to from other shooters – even your map is a physical thing that Artyom pulls out to look at in a first person view.

The minimalist HUD drives home how tough life in post-apocalyptic Russia is. Everything around you is broken or rotting, so scavenging for replacement supplies like spare gas masks is particularly stressful but completely necessary since there's not much that humanity can make down in the Metro to survive on. For example, weapons made down in the Metro system are crappy and break easily, while the old school weapons from the surface world are so rare and awesome that their ammo serves as currency. So this puts the player in a constant tradeoff between having the best ammo in the game that will actually kill stuff in a few hits, or having enough "money" to upgrade the crappy guns you can buy underground.

The second major thing you notice about Metro 2033 (and the second major thing I can stress as completely different from Fallout 3) is how expressive all the non-playable characters' faces are. In the early Exhibition level, Artyom encounters a whole host of dirty, disheartened Russians living underground in their little city from mothers with young children to feed to injured, bitter men who like to gamble. Faces are completely animated with no paralyzed chins or cheekbones or dead, vacant eyes that move right when you talk to them and bodies move in the ways you expect them to as NPCs open doors, talk to one another or climb aboard underground handcarts.

The only thing that you might not notice right away about Metro 2033 is the combat. This is either because you're too used to first person shooters or because you're not playing the PC version with its spiffy (and optional) NVIDIA 3D glasses. Indeed, when we first saw a shootout on the Xbox 360 version with some weird looking werewolf/rat things, we were sort of indifferent. But later, in an enclosed tunnel with 3D glasses on, those werewolf/rat things suddenly looked a whole lot more upsetting as they swarmed our handcart and made off with the limp bodies of other passengers.

Combat seemed even more visceral in 3D after entering a stealth section where we had to creep along with night vision goggles past enemy NPCs. An NPC would suddenly round a corner where we happened to be crouching and his 3D rifle butt suddenly seemed way too close to our actual face – never mind poor Artyom's. This compounded the stress level we were already feeling from having a cracked gas mask and knowing we had to go down into a contaminated tunnel to get past the rest of the NPCs.

However, it might relieve some of you to know that you don't have to stealth your way through Metro 2033. Apparently, there's enough ammo and combat leeway in the game to support Artyom going through an area with guns blazing. That's not the route our demo master went with, hence our sudden spike in stress when that NPC turned up too close for comfort. But it's nice to know there's a choice, there, since the linear game gives you very few others.

Metro 2033 is being developed by 4A Games which has among its number some developers from the S.T.A.L.K.E.R. games (which are also set in post-apocalyptic Russia) and will be out for the PC and Xbox 360 in 2010. A PlayStation 3 version isn't planned largely because the developer doesn't have much experience programming for it – so that could change with time if Metro 2033 the game is as much a cult hit as the novel turned out to be. Expect about 10 hours of solid gameplay and maybe look into getting yourself a PC rig that can support PhysX and NVIDIA DirectX 10 (maybe even DirectX 11, if NVIDIA feels like letting the developer go for it).

P.S. Yes, they're working on an English translation of Metro 2033 the novel – it might even beat the game to US stores next year.

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<![CDATA[WWE Smackdown Vs. Raw 2010 Review: A Game For Smart People]]> You can read here a wrestling game review, written by a lapsed wrestling fan (me!). But first, I challenge Flower fans and Ico lovers to find a better gaming subject for their college thesis than Smackdown Vs. Raw 2010.

It was my reputation among team Kotaku that got me assigned to reviewing what has proven to be the best wrestling game I've played in a decade — Smackdown Vs. Raw 2010, which is also the only wrestling game I've played in a decade. I guess everyone thought I'd be perfect for it. Maybe they know that the only website that I pay to read daily is a pro-wrestling site, a site that allows me to read about the often-mediocre happenings on modern wrestling shows without having to watch them. Perhaps they know I imported Bret Hart's autobiography from Canada and Ohio Valley Wrestling DVDs (when Paul Heyman was booking OVW shows) from Ohio Kentucky. Or perhaps it's that Hulk Hogan thing I did.

Regardless, you'd think that someone who has loved video games and, I guess, loved pro wrestling, for much of his life, would love the melding of the two. But I started this new game, the latest in the annual releases of THQ-published, Yukes-developed modern wrestling games, with almost complete alienation from the genre. (I have some professional embarrassment about this, since I've been to Yukes' studio in Yokohama and met the wrestling-obsessed people there. I even got a great tour that included a look at the back rooms that reek of body odor every summer as the team sleeps in the office while cramming to finish their game by fall). This new game brings to the series a revised Royal Rumble, an enhanced Create a Finisher option, a new training arena, revised rosters, new storylines and — the big feature — the ability for fans to create and share their own storylines. But it was all new to me. And, wouldn't you know it, the game is fun and… intellectually stimulating? Yes.

Loved
The Basic Flow: WWE pro wrestling games, as fans would know, are 3D fighting games played from a quasi-overhead perspective and battled on the surfaces of wrestling ring and floor, with the walls of a steel cage or the top of a destructible announcers' table sometimes also in play. You win not by eliminating an opponents' health bar but by executing enough minor and major strikes, throws, dives, taunts and more, all of which either damage to the opponents' body or build the momentum of your own wrestlers' adrenaline, which enables a successful pinning (or submission or count-out) victory. In other words, the game treats wrestling as if it's a hybrid of combat and performance, with the player driven by more competitive intent to maim than in the real thing. It's a good system that demands the player learn how to smoothly chain their moves to build momentum. And it is a a rewarding one, as Yukes has managed to capture and animate hundreds of moves that transition from one to the next with, of all the rare qualities in games, grace. Winning a match in this game is a performing pleasure.

The WWE Recreated: Even a lapsed fan of WWE such as myself stumbles across Smackdown on Friday nights or remembers older episodes of Raw well enough to see that Edge's shoulder-twitch during his ring entrance is true to life, that Shawn Michaels' super-kick should look as perfect as it does and that selecting Shelton Benjamin will grant the player access to a cool set of moves. The game's venues, from the pay-per-view-specific entrance ramps to the backstage announce areas, look perfect. The tone of violence and sex — an endless parade of T&A and at least one storyline involving a female wrestler sleeping her way to the top — matches squarely with even today's toned-down WWE. The announcing sounds right, issued by (mostly) the right people. This game is very WWE.

The Thesis-Worthy Story-Editor: Of all the new features this year, conveniently marked "NEW" in the game's menu for people like me, the best and most interesting is the storyline editor. In the past, wrestling game fans could create their own wrestlers, customize move-sets and even, more recently, chain pieces of animation to create new match-ending finishing moves. In the new game, players can craft a storyline, mixing matches that include player-defined outcomes with story-advancing sequences. The latter scenes are comprised of WWE-related locales (rings, locker rooms, offices) with wrestlers, a variety of conversational and confrontational emotions, adjustable camera angles, selectable music and crowd-noise background sounds and, most importantly, player-written dialogue. The system's interface has some rough edges that players can work around but is nonetheless fascinating.

This is what you'd write your thesis about: Pro wrestling is already an odd blend of fake sport and acted drama, something fans appreciate as real and unreal at the same time (We know that John Cena is a man really named John Cena, but we also know that the Undertaker is not really a man who has risen from the dead. We buy into the idea that the Stone Cold Stunner hurts, because it looks like it does; we laugh with The Rock that the People's Elbow does not hurt, because we know that he knows that we know that his big elbow move is a love tap at worst). In a wrestling game, that reality/unreality gets twisted some more, as the action in the ring is made to seem both more real than it is in real life (The depicted action in a WWE game involves hurting an opponent thoroughly enough to win, not simply entertaining the crowd through fake-fighting) and less real (The moves in the game, animated without fear of causing bodily harm, are made to look more impactful, thereby exposing how deadly and illegal they ought to really be). The new game's story editor knots these strands of truth and untruth even more. Maybe gamers have been able to re-arrange games through mods for years. Maybe they've been able to puppeteer fake lives through The Sims for over a decade. But now we can mangle and morph the pseudo-reality of real celebrities through the WWE. We could craft a storyline in which CM Punk demands to know John Cena's favorite color and then wrestles the answer out of him (I did this. Search for it on Xbox Live using the keyword phrase "Favorite Color"). We could make a storyline in which WWE Diva "A" falls in love with WWE Wrestler "Z" but is seduced away by the Create-A-Wrestler character who you designed to look just like a muscular Bill O'Reilly. (I did not do this.) You're playing with sort-of real lives. You're creating officially-sanctioned slash-fiction. You're kind of writing the next Indiana Jones adventure at the same time that you're kind of writing the next thing for Harrison Ford to do. The layers of reality and unreality are dense.

The Unintended Consequences: Maybe a simpler way to praise the interesting aspects of the Create A Storyline editor is to mention that I downloaded a storyline called something like "One Night After Raw," and after meeting a condition to have Shawn Michaels win a match, and after sitting through a series of backstage vignette's written with not the best user-generated spelling, my Shawn Michaels was then ambushed in the ring by three definitely-not-licensed wrestlers from rival company TNA. For years wrestling fans have wanted to book Raw themselves. Now they can do it virtually, for me to play through. Too bad the game's canned announcers were still plugging the WWE website instead of reacting to what this one user created.

The Royal Rumble: The game has a revised button-mashing mini-game for eliminating people in its Royal Rumble. The 30-man elimination match is often the most fun pro wrestling match of the year, so any improvements that more authentically let me, as Vince McMahon, team up with The Great Khali to flip some-user's Street Fighter Sagat over the top rope is ok by me.

The Sense Of Pain: WWE Smackdown Vs. Raw 2010 is one of those eye-catching games that other people in the room, who may be tired of the Bret Hart and Mankind books on the bookshelf, can't help but be drawn into. Why? I believe it's because the animations are so good that they look like they connect and that the moves hurt, which, given the combat that is supposed to be depicted here, is a victory.

Hated
Poor Counter-Attack Training: The game's menu-screen training arena allows players to swiftly try and learn many of the basic single or double-input commands needed to execute the extraordinary variety of maneuvers available in the game. Consider, for example, that you may want to make your wrester who is standing next to the ropes in the ring either jump over the ropes, crawl under them, wind up on the apron of the ring or on the floor or not do any of that and climb the turnbuckle… or take the padding off the turnbuckle. And there's a button combo for each of those. Offense is easily learned and joyfully executed. But the trick to mastering the game seems to be the execution of a single-input counter-move. The same button counters anything. Animated prompts appear during training and in the game's matches to alert the player that a window to counter has opened. But those windows close so quickly that that game does a poor job teaching the player how to execute this key move well.

The Online Limitations:The WWE game's online competitive wrestling worked fine and minus the lag I saw some complaining about on message boards. But I found the skill-level-matching inadequate. I can breeze through normal difficulty but can't find a player online who I can beat? I also can't easily re-find my uploaded wrestling storyline to find out how people have rated it, nor can I select which ones to download with any filters other than most recent and most-highly-rated. Overall, the options for the game's online modes are just not specific enough for the needs a player might have. The content and gameplay available through online, though, is solid.

Immediately Outdated: I played a developer-scripted storyline that involved a rivalry between Edge and Mr. Kennedy. But Mr. Kennedy doesn't work for WWE anymore. Many of our matches were announced by Jim Ross and Tazz. But Tazz doesn't work for WWE anymore, either. Both men left the company in 2009, and I understand the challenges of adapting to such changes. But this is one of those things that, as a potential consumer, I just want to have work right. This is an online-connected game. So let's see it adapt to the present.

Buried Info:What are my character's finishing moves and what position does his opponent have to be in so I can execute them? How am I doing in career mode in terms of raising my wrestlers' ability to connect with the crowd and raise his charisma stat? There are many pieces of information that are relevant to the gameplay of Smackdown Vs. Raw 2010 that seem to have been omitted from menu screens and the instruction manual, possibly being reserved for the official game guide. That leaves the player to stumble across or guess many important details. This is not a bad thing for those who don't like a lot of tutorials and explanations, but gamer beware that you'll have to figure a lot of this game out for yourself.

I used to avoid pro wrestling games because of my disinterest in fighting games and my belief that the games treated pro wrestling as something different than what I enjoyed. I liked the acrobatics and the melodrama of real WWE. The games, I guessed, treated the whole affair as if it was straight-up sport. WWE Smackdown Vs. Raw 2010 still does treat pro wrestling a little more as sport than I'd want. Things like winning streaks are almost required in the game, even though they are rare in the real wrestling leagues.

But the addition of configurable storylines provides that element of unpredictable, scripted entertainment that has made WWE programming, in some years, among the best and most enjoyably wild material on TV. Finally, I'm interested. The fact that the configurable narratives — the post-Sims, post-mods playing we can do with sort-of real lives — is a spectacular and mind-bending bonus.

(WWE Smackdown Vs. Raw 2010 was developed by Yukes and published by THQ for the Xbox 360, PlayStation 3, PlayStation 2, PlayStation Portable, Nintendo DS and Wii on October 20. Retails for $59.99 USD on the home consoles. An copy of the game was given to us by the publisher for reviewing purposes. Played the 360 version. Won the Royal Rumble as Vincent Kennedy McMahon. Made it on the Road To Wrestlemania as Edge. Progressed Shelton Benjamin up a career ladder to ECW and Intercontinental title glory. Created, uploaded and downloaded storylines. Invented a new top-rope finishing move. Got pinned a lot online, including by a female version of MVP.)

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<![CDATA[Warning: WWE Smackdown 2010 Bug May Result In Naked Wrestlers]]> THQ's latest grappler, WWE Smackdown Vs. Raw 2010 looks like it may have a glitch that could leave your WWE superstar embarrassingly pantsless, as shown in the above, potentially NSFW video that features virtual ladies sans underthings.

Reader Nathan was on the unfortunate receiving end of that glitch, resulting in a user created WWE "diva" whose outfit is clearly not fit for primetime. Nathan's experience with WWE Smackdown Vs. Raw 2010's create a wrestler mode is more unfortunate, in that this particular instance of wrestler nakedness was borne of a game ending lock up.

As you can probably expect, this sort of bare bottom polygonal action is probably not safe for watching while in a cubicle. It's also potentially offensive to anyone disturbed by the sight of a pantsless Barbie doll. You have been warned!

We've reached out to THQ to see just how widespread this shocking digital nudity really is...

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<![CDATA[Marvel Super Hero Squad Review: This One Is For The Brats]]> For those of us who can't handle the grown-up action of Marvel Ultimate Alliance 2, THQ delivers Marvel Super Hero Squad, the game of the television show of the toy line.

In Marvel Super Hero Squad, tiny cartoon versions of your favorite Marvel heroes and villains race to collect Infinity Fragments in order to either forge them into the Infinity Sword and take over the world, or prevent that very occurrence from happening. The storyline is ripped directly from The Super Hero Squad Show on Cartoon Network, itself based on Hasbro's line of superdeformed action figures. Once you finish story mode, the game also features a Battle Mode that allows up to four players to step into the boots, shoes, spandex, or bare feet of their favorite Marvel characters and beat the living daylights out of each other.

As enticing as that all sounds, Marvel Super Hero Squad is still a game aimed at children. Does that mean that only children will enjoy it? Read on, true believer.

Loved
Strange Tales: Marvel Super Hero Squad is a kiddy game, but the plot and the way missions are split up is very reminiscent of the way multi-character team-up events were once traditionally treated by Marvel Comics. An Infinity Crystal is shattered in the initial chapter, and then subsequent chapters feature individual heroes - Hulk, Wolverine, Falcon, Iron Man, Thor, and Silver Surfer - as they fight through countless enemies in order to retrieve the fragments before Dr. Doom and his henchmen do. Each chapter is distinct and tailored to the hero involved - Thor fights his brother Loki in Asgard; the Silver Surfer is transported through alternate dimensions; Falcon has to do a lot of flying; and the Hulk just wants ice cream. Okay, maybe the last one was a stretch.

The Squadron Supreme: They may be tiny, but there sure are a lot of them. Between the story mode and the battle mode, Marvel Super Hero Squad features a nice selection of the best and worst that Marvel has to offer. You've got your core hero group, with Ms. Marvel barking orders from behind her S.H.I.E.L.D. desk; a motley cast of villains including Dr. Doom, Mole Man, MODOK, Loki, Crimson Dynamo, and Sabretooth; and then you've got supporting characters like Storm, Invisible Woman, and The Thing. If you were looking for a game with tiny little Marvel characters running about, hitting things, then this is your game.

Secret Wars: Once you unlock all of the playable characters and finish story mod, you're left with quite a passable little brawler for 1-4 players. It's a watered-down Super Smash Bros. with 3D movement, a nice selection of tiny Marvel characters and arenas, and the ability to fight in free-for-all or squad-based battles. It isn't perfect, but there are far worse things you could do with four friends and four Wii remotes.

Funny Pages: While the majority of the humor in Marvel Super Hero Squad is aimed at the much younger set, it does have its fair share of funny moments. The characters are versions of their grown-up counterparts with their flaws exaggerated to humorous effect. Take the Silver Surfer, for instance. He's long been one of Marvel's most long-winded, introspective characters, which in the MSHS universe translates into a Keanu Reeves-sounding surfer dude who thinks really deep thoughts. Some of the dialogue is rather witty as well, such as when Magneto quips, "You interrupted me while I was erasing hard drives just for fun." That's what I would do if I was Magneto.

Hated
The Vile Voice Acting: I realize the game is based off a cartoon which in turn is based on a toy line for toddlers, but even a toddler would wince at some of the voice acting in Marvel Super Hero Squad. It starts with Mole Man and MODOK sharing the same high-pitched squeaky voice and then goes downhill from there. When Stan Lee is one of the most dynamic voice actors in the game, you know something isn't quite right.

The Chaotic Camera: The camera in Marvel Super Hero Squad does grant a certain amount of control to the player, but it isn't quite enough to keep from getting hung up on scenery or stuck behind your character at times when that isn't a good place for it to be. It's also a very large pain during some of the more delicate platforming moments in the game, when you can't quite tell where you'll need to jump to avoid being plunged into molten lava.

The Enigmatic Easiness: Once again, Marvel super Hero Squad is a kid's game, so don't expect any real challenge here. Even when you uncheck Easy Mode, which seems to be checked by default before each mission, you can easily breeze through the game's story mode in a few hours. If you are a small child, it's probably perfect. If you are reading Kotaku, chances are you are not a small child, or your parents are really irresponsible.

The key thing to remember about this review is that I am a 36-year-old man, and therefor not the target demographic for Marvel Super Hero Squad. This is not a game that was developed with the 36-year-old man in mind. I am also a gigantic comic book geek, however, so I can still appreciate the title as a method for introducing a younger audience to the heroes that helped make me the slightly twisted individual I am today, and while some of the things Marvel has done to cater to the younger audience border on blasphemy in my eyes, I'm confident that those younger Marvel fans will eventually graduate to grown-up superheroes (really?), looking back on their time with Marvel Super Hero Squad and thinking how stupid they were back then.

Until that day, Marvel Super Hero Squad serves as a fine entry into the world of comic book heroes for the younger set, but once you get past the point when you start adding "teen" to the end of your age it's probably time for something meatier.

Marvel Super Hero Squad was developed by Blue Tongue and published by THQ for the Wii on October 20th. Retails for $39.99 USD. Additional versions exist for the PSP, PS2, and Nintendo DS. A copy of the game was given to us by the publisher for reviewing purposes. Played through story mode and played through multiple fights in battle mode.

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<![CDATA[Metro 2033 Trailer Paints A Bleak Picture]]> The announcement trailer for THQ and 4A Games' post-apocalyptic shooter Metro 2033 sets the stage for what could very well be mankind's last stand.

THQ announced the 2010 game this morning, posting this trailer on the game's official site to introduce prospective players to the setting. The game is based on Dmitry Glukhovsky's popular Eastern European novel, the synopsis for which gives you a pretty good idea of where the game is going.

The book is currently available in Russian and German, though Amazon has a listing for an English language version being released in February of next year, which should give you plenty of time to bone up before diving into post-apocalyptic Moscow.

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<![CDATA[Metro 2033 Shooter Brings Apocalypse to Moscow]]> Tired of post-apocalyptic games set in the U.S.? No worries, THQ has your back: They've just unveiled a post-apocalyptic game set in Moscow.

First-person shooter Metro 2033, which is due to hit the PC and Xbox 360 in 2010, has you taking on the role of a man born in the days before most of humanity is wiped out by an apocalyptic event. Now, 20 years later, you have to make your way to the center of the Metro system to warn survivors of an impending threat.

The game, which is based on Dmitry Glukhovsky's novel Metro 2033, is being developed by Ukrainian studio 4A Games.

"Metro 2033 will plunge gamers into a terrifying vision of the future," said Richard Williams, vice president of global brand management, THQ. "4A Games have worked closely with Dmitry Glukhovsky to deliver a unique game world, a compelling, cinematic story and an incredible, atmospheric experience to rival anything in the category."

"Metro 2033 boasts some of the most advanced graphics and PhysX effects we've ever seen," said Ujesh Desai, vice president of GPU business at NVIDIA. "From what we've seen so far, this will be a showcase PC gaming title for 2010!"

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