<![CDATA[Kotaku: top]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: top]]> http://kotaku.com/tag/top http://kotaku.com/tag/top <![CDATA[Is The DSi LL Bigger Than Uncharted 2, Nolan Ryan's Autograph, A Can of Beer?]]> Comparing the DSi LL to other DS portables? Seen that. To other handhelds? Ditto. But what about comparing to other things — like cabbage, a baby, a baseball signed by Nolan Ryan? Haven't seen that yet. Until now.

This is not a scientific comparison! And, of course, a baseball is round. The DSi LL is not round, making it hard to compare — but not impossible.



















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<![CDATA[New Final Fantasy XIII Trailer Does Not Skimp On The Cinematics]]> Square Enix Japan released a new Final Fantasy XIII trailer today. It's great, because it's super-long, has some gameplay footage towards the end, and there's not a late-night infomercial host in sight.

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<![CDATA[The PlayStation Portable Buyer's Guide]]> The Playstation Portable got a fun, new little brother this year in the form of the slide-n-go, download-only PSPgo.

The PSPgo launched on Oct. 1, kicking off an impressive glut of download-only games on the Playstation Store. It also marked Sony's promised push for new, triple-A games for the Playstation Portable including MotorStorm, LittleBigPlanet and Assassin's Creed titles.

Take a gander at some of the big games that hit the PSP this year. What titles would you recommend as a gift?

Fieldrunners

Price: $6.99
Genre: Tower Defense
Subject Matter: The popular iPhone Tower Defense game brought to the Playstation Portable.
Value: This was one of my favorite downloadable minis when the PSPgo launched. It's a great port of the original.
Buy it for fans of tower defense titles.
Read the Full Review

G.I. Joe: The Rise of Cobra

Price: $29.99
Rating: Teen
Genre: Action
Subject Matter: A arcade-style shooter loosely based on the live-action G.I. Joe movie.
Value: G.I. Joe is a movie tie-in strangely reminiscent of Konami's Contra series. One or two players take control of their favorite Joes from the movie and take on Cobra across multiple levels of run-and-gun action. There are a few unlockables catering to fans of the old cartoon series, but other than that this is strictly a movie-lover's affair.
Buy it for: Really, really big fans of the G.I. Joe live-action movie.
Read the Full Review

Grand Theft Auto Chinatown Wars

Price: $39.99
Rating: Mature
Genre: Open world action-adventure
Subject Matter: Grand Theft Auto Chinatown Wars is a 3D, top-down adventure, putting players in the shoes of Huang Lee, a spoiled son of a Chinese gangster. The typical Grand Theft Auto rise to power through sex, drugs, violence and bad driving flows over the course of the game.
Value: There's a lengthy story to be told, with Grand Theft Auto Chinatown Wars throwing in plenty of side missions and mini-games to keep the player interested.
Buy it for: PSP owners looking for a chunky, fun-to-pay adventure.
Read the Full Preview

Gran Turismo

Price: $39.99
Rating: Everyone
Genre: Driving Simulation
Subject Matter: Gran Turismo offers players over 800 cars to purchase, customize and race on more than 35 tracks in a realistic setting, testing their driving skills with real-world physics.
Value: Gran Turismo offers nearly limitless replayability, thanks to the numerous cars, tracks and Driving Challenges stuffed in to the game. Long time Gran Turismo fans may be turned of by the lack of a Career Mode and Leaderboards, but this is a solid pick up and play racer.
Buy it for: The car-obsessed portable gamer who prefers a passenger seat in the real-world.
Read the Full Review

Half-Minute Hero

Price: $29.95
Rating: E10+
Genre: Across four mode: Hyper-speed role-playing game / hyper-speed scrolling shoot-em-up / hyper-speed real-time strategy game / hyper-speed top-down dungeon-crawler
Subject Matter: A winning send-up to the genres and technology of 16-bit Japanese-made games, there's actually a lengthy adventure here that spans eras and tells the comedic/dramatic tale of heroes who repeatedly face the challenge of saving the world in 30 seconds.
Value: High, as the game offers short-session bites of play that combine into a lengthy adventure that has none of the brevity suggested by the game's title.
Buy it for: RPG fans, fans of the Super Nintendo era, and fans who are looking for something original and smart on the PSP.
Read the Full Review

LocoRoco Midnight Carnival

Price: $14.99
Rating: Everyone
Genre: Platformer
Subject Matter: The LocoRocos are up past their bedtime and rolling and bouncing their way through a Halloween carnival-style levels.
Value: The stages might be short, but they are hard. A more satisfying (and less stressful) gaming experience was found in some of the mini-games.
Buy it for: Gamers looking for a challenge who get music stuck in their heads easily.
Read the Full Review

MotorStorm: Arctic Edge

Price: $39.99
Rating: Teen
Genre: Racing
Subject Matter: MotorStorm: Arctic Edge is an over-the-top, semi-open world off-road racer.
Buy it for: fans of arcade race games who spend a bit of time commuting or can't afford a Playstation 3.
Value: With 12 maps, two directions to race them on, multiple courses and vehicle types, MotorStorm Arctic Edge is packed with content. Online play rounds out the experience giving you a chance to test your skills against five other players at a time.
Read the Full Review

PixelJunk Monsters Deluxe

Price: $19.99
Rating: Teen
Genre: Tower defense
Subject Matter: Classic tower defense mechanics and gameplay mixed with delicious PixelJunk aesthetics.
Buy it for: fans of the original Playstation 3 title, tower defense games or developer Q Games.
Value: Featuring new maps, enemies and towers, this is worth the cash.
Read the Full preview

PSPgo
Price: $249
Rating: NA
Genre: Hardware
Subject Matter: Sony's latest portable platform ditches the need for a UMD drive and instead gives you a 16GB harddrive and the ability to download all of the games directly to the system.
Value: At $249, the portable platform is quite pricey, coming in at the cost of several home consoles.
Buy it for: anyone interested in being able to load up their portable with movies, TV shows, pictures, music and games without having to carry a single disc around with them.
Read the Full Review

PSPgo Traveler Case
Price: $19.99
Rating: NA
Genre: NA
Subject Matter: This fauxe leather case protects and beautifies your PSPgo.
Value: For just under $20, this is a heck of a deal.
Buy it for: PSPgo owners looking to protect or upgrade the look of their portable.
Read the Full Review

Rock Band Unplugged>/strong>

Price: $19.99
Rating: Teen
Genre: Rhythm game
Subject Matter: Harmonix' insanely popular Rock Band on the go.
Value: For just under $20 you get a full-fledged World Tour and about 40 tracks. You also get the ability to download new tracks to your PSP.
Buy it for: fans of rhythm games, Rock Band and good music.
Read the Full Review

Shin Megami Tensei: Persona

Price: $39.99
Rating: Teen
Genre: RPG
Subject Matter: A remake of the original Persona for the PlayStation.
Value: A more faithful translation of the original Japanese Persona has never been seen in North America, making Persona PSP the definitive first entry in a series that's been enjoying increased popularity these past few years.
Buy it for: Any Japanese RPG fan.
Read the Full Review

Star Wars Battlefront: Elite Squadron

Price: $29.99
Rating: Teen
Genre: Adventure
Subject Matter: You are X-2, a Jedi clone out to help the Rebels take down the Empire and stop your brother X-1 before it's too late.
Value: Elite Squadron mixes gameplay, story and clips from the Star Wars films as it tells the story of X-2. The real replay value comes with the game's online multiplayer.
Buy it for: Star Wars fans or those looking for a PSP multiplayer experience.
Read the Full Review

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<![CDATA[Resident Evil: The Darkside Chronicles Review: Three's A Welcome Trend]]> The Year of the Wii Lightgun Shooter continues with a Resident Evil entry that is two-thirds fun retro, never scary yet surprisingly generous. Too bad it makes a poor first impression.

Resident Evil: The Darkside Chronicles is a follow-up to 2007's Resident Evil: The Umbrella Chronicles. Both Wii games are lightgun takes on gaming's most famous horror series. The first presented Resident Evils 0, 1 and 3 in an on-rails shooting-gallery format. The new game remakes Resident Evil 2 and Resident Evil Code: Veronica, wrapped with a short new pre-Resident Evil 4 adventure called Operation Javier. All three scenarios star returning Resident Evil icons — Claire Redfield and Leon Kennedy, Redfield and Steve Burnside, Kennedy and Jack Krauser — allowing a player to pick one to control or to have a friend shoot as the other one.

The new game has not just its Wii predecessor and the older Evils it remakes to which to be compared. It can handle that. But it also unwisely invites comparison to Resident Evil 5 and unavoidably to the ribald 2009 Wii lightgun game House of the Dead: Overkill (reviewed here) and the brief but bold 2009 genre peer Dead Space Extraction (reviewed here). That's quite the swarm of comparisons.

Loved
Three Tales...: Darkside Chronicles and its predecessor present a pleasant way to re-visit gaming's past without forcing dull re-hash. If you want to experience Code: Veronica or RE2, your previous options have been to play through the original games or read a Wikipedia summary. I enjoyed the middle path of playing them as re-imagined on-rails shooters. The Duck-Hunt-on-wheels format trims a lot of the creeping and snooping from the re-introduced Resident Evils, for better or worse, but it also helps compress some full-size games into eight-level experiences. That allows players to experience three narrative arcs, three culminating boss battles, and observe the connections across the three adventures in one fat-free game. That offers plenty more for the dollar than the comparatively skimpy Dead Space Extraction.

... With Just The Right Cheese: Someone is going to scold me if I admit to laughing at the giant alligator attack of Resident Evil 2, the awkward flirting of Steve Burnside and Claire Redfield, the proto-Arkham-Asylum menace of Alfred Ashford, the absurdity of crying boss monsters, and so on. If you take Resident Evil seriously, then, be sure to not unlock The Darkside Chronicles bonus mode that allows you to fend off rampaging chunks of tofu. And be forewarned that the game isn't preoccupied with scares but rather the pleasures of shooting lots of monsters, preferably in their weak spots. If you don't take it seriously... if you get a kick out of seeing whether you will next fight little man-frogs or next listen to your partner character curiously brand a boss fight as "whack a mole" nonsense, then, hey, Darkside Chronicles has got it. This game isn't as gleefully aware of its excellent wrongness as House of The Dead: Overkill, but its own brand of mad horror adventure is colorful and entertaining.

Lots To Shoot With: Ammo scarcity is itself scarce in Darkside Chronicles. You always have lots of guns and lots of bullets, all very helpful because there are so many bad guys to shoot. Gold found in levels can be spent to upgrade guns. There's nothing too crazy to fire in the game. Pistols, shotguns, magnum, etc. But it all works. The sense of empowerment achieved once you start improving the guns makes the temptation to replay the levels quite strong, another perk this game has over Dead Space.

The Dark And The Giants: In levels enshrouded in darkness — and, oddly, when the scenario calls for large-scale combat against giant enemies — the game looks very good. Darkside's designers have had a lot of fun with the monsters they've re-purposed and the new ones that conclude Operation Javier. The game has some significant graphical problems (mentioned below) that keep it from reaching the surprisingly high bar of technical achievement and art direction of Dead Space, but the best of Darkside Chronicles' levels look terrific. There are times (not in the first level) when a Resident Evil 5 gamer might forget that they are playing the latest RE on a less powerful console.

Control Options Galore: You can play this game with the Wii Zapper and try it in co-op. I preferred a Remote and Nunchuk set-up, minus the Zapper. You aim your targeting reticule with the Remote and pull the Remote's trigger to fire. I could change weapons on the d-pad but preferred using the analog stick. I could reload with a shake of the Remote but preferred to do it with the Nunchuk. The controls were comfortable.

Hated
The South American Sun: The game's first level, the one I previewed several weeks ago, makes a poor first impression. It is in this level that Darkside Chronicles tried to be Resident Evil 5, placing Kennedy and Krauser in a sun-splashed south-American village and using nothing of the darkness or clever art direction to hide how much worse — less detailed, more jagged — this kind of scene looks on a console that isn't an Xbox 360 or PlayStation 3. In the sewers, in the shadows, in mansions and in plant-filled greenhouses this game looks quite nice. But outside in the sun, it looks like last year's model. The problem is exacerbated by the game's limited enemy types and animation routines. In the sun, you will notice that the same handful of zombies keeps coming at you. And it will be more obvious in the bright outdoors that the little man-frogs all flop in the exact same way, sometimes, if there are two of them that are shot by the same shotgun blast, synchronized.

Breaking Their Own Rules: The rule is that video game bosses have health bars and that players, who shoot weak spots, can drain color from those bars. That's how bosses die (never from old age, except in one Metal Gear). But in Darkside Chronicles, you better not be shooting that weak spot and expecting that health bar to drain if the boss hasn't animated to the proper state yet. The boss has to writhe and attack you some more, and you — you who shot that bar too low, too quickly — will just have to wait.

Lots To Shoot At: Let no one protest the number of the undead that need to be given metal fillings the hard way in this game. But let's discuss the way money is earned in this game: By shooting up the scenery. Shoot the picture frames. Shoot the lamps. Shoot the white cardboard boxes. Shoot these things when you're supposed to keep quiet. Shoot them — and oops, sorry I hit the non-reacting character I'm talking to who was standing slightly in the way. As game design, it's not a problem to have to shoot all over the place to find the money you'll want to spend on weapon upgrades, which in turn make the game more fun. But as mood killer, this design is just deadly. There's no stealth and creeping horror in a game in which I'm encouraged to blast every pixel and polygon in sight to find some cash.

Resident Evil: The Darkside Chronicles makes the wrong first impression, but gets better from there. I understand that purists don't love the liberties taken with the edited presentations of Resident Evil 2 and Code: Veronica, but as someone who isn't so devoted to the canon and enjoyed taking three rides through a Resident Evil arc in one game, I was satisfied.

The Year of the Wii Lightgun Shooter is ending now, with a trio of enjoyable games. Overkill is the craziest. Dead Space is the most innovative. Resident Evil offers the most content. They're all good.

Resident Evil: The Darkside Chronicles was developed by Cavia and Capcom and published by Capcom for the Wii on November 17. Retails for $49.99 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played through on normal mode in a shade under nine hours. Unlocked tofu mode and uttered profane language during several boss battles, though not the last one.

Confused by our reviews? Read our review FAQ.

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<![CDATA[EA Makes Mercs Inc, A New "Pandemic" Game, Official [UPDATE]]]> Less than a day after the game's existence was leaked, EA confirmed that a new Mercenaries is in development. The publisher announced the title as the next release from Pandemic, the studio that was all but shut down last week.

The new game is in development at EALA, the studio where a core group of Pandemic team members were relocated following last week's closure of Pandemic's offices and departure of its top executives.

EA offered no gameplay detals, release date or platforms for the new game.

The existence of Mercs Inc — which EA refers to as a "working title" — first surfaced yesterday on website Bitmob, which ran a video of the in-development game and referred to the game as a multiplayer project.

The video showed classic shoot-em-up-for-cash Mercenaries paramilitary action, though it did not display much of the environmental destruction that was the original trademark of the series.

"We are very excited to announce a new instalment [sic] in the popular Mercenaries series because it demonstrates our continued commitment to Pandemic's rich catalogue of intellectual properties," EA group general manager Nick Earl said in a statement. Last week, Earl had the less pleasant duty of announcing the fate of Pandemic to EA employees.

Earl noted that a "core creative team is forging new ground and conceptualizing new ideas for this exciting franchise."

The first Mercenaries was released in 2005, developed by Pandemic and published by LucasArts. A sequel, Mercenaries 2: World in Flames, was released last year, again developed by Pandemic but published by new studio owners EA.

[UPDATE: EA declined to provide any more details about when the game is coming out our what it will be about. As for whether the company announced Mercs Inc today as a reaction to the leaked video of the game that surfaced online yesterday and started the rumor of its existence, an EA spokesperson said, "We don't comment on rumors." The company has not responded to a follow-up regarding whether anyone who worked at the Pandemic offices as of last week is currently involved in the new project.]

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<![CDATA[Tampa Bay's Longoria is — Officially — MLB 2K10's Cover Man]]> 2K Sports announced today that it's chosen Evan Longoria, the All-Star third baseman for the Tampa Bay Rays, for the cover of MLB 2K10, and will put six designs up to a vote of fans of the series.

Ten days ago Kotaku obtained and published a confidential marketing survey showing that Longoria, the 2008 American League Rookie of the Year, was 2K's choice. Today's announcement confirms the decision but also shows the covers leaked out were mock-ups and not at all the final design.

"Being on the cover, right now, it's a process, and we're working on the game and trying to get things going, we're focused on bringing out the best in it." Longoria told Kotaku today. "I won't get to step back and really appreciate this until down the line, when maybe a 10-year-old kid brings a 2K Sports box to the field and asks me to sign it. Then it'll hit me."

Longoria's selection is somewhat of a departure for the series; from 2002 to 2008, its cover athletes were all New York players, including the Yankees' then-first baseman Jason Giambi, and Yankees shortstop Derek Jeter three consecutive times each. Last year's cover athlete was Tim Lincecum of the San Francisco Giants, still a large-market franchise in close proximity to 2K's Marin studio.

In Longoria, MLB 2K10 is selecting an up-and-comer from one of baseball's smaller market clubs - albeit one that stunned bigger spenders in 2008 to win its division and the American League pennant. Longoria has been selected to the AL All-Star team in both of his first two years in the league, and two weeks ago picked up his first Gold Glove award.

His role is not purely promotional; Longoria, an avowed sports gamer going back to Ken Griffey Jr. Major League Baseball on the Super Nintendo, will consult on the game's development and work on components such as its situational authenticity.

"When we met with Evan at the (2009) All-Star Game, we hadn't gotten to the short list about who we wanted on the cover," said Chris Snyder, the 2K Sports director of marketing. "When we met with him, he said he loved the (MLB 2K9) commercial with Tim Lincecum, but he said, 'You know, in it, I hit this home run and Torii Hunter robs me. Can we maybe cut back on that a little?' He was joking, but we caught notice of the fact that he paid close attention to detail, that he saw it was him in the footage int was Torii who robbed him."

Below is a gallery of all the cover options. Don't vote on them here in our comments; head over to the 2K Sports official site if you want to be heard. The game is scheduled for a March 2010 release.

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<![CDATA[Why I Play World of Warcraft]]> Oh, not me specifically. I don't play World of Warcraft. But I am powerful curious as to why millions and millions of people sink money into the Blizzard moneymaker year after year for a game that you can never win.

Truth be told, I did actually take a stab at WoW a few years back at the behest of an ex-boyfriend. I was willing to go to hell and back for that man at the time, but it turned out I wasn't willing to go to Blackrock. Also, I never did get over my scorn for total strangers who demand to know if I'm really a woman before partying with me – and I was never very good about following directions, anyway.

Luckily, you never have to look very far to find someone who does play WoW. They might be only casual amateurs as opposed to level 60 devotees. However, as people who keep coming back to play World of Warcraft, I think they're every bit as qualified as a social scientist to explain the phenomenon.

Dan Amrich, Editor-in-Chief, World of Warcraft: The Magazine
I am an altaholic so I have many, but my main is a 74 blood elf rogue. I play for the social aspect. WoW has become more about the people I play with than the game itself. Although I really enjoy the stories and the spectacle, I find it much more enjoyable because I get to share it with my family. I play with my wife and brother-in-law every week; we live in different states and it's a lot more fun to chat on Skype about what happened in our lives that week while simultaneously slaughtering murlocs wholesale. It's three hours of online quality time. We've been trying to convince my mother-in-law to play but I don't think even WoW is that powerful.

Katrin Auch, Freelance Graphic Designer
I have 10 characters from 77 to 35, mostly horde, but I have Blood Elves, Tauran, Undead, Human, and Dreani. I play because I love that it is cooperative. I almost never solo. I play with different groups of friends, with different types of characters at different levels-we usually voice chat, and we find ways of using our skills together. Most of my characters are healers of some class, priest, shaman, pally-I get great pride out of keeping my party alive. And we talk about all kinds of things, so it's fun and social-like having a game night, but not having to clean up afterwards.

Casey Lynch, Director of Public Relations, Reverb Communications
Explaining why I play WoW is like explaining why I like to go out and eat pizza, drink beer and hang out with my friends all night. Obviously, because it's hella fun to me. And come to think of it, when I play, I'm usually eating pizza, drinking beer and hanging out with my friends all night, except we're wired into Vent and running Naxx instead of carousing at our favorite pub.

Compared to other games out there that have quantifiable replay value, i.e. something I could potentially sink 100+ hours into, WoW just seems to have more variety to offer. Between running endgame instances, PvP, Arena, Battlegrounds, and leveling new classes of toons I haven't played before, to the more obvious introduction of new content via expansions and updates, just when you feel like you've done it all, you try something different and it feels like a new game. I heart wow!

Reginald Rhoades, Corporate Support Associate, Viz Media
Why I play? Zombies. Also I played the original [real time strategy] games when I was a no good punk kid back in middle school. Being a delusional adult who gets obsessed with false realities, interacting with these long-known characters has been immensely entertaining.

I have additional reasons such as bonding with friends that live far too far away and flirting with married women in a safe environment.

My favorite character is a level 80 Forsaken warlock hotty named Arisu.

Just to summarize… In WoW, you can play as a zombie! And eat people!

Anonymous GameStop Employee
I play World of Warcraft to unwind – that's my "me time" after work. I play as a Hunter, which is a solo class, so I don't really party up with friends. But, yeah, I can go anywhere and do anything I want. It's the one time of day when I feel like I can do that. It's so relaxing.

Feel free to share your World of Warcraft motivation down below. And for all you haters out there who don't play WoW, stick around. Old Man Owen Good is cooking up something for you tomorrow.

Check back all week for more stories related to World of Warcraft's fifth anniversary.

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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[Excitebike: World Rally Micro-Review: Race back to 1985]]> The NES motocross classic gets updated for a trip across the WiiWare finish line.

Nostalgia-craving gamers who couldn't quite embrace Wii-fangled updates Excite Truck and Excitebots: Trick Racing will pop a wheelie over this decidedly old school-flavored entry.

Loved
Ah, the Memories...: Make no mistake, this is Excitebike as you remember it from back in the day. Okay, so you're no longer tethered to a gamepad, and the visuals are more 64- than 8-bit, but by and large the gameplay and presentation will warp you to an era when Back to the Future dominated the silver screen and Madonna's Like a Virgin blared from boom boxes. Racing against the clock, you'll side-scroll your dirt bike over hills, ramps, and passed computer-navigated competitors. Additionally, rough patches will slow you down, while passing over power-strip arrows will keep you from overheating. Super simple bike controls boil down to switching lanes, accelerating, and turbo-boosting. And a selection of increasingly challenging tracks test your reflexes as you time jumps, stick landings, and avoid obstacles. It's fast, addictive, arcadey fun that's a total throwback to a time when a D-pad and two buttons was all you needed to have a good time.

A Few New Tricks.: While playing World Rally will almost have you forgetting you're not clutching a NES gamepad, some minor tweaks have improved the classic formula. Wheelies can now be popped with the D-pad (or by tilting the WiiRemote, if you forgo the "classic" scheme), overheating can be remedied faster by shaking the controller, and item pick-ups will suddenly deform the terrain and erect ramps in your path. Even cooler, a satisfying "vroom" rumbles through the WiiRemote when you rev your engine. Additionally, the visual upgrade supports world-spanning tracks that sport small differentiating touches like cacti and red rock outcroppings in Mexico, and blue waters and palm trees in Fiji. Like the original, there's also a track editor, but now novice game designers can share their creations online. World Rally also allows you to race friends or around-the-world competitors through the Wii's Wi-Fi connection-an awesome feature we'd love to see adopted by more Wii titles .

Hated
Lone Local Racer: In a baffling decision I can only assume was made while exhaust fumes were being inhaled, the designers didn't include local multi-player. Nothing screams old school gaming like a little couch-side competition, so it's shocking a title that so stubbornly sticks to classic design concepts has omitted this simple feature. As much as the online mode is appreciated, up-to-4 player local play would have actually better complemented Excitebike's pick-up-play appeal.

The NES classic outfitted with a few new bells and whistles is a welcome addition to the WiiWare line-up. It's a shame local split-screen play didn't make the cut, but the addition of online multi-player, and the ability to create and share content makes this one worth at least a few laps around the track.

Excitebike: World Rally was developed by Monster Games and published by Nintendo for WiiWare on November 9th. Retails for $10.00 (1000 Wii Points). A copy of the game was provided by the publisher for reviewing purposes. Completed the game and played online mode.

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<![CDATA[The DS and DSi Gift Guide]]> This year saw the launch of not one, but two additions to the DS family.

The DSi, sporting two cameras and the ability to download games, hit in April. The DSiLL (XL to folks outside of Japan) is all of that a more, well more in the sense of size, super-sizing the screen and mondo-sizing the stylus.

Of course, there were also games, plenty of games. Here's some of the top titles we reviewed on Kotaku.

What DS or DSi games would you suggest picking up for friends or family?

Art Style: Digidrive

Price: $5 (download for DSi only)
Rating: E
Genre: Puzzle
Subject Matter: The world's only game based on directing traffic, but fun
Value: Not many modes, but very deep gameplay, Tetris-like.
Buy it for: People who want an engrossing puzzle game for their commute — and the only puzzle game built well for one-handed play (good for shaky subway/bus rides.)
Read the Full Review

Art Style: Boxlife

Price: $5 (download for DSi only)
Rating: E
Genre: Uh, puzzle box-folding?
Subject Matter: Work in a factory, fold boxes, live the American dream
Value: Second-best of all DSi Art Style games, based on a clever, deep mechanic, and a bevy of modes and unlockables.
Buy it for: Fans of innovative game design.
Read the Full Review

Art Style: Pictobits

Price: $5 (download for DSi only)
Rating: E
Genre: Block-dropping puzzle game
Subject Matter: A Tetris twist with an artsy retro style
Value: Highest of all downloadable DS games, offering many levels, great nostalgia for old pixel art, and a high-quality full chiptunes soundtrack that re-mixes classic Nintendo themes.
Buy it for: Anyone with a DSi, anyone who is nostalgic for the Nintendo Entertainment System
Read the Full Review

Art Style: Precipice
<
strong>Price: $5 (download for DSi only)
Rating: E
Genre: Puzzle
Subject Matter: Endless Tetris-style game featuring a man climbing falling blocks
Value: Doesn't have any modes, but its core gameplay is long-lasting.
Buy it for: Puzzle game fans and those who enjoy the DSi's innovative Art Style series
Read the Full Review

Bakugan Battle Brawlers

Price: $29.99
Rating: Everyone
Genre: Marble-shooting, creature-battling action game.
Subject Matter: Based on the wildly popular collectible toy game and cartoon series, Bakugan follows in the footsteps of Pokemon but adds transforming marbles to the mix. The game does a good job of capturing the essence of the franchise.
Value: With a relatively robust single-player campaign and ability to battle up to three friends on one screen in a slew of interactive arenas, this game is a pretty good deal.
Buy it for:fans of Bakugan and maybe even curious fans of Pokemon.
Read the Full Review

Domo Games

Price: $2 each (five games - download for DSi only)
Rating: E
Genre: Music, Sports
Subject Matter: The NHK TV mascot, Domo, stars in five re-purposed mini-games that were originally made in 2002
Value: Low, because the games are not fun.
Buy it for: Only people who love Domo and whom you don't love.
Read the Full Review

Drawn To Life: The Next Chapter

Price: $29.99
Rating: Everyone
Genre: Action/Adventure
Subject Matter: Drawn To Life: The Next Chapter is a relatively simple adventure game with similarly simple side-scrolling platforming levels and a touching, sometimes sad story. What makes it unique are its drawing features, which let the player customize their hero, what weapons they use and various elements of the game world all via the DS's touch screen.
Value: Drawn To Life: The Next Chapter's main adventure is brief, but the option to create new heroes, which can vary from flower people to ninjas to robots, extends the life of this charming 2D adventure.
Buy it for: the creative kid who may be too young for a more challenging Nintendo DS game.
Read the Full Review

DSi

Price: $169.99
Rating: N/A
Genre: N/A
Subject Matter: The next step for the DS Lite features two cameras and the ability to download games from the Nintendo store.
Value: While the price isn't exorbitant, more than half a year after launch the Nintendo Store is still lacking in quality downloadable titles.
Buy it for: gadgetophiles, people who love Nintendo, children who don't own digital cameras, anyone interested in a DS but who hasn't taken the plunge yet.
Read the Full Review

Fire Emblem: Shadow Dragon

Price: $29.99
Rating: Teen
Genre: Turn-based role-playing strategy
Subject Matter: Fire Emblem: Shadow Dragon is a thoughtful, modern day remake of an 8-bit medieval fantasy classic, telling the turn-based tale of Marth, heir to the throne of Altea who leads a band of soldiers in a tactical revolt against the Shadow Dragon Medeus.
Value: Over twenty five chapters, loads of characters, ample upgrade options, rare weapons via the online shop, and an excessive six levels of difficulty should ensure that your purchase of Fire Emblem: Shadow Dragon is money well spent.
Buy it for: the fan of fantasy, strategy and epic adventure.
Read the Full Review

Grand Theft Auto Chinatown Wars

Price: $34.99
Rating: Mature
Genre: Open world action-adventure
Subject Matter: Grand Theft Auto Chinatown Wars is a 3D, top-down adventure, putting players in the shoes of Huang Lee, a spoiled son of a Chinese gangster. The typical Grand Theft Auto rise to power through sex, drugs, violence and bad driving flows over the course of the game.
Value: There's a lengthy story to be told, with Grand Theft Auto Chinatown Wars throwing in plenty of side missions and mini-games to keep the player interested.
Buy it for: the Nintendo DS owner sadly lacking in over-the-top violent content.
Read the Full Review

Kingdom Hearts 358/2 Days
Price: $39.99
Rating: Teen
Genre: Action RPG
Subject Matter: An action RPG that bridges the gap between Kingdom Hearts 1 and 2. Value: While those not familiar with the Kingdom Hearts franchise will find themselves a bit lost story-wise, Kingdom Hearts 358/2 Days is a lengthy game that fans will love for the back story and RPG fans will enjoy for its depth.
Buy it for: Anyone who is a fan of the Kingdom Hearts series.
Read the Full Review

Mario & Luigi: Bowser's Inside Story

Price: $34.99
Rating: Everyone
Genre: Action RPG
Subject Matter: Mario, Luigi and their nemesis Bowser band together to fend off a common foe in Mario & Luigi: Bowser's Inside Story. As role-playing games go, it's heavy on the action, light on the story and packed with memorable, humorous characters.
Value: Mario & Luigi: Bowser's Inside Story offers a lengthy adventure, about 20 hours worth of play time, but after the story's complete, there's little incentive to return to the game.
Buy it for: the younger gamer looking for a long, not too challenging experience (or anyone with a Nintendo DS and a sense of humor).
Read the Full Review

Mario Vs. Donkey Kong: Minis March Again

Price: $8 (download for DSi only)
Rating: E
Genre: Lemmings-like puzzler
Subject Matter: Mainpulate girders and gadgets to enable Mario toys to march to their goals.
Value: Very high due to a generous amount of levels and a level-editor that supports downloaded user-made maps.
Buy it for: Fans of brain-bending puzzle games, as the solutions to some of these levels are hard to engineer.
Read the Full Review

Professor Layton and the Diabolical Box

Price: $34.99
Rating: E
Genre: Adventure/Puzzle
Subject Matter: The Professor and his protégé, Luke, are out to solve a mystery surrounding a man who never ages and box that kills all who open it.
Value: With a crazy amount of puzzles and a new puzzles to download every week, this is one game that won't ever be very far from your DS during those long commutes.
Buy it for: Yourself and anybody you actually want to give a good gift to.
Read the Full Review

Rhythm Heaven

Price: $29.99
Rating: Everyone
Genre: Music/Rhythm
Subject Matter: Rhythm Heaven is a loosely connected series of rhythmic and musical challenges with very simple controls, requiring little more than good timing and simple touchscreen tapping. Simplistic though it may be, Rhythm Heaven is inventive and fun.
Value: There are dozens of mini-games to unlock and play, with sound toys and more serious challenges for the player who masters Rhythm Heaven's main mode.
Buy it for: anyone with Nintendo DS that can keep a beat or longs for more WarioWare style mini-game fun.
Read the Full Review

Scribblenauts
Price: $29.99
Rating: E10+
Genre: Open world, spell-checking puzzle action game.
Subject Matter: Scribblenauts brings just about anything you can spell to life in the game, backing up a stunningly large visual dictionary with a web of interactions that can surprise and amuse as you work out how to solve puzzles.
Value: With 150 puzzles and 150 action levels, and the ability to use more than 22,800 words to figure out what to do, this is one of the best values this year in gaming.
Buy it for: children learning to spell, people who love lateral thinking and anyone with a sense of humor.
Read the Full Review

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<![CDATA[DSi LL Selling Faster Than PSPgo]]> On November 22, the DSi LL went on sale. Famitsu publisher Enterbrain has sales figures for the new NIntendo handheld's first two days.

The portable moved 103,524 units in Japan.

In comparison, the DSi sold approximately 170,000 units in its first two days on sale in Japan. In its first day on sale in The Land of the Rising Sun, the PSPgo sold approximately 28,000 units.

ニンテンドーDSi LL:2日間で10万4000台 DSiには及ばず エンターブレイン調べ(まんたんウェブ) - 毎日jp(毎日新聞) [Mainichi]

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<![CDATA[Astro Gaming A40 Audio System Review: Sound Advice]]> Astro Gaming's A40 Audio System is largely pitched at the "pro gaming" market, a headset and amplifier combo that offers a private audio experience and the necessary options for voice chat while playing others.

The A40 Audio System is comprised of Astro's A40 Headset and A40 MixAmp. Released last year, it's a petite but powerful package that supports gaming on the Xbox 360, PlayStation 3 and PC, offering 5.1 Dolby Surround and combined voice audio. But you certainly don't need to be a "professional" to partake in the sweet sounds of the A40.

Here's what we thought of our month-long ears on time with Astro's audio system.

Loved
The Headphones: These things sound glorious. It wasn't until I was forced to take them off so that other people in the room could participate in the listening experience via my antiquated receiver and surround sound set up that I realized how meaty the A40 Audio System was. The A40 headphones deliver sharp, crisp and powerful audio, which I credit with helping to improve my performance in some recent Left 4 Dead 2 and Modern Warfare 2 multiplayer gaming. And while aural advantage is great, it was while playing Dead Space with these things on that really sold me.

The Mixamp: The compact, densely constructed A40 MixAmp packs plenty of connections and power into a tiny package. It's simply and beautifully designed, with one large dial for controlling volume, a smaller dial for controlling the mix of game audio and voice chat audio. Popping cables in and out and storing the MixAmp out of site makes the wee amplifier an easily portable option.

USB Powered: I like things that are USB powered, as each of my currently hooked up consoles and the PC on which I play games come equipped with USB ports. The device can also be powered by a quartet of AA batteries, an option I haven't found a need for yet.

Comfortable, But Hefty: I'm not used to wearing headphones, so my initial experience wearing the A40 headset was not an altogether comfortable one. But my head adjusted, eventually feeling comfortable with the light pressure the A40 put on my skull. It's a solid set of headphones—324 grams/11.4 ounces—so some adjustment doesn't seem out of the ordinary, but at this point, I use these things for nearly every solo gaming session.

Hookups Aplenty: Astro doesn't skimp on the cables, including just about everything you'd need in the package from a connection standpoint, way more than I needed for my own personal use.

Hated
Boy, That's Kind Of Expensive: Purchased together, the A40 Audio System, will set you back $249.99. And that's not cheap. The package is much more expensive if the headset and MixAmp are purchased separately, so don't do that. But they're a great, well-built option for late night gaming or for those who move their gaming sessions around the house.

One Cord Too Short: The one cable that's lacking is the Xbox 360 controller communicator cable, which plugs into the MixAmp and at the bottom of the pad. My own set up has just a little too much distance from couch to console and your mileage may vary. But the shorter cable, much shorter than the headphone cable, means I'm forced to play leaning forward. And to suffer this minor discomfort is the kind of thing wimps like me prefer to nitpick.

At $249, the A40 is an investment, pricier than some of the consoles, but also a sound one. I've mostly made the switch from my home audio set up to the A40, and not just because the other residents in my household have become annoyed with the constant din of zombies, terrorists and space aliens being aerated and liquefied by heavy gunfire. It's not without its shortcomings, but the warm, powerful audio experience more than makes up for the minor inconveniences it's saddled with.

Would we suggest that everyone go out and grab an A40 and make it their primary audio option? Absolutely not. If you're already good on sound, more power to you. But if you're in the market for a new audio option, either out of consideration for your housemates or for a better headset/mic combo, give the A40 an earful.

The A40 Audio System was developed and release by Astro Gaming. Retails for $249.99 USD. A unit was provided at a video game review event. Played through through portions of Modern Warfare 2 on the Xbox 360 and PlayStation 3, Left 4 Dead 2 on the Xbox 360 and Dead Space on the Xbox 360 with the full A40 Audio System. Played through portions of Batman: Arkham Asylum on the PlayStation 3 using a dedicated receiver and A40 Headset.

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<![CDATA[ESA: Today Is A "Very, Very Good Day" For The Gaming Industry]]> Video game developers can be the new astronauts, a beacon that inspires schoolchildren to love learning science and math, the head advocate for the gaming industry in the U.S., told Kotaku today, as he described President Obama's breakthrough education announcement.

"LittleBigPlanet" being mentioned in the same sentence as "Barack Obama" — and of video games being included in the President's push for new ways to inspire kids to learn science, technology, engineering and math — sat well with Entertainment Software Association chief Michael Gallagher today.

"This is a very, very good day for the gaming industry," he told Kotaku. "This is a significant leap into maturity and toward acceptance."

Earlier in the day, Gallagher literally sat one row behind former astronaut Sally Ride and right near the former chairman of Intel and the current head of Sesame Street at a Washington, D.C. press conference where Obama announced plans for "Educate To Innovate," a series of mostly privately-funded initiatives to improve kids' knowledge of and enthusiasm for math and science.

The new programs could be the gaming industry's reach for the stars, to build on an astronomical analogy Gallagher said he used with White House officials as the new programs were taking shape. "Much as the space program inspired a generation of children to go into engineering," he said. "Today's learners are inspired by video games." Those who make games, in other words, have the capacity to influence America's youth toward scientific and technological greatness.

The gaming aspect of the Obama program involves two contests, both geared toward making games that will help children learn science, technology, engineering or math, so-called STEM topics. One contest involves the design of LittleBigPlanet levels. The other challenges developers to make browser games for children of different ages. Both embody what Gallagher says are the two defining characteristics of the gaming industry: Innovation and Competition.

But today was unusual. The video game industry doesn't often get a call from the White House, as the ESA did three months ago, to launch the programs announced today. Rare is the Administration that refers to games at all in a positive way.

Perhaps equally rare is an Administration that even understands games. Gallagher, who worked in the George W. Bush White House said that the "communication gap was a lot smaller" dealing with Obama officials. Some of the current President's speech writers, after all, recently stopped by an ESA reception to play The Beatles Rock Band, he said.

The ESA has also worked to promote the reputation of games and has enjoyed the findings of groups such as the Joan Ganz Cooney Center, which announced earlier this year that it saw games playing a key role in the future of education.

All of this may have helped produce a climate that led the White House to think positively about games.

"There is a preponderance of belief that we're a force for good and quality, as opposed to being stigmatized," Gallagher said.

So it wasn't a complete shock to the ESA that, three months ago, the White House contacted the group to invite the gaming industry to get involved in the President's education initiative.

From that request emerged the STEM National Video Game Competition, the browser game challenge, which will involve not just the ESA and the Information Technology Industry Council (an advocacy group for tech companies), but also Microsoft and Games4Change, a group dedicated to supporting games that serve a social good.

Anyone will be able to make games for the contest, vying for a portion of the total prize of $300,000. Even more alluring may be Gallagher's belief that the winning entries, which will be announced in June at E3, could become part of school curricula as soon as next school year. "We could be reaching and saving today's learners," he said, not waiting for a future generation and giving up already on today's kids.

"The objective is learning, not teaching," Gallagher said of the games he hopes people will make. He explained that a popular belief among educators is that teaching — the dispensing of information — is over-emphasized in school programs and that more attention needs to be paid toward learning — what goes on in a child's mind. It's learning where games have such strong potential, Gallagher argued, because the medium already has proven it has the ability to captivate a child's imagination and tap his or her curiosity.

The other program announced today involves Sony providing 1,000 PlayStation 3s and copies of LittleBigPlanet as part of an effort backed by the MacArthur Foundation to encourage learning through digital means.

Despite what Gallagher referred to as commendable efforts by Sony and Microsoft to get involved, they are just two gaming-related companies, the only two that were part of today's news. Gallagher says that is merely a function of how quickly the new programs came together and is confident that other gaming companies will get involved in similar efforts.

"We should be proud of this moment because it shows a maturity of our industry," Gallagher told Kotaku today. "It shows an acceptance of our industry as vital to our country's ability to meeting significant challenges." If video games can help America get better at science, technology, engineering and math, Gallagher would consider that a job well done.

[PIC]

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<![CDATA[Wii Energizer 4X Charging Station Review: Induction Into the Hall of Fame]]> If you own a Wii, a charging kit, any charging kit, is almost a necessity. Unless you enjoy to constantly purchasing double A batteries.

And if you're going for a charging kit that charges a Wii remote without the need to remove the batteries from the controller there are plenty of options. And I've tried quite a few of them. My latest trial was of an Energizer branded charger that uses induction and a panel to power up your controllers. Fancy, yes. Worthwhile? Let's see.

Loved
Design: This charging station uses induction to do its job. That means that the charger is a flat panel that rests on a counter or desk and takes up almost no room. I love that I could put this thing almost anywhere and not have to worry about how it looks when not in use.

Snap To: While the panel is decorated with remote silhouette to show you where to place a controller for charging, it is the magnets in the panel that ensure the remotes snap into place.

Induction: Because this system uses induction for charging, you don't have to worry about whether you have a silicon sleeve on your remote or whether it has the MotionPlus accessory snapped on. Just plop the controller down on the panel and it instantly starts charging. A light changes from red to green to show when you're ready to roll.

With consoles and controllers of all kinds filling up the cabinetry around my television, space is at a premium when it comes to chargers. This new flat panel induction design makes the best use of that space, ensuring that it also works quickly and easily.

Fifty dollars for four rechargeable battery packs and the panel seems like a good investment to me.

Wii Energizer 4X Charging Station was developed by PDP for the Wii. Retails for $49.99 USD. A copy of the Wii Energizer 4X Charging Station was given to us by PDP for reviewing purposes. Used the charger over the course of a month.

Confused by our reviews? Read our review FAQ.

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<![CDATA[World of Warcraft Turns 5: How Blizzard Built A Nation]]> World of Warcraft was launched five years ago today, and Kotaku is celebrating all week long, starting with a look at the Warcraft franchise's fifteen-year history with key members of Blizzard's development team.

World of Warcaft is important. The developers tell Kotaku they even dared to dream that they'd some day get a million subscribers. But to tell the story of the fifth anniversary of WoW, we first have to look at the game that started 15 years ago, Warcraft.

It All Started On Arrakis

In 1992, Westwood Studios released a game that changed the way real-time strategy games were made. It was Dune II, the first RTS to incorporate mouse movement, resource gathering, technology trees, and unique weapons and units per faction, all elements that are still being used in RTS games today.

The game caught the eyes and imaginations of several members of Silicon & Synapse, a game development studio that had mainly focused on porting games from other studios. After a brief stint as Chaos Games the studio took on the name Blizzard Entertainment in 1994.

As Blizzard art director Sam "Samwise" Didier explains it, the team's fascination with Dune II led directly to the development of its first blockbuster hit, Warcraft: Orcs & Humans.

"Back in the Jurassic period we all loved playing games like Dune II. We got inspired and thought this game was awesome and wanted to make something like it. We were all big fans of Dungeons and Dragons and Tolkien, and we wanted to make a fantasy world real-time strategy game."

Taking cues from existing titles was the norm for Blizzard in the early days. Samwise points to another early Blizzard title, The Lost Vikings, which was born out of the team's love for PC puzzle game Lemmings from DMA Design, the studio that would go on to become Rockstar North of Grand Theft Auto fame.

So Blizzard took the formula established in Dune II and expanded upon it in Warcraft: Orcs & Humans, adding goals beyond simply building your army and decimating your enemies. Players found themselves rescuing friendly forces from enemy camps, assassinating key members of the opposition, and rebuilding ruined towns. It was also the first RTS game to feature hand-to-hand combat and magic.

One more important innovation was borrowed from a decidedly different sort of game – Doom. Inspired by the fun of playing Doom together, Blizzard added the ability to play multiplayer battles via modem and local area network to Warcraft: Orcs & Humans, a feature that would become a key feature of the RTS genre.

Expanding The Story

While Orcs & Humans laid the groundwork for games to come, it was relatively light on story. Blizzard rectified that oversight with the game's 1995 sequel, Warcraft II: Tides of Darkness, elevating Azeroth from game setting to fully realized fictional world.

The game saw the Orcs and Humans gather allies in the Trolls, Goblins, Elves, Dwarves, Orcs, and Gnomes, laying the foundations for the Alliance and the Horde as we know them today. The game and it's expansion pack, Beyond the Dark Portal, introduced characters and locations that would play a large part in the games to come.

Tides of Darkness also expanded on the multiplayer of the original game. In 1999, Blizzard released both the game and its expansion as Warcraft II: Battle.net Edition, allowing players to engage in multiplayer matches over the internet using the Battle.net service introduced with 1997's Diablo.

Class Clowns And Failed Comedians

Along with solidifying the world of Azeroth and strengthening the foundation for the fiction that would grow with each new game in the franchise, Warcraft II also established another signature feature of the series: its sense of humor.

"We had lots of class clowns and failed comedians on the team," explains Didier. "We never really took it too seriously. We wanted really cool characters and events while making fun classic fantasy stereotypes. We included anything we thought was cool, serious or humorous."

For instance, clicking on a unit once in Warcraft II elicits a normal verbal response. Click repeatedly on a unit for no reason and they become annoyed, spouting humorous phrases like "are you still touching me?" Samwise cites this feature as a prime example of adding humor to a game without alienating those craving a serious experience. "Only the people who wanted the comedy had to deal with it."

The Lost Chapter

As Warcraft was inspired by Dune II, Warcraft Adventures: Lord of the Clans was inspired by classic LucasArts adventure games like The Secret of Monkey Island. Development on this adventure game began soon after the completion of Warcraft II. Using a combination of cartoons and point and click adventure gameplay it would tell the story of the Orcs trapped in Azeroth following the destruction of the Dark Portal, and the rise of the famed Orc warchief Thrall, Sadly, the game never saw the light of day.

In a move that Blizzard would later repeat with StarCraft side-story Ghost, the company canceled the game days before the 1998 E3 Expo in Atlanta, despite the game being mostly complete. The animation was finished, the puzzles in place, and even the voice over work had been fully recorded, but Blizzard felt the game wasn't up to their high standards.

In an announcement issued on the 22nd of May, 2008, Blizzard explained the cancellation to fans. "The decision centered around the level of value that we want to give our customers. In essence, it was a case of stepping up and really proving to ourselves and gamers that we will not sell out on the quality of our games."

When asked if there was ever a chance of Adventures being released, Samwise was skeptical. "We're not taking the old one and finishing it. It wasn't up to par and we'd have to polish the hell out of it. DVDs are really popular because of deleted scenes, but when you watch them you can see why they weren't included in the movie. That's what Warcraft Adventures is."

Still, Blizzard felt the story of Thrall too important to gloss over, commissioning Star Trek novelist Christie Golden to write Warcraft: Lord of the Clans, a novel that bridges the gap between Warcraft II and the next game in the series, Warcraft III: Reign of Chaos.

Further Evolution

Warcraft III: Reign of Chaos, released in 2002, delved deeper into the lore of the series than ever before. It chronicles the rise and fall of Arthas Menethil, the prince who would become the Lich King; introduces the Night Elves and the Undead; and introduces the Burning Legion, the demonic scourge of the Warcraft universe.

Deviating from previous entries in the series, Warcraft III and its expansion, The Frozen Throne, integrates storytelling into the gameplay itself, rather than feeding the player through mission briefings. This allowed for a more seamless and immersive game, further cementing Blizzard's reputation as top-notch storytellers.

Warcraft III, like Warcraft II, included a World Editor program, allowing players to craft their own scenarios and maps, and players took full advantage of the feature, creating their own game types. One such custom game, Defense of the Ancients, gave rise to a new sub-genre of RTS, in which players control a single champion that gains levels and abilities as it battles alongside computer-controlled units. Defense of the Ancients-inspired games like Gas Powered Games' Demigod and the recently released League of Legends from Riot Games serve as a lasting reminder to the legacy of Warcraft III.

Welcome To Our World

In early 2000, Blizzard's development team found themselves fascinated by another type of game.

"Everyone here had been playing a bunch of Everquest and Ultima Online," says Samwise Didier. "It goes all the way back to the whole Lost Vikings/Lemmings thing. It was a genre we enjoyed, and Warcraft was a good fit."

Blizzard announced World of Warcraft, the massively multiplayer take on the Warcraft universe in 2001, and for three years fans eagerly awaited their chance to take their first steps into the world of Azeroth, unfettered by the rules of the real-time strategy genre.

The game would pick up the story four years after the events of Warcraft III: The Frozen Throne, with the world split into two major factions – the Alliance and the Horde. Players would experience the battle for Azeroth from an entirely new, more personal point-of-view.

As the 2004 release approached, Blizzard was aware it had something special on its hands, though some members of the development team had more faith than others. World of Warcraft production director J. Allen Brack relates a particularly amusing story about a pep talk given by Blizzard co-founder and lead designer Allen Adham.

"Allen Adham got everyone on the team in a room to talk about how great his confidence was in the game, and how he thought we had something great. He said, 'One day this game will have a million subscribers.' No one believed that. We thought it was crazy. We thought, 'You're a liar.' There was no way that any game would have a million subscribers."

World of Warcraft launched in North America on November 23, 2004. Fan reaction to the release was so massive that the game was plagued with downtime and server queues for the first week, as Blizzard opened new worlds to deal with the exploding population. By December 2005, the game had 3.5 million subscribers. By December of 2008, that number had jumped to 11.5 million.

How does a PC game attract 11.5 million players? World of Warcraft game director Tom Chilton says the game has something for everyone.

"It's easy to learn, but hard to master, which attracts different sorts of gamers. The hard to master part keeps the hardcore players around, while the casual players enjoy the wide variety of things to do," Chilton explains. "Ultimately it's just a really good game."

Massively Mainstream Appeal

The success that World of Warcraft has achieved over the past five years is nothing short of astounding. It was the best-selling PC game of 2005 and 2006 according to NPD data, knocked from the top spot in 2007 by its own expansion, The Burning Crusade. In 2008 the game's second expansion, Wrath of the Lich King, took the top spot.

The success of the game goes far beyond sales numbers. World of Warcraft has become a pop culture phenomenon. It's been used to advertise products like Coke and Toyota, while its own advertisements have feature pop culture icons such as Mr. T and William Shatner. A 2007 episode of Comedy Central's cartoon South Park, "Make Love, Not Warcraft," won the 2007 Creative Arts Emmy Award for Outstanding Animated Program.

Like Super Mario Bros. or Grand Theft Auto, World of Warcraft is a game that has gained recognition far beyond its already expansive audience. For a fantasy game that is strictly PC-based, that's no mean feat.

The Future

So where will the World of Warcraft be in another five years? Tom Chilton delivers a blissfully blurry outlook for the world's most popular subscription-based MMO.

"One of the cool things is: who knows where it will go next? The world itself is filled with so many possibilities. We've got outer space demons. We're about to add little green guys and werewolves (in the upcoming Cataclysm expansion). There are so many different directions you can go in. Magic, guns, machines – anything we want to come up with we can fit into the World of Warcraft with no problem."

And the continuing success of World of Warcraft doesn't preclude the possibility of a Warcraft IV. Just don't expect it any time soon, with teams tied up with Diablo III and StarCraft II.

Real-time strategy or massively multiplayer, the Warcraft universe continues to make its mark on the world, with each new game and expansion adding layer upon layer to a tale that J. Allen Brack believes could go on forever.

"We've got quite a bit to do before we run out of ideas. New people are constantly joining the team, bringing their own ideas with them. The full story will never truly be written."

Check back all week for more stories related to World of Warcraft's fifth anniversary.

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<![CDATA[Two Remaining Old Republic Classes Revealed]]> The latest issue of German magazine PC Games spills the beans on the two final classes for Star Wars: The Old Republic - the Jedi Consular and the Sith Inquisitor.

Well that's certainly a novel way to make sure you don't have a huge overpopulation of Jedi Knights and Sith Warriors. The Jedi Consular and Sith Inquisitor are both force-active classes, one fulfilling a support role while the other seems to be more of a DPS class. Note that all of the information here comes from a translation of a scan of the PC Games article from The Old Republic forum member Petrosis.

According to said translation, the Jedi consular can be geared towards a healing or damage role, depending on how useful the player feels like being.

The article calls the Sith Inquisitor a second line fighter, and from looking at its powers (seen below) it seems almost like a crowd controller with some area-of-effect (AOE) damage thrown in.

Check out the descriptions from the translation below, or hit up the link for the full post.

Update: BioWare has confirmed the classes in a forum post.

Jedi Consular page:
Image top:
With sword, charm and the force! The Jedi Consular fights from the second line.
Image middle:
The seventh class is the Jedi Consular. Contrary to the revealed Jedi Knight, several weeks ago, is the Consular not to be found in the first line. Although he can swing the lightsaber too, he masters several ranged fighting skills like "Sleep", "Lift" or "Smash". The class can be tuned into damage or healing. Thus is the Jedi Consular one mighty support class in the Old Republic.

Abilities:
Sleep
Lift
Smash
Force Push
Reflect

Both images bottom:
Beatiful type! The Jedi Consular stretches his arms, focuses his force, and throws the attacking droids with one strike through Force Push on the ground.

Sith Inquisitor page:
Image top left:
I have the force! As a Sith Inquisitor one masters the use of elecricity with ease.
Image top right:
The Sith Inquisitor is the alst of the eight classes tottaly with which SWTOR will launch. The Inquisitor is the opposite of the Consular and is a fighter from the second line. Equipped with force abilities like the "Shock" or the "Lightning Charge" heats his enemies properly, in which we could assure ourselves in one play session. One quest sent us into an ancient Sith-tomb, where crawled with killer worms (K'lor'slug Ravager) and imperial deserters. With the help of the area attack "Overload" near enemies we can not only damage them, but knock them back and stun them for several seconds, and so we cleaned the nest quickly.

Abilities:
Saber Blow
Shock
Execute
Overload
Lighting Charge
Whirlwind
Dark Gift
Call a fare(?)
Dark Meditation

Image middle:
Bad chance! In close combat has the Trooper against the Inquisitor the bad cards
Image bottom:
Electricuted! With electrical hit one does not only damage but stuns the enemies

PC Games article fully translated [The Old Republic Forums - Thanks Venom!]

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<![CDATA[IBM: We'll Keep Making Cell Processors As Long As Sony Needs Them]]> Rumors are circulating today about the death of IBM's Cell processor, which powers Sony's PlayStation 3. Kotaku spoke to IBM about the fate of the Cell and its commitment to the PlayStation 3.

The rumor sprang from an article on German website Heise Online, which posted a story about an interview with IBM's vice president of deep computing, David Turek, in which he indicated that the development of the next version of the Cell processor with dual PowerPC processors and 32 SPEs (Synergistic Processing Elements) had been halted. This led to many articles declaring the Cell processor dead.

Our immediate concern upon reading this, was the fate of the Sony PlayStation 3, so we dropped a line to IBM. Spokesperson Ron Favali returned our call and immediately assured us the PlayStation 3 was safe.

"As long as we have a contract with Sony we will continue to manufacture Cell processors for use in the Sony PlayStation."

Update: We also inquired at Sony, and received this response from Julia Han of SCEA corporate communications: "The IBM reports do not have anything to do with the cell chip used in the PS3. There will be no impact to the PS3 business."

So don't worry about Sony running out of chips anytime soon. IBM has them covered. As for the fate of the Cell processor technology? Well that will live on as well says Turek, as "the core technology of the Cell processor will continue to proliferate throughout the IBM product line."

Turek wouldn't comment on upcoming product announcements regarding the future of the Cell.

SC09: IBM lässt Cell-Prozessor auslaufen [Heise-Online via Fudzilla, Gizmodo]

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<![CDATA[Kotaku Game Club: Modern Warfare 2 Discussion Concludes.. NOW (Levels 16-18)]]> If you followed the rules, you just finished the Modern Warfare 2 campaign this weekend and are here to discuss it in our Game Club finale. Thoughts on the ending? Thoughts on the next game for Game Club?

We're discussing the last three levels of Modern Warfare 2 today.

-The Enemy Of My Enemy (Planes!)
-Just Like Old Times (Caves!)
-Endgame (Rafts!)

I had heard people complain that the game ended abruptly. They felt it pulled a Halo 2 and all but required a sequel to provide a satisfying narrative conclusion.

Talk about what you thought of these final levels, but can we also dollop some praise upon The Enemy of My Enemy?

Not since one of the final levels of Resident Evil 4 have I played a section of a game that removed my character from being the center of attention and asked me to still have fun. Games so often position our character as the most important person in the scene. In Modern Warfare 2's The Enemy level, it felt fresh to be less important, as the Americans and Russians went at it. Rarely does the world of a video game not revolve around the player — how did you feel not being the focal point of The Enemy of My Enemy?


And what's the big picture take on this campaign? What were you looking for from it and what did you get out of it?

Finally, thank you to everyone who participated in this revival of the Kotaku Game Club. I was happy with how we were able to discuss a shared experience bit by bit, though I'm still not sure how we'd handle this for a game with a less universally-experienced progression like, say, Dragon Age. Feel free to offer feedback on what we should do for Game Club next.

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<![CDATA[We Came, We Partied, We Raised...]]> Thanks to everyone who came out to last week's Child's Play fundraiser in Denver.

That includes the reader who drove, DROVE, from Florida to partake in the raising of funds for a good cause. Also to Harmonix who flew from Boston to hang for a night.

It was the best event in Denver to date with a crowd of gamers dancing and drinking under an absurdly large disco ball, people up on stage playing Rock Band and DJ Hero and folks on a second floor enjoying the free console arcade.

Last year we managed to raise a surprising $4,000. This year we brought in more than that just at the door. The total funds raised in Denver last Thursday night comes to $6,508. And because so many people donated their time, their shwag, their building, heart and soul, 100 percent of the money raised is going to the charity and none to the act of raising money for it.

You should pat yourself on the back for making this such a fun time for such a good cause. And if you have spare cash, or the desire to give non-spare cash away. Hit up Child's Play directly.

And if you have them, feel free to post your own pics from the event in comments. Special thanks to photographers Phillip Loeb and Allen for these photos.

































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<![CDATA[The iPhone Gamer's Gift Guide]]> It's been an amazing year for the iPhone and gaming.

Not only have a slew of new, blockbuster titles come out for the emerging platform, Apple finally realized that maybe they should wake up and start touting the gaming benefits of their smartphone and media player.

This is by no means all of the iPhone and iPod Touch games we reviewed this year, but it's a quick look at some of the more memorable ones. Don't forget, just because they're download only, doesn't mean you can't present a list with the iTunes card you give someone.

Any we missed? Any you would suggest for a friend?

Asphalt 5

Price: $6.99
Rating: N/A
Genre: Racing
Subject Matter: Gameloft brings Burnout's adrenaline-amping crashes and Ridge Racer's wind-in-your-hair thrills to the iPhone with Asphalt 5.
Value: A strong competitor to the PSP's racing games, Asphalt 5 offers three modes-quick race, career, local and online multi-player, 33 cars, 12 tracks, vehicle customization, and unlockable stat-boosting babes.
Buy it for: Gamers ready to go vroom.
Read the Full Review

Command & Conquer: Red Alert

Price: $9.99
Rating: N/A
Genre: Real Time Strategy
Subject Matter: EA brings its over-the-top real-time strategy series to the iPhone, allowing on-the-go gamers to wage war wherever they please.
Value: While things like C&C's cheesy cinematics didn't make the leap to the iPhone, the platform's touch screen display is ideal for RTS style gaming.
Buy it for: RTS players looking for a mobile strategy game.
Read the Full Review

Doom Resurrection

Price: $6.99
Rating: N/A
Genre: First-person touchscreen shooter
Subject Matter: Loosely based on Doom 3, Resurrection is an impressive port of the demonic sci-fi FPS that's easily controlled with the iPhone's accelerometer.
Value: As iPhone games go, Doom Resurrection is priced almost right, offering a solid campaign, but not much more.
Buy it for: budding space marines who enjoy killing hellspawn between phone calls.
Read the Full Review

Dungeon Hunter

Price: $6.99
Rating: 9+
Genre: Diablo-esque action.
Subject Matter: Dungeon Hunter has gamers play as a fallen prince back from the dead to save the kingdom from his evil wife. Plenty of dungeon crawling, loot gathering and virtual button-mashing in this game.
Value: A single play-through of the game can take 25 hours, and there are three character classes to play with. This is probably the best value you'll find on the iPhone or iPod Touch.
Buy it for: fans of adventure games like Diablo and light role-playing titles.
Read the Full Review

Madden NFL
Price: $9.99
Genre: Sports
Subject Matter: EA Sports delivers its bestselling Madden franchise to the iPhone for the first time.
Value: Fully licensed, with all of the teams, players and game modes from the console version of the definitive NFL video game title.
Buy it for: A great stocking stuffer for any football fan with an iPhone or iPod Touch.
Read the Full Review

Metal Gear Solid Touch

Price: $0.99 to $9.99
Rating: N/A
Genre: Third-person touchscreen shooter
Subject Matter: Metal Gear Solid Touch brings 20 stages lifted from Metal Gear Solid 4 but focuses more on arcade-style touchscreen shooting than the stealth gameplay that Solid Snake is famous for.
Value: Depending on how much you pay (the game was marked down to 99 cents recently) MGS Touch offers a decent amount of replayability and cool items to unlock.
Buy it for: the serious as a heart attack Metal Gear fan who doesn't have access to a PlayStation.
Read the Full Review

NBA Live
Price: $9.99
Genre: Sports
Subject Matter: The NBA goes mobile in EA Sports' first port of its popular pro basketball simulation.
Value: All teams, all players, plus season, playoffs, and pick-up-and-play modes, with customizable rosters.
Buy it for: Any hoophead with a gadget fixation will love having a full basketball sim in his or her pocket.
Read the Full Review

Resident Evil 4 Mobile Edition

Price: $6.99
Rating: 9+
Genre: Shooter
Subject Matter: Resident Evil 4 Mobile Edition is a screen-tapping, stop-and-pop, suspense shooter.
Value: With a dozen settings and two dozen timed stages, this iPhone title is worth the money.
Buy it for: Resident Evil fans, shooter fans, anyone interested in gaming on their phone or Touch.
Read the Full Review

Rock Band

Price: $9.99
Rating: N/A
Genre: Music
Subject Matter: It's Rock Band. It's on the iPhone. Yeah!
Value: Packed with 20 tracks, Rock Band has a set list that boasts the likes of Foo Fighters, the Pixies and Joan Jett. Players can jam on all four instruments. Multiplayer supports up to four.
Buy it for: Music game lovers on the go.
Read the Full Review

Rolando 2

Price: $4.99
Rating: 4+
Genre: A charming side-scrolling puzzler.
Subject Matter: This sequel to last-year's must-have iPhone game, Rolando 2 introduces more story, character development and challenges.
Value: This is the first time Luke has ever played an iPhone that felt truly substantial.
Buy it for: fans of LocoRoco, Rolando or cute, cleverly-crafted puzzle games..
Read the Full Review

Space Invaders Infinity Gene

Price: $4.99
Rating: 4+
Genre: Shoot em up
Subject Matter: Space Invaders Infinity Gene is a re-imagining of 70s classic arcade game Space Invaders.
Value: One of the most played games on my iPhone, Space Invaders Infinity Gene offers you 19 levels with a number of interesting new weapons. But almost more importantly, the game can create levels on the fly designed around music played from your iPhone or iPod Touch's music library.
Buy it for: fans of Space Invaders, fans of shoot-em ups, fans of fun.
Read the Full Review

Star Defense
Price: $.99
Rating: 9+
Genre: Tower defense
Subject Matter: Defend a planet outpost from an amazingly orderly bunch of aliens walking there way along the paths that lead from landing port to your base.
Value: It's just a buck, and it's a ton of fun.
Buy it for: Fans of tower defense and globes.
Read the Full Review

Streets of Rage

Price: $4.99
Rating: 12+
Genre: Genesis brawling side-scroller
Subject Matter: This is a straight-up emulation of the Sega classic for the Genesis with chop-socky music and over-the-top tiny graphics.
Value: Not much of a deal here even at $5. It's a straight, troubled port.
Buy it for: With a bad framerate and problematic controls, only hardcore fans of the game and nostalgia freaks should get this.
Read the Full Review

Waterways

Price: $.99
Rating: 4+
Genre: Puzzler
Subject Matter: Winner of the 2008 Japan GameGam Competition, Waterways is a puzzle game with cows, ducks and water.
Value: For a penny shy of a dollar you can't go wrong with this portable game.
Buy it for: Puzzle enthusiasts who want a some brain teasing on the go.
Read the Full Review

Zenonia

Price: $2.99
Rating: 9+
Genre: Adventure role-playing game.
Subject Matter: Zenonia follows a young man named Regret as he searches for answers to the mystery surrounding his birth after the sudden death of the man who raised him.
Value:With about 20 hours worth of play and the ability to choose good and evil paths, this is a no brainer.
Buy it for: fans of The Legend of Zelda.
Read the Full Review

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