BioShock Infinite set for October 16 release date

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2K Games announced today that BioShock Infinite will be available on store shelves in North America on October 16 and around the world on October 19. One of the year’s most anticipated games, the Irrational Games-developed title won more than 75 editorial awards at 2011′s E3, including Game Critics Awards’ Best of Show.

“After BioShock, we had a vision for a follow-up that dwarfed the original in scope and ambition,” said Irrational Gamers Creative Director Ken Levine. “BioShock Infinite has been our sole focus for the last four years.”

The first-person horror survival game lets players take on the role of Booker DeWitt, ex-Pinkerton agent, who has an AI companion named Elizabeth. They’re attempting to escape the falling sky-city of Columbia in an alternate vision of America in 1912; the game includes high-speed Sky-Line battles and plenty of new weapons.

Last month, Irrational Games announced 1999 Mode, designed for retro gamers who want to make things a bit more difficult. The mode requires skill development, resource planning and combat specialization. 1999 Mode applies permanent consequences to a player’s actions, requiring restarts and frequent game saves.

The original BioShock, with its underwater city of Rapture and its Big Daddies and Little Sisters, was released in 2007 to great acclaim. The sequel, BioShock 2, made a splash in 2010. BioShock Infinite will be released for Xbox 360, PS3 and PC. For more information, visit www.irrationalgames.com.

Are you looking forward to the game as much as we are? Sound off in the comments below!

Top 10 Most Anticipated Games of 2012

It looks like 2012 is going to be another great year for gamers, thanks to the sheer number of awesome releases coming up. We’ve even got a couple of new console systems to look forward to – the PlayStation Vita handheld, and Nintendo’s next generation Wii U. 

Over the past week or so we’ve been battling it out here at VidThru.com, but we’ve somehow managed to get a consensus on the titles we’re most looking forward to in the months ahead. Start saving up those dimes you found under the couch cushions, ‘cause you’re gonna need them! Continue reading

Gears of War 3 DLC set for November release

Microsoft and Epic Games today officially announced the Horde Command Pack add-on for Gears of War 3, set for release on Xbox LIVE Marketplace on November 1. The DLC will include new maps, playable characters, and many Horde fortification upgrades.

The add-on game pack includes the following maps:

Blood Drive: This returning favorite takes place in the Jacinto Medical Plaza, a safe haven turned into an inferno after it was overwhelmed with evacuated citizens after the Hammer Strikes, who rioted and caused much damage. This map includes lots of high ground and funneled choke points.

Rustlung: Battle on a decommissioned battleship, once the pride of the Royal Tyran Navy. This one includes an exposed central torpedo bay; teams can hold this area and use the battle-ready Silverback mech suit, which has replaced the ship’s loader.

Azura: Here, an island paradise full of water gardens and foliage that once catered to Sera’s elite is now a battle zone that includes a powerful explosive weapon and a defensive central platform that might be a team’s last resort.

New fortification upgrades include a Command Center, allowing players to call in fire support from sniper teams, mortar strikes and multiple Hammers of Dawn; Decoy Upgrade, a level that turns your decoy into an Onyx Guard bot to defend you; Sentry Upgrade, adding a fire bolt sentry that deals a lot more damage and is effective against Berserkers; and the Silverback Upgrade, letting you make your Silverback exo-suit better with rockets and extra levels of repair cost reduction.

New characters in the Horde Command Pack include an Onyx Guard, Big Rig Dizzy and Bernie. New weapon skins are Team Plasma and Jungle Camo. Additional Achievements worth 250 Gamerscore will also be included.

The DLC is playable in Horde, Beast Mode and privately-hosted Versus matches, and is one of four game add-ons expected for Gears of War 3. You can buy the Gears of War 3 Season Pass for 2400 Microsoft points on Xbox LIVE Marketplace to get all four as soon as they are available for a slight discount, or purchase the Horde Command Pack by itself at 800 Microsoft Points once it’s available on November 1.

Gears of War 3 is selling well for Microsoft, with three million units moved just in its first week. Microsoft claims that the GoW franchise overall has garnered more than a billion dollars in lifetime sales and has driven more than three million users to play on Xbox LIVE.

For additional information on the game and the add-on content, visit www.gearsofwar.com or www.epicgames.com.

Are you playing Horde as much as we are? Will you pick up the Season Pass, or just go for the Horde Command Pack? Let us know in the comments!

 

Deux Ex: Human Revolution ships 2 million copies

Square Enix Ltd. announced today that Deux Ex: Human Revolution has shipped two million units worldwide since it launched late last month (Sept. 23 in the U.S., Sept. 26 in Europe) – not bad for the first three weeks!

By comparison, the current best-selling game of all time as named by The NPD Group, Call of Duty: Black Ops, sold about 13.7 million units during the period between its November 9, 2010 release and the approximate date of March 9. (This title is somewhat in dispute, however, as The Guinness Book of World Records and other sources log the original Super Mario Bros. NES game in at 40.24 million units sold. )

Deux Ex: Human Revolution was as developed by Eidos-Montreal, a Square Enix studio, and is available for PS3, Xbox 360 and on PC both as a boxed game and through streaming services Steam and OnLive. The game has not yet launched in Japan, but is expected to do so this October.

Also in October the first DLC for the title will be released. Deus Ex: Human Revolution – The Missing Link is due on all platforms that month. In this expansion, protagonist Adam Jenson’s mysterious three-day disappearance from Human Revolution is explained.  After torture at the hands of Belltower agents that disable his augmentations, he must rely on his human strength to escape from a freighter. Along the way, he uncovers another layer to the conspiracy. The DLC will include new environments and characters and allow you to rebuild Adam’s augmentation set.

For more information about Deus Ex, visit www.deusex.com.


Have you played Deus Ex? Do you love it? Think it’s got a chance of de-throning Black Ops? Let us know in the comments section!

 

Interview: Kilroy Fx, Creator of BloodyCheckers

If you’ve ever imagined you’d like to create a video game of your own, take some inspiration from Irvine, Calif.’s Kilroy Fx, whose game BloodyCheckers has been topping the charts on Xbox LIVE Arcade’s Indie Games channel since it was released in June. Out of the blue, this sleeper hit has gotten waves of great reviews from industry critics as well as gamers, and it keeps getting better thanks to Kilroy‘s updates (a big one, his fourth, is coming soon). And it just goes to show that one guy with a good idea and a whole lot of persistence can still make a difference.

In case you haven’t checked out the game yet – why not? Part of the appeal of this game lies in its price: 80 Microsoft Points – that’s $1. Another part of the appeal lies in the story of its creator, who was a gamer and film industry veteran with zero programming knowledge a year and a half ago. He spent hours and days and months learning and researching everything from the Middle Ages to board game strategy and creating fonts, developed his own game in 10 months – often in a self-imposed cone of silence – and is now making his software and his techniques available for free to anyone who’d like to use them. Bucking the industry’s norms can be a difficult proposition, and Kilroy Fx is doing it with style.

But the major part of BloodyCheckers’ appeal, of course, is its execution: a detailed and polished title centered around a rather simplistic family game that’s been updated for modern sensibilities. We caught up with Kilroy Fx to chat about his vision, the game, and where he goes from here.

VidThru.com: Where did the idea for BloodyCheckers come from?

Kilroy Fx: I basically tried to come up with the worst idea and the simplest idea that I could, and apply all my passion to it. I know that sounds a little backwards. I looked around and I found there wasn’t a game of checkers, which is the simplest game around–a simple board game. It allowed me to have some multiplayer turn-based action, and it allowed me to have some simple rules of the game that were already defined. I knew at the time that this was not going to be a successful game but I knew it would work really well for me to build on. I wanted to learn and I wanted to build onto something, and I wanted to apply my passion to this idea. So it fit some criteria. There were no good checkers games on the Xbox, and there were no real great checkers games on the Internet, because they didn’t capture the essence of  when you play a game with your friends or family sitting down in the middle of the summer. It’s hot outside, you’re sitting at a table and your brother looks at the checker piece and you’re going, “Oh, don’t move that one, don’t move that one.“ And then he picks it up and he moves it – and just that essence alone, I could feel it. I was sculpting this passion for that feeling when you play against someone else, someone else’s mind, someone else’s body – they’re right in front of you. I wanted to recreate that in checkers to see how well I could. And I always knew this.

It’s not the story that you tell, it’s how well you tell the story, right? And the game went through many iterations of me hating the game, to me loving the game, to me hating the game, to me loving the game, and that was the starting point. From that I applied what I call “the one-chance philosophy.” If you only had enough energy and enough time left to present one idea, you got one opportunity to present only one idea, you would choose your best idea, and the most vision you could get and the most passion, and you would present it. And according to (Harry Potter creator) J.K. Rowling, that is how you succeed. If you have lots of different opportunities and chances you will never risk everything and you will never take your brightest idea and present it. She says you really need to end up down on the street in the most desperate situation and present your brightest idea to succeed. That’s what she has said, and I tried to apply that.

VidThru.com: Checkers was your best idea?

Kilroy Fx: I talked to a friend and said, “If I can make people like checkers, and I can make a profit off it and I can make people buy it, I can make any game.” If I can take a bad idea and make people love it, bring checkers back to the 21st century, then I can do anything. Because that’s like a total uphill battle. I couldn’t even play checkers when I was first playing it on the Internet. God, it’s so boring and people quit all the time. Its painful to play and checkers has a really bad – and accurate – reputation. A lot of people are like, “Checkers is crap.” You’re right. Let’s be realistic here; checkers is a really flawed board game. It ends up in ties a lot, and the game has been solved already by computers so you can guarantee wins. It’s a dying game. There’s no reason for it. So I thought I’d just give it one last breath of life and put it on the Xbox and kiss off a bunch of people. There are developers who saw the animation, the traps and the attacks and the graphics, and they got really mad and said, “Why would you spend all this time on a horrible game like checkers? You made all these beautiful animations and graphics and particles and really cool stuff and you put it to checkers. What a waste.”  I’d say, “Yeah, you don’t understand. I’m building my company on this prototype.“ What you see is a game of checkers; what I see is a company….None of this stuff was micromanaged or personalized. It was turned into a sort of a turn-key assembly line system. It’s modularized. That’s what Bloody Checkers is – just a medium, it’s just a vessel.

VidThru.com: What did going through the process of making a game teach you?

Kilroy Fx: The one lesson I learned, the hard lesson is that you can do it. Anyone can do it. Anyone can make an amazing project like a game for the Xbox. They’re physically capable of doing it. But you have to understand this. Very few people will support you. Your parents may not support you, your friends may even laugh at you. People in close relationships may not even support you, and this can really shake your foundation. But you have to remember this – that’s just kind of the way it is. Nobody will empower you in this world. Nobody’s going to give you power. You have to give yourself power, and when you do that you learn how to fight through the moments where maybe you get really excited about your project and you’re working 15 hours a day – but then suddenly you have three weeks where you don’t even want to look at the project, you can’t even get out of bed and you don’t want to work on it anymore. You just want to give up. It’s very hard to stay passionate and keep strong with that vision. But I had a system of constantly changing my perspective, and I learned how to create tools to succeed.

And I really want to tell every gamer out there: First of all, I made (BloodyCheckers) very affordable so that every gamer could afford it, and look at it, and see how someone with little or no experience can make a game from scratch. And I definitely want to make that information and the experience and the techniques and the software completely available to any gamer who wants to take on the task of making a game, whether it’s really small or really large. One man alone can create amazing things in his life and I really believed I could do it. And I’m not saying making a game is any huge achievement, but it is difficult. The physical work is not difficult, the process itself is very fun. I think the sensation of knowing if you’re doing it right or doing it wrong or if you have the right amount of passion, or feeling like there’s a lack of support – that emotional up-and-down can be what makes it difficult.

VidThru.com: Can you tell us what the experience of actually creating the game was like for you?

Kilroy Fx: Honestly, when I look at programming and coding, it is the closest thing that I can find in this world to performing magic. It literally is like learning magic spells, which are these commands – they’re complicated, focused, hard-to-read incantations. I’m not kidding. You look at this stuff and it’s gobbledy-gook. Like, “Vector three quaternion five based in radians,” and you say, “I have no idea what that is.” You memorize these commands and then you execute them and you practice and the next thing you know magic is happening. Your TV comes to life. Colors flood your living room. Strange audio comes out of the speakers.  It’s exactly like performing magic, and I don’t think people make that connection. So, when you look at it like that, and you don’t look at it like something boring, and something tedious, you say, “I’m creating an illusion.“ This isn’t the real world, you’re not in a castle – it’s an illusion of a castle. You’re not playing a character in the game, it’s the illusion of intelligence. AI, artificial intelligence, is actually an incorrect term. I just want you to think you’re playing a human. It’s the illusion of intelligence. So you’re a magician; you’re an illusionist when you’re making a game. You don’t want people to see the man behind the curtain.

To make it feel like one of the better games out there, I actually looked deep into the past. I looked back a hundred years to board games – I looked into the Egyptian period, I looked into the medieval period, I looked into the Mayan period. What makes their games fun? It’s not the rules, it’s the human interaction. It’s the physics. It’s how the environment reacts around you. And by doing that I was able to constantly change my perspective. I would be on the computer deep in the code but then I’d get up and I’d go outside and I would look at things around me. I’d look at a kid kicking a soccer ball and I’d go, “Why is that fun, because that certainly might not be fun on the Xbox?” There are a thousand wrong ways to do it. So when I made the checkers game I was like, “No, that checker has to be picked up off the board. It has to tilt a little bit. There has to be a little bit of the shadow.” I honestly played the game of checkers I was working on for hours every day. I played my game until I loved it. And when I didn’t love it, I just kept working on it until I did love it, and that was my approach.

VidThru.com: Did this give you a better appreciation of the games you play?

Kilroy Fx: Yes and no. I know a lot of the games I play are made by a huge company with lots of employees. And I know that once you write the code, it’s written, and I also know there’s downtime, there’s lots of bureaucracy, there’s lots of red tape, there’s lots of  politics. Once I create the tools and the process for making the game, I can make changes within minutes, whereas I know if I asked an artist to do it, it would take a week. Because it’s not his game. His name is not on it. He doesn’t have a vested interest. So I knew I had an advantage because I could be like a really tiny, fast speedboat compared to a battleship. A big company’s a battleship, and that’s great. They’re powerful, they have better technology, they have better weapons, cooler things to make it just look better and perform better. But it’s a battleship; to turn that thing around requires a committee. Everyone has to agree, a bunch of things have to work in unison. I’m in a little speedboat, I can do circles around the battleship. Granted, I can’t make a game as big as the $60 games, but I can definitely create an experience, even if it’s for five minutes. I can create an amazing experience and sometimes these restrictions actually lend themselves to the perfect solution. The restrictions will actually make me make a better game. When I have a limitation on size, speed, or memory it actually forces me to be creative. I learned to work within those constraints. I do have an appreciation for a very few number of people who make a game by themselves and they complete it. Completing your work is very difficult and I think it’s a psychological thing. It’s the scariest thing in the world.

VidThru.com: How long did making this game take you? What were your days like?

Kilroy Fx: I would say the whole process took me 10 months. It’s not a linear progression. It’s not like doing any other sort of project. Sometimes it was extremely scary and confusing. When I went on the (developer) forums, I couldn’t even understand what I was reading. It takes me a long time to understand things. I literally downloaded videos of programmers typing in code into the computer and I just copied them for hours. They would type in commands, I’d type in commands. And I told myself, it’s just straight memorization. These are like magic spells, and I just need to say, “That’s just the way it is.” I’d be like, “Why am I typing this in? I don’t even understand what I’m typing.” I would just copy these videos for weeks. And suddenly it became instinct – I just knew what to type in.

At first, I couldn’t play anything. It was horrible…It sounded like a child banging on the (piano) keys. But you know what happened after about three months of this – I found out chords and notes that I really liked, and I was able to put really interesting rhythms together, stuff that ended up being music in the menu system, or ambient music in the castle. Then I would use a different part of my day for modeling, getting lists and pictures of different items I wanted in the castle, then a different part of my day would be researching medieval times, then when I went to bed at night I’d be reading books about checkers. I was looking at patterns. Checkers to me was boring, and I hated it. It was difficult, and I wanted to simplify it. The game is a simple game – anyone can play it – but if you really want, it can become complex. So I came up with really simple lessons to take a bad checkers player and turn him into a good checker player without hardly any memorization required. So my days were really rich and had a lot of variety. You wouldn’t even want to be around me when I was in the middle of making the game because that’s all I would talk about.

VidThru.com: Once the game was done, how long did it take to get it released and up on Xbox Live?

Kilroy FX: The approval process (on Xbox LIVE) was blindingly fast, and the game got released about four or five days too early. I had no marketing. I had nothing. I did not know that having a product is just part of the process. I don’t know anything about pricing, I don’t know anything about advertising or even technical support. I had none of that, because I didn’t expect so many people to get the game. It was supposed to take a week and it ended up taking two days.

VidThru.com: Did you experience any unexpected obstacles during the making of the game?

Kilroy Fx: I had done playtesting four or five months earlier, and the playtesting had actually gone very badly, in my opinion. It’s very difficult to make a game when you’re one person because you don’t know if it works in other households. You don’t know if the networking works across the world. The way my wife played it, she would make the game crash, because she just did different things….So I knew that it was a huge risk, and I thought the game would have all these problems so I playtested for many months.

But releasing it and playtesting it is the least of your concerns. A lot of people say, “Oh, I could make a game, I have all these ideas,” but what you don’t know is that a lot of your ideas are bad ideas. If you run out of ideas when you’re in the middle of a game you’re in trouble – just making a simple graphical interface of a shop, if you don’t have any ideas, you’re stuck for weeks just sitting there wondering, “What do I do?” So with lot of my ideas, I’d spend a week making it and then I’d try it out – and it was a horrible idea. It made the game boring, it wasn’t fun, it wasn’t as exciting as it was in my head. And sometimes your bad ideas end up being your best ideas on the game. Someone will make a suggestion and you’re like, “Eh, I don’t want to do that,“ but you have to be open-minded and you have to try it anyway. And you try it and you’re like, “Wow, that is a great idea.” One of my best ideas, which I thought was a lame idea, was just putting a percentage on the saved game slot. When I put that percentage on there, suddenly the game had this motivation to finish it. People would get really upset that they were at 95 percent and they couldn’t complete it. That meant there was more things in that castle they had not found yet. Of if they were at 20 percent, and they felt they played for five hours and they were only 20 percent done, they’re like, “Wow, I have another 80 percent, this game is amazing!” It really harnessed the gamer’s imagination, which is all part of the illusion philosophy. If you really learn how to use the gamer’s imagination to your advantage the idea itself will become fun and exciting.

E3 Publisher Roundup: Disney Interactive Studios

Love Disney or hate it, we’re pretty sure this media empire is here to stay. At this year’s E3, Disney Interactive Studios showed off a few high-profile games along with some other popular properties that were refreshing for their non-post-Apocalyptic bents. Hooray for the joys of childhood; few of us are immune to the excitement that a good Disney property generates, no matter how old we are.

First off, Disney showed off a game it had announced only a couple of weeks before: Disney Universe, which had already faced a bit of controversy when a producer at TT Games claimed that it was an imitation of his Lego games. This Wii title debuted via a demo walkthrough, and the screenshots Disney released at the expo showed “Alice in Wonderland”- and “Monsters, Inc.”-style environments.

Most are calling this one a mix of LEGO and LittleBigPlanet in terms of gameplay; we do know that you can suit up as your favorite Disney character, with each costume offering a unique tool. You’ll explore worlds, challenge enemies and collect coins and power-ups during missions that follow Disney and Disney/Pixar storylines. The game will feature four-player co-op, six different Disney-themed lands and over 40 costumes. It’ll be available with four-person multiplayer for PS3, Xbox 360, Wii and PC and is due this fall. Disney’s E3 booth seemed filled with people dressing themselves up in virtual Disney costumes this year.

Excitement is also being generated around Kinect Disneyland Adventures, which debuted at Microsoft’s press conference. This title offers pure excitement for anyone who’s been to Disneyland and loved it, or anyone who’s never had a chance to go. You’ll be able to interact with people and characters walking down Main Street, get autographs and check out the rides. It looks to be one of the coolest and innovative Kinect games we’ve seen yet; think of it as an interactive park tour with mini-games that let you experience the rides the way they were meant to be experienced. It’s due out for Xbox 360 during the holiday season.

While these two were the big ones at the Disney booth, the company had some other fun games to show off as well. These included Cars 2: The Video Game, a kart racing title that looks like the movies and seems to have some tight controls as well as some Mario Kart-style qualities. Multiplayer game modes are included, including Battle mode and a Capture-the-Flag type game. The cars all have their own personalities and features, of course, which match up to what you might expect from the movies. This one’s expected for all the major platforms soon, on June 21.

Also, for fans of Disney’s super-cool summer-vacation geniuses, Phineas and Ferb: Across the Second Dimension provides a breath of fresh air from all those tragic gun-toting heroes everywhere else at E3. It sounds like this 25-level platformer could be fun for the kids; Phineas and Ferb and their neighborhood pals are sucked into another dimension where everyone is their opposite. Weapons for blasting killer robots and getting out of this dimension include a baseball launcher and a soda carbonator. Puzzles abound, but aren’t too hard for children.

The art style looks like the cartoon, the voices of the cartoon actors are used and overall, the game seems to feel a lot like Phineas and Ferb’s usual exuberant style – which we adore. The game is coming for Wii and DS (these will feature co-op) as well as PS3. The PS3 version will have Blu-ray episodes from the show never released on DVD. It’s due out in August, around the same time the TV movie of the same name airs on the Disney Channel.

Also shown at Disney’s booth were the already-launched games Lego Pirates of the Caribbean and Playdom’s Gardens of Time hidden-object Facebook title. Playdom did unveil a new Facebook game at E3 this year, City of Might. This city-building game includes resource management and player-vs.-player combat (just like Zynga’s Empire & Allies, actually). Combat lets you place units on the map then add more if needed, but mostly seems to be automated. You can bring friends into the game to help you if you need extra manpower, and there’s an in-game chat as well. Details are still sketchy on this one, but it’s due out on Facebook this summer sometime.

For more information on Disney Interactive, its E3 appearance and new games, visit disney.go.com/disneyinteractivestudios.

Supplemental sources: GamrReview, gamesblog

 

 

E3 Publisher Roundup: Electronic Arts

 

As one of the powerhouses in the video game industry, much is always expected of Electronic Arts at E3, and it delivers. This year at its press conference EA showed off nine games in different genres, proving that it has a well-rounded stable of titles that should keep us entertained for time to come.

EA also gave us some news about Battlefield 3, which did not make an appearance in the initial press conference. However, we now know that this game will be available on October 25 after three years of development. It’ll use the Frostbite 2 game engine, and the multi-platform beta will be available in September 2011.

Also announced was the Battlefield 3 Limited Edition; with a preorder, players can receive the Back to Karkand digital expansion pack at no extra charge. This multiplayer pack features four popular maps from Battlefield 2, remastered using Frostbite 2.

We hear the lines to see the game at E3 were long, which meshes with VidThru.com’s experience at Chicago’s C2E2, when people waited patiently in line for half an hour or more to see a trailer of Battlefield 3 that showed off some cool urban gameplay. At E3, the single-player chapters that were highlighted included two new playable characters. Dmitri “Dima” Mayakovsky, a Russian undercover agent, travels through Paris to stop stop PLR operatives from detonating a dirty bomb in the heart of the city and Jonathan “Jono” Miller, a Marine corporal, goes to the Tehran desert to engage PLR forces. The chapter includes vehicle warfare in the form of a large-scale tank attack. Also, the multiplayer mode “Rush” was playable on PC.

Announced at E3, Insomniac Games’ Overstrike is a four-player cooperative action game, the first game by the developer to get a multiplatform release (Xbox 360 and PlayStation 3). The game details the adventures of a team of elite special agents called Overstrike 9. The unlikely group includes an ex-mercenary, a career criminal, a scientist and a detective, and their mission is to try to foil a gang of terrorists.

Insomniac Games’ Ted Price said the game will include teamwork-based play and high-tech gadgets, along with plenty of immersive storytelling and humor. We don’t have a release date yet; we imagine Insomniac is currently focusing on the release of Resistance 3 this September.

Kingdoms of Amalur: Reckoning was introduced at EA’s press conference by baseball star Curt Schilling of 38 Studios. This RPG is the studio’s first game, with what Schilling calls “infinite possibility and endless choice.” The combat is fast and fluid and the world is open for exploring, and the creative folks involved include R. A. Salvatore, who created the world; Todd McFarlane, who contributed characters and scenery; and Ken Rolston, who helped design Morrowind and Oblivion. It’s expected on multiple platforms sometime in 2012.

Need for Speed: The Run is set to feature a high-stakes race that will have players driving from San Francisco to New York with a variety of super-cool vehicles. EA’s touting an enhanced Autolog feature, which has now been woven into the story. In fact, every race in your career counts and is tracked through Autolog.

Another new aspect of this next Need for Speed installment is that players will get out of the car and play on foot for the first time ever in a Need for Speed game. It will use the Frostbite 2 engine. A live demo was played at E3 complete with on-foot chase scene and racing through Chicago.

In the realm of sports fans saw a new SSX, which will be released in January 2012. This reinvention of the franchise is set to include new gameplay in a massive open world, with every major mountain range represented by way of NASA satellite data. The motto for the game seems to be “Race it, trick it, survive it,” which describes three kinds of gameplay in this game.

Madden NFL 12, due this August 30, was also showcased; naturally, it will have new features and 25 new plays, along with new defensive AI, more tactical options and dynamic player performances. Fans should also see a new collision system and more online features.

EA Sports’ Matt Bilbey said, “Football and FIFA unite the world like nothing else.” Apparently, FIFA is the biggest sports game on the planet. At this year’s E3 we got some information about FIFA 12, which will include all-new tactical defending and precision dribbling. Positioning will be skillful and meaningful to the game. EA also introduced the Player Impact Engine, which allows real-world physicality to take a role; players can suffer true injuries and push and pull each other on the pitch.

EA also announced the EA Sports Football Club, a free-of-charge service for all platforms that will instantly connect players and let them compete. Everything a player does in FIFA 12 affects the standings, and these can also be driven by real-world events.
In fact, the ability to make connections with other players will be available in all of EA’s big games.

For example, take The Sims Social. Billed by EA as a completely different experience, this one was demonstrated in a trailer that showed people connecting on Facebook as well as in the Sims’ world. At this point The Sims Social is more of a tease than anything else, but so far it seems to be inviting people to make virtual connections that can turn into more intense real-world ones.

The Sims Social is set to launch on Facebook this summer in five different languages. It will also have a mobile companion app for smartphones, letting players take care of their Sims’ wants and needs while on the go.

If you’re paying attention, you can tell that EA is stressing the quality of “aliveness” in The Sims Social. This was clear both in the EA press conference and in the press release, in which Jeff Karp, executive vice president of The EA Play Label, said, “The game is alive, brimming with the humor, romance, mischief and creativity that only The Sims can provide.”

Many players are looking forward to Mass Effect 3, which as of E3 2011 has an announced release date of March 6, 2012. The game made its debut here, with a couple of different trailers. In the third part of the Mass Effect trilogy, the Reapers have launched an all-out invasion of the galaxy, and Earth has been taken. The rest of the galaxy isn’t in such great shape either. Commander Shepard must help mount the counter-offensive; if he fails, humans will become extinct. The story is said to pack a tremendous emotional impact as well as include the big moments you’d expect from the third Mass Effect installment.

BioWare’s Casey Hudson said, “This is an all-out galactic war and how you choose to lead and play will ultimately determine how – and if – you can save the galaxy.”

BioWare also announced the Mass Effect 3 N7 Collector’s Edition, which features exclusive bonus content and unlockable items including in-game appearance packs, a Dark Horse Comic Book, a hardcover art book, an exclusive extended soundtrack, exclusive lithograph and an exclusive N& patch. It also provides instant access to the N& Arsenal Pack of four exclusive tactical guns. It’s now available for limited pre-order at a MRSP of $79.99.

And last but not least, there is Star Wars: The Old Republic. BioWare said at the EA press conference that it has never done anything this big before, and the story promises to be massive and immersive for this MMO. The trailer certainly looks good. Previously, EA had announced that the game would build upon traditional MMO gameplay pillars of combat, exploration, character progression and story. The trailer shown at E3 certainly looks good, with scenes on Tatooine and mass lightsaber battles.

For more information on EA and its games, visit www.origin.com.

E3 Publisher Roundup: NAMCO BANDAI Games

Namco Bandai is known for favorite franchises like Tekken, Tamagotchi, Dragon Ball and Ridge Racer, so its appearance at E3 is always worth a look. This time around the company released a news item and showed off some exciting projects, including the new Ridge Racer and Soulcalibur games and the shooter Inversion.

The company announced at E3 that Atari and CD Projekt RED will adapt The Witcher 2: Assassin’s of Kings for Xbox 360 for a Q4 release in 2011. The Xbox version will be an enhanced version of the PC game that was released in May.

Details are yet to be announced, but CD Projekt RED Executive Producer John Mamais said, “I’d like to stress that we are doing a full adaptation to the new platform, not just a straight port. Technology-wise, this means we are aiming to push its limits in order to get visual quality as close to high-end PCs as possible.” He noted that the company is looking at feedback from the PC release to help create a polished gaming experience this time around.

The Witcher 2 is known for its freeform storytelling, high-quality graphics and mature themes. It’ll be interesting to see how this translates over to the Xbox.

For this year’s E3, Namco Bandai announced Tekken Hybrid on PlayStation 3; this Blu-ray title features an HD remake of the PS2 classic Tekken Tag Tournament and the new animated film “Tekken Blood Vengeance.” The film is also coming to regular Blu-ray and DVD this fall, and will be the first CG film based on Tekken.

In other Tekken-related E3 news, a new Tekken game will come to Nintendo’s Wii U, and Street Fighter X Tekken will be developed for Sony’s handheld the PS Vita.

Inversion, which is set for Xbox 360 and PS3, is a Saber Interactive-developed game featuring gravity-wielding combat, zero-gravity environments, vector changes and an interesting destructible cover system. This third-person co-op shooter offers players a Gravlink weapon to move objects and manipulate gravity, both to solve puzzles and destroy the game’s enemies, the Lutadore. Players take on the role of a cop named Davis Russel or his neighbor Leo Delgado in order to find Davis’ missing kid among a war-ravaged, gravity-twisted town.

What’s expected to differentiate this shooter is the gravity elements, and this did seem to be the case at the E3 demo. Your Gravlink will let you do things like capture lava and crush enemies in low-gravity mode and high-gravity mode. This provides a lot of flexibility, and the developers apparently want a lot of experimentation to happen. But gravity isn’t always your friend, since it affects your environment and your enemies as well as you. The title supports co-operative and competitive multiplayer for up to 16 players, and is due out on store shelves February 7, 2012.

Ridge Racer Unbounded was shown at E3, but not enough to satisfy the fans who are eagerly awaiting this 2012 release for the Xbox 360, PS3 and PC. Supposedly, racers will be able to crash through every part of the environment, creating their own paths through urban settings. Destruction and chaos seem to be quite the thing here. The game is set in Shatter Bay, a fictional world/car playground.

This game looks much different than the Ridge Racer you’re used to, if you watch the trailer; the game is being developed not in-house by Namco, but by BugBear Entertainment.

Also shown by Namco was Soulcalibur V, the arcade fighting game. The next installment of the series will take place 17 years after its predecessor; expect about half of the characters to be new. The returning characters will be older; the game is set to include the children of some of the original fighters. At E3 it was revealed that the game features more dramatic moves and is more narrative-driven.

A demo for Dark Souls, the follow-up to Demon’s Souls on the PS3 that’s out this October 7, was made available inside a barely-lit mock dungeon at E3. The game apparently plays a lot like its predecessor in terms of control and the amount of times that you die. Running for your life seems to be a good strategy here, although the old hint system does help some. One new feature is bonfire checkpoints, but RPGamer says the game retains its challenging nature despite these assists.

We don’t have too much information about the Nintendo 3Ds game Ace Combat 3D yet; this may even be just a working title. We do know that players will be able to lock on to other fighters using the touch screen. Dogfights, missions and real-world aircraft will be included in this title, which doesn’t currently have a release date.

We do have a bit more information on Ace Combat Assault Horizon for the Xbox 360 and PS3, which gets some realism from the involvement of military author Jim DeFelice, who wrote the story. The game is expected to feature new aircrafts like super-sonic jets and attack helicopters, enhanced shooting and cinematic visuals, plus a powerful new AI. The game’s hero is Colonel William Bishop, a pilot leading an international task force against insurgent rebels and their experimental weapons.

The game will feature 30 missions and at least 30 customizable aircraft; the E3 demo featured airstrikes over Miami, but real-life locations like Dubai and Russia are included as well. The game will feature 8v8 battles, co-op and online play, plus plenty of acrobatics, destructive effects and high-impact battles. This one’s expected by the end of 2011.

Supplemental sources: g4tv, IGN, RPGamer

E3 Publisher Roundup: Activision Blizzard

Activision Blizzard publishes the Call of Duty series, so naturally that was among the most anticipated titles it offered at E3 this year. But this company knows its games, and it had a few other interesting offerings to show fans this year.

Among the games Activision Blizzard showed at E3 was Transformers: Dark of the Moon. Here’s what we know about it: the game features a mode called Stealth Force, letting you fire like a robot and speed like a vehicle at the same time. The title fills in the gaps between the second film and the third, giving us some information about what happened to Megatron and Soundwave. Each character will have his own level and setting, and multiplayer will be included. This Transformers game will be available on DS in two iterations (Autobot and Decepticon) and on the 3DS, as well as Xbox 360 and PS3. And just so you know, the game comes out two weeks before the movie, so it offers spoilers on what happens in the film version.

Activision also showed off a pre-alpha Prototype 2. In it, Sgt. James Heller tries to get revenge for all the horrible things that the first game’s hero, Alex Mercer, did to his family and friends. This version looks about as bloody and brutal as expected.

The game aims to improve everything about the original Prototype from 2009; it takes place on three islands, separated into districts. The visuals have improved and combat has been enhanced as well. You’ll use a Biobomb to create a human bomb that takes out a group of enemies, and you can remove weapons from enemy vehicles to use them against your foes. The Blacknet system will give you story details, help you find military targets and let you upgrade your character. Lairs have been added; you can clean these out to get upgrades and other rewards. The game sports more variety overall; it looks as though developers looked at feedback from the first one to create an even better experience in Prototype 2.

But of course, we won’t know for sure until the game is released in 2012 for Xbox 360, PS3 and PC. Parents, realize that this one is a mature title, with plenty of violence and gore and mayhem.

For the last few holidays gamers have always had a Call of Duty title on their lists, and this November, it’ll be Modern Warfare 3. Call of Duty: Modern Warfare 3 features bigger set pieces, more explosive action sequences and plenty of the same sort of everything that made the past titles so popular. Linear levels, a nice range of weapons easy, satisfying picking off of enemies with gunfire and grenades continue the franchise’s successful formula.

MW3 sticks with what works, but does add some cool missions, including an underwater portion that features a Russian sub. Also, we hear that the new survival mode in Spec Ops is awesome, letting you battle waves and waves of foes who continue to get more powerful weapons as they go. You yourself start out with a pistol, but killing enemies gets you ammo and better weapons. If you make it to the third wave, the dogs show up. At the end of each round, you can use your points to buy items such as weapons – but pick fast, since the enemies don’t stop coming.

A spin-off to the Spyro series was also announced in the form of Skylanders: Spyro Adventure. It’s an action-fantasy adventure game that has players take on the role of Portal Master who can control over 32 playable characters (including Spyro himself), each with his or her own special abilities. As the Portal Master, players explore the lands, battle creatures, collect gold and treasures and solve puzzles. But they must ensure the defeat of Kaos – an evil Portal Master who has bannished Spyro and friends into the human world.

Skylanders comes with three action figures and a peripheral to use on the console of your choice . Called the Portal of Power, it enables players to collect and share the playable characters by placing them on the Portal of Power. The remaining 29 action figures will also be available for purchase. Skylanders will be released this September on the 3DS, PS3, Wii, Xbox 360 and PC.

E3 attendees got a glimpse of the upcoming Spider-Man: Edge of Time. This time around, gamers get to see Amazing Spider-Man and Spider-Man 2099 combine forces, working together to prevent the death of Amazing Spider-Man. Written by Marvel’s very own Peter David, Edge of Time is set in a universe of parallel timelines and “butterfly effect” moments where the actions of one have an immediate effect on another. Edge of Time is coming out this year for the Xbox 360, PS3 and the Nintendo 3DS.

Another comic-based title announced at E3 was X-Men Destiny. Fans will be pleased to see three new mutants (and they’ll get to play one) being forced into a decision that will either save or destroy mankind. Players get loads of customization possibilities, from the path they choose, to the powers and how their character develops. A new upgrade system has been introduced that allows mixing and matching of different Brotherhood and X-Men powers.

Some of X-Men’s greatest characters will be returning, and it will be up to the player to decide whether to join forces or oppose the X-Men heroes. X-Men Destiny will be released on the Xbox 360, PS3 and Wii sometime this year.

Here comes the next generation of Nintendogs and interactive games with Wappy Dog. Initially announced at the Toy Fair 2011, it also made an appearance at E3. Wappy Dog is a robot dog that young gamers can control and interact with either physically or via the Nintendo 3DS. Young gamers will be able to teach their pet tricks, play mini-games and even talk to their robot pet. The dogs have an evolving personality that require new skills, and they must be kept happy. With the variety of different modes and games, Wappy Dog looks like it could entertain your young gamer for hours once it comes out this holiday season. For more information, visit www.WappyDog.com.

Diablo 3, by the way, was a no-show at E3. We’re not sure where it is, but we’re looking forward to it whenever it does appear.

-With additional reporting by Serena Cutter

E3 Publisher Roundup: Bethesda Softworks

Two of most anticipated titles of the year are coming from Bethesda Softworks: RAGE and the Elder Scrolls V: Skyrim. The company’s appearance at E3 showcased the titles for fans who are looking forward to both of these games.

RAGE is a first-person shooter that would be getting hype on its pedigree alone (it’s being done by id Software, makers of Doom and Quake). At E3 a long playable demo was available with six missions, and RAGE looks to be about as exciting as expected. There will be a focus on quests, lots of cool weapons (like the boomerang-like wingsticks) and vehicles, which participate in races. The game is said to feature an engineering element that allows players to cobble tools together from scrap parts. The setting is Earth in the year 2037; following a meteor strike, players realize they now must survive in a world of mutants and an oppressive ruling body called “The Authority.”

The E3 demo is getting rave reviews, and it’s clear that if the storyline works and the id Tech 5 engine is as awesome as id’s previous attempts at engine-building, this could be an FPS to watch. The game is scheduled for release on October 4 in the U.S., October 7 in Europe.

The Elder Scrolls V: Skyrim has long been considered one of the games everyone wants to see, and at E3 we found out why. The demo showed off the game’s new interface, improved inventory system and sharper third-person animations, along with general graphical improvement that’s the direct result of a powerful new engine (and if it’s truly  an improvement on Oblivion, it ought to be amazing!).

Combat has improved, and you can now wield weapons or spells in both hands. Spells include Firebreath and Clairvoyance. You’ll use a bow and arrow, combination attacks and Shouts – these are made up of three words that can unleash the power of rain, thunder and lightning when learned.

Skyrim is set 200 years after the events in the previous game, Oblivion. The world is under threat again; civil war is tearing the nation apart as the Empire crumbles and an ancient force of destruction awaits.

The demo at E3 showed how everything in the game is playable; there are no simple backdrops. Skyrim has a dynamic weather system, too. You’ll make money, give people jobs to affect the local economy and explore over 150 handcrafted dungeons. You can play in the third person or first person, as a male or female in one of 10 character classes.

Skyrim will be available on Xbox 360, PS 3 and PC. It’s expected on consoles on November 11, 2011.

For more information on Bethesda Softworks and its E3 appearance, visit www.bethsoft.com.