Friday, June 13, 2008

Videogame software sales up 41%

According to the latest data released by NPD, the videogame market took a 41% turn for the positive in the month of May and continues to be in regular demand with consumers.

Other firms such as Pacific Crest analyzed data of sales and noted that console hardware sales saw little benefit from the launch of the hotly anticipated title, Grand Theft Auto IV. It was also noted that third party developer titles continue to find it difficult to gain any traction on the Nintendo Wii. The company states that 10 out of the top 15 titles for the Wii are produced by Nintendo which accounts for 78% of unit sales on the Wii.

The top games of the month of May that generated the most revenue were Grand Theft Auto IV, Wii Fit, Mario Kart Wii, Guitar Hero III and Rock Band.

Activision saw a stout 42% drop in sales due to no new releases this year. In June however, they release Kung Fu Panda as well as Guitar Hero: Aerosmith.

Electronic Arts however saw a 43% rise and is expected to have a stellar 78% growth. The growth is driven mostly by their competition to Activision’s Guitar Hero with their own music title, Rock Band. The new-found growth is expected to come mostly from their upcoming Rock Band Wii release.

Take-Two jumped an astounding 544% in sales thanks to GTA IV with 1.3 million units flying off shelves in the month of May. This number, however was below the estimated 1.8 million units that the company set for itself.

THQ remains about stagnant in the month with only a 1% rise in sales and is expected to drop 5% with its only new title releasing in June is Wall-E.

LEGO Batman gets three new characters

Hot on the heels of its recent release, Lego Indiana Jones, Traveler's Tales is set to release Lego Batman: The Videogame. Look to follow the adventures of Batman through just about any medium you can get your hands on. The game will be released simultaneously for the PC, Xbox 360, PS3, PS2, PSP, Wii and DS. In Lego Batman: The Videogame, players will explore a very interactive Lego Gotham City as the dynamic duo, Batman and Robin. Not only will the players be able to control these infamous superheroes to thwart villains, but in certain instances within the game, players can even take control of the villains themselves. In the initial press release, three new characters were introduced: the hero Nightwing and two new villains, Clayface and Bane.

Although the game was previously announced, the recent press release emphasizes Traveler's Tales' dedication to fans by the inclusion of these three characters which should have the comic buffs excited. Nightwing is an alternate identity for Batman's sidekick, Robin and shares many of the same traits. Expert martial artist, trained gymnast, escape artist, stealth, and familiar with all aspects of criminology. Bane is a villain which is the product of four decades of incarceration with an experimental military drug test thrown in to add flavor. These additions make for a strong combatant who's an expert strategist. In game, Bane can pass through poisonous gases and his strength enables him to throw rather large objects as if they were nothing. Finally, Clayface is a character known for killing without remorse. Also possessing great strength and the ability to change his shape at will, he can mimic the powers of whatever superhero or villain he copies. In the game, he possesses a super-jump ability and can smash through walls or make his body elastic.

Along with the characters, Traveler's Tales was pleased to announce that fans only have to wait until September of this year to get their hands on the Lego'd world of Batman.



Nightwing
Bane
Clayface

Wednesday, June 11, 2008

You like me, you really really like me...

Wonders never cease to amaze me, really. After recently cutting ties with one of my outlets for writing, (which I'll get into later) I posted an availability ad on a videogame PR site that truly is a savior in this industry. Basically, its an industry only site that provides an avenue for journalists to get in contact with their counterparts, the PR managers of all the known videogame producers in the land. GamesPress is truly a Godsend for up to date news, unadulterated screenshots and even just general help and support from fellow journalists. At any rate, I put a little blurb on their forums stating that I was available and got an overwhelming amount of replies from people who would like me to write for them. I didn't think other opportunities would present themselves so quickly, but alas, look for my words to pop up around the Internet very soon. I'm still working out the details.

Oh, and there's a certain stalker that is reading these blog posts even when I asked her not to, so I'm calling her out. Lynn, you can stop reading right now. Nothing else pertains to you. Go about your merry way and BE GONE.

Now, onto business. My previous position of three years at the major website I wrote for came to a crashing halt because they attempted to force a Non Disclosure Agreement that had a very poorly written and stifling No Compete Clause within. Allow me to cut and paste the section that I didn't like.

10. Non-Competition
During the six (6) months following the termination of the employment
relationship, the employee shall not:
1. commence an employment relationship in a company which operates
in a field of business competing with the employer and it is to be
feared that such company may make use of the trade secrets of the
employer or other companies operating in the same field which have
been disclosed to the employee during his/her employment
relationship, or
2. be an owner of, or otherwise assist and consult such company, or
3. himself/herself or with another found or become engaged in a
business which competes with the employer.
If a competing company is engaged in two or more fields of business, all
fields shall be considered as an obstacle to enter into an employment
relationship while applying paragraph 1. of this section.

If the employee, either intentionally or due to gross negligence, violates
the non-competition provisions, he/she shall be obliged to pay the
amount equaling the employee's gross salary for the last six months for
each breach, in addition to which the employee shall pay the damage
incurred by each breach to the employer in full.


Now, in a previous chapter it stated that each infraction of said agreement that is found in breach, could hold me liable to them for 10,000 Euro. So basically thats saying that if I terminate "employment" with them (mind you, I was freelance from the beginning), that I would be liable for (currently) $15,590 USD per article I wrote for anyone else if it happened within 6 months after rightful termination. Lets just say I wrote 10 news articles for someone. I'm not sure about you, but I don't have that kind of change. What if that were my only skill to earn money as a career? They are saying that I cant work anywhere for a period of 6 months after termination. I'm sorry but I wont be subjected to that type of control over something as vague as "trade secrets".

At any rate, thats water under the bridge now because it appears that I'll be working for a couple of gaming related sites very soon. I'll provide those links later as things get more solidified.

Tuesday, June 10, 2008

Review: Lego Indiana Jones (PSP)

The folks over at Traveler's Tales must have spent a good portion of their youth stacking those colored blocks on top of each other endlessly to form great landscapes, because they have yet again brought a fun an exciting world into the magical realm of Lego's. After previously tackling the galaxy with Lego Star Wars, the team has decided to capture the world of Indiana Jones in their latest endeavor. Lego Indiana Jones is a stand-alone game for the PSP which encapsulates all three of the original movies showcasing everyone's favorite adventurer. Bringing the Indy universe into a blocky Lego world ensures plenty of laughs, fun and clever puzzles, even amidst the poor camera, sluggish controls and lackluster detail.

You begin the game as you should by following the misadventures of Indy and his compadres through the jungles of South America as if watching Raiders of the Lost Ark. You'll follow along the Lego shenanigans solving puzzles, engaging in some light combat and otherwise progressing through the story much like you would the movie. After the introduction sequence, and a few light-hearted cutscenes, you'll eventually end up in Barlett University, which serves as your central hub for the game. Any of the episodes can be accessed straight away from this point, so it
becomes up to the gamer as to which branch of the story they'd like to play first. Each story captures the feel of the Indiana Jones movies and the quirkiness of Lego's with great effect. One cant help but smile at the screen while watching your favorite scenes from Temple of Doom act out in front of you in Lego style. The team at Traveler's Tales have gone to great lengths to recreate the movies quite accurately. Fans and non-fans alike would be able to follow the story without much effort at all.

Gameplay mirrors that of what gamers did in Lego Star Wars. The game emphasises keen puzzle solving over combat,even though light combat situations are thrown in to keep the game exciting. You'll spend most of your time in the game attempting to figure out just how to get Indy and crew out of their particular predicament. These puzzles however are not always apparent and often lead to aimlessly wandering around the board hoping the clue to the next stage of the puzzle will jump out. A fault made widely apparent when compared to the same game on larger consoles.

The PSP's limited screen size makes finding certain objects on screen quite difficult at times. If the developers had taken their time to grant camera controls to the gamer, some of these aspects may have been a lot easier to deal with. Instead, the developers simply ported the same game from the larger console counterparts, leaving the aspect ratio the same and in turn making puzzle solving more annoying than fun at times. The game does benefit from unique puzzles for every board. Gamers will be treated to new obstacles to figure out during each step of their progression. Other platforming aspects of the game do keep the game fresh though as swinging from ropes, using your teammate's unique skills and figuring out creative ways to crack Indy's whip all add to the experience.

In a game focused so intently on teamwork, we expected this one to have some sort of multiplayer capabilities to it, be it Ad-hoc or infrastructure, but sadly the game has none. The title would have definitely benefited from linking up with friends to take the roll of Short Round or any of the other many teammates available during the course of the game. Instead you're left with solo micromanagement of rather ignorant in-game AI to deal with the complex puzzles and action sequences. At many different points during the game, it isn't uncommon to notice your AI
controller characters plummet off the side of a cliff because they didn't remember they cant jump as far as Indy can with his whip. Many puzzle aspects require multiple people to stand on a switch to activate. Beckoning your AI friends to your location quickly becomes a trial in patience in some instances.

Lego Indiana Jones performs well graphically on the PSP by bringing the Lego world to life in a comical and colorful display. Unfortunately you can only enjoy the Lego graphics during the cutscenes as the level of detail is zoomed too far out to really pick out anything specific. Backgrounds are particularly well done, but don't always offer enough differentiation to discern what is an important element and what is just fodder. The limitations however lie on the PSP's small size and not the game itself. It does, however lead one to believe that had the developers taken their time with the camera elements of the game, these issues would be null and void. From a platforming aspect, often the graphics don't give the gamer enough detail to be consistent with jumping and swinging. While your character can often die in one ill-fated leap, it can make platforming rather frustrating when the nonsensical camera inhibits your judgement on exactly how far you need to jump. These aspects however only penalize the player with the amount of Lego pieces they have accumulated and offers a retry rather quickly. This aspect doesn't take away from the overall experience, but does make it a bit frustrating at times.

Traveler's Tales has gone to great lengths to deliver a soundtrack that contains all the excitement and nostalgia of the original movie tracks. All the famous tracks from the movies are instantly recognizable and completely fitting with what's happening in the game. When action ramps up, you'll hear the classic Indiana Jones theme music swell up as if to cheer you on towards your goal. The developers painstakingly got every score dead accurate on this game and is really one of its high points.

The game does offer collectors a virtual mecca of things to do. One simple playthrough of the story mode will net approximately a 45% or less completion percentage. For gamers who love to collect things in games, several playthroughs of each scene with different characters you pick up along the way are almost a must to even come close to the sheer replayability of this title. Even such humorous homage to their earlier works with a C3P0 cameo and other hidden Star Wars references make replaying levels worth it. If fans can forgive the horrendous camera angle, stupid AI and lack of cooperative play, there's fun to be had here. 7.4/10

Tuesday, June 3, 2008

Tomonobu Itagaki resigns from Tecmo and files suit

In a surprising announcement today, representatives close to Tomonobu Itagaki, developer of such titles as Ninja Gaiden and Dead or Alive, have stated that the iconic developer is leaving Tecmo and Team Ninja studios. He was the head of Team Ninja and well renowned developer for Tecmo for many years.

The representative confirmed in a release that Itagaki has resigned and filed a complaint in the Tokyo District Court against Tecmo for unpaid completion bonuses and against the Tecmo president Yoshimi Yasuda for "such unlawful acts as unreasonable and disingenuous statements made towards me, claiming damages in total of 148 million yen" ($1.42 million USD).

In a statement, Itagaki said, "Before the start of development on Dead or Alive 4, Tecmo Co., Ltd. had agreed to pay a completion bonus to me for this Xbox 360 title, which I produced. However, when the time came for the actual payment, Tecmo Co., Ltd. went against its previous agreement and refused payment."

"President Yoshimi Yasuda chose not only to violate this agreement, but also turned defiant," he continued, "telling me 'if you are dissatisfied with the decision not to pay the bonuses, either quit the company or sue it.' In addition, he made demeaning remarks about me to my subordinates and colleagues, causing me significant emotional distress and worsening my personal relationships and work environment."

In recent press releases, Itagaki had continually stated that Ninja Gaiden II would be the last game in the series he would work on. At the same time, he began hinting at beginning work on a new action title completely unrelated to the Ninja Gaiden universe.

Sony announces interactive video dubbed Qore

Sony announced today a new way for owners of their flagship console to interact with behind the scenes views of what goes into the PlayStation 3. On June 5th, Sony will unveil the details behind their new service called Qore. Qore is being dubbed as a "highly interactive, monthly original program that covers the world inside PlayStation."

The main idea behind Qore is to offer anyone who wants a more in depth look at the environment surrounding the PlayStation a glance at what's going on with its development. Information is said to range from future enhancements of the console itself, to developers of PlayStation titles talking about the games that are coming out in the near future. This feature, however, will not be available to anyone and everyone. It will only be available on the PlayStation Store. Owners of the console that may want to watch these episodes will be asked to pay either a $2.99 fee for each or a $24.99 yearly subscription.

Sony states that Qore is being designed as an interactive offering that gives viewers the ability to control the camera angles on much of what they're watching or view content in a picture-in-picture frame. The episodes, although paid for by the consumer, will also have interactive advertisements interlaced with the broadcast.

The first episode of Qore will feature previously unseen content from upcoming titles such as Socom: US Navy SEALs Confrontation and Star Wars: The Force Unleashed. More details are said to be released on June 5th.

Wednesday, May 28, 2008

Bioshock PS3 to have new features and content

It was previously announced that Bioshock would be flooding the screens of PS3 owners, but details had been scant at best. Today, 2K Games has officially announced that potential PS3 Bioshock owners will be treated with new features and content not previously seen on the Xbox 360 and PC. The game is slated for an October 2008 release.

The original game was released last year and met with many accolades from game critics the world over. Never before had gamers been treated to such enriched narrative through a video game as they had in the 2007 release. Since its launch, rumors have flown around the Internet speculating an impending PS3 release, despite official denials.

Although this is big news for potential consumers, 2K is still being rather tight lipped about details surrounding the new content and features. President Christoph Hartmann said that the company will be making more announcements over the coming months and added that the version landing on the PS3 will be a "must-have game for its new audience, as well as for those who enjoyed it on the other platforms."

He added, "Since BioShock for Xbox 360 and Games for Windows won countless 2007 Game of the Year awards, we are excited to see the impact of this stellar title for the PlayStation 3 system when it debuts this fall"

Street Fighter IV gets official

Capcom today confirmed that only three versions of its upcoming franchise brawler, Street Fighter IV will be made. Originally announced back in October of last year, Capcom had hinted at the idea of several platforms being addressed, with separate versions to handle the needs of Wii and DS owners. Today however, they've confirmed that only people on the Xbox 360, PS3 and PC will be able to enjoy the likes of Ken and Ryu.

The game is being touted as the first true sequel to the series since Street Fighter III: New Generation. There have been quite a few iterations of the franchise, but most have merely consisted of additional features tacked on to an already existing platform. This new game uses stylized 3D cel-shaded graphics but still plays on a 2D plane. Additionally, the six-button control scheme is still in place and all of the original Street Fighter II characters we've all come to know and love will be making their appearance, along with new, never before seen fighters.

This news may come at a relief to fans of the series, but in a frustrating turn, Capcom has not announced a release date for the game despite rumors of a holiday launch.

Friday, May 23, 2008

Review: On the Rain-Slick Precipice of Darkness (X360)

Fans of the web-comic, Penny Arcade showed up in droves to download the creation that has been over a year in production with Hothead Games and dubbed "Penny Arcade Adventures: On the Rain-Slick Precipice of Darkness Episode One". As the name would suggest, it's an episodic RPG filled with the verbose scribe laid down by none other than Jerry "Tycho" Holkins. Set in an alter-reality 1920's universe called New Arcadia, Rain-Slick follows the misadventures of you, the gamer and two companions you meet along the way, Johnathan Gabriel and Tycho Brahe.

Along the way, you'll meet notable characters directly related to the comic, such as Tycho's brainy neice and the always lovable fruit fuckers as well as new characters created specifically to push the story further. You begin life as a custom created avatar who is content with his life in his perfect house on the perfect street in the perfect neighborhood until it all comes crashing down when a giant robot steps on your house and thereby thrusts you into the adventure with Gabe and Tycho. Hellbent on vengeance and armed with your garden rake, you team up with these anti-heroes in their quest to stop that which is running amok in the streets of New Arcadia.

The story is expertly written by Penny Arcade's Jerry Holkins who is known for his often long, detailed and rather verbose blog posts. Fans of the series will be glad to know that much of the same humor found in the comic resonates through the game as well. Simply selecting random objects in the game world brings up their description which often range from mundane, to side splitting hilarious in their details. Notable quotes by the characters such as "I could stand to kill a few more hobos" are just a mere taste of what gamers will be treated to. Sadly, those who prefer not to exercise their minds with reading will be forced to do so as the only voice acting in the game is done by a narrator that only reads dialog between major scenes in the game. There is no voice over option for your avatar or those of the characters in game. I personally feel this adds to the mystique of the game and doesn't detract from what would eventually turn into a gamer battle of what Tycho's voice SHOULD have sounded like. The story and world itself is an odd one, but that shouldn't come as any surprise to fans of the series. I'm sure it was entirely on purpose that a player would have to think to themselves at one point in the game, "I should grind on a few more hobos so the Urinologist will give me a pass to the carnival so I can get the mini ferris wheel for him to pee on."

Graphics in the game need special mention as Mike
"Gabe" Krahulik has, together with a team of animators, expertly re-created his artistic style directly from the comic into a 3D realm with apparent ease. Every character, every landscape, every facet of the game world looks exactly as it should. Its colorful and vibrant, yet sets the grim mood of the story with its attention to gloomy detail. For obvious reasons, the entire game poises itself within the frames of a comic. When you reach the edge of a game board, you change panels as if flipping a page in a comic book. Character dialogs take place on comic panels too, as you would expect them to. Everything in the game world is as it should be and the creation team should be credited for that. An impressive feat all while keeping within the confines of 350Mb file size.

Gameplay takes a unique spin on classic turn-based RPG combat. With an obvious throw-back to old paper-and-pencil RPGs, the beginning of each battle starts with the roll of a D20 dice to decide initiative. Whatever friend or foe gets the highest D20 roll, goes first. Once initiative has been decided, each character has a rechargeable action button for things like their basic attack, item usage and special attacks. It's the player's job to manually select which character will move next, what they should do and when they should do it. Alternatively, there is a blocking/counterattack system that is put in place to further add challenge to the gameplay. During the course of a battle, a player will be tasked with selecting appropriate characters and action, selecting appropriate targets, minding incoming enemy attacks to watch for blocking and counterattack possibilities, which become very necessary early in the game, and item management for buff and de-buff opportunities. This system proves to be rather robust and enjoyable once the initial frantic phase passes. Players just starting out might find themselves getting overwhelmed by the sheer interaction that is required of them. All in all however, the system works. It never seems to get old and works well with the feel of the game. Buffs are handled through items gathered throughout the game world and leveling up your character offers no customization, as any new skills or attribute points are already tallied for you at each new level.

Sound never gets boring in the game as they have added many chuckle inducing sound clips for some of the most innocuous of items. In Hobo Alley for example, examining a steamy pile on the road will conjure up sounds of flies buzzing as the description informs you that the small coils are much like a fly apartment complex. Background music is fitting, well done, and not overbearing. The attacks sound like they should and everything fits nicely. I didn't notice anything jarring or out of place. To the contrary, I found myself enjoying most of the sounds that are produced during gameplay.

The Verdict? I can easily see how this is a fan-only game. Being a longtime fan of the comic myself, I found the humor and gameplay spot on and worth the $20 price tag. If you aren't a fan of the comic or have never read their columns, a lot might be lost on you and you will walk away with a mediocre 10 hour RPG experience. My advice is for fans to purchase the game and enjoy it for what it is. Others who have not heard of it might want to checkout the demo available either on Xbox Live Arcade or Play Greenhouse. For this fan, I give the game a stout 8.5/10

And so it begins...

I've begun an epic quest in game journalism that has not been realized until today. It has come to my attention that the latest craze in journalism is to post on a blog where you are free from the confines of deadlines and production that writers such as I feel on a regular basis. Whether it's keeping up with a rotation shared with other writers, or getting out a review in time for a big game release, pressure is surely felt in my position. Owners of said sites would like to have everything happen in their time-frame, so not only do they get paid rightfully, but their content remains fresh for their avid and sometimes fickle reader base. I've been recently told that a blog will let my creative juices flow without such restraints and also allow me to more genuinely fulfill my quest for more writing experience, thereby providing raw content to potential hiring managers.

There's a little known fact in journalism and that is the finished product from a writer goes through several different iterations before it reaches you, the reader. My original words on any of the websites that I write for may go through 5, 10 maybe 15 revisions (hopefully not that many, as I tend to think I write well enough to pass the critics) before it is unleashed on the public. This is good as it keeps the quality of the information up to par, but it lacks real meaning for raw data directly from my brain. A lot of hiring managers and potential contacts that writers like to keep, appreciate raw writings exactly as it is meant to be, untouched, unedited; so they can get an idea of how a writer truly writes.

With that, I'm creating Gaming Nirvana, or Gnirvana as an outlet for my unbridled impressions about the gaming industry. What you'll find here will quite possibly range from gaming news, reviews, previews and rants from me. This page will be wrought with opinion and should be taken as just that. I'm writing for me and hopefully whoever decides to find their way to my humble little abode.

Now, without further ado. I give you, Gnirvana.