New Games |
- 1950's Lawn Mower Kids takes it to the next level
- Magicka celebrates PVP with dumbass trailer, lots of DLC
- City of Heroes Freedom gets in on the free-to-play action
- A Valley Without Wind now a sidescroller, still unique!
- Black Ops Limited Edition landing with 'First Strike' DLC
- Review: Trenched
- Synapse for Kinect does dubstep theremins and more
- Game Critics 'Best of E3 2011' announced
- Live show: Mash Tactics plays Dungeon Siege III
- Rise of Nightmares might be the best core Kinect game yet
- Hunt for Deus Ex: Human Revolution 'QR missions'
- Kazuma Kiryu gets all patriotic in Yakuza of the End
- LEGO Universe to offer free-to-play experience in August
- The Story of Second Sight
- There's a Sweet Sword & Sworcery Summer Solstice Sale
- Sonic's 20th anniversary iOS game: Sonic the Sketch Hog
- Onechanbara 2 listed for 2012, D3 has 'no announcement'
| 1950's Lawn Mower Kids takes it to the next level Posted: 21 Jun 2011 03:00 PM PDT A few weeks back, we saw the trailer for Valet Parking 1989. It featured interviews and testimonials from Zordix, the one and only creators of (you guessed it) Valet Parking 1989. The combination of their inability to talk about their game in a coherent and confident manner, mixed with their genuine passion for the Valet Parking 1989, evoked an awesome mixture of charm and discomfort. Now Zordix is back, with a trailer for their upcoming DSiWare game, 1950's Lawn Mower Kids. It reminds me a little bit of Tommy Wiseau's The House that Drips Blood on Alex. I feel afraid. Please watch the video and tell me what you think. [Thanks NintenDaan!] |
| Magicka celebrates PVP with dumbass trailer, lots of DLC Posted: 21 Jun 2011 02:45 PM PDT If you ask me, Magicka has enough "PVP" as it is in its default co-op mode. There's so much friendly fire going around that most people in a full party accidentally kill each other as often as the monsters. But no one asked me, which is a good thing, because then we'd have none of this hilarious new stuff to celebrate the game's new, free PVP add-on. Besides three new modes dedicated to having wizards grief each other, the free add-on comes with the new "Reservoir Robes" costume. Those willing to cough up some pocket change can also purchase four new DLC packs: The "Party Robes" costume pack and the Watch Tower, Frozen Lake, and Final Frontier maps. That last map comes with extra gear to complete the whole "We're ripping off this Star Trek scene," shtick. Oh, Magicka. How I cherish your silliness. |
| City of Heroes Freedom gets in on the free-to-play action Posted: 21 Jun 2011 02:00 PM PDT Yet another massively multiplayer online game has taken to the hybrid model. This time, it's City of Heroes, which will offer a free-to-play alternative in addition to the normal pay scheme when it relaunches as City of Heroes Freedom later this year. If, for instance, you are a paying member right now, you'll get exclusive rewards, services, and features as a VIP member. Monthly in-game Paragon Points will also be thrown in for these subscribers. As one might expect, these can then be used to purchase the good stuff. Y'know, items and services and such. There's actually quite a bit of information to take in here, so start with this in-depth FAQ and announcement post from the game's official site. This page displaying how the content is divided between the various player account tiers is worth a look as well. [Thanks, DrkAdonis] |
| A Valley Without Wind now a sidescroller, still unique! Posted: 21 Jun 2011 12:30 PM PDT When we last looked at A Valley Without Wind, it was a strange looking top-down exploration game. With the latest video, it's had a change of perspective, becoming a strange looking sidescrolling exploration game. The game seems to be looking all the better for it, too. While character animation could still use work, the game overall appears far more stimulating than it previously did. The game is still in the very early stages, so yet more dramatic changes could occur. For now, I'm going to keep my eye on it, because it really does look intriguing. |
| Black Ops Limited Edition landing with 'First Strike' DLC Posted: 21 Jun 2011 12:20 PM PDT Earlier today, Destructoid user mrandydixon let us know that GameStop was listing a mysterious Call of Duty: Black Ops Limited Edition with DLC. We later noticed the game being listed on Best Buy, including the box art shown in the image above. Now Activision has confirmed with us that it's real, and that it's hitting North American retailers on June 28. The $59.99 game will include a redemption code for Black Ops' first downloadable content, "First Strike," which normally would cost gamers $15. It will be available for both PlayStation 3 and Xbox 360. Folks who haven't purchased Black Ops, don't be shy -- this is the deal you've been waiting for, right? |
| Posted: 21 Jun 2011 12:00 PM PDT A pair of World War I soldiers, both having lost their legs in the conflict, are exposed to a mysterious radio broadcast which has granted them the intellectual brilliance to overcome their disability through science (and killed everyone else who's heard it). Frank Woodruff created the Trenches; armored walkers that allowed him and other wounded soldiers to regain mobility. Vladimir Farnsworth decided to simply conquer the world by running a series of tubes through it, allowing him to send his Monovision troops anywhere on Earth in an instant to spread the deadly broadcast which inspired him. Now, former allies have turned into bitter rivals as Woodruff commands his Mobile Trench Marines in a campaign to defeat Farnsworth once and for all. Does that sound awesome? If you answered yes to that question, I have excellent news: It is. Trenched (Xbox 360) Trenched combines elements of arcade-style "mech" games with those commonly found in tower defense titles. In the vast majority of missions, your goal is to defend one or more targets from waves of enemy aggressors. To do this, you'll man a Mobile Trench and manage defenses using a combination of on-board weaponry and a variety of weapon and support emplacements. Trenches are built around a chassis and each has a specific number of weapon and emplacement slots. Weapons placed on the right and left shoulders of the Trench can be whatever you want them to be, provided the gun isn't too large for the number of slots you have, and you can equip multiple guns to fill out all your slots. Defensive emplacements come in three categories and different chassis can support up to four of them but are restricted to a limited variety of categories. In battle, your Trench is controlled like any third-person shooter. Triggers correspond to the left and right weapons. Using the directional-pad, you can select your active turret and place it by holding down a bumper. It's all very simple and straightforward to use. Placing turrets spends a resource called "Scrap," the remains of destroyed Monovision units and you have an onboard magnet to draw that stuff in. Turrets can also be upgraded twice by spending Scrap, dramatically increasing their abilities. The mechs are big and clunky beasts. Even at their smallest, they aren't terribly fast on the ground and if you plan on using special abilities from your legs, they require a bit of wind-up/wind-down time that can leave you pretty impotent for a couple of seconds every time you use them. It takes a bit of adjustment to get the hang of and adds a nice bit of tension to the decision whether to deploy them. Your enemies are many and varied. Mammalian and insectoid accumulations of wires, antennae and tube televisions (hence their derogatory nickname, "Tubes"), they're both fearsome and beautiful. Most gun directly for the target you're defending, though there is a nasty grenade launcher who aims at taking down any emplacements in its path. Explosive Blitzers and powerful Snipe Tuners aim directly at you in an effort to disable your Trench. If you're taken down, the Monovision can quickly overwhelm while you try to get the Trench back up and running by hammering a button in single-player or with assistance in from another Trench in multiplayer. What's fascinating about the game is how well it works as either a mech shooter or a tower defense game -- to a point. You can probably push your way through about half of the missions in single-player almost entirely on strategies appropriate to one or the other type of game on the first or second try but beyond that requires some level of mastery in both. The game rarely forces you to choose one approach over another entirely, save for boss encounters at the end of each theater more typical of the all-action play the game resembles at first glance. It's another example of Double Fine making an effort towards unique design while remaining highly accessible. Admittedly, that exposition material that you read above comprises a considerable chunk of the actual story in Trenched, which winds up kind of limping along through in-mission exchanges between Woodruff and Farnsworth. Cutscenes between stages feature Woodruff recounting the events you're living with period-appropriate pulp magazine covers to illustrate the story. There's nothing wrong with the writing itself. In fact, it occasionally borders on brilliant in a stylistic sense and tons of delightful touches are peppered throughout the flavor text in the multitude of Trench components and emplacements. There's just not much of substance in the story, something that's totally fine for a game as clearly focused on the play as Trenched is. It's merely a dramatic enough alternate history setting that I feel a tad disappointed with how little is revealed of it. At the end of each mission, you are awarded with loot and cash, along with a bronze, silver or gold medal reflective of your performance. Apart from specific equipment given as rewards for completing a mission the first time, all loot earned is selected at random from a range of level-specific items. Cash can be spent in the shop on trench parts and emplacements, but you'll probably wind up just blowing it all on clothing items for your marine. That's because the gear you'll accumulate from missions is almost always better than what's on sale. And you're going to get a lot of loot. Loot boxes are dropped at random occasionally, but you'll see most of them from the game's larger, sub-boss enemies who always leave a little something behind to collect. Some missions will see as many as half a dozen of these beasts which is in addition to awards for simply finishing a stage. And then there's the stuff that you get for completing bonus challenges for kills with specific weapons, total missions, scrap collection, etc. What happens, unfortunately, is that you wind up with almost too much stuff. It's not a problem for weapons and emplacements, where the cream rises right to the top and the best tool for any given job is usually within the top three items. But a build-up in chassis and legs is a little trickier to navigate. Legs aren't necessarily clearly better than one another except in special ability while chassis often have important differences between different models of the same make in terms of emplacements and weapon slots. So, swapping around weapons and emplacements between stages is quick and easy but you may be scrolling through menus a bit if you plan on rebuilding entirely and that may annoy your multiplayer partners. And you had better plan on having multiplayer partners. If you aren't playing Trenched with other people, you're only playing twenty-five percent of the game at best. Additional players have to act as a cohesive unit in planning and executing a strategy, as enemies get significantly tougher the more people you have playing. A strategy that doesn't incorporate both direct assault and well-placed turrets will fail almost every time. Allocation of resources gets trickier the more players you add as well. While the enemies get bigger, they don't drop more scrap and their numbers are dramatically bolstered by more players. Some resources do trickle down to all players regardless of who collects, but one guy doing all the in-your-face work is likely to wind up with a high percentage of Scrap better spent by an Engineer-class Trench who spends less on placement and upgrades. Multiplayer is clearly the focus of Trenched and they've designed some pretty inventive ways to encourage that. First and foremost, the netcode performed quite well (though there weren't enough players available for Matchmaking to be properly tested at time of review), only dropping once in many rounds of play. Then there is the USS McKinley, the base of operations for the Mobile Trench Marines which doubles as a hub area and multiplayer lobby. This McKinley is where stages are selected, Trenches modified and players invited. You can view the loadouts of the Trenches your teammates will pilot and stages are all unlocked to the progress of the most experienced player. If you finish a stage in multiplayer before you can access it in single-player, your progress is still saved and it will show as completed when you've finished all preceding missions. Perhaps most important, the McKinley is where you can perform a salute to your teammates themed to the hat worn by your Marine. And since all the animations are able to use the full analog range of the trigger, you can easily make your Marine look like he's fapping to all other players, making Trenched a prime contender for Game of the Year. Once you've played with someone, they join your "Regiment," a collective scoring pool for a new set of performance challenges. These numbers get pretty absurd and the only way to accomplish them is to either play with people who play frequently or do pretty much nothing else with your time but play Trenched alone for what I would estimate at around 70 hours. Trenched is a hell of a fun game that just has a few minor blemishes. From the grimly nostalgic art design to the thrumming soundtrack and exceptional voice acting, it's a slickly presented package from start to finish. It manages to pack just enough complexity into its strategy to offer a challenge without sacrificing action-oriented gameplay that gives a direct sense of agency and control. Minor gripes about inventory maintenance and a mediocre story should not dissuade anyone from making this very wise purchase. |
| Synapse for Kinect does dubstep theremins and more Posted: 21 Jun 2011 11:30 AM PDT Thanks to a new, totally free Kinect project called Synapse, you can turn your body into an instrument. It's an open-source application for Windows and Mac that allows you to control music and visual elements in Ableton Live, Quartz Composer and other programs using Kinect. Above is a demonstration from its programmer, Ryan Challinor, who works at Harmonix when he isn't making cool stuff like this. In his own words, Synapse for Kinect "allows you to do things like play with a dubstep theremin while you have fire shooting out of your hands." Finally, my dreams are starting to come true! Follow that first link for the download and documentation. |
| Game Critics 'Best of E3 2011' announced Posted: 21 Jun 2011 11:05 AM PDT The nominees for the Game Critics Awards Best of E3 2011 have been announced. And what's that? It's an "independent group of 35 leading North American media outlets that cover the videogame industry." Among that group is -- you guessed it! -- Destructoid, which I represented at this year's show. Check out the full list of nominees after the jump, among which you will see the BioShock Infinite and Uncharted 3 appear four times a piece. Nice work, Irrational and Naughty Dog. The winners will be announced on June 28. Best of Show |
| Live show: Mash Tactics plays Dungeon Siege III Posted: 21 Jun 2011 11:00 AM PDT Thanks again to Square Enix for keeping us all entertained. Today we will be playing the newly released title, Dungeon Siege III. At 4PM PST on Justin.Tv we will be slicing our way through this dungeon crawler. Join Carnage and Pico as they punch things with mean faces. [Join us for Mash Tactics every weekday at 4PM PST on Justin.Tv/Destructoid to watch live streams of new game releases and crazy antics with industry guests. Come join us on the chat and see what all the fuss is about! Want to get involved? We are always looking for community content to showcase. If you would like us to read your C-blog post or show off your original Dtoid art, we would love to see it. Get your voice heard by guest starring on one of our many community focused shows. Still want more? With a little bit of consistency, dedication, and responsibility, you too can have your own show on the official Dtoid channel! Join us in chat on Justin.Tv/Destructoid to find out how you can be a part our great expanding community.] |
| Rise of Nightmares might be the best core Kinect game yet Posted: 21 Jun 2011 10:40 AM PDT The previous E3 trailer for SEGA's Rise of Nightmares wasn't very good to say the least, but now there's finally a trailer that shows the actual game. What a world of technological marvels we live in. The trailer shows you that the game is basically House of the Dead for Kinect, providing a huge Overkill vibe -- without the 70s grindhouse theme, but with the 70s film effect. And just like that, Rise of Nightmares became my most-anticipated Kinect game that isn't Dance Central. Color me surprised! But if someone at SEGA doesn't include a scene where you have to reach out your hand and open a door yourself, fully aware that something scary will be lurking behind that door in the dark like in every single American B-horror out there, I'll be very disappointed. Don't let me down, SEGA. |
| Hunt for Deus Ex: Human Revolution 'QR missions' Posted: 21 Jun 2011 10:00 AM PDT There is a bona fide scavenger hunt for Deus Ex: Human Revolution going on in the U.S. Download the iOS app (here), and start by scanning this QR code on Facebook or this one from the game's forums. After that, you can start hunting for QR codes in the real world and online. Hints will be given on Twitter and Facebook. You can win some prizes: the first 1,000 people to find 10 codes win a theme, and the first 10 people to find all 21 QR codes win the Augmented Edition, custom DXHR headphones, Adam Jensen action figure, and a compression sleeve. But let's be honest, you're not going to go out and hunt for these things outdoors. If people get a collective 1 million points before August 23rd though, all participants will get an exclusive Xbox Live Avatar prop (I hope it is a bomb) or PlayStation Home thing. So you might as well register, and let other people do the work for you if you are too lazy, a foreigner, or both -- like me. The app also gives you some wallpapers and lock screens, so it's not entirely useless if you are a fan of the game, but not a fan of scavenger hunts. Ok, with that out of the way, here's the thing. I read "QR missions" as "VR missions" at first, and got excited about the prospect of Assassin's Creed: Brotherhood style VR missions for DXHR. Think of how much extra fun they could put into the game by releasing VR missions like that, without having to tie it to the story. Not all of the AssBros missions were as fun to play competitively, but I can see something like that work for DXHR. Brief sneaking missions, assault/shooting missions, time-based objective missions, most melee kills in a row, etc. All as free DLC with leaderboards preferably, to keep people from returning it after finishing the game. Hell, I'd probably even pay a few MS Points for it if Tracer Tong gives you the mission objectives. You hear that Eidos Montreal? You'd be silly not to do it! On a related note, community member Wry Guy will be recording a Deus Ex Nostaljourney podcast this week with a couple of community members, Jonathan Holmes, Tony Ponce, and myself. We'll be talking about why the PC version of Deus Ex is the single best game of all time and things like that. Keep an eye on his blog for when it's up. |
| Kazuma Kiryu gets all patriotic in Yakuza of the End Posted: 21 Jun 2011 09:40 AM PDT
Kazuma might sing this next weekend, out in the backyard, grilling hotdogs while wearing dad shorts. The kids (from the orphanage?) are runing around with brilliant sparklers, with apple pie on their faces. I hope they make a Yakuza game like that one day. For now you'll have to use your imagination with the fourth DLC pack for Yakuza of the End. Patriotic Kiryu joins detective Akiyama, a pirate Majima and a badass Ryuji in this costume line-up. |
| LEGO Universe to offer free-to-play experience in August Posted: 21 Jun 2011 09:20 AM PDT It was only a matter of time before LEGO Universe offered a free-to-play component. This is planned for August as a digital version of the MMO. Rather than go the micro-transactions route, access to content will be limited for free players. They'll be able to play through two adventure zones and a single player property area, which is where you get to build your own LEGO objects. Full game access will still cost $10 per month, so don't think this is a total, freebie-centric overhaul. Still, letting people who merely want to dabble in LEGO Universe do exactly that is a good thing. |
| Posted: 21 Jun 2011 09:00 AM PDT Second Sight is a game remembered more for its bad timing than for what it did as a piece of interactive entertainment. Before Free Radical released this game, our opportunity to play with psychic powers in videogames was particularly limited. Not even a genuine psychic could have predicted that, after years with that open gap in the market, Second Sight would have to compete with another game that offered the exact same gimmick -- Midway's Psi-Ops: The Mindgate Conspiracy. As it happens, neither game was a huge success, but it's Second Sight that can claim a de facto victory, gaining favor as a cult classic in spite of its less than spectacular commercial success. That's with good reason too, as it was a fine game indeed. One that deserves to have its story told. Redemption Free Radical is most commonly associated with the Timesplitters series, but had things gone differently, Second Sight might have been the studio's premier offering. It was originally called Redemption, and it was set to be Free Radical's first ever game. "Originally the game had a working title of Redemption and was initially intended to be the first game developed by Free Radical Design," remembers Karl Hilton, now the managing director of Crytek UK. "From the outset, the premise of how your actions in the game change the course of the story and how failure would result in a cyclical re-telling of a story that had gone badly for the player was key. We pitched it to several publishers who all were very enthusiastic about it. "When the launch of the PS2 moved back slightly, we realized there was an opportunity to get a less narratively complex multiplayer game out in time for launch and so at that point Redemption was put on hold while we developed the first TimeSplitters game. Interestingly, I don’t recall us ever having too much in the way of documentation for the game when we first pitched it to publishers. We had a business plan but our game planning was still in its early stages." Timesplitters was released in 2000, where it garnered positive reviews and kickstarted a series that is still loved by gamers today. The unique art direction was a big part of what Timesplitters so memorable, a style that continued in Redemption, which had not been forgotten in spite of Free Radical's success with its multiplayer shooter. Second Thoughts Second Sight was officially announced on February 24, 2004, but it had been in development far longer. In fact, we'd have heard about the title considerably earlier had the game's first potential publisher not gotten cold feet. "The original publisher unfortunately changed their mind about it quite far in to development and so, for a while, it was without a publisher," says Karl. "This meant we didn't start to publicize the game as early as we wanted to do. Codemasters, who we eventually signed it up with, were very enthusiastic about it and gave us as much publicity as we could generate together at very short notice (particularly for E3 that year). It certainly wasn’t an ideal situation." The game itself had unfortunately suffered a difficult development. The team had gotten pretty adept at first-person-shooters, but it tried to run before it could walk with the third-person psychic gameplay of Second Sight. "Partly because it was our first third person game, Second Sight had quite a protracted and sometimes difficult development process. We were a little over-ambitious in the early stages and had to reduce the size of some of the levels we were building. However it was very refreshing to be working in third person for the graphics and we were all enthusiastic about the originality of the story we were telling and how we were telling it. We were also very confident about the overall quality of the game." Despite arriving late to the party, Second Sight certainly got some decent coverage. I personally remember seeing a fair few magazine stories on the title, which is how I got quite excited for the title. It looked gorgeous for its time, and the gameplay was incredibly promising, not to mention unique. At least, it was unique until people took notice of another title with the exact same premise -- Psi-Ops: The Mindgate Conspiracy. A Situation No Psychic Could Have Predicted "We were certainly a little surprised when we first heard about it but you always have to allow for competitors arriving in your 'market space' whether deliberately or coincidentally," expresses Hilton. "We didn’t let Psi-Ops influence Second Sight in any way as we were confident that what we were making was sufficiently different, despite some of the higher level similarities." In a manner that perhaps mirrored this generation's "inFAMOUS vs. Prototype" conflict, press outlets and gamers alike couldn't help comparing and contrasting the two visually distinct, but eerily similar games. There were a few notable difference, of course. Second Sight was the more atmospheric game, with a focus on narrative and a great reliance on stealth and tactics. Psi-Ops took the mentally powered gameplay in a more action-oriented direction, with more realistic visuals and a comparatively direct storyline. The differences don't matter in a marketplace that has two games revolving around psychic powers where previously there were none. At the time, you couldn't bring up one game without the other getting mentioned, and there was a definite case of gamers deciding to choose between the two. Looking back, Karl Hilton doesn't think he can even guess whether or not the conflict helped or harmed Second Sight in any way, but that at least the fight between the two games generated some discussion and kept the game in the spotlight. "It’s impossible to say whether it affected sales or not. In one sense it was good to have the extra coverage that the two games 'competing' with each other generated." It could almost be said that neither game really "won" in the end. Both titles failed to become blockbuster success stories and neither one got a sequel. For Second Sight, Hilton believes the game just didn't have enough time to get the attention that new intellectual property needs. Codemasters supported the game as best it could, but the delayed announcement and failure to generate enough hype in time led to a less than glorious launch. "As a developer you always automatically want more marketing as it is always a positive and should help your game to sell more. However, I think the lack of a proper ‘build up’ phase when we didn’t have a publisher hurt us more in the long run. A new IP needs to build anticipation and hype in the gaming community and Second Sight didn’t get that chance. In terms of press reviews, it certainly didn’t get the overwhelmingly positive response that you always hope for. Most reviewers 'liked' it and it got a mix of reasonable scores for story, graphics, sound etc. but nothing outstanding." The idea of Second Sight enjoying a "reasonable" ride extended to sales as well, with Karl stating they were, "Okay but not great." All told, the game generated just shy of one million sales after its launch. No Second Outing Unfortunately, it seems that we will never get to see Second Sight again. Crytek UK holds the full rights to the game and could theoretically make a sequel if it chose to, but it sees no need to revisit the IP. "Overall it didn’t generate sufficient interest for us to feel it was worth making a sequel," Hilton states. "We had some ideas ready, but we decided it didn’t have any momentum as a new franchise. Codemasters gave Second Sight good support and we even released a PC version (which wasn’t part of the original release plan). Ultimately history appears to have been much kinder to the game than we would have thought after its initial release. "Second Sight does crop up occasionally in discussions in the gaming community about good narrative in games and games that were ‘sleeper’ hits (although you could never describe the final sales figures as a hit)." Overall, one gets the impression that Crytek UK is pleased to have made the game, but remains happy to let the past be the past. It had a crack of the whip, didn't quite get the desired results, and put it to bed. As someone who loved Second Sight, I feel it's a shame that the game didn't get a chance to expand its story and further grow into something special, but I'm glad I got to play it and that I can still talk about the game today. Having achieved at least a cult legacy for itself, I dare say there will be a few open arms welcoming another Second Sight game. With enough marketing, it could have the potential to do amazingly well, because we have not had another game quite like it. I'd say BioShock is the closest we've come, but it's still not quite the game. In any case, let it be known that there are still Second Sight fans out there who would love another game, should Crytek UK ever decide to pull it from the vault. |
| There's a Sweet Sword & Sworcery Summer Solstice Sale Posted: 21 Jun 2011 08:40 AM PDT Did you get tired of everyone on your Twitter feed posting those Superbrothers: Sword & Sworcery EP tweets a couple of months ago? Well, get ready for round two. The game is currently on sale for one day to celebrate the summer solstice. You didn't know it was the summer solstice was today, did you? Now you do, because of videogames! If you hadn't bought it yet, the iPhone version of the game is now $0.99 (down from $2.99) while the universal app that plays on both iPhone and iPad is $1.99 (down from $4.99). That's not all though, as the digital version of the game's soundtrack by Jim Guthrie is pay-what-you-want today (normally $7.99). Last but not least, Toronto people? Jim Guthrie and his band will be playing live Sword & Sworcery music at something called the Midsummer Rockshowcase on June 30th. More info about that here. I held off on this game when it came out, because I wasn't sure it would play as well on an iPod Touch as it would on an iPad. I doubt I'll be buying an iPad any time soon, and I never replay new games as it is, so I guess it's the iPhone version for me. |
| Sonic's 20th anniversary iOS game: Sonic the Sketch Hog Posted: 21 Jun 2011 08:20 AM PDT A 20th anniversary bash is happened this weekend in Japan for Sega's Sonic the Hedgehog. Tokyo's Odaiba (I love that place!) hosted Sega VIPs and fans to celebrate Sonic's birthday, and it was there that a new iPhone app was announced. They even had a Sonic cake! The app is expected to hit the App Store on the 23rd for free. Impress Watch managed to snag a shot of the new app at the event, as you'll see above. Andriasang says that by playing this "Sonic the Sketch Hog," you'll be able to unlock information, wallpapers and more. We'll get a better look at this title in a couple of days. |
| Onechanbara 2 listed for 2012, D3 has 'no announcement' Posted: 21 Jun 2011 08:00 AM PDT UK retailer Play.com recently brought interesting news for fans of child-faced girls in bikinis who fight zombies for some reason. It recently listed Onechanbara 2 with a February 2012 release date, hinting at yet more half-naked undead ridiculousness in the future. We contacted D3 Publisher for word on what this title could be and whether or not a brand new game was in the works, and heard back from Michael Cerven, who said that his company would love to make another one, but has nothing to say for itself at the moment. "Regarding the news in Europe, unfortunately there is not much to say," he stated. "We have an amazing fan base that are huge fans of the Onechanbara games and we would love to do another game but at this time there isn’t any new announced Onechanbara game in the works." Not exactly a denial, but far from a confirmation. What do you reckon? Would you like to slay yet more zombies in your bikini? |
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