Friday, September 23, 2011

New Games

New Games


The Daily Hotness: Starscream vs. Rainbow Dash

Posted: 23 Sep 2011 04:59 PM PDT

The Daily Hotness: Starscream vs. Rainbow Dash screenshot

ScrewAttack's newest Death Battle went up today and, to my immense enjoyment, our own Jim Sterling voices a few lines as Starscream. Also, Rainbow Dash for life!

We reviewed Frogger 3D, ClaDun X2, and NHL 12, Conrad unveiled a new daily wrap-up series, Irrational Games showed off a cancelled project, and more happened on 9/23/2011.

Destructoid Original: 
The DTOID Show: Diablo III beta playthrough!
This weekend on TwitchTV: Gears of War 3!
Divnich Divines: What makes an original IP successful?
Friday Night Fights: Taste the rainbow!
Podtoid Bite: Willem Dafoe The Mud Man
The Question: Is there an East vs. West divide?
People keep asking me if Alpha Protocol is worth $2.00
Introducing Lights Out, a Destructoid newsreel

Community: 
Forum thread of the day: Dream Recording

Contests: 

Reviews: 
Review: ClaDun X2
Review: NHL 12
Review: Frogger 3D

Previews: 
Preview: Rocksmith 
Checking out the original Crysis on the Xbox 360
Taking on World Tour Mode in Forza 4

Events: 

News: 
Irrational Games shows off canned RTS Dungeon Duel
Play Uncharted 3 early at select AMC Theatres
NVIDIA: PC game sales will surpass console game sales
Deus Ex: Human Revolution DLC, no more outsourcing
Fanatec Forza Motorsport CSR Wheel open for pre-order
Hard Reset patch adds much-needed tweaks, features
Old City of Heroes accounts slowly being reactivated
DICE answers your Battlefield 3 open beta questions
Wizorb headed to the Xbox Live Indie channel next week
Gameloft to bring games to Sony Tablet devices
Sony's 3D head-worn visor thing costs $800, supports PS3
Nintendo's Iwata: Still no plans for smartphone games
Diablo III now set to release in early 2012
Sega Arcade Nano: 5 Genesis games in a keychain
How Aliens: Infestation aims to make 2D pixels scare you
EA's iPad sale: 70 percent off games this weekend
The Joker shows his pretty face in Batman: Arkham City
Chrono Cross, Final Fantasy Origins for PSN, says ESRB
Dark Souls has problematic online launch, fix coming
Skyrim director is 'comfortable' developing on Xbox 360
Max and his Magic Marker will be coming to PSN in October

Offbeat: 

Media:
We don't go to Katmai: New Cabela's Survival trailer
New Professor Layton vs Ace Attorney video is juicy
Capcom JP's girls in bikinis playing Dead Rising 2 OTR
Ridge Racer Vita looks great in these new screens
Bravely Default's new screens and art make me go hgghghgh
RPG Solatorobo comes out next week for DS, gets new video
Child of Eden is ready to Move you on the 27th

We don't go to Katmai: New Cabela's Survival trailer

Posted: 23 Sep 2011 04:00 PM PDT

We don't go to Katmai: New Cabela's Survival trailer screenshot

No, I don't have any sincere expectations for Cabela's Survival: Shadows of Katmai, but I do have a minor obsession with the game after seeing its box art.

These new screenshots and trailer are more or less in line with what you would expect this to be: a hint of survival, some fairly realistic action ... all of nature's Alaskan branch hell bent on killing the protagonist -- you know, the usual. Shadows of Katmai does make use of the Top Shot Elite gun peripheral, after all. Gotta shoot something.

And the freezing text effect that miraculously happens every time. Can't pass on mentioning that.

Photo Photo Photo Photo

Live show: Bowerstone will rise again on Backlog

Posted: 23 Sep 2011 03:00 PM PDT

Live show: Bowerstone will rise again on Backlog screenshot

[Backlog is the ongoing quest to rid Conrad Zimmerman's collection of unfinished games. As voted on by the Destructoid community, Conrad plays each game from start to finish live on Destructoid's Twitch.tv channel every weeknight at 8pm Pacific]

We're visiting scenic Bowerstone, the once great city of Albion, where Reaver has been given free reign. This gives me great joy, as there isn't a single character from the Fable series I enjoy more than that rapscallion. He's just so deliciously self-centered and uncaring. I can't wait to see how he foils my plans to foil his plans.

Come and join me for Backlog as we continue to play Fable III and win the hearts and minds of a rebellious people. I'll be playing live, hanging out with you and the chat goons over on Destructoid's Twitch.tv channel!

New Professor Layton vs Ace Attorney video is juicy

Posted: 23 Sep 2011 02:30 PM PDT

New Professor Layton vs Ace Attorney video is juicy screenshot

Remember that Professor Layton, Ace Attorney crossover news that happened a while ago? Well not only do we have screenshots for it, there is even a video! Sadly all the text is in Japanese, but Bolt2nd, the person who uploaded the video, was nice enough to translate, for those of us who don't understand Japanese.

I have no idea what the deal is or why they're having a witch trial (didn't those always end badly for the accused woman?) but Layton and Luke are teaming up with Phoenix and Maya so who cares. There is still no definite word on whether the game will make it here, but I don't see why not. Fingers crossed!

The DTOID Show: Diablo III beta playthrough!

Posted: 23 Sep 2011 02:13 PM PDT

The DTOID Show: Diablo III beta playthrough! screenshot

Okay, maybe not an entire playthrough - but hey, it's a guaranteed ten minutes! If you've been curious how the Diablo 3 beta is stacking up, Max led us through the first ten minutes of it today while I had a discussion with myself about some of the game's finer attributes. Later on, I answered some of your most pressing questions, such as, "can you customize the barbarian to have max's hair." The answer is no.

In non-Diablo news, CS:GO won't be getting a console demo but will be getting 2 new Arsenal modes, PS3 owners will get their Battlefield 3 DLC a week earlier than the other suckers, Dota 2 may be coming sooner than we expected, and Jim FINALLY F*CKING REVIEWED RESISTANCE 3. Oh yeah, and the latest trailer for Batman: Arkham City introduces us to the Joker. It's about time, Rocksteady!

Irrational Games shows off canned RTS Dungeon Duel

Posted: 23 Sep 2011 02:00 PM PDT

Irrational Games shows off canned RTS Dungeon Duel screenshot

It's easy to like Irrational Games, especially when the studio behind System Shock 2 and BioShock gets up front about its canceled games. One such title, a fantasy-themed real-time strategy game built for consoles and centered around collectible cards, dates back to 2002.

No, really, you can see the original pitch in .pdf form, complete with a Sun Tzu quote. It's a real treat to see if you're into game design or like having lesser-known industry facts to drop on unsuspecting friends.

Play Uncharted 3 early at select AMC Theatres

Posted: 23 Sep 2011 01:00 PM PDT

Play Uncharted 3 early at select AMC Theatres screenshot

Next month, Uncharted fans are getting a cool opportunity to play the latest installment -- in 3D, no less -- before the rest of us at select AMC Theatres. The scheduled festivities include multiplayer tournaments, Sony giveaways, and the main event, Uncharted 3: Drake's Deception on the big screen.

Perhaps best of all, you can score a copy of the game before it officially launches on November 1. General admission is $25 (yikes), but for $60, you'll get a premium pass which includes Uncharted 3 being sent to your home on October 25.

Might be worth attending if you're really into the series and will be in San Francisco, Los Angeles, Washington D.C., New York City, or Dallas between October 18-20.

[Thanks, Vallanthaz]

This weekend on TwitchTV: Gears of War 3!

Posted: 23 Sep 2011 12:15 PM PDT

This weekend on TwitchTV: Gears of War 3! screenshot

Destructoid's Twitch.tv channel is committed to bringing lots of great gaming-related entertainment even during the weekends. From playing games on the stream, to discussing them in a talk show format, we bring a wide range of entertainment with that unique Dtoid flavor.

This weekend, the highly anticipated game Gears of War 3 is on deck on Skill with Phil! Watch as Philanthr0py and guest Johnnyviral play Epic Games' newest release. Check below for the rest of this weekend's programming!

 

Saturday Morning Hangover with Conrad Zimmerman and Jordan Devore airs from 10:00am to 12:00pm Pacific. Come watch as they play the latest Xbox Live Indie Games demos for your enjoyment, and revel in the beauty of Conrad's mustache!

 

 

Skill with Phil is a hardcore gaming show starting at 4:00pm Pacific, where community member Philanthr0py plays the latest games with special guests and shows just how good (or bad) he is at games. This week, join Phil as he plays the just released Gears of War 3 with Johnnyviral!

 

321gocast is Destructoid's only live show/podcast hybrid airing on Sunday, from 2:00-4:00pm Pacific starring Johnnyviral, Jesse Cortez, Analoge, and Ryu89. This week, community member Spaceburrito makes his 321gocast debut to chat with the regular cast about this week's gaming news!

 

Destructoid's live community talk show, Also, Talks, starring Bill Zoeker and Johnnyluchador is committed to bringing interesting conversations about videogames, Destructoid, and other stuff on Sunday at 4:00pm Pacific. This week, Brett Zeidler joins the guys for awesome discussions!

Catch these shows and more on Twitch.tv/destructoid!

NVIDIA: PC game sales will surpass console game sales

Posted: 23 Sep 2011 12:00 PM PDT

NVIDIA: PC game sales will surpass console game sales screenshot

Fanning the flames of the format-wars, NVIDIA made a bold claim to Techgage about the state of the PC. You might as well throw out your consoles now, because PC games revenue will be greater than console games revenue by 2014.

While consoles are stuck with the same hardware for most of their life cycle, PC hardware is constantly improving. Digital distribution, free-to-play games and shinier graphics are all partly responsible for PC games' increased sales in the future.

Here's a prophetic graph NVIDIA made.

Irrefutable, right? They made a bunch.

If technology and power drives sales it does make me wonder what the hell is going on with Nintendo. The GameCube should have been the king of the consoles while it's successor should have been shown nothing but disdain by everyone. PCs are always more powerful and flexible than consoles, you don't have to look to the future to see that.

But it's not about power. Sure, pretty graphics are splendid, but it's convenience that tends to win out. I spend almost the same amount of time on my DS as I do on my PC, that's not because they are equally powerful. It's because I can play my DS on the train or in bed and because the games kick-ass.

I don't think that it's beyond the realm of possibility that PC games could start to dominate the market again and some of the reasons like digital distribution would certainly play a role in it, power won't. PC gaming won't get back on top with dick measuring.

NVIDIA Talks PC Gaming Trends... [Techgage]

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Capcom JP's girls in bikinis playing Dead Rising 2 OTR

Posted: 23 Sep 2011 11:45 AM PDT

Capcom JP's girls in bikinis playing Dead Rising 2 OTR screenshot

Capcom, I'm confused. You could have gave us actual game footage, or in-depth analysis of gameplay, or even just a features list, but instead you give us idols in bikinis playing your game, Dead Rising 2: Off the Record. Are these your game specialists for the demos? Was it particularly hot that day at Capcom HQ? Am I missing something?

I watched both videos twice to make sure I wasn't missing...any important game details. This is my job, you know. But I didn't find any game news interspersed between zoomed in footage of a girl bouncing on a balance ball while squealing at a television. I'm confused at your focus here, Capcom. There were actually sections of your 10 minute promo videos that only showed tight shots of body parts of the game player, and nothing of the game being promoted. Why would you do that? 

Maybe I missed something. I guess I'll have to watch again.

Photo Photo

Deus Ex: Human Revolution DLC, no more outsourcing

Posted: 23 Sep 2011 11:30 AM PDT

Deus Ex: Human Revolution DLC, no more outsourcing screenshot

Good news, everyone! The upcoming DLC for Deus Ex: Human Revolution -- The Missing Link, is being made completely in-house. There will be a boss battle, but Grip Entertainment aren't having anything to do with it. It will take into account the variety of ways players approach combat so you won't have to run about throwing grenades while hoping for the best. Speaking with Eurogamer, The Missing Link's producer, Marc-Andre Dufort promised that the boss fight will be less frustrating.

You can actually not kill the boss. You can do a non lethal takedown on him. And you can kill him from afar. You can even kill him without him seeing you. It's more of a bigger challenge than a standard boss fight like we have in many games.

Dufort acknowledged that the main game's boss battles were a problem for some players. But he glossed over the main issue.

I was playing more of a mixed stealth and combat style, so I had some good weapons in my inventory, I didn't have a lot of trouble dealing with it. No, I didn't get any big frustrations dealing with them. But I can understand people playing more stealth style having some frustration dealing with those bosses.

It's all well and good for boss battles to be less frustrating if you take a more combat focused route. But when they completely ignore all the other play styles that's plain shitty design. It's in total opposition to the freedom we have throughout the rest of the game. It's great that The Missing Link won't be crippled in such a fashion, but it's a shame the main game remains marred by the shoddy efforts of Grip.

Deus Ex DLC includes new boss battle... [Eurogamer]

Fanatec Forza Motorsport CSR Wheel open for pre-order

Posted: 23 Sep 2011 11:15 AM PDT

Fanatec Forza Motorsport CSR Wheel open for pre-order screenshot

What are you going to be playing Forza Motorsport 4 with? Xbox 360 game pad? Psssh.  I'm kidding. That's what I use, too. But there's a few other really nice controller options for this racer that you use, and the Fanatech CSR wheel and accompanying gear are probably the nicest of them. The wheel itself is now open for pre-order.

Fanatec has worked with Microsoft and Turn 10 to make the extreme high end option for racing controllers. If you're super serious about racing and what the full set-up, you'll need to plunk down some serious cash. The Forza Motorsport CSR Wheel is $249.95, the CSR Elite Pedal Set is another $149.95, and the CSR Shifter Set tacks on another $59.95. That's about $460 in all.

What do you get for that cash? A Forza-branded three-motor force feedback wheel with paddle shifters, an LED display that shows turn angle, and multiple settings for drift modes. The pedal set is made of aluminum, and uses Load Cell tech to simulate the feel of braking in a real car. Finally, the metal shifter is a 6-speed, H-pattern affair that can be mounted on either side of the wheel.

I'm going to give this wheel a spin soon, and I'll let you know what I think of it.

Live show: Community picks on Mash Tactics

Posted: 23 Sep 2011 10:30 AM PDT

Live show: Community picks on Mash Tactics screenshot

[Not sure what Mash Tactics is? I've included a clip from a recent episode to show you just a glimpse of what you've been missing, you daft fool! You can see all of Destructoid's previously-aired live shows in our archives.]

Today, Mash Tactics is playing whatever you want us to. The end of the week is what we affectionately call "A.D.D. Fridays." We take suggestions on what to play, and play along with the people watching at home. If you can't wait for the show to start, shout out some games you'd like to see in the comments below.

Mash Tactics airs Monday through Friday at 4pm Pacific. Watch Jon Carnage and Pico Mause let loose with off-the-wall humor and discuss the issues of the day in the live chat on Destructoid's Twitch.tv channel. Also, there are videogames being played. Join us for your chance to win prizes, talk to industry guests, and witness all of the glorious antics.

 

Hard Reset patch adds much-needed tweaks, features

Posted: 23 Sep 2011 10:15 AM PDT

Hard Reset patch adds much-needed tweaks, features screenshot

Props should be given to Flying Wild Hog for its new Hard Reset patch, which addresses many of the common criticisms brought up by reviews, and of course, players like you. The full notes can be found here, but these are a few of the highlights:

  • Weapon cooldowns have been disabled
  • Sprinting charges 20% faster
  • Difficulty can be changed mid-game
  • Benchmark mode has been added
  • Mission stats can be viewed in-game

Expect to hear about a new mode for Hard Reset plus "further improvements" in the near future.

Review: ClaDun X2

Posted: 23 Sep 2011 10:00 AM PDT

Review: ClaDun X2 screenshot

A good dungeon crawler is hard to find these days, and bedroom programmers seem to be the only ones making them. Developer System Prisma decided to meet them halfway with ClaDun X2. It's an action-RPG that is part Roguelike and part RPG Maker, offering enough customization options to keep players entertained within its miniature world.

With complex leveling systems, intuitive combat and procedurally generated dungeons that can last a day to explore, ClaDun X2 is an oddball release for a diminishing audience. However, it’s one worth seeking out if you fancy an old-fashioned dungeon crawl.

ClaDun X2 (PlayStation Network)
Developer: System Prisma
Publisher: 
NIS America
Release date: August 30, 2011
MSRP: $19.99


If you are still reading this review, then it’s safe to assume that you own a PSP and enjoy the quirky, modestly-sized RPGs that publisher NIS has been putting out for the system over the years (Prinny, What Did I Do to Deserve This, My Lord!?, Z.H.P.). In other words, this review is for the two of you.

As with the original, ClaDun X2 throws you into a world of dungeons, item shops and townsfolk with single-sentence responses. Arcanus Cella’s modest size and economic layout (every location has a purpose) is inductive of the adventure to come. After creating your character and class of choice, you enter your first series of dungeons that act as a tutorial to the game’s unique design.

Each dungeon has the primary goal of reaching its exit with a secondary time-based goal -- get to the exit within the designated time and you’ll acquire “fame” which unlocks bonuses within the town hub. Although there are a couple floors you’ll be able to race through on your first try, most require significant knowledge of the dungeon’s layout and well-leveled characters. Dedicating yourself to beating all the trials can be a daunting task in itself.

Racing through the dungeons lends the game a unique feel akin to Half-Minute Hero, but generally speaking, you’ll be taking your time. As you should, since the dungeons are full of traps. You can only see these traps faintly, as you approach them. Since these deal out mostly projectiles, you can use them to your advantage: step on an arrow trap and let it hit an enemy, dealing out significant damage. However, be wary that the same is true of the healing traps, which you will rely heavily on throughout the dungeons.

Each dungeon is made up of four floors. The final floor usually culminates with a boss battle and a brief cutscene that progresses the story. The story is paper-thin but the dialogue in these scenes is charming in the way you expect of an NIS title. It’s mostly cutesy, meta-JRPG dialogue that pokes fun at tropes. You either are into or not, but skipping all of it is an option and one the game won’t punish you for. It’s a pretty straight-forward game but you’ll still need to dedicate some time to understanding the combat and character systems.

What keeps the ClaDun X2 interesting through the constant grind of dungeons is the Magic Circle system that dictates your party formations and character progression. At any time in the game, you can create new characters. The options are very limited but you can always create your own pixel art if you are tired of your party members looking too much alike. The important customization features come with creating a diverse party and giving them important roles within your magic circle formation.

Each class has their own magic circles they unlock, which dictates all their stats, abilities and experience points. Every circle favors a certain type of play style: do you want to level your Ranger, or give your Warrior brute force for a boss encounter? The details in these setups are important, as sub-characters' position on a grid will dictate all your buffs and health bonuses. If they die, you lose it all. Properly building these formations can be time consuming, but you can thankfully save them and swap them out before each dungeon.

A couple hours into ClaDun X2, you’ll unlock access to the game’s procedurally generated dungeons which are designed to challenge and steal hours of your life away from you. Along with the 99 floor neo-geons of the first game, the sequel adds in tri-geons which make random floors really easy (with great loot) or really hard. You can easily become obsessed with reaching the end of these and completely forget about the game’s main campaign and the time trials. The combination of all three gives the game a surprising amount of variety, all things considered.

Along with these endless dungeons, you have an endless amount of characters, music and equipment to play with due to all the editing tools within the game. It’s a shame that NIS didn’t implement better sharing features. Sure you can find message boards filled with people sharing saved edits via file sharing services, but that’s hardly convenient. The game’s offerings seem a bit bare without these additions. As with the original, you can switch between an orchestral soundtrack and retro 8-bit version on the fly, but you’ll find the limited selection of tunes grating after a while.

ClaDun X2’s combat and world feel a bit generic and small in comparison to Quartet’s masterful SNES titles and similar action-RPGs, but the customization, Magic Circle system and endless dungeons make ClaDun X2 a recommendable title for RPG-lovin’ PSP owners.

With such small goals, there can only be a faint amount of praise to compliment the game. It’s good, it works, and it’s on a system that I rarely find an excuse to power on anymore. The fact that I kept my system dust-free for a week because of ClaDun X2 is an accomplishment in and of itself. Now, I’d just like to see a console sequel with improved combat and the production values of 3D Dot Game Heroes.

Photo Photo Photo Photo Photo

Old City of Heroes accounts slowly being reactivated

Posted: 23 Sep 2011 09:30 AM PDT

Old City of Heroes accounts slowly being reactivated screenshot

If you're not yet aware that City of Heroes is going free-to-play, well, now you are. In fact, current subscribers have had access to the new content for a little over a week now! A forum post came up the other day stating that their old account now had access to the servers with a "Premium" status and a community member confirmed that old accounts were slowly but surely being reactivated.

Today, NCsoft declared officially that inactive accounts are indeed being reactivated. This is a gradual process, so if you're like me and haven't had your account switched back on yet, don't worry. If you've never had an account but want to get in on the free-to-play action, you'll have to wait a little bit longer as you'll be given access in the upcoming week.

City of Heroes remains one of my favorite MMOs of all time and I cannot wait for my account to be reactivated. I have so many questions form my absence! Who is this guy with the gun hand? Where's Lord Recluse? Should I "Go Rouge?" Can I still farm Rikti Monkeys over by Monster Island? I must know!

Divnich Divines: What makes an original IP successful?

Posted: 23 Sep 2011 09:00 AM PDT

Divnich Divines: What makes an original IP successful? screenshot

[In Divnich Divines, EEDAR Vice President and videogame analyst Jesse Divnich traverses the bogs of sales data, hype, and good old fashioned game geekery to give you his two cents on hot topics in the game industry]

It seems to be a dilemma as old as the modern entertainment industry itself. Sequels to successful titles sell, but people get tired of them. Everyone wants new IPs to succeed and provide diversity to the gaming landscape, but when someone actually tries to do so the reward can range from success to utter failure at retail.

Meanwhile developers, publishers, and gamers alike lament the state of an innately creative industry where creative innovation is more often than not punished by consumers. But what does it actually take for a new IP to succeed? 

Setting aside our personal preferences for a moment, let's take a look at the business side of things for a change. Analyst Jesse Divnich pitched in on a seemingly eternally relevant question: What does it take for an original IP to succeed at retail?

Divnich: "There are literally thousands of factors that determine whether an original IP will fail or succeed at retail, but the majority of factors can be broken down into four categories.

1.  How many consumers will be interested and capable of purchasing my game (Market Potential)?
2.  Will consumers enjoy it (Quality)?
3.  How will you tell your consumers you exist (Marketing)?
4.  What are my competitors doing (Competition)?

"The better you position yourself within those categories, the higher the likelihood you will succeed. However, one doesn't necessarily need to exceed expectations in each category to realize market success; neither does focusing only on one category lead to success. It is always a careful balancing act, since trying to exceed in all categories comes at a high cost, but we can look at a few examples to see how these four factors play a role in a game's success."


 
"Let's first start with Rise of Nightmares, a Kinect required game. Currently, there are about 6 million active Kinect consumers in the market (note: there is a difference between a total install base and those actively purchasing titles on said platform). Of these 6 million active consumers, likely only 50% would be interested in a Mature rated Kinect game, bringing the total market potential to about 3 million units. This means that even if Rise of Nightmares would end up being the best Kinect game ever, had an extravagant marketing campaign and faced no competition, the total potential for sales is 3 million units. When you do take into account the game's quality, marketing, and competitive factors, you end up with sales expectations well under 1 million units.
 
"Homefront is another great example. While many considered Homefront to be an "average" modern shooter, a lot of people were surprised that it has sold over 3 million units to date, but on paper it completely makes senses. We know that Call of Duty sells nearly 30 million units per release, making the market potential 30 million consumers. Once you discount Homefront for its review score and marketing (relative to the market leader Call of Duty), it isn't a far stretch to assume Homefront would produce 3 million units.
 
"Lastly, one extreme example is Demon's Souls which had virtually no marketing, was a new original IP, launched in the holiday season where competition is at its highest, but achieved one of the highest reviews scores of a PS3 title. Total sales to date are roughly 800k in the Western markets, but again, on paper it makes sense. Upon its release the total active PS3 install base was only 20 million consumers, of which only 4 million would be interested in an RPG game. Once you discount the lack of marketing, the fierce competition and a slight discount because it wasn't a "perfect" RPG, 800k in sales begins to make sense."

"One large factor I've neglected to talk about is how original IPs (whether new or existing) become successful in the first place. It all has to do with being the first to excel at taking advantage of a new technology or software feature. Every new hardware launch (or major software update) opens up new features to developers and if we look back the last 15 years, we see a pattern where the top brands of today where the first to exploit those new features successfully.

"Why did the Call of Duty series catapult in sales between Call of Duty 3 and Call of Duty 4: Modern Warfare? Because it was one of the first titles to take advantage of the new Xbox Live and PSN multiplayer features. Halo, the first great shooter game to bring first-person shooters to the consoles; Wii Fit, the first fitness game to take advantage of a new technology (Wii Balance Board); Guitar Hero, plastic guitar peripherals; Grand Theft Auto 3, first great 3D sand-box game; Just Dance, the first to incorporate licensed music into a rhythm based Wii game. The list can go on and on."

"A Kingdom for Keflings is another great example. In November of 2008, Microsoft updated its Xbox Live platform to allow the use of avatars inside games. By no coincidence, at the same time A Kingdom for Keflings was released, which made use of the new in-game avatar feature and despite moderate review scores (76/100) it is one of the top 20 selling XBLA games of all time. I simply have to ask myself, would A Kingdom for Keflings have been as successful without the in-game avatar feature and the marketing power Microsoft supported it with as a result? The answer, of course, is no.

"This same rule applies across all entertainment as well. Take the movie Avatar for example. If Avatar was launched today, would it have achieved similar box office success? Keeping in mind that all the other 3D titles have already launched (e.g., Piranha 3D, StreetDance 3D, Disney movies, etc.)? Of course not. What about if Avatar launched in 2009, as it did, but did not make use of 3D technology? Again, no. Avatar was successful for one reason, it was a great movie that made use of a new technology that had a high market size potential.
 
"And once the market leaders are established, it is very difficult for second entrants to surpass the incumbent brand. That is why Guitar Hero outsold Rock Band 2 to 1, despite Rock Band achieving higher critical acclaim, and why Call of Duty will continue to outsell Battlefield (on consoles) throughout this generation."

"For a recent presentation in San Jose on Cloud Gaming, I went back and labeled each new IP as launching early, mid or late in a technology cycle, and to no surprise, 30% of new IPs that launched early in a technology cycle were successful, 9% if launched mid and only 4% if they launched late.
 
"There is nothing wrong with following the status quo, especially when the size of the potential market is quite large (e.g., modern day shooters), but if publishers and developers truly want to rocket a new original (or even existing) IP into the sales stratosphere, it is always best to be the first to be great at exploiting a new game feature or technology.
 
"I think we'll see this phenomenon in practice quite soon with the launch of the iPhone 5. For the last year the top 25 in the App Store has pretty much remained constant, but I bet that within 3 months of the iPhone 5's launch, we'll see a huge shake-up in the ranks as games that take advantage of whatever new features become available will skyrocket into success. Remember the whole "Retina display" that the iPhone 4 offered? Games that offered this new HD "Retina" display quality rocketed to the top of the charts.  You can bet the same will occur with the iPhone 5 and whatever new gaming features it opens up to developers."

Divnich's insights provide a clear picture for those of us who complain loudly whenever a new IP tries and fails at retail. But whether we like it or not, games are still entertainment products bound largely to the same business rules and practices seen in other branches of entertainment. You have your audience, your budget, and your good old marketing mix to considera alongside a wealth of other factors.

That doesn't mean there is no room for a great and original IP, however. It just means there are key factors to consider if you actually want to sell enough units to start a new franchise. If we take a look at Minecraft using Divnich's four categories, it becomes a bit clearer how it was able to become a runaway success before the game is actually finished.

Minecraft had little to no practical competition, benefited from a savvy business model that in turn created a wealth of word-of-mouth buzz that spread like wildfire, has an audience that is willing to forgive its "shortcomings" in quality (selling in alpha and beta stages) due to the enjoyment of the product in their hands -- and a promise of more to come -- and can be played properly on most PCs. Perhaps Notch didn't think of this beforehand, but his game fits the requirements for competition, marketing, quality, and market potential which can help explain how he was able to sell millions of copies of an unfinished game.

Compare that to Enslaved, which was positioned in a genre where people are less willing to forgive the slightest shortcomings, launched at a terrible time with a lot of competition from established action/adventure franchises, suffered from a lackluster marketing strategy that didn't capitalize properly on the game's strengths that set it apart, and failed at retail despite critical praise.

With these tools in hand, we can still lament and complain about a lack of original IPs because this is the Internet. But the next time a publisher, developer or studio complains about the state of the industry with regard to new IPs, while in retrospect their decisions and strategy may have doomed their previous games' success at retail from the start, we can be armed with more than just a snappy comment and a funny picture.

Photo Photo Photo

Friday Night Fights: Taste the rainbow!

Posted: 23 Sep 2011 08:45 AM PDT

Friday Night Fights: Taste the rainbow! screenshot

Yep, I bought one. Wanna fight about it?

New to FNF? Read this! Each week, a bunch of us Dtoiders get together to play videogames online! It's a 100% community-run event, so feel free to join in or even host something yourself!

The planning for FNF starts in the forums, where community members pick a game to host, set a time, post their Gamertag, etc. Then, every Friday, reminder posts go up in the community blogs followed by a recap post here on the front page where any last-minute planning can take place.

To join in, simply send a friend request to the match host! (Don't forget to say you're from Dtoid!) If you'd rather host something yourself, just post the pertinent details in the comments section below!

We hope to see you online!

EU FNF

Tonight's Hosts:

360 FNF

Tonight's Hosts:

  • Game: Street Fighter III: Third Strike Online Edition
    Host: StriderHoang (GT: StriderHoang)
    Time: 5 PM Eastern
  • Game: Monday Night Combat
    Host: StriderHoang (GT: StriderHoang)
    Time: 7 PM Eastern
  • Game: Halo: Reach (Speed Halo)
    Host: Eric Woll1 (GT: FLaN Tamarind)
    Time: 8 PM Eastern
  • Game: Gears of War 3 (Execution, KotH, TDM)
    Host: Usedtabe (GT: Us3d ta b3)
    Time: 10:30 PM Eastern
  • Game: Gears of War 3 (Horde)
    Host: Swishiee (GT: Swishiee)
    Time: 11 PM Eastern
  • Game: Gears of War 3 (Horde)
    Host: Mr Andy Dixon (GT: Mr Andy Dixon)
    Time: 1 AM Eastern

Check out the 360 FNF community blog for more details!

PS3 FNF

Tonight's Hosts:

  • Game: Resistance 3
    Host: Lenigod (PSN: lenigod)
    Time: 9 PM Eastern
  • Game: MAG
    Host: Elsa (PSN: Elsa)
    Time: 10 PM Eastern
  • Game: Warhammer 40,000: Space Marine
    Host: Trev (PSN: ElZilcho)
    Time: 10 PM Eastern
  • Game: NHL 12
    Host: CelicaCrazed (PSN: CelicaCrazed)
    Time: 12 AM Eastern

Check out the PS3 FNF community blog for more details!

PC FNF

Tonight's Hosts:

  • Game: League of Legends
    Hosts: JohnnyViral and Cyber Altair
    Chat: DTOID FNF
    Time: 10 PM Eastern

Wizorb headed to the Xbox Live Indie channel next week

Posted: 23 Sep 2011 08:30 AM PDT

Wizorb headed to the Xbox Live Indie channel next week screenshot

There may be very few Xbox Live Indie Games worth actively anticipating, but when one does come along, it's on us to beat you over the head until you either get it on your radar or, understandably, run away. My current focus is on Tribute Games' Wizorb, which releases September 29.

Inspired by Devil's Crush and other delightful titles, Wizorb is a block-breaker game with a fantasy theme. Fun as no-frills Breakout gameplay can be, it's not always enough, which is why the melding of genres is appreciated.

News of the PC version is supposed to come "soon." The one-two punch of XBLIG followed by PC seems to be the way to go at this point.

Tribute Releasing The Wonderful Wizorb To XBLIG On September 29 [GameSetWatch]

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