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Showing posts with label hardcore. Show all posts
Showing posts with label hardcore. Show all posts

Monday, October 15, 2012

Xbox 360 Gets Holiday Price Cut

Microsoft has announced a $50 price cut for Xbox 360. Just in time for the holidays, Microsoft has revealed two new bundles priced at $250 aimed at hardcore gamers and at families.

The first bundle offers a 250GB Xbox 360 and includes a download voucher for The Elder Scrolls V: Skyrim along with a copy of Forza Motorsport 4, a headset and a controller. The second bundle, aimed at families, includes a 4GB Xbox 360, a Kinect sensor and copies of both Kinect Adventures and Kinect Disneyland Adventures. Both sets also include one month of Xbox Live, Hulu Plus and Epix Movies.

This is the second price drop we’ve seen today, following Nintendo’s Wii price cut announcement this morning. Nintendo is surely prepping for Wii U and Microsoft may be doing the same for its new system considering we last heard Microsoft is targeting the next Xbox for September 2013.

For more on the games in the bundle, read our Forza 4 review, our Skyrim review, our Kinect Adventures review and our Kinect Disneyland Adventures review.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following @garfep on Twitter or garfep on IGN.


Source : ign[dot]com

Tuesday, October 9, 2012

The Expendables 2 Touches Down on BD, DVD

Ready for some hardcore ass kicking? Well, you're in luck! Lionsgate Home Entertainment will bring the smash-hit sequel, The Expendables 2, to Blu-ray, DVD and Digital Download November 20, 2012, just in time for Thanksgiving!

While not as a big of a hit in the U.S. as the first feature, the star-studded sequel was a huge success overseas, grossing nearly $300 million worldwide.

The Expendables 2 will come to Blu-ray and DVD fully loaded with bonus features. The Blu-ray will boast a 1080p hi-def transfer, with 7.1 DTS-HD Master Audio. The DVD will feature an anamorphic widescreen presentation with 5.1 Dolby Digital audio. Extras will include the following:

  • Audio commentary with director Simon West
  • "Gods of War: Assembling Earth's Mightiest Anti-Heroes" featurette
  • "Big Guns, Bigger Heroes: The 1980's and the Rise of the Action Film" featurette
  • "On the Assault: The Real-Life Weaponry of The Expendables" featurette
  • "Guns for Hire: The Real Expendables" featurette
  • Deleted Scenes
  • Gag Reel

Suggested retail is set at $39.99 for the Blu-ray and $29.95 for the DVD. Amazon's current pre-order pricing is set at $27.99 for the Blu-ray and $20.97 for the DVD.

Stay tuned for more news, and be sure to check back for our review of The Expendables 2 on Blu-ray this November!

R.L. Shaffer is a writer for IGN. He loves a good '80s throwback! Be sure to follow his TwitterFacebook and MyIGN for quotes, rants, reviews, news and more!


Source : ign[dot]com

The Expendables 2 Touches Down on BD, DVD

Ready for some hardcore ass kicking? Well, you're in luck! Lionsgate Home Entertainment will bring the smash-hit sequel, The Expendables 2, to Blu-ray, DVD and Digital Download November 20, 2012, just in time for Thanksgiving!

While not as a big of a hit in the U.S. as the first feature, the star-studded sequel was a huge success overseas, grossing nearly $300 million worldwide.

The Expendables 2 will come to Blu-ray and DVD fully loaded with bonus features. The Blu-ray will boast a 1080p hi-def transfer, with 7.1 DTS-HD Master Audio. The DVD will feature an anamorphic widescreen presentation with 5.1 Dolby Digital audio. Extras will include the following:

  • Audio commentary with director Simon West
  • "Gods of War: Assembling Earth's Mightiest Anti-Heroes" featurette
  • "Big Guns, Bigger Heroes: The 1980's and the Rise of the Action Film" featurette
  • "On the Assault: The Real-Life Weaponry of The Expendables" featurette
  • "Guns for Hire: The Real Expendables" featurette
  • Deleted Scenes
  • Gag Reel

Suggested retail is set at $39.99 for the Blu-ray and $29.95 for the DVD. Amazon's current pre-order pricing is set at $27.99 for the Blu-ray and $20.97 for the DVD.

Stay tuned for more news, and be sure to check back for our review of The Expendables 2 on Blu-ray this November!

R.L. Shaffer is a writer for IGN. He loves a good '80s throwback! Be sure to follow his TwitterFacebook and MyIGN for quotes, rants, reviews, news and more!


Source : ign[dot]com

Thursday, July 26, 2012

Ninja Turtles: The Next Mutation, Volume One Resurfaces on DVD




The nostalgia meter should definitely go off with this one, especially if you're a hardcore TMNT fan. If you're not hardcore fan, you're probably wondering why there are five Turtles on the box below.


Shout! Factory, in collaboration with Saban Brands, will bring it Ninja Turtles: The Next Mutation, Volume One to DVD September 4, 2012. This 2-DVD set features the first 13 action-packed episodes of the cult hit series, loosely based on both the animated series as well as the live-action films.



Here's a synopsis of the series from the official press release, "The memorable live-action adventure series Ninja Turtles: The Next Mutation debuted in 1997. The series continued the fun-filled saga of Leonardo, Raphael, Donatello and Michelangelo, four genetically mutated turtles who have transformed into human sized, ninja-powered crime fighters living in the sewers of New York City. Soon the Ninja Turtles' world that they have come to know and love will change. If you thought Shredder was bad, wait until you meet their newest foe--Dragon Skull! It will take all the power of our four reptile heroes to combat this new villain, including the help from a new ninja turtle named Venus De Milo!"


Ninja Turtles: The Next Mutation will come to DVD presented in 1.33:1 full frame, mixed in stereo. At this time, no bonus features have been announced. Hopefully Shout! Factory will be able to dig up something neat for this collection or future collections, stuff  like this:





Suggested retail for this DVD is $19.93. Amazon has the disc available for pre-order for $14.99.


Be on the lookout for a review of this DVD in the near future!







R.L. Shaffer has seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. He's watched C-beams glitter in the dark near the Tannhauser gate. And now you can follow his TwitterFacebook and MyIGN for quotes, rants, reviews, news and more!



Source : ign[dot]com

Wednesday, July 25, 2012

The Hardcore Potential of Social Games

Right now most hardcore gamers decry social games as too casual. Where’s the skill? The twitch reflexes or deep strategy? The genre is written off as nothing more than a collection of software finely tuned to squeeze the maximum amount of money possible out of middle-aged moms. The term “Zynga trash” comes up often in enthusiast forums and comment sections.

While I personally don’t agree (I think a social game is a perfectly acceptable way to kill five minutes), it’s an opinion I understand. Some of my favorite video games feature extremely deep, chess-like strategy (Advance Wars), or extremely intense focus and motor skills (Super Monkey Ball 2). Neither of these elements are present in social games.

My question is simple: What if they were?

Below are three major ways AAA console games could be improved by incorporating ideas pioneered in the social games space.

Single Player with Benefits

Social games’ poor reputation among the hardcore set is fairly well-earned. Incessant cloning, overly-aggressive freemium pricing, and banal themes all-but ensured that the social category would remain the domain of soccer moms.

Leave ammo drops for your friends in especially tricky moments of Uncharted.

Perhaps the most damning complaint of all is that social games aren’t even really very social. Sure gamers can send each other gifts or visit each other’s farms, but the core gameplay experience is generally a solitary experience.

But maybe there’s something to that. Maybe there’s a way for your friends or for the millions of strangers playing a single-player game to actually have an influence on your adventure through the game. The game can remain a single-player experience, but it can unfold in a social context. Connected gaming can enhance single-player experiences.

Gamers could leave an ammo drop or weapon care package for their friends in a section of Uncharted 4 they had a hard time with. Items and messages could be left for friends in their GTA VI safe houses. The popularity of weapons or items purchased via in-game shops could impact their prices, helping to maintain game balance.

Some early examples:

Dark Souls: Players can leave notes to help (or hinder) the progress of other adventurers.

Animal Crossing: Multiple friends of family members inhabit the same town, and can work together as neighbors.

Massively Single Player

One of the coolest events Blizzard ever pulled off in World of Warcraft was the Ahn'Qiraj World Event in 2006. In the game, the Gates of Ahn’Qiraj were sealed by powerful magic, locking up a brand new raid dungeon. The doors would only open if thousands of horde and alliance players set aside their differences and worked together towards a common goal.

Players had to acquire what was at the time an almost unbelievably high number of war supplies. 400,000 Runecloth Bandages. 180,000 pieces of light leather. 90,000 Copper Bars. The list goes on.

Although WoW has always been a game focused around online multiplayer (it is an MMORPG after all), this was an especially cool event because it relied on the contributions of every individual. No mega-guild, no matter how powerful, could raise the required materials themselves. Even if your low-level character could only make a few bandages per day, every contribution mattered.

Worldwide progress could help take down Skyrim mega-dragons.

Now imagine if single-player games implemented worldwide goals and events that could affect the game world for everyone.

Elder Scrolls VI could introduce a massive, nigh-invincible dragon enemy. Only by players collectively crafting millions of high-level weapons would shops sell the equipment necessary to defeat it. Special post-game mission content could be unlocked in Call of Duty: Black Ops III only when players collectively killed 1 billion terrorists. A special 24-hour police crackdown event could happen in GTA VI every time 1 million police officers are ran over.

The games could remain single-player experiences, but the game worlds made more dynamic and alive thanks to millions of players working together towards common goals.

A few early examples:

Noby Noby Boy: Players stretch Noby Noby Boy. Once players collectively stretched enough miles to reach the moon, it was unlocked as a playable level. Mars, Saturn and Jupiter have also been reached.

Battlefield 1943: The Coral Sea multiplayer map was unlocked after the community collectively reached 43,000,000 kills.

On-the-Fly Data-Driven Design

Cliff Bleszinki made headlines recently for saying that he was tired of easy games and that Gears of War: Judgement would amp the difficulty back up.  But in a Game Developers Conference talk several years ago, the Epic Games creative exec told the crowd of game-makers that you can’t make your easy mode easy enough. What if your easiest difficulty is still too challenging for someone? You then have a gamer, casual and ill-equipped as they may be, that is no longer having fun.

The reverse problem also crops up. Many longtime Bungie fans complained that Halo: Reach was simply too easy, even on Legendary, its most extreme difficulty level.

What is a game maker to do?

One potential solution is to take a page from the book of social game makers like Zynga and treat games, even single player ones, like a live service. By constantly monitoring gameplay data and by frequently deploying changes, game makers could let the gameplay data itself determine difficulty on the fly.

343 could use live player data to determine Halo's Legendary difficulty.

If Halo: Reach is too easy for you on Legendary, you could just tell the game you want the enemy health, speed, damage and other stats set to a level that only, say, 0.1% of other gamers survived. Likewise, live stats on low-skilled players could ensure the game was never made too hard for anyone that just wants a breezy experience. “Very Easy” difficulty could be set so that the bottom 5% of performers can get through it.

In the social game space this kind of data-driven design is usually used to find high-value players; to maximize revenue. But it could easily be used for gameplay good. Developers do their best to playtest their games, but things fall through the cracks. Weapon drops in the next Call of Duty could be upped on-the-fly if Treyarch noticed that players consistently ran out of ammo in the same spot. Nintendo could place a few extra Koopas in a late level if they noticed that it was a little too easy compared to previous stages.

One upcoming example:

Warface: This upcoming free-to-play MMO isn't just competitive. A rotating selection of cooperative missions are also planned, similar to "daily quests" in MMOs.

Progress Through Connected Play

Social games will probably never be popular among hardcore games, but they still have some good ideas that would genuinely improve some of today’s biggest AAA games.

The three ideas outlined above are just that – ideas. Maybe they’ve been tried before. Maybe there are good reasons they only work in casual farming sims and not AAA shooters.

We live in a connected world. It’s up to AAA game makers to figure out how to utilize the world’s social connections in smart and clever ways without compromising their vision. Even if you don’t play any of its games, Zynga has shown the world that you can take advantage of today’s always-on connections  for much more than just another multiplayer mode.

Justin is Editor of IGN Wireless. He has been reviewing cell phone games since the dark days of Java flip phones. You can follow him on Twitter and IGN.


Source : ign[dot]com