Saints Row 2 new video
April 18, 2008
E 'released a new video for Saints Row 2. This movie is a fantomatico spot which has as its protagonist the multinational Ultor Corp.. Already present in Red Faction, for PS2/PC shooter, this video highlights the various weapons that can be used (including an original defibrillator), and some means of various kinds (land, naval, air).
Here is the link d movie:
Play Station Store updates
April 18, 2008
Today was updated European PlayStation Store is all but a few juicy news.
This is what has been included:
* Metal Gear Online Premier Beta (Free 740MB)
* Expansion Broken Mirror for Warhawk (5.99 €)
* "Set Draghi Letali" for Lair (Free 246MB)
* Trailer 4 of GTA 4 (HDTV 720p 60MB)
Haze Demo in May for Ps3
April 18, 2008
Directly of Ubisoft's official website was announced Demo of the game Haze available on the PlayStation Network starting from early May.
The following press release:
Ubisoft, one of the largest producers of video games in the world, announces the imminent exit of a playable demo of Haze, the new first person shooter set in a hypothetical future where war and technology go hand in hand. The playable demo, which is expected to start in May exclusively for the PLAYSTATION ® Network, will allow all players to try to preview the campaign in single player and multiplayer online four players in co-op. Developed by Free Radical, already famous authors of the saga of TimeSplitters ®, Haze will be available exclusively on PLAYSTATION ® 3, starting from May 22, 2008.
Headset signed Metal Gear Solid 4
April 18, 2008
It 'been confirmed the release of bluetooth headset signed Metal Gear Solid 4 occurred confirmation from the official website of producer PDP. Let us remember that this gadget released the same day of the game on 12 June, at a price of 59.99 U.S. dollars ie about 40 euros.
New ps3 update 2.30
April 16, 2008
The new 2.30 firmware update for the Sony PS3 brings interesting news the DTS-HD:
-- Now you can also listen mode DTS-HD Master Audio and DTS-HD High Resolution Audio: The first allows you to get a bit variable trate up 24.5 mega bits per second (Mbps) on Blu-ray, much higher than those achieved with DVDs.
-- DTS-HD Master Audio also offers 7.1 audio channels with 96k sampling frequency and depth 24-bit depths.
Wiitalia Livestream Geometry Wars Galaxies
April 16, 2008
This evening, beginning at 21.00, some staff members Wiitalia will present live the game Geometry Wars Galaxies. Given the nature "for purposes palates" of the title, not recommend crisps and pop corn but Cuban cigars and a glass of brandy aged 10 years.
As usual, the event is available at:
Original post by Lorenzo Mosnita
Battalion Wars 2
April 16, 2008
The strategy has always done by mistress on all computers with a mouse and keyboard. Nintendo Wii, thanks to its particular configuration, seems to want to break the strategic combination PC-thanks to the arrival of Battalion Wars II, the sequel title for GameCube.
One particular strategic
In view of the strategic real-time Battalion Wars is a pleasant exception. The role player, as a rule, is identified in a supreme commander can control from his troops, as if moved the pawns on a big chessboard. In this game, however, the role of the player is transformed into a divine able to hold one man at a time which, however, can control to turn an entire army.
All the game, then, consists in choosing a single unit of troops (whether infantry units, land, air or ship) that, in turn, can control the entire army and direct the battle. The process is very simple: take control of a unit you select which department battalion of giving orders and give what order. The strategy at this point becomes more classical: anti-tank units should be addressed to the wagons, the flamethrower to the infantry, and so on. At the same time the character controlled by us can run, shoot, dodge the blows, with a check near a more action-game that any strategic. Check a single character may seem at first glance a simple addition playful, given the strategic nature of the title. This is not the case: human intelligence beats artificial intelligence, so the troops controlled by us is infinitely more battagliera troops controlled by computer, making it ideal for the fact the first line. Even the creation of new troops is not linked to the classic construction of structures: the supplies come from heaven, after the conquest of points landing or docking, normally controlled by the enemy. It is therefore clear how this mix of strategy and action continues to pregnare each stage of the game, leaving ample room all'adrenalina, a hormone often called into question in more strategic classics. At the same time, however, the superiority of the IA human respect our game comes despite, as one of the most obvious defects in Battalion Wars II is over-simplification of the behaviour of our troops who do not stand comparison with the most recent strategic PC.
Original post by Lorenzo Mosnita
Mario Kart Wii dominates the ranking English
April 16, 2008
In its first week sales of Mario Kart Wii sfreccia in the first position in the ranking software in the United Kingdom.
The nice led by Mario Kart & co exceed the sophisticated cars of Gran Turismo 5: Prologue you square in the second position.
This is one of launches that have registered the largest sales in England: in its first week, in fact, Mario Kart Wii alone exceeded sales of Mario and Sonic to the Olympic Games, Mario Strikers Charged, Super Paper Mario, Mario Party 8 and Super Mario Galaxy in their first week.
Here the entire playlist on the week running from 7 to 13 March:
01. WII Mario Kart Wii (Nintendo)
02. PS3 Gran Turismo 5: Prologue (Sony Computer Ent.)
03. WII Mario & Sonic At The Olympic Games (Sega)
04. WII Wii Play (Nintendo)
05. WII Pro Evolution Soccer 2008 (Konami)
06. WII Carnival: Funfair Games (Take 2)
07. NDS Dr. Kawashima's Brain Training (Nintendo)
08. 360 Tom Clancy's Rainbow Six: Vegas 2 (Ubisoft)
09. WII Game Party (Midway)
10. NDS Mario & Sonic At The Olympic Games (Sega)
Original post by Alessandro Costantino
Rock Band Trailer Debut
April 16, 2008
Stipes original by Alessandro Constantine
WPRevver.showFlashPlayer (819619,74274,1.0);
Original post by Alessandro Costantino
Star Wars The Force unleashed Web Doc
April 16, 2008
Stipes original by Alessandro Constantine
WPRevver.showFlashPlayer (819627,74274,1.0);
Original post by Alessandro Costantino
World of Goo Trailer Debut
April 16, 2008
WPRevver.showFlashPlayer (817962,74274,1.0);
Original post by Alessandro Costantino
Star Wars The Force unleashed
April 16, 2008
April 4, 2008
Stipes original Davide Fabbri
April 16, 2008
April 4, 2008
Original post by Davide Fabbri
Strong Bad8217s Cool Game for Attractive People
April 16, 2008
Stipes original Davide Fabbri
April 16, 2008
Original post by Davide Fabbri
5 new songs for Rock Band Wii
April 15, 2008
Five songs will lengthen the already rich tracklist Rock Band Wii. The pieces playable exclusively on the Nintendo console are as follows:
-- "Dirty Little Secret" - The All-American Rejects
-- "Do not Look Back in Anger" - Oasis
-- "Roam" - The B-52's
-- "Rockaway Beach" - The Ramones
-- "Roxanne" - The Police
The total salt so songs to 63, but hardly unique these will replace the absence of 'online.
Original post by Davide Fabbri
Mario Kart Wii Spoiler 8220FZero8221
April 15, 2008
WPRevver.showFlashPlayer (817906,74274,1.0);
Original post by Lorenzo Mosnita
Mario Kart Wii 8220svela8221 fzero Wii
April 15, 2008
The chances of seeing a new F-Zero on Wii are extremely high, in any case, Nintendo has never officially announced any sequel. In Mario Kart Wii, however, is create an quote of the series. Sbloccando a particular kart Indeed, we see a certain similarity (including as regards the name) to one of the most famous vehicles of F-Zero.
For those who do not want anyone spoiler we pause here. For those, however, wanted to take a look at this vehicle can watch this video.
WPRevver.showFlashPlayer (817906,74274,1.0);
Original post by Lorenzo Mosnita
Space Invaders Extreme
April 15, 2008
birthday. Stipes original by Jeremy Parish
Pretty spry for a game nearing its 30th birthday.
Original post by Jeremy Parish
Home Sweet Home
April 15, 2008
Stipes original by Lorenzo Mosna
April 15, 2008
Original post by Lorenzo Mosnita
Home Sweet Home announced on WIIW
April 15, 2008
Home Sweet Home, video games assuefante management already available in Flash, will arrive on WiiWare. This was announced developer - Big Blue Bubble Games - that fails to clarify dates and prices but issuing a press release, published below.
Home Sweet Home explodes in the market for console in grand style! Big Blue Bubble is proud to announce that Home Sweet Home is ready for release on WiiWare, the new download service that will offer Nintendo console Nintendo Wii gaming new experiences and new opportunities for developers. Soon, all the fans worldwide will be able to download and experience the most creative and stimulating home-design game on the market. Renew the design of the house of your customers using the unique features of the Wii Remote and immerse yourself in the world of Home Sweet Home why you did it first!
Home Sweet Home is a home game design, in which you can listen and know the tastes of your customers, think about design fabulous for them and finally lead your team to assemble everything in front of your eyes. With simple controls, a fun graphic style and a simple interface, Home Sweet Home allows you to play for and nurture your creative gaming experience. [Trad. Wiitalia.it]
Original post by Lorenzo Mosnita
Paul Vallesi LIVEMilanoVera
April 15, 2008
And 'the turn of melodic song of another big Italian song.
On 18 April 2008 at 22:00 in Milan Vera, will be the turn of a Fiorentino doc, Paul Vallesi LIVE @ MilanoVera.
Paul Vallesi debut at SL for an extraordinary event LIVE accompanied by his piano back to the melodies that made it famous in the 90s and still enchant new generations. (More ...)
Original post by admin
Project Origin Preview
April 15, 2008
The expected sequel to
Original post by Mtv.it Games
Cover Stories GTA IV special
April 15, 2008
Countdown to the launch, Part I
Original post by Mtv.it Games
Iron Mans Many Visages Through Game History
April 15, 2008
video games of the tony Stark. Stipes original staff
1UP
Marvel's Chris Baker looks at Tony Stark's video games victories and missteps.
Original post by 1UP Staff
World in Conflict SA
April 15, 2008
A brief check-in on Conflict XB360's control scheme.
Original post by Mike Nelson
American Game Developers 73,600 Average Make Money
April 14, 2008
results of their investigation annual salary developer
of the game. Their results? People salary-excluding the
developer average American likes testers half-time and
heads-was $ 73,600 richer union of the applicant in 2007. That
a $ 284 limited by 2006. Other results of note include:
• 18% of producers are bull & women (that high
Industry); Personal Business / Marketing made the most part,
having an average of bull & $ 101848/year; QA tester I have
made the minimum, having an average of $ 39.063 / year
But there are lots more facts and figures of fun in
release after the jump. So enjoy! (our apologies if you make less
that the average. It's time to ask quell'aumento. Make sure
just print the document on the relationship of companies.) THE INQUIRY
2007 SALARY OF SVILUPPATORE OF THE GAME IS A MIDDLE INCOME
OF INDUSTRY OF THE GAME OF THE UNITED STATES OF $ 73,600
San Francisco - April 14, 2008 - the magazine editors of
developer of the game, video publication main industry
of the game, have released the results of its seventh survey
annual salary developer of the game, a calculators
salary average American industry of the game in 2007 of $ 73,600,
a po'in on by a 2006's figure of $ 73,316.
Highlight of specific results for the category for the survey,
which is the only publicly released analysis of the largest of
salaries in the video industry worldwide game,
available in further detail a role recently
published in April 2008 Magazine developer of the game
(http://www.gdmag.com) includes:
Programming: programmers are the highest paid talent near
businesspeople high-end, with an average annual salary of $ 83,383.
They are also among the highest educated group; degrees and about 26% of
bachelor of close to 50% have some graduate work.
Arts & Animation: artists - having an average of a salary
$ 66,594 - a group are also well educated, with 66% indicates that
at least a degree of bachelor. The percentage of artists with six or
more years of experience has risen to 40% over last excessive
5%, since workers have mature industry.
Game Design: As an average of $ 63,649, positions design
have sprouted last year over $ $ $ 2,111 on average, with
new producers to up from $ 6,000 to an average of
$ 51,731. In addition, the developer of the game examined for the first
When the leaders of the Community, with an average salary
$ 50,294 for their work increasingly important.
Production: in all disciplines of game development,
production - with a coat of average salary of $ 78,716 - seems
be one of welcoming to women, with 18% of hand
opera composed of females. The discipline as a whole has seen a
above-average, though impact in some way marginal $ 1,585 from the year
last year.
Guarantee Of Quality: testers with less than three years of
experience make up the largest share of this segment.
Quality assurance is the lowest paid of disciplines
development of the game, being on average $ 39,063 and also receives
minimum in additional compensation - even if Q / A with leads
more than 6 years of experience an average salary of $ 70,658.
Audio: designers healthy as a group have earned more than
done in 2006, about $ 3,474 on average over last year to $ 73,409.
Interestingly, 40% of those in the audio of the game are
working there for 6 years or more - more than 36% for the drawing of
game, but less than 51% for production.
Commerce & Sale: the scope of business as a whole remains the most
Top group compensated in the development of the game - with a salary
average $ 101,848 - and also receives a large number of
Additional compensation. However, salaries vary
significantly among different titles work in this section,
with executives with experience who do most of all
specific section in the investigation - to $ 132,305 average for more than
6 years of experience.
the survey salary of "Our continues to provide information
canonical on the state, "payment of the game Simon Carless,
Magazine publisher developer of the game, for example.
hope that, "We data submitted by the Magazine Game
Developer will serve to advise both to developers
suction as the fire attention to new positions
increasingly important as industry. "Persons responsible for
Community
An extended version of the salary of the developer
"Game" includes much more detailedU.S. Regional and data development
for the results of a year-over-year by 2004, 2005, 2006 and 2007,
international more information from Canada and Europe. It will
of particular interest to trade and professionals of hours
in the game and is now available for purchase with
research developer of the game - the more information is
athttp: / / www.gamedevresearch.com available.
Search GameDeveloper
Stipes original by Mark Wilson
Game Developer magazine has just published the results of their annual Game Developer Salary Survey. Their findings? The average American developer salary-excluding people like part-time testers and require rich study heads-was $ 73600 in 2007. That's up scant $ 284 from 2006. Other findings of note include:
• 18% of producers are women (that's high for the industry)
• Business / Marketing personnel made most, averaging $ 101848/year
• QA testers made the least, averaging $ 39063/year
But there are lots more fun facts and figures in the release after the jump. So enjoy! (Our apologies if you make less than average. It's time to ask for that raise. Just make sure to print the report on company paper.)
2007 GAME DEVELOPER SALARY SURVEY REVEALS U.S. GAME INDUSTRY AVERAGE INCOME OF $ 73600
SAN FRANCISCO - April 14, 2008 - Editors at Game Developer magazine, the leading video game industry publication, have released the results of its seventh annual Game Developer Salary Survey, calculating an average American game industry salary in 2007 of $ 73,600, slightly up from 2006 'S figure of $ 73316.
Highlights of findings for specific category for the survey, which is the only major publicly released analysis of salaries in the worldwide video game industry, is available in further detail in the newly published April 2008 issue of Game Developer magazine (http://www. gdmag.com) includes:
Programming: programmers are the highest paid talent next to high-end businesspeople, with an average annual salary of $ 83383. They are also among the highest educated group, 50% hold bachelor's degrees and about 26% have some graduate work.
Art & Animation: artists - averaging $ 66594 salary - are also a well trained group, with 66% reporting at least a bachelor's degree. The percentage of artists with six or more years of experience increased to 40%, up 5% over last year, as industry workers matured.
Game Design: Averaging $ 63649, design positions sprouted an average $ 2111 over last year, with writers new to the industry up by $ 6000 to an average of $ 51731. In addition, Game Developer community managers surveyed for the first time, with an average salary of $ 50294 for the increasingly important job function.
Production: of all the disciplines game development, production - with a overall average salary of $ 78716 - seems to be one of the most welcoming to women, with 18% of the workforce made up of females. The disciplines as a whole saw an above-average, though somewhat marginal $ 1585 bump from last year.
Quality Assurance: testers with less than three years experience make up the largest percentage of this segment. Quality assurance is the lowest paid of the game development disciplines, averaging $ 39063, and also receives the least in additional compensation - although Q / A leads with more than 6 years of experience in average salary of $ 70658.
Audio: sound designers as a group earned more than they did in 2006, up $ 3474 on average over last year to $ 73409. Interestingly, 40% of those in the game audio industry have been working there for 6 years or more - more than the 36% for game design, but less than the 51% for production.
Business & Marketing: the business field as a whole remains the highest compensated group in game development - with an average salary of $ 101848 - and also receives the highest amount of additional compensation. However, salaries vary significantly between individual job titles in this section, with experienced executives making the most of any individual section in the entire survey - at $ 132305 average for more than 6 years experience.
"Our Salary Survey continues to provide information on the canonical state of game pay," Simon Carless, publisher of Game Developer magazine, said. "We hope the data presented by Game Developer magazine will serve to both encourage aspiring developers, as well as focus the attention of increasingly important new industry positions such as community managers."
An extended version of the "Game Developer Salary Survey" includes much more detailedU.S. regional and growth data for year-over-year results from 2004, 2005, 2006, and 2007, plus international information from Canada and Europe. It will be of particular interest to business and HR professionals in the game industry, and is now available for purchase through Game Developer Research - more information is available athttp: / / www.gamedevresearch.com.
Original post by Mark Wilson
Creating SAT Kaplan Test Prep DS Game
April 14, 2008
overall. Stipes original Kris Pigna
At this rate, DS games will probably replace books altogether.
Original post by Kris Pigna
Riccitiello On Game and Film Industry Role Reversal
April 14, 2008
Hollywood needs of the games. Stipes original by Mark Whiting
EA boss says Hollywood needs now more games than games need Hollywood.
Original post by Mark Whiting
ESRB Site Reveals New Castlevania DS Title
April 14, 2008
Stipes original Kris Pigna
Would you believe it has a 'noun - preposition - plural' subtitle?
Original post by Kris Pigna
Using Nintendo DS Kaplan SAT Prepping For Education
April 14, 2008
preparation, teaming with the media Aspyr to generate a program
SAT preparation for the Nintendo DS. Sure, the same title
also will be made available for PC and Mac (probably
just like the stuff we've seen for years), but the
the form factor flashcard version of the DS makes
incredibly supplichevole. If the High School did not
represents some of the most stressful years and more uncomfortable in my
life, I'd be back in a flash play this game on my SAT
DS! Think of it as brain age with a result defined reality.
Would you be more likely to prepare for the SATs on your DS that
through a book or a browser?
Game SAT preparation that comes to DS [GamelLife]
Stipes original by Mark Wilson
Kaplan, the makers of all those test preparation books, is teaming with Aspyr Media to create an SAT prep program for the Nintendo DS. Sure, the same title will also be made available for the PC and Mac (probably just like the stuff we've seen for years), but the flashcard form factor of the DS version makes it incredibly appealing.
If high school did not represent some of the most stressful and awkward years of my life, I'd go back in a flash to play this game on my SAT DS! Think of it as Brain Age with a real tangible result. Would you be more likely to prep for the SATS on your DS than through a book or browser?
SAT Prep Game Coming to DS [GamelLife]
Original post by Mark Wilson
Enterbrain Japan Console Market To Peak This Year Sales
April 14, 2008
Japanese Chamber of commands. Indeed, they've had predicted that
Sales of one console and game software alzeranno
vertically this year with a spending of 710.4 billion yen and
drops to 671.1 billion yen by 2010. More from Japan today: The
contrarrsi market is likely as active application of sections
Command of the games as the Wii from Nintendo Co. and the PlayStation 3 from
Computer Entertainment Inc of Sony, will operate the
on the course, inc Enterbrain said. Can not say enough in itself
that means Enterbrain choose those two commands, or if
The publication offered just examples for clarity. Either
otherwise, predicting it not good for either of them ...
Especially not the PS3, which is fighting for a peaceful
decent install base in its native land.
Video of one console game software sales set to
peak in 2008 [Japan today via MaxConsole]
Stipes original by Mark Wilson
Famitsu publisher Enterbrain is not encouraged by the Japanese console market. In fact, they've predicted that game consoles and software sales will peak this year with spending of 710.4 billion yen and drop to 671.1 billion yen by 2010. More from Japan Today:
The market is likely to contract as brisk demand for games consoles, such as the Wii from Nintendo Co. and the PlayStation 3 from Sony Computer Entertainment Inc, will run its course, Enterbrain Inc said.
We can not quite tell if that means Enterbrain singled out those two consoles, or if the publication just offered examples for clarity. Either way, it's not a good prediction for either of them ... especially not the PS3, which is still fighting for a decent install base in its native land.
Video game console, software sales forecast to peak in 2008 [Japan Today via MaxConsole]
Original post by Mark Wilson
Shelf Life Week of April 14 2008
April 14, 2008
Philip Kollar
Gran Turismo 5 Prologue, okami Wii, and more.
Original post by Philip Kollar
Zune Demonstrating Tasty Multiplayer Thats Getting Cold xNa
April 14, 2008
xNa game. And he seemed pretty good. So what was
Team of the Zune, Microsoft is thinking about in several months
So what? The master of xNa and chief Chris Satchell fills them in:
One of the things we talked about was the game of the net and the
we've had people make prototypes internally of multiplayer
shooting-'em-ups both inside and against the cage. Continued: I'm
really looking forward to people using their skills
Network use I'm sure we're Games
hand-to-peer ... going to see some equal-$ $ $-run the PARI
games, board games kart-style - those are going to be
fun. While certainly do not mind the platform
Zune, which ascends and getting into a part of Xbox
360, Wi-Fi we linked the portables that offer cage and
head-to-head we've seen for years. It's time for us to
see more and quickly.
Stipes original by Mark Wilson
At GDC, we had the opportunity to demo a Zune running an xNa game. And it looked pretty good. So what has been Microsoft's Zune team been thinking about in the several months since then? XNa commander and chief Chris Satchell fills us in:
One of the things we talked about was the network play, and we've had people doing prototypes internally of multiplayer shoot-'em-ups both in versus and co-op.
He continues:
I'm really looking forward to people using their networking ability to use peer-to-peer games ... I'm sure we're going to see some peer-to-peer race games, kart-style games - those are going to be fun.
While we certainly do not mind the Zune platform stepping up and getting in on a piece of the Xbox 360 action, we've seen Wi-Fi connected portables offering co-op and head to head for years. It's time for us to see more, and quickly.
Original post by Mark Wilson
Ikaruga Review No Refuge For Wimps Review
April 14, 2008
arrotolante fire up originally released for arcades, with
ports for the Dreamcast and GameCube respectively freed
in 2002 and 2003. Use a simple mechanic of the ship
-your polarity, the Ikaruga, can switch between black and white
says, there is no shooter that traditional food
increases, black and white beams are your only weapon. A
It's the system that belies its complexity. When the white
the ship can absorb all the enemy fire received white-colored.
When the black, the ship can absorb all received enemy fire
black-colored. However, when the infornamento on ships of color
opposite, the Ikaruga double damages. Oh, but there's more to it that
that, a layer of depth that makes a shooter Ikaruga
of one party, part of puzzler, with a rush of rhythm and
Strategy thrown inside. As tension in the port of the arcade
Xbox hour claims, Ikaruga old with seven years? Warning. The
list of great love and dislike is approaching the valve
full throttle. No refuge.
He loved even the gorgeous graphics - Ikaruga has never design vision
Best of all, the shooter. The limited range of colors in color,
in black, red, white and blue, is painted perfectly on
contexts earth. The play of the game in high definition alone
namely the 800 points of Microsoft, even if you have the soundtrack
ports for GameCube and Dreamcast - the sound of shooting
of the game are required by law to characterize the shmup
dramatic, pumping anthems of soul and Ikaruga does not disappoint. The
fanfare on the battlefield of the projection is classic stuff.
Punishing the difficulty - There certain joy of having to beat
your previous shooting performance until, finally, you can
conquer the dam of beams and bullets and clearing the five
Chapters of the game. After that everyone is missing the attempt,
you may discover that the date for another go. And another. And a
other. It hard, damn hard, but in a sense much
satisfaction. Options for all - how to let those with TATE
Rotational play Ikaruga in its original aspect ratio of
video portrait. Replays let players save their
best hard to start operations. Multiple options
leaving care have difficulty levels with subsequent continues
which increase with time of the game. Replayability real
real depth - is not just beating the game
enough. Ikaruga real challenge lies in torment groups
combined maximum of chains-shoot of three of the same color
consecutively without breaking store
sequence-requiring, strategy, command and ripping
the ability genuine. Delay in line hated - in a game that requires
tight control and accurate perception of pixels, one quarter of a
second delay in response is unacceptable. The connection
system and options by two local players performing well,
but it hard to take Xbox tension in the matches seriously.
Successes with acute - a good part is only one of the toughest of
hardcore, but in the whole they're mostly trivial. Maybe
I'm just bitter that I know I'll not get NEVER A on Chapter 4.
In the last six years, I've noted a few hundred sessions with
Ikaruga in its incarnations of the two sections controls, but the
game with it still in the fidelity of high (er) to contribute to
again my appreciation. It also showed how I'd
becomes rusty, requiring nearly a week of playtime for
finish all five chapters. Ikaruga is not for arguably
All but one of the values it best to hit the arcade
Xbox voltage, taking into account that many of us paid the
import Dreamcast version (or a Naomi!). The appeal
may be limited because of its gender and place
unforgiving difficulty, but even if you've not ever play a
shooter for the Treasury before, so you need to see what the fuss is
about. Ikaruga was developed by Treasure and release on 9
April. Retailing for 800 Microsoft points ($ 10 USD).
Arcade available on Xbox Live. A single completed
player on the normal difficulty and played six games by two
Players Xbox Live.
Original post by Michael McWhertor
For the uninitiated, Treasure's Ikaruga is a vertically scrolling shoot 'em up originally released for arcades, with ports for the Dreamcast and GameCube released in 2002 and 2003 respectively. It uses a simple mechanic of polarity-your ship, the Ikaruga, can switch between black and white states, there are no traditional shooter power ups, black and white beams are your only weapon. It'sa system that belies its complexity. When white, the ship can absorb all white-colored incoming enemy fire. When black, the ship can absorb all black-colored incoming enemy fire. However, when firing on ships of the opposite color, the Ikaruga does double the damage. Oh, but there's more to it than that, a layer of depth that makes Ikaruga one part shooter, one part puzzler, with a dash of rhythm and tossed in strategy. How does the Xbox Live Arcade port hold up, with Ikaruga now seven years old?
Warning. The big list of love and hate is approaching at full throttle. No refuge.
Loved
Still Gorgeous Graphics - Ikaruga has the best visual design of any shooter ever. The limited color palette, in black, red, white and blue, is painted perfectly on earthy backdrops. Playing the game in high definition alone is worth the 800 Microsoft Points, even if you have the Dreamcast and GameCube ports
Soundtrack - Shooting game soundtracks are required by law shmup to feature dramatic, blood pumping anthems and Ikaruga does not disappoint. Its boss battle fanfare is classic stuff.
Punishing Difficulty - There'sa certain joy to be had in beating your previous shooting performance until, ultimately, you can conquer the barrage of beams and bullets and clear the game's five chapters. After each failed attempt, you may find yourself giving it another go. And another. And another. It's hard, damn hard, but in a very satisfying way.
Options For Everyone - TATE mode lets those with rotating monitors play Ikaruga in its original, portrait aspect ratio. Replays let players save their best runs to the hard drive. Multiple difficulty options let the scrubs enjoy the later levels with continues that accrue with more play time.
Real Replayability, Real Depth - Simply beating the game is not enough. Ikaruga 's real challenge lies in racking up max combo chains-shoot groups of three of the same color consecutively without breaking the sequence-requiring Memorization, strategy, twitch controls and genuine skill.
Hated
Online Lag - In a game that demands tight control and pixel accurate perception, a quarter of a second delay in response is unacceptable. System link and local two-player options perform fine, but it's hard to take Xbox Live matches seriously.
Dull achievements - A good portion are only for the hardest of the hardcore, but as a whole they're largely uninspired. Maybe I'm just bitter that I know I'll NEVER get an A on Chapter 4.
Over the past six years, I've logged a few hundred sessions with Ikaruga in its two console incarnations, but playing through it again in high (er) fidelity helped renew my appreciation for it. It also showed how rusty I'd become, requiring nearly a week of playtime to finish all five chapters.
Ikaruga is not for everyone, but it's arguably one of the best values to hit Xbox Live Arcade, considering how much many of us paid for the import Dreamcast version (or the Naomi one!). The appeal may be limited due to its niche genre and unforgiving difficulty, but even if you've never played a Treasure shooter before, you owe it to yourself to see what the fuss is about.
Ikaruga was developed by Treasure and release on April 9. Retails for 800 Microsoft Points ($ 10 USD). Available on Xbox Live Arcade. Completed single player mode on Normal difficulty and played six Xbox Live two-player games.
Original post by Michael McWhertor
Microsofts Marketing Plan For Success Halo 3s
April 14, 2008
pop. Original post by David Dreger
Details on how dished Master Chief broke into pop culture.
Original post by David Dreger
The GTA IV Compendium FAQ Roundup
April 14, 2008
As we approach the launch of Grand Theft Auto IV, we've learned more and more about the game, but the incremental updates have made it tougher and tougher to piece the whole thing together. So we've created a compendium GTA IV to get you up to speed on the game before its release. Because the last thing you want to be caught saying to the cashier is, "Wait, so this game has multiplayer?"
Story
You play Niko war, an Eastern European who has been lured to the U.S. by his cousin Roman who claimed to be wildly successful here. Roman lied. He just runs a small taxi company and needs tough guy Niko to help him in his fight against debt collectors and people who generally he's rubbed the wrong way. 
City
Liberty City, modeled after New York, is actually smaller than San Andreas from GTA III. Broken into 4 districts, players will enjoy pseudo-areas Broker (Brooklyn), Dukes (Queens), Bohan (Bronx), Algonquin (Manhattan) and Alderney (New Jersey).
Single Player
You can change Niko's clothes, but you can not change Niko. GTA IV will not allow huge character customization in this mode. That's for multiplayer. But it is not so bad playing Niko. He'sa modern man who takes the occasional cab, uses the internet to read more about his targeted hits, and knows to hide in cover during firefights while shooting with far better (over the shoulder) mechanics than his predecessors.
Rockstar has claimed gameplay as long as 100 hours. A play-through by Xbox World 360 was completed in 25 hours without sidequests, and estimated to run an average player around 40 hours for the main campaign and another 25 for sidequests (that's 64 hours total). Every day GTA IV is 48 minutes of real time. That means a 40 hour game will take roughly 133 hours of game time, or a little over 4 months.
Multiplayer 
Here's all the multiplayer ... that we know about. Pull out your trusty cellphone and dial up the fun (but keep that party to 16 people, m'kay?).
Race
• Players race from one point to another with cars, boats and helicopters
• In Free Race mode, it'sa race start to finish. In Canonball Run mode, players must hit checkpoints along the way
GTA Race
• It's Race mode with weapons that spawn along the way. Plus you traverse on foot.
• A tutorial mode is included. 
Team Deathmatch
• Two to eight teams battle. As opposing teams are taken out, the winning team takes their cash.
Hangman's Noos
• Four players attempt to escort crime boss while avoiding SWAT team attack. Online only.
Team Work Mafiya
• Two to eight teams take separate contracts like stealing cars and escorting wanted men. The team who completes the most contracts in a certain time wins. Teams can also attack other teams. 
Team Car Jack City
• Two to eight teams steal cars that spawn marked on the map. Whichever team delivers the most to the chop shop (in the best condition, or drug containing bonuses) wins the most cash and wins the game.
Turf War
• Two teams capture control points (or "bases") in a game very similar to Team Fortress 2. Controlling points equals cash. Cash equals winning.
Cops' n Crooks
• Two teams only. Crooks are one team who need to safely escort their boss. One team are cops who must bust the boss.
• All for One mode works as described above. One for All mode ditches the boss, and the Crooks must escape with no respawning.
Co-op Campaign
• Our own Brian Crecente described it only as a "short co-op campaign," not a full co-op game ala Crackdown. 
Multiplayer Other Interesting tidbits:
• Characters can level up, peaking at level 10.
• All games are played on same Liberty City map.
• Liberty City map is fully explorable in all game modes.
Rockstar Social Club
Rockstar has announced a website called the Rockstar Social Club, and the first game it supports will be GTA IV. Among


