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    <title><![CDATA[[GameRatty] tag: knock]]></title>
    <link>http://gameratty.com/tag/knock</link>
    <description></description>
    <pubDate>Sun, 28 Sep 2008 16:02:30 +0000</pubDate>
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      <title><![CDATA[Blizzard: Rainbows Could Appear In StarCraft II, Still Looking For New Diablo III Art Director]]></title>
      <link>http://gameratty.com/article/eb190cc688df875a3a00034b553b346b</link>
      <guid>http://gameratty.com/article/eb190cc688df875a3a00034b553b346b</guid>
      <description><![CDATA[During the first day of BlizzCon 2008, I got to chat with Blizzards executive vice president of game design Rob Pardo . When I arrived for the interview, I couldnt help but notice he was donning a...]]></description>
      <content:encoded><![CDATA[<p><a href="http://multiplayerblog.mtv.com/wp-content/uploads/2008/10/diablorainbowtee.jpg"><img class="alignnone size-full wp-image-11296" title="Diablo III, Now with Rainbows" src="http://multiplayerblog.mtv.com/wp-content/uploads/2008/10/diablorainbowtee.jpg" alt="" width="500" height="320" /></a></p>
<p>During the first day of BlizzCon 2008, I got to chat with Blizzard&#8217;s executive vice president of game design <strong>Rob Pardo</strong>. When I arrived for the interview, I couldn&#8217;t help but notice he was donning <a href="http://multiplayerblog.mtv.com/wp-content/uploads/2008/10/diablotee_robpardo.jpg" target="_blank"><strong>a colorful T-shirt</strong></a> in lieu of the typical company garb.</p>
<p>&#8220;We decided to have a little fun at this BlizzCon, and we did a run of specialty shirts just for the ['<strong>Diablo III</strong>'] team,&#8221; he explained of his baby blue tee with a design that looked inspired by <strong>&#8220;My Little Pony&#8221;</strong> and <strong>&#8220;Rainbow Brite</strong>.&#8221;</p>
<p>&#8220;We came up with the cool rainbow domination logo of &#8216;Diablo III,&#8217;&#8221; he continued, &#8220;and we just thought it&#8217;d be kind of funny to poke some fun at <a href="http://multiplayerblog.mtv.com/2008/08/04/diablo-iii-designer-turns-tables/" target="_self"><strong>the big controversy</strong></a> that&#8217;s going on. &#8230; I think it&#8217;s so important that you can have as much fun making games as ultimately your fans have playing them. We&#8217;re just having fun with the game.&#8221;</p>
<p>Pardo added, &#8220;I think we even talked about starting to put some rainbows in &#8216;<strong>StarCraft II</strong>,&#8217; just because of the catch phrase that &#8216;Diablo III&#8217; is the &#8216;rainbow game.&#8217;&#8221;</p>
<p>But seriously, will there be in rainbows in &#8220;StarCraft II&#8221;? &#8220;I don&#8217;t know, maybe we&#8217;ll do an Easter egg level that&#8217;s the rainbow level,&#8221; Pardo replied with a laugh. &#8220;I cannot confirm or deny at this particular point.&#8221;</p>
<p>Speaking of rainbows, I also asked Pardo if the company had <a href="http://multiplayerblog.mtv.com/2008/08/07/blizzard-diablo-iii-new-art-director/" target="_self"><strong>found a new art director for &#8220;Diablo III.&#8221;</strong></a> &#8220;We actually have not filled that position yet,&#8221; he said. &#8220;We&#8217;re actively interviewing right now, and I&#8217;m hoping within the next month we&#8217;ll fill that position.&#8221; And no, the person doesn&#8217;t need rainbows in their portfolio. &#8220;But if they did,&#8221; he said, &#8220;we wouldn&#8217;t knock them for it.&#8221;</p>
<p><strong>Related Posts:</strong><br />
<a href="http://multiplayerblog.mtv.com/2008/08/04/diablo-iii-designer-turns-tables/" target="_self"><strong> &#8216;Diablo III&#8217; Designer Turns Tables, Judges Fans&#8217; Screenshots</strong></a><br />
<a href="http://multiplayerblog.mtv.com/2008/07/31/diablo-iii-designer-talks-colors/" target="_self"><strong>&#8216;Diablo III&#8217; Color Controversy Update: Game Used To Be Darker, Dev Says &#8216;There&#8217;s No Going Back Now&#8217;</strong></a><br />
<a href="http://multiplayerblog.mtv.com/2008/08/07/blizzard-diablo-iii-new-art-director/" target="_self"><strong>Blizzard Confirms Departure of &#8216;Diablo III&#8217; Art Director, Look Of Game Won&#8217;t Change</strong></a></p>

]]></content:encoded>
      <pubDate>Sat, 11 Oct 2008 01:16:38 +0000</pubDate>
      <category domain="http://gameratty.com/tag/diablo iii">diablo iii</category>
      <category domain="http://gameratty.com/tag/diablo iii designer">diablo iii designer</category>
      <category domain="http://gameratty.com/tag/rainbows">rainbows</category>
      <category domain="http://gameratty.com/tag/rainbow game">rainbow game</category>
      <category domain="http://gameratty.com/tag/game">game</category>
      <category domain="http://gameratty.com/tag/starcraft">starcraft</category>
      <category domain="http://gameratty.com/tag/fun">fun</category>
      <category domain="http://gameratty.com/tag/fans">fans</category>
      <category domain="http://gameratty.com/tag/art director">art director</category>
      <source url="http://multiplayerblog.mtv.com/2008/10/11/blizzard-on-rainbows-in-starcraft-diablo-art-director/">Blizzard: Rainbows Could Appear In StarCraft II, Still Looking For New Diablo III Art Director</source>
    </item>
    <item>
      <title><![CDATA[Interview: Far Cry 2's LeBel On Designing Compelling Multiplayer]]></title>
      <link>http://gameratty.com/article/e4c8b61eb05438222e6ca5a7067e2a73</link>
      <guid>http://gameratty.com/article/e4c8b61eb05438222e6ca5a7067e2a73</guid>
      <description><![CDATA[If there's one thing to be said about Gamasutra's Chris Remo, he knows his game beans, and I really enjoyed this chat about Far Cry 2 's multiplayer, which really has been underdiscussed to date. Look...]]></description>
      <content:encoded><![CDATA[<p><img src="http://www.gamesetwatch.com/farcry2_editor.jpg" align="left" hspace="5"><i>[If there's one thing to be said about Gamasutra's Chris Remo, he knows his game beans, and I really enjoyed this chat about <i>Far Cry 2</i>'s multiplayer, which really has been underdiscussed to date. Look out for a follow-up interview with LeBel about Halo multiplayer which is v.interesting, too.]</i></p>

<p>Much of the attention placed on Ubisoft Montreal's upcoming <i>Far Cry 2</i> has revolved around the game's open-ended single-player campaign, including its <a href="http://www.gamasutra.com/view/feature/3727/redefining_game_narrative_.php">dynamic narrative system</a>, but it's also shipping with an ambitious multiplayer level-editing component on both the PC and console SKUs.</p>

<p>Aiming to streamline the team's own level design tools into something flexible, powerful, yet still accessible, has been a challenge to the team, and the goal has ended up driving many aspects of the main multiplayer modes' design.</p>

<p>To gain insight into the development process behind that side of the game, we sat down with Hardy LeBel (<i>Halo</i>, <i>SOCOM 3: U.S. Navy SEALs</i>), <i>Far Cry 2</i>'s senior multiplayer designer. </p>

<p>He discussed the intricacies of transposing the single-player game's feel onto a multiplayer environment, how it's harder to design a map when you have to worry about the sun setting dynamically, and why it's more fun to design a level than a gametype.</p><p><b>What were your goals for the multiplayer component?</p>

<p></b>Hardy LeBel: Our overall goals for multiplayer in <i>Far Cry 2</i> were to take the elements that we saw as very successful from the single-player and fold them into the multiplayer action setting.</p>

<p>But we wanted to do it in such a way where it was going to be fun and it was going to be engaging, but it was also going to be a very robust and flexible experience -- so that it would really work with player-generated content in the editor. </p>

<p>In other words: Make something that was fun to play, make something that wasn't brain surgery, necessarily, so that the players could really experiment on their own using the editor and the tools that were available to them in there.</p>

<p><b>What do you do with the editor that is unique?</p>

<p></b>HL: What we're doing with the editor and what really stands out is the fact that it really is one of the most flexible level-editing tools and powerful editing tools that has ever been released to the public at large. </p>

<p>Obviously, <i>Quake</i> has a very powerful set of tools, no question about it, but this is really a next-generation toolset with the mesh editor and the lush graphical content and the sheer density of the natural settings and the lighting options and the weather options. Really that's what moves the bar forward into next-generation territory.</p>

<p><b>When you talk about the mesh editor are you talking about the terrain?</p>

<p></b>HL: That's right, yeah. The terrain editor -- the underlying mesh that lets you control height.</p>

<p><b>Is the tool basically the same on console as on PC?</p>

<p></b>HL: Yes it is. The tool is actually sort of a subset of the full set of development capabilities that we actually use in the Dunia engine. That's what we were using to actually build the game -- the single-player and multiplayer side. </p>

<p>And the development process was a very careful consideration of how to take those same incredibly powerful capabilities that we have and figure out how to make it accessible to a broader audience and not necessarily have to train them as a level designer at Ubisoft to be able to produce good results.</p>

<p><b>On that note, are you also going to have traditional modding support on the PC? Have you thought about that at all?</p>

<p></b>HL: We'll see. It's a little premature for us to make decisions about that. We're excited to see what people do with the tools that are out there right now but the future is wide open, I would say, if that makes sense.</p>

<p><b>Have you got a lot of pre-fabs in there? Is there any geometry-level editing going on? What's the scope of what you can do?</p>

<p></b>HL: Well, there's the basic underlying mesh editor and then there's an entire library of all of the building pre-fabs that we actually use for the single-player and multiplayer level of design. </p>

<p>So, you're not actually editing the geometry of the physical objects, but you can take them, rotate them, combine them in any way that you want to, interpenetrate them or position them -- things like that.</p>

<p>There's a nice suite of tools that lets you parse the library in a really quick and intuitive way. So, you're not actually editing the physical mesh of the objects themselves or part of the underlying 3D geometry, but you can take our entire toolbox of toys and play with it however you like.</p>

<p><b>You were mentioning lighting options and different things like that. What sort of presentational stuff do you have going on there?</p>

<p></b>HL: Well, the multiplayer game actually supports a full range of day/night settings -- a full 24-hour day/night cycle. It's a little bit truncated. In other words, the timescale is not real life. It's actually happening at a faster scale.</p>

<p>You can also set the weather. What we're using is a dynamic weather system in the game that takes in atmospheric considerations and condensation factors and time of day and then generates realistic weather based on all those parameters that get fed into it. </p>

<p>So, really, what you're doing when you're editing a map or playing in a multiplayer mesh, is you're seeding the dynamic weather system and saying, "I would like to see weather that would be based on these parameters."</p>

<p><b>What other kinds of parameters?</p>

<p></b>HL: Oh, like I said -- condensation and wind factor, and time of day is part of it.</p>

<p><b>I'm curious about designing multiplayer with that in mind. I've talked to [<i>Far Cry 2</i> creative director] Clint Hocking about how the single-player side is such a procedurally-driven, systemic design. How do you apply that to multiplayer? That's not traditionally the kind of stuff multiplayer is about.</p>

<p></b>HL: No. That's true. That's absolutely true.</p>

<p>For us on the multiplayer side, really, creating the multiplayer experience for <i>Far Cry 2</i> has been an incredible growth process, a real learning process. To be honest, I'm a longtime multiplayer designer myself -- I worked on a bunch of different multiplayer offerings. </p>

<p>A lot of the techniques and a lot of the types of things that I would do to make multiplayer levels work and be successful in previous titles just don't work because of the systemic process and, frankly, what the engine is capable of -- like the high dynamic range lighting and the weather factors and everything else and the sheer density of objects that you actually put into the environment in the game. </p>

<p>A lot of stuff that I would do to make a multiplayer level in a competitive product successful, I couldn't do here because you just can't use a lot of the same kinds of cues and the same type of techniques.</p>

<p>So, it really has been a huge learning process down to the point where, at one point we were playing on a map and nobody could see anything because it was too late in the day. It was too damn dark. We realized that we literally had to change the orientation of the map 90 degrees so that the setting sun was still peeking over the hills and casting enough light so that you'd be able to find your way through the environment, otherwise the shadows were just too dark. (laughs)</p>

<p><b>That's so funny because usually when you think of multiplayer maps, everything is so baked in there. You've got skyboxes and static lighting, and everything is so defined.</p>

<p></b>HL: Well, that is true. Yes, that is very true. Interestingly enough, and I'm sorry to get all designer-y on you here, but what's interesting is that a lot of the best titles and real next-gen titles are based on taking and combining certain random elements together. </p>

<p>So, more and more, game design is more about saying: OK, rather than you experiencing the exact same sequence every single time, it is about taking and combining random elements in different ways so that each time the player plays the experience is fresh and interesting and it has more vibrancy and is more alive. </p>

<p>On the multiplayer in <i>Far Cry 2</i>, faced with those kinds of challenges -- the dynamic weather systems and all those other elements that we were getting from the single player side, I felt pretty comfortable trying to shape an experience that was going to be fun and interesting for the player. I was trying more to create a framework for them, something that they could enjoy, more than I was trying to create a very specific sequence, if that makes sense.</p>

<p><b>Yeah.</p>

<p></b>HL: It's not meant to be as super hardcore as something like <i>Quake</i>. It's really meant to be more like: here's this suite or this broad palette of fun things that you can play with.</p>

<p><b>In some ways it's the anti-<i>Quake</i>. Someone shoots you and you're slowing down, and you're pulling a bullet out of your arm, and fire is spreading across the grass -- it's almost like a distilled version of what the single player is. <i>Quake</i> is more of a glossy experience in gameplay terms -- very precise, every microsecond counts.</p>

<p></b>HL: Well, it is. And, for us, on the multiplayer side, there was a real challenge, because the single-player side is meant to really immerse you and make you feel like you're there. You know, you're in Africa. </p>

<p>But I've said this to Clint -- Clint Hocking, the creative director on <i>Far Cry 2</i>. After the game starts, and there are the sound effects and the lighting, I've had moments where I really feel like I'm in the jungle, and I'm kind of pushing my way through the bushes. </p>

<p>But, the truth of the matter is, as we started to play with this very, very realistic setting, and very, very realistic weapons, and stuff like that, it's not that much fun to just get killed.</p>

<p><b>You have to dial that back a bit for multiplayer.</p>

<p></b>HL: Yeah, absolutely. Finding a balance that would have its own unique spirit and be fun to play, but still borrow some of the elements that were really working for the single-player and put them to use for ourselves, was a really big part of the challenge.</p>

<p>You mentioned the self-healing. You know, the single-player guys have a much more complicated set of rules about how you can heal, and when you're allowed to heal, and stuff like that, which suits the single-player game. </p>

<p>For us, by contrast, in multi-player, we really wanted to make it a bold, dynamic choice. You can heal yourself completely, at any time, but to do that, you actually have to do one of those elaborate self-heal animations, where your camera view goes off of your opponent, and you're quite vulnerable. You're literally sort of sitting there helpless.</p>

<p><b>It's more of a pure gameplay mechanic, straight-up risk versus reward, as opposed to a more immersion-driven event.</p>

<p></b>HL: Correct, absolutely. And so, it varies from the single-player experience, but, what we found is this really fascinating thing, where, you're in there, and you're fighting, and then you're really strongly compelled to take cover, and heal yourself. And so, making that balance between their realism, and their immersion, and what we wanted to create, as a fun playground, was an interesting challenge.</p>

<p><b>Do you have a lot of sort of unusual objective-based modes in this game?</p>

<p></b>HL: We don't have a lot of unusual objective-based modes. We have two. One is Capture the Diamond, which is our wrinkle on Capture the Flag. We're imagining that it's conflict diamonds. It's such a theme, throughout the entire game. The leader of the UFLL, and the leader of the APR, are the faction commanders in the multiplayer game. It's the same actors, and the same characters, coming over your headset, and giving you orders.</p>

<p>There's another unique game type, which is Uprising, control-and-conquer gametype. There are three strategic points on the map, and you have a commander on each side, and the commander is the only person who can capture the point. </p>

<p>One of the reasons that we stayed away from really complicated or esoteric game types goes back to the editor. If it was rocket science, to kind of make game types, or really make them work on the levels, we thought that that might be overly complicated for people who are just getting into the editor, trying to make their own stuff.</p>

<p>So, our gametypes are very object-associated. Obviously, the flags and control points are items you can place in the editor. We feel that once players experience those and start to mess around with them, they'll discover their own combinations, varying the game rules and the map design and the level placement to make their own kind of fun.</p>

<p><b>Did you guys look at <i>Halo 3</i>'s Forge editor or gametype options? I suspect Forge is more limited than what you're doing.</p>

<p></b>HL: It is, in a way, more limited than what we're doing. I know that, on the editor side, they were trying to pay attention to all the kind of competing products that were out there.</p>

<p>But our impulse, our goals, were really driven by taking the Dunia tool set and the editor in terms of the professional development tools. Finding a way to make that transparent and accessible to as many people as possible, and kind of calibrating that, was the goal.</p>

<p><b>The way that theirs breaks down, is that their map editing tools are extremely limited, but their gametype editor is very extensive. Your balance seems like the exact opposite of that. Is that accurate?</p>

<p></b>HL: Correct. Yeah. That's exactly right.</p>

<p><b>Did you feel that it was important to be conservative with the modes so that you weren't introducing too many potential variables?</p>

<p></b>HL: Yeah, that's kind of a way of restating what I was saying before. We didn't want to make it too complicated to author unique game modes. And to be honest, and I know this is going to sound heretical considering my background [on games such as <i>Halo</i>], but speaking solely for myself here, I'm not as big a fan of modifying the game rules. </p>

<p>What I tend to find is that that fragments the overall player community. People are like, "Dude, we don't use that gun," or "We use special rules," or "We play some small in-house variant of the game."</p>

<p><b>It's like the handball house rules on a school playground.</p>

<p></b>HL: Yeah, exactly. Handball rules on a playground. For me, what I prefer is to understand the rules broadly across the board, and to try to have people be comfortable engaging with those rules and playing with them. And honestly, it's more fun to author a physical space, like a level, than it is to author game rules.</p>

<p>It's just more fun to sit down and make hills and draw rivers and draw bridges than it is to kind of place spawn points and hook up all sorts of complicated game rules. Even though you can have a big impact on the final product in that way, it's just not as much fun. [laughs] So, I don't mean for that as a knock on the ability to author game rules or customize them. But, my own personal preference is to definitely go in the opposite direction.</p>

<p><b>I was a fan of the original PC <i>Far Cry</i>, and it's been interesting seeing the Crytek guys do a successor [<i>Crysis</i>] that goes in one direction, and then you guys do a successor in a different direction. They're somewaht divergent design attitudes, both are which are taking from the original focus on open-ended environments.</p>

<p></b>HL: Yeah. It's true. The divergence and the thinking process of the single-player guys -- how they've approached the product that they're trying to make -- is interesting. I find it fascinating to sit there and listen to them talk, to goad them a little bit into talking about the topics that they're passionate about. </p>

<p>For me, looping it back to multiplayer, it's been an incredible learning experience. Working on multiplayer maps in <i>Halo</i>, working on multiplayer maps in <i>SOCOM</i>, and then coming to the kinds of challenges that we're faced with this engine, with this technology and system -- honestly, it's been a whole new learning experience to try to make next-gen multiplayer just faced with some of the graphical challenges.</p>

<p>The story I told you about the shadows -- fascinating, right? You don't have that problem on a <i>Halo</i> map. [laughs] What happens when the sun's setting in <i>Halo</i>? It doesn't. It doesn't happen, it doesn't get too dark. But in this case, it does.</p>

<p>The dynamic fire is another interesting, highly tactical, element. As we were designing the maps, we were trying to figure out how to use fire -- one of the signature pieces of technology in graphics in <i>Far Cry 2</i> -- and how to integrate it so that it was meaningful and interesting, because it is such a dynamic element. You may or may not see big fires on the map, and making it so that it factors into the gameplay in interesting ways is really cool.</p>

<p>As an anecdote, we were playing against the Frag Dolls [Ubisoft-sponsored gaming team] at one point. They had come in to playtest the game and give us some feedback. </p>

<p>We responded as a team and we went running around the corner of a building, and the map that we were playing on -- one whole side was on fire. The whole thing was on fire. We were kind of standing there thinking, "Oh, crap. Okay, we're going to have to go the other way!" </p>

<p>Learning how to use that as a tactical element -- to block off portions of the map, to set fire breaks that will help you defensively or prevent vehicles from getting through -- it's just been a whole new layer of my own understanding of taking those dynamic elements from a lot of single player development and folding them back into a multiplayer setting.</p>

<p><b>I heard a story from the development of the single-player where some tester lit the grass on fire, and hours later, the game ended because the end boss died in the fire, miles away. The fire eventually got to his compound, or wherever he was, and killed whatever NPC you've got to kill at the end of the game. They couldn't figure out what happened for ages. Obviously they made it so that can't happen anymore, but that points to an interesting and uncommon style of game design -- sort of reminiscent of <i>Fallout</i>, where you could just go kill the last boss immediately if you knew what to do.</p>

<p></b>HL: A little bit, yes. I think it was the success of <i>Grand Theft Auto</i> and those games that showed you the incredible power of a procedural approach, exposing the player to those kinds of procedural systems and letting them do whatever the hell they wanted to in those sandbox-style games.</p>

<p>But, that being said, something like <i>Call of Duty</i> is really not procedural, at least from my perspective.</p>

<p><b>It's is in the Valve on-rails vein.</p>

<p></b>HL: Yeah. It's an amazing rollercoaster ride where the ups and downs of the pressure and the drama are so perfectly timed and scripted that at the end of the single-player campaign it's like, "Woo! That was a fun roller coaster!" It's just so super fun! There's that complexity of creating the sandbox experience versus the more intricately-scripted single-player thing, or even finding a balance between the two.</p>

<p><b>It's a big design debate.</p>

<p></b>HL: Yeah. It really is a big design debate and I think to a certain extent it has to do with your exposure to one school or the other. One of our level designers on the multiplayer side had a lot of experience as a single-player level designer and was absolutely frustrated by the randomness. </p>

<p>He was saying, "Ahh! This is driving me crazy!" He was used to having much more finite control, and over time had to learn to deal with that randomness and embrace it and shape player behavior as opposed to dictate player behavior. Finally he was onboard and became a master at it, no question.</p>

<p>It's definitely a learning experience and for some people it's almost like a religion: "I hate it! I'm against it!" So, I think, from a pure development perspective, it comes down to your exposure to it and how well you can develop an understanding of the techniques on the other side and really use them to your own advantage.</p><div class="feedflare">
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</div><img src="http://feeds.feedburner.com/~r/gamesetwatch/~4/416391730" height="1" width="1"/>]]></content:encoded>
      <pubDate>Thu, 09 Oct 2008 16:00:52 +0000</pubDate>
      <category domain="http://gameratty.com/tag/shape player behavior">shape player behavior</category>
      <category domain="http://gameratty.com/tag/player behavior">player behavior</category>
      <category domain="http://gameratty.com/tag/player">player</category>
      <category domain="http://gameratty.com/tag/game types">game types</category>
      <category domain="http://gameratty.com/tag/types">types</category>
      <category domain="http://gameratty.com/tag/single-player guys">single-player guys</category>
      <category domain="http://gameratty.com/tag/multiplayer">multiplayer</category>
      <category domain="http://gameratty.com/tag/single player development">single player development</category>
      <category domain="http://gameratty.com/tag/single-player">single-player</category>
      <source url="http://feeds.feedburner.com/~r/gamesetwatch/~3/416391730/interview_far_cry_2s_lebel_on.php">Interview: Far Cry 2's LeBel On Designing Compelling Multiplayer</source>
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      <title><![CDATA[TGS 2008: Patapon 2 Japanese Trailer 2]]></title>
      <link>http://gameratty.com/article/5b25b9193edb7d4bf33b9565d99d8a91</link>
      <guid>http://gameratty.com/article/5b25b9193edb7d4bf33b9565d99d8a91</guid>
      <description><![CDATA[Yes, the cyclopic warriors are back once again. While they're still one-eyed and still on the search for that mysterious &quot;It&quot;, there are a lot of new stuff to be had in Patapon 2

Here's another video...]]></description>
      <content:encoded><![CDATA[Yes, the cyclopic warriors are back once again. While they're still one-eyed and still on the search for that mysterious "It", there are a lot of new stuff to be had in&nbsp;<span ><span ><span id="iTxt"><span style="font-style: italic;"><a title="Patapon 2" href="http://pspupdates.qj.net/Patapon-2/cid/5196">Patapon 2</a></span></span></span></span><span style="font-style: italic;">.<br><br></span>Here's another video for the game, just in case you didn't get enough of the four demo videos released by <a href="http://pspupdates.qj.net/tags/sony/880" id="tag" title="Father of PlayStation">Sony</a> yesterday at the <a href="http://pspupdates.qj.net/tags/tgs-2008/15759" id="tag" title="Tokyo Game Show 2008">TGS 2008</a>. The new monsters are looking might monstrous, with long, spindly legs and huge, ostrich-like creatures. Be careful not to let it knock you out.<br><br>The enemy fortresses are looking even more evil, too. But not to worry, as long as you still got your groove on, you'll do fine. Surge ahead, Mighty Patapons!<br><br><p style="text-align: center;"><object id="gtembed" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" height="392" width="480"><param name="allowScriptAccess" value="sameDomain"><param name="allowFullScreen" value="true"><param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=41107"><param name="quality" value="high"><embed src="http://www.gametrailers.com/remote_wrap.php?mid=41107" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"></object><br></p><br><hr style="width: 100 ; height: 2px;"><br><span style="font-weight: bold;">Related Patapon 2 Articles:<br></span><ul><li><a href="http://www.qj.net/TGS-2008-First-look-at-Patapon-2-multiplayer-mode/pg/49/aid/124687"><span title="view here" style="font-style: italic;">TGS 2008: First look at Patapon 2 multiplayer mode</span></a></li><li><span title="view here" style="font-style: italic;"><a title="everything Patapon" href="http://www.qj.net/Patapon-2-story-multiplayer-modes-new-game-plus-eggs-heroes-and-Pata-screens-galore/pg/49/aid/124632">Patapon 2: story, multiple modes, new game plus, eggs, heroes, and Pata-screens galore</a></span></li><li><span title="view here" style="font-style: italic;"><a title="Easier difficulty for Patapon 2" href="http://www.qj.net/Patapon-2-to-have-twice-as-much-one-eyed-tribal-fun-easier-difficulty/pg/49/aid/122480">Patapon 2 to have twice as much one-eyed tribal fun, easier difficulty</a><br></span></li></ul><br><br>
<p><a href="http://feeds.feedburner.com/~a/QJ/PSP?a=dq66M2"><img src="http://feeds.feedburner.com/~a/QJ/PSP?i=dq66M2" border="0"></img></a></p><div class="feedflare">
<a href="http://feeds.feedburner.com/~f/QJ/PSP?a=xlYHM"><img src="http://feeds.feedburner.com/~f/QJ/PSP?i=xlYHM" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/QJ/PSP?a=Fq9NM"><img src="http://feeds.feedburner.com/~f/QJ/PSP?i=Fq9NM" border="0"></img></a> <a href="http://feeds.feedburner.com/~f/QJ/PSP?a=yqwfM"><img src="http://feeds.feedburner.com/~f/QJ/PSP?i=yqwfM" border="0"></img></a>
</div><img src="http://feeds.feedburner.com/~r/QJ/PSP/~4/416225265" height="1" width="1"/>]]></content:encoded>
      <pubDate>Thu, 09 Oct 2008 11:49:34 +0000</pubDate>
      <category domain="http://gameratty.com/tag/patapon">patapon</category>
      <category domain="http://gameratty.com/tag/tgs">tgs</category>
      <category domain="http://gameratty.com/tag/surge ahead">surge ahead</category>
      <category domain="http://gameratty.com/tag/enemy fortresses">enemy fortresses</category>
      <category domain="http://gameratty.com/tag/mighty patapons">mighty patapons</category>
      <category domain="http://gameratty.com/tag/multiplayer mode">multiplayer mode</category>
      <category domain="http://gameratty.com/tag/pata-screens galore">pata-screens galore</category>
      <category domain="http://gameratty.com/tag/multiple modes">multiple modes</category>
      <category domain="http://gameratty.com/tag/ostrich-like creatures">ostrich-like creatures</category>
      <source url="http://feeds.feedburner.com/~r/QJ/PSP/~3/416225265/124751">TGS 2008: Patapon 2 Japanese Trailer 2</source>
    </item>
    <item>
      <title><![CDATA[Day 1 Studios Must-Do List For Fracture Players]]></title>
      <link>http://gameratty.com/article/15d86da92b42eeee85549e4ad22eebd5</link>
      <guid>http://gameratty.com/article/15d86da92b42eeee85549e4ad22eebd5</guid>
      <description><![CDATA[Wondering if a new game is really worth your time? Want to know how you can give the game a fair shake and see the best it has to offer
Thats where our patented Must-Do lists come in
Yesterday...]]></description>
      <content:encoded><![CDATA[<table border="0" align="left">
<tbody>
<tr>
<td><img class="alignnone size-full wp-image-11011" title="Fracture" src="http://multiplayerblog.mtv.com/wp-content/uploads/2008/10/fracture1.jpg" alt="" width="281" height="211" /></td>
</tr>
</tbody>
</table>
<p><em>Wondering if a new game is really worth your time? Want to know how you can give the game a fair shake and see the best it has to offer? </em></p>
<p><em>That&#8217;s where our patented &#8220;Must-Do&#8221; lists come in&#8230;</em></p>
<p>Yesterday third-person sci-fi shooter &#8220;<strong>Fracture</strong>&#8221; shipped to retail stores.</p>
<p>In the game, players will take on the role of a cybernetically-enhanced Atlantic Alliance soldier named Jet Brody fighting the genetically-augmented Republic of Pacifica in a future, war-torn America. The game also offers a variety of weapons, including ones that deform the terrain to help you fight off Pacifician forces (or your buddies in multiplayer mode).</p>
<p>In this week&#8217;s &#8220;must-do&#8221; list, <strong>Day 1 Studios</strong>&#8216; lead designer <strong>Jeff Gregg </strong>and<strong> </strong>senior producer/art director <strong>Dan Hay</strong> ran down a few things that you should try in both the campaign and the multiplayer modes of the game. For those of you who speak &#8220;Fracture,&#8221; here&#8217;s the list:</p>
<p style="text-align: center;"><strong>Day 1 Studios Developers&#8217; Must-Do List For Players of<br />
&#8220;Fracture&#8221;</strong><br />
(Xbox 360, PS3, October 2008)</p>
<p><strong>Campaign: </strong></p>
<p>- Create a whirling dervish by balancing a truck perfectly on top of a spike, and then attach Black Widow rounds to either side. Detonate.</p>
<p>- In Dread Reveal, it is worth your while to try to climb the cross-beam on the Golden Gate Bridge… Hard to do in heavy crossfire, but give it a try! </p>
<p>- In the Tunnels mission, you can stick black widows to the conveyor and send your destructive cargo across the lava pit(s) to kill the enemy.</p>
<p>- In Dread Tower, always be on the lookout for avalanches! This is especially useful on the way up after repairing the bridge. Take the path near the waterfall and shoot PAST the enemies at the avalanche rocks to crush them with one (lucky) shot!</p>
<p>- In Dread Reveal, use the Lodestone to pull enemies into the lava or out of the Dreadnought’s foot.</p>
<p>- In the TD playground, unlock the growler and drive it into the cannon. Launch.</p>
<p>- In the DS Mission near the Hydras it may be worth your while to try to dig into the crashed Alliance dropship near the edge of the gorge…</p>
<p>- In the Southwest missions, use the entrencher to knock Pacificans into the creeper pits.</p>
<p>- Use the Lodestone to draw Pacificans into the beams underneath Washington D.C.</p>
<p><strong>Multiplayer:</strong></p>
<p>- Freeze a foe and then put six black widows on him. Let him go! The only way he can free himself from your trap is to kill you. Bonus points if you let him rush to his friends and THEN detonate to kill them all!</p>
<p>- When running the flag outnumbered remember to take narrow tunnels and seal them behind you with the entrencher! This works especially well in the narrow caves in Solar Winds and Burning Divide.</p>
<p><strong>Related Posts:</strong><br />
<a href="http://multiplayerblog.mtv.com/2008/10/01/must-do-sonic-chronicles/" target="_self"><strong> BioWare&#8217;s Must-Do List For &#8216;Sonic Chronicles: The Dark Brotherhood&#8217; Players</strong></a><br />
<strong><a href="http://multiplayerblog.mtv.com/2008/09/23/lego-batman-must-do-list/">TT Games&#8217; Must-Do List For &#8216;Lego Batman: The Videogame&#8217; Players</a></strong><br />
<strong><a href="http://multiplayerblog.mtv.com/2008/09/16/star-wars-must-do-list/">LucasArts&#8217; Must-Do List For &#8216;Star Wars: The Force Unleashed&#8217; Players</a></strong><br />
<a href="http://multiplayerblog.mtv.com/2008/09/09/fracture-multiplayer-impressions/" target="_self"><strong> Look Out, &#8216;Red Faction&#8217; — &#8216;Fracture&#8217;&#8217;s Ground-Altering Multiplayer Impresses</strong></a><br />
<a href="http://multiplayerblog.mtv.com/2008/07/01/fracture-plot-twist/" target="_self"><strong>Here&#8217;s A Plot Twist: I Liked &#8216;Fracture&#8217;</strong></a></p>

]]></content:encoded>
      <pubDate>Wed, 08 Oct 2008 10:00:49 +0000</pubDate>
      <category domain="http://gameratty.com/tag/list">list</category>
      <category domain="http://gameratty.com/tag/players">players</category>
      <category domain="http://gameratty.com/tag/games must-do list">games must-do list</category>
      <category domain="http://gameratty.com/tag/biowares must-do list">biowares must-do list</category>
      <category domain="http://gameratty.com/tag/dark brotherhood players">dark brotherhood players</category>
      <category domain="http://gameratty.com/tag/weeks must-do list">weeks must-do list</category>
      <category domain="http://gameratty.com/tag/multiplayer impresses">multiplayer impresses</category>
      <category domain="http://gameratty.com/tag/multiplayer">multiplayer</category>
      <category domain="http://gameratty.com/tag/fracture">fracture</category>
      <source url="http://multiplayerblog.mtv.com/2008/10/08/fracture-must-do-list/">Day 1 Studios Must-Do List For Fracture Players</source>
    </item>
    <item>
      <title><![CDATA[Hands On: Red Alert 3's Co-Op Campaign Mode]]></title>
      <link>http://gameratty.com/article/102101c87c31fec8f78029daa2d975fb</link>
      <guid>http://gameratty.com/article/102101c87c31fec8f78029daa2d975fb</guid>
      <description><![CDATA[SAN FRANCISCO -- I'm a fairly social gamer, usually preferring to work with a team of like-minded players to get things done. And cooperative campaigns are always a hit, as two players can usually...]]></description>
      <content:encoded><![CDATA[<div xmlns="http://www.w3.org/1999/xhtml"><p><a href="http://blog.wired.com/photos/uncategorized/2008/10/07/ra3_coop1.jpg"><img width="660" height="413" border="0" src="http://blog.wired.com/games/images/2008/10/07/ra3_coop1.jpg" title="Ra3_coop1" alt="Ra3_coop1" /></a>
</p>

<p>
SAN FRANCISCO -- I'm a fairly social gamer, usually preferring to work with a team of like-minded players to get things done. And cooperative campaigns are always a hit, as two players can usually tackle a much harder difficulty level then someone working solo.
</p>

<p>But when I sat down to try out <cite>Red Alert 3</cite>'s co-op campaign mode, I was worried. Hell, I was scared. As a pretty serious RTS fan, there's a lot of careful planning that goes into crafting my empires -- from the&nbsp; pixel-perfect placement of factories to the careful consideration of&nbsp; resource gatherer routes. I run a well-oiled machine, and the very thought of someone else mucking around in my base leaves me a bit unnerved.
</p>

<p>
Every map in <cite>Red Alert 3</cite>'s campaign mode is designed with cooperative play in mind: there are always two armies on the field, and two bases to look after. As a result, battles are also designed to be a bit tougher -- there are technically two brains tackling each one, after all. 
</p><p>
I sampled one of the early missions in the Allied campaign. The Soviet menace had constructed a massive base protected by an&nbsp; Iron Curtain -- a defensive system that would render units and buildings under it's protection invulnerable when activated, and damage enemy interlopers. Fortunately, they had constructed their power generators outside of their defensive system. All we had to do was knock out the power supply, and the base would be ours for the taking.
</p>

<p>
The first step was to establish a base by escorting a Mobile Construction Vehicle downriver, and onto a suitable beach. I was armed with a small squad of Hydrofoils (anti-aircraft boats) while my partner controlled a pack of attack-dolphins -- a unit so awesome I still can't quite wrap my head around it. My hydrofoils made quick work of the Soviet aircraft that threatened our dolphins. In turn, my partner's dolphins -- who excel at anti-ship combat, naturally-- protected my defenseless hydrofoils from enemy vessels. 

</p>

<p>
We found a great place to get our units onto the shore, but the devious Soviets had moored dangerous Tesla coils at the beach. If our vehicles or porpoises ventured too close, they'd be fried. For this situation, I switched a pair of my Hydrofoils into their alternate fire mode, arming them with Scramblegun weapon jammers. Every single unit in the game has two separate attack modes that can be toggled on the fly. Once the Scrambleguns are turned on, the Hydrofoils become immobile, but their target is crippled as well. With the Tesla coils sabotaged and a quick nod to my partner, the dolphins&nbsp; unleashed their cetacean fury and cleared the way.

</p>

<p>
For any sort of&nbsp; plan to work, communication is key, and <cite>Red Alert 3</cite> features all of the standard text and voice chat options you'd expect from a multiplayer game. A pleasant surprise were the tag-able beacons. Drop a beacon and a signal will shine on your partner's map, directing their attention to the spot. You'll then be able to attach a short message, like “hit them here” or “lots of tanks, ouch.” While players do share the same line of sight, pasting little notes on the battlefield are still handy, in case you miss a massive enemy troop movement while expanding your base. 
</p>

<p><a href="http://blog.wired.com/photos/uncategorized/2008/10/07/ra3_coop2_2.jpg"><img width="660" height="413" border="0" src="http://blog.wired.com/games/images/2008/10/07/ra3_coop2_2.jpg" title="Ra3_coop2_2" alt="Ra3_coop2_2" /></a>
</p>

<p>
Strategy games are all about base-building: my chief concern with the co-operative experience. The Soviet forces were relentless, beginning their assault soon after we had established our bases. And I was right out in the open, without so much as a line of trees for cover. My partner's base on the other hand was surrounded&nbsp; by neutral apartment buildings, which he quickly garrisoned with infantry.
</p>

<p>
Fortunately, teammates share their build radius.&nbsp; With his own base fairly secure, and despite it being on the other side of the map, my partner was able to produce his troops right inside my base, bolstering my own forces and effectively saving my ass. But what happens when your partner isn't one of the game developers, and has no idea what he's doing? Or (more likely, when you're playing with strangers) decides to surround your base with highly explosive power plants, just for kicks? 
</p>

<p>
If you do run into a griefer, you're not exactly screwed. Though you can't take control of a partner's building or units,&nbsp; the host can kick a player out at any time. That means swapping out less talented players with another friend in the middle of heated battle, or simply dropping human support altogether and teaming up with the AI. And while friendly fire is disabled by default, you can direct attacks at your partners troops and buildings, should they need a little &quot;encouragement&quot; 
</p>

<p>
As yet another caveat (or bonus, if you want to think positive), resources are shared between the two players. In an ideal mission, one person might decide to focus on establishing an economy and a sturdy defense, while their partner uses the funds being generated to take the fight to the enemy. In my case, it'll probably mean my partner spends all of our money on dolphins, or spelling out his name with hordes of infantry.&nbsp; 
</p>

<p>
I'm a naturally a bit concerned about matchmaking, but that's more an issue of my needing to find better friends. As it stands, <cite>Red Alert 3</cite> seems to be doing a great job of balancing the hectic nature of real time strategy games between two players.
</p>

<p>
But what happens when you really just want to play by yourself? I didn't get a chance to play the campaign solo, but with the levels geared toward two humans working together, how will the AI perform when I'm under fire and need someone to build a few tank factories in my base and take some of the pressure off? 

</p>

<p>
As it stands, fans of the series will still feel right at home: the game retains it's fast pace and ludicrous units, and that special brand of <cite>Red Alert</cite> humor we've come to expect from the series. Let's just hope the new co-operative mode handles well -- especially over the course of three campaigns.
</p>

<p>
<cite>Image: Electronic Arts</cite>
</p>
<p><strong>See Also:</strong> 
 
</p> 
 

<ul> 
<li><a href="http://blog.wired.com/games/2008/07/hands-on-comman.html">Hands-On: <cite>Command &amp; Conquer: Red Alert 3</cite></a>
</li>

<li><a href="http://blog.wired.com/games/2008/03/new-red-alert-3.html">New <em>Red Alert 3</em> Screens Revealed</a></li> 
<li><a href="http://blog.wired.com/games/2008/06/five-more-red-a.html">Five More <em>Red Alert 3</em> Screens Released</a></li> 
<li><a href="http://blog.wired.com/games/2008/06/playstation-3-r.html">PlayStation 3 <em>Red Alert 3</em> 'Put on Hold'</a></li> 
<li><a href="http://blog.wired.com/games/2008/02/red-alert-3-rev.html"><em>Red Alert 3</em> Revealed, Has Soviets</a></li> 
</ul> </div><br style="clear: both;"/>
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      <pubDate>Tue, 07 Oct 2008 12:48:17 +0000</pubDate>
      <category domain="http://gameratty.com/tag/red alert">red alert</category>
      <category domain="http://gameratty.com/tag/co-op campaign mode">co-op campaign mode</category>
      <category domain="http://gameratty.com/tag/campaign mode">campaign mode</category>
      <category domain="http://gameratty.com/tag/red alert humor">red alert humor</category>
      <category domain="http://gameratty.com/tag/campaign">campaign</category>
      <category domain="http://gameratty.com/tag/base">base</category>
      <category domain="http://gameratty.com/tag/base fairly secure">base fairly secure</category>
      <category domain="http://gameratty.com/tag/partner spends">partner spends</category>
      <category domain="http://gameratty.com/tag/partner">partner</category>
      <source url="http://feeds.feedburner.com/~r/Gamelife/~3/414287651/hands-on-red-al.html">Hands On: Red Alert 3's Co-Op Campaign Mode</source>
    </item>
    <item>
      <title><![CDATA[Guitar Hero World Tour Wii screens]]></title>
      <link>http://gameratty.com/article/ba3b345eae185d0153d0f37ba15680f8</link>
      <guid>http://gameratty.com/article/ba3b345eae185d0153d0f37ba15680f8</guid>
      <description><![CDATA[Activision last week released 12 new screenshots for the Wii version of Guitar Hero World Tour, including the Wii Music knock-off mode thats sure to obviate the purchase of Miyamotos latest (perhaps...]]></description>
      <content:encoded><![CDATA[<p><img class="alignnone size-thumbnail wp-image-8114" title="guitar_hero_world_tour_-_santeria" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_santeria-495x346.jpg" alt="" width="495" height="346" /><br />
Activision last week released 12 new screenshots for the Wii version of Guitar Hero World Tour, including the Wii Music knock-off mode that&#8217;s sure to obviate the purchase of Miyamoto&#8217;s latest (perhaps only) <a href="http://www.infendo.com/wii/miyamoto-has-lost-his-marbles-wii-music-is-offensively-boring/">failed idea</a>. Why buy Wii Music when you can play the full version of World Tour, plus a Wii Music bonus emulator with licensed tracks (aka not Yankee Doodle midi quality)? The mind, it boggles. Screens after the break.</p>
<p><span id="more-8107"></span></p>
<p><img class="alignnone size-thumbnail wp-image-8108" title="guitar_hero_world_tour_-_star_power_ready" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_star_power_ready-495x347.jpg" alt="" width="495" height="347" /></p>
<p><img class="alignnone size-thumbnail wp-image-8109" title="guitar_hero_world_tour_-_customize_accessories" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_customize_accessories-495x345.jpg" alt="" width="495" height="345" /></p>
<p><img class="alignnone size-thumbnail wp-image-8110" title="guitar_hero_world_tour_-_rockin_" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_rockin_-495x345.jpg" alt="" width="495" height="345" /></p>
<p><img class="alignnone size-thumbnail wp-image-8111" title="guitar_hero_world_tour_-_aircraft_carrier" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_aircraft_carrier-495x345.jpg" alt="" width="495" height="345" /></p>
<p><img class="alignnone size-thumbnail wp-image-8112" title="guitar_hero_world_tour_-_beautiful_disaster" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_beautiful_disaster-495x345.jpg" alt="" width="495" height="345" /></p>
<p><img class="alignnone size-thumbnail wp-image-8113" title="guitar_hero_world_tour_-_mii_freestyle" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_mii_freestyle-495x345.jpg" alt="" width="495" height="345" /></p>
<p><img class="alignnone size-thumbnail wp-image-8115" title="guitar_hero_world_tour_-_outfit_customization" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_outfit_customization-495x345.jpg" alt="" width="495" height="345" /></p>
<p><img class="alignnone size-thumbnail wp-image-8116" title="guitar_hero_world_tour_-_music_studio" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_music_studio-495x345.jpg" alt="" width="495" height="345" /></p>
<p><img class="alignnone size-thumbnail wp-image-8132" title="guitar_hero_world_tour_-_mii_freestyle_jam" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_mii_freestyle_jam-495x345.jpg" alt="" width="495" height="345" /></p>
<p><img class="alignnone size-thumbnail wp-image-8133" title="guitar_hero_world_tour_-_house_of_blues" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_house_of_blues-495x345.jpg" alt="" width="495" height="345" /></p>
<p><img class="alignnone size-thumbnail wp-image-8134" title="guitar_hero_world_tour_-_band_jam" src="http://www.infendo.com/wp-content/uploads/2008/10/guitar_hero_world_tour_-_band_jam-495x345.jpg" alt="" width="495" height="345" /></p>

<p><a href="http://feeds.feedburner.com/~a/Infendo?a=tWsh0z"><img src="http://feeds.feedburner.com/~a/Infendo?i=tWsh0z" border="0"></img></a></p><div class="feedflare">
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</div>]]></content:encoded>
      <pubDate>Tue, 07 Oct 2008 07:45:01 +0000</pubDate>
      <category domain="http://gameratty.com/tag/world tour">world tour</category>
      <category domain="http://gameratty.com/tag/wii version">wii version</category>
      <category domain="http://gameratty.com/tag/version">version</category>
      <category domain="http://gameratty.com/tag/screens">screens</category>
      <category domain="http://gameratty.com/tag/wii music">wii music</category>
      <category domain="http://gameratty.com/tag/tracks">tracks</category>
      <category domain="http://gameratty.com/tag/activision">activision</category>
      <category domain="http://gameratty.com/tag/boggles">boggles</category>
      <category domain="http://gameratty.com/tag/week">week</category>
      <source url="http://feeds.feedburner.com/~r/Infendo/~3/413959303/">Guitar Hero World Tour Wii screens</source>
    </item>
    <item>
      <title><![CDATA[Neopets Puzzle Adventure gets October release window]]></title>
      <link>http://gameratty.com/article/04d7752f0a4ef6f7912b072e6fab4e99</link>
      <guid>http://gameratty.com/article/04d7752f0a4ef6f7912b072e6fab4e99</guid>
      <description><![CDATA[Filed under: Nintendo DS , PC , Nintendo Wii , Puzzle , Casual

When we raved about the Othello-based, Neopets Puzzle Adventure , we couldn't scrub away the sadness of endorsing something built on a...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.joystiq.com/category/ds/" rel="tag">Nintendo DS</a>, <a href="http://www.joystiq.com/category/pc/" rel="tag">PC</a>, <a href="http://www.joystiq.com/category/wii/" rel="tag">Nintendo Wii</a>, <a href="http://www.joystiq.com/category/puzzle/" rel="tag">Puzzle</a>, <a href="http://www.joystiq.com/category/casual/" rel="tag">Casual</a></p><div align="center"><img hspace="0" border="1" align="middle" src="http://www.blogsmithmedia.com/www.joystiq.com/media/2008/06/neopet490pic.jpg" alt="" /><br /></div>
When <a href="http://www.joystiq.com/2008/06/03/joystiq-hands-on-neopets-puzzle-adventure-pc/">we raved</a> about the Othello-based, <a href="http://joystiq.com/tag/neopets-puzzle-adventure"><em>Neopets Puzzle Adventure</em></a>, we couldn't scrub away the sadness of endorsing something built on a Tomagotchi-knock-off. We name-dropped how it's being developed by Infinite Interactive, creators of <a href="http://joystiq.com/tag/puzzle-quest"><em>Puzzle Quest</em></a>, but that wasn't enough. We shivered for weeks.<br /><br />Capcom let us know that the PC and DS versions are due by the end of October, while a Wii edition is coming later. So you'll soon be able to share our love of the puzzler (and self-loathing). Check out our <a href="http://www.joystiq.com/2008/06/03/joystiq-hands-on-neopets-puzzle-adventure-pc/">original impressions again</a> for the full details.<p style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;">&nbsp;</p><p><a href="http://www.joystiq.com/2008/10/06/neopets-puzzle-adventure-gets-october-release-window/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/forward/1333757/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.joystiq.com/2008/10/06/neopets-puzzle-adventure-gets-october-release-window/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.joystiq.com/2008/10/06/neopets-puzzle-adventure-gets-october-release-window/#comments" title="View reader comments on this entry">Comments</a></p><div class="feedflare">
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      <pubDate>Mon, 06 Oct 2008 05:00:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/puzzle">puzzle</category>
      <category domain="http://gameratty.com/tag/neopets puzzle adventure">neopets puzzle adventure</category>
      <category domain="http://gameratty.com/tag/puzzle quest">puzzle quest</category>
      <category domain="http://gameratty.com/tag/nintendo wii">nintendo wii</category>
      <category domain="http://gameratty.com/tag/nintendo">nintendo</category>
      <category domain="http://gameratty.com/tag/october">october</category>
      <category domain="http://gameratty.com/tag/infinite interactive">infinite interactive</category>
      <category domain="http://gameratty.com/tag/wii edition">wii edition</category>
      <category domain="http://gameratty.com/tag/original impressions">original impressions</category>
      <source url="http://feeds.joystiq.com/~r/weblogsinc/joystiq/~3/412777790/">Neopets Puzzle Adventure gets October release window</source>
    </item>
    <item>
      <title><![CDATA[Review / Baja: Edge of Control (Xbox 360)]]></title>
      <link>http://gameratty.com/article/a70d0d92e068d252862c730bfa5b6ebe</link>
      <guid>http://gameratty.com/article/a70d0d92e068d252862c730bfa5b6ebe</guid>
      <description><![CDATA[With games like Dirt and Sega Rally Revolution cluttering the discount shelves at many retailers and the juggernaut that is MotorStorm Pacific Rift on the horizon, Baja: Edge of Control finds itself...]]></description>
      <content:encoded><![CDATA[<p><img class="attachment wp-att-7169" src="http://www.thatvideogameblog.com/wp-content/uploads/2008/09/baja.jpg" alt="" width="626" height="347" /></p>
<p>With games like <em>Dirt </em>and <em>Sega Rally Revolution</em> cluttering the discount shelves at many retailers and the juggernaut that is <em>MotorStorm Pacific Rift</em> on the horizon, <em>Baja: Edge of Control</em> finds itself in a tough spot. On top of that, there are just so many highly anticipated titles on the horizon that any pre-release marketing has almost certainly been lost in the shuffle. Still, the landscape of the market is such that despite having flown mostly under the radar, <em>Baja </em>could still be a hit if it manages to gain some momentum. To do that though, the game has to be good. So is it? Read on to find out.</p>
<p>As I mentioned, <em>Baja</em>&#8217;s biggest competitor is just over the horizon and the game that it will be most compared to, <em>Dirt</em>, has long since seen bargain prices and discounts across the board. The best part of this whole scenario is that <em>Baja</em> actually manages to take much of what was great about <em>Dirt</em> and mix it with what people are most looking forward to in <em>Pacific Rift</em>. <em>Baja</em> takes a cue from <em>Dirt</em> in that it offers an extremely in-depth technical side that you&#8217;ll surely need to master if you hope to succeed in the game&#8217;s career mode. You&#8217;re given free reign to upgrade and modify many aspects of your ride, from the tire class to suspension allowances, all the way down to what your engine blog is made of. You&#8217;re able to very clearly see the performance gains/losses for each chosen modification and the mod system is intuitive enough that even the most casual weekend racer will be able to beef up their ride in no time.<span id="more-7087"></span></p>
<p>Once you&#8217;ve gotten your ride into race condition, it&#8217;s off to the dirt for you. There are several race types on which you&#8217;ll be tested. You&#8217;ll have your standard circuit races of course, but you&#8217;ll also be thrown into gruelling rally events where a single race can last 15 minutes or more, as well as the dreaded Hill Climb races that will surely cause you to ruin a number of your finely-tuned racing machines. The race types and environments are varied enough that you&#8217;ll never become bored and rarely will you feel a sense of deja vu.</p>
<p>One feature on which <em>Baja</em> really has to show it can stand up to <em>Motorstorm Pacific Rift</em> is graphics. Granted, we have not had a chance to sit down with <em>Pacific Rift</em> so it&#8217;s hard to say how much the video clips of the game are really telling us, but I will say that <em>Baja </em>exceeded my expectations. The vehicles are modeled beautifully, with realistic damage modeling and great dirt and mud effects, and the environments are exceedingly well designed and varied. One race you&#8217;ll be high-tailing it through a wooded, muddy circuit and the next you&#8217;ll be driving 150mph+ out on the salt flats. With events as mixed as that, it&#8217;s hard to get bored. Also, while <em>Dirt</em>&#8217;s tracks are very linear and there&#8217;s very little in the way of off-trail environment design, the entirety of <em>Baja</em>&#8217;s environments are drivable. This means that while competing in a race you&#8217;ll still be reset for getting TOO far from the track (to prevent cheating), in Free Ride mode you can go anywhere you want on the track. This is extremely helpful as it allows you to check out the tracks at your leisure and will benefit those two take the time to learn the tracks ahead of time.</p>
<p><img class="attachment wp-att-7170" src="http://www.thatvideogameblog.com/wp-content/uploads/2008/09/baja01.jpg" alt="" width="626" height="347" /></p>
<p>Now we get to the biggest selling point that has followed this title since day one: the physics engine. Much has been made about how the new engine will revolutionize the genre, and while I will stop short of saying &#8220;this will change everything&#8221;, I will say that I was surprised at how naturally your vehicle seems to act while navigating the course. The finest example I can give is just how realistic your half-a-million-dollar trophy truck looks as it burns through the Painted Desert at 160mph. Exhilarating.</p>
<p>The online races work as well as you&#8217;d expect, with very little in the way of slowdown and it really does give the vehicle-to-vehicle crashes a deeper meaning knowing there&#8217;s someone on the other end of the controller. The interface and lobby work well and it&#8217;s a suitable alternative any other online racer out there. It&#8217;s also rather enjoyable to defeat a particularly cocky online opponent and his trophy truck with your lowly (but beefed up) VW bug.</p>
<p>Overall, <em>Baja</em> is an extremely solid title that those waiting for <em>Motorstorm Pacific Rift</em> should definitely be checking out. And as I mentioned on our latest podcast, it&#8217;s an off-road racer of a high enough quality to provide a suitable alternative to <em>Pacific Rift</em>, with one huge advantage: you can buy it today.</p>
<p>+</p>
<ul>
<li>Environments are mighty impressive</li>
<li>Physics engine holds up after all the hype</li>
<li>Better-than-average online component</li>
</ul>
<p>-</p>
<ul>
<li>No in-race music, for real?</li>
<li>The AI can knock you out in one well-placed shot to your ride</li>
<li>You can&#8217;t hit the random wild boars that run across the track&#8230;come on!</li>
</ul>
]]></content:encoded>
      <pubDate>Tue, 30 Sep 2008 13:45:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/baja">baja</category>
      <category domain="http://gameratty.com/tag/pacific rift">pacific rift</category>
      <category domain="http://gameratty.com/tag/motorstorm pacific rift">motorstorm pacific rift</category>
      <category domain="http://gameratty.com/tag/physics engine holds">physics engine holds</category>
      <category domain="http://gameratty.com/tag/engine">engine</category>
      <category domain="http://gameratty.com/tag/race">race</category>
      <category domain="http://gameratty.com/tag/race condition">race condition</category>
      <category domain="http://gameratty.com/tag/single race">single race</category>
      <category domain="http://gameratty.com/tag/baja takes">baja takes</category>
      <source url="http://www.thatvideogameblog.com/2008/09/30/review-baja-edge-of-control-xbox-360/">Review / Baja: Edge of Control (Xbox 360)</source>
    </item>
    <item>
      <title><![CDATA[Thrustmaster presents an elegant weapon for a more civilized age]]></title>
      <link>http://gameratty.com/article/d0e2300b411e0284dfba3b17497ee6a2</link>
      <guid>http://gameratty.com/article/d0e2300b411e0284dfba3b17497ee6a2</guid>
      <description><![CDATA[Filed under: News , Peripherals

And here we thought the other solutions on the market were good enough. Turns out, that isn't the case, because Thrustmaster has come in and totally set the bar really...]]></description>
      <content:encoded><![CDATA[<p>Filed under: <a href="http://www.nintendowiifanboy.com/category/news/" rel="tag">News</a>, <a href="http://www.nintendowiifanboy.com/category/peripherals/" rel="tag">Peripherals</a></p><div align="center"><a href="http://gonintendo.com/?p=53510"><img vspace="4" hspace="4" border="0" src="http://www.blogsmithmedia.com/www.nintendowiifanboy.com/media/2008/09/thrustmaster_lightsabers_lg.jpg" alt="" /></a><br /></div>
And here we thought the <a href="http://www.nintendowiifanboy.com/2008/07/11/the-force-is-with-the-wiimote/">other</a> <a href="http://www.nintendowiifanboy.com/2007/11/20/wii-light-sword-lets-you-relive-the-shame-of-the-star-wars-kid/">solutions</a> on the market were good enough. Turns out, that isn't the case, because Thrustmaster has come in and totally set the bar really high. One of the big problems with these lightsaber knock-offs is that <a href="http://www.nintendowiifanboy.com/2008/01/08/wii-warm-up-light-sword-v-light-sword/">most have been fairly short</a>. Well, it appears Thrustmaster's Glow Saber Duo Pack overcomes that and succeeds in many ways:<br />
<ul>
    <li>It comes in a pack of two</li>
    <li>The beam's length looks like it's long enough<br /></li>
    <li>It has a sweet handle</li>
    <li>It's only $17.99</li>
    <li>It's not as clumsy or random as a blaster</li>
</ul>
So there you have it. Thrustmaster wins. <br /><br />[Via <a href="http://www.engadget.com/2008/09/27/thrustmaster-thrusts-wii-glow-saber-dual-trigger-gun-accessorie/">Engadget</a>] <br /><br />
<div style="border-top: 1px solid; padding-top: 5px;"><a href="http://www.nintendowiifanboy.com/tag/thrustmaster"><img vspace="4" hspace="4" border="1" align="left" alt="" src="http://www.blogsmithmedia.com/www.nintendowiifanboy.com/media/2007/12/thrustmaster-sale-0-nwf_thumbnail.jpg" /></a><em>A</em><em>side from having a funny name, Thrustmaster has been making stuff for the Wii for awhile now. Check out their <a href="http://www.nintendowiifanboy.com/2007/12/08/cheap-classic-controller-alternative-for-wire-haters-master-thr/">wireless Classic Controller alternative here</a>, or lay your eyes on their <a href="http://www.nintendowiifanboy.com/2007/02/19/thrustmaster-shows-us-the-wii-goods/">rechargeable docks right here</a>. And if peripherals are more your fancy, you can see many, many more by <a href="http://www.nintendowiifanboy.com/category/peripherals/">clicking this link here</a>.<br /></em></div><h6 style="clear: both; padding: 8px 0 0 0; height: 2px; font-size: 1px; border: 0; margin: 0; padding: 0;"></h6><table cellpadding="0" cellspacing="0" border="0"><tr><td style="text-align: left; vertical-align: top; padding: 2px; margin: 0; font-size: x-small;"></td><td style="text-align: right; vertical-align: top; padding: 2px; margin: 0; font-size: x-small;"><a href="http://www.nintendowiifanboy.com/2008/09/29/thrustmaster-presents-an-elegant-weapon-for-a-more-civilized-age/" rel="bookmark" title="Permanent link to this entry">Permalink</a>&nbsp;|&nbsp;<a href="http://www.nintendowiifanboy.com/forward/1327643/" title="Send this entry to a friend via email">Email this</a>&nbsp;|&nbsp;<a href="http://www.technorati.com/cosmos/search.html?rank=&amp;fc=1&amp;url=http://www.nintendowiifanboy.com/2008/09/29/thrustmaster-presents-an-elegant-weapon-for-a-more-civilized-age/" title="Linking Blogs">Linking&nbsp;Blogs</a>&nbsp;|&nbsp;<a href="http://www.nintendowiifanboy.com/2008/09/29/thrustmaster-presents-an-elegant-weapon-for-a-more-civilized-age/#comments" title="View reader comments on this entry">Comments</a></td></tr></table><br /><br /><table border="0" cellspacing="0" cellpadding="0"><tr><td><span style="font-size: 11px;"> <br/></span></td></tr><tr><td><a href="http://imageads.googleadservices.com/pagead/imgclick/98:1327643?pos=0"><img width="480" height="46" border="0" src="http://imageads.googleadservices.com/pagead/ads?output=png&amp;url=http://www.nintendowiifanboy.com/2008/09/29/thrustmaster-presents-an-elegant-weapon-for-a-more-civilized-age/&amp;cuid=98:1327643&amp;format=480x46_aff&amp;client=ca-pub-3546992251556849&amp;hl=en&amp;adsafe=high&amp;color_bg=FFFFFF&amp;color_border=FFFFFF&amp;color_link=66666&amp;color_text=333333&amp;color_url=337788&amp;color_line=337788" / ></a></td></tr><tr><td><div align="right"><a href="http://www.google.com/ads_by_google.html" style="font-size: 9px; color: #999999;">Ads by Google</a></div></td></tr></table>]]></content:encoded>
      <pubDate>Mon, 29 Sep 2008 14:18:00 +0000</pubDate>
      <category domain="http://gameratty.com/tag/thrustmaster">thrustmaster</category>
      <category domain="http://gameratty.com/tag/thrustmaster wins">thrustmaster wins</category>
      <category domain="http://gameratty.com/tag/appears thrustmaster">appears thrustmaster</category>
      <category domain="http://gameratty.com/tag/peripherals">peripherals</category>
      <category domain="http://gameratty.com/tag/sweet handle">sweet handle</category>
      <category domain="http://gameratty.com/tag/fairly short">fairly short</category>
      <category domain="http://gameratty.com/tag/rechargeable docks">rechargeable docks</category>
      <category domain="http://gameratty.com/tag/lightsaber knock-offs">lightsaber knock-offs</category>
      <category domain="http://gameratty.com/tag/google">google</category>
      <source url="http://www.nintendowiifanboy.com/2008/09/29/thrustmaster-presents-an-elegant-weapon-for-a-more-civilized-age/">Thrustmaster presents an elegant weapon for a more civilized age</source>
    </item>
    <item>
      <title><![CDATA[Review - Dinosaur King DS]]></title>
      <link>http://gameratty.com/article/3d8e72a5e665ce4c4827bac8e563e849</link>
      <guid>http://gameratty.com/article/3d8e72a5e665ce4c4827bac8e563e849</guid>
      <description><![CDATA[You know how Pokémon has that underlying rock-paper-scissors structure, a simple formation that quickly blows up into a multi-threaded matrix of possible hand gestures, each with relative benefits...]]></description>
      <content:encoded><![CDATA[<p><img src="http://www.britishgaming.co.uk/wp-content/uploads/2008/09/dinodong.jpg" alt="Dinosaur King DS" class="alignleft" />You know how Pokémon has that underlying rock-paper-scissors structure, a simple formation that quickly blows up into a multi-threaded matrix of possible hand gestures, each with relative benefits and detriments? Fire – that’s rock, Water – that’s paper, Dragon – mere mortals don’t have enough digits for that one. Well Dinosaur King DS kind of has that, but it’s actually Rock, Paper and Scissors. You know, with your hands.</p>
<p>But before the age-old dispute resolver takes place, one side will casually mention what their next hand will be. “I’m going to use paper next, just so you know”. If you choose scissors, you will win, your 3D rendered Triceratops will drop a rock on their 3D rendered Carnotaurus, and you will inch ever closer to the power switch on your DS.</p>
<p>At your disposal you have a move that will knock the dinosaur through a giant boulder, another that will make your dinosaur defy gravity in a “boomerang” spin and one that will set the battlefield on fire. Unfortunately none of that is really important right now, because the robot you’re fighting was programmed to let you know that he isn’t scared of your “critical attack” (one of your hand gestures will be denoted as critical, and assigned more power) and will now choose that attack’s weakness. Tough choice.</p>
<p>It makes Dinosaur King horrendously boring, an absolute chore to play. The game is a carbon copy of Pokémon, plagiarising Nintendo’s cash cow at every opportunity – from EXP shares to random battle repels, but has none of Pokémon’s charm, immediate depth and most important, maturity.</p>
<p><a href="http://www.britishgaming.co.uk/?page_id=632"><img align=right src="http://www.britishgaming.co.uk/wp-content/passby.png" alt="null" /></a>Embarrassing dialogue, poor graphics and throw-away stylus based minigames; Dinosaur King has marginalised its player base to young kids&#8230; kids who are smitten with a space gun that can shoot out Dinosaurs.</p>
]]></content:encoded>
      <pubDate>Sun, 28 Sep 2008 16:02:30 +0000</pubDate>
      <category domain="http://gameratty.com/tag/dinosaur">dinosaur</category>
      <category domain="http://gameratty.com/tag/dinosaur defy gravity">dinosaur defy gravity</category>
      <category domain="http://gameratty.com/tag/hand gestures">hand gestures</category>
      <category domain="http://gameratty.com/tag/hand">hand</category>
      <category domain="http://gameratty.com/tag/choose scissors">choose scissors</category>
      <category domain="http://gameratty.com/tag/scissors">scissors</category>
      <category domain="http://gameratty.com/tag/choose">choose</category>
      <category domain="http://gameratty.com/tag/critical">critical</category>
      <category domain="http://gameratty.com/tag/power">power</category>
      <source url="http://www.britishgaming.co.uk/?p=1787">Review - Dinosaur King DS</source>
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