Domain: 1up.com
Stories and comments across the archive that link to 1up.com.
Stories · 822
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Spike VGAs Confuse, Gamecock Apologizes
Another year, another horrifying SpikeTV Video Game Awards show done and over with. BioShock grabbed the 'Game of the Year' nod, but both the title and designer Ken Levine were denied their moment in the sun. When the winner was announced some folks from Gamecock rushed the stage and basically said 'it sucks'. They're now apologizing: "Gamecock co-founder Mike Wilson apologized for the disruption on behalf of his team. 'I'd personally like to sincerely apologize to the BioShock team and Ken Levine in particular for GameCock infringing on their spotlight at this weekend's VGA Awards show ... The award acceptance they interrupted was the LAST one we would've wanted to interrupt , ('most addictive game fueled by mountain dew' would have been a wonderful choice) as we have the utmost respect and love for Bioshock.'" -
Why Xbox Live Doesn't Take Exact Change
With ever-more tempting content on Xbox Live (like the awesome Exit), it's really frustrating to have to 'overpay' and buy Points in bulk. 1up got an official response from Xbox 360 group product manager Aaron Greenberg on that issue, explaining why the service always leaves you with a little bit left over: "The reason why we do that, the core reason, is around credit card transaction fees ... If we do this in bulk, we don't have to burden the consumer with the transaction fees, or ourselves or publishers. It's about keeping infrastructure costs down and I know sometimes it's frustrating because you end up with odd points, but we don't have any plans to change that." Greenberg also addressed why the service limits you to 100 friends on your friends list. -
Why Xbox Live Doesn't Take Exact Change
With ever-more tempting content on Xbox Live (like the awesome Exit), it's really frustrating to have to 'overpay' and buy Points in bulk. 1up got an official response from Xbox 360 group product manager Aaron Greenberg on that issue, explaining why the service always leaves you with a little bit left over: "The reason why we do that, the core reason, is around credit card transaction fees ... If we do this in bulk, we don't have to burden the consumer with the transaction fees, or ourselves or publishers. It's about keeping infrastructure costs down and I know sometimes it's frustrating because you end up with odd points, but we don't have any plans to change that." Greenberg also addressed why the service limits you to 100 friends on your friends list. -
Final Fantasy Turns 20
1up has a massive quartet of features up this week, celebrating the 20th anniversary of the Final Fantasy series. Starting with 'Origins', the site looks at the beginning of the series, an event that was supposed to spell 'the end' for Square. The company lived on, of course, and in 'Everyone's Fantasies' series author Nadia Oxford looks at the rise of the Final Fantasy dynasty going from 8-bit obscurity to the 'mega-fame' of FFVII. Her final piece in the set 'Fertile Fantasy', examines how Square/Enix is now franchising the heck out of the name. To wrap up with 'Future Fantasy', Jeremy Parish looks at the staggering fifteen games with the FF brand due out in the next year. "Even if all of Fabula Nova Crystalis slips to 2009, that's still one title per month -- and we haven't even seen what's on the roster in the way of announcements for the new year. Clearly, Final Fantasy is going strong, but Square Enix's franchising efforts may be doing as much harm as good; of those 15 titles, only one is a new 'true' Final Fantasy game. True, the series has always supported its share of spin-offs -- even blatant name-whoring back in the Game Boy days. Still, we can't help but worry that the Final Fantasy name is being spread a bit too thin; if Square Enix really hopes to keep the series alive for another 20 years or more, they'll need to reconsider what the name Final Fantasy really means." -
Final Fantasy Turns 20
1up has a massive quartet of features up this week, celebrating the 20th anniversary of the Final Fantasy series. Starting with 'Origins', the site looks at the beginning of the series, an event that was supposed to spell 'the end' for Square. The company lived on, of course, and in 'Everyone's Fantasies' series author Nadia Oxford looks at the rise of the Final Fantasy dynasty going from 8-bit obscurity to the 'mega-fame' of FFVII. Her final piece in the set 'Fertile Fantasy', examines how Square/Enix is now franchising the heck out of the name. To wrap up with 'Future Fantasy', Jeremy Parish looks at the staggering fifteen games with the FF brand due out in the next year. "Even if all of Fabula Nova Crystalis slips to 2009, that's still one title per month -- and we haven't even seen what's on the roster in the way of announcements for the new year. Clearly, Final Fantasy is going strong, but Square Enix's franchising efforts may be doing as much harm as good; of those 15 titles, only one is a new 'true' Final Fantasy game. True, the series has always supported its share of spin-offs -- even blatant name-whoring back in the Game Boy days. Still, we can't help but worry that the Final Fantasy name is being spread a bit too thin; if Square Enix really hopes to keep the series alive for another 20 years or more, they'll need to reconsider what the name Final Fantasy really means." -
Final Fantasy Turns 20
1up has a massive quartet of features up this week, celebrating the 20th anniversary of the Final Fantasy series. Starting with 'Origins', the site looks at the beginning of the series, an event that was supposed to spell 'the end' for Square. The company lived on, of course, and in 'Everyone's Fantasies' series author Nadia Oxford looks at the rise of the Final Fantasy dynasty going from 8-bit obscurity to the 'mega-fame' of FFVII. Her final piece in the set 'Fertile Fantasy', examines how Square/Enix is now franchising the heck out of the name. To wrap up with 'Future Fantasy', Jeremy Parish looks at the staggering fifteen games with the FF brand due out in the next year. "Even if all of Fabula Nova Crystalis slips to 2009, that's still one title per month -- and we haven't even seen what's on the roster in the way of announcements for the new year. Clearly, Final Fantasy is going strong, but Square Enix's franchising efforts may be doing as much harm as good; of those 15 titles, only one is a new 'true' Final Fantasy game. True, the series has always supported its share of spin-offs -- even blatant name-whoring back in the Game Boy days. Still, we can't help but worry that the Final Fantasy name is being spread a bit too thin; if Square Enix really hopes to keep the series alive for another 20 years or more, they'll need to reconsider what the name Final Fantasy really means." -
Final Fantasy Turns 20
1up has a massive quartet of features up this week, celebrating the 20th anniversary of the Final Fantasy series. Starting with 'Origins', the site looks at the beginning of the series, an event that was supposed to spell 'the end' for Square. The company lived on, of course, and in 'Everyone's Fantasies' series author Nadia Oxford looks at the rise of the Final Fantasy dynasty going from 8-bit obscurity to the 'mega-fame' of FFVII. Her final piece in the set 'Fertile Fantasy', examines how Square/Enix is now franchising the heck out of the name. To wrap up with 'Future Fantasy', Jeremy Parish looks at the staggering fifteen games with the FF brand due out in the next year. "Even if all of Fabula Nova Crystalis slips to 2009, that's still one title per month -- and we haven't even seen what's on the roster in the way of announcements for the new year. Clearly, Final Fantasy is going strong, but Square Enix's franchising efforts may be doing as much harm as good; of those 15 titles, only one is a new 'true' Final Fantasy game. True, the series has always supported its share of spin-offs -- even blatant name-whoring back in the Game Boy days. Still, we can't help but worry that the Final Fantasy name is being spread a bit too thin; if Square Enix really hopes to keep the series alive for another 20 years or more, they'll need to reconsider what the name Final Fantasy really means." -
Xbox Live Silver Accounts Now Wait a Week For Demos
1up notes a change in the way that Xbox Live Silver-level (free) memberships work. Now folks that don't pay will have to wait an additional week to get game demos. Microsoft's Xbox representative Major Nelson assures us it's not meant to 'annoy' users of the service, but to provide additional value to Gold subscribers. "When people talk about features they'd like to see added to an Xbox Live Gold subscription, dedicated servers, expanded buddy lists or separate bandwidth pipes for popular downloads are first to mind. Instead of adding features to the Gold experience, however, they're "enhancing" Gold subscriptions by continuing a practice started last summer of stripping Silver members of features and making them Gold-only." -
Why You Can't Find a Wii for Christmas
Nintendo is making Wii consoles at a record pace, some 1.8 million a month. Last week they sold 350,000 units. Yes, just last week. And yet, still, it's going to be almost impossible to find a Wii in a store this Christmas. Wired reports that the problem actually began back in August. Summer being the traditional 'dry' season in gaming usually leads to hardware surpluses, but not with Nintendo's console. The result is a holiday season that Nintendo essentially couldn't prepare for. "Demand for Wii is so high, says analyst Michael Pachter, because of all the different types of consumers competing for the units ... it's not just kids who crave Wii. [It's] an especially big hit at retirement homes ... Hard-core gamers, who initially spurned the Wii's lower graphic power compared to the Xbox and PlayStation 3, have changed their tune on the console, thanks to brilliant software like the first-person shooter Metroid Prime 3. And eBay scalpers? They really want Wii." In fact, the only reliable way to get your hands on a Wii is to go that most dubious of routes. Ebay Wii sales are very brisk indeed this week. -
Orange Box Dysfunctional on the PS3?
Via Next Generation, a preview of the PS3 version of the Orange Box . 1up is the site running the piece, and it's notable because it's so incredibly negative. PS3 fans may have some frustrations in store when the game pack releases soon: "After spending a significant amount of time with a near final version of the PS3 game, it's apparent that this version suffers from a number of technical flaws, which at best merely hinder game play and at worst make the experience downright unplayable. Framerate is a consistent issue throughout the Half-Life series of games included in The Orange Box. One moment you'll be cruising through the game at 30 frames per second and the next you'll be enjoying a slideshow of series protagonist Gordon Freeman cruising down the river. " -
Haze, Splinter Cell Delayed
What with Assassin's Creed being one of the best selling new IPs ever, Ubisoft probably didn't think much of having to push back the release of Haze until next year. They've also moved the next chapter in Sam Fisher's story, Conviction, to an unspecified date in the 2008-2009 fiscal calendar. "The announcement came as part of its official first half financial results, showing sales up 52 percent to 261 million ($372.86 million), and profits up nearly 12% to 30.6 million euros ($44.8 million) ... the company [also] announced Tom Clancy's Rainbow Six Vegas 2 due for release some time in the same quarter as Haze." -
The Latest From the Front in the Console Wars
The October NPD numbers are out, and (now that we know we'll keep getting the information) it's time once again for analysis and reaction from media and businesses alike. GameDaily has a one year later look at the fight that began last holiday season. As for the numbers themselves, with Halo 3 now a known quantity in the market the 360 is down to 366,000 from 527,800 in September. Microsoft is still quite happy with software sales, though. The PS3 only saw 121,000 units sold last month, but early news from November has Sony very excited. And all the while, somehow, the Wii manages to sell even more units. The system is up to 519,000 from 501,000 in September, with the DS slight down to 458,000 from 495,800. As the GameDaily analysis article concludes: "the race for console dominance is still anyone's to win. The 2007 holiday buying season will be crucial to setting all three players' market positions going into next year. Which is all nice to know, of course, but not that important to actually enjoying your system of choice well into the future." -
The Latest From the Front in the Console Wars
The October NPD numbers are out, and (now that we know we'll keep getting the information) it's time once again for analysis and reaction from media and businesses alike. GameDaily has a one year later look at the fight that began last holiday season. As for the numbers themselves, with Halo 3 now a known quantity in the market the 360 is down to 366,000 from 527,800 in September. Microsoft is still quite happy with software sales, though. The PS3 only saw 121,000 units sold last month, but early news from November has Sony very excited. And all the while, somehow, the Wii manages to sell even more units. The system is up to 519,000 from 501,000 in September, with the DS slight down to 458,000 from 495,800. As the GameDaily analysis article concludes: "the race for console dominance is still anyone's to win. The 2007 holiday buying season will be crucial to setting all three players' market positions going into next year. Which is all nice to know, of course, but not that important to actually enjoying your system of choice well into the future." -
Former EA Chicago Employee Speaks Out
The closing of EA Chicago came as a bit of a surprise to everyone, including EA Chicago employees. Still dealing with the layoff, an anonymous EA Chicago employee laid out what it was like in the last days to 1up. He touched on the cold reaction to the closure from online readers, and the reality of EA expectations: "In Gibeau's memo, he cited the low chance of short term profitability as an overarching reason for shutting down EA Chicago. Our source claims the company simply had impractical expectations. 'I believe we were never given a fair shake. Fight Night was a huge success,' he said, but 'Def Jam was another story. The estimates for Def Jam's sales were extremely unrealistic for the game. Even if it had done well it would have never hit the unrealistic goals and projections that the marketing department made.'" Update: 11/12 21:31 GMT by Z : Corrected link. Additionally, the folks at Infinity Ward have now offered ex-EA Chicagoans the chance to work with them. -
Former EA Chicago Employee Speaks Out
The closing of EA Chicago came as a bit of a surprise to everyone, including EA Chicago employees. Still dealing with the layoff, an anonymous EA Chicago employee laid out what it was like in the last days to 1up. He touched on the cold reaction to the closure from online readers, and the reality of EA expectations: "In Gibeau's memo, he cited the low chance of short term profitability as an overarching reason for shutting down EA Chicago. Our source claims the company simply had impractical expectations. 'I believe we were never given a fair shake. Fight Night was a huge success,' he said, but 'Def Jam was another story. The estimates for Def Jam's sales were extremely unrealistic for the game. Even if it had done well it would have never hit the unrealistic goals and projections that the marketing department made.'" Update: 11/12 21:31 GMT by Z : Corrected link. Additionally, the folks at Infinity Ward have now offered ex-EA Chicagoans the chance to work with them. -
Sony Still Not Happy With 'Home'
1up is reporting on comments made by Sony's Kaz Hirai to the Japanese magazine Famitsu. Hirai states that he personally is still not completely satisfied with the way Sony's ambitious Home project is shaping up. He also talks about the loss of the Monster Hunter franchise to the Wii, the lack of backwards compatibility in the newest version of the PS3, and other weighty holiday issues. "If anything, we believe the delay would have a positive effect. I personally am not satisfied with the current version of Home. This is a very big project for the PS3 and we want to make sure that we deliver to our hearts content. We hope everyone will look forward to its spring release next year." -
Nintendo's Iwata Says Old Console Cycle Dead
1up is reporting on comments from Nintendo CEO Satoru Iwata, who has offered up the opinion that the four-year console cycle is a thing of the past. Instead, he says, companies should look to iterate on their hardware when an opportunity presents itself. "Launches should depend on when it can signify a major shift in entertainment, or when they have done everything possible with the current hardware. He also says that scheduling the successor to current hardware on a 4-year life cycle without paying attention to changes in the market 'appears to be too inflexible an approach to us.' This isn't to say that the company doesn't have eyes on the future. 'We need to forecast what the future will be like with the expected evolution of new technologies which are available at any given time, and try to identify the so-called 'sweet spot' of technology over the next few years,' he said." -
EA Plans To Use Mass Effect Chat In Other Games
Via 1up, BusinessWeek has up an article examining Electronic Arts' recent purchase of BioWare. In amongst the discussion of money and diversifying the company, there's a note that we may see BioWare technologies show up in other EA games. "In what would arguably be a more interesting development, BioWare could become an incubator of innovative ideas and technologies that could eventually filter into EA's other properties. Gibeau envisions individual EA teams developing technical and gameplay expertise that could be shared across all of the company's titles. He cites, for instance, a dialogue system developed by BioWare for the upcoming Mass Effect game, which allows players to engage in hyperrealistic conversation with computer-generated characters. 'The dialogue engine is something we will almost immediately look at as an asset for other teams,' says Gibeau." For folks who just can't get enough Mass Effect, Sci-Fi is showing a special on the game right around its launch date later this month. -
Halo Movie Is Still Dead
1up is reporting that despite numerous reports of its death, the Halo movie isn't quite completely cancelled ... yet. As far as Fran Walsh, Peter Jackson, and the WETA folks are concerned, things are still just in a holding pattern. "Kamins also shot down both the rumors of a swelling budget and dissatisfaction with Blomkamp. 'The only budget the filmmakers every spoke about was $145 million less the 12.5% rebate that you get from shooting in New Zealand, which would put it at about $128 million,' said [Jackson representative Ken Kamins]. And of the director, Kamins said, 'Everybody is supremely confident in Neall. Part of what excited Peter and Fran was Neill's vision. We're very confident this film will move forward with the creative partners intact, who will take the film to production.'" Update: 10/30 18:58 GMT by Z : It looks like that post was made from outdated sources. -
Halo Movie Is Still Dead
1up is reporting that despite numerous reports of its death, the Halo movie isn't quite completely cancelled ... yet. As far as Fran Walsh, Peter Jackson, and the WETA folks are concerned, things are still just in a holding pattern. "Kamins also shot down both the rumors of a swelling budget and dissatisfaction with Blomkamp. 'The only budget the filmmakers every spoke about was $145 million less the 12.5% rebate that you get from shooting in New Zealand, which would put it at about $128 million,' said [Jackson representative Ken Kamins]. And of the director, Kamins said, 'Everybody is supremely confident in Neall. Part of what excited Peter and Fran was Neill's vision. We're very confident this film will move forward with the creative partners intact, who will take the film to production.'" Update: 10/30 18:58 GMT by Z : It looks like that post was made from outdated sources. -
GTA Parody Elements Pulled From Simpsons Game
The Grand Theft Auto section of the game is still there, but 1up is reporting that EA's The Simpsons game won't have any overt themes from the Rockstar title. That section is now labeled 'Mob Rules'. "Lead designer Greg Rizzer commented that 'if we make fun of Grand Theft Auto, we're not going to hurt the sales of Grand Theft Auto... But yeah, we've definitely had some reactions -- we've had to pull stuff from the game.' Otherwise, the trailer looks untouched, so it seems that the title was the major problem and not the parody game content itself ... Rockstar does have a point -- it's not as if they've ever used an existing work as inspiration for satire. Oh wait." -
The Orange Box Review
"PC Gaming is dying," the analysts tell us. "The Massive genre is the only viable business model left," websites report. That they're off the mark is obvious to anyone that's actually played a PC game in the last few years; games like Sam and Max , Battlefield 2 , or any of the numerous puzzle titles available online prove the flexibility and strength of the PC platform. Then, every once in a while, you get an offering like the Orange Box. A value-packed storm of content from Valve, this single sku offers five complete games at an amazing price. That would be great, even if the games weren't any good ... but they are. They're very, very, very good. Read on for my impressions of Half-Life 2: Episode 2, Team Fortress 2, and (the cake is a lie) Portal.- Title: The Orange Box
- Developer/Publisher: Valve
- System: PC (360, PS3)
- Genre: Story Based Shooter/Team Multiplayer Shooter/Shooter Puzzler
- Score: 5/5 - These games are all classic titles. They transcend genre, and are worth playing by almost any gamer. Certain to be a part of many serious gamers' collections, definitely worth purchasing, and a great value for your dollar.
Given the amount of time it has taken Valve to release this, the next chapter in the Half-Life saga, it's not surprising that their thinking about episodic content has changed significantly. At this point, rather than being a continuation of Half-Life 2, Valve now effectively sees these episodes combined as Half-Life 3. That new focus is evident in Episode Two, in terms of storytelling and pacing. It picks up just a few moments after Episode One left off, with Gordon and Alyx picking their way out the wreckage of a train in the forest outside of City 17. The story almost immediately kicks into gear, hooking you up with members of the resistance, pitting you against an antlion hive, and forcing you to drive through trackless wastes on the way to your ultimate destination. Though there is plenty of action, the storyline of the Half-Life tale is greatly advanced over the course of the game. There are a few answers handed out but, as with any middle child in a trilogy, there are many more maddening questions raised by the events of the game.
More than a year has passed since the release of Episode One, and as a result numerous promises about Episode Two's gameplay have been muddied as a result. Many of the most-discussed new gameplay elements (Strider-busters, open environments) only come into play at the game's climax. Primarily, you'll be following the same sort of well-crafted (but very much walled-in) path seen in previous entries in the series. For some, this may be a disappointment - a more open environment was a much-discussed element of this title during its development. Personally, I was pleased by the game's focus. A Valve hallmark has always been tightly crafted progress, measurable movement through the gamespace. That focus is sharpened to a knife's point in Episode Two, with the intermingling of action, story-based downtime, and quick puzzles being better than ever before. And that climax ... it's essentially a race against time, putting every skill you've learned over the course of three games to the test. It's fantastic.
From an audio/visual standpoint, Episode Two more than meets expectations set by the previous chapters in the series. The new Hunter designs are deadly works of art, and carry a sound design to match their menacing appearance. The imagery of the portal storm left in the wake of Episode One dominates the skyline for much of the game, providing not only a visual landmark but a very concrete reminder of what has come before. The voice acting, as always, hits a high water mark for emotional resonance; and there's quite a bit of emotion to convey in this title. Once again, you're left with a very high opinion of Alyx Vance and the other members of the resistance against the combine.
For me, that emotional connection was the takeaway from this chapter in the series. The gameplay is just as solid as it has been in the past (essentially flawless). Other than hunting the Hunters (they don't like tires in the face much), there weren't a lot of stand out combat or puzzle elements. Which was fine, because I very much focused on the storyline as it unfolded around me. Much like Empire Strikes Back Episode Two ends on a down note, making you question what the future will bring in a hard and sometimes confusing world. Unlike that trilogy, though, the end of Gordon Freeman's tale has yet to be told. Just one more game to go before we find out the ultimate fate of the Freeman.
Team Fortress 2
Team Fortress 2 is a substantial redressing of a venerable entry into multiplayer gaming. Built on the original Half-Life engine, the first Team Fortress game was one of the first examples of role-based team play on the PC. The older game, with its own quirks and peculiarities, is still beloved by thousands of FPS gamers; indeed, some of them feel somewhat put off by Valve's re-envisioning of the game. Grenades are no longer a weapon available to every class, each of the classes has undergone significant retooling, and the unique visual aesthetic more resembles a Pixar film than a hardcore multiplayer shooter. What those changes add up to, though, is one of the most approachable online shooters ever released for console or PC.
Valve has chosen to apply the same kind of design directives to online combat that it applies to the single-player experience of games like Half-Life 2. Playing the game online (there is no single-player component) is like a moment-to-moment tutorial. Nuances of play become obvious as you progress through a match in your chosen class. The Medic profession is the best example of this philosophy. The character's healing gun links him to a particular character, creating a bond between two players who (in all probability) don't know each other. Learning to play the Medic is an interplay between your positioning vs. your partner, your positioning vs. opponents, and deciding when to use the 'invincibility charge' that slowly builds up as you apply healing. As a member of another class you learn the nuances of keeping your healer protected or (if you're on the opposing team) that shooting the medic first is often the best approach.
This 'tutorial-as-you-go' experience applies to every one of the nine classes. The complete team roster is a balanced array of strengths and weaknesses. Assuming that your team can agree to not all play the same class, they should allow either effective offense or defense as the scenario allows. The other Valve hallmark shows up in these classes: they're all fun. Each offers a substantially different play experience, but you can have an amazingly good time with each of them. Whether you're dropping turrets into play or wielding a fast-firing heavy machine gun, you'll have the opportunity to participate and make a dent. And if you're not having fun, it's a matter of a few moment to switch to a different class.
TF2 has some weighty competition in the online FPS space this year, but from what I've seen none can compete with it in terms of approachability. Halo 3 played online is fun, to be sure, but the preternatural skills of your opponents gets really old after a while. Team Fortress 2 rewards skill, to be sure, but the shallowness of the learning curve and self-teaching mechanisms means that expertise in TF2 is a much lower piece of fruit. Ultimately, isn't that the sign of a great online game? One that lots of people can participate in?
Portal
Words are ill-suited tools to describe the sheer amusement value of Portal. At about three hours long, it's one of the shortest games you'll play this year. You have absolutely no offensive weaponry, no special powers, and for most of the game your only real opponent is yourself. It's still, bar none, one of the best games I've ever played. You likely already know the basic premise of the game: you have a gun that makes holes in space. The Portals connect two points in reality and allow movement through them. You'll be using the device to solve puzzles, move through levels, and generally keep yourself alive in the face of the game's environment.
These puzzles are an absolute distillation of the Valve philosophy. Every challenge provides you with all the instruction you need to escape ... though their solutions are not always immediately obvious. Each one is only slightly more difficult than the last, and builds incrementally on every lesson you've previously learned. Portal is not only an excellent game, it's also a microcosmic example of the human learning process. This results, near the end of the game, in astonishing feats you would never have thought possible at the start of your journey. This plottable line of advancement from the simple to the sublime is the core of the game.
That said, more than just fun gameplay makes this title stand out. Aside from the Portal gun, you have but two companions on your journey. The voice from the ceiling, telling you what to do while lying out of one side of her face, is an artificial personality. The other companion is a lifeless cube. If that sounds sort of grimly funny, you're already getting the joke, and the point. Portal is hilarious in an Edward Gorey-meets-Douglas Adams sort of fashion, dark humor mixing with futurism for the sake of futurism.
Portal, then, is funny and intelligent in equal measure. It's wholly unlike anything else released this year, and on its own validates the entry price for Orange Box purchasers. It is, in point of fact, well worth buying all on its lonesome if you are interested by the rest of the offerings Valve has here. It also has the benefit of having the one of the best game songs ever made as its finale track.
Conclusion
Valve's Orange Box is easily one of the best offerings available for any platform this year. It's an amazing value and variety, offering story, online play, and intellectual challenge in equal measure. Every component of the piece is so strong that it could stand on its own - together it's an unstoppable force of gaming goodness. It's worth noting that reality intrudes on every element of perfection - lag has been a problem for Xbox 360 Team Fortress 2 players, but a patch is on the way. Otherwise ... there's really very little to complain about here. It's boring and unfunny to say "the whole thing is terrific" and leave it at that.
But then, I'm a nerd. The whole thing is terrific. In the face of dozens of high-price AAA titles this Christmas season Valve's offering stands out from the crowd with a clusterbomb of content that won't be easily put down. People will be playing TF2 for literally years to come, if you're done with Episode Two you can go back through it gnome-style, and I fully expect Portal to be supported by fan-created rooms for a long, long time. It's well worth buying for anyone that enjoys the first-person perspective on gaming, regardless of what kind of gamer you are. Now if I could only get that song out of my head ...
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Mass Effect Has Gone Gold
BioWare's sci-fi RPG epic Mass Effect has now 'gone gold'. Essentially, the game is done and is ready to be pressed onto discs in time for its November 20th launch date. "The Limited Collector's Edition of Mass Effect will include a wealth of background on the game. Foremost among the premium package's offerings is a pair of 36-page booklets, one of which offers a primer on the game's universe and timeline, and the other a collection of concept artwork. The set will also include a bonus DVD with documentaries on the making of the game, a look inside BioWare, 18 Xbox Live gamer pics, 16 dashboard themes, 10 songs from the soundtrack, and 600 concept images with commentary from the game's art directors. [Z: But sites have noted it is only available for purchase online.] On top of that, gamers who preorder ... will receive a bonus disc with an introductory documentary on the game, a dozen gamer pics, eight dashboard themes, three songs from the soundtrack, and various trailers." -
Super Smash Brothers Brawl Controls Detailed
Ars Technica notes that, as more information leaks out from a recent Nintendo event, the control scheme for Smash Bros. on the Wii is now available for your examination. You're pretty much going to want to use the 'classic' controller for this one: "Holding the remote sideways like an NES controller, the d-pad is used for movement, A is used for taunting, B for guarding, the minus button for grabbing, the 1 button for special moves, the 2 button for the standard attack, and a combination of buttons for the "Smash Attack" ultimate moves." You can hear a detailed description of the control scheme in last week's 1up Yours podcast, starting at right about 13:40. -
Too Human Drops Cloak Of Mystery
That 'other' RPG hybrid, Too Human has been in silent running mode since their disastrous 2006 E3 showing. Thankfully, the game has progressed to the point where the team felt comfortable revealing the game. For the moving picture show, GameTrailers has you covered. For a more textual experience, 1up, Team Xbox, and Gamespot all chip in with their two cents. From Gamespot's post: "If you're familiar with the loot/drop systems in MMO games and action role-playing games, such as Diablo II, you'll have a reasonable idea of what you can expect from Too Human. Many of the enemies that you kill--most of which are robotic variations on classic fantasy goblins, dark elves, and the like--will drop weapons, armor pieces, or item blueprints for you to collect. Items are color-coded according to their rarity, and unsurprisingly, the most powerful items in the game are those that drop the least frequently. The rarest and most powerful items in Too Human can only be obtained by collecting a blueprint for their design from an enemy then spending a significant amount of money on having the item crafted." -
Bioshock Downloadable Content to Increase Replay
Instead of expanding the story or adding additional content, Ken Levine's goal with DLC for Bioshock is to increase the replayability factor. 1up reports: "'Diablo II, to me, was a great model for an expansion, because it enhanced the original game, but also extended the game, too. I'm not a really big fan of expanding things just by linearly adding to the experience, adding a new campaign, as much as I am of enhancing the original experience and adding replayability to that experience,' said Levine in a post-release interview in the latest issue of Games for Windows Magazine. 'I think that certainly BioShock's combat experience is great, but it could be broader. I'm a little more confused as far as how to expand the narrative experience.'" He goes on to suggest some plasmids, cut during development, might see their way back into the game. Otherwise, not a lot of detail available on what 'adding replayability' might mean. -
Mario Might Save Christmas?
Last week there was a Nintendo media event giving the gaming press preview experiences for the Christmas season's games. 1up has a look at all the titles on offer, but the one that (understandably) got the most attention was Mario Galaxy for the Wii. Wired's Chris Kohler thinks Mario's bee suit might save Christmas, while MTV's Stephen Totilo has comments from an hour hands-on with the game ala Games For Lunch. From Totilo's comments: "Each planetoid presents a challenge -- squash things, collect things -- that rewards players with the creation of a new launch star. I've launched Mario to a sphere that looks like it's made of wood. A star guy of some sort is in a glass jar. I need to kill all the Goombas to free it. I can jump on their heads, but I can also do the spin move, which knocks them dizzy and sends them spinning themselves. If Mario runs into them while they spin, they die." -
Rock Band Bundle Only Option Available This Year
Via 1up, an interview at the site bits bytes pixels and sprites with the folks at Harmonix clarifies a great deal about Rock Band . The co-op multiplayer rhythm game is due out before the end of the year, and at least in 2007 the only way to get it will be the $169 bundle pack. There's also some information on the game's downloadable content, which sounds like it will be considerable: "Harmonix is committed to providing gamers with a wide selection of new content and promises that one week from launch The Who's famous album "Who's Next" will be made available for download. Harmonix has also scheduled new content to be released every week until the end of 2007 to keep the game fresh throughout the holiday season." -
Super Smash Bros. Brawl Delayed
Dr. Eggman writes "As feared when it was announced that the Japanese launch was being pushed back to January 24, Nintendo has announced that Super Smash Bros. Brawl has been delayed in North America as well. 1up.com cites the new launch date as February 10th. On the bright side, however, 16-bit era fan's prayers have been answered: Sonic the Hedgehog is officially in the game." -
Mistwalker Announces Two RPGs for the DS
Mistwalker studios, the studio headed by Hironobu Sakaguchi, has announced they are hard at work on two RPGs for the Nintendo DS. One is a portable version of their just-released-for-360 title Blue Dragon, while a second title called AWAY: Tsuresarareta Hitobito has few details attached at this point. "Little is known about the title outside of the fact that it's being developed by Artoon. They are notable for having Naoto Oshima--character designer for Sonic and Dr. Robotnik--on board. The only hint about the game is the subtitle, 'Tsuresarareta Hitobito,' which means 'kidnapped people'--strange considering the release date of January 31, 2008 is quickly approaching." Great news for RPG-loving DS owners, who can add these titles to the stack with Dragon Quest IX . It's also an interesting example of a primarily Microsoft studio creating content for a Nintendo console, which coincides with rumours of Viva Pinata for the Wii currently in the works. -
An Overview of the Games For Windows Initiative
Writing for the Escapist, author Sean Sands takes a hard look at Microsoft's Games for Windows project. The PC version of Xbox live, as well as the coherent branding they've handed out to publishers, doesn't appear to be having the kind of effect they were hoping for. Most especially, Sands points out, when players have the recently released Steam Community as an alternative: "Valve's latest community features, while they don't connect PC to console, have offered virtually every other meaningful feature in a free and functional package. Steam isn't only beating Microsoft at its own game, it's taking Microsoft's lunch money and leaving it tied to the tether-ball pole." -
More Lich King Details, Apologies For Burning Crusade?
1up is hosting content from the most recent edition of Games For Windows magazine. The front page of that august publication features the grimacing face of Arthas, poster boy for the upcoming Wrath of the Lich King expansion to World of Warcraft. The article inside has a bunch of new details on the game update, as well as a lengthy discussion with Blizzard's Chris Metzen on the first WoW expansion, Burning Crusade. Some of Metzen's comments along those lines are a bit surprising: "'It had a lot of high-concept ideas, high-concept environments,' he says, calling to mind the psychedelic mushrooms of Zangarmarsh, the tragic majesty of Tempest Keep, 'but other than some really nice moments, there was nothing really personal about it.'" -
Sex Pistols Reunite For Guitar Hero III
1up is reporting that the Sex Pistols are getting the band back together for at least one recording session. They're laying down a master track for the upcoming Guitar Hero III, for the song 'Anarchy in the U.K.'. "Original members John Lydon (Johnny Rotten), Steve Jones, and Paul Cook hit the studio together for the first time in 30 years, hooking up with original producer Chris Thomas to maintain the feel of the recording. Additionally, the original analog sound desk, built in 1969 for producer George Martin at Air Studios in London, was utilized for aural authenticity." -
GameStop's View of the Gaming World
Gamasutra has up a massive interview with some of the executives at Gamestop, the largest games-specific retailer here in the US. Speaking with folks like senior merchandising VP Bob McKenzie and marketing VP Tom DeNapoli, the site explores the retailer's unique position within the gaming world, their views on the three consoles, and even the possibility that they might someday stock AO titles. "Gamasutra: There was a point where Manhunt 2 was considered an AO game. Is an AO game something that you would consider selling if it came out? Is it something that you would consider carrying in your stores? Bob McKenzie: I think that it is an opportunity that we would have to look at on a case-by-case. In this situation, I'm glad that they went back, reworked it, and it will be M rated. I can't say that we would have supported it at AO, and I can't say that we won't. In the past, when there was an AO game such as Leisure Suit Larry from a couple of years ago, GameStop wouldn't support that game in our retail stores. However, that was before the merger with Electronics Boutique, and EB did take the title into their retail stores. So, again, it is a situation that we have to take on a case-by-case. But I have to say that we prefer that the AO games are not anything that we are out there in the market looking for." -
Sony's Tokyo Games Show Keynote Highlights
There was lots of little announcements over the course of Sony's TGS keynote ... but nothing earth shattering. For example, the only time a price drop was mentioned was to say there wouldn't be one soon. They're going to be expanding on the remote play capabilities of the PS3, something they've discussed previously. They did confirm the rumble controller, something the blogs were carrying yesterday. They're also going to delay the rollout of Home until next year, to give it a nice long Beta test period. You could say the 'big news' from their keynote was that they plan to work more closely with developers. Woo. "Hirai pointed to Crisis Core, a Square Enix collaboration on the PSP, as a recent example. 'Some of these collaborative endeavors are going on behind the scenes already,' Hirai said, 'largely in terms of development assistance courtesy of Sony Worldwide Studios. Sony is also listening to the opinions of developers whose games are already out.'" Of course, 'work more closely' may be a euphemism for 'buy out third parties'; the company just announced they've acquired the developer of MotorStorm . For further details, both 1up and Kotaku have liveblogs of the event. -
Sony's Tokyo Games Show Keynote Highlights
There was lots of little announcements over the course of Sony's TGS keynote ... but nothing earth shattering. For example, the only time a price drop was mentioned was to say there wouldn't be one soon. They're going to be expanding on the remote play capabilities of the PS3, something they've discussed previously. They did confirm the rumble controller, something the blogs were carrying yesterday. They're also going to delay the rollout of Home until next year, to give it a nice long Beta test period. You could say the 'big news' from their keynote was that they plan to work more closely with developers. Woo. "Hirai pointed to Crisis Core, a Square Enix collaboration on the PSP, as a recent example. 'Some of these collaborative endeavors are going on behind the scenes already,' Hirai said, 'largely in terms of development assistance courtesy of Sony Worldwide Studios. Sony is also listening to the opinions of developers whose games are already out.'" Of course, 'work more closely' may be a euphemism for 'buy out third parties'; the company just announced they've acquired the developer of MotorStorm . For further details, both 1up and Kotaku have liveblogs of the event. -
Konami's Pre-TGS Conference
Tokyo Games Show is almost upon us, and there are already lots of hardworking folks out in Japan covering the pre-events. The first up today is the conference from Konami, running down the titles they'll be showing at this year's event. New titles include DS game Time Hollow, PSP title Silent Hill Origins, Silent Hill V, a Pilates game, and a bunch of content for mobile gamers. They also showed off the new Metal Gear Solid 4 trailer, which apparently was full of spoilers. "Kojima moves on to Metal Gear Online. A new trailer runs. An overhead view of a soldier pans down to him being shot at. 'Where Are My Comrades?' reads the screen. We see two squads taking position on two separate roofs. 'Where Are My People Who Need Help?' reads the screen. Teammates help each other up. 'Where Are Those I Must Protect?' More squad tactics are shown, lots of gun fire, missile launchers taking out sentry towers. One fight takes place in a sewer, featuring solid water effects." The Online title will be available for play at the event. -
More Panzer Dragoon Than You Could Ever Want
Via GameSetWatch, links to the 1up site for a giant feature on the complete history of the Panzer Dragoon series. From the GSW post: "As Mielke explains: 'The reason for this unique cover story is to take a look back at this underappreciated, underbought, near-legendary series that climaxed with the release of 1998's Panzer Dragoon Saga, a game that is unlikely to ever see a port to any system, ever. Taking the DNA of Sega stablemate Space Harrier and welding it to an Empire Strikes Back-style plot, developer Team Andromeda created an epic, picturesque showdown between good and evil that would send lasting shockwaves through the fledgling 32-bit era.'" -
August NPD Numbers Look Good For Wii, 360
To add a little more context to yesterday's announcement that the Wii had outsold the 360 worldwide, we have August's NPD numbers courtesy of 1up. From the article: "The story hasn't changed much -- Wii remains on top, PlayStation 3 continues to have trouble gaining steam and Xbox 360 maintains a position behind Wii but gaining momentum as the fall season moves into gear-- but the numbers have shifted. Encouraging news for Microsoft, however, as Xbox 360 moves nearly 100,000 more units compared to last month's 170,000, while Madden NFL 08 pushes 896,600 boxes and BioShock moves 490,900 copies -- impressive numbers for the Xbox 360 platform, software-wise. Nintendo must be happy with the performance of Metroid Prime 3: Corruption, as the latest sci-fi Samus Aran shooter managed 218,100 copies in late August, with Wii Play (released in January) only beating it by nearly 50,000 units." -
Wii Outsells 360, PS3 Worldwide
Wowzer writes "Despite confusing consoles produced, shipped or sold reports, the Nintendo Wii is now the best-selling system worldwide. Its sales exceed that of the Xbox 360 despite Microsoft's console having a year-long head start. And it's way ahead of the PS3. From the article: 'Sales figures from each console's launch date through the end of July (and the end of August in Japan) were added up, with the Wii just barely edging out the 360: 9 million for the Wii, 8.9 million for the 360, and 3.7 million for the PlayStation 3.'" -
Halo 3 - The Final Word
In anticipation of Halo 3's release later this month, EGM and the folks at 1up have been creating a veritable altar to the Halo deities over at the website. This edifice has tons of information on the two previous Halo games, commentary from numerous Halo-literate folks on the subject, as well as weightier articles like a preview of the co-op mode (four players, mind), a primer on the story if you've missed something, and a breakdown of the good and bad in Halo 3 . Yes, there are even some things they don't like about the game. From the co-op breakdown: "The Achievements offered tantalizing hints of the game's structure, features and techniques, a welcome morsel of information for the faithful to contemplate and speculate about. The co-op news was greeted with even more warmth, because it put to rest ill-founded rumors that Bungie was planning to deliver a half-completed game. On the contrary; up to four players will be able to take control of the Master Chief, the Arbiter and two Elite warriors, N'tho 'Sraom and Usze 'Taham. (Don't bother trying to pronounce their names; just appreciate the promise of joining up with three friends to conquer the game.) And somewhere in the middle, these two topics are connected by something even more intriguing. Halo's co-op game and its Gamerscore-grinding intersect at a point enigmatically referred to in the game's Achievements as the 'Meta-game.'" -
Halo 3 - The Final Word
In anticipation of Halo 3's release later this month, EGM and the folks at 1up have been creating a veritable altar to the Halo deities over at the website. This edifice has tons of information on the two previous Halo games, commentary from numerous Halo-literate folks on the subject, as well as weightier articles like a preview of the co-op mode (four players, mind), a primer on the story if you've missed something, and a breakdown of the good and bad in Halo 3 . Yes, there are even some things they don't like about the game. From the co-op breakdown: "The Achievements offered tantalizing hints of the game's structure, features and techniques, a welcome morsel of information for the faithful to contemplate and speculate about. The co-op news was greeted with even more warmth, because it put to rest ill-founded rumors that Bungie was planning to deliver a half-completed game. On the contrary; up to four players will be able to take control of the Master Chief, the Arbiter and two Elite warriors, N'tho 'Sraom and Usze 'Taham. (Don't bother trying to pronounce their names; just appreciate the promise of joining up with three friends to conquer the game.) And somewhere in the middle, these two topics are connected by something even more intriguing. Halo's co-op game and its Gamerscore-grinding intersect at a point enigmatically referred to in the game's Achievements as the 'Meta-game.'" -
Halo 3 - The Final Word
In anticipation of Halo 3's release later this month, EGM and the folks at 1up have been creating a veritable altar to the Halo deities over at the website. This edifice has tons of information on the two previous Halo games, commentary from numerous Halo-literate folks on the subject, as well as weightier articles like a preview of the co-op mode (four players, mind), a primer on the story if you've missed something, and a breakdown of the good and bad in Halo 3 . Yes, there are even some things they don't like about the game. From the co-op breakdown: "The Achievements offered tantalizing hints of the game's structure, features and techniques, a welcome morsel of information for the faithful to contemplate and speculate about. The co-op news was greeted with even more warmth, because it put to rest ill-founded rumors that Bungie was planning to deliver a half-completed game. On the contrary; up to four players will be able to take control of the Master Chief, the Arbiter and two Elite warriors, N'tho 'Sraom and Usze 'Taham. (Don't bother trying to pronounce their names; just appreciate the promise of joining up with three friends to conquer the game.) And somewhere in the middle, these two topics are connected by something even more intriguing. Halo's co-op game and its Gamerscore-grinding intersect at a point enigmatically referred to in the game's Achievements as the 'Meta-game.'" -
Halo 3 - The Final Word
In anticipation of Halo 3's release later this month, EGM and the folks at 1up have been creating a veritable altar to the Halo deities over at the website. This edifice has tons of information on the two previous Halo games, commentary from numerous Halo-literate folks on the subject, as well as weightier articles like a preview of the co-op mode (four players, mind), a primer on the story if you've missed something, and a breakdown of the good and bad in Halo 3 . Yes, there are even some things they don't like about the game. From the co-op breakdown: "The Achievements offered tantalizing hints of the game's structure, features and techniques, a welcome morsel of information for the faithful to contemplate and speculate about. The co-op news was greeted with even more warmth, because it put to rest ill-founded rumors that Bungie was planning to deliver a half-completed game. On the contrary; up to four players will be able to take control of the Master Chief, the Arbiter and two Elite warriors, N'tho 'Sraom and Usze 'Taham. (Don't bother trying to pronounce their names; just appreciate the promise of joining up with three friends to conquer the game.) And somewhere in the middle, these two topics are connected by something even more intriguing. Halo's co-op game and its Gamerscore-grinding intersect at a point enigmatically referred to in the game's Achievements as the 'Meta-game.'" -
Bioshock's Launch Aftershocks
It should come as no surprise that the level of hype BioShock reached in the last month has had some aftereffects. The game itself is really good; few are disputing that. There were, however, some problems. Next Gen has a few words with Ken Levine on BioShock's troubled launch looking at the broken Big Daddies, the allegations of a rootkit, and the 'widescreen issue'. There are other issues still floating around, of course: despite rumours Levine has now confirmed there will be no PS3 version of the game, and one problem may just be starting as big media finds out about the Little Sisters. 'The Boston Patriot-Ledger ... argues that BioShock is "testing the limits of the ultraviolent gaming genre with a strategy that enables players to kill characters resembling young girls." Despite the shock-inducing lead, the article goes on to give a more or less accurate description of BioShock's choice between saving and harvesting the creepy Little Sisters ... The conclusion tries to draw a link between BioShock's violence to a stabbing death allegedly inspired by Grand Theft Auto, but the connection is pretty weak.' To close on a good note check out 1up's profile of Levine's career, or download the BioShock score ... which is beautiful. -
July NPDs Show PS3 Didn't Pull Ahead of 360
Despite last month's price drop, Sony's PlayStation 3 console just couldn't pull ahead of the Microsoft Xbox 360. Both, according to the latest NPD results, are still dwarfed by the continued domination of Nintendo's Wii console. 1up has the numbers for July: 'PlayStation 2 - 222k, PlayStation 3 - 159k, PSP - 214k, Xbox 360 - 170k, Wii - 425k, Nintendo DS - 405k, Game Boy Advance -- 87k.' For further commentary we can turn to Gamasutra, which offers a further breakdown on the numbers and some big picture perspective for this year: "Total industry revenue for 2007 presently stands at $7.0 billion. If there is no year-on-year growth for any month until the end of 2007, then the industry will finish the year with $14.5 billion in revenue, an increase in 16% over 2006. That's a reasonably pessimistic scenario ... If we start with our current $7.0 billion as of the end of July and continue at a rate of 40% growth through the end of the year, then we arrive at a total of $17.5 billion for all of 2007 ... If Wii supply constraints are eased, Halo 3 sells as well as expected, Sony's first-party software attracts more PS3 buyers, and Rock Band and Guitar Hero III are both hits, it seems likely that revenues may go above $18 billion. In this optimistic scenario, industry revenues during the single month of December 2007 would equal or surpass the total annual revenue from all of 1997." -
World of Warcraft - Wrath of the Lich King Officially Announced
An anonymous reader writes "Wrath of the Lich King is official! BlizzCon is in full swing, and celebrants there are already enjoying the Northrend-themed imagery. For a look at what's going on, Joystiq has a liveblog of the opening ceremony up. Games For Windows magazine, meanwhile, will feature WLK its next cover. The post on the 1up site has a number of details on the next expansion, including the introduction of the Death Knight, the first new class since WOW's launch 'World of WarCraft's first Hero Class is a plate-wearing tank/DPS hybrid that works a little something like this: When players hit level 80, they'll be able to embark on a quest (similar in difficulty to the Warlock's epic mount quest, back before the level cap was raised to 70) that unlocks the ability to create a Death Knight character. The Death Knight starts at a high level (somewhere around 60 or 70, though Blizzard isn't certain yet), so you won't have to grind your way back up all over again. It's intended as an alternative, advanced class for end-game use only.'." -
GTA IV Delayed Into Next Year
1up has the news that Take Two is moving Grand Theft Auto IV's release out to Spring 2008. Sam Houser (the executive producer for Rockstar Games) says that the demands of creating games for the new consoles, along with the scope of the game, forced their hand to maintain the quality they wanted. "'With Grand Theft Auto IV, Rockstar is setting a new standard for next generation video games,' stated Strauss Zelnick, Chairman of Take-Two. 'Certain elements of development proved to be more time-intensive than expected, especially given the commitment for a simultaneous release on two very different platforms. We all recognize that perfecting the game is vital and I can assure everyone it will be worth the wait.'" -
Rockstar Appeals British Ban on Manhunt 2
1up is reporting (via MCV) that Rockstar has decided to appeal the BBFC ruling on their uber-violent Manhunt 2 title. The 'next step' is to get a hearing scheduled, which will allow the game to be demo'd and arguments given. "Rockstar Games had been given six weeks to appeal the decision, and with that opportunity about to expire, the company lodged its formal appeal yesterday ... The appeal was filed with the Video Appeals Committee, which can overturn the BBFC decision. As noted in our first article about the ban, the VAC overturned the BBFC's ban of Carmageddon back in 1997, giving Rockstar a glimmer of hope in its current situation." -
Online Co-Op For Halo 3 Launch Confirmed
Happily, the internets were wrong. Via Joystiq comes the happy news from Bungie that not only will we be able to play the Halo 3 campaign in online co-op mode, but up to four players at the same time can enjoy the experience. "Acting as a team is a fantastic new twist to the Campaign gameplay - something that works as well on foot, in close confines as it does on the battlefield, with large scale vehicle mayhem. Scared of Jackal snipers? Send out a scout to see what dangers lie ahead. Terrified of an open field? Flank your enemies and swipe their rides. The combinations and scenarios are endless - and you'll be able to enjoy them time and time again in Saved Films of your co-op exploits. We mentioned that we've been having a blast. We have a lot of stories. Many of them would require that we explain some of the reasons replay will be a big factor, but not quite yet. Soon, we promise." For more on the game, 1up is running the only preview out there of an entire single-player campaign level called 'Tsavo Highway'.