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July 27, 2011

Wii Rhythm Heaven, 3DS on top in Japan

New releases take the top three spots on the weekly software chart, while Nintendo’s portable holds its lead over PSP.

Everyone's Rhythm Heaven for Wii topped the Japanese software chart in its debut week on sale, ahead of fellow new releases Sengoku Basara Chronicle Heroes for PSP and No More Heroes Red Zone Edition for PS3.

Other new entries to make the top 20 included Noora And The Time Studio for DS at number eight, the PS3 and Xbox 360 versions of Alice Madness Returns, which charted at number nine and number 17 respectively, and Sniper Ghost Warrior for PS3 at number 16.

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Opinion: The difficulty with digital stores

Usability expert Graham McAllister runs a teenager through the PSN Store and Xbox Marketplace - but no one gets a bargain.

I’m standing in my local video game store. At the counter is a young kid who’s standing on his tiptoes, game in hand, stretching to hand over the game to the guy behind the till. Next in line is a grandmother with her family around her. She’s buying the grandkids two Wii games and they’re all engaged in conversation as the games are paid for and put in bags. 

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Solatorobo: Red The Hunter review

A grand DS adventure delivered in bite-sized portions.

Eccentric and inventive, but ultimately late to 
the party, Solatorobo is more than deserving of 
the small amount of attention it’s likely to attract coming in the wake of the launch of its host console’s successor. It’s a JRPG with brisk, snappy battling, and 
a pick-and-mix quest structure that prioritises variety over grinding monotony.

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Mobage launches in the west

Japan's mobile social network hits the Android Market.

Mobage, the enormously popular Japanese mobile social gaming network, has been launched on the Android Market in English-speaking countries around the world.

The gaming platform was known as Mobage-town until it was rebranded earlier this year by owner DeNa ahead of a big western push. In Japan alone it has 30 million users, and VentureBeat reports it brings in $1.3 billion in annual revenue.

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Move.Me released in the US

Sony unveiled its homebrew Move development kit at GDC in February, and senior engineer John McCutchan told us he hoped to see "something that I could never have possibly imagined" once hobbyist developers got their hands on it. Odd, then, that while Move.Me is available for free to academics and students, anyone else interested in making their own Move-compatible software will have to pay $99.99 - the same price as a Move starter pack - to download it from the PlayStation Store.
http://blog.us.playstation.com/2011/07/26/move-me-available-today-on-playstation-store-free-for-students-and-educators
PlayStation Blog


Machinarium headed to iPad

Jakub Dvorský's widely lauded point-and-click adventure has been known to be headed to tablets for some time, but Dvorský had previously said the game would not see release on iPad because the original was built in Flash, a format unsupported by iOS devices. Now, however, he tells Pocket Gamer that an iPad release is just around the corner. "It's almost finished, but we still need to fix a lot of small bugs and test it properly," he said. "It should be ready during the next month…hopefully."
http://www.pocketgamer.co.uk/r/iPad/Machinarium/news.asp?c=31795
Pocket Gamer


Disney cuts back at Three Melons

Gamasutra reports that Disney Interactive has cut upwards of 30 staff at Buenos Aires social studio Three Melons. While declining to confirm the number of staff affected, Disney said: "As part of our ongoing strategy to best position the Disney Interactive Media Group for success in digital media, we continually evaluate and refine our business. As part of this process we've made targeted layoffs within the division." Three Melons was acquired last year by Playdom, the social studio which was itself acquired by Disney last July.
http://www.gamasutra.com/view/news/36104/Layoffs_Hit_DisneyOwned_Social_Gaming_Studio_Three_Melons.php
Gamasutra


Opinion: Crunch is avoidable

But, argues Ubisoft and BioWare veteran Charles Randall, doing so requires a level of maturity that the game industry sorely lacks.

I am writing this rebuttal to reports of statements made by Michael Pachter because it's something I feel very strongly about, and I want to see this kind of misguided support of crunch get shouted down as much as possible.

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Report: Disney to fully acquire Ignition parent

The Walt Disney Corporation already owns 50.4 per cent of Ignition parent UTV Software, but is reportedly offering $454 million to take 100 per cent control of it. The move seems curious initially with Disney shifting focus to mobile and social games, and Ignition withdrawing from game development entirely, but Disney is reportedly interested in UTV's Bollywood business.
http://www.develop-online.net/news/38335/Disney-offers-454m-for-Ignition-parent-buyout
Develop


Hothead: maturing industry can limit "senseless crunch"

Excessive overtime can be minimised by realism and sound planning, says The Baconing producer.

Mike Inglehart, producer of Hothead Games' upcoming The Baconing, has added his voice to the crunch debate, telling us that, as the industry and those working in it mature, excessive unpaid overtime should largely be a thing of the past.

"The industry's maturing now: lots of guys have families," he tells us. "When I started [in the industry] I was 25, so the only thing I had to do was go home and pay the bills and lock the door.

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PC Driver San Francisco uses always-on DRM

Ubisoft has confirmed, in a tweet from the game's official Twitter account, that the PC version of the upcoming Driver San Francisco will require a constant internet connection to play. Ubisoft's PC DRM has been the source of some controversy since its debut in 2010 and in January, the publisher said the inclusion of its DRM in future titles would be decided on a case-by-case basis. In a bizarre attempt to head off a fan backlash, a subsequent tweet reads: "Bear in mind though that the PC version of Driver San Francisco is released simultaneously to consoles."
http://twitter.com/#!/DriverGame
Twitter


Reaching Japan

How the UK government is helping developers reach the spirtual home of videogames.

“If we’re honest, it was initially just as an excuse to go to TGS, and even then as an excuse to go to Tokyo!” managing director Sean Murray tells us of the decision he, and the three other developers that make up Guildford-based Hello Games, took to bring PSN racer Joe Danger to Japan - a decision which coincided with a UK Trade and Investment (UKTI) trade mission to the Tokyo Game Show in September 2010.

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Rare: "Kinect 2 is already here"

The above claim comes from Rare studio head Scott Henson, dismissing the need for a hardware revision of Microsoft's Xbox 360 motion sensor. Incubation software director Nick Burton added: "The great [thing] with Kinect is it's all software. Yeah, there's a sensor bar there, but everything is dealt with in software, which means we can continue to push it." Kinect Sports: Season 2, which is due in October, puts greater emphasis on voice control, with one example being a virtual golf caddy which recognises 300 different phrases.
http://beefjack.com/news/rare-kinect-2-is-already-here/
Beefjack


Ultimate Marvel Vs Capcom 3 planned as DLC

Andriasang brings word from Famitsu that the first revision of Capcom's fighting game, which was announced at Comic-Con last week, was originally planned to be released as DLC. Instead it will, like Super Street Fighter IV, be a budget, boxed release. According to the development team, the decision was motivated by the Tohoku earthquake and tsunami that struck Japan in March, and "staff health issues". Ultimate Marvel Vs Capcom 3 is set for release on Xbox 360 and PlayStation 3 in November.
http://www.andriasang.com/e/blog/2011/07/27/mvc3_dlc/
Andriasang


Third Humble Indie Bundle launches

Crayon Physics Deluxe, Cogs, VVVVVV, And Yet It Moves and Hammerfight on offer in latest pay-what-you-want promotion.

The Humble Indie Bundle - which lets players pay what they want for a selection of five indie games - has returned for a third time.

Included in the promotion are 2008 IGF winner Crayon Physics Deluxe, Indie Game Challenge winner and IGF finalist Cogs, Terry Cavanagh's excellent VVVVVV, Russian melée combat title Hammerfight, and Indiecade finalist and WiiWare game And Yet It Moves. Purchasing the games separately would cost some $50.

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Dragon Age II pulled from Steam

The ongoing dispute between EA and Valve over the latter's terms and conditions on Steam continues, with Destructoid reporting that Dragon Age II has been removed from Valve's download store. As was the case with Crysis 2 - which was pulled due to Crytek having an exclusivity deal with Direct2Drive - it appears to be downloadable content which has prompted the game's removal: Dragon Age II's Legacy DLC was released yesterday.
http://www.destructoid.com/steam-yanks-dragon-age-ii-may-not-be-origin-related-207166.phtml
Destructoid


Namco adopts controversial 3DS save system

Evidently unmoved by the furore over Resident Evil: The Mercenaries 3D's undeletable save files - which eventually prompted Capcom's Christian Svensson to say the move would likely never be repeated again - Wired notes that Namco Bandai has done exactly the same with its upcoming Pac-Man & Galaga Dimensions. While Capcom's defence - that the move was in keeping with Mercenaries' emphasis on high scores - applies here as well, it still seems designed to kill off second-hand sales. That worked for Capcom to an extent, with several UK retailers declining to accept trade-ins and Lovefilm refusing to offer the game for rental, but it's disappointing that companies are going to such lengths to prevent players selling their games on - and missing the point that when games are traded in, it's more often than not to fund the purchase of new ones.
http://www.wired.com/gamelife/2011/07/pac-man-galaga-generations/
Wired


EA earnings double in first quarter

Revenue up 23 per cent as firm says it was the number one publisher in western markets in the three months ended June 30.

Electronic Arts has reported growth in profit and revenue for its first fiscal quarter ended June 30.

Net profit for the three months totalled $221 million, up from $96 million during the same period a year earlier, while revenue rose 23 per cent to $999 million.

Xbox 360 and PS3 software were the biggest revenue drivers for the publisher, bringing in a combined total of $653 million, while PC titles generated $205 million and mobile games $57 million.

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July 26, 2011

From Dust review

A sandbox so good, you might just forget your next objective.

Another World creator Eric Chahi’s latest is 
a surprisingly gentle game, given that its vocabulary is built of eruptions and tsunamis, and its founding principle is the chance to see nature working at triple speed. Oceans boil, mountains crumble and, somewhere in the distance, you might just hear the wails of some disciples that you’ve accidentally set on fire, but you’re pleasantly removed from it all – far too high up to feel the true sting of failure, far too powerful to see disaster as anything other than a fascinating setback.

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QuBit review

Smashing crystals has never sounded so smashing in this score attack racer.

QuBit is a great racing and crashing score attack game, with plenty of obvious inspirations without being quite like any of them. You control the titular cube as it travels into the screen, accompanied by an increasing number of floating cubes. Crashing into crystals that match the colour of the floating cubes dims them. Dim all the cubes around QuBit and that's a combo, and one step closer to the end of that wave. But crash into the wrong colour crystal or run out of energy and the game's over.

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App Store expands to 33 more countries

Apple's continuing expansion means the App Store is now available in a total of 123 countries, the latest additions including Azerbaijan, Cyprus, Nigeria and Yemen. Mobile Entertainment reports that this is part of a general expansion of Apple's services that also includes the launch of the Mac App Store and the forthcoming iCloud service.
http://www.mobile-ent.biz/news/read/apple-expands-app-store-to-33-new-countries/014995
Mobile Entertainment


Riot Games: 1.4 million play League Of Legends every day

The free-to-play MMOG is going from strength to strength, and developer Riot Games has released some figures to put that growth in perspective. The most striking is the daily average of 1.4 million players, but also of note are more than 15 million registered users, the official website's 6 million hits a day, and almost 1.7 million people who tuned in to watch the League Of Legends Season One Championship, which was streamed on the internet. Riot Games CEO Brandon Beck said: "We’re most proud of the numbers that show just how many players are truly engrossed in the League of Legends experience. We’re very grateful to the fans that have made us one of the most popular PC games today.”
http://www.pcgamer.com/2011/07/26/league-of-legends-is-thriving-here-are-the-numbers-to-prove-it/
PC Gamer


Z review

The distinctive Bitmap Brothers' Amiga RTS takes to the iOS touchscreen.

Talk about a classic: Z was released in 1996, and turned out to be the last great game from The Bitmap Brothers, the Wapping-based developer responsible for Speedball 2 and The Chaos Engine. A realtime strategy game with semi-automated combat and economy, Z casts the player as a disembodied general constantly sending new troops to new battles, and watching what happens.

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Garry's Mod sells a million

The Source Engine sandbox mod has now sold more than a million copies since its launch on Steam in 2007. In a post on his website, creator Garry Newman writes: "I did plan to release a big secret update I've been working on when we hit a million. But it's not ready - you guys beat me to it. Thanks to everyone that's contributed to Garry's Mod, whether that be directly by dedicating your time to creating new content for other players, or indirectly by playing and enjoying all that Garry's Mod has to offer."
http://www.garrysmod.com/2011/07/26/over-1000000-sold/
Garry's Mod


Reckless Getaway review

You’d think that nothing can stop a Dodge Challenger. Turns out grinding will.

Perhaps we're cynics, but Reckless Getaway looks like a game made in anticipation of a license that never happened. It has a lot that's familiar, but what gives things away is the car – a 1970 Dodge Challenger, exactly as seen in Driver: San Francisco.

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