![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPttCyBiXU9EKTRUvbOFEmQheApSLaVFPehVOyTFCVlWz9WN94ixir6TDxNUvDYs1w1yQh3cfHJtHpUlYCERZzZTucgYP03nlVxj2yFQjx2C0ipayq5UbN7qZNPTTWTtK8VPtd11-_tRPP/s320/340x_lupus.jpg)
HAHA i thought this was funny as hell edsel will love it.
Alex
CyberConnect2 is throwing a .hack reunion on the PSP. It’s called .hack//Link and it’s dated for February 2010.
.hack//Link includes over 130 characters from 23 .hack works. Thirty-three of them can partner with Tokio, the game’s video game loving protagonist. Screenshots show Tokio teaming up with Kite from .hack, Tsukasa from .hack//Sign, and Albireo from .hack//AI Buster for glitzy cross rengeki attacks.
Taken from siliconera
Alex
You'd expect to find Dragon Quest slimes and Final Fantasy drinks in Square-Enix's massive Tokyo Game Show booth. But would you have expected Modern Warfare 2?
Alex
There are more Tekken 6 outfits designed by manga artists. Mamoru Nagano who worked on Five Star Stories designed outfits for Anna and Asuka. Ito Ogure of Tenjho Tenge and Air Gear fame got to dress up Lili Rochefort… and decided a lingerie wedding dress was a good fit.
Anna’s outfit looks like a throwback to Tekken 3.
Nagano included an amusing sketch of Asuka strangling Paul with her scarf.
Lili
Alex
Brand new FINAL FANTASY XI accessories sure to delight adventurers the world over are set to join our product lineup at the official Square Enix Online Shop on September 24th!
We also have the latest news about long-awaited upcoming products that you won’t want to miss!
Read on for the full scoop!
Click here to visit the official Square Enix Online Shop.
Alex
While the Australian government dawdles on changes to the country's classification guidelines, games continue to be "refused classification" on the grounds they exceed the maximum rating of MA15+. The latest game on the chopping block? Left 4 Dead 2.
Yup, Valve's Zombie shooter has been refused classification, which means it can't be made commercially available in the country. Not quite the same as a banning, but it has the same effect.
We've contacted Valve for comment, and will update when/if we hear back. Previous games to have suffered this fate usually receive an MA15+ rating later down the line after edits have been made to the offending content.
UPDATE - Here's why it was "refused classification":
* The game contains violence that is high in impact and is therefore unsuitable for persons aged under 18 to play.
* It notes that this violence is "inflicted upon ‘the Infected' who are living humans infected with a rabies-like virus that causes them to act violently."
* The report singles out the use of melee weapons as those that "inflict the most damage" and cause "copious amounts of blood spray and splatter (sic), decapitations and limb dismemberment… or even cause intestines to spill from the wounds."
* In conclusion, the Board finds that the "interactive nature of the game increases the overall impact of the frequent and intense depictions of violence. This coupled with the graphic depictions of blood and gore combine to create a playing impact which is high."
* Interestingly, the report also reveals that it wasn't a unanimous decision and that "a minority of the Board is of the opinion that the violence is strong in playing impact and therefore warrants an MA15+ classification" instead. However, the majority voted to refuse classification.
"It notes that this violence is "inflicted upon ‘the Infected' who are living humans infected with a rabies-like virus that causes them to act violently". Remember, kids, these are the people refusing the game classification. People who think zombies with limbs missing and their guts hanging out are "living humans".
Taken from kotaku
Alex
No, Bobby Kotick isn't talking about a Blizzard-developed massively multiplayer online game that appeals more to women, but something that probably doesn't have orcs riding motorcycles. Or even Night Elves! Something that won't cut into World of Warcraft's subscriber base.
The Activision Blizzard CEO's comments, as reported by GameSpot, will probably dash any hopes of a StarCraft or Diablo brand MMO. And that comment backs up what Blizzard COO Paul Sams recently said, that the unannounced online game will be "significantly different" from the World of Warcraft experience.
So far, Blizzard hasn't said much about what the unannounced MMO is, instead focusing on what it's not. It's not one of the developer's already established franchises. And it's not based on any pre-existing Blizzard lore.
What we do know is that Blizzard is hiring. We just hope it doesn't divert any more attention away from StarCraft II and Diablo III. Broad appeal is great and all that, but we're growing impatient.
Alex
Last time we played EA Montreal's co-op shooter Army of Two: The 40th Day, we did so on the side of a partially collapsed building. Yesterday, we played it amongst the corpses of rhinos, hippos and elephants.
Our two-player session, played with Electronic Arts own Matt Turner, producer on the Army of Two sequel, dropped us into a Beijing zoo. Probably the worst zoo ever, considering the dead wildlife scattered about and the fact that everywhere we looked, everything seemed to be on fire.
I should back up a bit. Because the first thing we actually got a peek at was Army of Two: The 40th Day's weapon customization features. And whenever someone asks why I think The 40th Day will be a hell of a lot better than its predecessor, I point to features like this.
Weapons customization was something that the original Army of Two did well. But EA Montreal is adding a little more to the formula. As in the original, players will be able to swap bits and pieces from gun to gun, letting them combine the stock of an AK 47, for example, with the barrel of an HK G36, add a front mount, scope, unique cartridge, whatever, as long as those guns are within the same class. Turner says The 40th Day will have some 8,000 combinations, including some special "homebrew" additions.
Turner showed a handful of those during our preview, including a pair of bayonets made from a screwdriver and a kitchen knife, a stock that appeared to be fashioned out of scrap metal, and a suppressor made from a soda can. Some of those will be found in the world of Army of Two, not from the in-game store. Whether players will actually covet some of these D.I.Y. parts remains to be seen.
With our weapon loadout readied, we, as Rios and Salem, headed into the hippo pit, ready to do battle with whomever was pointing a gun in our direction. We attempted to put the suppressors on our sniper rifles to good use, taking out a handful of well armored grunts patrolling the pit. Turner succeeded in staying stealthy. I did not, missing the skull of my target and alerting the rest of the group.
Turner talked at this point about "enemy symmetry," the feature that supposedly gives Army of Two: The 40th Day's AI-controlled bad guys the same abilities that the player has. That includes taking cover and the ability to feign death, making it harder than facing a group of baddies that simply run and gun, hoping to overwhelm you with force.
That symmetry made it noticeably difficult to tackle the dozen or so grunts that swarmed in. Taking refuge behind the bodies of rhinos and hippos worked for a while, but the AI soldiers we were up against were all crack shots. So was the Heavy, an incredibly well armored mini-boss type whose only vulnerability was his protective helmet, a carry-over from the first Army of Two. Eventually, with the help of the more skilled Turner, we made it out of the pit, through a tram tunnel and into the next encounter.
The next encounter, Turner took time to explain the "pre-combat" buzzword he'd dropped, basically the planning stages of how one wants to handle a volatile situation. Our previous pre-combat tactic—attempting to snipe the heads off each grunt in the hippo pit—was a failure. This one, however, worked well.
Turner sneaked up behind the commanding officer in the section of the level, taking him hostage and ordering a trio of grunts to drop their weapons. They complied and I took the opportunity to tie down the three remaining prisoners, a non-violent solution that gave us a positive morality boost. That less lethal option also gave us access to a weapons cache—a new sniper, scope and some cash—which we wouldn't have been able to plunder if we'd simply killed everyone in that portion of the zoo.
Our successful completion of that portion kicked off another Heavy mini-boss encounter. This one was similarly armored, but instead of wielding a shotgun, he was carrying a grenade launcher, hip pockets packed with ammunition. Turner explained that we had to target the grenades on each hip to take him down. But it didn't quite go that smoothly. Both of us died amid the swarm of new grunts.
Like our previous hands-on experiences with Army of Two: The 40th Day, we walked away impressed. While the first game had its share of problems, many of them seem to be addressed in the sequel. We'll know for sure when The 40th Day arrives on January 12, 2010.
Taken from kotaku
Alex
According to The Latino Review, Disney producer Steven Lisberger confirmed that a video game is being developed for release with next winter's long-awaited release of Tron Legacy
According to the report:
The first thing I wanted to know was, is there a Tron video game in the works? Because so far, I haven't heard anything.
Kotaku did confirm that yes, there IS a video game in the works by Disney Interactive. He said he wasn't sure if he should mention it or not, but he's confirming it anyway.
Lisberger, who was interviewed at yesterday's D23 Expo, had no further details as far as consoles, the type of game, or its release window.
I've emailed PR contacts for Disney Interactive Studios to see if they want to clarify, refute or confirm Lisberger's comment.
Confirmed! There Will Be A Tron: Legacy Video Game!
Taken from Kotaku
Alex