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4 September 2012

Nintendo Primary: Pikachu Leading the Polls

With over 1.5 million face-offs in the first 24 hours of the Nintendo Primary during the 2012 Video Game Presidential Election, recent polls show battle-tested Pikachu in the lead by a small margin.

Are Jumpluff and Pikachu celebrating too early?

“We couldn’t be more excited about the early results we’re seeing,” Pikachu’s campaign manager Jumpluff told us. “With Pikachu’s unwavering stand against cramped Pokéball conditions and support for the Freedom From Trainers Act, Pikachu has solidified support from his fellow Pokémon, from Sinnoh to Unova and even Cinnabar Island!”

Pikachu responded simply, “Pika!”

Is Pikachu your pick for the Nintendo Party Nominee? If so, make sure Pikachu continues to dominate the Nintendo Primary! If not, make sure your voice is heard!


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28 Agustus 2012

Kid Icarus: Uprising - The Final Showdown

This Saturday saw the grand final of the Kid Icarus: Uprising Battle Events take place in Central London. For the past eight weeks, the series of competitive Nintendo 3DS events have been touring the length and breadth of Great Britain, giving the general public the chance to take on pro-gamer Russki in a tournament to win a trip to IPL 5 in Las Vegas this November.

On Saturday, 24 finalists descended on the Century Club in Soho, (some coming in from Scotland) to duke it out in front of an audience of Nintendo fans. While only one person was going to be walking away with the main prize of the trip to Vegas, five runners up also managed to get their hands on a full deck of Kid Icarus: Uprising AR cards (400 of them!).

A victorious James Rushton

Fighting off fierce competition, James Rushton was the overall winner of the tournament, and he'll be jetting off to Vegas later this year courtesy of IGN and Nintendo. We'd like to thank everyone who took part across the country and those who came down to cheer on the competitors this weekend. Check out the snaps of the event below – a massive thank you to Ace Ashun for supplying!


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24 Agustus 2012

PlayStation All-Stars Dream Roster: Mega Man

Ever since PlayStation All-Stars Battle Royale was rumored, IGN's been pitching characters that need to be in the game. Well, after the leak, it appears developer SuperBot Entertainment isn't listening. So, IGN's Podcast Beyond is teaming with IGN reader Pandamusk to create videos for the fighters we think need to be in the game.

This week, we're pitching Mega Man.

Who do you think should be in PlayStation All-Stars Battle Royale? Let us know in the comments below. Plus, check out our past installments...

Greg is the executive editor of IGN PlayStation, cohost of Podcast Beyond and host of Up at Noon. Follow IGN on Twitter, and keep track of Greg's shenanigans on IGN and Twitter. Beyond!


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17 Agustus 2012

Company of Heroes 2: Small Tweaks Make Big Differences

I’ve sent thousands of American, German and British soldiers to die in battle. I’ve sent men into situations where I knew they would die in order to win the larger fight, seen tanks go from powerful symbols of freedom into burning husks within seconds and put so many craters into quaint villages that they look like the surface of the moon. All of this and more I’ve done in the real time strategy franchise Company of Heroes.

Company of Heroes, more than any other game in any genre, has let me experience the horrors of war. Granted, it’s a representation wrapped up in the conventions of a video game, but it still portrays combat in a realistic enough way that it sometimes makes me reflect on how awful these men had it. Despite two expansions, the original Company of Heroes never took us to the Eastern Front, where more than 20 million people lost their lives. That changes in 2013 with the release of Company of Heroes 2, when everyone will finally get direct control over Soviet forces, taking them into battles fought and won as much by desperation as by sound tactics. Having recently tried it myself, I’ve briefly experienced battles in the most brutal front in history.

Despite having played hours of Company of Heroes, the sequel still threw me for a bit of a loop. The basic gameplay principles from the first game are carried over to the second (you still capture points to collect resources, cover is crucial, vehicle positioning matters, etc.), but many subtle changes have been implemented. Some of them, like the new True Sight mechanic, make the game feel more realistic, and make fighting in tight spaces much more claustrophobic. Since your units no longer have a 360 degree view (but instead have their vision broken up by terrain like they would in real life) you realize how much more frightening it is for a soldier to move into an area with lots of obstructions. Enemies could come from anywhere; intersections, which previously made me think of all the directions I could move, now make me fear what the hell will be around the corner. Scouting has become far more important than it was in the original Company of Heroes.

Likewise, resources play totally differently. In earlier Company of Heroes titles, you captured points with specific resources attached to them; an ammo point gave ammo, a fuel point fuel, etc. This made points with high resources an integral part of the level design, and in multiplayer this often resulted in furious battles to control a specific point that could make the difference between victory and defeat. While the details are still being ironed out, developer Relic is giving you the option to choose what resource you need in Company of Heroes 2. In an effort to encourage players to battle over more areas of the map, Relic leaves it to players to determine which resources are important. This comes alongside a smaller number of capturable points to hopefully make the maps easier to create and for you to tell when you have resources connected. In practice it’s still hard to know how it will shake out. The single match I played against the AI wasn’t enough to learn the maps or the Russian forces intimately enough to know if I should lean my resources toward ammo or fuel. Still, it’s a potentially exciting change because it makes it harder to predict what your foe is up to. Previously, if you knew they were capturing a lot of fuel you could predict what they might be gearing up to, but now you have to do more scouting and stay on your toes.

Even the way that you capture points has been changed for Company of Heroes 2. Previously, the only way to capture a point was to order a squad to take it, meaning you had to click the specific point and have a squad sit on it. This reduced their combat effectiveness, and if you weren’t paying attention the squad could be wiped out with ease. Company of Heroes 2 still allows you to order a squad to capture a point in this way, but alternatively they can just sit within a small radius of a point to take it. It’s a seemingly minor change, but it means that combat around points can become a lot more interesting, as each side is vying to see who can stay within proximity of a point long enough to capture it. It also means that things like booby traps or teller mines from Company of Heroes, which relied on the fact that the enemy was going to need to reach the point itself, won’t be effective and likely won’t be used in the same fashion they were before.

The Russian forces themselves obviously play a lot differently than the armies in the original game. It’ll take hours and hours of play to really get a hold on what makes them so special, but even during the short time I played a few things stood out. First of all, there’s conscript units. These large groups of infantry, normal citizens forced into the war, aren’t great at fighting, but are great for absorbing fire and can merge with other units to reinforce them on the field. For instance, if you had a machine gun crew down to one guy, you could use a conscript squad to bring them back up to their original size. These squads are cheap and efficient, and a bit unnerving when you realize how little value these peasants’ lives hold unless they’re used in specific ways.

Other units also stand out, feeling like variations on the past game’s units. The Maxim machine gun has a massive crew of six people and is a bit sluggish with its comparatively tight field of fire. The Russian sniper teams come in pairs instead of solo and are heavily clad in order to battle the blizzards that now sweep into levels and kill unprepared units. The Katyusha trucks fire Nebelwerfer-like rockets -- albeit a bit inaccurately -- from absurdly far away. The Russians even have an array of tanks, making an armored assault feel viable. Basically, they seem to have a bit of everything, with units that make them feel like an amalgamation of the original Company of Heroes' Wermacht and American forces.

The really striking thing about Company of Heroes 2 is the tone the game sets with its fantastic fidelity and animation. It’s easy to get caught up in the fact that I’m playing a game, but as I watch a group of conscripts struggle through heavy snow while taking machine gun fire, or throw themselves to the ground as an explosion comes a bit too close, I sometimes take a moment to reflect on the actual men and women that did that. These people endured some of the harshest conditions in the entirety of the war, and it’s great to see one of the best strategy franchises ever portraying their plight in vivid detail. It’s not often games succeed at being so much fun to play while simultaneously being intensely visceral in their portrayal of history.


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