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7 September 2012

The Best-Selling Comics of August 2012

A year after the launch of DC's New 52, comic book sales for the company are still a marked improvement, as the company took the lead over Marvel in market dollar share with a 33.32% compared to a 32.42%. Marvel still took unit share though, inching out DC's 37.12% with a 37.18%. Overall, comic book sales were up nearly 20% from August 2011.

The top 10 best-sellers of August are as follows:

  1. Avengers vs. X-Men #9 (Marvel)
  2. Avengers vs. X-Men #10 (Marvel)
  3. Batman #12 (DC)
  4. Justice League #12 (DC)
  5. The Amazing Spider-Man #692 (Marvel)
  6. Before Watchmen: Rorschach #1 (DC)
  7. AvX: VS #5 (Marvel)
  8. Before Watchmen: Dr. Manhattan #1 (DC)
  9. Green Lantern #12 (DC)
  10. Detective Comics #12 (DC)

As for the top sellers in graphic novels and trade paperbacks:

  1. Batman: Earth One HC (DC)
  2. The Walking Dead Vol. 1 TPB (Image)
  3. Swamp Thing Vol. 1 TPB (DC)
  4. Superman: Action Comics Vol. 1 HC (DC)
  5. Batman Vol. 1 HC (DC)
  6. Hulk: Season One HC (Marvel)
  7. Scott Pilgrim Vol. 1 Color HC (Oni Press)
  8. Star Wars: The Clone Wars: Sith Hunters TPB (Dark Horse)
  9. The Walking Dead Vol. 2 TPB (Image)
  10. Fear Itself TPB (Marvel)

We'll see if zero month can help push DC over the top, but then again, Marvel's got the conclusion of Avengers vs. X-Men headed our way this month. Which will win out?

Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He loves superhero pets so hard.


Source : feeds[dot]ign[dot]com

Bethesda Not Yet Convinced by Wii U

Bethesda Softwork's VP of PR and marketing has revealed the company is unsure whether it will support Nintendo's Wii U.

In the latest issue of MCV, Pete Hines explained that Bethesda has traditionally "put our games out on all of the platforms that will support them.

"So far the Wii hasn't fitted into that. Whether Wii U does down the road is TBD."

“

I don’t think the current generation of consoles are holding us back. There is still plenty that we are able to do visually, technically and from a story-telling standpoint.

Despite admitting that Bethesda is clearly looking to the future in terms of consoles, Hines did reveal that he disagrees with the likes of Ubisoft's Yves Guillemot, Square Enix's Julien Merceron and EA's Frank Gibeau who have claimed that the current console generation has lasted too long. In fact, he thinks the transition to the next wave of consoles could cause a whole new set of problems.

"I don’t think the current generation of consoles are holding us back," he said. "There is still plenty that we are able to do visually, technically and from a story-telling standpoint. And there’s this huge built-in audience now.

"For me the problems with new consoles are two-fold. The developers are trying to hit a moving technical target, because the platforms are being built. A new console doesn't just show up a year before launch and is exactly what it will be when it comes out.

"It moves and iterates along the way. And introducing something like that to games that are in development is always a bit tricky. And that is obviously an element of risk.

"The second point is that your install base always starts at zero," he continued. "Then it comes out and suddenly a certain number of people buy it but it won't be the same number as the current gen. So you have divided your audience.

"It's then a case of: Are we just making it for the next gen? Or next gen and current gen? And how many people from the current gen that I'm targeting have moved over to the next gen? It does complicate things a little bit."

"Obviously the changes they are going to make technologically, in terms of the things we will be able to do, are exciting. But it comes at a price."

Cheers, Videogamer.

Luke Karmali is IGN's UK Editorial Assistant. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

5 September 2012

IPTL Amateur -- Will Scarlett help push Acer over the top?

Acer as a company has been around in eSports for many years long before their decision to create and manage a team. They have been supporting and donating money to wide range of tournaments in all kinds of games, whether it was League of Legends or Starcraft 2. However, it was their decision to create their own team that brought them huge attention from all kinds of eSports-related websites and communities.

Still, Starcraft 2 was not their game of choice; they first acquired FIFA back in February 2011 when they’ve launched Team Acer’s website. Yet, their current super-star players are all in the Starcraft 2 roster.

At the very beginning of Acer’s existence in the world of Zerg, Terran, and Protoss they brought in four players to the team, including the most famous German SC:BW player – Mondragon, but as the time was passing by none of them excluding Nerchio, who we are going to talk about in a minute, have not shown any promising results.

Currently, the once called “all-zerg” team has 5 active players in their line-up. Four zergs:  Bly, Nerchio, ParanOid, and Scarlett who joined Acer late June 2012, and one terran – DarkHydra. Single SCV user on the team is also the youngest – he was born in 1997. He participates in online cups on a regular basis, but has won only 1 so far back in 2011. Earlier this year Christian was invited as a stan-in for DeMulim to attend HomeStory Cup IV; he lost 0-3 in his group.

ParanOid aka GOsia used to be one of the top SC:BW players in Poland winning 2009 Polish WCG qualifiers. He played alongside Mondragon in clan called Templars of Twilight. Lately he qualified to IPL Season 5 through the European Satellite Qualifiers, but just like DarkHydra, he also has no huge victories in his Starcraft 2 portfolio.

Bly, despite not being the most recognized player from his country, is one of the top players representing Ukraine on the international scene at the moment. Active participant in many online cups he proves every single time why people cannot underestimate him. He took first place during WCS Ukraine Nationals beating faer, White-Ra, Strelok, and White-Ra once again in the finals. He also qualified for the IPL Season 5 just like DarkHydra and Nerchio through the European Satellite Qualifiers.

Until recently Team Acer was known because of Nerchio who grew immensely as a player since he joined the team in July 2011, but now he’s not the only star  on the team. Scarlett has been performing good since she started playing in the official tournaments like IGN ProLeague Season 4 where she took out DeMusliM, Terius and DdoRo or IPL TAC 3, but the epiphany of her skill took place during WCS Canada qualifiers and WCS NA Championship where she destroyed the competition winning both events with less than 10 games lost in total.

She is more than ready to take part in a huge international events, and go against the best our scene has to offer, but IPTL Season 1 is also going to be a test of her true abilities. For the first time in her career, Scarlett will have to play against the best of what Europe and Korea has to offer; this is not a North American only tournament anymore. Is she going to step up? We might potentially find that out on the 13th of September when Team Acer face aTn.Type in their IPTL Season 1 opening match.

The last but definitely not least on the team is Artur “Nerchio” Bloch. This Polish zerg is not only perceived as a top player in his country, but as one of the best players outside Korea. What is more, in public’s opinion he is also the most skilled Zerg on the western scene, but he exchanges this title with Stephano constantly based on their results in the most recent events. Second place at IEM Cologone 2012, First place in HomeStory Cup V, First place in WCS Poland Nationals and many many more – this is a short list of his latest achievements, and he’s still coming for more.

Although, we what we are seeing now is Nerchio at his best, last year during European Battle.net Invitational he was still an inexperienced newcomer, constantly described as a maphacker and a stream cheater due to his amazing runs in online cups, and poor performance during offline tournaments. Back then people didn’t believe him, when he said that he gets stressed during big events like EBI 2011 for example, but now he got it all sorted out, and can perform at the highest competitive level in Starcraft.

In a team league like IPTL both Nerchio and Scarlett might be used for two things; opening a match to get an early advantage and closing a match to secure a victory. Scarlett has proven many times in the past that she has no problem with being under pressure, hence she might be used by her team mainly as a closer, whereas Nerchio can open a match or be used in the middle of it to secure a draw or catch-up with a score.

Nonetheless, Team Acer, being one of the best team in their group, have a huge chance of advancing into the Up and Down Matches. With two strong star players as a core of their success they might even advance to Premier Division next season.

Written by Albert Palka


Source : feeds[dot]ign[dot]com

FarmVille 2 Now Available

After many months in development, Zynga announced today that FarmVille 2, perhaps the company’s biggest title to date, is now out of closed beta and available to players on Facebook and Zynga.com.

The sequel includes a variety of improvements and changes to the social farming formula Zynga helped popularize back in 2009, but the most dramatic change is undoubtedly the new 3D visuals. Gameplay plays out from the same semi-overhead viewpoint found in most other Zynga titles, but now all decorations, crops and animals are rendered in full stylized 3D instead of 2D pixel art.

In a recent demo of the title, members of the FarmVille 2 team repeatedly stressed to me that one of the team's big creative goals for the title was to give players the feeling that they were “bringing the farm to life.” FarmVille 2’s 3D crops, animals and decorations are far more interactive than in any previous Zynga game. Crops and trees sway in the wind. Animals will wander around freely unless kept in a pen. All decorations spring into action when players mouse over them – fires crackle to life, rocking chairs rock, kites fly lazily and so-on.

When playing in full-screen, the fidelity of the visuals and the high-quality animation and sound made it easy for me to forget I was looking at a “simple” Facebook game. Zynga’s presentation and artistic prowess has come a long way in the last three years.

Only a lengthy hands-on play session can determine if the company’s game design chops have also kept up, but here my early impressions are also positive. All of FarmVille 2’s farming systems are now interconnected and feature actual crafting trees, giving “hardcore gamer” min/maxers something to chew on. Is it better to sell your wheat, or turn it into feed for your cows and sell their milk? Or should you save the milk and combine it with more goods to craft and sell high-priced baked goods like pies, custards and cakes?

Gone are the days of clicking on a crop to see an abstract pile of coins pop up – players must now balance crafting, feeding their animals and watering farm plots.

Just as some elements of Farmville 2 are becoming more complex and properly “game-like,” Zynga strove to simplify some of the original’s rough edges. Players can now mouse-over large swaths of crops to plant, water or harvest them – no need to click hundreds of times. It’s a change sure to please the wrists of millions of virtual farmers.

Since FarmVille 2 uses Flash 11 as its foundation, this also gave Zynga access to the right-mouse button for the first time. The company put it to use as an easy “redecorate” button. Right-clicking a farm plot, decoration or animal picks it up. Right-clicking again drops it in its new location. Simple.

FarmVille 2 is full of little details that show the game was created with more care than most social games. When purchasing an expansion for your farm, the land doesn’t just magically pop up. Instead, an army of goats rush in from off-screen to eat up the tall grass, tin cans and other trash to make the land farmable. When players pick up an animal it dangles in the air, eyes bulging out, as if it had been picked up by the scruff of its neck. Your custom avatar is also fully animated and will jump fences & perform other complicated movements to perform his or her farm chores as efficiently as possible.

Zynga told me that their goal for FarmVille 2 was to create an experience that felt “relaxing and pastoral.” They want the title to evoke a feeling of nostalgia and recapture the feeling of living in a small town and running a small farm. They want the five-minute breaks people spend with FarmVille 2 to be “The best five minutes of their day.”

Whether the social gaming giant has achieved that goal remains to be seen, but FarmVille 2’s combination of actual crafting complexity, lively and atmospheric visuals & quality-of-play improvements are all steps in the right direction.

Justin is Editor of IGN Wireless. He has been reviewing mobile games since the dark days of Java flip phones. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

Capcom President: New Strategy Ahead

Capcom's annual financial report has been released, and it contains some interesting information concerning how the company will make games going forward.

In the report, Capcom president and COO Haruhiro Tsujimoto said:

"We launch sales of popular series titles held by the Company approximately every 2.5 years. This is because the development of a single major title usually requires 3-4 years; in the event that there are few hits, it will be difficult to create a series title every year and earnings will be adversely impacted.

"For this reason, it is important either to maintain a large number of popular titles or shorten the sales cycle to ensure stable earnings. Among the multitude of major titles held by Capcom - such as Monster Hunter, Street Fighter, Resident Evil, Devil May Cry, Lost Planet, Dead Rising and many others - we will promote shortening of the sales cycle in pursuit of further earnings stabilisation and growth."

Tsujimoto went onto to describe how this increased productivity will be achieved. Firstly, Capcom will limit development teams to 100 members, with "multiple sequel titles [being] developed at the same time". The Japanese publisher will additionally strengthen its in-house development, increasing its staff by 100 graduates each year. It will also attempt to increase the number of titles released in a single year, "using a hybrid development model whereby the core portions of the project aredeveloped in-house by Capcom and the process-work is outsourced to outside development companies".

While he didn't have much to say about the next generation of home consoles, Tsujimoto did say that Capcom will be allocating around "20 per cent of development investment " into creating new products, including a "new popular next generation franchise".

So we'll get more Capcom games each year, and there will be less time between sequels for its more popular titles.

Are these announcements something to be happy about or do they inspire a creeping fear that quality standards could slip? Capcom seems to be making the right noises, reassuring fans that's its strengthening in the areas it needs to in order to execute this new strategy. But let us know your thoughts in the comments below.

Daniel is IGN's UK Staff Writer. His development cycle was roughly nine months. Follow him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

3 September 2012

Valve Confirms Hardware Development

A job listing on Valve’s site confirms that the company will begin developing hardware. A listing for an industrial designer says “Valve is traditionally a software company. Open platforms like the PC and Mac are important to us, as they enable us and our partners to have a robust and direct relationship with customers. We’re frustrated by the lack of innovation in the computer hardware space though, so we’re jumping in.”

The post continues, adding that Valve is interested in creating new user experiences. “Even basic input, the keyboard and mouse, haven’t really changed in any meaningful way over the years,” it says. “There’s a real void in the marketplace, and opportunities to create compelling user experiences are being overlooked.”

The post specifies that the position will add “expertise in product design and manufacturing, ergonomics, usability, aesthetics, and surfacing.” Candidates are also expected to have “6+ years of professional experience shipping world-class, high-tech hardware products” and “a thorough understanding of product design principles.”

Speculation about Valve’s entry into the hardware market has been flying since March, when rumors suggested Valve was working on a Steam Box console. Valve later debunked the rumors, commenting that the world is “a long way from Valve shipping out any sort of hardware.” Later, a listing for an electronics engineer to work on "platform hardware" emerged, as well as a blog post discussing wearable computing.

We’ve reached out to Valve for comment about the job listing and will update with any additional information we receive.

Thanks to CVG for the heads up.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : feeds[dot]ign[dot]com

31 Agustus 2012

The State of The Secret World

News about Funcom since the launch of its MMO The Secret World hasn't been very good, as a round of significant layoffs recently swept through the company. In light of those events, creative director and senior producer Ragnar Tørnquist released a statement explaining what's going on with development.

Tørnquist was very enthusiastic about The Secret World despite the recent troubles, "...we all know there are a lot of alternatives out there -- from warring guilds to kung-fu-fighting pandas -- but I can safely say that no other game offers what The Secret World offers. Freedom from classes and levels; a modern-day setting with real world locations; a critically acclaimed storyline and an atmosphere second to none...."

He insisted that the answer for the development team is to continue to take risks. "We're not going to play it safe. We won't be introducing classes or levels, elves or dwarves, and regardless of the competition, we won't back down from our original vision."

So what does that mean? In part, it means Funcom will continue to release new content for The Secret World on a monthly basis, though there will be a two week delay for the upcoming Digging Deeper content as a result of the layoffs. Funcom will also continue to polish the game and fix bugs.

Tørnquist closed by outlining a few specific pieces of content that are in development. "There's a ten-person raid in New York scheduled for October, and it's not like any raid you've ever played before. We have a bunch of auxiliary weapons on the way, and more character customisation improvements. We have a huge and exciting new feature pencilled in for Christmas, which ties into the achievement system and gives a lot more meaning to the usual 'Kill 1,000 Vampires' goals. (After all, who hasn't wondered what it would be like to have some vampiric abilities to play around with?) We're creating intermediary decks with brand new clothing rewards; we have a ton of new missions and storylines in development; and we have a huge new adventure zone scheduled for next spring, bringing players back to Tokyo's Ground Zero, to face brand new threats, meet new characters, play new missions and explore an intriguing urban environment unlike anything you've ever seen in an MMO."

You can find his full statement on the game's official site. If you're not familiar with The Secret World, you can also check out the IGN review.

Have you tried The Secret World? If you're still playing, how does this upcoming content sound?


Source : feeds[dot]ign[dot]com

Torchlight 2 Gets a Release Date

Runic Games has announced that Torchlight II will release on Thursday September 20, 2012.

Company president Travis Baldree made the announcement on the official Torchlight II blog, meaning there's less than a month to go until the dungeon-crawling rival to Diablo III is available.

“

The official Release Date for Torchlight II is Thursday, September 20, 2012. Three weeks away!

"I don't think there's much else I could say that would interest you right now, so - the official Release Date for Torchlight II is Thursday, September 20, 2012. Three weeks away!" he said.

"We'll announce it 'more' officially and bigger tomorrow. You know first! Thank all of you for being an awesome and patient community, we look forward to getting this into your hands!"

Developed by the same creative masterminds behind Diablo I and II, the original Torchlight released in 2009 to positive reviews, though many criticised its lack of multiplayer support. As a result, the team have pursued peer-to-peer multiplayer for Torchlight II, and they plan to carry the knowledge derived from this experience with them as they begin work on the Torchlight MMO.

Torchlight II will be available both through Steam and in retail form in September.

Luke Karmali is IGN's UK Editorial Assistant and was obsessed with Diablo III for about a week. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

29 Agustus 2012

Star Wars: First Assault Domain and Trademarks Registered

LucasArt's parent company has registered trademarks and domain names for something titled Star Wars: First Assault.

Originally spotted by Fusible, the domain names include the likes of StarWarsFirstAssault.com while the trademarks apparently pertain to "interactive entertainment software", including video games, for use on both computers and mobile phones.

There's also the standard array of supporting merchandise, including pencil sharpeners. The discovery of the First Assault domain and trademarks echoes what happened when Star Wars 1313 was first uncovered before its E3 announcement. The question becomes, then, whether this title is a new franchise set in the Star Wars universe, or if it builds on a previously known series.

There's not much we can guess from the name alone, though the possibility of it being an aerial combat game along the lines of Star Wars: Rebel Assault shouldn't be ruled out. The name certainly suggests an action packed game that seems unlikely to focus on the Jedi as playable characters, though how this would be differentiated from the bounty hunting exploits promised by Star Wars 1313 remains to be seen.

But there's also a sliver of hope that this may be the long-awaited reappearance of Star Wars: Battlefront III. We heard reports earlier this year that the title was still in development since being canned after the studio behind Timesplitters, Free Radical, closed.

Until LucasArts chooses to reveal more, all we can do is speculate. For all we know it could be another Kinect-based title, but with rumours rife that Star Wars 1313 is in development for next-gen machines, could this perhaps be LucasArts last hurrah on this batch of consoles?

Luke Karmali is IGN's UK Editorial Assistant and was named after a certain famous Jedi. Probably. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

27 Agustus 2012

Going to PAX Prime Friday? Here's how you can enjoy a free lunch with us and Assassin's Creed III developers

Like free food, particularly Revolutionary War-themed BBQ? How about the upcoming game Assassin's Creed III? And how about eating that free food in the company of developers for Assassin's Creed III and editors from GamesRadar, PC Gamer and Official Xbox Magazine? Well, you'll soon be able to do all those things, so long as you're attending PAX Prime 2012 this weekend in Seattle. What are we talking about?

http://www.gamesradar.com/going-pax-prime-friday-read-how-enjoy-free-lunch-us-and-assassins-creed-iii-developers/

As part of the Penny Arcade Expo held annually in Seattle, WA, we're going to be involved in a reader meet-up that we're doing with Assassin's Creed III. On Friday August 31, 2012 starting at 11:30AM, a food truck with BBQ in a style not unlike at the Revolutionary War will be supplying free lunch to hungry fans. The food truck (run by Maximus Minimus) will be located very close to PAX Prime, specifically at 8th and Pine, across the street from the Paramount Theater. Not only will you find other Assassin's Creed fans there, but you'll also meet some of the staff from GamesRadar, along with its sister publications PC Gamer and Official Xbox Magazine. And accompanying them are special guests, such as Assassin's Creed III's Lead Game Designer Steven Masters and Level Design Director Philippe “Phyz” Bergeron.

So once more for all the PAX Prime attendees reading this, here's all the info you need to know if you want to meet us for lunch this Friday in Seattle:

What: Assassin's Creed III BBQ food truck

Where: 8th and Pine (Across the street from Paramount Theater) in Seattle, WA

When: 11:30AM - 3:30PM Friday, 8/31

See you there!


Source : gamesradar[dot]com

25 Agustus 2012

Facebook Making Its Employees Use Substandard Android App

Facebook's new and improved iOS app is live, but employees at the social network aren't reaping the benefits. According to a report from Business Insider, the company's worker-bees have been encouraged and in some cases outright ordered to switch to Android phones, precisely because Facebook's Android app is so bad.

Apparently not uncommon at tech companies, "dogfooding" (as in "eat your own dog food") is a clever way to incentivize product improvements.

And it totally works by the way: I worked at a summer camp once driving this pontoon boat that broke down every single day, forcing me to row grumpy kids back to shore against the wind. One day the owner of the camp came out on the lake with me: I killed the motor on purpose and offered him the oars. Boat was fixed that week.

So rejoice Android users! Facebook's design team feels your pain, because their bosses are making them. A platform-native update similar to the one iOS users got yesterday should be on its way soon.

Stoked? Let us know in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

24 Agustus 2012

Amazon To Announce Its New Tablets On September 6?

We reported a month ago on the "five or six" new tablets Amazon is rumored to release this year. The company has invited press to a media event in Santa Monica, CA, scheduled less than a week before Apple is expected to announce its next iPhone. A clear effort to keep us guessing, the press invitations simply state, "Please join us for an Amazon Press Conference."

Amazon announced the Kindle Fire at a similarly furtive press event last fall, so while it's not 100% certain this will be a tablet announcement, it probably is. And not a moment too soon: with Google's vastly superior Nexus 7 now on the market and the iPad's market share still basically unchallenged, Amazon has some catching up to do.

Everything's speculation for now; so what do you think? Will Amazon announce a 10" iPad killer? - just an updated seven-incher? - an out-of-left-field smartphone? Cast your bet in the comments.

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.


Source : feeds[dot]ign[dot]com

23 Agustus 2012

Revisiting Resident Evil 3: Nemesis

Resident Evil 6's October release date is now only a month and a half away, so we're ramping up our project to replay all of the company's older efforts in storyline order. We first looked back at Resident Evil Zero in April, and in May we replayed the original 1996 adventure via its 2002 GameCube remake. Last month, we returned to Raccoon City by revisiting Resident Evil 2. Now it's time for Resident Evil 3: Nemesis.

Meeting your Worst Nightmare

As the first and only numbered Resident Evil sequel to have a subtitle attached to its name, everyone knew going into this third PlayStation adventure that something about "Nemesis" was going to be critically important to the game. Capcom made it even more obvious by placing the hulking, nightmare-inducing beast front and center on the game's packaging – the Nemesis was your enemy. Your singular foe. The villain so overwhelming that the entire duration of this latest RE title would be spent trying to take him down – or, more likely, just running away in abject terror.

It was a defining design decision that Capcom made, and it worked beautifully. Whereas the terror in the first two Resident Evil games was mostly centered on the hundreds of zombies lurking around every corner of the Mansion and the Raccoon City streets, Resident Evil 3 totally refocused its fright factor by building up this one, relentless, nearly omnipresent creature. The Nemesis was the most powerful zombie ever – he just couldn't be killed. And even worse than that immortality was the fact that he broke so many rules.

Survival horror games are meant to be scary, of course, and players know to prepare for shocks and surprises going in – but there's still a kind of comfort to be had in the knowledge of how most of these enemies are going to behave. The Nemesis, though, took even those small comforts away. He could run just as fast as your character, which broke the rule of zombies being slow and giving you time to react. He could assault you from afar with a rocket launcher, which broke the rule of zombies only being able to hurt you in close quarters. Worst of all, he could follow you through doors. That broken rule was the hardest of all to handle. We never knew how much we relied on the simple technical boundaries of loading screens protecting us from attacks until that first time we leapt through a nearby door, tried to catch our breath, and then saw the Nemesis come charging straight through to continue his hunt for "STAAAAAAARRRRRSSSSS!"

Frying Pan, or Fire?

Run-ins with the iconically scary Nemesis happened continuously throughout Resident Evil 3, as just when you thought you left him behind he'd pop up again at the most inconvenient time, in the most inconvenient place, to once again try to eat your brain. Capcom took the opportunity of these unique encounters to do something new with gameplay. You wouldn't just walk into a room and find the Nemesis sitting around waiting to battle you again – instead, you almost always got a choice of how to react to his appearances.

Called the "Live Selection" system, the game would briefly freeze and flash in black and white at these critical moments, then give you a quick on-screen choice between two alternative actions. Would you rather stand and fight, or turn and run? Would you like to go left, or go right? Memories of old Choose Your Own Adventure books and even the classic Dragon's Lair arcade game might have occurred to some players, except none of us really had the time to sit and think – because if you didn't pick an option within just a few seconds, the game would decide that your indecisiveness must be punished. Usually by Jill getting seriously hurt, or even instantly killed.

The RE series has never again used this specific type of reaction mechanic, but from a certain perspective, it could be seen as a precursor to the fast-button-input Quick Time Events that began to appear later on in Resident Evil 4.

The Mercenaries

Another way Resident Evil 3 paved the way for its subsequent sequels was with its introduction of a new minigame called "The Mercenaries - Operation: Mad Jackal." Fans of the franchise will recognize the name, as a shortened version – just "The Mercenaries" – was used for minigames in both Resident Evil 4 and 5. It even got spun-off into its own standalone retail release with last year's Resident Evil: The Mercenaries 3D for Nintendo's 3DS.

Those later versions and their focus on taking down tons of zombies to rack up high scores have little in common with RE3's original version, though, as Operation: Mad Jackal was more of a time attack game. You'd pick to play as one of three commando characters from the game's main storyline – Carlos, Mikhail or Nicholai – and try to make it from one starting point to an end goal in another part of Raccoon City in just two minutes. Running straight there was impossible, though – you'd always run out of time. So along the way you'd have to take down zombies and assist uninfected survivors to score time bonuses, extending the countdown and giving you enough extra seconds to make it to the finish line.

Gameplay Refinements

As the third and final Resident Evil title for the original PlayStation, RE3 represented the pinnacle of the series' design on its originating platform. Its foundations were firmly the same as RE1 and 2 – the same tank-like control scheme, pre-rendered backgrounds and all the rest of the series' hallmarks were found here once again. But lots of little tweaks and upgrades made the cut for this final PSone outing.

You could activate a new dodge maneuver to avoid zombie attacks, using proper timing to sidestep their hungry lunges and save yourself the trouble of having to use up quite so many Green Herbs. You could walk up and down staircases without needing to press an action button to do so – an improvement that greatly benefited the game's overall flow. And, crucially, you could now execute fast, 180-degree turns on the spot. Capcom had actually first introduced that little move in the RE-esque Dino Crisis, but it proved to be truly invaluable with the Nemesis hot on your heels through Raccoon City.

Oh, and then there was the gunpowder. For some reason, Resident Evil 3 went nuts for gunpowder. You didn't really upgrade your weapons much in this one – instead you'd find all sorts of gunpowder containers all over the city and you'd mix them together to create better and better ammunition. It was another unique addition to the series, but also another one that hasn't ever been used again.

The Impact of Nemesis

That's the thing about Resident Evil 3: Nemesis – it's arguably the most unique and individual of all the numbered RE games. We've tried to pin down the potential impact of each installment on the new RE6 with each of these articles, but with Nemesis it's a question mark. So many of its elements seem destined to stay locked into just this one game – the focus on a singular foe, the "Live Selection" choices, the gunpowder mixing. If anything, the thing that will probably carry forward into 6 will be the ridiculously impractical costumes for our playable heroes – have you seen the tube top and mini-skirt they stuck Jill in for this game?

If you want to go back and experience Nemesis for yourself before RE6 arrives, you've got just about the same array of options as you did for RE2. There's the original PlayStation release from 1999. Then there's a series of ports to PC, to the Dreamcast and to the GameCube – though the Cube version didn't exactly find many fans thanks to its inflated pricetag back in 2003. PlayStation Network's also got it up for download, for all you PS3 and PSP owners out there. But we'll end by reitirating the same sentiment from last time – Capcom, we'd love a modern remake of this adventure at some point. Surely you're not too scared to bring back the Nemesis, right?

Lucas M. Thomas still plays Resident Evil games with the lights on. You're not going to change his mind about that. Join him on his IGN blog and Twitter.


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What Do You Think of Microsoft's New Logo?

In preparation for its Windows 8 launch, which is being lauded as one of Microsoft's most important launches of all time, the Redmond-based company has been revamping many of its logos.

Just a few months ago they updated their Windows logo with a clean, crisp san-serif font called Segoe UI, and today they showed off their new Microsoft logo, which follows suit.

The logo contains a slightly bolder version of the same font, but forgoes the bold letters and italics of its predecessors.

There's been plenty of arguments already over the new logo - chiefly whether it's excessively square, beautifully simple, or just plain boring.

Microsoft has uploaded a video showcasing the launch of the new logo.

With Microsoft's new emphasis on rectangularity, like the tiles in the Xbox dashboard, is it certain that the next Xbox will ditch the 360's circular logo in favor of a square one?

You can read more about the logo transformation on Microsoft's blog, but more importantly - what do you think of it? Let us know in the comments.

Nic is the Editor of IGN Tech. He loves technology almost as much as Brand New, Boyz II Men, and TMNT Tournament Fighter. You can follow him on Twitter and IGN.


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21 Agustus 2012

Nintendo Hosting Wii U Press Event in September

In less than a month, Nintendo will finally reveal more information about its forthcoming console, Wii U - hopefully including that long-awaited release date and price. Today the company sent out invitations to select media outlets, confirming that a Wii U preview event will take place in New York on Thursday, September 13 from 10:00am to 4:00pm EDT.

The presentation will be led by Nintendo of America President Reggie Fils-Aime, and will apparently shed light on "how the Wii U will change the future of gaming and entertainment." Since it's getting pretty late in the year for the console that was promised a global launch by the end of 2012, we can only assume official launch information will also be divulged at that time.

When can you get your hands on the GamePad? We'll know soon enough.

Although we can't say for sure, it's a good bet that Wii U will hit store shelves this November, considering Nintendo's past two console releases (the GameCube and Wii) arrived in North America on November 18 and November 19 respectively. Rumors and purported leaks seem to support this theory, though recent speculation of manufacturing problems has suggested the launch might actually miss Black Sunday and arrive in December instead.

Hopefully we'll know for sure following this September event - until then, keep it here on IGN for all the latest Wii U happenings.

Audrey Drake is an Associate Editor at IGN and a proud member of the IGN Nintendo team. She is also a lifelong gamer, a frequent banisher of evil and a wielder of various legendary blades. You can follow her wild adventures on her IGN blog and Twitter. Game on!


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