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6 September 2012

Killzone Trilogy Inbound

Sony has officially announced that the Killzone Trilogy exists and that it'll be coming out on October 23rd in the US and October 24th in Europe.

It'll contain Killzone HD – a shiny remaster of the PS2 title which will have full trophy support – as well as Killzone 2 and Killzone 3 which both appeared on PlayStation 3.

Helghast in HD.

But that's not all. The trilogy will also contain all map packs for the last two installments of the series.

That means for Killzone 2 you'll get:

  • Steel & Titanium Map Pack
  • Flash & Thunder Map Pack
  • Napalm & Cordite Map Pack

And for Killzone 3 that means you'll get:

  • Killzone 3 Steel Rain Map Pack
  • Killzone 3 Retro Map Pack
  • Killzone 3 From The Ashes Map Pack

The trilogy will retail at  $39.99 and €49.99/£40.84 in Europe.

Daniel is IGN's UK Staff Writer. He's mastered the long distance bail. Follow him on IGN and Twitter.


Source : feeds[dot]ign[dot]com

28 Agustus 2012

European PS Vita owners get over 100 new (old) games. But America only gets to buy 9 of them?

PlayStation Vita finally gets PSOne Classics support today in Europe, allowing gamers to play first-generation PlayStation games on their shiny new handhelds. However, it won't actually work fully until tomorrow when the PS Store updates. Before then, you can transfer PSOne games from your PS3's hard drive using the 'Copy' function, once you've installed today's 1.8 Vita firmware update.

American Vita owners can use this method too... and it looks like they'll need to, as only 9 titles are initially available to download directly. Hardly the service Vita owners have been clamouring for, unless your favourite game is Arc the Lad. Hmmm.

Above: Arc The Lad is one of nine PSOne games hitting US Vitas tomorrow

The firmware update is live now and includes more welcome functionality, such as the ability to control the home menu with the face buttons (which is very nice - we're sick of starting a game and then immediately having to get out a cloth to wipe away the smudge), an option to import iTunes playlists, cross-console control for compatible games and some cosmetic tweaks to the notifications system. There's also new rear touchpad control for the internet browser.

So here's that European PSOne Classics list in full, hitting the PS Store tomorrow:

40 Winks
A Bug’s Life
A Bugs Life and Monsters Inc bundle
Abe’s Exoddus
Abe’s Oddworld Oddysee
Airboat
All-Star Boxing
Alundra
Arc Arena: Monster Tournament
Arc the Lad
Arc the Lad II
Arc the Lad III
Arcade Hits: Shienryu
Arcade Hits: Sonic Wings Special
Atari Anniversary Edition
Atlantis
Atlantis and Hercules Bundle
Bishi Bashi Special
Blockids
Blood Omen: Legacy of Kain
Bugriders
Buzz Lightyear of Star Command
Centipede
Cho Aniki
Constructor
Cool Boarders
Cool Boarders 2
Crash Bandicoot
Crash Bandicoot 2: Cortex Strikes Back
Crash Bandicoot 3 Warped
Critical Depth
CTR: Crash Team Racing
Destruction Derby
Dezaemon Plus
Disney’s Action Game ft. Hercules
Dodgeball
Driver
Eagle One: Harrier Attack
Everybody’s Golf 2
Fear Effect
Fear Effect: Retro Helix
Fighting Force
Fighting Force 2
Final Fantasy VIII
Final Fantasy IX
Final Fantasy V
Final Fantasy VI
Final Fantasy VII
Front Mission 3
G-Police
Gaiaseed
Galaxy Fight
Gex
Gex 3: Deep Under Cover
Gex 3D: Enter the Gecko
Grandia
Gubble
Guilty Gear
Gunship
Hardcore 4X4
International Track & Field
Jet Rider
Jet Rider 2
Jigsaw Madness
Judge Dredd
Junior League Soccer PS1
Jumping Flash
Kula World
Kurushi Final
Legacy of Kain: Soul Reaver
Lilo & Stitch
Little Mermaid 2
Little Mermaid 2 and Winnie The Pooh bundle
MediEvil
Metal Gear Solid
Mickey’s Wild Adventure
Miracle Quad Racer
Miracle Space Race
Missile Command
Monsters Inc
Motor Toon Grand Prix 2
Motorhead
N20
Namco Heritage bundle
Pandemonium
Pandemonium 2
Parasite Eve 2
Peter Pan
Pong
Pooh’s Party Game
Rageball
Rainbow Six
Rally Cross
Rascal Racers
Rayman
Rayman 2: The Great Escape
Reel Fishing
Re-loaded
Resident Evil 2
Resident Evil 3: Nemesis
Resident Evil: Director’s Cut
Ridge Racer Type 4
Sheep
Silent Hill
Snowboard Racer
Sorcerer’s Maze
Spin Jam
Sports Superbike
Streak
Street Fighter 2 Alpha
Super Star Dance Club
Syphon Filter
Syphon Filter 3
Tarzan
Tekken
Tekken 2
Tomb Raider
Tomb Raider: The Last Revelation
Tomb Raider Chronicles
Tomb Raider 2
Tomb Raider 3
Toy Story 2
Toy Story Racer
Toy Story Racer and Toy Story 2: Woody and Buzz bundle
Twisted Metal
Urban Chaos
Vagrant Story
Wild Arms
WipEout

By comparison, the US Store is getting:

Arc the Lad
Cool Boarders 2
Final Fantasy VII
Hot Shots Golf 2
Jet Moto
Syphon Filter
Tomb Raider
Twisted Metal 2
Wild Arms

No, we don't know why either. But we have contacted Sony for a reason, so we'll see what comes back. In the mean-time, there's this thread on NeoGaf which is archiving compatibility with the various installation methods for American users. It looks like games acquired through PlayStation Plus don't install on Vita, but legitimately bought versions of the same games do. It's all a bit of a faff if we're honest, but things should improve once the list of officially-supported games expands. Updates are planned over the coming weeks and months.

Unimpressed? Or just pleased the functionality's finally there? Let us know in the comments.


Source : gamesradar[dot]com

13 Agustus 2012

Separating Free-to-Play and Pay to Win

If you look at the GDC Europe schedule, it’s packed with talks about free-to-play game design. It makes sense. Many companies out there are trying to figure out how to replicate the success of Riot with League of Legends and Wargaming with World of Tanks. In some territories like North America, despite the growing acceptance of the model, some still feel there’s a certain greed driving the game design that overshadows whatever entertainment value or artistic merit might otherwise be present.

By listening to someone familiar with the Chinese free-to-play browser game market, you’ll get an entirely different perspective. The much maligned ‘pay to win’ label in the West, where users can only really advance by handing over money, is pretty much a standard for distribution and financial gain in China. As described by Jared Psigoda of Reality Squared Games, something like the seemingly omnipresent energy mechanic in Western social games, which caps the amount of things someone can do for free in-game, is the most innocent thing in the world. They make Zynga look almost saintly when it comes to the transparency of their revenue-driven intentions.

“When I talk to Chinese game designers,” said Psigoda, “they say, ‘I just dug this new pit, this monetization pit, that somebody could spend 10,000 dollars or 50,000 dollars in and not reach the highest level.’ It’s all about the monetization of the game.”

Chinese publishers hope to earn back the development budget within two weeks of launch, so everything – armor, pets, equippable angelic wings -- can be upgraded, and everything costs money. And users pay it, because they want to be first on the leaderboards. Psigoda provided statistics showing some gamers would spend over 100,000 dollars on a single game. In some games, botting is a built-in feature, though the service will only remain active if you pay a small fee while away from a computer.

Competition drives everything, and gear purchased for real money in any number of online games bestows substantial statistical benefits, a system that hasn’t found a lot of success in attempts to open these types of games to Western audiences. The keys to success in China, according to Psigoda, are endless progression systems and higher and higher price tags on items that will eventually secure a player’s spot atop a server’s leaderboard.

There’s also blatant game cloning, a topic that’s bought up increasingly often in the United States, most recently with Electronic Arts and Maxis actually suing Zynga for copying the design of Sims Social. In China, says Psigoda, games clone each other all the time, back and forth, until the quality of the product’s originality is wiped out completely in a system that, as Psigoda characterizes it, seems to prize profit above all else. “The question is, why would they do this? And the answer is, it works,” he said. Within the span of two to three months, these cloned games can begin to make 10 to 15 million per month.

Yet these aren’t the only kinds of games that find success in China. Wargaming’s World of Tanks is extremely popular there. With around 35 million registered players over its lifecycle and around 800,000 peak concurrent users, the success of World of Tanks has allowed Wargaming to expand from a company of less than 120 employees to over 1000 in offices worldwide, from San Francisco to Seoul. Though World of Tanks differs quite a bit from the styles of browser-based games Psigoda was describing, like Gunbound-type experiences such as DD Tank, city builders and action-RPGs, those titles and World of Tanks do share a competitive nature. They both fall into the mid to hardcore label, far away from the thinner gameplay of many popular free Facebook games in North America.

“We have companies like Zynga out there, who have essentially trained tens of millions of non-gamers to start playing games,” said Psigoda. “As we move along, some of these gamers are going to want to take the next step from FarmVille or CityVille, try something with a little more meat in the game.”

For Wargaming and CEO Victor Kislyi, building a successful free-to-play game isn’t about praying for a successful launch and hoping to price gouge players eager to climb the leaderboards. It’s about finding a balance between game design and pricing model. “Today, we can hear ‘goes free-to-play’ literally every other day,” said Kislyi. “They think, ‘hey, let’s take this game and add some virtual item shop and do some monetization and we’ll be free-to-play, right?’ Some pull it off, but really very few.”

What some in the West still don’t get, according to Kislyi, is that game design is inextricably tied to pricing model when building a free-to-play game. The approach of building a game as subscription-based and then transitioning to free-to-play, or offering multiple tiers of payment that put various pricing walls in front of consumers simply isn’t a reliable way to generate significant new revenue. “Hybrid is a fancy word. They’re so emotionally attached to the old days of retail and the box, which is guaranteed revenue day one. This is wrong. As soon as you have a fixed price point, you cannot overcome that. Even if it’s like two dollars, even if it’s 99 cents for your mobile application, still you have the price point, and only a certain amount of people are willing to pay this price. So it’s a very narrow corridor.”

Kislyi cautioned this is exactly how to turn off potential customers. “The people who are not willing to pay 50 dollars, or 10 dollars for subscription months, or 99 cents, you lose them. They just don’t enter. Never. They don’t have a chance to look at your game, to enjoy your game, they just don’t come. Interestingly enough, you also reject the people who want to pay more. There are some people who would pay for a box of StarCraft, 300 dollars, why not? Free-to-play does not have that problem. There is no entry barrier. Why would you reject those people?”

Properly monetizing a free-to-play game, according to Kislyi, takes collaborative planning around a free model from the outset of development on a project. “You cannot first make a cool game, and then monetize it. Why would people pay us money? Who will pay? Who will not pay? If you squeeze too much money from them, they leave and they do bad publicity. On the other hand, if you’re too kind, too soft, they just play the game, they enjoy your game and they don’t pay. So you don’t make money and you go bankrupt. So this really, really fine, tiny line between paying and not paying. There is no one universal formula for any kind of game.”

According to Kislyi, establishing a competitive game that is skill-based helps. If you’re knowledgeable about the game, you should be able to have a shot at winning, even against someone who has spent more money. It’s when the “wallet warriors” always win that causes other players to get frustrated and bail out.

So even if the level of quality of some Chinese browser games (Psigoda freely admits there are quality issues in Chinese gaming sector, with one or two new games launching nearly every day, most of which fail) differs from World of Tanks, it seems that global successes like World of Tanks and League of Legends have one thing in common. Much like Qi Xiong Zheng Ba, which pulls in 24 million USD per month, all of these games were conceived and launched as free-to-play, not reverse-engineered post-launch.

In the West, we’ll have to wait and see how games like Star Wars: The Old Republic deal with this kind of trend, and if major online games still on the horizon, like The Elder Scrolls Online, follow along over time with what seems to be the inevitable shift in not only pricing, but design.


Source : feeds[dot]ign[dot]com

Battlefield 4 Will Stay in Modern Setting

After being randomly revealed in a Medal of Honor: Warfighter promotion, we now have more details about DICE's in-development Battlefield 4. In a talk at GDC Europe, DICE's Karl Magnus Troedsson confirmed the setting of the game.

As reported by Joystiq, "We still want to stay in this genre, the modern day as it is. We feel this is a place we can be and continue with the series. Battlefield 4 can live in this space and be very successful."

He also hinted that another Bad Company game isn't out of the question, stating, "I know Battlefield 4 is probably the most creative name we ever could come up with. I can't comment any more on that games because it's all secret."

Perhaps we'll hear more specifics after publisher Electronic Arts gets Medal of Honor: Warfighter out the door this fall. A closed beta test for Battlefield 4 is expected later next year after several more downloadable content releases for Battlefield 3.


Source : feeds[dot]ign[dot]com