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10 September 2012

Steam Big Picture Mode beta coming today, trailer released

Remember that time Valve almost-kind-of-sort-of quietly entered the console market with a new service called Steam Big Picture Mode which would directly compete with consoles in the living room? Yeah, that was crazy. We haven't heard much about it since then, but now Valve has released a new video explaining the service as they get ready to launch a beta.

All around the world, PC gamers who work on computers all day are quietly jumping with glee that they'll finally get to come home from work and play PC games from the couch. It remains to be seen how many players will be willing to run cables from their desktop to their television (or buy a dedicated PC for their TV,) but we're definitely looking forward to giving this a spin when the public beta launches later today.


Source : gamesradar[dot]com

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

31 Agustus 2012

Special Forces: Team X -- An Attempt to Breathe Life into Old Ideas

When it comes to talking about shooters, calling the market "crowded" is an understatement. If you want to make something that can compete with the likes of Call of Duty, Battlefield, Counter-Strike or any other numerous established shooter franchises, it's not enough to make it cheap or even free. Alongside a price point that makes it attractive, you need a hook -- some sort of innovation or series of innovative twists on what's come before -- to stand out.

For Zombie Studios next game Special Forces: Team X, the hook comes from the fact that it's a less-than-serious, third-person, cover-based shooter with a cool take on map design. Sure, cover-based shooters have been partially explored on the Xbox thanks to Gears of War, but virtually not at all on the PC, making it a much easier genre to become a potential competitor in. Combine these mechanics with Special Forces: Team X's sub $20 price tag, and you have what could be an attractive alternative to players looking for a cheap, multiplayer-only option in the genre Gears so firmly established.

Let's just get all of Team X's similarities to Gears of War right out of the way. It puts a similar premium on utilizing cover. Battles don't boil down to who can rush in and get themselves killed the fastest, but who can play methodically, out-flanking the enemy team. Moving between cover is crucial, and Team X gives gives you a very roadie-run-like sprinting ability that lets you press on enemy positions. You can also vault and blind fire from cover and you have recharging health.

Now that that's cleared up, let's focus on how Team X mixes it up, namely by tossing in elements from Call of Duty. Just like COD, Team X gives you loadouts, and you unlock new gear for your loadouts based on your level, which is raised by killing people, completing objectives -- you know the drill by now, right? As you level up you'll unlock new weapons for your two weapon slots, new perks (called Skills in Team X), as well as a host of options for changing your appearance. Weapons can be further customized with attachments, but Zombie has intentionally made it so you only have to worry about a few items and stats, rather than the slew of options that were in their last game, Blacklight: Retribution. The point of this isn't too think too much about how to best min-max your loadouts stats, but to put things on that sound fun and then see if they work. Since it's not a free-to-play but rather a single transaction, you don't have to fret over whether or not you want to pay to rent or buy items, either.

One really cool thing that Team X does different from its competitors is its map generation. Instead of launching with a few pre-made maps, Team X lets players vote on the map layout before each match. Every map is composed of three segments, and to vote you simply swap out the segments until you find a combination you like. Then, after the timer counts down, Team X counts which map sections got the most votes in which slots and generates the level accordingly. This results in a few things that could make Team X a lot of fun to play. First of all, it's a great way to keep you on your toes, since this means that you can't simply learn a map in its entirety, but instead have to learn the ins and outs of sections, and then understand how they'll play off one another when next to one another. Second, it makes voting on each round feel more exciting, because you're not just picking between two maps that you might not like, you're actively participating in the design of the level -- albeit on a very basic level. Third, it means that Zombie Studios could roll out new map DLC at a fast rate if Team X does well, since the team only has to create single segments at a time rather than entire maps.

Other standout features in Team X could also help differentiate it. For instance you can play traditional modes like team deathmatch and king of the hill with two teams, but Team X also allows as many as four separate teams against one another at a time. Or if you don't like to use grenades as your method for breaking someone out of cover, you can also bring dogs into the fight, sending them at your attackers to kill them or provide a distraction while you flank your enemy.  Even the Skill system in Team X tweaks the standard formula a bit, with some Skills giving area of effect bonuses to your teammates instead of only benefiting you. These group-focused skills are important, too, because they encourage you to stick together -- something particularly important in a cover-centric shooter.

With so many generic shooters or blatant clones releasing in recent years, it's nice to see a studio attempt to innovate on established formulas. Whether or not this will bring success to Special Forces: Team X, though...well that remains to be seen. At least we won't have to wait long, since Team X is slated to release on XBLA and PC before the end of the year.


Source : feeds[dot]ign[dot]com

20 Agustus 2012

Dance Central 3 is the Time (Machine) of Your Life

Challengers come and go and market environments change, but Boston-area developer Harmonix Music Systems endures – and even thrives. Whether it’s the rise and fall of the plastic-instrument craze (Rock Band remains standing – supported by weekly DLC and a new Xbox Live Arcade game called Rock Band Blitz – while Guitar Hero is ashes), or the battle to capitalize on motion controls that’s currently being fought by the sublime Dance Central, the studio has a knack for keeping the beat going no matter what. And perhaps no game better exemplifies that than Dance Central 3, which manages to spit and polish the Kinect’s best experience to a level we didn’t think possible. We got the full scoop on what’s new, and there’s a lot to share.

First is the story – yes, story – that threads Dance Central 3’s campaign. You’re a new recruit invited to a mysterious underground dance party that turns out to be the secret headquarters for DCI – Dance Central Intelligence – “the city’s first and last line against dance crimes.” The evil Dr. Tan returns from DC2, and he wants to end your dance party…permanently. It’s up to you to prove yourself worthy of the agency’s trust by dancing to LMFAO, then time-travel back to the 1970s using DCI’s convenient time machine. Once there, you’ll need to find all the power moves hidden in the ‘70s songs, then assemble those together to form a Dance Craze. In this decade, it’s The Hustle. In subsequent decades (‘80s, ‘90s, and ‘00s – all with era-appropriate music, of course), it’ll be a different craze, like the YMCA, da Butt, or the Dougie.

Along the way you’ll earn experience points that unlock different outfits, among other things, but the game’s Party modes are what have been given the most attention.

  • Party Time is meant for social gatherings. Accessibility is a big focus here in that all you have to do is high-five a second player in order to start the game. No need to worry about unique gestures that might confuse your non-Kinect-owning partygoers. Once you start playing, the game will automatically spit new songs and game modes at you in the spirit of keeping the party going. Furthermore, the new Beginner mode features a dynamic difficulty setting that will automatically scale the game up or down in order to keep you dancing instead of failing. Or, conversely, ramp things up if you’ve got the moves.

  • Crew Throwdown pits two teams of four against each other in one-on-one, two-on-two, or even asymmetric head-to-head battles. And yes, you’ll be able to take a photo of yourself with your crewmates.
  • Make Your Move is essentially the dance equivalent of H.O.R.S.E. Kinect actually records a move you create (you’ll need to repeat it three times so that the game can properly create a flash card for it), then challenges your opponent to dance it. Trade moves back and forth until they all get strung together randomly. Whoever dances ‘em best wins. “You get to decide how hard it is,” says Dance Central 3 lead designer Matt Boch.

  • Strike a Pose is where you’re most likely to pull a muscle and injure yourself, as the game will flash up random poses you’ll have to quickly match. (Dance Central 3 is “the most dangerous game on Xbox,” jokes Harmonix’s John Drake). Be fast and accurate and you’ll earn up to an 8x score combo and crush your competitor.
  • Fitness mode is about the only one Harmonix isn’t saying much about yet, though we did extract a few details out of them. Besides being able to create your own custom fitness playlists, you’ll have the power to set your own personal goals. The idea, Harmonix says, is to minimize downtime and make sure you’re always moving.

Just as before, all of your previous Dance Central songs – both disc-based and DLC – will import into DC3 and its 45 tracks, putting the total potential song list at well over 150. Better still, all of the old tunes will get upgraded automatically to work with DC3’s new game modes. Kinect voice control is back too, making it easier to navigate through the menus and songs. As if we needed any other incentives to get up and dance.

Ryan McCaffrey is the Executive Editor at IGN Xbox. He used to own a DeLorean, which is weird. Follow him on Twitter, on IGN, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.


Source : feeds[dot]ign[dot]com

13 Agustus 2012

The iPhone 5 Rumor Roundup Continues

While the media's patience wears thin and the Android platform continues to grow its market share, the 'net is bursting with iPhone 5 rumors ranging from the plausible to the laughable and everything in between.

Source: T3

The most believable (and corroborated) set of Apple hints now surrounds the unannounced device's release date. iMore reported today that, coinciding with an iPhone 5 event, pre-orders for the next-gen smartphone would begin on September 12, or nine days before the alleged release day.

All of this information comes to iMore by way of "sources who have proven accurate in the past," a character we've seen a few times before, and since.

Source: BGR

His distant cousin, BGR's "trusted source" and apparent AT&T insider, also outed a late September release window for the iPhone 5, citing a rescheduled employee training event and an "all hands on deck" policy as the reasons for suspecting that timing.

The Apple press conference on September 12 is almost certainly the platform for Apple's iPhone 5 announcement, but the question is whether or not release will follow so quickly. For comparison, the iPhone 4, which released over two years ago (a longer development timeline that most), was announced on June 7 at WWDC 2010, then introduced to store shelves June 24 internationally. Apple is no stranger to surprises, or to swift turn-around times, so the September and October rumors sound like reasonable guesses.

Over the past week, images and even video have "leaked" from Japanese manufacturers, French journalists, and American speculators. The footage swam over the Pacific from Japanese site Macotakara to deliver a purported first full look at the casing that will be holding the new iPhone. While this seems to be in line with other ideas about the wraparound middle-back cover, there's no way to know if the video is a good-looking farce or the real deal.

Source: iPhone 5 Guides

Other rumors about the casing and display have circled around a 4-inch screen and a thinner, higher-resolution LCD panel.

Blogs all across the tech-interest sphere have been claiming for months that the days of the 30-pin iPhone dock connector won't continue with the iPhone 5. Although a consensus on the smaller connector has yet to be reached, it's not unthinkable to imagine that Apple may be going to the micro-USB standard, if changing at all.

Leaked images of what may be the iPhone 5's motherboard have also given rise to some spurious speculation. While some contend that the SIM card slot from the pictures looks to support micro-SIM cards, those infamous sources are claiming some insider knowledge about nano-SIM cards for the iPhone 5.

IGN will be on-hand at the September 12 event and keeping tabs on all the rumors (and eventually facts) about the iPhone 5 and Apple's next generation of mobile devices.

Sources: 9to5 Mac, The Verge, Macotakara, BGR, iMore

Dan Crabtree is an I.T. guy and freelance writer with words on IGN, and a league of other gaming news outlets. His dog is considered handsome and well-read. You can find him (the human) on Twitter and IGN.


Source : feeds[dot]ign[dot]com