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Last week, Electronic Arts shipped Dead Space 2, the sequel to its acclaimed 2008 horror survival game. Like its predecessor, the game received stellar reviews from critics. However, unlike its forebearer, which debuted to middling sales, there is little question about it being a runaway hit. In a conference call with analysts following EA's holiday-quarter earnings report, executives discussed some aspects of current-quarter performance. Chief operating officer John Schappert said that in just one week, Dead Space 2 has shipped nearly 2 million units to stores--and is outselling the original on a 2-to-1 basis. For reference, the original Dead Space took eight months to sell through 1.4 million units. Developed by internal studio Visceral Games, Dead Space 2 follows the further adventures of Isaac Clarke, the engineer hero of the first game. After battling the mutating zombielike necromorphs on a deep space mining vessel, Clarke finds himself inside The Sprawl, a huge metropolis anchored to one of Saturn's moons. Things quickly go south, however, once the necromorphs ravage the city, forcing Isaac through an outer space maze filled with the menacing creatures. For more on Dead Space 2, check out GameSpot's previous coverage. Read and Post Comments | Get the full article at GameSpot | | | | | | | | | | | | | | |  |  |  | | | | | | | | Complete Collection of Square Enix role-playing game includes original Super Nintendo saga with visual overhaul in addition to The After Years episodic Wii epilogue.
In 2007, Square Enix released revamped versions of Final Fantasy and Final Fantasy II for the PSP to commemorate the role-playing game series' 20th anniversary. While the publisher opted not to honor Final Fantasy III in such fashion, Square Enix is back on board for the fourth installment, today announcing Final Fantasy IV: The Complete Collection for the PSP. Set for release April 19, The Complete Collection will include Final Fantasy IV--with revamped visuals to take advantage of the PSP's widescreen format--as well as its epilogue, Final Fantasy IV: The After Years. The episodic series of downloadable titles was originally released in 2009 on the Wii; this will mark the first time it has been available as part of a retail product. Originally released in 1991, Final Fantasy IV is better known by another name in North America. Because original publisher SquareSoft hadn't released the second or third installments in the series internationally, the company decided to release the game as Final Fantasy II when it hit North America later that year. For more on the PSP package's source material, check out GameSpot's induction of Final Fantasy II into its Greatest Games of All Time collection, as well as the review of The After Years. Read and Post Comments | Get the full article at GameSpot | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | EA's rocky holiday quarter results in $1.05 billion in revenue, $322 net loss during three-month period; EA Sports Active 2 "well below expectations."
If there's one quarter where a publisher wants to best its performance from the prior year, it's the highly lucrative holiday window. Unfortunately, such was not the case for Electronic Arts. Today, the megapublisher issued its third-quarter earnings report for the October-December window, revealing net revenue fell 15 percent to $1.05 billion, down from $1.24 billion during the year prior. Net losses also mounted during the period, plummeting to $322 million from an already-substantial $82 million last year. EA was quick to point out that excluding non-recurring charges such as acquisition-related expenses, changes in deferred net revenue, and restructuring charges, the publisher actually had a quite strong quarter. Excluding these non-recurring expenses, EA's non-GAAP net revenue would have been up 75 percent to $1.4 billion. Profit would also be a different story, with the publisher's massive loss turned to a $196 million gain. As for wins during the quarter, EA touted the fact that it was the No. 1 publisher on the Xbox 360 and PlayStation 3 during 2010 in Western markets. In Western markets during the third quarter, EA said that it held the No. 1 publisher slot on Apple's App Store for both the iPhone and iPad, as well as Microsoft's Windows Phone 7 platform. EA also saw production out of two of its top holiday-quarter releases: Danger Close's Medal of Honor and Criterion's Need for Speed: Hot Pursuit. Both titles have sold more than 5 million units to date, according to the publisher. In 2010, EA had five games which passed the 5 million mark, with the aforementioned two joined by FIFA 11, Madden NFL 11, and Battlefield: Bad Company 2. FIFA 11 has now sold more than 11 million units to date. Not all of the publisher's year-end games performed, however. In a post-earnings conference call, EA indicated that EA Sports Active 2 sales came in "well below expectations." Active 2 was the first installment in EA's fitness franchise that was released for Microsoft and Sony's new motion-sensing controllers. Like the original, it was also released for the Wii. EA also continued to grow its digital business, which ticked up 39 percent to $211 million during the quarter on a non-GAAP basis. EA reaffirmed its position that 20 percent of its in-progress fiscal-year earnings--or $750 million--will be from digital sales. Console downloadable content sales saw the largest digital gains, growing 130 percent to $62 million. PC digital revenue grew 22 percent to $82 million, while mobile sales were up 16 percent to $67 million. On the business side, EA said that it has authorized a $600 million stock buyback program that will take place over the next 18 months. Looking ahead, the publisher said that it expects net revenue to come in at $3.473 billion to $3.573 billion for the full fiscal year ending March 31, 2011. Investors have thus far reacted positively to EA's earnings announcement today. In after-hours trading, the stock was up nearly 9.15 percent to $17.05. Read and Post Comments | Get the full article at GameSpot | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | Mad Catz announces $160 PS3 and Xbox 360 joystick to be limited to 5,000 numbered units; release expected in time for game's February 15 launch.
After a decade-long cease-fire, Marvel and Capcom are set to renew their storied fighting game rivalry in two weeks with the launch of Marvel vs. Capcom 3 for the Xbox 360 and PlayStation 3. To commemorate the return to hostilities between the two companies, Mad Catz will release a limited edition Marvel vs. Capcom 3-branded version of its arcade-style joysticks. The Marvel vs. Capcom 3: Fate of Two Worlds Arcade Fight Stick Tournament Edition will be limited to 5,000 individually numbered joysticks and is expected to begin shipping out to customers by the time the game launches February 15. Like the Tournament Edition joysticks Mad Catz produced for Street Fighter IV, the Marvel vs. Capcom 3 controller will feature a stick and buttons from arcade manufacturer Sanwa Denshi, turbo functionality, and a storage compartment for the controller cord when not in use. Mad Catz has indicated the stick will be available to order through its own online store, though there's no product page for it as of press time. Marvel vs. Capcom 3 will launch with a roster of 36 playable characters split evenly between the two companies. The comics company will be represented by characters like Spider-Man, Captain America, MODOK, and Deadpool, while gaming favorites like Ryu, Dante, Amaterasu, and Wesker will fly the Capcom flag. In addition to the standard arcade and online versus modes, the game will feature technique challenges for each character and issue players a "license card" that will reflect their particular play styles. For more on the game, check out GameSpot's previous coverage. Read and Post Comments | Get the full article at GameSpot | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | This trailer introduces viewers to Dahlia, as well as the vivid and eerie environments that must be explored while uncovering clues in a journey to procure a legendary sun potion that allows vampires to survive in daylight. Read and Post Comments | Get the full article at GameSpot | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | Massive changes proposed to education to boost high-tech skills; art and computer science proposed for inclusion in new general education certificate. Alongside tax breaks, reform of the UK's education system has been at the top of developers' agendas for some time. With the games industry making it clear that not only are the vast majority of higher education courses in game development failing to give students the skills they need, reports indicate that students lack the basic skills when they leave secondary school. In 2010, the government commissioned a report from Ian Livingstone, British gaming luminary and life president of Eidos, and Alex Hope, managing director of Double Negative, the UK's largest film-only special effects company, to look at the problems facing their two industries. Today the pair launched that report, with two ministers there to support its conclusions. The Livingstone-Hope report presents 20 recommendations across all levels of education. First among the recommendations for schools is that computer science be made an essential discipline in the ongoing National Curriculum review, and that it--along with art--be included in the proposed English Baccalaureate (a general education certificate granted for high grades in certain subjects). The proposals for higher and further education involve increasing targeted funding for the best industry-accredited courses and giving prospective applicants easier access to information about employment prospects from individual courses. Ed Vaizey, minister for culture, communications and creative industries, welcomed the report's content. "It's not about resources, it's about focus," he said. "We can use this report to start a revolution," he explained. This was particularly apt, he said, because the country was "skint," and so a report that simply called for additional resources would fall on deaf ears. He seemed cooler on the plans to increase the importance of computer science, however, suggesting instead it be treated "like music," indicating that after-school clubs and access to facilities was more important that folding programming into the core curriculum. John Hayes, minister for further education, skills and lifelong learning, struck a different note. He too supported the conclusions of the report, suggesting that computer science should "permeate the whole curriculum." He also emphasised the role industry had to play, detailing plans to re-examine level two and level three apprenticeships in the high-tech sector to ensure a high-quality flow of qualified people into the industries that needed them. He also contradicted Vaizey's assertion that there was no money available, suggesting that money was there via the government's innovation fund specifically to aid high-tech high-growth industries such as those under discussion. Read and Post Comments | Get the full article at GameSpot | | | | | | | | | | | | | | |  |  |  | | | | | | | | The Imperial Guard are reporting for duty in the latest expansion for Dawn of War II, and we go hands-on to test their merit.
Released in 2009, Relic Entertainment's Dawn of War II skillfully shifted the focus of the series from grandiose battlefields to smaller, squad-focused gameplay. In 2010, the game's first expansion, Chaos Rising, introduced the forces of Chaos as a new playable faction, as well as expanded the single-player campaign. Now the third expansion in the series, Retribution, brings a wealth of new content for fans to enjoy. New maps, new units, and a revamped campaign that shares the spotlight across all factions are in the works, but what we're most excited about is the inclusion of the Imperial Guard. After some grueling hands-on multiplayer matches, we're ready to report on our tour of duty with these new cadets. The Imperial Guard are the true heroes of Warhammer 40,000. They are mere mortals adrift in a universe brimming with unspeakable horrors and forced to fight in a war they barely understand. Most do not live through their first battlefield, and many who do wish they never had. Their armor is meager and their weapons are pitiful--but their numbers are legion. They have their orders, they have each other, and somehow, they will find a way. Based on what we've played, the Guard's troops are very weak individually and require constant attention on the battlefield. With the Space Marines, if a fight goes south, their bulky power armor can keep them going until we figure out it's time to leave. That is not so with the Imperial Guard. With them, falling prey to enemy ambush or sending troops blindly into enemy territory is a potential death sentence. That isn't to say the new faction is weak, but it is unforgiving. Each mistake we made was costly, and negotiating the battlefield required more caution than before. The Guard's strength lies in their numbers, and their play style feels similar to the Orks (who also rely on large numbers to overwhelm the opposition). But while the Orks are more adept at melee combat, the guardsmen excel at fighting from a distance. Each standard guardsmen squad can construct defensive walls and turrets, while each of their heroes can deploy upgradable bunkers on open terrain. In several of the matches we played, if our guardsmen were given time to set up in cover and reinforce their position with a few deployables, they could easily route all but the most dedicated of enemy assaults. Every so often, a sneaky opponent would catch our flank, and in that situation, it was time to retreat. The guardsmen squads are pitiful at melee and should avoid it at all costs. It was always more satisfying to yield a site and then hit it with long-range artillery than to stay and fight as the enemy approached. A cheap and easy way to cover the guardsmen's weak melee ability is the Sentinel, a tier-one vehicle that looks awfully similar to something out of a Star Wars movie. The Sentinel's long-range cannon allows it to pick off foes from a distance. However, we got the most out of it by running it into close quarters and using its special ability to knock down all nearby enemies--making them easy targets for allied fire. However, as the game progressed, this once-powerful walker did see some diminishing returns when paired against the enemy's mid-to-late game vehicles. Thankfully, the Guard's all-purpose Leeman Russ battle tank--the backbone of the Imperial forces--was able to hold its own against the bulk of the competition. The Inquisitor, offensive hero for the Imperial Guard, was another reliable way to fend off melee units. While she is weaker in a straight fight compared with the other race's melee heroes, her abilities help compensate. Many of her spells either slow or, otherwise, disable her targets and make them more susceptible to incoming fire. The Commissar Lord, the second hero unit, relied on subtler tactics such as mine fields and flares to achieve victory. Finally, the Lord General rounded out the set as the defensive guardsman hero. This unit was our favorite because he best complemented the faction's defensive style of play. He could call down Basilisk artillery strikes, air-drop massive turrets, and came complete with an upgradable entourage of support units. Imperial Guard aside, we also got our hands on some of the new units for the other factions. The Space Marines received the hulking Land Raider Redeemer transport tank. This tier-three war machine was basically a rolling pile of guns, with a different armament for any flavor of enemy. The Orks received a similar vehicle in the new Battlewagon unit. This unit was another heavily armed tier-three transport vehicle that looked like a cross between a steamroller and a construction crane. The chaos god of cardinal desires, Slaanesh, finally got some representation with the new Noise Marines unit for Chaos. By default, the Noise Marines' attack disabled a unit's ability to fire at close range, forcing it to retreat or enter melee. Fielding a Swarmlord, the Tyranids' new unit, felt like having a second Hive Tyrant on the field. This unit was devastating in melee combat and could drain the health of nearby enemies to restore its own. Finally, the Eldar received the Autarch. Similar to the original Dawn of War's Harlequin, this unit excelled at jumping around the battlefield and striking with deadly hit-and-run attacks. And because the Eldar are never too straightforward, it could only be fielded by an Eldar hero unit. Overall, our time serving with the Imperial Guard was an interesting challenge. It is a faction that depends on finesse and tactical planning to be successful. It may start the match as the underdog, but in the right hands, it quickly becomes a tide of iron that's nearly impossible to crack. The other factions' new units are mostly straightforward by comparison. Many of the new additions are late-game juggernauts, and all have a focus on raw power. Multiplayer in Dawn of War II is as exciting as ever, and we're eager to see what other surprises are in store for the final release. Make yourselves ready for Retribution's release this March. Read and Post Comments | Get the full article at GameSpot | | | | | | | | | | | | | | |  |  |  | | | | | | | | Xbox Live Update: First volley of add-on content for latest Call of Duty hits marketplace; Fight Night Champion demo now available; Bionic Commando Rearmed 2 hits Xbox Live Arcade tomorrow; Dark Void added to Games on Demand. Get the full article at GameSpot | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | Then-series developer DMA Design's Gary Penn says top-down title nearly shelved because it was "awful"; GTA: IV life-to-date sales sit at 17 million.
The Grand Theft Auto franchise is one of the most recognizable brands in the game industry, with the latest entry, Grand Theft Auto IV, scoring a top rating and selling 17 million copies since debuting in 2008. However, the series' first entry almost never got off the ground. In an interview with industry site Gamasutra, Gary Penn of DMA Design (which later became Rockstar North) said the original series entry was nearly shelved not because of politics, but rather because the game was unstable and "awful." "It never really felt like it was going anywhere. It was almost canned", Penn said. "The publisher, BMG Interactive, wanted to can it." "There are probably two key things it fell down on. Two critical things. One of them is stability, which is a really boring one but it crashed all the f***ng time. So even if you did get something in the game, you couldn't really test it." The other key feature of the title that wasn't operating as DMA Design had planned was the vehicle component to the game. "Now the other thing that was a problem was the handling--the car handling was appalling. There was a point in it where you used to have a button for opening the doors and it was just rubbish," he said. "I can't remember if this is true because we used to joke about it that you even had to start the engine. It was awful, it was too sim-y." Then, a revelation came in the way of a game error that made police behave erratically, which turned into exactly what the developer enjoyed most. "Then one day, I think it was a bug, the police suddenly became mental and aggressive
, he said. "And that was an awesome moment because suddenly the real drama where, "Oh my God, the police are psycho--they're trying to ram me off the road." "They're after you, they're trying to ram you off the f***ing road. Everybody suddenly went, 'Hey this is actually pretty cool.' There's something in this, this is working." The original Grand Theft Auto, which released in 1997, is available for free via the Rockstar Classics Free Download Series. For more on the franchise's latest entry, check out GameSpot's review of Grand Theft Auto IV. Read and Post Comments | Get the full article at GameSpot | | | | | | | | | | | | | | |  |  |  | | | | | | | | | | | | | | | | |  |  |  | | | | | | | | Sackboy returns to save Craftworld from the evil The Negativitron. Our Little Big Planet 2 Guide includes a walkthrough of the story levels, hidden co-op and switch trigger paths, and pins to spruce your online profile. Get the full article at GameSpot | | | | | | | | |  |  |  |  |  | |
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