Tuesday, April 26, 2011

Sony unsure if credit card info compromised in PSN outage - Report

As if the fact the ongoing PlayStation Network outage entering its sixth day wasn't bad enough news for Sony, now comes word that the company isn't sure if the service's 75 million subscribers have had their personal information compromised.

According to a PC World report, Sony spokesman Satoshi Fukuoka said that the company had "not yet determined" if the confidentiality of PSN users' personal or credit card information had been undermined by the "external intrusion" that brought the network down. As of press time, Sony Computer Entertainment reps had not responded to requests for comment on the matter, and the official PlayStation Blog had not offered any updates on the situation regarding PSN users' information.
The cloud of uncertainty over the security of users' information is the latest development in the ongoing PSN outage saga. The crisis began Wednesday evening, when Sony took down the service with little explanation. Two days later, the hacker collective known as Anonymous--which had previously mounted attacks on the PSN--announced it was not sanctioning action against the PlayStation 3 and PSP's online service.
Then, late Friday, Sony revealed an "external intrusion" was behind the PSN outage, and said that it was conducting an investigation into the incident. Then, late Saturday, the company announced it was rebuilding the PSN infrastructure to ensure "additional security" would be added to the network.

Mario Kart sliding onto 3DS in 2011 - Report

Thus far, Nintendo has been slow with bringing many of its heralded franchises to the 3DS, but that doesn't mean that they won't be coming by year's end. Earlier this month, Nintendo attached a June 19 release date to Legend of Zelda: Ocarina of Time 3D and said that Super Mario 3DS would touch down in 2011. Now, it appears as if the same can be said for Mario Kart 3DS.
French site Gamekyo reports that Nintendo design chief Shigeru Miyamoto attended a press event in Paris last week, at which the Mario creator purportedly stated that Mario Kart 3DS will arrive in 2011. The title was among the first shown by Nintendo for its glasses-free 3D handheld, which went on sale in the US last month.
Nintendo has thus far offered gamers little information on what they can expect from the most recent installment in the long-running kart racing franchise. At its E3 2010 unveil, the game was shown to feature Mario, Luigi, and Princess Peach racing outside the damsel-in-distress' castle. Miyamoto reportedly said to expect more information on the title at this year's E3 in June.
Beyond offering a broad window for Mario Kart 3DS, Miyamoto also offered a few tantalizing details concerning the Wii 2, confirmed today as arriving in 2012. According to Gamekyo's report, the publisher has been toying with the idea of letting gamers use the 3DS as a controller for its next console, which is also rumored to have a tablet add-on.
Nintendo had not returned a request for comment as of press time.

Infamous 2 beta extended

Since April 12, a select group of PlayStation 3 owners have been beta-testing Infamous 2's create-a-mission mode to create and share their own twists on the open-world action title's gameplay. But with the PlayStation Network down for six days and counting, developer Sucker Punch has decided to extend the beta test to make up for lost time.
The studio posted about the extension on its Twitter page today, saying, "We've decided to extend the beta. Once PSN is back up we'll determine by how long, but rest assured: your outcry has been heard."
The PSN outage has also kept Sucker Punch from distributing more beta keys to its fan base. The developer said that giving out keys that people wouldn't be able to redeem "would be cruel and unusual."
Infamous 2 will see Cole leave the metropolis of Empire City and travel to New Marais, a city based on New Orleans. Along the way, he faces the same narrative duality of choosing to either help or hinder humankind. Once he arrives at his destination, he must face an evil entity simply called "the Beast."
The PlayStation 3 exclusive will be available June 7 as a $60 stand-alone title or as part of a previously revealed $100 Hero Edition. The latter will come with an 8.5-inch Cole MacGrath statue, a sling pack modeled after Cole's own in-game gear, an Infamous mini comic from DC Comics, the official Infamous 2 Hero Edition Soundtrack, and a voucher code for unidentified in-game content.

Gears of War 3 beta schedule detailed

Those who purchased the Epic Edition of Bulletstorm have been mutilating one another in the Gears of War 3 multiplayer beta test for a week at this point. Those who forwent Bulletstorm in favor of simply preordering Gears of War 3 will be pleased to know that they, too, can now rev their lancers and launch into the fray.
Along with announcing the opening of the Gears of War 3 multiplayer beta, Epic delineated a schedule for what players can expect over the next several weeks. Up first will be the Team Deathmatch and King of the Hill modes, which will be tested from April 25-May 1. Gamers will be able to engage one another in the Thrashball, Checkout, and Trenches maps.
From May 2-8, Epic will open up the Capture the Leader game type as well as the Old Town scenario. The last week of the beta--May 9-15--sees gamers able to launch into any of the three battle modes on any of the four maps.
Epic is also planning a few incentives to keep gamers engaged with the beta. These include exclusive medals, weapon skins, and character model variants that will carry over to the retail edition of Gears of War 3 when it launches for the Xbox 360 on September 20.

Conduit 2 Review

The Good

  • Irreverent, B-move-caliber story  
  • Labyrinthine levels with plenty of secrets  
  • Varied artistic design  
  • Exciting boss fights.

The Bad

  • Hilariously awful AI  
  • Classic Controller issues.
Conduit 2 is a breath of fresh air in a genre that takes itself far too seriously. Breaking away from the shackles that made The Conduit an insipid chore, this unrestrained sequel addresses every concern from the first game with a jester's aplomb. Gone is the overly dramatic story that made government conspiracies as banal as a tour through a doorknob factory, replaced by a tongue-in-cheek narrative that revels in preposterous logic. The paint-by-numbers level design has been tossed in the scrap heap as well. You travel the globe in Conduit 2, and the circuitous layouts make it fun to figure out where to go next. There are even thrilling set-piece moments mixed in, culminating in a number of over-the-top boss fights that provide an explosive change from the normal action. That's not to say Conduit 2 is without fault. The core action is mired in problems, ranging from hapless AI to predictable combat, and the lifeless multiplayer fails to build on the cartoonish charm of the campaign. But Conduit 2 rises above these complaints. It has a style all its own, and though it has its fair share of issues, you'll still have a smile on your face the whole time.

The hive cannon is as gross as it is deadly.
When the story begins, it's impossible to tell if it's a serious attempt to relay the plot of another alien-themed conspiracy cover-up, or if it's making fun of genre cliches. Mr. Ford is a surly, take-no-guff protagonist, and his guttural growls make it easy to dismiss him as another run-of-the-mill tough guy. But it soon becomes apparent that you aren't meant to take this goofy story seriously, and the outlandish plot provides more than a few laugh-out-loud moments. Take, for example, the taunting words of one late-game boss. After you shoot him in the head for nearly 10 minutes, he bellows at you that he's through negotiating. In another amusing exchange, Ford questions why the architecture of the building he's in seems to repeat. Your helpful friend responds that time and money force designers to reuse assets, just like in video games. It's moments like this that make it easy to just relax and enjoy the show. Conduit 2 isn't particularly smart or insightful, but it has enough silly banter to make the story enjoyable.
The Conduit was heralded for its outstanding controls, and the precision offered by the Wii Remote/Nunchuk combo is just as impressive the second time around. Now the Classic Controller is an option as well, and though it's not nearly as accurate as the standard scheme, it's a welcome addition for those who would rather use a dual-stick setup. There are some notable issues, though. You may have to slam on the duck button multiple times before your avatar reacts, for example, and aiming is far too touchy, even after you tweak the sensitivity settings. These quirks are annoying, but they won't impede your progress thanks to the laughable artificial intelligence. Enemies act more like vaudevillian performers than trained mercenaries. You may see a soldier take cover against a wall of air or perform a somersault and forget to shoot afterward. Oftentimes, you strafe into a room with your gun cocked, only to find your foes standing around as if they're at a cocktail party. Make no mistake about it, the AI in Conduit 2 is atrocious, though it does fit within the B-movie vibe the game exudes. It's funny gunning down these fatuous fools, and because Conduit 2 never pretends to be a serious shooter, the inept AI only adds to the charm.

Your varied arsenal includes military staples such as machine guns and sniper rifles mixed in with a healthy assortment of out-of-this-world armaments. The earthly weapons generally act as you would expect, though there are some exceptions. Damage with the shotgun is woefully inconsistent, so you may behead a vile enemy with a sure blast in one fight, only to find it takes three headshots the next time around. Your alien firearms look a lot more interesting than an ordinary pistol, but they're not quite as effective in combat. Oftentimes, it takes two or three times as many shots to kill an attacker with an intergalactic offering, which makes using these fancy tools of destruction less enticing. There is one exotic gun that not only has a creepy visual design, but is a fine killing machine as well. The hive cannon looks like a grotesque insect, complete with slithering tentacles, and delivers a deadly punch when fired. Despite some neat-looking weapons, the action in Conduit 2 is rather predictable. Fights too often erupt in narrow corridors littered with handy pieces of cover, and the typical layout combined with the aforementioned AI problems make for functional, if derivative, shoot outs.

Red Faction: Armageddon Hands-On Preview

In Red Faction: Armageddon we are on Mars with a shaven-headed Mason once again: Darius Mason this time, grandson of Alec, hero of 2009's Red Faction: Guerrilla. But where Guerrilla had us rove around on the Martian surface, Armageddon takes us underground. Terraforming has failed since the events of the last game, making Mars uninhabitable aboveground, forcing the human population to relocate into deep networks of rocky caverns. And where Guerrilla was open-world, Armageddon is basically linear, though with some larger, open areas suitable for sandbox-style play linked by the game's subterranean roads and corridors.

The game's producer, Jim Boone, tells us Armageddon's linearity comes from player feedback. Though fans of the previous game enjoyed the vehicles and free-form destruction, he says, they were less keen on trundling long distances through an open environment. He also tells us that some 20 percent of the third-person action still takes place topside, though we didn't see any sky for the few-hour duration of our hands-on demo, which was taken from early in the game.
As the demo began, the humans were already besieged by huge and vicious insectile beasties. Since these came from deep within the planet Mars and the humans from planet Earth, they are technically the natives. For the purposes of this preview, however, and because they are huge and vicious insectile beasties, we shall call them aliens. Our hero Darius is somehow to blame for the alien uprising--but inadvertently, mind you, and doing his best to make up for it. In the course of the demo, he escorts a convoy through hostile territory, fetches power cells and fixes water pumps for beleaguered civilians, and demolishes all manner of alien-infested structures.
Among the enemies are various brightly coloured red and green creatures, accessorised with organic blades and spikes and ranged bioweapon fire--glowing green globs that explode just after impact. We encountered plenty of ravagers: fast-moving, wall-climbing aliens with bone-bladed arms. Another alien creature, a stealthy variant, is invisible except when attacking but signals its proximity with a blurring effect on Darius' vision. Others are less subtle and less buglike: one creature was a hulking, horned biped, like a Martian minotaur.
We weren't short of hardware to see off the alien hordes, with Armageddon forever dropping new weapons in our path, but chief among them was the tremendously fun magnet gun. With this, the game's signature weapon, you shoot item A (say, the side of a building) and then shoot item B (say, a spiky ravager) to fling the one into the other, as if by magnetic attraction. The quick two-shot operation works a bit like Dead Space's kinesis module, letting you smash large chunks of the level furniture--girders, walkways, shacks, and the like--into your squishable foes, but also letting you launch enemies up and away, by firing at them and then at the distant cavern ceiling.
The magnet gun is also useful for demolition purposes. Alien-infected buildings can be destroyed by "magnetising" the roof and the floor, or one wall and the other, making it crumple up with zero ammo expenditure. Another demolition option is the powerful, no-mess nano-rifle: a gun that simply dissolves objects and enemies, with none of the gooey splatter of swatting an alien with a corrugated iron shack.
The extensive destruction will be familiar to players of Red Faction: Guerrilla. (Once again, terrain can't be deformed, except for the odd rocky crystal structure, though most man-made structures are fair game.) But Armageddon balances the large-scale demolition with the addition of a repair ability. Darius is equipped with a nano-forge, which is a kind of multi-tool with a number of unlockable and upgradeable abilities, such as shockwave, which freezes and levitates foes close to you; beserk, a double-damage buff; shield; and repair. This last ability is the inverse of the nano-rifle's disintegrating ray. Like an all-powerful undo button, the repair ability conjures anything you've annihilated back into being; you can rebuild walls around you when you're short on cover or reform a stairway while you climb it. Watching buildings rematerialise in a shimmery nano-glow is an unexpected treat.
For remote rather than up-close repairs, Darius has repair grenades, which can be tossed at distant ruined targets to remake them. These are also found in Infestation mode, the game's Horde-style multiplayer mode, in which four players fend of waves of aliens. In Infestation mode, the repair grenades are especially useful for salvaging cover out of the destruction wrought by four magnet guns.

For anyone who played Guerrilla and did enjoy the open-world roaming, there's no escaping the linearity of Armageddon. There was even a disheartening bit of backtracking through tunnels in the stretch we played. The largest caverns, though, do provide arenas for sandbox-style play. Hopefully, as vehicles are introduced--we saw little of these in our hands-on--the arenas grow too, with more room to manoeuvre and more sandbox opportunities to exploit. Fingers crossed also that the jittery frame rate on screens crowded by extravagant use of the magnet gun turns out to be a rarity.
Otherwise, Armageddon promises a fun third-person action game with enough novelty to make it interesting. A rugged protagonist against aliens on Mars is hardly fresh new territory--even discounting Red Faction titles--but Red Faction: Armageddon has an edge in its powerful magnet gun, free-form destruction, and magical repair tool. Look out for it this summer.

Wii successor confirmed for 2012, Nintendo profits fall by 66%

It’s almost customary in the lead-up to the yearly Electronic Entertainment Expo in Los Angeles to have rumours swirling regarding all manner of game-related issues, and 2011 is no exception. This year’s rumour mill has been throwing out plenty of speculation about Nintendo finally announcing a successor to the Wii, and it looks like the rumours have been accurate.
In a statement released alongside the company’s latest results today, Nintendo has confirmed that a new home console is indeed on the way and will be released sometime in 2012. The statement was brief and contained no other details, but it did state that the Wii successor will be playable at this year's E3 and that more specifications will also be released at gaming's premiere event.
The confirmation comes alongside gloomy results for the Japanese gaming giant, with the company reporting a decline in full-year profit for the second year in a row. Profit fell by more than 66 percent, with Nintendo recording 77.6 billion yen ($946.6 million) for the year ended March 2011. Income also fell 29.3 percent to 1.01 trillion yen ($12 billion).
Declining Wii sales was one significant factor in the results, with global sales recording 15.2 million units in the financial year gone compared to 20.1 million units a year earlier. DS sales also dipped, with 17.52 million units sold in the last year--a fall of roughly 10 million units from the year prior. Nintendo also missed its target of 4 million 3DS units sold, hitting only 3.61 million units by the end of March.
Rumours of a Wii successor have been gaining steam in the last month, with magazine Game Informer tipping that an HD-enabled Wii 2 would be announced at or just before this year's E3. Other sites have also emerged with leaked details, including speculation that the new Nintendo home console would feature controllers with a built-in 6.2-inch touch screen.