“Simpsons” arcade game comes to home consoles

To celebrate the 500th episode of “The Simpsons,” which airs Feb. 19, Konami Digital Entertainment, Inc., in partnership with Gracie Films and Twentieth Century Fox Consumer Products, is making the “Simpsons” Arcade Game available for home consoles.

The game is now available for Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft. The game will also be available on the PlayStation®Network for the PlayStation®3 computer entertainment system beginning Feb. 7.

“Of all The Simpsons video games, this demented classic is my favorite,” said Matt Groening, The Simpsons Creator and Executive Producer, in a news release.

In The Simpsons Arcade Game, players take on the role of a Simpsons character to chase Smithers and Mr. Burns on an epic quest to save Maggie.

The game features four-player online and offline cooperative play as well as eight Springfield locations.

As an added bonus, fans can view classic posters made for the game back in 1991.

- Matt Price
From Monday’s The Oklahoman


Tennis greats McEnroe, Sharapova to cover EA Sports’ Grand Slam Tennis 2

Tennis stars John McEnroe, Novak Djokovic and Maria Sharapova will grace the global cover of EA SPORTS Grand Slam Tennis 2, set for North American release on Feb. 10.

McEnroe is a former world No. 1 and a three-time champion at Wimbledon. Djokovic currently holds the ATP Tour No. 1 ranking. And Maria Sharapova is a former world No. 1 who has won three Grand Slam singles titles.

The title will be available for the first time in HD, on the Xbox 360 videogame and entertainment system and PlayStation 3 computer entertainment system, including support of the PlayStation Move controller. Players can play in all four of the Grand Slam tournaments: the Australian Open, the French Open, Wimbledon and the U.S. Open.

Gamers can play with or against more than 20 of the greatest players to ever play professional tennis, including Roger Federer, Rafael Nadal, Novak Djokovic, Bjorn Borg, Maria Sharapova, Serena and Venus Williams.

- Matthew Price
From Wednesday’s The Oklahoman


Amazing Spider-Man costume, Green Lantern game trailer, Thor and Captain America get toys

SPIDER-MAN GETS ‘AMAZING’

Sony has revealed official title of the new Spider-Man film: “The Amazing Spider-Man.”  The costume of Andrew Garfield in the Spider-Man movie reboot was also recently revealed, and you can check it out at the site: http://www.theamazingspiderman-movie.com/.

GREEN LANTERN GAME TRAILER RELEASED

Green Lantern: Rise of the Manhunters is an action-adventure title that is scheduled for release in conjunction with the Green Lantern movie releasing this summer.

The game will be available for Xbox 360, PlayStation 3, Wii and Nintendo DS.

Green Lantern: Rise of the Manhunters is inspired by the feature film, which stars Ryan Reynolds as Hal Jordan.  In the game, players will be able to wield the Green Lantern ring to restore intergalactic order.

THOR, CAP TOYS

Chris Hemsworth, who plays “Thor” in the upcoming film, and Chris Evans, who plays Captain America, recently visited Hasbro’s showroom at Toy Fair in New York.   The “Thor” line is set to debut March 1, and the Captain America toys hit the shelves on May 16.   The “Thor” movie releases May 6, and Captain America: First Avenger hits on July 22.

REVIEWS

Matt and Kyle review Amazing Spider-Man 654.1, Jennifer Blood #1, Silver Surfer #1 and more.


Batman: Arkham City trailer, screenshot, concept art released

Concept art from "Batman: Arkham City."

Warner Bros. Interactive Entertainment (WBIE), Rocksteady Studios and DC Entertainment have released a teaser trailer for Batman: Arkham City.  The game is set for fall 2011 release on Xbox 360, PlayStation 3 and Windows PC.

Batman: Arkham City screenshot

Here’s the description from WBIE:

Developed by Rocksteady Studios, Batman: Arkham City builds upon the intense, atmospheric foundation of Batman: Arkham Asylum, sending players soaring into Arkham City, the new maximum security “home” for all of Gotham City’s thugs, gangsters and insane criminal masterminds. Set inside the heavily fortified walls of a sprawling district in the heart of Gotham City, this highly anticipated sequel introduces a brand-new story that draws together a new all-star cast of classic characters and murderous villains from the Batman universe, as well as a vast range of new and enhanced gameplay features to deliver the ultimate experience as the Dark Knight.

Click past the cut for the teaser trailer for “Batman: Arkham City.”

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Captain America video game set in World War II announced

Captain America

Screenshot from the upcoming Captain America video game.

Captain America will return to video game consoles in an original adventure set during World War II.

The title is set for release in 2011 on the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, PSP® (PlayStation® Portable) system, Wii™ and Nintendo DS™.

“Videogame players the world over can now become Marvel’s iconic Super Hero Captain America,” said Gary Knight, Senior Vice President of Marketing at SEGA Europe and SEGA America, in a news release. “Captain America: Super Soldier puts players in the boots of the ultimate Super-Soldier, wielding Captain America’s legendary shield. Working closely with Marvel ensures we’re delivering the calibre product that gamers and comic fans deserve and it’s a partnership we’re proud of here at SEGA.”

The third-person adventure was written by Christos Gage (Avengers: The Initiative) and features Captain America versus the Red Skull and his armies, as well as the forces of Hydra.

The game will be set in the world of the upcoming film, though it looks like the costume will, at least in places, resemble the comic-book Captain America uniform.

- Matt Price


UFC Undisputed 2010 faster, more realistic, says UFC project manager Neven Dravinski

“UFC Undisputed 2010″ comes to Xbox 360 and PlayStation 3 this week, and Neven Dravinski, UFC Project Manager, answered some questions for Nerdage about the hard-hitting sequel.

Nerdage: Can you tell me about the development of moves for the UFC Undisputed game?

Neven Dravinski: The Moves in the Undisputed series of games has always been about conveying the realism of the sport of Mixed Martial Arts.  Our team watches a TON of footage, we have guys training in MMA, and we work with actual MMA coaches to really help convey the realism of the sport in the game.  Marc Laimon (who also appears as the player’s Career Mode Coach) is one of the top Brazilian Jiu Jitsu coaches in the business but also a huge gamer.  We worked with Marc on the 2009 and now 2010 game and it’s really great to have someone that understands the dynamic of video games helping you convey the nuance of the sport of MMA.  Creating moves for a fighting game, especially one so complex as a fighting game that represents Mixed Martial Arts is extremely difficult and requires a lot of conversations between the Art, Animation, Programming and Design departments.  Something that may happen in the blink of an eye for a player might be the result of weeks of discussions and agreements between all parties.

For example let’s look at a simple transition animation from say Open Guard to Half Guard.  The designer indicates how many frames of animation the move should last from start to finish.  The animator creates the move to that specification and make sure it is visually pleasing.  Then there are points within the animation where the animation itself can be interrupted or branched.  Then animator, programmer and designer have to work together to make sure all the nuances and permutations of the move and the moves that can come out of that move look and feel correct.  A programmer has to take into account the physics and collision system, mapping the animation to the controller input etc. etc.   When you look at the process from a 10,000 ft. view it’s incredibly complex.

UFC Undisputed 2010 plays a lot faster than the 2009 product.  We didn’t just globally speed up all the animations but rather analyzed the game from a system level.  In the 2009 game we had a lot of animated reactions (animations that play when the player gets hit).  With a purely animated reaction control is taken away from the player receiving the damage.  Even though it may be a second it still causes a feeling of unresponsiveness.  In the 2010 game we moved a lot of those reactions to the physics system; which makes for a much smoother gameplay experience as the player is in control of their character for longer and you get great sequences of players hitting while being hit, all while running at 60 frames a second.

Nerdage:  Tell me about the concept behind the virtual submissions.

Neven Dravinski: Our concept for the submission system in UFC Undisputed 2010 was to create something a little more elegant and analog that would effectively communicate struggle.  In 2009 the game had very static states for the submissions.  There would be an initiation animation, a mid-struggle and animation and then either a success or failure.  The problem this creates is that there is no way to effectively communicate struggle.  Visually the Undisputed series doesn’t use any graphical elements on screen (with the exception of the optional Stamina/Energy bar) as we try and mimic the broadcast look and feel.

In the 2010 game we created what we feel is a more analog system for submission.  Once the submission is initiated (via clicking in on the right stick) you will see a more “educational” display of the submission.  In an Armbar for example, you will see the arm bending back into the submission position as a player inputs more and more concentric circles on the rights stick (or the “shine” as we call it).  As the other character fights against the submission you will see the arm try to curl back to safety.  We use the camera as well to zoom in when a submission is closer to happening and zoom out on failure.  This ends up being a much more descriptive way to convey struggle and really allows players to see who’s winning or losing a submission at an instant.

Nerdage:  What is it that makes the UFC have so much appeal, both as a video game and as a sport?

Neven Dravinski: I think the thing that makes the UFC the brand and UFC the video game so popular is the realism.  Fighting is something that is universal; there’s no cultural lines, it’s truly a global sport.  The UFC’s mantra has always been “As Real As It Gets” and that certainly carries over into the development of the game.  The strength of the UFC isn’t just one man but rather its arsenal of the best athletes in the world fighting against each other at the highest level of competition.  The UFC puts on fights people want to see, they don’t put on cupcake fights to pad records, or protect their champions; I think they really put on very compelling matchups to give the fans what they want.

Giving the fans what they want is something that we’re very focused on with the video game as well.  I think the success of the game is directly related to the fact that we made a very real interpretation of such a complex sport; but rather than passively watching on TV you’re actively participating in it.  The game conveys impact in a very gratifying and realistic way.  We really give you the opportunity to fight like a true Mixed Martial Artist.  Most people initially gravitate towards the standup because that is more familiar than say the ground or clinch game.  But if you want to win and win consistently, much like fighters in the real Octagon, you’re going to have to learn all aspects of the game; the clinch, the ground, the submissions as well as the striking.  The game really allows you to fight how you want to fight.  Are you a takedown, ground and pound guy?  Do you set up your submissions with effective striking?  There’s so many ways to play the game but that is the nature of a game that emulates such a dynamic sport.

Mixed Martial Arts is growing in popularity on an exponential scale around the world. Little kids don’t want to take Karate anymore, but rather Muy Thai and Jiu Jitsu.  The UFC is the number one fighting franchise in the world, and they recognize how much impact the video game itself is able to have on global scale as we’re able to promote the brand and the fighters to territories that may not even have UFC programming yet.  I certainly believe that having the UFC license is obviously related to the our success, but I’d like to believe we made and will continue to make good games as well.

Nerdage: What are some of the innovative elements in UFC Undisputed 2010?

Neven Dravinski: UFC Undisputed 2010 has a host of new improvements that make it an even better representation of the brand of the UFC and the sport of Mixed Martial Arts.  The Aforementioned submission system allows for a much more realistic educational view of submissions themselves.  This year we introduced southpaw stances, cage positions, and sways and leans.  These three things I think really dramatically improve gameplay and just add to the realism of the game.  Statistically, from 2009, we quadrupled the number of strike animations, tripled the number of ground animations and doubled the number of submissions.  As mentioned the game plays faster, it plays smoother, but that’s just the cusp of the game improvements.

In 2010 we offer a more exciting Create-A-Fighter system which allows you to literally place moves per controller input per position essentially allowing you to create the exact Mixed Martial Artist you want!  We have a Tournament mode, a Title (arcade style ladder mode) and Title Defense mode (survival mode).  We have an improved Career mode where the player will have more emotion investment in their created fighter via picking fighter voices and participating in interactive cut scenes.  A new system called “The Game Is Watching You” tracks your behavior, your fighting style and the choices you make, creating consequences down the line in your career.  Undisputed 2010 also has an event mode where players will be given the opportunity to create their own Pay Per View broadcast, and they’ll be treated to a lot more presentation and interview segments from Octagon announcers Joe Rogan and Mike Goldberg.   Players will also be able to download event cards of real upcoming UFC matches which we’ll be able to track the results of.  Speaking of Online we’ve upgraded our system and in addition to the online exhibition matches we also allow players to create Fight Camps which are essentially guilds or clans and you can train with Camp Members online and fight against other camps.

While sequel titles in the sports genre tend to have a stigma associated with them of “how much can they really do” I think people will be incredibly impressed with what we’ve been able to accomplish in only a year’s time.  UFC Undisputed 2010 is a better game than its 2009 predecessor and we hope to enjoy the continued success the Undisputed franchise has achieved.

- Matt Price


Lost’s “You All, Everybody” on Rock Band 2

Drive Shaft’s “You All, Everybody” is available on Rock Band 2.  The guys who uploaded this video played the song with “Lost” characters as the performers.  You can get the track here.  This is totally fantastic.

From Dogmatic2120, who uploaded the vid:

Haha, so this song is from the show LOST, for those who don’t know or are just unaware. It’s by the fictional band Drive Shaft whose bass player, Charlie (a major character for 3 seasons) ended up on the plane that crashed on the island. It reminds me a lot of Oasis and I thought the chart was alright. Really cool to see it show up in Rock Band.

- Matt Price


‘Up’ video game producer talks about look, spoilers

up-box-art

How do you bring a hit movie to video-game screens? Brian Wiklem, senior producer of the “Up” video game for THQ, said it’s about telling the story in between the moments of the film.

brian-wiklem

Brian Wiklem

“You try not to replicate everything you see on film, otherwise you’re playing something that you just watched, and we want to offer an expanded experience,” Wiklem said.

In “Up,” retired balloon salesman Carl Fredericksen is joined by a stowaway in his house, which is held aloft by balloons and en route to South America. Carl discovers young Wilderness Explorer Russell is along for the ride.

“In the film, there’s a big bonding and relationship aspect between Carl and Russell that gets evolved over the film, so we try to play up on that,” Wiklem said. “When you play the game, there’s constant bantering back and forth. And it’s not just gameplay-related; we’re also trying to develop the story a little bit further.”

Wiklem said the development team is concerned about movie spoilers but also figures 90 percent of the game’s audience will have seen the film.

“That’s always a concern, especially with how we opened the ‘Up’ video game by starting off with a major event that actually happens at the end of the film,” Wiklem said. “We were a little bit concerned about that, but we wanted to open the game with a very big moment to get the player sucked in.”

Wiklem said while it might seem easier to develop a video game based on animated visuals, he thinks expectations add another level of difficulty.

“People expect the games to look almost identical to a Pixar film or a DreamWorks film or any other film, carl-stylizedfor that matter,” he said. “It’s really hard to do that. I think it’s probably a little bit easier to do photo-realistic textures than it is trying to match how Disney-Pixar does their graphics and the details.”

The way they worked around that for the Nintendo Wii version of “Up” was to create an art design based on the style guide for the film, which was a stylized representation.

“It was a different way of dealing with the tremendous graphic differences between not just the consoles but also the film,” Wiklem said.

By Matthew Price
From Friday’s The Oklahoman


Video game review: Dead Space

o31vidgame.jpg

It’s space-based survivalist horror in EA’s “Dead Space.”

The gamer takes on the role of engineer Isaac Clarke. He’s en route to the USG Ishimura, a “planet cracker” ship that harvests energy. He’s been dispatched with his team to repair their communications array; he’s also received an unclear message from a friend, Nicole Brennan, a medical officer on the Ishimura.

Once the team arrives, they find the ship has been overrun by Necromorphs (more or less zombies), and Isaac is separated from his team. He has to use the tools on-hand (like saws and welding guns) to take out the zombies. “Dead Space” is somewhat different from many zombie-type games in its “strategic dismemberment” theory – the only way to take out a Necromorph is to remove its limbs.

“Dead Space” will inspire some comparisons to “Resident Evil.” Of course, calling a game “Resident Evil” in space is more of a selling point than a detriment.

“Dead Space” has also worked much of the information you need to play the game into the experience. Rather than calling up a heads-up display, health, ammunition, and even objectives are displayed as part of the in-game experience. This means, of course, that while you’re checking on your ammo, you can be ambushed from behind by a Necromorph.

Overall, “Dead Space” is an atmospheric thriller that’s among the best the genre has to offer, with great visuals and sound joined to a gripping story.

The game is rated M for mature and is available on the Xbox 360, PlayStation 3 and personal computer.

From Friday’s The Oklahoman
THE NEXT LEVEL
By Matthew Price
Assistant Features Editor


Video game review – Mercenaries 2: World in Flames

From Friday’s The Oklahoman

By Matthew Price

THE NEXT LEVEL

Pick up an assault rifle and pad out your bank account as a dangerous individual working for the highest bidder in “Mercenaries 2: World in Flames.”

In “Mercenaries 2,” the gamer takes his choice from a group of shifty-looking mercenaries, and takes on assignments based not on altruism, patriotism or political beliefs, but cold, hard cash. The gamer can choose from Mattias Nilsson, Jennifer Mui, or Chris Jacobs; which mercenary the gamer chooses has a slight affect on the game, but it isn’t a huge difference either in gameplay or storyline.

After completing a mission for Ramon Solano, he turns on the mercenary; thus, the mercenary is out for revenge, playing various factions in Venezuela against one another in an attempt to take Solano down. There are lots of items to blow up in “Mercenaries 2” and a lot of weapons to do the damage. In addition to rifles, grenade launchers and other handheld weapons, the mercenary can also call in air strikes from above to take out large targets.

There are some bugs and gameplay quirks, involving horrible AI. Additionally, the dialogue is pretty ham-fisted and repetitive.

But overall the fun of the game and the visual look overcomes these problems. There’s also online two-player co-op to blow stuff up with a friend. If you’re looking for a relatively quick shoot-’em-up, “Mercenaries 2” should fit the bill.

Electronic Arts created the sequel to “Mercenaries” for the PC, PlayStation 2, PlayStation 3 and Xbox 360. This review was written based on the Xbox 360 version.

“Mercenaries 2: World in Flames” is rated T for teens and older, and has a suggested retail price of $59.99.