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      <title>The Arcade</title>
      <link>http://blogs.pcworld.co.nz/pcworld/WCG/</link>
      <description></description>
      <language>en</language>
      <copyright>Copyright 2010</copyright>
      <lastBuildDate>Mon, 02 Aug 2010 18:37:03 +1300</lastBuildDate>
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         <title>Halo: Reach secrets revealed</title>
         <description><![CDATA[The final game in the <em>Halo</em> series will introduce a "super epic" single player campaign, more balanced multiplayer action and vastly improved graphics, says <em>Halo: Reach</em> executive producer Joseph Tung.

<img alt="Bungie_REACHVGA_Official%20small.jpg" src="http://blogs.pcworld.co.nz/pcworld/WCG/Bungie_REACHVGA_Official%20small.jpg" width="384" height="216" />

Due out in New Zealand on September 14, developers Bungie Studios have announced the Xbox 360 blockbuster will be the last <em>Halo</em> game they will produce.

Speaking to media in Auckland this afternoon, Tung said <em>Halo: Reach </em>took players back to the birthplace of the Spartan supersoldier program, started on planet Reach. It would act as a prequel to the <em>Halo</em> series, putting players in control of an elite Spartan soldier known as Noble 6 in a battle against the Covenant alien alliance.
 
"It's a darker story and story with no Master Chief... Reach is much more boots in the mud, told from the trenches."

Tung said his development team had focused on making Reach the "definitive <em>Halo</em> game" and had gone to great pains to create a game environment that felt authentic. The size and scale of mission areas had been increased, effort had been put into making facial animations and damage effects more realistic, and weather had been more accurately rendered. Maps now also included wildlife and civilians, adding to the game's "environmental appeal", Tung said.

"The campaign is as big if not bigger than any other <em>Halo</em> game but exact play-through time will really depend on what difficulty level a player chooses."

Of course, it's the combat action scenes that most hardened <em>Halo</em> players will care about, and judging by what Bungie is promising, that aspect of the game won't disappoint.

AI has been improved, more difficulty levels have been added and there are a bunch of new vehicles and weapons. For those with a penchant for gore, a new assassination kill style that can be performed at close range is included.

<em>Halo</em> has a reputation for its quality multiplayer mode and a new Spartans vs Elites Versus mode will please fans. The popular co-op Firefight mode, first seen in <em>Halo: ODST</em>, has been tweaked to make it more customisable, allowing gamers to customise right down to exactly what enemies will be included in each wave of alien assault.

"Firefight really is Firefight 2.0. We fully expect the community to go crazy with all the options," Tung said.

For die-hard fans, <em>Halo: Reach </em>includes an upgraded Forge map editor that allows players to create bases or mazes anywhere across a huge sandbox world. <em>Halo 3 </em>players will already be familiar with the Forge, but its latest incarnation allows for greater flexibility and control.

<em>Halo: Reach&#8217;s </em>Forge map builder allows map editors to more accurately place map pieces and even turn off normal physics, allowing pieces to be fixed in mid-air without falling.]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/08/halo_reach_secrets_revealed_1.html</link>
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         <pubDate>Mon, 02 Aug 2010 18:37:03 +1300</pubDate>
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         <title>New video game endurance record set</title>
         <description><![CDATA[Did you play a lot of games this past weekend? Odds are, a group of six Dutch game enthusiasts have you beat, as the team broke the previously-set 40-hour record by notching over 50 hours with <em>Red Dead Redemption</em>.

The team consisted of a half-dozen gamers from throughout the Netherlands, all of whom will share the record as the group decided to finish together. The new Guinness record holders are Sven de Vries, Renzo Bos, Robbie van Eijkeren, Marcel van Waardenburg, as well as brothers Edward and Maykel Leest.

The session, which started at 12:55 PM on Friday in the Netherlands, was played completely on the PlayStation 3 version of <em>Red Dead Redemption</em>. Instead of using wired controllers, the team used a charging device called the TwistDock to keep powered controllers at the ready. The event was coordinated by Vogel's, the creators of the TwistDock.

<em>Dave Rudden</em>
]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/07/new_video_game_endurance_recor_1.html</link>
         <guid>http://blogs.pcworld.co.nz/pcworld/WCG/2010/07/new_video_game_endurance_recor_1.html</guid>
        
        
         <pubDate>Tue, 20 Jul 2010 11:14:06 +1300</pubDate>
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         <title>Auckmageddon is coming</title>
         <description><![CDATA[The <a href="http://auckmageddon.com/">Auckmageddon</a>  LAN tournament is returning to Auckland next month in a bid to bring "a fun and social focus" back to Kiwi gaming, says organiser Richard Patterson.

It has been seven years since the three-day event was last held and Patterson said he was hoping the 2010 edition would prove popular when it kicked off at North Harbour Stadium on August 27.

Auckmageddon would have an R18 bar, DJ's and more of a social focus than the country's largest gaming event, xLAN, which begins on July 9, he said.

"XLAN has quite a serious gaming focus. The main difference Auckmageddon offers is that it it's not all about qualifying for big tournaments. We do have prizes for tournament winners but we are more about gaming for fun."

The event would host solo and team tournaments for people wishing to compete in games including <em>Battlefield Bad Company 2,  Defense of the Ancients, Heroes of Newerth, Team Fortress 2</em> and <em>Counterstrike Source</em>. Winners would take home prizes such as hardware, games and Microsoft Sidewinder peripherals, Patterson said.

Tickets are priced at $85 and will remain on sale until August 22. Auckmageddon currently has 150 registered attendees. ]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/07/auckmageddon_is_coming.html</link>
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         <pubDate>Tue, 06 Jul 2010 12:48:22 +1300</pubDate>
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         <title>Is motion control good for gaming?</title>
         <description><![CDATA[Motion controllers have grabbed the spotlight at the E3 gaming expo in Los Angeles this week, leaving some hardcore gamers feeling a little uneasy about the future of their favourite hobby.

The much-loved first person shooter genre is rarely catered for on Nintendo's Wii, while complex role playing games and real time or turn based strategy titles don't even get a look in. Many gamers, particularly those formerly of the PC persuasion, will be wondering whether the Kinect motion control system for the Xbox 360 and Sony's Move for the PlayStation 3 are going down the same track.

<img alt="44609-hi-Product%20small.jpg" src="http://blogs.pcworld.co.nz/pcworld/WCG/44609-hi-Product%20small.jpg" width="378" height="166" />

Kinect (formerly Project Natal) uses an RGB camera, depth sensor and multi-array microphone to let players control gaming action using nothing more than their own body movements and voice. That all sounds well and good, but the system will need to have a high degree of movement tracking accuracy to succeed. 

The motion sensing and tracking on the Wii has always been a deal breaker for me -- it has never provided an experience superior to that of a keyboard and mouse on a PC or a conventional controller on the Xbox 360 or PS3. I have not yet had the chance to try Microsoft's system hands, but if it is not vastly more accurate than that of the Wii, it is bound to fail.

To attract the hardened gamers, it will also need to cater to games with a bit more oomph than <em>Kinect Sports</em>, <em>Dance Central</em> and the <em>Kinectimals</em> virtual pet stroking game on show at E3.

<img alt="Sony%20Move%20small.jpg" src="http://blogs.pcworld.co.nz/pcworld/WCG/Sony%20Move%20small.jpg" width="272" height="218" />

The Kinect's main competition, the PlayStation Move, is similar in appearance to the Wii Remote, with the addition of a strange glowing orb on top. The Move controller is combined with the PlayStation Eye to track movements side to side and forward and backwards (some have criticised Kinect for its depth tracking). <a href="http://pcworld.co.nz/pcworld/pcw.nsf/feature/362307834629A984CC2576E30067D21D?Opendocument&HighLight=2,move"> I got some hands-on experience with the device</a> at the Game Developers Conference in San Francisco earlier this year and it's fair to say it has potential to be much more than just a casual gaming gimmick. 

The Move maps movements far more accurately than the Wii, but the most impressive element of Sony's effort was the type of games that will be available for it right off the bat. Sure there will be casual table tennis and sporting titles, but the fighting games and shooters should give hardcore gamers a reason to believe motion control isn't all bad.

In games like <em>Motion Fighters</em> players can hold a Move in each hand, allowing the system to accurately track their punches, blocks and even sways (the PlayStation Eye camera can map a gamer's head in relation to the sensors in the orb of the Move controller). By allowing gamers to use the accurate Move controller with a sub controller called the Navigation Controller, which again is very similar in appearance and function to the Wii Nunchuk, Sony has opened the door for shooters. 

At the GDC Sony illustrated that using <em>Socom 4</em>, which allowed gamers to target and shoot using the Move and walk around using the mini-joystick on the Navigation Controller. That could already be done on the Wii, but the Nintendo motion control system's huge relative lack of accuracy would let it down.

With all that said, the Kinect appears to be the more groundbreaking system and it's easy to understand why it has been getting more media coverage this week. But groundbreaking or not, the accuracy of the Move, combined with the available titles, makes it the more exciting proposition, at least for hardcore gamers.]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/06/is_motion_control_good_for_gam_1.html</link>
         <guid>http://blogs.pcworld.co.nz/pcworld/WCG/2010/06/is_motion_control_good_for_gam_1.html</guid>
        
        
         <pubDate>Thu, 17 Jun 2010 15:43:53 +1300</pubDate>
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         <title>Chopper 2 will soon be burning and turning</title>
         <description><![CDATA[If you've ever dreamed of donning a flying suit and whizzing about in a military helicopter, you'll probably enjoy upcoming Kiwi-made iPhone and iPad game <em>Chopper 2</em>.

The original <em>Chopper</em> reached number one in the paid games category of the US iTunes store, selling more than 300,000 copies. More than 700,000 copies of the free Lite version of the game have also been downloaded.

Majic Jungle Software founder and <em>Chopper</em> lead developer David Frampton said the next edition of the side-scrolling helicopter game would again thrust players into the cockpit as a pilot defending his country against enemy invasion. It featured 36 missions (the original <em>Chopper</em> had 20 missions), improved graphics and moving enemy and friendly forces with "basic but flexible" AI.

"The original <em>Chopper</em> was quite 2D, it was only pseudo 3D. The new game will be truly 3D with a proper physics engine."
 
The game's missions would open with a short intro sequence to outline the player's objectives, Frampton said. Each mission would take approximately two to three minutes to play through if the gamer successfully dodged enemy fire, but many players would need to replay missions multiple times.

<img alt="Chopper%202%20%28medium%29.jpg" src="http://blogs.pcworld.co.nz/pcworld/WCG/Chopper%202%20%28medium%29.jpg" width="300" height="200" />

Frampton said he had been developing <em>Chopper 2</em> for the past year and planned to launch it in July as a universal app for iPhone, iPad and iPod Touch. He had originally intended to have the game ready in time for the US launch of the iPad on April 3 but it was not at the high standard he had hoped for so its release had been delayed, he said.

"I'm pretty happy with the hype around it but I'm a little bit worried that people might be expecting too much. I'm putting in an extra effort to make sure I get it right. I'm really being a perfectionist."

Final pricing for the game has not yet been announced but Frampton said it would be below US$5.

Check out a video of <em>Chopper 2</em> in action <a href="http://www.majicjungle.com/chopper2_iphone.html">here</a>.]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/05/chopper_2_will_soon_be_burning.html</link>
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         <pubDate>Wed, 19 May 2010 16:24:52 +1300</pubDate>
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         <title>Starcraft II launches July 27</title>
         <description><![CDATA[Blizzard yesterday gave millions of sci-fi strategy fans the news they've been waiting for. <em>StarCraft II: Wings of Liberty</em> is on its way to a computer near you.

<img alt="StarCraft%20pic.jpg" src="http://blogs.pcworld.co.nz/pcworld/WCG/StarCraft%20pic.jpg" width="386" height="290" />


One of the most anticipated real-time strategy game in the history of the genre, Blizzard announced an end date to fans' collective yearning. On July 27, 2010, Blizzard will release <em>StarCraft II</em> in New Zealand, the United States, Canada, Europe, South Korea, Australia, Russia, Mexico, Singapore, Indonesia, Malaysia, Thailand, the Philippines, and the regions of Taiwan, Hong Kong, and Macau. That's a near-world-wide invasion of Terran, Protoss, and Zerg.

"We've been looking forward to revisiting the <em>StarCraft</em> universe for many years, and we're excited that the time for that is almost here," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment, in announcing the July launch. 

"Thanks to our beta testers, we're making great progress on the final stages of development, and we'll be ready to welcome players all over the world to <em>StarCraft II</em> and the new Battle.net in just a few months."

<em>StarCraft II</em> is the sequel to the award-winning 1998 title <em>StarCraft</em>. After nearly seven years of development, the war of galactic conquest begins anew. Set five years after the events of Brood War, the single-player campaign of <em>Starcraft II: Wings of Liberty</em> will follow the exploits of Jim Raynor and fellow earth exiles (known as the Terrans) as they fight for survival against their own kind, the mysterious Protoss, and insidious Zerg. Subsequent expansions will highlight the other two races and continue the story.

The original <em>StarCraft</em> featured a breathtaking balance between the races, an amazingly-addictive multiplayer system, and a compelling story. With 11 million copies sold, it's one of the most successful games of all time. You'd be a fool to not look forward to the sequel.

<em>By Chris Holt</em>]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/05/starcraft_ii_launches_july_27.html</link>
         <guid>http://blogs.pcworld.co.nz/pcworld/WCG/2010/05/starcraft_ii_launches_july_27.html</guid>
        
        
         <pubDate>Wed, 05 May 2010 10:52:29 +1300</pubDate>
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         <title>Alan Wake and the art of unnerving gamers</title>
         <description><![CDATA[Pioneering a new game genre might sound like an impossible task but the developers behind  <em><a href="http://www.xbox.com/en-NZ/games/splash/a/alanwake/default.htm">Alan Wake</a></em> reckon they have pulled it off. That's a pretty big claim considering video games have been in production  for decades but Finnish studio Remedy Entertainment is standing by it.

In an interview with PC World yesterday, Remedy managing director Matias Myllyrinne said <em>Alan Wake</em>  relied on "intrigue and mystery" and was best categorised as a mix between an action game and a psychological thriller.

"Horror has been done lots before. Making a psychological thriller is about doing something that's much more cerebral," he said.

Due to be released on Xbox 360 on May 20, <em>Alan Wake</em> puts gamers in the shoes of a fictional best selling author of the same name as he searches for his wife who has gone missing near the small town of Bright Falls. As time goes on, Wake realises the nightmare he is living is straight out of a thriller novel he has written.

Myllyrinne said the game was controlled in the third person view, had a  linear storyline and was cinematically rich. However, that didn't come at the expense of gameplay and gamers could still do a lot of exploring and learning about the game's more minor characters if they wanted to.

Remedy was the studio behind the <em>Max Payne</em> series of games that popularised bullet-time -- a slow motion technique gamers could use during combat to warp time and dodge bullets more easily. In <em>Alan Wake</em>, Remedy had tried to revolutionise the use of light in the same way, Myllyrinne said.

"We wanted to use a constant. With the <em>Max Payne</em> games we used time. We thought that light and dark were two things that resonated with all cultures. Light symbolises safety. That comes to us from religion... and it's also built into our DNA.

"Basically light in <em>Alan Wake</em> is a combat tool for the gamer and a source of safety. We use light to burn away enemies and it's always more effective than a firearm. Anything from the headlights of a car to flashlights can be used. We spent a lot of time working with the lighting and making sure it looked really good."

To ensure scenes in the game struck the right emotional chords with gamers, developers had consulted psychologists and put significant effort into effects and audio, Myllyrinne said. For example, playing the sound of a baby crying in a scene where a tornado was heading towards a house could create a strong emotional response in the gamer, he said.

"Something only needs to be slightly off to make it really disturbing for us. There are a lot of things that you don't necessarily pay attention to... We rely on movie realism and doing things like making it feel dark even if it's not dark [on screen]."

Another area where developers had tried to improvise was with the game's difficulty levels. Myllyrinne said <em>Alan Wake</em> included an advanced "dynamic difficulty" system that could alter how aggressive enemies were as players progressed through the game. That meant the game could cater for players of all abilities, including those with "less dexterous thumbs".

For more hardcore gamers the dynamic difficulty would ensure they faced a challenge for the 8 - 10 hours it took to complete the game, he said.]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/04/alan_wake_and_the_art_of_unner_1.html</link>
         <guid>http://blogs.pcworld.co.nz/pcworld/WCG/2010/04/alan_wake_and_the_art_of_unner_1.html</guid>
        
        
         <pubDate>Wed, 21 Apr 2010 12:20:39 +1300</pubDate>
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         <title>The rise of the girl gamer</title>
         <description><![CDATA[If you thought gaming was the sole preserve of pale teenage guys sitting in dark rooms and staring blankly at PC screens, you'd be wrong. This is 2010, and women, or girl gamers as they are often referred to, are taking up mice and console controllers like never before.

A 2009 study by Australia's Bond University found that a whopping 46% of gamers in Australia were female. By the end of this year, that same <em><a href="http://www.igea.net/wp-content/uploads/2009/08/IA9-Interactive-Australia-2009-Full-Report.pdf">Interactive Australia 2009</a></em> study projected that the gender split for gamers would reach 50/50. Unfortunately, equivalent figures for New Zealand are hard to come by, but considering gaming studies in the US and UK are coming up with similar numbers, one can only assume that the Kiwi situation is similar.

Interactive Software Association of New Zealand board member and Sony Computer Entertainment marketing director David Hine said the increasing number of female gamers had contributed to the Kiwi gaming industry netting a record $170 million in revenues in the 2009 calendar year. That figure was 12% higher than in 2008 and was expected to continue growing.

"In the past there's been a pre-conception that gaming is the realm of teenage boys sitting in darkened rooms and working on their PlayStation tan, but that's a thing of the past. The types of games and technology available are bringing gaming out into the mass market.

"There has over the past few years been a social gaming phenomenon. <em>SingStar</em>, <em>Buzz</em>, <em>Guitar Hero</em> and <em>Rockstar</em>, and of course games on the Wii, have all been popular. <em>SingStar</em> has well over 150,000 microphones in New Zealand homes and our anecdotal evidence would suggest that the majority of those players would be female."

Although many female gamers enjoyed playing PC games, it was the "interactive and social nature" of gaming on a console that women found most appealing. Hine said it was hard to say exactly what made a game appeal to a girl gamer but in general it was the "family games and puzzle games" that women were buying.

"The PlayStation 3 is no longer just a gaming console... it's an entertainment device that does so much more than gaming and as the recognition of what the console can do becomes more accepted, it will appeal more to the wider market."

One of the best known girl gamers is Sydney 27-year-old Ashley Jenkins, known in gaming circles as Jinx. She now works as a New Zealand and Australia digital site manager for Xbox but was formerly a pro-gamer, being paid a full time wage to play first person shooters with US all-girl team the Frag Dolls.

"For a few years I was a pro-gamer traveling around the US to tournaments. I made enough to live on."

She got into gaming when she was young and says she never really noticed that most other gamers were guys.

"I remember getting a Nintendo for Christmas one year. I grew up in a kind of rural area playing Nintendo with my friends. It wasn't until high school that I realised that gaming was the reason most of my friends were male."

These days, she spends most of her time playing adventure games but enjoys games from all genres.

"I play chiefly on the Xbox now, I'll admit I really like the achievements, but a lot of my favourite games have been on PC. I can't really imagine how many hours I put into <em>Morrowind</em>. I still play it from time to time."

There were plenty of "bloodthirsty girls" that enjoyed first person shooters, and many that played RPGs like <em>World of Warcraft</em>, but the massive increase in female gamers in recent years could be put down to the fact that game makers were specifically targeting females, she said. The popularity of games like <em>Guitar Hero</em> and <em>SingStar</em> were classic examples, although plenty of guys enjoyed them too.

"Singing is something that's familiar to everyone. Who hasn't sung in the shower? <em>SingStar</em> just allows you to get a score for it."

Consoles were generally slightly more appealing to female gamers than PC games, mainly because they simplified the whole experience, Jenkins said.

"When PC games start to become more intimidating is when you have to start patching and getting technical. Consoles do all that for you."

<em>By James Heffield</em>]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/04/the_rise_of_the_girl_gamer.html</link>
         <guid>http://blogs.pcworld.co.nz/pcworld/WCG/2010/04/the_rise_of_the_girl_gamer.html</guid>
        
        
         <pubDate>Fri, 09 Apr 2010 09:47:44 +1300</pubDate>
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         <title>Nintendo to launch 3D-capable DS handheld</title>
         <description><![CDATA[Nintendo is planning to launch a new version of its handheld DS gaming device on which users can get the illusion of 3D without using special glasses, it said today.

The device, provisionally called the 3DS, will be launched in Japan before the end of March 2011, the company said. No further details were provided, but Nintendo said it would disclose more information at the upcoming E3 gaming event. E3 is scheduled to take place in Los Angeles from June 15 to 17.

3D has emerged as the latest big trend in consumer electronics and most major TV makers are planning to launch 3D TV sets this year. Those sets display two slightly different images, one for each eye, and glasses are required so that each eye sees the appropriate image and the brain is tricked into perceiving depth in the picture.

An alternate way of achieving a 3D effect is to place a filter directly in front of the display panel that consists of thousands of small lenses. The lenses focus each image to a fixed point in space and the viewer gets the 3D illusion as long as they are watching from that position. It has the advantage of not requiring glasses but restricts the viewing angle and typically means only a single person can see the 3D effect.

The new DS will launch as sales of the handheld are declining. In the last nine months of 2009 the company sold 23.4 million DS devices, a drop of 9% on the same period in 2008. Software sales during the same period were down by a quarter to 121.4 million units, according to Nintendo figures.

Nintendo most recently relaunched the DS in November in Japan, when it put out a version of the dual-screen handheld with larger screens. Each of the screens on the DSi LL is 4.2 inches in size, which makes them about double the area of the screens on the DS Lite and larger than the 3.25-inch screens on the DSi.

The timing of today's announcement is unusual because it comes just days before the March 28 launch of the larger DS in the US, where it is called the DSi XL. The handheld was launched earlier this month in Europe.

By disclosing its plans for a 3D version of the DS Nintendo risks potential customers putting off planned purchases of the DSi XL until it discloses more details about the upcoming 3D version.
<em>Martyn Williams</em>]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/03/nintendo_to_launch_3dcapable_d.html</link>
         <guid>http://blogs.pcworld.co.nz/pcworld/WCG/2010/03/nintendo_to_launch_3dcapable_d.html</guid>
        
        
         <pubDate>Wed, 24 Mar 2010 13:58:22 +1300</pubDate>
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         <title>God of War III hits NZ shelves</title>
         <description><![CDATA[The highly anticipated hack and slash game <em>God of War III</em> went on sale in New Zealand today, picking up where its 2007 predecessor left off. 

<img alt="g3_screenshot18thumb.jpg" src="http://blogs.pcworld.co.nz/pcworld/WCG/g3_screenshot18thumb.jpg" width="350" height="197" />

Sony Computer Entertainment said in a media release that the <em>God of War</em> series had sold more than 3.9 million copies to date and the finale released today was expected to do just as well.

A lot has been made of the game's graphics, which feature some of the most advanced shadow effects of any game on the market. <em>God of War III</em> was the poster child for shadow effects at the recent Game Developers' Conference in San Francisco, where the techniques behind some of its most stunning graphics were showcased.

When it comes to gameplay it's all about non-stop bloodthirsty battle action. You will talk to a few people and enjoy the odd cut-scene but fans of the series know the bulk of the game is about slicing down hordes of enemies on the way to the next "boss" character. 

In <em>God of War III</em>, you again play as Kratos, a former Spartan captain who is seeking vengeance against the Greek gods who have wronged him. That involves plunging your "Blades of Exile" and "Cestus" into every living and undead thing you come across as you continue your fight up Mount Olympus to take them all on. It's a tough task, but Kratos is up to it, and if you're willing to part with some of your hard earned cash to buy the game, you can go along for the ride.]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/03/god_of_war_iii_hits_nz_shelves_1.html</link>
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         <pubDate>Thu, 18 Mar 2010 17:25:29 +1300</pubDate>
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         <title>GDC: How a connected society changes game development</title>
         <description><![CDATA[Gaming is becoming more and more connected and developers are being forced to rethink their creations to cater for new online expectations. As the Game Developers' Conference draws to a close in San Francisco, a panel of experts discussed what gaming's connected future might hold.

BioWare CEO Ray Muzyka and Valve director of business development Jason Holtman said providing the ongoing support required to satisfy an online community forced modern developers to think further in advance, considering future iterations and add-ons as well as the product they were about to release.

"We have to think of it as an ongoing service. It's not fire and forget anymore," Muzyka said.

Holtman said providing ongoing support to an online community could be resource intensive, but that didn't prevent smaller studios from doing it. Some smaller studios were more agile than large ones and could react and change their mode of business more quickly if required, he said.

When it comes to social networking games, few are better known than Farmville, produced by Zynga. Whether you love it or hate it, you are bound to have seen an update on your Facebook page at some point about somebody's turnips ripening or their brown cow escaping. Zynga's chief game designer Brian Reynolds said much of the game's popularity and its continued survival was due to the regular updates the game had received. 

"Farmville was built in five weeks... But if you are thinking about how complete it was then, it's a lot different now. Social networking games are a live website."

Blizzard Entertaiment executive vice president of game design Rob Pardo agreed regular improvements were vital but said a balance needed to be struck between constant additions to online games and keeping them accessible to new users. In World of Warcraft, more casual gamers were joining up and they had different desires to hardcore gamers.

"All the hardcore gamers have pretty much tried it by now. We need to improve accessibility for new players while still providing content for hardcore gamers."

The fifth panellist, Nexon vice president of marketing Min Kim, said developers needed to consider what country they were launching in.

"In Korea we have PC cafes so we are not just playing in our own rooms. In the US 95% of gamers are playing alone."

The Asian market and the US market were different and games that worked in one would not necessarily work in the other. It was important to test a game thoroughly in a new market before making the jump, he said.

<strong>My GDC game of the day - R.U.S.E</strong>

If you're after a shiny new WW2 real-time strategy game, Ubisoft's <em>R.U.S.E</em> is worth a try. It's similar to the <em>Command and Conquer</em> series of old but with much slicker graphics and a few twists that add depth and a bit more realism to the experience. 

<img alt="RUSE_ALL_Screenshot_Burning_City_06%20small.bmp" src="http://blogs.pcworld.co.nz/pcworld/WCG/RUSE_ALL_Screenshot_Burning_City_06%20small.bmp" width="350" height="197" />

One of these twists, as you might have guessed from the name, is the ability to use "ruses" during a battle to fool the enemy. These include things like "camouflage net," which prevents the enemy from gaining any intelligence about your forces located in a particular zone on the map, and a range of diversions, which provide fake information to the enemy. 

Fog of war in <em>R.U.S.E</em> is more complex than most real-time strategy games; instead of having an area of the map blacked out, you will instead only get small portions of intelligence about the type and strength of enemy units located there. How much information you get will depends on where your units are located and also whether your opponent has used and ruses against you.

Other nifty features include the ability for your infantry to hide in forests to ambush the enemy and the inclusion of cover and lines of sight for your units on the map. Roads are also in the game, allowing your supply trucks to generate income for you by travelling to and from any supply depots you have built. If you want to gain more income and hurt the opposition, you can station units on roads between the enemy town and their supply depots, grabbing resources for yourself. The game will include more than 20 battle maps at release and caters for online multiplayer play between up to eight human or AI opponents. 

All in all it looks like an interesting experience, albeit maybe not quite as groundbreaking as some other games being launched soon. An open beta-test is currently available worldwide (yes, that includes New Zealand) via Steam. The final game will be released on PC, Mac, Xbox 360 and PlayStation 3.

Take a look at this <a href="http://www.youtube.com/watch?v=RdH1Bn6XrHI"><em>R.U.S.E</em> trailer on YouTube</a>.]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/03/how_a_connected_society_change.html</link>
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         <pubDate>Sun, 14 Mar 2010 08:29:14 +1300</pubDate>
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         <title>GDC: Games should be &apos;multi-epic&apos;</title>
         <description><![CDATA[Strategy gaming icon Sid Meier received a rockstar's welcome when he strode on stage for his keynote address at the Game Developers' Conference in San Francisco today. Meier was the brains behind the groundbreaking and hugely popular <em>Civilization</em> series and led development of all time classics <em>Pirates</em> and <em>Railroad Tycoon</em>.

<img alt="IMG_9111thumb.bmp" src="http://blogs.pcworld.co.nz/pcworld/WCG/IMG_9111thumb.bmp" width="300" height="313" />

He is currently the director of creative development at Firaxis Games and says his blockbuster development days are not over yet, hinting that there may still one day be hope for <em>Dinosaurs</em> - a game he began developing a decade ago but never released.

During an address to a crowd of thousands of his peers, Meier said developers needed to remember the games they created were "all about the player. Keeping them feeling good about themselves is what it's about".

Understanding the psychology of the gamer was also important - if a game didn't have an intriguing and rewarding first 15 minutes, developers risked losing their audience, he said. To do that, developers needed to make sure gamers were able to "suspend their disbelief" and feel that were part of the game or in the shoes of its main character. Humour, music and atmosphere added greatly to a game, but modern developers could not rely solely on technology and graphics if they hoped to succeed.

"Use the player's imagination, no matter how cool your graphics are or how cool your tech is."

The best games took players on an "epic journey," allowing them to make interesting and meaningful decisions as they learnt and progressed through the game. Meier promoted a "one more turn" philosophy, telling developers to keep gamers "constantly learning forward".

Designing a journey that was "multi-epic" (ie. could be played more than once) and offered an experience that was significantly different each time was the final ingredient required to make a game great, he said.

He had some regrets during his time as a developer, saying his initial plan to make <em>Civilization</em> a real time strategy game instead of a turn based one was "the first bad thing I did in life".

"What we found with the real time version of <em>Civ</em> was that the player became an observer. Our mantra was that the player had to be king."

As I'm sure you all know, <em>Civilization</em> was released as a turn-based game and is now one of the top selling game series of all time.

<strong>My GDC game of the day - VisualSoccer on Visual Sports System</strong>

Okay, so it's a bit of a gimmick and it's far too easy to score if you've got a smidgen of football talent but I had to mention this one purely because it's a cool idea. The Visual Sports System, due for release in the US early next year, is a peripheral designed for PC, Xbox 360 or PlayStation 3. It features a small netted "arena" you place in front of your screen and motion tracking cameras. 

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In its <em>VisualSoccer</em> incarnation, it allows you to physically boot a ball at your TV screen (which sits behind the netting) or a projected image, in a simulated penalty shootout. 

Unfortunately the goalkeeper lacks some talent, but the simulator can track the velocity of your shots, the number you have scored and the total scoring percentage. It has a long way to go to make it more realistic but the idea of kicking a real ball at your expensive TV is so cool that it just might work.

According to its creator, Visual Sports, it will be released with a selection of other sports games as well, including baseball, golf, ice hockey and "zombie handball". No decision has yet been made as to whether it will be available in New Zealand.]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/03/games_should_be_multiepic_1.html</link>
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         <pubDate>Sat, 13 Mar 2010 14:48:23 +1300</pubDate>
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         <title>GDC: Augmented reality and 3D star at GDC 2010</title>
         <description><![CDATA[Augmented reality and 3D gaming are among the major themes at this year's Game Developers' Conference in San Francisco. Just wandering around the hundreds of games on show on the exhibition floor today, I couldn't help but think the line between "real life" and gaming is becoming seriously blurred.

Motion control has already been a big star, with the unveiling of the PlayStation Move controller last night building on the Wii's efforts to change gaming from a sit-down experience into a more active and physically involved one. That crazy looking Parrot AR Drone quadricopter that was first introduced at the Consumer Electronics Show earlier this year was zipping around as well. Wannabe pilots control it using an iPhones linked via Wi-Fi to the chopper and the two cameras mounted on it and they can even play augmented reality games that make real life objects into targets you can shoot, on-screen, using a button on the iPhone.

<img alt="IMG_9069THUMB.bmp" src="http://blogs.pcworld.co.nz/pcworld/WCG/IMG_9069THUMB.bmp" width="350" height="233" />

As for 3D gaming, it has to be seen to be believed. From racers to sports games, it has a lot of potential to seriously soup up a gaming session and make it far more immersive. Unfortunately 3D glasses and an expensive 3D TV will be required but the richness of the experience makes it worth donning the dorky eyewear (and unlike 3D movies, you don't have to wear them in public).

The more serious side of the show takes place in the lecture sessions, where industry legends provide advice to the thousands of developers in attendance on everything from improving their games' graphics and audio to marketing their new products.

In two of the more interesting lectures today, EA Sports developers Joseph Harmon and Jayeson Lee-
Steere and Sony developer Ben Diamand discussed the importance of producing realistic shadows in <em>Madden NFL 10</em> (EA Sports) and <em>God of War III</em> (Sony). Producing accurate shadows and lighting was vital to creating the graphically rich environments modern gamers desired, but rendering them at high frame rates in both of the games placed a lot of demand on hardware and memory, they said. That meant that if they were using current technology, developers had to either trade-off graphics in other areas of a game or create new programming code that was less resource intensive.

Another interesting session came from game audio legend Akira Yamaoka - the man behind the audio in Konami's <em>Silent Hill</em> series. He pushed for developers to make more effort composing and implementing the audio in their games. "It's sound that directly touches people's emotions," he said.

Interestingly, he also said game developers should make more effort to engage gamers' emotional sides through non-audio tools as well. Specifically, developers should regularly foreshadow upcoming events in the plot, much like the best novel writers do, and make people turn right regularly in horror games to create a sense of unease. According to Yamaoka, turning right repeatedly causes a person to become uneasy, while turning left is more natural. Sounds farfetched to me, but he even reckons that's why horses are usually made to run around a racing track anti-clockwise, always turning left, instead of running clockwise!

<strong>My game of the day - Power Gig</strong>

<em>Guitar Hero</em> may be a lot of fun but it won't exactly teach you how to play a guitar. <em>Power Gig: Rise of the SixString</em>, on the other hand, looks to be pioneering what every musically inclined gamer has wished for - the ability to use a real electric guitar as the controller. Seven45 Studios has one of the hippest stands I've seen at the GDC and was showing off the new title. 

<img alt="IMG_9030thumb.bmp" src="http://blogs.pcworld.co.nz/pcworld/WCG/IMG_9030thumb.bmp" width="350" height="233" />

It won't be available on PC, but PlayStation 3 and Xbox 360 gamers will be able to unleash their inner rocker using a 'SixString' guitar controller that is essentially a real six string guitar that can interface with their console. The guitar can also be plugged into a standard amp and used normally.

According to Seven45 Studios the game has two overarching modes - beat matching and chord play. Beat matching is similar to the gameplay in other band games like <em>Guitar Hero</em>, and requires gamers to strum specific strings in time with the on-screen instructions. Chord play is slightly more complex, requiring the gamer to place their fingers correctly on the strings to play specific chords and songs accurately.

Seven45 Studios is partly owned by musical instrument manufacturer First Act.<em> Power Gig </em>is due out in the final quarter of this year.]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/03/augmented_reality_and_3d_star.html</link>
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         <pubDate>Fri, 12 Mar 2010 21:39:57 +1300</pubDate>
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         <title>GDC: PlayStation Move unveiled</title>
         <description><![CDATA[Sony's PlayStation Move motion controller disrobed for all the world to see last night and I was there to witness the moment. And judging by by its performance at the Game Developers' Conference event in San Francisco, it may well end up making the Nintendo Wii and Microsoft's soon-to-be-released Project Natal gaming systen look slightly inadequate.

<img alt="IMG_8965%20thumb.bmp" src="http://blogs.pcworld.co.nz/pcworld/WCG/IMG_8965%20thumb.bmp" width="350" height="233" />

Unfortunately I haven't had the opportunity to get hands-on with Project Natal just yet so I can't draw any firm conclusions, but the PlayStation Move combined with the PlayStation Eye allows for an amazingly precise gaming experience. 

The Eye allows your console to map your head and body on screen as a reference point. It can then use the sensors in the Move to precisely map all of your movements in relation to that point. Its a package that allows for more accurate depth tracking of movement than the Wii can manage without a camera, and Sony is claiming it will also outdo Project Natal which lacks any controllers. 

Many Move-compatible games will actually use two Move controllers, one in each hand, to map the exact location of both of the gamer's hands. This proves particularly effective in fighting games, like the upcoming <em>Motion Fighters</em>, and it will get gamers' swinging punches and grabbing the air as they destroy their on-screen opponent.

<img alt="IMG_9013%20thumb.bmp" src="http://blogs.pcworld.co.nz/pcworld/WCG/IMG_9013%20thumb.bmp" width="350" height="233" />

In terms of its layout, the Move features Dual Shock vibration-feedback technology and has many of the standard PlayStation buttons including the four action buttons (X and O etc), a shoulder button, start and select. The bright RGB LED sensor on top can be set to the colour of your preference or utilised by developers to add to gameplay by changing colour at pre-determined points (eg. casting a "fireball spell" in a game may turn the LED orange).

Senior vice president of PlayStation marketing and the PlayStation Network Peter Dille said the device would be popular with both casual and hard core gamers, due to its accuracy.

"It's precise, responsive and ultra-sensory... from the tiniest twitch to the strongest punch.

"We'd like to think that the migration path from the Wii household to the PlayStation household is a natural one."

Accessories like the PlayStation Move Sub Controller will also be sold, he said. The sub controller can be held in a gamer's free hand and includes the arrow keys found on the normal PlayStation controller, making walking around in in games easier.

The Move is expected to arrive in New Zealand late this year and according to Sony all of the big international gaming studios are on board and have Move-compatible games in the works. It will go on sale in the US for about US$100 with a PlayStation Eye and a game, but no New Zealand pricing has yet been announced.

<img alt="IMG_9014%20thumb.bmp" src="http://blogs.pcworld.co.nz/pcworld/WCG/IMG_9014%20thumb.bmp" width="350" height="233" />
]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/03/playstation_move_unveiled_1.html</link>
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         <pubDate>Fri, 12 Mar 2010 07:39:45 +1300</pubDate>
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         <title>OnLive to launch June 17</title>
         <description><![CDATA[After months of beta testing and plenty of speculation as to whether the OnLive service is really ready for primetime, the company announced the launch of its service today at GDC in San Francisco.

While we've been able to observe the Onlive gaming service in controlled environments, the true test of cloud gaming is when it's finally available to the public at large. The creators of Onlive will put their service to the test when it launches on the PC and Mac platforms on June 17. Onlive will cost US$14.95 per month, though the company is promising cheaper multi-month bundles (to be announced at E3), as well as a major incentive for early adopters - the first 25,000 users to sign up for Onlive will get their first three months for free.
Right now, however, it's unclear as to how much gaming the US$14.95 fee will get you, as the announcement notes "the service fee does not include the purchase or rental of games." It seems as though at least some games will carry premium fees, as the announcement states "top-tier, newly-released games will be for sale and for rent on an à la carte basis." 

For now, we await Onlive's ultimate test, as it comes to home computers in June, with a TV adapter set to be announced later in the year, followed by Onlive "steadily expanding to other devices over time." Hopefully, we'll be able to play Crysis on the iPhone sooner rather than later.
] 
<em>John Davison and Dave Rudden</em>]]></description>
         <link>http://blogs.pcworld.co.nz/pcworld/WCG/2010/03/onlive_to_launch_june_17.html</link>
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         <pubDate>Thu, 11 Mar 2010 11:17:51 +1300</pubDate>
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