Following a full day of presentations, interviews, tours, tech demos and teases of the Xbox One's game-changing potential, the powers that be at Microsoft finally let us get our mitts on the new hardware's controller. While our time with the gamepad doesn't allow us to tear up the blacktop in Forza 5 or command a SEAL Team canine in Call of Duty: Ghosts, it does provide a peek at a few of the 40-plus improvements that have been made over its predecessor. Before
diving into six separate demos tailored to show off the controller's
enhanced rumble tech, Microsoft senior product marketing manager, Navin
Kumar, states "precision, comfort, and making gaming more realistic than
ever" were the driving forces behind designing the new gamepad. In
terms of precision, Kumar points out that the analog sticks respond to
inputs with 25 per cent less force, delivering a far more accurate
experience. He also claims its d-pad allows for "crisper inputs,
"perfect for "sweeping movements in fighting and sports games."
Feeling the full effect of 'impulse triggers'
While
our hands-on time affords little opportunity to test this improved
precision and accuracy, it does allow our thumbs and fingers to feel the
full effect of what Kumar refers to as "impulse triggers." Like the
360's controller, the Xbox One gamepad features left and right triggers,
used for everything from scoring headshots to flooring gas pedals. However,
the One's controller significantly ups the immersion of these
interactive experiences thanks to the addition of motors housed in its
triggers: in addition to the pair of rumblers located in the hand-grips -
as they are in a 360 controller - the One's peripheral adds one each to both triggers.
It tickles... seriously
As
demonstrated during our hands-on time, the tech is being used in a
number of ways to intensify the immersion factor. With a press of the Y
button, we're able to fire up a helicopter's propeller and a sports
car's engine. While these interactions would yield near-identical
vibrations with a 360 controller, they feel entirely unique through the
One's triggers and sticks. By programming four separate motors, two of
which now tickle the sensitive finger tips, the peripheral is able to
convey astounding nuance and variety in its vibrations. On
top of differentiating between an engine's powerful roar and a
chopper's spinning rotors, the quartet of motors allows us to experience
how it feels to pop off a few rounds from a hand-cannon and summon a
fireball in the palm of our hand. While the former feels much like it
does in any contemporary shooter, the latter - thanks to a slow rumbling
build-up, leading into a more intense vibration - yields a sense of
empowerment we can't wait to unleash the next time we barbeque baddies
in an RPG. Our
final two demos, simulating a ticking heart and braking car, are the
most impressive. The pumping brakes deliver a realistic halting
sensation the likes of which we've never before experienced in a racer,
while the heartbeat - delivered by alternating pulse-like vibrations in
the two triggers - feels scary-real. In fact, we're guessing the latter
effect will significantly up the fright factor in survival horror games;
imagine navigating a dark corridor or derelict space station in
complete silence, all while the protagonist's racing pulse thumps
beneath your fingertips.
Early Verdict
Based on our time
behind the Xbox One's controller - whose ergonomic design will feel
comfortably familiar to 360 owners - the impulse triggers seem to hold
the most promise and potential for putting players that much deeper in
the experiences of rearranging zombies' ribcages with melee weapons,
roasting trolls with fire balls, and racing across finish lines. That
said, a number of subtler features, such as magnetic sensor-equipped
triggers and a battery case that no longer protrudes from the back of
the controller, hint at the many ways the next-gen peripheral will
provide more precision in your games and comfort in your hands. The Softies slimmed down the battery caseOur
hands-on time barely scratches the surface of its promised 40-plus
improvements, but our satisfied fingers and thumbs are already
anticipating what other surprises the Xbox One's gamepad has got hidden
beneath its buttons, sticks, and triggers. P.S I WOULD LIKE TO APOLOGISE FOR NOT POSTING FOR SO SO LONG I HAD SOME PERSONAL SERIOUS PROBLEM WHATEVER I AM BACK HOPE YOU ENJOY MY NEW POSTS AND AS I CAN SEE FROM THE VIEWS WITHOUT ANY POSTS STILL OVER 1000 VIES PER MONTH SO THANK YOU VERY MUCH FOR YOUR SUPPORT NEXT POST COMING SOON...
The best thing about Monster Hunter, unsurprisingly, is the monsters
themselves. The iconic dragonlike and super-mammalian beasts in this
series are among the most impressive creatures in gaming, and also among
the toughest challenges. Take one look at the snapping jaws and
electrified serpentine form of a Lagiacrus or the evil eyes and
hyper-aggressive movements of a Tigrex and you know that you can expect
an epic battle. Only after you know everything about a monster – where
it likes to hide, how it limps when it’s weakened, which of its attacks
you can block or dodge – do you stand a chance of bringing it down. The best thing, though, is encountering a new monster for the first
time; one whose movements and character you don’t already know. That’s
the draw for Monster Hunter 3 Ultimate,
if you’ve already earned your Rathalos armour in previous instalments.
Although it is in most ways exactly the same game as 2010’s Monster
Hunter Tri, it brings several new monsters to the party, along with
subtle improvements and embellishments to everything else. If you’re not
already a Monster Hunter fan, then this is the best time ever to jump
in, whether on 3DS or Wii U – both versions are the same, and you can
transfer your save between the two if you buy both (more details on that
here). Most noticeably, Monster Hunter 3 Ultimate on Wii U is HD, something
the Wii couldn’t manage: it’s 1080p native. Unfortunately, though, it’s
only been retextured rather than rebuilt in HD, meaning there’s still
some blockiness to get used to. Tri was always a good-looking game,
especially on its background, but in HD its graphical imperfections are
more obvious – you can see the edges of the monster models more clearly,
and the beautiful distant vistas you can see when you look out over the
edge of a cliff don’t look quite so impressive in high definition,
where their lack of detail is more exposed. This is minor, though, in the context of such an excellent game (I really loved it),
and the other improvements – especially the vastly cut-down loading
times – more than make up for it. Monster Hunter 3 Ultimate boasts about
50% more content than Tri, but most of it sequestered away in the upper
levels of the game (G class quests), so you’ll have been playing for a
good long time before you see any of it. At Tokyo Game Show, Capcom
showed off one monster that’s new to Western Monster Hunter fans: the
Brachydios.
“
Brachydios is a cross between a poisonous rhino and an extraordinarily aggressive, volcanic T-Rex.
Best described as a cross between a poisonous rhino and an
extraordinarily aggressive, volcanic T-Rex, Brachydios enjoys
slobbering explosive neon-green saliva all over its stumpy arms and then
pile-driving you into the ground with them, leaving a residue of slime
wherever it treads. He’s clearly a distant, vastly more dangerous cousin
of the less dangerous Barroth, a mud-loving rhino-like monster that
rumbled around the desert in Tri. Unsurprisingly, he kills me pretty
quickly, despite the high-level armour and weapons and
unrealistically-elongated health bar that I’ve been endowed with for the
demo, but I get a good few stabs in on his shins with a gunlance before
the green nodes on his head start to glow read and he erupts into rage
mode. The monster stamina system has been expanded in Ultimate, letting
you see more easily when a monster is weakened or hurt. They tire out
more visibly. Monster Hunter is at its best in multiplayer, when four people can
complement each other’s strategies and weaponry, but in single-player
Ultimate lets you bring two AI companions along: Cha-Cha, the little
dude from Tri, and another wee chap called Kayumba. Cha-Cha and Kayumba
sing stat-boosting songs and have the odd stab at a monster during
battle, but their real purpose is to draw a monster’s attention away
from you, letting you get a few hits in whilst the beast’s attention is
focussed elsewhere. The Wii U gamepad's screen shows your map (that might not sound
important, but trust me, it really is) and can be used to fiddle with
your inventory, which is hardly imaginative, but certainly utilitarian.
Having a second analogue stick makes the camera easier to wrestle with,
but the real godsend on both Wii U and 3DS is a targeting button that
lets you actually lock on to monsters for the first time in the series'
history. At the moment I’m in two minds about whether Monster Hunter 3
Ultimate does enough to justify slogging through the early stages of a
game I’ve already played for 100+ hours all over again. If you weren’t a
Tri player, then great: you’ve got a lot to look forward to in Monster
Hunter 3 Ultimate – it’s as accessible as Tri, which was the first game
that really made Monster Hunter easy to get on with for beginners, in my
opinion. If you were a Tri player, though, then you might not feel
overly inclined towards killing another 50 Royal Ludroth and Great
Jaggi, working your way up from nothing again to get to the really good
extra stuff. Monster Hunter 3 Ultimate is out on both 3DS and Wii U in March 2013
in America and Europe. As well as the improved graphics, it’s the Wii U
version’s online functionality that will give it the edge over the
portable version for many players; like previous portable Monster Hunter
games, Ultimate is local-multiplayer only on 3DS (you can read some
Tokyo Game Show impressions of that right here).
You can also play local multiplayer with one Wii U console and three
3DSes, if you have three friends who are up to the challenge. Monster
Hunter is as vast and as hardcore as action-RPGs get; it's a huge score
for Nintendo's Wii U line-up, and not just for Japan.
The hunted becomes the hunter in the CryEngine-powered open-world
shooter Crysis 3! Players take on the role of 'Prophet' as he returns to
New York in the year in 2047, only to discover that the city has been
encased in a Nanodome created by the corrupt Cell Corporation. The New
York City Liberty Dome is a veritable urban rainforest teeming with
overgrown trees, dense swamplands and raging rivers. Within the Liberty
Dome, seven distinct and treacherous environments become known as the
Seven Wonders. This dangerous new world demands advanced weapons and
tactics. Prophet will utilize a lethal composite bow, an enhanced
Nanosuit and devastating alien tech to become the deadliest hunter on
the planet.
Prophet is on a revenge mission after uncovering the truth behind Cell
Corporation's motives for building the quarantined Nanodomes. The
citizens were told that the giant citywide structures were resurrected
to protect the population and to cleanse these metropolises of the
remnants of Ceph forces. In reality, the Nanodomes are CELL's covert
attempt at a land and technology grab in their quest for global
domination. With Alien Ceph lurking around every corner and human
enemies on the attack, nobody is safe in the path of vengeance. Everyone
is a target in Prophet's quest for retribution.
It's just about time to kill some skags, hoard guns and earn heaps of experience. To get you in the mood to read our upcoming Borderlands 2
review, we're running a series of articles leading up to our verdict,
coming this Thursday, 9/13 at 9PM PST. We'll cover topics like the loot
system, the story and more, giving you a taste of how I'm feeling about
each along the way. Read on, Vault Hunters, read on.
Day One
My name is Anthony and I’m addicted to loot. There’s something endlessly exciting about watching shiny things spill forth from someone I’ve just pumped full of lead. And in Borderlands 2 this happens about every five seconds, as you’re pretty much constantly thrown a stream of enemies to blast.
Guns are the primary type of loot you’ll come across, and developer
Gearbox was only kind of kidding when they advertised “gazillions” of
weapons in earlier promotional videos. The limited number of
augmentations for weapons means several of them will work similarly, but
the stats are randomly generated in such a way that I’ve never seen the
exact same weapon twice. This means that every time I’m fighting
challenging enemies there’s that buzz of excitement, that sense that the
next shot could very well secure me something better than I could have
expected. Of course there’s always a chance that the randomly generated stats
could also result in an awesome weapon type I don’t typically use, but
it really comes down to how you like to play (and you can always sell
duds for cash). Borderlands 2’s
four classes each have preferred weapon types, but they can use any of
them, and sometimes you’ll want to deviate from the norm because you
find something that’s simply too badass to pass up on. For instance my
main is a Commando, whose talent points have made him particularly
awesome with assault rifles. This perfectly suits my playstyle, as I’m
particularly aggressive and like to get in fairly close and unleash a
stream of bullets. However, at one point I came upon a pistol that fires
like a shotgun and becomes increasingly accurate as I fire. The bullets
fly slow as hell, but when they strike…let’s just say it’s painful.
Very, very painful. My commando still uses his fair share of assault
rifles when he’s at a distance, but until the next lucky drop, this
pistol is here to stay. He’s just a bit more of a gunslinger than the
John Rambo he once was. Maybe he's a bit out of character now, but you
can't argue with the gigantic critical hit numbers that pop up every
time the bullets slam into meat. Outside of guns, Borderlands 2 presents ample opportunities to let
your stats-obsessed side come out. Some of the most enticing drops end
up being shields and class mods. Even the most boring shields have
varying stats that affect their recharge rate and time before they start
to recharge, but rarer pieces of equipment do cool things like explode
in a burst of fire when depleted, which can be a huge boon when you’re
surrounded. Class mods too have a dramatic effect on the way you play,
with randomly generated stats that directly augment your talents and can
give you dramatic boosts to important things like reload speed or
damage with a particular weapon type. They can even give you boosts that
apply to anyone else you’re playing with, making them particularly
useful and great loot for the more party-oriented among you. One thing I complained about with the original Borderlands was that
for all the loot you got, none of it allowed you to change your
appearance. This is a shooter first and foremost, but there’s enough RPG
elements in Borderlands that it always felt bizarre that I couldn't do
more to change my appearance. Even a few armor slots I could swap out to
further augment my character would have been great. Borderlands 2
didn’t go the armor slot route, but the team at Gearbox did add a ton of
new skins to switch between. Customization here is a bit disappointing
in terms of how bare bones it is, as you can only change up the entire
skin of your head and your body, but it’s still better than the even
more limited options from the first game. At least now you can play an
online match with several other people using the same class and clearly
tell who’s who. And, if nothing else, it gives you yet another type of
loot to chase after through the first playthrough and beyond.
So far Borderlands 2 is doing basically everything right with loot:
it’s abundant, it changes up your character constantly, and it’s
exciting to pursue. Expect more updates on Borderlands 2 throughout the week, with
tomorrow’s focusing on how Gearbox is doing with the side quests and
storyline.
Day Two
The main story of Borderlands 2 is already shaping up to be loads
better than that of the original (which was admittedly pieced together
almost as an afterthought), but the sidequests are what have me hooked.
They’re where the Gearbox’s writing staff chops really show, and where
they get to take Borderlands 2 way, way off the rails. When and if you pick up a copy of Borderlands 2, you should never,
ever skip a sidequest. You could barrel on through the story if you
really wanted, but you’d be doing yourself a great injustice (and
probably making the game way harder since sidequests help you level).
The main story gets a bit too serious for my tastes sometimes. Don’t get
me wrong, I like a tale that tugs at my heartstrings or gets my blood
pumping, but that’s not what Borderlands is really about to me. To me
it’s about the type of humor we saw in the General Knoxx or Claptrap
DLC, where dick and fart humor is mixed with clever wit and references
to pop culture.
Hence why I’m loving Borderlands 2’s sidequests. Here’s where you’ll
encounter the four bandit brothers who live in a sewer, eat pizza and
are named unsurprisingly akin to the Teenage Mutant Ninja Turtles. Or
where you’ll be tasked with hunting down porno mags for the town’s
redneck mechanic so he can relieve some sexual tension while he pursues
someone “distantly related.” That probably sounds a bit low brow when
you read it, and sometimes it is, but it’s always delivered well and
peppered with plenty of thoughtful innuendo that makes it feel smart. Sidequests are also where you’ll get to know and better understand
the various characters of Pandora. Yeah, you’ll meet plenty of strangers
and even make a few acquaintances by simply playing the main story, but
if you want to better understand who they are and where they’ve come
from you gotta take the time and do their bidding. For instance one
sidequest I did for a crazy woman named Tannishad me collecting
recordings stashed throughout the environment. While seemingly
pointless, gathering them gave me insight into a time when she was
tortured, helping make sense of her tragic madness. Sound a bit too
heavy for you? Don’t worry, there are plenty more quests where you’re
doing something far more stupid, such as hunting down monsters called
Bonerfarts or getting belligerently drunk in a bar so you can crash a
wake and murder everyone in a hail of gunfire. Even when the quests are
silly and seemingly pointless they reveal more about Pandora, showing
you just how harsh, brutal and ugly this backwater planet can be.
I know I didn’t really talk too much about the main storyline, but
that’s because it’s good enough that I just don’t want to spoil it for
you. Even with its predictable twists and turns it’s turning out to be
something worth experiencing fresh. If you loved the first Borderlands,
and maybe even fell for some of the playable characters, expect to be
pleasantly surprised in Borderlands 2. Check back tomorrow for a new update about Borderlands 2’s reworked interface.
Activision has announced a new game based on The Walking Dead. Not to be confused with Telltale’s episodic The Walking Dead adventure game, Activision’s version is a first-person action game based on AMC’s The Walking Dead TV show. Developed by Terminal Reality, The Walking Dead will revolve around
Daryl Dixon and his brother Merle on a “haunting, unforgiving quest to
make their way to the supposed safety of Atlanta.” Players will control
Daryl as they attempt to avoid detection from zombies that hunt using
sight, sound and smell and will choose between fighting them or using
stealth to avoid detection. According to Activision, “No place is truly
safe for Daryl as he makes his way through the Georgia countryside in
this new, post-apocalyptic world.”
Supplies will be scarce and players will need to carefully manage
food, ammunition and supplies as they make their way through the game.
Daryl will encounter “a slew of other characters” along the way that can
help or hurt him. Whether or not these characters accompany Daryl is
completely up to the player and “represents just some of the major
decisions that will constantly be made while fighting to survive.”
The Walking Dead will hit stores in 2013 for Xbox 360, PlayStation 3
and PC. Few other details are available, but check out the game’s official site for more info in the future. Until then, keep an eye out for all the latest announcements about The Walking Dead TV show before it returns to AMC for season three later this year, and be sure to bookmarkIGN's The Walking Dead Video Game wiki to stay abreast of the latest details.
While we recently put up a piece detailing how Skyrim PC players can mod some of the Dawnguard's functionality into Bethesda's epic RPG, what about those of you that don't own Skyrim at all? Well, if you own Minecraft,
a team of super-creative and inspired modders can give you a simplified
take on some of Skyrim's mechanics, all set within Mojang's silly and
blocky sprawling world.
While currently far from finished, Skyrimcraft already has a number
of standout features, including Dragonshouts, a merchant system with a
Skyrim-esque interface, and new sets of armor and weapons that
correspond to what you'd find in Skyrim. Future plans also include
adding dragons, quests and a custom world that better represents
Skyrim.The team behind the project also encourages feedback, and has put
out the call for additional help to get the mod in a more feature-rich
state.
Built using the same principles as the wildly popular Defense of the Ancients mod for Warcraft III, League of Legends
gives each player control of a powerful champion unit in a team-based
battle to destroy each other's bases. real-time strategy elements, like
AI controlled foot soldiers and turrets, and roleplaying features, like
leveling abilities and buying better equipment, provide lots of variety
and flexibility. The popularity of this Defense of the Ancients gameplay
style seems to be rising with the release of not just League of
Legends, but also Demigod and Heroes of Newerth.
With so many options on the market, it can be hard to tell just which of
the games is right for you. Whichever way your own personal tastes are
leaning, there's a lot to like about League of Legends. The game design
is relatively direct but still has a lot of nuance, and the core
strategies are basic but still allow for multi-layered tactics. On the
downside, the game's official launch status is still a mystery with no
clear reason for the abundance or shortage of various features
throughout the game.
It's important to keep your minions safe or the other team will chew them up.
The
highly inventive champions are clearly the best part of the game. The
developers have created something like forty different champions you can
choose from, from hulking brutes to nimble archers to stealthy
assassins. The visual style is very charming, so you'll see mad
scientists, giant robots, jesters, little girls with dolls, big-headed
mummies all fighting it out with explosive and colorful visual effects.
As you defeat enemy AI minions and champions you'll level up and gain
access to even more powerful abilities that allow you turn invisible,
fire missiles, set glue traps and a host of other options. Heading out
into the field of battle with these effects at the ready is an awesom
feeling and at higher levels you can really chew through enemy minions
and even other champions.
Each champion has his or her (or its) own abilities but one of the
downsides is that there can seem to be almost too many much to choose
from at times. Fortunately, you can filter the champions based on the
general characteristics you'd like and even investigate their abilities
and read tips for fighting as and against them. Even so, it can be hard
to settle on a favorite, much less determine what your opponents are
likely to do. Sure, you'll soon learn that Ashe hits at long range and
can slow you down, but you'll spend a lot of the early game being
surprised by your enemies. Fortunately, there's a less competitive solo
practice mode where you can fight against entire teams of bots.
Leveling up your abilities is only half the story. As you kill the AI
minions, destroy turrets and slay other champions, you'll also be
earning gold that you can use in the item shop. Unlike Defense of the
Ancients, there's just one shop here and the items are all laid out in
smart groups. So if you know you need mana regeneration, you can just
flip to that page and see all the items that confer that ability. Better
still, you can see all the combinations at a glance and can even buy
finished projects for the full price of all the items it contains. It
makes for a much faster way to customize your champion and get right
back into the action.
It's possible to win against the odds, but you're better off working in groups.
There's
a persistent element to your character as well. As you level up you'll
be earning points you can spend in a few different skill trees that help
you further refine and customize your individual champions. You can
also equip various runes to help you in certain areas, like magic
resistance or health regeneration. Having a persistent element that
exists outside of the individual battles discourages players on the
losing side from quitting outright, but it also increases the pressure
on new players to get good fast.
Though some of the champions tend to play the same way, the level of
variety is incredibly high here and it's to the designers' credit that
most of the champions are interesting and competitive. We've found a few
popular ones that we hate and some quirky ones that we love.
If you liked the colorful and bright style of Warcraft III, you'll like
League of Legends. The game's visuals are very lively, particularly when
the more outrageous spell effects start flying. It's not to everyone's
taste, but I like the stylized approach. It can sometimes be a bit too
much when lots of folks are involved in a fight, and at that moment it
can be particularly difficult to pick out targets or even your own
health bar, even when zoomed all the way in. The audio side of the game
is generally pleasant with solid music and effects, but I can do without
the repetitive unit acknowledgements.
Strangely, our two main points of criticism for League of Legends
aren't actually about the game itself and instead have to do with the
confusing launch and the attitudes of some members of the community.
It's not exactly fair to let circumstances outside of the developer's
control influence our overall opinion of the game design but they still
have to be considered to the extent that they'll influence the fun you
will (or won't) have if you decide to try the game.
We just came off the recent disaster of the CrimeCraft launch, and it
looks like we're in similar territory here. Whether motivated by the
publisher's schedule or financial necessity, League of Legends was
released before it was ready. Some features are missing and some
features that are currently part of the game will be removed and then
sold in the game's store, which launches on November 17. The idea that
players are enjoying features that they will have to pay for at a later
date is almost as obnoxious as having to play the same map over and over
again in multiplayer. We know there are more in the game, but why
aren't we allowed to play them?
The visual effects are very nice but can be a bit distracting in the large battles.
Things
are even more aggravating and confusing for players who bought the
thirty-dollar collectors edition and are now playing with the exact same
feature set as players who simply installed the free version. The
differentiation is sure to become more apparent when the store launches,
but until then, the fact that the publisher is charging people for a
game that's available for free is pretty dodgy.
While it might be fair to lay some of the blame for the open beta feel
of the launch at the feet of the game's creators, it's impossible to
fault them for some of the more unfortunate attitudes in the community.
The problem is that League of Legends is built around a popular mod for a
popular game (which itself has a notoriously hostile community), so
there are a lot of players who hit the ground running with a solid
understanding of the mechanics and little patience for newcomers. This
is especially true given the relatively long length of the individual
matches. Matchmaking should solve this to a certain extent but if the
system can't find players of the appropriate level, it becomes less and
less discriminating.
Again, neither of these issues really affect our overall opinion of the
game design, but they are matters that may drastically impact your
actual enjoyment of the game itself, particularly if you're not already
familiar with the tricks and tactics of Defense of the Ancients.
Putting snow down does not make it a new map.
Closing Comments
There's
a lot to like about League of Legends. The game design is enjoyable and
there are tons of great champions with nearly limitless customization
options. The strategy elements are sound, and it can be fun to just pick
a lane and start chewing through minions as you work your way towards
enemy towers and champions. But sometimes it feels like League of
Legends throws too much at the player, both in terms of the number of
champions and the general confusion of the larger battles. While that's
not enough to dampen your enthusiasm of the game, the vague status of
the launch and the more-than-occasional hostility of the community just
might.
TO DOWNLOAD THE GAME GO TO:https://signup.leagueoflegends.com/en/signup/download
MY AND MY FRIENDS USERNAME IS:Lockontarget(Panos-Gamer)-Stratoszero(Stratos)
UPDATE: A few new details have been revealed
regarding Super Smash Bros. for Wii U and 3DS. Tetsuya Akatsuka (the art
and sound director for the SoulCalibur series) and the main development
team from the Tekken series will be working on the project alongside
Director Yoshito Higuchi (Tales of Vesperia) and Producer Kenya
Kobayashi (Ridge Racer).
ORIGINAL STORY: It was revealed during today's
Nintendo Direct Broadcast that Namco Bandai will be developing the next
Super Smash Bros. games alongside Kid Icarus team Sora. The titles were
previously announced for Wii U and 3DS. Series creator Masahiro Sakurai
will still be heading up the project, which is normally developed by his
HAL Laboratory team. Yoshito Higuchi, who produced Tales of Vesperia, will be the games'
director. Namco Bandai's Kenya Kobayashi (Ridge Racer) will be producing
the titles. Stay tuned to IGN for all the latest.
Link, a young man raised as a wrangler in a small, rural village, is ordered by the mayor to attend the Hyrule Summit. He sets off, oblivious to the dark fate that has descended upon the kingdom. When he enters the Twilight Realm that has covered Hyrule, he transforms into a wolf and is captured. A mysterious figure named Midna helps him break free, and with the aid of her magic, they set off to free the land from the shadows. Link must explore the vast land of Hyrule and uncover the mystery behind its plunge into darkness. For Nintendo's long-awaited Legend of Zelda: Twilight Princess, the designers have split the game into two versions -- one for GameCube, and one specially designed to make use of the Wii utilizing the powers of the Wii controller for all-new ways of exploring Hyrule.Best f@cking game eeeeeeeeeeeeevvvvvvvvveeeeeeeeeeeeeeeeeeeeerrrrrrrrrr
Bowser has once again kidnapped Princess Peach, but this time, Mario has
another objective. The Mushroom Kingdom is bursting with more gold
coins than before. Each level is littered with gold as coins rain down
from overhead pipes, trails of coins are left behind special gold
enemies and gold pipes transport Mario into coin-filled caverns. It's up
to players to collect as many coins as possible throughout their
adventure.
Past Mario games have let the blue-suspendered hero roam around fully
rendered 3D landscapes. Now, for the first time, players can see true
depth of
their environment without the need for special glasses. Super Mario is a
3D evolution of classic Mario platforming featuring new level designs
and challenges.
Nintendo's highly acclaimed adventure brings the classic series into the
third dimension. After a nightmare involving a certain young princess
and the evil thief Ganondorf, series hero Link wakes up in his home
village tucked away behind the mysterious Lost Woods. The only Kokiri
without a fairy, Link soon meets up with his new traveling companion,
the winged Navi, and sets out on the adventure of his life. The quest,
which inevitably turns into a rescue mission for Princess Zelda, leads
players through dark dungeons, picturesque villages, into the heart of a
volcano, to the bottom of a lake, through a haunted desert, deep into a
magical forest, into a giant tree, the belly of a beast, and even
through time.
Luigi is back on a mission to remove a bunch of stubborn ghosts from
some spooky mansions. Armed with his trusty Poltergust ghost-sucking
vacuum cleaner, Mario's brother takes center stage to capture these
pesky phantoms. Luigi's Mansion: Dark Moon gives players multiple
mansions to explore, a variety of puzzles to solve and new ghosts to
capture. Armed with the Poltergust 5000, a ghost-sucking, vacuum-like
invention, Luigi must complete a number of missions assigned to him by
Professor E. Gadd.
Monster Hunter Tri depicts an ecosystem where man co-exists with
fantastic beasts that roam both the land and the sea. Featuring both
online and offline cooperative modes, players can join online hunting
parties with up to four players or play with two players on a single TV
for select quests. Players also have the option to face Monster Hunter
Tri's quests as a single player experience accompanied by Cha-Cha, an AI
hunting partner whose tracking and trapping skills will prove
invaluable in the hunt.