Warner Bros. Interactive Entertainment has announced the upcoming release of new DLC for Sesame Street: Once Upon a Monster on Kinect for Xbox 360. It’s called Unidentified Furry Objects and will be available on November 22, 2011 on Xbox LIVE Marketplace for 400 Microsoft Points.
Unidentified Furry Objects is designed as a new chapter in the game’s storybook adventure where young players join Cookie Monster, Elmo and other Sesame Street characters as they explore a living storybook titled Once Upon a Monster. In the chapter, a mysterious light falls from the night sky and the monsters are visited by some very strange furry visitors.
Mario and Sonic have returned to face off in their Olympic rivalry as of yesterday in North America. To celebrate the release, Sega have now graced us with a launch trailer to show just what fans of both series can expect. As well as the standard Olympic games, this entry features over 50 party games, with the likes of shell launching, treasure hunting, and ring collecting, where players can play as several the famed characters from both franchises. Knuckles, Wario, Peach, yep…they’re all here.
I still don’t see Mario beating Sonic in…well anything aside from a high jump competition (or a pasta eating contest), but this romp is still looking pretty entertaining and you can now find it in stores everywhere for the Nintendo Wii and 3DS.
Some exciting news from Microsoft that is sure to excite anyone hell bent on legally downloading the worlds music content, as they have announced the launch of Zune Music Pass and Zune Marketplace, giving access to 13 million tracks across XBox, Windows Phone and PC. The Zune Music Pass gives you UNLIMITED access to millions of songs you can either stream or download as well as the upcoming music video streaming on Windows PC and phones. Zune Marketplace is more aimed at those without a Zune subscription and will allow anyone to purchase individual tracks or albums via credit card.
“We are giving Australians the option to choose how they want to organise their music collections. They can stream unlimited songs across their favourite devices with the Zune Music Pass or buy tracks to own and collect with the Music Marketplace, so whichever their preference we have an option for them,” said David McLean, Director Consumer Channels Group, Microsoft.
The Zune Music Pass comes in at a very reasonable $11.90 a month or $119.90 for a years subscription, considering the sheer volume of tracks available on an unlimited pass. Zune Marketplace purcahses can be made with either a credit card or through the use of Microsoft Points.
“Australians have such a strong passion for music and it is an important part of the entertainment mix – we are thrilled to bring this service to Australia and give people alternatives in how they wish to play their favourite songs,” said David.
Zune movies which have been available for quite some time already, as well as now music can be enjoyed by all Australians by visiting Zune.net, purchasing a pass and enjoying whats on offer.
THQ put out the 10th and final cherished memory clip in the lead up to the release of Saints Row: The Third. This time round we get to see the Mollusc launcher in all of it’s glory.
Check out the clip for it down below and go have a look at all the previous ones if you missed out on seeing them. Of course after that, it’s time to go out and make some cherished memories for yourself in Saints Row: The Third.
The game is out now for PS3, Xbox 360 and PC so go out and grab yourself a copy, strap it on and get insane!
Level-5 has a brand new video for Ni No Kuni: Wrath of the White Witch. Instead of showing some gameplay footage or exploring the locations, the scene below shows the young hero Oliver and a couple of his friends deciding to have some beef curry. That’s right, beef curry.
So, why is Oliver and co having beef curry? Well, the appearance of beef curry may be the result of a partnership between Level-5 and House Foods in Japan. House Foods are promoting both the game and their own curry as they release Ni No Kuni branded curry. I guess it’s a great way to give the partnership a nod within the game.
Ni No Kuni: Wrath of the White Witch will be release on November 17 (which is today in Australia, in fact) in Japan and 2012 in North America and Europe.
Usually, hearing people talk about the latest carry case, or any accessory, for an electronic device, it isn’t the most exciting thing to hear about. Someone at Sony believes the opposite as Sony Computer Entertainment has released a video on the case. Ok, not surprising, but the video clocks in at over seven minutes. Wow, there seems to be a lot to talk about.
The video is below, if you want to check it out. I should point out that the video will be in Japanese, but the gestures aren’t that foreign, so you may understand the video to a certain extent. For those who want a quick wrap up, the video is basically showcasing the carry case and how you can still play the Playstation Vita with the case attached to it. The earphones are also displayed and discussed.
The Playstation Vita will be released on December 17 in Japan, February 22 in North America and Europe and February 23 in Australia and New Zealand. The case will retail for ¥1,800 while the earphones will retail for ¥2,800.
For those in Australia who are waiting for the Playstation Vita, then your first step in purchasing the handheld is now active. Pre-orders for the Vita have now opened in Australia ahead of its launch in February 2012. Stores that will accept pre-orders include EB Games, GAME and JB Hi-Fi.
Sony is also offering an incentive for pre-ordering the handheld. If you do decide to pre-order, then you will receive a pre-order pack full of goodies, both physical and digital. So, what is in this pre-order pack?
In Ear Headphones in PS Vita Blue
Exclusive sleek, blue metallic finish in ear PlayStation® design headphones.
Exclusive PS Vita items from PlayStation®Network
Pre-order code that will unlock PlayStation®Network voucher codes for the following:
AU$8 discount on one of the following PS Vita games on PlayStation Store: Little Deviants, Super Stardust Delta, Hustle Kings or Escape Plan.
Exclusive PS Vita items for PlayStation Home: PS Vita T- Shirt, Sunglasses, Headphones, Trainers and Bag
Exclusive early access to Frobisher Says! application for PS Vita
Exclusive PS Vita Avatar for PlayStation Network
So, how do you pre-order the Vita? Head to your local EB Games, GAME or JB Hi-Fi store from today to place a deposit, which means you can save your money for the handheld. When the PS Vita launches on the 23rd of February 2012, return to the same store to pay the rest of the balance for your PS Vita. You will also receive your pre-order gift pack.
The Playstation Vita launches in stores across Australia on 23rd February 2012. The 3G/Wi-Fi model will be available for AUD$449.95 and the Wi-Fi model for AUD$349.95.
Girl With a Heart of Developer: Bent Spoon Games Publisher: Bent Spoon Games Platforms: PC (reviewed), Mac, iOS, Android Release Date: November 17, 2011 Price: $5.99 (desktop), $2.99 (mobile)
Overview:
Girl With a Heart of is the first commercial effort from indie developer Bent Spoon Games, a largely one man show with the slightly unusual goal of making games that deal with the concepts of rationality and transhumanism.
It’s very simplistic in almost every element, and is aptly billed as an ‘interactive narrative’ rather than a game. Indeed this isn’t even anything like a point and click title, but is far more reminiscent of the now age old text based adventure games.
Both this, and the fact that this is such a small title make it incredibly hard to judge Girl With a Heart of under the normal criteria for a game review. It’s audience will certainly be very niche, and even then it requires real input from the player on an emotional and analytical level before it truly opens up. Even if you do get yourself into the right mindset, it’s often too subtle and too quiet with it’s moral choices, and the technical execution of it’s rather interesting ideas still needs a lot of work.
Story:
In the world of Girl With a Heart of, both Dark and Light fuel the world, which is broken into two feuding sides. Magic is a powerful if frowned upon force, and the war between the surface dwelling Light and the subterranean Dark seems without end.
Players take on the role of an eleven year old girl with an artificial heart living in the Dark town of Underfoot. When the town comes under attack by the forces of Light Raven suddenly finds herself with a grievously injured mother, a missing father, and the new knowledge that her heart has always been intended to turn her into a weapon to defeat the Light.Trained in the magic of Dark energy by the somewhat shifty John Blackbeard, Raven must decide how to use her new power in the global crisis whilst also dealing with more everyday personal encounters. Players will have numerous choices to make in their interactions, and will ultimately decide the fate of the world.
Depending on how deeply you delve into the conversations, there can be a lot of backstory to discover or very little at all. Giving over a bit of time to the concept is essential for a more rewarding play through, and the world that Bent Spoon Games have created is an interesting one that I would like to see more of.
It has an intriguing slant to it’s moral compass, challenging players to make life or death decisions with logic rather than emotion. Should you save the people you love or sacrifice them for the sake of the greater population? Girl With a Heart of pushes this heart vs head argument quite frequently, but what lessens it’s effectiveness is the small scale of the game. I know it’s ridiculous to compare an indie title like this to a studio backed titan like Mass Effect, but it’s the easiest way to make the point.
In Mass Effect I see a lot of the world, interact with lots of different people- I have a context for the decisions I make which gives the eventual consequences a lot of weight – what I do matters to me. In Girl With a Heart of you see nothing of the attacking side, and can potentially play through the game learning nothing about them or the reasons behind the war. The people of the Dark world are for the most part silent figures, and the relationships you do experience are so brief and limited in their scope that there’s just not enough material to form any attachment to. It leaves even the biggest decisions of Girl With a Heart of feeling small and inconsequential, and whilst it might make you think, it certainly won’t make you regret or rejoice in your decisions.
The transhumanist agenda (using technology to enhance our bodies and eradicate ageing is desirable and beneficial) falls largely by the way side, and also fails to explore the massive amount of ethical and moral pitfalls of using a child as a weapon. What it does do well is provide a sense of choice, and even the smallest of actions can change the way characters respond to you and have an eventual impact on the final outcome. Even the direction you choose to walk in the opening sequence has an effect, and highlights the odd association that society has when it comes to light and darkness, good and evil. It can be overly subtle with what is and isn’t a choice, and the depth of it doesn’t really unfold unless you play through it multiple times.
Girl With a Heart of is incredibly dependent on the player being willing to delve into the depths of it’s ideas, and unfortunately doesn’t quite have the quality of presentation to lure people past all the reading. If you give it a chance it might throw a few interesting ideas and dilemmas at you, but most will probably pass over it.
Visual:
The art style is very unusual, and at first glance appears rather ugly. Characters have strangely purple skin and look and move like cardboard cut-outs. Everything has an odd tinge of light to it and the intensity of the colours gives it a strangely muted feeling- my first thought was that it looked like someone had pushed the ‘invert colours’ button in Paint.
As with the story elements of Girl With a Heart of, how much effort you put in to interpreting what you see on screen affects how you rate the style. At first glance it’s ugly, the colours are wrong, the shading is strange. But then think about it. This is a world which we are told is fuelled by darkness rather than light, in direct opposition to what we see every day in reality and what every game thus normally looks like. Light is always a fundamental element of how we view the world. Here it isn’t, and darkness rules. Such a world would feel strange in its colours, and in place of shadows it would have light. Look again – isn’t that what Bent Spoon Games have done here?
Having a concept behind your artwork is fine, but it still has to be visually pleasing- despite appreciating the thought behind the style I just didn’t like looking at Girl With a Heart of. There are a few sequences where everything is in a more stark black and white, with Raven the only colour in her purple dress. If the game had looked like this throughout I think it could have kept a lot of it’s distinction but in a visually pleasing way. As with all the elements of this game, it’s very well conceived conceptually, but whether because of budget constraints or design choices, is not always well executed.
Audio:
The sound is what really lets down Girl With a Heart of. When you have such a minimalistic style of gameplay and level design (and no voice work) there needs to be some depth in the music and effects that makes you feel like you’re doing more than pushing buttons.
There is music throughout the game which does a good job of laying down the foundations of a subdued and uneasy atmosphere. Whilst the tracks themselves are fine, they often run out if you take the time to work through conversation options, which, if you want to get the most out of this game, you’ll be doing a lot.
Crucial moments can sometimes have no sound at all, and whilst there are a few audio cues to let you know when there is danger around, there are some points in the game that sorely miss either music or a few sound effects (which are entirely absent).The lack of sound effects really hurts the games aspirations. When Raven takes damage there is no indication but the health bar that this is actually happening, when precious objects are destroyed or gained there is no sense of loss or reward.
One moment in which this is particularly apparent comes when you can choose to save the life of a young boy who has been bullying Raven throughout the game, or walk away and leave him to die. Visually, the boy is just lying on the ground after being attacked by a wolf. It’s a completely silent moment, which surely would have been rendered far more effective with a few whimpers or cries for help. As it was I assumed that the boy was dead and left the area with no idea that there was even a choice to make. Subtlety is a great thing to aim for when giving players moral choices, but you have to make sure they know that they exist in the first place. My walking away might reflect something about my personality, or it might just reflect that the door to leave the area was closer than the boy. If I had known there was a choice to make I may still have left him, but actually felt some sort of repercussion from doing so.
Gameplay:
This is something of a redundant section, given that for the majority of Girl With a Heart of you will simply be walking between conversations. Raven will pick up a few Dark magic spells in the course of the narrative, and gain skill points that can be distributed between insight (gain more conversation options), lying (become better at deceiving people), magic (more powerful spells) and imbuing. The latter is the most complex mechanic that the game offers, and tries to integrate your moral decisions into Raven’s development.
Passing some of the more significant plot points will grant Raven an essence (courage, stone, gold etc), which she can imbue into her heart to grant bonuses to her skills. It’s a nice idea that neatly adds a direct consequence to a few of Raven’s choices, but the skill bonuses that they grant are for the most part inconsequential as the game is so focused on conversation. The mechanism is really only relevant in the game’s closing moments (perhaps, depending on your choices). What I did enjoy about the imbuing was it’s link to the title, and being able to finish off that unusual Girl With a Heart of … title in your own way is a lovely touch.
It reflects the fact that the choices you make do have a big impact on the way things play out, and despite it’s small scale Girl With a Heart of does present you with choices that have a real impact on the way things progress – take note Dragon Age 2.
Overall:
I really respect what Bent Spoon Games are trying to accomplish in Girl With a Heart of, and the concepts behind it are for the most part excellent even if their execution isn’t the best. Titles like this have such a limited appeal that there has to be something to make them stand out, and sadly for Girl With a Heart of I don’t think any of its elements are quite there yet. The world and the story are easily the most intriguing aspects of it, but they are also the quietest, hidden away in conversation trees and behind a less than appealing art style.
Ultimately it is the first commercial title from a very small developer, so I hope that Bent Spoon Games get the chance to progress, because some of the conceptual groundwork here has a lot of potential. If you support indie developers and in particular this kind of storytelling (thought provoking over fun), then by all means give Girl With a Heart of a try.
Remember how yesterday it was found that the PlayStation 3 and other versions of Saints Row: The Third contained exactly the same amount of content, despite the PS3 version supposedly having an exclusive gameplay mode and extra content as promised by THQ? Well… it still doesn’t have that but it appears that what sounds like a last ditch effort on the part of THQ and Sony to avoid a storm of criticism from consumers has surfaced.
Rather than offer any free modes, Sony revealed that every new copy purchased of Saints Row: The Third will provide the buyer with a free copy of Saints Row 2. The free game will be registered when the player enters their online pass and it will be available starting next week for free to those who have already entered theirs. The offer only lasts for 90 days, so if you choose to wait too long you are out of luck.
Oh and if you happen to live outside of the US then you are also currently out of luck. It seems like Sony and publishers have promised a lot of exclusive content lately and just haven’t been able to live up to their promises. I mean, a free title is nice but at least 80% of the people likely to buy Saints Row: The Third already own Saints row 2, creating a relatively useless bonus.
Remember yesterday when we mentioned that gamer’s could expect some Assassin’s Creed: Revelations multiplayer DLC next month on December 13th? Well now you can see what the characters added into the pack will look like. As you can see in the above trailer we will be treated to quite a unique selection in this “Ancestors” DLC package.
All of these new assassins will have different executions to help try and add some more diversity to the title. Still, who can complain about playing as a pirate assassin. Though I think walking around as a pirate would make one look more than a little out of place, though so would the giant suit of armor there… At least there are two more female characters for those who want to play as a female assassin now.