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Dungeon Hunter: Alliance Review

Game: Dungeon Hunter: Alliance
Developer: Gameloft
Publisher: Gameloft
Genre: Action/RPG
Price: $12.99
Platform: PS3 (PSN)
Release Date: April 12, 2011

Dungeon Hunter: Alliance is actually an improved iOS game ported to the PS3.  Given that, one would assume that the game is a bit lacking in the content and quality departments.  Fortunately, these are incorrect assumptions.

Story

I’ll be honest, the story isn’t much.  It’s a generic means to an ends consisting of the obligatory and obvious mcguffins one would come to expect.  You are a dead king tasked with traversing the landscape with the aid of a fairy (yes, a fairy) in order to find other fairies and stop whatever insidious evil is out to stop you.  It’s not terrible, but it’s not great or very interesting.  All you really need to know is that there are some elemental based bad guys who have trapped some fairies that you require the aid of.

Aside from the inevitable fantasy RPG subject matter, the story is actually told in a pretty decent way, considering this game’s roots.  Much of the story is told through in game events, with the camera zooming in closer to the character and the events (as opposed to its usual isometric view).  Scattered throughout the game world are small, glowing pieces of paper that will tell you a bit more about the backstory and lore of the gameworld.  A nice touch for those who care, but for those who don’t you will find solace in the fact that you don’t need to read these or pay attention to the story at all.

Gameplay

The easiest and simplest way to describe this game is that it’s a top down dungeon crawler RPG, a la Diablo and the like.  All of the basic elements of these games are present in this one, classes (three) skill trees, randomly generated loot, etc.  If you are any sort of fan of this type of gameplay, chances are you will find a moderate amount of enjoyment from Dungeon Hunter: Alliance.

The basic structure of gameplay is fairly predictable.  Gather as many quests are possible (never more than a few) from the latest town you’ve discovered and then venture off into the next dungeon to defeat the boss and claim your rewards.  Along the way you will gather excessive amounts of loot (most of it not being beneficial to you, as is the curse of randomly modified loot), all of which is visually represented on your character.  The variety between different armor pieces and weapons is thankfully diverse, ensuring that you will continue to become cooler looking while gaining better stats all the way until the end; even when you beat the game and begin Legend mode (hard mode), there is new types of armor and weapon models to be found.

Skills will level up and improve at your discretion, allowing for any sort of playstyle one could want, tank, berserker, hunter, rogue, nuker mage, healer, etc.  It’s actually pretty fun to play around with the skill trees to see what suits you, and “play around” you will.  I found myself respeccing quite a bit through my various playthroughs to see what worked and what didn’t, what I liked and what was actually useful.  Unfortunately, there are only 3 slots for equipping abilities which can be a bit of a hindrance (why couldn’t they just use the d-pad?) but it isn’t game ruining.

One thing that sets this game apart from most (in fact, maybe all?) games on the PS3 is that it is 4 player coop, allowing any combination of players both locally and online, at the same time.  No other game that I know of on the PS3 allows you to have local players with you while you hop online to fill in the gaps.  If multiplayer RPG’s are you thing, then this game has you covered.  Hell, even if you don’t absolutely love this genre, if you have a friend or two who you enjoy to game with on the same couch, then I seriously suggest you try out this game.

Another welcome commodity to this game is the level of attention the difficulty gets when it comes to multiplayer.  Most games (that I know of) do not understand how to appropriately scale difficulty when it comes to multiplayer, and by that I mean when you get more party members the game doesn’t recognize it and plays just as if you were alone.  For each person you add the game will appropriately ramp up the difficulty, making enemies do more damage and get more health, meaning you really do need to work together and coordinate SOME sort of strategy.  In my experience, that meant that I (the shield using warrior) would need to position myself between the enemy and my friend (the nuker mage) while he dealt out the damage.  I was still able to deal a decent amount of damage myself, but nowhere near the level that he was capable of producing.  All in all, this was a sound strategy as he would die in two or three shots.  Basically, when you play multiplayer you need to at least have some semblance of cooperation or your teammates won’t be very happy.

Presentation

For a game that got its start on iOS, it looks pretty good.  Textures can be a bit rough up close, but the lighting and effects aren’t bad.  It’s always fun to find a new piece of armor or weapon (even if the stats aren’t better than your current) if only to try it on and see what it looks like.  When playing on legend mode (hard mode) you will notice that all of the equipment models are just copies of the same from the previous difficulty.  Copper becomes hard copper, felt becomes velvet, it was a bit disappointing to discover that I would be going from looking like a badass warrior decked out in bulky, spiky armor to some small soldier again.  Luckily, there are new models to be discovered on legend mode.  Rare drops which previously were just a slightly re-colored armor of the current equivalent now have their own look, and they look pretty awesome to say the least.

There is a pretty decent array of locales to trek across like a skeleton filled dungeon, corpse littered necropolis, bandit infested caves and gargoyle occupied balconies.  An avid fan of RPG’s (namely Diablo and World of Warcraft) will instantly recognize a view of the locales as being heavily inspired by these games, which is always a nice, if not lazy, touch.

The game is actually a decent length, taking around 8-10ish hours to get through one playthrough, not bad for a digital game.  A few of the bosses can prove to be a bit of a brick wall when playing with other people, especially when some of those other people aren’t much help to you and are basically increasing the difficulty without really adding to your party.

Final thoughts

All in all I was pretty surprised by this game.  I went into it expecting it to be a bland rip-off of this done-to-death genre, but the multiplayer and level of content here really allow it to be a fun, multiplayer experience.  Legend mode really makes playing through again worth it, giving you cooler and more powerful equipment and allowing you to further improve your skills to level 10 (previously capped at 5).

However, one thing must be noted, the hit detection.  It sucks.  A decent amount of the time your hits, be it ranged or melee, will just not register.  NOT due to dodging or missing, but due to the games poor level of hit detection.  Even mere barrels, stationary objects that only serve to be destroyed, will prove to be a challenging target to hit with this game.  You can spend an endless amount of time, literally, mashing the attack button on a barrel and never destroy it.  This is especially annoying when you are a melee class with a group of enemies around you and none of them decided to get hit by your area attack, especially when you no longer have enough mana to cast it again.  This isn’t a game breaker, but it can definitely serve to hinder you at times.  If Gameloft can patch it, it’ll go a long way.

Dungeon Hunter: Alliance gets…

7-5-capsules-out-of-10

Fate of the World Expansion Update

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Fate of the World, the strategy game of global warming and eco-political management, was received pretty well here at Capsule Computers (check our review here) for its complex and challenging strategy gameplay combined with a responsible and accurate message. This week, developer Red Redemption announced that new content has been released for the game in the form of a downloadable update. This expansion includes two new scenarios for the game, both of which can be downloaded for free by players who already own the game. New players who purchase the game during the week of Earth Day (April 22nd) will also get a 33% discount.

The two new scenarios will offer new approaches to Fate of the World. The “Oil Fix It” scenario (clever pun, no?) mission will serve as a bridge between the relatively easy “Rise of Africa” introductory mission and the overwhelmingly more complex “Fuel Crisis”. This intermediate campaign requires players to maintain the world supply of fossil fuels until the year 2080. The second new scenario, “Earth Day”, tasks potential eco-politicians with slowing global climate change for nearly two decades. However, the nations of the world decide on Earth Day 2020 to act selflessly in order to save the planet, giving the Earth a fair shot at surviving. Fate of the World can be downloaded now at FateoftheWorld.net or on Steam.

Shift 2: Unleashed Review

Game: Shift 2: Unleashed
Publisher: EA
Developer: Slightly Mad Studios
Release: March 24th 2011
Consoles: XBox 360(Reviewed), PS3, Wii, PC
Price: $29.99 – Here

Overview

Although it is the 17th title in EA’s Need for Speed franchise, Shift 2: Unleashed should definitely not be confused with the same style of racing found in the likes of Hot Pursuit and Most Wanted. Shift 2 is a merge of arcade and simulated style racing hence the use of the name Shift which refers to a move away from their previous projects in an effort to establish it as a franchise in its own right. Unlike the original, the Need for Speed name has been dropped from the title in an effort to slightly dissociate itself from the likes of Hot pursuit, Most Wanted and Underground and to also appeal to fans of racing simulators, hopefully give GT5 and Forza some competition in the sim racing genre while maintaining a fun arcade feel.

Gameplay

Right from the beginning of the game, Shift2 Unleashes a bold in your face style of play and narrative which fully engages the players attention, a far cry from the much softer and more clinical feel found in Forza 3 and  Gran Turismo, with its jazz and Japanese pop music playing in the background. Even though it’s a breakaway title from the Need for Speed family and the racing style and physics engine are vastly different, Shift 2 retains so many aspects of NFS that it still has that dirty Underground feel that makes you perceive you are part of an illegal and dangerous racing community. Shift 2 is narrated by 2010 Formula Drift Champion Vaughn Gitten Jr, who offers general  game and  track tips as well as providing taunts, motivation and organising cool loaner cars (his own infamous Monster Energy Falken Tire Ford Mustang) for players throughout the game.

Precision, precision, precision. I apologise if i seem to overuse this word but its such an important feature that sets Shift 2 apart from most other racers, so much so that the main issue I found writing a review for this specific game was that i needed more time to get used to it. Shift 2 really only shows its true colours the more you become accustomed to its controls and just keeps gets better and better each time you play. The Need for Speed franchise has always been synonymous with fast paced arcade style fun and over the top crash scenes and many fans of the racing genre may dismiss this title at first glance. Its only once you truly get into the game that you can appreciate the fine tuning and immersive realistic gameplay Shift 2 has to offer. It is clear that Slightly Mad Studios and EA have aimed to position Shift 2 somewhere between an out and out arcade racer and a simulation, resulting in the driving engine being quite hard to originally master but exceptionally fulfilling once you do.

Call me traditional but i play my racing games with the d-pad and buttons rather than the triggers and the stick. Even though Shift 2 allows players to totally change every control to suit their individual tastes i found that by using the d-pad i couldn’t utilise and master the precision turning controls needed to stay ahead of the opposition. This is one of the only racing games i haven’t been able to play with the d-pad and i think its actually a great testament to the physics engine rather than a design flaw. The Shift 2 physics engine is an actual 3D physics representation based upon the CAD data collected from the various car manufacturers, resulting in vastly different experiences in the 140 or so cars available to use. Unfortunately in my experience most of the rear wheel drive cars (Toyota Supra and Dodge Viper) were very hard to control even with fine tuning and slick tires fitted. In contrast the other cars were a delight to drive and painted a much more accurate picture of their real life handling capabilities. Speaking of painting, the design studio where players can pimp out their cars graphics and visuals is very well set out and easy to navigate. Colour changes are performed on sliding scales similar to those found in Photoshop where players can actually tweak the saturation levels and hue of the vehicle easily and quickly resulting in some fantastically odd colour schemes. It would have been nicer though to have not been so limited regarding what parts of the car could be painted. Only the basic body, hood and bumper were allowed to be individually changed, but really only a very minor complaint.

The AI has been vastly improved from the original Shift title and is exceptionally adaptive to changes in the players driving behaviour as well as to the environment, with both positive and negative results. Players who maintain the lead for most of the race (despite being rewarded with XP for doing so) may suddenly find themselves at the mercy of very aggressive AI bombarding them from all sides, in many instances knocking you out of the race with no hope for recovery. This can become very frustrating especially when coupled with opposition who are exceptionally hard to catch once they have flown past your tattered wreck. In contrast if you are leading and dont make a mistake at all then the opposition are quite fun to taunt and find it a hard task to get past you. This can be somewhat overcome through fine tuning your cars but for me still remains a small issue that could easily have been fixed with a rewind function. The tuning section is thankfully easy to understand for those of us with little to no knowledge of the internals of a race car, and allows players to change many aspects of the engine, drive chain, air filtration, tyres, suspension and body kit.

Shift 2 definitely rewards players who drive on the slightly cautious side in both offline and online modes, even to the point of voiding laptimes from the leaderboard for leaving the track. Often i would cut across corners in order to cut that .00001 of a second off a time trial only to be greeted with the message “You cut a corner, lap time is void”. While being slightly frustrating it does represent a much more realistic experience. Players also earn bonus XP on most Career mode races for performing clean laps, leading the race for a full lap and also beating certain times further emphasising the sim side of the game and rewards for driving less recklessly.

Many people simply dont have the time to put into a game like Gran Turismo, having to gain multiple licenses and waiting to earn enough money to buy specific cars for specific races. This is actually a big complaint amongst a lot of gamers i know and the reason why many of them dont purchase specific titles. Shift 2 excels at allowing players to quickly jump back into the game and get stuck into races without wasting massive amounts of time on tuning and car setup. Players can enjoy using the same cars across a multitude of races without being left for dead by the opposition.

Autolog system ( So cool is deserves its own heading)

One of the coolest features of the game is the Autolog system first seen in the latest Hot Pursuit. It tracks your career progress, including best times, crashes and wacky car designs and pits them against your friends and other players online. It adds a new dimension to the game, continually suggesting new events for me to enter and updating me on others progress. It was also very accurate in choosing my opponents based on my skill level and driving abilities. Easily set out and with an a user friendly interface it is a feature i hope to see in competitive racing and sports games to come.

As with most racing games, players get to choose to drive in a view that suits them best. Shift 2 has introduced a new in car view that allows players to truly play from the perspective of the driver, complete with in car vibrations and changing drivers head movements as they hone in on corners. I couldn’t get used to this mode and preferred to play being able to see the car. It was fun to watch replays in this mode but i found the screen a little busy, making it more difficult to stay on track. Some players swear by it and it is a welcome new feature to the franchise.

Game modes

Shift 2 has a multitude of different game modes ranging from Career mode right through to classic drifting found in other NFS titles. There are retro races for you nostalgic types, and classic muscle races for the true rev heads. The drifting levels i found near impossible, not really up to the same standards as other Need for Speed titles and i gave up on them very quickly. If you can master them they do result in a very nice reward car which i wont mention. Other modes included time trials which i found particularly enjoyable giving the player 3 laps to beat certain times, and the eliminator rounds which were particularly challenging.

Online play was another thing altogether and had some good and bad points. There were a few glitches where cars crashed even though they didnt look like they even touched each other but i personally preferred the freedom and depth in the single player mode.

Graphics and Audio

The visuals in Shift 2 are top notch, from the smoky backgrounds to the beautifully crafted reflections that shine off your cars metallic paint job. It becomes even more evident during the night races as your and competitors headlights illuminate the track ahead and shine off surrounding objects. The attention to detail on individual cars doesn’t have the finesse of Gran Turismo but honestly id rather be playing the game then cycling through pages of cars just to ogle over them. One thing i have never seen in another game is the bright red brake lights that shine through the bottom of the screen, and while it may seem like a minor detail it’s all these tiny visual features that keep players coming back for more. A feature i found a little irritating was the way in which the screen jumped to black and white whenever there was even a minor crash. Major collisions were very disorientating and i found myself not knowing which direction i should be going especially when in helmet ca view. Saying that some of the crashes were spectacular and provided many a flinching moment. The damage inflicted on the cars looked fantastic, detailing minor scratches and scrapes as well as full on annihilation, and i often found myself wondering why my previously pink (yes i said pink), car had turned black only to realise it had lost all its side and rear panels. Similarily there was noticeably track and environmental damage incurred as the races progressed. There was a slight lack in the variety of different weather conditions available and i missed the heavy rains and thunderstorms flashing in the distance from some of the older titles.

The audio of each individual car reflected its respective engine aspiration well, from the high pitched screams of some of the older retro cars to the deep guttural moan of a Dodge Viper. The Soundtrack was pretty standard but i give it the thumbs up as it has a song from one of my favourite bands Stone Temple Pilots. Some other noted artists include Anberlin and Jimmy Eat World.

Final Thoughts

All in all one of the most redeeming features i found was the basic layout of the game which was so easy to navigate around. Loading times were little on the tedious side but it wasn’t too much of an issue. Fans of true simulators probably wont be overly impressed as many actions such as high speed cornering would not be tolerated in a sim racer without consequence. The controls are extremely sensitive but very enjoyable once you learn to master thems, such as when exiting a lot of corners and trying to readjust, there tended to be a lean towards overcompensating and throwing the car into a spin. All in all i think it is a fantastic game that was never marketed as being an arcade or racing simulator but something different all together and im sure it will find its niche in the market amongst racing fans and gamers alike.

7-5-capsules-out-of-10

The Sims 3 Review

The Sims 3

Platform(s): Nintendo 3DS/Nintendo DS
Publisher(s): Electronic Arts
Developer(s): The Sims Division
Genre(s): Simulation
Release Date: 22/03/11
Price: $38.49 US (BUY NOW) – $57.09 AU (BUY NOW)

Overview

The basic premise of The Sims 3 is much the same as any other of The Sims games. You control the life of a simulated person, as he/she conducts their daily life. They learn along the way to love, dance, gain skills and knowledge and basically live their life as if they were a real person. The only difference is you can control their interactions, what they learn, how they spend their free time, what they wear and how they look. The Sims 3 for Nintendo 3DS takes all these principles of the Sims game that people have come to love, and includes a three-dimensional element to the game that really pushes the Sims world out of the screen.

Gameplay

There are a few problems I have with the functionality of the 3DS in relation to the Sims. Firstly, I was originally navigating the map (bottom half of the screen) using the stylus. This is, at least in my opinion, the most difficult way to navigate the map of the Sim world. I won’t bore you with tales of my poor co-ordination, rather I’ll express my joy when I found out that the circle pad can also be used to pan across the bottom screen (and in saying this, I have managed to bore you with my ignorance!) the A,B, X, Y buttons can also be used to pan across the map. However, using the stylus to navigate through the world might be more beneficial for some, seeing as it is needed to engage with interactive items in the game, such as your Sim, furniture, and the moodlets and other navigational features.

This is essentially the only problem I have come across, and I am certain it only exists from lack of playing the device. But now that that slight negative is out of the way, let’s get into the many positives that come out of the tiny Sim-world I so recently had in the palm of my hands! Rather than look at all the features of the Sims, I will look at the latest additions to the Sim title. The first feature I was amazed by came only seconds into the game, when I was asked to design my very own Sim. After all the basics, like name, body shape, gender and other things that seem necessary in creating a virtual person, there is the option to design the Sims facial features. There are two equally awesome options for designing faces. The first is a twist on more traditional modes of avatar design. You’re given the option to change the basic types of features, eyes, hair, nose shape, mouth type and so on until some sort of face is staring back at you. Sims 3 takes this further, allowing you do squish, bend, stretch and morph as much as you see fit! The second form of avatar design makes use of some of the 3DS’ technology using facial capture. You can either take a photo of yourself or of another person, making good use of the 3DS dual cameras, and the Sims will merge that face into the face of your soon-to-be Sim. The best part is the designing of Sims doesn’t end with the creation of your own Sim, you can also enter the “create a townie” mode through the start menu and populate the world of Sims with your own personal creations.

 

Another feature of the 3DS that has been used well in The Sims is the use of street pass. By using this, all your fantastic Sims, bursting at their simulated seams with personality, can be exchanged with other Sim players. Not only can your virtual simulated world be populated with your own creations, but so too can other peoples. This is a nice little metaphor for me personally, as I think it really brings the virtual act of wandering the streets in The Sims to a physical world, extending the weird little relationships Sims have with each other to fellow Sim players.

Graphics and Audio

As I’m sure you can see from the screen shots, the Sims 3 has fantastic graphics, and there is a great attention to detail in the structure of the world. The double screen of the 3DS splits the graphics into two different modes of viewing the game. The top screen, which utilises the 3DS’ 3D technology, feels a little bit like a film. The actions of the Sim are played in 3D on the top screen. The angle of this screen can be altered using the camera icon in the bottom screen. The majority of the time I find myself watching the top screen, checking out my Sim has he plays on the computer or busks on the streets near the library. On the other side of the graphics, the bottom half of the screen, the interactive portion of the game, is designed to look like an interactive dollhouse. Looking down on the screen is like looking down through the roof or on to the street of a tiny little world. By using the stylus you can click on objects, people or whatever really to interact in a number of different ways. The graphics on this section aren’t advanced as the other graphics, but they do provide a really nice perspective into the world. None the less, there is still a fantastic attention to detail in characters, objects and buildings that really bring the world to life.

There is a complex layering of sound effects, music and dialogue going on through out The Sims 3. There are nice little sound effects that signify goals or tasks completed, when you click items there is a little pop noise and other little noises that are hidden in the game. Along with this is the music of the game. There is background music, and then there are a few objects that generate music. My Sim seems to love to dance for some reason, and is always turning the radio on to dance, and invites friends over to dance. Because of this the stereo is constantly on and no matter how many times I turn it off it just comes back on! There are also items such as the guitar that with gained skill can produce some pretty nice music. Then there are always the conversations of the Sims. They seem to speak some odd language that makes no sense, but I can generally tell what they are saying because of the images in speech bubbles. It is often annoying to hear my Sim ranting at random passer-byers, but at least he is a social little fellow.

Conclusion

If you are a fan of the Sims franchise, this game is definitely for you. If you are not, I’ll happily admit to being converted by this game, so I can only suggest that you can be too. Bringing the Sims to a 3D gaming experience isn’t the only new feature of the game. There is much more going on that is only capable on the 3DS platform, which I think really makes this game something special. If you’re not a big fan of the 3D movement in gaming, I’d still say the Sims 3 is worth playing, just later the 3D slider until you are happy, and enjoy the other features and addictive gameplay of The Sims 3.

Overall, I give The Sims 3 for the 3DS an

8-5-capsules-out-of-10

World Cyber Games Launch Event – Sydney, Australia

The World Cyber Games is fast making a name for itself in Australia, and what better way is there to launch the WCG 2011 than to have a party at Sydney’s hottest venue? Throw in The Ivy, free drinks, games, a dancefloor, and a hundred or so people, and Triumph Leisure Solutions (TLS) have hosted one hell of a party. Editor Jared Hilliers and I rocked along to the launch party to welcome in this new year of competitive gaming. Sidenote: Ignore the blurriness of my images, my phone is in no way a photography device but it’s all we had!


The dancefloor at the beginning of the night…it filled up, I swear.

The World Cyber Games is the world’s first cyber game festival, with over one million competitors across 90 nations. The first WCG Grand Final was held in 2000 in Korea, and has since spanned over six continents. Gamers compete within their own nation for the national title before jetting off to the Grand Final (this year the finals are going back to their roots and being held in Korea again). Official game titles for 2011 include Tekken 6, Counter Strike 1.6, and FIFA 11.


The room with lollies and popcorn!

The launch event began in typical fashion with some classy drinks and finger foods, and a whole lot of butt kicking (Jared’s butt got kicked, not mine) in Tekken. There was a diverse crowd there: from us media moguls to managers of EB Games. Given the night was also a soft launch for OneHD’s new television show, Save Point, there were plenty of staff from OneHD there to join in the party as well.

Of course, the night wouldn’t be without a speech or two, and Dave Powell, the General Manager from TLS, told the guests all about the event in Australia this year, and the future of the WCG. Some people may not know, but Australia is bidding to host the 2012 World Cyber Games Grand Final. With such a rise in prominence of this event nationally and globally and with the rise of E-sports, the World Cyber Games is becoming an event that all gamers are taking notice of and Powell said Australia was in a great position for next year’s Grand Final.


Dave Powell speaking to the guests about the WCG.

Aside from that, there was plenty of beer and plenty of fun to be had. A few of us rocked out on the dance floor and made some requests to the DJ, and there was a group of people wearing Sonic hats dancing with us (how awesome is that?). Even the photographer from TLS and a few PR people got in on the dance floor and those who weren’t were kicking butt on the PS3s.

Overall, it was a great event and definitely enjoyable. Capsule Computers gives a big shout out to the guys at TLS, including Director Blake and General Manager Dave – you guys are awesome for hosting this event and the WCG wouldn’t be what it is in Australia without you! Let’s just say this: if the WCG comes to Australia next year for the Grand Final, there will definitely be another crazy launch event and probably even a crazier after party.

Check out more from the World Cyber Games 2011 at the official website here, and for updates check out their Twitter and Facebook.

Dead or Alive: Dimensions’ screenshots are quite plentiful

Here take this. Also I hope you have a whole lot of time to scroll through screenshots because Tecmo Keoi has released a whole mess of screenshots for their upcoming 3D fighter Dead or Alive: Dimensions. Fans of the series will be glad to know that these screenshots show many different fighters in action but mostly show sections of the characters’ storyline from what it looks like.

Also revealed in these screenshots is what appears to be a camera mode to take pictures during non-fighting sequences of some sort. Not sure what to think of this addition or how it will be used but we will know more when the game releases on May 24th here in the US and May 26th in Australia. The screenshots come in various sizes so some are a tad enlarged for appearance sake by Tecmo themselves.

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PopCap launches Easter promotion with sales on top games; names it Spring Into Fun!

I’ve never been one to try and create a world where everything is the same but then again owning a business as large as PopCap leaves you wide open for criticizm. And in the end it probably is better to play it safe. Easter is coming shortly however and PopCap Games has launched their Spring Into Fun! sale.

You can find the sale here at their website and play a very simple little game that involves finding out the deals that are going on by clicking and dragging hidden eggs to the basket at the bottom of the screen. But in case you don’t want to worry about doing a tad bit of work we can tell you. If you purchase Zuma’s Revenge you will get a free copy of Zuma, Escape Whisper Valley will only cost you $4.95, Bejeweled 3 will still cost $19.95 but all proceeds will go to Doctors Without Borders. Also on sale is Plants vs Zombies for $14.95 and Bookworm for $9.95.

$170 Wiis available at Best Buy right now

There have been rumors circulating around the internet that Nintendo would announce a Wii price drop on Monday but currently nothing has been made official yet. Though something interesting happened today, and that was the fact that Best Buy is currently selling the console for only $169.99 which is down from the usual asking price of $199.99.

Best Buy has the deal listed as a “sale” however so this isn’t a confirmation of the rumor but it still could be a sign of things to come. The deal is available at Best Buy website right now and is also available in store. Meaning if you have a need to buy a new Wii because your old one collected too much dust and died then now is your chance. Or you could jump on the bandwagon really late and buy your first Wii at a discount and receive Wii Sports, Wii Sports Resort and a Wii Remote Plus.

Catch roughly 12 minutes of Battlefield 3 gameplay action

DICE and EA have released a video that shows off plenty of gameplay footage from a demo of Battlefield 3. Of course the footage is from a pre-alpha build of the game so you can take everything that you are seeing with a grain of salt but it definitely looks impressive already. It is worth noting that if you want to watch the whole thing you should make yourself nice and comfortable as the video is twelve minutes long.

The video shows off a level that they are currently calling Fault Line and there is also a little bit of random footage thrown in at the end to help keep fans of the Battlefield series hyped up for the title. Unfortunately there currently is no release date other than some point in Fall of 2011 but at least it is slated for releasing this year.

Tokyopop shutting down US manga publication efforts

It is a sad day today for fans of Japanese manga. Longtime publisher Tokyopop who has brought fully translated manga to U.S. shores for many many years has announced that they will be closing down their manga publishing operations in the U.S. at the end of May. You can read the announcement itself below:

“Today, we are sad to inform our loyal community of manga fans, our passionate creators of manga content, our business and retail partners, and other stakeholders who have supported us through the years that as of May 31, 2011, TOKYOPOP is closing its Los Angeles-based North American publishing operations.”

This news comes as Comics Beat reports that Tokyopop only ended up with six people being employed and working on publishing after recent lay offs. The devastated company will maintain to publish manga in Europe and maintain any current television projects but no word has been spoken about what will happen to a number of publishing licenses that the studio holds.