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GUARDIAN Mon, 25 Jan 2010 14:45:00 GMT
Wii; £19.99; cert 15+; Capcom This is a strange one – a straight port of a game that's nearly eight years old and originally released on the GameCube. That in itself shouldn't put you off, although it's disappointing that no effort has been made to customise it for the Wii, so no new content at all and no swinging wildly with the Wiimote. Instead you have a choice of classic controls or a combination of Wiimote and Nunchuck. By and large, this means painfully slow turning angles (using the joystick) and an inventory system that can only cope with carrying only six items at once, leading to much to-ing and fro-ing between locations. It's also a return to hilarious and frustrating anomalies like needing to find a typewriter ribbon to save your progress. Given that Zero was supposed to be prequel to the original Resident Evil game, such limitations you simply have to live with. However, this was also the first of the RE games to involve co-op play, with your two characters (STARS medic Rebecca Chambers and escaped convict Billy Coen) boasting different abilities which makes for some half decent puzzles that require swapping characters with a single button press or taking on different fighting roles as the need dictates. Otherwise, it's your bog standard zombie-basher that takes your heroes through the usual gamut of shambling zombies, dogs, spiders and monkeys. Graphically, the static background are primitive but still superbly atmospheric, although wrestling with the control system merely emphasises how much the genre has moved on since then the 20th century For all these reasons, it would be easy to slag off Zero to hell and back, but there's still something endearing about its dogged old-school clunkiness. Just as the shuffle zombie/running zombie debate has divided zom-com fans, so there remains a hard core who simply prefer the slower pace that Resident Evil has always espoused. Yes, it's archaic (particularly the ponderous animations every time a door opens or window breaks) but somehow it adds to the nightmare quality of never being able to run or fight as fast as you know you need to. So, for completists who either dumped or missed the GameCube original, there's still fun to be had and it is cheaper than most RE games. For the rest of you, RE: Darkside Chronicles should be popping up in bargain bins right about now, having done the full-price business at Christmas. RE: Zero may be an acquired taste, but there's enough there to remind you just how influential the franchise used to be and arguably could be again. Rating: 3/5 Games Wii Software Mike Anderiesz guardian.co.uk © Guardian News & Media Limited 2010 | Use of this content is subject to our Terms & Conditions | More Feeds
GUARDIAN Wed, 20 Jan 2010 13:18:20 GMT
Japanese electronics firm puts back launch of motion-sensitive games controller for PlayStation 3 by six months Sony has delayed the launch of its motion-sensitive rival to Nintendo's highly successful Wii games console by six months and it will not now hit the shops until the autumn. The delay means that the Japanese gaming giant now has only a slim timing advantage over Microsoft, which is due to launch its revolutionary hands-free gaming interface – codenamed Project Natal – for the Xbox 360 in time for Christmas. But it does mean that by the festive season, video gamers will have the choice of three different devices, all of which will use motion-sensitive control, giving players a far more interactive experience. The news is an obvious setback for Sony, which was plagued by delays when it launched the PlayStation 3 three years ago. It also comes after the company last week admitted that the launch of hotly anticipated racing game Gran Turismo 5 had had to be delayed yet again. It has been more than five years since the last instalment of the very popular franchise. But the company stressed that the decision to delay the launch of its new controller was not linked to any particular hardware or design fault. Instead the company wants to ensure that there are enough games available that can use the new controller before launching it on the market. The success of the Nintendo Wii, launched in 2006, has revolutionised the games market. Allowing players to ditch their joysticks and traditional button-heavy controllers in favour of a wand they can wave at their TV screens has helped widen the appeal of video games, taking consoles out of the teenage bedrooms and back into the living room. Sony unveiled its answer to the Wii, a controller for the Playstation 3, at the E3 electronics show in Los Angeles last summer. It uses a television-top camera to track a wireless controller held by the player. Sony claims it can track actions with "sub-millimeter accuracy". Microsoft's Project Natal, however, is more ambitious and does not require players to hold a controller at all.Microsoft maintains it can track a player's movements in three dimensions. It can also recognise faces and react to voice prompts, greatly expanding the range of actions which software developers can use in their games. Retail industry Travel & leisure Sony Nintendo Wii PlayStation Games Richard Wray guardian.co.uk © Guardian News & Media Limited 2010 | Use of this content is subject to our Terms & Conditions | More Feeds
GUARDIAN Thu, 03 Dec 2009 09:24:29 GMT
On the fourth day of Christmas games round-ups... It's time for DS and PSP favourites. It's the fourth day of our festive games-buying round-up which has already guided you toward the best PS3, Xbox 360 and Wii games of the season. Now it's the turn of the handheld formats, and as this is a somewhat traditional retail guide, I'll be concentrating on the DS and PSP rather than mobile or iPhone games (they're difficult to wrap up and put under the tree). I won't be placing these in order of preference as there's two formats involved and it just becomes completely arbitrary. Oh, and these are UK releases from the last few months - we wanted the games to be timely yet easily accessible to any relative who ends up having to buy one of these for you. Anyway, enough of the preamble, here's my selection... Mario and Luigi: Bowser's inside Story (AlphaDream, Nintendo) This is the one where Mario and Luigi have to fight, jump and puzzle their way through the interior of reformed enemy, Bowser. There are nowhere near enough videogames set inside the body of a long-running antagonist. I might even have persisted with Metal Gear Solid 4 if at some point Old Snake was to be miniaturised and injected into Liquid Ocelot. But this wonderful RPG platformer would be worth playing if it were set within the Basingstoke branch of WH Smiths, such is its warmth, charm and world-leading game design acumen. Also, the baddie says "I have chortles!" whenever he is amused. Professor Layton and Pandora's Box (Level-5, Nintendo) With this second title in the beguiling puzzle series, the faux-Victorian setting has become so delightfully whimsical, there's even a tea-making mini-game. Once again, the titular crime-solver and his assistant, Luke, must solve a range of brain teasers and logic problems to track down a criminal, but now there's a greater number of puzzles and the story is more sweeping in scope. So charming it should be immediately adapted into a BBC Sunday teatime serial starring Simon Callow. Scribblenauts (5th Cell, Warner Bros) The unexpected star of this year's giant E3 videogame show in Los Angeles is also one of the programming marvels of the year. In Scribblenauts, the aim is to help a character named Maxwell traverse a series of cartoon-style stages, by summoning up helpful objects from a possible range of 10,000. Need to reach a high ledge? Use the stylus to write ladder on the screen and one will appear. It gets a lot more complicated than that of course, and somehow the emergent system keeps delivering on your lateral demands. Astonishing. Nostalgia (Matrix Software/Red Entertainment, Ignition) A hugely traditional JRPG, which makes a virtue – and a name - of its nostalgic approach. Set within a steam punk-powered alternative Victorian era, you play gawd-blimey London town dweller Eddie as he searches the globe for his missing father. There is turn-based combat, leveling up, spells and dungeon hunting – all in reasonably impressive 3D. Provides many hours of pleasure for both hardened veterans of the genre and cautious newcomers who want to experience the salad days of Final Fantasy et al without getting bogged down in a lengthy series mythology. Space Invaders Extreme 2 (Taito, Square Enix) Taito's Extreme remakes of its seminal shooter have been an unexpected joy, and this sequel should definitely not be overlooked by those searching out bite-sized twitch gaming treats this winter. The familiar alien attack gameplay is enhanced with a pumping dance soundtrack that reacts in real-time to player actions, plus a tumult of hallucinogenic visuals effects light the way through the chaos. The Bingo sub-challenges, which take place in the top screen as you battle away in the bottom, are ridiculously rewarding. GTA Chinatown Wars (Rockstar Leeds, Rockstar) In some ways Chinatown Wars is to Grand Theft Auto, what the PSP version of Football Manager was to its PC big brother – a hark back to simpler days before things got.......
GUARDIAN Wed, 11 Nov 2009 20:08:00 GMT
When is a game not a game? FarmVille, a "social game" available on Facebook, is dividing opinion across the web as users and pundits flock to criticise its somewhat cynical nature and praise its unprecedented success. Since its release in June, nearly 60 million people have downloaded the application – a similar figure to the number of Wiis sold to date across the world. The object of the game is simple – to plant crops, and harvest them. Many users on the game's Facebook page claim to find the process both satisfying and addictive. The secret of its success is that to accessorise your farm, or expand it in size, you must persuade other friends to join the community – and pay actual money if you want to receive the most exciting farm upgrades. Michael Arrington, founder of the Techcrunch blog, has led the charge of the critics, condemning the game's developer, Zynga, for supposedly underhanded attempts to extract real money from users. For about £30, you can purchase 70,000 "farm coins" or 240 notes of "farm cash". While the coins are relatively easy to accumulate, you receive farm cash only when you level up – which can take a couple of days' clicking. There's a strong temptation for hardcore users to skip the hard work and hand over credit card details. If you do choose to take this shortcut, a 2D sprite of a manor or pagoda building can grace your farm for the equivalent of about £5. The worry is, of course, that children or vulnerable users may get hooked, and splurge on beautifying their farm while, in material terms, they will be paying for nothing. This sort of virtual transaction has been around for years in the online gaming community. FarmVille is simply the first game to present so many people beyond the world of MMORPGs (massive multiplayer online role-playing games) and Second Life with such an opportunity. Zynga's claim that a third of its revenue comes from such transactions suggests that regular folk are far more likely to be willing to pay for these sort of virtual commodities than anyone previously realised. While the appeal of what amounts to little more than an online chore may be lost on many of us, it indicates a huge area of untapped potential for online leisure time and spending. FarmVille isn't something you can invest an evening in, but as devotees of the likes of Solitaire and Minesweeper will tell you, it's often the games you can dip into for five minutes at a time (often while at work) that prove the most popular. In fact, FarmVille isn't really a game at all. It's an online hobby, and has far more in common with knitting or gardening than a first-person shooter. But if someone took the social side of FarmVille, and coupled it with something as challenging and rewarding as Sim City or Civilisation (an incarnation of which is due to appear on Facebook next year) we could well find a new era of games played and enjoyed by almost everybody. Who knows, one day we may well look back on FarmVille as a pioneer. Games Facebook Wii Second Life Jack Arnott guardian.co.uk © Guardian News & Media Limited 2009 | Use of this content is subject to our Terms & Conditions | More Feeds
GUARDIAN Wed, 11 Nov 2009 13:11:57 GMT
People with "modded" machines are being banned from the Xbox Live service as part of an annual sweep Microsoft says it is cutting off gamers who have modified their Xbox 360 consoles by adding extra chips or hard drives from its Xbox Live online services. The company says that "a small percentage" are affected – possibly as many as 600,000 of the 20 million Xbox Live players, but perhaps up to 1 million around the world. The banning is part of a sweep that Microsoft carries out each November to remove modified Xboxes from its online gaming service. "Modding" or "chipping" is popular among people who want to play pirated games, but also games bought in other regions, or their own homemade ones which build on the original. It usually requires physically soldering new components into the device. In some cases, modding allows players to cheat within online games - as happened with Microsoft's hugely popular Halo 2, where modded consoles had a better chance of winning. Beginning in 2002, Microsoft released an online update to its service to remove anyone with a modded Xbox console. Since then there seems to have been an annual check of machines to see whether they have been modded. Any machine that has been detected as being modded is added to a list, and cannot rejoin the network in the future. However, being banned does not stop the console itself from working; it only stops the player using the Xbox Live online services. There are scores of websites devoted to modding games consoles. In some cases the modifications allow players to create new "maps" for existing games or to install larger hard drives, for saving games, rather than buying them from Microsoft. Microsoft has not said how it identifies modded machines. Some gamers claim to be able to "turn off" their modchips and evade detection – although having a non-Xbox hard drive is apparently detected and leads to a ban. Microsoft said in a statement: "All consumers should know that piracy is illegal and that modifying their Xbox 360 console to play pirated discs violates the Xbox Live terms of use, will void their warranty and result in a ban from Xbox Live." Almost all forms of modding of consoles are illegal in the US and Europe – although that has not prevented them becoming big business, with online companies promising "simple" and "solderless" installations. Earlier this week the Court of Appeal dismissed an appeal against the conviction of Christopher Gilham, who had been convicted in September 2008 of selling "modchips" – used to modify consoles. The court found that playing a counterfeit game on a modded console infringes the rights associated with the game. The Entertainment and Leisure Software Publishers' Association, ELSPA, which represents the video games industry, says that criminal games copying and other illegal activities cost the industry more than £750m annually. Games Microsoft Gadgets Xbox Charles Arthur guardian.co.uk © Guardian News & Media Limited 2009 | Use of this content is subject to our Terms & Conditions | More Feeds
GUARDIAN Wed, 04 Nov 2009 11:42:59 GMT
PSP; £29.99; cert 18+; Rockstar Modern Warfare 2 may be set to break all gaming sales records but Grand Theft Auto is still the franchise to beat. This means the release of Chinatown Wars for the PSP is a big deal. Well big-ish. The title was originally released for the Nintendo DS and may come as a surprise to those used to the 3D version of the series. Like the original 90s GTA games the graphics are viewed from the top down and lack the realistic harder edge seen in the likes of GTA IV. And the game too is a more light-hearted take on the series. But don't be fooled – this is still a GTA with all the car chases and over-the-top plotlines you would expect. In this case the latter involves working for the triads to recover an ancient sword. But as usual with GTA games there is always a mammoth to-do list to get through. In Chinatown Wars there is plenty of drug-dealing too. If you tire of buying and selling there is still all the car-jacking and shoot-outs you would expect. Yes, the Daily Mail would not be amused. Chinatown Wars has some issues, though. Compared with the Nintendo DS original, Chinatown Wars on the PSP looks a lot sharper and smoother. Unfortunately the lack of second screen and stylus means that some of the features – such as lock-cracking and bomb-making – are much clunkier to play on the PSP. Chinatown Wars also has plenty of the sudden difficulty spikes that have always plagued the series. The PSP has always been the most technically impressive of the handhelds but has never had the quantity of A-grade games it should have. Given this paucity Chinatown Wars is certainly worth a look. It is hardly the most graphically impressive game on the PSP but packs in more entertainment than most and is unlikely to disappoint. Handheld Nintendo Games Greg Howson guardian.co.uk © Guardian News & Media Limited 2009 | Use of this content is subject to our Terms & Conditions | More Feeds
GUARDIAN Wed, 04 Nov 2009 08:30:00 GMT
Carbon-fibre blades like those worn by sprinter Oscar Pistorius do not give an edge over able-bodied athletes, say scientists Prosthetics worn by disabled sprinters confer no speed advantage, scientists have found. If anything, they may reduce the top speed a runner can achieve. The research supports the case made by the South African Paralympic runner Oscar Pistorius, who uses flexible carbon-fibre blades in races. Pistorius has long argued that he should be allowed to compete alongside able-bodied athletes in races, but athletics authorities banned him from doing so in last year's Olympic games, claiming that his blades gave him an unfair advantage over able-bodied athletes. But the new study by Alena Grabowski at the Massachusetts Institute of Technology suggests the authorities may have come to the wrong conclusion. Grabowski and her colleagues examined how six elite sprinters, each with one amputated leg, ran with their prostheses. The researchers chose sprinters with one amputation because it allowed them to compare the action of a prosthetic limb directly against a real leg. They found that the limiting factor in determing an athlete's top speed was how hard the feet or prosthesis hit the ground. Their study showed this "ground force" was around 9% lower in the prosthetic limb versus the unaffected leg. The results are published today in the journal Biology Letters. Simon Choppin, a sports engineer at Sheffield Hallam University, said the Pistorius controversy rested on whether his prosthetics increased the efficiency of his limbs, allowing him to achieve higher speeds for less effort. "So, simply, you can move the prosthetic quicker and you're ready for the next step faster than someone who has a leg," said Choppin. Another possible advantage was that the prosthetics might be more efficient, so the athlete gets back more of the energy they put into the track compared with able-bodied athletes. "But this [Gabowski] paper suggests you're at a disadvantage if you've got one of these blades," he added. Choppin suggested that the lower ground force was probably due to the relative lack of muscle in an amputee's leg. Even so, this did not mean it was inevitable that amputee sprinters would be slower runners. To compensate for the lower ground force, Gabowski found that amputees typically moved their legs more quickly to generate the same amount of power. The research may allow athletes such as Pistorius to take their place in elite races, said Choppin. "It's hopefully good evidence that able-boded athletes will be able to compete alongside amputees such as Oscar Pistorius without that stigma that amputees are at an advantage somehow. This evidence suggests in fact they're not – they're having to compensate for the lower force by running in a different way." Physics Athletics Disability Alok Jha guardian.co.uk © Guardian News & Media Limited 2009 | Use of this content is subject to our Terms & Conditions | More Feeds
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