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Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
Yes we have had 25 titles released so far, with 3 titles released on the first friday of each mth :P 25 Titles December 7 { 4 titles } December 15 { 4 titles } December 22 { 2 titles } February 2 { 3 titles } March 2 { 3 titles } April 6 { 3 titles } May 4 { 3 titles } June 1 { 3 titles } so if it stays like this we will be seeing 3 titles each on the first friday on the dates below. July 6 * August 3 * September 7 * October 5 * November 2 * December 7 So that would make it 18 more titles to go in 2007 :P -
Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
so far we have had 25 {Sega Mega Drive} titles released on PAL (Australian, Europe VC)[/color] on the dates below Dec 7 { 4 titles } * Dec 15 { 4 titles } * Dec 22 { 2 titles } Feb 2 to June 1st have all been the first friday of each mth Feb 2 { 3 titles } * Mar 2 { 3 titles } * Apr 6 { 3 titles } * May 4 { 3 titles } * June 1 { 3 titles } so if it stays like this we will be seeing 3 titles each on the first friday on the dates below. July 6 * August 3 * September 7 * October 5 * November 2 * December 7 So only 18 more titles to go in 2007 :P -
The Chronicles Of Riddick - Assault On Dark Athena
Aussie replied to Aussie's topic in Other Consoles
First screens released Via worthplaying.com -
Mario Strikers Charged Football - lifestyle Photos
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Mario Party 8 - lifestyle Photos
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Big Brain Academy Wii Degree - lifestyle Photos
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Cool new Sci-Fi web site now open called Sci-Fi Rebellion :P Click on the photo below to take you their
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Mario Party 8 : Updated info, in-game screens and Gametrailers video review.
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youtube version : here :P
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Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
Next Tuesday's Virtual Console games for Japan: F-Zero X – Nintendo 64 Shining in the Darkness – Mega Drive Hybrid Front – Mega Drive Bonk 3: Bonk’s Big Adventure – TG16 Battle Lode Runner – TG16 So i think we will be seeing F-Zero X next Friday -
Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
I think it will go something like this... June 1st Late June Sometime in July or -
Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
I think it will be F-Zero X -
Atari Australia have updated their release list and one very big PS3 title has been added and that title is.. { Metal Gear Solid 4: Guns of the Patriots } Look out for MGS4 in March 2008 for $109.95.
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Seminal First-person Shooter The Chronicles of Riddick: Escape from Butcher Bay, Reinvented With New Single-Player Experience and Multiplayer Content Sierra Entertainment, a division of Vivendi Games, announced today that The Chronicles of Riddick will blast onto Microsoft’s Xbox 360, and debut on the PLAYSTATION 3 system, for the first time. Taking advantage of new hardware technologies, the game will present a reinvention of Escape from Butcher Bay, delivering 2004’s award winning experience in high definition with stunning enhancements. Also included is the Dark Athena chapter, an expansion of the original game with an exciting new story and new gameplay features. Scheduled to ship later in 2007, it is being produced under license from Universal Pictures Digital Platforms Group, in association with Vin Diesel’s Tigon Studios, and is being developed by Starbreeze Studios, acclaimed developer of the original edition. With The Chronicles of Riddick: Assault on Dark Athena, players will not only be challenged to survive Butcher Bay, but will also engage in a new single-player experience and, for the first time in the Riddick universe, take action in intense multi-player combat. The game introduces the ominous Merc-ship Dark Athena, which sits silent like a marauding spider, awaiting helpless prey in the dark reaches of the galaxy. Players must face a large, bloodthirsty operation led by the dreaded Captain Revas and her slaves-turned-controllable combat drones, storm though death-defying events and fight fierce enemies in a battle of malice and gore. First released in 2004, The Chronicles of Riddick game features an original storyline that provides insight into the mythology of Universal Pictures' films The Chronicles of Riddick and the cult classic Pitch Black, which first introduced Vin Diesel as enigmatic anti-hero Riddick. The game blends action and stealth elements, as players navigate Riddick through the harsh environments of dank tunnels, dimly lit corridors, and other hazardous areas filled with guards, savage inmates and deadly creatures that prowl the darkness. “The Chronicles of Riddick is a genre defining game that helped shape the modern first-person shooter,†said Al Simone, senior vice president, global marketing for Sierra Entertainment. “We are proud to not only take this ‘Best in Class’ title to the next level for both the Xbox 360 and PLAYSTATION 3, but to create a new single-player experience and multi-player campaigns for a truly robust product offering.†"When the original The Chronicles of Riddick game exploded on the scene, gamers were taken with its fantastic graphics and hard-hitting gameplay," said Bill Kispert, Vice President and General Manager, Interactive, Universal Pictures. "We are excited to now introduce new players to this character and world, while thrilling existing fans with the surprises and additional features this edition will offer." "The Riddick universe is incredibly rich source material for creating on-going stories and games," said Cos Lazouras, Head of Production, Tigon Studios. "This next chronicle will take us to new, dark corners of that universe, which when combined with Starbreeze's fantastic next-gen techonology, will deliver the compelling player experience gamers have come to expect of Riddick." "We’re very happy to be working in the Riddick universe again." said Ian Stevens, Lead Game Designer, Starbreeze Studios. "Assault on Dark Athena gives us an opportunity to revisit the original game and share it with a new audience, as well as offer a continuation of the Butcher Bay gameplay and storyline. We’re also thrilled to be bringing Multiplayer to the game." Moving and attacking in darkness is particularly effective for Riddick as his haunting ‘eye shine’ gives him the ability to see without ambient light. However, stealth won't serve every situation and players will be able to take the action up close and personal. As Riddick, players will be able to sneak up behind enemies and snap necks or fight face to face using fists, elbows and grapples. Additionally, players will be able to capture weapons such as shanks, shotguns, or assault rifles and use these to cut a swath of destruction through anyone who gets in their way.
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Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
The two titles below have been added to the Australian OFLC. -
Peter Moore Defends Rare newsweek : Moore discusses the implications of the then-recent announcement that the founders of the Microsoft-owned developer Rare were leaving the company, explains the kinds of games he envisions the studio making in the future and talks about why Microsoft is absolutely comfortable with Rare's perverse sensibility. What should we make of the Stampers' departure from Rare? Nothing. Chris and Tim have been tremendously loyal to Microsoft since the acquisition of the company. They've been behind everything we continue to do. Certainly Viva Pinata, both of them were instrumental in their own way of getting Viva Pinata up and running. Their legacy will live on with Banjo-Kazooie. The time had come after many, many years of service to Rare that the founders move on and do something different. We wish them nothing but the best. They've put us in great position with Gregg Mayles and Mark Betteridge to come in and step up. Betteridge in particular has been there 19 years, and it's great that we can have somebody with Mark's background in the company be able to step into the shoes. Nothing to be made of it whatsoever. I asked Phil Harrison about Rare I saw that. --and why they were having trouble regaining former glory. They used to put out games that were five million unit sellers, seven million unit sellers, much higher Metacritic ratings than where they're at. He said that he felt that they were a company that was always prone to insularity; got moreso with Nintendo, and then maybe got a little defocused by the windfall that they got from Microsoft. Perfect Dark Zero certainly got good reviews when it came out--very good reviews, though not GoldenEye-level, but good reviews-- Yeah. But in hindsight, there are a lot of people saying, "Maybe we scored it too high." Hindsight's 20-20-- The same people who scored Kameo too low. But that's a personal opinion. [Laughs.] So that's fine. It all washes out in the end. Viva Pinata is certainly a return to form according to reviewers. There are a lot of people who are very passionate about it. Absolutely, yeah. But sales aren't there, considering that Microsoft spent $375 million to buy Rare. On the balance sheet, that's already been written off, for sure. But how do you start to earn out on that investment? What's the plan for Rare in the future? Where do they fit in and what are they going to do for the company in order to deliver the hits that they were presumably purchased to make? Well I certainly think people underestimate the platform-driving presence that Perfect Dark Zero and Kameo had, in particular Kameo. It signaled that this wasn't going to be the same as Xbox 1, which was dominated by Mature-rated games, if you will, and for many people will go down in history as the Halo box or the shooter box. Kameo was very important. Kameo has done well; Perfect Dark Zero hit our expectations from a sales point of view; but these were two launch titles--and in Kameo's case, brand new intellectual property--that allowed us to get where we needed to go very, very quickly. Viva Pinata, sales have been...fine. I think that the thing that people underestimate is the power of Viva Pinata to continue to sell on an annualized basis, as well as the ability to build intellectual property that's very unique and different. The animated series is doing well. 4Kids [Entertainment] in New York City is delighted. The second series has been greenlit for this year. And as a result, we feel real good that in Viva Pinata, we have established brand-new intellectual property to a consumer that typically has not been somebody we've been able to get to, which is the 8-12-year-old. Also by putting a very rich online element into it. I'm a big fan. I first saw Viva Pinata in 2003, as they were starting to concept the whole thing out and prototype it out. So don't underestimate the long-term ability of Rare to continue to have a positive effect on the Xbox 360 and further platforms in the future. Back to Rare for a minute on the games side. Should we take from Viva Pinata and the new Banjo Kazooie--you talked about the importance of Viva Pinata, even before it shipped, for broadening the audience--should we take from those two games that Rare is being put in the playroom, and not going to be doing the Perfect Darks of the world anymore now that you've got Bungie wildly successful, Gears of War wildly successful? Does it make sense to say we want to build out the platform side? Or are they as free to imagine new concepts across all genres as they've always been? I certainly think their strength is the former. But their ability to continue--which they've always done--coming up with great ideas for games that are potentially a little off-center, if you will, we always allow them the reins to sit down with us when we do concept reviews and allow their creativity to say, "Here's something three of us have been working on. We've got an idea, and we'd like to prototype this out." Always very willing to hear that from Rare.
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Halo 3 to Make Entertainment History on Sept. 25 (USA) - Sept. 26 (PAL) Countdown begins for what promises to be bigger than any movie launch in history; beta preview and collectible Zune-Halo 3 edition digital media player add to early excitement. LOS ANGELES — May 15, 2007 — In a year when Hollywood is launching its biggest blockbusters ever, a video game is set to conquer them all. “Halo® 3,” the final chapter in the groundbreaking “Halo” trilogy, is set to shatter day-one entertainment sales records when it is released worldwide beginning Tuesday, Sept. 25. Created by legendary developer Bungie Studios and exclusive to the Xbox 360™ video game and entertainment system, “Halo 3” will set a new standard for interactive storytelling and social gaming by engaging consumers worldwide in Master Chief’s epic battle to save humankind. “Halo 3” will be available to audiences around the world starting Sept. 25 and will release in Europe on Sept. 26. “‘Halo 3’ is much more than a video game release; it’s the biggest entertainment event of the year,” said Peter Moore, corporate vice president of Microsoft’s Interactive Entertainment Business. “On Sept. 25, we intend to deliver a finale that will go down in entertainment history and leave people around the world with an experience that will be shared and enjoyed for years to come.” Fueling the early buzz around “Halo 3”, Microsoft unveiled the multiplayer beta on the eve of its release at a star-studded event in Hollywood. Beginning tomorrow, May 16, Microsoft Game Studios will kick off the “Halo 3” multiplayer beta, which provides audiences worldwide with an exclusive, early look at some of the multiplayer elements of “Halo 3” on Xbox LIVE®. Adding to the excitement, Microsoft is also announcing a special edition Zune™ digital media player inspired by the hugely successful “Halo” franchise. On shelves next month, the Zune-Halo 3 edition comes loaded with a collection of “Halo” content, including videos, soundtracks, trailers, ads and artwork. In November 2004, the world’s view of video games changed forever with the release of “Halo 2,” which generated a record-setting $125 million in sales within the first 24 hours and changed the way people think about interactive entertainment. Three years later, it remains the most-played game on Microsoft’s Xbox LIVE online gaming and entertainment network, with nearly 1 billion hours of online gaming logged to date. The unveiling of the “Halo 3” launch date comes on the eve of the release of the “Halo 3” multiplayer beta, which will debut to audiences worldwide via Xbox LIVE on May 16 at 5 a.m. PDT and run through June 6 at 11:59 p.m. PDT.* The “Halo 3” multiplayer beta will provide audiences worldwide with an exclusive early look at some of the multiplayer elements of “Halo 3” on Xbox LIVE. Gamers who are interested in experiencing the multiplayer beta of “Halo 3” can still participate through the purchase of the critically acclaimed, Xbox 360-exclusive title “Crackdown™,” which was launched in February. Starting May 16, the specially marked copies of “Crackdown” will act as a key for gamers to participate in the “Halo 3” multiplayer beta. In addition to giving gamers their first opportunity to get their hands on the new levels, weapons, vehicles and game types, the multiplayer beta will also provide valuable data that Bungie will use in continued development. The “Halo” franchise has expanded beyond video games into The New York Times’ best-selling books, graphic novels, collectible merchandise and now a new, special edition Zune digital media player. Encased in collectible packaging, the Zune-Halo 3 edition digital media player comes pre-loaded with artwork, trailers and music from all three “Halo” games, as well as an exclusive new episode of “Red vs. Blue” from the fan-adored machinima creator Rooster Teeth Productions LLC. The Zune-Halo 3 edition (estimated retail price $249) will be available exclusively at GameStop starting June 15.
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Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
anyone know what games will be showing up on the VC today ? -
Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
Two new VC games have today been added to the Australian OFLC and they are... -
Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
cool :P still waiting for F-Zero X in late May/June xD -
Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
Thanks and can't wait for F-Zero X :P -
Virtual Console - All you need to know
Aussie replied to Tellyn's topic in General Gaming Discussion
anyone know what titles will be released this friday -
Your one-stop place to talk about the TUROK Series
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You can find new info below and screens : here Welcome to the Jungle IGN.XBox360: The Turok series has had something of a tumultuous history. Once held up by Nintendo fans as an N64 headliner, the Turok games steadily declined in quality, with Turok Evolution seemingly putting the final nail in the coffin. That, obviously enough, wasn't to be the end of the story. Buena Vista Games picked up the license and put Propaganda Games to work on a new instalment. From what we've seen this is shaping up to be the game Turok fans have been craving, with lush Unreal Engine 3-powered environments, some seriously massive prehistoric predators, and an emphasis on believable AI that makes the world of the game feel like a living, breathing ecosystem. Perhaps the most exciting aspect of the game, however, is the fact that the player is an interloper in this primeval world, on the tail of a war criminal named Kane. Dinosaurs are both a threat to the player and a tool in your arsenal that can help you gain the upper hand in the fight against Kane and his troops. To get the low-down on how the game is progressing, we caught up with Josh Holmes, the VP at Propaganda. IGN: Tell us a little about Propaganda Games. What titles have the staff worked on previously and what's the goal of the studio? Josh Holmes: The team is composed of veteran talent from all over the industry who bring a wealth of experience working on some of the biggest franchise titles in gaming. Franchises such as Splinter Cell, Battlefield, Metroid Prime, Quake, SSX, Def Jam, NBA Street, Bond, Need for Speed, Prince of Persia, and many others. Our collective experience includes shooters, action, racing and fighting titles, and it's this unique mix of skill and knowledge that enables us to collaborate on a phenomenal game. IGN: The Turok games were originally based on a comic series - how does this game fit into the world of Turok? Is it based on the comics, the previous games or is it an all-new beast? Josh Holmes: In crafting our concept, we tried to capture the spirit of both the original comic book series and the N64 games while breathing new life into the franchise. The parts of the original games that we found most inspiring were the expansive outdoor environments, the journey of the central character, the visceral shooting experience, the vast arsenal of inventive weaponry and, of course, the dinosaurs. We've tried to weave these elements into a completely new Turok experience, featuring a new story, new characters and a fresh new gameplay experience. We wanted to take the game in a bold new direction. IGN: Tell us about the game's setting and characters. How important will the narrative be to the game, or is it just an excuse for the action? Josh Holmes: The storyline for this game follows Joseph Turok, an ex-black ops specialist brought back into the military and added to a team of special forces soldiers on a mission to track down and capture his former mentor, Roland Kane. We wanted to create a gritty futuristic setting that felt grounded in credible science. The game experience is about surviving the nightmare of your surroundings while coming to terms with your own internal demons. These themes are reflected in the look of the game. Turok features a deep single player storyline that unfolds in episodic fashion as the player progresses through the game, so the story cinematics are integrated seamlessly with gameplay; helping to move the narrative forward, providing context for the action at hand. IGN: How would you characterise Turok? Is it a straight-up run-and-gun shooter, or do other more tactical and stealth elements come into play? Josh Holmes: We want to provide an experience that is more strategic and engaging than your typical shooter. The single player game is designed to create an intense action-oriented experience driven by a cinematic storyline. Each area of the game is crafted to provide multiple strategic approaches to any given situation. The goal is to create a balance of different gameplay opportunities while giving players the freedom to make decisions based on their individual tendencies. IGN: Will you be able to use the dinosaurs to your advantage and if so, how? Josh Holmes: Creatures in the game are designed to be intelligent predatory animals; as such they are driven by instinct and will often go after the nearest threat or food source. The player can take advantage of this, luring creatures to attack other enemies, turning them into a highly effective weapon. A big part of the game experience is learning the individual characteristics of different creatures and how best to manipulate their natural behavioural tendencies. This provides an awesome "sandbox" element to the gameplay. IGN: Tell us a little about some of the creatures we'll be facing off against. Can the player even take down the biggest dinosaurs - such as the T-Rex - in the game? Or will you be looking to avoid confrontation? Josh Holmes: We wanted close encounters with the dinosaurs and other creatures in the game to be scary at a "soil-your-pants" level. When some of the creatures in our game attack you, they are able to knock you down and begin gnawing on you, prompting a life and death struggle to break free. Being mauled by a raptor is like having a 400-pound reptilian pit bull going for your throat. It's intense! There are different interactions for each type of creature in the game. IGN: How much emphasis will there be on squad-based combat? Will kind of control will you have over squad mates? Josh Holmes: There are points in the story where Turok is fighting alongside other soldiers, but it's not a squad-based shooter and you won't be directing other combatants. From a character perspective it wouldn't have made sense to have Turok giving orders. In the story, Turok is a loner and an outsider from the team he is working with (at least in the beginning). We also felt that the type of gameplay that comes from the use of squad commands was counter to the vision we had for the game and wouldn't be in keeping with the spirit of previous Turok titles. IGN: The Turok games are notable for their varied and explosive weapon load-outs. Will you be carrying on the tradition in this regard? Josh Holmes: We're certainly creating an action-oriented gameplay experience. With that in mind, we have a full arsenal of weapons that deliver the sort of excessive firepower that has long been the hallmark of the Turok series. At the same time, we are creating strategic gameplay opportunities and choices within each battle set-up. Players are able to approach a battle in different ways depending on their particular style of play, and stealth is one such option available to the player. However, our vision of stealth is much more fast-paced and action-oriented than other dedicated stealth games. IGN: Will the game have co-op through the campaign? Josh Holmes: Wait and see. IGN: Are wild dinosaurs a factor during multiplayer games? Will players be able to take on the role of dinosaurs during the multiplayer game? Josh Holmes: Can't divulge just yet.
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Burnout Paradise - First trailer, screens and info
Aussie replied to Aussie's topic in Other Consoles
Boxarts now added :P