The basic premise of the Street Fighter series has changed little since  its debut in 1987. You play as one of 35 characters (all unlocked from  the start), with the aim being to knock out your opponent with a range  of kicks, punches, and special moves. All the characters from Super  Street Fighter IV make a return, including series favourites such as  Ryu, Chun-Li, and Blanka, along with newer additions such as C. Viper,  Abel, and Rufus. Each is carefully balanced, so you are never at a  disadvantage, no matter which character you fight with. With so many to  choose from, there are a range of moves to suit everyone. For example,  Abel is a slower, grapple-style character, specialising in short-range  throws, while characters like Ryu and Sakura have faster, long-range  attacks like Hadouken fireballs.  
Learning moves and knowing which are the most effective against other  fighters' attacks is key, making each match a strategic affair as you  attempt to unravel your opponent's technique. If you're new to the  series, a good place to start learning moves is Training mode, where you  face off against a static dummy opponent. Though there's no tutorial,  the controls are easy to pick up, and moves are listed via an onscreen  command list. There are also various settings to adjust, such as your  target's block mode, stun frequency, and regeneration levels. An input  display shows you what buttons you're pushing, but it doesn't give you  any guidance on the timing of your commands. If you're used to playing  Street Fighter on a standard Xbox 360 or PlayStation 3 pad, then the  control scheme will be familiar, though arcade-stick players will need  time to adjust. By default, you move your character around using the  circle pad or D pad, pushing back to block. One isn't necessarily easier  to use than the other; your preference will depend largely on your own  technique, but you might find the circle pad to be a little less  accurate in frantic fights. Meanwhile, the face buttons launch light and  medium kicks and punches, while the shoulder buttons launch heavy kicks  and punches.
Sabtu, 26 Maret 2011
Postmortem: Capcom's Okamiden
In 2006, Okami launched on the PlayStation 2 to widespread critical acclaim. It won more than 30 critical awards and praise for game design amongst all global gaming media.
 Then in 2008, Okami launched on the Nintendo Wii system,  also with strong critical acclaim -- but both the Wii version and the  PS2 original garnered relatively little commercial success.
Then in 2008, Okami launched on the Nintendo Wii system,  also with strong critical acclaim -- but both the Wii version and the  PS2 original garnered relatively little commercial success.
Without overwhelming sales for support, and in the wake of the closing of original series creator Clover Studios, the prospect of another title in the Okami universe seemed doubtful.
Vocal fans were hungry for more sunshine and wolf-god adventure. Luckily, there was a talented and dedicated team at Capcom that was eager to see a new game from the Okami franchise, too.
In 2009, a small passionate team at Capcom developed a unique vision of how to continue the brand exclusively on the Nintendo DS system. The first announcement of Okamiden came in April 2010; no longer was the gaming community wondering if there was going to be a follow up game in the Okami franchise.
Okamiden launched September 2010 in Japan and March 2011 in the pan-Western territories on the Nintendo DS. Making the vivid, colorful world of Okami portable and appealing to the globe wasn't all sunshine and cherry blossoms during development. Here are some of the notable successes and challenges that occurred during the development and localization process, as recollected by Okamiden director Kuniomi Matsushita and producer Motohideo Eshiro.
Without overwhelming sales for support, and in the wake of the closing of original series creator Clover Studios, the prospect of another title in the Okami universe seemed doubtful.
Vocal fans were hungry for more sunshine and wolf-god adventure. Luckily, there was a talented and dedicated team at Capcom that was eager to see a new game from the Okami franchise, too.
In 2009, a small passionate team at Capcom developed a unique vision of how to continue the brand exclusively on the Nintendo DS system. The first announcement of Okamiden came in April 2010; no longer was the gaming community wondering if there was going to be a follow up game in the Okami franchise.
Okamiden launched September 2010 in Japan and March 2011 in the pan-Western territories on the Nintendo DS. Making the vivid, colorful world of Okami portable and appealing to the globe wasn't all sunshine and cherry blossoms during development. Here are some of the notable successes and challenges that occurred during the development and localization process, as recollected by Okamiden director Kuniomi Matsushita and producer Motohideo Eshiro.
No Trophies? But I thought Valve Loved PS3
Valve has  suddenly become one of PS3's best friends. They have announced an  exclusive deal where PS3 owners will get both the PC an PS3 version of  Portal 2. Could it be a way to drag more customers to Steam? Maybe.  However this also comes with the addition of Steam Works, something many  gamers are excited for as it could lead towards multi-console gaming.
However with  all this "love" from Valve we have simply thrown out the past. It was  like just yesterday when Gabe Newell called the PS3 a "Waste of  everyones time." Now that the PS3 is selling through the roof, and  Newell somewhat apologized (after he realized the cash cow he nearly  killed) and Valve seems innocent.
Looking at my  collection of games I still see one disgrace sitting at the bottom of  the pile, The Orange Box. Probably the worse ported title in PS3  history, and its mostly due to the fact Valve wanted nothing to do with  it. Now what could easily make up for this horrible mistake? Well we  already know going back and fixing ALL the issues are out of question,  so why not do the simple thing and add trophies? The other two platforms  already have achievments installed, so porting these over would be  simple. The effort? Nearly nothing. The cost? An hours debate of rather  or not the intern doing it will get paid or not.
Portal is  still probably the only Valve title I personally am fond of, so there is  an even better solution for Valve. With Portal 2 just around the  corner, reworking Portal on the PS3 (adding trophies too) and releasing  it separatly on the PSN Store would make up for all the effort. PS3 fans  would gobble it up as Portal 2 anticipation grows. Valve fans would  never be able to leave it alone, especially if maybe a Portal 2 demo or  something was involved. Thus they make a few extra bucks with little  effort involved.
I would personally jump on a Portal stand alone title for trophies anyday of the week, how about you?
Modern Warfare 3 to be an NGP Launch Title?
Sony's NGP  was announced earlier this year, with a tentative release date of  November 2011. During the event, Sony announced several first and  third-party titles, putting particular focus on the biggest console  franchise, Call of Duty.
With a supposed worldwide release date of November 11,  it seems like the next Call of Duty could fall into the exact time  frame for NGP's launch. A sequel to Modern Warfare 2 this year is a very  likely prospect, so perhaps we could see a direct port, in other words,  Modern Warfare 3 for NGP as well as consoles.
What's the  likelihood of this happening? Several developers have stated how easy it  is to port a PS3 game directly to the NGP. Sega, for example, mentioned  that it took just three months to port a Yakuza 4 tech demo to the  handheld system. Furthermore, the cross compatability between the NGP  and PS3 could open up an entriely new experience for online gameplay.
Could we see  cross-platform play between the handheld and console systems? It does  sound rather far-fetched, and nothing like it has really been  implemented thus far, but what does seem likely is that we may get the  ability to share XP between the console and handheld versions of the  game on one PSN ID. This would effectively mean you could have your Call  of Duty fix throughout the day (during work) and rank up your character  on both platforms at the same time, allowing you to unlock perks more  efficiently.
So, it seems  very likely that the we will see a Call of Duty port for the NGP around  it's launch window, however the features and visuals may vary. One thing  is for certain, if Activision can pull this off, NGP will have a killer  app from day one and the sales for the next Call of Duty title are  going to increase even further!
this is Crysis 2, the expected continuation of the jewel CryTek 2007 that the series returns to PC after three years of absence
The first major event of the shooter genre has finally released on consoles and PCs worldwide, and with it we have among us one of the most anticipated video games and more expectations have risen in recent times.   The alien invasion that devastates the city of New York has a unique  savior, we, and will succumb under our arms as human and alien enemies  in an epic campaign and a multiplayer extremely hectic. 
 The brand is now Crysis  and quality assurance, and the original, in fact, made at the time of  its launch in late 2007 with the unlikely prize to be cutting the game  first person shooter highest rated in the history of the magazine, with a  creditable and deserved 9.8.   The second installment few tenths reduce your score, yes, and this is  because some aspects that tell the length and breadth of analysis.  Is it Crysis 2 so this is disappointing?  Nothing is further from the truth: Crytek proves again that is one of the pioneering studies about the use of technology and machines playable  today, and this time expanding its range with the debut of the  franchise on Xbox 360 and PlayStation 3; something that millions of fans  came begging since the launch of his great predecessor. 
 The original Crysis sensory effect  is multiplied exponentially in this sequel, which focuses on an epic  spectacle and a prism that poured over the previous game on their  massive stage in their own gameplay experience.   Germans from Crytek are improving their game production values to  match, and although the path between first and second part of the  franchise has lost some of the freshness of the challenge and the true  value gameplay of its predecessor, the truth is that with this mammoth  then continue to show why they are one of the leaders of the genre. 
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