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Sims 3 expansion beats Star Trek Online in February’s PC top 20

March 17th, 2010 No comments

NPD has released its monthly list of the top 20 PC games, and while Star Trek Online made a valiant showing in the month of its debut, landing at number two for the main game and number four for the collector’s edition, it was beaten in the end by the Sims 3: High End Loft Stuff (yes, “Stuff”) content pack. The Sims juggernaut of a brand continued to rock the top 20, claiming six spots total, and perennial favorite World of Warcraft continued to place almost all of its current editions on the list in three different spots.

Other big titles in February were Bioshock 2, the Everquest II: Sentinel’s Fate expansion, and Mass Effect 2. Aliens vs. Predator appeared at a miserable number 19, below something called the Mumbo Jumbo Assortment. Full list after the break. We’ll say this about PC game players: They know what they like, and they stick with it.

[via Big Download]

Continue reading Sims 3 expansion beats Star Trek Online in February’s PC top 20

JoystiqSims 3 expansion beats Star Trek Online in February’s PC top 20 originally appeared on Joystiq on Wed, 17 Mar 2010 05:00:00 EST. Please see our terms for use of feeds.

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Wii | ChartSpot: February 2010

March 17th, 2010 No comments

Aliens vs. Predator 360, BioShock 2 PS3 barely miss NPD’s top 10 non-PC game chart; Star Trek Online edged out by Sims 3: High-end Loft Stuff atop PC rankings.

As the 2010 Game Developers Conference hit its apex last Thursday, the NPD Group released its US game sales report for the month of February. Besides showing an overall decline of 15 percent in sales of non-PC game software, hardware, and accessories, the report revealed the top 10 game products for the month.

The Xbox 360 edition of BioShock 2 topped the list, which also featured (in order of unit-volume sales): New Super Mario Bros. Wii, Call of Duty: Modern Warfare 2 (360), Just Dance (Wii), Wii Sports Resort, Call of Duty: Modern Warfare 2 (PS3), Mass Effect 2 (360), Dante’s Inferno: Divine Edition (PS3), Dante’s Inferno (360), and Heavy Rain (PS3).

Now, NPD has release its full top 20 lists for both non-PC and PC games. Though the rankings don’t divulge unit sales, they do show which titles missed the previously revealed non-PC top 10 but were still popular during the month. In 11th place was the 360 edition of the critically drubbed Aliens vs. Predator, followed by the PS3 edition of top-finisher BioShock 2.

No other new games made the top 20, which did include (by rank from 13th place on) New Super Mario Bros. (DS), Mario Kart Wii with Wheel (Wii), MAG (PS3), Wii Fit Plus, Mario & Sonic at the Olympic Winter Games, and the God of War Collection.

Over on the PC side, the picture was even more complicated. Since the rankings are by individual product, the a la carte and collector’s editions of Star Trek Online were listed separately, coming in second and fourth place despite less-than-stellar reviews. (See bottom.) In first was The Sims 3: High-End Loft Stuff, the latest virtual goods add-on to the still-popular Sims 3, which came in third during the month.

BioShock 2 debuted in fifth place, just ahead of the Sentinel’s Fate expansion to EverQuest II–a rare sighting of Sony Online Entertainment’s massively multiplayer online game on the charts. (The collector’s edition of the expansion landed in 13th place.) The only other newcomer was Sega’s Aliens vs. Predator, which finished second-to-last in 19th place.

TOP 20 US NON-PC GAMES – FEBRUARY 2010

RANK / LAST MONTH / TITLE / PLATFORM / PUBLISHER / RELEASE DATE / SALES*
1 / ** / BioShock 2 / 360 / 2K Games / Feb-10 / 562,900
2 / 1 / New Super Mario Bros. Wii / Wii / Nintendo / Nov-09 / 555,600
3 / 4 / Call of Duty: Modern Warfare 2 / 360 / Activision / Nov-09 / 314,300
4 / 9 / Just Dance / Wii / Ubisoft / Nov-09 / 275,400
5 / 6 / Wii Sports Resort with WiiMotion Plus / Wii / Nintendo / Jul-09 / 272,500
6 / 7 / Call of Duty: Modern Warfare 2 / PS3 / Activision / Nov-09 / 252,800
7 / 2 / Mass Effect 2 / 360 / Electronic Arts / Jan-10 / 246,500
8 / ** / Dante’s Inferno: Divine Edition / PS3 / Electronic Arts / Feb-10 / 242,500
9 / ** / Dante’s Inferno / 360 / Electronic Arts / Feb-10 / 224,700
10 / ** / Heavy Rain / PS3 / Sony / Feb-10 / 219,300
11 / ** / Aliens vs. Predator / 360 / Sega / Feb-10
12 / ** / BioShock 2 / PS3 / 2K Games / Feb-10
13 / 18 / New Super Mario Bros. / DS / Nintendo / May-06
14 / 5 / Mario Kart Wii with Wheel / Wii / Nintendo / Apr-08
15 / 13 / MAG / PS3 / Sony / Jan-10
16 / 3 / Wii Fit Plus / Nintendo / Oct-09
17 / ** / Mario & Sonic at the Olympic Winter Games / Wii / Sega / Oct-09
18 / 20 / God of War Collection / PS3 / Sony / Nov-09
19 / 16 / Mario Kart DS / DS / Nintendo / Nov-05
20 / ** / NBA 2K10 / 360 / 2K Games / Oct-09

* = Sales only available for top 10 SKUs

TOP 20 US PC GAMES – FEBRUARY 2010

RANK / TITLE / PUBLISHER / DATE

1 / The Sims 3: High-End Loft Stuff / Electronic Arts / Feb-10

2 / Star Trek Online / Atari / Feb-10

3 / The Sims 3 / Electronic Arts / Jun-09

4 / Star Trek Online Collector’s Ed. / Atari / Feb-10

5 / BioShock 2 / 2K Games / Feb-10

6 / EverQuest II: Sentinel’s Fate / Sony Online Ent. / Feb-10

7 / Mass Effect 2 / Electronic Arts / Jan-10

8 / World of Warcraft: Wrath of the Lich King / Blizzard / Nov-08

9 / The Sims 2 Double Deluxe / Electronic Arts / Apr-08

10 / The Sims 3: World Adventures / Electronic Arts / Nov-09

11 / Call of Duty: Modern Warfare 2 / Activision / Nov-09

12 / World of Warcraft: Battle Chest / Blizzard / Sep-07

13 / EverQuest II: Sentinel’s Fate Collector’s Ed / Sony Online Ent. / Feb-10

14 / IGT Slots: Texas Tea / Masque / Sep-09

15 / The Sims 3 Collector’s Ed. / Electronic Arts / Jun-09

16 / Dragon Age: Origins / Electronic Arts / Oct-09

17 / Mumbo Jumbo Assortment / Mumbo Jumbo / Jul-09

18 / World of Warcraft / Blizzard / Nov-04

19 / Aliens vs. Predator / Sega of America / Feb-10

20 / The Sims 2 Fun with Pets Collection / Electronic Arts / Jan-10

Source: The NPD Group

Read and Post Comments | Get the full article at GameSpot


Wii | ChartSpot: February 2010” was posted by Tom Magrino on Tue, 16 Mar 2010 15:45:56 -0700

PC | Mass Effect 2’s shooter shift examined

March 14th, 2010 No comments

GDC 2010: Lead gameplay designer Christina Norman talks about amping up the intensity with heavier emphasis on real-time combat in BioWare’s sci-fi RPG.

Who was there: As the 2010 Game Developers Conference entered the home stretch, BioWare lead gameplay designer Christina Norman reflected on the changes made to the company’s latest sci-fi franchise in “Where Did My Inventory Go? Refining Gameplay in Mass Effect 2.”

What she talked about: Norman began by noting that the original Mass Effect had a far more traditional role-playing game feel. In particular, the game’s power wheel (where players select their abilities) allowed for access to up to 20 abilities, each of which was on a separate cool-down timer. She also pointed out that the game would pause as players stopped to select their ability or survey the battlefield.

With Mass Effect 2, she said that BioWare wanted a lot more real-time gameplay, with an emphasis on weapons and cover. The power wheel would remain, she said, but the team wanted to change it so that it was far less intrusive and a lot easier to navigate. The team also sought to capture more satisfying combat, which would involve making the game feel more like a shooter and not rely on the underlying RPG roll-dice-to-hit mechanic.

Mass Effect’s often unwieldy inventory system was also targeted as a place for improvement. Norman noted that in the original, it could be cumbersome to swap your squad members’ weapons with one another and that the sheer number of largely undifferentiated weapons often felt like junk to be sold. In Mass Effect 2, she said, the team wanted players to feel an affinity for their weapon of choice.

Game balance was also an area that needed improvement, she said. The original Mass Effect gave players too much opportunity to trivialize the game with overpowered combos. As such, she said that improper game balance really diminished its overall quality.

So how did BioWare go about addressing these problems in Mass Effect 2? Norman said that the team originally took a design document approach and planned out all the features that would help them reach their design goals. However, she said that none of these features actually made it into the game, and that they found the process of prototyping far more valuable.

As the engineers were preoccupied with other work, Norman and her team did their initial prototyping using the original Mass Effect’s engine, making changes only to specific values like weapon damage or accuracy. And though the work ended up being mostly throwaway, she said that the experiments helped them get a better handle on the limitations of their current setup.

Getting into the brass tacks of design, Norman said that it became paramount to build great shooter gameplay. To do so, she said that they completely turned off the game’s RPG system so that they could focus on crafting the shooter elements, a move Norman called the most important of the project.

Norman also said that the team spent time analyzing what their competitors were doing well, mostly because BioWare’s focus has never been on this genre. This involved standardizing the game’s control scheme so that players wouldn’t have to relearn the gamepad layout. One other way was to hammer out the flaws in the original’s cover mechanic.

Weapons also received attention, as the team focused on addressing issues from the original, including the lack of headshots and aim assist, as well as the fact that enemies didn’t react when shot. She said they also wanted to build better weapons that felt different from each other, noting that the final game had 19 weapons with 108 tuning variables.

Once this process was complete–after a span of about three months–the team then began to incorporate RPG elements back into the game. Norman was quick to point out that though the RPG gameplay had been “off,” development on it had remained ongoing.

Norman then shifted her talk to the concept of building for intensity. She said that class design was particularly important in Mass Effect 2, as the team really wanted to create highly differentiated play types, even if it meant cutting some of the possible choices. Returning to the concept of the power wheel, she said that the constant pausing and selecting of powers took away from intensity, which is why in Mass Effect 2, players were given the ability to map three of their own abilities and two of their squad mates’ to the controller for use in real-time.

Adding in a global cool-down timer for all abilities also helped ramp up intensity, she said, as it allowed players to use more powers, more frequently. She also said that it was important to add regenerating health, as it got players away from playing erratically and relying on health kits. Enemy consistency was also important, she said, because players should be able to look at a combatant and know exactly what kind of issues they are facing. This would eliminate the immersion-breaking act of having players look at, say, the enemy’s name bar to figure out its strengths and weaknesses.

Due to time constraints, Norman quickly breezed through the remainder of her talk, spending a few minutes on the game’s RPG system. She said that it was important not to dumb down the RPG elements, but to still make them easier to use. As an example of this, she compared the original game’s leveling system to Mass Effect 2’s. The former, she said, offered too many choices that weren’t particularly representative of how they would impact the game. In Mass Effect 2, the leveling options were pared down and made more descriptive.

Norman also said that armor personalization was surprisingly popular in Mass Effect 2, a feature that wasn’t available in the original.

Quote: “Shooter combat must be fun without being propped up by RPG mechanics.”–Christina Norman, on crafting the gunplay in Mass Effect 2.

Takeaway: The gameplay difference between the original Mass Effect and its sequel is marked, and that wasn’t accidental. Norman’s team specifically set out to craft a sharper shooter experience that could stand up against the gunplay found in competitors’ offerings, while maintaining BioWare’s strong tradition of narrative-driven, RPG-heavy gameplay.

Read and Post Comments | Get the full article at GameSpot


PC | Mass Effect 2’s shooter shift examined” was posted by Tom Magrino on Sat, 13 Mar 2010 13:06:02 -0800

EA: "Something Far-Reaching Coming From Mass Effect" In 2011 [Ea]

February 8th, 2010 No comments

Developer BioWare has a busy 2011 ahead of them, with a new Dragon Age title, Star Wars: The Old Republic and, according to EA execs “something far-reaching coming from Mass Effect” in early 2011.

Electronic Arts COO John Schappert added that “something far-reaching” from the Mass Effect franchise to the list of upcoming titles due in the fourth quarter of the company’s 2011 fiscal year. That means something Mass Effect related arriving between January 1 and March 31 of next calendar year.

Could BioWare have Mass Effect 3 wrapped up by then? The developer’s project manager Casey Hudson noted that they “definitely want to make ‘Mass Effect 3′ a fairly short turnaround.” And, well, that would be fairly short.

BioWare could also have much more planned for owners of the recently released Mass Effect 2 or maybe even something for PlayStation 3 owners hungry for some Mass Effect. Whatever Mass Effect “something” EA has penciled in for next year, it won’t be the end for the franchise.


Screw It, The Game is On [Night Note]

February 8th, 2010 No comments

To: Luke
From: Owen

What the headline said. Though I will add that Jim McMahon’s appearance in the Super Bowl Shuffle spoof ad for Boost Mobile got the first big laugh out of me for this year’s ad slate.

This weekend’s highlights:
Kotaku ‘Shop Contest: Proto-Natal Edition
Unsurprisingly, Dante’s Inferno Not Available in Middle East
DLC Removal Threatens Halo 2 Farewell
Stick Jockey’s Super Sim Spectacular
Battlefield: Bad Company 2 Will Feature WWII Level
BioWare Responds to Self-Censorship Charge on Mass Effect 2 Sex

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Case Closed On Mass Effect 2 And The Curse Of The Tiny Text [Mass Effect]

February 6th, 2010 No comments

Like some other 360 titles like Dead Rising, Mass Effect 2 has tiny text, which users on small TVs and with poor eyesight are having trouble reading. Is BioWare going to fix the problem? Nope.

Just like Dead Rising, it’s no easy fix, and since BioWare feel it affects only “a small portion of SDTV owners”, they “are unable to resolve it for Mass Effect 2 through a title update”.

If it makes those straining at the screen feel any better, the developer promises that the issue will be taken into consideration for future Mass Effect games, where HDTV owners can then complain that their displays are cluttered with giant text.

[BioWare]


Readers pick best webcomic: Love in the Age of Dragons

February 6th, 2010 No comments

It was an awfully close week for the Webcomic Wrapup, with the top three finishing almost neck-and-neck; but a winner has been declared: Shyeah’s “Love in the Age of Dragons.” We certainly appreciate the humor presented in Shyeah’s strip, but we’re afraid we’re putting a moratorium on Dragon Age comics from here on out. See, Mass Effect 2 is out now. That stuff is old hat.

Second and third place went to Penny Arcade’s “Here’s Your Reality Program” and Brawl in the Family’s “Hoy, Small Fry,” respectively. If you’ve got a favorite strip from this past week that you’d like to see in the next Wrapup, just drop a link in the comments, or send in a tip!

JoystiqReaders pick best webcomic: Love in the Age of Dragons originally appeared on Joystiq on Sat, 06 Feb 2010 03:30:00 EST. Please see our terms for use of feeds.

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The Best of Big Download: January 25 – 31

February 1st, 2010 No comments

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January 2010 ended with the release of one of the best games of the year in Mass Effect 2. At least — we assume it’s one of the best games of the year. If they get much better than this, we’re going to be in good shape. However, PC gamers have even more goodness in store for February. Before we enter a new month let’s look back at the events of the last seven days in January.

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Continue reading The Best of Big Download: January 25 – 31

JoystiqThe Best of Big Download: January 25 – 31 originally appeared on Joystiq on Sun, 31 Jan 2010 23:59:00 EST. Please see our terms for use of feeds.

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Mass Effect 2 amasses two million units shipped

January 29th, 2010 No comments

Let me tell you something. It’s rough being one of the few Joystiq editors that isn’t currently knee-deep in the space-faring magic of Mass Effect 2. The constant insults, the pointing and laughing, the threats on my life; it gets old really fast. And now Electronic Arts has to announce that Mass Effect 2 has already shipped two million units worldwide in its first week. The press release also notes that the game has earned more than 40 perfect review scores. And, of course, the Joystiq review drips with effusive, well-earned praise. I get it, okay? I need to play it, and I will, just as soon as soon as I finish the first Mass Effect.

Oh, gotta go. Looks like Justin is putting another stink bomb in my lunch box.

JoystiqMass Effect 2 amasses two million units shipped originally appeared on Joystiq on Fri, 29 Jan 2010 15:30:00 EST. Please see our terms for use of feeds.

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Frankenreview: Mass Effect 2 [Round Up]

January 28th, 2010 No comments

Commander Shepard is back, and he’s pissed, but what is he pissed about? Surely it’s not our Mass Effect 2 Frankenreview.

There’s no way I could possibly bluff my way through this one. You know exactly what you’re going to see when you scroll down to the chart – a ton of yellow, and very little blue. But what if that wasn’t the case? What if you scroll down and find that several reviewers despised the game, calling it out for every little flaw they encountered? What if one reviewer stood up from his desk, steadied himself (one of his legs fell asleep), and loudly declared that he didn’t like this game one bit?

What if, indeed!

GamePro
It took me 28 hours to beat Mass Effect 2 on my first run through, and I think it’s safe to say that for more than 27 hours of that experience I was, for the most part, elated. Before I dig into what makes it such an enjoyable ride, I think it’s worth addressing the score right here at the beginning. The half-point lopped off the top is due, almost entirely, to the game’s climactic battle and my entirely subjective response to it. It’s difficult to address directly without spoiling an important part of the narrative, so forgive me if the following seems a little vague but the bottom line is that it’s just preposterous. Yes, I know this is science fiction, but the whole thing is absurd when you really think about it — for approximately 27 hours and 40 minutes the game builds beautifully towards something epic but the climax, the glorious denouement, is so inexplicably and almost comically absurd, I couldn’t help but feel a little betrayed. Part of the strength of the entire Mass Effect franchise is that there’s a credibility to its fiction.

CVG
These missions are, for the most part, unique, interesting and, most of all, fantastically written. Though cinematic wonder Heavy Rain looms near on the horizon, Mass Effect 2 is arguably the closest to an interactive movie we’ve ever come. BioWare’s awesome conversation system is as impressive as ever and the choices you’re presented with – and their consequences – are more apparent and liberally scattered than before. Should you execute surrendered hostage takers or stick to your promise to let them live? Does a murderer deserve to die or go to trial? You’ll be faced with both of these questions and more during the campaign and some are almost certain to have you pondering over your mouse or joypad.

Gamer Limit
shooter fans will no doubt feel right at home with Mass Effect 2’s combat system. Almost all of the RPG feel is gone, to the point where BioWare practically invented an entirely new genre: “Story-Driven Shooter”. The limited ability count works in your favor if you hate menus, given that there are three hot keys (left bumper, right bumper, and Y), basically every ability you’ll ever need is right on your controller without the need to access a radial dial. During a firefight, your enemies react more when you hit them in certain places, and even though you are limited by an ammo system, the action feels a lot more intense. The cover system is still a bit jerky, in the sense that you can’t snap to cover if you’re looking away from it, but that’s just about the only issue with Mass Effect 2’s combat.

Game Informer
The shift away from RPG-style customization may sound like a major setback, but the new format keeps the focus on the action. The combat scenarios deliver more excitement, not to mention a wider breadth of enemy types. Teammates no longer mindlessly shoot walls like they did in the first game. Rather than acting like flashbang victims, they demonstrate intelligence on the battlefield as they take cover, advance, and unload everything they can on the enemy.

TeamXbox
Finally, there’s the presentation, and I’ll start with the negatives: We experienced strange (though infrequent) bugs, ranging from bizarre collision issues to sound cut outs to occasions where the console hard-locked (which happened to each TeamXbox editor playing a retail disc). Other than these issues, the game looks terrific and performs well. The visual issues in Mass Effect are gone, as the frame rate rarely drops below 30 or so; when it did, it was during specific in-engine cutscenes. The presentation is dynamic and interesting, and the Interrupt system-which enables the player to perform a specific Paragon of Renegade action at key moments during a conversation or cutscene-works very well. Paragon players should be advised, though, that they may find it irresistible here or there to let a little Renegade through. This is, thankfully, not a problem, as the morality system isn’t all or nothing. Instead, it segued into the light or dark side as preferred. Then there’s the score, which is outstanding and distinctive, and helps to establish a dire or heroic tone at times.

Kotaku
The more things change, the more they stay the same. It’s a tired old adage, but one that fits Mass Effect 2 to a tee. The combat system has been overhauled to appeal to an entirely different type of gamer, and some of the role-playing elements have been streamlined to ease shooter fans into the experience. I understand BioWare’s reasoning for doing this, and I appreciate the fact that new fans will be drawn to a series that richly deserves their attention because of it. Perhaps the formulaic side quest structure is the developer’s way of reassuring the RPG fans who loved the original game that this is still, to some extent, the Mass Effect they know and love. Put the two together, and you have a game that should appeal to a much broader audience, while maintaining the degree of emotional engagement that brings the whole experience together.

Okay, I was totally bluffing. I should have started the chart at 90.