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Contest: Toy Soldiers Statue Giveaway!

To celebrate the release of Toy Soldiers' latest DLC, Invasion!, TheVideoGameDomain.com will be giving away a limited edition statue (pictured after the break) from Signal Studios! 

Now, you might be asking yourself "How do I obtain such a magnificent and historic piece of art?" Well it's simple! With Invasion, the final DLC add-on for the game, your Toy Soldiers fight off the invasion of spacemen, which is a completely new concept for this World War I-based tower defense title.

All you have to do is let us know what crazy threat you'd like to see the Toy Soldiers face if you were in charge of releasing the DLC! Contest ends on Thursday, October 7th, 2010 at 10pm Eastern, so get going! Also make sure you leave your e-mail address in the appropriate field when you comment so we can get in touch with you if you win!

Also, don't forget that for a couple more days, you can pick up the Toy Soldiers full-game for 1/3 off the normal price if you're an Xbox Live Gold Subscriber as part of the Deal of the Week! Good luck guys!

Video: Read Dead Redemption's Undead Nightmare

 

There is one thing that's a forgone conclusion at this point; We are very much in the decade of the Zombie. Just when you thought Zombies couldn't make it to the old west Rockstar goes and changes all of that. In the next DLC pack for Read Dead Redemption -- Undead Nightmare, comes a largely single player focused bit of content where a zombie plague has hit the frontier and John Marston goes about finding a cure to the plague. Also the DLC will include "brand new gameplay mechanics, weapons, zombie animals, mythical creatures and even a brand new secret location."

[Via Rockstar Games]

TXDcast: NBA 2K11 Developer Call

 

The next evolution in 2K Sports' NBA 2K series is around the corner and nothing could be better than to hear from the developers themesleves about the improvements/additions to this years game.

*Click here for our NBA 2K11 gallery.

 

On the call are:

 

Moderator:

 

Chase, Media Relations Director, Access Communications

 

Developers:

 

Erick Boenisch, NBA 2K11 Producer 

 

Rob Jones, NBA 2K11 Gameplay Director

 


Music: Intro/Outro ”Truckers Delight” by Flairs

 

[iTunes] Subscribe to the Podcast from iTunes. (MP3)

[Zune] Subscribe to the Podcast from the Zune Marketplace. (MP3)

[RSS] Add the TXDcast (MP3) to your RSS feeds to have the show downloaded automatically.

[MP3] Right click Save Link As/ Save Target As to download the MP3 directly.

New Releases for (Sep26th - Oct1st)

 

Lets try something different today boys and girls. This week in New Releases to retail is no doubt highlighted by Capcom's Dead Rising 2, yet there is nothing saying that's all there is to pay attention to. There is a lot of new meat landing on the proverbial grill this week, so lets start the "rotisserie wheel of game" by giving you a smörgåsbord of a helping. Sift through the mine field below and you just might find something of interest. 

XBLA Review: Hydrophobia

Hydrophobia has been billed as "A Digital Tsunami of Epic Proportion". Whenever we see the word "epic" in a description, we are always somewhat skeptical. In this case, however, there are few things more epic than the situation the characters in Hydrophobia are in.

In the beginning of the game, the character awakens and the player learns that several years ago, the world was flooded, wiping out much of the population. To take refuge, Kate, the main character, has joined thousands of other people on an enormous, city-sized ship called The Queen of the World. Kate decides to go out and partake in the "Party of the Century" to celebrate the anniversary of the ship itself.

Unfortunately, things go the way that they usually do during big celebrations in video games, that is, they don't quite go as expected. Rather than fireworks and fun, Kate is treated to a full-blown terrorist attack that threatens to plunder the ship and it's citizens into the overgrown ocean. While the ship slowly goes down, it looks like it's up to Kate to save the floating albatross.

It turns out the terrorists are operating on a fanaticized version of social theorist, Thomas Malthus' theory on population growth. With this, the terrorists operate on the idea that humanity has over-populated the earth to the point that the planet cannot support the race through its resources. Thus, the group has sprawled their slogans, "Save the World - Kill Yourself" among them, across the ship, creating an eerie setting.

As you play through the title, you'll notice numerous similarities between this game's style of play and that of another revolutionary title, Mirror's Edge. To get from point A to point B, Kate must free-run, climb and jump from ledges and ladders. Often times, she'll be doing so with obstacles closing in on her, such as an elevator that is about to see it's brakes fail while she's in the shaft, so she's pressed for time as well.

The Mirror's Edge style of gameplay is present in the combat as well. Throughout the adventure, Kate will encounter several of the Malthusian terrorists, all of which are heavily armed. Even later on, when Kate receives a pistol, she is still out-matched and out-skilled. Therefore, she must take roundabout methods to take out the patrolling enemies.

Since Kate must utilize various tactics, such as defeating enemies by destroying environmental hazards surrounding them. This is where the game shines. The water flows in an incredibly natural manner, which is unlike anything we've seen in any game before. Water can sweep you or your enemies away, so you must plan very carefully when attempting to take out enemies.

Despite the great aspects of the game, there are definitely a few misfires. The navigation, while not terrible, does feel a little jerky at times. Running and jumping will sometimes leave the player feeling a little out of control, which will cause a few deaths throughout the story. The free-running is also nowhere near as controlled or fluid as seen in other titles that use similar mechanics, like Assassin's Creed or the aforementioned Mirror's Edge.

Aside from a few strange textures and some pretty bad voice-acting, the presentation in Hydrophobia is among the best offered on the Xbox Live Arcade. The water, as mentioned before, looks and feels as good as it has in any title, retail, downloadable, or otherwise. The environmental damage, which also plays a big role in the title, works as well as one could hope.

Throughout the story, players will also put a device called a MAVI to good use. The MAVI, which acts kind of like a highly advanced iPad, will put several detective style tools at Kate's disposal. The device will be used to hack locked doors and computers, detect useful objects within the environment, and even scan ahead to alert Kate of danger. The device is very useful, but can feel like a bit of a burden at times, as some of the situations feel a bit forced.

In addition to the story, there are a few things that will add to the replayability, including a pretty cool challenge mode, which rewards players for keeping their chain multiplier up and using the room's hazards to their advantage. Also, while you're running through the campaign, you'll be coming across several different types of collectibles, including quotes from Thomas Malthus, which will help the player to better understand the motives of the social theorist.

Overall, Hydrophobia is one of the top Xbox Live Arcade titles of the past several months, but there are a few key things keeping it from being in the running for Downloadable Game of the Year. With a slightly improved free-running engine, as well as a better voice acting team, the game could've been one of the best titles available for the Xbox Live Arcade. Instead, what we get is a satisfying adventure that capitalizes upon the theme of a reluctant hero to the fullest. Hydrophobia is worth the purchase price of $15 if you are truly looking for something a little different, yet slightly familiar.

Q&A with Hadouken!

Every hardcore gamer grows up fantasizing about the day they see themselves in a video game. With advanced character creators, gamers are more easily able to achieve this dream.

For Hadouken! this dream has been realized over and over again. It wasn't through a character creator, however. Instead, Hadouken! has had their music appear in video games. They've had their music in so many games that they've become somewhat of a mainstay in EA video game soundtracks, and will be featured in hot upcoming titles like Need for Speed: Hot Pursuit and EA MMA.

They don't just get their music into video games, however. They are all full-fledged, hardcore gamers themselves. From their early days of playing the Commodore 64 or Atari, to their Xbox 360 that is in their tour bus, these guys are more than familiar with the gaming industry.

Check out bassist Chris Purcell's responses and determine for yourself just how hardcore of a gaming band they really are!

Q&A with Chris Purcell of Hadouken!

TheVideoGameDomain.com: Growing up, you guys were huge fans of video games, which ones were your favorites?
      

Chris Purcell: I think we all became fans of video games at different points in our youth, and so we all have different memories of the various systems we started out gaming on. I remember my parents getting an Atari when I was really young, and then that getting upgraded to a Commodore 64, before we ended up with a Sega Megadrive II. My sister and I used to play games like Zombies Ate My Neighbours for hours on that console. I think that's why I've grown up with a love for all things zombie-related!

That being said, most of the gaming of my youth was done on PC, and my favourite to date is probably still the Half-Life series. The explosions on 'Bombshock' from For The Masses are actually grenade samples from the game! I still love first person shooters and will always pick them up over any other game.

TVD: What inspired you to take the name from Street Fighter?
      

CP: We wanted a name that summed up our music, but also stuck out. The energy of the fireball summed up our music and the raw energy of our early shows. Taking a Japanese name felt right, too. James is a big fan of Japanese gaming culture and all things Nintendo - the first album is littered with Gameboy samples!

TVD: What is the main reason that you feel you've been included in so many different video game soundtracks?
       
CP: I just think we make fast-paced, high-octane music which is exactly what you want to listen to when you're playing a game and blowing up buildings, or speeding around a race track at hundreds of miles per hour! I think EA have recognised the influence of gaming on our music and see how other gamers can relate to that, which is great!
TVD: With you guys being so interested in video games and, obviously, music, what are your thoughts about games like Guitar Hero and Rock Band?
       
CP: I really like Guitar Hero, but I'm amazingly awful at it. I like to think that there's an inverse relationship between being good at playing guitar, and being good at playing Guitar Hero!

TVD: Have you ever tried to get your music in games like that?
       
CP: We did actually get onto the iPhone equivalent of Guitar Hero called Tap Tap Revenge with our song "Get Smashed Gate Crash" - which was a lot of fun. I think with the type of music we make we're going to have to wait until they bring out a Synth Hero before we can think of being properly included though!

TVD: What's to be expected with the new album?
       
CP: Tunes from the new album are already underway. We've got a lot of tracks in full demo form, and a couple have already gone to production with James working with UK Drum & Bass producers Xample & Lomax. The music is the next logical step from For The Masses, which was produced by a Dutch Drum & Bass act called Noisia, with more dance sensibilities coming into the foreground - influences of which could be heard in things like the trance stabs on Lost, the amen breaks on Bombshock, etc.


I think we see For The Masses as the first step toward us becoming the band we want to be - making loud, abrasive dance music alongside the likes of giants like The Prodigy & Pendulum. Hopefully this next album will show people that we have the potential to hold our own amongst these bands.

TVD: Any tour plans for the support of that album?
       
CP: We're heading out on tour this October on a run of dates around the UK where we'll be playing some of the tracks from the new album for the first time. In December we're also due to support Pendulum on their arena tour of the UK - which we're honoured to have been asked to do. As of yet the release date of the next album is up in the air until we've got all of the tunes finished, but I'm sure we'll be back out on the road playing as many shows as we can next year to support the release!
TVD: Thanks a lot Chris!
You can check out the latest release by Hadouken! on iTunes by clicking the link below:

For the Masses

iPhone/iPad Review: Rocketeer

The iPhone has some pretty sweet apps, but have you ever felt like you might want to take a few rocket men and launch them into a black hole? Well Rocketeer, Wired Developments' new physics based aiming game, might be able to fill that void in your app library.

Rocketeer's setup is about as simple as it gets. You have a spaceship on one side and a wormhole on another. The goal is to aim your Rocketeer into the wormhole to transport him to the next level. It's not always so simple, however, as planets and meteor belts will be glad to get in your way.

To remedy this, Wired Developments actually uses the concept of gravitational pull to swing the Rocketeers around these obstacles. The bigger the planet, the stronger the pull. This means that you'll have to pay close attention to not only the layout of the planets, but also the size.

 

The game, like most games on the market, starts the player off with a set of training wheels. You'll begin by passing by one planet, then two, then three until you fully understand the concept of the gravitational pull. There were a few points that I felt a little overwhelmed, but not to the point where I got frustrated, so the developers did a good job ramping the difficulty curve. Before you know it, however, you'll be blasting your Rocketeers through more difficult puzzles and bouncing, spinning and even rapid-firing them towards the wormholes.

The graphics are pretty run of the mill, but look very nice and crisp on the display. The mixture of 2D and 3D graphics works well in the game's formula and plays really nicely, especially on the amazing displays of newer devices.

Overall, Rocketeer is a well-made game that combines interesting concepts with an addicting gameplay style. The game does a good job of taking a simple style of play and making the most of it through little innovations and tweaks upon the original idea. The game won't be replacing your Angry Birds addiction anytime soon, but it's definitely a worthy companion to the title.

XBLA Review: Sonic Adventure

In 1999, my perception of video games was changed forever. The Sega Dreamcast, which was, at that time, the most powerful machine on the market, came out and featured the 3D re-imagining of the Sonic the Hedgehog series, entitled, Sonic Adventure.

The title was a pivotal title in the franchise and really set a new standard for the platforming genre. The game did a phenomenal job of taking levels that look like they are ripped straight from the 2D Sonic games, and transforming them into the 3D realm.

Despite all the innovation, in the eyes of many, the title was far less than stellar. Despite the great points, there are certainly enormous, unavoidable issues that cannot be ignored and have only become amplified with age.

Before we get into the issues that exist with the title, let's examine how the title's presentation has held up over the years. The first thing the player will be greeted with upon entering the title is a fantastic opening cutscene.

For those that are seeing it for the first time, the graphics hardly look like they've been out for 11 years. The CGI is incredibly advanced for it's time and the soundtrack featuring Crush 40 is fantastic. For those that have seen it and remember the game from it's Dreamcast days, this cutscene will act as a welcoming back with a heavy dose of nostalgia.

For how old the title is, the game really does look great. There's definite signs of aging, but the gameplay doesn't look terrible and certainly looks good for an Xbox Live Arcade title. The sense of speed has always been great and while it's definitely not as fast as newer titles like Sonic Unleashed, it's definitely faster than most titles today.


The issue with the speed is that the technology wasn't quite fine-tuned enough to keep up with Sonic's speed, as you'll notice parts of the level loading in the distance as you run through levels at top speed. The loading never causes any major hiccups in gameplay, though there will be some framerate drops from time to time.

The only real issues with the presentation lie in the actual port-job itself. The most noticeable issue is with the aspect ratio. If you have a widescreen television, blue bars will appear on either side of the screen, which is to compensate for the fact that the game was not originally made in widescreen format. The other problems are in the audio. A few minor audio glitches exist from the port, but it's mostly just an absence of background sounds in cutscenes.

Despite the terrible lip-syncing and mostly embarrassing, the presenation was never the issue of contention with Sonic Adventure. The problems that critics always pointed out were the awful camera and the awkward controls. Unfortunately, both of those issues are still present and they have only become worse with age.

The camera is pretty rough, to be perfectly honest. While players can control the camera with their right stick, it does little to remedy the issue. Players will find themselves falling to their deaths or running right into enemies due to the camera angle. If you look back at reviews from when this title came out, you'll notice that this is actually one of the only negative things pointed out.

The gameplay of Sonic Adventure is a peculiar case. The strength of the gameplay is that it is diverse, as you can choose between several different characters, each with their own abilities and style of gameplay. Sonic runs through the levels very quickly and uses various platforming elements and Tails goes through levels slower than Sonic, but can fly, which adds to the platforming fun, but the gameplay only gets more varying from them.

Knuckles has the ability to glide and climb, but rather than making it from one point to another, his missions are focussed around finding shards of the Master Emerald. Despite their fresh ideas, these treasure hunting levels are one of the main downsides of the game. The missions are overly frustrating and really serve simply to elongate the time that the players will spend on the title.


While those are the three main characters, there are three other shortened stories from some of the franchise's auxiliary characters. Amy, from Sonic CD, makes an appearance as a playable character. In her story, you are working to escape from a pursuing robot the whole time, with only a giant mallet as your weapon. E-102 Gamma is a robot designed by Dr. Robotnik, but becomes self-aware and goes on a one-bot mission against the dictator. The rogue bot's story is probably the most fun and focuses on slowly and methodically going through missions and blowing everything up on the way to the goal.

The final story is definitely the most questionable one. Big the Cat, a new character in the Sonic series, has an incredibly slow pace and has missions that are centered around... fishing. When you think of Sonic, you don't exactly think about fishing, an activity that relies on patience as it's main key to success. The story is interesting, but overall the gameplay is frustrating and very tiring after even just one mission.

After beating all of the stories, a seventh story mode unlocks that features one final, epic battle between the team and Chaos, the most well-developed boss in the Sonic franchise. The fight is laid on a bed of Crush 40's "Open Your Heart", which gives it an amazing feeling, but by the time you beat the battle, you'll be sick of it.

If playing through missions at a blistering pace isn't really your thing, there are other actviities to do in Sonic Adventure. The most notorious activity is definitely the Chao mini-game. The mini-game acts much like virtual pet game, where you adopt a Chao and raise, feed and even train it to compete in races. It's fun and can definitely pass the time if you are sick of running from Point A to Point B.

Other than that, you can spend your time collecting emblems throughout the Sonic Adventure maps and missions. Each mission consists of three sub-missions (much like Mario 64 did), so there are three emblems to get from each mission. In addition to those emblems, there are also emblems to find throughout the various maps. Some can be pretty challenging to hunt down, so those that are completionists might have their work cut out for them. If all else fails, you can always take a break and blow stuff up as E-102 or play some pinball at the casino as Sonic.

All in all, Sonic Adventure acts as the perfect introduction to the line of Dreamcast titles coming out on current generation consoles, just as it was a perfect introduction to the Dreamcast itself. There are definitely problems that are brought about from the port, as well as the game's age, but the gameplay is fun most of the time and the issues can often be circumvented.

We're actually all still wishing that Sega would just continue with the Sonic Adventure series, rather than try to revitalize the 3D Sonic games with gimmicks, as they did in Sonic Unleashed and Sonic Heroes. If you've ever been curious to check out a good 3D Sonic the Hedgehog title, Sonic Adventure might just be the one to help you check that goal off your list.