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		<title>Tomorrows Gaming Forums - General Gaming Discussion</title>
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			<title>Tomorrows Gaming Forums - General Gaming Discussion</title>
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			<title>Three Big Announcements Coming from Valve</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3323-Three-Big-Announcements-Coming-from-Valve&amp;goto=newpost</link>
			<pubDate>Mon, 06 Sep 2010 10:58:50 GMT</pubDate>
			<description>Image: http://media.bestofmicro.com/2/R/247635/original/portal%20mac%2007.jpg  
 
Not only is Valve experimenting with biometrics, but the company...</description>
			<content:encoded><![CDATA[<div><a href="http://media.bestofmicro.com/2/R/247635/original/portal%20mac%2007.jpg" rel="lyteshow[36749]"><img src="http://media.bestofmicro.com/2/R/247635/original/portal%20mac%2007.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a><br />
<br />
Not only is Valve experimenting with biometrics, but the company plans to reveal three big surprises over the next twelve months.<br />
<br />
ZoomAlthough Valve didn't mention Half-Life 3 or Half-Life 2: Episode 3, the company recently said that gamers should expect &quot;at least&quot; three big surprises within the next 12 months. It was speculated back at E3 2010 that Valve's surprise event would reveal either of the two aforementioned games, however the company instead revealed Portal 2 coming to the PlayStation 3.<br />
<br />
So without daring to take a guess, what should gamers expect? &quot;I can guarantee you people are going to be surprised at stuff we do,&quot; Valve boss Gabe Newell teased in the latest issue of PC Gamer. &quot;That isn't going to stop any time soon. I'm just laughing because... people will be shocked again.&quot;<br />
<br />
He then added that &quot;three pretty big surprises&quot; are in store for gamers in the next twelve months.<br />
<br />
Also in the works is support for biometrics. Valve has reportedly spent $50,000 on gaze-tracking technology to understand where game testers are looking during play. The company is also hooking up testers to biometric devices to not only track pulse rates, emotional reactions and more, but to give them a little jolt.<br />
<br />
&quot;With biometrics, rather than guessing [player states], we can actually use a variety of things like gaze tracking, skin galvanic response, pulse rate and so on,&quot; he explained. &quot;Through combining those pieces of information, we can get a much more accurate indication of player state, so that's something we're super interested in.&quot;<br />
<br />
via: Tomshardware</div>

 ]]></content:encoded>
			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Dante</dc:creator>
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			<title><![CDATA[It's Official: Duke Nukem Forever Coming From Gearbox Software]]></title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3305-It-s-Official-Duke-Nukem-Forever-Coming-From-Gearbox-Software&amp;goto=newpost</link>
			<pubDate>Fri, 03 Sep 2010 19:29:55 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/09/500x_duke_nukem_returns.jpg ...</description>
			<content:encoded><![CDATA[<div><a href="http://cache.gawkerassets.com/assets/images/9/2010/09/duke_nukem_returns.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_duke_nukem_returns.jpg" rel="lyteshow[36645]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_duke_nukem_returns.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
<br />
<br />
2K Games has made it official: Duke Nukem Forever is alive and, well, in the hands of developer Gearbox Software, confirming our earlier reports that the Borderlands studio was helping to complete the game's absurdly long development cycle.<br />
<br />
The publisher announced this morning in advance of PAX 2010 that Gearbox Software was on the job, picking up where developer 3D Realms left off. Gearbox plans to ship the game on the PC, PlayStation 3 and Xbox 360 within the next year, according to a report from the Wall Street Journal—the WSJ says DNF is due &quot;next year&quot; and &quot;currently expected to ship in 2010.&quot;<br />
<br />
Given Duke Nukem Forever's epic development—it was first announced in 1997 as a sequel to Duke Nukem 3D—it might be wise to hedge on the later of those two release windows.<br />
<br />
Gearbox and 2K will be showcasing the game to press and the public at this weekend's PAX convention. 2K Games is offering a publicly playable demo of Duke Nukem Forever at its booth.<br />
<br />
After more than a decade in development, Duke Nukem Forever all but ended its production after the collapse of studio 3D Realms. Gearbox Software president Randy Pitchford tells the WSJ that his studio picked up development in late 2009 and that the game is currently in the &quot;polishing&quot; stages.<br />
<br />
<br />
via: Kotaku</div>

 ]]></content:encoded>
			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Dante</dc:creator>
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			<title>Clowns Versus Bunnies *Does* Sound Like A Bloody Good Time</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3298-Clowns-Versus-Bunnies-*Does*-Sound-Like-A-Bloody-Good-Time&amp;goto=newpost</link>
			<pubDate>Fri, 03 Sep 2010 05:37:18 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/09/500x_m_third_fryingpan.jpg ...</description>
			<content:encoded><![CDATA[<div><a href="http://cache.gawkerassets.com/assets/images/9/2010/09/m_third_fryingpan.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_m_third_fryingpan.jpg" rel="lyteshow[36621]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_m_third_fryingpan.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a>Rare  is the first-person shooter that lets us pit murderous clown versus  flamethrower-wielding Vegas showgirl, beach bunny against surfer bro.  Ubisoft's new Bloody Good Time does, a multiplayer kill-fest from the  developers of The Ship.<br />
 Developer Outerlight is bringing Bloody Good Time to Xbox Live Arcade  and to PCs via Valve's Steam service, built on Valve's Source engine.  Blood Good Time's bizarre cast of characters is explained by the game's  premise—the eight-player shooter takes place on various movie sets,  where &quot;players will discover the merciless world of movie studios where  anyone can star in a scary Hollywood blockbuster film.&quot;<br />
 The stylized action game features bizarre tools of destruction that  include frying pans, flamethrowers and exploding remote-controlled  rodents.<br />
 Blood Good Time arrives this fall.<br />
		<a href="http://cache.gawkerassets.com/assets/images/9/2010/09/bgt_screenshots_third_black.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_bgt_screenshots_third_black.jpg" rel="lyteshow[36621]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_bgt_screenshots_third_black.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
 <a href="http://cache.gawkerassets.com/assets/images/9/2010/09/m_fps_shotgun2.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_m_fps_shotgun2.jpg" rel="lyteshow[36621]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_m_fps_shotgun2.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
 <a href="http://cache.gawkerassets.com/assets/images/9/2010/09/m_third_flametrower.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_m_third_flametrower.jpg" rel="lyteshow[36621]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_m_third_flametrower.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
 <a href="http://cache.gawkerassets.com/assets/images/9/2010/09/m_third_rc.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_m_third_rc.jpg" rel="lyteshow[36621]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/09/500x_m_third_rc.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
								  	 	via: Kotaku</div>

 ]]></content:encoded>
			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Dante</dc:creator>
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			<title>Playstation 3 Move Sports Champions Review</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3279-Playstation-3-Move-Sports-Champions-Review&amp;goto=newpost</link>
			<pubDate>Wed, 01 Sep 2010 09:38:38 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/08/500x_gd_02_copy-1000.jpg ...</description>
			<content:encoded><![CDATA[<div><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/gd_02_copy-1000.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_gd_02_copy-1000.jpg" rel="lyteshow[36572]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_gd_02_copy-1000.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a> <br />
<br />
<br />
<br />
Sports Champions is  bound to be the most owned Playstation Move game when the  motion-detecting peripheral hits the Playstation 3 on Sept. 19.<br />
 That's because the game comes bundled with the controller and camera  and with a special Playstation 3 console pack. But you can also pick the  collection of sports games up for $40 or so on its own.<br />
 But would you want to? Or is the Sports Champions essentially the  Playstation 3's version of Wii Sports or Wii Sports Resort: A game meant  more to ease you into the notion of a certain type of motion gaming  than it is meant to entertain.<br />
<br />

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 <b>Loved</b><br />
<br />
 <font color="#000099"><b>Gladiator Duel:</b>  Easily my favorite among the bunch, Gladiator Duel has just enough  realism and just enough over-the-top action to deliver an experience  that makes you feel like you could be a natural gladiator. Playing with a  single Move controller is OK, but the game really sings when you dual  wield controllers. The controller in your left hand controls the shield,  the controller in your right, your weapon. Attacks can be delivered  from either side, high, low or straight down, but to do so you have to  actually make the proper motion. The same is true for the shield. Don't  block in the right place and you're going to get hit.</font><br />
 <font color="#000099"><b>Archery:</b>  Another fun game made better with two Move controllers. Hold one as if  it were the bow and the other as if it were the arrow. You have to reach  back to grab an arrow and then stretch out and hold the two controllers  in front of you notch the arrow. Pulling back on the right controller  pulled back the arrow, releasing the trigger on that controller releases  the arrow. The game's view zooms in down the shaft of the arrow as you  draw back, showing not only a targeting reticule, but also how the arrow  will drop as it flies further from you. The matches have you shooting  against other players or the game-controlled character to see who can  get the most bullseyes, hit the most fruit, land arrows on a grid of  targets to win at tic-tac-toe or headshot wooden monsters before they  roll all of the way down the range to you.</font><br />
 <font color="#000099"><b>Disc Golf:</b> Just  like the sport, Disc Golf has you throwing Frisbees down around a golf  course-like field to try and get the disc in a bucket first. The game  does a great job of detecting angle, the power of your throw and the  snap of your release, delivering a very realistic feeling experience.</font><br />
 <font color="#000099"><b>Bocce:</b> Popular  Italian ball game Bocce gets a fantastic version in Sports Champions. In  the game, you take turns throwing a wooden ball at a smaller ball  located down the field from you. The person with the closest ball or  balls gets the points. You can also smack the small ball around during a  throw. The Move controller does an admirable job of detecting the heft,  spin and release point of each throw and then translating that into the  direction and movements of the ball. The end result is a surprisingly  fun, and rarely seen digital version of a great ball sport.</font><br />
 <font color="#000099"><b>Volleyball:</b> Not  as impressive as the other collected sports in this game pack,  Volleyball still delivers a fun experience. As with most  motion-controlled net sports, you have no direct control over where you  stand or where your avatar moves in a match. Instead you're meant to  concentrate on the trinity of volleyball: bumping, setting and spiking.  All three motions are fairly straightforward, but the key is your  timing. A colored circle around the ball shows its progress. The color  and size of the circle lets you know when it's best to make the motion  to deliver a move. As with most of the sports in this game, playing with  two Move controllers really adds to the experience.</font><br />
 <font color="#000099"><b>Fun Surprises :</b>  There's a lot of neat, a lot of unexpected in Sports Champions. You can  unlock new weapons, new equipment and new outfits. You can play against  up to three other people at the same time. In Gladiator Duel, pieces of  your shield get hacked away, showing exactly where a weapon struck it.  And there are those surprise augmented reality prize photos. After  completing a full round of matches in a sport and winning one of the  game's three trophies, it takes a picture of you as a keepsake, turning  the Move controller into a fitting piece of equipment. For instance,  when you wave the controller around after earning the Gladiator trophy,  on the television the live video image of you looks like you're holding a  sword. Very cool.</font><br />
 <font color="#000099"><b>Detailed, High-Def  Graphics:</b> Make no mistake, these are Playstation 3 games. The  background is packed with detail and the character models are big and  colorful and the whole thing moves smoothly in response to your motions.</font><br />
 <b>Hated</b><br />
<br />
 <font color="#CC0000"><b>Table Tennis:</b>  This is the only sport in Sports Champions that I didn't really like.  The controller seemed to have trouble tracking the sudden, quick, small  movements of paddle play and translating them into the game. And when  they did, the graphics sometimes ran into issues of its own. For  instance, my serves often ended with my avatar displaying an arm folded  like paper where no joint should be. The game also tracked depth,  allowing you to move closer or further from the screen during gameplay.  But it was hard to judge that depth during a match.</font><br />
 <font color="#CC0000"><b>No Meta Game:</b>  It would have been nice for the developers to tie all of these wonderful  sports together into some greater challenge, perhaps deliver a plot or  overriding reason for why you're playing all of these games. As it  stands, Sports Champions feels exactly like what it is, a seemingly  random selection of solid, fun-to-play sports games.</font><br />
 <font color="#CC0000"><b>Constant Configure:</b>  Point the Move controller at the screen and press two buttons. Hold the  controller at your shoulder and press a button. Point it at the floor  and press a button, hold it above an imagined belt buckle and press a  button. Now do this or some derivation of it every time you change  sports. In general I loved what Sports Champions had to offer, but I  sure wish it was less paranoid about the precision of the controllers  and let me just play.</font><br />
 <br />
<br />
 <a href="http://cache.gawkerassets.com/assets/images/9/2010/08/explore_kotaku_videos_274.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_explore_kotaku_videos_274.jpg" rel="lyteshow[36572]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_explore_kotaku_videos_274.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
 I was a fan of most of the offerings found in Wii Sports and Wii  Sports Resort. I even found a few things redeeming about Wii Play. But  that doesn't make me a mini-game sports fanboy. I still expect some  depth to my collection of casual and unusual pick-up-and-play games.  Fortunately, Sports Champions more than delivers.<br />
 For better or worse, I was expecting Sports Champions to be a  glorified Wii Sports, the Playstation 3's answer to casual, motion  gaming. What I wasn't expecting was a set of experiences that so  effortlessly blended high-resolution graphics with precision motion  detection. Sports Champions managed to give me a level of intuitive  motion gaming I've rarely found, even on the Wii's MotionPlus, and did  so in a way I found oddly addictive and pleasantly fun.<br />
 <i>Sports Champions was developed by Zindagi Games and published by  Sony Computer Entertainment for the PS3 on Sept. 19. Retails for $39.99  USD alone. It also comes bundled with a Move pack and a Playstation 3  Move console bundle. A copy of the game was given to us by the publisher  for reviewing purposes. Played all game types in both single and  multiplayer modes. Played far, far too much Gladiator Duel.</i><br />
<br />
<br />
<i>via: Kotaku<br />
</i></div>

 ]]></content:encoded>
			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Dante</dc:creator>
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			<title>Dead Rising 2: Case Zero Review: The Case Of The Zombie-Killing Demo</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3276-Dead-Rising-2-Case-Zero-Review-The-Case-Of-The-Zombie-Killing-Demo&amp;goto=newpost</link>
			<pubDate>Tue, 31 Aug 2010 19:41:01 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/08/500x_dr2_case0_gc_09-1000.jpg ...</description>
			<content:encoded><![CDATA[<div><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/dr2_case0_gc_09-1000.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_dr2_case0_gc_09-1000.jpg" rel="lyteshow[36562]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_dr2_case0_gc_09-1000.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a> <br />
<br />
<br />
<br />
Xbox 360 exclusive Dead Rising 2: Case Zero is meant to be a prequel to the full Dead Rising 2 game due out on Sept. 28. In Case Zero, you are introduced to Chuck Greene and his zombie plauge-infected daughter as they roll into a gas station in Still Water, a tiny town outside of the Vegas-like Fortune City. Minutes into the game, Greene finds himself trapped in the town with a daughter desperately in need of a zombie-fighting dose of Zombrex and the threat of an encroaching, uncaring military bearing down on his location.<br />
<br />
You've got half a day to find the medicine, find a ride and stay alive.<br />
<br />
Dead Rising 2: Case Zero Review: The Case Of The Zombie-Killing Demo<br />
Loved<br />
<br />
Gameplay Overhaul: Case Zero is for the most part a glorified demo, but that doesn't mean it's not worth the five dollars. Besides getting to dip into the world of Dead Rising again, you also get a chance to check out all of those wonderful additions to the series. You'll learn how to build your own weapons by putting two things together at a workbench. You'll scramble up walls and along roof tops. You'll be able to try the much-improved shooting of Dead Rising 2. And then there are the graphics, the new weapons and the gruesome way you can slice and dice zombies, lopping off body parts and even cutting them in half vertically.<br />
<br />
Pick a Path: Case Zero isn't just a zombie-killing fun park. There are missions and side-stories. While working your way through the objectives you'll also have plenty of opportunities to pick up stranded stragglers, saving them for experience and cash, both of which transfer over to the full release of the game when it hits. The best part, the biggest draw for playing and replaying and replaying the game for me, was the discovering that the game has four different endings. Depending on what you do and how well you do it, you're treated to different game-ending cut scenes. That's a fantastic way to get gamers to get the most out of the Case Zero's town and many buildings.<br />
Hated<br />
<br />
Losing the Plot: Capcom was very clear about how Dead Rising 2: Case Zero was going to be a game that fell at the middle point between the original Dead Rising and the upcoming Dead Rising 2. I was even told at one point that we'd find out a bit about the original game's protagonist, Frank West. But no such thing happened during my three complete play-throughs of the game. And the plot that the game rests on is more a device to keep you moving, to excuse the time-locked play session, than it is something that plucks at your emotions or pulls you through the game. Let's hope that developer Blue Castle Games does a much better job with the story of Dead Rising 2, because the prequel's felt flat and rushed.<br />
<br />
Viewed from the perspective of value: Dead Rising 2: Case Zero walks a very fine line. There are many things about it that feel an awful lot like a demo: The time limit, the throwaway plot, the level cap. But on the other hand, it's a game I played through completely not once, but three times and thoroughly enjoyed with each pass.<br />
<br />
The town of Still Water is packed with places to explore, roofs to get to, stores to unlock, weapons to find and weapons to build, and even a final boss fight. And there are all of those zombies, the walking dead that get so thick and piled up against one another at times that they look like an ambling, roiling jungle of decay. A jungle you can't help but cleave through again and again with broadsword, with bowling pin, with heated frying pan, with nail-studded baseball bat... with great satisfaction.<br />
<br />
Five dollars? Absolutely!<br />
<br />
Dead Rising 2: Case Zero was developed by Blue Castle Games and published by Capcom for the Xbox 360 on Aug. 31. Retails for 400 Microsoft points or $5 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played through the game completely three times, achieved three different endings. Played through large sections of the game more than a dozen times.<br />
<br />
<br />
<br />
via: Kotaku</div>

 ]]></content:encoded>
			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Dante</dc:creator>
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			<title>Mafia II Upcoming DLC Packs A Vendetta</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3272-Mafia-II-Upcoming-DLC-Packs-A-Vendetta&amp;goto=newpost</link>
			<pubDate>Tue, 31 Aug 2010 19:10:23 GMT</pubDate>
			<description><![CDATA[Crime game Mafia II is getting its second  downloadable add-on called Jimmy's Vendetta.  
 The DLC follows Jimmy, who is described as "the guy the...]]></description>
			<content:encoded><![CDATA[<div>Crime game Mafia II is getting its second  downloadable add-on called Jimmy's Vendetta. <br />
 The DLC follows Jimmy, who is described as &quot;the guy the other guys  call when they need to finish the job&quot;. Jimmy cleans up the messes made  in Empire Bay, and the game features 30 new quests that run the gamut of  assassinations to car chases. <br />
 Jimmy's Vendetta also has online rankings where players can posts  points scored with combos and multipliers. <br />
 Priced at $9.99/800 Microsoft Points, Jimmy's Vendetta will be  released on the PlayStation Network, Xbox Live Arcade and PC on  September 7.<br />
<br />
<br />
<br />
<a href="http://cache-04.gawkerassets.com/assets/images/9/2010/08/mafiaii_dlc_vendetta_chase.jpg" rel="lyteshow[36555]"><img src="http://cache-04.gawkerassets.com/assets/images/9/2010/08/mafiaii_dlc_vendetta_chase.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a><br />
<br />
<br />
<br />
via: Kotaku</div>

 ]]></content:encoded>
			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Dante</dc:creator>
			<guid isPermaLink="true">http://forums.tomorrowsgaming.com/showthread.php?3272-Mafia-II-Upcoming-DLC-Packs-A-Vendetta</guid>
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			<title>The Mafia 2 Mega Thread!!!</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3269-The-Mafia-2-Mega-Thread!!!&amp;goto=newpost</link>
			<pubDate>Mon, 30 Aug 2010 19:57:21 GMT</pubDate>
			<description><![CDATA[The other day I saw someone asking about discussing mafia 2..So here I thought I'd create a mega thread..Feel free to merge it though..  
 
It has...]]></description>
			<content:encoded><![CDATA[<div>The other day I saw someone asking about discussing mafia 2..So here I thought I'd create a mega thread..Feel free to merge it though.. <br />
<br />
It has been nearly 10 years since the first game was released way back in 2000&#8217;s&#8230;Ever since its promotional Trailer back in 2007, Anticipation of the sequel was higher then ever. After some consequential delays and in over 3 years in development; Mafia 2 @ was finally released few days ago and its appealing to a lot of new and old fans&#8230; <br />
<b><br />
This is the Mafia 2 Mega Thread, talk all about the new and the original game here.. Videos, Achievements, Tips, Your Experience, and everything else in the middle..</b>  <br />
<br />
<a href="http://www.pcgametrek.com/wp-content/uploads/2010/05/mafia-2010-2-pc-edition-cover-pic.jpg" rel="lyteshow[36538]"><img src="http://www.pcgametrek.com/wp-content/uploads/2010/05/mafia-2010-2-pc-edition-cover-pic.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a><br />
<font size="1"><br />
<b>Release date(s)  - </b></font> <font size="1"> * <b>NA 24 August 2010</b> / <b>AUS 26 August </b>/ </font><b><font size="1">EU 27 August</font><br />
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</b><b>SYSTEM REQUIREMENTS:</b><br />
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</font> </b><font size="1"><b>MINIMUM SYSTEM REQUIREMENTS</b><br />
<i>Operating   System: Microsoft Windows XP (SP2 or later) / Windows Vista / Windows 7  <br />
 Processor: Pentium D 3Ghz or AMD Athlon 64 X2 3600+ (Dual core) or  higher <br />
 RAM: 1.5 GB <br />
 Video Card: nVidia GeForce 8600 / ATI  HD2600 Pro or better <br />
 Hard Disc Space: 8 GB <br />
 Sound Card: 100%  DirectX 9.0c compatible sound card <br />
 Peripherals: Keyboard and mouse  or Windows compatible gamepad </i><br />
<br />
<b>RECOMMENDED SYSTEM  REQUIREMENTS</b><br />
<i>Operating System: Microsoft Windows XP (SP2  or later) / Windows Vista / Windows 7 <br />
 Processor: 2.4 GHz Quad Core  processor <br />
 RAM: 2 GB <br />
 Video Card: nVidia GeForce 9800 GTX / ATI  Radeon HD 3870 or better <br />
 Hard Disc: 10 GB <br />
 Sound Card: 100%  DirectX 9.0c compliant card <br />
 Peripherals: Keyboard and mouse or  Windows compatible gamepad</i></font>
			
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			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Zaid</dc:creator>
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			<title><![CDATA[Shank Review: He'll Cut You]]></title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3266-Shank-Review-He-ll-Cut-You&amp;goto=newpost</link>
			<pubDate>Sun, 29 Aug 2010 15:01:22 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/08/500x_500x_shank-1.jpg Endless  streams of tough guys. One after another. I pull out my...</description>
			<content:encoded><![CDATA[<div><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_500x_shank-1.jpg" rel="lyteshow[36520]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_500x_shank-1.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a>Endless  streams of tough guys. One after another. I pull out my blades, switch  to a chainsaw and then start shooting. Shank isn't a beat 'em up. It's a  slice 'em, shoot 'em, pummel 'em up.<br />
 Side-scroller Shank follows the adventure of a guy named, wait for  it, Shank. He's on a warpath, out to get those who wronged him. Shank  must make his way through the criminal underworld and take down a series  of bosses. Shank has a variety of weapons like dual pistols and — you  guessed it — shanks. He gets more throughout the game. Control-wise,  there are guard and melee as well as light heavy and heavy attacks,  mixed in with grenades and gunplay.<br />
 The game is violent mayhem, sure. But is it any good?<br />
 <b>Loved</b><br />
<font color="#000099"><b>It's A Looker:</b> Playing Shank  is like playing a graphic novel. The game dazzles. There are times when  Shank is silhouetted and fighting on a bridge as the sun sets in the  background. It's stunning — what's more, it actually makes the fight  more intense. Since Shank is covered in darkness, it's hard to keep  track of where you are and where the enemies are, making for an  interesting brawl. Another interesting choice is the use of smaller on  screen windows with cutscenes while you as Shank are free to destroy  enemies. It not only advances the story, but keeps the player engaged by  allowing him or her continue to fight. I preferred this method of  storytelling over the game's traditional cutscenes.</font><br />
 <font color="#000099"><b>Combos, Combos, Combos:</b>  Shank allows players to chain together combos in a fun (and not too  complex) way. It's easy to use a variety of attacks and even toggle  between weapons on the fly. Traditional beat 'em ups always feel like an  exercise in brute strength. There is a bit of this in Shank, but it's  very cool to go from shanking an enemy to slicing another with a Katana  and then jumping through the air Matrix-style with two pistols. Touches  like being able to cross Shank's arms so that he is shooting enemies in  two different directions are welcomed.</font><br />
<br />
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<br />
<br />
<b>Hated</b><br />
<font color="#CC0000"><b>The Voice Acting:</b> God of War series writer Marianne Krawczyk <a href="http://kotaku.com/5538297/god-of-war-writer-gets-shanked" target="_blank">wrote</a>  the game. The plot is a bit of Kill Bill, a bit of Robert Rodriguez  movies. And that's fine. The rub is the voice acting. I don't know if  the voice acting is bad on purpose or if it's just...bad. Whichever is  the case, it's just not very good. The dialogue itself has a few  zingers, but perhaps the voice actors don't have much to work with.  While playing Shank, I kept thinking of Risk: Factions. The look of the  two games is somewhat similar, but the dialogue in Risk: Factions is  quite sharp and very funny. The dialogue in Shank, sadly, isn't.</font> <br />
Shank is a real treat for the eyes. Thankfully, the game isn't just  eye candy and has gameplay to back it up. I didn't grow tired of beating  up (well, killing) bad guys and bad girls. The fact that I could skip  over them in some cases helped open up the platforming, an added  gameplay element.<br />
 It took me about three and a half hours to play through Shank. That's  just the right amount of time, I think, to kill hundred and hundreds of  baddies, don't you?<br />
 <i>Shank was developed by Klei Entertainment and published by EA for  the PlayStation 3's PlayStation Network on August 24 and for the Xbox  360's Xbox Live Arcade on August 25. Retails for $15.00 USD or 1200  Microsoft Points, downloadable only. A code for redeeming a copy of the  game was given to us by the publisher for reviewing purposes. Played  through the entire story on the PS3.</i><br />
<br />
<br />
<i>via: Kotaku<br />
</i></div>

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			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Dante</dc:creator>
			<guid isPermaLink="true">http://forums.tomorrowsgaming.com/showthread.php?3266-Shank-Review-He-ll-Cut-You</guid>
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			<title>problem with mafia 2</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3259-problem-with-mafia-2&amp;goto=newpost</link>
			<pubDate>Sat, 28 Aug 2010 19:31:50 GMT</pubDate>
			<description>hey guys i got a problem with mafia 2. my game gets crashed in chapter 7 while entering into any car. do you have any solution?</description>
			<content:encoded><![CDATA[<div>hey guys i got a problem with mafia 2. my game gets crashed in chapter 7 while entering into any car. do you have any solution?</div>

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			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>masromim</dc:creator>
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			<title>Starcraft II Updates Next Month</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3255-Starcraft-II-Updates-Next-Month&amp;goto=newpost</link>
			<pubDate>Sat, 28 Aug 2010 18:21:24 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/08/500x_scbridge.jpg ...</description>
			<content:encoded><![CDATA[<div><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/scbridge.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_scbridge.jpg" rel="lyteshow[36482]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_scbridge.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a>Having  been out in the wild for almost a month now, Blizzard has decided that  changes are in order for Starcraft II, and will soon be making a number  of balance tweaks for the game's first major update.<br />
 Patch 1.1, due sometime next month, will make a number of alterations to the game's balance, including:<br />
 - Reducing the effectiveness of a &quot;Zealot rush&quot; when playing as/against the Protoss<br />
- Reducing the effectiveness of Terran Reapers against the Zerg<br />
- The power of the Terran Siege Tank will be reduced when in siege mode<br />
- Terran Battlecruisers will be less powerful against ground units<br />
- The Zerg Ultralisks have lost their &quot;ram&quot; attack, as it was proving in  many instances to be less powerful than its regular attack.<br />
 There are also some minor adjustments being made to some build and  cooldown times as well, along with a golbal rollout of the US hotkey  layouts, including that for left-handers; for the complete list of  changes due in 1.1, check out the official site.<br />
 [<a href="http://us.battle.net/sc2/en/blog/692221" target="_blank">Blizzard</a> via Kotaku]</div>

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			<dc:creator>Dante</dc:creator>
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			<title>Metroid: Other M Review</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3249-Metroid-Other-M-Review&amp;goto=newpost</link>
			<pubDate>Fri, 27 Aug 2010 20:19:45 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/08/500x_othermlead.jpg ...</description>
			<content:encoded><![CDATA[<div><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/othermlead.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_othermlead.jpg" rel="lyteshow[36469]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_othermlead.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
<br />
Bravery in game design is when someone makes a tennis video game and doesn't let you control where the tennis players run. Bravery in game design is when you turn a series about a Bear that can jump into an ambitious game of LEGOs.<br />
<br />
Bravery is when, in 2002, Nintendo expects gamers who loved the side-scrolling 2D science fiction adventures of the first Metroid games to love the series' transformation into a first-person shooter. (Many did.) And bravery is when, three Metroid first-person games later, a group of Nintendo and non-Nintendo developers decide that the next logical step is to create the most unusual new installment in a major franchise since Prime &#8212; a game that is as daring as most sequels are safe &#8212; the Wii's new Metroid: Other M.<br />
<br />
Samus Aran is back in a game that is, at various minutes and seconds, third-person, first-person, side-scrolling, not side-scrolling, combat-centric, exploration-based, crowded with story, as quiet as the older Metroids, beautifully minimalist in controls, awkward to handle and somehow better-looking than many games released on more powerful consoles. This game is a sequel to the Super Nintendo's Super Metroid and in many ways a stock Metroid adventure that focuses on the player using Samus to explore room after room of a space station, discovering new abilities and backtracking to use those new abilities to reach new areas and fight new bad guys. In significant ways, though, this game is an experiment and, well, let's see how it worked out&#8230;<br />
<br />
<br />
<br />
<font color="Blue"><font color="Black"><b>Loved:</b></font><br />
<br />
Samus Aran, Cooler Than Ever*: How can anyone dislike Samus Aran, who enters Metroid: Other M with the advantages of having a cool, iconic set of armor, a great rogues gallery of monsters aliens who sneak their way into most of her games and, of course, the can't-miss great ability to roll around as a bomb-dropping ball? Samus is an even better hero to control in Other M as she has been armed with an impressive array of close-quarters combat moves she can use against her enemies &#8212; and she stars in some stunning action-packed cutscenes. She also has, of course, an arsenal of cool moves, most of them returning from classic Metroid games, that she will gain over time (following the worst excuse in Metroid history for not having all of her arsenal from the get-go: She verbally agreed not to use anything other than lasers and bombs until another character in the game says she can, one approval at a time!)<br />
<br />
Mystifyingly Good-Looking: Why does a game running on my Wii look better than some of the games that run on my PlayStation 3 and Xbox 360? Other M tops the Mario Galaxies as the best-looking game on Nintendo's practically retro-tech home console. The abundant movie-theater-quality pre-rendered cutscenes in the game are one thing, but even the in-game action is to gawk at, richly detailed, beautifully lit and a credit to the game's designers at Nintendo and project partner Team Ninja. Some of Samus' fellow human characters look simplistic, but aliens monsters &#8212; beasts that have no uncanny valley to span &#8212; look terrific, as does the architecture of the Bottle Ship through which she spends the whole game exploring.<br />
<br />
Samus' Non-Annoying Friends: Metroid: Other M begins with Samus responding to a distress call from a space station called the Bottle Ship. When she flies to the station, she encounters a group of government troops led by her former military commander, Adam Malkovich. The game's first hour, which gives a poor and misleading impression of the game in various ways, implies that the game is going to be a chatty, team-based affair. Worse, it seems like it will be an over-narrated team-based affair that replaces the series' winning scheme of lonely exploration and combat with a lot of jawing with and reminiscing about a cast of stock military cliches who wear armor. Thankfully, that's not really how this goes down. The supporting cast fades and winds up reappearing only too infrequently. The rare moments when Samus gets to fight with another soldier at her side are tantalizing hints of what a team-based Metroid game could be like. I finished the game wanting, I'm surprised to say, more of that.</font><br />
<a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_kick.jpg" rel="lyteshow[36469]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_kick.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a><br />
<font color="Blue"><br />
Way Ahead Of Its Time: Let's check back in in five years, but I got the sense while playing Other M that I was playing a game from a future. Specifically, this is a future when game designers don't stick with one or two styles of presentation (&quot;This is a third-person fixed camera game&quot; &quot;This is a first-person game&quot;). Metroid: Other M has been constructed as if it was a movie made by a filmmakers bold enough to use all of the different types of cinematic shots needed to best express his or her story and themes. In action, Other M is mostly viewed as a third-person game, with the camera placed in a fixed overhead or sideline position, the better to let you run Samus around a room and shoot enemies. At any time, the player can activate a first-person mode that locks Samus in place but permits more precise targeting and looking (if you're trying to find a hidden passageway, for example). Surprise: sometimes, the game tightens into a behind-the-back Resident Evil 4-style camera, mostly for moments that are more talky and story-driven. At other times it forces the player into a first-person perspective and won't let them out until a condition is met. And at other times, the game is a non-interactive cutscene. The various camera styles blend together marvelously, improving on experiments seen in the spring's God of War III, which also borrowed perspectives from other genres. This is Other M's best accomplishment as it prioritizes the expression of content over the rigid dedication to one or two methods for depicting it.</font><br />
<br />
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<font color="Red"><b><font color="Black">Hated</font></b><br />
<br />
Stubborn Remote-Only Controls: The designers of Other M have said publicly that they were determined to make a Metroid game that could be played only with a Wii Remote. Why? Because they feared more complex controllers turn people off? This is already a game for people willing to take a plunge; it's hard to imagine that the addition of a Nunchuk would have scared them away. Because the game is Remote-only, players will learn how unwise it is to try to control a Resident Evil 4-style perspective with a d-pad. They will learn how annoying it is to, in the heat of battle, point the Remote out toward the TV to go into first-person mode, only to have the Wii fail to realize you did this because you are pointing a little off the TV screen. Remote-only would have been fine as a default, but the game would have controlled better, and elicited less frustration, if it supported a second control scheme for those of us who prefer to do things like control movement in three dimensions with an analog stick.<br />
<br />
*Sappy And Conspiratorial: I had mistaken Nintendo's long-standing disinterest in making story-heavy, cutscene-loaded games with a tacit dismissal of the kinds of stories those types of games tell. I was wrong. Under the direction of longtime Metroid designer Yoshio Sakamoto, Nintendo unfortunately felt the need to tell a story that explores those tired themes of protagonist immaturity, weapons of mass destruction, and possible government conspiracy that have been strip-mined by the makers of Metal Gear and Resident Evil. Thankfully, the cut-scenes involving these themes are mostly placed near the beginning and end of the game.<br />
<br />
I was skeptical of Other M. I thought it would not just be inferior to the wonderful Metroid Prime games but to earlier Metroid side-scrollers. I still can't say that it is better than most of them, but it is nonetheless a very good game. It is exciting to play and terrific to look at. It is a master-class in mixing gameplay genres, even though it is hobbled by a bad decision regarding its controls. Anyone with an appetite for classic Metroid combat and exploration will be satisfied with Other M. Those who wish to think of Samus as a grown-up without daddy issues may not be. Still, this is a fabulous Wii game that shows how thrilling it can be when sequel creators choose not to design it safe. This is a brave game, one that players would benefit from experiencing.<br />
<br />
Metroid Other M was developed by Nintendo and Team Ninja and published by Nintendo for the Wii on August 31. Retails for $49.99 USD. A copy of the game was given to us by the publisher for reviewing purposes. Played through the campaign in about 10 hours, found 58% of items and warn all players of the following: Do not turn the game off when the credits are rolling. You will miss something significant.</font><br />
<br />
<br />
via: Kotaku</div>

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			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Dante</dc:creator>
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			<title>Dead State, an upcoming zombie role-playing game.</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3248-Dead-State-an-upcoming-zombie-role-playing-game.&amp;goto=newpost</link>
			<pubDate>Fri, 27 Aug 2010 20:16:18 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/08/500x_ds5lg.jpg  (http://cache.gawkerassets.com/assets/images/9/2010/08/ds5lg.jpg) 
 
 
...</description>
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<br />
<br />
<br />
To the gamers who say, &quot;Enough with the zombie games already,&quot; consider Dead State, an upcoming zombie role-playing game.<br />
 The new game from development studio Doublebear got profiled over at  Rock Paper Shotgun. In a detailed interview, lead developer Brian  Mitsoda describes a game that seems to have many wonderful touchstones,  from Fallout to X-Com to... Gradius?<br />
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			Most games deal with a Night of the Living Dead scenario where you  have to survive one night, one wave, one map. We're dealing with a  long-term zombie threat, where you have to worry about keeping people  fed, friends getting bit and infected while scavenging, and the  desperation of other human beings. Honestly, the game is not about the  zombies, but about how people react to a crisis and what they are  willing to do to other human beings and even members of their group to  stay alive or protect their own. The zombies are just a cause, like  economic collapse or a massive earthquake, and it's really the human  self-preservation instinct and the survivor mentality that we're  interested in portraying.
			
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			The big difference in our group and something like Jagged Alliance is  these are normal people with little to no combat experience, not a  veteran squad of commandos, so they handle like you'd expect them to.  It's best to think of them as intelligent Gradius options – they're  there to assist and absorb damage. They make combat much easier than  going it alone, but they can die and you're really going to have to work  at it to bring everyone home all the time. Sometimes you may have to  let someone go to get the rest of your group out safely. If everyone  else is at the rally point and one ally is still in that house  surrounded by ten zombies, let ‘em go, ‘cause they're gone.
			
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	</div>
</div>  </blockquote>If that doesn't sound like interesting gaming to you, then perhaps you have the pulse of a zombie.<br />
 Read the full interview about this not-in-2010 game for more.<br />
<br />
<br />
via: Kotaku</div>

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			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Dante</dc:creator>
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			<title>Gears of War: Anvil Gate Novel Tells the Story Before Gears 3</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3228-Gears-of-War-Anvil-Gate-Novel-Tells-the-Story-Before-Gears-3&amp;goto=newpost</link>
			<pubDate>Tue, 24 Aug 2010 19:47:25 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/08/340x_anvil_gate_front.jpg  
 
Gears of War: Anvil Gate, the third book in the Gears of...</description>
			<content:encoded><![CDATA[<div><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/340x_anvil_gate_front.jpg" rel="lyteshow[36413]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/340x_anvil_gate_front.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a><br />
<br />
Gears of War: Anvil Gate, the third book in the Gears of War novel  series, will tell the story of what happened between the second and  third video game. In Anvil Gate New York Times bestselling author Karen Traviss writes  about the travails of Jacinto's survivors to rebuild human society  following the end of the second game. Before long the Lambent rear their  ugly heads and the surviving Gears need to team up with the pirate  gangs that have been raiding their city to take on the new threat.<br />
 &quot;Anvil Gate is part of the fast-moving storyline between the second  and third Gears games, so it's essential reading for any fan who wants  to fully understand the events of Gears of War 3 - the final game of the  trilogy, also written by Karen,&quot; said Epic Games Executive Producer Rod  Fergusson.<br />
 The novel hits stores on Aug. 31 for $16.<br />
<br />
via: kotaku</div>

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			<category domain="http://forums.tomorrowsgaming.com/forumdisplay.php?20-General-Gaming-Discussion">General Gaming Discussion</category>
			<dc:creator>Dante</dc:creator>
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			<title>DeathSpank Sequel Next Month</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3217-DeathSpank-Sequel-Next-Month&amp;goto=newpost</link>
			<pubDate>Mon, 23 Aug 2010 20:11:15 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/08/500x_ds2_bannerhd.jpg ...</description>
			<content:encoded><![CDATA[<div><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/ds2_bannerhd.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_ds2_bannerhd.jpg" rel="lyteshow[36391]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_ds2_bannerhd.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a>I<br />
In one of the fastest sequel turnarounds you'll see in gaming, last month's fun and funny fantasy action game DeathSpank will be succeeded in September by DeathSpank: Thongs of Virtue. It turns out they were making two DeathSpanks all along.<br />
<br />
 <a href="http://cache.gawkerassets.com/assets/images/9/2010/08/psn_screenshot17.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_psn_screenshot17.jpg" rel="lyteshow[36391]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_psn_screenshot17.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
 The new DeathSpank, Thongs of Virtue, is a promised 50% longer new  adventure that brings the first game's ridiculous and overconfident  swordsman into strange new settings, from the one teased at the end of  the first game (and shown in the image atop this post), to the high  seas, the North Pole and elsewhere.<br />
 The downloadable game, which was being made at the same time as the  first DeathSpank, will launch on the PlayStation 3's PlayStation Network  on September 21 and follow on the Xbox 360's Xbox Live Arcade a day  later.<br />
 &quot;There will be more adventure and puzzle questing in this game, but  the hack and slash remains,&quot; producer Hamish Millar at development  studio Hothead Games told Kotaku in an interview about the sequel. The  gameplay mechanics and style won't be different. Thongs of Virtue, like  its predecessor is a cartoonish comedic riff on the kill-fest and  loot-collecting of Diablo. But the occasional adventure-game-style  puzzle from the first game — combine this inventory item with that one  to satisfy this farmer's request in order to open this gate, for example  — will be more pronounced.<br />
 <a href="http://cache.gawkerassets.com/assets/images/9/2010/08/psn_screenshot01.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_psn_screenshot01.jpg" rel="lyteshow[36391]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_psn_screenshot01.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
 Millar isn't just promising that the game will be longer. He promises  it'll be funnier. Of all things, we might consult the Thongs of Virtue  press release to test that boast. It describes the plot of the game: &quot;A  long time ago, nine mystical thongs were planned to bring balance and  harmony to the universe, but when marketing got in the way, only six  thongs were produced, and the result was disastrous. Granting great  power to those who wear them, the thongs corrupted all those they  touched—except DeathSpank. DeathSpank must find all six thongs and  destroy them once and for all.&quot; That's not proof, but there is  potential.&quot;<br />
 The plot technically follows the events of the first game, but  Hothead producers told Kotaku that gamers can comfortably play Thongs of  Virtue without playing the original. They'll just miss some background  references.<br />
 <a href="http://cache.gawkerassets.com/assets/images/9/2010/08/psn_screenshot19.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_psn_screenshot19.jpg" rel="lyteshow[36391]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_psn_screenshot19.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
 The first DeathSpank was promoted as the brainchild of Hothead and  Secret of Monkey Island designer Ron Gilbert. Gilbert's involvement was  supposed to be a guarantee that the game was funny. &quot;Ron is as involved  in this [new DeathSpank] as he was in the first one,&quot; Millar said. &quot;The  humor didn't just come from Ron. We have a huge amount of the  personality of the team injected into the game.<br />
 The two DeathSpanks were made in parallel at Hothead, with the added  time for the second ensuring that the new game could be bigger. That  creation schedule does't mean that the new game could incorporate much  of the fan feedback toward the first one, though. Thongs of Virtue won't  reflect any major changes demanded by the DeathSpank public. Online  multiplayer, for example, still won't be in the game, though the  off-line two-player co-op will now allow the second player to alternate  between two characters, conrollingthe returning Sparkles the Wizard or  using — quoting the press release again — &quot;the ninjatastic Kung Fu moves  of DeathSpank's new partner in crime, Steve.&quot;<br />
 <a href="http://cache.gawkerassets.com/assets/images/9/2010/08/psn_screenshot11.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_psn_screenshot11.jpg" rel="lyteshow[36391]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_psn_screenshot11.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
 Players won't bring their progress from the first game. DeathSpank  sequel players start leveling their hero up from scratch.<br />
 Because it depicts into more modern settings, the new game will  introduce a greater percentage of projectile weapons to its arsenal  (translation: DeathSpank gets guns).<br />
 <a href="http://cache.gawkerassets.com/assets/images/9/2010/08/psn_screenshot10_01.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_psn_screenshot10_01.jpg" rel="lyteshow[36391]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_psn_screenshot10_01.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a><br />
 One other small change: DeathSpank will sail a pirate ship.<br />
 Thongs of Virtue will sell for the same price as the original, $15 on  PSN or XBLA. Millar acknowledged that Hothead is &quot;seeing some demand&quot;  for a PC version, a natural given DeathSpank's PC adventure-game and  Diablo roots, but he said Hothead is focused on the two consoles it is  supporting for the series. A PC release and any third game in the series  are hypothetical, to be released if the gaming market demands them.<br />
<br />
via: Kotaku</div>

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			<dc:creator>Dante</dc:creator>
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			<title>Return To Neverwinter In 2011</title>
			<link>http://forums.tomorrowsgaming.com/showthread.php?3216-Return-To-Neverwinter-In-2011&amp;goto=newpost</link>
			<pubDate>Mon, 23 Aug 2010 20:10:14 GMT</pubDate>
			<description>Image: http://cache.gawkerassets.com/assets/images/9/2010/08/500x_neverwinter.jpg ...</description>
			<content:encoded><![CDATA[<div><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/neverwinter.jpg" target="_blank"><a href="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_neverwinter.jpg" rel="lyteshow[36390]"><img src="http://cache.gawkerassets.com/assets/images/9/2010/08/500x_neverwinter.jpg" style="max-width: 400px; max-height: 400px; cursor: pointer;" border="0" alt="" /></a></a> Atari and Cryptic Studios return to the Forgotten  Realms Dungeons &amp; Dragons setting next year with Neverwinter, an  online co-op role-playing game based on an upcoming series of novels  from R.A. Salvatore.<br />
 What began in Neverwinter Nights on AOL in 1991 continues online in  the fourth quarter of 2011 with Neverwinter, an online role-playing game  by Champions Online creators Cryptic Studios. Following the original  adventures and those experienced in the standalone PC games, Neverwinter  Nights and Neverwinter Nights 2, Neverwinter takes us to a dark time in  the history of Faerun's greatest city.<br />
 In the Fourth Edition update of the Forgotten Realms campaign,  Neverwinter was destroyed in the Spellplague, with much of its  population scattered. Now different factions fight for control of the  city and the undead have begun to rise, setting the stage for this  latest chapter in Neverwinter gaming.<br />
 Players will choose from one of five different classic D&amp;D  classes, teaming up with friends online or join up with  computer-controlled teammates, taking on adventures in a persistent  online world. As with other Neverwinter games on the PC, players will  even be able to create their own adventures using a set of robust  adventure creation tools currently known as Forge.<br />
 &quot;We're beyond thrilled to develop a brand new version of Neverwinter.  It's been years since the original became a gaming icon and we're  honored to work with such a great franchise,&quot; said Jack Emmert, COO of  Cryptic Studios. &quot;We've been working closely with Wizards of the Coast  and R.A. Salvatore to create an authentic D&amp;D adventure filled with  compelling fiction and exciting gameplay.&quot;<br />
 The game will be based on a trilogy of Neverwinter books by acclaimed  D&amp;D author R.A. Salvatore, which kicks off in October with the  release of the first book, Gauntlgrym. The game's release on PC will  also coincide with the release of a tabletop board game from Wizards of  the Coast.<br />
 Neverwinter will be the first video game based on Fourth Edition  D&amp;D rules, and promises the sort of rich character customization  that Cryptic has become known for. Let's just hope it's more compelling  that the developer's recent MMO releases, Star Trek Online and Champions  Online. With the passionate fan base the Forgotten Realms setting has,  botching this roll would redefine Critical Failure.<br />
 To keep track of Neverwinter updates, head to the <a href="http://www.playneverwinter.com/" target="_blank">game's official website</a> and  sign up for the newsletter.<br />
<br />
<br />
via: Kotaku</div>

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			<dc:creator>Dante</dc:creator>
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