Tuesday, November 15, 2011

PETA hunts Mario?!?

this link: http://games.yahoo.com/blogs/plugged-in/peta-slams-mario-over-fur-suit-211025773.html

An artical posted about PETA calling Mario's "Tanooki" suit animal abuse.... ? Dispute this one for me....

Saturday, November 12, 2011


We are sorry for the delay of new content, having issues at the offices, We will get something new up as soon as we can. =D

Wednesday, November 2, 2011

Well here we go!

OK so lately the site has become all business, and where that is not really "bad" It's not what I want to do. So I am going to get back to what the site should be.

And that is a place for gamers to gather.

Listed below are a few YouTube game commentators. Go to their channels hit the little yellow subscribe button, like their videos, comment and tell them what you think. and then stay active with the community.

HoloGrunt: http://www.youtube.com/user/HoloGrunt
Matsukai: http://www.youtube.com/user/TheMatsukaistudios
MiniLaddd: http://www.youtube.com/user/MiniLaddd
LetsPlayWithMike: http://www.youtube.com/user/LetsPlayWithMike
Jmillsl19: http://www.youtube.com/user/jmillsl19
AtheneWins: http://www.youtube.com/user/AtheneWins
Swiftyirl: http://www.youtube.com/user/swiftyirl
WoodysGamertag: http://www.youtube.com/user/WoodysGamertag

Also we are running low on sexy gamers, and active members so let's become one! TTTT! Game on!

Sunday, October 30, 2011

Sexy gamer Cosplay!

My name is Martine (known on the web as Theriza), I'm from Norway, and I'm proud to be a geek.
One of the fondest memories from my childhood was getting a Nintendo 64 for my birthday. I was so exited, mostly cause I could now play pokemon stadium. I guess that kinda foreshadowed the road my life and interests would take. I'm still loving pokemon, as well as most things japanese. I've been cosplaying for some years now, both from anime, books and games, and I'm loving it. As far as gaming goes I've never really had many consols, so I haven'g gotten to play very much, although I do borrow from my friends at every oppurtunity. I enjoy role playing games (not only on computer/consols, I also love LARP and sometimes good old fashioned pen-and-paper roleplay), and have been playing WoW for quite some time. Some of my favorites other than that are Mirror's Edge, Ace Attorney, any pokemon game and of course music games like Guitar Hero, DDR and Osu. I'm also a big fan of good, old-fashioned Tetris ^^
Fav game: DDR or any other dancing game
Least favourite game(s): The Sims -so boring -_-
Hobbies: Theatre, Cosplay, Larp, Reading, Drawing, Writing, playing and listening to music and watching anime.


Paris, France – October 27, 2011 –Today, at Ubisoft’s Digital Day, the company announced the development of Babel Rising®, a new game coming to PlayStation®Network and Xbox LIVE® Arcade for the Microsoft Xbox 360® video game and entertainment system from Microsoft in calendar year 2012. Babel Rising® highlights Ubisoft’s position as a leading publisher of developing games for PlayStation® Network and Xbox LIVE® Arcade.
Ubisoft’s Babel Rising® is the next-generation version of the popular iPhone® game of the same name. In Babel Rising®, gamers play as God, preventing humans from building the tower of Babel. Gamers can use their divine powers by hurling bolts of lightning, summoning massive earthquakes or unleashing gigantic floods upon the Babylonians. Mando Production, the developer of Babel Rising®, has breathed new life into the game with 3D graphics and competitive and cooperative multiplayer modes. Babel Rising® also features motion control via Kinect™ for Microsoft Xbox 360® entertainment system and PlayStation® Move for the Sony PlayStation®3 computer entertainment system, allowing players to control the elements with intuitive gestures and putting truly God-like powers in their hands.
Babel Rising® joins the previously announced I Am AliveTM and Shoot Many RobotsTM as part of Ubisoft’s upcoming digital releases. During Digital Day, Ubisoft also demonstrated a yet-to-be named ATV racing game featuring fast-paced racing, aerial tricks, extensive vehicle customization options and a competitive multiplayer experience, also scheduled for release in calendar year 2012. This year alone, Ubisoft’s From DustTM became one of the top-selling digital titles, surpassing 500,000 downloads, and other titles, such as Beyond Good & Evil® HD and Outland have been critically-acclaimed fan favorites.
© 2003-2011 Ubisoft Entertainment. All Rights Reserved. I Am Alive, From Dust, Beyond Good & Evil, Outland, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries. I Am Alive, created and developed by Darkworks and Ubisoft.
© 2011 Demiurge Game Development, LLC. All Rights Reserved. Published and distributed by Ubisoft Entertainment under license from Demiurge. Shoot Many Robots is a trademark of Demiurge Game Development, LLC and is used under license. Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries.
© 2011 Exequo. All Rights Reserved. Published and distributed by Ubisoft Entertainment under license from Exequo. Babel Rising is a trademark of Exequo and is used under license. Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries.
“PlayStation” is a registered trademark of Sony Computer Entertainment Inc. KINECT, Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft.

Friday, October 28, 2011

Gearbox Software declares Borderlands the fastest-selling original property video game launch of 2009, and pledges "more to come"

Gearbox Software HQ, Dallas, TX - November 16, 2009. The October NPD results are in and Borderlands has enjoyed the best selling launch week in 2009 among all new video game IP. In spite of launching towards the end of the month and competing against the first full month of sales of the latest Halo sequel, Borderlands dominated the Xbox 360 for October taking the #1 best seller position for the platform.
Additionally, the total October sales of the game on Xbox 360, PlayStation 3 and Windows PC places sales for Borderlands ABOVE the two single platform chart toppers, Uncharted 2: Among Thieves and Wii Fit Plus.
Borderlands launched on October 20th in North America to universal praise and amazing sales momentum. With its incredible cooperative game modes and addicting blend of first person shooting and loot gathering role playing game elements, Borderlands managed to crack and climb the top 10 list of Xbox 360 LIVE Activity - a list otherwise universally dominated by the leading competition-oriented games until now.
"We are extremely excited about the reception that Borderlands has earned and I am personally very proud of the incredible team here at Gearbox for having created video games' first great shooter-looter," said Randy Pitchford, President of Gearbox Software. "I want to thank all of the fans of the game who have bought in with us and I want to thank publishing partner 2k Games for taking a big bet on such an ambitious game and standing by the team here at Gearbox Software as Borderlands grew into a very special game - so bold and rare and fun in its style and design."
Prior to the launch of Borderlands, Gearbox Software pledged to continue working hard post-launch to increase the value of the game via on-going support through updates and new paid-for downloadable content (DLC) to be released before the end of the year with even more to come. Consequently, game-improving free updates have already released with more on the way AND the first DLC expansion to Borderlands has been announced. The first Borderlands DLC, titled "The Zombie Island of Dr. Ned" brings all-new environments, enemies, missions and more for 6 to 10 more exciting hours of the original Borderlands RPS gameplay that everyone is talking about. The Zombie Island of Dr. Ned for Borderlands will be available soon for Windows PC and will launch on Xbox 360 Marketplace and Playstation 3 PSN on November 24th.
For more information visit gearboxsoftware.com and borderlandsthegame.com

Wednesday, October 26, 2011

EA’s Internationally Award-Winning Battlefield 3 Begins Its Assault on Retail Worldwide

Pre-Sales Nearly 3 Million for the Only Shooter in the Marketplace Built on Proprietary Frostbite 2 Engine Technology
Over 9.5M Downloaded the September Beta, Setting New Social Records Online
REDWOOD CITY, Calif.--(BUSINESS WIRE)--The entertainment event of the year has arrived. DICE, an Electronic Arts Inc. (NASDAQ: ERTS) studio, today announced that Battlefield 3™, winner of over 60 industry awards worldwide, is now available at retail stores in North America. With close to 3 million pre-sales*, Battlefield 3 is the biggest first-person shooter launch in EA history.
“must have first-person shooter of the year”
Celebrated for its immersive single-player campaign, intense co-op mode and explosive multiplayer gameplay, Battlefield 3 launches with a 93 on Metacritic and is being heralded as “unforgettable” by IGN.com, “mesmerizing” by Joystiq and the “must have first-person shooter of the year” from GameSpy, who awarded Battlefield 3 a perfect 5 out of 5. Even prior to launch, fans around the world have already demonstrated their anticipation for the game with over 100 million video views and over 2 million “likes” on the Battlefield Facebook page in addition to thousands having purchased fan merchandise at the DICE store. Additionally, an astounding 9.5 million gamers downloaded the September beta and collectively set new social online play records for EA with 42 billion shots fired and 1.6 billion kills registered, 21 million exploded M-Com stations and 19 million dog tags lost at the end of a knife.
Battlefield 3 goes above and beyond the competition with the state-of-the-art Frostbite™ 2 game engine that creates a massive sense of scale, completely destructible environments and enables players to pilot a range of vehicles from jets and tanks to choppers and jeeps. With the addition of Battlelog, the Battlefield social network service, fans old and new can stay connected as they rise to the challenge to become one of the world’s best soldiers. To accompany the game, Orion Publishing will release a novel called Battlefield 3: The Russian written by the highly decorated ex-SAS operator and best-selling author of Bravo Two Zero, Andy McNab, with co-author Peter Grimsdale. McNab worked with the creative team at DICE to ensure the authenticity of today’s warfare is experienced in the single player, co-op and multiplayer campaigns.
The Battlefield franchise began in 2002 and has risen to international acclaim over the last decade. Developed by DICE in Stockholm, Sweden, the series has sold 40M unit’s life-to-date. Since the launch of the first title, Battlefield 1942™, DICE has released 17 games and expansion packs in the Battlefield franchise; all with the series’ signature open sandbox gameplay, vast array of military vehicles and an emphasis on social multiplayer with friends. With the release of Battlefield 3, DICE takes the franchise – and the shooter category – to new heights with the introduction of the advanced Frostbite 2 game engine technology and the Battlelog social network.
Battlefield 3 is available now in North America and will be available in Europe on October 27, 2011 for the Xbox 360® videogame and entertainment system, PlayStation®3 computer entertainment system and PC. Battlefield 3 is rated “M” for Mature by the ESRB. Fans of the game and DICE can purchase one of-a-kind merchandise online at the all-new DICE store at http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fus-store.dice.se%2Fhome&esheet=50041701&lan=en-US&anchor=www.store.dice.se&index=3&md5=1994957a30f1072c2d1c3d6be6cd39f2. For more information on Battlefield 3, please visit http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fwww.battlefield.com%2F&esheet=50041701&lan=en-US&anchor=www.battlefield.com&index=4&md5=8cc799efb48f218e834a91e450b47f53, and for the latest news on Battlefield please visit http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fwww.facebook.com%2Fbattlefield&esheet=50041701&lan=en-US&anchor=http%3A%2F%2Fwww.facebook.com%2Fbattlefield&index=5&md5=1136d983e5e66509e3c2e02bad1b0438 or follow us on Twitter at http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fwww.twitter.com%2Fbattlefield&esheet=50041701&lan=en-US&anchor=www.twitter.com%2Fbattlefield&index=6&md5=3d975ff1e8ae80612d2c68ee5d5a7f50.
* As of October 24th, 2011 based on internal EA estimates.
About Electronic Arts
Electronic Arts (NASDAQ:ERTS) is a global leader in digital interactive entertainment. The Company’s game franchises are offered as both packaged goods products and online services delivered through Internet-connected consoles, personal computers, mobile phones and tablets. EA has more than 100 million registered players and operates in 75 countries.
In fiscal 2011, EA posted GAAP net revenue of $3.6 billion. Headquartered in Redwood City, California, EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield, and Mass Effect™. More information about EA is available at http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Finfo.ea.com&esheet=50041701&lan=en-US&anchor=http%3A%2F%2Finfo.ea.com&index=7&md5=47eb562da6b47fa4645aa69dfbf0acef.
The Sims and Need for Speed are trademarks of Electronic Arts Inc. Battlefield 3, Battlefield 1942 and Frostbite are trademarks of EA Digital Illusions CE AB. PlayStation is a registered trademark of Sony Computer Entertainment Inc. Xbox and Xbox 360 are trademarks of the Microsoft group of companies. Twitter is a registered trademark of Twitter, Inc. Facebook is a registered trademark of Facebook, Inc. All other trademarks are the property of their respective owners.

Friday, October 21, 2011

EA Announces the Return of NFL Blitz

HD Version of the Legendary Arcade Video Game Coming to Xbox LIVE Arcade and PlayStation Network in January for $14.99
REDWOOD CITY, Calif.--(BUSINESS WIRE)--Electronic Arts Inc., (NASDAQ:ERTS) announced today that an all-new HD version of NFL Blitz from EA SPORTS™ will be available in January 2012 via digital download on Xbox®LIVE Arcade for 1200 points and PLAYSTATION®Network for $14.99. A remarkable value, NFL Blitz features the arcade-style fast-paced gameplay that made the original game a hit, but takes the experience to a whole new level with immersive online game modes in high-definition.
“NFL Blitz was one of the great arcade classics of the 90s, and now we’re bringing back everything fans loved at a great price, in high-definition and as a digital download”
NFL Blitz was one of the great arcade classics of the 90s, and now we’re bringing back everything fans loved at a great price, in high-definition and as a digital download,” says Cam Weber, general manager of American Football for EA SPORTS. “The new NFL Blitz will preserve the competitive nature of the original game, while delivering to fans the ultimate rivalry experiences online.”
The recharged NFL Blitz offers fans the opportunity to battle rivals 7-on-7, fight their way through the Blitz Gauntlet, or take over the online leaderboards in Blitz Battles. Challenging to master, yet easy to pick up and play, NFL Blitz has something exciting to offer for all football fans:
  • Classic Blitz Gameplay – Fast-paced football action at its best, featuring the 7-on-7 wide-open gameplay of the original arcade hit. Two minute quarters, 30 yards for a first down, no penalties, exciting tackles and, of course, players ON FIRE!
  • Blitz in HD – For the first time in franchise history, Blitz hits the gridiron in high-definition. Take to the field with top players from each of the 32 NFL teams, play in all 31 NFL stadiums and battle fantasy bosses from the Gauntlet at the Blitz Coliseum.
  • Ultra-Responsive Controls – Running at 60fps/60Hz, the pick-up-and-play controls perfectly replicate the twitch arcade experience. Disrupt the opposition with stiff arms, knock down receivers before a catch, dive to tackle ball carriers, and hurdle pass for the big play…all with the touch of a button.
  • Blitz Battles – Challenge the competition online in head-to-head matches or team up (on a single console or online) 2-on-2, ranking up local, regional, and national Battle Boards - all the way to the Blitz Hall of Fame.
  • Blitz Gauntlet – The ultimate single-player challenge! Battle through a multi-tiered Gauntlet, taking on NFL teams and exclusive fantasy character bosses in the Blitz Coliseum. Take down the fantasy character bosses to unlock them for use in all modes.
  • Elite League – Join the Elite League and strive to create the perfect squad of ultimate players. Purchase card packs using Blitz Bucks earned through online* games to collect players to customize your lineup. Collect an entire NFL team of players to unlock powerful Pro and Ultimate players that give your team the competitive edge. Change the game in unique ways by acquiring and using Power Ups to further your advantage on the field. For the ultimate rush, risk one of your valuable players in a winner-takes-all Risk and Reward game.
  • Online Co-op – Grab a teammate on the couch or join a friend online and crush the competition in classic Blitz 2-on-2 style. Track your records against friends to show who owns the Blitz gridiron.
  • Blitz Store—Earn Blitz Bucks in every online* game mode, then head to the Blitz Store to purchase a ton of intense content. Build your Blitz Elite League team by purchasing card packs and power-ups. Customize your Blitz Battles team with new logos and banners. Take the Blitz experience to the next level with a slew of gameplay and visual cheats. Go behind the scenes and unlock concept art and the famous Blitz cheerleaders.
  • Blitz Booth Commentary – The two-man booth includes past NFL Blitz play-by-play announcer, Tim Kitzrow, along with actor Brian Haley. The perfect pair to voice NFL Blitz, Kitzrow and Haley’s humorous commentary augments the over-the-top arcade football experience.
First released as an arcade game in 1997 by Midway Games, NFL Blitz quickly became one of the most memorable football titles in video game history. In 1998, the first console version became available for Nintendo 64™ and PlayStation, with several console editions released between 1998 and 2003. The new NFL Blitz by EA SPORTS is the first version of the game to carry the NFL license since 2003 and is the only version to be released for HD consoles to date.
NFL Blitz is developed in Orlando, Florida by EA Tiburon. NFL Blitz has been rated “E10+” by the ESRB.
For exclusive NFL Blitz news and assets please visit http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fwww.facebook.com%2FEASPORTSNFLBlitz&esheet=50035424&lan=en-US&anchor=http%3A%2F%2Fwww.facebook.com%2FEASPORTSNFLBlitz&index=4&md5=295f3fcd0b7ef29bc73b9517eef24f29http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fwww.facebook.com%2FNFLBlitz&esheet=50035424&lan=en-US&anchor=http%3A%2F%2Fwww.facebook.com%2FNFLBlitz&index=5&md5=be08c80c8b64e302dda6ddcfe83080a8. Be a part of the discussion on Twitter by using #NFLBlitz. For more information about NFL Blitz please visit http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fwww.ea.com%2Fnfl-blitz&esheet=50035424&lan=en-US&anchor=http%3A%2F%2Fwww.ea.com%2Fnfl-blitz&index=6&md5=4d1096d80e1faa161adcf2bd49a8e6a6.
All player participation has been facilitated by National Football League Players Incorporated, the licensing and marketing subsidiary of the NFL Players Association.
EA SPORTS™ is one of the leading sports entertainment brands in the world, with top-selling videogame franchises, award-winning interactive technology, global videogame competitions and breakthrough digital experiences. EA SPORTS delivers experiences that ignite the emotions of sport through industry-leading sports simulation videogames, including Madden NFL football, FIFA Soccer, NHL® hockey, NBA basketball, NCAA® Football, Fight Night boxing, EA SPORTS MMA and Tiger Woods PGA TOUR® golf, and EA SPORTS Active.
For more information about EA SPORTS, including news, video, blogs, forums and game apps, please visit http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Fwww.easports.com%2F&esheet=50035424&lan=en-US&anchor=www.easports.com&index=7&md5=b771421f47e23e984cf6240c55e9452c to connect, share and compete.
* Internet connection and EA/Origin account required.
About Electronic Arts
Electronic Arts (NASDAQ:ERTS) is a global leader in digital interactive entertainment. The Company’s game franchises are offered as both packaged goods products and online services delivered through Internet-connected consoles, personal computers, mobile phones and tablets. EA has more than 100 million registered players and operates in 75 countries.
In fiscal 2011, EA posted GAAP net revenue of $3.6 billion. Headquartered in Redwood City, California, EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield, and Mass Effect™. More information about EA is available at http://cts.businesswire.com/ct/CT?id=smartlink&url=http%3A%2F%2Finfo.ea.com&esheet=50035424&lan=en-US&anchor=http%3A%2F%2Finfo.ea.com&index=8&md5=fc96fbd5264452afd471754b766157b1.
EA, EA SPORTS, EA SPORTS Active, EA Mobile, POGO and Blitz are trademarks of Electronic Arts Inc. John Madden, NFL, FIFA, NHL, NBA, NCAA, Tiger Woods, and PGA TOUR are trademarks of their respective owners and used with permission. Xbox LIVE is a trademark of the Microsoft group of companies and is used under license from Microsoft. “PlayStation” is a registered trademark of Sony Computer Entertainment Inc. All other trademarks are the property of their respective owners.
© 2011 NFL Properties LLC. Team names/logos/indicia are trademarks of the teams indicated. All other NFL-related trademarks are trademarks of the National Football League.
Officially Licensed Product of National Football League Players Incorporated.

Friday, October 14, 2011


American McGee and EA Reunite For the Next Chapter in EA’s Classic Alice Franchise
Redwood City, Calif. – February 19, 2009 – Electronic Arts Inc (NASDAQ: ERTS) and Spicy Horse today announced that they have signed a publishing deal for an all-new title based on EA’s 2000 classic, American McGee’s Alice™. The game reunites EA with American McGee, the creative visionary behind the original game. The new title is in development for the PC, PLAYSTATION®3 computer entertainment system and Xbox 360® video game console.

 “This new project is a dream come true for me and the fans who’ve kept the Alice flame alive,” said American McGee, senior creative director at Spicy Horse. “EA gave us creative latitude and support on the original game which resulted in something beautiful and daring. This trip through the looking glass promises to be even more exciting.”

“EA Partners is thrilled to team up with American McGee and Spicy Horse on the next installment of the Alice franchise,” said David DeMartini, senior vice president and general manager of EA Partners. “American McGee’s interpretation of Alice was an instant classic, and EA Partners is ready to help him bring his innovative vision for the franchise to even darker, more exciting places.”

Spicy Horse was represented in the deal by CAA and Weissman Wolff.

For more information, please visit EA’s press Web site at http://info.ea.com/ or Spicy Horse’s Web site at http://spicyhorse.com/

About Spicy Horse
Spicy Horse is a game development studio located in Shanghai, China. Founded by a collection of game industry vets, creative artists, and adventure seeking expats in late 2006, Spicy's mission is to build eccentric game content for the PC and console market. Our passion for game making is fueled by an intense love for all things story, art, and fun.

About Electronic Arts
Electronic Arts Inc. (EA), headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, the Company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTSTM, EATM, EA SPORTS Freestyle TM and POGOTM. In fiscal 2008, EA posted GAAP net revenue of $3.67 billion and had 27 titles that sold more than one million copies. EA's homepage and online game site is http://www.ea.com/. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com/.

EA, EA SPORTS, EA SPORTS Freestyle, POGO and American McGee’s Alice are trademarks or registered trademark in the U.S. and/or other countries. All other trademarks are the property of their respective owners.

Wednesday, October 12, 2011

Colorful Sexy Gamer!

Name: Fluffikitten (a.k.a. Rainbowblast)
Fav.: Pokemon and the Elderscroll Series
Least Fav.: The sports genre....
Hobbies: Art, Games, Reading

Hi! I’m Rainbow Bright and I am 21 years old and a student in San Diego moment. I'm a aspiring artist and working really hard to get my work out in the world! Someday I hope to make comics, movies and maybe some game character designs. I tend to be a happy-go-lucky person most all the time and love making new friends! So don’t be shy and say hello!!!!

I got started in modeling for my friends little fashion show in High school and found it rather fun, mostly because I found it as another form of art. And I love most all art! I started taking it more seriously when I joined with a friend named Sean who was a aspiring photographer, and its just taken off since then. I am currently working with the gamer girls, modeling and gaming, doing short youtube blogs and stuff of that nature. I am pretty open to new Ideas and doing crazy random stuff.

I just want to thank everyone who has supported me and given me some helpful constructive criticism and I'll do my best along the way, as should everyone. Take what others say and turn it into something better, whether its negative or positive try to work with it and build yourself as a person. I hope to make the best of this journey!


IRVINE, Calif. -- September 28, 2011 -- Blizzard Entertainment, Inc. today announced that Foo Fighters will headline the closing concert of this year’s sold-out BlizzCon®, taking place October 21-22 at the Anaheim Convention Center. While tickets to the convention are currently sold out, viewers can watch at home by ordering a BlizzCon Virtual Ticket, offering comprehensive live coverage of the event (including Foo Fighters' performance) globally over the Internet and also on DIRECTV® in the United States. Over the course of their 16-year career, the Foo Fighters have sold tens of millions of records, won half a dozen Grammy awards, and raised countless voices in singalongs of iconic anthems like "Everlong," "My Hero," "Learn to Fly", "All My Life," “Best of You,” and “The Pretender.” Foo Fighters' BlizzCon debut marks founder Dave Grohl's triumphant return to the convention after playing drums for Tenacious D in last year's show, and comes during an international arena, stadium, and festival tour promoting their seventh album, the international #1 record Wasting Light. Opening up the concert will be The Artist Formerly Known as Level 80 Elite Tauren Chieftain, who are returning to BlizzCon following a two-year interstellar tour through the Koprulu sector. Blizzard's in-house metal band will amp up the crowd with an earth-shaking set of both familiar and brand-new songs drawn from the Warcraft, StarCraft, and Diablo universes before turning the stage over to Foo Fighters for the main event. “There's no better way to cap off two days of gaming entertainment than by blowing the roof off the convention center with an awesome rock concert," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “Everyone attending BlizzCon and watching from home can look forward to ending the show with a bang when Foo Fighters bring the house down.” “We’re pretty sure that in the future, music historians will look back at BlizzCon 2011 as the unquestionable pinnacle of Foo Fighters’ long and illustrious career,” said Dave Grohl, Foo Fighters founder and frontman. “We look forward to living up to that prediction by bringing the Horde and Alliance together to rock the hell out of Anaheim next month.” BlizzCon is a celebration of the global player communities surrounding Blizzard Entertainment’s Warcraft®, Diablo®, and StarCraft® game universes. In addition to serving as a gathering place for the Blizzard Entertainment gaming communities, BlizzCon will have an array of activities, including discussion panels, competitive and casual tournaments, contests, hands-on playtime with current and upcoming Blizzard Entertainment games, and more. Viewers at home can order a BlizzCon Virtual Ticket for $39.99 USD, available around the world as a multi-channel Internet stream with over 50 hours of coverage (pricing and availability may vary by region), and also via DIRECTV in the United States. Visit www.blizzcon.com/live-stream/ for more details and ordering information. To keep pace with the continued growth of World of Warcraft® as well as development on other Blizzard Entertainment games, the company is currently hiring for numerous open positions. More information on available career opportunities can be found at www.blizzard.com/jobs. As BlizzCon draws closer, further details about the show will be announced at www.blizzcon.com. About Blizzard Entertainment, Inc. Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® franchises, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. Blizzard Entertainment’s track record includes thirteen #1-selling games and multiple Game of the Year awards. The company's online-gaming service, Battle.net®, is one of the largest in the world, with millions of active players. Cautionary Note Regarding Forward-looking Statements: Information in this press release that involves Blizzard Entertainment’s expectations, plans, intentions or strategies regarding the future are forward-looking statements that are not facts and involve a number of risks and uncertainties. Blizzard Entertainment generally uses words such as “outlook,” “will,” “could,” “would,” “might,” “remains,” “to be,” “plans,” “believes,” “may,” “expects,” “intends,” “anticipates,” “estimate,” “future,” “plan,” “positioned,” “potential,” “project,” “remain,” “scheduled,” “set to,” “subject to,” “upcoming” and similar expressions to identify forward-looking statements. Factors that could cause Blizzard Entertainment’s actual future results to differ materially from those expressed in the forward-looking statements set forth in this release include, but are not limited to, sales levels of Blizzard Entertainment’s titles, shifts in consumer spending trends, the impact of the current macroeconomic environment, the seasonal and cyclical nature of the interactive game market, declines in software pricing, product returns and price protection, product delays, retail acceptance of Blizzard Entertainment’s products, competition from the used game market, industry competition and competition from other forms of entertainment, rapid changes in technology, industry standards and consumer preferences, including interest in specific genres such as real-time strategy, action–role-playing and massively multiplayer online games, protection of proprietary rights, litigation against Blizzard Entertainment, maintenance of relationships with key personnel, customers, licensees, licensors, vendors and third-party developers, including the ability to attract, retain and develop key personnel and developers who can create high quality “hit” titles, counterparty risks relating to customers, licensees, licensors and manufacturers, domestic and international economic, financial and political conditions and policies, foreign exchange rates and tax rates, and the identification of suitable future acquisition opportunities, and the other factors identified in the risk factors section of Activision Blizzard’s most recent annual report on Form 10-K and any subsequent quarterly reports on Form 10-Q. The forward-looking statements in this release are based upon information available to Blizzard Entertainment and Activision Blizzard as of the date of this release, and neither Blizzard Entertainment nor Activision Blizzard assumes any obligation to update any such forward-looking statements. Forward-looking statements believed to be true when made may ultimately prove to be incorrect. These statements are not guarantees of the future performance of Blizzard Entertainment or Activision Blizzard and are subject to risks, uncertainties and other factors, some of which are beyond its control and may cause actual results to differ materially from current expectations.

Thursday, October 6, 2011



Rabbids To Invade Television Through Major Partnership Between Ubisoft® And France Televisions
Paris, France – October 6, 2011 – Today Ubisoft® and France Televisions announce that they will partner to produce a television series based on Ubisoft’s world-renowned Rabbids® brand and targeted to the youth audience. France Television will support the production by Ubisoft of 78 seven-minute episodes in full CGI. The Rabbids will attack morning television worldwide in spring 2013.
Impatient, hyperactive and completely out of control, the Rabbids were created by Ubisoft’s French studios in 2006, and have already conquered fans around the world with over 10 million video games sold and 41 million fans on YouTube. Ubisoft Motion Pictures, the division of Ubisoft created in March 2011 to widen the audience for the company’s successful brands by bringing them to film, television and web series, will oversee the creation and production of the television show. The Ubisoft Motion Pictures team will work directly with Ubisoft’s French studios on the conception of the series as a guarantee of the authenticity of the brand quality to ensure that the Rabbids on television are every bit as hilarious, unexpected and ridiculous as the Rabbids that fans already know and love.
"We are delighted to join forces with Ubisoft to coproduce the first Rabbids animated series. The Rabbids are already stars of gaming, kids and adults of all ages enjoy  them all round the world," said Julien Borde, head of children and youth programs at France Televisions. "In their tv show, the Raving Rabbids will offer to Ludo viewers on France 3 their unique and refreshing vision of planet earth. It‘s a great honor for France Televisions to be the home of the wackiest heroes of gaming and to welcome the Rabbids into our family of animated icons."
“France Televisions has shown a consistent flair for backing quality children’s programming and we are pleased to have found in them the perfect partner to help us create a series that the Rabbids deserve,” said Jean-Julien Baronnet, chief executive officer of Ubisoft Motion Pictures.“This partnership will allow Ubisoft to bring its unique creative vision to new audiences via a daily television show. The Rabbids, with their silly, insane and hilarious personalities are just the right characters for this television adventure.”
DVDs and Video on Demand (VOD) of the series in France and French-speaking territories of Europe will be handled by France Télévisions Distribution.
© 2011 Ubisoft Entertainment. All Rights Reserved. Rabbids Raving Rabbids, Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries

SpongeBob Surfaces for His Boarding Debut in SpongeBob's Surf & Skate Roadtrip from THQ

For the First Time, Fans Will Surf Winding Waterways and Skate Gnarly Seaside Streets as SpongeBob and Patrick
AGOURA HILLS, Calif., Oct 04, 2011 (BUSINESS WIRE) -- SpongeBob SquarePants is setting his sights on the nearest beach in his latest video game adventure, SpongeBob's Surf & Skate Roadtrip, scheduled for release Nov. 8 from THQ (NASDAQ: THQI).
Available on Kinect(TM) for Xbox 360(R), SpongeBob's Surf & Skate Roadtrip will be the very first game with which players can use the Kinect technology to experience skateboarding and surfing right in their living rooms. The title will also be available on the popular Nintendo DS(TM) handheld system.
In this brand new road trip adventure, SpongeBob and friends find themselves taking to the waves on surfboards and tearing up all the gnarliest skateboarding turf with their wildest moves and tricks.
SpongeBob Surf & Skate Roadtrip features both single- and two-player options for boarders to perfect their awesome skills. In single-player mode, SpongeBob and Patrick set out on a crazy roadtrip adventure, engaging players in arcade-style story-driven gameplay. In two-player mode, boarding skills are put to the test with simultaneous head-to-head split-screen action.
"This is SpongeBob's first game on Kinect for Xbox 360, and for the first time, players will actually become SpongeBob," said Martin Good, Executive Vice President of PlayTHQ(TM), the company's division for kids, family and casual games. "It's a great combination of a classic character and amazing technology, not to mention both the first surfing and first skating game ever released for Kinect."
On Kinect for Xbox 360, players will surf and skate through 12 totally tubular environments as they perfect their boarding skills and immerse themselves in augmented reality. Using the innovative technology, boarders can reach down and watch the water splash up on screen!
The Kinect(TM) version also features a variety of boards and seven different challenge modes including Flag, Mine, Timed and Score Runs. Using the built-in camera, players can even snap photos and show off their radical moves!
With Nintendo DS, players will surf and skate across more than 100 maps and even carve up 10 righteous snowboarding levels that are unlockable upon completion. Those hoping to prove their skills can choose from five challenging victory conditions - Combo Mayhem, Untouchable, Score, Win the Race and Collectible modes. The Nintendo DS version also features two-player multi-play with single- and multi-card gaming.
SpongeBob's Surf & Skate Roadtrip is scheduled to be available Nov. 8 on Kinect for Xbox 360 (MSRP $49.99) and Nintendo DS (MSRP $29.99).
About THQ
THQ Inc. (NASDAQ: THQI) is a leading worldwide developer and publisher of interactive entertainment software. The company develops its products for all popular game systems, personal computers and wireless devices. Headquartered in Los Angeles County, California, THQ sells product through its global network of offices located throughout North America, Europe and Asia Pacific. More information about THQ and its products may be found at http://www.thq.com.
THQ, PlayTHQ and their respective logos are trademarks and/or registered trademarks of THQ Inc. All other trademarks are the property of their respective owners.
The statements contained in this press release that are not historical facts may be "forward-looking statements" within the meaning of the Private Securities Litigation Reform Act of 1995. These forward-looking statements are based on current expectations, estimates and projections about the business of THQ Inc. and its subsidiaries (collectively referred to as "THQ"), including, but not limited to, expectations and projections related to the release of the SpongeBob's Surf & Skate Roadtrip game, and are based upon management's current beliefs and certain assumptions made by management. Such forward-looking statements are subject to risks and uncertainties that could cause actual results to differ materially from those expressed or implied by such forward-looking statements, including, but not limited to, business, competitive, economic, legal, political and technological factors affecting our industry, operations, markets, products or pricing. Readers should carefully review the risk factors and the information that could materially affect THQ's financial results, described in other documents that THQ files from time to time with the Securities and Exchange Commission, including its Annual Report on Form 10-K for the fiscal period ended March 31, 2011, and subsequent Quarterly Reports on Form 10-Q, and particularly the discussion of trends and risk factors set forth therein. Unless otherwise required by law, THQ disclaims any obligation to update its view on any such risks or uncertainties or to revise or publicly release the results of any revision to these forward-looking statements. Readers are cautioned not to place undue reliance on these forward-looking statements, which speak only as of the date of this press release.
Kinect, Xbox, Xbox 360, and Xbox LIVE are either registered trademarks or trademarks of the Microsoft group of companies.
Photos/Multimedia Gallery Available: http://www.businesswire.com/cgi-bin/mmg.cgi?eid=50016673&lang=en
THQ Publicity
Joy Fox, 818-871-5188

Wednesday, September 28, 2011

Settlers in Russia

Paris, France - September 27, 2011Today, Ubisoft® announced that The Settlers Online, the free-to-play, browser-based, multiplayer strategy game based on The Settlers franchise, is expanding beta testing into Russia. Ubisoft is working with Fabrika Online, a company specialized in social entertainment services and online games for the Russian market, to publish the game. The open beta will start in October.
The open beta of The Settlers Online in Russia follows successful beta tests in Germany, France and the United States (as Castle Empire), and represents Ubisoft’s latest investment in the Russian market. According to a recent PricewaterhouseCoopers report, the Russian online games market is forecast to increase to USD 723 million in 2014, and the total volume of the video games market in Russia is forecast to rise to USD 1.3 billion, at a compound annual growth rate of 11.1%.
“Bringing Web-based, free-to-play titles like The Settlers Online to emerging game markets like Russia is a key part of Ubisoft’s online strategy,” said Alain Corre, Director of Ubisoft EMEA. “We will offer Russian-speaking players the same high-quality gameplay, the same level of service and the same connections to the game’s community that will make The Settlers Online a great game around the world.”
Launching the beta of the The Settlers Online represents the second time Ubisoft has worked with Fabrika Online in Russia. The two companies also worked together to publish Heroes of Might and Magic Kingdoms in August.
“Fabrika Online is glad to present the online version of such a widely popular brand as The Settlers to a Russian-speaking audience,” said Anton Rouff, CEO of Fabrika Online. “The game matches the significance of the brand and we expect it will definitely reach the highest levels of popularity with Russian gamers. Working with The Settlers Online is a big honor for us and a great way to continue our successful relationship with Ubisoft.”
Developed by Ubisoft’s Blue Byte studio, The Settlers Online is a purely web-based PC game, which can be played by anyone for free. Players establish their first settlement on untouched soil and expands it to a bustling city full of settlers, until it becomes a glorious kingdom. To achieve this goal, players need to combine production workflows and should establish an efficient logistical infrastructure. During the game, guilds and military also become increasingly important in order to succeed against other players. Carrying out challenging adventure quests together with friends rewards the player with fame, glory and extraordinary treasures. No matter if players are professionals or novices of The Settlers games, they quickly understand the gameplay thanks to numerous help systems.
More information about The Settlers Online in Russia can be found here: http://www.thesettlersonline.ru/
© 2010 Ubisoft Entertainment. All Rights Reserved. The Settlers, Blue Byte and the Blue Byte logo are trademarks of Red Storm Entertainment in the U.S. and/or other countries. Ubisoft and the Ubisoft logo are trademarks of Ubisoft Entertainment in the U.S. and/or other countries. Red Storm Entertainment Inc is a Ubisoft Entertainment company. Developed by Blue Byte Software.

Tuesday, September 27, 2011

Sexy Gamer of the Week

Hey There!
My name is Ylenia, but someone around the internet calls me Aryan, Visenya, Cersei.. ( If you're wondering... No, I do not have any personality disorder! ). I live in Tuscany, in a small town in front of the sea named Forte dei Marmi (Italy), but when I meet people on the street they start talking me in german. And well, I can definitely be described as a huge geek.
I'm a model, a student of Architecture, a cosplayer, a costumer, a NERD, and of course a girl gamer!

I began with the very first gaming consoles, I can easily say I've tried (almost) them all!

Owned gaming consoles: PlayStation 3, Xbox 360, Nintendo Wii, Nintendo DS, PSP

Best gaming console: PlayStation 3. I'm a fan of Sony consoles, I can't do anything! My first love was PlayStation 1.0

Fav games: Tomb Raider(the whole saga), Dragon Age 1, Dragon Age 2, Assassin's Creed: Brotherhood, Call of Duty

Least fav games:  This is hard to say, I would never buy any sport game.

Hobbies: I think now is the time to kill off some of the myths that spread around nerds life: we are humans just like you, we eat, we drink, we... you got it. And fancy what! We also like sports! Horseback riding, running and volleyball are at my top. I love rpg-ing, from larping to online gaming, fantasy stuff, modeling, and so on.
And.. the world of "A Song of Ice and Fire" by George Martin is my biggest passion <3

This is my website: http://www.princessanddragon.com
My blog: http://stalkmeall.blogspot.com
My DA account: http://belledamesansmerci.deviantart.com


Ciao belli!

Tuesday, September 20, 2011

Minecraf Mod... Melody?

Just something cool that we like, and wanted to share with you all.

Minecraft Note Block Fun

Random Review

Ar tonelico Qoga: Knell of Ar Ciel
Before the PlayStation 2 era, developer Gust, responsible for the diverse Atelier series, was virtually unheard of outside Japan. It was not until Nippon Ichi Software's North American branch Atelier Iris: Eternal Mana that the developer gained some recognition, with Gust ultimately focusing on a new franchise, Ar tonelico, whose first installment on the PlayStation 2 saw foreign release in 2007. A sequel came two years later on the PS2, followed by a third installment, Ar tonelico Qoga: Knell of Ar Ciel, for the PlayStation 3, which just might be Gust's best game yet.
Like its predecessors, Qoga features an indicating in dungeons that changes color to indicate how close the player is to encountering enemies, with this gauge gradually emptying foe each victory, ultimately running out of bars to indicate no more encounters remain in the dungeon; however, if the player exits and reenters the dungeon, the gauge will refill. The first installment of the Ar tonelico series featured a fully turn-based battle system similar to the Atelier franchise, whereas the second featured an updated battle system fusing turn-based and real-time elements.
Qoga once again shifts battle systems, this time to a fully real-time system where one Reyvateil and three vanguards are present, a change from the two-Vanguard, two-Reyvateil setup in Melody of Metafalica. As in prior installments, the Reyvateil charges Song Magic, and enemies are able to enter her "zone" and attack her, in which situation the player needs to press the O button to repel the enemy, although the player will need to wait a few seconds before being able to repel the enemy from the Reyvateil's zone again. The player manually controls one of the Vanguards, while the A.I. controls the other two, although the player can change the controlled Vanguard.
Attacking the enemy is simply a matter of moving near an enemy and pressing the Square button, with the player able to chain three standard attacks. If the player times attacks in sync with the Harmograph at the bottom of the screen, they'll deal more damage, and the Heart right next to the gauge will grow larger. When the heart says "Purge" ready, the player can hold the L1, L2, R1, or R2 button to have the Reyvateil strip some clothes, and the power of the Song Magic will rise faster. Depending upon how much the player has advanced in the Reyvateil's Cosmosphere, the Reyvateil can purge up to four levels, after which a sequence begins where the player needs to time presses of the X button right for even more Song Magic power, afterward resetting the Song Magic to 0%.
Outside battle, the player can, as in previous Ar tonelico games, dive into a Reyvateil's Cosmosphere to advance several mini-story events at the cost of Dive Points, necessary to unlock upper levels of Song Magic as well as Hyumas the player assigns to the L1, L2, R1, and R2 buttons for added effects when purging such as increased defense. The player can also unlock alternate forms for Reyvateils with different stats from their normal forms. Furthermore, the player can synthesize Images, essentially items, some of them being necessary to unlock HP-consuming skills (there is no MP) for Vanguards they can execute when the player presses a directional button with the attack button.
Ultimately, the battle system works nicely, with adjustable difficulty levels and most fights moving at a steady pace and not taking a terribly long time, although being able to skip spell animations would have quickened the pace even more. Exploring each Reyvateil's Cosmosphere is, as with before, a nice diversion from the plot, and while the battle system might be simplistic overall, what particularly with the absence of MP, it works well nonetheless.
Controls are also mostly solid, with an easy menu system, easy town and dungeon navigation, and the ability to get a reminder on the current objective at inns, though it isn't always foolproof, and the player might be left scratching their head a few times. There are also no automaps in dungeons, which can somewhat hurt given the complexity of one dungeon, and players can't tell how equipment increases or decreases stats before buying it, although this isn't a terribly big flaw since money isn't too bad a problem. Ultimately, control is decent.
Although the story doesn't have a lot of links to prior Ar tonelico games, it's still decent, with perhaps one major plot twist and multiple endings depending upon actions taken during the game. The localization definitely gives the game a mature sense of humor, despite some errors and oddities at times such as Aki referring to herself in the third person. Overall, a decent plot.
As is expectant of a game about Song Magic, the soundtrack definitely excels, with plenty of pleasant diverse tracks and even some remixes, including some 8-bit tracks in one Cosmosphere level. The voice acting is alright, although if players can't tolerate the English voicework, they can simply switch to the Japanese voices. All in all, a superb-sounding game.
The visual style of Qoga is interesting, combining occasional prerendered anime-style environments with three-dimensional character models and three-dimensional scenery, a combination that looks mostly pleasant. However, the game makes the odd decision at times of fuzzing out the game graphics to have static character portraits narrate story scenes. Still, the game is pleasant on the eyes.
Finally, finishing the third installment can take as little as fifteen hours, if the player gets the premature Bad Ending, although it can take up to thirty to get a normal ending or the best ending, with a New Game+ allowing the player to restart the game at certain points with levels retained. Ultimately, Ar tonelico Qoga is a solid sequel that hits most of the right notes while only leaving minor room for improvement, particularly with regard to the lack of automaps in dungeons, which only really hurts at one point. Like subsequent installments of the Final Fantasy franchise, it mixes up things drastically, and does so successfully.

The Good:
+Enjoyable battle system.
+Mostly solid control.
+Good localization and plot with multiple endings.
+Great music and graphics.
+Plenty replay value.

The Bad:
-No automaps in dungeons.

The Bottom Line:
Probably the best Ar tonelico and Gust game yet.

Score Breakdown:
Platform: PlayStation 3
Game Mechanics: 9/10
Controls: 8/10
Story: 8/10
Music/Sound: 9/10
Graphics: 8/10
Localization: 8/10
Lasting Appeal: 10/10
Difficulty: Adjustable
Playing Time: 15-30 Hours

Overall: 8.5/10

Wednesday, September 14, 2011

Sexy Gamer of the Week

This week Muttonbasher Gaming is proud to present: Melody Jaede

i do a little of everything..
graphic design . digital art . photography . traditional art ( pen, pencil, paint, sculpting etc) i am not an die hard gamer, but do enjoy killing bad guys on those particular days that killing actual humans is frowned upon.. i guess that would be everyday.. lol  i sing first alto. been trying taekwondo, jujitsu and been attempting yoga although it bored me to tears. I'm a mother [22 years ] & wife been married for 3 years. I'm only 5'1 so I'm kinda short. but like they say... great things come in small packages.

Minecraft Mod Monday

Alright so today we are skipping the "mod" portion to bring huge news in the minecraft front!

1.8 update is now available. Nuff said. go check it out and let us know what you think of the upday.

Go check it out, and go support the team.
Download here!

Atelier Rorona: The Alchemist of Arland Review

Atelier Rorona: The Alchemist of Arland
Gust Corporation made itself known with the Atelier, Mana Khemia, and Ar tonelico franchises, with Nippon Ichi's American branch ultimately deciding to bring Anglophones these games starting with Atelier Iris: Eternal Mana. In 2009, the franchise debuted on the PlayStation 3 with Atelier Rorona: The Alchemist of Arland, with NIS America localizing the game the next year. How does it stack up to other games in the series?
Throughout the game, the protagonist, Rorona, receives assignments that she must complete within a period. As with other Atelier games, she can synthesize various kinds of items at her workshop, and around town, she can take on requests from shopkeepers and allies to turn in items, which can net her rewards such as money and increased popularity of her workshop. She can also purchase items with her money from shops, such as recipe books to unlock more items she can synthesize, and hire up to two allies, paying them whenever she leaves town.
Outside town, Rorona can visit various fields and dungeons with her allies, with plenty of gathering points in each, not to mention enemies she can hit with her staff to get a preemptive strike; however, enemies can occasionally do the same against Rorona and her party. Regardless of who goes first, the game takes players to a separate screen for combat, where Rorona and her allies have various commands from which to choose, such as attacking with their equipped weapons, using skills that consume their HP (there is no MP in the game), or escaping; only Rorona can use items.
After the player inputs a character's command, they immediately execute it a la Final Fantasy X, although one should note that there is unfortunately no turn order meter, a step down from other games in the Atelier series that had this feature. The player wins a battle if they defeat all enemies, although defeat means a trip back to town and the loss of some days until the next deadline. Winning a battle nets Rorona and her allies experience for occasional level-ups, in which case their stats slightly increase and the player can distribute a skill point into their skills.
Dungeons and fields may have occasional points when Rorona needs to use a bomb to blow up a boulder or use an ice bomb to freeze a river to cross it, with both kinds of items synthesizable at her workshop. Ultimately, the gameplay systems work decently, although late in the game, deadlines can really put a strain on the player, with the potential for players to lock themselves into an situation where they can't finish the game if they have only one save slot, since failing to meet a deadline results in her workshop's closure and a Game Over. This wouldn't have been a problem if the player could start the game from scratch with levels and items retained, but the gameplay is still decent at best.
The controls are solid as well, with easy menus, synthesizing, shopping, and whatnot, and a general linear structure that keeps players moving in the right direction. To be able to see if Rorona can complete quests before taking them is a nice convenience, as well. Granted, the game does limit Rorona's basket space to sixty items, and it's odd that the game only allows for saving at her workshop since the game is nice to players when they die, but otherwise, the game is user-friendly.
The story is decent, with an endearing cast of characters and some story variations, although there isn't much in the way of antagonistic forces for Rorona and her allies. The translation, however, is largely solid, with some occasional innuendo, and only some small errors. Ultimately, the story isn't superb, although it is a decent driving factor throughout the game.
As usual, the Gust sound team does a nice job with the soundtrack, with plenty of bouncy tracks, although the English voice work is largely hit-or-miss; luckily, the player can switch to the Japanese voices if desired or simply cut dialogues short during cutscenes.
Atelier Rorona uses a cel-shaded visual style, with nice character models, character art, and scenery, although textures look bland close-up and characters and enemies don't have shadows in battle. One odd design decision is that while the normal graphics look fine, the game frequently fuzzes them out to have static character portraits narrate cutscenes. Despite this, the game is easy on the eyes.
Finally, the game is short, taking less than twenty hours to beat even if players finds themselves in a premature Game Over situation, although trying to acquire every Trophy can easily boost playing time and adds nice replayability. Overall, Atelier Rorona: The Alchemist of Arland isn't the best Atelier or Gust game, what particularly with the ability to enter a no-win situation, although it still excels in many areas including its gameplay, story, music, and graphics. Those who can look past its flaws, maybe arm themselves with a guide to be on the safe side, might just have a fun time.
The Good:
+Solid gameplay systems and control.
+Charming plot and translation.
+Great music and graphics.
+Trophies add nice replay value.
The Bad:
-Can be unwinnable.
-Can't restart the game with stats and items retained.
The Bottom Line:
Not the best Atelier game, but still enjoyable.
Score Breakdown:
Platform: PlayStation 3
Game Mechanics: 8/10
Controls: 8/10
Story: 7/10
Music/Sound: 9/10
Graphics: 8/10
Localization: 9/10
Lasting Appeal: 10/10
Difficulty: Medium
Playing Time: Less than 20 Hours
Overall: 8.5/10

Friday, September 9, 2011

Muttonbasher Forums!

We now have live forums! They are pretty bare, and for sure not finished. but they are usable :D

Muttonbasher Gaming Forums!

Thursday, September 8, 2011

Gears 3 contest!

OK all you talented people there is a contest for gears 3 that you should know about :o big prizes and awesome art. Here you go. and if you win. remember we sent you :o

DeviantArt Gears 3


Congratulations to DntMessWitRohan  for winning the shoutbox givaway! hmm when will we do another cool givaway? :o

Wednesday, September 7, 2011


Can't be any more clear! having a contest today! just leave us a shout in the shout box over there ---->>>

and when we see fit we will announce a winner! that simple :D

what is the prize?!?!?! its a secret! so go post and yes you can post multiple times :D

Review #2

         Shortly after Final Fantasy VII made its splash on the PlayStation, Matrix Software, a subsidiary of Sony Computer Entertainment, developed Alundra, which many proclaimed to be a Zelda killer and one of the best action RPGs to appear on the system, localized by Working Designs the same year as its Japanese release in 1997. I unfortunately didn’t experience such a game given its flaws, such as a mediocre battle system, some really irritating puzzles, and a neglected storyline.

         Alundra, to begin, bears a battle system most any Zelda game would feature, with the title hero gaining a few weapons and tools to help him battle the enemy. As he receives weapon upgrades, he does gain charge attacks, though most, I noticed, were fairly ineffective and not very helpful. As with the Zelda games, Alundra doesn’t gain experience from killing enemies, only the occasional bit of money and life-recovering doohickey. Speaking of life, Alundra increases his life and magic meters from finding special items spread throughout the world. Yes, he has magic, as well, although I found little use for it, especially given that I could only find two meager upgrades to his MP meter. The boss fights aren’t particularly special or very strategic, either, mostly requiring the player to track a boss’s pattern, keep up with it, and attack when able to. In the end, the battle system doesn’t do a great job in separating Alundra from other ARPGs, and is mediocre at best.

          What’s frightening, though, is that combat is actually a pretty decent diversion from the utter hell of solving Alundra’s many puzzles, some of which are close to impossible if you don’t use a guide of some sort. There are a few decent ones, though, but the ability to jump opens the window to some pretty lousy jumping puzzles that require near-perfect reflexes on part of the player. The placement of save points throughout the game is also quite horrendous, with the player at times needing to go for well over an hour without being able to save. Alundra also lacks maps of any sort, often forcing the player to waste time figuring out where to go next in the world or in a dungeon. The game also leaves players in the dark about the side quests, such as the collection of Gilded Falcons, which just sit in their inventory, daring them to guess what the devil they’re there for. The rest of the menus aren’t bad, though, with everything compacted onto two screens. Still, interaction could’ve definitely been better.

       Alundra, more or less, is a generic Zelda clone, with one of the only real nods towards creativity being the protagonist’s ability to walk into dreams.

          Alundra, of course, is the game’s protagonist, sailing on a ship that eventually wrecks ashore in a land where the town of Inoa suffers from an evil named Melzas that haunts the dreams of the populace, and, given his ability to walk into dreams, Alundra sees through their problems and travels across the land in the bargain to explore dungeons, solve puzzles, and defeat a few random nemeses. The plot, while more dramatic than your typical Zelda story, really takes a backseat to the endless traveling of the world and dungeon crawling, and does involve many seemingly random fetch quests, some involving walking into dreams. Character development, except maybe in case of Alundra’s female equivalent, Meia, is also largely neglected. In the end, Alundra features yet another RPG plot with some nice ideas but weak execution.
Much of the music, though, is actually pretty nice, such as the themes of Inoa and its surroundings, not to mention the victory theme when Alundra defeats a boss, and while the dungeon tracks aren’t as strong, and a bit repetitive, they do help enhance the mood of the game, and overall, this is one place where the game where doesn’t fall entirely flat on its face.

         The 2-D graphics are nice, as well, with wholly believable scenery and decently proportioned character sprites, though they only face four directions. There wasn’t a whole lot of recycling of character and monster sprites as far as I saw, and the few anime cutscenes are nice, as well, though the fact that Alundra’s a redhead in the anime but a blonde within the game is a bit maddening. Still, Alundra does look pretty good, and is very much on par with the best-looking RPGs of the previous generation.
While the combat aspect of Alundra isn’t too hard, the puzzles can be maddening at times, making the game a bit on the evil side of difficult overall. Still, the title isn’t too long, taking anywhere from twenty to thirty hours to complete.

          Despite the ovation it received from many upon its release, I found Alundra to be hardly the pinnacle of gaming it was hyped to be. It’s better than some of Matrix Software’s other offerings, such as Dual Hearts on the Playstation 2, and I’m certain Alundra’s own sequel, but it’s pretty difficult to recommend nonetheless, unless you can find it at a discount price—and, of course, like puzzles.

The Good:
+Good graphics and music.
+Decent localization.

The Bad:
-Generic battle system.
-Puzzles can be taxing.
-No dungeon maps.
-Poor direction on how to advance.
-Paper-thin plot.

Score Breakdown:
Platform: PlayStation
Game Mechanics: 6/10
Controls: 4/10
Story: 3/10
Music/Sound: 7/10
Graphics: 8/10
Localization: 8/10
Lasting Appeal: 2/10
Difficulty: Hard
Playing Time: 20-30 Hours
Overall: 5/10

Written by: Jmg124

(find a link to all our authors in the side bar)

Tuesday, September 6, 2011

Sexy Gamer of the Week #3

Shantel Knight AKA Zombie Bit Me
A tiny terror come to eat your bwaaainzz. (:<
Canadian | Artist | Model.
Basement geek; Gamer, comic/manga/anime/cosplay lover, lives at fan expos.
Zombies make me melt.

fav. game: Halo or Super Street Fighter 4
least fav. game: Can't say I have one.
Go check her out at:
Muttonbasher <3's ZombieBitMe!

Monday, September 5, 2011

Minecraft Mod Mondays #3

Today's mod review will be a simple one, but it is a really cool one for adding some nice aesthetics to the game. We are talking about :

[1.7.3] Water Shader alpha v4 

This mod adds a reflective surface to the water in the game, and just give it a really nice feel. Here is a few pictures and a link to the mod and download instructions.


Here is a link to the mod, go check this one out and show some love for the modding community of minecraft.


Wednesday, August 31, 2011

Sexy Gamer #2

This week our sexy gamer is so adorable and Nerdy! what more can we ask for?

Meet Hime,

Hi there, my name is Hime, I'm a manga freak, action figure collector, photographer, cosplayer, and a girl gamer!
I was born and raised in Jakarta, Indonesia, and I've been playing video games for as long as I remember.
All I can say is that I'm an all-round gamer and I enjoy different genres.
Owned gaming consoles: PlayStation 3, Xbox 360, Nintendo Wii, Nintendo DS, DSi, 3DS, PSP
Preferred gaming console: PlayStation 3. Although it depends on my mood and what game I'm currently playing
Fav games: Uncharted 1&2, Dragon Age 2, Devil May Cry 3&4, Street Fighter, MvC3, CoD series, Ace Attorney, Heavy Rain, LA Noire... okay. I better stop before I list off all the games I own in my shelf... I just love all of them...
Least fav games: Most games that I hate will directly be returned to the store in less than 24 hours. like that time I bought Nier. it was awful.
hobbies: other than gaming and all my nerd-related hobbies? hmm... photography, shopping, and diving. yes, I have an open water diving license.


Alright, ciao ;P

And we heart you too Hime <3

Go now and check Hime out on DeviantArt

Random Review #1

Monsters, led by the demon lord Tanzra, are terrorizing the world, and you, the Master, must put an end to this. However, Tanzra has also sealed your powers, and to regain them, you must unseal the people of the world and help them rebuild while defeating the monsters rampaging their land. ActRaiser, the first game developed by Enix studio Quintet over a decade ago, proves to be a solid action RPG and God simulation in spite of its meager length and light story.

To rebuild the world, the Master must first clear various areas of monsters. Each area has two Acts, which largely resemble the levels in any traditional platform game. The Master’s basic weapon is a sword, which he can use to hack away at various enemies and the bosses at the end of each Act. The Master has a certain number of lives during each Act, and when he loses all HP, the player restarts the stage at a certain point. If he loses all lives, he returns to the Sky Palace and must restart the Act. There are no consumable items during Acts, with HP recovery coming only from losing a life and from the occasional orb-holding pedestal.
After players complete the first Act of each area, they can begin the simulation mode of ActRaiser, where the Master’s angel sidekick does most of the work, and can shoot arrows at enemies wandering around that spawn from Monster Lairs. The angel, too, has HP, and when he loses all of it, he loses his fighting capabilities, and the player must wait for his life to gradually recover before being able to fight again. The angel can perform various Miracles, such as lightning, which can clear bushes and rocks on the field, and sunlight, which can dry up marshes and melt snow; Miracles, however, consume a certain amount of SP, which the angel can refill by killing enemies.

The angel can also refill his SP by guiding the people of each area to rebuild their lands, beginning from a shrine, whose leaders regularly pray to the Master and give him offerings depending upon how far the player has advanced in rebuilding the area. These offerings include magic for the Master, increased MP, extra lives during Acts, and extra abilities for the angel, such as increased arrow power and bombs that clear all enemies in the area yet leave Monster Lairs intact. Players, however, can guide the people to rebuild in the direction of Monster Lairs, which the people will then seal upon reaching it. The monsters that spawn from the Lairs also attempt to destroy the buildings the people have constructed, so the angel must continue to keep them in check.

The Master’s levels increase depending upon how high the world’s population is, with level-ups also increasing maximum SP during simulation and allowing for the use of more powerful Miracles. Before each Act, moreover, the player can select one magic spell to use; spells naturally consume MP, which doesn’t recover if the Master dies. Spells are particularly useful against bosses, and can make the game fairly easy; the difficulty does somewhat spike towards the end, where the player must fight several consecutive bosses with no breaks in between, with MP loss being permanent throughout all the fights. Still, combat in ActRaiser, coupled with the simulation, is solid.
ActRaiser, moving on, features a largely spotless, easily navigable simulation interface, and there are no menus to worry about during the Acts. The translation does contain a few flagrant errors, alongside a bit of censorship, although interaction leaves little room for complaint.
In its time, ActRaiser was a unique experience, blending action and simulation elements, a combination that would influence Level-5’s Dark Cloud series, though even today, the game stands as one of the foremost God simulators.

The story is probably the weakest part of the game, largely consisting of the Master upholding the requests of the people he helps unseal and the occasional conversation with his angel sidekick. The epilogue after you beat the game is serviceable, although the plot, ultimately, could’ve used more depth.
The game’s musical presentation could’ve used some improvement as well, given the somewhat awkward instrumentation at times, although the soundtrack was perhaps one of the best in its time, with many catchy classical-style pieces, such as “Birth of the People,” the main simulation mode theme. The sound effects could’ve used some improvement, as well, although they certainly won’t get on your nerves. Overall, a decent-sounding game.

The visuals were more than adequate for their time, with the Master being anatomically correct in terms of proportion, and most of the scenery and enemies containing decent design, even if a few foes are basically palette swaps. The simulation graphics are more than functional, as well, and in the end, ActRaiser is a pretty nice-looking game.
Finally, ActRaiser is a fairly short game, with its playing time ranging from three to six hours, depending chiefly on how much time the player spends with simulation. Ultimately, the first God simulation, even today, stands out as one of the best, with most of its aspects, except maybe its story, being solid. The game would receive a sequel focusing entirely on the action elements, although the original was perhaps one of the first great Super NES titles, and largely stands the test of time.

The Good:
+Solid simulation and combat.
+Tight control.
+Excellent music.
+Great graphics.

The Bad:
-Somewhat weak story, censored by Nintendo.
-Endgame bosses can be tough.

Score Breakdown:
Platform: Super NES
Game Mechanics: 8/10
Controls: 9/10
Story: 6/10
Music/Sound: 9/10
Graphics: 9/10
Localization: 5/10
Lasting Appeal: 7/10
Difficulty: Moderate
Playing Time: Less than 20 Hours
Overall: 7.5/10

Written by: Jmg124

(find a link to all our authors in the side bar)