Tuesday, March 3, 2009

Midway mulling Mortal Kombat sale

Already beleaguered by a Chapter 11 bankruptcy filing stemming from $240 million in debt, Midway Games workers got no rest over the weekend. That's when a February 25 post on the bankruptcy blog NetDockets.com received wide attention for listing three milestones of the Chicago-based publisher's KEIP--key employee incentive plan--to retain 29 workers. 
The three milestones, which were authenticated to GameSpot by Midway reps, begin with a $497,500 KEIP bonus for "Entry into a publishing/distribution agreement for Midway's new 'Wheelman' game performance by Midway entitling it to gross proceeds of $6 million under the agreement by March 1, 2009, and actual receipt of those proceeds." The company sealed exactly such a deal last month with Ubisoft, which will distribute and market the Wheelman in North America on March 24 and Europe on March 27.
The next milestone can be reached by one of two ways: Either "submission by Midway of a plan of reorganization to continue as a going concern" or "execution of an asset-purchase agreement for the sale of Midway's Mortal Kombat franchise assets." The third milestone will be similarly achieved by either "confirmation of a plan of reorganization or liquidation" or "closing of a sale of Midway's Mortal Kombat franchise assets." The two milestones will pay out collective bonuses of $1,292,500 and $1,965,000, respectively.
Given the use of the term "bonus" and current anti-executive-payout furor gripping the nation, many gamers saw the move as Midway executives lining their pockets by auctioning off a beloved franchise. Representatives for the company were adamant that this was not the case.
"The 29 employees do include some corporate officers, but there are other employees from all levels and all departments-including finance, IT, legal, marketing--from all over the place." a rep told GameSpot. "These are all people whose workloads have increased since the bankruptcy, and this is to incentivize them."
The rep also confirmed that two separate KEIP plans were submitted to retain Midway's remaining game developers and the Mortal Kombat design team in particular. Both groups were hit by layoffs last December, when Midway culled 25 percent of its workforce.
As for the sale of the Mortal Kombat intellectual property, the Midway rep said that it was one of several scenarios laid out as part of a plan to submit to the company's creditors under the rules of US bankruptcy law.
"That document is not intended to reflect any plan of record for the company," he said. "It's to ask the creditors committee to approve a KEIP plan. ... It's intended to cover all the bases if there's the possibility of an asset sale. Either a [Mortal Kombat] sale or reorganization contingency would be considered success metrics for hitting those milestones."
The Midway rep also stressed that the KEIP plan is "just a first draft" and could go through several revisions before being approved. He also said that the company's board wants "very much" to keep the company together, and "keep what makes Midway at Midway." Finally, he added, "It's management's responsibility to get the maximum value for the assets of the company. ... But it's our goal to keep the company together as a whole rather than sell it off piece by piece, because there's greater value there." 
info : gamespot

Sunday, March 1, 2009

Shippin' Out March 1-7: Halo Wars

The first quarter siege on gamers' wallets continues this week with an array of high-profile releases, but none is bigger than Halo Wars for the Xbox 360. Set for a March 3 release, the real-time strategy take on Microsoft's sci-fi first-person shooter franchise marks a bittersweet milestone for developer Ensemble. Halo Wars will be the Texas-based studio's first foray onto consoles, but also its final finished game, as Microsoft shut down the developer in January.

While that sad news could assure Halo Wars a place in gaming history, Sega's new real-time and turn-based hybrid strategy game is guaranteed historic. Developed by The Creative Assembly and set for release on the same day as Halo Wars, Empire: Total War for the PC is set in the 18th century. Beyond allowing would-be world conquerors to muck about with history books, Empire also introduces naval combat to the studio's trademark Total War franchise. 
Empire: Total War isn't the only game Sega has up its sleeve this week. The publisher is also shipping Phantasy Star Portable for the PSP and Sonic and the Black Knight for the Wii, both with a March 3 release. The latter title adds sword-based combat to the Sonic franchise, while the former tells a new story in the Phantasy Star Universe series, nestled between the events of the original and the Ambition of the Illuminus expansion. 
Those aren't the only titles on deck this week, as Major League Baseball releases are stepping to the plate on every major system. 2K Sports has MLB 2K9 headed for Xbox 360, PlayStation 3, Wii, PC, and PlayStation 2, with DS owners getting a swing at MLB 2K9 Fantasy All-Stars. Sony is also swinging for the fences with MLB '09: The Show on the PS3, PS2, and PSP. All of the baseball games are set to charge the retail mound March 3. 
Also taking off on that packed launch day is Tom Clancy's HAWX for the Xbox 360 and PS3, the first installment of the author's Ubisoft games to take on air combat. Set in the near future, HAWX lets players fly the unfriendly skies in a variety of high-tech jet fighters. The PC edition of the game is expected next week. 
Info : Gamespot

Saturday, February 28, 2009

Killzone 2

No one could have suspected that the sequel to 2004's Killzone would be this good. Killzone 2 is a tremendous package, offering an exciting campaign and terrific competitive online play, neither of which create new paradigms for first-person shooters, but rather set new standards in subtle but significant ways. From groundbreaking visuals to well-crafted multiplayer maps, most of Killzone 2's individual elements stand out in a crowded genre, making its meager attempts at storytelling easy to ignore. PlayStation 3 owners looking for a shooter to keep them busy for the rest of 2009 and beyond need look no further: The fierce action will keep you glued to your television screen for some time to come. 
What makes Killzone 2's single-player campaign so much fun? First and foremost, the weapons are a lot of fun to shoot, even the standard assault rifles that form the core of your loadout. The M82's effective scope makes zooming in on your target a breeze, yet this rifle is effective at close range as well, establishing itself from the beginning as a formidable firearm. The LS13 shotgun is also powerful and rewarding to fire; though you may only shoot off a foe's helmet with other weapons, you'll watch entire heads explode with a single blast from this close-range powerhouse. The bolt gun is another favorite, skewering enemy soldiers onto surfaces and exploding a short moment later. Though you're traversing a sci-fi setting, your weapons are decidedly modern-day, from the sniper rifle to the vicious flamethrower, with one exception: the lightning gun. This mighty instrument showers enemies with overpowering jolts of electricity, and though it's not available for long, it makes short work of robotic and humanoid foes. Each of these weapons feels just right; fantastic spurts of blood, outstanding animations, exquisitely detailed weapon models, and explosive sound effects fuse seamlessly and give a satisfying sense of impact every time you land a shot.
Although there's a great variety of weaponry, you won't encounter that many different kinds of enemies as you fight your way across the war-torn landscapes of the planet Helghan. As in the original Killzone, your enemies consist largely of Helghast soldiers, yet though this limited selection led to monotony in the past, an assortment of factors in the sequel hold tedium at bay. The action is constantly pushing forward, leading you from one quality scripted event to the next and pitting you against bright AI opponents that have a remarkable grasp of battlefield tactics. These soldiers put up a fight and exhibit authentic behavior as you rain bullets on them. If you set your sights on a soldier peeking from behind cover and fire off a few rounds in that direction, he'll patiently wait until all signs of fire have vanished. Helghast will flank you and shoot blindly from behind cover, and should you toss a grenade in their direction, they'll quickly scatter. You'll normally be fighting alongside a computer-controlled teammate or even entire squads of fellow infantry. Enemy AI is just as concerned with your comrades as it is with you, so you'll never feel as if you have a bull's-eye plastered on your forehead, as is common with many other team-based shooters. As a result, Killzone 2's thrilling large-scale battles unfold dynamically and offer a legitimate challenge while rarely feeling unfair--a frustrating rocket-heavy final battle serving as the only exception.
Some excellent turret sequences and other segments also provide welcome variations on the shooting theme. At one point, you'll climb into a robotic shell and mow down infantry and tanks with machine gun fire and rockets. The way your transparent protective shield exhibits cracks as you take damage and the remarkable fire and smoke effects that light up the screen add to the excitement of the level. In another fun and visually stunning sequence, you'll use an antiaircraft turret to take down squadrons of enemy fighters. Even operating a standard turret is more appealing than you would expect, which is a result of great map design and well-scripted enemy entrances. If you're just using your standard arsenal, missions are diverse and engaging. You'll take aim at tanks (and in one boss fight, a hovering aircraft) using Killzone 2's potent rocket launcher, and you'll fight your way through a besieged air base in which winding corridors and intersecting passages have you battling multiple enemies on multiple levels.
Most levels take their cue from the usual first-person shooter formulas, and though it takes place in the spacefaring future, Killzone 2 feels more akin to a modern-day day FPS by way of its standard weapons and mostly humanoid enemies. It's an interesting blend of two disparate sensibilities that works far better than in the original, and it's further ripened by gameplay touches that feel authentic within that framework. Movement and turning speeds have a real feeling of weight, which is appropriate considering the heavy armor burdening you. This can make the controls feel somewhat sluggish at first, given that you take a moment to gather momentum. It doesn't take long to get accustomed to this sense of overall bulkiness, though, and it's consistently delivered across multiple mechanics. For example, when you jump, the way that you bend into the leap and cushion the landing with another slight crouch feels surprisingly realistic. That weight also informs movement in and out of cover. Killzone 2's cover system is solid, and it never removes you from a first-person viewpoint. Though some objects can obscure your view if you try to take potshots from behind them, sticking to cover and leaning out from behind walls is generally effective and intuitive. 
Whether you go for a pop-and-shoot approach or just gun your way through, the mission design keeps you constantly moving from one objective to the next. The quick pace is one of Killzone 2's finest facets; battles don't wear on too long, and they aren't so brief as to be anticlimactic. Like many other shooters, mission objectives often involve turning a crank or pushing a button. In Killzone 2, this may mean rotating the controller to simulate the onscreen activity. These moments feel unnecessary and ironically disrupt the sense of immersion, but as tacked-on as they are, the actions are too brief to be especially annoying. You'll also use your gamepad's motion sensitivity to stabilize the sniper rifle, though the implementation here is subtle and therefore relatively harmless.
It's a real pity that there is so little context for the exceptional action. If you're familiar with the original Killzone, you'll at least have an idea why the ISA (International Strategic Alliance) is attacking the Helghast homeworld; if not, it's clear that as Thomas Sevchenko, you are on the side of the good guys--just not clear why they are the good guys. The dialogue is rudimentary (a discussion regarding sandwiches jumps immediately to mind), the characters forgettable, and the plot serves purely as a thin framework to move you from one environment to the next. Yet the cutscenes are top-notch, and unlike their counterparts in fellow PS3 shooter Haze, there's nothing intrinsically offensive or wearisome about the fist-pumping grunts at the core of the story. The story isn't deep or involving--it's just there, neither enhancing nor diminishing Killzone 2's action. 
That action is enhanced by groundbreaking visuals that elevate Killzone 2 to the head of its class. Both technically and artistically, this is a real stunner. You'll first notice the obvious expressions of its technical prowess: environments jam-packed with objects and textured architectural details, pipes and crumbling rebar jutting from dilapidated buildings, and gorgeous lighting that drenches market squares and sandy battlefields with an incandescent glow. As you peel away the visual layers, your appreciation will only grow. Soldier animations are the best in the genre: Enemies move so fluidly during battle, and shift from cover to firing stance so smoothly, it's clear that meticulous attention was given to making each limb move authentically. Even the smallest details are striking. Raging fires react to the wind as it blows through the level, lightning flashes across the gloomy skies, and billows of smoke so thick you could choke on them cloud your view--but never so much as to be a gameplay annoyance. 
These visuals coalesce beautifully to give Killzone 2 a cohesive look that relies as much on its art design as it does on its technology. A subtle grain filter, a good amount of motion blur, and deep color saturation give most levels a dank, overcast ambience, and asymmetrical architecture and other small stylistic touches make Helghan feel more like a grim alternate-universe Earth than a completely foreign world. The sound design offers an equally intense palette. Explosions are obnoxiously loud, and the din of gunfire spreads across the map. The largest battles, such as one that rages across a decrepit bridge, sound intensely chaotic, and the crack of lightning bolts on Blood Gracht may cause you to jump out of your seat. The stormy soundtrack rages at all the right moments but gets a bit overwrought, which befits the hammy voice acting more than it does the layered sound effects.
Although the campaign is over in eight or nine hours, many levels are eminently replayable thanks to tough enemy AI and multiple difficulty levels, and the game makes it easy to revisit specific sequences within its mission menu. But what gives this shooter legs is its fantastic online play, a fun and competitive extravaganza that issues a constant stream of benefits. Like the most recent Call of Duty games, Killzone 2 rewards you with bonuses as you play, which in this case can mean new weapons, extra grenades awarded upon respawning, and most intriguingly, entire classes. This is done not only via a leveling system that pushes you ever closer to the next reward, but also with ribbons earned by completing specific tasks, such as getting a certain percentage of your team's kills. These bonuses are earned separately from leveling, which makes for two layers of online play enhancements to keep you ever addicted.
These dividends flow in a seemingly endless current, though they aren't the only facet of online play that will keep you gripping your controller; the team-based gameplay itself is outstanding, which serves as reason enough to stick with Killzone 2. The modes themselves offer few surprises, what with variants on Team Deathmatch (Bodycount), Conquest (Capture and Hold), and Capture the Flag (Search and Retrieve), among others. Rather, matches are unique because these modes are strung seamlessly together, forcing teams to move from one objective to the next with barely a breather in-between. Up to five modes mesh into a single game, which keeps teams on their toes and spreads hotbeds of action about the maps. In a single match, you're likely to band with teammates in an exposed courtyard, navigate tight walkways as battles rage in the artificial gulley just beyond, and defend an objective in a claustrophobic alcove. It's unlikely that you'll have trouble finding players online to join you in one of Killzone 2's 32-player engagements, but should you be so inclined, you can fill out the games that you host with up to 15 AI-controlled bots. You can even practice offline in one-off matches with those same bots if you prefer.
The eight maps included are exceptional, largely because they are flexible enough to make every mode feel like a natural fit for the precise layouts. Aspects such as the varying spawn points of the propaganda speaker in Search and Retrieve, and the vulnerable locations of capture points in Capture and Hold, provide focused hot spots and send you to every nook and cranny of the maps. Be prepared to think vertically because the pathways wind up stairwells, through hidden tunnels, and across balconied walkways. The addition of techniques available to each of Killzone 2's seven classes makes the ensuing action even more dynamic. An engineer's turrets can make Pyrrhus Rise's natural chokepoints even more treacherous, whereas a cloaked enemy may pounce on you as you navigate Tharsis Depot's constricted walkways. All the while, visual flourishes such as floating embers on Visari Hammer and distant artillery fire on Salamun Market keep the mood oppressive. 
Additional features flesh out the robust online play. You can join other teammates in a squad, a la Battlefield 2 and Enemy Territory, a feature that lets you coordinate attacks with ease. Full support for clans and clan challenges should make Killzone 2 a natural destination for competitive teams, and you can use killzone.com to schedule clan matches and tournaments. But whether you're a lone wolf or a clan enthusiast, you'll be happy to find a mostly smooth online experience, with only rare and short bouts of visual slowdown and online lag. In light of this extraordinary suite of online options, it's a pity that there is no cooperative play, and the single-player campaign seems ripe for such an addition, given that you're usually accompanied by an AI teammate.
You'll have to look to the inevitable Killzone 3 to find out if developer Guerilla can dig any diamonds out of this series' rough narrative. Otherwise, Killzone 2 is an exceptional first-person shooter, not because it does anything particularly new, but because it does everything extraordinarily well. There's certainly no doubting its graphical superiority, but though its moody visuals invite incessant superlatives, it's the tight, electric action that will make this an off- and online haven.

The Lost and Damned sets one-day XBLA sales record

Given that Grand Theft Auto IV has sold more than 5.2 million copies in the US alone, there was little question that its first expansion would be a hit. Sure enough, today Microsoft declared that Grand Theft Auto IV: The Lost and Damned has "eclipsed first-day revenue for all previous downloadable content on Xbox Live." Microsoft also mentioned that the game was the "highest reviewed downloadable content ever from Rockstar Games," although many sites declined to grade it as a full game.

But while Microsoft was big on bravado in terms of The Lost and Damned's number-one ranking, it was short--very short--on details. The 360-maker did not provide figures for how many units of the $20 expansion have been downloaded, nor did it say if the expansion was the top download domestically, internationally, or both. As of January 31, the 360 edition of GTAIV had sold more than 3.3 million units in the US according to the NPD, offering a massive installed base for the download. However, since it only tracks sales at retail, NPD will not be measuring sales of The Lost and Damned.
However successful the expansion, it will need to sell quite well to recoup the amount Microsoft paid for its exclusivity. In a conference call last June, Take-Two Interactive executives said that the software giant had paid $50 million for two 360-only expansions for the open-world crime game. The second 360-exclusive expansion is due later in the year. 

Thursday, February 26, 2009

Punch-Out enters ring

As the publisher is wont to do, Nintendo today rattled off the plethora of games coming to its best-selling hardware in the next few months. Along with reaffirming a number of release windows, the publisher provided more specific dates on a few of its key first-party and third-party titles.
On the Wii, May 18 will see the arrival of Punch-Out, the long-awaited remake of the classic NES boxing game, with Glass Joe getting a current-generation graphical makeover. In June, Sega will deliver two titles that have generated a measure of buzz: High Voltage's first-person shooter The Conduit and Let's Tap, the cardboard-box-based rhythm game from Sonic the Hedgehog creator Yuji Naka.
Nintendo also attached dates to a number of titles in its New Play Control line, which adds motion controls to classic GameCube games. Namely, both New Play Control Pikmin and Mario Power Tennis are due March 9, with Donkey Kong Jungle Beat following on May 4. The publisher also used the opportunity to announce Excitebots: Trick Racing, a Wii Wheel-compatible racing game that serves as an extension to the Excitebikes and Excite Truck family of racers.
Most notably on the DS, Nintendo said that it would be bringing The Legendary Starfy to the US for the first time on June 8. Developed by Tose, the action platformer was originally released in Japan for the Game Boy Advance in 2002.
Wii
Major League Baseball 2K9 (2K Sports)--March 3
New Play Control! Pikmin (Nintendo)--March 9
New Play Control! Mario Power Tennis (Nintendo)--March 9
M&M's Beach Party (Zoo Games)--March 10
Ready 2 Rumble Revolution (Atari)--March 17
Backyard Baseball '10 (Atari)--March 31
Don King Boxing (2K Sports)--March 31
Puzzle Kingdoms (Zoo Games)--March 31
Trivial Pursuit (EA)--March
MySims Party (EA)--March
DanceDanceRevolution Disney Grooves (Konami)--April 2
Garfield Gets Real (Zoo Games)--April 7
Roogoo Twisted Towers (Southpeak)--April 7
Pennzoil's Build-N-Race: Speed Demons (Zoo Games)--April 14
Excitebots: Trick Racing (Nintendo)--April 20
Jelly Belly Ballistic Beans (Zoo Games)--April 21
Pirates vs. Ninjas Dodgeball (Southpeak)--April 21
Smiley World Island Challenge (Zoo Games)--April 28
Hannah Montana The Movie (Disney)--April
Real Heroes: Firefighter (Conspiracy Games)--April
Professor Heinz Wolff's Gravity (Deep Silver)--April
New Play Control! Donkey Kong Jungle Beat (Nintendo)--May 4
Guilty Gear XX Accent Core Plus (Aksys Games)--May 12
Punch-Out (Nintendo)--May 18
EA Sports Active (EA)--May 19
Yu-Gi-Oh! 5D's Wheelie Breakers (Konami)--May 19
Fritz Chess (Deep Silver)--May
Virtua Tennis 2009 (Sega)--May
X-Men Origins: Wolverine (Activision)--May
Garfield's Pet Force (Zoo Games)--June 9
Let's Tap (Sega)--June
The Conduit (Sega)--June
Tiger Woods PGA Tour '10 (EA)--June
Transformers: Revenge of the Fallen (Activision)--June
Boom Blox Bash Party (EA)--Spring
MotoGP (Capcom)--Spring
Indiana Jones and the Staff of Kings (LucasArts)--Late Spring
EA Sports Tennis (EA)--Summer GI JOE: The Rise of Cobra (EA)--Summer
Harry Potter and the Half-Blood Prince (EA)--Summer
Help Wanted (Hudson)--Summer
MySims Racing (EA)--Summer
Overlord Dark Legend (Codemasters)--Summer
Klonoa (Namco Bandai)--Q2
Nintendo DS
MLB 2K9 Fantasy All-Stars (2K Sports)--March 3
Peggle Dual Shot (PopCap)--March 3
Yamaha Supercross (Zoo Games)--March 10
Zubo (EA)--March 10
Grand Theft Auto: Chinatown Wars (Rockstar)--March 17
Henry Hatsworth in the Puzzling Adventure (EA)--March 17
History Channel: Great Empires: Rome (Valcon)--March 17
TrackMania DS (Atlus)--March 17
Hands On!: Tangrams (Zoo Games)--March 24
Backyard Baseball '10 (Atari)--March 31
Crazy Chicken Star Karts (MumboJumbo)--March 31
Don King Boxing (2K Sports)--March 31
My Horse and Me Riding For Gold (Atari)--March 31
Puzzle Kingdoms (Zoo Games)--March 31
Tokyo Beat Down (Atlus)--March 31
Littlest Pet Shop: Spring (EA)--March
MySims Party (EA)--March
Pet Vet: Down Under (Deep Silver)--March
Scrabble (EA)--March
Rhythm Heaven (Nintendo)--April 5
Garfield Gets Real (Zoo Games)--April 7
Roogoo Attack (Southpeak)--April 7
The Dark Spire (Atlus)--April 14
Dokapon Journey (Atlus)--April 14
Puffins: Island Adventure (Majesco)--April 14
101-in-1 Explosive Megamix (Atlus)--April 21
Dreamer: Babysitter (DreamCatcher)--April 21
Dreamer: Shop Owner (DreamCatcher)--April 21
Dreamer: Teacher (DreamCatcher)--April 21
Jelly Belly Ballistic Beans (Zoo Games)--April 21
Steal Princess (Atlus)--April 21
Crazy Chicken Atlantis Quest (MumboJumbo)--April 28
Powerbike (Majesco)--April 28
Smiley World Island Challenge (Zoo Games)--April 28
Super Robot Taisen OG Saga: Endless Frontier (Atlus)--April 28
Desktop Tower Defense (THQ)--April 29
Elite Forces: Unit 77 (Deep Silver)--April
Hannah Montana The Movie (Disney)--April
Professor Heinz Wolff's Gravity (Deep Silver)--April
Imagine Makeup Artist (Ubisoft)--May 5
Imagine Music Fest (Ubisoft)--May 5
Magician's Quest: Mysterious Times (Konami)--May 5
Prank'd (DreamCatcher)--May 19
Yu-Gi-Oh! 5D's Stardust Accelerators World Championship 2009 (Konami)--May 19
Personal Trainer: Walking (Nintendo)--May 25
Imagine Boutique Owner (Ubisoft)--May 26
Jake Hunter Detective Chronicles: Memories of the Past (Aksys Games)--May 26
DJ Star (Deep Silver)--May
Drama Queens (Majesco)--May
Fritz Chess (Deep Silver)--May
Horoscope DS (Deep Silver)--May
Hot 'n' Cold (Majesco)--May
The Humans (Deep Silver)--May
Marker Man Adventures (Majesco)--May
X-Men Origins: Wolverine (Activision)--May
Crazy Chicken The Pharaoh's Treasure (MumboJumbo)--June 2
Knights in the Nightmare (Atlus)--June 2
My Healthy Cooking Coach (Ubisoft)--June 2
The Legendary Starfy (Nintendo)--June 8
Garfield's Pet Force (Zoo Games)--June 9
Petz Fashion: Dogz and Catz (Ubisoft)--June 9
Jake Power Soccer Club (Ubisoft)--June 16
Rockin' Pretty (Aksys Games)--June 23
Shin Megami Tensei: Devil Survivor (Atlus)--June 23
7 Wonders II (MumboJumbo)--June 30
Ice Age 3 (Activision)--June 30
Dawn of Heroes (Majesco)--June
Mega Man Starforce 3 Black Ace (Capcom)--June
Mega Man Starforce 3 Red Joker (Capcom)--June
Monster Racers (Koei)--June
Transformers: Revenge of the Fallen (Activision)--June
Guitar Hero On Tour: Modern Hits (Activision/RedOctane)--June
Treasure World (Aspyr Media)--June
Indiana Jones and the Staff of Kings (LucasArts)--Late Spring
Harry Potter and the Half-Blood Prince (EA)--Summer
Miami Law (Hudson)--Summer
MySims Racing (EA)--Summer
Overlord Minions (Codemasters)--Summer

Wednesday, February 25, 2009

PlayStation Network touts 20 million users, Home hits 4 million

Despite gloomy holiday sales and being outsold by both the Xbox 360 and Nintendo Wii, Sony's PlayStation brand has one spot of brightness: the PlayStation Network continues to grow. Last year, Sony proudly proclaimed that the PSN had more than 14 million active accounts, matching that of the Xbox 360. 
 
Strong sales of the 360, thanks in part to its new Xbox experience and low-price hardware, have helped push Xbox Live past Sony with 17 Million active users as of January 2009, just over half of which are premium Gold subscriptions that allow online play. 

Today Sony has announced that it has now surpassed Xbox Live with 20 million subscribers for its free-to-use service. The subscriber base represents explosive growth for Sony, given that the service reached only 5 million users in its first 12 months but has added a further 15 million in a little over a year. The service includes both PS3 and PSP users, and Sony has not disclosed the subscriber split between the two platforms. 

Sony also unveiled a figure for PlayStation Home, saying the service now has more than 4 million users. Launched last December, the avatar-based virtual world/game matchmaking service remains officially in open beta.

Monday, February 23, 2009

Street Fighter IV KOs 2 million

One week before Street Fighter IV's console debut in Japan on February 12, Capcom was projecting lofty sales goals for the game's global performance. As part of its third-quarter earnings report, Capcom said that it expects to sell 1.7 million units of the game through its fiscal year end, or March 31. One week removed from Street Fighter IV's US and European release, and the publisher appears to be well on its way to meeting--or exceeding--those expectations. 

Today, Capcom announced that it has shipped 2 million copies of Street Fighter IV to retailers across the globe. While the figure signifies strong demand for the title, Capcom did not reveal how many of those units had actually been sold. Since the original Street Fighter launched in 1987, the franchise has sold more than 500,000 arcade cabinets and 27 million console games, according to Capcom. 


Street Fighter IV marks the first all-new installment in the series since 1998's Street Fighter III. (Super Street Fighter II Turbo HD Remix was released as a downloadable game for the PlayStation 3 and Xbox 360 last November.) The 2D fighter features all 12 of the classic World Warriors that fronted the heralded Street Fighter II series. Also entering the ring are seven fighters that have appeared in other Street Fighter games, such as Fei Long and Akuma, as well as six all-new characters.
A PC edition of the game is expected to launch later this year. For more information, check out GameSpot's full review of Street Fighter IV.