Tag Archives: Sony

The Decade in Review: Videogames 2000-2009, Part 2

By Douglass C. Perry

When we look back 20 years from now, the first decade of the 21st century will look obvious to us, like a paint-by-numbers drawing for kids. It’s almost incalculable how many little triggers have shaped our current place in the games race. But there more than a handful of events, dozens of key games, and entire years that pushed this one-time cottage industry into the full-blown billion dollar industry it is now. While this isn’t the definitive historical account of single thing that happened between the years 2000 and 2009, this Decade in Review is an insider’s look at the decade filled with significant events. This is part 2 of the feature, The Decade in Review. Check here for part 1.

January 11, 2005: The Best Thing About GameCube

Making up for its poor third-party relations on the N64, Nintendo signed a multi-title, multi-year deal with Capcom, securing the Resident Evil franchise for the GameCube. While all of the previous games (RE1-RE3) were updated and released on GameCube to no real fanfare (outside of insanely excited Nintendo fans), Capcom rekindled the sagging survival-horror genre with the remarkable and visionary Resident Evil 4. The action-packed game blended scare tactics with high-level action scenes, quick-time events, and a new story that, while still cheesy in many respects, breathed life into the series.

March 22, 2005: A God Appears

On the heels of Capcom’s Resident Evil revitalization, David Jaffe and Sony’s Santa Monica Studios burst onto the scene with little pre-hype fanfare (due to the ambitious and prickly Jaffe team), but immediately stole the spotlight, stunning gamers with a Greek myth-based action game that maximized every aspect of the PS2 in its final years of life. Introducing Kratos, the vengeance-filled semi God, Sony mixed platforming, quick time events, and a high-impact combat system like nothing else before it. God of War becomes the one of the definitive action games of all time.

March 24, 2005: Sony launches PSP

Seeing that Nintendo’s game Boy has yet to see a substantial rival, Sony engineers the beautiful, sleek, and expensive PSP, the ultimate cool games/music/movie gadget.

November 4, 2005: Microsoft Defines Next Gen Gaming

Jumping the gun by shipping a year earlier than Sony’s PS3 and Nintendo’s Wii, Microsoft stole the hardware spotlight by defining the next-generation with high-definition graphics, connected multiplayer functions, and a virtual, online marketplace. Introducing achievements, a multi-folder interface, an online marketplace, and improving on its already established online gaming service model, Microsoft stole Sony’s thunder and ended its uncontested two-generation rule. Full retail games like Call of Duty 2 and downloadable games like Galaxy Wars paved the way for Microsoft’s insurrection. The American console maker would then pick off Sony’s premiere third-party exclusive titles one by one (Devil May Cry, Final Fantasy, Air Combat, Grand Theft Auto, even Metal Gear Solid). However, consumers exposed Microsoft’s hardware issues (the “Red Ring of Death”), which, along with a media battle between HD-DVD and Sony’s Blu-ray, have tainted opinions about the Xbox 360.

November 8, 2005: Guitar Hero Changes Everything

After quirky-cool endeavors Frequency and Amplitude made gamers feel cool on PS2, Harmonix teamed with Konami to sell millions of copies of Karaoke Revolution, the world’s first sing-a-long videogame. But its best and biggest partnership with Red Octane would revolutionize the game industry. Bravely confronting the statistically proven industry notion that expensive peripherals didn’t sell in high numbers, Red Octane gave the industry’s old idea the finger with Guitar Hero. Merging Harmonix’s innovative music gameplay with Red Octane’s functional, sturdy plastic guitar, the duo would blow past Konami’s musical endeavors, and then blow past everyone else. The rest of the story — Guitar Hero 5, Lego Rock Band, DJ Hero, and The Beatles Rock Band–nearly explains itself.

2005: Epic Floods Next Gen Middleware

Quietly in 2005 and loudly in 2006, Epic Games established itself as the defacto software engine for the new generation of consoles with its Unreal Engine. In the previous generation, a handful of developers created middleware for consoles: Id Software (with Id Tech), and Criterion (with RenderWare) to name a few, but Epic marketed and sold the Unreal Engine heavier, harder, and more convincingly than any other studio. And every time Epic showed game journalists Gears of War, the company’s new in-house game for Xbox 360, a dozen more developers would sign up.

2006: The Music Wars Begin

In May 2006, Activision acquired Guitar Hero publisher, Red Octane for $99.9 million. Then in September 2006, MTV Networks acquired Harmonix, the creative software studio behind Guitar Hero, for $175 million. In November 2007, Harmonix, under publisher MTV Networks and distributor Electronic Arts, released Rock Band, the direct competitor to Guitar Hero, complete with plastic guitar, microphone, and drum kit. Activision and MTV/EA would fiercely compete to out-do one another with new games, features, and exclusive bands, such as with Rock Band The Beatles, in the not-so-distant future.

Fall 2006: PS3 and Nintendo Wii Launch

One year after Microsoft’s Xbox 360 launch, Sony’s newly launched PlayStation 3 had the looks of a lost system. For a Blu-ray player, the PS3 was an economically priced system. For a console, its high price tag was reminiscent of the 3DO–way too expensive. Sony’s gamble on winning a media/storage war started well before mass consumers were even aware they needed a Blu-ray player–and before the world had decided which it wanted more, HD-DVD or Blu-ray. The result? Sony’s powerful new PS3 would start slow and remain in third place behind Microsoft and Nintendo in the console race.

While the PS3 launched November 11, the oft-laughed at, low-end Nintendo Wii launched November 19 with the free Wii Sports bundle. To everyone’s surprise (except Nintendo), the Wii captured the imaginations of consumers worldwide. The Wii, with the equivalent of Xbox 1 hardware and maximum 480p output, would go on to topple Xbox 360 sales, steal the console marketplace crown, and recode the next generation with its non-stop sales to the casual market, females, families, and weight-conscious gamers. If Microsoft defined the next generation with HD graphics and connectedness, Nintendo’s Wii rewrote it with its wireless, interactive Wiimote and its simple, accessible games, broadening the game market in a way Microsoft and Sony could only wish for.

June 29, 2007: Apple Launches the iPhone

Following its string of successes with the iPod, Apple released the unprecedented touch-sensitive interface and app-filled smart phone, the iPhone. While the device sold millions and remained the coolest gadget in the world for a good year, it wasn’t until Jul 12, 2008 when Apple launched its online app store that videogame developers were introduced to the full potential of a publisher-free videogame marketplace. With the app store in place, hundreds more developers started making apps in their garages. Just like old times.

July 11-13, 2007: Good-bye E3, Hello…Business Summit?

Booth babes: Did they make or break E3? (Image courtesy of CNET)

After escalating costs, the expansion of t-shirt-throwing barkers, endless parades of booth babes, stage shows, and a general circus mentality growing each year at E3, a majority of game publishers led by EA, agreed to end E3 as we knew it. In its place appeared a multi-venue, splintered, no-frills “event” known as The E3 Media and Business Summit. To put it mildly, the majority of attendees voiced their opinion that the new E3 was a poor substitution for the old one.

September 12, 2007: The Wii Takes Over

Despite launching one year after the Xbox 360, owning a kooky name, and delivering hardware that wasn’t as powerful as the PS3 or the Xbox 360, The Wii took over the console market in sales. The Financial Times reported September 12, 2007 that the Nintendo Wii had surpassed the Xbox 360 and had become the console market leader, the first time Nintendo had done so since the Super NES. (Sales based on NPD Group, GfK and Enterbrain tracking numbers for North America, Europe, and Japan.) Nintendo fans go berserk (and have remained giddily proud ever since).

October 11, 2007: EA Purchases BioWare, Pandemic

EA takes another big gulp out of the development world. One wonders why Microsoft didn’t buy BioWare, after its long partnerships and Mass Effect. But it took a hungrier, more ambitious Redwood City publisher to take over the reigns of the biggest Western RPG maker in the world, one famous for its work on Star Wars: Knights of the Old Republic, Jade Empire, and Mass Effect, not to mention earlier works with Interplay such as Baldur’s Gate and Neverwinter Nights. Oh yeah, and EA got Pandemic too.

Dec 3, 2007: Activision Merges with Vivendi

The Activision merger with Vivendi created “Activision Blizzard,” a publisher that would soon become the biggest independent game publisher in the world, nudging long-time king EA into second place. The deal would be legally completed on July 10, 2008.

Fall 2007: Gamers Rejoice Part 2

In a collective burst of creative output, videogame developers harnessed the new console hardware with dozens of original titles and exceptional sequels on every system. Gamers scored in every genre and on every system. Titles such as BioShock, Call of Duty 4: Modern Warfare, Crysis, Halo 3, Skate, Forza Motorsport 2, Uncharted: Drake’s Fortune, Pac-Man Championship Edition, Puzzle Quest: Challenge of the Warlords, Assassin’s Creed, Super Mario Galaxy, God of War 2, Metroid Prime 3: Corruption, Rock Band, The Legend of Zelda: Phantom Hourglass, Mass Effect, and The Orange Box, just to name a few, stole gamers’ hearts and emptied their wallets.

February 2008: EA’s $2 Billion Move to Acquire Take-Two

In an opportunistic bid just prior to the release of Grand Theft Auto IV, Electronic Arts proposes an unsolicited bid to buy Take-Two Interactive for $2 billion dollars, or $25 a share. After an initial refusal, EA upped the bid to $26 per share, but Take-Two rejects the offer again. The press went hog wild with the story because of all the opportunisties to speculate on how EA would handle Rockstar, which games would get killed, etc. Analysts practically begged Take-Two to accept the offer, but Take-Two’s “take” on the offer was simple: “We’re worth more.” The biggest news? EA would have surpassed Activision Blizzard as the biggest independent softwre developer in the world with the acquisition. Somewhere, Activision’s Bobby Kotick is giggling madly in a room filled with plastic guitars, skateboards, posters of Spider-Man, and World War II guns, with money signs burning brightly in his eyes.

March 2008: The Indie Movement Arrives (Again)

While indie gamers have been around since Nolan Bushnell’s Pong started it all, a perfect storm of marketplace scenarios came to light in 2007 and 2008, creating a perfect environment for indie games to flourish. The world finally noticed in a big way at the Game Developers’ Conference in 2008. Jonathan Blow’s Braid, 2D Boy’s The World of Goo, and a dozen other quirky, creative, and low-budget titles created more than just a lot of media buzz, they showed the world new and different ways of thinking about and playing games.

The Games of 2008

While we can exalt in the monumental barrage of games that flowed through game stores in 2007, 2008 featured distinct breakthroughs. Bethesda’s award-winning first-person RPG Fallout 3 captured the essence of the beloved Fallout RPG series and brought its epic sense of story and size to the IP. Rockstar stunned the world with its updated, realistic vision of New York with an online, multiplayer Grand Theft Auto IV, garnering perfect scores and generating record-breaking sales. And Will Wright’s quirky god-game Spore hit the streets, generating buzz and good scores, but sales that did not match Wright’s previous hit, The Sims. With other breakthrough games including LittleBigPlanet, Metal Gear Solid 4: Guns of the Patriots, Left 4 Dead, Gears of War 2, Dead Space, and Prince of Persia, game publishers warded off the beginning of the biggest recession since the Great Depression.

February 12, 2009: Midway Goes Bankrupt

Confronting a $240 million debt, Mortal Kombat publisher files Chapter 11. Meanwhile, the last Midway-made Mortal Kombat, Mortal Kombat vs. DC, ships 2 million units. The last of the Old School arcade publishers, Midway’s closure was cause for a moment of profound silence, followed by, “Get over here!”

March 27, 2009: Square Enix Secures Acquisition of Eidos

Ever since I’ve been in the business of writing about videogames, Eidos has been on the table for purchase. After succumbing to too many Tomb Raider failures (from TR4-TR:Angel of Darkness), Eidos never really climbed back up to its previous heights of success in development or on Wall Street. During that time, nearly every publisher in the world has engaged in talks to purchase the English publisher. But no one in their right mind thought Japanese giant Square Enix would be the one. Anyone for a Final Tomb Raider Fantasy?

March 24, 2009: Could OnLive Change Everything?

OnLive CEO Steve Perlman and COO Mike McGarvey introduced the cloud-based computing online service, OnLive. The service is designed to eliminate the need to continually upgrade PCs or to buy new consoles. EA, Epic Games, Take-Two, Ubisoft, THQ and several others show initial support, but direct issues such as eliminating lag and cost structure posed problems, while indirect worries such as the next generation of consoles led by Sony, Nintendo, and Microsoft also weigh in.

June 1, 2009: Microsoft, Sony Reveal Motion Controllers

At E3 2009 (which had returned to the LA Convention Center), Microsoft unveiled the potential next step in controller-less gaming, Project Natal. Combining the use of an RGB camera, depth sensor, microphone, and proprietary software, Microsoft discussed the importance of eliminating the barrier between gamers from games (a la Nintendo’s Wii). At Sony’s press conference, Dr. Richard Marks introduced Sony’s own proprietary engineering prototype which combined the abilities of the EyeToy and a motion sensor. Neither project would ship in 2009.

June 24, 2009 Bethesda Acquires Id Software

After quietly announcing it had transformed from a developer into a publisher, ZeniMax Media Inc., the parent company of Bethesda Softworks, acquired industry pioneer Id Software. Id’s departure from the conservative creative culture at Activision and acceptance at Bethesda’s well-funded, new studio-friendly system was a surprise and a shift whose repercussions have yet to be determined.

November 2009: Call of Duty: Modern Warfare 2 Smashes Records

Infinity Ward’s first-person shooter Call of Duty: Modern Warfare 2 took in $550 million during its first five days, beating Grand Theft Auto IV’s video game record, while setting a single-day record with 2.2 million unique Xbox Live users playing the game on November 10. Modern Warfare 2’s remarkably fast-paced single-player campaign is joined by a new Spec-Ops mode, and a highly improved, highly desired multiplayer game. Christmas will never be the same again.

***

Surely that’s not everything–not every single thing–that happened. What about…? If I forgot, missed, or ignored an event worth posting, write and let me know! I’ll see if I can post it in the story.  Missed part 1 of The Decade in Review: Videogames 2000-2009, part 1? Check it out now.

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What’s wrong with the VGAs

When Zach Braff (Scrubs) stepped on stage at the VGAs Saturday night, his face said it all. Escorted on stage by a model dressed as valkyrie warrior (or something), Braff sized up the tall vixen at his side, feigned fright, then appeared on the verge of laughter. He looked embarrassed. To begin his speech, he yelled, “Hello, fellow nerds!”

Last night as I watched the VGAs, a landslide of feelings poured across me, and like Braff, one of those feelings was embarrassment. I felt pride, happiness, and angst, too. But it’s the former emotion that raised my hackles. I was embarrassed by the very tall model having to wear those stupid get-ups. (She never spoke, but she certainly gave Braff a look.) I was embarrassed by the mention of the phrase “balls” more than a half dozen times, courtesy of Jake Gyllenhaal’s game of the year monologue and Joel McHale’s catchy little mid-show appearance. And I was angered by Hollywood’s general sense of embarrassment at appearing on the VGAs, while talented and hardworking designers and producers got on stage, unfolded their acceptance speeches, and bravely flashed their souls in front of millions of people.

Naughty Dog's Amy Hennig receives the game of the year award at the VGAs (AP).

The Video Game Awards (VGAs), the closest thing the video game industry has to Hollywood’s Oscars, still has a long way to go before it really makes sense of the videogame industry–and before it’s taken seriously by the Hollywood stars that line its runways. What I saw last night was a flashier, better produced, and certainly more star-studded show than ever before (with fewer gaffes, to be fair), but I still got the sense that, from a show about video games, video games are still very much Hollywood’s nerdy little cousin–and they still haven’t found their place on TV.

I wonder, is it possible to air a video game show without the constant flash of violence, big tits, and an endless array of explosions? The collage of images I saw Saturday night showed little intrinsic value to video games. Perhaps that’s why Braff, along with Olivia Wilde (who was thrown off her short script by calls from the audience), didn’t take it seriously. If there is anything genuine, human, and real about the video game industry, is there is any art, innovation, or brilliance, it wasn’t shown at the VGAs.

There were sparks of human emotion, and these were the few moments where I felt the show succeeded. It’s great, truly great, that Flower won the Best Independent Videogame Award and that Chair Studio won Best Downloadable Game. These weren’t even categories a few years ago. One of the most genuine acceptance speeches I saw all night was from the Flower team, where they briefly explained the absurdity of pitching a game about emotions and blossoming to Sony, and ended by asking all of the millions of laid off game makers to join them in indie development.

Naughty Dog creative director Amy Hennig gave a heartfelt acceptance speech, and because I have spent many hours talking with Amy about games, I could tell she delivered a genuine heartfelt speech that didn’t fit any mold or formula. I am so happy for her and her team. They fully deserve all the recognition they get.

It was great to see the Assassin’s Creed II team receive their award for best action-adventure game. The Ubisoft Montreal team spoke in both English and in French on stage, didn’t ham it up and, for anyone paying attention to the shift in talent traveling to Canada, represent some of our Northern neighbor’s growing top talent.

Perhaps the biggest win of the night was the best studio award. The guys from Rocksteady, basically an unknown English studio whose claim to fame was the totally ignored Urban Chaos: Riot Response, were grateful, excited, and earnest. Their success story is just fantastic, and their game, Batman: Arkham Asylum, is equally fantastic. It perfectly balances high production values and smart writing that shows the writers really get the Batman character and the universe, and an excellent balance of stealth, action, and adventure. Every comic book videogame from now on will have to reach as high as Batman Arkham Asylum from here on out.

When I think of the Oscars, I often remember the collages of movies and actors who have been a part of the industry’s success; the retrospectives about people who made a difference. When the great directors, actors, writers, and special effects technicians who excel at their craft are recognized and rewarded for their achievements, it puts in perspective what the industry has achieved in the past in comparison to the achievements its awarding today. When I saw the VGAs Saturday night, I saw a show that gave no recognition to its past, that gave no award to its founders, that didn’t seem to have a past or a future, just a right-here, right-now orgasm of action, flashing lights and…the Bravery. Yes, I too like action, flashing lights, and a little Snoop Dog in my cultural diet, but when I eat a meal, I don’t just eat steak by itself.

What’s perhaps equally disturbing is that all night I listened to invisible “professional announcers” guide me through the show. There was no guide, no host, no person, who represented the world of videogames to hold my hand, make me laugh, show me the history of the industry, and again, put the awards, and the industry, in perspective. What does it mean to win best shooter of the year? Who won last year? Are their any journalists out there who could be interviewed to put the games in perspective? One easy solution is to have the previous year’s winner present the current year’s award, informing the audience and passing the torch in a way that means something.

There is a reason no real host was called upon last night. That person doesn’t exist. For starters, actors regularly fail at representing the industry because it’s clear they get paid lots of money to act in films, and that they appear on videogame shows for charity or because of a contract agreement (with notable exceptions like Vin Diesel). Second, there is no charming gamer nerd with the savvy to get up on stage and ride the fence between games and film/TV with moxie, perspective, and charm. From the game industry, the closest anyone has come to nailing that perfect blend are Tim Schafer, Will Wright, Cliff “CliffyB” Bleszinski, and Ken Levine. I am sure there are other talented game creators and personalities around who could pull it off.

Perhaps the show could hire better, funnier writers, too. The joke Tony Hawk told about action adventure games created a dreaded void of discomfort afterward. Almost every actor who took the stage was given sub-par lines, and the Tiger Woods jokes were just plain terrible. Stevie Wonder’s appearance was smart and his challenge to developers to create games for the blind and handicapped will be remembered as a highlight of the show. Jack Black’s entertaining skit for mistaking his best game of the year acceptance speech was pure Jack Black–silly, ballsy, and fun. But in all, instead of being helmed by a person, the host-less VGAs were peppered with Hollywood actors who looked out of place, embarrassed, and itching to get off that stage.

In the end, the VGAs represent the video game industry’s struggle for acceptance in the mainstream world in just the same way movies and TV are accepted. The truth is, the video game industry isn’t the same as the movie industry–though with shows like the VGAs, it’s clear the desire to be like Hollywood still burns brightly. And while I understand last night’s show was fully sponsored by Mountain Dew (the night’s biggest message), and it has to make money and attract an audience, the game industry needs better representation than last night’s show. It needs smarter, funnier video game people and less Mike Tyson. It needs fewer embarrassed actors and more genuine ones. It needs better writing that doesn’t rely on mentioning testicles over and over again to show that the industry actually has balls, and it needs to show its rich heritage, interesting origins, and the stories and characters that made it what it is today. And I don’t mean just trotting out Nolan Bushnell again and again (although he is great in his own way), but getting Shigeru Miyamoto out there to give us a sense of where we started and have come. Putting Will Wright out there to share with us his rocket scientist vision of the future of games. Hauling out Jordan Mechner to put the upcoming Prince of Persia movie in perspective–and not just his happiness at its acknowledgement. What about getting Ken Levine on stage to show us his quirky brilliance? Or having David Jaffe up there? That man’s blog is a world of entertainment.

With a better mixture of video game talent, more relevant Hollywood talent (Jake Gyllenhaal, Jack Black = good; Tyson, Jersey Shore = bad), a perspective, and a smart host, the VGAs could really be something worthy of the industry it represents. As it is, the VGAs are just a sideshow in Hollywood’s ongoing carnival.

Check this story for the show’s full list of winners (a lot of news stories out there show incomplete lists).

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WTF? Video Games are Dying?

I got an email from an associate the other day about a mini video documentary called “Digital Trends Presents Players Only with Scott Steinberg: Video Games are Dead.” The headline irked me because to say that ‘video games are dead” is a shock-jock journalistic trick to get attention, and instead of watching, I ignored it.

The story is better than its gimmicky headline.

The story is better than its gimmicky headline.

A half dozen months back when Wired wrote that blogs are dead, I felt the same way (ugh, more gimmicky headlines), but I work in the video game industry and from all accounts, the industry is far from dead. So I went back to playing Resident Evil 5 with my son.

But while reading VentureBeat.com over coffee this morning I watched the whole piece, and the content of the story has real meat to it. Its author asks good questions and gets a surprising wealth of responses from industry designers, businessmen, and presidents, and analysts including Chris Taylor, Michael Pachter, the good doctors from Bioware, David Perry (yes, he’s my long-lost Irish brother), and more.

What’s it all about? The video game market isn’t dying, it’s changing.  From the popularization of online casual games to the iPhone to the immense cost of production, the video game industry is still in its teenager years and still sprouting. How exactly is the gangly, pimpled kid turning out? I recommend watching the video; it might surprise you.

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Comic-Con: Uncharted 2 Makes Waves

After receiving the Game Critics award for best of show at E3, Sony and Naughty Dog have moved onward and southward, down to the San Diego Comic-Con to show off never-seen-before gameplay footage of Uncharted 2: Among Thieves. Said footage, according to the Official PlayStation Blog, is also hands-on. Feeling lucky (punk)?

uncharted2_boxartRecently, Sony Computer Entertainment America announced Uncharted 2: Among Thieves will ship exclusively to the PlayStation 3 October 13.

Naughty Dog’s Nolan North, Claudia Black, Emily Rose and Robin Atkin Downes will be at the Comic-Con Uncharted panel at 5:30 PM, Thursday, July 23, in room 6A on the Upper Level of the San Diego Convention Center. Sadly, I’ll only be there in spirit.

Sony’s social media writer Chris Morell announced there will be a Create a Comic Contest and other Sony events. Gamers and comic book fans also can get hands-on time with God of War III, Ratchet & Clank Future: A Crack in Time, Gran Turismo PSP, and LittleBigPlanet PSP.

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God of War Comic Penned by Marv Wolfman

Known for his comic book work on The New Teen Titans, the novelization of Crisis on Infinite Earths and Superman Returns, Marv Wolfman is a well loved and well known comic book scribe. So, is it a departure for him to pen a comic book based on a video game? I guess when that video game is God of War–with all its drama, fighting, and super hero action, well no. Not when put that way.Teentitans_2

DC Comics, along with Sony Computer Entertainment America, announced prior to the San Diego Comic-Con that God of War the comic will be penned by Wolfman in a six-chapter mini-series starting this October and finishing in March 2010 when God of War III launches for PS3.

God of War will run on DC’s Wildstorm imprint.

“When I heard a rumor that Wildstorm was going to do God of War as a comic, I began to lobby for it as I never have before,” said Wolfman, “I love the games–been playing them since the first one came out –  the setting, the mythology, the action and Kratos’ personal story. And I can write the comic without button mashing! My thumb thanks you.”

“God of War is a terrific franchise property; it’s really built for comics!” said Hank Kanalz, vice president and general manager of WildStorm. “There are so many story opportunities — many of which Marv is mining for this mini-series. Sony has really crafted a rich world to explore, and we plan on doing so!”

DC did not announce who would draw the comic or what the storyline would be, but I’ll speculate and say that it’s likely the story will lead up to God of War III in some secret side path fashion.

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Punisher: No Mercy For PS3 Fans

punisher_nomercy_game

I receive the Marvel Pulse newsletter because it’s filled to the brim with exciting exclamatory sentences, dozens of pictures of superheroes, and there is just this regular positive vibe with each delivery. It’s like, sure, nukes are going off in North Korea, we’re deep into the Great Recession, but hey–excelsior!–we have new Wolverine movies, plus new concept art! Brilliant! It’s just pure, unadulterated escapism.

Take this first paragraph as an example: “Punisher fans rejoice! Marvel’s ruthless anti-hero returns to video games with ‘The Punisher: No Mercy’ and we’ve got the official price and release date!”

See what I mean? Pure exciting!!!! fan service.

Except one thing, Punisher: No Mercy? Unless I am mistaken–and I very well could be–this game looks strikingly similar to that unfortunate DLC Watchmen game that arrived back in February. Yes, I mean, it looks it’s cra…I mean it looks like a trap! The Punisher: No Mercy, available for $9.99 exclusively on PSN, July 2, 2009, is a first-person shooter packing single- and multi-player modes (up to eight players can vie), plus lots of stuff to unlock, Punisher fans!!!!

PLUS!!! PLUS!!!! Punisher fans can now rejoice!!! Yes, REJOICE! In case, you hadn’t already been doing so. Marvel has teamed with Zen Studios and enlisted legendary Marvel Comics artist Mike Deodato to illustrate the storyline mode!!!!!!

Panting yet?

After two pretty stinky Punisher movies and a better-than-decent game from THQ, it’s quite difficult to pull off a Punisher movie/game/whatever without nailing every single aspect down pat.

Check out punishernomercy.com for more WILD, EXPLOSIVE MARVEL GREATNESS! Or Read this here release.

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Transformers: Revenge of Linkin Park

TransformersROTF_Longhaul

Mike Shinoda, Linkin Park front man, hopes his game-playing skills are as good as his musicianship, as he gears up to play Transformers: Revenge of the Fallen, this Friday, June 26. Now is your chance to tell him how you felt about his last album (“You Suck Mike!), or fawn over him like a nerd supreme (“I love you, man!”).

Activision announced Shinoda’s celebrity appearance today in part to promote its Transformers game for Nintendo DS, PSP, PlayStation 3, and Xbox 360, which ships today.

To participate, send a friend request to the gamertag, “Mike LinkinPark,” and be online by 3:30 pm Eastern time. The Game with Fame session starts at 4 PM eastern time. More Game with Fame info can be found at Linkin Park.

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