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Asia Shippin' Out Dec. 4-10: Mario Kart 7

Following up after last week's release of Infinity Blade II, the starting week of December brings in a few more notable hits on Asian gaming shelves, particularly on Nintendo's side. First up is Mario Kart 7, the next iteration of the Mario Kart franchise for the 3DS.

The racing game now features 3D visuals, 32 tracks, and kart customization. GameSpot's recent review praised it for its track design and customization, but criticized it for certain online implementations and a lack of a mission mode. Check out the full article here.

Next up is the English version of Nintendo and Square Enix's Itadaki Street series, now called Fortune Street, for the Wii. This version is the first time the series is published outside of its native language.

Similar to Monopoly, players will have to roll a die to determine how far they move across the board and purchase as much property blocks as possible. Gamers win a round of the game by making it back to the bank with the board's required amount of stocks, property value and available gold. Players have a choice of using characters from the Mario and Dragon Quest franchise like Mario, Luigi, Yangus, Jessica and Princess Peach.

Finally, gamers can check out the very first DLC for Battlefield 3, subtitled Back to Karkand. The download features four big maps from previous games and a new mode called Conquest Assault. The mode puts a team of defenders against a team of attackers as they fight all over three different flag-capture points, with the catch being the attackers starting with fewer respawns and defenders not having any spawn bases. Gamers who preordered the title will get the map for free, while everyone else will have to spend $15 for it.

Dec 4
Mario Kart 7 (3DS)

Dec 5
Fortune Street (Wii)

Dec 6
Battlefield 3: Back to Karkand (PC, Xbox 360, PS3)
Face Racers: Photo Finish (3DS)
Outdoors Unleashed: Africa 3D (3DS)

Dec 9 Dizzy: Prince of the Yolkfolk (iOS, Android)

 
Star Wars: The Old Republic beta draws 2 million

The recent public testing phase of massively multiplayer online role-playing game Star Wars: The Old Republic attracted 2 million volunteers, according to EA. The publisher says more than 725,000 unique players joined the game over the Thanksgiving weekend, making it "one of the biggest beta tests in history." Some 2.4 million gamers had registered in advance on the game's official website, with 2 million later signing up for the public beta.

The Old Republic publisher shared details of the MMORPG's recent test period at the annual Global Media and Communications Conference hosted by financial services firm UBS. Each beta tester played an average of 12 hours over the post-holiday three-day weekend, says EA, with more than 9 million hours cumulatively played over that stretch.

EA chief financial officer Eric Brown told the conference that this high "pre-registered and built-in" demand for the product would mean a launch advertising campaign considerably different from those for other high-profile EA titles, with the focus instead on attracting new customers for the long term ("two to four years") and the critical percentage of players who renew their subscription from month to month.

The Old Republic is preparing for launch on December 20 in North America and Europe. Some analysts have estimated the game will bring in millions of subscribers, while others suggest declining World of Warcraft subscriptions could boost EA's subscriber numbers, with half of surveyed World of Warcraft players saying they intend to buy The Old Republic.

 
To the Moon - Postmortem Q&A With Kan Gao

Last month saw the release of the independently developed PC title To the Moon, a story-driven adventure game that puts players in the shoes of two doctors armed with the seemingly impossible task of granting a dying man his final wish. With its 16-bit-style visuals, all-text dialogue, and emotionally engaging characters, the game has been critically praised for its engaging, clever storytelling and for the maturity with which it explores the themes of love and loss.

GameSpot recently spoke to To the Moon's writer and director, Kan Gao, from his home in Canada. To the Moon is his third game.

GameSpot: Can you tell us a bit about yourself? How you got into games development?

Kan Gao: I began playing around with game development about five years ago. With To the Moon, all I wanted to do was to turn an angst-ridden story I had written in high school into an interactive experience. I still think To the Moon is a pseudo video game...like, it's a lot of cutscenes and dialogue and not much gameplay. But there's something really fascinating about being able to walk around a world you created.

GS: So now we know where the inspiration for To the Moon came about, but what about the larger ideas surrounding the nature of time and memory?

KG: The game is pretty much a fan fiction cross of The Honeymooners and My Little Pony. [laughs] Not really. The true story is that a few years ago, my grandfather went into hospital needing immediate surgery for a heart condition. He came through the surgery just fine, but when I visited him while he was still in hospital, it made me realize that these things are a part of life: This happens to everyone. It made me wonder: when it's my turn to be lying there; will I question what I have done with my life? Will I wonder if I would have done some things differently? I think it's something that everyone thinks about now and then, and so the whole concept for To the Moon grew from that.

But that was just a shell; as time went on, several other events happened to me and others who are close to me, and those helped fill the shell and make the game what it is today.

Overall, it's an attempt to turn various misfortunes into something good.

GS: You've got three other projects under your belt: Quintessence, your first big fantasy adventure project; a noninteractive visual short story; and a 20-minute game about a young girl and a bird. How long did it take you to finish To the Moon? And did you have help from others?

KG: The game took me just over a year and a half to finish. I did most of the music, the writing, and directing myself. Since I used a game engine, there wasn't that much programming involved so it was manageable.

Laura Shigihara really helped with the music; she composed Everything's Alright for the game. I also had help in terms of graphics and other things in the game from a few other talented people.

GS: What has the response to the game been like so far?

KG: The response to the game so far has been very positive. I'm somewhat surprised by this...not because I don't stand behind my product or anything like that, but because it's not exactly a conventional game. I think it's widely considered a sin to have chains of cutscenes one after the other; it kind of takes the gameplay out of the game. But it's always hard to tell how gamers will react to games like this. On the whole, I just wanted to make the kind of game that I would want to play myself, and I guess I was fortunate enough that there were others out there who shared my vision and liked what I had to say.

Commercially speaking, To the Moon has now been purchased over 2,000 times.

GS: Are you a big romantic? The game would suggest so! Were you influenced by any particular stories during the development of To the Moon?

KG: Well, after I established the concept for the game, I kind of went and looked for similar things. There are quite a few films that influenced me while I was working on this. I loved Wall-E, for example. It's one of my favorite movies of all time. Other films that really helped to shape the game were Eternal Sunshine of the Spotless Mind, Memento, and the montage from Pixar's UP, which gets me every time.

GS: Us too. We always cry during that bit.

KG: It's beautiful.

GS: Where do you see yourself headed in the future? Would you like to stay put as an independent one-man game development team or are you toying with the idea of one day joining a larger publisher and making AAA games?

KG: I'm taking my first steps into the industry, so at the moment, I am still unsure of where I'll go. There are a lot of benefits of being an indie developer, the first being that you get to work in your underwear. Second to that, you get so much more control over a project. You have a unified vision: It's easier to make something that flows well if you don't have to consult with a team of 100 people.

Essentially, it's the freedom I love. If I were to pitch To the Moon to an established company, I might be laughed out. It's harder to take risks when you work for an established publisher, which is understandable because there are so many things dependent on the success of everything. When you're indie, you can take a few bullets.

At the same time, being a small team also limits you on the big scale. I'm definitely open to the possibility of joining a larger studio in the future, but at the moment, I'm dedicated to continuing the series that was launched by To the Moon. I just graduated with a business and computer science university degree earlier this year, and so far, I've been fortunate that the game's sales have sustained me thus far without the need for me to go out and get a real job. Let's hope this lasts.

GS: A sequel! Well! Are we going to spoil anything if we ask when, where, how, what, who?

KG: Well, if you really want to know something, I just finished drafting the main theme song for the next episode of To the Moon! It's hard to say how long it will take. Now that I'm not doing any classes, I would imagine it would only take me a year to finish. But don't quote me on that!

I have a few projects in the vault, but I think To the Moon has a lot of potential to be expanded upon. I haven't thought much about what will go in the middle, but I definitely know what will happen in the last installment of the series. It's one of those really flexible concepts, from a writer's perspective at least. I think the reason a lot of sequels fail is they're trying to open up a story that's already been closed. For To the Moon, it's not like John is going to be revived as a zombie or something like that, although that might be interesting...essentially, you have a thematic connection between the episodes, with the two doctors. But at the same time, each episode is open to a completely new story. I can do whatever I want with it. There are no restrictions.

So I think there's a lot of potential and freedom to draft whatever comes up at the time for each episode.

GS: We're certainly looking forward to it. Thanks for your time, Kan.

 
Modern Warfare 3 ignites November retail growth - Analyst

The US retail industry has strung together back-to-back months of non-PC software sales growth, having posted 3 percent climbs in both September and October. And according to Wedbush analyst Michael Pachter, November non-PC software sales make three's a charm.

As part of his monthly NPD preview today, Pachter projected November software sales of $1.45 billion, up 3 percent compared to the same period in 2010. Unsurprisingly, the primary catalyst for this growth was Activision Blizzard's first-person shooter juggernaut Call of Duty: Modern Warfare 3, which Pachter believes sold 9 million units during the month.

Modern Warfare 3's projected sales represent a 10 percent increase over last year's Black Ops, Pachter said. He also said that a strong release lineup in general helped the game industry beat last November, when Microsoft launched Kinect for the Xbox 360. That competition, he said, drove publishers to increase their marketing spend, which also resulted in bigger sales figures.

Not everyone benefited from the competition, however. Of THQ, Pachter projected Saints Row: The Third sales of 800,000 units, a figure he believes was hurt by the crowded slate. Pachter also said that THQ's uDraw saw lethargic demand on the Xbox 360 and PlayStation 3, while WWE '12 sales slipped year-over-year due to franchise fatigue.

Overexposure of a franchise is also proving to be an issue for Ubisoft's Assassin's Creed, according to Pachter. He believes Revelations sold 1 million units following its debut, which is less than last year's Brotherhood, due to franchise fatigue and lower-than-expected review scores. The game currently has an 80 Metacritic average, compared to Brotherhood's 89.

Pachter believes Need for Speed: The Run underperformed for EA, selling just 250,000 units. Meanwhile, he projected sales of Super Mario 3D Land at 700,000 units and Legend of Zelda: Skyward Sword at 500,000 units. That Skyward Sword is likely low, considering Nintendo of America president Reggie Fils-Aime pegged Black Friday sales of the game at 535,000 units.

Turning to hardware, Pachter believes Xbox 360 sales topped the charts with 1.45 million units sold during the month, up 5 percent year-over-year. PlayStation 3 sales climbed significantly during the period, he believes, jumping 41 percent to 750,000. He also projected Wii sales fell 17 percent to 1.05 million and 760,000 3DS units were sold.

 
Borderlands dev searching for Lilith look-alike

Back in August, 2K Games and Gearbox Software confirmed that development was under way on a sequel to 2009's postapocalyptic shooter Borderlands.

Now Gearbox has revealed that it is looking for someone to portray Lilith in Borderlands 2, today putting out a casting call for the character's look-alike. According to the developer, whoever is picked as Lilith will also have the chance to participate in promotional events and trade shows before the game's release.

Lilith was one of six Sirens in the original Borderlands, a group of women possessing a host of supernatural powers.

2K and Gearbox have launched a casting site that details entry requirements and online application forms. The site can be found here.

Borderlands 2 will be released for the Xbox 360, PlayStation 3, and PC sometime in 2K's next fiscal year, which spans April 2012 through March 2013.

 
Capcom puckering up for Sour Patch Kids

Capcom may be best known for franchises like Mega Man, Resident Evil, and Street Fighter, but the publisher has also produced games based on unconventional licenses like Yo! Noid for the NES (starring the Dominos Pizza mascot of the time) and Mr. Bill for iOS, featuring a clay character from Saturday Night Live decades after his last appearance on the show. Capcom today expanded its menagerie of unusual licenses with the announcement of a new Sour Patch Kids-based downloadable game.

Set for release next spring for Xbox Live Arcade, PlayStation Network, and PC, World Gone Sour is an action adventure game that will see players jump into the gummy shoes of "a lost piece of candy finding its way to its ultimate destination - the human stomach." However, the player's quest to be digested will be a journey fraught with obstacles, as the lost confection will need to traverse everyday environments, such as a movie theater concession stand, and avoid the clutches of rival candies (like gum). World Gone Sour will support local cooperative play for two, as well as global leaderboards and achievements/trophies. The game will sell for $5 (400 Microsoft points).

Providing some street cred to the candy-based game will be hip-hop artist Method Man, who is contributing the track "World Gone Sour (The Lost Kids)" to the game. It will also feature the voice talents of Creed Bratton, best known for his portrayal of Creed Bratton on The Office.

 
Choplifter HD grounded until winter

When inXile Entertainment first revealed it was working on Choplifter HD earlier this year, the Hunted: The Demon's Forge developer had planned it for a fall release on two platforms: the PlayStation 3 and PC. Plans have changed, as Konami today announced that it will co-publish an Xbox Live Arcade version of the game with inXile, and the release window for all versions is now set for this winter.

A revamp of Broderbund Software's original Choplifter franchise, Choplifter HD will see players assume the role of a pilot for the elite, international helicopter rescue team C.H.O.P.R. (Coordinated Helicopter Operations, Preservation, and Rescue). inXile has some experience bringing back old franchises, having been responsible for the 2005 refresh of the 1980s role-playing game franchise The Bard's Tale.

Released in 1982 for the Apple II, the original Choplifter had a single setting where players picked up hostages while dodging enemy fire from jets and tanks. Choplifter HD will feature several helicopters to use in 20 missions, ranging from extracting military prisoners to rescuing survivors from biological weapon hot zones. According to inXile Entertainment president Brian Fargo, the game will also feature "lots of zombies and more over-the-top explosions to appeal to today's action-thirsty gamer."

 
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