Popcap has finally revealed the official release date of Plants vs Zombies for the iPhone. If you remember correctly, I was a huge fan of the game when it was released on PC/Mac last year, and it was one of my top games of 2009. The game is set to make its iPhone debut on February 15th, which is only a week away, and I can’t wait to get my hands on it. In addition to finally setting a firm release date, they have also released a gameplay video to give you a little taste of what you can expect to see next week. If I only spend half the amount of time on this as I did on Peggle, my phone definitely won’t be making it through the day even on a full charge. Check out the video below.
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The iPad as a gaming device — maybe not
The iPad is many things, but it may not end up a successful gaming device. Anthony extrapolates inside. -
Combat fatigue: Activision planning to kill Call of Duty
Activision may be expanding the Call of Duty franchise. It's just geese and golden eggs with these guys... -
Netflix’s PS3 disc-o-doom
Now that Sony's managed to get Netflix onto its console, how does it stack up?
Xbox Live No Longer an Option for Original Xbox Titles
Looks like Microsoft has finally decided to pull the plug on Xbox Live support for Original Xbox titles, and as of April 15th you will no longer be able to play any Original Xbox titles online. You can read the full letter from Marc Whitten over at the Gamerscore Blog. So if you’re still getting in some games of Halo 2 here and there, you might want to plan your big send off party now. Personally I say we get as many people we can get together for some Halo 2 action on the 14th to send the game off in style.
Update: Bungie has made a post over on their website as well. They are pushing to have everyone rally behind the game on the 14th for one final farewell. It says that there will be additional details in the weeks to come which hopefully means one last day of excitement for one of the best games on the original xbox.
The iPad as a gaming device — maybe not
Apple’s reveal of the iPad last month certainly wasn’t a surprise — the leak-machine was well-oiled and eerily accurate concerning the newest i-device. Excitement for the device has ranged the full gamut of reception, from mouth-frothing desire to stomp-the-screen-in hatred. There are those who love Apple’s simple approach to the tablet philosophy, touting it’s ease of operations as a bullet-point feature. Then there are those who believe the opposite, that the iPad’s functionality isn’t as fleshed out as it should be, especially for the price. Most gamers would likely be inclined to agree with the latter viewpoint, and that might reflect in its success as a gaming platform.
There are several theories about the iPad’s price point, but it’s hard to argue against it being overpriced as a gaming platform. The lowest price of entry comes with the 16GB model, at a whopping $499, and that’s without the additional cost of 3G (model or subscription). Compare that with the price of the uber-successful Nintendo DS at $170, even with its price having gone up several times through the years, its still a fraction of the cost. Then look at the as-of-now unsuccessful PSPGo at $249, its price cited as a large part for the general malaise it has met with at retail. Keep in mind that most gamers wouldn’t pay $499 for the PS3 at launch. Hell, keep in mind that a PS3 currently costs less than the iPad and you’ll start to see the problem.
Chances are that Apple knows this, and will likely be going for crossover sales with the games, at least initially. Their concern will be marketing them to the pool of consumers who did buy the iPad, rather than market the device to consumers immersed in hardcore gaming culture. This Trojan Horse philosophy has the potential to work, proved recently by Apple themselves. The iPhone (and iPod Touch to a smaller degree) has been successful as a gaming platform due in a large part to its large install base. The games were merely an additional feature on a device millions of people desired for other reasons; icing on the cake, if you will. There’s also no denying the fact that Apple has in large tapped into a “Blue Ocean”, similar to what Nintendo accomplished with the Wii. Many iPhone owners may not have been interested in handheld gaming before this, but they now count among the converted, and subsequently the sales charts. If the iPad takes off in a manner similar to the iPhone and the demand outstrips the supply, the games could follow the same route as well.
There’s also the inevitability that the iPad price will eventually drop, either at retail, or through the addition of new features (though it’s not quite the same thing). Remember when they added more memory and 3G to the iPhone fairly close to its launch? There’s nothing stopping them from taking up a similar strategy here — it certainly didn’t hamper success before. It’s hard to imagine they’ll drop the price enough to truly matter, however. Even chopping $150 off the asking price keeps it well above the competition, competition that potentially could be even cheaper by then.
There is also the concern of size. Sure, a 10-inch screen sounds incredible. But is it really portable at that point? Sure, it’s more portable than a laptop, but we’re talking about a group of consumers who complained about the size of the PSP. The iPod Touch and iPhone are both handheld devices, pocketsized and ready to be whipped out on a whim. The iPad is a tad less convenient than that, being about four times the size. This equates to less playtime on the bus, or in the back of a classroom, or while waiting in line… think about anywhere a portable device would be convenient and it’s hard to imagine using the iPad there.
The truth is, the iPad is an oversized iPod Touch, especially in the place where it matters most: the price. Will it succeed in the tablet space? Potentially, though that’s a separate argument altogether. Its success in the gaming space, however, will likely take time to gain any sort of traction, and even then, may not resonate with the same golden glow as its handheld forebearers. Apple is an intelligent and resourceful company, but they have some real work to do to make the iPad stand as a gaming platform. If they don’t play their cards just right there’s a very real chance it may never take off as a gaming platform.
Sonic the Hedgehog 4 revealed
Those cowering in the shadow of the Sonic Cycle will be pleased to know they’ve never been closer to escaping its grasp. Sega has announced that Sonic the Hedgehog 4 Episode 1 is coming to the Wii, Xbox 360 and PS3, and will release in the Summer of 2010.
Sega has been promising a return to several elements found in the classic Genesis Sonic titles, like the momentum-based gameplay, or an overall lack of extra playable characters. The game is set on a 2D plane, but the graphics are still rendered in 3D (click here or peep Gamespot’s cover story for a screen).
While the spin dash will be included, it’s important to keep in mind that Sega isn’t going totally old-style with Sonic 4. They will be including a homing attack in the control scheme and motion control options on the Wii and PS3. Distribution will also be handled in a modern way, as the game will be a downloadable release. Also notable is the fact that it’s subtitled “Episode 1″, meaning at least one sequel is all-but-confirmed.
Interestingly enough, the internet sleuths at Neogaf uncovered several locked assets hidden on the game’s official site, like the fact that the game is coming to the iPhone, and that the release date is planned to be July 2010. Keep in mind neither have been officially announced (nor have any of the other discovered elements), but the picture to the left did come from the official site.
Sega has been dropping a trail of breadcrumbs leading up to Sonic 4’s announcement on their informational blog for several weeks now, and its through this that they have demonstrated their fingers are on the pulse of what elements old-school Sonic fans have been missing in the series’ recent entries. Things are looking decent enough so far, but always be wary of the Sonic Cycle until the final product is in your hands.
Muscle March
Genre: Party
Developer: Namco Bandai
Publisher: Namco Bandai
Players: 1
Retail Price: 500 Wii Points ($5)
Availability: WiiWare

If it’s taken at face value, Muscle March might just rope you in. It’s clearly not for everyone — it’s a game that screams “OOH OOH, ME! PICK ME!” to fans of quirky japanese titles like Katamari Damacy, complete with an effeminate lisp and a flamboyant-yet-frantic wave. This initial draw is due to its charming and admittedly unique art direction. The unusual premise is unfortunately the only good thing the game has going for it. Namco Bandai has nailed the presentation, but the gameplay itself is flaccid and limp.
The premise is simple enough: someone steals a jug of protein powder from a group of the muscliest and most chisled of bodybuilders. The gang is aware of this at once and takes to the streets in pursuit of the thief. In their haste they forget the world around them and make chase dressed in their gym attire. You know, the bottom half of a two-piece bathing suit. And there is comedic value in watching a conga-line of statuesque meatheads crash through walls like a Looney Toons short, barefoot all the while, but it’s unfortunately the only part of the game that had any effort put into it.
The game plays like a Wii version of Fox’s short-lived game show Hole in the Wall. The thief will lead the game’s characters around and through the levels. And by through, yes, we mean smashing through the walls. The thief’s pose will be left as an outline in the wall, and the player must match it by using the Wii remote and nunchuck. If the left arm is up and the right arm is down, that is the pose you should strike in real life. If both arms are up, reach for the sky. Once you’re within striking distance you’ll pump your arms as though you were jogging to speed up and tackle your prey. It’s a pretty simple gameplay system when one considers the poses — one you wouldn’t expect them to mess up, especially considering there are only four combinations total to pick from. But they do. Oh boy do they ever.
The motion system works well enough at first. Each of the game’s three levels is comprised of three chases, two unique to the level, and a final one with Mech Muscle, the game’s shiny blue android boss. The first two chases are fun, as they work well enough within the limitations of the system. The game recognizes a smooth transition from having both arms up to having both arms down. It does not, however, smoothly transition from right-arm-up-left-arm-down to the opposite left-arm-up-right-arm-down. One of the arms goes up or down first, before the other. This additional animation makes completing the game’s faster-paced challenges toward the end nearly impossible, as you’re moving far too fast for the controls to react. Winning becomes a frustrating affair between happenstance and luck, highlighted by the game’s use of randomly generated patterns that often switch between the two poses in the game that are the most difficult to transition between.
Let’s be honest — Muscle March was never going to flex its way to the the Mr. Video Game crown. It would, at best, end up a niche title enjoyed by those with an affinity for japanese quirk, or a joke title busted out at a party for a good laugh or two. Or three, if you really get into posing. It can and probably still will be both of those things, but it also could have been all that with simple-yet-well-designed controls. Muscle March will make you laugh, but in the end it ends up as nothing more than a joke.
Pokemon Pre-Order Bonus Items Revealed
Nintendo finally revealed the items you can pick up with your pre-order of Pokemon HeartGold and SoulSilver. Starting February 1st at participating retailers you’ll be able to reserve your copy of the game and receive one of two different figures. If you pre-order HeartGold you’ll be given a figure of the legendary Pokemon Ho-Oh, while people who decide to pick up SoulSilver will be provided with a Lugia figure.
The figures are crafted by Kaiyodo, and will be available while supplies last. Both games will be available on March 14th for $39.99 and if you were thinking about picking one up, you might want to wait till February so that you can take advantage of this pre-order deal. A complete list of retailers participating in the offer has not been revealed but we’ll keep you posted as information become available.
Mega Man Zero Collection trailer released
When Capcom revealed the Mega Man Zero Collection earlier in the week, the details as to how they were going to handle porting the series to the DS were up in the air. An update to the official site has brought us a trailer, and with it, some answers.
It appears that the games will run in their native resolution, with black bars filling the extra space on all four sides of the screen. Also notable is the use of the second screen, or how it appears so far, that there will be none aside from showing off artwork. Speaking of artwork, the collection will include a gallery to showcase it. Not exactly a set of bonus features to be excited about, to say the least.
It’s currently unknown as to whether or not you can reassign buttons to the DS’ additional face buttons, but the sparse feature set listed above is making it look unlikely to say the least. There’s sure to be more word on this in the coming months as the japanese version is due to hit in April.
NPD releases list of best selling titles since ‘95
Wondering what the best selling games since 1995 have been? Well, the NPD has your curiousity covered, since that’s about where their numbers start. Here is the list of the top 10 best selling games since then, as per Industry Gamers.
There’s a couple of notes to keep in mind before reading on. These titles include all SKUs as one entry, so multiplatform releases are lumped together. Also, they do not include system pack-ins or PC titles at all. That said, enjoy the list below!
1. Wii Play – Nintendo
2. Guitar Hero III: Legends of Rock – Activision
3. Grand Theft Auto: San Andreas – Take 2
4. Call of Duty: Modern Warfare 2 – Activision
5. Wii Fit – Nintendo
6. Mario Kart w/ Wheel – Nintendo
7. Call of Duty 4: Modern Warfare – Activision
8. Madden NFL 07 – EA
9. Call of Duty: World at War – Activision
10. Namco Museum – Namco Bandai
Activision is the leader on this list, with four entries total. Nintendo clocks in next with three, leaving a tie for the final three spots with Take 2, EA and Namco Bandai respectively.
It would be interesting to see where blockbuster PC franchises stack up against this list, since it excludes juggernauts such as World of Warcraft and The Sims. Either way, most of these titles were released relatively recently, highlighting the growth of the industry when compared to years passed by.
Flower
Genre: Adventure
Developer: thatgamecompany
Publisher: Sony
Players: 1
Retail Price: $10
Availability: Playstation Network

As an artform, gaming is in its infancy. The industry is roughly 49 years old if you count Spacewar! as the first video game, but things didn’t really take off until the 70s. As the technology used to create games has expanded (and continues to expand), so too have the methods used to design them. Compare that to the century cinema has enjoyed, or the countless years humanity has spent defining the rules of writing. In 2005, Roger Ebert stated he does not classify video games as art. His statements were then refuted by author Clive Barker, who stated that something is art so long as “the experience moves you in some way or another.” While Mr. Ebert childishly disagreed with this idea, I hope that someday, somehow, he ends up with a Dualshock 3 in his hands while sitting in front of thatgamecompany’s masterful Playstation Network title Flower. His point would be much harder to support afterward. Flower’s calm and relaxing demeanor is underscored by and ultimately overtaken by its understated narrative. It’s a powerful experience because of its abstract nature and could be considered the gaming equivalent of Koyaanisqatsi.
Admittedly, there isn’t a whole lot to the gameplay in Flower. There is no failure or consequence to be found. You are given control of the wind and use it direct a flower pedal through the sky with the Sixaxis tilt functionality. Holding X creates a gust of wind and provides a boost of speed. Coming into contact with another flower will release an additional pedal into your care. You’ll encounter quite a few of these as you explore each of the six expansive levels, so your crew of pedals will grow exponentially. Following the trail of flowers will eventually lead you to the level’s end. These simple mechanics, however, should not be considered a hindrance. Speeding through the lush fields and wavy grass is accompanied by an overwhelming sense of freedom. Exploring the levels, then, becomes an absolute joy. It’s pretty much the non-violent parallel of exploring GTA’s Liberty City or akin to gallivanting aimlessly through Hyrule Field in The Legend of Zelda: Ocarina of Time. From a design standpoint, however, the simple mechanics allow the true star of the game to shine: the story.
Those worried about spoilers, please read forward with caution or skip the next paragraph entirely. Experiencing this game with little-to-no knowledge of what’s to come is part of its genius. Those uncaring or unworried, please, read on.
Flower takes one of the great narrative conflicts — man vs. nature — and puts you in the opposite role. The first two levels are all nature all the way as you spend your time interacting with nothing but just that: pure nature. You’ll roll across hills and around groupings of rocks — it’s really quite beautiful. You’re so used to seeing nothing but natural formations by the time the third stage comes about that it’s surprisingly unnerving to find a wind turbine before you. As the game continues, the splendor of nature and your ease of exploration is restricted by the continuing expansion of man-made constructs. The manufactured structures, shockingly enough, begins to feel like an infection. The feeling that humanity is removing your freedom is thick and vivid, but only because of how seamlessly the early stages align your mentality with that of nature’s, that is, if it were to have a consciousness. The most moving aspect of the game, then, is the fact that it instills a sense of empathy with nature on a level no other piece of art has to date.
The spoiler conscious can continue here.
Part of the reason the game resonates so strongly is the soundtrack. The fully-orchestrated tracklist is able to dislodge the remaining emotion left behind by the story. It stealthily builds the proper emotions in all the right places, whether it be peaceful and carefree or foreboding and tense. It’s also a nice touch that your actions are punctuated by an auditory cue, like a flourish of strings when you fly across a tightly packed group of flowers. It also doesn’t hurt that the game is gorgeous as well. The grass moves in a convincing fashion as you tear through it at high speeds and the colors are bright and vibrant. There’s so much motion that you can’t help but marvel at how natural it all looks.
Flower is a landmark title, one that will certainly see some imitation, but will hopefully influence the industry in more wide-reaching or subtle ways instead. Its primary mechanics are the secondary element here — a compliment to the carefully hidden tale, merely included to offer access to a wholly unique set of emotions and feelings. Flower, then, is a title created with the intention of moving the player on an emotional level, and does so with unprecedented success. Much like a painting or a book. You know, like art. And even those who don’t consider games art would be hard-pressed to ignore that, whether it’s Grandma Joan or Mr. Roger Ebert himself.
NPD December 2009: A very Nintendo Xmas
Christmas is usually a kind time to the video game insdustry, and December 2009 was no different. Every system posted fantastic numbers last month — even the PS2, which sold as much as the new generation systems do in a normal, non-holiday season month. The big story, however, is the Wii. Many have claimed it’s due for a slowdown, and they may be correct, but the numbers tell a different story for the time being.
December 2009
Wii – 3,810,000
Nintendo DS – 3,310,000
PlayStation 3 – 1,360,000
Xbox 360 – 1,310,000
PSP – 654,700
PlayStation 2 – 333,200
November 2009
Nintendo DS – 1,700,000
Wii – 1,260,000
Xbox 360 – 819,500
PlayStation 3 – 710,400
PSP – 293,900
PlayStation 2 – 203,100
Things on the software side, well, they’re pretty predicatble. Nintendo’s high numbers ensured high software sales as well, and five of the titles are Wii titles (and one for the DS). Combine that with the juggernaut that is Modern Warfare 2 and you’re left with only two slots for other companies to fill. It’s also pretty insane to see Wii Play jump back on the charts. And to think that I thought Left 4 Dead 2 was about zombies…
December 2009
1. New Super Mario Bros (Wii) 2,820,000
2. Wii Fit Plus (Wii) 2,410,000
3. Wii Sports Resort (Wii) 1,790,000
4. Call of Duty: Modern Warfare 2 (360) 1,630,000
5. Call of Duty: Modern Warfare 2 (PS3) 1,120,000
6. Wii Play (Wii) 1,010,000
7. Mario Kart Wii (Wii) 936,100
8. Assassin’s Creed 2 (360) 783,100
9. Left 4 Dead 2 (360) 728,500
10. Mario & Luigi: Bowser’s Inside Story (DS) 656,700
November 2009
1. Modern Warfare 2 (360) 4,200,000
2. Modern Warfare 2 (PS3) 1,870,000
3. New Super Mario Bros. (Wii) 1,390,000
4. Assassin’s Creed II (360) 794,700
5. Left 4 Dead 2 (360) 744,000
6. Wii Sports Resort (Wii) 720,200
7. Wii Fit Plus (Wii) 679,000
8. Assassin’s Creed II (PS3) 448,400
9. Dragon Age: Origins (360) 362,100
10. Mario Kart (Wii) 315,000
Extra Guy













