Guitar Hero: Warriors of Rock confirmed, detailed.

Neversoft’s battle-worn rhythm franchise to heavily emphasize axe-shredding gameplay, Gene Simmons narrating story mode.

Earlier this week, it appeared as if retailers had shredded out the opening chords of Activision’s latest rhythm game, listing stand-alone and bundled versions of Guitar Hero: Warriors of Rock for the Xbox 360, PlayStation 3, and Wii. It hasn’t taken long for official confirmation of Neversoft’s next effort to come, courtesy of Nintendo Power magazine.

The Beast rocks with…the Pig?

While Sega’s just-announced Sonic Colors has taken the cover of Nintendo Power, the magazine’s online site has posted an image for the first two pages of a feature story on Warriors of Rock. According to Neversoft project lead Brian Bright, though little has changed as far as the standard note-matching gameplay, Warriors of Rock will return to the emphasis of the series to rock and roll.

“All of the cool features and things we did in GH5–the level of polish–[are] still there,” he told the magazine. “Party Play still exists. The ability to play with any instrument combination–all that stuff is still in the game. But what we strove do here is handpick all the songs…So many more people play Guitar Hero on guitar than any other instrument. We wanted to focus first and foremost on shredding kind of rock.”

Bright also briefly discussed the game’s story mode, which will be narrated by KISS frontman Gene Simmons, as the prodigiously tongued singer previously confirmed. The storyline will apparently center upon the Beast and the demigod of rock.

“The Beast defeats the demigod of rock, and the demigod of rock is entombed in stone, and his legendary guitar is banished,” Bright said. “[The guitar] is the source of his power. And so you are going through and assembling an army of warriors to be able to defeat the Beast. Along the way, you’ll have to recover the legendary guitar, but in the end, you’re defeating the Beast.”

Nintendo Power also noted that the Wii edition, which is in development at Vicarious Visions, will exclusively feature three “Roadie modes,” all of which integrate with the DS. In Roadie Set List Manager, gamers can build a custom setlist on the DS. In Roadie Quickplay+ and Roadie Battle modes, DS gamers will be able to assist Wii players by contributing beneficial and detrimental effects to their friends and foes.

The magazine’s two-page spread did not offer an expected release date for Guitar Hero: Warriors of Rock. However, according to retailers, the rhythm game will be available on September 19.

By: 20th Century Games.

Pokemon multiplying on Wii, DS

Nintendo announces Pokemon Black and White will join handheld library next spring, while PokePark Wii: Pikachu’s Adventure hits European Wii consoles July 9.

Pokemon HeartGold and SoulSilver haven’t even fallen out of the NPD Group’s top 10 monthly sales chart yet, but Nintendo has already lined up their successors. The company today announced that Pokemon Black Version and Pokemon White Version will arrive on the Nintendo DS in North America and Europe in spring of 2011. Additionally, European Poke-maniacs unwilling to wait that long will be able to tide themselves over with PokePark Wii: Pikachu’s Adventure starting July 9.

“Catch all you want. They’ll make more.”

Beyond a new storyline and monsters to catch, details on what gamers can expect from Pokemon Black and White remain slim. However, Nintendo has previously said that the game will be a “groundbreaking evolution of all aspects,” though it will presumably maintain its traditional adventuring and battle mechanics. As for the dual name, Nintendo traditionally releases near-identical editions of the same Pokemon game under slightly different monikers, encouraging players to exchange captured monsters between versions.

Details are much easier to come by on PokePark, which launched in Japan last December. The game revolves around Pikachu, who must save the PokePark after its Sky Prism is destroyed. The gameplay will be based around searching the park to pick up the Prism pieces with the help of key Pokemon. There will also be minigames at many of the attractions, including races, strength tests, and obstacle courses.

For more on Pikachu’s Adventure, check out frequently back in this forum.

By : 20th Century Games.

NHL Slapshot winding up on Wii

Electronic Arts’ first hockey game for Nintendo’s console will include a miniature stick peripheral; gloves drop September 7 along with NHL 11 on 360 and PS3.

Take-Two Interactive’s NHL 2K hockey series is in a rebuilding year, skipping the Xbox 360 and PlayStation 3 editions to focus on the Wii, where it has yet to face any competition. That’s going to change this year, as Canoe.ca is reporting that Electronic Arts is putting on the foil for an old-fashioned donnybrook on the Wii.

Shooting, passing, and crosschecking opponents in the teeth are now more intuitive than ever.

According to the site’s gaming blog, EA will be making its hockey debut on the Wii with NHL Slapshot. The game will launch September 7, alongside the Xbox 360 and PS3 debuts of NHL 11.

As might be expected, EA’s first hockey game on Nintendo’s system will use the motion-sensing functions of the Wii Remote controller. More surprising is the miniature hockey stick controller shell that the publisher will be including with each copy of the game. According to the report, the 21-inch stick will snap together from three separate pieces and let players shoot, pass, stick-handle, and poke-check much as they would in real life.

The publisher is also bringing out the big guns to promote the game, as it has lined up hockey legend Wayne Gretzky to be the game’s cover athlete. “The Great One” will appear not only on the box art, but also in the game as a playable character and as a coach in the game’s career mode, which follows a created character from the peewee leagues through the juniors, CHL, AHL, and, finally, the NHL itself.

PCs to be doused with Heavy Rain?

Compatibility listing on Nvidia site sparks rumors of PS3 thriller ditching its exclusivity and heading to computers.

Source: Graphics hardware maker Nvidia’s PhysX site, as reported by Destructoid.

What we heard: The critically acclaimed Heavy Rain is apparently getting prepped for the big screen, but that may not be the only place Quantic Dream’s moody thriller is headed. Rumors have started swirling that the PlayStation 3 exclusive is possibly headed to the PC, following a listing on graphics hardware maker Nvidia’s own site.

A listing of current and upcoming titles that support hardware acceleration using Nvidia’s PhysX engine shows Heavy Rain as one of its compatible titles but identifies the PC as the platform it appears on.

Will you be pressing X to Jason on a PC soon?

While the possibility of Heavy Rain dropping its exclusivity and heading to PCs is intriguing, several factors point to this not being the case. Firstly, the accuracy of Nvidia’s list is questionable, with the site still listing the defunct Xbox 360 version of Haze and the discontinued massively multiplayer online game Fury as two of its compatible titles. Quantic Dream also used the Havok engine for Heavy Rain, and studio head David Cage has often stated in the past that the interactive drama would remain a PS3-only proposition.

The official story: “We checked with the PhysX team and learned that it is a typo. Should be PS3.” — An Nvidia representative, who also confirmed that Heavy Rain did use PhysX at one time for an E3 demo shown several years ago but that Quantic Dream eventually switched to using Havok.

Bogus or not bogus?: Bogus.

Shippin’ Out May 30-June 5: Modern Warfare 2 Map Pack 2, Alpha Protocol

Shippin’ Out May 30-June 5: Modern Warfare 2 Map Pack 2, Alpha Protocol.

Resurgence DLC for Activision military shooter and Sega spy role-playing game debut highlight a week including EA’s Sims 3: Ambitions, 505 Games’ Backbreaker, and Ubisoft’s Pure Futbol.

Attempting to top a massive May’s worth of new releases sounds like a fool’s errand, but the lineup for the first week of June is nothing to shrug off. That’s thanks to new Sims and Call of Duty offerings combined with the launch of three new intellectual properties.

Nothing good ever happens in a “FunHaus.”

Perhaps the biggest release is the second map pack for Activision’s Call of Duty: Modern Warfare 2. Launching for the Xbox 360, the Resurgence Map Pack ($15) is a collection of five multiplayer environments, which include three new maps and two remade Call of Duty 4: Modern Warfare digs. Modern Warfare 2’s first batch of downloadable content, the Stimulus Package, drew criticism for its price point but went on to sell more than 2.5 million units. PlayStation 3 and PC versions of the map pack are set to launch at a later date.

Similarly significant in terms of scale is Electronic Arts’ Ambitions expansion to its PC hit The Sims 3. For the first time in a Sims game, players can control their sim’s livelihood on the job at any of the game’s new professions. Ghost hunter, doctor, private investigator, and more are all possible career paths for each sim included in Ambitions.

The first of the new intellectual properties launching this week mixes high-tech gadgetry and espionage with some time-tested role-playing-game character progression. Alpha Protocol is the first original project from Obsidian Entertainment, the studio behind some high-profile sequels like Star Wars: Knights of the Old Republic II: The Sith Lords, Neverwinter Nights 2, and the upcoming Fallout: New Vegas.

With just a couple of weeks left before the World Cup kicks off in South Africa, Ubisoft will jump into the soccer genre with a new sim-minded effort. Due out for the Xbox 360 and PlayStation 3, Pure Futbol has Liverpool FC and England midfielder Steven Gerrard on its cover and aims to emphasize the physicality of the sport.

On the American football front, 505 Games is bringing Backbreaker to market. The PS3 and Xbox 360 gridiron simulator strays from the Madden formula in that it’s unlicensed (although it does include team customization tools). Backbreaker also features interactive tackles and takes advantage of developer NaturalMotion’s physics-based middleware technology (as featured in Grand Theft Auto IV and Star Wars: The Force Unleashed).

For further details on the week’s games, visit GameSpot’s New Releases page. The full list of downloadable games on the PlayStation Store, Xbox Live Marketplace, and Wii Shop Channel will be revealed later in the week. Release dates are based on retailer listings and are subject to change.

MONDAY, MAY 31
GundeadliGne–PS3–Rockin’ Android
Hitogata Happa–PS3–Rockin’ Android
Telegraph Sudoku & Kakuro–DS–Sanuk Games
Tropico 3: Absolute Power–PC–Kalypso
X-Scape–DS–Nintendo

TUESDAY, JUNE 1
Alpha Protocol–X360, PC, PS3–Sega
America’s Next Top Model–Wii, DS–Crave
Backbreaker–X360, PS3–505 Game
Bass Pro Shops: The Hunt–Wii, X360–Griffin International
Diamond Trust of London–DS–Majesco Games
Farm Frenzy Animal Country–DS–City Interactive
Mind Over Matter–DS–505 Games
Pure Futbol–PS3, X360–Ubisoft
Sega Genesis Classics–PC–Sega
Syphon Filter: Logan’s Shadow–PS2–SCEA
The Sims 3 Ambitions–PC–Electronic Arts
Wizardology–Wii, DS, PC–Codemasters

THUSDAY, JUNE 3
Call of Duty: Modern Warfare 2 Resurgence Map Pack–X360–Activision
thinkSMART–DS–Crave

BLUR.

BLUR.

[RELEASE DATE : MAY 25th, 2010.]
[GENRE : RACING/GT.]
[PLATFORM : PC.]
[DEVELOPERS : ACTIVISION BLIZZARD – BIZZARE CREATIONS.]
[ESRB : EVERYONE 10+]

This fast and exciting racer continually finds a way to keep you circling around for another lap.
The Good

* Driving is smooth and responsive
* Weapons add a burst of energy to the standard racing action
* Rewards system makes game difficult to put down
* In-depth multiplayer mode is easy to lose hours to
* Wide variety of tracks and cars.

The Bad

* Split-screen mode is stripped
* Level cap is too low in single-player.

Blur answers the long-contemplated question: What would happen if a speeding Renault dropped a land mine in front of a gaining Nissan at 130mph? The answer is, of course, a massive wreck, but it’s only now that Blur has merged the real-life cars from Project Gotham Racing with the over-the-top weapons more commonly found in the cartoony Mario Kart series that such questions can finally be laid to rest forever. This odd combination paves the way for an exhilarating racing experience with an absolutely relentless pace, but there is another element borrowed from a popular franchise that makes it even harder to put this racer down. An experience system similar to the one that worked so well in Call of Duty 4: Modern Warfare has been integrated into the missile-shooting, corner-taking action, giving you a healthy stream of prizes for successfully pulling off specific maneuvers. The thrilling racing does hit a couple of rough patches, though. The drifting is a little too stiff, and the level cap in single-player can be hit long before you finish up your career. But once you get a handle on the driving, nothing can slow down your fun in this exciting racer.

The only thing missing is John Connor and the California governor.

Despite all the fancy rewards and destructive weapons in Blur, the most important aspect is still the driving, and thankfully, it’s a blast to take to the road. This is a fast-moving game where quick reflexes are paramount to success, and the controls rarely get in the way of your chance to grab the checkered flag. You can smoothly glide between competitors, dodge land mines and missiles without any worry, and take tight turns at top speeds–at least after a bit of practice. The drifting is a bit stiff, and it can take a little finesse to steer yourself around corners without slamming into the wall. This stiffness can be mitigated by selecting a vehicle with more grip, allowing you to stay fully in control when cornering at the expense of speed. But once you get a handle on the timing needed to perform a perfect drift, it’s a rush to scream around corners with style.

The early portions of the single-player campaign make it easy to learn how to drive on the fly, but the challenges become stiffer once you get deeper into the game. There are 63 events to compete in, topped off by nine bosses that are none too pleased that you’re trying to wrest their racing crowns from them. There are three unique event types: racing, checkpoint, and destruction. In racing, you test your mettle against up to 19 other drivers, squealing around corners and unleashing weapons to claw your way to the top. Checkpoint removes the weapons and competitors, and the game is just as fun when you’re focused on the smooth driving without anything to distract you from the road. Destruction flips that idea around, forcing you to dispatch as many nameless drivers as possible before your time is up. With only three different event types, there isn’t a ton of variety, but the action is so engaging and fun that it hardly matters that your overall objective doesn’t change much.

A lot of the enjoyment comes from the secondary objectives you need to complete. Every action you take in Blur is tracked and tallied, and rewards are doled out when you reach certain milestones. Rewards include new cars and passive modifications, giving you plenty of control over your on-track strategy. The mods give you all sorts of additional powers to play around with, such as earning turbo boost at the beginning of every lap or equipping your car with a laser sight to make shooting weapons easier. There are also mini challenges in every event that let you earn more fans which unlocks more cars after you gain enough. Every track has a checkpoint challenge where you must drive through a series of markers within a time limit, but there are more specific challenges as well that keep the racing fresh. These include hitting opponents with a missile while you’re drifting or achieving a certain high speed, and it’s a blast to strive for these goals while trying to overtake the car in first place. The only strange thing is how quickly you reach the maximum fan-level limit. In single-player, 25 is the highest level available, and you can reach this long before you finish all the events. There are still other rewards to strive for, but it’s disheartening to reach your fan limit and be left without levels to strive for before you reach the end of the game.

Hovering clock power-ups are a valuable commodity.

The weapons have mostly been inspired by Mario Kart, but they’re well balanced and provide a satisfying way to overcome your foes. The assortment of missiles, land mines, and homing bombs are expected inclusions, but most items have multiple uses that make you strategize a bit more. For instance, your force push attack can slam a nearby enemy into a wall or straight off the course, but you can also use it as a defensive mechanism. Time your button push right, and you can destroy a missile homing in on your tailgate. Also, unlike in Mario Kart, none of the weapons are overpowered. The lightning bolt does send three electrical clouds after the pack leader, but these are easy enough to avoid that they won’t drastically upset the balance. Because defense is just as important as offense, the rearview mirror is incredibly useful. You need to have eyes in the back of your head to counter offensive barrages or accurately shoot missiles backward, so you have to learn how to protect your backside while still concentrating on where you’re going. This is one game you need to have if you’re a racing lover….trust me and I bet you will be spending hours.

By : 20th Century

Call Of Duty : BLACK OPS.

Call of Duty: BLACK OPS.

[RELEASE DATE: NOVEMBER 9th, 2010.]

[GENRE: HISTORIC FIRST-PERSON SHOOTING.]

[PLATFORM: PC, PS3, X360, WII]

[DEVELOPERS:  ACTIVISION, TREYARCH.]

[ESRB: MATURE.]

Call of Duty: BLACK OPS Review.

We travel by SR-71 Blackbird to 1960s-era Russia, and then make a brief stop in Vietnam.

The most recent trailer for Call of Duty: Black Ops bridges its two halves with a very serious voice uttering the line, “We live in a world where everything you know is wrong.” It’s a bold but not entirely universal statement–you probably know for a fact that trying to fist fight a shark is an objectively terrible idea–but there’s truth in that proclamation when it comes to the military history that the Call of Duty series has long steeped itself in. With Black Ops, Treyarch may not exactly be exposing all the secrets in American military history, but the developer is nonetheless focused on exploring some of the shadowy covert operations that went down during the height of the Cold War, in addition to some of the more famous conflicts of that era, such as Vietnam. The game appears to be a mixture of the frantic run-and-gun action the franchise is known for and a generous sprinkling of new gameplay options. Treyarch has plucked those gameplay options from this period in history to help paint a better picture of what went on both in and out of the public eye.

We were recently treated to a pair of demos showing two very different sides of Black Ops. The first was a slow and deliberate trek through the snowy mountains of Russia circa 1968. It began with a first-person view of a pilot boarding an SR-71 Blackbird aircraft in a dusty, windswept air force base in Northern California. The plane starts a booming sprint down the runway, the player pulls back on the left analog stick, and one flash forward later, the SR-71 is high above the earth ready to do some reconnaissance above enemy territory.

The player is shown a screen with a rough outline of a road, some buildings, and a few bright blue blips moving in a group. It turns out that these blips are actually ground troops, and it’s up to the player–sitting in an aircraft capable of flying 80,000 feet above the earth while wearing what’s essentially an astronaut outfit–to direct these troops on where to go, almost as if this were a real-time strategy game. But these commands aren’t just for show. Where you send these blips on the screen actually determines how you approach the next sequence of the mission. In a matter of moments, the game cuts to those men on the ground as they’re suddenly greeted by enemy soldiers.

This next part picked up with a first-person view of someone hiding deep in the woods under the cover of branches and leaves while a Russian patrol walked by unaware, no more than 10 feet away. The player and his squad then jumped out of the bushes–a crossbow in hand–and began moving down a steep, snowy hill. After repelling down a sheer Cliffside using the two triggers to alternate holding and releasing the rope, they breached the windows of a Soviet communications station to start a good old-fashioned Call of Duty-style shootout. The breach itself was especially impressive, with the crew repelling down the outside of the window before jumping back and kicking in the windows in slow motion.

[In 1960s Russia, windows smash you!]

What happened next was familiar Call of Duty punctuated by shiny new ways to deliver hurt. The player used a combination of ’60s-era automatic weaponry to dispatch frantic enemies when things were hot and sniped them from afar with a deadly silent crossbow when it was quiet. One of the new features is the inclusion of alternate weapon types. In the case of the crossbow, it can fire timed arrows affixed with timed explosives. The onscreen result is an enemy stuck in the leg with an arrow flashing a bright green light for two seconds before exploding and taking out any nearby friends with him.

This Russian level–dubbed WMD–ended with the player and his squadmates escaping out onto a snowy ledge overlooking a huge abyss just in time for an avalanche to start rumbling in the distance. They dashed down the ledge but soon ran out of footing, reaching a point overlooking nothing but clouds below. With no other choice, the player took a running start and leapt from the ledge. The sound of sweeping wind quickly faded away while the main character’s heavy breathing rose. With the ground quickly approaching, the screen cut to black and the demo ended.

The second demo was a marked departure from the first. This much was obvious from the title screen, which introduced the level as a sequence called “Slaughterhouse” set in Hue City, Vietnam. The action began with the player in a helicopter above a chaotic warzone splashed with an eerie reddish hue from all the fires and flares in the area. Things got ugly in a hurry as the helicopter that the player was repelling from got shot down, sending everyone falling down into the building below.

Inside, they managed to pick up a few combat shotguns equipped with incendiary shells. This helped the crew tear through waves of enemy soldiers with fiery shotgun blasts that looked more like a malfunctioning racecar tail pipe than any shotgun we’ve seen in Call of Duty before. The rest of the action in this level was just as over the top as the weaponry. It felt a lot like an early level from Modern Warfare 2 where players scrambled their way through Iraqi buildings fighting insurgents; only this time, it was enemy Viet Cong with their sights set on both you and any civilians trying to flee the premises.

Outside, the player grabbed a radio from an injured marine and used it to call in a helicopter strike against a series of nearby buildings where enemies were terrorizing the characters from balconies and rooftops. The action moved at a fast clip, with the main character weaving in and out of demolished buildings under that unsettling red sky while occasionally stopping to call in another chopper strike. This outdoor section looked like absolute chaos, with building rubble showering down onto the streets, explosions all around, and an enemy soldier taunting you over a loudspeaker all the while.

[The Vietnam chapter’s stark use of color really stood out.]

One of the things that grabbed us about both demos was the chatter between characters. Specifically, the playable character has a voice for the first time ever in a Call of Duty game. You’re no longer playing a mute supersoldier but someone capable of chiming in with his own thoughts and ideas about what’s going down. We’re eager to see how Treyarch handles the storytelling in Black Ops, considering that Modern Warfare 2’s plot tended to veer out of control for much of the adventure–much more so than previous games.

All things considered, Black Ops looks impressive. Of course, it is a Call of Duty game, so that’s probably not much of a surprise. But the varied pacing, new gameplay features, and fresh setting make for an intriguing combination. We’re looking forward to seeing what else Treyarch has up its sleeve leading up to Black Ops’ November 9 release date and all Call of Duty Fans are looking forward to this after Activision failed to capture the hearts of the audience with the Call of Duty 2: Modern Warfare. Hope this one covers up all the previous mistakes done by its predecessors.

BY : 20TH CENTURY GAMES.

The Sims 3 Ambitions.

IN DEPTH REVIEW OF THE SIMS 3 FRANCHISE :

THE SIMS 3 AMBITIONS.

[A RECENT EXCLUSIVE INTERACTIVE Q/A SESSION WITH ASSOCIATE PRODUCERS OF THE SIMS 3, SIR GRANT RODIEK DONE BY THE GAMSEPOT.]

[INTERVIEW.]

GameSpot: Give us an overview of The Sims 3 Ambitions.

Grant Rodiek: The Sims 3 Ambitions allows players to control their sims while they are at work in a variety of new careers. Instead of sending your sims off to work all day, The Sims 3 Ambitions lets you pick a career like firefighting, investigator, architect, ghost hunter, stylist, or doctor and then guide your sim to make choices and succeed (or fail) every step of the way. You can also make your sim a tattoo artist, sculptor, or inventor.

GS: Why go in this direction for the next expansion pack? Was in-depth career gameplay the most requested feature from the fans?

The next Sims 3 expansion will let you put out fires and open doors the hard way.

GR: Career gameplay is something we’ve wanted to do for a long time and it’s something that our players consistently request. We always strive to do something new that hasn’t been seen in The Sims before. We’re especially excited about the fact that the in-depth careers really offer something for all types of players. Storytellers will love solving mysteries as an investigator or resolving the problems of the afterlife as a ghost hunter. The “gamers” will enjoy being the hero as a firefighter and saving civilians as the doctor. The team cannot wait to see what the builders and sim creators make with architect and stylist careers. There’s a lot of depth and variety here for every type of sims player.

GS: Could you explain how the career-based gameplay will work? Will it be comparable, for instance, to the gameplay in Open for Business for The Sims 2?

GR: The focus of Open for Business was creating and managing a retail establishment. The Sims 3 Ambitions is more about your sim’s personal venture. Each career presents a unique experience.

Firefighters need to develop relationships and maintain their equipment while at the firehouse. But as soon as that alarm rings, they need to get to the fire, clear rubble piles, carry out children, stop gas leaks, put out the flames, and be the hero. Your town may fall victim to small fires, huge infernos, and even earthquakes.

Stylists will be hired by neighbors to offer fashion advice and provide partial or complete makeovers. You can choose to make sims look really good or just terrible. It’s a lot of power to put in the hands of our more-deviant players, but the ability to give the entire town a face-lift is fantastic. And profitable!

Investigators will have cases to solve by any means necessary. Investigators are great for our more-deviant players. For example, if you need information, you can bribe a sim, convince them to give your sim the information, or even beat them up. You can break into homes for clues or other nefarious purposes, like stealing their items for “evidence.” Many cases have a lot of humor within them–some “sims noir”–so there will still be lots of laughs. There’s a lot of variety–and these are just three of our careers!

GS: Tell us about inventing, sculpting, and tattooing–how will these new career skills work, and how will they let sims earn extra money? Will they, like the martial arts and nectar-making skills of World Adventures, let your sims earn enough to support themselves?

Who you gonna call?

GR: Inventing is a fantastically huge skill that is full of content. Crafty sims can gather scrap from the junkyard, broken objects, or even by blowing stuff up with their handy detonation packs. They can then use this scrap to invent excellent objects like the floor hygienator (provides hygiene to sims who walk over it), toys, widgets, a personal drilling device, a time machine, and even a personal robot.

These inventions (and other things) can be used to complete opportunities or be sold via the consignment store for a handy profit.

Sculptors can craft wondrous masterpieces in several mediums, including clay, wood, ice, or metal. This is a great way to customize your sim’s home and earn a living.

Using the tattoo chair in-game (or at the local salon), your sims can tattoo their neighbors with both fantastic and questionable body art, for a price, of course.

GS: We understand that there will also be career paths that will let you affect the layout and appearance of your sims’ neighborhoods. How will that work?

GR: Architects will be hired by neighborhood sims to remodel their homes. For example, expecting parents may hire your sim to build a new baby room for them, or a sim who has just learned to paint may contract your sim to create an art studio. Before long your talented sim will have had a hand in many, if not all, of the homes in the town. We have dozens of different jobs based on story progression and your neighbors’ desires–it’s a very exciting feature.

GS: Tell us about some of the other additions that the expansion will add. What new items, building options, and gameplay features will also be added?

GR: One of the features we’re most proud of is adding the ability for players to add, remove, and modify lots in edit town. Create-a-World is still the most powerful tool available for players who want to create and modify worlds, but for players who just want some of the options, this is a great alternative. Players can also add neighborhood objects like signs, rocks, and other large structures.

The tattoo system is an incredibly powerful new creative tool for our players. Players can apply multiple tattoos in up to five layers, scale them, change the colors, and even modify opacity. Players can also upload and share these tattoos on the exchange, giving our community yet another creative outlet.

Build mode will see the addition of the ability to modify the pitch of individual roof sections, which is incredibly useful for aspiring architects. We’re also adding a multistory column tool for added home variety.

Finally, we always try to add some fun new objects for sims to play with while not working or studying. Sims will love motorcycles, the trampoline, and more.

GS: Finally, is there anything else you’d like to add about The Sims 3 Ambitions?

You’ll even be able to invent robots.

GR: We’re really excited to make this game, and we cannot wait to give it to players. It’s an entirely new sims experience that perfectly complements the open world, personality traits, and creative tools from The Sims 3.

GS: Thanks, Grant.

-END OF THE Q/A INETRVIEW WITH GRANK RODIEK [ASSOCIATE PRODUCER OF THE SIMS 3.]

AFTER HAVING A LOOK AT THIS SESSION OF Q/A HOSTED BY THE GAMESPOT PEOPLE. WHAT IS THE FIRST THING THAT COMES TO YOUR MIND REGARDING THE SIMS 3. WELL FROM MY SIDE TO BE HONEST, MOST PEOPLE OUT THERE WOULD BE SAYING ONE THING AND THAT IS FOR SURE… AND THAT IS EA[ELECTRONIC ARTS] FROM LONG BACK, FROM THE TIME OF THE SIMS BACK IN 2001 AND THE SIMS 2 BACK IN 2004 HAD ALWAYS BEEN MORE INCLINED TO LET OUT EXPANSIONS AFTER EXPANSION, RATHER THAN CONCENTRATING ON THE MINUTE DETAILS AND FIXING THE BUGS PROPERLY BEFORE LETTING THEM OUT IN THE MARKET. TO BE FRANK AND HONEST, THOUSANDS OF PLAYERS OUT THERE…WHO HAVE PLAYED THE SIMS 3 WILL KNOW WHAT I AM TALKING ABOUT.
THE SIMS 3 IS NOT EVEN NEAR AS TO WHAT THE SIM2 FRANCHISE STARTED OUT AS, AND IT’S QUITE OBVIOUS THAT THE ONLY REASON WHY PEOPLE WHERE ANTICIPATED FOR THE RELEASE OF THE SIMS 3 BACK IN SEPTEMBER WAS BECAUSE OF THE FACT THAT, THEY BELIEVED THAT THE EA GAME DEVELOPERS WOULD FAR BEYOND INCREASE WHAT HAD BEEN LEFT BEHIND BACK IN THE SIMS 2, EVEN THOUGH TILL THE SIMS 2’S LAST EXPANSION THAT WAS THE SIMS 2 APARTMENT LIFE…IT WAS MOVING AT A GOOD RATE, THANKS TO THE TALENTED PEOPLE OUT THERE WHO SPEND THEIR TIME DESIGNING SPECIAL MODS/HACKS, CLOTHES, HAIRS AND MANY OTHER STUFFS. THE SIMS 2 SUCCESS DID STARTED OUT AS A BUMPER ONE BECAUSE IT HAD MODIFIED WHAT HAD BEEN THERE IN THE ORIGINAL SIMS [LAUNCHED BACK IN LATE 2000], AND THEY FURTHER MODIFIED IT TO FINER DETAILS AND PERFECTION FOR WHICH PLAYERS WERE KEEN ON PLAYING THE SIMS 2 AND PURCHASING IT. IT SLOWLY BECAME A BILLION DOLLAR AGENDA WHEN THE SIMS 2 STARTED OUT IT’S FAMOUS ROWS OF EXPANSIONS STARTING FROM THE SIMS 2 UNIVERSITY AND GRADUALLY DOWN THE LINE TO THE LAST EXPANSION THAT WAS THE SIMS 2 APARTMENT LIFE. THE EXPANSIONS HAD EVEN MORE EVENTFUL SUCCESS THANKS TO THE PROFESSIONAL AND EXPERIENCED MODDERS WHO WAS SITTING OUT THERE TO FINE-PRINT THE GAME SO THAT THE PLAYERS FIND IT MORE INTERESTING TO PLAY THE GAME WITH CUSTOM MODS AND HACKS.
ONE THING WAS CLEAR THE MOMENT THE FIRST IN-DEPTH EXCLUSIVE REVIEW OF THE SIMS 3 WAS OUT IN THE NET. IT WAS THAT THE SIMS 3 WAS NO LONGER THE SAME AND IT HAD CLEARLY BROKEN UP TIES WITH HOW THE SIMS 2 WAS, AND THAT WAS SOMETHING MOST PLAYERS FELT BAD ABOUT…BECAUSE THEY ONLY EXPECTED THE SIMS 3 TO BE MODIFIED A BIT MORE WITH REALISM ON THE SAME BASE PLATFORM OF THAT OF THE SIMS 2. BUT THE SIMS 3 IS TOTALLY DIFFERENT, THEY DID GIVE SO MUCH OF AI INTO THE GAME THAT IT MADE NO SENSE THAT THEY WERE OUR SIMS, AND MOST OF THE TIME THEY WERE DOING THINGS ON THEIR OWN WHICH WE DIDN’T EVEN KNOW OF…FEW OF THEM WERE LIKE HAVING SOME KIND OF RELATIONSHIP WITH SOMEONE UNKNOWN [WHOM WE WOULD HAVE NEVER CHOSEN IF THE CONTROL HAD BEEN IN OUR HAND.], THEN BETTER YET CHANGING JOBS AND DOING SOMETHING ELSE, ONCE YOU LEAVE THE ACTIVE HOUSEHOLD AND MOVE ON TO ANOTHER HOUSEHOLD TO CONTINUE WITH THEIR STORY.IT’S NOT THAT PUTTING AI INTO A GAME IS BAD, BUT WHY PUT IT TO A LIMIT THAT YOU LOSE CONTROL OVER THE ONES YOU ARE PLAYING AND HAVE ONLY SOME AMOUNT OF CONTROL OVER THEIR LIVES. IT’S NOT THAT AI WAS NOT THERE IN THE SIMS 2. IN FACT IF YOU COMPARE IT WITH THE SIMS 2, IT WAS QUITE BETTER THAN WHAT IT IS IN THE SIMS 3.
THE SIMS STARTED OUT AS A GAME WHERE WE GAMERS WERE THE GOD OF THE SMALL LITTLE PEOPLE OF THE VIRTUAL WORLD. AND THE TRANSITION WAS NICE WHEN IT TOOK PLACE FROM THE SIMS TO THE SIMS 2, BECAUSE IT STILL KEPT THE LINK. BUT THE TRANSITION FROM THE SIMS 2 TO THE SIMS 3 HAS CHANGED IN AN EXTENSIVE MANNER…WHICH MOST PLAYERS FOUND IT DIFFICULT TO COPE UP WITH.
THE EA ARE EXPECTING ONE THING FOR SURE …THAT THEY DO NOT LOSE THEIR REP. FOR WHAT THEY ARE DOING. NO DOUBT CHANGE IS GOOD BUT WHY HAVE SUCH A CHANGE, THAT NO ONE WOULD BE APPRECIATING.  SO EA MUST GET BACK UP FIRST BECAUSE MANY PLAYERS ARE NOT TAKING THE SUDDEN CHANGE IN THE SIMS 3 GAME-PLAY IN AN APPRECIATIVE MANNER AND THEY MAY END UP LOOSING A LOT OF VALUABLE PLAYERS AND LOYAL SIMS CUSTOMERS.

BY: 20TH CENTURY GAMES.

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