Ubisoft’s just Dance for Wii was the surprise big hit of 2009. now the series expands to the Xbox 360 and PS3 platforms with just Dance 3.

Could just Dance 3 be the biggest game in the series yet?

This week we’re going to look at the just Dance series using the GameVision Brand Map you can buy direct from the MCV Reports page on the website.

We asked 4,378 gamers about the game, of whom 662 had played it in the last six months; 328 of these told us about their experience of just Dance in more detail.

Just Dance is played by gamers of all ages but it is particularly popular with younger gamers with 47 per cent of players under the age of 19. the game also has more females playing than males (53 per cent are female). 2009’s just Dance is still being played as much as the sequel, with 50 per cent playing the original title and 50 per cent playing the sequel.

So what makes the game so popular? ‘It makes me laugh’ is the dominant motivation for playing with 64 per cent choosing this motivation. other key gameplay motivations include ‘playing with people’ (28 per cent), ‘being creative’ (17 per cent) and ‘developing abilities outside gaming’ (15 per cent).

Just Dance is all about creating a party and entertaining people and that’s what has attracted millions of gamers to the brand. the latest iteration expands to a potentially wider audience with the Xbox 360 and Wii versions out now, and the PS3 version due December 9th. just Dance Kids is out for 360, PS3 and Wii on November 4th. With further monetisation available through downloadable content, Ubisoft looks set for another hit with just Dance 3.

You can find this and other Brand Maps at mcvuk.com/reports.

 

Brand Map: Just Dance

 

By Laura . October 22, 2011 . 4:30pm

While Level 5 fans will get to play Ni no Kuni: Wrath of the White Witch on PlayStation 3 in English next year, what they may never get the chance to see is the original Ni no Kuni on the Nintendo DS. The “lost” Ni no Kuni game, if you will. this is the final part of our series of playtests for Ni no Kuni: The Jet Black Sorcerer. Developed by Level 5 and the famed Studio Ghibli, it was released late last year in Japan.

Ni no Kuni is a game of exploration and discovery. Every step of the way, there are quests posted in the Shibakuro Co., an international company that exists in every city and has requests from people in cities all around the world posting on their billboards.

These appear the moment they’re unlocked, so the only thing you have to do is find the person and talk to him or her.

Quests usually span three types. The first is item quests; these are actually the rarest of the lot. The second is heart fragment quests, where you have to find people across the world who have a certain fragment for people who are lacking that same fragment.

The second involves those called Nukegara People (anything I translate this into will sound like a ripoff from another game, so I’m leaving it in Japanese) who have had parts of their heart stolen by the evil magician. The different kinds of fragments include Motivation, Kindness, Courage, Restraint, Confidence, love, Faith, and Dreams — which are very unusual categories. Basically, Oliver has a bottle that can store one of each kind of fragment using the Heart Piece spell, and so it’s best to give out the fragments as quickly as possible.

Luckily, you can accept as many quests as you want without worrying about a deadline.

At first, I didn’t have much trouble with these quests since most of them can be done as you’re traveling around the world for story’s sake anyway. However, towards the second half of the game, the quests require more back-and-forth traveling and the story takes a breather before the grand finale. Thankfully, by then you have the Teleportation spell, which makes this a little easier. that said, even with spells and a flying dragon, merely traveling through the overworld and the cities takes a long time and I found myself spending more time than I would have liked for relatively little reward on the quests.

The third kind of quest is bounty hunting, where certain monsters appear on the overworld. usually, monsters chase after you, but these stay put and wait for you to approach them and talk to them. this doesn’t really matter for most the game, where the enemies are Imagens you’d find in the wild, but towards the, they start to get very, very strong.

There are 100 quests in the game, but you can unlock more by connected your DS to the Internet. there are new Imagen, and new alchemic recipes as well.  Completing quests gives you quest points, which are used to fill up a Hero Stamp Card.

Each card has room for 10 stamps. Completed cards are used to get abilities, such as easier avoidance of enemies, easier befriending of Imagens, automatically obtaining money as you walk, etc. usually, quest completion will also net you an item, some of which can be used for alchemy.

Ni no Kuni is ultimately a game-and-book, rather than just a DS game. The Magic Master book that comes with it is indispensible, and not just because some quests require it. Or because all the runes are drawn in it and that’s the only way to learn new spells. The Magic Master is organized very clearly, and even comes with a removable index to help you find specific items or Imagen. Each chapter is interspersed with trivia, as well, such as background about the shops or lore about certain areas. there are pages on the transportation systems in the world, complete with illustrations, ancient drawings that look inspired from Mayan art, as well as cultural customs.

 

The first chapter has everything you need to know about spells and runes. in the game, you’re prompted to “look up the rune in the Magic Master and draw it on the touch screen!” at which point you find the spell that matches the provided description or name using the information from the book. interestingly, some of the spells that are provided don’t even appear in the game, and there are even spells blacked out, to “prevent you from using life-threatening black magic.”

The second chapter contains recipes. So long as you have the items necessary, you can create anything from the book without the recipes found in the game. The third chapter has a list of all the items, as well as a simple drawing, a description, and where to find them. I haven’t checked, but I believe all items are listed, although some are found in nice locations such as “unknown” or “fusion only.”

Fourth is the enormous chapter on Imagen, including information on how to catch and raise them. Imagen come in groups of four – each type of monster can evolve twice, with the third form being a choice between two different ones.

Each Imagen (not just the species, but each form) is provided with a small description, their weaknesses and resistances, where they’re found, what items they drop when defeated, and what special skill they have. I often use this information, especially the last, to figure out which evolution I want to try and get a balanced team. The pictures are really cute, too.

 

Okabu offers puzzle solving with an environmental message, but the game itself could use a bit of cleaning up.

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Hand Circus made a name for itself with one of the iPhone’s early breakout hits, Rolando. after a hugely successful sequel, the developers set their sights on greener, eco-friendly pastures. the result is Okabu, a game that is one part co-op puzzler and one part Ferngully: the last Rainforest.

In Okabu you play as the adorable cloud-whale brothers Kumulo and Nimbe. the world below has become polluted to a ridiculous degree, so the brothers head down to ground level to see what the ruckus is all about. It turns out that the evil technology-obsessed Doza are to blame, building factories, dams, and chopping down trees to ruin life for the mouse-like Yorubo people. the cloud brothers side with the Yorubo to help put a stop to the environmental menace as they embark on their adorable quest of eco-terrorism.

At its core, Okabu is a puzzle game. most of the puzzles revolve around cleaning up the environment in some way. Kumulo and Nimbe can soak up any liquid and either rain or spray to put out or guide fires, but their primary role is to act as mounts for the four unique Yorubo that accompany you through the game. There’s Monkfish, who can pull levers and drag objects with his plunger; Picolo, who can guide animals with his flute; Kat can connect electrical wires; and Roki has a remote to control certain Doza robots and vehicles.

Unfortunately, there isn’t a whole lot of actual puzzle solving in Okabu. There are most certainly puzzles, many of them quite clever, but the solution is almost always provided via an unskippable tutorial. Level goals are painstakingly highlighted through fly-by sequences and enormous floating arrows that tell players exactly what to use at what time. and don’t even try skipping ahead and solving a puzzle that hasn’t been highlighted yet.

I realize that this is a game intended for a younger audience, but it gets to a point that could actually be discouraging to a young mind. in one level I noticed some sleeping Yorubos and, using a technique learned in a previous level, I sprayed them with water to wake them up. nothing happened. ten minutes later in the level and I was given the objective to wake them up, and, sure enough, the water spray worked. But why didn’t it work before, thus saving me a step to complete later on? good game design rewards players for learning and stretching its rules. this isn’t just an example of event triggers being poorly implemented, though; this is actively discouraging children from learning how to play. If the rules of the game can be arbitrarily turned on or off, all it teaches a player is to blindly follow the most recent instruction and ignore all else, shifting the game from a puzzle to solve to a list of chores to complete.

With little guesswork involved in actually solving puzzles, most of a player’s time will be spent fighting off Doza robots that fire homing missiles. each hit from a missile caused my cloud to drop its companion, forcing me to backtrack half the level to retrieve him. these robots often come equipped with water-resistant armor to protect against sprays, so the only means of defeating them come from the companions, making the backtracking a constant occurrence. Playing with a partner partially solves the problem, allowing one person to act as a distraction while the other completes puzzles. Okabu was clearly designed with co-op in mind, but it’s unfortunate that more effort wasn’t put into balancing the game for solo players.

When not fighting Doza robots, players will find themselves fighting the controls. Specifically, controls for a vehicle used to move large objects in many levels. this vehicle is evil. Careening through the level like a forklift on ice, it uses a giant fan to move crates about with baffling physics. this vehicle is required in some levels, and I cringed each time it appeared. Late in the game there is even a bonus level revolving entirely around using this unwieldy hell-engine, combining that joy with a good old fashioned countdown timer. I would propose that this mercifully optional bonus level is one of the single worst stages to appear in a videogame this year.

But at least Okabu has a good, environmentally-friendly message, right? well, even that is rather inconsistent. the cloud brothers can soak up water to create rain, but they can also soak up oil to leave a trail of the slick black goo behind them. Oil is actually the more useful tool, as trails of fire are often needed to light explosive crates. in another instance late in the game a Doza factory is dumping poison into the water. after spending an entire level dredging toxic barrels out of the river, I sat slack-jawed staring at the screen as it was revealed that the way to destroy the factory was to dump its toxic power generator into that very same water. the Yorubos celebrated the victory, and I began to wonder if there was so much different between the Doza’s menace and the furry revolutionaries I had unleashed.

I really wanted to like Okabu. when I first sat down to play it I had a beaming smile that matched the game’s bright color palette and infectiously joyful music. the honeymoon lasted about 8 levels. Overall, Okabu just doesn’t feel like a finished game. It’s content complete, but I can’t imagine that the developer’s intentions were to bog the game down with poorly implemented event triggers, an unbalanced single-player experience, and technical quirks (twice the game just outright crashed on me, forcing me to reset my PS3). There are hints of a good game hiding under it all, but like the game’s Doza-devastated rivers, it needs a lot of cleaning up first.

 

Last week we reported some figures from Nvidia that painted a very rosy picture for PC gaming indeed; video game consoles might be winning now, but thanks to the growing popularity of social gaming (CityVille) and digital downloads (Steam), PC gaming revenues are set to enjoy some kind of renaissance. The problem is, those figures came from Nvidia — a company that is definitely PC-centric — and there was a dubious lack of source citations, too.

Well, you can now sleep soundly in the knowledge that PC gaming is making a comeback — and we have an infographic to prove it! Compiled by Ignite Game Technologies, the infographic shows a much clearer image about the impact of casual games and digital downloads on the PC gaming bottom line. Ignite already pegs the PC as being the larger revenue driver — $11.6 billion vs. $8 billion for consoles — and it then goes on a hardware spec rampage that will surely delight PC loyalists… though some of the figures seem a little ostentatious. Did you know that PCs have 1GHz GPUs, compared to the Wii, PS3, and Xbox 360, which only have a few hundred megahertz? (I wish my PC had a one-jiggerhertz GPU…)

Apparently PC gamers spend a lot longer gaming than console users, too  – 8 hours, as opposed to 1.4 hours on the Wii, and 4 hours on the PS3 and Xbox 360 (though it doesn’t say whether this is per week or per day). PC games are cheaper than console games, and apparently 44% of all online games played are puzzle/board/game show/trivia/card games. 21% are “action” games (sports, racing, RPG, FPS), and 16% are persistent-world (MMO) games.

Finally, Ignite points out that the biggest-selling PC game in 2010  – StarCraft II — outsold console-favorite NCAA Football ’11 by about 5%. StarCraft II was a special case, though, and I wonder what the next PC game after it was. World of Warcraft? (And shouldn’t that be above SC2′s 700,000 copies?)

PC gaming vs. consoles, the infographic

 

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A post on the PlayStation blog has revealed that Medieval Moves: Deadmund’s Quest has gone gold and will be launched with PS move support on November 15, 2011. This new title has been developed by San Diego Studio which is also responsible for the 2010 PS3 exclusive named Sports Champion.

The narrative of Medieval Moves: Deadmund’s Quest involves an evil Sorcerer named Morgrimm who has invaded Prince Edmund’s Castle and plots to take over the kingdom. an army of skeletons has been raised by him and gamers must now battle them so as to restore order to the kingdom. Character unlocks and weapon upgrades also form a part of this game.

Jeremy Ray, Producer, Sony Computer Entertainment Worldwide Studios, explained, “Whether you are fighting in one of the large multi stage boss battles in story mode, voice chatting in online competitive matches, striving for supremacy on the leaderboards, or playing as a team in co-op split-screen there is plenty of fun to be had and fun ye shall have! Thanks to all of our games supporters! we hope you will enjoy the game and ultimately agree that yes, indeed we have done a great job!”

Using the game’s PS move feature players will be able to perform actions like sword fights, archery, throwing stars and more. They can either play solo, split-screen, or online in three ‘distinct’ game types from the title’s Battle Mode. Moreover, this action-adventure also renders itself in 3D on compatible TV sets.

Medieval Moves: Deadmund’s Quest which has been announced to release on November 15 is now available for pre-order. it sells for the PS3 with a price tag of 39.99 USD (approx. Rs. 1,991).

Medieval Moves: Deadmund's Quest Coming on November 15 with PS Move Support

 

2011 has been nothing short of a golden year for portable gaming. Not only has the number and quality of games on smartphone platforms such as Android improved out of sight, but Nintendo has also launched the 3DS. now it’s Sony's turn in the sun with its latest piece of portable gaming awesomeness, the Sony PlayStation Vita which will supplant the PSP.

Look & feel

After a brief hands on with the device, I came away impressed with it overall, but with several questions that need to be answered. Perhaps the most noticeable thing about the Vita is its size.

the Vita isn't exactly small, and my first thought upon seeing it was that you’d likely hear the sound of tearing fabric if attempting to pocket it.

After picking it up and handling it however, this proved to be a non issue as the Vita felt so light that I had to check that its battery was installed (it was). This said the Vita isn't small, at 182 by 84 by 19 mm; it's slim but is definitely going to be a pocketful. the good news is that its super-sized form factor also means that you also get a generous dollop lot of touch sensitive on-screen real estate.

Controls, controls and more controls

the other welcome addition I also noticed with the Vita was the addition of an extra analogue stick controller (which, for anyone used to getting their daily dose of vitamin G via a dual shock controller will be a huge improvement over the PSP). Nicest of all for this gamer geek was the fact that an extra analogue controller also allowed me to strafe in my favourite first-person shooter, Resistance Fall of Man.

If the Vita's controller options stopped there I'd die a happy gamer, but from there things just kept getting better. with an integrated touchpad on its rump that’s roughly the size of the Vita’s display; many new gaming options are potentially opened up.

In use the touchpad works a lot like a laptop trackpad. So you can let your fingers do the walking for additional control while gaming. Rounding things out, the Vita is also crammed chocka block full with both accelerometers and other sensors including a compass. In practice this meant I was able to tilt the Vita to add velocity to in-game jumps and swing it about to pan around in-game landscapes in real time. the potential for innovation of all these new features is huge and should see some nifty new wrinkles added to gaming on the go.

Most impressive however was the Vitas eye-popping OLED display. Essentially a 5" OLED touch-screen it a sported a resolution of 960×544 and was sufficiently sharp, bright and vivid that it could easily do double duty as a portable tanning studio. Gaming with an OLED screen is truly something to behold, and to this end the Vita literally shone. I do however wonder just how much of a penalty there will be on battery life because of the gorgeous OLED screen is likely to be somewhat power hungry.

Augmented Reality gaming

Stunning screen aside, the Vita also packs both front and rear cameras which can deliver augmented-reality gaming. In one example game title I tested animated 3D aliens buzzed around the room, avoiding objects as I tilted and panned the Vita to blast them into extinction. Merging a digital world to the real world adds a whole new level of play to games, and I can't wait to see what Sony manages to cook up to take advantage of this.

Under the hood

all these features require some serious processing horse-power and the Vita doesn't disappoint thanks to some high-spec hardware. For starters, the Vita is powered by a quad-core ARM Cortex-A9 processor and a dedicated SGX543MP4+ graphics processor, making it incredibly responsive and yet battery friendly. While I was unable to obtain much in the way of specs on its battery, indications are that the Vita should deliver anything up to a respectable four hours of gaming before wailing for some quality wall socket time.

Media support

As much as the Vita saw me salivating, my biggest question with it however is around game media. I have a teetering pile of UMD titles for my much-loved (and worn out) PSP at home and was keen to see if the games I had stumped up cash for on my PSP over the years would play nice with a shiny new Vita once it launches in February.

To this end, it is still early days and the answers to this burning issue remain quite vague. Sony has killed off UMD discs and the Vita now supports games sold on solid state memory cards that look very similar to SD cards. This is good news, as solid state media is likely to be significantly more robust than fragile UMD disks, and better still, pulling data off solid state media should also use a significantly smaller amount of power as no traditional optical disc reading mechanism is required. hopefully Sony will operate a system where historical UMD purchases are able to be recognised at a PlayStation Network account level and be re-downloaded for free (or at a reasonable charge) to the Vita.

Verdict

In use the Vita really impressed. Several times while using it or watching it in use I found myself scooping my mandible off the shagpile as wowsome graphics, nifty controls and augmented reality gaming blew me away.

the Vita feels very much like the pocket-friendlier cousin of a PlayStation 3, however issues such as support for titles previously purchased on UMD could play a big role in its appeal to existing PSP owners. That said, Sony has confirmed that the Vita will have an impressive 80 titles available at launch time in February, so this may not be a huge issue.

 

the big release season continues unabated, and releases don’t get much bigger than Batman: Arkham City. but the Caped Crusader isn’t heading to retail alone. Professor Layton returns to the DS and Insomniac is launching the latest in the Ratchet & Clank series. Rocksmith has the music genre covered this week, and Xbox 360 players can now try their hand at ruling the virtual people of a fictional banana republic.

Rocksteady’s Batman makes his return to the Xbox 360 and PlayStation 3 this holiday season with this week’s release of Arkham City. Arkham City is a follow-up to 2009′s Arkham Asylum, and it places Bats in the open world of the aforementioned municipal to face another batch of villains. Under the watchful eye of “warden” Dr. Hugo strange, who knows Batman’s secret identity, inmates of Arkham City are free to do anything they want short of attempting escape.

those looking for a cooperative PlayStation 3 game may want to give Ratchet & Clank: All 4 one a look. the latest release in Insomniac’s inventive platforming series, All 4 one puts players in the shoes of either Ratchet, Clank, Quark, or Dr. Nefariousin, or players can select all of them in co-op mode for up to four players.

Level-5 and Nintendo have teamed for another entry in the whimsical Professor Layton puzzle series for the Nintendo DS this week. the fourth entry in the series, Professor Layton and the Last Specter sheds a light on how the master puzzle-solver met his young assistant Luke.

Ubisoft is taking its latest stab at the rhythm-game genre with the real guitar-controlled Rocksmith. the game begins by teaching players the basics of guitar playing and ramps up in difficulty as a player learns more. It come with an input jack that is compatible with “most electric guitars,” and players can strum along to some 50 different tunes.

Kalypso’s Caribbean El Presidente simulator makes its way to the Xbox 360 after its late August release on PC. as in previous entries in the series, Tropico 4 puts players in the shoes of the beloved, or hated, dictator of Tropico Island. New features this time around include an expanded economic system and political options that pit the player against foreign powers.

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 this week. Release dates are based on retailer listings and are subject to change.

SUNDAY, OCTOBER 16 Skylanders: Spyro’s Adventure–X360, PS3, PC, Wii, 3DS, Mac–Activision

MONDAY, OCTOBER 17 National Geographic Challenge!–X360, PS3, Wii–UTV Ignition Games Professor Layton and the Last Specter–DS–Nintendo

TUESDAY, OCTOBER 18 1001 Touch Games–DS–Maximum Family Games Batman: Arkham City–X360, PS3–Warner Bros. Interactive Beat Hazard Ultra–PS3–Cold Beam Games Ben 10: Galactic Racing–X360, PS3, Wii, DS–D3Publisher Big Foot: Kinf of Crush–Wii–Southpeak Interactive Double Rivals Attack Pack!–PSP–Sega Double Super Hero Pack!–PSP–Sega everybody Dance–PS3–SCEA Family Feud 2012 Edition–X360, Wii–Ubisoft Gem Smashers–3DS, Wii–Crave JASF: Jane’s Advanced Strike Fighters–X360, PS3, PC–Maximum Family Games Jewel Time Deluxe–DS–O-Games Jimmie Johnson’s anything with an Engine–X360, PS3, Wii–Konami Jungle Speed–Wii–Tommo Max & the Magic Marker: Gold Edition–PS3–Pan Vision Minute to Win It–X360–Zoo Games Motion Explosion!–X360–Majesco Naruto Shippuden: Ultimate Ninja Impact–PSP–Namco Bandai Okabu–PS3–SCEA PowerUp Heroes–X360–Ubisoft Pet Zombies–3DS–Majesco Petz Puppies & Kittens–DS–Ubisoft the Price is Right: Decades–PS3, Wii–Ubisoft Rachet & Clank: All 4 One–PS3–SCEA Rocketbirds: Hardboiled Chicken–PS3–Ratloop Asia Rocksmith–X360, PS3–Ubisoft Sledgehammer–X360–Maximum Family Games Sing4: the Hits Edition–Wii–Crave the Sims 3: Pets–X360, PS3, PC, Mac–EA the Sims 3 plus Pets–PC, Mac–EA Tropico 4–X360–Kalypso

WEDNESDAY, OCTOBER 19 Bass Pro Shops: the Hunt – Trophy Showdown–Wii–XS Games Bass Pro Shops: the Strike – Tournament Edition–Wii–XS Games Dungeon Defender–X360, PC–Reverb

THURSDAY, OCTOBER 20 Cities XL 2012–PC–Focus Home Interactive cut the Rope–DS–Chillingo Jonah Lomu Rugby Challenge–X360–Mad Catz Paper Wars: Cannon Fodder–Wii–iFun4all

Shippin’ Out October 16-22: Batman: Arkham City

 

First there is the SD card. The Secure Digital card has become a popular storage device for the PlayStation 3 console among other applications in that it can read and write data at several megabytes per second. It can also be protected with a lock that can be adjusted on the card itself to where it can become a read-only device.

The PS3 works with one slot that can handle an SD card. It can work with either a standard or mini type of card. Many SD cards of different sizes can work but SDHC cards, which are High-Capacity cards that work with significantly higher capacity levels and faster data read and write capabilities, may not be able to work in all cases.

The Memory Stick, a popular storage format created by Sony, can also work. This narrow portable memory device is one that can handle data in spaces of up to four gigabytes.

A great thing to know about these PS3 accessories is that Memory Sticks of all sorts can be handled by a console. A standard type of Memory Stick that can work at capacities of 128MB or less can be used in the console. The Memory Stick Pro, which is more durable and has a higher transfer rate while supporting more space, can also be supported. The Memory Stick Pro Duo, which is faster than the older Memory Stick Duo, can also be supported. be aware that 4GB Memory Sticks can work on the PS3 but many options that work with more space cannot be handled.

The third of the things to see on a PlayStation 3 console is the CompactFlash card. This slightly larger portable memory device can be read in a PlayStation 3 console. both Type I and II cards, which are respectively 3.3mm and 5mm thick, are supported. Type II cards can work with a greater supply current than Type I cards can.

These are all useful portable memory devices to check out for any PS3. these are vital PS3 accessories in that they will work to get data to be saved from the console to a device or to get the data on a device to be read.

PlayStation 3 Accessories – Portable Memory Devices Info

 

Nothing is more irritating then getting the urge to kick some serious butt on GTA or Soul Calibur (or other PS game) and discovering that the game isn’t working for some ridiculous reason. I’ve heard a lot of suggestions for fixing this problem and I’ll tell you right now that most of them do not work. Banging the Playstation is one of those won’t work options.

So what should you do? Follow these steps and you should be up and running in no time (unless the problem is a little more serious, but even then there are solutions).

Fixing scratched Playstation CDs – is the problem a scratch?

  1. Start with the basic and most simple problems. Sometimes we try fixing scratched Playstation CDs and don’t realize that the problem might not be a scratch. something as simple as Dust, Oil, or accumulated stuff is the only thing stopping you from playing your game. Run warm water over the disc to remove the dust (this will get most of it).
  2. Sometimes the dust and stuff is caked on there pretty good and warm water won’t get rid of it on its own. Gently rub the CD with your finger while you run water over it. it is important to remember here that you should not rub your Playstation CD in a circular motion Start from the edge and rub straight inward to the center and then repeat. if your finger isn’t doing the trick, use a mild liquid soap or rubbing alcohol.
  3. Do NOT dry the Playstation CD when you are done let it air dry.

Fixing scratched Playstation CDs – Yes, the problem is a scratch

  1. Before we talk about polishing it is important that you look at your Playstation CD and see which side the scratch is on. Sometimes the cover side (top) is scratched and so the optic just sees right through the disc without reading it; if this is the case just color in the scratch (on top) with a black marker and that usually works.
  2. Some scratches are easier to fix than others. Shallow scratches can be fixed very easily by polishing down the surrounding plastic coating to make the scratch even more shallow (or non-existent). of course the problem here is that if you do that enough times you will have nothing left of your Playstation CD. Deeper scratches are harder to fix but still do-able.
  3. If you have decided to polish your Playstation CD a little in order to get it going then all you need is a little toothpaste (preferably with Baking Soda) or Brasso. Get yourself a soft lint-free cloth (some t-shirts are good) or one of those eyeglass cleaning cloths (wearing glasses pays off sometimes). Apply some warm water to the surface of your Playstation CD and a small amount of toothpaste or Brasso. Again, do NOT rub in a circular motion Rub from the inside to outside edge (or vice versa) and try to stick to the area that is scratched. if it ain’t broke, don’t fix it. Do this at least 10 – 15 times as gently as possible. it doesn’t take much pressure to scratch Playstation CDs and you should feel the cloth scratching right away. you might have to reapply a little toothpaste on your cloth from time to time (but not much).
  4. If you used Brasso then you should use a clean soft cloth to wipe off the excess and let it air dry. Once dried you should wipe it down once more. if you used toothpaste then you should run the disc under warm water and let the disc air dry completely before playing it.

Top Tips For Fixing Scratched Playstation CDs

 

Okay, Capcom, I’ve been kind of unfair to you, especially in regards to Street Fighter X Tekken.  You see, Capcom’s crossover games have never been particularly strategic or intelligent.  faster versus games like Tatsunoko vs. Capcom and any flavor of Marvel vs. Capcom always come down to who can take advantage of an opening first, and then continue with high-damage combo, then follow up with OTG or a reset and keep going, and going, and going, while Capcom vs. SNK played like a slightly more variable game of Street Fighter with a bigger cast.  They’re fun and fast-paced brawls, but not the tense chess matches you get in Super Turbo or 3rd Strike.

But in a trailer revealed at New York Comic-Con, Capcom showed off the details of Street Fighter X Tekken’s Gem system and Cross Gauge, showing us all the options available in battle.  Needless to say, I’m actually impressed.

I’ve always said that my Ryu is different from, say, Daigo’s Ryu (for starters, he actually wins).  However, the Gem system allows it to actually mean something beyond technique–by adjusting stats with Gems that can be activated mid-match, you can boost stats like strength, defense, or assist power, and the trailer points out that smart players can check out their opponent’s Gems to get a hint about their play style.

The Cross Gauge doubles as a Super Bar and all-around special technique generator, allowing for assists, counters, tag combos, and much more with proper timing and the right amount of gauge available.  Pandora was already revealed as the game’s “comeback” mechanic, allowing you to drain your partner’s health for a high-powered last-ditch effort to finish your opponent–but if you can’t do it in the alotted time, you’re dead, so don’t blow it like X-Factor in MvC3.

Naturally, the game is getting a Special Edition, which comes with plenty of extras–good ones!  yes, I liked my C. Viper figurine, but the less said about Street Fighter IV’s OAV, the Ties that Bind, the better.

Holy crap!  Let’s go down the list:

- You get a copy of Street Fighter X Tekken.  I think.

- Build-it-Yourself Arcade Cabinet Bank, about 5″ high (just under 13cm).  That looks cool.

- Exclusive prequel comic by UDON, which I think every Capcom game should come with now.

- 36 Gems, but if you pre-order the Special Edition, you get an extra 9 Gems as a bonus, bringing the total up to 45.

Street Fighter X Tekken hits North America on March 6, 2012 (March 9 in Europe), for PS3, 360, and PS Vita.  Capcom has confirmed that a PC version has started development, so we can look forward to lots and lots of disturbing and hilarious mods.

What about you?  I’m already setting aside my $80+ for the special edition–we’ve already talked about my “problem.”

Thanks to Capcom Unity and Capcom PR!

VIDEO: "Street Fighter X Tekken" gets Release Date, Special Edition and More

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