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<title>| GameBump |</title>
<link>http://www.gamebump.com</link>
<description>Video gaming news blog.</description>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>More Fable 2 DLC on the Way</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/more_fable_2_dlc_on_the_way</link>
<guid>http://www.gamebump.com/go/more_fable_2_dlc_on_the_way</guid>
<comments>http://www.gamebump.com/go/more_fable_2_dlc_on_the_way#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/n9b7kh6nykqzwnlm5deqe2ow.jpg" alt="" alignment="" border="0"></p>Even the folks at Lionhead are "tweeting" these days, and <a href="http://www.computerandvideogames.com/article.php?id=210533">CVG</a> has discovered that the developer has announced via their Twitter page that more DLC for Fable 2 is on its way:<br><br><div style="margin-left: 40px;"><span style="font-style: italic;">"Will there be any more DLC for Fable 2? The answer is quite simple:
Yes. The team here in Guildford is working on some new content right
now! More information will be shared in the coming weeks."
</span><br></div><br>This comes after Wednesday's accidental announcement of Fable 3, which came via voice actor Jonathan Ross' Twitter page. Perhaps companies like Valve and Nintendo should start practicing the art of Twitter leaks.<br>]]></description>
<pubDate>Sun, 15 Mar 2009 19:40:43 -0500</pubDate>
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<title>Halo Wars Demo Hits Xbox Live</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/halo_wars_demo_hits_xbox_live</link>
<guid>http://www.gamebump.com/go/halo_wars_demo_hits_xbox_live</guid>
<comments>http://www.gamebump.com/go/halo_wars_demo_hits_xbox_live#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/fwdj0um5okxto2tif0jl5a2x.jpg" alt="" alignment="" border="0"></p>The Xbox Live demo for Halo Wars, the RTS title from the recently-disbanded Ensemble Studios, was released back on Thursday, giving fans a chance to check out how Halo holds up as a strategy title. <br><br>The download contains a tutorial, along with a skirmish map and couple of scenarios from the campaign. There's no online or single-player co-op, but there's still plenty to check out. <br><br>The game will hit store shelves on March 3, so download the demo and let us know what you think. <br>]]></description>
<pubDate>Sat, 07 Feb 2009 22:23:58 -0600</pubDate>
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<title>Left 4 Dead Headed To PS3?</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/left_4_dead_headed_to_ps3</link>
<guid>http://www.gamebump.com/go/left_4_dead_headed_to_ps3</guid>
<comments>http://www.gamebump.com/go/left_4_dead_headed_to_ps3#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/tzklw119druwktn9d7xe3xzq.jpg" alt="" alignment="" border="0"></p>If you're bummed that Left 4 Dead hasn't been announced for the PS3, here's an interesting bit for you: <a href="http://www.joystiq.com/2008/08/03/opm-ea-developing-left-4-dead-for-ps3/">Joystiq</a> is reporting that the Official Playstation Magazine's latest issue claims that the game <span style="font-weight: bold;">is </span>hitting the PS3 but will be developed by EA instead of Turtle Rock Studios. However, the mag doesn't disclose its source for the information, so you might not want to get too excited until an official confirmation is made. <br><br>If true, EA will be under pressure to deliver a strong port, as their PS3 port of the Orange Box angered many PS3 owners because of its numerous bugs, framerate issues, and other technical mishaps. Let's hope that this one turns out better.<br>]]></description>
<pubDate>Sun, 03 Aug 2008 20:11:01 -0500</pubDate>
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<title>Left 4 Dead Coming On November 4</title>
<author>Zach  Lott</author>
<link>http://www.gamebump.com/go/left_4_dead_coming_on_november_4</link>
<guid>http://www.gamebump.com/go/left_4_dead_coming_on_november_4</guid>
<comments>http://www.gamebump.com/go/left_4_dead_coming_on_november_4#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/7wqydadaak58iatu8m4cer5b.jpg" alt="" alignment="" border="0"></p>After enduring numerous delays, Left 4 Dead, the survival-horror FPS from Valve's Turtle Rock Studios, is finally coming on November 4, <a href="http://news.bigdownload.com/2008/06/24/left-4-dead-zombie-attack-set-for-november-4/">according to Big Download. </a><br><br>Left 4 Dead is built around four-player co-op in which gamers fight off hordes of zombies throughout several scenarios while also having the chance to play as zombie bosses. The game also features an A.I. "director" that changes the spawn points for enemy zombies with each play-through and controls the flow of the action. <br><br>You'll be able to pick it up on the Xbox 360 and PC. <span style="text-decoration: underline;"></span><br>]]></description>
<pubDate>Tue, 24 Jun 2008 15:58:09 -0500</pubDate>
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<title>GB Review: Wipeout Pulse (PSP)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gb_review_wipeout_pulse_psp</link>
<guid>http://www.gamebump.com/go/gb_review_wipeout_pulse_psp</guid>
<comments>http://www.gamebump.com/go/gb_review_wipeout_pulse_psp#</comments>
<description><![CDATA[<p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/bqscooywpdi5vawnmxasy2lc.jpg" alt="" alignment="" border="0"></p><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br>Though it's perhaps not the definitive Wipeout experience, Wipeout Pulse is definitely an improvement on its PSP predecessor in almost every way, offering online multiplayer, customizable music options, seven race types, and even the ability to design your own ship, limited though it may be. It starts slow, and you might be perturbed by the campaign mode now and then as well as a few graphical and acoustic slips, but on the whole it retains the franchise's almost zen-like quality during high-speed, weapons-intense races along with the same futuristic style that fans love.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=ttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br>Wipeout Pulse maintains the feel of the Wipeout universe complete with a futuristic presentation, plenty of techno beats, and fun high-speed races that completely defy a storyline or setting. The essential gameplay aspects of Pulse are strikingly similar to those of its predecessors; the player's objective still being to survive an onslaught of vicious attacks while en route to the finish line for a medal. No significant tweaking has been given to the standard single-race - if you spent more than five minutes with the PlayStation's Wipeout XL then you'll feel right at home, which is a boon for franchise veterans looking for the same thrills they encountered in previous Wipeout games. The dark side of Wipeout racing has also been left intact, with players still blasting each other with three-pronged missile attacks, bomb trails, and the infamous earthquake while nudging opponents into walls or soaring across chasms.<br><p></p>While Pulses basic gameplay aspects might have been overlooked, Sony still managed to differentiate Pulse from its Wipeout brethren by updating the franchises mode offerings. The traditional campaign mode for single-player features the usual seven base race teams vying for supremacy of 12 distinct tracks, with each anti-gravity vehicle sporting its own stats (speed, handling, thrust, etc) and now a loyalty bar that players fill each time they ride with a certain team; obtain enough loyalty points and the game rewards you with a bonus, though other than this free skin gift the bar serves no purpose. The campaign mode is much less linear than in past Wipeout games, though this admittedly comes with some caveats. The mode is split into sixteen sectors, each with four grids, while each grid contains anywhere from eight-sixteen blocks or "racing events" that are unlocked by completing an initial one or two events for that grid. A racing event may contain the usual single-race, zone (in which you fly through a track until you explode, attempting to hit a certain zone count), tournament (short series of single-races), or time trial or it could feature a head-to-head round, speed lap (in which you beat the single best lap time), or eliminator match. <br><br><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/i3t0jeqlvl50is9qjofagqsb.jpg" alt="" alignment="" border="0"></p>The eliminator race type is a great addition to the series and has players racing to a kill-count instead of the finish line, and while the usual campaign eliminator round has a kill-count of 10, it is possible to up that to 25 for a gold in the game's racebox mode, which enables players to create their own instant matches or additional campaigns (other than that, though, it's practically useless). While the campaign mode is slightly different from what fans are used to, and therefore a bit refreshing, it does get annoying when you're forced to play through events you dislike just to open up the next single-race, zone, or eliminator match, as that amounts to a waste of time for those of us who'd rather race as opposed to perfecting our time trial records. Add to this the fact that the game starts off very slowly for the first four hours and you can accurately estimate the level of frustration you're in for.<br><br>The control scheme is carried over from Wipeout Pure and is still as simplistically designed and easy to grasp for newcomers, with D-pad/analog controls managing turning, L/R the left/right airbrakes, X acceleration, and square weapon usage. The absorb ability that allows you to replenish your vehicle's shield (life) is yet another carry-over, followed by the weapon/item (turbo) speed pads that should be recognized instantly by fans as they sport the same X-weapon and arrow-speed design elements, while track design contains the standard loops, tight corners, gaps, and tunnels that you'd expect from almost any racing game.<br><br>Sony's biggest sell-point for Pulse is that it features a multiplayer mode that meets Pure's ad-hoc offering and then bests it with online (infrastructure) play, but that's not by very much. The primary hitch is that there are few race customization options here, especially when compared to the almost pointless racebox mode. The only race types for infrastructure include single-race and tournament, which is a shame considering what fun it would be to slaughter opponents online during 25 laps of eliminator. The lack here is a huge missed opportunity and is highlighted by the other "customization options" for infrastructure, which include the ability to select from a handful of tracks and to turn weapons on/off. The attention that racebox received over infrastructure is mind-boggling. Another key issue is that there are very few people playing online, which is sad for a game that's been out for less than a month. Pulse's replay value, which could have been raised significantly by a decent infrastructure, takes another hit from the limited track offerings; the game boasts 12 unique tracks, and while it also utilizes a "black" and a "white" version of each for a touch of variety, that doesn't necessarily up the count to 24 as most of the variations come in race direction and the inclusion of "hidden" areas.<br><br>Though most of Pulse's presentation is on par with the rest of the series, showcasing a smooth framerate, mediocre visuals and race tracks heavy on the gray palette, there are some graphical and audio catches during explosions or when a lot of action is occurring on-screen at once, which appears to be more than the game can handle. Additionally there are some clipping issues when the player gets caught in an earthquake attack or lands on his vehicle's nose and has to wait patiently for the game to set him right-side up, after which hes probably lost the race. There's also not a lot of graphical flash except for weapons fire and the destruction of enemy ships, but while that's bearable it's a little more difficult to come to terms with the lag that rears its ugly head precisely as the player approaches a barrage of ships blasting each other into bits. Fortunately the lag is minimal during online play, and in fact its more common in offline races, but this might be because I've yet to play through an eight-person match.<br><br>Wipeout Pulse does contain one saving grace: its soundtrack customization. Pulse moves light-years beyond Pure in this area, as it enables gamers to include up to 30 of their own mp3s (depending on card size, of course) in the track list. This absolutely saves the game for those with low tolerance levels for electronica, as track offerings are less than inspiring and pale in comparison to song lists from previous installments. The ambient noises - the hovering of your anti-gravity craft, the thump and skid sounds as you dance near the edge of the track - are intact and functional for most of the gameplay, with the highlight being weapons fire, but there are a few audio catches during intense ship battles as noted above, as well as times when your ship will silently explode to poor background music.<br><br>Sony included two other incentives, a free skin editor available on wipeout-game.com and a photo mode, both equally unimpressive. The photo mode is an unnecessary trinket only accessible from the pause menu while the skin editor is plain and cumbersome; its much easier to just download skins from the site than to bother with the online editor. There are also several expansion packs available (or soon to be) for those craving new vehicles, skins, and tracks, but while they add some variety and replay value to Pulse, an expanded infrastructure mode would have made them a greater asset.<br><br>Publisher: SCEA<br>Developer: Studio Liverpool<br>Release: Feb 12, 2008<br>MSRP: $29.99<br>E10+<br><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Wipeout Pulse&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY WIPEOUT PULSE AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Tue, 11 Mar 2008 23:37:59 -0500</pubDate>
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<title>GB Review: Patapon (PSP)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gb_review_patapon_psp</link>
<guid>http://www.gamebump.com/go/gb_review_patapon_psp</guid>
<comments>http://www.gamebump.com/go/gb_review_patapon_psp#</comments>
<description><![CDATA[<div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/ryt14im4jrnbtvv780gqx2a0.jpg" alt="" alignment="" border="0"></div><div style="text-align: center;"><br>Get ready to drum to the beat.</div></div><br><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br>Patapon is a great musically-geared PSP game from several of the creative minds behind the popular LocoRoco and sports the same simple flair, highlighted by a colorful world, straightforward mechanics, intricate visual details, and a fantastically catchy beat that'll make this an addictive treat for Sony and music-genre fans. But even if LocoRoco let you down, Patapon comes with some improvements: it relies on an actual storyline that gives the game purpose, the "characters" have a touch more depth, and the amount of army tweaking, hunting areas, bosses, and mini-game diversions should offer enough motivation for you to finish it. For $20, you simply cannot go wrong.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="4 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=tttt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.</span><br><br>As is often the case with deities, you - the 'All-mighty' god of the adorable patapons - have been too preoccupied with the business of the universe to cast them an endearing glance. Completely neglected by their patron deity, the patapons - tiny, bloodthirsty, giant-eyed creatures with a serious knack for rhythm - have been forced to deal with an incursion of the malignant zigotons, ugly suckers that, in the ignorance of the divine, have walled their way between Patapolis, the patapon capital, and the object of the patapons' desire  a great, mysterious gift that you conveniently placed at the end of the world. In your absence the patapons have suffered defeat after defeat at the hands of the foul zigotons and in a final act of desperation the sole survivor of the patapons' once magnificent army raises the war banner and cries out for your aid. <br><p></p><p></p><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/phczo065z09f1lib5wur3d9u.jpg" alt="" alignment="" border="0"></p>Should you answer the call, all of Patapolis will rejoice as you enter the world of Patapon, Sony's mix of real-time strategy and rhythm for the PSP from almost the same folks who brought you LocoRoco, the cute musical puzzle game that had you tapping your toes while sliding colorful blobs throughout the trappings of a rainbow paradise. Though LocoRoco was definitely a delight and a great boon for Sony's handheld, it lacked a certain quality and the player felt like he was maneuvering gelatinous globs for the sole purpose of hearing the next song. Patapon, refreshingly, does more than feature adorable music; it actively incorporates it into the gameplay via a very simplistic control mechanism. The player taps out a command in line with the music and the pulsating edges of the screen, a great help for beginners, and the patapon army behaves accordingly, either advancing (pata-pon), attacking (pon), defending (chaka), or performing the occasional miracle (it's good to see you living up to your reputation). <br><br>On the surface, it almost seems too simple; there are no thousand command combo variations that'll trigger some fancy cutscene, no "special" power-ups that'll teach your patapons how to fly, and no healing magic to get your troops back on track. There aren't even items - just four basic commands, yet the music and pounding drums makes them incredibly addictive. The proverbial icing is that each command operates as a strategy, such that "attack" has patapons throwing spears from a wider distance while "defend" orders the patapons to bunch up on the flag carrier, attacking only what approaches the army and therefore narrowing the archer's arch; this is a great maneuver for when bosses are attacking the area immediately in front of them and not the army's flank, where the tightly packed patapons are huddling safely out of reach. Nevertheless, a backup maneuver is sorely missing. When a patapon that isn't the flag carrier dies it leaves a "cap" (its head) behind for the army to collect so the player can resurrect the unit, but patapons at the rear (mostly archers) can get left behind due to the army's inability to retrace a few steps. The lack seems almost silly.<br><br><div class="image"><div style="text-align: center;"><img src="http://www.gamebump.com/images/upload/l8qx8ohvon2dfy2thtu3bdua.jpg" alt="" alignment="" border="0"></div><div><br><center>Pon, pon, pata, pon!</center></div></div><br>While the basic gameplay consists of leading your patapon army throughout the 30+ main missions, Sony threw in some boss battles and lighter hunting areas, enabling the player to collect source materials (rocks, sticks, etc), money (ka-chi), and "legendary" weapons. Admittedly the enemy design is redundant: the first boss the player encounters is a giant turquoise-spotted, fire-breathing dragon while the second is a giant red-spotted, fire-breathing dragon (and yes, both dragons require the same strategy to defeat). The patapons' prey receive the same treatment, boasting black birds, pink birds, gold birds, and the like. However, there is just enough variation and the bosses are just difficult enough to keep the gameplay interesting. For additional diversity there are some nasty environmental aspects including excruciatingly painful lightning strikes and annoying wind changes to watch out for as well as animals that actually fight back, but again, the sole purpose of Patapon is to lead those adorable bug-eyed killers into battle with your significant drumming abilities. As a final touch, the highly important fever mode, which you activate by staying true to the beat for ten commands, is the key to success, sending the patapons into a blood-frenzy that crushes everything in its path; one troop type in particular, the kibapon (cavalry), relies entirely on fever mode and is less than useless without it, though with it the kibapon become war deities that rival the All-mighty Himself. The only downside to the fever mode is that most levels appear designed to encourage the gamer to reach fever by walking forward; this amounts to a lot of empty space and needless repetition, as you can reach fever by standing in-place and defending, if need be. Another annoyance is that the music changes as you initiate fever, so you can easily miss a beat and lose fever if you're distracted by patapon singing and the acoustic switch.<br><br>Singing, dancing, and drumming your one-eyed soldiers to success - while the highlight of the gameplay - is only half the story in Patapon, as any great army unleashed by any great civilization requires plenty of bureaucratic management. To this end Patapolis awaits the All-mighty's use, boasting many convenient features, the foremost of which is the life-tree for patapon creation and/or reincarnation (nobody's perfect). At the life-tree you can bring forth many a new patapon by mixing ingredients, usually minerals, meats, and tree branches, for specific race and troop types. If you're looking to create an archer (yumipon), for example, you throw in a rock and a stick and viola - instant bow-and-arrow buddy. To "adjust" the yumipon you simply increase the quality of the ingredients, this time mixing a tytanium ore with hinoki wood to create a tikulee (blue) yumipon, read: an archer with improved stats (HP, damage, speed, crit, etc). There are four basic troop types: yumipon (archers), yaripon (spearmen), kibapon (cavalry), and tatepon (infantry), and each unit within each type my be either a regular (white) patapon or, with a little genetic tweaking, achieve that extra special rank: pyokola (red), gekolos (green), mofeel (purple), or tikulee (blue).<br><p style="text-align: center;"><img src="http://www.gamebump.com/images/upload/i8olz9162d74lclt6wegbn4c.jpg" alt="" alignment="" border="0"></p>Though the life-tree is the heart of Patapolis, Sony added some elements of the mini-game variety for fun and musical relaxation. As the player completes missions he'll collect "unique" items that can be utilized by the life-tree to create "hero" patapons - the great patapons of lore who kept the troops fed and the altar flooded with resources. The mini-games have you repeat tunes in a 'Simon-says' manner for four lines and, depending on your timing, reward you with prize goods for patapon creation. The rest of Patapolis - the "gateway" to the world map, the base camp (led by the priestess patapon, Meden) - serve as nice perches from you can view plot progression, but otherwise they exist to make the city feel less vacant.<br><br>Patapon's presentation is on par with LocoRoco's and is about what you'd expect if you played its pseudo-predecessor: the environs are colorful, the patapons and zigotons are detailed from their helmets down to their very tiny feet, and all character and object design features a simplistic structure and color palette. What differentiates it the most from LocoRoco, besides its "puzzles" (most of which include the obtaining and usage of the proper miracle needed to proceed) and gameplay mechanics, is the inclusion of an actual storyline and characterization, shallow though both may be. The player feels as though there is a real goal to obtain for helping the struggling patapons succeed and not just another level filled with cute little musical "events" that may eventually bore him. This drive to finish the game nicely compliments its replayability and keeps the gamer coming back for more of this unique musical experience, often hunting for kicks or creating patapons to form the "ultimate" army. Perfectionists beware: with more than 100 weapons/armor and plenty of source materials to tweak your darling soldiers, you can spend a few hours doing nothing but gaining goodies and improving stats. Unfortunately all 100+ of those weapons/armor must be obtained by completing missions: you can't take the source materials you already have and turn them into weaponry, which is a missed opportunity that could have added countless hours and much depth to the gameplay. On the whole, however, Patapon is yet another fantastic title on the PSP, perfect for short or lengthy mobile gaming sessions and full of endless acoustic delight. You'll be pleasantly surprised by this one.<br><br>Publisher: Sony Computer Ent.<br>Developer: Sony Computer Ent./Japan Studio/Pyramid<br>Release: Feb 26, 2008<br>MSRP: $19.99<br>Everyone<br><br>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=patapon&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY PATAPON AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
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<pubDate>Sun, 24 Feb 2008 22:34:35 -0600</pubDate>
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<title>New Alone in the Dark Screenshots... shocking</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_alone_in_the_dark_screenshots_shocking</link>
<guid>http://www.gamebump.com/go/new_alone_in_the_dark_screenshots_shocking</guid>
<comments>http://www.gamebump.com/go/new_alone_in_the_dark_screenshots_shocking#</comments>
<description><![CDATA[<div class="image"><img src="http://www.gamebump.com/images/upload/0ok4mgiqlc0d33i1exm61nf5.jpg" alt="" alignment="" border="0"><div><br><center style="font-style: italic;">Looks fun to me.</center></div></div><br>Atari has published a handful of new screenshots for its Alone in the Dark on next-gen (or is that now current gen?) systems and the PC. <br><br>The images follow yesterday's latest trailer, which you can view <a href="http://gamebump.com/go/new_alone_in_the_dark_trailer_with_flaming_sticks">here</a>. The game is being developed by Eden Studios and should launch in July for everything but the PlayStation 3 (the PS3 version is dated for January of 2009). Images at the link.<br><br>]]></description>
<pubDate>Wed, 23 Jan 2008 13:40:00 -0600</pubDate>
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<title>Frontlines: Fuel of War (PS3) Only Almost Canceled</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/frontlines_fuel_of_war_ps3_only_almost_canceled</link>
<guid>http://www.gamebump.com/go/frontlines_fuel_of_war_ps3_only_almost_canceled</guid>
<comments>http://www.gamebump.com/go/frontlines_fuel_of_war_ps3_only_almost_canceled#</comments>
<description><![CDATA[<p><span style="margin: 0pt; padding: 8px 0pt 8px 8px; z-index: 777; float: right; clear: right;"><img src="http://www.gamebump.com/images/upload/phsquc7e9e4ohq394oykquiu.gif" alt="" alignment="right" border="0"></span></p>According to FiringSquad, recent reports that the PlayStation 3 version of THQ's Frontlines: Fuel of War has been canceled are in fact incorrect and the game has only suffered a delay. <br><br>The title is currently being developed by Kaos Studios and should release for the PC and Xbox 360 in February (latest estimates are at Feb 25); meanwhile the PS3 version should launch sometime in 2008.<br><br>Frontlines: Fuel of War is a first-person shooter with a heavy emphasis on multiplayer action, something the PlayStation 3 desperately needs a strong dose of. Here's hoping everything goes just swimmingly.<br><br><br>]]></description>
<pubDate>Tue, 22 Jan 2008 12:27:28 -0600</pubDate>
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<title>New Alone in the Dark Trailer, with flaming sticks</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/new_alone_in_the_dark_trailer_with_flaming_sticks</link>
<guid>http://www.gamebump.com/go/new_alone_in_the_dark_trailer_with_flaming_sticks</guid>
<comments>http://www.gamebump.com/go/new_alone_in_the_dark_trailer_with_flaming_sticks#</comments>
<description><![CDATA[Atari has published a new trailer for Alone in the Dark on the PlayStation 3, Xbox 360, Wii, and the PC. The game is currently being developed by Eden Studios and set to launch for <a href="http://www.gamestop.com/search.asp?Ntk=TitleKeyword&amp;Ntx=mode%2Bmatchallpartial&amp;Ntt=alone+in+the+dark&amp;N=0&amp;find.x=0&amp;find.y=0&amp;find=Search">various platforms</a> on July 15, with the PS3 release dated for January of 2009 (why such a delay, I wonder).<br><br>Take a peek below.<br><br><center><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  ="" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=8,0,0,0" id="gtembed" height="392" width="480">&nbsp;&nbsp; &nbsp;<param name="allowScriptAccess" value="sameDomain"> &nbsp;&nbsp; &nbsp;<param name="allowFullScreen" value="true"> <param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=29843"> <param name="quality" value="high"> <embed src="http://www.gametrailers.com/remote_wrap.php?mid=29843" swliveconnect="true" name="gtembed" allowscriptaccess="sameDomain" allowfullscreen="true" quality="high" pluginspage="http://www.macromedia.com/go/getflashplayer" type="application/x-shockwave-flash" align="middle" height="392" width="480"> </object></center>]]></description>
<pubDate>Tue, 22 Jan 2008 11:53:36 -0600</pubDate>
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<title>Valve Acquires Turtle Rock Studios</title>
<author>Solomon Lee</author>
<link>http://www.gamebump.com/go/valve_acquires_turtle_rock_studios</link>
<guid>http://www.gamebump.com/go/valve_acquires_turtle_rock_studios</guid>
<comments>http://www.gamebump.com/go/valve_acquires_turtle_rock_studios#</comments>
<description><![CDATA[<P><IMG alt="" src="http://www.gamebump.com/images/upload/pj3gbk52g1r8qy8ibcihabvj.jpg" border=0 alignment=""></P>
<P>Valve has announced they have acquired Turtle Rock Studios, the developer behind the survival horror title, Left 4 Dead. The developer had previously partnered with Valve in crafting several maps for Counter-Strike: Source and assisted them in the production of the FPS title, Counter-Strike: Condition Zero.</P>
<P>"Left 4 Dead fills a long-standing demand gamers have had for a coop first-person action experience, and it will also help Valve's expansion into the console market," added Doug Lombardi, Valve's VP of marketing.</P>
<P>Left 4 Dead&nbsp;is scheduled&nbsp;for 2008 release&nbsp;for the PC and Xbox 360.</P>]]></description>
<pubDate>Thu, 10 Jan 2008 15:50:29 -0600</pubDate>
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<title>Traxxpad: Portable Studio Now In Stores</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/traxxpad_portable_studio_now_in_stores</link>
<guid>http://www.gamebump.com/go/traxxpad_portable_studio_now_in_stores</guid>
<comments>http://www.gamebump.com/go/traxxpad_portable_studio_now_in_stores#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p>
Eidos Interactive today announced that Traxxpad: Portable Studio has arrived on store shelves throughout North America.  Traxxpad: Portable Studio allows musicians to harness the power of drum machines, samplers, sequencers and even a mini keyboard and transform them into a powerful pocket studio on the go. 
<p>
    &quot;Traxxpad is not a game, but a way of life,&quot; says Troy San Jose, studio director for Definitive Studios.  &quot;Music is a powerful form of self expression. Traxxpad and the PSP(R) system will take it to the next level.&quot; 

<p>

    &quot;Traxxpad: Portable Studio is an amazing music production innovation that is surrounded by great musical minds,&quot; says senior marketing manager for Eidos North America, Kevin Gill.  &quot;That's what makes Traxxpad so remarkable -- it's a powerful, portable music application that enables both gamers and professional musicians to express musical talent anywhere.&quot;
<p>

Check out <a href="http://www.traxxpad.com" target="_blank">http://www.traxxpad.com</a> for more information about new downloadable content, social networking profiles of aspiring producers, rappers, lyricists and MCs and more.]]></description>
<pubDate>Fri, 29 Jun 2007 01:04:00 -0500</pubDate>
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