X-Men Origins: Wolverine is not a movie game. Raven Software senior producer Jeff Poffenbarger wants to be crystal clear on that before we get started. The game was well under development before talk of tying it to the movie kicked off. “We finished up work on Marvel Ultimate Alliance and wanted to get away from group games, we wanted to concentrate on a single player experience,” he said last week during a presentation in a hotel suite. “A Wolverine game was a no-brainer because in a lot of other video games he has been watered down.” So two-and-a-half years ago the developers sat down and started talking about what would make a Wolverine game stand out, what elements needed to be included in the title for it to feel real. “His combat, we wanted Wolverine to have razor sharp claws that actually cut through people,” he said. “We wanted to show his mutant regeneration healing.” So they made sure their Wolverine model had four layers of graphics: clothing, skin, muscle and skeleton. And that weapons would eventually chew through all of them. “We didn’t just want to nail him as a character. Wanted to nail him as a bad ass.” And after spending perhaps too much time with the game, it seems that Raven has succeeded. It succeeds on two levels: Visually, the game is surprisingly raw. When Wolverine attacks his claws slip through flesh, muscle and bone leaving severed limbs, heads and punctured bodies. When attacked, bullets tear off chunks of Wolverine’s clothing, punch holes in his flesh, eventually expose muscle or vertebrae. Slowly those injuries rewind, becoming flesh wounds and then disappearing. His shirt only reappears when he levels up. The settings are thick with detail and the battles often crowd the screen. Controls are also raw, allowing gamers to tear through enemies quickly, like an animal. Wolverine leaps from target to target before enemies can get off shots or, at least in my mind, register in their AI programming the oncoming blur of blades and muscle. Punching a button or two allows for a string of bloody attacks, and a lock-on option gets Wolverine to leap across the screen, smacking into attackers with his claws. While I didn’t get a chance to play through any of the game’s cinematics, Poffenbarger shows me a few. In the interactive cut scenes, Wolverine has to fight his way along an exploding bridge or up the falling body of a Sentinel. I didn’t have enough time to fully preview the title, but what I played of X-Men:Origins: Wolverine gave me quite high expectations. The game is due out on May 1 for the DS, PC, PS2, PS3, PSP, Wii and Xbox 360.

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X-Men Origins: Wolverine Hands-On

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According to Pocket Gamer , who cite a developer working on the hardware, an all-new PlayStation Portable will be out and on store shelves before Christmas. This source repeats earlier rumours surrounding the design of the system - such as the fact it features a sliding screen (which reveals game controls) and also boasts touchscreen capabilities - while also mentioning some other stuff, such as the release window and the fact that, once you slide the controls out from under the screen there will be a D-pad, face buttons and two thumbsticks . Yup. Two thumbsticks. Finally . As of writing, Sony have yet to respond to requests for comment. Though you have to wonder, with the rumours increasing in number and gradually zeroing in on a common set of features, whether Sony will have something to reveal at E3 in a couple of months. PSP 2 coming pre-Christmas will be an iPhone beater [Pocket Gamer]

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New PSP Due Before Christmas

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The official Assassin’s Creed web site gives us a brief taste of the second entry in the series and clues us in on when we can expect concrete details on Assassin’s Creed 2 —next Thursday. The teaser consists of little more than a short Flash animation, rendered in a hand drawn style noticeably similar to that of Leonardo da Vinci’s inventions—focusing on the concealed blade Altair used in the original—and his Vitruvian Man. The final drawing hints at some sort of winged contraption that may indicate we’ll be doing some flying (or at least some floating/humming of the Batman theme song) in the sequel. The teaser also notes that we’ll see more in the upcoming issue of Game Informer, with the date April 16, 2009 presumably indicating when the games mag is allowed to lift the veil on Ubisoft’s sequel. Given the Italian pedigree of the teaser, we’d think those rumored details of Assassin’s Creed 2 taking place in Venice are sounding more and more likely. We’re sure to know by next Thursday. Keep an eye peeled! Assassin’s Creed 2 Teaser [Official Site - thanks, Andrew!] Assassin’s Creed 2 Teaser [YouTube - thanks, Gavin!]

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Assassin’s Creed 2 Teased, Revealed Next Week

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5/10 Hands up who wants to be a ninja? Leaping effortlessly from rooftop to rooftop, unleashing death from above with silent Shurikens, going slash… Read it

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TENCHU 4 - New Review by Guest - Tenchu - Shadow Assassin

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“Real Heroes: Firefighter” emphasizes non-violent, game-integral puzzles and challenges that mirror the on-the-fly choices firefighters face every day. Watch it

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Real Heroes: Firefighter - New Trailer - Real Heroes Firefighter - Trailer

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