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Barricading 'Dead Souls' within Yakuza's red-light district

In the first hours of Yakuza: Dead Souls, I witnessed the fictional Kamurocho neighborhood of Tokyo's red-light district becoming ravaged by a zombie nightmare, with wrecked buildings, flaming cars, and thousands of hungry undead taking to the streets.

With the help of a DVD store's secret weapons cache, altruistic loan shark Shun Akiyama becomes a dual-pistol-wielding killing machine, cutting a path through the horde of former businessmen, students, and gangsters to get help for his sick assistant Hana.

Though the premise seems (and is) absurd, and there's little sense to making a zombie shooter out of a series best known for its uncanny representation of a realistic Tokyo, I couldn't help but appreciate the care Sega put into setting up the adaptation. Every change to gameplay, environments, or story required to adapt the game into a shooter shows evidence of deliberation and forethought. It's not just a matter of adding zombies and guns. Sega took its assignment very seriously, even though Yakuza: Dead Souls delivers its entertainment in a campy, b-movie way.

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Syndicate employs Brian Cox, Rosario Dawson and Michael Wincott

In the future, your brain will be infused with special technology to unlock the massive potential within you. Also, the company you work for will be headed by a surly Scot and a beautiful wherever Rosario Dawson is from.

EA's announced both Brian Cox and Rosario Dawson will lend their voices to Syndicate, the Starbreeze reboot of the classic strategy game from the '90s. Joining them is Michael Wincott, who you may remember as the bad guy from The Crow. Gamers may better recognize his pipes as The Prophet of Truth in Halo 2, and as Death in the upcoming Darksiders 2. Dawson will play Lily Drawl, a "rising star" at EuroCorp; Cox plays Eurocorp board member Jack Denham and Wincott plays veteran agent Jules Merit.

Rock Band Weekly: Poison, Mr. Big, Heart, Rick Astley

Tuesday is Valentine's Day, and in addition to being a day full of expectations and guilt, it's now a day where you can be rick-rolled by a damn video game in the sanctity of your own home. The "Gold Star My Heart" Pack drops Tuesday in North America and Wednesday for European PS3 users, and includes four love-centric tracks to get you into (or very quickly out of) the mood.

Peep the full track list after the break, and see if you're the kind of person who'd rather be playing Rock Band 3 on Valentine's Day. (Please invite us.)

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Why Sony passed on publishing Demon's Souls in America

Nobody expected Demon's Souls to be the hit it was, least of all Sony, the game's publisher in Japan. When Atlus decided to publish the game in North America, it took a risk -- one that paid off. The duty of publishing the sequel, Dark Souls, would then go to Namco Bandai.

Does Sony regret passing on publishing Demon's Souls in North America? Senior VP Shuhei Yoshida thinks so. He told Game Informer the company passed on the game after seeing an earlier build of the game. "What happened with Demon's Souls was until very late in the game's development, we were not able to play the game through. There were framerate issues and the network was not up and running. We underestimated the quality of the game and to be honest, the media in Japan did the same."

But still, even after a few hours with the final product, Yoshida remarked that he just wasn't able to see the value in the game. "For my personal experience with Demon's Souls, when it was close to final I spent close to two hours playing it and after two hours I was still standing at the beginning at the game. I said, 'This is crap. This is an unbelievably bad game.' So I put it aside." In the end, Yoshida admitted Sony "dropped the ball from a publishing standpoint" and was not able to "see the value of the product."

Fallout 3 concept artist Adam Adamowicz passes away

Adam Adamowicz died of cancer yesterday, and while his career may have focused on building digital worlds, his impact can be felt just as intensely in our physical lives. As the concept artist for Fallout 3 and other Bethesda titles, including Skyrim, Adamowicz shaped the reality of some of our favorite video game experiences, regardless of whether the wider world knew his name.

Awesome Robo offers an in-depth, heartfelt glimpse into Adamowicz's work and life, highlighting the hand-drawn process he used to create Fallout 3's vault jumpsuit, weapons and super mutants, among dozens of other integral pieces that made up the game's universe.

Dark Side 'Cause It Looks Cool: The Failings of Moral Choice in Games

This is a weekly column focusing on "Western" role-playing games: their stories, their histories, their mechanics, their insanity, and their inanity.

Morality systems have become role-playing. Or at least, a significant amount of people have come to believe this. To take one example, this review of The Old Republic is premised on the concept that BioWare's style of moral choices are effective character-building mechanics. It's a fine review, but it's one that I can't agree with because I find the model of game morality used in The Old Republic and many other role-playing games ineffective at creating a moral system.

In order for a moral choice to have weight, it needs to have two components. First, meaningful choices have to cause the player to lose something in order to gain power. Something has to change, or be expected to change, within the game in order for the decision to matter. In Mass Effect, at one point in the game, you have to choose which of two party members to rescue – the other dies. Or, in Fallout: New Vegas, working with Caesar's Legion turns the New California Republic into an enemy, and vice versa.

Second, a moral choice has to be a difficult choice. The old adage "If doing the right thing were easy, everyone would do it" applies here. This is where games usually fail. They can do it with little choices, like with stealing even when you won't get caught in New Vegas. Take the owned items and you'll lose karma, which might be a small hit compared to the benefits of a new weapon. Alternately, in some games, honorable characters will simply refuse payment for quests, forcing money to be acquired by other means.

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Closure wins 2012 Indie Game Challenge at DICE

Closure won the third annual Indie Game Challenge at this year's DICE show in Las Vegas. The clever puzzle platformer, which works off the premise that only illuminated objects exist in the game world, has players manipulating lights to solve challenge rooms. The team will receive $100,000 for taking the top prize, sponsored by The Guildhall at SMU, GameStop and the AIAS. The game will be available soon on PSN.

Other category winners included Symphony for technical achievement, The Bridge for achievements in art direction and gameplay, and Nitronic Rush received the "Gamer's Choice Award." The teams receive $2,500 for each category.

Check out all ten of this year's talented nominees by heading over to the Indie Game Challenge site.

So what's up with that disembodied head in Lollipop Chainsaw, anyway?


When looking at screens of Lollipop Chainsaw, we're certain your eyes drift naturally to one of Juliet's most eye-catching features ... the severed head strung to her hip. This new trailer tells the romantic story of how she cut her boyfriend's head off, as an act of love.

South Korean rating outs Magic: The Gathering: Duels of the Planeswalkers 2013

Game Rating Board, South Korea's premiere games rating board, has listed another entry in the Magic: The Gathering series of games, presumably for the PC, Xbox 360 and PS3 again. As things look, Stainless Games and Wizards of the Coast have no plans of stopping the annual installments.

It shouldn't come as much of a surprise: both the original Duels of the Planeswalkers and Duels of the Planeswalkers 2012 performed well, the former having sold over 500,000 copies on XBLA, while the latter was one of PSN's top performers last year. Considering both previous installments launched in the summer, we're betting we'll be hearing about Duels 2013 soon.

Namco Bandai co-publishing Star Trek in Q1 2013

The co-op-centric Star Trek title unveiled at last year's E3 has found itself a publisher. Namco Bandai will be "co-publishing" and distributing the Digital Extremes-developed space romp alongside Paramount Digital Entertainment sometime during the first quarter of 2013.

The Q1 2013 window puts this immediately before the May 17 theatrical release of the next Abrams Trek film -- marketing synergy that may explain the game's quiet delay from its original 2012 release window. We like Abrams' take on the Trek universe just fine, but we can't help but wish for someone to throw this much money at remaking Star Trek 25th Anniversary for the NES.

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