Cartoon Escape is another point and click room escape game created by Jankokuk. In this game, you are locked in a room and you try to escape the cartoon room by finding items and solving puzzles. Use your point and click skills to find and use hidden items. Good luck and have fun!Play Cartoon Escape
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Electronic Arts has confirmed release dates for what is sure to be its two weirdest games this year -- Suda 51's Shadows of the Damned and Alice: Madness Returns.
Shadows of the Damned -- a psychological horror game from the maniacs at Grasshopper Manufacture -- will be released worldwide on June 7 on PS3 and Xbox 360. Alice: Madness Returns will be unleashed on June 14 for Xbox 360, PS3 and PC.
It's going to be a rather freaky June, methinks. Very much looking forward to both of these, too!
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Ah, yes -- now I can see why the team at Mojang seemed slightly worried during this documentary about how people were going to react to Minecraft's successor. (Not to say those fears were warranted.) It's a collectible card game dubbed Scrolls, as revealed today during GDC.
The official site is already up. It seems lead designer Jakob Porser and Minecraft creator Markus Persson had brainstormed the idea years ago as something they'd enjoy playing -- something that didn't exist. So, naturally, there was only one way to fix the problem.
According to Gamasutra, Penny Arcade's Jerry Holkins is working with Mojang on developing the story for Scrolls. It's also worth noting that alpha and beta builds will be offered in some capacity to the public, which the studio should have down to a science by now.
GDC 2011: Minecraft Developer Mojang Reveals Its Second Game 'Scrolls' [Gamasutra -- Thanks, Delta Burnt]
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Beyond Good & Evil is a game that needs no introduction, which provides a stiff challenge to anybody attempting to review it in 2011. One of the most respected videogames of all time, applauded for its rich characters, engaging plot, and varied gameplay, Michael Ancel's opus also stands as one of gaming's biggest tragedies -- perhaps the poster-girl for games that sold well below their due.
With Beyond Good & Evil HD, this tragically undersold game gets a chance at redemption, and a fresh coat of paint. Oh, and it hasn't stopped being quite, quite good.

Beyond Good & Evil HD (Xbox Live Arcade)
Developer: Ubisoft
Publisher: Ubisoft
Released: March 03, 2011
MSRP: 800 Microsoft Points
Beyond Good & Evil tells the story of Jade, a freelance photographer and protector of children who have been orphaned thanks to the DomZ. The DomZ are a brutal alien race who are currently invading the watery planet of Hillys, locked in a bitter struggle with humanity's protectors, the Alpha Sections.
As the game's name implies, however, things aren't quite what they seem, and Jade -- joined by her Uncle Pey'J and secret agent Double H -- becomes embroiled in an intergalactic conspiracy a struggle to root out the truth.
The game's critically praised story still manages to hold up as a charming and evocative tale, although it is worth nothing that, in hindsight, the game was not perhaps the most brilliantly written of titles. The characters seem more flat and less endearing than before. Pey'j is especially more grating than I remember, with his unfunny lines and tendency to overdo the "dush garnit" accent. Likewise, the overall plot is a lot less subtle than it wishes it was. It tries to introduce shades of grey in a world where nobody can be trusted, but the good guys are very clearly good and the bad guys are very clearly bad.

By no means is Beyond Good & Evil a poorly written game. The story may be more blatant than you recall, and the "emotional" scenes feel forced, but it still manages to be an engaging story in a genuinely fascinating and unique world. Even eight years on, Hillys and its anthropomorphic inhabitants make for a game environment unlike any other.
At first, Beyond Good & Evil does not feel like it has aged well. The combat is a simplistic, one-button affair. The game's environments are split into very small areas separated by loading screens. The very act of saving one's game requires unnecessary animations and middle-man menus. However, the more the game opens up, the more the old magic returns. Puzzles are spot-on, if a little obtuse at times, and the combat still manages to be fun thanks to the special attacks of Pey'j and Double H, and the surprising depth of strategy that can occur during boss fights.
Despite doubts suffered during the game's opening sequence, it took less than an hour for the memories to come flooding back, and for the game's tight pacing, rewarding exploration, and engrossing atmosphere to take hold. Beyond Good & Evil is a game that clearly shows its age, but maintains its dignity, like Morgan Freeman. In short, if you have fond recollections of Beyond Good & Evil, playing once more will not destroy everything you hold dear.
There's also a wealth of things to do. Not quite as much as I remember, but the various races, the animal photography, and the collection of hidden pearls provides enough distraction to keep easily bored gamers amused. The variety of optional content puts many modern games to shame.

Beyond Good & Evil gets credit for still having the best chase scenes in videogame history. Both as the pursued and the pursuer, no game has quite yet topped the speed, action and downright thrill of Beyond Good & Evil's hot pursuits. It is amazing how tight and polished these moments remain, especially with the controls for Jade's hovercraft feeling intuitive and enjoyable as ever. The optional Looter's Cavern chases are absurdly fun and frenzied, and more than worth indulging in.
Of course, the main draw for this digital release is the visual overhaul, and it has to be said that Ubisoft did a terrific job. Taking into account the obvious limitations of the game's original engine, Beyond Good & Evil HD is a relatively gorgeous looking game. Once you step into the hovercraft and skate into the bright sunshine of Hillys, the rich colors and shimmering water effects create the illusion of discovering this game's environments for the first time. Of course, the animations and textures are always going to be restricted due to the original code, but the game looks right at home among other XBLA titles.

That said, there are a few issues. I did encounter a glitch during one early part of the game where Jade jumped through a platform and ended up in a black room with no exists. It wouldn't have been so bad if it hadn't cost me about twenty minutes of play-time. I also encountered at least one instance of the visuals and the sound falling out of sync. It's more disturbing than you think to have Pey'j's gruff, brutish voice coming out of Jade's mouth. Fortunately, these issues are few and far between, as the majority of the game feels solidly produced. Just be warned that the occasional problem may rear its ugly head. Also, there is no option within the game to adjust the brightness, and some of the darker dungeons are very dark indeed.
Beyond Good & Evil HD boasts a terrific visual update, and despite a slow start, feels as good to play now as it did eight years ago. While not the narrative tour de force you may recall it being, the game manages to draw one in and keep the player involved with a charming game world and a strong, atypical female protagonist. If you played and adored it when it first released, there really is no excuse for you to not pick the game up. If you're entirely new to the game, then it may be a harder sell, but all I can do is urge you to give it a chance. You might be pleasantly surprised.
Score: 8.0 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)

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When Sucker Punch released inFamous in 2009, the open-world action title had fewer than 100 missions. 99 to be exact. For a game of its ilk, that's nothing to sneeze at.
But Sucker Punch has bigger ideas for the game's sequel, which hits PlayStation 3 on July 7. The developer is assuring that in theory, there will be an unlimited number of missions throughout the game's lifespan, thanks you to: inFamous 2 will have a user-generated mission feature.
LittleBigPlanet in my inFamous 2? Pretty much. Sucker Punch is opening up the world of New Marais by providing a unique set of tools that will allow users to create their own in-game missions. The developer is promising a full set of props, in-game characters (both good and bad), and behaviors that enterprising mission designers can use to create their own scenarios.
Because Sucker Punch is completely opening up this tool set to players, the types of missions they'll be able to create won't be limited. If you want to mirror missions types already in the game with your own twist, that's fine -- defense missions, escort missions, and survival missions are all waiting to be created. But beyond that, and because these missions don't necessarily have to be bound to game canon, the sky really is the limit.

Want to turn inFamous into a platforming game? Done. Use the user-generated content-specific "rings" to create a timed race across the streets and rooftops of New Marais. During one user-generated demo mission, I watched as Cole tossed propane tanks at militia members dancing on floating platforms. It was a score based game -- almost like bowling for soldiers -- as the player earned points for exploding the platforms. Another mission was tower-defense style, with Cole fending off increasingly difficult waves of enemies as they attempted to breach a bridge.
The tools, much like LittleBigPlanet's, look relatively easy for a newbie to use. It's not unlike level creation in something like ModNation Racers, where you choose objects and place them nearly anywhere in the game world. A radial menu pops up, you choose your object, and place it in the world. Behaviors of enemies and objects can also be tweaked, including skills and powers available to Cole throughout the mission. The idea, Sucker Punch says, is to provide a level of depth that will allow players to design truly unique missions unlike anything that ships on the disc.
Where will these user-generated missions go? In the game world, of course. Instead of accessing them from a separate menu, everything is integrated into the single-player game world. That's right, from the start you'll be able to access user-generated content right beside Sucker Punch's own campaign missions. Simply approach mission markers, indicated in green along with he creator's name, and it's off to the races.

For those concerned user-generated content will liter the world, cluttering up the single-player experience, rest easy. While the "top tier" of created content (what will be called "Sucker Punch Featured Content") is on by default, filters can be used to tailor your mission experience to your needs. When designing missions, players will be able to use a tagging system to help identify mission types, making it easier to find what you want. And because missions can be rated by users after completion, finding the best of the best (a tier Sucker Punch is calling "Famous") should be a snap.
For those looking to get their hands on the tools, great news: starting in early April, Sucker Punch will be launching a limited public beta for inFamous 2 and its user-created content. While details are scarce, specifics will be announced on March 14 on the game's official website. Much of the content will be wiped before the game's retail release, but Sucker Punch plans to choose the best of the best to be made available immediately when the game ships.
inFamous 2 is schedule to ship on June 7, 2011. If things work out like Sucker Punch hopes, you'll be playing it for a long, long time after that.
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Thanks to everyone who participated last month -- we got a bunch of wonderful entries, and I'm glad to see more people writing blogs who haven't written them in the past. Let's keep it up for March!
This month, I'd like you to write something about game difficulty. As the last few Musings have been, the topic is wide open. Some suggestions include (but are not limited to): Are games easier or harder than they used to be? How important is accessibility vs. difficulty? Can a game be balls-crushingly difficult or a complete cakewalk while still having mass appeal? What game difficulty do you normally play on and why? Does the level of difficulty in a game where you can manually select it significantly change the gaming experience? Is there a specific game you can think of that gets the difficulty level perfect?
Write about anything you like for this Musing, as long as the central concept of your blog directly relates to ease and/or difficulty in games.
To participate, just click "Post A Blog" up there in the upper right of the screen, title your post "Technical Difficulties: WhateverYourTitleIs", make sure you pick the "Monthly Musing" from the tag list (this is important!), write it up, and set it live. If your article is particularly well-written or sparks interesting discussion, we'll stick it up on the front page. Don't forget to read the the guidelines. A good blog will get promoted regardless, but following all these rules will really help me out, and help get your blogs to the front page faster.
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Exciting Spelunky news to come out of GDC 2011. First, the oh-God-yes one: the impending Xbox Live Arcade version of the game will feature four-person local multiplayer. If there's friendly fire, I don't even know. Great to hear either way.
IndieGames also reports that the shop keeper has been streamlined to the point where only a single button press is needed when purchasing multiple items.
"This might be scary to hear," says programmer Andy Hull, "but you can’t be afraid to change things from the original game. This was made easier by the fact that the original game will still exist." He went so far as to say that "The freeware game acted as our design document for the XBLA game."
GDC 2011: Derek Yu, Andy Hull Discuss Spelunky XBLA Move, Multiplayer [IndieGames]
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Add to myYahoo!Cthulhu Chick has been up to some cool stuff. While she’s best known for her diverse selection of crocheted Cthulhus (ranging from classic Tiny Cthulhus, to the more intimidating Cuddly Cthulhu and inexplicable hybrids like Cylon-Cthulhu), she’s also a legitimate Lovecraft aficionado who’s been putting together stuff like this: Just looking at this Wordle, would [...]
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http://www.gamecouch.com/2011/03/the-doom-that-came-to-kindle/
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It's easy to forget how far Xbox Live has come since 2002. Microsoft has, according to Major Nelson, started clearing out "previously used and unavailable (dead) Gamertags."
So if some squatter has a hold on your 'tag of choice, you might just be in luck. "This process will take some time to complete, and no we can’t tell you when the Gamertag you want might be available. If you are interested, you should check back regularly as we are reviving Gamertags daily."
Relevant news, anyone? I'm set already, and even if that was not the case, I doubt I'd pay the $10 fee to change my Gamertag anyway.
Xbox LIVE Gamertags go zombie and rise from the dead [Major Nelson]
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Duke Nukem Forever has been rated by the Entertainment Software Ratings Board and, if nothing else, the fourteen-year wait for the game was worth it just for this. It is, perhaps, the very pinnacle of everything the videogame industry has been working towards.
"During the course of the game, players enter a strip-club level and view several topless dancers and receive lap dances," states one section of this smutty missive. "A couple of missions within this level require players to recover sex toys and pictures of topless women.
"A few sequences strongly imply sexual acts: two women appear to perform fellatio on the central character (e.g., raising their heads from his lap) -- though there is no actual depiction of the sex act; Duke moans and leans up against the wall of a bathroom stall (furnished with a hole) -- it is implied that a sex act (not depicted) occurs."
You can read the entire summary below. Welcome to the Citizen Kane of gaming, folks!
Content descriptors: Blood and Gore, Intense Violence, Mature Humor, Nudity, Strong Language, Strong Sexual Content, Use of Drugs and Alcohol
Rating summary: This is a first-person shooter in which players assume the role of Duke Nukem, an action hero who must save Earth from invading aliens. Players use pistols, rail guns, shotguns, explosives, and Duke's bare hands to attack and kill the alien enemies. The majority of gameplay involves destroying these enemies in frenetic gun and laser battles in order to move on to the next section. Aliens are often decapitated or dismembered when hit, sending large splashes of blood across the ground, surrounding walls, and players' screen.
Some sequences depict more 'over-the-top' instances of violence: aliens getting stabbed in the head or impaled; a human soldier bursting into bloody gibs after being tossed through propeller blades. In one sequence, players have the ability to shoot human characters that are trapped in pod-like alien webbing; bodies explode into pieces upon impact.
During the course of the game, players enter a strip-club level and view several topless dancers and receive lap dances. A couple of missions within this level require players to recover sex toys and pictures of topless women.
A few sequences strongly imply sexual acts: two women appear to perform fellatio on the central character (e.g., raising their heads from his lap)—though there is no actual depiction of the sex act; Duke moans and leans up against the wall of a bathroom stall (furnished with a hole)—it is implied that a sex act (not depicted) occurs.
The game also contains several sexual references and innuendo in the dialogue (e.g., 'I have hungry—you have big egg ro' for me, Duke,' 'If you supply the dancing, I'll supply the pole,' and 'I'll need something naughty to play with.'). Duke's comments range from jokes about colon cleansing to several one-liners about sex and female body parts. Bathroom humor includes the ability to urinate in toilets or urinals and/or pick up feces from toilets and throw it against walls. Players can use both steroid pills and beer as power-ups; when beer is consumed, the screen temporarily blurs. The words 'f**k,' 'sh*t,' 'c*ck,' and 'a*shole' appear in dialogue and on-screen text.
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