Modern Warfare 3

Looking back at my stats, I spent around 30 hours playing "Call of Duty 4: Modern Warfare" multiplayer, but in "Modern Warfare 2," I only spent about a third of that time. Why the discrepancy? Sure, prevalent hackers played a part in my frustration, but that wasn't the main reason. The main reason was that, in just about every objective-based mode, Party Chat was blocked.

Infinity Ward's rationale was that, by blocking Party Chat, it would encourage teamwork among strangers and cut down on cheating as Party Chatters wouldn't be able to join separate teams and give valuable intel to the other side.

While that's great for the most hardcore players, I'm really just interested in playing and chatting with friends. There were work-arounds using Xbox Live security settings, but it was still an unnecessary chore every time I wanted to play "MW2" multiplayer.

Yesterday, at an event in New York City, I spoke with Robert Bowling, the creative strategist at Infinity Ward for "Modern Warfare 3," about whether the same Party Chat restrictions would be in place.

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Shigeru Miyamoto

Nintendo's official premiere at the Wii U console was easily the most talked about event during this year's E3 conference. As it happened, the focus of the announcement was not on the console itself but on its controller, a wholly unique contraption with a built-in screen, capable of beaming full gameplay footage into the palm of your hand.

There was little doubt about Nintendo's level of innovation, but the presentation did leave a lot of questions regarding some of the areas in which the company has lagged behind competitors. Nintendo has been notoriously slow to provide gamers with a viable online gaming platform and that remains the case even after the launch of their latest device, the Nintendo 3DS. It begs the question, will the Wii U finally be different? I spoke with Shigeru Miyamoto, Nintendo's head of game design and the creator of "Mario" and "Zelda," to get the answer.

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Wii U

One of the reasons Nintendo has lagged behind Microsoft and Sony with their online gaming experiences is the lack of a unified identifier for players. On Xbox Live you have a gamertag. If your friend knows your gamertag, all they need to do is type it in and add you as a friend. On the Wii, your friend needs your friend code, a 12 character series of randomized letters and numbers. And, even if they have that, you'd need their friend code entered on your end for the two of you to become friends. It was initially created to prevent kids from befriending random adults online, but has since become more of a pain than anything else. According to Ubisoft producer, Adrian Blunt, the days of friend codes are numbered.

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On Saturday, SyFy Channel aired the premiere of "Red Faction: Origins," a made for television film adapted from the popular THQ game franchise. Honestly, the movie wasn't half bad; especially compared to the usual game-to-movie adaptation schlock (paging Mr. Boll). The movie was born from a recent partnership between THQ and SyFy, which also spawned a television adaptation of the publisher's "de Blob" games.

According to THQ executive vice president Danny Bilson, there's more movies on the way.

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Elizabeth

Yesterday I posted the first part of my chat with Ken Levine, the creative director of Irrational Games and the chief mind behind "BioShock Infinite." The focus of yesterday's post was on some of the major gameplay differences between "Infinite" and the original "BioShock," including charged vigors and unstable nostrums.

In this second and final post on my chat with Levine, we're going to delve into what is arguably the most important aspect of the world of "Infinite": Tears.

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BioShock Infinite

Last week, I attempted to walk you through the E3 demo of "BioShock Infinite" using just text and a handful of screenshots...a challenging task for a game so overwhelmingly rich with detail and gameplay mechanics. By the end of the 20 minute demo, I had considerably more questions about the game than when I went in. Thankfully the game's creative director, Ken Levine, was happy to chat with me on the phone the other day to fill in some of those blanks.

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NOTE: The following interview contains some spoilers regarding the events of the "Portal 2" single-player campaign.

It's safe to say that Stephen Merchant's portrayal of Wheatley, the malfunctioning robotic sphere in "Portal 2," is one of the best voice over performances in video game history. Equal parts hilarious, endearing and devious, the character was brought to life by Merchant's performance and was one of the many reasons the game is so beloved.

During a phone interview, I spoke with Merchant about the Wheatley character, the experience of working with Valve, and whether he'd be willing to return for "Portal 3"...if it ever happens.

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The Darkness 2

Taking over a game that was well received, but made by a different developer is a daunting task, and is a feeling that Digital Extremes' Project Director Sheldon Carter knows all too well. However, being such big fans of "The Darkness," and the comic it was based on, made it easy for Carter's team to make the transition smoothly for "The Darkness 2." In a recent interview, he broke down just how much, and how little "The Darkness 2" has changed from the original, reassuring fans that they will not be disappointed.

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Portal 2

Last night, NYU's Game Center played host for a talk with Erik Wolpaw. You undoubtedly know Erik's work as one of the writers behind "Portal" and the recently released "Portal 2." But he's been writing awesome words for way longer than that. Years before entering the game development community, he created the much-revered site, Old Man Murray, which brought a refreshing and hilarious take on the world of video games.

Last night's talk, however, was all about "Portal 2," and Wolpaw opened up about several fascinating insights into the development of the game's story and characters.

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Best Buy

The Nintendo DS launched in Japan on December 2, 2004. Just 15 months later, on March 2, 2006, Nintendo released the Nintendo DS Lite, a far supiorior device with an improved screen, battery and design. The gap in the US between the original DS and the DS Lite was slightly larger, about 18 months, but it was still pretty short when you consider the normal lifespan of handheld devices.

Which brings us to the Nintendo 3DS, a device with a lot of promise, but with plenty of room for improvement. In my feature on whether you should buy a Nintendo 3DS at launch, I suggested that most people should wait until the software line-up is a bit stronger. And, if you wait long enough, you might just find yourself buying Nintendo's unannounced but inevitable redesign instead. At the North American launch of the Nintendo 3DS, I spoke with Reggie Fils-Aime, the President and COO of Nintendo of America, about this dilemma and whether consumers should be worried about having an obselete device in less than 2 years.

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