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Apparently StarCraft is getting some love at the university level. According to Kotaku, the University of Florida is using the real time strategy game to teach its students resource management skills. Before any of you slackers get excited (me included), the class featuring SC is only open to students in the honors college who have some familiarity with the game.

Taught by Nate Poling, a Ph.D candidate at UF, the class description reads, “With society becoming increasingly technology-based and fast-paced, it is important for professionals to be highly proficient in skills such as critical thinking, problem solving, resource management, and adaptive decision making. These skills are fundamental in Starcraft and therefore make the game a highly effective environment for students to analyze and take action in complex situations.” Read more… »

If I had to pick one console gaming trend in the last three years to preserve while all the others faded away Back to the Future-style, it would be downloadable games. The rise of XBLA, PSN, WiiWare, etc. have allowed all manner of glorious experiments to reach the masses. From creative new IPs that would never have been green-lit for a full AAA development cycle, to fun bite-sized games at a reasonable price, to existing franchises looking for a new avenue to play around and reinvent themselves, there’s no denying the impact this development has had on the industry.

Lara Croft and the Guardian of Light falls into that third category: IPs looking to reinvigorate themselves by adopting a new style. Despite the last few Tomb Raider games being much better than many were prepared to admit, Eidos and Crystal Dynamics were wise to recognize that the name doesn’t carry the excitement it once did. They’re looking to breath some fresh air and energy into the Lara Croft character with this latest installment, and I’m of the opinion that they’re very much headed in the right direction.

Read on for the official verdict!

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A marked improvement on some recent summer offerings in the PSN Store : among this week’s highlights include a playable demo of Naruto Shippuden: Ultimate Ninja Storm 2, the release of Pixel Junk Racers: 2nd Lap, and fresh DLC for Mafia II and Naughty Bear.

The timeless MotorStorm: Pacific Rift also enters the third dimension in a stripped down version entitled MotorStorm 3D Rift for those few souls that own one of those newfangled 3D TVs by having more money than sense.

The rest of this week’s PSN store update can be read in full after the break.

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According to a report from Gamer/Law, Take Two Interactive has lost a lawsuit against Name Administration Inc. (NA Media) over the rights to the URL bioshock.com.

According to the report, the World Intellectual Property Organization legal board who was overseeing the case decided that Take Two had failed to prove that NA Media registered the URL is an attempt to “trade off the value and goodwill of [Take-Two's] Bioshock trademark by diverting users to third-party commercial websites for profit.” The legal board decided in favor of NA Media due to the fact that the company registered the URL in 2004, almost a year before Take Two registered BioShock as a trademark. Read more… »

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Stop It: Microtransactions
By: | August 25th, 2010

["Stop It" is a weekly feature which serves as a forum for me to express my opinions on things in the video game industry or community that need to stop. Despite the fact these things may never stop, this will, at the least, fuel discussion. Got something to say? Hit up the comments and keep the discussion alive. Got a lot to say? Register for a Gamer Limit blog and write a response.]

Let me first say that I am not opposing microtransactions in their entirety. In my opinion, there is a right way and a wrong way to implement them. It is the greedy implementation which impacts gameplay that I cannot agree with.

Microtransactions are a great way for games to bring in a steady stream of profit for extra elements of a game. However, those games that have allowed game design to be altered by microtransactions are undoubtedly the wrong way to go about it. Stop it!

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We are more than past due on giving the PS3 some love. So this week we bring Gamer Limit Game Night to our PS3 fans. While there are plenty of games to choose from, we felt it best to visit a franchise that we continue to hear more and more about.

In case you couldn’t already tell from the picture, this week we will be playing Killzone 2. But first, I need a couple things from those interested. Would you prefer chatting over Skype or PS3 game chat while we play? Unfortunately Sony continues to make things like this difficult on us but I want to make sure we are all on the same page. Hit up the comments and let us know if you are in. Also please give us games you would like to see be part of Game Night. Looking forward to Friday!

Please send a message to Jorrel56 on PSN if you are interested. Invites will go out at 9PM EST. And as usual, Gamer Limit Game Night will be live streamed for all to enjoy.

Guess what!? You’ll never believe it! Finally, a week that is actually worthy of our praises.

This week you can enjoy Shank, PixelJunk Racers 2nd Lap, Press Your Luck, and more! You can even extend your PlayStation 3 warranty if you wish. Also, a couple of goodies for you PlayStation Plus subscribers. So hit the jump for more on this week’s update.

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Shoehorning a console experience into an iPhone is a lot like trying to fit a dead body into a suitcase — it’s doable, but it’s not always advisable. Many publishers think that just because the platform now has the graphical and processing capacity (barely) to handle SNES/Genesis era games that it means carte blanche for dumping their back catalogs on the App Store. The problem here is that how a game plays is just as important as how it runs, and iPhone controls simply will never work for some games.

That’s not to say that no retro games can work as iPhone ports, but pushing platformers or other games that require precision timing and control responsiveness isn’t they way to go. On the flip side, the turn-based strategy RPG is a genre that translates extremely well; just look at the success of other SRPGs across all portable platforms. As such, I went into SEGA’s iPhone port of Shining Force with a liberal dose of optimism.

Read on for the official review!

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[This month is officially Driver Month here on Gamer Limit. Join us as we embark on an exhaustive road trip in a series of retrospectives for the Driver franchise in the run-up to Driver: San Francisco.]

It would take four long years before another Driver game would burst onto the scene in an intoxicating cloud of smoke, ready to serve its pining fans after Driver 2. To help quench this thirst, Reflections introduced Stuntman in 2002, a game that that played on Driver’s affinity with cinematic car chases by starring you as a charmless Hollywood stunt driver on fictional film sets. In Stuntman, you were required to perform death-defying car stunts in a series of stringently timed scenes for some upcoming action movies.

While the obvious film parodies were fun to watch, the game ultimately pushed the limits of trial and error by constantly demanding precision driving and was, above all else, infuriatingly difficult. As Reflections’ debut for the next generation of consoles however, it served as an effective appetiser that showed great promise for what was to come in the Wheelman’s next outing.

With the avalanche success of Grand Theft Auto III and Vice City, it’s fair to say that the next generation of Driver had an awful lot of catching up to do. Expectations were running high, especially with the impending release of San Andreas the same year just to add to the pressure. As a result, many were hoping that the third instalment would be everything that Driver 2 should have been, given the advantage of the extra graphical muscle thanks to next generation hardware. Instead, what we were given is widely regarded as one of the most disappointing game sequels in the whole of video game history.

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Bright people sometimes do stupid things. Experienced people sometimes stumble into a noob mistake. Either of these instances are expressions of the fact that we’re all simply human, and therefore err…but I don’t think either of them explain why Microsoft decided to distribute their review copies of Halo: Reach digitally rather than via physical discs shipped overnight to the reviewers. I think, perhaps, that they simply just don’t care anymore.
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What a crazy busy weekend it was. Hope you enjoyed a less stressful weekend than I. So, I blame the fact that I had to travel back and forth between 4 different states this weekend that the weekly recap is delayed.

But, I am here, and I bring with me this week’s goings ons at Gamer Limit. A week full of fun and some great debates. However, it was a busy week so let me get right to it.

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Over the weekend Valve Software announced that it will release a second batch of DLC for its zombie apocalypse shooters Left 4 Dead and Left 4 Dead 2. Dubbed “The Sacrifice,” this new bit of content tells the story of how one of the original L4D survivors (you know who I’m talking about if you played “The Passing”) bites the big one so his (or her…) friends can keep moving on. The cool thing is, when you play “The Sacrifice,” you get to choose which survivor takes the plunge for his/her homies. While it may not be cannon to the story, it does give you a chance to have some fun with your least favorite survivor (Francis… I’m looking at you).

The best news about this DLC is that it is coming to both L4D and L4D2. On top of that, the campaign No Mercy from L4D is officially being ported over to L4D2. That means you’ll be chainsawing Chargers on the Mercy Hospital rooftop, while trying to avoid being Jockeyed off the edges. Read more… »