Saturday, April 30, 2011

IF VIDEO GAME WERE REAL




This is what will happen if video game were REAL

!!DAMN FUNNY!!


Credit to
CLICK HERE--->SMOSH<---CLICK HERE

Friday, April 29, 2011

NEED FOR SPEED : THE RUN

Need for Speed: The Run Announced
"The Race for Your Life."



An Electronic Arts representative confirmed to Gamerz-PK the publisher will release Need for Speed: The Run this November.

Need for Speed: The Run will be out on Nov 15, 2011.

Thursday, April 28, 2011

TOP 10 WORST GAME 2010

10.FINAL FANTASY XIII



9.LOST PLANET 2



8.ARMY OF TWO THE 40TH DAY



7.SNIPER GHOST WARRIOR



6.CRACKDOWN 2



5.DARK VOID



4.NAUGHTY BEAR



3.PURE FOOTBALL



2.IRON MAN 2



1.PRISON BREAK THE CONSPIRACY


Tuesday, April 26, 2011

SONY UNVEILS PLAYSTATION TABLETS


Sony S1 (left) and S2 (right)


During a media briefing in Japan today, Sony announced two new tablet computers, the S1 and S2, available globally this fall.

The S1 has a single 9.4-inch display while the S2 features two 5.5 inch screens in a clamshell design similar to the Nintendo 3DS. The dual screens can be used as one combined larger screen or separately to allow video to play on the top screen with input commands on the bottom, for example.

Both tablets are PlayStation Certified, allowing users to download and play PlayStation One titles through PlayStation Suite. They are also both equipped with Android 3.0, WiFi and 3G/4G.

Price details were not announced at this time. Hit up the gallery for sweet press shots.

Wednesday, April 20, 2011

SECTION 8 PREJUDICE REVIEW


IGN SCORE : 8.0(OKAY)

Section 8: Prejudice is an underdog story – a small developer (in this case, Timegate Studios) trying to fulfill the promise of its original idea while making the transition from retail to full-fledged downloadable title. It has a cool hook in its "soldiers fired from a space cannon" premise. It brings a retail title's worth of modes and content to a downloadable title. The pieces are all there. But Section 8: Prejudice can't seem to fit them together into something more than sort-of interesting.

Section 8: Prejudice is the sequel to 2009's Section 8, which introduced, uh, Section 8: a group of cybernetic crazy people fired from orbit into battle wearing nothing but their armor.

I said it was a great hook.

At its heart, Section 8 was a multiplayer-focused affair, with 32-player objective-based matches. It was an FPS that married elements of the Battlefield series with the ardently-worshipped Tribes games - players jetpacked over vehicles and mechs while securing control points and performing other tasks randomly assigned over the course of a match.

Section 8: Prejudice seems poised to correct the original game's main failings, like a mostly non-existent single player element and a certain generic lack of identity outside of the dude-bombardment mechanic. Prejudice promises a lot. Timegate have added a new wave-based survival mode for four players called Swarm. There's also a "full" single-player campaign in Prejudice, with more of a story to it than the tutorial-in-everything-but-name from the first game.

At least, I think there was supposed to be a story to it. While Section 8: Prejudice starts with an interesting idea – the original military hard-men used to tame colonial space were forcefully decommissioned by Section 8's precursors, and now they're back and pissed about it – it barrels headfirst into cliché territory and doesn't look back. Playing through Prejudice's uninspired level design, I can see why they'd want to get through it as quickly as possible.

Section 8: Prejudice's campaign feels like it was tacked onto the multiplayer as an afterthought. It swings from one worst-case-scenario to the other. There's the totally mindless point A to point B trek requiring you to slaughter AI bots thrown in with little thought to placement or encounter design. Then there are the clear "this is training for multiplayer situations" scenarios requiring you to hack terminals or repair vehicles for no discernable reason. While you'll be given different tasks, every mission feels similar.

Section 8: Prejudice shifts over time from repetitive but easy, to repetitive but frustrating. Neither is an especially good thing, but one is easier to overlook than the other. Prejudice doesn't challenge you by clever use of established rules and play. Instead, it contradicts previously demonstrated convention, spamming missile turrets that do much greater damage, and producing enemies whose accuracy is close enough to perfect so as to be indistinguishable from it (and who can take more punishment than the combined forces you've murdered to meet them).

The mobility options provided by your suit's jetpack and dash ability start as overkill for vastly outmatched enemies. They end as insufficient allies in the face of armored gods that look an awful lot like those guys you killed without thought an hour or two before. This is also exacerbated by controls that feel stiff and slow to respond in comparison to other shooters out there, even when you've used your special lock-on ability to nail your focus to a particular enemy for a limited amount of time.

If Section 8: Prejudice's shooting had the oomph of a better game, this would be less of a problem, but there's a "putt-putt-putt" to most of the weapons. There are tons of weapons, with multiple ammo types for each, but shy of their relative strengths against vehicles, shields, or armor, most of them blur together.

This carries over into Conquest, the returning objective-based versus mode in Section 8: Prejudice. Gunfights in Prejudice feel anti-climactic, regardless of the subject of climax. The point system is a plus, at least. Completing objectives and killing enemy players will earn currency you can use to call in supply points, turrets, and vehicles midgame, which all drop in appropriately given the setting – vehicles arrive via dropship, turrets and support stations are fired from orbit into the combat theater.

The pieces are there, but Conquest never really gels. Even while I was riding around in a mech that I called down, plucking members of the enemy team from their bikes and beating them to death with said conveyances, I was bored more often than not. Picking a spawn point from orbit seems like a great deal of freedom at first, but after a few minutes, as control points have been taken, most of every map is covered by anti-air fire that will destroy you without fail should you decide to chance it. This results in too much time spent sprinting from a safe spawn point to where something is actually happening, where you will in all likelihood be swarmed by bots before you can make a meaningful contribution to the cause.

If there's one bright spot remaining in Section 8: Prejudice's fading star, it's the wave-based team survival mode, Swarm. In Swarm, the so-so controls and ho-hum shooting are minimized somewhat by the few-against-many thrill that this game type inspires so effectively. All the elements of Conquest are there, but with a clear focus and narrowed battlefield, it's much more fun. Less can be more.

Monday, April 18, 2011

[NEWS]NGP DELAY



Sony Japan pulled Wall Street Journal aside from their busy schedule in order to debunk earlier reports that did suggest Japan’s recent earthquake as being the cause of delay for the NGP (Next Generation Portable)’s release in selected territories, while comments spewed forth by SCEA president Jack Tretton were outright “wrong.” According to Sony’s representative, Satoshi Fukuoka, the company expects “no impact from the quake on our launch plan,” and that the NGP is slated to arrive later this year on schedule across different territories. After all, Sony had never mentioned that tehy would be holding a simultaneous launch in Asia, North America and Europe, so there’s that. Of course, Sony has left a back door for themselves in case the unexpected happens by claiming that they will monitor the situation in the earthquake- and tsunami-ravaged region and make changes to their release plans if and when the need arises.

Friday, April 15, 2011

[NEWS]Wii 2?


Nintendo Set to Reveal New Console
New console is backwards compatible with Wii software.

According to multiple reports today, Nintendo will reveal a new console at E3 this coming June.

Game Informer first reported the details, saying the console is capable of running games at "HD resolutions." Our sources have said the the console is significantly more powerful than the PlayStation 3 and Xbox 360, and that Nintendo's intent is to recapture the hardcore market. Another source said it is capable of 1080p resolutions.

Nintendo is reportedly showing the console to publishers to garner interest for a late 2012 launch.

Additional sources tell IGN that Nintendo will release a pre-announcement this month with a full reveal expected at E3 and that the console will be backwards compatible with current Wii software.

A report from CVG states the new Nintendo console will use an all-new controller - not an updated Wii controller - with sources saying it will have a built-in screen. Additional sources informed IGN the screen has touch capability.

Wii 2 Unlikely to Feature 3D
Fils-Aime down on the possibility of an all-3D future

Nintendo's next generation of home hardware is unlikely to follow the 3D path that its recently released handheld is pursuing.

That's according to comments from Nintendo's own Reggie Fils-Aime, who said that having explored 3D technology at length before it went with the solution put forward with the 3DS.

"Glasses-free is a big deal," Fils-Aime told CNN, "We've not said publicly what the next thing for us will be in the home console space, but based on what we've learned on 3-D, likely, that won't be it."

Nintendo's previously been coy in commenting on the Wii's successor, with Fils-Aime saying that the existing console would have to shift considerably more units before the company would consider announcing new hardware.

Tuesday, April 12, 2011

[PC]TOTAL WAR : SHOGUN 2 REVIEW


IGN SCORE : 9.0(AMAZING)

Breaking from the complexity of Empire: Total War, Creative Assembly trims things down for Shogun 2. It's not a revolutionary step, but a necessary one. It's a reaffirmation of Total War's core values. It's about armies charging forward waving spear and sword, clashing in the middle of vast battlefields to determine the fate of a nation. It's about navigating a land at war to negotiate trades, establish alliances and govern a growing collection of provinces to satisfy a need for conquest. Shogun 2 proves Creative Assembly's combination of turn-based strategy with sweeping real-time tactical combat is just as entertaining as ever. It features brilliant visuals and sound, thrilling clashes between massive armies, and an expertly designed interface to ease in newcomers without sacrificing the depth veterans expect. Issues with the game's artificial intelligence and stability are still present, but pale in comparison to the whole of Creative Assembly's accomplishment. Shogun 2 is a high water mark for the Total War series.

As established by the original Shogun back in 2000, the Total War formula is comprised of two parts. First there's the turn-based campaign map management, similar to Civilization. In Shogun 2 you have but one goal: seize control of Kyoto and establish yourself as shogun in 16th Century Japan. Starting conditions vary, with a short campaign starting in 1545 and lasting until 1575, while long and domination campaigns last until 1600. With four turns per year, one for each season, you'll need to spend time wisely to navigate Japan's hostile landscape packed with warring clans and swirling loyalties. Competition for territories and trade routes is fierce, making establishing dominance all the more rewarding.

One of nine clans is available to play from the beginning, each associated with a set of bonuses and level of difficulty. Some are positioned by the sea with easy access to harbors and trade routes and few borders to worry about. Others begin the game in Japan's center, locked in on all sides by potential enemies. Expansion and acquisition is always the goal, as you'll need to capture and hold a number of territories in addition to Kyoto to attain victory. Expand too fast and you'll draw the attention of the sitting shogun. Move too slowly and you'll fall way behind as rival clans maneuver and seize territory, eventually storming Kyoto before you've even had a chance to see it. Diplomacy can be crucial when extending your network of power, but this is ultimately a game for warmongers.

There's still a huge amount of room for varied styles of play. To stay on track alliances can be established with other nations, family members married off to strengthen ties and trade pacts formed to exchange resources. To enfeeble enemies ninjas can be sent out to assassinate targets and sabotage city gates, ports blockaded with ships and metsuke stationed in home cities to watch for enemy agents and help keep the population under control. Declare war on a powerful enemy alliance and expect to be swarmed from all sides as they assault your castles. Conquer a city and occupy it peacefully or turn it into a vassal state and benefit from regular payments. Upgrade farms and markets to bring in revenue and exempt provinces from tax if civil unrest grows to near-revolt levels. And be mindful of the seasons as armies in the field suffer attrition in the winter months. Though Shogun 2 is wrapped in a pretty new interface meant to lower the barrier to entry, it loses none of its depth.

Everything in the game is artfully presented – from the skill trees and personality readouts of individual generals to the unit cards of your infantry in battle. Though there's plenty of information to pore over, including individualized traits for notable clan members and detailed city status breakdowns, it never feels as though you're examining a spreadsheet, even as you're mousing over clans on the diplomacy screen and reading the tooltip that shows exactly why they do or don't like you. There's still a learning curve in Shogun 2 so don't expect to jump in and unify Japan a few minutes later if you're new to the series. This is still a game for those with patience and an appreciation for looking five moves ahead instead of only at the immediate. An exhaustive in-game encyclopedia and a wealth of tutorials are on offer to make the learning experience less daunting.
This leads to the second major aspect of Total War, the real-time combat. When two armies clash on the battlefield, there's the option to either auto-resolve the conflict or dive in and decide the fate of those involved by hand. You'll command thousands of units: archers and matchlock infantry for inflicting damage from range, spearmen to skewer charging cavalry, katana samurai to slice through spearmen, and cavalry to loop around behind the enemy, hide in a tree line, establish a wedge formation and thunder forward, breaking the back of the enemy force when they least expect it. Nobody does big battles as well as Creative Assembly. In Shogun 2 the studio delivers a masterful blend of visuals and satisfying gameplay, a result of years of experience refining the Total War formula.

The artificial intelligence of your enemies is also much improved. On the campaign map, if you make an alliance with a clan, there's no need to worry they'll suddenly turn and raid your empire with no warning. In battle, it will move cavalry away from spearmen to drive into the sides of your formation, surge katana infantry at archers, take to the high ground and hide in trees and wheel its front lines around to match your angle of approach. Though it is possible to pull in live players to your campaign battles if you want, you'll still find a formidable adversary in the AI, even if from time to time it forgets to move entire columns of spear infantry out from the range of archers.

Sunday, April 10, 2011

[PS3]JAILBREAK FOR PS3




USB PS3 JAILBREAK
Jailbreak your PS3 in easy to follow steps given below, once jailbroken you can play any PS3 games without inserting the original game disc.

Requirements:
1.PlayStation 3 Console running firmware 3.41 or above.
2.PS Jailbreak USB Modchip
3.An external USB drive formatted to FAT32.
4.DOWNLOAD BACKUP FILE MANAGER HERE, and transfer it to the external USB HDD.
5.Original disc of any PS3 game which you want to backup.

Step 1. Remove any discs from your PlayStation 3 console and then turn the machine off. If your PS3 is a FAT model then turn off the power switch found at the backside of the console. If your PS3 is a SLIM model then first remove the power chord before plugging in the USB.
Step 2. Plug in the USB Modchip to any USB port on your PS3 console. After pluggin in the PSjailbreak USB ModChip power on the console and quickly press the “Eject” button. Now you can notice the two LEDs turned-on on the USB as the console is loading.

1.When the USB LED light turns Green it means that your PS3 has been jailbroken and now you can play games without original discs.
2.If the USB LED turns red, then it means that the process failed and you will have to start the process again. Power On and then quickly press the “Eject” button with USB Modchip already plugged in.

If the LED light on the USB turns green, you are good to go as the PS Jailbreak has been successfully loaded.

f the LED turns red, then it means that the PS Jailbreak Modchip didn’t load successfully. This usually happens when the Power and Eject button sequence wasn’t performed properly. Start from Step 1 again if you end up having the red light.

Step 3: Once the console has finished booting up with the PS Jailbreak Modchip, plug-in the external USB storage device which has the "Backup Manager" setup to the console’s USB port.
Step 4: Now navigate to the "Game Menu" and select the option "Install Package Files" and then select "manager.pkg" file. This will basically install the “Backup Manager” application that you download earlier to your hard drive.

Step 5: When the "manager.pkg" file is done loading, scroll all the way down in the “Game Menu” and there you should see a new application called "Backup Manager", run it.

Step 6: Now we’re in the Backup Manager app. Insert the game in the console’s optical drive which you want to backup. Press “O” and you will be asked where to make the backup, on the internal HDD or the external storage source connected via USB. This process is further elaborated by the following screenshots.

Step 7: In order to play a game via the backup you just made, insert any original game disc into your console (To emulate the loading process), run "Backup Manager" in the "Game Menu". Press “X” to play the selected backup game.

Step 8: Now you will be taken back to the main menu. In the "Game Menu" you will see the game which you have backed up. Now you can select the game, and run it without having the disc in the console’s drive.
Oh and you must make sure that the PS Jailbreak USB Modchip is connected to your console at all the times when you are playing the games via backups.
Disclaimer: This guide is for educational purposes only. I’m not responsible for any loss of important data or malfunctioning of your Game Console.

Friday, April 8, 2011

[Wii]JU-ON THE GRUDGE REVIEW


IGN SCORE : 4.0(poor)
Cheap shocks and poor controls await unsuspecting victims in this outdated horror game.

Touted as a haunted-house simulator, Ju-On: The Grudge is a no-frills horror game that capitalizes on the reasonably successful film series of the same name. It uses the same hook found in the movies: cursed ghouls born of a violent death that consume all who enter their domain, including a victim's family. There are a few good scares, but its harsh brevity, troublesome controls, and extraordinarily shallow gameplay mechanics thoroughly squash its potential.

The game begins with a tense sequence: You are investigating pitch-black areas in first-person view with nothing but a flashlight to protect you from the haunting monstrosities--at least until you run out of juice. The bulk of the gameplay is composed of cheap thrills, such as hands that reach out of nowhere to grab you or figures that suddenly pop onscreen. Although the obvious scare tactics soon become tired and monotonous, they manage to be a little unnerving. You'll spot a lot of subtle horrors, like figures that dissipate when you approach or bloody handprints on the walls, that are much more chilling than the game's constant use of second-rate shocks; unfortunately, they're not implemented well enough to truly spook you. Attack sequences are somewhat rare but are a bit more fun and spine-tingling, preceded by elaborate creature entrances and pulse-pounding music as a ghoul grabs you. You have only a few seconds to "shake" the creature away with the Wii Remote, and though the sequences are enjoyable, they're regrettably the height of the game's limited interactivity.

Ju-On has the foundation of a decent horror game, but unfortunately it sacrifices gameplay for its movie-like thrills. You spend most of your time searching for flashlight batteries and locating the keys you need to advance. The game never matures to include any kind of puzzle elements or combat, culminating in a mundane and outdated experience that's ultimately unsatisfying. This gross lack of depth makes the game far too easy to finish, because you'll rarely run out of batteries or get stuck since items shine in the dark. Level design is also simplistic and limited in scope. There are a lot of off-limit areas in this highly linear game, and levels generally amount to following ghosts between unchallenging key searches. The game also suffers from awkward, somewhat unresponsive controls and a finicky camera that requires noticeable effort to tame. You control the camera by tilting the remote, but the slightest of tilts will cause it to swing wildly, at other times it will stick or you'll experience an annoying delay. This makes something as straightforward as climbing the stairs irritating. Command prompts, which are used to trigger escape scenes, are especially aggravating because they're sometimes misinterpreted no matter how furiously you shake the Wii Remote.

Sound effects and music culled from the movies do a good job of scaring you; plenty of horrific audio cues await you in the dark, from the pitter-patter of bloody footsteps to the ghastly, inhuman growls the films are known for, although these deep, gurgling screams become less menacing as you progress because they're overused. Music is eerie but mostly reserved for attack sequences, focusing less on setting the mood and more on making you jump, but it's alarming enough to get your heart racing. Aesthetically, the game pulls off a creepy ambiance, with rusted lockers, splintering furniture, and disturbing mannequins decorating the dilapidated locales. Jagged edges are prominent and worsen the game's dated feel, although the dark color palette does help to mask the inadequacies. The ghosts are strikingly hideous and perfectly mirror their dreadful celluloid counterparts, down to their rotting flesh and bulging eyes.

One aspect more appalling than the game's creatures is its almost total lack of replayability. It's terribly short, with only five stages that amount to an hour and a half's worth of gameplay, or roughly 20 minutes each. Once you've cleared a stage, you're accustomed to its spook tactics and scripted scenes, so there's no joy or challenge in repeating it. The multiplayer option is so pathetic it's laughable. As the second player your goal is to scare player one by spamming them with cheesy, repetitive "panic scenes." Your arsenal of fear includes such terrifying tricks as causing blood to envelop the screen and making pieces of creature artwork pop-up. They're every bit as scary as they sound, and these silly interruptions are more likely to cause irritation than a good scare.

Despite Ju-On film director Takashi Shimizu's supervision, the game features noticeably few plot elements to tie its levels together or provide character depth. Consequently, there's a sharp disconnect between characters and their stages, which completely undermines the game's attempt to immerse you into the films' world. Although these characters are a family unit, the game rarely mentions that fact and glosses over the curse's significance, leaving you clueless as to what's going on unless you've closely followed the movies.

You’ll encounter a few substandard thrills while The Grudge lasts, but its clumsy controls and one-dimensional mechanics are more likely to send you running than its ghastly fiends are. Even Ju-On film fans will probably want to look elsewhere for this season's festive frights.

THE GOOD
*Stays relatively true to the films
*Great ghost design and eerie atmosphere
*Creative attack sequences.

THE BAD
*Poor controls and a difficult camera
*Obvious scare tactics cheapen the experience
*Boring,archaic gameplay
*Limited multiplayer
*Story line too short.

Wednesday, April 6, 2011

[PC]GAME BOOSTER 2


Only 1 click, turn slow PC into a fast gaming box
Designed to help optimize your PC for smoother, more responsive game play in the latest PC games with the touch of a button, Game Booster helps achieve the performance edge previously only available to highly technical enthusiasts.

It works by updating hardware drivers, downloading essential gaming tools, tweaking system settings for gaming, defragmenting game directories, temporarily shutting down background processes, cleaning RAM, and intensifying processor performance.

Works compatible with PunkBuster, Cheating-Death, VAC, and any other anti-cheat software, Game Booster makes it simpler to enjoy the latest games and take your experience to a new level. All systems go!

Operating Systems Supported
Microsoft® Windows® 7 (32-bit and 64-bit) Starter/ Home Basic/Home Premium/Professional/Ultimate
Microsoft® Windows® Vista (32-bit and 64-bit) Starter/Home Basic/Home Premium/Business /Ultimate
Microsoft® Windows® XP (32-bit and 64-bit) with SP2/SP3 or Home/Professional/Media Center

Hardware Requirements
300 MHz processor or faster processor
256 MB of RAM
30 MB of free hard disk space
Required For All Installations

Language Support
Arabic, Catalan, Finnish, Indonesian, Croatian, Czech, Dansk, English, French, German, Hungarian, Italian, Korean, Polish, Portuguese(BRAZIL), Romanian, Russian, Spanish, Swedish, Turkish, 简体中文, 繁體中文.

Screenshot



Tuesday, April 5, 2011

[PSP]New Releases Game

Dissidia 012 Duodecim Final Fantasy [EUR]

Version: Filesize: 829.70 MB
PART 1

PART 2

Gods Eater Burst [EUR]

Version: Filesize: 829.70 MB
PART 1

PART 2

Legend of Heroes Trails in The Sky [USA]

Version: Filesize: 815.39 MB
PART 1

PART 2

Lego Star Wars III The Clone Wars [USA]

Version: Filesize: 944.14 MB
PART 1

PART 2

Major League Baseball 2K11 [USA]

Version: Filesize: 1182.56 MB
PART 1

PART 2

PART 3

MLB 11 The Show

Version: Filesize: 750.54 MB
PART 1

PART 2

Naruto Shippuden Kizuna Drive [EUR]

Version: Filesize: 1087.19 MB
PART 1

PART 2

The 3rd Birthday [EUR]

Version: Filesize: 1182.56 MB
PART 1

PART 2

PART 3

WWE All Stars [USA]

Version: Filesize: 1182.56 MB
PART 1

PART 2

PART 3

TOP 3 UPCOMING GAMES [PC,PS3,PSP,Wii,XBOX]

PC

THE ELDER SCROLLS V: SKYRIM
Release Date : November 11, 2011
Also On : XBOX , PS3
Genre: RPG
Publisher: Bethesda Softworks
Developer: Bethesda Game Studio

THE WITCHER 2: ASSASSINS OF KINGS
Release Date : May 17, 2011
Also On : XBOX , PS3
Genre: RPG
Publisher: Atari
Developer: CD Projekt

DEUS EX: HUMAN REVOLUTION
Release Date : August 23, 2011
Also On : XBOX , PS3
Genre: First-Person Shooter
Publisher: Square Enix
Developer: Eidos Studios - Montreal

PS3

UNCHARTED 3: DRAKE'S DECEPTION
Release Date : November 1, 2011
Exclusively on: PlayStation 3
Genre: Third-Person Action Adventure
Publisher: Sony Computer Entertainment
Developer: Naughty Dog Software

INFAMOUS 2
Release Date: June 7, 2011
Exclusively on: PlayStation 3
Genre: Third-Person Action
Publisher: Sony Computer Entertainment
Developer: Sucker Punch

BATMAN ARKHAM CITY
Release Date: October 18, 2011
Also on: PC , XBOX
Genre: Action
Publisher/Co-Publisher: Warner Bros. Interactive / Eidos Interactive
Developer: Rocksteady Studios

PSP

FINAL FANTASY IV COMPLETE COLLECTION
Release Date: April 19, 2011
Exclusively on: PlayStation Portable
Genre: RPG
Publisher: Square Enix
Developer: Square Enix

MONSTER HUNTER FREEDOM 3
Release Date: TBA 2011
Exclusively on: PlayStation Portable
Genre: Action
Publisher: Capcom
Developer: Capcom Production

PATAPON 3
Release Date: April 12, 2011
Exclusively on: PlayStation Portable
Genre: Strategy
Publisher: Sony Computer Entertainment
Developer/Co-Developer: Pyramid (JP) / Sony Computer Entertainment

Wii

THE LEGEND OF ZELDA: SKYWARD SWORD
Release Date: TBA 2011
Exclusively on: Wii
Genre: Action Adventure
Publisher: Nintendo
Developer: Nintendo

CONDUIT 2
Release Date: April 19, 2011
Exclusively on: Wii
Genre: First-Person Shooter
Publisher: SEGA
Developer: High Voltage Software

THE GRINDER
Release Date: October 2011
Also on: PS3, X360, PC
Genre: Third-Person Shooter
Developer: High Voltage Software

XBOX

GEARS OF WAR 3
Release Date: September 20, 2011
Exclusively on: Xbox 360
Genre: Third-Person Shooter
Publisher: Microsoft
Developer: Epic Games

MASS EFFECT 3
Release Date : TBA 2011
Also on: PC, PS3
Genre: RPG
Publisher: Electronic Arts
Developer: BioWare

PORTAL 2
Release Date: April 21, 2011
Also on: PC, Mac, PS3
Genre: First-Person Shooter
Publisher: Valve
Developer/Co-Developer: Nuclear Monkey Software / Valve