Armin van Buuren shows off the Philips M1X-DJ sound system

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At IFA, Philips announced a new collaboration with globally-renowned DJ Armin van Buuren. Industry innovator and five-time winner of DJ Mag’s Top 100 DJs poll, Armin is working with Philips to develop audio products for both DJs and music fans.

The first result is called the M1X-DJ sound system, which allows you to mix, play and share the music you love.

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Combining a sleek design aesthetic and easy-to-use interface with innovative technology, the M1X-DJ allows anyone who wants to mix, play and share their music in one portable device. It combines a DJ controller and sound system that comes integrated with a Lightning connector and Bluetooth connectivity and works seamlessly with the djay 2 app from Algoriddim.

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The system is simple to use and provides an authentic DJ experience for beginners to professionals, depending on how you choose to use the features. With multiple inputs and outputs, aspiring artists can link up multiple M1X-DJs or bigger stereo systems for a more club-like sound. Bluetooth connectivity allows you to share your favourite music from Bluetooth-enabled devices. When the party moves outside or to a remote location that may not have accessible power, the M1X-DJ will play for five hours with D cell batteries.

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The Philips M1X-DJ Sound System will be available in November 2013 with a recommended retail price of EUR 399.95.

After the press conference Armin gave us a private demo of the M1X-DJ, the highlights of which you can watch below:

Widely considered one of the biggest players in the electronic music scene, Armin van Buuren first took to his decks when he was just a teenager, and, with over fifteen years’ experience in the industry is now trance’s most recognizable star. Named DJ Mag’s number 1 DJ a record five times, Armin has hosted his weekly radio show, A State of Trance, since 2001, amassing 20 million weekly listeners in 26 countries and propelling him to worldwide superstardom. Currently playing a residency at the world largest club, Privilege in Ibiza, Armin continues to create innovative and exciting music to both popular and critical acclaim.

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So what do you think of the Philips M1X-DJ? Let us know by leaving a comment below.

Silent Hunter Online – Now an Open Beta

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Ubisoft and Blue Byte announced the Open Beta launch for Silent Hunter Online. With the start of the Open Beta players around the world can slip into the role of submarine commanders during WWII and fully immerse themselves into the Battle of the Atlantic.

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Silent Hunter Online is a browser based Free-to-Play submarine simulation game developed by Ubisoft Blue Byte in co-operation with Sproing. Players take position on board their submarines, hunt down enemy convoys, manage their personal flotillas and partake in server-wide dynamic campaigns. With a strong focus on multiplayer experience, every mission in the game can be played cooperatively.

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Silent Hunter Online is based on a powerful graphics engine. Ocean waves and the vastness of the sea are being displayed in stunning 3D – without the need to install a game client. All in-game ship models are rendered in full detail and thus provide an unforeseen level of visual realism. Dynamic weather effects, authentically simulated waves and changing daytimes ensure gameplay variety during missions and create an immersive atmosphere. Impressive environmental effects like dense walls of fog, strong swell, stormy rain showers or idyllic sunsets on the open sea further enhance the gameplay experience. Thanks to an advanced particle system, battles at sea feature spectacular explosions, fire and smoke effects.

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Game Features:

For the first time in the Silent Hunter series, players will be able to play every mission in real-time and in co-op, by teaming up online to form a Wolfpack and operating as a single unit towards joint goals and server-wide missions.

  • Authentic boat types: The Silent Hunter series has always been a benchmark for historical authenticity in gaming. True to this tradition, Silent Hunter Online includes a great number of historical boat types the player can either command – or destroy.
  • Dynamic Campaign: All players participate in a global, server-wide campaign and work together to turn the tides of war in their favor.
  • Multiplayer experience: Submarines are hunter and prey at the same time. To stand a better chance against enemy fleets, players can team up online and form wolfpacks.
  • Stunning battles: Silent Hunter Online takes full advantage of the latest Flash 11 technology to display real-time 3D combat in your browser.

 

For the Silent Hunter Online Open Beta: http://www.silenthunteronline.com

Review of Puppeteer from Sony Computer Entertainment

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Growing up in the computer age I don’t actually think I’ve ever seen a puppet show. And at first it does seem like a little bit of a strange concept for a video game to limit itself to such a potentially restrictive medium. But if you look at it the other way, imagine what you could do with a puppet show if you where limited only by creativity. OK my puppet show would still stink because I have about as much artistic talent as a shoe but the good folks at SCE’s Japan Studio don’t suffer from the same problem.

It’s very difficult not to get drawn into Puppeteer. Right from the moment you start it up it’s just so delightfully innocent and charming. Every aspect of the game treats you as the audience to the most elaborate puppet show ever. The pause menu will bring up the curtains for an intermission and after a time the narrator will politely usher the audience to their seats claiming he’s not sure how long the break will be. When selecting a new mission there is a nice voiceover that flows seamlessly into the introductory cutscene.

On your journey you are in control of a mute puppet named Kutaro and initially a magical flying cat who is soon replaced by a sprite who happens to be the daughter of the Sun. Kutaro is your main avatar and will be controlled by the left analogue stick and the face buttons, platforming his way through the game’s environments. The secondary character will always be on screen and is controlled using the right thumbstick, or by a second player if you wish. Your secondary character is used only to inspect various elements of the environment and hunt out secrets and collectables.

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But, because Kutaro is mute it’s often the case that your faithful companion will be in charge of plot progression and communicating with the various friends and foes you will encounter as you progress. It does at times seam a little superfluous to have a mute protagonist only to accompany him with an ancillary character that carries out the necessary interactions but given Puppeteer’s presentation it makes perfect sense.

There really aren’t any ancillary characters in Puppeteer. Each contributes in their own way and providing you immerse yourself into the game and accept your role as the audience enjoying the show it all makes sense. Little touches like the audience laughing at a comical fight or sharply inhaling in shock when Kotaru performs a particularly perilous feat help drag you into Puppeteer’s world. It’s completely ironic that Puppeteer intentionally makes you feel like an audience and somehow immerses rather than disconnects you.

Environment and character designs are wonderfully in-depth. Different ‘stages’ will fly of screen and new ones will slam into position with various elements wobbling and reacting to the impact. Then, once the cutscenes and narrations are over, Puppeteer becomes a platformer. It’s a case of solving simple puzzles with the various items you acquire on your journey; jumping and running to avoid the usual deadly obstacles. The most important of which is undoubtedly a pair of highly sought after magical scissors named Calibrus. Calibrus can be used to cut through various on screen elements and allow Kutaro to defy gravity (provided there’s something to cut), alter the environment or take on giant bosses.

Often the gameplay is simple but remains largely satisfying. Plot progression never lets up and even as you play there is almost always some narration to accompany you. The focus is certainly on enjoying the story even during gameplay and as such the platforming sections are quite simple. At times though they can be unnecessarily specific and can see you failing because of the slightest miscalculation. It doesn’t happen very often but it can become frustrating repeating a small section repeatedly.

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Another key gameplay feature is Kotaru’s lack of a head, which he loses at the start. Throughout your journey you will pick up different replacement heads such as bananas, bats and caterpillars. At any time Kutaro can have 3 heads and if you get hit you get a limited time to run around and plop it back on your neck. If you don’t you lose that head and if you lose all 3 you lose a life. Apart from forming a health system each head has a unique ability that can unlock certain secret areas in a level.

The problem is that apart from experience it’s impossible to know which head is needed at which point until you get there and as such it is very easy to swap the wrong head at the wrong time. Time and time again I picked up a new head in replacement for one I already had (I already had 3) only to find I needed the one I swapped. Admittedly it doesn’t hinder the game progression in any way and really just functions as a collectable/secret to find but it can be irritating to miss out through no fault of your own. It seems like a big feature of the game but really just provides something for the completionists. Still it’s amusing to see what heads you can find so you have banana boy running around in a cutscene talking to a witch on a flying fork. Yes it can get a little strange at times.

There are plenty of extras to find and there is certainly enough to hold attention after completion of the game but Puppeteer’s strong points definitely lie in it’s ability to tell a story. The platforming is nothing without Puppeteer’s narrative so even despite the collectables Puppeteer’s initial playthrough will likely be its strongest.

From subtle audience reactions to the spotlight that follows Kutaro on stage and the constant relentless energy Puppeteer’s presentation is stunning. Unique story telling methods make sure Puppeteer stands out from the crowd. It’s impossible not to enjoy playing Puppeteer but it’s equally as entertaining to watch. I can genuinely see a scene with a family gathering around, passing the pad between one another, captivated by the gorgeous puppet show unfolding before them. It’s completely twee but somehow it works.

Sadly gamers looking for a complex and challenging platformer will probably be disappointed by Puppeteer but if you can just let yourself enjoy the journey it’s difficult to see how anyone wouldn’t thoroughly enjoy Puppeteer.

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Review of Lost Planet 3 From Capcom

 

Rather than continue down the winding path of the previous two games, Capcom have decided to focus much more intently upon portraying a more realised narrative. Will this new step be in the right direction or stagger helplessly against the frozen winds of the tundra?

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Blue collar working man James Peyton is our main focus in this prequel, an everyday family man working off planet simply to provide for his wife and child. A refreshing change from the generic space marine to say the least. After transferring to EDN III, an inevitably hostile planet rich in both T-energy and carapace sporting monsters, James not only has to contend with the Akrid dwellers, but also missing important stages of his child’s early life making his plight starkly relatable.

Kicking things off in style, we’re treated to an atypical Capcom intro. Facial expressions and overall fidelity are high as we learn snippets of our protagonists past, present and future goals during the opening scenes. Expectations are raised as we are introduced to the basic mechanics of the game, a sturdy pistol with infinite ammo is the first toy to play with; along with a revamped aiming system that discourages ‘off the hip’ firing. An umbilical link to the nearby mech grants faster health regeneration, an ammo counter, local radar and other useful HUD elements too. Stray to far away however, and the link is severed, leaving you feeling strangely alone.

What could have been an interesting concept, never fully realises however. My initial intrigue of puzzle sections or venturing too far away and subsequently hot footing it back to relative safety were brushed aside upon realisation that you in fact spend an inordinate portion of the game completely separated from your mech. It feels like a missed opportunity and stings to the point of irritation when you clamber back inside after yet another long trek alone.

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Due to it being a relatively pretty game, load times are long, especially in the hub sections. With only approximately four or five legitimately useful NPC’s, including shops, to converse with, it takes a long time to check for newly unlocked content or side missions. The lab alone requires a load screen to the level it’s on followed by another load screen, a lift and a decontamination chamber. Let’s also not forget we must to do this again for the return trip as well. On the slight plus side, some of the load screens house probably the best parts of the game i.e. the vidcom chats between our everyday hero James Peyton and his wife back home. These are insightful, occasionally devastating and full of the game’s best voice acting. So much so, that I looked forward to these sub-plot snippets far more than the main narrative’s progression.

After the initial meaty punch of the semi-auto pistol at the start, I was looking forward to the ensuing diverse and imaginative arsenal to come. Instead, I received every generic weapon you can think of, all capable of devastatingly meagre damage. The shotgun, despite it’s lowly upgrades was obviously the star, but in fairness it didn’t have a lot of competition. Upgrades are present and attainable via collecting T-energy (orange goo) that falls from enemies. Regrettably they don’t make a huge difference as ammo is easily replenished throughout the levels. A good job too, as I don’t think I’ve ever bared witness to so many infinitely spawning enemies. They can be stopped via destroying a disturbingly graphic hole on the wall, yet sometimes it can be difficult to push the waves back enough to get shots on target.

Enemy design is limited at best, leaving you fighting the same mundane creatures time after time, corridor after corridor. Later on you will simply get swarmed by the same Akrid you’d dispatched previously, adding an unnecessarily predictable challenge. Boss fights can be entertaining despite being a little too ‘spongy’, they will attack with repeating patterns that, for the most part, are easy to avoid. One visually arresting feature being that they noticeably degrade the more you destroy them. Every so often, a creature will appear that requires you to utilise your mining mech to help rip various appendages off. Despite being poorly hidden QTE’s, they do offer some gratification and are principally the only real use of the mech in combat.

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Graphically, Lost Planet 3 has it’s eye catching moments, specifically in the cut-scenes where the facial detail has time to shine. The outdoor locations themselves look fine, especially the sheer brutality of the icy storms, yet there’s only so much fidelity and colour a desolate plateau of frozen wasteland can have. Inside, it’s more of the same, abandoned stations, military posts and the like come hand in hand with metallic sheen and endless corridors. Following in a similar vein to another ‘3rd person, slightly scary, frosty, hostile planet with aliens everywhere-em up’, there is a lot of seemingly extraneous backtracking. Limited fast-travel does alleviate some of the woes, yet it’s still never fun to retread old ground in video games, especially with linearity such as this.

Whilst sharing some parallels with Dead Space 3, there is still a unique experience here, the story and characterisation alone is believable enough to enthral and engage, even if the combat doesn’t. Linearity troubles, long load times and some wonky shooting keeps this from realising it’s potential as an alternative Lost Planet experience.

3

Reviewed on PS3, also available on Xbox 360 and PC.

WWE 2K14 Wrestlemania mode matches revealed

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2K Sports have revealed the Wrestlemania mode matches for WWE 2K14.

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HULKAMANIA RUNS WILD MATCH LIST

  • WrestleMania 1: Andre the Giant vs. Big John Studd
  • WrestleMania 2: Hulk Hogan vs. King Kong Bundy
  • WrestleMania 3: Ricky the Dragon Steamboat vs. Macho Man Randy Savage (with Miss Elizabeth)
  • WrestleMania 3: Hulk Hogan (c) vs. André the Giant (with Bobby Heenan)
  • WrestleMania 4: Randy Savage(with Miss Elizabeth and Hulk Hogan) vs.Ted DiBiase (with André the Giant)
  • WrestleMania 5: Randy Savage (c) vs. Hulk Hogan
  • WrestleMania 6: The Ultimate Warrior (Intercontinental Champion) vs. Hulk Hogan (WWF Champion)
  • WrestleMania 7: Hulk Hogan vs. Sgt. Slaughter
  • WrestleMania 8: Randy Savage (with Miss Elizabeth) vs. Ric Flair (c) (with Mr. Perfect)
  • WrestleMania 9: Bret Hart (c) vs. Yokozuna (with Mr. Fuji)  /
    • Hulk Hogan vs.Yokozuna (c) immediately after this match

Here are some more screenshots:

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So what do you think of WWE 2K14? Let us know by leaving a comment below.

Review of Diablo III from Blizzard Entertainment

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Rather tragically I never played Diablo III until its recent console début. That being said I don’t live under a rock and knew what to expect from Diablo III. As far as I see it there will be PC based Diablo veterans eager to know how the game has ported to a console and console based Diablo noobs, such as myself, looking forward to finally finding out what all the fuss is about. I imagine it’s going to be a difficult task to convince PC Diablo III players to convert to a console version over a year after the game’s launch so I’m going to concentrate on those out there like me who are new to Diablo III.

When I say I’m a Diablo noob I’m not joking either, my ignorance truly had no bounds. So I made my (uneducated) decision on which character to play as first – the Demon Hunter. Soon I felt right at home slaying mob after mob of nameless creatures from hell. The transition to console has clearly raised no problems at all with controlling and manipulating the character and Diablo feels right at home on a Dualshock.

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Selecting different abilities is easy, performed literally at the press of a single button while movement is taken care of with the left analogue stick. New to the console version is a reasonably useful dodge roll assigned to the right thumbstick. Don’t expect to be rolling around like Kratos taking little to no damage (this is an RPG) but it does form a rather useful way to move in a direction by a set amount quickly and easily – particularly useful for ranged characters.

After a few level ups your character will have enough abilities to start making things interesting. For previous Diablo III players ‘Elective mode’ will be nothing new. For me it was. Elective mode allows you to assign any ability to any button on the pad and more importantly to select more than one ability from a single section in the abilities menu. Luckily I didn’t waste too much time using abilities in the limiting structure the game sets by default but I would strongly recommend setting this option from the start (you can find it in the pause menu).

The first time you open up the abilities menu you will realise there is a truly massive choice of abilities. Very few, if any, of which have been altered from the PC version so experienced players will be right at home. The abilities are impressively unique and it’s clear that Blizzard spent a lot of time crafting every ability. Even more impressive are the runes that alter abilities in significant, and occasionally surprising, ways. The amount of possible different builds in Diablo III is truly mind boggling.

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Visually speaking very little has been changed from the PC version. Diablo III certainly looks competent and the variation in visual effects for the different abilities keeps things fresh as you level up and progress through the game. But, there is nothing likely to wow or impress. The UI has been streamlined by shrinking most of the elements and relocating them in the corners of the screen. If you’re lucky enough to play co-op with someone Diablo shines even brighter. Gone is the PC version’s always online requirement and if there are two of you you can even play on a single screen. Split screen co-op is often frustratingly limiting, even on a big TV, but same screen co-op on Diablo was never a problem even hours into a session. The HUD is small enough that it never intrudes but you always have quick access to the information you need.

Of course looting plays a huge role and there is a constant sense of progression when searching for better equipment. Added to the console version are pop-ups indicating the rarity of an item whilst it’s still on the floor which allows you to organize certain junk without even picking it up. If you do choose to pick an item up information will be displayed above your HUD showing if your attack, defence or health will go up or down, indicated by a range of one to three up or down arrows. Providing you have current equipment it is not likely you will be replacing items constantly but when you pick something up and see a green arrow in all three sections, it’s a good indication you should probably check it out immediately.

The difficulty levels; normal, nightmare, hell and inferno function the same as the PC version but rather than ‘Monster Power’ there are now 5 ‘Master’ difficulties to choose from on top of easy, normal and hard. Each playthrough will unlock the next main difficulty along with its increased mob sizes and better loot. But if you feel the need for an increased challenge then you can quit out and alter it at any time from the main menu. The master difficulties also add increased XP and magic item finds so there is always an incentive to play on the highest difficulty you can.

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When the first Borderlands was released me and my co-op partner spent many hundreds of hours playing, killing and looting. When we finished at maximum level we would either just play for loot or begin again at level 1 until we again reached maximum level. Diablo III has reignited that cooperative lust for levels and loot. Instantly we where back to focusing only about the game with sleep as a minor concern and meals under a strict 5 minute preparation time.

Diablo’s console version has been refined and improved over it’s PC original but hasn’t lost any of it’s dungeon crawling loot grabbing heritage. It’s incredibly addictive and there is so much to do it’s difficult to see an end in sight. The slightly dated visuals and thin plot are insignificant compared with the endless fun to be had. A massive amount of difficulty levels, character levels and an even bigger range of abilities keep things fresh indefinitely. The changes that have been made all seem to be for the better and the console version of Diablo III certainly feels like an improvement that make it great for previous Diablo players and newcomers alike.

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Reviewed on PS3.

EA Brings Out Next Gen Games Out Early for USA

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As we all know that the Xbox One and PlayStation 4 are coming out this November, but EA has announced that FIFA 14, Battlefield 4, and Madden NFL 25 will be available in their next generation ahead of the new hardware launches in the US. The PS4 versions of all three games will be released at North American retail on 12th November. That’s will be three days ahead of PS4’s 15th November release date.

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The Xbox One versions, meanwhile will hit retail on 19th November, three days ahead of Xbox One’s 22nd November launch date.

In Europe it’s a different story, with both Xbox One and PS4 versions of the trio arriving alongside their respective hardware on 22nd November and 29th November respectively.

All three games will of course be available on current-gen formats ahead of their next-gen releases. FIFA 14 hits current consoles and PC on 17th September and Battlefield 4 on 1st November. Madden is already out. Customers will be able to upgrade from the current to next-gen versions for a discounted fee.

Warframe Brings Update 10 Shadows of the Dead

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Warframe is marking 6 months into Open Beta with one of its biggest updates yet!

Update 10: Shadows of the Dead, is live now and celebrates over 4 million Tenno strong with new Warframes, new environments, new weapons, new game modes and more – including the introduction of the Conclaves.

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TWO NEW WARFRAMES
Nekros – the first Necromancer joins the Tenno.  Nekros uses his dark powers to manipulate his enemies, both living and dead.

Mag Prime – Mag Prime joins the ranks of Excalibur Prime and Frost Prime as the newest elite Tenno.

NEW MISSION TYPE
Survival Weekend, one of our recent events, had players testing a new game mode in which Tenno were deployed onto ships in the sector to raid oxygen caches and distract enemies. Great community feedback following the weekend has led us to add Survival as a new mode within Warframe!

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THE CONCLAVES

Duels are no longer restricted to clans! An ancient Tenno tradition has reemerged, THE CONCLAVES have started appearing throughout the Solar Map. Here the Tenno meet in secret to challenge each another in honourable combat. 1v1 and 2v2 Conclaves have been added through the Solar Map.

NEW SENTINEL  –  The “Carrier” has the ability to detect and collect items -including mods –  throughout the room for its master.

NEW TILESET – Orokin Derelict Spacecraft – Ancient vessels dead and drifting through space. Relics of the Orokin age.

NEW BOSS – Located in the Orokin Derelict, Infested Golem awaits!

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EXPANDED LEVEL – The Grineer Settlement has been expanded with even more exciting gameplay.

NEW CLAN RESEARCH – Three new infested weapons – including a Primary, Secondary and Melee – to be crafted using a new component!

NEW WEAPONS – Ether Scythe, Tenno Assualt Rifle, PLUS new Prime weapons — Boar Prime and Dakka Prime.

18 NEW MOD CARDS – New Glaive mods add puncture, flight speed and rebound + and -, the Energy Life mod drains any remaining Energy on death and converts, Finishing Touch mod increases damage to knocked down enemies and the Spare Parts mod offers the chance to spawn a rare resource when a sentinel dies, to name just a few!

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UPDATES AND NEW ACCESSORIES FOR THE CLAN DOJO – Including a Zen Garden vanity room as well as new Zen Garden, statue and drum decorations.

Nintendo UK Annnounces National Streetpass Day Next Saturday

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Nintendo UK has announced that it wants you to make sure your Nintendo 3DS consoles are fully charged on 28th September. To celebrate everything StreetPass, including the four additional StreetPass games from a recent update and StreetPass Relay functionality, Nintendo UK are holding the first ever National StreetPass Day.

As part of the celebration Nintendo will run special events at Waterloo Station, London and Manchester Piccadilly Station. Nintendo 3DS owners will have the perfect chance to meet and increase their StreetPass hits, win prizes in exclusive competitions, meet and take photos with Nintendo characters, take part in multiplayer challenges and even join in as Nintendo bring giant versions of StreetPass games to life.

National Streetpass Day

From 9am on 28 September, Waterloo Station, London and Manchester Piccadilly Station will play host to a giant Nintendo 3DS and StreetPass celebration. There will be loads to do for all Nintendo fans at the event including:

Real life StreetPass games

If you love StreetPass games, you’ll be delighted when Nintendo bring StreetPass games to life with real Puzzle Swap panels. Using artwork from recent Nintendo games, fans will be able to add their own puzzle pieces to a series of large Puzzle Swap panels at each event, simply by playing Nintendo 3DS games.

Competitions

To win prizes such as exclusive StreetPass bags – you can take part in competitions in Mario Kart 7 and Luigis Mansion 2 or a challenge to find the person with the most Mii characters in their StreetPass Mii Plaza.

Luigi and Pokémon meet and greet

Love Luigi? A Luigi costume character will be available at the London Waterloo Station, location for meet and greet as well as photograph opportunities. Or maybe you are more of a Pokémon fan? Oshawott, Tepig & Snivy will be at the Manchester Piccadilly StreetPass event.

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Across the country Nintendo 3DS owners will also be encouraged to take part in National StreetPass Day by throwing their own StreetPass events or heading to Nintendo Zone and The Cloud hotspots.

StreetPass Day stands will also be located at two other locations including Eurogamer Expo 2013, Earls Court, London where visitors can pick up a free Mario hat by showing their entry wristband or badge. The Cycle Show NEC Birmingham will also host Mario Kart 7 multiplayer races and Nintendo 3DS demos.

This year has seen new functionality and content on Nintendo 3DS, such as the Nintendo 3DS Image Share service which allows users to post images from games direct to their Twitter, Facebook or Tumblr accounts, and with a recent update, new content for StreetPass MiiPlaza, with additional StreetPass games including StreetPass Garden, StreetPass Squad, StreetPass Mansion and StreetPass Battle available to purchase as Add-On Content.

There has also been the addition of StreetPass Relay. When a Nintendo 3DS user gets near a StreetPass Relay Point and has the StreetPass feature enabled, it will automatically store their StreetPass data temporarily and then send it on to the next Nintendo 3DS user to visit that same location. This new service increases the chance to get special content for StreetPass-enabled games as well as up their StreetPass hits, collect Puzzle Pieces and progress through their favourite StreetPass games.

Nintendo’s StreetPass Day celebration will take place all day at Waterloo Station, London and at Manchester Piccadilly on 28th September 2013.

If you use twitter, why not share how you’re celebrating National StreetPass Day with the hashtag #StreetPassDay

Harvest Moon: A New Beginning – Comes to Nintendo eShop This Week

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Harvest Moon: A New Beginning for the eShop £29.99 / €34.99 (19/9.13), Welcome to your idyllic new life on the farm! Create and customise your character, tend your land and look after your animals! Grow fruit, flowers and vegetables to sell at the market – and use the proceeds to improve your home and the town you live in! Meet and greet the local townsfolk, make new friends and who knows, you may find love and start a family!

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Super  Street Fighter IV 3D (Capcom) for the Nintendo 3DS via Nintendo eShop for £17.99 / €19.99 (19/9/13),The critically acclaimed console game, with all 35 characters, improved and perfectly refined for Nintendo   3DS. Start a Wi-Fight with true local and online multiplayer. StreetPass communication: battle others for rewards, even without the game inserted!

Star Wars Pinball out on the 19/9/13 for  £6.29 via the eShop again. Feel the power of the Force in Star Wars Pinball! Set in a galaxy far, far away, each of the tables in this brand new pack lets you interact with the most iconic characters, and relive the greatest moments of the Star Wars universe: Star Wars: Episode V The Empire   Strikes Back, Star Wars: The Clone Wars, and Boba Fett. May the Force be with you!