Showing posts with label Previews. Show all posts
Showing posts with label Previews. Show all posts

Aug 19, 2008


EXCLUSIVE: First gameplay videos, new screens, and hands-on impressions!



At this very moment, exhausted game journos are lurching across the globe to converge on Leipzig for a look at the industry’s latest. Tomorrow, when the show opens, this is what Activision will be showing the crowds of Call of Duty: World at War. Why wait for the delirious, hefeweisen-soaked updates to trickle in over slow-ass hotel internets, when we’ve got the gameplay videos and screens right here?

Our first video shows the flamethrower in action. The gushes of flame spewing forth not only look spectacular, but are tactically vital against bunkers teeming with dug-in enemies. It also makes short work of tall grass and trees, helping to fend off ambuscades.








Next, we have the bazooka. This gameplay clip captures the frantic chaos of an unfortunate infantryman caught in the midst of a tank battle. Luckily, some thoughtful person left a bazooka on the edge of the fray to help even the odds.








Finally, we have a segment of general gameplay during which the troop is advancing through enemy fortifications to stage a raid on a battery of anti-aircraft guns.









This marked our first, albeit all-too-brief opportunity to actually play World at War. While PR was keen to point out miniscule bits that weren’t finished yet, we probably wouldn’t have noticed as we were much too busy sprinting for cover and seeking out lines of fire on enemy positions. Because the game is built on the Call of Duty 4 engine, it already looks polished and plays fantastically. But it’s no mere reskin – the enemy’s ambush and suicide tactics force you to think and play differently. The weapons also have a different feel, more authentic to the era. And while the flamethrower is awesome fun, it’s also a giant bomb strapped to your back (which can fast turn into a major liability.)



Two-player co-op played silky smooth, and added another layer of strategic involvement. We played through a bit of the European portion of the game, as the Russians advancing into Berlin. While we definitely preferred the lush Pacific Island settings to the more typical bombed-out European cities, the map we played offered plenty of opportunity to strategize with our teammate as how best to clear a building or advance on fortified positions. There were plenty of rifles, SMGs, and shotguns littered around for us to try, and we were even able to turn an AA gun on some enemy reinforcements. The pace stayed consistently frantic and exciting until we ran out of time and had to end the demo.



If you’re in the camp that worries about Treyarch mucking about with Call of Duty, know that every time we see Call of Duty: World at War we get more excited about how it’s turning out. Treyarch has two years to develop this one, as opposed to the short one year cycle they were stuck with on Call of Duty 3, and they’re really making that extra time count. We’re eagerly anticipating the time when Activision lets us have at the multiplayer (which we saw up and running in May, but were not allowed to actually play.) Until then, enjoy the rest of our coverage here.



GAMESRADAR


Aug 16, 2008


On display at E3 2008 was the multiplayer mode for Resistance 2. I had the opportunity to extensively play the demo, which was a 60-man multiplayer game, full of Sony and Insomniac Games employees. The single player demo was only available in a limited-access Sony meeting room.

The map we played on was pretty large and looked like a destroyed mountain town. There were cars strewn about, large holes and vastly different areas to see. There was a lumberyard as well as cabin houses surrounded by lots of trees and water.

The gameplay itself is largely intact from the original Resistance. There are a few things however that felt downgraded – at least from what the demo gives the impression of so far. The Chimera themselves seem to play more like the Human characters now. The Human side basically has the same benefits as the Chimera. All characters are able to use one of several special Chimera abilities called "Berserk." Berserk powers are different depending on which side you’re on, but you are able to choose your weapon load-out and powers from the get-go. Berserk powers include things like invisibility (while not firing), increased health recovery, more ammo dropped and the like. A Chimera player starts out with one hedgehog grenade this time as well. While this evens the playing field, it feels like it sort of goes against what the first Resistance tried to accomplish.

Some weapons are a little different as well. A few of them got a face-lift, like the Auger and Bullseye. The M5A2 and Rossmore look the same, though. There are also one or two new weapons that are new, namely the Marksman, and the HE Magnum. The Wraith is also allowed for use in multiplayer, which was only available after you completed your primary run-through of Resistance: Fall of Man.

Oddly, I didn’t notice any rocket launchers. It could have just been the game mode, but it seems logical that the Wraith is replacing it. Or perhaps you just don’t start out with a rocket launcher and must find it on the map before you can use it. The Auger makes a bubble shield now instead of a door-shield, which seems weird, but it makes it easier for shooting through at different angles. The handgun is hard to aim precisely with, though adjusting the sensitivity might fix that. The new shotgun feels worthless; even if you’re at point blank range, you’ll have a hard time trying to kill someone.

Something I find very disappointing in contrast to the original Resistance is that you can only hold on to two weapons at a time, meaning you have to switch weapons lying on the floor for the one you’re currently holding. I enjoyed being able to use any weapon I found on the ground, as it was different than what most popular shooters nowadays like to do.

The game seems to emphasize strategy less than the original in this build. I’m hoping that element of the multiplayer isn’t lost when all is said and done. The map we played was just a big open map with a few interesting elements, but in the end it felt like a run-of-the-mill FPS map to me, which is also sort of disappointing considering the first game’s maps all had something unique about them.

Resistance 2 looks good for a third-generation PS3 title. The most obvious comparison I could make was against Killzone 2, which was right around the corner, though the games have vastly differing art styles. Here’s hoping that the single-player mode has some nice things in store as far as level design and character design.

During my play time, I had an unusual seven-kill spree. I was quite an avid Resistance player when I first purchased my PS3, and I’m definitely looking forward to playing Resistance 2’s multiplayer. However, Resistance 2’s single player will be the most compelling aspect when it comes to retail.

The demo didn’t let me customize controls, but one of the exhibitors said they’re still going to add more stuff to the options menu. Pressing R3 for melee was less comfortable than pressing X. You can also now shake the controller to perform a melee attack, which is a fine use for the Sixaxis motion control.

People who liked the first Resistance will probably like Resistance 2. It might appeal to more people because it aligned itself closer to the elements of today’s popular shooters. Since the single-player mode aims to continue the storyline, we can expect to at least learn a little bit more about the world that is created in the Resistance games.

GAMERSMARK


It's tough being a fan of Sonic the Hedgehog, particularly an older one. You've had to see a series you love slide into craziness. Broken cameras, unoptimized code, unnecessary characters, loss of vision and principle, angst and motorcycles … the list of missteps goes on and on.

At the same time, you get to see the series flourish with a brand and style of gaming that no other company on earth has been able to mimic yet. When a Sonic game gets things right, it really gets things right, and there's nothing else like it. One has to only look at last year's Sonic Rush Adventure, a masterpiece of Sonic gaming we haven't had since the days of the Genesis.

Never has the dichotomy of the Sonic series been put more on showcase than in this year's Sonic Unleashed. Take a new development arm of Sonic Team (we can only assume that much of the team behind Sonic 2006 got the boot from the franchise so fast they're still dislodging it), add a game engine that Sega's been developing for over three years (all in their mascot's name, it would seem — it's dubbed the "Hedgehog Engine," of all things), finally ditch a good deal of the gameplay missteps brought about by the series' jump to 3-D, and here we are.

Sega played Unleashed for us — we sadly were not allowed to touch it. It was somewhat understandable — while the Hedgehog Engine is clearly powerful, some optimizations were still needed when it was shown to us. Still, what was shown took this reporter's breath away. High-speed 2.5-D platforming action was the order of the day, and the action never stopped or let up for a second. One minute, Sonic's racing along cobblestone streets, and the next, he's wall-jumping, then loop-de-looping, and then sliding on rails a thousand feet in the air. He's dashing between columns and alleyways, he's navigating moving platforms (the camera shifts to a 3D overhead view for some of these), he's doing so many things that we haven't seen him do in years, but that we should have been. It was fast to begin with, but Sonic Team also cribbed the Boost mechanic from the Sonic Rush games, allowing him to go faster still. It brought a tear to my eye. Finally, Sega had understood what made Sonic fun in the first place, and brought it into the new generation.

Or so we thought.

That was when they showed us the Werehog — for "gameplay variety," Sega said. When the sun goes down, Sonic's new curse inflicted by Robotnik takes effect. Sonic hulks out, grown crazy fur, fangs and claws, and gets to go on rampages. You'd be forgiven for getting indignant upon seeing it. I'm still fighting the urge.

The thing is, the Werehog stuff actually isn't that bad. You fight lots of enemies at once with combo attacks. You do jumping and platforming puzzles. You climb, you punch, and you use brute force. They're one of the few times the game goes into 3-D, but slower action takes place in exchange. It's actually more Mario than anything else, with a tiny bit of Devil May Cry tossed in for good measure. The Werehog's a totally needless venture, seemingly tacked on because Sega may not have been confident that classic Sonic gameplay could stand on its own in the game industry of today, and that's a downright shame. Still, if they have to do it, I'd rather have Werehogs than Silver the Hedgehog any day. It looks like genuine fun. It's just not Sonic.

There you have it, then. This holiday's Sonic Unleashed is the Sonic series in a nutshell. Between this, the Wii/PS2 version developed by Dimps (the same folks who gave us the glorious Sonic Rush Adventure), Sonic Chronicles, and Sonic and the Black Knight (Secret Rings rocked, so I'm giving it a chance), Sonic Unleashed may be the first time in a long time where it's a safe bet to look forward to blue hedgehogs.

After two decades of ridicule and disappointment, to say that it feels good is an understatement.

WORTHPLAYING


Aug 9, 2008


If there’s one thing games can teach us, it’s that games with a popular license are not to be trusted. This lesson dates back all the way to the days of the Atari 2600 with the E.T. game that nearly broke the industry. Sure, there are a few decent licensed games, but they’re too few and far between. Spider-Man: Web of Shadows is the latest effort in a pedigree of so-so Spidey titles that can hopefully buck the trend of being merely passable.

Web of Shadows seems a bit darker than past Spider-Man games, and for good reason; the game is about the symbiotic infection of New York City courtesy of Spider-Man’s arch enemy, Venom and his symbiote suit. Spidey himself has even been infected which means players will get to experience the powers of the black suit firsthand. You can switch between the standard red-and-blue suit and the black suit whenever you want, but there’s a little more to it than that. It’s sort of like Fable; symbiote-suit Spider-Man is perceived as being more on the evil side, so using it more would cause civilians to fear you and other Marvel heroes in the game might not want to team up with you (of course this means the villains will like you). But the purpose of switching suits isn’t just for balancing good/evil points. The suits have their own attributes – the black suit is more about raw strength and power than the normal suit which favors speed, agility, and webslinging skills.

Combat appears to be fairly simple to wrap your head around and not unlike what you may have seen in other action games. You’ll be balancing melee and ranged (read: webbing) attacks to form combos between different enemies. Shadows features a lock-on system as well, so you won’t have to worry about losing track of who you were just smacking around. Once defeated, the fallen baddies will make with the spoils in the form of EXP orbs, just like in Crackdown (speaking of, keep your eyes on the rooftops for some collectables). To keep things interesting, there will also be segments where you’ll be fighting while scaling buildings or swinging through the air, in true Spidey fashion.

As we mentioned before, other Marvel heroes and villains will be making appearances in the game. Recently shown footage of the game reveals a fight against a Venom-ized Wolverine. Streetwise tough guy Luke Cage will also be making an appearance as you’ll be fighting along side him to help fend off enemies from a neighborhood under siege. Classic Spider-Man enemy, Vulture, is on the bill as well and one would probably be safe in the assumption that you’ll be going up against Venom at some point, too...

So it’s a Spider-Man game set in a sandbox-style playground of the big apple. Yeah, we’ve seen that before but Web of Shadows definitely seems promising nonetheless.

Visually, the game seems to take on a sort of comic-like vibe which makes a lot of sense. Webslinging – a big part of what makes a Spider-Man game fun to play - is supposed to be a lot friendlier here as well. Hopefully, this will all add up to a game that is worthy to join greats like Goldeneye 007 (N64) and The Chronicles of Riddick (Xbox) as one of the few superb examples of licensed titles done right.

Webheads and superhero fans can look forward to this holiday season, when Spider-Man: Web of Shadows hits pretty much every current console imaginable.

VideoGameMedia


Old school is poised to make a triumphant return. After countless years of sequels to derivative Mega Man titles, the original Blue Bomber is set to steal the spotlight from his spin-off brethren. Set as a multiplatform release via PSN, Wiiware and Xbox Live, Mega Man 9 returns the series to retro brilliance and gamers all across the world will once again take on the role as one of the most recognizable characters in gaming history.

Gathering from the game’s introduction, the story is as follows: Having renounced his evil ways, the once maniacal scientist, Dr. Wily has decided to protect mankind. It seems that his former enemy, Dr. Light, has built 8 robots which have begun to wreak havoc around the world. But worry not. Dr. Wily has a solution. Through donations, Dr. Wily promises to build robots of his own to stop the threat which Dr. Light has unleashed upon the world. And though the public is easily led to believe such nonsense, what with Dr. Wily airing a video recording of Dr. Light asking for him to join his pursuit of world domination, Mega Man quickly sees through this farce sets off to put an end to the robots’ destruction.

With the revival of such a celebrated character, comes the reawakening of a dormant graphic style. In an era of specs and hardware capabilities, the sight of such artistic simplicity is a much needed breath of fresh air. The 8-bit style is a brilliant approach and returns the classic hero to true retro form. The music isn’t a slouch in the old school department either. From what little snippets we’ve heard through trailers and gameplay videos, the soundtrack sounds to be as memorable as its Nintendo era counterparts.

Gameplay is pure and classic Mega Man. And with the absence of the Slide maneuver and Charge Shot ability, series creator Keiji Inafune and his team are keeping mechanics as simple as possible. “A decade has passed since the last Mega Man, and on this occasion, we specifically chose to go back to our roots. The idea behind it is that we wanted to reintroduce “simple and fun” characteristics of Mega Man to the users.” Keeping with Mega Man tradition, 8 Robot Masters will await our 8-bit hero. And though the game looks to remain old school by design, the inclusion of a female boss character, Splash Woman, will help introduce new ideas to classic concepts.

Fans have long clamored for a true sequel to the original Mega Man series. Set for a September release, Mega Man 9 looks to be all the fans have hoped for. “The aura of excitement around the classic title is coming back. The result will certainly meet the expectations of the fans that have long waited for it. I hope their passion will spark a fire in new generations.”

GameAbyss

Aug 8, 2008


2K Sports wasn't pleased with where its hockey franchise was headed following last year's disappointing reaction to NHL 2K8. According to the series' new executive producer, Jeff Thomas, the controls had become so complex that they began to compromise the enjoyment of the game. As a result, the development of 2K's latest hockey offering, NHL 2K9, was moved in-house to its Visual Concepts studio. Boasting more intuitive controls and six-on-six online play for the first time, 2K hopes to recapture a hockey audience enamored with the old-school hockey experience of the mid-'90s.

NHL 2K9 features three control schemes: classic, Pro Stick Evolution (last year's controls), and a hybrid scheme mixing elements of the first two. The classic control scheme, which is the default setting this year, removes much of the gameplay dependency on the right analog stick. While more experienced players will still have access to the advanced stick control and deke options mapped to the right analog stick, these are no longer necessary to play. Core controls for shooting, passing, changing players, and checking are all mapped to the face buttons and should make the game more accessible to players new to the series.

Along with the emphasis on improved controls, NHL 2K9 features the updated 2K Reelmaker, which allows you to create your own in-game highlight reels. Once a reel is produced, the game will convert it to a Web-conducive video format and automatically post it to your online profile for the world to view. Each reel can be up to one minute in length and should add a new element to online league (more on this below).

While the game's presentation has been tweaked to improve on the long load times in NHL 2K8, the gameplay graphics and animations remain unchanged. On-the-fly coaching options are still available via the D pad, with which you can change lines for your forwards and defensemen, call plays, and augment team strategy. Like last year, though, using these controls can be difficult considering the game's speed.

Available offline game modes remain unchanged from last year. These include standard quick games, franchise and season modes, four-on-four pond hockey, two-on-two minirink, shootouts, and practice. Franchise and season modes feature the same depth you've come to expect from a 2K title. And, as with last year's game, 2K will provide roster updates throughout the year to keep players and teams consistent with their real-life NHL counterparts. All of the online game modes from NHL 2K8 return for this year's game, including standard matches, 2v2 minirink games, and online leagues and tournaments. Records and stats from every game are tracked via 2K's online leaderboards, allowing you to gauge your skill against players around the world.

In addition to tracking stats over multiple seasons, online league functionality has been extended this year via greater synergy with the 2K Sports Web site. Online league participants can manage their rosters, conduct fantasy drafts, and propose trades directly from the Web site. In conjunction with the revamped 2K Reelmaker, the Web site will allow you to post in-game reels, images, and a textual recap to any game played for the rest of your league to view.

Also new this year is the introduction of six-on-six online play, named Team-Up. This game locks user control to a specific position that you select at the start of the game. When 12 human players aren't available, the remainder of the players will be computer controlled. In addition to tracking your stats in this mode, NHL 2K9 will assign you a teammate grade that dynamically updates during the game. You'll be able to view both player stats and this grade on a Team-Up leaderboard to help you decide who you want on your team.

While NHL 2K9 on the Xbox 360 doesn't feature groundbreaking changes over last year's game, nothing has been removed, and many issues have been fixed. The simplified controls do a good job of making the game fun for casual players, while advanced players have access to the extended stick options from last year's game. The new Reelmaker options, along with 2K's Web site options, make NHL 2K9's online league one of the most polished in sports gaming. That, and the addition of six-on-six gameplay, should add a new twist to the online hockey experience.

GameSpot

Aug 7, 2008


She has called yet again and tells us to go to ProjectAbraham.com to vote for the next candidate.

Aug 6, 2008


A funny thing happened with NBA Live 08; we liked it. For years, Electronic Arts' signature basketball series suffered from sluggish play, but the company slam-dunked its current edition with faster, more lifelike players and animations. It isn't the greatest hoops game ever made, but it gave EA a solid foundation to build upon. Debuting October 7, NBA Live 08adds even more features, starting with Dynamic DNA.

Previous basketball games attempted to capture player tendencies, but most of this data is from last season and out of date. Dynamic DNA tracks NBA players day to day and incorporates their play styles into the game. If Chris Paul's three-point shooting improves, for example, his video game alter ego will also start hitting more shots from downtown. If Shaq starts making free throws (unlikely but anything's possible), you can expect NBA Live Shaq to drill those shots from the foul line. No matter what happens (injuries, trades), EA insists that it'll show up in the game the day after, so in a sense, you'll be able to experience the NBA 08/09 season both realistically and virtually, an exciting concept that'll keep the game fresh throughout the year. In fact, you also have the option of replaying last night's games (dubbed NBA Rewind), allowing you to recreate victories or perhaps rewrite history. Finally, the New York Knicks can win some games.

We're also interested in Quickstrike AnkleBreakers, moves that let you leave your opponent flatfooted as you drive to the basket. To execute these moves, wait until the defender approaches you and press turbo in conjunction with the right analog stick to cross them over or do some other excellent maneuver. So long as EA pumped the game full of moves, there will be more than one way to shake someone.

In addition, the game has Pick and Roll Control that lets you work this signature play as both the ball carrier and the screener, and NBA Live will offer on screen prompts to help you execute; perhaps a basketball related quick time event. There's also a new practice facility, 24 FIBA international teams, online leagues (with draft, trades and playoffs) and true five-on-five online play for up to ten players.

So long as NBA Live 09 plays like last year's game but with subtle improvements, we'll snag it faster than Paul Pierce grabbed the NBA championship trophy. Dynamic DNA seems like a great concept, and with new moves and continuously updated rosters, this might tomahawk 2K Sports' NBA 2K9.


GameDaily

Aug 5, 2008


With a new art style, a modified version of the Assassin's Creed engine powering it, and an emphasis on one-on-one combat over en masse attacks from waves of enemies, Prince of Persia represents a reboot of the series and after seeing it up close at E3 I'd have to say it's definitely a solid step forward for the series even if it harkens back to the original Prince of Persia.

The demonstration area was set in a large rocky crater. The visual style really grabs attention but it's not until the Prince is in motion that the game starts to shine. The acrobatics have been heightened to the point where the Prince caninteract with the environment and really play around in it. Like Assassin's Creed, the navigation is left up to the player in many respects. There are still "magic bumpers" that will fire the Prince off to an otherwise unreachable area to progress the story or reveal some secret area, but for much of the demo I was unable to recognize any parts of the level that made it obvious as to where you were to go next. Typically there would be areas of differing color or texture to indicate an area could somehow be navigated but I didn't see any of that. There are still conveniently placed flagpoles to vault from though and you do have a "helper" character that'll point you in the right direction should you become totally disorientated. Besides being a guide of sorts, this helper character - Elika - will also save you from plummeting to your death, much like the Sands of Time did in previous games but this time it will happen automatically, and help you leap large gaps. From the demo, this character doesn't appear to need much, if any, babysitting; there were no instances of the Prince having to backtrack to get Elika to follow him. She is also key to the plot of the game since she's the one that "cleanses" the corruption being caused by Ahriman - the bad guy - after the Tree of Life is destroyed. Throughout the demo, there was only one fight. It looks like the development team wants to dole out of the combat in a regulated fashion. As a result the combat looks deeper (looks, because I wasn't allowed to play it) than previous Prince games. There's a definite "fighting game" feel to the combat, especially since the encounter took place in an arena type setting. It's a good thing that Prince of Persia was looking so well put together at this point. The wait for this action platformer will be a short one. It's expected to hit retail in November.


ArmChairEmpire

Aug 4, 2008

Aug 3, 2008



Today Sam “152” Becker & Simon “Sim152” Win were sent down to Australia’s G03 Gaming conference, to get an exclusive look at Midnight Club: Los Angeles. Keep reading to hear our thoughts on the game and we also have Photos & Videos of the game which can be found at the bottom of the article, Enjoy!

The Build we played only had one playable car, a Shelby Mustang, which seemed a little sluggish and cornered like a concreted hippo, which isn’t helped by the fact that your NOS does not regenerate, unlike the Need for Speed series. This often leaves you cruising around corners at snail’s pace, especially in low powered cars. For a first time “Midnight Clubber” like me, high speeds were extremely difficult to maintain, the e-brake does help you out a lot with cornering, however in this build if you misused it your car would spin out and most likely send you flying into an invincible tree.

It’s hard to see what type of driving style Rockstar are trying to incorporate into Midnight Club Los Angeles, as it seems to currently be a Hybrid of Simulation & Arcade racing, offering both the best of both worlds. Rockstar are of course going to be including an “Unrivaled” customization system in with the final build of the game, which coupled with the gameplay really will entice Petrol Heads & Newcomers alike to visit their nearest game retailer in October.

The few flaws this game has (Specifically badly placed Indestructible trees and non-replenishing NOS) are vastly overshadowed by the breathtaking graphics and environments, which for a game based in one city has a lot of variation. While cruising around a very accurate representation of Los Angeles (or so I’m told by the Rockstar Rep that accompanied us during our Demo) you can simply ‘flash your lights’ at someone to challenge them to a race, which instantly setting the race up and throwing you and your opponent onto the Grid.

While driving around LA there are the usual obstacles you would expect to get in your way in a Midnight Club Game; the odd trash can, streetlights, indestructible trees and the biggest annoyance in a street racing game: People. While there is a dense population of people on the streets, driving into them will cause your car to pass straight through them, however I would imagine in the final Build pedestrians will dive out of your way like in the previous Midnight Club titles. After enquiring about this little peeve I was told by a Rockstar Rep that it’s because they’re “Aiming for a G rating”.

We’ve been told that Online Multiplayer will be a huge part of Midnight Club. Unfortunately we were told by our Rockstar Rep that there will be “no splitscreen included in the game”, so it looks as if online multiplayer will be the main focus, opposed to the Local Multiplayer we’ve become accustomed to with the Midnight Club series.

Midnight Club Los Angeles sports a checkpoint style race system, letting you pick your route to the next checkpoint which really is a hell of a lot of fun, giving a great sense of freedom. There’s nothing stopping you from heading to the other side of the map and just chilling on the beach while your opponent completes a race, the game is really that open. The 3 AI drivers we raced against were nothing short of aggressive, trying to shunt us off the road and at times even trying to spin out our back end, which really adds a bit more of a challenge to the gameplay. You can also use their aggressiveness against them, by E-Braking before they shunt (making them miss you and go flying off the road) or even timing a counter-shunt to send them hurtling off course.

The Limited build we played of Midnight Club: Los Angeles was great fun, offering a fresh hybrid type of driving and some extremely promising gameplay mechanics. Unfortunately our Rockstar Rep confirmed that “There won’t be a Midnight Club Demo, just because it’s such a huge game that a 2-3gb Demo just wouldn’t do justice”. The full game is releasing on October 7th in North America & October 10th in Europe, so don’t forget to pre-order a copy at your local retailer to be sure you get a copy on release day.

Our first 3 minute Gamplay Video can be found Here, or Here

AddictGaming


Nippon Ichi Software and NIS America have made a name for themselves by releasing a turn-based strategy RPG franchise known as Disgaea. Those who never played any of the PS2 titles, let alone the recently released Afternoon of Darkness for the PSP, will be in for a fun-filled action-packed exerience from beginning to end. This franchised is heavily influenced by the Japanese culturel from its in-depth aime style and flavor, to oddball quirks which keep the action entertaining.

Within the latest instalment, Disgaea 3, players can expand some of same action that defined the ranchise, while playing host to some new features. In the first outing for a next gen platform, Disgaea 3 focuses on the Evil Academy, which is an Underworld institute designed to teach futue demons and monsters how to get down and nasty with their enemies. Within this school is where our two main characters (Mao & Beryl) develop and grow. Mao is what you probably consider a slacker, while Beryl would be a honor student, but within this intitute, Mao is the "Honor Student" because he doesn't show up to class and avoids extracurricular assignments. Our lovely Beryl is the "Slacker. because she does find her way to class and performs good deeds. Just knowing this bit of information opens the game to soo may pssoibilites for gameplay and humor.

The gameplay aspects are broken down into a ration of 80/20, placing emphasis on the turn-based battle gameplay, seeding the game here and there with story telling and a bit of preparation. Some may see this as odd because great games generally have a balance, however within the Disgaea series, the story also unfols via epic battles, not really requiring an emphasis on story to further along the game.

Due to the focus on turn-based battles, as with previous titles, Nippon Ichi went back to refine its gameplay mechanics, thus showcasing improvements within several areas. The biggest improvement coms in the form of larger battlefields, completely rendered in 3D. Each level is filled with collectable items and destructable terrain known as Geo Blocks. For experienced players, Geo Blocks would be the equivalent to Geo Panels and and Geo Symbols, which wereboth found within Disgaea 2.

The battles with Disgaea 3 are all about creating a domino affect, which will doom you enemy, which would be standing on top of blocks. Just tr to imagine a blowing out a purple blockm which gets a yellow block to fall and collide with another yellow block, causing both to blow up. If there is a block on top, it would fall and take damage, possibly exploding and killing your enemy if standing on top of that block. It may seem simple, but you will come across battes where you will actually have to put in some work by tossing blocks to another location to create your domino effect.

Not stopping there, Disgaea 3 will be offering up dowloadable content raging from charatcers, items, and additional game chapters via the Playstation Network. There will also be puzzle-based Dark Stages, and the option to switch between Japanese and English voiceovers. All in all, whether this is a new venture for some, or another crack at this quirky franchise, Disgaea 3 is shaping up to be a perfect addition to anyone's game library.

GamingEvolution

Aug 2, 2008


One of the best looking games I saw at E3 wasn't because of a photorealistic style, but rather what might be called the next evolution in cel shading. Ubisoft called it an "illustrative" style, and it was a distinguishing style for the newest Prince of Persia video game.


Ahriman has invaded the lands and his corruption is evident in the bubbling black ooze. The prince, who is still learning his way to be a prince, has teamed up with the beautiful Elika, a princess who has potent magical powers, potent enough to drive away the corruption and restore life to the lands. Thus, it's a new rejuvenation of the storied franchise.

The goal was to make sure that Elika is never a nuisance. She follows the player, helping him jump when he summons her with the press of a button, and if she's in the way when he jumps, she helps him land - or he moves her when she tries to come up. Even better, if the player gets in a situation where he would "die", Elika saves him. That means one of a couple of things.


If the prince is sucked up by the black ooze, she pulls him out. If he misses a jump, she grabs a hold of him and summons him to the last safe ground they were on - the last solid patch of ground they were on. If he would die in combat, she saves him at the last minute, resetting the fight.

That means that the player never dies and doesn't have to go all the way back to a "checkpoint". The game keeps playing and flowing, hopefully keeping the player from getting frustrated. As time goes on, the prince gets new powers that he buys by using the life seeds he gets from saving lands.


Combat has been revamped as well. Combat is all about the duel between the prince and his enemy. There's no health bar or anything like that - it's all very cinematic. In addition, the player can use the environment to help him against his foes, such as in the demo we saw where he managed to throw the hunter off a cliff.

I'm not a huge fan of platformers. This one might change my mind, however. The fact that Elika can give you a magical compass to show you where to go, the ability to slide down walls, or walk-run with the easier controls in order to make it more accessible to casual gamers as well as the hardcore gamers who were the ones that had the most success in keeping the game flowing in previous versions.

GamersInfo

Jul 30, 2008


Last year's FIFA was something of a landmark for the series, the game emerging as easily one of the best examples of the long-running franchise, while at the same time Pro Evo's form unexpectedly dipped. For the first time in a while FIFA was at one with the critics, and it was Konami who, if you'll pardon the pun, were left frantically back-peddling, seeking to reacquire what had made PES the best the genre had to offer for so many years.

FIFA 09, then, seems to carry on in the same vein as the commendable FIFA 08, as well as this summer's tie-in title, UEFA Euro 2008. FIFA 09 is looking just as rock solid as the 08 outing, judging by the hands-on time I recently enjoyed at EA's invitation. What's more, EA Sports are working hard to tweak and improve the minor issues outstanding, as well as expanding the series in exciting new directions.

Producer David Rutter, in town from Vancouver, says there are 250 improvements planned for the new release (on the Xbox 360 and the PS3 at least), with gameplay refinement abound, in addition to feedback from the community which is also being internalised.

EA's stated aim is a "superior gameplay experience", and this is demonstrated through more responsive gameplay linked to more realistic player movement, enhanced physics and all manner of AI changes. Playing the game, this improvement certainly make a difference to the animation, which looks superb, while players also collide more convincingly, the weight and direction of colliding players offering a real sense of momentum for the first time. In a bid to speed up the game, trapping and passing has also been overhauled, allowing for more fluid moves.

Dribbling is slicker, and feels more detailed than ever before, while this also seems to be the most 'random' FIFA ever, 09 boasting more authentic moments of madness, such as flapping goalies, rebounds, and other unpredictable asides that help the game lose the 'robotic' feel that some titles include. As previously mooted, the physics also behave in a more realistic manner now, bigger players brushing smaller ones off the ball, or missing them entirely as the ferret-like attacker slips between beastly centre-backs towards the goal.

Making the game feel quicker and more responsive being one of EA's stated aims with this revision of the never-ending series, it is little surprise that AI has received some attention. Players now respond in a more natural manner to a given situation, while once again that sense of the unpredictable can lead to some highly entertaining play. Producer Rutter admits that the goalie was one of the elements of 08 the team were least satisfied with - so the humble keeper has been rebuilt from scratch to behave as a real keeper might. Shots that should have gone in, in the last game, now probably will; while the keeper has an enhanced chance of keeping-out those well-timed half-chances that never seemed to fail in older versions of the footie series.

Tactics will prove an important part of this. Not only does the play ebb and flow in a realistic manner based on unique tactical configurations, but they also impact the game at a wholesale level too. Get the tactics wrong, and even the greatest team can suffer, while a spot-on strategy when playing as a minnow can produce some surprising results. All in all, this side of the game is a welcome advancement, FIFA 09 looking and feeling more like a real football match than perhaps any title before it.

Rutter reveals to us that players will also be able to share tactics online, and the Be A Pro mode also makes a return, allowing players to hone an individual talent to the ultimate goal - to become captain of their national team. In line with this, you'll also be able to assume the role of an individual player online - via full 10 on 10 action (no goalies) across Live or the PlayStation Network. Rutter assures us that this ambitious mode is already working a treat, EA having cut their teeth with 5 on 5 play in FIFA 08.

Aesthetically the game is looking better than ever, especially the detailed stadia and player appearances, which are a cut above anything we've seen before. Again, EA's efforts with the realistic, responsive player movements helps produce a free-flowing experience that looks almost as slick and 'liquid' as real football. The celebrations, crowds, and other nice little touches add to this sense of realism. The licensed music selection, sleek menus and general aura of intense polish add the ever-present sense of quality.

Rutter is quick to point out the 250 improvements being made, and in my limited time with the game I certainly got the impression that this is the most complete FIFA ever; the flaws very few and far between, while core fans will be happy that despite the tweaking very little has changed of the seismic variety.

We were also afforded a few minutes with the new Wii version of FIFA 09, EA Sports having a conjured up a smooth and user-friendly experience similar to Pro Evo's impressive stab at Wii play. Two control modes are on offer, one for 'hardcore players', the other dubbed 'All-Play', as it helps the player get to grips with the game, offering forgiving responses and providing near-constant on-screen help. This approach is so integral to the game that the Wii version is actually called FIFA 09: All-Play, EA pulling out all the stops to make non-gaming types feel at home.

The Wii's classic controller is now supported, the game's producer tells us, and there is an 8 versus 8 Footii mode to enjoy; players able to take their Mii avatars into the thick of the action.

The Wii version was looking every bit as well thought out as PES did on the same format, so it will be interesting to see how the final version is received, especially given the proximity between both editions of the game.

Even the PC version wasn't forgotten, EA promising an experience tailored to each format. The PC version, for example, is crafted for those playing closer to the screen - while those non-hardcore gamers might be rather taken with the mouse-based control scheme which positions the PC perhaps closer to the Wii version than the next-gen outing we've focussed on earlier in this article. Hardcore players will be able to choose to use the 'WASD' controls, should they wish to. Clearly Peter Moore isn't too worried about spending money on creating a PC game, when it comes to the FIFA series.

Our time done, we're left itching for more time with what must surely turn out to be a first-rate FIFA experience. The only factor we've yet to consider, in fact, is the opposition... who must surely be plotting something of a rear-guard action this year.


PlayTm

Jul 24, 2008


See that fast-approaching blur in the rearview? That’s Midnight Club: Los Angeles, about to pull into the garage of an Xbox 360 or PS3 near you. So rather than bore you with a standard hands-on preview, we broke MC:LA into 10 bite-sized chunks of awesome we found impressive. Give it a skim, busy reader. You’re bound to find something that gets your motor a-runnin’.

1. This IS LA...
Like it or loathe it, the photorealistic City of Angels is yours to tear through. Sure, it’s gorgeous, with all the next-gen glitz we’ve come to deserve, but the devil is in the details. As much as we generally bitch about in-game ads, the actual billboards, vendors and landmarks provide authenticity, creating a living, breathing city that, say, Burnout Paradise lacks. Populating the city with actual people doesn’t hurt, either. You can stay in touch with vocal competitors with an in-game cell phone that helps organize events, and there are even pedestrians to avoid. Or not. (“I think I just ran over Harvey Weinstein!”)

On a personal note: During E3, I spent my some real time in LA after my hands-on with Midnight Club and was shocked to find myself recognizing spots from my demo. It’s hard to believe a game could act as a tour guide, but there I was uttering crap like, ”There’s that Coffee Bean I almost crashed into.” and “Oh crap, I’m standing in a shortcut!”

2. LA is f****ing huge!
The ads are just as unobtrusive as the ones in GTA, so before you go screaming about capitalism run amok, understand that they also do wonders for helping you recognize exactly where you are in this sprawling metropolis of a racetrack. Midnight Club’s Los Angeles is roughly the same size as the last game’s three cities combined! Only now, those pesky load times are a thing of the past. If you see some hot-shit wheelman cruising around anywhere, hit him with your brights and cue a race at any time. Which brings us to...


3. Streamlined, baby

We’re not talking about just the cars. Once any challenger pops up on your radar, you flash them with your headlights to start up a race. We spotted a hotrod on the freeway, flashed him, and a high-speed Freeway Race started lickety-split. However, most Street Races require you to zip to a starting location.

Don’t care to race to the race? You don’t have to. You can skip straight to the starting line, although careening to an event location offers more opportunities to gain Reputation points, which are used to unlock tracks, missions, etc. And hey, you don’t have to complete every event to progress, so no pressure.

4. Arcade/Single-Player Synergy
You know the drill: You’ve got a single player campaign that lets you roam around an open-world environment with some story elements for immersion’s sake, and an Arcade mode that lets you jump straight into events. Well, now you don’t have to worry about starting over from scratch in one after playing the other, because they're integrated together. All the money, cars and Reputation points earned in any of the 10-plus race types are transferable to and from either side. Plus, Arcade mode lets you customize stuff like time of day and traffic flow, and there’s a nifty Hollywood-esque cam that throws you seamlessly from a satellite-view into the driver’s seat. Whoosh!

5. Oh yeah! There’s cars.

Carrying over a welcome tradition from Midnight Club: DUB Edition, MC:LA’s got plenty of licensed cars. Forty of ‘em, to be exact, under the categories of Tuner, Muscle, Luxury and Exotic. And as in previous installments, we’re also getting bikes this go-'round.

We got to test-drive an Aston Martin V8 Vantage Roadster (Exotic), and an exquisitely tricked Mazda RX8 “Shinka” (Tuner). But for a more delicious treat for car geeks, we got to paint the pavement with the spiritual twin to Steve McQueen’s ride from Bullitt, a '69 Mustang Boss 302 (Muscle, derr).

6. DUB All-stars
Just because this edition doesn’t come with the legendary custom-car magazine emblazoned across the title, it doesn’t mean they’re not involved. DUB magazine will be contributing as-yet-unnamed whips, tricked out exclusively for Midnight Club: Los Angeles. Downloadable content has never seemed so likely.

7. Gas up
Ordinarily, no one is ever happy to pull up to the pump, but breezing through one of the many stations scattered about LA can repair a damaged vehicle mid-race, as well as refill nitrous. But you’ll have to go back to your Performance Shop for intensive repairs, and/or any fine tuning.

8. Ye Olde Performance Shoppe
Think of Midnight Club’s gas stations as a quick fix, like dressing a wound on the field of battle. But oh, the Performance Shop. Accessible from two garages, this is where you’ll finely hone your vehicle to the highest of specification. Splurge your hard-earned cash on premium parts and tires to enhance performance, or sufficiently pimp your vehicle with the ridiculous amount of cosmetic customization. Spoilers, decals, vinyls - it’s all here. Plus, you can stretch, skew, alter and affix designs to your heart's content.

Even the interior of your car has absurd amount of custom options. Of the numerous camera settings, of course there’s an adequate view from the cockpit. So, if you want a mahogany steering wheel with neon-pink seats, that’s your business, mister.

9. A little bit Special
Midnight Club sits comfortably between hardcore sim and arcade racer, but what else could they do to expand the appeal? Well, MC:LA’s got some field weapons (though luckily nothing as asinine as a blue turtle shell). The three Special Abilities from DUB are returning, only this time they’re interchangeable with any car, one at a time.

To refresh: Zone lets you slow time for impossible weaving, Agro turns your car into a brutal melee weapon, and Roar sends a shockwave that shoves cars off the road. But the newcomer, EMP, gets all technological and emits an electromagnetic pulse that temporarily shuts down the engine any chump unfortunate enough to be around you. It’s like having “the pinch” from Ocean’s Eleven nestled snugly under the hood.

10. Take it online
Since Midnight Club was one of the first console racing games to do the genre justice online, Xbox Live and PlayStation Network support is a given. Rockstar is tight-lipped about how it will take shape - but they’re Rockstar. That’s their nature. However, you can expect the Rockstar Social Club to double in usefulness. The Rate My Ride feature will let you compare and critique customized creations. Particularly jealous of somebody else’s car? Lack any inkling of artistic talent? You can buy designs off other people online using in-game cash.

In case you couldn’t tell, Midnight Club: Los Angeles has us excited. We’ll have more info for that ass as we get closer to the release date; the game streets Oct. 7 in the US, and Oct. 10 in the UK.




GamesRadar

Jul 19, 2008


During Ubisoft’s press conference, developer Ben Mattis took the stage to demo the new Prince of Persia and narrate a play-through of one of the earlier levels of the game. I didn’t get to actually play, but watching him definitely gave me a feel for what the new Prince of Persia has to offer. The graphics, of course, are fantastic, and the new illustrative style gives Okami a run for its money when it comes to style.

Elika, the Prince’s cooperative companion, fills many roles throughout the game. When the developers first explained that she would follow the Prince without encumbering him I was reluctant to believe it, but watching the gameplay made me realize that she not only doesn’t hinder him, but actually helps. She serves as more of an extension of the Prince, teleporting in front of the him to throw him to a ledge, aiding him in combat, and even eliminating death from the game by bringing him back to the most recent safe platform.

The developers said that they didn’t believe that gamers needed the reassurance of a death screen to remind them that they fell off a cliff, and have instead decided to have Elika pull you to a safe platform if you fall. It isn’t really any different from reloading from a previous checkpoint, but it prevents the need to have the game reload all of the data after an obnoxious “YOU HAVE DIED” screen pops up.

Combat was featured in the video, which appears to be a combination of the previous game’s fighting and Assassin’s Creed’s combat. It is sort of strange to see the Assassin’s Creed engine taken to a supernatural and magical world, because the game definitely retains a little bit from its Mature-rated brother in crime. Early in the press conference Ben Mattis said that the early buzz for the game was that it was a game of the year contender and I laughed at that claim, at the end of the video I think that it isn’t as crazy as I originally thought.

Gamervision

Jul 13, 2008


Still gaming’s biggest event, E3 takes hold of Microsoft, Nintendo, and Sony as they try and tell the world that their console is the one to get. But of course, in order to buy a console, the games have to be good, and by god, these games are good. We’ve compiled a list of games that we are most anticipating seeing and playing at this year’s E3.

Fallout 3

Bethesda Softworks has been quiet on the Fallout 3 front. A couple of screenshots here and there have surfaced lately, and only a select few people have seen this game in action, TGR included. But all that is about to change, as Bethesda has promised a massive blowout at this year’s E3. A new gameplay trailer and the promise of hands-on demos for the media means Fallout 3 will at last be getting the exposure everyone wants. From the developers of the amazing Oblivion, Fallout 3 promises to be a premier RPG and a candidate for game of the year.

Resident Evil 5

The Resident Evil series is one the most loved out there. Capcom’s survival horror games have sold millions across multiple consoles and has created many stand-out moments across the whole franchise and quite possibly, with Resident Evil 4, one of the best games in the last ten years. So it’s no surprise that Resident Evil 5 is one of the most anticipated games out there at the moment; the game is set hot and humid country of Africa and looks beautiful. With fan favorite Chris Redfield back as the lead character, many people, including us, are waiting anxiously to see the next chapter in this legendary saga. With the release of the latest trailer only adding more fuel to our desire, Capcom promises a big Resident Evil 5 announcement and more gameplay footage. We can’t wait.
Gears of War 2

We all knew it was coming. It was inevitable that Gears of War, one of the best selling games on the Xbox 360 and most played on Xbox Live, would be getting a sequel, and at this year’s GDC, Cliff Blezsinski chainsawed his way into Microsoft’s press conference and announced that Gears of War 2 would be shipping this November. Since then, the internet has been alight with Gears joy. "Bigger, Better and More Badass" is the saying, and from the videos we’ve seen, the phrase holds its own. With a longer storyline, updated graphics, bigger multiplayer, and lots more of those awesome executions, Gears 2 might once again set the bar higher for every game out there and that’s why we can’t wait to see more of this beast at this year’s E3.

Fable 2

Fable promised so much and was hyped by game development guru and Fable creator Peter Molyneux, but when it was released, it failed to deliver on some of the promises Mr. Molyneux spoke off. Fable 2 is just around the corner and again promising to be bigger and better, and is near the top of everyone’s list. Developed at Lionhead Studios in the UK, Fable 2 is one of Microsoft’s heavy hitters come this holiday and with so much potential, eager gamers are dying to get there hands on it. This could be one of the best games of the show at E3, and you can bet your last dollar that TGR will be right at the front of the queue to play this game.

Killzone 2

Anyone remember that infamous E3 2005 trailer of Killzone 2 that Sony said was in-game but turned out to be pre-rendered? From the latest videos doing the rounds on the Web, it’s not looking too far off from that infamous trailer, not to far at all. Killzone 2 is still being hyped by the Sony crowd as their "Halo Killer," but it’s shown itself as a largely new experience for shooter fans. Early signs show this may yet be the great shooter everyone’s hoping it will be, and with it playable at this E3, we will finally know if the hype is justified.

LittleBigPlanet

If you are looking for the most original, most creative, and most ridiculously cute upcoming game, then look no further than this peach of a title. LittleBigPlanet is all about the user: create your own levels, and play and share them with the world with the only limitations being that of your imagination (and the contents of your hard drive). With so much creative freedom, it’s no wonder many PS3 owners are looking forward to this game. The game oozes originality, which is something that is lacking in some games you see today. LittleBigPlanet is one of Sony’s main games coming this fall, and we’re sure that this game will be one E3’s highlight games.


TheGamersReview

 
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