Sunday, June 26, 2011

F3ar review



Nothing is more terrifying than the unknown. Unfortunately, F.E.A.R. 3 doesn't seem to grasp this, and it lays bare all the mysteries of this series of paranormal shooters, moving the story forward but stripping away its power to get inside your head and keep you up at night. But while F.E.A.R. 3 may disappoint as a horror game, it satisfies as a shooter. The campaign is good fun in single-player and especially enjoyable when played cooperatively with a friend. And the game's multiplayer modes present some thrills for those willing to work with others to survive.

F.E.A.R. 3 follows hot on the heels of F.E.A.R. 2's startling conclusion, but returns us to the protagonist of the original F.E.A.R., the genetically designed supersoldier known as Point Man. The events at the end of F.E.A.R. 2 have triggered a paranormal catastrophe of biblical proportions in the city of Fairport, and Point Man is eager to make his way there and help out a former squadmate caught up in the chaos. Point Man's not alone, though. His homicidal brother, Paxton Fettel, is along for the ride. Point Man may have put a bullet in his brother's brain in F.E.A.R., but Fettel isn't about to let a little thing like being dead keep him down. The brothers form an uneasy alliance, but despite the tension between them, the story progresses predictably. There's a pleasant sense of closure that goes with seeing the brothers confront the painful reality of their shared past, but there aren't any surprises or scares that will stay with you once the story has run its course. The visuals also won't work their way into your subconscious. F.E.A.R. 3's graphics are plain and lag behind current standards. As a result, the creepy living rooms, city streets, and food courts you fight your way through aren't quite as creepy as they should be; the environments lack the convincing level of detail to fully pull you in. The sounds are more effective; the loud blasts of gunfire heighten the intensity of firefights, and the ethereal wails that accompany ghostly visions may unsettle you a bit, even if the sight of them doesn't.
Point Man and Paxton Fettel are both playable, but when tackling the campaign alone, you must first play each stage as Point Man to unlock the option to play it as Fettel. Regardless of which character you're playing as, F.E.A.R. 3 is, at its core, a corridor shooter that shuttles you from one small area to another and sees you constantly beset by groups of enemies. Although the core action doesn't evolve much over the course of the game, the firefights remain exciting. The assortment of pistols, shotguns, assault rifles, and other weapons you can employ feel powerful, and the smooth controls make aiming and shooting a pleasure. And your melee attacks, which include a sliding kick that can send enemies flying like rag dolls, make it fun to sometimes forgo the use of guns and charge your enemies.
Most of your time is spent fighting soldiers in the private army of the evil Armacham corporation, and these enemies keep you on your toes by flanking your position, though they also occasionally do dumb things like get stuck while coming down stairs. All of the areas in which shoot-outs take place provide ample opportunities for cover, but a lot of cover is destructible, and it's a thrill to frantically dash from one position to another as your cover is blown to smithereens. F.E.A.R. 3 prevents the shoot-outs from growing tiresome by providing atmospheric periods between firefights. For instance, a few quiet minutes spent making your way through a defiled superstore build up the tension before the bullets start flying. And although Point Man and Paxton are figurative killing machines, the occasional opportunity to take control of a literal killing machine and make things very unpleasant for your adversaries is a lot of fun. At a few points during the campaign, you can commandeer two types of armored power suits. These powerful, lumbering contraptions make the assaults of Armacham soldiers laughable, and shooting helicopters out of the sky from inside one of these machines is a delicious taste of destructive power.


As Point Man, you have an edge in battle courtesy of your unnaturally fast reflexes. These let you trigger slow motion for brief periods, making it much easier to line up that perfect headshot or deal with an overwhelming number of assailants. There's nothing novel about the ability to go into slow motion in shooters anymore, but it's still cool to see the air vibrate in the wake of a speeding bullet that whizzes past your head or to watch as what's left of an enemy explodes in a bloody mess. Paxton lacks his brother's heightened reflexes but makes up for it with other talents. As a specter, he can't pick up guns (though he's still vulnerable to bullets), but he can suspend enemies helplessly in the air and fire deadly blasts of energy from his hand. He can also take possession of soldiers even from significant distances, and it's liberating to zap into the body of an enemy from across the room. A meter drains while you inhabit a body, and if it runs out, you're returned to spectral form. But enemies you kill leave behind psychic energy that you can use to refill your meter and prolong your possession time, encouraging you to take risks and not hide behind cover for too long.

Paxton's abilities are enjoyable to use in single-player, but it's when you tackle the campaign cooperatively that they really shine. The player controlling Paxton can suspend enemies in the air while Point Man pumps bullets into them. Paxton can zoom into the body of a distant enemy to flank a group of foes, and then Point Man can trigger slow motion and attack from the front. The constant opportunity to make a coordinated use of the brothers' complementary powers makes working with a partner a joy and distinguishes this game's cooperative play from that of many shooters in which all players have the same abilities.

F.E.A.R. 3 also has four multiplayer modes for up to four players. Soul King is a competitive mode in which players start in specter form. You take possession of soldiers and collect souls from fallen enemies, and the player with the most souls is declared the victor when time runs out. Players lose half their collected souls when killed, so scores can change suddenly even in the final seconds, which means that even those with a decent lead over their competitors shouldn't get too comfortable. In Soul Survivor, one player is corrupted into a specter at the beginning of the match, and that player sets out to corrupt the others, while the human players work together to survive. Both of these modes offer some quick thrills but aren't likely to keep you coming back for long.
In Contractions, you and your fellow players work together to survive against wave after wave of increasingly powerful enemies. Each map has a stronghold in the center, and between waves, players can either repair damaged barricades on the structure or venture out into the surrounding area to grab crates and return them to the base, providing weapons and ammo for future waves. The necessity of rebuilding and stocking up during the brief time between waves encourages teams to communicate well and devise a strategy for survival, and as the situation grows increasingly dire in later waves, this mode becomes more and more suspenseful. The most unusual of all the multiplayer modes is F***ing Run, in which you must hurry through areas while enemies attack you and a towering wall of death pursues you from behind. The wall moves quickly, leaving you no time to dillydally, and if any one player comes in contact with the wall, the mode comes to an end for all players. As the wall gets closer, the screen goes gray and the controller vibrates wildly, and because the stakes are so high, the prospect of being swallowed up by the wall is one of the most pulse-pounding positions F.E.A.R. 3 places you in.


In the end, F.E.A.R. 3's campaign doesn't quite excel. There are few surprises or standout moments, and those who remember the relentlessly creepy atmosphere and edge-of-your-seat scares of the original F.E.A.R. may lament the fact that this game feels like a military shooter with light horror elements. But although F.E.A.R. 3 won't terrify you or leave you gasping for more, it's a solid shooter that satisfies from start to finish.

Solatorobo hunting DS this fall


XSEED confirms North American release window for CyberConnect2's spiritual action RPG successor to original PlayStation effort Tail Concerto.
In 1999, CyberConnect2's Tail Concerto launched in North America, giving gamers a 3D platformer in a world populated by mech-riding anthropomorphic cats and dogs caught in racial strife. More than a dozen years later, the developer is returning to the premise to create a spiritual successor to its PlayStation original, Solatorobo: Red the Hunter for the DS. XSEED Games today announced that it has reached an agreement with Japanese publisher Namco Bandai to bring Solatorobo to North American stores this fall.
Similar to its predecessor, Solatorobo is set on a chain of islands floating in the sky and inhabited by anthropomorphic cats and dogs that use mech suits in their day-to-day lives. Unlike Tail Concerto, Solatorobo is being billed as an action role-playing game. Players will assume the role of the adventurous Red Savarin and his mech Dahak as they embark on a journey that begins with a stolen file aboard an airship. In addition to mech-assisted combat, players will partake of minigames for a variety of activities like fishing and flying.
CyberConnect2 makes more than games about mech-riding anthropomorphic critters. The developer is also working on the over-the-top action game Asura's Wrath for Capcom and has spent the last decade producing numerous entries in the Naruto and .hack series.
Solatorobo debuted in Japan last October and is set for release in Europe this July.

Thursday, March 10, 2011

Raiden......Mortal Kombat

Trenched is a third-person tower-defense game

When Trenched was revealed by Tim Schafer at the end of this year's Game Developer's Choice Awards ceremony, we knew next to nothing about it. Though we can't tell you how we feel about it ourselves, previews are showing up all over the web that describe the game as a third-person tower-defense title set in an alternate history post-WWI world.

G4 explains that the tower-defense-style battles of Trenched take place atop walking, upgradeable trenches. As it turns out, television monsters (referred to as "tubes") are attacking the world's mobile trenches and handicapped hero Frank Woodrof is bent on defending them. You'll employ Woodrof's ultra-manliness to defeat said "tubes" and restore alternate reality's normalcy. Or, ya know, Double Fine's bizarre version of normalcy in the world of Trenched. Schafer's team expects the game out on Xbox Live Arcade at some point in 2011.

Free Comic Book Day brings free The Darkness 2 prequel comic

May 7 is this year's Free Comic Book Day, the annual event when fans all around the country crowd into comic book stores for free promotional minicomics (and agoraphobic readers put off picking up their subscriptions).

In observance of this ritual, Top Cow Productions is releasing a free The Darkness comic book that is intended to act as a prequel to the upcoming The Darkness 2 game in the works at Digital Extremes. Although we'd argue that if you really want a prequel to The Darkness 2, you could check out The Darkness -- or the comic book series that ran from 1996 to 2005. But those wouldn't be free!

Nintendo 3DS review: Depth, charge

Nintendo released its next-generation handheld console, the 3DS, in Japan last month. North American and European releases are scheduled for late March, but we went ahead and imported a unit so we could inspect all the new features -- and, of course, that screen.

After the break, find out all about the 3DS hardware and its built-in software, along with our impressions of each component. We might not be able to present the review in 3D, but that hasn't stopped us from going in-depth.

The hardware design

The 3DS is very shiny. Very shiny. This has the effect of making it sort of a fingerprint magnet, sure, but it also makes it seem more futuristic. It also feels heavy for its size, compared to a DS Lite. Its buttons, including the D-pad, feel "shallower" than those on previous DS units, like they don't travel as far. That D-pad, by the way, is fairly inconveniently placed, giving a clear indication of how Nintendo would like you to control your games (using the circle pad). The circle pad feels pretty much like a PSP analog nub -- it slides away from the center freely in any direction, and snaps back -- but with a much more comfortable top than the tiny, ridged PSP nub. It's quite comfy.

The stylus -- which is now stored on the top left side of the unit, and I'll never get used to that -- is now a telescoping metal pole with a big tapered piece of plastic at the end, as opposed to the small plastic styli with tiny nubs that came with previous DS systems. It feels ... solid. A definite upgrade. The touchscreen at which you poke with this new stylus remains the same kind of resistive touchscreen you know from the DS, so if you were dreaming of a multitouch DS interface or something like that, you might be disappointed to find it identical to the current DS.

I can clearly see where Nintendo is going to concentrate its tweaks for the inevitable next iteration, though. There are some elements that seem out of place for Nintendo's minimalist hardware design. The wireless connection gets its own slider switch on the side, which could just have easily have been handled in software. The 3D Slider has a glowing green "3D" indicator next to it when 3D is active, which seems unnecessary. The manual warns that you can pinch your fingers in the hinge, an odd, and utterly avoidable, design flaw.

The other big design flaw, of course, is the battery. While I didn't leave it on next to a stopwatch, 3-4 hours is a reasonable estimate of how much time I got out of each charge. Luckily, the charging dock is super nice. You can just set the 3DS down on it and charge. If you're traveling, you can just take the AC adapter and charge the system without that bulky dock.

The 3D

I've mentioned it on the site before, but amblyopia prevents me from seeing stereoscopic 3D effects. So I experienced the 3DS's namesake feature vicariously through my wife, who spent time playing AR Games, Face Raiders, the 3DS Camera app, and generally messing around with the system in 3D.

And her reaction was that it just worked. Some things -- like reasonably close-up pictures -- looked more convincingly like things popping out of the screen than others, while some looked like multiple layers of flat objects in space, but the 3D effect was, according to her, easy to see and effective. For my own part, I can confirm that the 3D slider does a great job of turning the 3D off.

AR Games

The system ships with "AR Games" on board, which use a set of six included cards. To initiate the program, you have to put the ? card down and hold the camera about 12 inches away, at which point the card "opens up" into the menu. Games include a time-attack shooting gallery (which, in the last stage, becomes a dragon boss), a sort of bomb minigolf thing, fishing, and photography apps that allow you to pose your Miis or flagship Nintendo characters in the real world. By putting the Kirby card down, you summon a Kirby you can move around and cycle through various poses. In addition, more modes can be purchased with Play Coins.


(Yes, that's my washing machine.)

As long as the camera can see the AR card, the effect is seamless. You can move the 3DS around and the perspective of the rendered character will change with it. However, it's all too easy to lose sight of the card -- remember, you have to be around one foot away or closer at all times, or it'll lose its position. I can't imagine this AR app will have long-term appeal (though it's pretty fun to work on improving your time in the shooting game) but it fulfills its purpose as a gee-whiz feature to sell systems, with aplomb.

Activity Log

In a rather cool touch, the 3DS keeps a record of everything you've done, sort of like the Wii's Message Board. You can look through a virtual "book" showing you everything you've done with the system, in order, and for how long, with crowns ranking the most popular uses of the 3DS.

This is also where "Play Coins" live. The 3DS acts as a pedometer, exchanging every 100 steps for a "play coin," which can be used in games to buy extra content. For example, it unlocks additional modes in AR Games, and virtual figurines that can be used in StreetPass fighting in Super Street Fighter IV: 3D Edition. It's a pretty neat way to reward you for carrying the 3DS around. In my case, I totally forgot about it until I opened the system later and found that some virtual currency had accrued.


3DS Camera

The 3DS Camera app allows you to snap 3D pictures using the two outward-facing cameras of the device, or 2D pictures of yourself using the inside camera. You can also do some silly, gimmicky stuff like take simultaneous pictures of yourself and someone else using both cameras, and morph them together to surprisingly seamless, and horrifying, effect. You can save your pictures, both 3D and 2D, onto an SD card, and view the 3D pictures using any device that can open MPO files.

The weakest part of the 3DS Camera experience is the actual 3DS cameras. They're all the same 640 x 480 resolution as the DSi cameras and that cell phone you had five years ago, and they look pretty crummy. The 3D effect works, but that'll be the only reason you'll want to show any pictures taken with the cameras.

3DS Video Player

Shortly after the release of the system, the Japanese 3DS got its first firmware update, which added a 3DS Video Player app, complete with an included clip of Koji Kondo and a band of musicians playing the Super Mario Bros. theme at the recent Nintendo World 2011 event. There's not much to say here -- it plays video, in 3D, and is easy to use. It's worth noting, however, that the video played smoothly and instantaneously, which has never been true of the Wii's Nintendo Channel.

Mii Maker

The Mii system from the Wii has been expanded to include a few more facial options, including different hairstyles and eye shapes. In addition, Nintendo has added a feature that builds a Mii based on a picture it takes of your face. After it snaps the photo, you can choose from eight generated Miis to find the one that looks most like you, and then tweak it as you see fit.

Or, as in my case, you can give up and make one from scratch, because the photo feature does not work. At least, it didn't for me. My auto-Mii came out looking a bit like Lurch from The Addams Family.

Perhaps the coolest thing about the Mii Maker is that you can share Miis not only by passing by others' 3DS systems and catching them with StreetPass, but you can send them out to others via QR codes. There's a bit of potential confusion here, though, as QR code-acquired Miis will only go into your Mii Maker for editing purposes, and not the Mii Plaza that collects all your friends' Miis. It's weird.

Face Raiders (aka the best thing to ever happen to handheld video games)

I don't want to oversell this simple game, so I'll just say it's the most wonderful thing to be included with a handheld system since Tetris. The gameplay itself is compelling: you move the 3DS around in space to find flying enemy heads attacking you, and shoot projectiles at them with the A button.; occasionally, they'll break the fabric of reality and throw it at you, leaving a hole in the world. Six increasingly difficult levels have you spinning around in 360 degrees, blasting away at flying faces.

But the gimmick makes it absolutely dumb and irresistible: the enemies' faces are all animated versions of your or your friends' faces. Why is this so great? Here's my cat as a boss:

Yeah. I also tried my Dragon Quest Slime plush, action figures, and even a picture of a face on my computer screen, and all were animated hilariously. Add that to what is a genuinely interesting AR shooting game, and you've got the 3DS's secret killer app.

Conclusion

Unfortunately, I wasn't able to try the StreetPass feature, which beams Miis and game data to other nearby 3DS systems automatically, because there aren't any other 3DS owners anywhere near me, that I know of.

In addition, I wasn't able to explore the eShop or play Virtual Console games because that doesn't exist yet! The download shop will be added in an update in "late May," according to Nintendo, leaving the 3DS without the ability to download games at launch. Because of this, I also wasn't able to test the DSiWare software transfer. It's a noticeable omission, especially if, say, you have a Japanese unit and want a convenient way to get games on it.

The biggest negatives to the 3DS (besides the absent eShop) are the battery life and the DS emulation. You'll need to get used to charging the system every time you come home, and while the DS display isn't bad enough to necessitate carrying another system around, it's at least worth playing DS games on a real DS at home.

The real measure of a system is its software lineup, which it's too early to evaluate -- but given Nintendo's dominance in the handheld space, expect the 3DS to be pretty well-supported. In general, looking at it as a gadget, I'm pretty impressed. The 3D feature works as advertised (if you've got two working eyes, of course), is quite pleasant to behold and to hold, and it's loaded with built-in content that is actually worthwhile.

GameStop, Inc.
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