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.

Monday, March 7, 2011

GDC: The Future of Graphics and Unreal Engine 3

by Arthur Gies
Epic announced a host of new features in their Unreal Engine 3 development platform today at this year's GDC, the biggest of which is support for DirectX 11 and its assorted tools. The problem is, for most people, these kind of announcements might as well be in Sanskrit -- they're full of tech jargon that goes right by the average gamer.

I've gone through in an attempt to translate what Epic means by Subsurface Scattering and Deferred Rendering. The bolded segments are features of the updated Unreal Engine 3 courtesy of Epic, followed by our explanation of what this means for games. Epic gave us the thumbs up for accuracy. Yay, us.

"Image-based reflections that allow surfaces of any shape to reflect an approximate version of scenes, with varying glossiness across surfaces, anisotropic HDR highlights and anti-aliasing."





Reflections are hard to do in games without wrecking performance. You'll notice that many games you'll play go out of their way to break any mirrored surface so that there's a plausible reason for them to avoid rendering your character's reflection. The solution Epic discusses here sounds like it'll take a simplified version of the scene around a reflected object (like, say, your character in a mirror or a polished metal surface) and apply all the different effects you'd expect on top of them.








"Subsurface scattering (SSS) that simulates the light that scatters inside semi-translucent materials (this makes character skin come alive)."


Materials like skin and other non-shiny surfaces aren't opaque, believe it or not. Your skin is colored the way it is in part because of the color of the blood running through the capillaries in it, and you can see some veins. This also means that when light hits it, it doesn't just bounce off. Some light penetrates it, which then eventually reflects back. Subsurface scattering sort of emulates this effect with light that hits surfaces the developers designate. Think of the difference between a plastic action figure's skin surface and your own. That's what Epic is selling here.


"Anti-aliased masked materials that super sample the edges of masked and alpha-tested materials (this makes hair more look realistic than ever before)."


Aliasing, put simply, is the jagged appearance that plagues edges in game visuals. Have you ever seen, say, a wire running diagonally from the ground to a structure that looked like it was a collection of horizontal lines laddering upward? That's aliasing. Anti-aliasing smooths these edges. There are a variety of means of anti-aliasing, but the most effective methods can be really hard on video cards. Hair is especially effected, because of its overall complexity. Epic is claiming a better implementation for materials like hair in the new version of Unreal Engine 3, as shown below.










If I understand correctly, this will help with things like grass and trees too. When you play games like Bad Company 2 on the consoles, you can see this kind of aliasing (jagged edges) in the bushes and such.

Deferred rendering has been a buzzword in game development circles for the last few years. Most engines use a forward renderer: this means the scene you see is drawn in passes - the environment, the figures, the lighting, other effects, etc (this is a simplified explanation, obviously).

Killzone and Dead Space use deferred rendering. Deferred renderers store all those passes I was talking about without drawing them until the last possible second, which allows developers to push the detail you're seeing and aggressively ramp up the lighting they can use. This kind of renderer has issues though, one of which being a lack of proper anti-aliasing support (which smooths out jagged edges in your games).

The new version of Unreal Engine 3 supports deferred rendering out of the box, and Epic is claiming to have solved the anti-aliasing issue, allowing M-ulti-S-ampling-Anti-Aliasing (the sort of default form of AA) to work with a deferred solution.

"Bokeh depth of field providing close to film-quality DOF, with artist-controllable Bokeh."


Bokeh can mean a couple of different things. At its most basic definition, it's the blur in out-of-focus areas of a photographic image. It also pertains to how "pleasing" that blur is. There are different definitions of what "pleasing" means for depth of field (DOF) blur, but generally it means a clean look that isn't especially distracting. Unreal Engine games have had DOF effects for a while, but they've been pretty hit and miss. This improvement in bokeh in UE3 will mean better, more film-like DOF effects, and also sounds like it'll allow more creative use of DOF, like we see in movies with great cinematography.

"High-quality dynamic shadows from many lights on the environment (shadows for point lights and other light sources)."


A dynamic shadow means a shadow generated, er, dynamically. That means it reacts to light sources "on-the-fly." This one's sort of self-explanatory right? Better shadows? Look at the screenshot. LOOK AT IT.




NOW LOOK AT ANOTHER ONE.




Epic also mentioned several other features, but the most interesting may be tessellation. Tessellation takes less complicated geometry and makes it more complicated.

This can mean a lot of things, but what it means to you is more detailed looking stuff with less system resources to do it. I grabbed some images from video card maker EVGA demonstrating some things that tessellation can do. Pictures say it better sometimes! And I can't think of a good way to explain how tessellation works without discussing geometry, and I can actually hear your head slumping onto your keyboard right now.







Tessellation in particular is a possibly major addition to Unreal Engine 3. The Xbox 360's graphics processor actually supports tessellation, but to my knowledge it's never been used. This alone could lead to some major enhancements to the visuals in 360 games - assuming that the 360 version of the Unreal Engine 3 development kit supports it.

GDC: Darkness II Off to a Great Start

by Daemon Hatfield

Here at the Game Developers Conference I got my first look at The Darkness II, the sequel to the 2007 comic book game. I wasn't sure what to expect because the sequel has been handed to a different developer, but it ended up being one of the most exciting games I saw at GDC this year.

What's the Same?

The Darkness II is still a first-person shooter starring Mafioso Jackie Estacado, current host of a chaotic force known as the Darkness. When Jackie is in the light, he's your regular Wiseguy. But when he steps into shadow the Darkness emerges and you'll see two serpent heads appear onscreen. This is what makes The Darkness' gameplay unique: you can run around dual-wielding guns while using your dark tentacles to mangle and abuse enemies, giving you four weapons at your disposal all at the same time. But you'll often have to think about, avoid, or remove light sources in order to maintain your more powerful form.

Vocal virtuoso Mike Patton, of Faith No More fame, will be returning as the twisted voice of the Darkness.

What's New?

Perhaps most notably, The Darkness II has a new developer. The original was developed by Starbreeze, creator of the Xbox cult favorite The Chronicles of Riddick: Escape from Butcher Bay. This sequel is being handled by Digital Extremes, developer of Dark Sector. Digital Extremes has altered the art style, going for a glossy graphic novel look.

In the first game, Jackie could deliver brutal executions to his enemies such as bashing their heads in with the butt of his gun. Now his Demon Arms can get in on the fun and finish off goons in fun, gory ways. The Anaconda execution is when a tentacle coils itself around an enemy and then bursts through his chest Alien-style. For the Wishbone, each arm grabs a bad guy's leg and then splits him in two from the crotch.


A new Demon Arm execution called The Anaconda.

Story-wise, two years have passed since the events of The Darkness. No longer just a hitman, Jackie is now the head of the Franchetti crime family. When you have power, though, someone is always going to try and take it away from you.

First Impressions?

Very positive. The opening moments of The Darkness II are kind of amazing. Jackie awakens from a blackout to find he is literally being crucified by some jerk that wants the Darkness for himself. As his hands are nailed to the cross you see his power is being drained into some sort of ancient vase -- all from a first-person view. Through several playable flashbacks you come to learn how Jackie ended up in this predicament.

Jackie had arrived at an Italian restaurant earlier that night and received the suitably royal treatment. As he was led through the building I got a good sense of the space of the restaurant, which was busy with all sorts of chatty patrons. When Jackie arrived at his table he was greeted by two lovely ladies that he didn't at first recognize with their clothes on.

I won't spoil exactly what happens next because it's pretty shocking, but needless to say Jackie's nice evening is spoiled by an attempt on his life that leaves his leg crushed and the restaurant in flames. As one of his friends pulls Jackie to safety through the blazing wreck, players will be able to take aim and shoot down the invading mobsters. The flames are too bright for Jackie to change into his dark form, but once they reach a back alley he can transform and have his fun with the goons. It was a thrilling intro to the game and made me want to play.


The Darkness II is currently set for release later this year. Put it on your radar.

Bleszinski: Marry gamers, don't date them (or: design long-term engagement for fans)

In a candid talk during the Game Developers Conference on Thursday, Epic Games design director Cliff Bleszinksi advised attendees to "have an educated gut," and to be cognizant of the value of marketing and long-term relationships with customers. He encapsulated his talk in the "power creative," a project member who is unique, valuable and visibly tied to the game's identity. "This could be anyone," Bleszinski said.

With consumers constantly immersed in an information feed -- via social networking platforms like Twitter and Facebook -- it's important for game designers to be "surgical" and "devious" in creating IPs that thrive in an always-on, heavily branded world. According to Bleszinski, the market only tolerates games that land on the far ends of the spectrum between freemium or "snack" games and big-budget productions like Gears of War. "I believe the middle class game is dead."

The power creative understands how to engage fans over a long period of time -- "make gamers marry your game, not just date it" -- and how to capitalize on viral phenomena, such as Red Dead Redemption's donkey lady video. Bleszinski noted that Gears of War 3 had been crammed with enough easter eggs to remain a talking point among fans and press for weeks. "If they don't find it, we'll leak it," he said.

Bleszinski's talk urged designers and future power creatives to consider all marketable aspects of their properties, even giving thought to in-game quotes people could cite easily, or logos that make for good tattoos (the iconic "crimson omen" from Gears of War, for instance, regularly finds success on skin). And while this process of ensnaring players via the game's fiction and online play may seem manipulative, Bleszinski believes that players are capable of detecting disingenuous and impersonal efforts immediately.

Ideally, he said, an intellectual property should act as a delivery mechanism for a good gameplay idea, that also reinforces the fiction and shows off new technology. In the case of Gears of War 3, the physically warped "lambent" creatures provide an interesting shooting challenge, push the plot forward and demonstrate Epic's latest modeling and animation techniques. This best represents Bleszinki's proposed intersection between design and sales.

Though the power creative should be integral in both the design and promotion of the game, Bleszinski ascribed great value to maintaining ownership of intellectual property -- the loss of an IP in a publisher-driven deal shouldn't be underestimated. Or, to put it more bluntly: "Are you fucking high? That's the most valuable thing imaginable."

Saturday, March 5, 2011

GDC: 72 Percent of Players Finished Heavy Rain

by Kristine Steimer
When you first see a statistic like "72 percent of players who started Heavy Rain finished it", it can be difficult to determine what that means. After all, data needs context. Sure, that number seems high – but in high school that'd be the equivalent of a C, which is average. However, if you compare it to the industry average completion rate, which is 20-25 percent, it's downright astounding.

David Cage, president of Quantic Dream (the company behind the title), revealed this information today at a panel during the Game Developers Conference.

To add in some extra perspective I thought I'd compare Heavy Rain's statistics to another extremely popular title, Mass Effect 2. IGN's overall Game of the Year for 2010, Mass Effect 2 only boasted a 50 percent completion rate despite receiving more critical acclaim. Heavy Rain garnered an 87 average on Metacritic.com, while Mass Effect 2 secured an almost perfect score of 96.

Are you part of the 72 percent that finished the game? If so, sound off in the comments and let us know what you thought.

GDC: Is Dead Island Anything Like Its Debut Trailer?

by Daemon Hatfield


Serious. Somber. Disturbing. These are words I would use to describe Dead Island's amazing debut trailer.

You saw it, right?


Today I got to see about 15 minutes of Dead Island in action. What words would I use to describe the gameplay?

Silly. Wacky. Goofy.

Oh, and fun.

Dead Island is a first-person hack-and-slash game set in the midst of a zombie outbreak in a tropical paradise. It's more Dead Rising than Resident Evil, with a focus on action over suspense. The developers themselves say they're going for "zombie zombie zombie all the time." An abundance of makeshift weapons lying around like paddles, baseball bats, and wrenches – and the fact that these can be combined and upgraded – further reminds me of Dead Rising.

A game trailer that shows no gameplay might be entertaining, but it is useless as a metric for judging a game's quality.
Then there is the four-player cooperative play, also giving Dead Island a little Left 4 Dead flavor. At the beginning of the game you select your character (which represents your class) and are stuck with that choice for the duration of the adventure. Whomever you choose, you are special among the survivors on the island -- you seem to be the only person immune to the zombie disease, and therefore can go toe-to-toe with the undead without fear of being converted.

The game has a very different tone than the somber trailer. It's fast and arcade-like. The plaintive piano and strings of the trailer are replaced with video game heavy metal. You can be clawed, bitten, and mauled by zombies and then be in perfect health a moment later. Tools and equipment can be jammed together to create ridiculous weapons, like an electrified machete. Is an electrified machete cool? Of course it is! But the macabre giggles it coaxed out of me are quite different than the quiet unease I felt while watching the trailer.


Electrified machetes are cool, but do they fit the mood of Dead Island's debut trailer?

When developer Techland played Dead Island for me today, they chose the stereotypical "video game black guy" character. As he ran around slicing up zombies and bashing in their heads, he would exclaim things like, "Daaaaaamn, that bitch was huge!" and "You a dead bitch now!" Imagine hearing that sort of commentary over the trailer that depicted the tragic death of a young girl.

Games are about gameplay, not CGI movies. A game trailer that shows no gameplay might be entertaining, but it is useless as a metric for judging a game's quality. This should be an obvious statement, but think about how many game trailers we see these days that are bereft of gameplay footage. You can create an incredible trailer that draws attention to your game (DC Universe comes to mind), but that trailer could very well end up being more entertaining than the actual game (DC Universe comes to mind).

What if Angry Birds was really an advertisement to promote a remake of Alfred Hitchcock's The Birds? It would still be an amazing game, but it wouldn't have anything to do with that movie. Would that make any sense? It's an extreme example, but a lesser form of that bait-and-switch is happening with Dead Island.

The takeaway: Dead Island looks like good fun, even if the debut trailer was a little disingenuous. Like shooting Nazis or making robots explode, hacking up zombies really never gets old, and Dead Island seems to offer a slightly different perspective on the pastime. The level I saw today was fairly straightforward, consisting of moving from point A to point B to point C while dispatching the zombies that got in our way. But at one point I saw a plane coming in for a landing. That fascinated me: does the outside world not know of the outbreak? Did someone send help? Is a zombie flying the plane?! I look forward to finding out.

The next step is for us to actually play the game for ourselves, which we'll get the chance to do before E3.

Dragon Age 2....Combat CLasses

Friday, March 4, 2011

More Crysis 2 gameplay

Risen 2:Dark Waters..first look


  • By Andrew Park, GameSpot


  • We take our first look at Piranha Bytes' sequel to Risen and the spiritual successor to the Gothic series.
    If there's a better reason to attend the 2011 Game Developers Conference than the opportunity to take a first look at Gothic developer Piranha Bytes' role-playing sequel Risen 2: Dark Waters, we don't want to hear it. This sequel takes the high-fantasy world of Risen, which took place on a besieged island, and will become a full-on, full-fledged, full-featured, full-monty pirate role-playing game, where you play not only as Piranha Bytes' established "Hero" character, but also as a seafaring adventurer in a fantastic age of sail.


    Risen 2 takes place some in-game years after the events in the first game. Specifically, the Hero has vanquished the powerful titan monster that threatened his island home after first defeating the evil inquisitor and claiming the villain's magical eyepatch--an artifact that let the Hero identify the titan for what it was--a malevolent creature disguised as a natural disaster. Unfortunately, bigger problems are afoot--other titans are awakening near other islands in the area, and worse yet, hideous sea monsters have emerged from the deep, completely disrupting trade routes and generally causing the few survivors who exist in the world to be very, very grumpy.
    And as it turns out, the Hero is the grumpiest of all. In a first for a Piranha Bytes game, the Hero does not suffer from amnesia and does remember his hard-fought battles and narrow escapes perfectly well, thank you very much. However, his cool reception by an unappreciative populace has made him bitter and frustrated, though he still seeks to save the world by finding some means to rescue the other islands from their impending doom.
    While we took our first look at the game during a hands-off demonstration session, Piranha Bytes representatives took a great deal of time to address the specific complaints from Risen's fan community, including bland-looking character models, flat-looking environment textures, a lack of variety in enemies to fight, and technical problems in the console versions. The studio is addressing every single one of these concerns by creating highly detailed character models with varied animations and modular apparel that can be more easily mixed and matched, enhanced environment texturing that makes the environments seem much more realistic, simultaneous PC and console development to ensure all versions of the game are created in lockstep, and lots of new enemies to populate the islands.
    Yes, islands. While the first game took place on a single landmass, Risen 2 will take place across a series of different islands. The developer isn't commenting on exactly how your swashbuckling pirate Hero will make his way between these beleaguered areas, but given that Piranha Bytes suggests that the game will be "the perfect pirate RPG," it's not hard to guess how you'll be getting from point A to point B. And you won't be going it alone, either; like in Risen, you will from time to time have companions join your side. At least one of the companions will be a mysterious woman practiced in the dreaded art of voodoo magic. This character appears in one of the game's early video trailers and rescues the Hero by means of a voodoo doll and a lit match, just as he's about to be finished off by a group of attackers.


    We then took a brief look at a pre-alpha version of the game in motion and found it to already look considerably better than the previous game. In addition to featuring beautiful water effects (which allow for underwater vegetation and darting schools of fish), Risen 2's environments seem highly detailed and will be populated by townspeople who have their own daily schedules and tasks that they'll attend to whether or not you happen to be in the area.
    The game is still very early in development but already looks extremely promising. Risen 2 will offer better graphics, a bigger world, and an all-new story. The game will be released later this year.

    L.A. Noire hands on preview

    By Alex Sassoon Coby, GameSpot UK

    We review the evidence in a first play of Rockstar's latest tale of redemption.
    We have heard rather a lot about L.A. Noire since it emerged from the shadows three months ago. Since then we've been impressed by the technology behind it and intrigued by its detective story premise, but we haven't been able to play this long-in-development game. We finally got to try our hand at a few cases on a recent visit to Rockstar's London offices. But be aware: some of the case notes below could be considered spoilers.



    L.A. Noire is, as the title suggests, heavily influenced by the golden age of film noir, seemingly offering as rich and murky a vision of 1950s America as the classics of that genre. It has you step into the shoes of fresh LAPD detective Cole Phelps. At the start of the game you'll be pounding the streets as a patrol officer, but as the game progresses, you'll move up the ranks. First stop is the traffic desk, and then you enter where we picked up the game for our demo--homicide.
    After a cutscene showing a shadowy figure beating a woman to death, we found ourselves in a briefing room. There we were told we were being moved up to the homicide division following the retirement of one of the team's stalwarts, and we were quickly briefed on our first case. A woman had been found brutally beaten, with a number of hallmarks suggesting a serial killer called the Werewolf.
    After being introduced to the case, we headed to the patrol car with our new world-weary and work-shy partner to drive out to the scene. Driving in L.A. Noire will be a familiar experience for anyone who played GTAIV--the controls are the same, the car handling feels similar, and we're told many of the same rules will apply. As a police officer you'll be able to commandeer any vehicle in the city should the mood take you, but according to Rockstar, this will come with penalties if you do it indiscriminately. You can also drive with the same reckless disregard you used in GTAIV; while the other pleasingly rendered 1950s cars will drive along at a fairly sedate pace, you're free to tear up the roads if you so wish--but you may well end up being charged for property damage further down the line if you're too cavalier.
    Getting to the crime scene was easy enough via the minimap and full-size map in the menu system, though the lack of route planning was a little strange, given that even Red Dead Redemption's horses seemed to be fitted with sat nav. When we were there, a brief chat with the beat cop on the scene laid out the few key facts, and we set to looking for evidence. The first was the most obvious--the bloody, naked, beaten body in the middle of the scene.
    Portentous music swelled in the background as we strolled towards the unfortunate woman's remains, but settled into the background quickly. Examining the body was a matter of examining the salient points in turn--one button lets you choose the area you want to investigate, and then the analogue sticks let you move that body part around to check for clues, with a gentle controller rumble letting you know you've found the right angle.
    In the case of the head, this meant moving it to one side until severe blunt-force trauma was revealed on one side, with similar procedures for each arm, with one revealing that a wedding band had apparently been cut from the finger. The torso provided a more obvious, less cryptic clue--a message seemingly from the killer, signed off with an obscenity scrawled across the victim's stomach in red lipstick.

    As we wandered around the scene, there were some helpful yellow evidence markers on the floor from the preliminary investigation team highlighting some of the bigger pieces, while the rumble that was present investigating the body came into play highlighting objects that could be interacted with. Somewhat akin to the pointer changing in a point-and-click adventure, this became a quick way to ascertain if things were of interest, and a useful tool to resort to when stuck.
    After examining the scene and finding a few personal effects, we also found a puzzle-cum-lighter that provided our next line of enquiry--a country club not too far away. At this point the music faded out, serving as an audio clue that we'd found all there was of note in the area. This is where this section of the demo ended, and the Rockstar rep whisked us on a little further in the storyline to the case of a similar murder.
    To get some more information on the next case we'd be handling, we headed to a diner where our boss was having a spot of lunch. With what sounded like Billie Holiday coming through the jukebox, we got a briefing on the our next case. Despite the similarities, there was even more scepticism from our partner that this was the work of the same man, in part because there was apparently already someone in custody for the case we'd been working on previously.
    This crime scene was even more brutal than the last. The victim was again naked with writing scrawled on her torso in lipstick, but this time as well as basic blunt-force trauma being present, she'd been viciously slashed. Clues were scattered over a wider area this time, with fewer markers. Your partner acts in a similar manner to Fable II's dog in situations like this, moving around various possible items of interest and gently--or sometimes not so gently--prodding you in the right direction.
    Following a blood trail down the alley, we found a key tied to a hydrant in the wall, and more blood smears leading up to the roof. Further items discovered up there clearly indicated the killer was toying with us by this stage in the investigation--a letter had been left, along with a handbag containing the second half of a card that allowed us to identify the victim with relative ease.
    Then, having identified the victim, we headed to her rooms in a nearby boarding house. After a look through her things and finding evidence of a break-in, we got to conduct our first interrogation, the showpieces for the game's much-touted facial capture technology. The landlady, and instantly recognisable Myra Turley (one of many cast members the game shares with AMC's ongoing period drama Mad Men), very clearly had something to hide. Unfortunately for her, she wasn't very good at it. In interrogation scenarios you have a first-person view, letting you get a good look at every little bit of reaction as you ask your questions.
    Based on those reactions and the evidence you've gathered, you've got three options for a response: you can accept what they've said at face value; you can express doubt they're telling the truth if you've got a hunch that they're trying to pull the wool over your eyes; or you can call them out for lying, if you have the evidence to back up that assertion. The capture technology means this isn't so much a gameplay trick as a purely human skill--it's not a matter of learning tells, or gameplay being shoehorned in; it's a mater of looking at someone's face and telling if they're lying. In those sections we saw, it was relatively easy to tell if someone was being less than honest with you, but knowing which approach to take to get the right information out of them was slightly trickier.
    However, sometimes words just don't cut it. Later in the case we paid a visit to the victim's husband and ended up in a fistfight. The brawling will feel relatively familiar to anyone who played Red Dead Redemption; while the fights won't play out in quite the same way, the mechanics are very similar. Another action sequence cropped up later on; after uncovering some apparently damning evidence on another suspect, the suspect fled on foot before leaping into his car, which led to a lengthy chase across the streets of LA, while our partner hung out the window of our car trying to shoot out the tyres on the suspect's car.
    Though this may all sound linear and formulaic, there are often multiple paths to important story points. While we managed to pick up an important clue by interrogating the landlady above, a later search provided us with a matchbook pointing to the same location. This means that while failure has consequences--you won't be rated as highly for each mission--roadblocks aren't thrown up after small errors that force you to backtrack and attempt sections again.
    The mix of gameplay mechanics, branching investigations, and intriguing overarching narrative looks to be marrying up well with L.A. Noire's impressive technology. We hope to see the game again before its release in May, so keep it tuned to GameSpot for more on Rockstar's latest.

    Battlefield 3 demo

    Monday, February 28, 2011

    Inversion...zero gravity preview

    We talk with one of the producers on Inversion about fighting in zero gravity, grappling enemies and cars, and massive destructible environments.


    Children of eden Preview

    posted on Feb 28, 2011
    We talk with producer, James Mielke, about Child of Eden and how music, abstract graphics, and Kinect makes this game a piece of art.

    ..Harmonix brainstorming 'reimaginings' of Rock Band, new motion games

    by on Feb 28th 2011
    "There's no denying that Rock Band 3 hasn't yet sold to the level we hoped it would out of the gate," Harmonix CEO Alex Rigopulos admitted to Edge. "But on the flipside of that we also believe that it's a product that has a lot of life."

    It may be difficult to share Rigopulos' optimism. Since the beginning of the year, Viacom sold Harmonix (back to Harmonix), MTV Games was shut down and Activision hit the pause button on its long-running Guitar Hero franchise. Still, Rigopulos offers a "glass half-full" interpretation of Activision's retraction from the genre, seeing a newfound opportunity to expand the developer's audience. "We think there are also a lot of devoted Guitar Hero fans who have probably never given Rock Band a try," Rigopulos told Destructoid. Harmonix wants to convert them and "let them know that Rock Band 3 is worth giving a try."

    Rock Band 3 will continue receiving updates through the year, as Harmonix tries to "cultivate" the platform -- though Rigopulos added that "fundamental reimaginings of the Rock Band franchise" are being planned. "The marketplace is clearly demanding something very new," Rigopulos noted. "It's clearly demanding a dramatic evolution of the Rock Band franchise, I think, and I think that's actually exciting for us."

    While rebooting the band genre will be an uphill battle for the company, there's still one bright star in the studio's portfolio: Dance Central. Finishing the sequel is an obvious next step, but it seems Harmonix has more motion-gaming ideas. "It's safe to say you'll see a lot more in that domain from Harmonix beyond Dance Central," Rigopulos teased. "We'd be absolutely open-minded about that."

    With their future projects still shrouded in secrecy, it seems Rigopulos is confident that his team will easily bypass this dark era for music gaming. Contrary to industry perception, the company might have too much on its plate. "We have a lot of very cool new ideas in the works right now, looking out beyond both Rock Band and Dance Central."

    Grasshopper announcing new title next month

    by on Feb 28th 2011 10:30PM


    Suda51's Japanese dev studio, Grasshopper Manufacture, is working on a ton of stuff. Between Shadows of the Damned, Sine Mora, codename D and an uannounced NPG project, we have to imagine the folks at Grasshopper don't have much free time. Regardless, the studio will take a timeout on March 30 to host a Ustream event, during which Grasshopper will announce a new game -- perhaps that NGP title?

    Dubbed "Grasstream 2: Travis vs. Garcia" (named for the main characters of No More Heroes and Shadows of the Damned), the event will feature frank discussion from Suda51 on Scott Pilgrim vs. The World, an acoustic performance of music from No More Heroes, the aforementioned "new game announce," and "hands-on impressions" of said game from "Vanilla Beans and model/gamer Kayo Sato." Yes, really.

    Devil May Cry movie rights acquired by Screen Gems

    by Andrew Yoon on Feb 28th 2011 8:45PM
    41
    Screen Gems' last partnership with Capcom was a resounding success: the Resident Evil films have grossed over $580 million worldwide. It is undoubtedly looking to replicate that success with its latest acquisition, Devil May Cry.

    Kyle Ward has been hired to write the script. Ward is currently unproven; his first feature-length script, Fiasco Heights, will debut later this year. In addition to Devil May Cry, Ward is also signed for another video game adaptation: Kane & Lynch. According to Variety, the film will feature Dante on a quest to "avenge his mother's murder by killing off demons."

    Given the early status of the project, it's unclear if the film will be based on the classic games, or on Ninja Theory's upcoming reboot. Given Paul Anderson's creative freedom on the Resident Evil franchise, it's entirely possible that the Hollywood Dante will be an entirely original one, as well.

    Saturday, February 26, 2011

    Spartacus Finale episode review

    Friday's Spartacus: Gods of the Arena finale left us feeling abused, amused and slightly bemused. Bloodshed we expected, even a few tears, but a happy ending? We didn't see that one coming from across the arena.

    In the wake of Titus and Melitta's death, the House of Batiatus was out for blood. Believing Tullius was behind the tainted wine, Batiatus' crew ambushed Tullius and his minions in an alley, where his life was initially spared, but only so Batiatus could kill him later and then wall his body up in the new arena he had built. What is with these ancient Romans and extreme displays of disrespect? On the arena's opening day, Sextus decided to treat the crowds to public executions including one for escaped slave Diona. Also, Solonius proved himself to be a good student at backstabbing after taking all of Vettius' gladiators, shorting his conspirator Batiatus who expected half of the men. But that's okay because Gannicus was the ultimate victor of the bloody Primus, thus winning elevated status for the House of Batiatus. Miffed, Solonius maneuvered Batiatus into making the ultimate sacrifice and show of public generosity: granting Gannicus his freedom.

    Spartacus' Manu Bennett teases Season 2, praises Liam McIntyre

    There was no messing around in the bedroom, which, for once, we're thankful for (especially considering last week's messed up episode). That means this week's highlights is a pure violence and bloodshed ranking.

    And with that, we present our final breakdown of Spartacus' most egregious, shudder-inducing moments of "Ew!":

    The Blood

    Body count: 4. Okay, that number only reflects the ones we could name, but a whole slew of other miscellaneous slaves, gladiators and minions also fell under the blade (or ax or trident...).

    1. When Gannicus clocked the guy in the alley, at least half of his teeth get knocked out. It's not the bloodiest scene, but we're not fans of things that should be inside the body taking flight outside the body.

    2. Hell hath no fury like a Batiatus (and Gannicus and Oenomaus) scorned. The three of them stabbing Tullius relentlessly for the death of their loved ones was hard to take. We didn't see a bunch of blood here either, but the brutality -- whew! His dazed eyes as he was walled up reflected our feelings as well.

    3. The public executions were heartbreaking on two levels: Not only did Naevia have to witness her friend Diona die, but watching all four of the prisoners kneel and wait for the sword to stab into their spine was torture. Oh, and Cossutius, who'd already proven himself as the vilest of the vile Romans, laughing at Diona's death made us wish for a blade of our own.

    Spartacus, Episode 5: Things that made us go "Ew!"

    4. Slicing and impalement are nothing new on this show, but did anyone else feel that those scenes were slowed down even more than usual for the finale to emphasize the icky squish and splash factor? The four worst offenders: Gannicus slicing two throats leaving them gaping... Cabarus slowly stabbing a guy in the face through the gap in his helmet... Crixus beheading a guy during the Primus... Gnaeus setting the guy on fire with his net.

    5. Ashur deserved so much worse (especially after killing his countryman Dagan), but we're finally glad to see the moment when Crixus got fed up with the Syrian's swagger and chopped at his leg. Even so, seeing the bone sticking out of his shin was pretty gnarly. Deserved, but gnarly.

    6. Grossest. Death. Ever. So remember our complaint about slow impalement? Gannicus took that to ridiculous lengths at the Primus' final matchup when he broke off the end of Caburus' spear and then used it to stab him excruciatingly, almost lazily, in the mouth. Really, it was glacial. The continents had time to shift. Justin Bieber entered his 20s. To cap it, Gannicus then broke Caburus' jaw off, leaving the bottom half of his face open for all the world to see inside his neck. Even the audience in the arena went "Ew!" Really. Rewind and watch Lucretia's face.

    Check out the rest of today's news

    Bonus

    1) Ouch, so that's how they did tattoos in the olden days? We can hear Naevia saying, "No thanks, Lucretia" in her mind.

    2) Batiatus shoving his dead father Titus' ashes into Tullius' mouth. That's not only disrespectful to his father, but distasteful as well.

    What disturbed you the most? Were you surprised at Gannicus' happy ending? How did this finale stack up against Season 1's bloody finale?

    More from Arkham


    by Hilary Goldstein
    Batman and Gotham City share a special connection. On the rooftops, it's as if the Dark Knight is connected to the soul of the city. He knows every alleyway, every criminal safe haven, every trouble spot. Trapped in Arkham Asylum last game, Batman was disconnected from the city that speaks to him. In Arkham City, Batman is in his element. This isn't Batman trapped in an asylum; this is a city full of criminals trapped with Batman.

    Arkham City is a section of Gotham run by Warden Hugo Strange where the inmates of Arkham Asylum and Blackgate prison have been placed. The major criminals have secured their own districts and run them with some autonomy. To ensure gamers feel like Batman at his best, the city is wide open from the start. Each district has its own set of missions, its own narratives to experience. Go where you're needed and unravel the clues to the larger plot and Hugo Strange's true motivations.



    Batman starts out strong, with the gadgets he needs. His grappling hook, cryptographic sequencer, Bat Claw, remote-controlled Batarang and more. These items can be upgraded, but you don't begin Arkham City stripped down. Far from it. Arkham City is a large open city and Batman is ready to take full advantage of familiar ground.

    Probably the two most crucial pieces of equipment are his cape and the grappling hook. Gliding is a major part of Arkham City, with Bats making use of momentum to adjust his speed. Couple this with the grappling hook and Bats can easily get around the city. He can grab onto billboards, the sides of buildings, even the legs of patrol choppers. Movement was fairly limited in Arkham Asylum, but the city is a very different story. This is Batman's city and he's developed these tools over the years to best take advantage of Gotham's architecture.

    The city is quite a sight. It's a gritty underworld filled with seedy bars, dark alleys, and danger around every corner. Though I only saw Two-Face's district, the sense of scale in Arkham City's impressive. The game world's five times the size of Arkham Asylum, but more importantly, it has vitality and a sense of life. It's worn down but seems brimming with activity.



    It's amazing to view, but there is one downside. Detective Mode is not only back, but it appears far more crucial this time around. In the span of 20 minutes, there must have been a half-dozen occasions where Detective Mode wasn't just helpful but necessary. Hidden Riddler clues, tucked away criminal, armed guards and so on. I'm really excited for a fully powered Batman to take on an entire city's worth of criminals, but not if I am watching the world through x-ray goggles most of the time.

    It sucks to have Batman being such a badass right from the start -- punching through walls, diving from the air and landing with his hand around an enemy's throat, disarming an thug and cracking their head with their own bat -- only to see him relying on the same old Detective Mode crutch.

    Detective Mode complaints aside, there are some welcome upgrades for Batman's tools of the trade. This includes the Cryptographic Sequencer, which pops up a small holographic panel above Batman's arm. Batman can then locate signals across the city and hack into them, listening in on what the armed militia or others are up to.

    Combat plays out much like in Arkham Asylum, with Batman fluidly chaining attacks between large groups of enemies. But he has more tricks up his sleeve. The Bat Claw can grab and zip baddies towards Batman's waiting fist, new silent takedowns allow for impressive sleeper hold moves, and there's just a higher level of brutality to Batman's combos.



    This is the Dark Knight as I imagined him. As a big Batman fan (I own around 200 Batman graphic novels -- yes, nerd) I have a pretty critical eye to all things involving the Dark Knight. 2009's Arkham Asylum was a good start, but this Batman seems more like the one I knew and loved for years in the comics. And this is his Gotham, on the verge of collapse but someone remaining solvent seemingly by the force of Batman's willpower.

    Batman's Rogue's Gallery is as important to his identity as Gotham. His psyche is as linked to the criminals as it is to the city they seem so desperate to destroy. The more they escalate their activities, the harsher Batman's response. And things seem to have gone to extremes in Arkham City. Two-Face tries to dump Catwoman in a vat of acid at a dilapidated courthouse and Joker nearly blows up Batman. That's in the first chapter of Arkham City. The bad guys are playing for keeps but so is Batman.

    Despite the heightened stakes, there is some evidence that the fun little Easter Eggs that brought Akrham Asylum to life are also in Batman's newest adventure. Early on, Batman finds a babbling Calendar Man locked in a cell. He's murmuring about St. Patrick's Day and a crime he committed, but he won't give details. As it turns out, if you return on St. Patrick's Day (in real life, not in the game world), Calendar Man will give vivid details on his crime's from that day. Each holiday has a story for those who want to revisit Calendar Man throughout the year.

    It's these little details that can make for a special experience. I don't know how many of these little touches exist throughout the city, but if Calendar Man is just one small example, then Batman: Arkham City is going to be a real treat for Bat-Fantatics.

    I've always wondered why anyone would live in a city home to the criminally insane -- people who shoot up the neighborhoods, poison the water, and set off massive explosions every other week. But there's this unspoken contract every citizen has with Batman. They keep the city working, even in the face of madness, and he keeps them safe. This is Batman's city and he's come to reclaim it. I can't wait.

    Fight night Champion...wait it's more like runner up




    by Hilary Goldstein
    It was my first fight as the great Roberto Duran. A few rounds in, I noticed Duran's white trunks had this odd red pattern on them. After a moment, I realized it wasn't dye in the fabric, but blood. My opponent's blood.

    Fight Night Champion shows the brutal price boxers pay for stepping into the ring.

    You can practically see the imprint of the glove on someone's face when you tag them enough. You can tell the severity of a cut – from mere scrapes to deep gashes – on the cheek just by looking. And once the blood starts flowing, you'll know it. It's all over the ring -- and Roberto Duran's trunks.


    Fight Night Champion, the fifth entry in the series, does an excellent job of enhancing the experience in the ring. Not only can you see the impact of punches, but some gameplay tweaks give you better control over their delivery.

    Gone is the old punching system that required complex analogue stick moves, such as half-circle moves for uppercuts. Now, every punch is thrown by flicking the stick quickly in a specific direction. The altered punching system not only speeds up the flow of a bout, but also puts the emphasis of your fighting skills on your strategy. It's nice to know you are definitely throwing an uppercut rather than hoping you made the right movements with the thumbstick to pull one off. You can still attempt a ridiculous rapid-punch session, but the penalty of exhausting your fighter quickly is severe. No one can really play like a fool and have long-term success with Fight Night.

    Other changes include replacing the over-the-top haymaker with a modifier to simply add a little oomph to any punch, simplified blocking, and a new stamina/endurance system that's a touch more sophisticated than before. Streamlining the gameplay makes the technical aspects of a fight easier to grasp, allowing you to focus on more important areas -- like trying to actually box.

    And when I say "box," I mean as opposed to brawling. The option to just wail away is still present in Fight Night Champion, but only at the default settings. Even then, the addition of flash knockouts requires even mindless punch jockeys to consider using defense. If you don't move around the ring and protect yourself, you risk more than just abuse. The threat of a one-punch KO is constant. Previous Fight Nights had "flash knockdowns" before, which means getting dropped to the mat suddenly with one hit, but a flash knockout means that you are immediately unconscious with no chance to get up. It's an instant KO.


    That's new and the danger of such a sudden ending to a fight has an impact on how you play Fight Night Champion. I've had matches where I was winning easily, but because I got careless, I left myself open for the perfect strike at the perfect angle and took a shot that stunned the world.

    The AI is smart. In fact, it's smart enough that boxers feel like individuals when you face them. Ali and Tyson don't fight the same way. Ali plays with you; Tyson tries to destroy you. Fighters react well to situations. If you're in the seventh round and they know they're losing on points, they might become more aggressive. If cut, they are often overly protective of that side of their face. Sometimes fighters make dumb moves. Like if Jake LaMotta, the Raging Bull, is pounding them inside, they don't move around and play at a distance. Sometimes they just keep coming.

    Maybe that's because some fighters are just plain stupid or maybe the AI simply isn't reacting correctly. It's hard to say. I've had fights that feel authentic and others that just don't seem to match up. A cautious Iron Mike Tyson? It happened to me once (at least for three rounds before he landed a punch that flattened Holyfield in a flash).

    Even with all these improvements, the battles in the ring are missing the key element that makes professional boxing special -- the drama. As good as the gameplay mechanics are, it still feels like an exhibition. EA must have sensed this, because it took a bit of a gamble and created an all-new story mode that, at least for a few hours, injects some humanity into a generally soulless experience.

    Champion Mode has you living out the rise, fall and rebirth of fictional boxer Andre Bishop. The five-hour story is a seamless mixture of cutscenes and boxing matches. Just about every boxing movie cliché is thrown in and yet the story is incredibly compelling. Fights suddenly have meaning. Whether it's kicking the ass of a white supremacist in prison, earning a gold medal at the Amateur World Championships, or stepping into the ring for your first professional fight -- the story creates an incredible impact for Fight Night.

    This can lead to some interesting gameplay situations. At one point, you bust your hand on someone's head and have to fight like a southpaw the rest of the match. To get the attention of the boxing world, your corner man demands you knock your opponent on his ass. Winning isn't enough. You have to score a knockout. Some of these criteria get a little tedious, but for the most part it makes Champion Mode stand out from the rest of Fight Night. While it serves as a training tool, Champion Mode also adds some emotional weight to a series that has ignored the human drama of boxing for far too long.

    If only everything felt as fresh. Much of the rest of Fight Night feels like the same old game with a new coat of paint splashed on. I don't mind the announcing styling of Joe Tessitore and Teddy Atlas -- I've heard them on Fight Night before -- but hearing the same people despite new lines of dialogue just feels stale. There's still no great long term stat-tracking happening. Example: there's a Trophy/Achievement for defeating every boxer in the game, so it must be tracked internally, but it's not shown to players. Why not some way to know which boxers I've beaten and whom I've beaten them with?


    The real drag is Legacy Mode. This is the career mode for your own created boxer. It's very much like Fight Night Round 4, but with the addition of an economy. You can pay to train at better facilities and fund your career with the sponsorships you earn. Otherwise, this feels like it did before -- a slow, plodding, uninspired drag. I can't say strongly enough how much I dislike Legacy Mode. It's off the mark in almost every way. The training modes are too hard and become tedious. And why do boxers start off fighting so pathetically? No stamina, no power. The matches are slow and boring. I want to be a rising star. Legacy Mode acts like Mike Tyson's first professional fight had him swinging like a kid on the playground.

    Legacy Mode is made all the worse by contrast to the genius of the Champion Mode storyline. Frankly, Champion Mode should be the career. All that's needed is to allow users to customize how Andre Bishop's stats improve and then to let them continue the career after the story concludes.

    The only way to enjoy a career in Fight Night is online. Though you still start off way too underpowered, the online setup is clever and well worth EA investing more in for the future. Players can create their own gyms, which others can join. It's basically a boxing clan. There are tournaments as well as regular online bouts. It's a great idea, and if taking on real people and not the AI is your thing, the online mode will definitely do the trick.
    Closing Comments
    Fight Night Champion gets the boxing right and adds a flawed but enjoyable story mode. I've always put a lot of stock in career modes, but Legacy mode here is just downright bad. The mini-games are too tough and get boring fast. The entire concept just seems off. What should greatly extend Fight Night Champion's playtime, made me like the game a lot less. Avoid the career mode, enjoy the story mode, and spend a few hours creating some dream boxing matches. That will make any boxing fan happy.

    GameStop, Inc.
    Twitter Delicious Facebook Digg Stumbleupon Favorites More

     
    Design by Free WordPress Themes | Bloggerized by Lasantha - Premium Blogger Themes | Sweet Tomatoes Printable Coupons