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Monday, November 30, 2009

Xbox 360 | Mass Effect 2 Hands-On Impressions - New Character Reveal

We check out one of Mass Effect 2's new recruitable characters, an Asari named Samara.

The original Mass Effect proved that not every new installment in a three-part trilogy needs to conclude with an unsatisfying cliffhanger ending. With Commander Shepard and his crew having taken care of Saren and the Geth, players were able to wrap up that first chapter in a way that left them feeling as though their actions had already left a lasting mark on the galaxy. But at the same time, the galaxy in Mass Effect was a big one, and it was still easy to walk away from the game with the sense that you had only begun to scratch the surface of the world (or worlds) around you. Mass Effect 2, due out in January, will do its part to flesh out the universe and denizens that made the original story so compelling.

[ Watch Video ]

Meet Samara, your newest (potential) shipmate.

Our previous looks at Mass Effect 2 have included a run through the "seedy den of scum and villainy" known as Omega, as well as an introduction to the improved combat system. In our latest hands-on with Mass Effect 2, we were introduced to a new character that appears ready to add some depth to one of the galaxy's most important races. If you look back to the original game and conjure up an image of the Asari race--those mysterious blue-skinned humanoids--it's likely you'll either think of them as pure-hearted scientists (your squadmate Lisari) or biotic-wielding villains (Matriarch Benezia). In Mass Effect 2, one of the new party members is an Asari named Samara. She's essentially a lawless vigilante who operates under a strict code outside of government rule--what the game calls a justicar--and she's someone whose motivations are far more mysterious than others of her ilk.

The demo we played focused on Commander Shepard's quest to recruit Samara into his squad. As someone with a reputation for ruthless efficiency when it comes to bringing down the scum of the universe, her skills are just what Shepard needs for the task force he's assembling. Things began with Shepard arriving on the Asari homeworld of Illium, a dark planet whose sleek-but-cold look made it clear that the race inhabiting this world was among the most technologically advanced in the galaxy. Shepard began by chatting up a merchant named Pitne For, who was one of the chubby little Volus aliens that you might remember from the original game.

When asked where to find Samara, Pitne For played dumb, so Shepard quickly left this fellow in the dust and sought the assistance of a nearby Asari police detective. She referred Shepard to a nearby crime scene where Samara might be found--what with her penchant for vigilante justice and all. Shepard rolls up on the scene and finds Samara violently interrogating a member of a notorious mercenary group whose clan had just whisked off the would-be criminal on one of its ships. Things go sour and Samara winds up killing the merc, only to be apprehended by the local police.

Being the gifted conversationalist that he is, Shepard steps in to offer some assistance to the mysterious Asari he's looking to recruit. Just as in Mass Effect, conversations and dialogue play a huge role in the sequel. Facial animations during these moments seem a good deal more lifelike, while the camera angles appear to be more dynamic. The other thing we noticed here--as with the rest of the conversations in this demo--was that the lighting seemed a lot gloomier, which gave the game's conversations a much darker feel. (There's also an interesting new dialogue mechanic we'll get to in a moment.)

After offering Samara some assistance in handling her newly handcuffed situation, she told us to find out more info on the mercenary force and the aforementioned ship it used to steal away the person she was trying to find. We could have set off on our own right then, but we asked for some leads. Samara told us about a short little merchant with access to the mercenary base--a fellow named Pitne For.

Needless to say, we approached old Pitne quite angrily after finding out that he'd lied about knowing Samara. We began a heated conversation with Pitne, and after a few attempts at getting him to help us out, we were shown a quick icon on the screen during one of Pitne's evasive responses. These represent the new conversation interruption mechanic in Mass Effect 2. BioWare wants players to feel more invested in these conversations, to go beyond choosing the subject of discussion. With this interruption system, you can cut someone off midspeech and change the entire mood of the conversation. In our case, we abruptly pulled a gun on Pitne that shocked the poor little merchant into giving us a key card to the merc base. Had we missed this interruption cue (a sort of quick-time event button prompt), the conversation would have become drawn out, with Pitne weaving around our questions just as he had done before. But because Shepard was angry and unwilling to put up with all of that, the game offered us the ability to get right to the point. And we'll admit, doing that made us feel pretty damn tough.

From here, our demo shifted from dialogue-heavy plot exposition to a more action-oriented focus. These mercenaries weren't terribly happy to see us infiltrating their base, so we had to deal with them the violent way. One of the biggest changes to combat in Mass Effect 2 is the introduction of heavy-grade weapons, such as the grenade launcher--a gun with which we immediately fell in love. Using this thing to blast through groups of enemy vanguards was quite thrilling, but with its limited amount of ammo, we still had to be smart about when we used it.

Other changes to combat include the ability to swap out ammunition types from the midfight radial menu, a more responsive cover system, and added effectiveness to headshots. We were quite pleased with these changes, but there was one that struck us as a bit odd: the way you deal with an overheated gun. No longer does your gun overheat from being fired for too long without a rest. Instead, it will overheat after a set number of rounds are fired, at which point you need to pop in a cooling rod (which works on all nonheavy gun types) to lower the gun's temperature. It's a neat idea, but functionally speaking, it seemed just the same as the standard ammo-reloading system seen in most shooters out there. While there's nothing wrong with that on its own, it's a weird technological downgrade to go from infinite ammo in Mass Effect to what's essentially limited ammo in the sequel.

Small issues aside, we were very pleased with the improvements made to the combat system. The radial menu ammo switching made it worlds easier to adjust to different enemy types on the fly, while the improved hit detection made picking off enemies from afar quite thrilling. A number of these improvements coalesced at the end when we got to take on a boss using a combination of the grenade launcher and the more responsive cover system. That boss? A very angry gunship firing rockets at us. We're not sure how we did it, but we must have got lucky because our quick flurry of grenades managed to land right in the cockpit to take that thing down pretty quickly. All told, it was a pretty startling and fun boss.

In a lot of ways, Mass Effect 2 looks like the game everyone wanted from the original. Its glaring bugs appear to have been taken care of, with texture pop-in mostly out of the picture and an inventory system that's said to have been greatly improved (here's hoping for a "mark as junk" feature like in Dragon Age). But more than that, it's a game that's going to offer a deeper look at the galactic conflicts and lingering tensions that made the original so interesting. A much darker game, Mass Effect 2 looks like it will carve out its own unique place in the series so far. We'll see how it all comes together when the game is released on January 26.

Read and Post Comments | Get the full article at GameSpot


"Xbox 360 | Mass Effect 2 Hands-On Impressions - New Character Reveal" was posted by Shaun McInnis on Mon, 30 Nov 2009 09:25:30 -0800

Sunday, November 29, 2009

PC | Dead Rising 2 Single-Player Hands-On

Give us 10 minutes in the zombie apocalypse, and we'll give you assault rifles strapped to a wheelchair.

As one of Japan’s biggest publishers, Capcom has the luxury of being able to fill out its Tokyo Game Show booth with some of the most anticipated games set to hit the market and still keep a few cards up its sleeve. This year, it seems one of those cards is Dead Rising 2. The game won’t be appearing on the show floor, but Capcom has elected to stage an event outside the doors of TGS to give press a chance to see what both the single-player and multiplayer will offer. Our multiplayer impressions are on the way, but in the meantime, here’s what we managed to check out in the brief single-player demo.

For starters, it would be more accurate to describe the demo as a snapshot of what sort of gameplay the single-player will offer rather than a look at what sort of story is going to be told. It was essentially a timed challenge that asked us to kill 300 zombies in 10 minutes using any of the weapons lying about the casino environment. Those who have been keeping tabs on Dead Rising 2 will know that the game takes place in the Las Vegas-inspired Fortune City, Nevada, and stars a new protagonist: motocross enthusiast Chuck Greene. But that information didn’t really matter, as the story and characters took a backseat to slaughtering zombies over the course of those 10 minutes.

Lying around the casino were some of the weapons found in Dead Rising, like an electric guitar that produces a discordant guitar riff when you smash in a zombie’s head and a large plush doll that does hardly any damage but looks hilarious when used as a melee weapon. But a bit more exploring revealed some wonderful new weapons, like the medieval sword and the pole with two chainsaws affixed at each end that could carve through zombies like a deadly boat paddle. Other weapons lying around included a handgun, a light machine gun, and, of course, all the roulette tables and slot machine stools in the house.

But it’s in those bladed weapons that you can really see the work that has been put into the new engine, which is the work of new developer Blue Castle Games and not the internal Capcom engine used in the original. Sure, the graphics look great and the screen is capable of being filled with more zombies than a sane human being would ever want to see, but what really grabbed our attention was the realistic slicing and dicing of those hapless undead. The sword, for example, will bisect zombies from their head right on through their torso if you hold down the attack button, but if you wave the sword around more recklessly, you can sever body parts, lop off heads, and even take out small chunks of skin depending on how much contact you make. It seems there are no canned damage animations in the game; instead, there's a realistic damage model that reacts far more realistically to the trajectory of each unique weapon swipe.

But not all of the weapons are of the slice-and-dice variety. We found the Servbot head from the original game, which is a giant mask that you can put on zombies to blind them. While not deadly, it was pretty funny. Other weapons we enjoyed were the craps table rake, the stuffed horse head on a pole toy, and the beach ball, which, well, made a fun squeak sound when we threw it at a zombie’s head. But the real prize was the red plastic gas can, which you can jam spout-first into a zombie’s mouth and then shoot with a gun for a very satisfying explosion.

Like Frank West before him, Chuck isn’t entirely invincible. All the weapons he picks up will eventually degrade and fall apart, and if he takes damage, he’ll need to pick up some food and ingest it to restore his health. (Just don’t slug back two bottles of vodka from behind the bar like we did, because Chuck took a quick trip to Vomit Town right after restoring his health.) You’ll also be judged in cash picked up and PP (style points, essentially). There were a couple of minigames in our demo that doled out each of these in droves: a mechanical bull-riding game that required us to respond to quick-time event button prompts to keep from falling off, and a cash grab machine that let us climb into a booth filled with floating cash and then mash on the A button to grab as much of it as we could. Yes, in case you couldn’t tell, it seems Dead Rising 2 will maintain every bit of the ridiculous sense of humor as its predecessor.

In the end, we were able to clear the 300-dead-zombie threshold with ease. And what was our prize for successfully passing this event? A prize weapon and an extra bonus round to use it in. That prize turned out to be a wheelchair with assault rifles duct-taped onto each side. We simply took a seat on it and then pulled the right trigger to propel forward and held the X button to shoot an infinite stream of bullets at the hundreds of zombies onscreen. Needless to say, we were able to mow those shambling undead down with ease. While completely and totally ridiculous as a weapon, it gave us a good idea of what sort of over-the-top imagination the team at Blue Castle has put into Dead Rising 2. We’re eager to see what else they have in store when the game is released next year. You can expect more coverage leading up to that date.

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"PC | Dead Rising 2 Single-Player Hands-On" was posted by Shaun McInnis on Fri, 25 Sep 2009 05:33:04 -0700

Saturday, November 28, 2009

Wii | Final Fantasy Crystal Chronicles: The Crystal Bearers Updated Hands-On

Being a crystal bearer sure has its perks as we use our powers to explore the vast world of Final Fantasy Crystal Chronicles.

Other than the quick demo at this year's Electronic Entertainment Expo, we haven't had a chance to really spend any quality time with Final Fantasy Crystal Chronicles: The Crystal Bearers to see how the game actually plays. The Crystal Bearers takes place 1,000 years after the original FFCC, and this time, the gameplay focuses more on the single-player story-driven experience than on a multiplayer dungeon-crawling experience. We received a preview build and were able to start the game from scratch to get a better idea of what this Wii-exclusive action role-playing game will offer.

The story follows young Layle, a suave and cocky Clavat mercenary who has been hired by the Lilty Kingdom to escort a luxurious passenger airship. For those who aren't familiar with the FFCC world, there are four races: Lilty, Clavat, Selkie and Yuke. After the Great War, the Yuke tribe was apparently annihilated and the ruling tribe became the Lilty, who have a knack for science and technology. Another group emerged known as "crystal bearers" or beings that have been infused with rare magical powers and are feared by the public. Layle is one of them and can't seem to keep his powers in check. You'll come to rely heavily on his special skills to get around. During his escort mission at the beginning of the game, a hostile creature and minions attacked the ship, but even with Layle's talents, the enemy managed to get away. Layle was determined to find out the meaning behind the attack and get more information regarding the small green crystal he managed to snatch from his foe.

The Crystal Bearers is unlike any of the other FFCC games, except for the fact that it's set in the same world with references to the same races. The focus from what we've played seems to be on the story, which revolved around frequent cutscenes and constant interaction among the main characters. Everything felt bigger as well, with larger areas and a variety of environments to explore. Built specifically for the Wii, The Crystal Bearers is unique in terms of how it is played as an action RPG. Layle has incredible powers that can be controlled via the remote as you can point, hold the B button to lock on, wait for a lock-on gauge to fill, and then toss anyone or anything around. There are plenty of items and sheep to latch on to in your environment, and you can even shake the townsfolk around so that they drop some gil. Shaking a giant sheep around may cause it to lay a steaming patty, but there are also benefits to shaking such things as treasure chests.

Fighting enemies does not utilize the old-fashioned hack-and-slash routine; instead, Layle picks up enemies with his powers and throws them around. Or he can pick up large objects and chuck them at his enemies. In areas where there are monsters milling about, a dark vortex--known as the miasma stream--needs to be sealed to prevent more monsters from appearing. After clearing the area, you can lock on and use your powers to shut it. A helpful radar appears at the bottom of the screen when hostile creatures are in the area to let you know where they are in relation to you. This is the only time some sort of guidance onscreen will appear because when traveling from one area to the next, you need to rely more on signposts and moogles for directions. There is a ticker at the bottom of the screen that acts like a news update, giving you random information about enemies or current events. Another nice feature is that the game will autosave as you go, so you're not always forced to try to track down a save crystal.

As you progress through the story, playable events will appear that trigger on-rails shooter-type sequences, which we had a chance to see at E3. It's unique and different, which is a welcome change after watching cutscenes or wandering through dungeons. These sections are fast paced, and you're graded with a score at the end. Even though the game is primarily a single-player experience, a second player can join with a Wii Remote but only to lend a hand in select areas.

Final Fantasy Crystal Chronicles: The Crystal Bearers is a good-looking game, with expansive environments to explore and frequent cutscenes to keep you up to date. With all the motion controls in the game, it deviates away from the traditional hack-and-slash style and keeps you on your toes in terms of what kind of gameplay is coming up next. Look for our full review when the game is released on December 26.

Read and Post Comments | Get the full article at GameSpot


"Wii | Final Fantasy Crystal Chronicles: The Crystal Bearers Updated Hands-On" was posted by Sophia Tong on Fri, 20 Nov 2009 10:01:32 -0800

Friday, November 27, 2009

Xbox 360 | The Saboteur Updated Hands-On

We dive into the murky world of French Resistance fighter Sean Devlin in the first few hours of The Saboteur.

When Pandemic Studios' The Saboteur was unveiled in 2007, it certainly caught our attention. The story of an Irishman caught up in the French Resistance during the Nazi occupation of Paris sounded like an appealing setting for a video game. Inspired by the film-noir genre popular during that period, The Saboteur shows vast areas of the city constrained to a black-and-white gamut, with only the occasional splash of colour, which fans of Sin City will relish. The game is finally hitting shelves next month--almost three years after it was originally announced--and we got the chance to play through the first few hours. Before you read on and discover how The Saboteur begins, however, here's a clear SPOILER ALERT: This preview reveals substantial plot details from the beginning of the game.

[ Watch Video ]

Check out our video hands-on with The Saboteur.

Things begin at The Belle, a cabaret club in Paris's famed red-light district near Montmartre. We were instantly greeted by a dancer entertaining Nazi soldiers by wearing nothing but nipple tassels and lingerie. After this brief moment of titillation, we then met the game's main character, roguish Irishman Sean Devlin. It seems Sean has fallen on hard times during the war, and we found him drowning his sorrows with a glass of whiskey while staring nostalgically at a photo of himself with a friend. Frenchman Luc Gaudin strikes up a conversation with Sean, and you soon discover that he's a member of the French Resistance who has been observing Sean for several weeks. While initially reluctant, Luc goads Sean into becoming an activist, and once the cutscene was over, we went to meet Luc in the back alley to start our adventure.

In the first action sequence, you help Luc blow up a nearby German fuel depot. We drove Luc's car to the street outside a German supply depot where we were introduced to our first challenge: stealing explosives. Before that happened, however, Luc rushed to rescue an innocent Parisian being assaulted by some soldiers, and we had to give him a hand. This served to teach us the game's hand-to-hand combat controls. The Saboteur doesn't deviate from action-genre conventions, with light or heavy punches, kicks, and grabs performed using the face buttons. After brief fisticuffs with the guards, we earned our first perk: haymaker punches. Acquiring perks increases Sean's abilities, and you can earn melee, sniping, explosive, racing, and evasion skills--with 30 in total. You earn these by achieving specific objectives, such as killing 10 Nazis with grenades, which then allows you to carry additional grenades. The Saboteur features a regenerative health system, which means you won't have to worry about finding health packs when you're injured. Taking damage will result in an increasingly blood-splattered screen, but hiding for a few moments is enough to recover completely.

The explosives we needed were located within restricted areas--sections of the city that were garrisoned by Nazi guards. They will shoot you on sight and attempt to sound an alarm that brings further troops. If this happens, you need to remove your wanted level by exiting the nearby area and losing the police--much like in Grand Theft Auto. The Saboteur's minimap aids this process and reveals a variety of useful information, including the police's search radius, enemies, and objectives. It also displays your current suspicion level and, at times, a dotted circle around your character. If enemies enter this circle area, your suspicion level will increase, and actions out of the ordinary, such as running or climbing, will increase its radius.

After knocking out the guards and collecting some TNT, we made our way to the fuel depot where we were introduced to The Saboteur's climbing mechanic. Given the vertical scale of The Saboteur's gameplay, grabbing enemies and throwing them off rooftops is a great way of disposing them. Sean can climb virtually any surface he can see, and in addition to being the stealthiest way to traverse Paris, it's one of the easiest ways to infiltrate enemy installations. After climbing a nearby building and taking out a guard from behind, Luc created a diversion by rigging a fuel truck on the street to explode. With the guards rushing out to investigate, we slid down a power line to enter the depot. Once inside, we planted the charge to a fuel tank and then made a quick getaway with Luc back to The Belle.

Before we could get cracking with the next mission, we were treated to a flashback cinematic that took place three months earlier, before the German invasion of France. Sean was a mechanic and race car driver in better times. We meet his teammate--whom we recognised from the photo--Jules Rousseau; his sister, Veronique; and team owner Vittore Morini. We also meet Aurora, a race car that Sean intends to race to victory in the Saarbrucken Grand Prix the following day. Before that happens, the team meets for a drink at a local bar, the Red Ox. There, we bump into Sean's archrival on the track, Kurt Dierker, who is a perfect example of the blue-eyed, blond-haired Aryan race. With typical Nazi arrogance, he provokes a bar fight, causing the attention of the local police and the Gestapo, which has us hightailing it out of town by any means possible. Once outside the pub, we meet Skylar, a blonde bombshell racing fan and love interest to Sean. After using her car to lose the cops, we make our way back into town, and once Sean bedded her using his Irish charm, it was time for some racing the following morning.

The next mission featured a three-lap race where we had to fight our way through the pack and win the race. The controls are certainly not as responsive as a dedicated racing game, but the action was still engaging as we raced to gain the lead. Unfortunately, before we crossed the finish line, Dierker sabotaged our victory by blowing out a tyre with a bullet. Incensed with anger, Sean and Jules disregard Vittore's orders and decide to destroy Dierker's car before it can be paraded around the following day. We tailed Dierker out of town, making sure we kept our distance so we didn't spook him. Eventually, we arrived at the Doppelsieg factory, which was Dierker's team base and a rumoured Nazi stronghold. We snuck in and drove the car off a ravine, after which we were knocked unconscious by the Germans. We then woke up in an interrogation room where Dierker accused us of being a British spy. It seems that in addition to being a respectable racing driver, Dierker hides the dark secret that he's actually a Nazi agent. Much to our alarm, Dierker kills Jules, and after leaving the room, Sean kills the guard, which gave us a chance to escape. While it's easier to silently take out guards from behind, we had the option to shoot our way out of the base once we discovered a cache of weapons that included a pistol, machine gun, and grenades.

By now it was nightfall, and one great section involved climbing out onto a massive scaffolding structure to get to another area. The black-and-white visuals were striking, with flashing-red beacons standing out against the dark backdrop of storm clouds and heavy rain. We accidentally alerted a guard who called for reinforcement and decided to make a hasty getaway by fighting our way out of the base and driving a stolen car back to Vittore's farm. When we arrived, the Gestapo had already appeared on the scene and were torching the farm to the ground. We then had to fight our way through the troops, rescue Vittore and Veronique, then make our way back to The Belle, which, it turns out, belongs to her parents. The flashback sequence then ended with a cutscene that featured zeppelins floating ominously above the Eiffel Tower and swastika banners adorning the Arc de Triomphe.

This prelude did a good job of explaining Sean's motivation for getting involved in the resistance, as well as hinted at the ultimate goal of exacting revenge on Dierker and his cohorts. Before we could plan our next move, Vittore was taken by the Nazis on suspicion of blowing up the depot, and we needed to rescue him from a slaughterhouse that was being used as a Nazi prison. The game then introduced us to the suspicion meter. Similar to Assassin's Creed, attracting too much attention will result in nearby guards attacking you, and openly carrying a gun, planting explosives, climbing, brawling, or getting to close to enemy troops or installations will quickly put them on full alert. We were also introduced to "inspiration." After completing missions, Sean's actions result in the local Parisians being inspired to fight back against the Nazis, and this increased resistance is indicated by the restoration of colour to an entire area of the city. It also results in the absence of enemy troops from that area of the city.

As we mentioned earlier, The Saboteur features an interesting visual style with various neighbourhoods featuring a full colour or black-and-white gamut, depending on your progress. In addition to adding a splash of vibrancy to an otherwise gray landscape, the inclusion of colour in Nazi-occupied areas often indicates interactive objects, such as the yellow rungs of a ladder or red lights on scaffolding. Other objects are also bathed in colour, such as Nazi propaganda and neon signs. Vittore's vibrant blue eyes and suspenders are bathed in colour as well, which perhaps reflect his zest for life and freedom. On the downside, we did notice some bland textures and models, but we're hoping that these will be improved before the game's release.

In addition to an eye-catching visual design, The Saboteur has some great action sequences and an interesting storyline. While it's a bit rough around the edges, with some textures that aren't as detailed as we'd like, there are a lot of fine ideas at work in The Saboteur, and we're hoping that Pandemic can tick all the boxes once the game is released in early December. We'll post a full review then, so be sure to check back soon.

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"Xbox 360 | The Saboteur Updated Hands-On" was posted by Luke Anderson on Fri, 27 Nov 2009 12:44:10 -0800

Thursday, November 26, 2009

PC | Command Conquer 4 Updated Hands-On - Multiplayer For Ten People

Five-on-five multiplayer is real in Command & Conquer 4. And we played it.

We recently had a chance to try out the five-on-five competitive multiplayer in the upcoming Command & Conquer 4: Tiberian Twilight, and found the experience to be surprisingly fast-paced and fluid, despite having a whopping 10 active players at once.

As you may recall from our previous coverage, Command & Conquer 4 will reprise the conflict between the "good guy" GDI faction and the "bad guy" Brotherhood of Nod faction, and these are the two primary factions that will appear in multiplayer. C&C4's multiplayer will feature a conquest-like mode reminiscent of World in Conflict or the Battlefield first-person shooter series with numerous control points on the map that must be captured and held to attain points. These include standard spawn points as well as neutral turrets that can be commandeered as static defenses.

You can also earn points by destroying enemy units, and by capturing Tiberium shards, which regularly appear at a few key drop points on the map--these shards can be "harvested" by any unit by clicking on them to attach them to your unit, then directing your unit back to your nearest captured spawn point. By pulling in enough shards, your team will eventually be able to unlock tier-two and tier-three upgrades for all of your team members. The event of unlocking new units is obviously great news for your team, but will require you to be nimble about your unit mix. The matches we played had a fairly tight "command points" (population cap) of 50 (this doesn't specifically mean "50 units," since some units take up three command points and others take up seven), so we noted that unless you're playing with higher population caps, you'll also need to be able to dynamically modify your armies each time you "tech up." Fortunately, you can immediately remove any unit you've built by selecting it and pressing the "Delete" key on your keyboard, which immediately reclaims the command points--but you're still going to be best served thinking a unit or two ahead to keep in mind which higher-tier units you'd bring in next. As it turns out, if you're defeated in battle, can also respawn mid-match as a different playable "class" than the one you started with.

In both the single- and multiplayer modes, you'll be able to choose one of three different playable classes. Each has totally different units and plays a different role on the battlefield. The offense class, which we've seen and played before, focuses heavily on tanks and powerful ground vehicles, while the defense class focuses instead on heavy-duty defensive turrets. Both of these classes have many ground units capable of capturing control points, which include spawn points and static turrets that can be commandeered by massing ground units nearby to eventually "flip" them over to your team's side. The support class, on the other hand, focuses primarily on air units which can't capture points on the map, but can cover huge amounts of ground quickly and soften up control point defenses to be swept away by ground reinforcements. Since we've already tried out the GDI offense class, we chose to play as the GDI defense and support classes, as well as the Nod support class in our play sessions.

The GDI defense class has a good variety of infantry and small vehicles (including troop transports) but seems most useful in a team match when hunkered down next to a control point with some heavy-duty turrets. Yes, the faction has cheap grunt infantry like Zone Troopers and Zone Lancers, and vehicles like the handy Armadillo troop transport which shelters your foot soldiers, but the name of the game for defense really seems to be about deploying your mobile crawler base and any and all defensive units and structures around hotspots to weather the storm of enemy encroachments. In fact, two vehicles can actually be deployed as stationary defenses: the Rhino sonic tank (which damages nearby enemies with sonic waves when deployed) and the Spartan tank, which can effectively be used as a turret.

In addition, GDI defense has numerous actual stationary turrets that it can create within the build radius of a deployed crawler base, including midlevel MLRS rocket launcher turrets and the top-flight ion cannon--a slow-to-build, slow-to-recharge emplacement which can call in an orbital strike to rain down heavy damage in a decent-sized radius large enough to enclose an enemy base and a handful of vehicles. Our role as a defensive player was primarily limited to initially capturing control points, then deploying perimeter defense around them.

You might think that playing on defense, just sitting there behind your turrets, would be a boring experience, except that in a five-on-five match with multiple control points, any decent players on the opposing side will coordinate with each other to hit more than one control point at once. This means that although you may fend off an attack at one flashpoint, at that very moment, your buddies might be getting slaughtered at a totally different checkpoint.

You'll have to decide whether you want to lend your support at this new front, and if you do, you'll need to quickly pack up your walker and troops and get a move-on to the next hotspot, un-deploying any vehicles and your walker and possibly kissing your expensive turrets good-bye if you've invested a ton of command points in them--no matter how good an ion cannon is, it's not much use if it's out of conflict and out of range of the current battle.

In the early to mid-part of a match, getting the absolute most out of your forces as a defense player seems like it'll require a surprising amount of micromanagement and decision making as you make the choice to invest your command points to build either weak to moderately-powerful ground units or more-damaging static emplacements that can't move, all while waiting for that precious, precious tier unlock to occur so that you can access the next tier of units (and potentially delete some of your lower-tier armies). Since defense players have numerous ground units that can carry spawned Tiberium shards, the absolute best defense players will want to also contribute by snagging and dragging some shards back to base to hasten the team's tier upgrade--but this will require even more careful micromanagement as you guide your unit back to safety while continuing to defend the front.

In our subsequent matches, we played as the support class for both GDI and Nod, and found the experience to be considerably different. Since, as we mention, the support class (on both sides) consists primarily of air units, this class isn't useful for capturing control points or Tiberium shards (ground units are required for both). Support is much more about jetting across the map to provide air cover for major offensive pushes to the next control point or to pick off any solo enemy units or smaller breakoff groups trying to sneak back to base with Tiberium shards.

Both factions' support classes feature light scouting planes like the GDI Orca and the Nod Venom, which can't lay down a ton of firepower but can get from point A to point B in a hurry, as well as heavier gunships like the returning GDI Hammerhead gunship, which is basically the bane of lower-tier ground units, and the top-end Nod Leviathan, a floating battleship that can lay down withering fire and even dispatch small fighter drones in battle.

In the case of both factions, support seems best used to harry your enemies in the early going, and the secondary purpose of keeping an eye on your enemies' movements (specifically, which control points and shard spawn points they're making a push for). Unfortunately, support classes can't contribute much to capturing shards to advance to the next tier of units, but once they get there, they can start commissioning enough serious aerial firepower to not only help break through heavy defenses around captured control points, but also to actively do some headhunting against enemy players and their crawlers. In any cases, knowing your role and getting your job done is a lot easier if all players are sitting in the same room and can just yell out what's needed to their teammates, as we were, though fortunately, C&&C 4 will also offer real-time voice support. Which the game will undoubtedly need in a pickup game of 10 completely new strangers--fortunately, EA's online system will allow for friends lists and matchmaking to help you find players who are roughly at the same skill level as you, and hopefully, players you know for certain aren't jackasses.

As ambitious as five-on-five multiplayer for 10 players simultaneously in a real-time strategy game sounds, its seems like Command & Conquer 4 might just have pulled it off. The highly in-depth multiplayer will complement a persistent, role-playing game-like character development system in the single-player game that already seems plenty deep on its own. The game is scheduled to launch in early 2010.

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"PC | Command & Conquer 4 Updated Hands-On - Multiplayer For Ten People" was posted by Andrew Park on Wed, 25 Nov 2009 18:32:00 -0800

Wednesday, November 25, 2009

PSP | Half-Minute Hero Updated Hands-On

Can't stand the grind of games? With only 30 seconds to finish a quest, there's no more time for grinding.

The last time we tried Half-Minute Hero at Xseed's press event, we dove right into the game with little instruction, so it was difficult to get a grasp of what was going on. Now that we've had some time to play with our own build and start from scratch, Half-Minute Hero isn't as complicated as we thought, once you figure out what you're supposed to be doing. The game is several games combined into one, with different modes that represent various genres. What each of them has in common is that you have 30 seconds to accomplish your goal.

Three modes are available from the start, including Hero 30, Evil Lord 30, and Princess 30. In Hero 30, you play as a wandering traveler, recruited by the Time Goddess to defeat various evil lords who are hell-bent on destroying the entire world. It's like a fast-paced role-playing game, in which you have 30 seconds to defeat the enemy causing havoc at each location. The Time Goddess can grant you extra time for a price, so this is all about time management and plowing through as quickly as possible. Random battles will occur as you wander the 16-bit landscape, but the battles are automatic, so you just need to show up and watch as your hero rams his head into the monsters for damage. Small villages are scattered throughout the areas where you can take a break (the counter is paused here) and heal or purchase weapons and armor. A statue of the Time Goddess is also in the village in case you want to reset the clock back to 30 seconds--for a price.

Evil Lord 30 is a simplistic real-time strategy game in which you play as a handsome but vain evil lord who is searching for a way to lift the curse on his lover. After his tea time is interrupted by ruffians, he heads into town and discovers that humans are acting strangely because of some ugly statue. As the evil lord who pays too much attention to his beautiful face, you can summon monsters to do your bidding. There are three types of goons you can summon with the face buttons. You have shooters who can cast long-range spells, nimbles who are quick and agile fighters, and brutes who are strong warriors that lumber around. Each quest that you undertake will have enemies milling about, so there's some strategy involved if you want to get rid of everyone on the map in 30 seconds. The Time Goddess will show up to provide some help by rewinding the clock for you, but you need to decide what type of monster to summon that will be strong against the foes you're facing.

Princess 30 is about a young naive princess who sets off into the outside world in hopes of finding a cure for her ailing father. The way these quests play out is similar to a side-scrolling shooter. The princess, surrounded by a team of knights, will set off into the countryside, and by using the face buttons, you can fire arrows in any of the four directions, taking out monsters and grabbing treasure chests while hunting down the item in the stage. You have to make it back by curfew (within 30 seconds), but the Time Goddess will once again lend her help to give you some time if you need it. A red carpet is laid out in the level so that as you run by, you can increase your counter, but of course, it will cost you.

It looks like there are three more modes to be unlocked, and each of these modes has 30 missions to complete. Even though you have 30 seconds to beat a mission, sometimes it takes longer than 30 seconds because you'll have a chance to rewind time or pause a bit before continuing on. The Hero mode can be tricky because you're trying to figure out the best path to take to get to your final destination, and the Evil Lord mode requires that you summon the right kinds of creatures to clear the stage. The game is quite fun, and because it's broken up into short missions, it's great to take with you on the go.

Half-Minute Hero combines anime art and sprite graphics to give it an old-school RPG feel. It often seems like the game is making fun of the RPG, RTS, and side-scrolling shooter genres, with the scrolling text intros and the end credit at the end of each RPG quest. And while the Time Goddess magically appears when you need help to save the world, her priorities seem to be entirely focused on your wallet. It's a quirky and original game, a definite change of pace from what you're accustomed to when it comes to playing these genres.

The demo is available on the PlayStation Network, and the full game is set to be released on the PlayStation Portable on October 13.

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"PSP | Half-Minute Hero Updated Hands-On" was posted by Sophia Tong on Fri, 02 Oct 2009 15:51:18 -0700

Tuesday, November 24, 2009

PlayStation 3 | MAG Updated Beta Impressions

Jumping into a 256-player online shooter can be a daunting task, and that's before you look at the robust leveling system. Sony helps shed some light on what it's all about.

As of last month, the long-running beta for MAG has gone from private to public. What was once a restricted sneak peek at this ambitious 256-player shooter is now open to anyone who's met the appropriate preorder criteria. Naturally, that means a sudden influx of new players setting up show on the MAG servers. With all the ins and outs that go along with a game of this scope, it can be pretty intimidating for newcomers. For that reason, Sony recently invited us over for a thorough rundown of some of those parts of the game that won't be immediately apparent when you first spawn into a match.

Flash Player 9 is required to watch this video.

Like most online shooters released in the post-Call of Duty 4 era, MAG will offer a robust leveling and upgrade system. Every positive feat you pull off on the battlefield accrues some experience points, from winning a match right on down to the simplest knife kill. Beginning at level one, you'll create a character by choosing a faction to join, customizing his look with a number of outfits and preset facial configurations, and then deciding whether you want to roll with the default weapons loadouts or create your own. Want to be a clean-cut sniper dressed head to toe in camouflage? Maybe a reckless machine gunner with a tattoo on the side of your head and sweet wraparound sunglasses? The choice is up to you.

As you gain levels, you'll earn skill points to spend on increasing your proficiency with certain weapons and equipment. With no set class system in the game, you're given a good amount of room to climb these skill trees however you see fit. You can upgrade weapons with better attachments like higher-zoom scopes and grenade launchers, unlock new weapons like the submachine gun that you can use to replace your sidearm pistol, or focus on improving your skills with better close-quarters fighting and higher electronics skills. But one thing to keep in mind is that despite all these potential boosts to your soldierly abilities, developer Zipper Interactive is taking pains to make sure that the gap between a level-one grunt and a grizzled level-50 veteran isn't so great that the new guy doesn't stand a chance; it's aiming to hit that sweet spot between a sense of progression and a sense of balance.

One aspect of MAG's leveling system that sets it apart from other shooters is the officer hierarchy. With matches capable of supporting two teams of 128 players, things would get pretty chaotic without a leadership system in place, so that's what MAG offers. Once you hit the level-15 threshold, you'll be capable of applying for an officer position in each match, starting with a squad leader (controlling eight players at a time) and going on up to the OIC of an entire 128-player team. If you choose to pursue membership in this exclusive club, you'll get your own special leveling rewards called leadership bonuses. The best officers are the ones who have leadership bonuses that let them increase the armor rating of everyone in their squad, improve their weapons abilities, and so on.

These leaders are capable of chatting with each other over a special voice channel to develop a strategy during a match and then issue out orders to their underlings via optional secondary objectives. These include non-mission-critical tasks, such as destroy that turret or demolish that barricade. There's no penalty for ignoring these directives, but the incentive for soldiers to follow them lies in the fact that they'll earn double the experience points for each action requested by the squad leader. Sony describes this as taking the stick out of the carrot-and-stick approach to encourage players to follow orders.

Right now, Sony and Zipper are cycling various maps and game modes to focus beta testing. They're focusing on specific areas of the game so they can pull data and see what they want to change. A lot is being accounted for, from bird's-eye-view heat maps telling them where choke points are too constricted to weapon stats telling them which guns need to be balanced. Will all that work pay off come MAG's January 26 release? As a game with few rivals in terms of size and scope, it's certainly going to be interesting as we begin to find out.

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"PlayStation 3 | MAG Updated Beta Impressions" was posted by Shaun McInnis on Fri, 30 Oct 2009 15:08:47 -0700

Monday, November 23, 2009

DS | Nostalgia Updated Hands-On

We take to the skies in this turn-based role-playing game set in the 19th century.

Now that we have our own build of Matrix Studio's upcoming Nintendo DS role-playing game Nostalgia in our office, we were able to spend some quality time playing it. Like the title suggests, Nostalgia brings back fond memories of turn-based RPG action and puts you in a 19th-century universe similar to our own. Except in this universe, you'll encounter powerful magic, high-flying zeppelins, and aggressive mummies. We all know that there is no shortage of Japanese RPGs on the DS, so it's going to take a little more than fancy airships to lure us into this adventure.

Flash Player 9 is required to watch this video.

At the 2009 Penny Arcade Expo, we were able to play a brief demo of Nostalgia as the young and very well-dressed adventurer Eddie Brown. He and his conveniently diverse group of friends were making their way through the pyramids in Egypt, searching for Eddie's legendary father Gilbert, who, oddly enough, looks a bit like Indiana Jones. Our game began deep within a temple where a young damsel in distress is saved by handsome man who swooped in to take her onto his ship in typical Hollywood fashion. Except in this case, he didn't quite make it onto the airship, and now his son, Eddie, has his heart set on finding his famous father. After signing up with the Adventurer's Association and taking command of his father's ship, Eddie and his somewhat sketchy friend Pad--who is also looking for a relative--set off into the sky in search of clues.

Random turn-based battles take place as you're exploring ruins and caves on foot. You'll also have to fight creatures and sky pirates in the air as you travel from one location to another. There is no trekking from one end of the world to the other; instead, you'll fly your heavily armed airship through sandstorms and other elements of nature to get to your destination. Ground-based battles are as straightforward as selecting your attacks via a menu. Characters have their own set of unique skills when they're fighting against enemies on land, as well as in the air. Damage dealt in the air is absorbed by the airship, so you'll have to watch and maintain the health of your ship. Characters take turns as they normally would and can attack enemies straight ahead or off to the side. For example, on Pad's turn, he will fire a gun, which does better damage when the enemies are flanking the ship. Eddie controls the blade of the ship, which deals the most damage to foes directly ahead. By paying close attention to the unique properties of your party members, you can easily win most of the battles.

In keeping up with the Indiana Jones theme, we noticed that one of the first dungeons we explored were the pyramids near Cairo, which were full of traps, hostile mummies, and even a giant rolling boulder. If you do happen to spring a trap, it only forces you to take a slight detour, and if you somehow can't outrun the boulder, you'll just have to try again. These are small things to just be aware of, but they are different and add an element of excitement to the otherwise formulaic dungeon-crawling. It's also cool to see the variety and depth to some of the areas. In one of the caves, you can see the man-made ramps and walkways below as work your way down into the mines. Instead of wandering around until you get to some stairs, you feel like you're actually exploring the cave.

When you're not advancing the main story, you can take on side quests at the Adventurer's Association located in each major city. Completing these quests will yield rewards and help you advance in level, so that when you do progress the storyline, you'll be ready. Our travels took us to such exotic locations as Cairo and Cape Town, but these cities obviously didn't mirror the actual cities. They did, however, have their own unique flavor and aesthetic that was very well represented on the DS.

Looks like RPG fans are going to have another game to jump into before the holidays get started. From what we've played of Nostalgia, it's what you would expect from a traditional RPG, but it has an interesting blend of real-world locations, steampunk themes, and fantasy. Nostalgia for the Nintendo DS is set to be released on October 27, so be sure to check back for our full review then.

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"DS | Nostalgia Updated Hands-On" was posted by Sophia Tong on Fri, 16 Oct 2009 09:01:07 -0700

Sunday, November 22, 2009

PC | Mass Effect 2 Updated Hands-On

We got another chance to play this engrossing sci-fi game and checked out some new weapons and enemies in the process.

At EA's Winter Showcase in London, BioWare CEO Ray Muzyka gave us another look at the team's upcoming sci-fi role-playing game. First off, we were treated to a brand new trailer that shows off some of the new enemies, including the insectlike Collectors. We then got the chance to play an updated demo of the game that featured an old friend, new weapons, and some satisfying and intense combat. We also got a chance to talk to the game's producer to try to glean some more information.

[ Watch Video ]

BioWare reveals more about the enemies of Mass Effect 2.

Our demo started off in an outside area on Omega, which is a mining colony that makes its debut in Mass Effect 2. Omega contrasts the clean look of Citadel, and the sky is filled with pollution, which gives the atmosphere a dark, reddish haze. The installation looks similar to Blade Runner and features fires burning from what looked like refineries, as well as brightly coloured neon billboards. Fans of the series will be pleased to know that Mass Effect 2 is looking great, and we're told the development team's aim is to have the game running at a constant 35 frames per second. In addition to the stunning new Omega colony, Shepard is looking impressive. We're not sure what's with the electronic pattern on the side of his face, but we know BioWare will reveal all when the time is right.

Shepard wasn't the only character we saw in the demo; there were plenty of unsavoury-looking aliens walking around that really added to the general sense of unease on Omega. We're told that you won't be able to interact directly with all of them, but simply seeing them go about their shady business is enough to add some tension to the air.

After a brief look around outside, we entered a nearby nightclub called Afterlife. This venue was also full of suspicious citizens wheeling and dealing within the club's cavernous passageways. Afterlife features a futuristic visual design accented by soft lighting that gives it an interesting vibe. Fires burn in long columns and pole-dancing girls gyrate to an electronic beat. After looking around for a bit, we made our way to the bar and asked the bartender for a drink. Unfortunately, instead of rustling up a soothing beverage, he gave us a nasty cocktail that made Commander Shepard collapse and pass out.

The demo then jumped to a later section of this area where we got a chance to met up with Garrus Vakarian, the Turian Citadel guard from the original Mass Effect. Shepard also had two companions in tow: Grunt the Krogan and fellow human Jacob Taylor. Apparently, Garrus thought Shepard was dead, following the events in Mass Effect. After a brief chat, he told us that he needed our help to get through eclipse troopers, which are a new enemy in Mass Effect 2. This gave us a chance to try out Mass Effect 2's new control scheme, which BioWare has changed in an effort to improve the combat. During the cutscene, Shepard was given a sniper rifle by Garrus and used it to zoom in to get a better look at the troopers. This triggered a quick-time event, and we were prompted to tap the left trigger. Doing so resulted in an instant headshot, which abruptly brought us back into the level and brought attention to our party.

Mass Effect 2's new cover system works well and is similar to Gears of War and Ghost Recon. We made use of the added protection to pop out and take a few quick shots at the troopers, which also highlighted the game's new damage system. You can target arms, legs, and heads with more accuracy than before, and firing a bullet straight into an enemy's skull results in a satisfying instant kill. From our experience, we're pleased to report that the rifle looks like a great way to dish out some powerful damage from afar. We also tried out the shotgun, which, as expected, was extremely effective at short range. The area that we advanced through had a mixture of confined and open areas, which meant switching among the sniper rifle, shotgun, and assault rifle was the best solution. Thankfully, the weapon selection reticle meant we could do this quickly with a minimum of fuss. After clearing the room of troopers, we came face to face with our first boss: the YMIR mech. This powerful foe gave us a chance to try out the new grenade launcher, and after a few direct hits, the mech was reduced to a few fried circuit boards.

The short demo we experienced left us satisfied yet wanting more at the same time. The game looks like it's shaping up nicely, with improved visuals, tighter controls, and interesting new weapons, enemies, and locations. Mass Effect 2 is shipping out in late January on the Xbox 360 and PC, but until then, be sure to check out all of our previous coverage.

Read and Post Comments | Get the full article at GameSpot


"PC | Mass Effect 2 Updated Hands-On" was posted by Luke Anderson on Tue, 10 Nov 2009 08:14:20 -0800

Saturday, November 21, 2009

PlayStation 3 | Blue Toad Murder Files: The Mysteries of Little Riddle Preview

We got some hands-on time with Relentless' latest family-friendly murder mystery game.

Before the days of the Internet and video games, board games were considered an entertainment staple for the family. They provided not only innocent fun, but also a way for the members of a household to get together and engage in some old-fashioned family bonding. It's in this spirit that developer Relentless Software has created Blue Toad Murder Files: The Mysteries of Little Riddle; a downloadable six-part episodic murder mystery game for the PlayStation 3. We were invited down to Relentless' studios in Brighton for a hands-on where we discovered that Blue Toad Murder Files may have just what it takes to get the whole family playing.

The premise of the game is simple: You play as one of four detectives who finds him or herself caught in the middle of a murder in the village of Little Riddle. By observing the village's inhabitants and solving puzzles, you gain clues to identify the murderer. It plays like an interactive TV show; in each area, you watch a scene with a villager and then solve a self-contained puzzle. The only interaction you have with your character's movement is selecting which area to visit next.

We played the first episode of the series, which introduces you to the inhabitants of Little Riddle. The story is told very much like an adventure book, referring to you in the first person. The Brian-Blessed-style narrator announces your arrival and introduces you to the inhabitants of the village. Key characters in the game get a special introduction, complete with dramatic music to indicate they will be suspects later in the story. Conversations are linear, and there aren't options about what questions to ask; you simply read what the characters are telling you to take in as clues.

As the story progresses and you encounter more villagers, you're given the option to visit different places via an overhead map. One villager may mention a grudge the pub landlady holds, which opens up the pub as a place to gather clues. Most of the time, you'll have to solve a puzzle to get information out of a villager. These range from solving simple riddles to more complex math problems. One puzzle required us to fix the pub's plumbing system, which involved identifying the correct pieces of pipe to reconnect the beer to the taps. Each puzzle rewards you with gold, silver, or bronze medals depending on how long it takes to solve the puzzle and how many attempts you took. You get an unlimited number of attempts to solve a puzzle, so if it proves too difficult, you can skip the puzzle entirely and continue the story.

The game can be played by up to four people cooperatively, with each player taking turns to solve a puzzle and continue the investigation. Because everyone is working toward the same goal, we found our co-detectives would shout out hints and solutions to puzzles when we were stuck. However, if your friends are less then helpful, the game totals up each player's puzzle scores over the course of the game, so it can be played competitively. After you've quizzed all the villagers and the clues have been gathered, the game asks you to indentify the murderer. Your vote is masked from the other players before the game announces which one is the killer. Points for guessing correctly are added to your puzzle score, giving you a grand total at the end of the game.

Gathering clues and puzzle-solving is made all the more enjoyable by the unique art style of the game. It's like a cross between a Pixar movie and a Playmobile set, with detailed character faces mixed in with simple toylike backgrounds. Of particular note is the voice acting, which is brilliantly done--and by just one person. The narration is always engaging because each of the villagers has a distinctive accent, ranging from the cockney station master to a Fawlty Towers-style hotel manager. The game never takes itself too seriously, and there are plenty of tongue-in-cheek moments in the dialogue.

The accessibility of the game, coupled with the unique art style and humour, should be a great incentive for families to gather around the PlayStation 3 to play detective. The first two episodes of Blue Toad Murder Files will be available on the PlayStation Network just in time for Christmas on December 17, with the price of …6.49 an episode or …9.99 for both.

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"PlayStation 3 | Blue Toad Murder Files: The Mysteries of Little Riddle Preview" was posted by Mark Walton on Tue, 27 Oct 2009 03:05:33 -0700

Friday, November 20, 2009

PlayStation 3 | ModNation Racers Hands-On

We visit United Front Games to take a closer look at the fully customizable kart racer that is heading to the PlayStation 3.

Next up in the Play, Create, Share genre that Sony initiated with Little Big Planet is ModNation Racers, a classic kart racing game that lets you customize your own character and racing kart and build a professional-looking track from scratch in just minutes. We made a trip to Vancouver to meet up with United Front Games, the developer behind ModNation Racers, and had the opportunity to create our own character, test our skills on the track, and use our imagination to create the craziest course possible. What surprised us is just how easy it was to make a fun little course, and given the powerful and easy-to-use editor tools, there should be some exciting tracks once this goes out to the entire public.

Before diving into the game, we watched the intro to ModNation Racers to get a quick glimpse of the story. We were introduced to Biff and Gary, two commentators who were discussing the new season of the ModNation Racers Championship (MRC), a premier international kart competition. They went on to talk about how the MRC got started and how it's all up in the air in terms of where the next champion will come from. We'll assume for now that it would be us. We were then taken to the modspot, an area that functions as an interactive menu in which you can jump into your racing career or race against friends online or offline. Other options in the modspot include the creation station--where you'll customize your kart and racer--and next to it was a podium with some of the best karts and characters. The latest news, coming attractions, hottest tracks of the day, and a list of players are all displayed and accessible by driving up to the signs. When you're online, you'll be able to meet with other racers and talk to them via voice message or text. If you don't want to drive around the modspot to get to where you want to go, pressing start will bring up a quick menu so you can just select which mode you want to play.

Our first stop was the creation station, where we got to customize our own racer. The wacky and customizable characters in the game are known as mods and were inspired by urban vinyl culture. It's like being able to design your own plastic toy, because you're given a blank mold to start with and you can immediately start to dress him or her up and slap decals and other fun stuff on. There's a randomize option if you want to skip the process, but it's fun to mess around because there are so many options when it comes to customizing your mod. You can easily spend a good chunk of time trying to create something classy, funny, hideous, or plain. The circular menus are self-explanatory and easy to navigate, and a help button is there if you need additional info. You can shuffle through a variety of eyes, ears, hair, skin, clothing, stickers, and odds and ends to add to your mod as well as change the texture of your character. To give you an idea of how many options there are, we saw 260 types of eyes, 315 mouths, 20 noses, 29 hairstyles, and 51 skins, and there's more. For more-advanced adjustments, you can rotate, shift, and change the color of accessories. A color wheel is there for you to pick the ride shade, and there's a match-color button if you want to be color coordinated in the least amount of time. The only thing you can't do is create your own designs from scratch, but you can layer decals to create your own unique designs.

After decorating our vampire bunny mod, we were eager to jump into a few races to check out some previously seen tracks as well as a couple of new ones. Unlike in some other kart racers, your performance is entirely based on your own skill and how you drive, because the customization of your mod and kart are superficial. By drafting, drifting, and spinning in the air during jumps, you'll raise your boost meter, which will help keep you ahead of the pack. The L1 button activates your boost, and it's important to make sure your meter isn't empty, because you need it if you want to swipe your opponents with the right analog stick. Gas is mapped to the R2 button, and the X button is used for hopping and drifting. For a quick start at the beginning, you need to hit the L1 button when the last light goes off, but the trick is that the three-two-one countdown is always timed differently. Even if you don't get a good start, the items you'll pick up on the track are dependent on what place you're in to help bring you up to the front if you're lagging behind. We saw missiles, spiked mines, portals that let you warp through some of the track, and powerful boosts that can easily move you up a few ranks. The square button unleashes the item that you've picked up, but you can hold it if you want to leave it behind you. By saving your item and picking up another, you can upgrade the weapon that you've picked up for an even more powerful attack later. As long as you have some boost left in your meter, you can shield yourself from attacks by using the circle button to bring up a bubble shield.

Things to watch out for on the track include a variety of farm animals, poles that pop out of the ground, moving platforms, rolling barrels, and machines that shoot out flames. The game is fast-paced so that sometimes you won't really see what just flew by, but you'll get to know the hazards well once you start playing around with the track editor. It looks like there will be several themes to choose from, but we were given access only to the alpine theme. Before paving our track, we decided to edit our environment first, and by using a variety of landscape brushes, we were able to manipulate the terrain with a simple push of a button. Watching the beautiful mountains rise instantly is impressive, and by pressing L1, we were able to switch the functionality of the brush to create lakes with very little effort. Once we were happy with our landscape, we switched to the track editor, which allowed us to drive around and find the perfect starting point. The drive-to-create track studio makes it incredibly easy to create the track you want to drive on. After putting down the starting line, a giant steamroller was ours to control as we weaved around the green pasture, leaving a trail of asphalt behind us. We could change the elevation at any time or drive through mountains. The best part is that other than driving into the track itself, you can go virtually anywhere, and the landscape will mold itself around you. If you want to go through a mountain, the rock will give way so that you can go through. You can choose to drive along the terrain so that you don't go through anything or stay in free drive. Either way it's incredibly easy and you're done as soon as you loop back to the starting line, or you can hit the triangle button to auto-complete.

A new feature that has been added is the auto-population command, which will bring your track to life by randomly filling up your track with props, boosts, and other items. This way, you don't have to manually place individual trees or houses to make your track look nice. It's going to look fantastic from the get-go, and once you do a test run on it, you'll know whether or not you want to add more boost pads or a jump somewhere, take out a fence or two, or throw in some cattle. There's an option to add more props along the track, making it easy to plop down items, and you'll conveniently be placed next to the last thing you put down when you enter a test run.

This entire track-making process can take as little as five minutes, but if you want to make something really incredible, it'll take a bit more time, though it's intuitive and easy to use. There are more-advanced options where you can manage the finer details, like adjusting the width of the track or the spline. The developers showed us a spectacular-looking track that took them weeks to create. It had moving platforms, banked turns, insane jumps, a spiral track, and a ton of triggers on the road to activate hazards. With the track studio, it's easy enough for anyone to come up with a functional track in minutes.

The most exciting part is seeing what the community can come up with, because once you've mastered the tracks that are included in a kart racer, there isn't much left to do unless you take the competition online. We really enjoyed our time with ModNation Racers, especially when playing around with the track editor. It's one of the easiest creation tools that we've come across, there are no long-winded tutorials to bog you down, and it hardly ever tells you that you can't put an object in a certain place. If you decide to put a ramp that is too big to fit on a particular section of the road, the terrain will adjust itself so that you can put that ramp down. As we mentioned earlier, as long as you don't steamroll your track into itself, you can go anywhere within the confines of the zone and place anything wherever you want and the editor will handle the rest. We look forward to spending more time with the game as it gets closer to its spring 2010 release date.

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"PlayStation 3 | ModNation Racers Hands-On" was posted by Sophia Tong on Fri, 20 Nov 2009 09:16:52 -0800