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Sunday, January 31, 2010

PC | The Secret World Updated QA - Exclusive First Footage and The Town of Kingsmouth

Game director Ragnar Tørnquist reveals the first in-game footage of The Secret World and discusses the first location to be revealed--the sleepy New England town of Kingsmouth.

Norwegian studio Funcom is working on its next massively multiplayer game, The Secret World, which will let you explore an alternate version of the modern world where old wives' tales and occult superstition have become reality, and dark forces are attacking the world. Your role in the game will be to join one of three secret societies and do battle with the encroaching evil all over the world--even in New England. The first location to be revealed in the game is Kingsmouth, and GameSpot is pleased to reveal new details on the location along with the very first in-game footage of The Secret World. Game director Ragnar Tørnquist gives us a guided tour.

[ Watch Video ]

Watch the first footage of The Secret World revealed with the town of Kingsmouth.

GameSpot: It's great to see the first actual gameplay footage of The Secret World. Set up the video for us--what are we going to see in the video? What's the location?

Ragnar Tørnquist: I think the video--or 'found footage'--speaks for itself, but Kingsmouth is a sleepy small town in Maine, on the Atlantic coast of the United States. It's the kind of place where the population doubles during the summer, and off-season it's very quiet and slow. I think the town's official website gives you a good idea of what sort of town it isøbefore the incident. Something bad is about to happen. Something very, very bad. The video hints at this happening, but the full revelation won't come until we launch the game. There's a major incident, and there are few survivors--and players will be dropped right into the middle of all this. One important theme in The Secret World is that of heroism, and we're going to put players in a situation where being a hero is very difficult: where it's about containing and gathering information, and preventing the darkness from spreading, rather than saving a few lives.

GS: What is the significance of Kingsmouth? How will this seemingly quiet little town exemplify what The Secret World is about?

RT: It's the perfect example of what's happening all over the game world: Dark days are coming. And no one in the know wants widespread panic, so part of what the players have to do is contain this darkness--prevent the truth from being broadcast beyond the borders of the secret world. Part of this is, of course, kicking zombie butt. But part of it is also following your secret society's storyline, exploring the island, digging into the lore, speaking with characters--finding out what's happened, how to stop it, and how that ties into similar events across the world. It's the starting point, but New England isn't the occult ground zero. It's just the beginning of a long descent into total darkness.

GS: We understand that the town will have its own population and even its own local government, presided over by certain key characters in the game. Who are the most important characters we'll meet in Kingsmouth? Why are they important?

RT: Some of those characters have already been revealed--in subtle ways--but the question is: who will survive? And how? And why? For what purpose? This is something we're going to reveal more of as we move forward; we want players to get to know these characters before they start playing the game, so that they'll already have a relationship with them. That way, it'll hurt even more when weø Ahem.

Of course, there won't be just locals on Solomon Island. In fact, players will encounter several characters that have arrived on the island for various--and nefarious--reasons, including a seemingly innocuous group of hippies, some guys in black vans, and even the U.S. military. All of these characters will be fully voiced, of course.

And there might even be some non-human mission givers. I'm just sayin'.

GS: America's New England region is a rich source of old wives' tales and occultism. The area was home to the Salem witch trials. It's the birthplace and home of horror author H.P. Lovecraft. How will such influences tie into the gameplay of this area? Can you give us some specific examples?

RT: Obviously, Kingsmouth--and Solomon Island--draws inspiration from a lot of different sources, including Lovecraft, Stephen King and Edgar Allen Poe. Not just in terms of references--you'll find plenty of those in the unlikeliest of places--but also thematically. And this applies to our entire story, not just the bits that take place in New England. That's really where it began, before we settled on any specific locations, with those sources and influences, and it was only natural that we paid proper tribute to our inspiration by creating an adventure region that wears its influences on its sleeves. These themes and backstories permeate the game, but New England is where we bring it home.

Specific examples are hard to list without spoiling things, but players will face horrors that have risen from the depths of the sea. They will unravel an ancient curse that's haunted this island for a very long time. And they will encounter characters that harbor the darkest of secretsø The story of Kingsmouth will be revealed through both the story missions and tons of side missions that expand on the lore--and everything, every single mission, every character, is tied to this storyline. Nothing's left to chance. Everything is significant.

I think the players who spend the time to dig deep--too deep, perhaps--into the lore will really see how far these influences go, and how we've also made them our own. We're much more than wink-wink, nudge-nudge references to Arkham and Dunwich: for us, it's about the look and feel, the themes, the background, the depth and scope of the game universe.

GS: Given that no players will start their lives in New England (we understand that the three main character hubs will be Seoul, South Korea; London, England; and New York City), how will players be introduced to locales such as Kingsmouth? Will they be given missions to travel to different cities to solve a mystery or two there, for instance?

RT: Players will have the freedom to explore our game world--but yes, they'll also have missions that lead them from the first baby steps in their hub city, through to the 'end'--which, of course, will be just the beginning. And that includes sending them on assignments to various locations. It's all tied to the three secret societies: players will have to learn the ropes, prove their worth, and follow instructions. If they don'tøwell, they can choose to do that, too, but it might be a little harder to get ahead. It's all about freedom, though. If you want the story, it's there, fully voiced and crammed with cinematics. If you don't? Just go out, have fun, and kick demon butt.

GS: About how big will Kingsmouth be in virtual meters or miles? How big will the average town or quest hub area be in The Secret World?

RT: Big. I mean, Kingsmouth may not be a huge town, but it's a sizeable community, and that's just the beginning. Players will be able to explore all of Solomon Island--every single centimeter of it--and the town of Kingsmouth constitutes, at most, one tenth of the playable area in New England. For explorers like myself, this is the perfect playground, and there's such a diversity of locations and points of interest across the island, it's going to keep players occupied for a long timeøand that's just one of the many locations in the game.

GS: We know that players can join one of three different secret societies with very different philosophies about how to carry themselves and how to win the war against the dark forces laying siege to the world. How will characters from these different factions have differing experiences in a place like Kingsmouth? Will the Illuminati have some kind of homefield advantage, being from nearby New York? How will the townsfolk of Kingsmouth (and other locales in the game) treat characters from each group differently?

RT: Most civilians will know little to nothing about the secret societies and the secret world; just like most of us, we're oblivious to the truth. Of course, now that things have happened--dark things, scary things, wet and slithering things--the surviving civilians are wising up to the fact that, yes Virginia, monsters are real and they are here to eat us. While the secret societies will be evenly balanced, Kingsmouth--Solomon Island--is indeed closely tied to one of them, and that's going to be meaningful. The other secret societies won't be left out: they have historical links to other locations in the game. And since Kingsmouth is early on in the progression, it's not going to favor one secret society in front of another.

GS: What sort of adventures will be found in Kingsmouth? Will it be more of a battleground area for fighting monsters, more of an adventuring area for solving puzzles and collecting clues, or an even split between the two? Are the game's various hub areas being designed around having a different mix of action and adventure/investigative gameplay?

RT: Yes, yes and yes.

Or more accurately: it's going to be what you make of it.

Of course, there's going to plenty of action, plenty of monsters to slay--starting with zombies and ending up with, well, very scary things--but yeah, some missions are much more about exploration, adventuring, puzzle solving. There's one in particular that I really like called The Kingsmouth Code, which requires players to really pay attention to subtle signs to uncover a subterranean secret--and while monsters do pop up, that's not the meat of the mission. It's about investigating the town to unravel its mysteries. And it feels really fresh and fun and unique.

Every location in the game will have a balance of gameplay, to ensure that we cater to the different playing styles, while keeping focus on what players are tasked to do: to fight the rising darkness in the name of their faction.

GS: Finally, is there anything else you'd like to add about this new area, or about the game in general?

RT: I think I've said enough. If I reveal any more secrets, my life might be in mortal danger. They are watching.

GS: Aha. Welløall right, then.

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"PC | The Secret World Updated Q&A - Exclusive First Footage and The Town of Kingsmouth" was posted by Staff on Sat, 30 Jan 2010 17:09:15 -0800

Saturday, January 30, 2010

Xbox 360 | Supreme Commander 2 Updated Hands-On - Single-Player, Early Strategies, Unit Mix

We try out some single-player gameplay and cover the campaign and some of the powerful units in this epic strategy sequel.

Supreme Commander 2 will be bigger, faster, and filled with even more giant death robots than the previous game. The sequel will, like the original Supreme Commander (and its inspiration, Total Annihilation) still focus on higher-level strategy and smart planning along specific research lines to improve and expand your armies, but it will also have a streamlined resource model to get you into the action faster, as well as intricate branching research trees that will let you build up an army of many different kinds of killer robot to wipe your opponents off the face of the planet by land, sea, or air. We have new details to discuss about the game's single-player campaign, early game strategies, and powerful military units to share. Please be advised that this article may contain spoilers.

[ Watch Video ]

Learn about the story details in Supreme Commander 2's campaign in this exclusive interview.

As we've mentioned previously, Supreme Commander 2's campaign will, like the original game, consist of 18 "operations," (essentially, missions, though each will take place on an enormous map that will expand in size as the action continues), divided into six operations per faction. The first six operations will tell the tale of Commander Dominic "Migraine" Maddox, an officer in the UEF faction--the faction that has assumed control of the intergalactic Coalition between it and the game's two other factions. Maddox is an accomplished military man whose father fought through the Infinite War of the previous game, but was able to put aside his differences when he met his bride to be, a young woman belonging to the Illuminate faction. Just before Supreme Commander 2 begins, Maddox becomes a father, and his wife Annika cares for their son on a faction-neutral planet while struggling to keep her identity and religion a secret. By the time the game begins, Maddox himself has become a world-weary veteran looking for a way to retire from the military to live out a peaceful life with his new family.

The subsequent campaign operations are devoted to the Illuminate and Cybran protagonists of Supreme Commander 2. In the Illuminate campaign, you'll play as Commander Thalia Kael, a member of a powerful Illuminate splinter faction known as the Royal Guardians, who actually attended military training at the same academy as Maddox. Her motivation is to restore the original Aeon faction (which had been led by the lost princess Rhianne Burke) to power following the bloody war with the Seraphim alien race. Thalia's mission is to secretly aid the Royal Guardians in seizing power back from the Illuminate with the guidance of her older brother Jaran--a former military officer retired due to chronic illness who now relays orders and strategic advice to his sister remotely.

The final set of operations tells the story of Commander Ivan Brackman, the "son" of Dr. Gustav Brackman--the latter of which is the leader of the Cybran faction and no more than a superintelligent, preserved brain in a jar. Ivan is the first of a new breed of Cybran--perfect hybrids of human tissue and cybernetic technology, and by virtue of his more-human physiology, he's been known to exhibit more independent thought than the average Cybran. Having expressed interest in military operations at an early age, he was sent to the same academy that Maddox and Thalia attended, but took a different path after graduation, being recruited by Dr. Brackman himself to join his father's personal defense force.

While the story of the game's campaign is much more-intimate and tied to human relationships than that of the original game, the sequel's basic gameplay will test your ability to be a calculating field general with the vision to commit to a long-term strategic plan and the guts to press that big red button to initiate nuclear war if need be. We had a chance to try out some skirmish maps against computer-controlled opponents with the game's three factions and found a much faster startup into a much more-heated series of battles than in the original game.

In Supreme Commander 2's skirmish and multiplayer maps, you'll find yourself starting off with a single ACU unit and two engineers, usually not that far off from some mass nodes. Your best bet is to build up some mass extractors as soon as possible, but beyond that, you're ready to make your first big strategic decision--which type of military installation to build. You can choose to build a land, air, or naval installation (though the Illuminate don't have a full naval track, since their units hover over the ground and can cross water) to produce only a few basic units that function on that particular terrain type.

On the PC, this takes place by way of a conventional mouse-and-keyboard interface that has been heavily streamlined to not dominate onscreen real estate. On the Xbox 360, the control scheme has been modified to work with the sticks and buttons, replacing the standard mouse cursor with a "stretch cursor" that will let you select any nearby unit with a quick button press, rather than having to hunt for that unit and precisely click on it. (The console version of the game also lets you paintbrush any units in the vicinity to group-select them.) Though the console version has simple, one-button shortcuts for move and attack orders, Supreme Commander 2 uses a radial menu system to issue more-complex orders, such as building structures in specific areas, or queuing up specific units to build at an installation. While it took us a bit of time to get used to the interface, we quickly figured out the radial menu system and button shortcuts and were able to pretty much the same things we had done on the PC version.

On either platform, once you've built your first mass collectors and energy generators to get a basic economy going, and your first military installation to get your army going, you're ready to start climbing the technology tree--and your quest to eventually unlock and bring out the big guns. But rather than upgrading an expensive town hall structure to unlock an additional "tier" of units, you can unlock advanced armies by way of research.

Research has five different tracks in Supreme Commander 2: land, air, naval (except for the Illuminate), ACU, and structure. Research accumulates automatically over time in a ticking meter that gets higher and higher during a match (you can also build research structures that speeds up how quickly you gain research points), and with enough points, you can start spending it on any upgrade within the five tracks you can afford. Researchable items generally fall into three categories: unlocks (new units), upgrades (brand-new abilities added to existing units), and boosts (miscellaneous bonuses such as additional toughness or sight range). Exactly which of these alternatives will make the most sense to you will depend on the overall strategic decisions you make going into the game, as well as any intelligence you can glean about your opponents' development thought reconnaissance, another crucial component of the game.

The three primary military tracks (land, air, and naval) all seem to provide well-rounded, self-contained upgrades and unit unlocks--the Illuminate air track, for instance, unlocks gunships, transports, and fighter-bombers, as well as personal shield upgrades to ensure your air force can take it while dishing it out, while the UEF land track includes rugged but sporty armor like the rock head tank and demolisher artillery, as well as cumulative training upgrades that will make all land units in this military-minded faction tougher and tougher on the battlefield.

Though we spent only a limited time sitting down to play the game, we found ourselves quickly able to tech up to midlevel units in a matter of minutes to start raiding runs on our skirmish opponents' resource expansions--but caught ourselves looking back and forth between our research counter and the next experimental unit upgrade on more than one occasion. Experimental units are embedded in each research tree and can be built after you've researched at least one, then constructed an experimental unit facility. These powerful additions to your army include minor experimental units (which are generally very powerful in and of themselves and a true threat when massed), such as gigantic unit transports for all three factions.

However, the glistening rewards waiting at the top of each research track are the major experimental, which includes such monstrosities as the Cybranasaurus Rex, the ultimate in Cybran land melee; the King Kriptor mech, a giant UEF robot made entirely out of enormous cannons; and the Illuminate Darkenoid, a humongous flying saucer that not only rains blazing death down on any land targets below it, but whose enormous mass also crushes any unfortunate troops beneath it when it's shot down and comes crashing down to terra firma. Each of these major experimental units seems extremely satisfying to use and once you see your enemy bring them into play, you know the battle has truly been joined. Even more interestingly, Supreme Commander 2 will give you the option to launch a partially constructed experimental unit in a "half-baked" state by pushing it out of the gate before it's 100% completed. A half-baked experimental unit will obviously be faster to mobilize, but has a chance of mechanical failure based on how far along its construction was; a 70% complete unit has a 30% chance of failure, for instance. This new feature will let you roll the dice to make a desperate last stand against an enemy who's attacked you before you were fully prepared; though in larger battles, we can see half-baked experimentals taking on an offense role as players who have more mass than time rush out a couple of experimentals to make an aggressive late-game push.

Even though each of the three primary military tracks offers extensive (and largely self-contained) upgrades, in matches against tougher opponents (such as the hard-difficulty artificial intelligence, which is an immaculately resource-efficient terror as of this writing), you may need to tech all the way up to the top of one research tree to deal your enemy a mortal blow. And in some cases, you may need to tech beyond that. That's where the remaining ACU and structure research trees also offer valuable support abilities. With research, the ACU unit becomes a much more valuable and flexible unit on the battlefield, which can not only flee from battle by ejecting an escape pod, enter "overcharge" mode to rain down heavy offensive fire, or "hunker" down into a defensive posture that greatly increases its armor--but it can also gain additional armor and damage upgrades that let it go toe-to-toe with major experimentals and actually win. In the meantime, structural research offers enhancements that speed your production and cut down on your mass and energy spending, which make your overall operation more efficient and better able to churn out a continuous stream of units. Structure upgrades aren't as exciting as teching up to an enormous killer robot, but their value will become a lot more apparent to your opponent when you use a streamlined, upgraded production economy to keep pumping out enormous killer robots.

Judging from our time with the game, the sequel seems like it'll offer a strategy experience that's both fast-paced and varied. While having fast fingers may help you squeeze out some better resources, it really seems like you're more likely to win the day with well-scouted recon to gauge your opponents' strategies and progress--balanced out against careful choices on your own research and army development. This is going to be a game where smart decision-making will lead to crushing your enemies on the battlefield with nuclear warheads and giant death machines. Supreme Commander will be released this March for the PC and Xbox 360--stay tuned to GameSpot for more updates.

Read and Post Comments | Get the full article at GameSpot


"Xbox 360 | Supreme Commander 2 Updated Hands-On - Single-Player, Early Strategies, Unit Mix" was posted by Andrew Park on Fri, 29 Jan 2010 19:54:07 -0800

Friday, January 29, 2010

PC | SBK X Hands-On

The latest entry in the SBK series pushes a new engine, new visual effects, and new game modes. We met with the game's producer to find out more.

Italian developer Milestone has been working on racing games since 1996, and judging by its latest two-wheeled racer, SBK X, it's clear that that every one of those 14 years of experience has been poured into it. The studio has built the game around an entirely new in-house game engine, which it calls X Engine. This engine provides brand new lighting, effects, and damage modeling. The game has also been given a brand new Arcade mode, hefty expansions to the Career mode, and online play that doubles the player count from last year's game. We got to see all of these features in action recently when the developer invited us to see the game.

[ Watch Video ]

Producer Irvin Zonca talks us through the new features in SBK X.

Producer Irvin Zonca first took us through a demonstration of the X Engine, showing us examples of its capabilities. On the cosmetic side, the stands are now filled with real 3D crowds, and there are better environment details on items, such as trees. There's also much more marshal activity, as they wave flags after a crash and at the end of the race. Zonca is most proud of the positive gameplay effects the new engine has had, though, such as the tire marks that wear on the track after a few laps, which not only indicate when to brake, but the residue also provides you with more grip on the road.

The defining characteristic of the SBK series is that it caters to both the arcade and simulation audience through a series of options you can tweak. These include crash damage, driving assists, and opponent AI. SBK X is no different, but it now also offers a brand new distinct Arcade mode. "We thought about Sega games like Outrun and more recent titles, such as Need for Speed," says Zonca about designing this mode. While this doesn't mean you'll have a beautiful woman alongside you or cops chasing you, what the Arcade mode does feature is accessible handling, fast pacing, and an emphasis on fun, which is certainly unique in the world of motorcycle racing games. Thanks to this, Zonca hopes that pretty much anyone can pick up the game--even people who've never played a two-wheeled racer before.

Thankfully, SBK X still offers the in-depth, long-term challenge that simulation fans will want. The expanded Career mode allows you to create own rider, customise the rider's face, height, date of birth, and riding position. Then, the latter can be tweaked as you progress. You go on to compete against more than 80 opponents on 14 tracks, starting by using 600cc displacement bikes and working your way up to the 1000cc category. Eventually, you'll get to race superbikes, but to get there, you have to play as part of a team, which includes allowing teammates to win if it's strategically necessary. And if you decide to turn on the simulation settings, you'll also have to take part in qualifying and testing. Then, there's the brand new office--a full 3D environment complete with "a beautiful assistant," according to Zonca, where you'll take on business considerations and design custom outfits.

Online is also an important consideration for SBK X, and the team at Milestone was aware that its online mode last year wasn't up to scratch. "The old mode was based on a host-server connection," explains Zonca. "This year, we've used a peer-to-peer system that's allowed us to double the player count to 16 and also eradicate lag." The new online features sound impressive, although this is one area where we'll have to wait for the full game to find out how it copes.

Thankfully, we did get a chance to try out the single-player game in both Arcade and Simulation modes. The Arcade mode was as easy to jump into as Zonca promised, with forgiving handling, intermediate opponent AI, and a racing line to tell you when to accelerate or brake. In fact, it was pretty much impossible to crash the bike no matter how much we tried. That's not to say there's no challenge--you still have to position your rider down on the bike to make him go faster on the straights, and cornering on two wheels is still tricky, but it seems like a great way to get people into the game.

The Simulation mode is a considerable step up, though, and straight after the Arcade experience, we had to completely change our approach. Sharp corners need to be taken extremely slowly, small nudges against other bikes will send you both crashing out, and overall maneuverability is greatly reduced. Milestone has worked with Ducati to engineer all of the telemetry data, and while we've never taken one of these bikes at 100mph before, the game certainly feels authentic. And if you're an SBK simulation veteran, you'll be pleased to know that Zonca's team has implemented a new physics system to eradicate last year's problems with braking around corners.

"We know we have a big competitor," says Zonca, addressing Capcom's Moto GP 09/10, which launches in March 2010. We'll see how SBK X fares when it hits the Xbox 360, PlayStation 3, and PC in May. And if you're itching to find out more about the game, check out our video interview above.

Read and Post Comments | Get the full article at GameSpot


"PC | SBK X Hands-On" was posted by Guy Cocker on Fri, 29 Jan 2010 09:42:45 -0800

Thursday, January 28, 2010

PlayStation 3 | Red Dead Redemption Hands-On

We downed a tequila in preparation for our first hands-on with Red Dead Redemption.

With the recent furore over alleged working conditions at Rockstar San Diego, questions could obviously be asked about Red Dead Redemption's development. Thankfully, our recent visit to Rockstar's London office revealed that the game was looking not only very polished at this stage, but every bit as promising as we'd seen before. We watched as Rockstar walked us through a mission in Mexico, and then we were let loose on a couple of missions in North America.

Red Dead Redemption takes place in the early 1900s, and you take control of John Marston, a reformed criminal now living happily on a farm with his family. Marston is faced with an ultimatum when the Bureau, a forerunner to what will become the FBI, forces him to track down his former gang members. They take his family as insurance, and while reluctant, Marston takes the journey across New Austin and West Elizabeth in North America and across Nuevo Paraiso in Mexico to hunt down his former partners in crime.

[ Watch Video ]

Check out the latest trailer for Red Dead Redemption.

Rockstar introduced us to the game via a short demo, which took place on the Mexican side of the border. It was quite far into the main game according to our representatives, and Marston was helping the Mexican army take back a fort from some insurgents. The rebels had the advantage as they were on higher ground, but our Rockstar rep was able to take most of them out with the rifle. The combat is cover-based and not entirely dissimilar to Grand Theft Auto IV's--no surprise, given that the two games are powered using the same engine.

Red Dead does have plenty of its own refinements, though. For instance, the health system is regenerative, so all you need to do is take cover when you're beginning to approach death. The weapons are also authentic to the period, with Marston able to carry up to six different sidearms from a selection of shotguns, sawn-offs, sniper rifles, and pistols. The signature move is dead eye, where you can slow down time and take precise shots at multiple assailants. You can unleash dead eye at any time, but you need to kill enemies in order to fill up your bar.

As our Rockstar man fought his way up the hill towards the fort, he encountered a number of opportunities to show us the close-up kills. Using a pistol, you can make Marston shoot someone point-blank in the chest; and with a rifle, he'll point it upwards at the enemy's head and blow his brains out. It was a fairly tough battle overall, and it looked as though the Rockstar representative was close to death a couple of times, but he made it up the hill intact to recapture the fort. A cutscene ended the section with Marston meeting an obnoxious mid-ranking general called DeSanta. The general had his men murder the remaining rebels before boasting to Marston of his success.

Thankfully, when we got to play, we were introduced to a much gentler section from earlier in the game. We got a chance to familiarise ourselves with the controls, which on-foot are very similar to those in GTAIV. However, there's a huge emphasis on using horses in this game, and you need to learn how to ride a stallion, tie him up when you stop off at places, and whistle for him when he gets lost. Once we were acquainted with our steed, we picked up a mission to kill Bill Williamson and the Walton gang, enlisting the help of Sheriff Johnson to do so. We escorted the lawman on horseback, and the game features a one-button follow technique to allow you to maintain pace with another rider.

The gang battle was a much simpler affair than the Mexican encounter and clearly acted as a tutorial for the combat in the game. It was fairly simple to take out the majority of enemies using shoot and cover, but when it came to Williamson, we were instructed to injure him or kill him outright. Killing him will win you the mission and earn you a reward, but injuring him and tying him to the back of your horse will earn you more cash. There are many ways that you can approach each mission, and all your activity feeds into the fame and honour system. Your actions will make you more famous in the gameworld, but your moral approach to each situation will affect non-player character responses. If you're evil, then you'll probably earn more money, but the law will be less forgiving towards you, while do-gooders will see the police turning a blind eye to the occasional infraction but will earn less money overall.

Just as GTAIV captured the buzz of a real-life city, Red Dead Redemption looks to have captured the Wild West. While there are large expanses of desert, they're filled with an incredible amount of activity, from civilians in carriages getting held up, to wild animals roaming around looking for food. Of course, this being a Rockstar open-world game, you can interact with everything. For instance, you can save the civilians to earn a reward, or you can kill them and steal their property. You can also kill the animals and skin them for goods to sell in town, and these towns also look to be highly interactive. You can spend money in the stores, upgrade your weapons, or wipe out the entire population to turn it into a ghost town, only to see it slowly repopulate over time.

Our hands-on also allowed us some free time to play around in the world, seeing how it reacted to our actions. We sat down at one of the campsites, which act as your save points in the game, and talked to the other people there. We helped a farmer who was being terrorised by a gang, but arrived too late to save his daughter. In the resulting scene, the man cowered over the young girl, so we ran outside to leave him to his mourning. Thankfully, more entertainment was provided by shooting the vultures that began circling over the dead bodies outside.

The final mission we played was certainly the most entertaining. We met a drunk called Irish who helped us steal a Gatling gun. The gun was stored securely in a nearby mine, and once we fought through a large number of enemies, we found it was conveniently stored in a mine cart. So we grabbed hold of the mine cart and rode it back out aboveground, all while popping out of cover to pick off the remaining enemies. Once we'd gone through an Indiana Jones-style chase, we made it out with the item and took it to a getaway wagon to use on a later mission.

Red Dead Redemption is looking very promising, and our taste of the single-player game has left us itching to discover what Rockstar has planned for the multiplayer. Rockstar promises that all will be revealed before release, and with only a couple of months left before it lands on April 27 (April 30 in Europe), we don't have too long to wait. For more on the game, be sure to check out our video preview, and check back soon for more on the game.

Read and Post Comments | Get the full article at GameSpot


"PlayStation 3 | Red Dead Redemption Hands-On" was posted by Guy Cocker on Thu, 28 Jan 2010 10:04:16 -0800

Wednesday, January 27, 2010

PC | Split/Second Updated Hands-On

A few laps of this high-adrenaline racer is all it takes to put a smile on our face; check out our latest look at Black Rock Studio's upcoming project.

"Split/Second is a racing game, but you're racing through an adventure game." So says Jason Green, ambassador for Black Rock Studio, the developer of the upcoming action-packed racing game for the Xbox 360, PlayStation 3, and PC. Black Rock is no stranger to racing games--it has previously been behind the earlier incarnations of the MotoGP series and, in 2008, put out the off-road ATV racer Pure. Split/Second, with its emphasis on raw speed amid increasingly turbulent and explosive backdrops, blends the studio's racing expertise with its love for Hollywood blockbusters and big-time special effects. The result is a game that's full of surprises.

[ Watch Video ]

Black Rock Studio's Jason Green talks about Split/Second.

During our demo of the game earlier today, we saw a revamped shipyard level (last seen at the 2009 Electronic Entertainment Expo) and got a look at the downtown level and a mode in the game known as Nemesis. Both the shipyard and downtown level feature massive circuits to race on, but like all of the game's tracks we've seen so far, these are "circuits" only in the strictest sense in the word. Yes, you'll be crossing the start/finish line three times in Split/Second, but every successive lap will be a different experience thanks to the destructive power plays at your disposal.

By pulling off advanced driving techniques like drifting, drafting, and jumping, you'll gradually fill up your power meter. There are three stages to the power meter. The two lower stages will set off small power plays with a press of the A button--these small explosions might take out a car or two ahead of you. If you fill up your power meter to the maximum, you can set off super power plays (by pressing the B button on the Xbox 360 controller). These are where the money is--and the wholesale destruction that ensues didn't fail to bring a big goofy smile to our faces each time we saw it.

For example, in the downtown level, a super power play brings down a huge stretch of elevated freeway; as you barrel down the road with the calamity happening right beside you, you'll eventually reach a derailed train lying in a flaming wreck at the head of the disaster, and you'll need to quickly swerve onto a previously closed section of track to avoid it. These super power plays essentially redraw sections of the maps in Split/Second, becoming on-the-fly shortcut creators with the added bonus of tons of smoke, fire, and associated chaos. What's more, super power plays aren't just "one-and-done." In the shipyard level, there's a massive cargo liner that starts off elevated above the road--one super power play later and it's a collapsed wreck that you're driving through on the next lap. If you enact another super power play, the ship collapses even further, resulting in a different path through the rest of the course. In all, the goal seems to be creating enough power play moments to keep even the relatively short three-lap races interesting and varied each time you play them through.

Split/Second's three car classes will have some bearing on your strategy for tackling races: supercars are fast and light but prone to getting out of control easily, especially if you're close to the shock wave of a massive power play. At the opposite end of the spectrum are the race trucks; big, heavy, and slow (well, relatively speaking), trucks are more stable in explosions, but you'll pay for that stability with a lack of acceleration. Muscle cars find the balance between speed and stability and seem like they might be a good choice for players in the early goings of the game.

We saw one other mode, known as Nemesis, which is essentially a survival mode. As you drive through a viaduct straight out of Terminator 2, your goal is to stay alive as long as possible, passing as many vehicles as you can while random big rigs drop explosive barrels in front of you. Blue barrels take time off the clock, and red barrels destroy you completely. In addition, there are random enemy cars that will further impede your progress.

Unlike in most racing games, where your focus is on either your car or the road directly ahead of you, in Split/Second, you find your eye roaming all over the screen looking for what huge object will explode next. The game's developers understand this phenomenon and therefore have removed as much of the HUD as possible--in fact, the only information you need is displayed directly under your car's bumper: lap number, power meter level, and your position in the race. All of the extraneous stuff--like the speedometer (after all, who cares exactly how fast you're going when a massive cargo liner is exploding in front of you?)--has been removed to make way for the good stuff.

Split/Second continues to impress us--we're already convinced the game is going to be a lot of fun both offline and online. What we're hoping to see in the coming months is the game's visuals and gameplay coalescing into a unified whole. The build we saw today had occasional frame rate issues--which is understandable considering the absolute onscreen cacophony--and Jason Green said the team is currently in the process of optimizing all of the game's visual features to run at a solid 30 frames per second. Split/Second is certainly an ambitious left turn for Black Rock and publisher Disney, and we look forward to seeing where the game ends up when it's released in May.

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"PC | Split/Second Updated Hands-On" was posted by Brian Ekberg on Tue, 26 Jan 2010 17:12:28 -0800

Tuesday, January 26, 2010

PlayStation 3 | MAG Final Hands-on and QA

We got a final chance to play MAG's Domination mode before the game's impending release, as well as chat to Zipper about its ambitious multiplayer shooter.

When Zipper Interactive's SOCOM: U.S. Navy SEALs debuted back in 2003, it became one of the first PlayStation 2 games to feature online gameplay. Seven years and several sequels later, the studio's latest project, MAG (Massive Action Game), is hoping to impress shooter fans once again by supporting up to a staggering 256 players per match. When we got a chance to play MAG's closed beta, it was limited to 128 players per map, but this time around, we got a chance to participate in full-scale 256-player bloodbaths as part of a UK event organised by Sony Europe for media, bloggers, and community members. The logistical scale of the event was impressive; however, the real boon was being able to see how the game would handle the stress of 256 simultaneous players.

[ Watch Video ]

Check out the setup for MAG's 256-player event in London.

If you're new to MAG, here's what you need to know: It's a multiplayer-only shooter exclusive to the PlayStation 3 and set in the near future where three private military contractors are fighting each other. MAG has three distinct teams to choose from: the gung-ho, US-based Valor; the high-tech, European-themed Raven; and the guerrilla-like Eastern Bloc SVER (Seryi Volk Executive Response). There are five match types, including two training modes, a control-the-point mode called Sabotage, a capture-the-vehicle (flag) mode called Acquisition, and a Domination mode where teams take it in turn to attack or defend an oil refinery. Each team has one map per match type with 15 maps in total. We got the chance to play two 30-minute domination matches as part of a 128-player UK team facing the best that Zipper's US studio had to offer.

With so many people, it's easy to feel overwhelmed with the number of enemies and objectives on each map. To combat this, each team is divided into eight-person squads with an assigned leader. Based on your experience and progress, you might be able to command a squad yourself. According to lead programmer Nate Klee, MAG's overarching goal is teamwork. "To encourage people to work together as a team in these large maps, where you get a huge number of people together, and in order to actually make sense out of that, it really [is important] to try to work as a team." Players that "try to work together with their team in the right location and follow their objectives" are rewarded. If you follow the instructions of your squad leader, such as destroying an enemy fortification, you earn double the experience points. You can, however, decide to be a lone ranger instead, and Klee said the game won't penalise players if they just want to run around shooting people. But the conditions weren't optimum because the noise generated from 128 monitors and players was enough to drown out any orders coming through, despite every player having his or her own headset. This meant we went for the strategy of killing as many enemies as possible. While MAG features some large maps, the action tended to flow toward the centre, with firefights occurring in bottlenecks. Our favourite weapon was the Apex 100 machine gun, which was ideal for mowing down enemies that continued to appear in these crossroads and helped us rack up a healthy amount of XP in the process.

Depending on your preferences, you might prefer to equip your soldier with a sniper or assault rifle, as well as pistols, missile launchers, grenades, health packs, or a welding device used to repair infiltration points. There are no preset classes to choose from, so you can decide how to configure your characters. "The way it works is that you gain experience," explained Klee. "From that experience, you level up and get points that you can spend in our barracks where you can choose different weapons and equipment that you can build into your loadouts and decide how you want to configure your character's weapons, attachments, armour, and various equipment. So you can build your own character based on your play style or build several characters. And, situationally, if you find that within the map you need to change [characters], you can do that."

We did encounter some lag during our games, with enemies jumping from point to point frequently. When we spoke to Zipper, we were told it was the result of specific issues from that venue. Given that the game hinges on a successful connection, fans will be pleased to know that Zipper has put a lot of effort into stress testing the game's online infrastructure. "We've been trying to do it since the beginning…we built the network tech first," Klee explained. "We've been working on testing this for a long time now, but as you continue to scale up, there are always more and more issues. We tried to have a long beta process to help our launch go smoothly." With the game due this week, we won't have to wait long to see how the final version holds up on retail PS3 units with typically home Internet speeds. And we're hoping that, with Zipper's long history of online support, MAG will be as lag-free as possible.

If you're a fan of SOCOM, then MAG is likely to appeal to you, with the controls, visuals, gameplay, and overall presentation all seemingly cut from the same cloth as its predecessor. Zipper is also hoping to win over new fans with the launch of MAG. "We're hoping it's actually more mass market [than SOCOM]…that it's a game that will appeal to the general shooter population," said Klee. "We wanted to leverage what we learned from the previous games, but it's a different game, and it's ambitious in the scale and persistence." With MAG due out this week in both North America and Europe, we won't have to wait long to see if it lives up to its high aspirations.

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"PlayStation 3 | MAG Final Hands-on and Q&A" was posted by Luke Anderson on Tue, 26 Jan 2010 02:13:58 -0800

Monday, January 25, 2010

PlayStation 3 | Battlefield: Bad Company 2 Updated Hands-On

We flew into the heart of Battlefield--developer Dice's Swedish studio--to check out the final build of Bad Company 2.

At Gamescom 2009, executive producer Karl Magnus Troedsson proudly announced that Battlefield: Bad Company 2 would "deliver the best online multiplayer experience ever." With just over a month to the game's release, we had a chance to put this claim to the test, as we travelled out to Dice's Stockholm headquarters to see both the multiplayer and single-player in action.

As players of the multiplayer beta will know, Bad Company 2 doesn't change the formula too much when it comes to multiplayer mechanics. What it does offer is more of everything; game modes, customisation options, and destructibility have all been ramped up over the previous game. One such game mode is Squad Rush, a four-vs-four scramble where one team tries to capture a couple of M-com stations, while the other team aims to protect them. It may take only a couple of seconds for each point to be captured, but the defending team can neutralise the point just as quickly, making for some incredibly frantic matches in the games we played.

[ Watch Video ]

We speak to producer Patrick Bach about Bad Company 2.

The first Bad Company was well known for its destructibility, and thanks to an upgraded version of Dice's in-house Frostbite tech, the second game implements something that EA calls "Destruction 2.0." It was fascinating to see it in action--in one squad rush battle, we were able to protect the M-com station by hiding in the wooden hut that housed it. However, once the opposing team took to vehicles, including tanks and a helicopter, they were able to topple the entire fragile structure, leaving the capture point much more open to attack.

There's plenty to like about Bad Company 2's multiplayer, which offers a tactical, cerebral approach to gameplay. "We've made hundreds of changes after feedback from the beta," said producer Patrick Bach. One of these changes is the new hardcore mode, which turns off the HUD, makes weapons more lethal, and turns on friendly fire. Not that the default settings make the game easy; the health system isn't regenerative, so you have to depend on medics to lay out medpacks, which can also be picked up by the enemy. The progression system also lets you get more perks the more time you spend with each of the four classes, such as improved rifles for the sniper class. Thankfully, the humour of the original game also remains--kill yourself, and the onscreen message is just "Epic Fail.

Our visit to Stockholm also marked the first time that anyone outside of EA and Dice had played the single-player game. The story follows on "some time after" the first game, according to Bach, with the two world superpowers US and Russia battling it out. You take up the role of Preston Marlowe once again, whose Bad Company is called in when Russia starts moving into South America, where the plot to unleash a superweapon is exposed.

The first level we played took place fairly early on in the game, with Bad Company following a prisoner who is captured out in the jungle. It's your job to liberate the man, which of course you do by blowing up the entire village he's being held in. The action is punctuated by lots of little set pieces--choreographed action where you can blow entire huts apart, sending men on fire tumbling out. Thankfully, your allies also seem to boast better AI this time around, taking care of themselves in battle without any intervention and even popping out and stabbing people if they have the opportunity.

The end of the level saw another big set piece--as the prisoner is dragged away by his captor, time slows down so you can pop a round in the guard's head using your pistol. The man turns out to be an American government official with the inside track on the Russian weapon plot, which leads you on to the second level that we played--a snowy mountain pass. You jump into a helicopter and bring the pain from the mounted turret, which is impressive not only because of the epic draw distance, but also because of the destructability of Dice's meticulously crafted world. With the enemies dispatched, we ran through houses in the remote mountain village, taking in a nice demonstration of the game's destructibility. It was then on to another epic battle with a tank, using the rocket launchers we acquired from enemies dispatched using a sniper rifle.

Bad Company 2 is shaping up well, and if you're into shooters, it should definitely be on your radar when it's released in March. If you're looking to play the game on the PC, be sure to check back on the site later in the week for our exclusive hands-on with what promises to be the definitive version of the game. In the meantime, check out our interviews with the development team above for even more info on the game.

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"PlayStation 3 | Battlefield: Bad Company 2 Updated Hands-On " was posted by Guy Cocker on Mon, 25 Jan 2010 11:50:27 -0800

Sunday, January 24, 2010

PlayStation 3 | Marvel Ultimate Alliance 2 Updated Hands-On

We got to play the first act of this epic superhero adventure and chatted to the developers about the impressive fusion attacks.

Following the success of Ultimate Alliance and X-Men Legends, Marvel Ultimate Alliance 2 is based on Marvel's Civil War. The crossover event sees superheroes taking sides for and against the Superhuman Registration Act, which would reveal the secret identities of all Marvel's heroes. Developer Vicarious Visions paid a visit to London recently, and we got a chance to play through the first act of the game.

[ Watch Video ]

Ultimate Alliance 2 kicks off in Doomstadt, Latveria, which is home to the nefarious Doctor Doom. At first, your four-character squad is limited to Captain America, Spider-Man, Iron Man, and Wolverine, but after the first few missions, you can swap these out for other unlocked members of the 24-character roster. Under the direction of Nick Fury, you're tasked with storming Castle Doom where the Latverian prime minister, Lucia von Bardas, is hiding.

The mission takes place at night in the streets of Doomstadt as you make your way to Castle Doom. After battling our way through shock troopers, we encountered our first miniboss, Electro. He used energy-based attacks to deal out damage and recharged his health through a nearby capacitor. Thankfully, the game's destructible physics meant that these could be destroyed. While regular attacks slowly chipped away at his health, it was best to use the awesome fusion attacks to sap his strength. Fusions are gained by defeating enemies or picking up items and combining the power of two heroes for an impressive special move. One cool fusion reflected Iron Man's repulsor rays off of Wolvie's claws, which will result in significant damage for anyone unfortunate enough to be caught in the beam.

After dealing with Electro, we watched a flashback cutscene where Nick Fury reveals that a group of supervillians including Electro, Diamondback, The Tinkerer, and von Bardas, are conspiring against the US. Fury, unable to convince the president to authorise a preemptive strike, organises his own group of heroes to get the job done. This particular act actually occurs before the Civil War as part of the Secret War story arc. "We definitely put our own spin on the storyline," says executive producer Jennifer Oneal. "I don't want to reveal too much, but I can say that in order to make the game fun, we needed flexibility. Your roster is not completely locked to one side or the other. There are certain key characters that are pivotal to the storyline. For example, not all of the mutants are anti-registration. We just couldn't do that because that wouldn't be fun for those who love playing as Wolverine but also love playing as Iron Man."

One of our favourite things about Ultimate Alliance 2 was experimenting with all of the fusion combinations. With 24 heroes that can combine attacks with another hero for a unique fusion move, there's a staggering amount of variation, which includes targeted, guided, and clearing attacks. "Fusions are your ultimate power," explains Oneal. "If you have a big room full of a lot of minions, you want to obliterate them all with one room-clearing fusion. If you have a long hallway that has a bunch of minions, maybe you want something guided, like a tornado or a clothesline that you want to sweep through and clear that area [with]. And if you're playing against minibosses or bosses, you're going to want to use your targeted fusions."

Next up, we encountered another miniboss battle with Wizard and Scorcher. We used a combination of regular attacks and fusion attacks to take care of the duo and its henchmen. One cool clearing fusion attack was Spidey flinging Wolverine around on the end of a web like a mace. Once the battle was over, the team split into two groups; one under Fury's leadership and the other under ours. Here's where the roster opened up for the first time, and we had access to a dozen or so Marvel heroes. We opted for some fresh blood in Ice Man, The Thing, Daredevil, and Luke Cage and jumped back into the action, which moved into Castle Doom's grounds.

Combining different characters opened up some great new fusions. We tried a targeted one where Cage pulled a chunk of rock from the ground, Iceman froze it with a blast, and Cage then threw it at an enemy for a devastating result. According to Oneal, targeted fusions are "kind of like a one-hit blow" that is ideal for bosses. "You don't want to waste it on a room full of minions because you're only going to hit one guy, but the hit that you do have is very powerful," she said. The mission finished off with an epic battle against The Tinkerer and some of his creations, including prototype cyborg soldiers and a massive walker called the Tinker Tank.

Unfortunately, that's where our time with Ultimate Alliance 2 drew to a close. Thankfully, the game is due out toward the end of September, so we won't have to wait long to get more time with the game's epic roster of heroes. For more on Ultimate Alliance 2, check out our previous content, including interviews with Marvel legend Stan Lee.

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"PlayStation 3 | Marvel Ultimate Alliance 2 Updated Hands-On" was posted by Luke Anderson on Fri, 04 Sep 2009 10:10:11 -0700

Saturday, January 23, 2010

PlayStation 3 | Super Street Fighter IV Update - Deejay, Juri, and T.Hawk Hands-on

We kick butt with the new additions to the Street Fighter roster in Capcom's upcoming entry in the series.

We got our first peek of Super Street Fighter IV a few weeks ago in Japan but didn't have a chance to get our hands on an arcade stick and bust some heads with the new characters. Since then, we've been harassing Capcom for some hands-on time and our wish was finally granted this week. Capcom reps stopped by our offices with a demo version of the game that--while bare bones in terms of modes and the full roster--let us try out some of the new roster additions.

The version of the game we tried featured several returning characters: Ryu, Guile, and Chun Li. There was also newcomer Juri, as well as returning favorites T.Hawk and Dee Jay. The new returning characters have all gotten the funky 3D-watercolor makeover the rest of the cast received in Street Fighter IV and fit in well. While there were no new stages in our demo, the returning stages in the demo had a number of tweaks to them that included changes to static background elements, the addition of more animation or tweaked detail, and some lighting changes.

Beyond the game's visuals, the meat of our demo focused on the gameplay. Our first test was with Juri who played pretty much like we expected--fast but not a powerhouse. The various special moves we saw demoed in Japan were easy to pull off and not too hard to chain together. She's a flashy character who can dole out a decent amount of damage if she's played aggressively and can keep an opponent off balance. However, the party ends quickly if she starts taking hits. The lithe fighter has a pretty glassy jaw, which makes it maddening to try to go toe-to-toe with the heavier hitters in the game, such as Guile and T.Hawk. Her super and ultra moves help even the odds but currently require some very specific setup to do the max amount of damage. On the other end of the spectrum is T.Hawk who felt pretty familiar. The burly Native American isn't very fast but hits like a truck. Hawk's modest array of special moves, air charges, and throws should be familiar to fans of the series.

From the look of things in the demo we played, Hawk's classic moves all seem to be back and performed with the same controller motions. It's interesting to note that it seems easier to pull off his storm hammer grab. His supers and ultras were all nicely flashy, as well as capable of doing a respectable amount of damage. So far, T.Hawk feels like he's made a good transition to the SFIV system. He still has the same strengths and weakness in balance that he always did, with the current notable exception of the easier storm hammer. Finally, Dee Jay seems to be in the same boat as T.Hawk, with a familiar feel, as well as the same pluses and minuses. We tried his classic moves, dread kicks, projectiles, and hyperfist, which all came off without a hitch. The sweatpants-wearing kickboxer's supers and ultras were the most forgiving of the three new characters we tried, although they didn't do as much as we would have liked. We tried each character's taunts, which were decent (Juri), bland (T.Hawk), and goofy (Dee Jay). The demo version we tried only had one taunt for each character, but the final game is set to include more.

While we weren't able to check it out ourselves, we got briefed on some of the new content we weren't seeing, such as the car and barrel bonus stages, which will stay faithful to those seen in the various Street Fighter II games. We're probably most excited about the various multiplayer options set to be included SSFIV, team and endless battles, as well as the replay channel and upcoming Tournament mode, which will be a free piece of downloadable content due to hit after launch. The new multiplayer modes aren't a perfect substitute for a proper arcade experience with mobs of people and machines, but it's likely the best we're going to get given the state of arcades in the US, so we'll take what we can get.

Super Street Fighter IV is still looking and sounding like a promising evolution of Street Fighter IV. As we said in our last look at the game, we're just hoping the price is right. The amount of content--both obvious and subtle--being put into the game is meaty, but its appeal is directly tied to its price. Super Street Fighter IV is slated to ship in the spring of 2010. Look for more on the game in the coming months.

Read and Post Comments | Get the full article at GameSpot


"PlayStation 3 | Super Street Fighter IV Update - Deejay, Juri, and T.Hawk Hands-On" was posted by Ricardo Torres on Fri, 13 Nov 2009 18:14:56 -0800

Friday, January 22, 2010

DS | Again Hands-On

Using our abilities to see the past and present at the same time, we try to solve the mystery behind the Eye of Providence.

Again is an interactive crime novel, similar to Hotel Dusk and Trace Memory, which were also created by developer Cing. You play as FBI agent Jonathan Weaver, also known as J, who is trying to discover the identity of a serial killer known as Providence, who consistently leaves behind the "Eye of Providence" cut out from a dollar bill next to the victims. Like in other adventure games that are heavy on the reading, you'll spend a majority of your time tapping through lines of text and moving from one location to another to question witnesses, gather evidence, and, in this particular case, see into the past. We had an opportunity to play a preview build of the game and were easily engrossed by the unsolved mysteries surrounding the murder cases.

J and his new partner, Kate, have been assigned to investigate a recent murder, which has striking similarities to a series of murders that happened 19 years ago in the town of Clockford. What's even more bizarre is that a letter that was supposedly written by the killer has been sent addressed to J, reminding him of the events that happened almost two decades ago. After receiving the letter, J decides to check out the crime scene of the first murder that took place: room 315 at Hotel Miranda. On the floor of the dingy hotel room, he finds a bloody wrench and the Eye of Providence. As he picks up the cutout, J stumbles around and his vision splits, giving him a view of the hotel room in the past as well as the hotel room in the present. Because of his unique gift, which seems to be activated by the Eye of Providence, J is able to slowly piece together the events of the past by making the two rooms match one another. So he and Kate decide to reopen the investigation of the Providence murders 19 years ago in hopes of finding the killer before he or she strikes again.

From what we've played so far, trying to replicate the original crime scene is the most interactive part of the game. When you walk onto the scene, broken fragments will appear on the left screen, indicating how many pieces of the puzzle you'll have to put together. You'll be holding the DS sideways so that when you're in this vision mode, you'll see the present room on the right screen and the room from 19 years ago on the left. By investigating peculiar areas, you can learn more about the details of the crime. Using the stylus, you can tap to examine objects, and if you hold the stylus down, it's like focusing all your energy on a significant piece of evidence to see into the past. There's a penalty if you hold the stylus down on the wrong thing, so you have to choose carefully. A bar at the top of the screen indicates how many tries you have, and it is game over if you deplete it. Once you've uncovered all the pieces of the puzzle, you have to tap the events or visions in order, and the truth will be revealed.

When you're in vision mode, it's like playing a game of finding the differences between two pictures, except you have the freedom to move around in a 3D environment with the D pad and the stylus. The game does a good job of pointing you in the right direction so you're not randomly going to the list of locations that are available to try to move the story forward. There isn't much of a challenge in terms of deciding what to do next, because it's usually spelled out, but the focus seems to be on the story and watching it unfold like an episode of your favorite crime drama.

Photos of the characters and backgrounds are used to set up this interactive crime novel, and it can be somewhat amusing to see the repeated gestures that the characters use when they're conversing with one another. They show up like cardboard cutouts, and each has a fixed expression depending on the dialogue. It's an interesting look, and it's different from the usual animated graphics, but it can come across as a cheesy cop show.

One nice feature is that you can save frequently and go back and look at the dialogue's history in case you skipped over the conversation. It's a slower-paced game for those who are looking for story-driven games without too many mechanics to worry about. Even though there are a lot of details and evidence to go over, you can easily start up where you left off and jump right back into the mystery without missing a beat, because the game will bring you up to speed. It really is like reading a mystery book, except that you can make a few decisions for the characters and pretend that you have some input toward the outcome. Crime sleuths take note that Again will be released sometime in March.

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"DS | Again Hands-On" was posted by Sophia Tong on Fri, 15 Jan 2010 21:02:37 -0800

Thursday, January 21, 2010

Wii | Shiren the Wanderer Hands-On

As the silent and steadfast Shiren, we attempt to unravel the mystery behind the Karakuri Mansion.

Shiren the Wanderer on the Wii is not nearly as difficult as Mystery Dungeon: Shiren the Wanderer for the DS, which was released a couple of years ago. If you're hesitant about this game solely based on the title, there's no need. For newcomers to the genre, there is an easy setting if you're not looking to be punished at every turn. Shiren the Wanderer is a new adventure that blends real-time exploration with combat, but it's still turn based so you can access menus and debate your next move. After a few hours, as well as minimal deaths, the game started to grow on us with its simple but nonetheless charming visuals and pleasant soundtrack.

The silent samurai Shiren is accompanied by his loud-mouthed ferret Koppa, whose quips make up for the lack of dialogue coming from his master. Shiren's uncle and teacher, Sensei, has come across a bizarre stone key that is said to unlock the legendary Karakuri Mansion. The more they learn about the mysterious mansion, the stranger the story gets because suddenly there are guardians, a sleeping princess, and a story where Shiren finds that he may be some kind of "chosen one." We started off in the small village of Otsutsuki to gather some information, and after getting into a brief scuffle with the local thugs, our adventure was finally ready to start.

Dungeons are randomly generated and can be revisited. This gives you a reason to explore, level off wacky-looking monsters, and pick up helpful items. Traps are also hidden around the floors, which can be revealed if you wave your weapon over them or activate them by walking past. Once you enter a dungeon or a new area, you can't back out of the previous floor; the only way out is with a scroll or the exit once you've reached it. If you do happen to die at some point, you'll be bumped back to the last save point, which is usually just outside of the dungeon. On the normal difficulty setting, you'll lose all the items you possess, whereas if you're playing on easy, you won't lose anything other than your progress. There are places in villages--or random tea houses on a mountain--to store your items, as well as your money, in case you do die unexpectedly. Your inventory has a limited amount of space, so it doesn't hurt to drop off items too. A quick save option is available in case you do need to take a break, and you can save at any time on the world map.

Other than hoarding and selling items, you can fuse things together by using a melding jar to strengthen the abilities of a particular item. Another way to boost you gear is to use a dragon orb. In dungeons, you will come across dragon orbs where if you offer an item to the orb, that item will become stronger. You'll need barrier scrolls for this to work, and as long as multiple turns have passed without any interruptions from enemies, then you should be able to upgrade the item.

The game supports the Classic Controller, as well as the Wii Remote (horizontally or vertically) and with or without a nunchuk. You and up to two AI party members are free to roam within a dungeon until you can find the exit. Battles look like they're in real time, but once you approach enemies, you take turns hitting them with your sword or using an alternate attack with a bow. Each step, attack, or use of an item counts as one turn. Most of the time, we just kept hitting the A button to attack with our weapon, and everything worked out just fine. Battles are also about positioning yourself because you can attack diagonally as well, and you'll waste a turn if you attack in the wrong direction. Your companions fight automatically unless you want to go into Full Control mode. There are settings to adjust where you can direct them to use specific items or fight a certain way.

One thing to keep in mind is to stay stocked with rice balls because you have a hunger meter that depletes as you venture further into a dungeon. When you're starving, your hit points will start to decrease with every step you take. Your Hps will recover as you take turns fighting, but your fullness will go down. From the dungeons that we explored, each floor seemed to be a reasonable size, and with a map that automatically fills as you progress, it helps you keep track of where you're going, as well as highlights the location of goodies. The only time we actually died in our travels was when we came across a shopkeeper in a dungeon and walked off with a shield without paying for it. One club to the face sent us back to our last checkpoint.

It's unfortunate that you can't play Shiren the Wanderer with two other players, but the game is definitely accessible to a wide range of players. Those who are seasoned dungeon crawlers can find a challenge with the extra quests and the 1,000-floor dungeon that is included. Each time you complete a dungeon, your performance is tallied, so the game keeps track of what you've accomplished. Visually, the game looks a bit dated at times, but there's a certain charm to the painted countryside when you're on the world map, and you'll feel right at home when exploring the quaint villages of feudal Japan. Once in awhile, there will be a cutscene that helps move the story along, but it's actually more interesting to see what the feisty ferret has to say. The music doesn't necessarily stand out, but it can be quite catchy and fun to listen to as you grind your way through the floors.

The quest to unlock the mansion of Karakuri begins when Shiren the Wanderer is released on February 9.

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"Wii | Shiren the Wanderer Hands-On" was posted by Sophia Tong on Thu, 21 Jan 2010 10:38:31 -0800

Wednesday, January 20, 2010

Xbox 360 | Lost Planet 2 Update - Akrid X Boss Battle

It's time to have a look at the latest building-size boss from Capcom's upcoming co-op shooter.

Lost Planet 2 is a big game. More specifically, it's a game with big bosses. We've witnessed that firsthand with our last few looks at this four-player sequel to Capcom's hit 2007 shooter. First there was the giant salamander boss back from the 2009 Electronic Entertainment Expo, a massive enemy that you could actually crawl inside of provided you had the courage to grapple-hook inside his mouth and even more courage to make the journey back out at the other end. Then at the Tokyo Game Show 2009, we got a chance to take on a sand worm boss that had us displaying the full force of our teamwork to rig up a giant cannon to shoot this beast down. Now we've seen a new boss here at CES 2010, dubbed Akrid X. Like the others, he's a building-size enemy that can be felled only if you and your three teammates operate at peak efficiency.

The fight takes place in an urban city environment that feels like a distinct departure from the green jungles and sandy wastelands we've seen in previous Lost Planet 2 stages. Throughout the game you're playing as different pirate factions all trying to survive the Akrid invasion. In this episode, you're playing as the NEVEC, a group you may recall as an enemy from the original Lost Planet. The Lost Planet storyline is surprisingly dense, but if you're a fan of the original game, you'll find yourself rewarded with a few bits of fan service in the form of references to characters from the original game. Remember Ivan Solotov? It turns out there are some clones of him serving in the NEVEC ranks.

As for the Akrid X boss, he's a tough beast to describe. Imagine a demon, a crab, and a dragon, and then combine them all into one towering demon-crab-dragon, and you've got a good idea of what this guy looks like. He's got a few devastating attacks that are capable of killing you in a single heartbeat. First is his ability to leap up to the roofs of the giant buildings flanking the small little courtyard where the battle takes place. He can leap back down below and knock everyone in the immediate vicinity down with a devastating shock wave. Get too close, and you'll be pancaked instantly. He also has the ability to breathe fire, which he does quite often.

Though Akrid X is every bit a hulking colossus, he's got his weaknesses just like every other boss you'll face. Those who played the original Lost Planet will recognize the presence of glowing orange spots on the boss--these are the weak zones where your weapons do significantly more damage than shooting anywhere else on his body. Helping you are a number of vital suits (that is, mini-mech suits) scattered throughout the world that you can either ride around in or strip of their huge guns. There are also battle suits, which are temporary suits of armor that drastically boost your defenses without taking away any of your agility.

These battle suits were the key to our success against Akrid X. Our winning strategy went like this: Run like a madman to the nearest battle suit, throw it on, and then run like a madman to the nearest grenade launcher gun. Once we found one, we'd then briskly walk (hey, we've only got so much stamina) to the bridge cutting through the middle of the level and hide out below to shield ourselves from the boss's death-from-above stomp. From here we'd hang out and fire rockets at his glowing orange limbs. Since he's so tall, he had a tough time seeing us under the bridge, and there were generally teammates scurrying about in vital suits to draw his attention from us.

Though this was our preferred strategy, there were certainly other options for destroying Akrid X. One of the more intriguing weapons from this area is a huge drill--roughly the size of your character--that you can pick up and use against old demon-crab-dragon. The trick, though, is that you'll need to use your grapple hook to get up on top of Akrid X. He's a quick and nimble beast, so it's not very easy to do--but do it right and you'll be able to take your huge drill and bore holes into his weak spots like a futuristic space pirate version of Wander from Shadow of the Colossus.

After an unsuccessful first attempt, we managed to fell this boss on our second go. It was intensely satisfying to see him hit the ground with a giant thud and then disappear into globs of thermal energy. It's a satisfaction you can share with up to three teammates thanks to Lost Planet 2's inclusion of four-player co-op. We're big fans of the teamwork elements that are required for success against these huge bosses, and it's something that makes for an altogether different experience from the original game despite the fact that you're essentially doing the same thing (pointing your gun at the bright orange bits on an enemy and firing). At any rate, we're eager to see more of Lost Planet 2. In the meantime, you can expect it to hit store shelves May 4.

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"Xbox 360 | Lost Planet 2 Update - Akrid X Boss Battle" was posted by Shaun McInnis on Fri, 08 Jan 2010 10:03:34 -0800