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Thursday, March 4, 2010

Wii | Alice in Wonderland Impressions

We fell down the rabbit hole for a first look at Disney's latest adventure, Alice in Wonderland.

Creating a movie-based game is never an easy task, but when that movie is the new Tim Burton adaptation of the well-loved story Alice's Adventures in Wonderland, that job is a serious undertaking. But with the project under the watchful eye of ex-SCEE producer Philip James and with the backing of director Tim Burton, Alice in Wonderland has the potential to be a cut above the usual movie tie-in. We invited James down to our London office for an extended look at the game and heard his thoughts on working on the adaptation.

Alice in Wonderland is a third-person adventure game that tells the story of Alice: a young girl who falls down a rabbit hole into a wonderful fantasy world populated with strange characters. The game loosely follows the plot of the film, visiting a range of key scenes while also adding new ones. Surprisingly, though, you don't play as Alice. Instead, you take on the role of the inhabitants of Wonderland, who have been tasked with protecting her. Most of the famous characters are playable in the game, including The White Rabbit, The Cheshire Cat, and The Mad Hatter. Each has a unique special ability and attack, which is used to solve puzzles or defeat enemies in battle. The abilities themselves are rather eccentric, but they fit in with the "anything goes" feel of Wonderland. The March Hare, for example, throws cups and saucers at enemies, while the Mad Hatter is able to use the power of perspective to crush enemies between his fingertips.

One of the unique features of the game is the ability to switch among characters at any time and use their combined powers to solve puzzles. We were shown one level set in castle, which required the use of different characters to proceed. We saw the Cheshire Cat come across a set of footpaths, each with a gap in the middle that was too far to jump across. On each side of the gap was a wooden platform on a rope, like a rudimentary set of scales, which had a number of sand bags piled upon it. Highlighting the sand bags with the Wii Remote caused them to change colour, with each colour corresponding to a particular character's ability. In this case, the bags lit up purple, which told us that we could use the March Hare's telekinesis ability to move them off the platform to the other side. This decreased the weight on one platform but added too much to the other. The solution was to switch to the Cheshire Cat and use his invisibility powers to make a larger set of sand bags on the opposite side disappear. This allowed the platform the cat stood on to rise up and give him enough clearance to jump the gap.

Many of the puzzles play off of the wacky characteristics in Wonderland, allowing you to bend the rules of the real world to come up with some interesting solutions. For example, we saw a variety of objects in the game that were split in half. One way of reassembling them was to drop them into a river. This caused a reflection to be cast on the surface of the water and give the appearance of a whole object, which could be pulled out in its entirety ready to use. The same trick was used with mirrors to rebuild entrances to rooms or open up new areas. The Mad Hatter's perspective ability was also used in a similar way. One puzzle we were shown required the Hatter to cross a large ravine, but the bridge across it had split in two. By aligning the camera just right, it gave the appearance that the bridge was one whole piece, which fixed it and allowed the Hatter to cross. The logic to these solutions makes little sense, but they don't feel out of place with Wonderland's magic doors, shrinking potions, and talking animals.

We were also treated to a demo of the combat in the game and saw several characters duke it out with the card soldiers of Wonderland. Enemies appear at special locations and materialize out of heart-shaped portals, which is similar to how enemies appear in the Zelda games. Attacking is confined to the A button alone, and repeated attacks trigger different moves or combos. You can switch among characters in battle, so you can use the March Hare's cups and saucers attack at long range before moving in with the Mouse's ninjalike attacks to take down enemies at close range. Destroying enemies gains you "impossible ideas," which are used to upgrade your character's abilities. Although your character cannot die, losing all your health strips you of any impossible ideas gained during the battle. Alice is left vulnerable during attacks, and enemies sometimes attempt to drag her away to a portal; if you lose her, it's game over. You're alerted when this happens, so you have to make a mad dash to pull her out again. The art style captures the fantastical nature of Wonderland, but not having seen the film, it's difficult to tell if the developer has its own look or if it was borrowed from the movie's style. The environments look detailed, and lots of lighting effects are used during combat to add to the eye candy. Some of the level designs also look good, with the Mad Hatter's upside-down house being a particular standout. Many of the actors from the film are lending their vocal talents to the game, and we recognised Steven Fry and Barbara Windsor in our demo. Although we didn't get to try it, the game will feature two-player co-op. You will be able to jump in and out of a game at any time, with the action taking place on a single screen rather than being split. Disney told us that there should be over eight hours of gameplay in the final version, and there are collectibles to find throughout.

Alice in Wonderland looks like an interesting take on the titular story. Based on what we've seen so far, the puzzle design is clever, and playing as Wonderland's inhabitants seems far more interesting than playing as Alice herself. We're looking forward to getting our hands on the game, which is due for release March 3 on the Wii.

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"Wii | Alice in Wonderland Impressions" was posted by Mark Walton on Fri, 19 Feb 2010 08:56:51 -0800

Wednesday, March 3, 2010

Wii | Prince of Persia: The Forgotten Sands First Impression

We follow the prince on one of his many adventures after Sands of Time in Ubisoft's upcoming adventure game.

The prince has certainly kept himself busy during the seven year gap between the Sands of Time and Warrior Within. Prince of Persia: The Forgotten Sands on the Wii recounts the story of just one of his many crazy adventures that is different from the events that are being told in the Xbox 360, PlayStation 3, and PC version. We met with lead game designer Yanick Piche who walked us through several levels of The Forgotten Sands, as well as showed us some of the prince's new moves, sand powers, and the introduction of cooperative play.

Ubisoft isn't willing to reveal much about the story because the game begins by throwing you in the midst of a crumbling city, and as you progress through the areas, you'll eventually learn how the prince got there. All we know for now is that he has lost his dagger, and with that, he has lost the ability to rewind time. But the prince has stumbled across a magical artifact, which now grants him special sand powers. A genie will accompany you on your adventure, but unlike Elika who will save you from certain death, the genie hovers around you like Tinkerbell and is most useful when you have a friend playing with you. At any time, a second player can jump in to take over the role of the genie to help you find the right path or highlight important things onscreen you may have missed while performing extensive acrobatic maneuvers.

As you progress through the game, you'll learn three types of sand powers that can be used in combat and to navigate through intricate levels. Instead of looking for the right path to find your way to the next room, this version of The Forgotten Sands is about creating your own path. At first, you'll be limited in terms of what path to take as the game brings you up to speed, but as time goes on, you'll eventually have the freedom to solve the platforming puzzles however you like. The first power you'll receive is the ability to create an anchor (or a ring) that you can put on the surface of any wall to help you scale it or provides a place to latch on and just hang out. In combat, this power will freeze enemies, and you can use it to slow traps, as well as other hazardous moving obstacles. To help you get to higher ground, the second power you'll receive is the ability to form a sand pillar. When enemies run into this pillar, it functions like a trap by bursting and tossing them in the air. The final sand power allows you to create a protective sphere that can suspend you in midair. You can use this to position yourself for another jump in a new direction or save yourself from a potentially disastrous fall. If an enemy runs into you when you're in this shield, it'll freeze him or her temporarily and give you the opportunity to counterattack.

You can only use one sand power at any given time, and there's a quick recharge time in between each use. An example of how to use the powers together was demonstrated when we were faced with a large chasm that had a horizontal pole on one end, making it impossible to reach with just a wall run. We watched as the prince called forth a spiraling sand pillar, wiggled his way to the top, and then created a ring on the wall. After jumping onto the ring, he bounded away from the wall and created a sphere that allowed him to hover in midair. This allowed the prince to turn toward the pole and then pounce safely in the direction of it. Collectibles strewn across the area will give you a hint as to the most ideal way to get across, and energy orbs that fill up a three-orb meter let you restart from the last platform in case you fall; otherwise, you'll be bumped back to the last fountain save point. Because you have the freedom to create your own way, there are plenty of secret areas to find if you decide to wander off the beaten path. So, it's worth it to explore areas that would otherwise be impossible to access without your powers.

When a game is built specifically for the Wii, it generally means that motion control is involved in some form or another. This is definitely the case with The Forgotten Sands. Most of the time, you're using the remote to point and activate plates with your sand power. But in combat, swinging the remote correlates to slashing while using the nunchuk correlates to punching monsters in the face. Foes in groups of up to six will come in waves, with an enemy leader highlighted by a beam of light so that if you take him or her out first, which forces the others to flee. You gain experience as you clear enemies, so it's up to you to determine how much time you want to spend in combat. As you fill up your experience meter, you'll also gain new combat skills like an area tornado attack or a charge attack.

To make the game more accessible, a hint system is in place where you can hit up on the D pad to receive a clue as to where you need to go. When making difficult jumps, a blue line will appear at times to let you know whether that route is even possible to attempt. The developer explained that Ubisoft wanted this to be a social experience and an accessible one. You can coordinate with a friend by passing off your sand abilities to the genie while your friend then helps you freeze traps as you focus on fighting enemies or tricky platforming sections.

Similar to the other next generation Prince of Persia games coming out, this one has a distinct Sands of Time feel and look to it. You'll hear Yuri Lowenthal's familiar voice as he banters with his genie companion while you effortlessly make your way through once splendid-looking castles that are now decorated with overgrown vines or run along the decaying walls in deserted city streets. We look forward to bringing you more of the Prince of Persia: The Forgotten Sands as we approach its May 18 release date.

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"Wii | Prince of Persia: The Forgotten Sands First Impression" was posted by Sophia Tong on Wed, 24 Feb 2010 11:01:15 -0800

Tuesday, March 2, 2010

Xbox 360 | Splinter Cell: Conviction Updated Impressions - The First Twenty Minutes

Twenty minutes into Sam Fisher's latest adventure and we've already smashed a man's face through a piano. Want to know more?

On the run from the government that trained him and searching for the men who killed his daughter, it's not easy being Sam Fisher. Fortunately, playing as Sam Fisher is not nearly as hard, as we found out during our hands-on time with Splinter Cell: Conviction at Microsoft's X10 event. The first 20 minutes of the game not only offer a slick tutorial of Sam's potent abilities, but they let you flex those muscles in all sorts of creatively deadly ways. Human shields, clever misdirection, and brutal interrogation techniques are all in a day's work for Fisher, and we discovered how Conviction makes these things simple to learn and satisfying to execute.

Splinter Cell: Conviction starts off with some dramatic cutscene moments. A redheaded woman with a gun to Fisher's head, an interrogation inside a secure facility, and ghostly images of Sam's daughter all flashed by while the cacophony of the event drowned out any expository audio. When the game proper began, we found ourselves in a street-side cafe, populated by a bustling crowd of people. There is a vividness to the characters and the environments that feels like a refreshing break for the shadowy series. When loud noises caused the idle citizenry to panic and run from the scene, the rush of activity and the stillness they left behind was like a sensory palette cleanser, letting you know this isn't the same gloomy Splinter Cell you've played before.

This strong visual impression continued as we made our way into the area where fruit vendors had set up stalls. It soon became clear that the market was our first training ground, and with the help of unobtrusive onscreen prompts, we soon became comfortable with moving in and out of cover. If you pull the left trigger, you'll stick behind cover in a manner similar to Gears of War. Move to the edge of cover and small white indicators will appear on other cover positions, indicating where you will move to if you tap the A button. This simple system is consistent with the game's slick interface. If you've seen coverage of Conviction before, you're probably familiar with the text objectives that appear on the ground, on the sides of buildings, and on other in-game surfaces. The cover indicators are similarly placed. They are visible enough to catch your eye, but not big enough to intrude on the environments.

The overall effect of this style is to draw your attention to the environments. It essentially trains your eye what to look for, so pretty soon you are sliding between cover positions without even noticing the indicators. This same philosophy extends to story exposition and character developments. When Sam is interrogating someone or having a relevant memory, a black and white projection will appear on whatever surface Sam is looking at. These filmstrip-quality videos move with Sam's gaze, allowing you a glimpse into the narrative without yanking you out of the moment. All these elements combine to create an engrossing visual style that impresses straight from the get-go.

Just as we were getting the hang of movement, Sam had a very vivid flashback that took us back in time to his daughter's bedroom. Young Sarah (approximately five years old) is scared of the dark, so Dad sits on her bed and explains how the dark is nothing to be frightened of. Though it was hard to hear the actual conversation because of the noisy event venue, the scene still conveyed a touching sense of fatherly devotion. It also served to demonstrate the visual filters that Conviction uses to indicate how stealthy Sam is being. When the world around you turns black and white, you are hidden from enemy sight. When you are spotted or exposed, the screen is once again flushed with vivid color. A quick jump back to the marketplace showed this in action, but soon it was back to the bedroom. This time, the quiet evening at home turned dangerous, as breaking noises in the other room heralded the arrival of intruders. Sam leaves Sarah in her room and deals with the armed invaders in classic Fisher style. A quick takedown (press B near an enemy) leveled and disarmed the first one, and then the other two were quickly marked for death. Whenever Sam performs a melee takedown, he earns the power to tag (aim and hit the right bumper) and quickly execute (Y button) enemies.

It's a powerful ability and one that is clearly integral to Sam's survival. How many enemies you can shoot in one takedown depends on the gun you are using and how upgraded it is. Splinter Cell: Conviction has a Persistent Elite Creation (PEC) system similar to that found in the Rainbow Six series. This system allows you to upgrade your arsenal in single-player, as well as tweak your guns and outfits in Conviction's cooperative modes. Fisher's single-player loadouts are determined by his progress to an extent, but there is definitely room to increase your gun damage, magazine size, or even the number of targets you can quickly execute.

PEC points are granted for fulfilling a wide variety of in-game challenges. Some are single- or multiplayer specific, but the points are persistent no matter what mode you are in. Many of these reward actions are what you would normally perform in the course of battle, like performing silent takedowns or quick executions. However, there are a lot that encourage you to use Sam's abilities to their fullest extent. During our time with the game, we earned some points for taking an enemy as a human shield and then using his head to bash through a door. We garnered another reward (also door-related) for using our busted rearview-window mirror to check under a door and then busting it in and knocking down an enemy on the other side. We also progressed toward a third reward by popping out of cover and grabbing our enemy's attention. When we dove back into cover, a silhouette remained of our last known position. Flanking and killing an enemy who was investigating our silhouette brought us one notch closer to the "cat and mouse" reward. Finally, we scored some points for shooting a large chandelier and bringing it crashing down on our enemies' heads. Good times.

Splinter Cell: Conviction is dedicated to making it easy to be the deadly Sam Fisher that we all know and love. The slick interface makes maneuvering through the environment feel natural and intuitive. Onscreen prompts and streamlined controls make your formidable array of abilities easily accessible. And a robust rewards system encourages you to make the most of your skills. As if we needed any encouragement to grab our daughter's murderer by the throat and smash his face into a grand piano.

Of course, this is all based on the first 20 minutes of the game. How Fisher's abilities evolve and where his adventure will take him remain a mystery. To read more about Splinter Cell: Conviction, check out our latest hands-on with the cooperative Deniable Ops mode. Splinter Cell: Conviction is looking sharp and is on track for an April 13 release on the Xbox 360 and PC.

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"Xbox 360 | Splinter Cell: Conviction Updated Impressions - The First Twenty Minutes" was posted by Chris Watters on Thu, 11 Feb 2010 19:42:34 -0800

Monday, March 1, 2010

PlayStation 3 | Super Street Fighter IV QA

Capcom's Seth Killian gives us the latest on Capcom's new entry in its acclaimed fighting series.

Capcom's upcoming Super Street Fighter IV is set to deliver fans of the series a meaty helping of new content to master. The robust offering of new characters, new moves, and new ultra combos should give anyone who mastered last year's Street Fighter IV something to study. Today's new trailer shed some light on the bulk of the game's new cast, which includes a surprising array of familiar faces drawn from Street Fighter history. We checked in with SSFIV's special advisor Seth Killian to talk about the upcoming game, the new characters, and what the deal is with the raccoon.

GameSpot: How did the team go about selecting these extra characters?

Seth Killian: The 10 new SSFIV characters were based on post-SFIV fan feedback, which we then filtered according to which characters we felt would be a good fit for the game in terms of fighting style. I'm happy to say we were able to include almost all of the most popular requests.

GS: How many of the characters added this time out were characters that didn't make the cut for SFIV and how many are driven by the user feedback once all the characters in SFIV were revealed to fans?

SK: Development on Dee Jay and T. Hawk was started during the original SFIV, but the rest of the newcomers were basically all driven by the players' feedback after SFIV was completed.

GS: Super Street Fighter IV is bringing characters together from three separate "worlds" of Street Fighter (SSFII, SFIII, SF Alpha). What has it been like to balance and refine these characters to fit them within the SFIV universe?

SK: The SFII and SF Alpha characters both come from games with fundamentally compatible background systems, so integrating them together with the world of SFIV wasn't too intimidating. I was actually really worried about the SFIII characters, however. That game was built with parrying as the core background system, so in a game like SFIV without parries, would they be too weak? I'm happy to say they are definitely not too weak, and I was actually surprised how naturally the SFIII crew made the transition to Super SFIV.

GS: What can you tell fans of the new characters about how they're going to handle? Will they "feel" like their 2D counterparts like the characters did in SFIV or will there be some tweaks?

SK: There are, of course, a lot of tweaks, but I think any fans of these characters in their SFIII incarnations will pick them up very easily in Super SFIV. Everything you loved about them from SFIII is still there, as well as a bunch of new tricks. They're actually among the most highly developed characters in the entire game; they have really large and flexible move sets to draw from.

[ Watch Video ]

Meet some of the newest additions and see them in action!

GS: What kind of changes will the returning cast be undergoing in SSFIV? Can you give any specific examples?

SK: The philosophy behind the rest of the changes was to "balance up." This means rather than "nerfing" people, the aim was to make everyone stronger, though to varying degrees. Basically we don't want any fans of a certain character to pick up Super SFIV and find that all their favorite stuff doesn't work anymore, so we've actually worked to enrich every single character in terms of moves and overall possibilities. In terms of specific changes, there are a lot, ranging from the subtle, like Ryu's fierce shoryuken going from one hit to two hits, on to the more significant, like Guile's attacks having some increased priority’and even a brand new technique for Sagat. The number one change is, of course, the addition of a second ultra combo for everyone. These will change the dynamic of many fights.

GS: How important was the feedback the team received from the fighting game community on the original Street Fighter IV and what aspects of that feedback have been integrated into SSFIV?

SK: It was critical. Everything from the characters to including the online modes is pretty much a direct response to feedback from fans. Although we weren't able to do every single thing that was requested--from the big stuff like characters and online modes down to even very specific items, like having your character select cursor start on the same character you picked the last time (rather than having to move it each time from a default position)-- we've tried very hard to marry the best ideas from SF fans with our own thinking about how to create a great game. I think it's safe to say this is the most fan-influenced project in Capcom's history’maybe even in all of gaming history, at least as far as fighters are concerned.

GS: In terms of structure, will SSFIV feature the same progression and unlock system to get all the new characters or will they be available from the outset?

SK: We're going to have everyone unlocked right away. I understand the idea behind unlocks to some degree--you want to encourage people to play in different styles and experience more of the game. But I personally do not like them and want to have all my tools right from the start. "Everybody unlocked from the start" is another feature we can credit directly to fan feedback. Their voices really let me drive this point home with the traditionalists on the team.

GS: Constant iteration seems to be something that goes hand-in-hand with the Street Fighter series--obviously, Super Street Fighter IV is a new product--but has the team ever considered using downloadable content as a delivery method for future iterations of Street Fighter IV before moving onto Street Fighter V?

SK: DLC has been discussed, but frankly, the schedule for Super SFIV was so tight that we haven't been able to think much beyond this project. We did try and create more hooks in the architecture this time around to keep at least the possibility open, though the future for the series remains wide open at this point.

GS: Finally, what's up with the raccoon?

SK: That would be Ibuki's pet tanooki, Don. Do not mess with Don.

GS: Thanks for your time.

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"PlayStation 3 | Super Street Fighter IV Q&A" was posted by Staff on Wed, 17 Feb 2010 16:30:57 -0800