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Showing posts with label E3. Show all posts
Showing posts with label E3. Show all posts

Monday, 17 May 2010

News- PSN to go premium?

Details have fluttered site to site today as the oh-so-long rumoured but often avoided topic of a subscription based model for the Playstation Network (PSN), have been detailed by an “unnamed” source at VG247. To cut the long story short, Sony are suspected to officially announce specifically what the service will afford us gamers at E3 this June, although the source at VG247 has indicated that the monetizing of PSN will not hinder any online functionality that is currently available for free and will not discount any further improvements that are expected to the service, such as cross-game voice chat.

What is expected to be included within the subscription model (of “less than £50 a year”) is a choice and download of one of the pre-picked PSN titles available for that month (“two to four”), along with the ability to stream music straight from Sony's music library to play in or out of games.

We'll have to wait until E3 to get a broader sense of what the package really provides, although I like the idea of streaming music seamlessly whether in-game or on the XMB. The Xbox 'LastFM' app, in contrast (and to its detriment, in my opinion) could only be run by itself, so it's nice to see the integration in place that could raise its quality. Whether it's worth the expected value of £50 per annum is another matter entirely and could come down to the quality of PSN titles that are made available month to month. I'd love to see a mix of indie titles and bigger downloadable titles offered every other month which would give indie developers as much exposure as some of the big boys and could be a 'win-win' situation for all involved. Nevertheless, it has been coming for quite some time and I wish Sony the best in competing with XBL.

Monday, 10 May 2010

Preview- LittleBigPlanet 2

Released: Winter 2010
Format: PS3
Developer: Media Molecule
Publisher: Sony Computer Entertainment

With over 2 million user-generated levels created and shared by the community, there is little doubt that Media Molecule's LittleBigPlanet was a triumphant, unreserved success. Spawning a new mascot for the Playstation brand and, with it, a new genre of games- that of 'Play, Create, Share' (with ModNation Racers looking to expand the brand this May).

Many harshly criticised its “floaty” platform mechanics which were frustrating and confusing at times but genius at others. The level of creativity that thrived through the veins of the community flourished through the game, with some absolutely fantastic examples of game design that, at first glance at the simple 'Popit' tool, seemed near possible to create. I was a massive fan of the first game- it was the reason I bought a PS3! Now, with the announcement of LittleBigPlanet 2, it's time to look ahead to what may be possible with the new generation of Sackboy. Here's a quick glimpse of what is in store for LBP2...

Great things have been detailed about the game so far, due out Winter 2010. First off, the create tool is now bigger and much, much improved. No longer limited to simple platform 'levels'- the second game allows creation of what the official website boasts as “full games”. This time, the creation tool will give the ability to create the usual platforming styled game, along with racers and even shooters! And if all this sounds too good to be true, take a look at the official announcement trailer here for game play footage. 'Sackbots' are perhaps one of the most important additions to the sequel- AI characters that replace the simplistic enemy bots from the original. Here, anything from size, shape, style, costume and behaviour can all be adjusted to suit your level design by either recording a custom behaviour style or choosing one of the existing available. The 'Direct Control Seat' is another new addition to the create tool- which by placing in your level, brings up a controller shaped circuit board and thus, making it possible to attach parts of the controller to items within the world, such as switches. This will allow custom controls to be mapped onto objects (such as R2 for 'accelerate' on a created car, for example). And now for my favourite tool- the ever reliable 'microchip'. Remember the calculator level from the first game? All those pistons working in sync? Well imagine that condensed into a tiny chip and placed anywhere into a level. Yes, LBP2's 'microchip' makes the design of complex systems be condensed onto the tiny surface area of a chip. This makes it possible for incredibly complex set-ups to be integrated easily within levels. And if all this wasn't enough, full cut-scenes can now be made for use within levels. With camera angles, panning, zooming, fades etc. all available for any budding movie-maker to create a masterpiece of their own.

The new title will also have an overhauled graphics engine for that little bit extra sheen to what is already a beautiful game, a full adventure/story mode which should prove from the outset what is possible with the tools at your disposable and an overhauled search function which also acts as a portal to seeing what your favourite creators and mates are up to. Sackboy is also free to explore new boundaries with the announcement of several power-up tools, such as the grappling hook- no doubt adding a new found depth to the roots of the game.

The game will not feature 'Move' support upon initial release of the game, although Media Molecule have stated that this will be integrated further down the line with DLC additions. Keyboard and mouse support has been granted however, which means level creation will now be even easier to get to grips with. Expect much more coverage of the game in the Sony press conference at E3, this June 15-17. Have a look at my E3 preview for more predictions of the event.

Monday, 3 May 2010

E3 2010- What to expect from this year's show [Part 1]

Every year sees game companies, publishers and developers scatter to and fro about the globe on a quest to promote their latest innovation in the gaming world. Whether it be in the form of an unwanted plastic peripheral, a triumphant triple-A title or a brand new console release, gaming conventions act as the podium for PR representatives to shout about what they have to offer us gamers. E3, which takes place at the LA Convention Center, is arguably the biggest and most important of these said events, commencing this year 15th June through to 17th June. But what can be expected this time? I shine a light on the possible announcements of this year's event...


'Natal' and 'Playstation Move'
Well, first of all, its abundantly clear that Microsoft and Sony will both take the vast majority of their scheduled press conferences to show off their respective motion-controllers in a follow on from last year's surprise announcements of both Microsoft's 'Natal' (a controller-free motion tracking device) and Sony's 'Playstation Move' (a motion controller with 1:1 motion tracking). Sony have not been shy in showing off their device already, with their GDC 2010 conference showing just how far the controller has come since its tentative announcement this time last year, with SOCOM 4 playable at the event in full motion controlled form as well as integration shown for such games as LittleBigPlanet! 


Microsoft meanwhile have been somewhat quiet regarding 'Natal' for some time. Peter Molyneux has announced, in his own particular way, that Fable III will feature motion tracking in some parts of the game- what this will entail is yet to be fully detailed however. Microsoft are most likely to show off a few games that support 'Natal' (Burnout Paradise has already been in playable form), as well as brand new titles developed specially for the system (the team at Rare should have something in the works). I'd also like to see ways in which 'Natal' can further allow me to interact with the Xbox 360, as shown in the promotional advertisement at E3 2009, such as the navigation through menus with a swipe of the hand or the console signing you in as you enter the room (yes, facial recognition is here!) Hopefully, both Sony and Microsoft will be able to impress, and with both expected to be out on shelves by Christmas, this is one of few remaining chances to get the hype truly moving.


Part 2...


Sunday, 2 May 2010

Preview- ModNation Racers

Released: 21st May 2010
Format(s): PS3
Developer: United Front Games
Publisher: Sony Computer Entertainment

Fancy a kart racer with a little something extra? The endless drones of kart racers that are willed onto the market year after year is not only a callous sign of the rise in casual games but also the undying love we have for them and the game play that surrounds this genre. Ever since the original Mario Kart release for the SNES was met with both critical and commercial success (and the continued success of that series in particular), its no wonder we've seen other developer's follow suit in anything ranging from the great (Crash Team Racing) to the downright strangest of franchise integration (Motor Kombat, anyone?!) The recently released Sonic & Sega All Stars Racing still shows that huge publishers are willing to back these cutesy racers in a densely crowded market. The 'pick-up and play' aspect of kart racers is no doubt a sure fire reason why they continue to sell well, with anyone from hardcore gamers to the most casual of players sure to get great enjoyment from the thrills and spills.

ModNation Racers offers players the chance to not only play with others in typical kart-racing fashion but it is the second title in Sony's “Play, Create, Share” brand of games (after a favourite of mine, LittleBigPlanet) which ultimately allows users to create their own content using an in-built editor, in this case a race track builder, and play, share and rate these creations through the Playstation Network. Sony's ModNation Racers announcement at E3 last year first showed how simple the creation tool is (take a look at the video on the 'Game Videos' page if you don't believe me!). Like LittleBigPlanet, it promises budding creators and casual users alike to start from scratch and tailor a track from the dreams of their kart-fantasies! OK, maybe not...But you get the idea. A quick look at the LittleBigPlanet communities' efforts show the amazing content that can come from the simplest of tool-sets. It's here that I hope ModNation Racers will follow suit.

Customisation doesn't end here however, anything from your racer's skin and wearable gear to your kart's suspension, body kit and colour scheme are editable within the game, meaning you'll never suffer from every girls' nightmare and turn up in the same outfit as another racer!

Game play is much the same as other kart racers- yes, boost meters, drifts, collectible weapons etc. etc. Here, however pickable weapons each have three levels of power, meaning crafty tactics will often mean the difference between a good and a great player. Do you fire the weapon instantly for a quick grab for the lead or keep a hold of it for a much larger benefit later on? It's here that MNR can really distinguish itself from others of the genre. It may not be the most complex of ideas but there's no doubt it could be extremely effective in the 'rubber-banding' nature of the kart racer. Weapons range from classics to brand new creations. The developer has also promised a much more detailed physics model than those currently seen in kart racers.

In addition to the community aspect of the game, a full-fledged single player (complete with story) is also included. Online multiplayer consists of races of 2 to 12 players whilst players can also take advantage of the way in which the game allows a local player to also join you online in split screen mode. If online isn't your thing, local multiplayer lets up to four players race together in traditional split-screen fashion. Who says local multiplayer is dead!?

With only 3 weeks to wait now for this new take on the kart-racer of old, the only real question is; can one of gaming's most casual of genre's survive commercially on, argumentatively, the most hardcore of platforms out at the moment? With the daunting shadow of other game's on the horizon, I hope that this new IP can stand out from the crowd enough to deliver a show-stopping hit. 

Friday, 30 April 2010

Preview- Halo: Reach

Released: 1st September 2010
Format(s): Xbox 360
Developer: Bungie
Publisher: Microsoft Game Studios

Like countless others, I'm a big fan of the Halo franchise. From its humble beginnings as the dawn of a new era for first-person shooters to the trilogies' epic conclusion and one of the biggest entertainment releases ever with Halo 3. However, the announcement of Halo 3: ODST at Tokyo Game Show 2008, for some reason, didn't interest me in the slightest. I played through it, no doubt, but only months after. For me, it wasn't a case of the storyline, the new setting or the fact that you play as an 'Orbital Drop Shock Trooper' (I ended up quite liking all this!) It just seemed like too much Halo at a time when the series needed to cool down to still be fresh. There's no doubting how accomplished a shooter like Halo really is but since its release in 2001 for the original Xbox, it has done little to keep its head above the crowd of the competition.

Announced at E3 2009 to muted fanfare, Halo: Reach has my attention. To be honest, early footage of the Beta (which is playable on the ODST disc from 3rd May 2010!) has swept away any preconceptions I had that this would be some major leap for the series. It looks much the same, and from what people have said playing it, it feels much the same. But Reach does introduce one major new game play mechanic...

Anyone who has played Halo 3 will be aware of the deployment of particular items with the 'X' button within the game. This could have been anything from a blinding flash of light to a deployable 'bubble shield'. Here, the concept works in much the same way, other than this time they revolve around 'armour abilities' and are reuseable and persistent to the player until they are replaced. Multiplayer will also allow the use of these abilities, meaning the competitive online community will be enlivened with fresh new game play opportunities and an all new experience. Amongst the suit upgrades are; 'active camo', sprinting, 'armour lock' (a protective suit that hinders movement), and a jet pack addition. The latter could really alter the way in which the game is played and it'll only be time that tells whether it'll truly add to the experience.

Other additions to multiplayer include the introduction of weapon 'loadouts' upon spawning, meaning players can choose which weapons to start with, an improved 'veto' system and new game modes. “Headhunter” sees players drop skulls upon death which can then be picked up by enemy players and deposited at drop zones for points. “Stockpile” involves the race for teams to collect neutral flags which then have to be held at capture points for game points. “Generator defense” puts 'Spartans' up against 'Elites' in a game not dissimilar to 'Defend the base' in which three generators have to be attacked/defended depending on the team. Finally, the last new game mode is possibly the most exciting, “Invasion” is a six-versus-six round of 'Spartans' versus 'Elites' once again but one in which as the round progresses, new weapon loadouts, vehicles and areas of the map become available with the opportunity of games really turning on their head a huge possibility. The mode is not too different to Killzone 2's service to the multiplayer scene in which objectives change on the fly for a real diversity in game progression. This type of design into multiplayer marks Bungie being inventive, trying something different, when they could so easily have rested on their laurels once again.

In terms of the single player experience, Reach sees you take control of “Control 6”, a member of an elite squad of supersoliders, set during the world for the human world 'Reach' in 2552. The game's designers have promised a “rich world, with a great fiction surrounding it” and have also detailed their work on the improvement of enemy AI and a more open-world or sandbox approach to combat. Forge, Custom Games and Theater all return with no mention as yet whether these too have any significant improvements.

And yes, this is Bungie's swansong to the Halo universe and if it's going to be a fond farewell, it's no doubt going to be worth getting excited about.

Tuesday, 13 April 2010

News- 'Gears of War 3' Officially Announced

Cliff Blezinski, of Epic Games, officially unveiled Gears of War 3 during Jimmy Fallon's late-night chat US chat show last night. Blezinski joked, "It's about the worst kept secret in the world" since the announcement was leaked earlier in the week after an Xbox 360 dashboard slip (see my story here).


The announcement came with a teaser trailer- entitled 'Ashes to Ashes' which features Marcus Fenix and his crew coming up against a raging army of Locust. The trailer also shows a female soldier as a part of the COG squad, a first for the series. Blezinski noted the game is set after the events of Gears of War 2 and also features a number of new weapons.


The confirmed release date is 8th April 2011. Check out the teaser trailer below for some awesome COG-action. With a year to wait, I'm already hugely excited about the prospect of playing as Fenix and co. once again. Expect more to be announced at E3 in June.