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Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Sunday, 30 May 2010

Out this Week! 4th June 2010

In one of the strangest of game concepts I've seen in quite some time, Naughty Bear is released this week. With a teddy bear on a bid for revenge at the expense of those that mock him, A2M's game is deceptively violent, with Naughty Bear using the environment to his advantage in delivering brutal execution moves to decimate foes into a dispersed array of cotton. Action can take a number of forms, from silently sneaking up on enemies in stealth mode, engaging in “paw-to-paw” combat, or even luring bears into traps unbeknownst to themselves for a horrific death. It's messed up, that's for sure, but if it takes your fancy, be sure to pick it up this Friday. [PS3, Xbox 360]

I'm afraid to admit it, but yes, I am a fan of The Sims. The Sims 3, in my opinion, was the best of the series so far- of what I'm sure is likely to continue for some time to come! Out this week is another expansion to the original game in Sims 3: Ambitions, which lets you (for the first time ever) control your sims on the job whilst also allowing you to choose the way in which their career progresses, for good or bad. Trying to get away with 'office slacker' is as much an option as striving for absolute perfection and will impact the town and other sims in some way or another. Brand new career paths have been included, in addition to all-new skills, activites and “moodlets”/traits. [PC]

Saturday, 29 May 2010

Preview- F1 2010

Released: 24th September 2010
Format: PS3, Xbox 360, PC
Developer: Codemasters Birmingham
Publisher: Codemasters

F1 titles have been few and far between in the recent past. The distinct lack of titles for one of the world's most popular motorsports is bizarrely odd considering the opportunity afforded to the license bearers. Is it just me or are the F1 games some of the best racing titles out there? I remember playing F1 2000 way back on the Playstation and being possessively mesmerised by the insane sense of speed and the thrill afforded at being behind the wheel, the hard press of the brakes bringing the blurred racetrack back into focus as I career toward the barrier. Good times... Thinking that the memory may have been somewhat rose-tinted, I recently picked up the PS3 F1 title, F1 Championship Edition, that was released back in the early days of the PS3, to re-discover what I loved about the F1 license. In admiration of the gorgeous visuals and stunning racing engine at work, there's something to be said about the ferocious speed at which these cars can travel, the tactics at work on the track, the weather changes, qualifying etc. etc. that is so intrinsic and core to F1 in particular that grabs my attention wholeheartedly in video game form. Granted, I'm not an F1 fan, but this game has me excited...

Developed by Codemasters Birmingham, in conjunction with the 'EGO Engine'- that helped create the superb Colin McRae: DiRT 2 and Race Driver: GRID, F1 2010 is likely to up-the-ante in terms of visuals and physics than previously afforded in an F1 game. The engine is beautiful, as we have already witnessed, and here brings the whole roster of 19 career tracks to stunning re-created glory, with an incredible amount of effort going into delivering an insane level of detail for the globe-trotting career mode, as well as the addition of every team and driver of the 2010 F1 championship. A full online multiplayer with a number of racing modes has also been detailed.

The career mode will allow players to work from the trenches of obscurity to associated fortune that the high life and the sponsorship affords. Whether you hop from team to team, seeking the best deal, or form a wealthy relationship with only one team, the choice is yours to make. What has me excited, however, is the way that objectives change on the fly depending on the team that you race for- Ferrari, for example, will deem a non-podium finish a disappointing finish, whereas a lesser-known team is more likely to appreciate any points on the board at all! It's an interesting addition but one which will only work if there is substantial difference in the feel of the game upon a change in allegiance. Teams are seemingly an integral part to the title as a whole, with media appearances within the game differing in accordance with the team you race for, whilst team members will consistently be tweaking and upgrading the car with new parts as the season gets under-way. The extent of customisation has not been fully revealed as yet, but expect an extremely robust system that goes hand in hand with the stat-heavy racing fans out there. Racing strategy and often superfluous looking tactics will also be intrinsic to the experience.

Another aspect of the game that is being heavily touted is the all new dynamic weather system which is quoted as being “the most complicated weather system even seen in a racing game”. No, the developers haven't stopped at delivering an extensive physics model for each weather type, but instead include the weather's effect on the state of the track. Puddles are likely to be formed in dips and falls in the track, whilst over-hanging trees are going to result in drier parts of the track. As the rain lets off, the “drying line” is also likely to affect the race, with cars dispersing the standing rainfall from the optimum racing line. Staying focused and sticking to the racing line in these instances will likely be the difference between success and failure.

I can play Forza 3 hour after hour, but nothing can truly match the adrenaline that gets pumping from the simulation of the F1 experience. I'm thoroughly looking forward to another racing title from those at Codemasters- they have a great engine in their hands and a superb license to go with it, can they deliver an F1 title to match its ambition?

Friday, 21 May 2010

Preview- Alpha Protocol

Released: 28th May 2010
Format: Xbox 360, PS3, PC
Developer: Obsidian Entertainment
Publisher: Sega

In the surrounding hype of Rockstar's wild west epic Red Dead Redemption, its easy to forget that other games are indeed also laid out for us on the release calendar, vying for a 'dead-eye' split second of our attention. In one of the busiest months of releases thus far in the year, Obsidian Entertainment's Alpha Protocol has, rightly or wrongly, been struggling to get us gamer's just as excited for this spy/espionage RPG that they would perhaps crave.

In a genre that seems more strongly attached to fantasy from the likes of Fable and Oblivion, but with the likes of Bethesda (Fallout 3) and Bioware (Mass Effect, Mass Effect 2) showing in abundance that this needn't be the case, it's with high hopes that I look towards the latest game from the developer that brought us KOTOR II and Neverwinter Nights 2, along with the 'is it/isn't it' sequel Fallout: New Vegas- out later this year.

Originally announced way back in 2006, Alpha Protocol, which was initially destined for a late October 2009 release, but since pushed back to the current 28th May 2010, is a third-person action RPG set in the murky world of CIA operative Michael Thorton who is on the run from the US government following a botched mission, and on the road to uncover a secret conspiracy...

OK, the set-up is straight from Hollywood and yes, we've seen it played out from the Jason Bourne's and Jack Bauer's of the world time and time again, but as a game, it provides ample ground for guns, gadgets and sophisticated game play. In addition to the expected gun-play, hand to hand combat and use of advanced gadgetry, the player will also have use of added “action elements”- 10 skills that can be upgraded throughout the game in traditional role-playing fashion, that can range from improving accuracy to a 'slow-down' action, akin to Splinter Cell's “mark and execute”. The dialogue system (or DSS- “dialogue stance system”) is also at the forefront of the experience, with all conversations happening in real-time and requiring timed player input at key “decision points” that will no doubt alter progression throughout your investigation. Choosing from any one of three “stances” (that are effectively different attitudes taken towards the conversation; suave, professional or aggressive), players will also have the Mass Effect 2 ability to end the conversation abruptly in an “action” choice that are available at specific moments. Such conversation's will shape the game differently for each player, and choices made here will have effects that may or may not be immediately apparent, but ultimately having a dynamic impact on the rest of the plot-line. Combat is also given the same freedom of choice; load-outs are selected before each mission from the vast array of weaponry and gadgetry on offer which means stealth is just as much an option for more reserved players than the all-out 'run-and-gun' type! Weapons can also be customised to suit such encounters as well as appearance of the main character if you believe a gruff moustache will somehow give extra bravado to your actions!

With real-world hub cities including Rome, Taipei and Moscow to enjoy and the world of spy espionage to uncover, I'm eager to escape the dusty plains of the wild west for a few days to soak in this very different experience. The name's Bon...Oh, wait. Alpha Protocol.


Monday, 17 May 2010

All Format Chart- Week Ending 15th May 2010

5
*New Entry*
Skate 3 (PS3, Xbox 360)

4
Just Dance (Nintendo Wii)

3
*New Entry*
Lost Planet 2 (PS3, Xbox 360, PC)

2
*New Entry*
Alan Wake (Xbox 360)

1
2010 Fifa World Cup (PS3, Xbox 360, PSP, Wii)

As I predicted, the new releases fail to knock the ever popular 2010 Fifa World Cup off the top spot as the World Cup draw ever nearer. Alan Wake has been greeted with strong sales figures and moves straight into the chart in second position. It seems the 5 year long wait has had no effect on levels of excitement. Elsewhere, Capcom's Lost Planet 2, which I have reviewed, is another new entry in third whilst EA's Skate 3 enters the chart in fifth position.

Next week sees a spectacular line-up of new games; Red Dead Redemption, ModNation Racers, Split/Second, Prince of Persia: The Forgotten Sands and No More Heroes 2: Desperate Struggle. I'd be surprised if Red Dead Redemption didn't garner top spot for next week's chart whilst the two racers should also put up for good sales. I expect Just Dance to finally leave the chart next week.

Sunday, 16 May 2010

Review- Lost Planet 2 [PS3]

Publisher: Capcom
Developer: Capcom
Released: 11th May 2010
Other Formats: Xbox 360, PC

Laying waste to the original Lost Planet's icy plains, the sequel sees the ice begin to melt and immediately remedies one of the previous game's main bugbears. The campaign, of 6 chapters (each of varying length), spans a number of different locales and different playable factions. From the opening 'prologue' on ice to lush jungle, grey concrete warehouses, dry desert landscapes, fiery mountain ranges and even space- the game's constant mix of location is nice to see, even though the level design, which is both obscure and extremely repetitive, often means the whole progression through the game is often a long and arduous task. Each level is more often than not a negotiation through the opening 'Intel' briefing, generally informing you to capture the array of 'data posts' spread through the level and progressing in linear fashion through to the 'area complete' message. And whilst the variety in 'Akrid' creature design is to be admired; from sea urchins, crustaceans and desert dwellers accompanied by absolutely huge boss creatures that are justifiably epic in scope (even though Capcom's design philosophy to yellow weak spots is tired and dull.)

The third-person run-and-gun game play here works well and is generally fine although other aspects of the game play are clunky and a hideous mess. The 'crouch-run' is far from the standard of Gears of War, for example, with little manoeuvrability once in its animation meaning the frantic action is often nigh-on-impossible to keep up with when in a fire fight. Elsewhere, the extremely aggravating way in which the character falls to the floor upon a slight hit in an over-long animation really begin to get irritating quickly with vast sections of the game suffering the same repetition of being knocked down over and over again through no fault of your own. The grapple-hook also returns from the first Lost Planet, with the 'square' button firing the short leash and meaning higher ground can be covered, adding much-needed verticality to the somewhat stale level design. The health system is governed with the returning use of the 'thermal energy' mechanic. The 'thermal energy' level is constantly accumulated by collecting the yellow energy in the world and is used in conjunction with both re-boosting the health bar (a hold of the 'Start' button) and using Lost Planet 2's special weapons and the extremely powerful and always fun 'VS suits' which somewhat alleviate the slog through levels with the intermittent sections where these can be used. The addition of 'battle armour' is also a nice addition as such suits have no hindrance of movement but do add temporary shields until depleted. The weapons have a very powerful feel to them, with even the pistol delivering sufficient might to combat. Single-handed weapons (that can be carried two at a time) are the genre's classics (shotguns, machine guns, pistols, rocket launcher) whilst there are also more powerful two-handed weapons freely available, ammo meanwhile is always in sufficient supply. The aforementioned opening of 'data posts' in levels activate the previously fuzzy map interface and also act as re spawn hot-spots and add a healthy 500 points to the 'battle gauge'- a bar that fills upon opening the posts but disintegrates by 500 for each life lost by human players. If the level reaches zero, it's game over and the level is restarted from scratch- a key source of enormous frustration no doubt in some of Lost Planet 2's horrendous difficulty spikes such as 3,3's train boss battle which seems hugely unbalanced. The eventuality of a 'game over' can be particularly rife if playing as one of four in co-op play since single-player does not punish the player for AI deaths.

Capcom seem to have dedicated much of their time towards the mutliplayer experience. Whilst this can be congratulated wholeheartedly for adding another dimension to the framework of Lost Planet, it is also at a huge detriment to the game as a whole in its implementation. If not playing in co-op with buddies, AI replaces the remaining team members and to say they are more often than not useless is an understatement. The tailoring towards online play has meant the single player suffers so forcefully that the campaign is often nearly unplayable when in solitary play, and no, this is no exaggeration. The AI does little in terms of progression, instead more reliant on running directly beside you as cannon fodder. This is where the game falls apart- whereas the clunky combat system can often be ignored since most of it works sufficiently, the AI is as poor as it comes in a game where it is vital. Whereas team play is at the forefront of menu messages (“Co-operation is key”- it annoyingly reminds me!), this is an impossibility if playing by yourself, with no integration of any 'team order' mechanics used. Granted, online integration is available and works well with no latency problems at all witnessed, but to cause unnecessary frustration when I just want a quick stint through the campaign is plain ridiculous.

In terms of the appearance of the game, it looks good graphically, although can not quite live up to the fidelity of other new releases. Also, the epic bosses that define the game often seem to take up much of the processing power when on screen that textures elsewhere are bland and lifeless. This is a far cry from the likes of God of War III. The problem of drop in frame rate is also apparent throughout. Cut scenes interrupt the action every now and then and are well directed and well animated, progressing the story nicely in brief moments of over the top action. Quick-time events are used on occasion for some unbeknown reason because most of the time the action plays out with no requirement for the player, meaning upon first play through they'll often catch you off guard. The UI is cluttered and screen real estate is overloaded with the game's health and energy bars, map, ammo count, gun display and team statistics. Modern game design seems to have been put to the back-burner in a more focused attack on traditional Capcom design. This is none more apparent than when in the boss battles, which, although grand, remain frustrating through the whole 'rinse and repeat' nature of blasting yellow weak spots consistently over and over until it finally falls to the ground in a shower of energy orbs.

It's not that I don't like Lost Planet 2 but it is so hard to accept its faults at a time where polish is applied in vast quantity to every triple-A release that any annoyances are positively ironed out before release. The story is passable (the main might of which resides to stop a huge 'Akrid' force bringing the planet to a new ice age) and it doesn't help that the game has no recognisable characters since all are faceless protagonists. I've never been a fan of boss battles, and as such, perhaps it is my own ignorance that lay at the heart of my problem with the game but the general frustration that was greeted through each play through was difficult to ignore. All in all, it's difficult to recommend. If you enjoyed the first, I believe you will enjoy this outing. For newcomers, it's average at best, I was expecting so much more.



Friday, 14 May 2010

Preview- Mafia II

Released: 27th August 2010
Format: Xbox 360, PS3, PC
Developer: 2K Czech
Publisher: 2K Games

Another one of my hugely anticipated titles of the year is 2K Czech's Mafia II. Reams of game play footage has been shown to date of the game and every time another developer diary turns up, I get more and more excited to see what I believe has the potential to be game of the year. Now I know that without playing the game, it's incredibly hard to tell the impact such release will have, but the very fact that the developer is confident enough to provide hands-on time with the game months in advance of actual release date ought to be congratulated- this comes at a time when secrecy and the 'behind closed doors' approach is often the norm.

What has me most excited by the game is its setting- influenced by American cities of the time (mainly New York City and San Francisco), Mafia II is set in the fictional 'Empire Bay' of 1940s-50s era. Screen shots and footage show incredible periodic artistic designs and a frankly tremendous effort in capturing every tiny detail no matter how seemingly insignificant, from its soundtrack to shop fronts. The graphics look superb, both in terms of the look of the city, the ominous locations and facial animation that is captured perfectly in the trailer here.


The game centres on the Sicilian Vito Scaletta, returning home from his duties to the army during World War II. What follows is a spiral towards the life of crime and gangster undertakings. In an interview with 'GamesRadar', writer and director of the game- Daniel Vavra, explains his intent on “delivering a polished, story-driven experience, that makes gamers feel as though they are living a day in the life of a mobster”. Comparisons are obviously easy to draw with such crime epics as Francis Ford Coppola's The Godfather and Scorsese's Goodfellas (which is in fact referenced in the announcement trailer for the game). A sweeping epic narrative is likely to be delivered succinctly and efficiently, with over two hours of cut-scenes (all rendered in-engine and real-time) featured within the game and what is said to be over 500 pages of screenplay! The cast of characters also look to be shaping up well, with a philosophy to characterisation that seems to be taken from the very best games of its type, ensuring characters are established well and with personality throughout the plot.

2K Czech have revealed their intent on delivering a truly living and breathing city which feels alive to the player. Game play videos are keen to show off the city in all its glory- a brief drive through the streets in period vehicles (that are said to feel heavy without being too overbearing), sees people going about their daily lives in exacting detail that can be seen in every aspect of Mafia II's implementation. It's really brilliant to see the game in action, and I urge you to search for some of the videos available because I haven't seen anything as stunning in the look and feel of a city in any other game, not even GTA IV's Liberty City. Couple that with the fact that the area is 10 square miles large (twice the area of the first game), featuring over 20 unique neighbourhoods and 50 intricately designed period vehicles filling its streets and the sheer scope of 2K Czech's daunting workload is still nigh on possible to comprehend.

Guns from the first game, such as the 'Thompson M1928', the 'Colt 1911' and the pump-action shotgun all return, along with WW II-era inspired weapons. Melee combat is a simple two-button affair, with 'finishing moves' a combination of the two, resulting in context sensitive finishes. For example, if you're stood in front of a car, Vito might smash his head into the hood to end the fight. Cover mechanics are used for gun-play with any environmental items available to hide behind, although making sure you're still protected as the physics engine does its work is key. Yes, cover is destructible and will no doubt force wary players straight into the heat of battle. The check point system from the first game is also said to be completely overhauled.

All in all, I simply can not wait for the game. The triple-A polish that seems to be shining from the every surface of the game is really great to see at such an early stage, and I expect a deep and thoroughly entertaining ride once I get hands-on with the game, 27th August 2010. You'd do well to keep an eye on this, too. It's going to be special!

Monday, 10 May 2010

All Format Chart- Week Ending 8th May 2010

5
Battlefield: Bad Company 2 (PS3, Xbox 360)

4
Wii Fit Plus (Nintendo Wii)

3
Call of Duty: Modern Warfare 2 (PS3, Xbox 360, PC)

2
Just Dance (Nintendo Wii)

1
2010 Fifa World Cup (PS3, Xbox 360, PSP, Wii)

As expected, the new release of Sin and Punishment 2 has failed to penetrate the charts this week, with 2010 Fifa World Cup continuing to pull its weight on the top spot for the second week running. Splinter Cell: Conviction, Super Street Fighter IV and Episodes from Liberty City have all fallen short of the top 5 with the re-entry of the two big shooters Modern Warfare 2 and Battlefield: Bad Company 2.

It's a great week for new releases and it'll be interesting to see which holds up against its competitors in the charts. With Lost Planet 2 out on Tuesday- a two day advantage is awarded over Alan Wake, Skate 3 and 3D Dot Game Heroes. I'd love to see a strong showing for Remedy Entertainment's Alan Wake which has been years coming although I expect Fifa to continue its strong sales showing in the run up to the World Cup and retain its top position.

Thursday, 6 May 2010

Review- GTA IV: The Lost and Damned [Xbox 360]




Publisher: Rockstar Games
Developer: Rockstar North
Released: 17th February 2009
Other Formats: PS3, PC

The Lost and Damned is the first of two pieces of DLC that Rockstar released for the epic GTA IV. Replacing immigrant protagonist Niko Bellic from the main game, here, biker and 'Vice president' of the 'Lost' biker gang, Johnny Klebitz is the focus of a seedy and gritty sweep into the realm of drug smuggling, inner-gang conflict and head-on gang war. The dark and menacing overtones are established early in a package that shows its balls, quite literally, as Billy, president of the 'Lost', returns after a stint in rehab. Rockstar again surpassing themselves with triple-A characterisation that is key to the whole package. Their ever impressive ability to direct superb voice work and produce top-quality facial animation making sure a strong foundation of characters are crafted- injecting the story with enough humour, banter and interesting personalities to keep the plot consistently engaging. From the insanely loose, psychotic Billy to “kiss-ass” Brian, friendly face Jim, and the calm yet troublesome Johnny.

Both the positive and negative aspects of GTA IV have made their way into the game, although a re-worked checkpoint system is great to see and removes the gripes from the first foray into Liberty City. Now, upon restarting a failed mission, the spawn point is much closer to where the action takes off meaning the often daunting repetition of getting to the right location time after time, death after death, can be forgotten this time round. The ever entertaining radio stations return, with some new heavy metal additions that provides a fitting backtrack to cruising with the gang. Upon returning to Liberty City, it's quite a shock to experience the often dreadful game play mechanics at work. It's re-treading old ground if you've already played GTA IV but if not, the sticky cover and gun combat can be extremely aggravating at times. It's difficult to get a good grasp of the way the cover mechanics work, even after an extended period of play. Add to this the often frustrating way in which the whole health system works- a non-regenerating bar which, although perfectly acceptable, is less forgiveable when health packs are no-where to be seen and GTA IV's fast food chains have been “temporarily closed”- meaning health will often be dangerously low when starting a mission. At times, I went into the mission knowing full well I would die simply to get full health upon re spawning again and re-starting the mission. If Rockstar North remain adamant that the health system works, it'd be nice to see the health bar fill for missions, at least, which are still very much a case of driving to a location, activating a cut-scene and more often than not, shooting all the enemies until another cut scene is played. Vehicle sections and side missions (bike races) help to improve the monotony that could have been endured, with two-wheeled vehicles now standing in greater stead due to improved handling. So, not a total success but missions have never been GTA's forte- instead relying on the story to create an experience that is likely to be enjoyed time and time again. It's also great to see nods to the original game in intertwining plot-lines with Niko, Roman and Demitiri whilst a brief cameo of 'Gay Tony' also points towards the following DLC release of The Ballad of Gay Tony. To tell you the fashion in which the characters are used would be to ruin the story- it's brilliant, nonetheless. Returning characters such as Elizabeta also ensure a good crossover between the two titles.


Rockstar have again delivered a top quality GTA game. The use of the gang as its main focal point means an often thrilling experience is given as a climactic conclusion draws ever nearer, Johnny every bit the match for Niko. And whilst the story can not quite keep up its pace consistently throughout, with some noticeable slowing through the middle section of the game once a main character is, again, out of the picture- it's still a release that can match GTA IV's highs for every low. New weapons are good additions, with a devastatingly frightful grenade launcher, sawn off shotgun, 'Streetsweeper', an automatic sub-machine gun, half of a pool cue and pipe bombs all keeping content feeling fresh and gun-fights consistently fun. Brilliant.