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Showing posts with label Playstation Network. Show all posts
Showing posts with label Playstation Network. 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.

Friday, 7 May 2010

Preview- Split/Second

Released: 21st May 2010
Format(s): PS3, Xbox 360
Developer: Black Rock Studio
Publisher: Disney Interactive Studios

What do you get if you put Burnout, Motorstorm: Pacific Rift and Battlefield: Bad Company 2 into a creative blender? That's right, Split/ Second- an arcade-style racer intent on delivering the thrills, competition, and insane speed of the racer of the norm and injecting it with style, destruction and chaos. Much in the same style as the Burnout series before the Paradise open-world departure, Split/Second by Black Rock Studios (who made Pure) is a circuit based racing game where the key to taking the chequered flag in first place is wanton destruction of opponent's vehicles in a bid for survival of your own.

Playing off the game-show backdrop, the racer seems like the video game equivalent of Death Race, where the whole level is literally rigged to blow. From buildings falling atop speeding cars, and air planes landing within a whisker of your rear bumper, this is unlike anything really witnessed from the racing genre as yet. All this chaos is of course limited, however, and this is where the meter system is implemented. The “powerplay” meter itself is split into 3 sections, slowly filling through such driving manoeuvres as drafting an opponent, drifting, and jumping. A fill of the first part of the meter results in the ability to trigger small explosions through the track, perhaps a single car, or a few barrels on the side of the track. Nothing major- the most destructible events are saved when all three sections of the meter have been filled, levelling buildings on top of any incoming racers, felling satellite towers and more edge of your seat carnage. Certain events also occur only once in a single race, such as opening short-cuts which will alter the shape of the track.

The demo, available now on Xbox Live and PSN, takes place at an airport, where you'd do well to avoid one of many explosive set pieces. From what I've seen of the game so far, it looks absolutely brilliant, very similar to Burnout- as mentioned before. Where it improves on that particular game is the way in which the HUD is placed beneath the car's rear bumper meaning the full impact of the surrounding action can be taken in without any obstruction, which I think is a nice touch. Upon running through several races, it's refreshing to tell you that my experience was somewhat different on every play-through through the use of the game's mechanics making it possible for the track to change into one of several routes. The way in which each race progressed was also thoroughly entertaining to say the least. Whilst I enjoy racing-sims wholeheartedly, the way in which Split/Second's approach and originality sets itself apart from basic racers is great. I just hope that re-playability can still be had after extended sessions of play with the full game with only a limited number of sights to see. But with the demo anything to go by and 8-player online multi player and 2-player split screen, Black Rock should certainly deliver the first big racing hit of 2010. 

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.