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Showing posts with label Preview. Show all posts
Showing posts with label Preview. Show all posts

Monday, 26 July 2010

Preview- Fifa 11

Developer: EA Canada
Publisher: EA Sports
Release Date: 1st October 2010
Format(s): Xbox 360, PS3, Wii, PC, PS2, DS, PSP, Mobile


As a massive fan of videogames, football and Fifa in general, I find myself with a huge obligation in reporting some of the planned features that EA hope will make this the, yes here it comes, “best Fifa yet”. 


The first of many planned improvements to the formula come in the form of the new Personality+, which aims to completely address each player's “individual personality” within the game, hoping to provide complete “differentiation” sought between each player. To me, it sounds way too sophisticated to be applied effectively within the game within its first iteration, and we've seen such features touted in bygone years, although I hope to be proven wrong. Could we be seeing Arjen Robben's fluid, fast dynamism as he sprints down the wing, only to pull in onto his left foot to fire a shot home? Or Wayne Rooney to lumber about up front? (Sorry, cheap shot). Goalkeepers are also being given the Personality+ overhaul that will dictate how each will react to ongoing play, although EA have also been enthusing in detailing all-new goalkeeper abilities that will give them a much needed reality kick. Keepers will now react realistically to lobbed shots, sprint toward oncoming, stray passes, and “demonstrate urgency” when scrambling back towards their empty net. If all goes according to plan, the technology sounds absolutely incredible and could give Fifa another push towards the lofty heights of true realism.


Last year's 360° control is also publicised as having being further developed and can now calculate how collisions between multiple players will play out, in the natural progression from individual jostling. The yearly lauded “advanced intelligence” phrase crops up in EA's press release once again for the yearly franchise, now claiming “real AI” (I have no idea what that means) to control CPU players that will be bring much more sophisticated styles of play to the forefront. Again, it's hard to take EA too seriously when year-on-year we hear about such developments in AI and the like. Furthermore, Career Mode has been overhauled once again, with its new engine allowing players to play as either a real player, created player or Virtual Pro, in which instant feedback on performances will now be given, as well as a “vastly improved status system”. Other heralded details reference “authentic tournament structure, results and new calendar system”, and players can now create both players and whole teams in the new Creation Centre. Opportunity to realise my local Sunday team's Premiership ambition? I think so!


With each release in the series bringing unique faults of its own, it makes you question whether the race for perfection is ever going to be hit, although the Fifa franchise is too big not to have a yearly release so we're going to have to live with such claims for years to come. I don't doubt the quality of the game however, and will happily buy Fifa 11 like I have for the many Fifa's throughout my life. Will it live up to the exceptional Fifa 10 or flounder like Fifa 07? We'll have to wait until the 1st October to find out. I'm hoping it's the former.

Thursday, 8 July 2010

Preview- Kane & Lynch 2: Dog Days [Hands-on]

Released: 27th August 2010
Format: Xbox 360, PS3, PC
Developer: IO Interactive
Publisher: Eidos Interactive/ Square Enix

In serving its cold, dirty and gritty underbelly, Kane & Lynch 2: Dog Days is met with a unique visual style. Shot to look like real-world documentary type camera work, there's no escaping the flair that IO Interactive have used to showcase the second in the Kane & Lynch series- the first having been received critically poorly. In trying to distance itself from others in its genre, Dog Days' hand-held camera aesthetic that accumulates strewn rough cuts, sharp movements, blinding lens flares and extremely fuzzy quality all help convey its added sense of realism.

And it works. As the demo's opening cut scene begins (once the loading screen has neatly portrayed a phone call), it becomes immediately clear- if you hadn't already guessed- the excellent tone that has been set. It's something that is expertly transitioned into the third-person, over the shoulder, cover-based action also, where the camera idles from side to side and waves to and fro as quality seeps and loses focus once the game play picks up.

Taking control of Lynch in the sequel, combat feels extremely well handled, from smooth transitions into cover, to the aim assisted shooting mechanics that do well to pick off enemies through the destructible cover. With the opening of the hands-on taking place in a Shanghai restaurant (more on that later), the explosive blend of action movie and grindhouse rough and tumble can be sampled. With sprinting seeing the camera jaunt up and down and side to side in trying to replicate the work of amateur cameramen, action is visceral and brutal with an unforgiving feeling of being a part of the action.

However, the short demo does little to forbade negativity coming its way. I wholeheartedly question the reason for the HUD elements when IO have gone so far in addressing the pervading sense of 'real'. Why not go all out in having that sense of documentary film making? It seems only a part of the intention has been carried out, since the remainder of the game is still blindingly eager in promoting unrealistic game play elements such as relocating weapons after a fire-fight using down on the d-pad highlighting dropped weapons, or choosing to use markers for points of interest. Not that the developer seems keen in becoming lazy in other aspects of the game's design- the attention to detail within the streets of Shanghai is simply fantastic. Stores are fully stocked (one shop has IO's previous work on store shelves!), and the shady streets are dirty and populated with well animated characters. The sense of location is further improved with the lights of monumental skyscrapers casting shadows down onto the action.

In addition to the sample of single player campaign, the demo also features a newly introduced singe-player 'Arcade' mode in which players must accumulate as much stolen money as possible with a team of ragtag NPC criminals against AI police officers within a four minute time period. Working together is the aim of the game if you're to make the escape vehicle in time, although with money split evenly between surviving members (used for buying additional weapons), you may want to increase your share by killing other members of your team- seeing you become a “traitor” and a walking target for everyone involved. Fail to escape the heist and you'll lose a life, with each of the three rounds given getting progressively harder. The multiplayer equivalent to 'Arcade' is the returning 'Fragile Alliance', whilst 'Undercover Cop' selects one player to be “cop”, tasked with stopping the other players from stealing the dough, introducing a dramatic multiplayer mode in which no one can be trusted until the cop is dead. 'Cops and Robbers', meanwhile, is Dog Days' take on team death match in a 6 versus 6 fight between the opposite sides of the law.

Whilst the first game was a let down by nearly all who played it, Dog Days looks really quite excellent. The cover system adds weight and refinement to the combat system whilst the presentation and immersive graphical style is well put together (unless you suffer from motion sickness that is!) The main problem I have is the sense of uniqueness- other than the visual flourishes, it offers very little different from the waves of other games already on the shelves. I can't help but get a feeling that it'll hog bargain bins in little time after its release.

Wednesday, 7 July 2010

Preview- Blacklight: Tango Down

The release of EA DICE's Battlefield 1943 onto Xbox Live Arcade and PSN last year finally showed us two things; one- broad and full game experiences can be offered onto a meagre 2GB limit, and secondly- downloadable titles can sell extremely well if the developer gets it all right (1943 was the first download-only title to reach 1 million units sold!)

And this is why it's worth getting excited about the futuristic shooter- “part Blade Runner and part Call of Duty”- Blacklight: Tango Down, that is to be released onto Xbox Live today (July 7th) for just 1200 MS points...[ctd.]


Click here for the full preview on midlifegamer.net

Friday, 25 June 2010

Preview- Crackdown 2 [Hands-on]

Released: 9th July 2010
Format: Xbox 360
Developer: Ruffian Games
Publisher: Microsoft Game Studios

Having bypassed Realtime Worlds' original game released in 2007, I came to Crackdown 2 knowing little of what to expect. Not that I hadn't heard great things of the prequel, with a number of nods toward its “orbs” and devilishly difficult achievements. The direct sequel, now developed by Ruffian Games, follows the super-human officer working for the Agency (simply referred to as “Agent”) who looks to put a stop to the mutants that that have escaped the research facility from the original.

Granted a 30 minute demo with the game, it becomes immediately apparent what the team strive for, in a flash bang of explosive, fast, frenetic action with the beautiful cel-shaded metropolis of the open world sandbox Pacific City glistening in high def, fantastically realised, superbly composed and rendered. Considering a quick press of 'Start' unveils the map of the foreboding city, and you'll begin to admire the enormous play area that will be available to rip through in the main game, although here only a portion of which is playable. The cel-shaded feel only subverting your gaze away from similar open-world clones, and yes, it is indeed, beautiful.

But suppress premature applauds, since the combat system is where the game can truly be tested. And thus, it's where the game is perhaps least adequate. The over-the-shoulder third person perspective mitigated and underwhelming when 'firing from the hip', although the targeting system (a click of 'LT') does little to alleviate any problems since such lock mechanics are extremely rigid and far from dynamic. Specific targets can not be targeted, instead you'll be hoping that the system correctly guesses your plan of attack in a frustrating display of combative nuance. It'll certainly take a good deal of your hands-on if you're to get to grips with the mechanics behind such a system, although thankfully meleeing your way through the AI hordes is satisfying and deadly- going some way to alleviating such problems. It's a testament to its kinetic design that this is the case, since you'll most probably wade through the wave of enemies so quickly that such frustrations fail to hinder the impressive weight of the rest of the experience.

The variety in the arsenal of weaponry is certainly pleasing, with the usual shotgun, assault rifles and SMG's all complimented with the more powerful additions of the grenade launcher, rocket launcher and projectiles- cluster grenades and the like. All of which will be unlocked upon further progression in the game, and available to you from calling in weapon and vehicle drops (from a roll-caged buggy to a hefty steel truck) from Agency controlled areas. The demo, in fact, speeds up the rate of upgrades sufficiently in proportion to the limited 30 minutes with the hands-on that there is a smooth sense of progression felt in the half hour. The game's design is in fact so devoted to the feeling of ever-evolving suit abilities and the like, with the help of the collection of the number of orbs (ability, vehicle, strength etc.) scattered over the city, that soon you'll be adding verticality to your level of play, jumping from rooftops and over Pacific City's sprawling urban jungle instead of driving in any of the vehicles on the roads, as an increased skill-set is given- increasing running speeds, or the height of jumps, for example.

Of course, with sandbox gaming comes a level of freedom. Whether you choose to take up the Agency's missions, here in “restoring Agency dominance” or “establishing power networks” with the eradication of Crackdown's aptly named “freaks”, or choose to quench your unabashed desire for sheer mayhem in choosing to deviate from any required actions. The addition of its side missions are satisfactory and fulfilling in addition to the weight of the main game, whether in checkpoint races through the streets in vehicles, or 'free-running on steroids' in the free-running missions, leaping from checkpoint to checkpoint over rooftops. Audio logs can also be picked in order to flesh out the back-story in regards to the foundations of the city, and handily play over the top of game play.

The demo that is now available on Xbox Live is exceptional in delivering key aspects of Crackdown 2's design. It's engaging, exciting and not amiss to the odd splashing of claret. Also featuring up to four player co-op and the ability to unlock achievements within the demo, it'll get no doubt get you revved up for the full package. It's taken me by surprise, certainly that I'm now actively awaiting its July 9th release.

Tuesday, 22 June 2010

Preview- Doctor Who: The Adventure Series (Ep.2)

Fans of the classic British sci-fi series, 'Doctor Who', can now play as the Doctor themselves in the second episode of the game series Doctor Who: The Adventure Series, developed by BBC Wales and Sumo Digital. The first episode, 'City of the Daleks', received over 525,000 downloads within its first 12 days, whilst the latest episode (entitled 'Blood of the Cybermen') can be downloaded straight from the Doctor Who web-site immediately after the TV series finale this Saturday, 26th June 2010...[ctd.]


Thursday, 17 June 2010

Preview- Yoostar 2

Format(s): Xbox 360, PS3

A thoroughly intriguing concept, Yoostar 2 is a new video game devoted entirely to allow players to step into the role of famous movie characters in hundreds of movies, all with the support of Microsoft Kinect or Playstation Move. Announced to the industry this week at E3, Yoostar 2 uses the Playstation Eye and Kinect to create a “green screen” style effect without the need for a special screen, allowing players to record their performances in famous movie scenes, and share them online to family and friends... [ctd.]

Saturday, 12 June 2010

Preview- Civilization V

One of the leading, most successful and insanely addictive strategy series ever made, Sid Meier's Civilization brand is now recognised as one of the greatest PC series of all time and has gone from strength to strength, conquered land to conquered land. The fifth title in the series, Sid Meier's Civilization V... [ctd.]

Friday, 11 June 2010

Preview- Rock Band 3

We all love music games- unleashing our inner rock legends to the clink of missed notes and a denting to rhythm while we tap on our plastic peripherals. The guys here at MLG particularly enjoying the odd Rock Band sesh every now and then. With the recent announcement of all modes that are to be featured in this year’s Rock Band 3, it’s time to finally turn the anticipation dial to 11!...[ctd.]




Read the rest of my preview here via MidLifeGamer.net.

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.


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

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.