Archive for the 'Game News' Category

09
Mar
10

Portal 2: The Next Slice Of The Cake

As you already know, Portal is one of those Xbox Live Arcade games that will never ever be wiped off my Xbox Hardrive. Even though the game itself isn’t that huge. The whole idea, game play and the very story telling is fantastic and something I have never come across before or since the games release.

So who can imagine my epic excitement when I heard about portal 2’s conformation yesterday. The beautiful people at Game Informer magazine gave us a nice slice of the Portal 2 cake and have given us some great information which I cannot help but be excited about.

All this started when the tech heads at Valve let loose some new content and patches for the original Portal on PC last week. There was one new achievement slapped onto the game and some weird new cryptic noises and sounds coming from the radio in your chamber when you start the game. These new additions to the game sparked off a lot of PC geeks out there in the vast universe that is the internet to decode these sounds, turns out they were some sort of morse code which could be subverted into images. Sounds blinking weird I know but, these were the images that were uncovered.

Confused much? I sure as hell am. But as I dug deeper into the wealth of information about these images, it turns out that these are images taken from the Aperture Science CCTV from the first Portal. I bet some of you are thinking, yeah? so what? Well these images contain vital equations and data that all of the portal geeks out there were hungry to find and solve. After slaving over a keyboard and staring at these images till their eyes bled, it turns out they all lead to a number that once dialed up would let you into Valve’s bulletin board system and then let the user download some more images. These images known as ASCII images are images that are made up of keyboard characters. Here is an example

These were the first ever images of Portal 2. A lot of hacking coding and problem solving boiled down to 3 of these images….

…Then valve went and confirmed that Portal 2 will be coming out and hitting shelves at the end of the year for Xbox 360 and PC. Game informer then scooped it up and hey presto we have a sequel to a truly awesome game.

So what is this next installment going to be like? I have been doing reasearch here and there and I have found a couple of things out. Whether they are true or not I don’t know but I am going to list them anyway.

1. This is going to be a full-blown title, unlike Portal 1 where it was an attachment to the orange box. This title will be a stand-alone. Meaning it will be a lot bigger. This make me think that Portal 1 was maybe testing the water for the actual main event which is portal 2

2. This title is going to be set way in the future. Meaning that the long abandon Aperture Science labs are going to overgrown with foliage and very forest like. But be rest assure that this will not stop GLaDOS one bit.

3. GLaDOS makes a welcome return. The next generation SHODAN is back Baby!!

4. You again play as Chell (the same woman you played as in Portal 1)

5. split screen and online co-op staring 2 biped robots. Apparently these robots like to hold hands alot…in teresting.

6. some of the games physics will be juggled about to make up for some interesting game play. An air vent can be combined with a portal. This in turn sucks the player into the portal and spits them out the other side. Sounds awesome.

7. there will be alot more interactive objects from things that fling you sky-high to cubes that will deflect lasers.

8. there will be some new characters and a bit more story. Meaning that Valve has probably going all out on this title.

And that’s about it so far, stay tuned to Plus XP for more Portal 2  info as I hear it. Untill then I may have another stint at 1. I love GLaDOS!

Garv

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06
Mar
10

Will The Halo Reach Multiplayer Take The Series To The Next Level?

On Wednesday, I was gawping at the new multiplayer trailer for Halo Reach. After playing rounds and rounds of Halo 3’s multiplayer, I personally thought that this game couldn’t get any better multiplayer wise. After watching this new trailer, I realised just how wrong I was.

You ever get those moment where, after you have seen an epic game trailer/video, you realise that you were starting at the screen with you mouth physically open and a vacant stare spread across your face while you were watching said video. This is exactly what happened to me when I watched the multiplayer trailer. I personally didn’t think Halo could get any better multiplayer wise. There are new game modes, new weapons and assassination moves just to name a few. Today I am gonna pick out the new things I saw from the trailer and give you my opinion what the new additions to the game are going to be like.

JETPACKS

Ever since I saw the elites bobbing round in these things in Halo 2, I could not help but think ‘I Want That!’ well a couple of games later, my mental message has eventually reached Bungie and now we have Jet Packs in multiplayer and I could not be happier.

Then I thought some more, how will these jetpacks work? Are we looking at a fuel gauge for them? Are they just going to feel like the anti-gravity mod in Unreal Tournament? Or are these actually going to be the single best thing to ever come out of Halo Reach and everyone will be having mid-air gun fights? I have learnt in the past that ideas such as these don’t pan out the way you think they are going too. I personally expect some limit to these jetpacks, so I am preparing myself for a fuel gauge of some sort, unless it will be classed as a new vehicle, in which case it will be unlimited and awesome.

ASSASINATIONS

I touched briefly on the addition of assassinations in my Halo Reach News Round Up a couple of weeks back. In this new multiplayer trailer you get to see them in full action.

Right off the baton I immediately thought Aliens Vs Predator. This was the first time I ever saw the assassination mechanic used in an FPS game when I played it back at Eurogamer in October. I personally love the fact that Bungie have brought it into Reach. Sure, since Halo 2 the game had the assassination medal for when you melee’d an opponent from behind, but this takes it to the next level with full on assassination animations, which I have to say look awesome and a lot better than the AvP ones. So I will be looking forward to assassinating any Halo player that gets in my way, be it Spartan or Elite!

WEAPONS

Again, another thing I briefly touched on in the previous article but this trailer brings us some interesting footage of some of the new weapons available. We all know that the needler rifle can take out three enemies at a time, and the marksman rifle is a love child of the sniper rifle and assault rifle. But in the trailer I saw what looked like a Covenant version of the Spartan laser! If that is true, we could be looking at some insane laser battles. I also saw what looked like a laser guided fuel rod cannon too.

NEW GAME MODES

Probably one of the most important things in any new multi player game, whether it is a sequel or not. Game variety is key to anyones enjoyment. It definitely looks like Bungie have added a breath of fresh air to the multi player with a good few game modes.

So here is the all-important list and what I think you have to do for each game mode. I could be wrong here but I’m gonna give it a go.

HEAD HUNTERS – It looks to me that head shots are key here. Kill someone with a head shot and they drop skulls, collect the skulls and the total of skulls is totted up at the end, the player with the most skulls wins. How did I get all that from a little clip on a trailer? I put it down to educated guess. But that is not necessarily what will happen. I believe this will be one of those games that snipers are gonna love or hate. All well and good scoring head shots but if you half way across the map when ya do it, someone else is bound to collect those skulls.

INVASION – To me this looks like Bungie’s answer to an assault type game mode. Meaning that one team defends while the other fills out objectives to inevitably invade an area or destroy something. I loved assault levels in time splitters so I hope Bungie’s attempt at this game mode (if it is what I think it is) will be perfect.

SPARTANS VS ELITES – To me this just sounds like a team death match, one team Spartans, the other Elites. What they could implement into this though is race specific abilities, like Spartans can sprint while Elites have active camo, or something along those lines. It will be interesting to see how Bungie develop this game idea.

THE ARENA – To me it just sounds like they renamed slayer. I could be totally wrong, it may be something like a one on one shoot out? I am pretty confused about this one and can’t comment much on it. best wait and find out.

OTHER THINGS I PICKED UP ON

DODGE ROLL – It looks like Bungie have implemented a dodge rolling system of some sort. Looks pretty cool but how it will work form a first person perspective is beyond me. Will it zoom out like an assassination?

ACTIVE ROSTER – This looks cool. Looks like you can jump in and out of active games. Means you don’t have to scoff down your dinner in time to play a game with your mates.

Halo reach multi player looks like its taking a step in the right direction. And I cannot wait to jump into some Beta test action on May 3rd. Who’s with me?

Till then I will leave you with the Multiplayer Trailer:

Garv

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05
Mar
10

Super Mario Galaxy 2

The sequel to the critically acclaimed platform game was finally given a release date last week ad I am going to give you all the info we know about the next installment in Mario’s 3D platform adventure.

I will start this article off with one word: Yoshi! Yes the famous pint-sized Dino is making his way to the Super Mario Galaxy universe, which I have to say is great, I mean who doesn’t like Yoshi? The cool thing here is he can use his tongue to swing across gaps, he also eats fruit which in turn gives him a variety of power ups, such as inflating like a balloon ‘Kirby style’ or a nice little speed boost to help you along your crazy 3D planet scaling.

Now we all know about the star pointer in the first game, well that’s also making a welcome return; but while riding your very hungry green Dino friend, the pointer turns  into a red dot which in allows you to control Yoshi’s tongue, this can be used to grab levers, swallow enemies in classic Yoshi fashion and of course swing over gaps as previously mentioned.

Another new addition to game play is Mario’s ability to dig. This means he can start shoveling away at the planet’s surface and eventually find new places to explore. There are also switches scattered around the levels which slow down time momentarily. It’s a shame you can’t equip Mario’s Dr Mario costume and change the colour to black like you could in Smash Brothers Melee, because I thing that would add to the Matrix effect the switches are inevitably going to have!

There will be some interesting level design thrown into Super Mario Galaxy 2. As with Galaxy 1 there will be some levels which will be forced perspective side scrolling, much like the 2D Mario we grew up with. But this time there will be levels where the gravity shifts from up to down, or rolling log type levels with 2D platforms cut into a cylinder which you have to jump on. The creators here have definitely been experimenting and it will be great to see what things they have come up with.

On a side note, rumour has it that Mario’s gaming rival, the speedy hedgehog known as Sonic will be playable in the game. If it’s false then blame Ngamer magazine for spreading the rumour.

Along with the new gameplay elements there are a lot of the same classic Super Mario Galaxy game play we all fell in love with when we first played the original title on the Wii. Many gamers out there believe that the first game was the best game to ever hit the Wii console, so will the second installment of this new mini franchise have the same impact as the first game? We will know, June 11 2010.

Garv

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05
Mar
10

Lego Harry Potter Years 1-4

As a kid I was pretty much submerged in a skip full of Lego bricks. I would spend most weekends and evenings playing with Lego. I loved it and to be honest I still love it now.

The recent onslaught of Lego video games has caught my attention. I played a little of Lego Batman and I am in the process of completing a band session on Lego Rockband. I will hopefully get my mitts on Lego Star Wars eventually, but untill then I am going to shed some light on the latest Lego tale, Lego Harry Potter Years 1-4

All you Harry potter nuts out there will know from just reading the title of this game that years 1-4 will be covering The Philosophers Stone, The Chamber Of Secrets, The Prisoner Of Azkaban and the Goblet Of Fire. This time round the emphasis of game play is on collecting and exploring, rather than the combat we are used to from the likes of Lego Indiana Jones and Lego Bat Man. What is pretty cool though is the use of magic spells (it wouldn’t really be a harry potter game without and magic now would it?) from the get go you will have one or two spells available for you to use, one of the being Wingardium Leviosa, which does the neat trick of lifting and arranging Lego bricks and another being Immobulus which freezes enemies for a short time.

Potion making is another element of game play. In some levels it is a vital for you to make potions to progress, also if you mix a potion incorrectly it may have an adverse effect on you. It would appear that some incorrectly mixed potions will tune you into a Frog, so be careful.

The great thing about this game is there are so many characters you can play as, 140 to be exact, including Harry, Ron, Hermione, Malfoy, Dumbledore, Hagrid, Sirius Black and Remus Lupin, and also Fang, Dobby, Buckbeak and centaurs which is pretty cool - you have to give the side characters some love too. Each of these characters has their own abilities, such as Harry will have amazing broom flying skills and Hermione would be the best character for casting spells as she is the brains of the bunch.

Not much else is known about the game but I can safely say this is going to be a classic tongue in cheek video game, combining the Harry Potter universe with the Lego phenomenon we all grew up with as kids.

But what does this all mean for the future of Lego? Will the building bricks start to phase out while the video games take over? Or are we looking at a Lego fad? I mean whats next, will Lego start parodying games as well? A little bit of me wants it to, as I am sure a Lego Halo would be quite awesome.

Garv

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03
Mar
10

Plus XP Exclusive: Perfect Dark (XBLA) Interview

After the announcement concerning the Xbox Live Arcade port of Perfect Dark, previously on Nintendo 64, I was excited to know more. So with a little bit of work, I managed to score an exclusive Plus XP interview with producer Nick Ferguson, who is involved in it’s port to the re-release on Xbox 360.

Leon: Thank you for taking the time to answer questions with Plus XP, Nick. After seeing the recent news on Perfect Dark on Xbox Live Arcade, we’re excited to know more. So, on with the interview!

The game has been given a fairly big overhaul, looking a lot cleaner than the original. Have there been any modifications to the game’s engine at all, or is it mostly aesthetic changes?

Nick: The original Perfect Dark codebase has been ported over to the Xbox 360, which means that the game benefits from higher resolution textures, geometry and performance whilst retaining the original game’s unique look and feel. Under the hood there have been a lot of changes to the game engine to keep it looking and feeling like Perfect Dark on N64, and the overall effect has been to improve the aesthetic experience to something that looks fantastic in 1080p HD.

Leon: The original Perfect Dark featured bots that would allow players to play deathmatch modes with AI characters to make up numbers and allow solo play on the multiplayer modes – a good feature that is sadly rare nowadays. Will we be seeing a return of this feature in the XBLA version?

Nick: Yes, I am pleased to confirm that the simulants will return in all their glory. Multiplayer games are still capped at 12 entities, but this can now comprise eight human players and four simulants (the original game was capped at four human players and eight simulants). Of course, if you want to play as a single human against 11 DarkSims, be our guest!

Leon: Great to hear that!  Will this option be available in the online mode, or local only?

Nick: Online :)

Leon: With an improved multiplayer engine compatible with online play, I assume this will be a bigger focus than in the original version. Will there be any new features we can look forward to?

Nick: In the original N64 game, the classic weapons (based on GoldenEye guns) could only be used in single player. We’ve brought them into multiplayer as a series of Classic weapon sets, so players can now use the GoldenEye weapons on GoldenEye levels for the first time since, er, GoldenEye.
 
It’s no good supporting LIVE if you can’t find someone to play against, so the game supports a variety of matchmaking scenarios across both Solo and Team modes. In addition, Private Custom Games are supported so you can set up that painfully obscure game scenario you used to play with your friends all those years ago.
 
Aside from the boost to eight players, the game engine now runs at a solid 60 frames per second at 1080p. This makes a big difference, particularly in four-player split-screen where players can now have more resolution in their split-screen game window than they did in the original N64 single player game!

Leon: It has been said that there is to be new support for online co-op and counter operative modes. Can you tell us anything more about this addition?

Nick: The game supports two players over Xbox LIVE, in addition to the classic split-screen experience. Players will be able to search for games on any mission, and we hope it opens up the excellent Co-Op and Counter-Ops modes to many more players.

Leon: I’ve heard that maps from GoldenEye will be included in the game’s multiplayer modes – is this perhaps a sign that we won’t be seeing a similar port of the popular Bond FPS in the near future?

Nick: The Felicity, Temple and Complex maps which were included in the original N64 Perfect Dark are available in the XBLA version. No other maps from GoldenEye have been added to the game, and we have nothing to announce regarding DLC at this time.

Leon: Xbox Live gives us a lot of options for competing aside from online play – are we likely to see any leaderboards or similar features included?

Nick: Yes, the game has full support for Leaderboards on every mission from Agent to Perfect Agent. In addition, there is an Overall Leaderboard based on Percentage Completion. We also have 20 Achievements, which is a first for an XBLA title.

Leon: Another modern feature is the option for DLC to be added to games. Do you know whether it’s likely there will be any additional content available for download at a later date?

Nick: 4J have only just begun to recover from finishing the game, and you’re already asking for DLC? Well, that’s a good sign… but the honest answer is that we are going to wait and see how Perfect Dark performs on Xbox LIVE Marketplace before making any decisions. We should probably wait until at least one person gets 201% complete before making a decision. :)

Leon: Do we have an official release date for the UK? I need to set a date for my calendar!

Nick: Perfect Dark launches in the UK on 17th March 2010 – the same day as the USA. That’s right… no need to import the NTSC version this time around!

Leon: Excellent! Do you have anything else you would like to let us know?

Nick: Everyone involved has been working extremely, EXTREMELY hard to get Perfect Dark for Xbox LIVE Arcade finished and we really hope you enjoy the final result.
 
We know Perfect Dark fans were told the game was coming “this winter” back at E3 in 2009 and didn’t get much more information than that until X10 a few weeks ago. We managed to get some screenshots out in the interim, but for the most part everyone involved has been heads-down for the last six months getting the game done.
 
We appreciate that people wanted to know more about release dates and the like but (contrary to popular belief on t’internet) the game was only finished recently and we didn’t want to pluck a date out of thin air and then miss it.
 
My point being: Sorry for the wait, PD fans – we honestly didn’t have an official date till a few weeks ago!

Leon: Thank you again for your time, Nick. It was a pleasure hearing from you.

So there you have it – it sounds like all good news, with plenty to look forward to. Make a note in your calendars – 17th of March will see the UK release of Perfect Dark on Xbox Live Arcade – definitely something worth getting excited about.

-Leon

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02
Mar
10

Just Cause 2

There is nothing more satisfying than jumping into a game and having the freedom of doing pretty much anything you want. I am of course talking about the sandbox game, the game genre that gives you a sense of freedom and in most cases the unstoppable power to do/kill whoever or whatever you want.

Just Cause 2 is the latest addition to hit the sandbox genre with a pretty hefty punch. On march 26th we will be invited into the world of Rico Rodriguez once more. This time he has a score to settle with his old boss, Tom Sheldon and to overthrow the evil dictator of Panau island Baby Panay.

As we know already, we are looking at a sandbox game. To me the sandbox genre is getting to the stage where there is a constant flow of generic titles, only once in a blue moon some classic sandbox games come over the horizon that are just too damn hard to beat. So what will Just Cause 2 bring to the party? Well one of the things that has caught my eye is, what the developers call an adaptive difficulty system. Meaning as you play through the game the AI and the games general difficulty adapts to your skills. So as with any game when you start you are probably going to be pretty rubbish, but as you practise and learn skills the difficulty if the game will get slightly harder. This I think is a brilliant idea and concept. But as we all know concepts and ideas are great and all, but in practices sometimes they can fall flat on their face. So this will be an interesting element.

I watched a video a good while back on this game, and I was pretty impressed. The video showed our protagonist free-falling from the top of a waterfall, then parachuting down into a gun fight. After a flurry of bullets were fired Rico then started scaling buildings with his dual grapple hooks. The film then cut to him parachuting on top of a car while it was speeding down a highway and another gun fight took place. From that small video I could tell that this game was probably going to be quite intense and hold a lot of potential.

So, now you’re sort of a free-lance mercenary of sorts you gotta get your weapons and equipment from somewhere. Bring on the black-market! this will be your one stop shop for weapons and equipment. But thankfully you will be able to obtain weapons that enemies have dropped in the usual gaming fashion. As this is a sequel you will get a nice serving of new weapons, such as a laser guided rocket launcher, remote C4, one-handed grenade launcher and a detachable mounted mini gun. So there will be plenty of weapons at your disposal while you are overthrowing an evil dictatorship…awesome!

With all sandbox games you get a nice collection of vehicles for you to use. Just cause 2 is no exception, with addition such as a full on Boeing 747, you will have a lot of stuff to play with. Additionally road surfaces will change how the vehicles handle, so rough terrain will inevitably throw you off you motorcycle if your not careful. All we need to know now really is if weather will affect aircraft or any flying vehicles.

Not much else is known about this title, but I can assure you I will be able to iron out some of the creases when the Demo hits on March 4th, so keep your eyes peeled.

Garv.

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26
Feb
10

The White Knight Chronicles (International Edition) – Better Late Than Never.

Back in December 2008, Japan got a new RPG title called The White Knight Chronicles. A new Role Playing Game developed by Japan Studio and Level-5 (the same guys who brought us such titles as Dark Cloud and Rogue Galaxy) and published by the good old people at Sony Entertainment.

Almost two years has passed since the release in Japan, then finally in north america on February 2nd 2020, the game decides to show up on game store shelves, then on February 19th, us people on europe finally get the taste of the action. Now I know release dates have a bit of a gap between japan and america, but two years? seriously!?

So what has this title got to offer a quite frankly crowded genre that is the Japanese RPG? Well the story revolves around a party of characters who’s shindig was crashed by an evil organisation. This organisation has gone and stolen a princess and your mission, if you choose to accept it, is to go and save her. Along your way you stumble across a huge mechanoid suit of white armour which you can then morph into when you com across the games bigger and more challenging battles. Yes that’s right, we are looking at your classic medieval fantasy based game with a robot suit of armour.

Fans of Final Fantasy XII will be a little at home here, as the battle system for the smaller battles is set in realtime. Much like FF XII you will be running at enemies brandishing a sword over your head, so if you want to do a battle cry as you do so then feel free too. During battle you hack and slash your  way through enemies in real-time, the more you attack the more action chips you will obtain so you can unleash some more powerful attacks and spells. Or you can save up your chips to morph into you 50 foot mechanoid and deal some hefty damage. This is cool and all but I can imagine it being a tad overkill if you were to morph into this night if you are against some basic enemies. Thinking about it though, morphing into a huge robot so you can kick butt sounds a bit Power Rangers to me, but hey, whatever is effective in battle right?

One of the games more interesting features is character customisation, this is a different road for a JRPG to take as most of the games in this genre you play, only go as far as to let you change the name of the main protagonist. At the start of the game you are given a nice selection of sliders to change your character, and get them looking like yourself, or if your not comfortable with that you can probably try to make them look like Squall from Final Fantasy VIII, It’s a free country.

Having a fully customisable character comes at a price though, from what I have heard the game centers more around the other characters in your party, making you the mute 3rd wheel who has a creepy vacant stare in the background. But if the story and game play are good then this shouldn’t be too much of a problem.

White Knight Chronicles looks like an interesting title, Your classic JRPG mixed with character customisation and a huge mechanoid knight. All you gamers with a PS3 out there should probably pick it up, as it’s out now. I suggest you grab is quick before your soul gets taken over by Final Fantasy XIII in March.

Garv

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22
Feb
10

Metal Gear Arcade

Arcade gaming as you are well aware is defiantly one of my favorite pass times,mainly shooting things with a plastic gun, or beating up people with a joystick and some buttons keeps me happy untill the pound coins run out.

So when I first heard about Metal Gear arcade, I only assumed it would be something along the lines of,  point a plastic gun at the screen and shoot. Much like the Silent Hill arcade outing. In some respects I was right on the button with that idea, in others though, this arcade cabinet is probably going to be somewhat revolutionary.

Online gaming has taken the gaming world by storm in recent years, Xbox LIVE being one of the main culprits in this internet uprising. But, having an arcade game plug into an online enviroment where most of the people you meet/kill are other players. That sounds pretty ambitious to me, but then again, the Japanese love their technology and their ideas.

Image From IGN.com

With all this in mind Metal Gear Arcade sounds pretty interesting. It is  an online gaming experience where the player is sat down in front of a cabinet with 5.1 surround sound, armed with a plastic gun aiming crazily at a screen shooting things. Sounds pretty standard really, untill I mention the fact that it has full 3D visuals and head tracking controls. Meaning when your head moves the screen moves, making the whole FPS feel of this title, just that bit more authentic.

So what are we looking at gameplay wise? Well once in the metal gear arcade cab, you will take part in a sixteen player combat game, which will be against both human and CPU controlled opponents. But that’s not all, there will also be a mission mode for arcade gamers to select, they can either take part in this mode alone or co-op with a friend.

Weather this game will be your classic stealthy Metal Gear affair, I cannot tell you, but this cabinet is fully integrated with Metal Gear Online. Which can only mean that it is fully integrated with the PS3 game that you got with Metal Gear Solid 4.

Image From IGN.com

This game has been a long time in the making, Originally due for release some time back in 2009, the game was assumed dead when it didn’t reach that release. But I can assure you, it is very much alive, with its recent appearance at the AOU Expo this past month, it is now only a matter of time for this gem to be released in arcades all over Japan.

Then us guys in the EU will probably have to wait a year or two…….awesome.

Garv

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10
Feb
10

L.A. Noire – Mass Effect Meets Grand Theft Auto

There are only a few games in this world that grab my attention every time, even if the slightest utterance of a name is mentioned my ears perk up. Halo and Grand Theft Auto being two prime examples. There is also one specific genre that has the same effect, whether it is in films, games or even books. That genre is Film Noire.

So when I first heard the name L.A. Noire, a title that is being created by non other than the creators of the Grand Theft Auto series, Rockstar Games. I could not help but prick my ears up, and dive deeper into the somewhat limited information there is about this game. But the information I did dig up about it is very interesting indeed.

For those of you expecting a GTA game set in 1940’s america, will you please stop reading, as this game is a somewhat different outing for the notorious Rockstar. Yes it is open world, and yes it is an action game, but it is a game that takes a somewhat different approach to the open world GTA we adore and love.

For starters we are in a city which is every bit historically correct. You are in The city of angles, Los Angeles, in 1947. You play a cop call Cole Phelps, who is looking to clean up the streets in this corrupt and hell-bent time. As corrupt and hell-bent cities go, you are defiantly going to have your work cut out,  as well as police corruption, our boy Phelps has some inner demons of his own. He did some bad things back in World War II which are no doubt gonna come back and bite him in the butt as the story progresses.

interestingly though as the game progresses Phelps will progress up the police hierarchy ladder, meaning you will start off policing traffic, process to vice then to homicide, among others.

The one element of gameplay that has been revealed to the masses is the detective work. When you come across detective work in games such as Arkham Asylum, you can switch on detective mode and hey presto the clues are there staring you in the face. L.A. Noire is somewhat different, it takes a more realistic approach to detective work, meaning a crime scene will have no highlighted clues, forcing you to really look at what is in front of you for any shred of evidence. The gameplay mechanic then really shines through here, say you find a pair of glasses on the floor of the crime scene, Phelps will then not details in his note-book on things like the brand etching on the inside, and how the lenses are broken. This means that this is probably the closest you can get to real life detective work without being in the police force. There has been some

Another element of this game that has been touched on is the way the actors have been motion captured. Rockstar and Bondi boast that the way this game has been captured and made, could be the start of how all games are made in the future. They use a new facial capturing system that places the actors in a large room, they then act out the scene and everything is recorded, from large expressions to the tiniest twitches from the eyes and mouth. As this is going on the dialogue is also recorded. This in turn means all the recorded information can then be converted and rendered into the game with no use for animators. Sounds pretty slick. This technology influences another gameplay mechanic, interviews. When you interview a person you will be able to see every movement their face makes, meaning you will be able to detect if they are lying or not. You will then have a set of answers/actions to perform after they have spoken which follows the same vein as Mass Effect.

As for gun play and all out action? Nothing has been revealed yet, but to me this game is defiantly one I will be keeping my eye on. I will leave you with the trailer.

Garv

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05
Feb
10

Plus XP Interview: David P Gray

Gaming has come a long way in the last few decades – it’s come a long way since the days of TV advertising and the Internet. But like most things, it’s an idea that has evolved, from the minds of individuals who had the will and creativity to create projects of their own before the large companies really took hold of things. One game that was big in my childhood was a clever title called Hugo’s House of Horrors, a sort of point-and-click type adventure, although the actual interactions were performed via text input commands, like “Pick up [X]“, or “Stick head in toilet”, resulting in progression, or a witty response. What a fantastic time that was. So, I was happy to find that David P Gray - creator of the title – would give me a bit of his time to answer some questions about his experiences in the days of early game development.

Leon: Thank you for agreeing to answer these questions, David. Hugo’s House of Horrors was one of my first childhood games, and more than likely influenced my choice of games for the years to come. As game design has changed radically in the last couple of decades, I was wondering if you could tell us more about your personal experiences.

Firstly, I was wondering if you could tell us where you picked up your knack for game design – was it related to your career, or something you picked up on your own?

David: I think it was more a love of mystery and adventure stories. As a youngster I remember being a fan of Agatha Christie (Hercule Poirot, Miss Marple books) and this came out big time in the Hugo Whodunit? episode. Generally the villain was more often than not someone who was mentioned early on and then mostly sidelined until the big denouement and I think I followed this idea. The initial spark for this episode came after finishing Hugo’s House of Horrors and then for the sequel trying to find some clever rhyme or alliteration for the name Hugo and it was a toss up between Hugo Whodunit? and Hugo’s There? I thought that pun was too awful so chose the first. The plot followed from that choice.

In terms of career, although I was working in underwater military defence at the time it’s true to say I saw computers merely as a great way to write games. Games tended to be way more challenging (and therefore more fun) to write than the scientific applications so I think my bosses tended to indulge me, up to a point. Writing a game is also a fantastic way to learn programming as you really stretch the language, the computer and your own abilities.

Leon: Were you a big fan of gaming before you started making HHH?

David: Of course! Although we’re talking 1980’s and it was a tiny fledgling industry compared to today. I was really drawn to the early Sierra graphics adventures which were an inspiration for the Hugo game.

Leon: How many people worked on the first Hugo game? Was it a solo project, or were there any other people involved?

David: Nope, just me. I recall being astounded at the seemingly endless list of credits at the end of Leisure Suit Larry and thinking I could do it all myself. Let’s see, the programming was Microsoft Quick C, the graphics were Z-Soft Paint and the music (well, series of beeps) was transcribed by hand.

Leisure Suit Larry in the land of the Lounge Lizards

Leisure Suit Larry was aimed less at children, though

I also did the second episode (Hugo Whodunit?) myself but after that I realized that I needed help with the graphics. I found Gary Sirois who lived near me in Massachusetts and asked him what he was good at drawing. He said leaves or trees or something so I decided to set the third episode in a jungle. It was supposed to be the Amazon jungle although Gary pointed out some major inconsistencies (something to do with elephants I think). Geography was never my strong point so I wasn’t too bothered.

Leon: How has HHH influenced your life? Did it earn you a living, or was it more of a side-project that earned you a little extra?

David: Utterly changed it. At its peak it was making twice my day job (coding networks) so I quit it and have been self employed ever since. I deliberately started writing games to become self employed. The reason was that in a big company you could be doing a great job and still the whole department could get canned. This lack of control over my own destiny was the driving factor.

Leon: Seeing as the Internet wasn’t a major source of advertising and distribution to the general public at that time, how did you go about getting Hugo seen and played by the masses?

David: I didn’t really do anything other than upload the game to some local bulletin boards, the equivalent of today’s web sites. Then, mail-order catalog companies found it and started selling the games on diskettes. Then other companies sprang up and started selling these games in stores, on diskette and then CD. These distributors basically found the games they wanted to sell.

Leon: I have heard that HHH was largely influenced by the Leisure Suit Larry games, picking up on it’s text based style and humorous feel – however, were there any other games that were particular influences to your game’s design?

David: Yes, Captain Comic by Michael Denio. This was the first computer game I saw with large cartoon like characters that moved fluidly and I tried to emulate it. Prior to this all the computer games seemed to have such tiny sprites. I think having larger characters on the screen helped the original game’s popularity as it appealed more to younger players. When I did the Windows point and click port, I was influenced by Beneath a Steel Sky.

Captain Comic

Captain Comic

Leon: For it’s time, Hugo had quite a lot of possibilities – many a time I found myself typing in strange ideas to see how Hugo would react to my suggestions – and there’s quite a lot of humorous dialogue that isn’t necessary to the game’s progression – how long did it take you to complete every possible response people could possibly find?

David: I don’t remember, I think the whole game took only three months from start to finish. I can tell you that it was the most fun to second guess what people would type in and I really enjoyed that. A big inspiration for this was remembering having played the Adventure and Dungeon games at work, where some of us used to disassemble it and look at all the phrases the designers had put in.

Leon: Out of interest, are there any areas or puzzles in the game that particularly stand out as your favourite, and worst parts?

David: I think some of the bugs stick in my mind. For example, the bat on the opening screen in front of the moon seems to flap its wings but that’s actually a bug, I have no idea why it does that. Inside in the meal room the waiter sometimes gets on top of the table and gets stuck there. That was due to the awful boundary design that tries to keep characters in certain areas. The waiter sometimes finds a way to break through his boundary. I enjoyed the “Throw chop” puzzle where the doggy eats you if you get it wrong. There was another bug there as well. I think if you repeatedly “get chop” “throw chop” you can get infinite points. I also enjoyed setting a trap with the dog whistle. I imagine a lot of people blew the whistle as soon as they got it. The number 333 on the mirror came from our PO Box address. The number was going to be 666 but my neighbor advised me not to use that number in a children’s game. I was very naive then.

Leon: I have already mentioned your personal influences to the original Hugo – but are you aware of your creations influencing any other games in particular?

David: There have been some fan inspired re-writes of both the Hugo and Nitemare games. I request that the developers do not sell them commercially as we are still selling the original games and the re-writes would create confusion. I’m not aware of any influences on mainstream games. I do get a continuous trickle of requests to write more games in both series but my stock answer is that it’s not viable today without a Hollywood budget.

Leon: Aside from your latest project, Jigsaws Galore, do you have any particular gaming interests nowadays? Are there any major titles that you play, or anything you would recommend?

David: I get addicted to games so badly so my policy now is to not allow myself to get hooked into them and use my leisure time otherwise. As a result my influences are now totally driven by my children’s! So my son is into things like Empire Total War, Age of Empires, Imperial Glory on the PC and Call of Duty, Medal of Honor on consoles. My daughter is into The Sims and all kinds of stuff and has recently started taking an interest in game design.

Leon: Thank you for your time, David. It’s been a pleasure talking to you.

David currently hosts a website where he sells his most recent project, Jigsaw’s Galore, and you can try Hugo for yourself if you check out the retro gaming section of his site.

I hope you’ve enjoyed reading, this was somewhat one of those “childhood hero” things for me!

-Leon

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