Posts Tagged ‘ps3

08
Mar
10

Heavy Rain

In the world of game storytelling, coming up with a good concept is one thing – telling it well is the other. I’m a sucker for a good story, and Heavy Rain focuses on just that. After seeing David Cage talking about it at Eurogamer 2009, I was anxious to get hold of a copy when it came out just recently. I preordered to make sure, and it turned up a day before release – excellent. After a fairly lengthy install (in which the game actually teaches you a little origami, cool!) the game was ready to play. So I sat down, turned off the lights and dove in.

The game follows four main characters. Ethan Mars, perhaps the “lead” character, is a fairly regular guy who finds himself torn as his son goes missing, presumably taken by the notorious Origami Killer – a mystery character who kidnaps children, and then dumps the bodies 5 days later, unexplained. Ethan will do almost anything to get him back, leading to the game’s tagline – “How far would you go to save someone you love?“. It really is that – the more Ethan works toward saving his son from the Origami Killer, the more difficult his choices become. And these choices become your choices – you can really find yourself wrapped up in the world, and I often found myself thinking.. “What would I do, given that choice to make?”. It’s very much about taking this into mind, and the more you invest yourself into it, the more enjoyable and tense the game becomes.

As for the other characters – there’s Madison Paige, a photographer who becomes closer to Ethan as she meets up with him during his quest, Norman Jayden, an FBI profiler working with the police to try and work out who the Origami Killer is, and Scott Shelby, a Private investigator looking to find out information about the murderer by seeking out and talking to people who’s lives were ruined by the Origami Killer and his previous victims. All of the characters suffer from their own personal problems – Ethan suffers blackouts leading him to question his own sanity, while Madison is an insomniac plagued by vivid nightmares. Jayden suffers an addiction to a drug “triptocane”, which is seemingly tied to his over-use of the “ARI”, a sort of ‘reality altering’ set of glasses that allow him to access virtual reality aspects and manipulate the way he sees the world around him – to aid his work, and help him focus. Shelby is an asthmatic, to complete the set!

The game generally works in two styles of play (Fahrenheit players will feel familiar with this) – the first being the more “exploratory” sections which involve walking around, interacting with people and objects at your own pace to a degree. This is where the bulk of the more “laid-back” scenes occur, such as walking around Ethan’s home at the beginning. The game uses a system with minimal HUD – where the only symbols you will see are the ones that tell you what you need to do in order to interact with the object in question – a Down arrow on a door handle indicates you must move the right analogue down to interact with it, or a curved arrow indicates a more rolling quarter-circle motion.  Unlike Fahrenheit, however, the game makes much better use of these different actions, making them different depending on the action; getting a grip on something - such as taking hold of a huge bag of shopping with both arms - means holding several buttons at once, and releasing them too early or accidentally can result in dropping it. Some actions require you to do things slowly and carefully, or slamming the motion controller in a certain direction, to bang on a door for instance. Obviously its never 1:1 control, but it feels that theyve really tried to make each input relevant to the corresponding action. Also, in most cases the speed at which you perform the motion affects the speed at which the animation will work in game, which helps it even more.

The other main style of gameplay are action sequences – somewhat like really long QTE events. The characters will move by themselves in a more cinematic movie-like fashion, and you will have to react to the button prompts as they appear on-screen. The beauty of this, however, is that missing a button doesn’t necessarily result in failure, only the flow and outcome of the scene – missing a button one time may mean the enemy will get an upper hand in the fight, but get the following commands right and you could get some good punches in to reverse the state of affairs. Sometimes there will even be options – such as which way to turn or what action to do, meaning you have to make split second decisions that can affect the outcome of the event.

Often these sections have a couple of different outcomes, and it depends on your performance to how the scene commences. Sometimes this will affect the plot minimally, but other times it can be bigger things, such as character deaths. At some points, characters lives will be placed in your hands – at one point I actually killed a man by accident, and the character felt remorse for it later on. However, interestingly, some of the main characters can also die – if put in a life-threatening situation it’s possible to fail and for the character to meet their demise. The story will continue however, and in my playthrough of the game I did in fact lose one of my characters due to not acting fast enough. Don’t worry, however – these instances are fairly clear, and you won’t lose a character simply due to one slip of the hand on an action scene or anything like that. Usually you have a fair amount of chances to turn things around – but you can’t guarantee they’ll all survive if you don’t act!

There’s not a lot I can say about the story without spoiling anything – it’s very much a personal journey where you should take each moment as it comes. The events along the story are done particularly well, Quantic Dream managed to really capture the characters’ emotions and instilled a real sense of despair or confusion in characters’ like Ethan, including some of the non-playable characters who are done equally well. With more than one possible ending, which I’m pretty sure is not always guaranteed to be a happy one, your performance during the game can affect the final scenes and decide the fate of the cast. Thich means you’re never secure to come out on top if you don’t really go for it and think about your actions. Although the game does have some parts that can change, it’s not a totally open story - so some critical events will always occur in the same order, in one way or another. There are odd scenes that can be different, and of course the characters can “drop out” of the story and the ending can change, but generally there’s an overall plot that will be followed to a degree. Although this is a good feature, it doesn’t mean you can re-play the game and have a completely different experience each time, more than each person who plays will have the plot tailored to them, and the outcome will be a result of their own choices and actions. It’s certainly interesting to re-play – especially to change the fates of those who lived/died, but the first time you play it will always be the best.

There were a few plot holes/continuity errors in places, which were a shame yet not game-breaking, I think perhaps this is to do with the slightly different storyline possibilities perhaps getting a few elements confused. If you don’t think about it too hard it’s not bad, and believe me the story is still well worth playing – but there were one or two moments I thought “how did that character know that?” or in hindsight a few of their actions didn’t make total sense when I knew more about the characters’ histories and motivations.

Overall though, the game was an incredible experience and it’s quite hard to explain how much I enjoyed it without going into detail about certain scenes! The game really does throw you into an emotional journey, and so long as you really go for it, the game is gripping and it really does make you think about your own morals and ideals. Really, the ultimate question is, how far would you go to save someone you love?

-Leon

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

04
Mar
10

Sonic & Sega All-Stars Racing

As many people will agree, Sonic games have been on a steady decline since they left the 2D roots – although I enjoyed Sonic Adventure, the games have seemingly gotten ever worse with SEGA trying everything they could to make him work on a 3D plane, and with each failed effort moving ever closer to his retirement. The latest installment, Sonic Unleashed, had me cringing at cheesy voices and boring gameplay, with some semi-enjoyable running scenes and a heck of a lot of awful “Were-hog” parts that separated the fun parts with some long, really boring rubbish. I quit the game soon enough, and finally accepted that Sonic was well overdue on his retirement, and had strayed too far.

However, I recently got hold of the demo of Sonic & SEGA All-Stars Racing. I don’t know why I did – I mean, I’m not a huge fan of racing games or 3D Sonic, so it didn’t have a lot going for it. Perhaps I was bored. Anyway – the single race the demo offered made me want to try a little more, being surprisingly decent and bursting with colour.

Come release day, I decided I’d buy it and give it a real shot – heck, I hadn’t bought a racing game since Mario Kart Wii, and I felt like picking up something casual to play between Heavy Rain and Final Fantasy XIII.

As Garv said in his demo review, S&SASR plays almost exactly like Mario Kart – with fast paced multiplayer kart-style racing set in colourful environments, with weapons, jumps and turbo pads. Almost everything feels like Mario Kart – but is this a bad thing? I don’t think so.

Thing is, I think Mario Kart is a real solid racer, especially good for casual fun with friends and equally good fun solo. However, since I’ve never been a fan of Mario, the cast was never something I really enjoyed – I picked my characters for their attributes since none of the characters appeal to me for who they were. So what have we got? Take the Mario Kart system and change all the levels and characters to that of Sonic and other SEGA titles – and pretty much what S&SASR is on a basic level. And that’s the end of the Mario Kart comparison (mostly) how does the game stand as a title of its own?

 The cars in the game aren’t Karts, rather they’re vehicles specific to each character – Sonic drives a personalised blue sports car, Eggman (or Robotnik as he should be known) drives his traditional Egg Mobile kitted out with some monster-truck wheels, and Billy Hatcher drives an egg-styled car. Some characters, such as Ulala and Tails, have vehicles that don’t even have wheels, but they all play evenly and balanced - though they have different stats with some characters with better acceleration, while others are better at manoeuvering or have better turbo boosts.  There are 20 characters in total (plus one or two extra depending on console), with racers from wide range of source games both old and new.

The game offers 24 tracks in total, which are separated into 6 Grand Prix’s for the main solo mode. There are eight main level themes including Sonic “grassland/beach” style, Sonic “Casino” style, Billy Hatcher themed courses, House of the Dead and Samba De Amigo themes. Each of these themes has three courses, but they’re all individual in their own right – such as the HotD stages which include an outdoor course, a sewer run and an indoor/rooftop course. There’s a good mix of different arenas, from the snowy Icicle Valley (of the Billy Hatcher set), the psychedelic Samba De Amigo stages, and the urban Shibuya Downtown city course (as one of three Jet-Set Radio courses). The selection is quite vast, and it feels as though it encompasses a wide range of different areas and elements.

As you progress through the game, you earn “Sega Miles” which act as credits to unlock new characters (since only some are available to start), courses to play in the modes outside of Grand Prix, and alternate music tracks which can be selected to play when you race. Unlocking new characters is always good, and the other items feel worth unlocking rather than just garbage gallery content, too. Each character only has one car each, which at first disappointed me – until I realised that they all have their own unique vehicles, unlike the Mario Kart’s simple Light, Medium or Heavy class Karts – and all of their unique vehicles are actually well modelled and often intricate, which is quite impressive really.

As with a certain Kart game I’m no longer mentioning, the game has a variety of weapons, obtained from pickups around the course. There’s a good selection of weapons such as homing missiles, proximity mines, nitro shoes, and disorienting abilities such as the “Confusing Star” which flips the target’s screen upside down, and the “Pocket Rainbow” which temporarily obscures the vision of whoever is unlucky enough to hit it. There’s a decent selection, and they don’t feel too overpowered, either. There is one super-weapon, though – the All-Star move. Each character has a specific attack that they can access at random, usually when toward the back of the pack, and it gives them a temporary but huge advantage – such as driving at super speed for a while, or being able to fire barrages of missiles at anyone who gets in their way. The moves are really fun, and it’s quite exciting to see what each character does – Sonic turns into Super Sonic and speeds up the road, while Billy Hatcher runs on a giant egg and crushes anyone he rolls over. Although the moves are powerful and can make a big difference, they don’t feel overpowered so in the end skill is the main deciding factor to who wins the race rather than chance - it just gives a bit of extra fun and a helping hand to whoever falls behind.

The game has a decent challenge to it - the Beginner mode is easy enough that a skilled player should be able to win 99% of the time. However, once you progress to the Advanced level, the AI really ups it’s game and it’s a lot more challenging to pull out ahead of the pack. I have yet to attempt Expert, but I can safely say it will definitely need some skill to master – it’s required to learn how to drift and score extra turbo boosts if you want to keep up with the AI on the later levels, since they’ll be making use of it all the time.

The game has a solid base to it with a good cast and a decent selection of tracks, but one thing that does make it shine is the inclusion of optional extras. The time trial mode is included as with most racers, and allows you to race against the leaderboards, yourself, and also a Staff Ghost to give yourself a sort of par to set yourself to. One of the bigger modes is Mission Mode, which gives an assortment of different challenges with set rules, such as winning one-on-one race as Tails against Sonic, collecting rings and chaos emeralds down a course within a time limit as Eggman, or crushing as many birds as you can using Billy Hatcher’s special. This mode really adds some extra enjoyment, feeling like a real full mode rather than simply filler material, giving the game some extra depth.

Obviously with a game like this, Multiplayer is a big factor - and it goes just as well as it should. Offering up to four-player local split-screen, the game allows you to play all the courses against your friends, and also allows you to toggle weapons and AI opponents to tailor the matches to your needs. Sadly there’s no “multiplayer Grand Prix” mode, but the game does keep track of who wins each game so all that’s really missing is an end-of-set award ceremony of sorts.

Of course with today’s standards online modes are included, allowing for 8-player matches. This is great for playing against friends, and is also fun in random matchups, although I must say the lobby system might need some tweaking – I found myself waiting for over 15 minutes to get into a session before, but this may just be early-release kinks that will be fixed when there are more people playing. Still, when it works, its great fun and you can keep playing so long as there are people left in the lobby after each race.

Although the game is available on all three major consoles, I personally went with the Xbox 360 version which is arguably the best, with the most characters. The 360 version includes Banjo-Kazooie as an extra character, alongside the ability to play as your Xbox Live Avatar – which works really well given the game’s graphical style. The Wii version includes Mii capability, and the PS3 has no extras (no idea why it got the short end of the straw).

The game is solid, and although it’s almost impossible not to compare it to Mario Kart it seems to be using the ideas to great potential rather than simply making a sub-par clone. The game is bright and exciting, and is really good fun with lots to do. Personally, I think that the courses, racers and modes elevate the game to a level even more enjoyable than Mario Kart, but then I am a little biased. Let’s just say, I own both – and I know which one I’ll be sticking to in future.

Although the game is fleshed out and definitely doesn’t feel lacking, it’s been said that DLC is also a possibility in the future – if the coming year finds us having access to an even wider selection of racers and courses to expand the game even further, this could easily be one of the best kart-style racers ever made. With Sonic 4 on the way, perhaps Sonic’s got something more to give us yet.

-Leon

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

19
Jan
10

Bayonetta

Well, you heard my opinions on the Bayonetta demo, so maybe you’re wondering – what did I think of it in the end? I did indeed pick up a copy, and I’ve hacked away at it at every opportunity between the other things in my life (which now includes a job, which will explain why I’ve been a bit quieter of late). But now I have finally completed it, and played a little more, and I can bring you my opinion on SEGA’s version of Devil May Cry in full.

If you are a Devil May Cry fan, step right up. Hideki Kamiya - the original creator of Dante’s stylish adventures – is the creator, now working under the banner of Platinum Games, developing Bayonetta alongside SEGA. The game draws definite inspiration from Kamiya’s earlier work, with everything from the gameplay style, enemy designs and HUD all fit for a DMC title. This isn’t a bad thing, though – being an avid DMC fan, I felt right at home. Don’t worry though, the game is like DMC, but it certainly isn’t the same.

The story revolves around a witch named Bayonetta who has amnesia, having awoken from a watery grave with no recollection of her life beforehand. A little clichéd, perhaps, but it works regardless. Hunted by angelic beings who believe she should be destroyed, Bayonetta battles to survive as she tries to piece together her past.

If this guy was in your past, wouldn't you prefer to be ignorant?

Her character is incredibly over-the-top, slutty-posh English dominatrix/witch type thing – and although she did grow on me to a degree, I found her far too unappealing with her obviousness and lack of any sort of serious attitude – she’s almost unforgiving in her posing and sexual innuendos, and while that may ignite flames in the hearts of the odd fifteen year-old, I would have preferred to see a more serious character – perhaps more in the vein of Lara Croft. To me, she sort of fails to be either respectable or particularly attractive (of which Ms Croft manages both), which is a shame. However, this really only shows in the cut scenes, so isn’t a huge problem with the main gameplay.

The cast also features a few other characters, such as Luka - a likeable journalist who is both cool and funny, always trying to track Bayonetta in a quest to find some answers, Rodin the shopkeeper, and a mysterious child named Cereza, who believes Bayonetta to be her mother. I won’t say too much more, however, since I don’t want to spoil the plot. The story itself was alright, however I felt it was very confusing for the most part, and very little of it made sense until the final couple of chapters. I do like the odd plot twist, but often I felt like… ‘So what’s going on?’

The gameplay is very reminiscent of Devil May Cry in the way of controls and combos – the action being very fluid and fast paced, whilst also being quite challenging. However, game feels somewhat more over-the-top than DMC, with a lot of large-scale attacks, most notably the ‘wicked-weave’, which involves Bayonetta summoning a giant boot or fist at the end of a combo attack. The craziness is quite fun, although to begin with it felt a little difficult to know what was going on with so much on the screen.

Yeah, a lot of her attacks leave her temporarily half-naked

Enemies range from small enemies to gigantic bosses, all of them taking the form of angelic-looking demons (or demonic-looking angels, perhaps), and are largely well designed. Your basic angels are the general fodder for beating the living daylights out of, although the ratio seems a lot more tipped toward the harder enemies than DMC, so there’s not always as much time to toy around with stylish manoeuvres. Tougher enemies, such as the claw-wielding ‘Grace’ and ‘Glory’ enemies, as well as the griffon/cannon hybrid ‘Fairness’ angels make the game quite challenging, as it is easy to get torn to pieces if you don’t keep your guard up at all times. This is good if you like a challenge, but it does mean that it leaves little time for playing around at times.

Bayonetta has a fair amount of weapons to unlock, which can be obtained by finding Golden LP’s that are largely hidden in pieces throughout the game. She may equip any combination of two weapons at one time, one assigned to her hands, and another to her feet. Some weapons can be bought twice in order to equip to both weapon slots at once, while one or two can only be equipped to either the hands or feet exclusively – such as the sword she obtains early in the game. The combinations mean that you can mix up Bayonetta’s move sets a little, such as using the sword and shotguns as a combination, or the shotguns and regular handguns as another. There are some interesting weapons in the game, including a few secret ones, but sadly many of the weapons have very ’samey’ combos, meaning that often there’s little distinction between some of the weapons, meaning that a new weapon doesn’t always mean an entirely new experience. There was also the little annoyance of her regular gun being mapped to the Square/X button at all times – it was a shame you couldn’t equip the other guns to this slot, as it would have been nice to replace her standard shot with a shotgun for aerial blasts, and not having to sacrifice her hands slot for that one function. If you don’t like her default gun, that’s an entire button you won’t be using a lot.

Bayonetta has a couple of other tricks up her sleeve – in the form of Witch-Time, and Torture Attacks. Witch-Time is an evasive manoeuvre, which activates automatically upon dodging an enemy attack with good timing. Time slows for a few seconds, allowing you to pull off some heavy hitting combos or move to a more strategic position while you have the chance. When Bayonetta has a full magic gauge, pressing both attack buttons together allow her to perform a Torture attack, which is a more cinematic move involving a short Quick-Time event to rack up damage by mashing a button or spinning an analogue stick to maximise the damage. Special torture attacks known as “Climax” attacks can be activated in the same way when prompted, in order to summon dark entities with boss-specific Torture Attacks that act as finishing blows.

The game also features other Quick-Time Events, which happen during some boss fights and cut scenes, to interact with the cinematic sequences and score a few bonus points – however these QTE’s are often in windows that are far too short, and it’s easy to miss the prompt even when you’re expecting it, which is a little frustrating – especially if you’re going for a good rank, since failing them usually results in instant death.

Bayonetta has a bit of a mix of gameplay – sometimes you can run on walls for some gravity-defying platforming sections at pre-set parts of the game – this power activates when the moon shines on Bayonetta, so naturally this happens at the appropriate times, and allows for a few strange but interesting areas, such as walking up the inside wall of a tower. There are also some levels that involve riding vehicles, such as a motorbike, in a very arcade experience – controlling Bayonetta down high-speed motorways while shooting away, skidding and pulling off jumps is quite satisfying, and the first level to use this element was actually one of the most enjoyable stages in the game.

The game definitely stinks of Devil May Cry, and the team’s history with Capcom, with countless references and in-jokes towards their previous work – Bayonetta often steals lines from the older games, with Dante’s “Flock off, Featherface” and Viewtiful Joe’s ”Henshin-a-go-go, baby!”. Luka also makes references to previous girlfriends – Trish, Claire, Sylvia and Ammy - that’s Devil May Cry, Resident Evil, Viewtiful Joe and Okami, all in one line. It’s shameless, but Capcom fan’s like myself will probably like it.

The game has plenty of replay value, with loads to unlock that you couldn’t really do in one play through, and I really like that aspect – there are secret weapons to unlock, a load of alternate outfits, rankings to improve, accessories that alter the gameplay a little (such as replacing witch-time for a counter-bomb, or allowing you to summon a few little devils to fight by your side), as well as a mode or two – and even a couple of characters that I havent gotten around to getting – but it depends how unique they are to whether they’ll be any good.

Overall, the game is something fresh and exciting, and for someone with quite specific needs in the action genre it does rate fairly well in my eyes. However, I don’t think it’s perfect (as some reviews have stated with 40/40 ratings), seeing as I don’t really feel that the weapons and combos are as varied as the could have been (Devil May Cry 3 being the one to beat in that area), and the heroine is a tad irritating and almost unlikable at times – she’s got a way to go if she ever wants to compete with Dante or Kratos, that’s for sure. However, if you like Devil May Cry, want a challenge or an action game with some replay value, pick it up. I’m sure it’ll be a while till we see a Devil May Cry 5 or equivalent, and we don’t even know if it’ll be very good or not.

(Did you see that?! I went a whole article talking about Bayonetta and DMC and didn’t bring up the fact that DMC4 disappointed me with its lack of replay value! …………oh. Damn. Nevermind.)

- Leon

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

01
Jan
10

Assassin’s Creed II

I have been playing Assassin’s Creed II for the most part of the last week – having received it for Christmas alongside my copy of Dragonball: Raging Blast. Although I haven’t yet finished the game, I feel it’s time I wrote down my thoughts of the second installment regarding the story of the battle of Assassin’s and Templars.

The original title was a bit of a mixed bag, with a general feeling of uncertainty around a lot of gamers. On one hand, the concept of the game was cool, with a strong lead character, the amazing scenery, the incredibly adaptive animations with free-running and climbing, and the guilty pleasures of performing the silent kill. However, the game was largely flawed with a sense of too much repetition, the simple “side mission-assassination-side mission” formula becoming quite tedious at times, and it all felt a bit like an excellent engine that lacked interesting gameplay. So it’s not surprising that I took up the sequel with a little bit of unease, the Eurogamer demo not doing much to whet my appetite with what I now feel was a rather poor showcasing of the title.

AC2 takes place directly after the end point of the first, taking the role of Desmond Miles once again as he leaves his matrix-like “Animus” chair to make his way on a sudden escape. Unlike the original, Mr Miles has a little more to him than simply providing a bit of dialogue and walking around a couple of rooms, this time taking up a bit of sneaking and bare fist fighting before being stuck on a different Animus, his mind being sent back into the body of another of his ancestors, beginning the story of the game’s real major protagonist, the Italian assassin – Ezio Auditore.

Whereas Assassin’s Creed had you taking the reins of Master-Assassin Altair, AC2’s control covers some of Ezio’s earlier life, and shows his transformation into the Assassin he eventually grows to become. After a very quick interactive scene involving Ezio’s birth (which reminded me somewhat of the start of Fallout 3), you skip forward into Ezio’s life as he frolics around Florence as a young man. Unlike Altair, the young Italian sports a much more lighthearted personality, the games earlier missions involving some pre-assassin street brawls, and showing you the ropes with some parkour-style races and exploration – introducing you to Ezio’s family; his bank-running father Giovanni, his mother Maria, and his three siblings.

As you might expect, however, soon enough things start to happen. His family betrayed, his father and brothers hanged for crimes they did not commit, Ezio finds himself caught up in a conspiracy he knew nothing about – taking up the garb of the Assassin to initially exact revenge on a man he knew guilty of betrayal, and escaping Florence with his mother and sister for their safety. After some training by his uncle, Mario Auditore, Ezio takes up the reins of a real Assassin in order to uncover a plot that spreads much further than he realises. The story is much more interesting than that of the first game, and since Ezio is hurled into the conspiracy unawares, you find yourself sharing his confusion and figuring it out yourself as the plot unfolds.

The general gameplay is very similar to the first, although a little refined – the free-running still fluid and easy to pick up, with the climbing and exploration all flowing together in an almost seamless way. Florence is a wonder to behold, each building being very individualised and having a lot of character, reflecting the real locations to a very impressive standard – I happened to watch a programme about Florence’s old artists only a couple of days ago, and was amazed to realise that I could recognise several buildings and locations instantly – I’m sure it’s not identical, but it’s an incredible representation nonetheless. All of the good parts of the original game are still included, such as the bustling streets, and I can’t think of a single change that has been for the worse. There is no longer a lot of obviously repetitive dialogue in the general conversation amongst the civilians, but the place still feels very much alive. There are so many other little touches that make it even better, such as cut scenes having interactive moments where you press prompted buttons to result in extra little scene elements such as activating Ezio’s hidden blade when showing his new enhancement to one of his contacts.

Staying incognito has been improved – blending into the city being much more comfortable than before – instead of having to walk slowly and hide your face when walking near any people of note, and being forced to blend with set groups of monks that walk along set paths, the game now involves a Notoriety system which means you can walk around the city safely unless you provoke guards or cause real trouble. If you do so, a gauge will fill, and upon becoming Notorious guards will attack you on sight. However, you can remedy this situation by a few little side tasks, such as ripping down wanted posters, killing certain public figures, or bribing the Heralds who spout gossip throughout the city. Once the Notoriety meter is empty, you return to being Incognito and can explore the city without worry once more.

The game’s combat is also similar to the first, allowing for silent kills with the hidden blade, bare fist fighting and fighting with swords or daggers – allowing for fast paced combat with combos that build up by timing button presses as the weapon strikes. Counter-strikes can be used when blocking for impressive dispatches as before. It’s now possible to disarm enemies by timing a button press when bare fist, which allows you to steal enemy weapons for temporary use, all including their own attack combos and allowing for some more gory kills such as spearing enemies in the face for particularly nasty deaths. There are also other weapons to obtain during the course of the game, such as throwing daggers for long range kills, smoke bombs for escaping conflicts, and even an old-fashioned pistol; bearing in mind that Ezio lives in a time which is a little more modern than that of Altair’s.

The game offers the regular story progression by going to markers in order to activate missions. These can include fighting your way to assassinate certain targets, escorting people, tailing suspects, or whatever the story requires. It generally all flows from one thing to the next, so it doesn’t feel fragmented and all intertwines together well. There are more side-missions than before as well – allowing for several tasks such as assassination tasks, courier (delivery) missions, beat up missions where you can scare cheating husbands, free-run races and more.

One of the biggest new things is the inclusion of money in the game. Unlike the first title, Ezio can gain money by finding various chests, pickpocketing civilians, chasing other pickpockets or looting bodies. With this currency, it is possible to buy a myriad of different things – new, more powerful melee weapons such as other blades and daggers, and new heavy weapons like hammers and maces.  It’s also possible to alter Ezio’s appearance by dying his clothing (choosing from various colour schemes at the Tailor), and upgrade him by buying new pieces of armour and other items ranging from torso armour, greaves, arm guards, throwing knife belts and medicine pouches (for potions that can be purchased from various doctors throughout the game), and they all change his appearance accordingly, which adds a real sense of customisation – the armour also giving him boosts tao his maximum health and defense.

Along with the new money system, another great quest has also been added, perhaps one of my favourite parts of the game; Ezio’s uncle’s Villa is situated in a small ruined town outside of Florence. By paying Florins to upgrade individual elements of the city – such as shops, key elements like the well and mining facilities, and other buildings of note. As you pay your money into the city and improve it, the area changes and looks nicer, the whole settlement coming to life as you work on it, also rewarding you with access to new areas and discounts on all of the merchants’ wares. The villa also doubles as a huge collection storage area, where you can keep collections of weapons, armour, paintings you may purchase and other things. The more you put into the villa and the city, you get a higher and higher income in the form of a set amount of Florins being added to a chest every 20 minutes that you can access, so you can get rich quick.

There’s simply so much to the game, I could go on and on for a long time but I fear I’ve already said too much. The first game provided a spectacular engine but was wasted on content, but this time they’ve filled the game up with lots of things to do and collect, and it’s simply a joy to wander round doing whatever you see to do as you explore Italy. There are more places that even I haven’t reached yet, but the game has a great length, and you can even access Da Vinci’s legendary flying machine later on in the game for travel in the skies. There are plenty of other things I haven’t even mentioned – but it’s simply too much to put in writing (in a good way).

If you liked the first, get this – it’s better in every way. If you didn’t, I highly suggest trying this game regardless, although some minor points of the overall plot may be lost on you. This could be the best game I played from 2009 – and I hope to see many more games this good later in the year.

-Leon

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

23
Dec
09

Yo ho ho, it’s Water in LBP!

Last night saw the release of the long-awaited Water feature in LittleBigPlanet, in the shape of the Pirates of the Caribbean level pack. As with the Metal Gear Solid level pack (which contained the Paintinator gun tool), it introduces a brand new gameplay element in the form of a brand-themed DLC level set. I downloaded it, equipped my best piratey gear and dove in.

potcscreen1

The levels are very loosely based on the popular Disney movies, revolving mainly around having to find a legendary ship which can defeat the Kraken, the most feared beastie of the seas. You travel through areas such as Port Royal and the cannibal islands, with plenty of swimming and jumping around on boats and skulls. I’m a fan of the Pirates of the Caribbean movies - and although there are odd references dotted around, it felt a little generic at times, aside from the odd key area such as the waterwheel-ride seen in Dead Man’s Chest. The levels themselves weren’t bad, but I must admit I wasn’t as impressed with the attention to detail as I had been with the Metal Gear pack. However, I did enjoy a couple of the scenes with the Kraken, with one particular scene in mind toward the end of the levels.

Like the other level packs so far, it’s largely a matter of showcasing the new tool, which allows for swimming and water physics within LBP. There are also a couple of tutorial stages just showing how water tools can be used; explaining buoyancy, global controls and water-related switches.

potcsharks

Sackboy can now swim in open water, and in a Sonic-like fashion has a limited amount of oxygen, which can be refreshed by breathing in underwater bubbles that serve as an air supply. Although not used in the levels themselves, the DLC also adds a Scuba Gear power-up item which works much like an underwater Jetpack, albeit slower and granting you infinite air supply. Water also has the added detail of being able to extinguish fire, which is a nice touch. However, it is a global setting, limited to creating an overall water level within the stage that can be lowered or raised to create pools or affect buoyant materials, rather than an object to be manipulated. So although it has a lot of potential, don’t expect to be able to do anything too crazy like creating fountains or water slides; yet people always seem to be able to creatively replicate these ideas so it’s not a total loss.

For a small £4.79, its well worth picking up the pack if you enjoy creation, as the water is a good solid tool – perhaps the largest core tool that LBP really was missing – no longer will people need to create their own water effects using foggy glass and an obscured jet-pack. Included is also a Cannibal costume to obtain along the way, which is a nice little touch, albeit a bit freaky compared to the rest of LBP’s denizens.

potckraken

Also available is a separate pack of six POTC costumes, for the same price as the level pack – £4.79. Although this is the same price as most costume packs, it contains six whole outfits that are nicely detailed representations of the major characters of the series; Jack Sparrow, Will Turner, Elizabeth Swan, Captain Barbossa, Davy Jones and Tia Dalma (the crazy sea witch). The characters look great, and there’s a lot of good parts to play around with, even though the Jack Sparrow and Davy Jones head pieces are perhaps a little specific if you want to create your own concoctions. Sadly Jones’ face and hat are a joined item, so making crazy alien octopus creatures sadly won’t be as easy as it could have been. That said, the mask is organic-looking and changes with Sackboy’s facial expressions, so it’s cool nonetheless.

potccostumes

If you are into creation, or maybe enjoy getting a few extra Trophies then it’s worth a go; the levels aren’t bad but are nothing spectacular (compared to some of the other creations I have seen in the last year). For the Water tools, the price is fair and theres plenty of other creation parts such as music, textures and stickers. However, if you’re not into creation and aren’t fussed with the official levels, you’ll be able to play other peoples’ water levels online without paying for the POTC pack yourself.

Overall the stages are fine, but I found the Metal Gear Solid pack to be more… erm, Solid, as a level pack in itself. However, the included Water tool is a worthwhile creation element and is a steal at £4.79 for it’s real potential in a Creator’s hands.

-Leon

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

13
Dec
09

Time Crisis 4 – Worth splashing out on?

Recently I did a post on how arcades are a dying breed, and have been for about the last decade or so. One of the reasons I gave for this statement was this generation of home consoles, have finally caught up with their arcade counterparts and are now beating them down to the ground as we speak.

Earlier in the year, my family turned to what some Xbox fanboys might call ‘the dark side’ and got a PlayStation 3. Now my mum surprisingly love arcade shooters such as Time Crisis (+5 cool points there) and she went and got Time Crisis 4 for the new shiny Japanese console. While my first reaction was some thing along the lines of ‘How damn cool is that!?’ I then took a step back and thought, is this such a great idea? But me being me, I don’t like to judge books by their covers. So grab a cuppa and take a seat as I will tell you about my time with the PS3 port of Time Crisis 4.

titleart 

This version of the 4th Time Crisis title doesn’t stray too much from the original arcade machine outing, in that you have the same cheesy over-the-top American storyline and characters that the original arcade game had; this is your typical Time Crisis game, whatever platform you choose to play it on. The low-down story wise is some terrorists have launched a biological weapon, known as ‘Terror Bite’. In a nut shell this weapon is just a load of genetically engineered bugs that will chew through any human being alive, So in true arcade style shooter fashion, your mission is to shoot your way through the game to stop these terrorists.

This is classic Time Crisis really, the PlayStation 3 version however is missing the pedal, which the Time Crisis series is really famous for, being one of those things that makes the Time Crisis series differ from your average arcade shooter.

screenshot 

Speaking of hardware, I have to outline the huge FAIL Namco have done here with the PlayStation 3 port of the game. Now I don’t know if it’s my family getting a gargantuan sized TV, or Namco themselves not taking into account that people like to buy gargantuan TVs (bet you can see where I am kinda going here) but when you buy Time Crisis 4 for your PS3 you will have a nice day-glow orange light gun controller and two receivers for the gun, which are joined together by some wiring. The idea being you have to put each receiver on each end of the TV. The problem I had with it though is that the main HD TV I was playing it on is a whopping 55 inches, meaning the receiver could not reach each corner because the wire joining them together wasn’t long enough. It was still playable…till about half way through my play time. There is a bit in the game where you have to turn, by aiming the gun to the left or right hand side of the screen. I physically couldn’t move and was getting a lead pummeling from both sides, while I just stood there and watched a ceiling-mounted water sprinkler trying to put out a non-existent fire… awesome.

This isn't a shot of my actual TV, but you get the idea...

This isn't a shot of my actual TV, but you get the idea...

Hardware fails aside, something still lacks here, and I really cannot put my finger on it, I mean the gameplay is still the same-ish (minus the pedal, it’s just a lot of moving the gun about). Maybe it’s because you have to be in a room the size of a small town hall to really play it; or at least dismantle all your furniture in the living room. Die Hard Trilogy on the PSone never had this much trouble.

To be frank I am disappointed. I wanna pick up a game and play it. Not pick up a game and have to assemble it like Ikea furniture before I get a chance to play, there is a time and a place for assembling things, and playing a video game isn’t that time or place. So take it from me, hitting the arcade and playing Time Crisis 4 is a lot less frustrating.

-Garvaos

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

27
Nov
09

Dragon Ball: Raging Blast Demo Review (PS3 version)

kamehameha

Dragonball Z is perhaps the perfect anime to be converted into a fighting game – with the series devoted to almost nothing but powering up and having epic fights with more and more powerful villains, it lends itself to the genre perfectly. The two main series’ that I have enjoyed are DBZ: Budokai, and DBZ: Budokai Tenkaichi on the PS2. Budokai featured a simple side-on view and lush graphics, the third installment with the biggest range of characters and plenty of moves and transformations. Budokai Tenkaichi opted for a camera behind the character, in a free-roaming environment that perhaps allows the most accurate emulation of DBZ fights as they are shown in the anime. Tenkaichi 3 boasted the largest roster of all, featuring over 150 characters. Although I preferred Budokai’s battle system, I enjoyed Tenkaichi and it’s large roster was a great selling point.

Last year saw the release of Dragonball Z: Burst Limit, a current-gen DBZ fighter in the vein of Budokai. Having loved the previous installments and looking at a prospective “Budokai 4″, the game featured great visuals and an enjoyable battle system. However, although the engine was there, for some reason the developers failed to continue the ever-growing rosters of the DBZ fighters and instead only cover as far as the Cell saga in the plot – whereas the previous games had covered the entirety of Dragonball Z, GT and even more “what if?” scenarios. This limiting of the plot (and its resulting cast) resulted in the game having an awfully small roster – only 21 characters, well over 100 less than the mind-numbingly large roster of BT3. Now, while I understand that some of the characters in the bigger rosters weren’t major characters, the endpoint of Burst Limit meant that it didn’t even include characters such as Buu (in his various forms), Dr Gero, and many of the higher level transformations. Although the engine was there, compared to Budokai 3, Burst Limit felt like little more than the bare bones of an excellent game.

bardockkrillin

However, recently a new Dragonball Z title has been released, this time in the vein of Budokai Tenkaichi – ‘Dragon Ball: Raging Blast’, on Playstation 3 and Xbox 360. The title snuck under my radar and I didn’t even notice it’s existence until recently – but upon downloading the demo, I put on my reviewer’s hat (metaphorically) and prepared myself for the worst. After Burst Limit, I had a sneaking suspicion that this title would follow suit and become an enhanced Tenkaichi engine, whilst removing much of the content…

Upon booting the demo, I found that the only option available was Versus, and the characters I could try were Goku, Piccolo and Raditz, although I was pleased to notice a large roster screen. I selected Goku, and my battle against Piccolo began. The game has a similar visual style to the previous titles, opting for a style of cel-shading that gives an anime-like style to a 3D game – an improvement from the past games, the graphics are clean and look good, fitting the Dragonball Z style very well.

Although I have played much Budokai Tenkaichi, Raging Blast has a whole new control set, and disappointingly the demo does a very bad job at explaining the layout. After fiddling with the buttons for a while whilst Piccolo proceeded to attack me, I eventually resorted to looking the controls up online. This was a bad mark for the demo, but the full game includes an in-depth tutorial so it shouldn’t be this way in the real thing. Once I had learned the controls I could give the game an adequate testing.

As with Budokai Tekaichi, Raging Blast allows you to move in all directions, including taking to the air for some super-powered brawls. Basic attacks are performed with the Square button to chain hand-to-hand combos, while the Triangle button is used for firing quick Ki blasts, or to perform smash (guard-breaking) attacks up close. Circle allows you to perform special moves such as ‘instant transmission’ to avoid or counter attacks, while the X button can be used to dash.

piccolovegeta

In order to perform the special attacks such as Goku’s signature Kamehameha, you require a set amount of Ki energy – this was one reason I failed to perform any moves without knowing the control scheme, as I was unaware that holding the Down button on the D-pad allows you to charge Ki energy in the classic DBZ way. Doing so fills up your gauge, and then it can be used to perform all manner of special attacks. In a new twist to the gameplay, these specials are activated by using the Right Analogue stick – flicking it upward allows you to perform the first (Kamehameha in Goku’s case), left, right, or down to perform the others; such as Raditz’ “Fools Must Die”, and Piccolo’s “Special Beam Cannon”. This works very nicely and is easy to pick up, flowing well with the rest of the gameplay. There are also a number of special moves that give passive boosts such as raising attack power (i.e. Goku’s Kaioken). Lastly, pressing R3 when your Ki is full allows you to perform the characters ultimate move, such as the Spirit Bomb, which are to be as expected – cinematic and deadly.

As I would hope, it is possible to transform into higher forms, such as Super Saiyan for Goku. To do so, you have to hold R2 to bring up a menu of available transformations (in the demo, only Goku’s SS1 form was available), and press the corresponding face button (Square in this case) for a quick cinematic that shows the transformation. Upon doing so, the character becomes more powerful, and has access to a new moveset complete with more impressive moves, such as “Angry Kamehameha”. It’s also possible to choose which form to start the fight in, which I find pleasing.

supersaiyan3

It all flows together very nicely, with a mixture of fast paced combat and cinematic moves – ranging from quick energy blasts, to impressive moves with characters being juggled around the arena and blasted with gigantic energy balls. The characters seem to be true to their original counterparts, and although the transformation and general limits to each character may make some fighters better than others, I found that Raditz was able to beat SS Goku without too much hassle, so it doesnt seem too unbalanced.

Although the game’s roster doesnt look to be anywhere quite so impressive as that of BT3, it doesn’t look to be disappointing as Burst Limit was. The game covers the series beyond the Majin Buu saga, and also has some extra scenarios made just for the game. Although some more obscure characters may be missing, most of the core characters are in the mix – Goku, Vegeta, Gohan, Trunks, Cell, Frieza, Buu and Broly are among the more popular fighters, and there are also a decent amount of the less common cast such as Chiaotzu, Dodoria and Bardock thrown in as well. Although I’ll miss characters like Janemba and Cooler, there’s a good range of characters to enjoy, including various Super Saiyan forms (up to SS3), four versions of Vegeta, villain transformations such as Perfect Cell and Super Saiyan Broly, and a couple of fusions including Gotenks and Vegito.

majinvegeta

As I said, the game looks great with its anime-like style, but I also noticed a lot of attention to detail – as well as the graphics, there were a lot of nice touches – in the arena shown in the demo, the sky went to a moody grey later in the battle, making my Ultra attack look even more impressive. As characters get beaten up, their clothes can tear and wear – its touches like this that make it that little bit more enjoyable. Characters also have access to alternate costumes, some of which can be unlocked, and they include more than just re-colours – for instance, Piccolo has access to his plain purple gear, or his cape/turban combo seen in other episodes.

All in all, I was fairly impressed with Dragon Ball: Raging Blast. Although it’s not the ultimate “Better than all the previous DBZ fighters in every aspect” that I dream of, it’s certainly looking to be a solid title that’s far from the disappointment I had with Burst Limit. It has a solid roster and checks all of the main boxes with a few nice features, and it looks and plays really well. I must admit I hope to see even more improvement upon the series in future (hopefully they’ll do a Raging Blast 2 in the future), but until that time it seems a solid title to be the first great DBZ title of this console generation.

-Leon

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

24
Nov
09

Tekken 6

cast

Tekken has been a series that I’ve always had mixed feelings about – when I was younger I remember getting Tekken 3 on the PS1 for Christmas one year, and being hooked for hours on end – the colourful cast and varied move sets keeping me entertained – Ling Xiaoyu, Jin Kazama, Heihachi Mishima and Hwoarang being among my personal favourites. It really gave me a sense of variation, whilst being easy to learn. At the time, it was my favourite fighter of all, and I also got hold of copies of Tekken Tag Tournament (which I loved for its wide roster) and Tekken 5.

However, over the years I lost interest in the series – while I still appreciate the cast of characters, something felt missing in Tekken 5, and something about it just didn’t make the cut for me – perhaps it was the new characters such as Raven making me feel somewhat alienated, or maybe it had just been too long since I had been hooked to the series, but after a bit of play I barely touched it again. As an adult, I now find myself a big fan of the Street Fighter titles and Capcom’s VS series’, which feel a lot more technical and somewhat more complex than the other fighters out there. However, with an open mind I have been looking into the latest in the series, and even had a go at it at the recent Eurogamer expo.

The new title is the first to leave the Playstation brand consoles, this time being released on both PS3 and Xbox 360, which is unsurprising seeing the Xbox’s recent successes this generation. The title is set after Tekken 5 and Tekken 5: Dark Ressurection, focusing on a power struggle between Jin, Kazuya and all of the other characters involved – as always this leads to everyone fighting each other, giving the arcade title a bit of background story.

xiaoyubrian

From what I played, I tested Xiaoyu and Kazuya, in the versus mode against a human opponent. The game felt very much like other Tekken titles, although a few new things have been added. These features include a new “Rage” ability, which can be activated once a player’s life has depleted below a certain level, which adds a new way to turn the tide of battle, and a few touches to the engine; such as the ability to stun an opponent by smashing them with a heavy attack. Although these features are nice touches, when I played I couldn’t help but feel that the characters felt a bit different to control – whereas Xiaoyu was a character I have always been comfortable with, I found that the moves wouldn’t always perform as easily as I’m used to, although I couldn’t work out the exact reason for this – perhaps the button timing has been tweaked, or I’m simply out of practise. However, the characters all seemed to retain their signature moves, such as Eddie Gordo’s capoeira attacks, and King’s wrestling moves.

jinkazuya

As well as the regular cast of characters, the title introduces six new characters, but they seem a bit mixed. Firstly, there’s Leo – a German female who looks like she wants to be Jin, donning similar red gloves and dressing like a boy. Secondly we have Lars, a new son of Heihachi (so Kazuya’s half brother) who looks cool, and should pack some nice abilities with his bloodline. Alisa serves as Tekken 6’s cute-but-deadly character, a robot in disguise with a range of nasty mechanical moves, while Zafina takes the place of the games femme-fatale, the scantily clad warrior in the vein of Nina Williams. Spaniard Miguel looks like a disco drop-out with puffy hair, who could either be quite cool, or tacky as hell. And lastly we have Bob, who seems to be the all-too-common “fat fighter” (no, not like Little Britain), looking like a cross between Street Fighter’s Ken and Rufus. As I said – a mixed bag, but it looks like there’s at least a couple of worthwhile additions in there.

zafina

Much like the predecessors, Tekken 6 is a graphical overhaul but is very much in the same vein as the past titles. Alongside the regular Arcade and Versus modes, as well as a new “Scenario Campaign” which takes place of the old Tekken Force and Devil Within modes, set in a free environment which can be walked around in a more “Streets of Rage” style – this looks improved from the previous versions, although I haven’t been able to play it – but hopefully it will feel a bit deeper than Devil Within was.

All in all, Tekken 6 seems to be more or less what would be expected – a new Tekken game with updated graphics, the odd tweak and the regular cast with a few additions. Personally I found the combat felt a little different to control, but no doubt this would become normal after some practice - as far as I could tell the actual controls were more or less the same, only it took me a few attempts until the move I was trying to do actually worked. Tekken 6 didn’t blow me away with anything in particular, but will no doubt be enjoyed by fans of the earlier titles. I think I’ll stick with Street Fighter until this goes down in price, but I believe everyone has a fighter title that suits them best; Tekken just isn’t mine any more. I’m sure many people will enjoy this game, all in all – it does what it says on the tin, only now there are two tin designs – either the one marked “Playstation 3″ or the all-new “Xbox 360″ version.

-Leon

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

13
Nov
09

Eurogamer 2009: Uncharted 2: Among Thieves

nathanchloe

With Naughty Dog opting for a more realistic style title with Uncharted, they managed to create a very enjoyable game with a good mix of Tomb Raider style exploration, Gears of War reminiscent gunfights, great characters and plenty of unlockables. After enjoying the first, I was eager to get my hands on the sequel, with Nathan Drake embarking on a brand new adventure in Uncharted 2: Among Thieves.

train

The demo began with a dramatic scene of Nathan clinging for his life on a derailed train that hung over a snowy chasm. In order to survive, I had to work my way around the carriage from the outside, hanging from pipes and other protrusions and slowly climbing up using whatever path I could find. As I climbed, I found parts of the train collapsing and breaking, often opening up the way forward. I then found myself going inside of the carriage, climbing up the inside of the vertical carriage to work my way further up. I then managed to reach the top carriage which hung on the edge of the cliff, and as I felt it begin to slide off I made a dash for it and leapt from the carriage in a spectacular exit.

Wounded, it turns out that this is something of a future event as Nathan’s mind takes us back to the start of this adventure, no doubt to eventually tell us how he got into such a position. Approached by Harry Flynn and the beautiful Chloe Frazer, he is told of the theft of a Mongolian oil lamp from a museum in Istanbul. Once told that the lamp may hold the key to why Marco Polo’s fleet disappeared in 1292, Nathan’s curiosity gets the better of him and he agrees to go on the quest.

Well, wouldn't you?

Well, wouldn't you?

This leads us to the second part of the demo, which involves a more action-orientated area, in which I had to fend off multiple enemies through the game’s combat, mixed in with a few more platforming elements. The game plays pretty much exactly the same as the first, with Drake able to carry two firearms and grenades, with the ability to duck and blind-fire from cover, as well as perform the usual unarmed skills such as the stealth kill and hand-to-hand combat.

If you’ve played the first game, Uncharted 2 feels like it takes the original format and simply gives us a new story. This is a good thing in many ways, seeing as the first game was very good – but if you’re expecting any new tricks it seems to be very much more of the same. The game looks very impressive, the graphics detailed and the characters animated superbly, yet some of the platforming elements felt a little linear since there often only seemed one path to take, even if there looked as though other alternatives would be possible – such as leaping from a foothold in the wall to a ledge, rather than going from one foothold to another to drop down from above it.

action

The game promises to keep all of the features from before – such as unlockables linked to points gained by getting trophies, and also includes a new multiplayer mode, which I wasn’t able to try at Eurogamer.

All in all, if you enjoyed Drake’s Fortune you’ll more than likely enjoy this title. With good characters and detailed environments, the game simply provides a continuation to Drake’s adventures in an all-new story. The game does look impressive, with some exciting scenes, it just feels a little linear, and I wouldn’t expect anything vastly different from the first – which could be a blessing or a curse. Either way, I’m sure it’s a decent game worth playing.

Uncharted 2 is in stores already, so you don’t need to wait for this one.

-Leon

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon

12
Nov
09

Plus XP Exclusive: Aliens Vs Predator Interview

After getting my hands on Aliens Vs Predator at Eurogamer, I was given the opportunity to catch up with AvP developers Rebellion via e-mail. The Head of Art and Design, Tim Jones, took some time out from the game to answer some questions.

avpinterview3

What made you decide to create a new Aliens Vs Predator game?

It was a very simple choice for us. We made the original AVP game on PC in 1999 so we were delighted to get a chance to work on a new AVP game. The Aliens and Predator franchises have a huge following so there’s a lot of pressure in creating a game which will please all the fans, and we’re really enjoying the challenge.

Are you a fan of the previous Aliens Vs Predator games and films?

Of course, we’re all massive fans of everything Aliens and Predator, from the movies to the comic books to the video games. We actually made the first Aliens vs. Predator game for PC in 1999 so we’ve got a lot of history with the franchise and it’s a privilege to come back and work on a new AVP game a whole 10 years after our first game.

Regarding Campaign mode, will this be a totally new storyline? Or rather a follow-on from the previous games/films?

Our game has a brand new story to the Aliens and Predator universes. We worked closely with Fox on the story and they’ve allowed us to even add in some brand new weapons and enemies that you’ve never seen before in any movie or comic book for Aliens or Predator.

In the game, you can play as the Marine, Predator and Alien, and each species has its own separate story driven campaign and right from booting up the game for the first time, the player can choose to play any of the three campaigns. Each campaign’s story interweaves with the stories of the other two species’ campaigns so there will be crossover in the narrative between the three.

avpinterview2

A Predator, From Aliens Vs Predator Back In 1999

Having played the game myself at the Eurogamer Expo I must say the design for each character type is fantastic. How did you go about creating them? Did you have to analyse each film closely to get them just right?

There’s been a huge amount of research done in creating the game and making all of the character types exactly right. We’ve immersed ourselves in everything Aliens and Predator, including the movies, and have also gone back to our original 1999 game to remind ourselves about what elements are key to the AVP experience.

Which of the three character types was the most challenging to create?

Definitely the Alien was the most challenging. The Alien as a playable character is genuinely unique, with its ability to cling to any part of the environment, even tracking its prey as it crawls along the ceiling… We’re working hard to ensure that the Alien character will retain this powerful (and fun!) advantage with a control system that allows gamers of all abilities to scurry over every surface in the game without any difficulty.

With the Alien being able to climb walls and pretty much scale any surface, did you have to take a different approach when it came to designing levels for multi-player?

Yes, it’s true to say we did as each of the three species has different means of traversing the environment. As a Marine you’re pretty much rooted to the ground, as the Predator you can leap onto rooftops or into the trees, and as an Alien you can crawl anywhere – up walls and trees, along the ceiling! So for example, as the Marine you could be walking through a jungle, while a Predator could be tracking you from a tree top and Alien could be scuttling up the tree to attack the Predator. It makes for a pretty unique multiplayer offering, that’s for sure!

Which is your favourite character to play as, out of the three types?

I’d have to say the Predator – he’s got some pretty awesome gadgets and his ability to cloak and hunt his prey from above feels very empowering.

avpinterview1

And finally when is the game due out?

Aliens vs. Predator will be out on Xbox 360, PlayStation 3 and PC in February 2010 so not too long to wait now!

Plus XP would like to thank Tim for taking some time out to answer questions for the site, and I can safely say I am looking forward to this title come February. Now if you will excuse me I am off to watch the first Aliens Vs Predator movie.

Garv

Post to Twitter Post to Digg Post to Facebook Post to StumbleUpon




Search By Category

Facebook Page

Get Adobe Flash playerPlugin by wpburn.com wordpress themes

Content Protected Using Blog Protector By: PcDrome.