By Mike Sharkey | Jun 1, 2011 War will be on the sidelines for this sequel.It's time for Death to have his turn. After playing as War in the original Darksiders, THQ announced today that gamers will become another member of the four horsemen of the apocalypse when Darksiders II launches in 2012 -- Death himself.
Running parallel to the events in the original, Darksiders II will follow Death on his journey through realms of light and dark as he tries to redeem his brother War -- the horseman wrongly accused of prematurely starting the apocalypse in Darksiders.
"We have taken the best parts of Darksiders and improved on them with a host of new mechanics and features," THQ Core Games boss Danny Bilson said in a statement. "You will see great things from this epic game."
Some of those new mechanics and features include a dramatically larger world, full weapon and armor upgrade systems, larger dungeons, and a wide array of new enemies and bosses.
More details are set to be revealed in the next issue of Game Informer, which will feature Darksiders II as its cover story.
Darksiders II is being developed for the Xbox 360, PlayStation 3, and Windows PCs. THQ did not specify a release date beyond calendar 2012.
Sharkey says: For you investors out there, I'd say now would be a good time to pick up a few shares of THQ. The stock is trading at under $4 (down on lukewarm reviews of Red Faction: Armageddon) as of this post, and the company has lined up a number of big titles for 2012 and beyond, including Tomonobu Itagaki's Devil's Third, Patrice Desilets' unnamed next project, Guillermo del Toro's first game, Turtle Rock Studios' next FPS, a Metro 2033 sequel, and now Darksiders II. And that list doesn't include the upcoming Saints Row sequel or the Warhammer 40,000 games the publisher has in the pipeline. Not too shabby. If I was a betting man, I'd say you'll double your money by the end of 2013. Then again, I know next to nothing about the market and write about video games for a living. Get the latest gaming news delivered to your inbox.
Io Interactive as some rather ambitious plans of making Hitman: Absolution more accessible to a wider audience than previous games while still remaining true to the core and holding onto the existing fan base. Never an easy thing to do.
Speaking with DigitalTrends, Absoultion director Tore Blystad said the learning curve of previous games was off putting for newcomers so the studio is looking to make it less intimidating.
“The Hitman games of the past have been very hardcore,” said Blystad. “Even though the fantasy of the Hitman universe has a very universal appeal, the games have been so difficult to play, that it’s been more of an acquired taste.
“The biggest challenge that we had with this game was to make it much broader in every sense, so that it was easier to play and more accessible, but still retain a very strong, hardcore side as well. We don’t want to alienate any of our fans who have been extremely loyal for so many years.”
Blystad went on to discuss the benefits the game will receive from the studios new Glacier 2 engine, specifically the game’s AI and characters which will “act as believable as possible,” and even said it was “the most central part of the game.”
“If you attack an enemy from any angle, than we’re able to have them fight back, or continue on in a normal state if you ignore them,” he said. “There are similar things in games like GTA or these bigger sandbox games, but it’s on a much less granular level because we have a very strong focus on the abilities of the characters.”
What this sounds like, honestly, is dumbing the game down for a wider, i.e. stupider audience. Now I certainly don’t consider myself to be a high intellectual but part of what made Hitman game’s so damn good was the intelligence and the thinking later missions required for perfect execution.
Hitman: Absolution will be out next year on PC, PS3 and Xbox 360 so we should be seeing some of it at E3 in a few days time.
Name: A-G Sonday Location: Cape Town Position: Editor, Reviews
Bad news for everyone who was hoping for another glimpse of Hideo Kojima’s Metal Gear Solid: Rising at this year’s E3, the big man won’t be attending.
Yes, Hideo Kojima, one of the biggest names in the business, revealed via a tweet that he would not be attending this year’s E3 in person. He also stated that he’d be making up for this with an interview with former 1Up editor Mark MacDonald. However, this does not mean that Kojima’s creations will be completely absent from the expo. He will be holding a pre-E3 event on June 2 and a full show conference next week while there’s a strong possibility that the cover will be lifted on at least 2 new titles from Kojima Productions.
Name: A-G Sonday Location: Cape Town Position: Editor, Reviews
The official Carmageddon website was home last month to a countdown that ended earlier today. The assumption was that it was leading to the reveal of a new game and, while there isn't anything to be shown just yet, it has been confirmed that a new Carmageddon is in the works.
Better yet, the website's launch brings word that the developer of the first two Carmageddon titles, Stainless Games, has reacquired the rights to the series. The new game, Carmageddon: Reincarnation, is early in pre-production and won't be out until next year when it will be released as a downloadable title. There's no publisher attached to the project as of yet; the press release notes Stainless "is actively seeking a partner with whom to move the project on to full production," something that it will hopefully be able to find without much trouble.
"Carmageddon has returned to its Indie developer roots, and the time is right to bring the game to a new audience," said Stainless CEO Patrick Buckland. "Originally an ambitious title that tested the hardware limits of its day, we're excited that the game will finally get the showcase it deserves on today's platforms."
It wasn't specified which systems the game will be out for. Stainless has released several titles on the Xbox Live Arcade, PlayStation Network, and PC in the past, and a graphic on the website uses the word multiplatform, so one would think it'll make it to all three platforms.
"Carmageddon: Reincarnation will feature the same black humour and comic violence that made the original game such a success," said executive director Neil Barnden. "All the laughs, the crazy power-ups, and extreme destruction will return. We will make sure the existing fans get what they want and expect from a Carmageddon game, and a new generation discovers the delights of sliding into a Cunning Stunt."
The new website is home to a history of the series and some behind-the-scenes content. There's no media to be seen from the new game as of yet. Instead, Stainless has put together the video above with a collection of clips from the old Carmageddon games in case you've forgotten what the series is all about or were never able to experience it in all its violent glory.
GameSpy: Gears of War 3 Story Trailer - Page 1#media-game-info { display:none; }var $j = jQuery.noConflict();var SPY = {};var page_type = 'article';SPY.pagetype = 'gspy_article';SPY.channel_id = '551';SPY.object_id = '14304771';SPY.article_id = '1171611';var pagetype = 'article';var topicID = '20735271';var linkColor = '005500';var commentsIndexURL = 'http://xbox360.gamespy.com/xbox-360/gears-of-war-3/1171611p1.html';var articleURL = 'http://xbox360.gamespy.com/xbox-360/gears-of-war-3/1171611p1.html';commentsIndexURL = commentsIndexURL.replace(/\p1/g,"c");var articleTitle = 'Gears of War 3 Story Trailer'; if(typeof _comscoreGuard == 'undefined') { document.write(unescape("%3Cscript src='" + (document.location.protocol == "https:" ? "https://sb" : "http://b") + ".scorecardresearch.com/beacon.js' %3E%3C/script%3E")); }if(typeof _comscoreGuard == 'undefined') { COMSCORE.beacon({ c1:2, c2:"3000068", c3:"", c4:"http://xbox360.gamespy.com/xbox-360/gears-of-war-3/1171611p1.html?RSSwhen2011-05-31_104300&RSSid=1171611&utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+gsfeeds%2Fxbox360+%28GameSpy+Xbox+360%29", c5:"", c6:"", c15:"" }); var _comscoreGuard = new Object(); } if(typeof _omniGuard == 'undefined') { document.write('#Layer1, #Layer1 IMG {position:absolute; visibility: hidden; z-index:10;} #corp-networkBar { width: 100%; margin: 0 auto; text-align:center; background-color: #000; background-image: url("http://common.ignimgs.com/assets/imgs/corp-networkbar-bg.gif"); background-repeat: repeat-x; border-bottom: 1px solid #000; height: 20px; }#corp-networkLinks { width: 974px; margin: 0 auto; text-align:right; padding-top: 5px; font-family: Arial, Helvetica, sans-serif; font-size: 9px; color: #ccc;}#corp-networkLinks a, #corp-networkLinks a:link, #corp-networkLinks a:visited, #corp-networkLinks a:active { text-decoration:none; color: #bebebe; padding:3px 10px 0 10px; }#corp-networkLinks a:hover { color: #fff;}IGN Entertainment Games: IGN|GameSpy|FilePlanet|TeamXbox|CCG|GameStats|Direct2Drive|Battlefield Heroes|IGN Pro League document.write('Join our community. '); Messages: 0 Unread Log In | Register | Help The Web GameSpy.com HomePC Xbox 360 PS3 Wii DS PSPHumor Comics News Cheats & Guides Columns Downloads Forums Planets Contact UsAll Xbox 360 |Reviews | Previews | News | Release Dates |Cheats |Strategy Guides |Xbox 360 Games | Videos | Screenshots | Features Gears of War 3 (X360) Developer: Epic Games Developer: Epic Games Developer: Epic Games Publisher: MicrosoftPublisher: Microsoft Genre: ShooterRelease Date: September 20, 2011 (US) Release Date: September 20, 2011 (UK) Release Date: September 20, 2011 (AU)RP-M+ for Rating PendingPEGI: RPOFLC: RP Gears of War 3 (X360) View All 8 Videos View All 65 Screens Developer: Epic Games Developer: Epic Games Developer: Epic Games Publisher: MicrosoftPublisher: Microsoft Genre: ShooterRelease Date: September 20, 2011 (US) Release Date: September 20, 2011 (UK) Release Date: September 20, 2011 (AU)RP-M+ for Rating PendingPEGI: RPOFLC: RP Game Overview | Review | Articles | Screenshots | Videos | Cheats | Walkthrough #Layer1, #Layer1 IMG {position:absolute; visibility: hidden; z-index:10;} News Gears of War 3 Story Trailer By Mike Sharkey | May 31, 2011 Get an overview of the storyline and a peek at the frantic action that's in store. Lebron James and crew rejected Epic Games' plan for a big NBA playoff debut of the Gears of War 3 story trailer when the Miami Heat eliminated the Chicago Bulls in five games. Barcelona and Manchester United were more gracious hosts in the UEFA final, and in case you didn't catch the match, we've got the trailer for you right here.
Is Marcus Fenix's famous father alive? It's definitely a possibility, and it looks like that will be a key driver of the story in Gears of War 3. See for yourself in the Black Sabbath infused trailer below:
More Gears of War 3 Videos
Gears of War 3 is an Xbox 360 exclusive. The game is set for release on September 20.
Sharkey says: War Pigs is the perfect song for the Gears franchise. Nice touch. And it looks like there will be plenty of classic Gears action in the conclusion to Marcus Fenix's story. Should be a blast. Too bad we have to wait until September to play it. Latest Comments commentsFetchInline(); Game Information Gears of War 3 (X360) Community Site IGN Stock Exchange Latest NewsTHQ Announces Darksiders II (Jun 1, 2011) Serious Sam 3: BFE Reveal Trailer (Jun 1, 2011) Catwoman a Playable Character in Batman: Arkham City (Jun 1, 2011) Sega Announces Release Date for Aliens: Colonial Marines (Jun 1, 2011) Lord of the Rings: War in the North Beleram Trailer (Jun 1, 2011) :: More News... Share This Article GAMESPY ON FACEBOOK DON'T MISS A BEAT Get the latest gaming news delivered to your inbox. GAMESPY ON TWITTER #leaderboardAd{z-index:30;} #Layer1, #Layer1 IMG {position:absolute; visibility: hidden; z-index:10;} Around the NetworkGears of War 3 at IGNGears of War 3 Cheats at IGNGears of War 3 Guide at IGNGears of War 3 at GameSpyGears of War 3 Trailer at FilePlanetGears of War 3 at TeamXboxGears of War 3 at GameStatsIGN Stock Exchange #Layer1, #Layer1 IMG {position:absolute; visibility: hidden; z-index:10;} #Layer1, #Layer1 IMG {position:absolute; visibility: hidden; z-index:10;} if(typeof _comscoreGuard == 'undefined') { document.write(unescape("%3Cscript src='" + (document.location.protocol == "https:" ? "https://sb" : "http://b") + ".scorecardresearch.com/beacon.js' %3E%3C/script%3E")); }if(typeof _comscoreGuard == 'undefined') { COMSCORE.beacon({ c1:2, c2:"3000068", c3:"", c4:"http://xbox360.gamespy.com/xbox-360/gears-of-war-3/1171611p1.html?RSSwhen2011-05-31_104300&RSSid=1171611&utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+gsfeeds%2Fxbox360+%28GameSpy+Xbox+360%29", c5:"", c6:"", c15:"" }); var _comscoreGuard = new Object(); } DM_addEncToLoc("genre","shooter");DM_addEncToLoc("moviegenre","");DM_addEncToLoc("property","gamespy");DM_addEncToLoc("platform_id","661955");DM_addEncToLoc("dechannel","gamespyxbox360");DM_addEncToLoc("object1_id","14304771");DM_addEncToLoc("object2_id","");DM_addEncToLoc("pagetype","gspy_article");DM_tag();if(typeof _omniGuard == 'undefined') { document.write(' #corpFooter { text-align:left; padding:30px 0 10px 30px; }#corpFooter div { color:#fff;}#corpFooter img { border:0;}#corpFooter a:hover {color:#fff; text-decoration:underline;}#corpFooter a, #corpFooter a:link {color:#00CC00;}#corpFooter a#corpFooter-rss-lnk {background:url(http://media.ignimgs.com/media/ign/images/rss_icon.gif) no-repeat;padding:0 0 0 15px;}.corpFooter-row {margin-top:10px;} About Us | Advertise | Contact Us | Press | Careers IGN | GameSpy | Comrade | Arena | FilePlanet | Direct2Drive | GameSpy Technology TeamXbox | Game Sites | VE3D | CheatsCodesGuides | GameStats | GamerMetrics AskMen | GIGA.DE | What They Play | Battlefield HeroesBy continuing past this page, and by your continued use of this site, you agree to be bound by and abide by the User Agreement. Copyright 1996-2011, IGN Entertainment, Inc. | Support | Privacy Policy | User Agreement | RSS Feeds IGN’s enterprise databases running Oracle, SQL and MySQL are professionally monitored and managed by Pythian Remote DBA.
America's favorite pastime is a collection of subtleties and intricacies that blend together in the perfect storm of skill, consistency and the pure thrill of the game. Watching someone slug a ball out of the park or witnessing a pitcher sweating just before striking out a critical opponent has a certain charm to it that no other sport can replicate. So in the world of baseball games, it's critical to replicate those moments and intricacies to create both a believable and entertaining experience. 2K Sports once again steps up to bat with MLB 2K11, but they still haven't nailed down the total package that would make the game the must-have baseball experience.
The development team at 2K Sports has been chipping away at elements of the sport for over a decade now and while strides towards success have been made, there is still a long road to walk.
The biggest and most noticeable changes have been to the appearance and mannerisms of well-known baseball stars. You'll see unique batting stances, pitchers stepping off the mound to pace, cheers, and generally well-executed representations of the sport's heroes. Lincecum looks like Lincecum. Ichiro swaggers after a pitch as in his actual stance. And Brian Wilson's beard screams off his face like it does in the real world. These key players take front and center in the improvements the game has shown.
The game also does a great job with player management. While the MLB Today aspect won't kick in until the real season starts in April, the game manages to accurately represent how good players are and what their potential for future success is. Pre-season changes are reflected daily in pickup games. And knowing that a player if trained well and utilized can gain another star and that his cold streak just ended is key to building a good team.
Last year MLB 2K10 focused on the battle between the pitcher and batter. This dramatic tensions remains the strongest card in MLB 2K11's deck. Strike zones are more human in 2K11, meaning that you can clip the corner of the box and still be called a ball. But often the call will go the other way as well. These calls will have you yelling at your television, much like the calls of a real umpire.
Stepping up to the plate to bat remains a satisfying challenge. You won't be popping home runs at every at bat and oftentimes every hit feels like you really earned it. The new hit-cam feels great, as you aren't immediately shown where the ball is going to land. The camera simply pulls back from the batter and watches the ball soar into the outfield. Only the placement of the other team's fielders will give away how well you just hit the ball.
Fielding hasn't changed as dramatically as you might have been led to believe. While hits are marked with a giant white circle that takes some time to shrink into the ball's location, you can almost always bet that the ball is going to land somewhere near the center. While the throwing to base animations may play out smoother, I definitely noticed some lag in pulling off quick tosses to first and second. I felt I should have nailed some double plays that just didn't happen even when throws were nailed in the green throw zones.
By Mike Sharkey | May 25, 2011 Twenty-two song bundle is the first of three Valve plans to release.Aperture Science announced today that its "laurels remain untouched by backsides." In other words, Valve has been working to release more Portal 2 stuff, and the first of it arrives today with part one of the three-part Portal 2 soundtrack. Lucky you, the free download is available now at our sister site, Fileplanet.
The 22 songs are there for the downloading, including such classics hits as, "I Saw a Deer Today," "Comedy Equals Tragedy Plus Time," and "Science is Fun."
"Whether you're a mega-science corporation with decades of test experience, or a young start-up liberating your first test subject from non-testing with a chloroform-soaked rag, Aperture guarantees results," Valve said in a statement. "Wake up your test subject, open the chamber door, and press play -- let Aperture's patent-pending rhythmic compliance enhancers do the rest."
And while you're downloading at Fileplanet, don't forget it's Wallpaper Wednesday. Check out some of the fan-created artwork from the BioShock universe, and then put a little Rapture in your monitor's life.
Sharkey says: I would actually pay for the complete Portal 2 soundtrack. Want You Gone is worth a few bucks on its own. I guess I'll just have to, begrudgingly, download it for free. *Shaking fist at Internets* Get the latest gaming news delivered to your inbox.
With the launch of the Xbox Live Arcade, there was an opportunity for lesser-known developers to get their name out there without the sometimes-prohibitive costs of releasing a disc-based game. And sometimes, XBLA is used by larger, more well-known developers to get a game out the door which they don?t deem necessary to put on a disc. Either way though, the experience you can get in a Live Arcade game is sometimes hit-or-miss. But every so often a game comes out on this platform that really makes you sit up and pay attention, not by virtue of the experience in and of itself, but moreso the way that it feels like a familiar old friend of a game that you remember playing on Saturday morning in your pajamas. It connects with you in a way that you have not experienced in a good long while, and it reminds you of a classic game or games of your youth. This is the experience that I have had with Moon Diver.
For those who do not know, Moon Diver is a game developed by FeelPlus, Inc. and Published by Square Enix. The general story-line is that humanity?s inventions and machines were brought to life by an evil force and turned against them in the beginning of the 22nd century. Mankind is facing extinction and an elite force of ninjas, code-named Moon Divers, is called into action.
You can play as one of four characters, and have up to four people on screen at once in either couch- or online-cooperative play. Each character has different ways that they progress in building their skills, akin to other games where you?d have a brawler who can?t really use much magic, a spell-casting pro who isn?t very strong with a melee weapon, a balanced character, etc. Though as I was playing through with each character, at least initially, the differences between them were negligible. Not so negligible that it felt like just pallet-swapped characters, but just not hugely different either. Perhaps as you get each character further leveled-up the differences become more apparent, but nothing really jumped out at me as I played through.
The game-play is very reminiscent of Strider, and to me that is a great thing. One reason this comparison makes sense is that Kouichi Yotsui of Strider fame had his hands on this project. Moon Diver isn?t a sequel in any way, but I feel comfortable using the term ?spiritual successor? here. There are other comparisons to be made here too, in that any fan of NES, SNES or Genesis-era side-scrolling platformer action games will see things that make them nostalgic. We?re talking about Ninja Gaiden, Shinobi, Castlevania, Legend of Kage, Contra, etc. You run and jump from location to location while hordes of enemies, fodder for your blades and magical abilities, do their best to come at you and drain your life bar until you are no more. Occasionally barriers form at either end of the screen, boxing you into an impromptu arena of sorts where you have to dispatch all your foes before proceeding. You have the always-handy double-jump to get yourself up and out of the fire if things are getting too hectic, and there are a bevy of magical abilities you can use and level-up in addition to your trusty blade.
So the main question is - how does the game fare? Very well, in my opinion. The action is frenetically-paced at times, the controls are simple but have a decent amount of depth in that you can change your magical abilities after each level. Graphically-speaking the game is very bright and colorful. It can be hard at times to keep track of your character with enemies flying everywhere and blowing up and so on, but that is not enough of an issue where you get frustrated. The Anime-inspired art style is crisp and comes off really well.
Turn down your volume before playing!
The sound design is a bit of a mixed bag. The sound effects are really good - you hear some really nice metallic-clashing sounds when you shove the business-end of your blade into the torso of an enemy, and explosions have an awesome ?sci-fi futuristic? sound to them (just watch out for the yellow guys who blow up like BomberMan when you hit them a couple of times!) and all that. But the music in the game, in my opinion, is kind of repetitive and doesn?t really stand out as being anything special.
So the bottom line is this: If you are looking for an action-packed game that is reminiscent of some of the best side-scrolling action games of yesteryear, you can do far worse than Moon Diver. If you can get past a slightly-repetitive soundtrack you?ll find a great experience that is well worth those aforementioned hard-earned MS Points. Well done, FullPlus and Square Enix.
Maybe, just maybe, Child of Eden has the best main menu screen of all time. Standing in a digital enclosure peppered with pulsating shapes and peculiar sea-creatures is Lumi, the child of Eden. As she stands there, staring out of the screen, you can directly interfere with her environment. Run a hand through a shoal of jellyfish (or what appear to be jellyfish), for example, and they'll effervesce with colour, producing melodic cries to accompany the ambience of the dream-like space. It's like a toy-box of organic musical instruments, and it took all my energy to leave it be and start the game proper.
Kinect feels like a good fit for Q Entertainment's upcoming music-shooter, a genuinely well-integrated use of the technology rather than a needlessly tacked-on gimmick. After watching Tetsuya Mizuguchi, the creative brains behind the game, demo the first level, I was pretty sure I knew what I was doing. Right hand for locking on, a thrust forward to fire at locked on targets and left hand for unleashing a stream of projectiles - the Tracer, as it's known. If you've collected the appropriate power-up, throwing both arms into the air will activate Euphoria, a move capable of destroying a screen-full of enemies at once.
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As an enemy disintegrates into fluorescent shrapnel, a short burst of sound rings through cyber-space. This always happens in congruence with the music, giving an impression that you're some sort of omnipotent space conductor. The feeling will be familiar to anybody that has played Rez.
In terms of sensory involvement, Child of Eden is certainly an improvement on its spiritual predecessor, with fantastic visuals and a fitting soundtrack. Despite being built from abstract shapes and strange floating architecture, there's no denying that the game looks beautiful. The music itself is excellent too, all mellow J-Pop with trippy drum loops and haunting synths. The ever-changing nature of the environments, the combination of colour, shape and sound - it's all completely nonsensical, but thankfully the narrative allows it.
The basic premise is as weird as it is wonderful. In the future - 250 years or so, says Mizuguchi - the first human, Lumi, is born in space. When she dies, her consciousness is put into digital storage by scientists, and then integrated into Eden, a next-gen internet of sorts. As an omnipotent being floating through this tangible cyber-space, it's your job to save Project Lumi (as she's known in her digital form) from a virus attack - thus preventing the destruction of the first internet life form. Interestingly, Lumi is also the face of Genki Rockets, a mysterious hybrid band which Mizuguchi has some involvement with. The group will also be lending their musical talents to the game.
Witcher fans, great news. At E3 2011 there will be a new game announced. The news comes from the developer, CD Projekt, who said that there is the odd possibility of good news for Xbox 360 and PS3 fans.
While the PC version was just released, there’s no reason to speculate on something new as it’s probably a release for console. Seeing as there’s no release for console one can only suggest that CD Projekt would like to enter this market.
According to Tomasz Gop, a senior producer for the game, “I can’t say anything obviously for gazillions of reasons but it is a Witcher game, and I can say that console gamers might be interested in it,”
Just to clarify that it’s nothing new, “No, I’m not going to lie to you, we haven’t started work on The Witcher 3,” said Gop.
“But it’s possible we might do it in the future,” he added.
The basic principles behind tennis games have been around since the days of pong. Since this earliest incarnation developers have worked to fine tune and improve the realism that tennis videogames can depict. Enter Top Spin 4 the latest professional tennis game from 2K entertainment. The developers boast this as their most complete tennis title to date. It is packed with various modes, tournaments and players but is it enough to bring a realistic professional tennis experience to the Xbox 360?
Depending on the rule set selected Top Spin 4 can either be played as a serious tennis simulation or a pick up and play title with a bit of a learning curve. As a relative newcomer to the franchise I chose the latter option. This means that I played shorter matches (3 games per set) and had the assists turned on. Even with these shorter options turned on I really feel I got the full Top Spin 4 experience.
At its core Top Spin 4 is now about just batting a ball back and forth. Simpler games like Kinect Sports have that covered. Instead 2K has focused their franchise on authenticity and a real emphasis on how the ball is handled on the court. Even with the most basic control setup you have three different buttons assigned to hitting the ball. Each of these buttons does a different type of serve/return. You?ve got your simple flat serve/hit, the over the head top spin maneuver and a slice mechanic to give the ball some swing. Holding down the face buttons also allows you to add some oomph to your strikes.
While returning/serving the ball you?ve got to keep your fingers ready for the joysticks as well. You can move with the left stick while aiming your shot with the right. The controls may sound simple enough but mastering the nuances of timing and split second aiming can be a rewarding challenge. Luckily 2K has included a robust training mode. The basic training mode will guide you through using each of the serve/return types, movements and aiming. Like the basic mode, the training mode has all of the timing assists turned on. There are even achievements tied in to each tier of the tutorial mode for all of your gamerscore addicts out there.
The graphics in Top Spin 4 are impressive on all of the right levels. The on court character models are highly detailed and their animations won?t repeat when facing their opponents. The constant movement seen on the court in real life is recreated in the virtual arena in Top Spin 4. Unfortunately there is a noticeable difference between the crowd patrons and tennis players when viewed side by side. Without a broadcaster license such as the EPSN branding used in previous 2K titles the generic transitions and 2K logos can feel a little barebones.
The amount of customization and options in Top Spin 4 is almost overwhelming. As you begin a match/career mode you have the option to set up various rule sets and limiters. These include the number of sets per match, number of games per set. When beginning an exhibition match you are also able to select one of several real world arenas including Parris France, Miami USA and New York USA.
Whether you are going through the practice mode, exhibition matches or a full-fledged career you have the choice of playing as a real world professional tennis players such as Andre Agassi, Ivan Lendel & Giles Simon or your own custom avatar. 2K has included a strong amount of customization in the create a player mode. Everything from hairstyle, skin tone, warm-up outfit to your shoes is customizable. This means that you are able to make your unique avatar stand out from the crowd. It would have been neat to give them a little more personality however. Who wouldn?t want to see their custom character pull a freak-out smashing their racquet?
For avid tennis fans and simulation junkies alike the career mode is probably where they will spend the majority of their time. The career mode allows you to take either a professional player or your custom avatar in to a multiyear career spanning several events. During the career mode each month is broken down in to several stages: a practice round to hone your skills, a special match that can be played at any time and tournaments that are unlocked depending on your standings and performance. The career modes also carry over your control/assist settings from other modes as well. 2K has also included emails between players, challengers and training staff to up the level of immersion as well as sponsors. The career mode could suck weeks of playtime for the dedicated.
If you are looking for a Tennis title that offers more than a basic game of pong then Top Spin 4 is for you. The game does come with a bit of a learning curve due to the number of serve/slam types. For newer players like me this might take some time to get used too but it shouldn?t detract you from trying out Top Spin 4. There is a lot of content here from the Xbox Live play, the multi year career and various tweakable options. If I had to boil down the little things that poked out at me while play Top Spin 4 they would have to be the difference in character models between the crowds/players and the generic presentation. If you enjoy tennis you can?t go wrong with Top Spin 4.
I have a feeling that we're all going to get to know the name James Silva and his game development house, Ska Studios. I get this feeling because I just played a little 2D side-scroller that simply blew me away. I missed taking a shot at the first game in the series, another side-scroller called The Dishwasher: Dead Samurai that opened up the Dishwasher universe on Xbox LIVE Arcade after winning a contest of Indie titles where the winner would get their game published as a full Arcade title. That game did well and the reviews were very good across the board. I've recently been playing the follow-up title, The Dishwasher: Vampire Smile and I'm here to tell you that judging by what I did see of the first game, this one has kicked things up more than a notch on the old game-play-meter. Shall we dance?
As I mentioned above, the game is a 2D side-scroller and it's cranking up a title like that which pretty much sets your expectations on what you think you're going to get, especially if you've got a review to do and have taken the time to scope out the developers to find that it's pretty close to a one-man band. Then you crank the game up and your jaw slackens. Then the game kicks in and your jaw drops. The story grabbed me during the pulp fiction style intro and the art style wasn't just a little off of what is usually expected, it was done with a resolve that carried it through the rough and bloody raod ahead. I'm no art student or historian, so I'm not quite sure what to call it, but to me it's like a gritty pulp-anime, but I've been calling it VioPulpAdelic (Violent, Pulp Fiction, Funkadelic). Corrections are welcome!
I mentioned the story line in my opening and if you really want to know about that, here's a twist. I have a 2D action platformer game on my Xbox that I must finish, and one of the big reasons I need to finish it is for the story! Yes, the story. The plot is that our hero (Yuki or The Dishwasher), or heroes depending how you play must escape a prison ship in space to finish off her quest for revenge against the last three corrupt leaders: The Banker, The Judge and The General. This quest gets messy because as most powerful and corrupt buttheads go, these three are flush with bad guys, and bad things to throw into the path of our heroes. That's OK though because you get some seriously sick weapons to help you on your way, and if the bad guys were anything less than nasty and plentiful, this wouldn't be the joyride of mayhem that it is.
The toys you get to play with are right out of a nightmare and along with an array of guns, you'll get some very offensive up close and personal weapons that really ratchet up the violent satisfaction level. Say you want to pound an enemy into a puddle. There's the Violence Hammer to satisfy that urge and it's basically a cinderblock wrapped in barbed wire attached to a pole. Whump goes that chump! Blades are numerous and there's even a giant syringe called the Painkiller for some sick and twisted kills. The game is black and white, or give you that impression, but colour is tossed in at just the right times to accentuate the environments and the action, so there's plenty of rich red blood flowing where it needs to, and even where it doesn't. This game is rated M and while I assume that stand for 'Mature', it could also mean 'Moist', if you get my meaning.
The game play is carried off with flair, mucho style and a real dramatic sense so that even in quiet times, the walls practically drip with dread and foreboding. There are secret areas to find with valuable items you'll need on your way, and you'll even be able to buy goodies along the way from supply points. Make sure that whenever your not laying the utter smack down on the bad guys you're checking out the environment for secret stashes and routes. These things add depth and replayability to the game whether you're on your own, or playing with a pal in the offline and online co-op, which gets it's own storyline as well. Bonus! There's not much better than a great single player game that also dishes out some sweet co-op play, and the game modes don't end there either as they've supplied some arcade style action where you and a friend can take on wave after wave of fresh meat. Or maybe you're feeling up the Dish Challenge where a near endless offering of targets will have players striving for the top slots on the leaderboards. There's almost too much in this one to talk about, so here's hoping this taste has got you thinking.
Overall I'm not just impressed with the game as it's presented, but I'm also impressed knowing that one guy did pretty much all of it. That blows me away as I'm sure it will do to you too when you get a true feeling of the style, the story, the over-the-top action and replayability that lies beyond the opening menu. For newbies there's even a practice room where you can hone your killing skills before taking on the game itself. This one reminds me of the first Serious Sam where they came out with a game that just did everything right as far as single player and co-op multiplayer, right out of the box, and without the big triple 'A' price tag. This game will sell for 800 MS Points on April 6th when it releases, and with that being equal to about 10 bucks... A winner is you!
Bathing in the twenty-degree heat of an April sun, I bore witness to a rather lovely display of car ballet - or Gymkhana, as it's better known. WRC star Ken Block's Subaru pirouetted about Battersea Power Station with the elegance and finesse of a ballerina, with only the thunderous sounds of its engine ruining the illusion of grace. Gymkhana - technical, style-focused rally driving across urban environments - is a big focus for DiRT 3, and seeing it first-hand was quite the experience.
After inhaling mouthfuls of dirt kicked up by the wheels and becoming aware of my slightly sunburnt arms, I sought the sanctuary of a roof and air conditioning. Inside, Codemasters had both traditional rally and Gymkhana courses set up to play, as well as a D-Box to experience the game with the force of two or three Gs jostling you about its reassuringly expensive seat. This wasn't the first time I'd got my mitts on the game, actually. I was there when the game was showcased in Wales, and had played most of what was on offer already. You can read about all that here. The Battersea event came complete with its own revelations, however, this time in the form of multiplayer.
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DiRT 3's Party Mode looks set to really take advantage of the expansive Gymkhana playgrounds, allowing Codemasters to try out modes not possible with conventional linear courses. The FPS genre has had a big influence here, with objectives that will be reassuringly familiar to anybody who enjoys a bit of shooty-mens online.
Outbreak is initially the most interesting of the three modes, randomly selecting one 'infected' player at the start of each round who must then spread the virus by swapping paintwork with other drivers. Players will likely fall into two camps while attempting to survive the outbreak: those who seek out a good hiding place, and those who simply try to out-drive their pursuers. Infected players have the luxury of a map to let them know where their prey can be found, with everybody else forced to rely on their senses. A decent survival strategy is just as important as skill behind the wheel if you're to become the last man standing.
Transporter makes use of the classic Capture the Flag template, with flags that randomly spawning about the map over time. Once you've collected a flag, the idea is to pass through a blue gate to score a point, but with seven other people looking to steal your prize by crashing into you, this can be quite the challenge. Those who fail to make a quick getaway will soon find themselves in the middle of a rather violent vehicular orgy, with the flag changing hands with every bump and scrape.
Finally, there's Invasion. This mode has you, a humble rally drive, defending the world from robo-alien invaders - or at least from cardboard cut-out invaders, who can be found dotted about each environment. The idea is to knock down more than your rivals, whilst avoiding cardboard cut-out skyscrapers, which will dock points from your score.
Aside from this Gymkhana Party Mode, DiRT 3 also offers traditional multiplayer derived from the rally side of the package. All things considered, the social side of the game is shaping up very nicely, catering to both traditional rally aficionados and fans of the newfangled Gymkhana. With the excellent Shift 2 hitting shop shelves mere weeks ago, Forza 4 on the horizon and DiRT 3 little over a month away, it's shaping up to be a very good year for driving fans indeed.
DiRT 3 is available for Xbox 360, PlayStation 3 and PC on May 24
Red Faction Battlegrounds is a mainly-multiplayer-focused dual-stick shooter in which you jump into a buggy, mech, armored vehicle or tank and move around an arena-type enclosed area. Depending on the given mission structure, your objective will be different from match to match. The offerings consist of Deathmatch, Capture the Flag and King of the Hill. I really tried hard to like this game, but it seems like it?s not firing on all cylinders. And while I?m not the biggest Red Faction fan on the planet, even I can tell that the relation that this game has with its full-blown disc-based brethren is flimsy at best.
Beyond the multiplayer aspects, there are also a limited number of ?training? courses, basically set up in order to give the player the ability to hone their skills somewhat before jumping online. Usually these training missions will have a specific goal, like simply surviving an endless onslaught of enemies, killing a certain number of baddies within a time limit, etc. The player then gets judged with a three medal rating (bronze, silver, gold) and that?s that. I could see some people REALLY wanting to get all golds for the training missions, but there?s not really much meat to that aspect.
The controls make sense, and anyone who has played a dual-stick shooter before will be able to jump right into the action. Included in the control scheme is a secondary-fire button (RB), which will deploy either a ?suck you into a black hole? bomb or a couple different kinds of land mines. Movement of the vehicles differs too, which is a nice thing to see. At least the developers made sure you could pull a U-turn more quickly in a little dune buggy than a huge tank.
Graphically the game is pretty good - the models look nice, but you rarely get a chance to look at them even remotely up-close, since the camera is super-pulled back to ensure you can see all the action happening on the screen at the same time. The audio design is nothing to write home about, but it?s really nothing spectacular either.
Strategy isn?t the name of the game as far as multiplayer goes, even in non-deathmatch modes. A combination of the aforementioned pulled-back view of the screen, thus having a hard time getting a good handle on the action, plus the explosive containers riddled throughout the arena, make for kind of a cluster of activity. There is likely to be the most strategy employed for the King of the Hill mode, but even there the action can get confusing and frustrating.
All in all the game simply does not do much to impress me. It doesn?t stand out in the field of XBLA games that are vying for your hard-earned MS Points. It?s not a terribly-made game, there just not anything... exceptional to it. For the money you?d spend picking this title up you?d be better off picking up any of a number of other Arcade games which provide a unique and engaging experience.
EA Sports isn't shy about bigging up FIFA 12. Straight off the bat at a recent presentation we were told this year's instalment will be a revolution, not simply an evolution of previous titles. For a few years now, FIFA has seen incremental changes, tweaking what came before but not drastically changing the formula. You could buy a FIFA every couple of years and not miss out on much other than updated team and player rosters. This year it seems you'd be missing out big time.
You can read why I think FIFA 12 is going to be a revolution in more detail in my 'Why FIFA 12 is a Revolution in Football Games' feature, but here I'm going to focus on what I consider to be the most significant change: physics.
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FIFA 12 includes what EA Sports is calling the Impact Engine, another term for what everybody else would label "proper physics". Whereas previous games looked great, close inspection revealed that collisions between players didn't cut the mustard.
When players collided in FIFA 11, the game would determine which part of the body would cause the impact, and then choose an animation that suited. In some instances that would result in awkward animations and unnatural scenarios. The Impact Engine models every arm, leg, head, foot, knee, and torso so bodies interact with each other in a visibly realistic fashion.
Not only does this look incredibly lifelike, it serves to improve gameplay too. In FIFA 11 a tackled player would often go down under a challenge even if it wasn't really hard enough to cause that effect. In FIFA 12 skilled players can come out of tackles in a variety of ways. A defender's leg might clip Messi's back foot but, because he's good on his feet, he's able to retain his balance and break free. In another scenario a player clumsily knocked a striker trying to hold up the ball, and the momentum made both fall to the ground.
EA demonstrated a particularly outrageous tackle that sent the player in possession spinning head over heels, but pointed out that this isn't going to be a regular occurrence. The key thing is that EA Sports has finally got an engine with physics that match the impressive in-game models.
Now that EA is modelling collisions properly the game's injury system has also been significantly improved. If a tackle looks like it's going to damage a knee or ankle, it probably will. Players returning from injury need to be careful as they will be more likely to become injured if previously affected body parts are hurt. A particularly tired player can even injure himself by stretching for a ball, so it's essential to build up a strong squad in order to minimise the effects of a long season.
We've yet to see what EA has up its sleeve with regard to the key game modes, but from a gameplay perspective the Impact Engine appears to be the biggest change FIFA has seen since EA's series leapfrogged PES in 2007.
Sony has revealed that it still doesn't have a timeframe for when its PSN and Qriocity services will be coming back online. PS3 users have been unable to access the services since last Wednesday due to an "external intrusion" [read: the work of hackers].
"I know you are waiting for additional information on when PlayStation Network and Qriocity services will be online. Unfortunately, I don't have an update or timeframe to share at this point in time," said Patrick Seybold, Sony's Senior Director of Corporate Communications and Social Media, on the PS blog.
"As we previously noted, this is a time intensive process and we're working to get them back online quickly," Seybold added. "We'll keep you updated with information as it becomes available. We once again thank you for your patience."
In even more worrying news, reports elsewhere indicate that Sony is unsure whether credit card details and PSN user information have been compromised as a result of the "external intrusion".
This is according to a PC World report citing comments from Sony Computer Entertainment Japan spokesperson, Satoshi Fukuoka. This uncertainty regarding credit card info was later corroborated by Seybold, according to Kotaku.
It's worth noting at this point, however, that there have not been widespread reports by PSN users of credit card piracy on their accounts over the last week.
Informed speculation over on Reddit points towards a new type of custom firmware as a possible culprit for the latest hacks. The firmware allows users to turn a retail PS3 unit into a debug one (used by developers).
Custom firmware of this kind is nothing new, although this latest version (called Rebug) apparently provides access to Sony's trusted developer network and has opened the door for users to enter fake credit card information into PSN and pirate content at their will. However, this all remains purely speculative at this stage.
Hacking organisation, Anonymous has denied responsibility for the latest disruptions to PSN. Anonymous carried out attacks on Sony websites and services earlier in the month as part of a campaign against the legal action Sony took on PS3 jailbreaker, George Hotz.
More as we get it...
Update: The personal information of PSN and Qriocity users has now officially been compromised according to a Sony statement on the EU PlayStation blog (which includes a template e-mail that the company is sending out to effected users). Although Sony is not ruling out the possibility that credit card data may also have been comrpomised, it has been quick to assert that there is no evidence so far that such data has been taken.
You could say that it would be boring to constantly chase the same old multiplayer game, with the same types of maps, same types of killstreaks giving out the same rewards at 3, 5, and 7 kills, with the challenges, persistent stats, and levelling you've seen time and time again. You could also say that, if you were some kind of suit-wearing business numbers man, it would be supremely foolish for a developer without an industry-leading budget to even attempt competing for territory in the absolute harshest of online arenas.
F.E.A.R. 3 doesn't bother to pitch its own variants on Team Deathmatch, Capture the Flag and Domination, then, but instead dishes up a higgledy-piggledy quartet of existing game types remixed into fairly original new combinations. The game also fancies itself as an intimate experience, knocking the player count down to four compared to the double-digits you come across in genre heavyweights such as Call of Duty and Battlefield.
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Headlining F.E.A.R. 3's multiplayer is F**cking Run, and not just because it has a swear word in the title. Though it does, which means thirteen year olds everywhere will be delighted.
The idea is to, well, f-word'ing run, as fast as your little legs can carry you, away from an all-absorbing wall of grey death. Brave players will try and run backwards so they can make out the faces of the grey cloud as it consumes everything in its wake, but as long as they're still moving forwards they should be okay.
Along the way are rest stations, obstacles, and masses of enemies you can dispatch for a tidy sum of bonus points. F**king Run is very much all or nothing - while downed allies can be revived, if the wall touches any one of you it's game over for the entire squad.
The idea, of course, is to foster a sense of friendship between the four of you - it's just you against the massive wall of angry dead souls, after all - though there's a very real chance you'll occasionally end up cussing your mate Dave for being utterly useless.
Maps have eight stages to clear, and it doesn't look like you'll just be able to breeze through: after a couple of play-throughs on forest-themed map Mother's Dark Nature we hadn't even seen past the third stage.
Weapons are your standard mix of assault rifles, sub-machine guns, and red dot sights, and you squeeze off rounds in the exact pattern of small bursts that you've probably perfected over the last decade. If you're feeling bored or crazy then you can challenge yourself with a shotgun or pistol, but the feeling will soon subside and it'll be back to the ever-reliable red dot sight.
To the credit of F.E.A.R. 3's arsenal, however, it's not like there's anything particularly wrong with the way the guns handle. If anything they're too comfortable and familiar, and you'll probably get a bit ahead of yourself and jump into the first few encounters forgetting you can't conveniently and immediately respawn.
GamersFirst has revealed that an open beta for APB Reloaded will commence from May 18th. The free-to-play reboot of Realtime Worlds’ ill-fated cops and robbers MMO is currently in closed beta, but registrations are set to open up to all and sundry once the open beta begins.
Meanwhile, according to a post on the APB-Reloaded Dev Blog, “most people” who sign up for a GamersFirst account and register their interest in the beta will gain access to it in advance of the May 18th launch, as they "slowly turn up the heat" on their servers.
Revelations is the latest addition to the well-known Assassin’s Creed series from Ubisoft. Assassin’s Creed sort of prides itself on historical time periods and cities, and this is something which Revelations will continue to do.
According to information by GameInformer, Ezio will leave Italy and Rome as he travels to other locations, allowing players to enjoy something a little different.
Warning — Spoiler Alert
Masyaf
The first location Ezio will travel to is Masyaf, like in the original game. Ezio will visit Masyaf to search for secret knowledge which was once held by Altair, however he’ll find the area is overrun by Templars.
“He goes back to Masyaf in search of answers,” says creative director Alexandre Amancio. “He wants to find the library there to learn more about the Order. He follows the footsteps of Altair to Masyaf. What begins as a pilgrimage turns into a race against time.”
On the first visit Ezio won’t be able to complete the mission, so obviously he’ll return toward the end of the game to do so. Masyaf is apparently a place where players will learn crucial information relating to Assassin’s Creed mysteries.
Constantinople
The next town scheduled on the trip-planner is Constantinople. This is an ancient metropolis which serves as the primary location for most of the action in Assassin’s Creed: Revelations. Ezio will learn from other Assassin’s in this city to understand the unstable political situations in the city.
“Constantinople is a massive city. It actually spans two continents – on one side is Europe, and other Asia,” explains Amancio. “This is the center of the known world at that time. The spice trading and all that related trade happened through Constantinople. It was one of the main reasons that Europeans tried to go around Africa – because Constantinople was this great hub controlled by the Ottomans. And, essentially, everything needed to go through that city.”
Furthermore, Constantinople is divided into four different districts: Constantin, Beyazid, Imperial and Galata. Each of these locations will have different visual styling and effects to depict the lifestyle of the inhabitants — from poor to port-like settings. The cities differs from district to district so that players feel as if they are playing in different areas without getting bored, because remember this is the primary location for the game.
Cappadocia
Cappadocia is a Templar city which is found outside of the city. The area isn’t filled with regular civilians but rather sworn enemies of Ezio’s order. Not to mention, it’s ordered under Templar control.
“Part of it is above ground, but its true secret is underground,” Amancio says. “This is the first time something like this has been done in the franchise. We have this complete underground city.”
Whilst you think it’s probably best to avoid Cappadocia, it’s obvious that there’s something Ezio will need to discover in the underground city. Therefore, players will need to play through to find information which helps Ezio. Expect to run through and explore caverns and tunnels.
Rhodes
In Revelations, Rhodes isn’t scheduled to be a travel-location, however it will be available as a new multiplayer location. The island of Rhodes is under the control of the Knights Hospitallers who have created castles and fortresses which protect the island. Rhodes has a long history, and in Revelations the Ottomans are trying to make it their own.
There’s more Assassin’s Creed information below, in the Related Posts section. Check it out if you’re interested in the game.