Sunday, July 31, 2011

Final Fantasy XIII-2

For the main brand of Square Enix are difficult days after the tepid reception: in 2009 for Final Fantasy XIII, the terrible (false) departure of Final Fantasy XIV and incisive impact on the market of the last episode of Dragon Quest (the sentinels), teammate and main opponent of the historical series, the giant par excellence in JRPG appears more fragile than ever.


For this objective at the beginning of the development of Final Fantasy XIII-2 could seem quite ambitious: to regain the confidence of a frustrated fanbase and at the same time put to the right place the status of the series; the effects of this pressure on the developers disclaim cos, as was logical to expect, in a myriad of adjustment and refinement, in the certainty that this will be a precaution, highly conscious of the limitations of its predecessor and eager to impress in his every step.


Yoshinori Kitase has broached the subject with Eurogamer in the last E3, taking the opportunity to retrace the market launch of the ultra-hyped FFXIII: "With the title before we got, as expectations, great results in terms of sales, but at the same time we received mixed reviews from the players." "Among the positive aspects that were mentioned we can include the game system, a popular, so much so that our intention to include it in the 13TH-2; While against a major criticism that there were moves to tap the excessive linearit in the development of history during the course of the adventure ".


"All those points that were not good as we would have expected were examined in a scrupulous cos in order to make improvements or, where necessary, changes and new implementations: every single problem was so addressed".


The areas where the work of Kiteas seems to be focused are three; in the first instance are apparent efforts to make the world more open game cos to offer more possibilities of exploration players during their wandering.


For example, during a sequence of play that we've got to try we saw the duo formed by Serah and Noel move to chase of a giant that was causing some problems in New Bresha, a region of Cocoon; in this context the game not only put at your disposal several routes including choosing along with some side quests, but also gave the opportunity to reach the goal in different ways.


A new feature called Live periodically appears in fact to Trigger screen offering the option to choose how to approach the objective; always connect to the example shown in the demo, the game in this case we wondered if choose to throw us directly in the fight against the "boss" or if you decline the collision pointing against looking for a mysterious artifact that could turn the tide of battle in our favor.


After finding that the first option to death under the blows of the giant above, it is clear that an approach of this kind can be described as revolutionary in providing some type of freedom to the player, but at least you abandoned the approach like mother hen derided in the previous episode.

Tales of Graces F

Along with the remake for 3DS of Tales of the Abyss, of which I spoke some time ago, Namco Bandai has unveiled another chapter in the series ... but this time it is something totally new. Tales of Graces, in fact, released on the Wii in December 2009 and remain on Japanese soil. A version for PS3 then exit the u.s. about a year later and the same arriver in Europe between the end of this year and the first quarter of 2012.


Actually won't be exactly the same game ... and fortunately, as you say, because it makes us wait. The letter "F" placed after the title indicates that there will be something different and just that little bit that I want to talk about.


The first should be a brief summary of the plot, which will take place on the planet Ephinea and avr, as usual, a main protagonist nearly unpronounceable name: Asbel Lhant. As tradition for Japanese RPGS, the game Explorer nuances of deep human emotions, first of all, that friendship will collide with the thirst for power of unscrupulous villains, which in this case will fight to the death for domination of the planet.


This is done we re-cap, we move to the gameplay of Tales of Graces F, which can count on a Battle System unique and different from those of other chapters of the saga. It's called Style Shift Linear Motion Battle and allow us to master two different fighting styles alternabili freely during the battles that we tackle.


In such A system were facing some features taken from previous chapters, which make the fighting even more dynamic and comparable in some ways, to those of an action-game. An example? Will the Blast Caliber views in the remake of Tales of Destiny PS2, or powerful special attacks that will be loaded by filling a specific tray ... a bit like the Limit Breaks in Final Fantasy.


Technically, almost Needless to say, this version F I will give you a totally revamped graphics, high definition blow on our screens as a true interactive Anime. An Anime series, among other things, created by Mutsumi Inomata, which besides being a veteran of the series was among the creators of large series of the past such as Urusei Yatsura (here known as Lam) and City Hunter.


The music industry will equally prestigious having been entrusted to maestro Motoi Sakuraba. If that name doesn't tell you anything (what likely saw that I had to do a search to understand who he was), the soundtracks of such titles as Shining Force, Golden Sun, Star Ocean and Valkyrie Profile are his work.


But not too divaghiamo and back to the fulcrum on which router the entire experience of title Namco Bandai: the gameplay. The main adventure that the lucky Japanese players and Americans have gi could live on your skin, added an epilogue titled "Lineage & Legacies".


It is not a minor addition, but a real chapter, lasting about 10 hours, during which we will explore new dungeons, fight new enemies and we will have the opportunity to dig up even more deeply into the combat system with new attacks and spells. And if all this doesn't suffice, started to recruit some friends why Tales of Graces F supporter also cooperative multiplayer for up to four players.


Sar also increased and expanded system of synthesis of objects, that throughout history we allow to manipulate in several ways the materials that will be around to create new ones. Namco Bandai also announced, but obviously not revealed the presence of numerous unlockable bonus within the adventure, as well as of many cameo appearances by other actors saga that "only the most careful will find". We have to wait to learn more.


Tales of Graces F exclusive only for PlayStation 3 in spring of 2012.

Driver: San Francisco:

When a developer to work on the new chapter of a famous series States that "will be made substantial changes to the formula of the game", often the only news that there is a pointless option that is soon forgotten (or criticism) by players. This is not the case since the team has really changed this time Reflection.


Driver: San Francisco starring the super cop Tanner, returning from a long coma that got a very interesting ability: can "abandon" his body and move to that of any other person is driving a car.


Driver is therefore a step in the pure imagination and if this is not a real change, we don't know precisely what it might be.


The game theory would go out in late 2010 and early 2011, but the date was moved to September this year. The latest updates on the game date back to just under a year ago, when we discovered that the particular game mechanics underlying Drivers: SF was christened Shift.


The "plot" will start exactly where it was concluded that of Driv3r, the archenemy of Tanner, Jericho, ready to catch his rightful sentence to life imprisonment. Of course, as surely you have already guessed, the justice shall not be in its natural course and Chievo suffer first defeat will earn an unexpected (and undeserved) freedom thanks to an ingenious plan that involves acid pills and rocket launchers, but of this we'll talk about another time.


This time will not be only Tanner and Jericho the protagonists of the scene. As the game's title suggests, the city of San Francisco will be the true heart of the gameplay of Driver: San Francisco. Near it were a living being, synchronous scrolling us players in a flurry of events and an endless maze of roads more intricate and spectacular.


The development team promises speed and smooth in the game engine, which will (hopefully) fixed at 60 fps, even in situations more perturbed. Avr traffic plays a key role and will at the same time, our best ally and most difficult obstacle during the adventure.


Some of the trademarks of the series will return, as he chases in narrow alleys always pi to Handbrake and the generous shedding of rubbish bins that have the misfortune to meet our trajectory.


Returning to the infamous Shift, this skill will return useful in single-player as much as in multi. Each "step" from one car to another will be highlighted by zoom and svolazzamenti scenic camera, and the power in question can be upgraded throughout the game, taking from time to time increasing possibilities of customization.

Review - Shadows of the Damned

Grasshopper has no middle ground. If you analyze the "curriculum" of the company, you can in fact help but notice how many of their recent products have received conflicting opinions, to say the least, both by critics and the public-just think of the recent No More Heroes-but they were negative or positive, such opinions have always had a common denominator: the ability to recognise the genialit of Goichi Suda.


The Japanese company's latest effort, however, not only fruit of the work of Suda 51, but also of another figure-to put it mildly-of contemporary industry, Shinji Mikami, "father" of Resident Evil survival horror as pioneer of new generation thanks to the revolutionary Resident Evil 4.


In the light of those circumstances, it was therefore reasonable to assume that Shadows of the Damned would prove to be a must-see masterpiece ... but gone really cos? You just have to keep reading to discover the long-awaited response.


The title tells the story of GarcĂ­a Hotspur, a Demon Hunter tamarrissimo Hispanic finding himself forced to travel down to the depth of hell to rescue his sweetheart Paula, kidnapped by what appears to be the ruler of hell itself, the evil Fleming.


Accompanied by his bizarre travel companion, a talking skull named Johnson, Garcia then as single target avr to sow chaos and destruction in an attempt to save his beautiful blonde before it's too late.


As you no doubt guessed the narrative premise for a deliberately over the top but this, of course, is one of the undisputed advantages of the product. The adventure of Garcia, character who seems to come directly from the film "from dusk till dawn" by Tarantino and Rodriguez, may be defined as a kind of road movie style splatter where everything, from the decor and the protagonist, then the enemies that the latter is faced with one after another, does nothing but enhance an amazing art direction capable of guaranteeing a perverse and at the same time really fascinating and engaging.


Nevertheless, I must admit to not being able to digest one thing: being a Hunter of fiends, assumes that Garcia has a good knowledge of the creatures who usually fight ... but no, because throughout the adventure, whenever our hero faces a hallucination representing Paula or, as in many cases, a demon with the appearance of his belovedbegins to run as the last of the gullible thinking that it is the real Paula ... and this should be our indomitable and expert "demon hunter"?


Al l of this questionable-and believe me, at times even frustrating-contradiction, the characterization more than satisfactory, and if to this we add the perfect fusion between extreme violence, profanity to no end (in Spanish), terrifying clashes last blood and "dark humor", the experience may not be that attractive and rewarding in the eyes of any fan of the category.


The title seems to be made to the cry of "overboard!" and this feature becomes gradually more apparent with each passing minute: you have to do with goats which act as anti-darkness lamps, distributors of spirits able to restore the energy of the protagonist, winged eyes that light up your path with their droppings and demons to eat strawberries guard doors ... all without mention that the above-mentioned Johnson ricoprir the role of "Swiss army knife demonic "becoming all you need during your journey to the underworld.

Review - f. A. R. 3.

And we got to the third chapter, pi of Paranormal Activity but still less (much less) than Saw. The comparison with these two sagas film was almost spontaneous because they are precisely the ones that came to mind during the first hours of play by f. A. R. 3. Before you begin the review I can seriously say I hate deeply titles which uses numbers instead of letters? Could be original the first two, but now I would say that enough.


Ok, removed this tiny pebble from the shoe (fundamental, I would say) Let's talk about this new, terrifying story, once again centre stage the terrifying Alma — the videogame version of Samara, the protagonist of The Ring. How Come I haven't mentioned this saga between cinematographic references? Because from the first chapter that is done and I think now it is almost a foregone conclusion.


Alma said. The little girl grew up in this new sequel, become a woman. Even better, is about to become mother, an event that, having regard to its nature, looks far from pleased. Given that the parent was able to destroy an entire city with just the force of his mind, chiss what would able her infant ... maybe the case that someone try to do something.


That someone, once again, we are. Never as in this case the plural d obligation because, unlike previous chapters and expansions, f. A. R. 3. lets you choose between two characters. Choose Point Man (the protagonist of the first chapter) or the little brother Fettel does not change radically the plot, but allows you to experience the main events of the game by two different points of view and play in a slightly different view of the different powers of two.


The game is extremely linear in its development, with a regular alternation of furious gunfights and moments of sheer atmosphere which, I must confess, on some occasions I did run some nice shiver down your spine. Although it is a third chapter, f. 3 a. R reserve several surprises, a sign that the Exchange development team has benefited the freshness of some situations. If memory serves it was m since the first Condemned that I happened to experience the genuine sense of unease in front of a video game.


The atmosphere and then c, but the game's managed to maintain the quality of its predecessors? In many ways, although the astonishment tried during the first firefight in Slow-Motion of the ancestor obviously waned. In this sense Point Man the character pi standardized and even less fun.


Unfortunately not possible to choose since the beginning; each section can be played with Fettel only after having completed with PM, unless you have some friends available for the entire game in co-op. In this case the game will be even more interesting, but the level of difficulty you will reduce significantly so remember to raise the bar even if you're going to take you to a teammate.


That's cos cos he can even special Fettel to change the gameplay of the game? Simple, rather than simply facing the whole FPS-style adventure, thanks to brother you have psychic powers that affect the arms, but which also allow you to take possession of the bodies of others ... a practice in video game goes very fashionable.

Killer freaks from outer space

If the good day you can see from the morning, the WiiU promises a day with flakes. After the announcement of Nintendo at the recent E3 and oceanic received much acclaim from the world of players as and particularly by industry, the new revision of the Japanese hardware prepares now the starting line with an interesting line-up of first and third party titles, ready to dazzle audiences with innovative gameplay clipped ad hoc on the device.


Alongside the inevitable historical brand of MOM N, of which we will talk in the future, to arouse interest among the ranks of professionals we thought Ubisoft. As already happened to the launch of the current flagship, the playground debut had titles such as Red Steel and Rayman Raving Rabbids, this time as the software house of Guillemot will present "shelves" since day-one with five exclusive WiiU: a title and a new chapter of the Rabbids, both still unannounced, Ghost Recon, a spin-off of the saga of Assassin's Creed andlast but not least, the new entry Killer Freaks from Outer Space.


The hands-off held by guys from Ubisoft Montpellier, we got to see a working version of this unusual FPS, today one of the most brilliant examples of the new "WiiPad". Killer Freaks From Outer Space the classic shooter from the blood dissolved from easy a healthy dose of humor, which narrates the vicissitudes of less hero ever "heroic" (an awkward guy, courage the cowardly and pure Grouch), in a desperate attempt to free the city of London from an invasion of hungry aliens.


The demo presented saw the awkward protagonist move to the desert area of the British capital, looking for hungry critters (a cross between a Rabbid and a Gremlin in murderous version), shrouded in fog and in the ruins of a city by population almost entirely exterminated.


No time to get familiar with the shy gun that the roles of hunting are inexorably to reverse, with a predator transformed into succulent feast for a swarm of aliens, sprouting from every corner as if they were positioned by hours.


Alongside a humorous component and extremely enjoyable inspired (which reaches its climax inside a small room occupied by two lovingly aliens intent on sculacciarsi), the interesting aspect of the new shooter pi home Ubisoft resides in the design of the system of controls, the combination of the classic stick analog and gyroscope.


The objective by designers, give a new dimension of involvement and immersion to canonical style shooter, is achieved by integrating the controllers physically within the gameplay.

Saturday, July 30, 2011

Luigi's Mansion 2

I don't know about you, but I have always preferred Luigi to the more famous Mario, and by far. A bit like I always did cheer for "losers" Donald Duck and goofy rather than "winning" Mickey Mouse.


The brother of the popular rock star couple Nintendo has always been part of the nerd in most games where was co-star; in the intro of the various Mario Kart, for example, always ended up losing by a whisker from his brother, and in the adventures of torque outputs on DS always been teased by the other characters ... in a even called him "the box" for nearly the entire duration of the game.


The only real opportunity of recourse, the sympathetic Louis had on the GameCube with that little gem called Luigi's Mansion. The adventure of our nice friend Ghostbuster was for many the game launch of polyhedral Nintendo and all those who have proven they cannot help but take it in my heart. It was epic and innovative as the two Mario Galaxy and didn't bring big innovations like Mario 64, but deserves a place of honor in the history of the big "no".


At A distance of about 10 years, Louis decided to play the role of catch-ghosts and do so with the contribution of the third dimension of the 3DS. The presentation, and relevant evidence of recent E3 has, fortunately, revealed that the style of this second adventure not distaccher much from the original.


At the helm of this command are the Next Level Games, who in the past has demonstrated good talent in bringing back into vogue "old" franchise with Pilotwings to 3DS and Punch Out! For Wii.


Alongside Louis will still schizzatissimo Professor e. Gadd, inventor of the vacuum cleaner that allows Luigi to trap a large amount of ectoplasmiche objects. Once the sar this weapon that we have for almost the totality of the game, but developers are also putting together a lot of new ideas.


The first of these will obviously represented by control system, which was adapted to portable Nintendo in a virtually painless. With two dorsal console keys activates the aspira-specters and you suck on objects at various levels.


In this regard, Nintendo has promised to fill the entire experience of Luigi's Mansion 2 with tons of bonuses and extra hidden, which will however be unlocked for great imagination and "inventive" on our part.


The presence of a single analog on 3DS put developers in front of a small obstacle-in the first chapter, the GameCube, you needed two stick to move respectively to aim with Louis and the aspira-specters.

Twisted Metal

David Jaffe without doubt a unique character. After you have created one of the best action series in history and a "powerful" as Kratos, decided to get in and take a dip in the past and resurrect as a Phoenix the Twisted Metal series.


In recent months, even years, you did hear from his fans with high-sounding declarations, but also with discussions with controversy other distinguished representatives of industry, not least the great Cliff Bleszinki.


Spend ten minutes with Jaffe sometimes amounts to a full day. Those interviewed can confirm that it is a river in flood, a person who, whether stirred properly, certain things will not send some to say.


At the same time, the good David does not pull back when it comes to talk of his future plans, and sometimes one question is rewarded with a response that comprehensive pi ... often too. He likes talking to freewheel, taking seemingly abstruse directions back to bomb the Central speech. In short, with him not bored!


The last crusade saw as its "target" by none other than the President of Nintendo, Satoru Iwata, who during his Keynote at GDC you lashed out at Apple and his Store, that would be literally killing the industry with a policy of prices downward.


"No one can give a price to the fun," said Jaffe. "To me it doesn't matter if a game costs a few cents or several dozens or even thousands, of dollars. Not possible to quantify a thing, absolutely absurd. "


His speech is true for any type of game, from small independent and ambitious and gigantic project pi. Obviously his new Twisted Metal for PS3 not excluded, as initially supposed to be a downloadable title from PSN only, but is then turned into a "normal" game that had full-price stores like hundreds of others.


His new company, Eat Sleep Play, was encouraged by the same Sony to make a leap like that but Jaffe aware that with the rise in prices, also risks go hand in hand. A title from euro 60/70 must be truly exceptional to convince millions of people buying while a game can be downloaded in less than a euro can afford to sleep more soundly.


Twisted Metal, despite the great success obtained on PS2, PS one and should still get busy to impose to the attention of the general public, now accustomed to levels much more high quality that in the past. As if that weren't enough, his exit slated during pi crowded and critic of the year, one of the Christmas holidays.


Of course, absolutely not, Jaffe frightened by the prospect, indeed ... as this will enhance challenges like never before. "We love Twisted Metal and we love the competition and we are working to make this series to new generations," said recently.

Article: approaching the end of the disc?

The last three years have been particularly important for the video game market, which recently saw its increasingly innovative and security titles, especially, to platforms very different from the usual console.


With the advent of the iPhone, in particular, digital distribution has made great strides, capturing the attention of millions of players (not only) with a different way of making video games. The birth of hit-and-run titles sold a few cents there has slowly become accustomed to pay reasonable for rewarding experiences all with the unique difficulty represented by the need to find the best products in a sea of more or less valid titles.


This new market, pi open and not yet burdened by royalty monstrous and prohibitive development costs, has opened the door to a large number of geeks crammed with innovative ideas and proposals, previously caged by market processes cumbersome Eurocracy must become to say the least.


In many respects we found ourselves in front of the return of ' gaming ' garage ' 80 years, with the small difference is represented by the presence of a gi rooted and mature market come to a stage of worrying redundancy.


In a landscape like this natural look with concern the annual output of the latest Call of Duty, continuing nearly famous pi namespace generational or, another fashion of the moment, the return of old glories after years of neglect.


Exponential increase of costs of development on next-generation consoles pushes fewer teams to take the risks of launching innovative proposals, at least not with the traditional market games and physical distribution in stores.


Behold, then, that Xbox LIVE, PSN and the thousand virtual markets related to smartphones and social network, become the ideal ground where give vent to imagination and experiment with new solutions. Also because while developing with little money, the chance to cash in on record figures are very high, as evidenced by the case of Angry Birds.


Peter Vesterbacka, leader of Rovio, is part of the cohort of people convinced that traditional console games are now dying, crushed by the competition of "small" products for mobile phones.


In recent years the revenues derived from sales of video games has been a clear downturn (at least according to official figures reported by UKIE and NPD), detail that takes on a meaning even more clear when you consider that the bodies in question did not keep track of the products sold via digital delivery.


Tip the balance, then, is slowly moving towards the downloadable content, but that's not to say that the course for the traditional console games are destined to die at all. More simply, the market is expanding into a new direction, with interesting ideas pi's and up-and-coming eager to sign the roster.


Among the games for iOS, those for social networks and those created specifically for Xbox LIVE and PSN, new chance for budding talents are many and even big companies are starting to feel and smell of dollars to launch projects so far snubbed.


Behold, then, that make their appearance as Dead Space experiments for iPad and iPhone, Dragon Age Legends and Assassin's Creed Legacy on Facebook, or the impressive (but essential) Infinity Blade Epic.

UFC Undisputed 3

After a not exciting sales of second UFC Undisputed was difficult to imagine that THQ would continue to pursue the series dedicated to mixed martial arts matches.


Evidently, accomplice also the absence of competitors due to the withdrawal of Electronic Arts (fermatasi after a single episode of MMA), the desire to find the right key for a potentially rich market too strong.


This year, with UFC Undisputed 3, it seems that the development team has no intention to bring players into the heart of the action, primarily by changing the angle and moving the camera inside the Octagon. Thanks to the new setting will appear no more than attend clashes from ringside, but you will have the feeling of limestone Octagon and move one step away from the huge Gladiators engaged in duels.


Beyond the simple aesthetic surgeries, however, to make very different the next UFC sar's new approach to fighting, thought to transform a highly technical fighting game experience also attractive for a broad public IP.


Developers want to characterize the entire cast. For this reason the traditional control system which will be submitted to the players coached by gi experts pi two episodes earlier, affiancher a new schema pi accessible, designed to make you feel at home even fans of Tekken and Street Fighter.


Frankly we struggle to imagine a solution that can remember the traditional controls based on the arcade stick, but expect to try the game with hand to make us an idea more precise.


The idea of the team, however, to bring new users in the game thanks to simplified controls, allowing him to learn the mechanical basis of MMA without having to go crazy behind a thousand absurd combinations.


Once you have entered in the mechanisms of mixed martial arts, then, anyone who hear the desire will devote himself to professional controls, so you feel fully master of action without having to necessarily go through a thousand tutorial when you first come on the game.


Whereas the difficult learning combat system had always been the main obstacle that separated the people from this series, THQ's approach could actually prove adequate, by rearing up sales of this episode.

Metro: Last Light

How many places you can imagine more sad and disturbing campaign Ukraine? Unless you have participated in the Napoleonic troops retreat after the defeat against the Russians, unlikely that you can give an account of how such a place can be depressing, especially in winter.


This at least the opinion of the Executive producer of Metro Last Light, following the acclaimed Metro 2033 which had established itself as one of the best shooter of 2009 Christmas season. With a setting like that you could not think of changing location for a resort sunny; in fact, this official also set in followed Russia in a future postatomico who sees the human race confined into the subway tunnel to survive the radiation that have devastated the surface following the classic nuclear conflict.


The title of the game actually does not match that of the second book by Dmitry Glukhovsky who gave birth in the first instance in Metro 2033 and that is, with little imagination, Metro 2034. Despite the name change, the conditions for another game horror fiction there are still all seen that, in addition to setting, remained essentially identical to many other aspects that had made the fortunes of the original game.


The first concerns the setting of this adventure which sees different factions of humans still grappling with a civil war which devours underground game company in the name of increasingly scarce resources. Unique opportunity to unite in these cells made mad by hunger and cold data from mutants that inhabit the surface and that every day more begin to invade sections of underground more vast. This not only because their stomachs are empty as those of the Russians which Chase but also because of an unexpected climate change; more often he ventures to the surface begins to see the rays of a pale sun would start to melt the ice of nuclear winter.


Also the gameplay seems to be an evolution similar to s itself but with attention to detail that will satisfy those who felt particularly raw mechanics of shootings of Metro 2033. In the demo that we could get our hands the player has the chance to participate in some sort of punitive mission aboard the classic change launched at full speed, for the exchanges of the Moscow metro, shooting everything that moves.


Now the system is intended, the reactions of the enemies and the smooth action of the game seem much better designed than in the past, an obvious aspect even in change, reload weapon and aim using the ubiquitous iron sight. Also the layout of the UI much more functional than ever before with a weapons inventory management and much more rational.


From one point of view it almost seems that in the Last Light gameplay Metro signs a change of mentality in the management system aims which brings the simplicity of Stalker (with the first game where Meter had something to do at the conceptual level) at the brutal execution speed and smooth F.E.A.R. (the first); the overall effect of shootings and fights much more brutal than ever since the first sketch of blood on the walls can create the right atmosphere from survival horror that the limited ammunition available to manage to keep alive any longer.


And opponents? Fear not, in this second tour of Moscow the next day, you can only source abbeverarvi scenes scriptate saw that artificial intelligence evolved independent not definitely in strings of 4A.

Starcraft II

More than three million copies sold to date are absolute guarantee on the persistence of a community that involves people from all over the world with forums dedicated to tactics, strategies and meticulous analysis of all types through the functionality of replay the game that, as we well know, is a competitive Eastern countries spentSouth Korea, in particular, that led him to rise to the status of competitive sports.


Blizzard's latest effort in terms of extreme refinement of multiplayer is designed according to the diversification of three races. Refined, complex and balanced as probably never no other game of this genre made so far.


Since Battle.net 2.0 simply the best platform worldwide as regards the infrastructure related to a game that lives essentially connectivity features that are offered to users, the points of discussion that can influence your opinion regarding a possible purchase delayed shrink to two.


The first relates directly to the functionality of Battle.net 2.0 and relates directly to modding support that Blizzard has guaranteed with a built-in editor of maps and missions simply amazing, both for functionality that provides enthusiasts both as these have been incorporated inside of Battle.Net.


In a single solution have been merged a map, a campaign and a mod editor. The use in the first two cases fairly obvious and amid the welter of poor maps and average quality you can easily find scenarios and campaigns scriptate the same level of quality of those placed in the yard from the Blizzard for the story mode of the Terran of Wings of Liberty.


In addition to the official maps, which today are giocatissime to everyone online, the database virtually exterminated and immediately accessible to any user in the world at a time when the author decides to publish them.


Also the mod tool is very powerful and in some occasions we managed to get a taste of the flexibility of this tool that allows you to use the Starcraft 2 graphics engine, fully three-dimensional, to achieve even shooter, platform game or adventures to puzzles.

Friday, July 29, 2011

Preview: Bodycount

One of the first-person shooter, as the game director of Bodycount, Andy Wilson, a market segment that should be approached with caution and lots of creativity.


The caution due to the fact that in recent years we have seen evidence of big muscle between the videogaming stage such as Activision and Electronic Arts, who fielded a heavy artillery of high development costs and dizzying marketing investments, of the order of hundreds of millions of dollars.


There you can relax even want to go out of scope-platform saw that on Xbox 360 and PS3 are trademarks such as Halo, Killzone, or Resistance, who have their backs covered very well.


Creativity above becomes then a consequence: If you want hope to succeed with a FPS, today, or climb into the ring against heavyweights or trying a trick that allows us to compete in minor categories. In this case, the where not brute force, ingenuity, and so reach the Bulletstorm and the Brink of the case, trying to make through innovation to the lack of investment millionaires.


With this In mind next Bodycount is the most classic of outsider, if true on one side while historic Codemasters nothing pu against the giants of Bobby Kotick and John Riccitiello, and that the other can't even boast glorious past in the context of FPS.


Behold then the Guildford Studio developers with a divergent thinking, trying to propose something new. Why, paradoxical as it may seem, today in first-person shooter, much less play it safe should not venture an innovation.


The path chosen by Bodycount was inspired in large part to the controversial Black, title released in 2006 for PS2 and Xbox, developed by Criterion. I say controversial because whilst the game published by EA came to speak for the innovations in gameplay (emphasis on distruttibilit environments, on realism of weapons and the calculation of the impact of individual bullets), on the other hand not torn to criticism that a fair average Metacritic to 79.


The interesting thing, for which there was behind that project a certain Stuart Black (his homonym col game was one of the most popular questions in interviews at the time), which then pass in Codemasters to start own Bodycount, who is then responsible for in the collective imagination as the spiritual successor to the above Black.


Unfortunately for the volcanic game designers left in November, the publisher of Dirt and F1 2011 3 to navigate to the ravaged City Interactive, author of some of the most ugly FPS of history that, thanks to the unexpected success, Sniper Elite to make things great (so much so that he acquired the license for the Unreal Engine 3 for its upcoming titles).


The fact that a game designer to abandon a game at the met opera, not a good omen, especially that of Black you add other defections, which executive producer Tomas Gillo and general manager of the same studio in Guildford, Adrian Bolton.

Disney Universe

When I heard for the first time in this game, I imagined the chance to go around from Duckburg to Mouseton meeting from time to time the various goofy, Archimedes and O'hara. None of this, since it is a title based on one of the new film that Disney is building in his Studios.


The fact that Disney Universe, caption, hope that in the course of the game many of the iconic characters of the American giant will make their appearance. Basically if we saw them in bulk within the various Kingdom Hearts, why should deny their own home?


Obviously this is not about a game that goes "built and shared" as the masterpiece of Media Molecule, but artistically i two products appear to be very close.


Disney Universe is an action-platform of those "softy", that merge neologism ventured a pretty classic gameplay with the historical creativity of Disney artists. According to initial information, many universes created over the past 50 years by pap Walt and associates "will merge together in a very creative to give life to a unique and magical world."


It means that the style of older cartoons are fonder with pi CG techniques. In fact the premise of the game original and delicious catastrophic, and somehow reminiscent of the film who framed Roger Rabbit.


In practice, the headquarters of "Mickey" explodes, contaminating the entire universe and turning him radically. The young protagonists that you saw in the trailer will need to get off through the different "set" of the game, dressing as the most famous characters from Disney and Pixar, Nemo, Stitch to passing for Tim Burton's Alice and the futuristic Tron.


The costumes available to us will be 40 and, of course, each conferir the wearer special abilities and skills, not to mention different equipment that will allow us to complete all the missions of the game and its puzzles.


The adventure was structured so that any combination of characters can overcome it, which must have required a study of level design is not indifferent.

Plants vs. Zombies

Not sure this atmosphere that you breathe playing Plants vs. Zombies, true you, zombies are hungry for skulls and are in constant search, but every aspect of this title a PopCap pervaded by light and fun atmosphere.


Initially I kept away from this little masterpiece, hearing it mention here and there without having any real opinion. The (funny) game title that caused repulsion if I must be honest. I could take positive here for opinions on EG dispassionately, on the occasion of the review of Bejeweled 3, I have finally convinced.

Get to play top-level: Cute, immediate, reduced bone tutorial as much as exhaustive, pity lack support for widescreen high resolutions. Second level: Another tutorial, other plant third level: Funny

Here's the magic word, you can spend hours playing Plants vs. Zombies funny thanks to a very nice graphics, to the degree of involvement that grew hand in hand with that of the challenge, the madness of Dave and the increasing desire to buy upgrades from his shop, a generous number of challenges and mini-games to complete parallel to the main adventure (and especially after the latter).


Here's the dilemma, as possible remain bewitched by "simple" Plants Vs Zombies? Not the kind of software company minori (if so you can define), but I must say that the facts do not give me reason to think so: we spend hours us gamers to find flaws in triple a. Not for malice or chiss what else, most notably because too often happen to attend blunders, developers lost in glasses of water and so on. While games like those produced by PopCap, but we can find many other small pearls, we offer a basic idea of simple and limited, pi and then implement it in the best possible way. Maybe not good? Why play with pouting at Mammoth Gran Turismo when you can play with a smile to the simple Plants Vs Zombies?

Eve Online crisis

An expansion for Eve Online was announced for the first time five years ago and finally, after many vicissitudes, had seen the light of a few weeks ago, entering for the first time the human avatar in a game that so far focused only on battleships.


But what should be a historical moment became really a crisis which does not seem to see the end, fed by the uncontrolled spread of internal documents: a suicidal attempt to monetize than what has been described as internally a hen that lays golden eggs and a way of resolving the only team that has caused anger and consternation within the community.


Well see we're not talking about anything dramatically new: Eve Online there has in fact used in the years to these theatrical shots and precisely this continuous succession of strong emotions that helped keep up the appeal of this game after all this time.


For example, in 2007, a developer of location abus within CCP to get benefits for your Corporation; or, more recently, some felt outraged when the elected representation of the players in-game, the so-called Council of Stellar Management (CSM), reveals their intent by CCP to focus its attention on developing other projects rather than to create new content for EVE.


But then, when the protest began really?


"The crisis comes with an internal document that discussed how to increase profits at the expense of users."


Aside from a small controversy in last month, due to the announcement of the introduction of a price of 99 $ for the use of public APIs, an internal document state when the study was circulated online, where they discussed plans to increase the gains arising from the game, the players began to mount.


People already shocked for 70 dollars needed to buy accessories for your avatar, have been shaken by the proposal to extend the micro transactions far beyond aesthetic objects, cos to tap focal elements such as ships or munitions. Apparently the intention seemed to be to squeeze users of Eve Online to fund other projects, as that company's Dust 514 that, coincidentally, sar supported by micro transactions.


For example, in a note distributed to affirm that must incorporate, in order to increase revenues, an economic model based on the sale of virtual goods. Revenues which will fund other titles, revenues for its developers, revenue for you too. In practice an explicit admission that a public discussion on the subject would have been impossible because of fear of being put in the pillory, cos adding fuel to the fire. But the CCP has never responded directly to criticism arising from such claims.


We must not make the grass a bundle: while the silence lasted, one company employee software house managed to escape the wrath of players: John Turbefield, described as the King of the spreadsheets from the research and Statistics Department, argued the opposite view of the problem, warned against the growing discontent of players due to their double payment was requested. And so while fans smoke of anger, Turbefield carried in glory.


Even the numerous appeals of software house to remain calm and seek dialogue have unfortunately ran, due to the distinct impression that the conversation is one-way, so that you are wasted in these weeks the protests inside the game world. Protests that are causing stress levels within the company above the levels of guard.


Jita slightly the cauldron dov can find all the good and the bad of Eve Online: scams and suicide attacks against ships carrying valuable goods goods circumscribe what an important commercial hub within the game. After thousands of players have decided to stick it by giving life to a silent protest to sunlight, filmed and also on Youtube, it was clear that the attack on one of the symbols of the game made a point of no return.


"The protest of the players of Eve Online are organized both with protests in real-life with riots in-game."


It would be stupid to believe that the thing could be somewhat compared to recent protests that have turned on in different parts of the world, situations where effects can lead to serious consequences well pi; However we are talking about an action undoubtedly clear, an uprising that was put forth by the rules of the game and keep it live was really exciting.


Soon reached the maximum capacity of Jita, different groups are coordinated to engulf other commercial traffic hub in order to paralyse the economy of EVE. In response the server nodes were closed, but while being denied access to the players that tried to link, the end result was that for a moment the economy is locked.


Eve a world built by players: underlying economies, infrastructure and power blocks were molded piece after piece long years of game: a complex Web of relationships that, starting from the simple manipulation of the market to get to the collapse of an entire Alliance, holds the foundation of the universe.


a precious and here the emotions are more intense than any other title: the story is consumed greedily among people connected and not realistically possible, as many have argued, moreover, introduce micro transactions in a system that was built from the beginning to put the power in the hands of those who play rather than those of the developers.


Right or wrong that this position, however the result of a feeling that CCP would be silly to ignore: the team in fact only the janitor in a school that players have built for s. Entries may also belong to the company, but the world belongs to his community.

Kingdoms of Amalur: Reckoning

A quick detour to London has allowed me to take a look at Kingdoms of Amalur: Reckoning, action-rpg under development at 38 Studios, which had already got to enjoy a few months ago.


The last presentation does not have many notable news, but chatting with programmers we have managed to learn some interesting details of what promises to be a real jewel for lovers of fantasy action.


As I had already anticipated, Kingdoms of Amalur: Reckoning will be enriched by the collaboration of extremely important names such as Salvatore (exceptional pen of the adventures of the Forgotten Realms) and Todd McFarlane, hired as consultants, respectively for the universe of the game and for the artistic side of the project.


What we know of the story quite intriguing, with the protagonist resurrected through a mysterious machine and, therefore, only be living throughout Amalur to not have a destiny, but to discover the actual quality of the script we'll have to wait for the release of the game.


That sure that Reckoning offrir open-world experience, trying to live the dynamics typical of modern action with the thickness and depth of traditional RPGs. The latter element should be guaranteed by the presence in the team of Ken Rolston, lead designer of Morrowind and Oblivion.


The participation of Rolston, however, threatens to turn into a double-edged sword, since as we have seen through the demo game programmers, the ideas of the designers in question would seem to have stopped a few years ago.


Just to give an example, during the presentation the programmer is likened to a citizen trying to exploit the special skills intended to rob him. After being caught with their hands in the bag, was approached by a guard who reported the offence and the whole scene was handled by a dialog all too familiar to those who played the older chapters of The Elder Scroll.


Confronted to the evidence, in fact, the programmer could choose whether to go into the cell, pay the fine or resist arrest. Do not remember anything? Hopefully this is just an isolated case, given that we'd love to play something cool.


Thus in Reckoning the management of the dialogues seems already old even before the release. Apparently, programmers decided to ignore completely the strides made in recent months on the front of the narrative.


Forget about dynamic dialogues or Mass Effect, Dragon Age as in the Kingdoms of Amalur: Reckoning we will be facing a narrative structure carved in stone. The player, in fact, avr available various options to choose from, but none of these can alter the story in any way.


In practice the first option will always the one that will go straight to the point, proving perfect for all those who want to learn more about the history but that will only go ahead with the plot. Subsequent choices, however, need to find extra elements in the world or characters, without in any way to influence the development of this.

Civilization V

The arrival in September, the fifth installment of the series, has represented a considerable proportions earthquake which saw a change of direction definitely unexpected by long-time fan of which we have already had occasion to speak on the occasion of the review.


That was evident as Firaxis had decided to change course in the setting of a brand that had been the symbol of a certain way of understanding the hardcore strategy, especially as regards the management of the Empire. The managerial aspect had been lightened in favor of the military to make the game more palatable to a random public. All probably in anticipation of bringing the product even on consoles where sales volumes are definitely attractive potential.


The success of sales gave reason to Firaxis has wrung the eye to the community of previous titles, that after trying the length and breadth of the singleplayer (assuming this, given that not all of them have appreciated) you cast on multiplayer, but here the problems began.


Current state of things there are many doubts that the competitive online is definitely the most defective component of the game because, since publication, Jon Shafer, lead programmer of the game now no longer in business, not been able to come to the head of all the complaints that have been raised by the forum.


Speeches by Firaxis as patches corrections have occurred since the day of publication but the reality of the facts that the improvements were unable to cover the entire range of issues of multiplayer, while the campaign significantly improved single instead, although far from perfect.


As anticipated, the most serious problem is the freeze of consignments which may occur at any time in the evolution of the 20th round matches: there can be but also the 200th and see plant the game without possibility of recovery (also recharging salvages after reboot by all participants) something able to send anyone off the hinges. Until last Christmas was virtually impossible to finish a game, now happens less frequently but still too often to be able to start (and finish) a match in all tranquility.


In addition to this there are other purely technical elements can penalize the game experience: processing time shifts are one of the crosses that all Civilization fans know all too well from the first versions of the game. This new edition presents the phenomenon of constant growth of the processing time of simultaneous rotation, which increases dramatically towards the end of the match. Which is not explained if we think that a careful analysis of the employment resources of PC rarely exceeds 70% of capacity on a dual core machine with three years of honorable service, so it's not particularly recent.


A confirmation of how not only the heaviness of the game and the limitations of Internet connectivity in terms of upload bandwidth to act as a performance bottleneck, we find the same issues also for matches in the local network with system crashes, delays in processing of shifts and corrupt matches without possibility of recovery. All played on LAN by housewives and Office characterized by powerful PC and a Gigabit local area networks.


Other aspects are considered instead on the choices made in the field from Firaxis regarding the development of the community, who have penalized further appetibilit of the multiplayer.

Thursday, July 28, 2011

Rayman Origins

Rayman Origins does not adopt an old school approach to game design just because a 2D platformer based on an old mascot Ubisoft. old school because damn difficult. Maybe we're not at the levels of Demon's Souls, but certainly more inclined to bacchettarvi fingers and laugh at your lack of skill, rather than provide you with a free ticket to get out of prison, as a Prince of Persia.


He dies in Rayman Origins, you die often, but a small price to pay for a title so joyously messed up, so exquisitely playable.


Left behind the Rabbids, Rayman ready to go back on his favourite territory, the platform hard and pure, possibly assisted by one or more companions in cooperative mode, an adventure entirely hand-drawn and created by UbiArt, a new French giant's software platform.


Apparently, this suite of tools allows designers to assemble a 2D game with half the work, and there you designers of Ubisoft Montpelier have created the game experience which pi approaches a LSD Tablet swallowed to Cartoon Network.


The artistic vision of Rayman Origins simply fabulous, but not the us that paints almost for nothing. a world made of thorny bushes, dangerous jungle and funny creatures from the wide mouth. a place where horrible monsters rubbery bottom wells are slippery, where plants have huge mouths and noses even more serious.


Since the first look at the style seems perfectly in line with the European tradition of cartoons, and I found adorable. But the most beautiful thing to see it in motion because when Rayman bounces, stretches, jumps, falls and beats her, throughout the brilliant beauty of your HD TV, I think you stupid to have forgotten too soon the good old 2D platformer that once filled your days.


Of course not to worry too much of the reasons that led Rayman in the midst of this mess. Everything takes place in a dream world, the Glade of Dreams, created by a dreamy creature where the Electoons, bugs good and harmless, they are transforming in bad Darktoons, and c need our hero without limbs to resolve the situation.


If it seems absurd, know that only an excuse to scaraventarvi straight into very detailed gaming environments, with as many as 60 levels from 12 different locations across and to explore.


The scenario will not be the only thing that Ubisoft will vary. As a sort of Mario Galaxy in 2D, this title promises to be a magic cylinder full of ideas and different situations. And if the moment before you're swinging in a jungle of giant hands that act as lianas, soon after you'll sail through gorges and Rapids, slipping to a waterfall, avoiding the ravenous fish that inhabit the River.

NeverDead

I follow NeverDead with some attention about a year, since it practically without having seen anything aside from a brief teaser, I spoke with Shinta Nojiri, at last the Gamescom.


The reason of my interest very simple: If you are intrigued by a game whose heart a chance to end up literally to pieces, throwing its head in places that the body cannot reach, shoot enemies even when the arms are on the other side of the room, dressing up with never ending witty remarks and black humour, well, then the case changing craft.


The reason for this absurd gameplay is very simple: Bryce, our alter ego, a Demon Hunter who was sentenced to immortalit. Monsters can also staccargli every part of the body but, as a kind of Terminator 1000, he ricomporr with calmly before kicking their butts, demonic or simply li prender kicked and then riattaccher the leg to torso to save time.


As idea but put it in a video game can be a complex issue. This is why video games tend to rely on avoiding mistakes and their consequences, and death ... well, we could consider it an important enough to avoid. To resolve this problem, designers have decided to introduce into the equation d Arcadia, co-star, in spite of the vicissitudes of Bryce, not immortal for nothing. Keep it alive and kill all the demons who want, lose sight of a second and will be game over.


I don't know about you, but every time a game asks me to accompany someone, come read by extraordinary stomach cramps. I hate having to escort the scientist, the hostage or the truck of supplies of round; I hate having to wait while moving slowly for the screen and hate to see him walking in the midst of the seraphic shots without even trying to hide.


Fortunately the game far from being a sort of huge mission of this type, as Arcadia sa mind very well to s itself. Know when to shelter, when responding to fire and when caring after some coup too. And even in those times when protecting it becomes a nightmare, we are still in a game where you can beat an opponent by rolling like a human torso, so all in all the fun is always high.


There are two ways of losing pieces: as a result of a direct or interact with some very simple puzzle type when you launch your head into a hole in the wall and let it roll on the other side to turn on a switch.


To riappropriavi your body can make it grow back, if a given energy bar or full, and here comes the Nice, you will need to gather your limbs around the map.


The funny thing that there is no precise order to collect your puzzle. Using only the head you can take both arms, ignoring the torso, and staging an epic battle in which a Patel with two arms gets attacked by a demon three metres high. Or you can take an arm and a leg, or only the leg or arm, torso and head, in a frenzy of combinations that pushes to press the pedal of the absurd without tire so easily.

Next generation consoles

The war of next-gen consoles began with the announcement of the new Wii U. Although many think that this generation is still pretty far from having said all that was to say, we cannot overlook the incoming signals from Sony and Microsoft: the design of the new generation of consoles now probably should be ended and the imminent announcement.


Although everything is still shrouded by a dense fog, which may be a few more questions about what will be the expectations of professionals and the general public on the potential of these new platforms that will tie together their name all entertainment games home until at least 2020.


To try to take the pulse of the situation, we spoke with many coders who in recent times have led to the maximum, with their work, the possibility of the current generation and have a fairly precise idea of what we can expect in this regard.


The main programmer of Crytek UK, Pete Hall, convinced that much depends when Sony decider to enter the market with the announcement and launch of its new platform: the impression that the power that we have will be an evolution of what nowadays can get with DirectX 11.


Another company that graphics engine and hardware if they intend to Epic Games: at the beginning of this year he published the tech demo of Samaritan, capable of showing a rather important qualitative benchmark on what might be the ability of the next generation of consoles.


"According to Crytek's next console will have a power greater than that achievable today with DirectX 11."


The question that many, including us, have made in this regard was fairly accurate: Samaritan one meter of realistic comparison of what we can expect to play the next three years? Mark Rein, co-founder of Epic and deus ex machina that move behind the engine and Gears of War and dozens of other third-party titles, deeply convinced.


This level of quality now possible only on the PC of the highest level, making the necessary comparisons, will tomorrow consoles: clearly there will be differences in performance due to the architecture of the individual platforms, but the brutal power of the hardware should be more or less in order of magnitude exposed by demo of Samaritan.


So this is not to say whether or how but just when. I believe that the current high-end DirectX11 are an excellent reference of what we will program in the near future.


Be able to distinguish precisely what it will do exactly in step between this and the next generation is not currently possible, but a good Samaritan such quality that the production of medium-high to reach.


On the face of hardware vendors there are many interesting points to consider: who better to AMD, which many damage as the producer of hardware infrastructure behind Microsoft's next console, could give confirmations that many are looking for?

All you need to know about NGP

The first thing that strikes the Sony NGP are dimensions. quite a bit bigger than the competition and the touchstone which lends itself better in the history of the portable console, one with the glorious Atari Lynx.


certainly an association that Sony would prefer to avoid, in conjunction with the more obvious with the iPad. The 5-inch OLED screen of NGP can certainly rivaling that of the Apple device and although the resolution 960x544 not based on comparison with the Retina display of the iPhone 4, still light years ahead than that adopted by other laptops.


The colors to 24 bit are rich and deep and the size of the screen somehow justifies the size impractical, given that most of the space occupied by the display. Will miss the Fireworks stereoscopic of 3DS, but there is not enough because a lack important, and this without counting the ACEs in the sleeve of the NGP.


The touchscreen, as well as the touchpad, it works with the same precision as those offered by Apple and the OLED display remains impeccable even after fierce of fingertips rubbing sweat many games seem to require.


The pad back almost inaudible, although slightly inconvenient to use. Offers some interesting options for developers, as suggested by the first line-up of software created for the console. NGP does not disappoint expectations, although unfortunately the triggers are analog rather than digital.


About functions impossible not to mention the long-awaited dual-analog stick. At first glance, you have the feeling that they are deceptively small and that the convex shape causes sliding of inches; also seem to light and little full-bodied, raising concerns that are not able to provide the resistance needed.


All concerns are immediately swept away after only five minutes of frantic movements with Uncharted: Golden Abyss. Just get us a little bit hand to discover that little stick do not meet our expectations.


It will be interesting to see how they will act with more traditional gaming experiences. The anticipated Call of Duty metter really test the monitoring system, but for now the challenge launched by Uncharted pu said quietly.


The NGP will never comfortable as those of a DualShock-same dimensions of the device and the contortions that are sometimes requires a try-but still adequate support for the third-person shooter. In short, no doubt that the NGP is able to provide an experience comparable to that of the PS3 is not under discussion, and any doubt is dispelled by Uncharted, but also from wipEout, which compared with counterpart for PS3 comes out pi that dignity.


The real question if players really want that kind of experience from a portable console, especially bearing in mind that the market unrecognizable compared to that with which we confront the PSP six years ago. There are still no information about how Sony aims to address the demand for games hit and run or how you fit the Minis, but some clues you can derive from the first games of the line-up.


If Sound Shapes represents a premise, then the NGP favorir the arrival of other gems of creativity that will exploit the potential of the console. An example Riff: Everyday Shooter by Jonathan Mak, who continues in the direction of his predecessor on the PlayStation Network, carrying the rhythmic abstraction to the platform.


The levels include buttons, backgrounds and colors solid lines. Every object on the screen corresponds to a musical instrument that is part of the minimalist soundtrack: it seems to play on an abstract framework Rolando of Mondrian, with the player to move a blob from one level to another, all compounds from a single screen. The real charm of the game, however, is in use that is made of music.


In each screen a Sound Shapes music interactive where intonation is defined by the position of enemies and platforms. very funny when you browse the creations of developers, but the real wonder is in user-generated content.


Here the screen touch offers the best, providing an agile and natural interface for working with a simple suite of tools. The final result in the creation of levels and in the musical composition.

Ridge Racer Unbounded

One of racing games ever more competitive market, why are so many publishers committed to contenderselo, because Electronic Arts seems determined to occupy any position that may be unsupported.


With three games in the series Need for Speed in a period of 12 months (Hot Pursuit last November, Shift 2 a few weeks ago and The Run-out next November), it seems difficult for anyone to try to fit in a sector that seems to fail unless all the alternatives, not to mention two brands such as Gran Turismo and Forza Motorsport to play the role of incomoda.


Shouldn't think for similarly Namco Bandai, if true that during the Level Up of Dubai unveiled Ridge Racer Unbounded, which I am going to tell you. The first thing to say, that may seem almost an event of historic importance, that the developer this time won't be Japanese but answer to the name of Bugbear, author of the popular series gi Flatout.


The fashion in which the publisher of the rising sun go looking for Western developers to bring a breath of fresh air and internazionalit to their line-up, therefore seems to find confirmation even in this case, if true that Unbounded agree very few ties of kinship with his illustrious predecessors.


We begin to explain the differences from the title: in a city named Shadow Bay, inspired by a bit in Chicago and in New York, move their footsteps the Unbounded, a gang of thugs of flying whose ranks we climb competition after competition, until you arrive at the final showdown with Kara Shindo, the boss.


If gi from these first details you understand how the game past the eye to strizzi Need For Speed, enough for a few minutes of demonstration to understand developers Finns were inspired by another sacred monster of arcade racing games — Burnout.


Standing behind our competitors, sorpassandoli or sideways, you can indeed amass Power of Destruction to download at our discretion to break through walls or obstacles, but also to disintegrate enemy machines. When it will happen, we'll roll destroyed on the edge of the road after a dramatic slow motion that invokes all too clearly the takedown of masterpiece targato Criterion.


The latest fashion of the moment, for that to change the scenario in real time and to this rule is not even Ubounded, subtracts that there I will give you closed loops (no open world, then) rich shortcuts and traps


If the first does not need explanations, instead are real elements on which download our destructive power to radically change the cards on the table.

Dark Souls

Not surprisingly, one of the questions that were laid at From Software is why this game is called Demon's Souls 2. The answer was that the decision was taken because of the novelty introduced, either because the first game was an exclusive Sony (PS3 only usc), while Dark Souls produced by Namco Bandai for the Xbox 360 and PlayStation 3. An explanation so that suggests that the title chosen this time derives more from legal reasons not to gameplay.


Given this premise, time to move to the description of what we showed in this hands-off. For the occasion Kei Hirono and Daisuke Uchiyama have presented the Sen's Fortress, dubbed "the map of traps" for the reason that we can easily imagine. Every step in fact concealed pitfalls of every type, whose only task was to take down our stamina bar to zero.


The first thing we noticed was a graphic style slightly less dark and slightly more colorful, but removed this one look distracted seems to be in front of the "old" Demon's Souls: the interface the same as we have learned to appreciate on the PS3, as well as the mechanics of killing and collection of souls by reinvesting in various power ups and assorted.


The same applies to the fighting, tactical and bastards like never before, since the first error that will commit will be hopelessly smitten from the game. Which, incidentally, seems even more bad if possible, always ready to castigarci at first slip.


On this occasion we've seen developers face enemies from the human form but with a giant cobra's head on his shoulders, armed with two swords or with sword and shield. Not have missed then intermediate bosses, gi them large enough to be difficult to demonstrate in their entirety, until you reach the huge Iron Golem, so great that the prover is often had to hide between her legs, and to conquer us cos with a few shots well seated.


Between the beginning and conclusion of demonstration we saw every kind of trap, not the last suspended in a void long corridors with giant blades capable of making us fall over, lifts whose last floor consists of interesting information that hang from the ceiling to impalarci alive, or chests that not waiting to be opened, only to turn into monstrous toothed mouths from which will come out legs, arms and an enormous tongue sticking out, ready to eat us.


When everything seemed to be proceeding as usual, here's the twist: our character comes from the sale of the manor in which lies and, by a staircase suspended to dizzying heights, observes the landscape. Before him lie bridges, castles and palaces. Turning your head and looking upwards along the mountainside, walls, sidewalks, and still other palaces in the loss of an eye.


Well, all we will walk and passable at will, because Dark Souls won't be pi divided by levels, like its predecessor, but will consist of a single immense levels populated with monsters and be addressed in order that we will prefer.

Wednesday, July 27, 2011

Soulcalibur V

Released in 1998 in playroom System platforms and then converted to 12 in 1999 for the Dreamcast, Soulcalibur was able to carve out its own niche within the landscape dominated by the fighting game series Virtua Fighter and Tekken.


Certainly merit of compelling gameplay, of the many features available to fans and the chance to fight real brandishing sidearms, instead of using the usual bare hands. Although for the game to use Spears, or nunchaku sticks, swords were the true protagonists of the game, represented by Soulcalibur (the sword of good) and from Soul Blade (the evil).


Like any self-respecting fighting game, the series set in a world with his background, who grew rich in characters and events, but as often happens in these the script proves somewhat shaky.


Everything stems from a sword named Soul Edge ended in the hands of the pirate Cervantes, who for 25 years if it serves to capture the souls of those who venture on his trail.


Only joint action of Taki and Sophitia (a divine and a ninja Warrior) will stop the reign of terror of Pirate sword, splitting in two. This allows for the Warrior named Siegfried to get their hands on the hilt of the demonic artifact, which corromper his armor into Nightmare.


I could be here to tell you about all the rest of the telenovela (find any information on Wikipedia), but the fact remains that since then have followed various episodes and that Namco Bandai has unveiled in Dubai the new chapter in the series, Soulcalibur V.


Unfortunately the event was possible to attend only the teaser that seen below and Exchange Chat with developers, Project Soul. These stated that the game takes place 17 years after the fourth episode and the story of Patroklos racconter, the son of the aforementioned Sophitia, as well as the exploits of other historical characters of the series.


The fighting style of the protagonist will clearly inspired by the mother but the combat system in General will be more "lightweight" and elegant. According to statements by developers, in fact, Soulcalibur IV characters at the end results were too heavy and not very reactive, which was not entirely convinced.


Although the essence of the fighting remains unchanged, the moves will be more easy to execute and more immediate. Longtime fans of the series, fear not: for, the game will become a "button masher" without any strategy, and to those who showed some concern in this regard, Hisahary Tago replied that SCV is born by the demands of the followers of the series, which then would not be wise to upset a formula different from that desired.

Brothers in Arms Furious 4

"My name Rein, Lieutenant Aldo Rein, and I serve eight soldiers". Except that the soldiers involved are "only" four and that none of these named Aldo Rein, the first few minutes of the new chapter of Brothers in Arms would inevitably think about an unexpected tie-in of the award-winning film tarantiniana.


With an army of four guerraioli furious and nothing emotional by the sight of blood, endless hordes of Nazis from reduce to shreds in the ways most unthinkable and a dose of humour not typically English reminiscent atmosphere of Bulletstorm, the fledgling creature of Ubisoft and Randy Pitchford (Gearbox) marks the first real tipping point of the famous saga FPS.


It is evident from the beginning of each velleit the abandonment of war realism in favor of an approach more frantic and voted the spectacle: the tactical manoeuvring, the ruthless Quartet of Furious 4, are little more than a pointless option.


The story, told by a narrator histrionic verve, are set in 1944 in the heart of the Third Reich. Getting around the strategic location of Germany whose days are marked by explosions, corpses and rivers of beer in pubs of infima League, our four unusual heroes mark death and destruction among the Socialist army, fueling legends and myths about their ferocity that grow day after day how the cuts on their heads. Can a simple Quartet of glaring soldiers decide the fate of the entire second world war, only against a fierce Nazi army like that?


The work of Ubisoft as a shooter and rhythm that part with the foot on the accelerator, characterized by a more natural vocation multiplayer that hard-coded into the design of the characters: it's impossible to predict a four-player cooperative mode, which in this way can fully exploit the features (and strengths) of their furious, alongside the inevitable solo adventure.


The title denotes a distinctive stylistic matrix, that dance between hilarious stereotypes and cinematographic hued far-fetched suggestions and grotesque. Pi that natural recognize in each of the furious a model or a character, exasperated by drawn properly, belonging to the universe of celluloid.


Montana classic Hulk all muscles and little brain, able to take off each enemy with a punch well, skilful in managing dealt heavy weapons (first of all, a huge railgun) and morbidly drawn from the use of the chainsaw. Chok appears as a steam punk version of last of the Moicani, with a large Crest not exactly in line with Nazi-era fads and a penchant for throwing weapons, such as the deadly tomahawk.


The shootist archetype Crockett is par excellence the Texan trigger-happy, with cowboy hat glued to head even in the most challenging situations and the inevitable leather boot. Last but not least Stitch, codenamed The Fixer, an "oldie" by crowds and face furrowed by a deep scar that, from what we have got to observe, seems to be the most lethal and unpredictable element of the group.


As anticipated, Furious 4 son of far-fetched situations and verging on the absurd, departing completely from those dictates of realism of war that have always characterised the series Gearbox. Get ready to Nazis equipped with jetpack, powerful weapons "electric" precursors of pi latest taser and, especially, to visitors free blood increasing further the aftertaste "Tarantino" of the entire production.


In the presentation that we witnessed, a mission which is located around the main adventure met and played cooperatively by the development team, our handful of Heroes infiltrated in a city teeming with Nazis, in the midst of a festivity with lots of fireworks and Ferris wheel.

Review - Transformers, Dark of the Moon

How many times, after watching a great movie and be addressed to its transposition videogame looking for more excitement, we ended up in his hands gaming experiences that define unwatchable would be an understatement? Definitely too many, and these are certainly the first next-gen iteration of the Transformers brand.


To be true it should be noted as the various tie-ins were launched in recent years have shown a steady improvement in terms of quality (culminating with valid Transformers: the Battle For Cybertron), and it was precisely this improvement which had left to assume that, perhaps, Transformers: Dark of the Moon would have represented the long-awaited dedication of brand in videogame. But gone really cos?


The title, despite having the same name as the recent film, not a faithful videogame adaptation of the latter but instead offers a completely new storyline, set three years before the events of "revenge of the fallen", in which the Autobots, despite knowing of Megaton and his army, are committed to ensure the effective disappearance of Decepticons.


Obviously a few minutes are enough to discover that the Decepticons are hardly disappeared, and this d a predictable escalation of violence and devastation that will see us fighting an enemy webclicks in an attempt to prevent Megatron to unleash the fury of Shockwave, known as "the assassin Decepticon par excellence". It's easy to Intuit the narrative premise certainly doesn't shine for originality, and to be honest the situation does not get worse with the passage of a few hours of play (the campaign offers only 7 chapters). Nevertheless, the experience is still pleasant.


The gameplay is very similar to that seen in Transformers: the Battle For Cybertron for us regarding the dynamics of progression and fighting, has unfortunately a specific news that, at least according to who writes, has impacted on the management of various characters. What I am talking about? Simple, what probably will be remembered as the great blasphemy in the history of the Transformers: a third transformation.


As all who are reading this article surely know, the Transformers have always had only two transformations, robotics, showing their real appearance, and the so-called car, which allows them to blend into the world of humans. Well, today these two if it adds a third, the stealth, time to introduce stealth phases which, let me tell you, we wouldn't have certainly heard the lack.

Star Wars: The Old Republic

I think I can consider one of many individuals whose childhood (adolescence) was somehow influenced by Star Wars.


In the hierarchy of "Star Wars geeks" probably are placed just above the met. I know from memory many of the first three movies, I believe that Han had fired first, I consider Darth Vader a father figure and I have an opinion of the second trilogy that I carry because we read also minors.


Fortunately, the video game dedicated to saga have had a whole lot better than films, while not lacking style falls. Among all titles released during this time, Knights of the Old Republic, with its venture into eras so distant and unknown, probably what pi remained in the hearts of the cultists in the Star Wars universe. Furthermore we present a Bioware's role-playing game that allows you to create your own path to Jedi, and it sounds epic also think again after so many years ...


If you do not have defrosted a hibernation now in graphite, you'll know definitely that Bioware is preparing to launch an MMO based on the same scenario: The Old Republic, of which we have already spoken several times, and which will reveal some further detail.


Take for example the Imperial agent class, which in one of his first missions on Hutta, we will see infiltrated plants in a gang of Hutt to discover the shady dealings.


Because class ranged using grenades and rifles, the Imperial pleasure to those who prefer a supporting role, a minor fire mouth that does not give up some ability to crowd control.


Although the missions are aligned to the pi on the lead or retrieve a result object on behalf of someone, they do not renounce to delving more and more within the narrative, ricompensandoci with experience points, equipment that is sold nine times out of ten, and dialogue worthy of the fame of Bioware.


And so, while we point our disguise and prepare ourselves by comparison with the Hutt, the world around you sveler our eyes, revealing the thousand stories that form the backdrop to our missions. And trust me when I tell you that the risk of getting lost in the narration, and give up the mission.


Soon, regardless of our party, we will be confronted with the questions, choices and moral nuances to the thousand that are the trademark of the software house. In fact we will have to retrieve a mission a boy for a mother, worried after his father took him to a military Academy, located on the outer rim. We will accept the objections of his father, who wants his son contribute to the Imperial cause, therefore the woman lying, or we will bring the boy home by force?


And while we do, how to kill his father in front of his eyes? Cos to understand those around us that we are not one with that joke, and that we are ready to conclude any position, even at the cost of damn our soul?


If you are among those who must complete it in all its possible variants, get ready, because the title vi function will cause runtime with infinite junctions and secondary choices.

Review: Ape Escape

I still remember when played for the first time to Ape Escape. I continued to follow the series for a while but in the long run I tired of it. As nice or funny, one needs to innovate or risk to the end of the famous fish left in the fridge for three days. Switching to other console (PS2 and PSP) did not change pi from time things, if you exclude some party game and a RAID on Eye Toy not certainly unforgettable.


Now, after many years, I'm back to grips with the evil primates, who decided to take a trip into the world of high definition and which have also claimed for their return (triumphant?) you use the PlayStation Move.


In fact the device Sony seems custom-made for the gameplay of this series which, remember, blend classic mechanical platform to wild hunting trips to monkey, in which it must use a variety of gadgets to make sure that prey on duty did not escape.


Since the first Ape Escape had the merit of the world to discover the use of double-stick, Sony must have thought that there was no better game to revitalize the Move, which lately is taking a little too much dust on the shelves. The pi theory that designed right, but as you'll soon realize it was at the height of the initial idea.


I wonder why make a shooter on Rails (also extremely static) like this when once would be enough to regain the original formula to do something interesting. You read that right, unfortunately: Ape Escape didn adventure that one would expect but a simple title structured extremely stiff which makes the usual mini-challenges and toys her heart.


Structured on some levels, the game requires the capture of a small army of monkeys, but the lack of any freedom of movement causes that this is all nothing but fun. Each stage has a different number of obstacles and enemies to be deleted, and almost always ends with the classic battle with a boss. I must admit that for the first half an hour I almost (and I emphasize the almost) enjoyed it despite the initial disappointment, but soon the monotony of the gameplay and ripetitivit situations have taken over.


A real shame, especially when one realizes that this time the Move moves (excuse the pun) with a precision and adapts perfectly to the weapons available. This maybe the only point in favor of the game: despite forcing myself I can't find other, even in technical and in Ape Escape reaches barely enough, if you exclude the funny movies d intermezzo, made very well.


Usually, at least, the shooter on Rails provide a rhythm quite tall, which forces the player to maintain high concentration and maybe it will convince you to play at other times to improve your score or performance. In this case the only desire you have after you are finished (and before) to relegate him in point pi unattainable bookcase, then forget it as soon as possible.


Among the other, as if all this weren't enough, I have no memory of a game so short (we are around 5 hours) that I gave the impression of being much too long. The three mini-games which you unlock would, in theory, the task of extending the experience but are interesting and lively as the main mode.

Dungeon Siege III

Since I was child I have always been a huge fan of the dungeon crawler and, although now passed several years from the time when I was just a cute child curly coat, my interest in this particular type of product is not at all diminished.


Games like Baldur's Gate: Dark Alliance and Diablo have characterized my adolescence, and therefore useless to tell you that, since its first announcement, Dungeon Siege III has aroused in me a great, great interest, because ultimately we all promised that a category could want. I speak of a solid gameplay, narrative and many variables of progression, a line is infinite amount of items and equipment and, even more important, a multiplayer will allow a rapid and effective sharing of experience.


In the light of these premises was therefore expect that Obsidian sfornasse a real masterpiece, but it went really well? You don't have to do is keep reading to find out!


The narrative premise, fantasy style, very simple: the Kingdom of Ehb, a lush and thriving, now torn by a revolution that has put the people, led by Kassynder, Jeyne against 10 Legion — the same group of Lords Legionnaires who formerly founded and defended the Kingdom at the cost of their own life.


The Legionnaires, loved and respected in the past, after being wrongly accused of murdering the exiled ruler are now a dying Empire and persecuted everywhere, but although their ranks have been thinned the few remaining survivors, led by the Venerable Odo, managed to regroup and form a resistance army of which you yourself!


Choosing among four descendants of Legion, your goal will indeed bring the Legion to its former splendor and, contrasting the evil Kassynder, securing peace throughout the Kingdom.


At the beginning of your adventure, you can choose between the following "sons of the Legion": Lucas Montbarron, a valiant swordsman, son of the former Grand Master of the Legion as well as the last descendant of the seed, expert with sword and shield or two-handed sword. Anjali, an archon, a legendary spirit of fire of unknown origin, grown by the Legion, able to move freely from human form to a living embodiment of the element of fire; Reinhart Manx, descendant of a long line of magicians of the Legion, capable of mastering the arcane magic and Entropic and unleashing powerful attacks on area; Katarinaand finally, the illegitimate daughter of Hugh Montbarron, and lescanzi, a warrior witch from expert in magic and especially in firearms.


As expected the four characters show deep differences, as well as unique potential, and it means that by choosing a particular hero we ritrover "forced" to face the adventure with a completely new approach. Assuming for example that you are accustomed to his role as a tank, Lucas will be for you a choice, but in case you were more inclined to restarvene backlines, Reinhart, thanks to its powerful spells and the lack of physical endurance, will certainly be the character most right for you.

Tuesday, July 26, 2011

Darksiders 2

There are many games in the current landscape, than blatantly commercial (the majority) to intermediate categories, up to the narrow circle of productions that make the continuous improvement of their features a starting point for bringing a brand of good quality at a level of complexity yet more high.


Darksiders 2 belongs to this category: the first chapter was a well-made game that was designed as a strong outsider in the console market.


Yet its blend of genres (action and RPG on all), combined with a penchant for swashbuckling than other titles can boast, it had made a very appreciated by the general public apart from some defect of YouTube.


Fourteen months have passed and the processing of Darksiders 2 proceeds without a hitch for the realization of what should be a game of considerable thickness, will not to raise the salivation of fans of the series and, above all, to gain new adherents to the cause of our Angel of death.


The first impact with Darksiders 2 rather surreal, like the atmosphere that is breathed in the role of the protagonist of the first game: even in this case we will make the place of Death, one of the horsemen of the Apocalypse that will try to resurrect his brother War the protagonist of the first episode.


Unfortunately, the planet has experienced a period of relative peace in quiet following the departure of our companion of devastation, and now you have to be a move to bring back the right dose d action inside of lande so far only from some wire rattled in the wind. From this premise inspired the first cutscene of the game, which sees Death coming to grips with a giant Bell suspended on a well by the seemingly endless depth.


It takes a few seconds to realize that each cutscene promises to be a concentration of tamarraggine and black humor as not seen for some time: to announce to the Lord of Bones, the good Death couldn't find a better way if it doesn't turn into an Angel of death by fifteen meters instead of playing the cowbell, cut half scardinandolo from his home and causing him to plummet with an infernal noise in the depth of the underworld.


In response, a kind of ship steering wheel designed by a designer under heavy doses of acid fog appears from depth of evil: our first two horse salter snakes that are driving and then landing on the platform level pi low flying and start cos the game itself.


Also in this case, the answer on which c place for everyone was certainly apt in its audiovisual component, and decidedly humour bystanders on the characteristics most unabashedly glamour of Darksiders 2.


However, the Treaty of Nice only a vision but also a first glimpse of what are the features of this game in terms of content: in his acrobatics Death did immediately off of a grappling hook similar to that of Castlevania: Lords of Shadow, not to mention the ability to gymnast consumed worthy of a cross between a howler monkey and Nathan Drake.

Heavenly Sword 2

The intense and rich experience open-world set-up by the boys of Suckerpunch stup not only for the basic and interesting concept for a fascinating storyline-remember the final scene? -but above all for the chance to deal with the events in the manner deemed most appropriate: by good, to ensure the safety of the inhabitants of Empire City, or "infamous", thinking solely and exclusively to its own interests.


Given the success of the first chapter of the franchise, a sequel was predictable and obvious, but the question that we all, from the official announcement, always one: inFamous 2 will just "more of the same or a masterpiece that can capitalize on the strengths of its predecessor to further elevate the standards of the franchise?


The answer is strangely a middle ground between these two "extremes"; on the one hand it may in fact be denied that the experience both structurally and conceptually, similar to that of the first inFamous, but on the other it is impossible not to notice how many are the improvements made by the team responsible for the project.


Since the first few minutes anyone who got to play in the previous chapter you hear it basically "at home" despite the change setting, past the gloomy streets of Empire City to sunny New Marais, a metropolis of Vice fall now in the hands of a militia army, where Cole is preparing to meet a scientist who seems able to provide you with the power to fight the much chat Beast.


The story of inFamous 2 resumes in fact exactly where it was interrupted the first chapter [eye to spoilers if you haven't completed yet]: after defeating Kessler who knew of the impending enemy that threatens the survival of the whole population, Cole and his inseparable friend Zake make acquaintance with Lucy Kuo, fascinating undercover agent who seems to know all the details of the impending attack of the beast; the latter invites you to reach New Marais, where lives a famous scientist who should be able to amplify the powers of our Cole ... but something goes wrong ... something always goes wrong.


After an initial introductory phase, once more than anything else to enable us to become familiar with the dynamics of the game, Cole is in fact a ritrover apparently hopeless situation, accomplices meetings that nothing short of "unusual", the costringer have to take, as usual, very difficult decisions.


The moral alignment system, one of the most interesting feature of the first chapter of the franchise, was reproposed in inFamous 2, but this time choose a side will not be easy as pi cos in the past; compared to the previous adventure, where there was a clear distinction between actions "good" and "bad", this sequel offers a lot more rich quotidianit facets in which not always we might be able to understand the actual consequences of our actions.

The Adventures of Shuggy

Often the service Xbox Live Arcade hides little gems that nobody would care, but they deserve much more attention to the most important and noble titles.


One of these was the Supreme Braid, who recommend it to everyone to recover in case didn't have done so far. Gi that are elongated virtual shopping and bought also The Adventures of Shuggy, that just looks at Braid look in terms of gameplay.


I must admit that when this game out on XBLA I was one of those that, superficially, the baptised as the usual action-platform without special attractions. I was wrong, all right. First, I had guessed just met like d membership: Shuggy (I will call cos d now onwards) s a platformer, but with typical mechanical puzzle game.


How many puzzles of the past, and recently, the goal to complete a disarming simplicity, and in this case is to retrieve all the Green jewels present in levels. Obviously between saying and doing something Middle c, but this time not the sea bens the usual plethora of enemies and obstacles to avoid, you also add specific rules that often add extra flavor to simple basic recipe.


Each stage does not last more than 1 or 2 minutes, indeed, in some cases there is faced with challenges that can be completed in a few tens of seconds. The thing that makes them irresistible variety of situations, sometimes tremendously bastarda but more than enough to pass the time that the player almost without noticing it. I myself am barely managed to break off from the pad after nearly two hours of play!


Some levels (there are over 100 for the single player) put in front of the player seemingly simple challenges that have proved much more difficult then, sometimes too. This one of the few flaws of a title that otherwise would prove line is perfect: some levels, especially by the met game onward, difficulty reaching peaks of very high, especially due to the many variations that developers have submitted.


Among these we find the possibility of rotating parts to reach the gems, use a variable number of clones of the protagonist, to use a rope to wrap platforms and much more. The variety is certainly not often the problem and figure out what to do but do so without going to beat somewhere.


This, unfortunately, precision jumps doesn't help much. In more than one occasion, a slight delay in response to this simple but essential command represents the difference between success and failure, but fortunately there is soon the habit.


The temptation to replay levels to improve their time (and perhaps unlock some Goal or Trophy in pi) makes very long single mode. To this must be added a multiplayer component, represented by other 36 levels for the co-op for up to four players, unfortunately only available in local mode, and the Challenge that puts the one against the other participants in a sort of mini-tris-style game.