News, Xbox 360

Halo: Reach World Rremiere

3 Comments 13 December 2009 | Tags: , , , , , ,

 Halo Reach poster artwork

As some of you may have realized, last night was the Video Game Awards.  As well as handing out nice mementos to the winners and playing host to a large amount of bonhomie and back-slapping, the VGAs also showcased a few new and exciting things.  One of these new and exciting things was a two-minute long cinematic for Bungie’s forthcoming Halo: Reach.  Check it out.

See?  We do love you.  The multiplayer beta is rumoured to be going live at some point in the first half of 2010, so those of you canny enough to hold on to your ODST discs will be able to get in when it launches.

I think we can all agree that is a mightily enticing cinematic right there, and it underscores the improvements made now that Bungie has switched to a new game engine.  This is especially impressive given that in this tweet Bungie confirmed the trailer seen here is made entirely using the in-game engine, and not prerendered graphics.

When we know more about Reach, you’ll know more.

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News, PC Gaming, Playstation 3, Xbox 360

Dead Space 2 announced

No Comments 07 December 2009 |

We all knew it.  We all expected it.  And today, EA confirmed it: Dead Space 2 is on the way.

Hugs from necromorphs: overrated

Isaac Clarke, the voiceless hero of the first game, is set to return to battle necromorphs across the wider reaches of space, according to the press release.  You can expect plenty more plot twists and turns, and I’m going to start stocking up on adult diapers right now if the terror-inducing original was anything to go by.

The game is in development for PS3, Xbox 360, and PC, although no release date has yet been set.

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News, Nintendo Wii, PC Gaming, Playstation 3, Xbox 360

Prince of Persia: Forgotten Sands

1 Comment 30 November 2009 | Tags: , , , , , , ,

Today, Ubisoft teased fans of its Prince of Persia series with the announcement of a brand new multi-format instalment: the Forgotten Sands.

The last PoP outing of this gen was gorgeous

According to Ubisoft, this latest offering will see a return to the brilliant Sands of Time of time series first seen back in the days of the now-creaky PS2.  A worldwide reveal (read: trailer) is set to grace the interweb on Saturday 12th December.  So, if cel-shaded beauty and extravagantly beautiful platforming is your thing, then this looks right up your street.

No specific platforms have been mentioned yet, except “all” of them, but stay tuned – we’ll have the trailer here as soon as it’s available.

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News, PC Gaming, Playstation 3, Xbox 360

Rumor watch: Modern Warfare 2 disables party chat

3 Comments 03 November 2009 | Tags: , , , , ,

Several sites have reported an intriguing story about Modern Warfare 2 – specifically, that multiplayer elements on the 360 won’t support party chat.  While those intending to play on the Playstation Network will be wondering what all the fuss is about (there is no cross-game chat function on the PS3), some 360 owners have been in uproar.  The debate started with this screen grab:

No party chat?

Infinity Ward/Activision have been given the green light by Microsoft to disable party chat for team playlists.  At this juncture, there are conflicting reports on what is and isn’t excluded from party chat.  Ostensibly, the decision has been made to remove party chat to prevent cheating.  But, since cheaters are notoriously inventive and often ferociously determined, something as simple as a phone will surely serve just as well.  Which really leaves the question: why?

Presumably, this will save on bandwidth, setting an alarming precedent for other developers to follow.  But is this really that big a deal?  Or should we be annoyed that Microsoft seem to be happy for developers to rewind 360 functionality several years?  Is this a bridge too far (ahem) after the dedicated server furore that so angered prospective PC players recently?

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D/L Gaming, News, Playstation 3, Xbox 360

Brutal Legend DLC

No Comments 27 October 2009 |

Brutal Legend has barely had time to fly off the shelves, and yet already some new maps have been announced for multiplayer.  Today, EA and Double Fine confirmed a map pack called Tears of the Hextadon, featuring two brand new versus arenas.  Circle of Tears is exactly that: a round map carved by vile waters; Death’s Fjord is a new battleground in an icy mountain pass.

Eddie Riggs: he's cool

These new maps will hopefully enrich the already-pleasing multiplayer component, which – given a little love from the community – can truly blossom into a fair and wondrous thing.  In any case, it makes a nice change from all usual shooty fare.

The DLC arrives on the XBL Marketplace on November 3 at 400 MS points, and on the PSN on 5 November for FREE.  It’ll cost £3.99 after 19 November, so make sure your Druid Plough is on standby.

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News, PC Gaming, Playstation 3, Xbox 360

Dragon Age: Origins goes gold

No Comments 26 October 2009 | Tags: , , , , ,

Bioware today announced that all three versions of its forthcoming RPG Dragon Age: Origins have gone gold.  Released in North America on 3 November, initial rumblings are very positive, the previews suggesting BioWare has delivered again.

Dragon Age: Origins has gone gold

What’s even more impressive is that the development on console has run parallel to the PC development, and is not just a port of one to the other.  Not bad, given that the game is suggested to support up to 800 hours of play if all side missions and all characters are used.  I, for one, am desperate to get my hands on this (as well as Mass Effect 2), and hope it doesn’t get swamped in the release of Modern Warfare 2 just a few days later.

Watch this space for a GrE review.

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PC Gaming, Playstation 3, Reviews, Xbox 360, headlines

Review: Operation Flashpoint: Dragon Rising (360)

2 Comments 23 October 2009 | Tags: , , , , ,

Operation Flashpoint box artGame: Operation Flashpoint: Dragon Rising
Publisher/Developer: Codemasters
Genre: Tactical FPS
Verdict: An often-brilliant shooter is occasionally let down by game design
Pros: Atmospheric; great sound design; nuanced and tense combat
Cons: Friendly AI is unhelpful; over-reliance on realism makes gameplay elements cumbersome

It’s 3am.  I’m crouched in the bushes, night vision goggles on.  An animal keens in the darkness.  Paranoia strikes.  Is it really an animal, or disguised enemy comms?  I whip out my knife; the air hums with tension. Silence.  I switch back to my assault rifle and decide to risk a hike to the evac chopper.  Panicking, I maintain visual sweeps as I run.  My heart thumps loudly.  Only then did I realize – Operation Flashpoint: Dragon Rising is something special.

Not special like that girl you can’t talk to, or your cousin Frank who wears his pants on his head; it’s a good kind of special.

Operation Flashpoint is an impressive synthesis of gunplay and atmosphere, containing certain inalienable truths about war.  You can die at any time; this stark vulnerability as a leader reduces combat to the sparest essence of “shoot them before they see you.”  The immediacy of this design approach requires that you coordinate strategic strikes with a harsh, pitiless efficiency.  The principle of Occam’s Razor will serve you well – maneuver your squad into position and launch an assault on your own terms.  If you have the wrong weapon, you will probably die.  If you can’t improvise, you will probably die.  If you have no contingency plan, you will probably die.  It’s exciting in a raw, rare way.

Big explosions are pretty

Naturally, authenticity is a fundamental component of such seamless immersion.  It doesn’t take long to notice that the sound design and effects are absolutely sublime – every firearm has a distinct sound, and the background effects are eerily atmospheric.  Bushes rustle, enemy troops call out in their native tongue, bullets thud into the ground next to you or ricochet around your vehicle.  Even radio chatter is striking –acknowledgment of orders and confirmation of instructions follows strict military protocol.  Combine this with the visual touches – dirt splattering the screen, tracer rounds zipping past to give away the positions of both sides, and slow, deliberate animations for equipment changes  – and you have a game that makes combat feel unnervingly grim.  While the landscapes are occasionally uneven in beauty and bland in texture, nothing manages to shake the permeating sensation that your incursion on Skira is plausible, terrifying, and exacting.

The skeletal structure of the game creates other problems, however.  Checkpoints are sparse (they don’t even exist on hardcore difficulty); on its own, this feature actually works well, because it emphasizes yet again the need for a considered approach.  That said, when paired with unorthodox game design, it serves to undermine – rather than build on – the desired effect.  Information is like gold-dust: very rarely are you given an overview of the conflict, at least in-game.  This underscores your unimportance as one more cog in the grinding war machine, a mere tool for use when diplomacy has failed.  While temporarily engrossing, it doesn’t lend itself to making the game – or any game, for that matter – enjoyable.

Let me illustrate with an example: at the end of the third mission, I was given the task of defending a village from an enemy counter-attack.  It was proving frustratingly impossible for two reasons.  Firstly, the friendly AI is an alarmingly accurate projection of absent friends: both will drive me into trees, run away from my attempts at field dressings, refuse to obey my orders, and fail to shoot enemies on sight.  This can serve to create amusing moments, but given the grave tone of the game, it sits uneasily with the central tenet of realism.  It is also decidedly unrealistic to expect me to do the bulk of the work.  Even after dispatching over fifty enemy troops, I was still overrun without any real help.  Am I supposed to be leading a crack team of highly trained military men, where I am the only capable member?  Oh please…

Squadmates: always lying down on the job

Secondly, I had been allowed to progress to the end of this mission without critical support.  The mission brief was to secure a beachhead, which would allow for friendly APCs to move up.  Earlier on, enemy spotters on a ridge had been raining down mortar fire on my friendlies.  The APCs were destroyed before I could get to the spotters.  I didn’t fail the mission, or even a secondary objective, and so on I pressed.  Being a fairly unremarkable squad leader, my powers of prescience were still lying dormant – therefore, I had no idea that the APCs were key to securing the village later on.  While the foolhardy out there have, I am assured, secured the village and resisted the counter-attack without the use of the APCs, it is laughably easy by comparison when using a vehicle-mounted grenade launcher.  Unfortunately, this isn’t even an inconsistency: in the strictest possible terms, Codemasters have delivered what is expected: war is an unknown and constantly evolving arena.  It does, though, bring one point under the microscope of critical consideration: a pedantic insistence on grit and realism detracts from a game, rather than adding to it.

It is a shame that Codemasters has allowed itself to be chained to a slavish and painstaking recreation of contemporary warfare, rather than allowing a more fluid interpretation, in the name of both fun and authenticity.  Sometimes this overbearing philosophy simply isn’t borne out, either: issuing commands is as clunky as the inventory management system. This is especially puzzling given that – if I somehow found myself leading three other men into battle – all I’d have to do is shout loudly to give an order.  The use of night vision goggle creates a “tunnel,” and the HUD removal in hardcore mode makes things deeply disorientating.  While this again might bear some resemblance to its real-world counterpart (and, as an idea, have seemed like a good one during development), games cannot replicate how we might compensate: we would have full field of vision, depth perception, the familiarity of a squad with whom we’ve trained.  It’s a frustrating mix not only for gameplay itself, but also in that Codemasters have so nearly created a tactical FPS unparalleled in its execution.  As it is, though, the heady heights of brilliance seen here are frequent but inconsistent.  Too often you will find yourself wishing certain features had been tweaked or improved to allow you to simply revel in the experience on offer.

One simple way to redress the issues of Dragon Rising is by playing a co-op campaign.  Supporting up to four players, I played with three other friends, without evidence of any discernible lag or slow-down.  Given the size of the island, this is technically quite impressive, although it does require that you all play with same amount of caution and co-ordination.  Therefore, teamwork is just as essential – perhaps more so – than in single player mode.

Seek and destroy!

So where does this leave Operation Flashpoint: Dragon Rising?  The spartan nature of the game makes its recommendation rather problematic.  The requirement for meticulous planning and – upon dying – the iterative improvement of your tactics will be too fussy for some: headless chicken brigade need not apply.  Nevertheless, brief bursts of taut, compelling skirmishes are juxtaposed with just the right amount of navigation and reconnaissance.  So much of what is provided oozes class and distinction, but relentlessly sombre design choices leave certain elements mired in the tedium of reality.  The merits of Operation Flashpoint mirror its design: nothing less than absorbing, it remains an oddly organic mix of the cerebral and the adrenal.  If you can overlook its intermittent – and occasionally plain broken – issues, then simply put, Dragon Rising demands your attention, both literally and figuratively.

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News, Playstation 3, Xbox 360

Rumor Watch: 360 to get blu-ray?

No Comments 22 October 2009 | Tags: , , , , , ,

In the latest format war, Sony won out.  Blu-ray trumped HD-DVD  –  for all sorts of potential reasons that we won’t go into right now.  Since then, rumors of blu-ray features on the Xbox 360 have never quite gone away.  And today, blindsiding just about everyone in the business, a video emerged over on Gizmodo which showed Steve Ballmer, Microsoft CEO, seemingly confirming blu-ray on the 360.

Xbox 360 to get blu-ray accessory?

Saying that blu-ray would appear at some point as an accessory (but not in the 360) was rather surprising.  Head over to Gizmodo to see the full story, if you wish.  We’ll be sure to bring you any further developments on this latest twist in the HD format saga.

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News, Playstation 3, Xbox 360

Darksiders release date confirmed

No Comments 21 October 2009 | Tags: , , , , , ,

Yep, that’s right – Darksiders now has a release date: 8th January 2010.  The forthcoming action RPG from developer THQ is looking pretty tasty indeed – and that makes sense, given that one of the artists on board is comic book illustrator Joe Madureira.  You will pick up the story of War, – yes, Four-Horsemen-of-the-Apocalypse War – as he seeks redemption.  The one-man (well, not man) wrecking crew sets about defeating the minions of hell while evading the avenging hosts of heaven, so it looks like you’ll be in for a rough ride.  But then, you are War…

Revel in the glorious visuals

The game has an intriguing premise – who doesn’t want to wage war against mighty celestial beasts and hellspawn?  With the release date just around the corner, I’d suggest you check back regularly to catch the latest GRE coverage as it appears.

Darksiders will be available on the Xbox 360 and Playstation 3.

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News, PC Gaming, Playstation 3, Xbox 360

Assassin’s Creed: Lineage videos

No Comments 20 October 2009 | Tags: , , , , ,

That’s right, ladies and male persons – the hype train starts a-rolling down the tracks next week.  Today, Ubisoft announced that Assassin’s Creed 2 will get its own three-part mini-series.  Okay, so it’s not quite an HBO Special, but the first instalment will be released on YouTube a week today – that’s Tuesday 27th October, to you and me.

 Assassin's Creed 2 looks gorgeous

Combining live action and this new-fangled thing called CGI wizardry, the three episodes will revolve around Ezio’s father, Giovanni Auditore da Firenze, and develop the game’s history.  Entitled Assassin’s Creed: Lineage, the series will expand on friends and foes alike.  One of the characters to be fleshed out will include Lorenzo de Medici, the Italian statesman and de facto ruler of the Florentine Republic during the Italian Renaissance period.

If you ask me, this seems like a splendid idea to enrich the story surrounding Assassin’s Creed 2, and could really tap into the beautiful atmosphere of the period.  Let’s hope the three short films match the promise of the concept.

Assassin’s Creed 2 is out on Xbox 360, Playstation 3 and PC later this year.

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