One night Tribes was sitting in a bar feeling sorry for itself because most gamers had moved on to newer, fancier games. As it pounded the drinks down to try and drown it’s sorrow, World of Warcraft sat down next to it, and said “Hey, I remember you – you were AWESOME!” “Oh stop – you have 11 million subscribers – why would you care about me?” Tribes replied, still feeling sorry for itself. WoW explained it’s love of jet packs, and simple straightforward shooting action, and eventually Tribes began to cheer up. One thing led to another…. and then another… and then another until Tribes found itself in bed with WoW.
The next morning, Tribes awoke to find that WoW had already left for work. A note on the dresser read as follows: “I had a great time, I’ll call you”. That call never came, but nine months later, a bouncing baby game did. That game is Global Agenda. Combining simple and smooth third person shooting with deep character progression, and a persistent world full of large scale battles, Global Agenda will satisfy shooter fans, and MMO fans alike.
The mission structure and layout of the game are very distinctly MMO. There are PvP matches where two teams compete for control over various structures across a large area map, and PvE matches where a group of players can sweep through an area with a specific objective in mind. The gameplay itself is distinctly third person shooter. You navigate the environment with WASD, and aim your reticle and fire using the mouse. While headshots don’t count harder than a normal shot, you still have to rely on good aim to get you through each mission. These two sets of elements compliment each other very nicely.
Shooter fans looking for more depth and bigger battles, MMO fans looking for a little more action, and just about anyone in between will want to keep an eye on Global Agenda. The game launches February 1st, and they’ll be starting an early access weekend on the 29th for those who pre-ordered. Also, keep an eye out for our full review after the game’s launch.
Everyone has regrets. A bad haircut, a messy breakup, a sloppy unit deployment, or even a bad tattoo. Finally you can solve one of those problems with time travel….. no, not the breakup.
Achron is just like any other RTS. There are some tanks, some infantry units, some airborne units… yup, just like any other RTS… except you can send your fracking units forward and backward in time!! Yes, that’s right, the major selling point of this game is the time travel mechanic, and I’m happy to report, it works surprisingly well in the alpha build of the game. You have a few different options at your disposal here. You can go back in the time line, and issue new commands in the past, effectively allowing you to thwart an enemy assault that went poorly for you the first time around. Just be careful – you have to spend chrono energy to issue those commands, and the further back you go, the more chrono energy you’ll have to spend to issue orders. Tried a new plan of attack and still lost the battle? Why not send some reinforcements back in time to help? You can “chronoport” units back in time to lend a hand. All the changes you make to the time line are propagated by time waves. As a wave passes over the present, it brings with it all the effects of the most recent batch of events from the past. Time travel adds a new level of strategy to the RTS genre. Imagine losing a lot of units to a heavy air assault, only to go back in time and destroy the factory that spawned the units that did the damage, or fortifying a location to thwart an attack you know is coming. With a little imagination, and the tools available in Achron, the strategic options are almost endless.
Achron is slated for an early 2011 release, but you can get your hands on the alpha build now by pre-ordering now for $29.99. You can expect more coverage from us as the game hits various milestones, Hmm… I wonder if I can use the alpha build to go forward in time to when the game has released…. assuming I don’t get lost in a temporal anomaly I’ll let you all know how it pans out.
Space… the final frontier. These are the voyages of the starship Neverpants. It’s continuing mission: to explore strange new MMO’s. To seek out new quests, and space loot. To boldly go where no gamer has gone before! Star Trek Online hits retail on February 2nd, but we had the chance to take a look at the beta ahead of time.
I spent my time playing as a Vulcan engineering officer, although making that choice was difficult to say the least. There are a wide variety of races to choose from, each with their own set of abilities. You can also create a race, and assign it four abilities of your choosing, and you have a lot to choose from. You’ll also have to choose a specialization. You can be a tactical officer, a science officer, or an engineering officer. Again, each comes with it’s own set of benefits. Once you have your character created, the game throws you straight into the action.
Combat comes in two flavors: space combat, and ground combat. Ground combat functions pretty much as you’d expect it to – each ability gets assigned to a number key, you click an enemy or an ally to target them, and WASD moves you around. When I first heard that STO included space combat, I was a little frightened about how it would control, and what it would feel like. Fortunately, my fears were completely unwarranted. Piloting the U.S.S. Neverpants was a breeze – just hold in both mouse buttons, and point in the direction you want the ship to go. While the controls are easy to understand, mastering space combat is no small task. Each weapon has it’s own arc, and depending on which direction your ship is facing, your enemy may be out of reach of the weapon you want to use on them. You’ll also have to worry about your shields. Your shields come in four sections, and your enemies can deplete a section of your shields if you keep the same part of your ship facing them for too long.
While the combat was enjoyable, the real selling point of Star Trek Online is Cryptic’s clear love and understanding of the source material. I’m not going to give any spoilers, but I will say that each mission felt like something ripped right from the show. The places I’ve gone, and the friends and enemies I’ve run into seem like they were put in the game to appease my inner Star Trek nerd, and appease him they did.
Since the release of the J.J. Abrams Star Trek movie, I have had a very powerful itch for more Trek. My brief but happy time with the beta build of STO leads me to believe that this game will be scratching that itch for a good long time.
Yes, we’ve now received even more intel for Operation Flashpoint: Dragon Rising, next month’s long-awaited tactical shooter. Landing at our feet like a timely ammo drop while trapped behind enemy lines, you can see the latest preview video from developers, Codemasters, below:
Dragon Rising is shaping up to be rather spectacular and intense, I think you’ll agree. You can see our most recent coverage here and here.
We can’t wait for October 6th to arrive. T-12 days and counting.
There are certain advantages to having a faux UK PSN account. It’s kinda fun to see the alternate covers and place holders for some of the games I’ve already seen in the US version of the PSN. Another neat advantage is getting a jump on some of the content that is released overseas before it shows up over here in the states.
A prime example of that is a demo for the game “Wet,” from Bethesda studios. Up until now you probably heard the name Bethesda and thought of massive sandbox RPGs like Oblivion and Fallout 3. This game could not be any farther from those if it tried. Wet is a very action oriented game with loads of acrobatics and gun play. Think of it as a game based on a pulp action film written by Quentin Tarrentino and Directed by John Woo.
The only game that I can recall being any where close to this style, would be “Total Overdose” for the PS2 and Xbox. Wet isn’t as campy and really doesn’t play up the humor like that game did, but never the less they are similar. Both titles are all about action and will allow you to stack your kills into combos and multipliers, that you could get more points. Fast and furious game play is what they are both all about.
She's pissed now!
You play as Rubi Malone, voiced by Eliza Dushku. She is a tattooed, gun toting, sword wielding, ass kicking mercenary, on the hunt for a package. Along with the extensive weaponry, she has many different moves at her disposal that she can use to take down foes from all angles. She can run on or up walls, “bullet time” jump through the air, and do a pretty snazzy slide on her knees, all while lighting fools up with two pistols that you NEVER have to reload! Imagine being able to swing a sword so hard that you can literally lop off a hand in the blink of an eye.
Rubi has one more tool for destruction she can use. I don’t know the name of her focus ability (since it’s just the demo,) but I can imagine it will be known something along the lines of Blood Rage. When she enters this almost trance like state, she sees red, literally. Everything becomes one of three colors, red, black, or white. During this period she can shoot guns faster, and with much more lethal efficiency. It’s a very stylized and extremely fun way to dispatch your your enemies, and it’s pulled off beautifully.
Wet was a game that I had only heard of weeks ago, and knew nothing about, however, after playing the demo, I can’t wait to see what else there is to discover in the full release. In other words, I can’t wait to get my hands … Wet. Huh… Huh… anybody?
The makers of Spyro the Dragon, Avatar and Heatseeker have announced (and released) a gameplay trailer for Raskulls. The Xbox Live Arcade game by Halfbrick Studios is a unique blend of platforming, puzzle and racing. Levels are fashioned from hundreds of blocks, arranged Tetris-style, that the Raskulls will race through using their unique abilities.
Players can choose to play the king, wizard, knight, ninja, koala and more, in a race to beat their own time or a friend’s online (or stranger, if you’d prefer). Up to four players can race through a huge variety of levels and modes complete with weapons and power-ups.
Daniel Vogt, Lead designer of Raskulls confidently believes the game will be a one-of-a-kind experience with quality gameplay to back it up. “It’s difficult to categorize Raskulls, but instead of using that as an excuse, the whole dev team knows it’s an advantage,” said Daniel Vogt, “Everyone is familiar with simple block-based gaming, but we’ve taken it to the next level by placing the player directly into the puzzle-based environment – and given them heaps of gameplay options. Combine the variety of powerups, the lengthy story mode and addictive multiplayer, and we know we’re onto a winner.”
If you were still having trouble grasping the idea of the game, I hope this trailer cleared all doubts up for you. We’ll be looking forward to this “one-of-a-kind” racer/platformer/puzzler later this fall!
Playlogic is working on a brilliant new game entitled Fairytale Fights. Unlike the stories your mom read to you when you were a kid, this fairytale has a sadistic twist. Players choose their favorite storybook character, like Little Red Riding Hood, Cinderella and Snow White, in an attempt to save their fairytale world from destruction, a fairytale world full or weapons. Using these various implements, your chosen character hacks and slashes bunnies, gingerbread men, chubby kids and imposing enemies.
Cute fairytale characters will fight each other until nothing else remains but a big puddle of blood!
Fairytale Fights utilizes Playlogic’s in-house “Dynamic Slicing” technology, allowing players to use the right analog stick to chop up enemies as they see fit. The game also features a fantastically designed fairytale world. Each level is different and based on some fairytales you may actually remember. You’ll also remember some of the many characters like Hanzel and Gretel, The Three Blind Mice and maybe even Miss Muffet.
This surprising slasher is mainly a platform action game with hints of puzzle elements. To make the story even more fun, multiple players can work together (or not) in co-op play! Fantasy Fights currently supports four-players offline and two-players in online co-op. Playlogic is hoping to have a four-player online co-op for the final release, sometime this fall or winter.
We’ll keep you informed on all the lollipop smashing goodness Fairytale Fights has to offer in the future. For now, feast your eyes on the immerse environments and surprising gameplay shown in this trailer from Playlogic.
It’s safe to say many of us have waited a long time to get slimed again. In fact, many of us thought it would never happen on celluloid, let alone in a summer blockbuster game. But the marvels of technology that allow Dan Aykroyd and Harold Ramis to shed both 20 years and 75 lbs must have been a great negotiator when they signed on for Atari and Terminal Reality’s upcoming “Ghostbusters: The Video Game.” So what’s the real deal behind the tenth attempt to bring salivating fans a solid Ghostbusters experience?
For children of the 80’s who have dreaded pixelated incarnations of Ray, Peter, Egon and Winston since Activision’s 1984 video game ectoplasm, Terminal Reality is hoping to deliver the trap to the station on this one, burying the past and creating a memorable cinematic and playable experience for fans old and new. If you didn’t know already, “Ghostbusters: The Video Game” is voiced by the original actors, including the ever elusive Bill Murray, who hasn’t worked with Ramis since “Groundhog Day” due to artistic differences. The ability of today’s video games to portray the characters as they are so fondly remembered was reason alone for the actors to switch mediums, not to mention the fact that fans can finally immerse ourselves in the terror-stricken (and gorgeously rendered) NYC that the Ghostbusters try so hard to protect one proton stream at a time. While Ghostbusters is being heralded as the 3rd Ghostbusters movie written by Ramis and Aykroyd, they have both recently acknowledged the truth is that no one could pay them enough to write a 250 page script to match the magnitude of the feature films; They only broke down the vernacular of the Terminal Reality’s script to better fit the personas movie-lovers have quoted for 25 years. For all of us that wished we were Peter Venkman laying phantasms to waste and going home to a heavily permed Sigourney Weaver, we have some bad news: Both Rick Moranis and Sigourney passed on lending their likenesses. That’s not to say Ghostbusters: The Video Game won’t pack both the laughs and screams. With the return of characters like the lecherous Walter Peck, nasal voiced secretary Janine Melnintz and introductions of new ones like Alyssa Milano’s Dr. Ilyssa Selwyn not to mention a cast of thousands of ghouls, specters, malevolent slimers and phantasms, Ghostbusters: The VG is blurring the line between games and movies. So which star do we get to play?
The answer: None. Instead of playing as one of the wise-cracking, jumpsuit-loving original four Ghostbusters, you take on the role of the adorable anonymous character known simply as “The Rookie”. Despite fan protests to employ customizable characterization, the sole playable character (as of this post) is a mid twenty-something white male. That’s not to say it wont be anything but fun. Instead of propelling the Ghostbusters into today’s age, the game occurs during the week of Thanksgiving in 1991, two years after the events in Ghostbusters II. The local museum is preparing to unveil its new “Gozer” (uh-oh) exhibit and the team is summoned to examine it before the gala. Touted as “Gears of War Lite”, Ghostbusters is all about getting into the action. There is no cover system, but plan on seeing the “rumble run” make another appearance in this Infernal Engine based actioner. And should you choose to employ a virtual proton pack with the Wii version, expect a serious art change (The Wii version is being handeld by Red Fly Studios). The lifelike features will be replaced with a kid-friendly (read: simpler graphics) cartoon style of the actors, causing older fans to reminisce about ABC’s “The Real Ghostbusters” while laying waste to pesky astral pranksters. And being a Ghostbusters game, its all about the ghosts. As of press time, the lid has been kept shut pretty tight. We know that many familiar faces from the first two films will be serving as mid-level bosses and cameos, but we are biting our fingernails to discover who the real trouble maker is when New York is once overridden with the dead. Thanks to the demo and several industry leaks, we can confirm that Vigo, Slimer the library ghost, Gozer, and the Stay Puft Marshmallow Man all make an appearance. But until we get our hands on the review copy, we will just have to sit and wait, wondering what Ramis, Aykroyd and Terminal Reality have brewed up in their kettle of scary hilarity.
Slimer's taste always trumped his looks...
Ghostbusters: The Video Game releases on Xbox 360, PS3, Wii and Nintendo DS in North America on June 16th, 2009 and June 19 in Europe. (Sony has announced they are publishing the PS2 and PS3 versions in Europe granting the Sony consoles a timed exclusive release, while Atari will publish the game for other consoles later in the year.)
Coming from the mind of Tim Schafer and Double Fine Productions, Brutal Legend is a 3rd person Action/Metal adventure. Rich in combat, imagery and storytelling, Brutal Legend looks to deliver lighter-flicking fun that, in the words of the developer, “is sure to melt your face clean off.” Take a peak at all Brutal Legend has to offer, we’ll keep the melting of faces for the full review.
Setting The Stage
Brutal Legend tells the tale of Eddie Riggs, the “roadie’s roadie”, or as some would even call him; the ultimate roadie. Eddie is the first person that anyone calls when they need guitars tuned or stages rigged. With a deep love for hot rods and Heavy Metal, Eddie has always felt out of place, as though he should have been born earlier, when the music was real. Little does he know, times are about to change.
As fate would have it, a stage accident knocks our roadie out cold, cracking his skull and spilling blood into his belt buckle. This belt buckle is far from your ordinary buckle, it was a gift from Eddies father, a gift that had more meaning than anyone could have ever known. The blood that spilled into the buckle quenches an ancient thirst, sucking him into a world that looks very strange, yet oddly familiar to Eddie. In this world, every Heavy Metal album-cover and lyric that he knows has come to life. While it should be heaven for Eddie, it quickly turns to hell, as the evil emperor Doviculous and his demon army “The Tainted Coil” are bringing pain and suffering to the land of Metal.
Though humans have not gone willingly, they have been enslaved by the dark lord. Fighting for what little life they have left, Lars Halford, his sister Lita and a mysterious Ophelia have built a resistance, one that is far from helpless against The Tainted Coil. However, what they lack is true leadership, someone to bring them together, someone who can organize them and lead them into battle against the evil emperor and his demon army, what they need could possibly be found in a roadie. Under Eddie’s command, this barbaric force of hot-rods, Marshall stacks, leather and chrome will fight to bring this ancient world into the age of Metal.
A World Like No Other
Tim Schafer is well known for creating some rather interesting worlds. As a matter of fact, his level of depth and humor in his characters is consistently recognized as one of the best in the gaming industry. With such titles as Full Throttle, Grim Fandango and PsychoNauts, we shouldn’t expect any less from Brutal Legend. Judging by the inspiration that the land of Metal pulls from, and the stellar voices that are lending to the project, gamers should expect nothing but the best.
Inspired by some of the most iconic album art and lyrics of all time, Brutal Legend features a streaming, open world, rich with detail. Mountains made of towering guitar amps, V8 engines bursting from the depths of hell, truly unique landscapes that you’ve never seen anywhere else. Between the fire, chrome, leather and hot-rods, Metal fans should feel right at home. The return to true Metal, this is what Brutal Legend is all about.
Lead by Jack Black as the voice of Eddie Riggs, the epic cast features vocal talent providing some of Metal’s biggest names, including Rob Halford of Judas Priest, Lemmy Kilmister of Motorhead, Lita Ford and many more. True Metal fans will definitely get a treat out of the star appearances, as well as the fully licensed soundtrack. According to EA, “Brutal Legend will feature some of the greatest Metal and Rock and Roll songs ever assembled”. That’s quite a statement, but the cast seems more than capable of living up to it.
Take It To The Max
Adding depth to the playground from hell, our hero’s weapons; the Separator, Clementine and The Deuce, can receive upgrades that make them more lethal on the battlefield. To upgrade weapons though, players must gain “Lighter Tributes” throughout the world and then visit the in-game Motorforge, where they can trade their “Tributes” in for cool upgrades.
The Metal madness won’t end through the campaign though. Players will be able to jump online with multiplayer modes that combine action-full combat with a strategic unit control mechanic that allows the player to direct their army in The Battle of the Bands, where the ultimate trophy is survival.
Heavy Metal fan or not, you can’t deny the ammount of detail and depth that Tim Schafer has poured into this game. With any luck, this will be the quest that brings gamers and Heavy Metal fans together.
I hated on reviews last time and I think it’s time to take a step backwards. A step closer to root of the problem. The reason I bought such shitty games as Advent Rising and Spiderman 3. I’m talking about previews. Previews are an essential instrument for video game enthusiasts, but most in their current state need some rethinking. With new franchises I almost completely rely on the previews to determine whether I’m going to purchase the game at release.
The Silver Lining
It doesn’t matter what is being previewed, the writer has to pretend it’s going to be a great game. At the very least they have to pretend that Barbie’s Island Adventures isn’t going to be a bland romp through trophy wife training school… on an island, probably Hawaii. (Side note: Is that game fictional? I’m not entirely sure it is. Typical of the diversified cock smoking sellout she truly is, I wouldn’t be the least bit surprised if Mattel lent her likeness to an E rated game that was later ripped off by Drake’s Fortune. In her defense, she has jump started many boys’ puberties with her buxom nippleless bust and vagless crotch.). It’s like saying the best little whorehouse in Texas is the best whorehouse in Texas ever, oblivious to the fact Dolly Parton works there.
I understand the writer is detailing a game they haven’t had the opportunity to play. They are usually critiquing video clips, screen shots, and the word of the developer that the game isn’t going to be the same repackaged bullshit. How can you pass sound judgment on a game simply by looking at a screenshot or gameplay footage? You can’t and by saying, “this screenshot looks incredible,” you’re only validating that the specific still looks good graphically. A good example of this is the upcoming Ghostbusters game.
With no disrespect to the movies, which managed to scare the shit out of me when I was a kid, that game is going to be terrible. I know this because every preview I’ve read, every screen shot I’ve seen, every video I’ve watched, preys on my childhood memories. The game was dropped by Activision for being fiscally infeasible and was later picked up by Atari, a company also guilty of preying on my childhood memories. I’m picking on the Ghostbusters game because contrary to what I’ve read on it, I don’t think it’ll be any good. That’s not to say I’m totally right.
Yield to Publishers/Developers/Franchises
Let’s look at the developers/publishers who have good previews and subsequent reviews of any game they release: Rockstar, Valve, Bethesda, Blizzard, Square Enix, Capcom, Nintendo, Bungie, Epic, etc. That list goes on and on. Fallout 3 is basically Oblivion, no Final Fantasy or Resident Evil has ever been worthy of high praise, Grand Theft Auto IV is a regression of substance and gameplay. Portal is a highly specialized rip-off of Prey. What I’m trying to say is this, we all yield concessions to the publishers and developers associated with our personal definition of quality.
I’m certainly not saying the publishers/developers I’ve mentioned are encompassed in my definition of quality. They are however associated with someone else’s’ and because of that, they get good previews and reviews from the corporate sources who exist because they sate rabid fans. It’s not just the well known publishers/developers that get rave preview response. Looking at my previous point. The preview is usually based on what the developer says the game will be like. If the PR person for your company comes out and says the game you are working on is going to be terrible, they should be drug behind a beat up pickup truck in true Alabama fashion.
The Dennis Dyack Effect
I don’t totally agree with the man but he did propose a valid argument. Video games are the only media that have comprehensive previews years before the product is finished. With movies you get teasers, then trailers, then the final product is released. Rarely do you see a teaser more than a year in advance. Music has an announcement, then it goes to radio(the exhibition of the final product.) Radio is for music like art galleries are for paintings. Video games on the other hand have outsiders telling you what your game will be like well before they’ve had a chance to play it.
Dennis made his argument referring to the slight ire Too Human received after a poor showing at E3. Just in case you’re a newcomer to video games and have absolutely no idea how the industry works, developers stymie game production months in advance to prepare something specific and grandiose to showcase at E3. E3 is every year, meaning there’s roughly a year of lost production time in the game’s development cycle simply to prepare for the annual expo. Of course Dyack’s proposal is invalidated because I knew Too Human wasn’t going to live up to the hype. I could smell the sour salty fragrance of failure coming years in advance. I can read between the lines of the previews.
It was announced shortly before Eternal Darkness, which was on the Gamecube, when Silicon Knights was still owned by Nintendo. When they were sold, it was announced on the Xbox, and then the Xbox 360, when it was still called the Next Xbox. Then almost 3 years into the console’s life it was finally released. Something to make note of is this; when a game takes more than 5 years to make, it probably isn’t going to be game of the year, look at Dark Sector.
Previews are good to an extent. They should be brutally honest. Don’t say “based on these screen shots and this footage this game will be totally tits.” Are kids these days still using the word “tits” like that? If you’ve played an early version of the game, state the shortcomings and then defend them by saying “it’s not the finished product.” As a journalist you owe it to your readers to present the accurate and vaguely subjective point of view that they as normal folk can’t get. Good day!