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Entries in previews (167)

Tuesday
Oct162012

Hands On with God of War: Ascension Multiplayer

The gigantic Kratos statue outside Sony's God of War: Ascension booth

Coming into this year's New York Comic Con, there were only a handful of games I was excited to see, one of which was God of War: Ascension. As a frothy-mouthed supporter of the original trilogy, I know single player will be another visceral, beautiful, face-melting affair, however the addition of multiplayer was a bit of a worry point. Thankfully multiplayer is exactly what Sony had on display on the Javits Center floor, so I was either leaving with soothed nerves or the rage of the Gods.

Disclaimer: like a good Christopher Nolan film, this article will leave a variety of open questions. The kind Sony folks protecting the giant Kratos statue were unwilling to offer answers when questions were posed. Whether or not this was due to my lack of press badge is up for discussion.

We started with some very underwhelming customization options, as I was only able to adjust my avatar in a few simple ways: choice of two very similar helmets, and choice of either mace or sword. My armor was reminiscent of Hercules' and I believe my name was something along the Herculean line, so I assume I was his champion. Can't say for sure because no one would answer my questions! SCEA: 1, OBG: 0.

After the cosmetic options, I was given the opportunity to choose a magical skill and was then forcibly ushered into the game by the Sony employees, who had no desire in fostering my snail-paced menu exploration. Due to this, I may have missed some options which would have been nice to mention here, but such is life. The match started with teams on opposing sides of the map, as is the norm for these games. The battle system felt very much like it did during the campaign of God of War 3, which is welcome. The player is blessed with light and strong attacks - both of which can be modified to special attacks while holding L1. My Spartan (from Sparta, not UNSC) could do everything else expected of Kratos, such as jump, block, evade, parry, throw, all the mundane necessities. There's also a Burst move (speaking in Guilty Gear terms) which knocks your nearest opponents back and recovers a bit of health. Yep, all the tools required to become a God of the arena.


The stage up to play was built as a selection of elevated platforms connected by bridges, ziplines, and hookpoints where 8 warriors fared combat as a gigantic cyclops thrashed the very near background. The game started much as a 4 on 4 deathmatch pit between Spartans and Trojans, but seemed to evolve into an objective piece once the teams realized what what happening. Different points on the map were contested to control the chained cyclops, and when either team held the points, they also held the Gods' favor.

Battle felt surprisingly tight and well polished, almost as if I were playing a single player affair. The action ran smooth in all respects whether 2 or 8 players on screen, with the titanic cyclops thrashing just behind all the while. During battle, prompts were given for various actions, similar to how Kratos dispatches non-player characters in campaign. There are gruesome quick time events during grapples as well as executions to rid yourself of an opponent. The heat of battle was so frantic I often found myself missing these commands, perhaps they are not prominent enough, or maybe I'm too impatient. Either way, I do think the commands could use a little more visibility.

Aside from properly thrashing everything on screen, there are other concerns to take note of. The battlefield is littered with respawning chests which contain magic, health, bonus points and other goodies. There are also powerups to grab for a temporary advantage, all in line with the mythos of course, such as Hermes' boots which give you a speed boost and are simply dashing. My favorite touch to the map are the selection of traps laying about, which are triggered by pulling a switch sitting just within spitting range of the hazard. A pit of spikes greeted me once too many during my session, and only afterwards did I begin paying attention to where I roam and when I engage combat. I'm not sure if the traps caused friendly fire, for obvious reasons. SCEA: 2, OBG: 0.

After each side had hacked, trapped, grappled, platformed, and magicked the Hades out of each other, a weapon of Zeus himself screeched down from Olympus and crashed onto a platform beside the weary cyclops' drowsy head. In the heat of battle and the flurry of 8 player fury, I may have missed what exactly occurred with said spear (SCEA: 3, OBG: 0), but our match was capped with a thrilling cut scene of one of my teammates wielding Zeus's spear and dispatching the cyclops with a clean pierce to the middle of the eye. Sick.

I will never question the integrity of the God of War: Ascension campaign, as my previous experiences have have prepared me for the enjoyment to come. At a time I was concerned about multiplayer, but after my time spent in the old world, my worries have been surprisingly released as red orbs of joy, and now I look forward to more of the multiplayer of the Gods.

Wednesday
May302012

WWE ’13: A “Revolution” For Wrestling Video Games?


Written by Jimmy Donofrio

Back in January, I wrote a piece on WWE ’12 that begged Yuke’s, THQ, and the WWE to change the tired formula of their wrestling video game. It was the first year for the newly branded brawler, but not enough had actually changed to justify buying what amounted to an updated roster (and even that was incomplete, as Chris Jericho, a headliner at this year’s Wrestlemania, is still missing from the game despite three rounds of DLC). I wanted the game to be about the business of wrestling, eliminating the kayfabe and basing matches on performance goals (including losing on purpose) instead of simply winning and furthering the story.

Flash forward four months, and the first new details of this year’s entry, WWE ’13, have finally emerged. On Tuesday, IGN debuted the new teaser trailer and exclusive details of WWE ’13, along with an exclusive interview with cover-grappler, CM Punk. While it isn’t everything (or, arguably, anything) that I could have hoped for, I’ll admit, there is a lot to be excited about.

The shiniest addition that will get most of the attention in the lead up to the October 30 release is the new Attitude Era Mode, which will warp players back in time to the late 90’s, the heyday of professional wrestling as a moneymaking, media-driven spectacle. You’ll play through some choice storylines of old while reliving the Monday Night Wars from the perspective of the WWE and classic superstars like Stone Cold Steve Austin, Mankind, and The Undertaker. It isn’t mentioned in the article, but it’s obvious that Yuke’s found some inspiration in the “Jordan Challenge” and the recent success of the NBA 2K series. How it will be executed is yet to be seen, but if there’s one thing that sells in professional wrestling, it’s nostalgia.

Is it finally “Clobbering Time” for a WWE video game?

What really got me pumped up were the new details pertaining to individual matches. New settings and factors will make previously unrealistic (I realize the irony in using that word, but stay with me) match lengths and outcomes more logical and bearable, by professional wrestling standards. From the IGN article:

..players will be able to adjust a setting called ‘Match Experience’. Three settings - “Quick”, “Normal” and “Epic” - will affect the overall pacing of a fight, independent of AI difficulty. Factors such as momentum, damage, enemy aggressiveness and even kick out and reversal rates will be affected. The difference can be staggering. Quick matches feel lightning quick compared to epic ones, where superstars seem to have limitless stamina - and health.

Add to that a new setting that limits the amount of finishers available to use during a given match (from 0 to infinite) and tweaks to the way devastating moves will influence pinfalls, and I’d argue that we’re starting to see a change in the genre as a whole. Up to now, wrestling video games were fighting games based on the “rules” of the wrestling universe. These changes to match mechanics are the greatest step towards a real broadcast wrestling experience since the introduction of real TV and PPV arenas in WCW/nWo Revenge on the N64.

There’s still a lot to be revealed and learned about WWE ’13 in the coming months, but I’m going to label myself “Cautiously Optimistic” that this is actually a step in the right direction for the future of wrestling games. We may never get the real look behind the curtain that I rallied for, but actually attempting to mirror the product your game is based on is certainly good enough, for now.

Thursday
May242012

Metal Gear Rising: Revengeance Dares You to Press Start

This is the title screen for upcoming Konami/Kojima/Platinum love child Metal Gear Rising: Revengeance. I've created posts for less.

While it tells us absoltely nothing about the upcoming slash-and-flash fest, Raiden is looking pretty good, which at the very least is what I expect from this mess. Revengeance (no definition) will be playable at E3, so expect some new details and trailers in the coming weeks. 

Monday
Jan092012

Star Marine: Infinite Ammo - Don't Call it a Contra

This is not Contra, nor does it feature space marines. Star Marine: Infinite Ammo is a 2D run-n-gun title for iOS that takes a whole lotta notes from the aforementioned Contra. Spread Gun, Crush Gun, Laser Gun, Flame Gun.. Eh? But you know what, it's cool. I don't mind cheap Contra rip-offs because I fucking love Contra. Spread Gun, bitch! 

Aside from the bevy of similar weapons, Star Marine seems to also incorporate some other staples of the genre, including massive enemies, and wicked platforming. I see some hanging and moving between suspended rails, but I do NOT see any hanging from missiles in-flight. Your move, Star Marine. 

How will a game cut from the same cloth as the punishing Contra hold up on touch controls? My guess: not well. The developers have at least tried to soften the blow of touch controls by using the twin-stick scheme rather than the typical directional pad and buttons layout. Twin-sticking it to the man actually seems like a great marriage for this type of game on iOS. At least until someone makes the perfect touch control. Hmmm..

Get thumbs deep into Star Marine: Infinite Ammo on January 12.

Monday
Dec052011

Two Weekends in The Old Republic


The past two weekends were spent by many gamers perusing the worlds of Star Wars: The Old Republic though 'beta' invites distributed by EA. The term beta applies loosely, this was more of a server stress test than anything else, with the floodgates open to just about anyone to get in the world and create a Sith, Jedi, or otherwise. Invitations were given away liberally; with just about every major gaming website having thousands to throw at its faithful, so you know BioWare and EA were in straight up 'COME AT ME' mode. 

Both weekends found the servers to be thoroughly slammed, as you can imagine. Many servers were open for the first weekend, and most of them had queues of up to 45 minutes before entry, or so we were told by the server information panel from within the client. A server I found which stated to have an 11 minute wait let me through the turnstile in under a minute, so take those queue times with a grain of salt. The second weekend's invites, which I believe were randomly distributed only by EA, featured about a quarter of the servers that were available on the first weekend, and what I would assume to be a quarter or less of the players invited to play during that initial weekend, though the servers were still heavily populated. Despite the sheer amount of players allowed to brandish blasters and lightsabers, the game experience was not adversely affected. Lag was minimal, crashes and server boots were non-existent, and the game zipped along as well as it possible could on my severely dated PC. 

Multiplayer conversations: fun and competitve

The Old Republic is very well polished, as it should be a mere two weeks from release. As MMOs tend to go, SWTOR borrows much of its core basics from World of Warcraft, the gold standard of the genre, but makes many noticeable improvements. The most obvious, and well documented change, is the strong focus placed on storytelling. Cut scenes grab you and don't often let go, as the mix of character expressions, superb voice acting, and dialogue choices do well to keep the player involved. Of course if you're in a rush, you can hastily move these scenes along by tapping the spacebar, but why would you want to do that? There is much to learn about the deep world of the Old Republic, so take your time and enjoy.

As mentioned, the voice acting is a pleasure to listen to, and cut above much of what I've heard from any game on the market let alone an MMO. Most if not all NPCs are voiced, and I don't know if I heard the same voice actor twice between quest NPCs. To put this in perspective, a game as massive as Skyrim (which I've been a slave to in the past few weeks) has a total of maybe 20 unique voice actors. Though I'll never understand why the Empire's denizens have snazzy English accents, while most Republic characters are unaccented. Oh well. 

I would like to speak on the graphics, but I'm running a 3-year old GPU and CPU on a like-aged motherboard with 3GB of RAM. Crippled much? Third time is certainly not a charm when it comes to PC tech. Though despite my elderly specs, The Old Republic ran respectably, after turning most graphical sliders to the lowest setting, of course. Even still, the game ran smoothly without looking like Rancor feces, so fear not if you're in dire need of a system upgrade. Just be sure you have the latest drivers for your video card, as my neglect of driver update was a source of frequent BSODs before I realized what the issue was. Enough tech talk though, let me tell you a bit about the characters I had the pleasure of playing.

Body type and hair style customization options suck, but who cares when you can look like this?

My first character was a human Smuggler, chosen to play alongside my roommates Soldier. There's no job a blaster can't handle, right Han? The Smuggler combines an interesting mix of cover-based play with big firepower to handle opponents. I didn't encounter many melee opponents, which would be a Smuggler's bane, so the class seemed a little overpowered in the early going. The cover system is supposed to allow you to avoid incoming blaster fire, but I don't know if that's 100% the case. Whether it be bad timing, latency, or pre-launch blues, I'm pretty sure I took damage more than a few times while hiding behind cover. Certain attacks - many of the powerful ones - can only be launched while in cover, so the Smuggler is assed out if he's caught in the open; not good if an enemy gets the jump on you in PvP.

The Smuggler's early quest line revolved around chasing down and recovering his stolen ship, which is the Smuggler's second best friend, next to credits. It was an interesting chain of quests, and quite fun to play a morally 'bluish-gray' character without feeling bad about it. This was the only character I was able to take to the advanced class, available at level 10. I chose to be a Scoundrel, who has the help of stealth and meds to survive many a tricky situation. I feel as if Gunslinger, the more firepower driven advanced class, would have been more fun, though perhaps I did not play deep enough into the Scoundrel to appreciate his wide range of abilities.


Sing-along with the Sith Inquisitor

My second character was a pureblood Sith Inquisitor, played in part by my girlfriend who logged more time in The Old Republic than any other game not named Civilization. The Inquisitor mixed a bit of melee with dark Force powers, clearing enemies with a couple of lightning attacks when the vibroblade just wouldn't cut it. While I was able to successfully solo groups of same-level enemies with the other classes I played, the Inquisitor didn't quite seem up to that task. In addition, the class quest line seemed to move noticeably slower than other classes. For these reasons, I chose to cut my experience with the Inquisitor a bit short, though I was later assured that the Inquisitor becomes a powerhouse with an excellent story a bit later in the game, so those early woes may pay off if you stick with it.

Third was the Chiss Bounty Hunter, a class I really enjoyed using in brief at New York Comic Con earlier in the year. Much like the Inquisitor, the Bounty Hunter seemed to have a case of early level blues when it came to combat. Granted he survived much longer than the aforementioned Sith, his early combat options simply were not compelling. A few of his precious abilities at the low levels were damage-over-time, attacks that I personally choose to avoid at all costs unless fighting higher level competition. This meant using the same few attacks over and over again, in addition to the standard auto attack: it wore thin. Though with experience playing a later level Powertech - a Bounty Hunter advanced class - I can say that it gets better. Though at what point, I'm not sure. 

The Bounty Hunter's quests may have been the best of the bunch, with a couple of early twists and some Mandalorian chasing to keep things interesting. In addition, the Bounty Hunter may have the best of all companions I was able to sample. You see, companions are NPCs that assist you on your journey, making life easier in a plethora of ways. Help in combat, crafting, and selling goods when you're overburdened, companions are a game-changing addition. The Bounty Hunter's initial companion, Mako, is a stark difference to the hunter. A bit more animated and bubbly than you're used to seeing in scenes that feature Boba and (the vastly inferior) Jango, Mako adds a fresh voice to the Bounty Hunter's daily operations, without becoming annoying or overbearing. The early worries I had with the Bounty Hunter's combat shortnesses was remedied by his awesome story. 


Never negotiate with a Bounty Hunter

Finally, I dabbled with a Miralukan Jedi Consular, the Republic's parallel to the Inquisitor. In comparison, the Consular seemed much more powerful than the Inquisitor from the start, with a few beefy melee attacks to go along with some short-ranged Force powers. Ripping a chunk of rock from the ground to hurdle at an enemies face was quite pleasing. Also, for whatever reason, I received a shocking amount of green loot upon defeating enemies, which means my Padawan looked a bit more respectable in the early going, as opposed to the 'crazy guy in pajamas' look. For these reasons I enjoyed doing battle with the Consular. Unfortunately, I can't speak much on the story arc for this class, due to my time being cut short. It was a busy pair of weekends outside of my self-contained gaming den, which sadly limited my time with The Old Republic. Though at the point I had to bail, it seems like the Consular's quests were moving in a great direction.

If I didn't already pre-order this baby back in July, I would be pre-ordering right now. I came away from my time with Star Wars: The Old Republic extremely impressed; it's one of the primary reasons I'll be upgrading my ancient gaming rig in the next month or so. I planned on using this stress test as a field to reap my primary character of choice, though I still can't make a decision. Each class feels exciting and nuanced, and each have a unique and dynamic string of quests and companions to keep the game fresh, even after you've created 5 other alts. Early access begins on December 15, with the game releasing on December 20. I'm frothing at the mouth with anticipation of the date.

Pre-order Star Wars: The Old Republic at Amazon

Tuesday
Oct252011

Force Grip on Star Wars: The Old Republic PvP

I finally got an opportunity to play Star Wars: The Old Republic, much to my joy. BioWare's latest take on the Star Wars universe just happens to be one of my most anticipated games in a winter season jam-packed with quality titles, so you can guess how excited I was for this hands on. Though I played both PvE and PvP, this article will focus mostly on PvP. I don't think I can convey an adequate measure of the PvE aspect due to a few factors: limited time, lack of party or companions, and starting from an incredibly low level, which veteran MMO players know to be one of the slowest parts of the game. So without further ado, let's talk player vs. player!

While waiting the 30 minute queue, I befriended a fellow World of Warcraft alumni who was just ahead of me on line. Our two-man party made its way toward the entry of SWTOR's massive PC complex, which easily housed at least 30 stations running the game at max settings. As the last two to make it into the current session, we couldn't really choose which class we played, as classes were predetermined by which station you manned. My compatriot took control of the Gunslinger, an advanced Smuggler class who dual-wields blasters and comes equipped with a variety of tricks. After he was seated, I was informed by the helpful staff - who don't head count especially well - that there were no more available stations and I would have to wait until the next session. Nuts, but I made the best of my time by observing the Gunslinger in action.


The players of this current session were dropped into a match of Huttball; The Old Republic's official sport, which lead writer Daniel Erickson described as football almost exactly, complete with player positions for the classes. The match is between two teams of 8, on a playing field littered with an assortment of traps and pitfalls. I spotted vents of highly damaging fire, movement slowing pits of acid, and high-pressure air vents which propel the player into the air and has a chance of dropping you into one of the aforementioned death traps. At the beginning of the match, a ball spawns in the middle of the field. The first to touch the ball becomes the carrier, and is tasked to deliver the ball into the opposing team's base, which acts as an end zone. If you kill the man with the ball, you become the carrier. As the carrier, you can attack and use skills as normal, and can also pass the ball off to a teammate in case the pressure of having the entire opposing team's crosshairs on you is too much to bear. A single team can consist of both Republic and Empire combatants, but only same faction players can party to enter the war zone together. It pays, however, to know your team. A lightly armored Jedi Sage may not be who you want attempting to blitz the opponent's end zone. The Sith Warrior makes a strong running back, due in part to good defensive capabilities and Force Leap, an attack that propels the player at his target, who is in the direction of the end zone, ideally. A Jedi Consular, in addition to healing, can use an area-of-effect Force Push which can keep melee heat off of the ball runner. Huttball is one instance where working with the enemy can be beneficial.

As Huttball ended, players shuffled out of BioWare's brief abode of bliss with mostly all positive reactions. After watching the entire preceding match, I was electrically charged to get on the mouse and keys. As the first person in, I had pick of the litter among the classes. Boba Fett fanboy that I am, I chose to play a Bounty Hunter, which is a class I was leaning toward to start my adventure in The Old Republic anyway. The real decision came between advanced Bounty Hunter classes: Mercenary, ranged DPS dynamo akin to Jango Fett, or Powertech, defensive juggernaut akin to Boba. My choice was simple. I always thought Jango was a bitch anyway. Once the players were set, we were thrust into the Alderaan war zone, which played a bit like a 'territories' game type. Teams began play away from the battlefield, and mounted speeders to be automatically flown to one of three turrets of their choice. After a short period spent to capture the turret, it would fall under your faction's control, and begin firing on the opposing faction's transport ship, which is chilling in low orbit. The more turrets you hold, the sooner your faction will win.

In the Alderaan war zone, my Powertech was impressive, raking an 11:3 kill-to-death ratio. He chipped away at enemy health from distance with wrist-mounted rockets and his trusty blaster, and when the enemy got up close and personal they were greeted by a flamethrower and a rocket punch to the teeth. It took about 2 or 3 enemies to take the Powertech down, a testament to his defensive capabilities, especially with his shield buff active. I would usually stay at a distance from the turret and attempt to pick off the Republic do-gooders, usually pulling them away from their objective one at a time, which is where the Powertech excels it seems. I made a point of asking every Old Republic staffer which class they preferred playing as, and the response was surprisingly well spread out. Not once did I receive the same answer, which means either there is incredible character balance, or those dudes are very well trained to tell players what we want to hear. According to Mr. Erickson, 6 of the 8 playable classes can be played as either tanks or healers, meaning you won't often find a shortage of two of the most important in-game roles.


What I think is one of the coolest parts of the PvP experience is the level playing field that BioWare has created. Players can PvP beginning at level 10, and the war zones are built with players ranging from the entry level of 10 to the level cap of 50. Base stats are evened out, so a level 10 and level 50 may have the same amount of base HP and other attributes, meaning the polar opposites could technically stand toe-to-toe, with the fight going either way. Of course, the level 50 will have superior equipment and a wider range of abilities to use, so there is still an advantage for he who has invested more time into the game, but the lackadaisical end-game PvPer will be punished. Some players may not agree with this aspect of the design, but I think it solves more problems than it creates, so consider me a fan.

Star Wars: The Old Republic is gonna be hot fiiiiiiire. I cannot wait to spend a good portion of my winter humiliating would-be Jedi who cower behind the false sense of security provided by a lightsaber. If battling other players ain't your thing don't worry, it appears SW:TOR will have something for everyone. With 50 man years worth or writing in the story how could it not? Unique storylines for each class means you'll have to play with all 8 to truly experience all The Old Republic has to offer. December 20 cannot come soon enough.

Monday
Oct172011

Max Payne 3 Demoed at NYCC'11, Valkyr Not Included


If you have never played Max Payne, buy and play it right this instant, then come back and read this post. Go on, I'll wait.

All settled?

Right then, Max Payne is one of the most revolutionary action games to date. A disturbing, multilayered story coupled with the first uses of 'bullet time' created a winning product, no doubt. When Rockstar announced Max Payne 3 - 8 years after the second entry - I raised an eyebrow. That was all. I didn't expect the newer, older Max to be of any interest to me, but after watching 15 minutes or so of gameplay.. Well, let's just say I've underrated Rockstar, again.

Max Payne 3 is set several years after the conclusion of Max the second. Max is now an older, fatter gentleman who continues to deal with the traumatic events of his past by turning to the bottle. The demo starts with a flashback to Max's time in New York, to help to illustrate how he came into his current situation as a bodyguard for one of Sao Paolo's most politically powerful families. James McCaffrey's return as the voice of Max, together with hints of Max Payne's iconic theme sets things off in the right direction. A ghost from the past has shown up at Max's doorstep with an army of mobsters, seeking consolation by way of bullets. As the mafia mobs Max's misshapen manor, the bullet ballet begins. Right now, the HUD almost exactly resembles its previous incarnation. A white silhouette represents health, with a number within to note the amount of painkillers carried. Next to these is the bullet time meter. Max can wield either one or two one-handed weapons, or one two-handed weapon, quickly accessible via weapon wheel.

Players familiar with the series will already know what Max is capable of, however Rockstar has done its best to add something fresh here and there. Bullet time, as I hope you know, slows the world around Max, while allowing him to aim at normal speed. You're also less likely to be hit by any incoming bullets when this mode is active, providing you don't just stand around like a lame duck. The best course of action in bullet time, is always to activate and dive, which not only gets results, but looks cool as hell. As you would expect from Rockstar, all sorts of attention to detail has been paid to animations, assuring that Max looks as realistic as possible when completing a dive, after which he has full 360-degree aiming control while on the ground. On the topic of animations, get this: the motion capture process was so thorough, Rockstar created full scale sets to mimic the environments found in game, so every fence-climb, every median-vault, and every dash for cover is preformed by Max & company with unparalleled realism.


After the flashback in New York, Max is now in current day Brazil, looking a bit on the haggard side. This scene begins with a new take on the graphic comic style of storytelling the first two entries in the series used. It's been described as a motion comic, but it seems more along the lines of an interlude scene from 24: full video clips occurring in multiple panels, with more cross processed color, and less Jack Bauer. I am not a fan, but should they keep this style in the final product, I'm sure I'll get used to it. Max is accompanied by a lovely young Brazilian woman, whom it seems he is tasked to protect. Of course, the duo is then assaulted by waves of men possessing body armor and assault rifles. Here is where the combat shines. Max is now able to take cover behind objects to help shield him from harm when bullet time is not an option. In past titles, having to rely solely on bullet time instead of cover encouraged an aggressive play style, whether or not the cover system will detract from that remains to be seen. Environments contain a high level of detail, especially when being shot and blown up. Just about everything comes crumbling down as it soaks up the hail of bullets and explosions, and I wouldn't have it any other way. When the last enemy of each wave is set down, bullet-cam makes its glorious return. As the enemy is shot, the camera takes a unique, dynamic angle to show the bullet exiting the barrel of Max's gun. As the bullet heads toward its final destination in slow motion, you have a great deal of control, including increasing or decreasing the speed, so you can savor that final kill any way you'd like. My words don't do this much justice, it looked pretty damn good.

I was slightly skeptical about this title before, but Rockstar has done well to ease many of my concerns. Many, but not all. With no sign of deviating from the classic Max Payne formula, will this title lack depth to the game mechanics? Lips were sealed tight regarding multiplayer, but rest assured it will be an integral part of the title, however in what form is completely unknown. Max's internal monolgue is in tact, and we were told Remedy Entertainment - developers of MP and MP2 - like what they've seen and have given their blessing. Max Payne 3 is still a ways off, but from what I've been shown, Rockstar appears to be on the right track. Will a vicious Valkyr addiction ruin Max's return to glory? Stay tuned.

BONUS: Free T-shirt Giveaway
Leave a comment below for a chance to win a spiffy Max Payne 3 T-shirt courtesy of the loving folks at R*. Let me know what intrigues you most about Max Payne 3, or just say "I want free shit." Winner to be announced on Friday October 17, so get on it!

Friday
Oct142011

GoldenEye Reloaded: It's Odd Job, Bitch!


When GoldenEye Reloaded was announced, I let out a long, drawn out sigh. Another remake we don't need that will probably fail at capturing the magic of the original and end up as a perpetual bargain bin title. GoldenEye was the first-person shooter back in the day, mostly because of the 4-player split screen deathmatches that are near impossible to find in current gen titles. At New York Comic Con yesterday, I got a chance to play the new GoldenEye, and the 4-player deathmatch no less. I came away feeling thoroughly nostalgic and extremely impressed. 

Aside from the bump up in graphics, many changes and additions have been made, all seemingly for the better. Before we started our match, game altering modifiers were set. In this case we got to play with Paintball mode, a GameStop preorder exclusive that replaces blood stains with multicolored paint. Shoot the rainbow! Once the game got underway, it was all good. Off the bat I noticed how good the control scheme felt in my hands. While many shooters these days take liberties at whipping up their own new control schemes, GoldenEye Reloaded feels along the lines of a Halo or Modern Warfare. As soon as I sat down, I felt right at home. 

It was very fitting that I was handed a controller which was attached to Odd Job, my favorite twerp from the N64 days. A chat with one of the developers revealed that Odd Job would no longer have his 'unfair' height advantage, where players would say he's too short to be hit. That's right around when I would say "you just suck, step yo' game up!" But alas, this is a moot point now. Aside from having a primary and secondary weapon, Odd Job came equipped with two flash grenades and 3 hats - yup, 3 blade-brimmed domes of spinning death - awesome. My one complaint would be the grenade and hat attack, activated by pressing LB and RB respectively on the 360 control, were a little too slow to leave the hand after pressing the button. The game as a whole is pretty fast paced, so having to wait for your secondary attacks to launch is a bit of a pain.

I played a Golden Gun match, where the object is to get the Golden Gun! There is only one on the map - clearly marked in your minimap - which you must track down and get kills with. The good thing about the Golden Gun, one shot kills. Conversely the clip can only hold one bullet, so that's a lot of reloading. Unfortunately I didn't get into any slap fights, or give the killer RCP90 a spin, or burn watch lasers, or frustrate dummies with proximity mines. I guess that stuff will have to wait for release.

GoldenEye Reloaded is due out on November 1. As a retail title, I'm not sure if the game will command $60, as all I had a chance to try was the multiplayer. But rest assured it was a blast, and might be worth the investment a couple weeks after release if you can find it at $45 or so. 

Wednesday
Jul272011

Shinobi: 3D is Poppin' My Ninja!

Every once in a while a console exclusive comes along that makes me want to drop a hot wad of cash on the console in question. This year it may be Shinobi for Nintendo 3DS, a nifty little ninja side-scrolling action title that really impressed me when I got to katana-swinging and kunai-tossing. It's just as I remember Shinobi; fast, stylish, versatile, and difficult as fuck! The first stage was your typical Shinobi fare, classic ninja treading through the burning pagoda and fighting off scores of other ninja. You only have around 10 or so kunai, so you have to be conservative with your throws. Either that, or blow them all on the double-jumping, screen-clearing spread-kunai shot, a staple from the days of Shinobi III, one of my favorite games ever.

After clearing that first stage, I was treated to a section on horseback, where you have to avoid incoming obstacles as well as fend off ninja assailants. There's no sugar coating it, I died a lot during this segment. Maybe it was a weird mixture of the three-quarter behind view coupled with my lack of 3D viewing experience. Or maybe it was because I suck. The point is, no matter how many times I died, I wanted to keep going at it, and pass the damned challenge. When you continually die and persevere as opposed to slamming the control down in frustration, you most likely have a decent game on your hands.

The mix of nostalgia, slick brush-stroke inspired art, and the healthy challenge has me thinking that Shinobi will end up being a bit better than decent. Now I must ask, does anyone have a 3DS they'd like to let me borrow?

Wednesday
Jul272011

Renegade Ops: Things That Make You Go Boom!

What happens when you take a bucket full of Micro Machines and strap them full of high-powered armaments? Renegade Ops, the action-packed vehicle shooter that isn't nearly as mundane as its name. Created by Avalanche Studios, the boys behind the Just Cause series who know quite a bit about wanton destruction, this game knows exactly what we want: explosion porn!

Renegade Ops is not what anyone was expecting as the follow-up to the open-world antics of Just Cause 2. This title is very much inspired by the Strike series of vehicle shooters: isometric military shooting action. Every moment of the game is dripping with bullets and explosions; pewpewbangboomaction, yeah! The sights and sounds of exploding buildings and splattered soldiers in a jungle setting was very pleasing to the eyes and ears.

Controlling the little bugger took some getting used to, as the off-road jeep I was at the helm of must have been in a slippery mood. There wasn't much traction on the jungle dirt, as I imagine would be the case in real life, so battles with the more fortified enemies consisted of a lot of donuts and a lot of machine gun rounds. At the moments when I was able to sacrifice mobility for firepower, the alternate firing function planted some tripod legs into the jungle floor and let blast a thunderous single-shot cannon. Things that make you go boom!

Unfortunately, I didn't get to take any of the co-op modes for a spin, but the short single player session I had was a blast. The final product looks to span across a multitude of locations and vehicles, to keep everyone happy. As downloadable games go, Renegade Ops has as much promise as the best of them, and twice as many explosions. What else would you expect from the Just Cause devs?