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Showing posts with label PS3 Preview. Show all posts
Showing posts with label PS3 Preview. Show all posts

Dragon Age Origins: Awakening

Posted by Manusia dan Dunia On 1:03 PM 0 Comment

In Dragon Age Origins, BioWare struck pay dirt; creating an epic fantasy world within which gamers love to play. Ferelden was rife with dangers and stories that made it a treat to play through several times, endearing players to the interesting characters, the weighty history, and the lush, lived-in world. BioWare obviously had a plan: To make an RPG platform, not just a video game. As a result, there's a lot more potential, not only for the franchise, but for the game disc players already own. Taking a cue from Bethesda's Fallout 3, players have already gotten a host of add-on goodies to augment their play experience.
Dragon Age Origins: Awakening screenshot
Just four months after the original release, BioWare has raised the stakes significantly by introducing a major 20 hour expansion to the mix. Though you'll have to pay a pretty penny to get access ($39.99 or 3200 Microsoft points), Dragon Age Origins: Awakening will be well worth the price of admission for most players. That's because, in addition to an increased level cap, new enemies, a fresh region of the world, and innovative skills, talents, and specializations, there's an entire new set of compelling stories to discover whether you import one or all of your previous characters or start a new hero from scratch. In retrospect, $40 kind of seems like a deal in light of all the content on offer here.
As it turns out, Dragon Age Origins was really just the beginning of the adventures that await fans of the series. This first major expansion casts us back into the role of Grey Warden, this time in a new part of the world facing off against a new threat. For those of you that haven't played Dragon Age Origins, it's probably best if you just stop reading this review now and go out and get that game first, play it, then pick back up where you left off. For everyone else, know that the Arch Demon and the Blight was just the beginning. The Darkspawn didn't return to the dark roads beneath the earth; they stayed and began to form tribes. They are once again terrorizing the goodly races, but this time they might even be more dangerous. That's because a number of them have evolved - some of these monsters are actually intelligent and even intelligible. That's right; some of them can speak. It will be your responsibility as Commander of the Grey Wardens to rid the world of this new menace by consolidating your kingdom, inspiring your people, and, of course, taking the fight directly to the enemy.
Dragon Age Origins: Awakening screenshot
A new element that comes to Dragon Age via Awakening is that of nation-building. Coming from Orlais, you are mistrusted by the local nobles and people used to the Howe family leadership. As such, you will have to quickly quell rebellious nobles and restore trade to the region to ameliorate the lingering starvation and suffering felt by the common people. Of course, you'll also have to eliminate the immediate Darspawn threat by refortifying the infrastructure and recruiting hardy individuals to repopulate the dwindling Grey Warden order. Playing as a well-known leader gives the game a very different characteristic and sets the stage for the higher-tier play. Otherwise, the strategic combat gameplay of the original is fully intact. In fact, no changes have been made to gameplay whatsoever.
What you will find are a few key additions. For starters, you'll now have access to three new skill chains: Runecrafting, Vitality, and Clarity. Runecrafting lets trained party members create runes of power and defense to apply to slotted weapons and armor. Depending on how many trained ranks you put into the skill, the better, more powerful runes you can craft. Vitality is a skill chain you'll want to adopt for your frontline fighters. As you'd expect, dropping points into Vitality will give you passive bonuses to your constitution as well as adding to your health reservoir. Clarity is a skill chain for any character. Putting points into Clarity will beef up your mana pool or give you more stamina from which to draw, depending on whether the character is a magic-user or not.
Awakening also provides players with an increased level cap as well as more than 50 new spells and talents and even two new specializations per class. The new specializations become active at level 22 (when a third specialization point is awarded - they're supposed to unlock at 20 but don't) and include Spirit Warrior and Guardian (Warriors), Keeper and Battlemage (Mages), and Legionnaire Scout and Shadow (Rogues). These new specializations add nice bonuses and open up cool new powers so you'll be able to further customize your PCs to the higher level of play. What's more, weapons have become more powerful too; an additional two tiers of equipment quality have been included. Additionally, there are new consumables, coatings, traps, recipes, grenades, etc. that can be found and fabricated.
Dragon Age Origins: Awakening screenshot
In terms of presentation, Awakening is every bit as good as Dragon Age Origins. While one would expect this to be the case graphically (because they use the same engine), it was nice that the care was taken for both the voice acting and the storytelling aspects; I enjoyed the new recruits as well as the new plot as much or more as I did the predecessor's.
When it comes right down to it, you're going to have to decide whether it's worth it to you to extend the Dragon Age experience out another 20+ hours per play-through for $40 and change. After all, you're essentially getting the exact same game you already put 60-80 hours into, with a new story and only a few extra bells and whistles to keep things fresh. For me, I really felt Awakening helped the game come into its own. I've had enough of a pause in between play sessions that my interest was instantly rekindled. Also, the higher tier of play made things feel a bit more epic.
BioWare makes great games; there's no doubt about it. Their games are so compelling, in fact, that gamers are willing to shell out a significant amount of extra cash to extend the experience. I think if BioWare can continually put out expansions of this quality, players will likely buy at least one or two more of them. That being said, I'm not sure how many more expansions we'll see in the near future; a teaser card emblazoned with the now iconic blood dragon was included within the expansion case, hinting at a date of February 1, 2011. Whether this will be Dagon Age 2 or simply another massive expansion remains to be seen, but whatever it is, we're anxious for more.

Jonathan Marx(cheatcc.com)

Lara Croft and the Guardian of Light

Posted by Manusia dan Dunia On 2:05 PM 0 Comment

So, let’s get this part out of the way: yes, Lara Croft’s appearing in a new game, and no, it’s not part of the Tomb Raider franchise. Why shed such an established brand? According to developer Crystal Dynamics, it’s because the download-only Lara Croft and the Guardian of Light is going to be a completely different experience than what fans are used to, and the title’s intended to reflect that.

“Different” barely begins to cover it; in stark contrast to her earlier adventures – some of which helped pioneer third-person platforming as we know it – LCGL is a top-down, isometric adventure that uses a fixed camera and focuses alternately on puzzle-solving and Gauntlet-style combat against hordes of enemies. The biggest change, however, is that Lara actually has someone along to help her this time. A dude someone.
Lara’s new sidekick is Totec, an ancient Mayan warrior (and the titular Guardian of Light) who’s awakened from centuries-long hibernation when a squad of mercenaries tries to steal from Lara, only to disturb an ancient artifact and accidentally awaken an evil sorcerer named Xolotl. Xolotl then revives his ancient army of undead horrors, forcing Lara and Totec to work together in order to stop him.

Given Totec’s background, you can probably already guess that he and Lara don’t play exactly the same way. Both will eventually be able to use a variety of guns, and both can lay down an unlimited supply of remotely detonated bombs. But otherwise, the two have completely different – but complementary – abilities, and the entire game is designed around two players using them together in symbiotic co-op.
Lara looks to be a little faster and more agile than Totec, and can use a grapple line to climb up to, or swing from, certain objects. She can also attach that grapple line to Totec, to pull him up walls or enable him to rappel down them. Meanwhile, Totec has a shield he can use to block projectiles, or to turn himself into a platform for Lara to stand on/jump from. More importantly, his default weapon is an infinite supply of spears, which stick out of walls and can be used as jumping platforms by Lara, and he can also tiptoe across her grapple line if it’s hooked onto something, say, on the other side of a spiked pit.

Above: And then, while he’s on his way across, he can lay down some spears for her to use as stepping stones… so long as she doesn’t retract the line
The symbiosis is meant to foster trust between players, and to get them to think creatively about the puzzles with which they’re confronted. In one example that was shown to us, Lara and Totec were confronted with a tall column, covered in spikes, which had an important item at the top. Stepping on a switch caused the spikes to retract, but there was no other obvious way to get on top. The solution, as it turned out, was to have Totec backpedal up a staircase to throw spears into the column at different heights. He then activated the pressure switch, making it safe for Lara to climb up to the treasure.
Thankfully, anyone looking for a single-player experience won’t be saddled with an idiot AI, or forced to switch between players constantly. Instead, all of the puzzles are being redesigned with just Lara in mind. Rather than getting Totec’s help in the puzzle above, for example, there’ll be a Totec-sized stone ball that she can roll onto the pressure plate, and then use as a platform from which to jump.

As for the levels themselves, we only saw a couple, one of which was a big, nonlinear area that surrounded a Mayan temple; in order to gain entrance, Lara and Totec had to track down three different “sun discs,” which were protected by enemies and puzzles, and which could be collected in any order. We were also shown the Spider Tomb level, a sort of inverted tower that Lara and Totec have to fight through from top to bottom, all to reach a drawbridge that was frequently visible in the distance, even from the upper levels.

Above: It’s next to that arrow, see?

Also it was filled with endless swarms of giant spiders, which should keep things interesting if you’re not all that keen on environmental puzzles.

Above: SPIDERS!!

So far, LCGL – slated for release on PCs, XBLA and PSN sometime around the end of this summer – looks like it could be a lot of fun. It’s also backed up by the same graphical engine behind the full-sized Tomb Raider games, meaning that while it might look simplistic, it packs in some impressive detail – including cool lighting effects and dynamically moving vegetation – to compensate for its fixed perspective and small onscreen characters. In any case, it has the potential to be a uniquely interesting co-op experience, so we’re looking forward to seeing more.

Mar 23, 2010 (gamesradar.com)

Vanquish

Posted by Manusia dan Dunia On 2:04 PM 0 Comment

“There’s one thing I should tell you before we start: this is not PN03”. Shinji Mikami, the man who created Devil May Cry and masterminded a winning overhaul of Resident Evil 4, is in a playful mood. Standing in front of a screen the size of a small van on the 52nd floor of the Roppongi Hills skyscraper, which looms over central Tokyo, he’s about to show off the first gameplay of his latest project.
So, if it isn’t the much maligned, similarly sterile sci-fi shooter PN03, what is Vanquish? To us, it feels like Gears of War meets Devil May Cry - a brutal blend of traditional third-person shooting and meaty melee attacks, all done 100mph faster than its nearest competitor. At first it feels a little underwhelming.
We’ve waited four years since Mikami’s last game, and as the load screen fades and the in-game engine kicks in our hero Sam Gideon lines up with his squad mates behind a giant cargo door on what we’re told is a space station. We see generic space marines, a pretty but cliched sci-fi world with obvious clumps of cover and choke points, ready to be fought over.
Mikami then takes his avatar through the doors, and immediately the troupe is met with a pocket of resistance in the form of Soviet battle robots. The fire fight is fast, but by no means intense, and when the final enemies drop to the floor and explode in an impressive shower of sparks we’re left feeling a little flat. For some reason we expected more. Mikami pauses the action and apologises for his poor performance, suggesting that another member of his team takes over to really show off what Vanquish is about. It’s a well-rehearsed tag-move.
Another member of the team takes the stage and the controller is handed over. And that’s when Vanquish starts to show its true potential… The next mission takes place further into the first level. Sam and his buddies have pushed through to a circular area inside the space station, and already the enemies are bearing down on their invading party. Sam snaps to cover, and as his squad mates rush forward, he leaps over the barrier in a smooth motion and boosts into the fight using his Augmented Reality Suit. Now the action gets intense.

Sam charges the nearest bot and smashes it into the sky with a brutal uppercut before snapping to a nearby wall and opening fire on another huddled group as the shrapnel from his first kill rains back down to earth. Friendlies start to drop all around him, tracer fire rips through the air, and things seem to be exploding everywhere. There are loads of things happening on screen at once and, crucially, the action stays lag-free. In fact, it gets faster. Sam lobs a grenade into a huddle of robots cowering behind a low wall and they light up, spreading their metal parts over the battlefield. Then the pace picks up again.
Sam is charged by robots riding mechs, targeted by fixed guns, and constantly assailed by grenades. He boosts from cover to cover, and uses the suit’s other power – slow motion – to pop off a few shotgun blasts, dispatching more foes in what seems like a futile attempt to even the odds. It’s third-person shooting, but done at the pace of Bayonetta or Devil May Cry. It makes even the twitchiest of gunning games look painfully slow. Now we’re seeing the golden touch of Mikami.
With Vanquish it seems Platinum are both embracing and reinventing the third-person shooter. It’s a trick they’ve already pulled off with Bayonetta, which sets new standards for the hack’n’slash genre. However, from this brief demo it’s obvious the developer has learned lessons from its last game and come up against new challenges. The third-person shooter genre is popular all over the world, and the sci-fi setting is a massive draw to Western gamers. That’s handy, because as brilliant as Bayonetta was, the majority of mainstream gamers didn’t get it.
However, by introducing space marines and a reasonably bland lead, Platinum have sacrificed character for potential mainstream success. Plot details are scarce right now, so we can’t tell how Sam will develop, but he’s unlikely to be a face you remember years after Vanquish has shipped. What we do know is that America seems to be at war with the Russians, in space. Sam Gideon is a DARPA scientist (with a Snake-style habit of lighting up a smoke if you leave him alone for too long) who has invented a combat suit made out of a super-light, super durable carbon nano-tube textile. It’s cliched, but a solid enough back-drop for hours of trigger-ruining gunplay.
Which takes us nicely back to the demo. In time-honoured shooter tradition, Sam and his remaining squad mates now take a breather before it’s their time to defend the area against attack. He’s fed information over the radio by a sexy tech lady called Elena – it’s all very Raiden/Rose from MGS2. Turns out, Elena is the bearer of bad news. There’s an even bigger Russian mech on the way, and it’s pissed off.
The ground shakes, and metal limbs burst through: the Argus boss has arrived. Its first salvo immediately downs some of Sam’s squad mates, so he races over to heal them with a quick stab of a syringe. It’s all done smoothly, designed to fit in with the fast-paced combat. The revived grunt is grateful and leaves Sam a gift – a nice touch that should encourage lone-wolves to try and keep their AI mates alive. Next he concentrates fire on the boss's mandatory ‘glowing orange weakspots’, and removes several of the mech’s limbs sending it crashing to the ground and opening up another weakspot. That’s when it gets angry, firing off a salvo of bullets that fill the screen like a hardcore, side-scrolling shooter. Explosions, screaming; the flash of Sam desperately boosting to cover.
The robot then sprouts more limbs and transforms from mechanical spider to a humanoid form. Time for round two. Sam makes short work of another arm and climbs onto the mech’s body to get a better shot at that glowing core. As he spins through the air towards his target (in slow motion) he dodges two rockets using Quick Time prompts before grabbing the third and ramming it into the launcher from which it was shot. It feels cool – a DMC/Bayonetta moment.
The boss fight has lasted roughly three minutes, and it feels perfectly pitched. This method of feeding the player short, but concentrated, bursts of combat worked well for DMC and Bayonetta and seems to serve Vanquish nicely too. It’s linear and, to a large extent, cliched. Crucially, though, it’s exciting. This is a game that, like some of the most successful Japanese titles, puts pure, arcade-style action at the forefront and polishes that single aspect to perfection. Mikami appears to be taking this focused Eastern approach to gaming and applying it to a genre traditionally dominated by Western devs. It’s an obvious approach – a seeming no-brainer – but judging by our brief first-taste of Vanquish, we think it just might work…

Mar 26, 2010 (gamesradar.com)

There are certain miserable truths we just have to accept in life. Cake makes us fat. Going to the beach curses us with life-long sandsock. And if we want to play a cover shooter, we’d better enjoy the company of chest-bumping knuckle-heads or grizzled sociopaths on all-steroid diets.
But while seaside cake-scoffing will always remain an obesity-baiting, granular mess, the latter problem is soon to be rectified thanks to a radical new direction from Bethesda. The Oblivion creator is all set to bring us fantasy actioner Hunted: The Demon’s Forge, a Gears of War-style co-op shooter developed by InXile Entertainment.

The game eschews tired old space marines for vibrant medieval fantasy and an interesting pair of freely switchable, asymmetrically-playing characters. But it’s not only shaking things up in terms of characters and setting. The slick-looking co-operative extravaganza looks dead set on freshening up the genre from every angle of attack it can find. And here’s how it’s going about it.

Busty Elves > Grumpy Marines

Let’s face it, if you’re going to be looking at a character’s rear for eight-to-twelve hours, it might as well be an interesting one. And it might as well be attached to a personality with more to say for itself than ‘Grrr’ and occasionally ‘F*ck’. Hunted’s two complimenting protagonists seem to have a genuinely fun and contrasting personality dynamic. Buxom female Elf E'lara plays against type by being the impulsive, gung-ho aggressive one, while hulking barbarian Caddoc follows her reluctantly with a face-palming air of ‘Why me?’

Above: Despite being an archer, E'lara can get stuck in with the best of them
The game proudly displays all of the genre tropes of the cover shooter – waist-high walls, skirmish arenas and branching flank routes are all present and correct – but it’s very much out with the armoured sulk-mongers and assault rifles and in with the Tolkienesque fantasy and arrows.
It’s amazing how radically this simple change of setting overhauls the whole feel of the increasingly stale genre. With fantastical excess replacing world-weary grit, there’s a lightness and charm to Hunted that sets it well apart from its genre siblings, despite the gratuitous carnage on show. Its world feels genuinely fresh on a whole bunch of levels. And speaking of that contrasting character dynamic…

It’s a cover shooter without the cowering

There’s a certain irony to cover shooter heroes. Increasingly ripped, aggressive, planet-crushing death-bastards who spend most of their day hiding behind trees and boxes like bullied kids at lunchtime. Not so in Hunted. In protagonists E'lara and Caddoc you’ve got two radically different character classes who between them are more than capable of taking the fight right up to their enemies’ faces.

Above: Caddoc is hard to start with, but with magic buffs he's devastating
E'lara is all about ranged bow attacks. Caddoc is all about kicking in faces and slicing off important bits of anatomy. On a basic level, Caddoc can run out to engage the hellspawn gits face-to-face with a variety of brutal short-range melee combos, while E'lara covers him with a volley of pointy airborne death, but there looks to be a great deal of tactical depth to be had as the combat gets more complex. And don’t think this asymmetric pairing means that you’ll lose out on half of the gameplay in single-player mode. Smartly, Hunted allows you to switch characters at the touch of a button at every checkpoint you reach.

It’s a fantasy game without the grind

Fantasy setting + character progression = days spent killing chickens to level up beyond the state of absolute weakling, right? Not here. Hunted features character customisation and weapon upgrades, but you’re certainly not going to have to any lose sleep in order to progress. Hunted’s equivalent of levelling up happens as a result of tracking down and collecting special hidden crystals along your quest. Cash these in and you’ll be able to upgrade your magic abilities via a skill tree, tailoring your offensive, defensive and character augmentation spells as you see fit.

Despite the loose RPG trappings, weapons will accrue in the vein of a more traditional shooter rather than taking the Borderlands route of haemorrhaging loot piles. New death tools for each character will appear every couple of hours in order to make them feel significant, and presumably to compliment the game’s progressive set-pieces.
And speaking of those...

It blows co-op tactics wide open, literally

You know what it’s like. You and your wing-man are gracefully slaughtering your way through a street full of grunts with the balletic tactical ease of Chow Yun Fat channelling Napoleon, when suddenly your partner goes down in the thick of the fray. Cue an abrupt end to your apocalyptic flanking bid as you drop what you’re doing, backtrack to your fallen comrade and stumble through a cloud of bullets in order to pick him up. Then he has to do the same for you as you’re trying to retreat. Ball-ache.

Above: Finding the grunts hard to hit? Use a levitation spell before firing
Hunted aims to remedy that whole irritating fiasco by implementing a long-range approach to co-op. The most obvious upshot of this is that you’ll be able to revive fallen partners from a huge distance away as long as you’re within line of sight. Just toss a regen potion like a grenade (from what we saw they lock on automatically if you’ve got a clear shot) and they’ll be straight back up again without you having to break the flow of whatever you were up to.
And that’s going to be a very important innovation, given the way that battles in Hunted play out. The major skirmishes that we witnessed all took place over arenas much bigger and more open than most of what you’ll find in the likes of Gears of War, with architecture and scale tailored around the two characters’ contrasting abilities. Ground-cover, open brawling areas, staircases and multiple levels of verticality can gel over a single arena to open up a boatload of tactical options.


It’s much more than a shooter

All of this adds up to a game that takes the cover-shooter model and runs it in every direction it possibly can, with the marriage of melee and shooting birthing all kinds of possibilities. Both characters can hit the enemy with a pincer melee attack, E'lara’s weaker blade providing support at the back while Caddoc  wades in at the front. Or Caddoc can step out swinging while E'lara softens up the oncoming horde with arrow fire from behind cover. Or she can throw in an elemental magic buff to increase his hacking power on the fly.

Above: If all else fails, get up close and kick their faces off
But most exciting of all is the way in which the team looks to be able to split up completely in order to work on different sets of bad guys in different parts of the environment according to the suitability of their skills. Thanks to the long-range healing system there’s no need to stay close to your partner when a distant target takes your fancy, and should either character get jumped by something they can’t handle, there’s still a way out.
If, for instance, Caddoc comes up against some well-armoured uber-grunts, E'lara can swiftly make with the long-distance headshots to pull him out of trouble. And if she in turn gets mobbed by short-range melee baddos and can’t flee to a shootable distance, Caddoc  can throw in one of the aforementioned magic buffs to temporarily up her comparatively weedy hand-to-hand abilities until he can wade over and make a rescue with his mighty blade o’ justice.

Some monsters will require the combined skills of both characters to take down, and it’s sometimes even possible to perform co-operative God of War-style QTEs in order to finish of particularly tricky enemies, either directly or by using the environment (ie. having the option to knock a huge statue down on top of them).
By blending shooting with proper, combo-driven melee like this, and doing so much to facilitate player freedom outside of traditional teamwork, Hunted’s developers genuinely seem to have created a smooth and elegant evolution of co-op action, and it's one that we really can’t wait to get our hands on. Watch this space for more just as soon as we have.

(gamesradar.com)

Lost Planet 2 updated impressions

Posted by Manusia dan Dunia On 1:55 PM 0 Comment

In the final moments of Lost Planet 2’s first chapter, an absolutely huge, vaguely reptilian beast bears down on us. It staggers forwards on six stubby legs, tri-part tongue lolling. The ground shakes and so do we. It’s an electrifying moment. And it’s even better with four of you.

Working with three teammates (controlled online or with AI), we blast away the creature’s legs. Once it’s immobilised we clamber down its gullet and shooterize its innards. This isn’t the only way to defeat the creature. We could have regrouped to higher ground and bombed on it from above. We could have used our grapple lines to get onto its back and shoot its vulnerable spines. We could, in fact, have done all three.
But it isn’t all about shooting monsters built like mountains. Though this boss encounter isn’t an isolated event (the game is populated by an abundance of weird, terrifying and occasionally stupendously huge creatures known as the Akrid), part of this sequel’s charm is in how such moments are rationed. They’re mixed with intense firefights, varied mission objectives and vastly differing environments.

Among the areas you’ll explore in the first half of the game are snowy wastes, lush jungles, industrial bunkers and ramshackle cities. Each provides its own faction, beasties and, crucially, tactical advantages. Natural environments, for instance, are full of leafy cover whereas urban areas boast rooftops and destructible scenery. The result is a game that sticks to a simple set of mechanics throughout but still feels fresh several hours and chapters in.
If a single theme unifies all of these elements, it’s the emphasis on cooperative play. As such, levels are not as linear as those of Gears of War, and more often they feel like multiplayer maps overlaid with the objectives and plot of a single-player game. It’s a feeling borne out by graphical flourishes such as the AI- controlled squad member’s fictional Gamertags and on-screen updates when you score a kill streak or catch a headshot.

Fans of the first game may be feeling slightly uneasy. But although this is a very different game from the first, it’s far from unrecognisable. Capcom have kept all the good stuff but let their imagination run riot. The result is a game that owes much to Western third-person shooters and multiplayer experiences in general. And it’s all the better for it.
Lost Planet 2 looks like it will be everything the first game was and more. The addition of four-player co-op, more varied environments and a wider-reaching plot has done wonders. It’s a game that even played solo feels like a brilliant multiplayer game with all the thrills, kills and high-fiving camaraderie you’d expect.




Mar 26, 2010 (gamesradar.com)

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