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Showing posts with label XBOX 360 Preview. Show all posts
Showing posts with label XBOX 360 Preview. Show all posts

Naughty Bear

Posted by Manusia dan Dunia On 12:52 PM 0 Comment

January 26, 2010 - There aren't many things cuter and more heartwarming than teddy bears. Since their creation in the early 1900s, these fuzzy bears have continued to grow in popularity and it's not hard to see why. Being soft, cuddly, and completely innocent, these bears have been a staple toy for younger children worldwide. But what would happen if these bears lost their friendliness, becoming angry, sinister, and even violent? We'll have to wait until June when Naughty Bear sees its release to find out fully, but until then this is what we know so far about the title that shows what happens when a good bear goes bad.
Naughty Bear screenshot
Recently released trailers depict the events that set this game in motion. They begin with Naughty Bear in his home, saddened by the fact that he wasn't invited to another teddy bear's birthday party. After contemplating it for awhile, Naughty Bear decides to go to the party anyway to deliver the gift that he has already procured for the event. On his way there, a couple other teddy bears laugh at him and he finally just snaps. Naughty Bear, tired of being looked down upon by the other teddy bears decides that it's him versus the world and all the other teddy bears must pay for the way they've treated him.
Let me just start off by stating that this definitely won't be a game for younger players. Naughty Bear is set to be an open-world game where messing with and destroying other teddy bears in sadistic and gruesome ways is the ultimate goal. There will be a wide variety of weapons to use throughout the game such as knives, machetes, baseball bats, and shotguns that will make quick work of your fellow bears. However, unlike in Fairytale Fights, your enemies won't erupt in fountains of blood but instead will do what you'd expect. Eviscerating a teddy bear will send puffs of stuffing and fabric into the air. While this may not seem as disturbing as if your enemies were squirting quarts of blood, it still looks pretty unsettling.
Just walking up to hordes of your fellow bears and pummeling them is the most straightforward way of dealing with Naughty Bear's problems, but there are definitely other options. Naughty can sneak into other bears' houses in order to steal things, set up traps, or just scare the stuffing out of them. Of course, when breaking into homes, you'll also have to be careful as to not get the authorities called on you. One way of accomplishing this involves breaking all of the nearby phones, making it impossible for your intended target to call for help. Naughty can also endeavor to rain on the other bears' parades by sabotaging other parties and events that they have planned, which likely also have lists that exclude your name. There seem to be a ton of ways to stick it to your foes, it just depends on whether you'd like to go about it in a more subtle or direct fashion.
Naughty Bear screenshot
Killing everything in sight will have the game labeling you as a psycho, while being more covert and underhanded will net you a label of clever. Either way, your progression and success in Naughty Bear will be determined by the naughty points you'll earn. Beating down and killing a teddy bear will earn you some points but killing him in front of other bears will score you even more. However, setting up a series of events and/or traps that result in scaring your target to the point where they commit suicide will rack your naughty points score up even higher.
As your naughty points score climbs, Naughty Bear will also move up in overall rank. With a total of fifty possible ranks to achieve, you can rest assured that you'll be doing some pretty awful things to quite a few teddy bears to earn each one. Increasing your rank will also unlock more areas, new levels, and additional abilities for Naughty Bear, giving him more misery to cause and new ways to do so. There will be a total of four areas on the Island of Perfection, where this game takes place, as well as 28 levels to play through. To help make it through all of these levels, Naughty will also be able to put on various outfits that will grant him different abilities. The few that have already been mentioned are Voodoo, Ninja, Policeman, Robot, and Doctor garb which will give Naughty new ways to exact his revenge against the other bears.
Naughty Bear screenshot
In addition to the single-player campaign, Naughty Bear will also include some multiplayer options to help extend the life of the game. Not much has been confirmed about exactly how many modes to expect or how many players will be able to play together at once, but a few modes have already been revealed. The modes slated to be included so far are king of the hill and capture the flag. However, to add another dimension to the online gameplay, players will also be able to enlist the help of A.I.-controlled bears. Exactly how to recruit these A.I. helpers, what they'll do, or whether or not they'll be helpful has yet to be confirmed, but hopefully we'll learn more about this aspect of the multiplayer as June approaches. Until then, don't count this one out just because of its seemingly child-friendly exterior.
By Adam Brown (cheatcc.com)

True Crime

Posted by Manusia dan Dunia On 2:20 PM 0 Comment

Grand Theft Auto invented the open-world crime epic and, even after a decade filled with countless imitators, Grand Theft Auto is clearly still the king of the genre. So how can you observe any new contender and not notice the differences or similarities? How can you write about any new contender without making the most obvious and interesting comparison?
Answer – you can't. Or at least I can't. So that's exactly what I did during my recent demo with True Crime, the upcoming reboot of the undercover cop sandbox series. Encouragingly, after only an hour watching the game, I was already able to spot three potential improvements on GTA's familiar formula.

Driving


GTA's vehicles handle realistically enough – a sports car goes fast and a minivan goes slow – but they're not always that fun to drive. Especially when you're forced to push through clogged freeway traffic, stop at a toll booth or navigate a network of one-way streets based on actual American metropolises. New York City's iconic, but not known for satisfying speeding.
True Crime is based on a real city as well – modern Hong Kong – but the developers are willing to take some liberties in exchange for a more fluid, arcade feel. Many of the team members at newly founded United Front Games came from a Need for Speed background, and instinctively understand how to lay out roads, hills, ramps and turns for racing… not just for sandboxing.
The biggest difference, however, may be the bikes – like Asian culture, True Crime is focused heavily on motorcycles, with many different models for you to ride, shoot from and jump off. When on a bike, you can trigger a focus mode in which time slows and you are suddenly able to target specific parts of enemy vehicles, like tires or gas tanks. I watched a developer obliterate an entire police blockade with one well-aimed bullet. Later, I watched the same player stand up on the seat of his cycle and jump onto the roof of a nearby car, struggle to hold on and then dive through the passenger window to hijack said vehicle.

Combat


Take away Niko Bellic's weapons and all he's left with is a single, multi-purpose attack button and a single, clumsy dodge button. True Crime's combat appears far, far more ambitious. The protagonist, Detective Wei Shen, is a student of martial arts and a master of improvisation. He can punch and kick, of course, but he can also combine moves and take advantage of his environment.
In the first fight I witnessed, for example, he struggled with his enemy for control of a butcher's cleaver, then put the unfortunate man in a grab hold, broke his arm and tossed him into a nearby dumpster. Cue the next room, where he snapped a guy's leg, repeatedly smashed another guy's head with a refrigerator door and electrocuted a third guy with a sparking circuit breaker. After that was a factory warehouse full of tables, which Wei Shen could slide over, transitioning seamlessly into kicks, grapples or disarming moves. GTA, meet Arkham Asylum and Stranglehold.
The final enemy in this area was one the player couldn't kill without losing the mission. So what did the developer in control do? Snatched the boss, forces his head down and pushed him back through the level as a battering ram / shield.

Character Customization


When you change clothes in GTA, a few random pedestrians might notice, but the outfit switch is mostly superficial. When you drive a fancier car, your date might say something nice, but better handling is your only other reward. In True Crime, however, these kinds of upgrades are crucial… and necessary if you want to experience the entire game.
The developers call the system "face." Hong Kong culture, they say, is very focused on materialism and social status. If you wear an expensive watch, drive an expensive car and command respect through your actions, you've got "good face." Stick with a casual outfit, get caught driving  a delivery bike or run over too many pedestrians and your reputation will lower until you're cursed with "bad face." Suddenly, you can't get into the same clubs or massage parlors unless you bribe the bouncer… you can't access the same missions… you can't take advantage of the same favors and services… you can't talk to the same NPCs… you can't date the same beautiful girls.
How much of this extra content you want to see is up to you… and up to your actions in the game.


Mar 10, 2010 (gamesradar.com)

Alpha Protocol - updated impressions

Posted by Manusia dan Dunia On 2:19 PM 0 Comment

After some action-packed super-secret spy hijinks, you slink back to your Rome safehouse.  Are you in for a roll in the sack, or a taser to the chest? Depends on decisions you made hours ago, so you can’t simply reload your save until you’re knocking boots. Welcome to Alpha Protocol, the spy thriller RPG that features not only branching endings, but branching middles.

Above: The guard appears to be distracted by something
As scenes like the above unfold, you choose the tone of your response (ala Heavy Rain and others) and the dialog plays accordingly. As your relationships with the characters ebb and flow, new scenes open up or are closed off. So you’re not just changing the dialog options in a preset scene, but changing the content of later scenes in their entirety. There’s no way to get to the love scene from the tasering – whatever you did a couple hours ago to anger or please your lady friend moved you into a completely different branch of the story tree.

Above: Sneaking around can solve most of your problems…
After seeing the two versions of the safehouse scene, our guide (one of the game’s producers) launched into a mission that was filled with loads of sneaky-shooty action. On its surface, combat appeared to be a typical 3rd person cover-based affair, but with the addition of special abilities developed through the game’s RPG system.  Sound a bit like Mass Effect? It is, but from what we saw there’s a greater emphasis on stealth. Think Mass Effect crossed with Splinter Cell. We saw abilities like Silent Running and Shadow Operative (temporary invisibility) used to quietly take down enemies. The same mission, however, featured a segment in which a convoy needed to be destroyed with a rocket launcher. It looked to be a good mix of sneaking and balls-to-the-wall action, and of course the mission ended with a plot twist and an ambiguous moral decision.

Above: …but for everything else, there’s the rocket launcher
We only got a brief look under the hood at the character sheet and skill trees, but there were more than enough active abilities, passive abilities, tech and weapon upgrade options for die-hard RPG fans to customize to their hearts’ content. During combat, active abilities had a brief cooldown time but could be effectively employed in succession to get past tougher spots. Chain Shot was a particularly effective ability, which allowed the player to line up several shots and then unleash them in one sudden burst (much as in Splinter Cell: Conviction’s co-op gameplay).

Above: This poor sap was just trying to defend his classic arcade cabinets

Based on what we’ve seen, we’re eagerly awaiting the chance to explore Alpha Protocol’s branching middles and endings to see what surprises the story has in store for us. The varied weapons and abilites look like they’ll provide players with a diversity of approaches to each mission, and help make multiple playthroughs a must.

Mar 12, 2010 (gamesradar.com)

Fable III developer interview

Posted by Manusia dan Dunia On 2:16 PM 0 Comment

Set in a Dickensian world of top hats, industry, and gaslight, Fable III dumps Fable II’s Expression wheel and even its experience system, replacing them with new mechanics which Peter reckons are ‘real game-changers’. Well, he would, wouldn’t he?
So this is a new Peter Molyneux – still a softly spoken walking quote machine, but these days more measured in his promises. He’s not out to make you feel like God: for Fable III, it’s enough for you to feel like the King.
Around halfway through Fable III you’ll lead a revolt which will see the King overthrown and yourself placed in power. Fable’s new experience system is powered by Followers – the more popular you are with the people, the more powerful you become. Along the way to the throne you’ll make promises to sway those followers, signing guarantees to close workhouses and send children to school; but it’s not easy being King, and keeping those promises might be the death of you.
Fable III will make you choose between what’s right and what’s possible, and every decision will become a literal hands-on choice made by reaching out and touching the world. Fable III’s new ‘Touch’ system lets you take any character by the hand and lead them to safety, danger, or just to the other side of town. You can take a tramp by the hand and lead him to your home for a meal or the workhouse and near-slavery, or lead a child to safety or abandon them right in the middle of nowhere. Every choice is made with your own hands, but if that sounds like it could well be a job for Natal, Peter is keeping quiet. Not that quiet, mind you…

Touch, Peter? Natal, surely?
I am absolutely forbidden to talk about Natal... Only that I’d say it’s a great device for a designer that makes you think in a very, very different way, and that there are unique things in Fable and it would be lovely to marry those two things together, would it not? But that’s not a confession that we have Natal functionality. I can tell you that the primary way to play Fable will be with the controller. I could spend many hours telling you about Natal and Fable...

What mistakes did you make with the first Fables?
I think the first mistake in Fable 1 was that I really mistook the idea of game features as goodness. I didn’t think about the mechanics of those game features or how to explain them to people or how to exploit them in the story.
There was this amazing moment when this piece of research came back – more than half the people that played Fable II understood and used less than half the features of the game. And you think, “oh my God, what a talentless bastard I really am,” because how can I have made a game in which the players understand less than half of its mechanics? It’s like making a film where people are like, “that was cool...  I don’t know what the hell was going on, but it was quite cool.”
You know, that seems wrong, so I think Fable III is all about using mechanics, exploiting mechanics, giving gameplay reasons for things. Like Expressions, for example. They were cool in Fable II, but they were really just a way of doing a fart joke over and over again. Let’s be honest about it. That’s what they were. They needed to have an overhaul, and the way you overhaul them is to make them simpler so that more people can use them. Striving for simplicity and accessibility is giving true depth. You want 100 percent of the people to understand 100 percent of the game.

Are you afraid people will think you’ve dumbed the game down?
No. You can design a game around ten percent of your audience if you want to but you’re probably being a bit lazy about it, and you know what? The world moves on, man.
Some people getting really upset if I remove experience and health bars and move leveling from a 2D to a 3D interface isn’t a reason not to do it, it’s actually a reason to do it. I know some people are gonna miss health bars and experience but their total number is getting smaller and smaller.
I like Expressions and I like the ability to emote but there’s just no reason for me to do that, but then you start to introduce the Touch system and the Follower system and you’re like “of course!” Now it fits in, now it’s part of the game, now there’s a reason for me to do that. There’s a consequence to me doing that and it all adds up.
Is removing health and leveling removing the RPG from Fable?
I’m not sure I would personally call Fable an RPG. I mean it’s certainly not a 1990s RPG, for sure. In a way you could look at it as an action-adventure, you know – there’s a lot of drama, there’s a lot of story, there’s a lot of emotion in there, but we’re leveling up. And you know, I love that leveling up mechanic; I love RPGs and I love seeing myself and my hero grow and get more powerful, but a lot of the leveling up is just a number at the end of the day. Your leveling up is usually just spending that experience in the equivalent of a DOS screen. You absolutely level up in Fable III...  but it’s just different.
I really thought about why you just get experience for combat; it seemed wrong somehow. This game is about expressions and getting married, and doing other things in the world should be as important as fighting. As soon as we said the world ‘Followers’ – just saying the word ‘Followers’... what people think of you means more to the entirety of the game.

How much of Fable III is going to be defined by your Followers and the choices you make?
Everything you do in the game, including what you wear, including the way you fight, including Touch and Expressions can gain and lose you Followers. So for example, if I marry someone in the game, and that was the daughter of someone significant – say, the Mayor of the town – I get more Followers. The more Followers I have, the more powerful I am. Once you get a certain number of Followers you can lead the revolution to takeover. And once you’re King the more Followers you have, the more power you have. So it all flows into one big pot.
And Touch really does change everything. Ever since I played Ico, it was lodged in my mind. It was such an important game for me; an emotional game. In Fable and Fable II and a lot of other games you’re presented with choices – whether you’re going to save someone or not save someone – but in Fable III you have to physically drag someone to their fate and it really does emotionally change it. It’s especially true when – and this is telling you more than I should be telling you anyway – you’re going to execute someone. We make sure there’s enough space between where you’re going to execute them and where you are now that I have time to make you feel just a little bit guilty about doing it.

Crumbs. You have to actually drag people to be executed?
I think it’s very right that I don’t talk too much about what happens after you’re King because there are some real surprises there...
On the day of your Coronation, I definitely want you to feel supremely powerful, but then we’re not going to make life easy for you. I mean, could you point to any King or Queen or Prime Minister in history that’s had an easy life? Obama already looks like he’s aged ten years and he’s only been there a year.
This may be politically incorrect but Obama is a great inspiration to me. This guy is the first person ever to win the Nobel Peace Prize without actually doing anything; he won it on a promise. Now, he guaranteed to close Guantanamo Bay in a year. To me, that’s as simple as picking up a phone and saying “close the place. I’m the President.” One year later and it’s still open. What went wrong, man? To me that’s a simple one.
And that’s what makes – and this is a PR line, I’m not going to apologise for it – the story of Fable III relevant today. You’re gonna be idealistic by the time you get on that throne. Most people will wanna close those workhouses and turn them all into schools; they’ll wanna get the beggars off the street, they’ll wanna empty the coffers of their treasury and put it out there with the people, but man… I’m not gonna make it that simple. There must be a reason why Guantanamo Bay is still open and that’s gonna be a great story to tell – but I’ve promised not to say anything more than that!

Mar 24, 2010 (gamesradar.com)

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