Showing posts with label Previews. Show all posts
Showing posts with label Previews. Show all posts

Thursday, July 22, 2010

San Diego Comic Con 2010: Day One Video Game Panels



Thursday at this year’s San Diego Comic Con International featured a prominent video game appearance including special panels for upcoming releases which some I visited.

At the morning, one of the many meeting rooms featured Capcom’s “Dead Rising 2” with a high volume of people attending.

While developers Blue Castle Games were unable to come by to talk about the game, creator and executive producer Keiji Inafune and producer Shinsaka Ohara appeared before the crowd. Inafune discussed a bit of how surprisingly successful the first game was and hopes that Dead Rising 2 will “cater more to western audiences.”

More details of the plot have been revealed where the zombie outbreak hit Las Vegas and later the main area Fortune City.

While Dead Rising 2 takes place 5 years after the original, the downloadable “Case Zero” will confine to the Vegas infection just two years.

Dated for an Aug. 31 release date just a short of a month before the full game, Case Zero is an Xbox 360 exclusive priced at 400 Microsoft Points. The game is “To provide a taste of Dead Rising 2 while serving something new,” Inafune said. Case Zero introduces sequel protagonist Chuck and his daughter surviving zombies in Vegas. The downloadable also gives background on the anti-zombification medicine “Zombrex” which will serve a strong role in the full sequel.

Chuck in Dead Rising 2 participates in a zombie killing show in Fortune City to fund enough money for his daughter’s Zombrex medication. Along the way, Chuck gets framed for trying to destroy television equipment and must clear his name before a 72 hour extraction deadline.

Capcom also details about Dead Rising 2’s multiplayer where players can play against each other or in co-op as well as participate in mini-game challenges dubbed “Terror Is Reality.”

Set for Sept. 28, Dead Rising 2 will receive a special “Zombrex” edition featuring various props and a special disc different in both Xbox 360 and PlayStation 3 versions. While the PlayStation 3 will receive a making of documentary, the Xbox 360 version will have Inafune-directed B-movie horror film “Zombrex Dead Rising Sun” with an exclusive alternate ending.

Later on, Ubisoft began a panel for “Assassin’s Creed: Brotherhood” featuring G4TV’s Morgan Webb on moderation.

Writer Jeffrey Yohalem described how the whole Assassin’s Creed series relied on a specific set of rules where everything in the game had to have justification for it to exist. The storyline relying on controversial historical periods and being “the spine of the experience;” meaning that other elements including gameplay and sound aids this plot.

Brotherhood continues the storyline of Italian assassin Ezio Auditore di Firenze and his struggle leading to truly leading the Assassin Order. Yohalem confirmed that the themes of Brotherhood was heavily influenced by “The Prince” by real-life person and series character Machiavelli. Characters in the “Assassin’s Creed 2’s” story including Ezio’s mother Maria and will have a much larger and complex role in shaping his destiny.

The multiplayer fits in to the story where members of the antagonistic group Abstergo takes over personas of assassins to train them. Along with an overview, two new characters were announced including the bearded “Blacksmith” and the smirky “Soldier.”

With the release of Brotherhood, a comic book series is planned. Taking place in early-1900 Russia, the protagonist is a novice assassin named Nikolai who travels between Siberia and St. Petersburg while the infamous Tunguska Event occurred.

Towards the evening, members of Bungie initiated a demonstration of new features in “Halo: Reach.” Multiplayer designer Lars Bakken discussed the options that can be placed in returning mode “Firefight.” Players can customize wave types and enemies, end a game prematurely, and provide objectives including generator defense. Still multiplayer enabled, Reach features matchmaking along with friend based joining. A mode introduced in the panel is “Versus” where one can be a Spartan defending Covenant forces led by another playable member. Versus will be playable tomorrow at Comic Con.

Another part of the live demonstration is the much improved “Forge” mode. While the multiplayer favorite “Blood Gulch” returns to Reach re-titled as “Hemorrhage,” it’s part of a tremendously bigger map called “Forge World.” Just like its title, it’s a map perfect for different designs using Forge. The capabilities of constructing new things in Forge has increased like where objects can clip on other pieces and much better rotation controls giving new possibilities in making outrageous designs. Bungie also had video documentary shortly released showing what can be done in the new Forge mode.

Before the end of the Halo: Reach panel, Bungie revealed a special Xbox 360 containing a special silver design on the console and two controllers along with a full copy of the game. The special edition console is planned to release the same as Reach.

Wednesday, May 26, 2010

Halo: Reach multiplayer beta (preview)


Originally posted on Digital Gaudium (May 8, 2010)


Bungie, developers of the acclaimed Halo video game series released a multiplayer testing build of their final franchise-based game “Halo: Reach” to the public with high anticipation before the retail release this fall.

Officially released on Monday, people who own a copy of “Halo 3: ODST” and have a membership to the Xbox Live, can download the beta. The download provides a small taste of the multiplayer mode that will be featured in the final build.

After a short introduction message from Bungie, players can pick one of the two modes available.

Matchmaking mode allows online players to combat one another in multiple playlists featuring game types common in Halo like “capture the flag” and the deathmatch-based “Slayer” while some new are introduced in Reach. “Headhunter” requires players to grab skulls from fallen enemies and deposit them at specific capture areas for points while “Stockpile” is a variant of capture the flag where teams must store neutral flags in their own bases.

Throughout the beta, Bungie will add more game types for players to play and test. “Generator Defense” has a small team of Spartans have to defend multiple machines from a rag-tag group of invading Elites. The other, “Invasion,” is the large scale mode featured in the beta where Elites must complete a set of objectives while going through Spartan defenses; this mode also has a Slayer only variant.

Introduced in “Halo 3,” “Theater” mode allows players to watch footage of their played games as well as take screenshots.

So far, the Halo: Reach beta looks, sounds and plays like any other Halo game but like the series’ previous incarnations, new features and other nuances makes this distinct from the others.

The most apparent addition is armor abilities where each player can pick one of the four provided. These abilities replace the equipment system in Halo 3 where it was one use as opposed to Reach being reusable. Each ability serve different purposes best for particular situations. Active camouflage increases the chances of assassinating enemies without being seen while the jetpack allows temporary air superiority against ground forces.

Weapons have gone towards another overhaul in Reach featuring new additions as well as removing some common in the series. Similar to the original Halo and Halo 3: ODST, dual-wielding is not featured in Reach. In return for balance, weapons like the magnum pistol have more power into it just in case if ammo for a primary weapon runs out; those single handed weapons serve as more of a sidearm.

The popular battle rifle has been removed as well for another called the DMR, short for Designated Marksman Rifle. Instead of a three-round burst, the DMR can only provide single shot fire generally preferred for mid to long range combat; making it closer to the battle rifle’s original envision during Halo 2. It’s not easy to handle though because the DMR along with almost every other weapon in Reach has accuracy and the faster each firearm is shot, the less accurate it will become. The DMR and many other new weapons are featured in Reach for all of us to play with.

Although Bungie wants everyone to enjoy this small bit of the beta, they want players to discover and report any issues or bugs; which in this phase is normally suited for private testing. Bungie is eager for every players’ opinion if such things as the focus rifle being overpowered or someone found a way to get under the battlefield ever occurs.

There are some particular issues in the beta but with over a million participants, all the feedback up until closing day on May 17, 2010 will allow Bungie to fine tune and help create the best possible experience in Halo: Reach when it comes out fall 2010.

Thursday, January 28, 2010

Battlefield: Bad Company 2 Xbox 360 demo (hands-on)


Let's blow up more buildings!

A month before the release of the original Battlefield: Bad Company, the game's demo was the only thing I played at that time because it felt so engaging to be part of large scale base battles in the game's "Gold Rush" mode (in both attacking and defensive sides). It did have a linear feel to it as opposed to DICE's PC predecessors where they were more open ended with the "Conquest" mode but things like sniping attacking runners or reigning down with a helicopter on an opposing base were very intense and addicting. Bad Company 2 is a similar case especially having a beta shortly before the month away demo release. Users of the PlayStation 3 were able to get their hands on it first for testing but many Xbox 360 players (including me) now have the opportunity to try out the changes applied in this upcoming sequel.

The demo features full 24 player online support on one map different from the PS3 beta. Instead of a desert like environment, the demo map is a winter-based Russia as they attack the Americans defending a oil pipeline.

Like the previous Bad Company demo, this features the assault gametype renamed as "Rush" removing any evidence of gold. Within the context of the game universe, it's not about getting a prestigious object but more of presenting the conflict against the Russians and Americans with each trying to gain ground. Besides the changes in the name and drive of the mode, there are some tweaks that can be compared to "Gold Rush." Although based on destroying two crates and moving on to another defensive base carrying more, the attacking team is then required to stay in their conquered area for a short amount of time before assaulting the next one. It seemed very awkward at first but as soon as I was on the defending team, it made more sense. Not only that time in between prevents the attackers from making an immediate and cheap victory, it helps recompose the defensive side and make a better plan in draining the opposing force's tickets. Added from the arcade hit Battlefield 1943 is an improved spawning system where you can spawn in base or with a particular squad member which can help turn the tide of battle.



As with a Battlefield game, there are vehicles featured for each side. The Americans can use helicopters to provide air support against the Russians who assault with tanks, light armor, and even four-wheeled ATVs. Another addition used by the Russians in the demo map is a small remote controlled helicopter which can provide recon support and even guide missiles to designated targets. Much different from the original Bad Company in terms of controlling but worked pretty well when I got the hang of it as the shoulder button controls most of the driving and shooting mechanics allowing the player to steer and aim with ease.

One very distinguishable difference from the previous Bad Company multiplayer is the classes provided. As opposed to the original five classes, it has been reduced to four: assault, engineer, medic, and recon (from the original Bad Company's assault, demolition, specialists, recon, and support). My first thought was that they would compromise each of the class' dynamics but the tweaks are justifiable. Removing the specialist class and providing some of its attributes to others blend in pretty well; for example, the sniper class obtains C4 charges (which are key for low profile destruction). The case of trading tools also happens in other classes too with some being placed in a new section dedicated to universal secondary weapons. If you wanted a shotgun for your sniper, its possible in this game.

To obtain it though, it's all based on leveling up from playing games. Besides getting new ranks, players can obtain bonus weapons by gaining experience points from a specific class. The demo though only provides one new weapon for each class but as it's released, similar to Modern Warfare 2, players (including me) will try to get all of them.

The playing feels much like the original Bad Company but a bit faster when engaging the enemy in a very closed-in setting. Explosions constantly appear everywhere and death happens a lot but with regenerative health it's less painful to experience. To lessen the death issue even more is the inclusion of the medic class having a defibrillator (introduced in Battlefield 2) which revives downed teammates at an instant if they don't respawn. When playing the sniper based recon class, I was surprised of how DICE treated sniper rifles. The previous game featured a realistic like delay in a sniper shot and Bad Company 2 takes it to another level with weight. Specifically a bullet shot in long range loses its consistency to where it arcs and the bullet falls downward. This avoids the issue of 100% accuracy and forces to predict where the shot may lead to.

Making use of an updated Frostbite Engine, the detail in the game is much more detailed in graphical fidelity than its predecessor. There is much more content present while moving smooth and consistent. The characteristic destruction system makes a return and is implemented to the "Rush" game type much better than before. Most of the players in the games I experienced destroyed the walls surrounding the crates as an alternative to planting explosives. The attackers can make use of the destroyed walls for tanks to fire upon while defenders might want to use it to lure attackers and shoot them when their position is compromised.

Although a multiplayer demo, I am impressed with the changes done for the Bad Comapny sequel. I hope to have a great and fun time when it releases this March.

Thursday, May 28, 2009

Fight Night Round 4 demo impressions



"Go Get Em Pac-Man!"

Before we start, I like to pay my condolences to Mike Tyson's daughter, Exodus here.

I remember that E3 with the footage of EA Sports "Fight Night Round 3" with Roy Jones Jr. and Bernard Hopkins where the punches up close show the faces of the boxers were crushed but as the demo which I only played came out, it felt a bit less than what I saw back and the gameplay just felt too arcade-y as the haymaker attacks make the match too easy especially for the computer. I knew they were going to improve it in some fashion and hell they did so far with the demo of the upcoming "Fight Night" featuring a reenactment of sorts between the pound for pound Filipino boxer Manny "Pac-Man" Pacquiao and British welterweight Ricky "The Hitman" Hatton.

As I started up the demo it led to a mandatory tutorial where I then knew that the game is going to feel different from the other games. Although using the same fight stick gameplay, it's modified and expanded to utilize more button/stick syncronization but it doesn't mean that it's a button masher. This expansion also forces the player to focus on jabs and hooks instead of just going for the haymakers which can decrease the stamina meter by a large but fair amount (unless the opponent is in stun mode, which is unlimited for a short amount).

Although you can, this game doesn't want you to go entirely brute force as the opponent can counter and maybe take you down easily. It's a coordination of punch areas, the three meters (health, stamina, and guard), and the counters. With the invisible restrain, you might have a large tendency to actually block and/or dodge attacks where you can counter and increase the possibility of a knockdown even with the simplest hook. It's all about understanding the three elements of the fighting. If you do get the opponent to get to stun mode, it's the opportunity to go full force as they attack with low effectiveness and only find an chance to hold to end the stun mode easily.

With the gameplay improvement, the graphics also has it's additions. Running on 60 frames per second with little to no drops is just enough to merit. Fighting feels very smooth and close to the fighting material aside from the very robotic and rough nature of "Round 3" as everyone throws punches with no hesitation. The detail of the fighters of Pac-Man and Hatton looks shocking as the faces look very convincing and the muscle movement can awe any graphics whore. One of the things that I looked at "Fight Night" all the time were the physics. It slowly progressed from a simple rag-doll to glove reaction to now dynamic physics where the trunks react to the fighter movement, the knockdowns utilize a NaturalMotion Euphoria middleware approach where an animation exists with interaction, and the face strikes surpasses what I saw of past E3s.

Audio does the job right with good commentary and subtle advice to the player to try a different method instead of sticking to something that can lead to disaster. Soundtrack can get more variety but it's a demo so I can't truly complain.

Although it's a demo, it feels like a completed game cut up as it's well done and will likely garner critical acclaim. Now off to beat Hatton again just like that match in Vegas!

Demo is out on Xbox Live and PlayStation Network now, game will hit US on June 30, 2009.

Friday, May 15, 2009

Mass Effect 2: Pre-E3 video



Breathtaking.

Saturday, May 2, 2009

Bionic Commando Multiplayer Demo


"RAD yo!"

Wednesday was the surprising day that Capcom released multiplayer demo of the sequel to one of my favorite games of the 8-bit era. If you had the Super Nintendo or the Game Boy, you should know what Bionic Commando was; it's no Spider-Man but at least you can attach crap and swing which is still awesome and ahead of it's time. With the world of HD and physics, Bionic Commando comes back with a new sense of reality with more dynamic swings. Thank goodness the demo has that apportunity to experiment with the swing mechanic.

Feeling like Spider-Man with dynamics and guns, the mutiplayer demo is just plain fun deathmatch with opportunities to swing and manuver. It's lacks flat land and doesn't have a 2D vibe; but instead the level the demo provided is multitiered and interactable. We can lock and grab on to anything including people (as well attack while grabbing) as long as it's within close proximity. Although provided the simple industrial poles to introduce the basic mechanic of swinging, the trees are swingable where you can make a futuristic Tarzan moment. The mechanics of the arm are has a sense of complexity and simplicity; where you just have to remember the trigger, the jump button, and the left stick to manuver the real-time swinging. It's easy to understand but challenging to handle when you are being bombared by strong firepower of a easily killable sniper rifle or the cheap shotgun but when you can master it and plan the swinging, it's a fun game for a good amount of 8 players per session.

Friday, April 24, 2009

Red Faction: Guerrilla demo out!

"Good Times with Weapons"

On August of 2008, I played the closed beta of the latest "Red Faction" game being worked on by Volition who also done the previous games as well as the "Grand Theft Auto" clone-y game "Saint's Row". It was a sort of a stealth test as it was dominated by bigger major league shooters but people who paid attention or still loved the previous "Red Faction" games got in with little info on what the game was all about. Months after it's end, I still remember the good times playing the game properly; destroying the shit out of the buildings and rebuilding to repeat the hilarious process.

They released the demo yesterday and the only simple reaction I can say after beating the very quick demo is... amazing. Ever since the demo to Fight Night Round 3 during the launch of the Xbox 360, I haven't had much fun until this demo was released. Consisting of 3 quick parts of one mission (out of the alleged 120 missions in the final build), it utilized three (or four) different mechanics including a third person shooter and a rail section and it featured so much ways to complete it. Constructed of an open world sandbox framework, it doesn't rely on linear design as opposed to the objectives. You can either for example:
  1. Jack a car to get the very maniacal Walker vehicle (will mention in a bit)
  2. Go guns blazing
  3. Run for it head on
  4. Go stealthy around the base
  5. Hammer the crap out of everything
I can mention more but I am still in a euphoric state. Besides the main objectives, there are secondary targets which can help or hurt the common meters in the game including public morale within the oppressed Mars, the resources of the enemy forces of the Earth Defense Force (Isn't that a game too?!), and others. I believe it's going to affect the future missions for the final game.


After getting the Walker, it shown how effective physics are in "Guerrilla". This is when destroying everything comes to effect when the mechanical monster can destroys the hell out of anything without any effort. Result is numerous parts falling flying and falling down with the thunderous feeling of actual buildings being destroyed. Volition seems to give time and care for the forceful desconstruction of buildings. Thank you Geo-Mod 2.0 for making me happy with physics again and reminding me that we can all be like Godzilla!

Then we have the final section of the demo which is the rail shooting. Giving a gun that's just a souped up "Halo 3" gauss gun and trying to flee from multiple EDF cars that can really kill is just plain awesome. Passing through buildings and cliffsides just reminds me of those classic chase movies. Also add a cool cinematic physics effect when the cars fly when shooting below them is just a great compliment to a great demo.