Thursday, April 28, 2011

GameSpot's Xbox 360 Previews: Binary Domain Q&A - Robot Armageddon

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All of the Previews for Xbox 360 games.

Binary Domain Q&A - Robot Armageddon
28 Apr 2011, 4:00 pm

We chat with Sega executive officer Toshihiro Nagoshi about his upcoming squad-based shooter.

     

If you were ever a fan of Daytona USA, Super Monkey Ball, or the Yakuza series, then you're familiar with the work of Sega executive officer Toshihiro Nagoshi. Late last year, Sega and Nagoshi announced an original squad-based shooter called Binary Domain, but details on the game have been sparse. We know that it takes place in 2080 and revolves around a violent conflict between man and machine. For additional details, we tracked down Nagoshi to learn more about this upcoming release.

GameSpot: We haven't heard much about Binary Domain since the game was announced in December alongside a CG trailer. How accurately does that trailer reflect the current direction of the game?

Toshihiro Nagoshi: Basically, that was a trailer that roughly outlined the game concepts. Through that trailer, we wanted you to grasp the feel of the enemies and one of the stages, along with the fact that this game is based on a shooter system with procedural damage and squad-based gameplay.

GS: What factors influenced your decision to make a squad-based shooter? How are you hoping to make it stand out from competition in the popular shooter genre?

TN: I can't reveal the mechanics in details yet, but I did not want to make this a simple game which only requires you to shoot at everything with ally NPCs following you around.

The game has a system that automatically detects the situation based on points like "What is the impact on the squad, or does it have an impact at all?" The player is free to make decisions that may work best for him or best for his squad, so you can be a selfish player or a good team player. The situation could differ greatly based on that selection, but simply covering your squad all the time will not lead you to victory. In other words, the key to this game is to make decisions based on all the factors such as the player, allies, missions, and battles in real time.

The game also has a unique and original method of communicating with the allies. Though controlled by CPU, the enemies and allies will act as if they have a life of their own. With such a high level of CPU controls, we wanted to create real-time game scenes with unlimited drama.

GS: You've mentioned that moving AI technology forward is a huge focus for this game. Can you describe the technology behind the game's AI system and how it affects the action on the screen?

TN: First of all, many of the existing titles (regardless of their sales success) had many elements that seemed as if the developers gave up. For example, there are unavailable movements due to technological limits or strange AI reactions that make you wonder, "Why is it moving like that?" or "Why is it not making decisions that could work better for him?" Those actions were just so unnatural and frustrating. I had always been thinking such problems should be completely resolved, so with Binary Domain, we addressed these issues as much as possible. You should be able to notice that once you get to see the game.

Furthermore, that was not our goal but the base of our development for this game. By having the game based on such a foundation, we were able to create satisfactory game scenes with both the enemies and allies acting naturally based on the number of forces, formation, and stage elements. The game scenes are not mere shoot-'em-ups but evolved into exciting and dramatic battles full of tension.

GS: Everyone has a preference for the way a shooter moves and controls. Can you talk about the creative process behind designing how you want players to move around the environment and the way the weapons feel?

TN: This is one of the areas that we're adjusting right now. I agree that preferences vary greatly among the players. For example, Binary Domain is set in the near future, so it would be unnatural to have a weapon with unbelievable power. But at the same time, we want to make weapons with blasting excitement. We've been struggling to work out the balance, but in the end we'll be sure to adjust everything so you can enjoy the gameplay without having the plot ruined.

GS: Man versus robot is a conflict we've seen in a lot of sci-fi stories. Has the story in Binary Domain been designed to evoke more of an emotional response than traditional sci-fi work?

TN: That's what I intend to do with Binary Domain. This is another point where the preferences may vary, but my intention is to create a fresh story based on well-known themes. Once you get to see the complete game, I'm sure you'll understand what I aimed for. I have no interest in making a game with a shallow plot. Of course, you can expect the gameplay to be just as good as the intricate story.

GS: How has your staff's experience with the Yakuza series influenced the development of Binary Domain?

TN: When it comes to drama, the team has the knowledge and skills to create scenes of extremely high quality in great volume. The team is also experienced with the high-end machines, and Binary Domain uses a lot of technology like shaders and motion capture that we did not use for other titles. We did not use them for the Yakuza titles either, but for a good reason. A technology that worked brilliantly with one game does not always work for another game. This time with Binary Domain, the game is filled with a lot of variety, so we are able to use all our skills to the maximum level.

GS: One of GameSpot's best-reviewed shooters of 2010 was Vanquish, a game developed in Japan by Platinum Games. Do you see Japan as a growing contender in the shooter market these days?

TN: I'm not sure about that yet, but I think Binary Domain will give us an answer. I bet there will be some gaps between the regions and their preferences, but I am confident that a good piece of work made with full devotion (and well-balanced marketing) will be accepted regardless of such differences.

GS: Thank you for your time.

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"Binary Domain Q&A - Robot Armageddon" was posted by Staff on Thu, 28 Apr 2011 08:00:00 -0700

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GameSpot's Xbox 360 Previews: Madden NFL 12 First Look Preview

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Madden NFL 12 First Look Preview
28 Apr 2011, 2:00 pm

Human-controlled cameras, custom playbooks, and improved tackle animations are some of the highlights in EA's latest football sim.

     

Last week we brought you our first impressions of NCAA Football 12, a game that's aiming to capture the freewheeling spirit of the college game with team celebrations, a broadcast overhaul, and a number of other visual bells and whistles. With today's NFL Draft, it's only fitting that we move on up to the professional ranks as we talk about this year's Madden game.

Once again, EA was mostly focused on showing us the visual upgrades to this year's football sim, but we've also got a couple of details on new gameplay features. One of these new features is the ability to create custom playbooks and harmonize them with the GameFlow system introduced in last year's game. You outfit a full playbook's worth of formations and plays and then assign each one of them various star ratings based on how well you think each play would work under various situations. So you might assign that four-receiver shotgun set a five-star rating in third-and-long situations, while the same yardage situation might command a one-star rating for an up-the-gut run from your slow-footed fullback. And if you'd prefer to find more of a middle ground between custom playbooks and just use the default GameFlow system, you can now choose a style of GameFlow, such as run-heavy and pass-heavy.

Madden is also using the new tackle animation system we talked about in last week's NCAA Football story. EA's aim with this system is to make tackles and collisions look more natural. In previous years, there were only so many points around a player in which another player could approach them for a hit, which often resulted in players magically floating to that invisible entry point to begin the tackle animation. This year, EA claims it has reworked how the collisions and tackles can be triggered so that you don't get that artificial "snapping into position" look with players. We got to see the system in motion, though without the benefit of a side-by-side comparison, it was hard to tell how drastic the difference is. We will say that the new tackles do look good, but there's still a bit of a way to go until EA gets to the point of Backbreaker-level fluidity in Madden's collision system.

Visually, EA continues to blur the line between virtual football and what you find on television on a Sunday afternoon. There's a certain human element to camera control that this year's game is trying to capture with an elaborate setup of real cameramen and a motion-capture studio. Essentially, what EA has done is recruit the help of some cameramen from NFL Films and rig their gear with a small screen showing in-game footage to effectively place these guys on a virtual field. The myriad motion-capture cameras surrounding these cameramen can tell where they are relative to the in-game players, and what you get is the real effect of a camera operator running around the field, sweeping around, trying to get that perfect shot as players celebrate a play or mill around the scene of a tackle. It's a really cool system, and we're interested in seeing how it pans out. As long as it doesn't wind up feeling like an overdone shaky-cam effect, this new feature could be a great addition.

A number of other visual additions and tweaks litter this year's version of Madden. These include stadium exterior shots preceding a game, new broadcast cameras that mimic the unique camera placement of every stadium in the league, 3D grass, and enhanced uniform degradation. Those certainly sound interesting, but the big question is what EA is adding in terms of gameplay features and modes to keep players' interest over the long haul. Hopefully EA has something big in store as we get closer to the release of Madden 12 on August 30.

Read and Post Comments | Get the full article at GameSpot


"Madden NFL 12 First Look Preview" was posted by Shaun McInnis on Thu, 28 Apr 2011 06:00:00 -0700

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GameSpot's Xbox 360 Previews: Driver: San Francisco Hands-On Preview - Mind Games

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Driver: San Francisco Hands-On Preview - Mind Games
28 Apr 2011, 5:00 pm

Driver: San Francisco will let you change lanes...and change identities. Get the details in our hands-on report.

     

Drawing inspiration from such classics as Bullit and The French Connection, as well as more contemporary titles, such as the Bourne series, Driver: San Francisco is aiming to instill some of Hollywood's hard-nosed cop bravado into its action racing formula. Recently, we got the chance to go behind the wheel of this latest entry in the Driver series alongside series creator Martin Edmondson of developer Ubisoft Reflections. While previous entries in this series have dabbled in the realm of third-person combat, our demo of Driver: San Francisco forwent such extraneous features and focused on making the driving as fun and wild as possible.

Our session with Driver San Francisco picked up with the continuing story of the series--months after the events that took place in the awkwardly titled DRIV3R. The series' protagonist, on-again, off-again police officer Tanner, had finally succeeded in putting the villain Jericho behind bars. Jericho's sentencing was close at hand, but as we soon discovered, not everything would go according to plan. In brief, Jericho hatched a daring scheme involving an acid tablet, a rocket launcher, and a local news helicopter to make his escape, but not before forcing Tanner into a deadly automotive wreck. After regaining consciousness, Tanner discovered that this event had yielded unexpected results: he could now leave his body and posses other drivers on the San Francisco streets.

With the press of a button we could depart our mortal shell and take flight above the city. From here we could glide around using the two analog sticks (our demonstration was on an Xbox 360) and possess the driver of any vehicle we wanted. In the beginning we were limited to a very intimate view of the city. However, as our powers developed, we were eventually able to pull the camera back to reveal the entire city and instantly jump anywhere we wanted. As Edmondson noted, including the ability to quickly hop from one side of this massive city to the next in mere moments has been no small technical feat. To pull this off, the team at Ubisoft Reflections has forgone the use of any middleware in favor of building all its own tech from the ground up--and keeping it running at a smooth 60 frames per second no less.

It's worth noting that the re-created area of San Francisco encompasses roughly 200 miles worth of road. However, if you're hoping to drive by and spot your house, that probably isn't going to happen. It's not an inch-by-inch re-creation. Many of the city's major landmarks and attractions are there, but the developers have taken some creative liberties with the spaces in between them. From what we've experienced, in order to accurately recapture the San Francisco driving experience, there would need to be a few more gridlocked traffic jams, narrower streets, and at least one yahoo on a bicycle pulling out in front of you every five minutes.

We soon discovered that being able to shift from one person's body to another at will opens up a brave new world of possibilities for ruining someone's day. In one instance, we swapped bodies with a businessman who was test-driving a new sports car alongside an obnoxious salesman. We then took this dealer on a wild ride through the Financial District before drifting down the infamous hairpin turns of Lombard Street (and maybe we banged up the car a bit along the way). Another mission saw us aiding an upstart television crew looking to capture the city's craziest drivers--how convenient. By swapping between bodies we put on a show involving high-flying jumps, head-on collisions, and drifting through medians.

Completing these missions gradually unlocks additional story missions for Tanner and also earns you willpower, which is the game's currency and is used to purchase additional vehicles and other unlockables. If this all sounds crazy, don't worry, it is. You remember that car crash Tanner was in earlier? Turns out it didn't go so well, and now our hero's body lies comatose in a hospital bed back in reality. Edmondson was tight-lipped about how the events in Tanner's mind will influence what's happening in the real world, but he did hint that Tanner's road to recovery was linked to his actions internally.

We found that Driver: San Francisco felt more akin to Burnout Paradise or Test Drive Unlimited 2 than, for instance, a Forza game. Excessive use of the emergency brake was a must to wrangle the game's loud and heavy muscle cars around the road, and the game was very forgiving when it came to clipping (or crashing into) other drivers. The vehicles also showed an impressive amount of damage modeling, epically since the game features roughly 140 licensed cars. Edmondson wasn't ready to divulge any more details on multiplayer, other than to say that it is going to be a "big element" of the game and will implement the shift feature. He also noted that local split-screen play will be included. You can find Driver: San Francisco this August for the Xbox 360, PlayStation 3, PC, and Mac.

Read and Post Comments | Get the full article at GameSpot


"Driver: San Francisco Hands-On Preview - Mind Games" was posted by Maxwell McGee on Thu, 28 Apr 2011 09:00:00 -0700

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Wednesday, April 27, 2011

GameSpot's Xbox 360 Previews: Deus Ex: Human Revolution Updated Impressions - Weapon Upgrades, Augmentations, and Hacking

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Deus Ex: Human Revolution Updated Impressions - Weapon Upgrades, Augmentations, and Hacking
28 Apr 2011, 2:47 am

We take a closer look at a later mission in Human Revolution and examine some of the tools at Jensen's disposal.

     

When we last saw Deus Ex: Human Revolution, we took you through the opening acts of Square Enix and Eidos Montreal's upcoming sci-fi shooter. We saw series protagonist Adam Jensen, an ex-SWAT officer, thrown into a deadly conspiracy after his workplace, cybernetic augmentations manufacturer Sarif Industries, was attacked by an unknown but well-armed force. The ensuing conflict ended with Jensen's supposed death, only to see him return with extensive augmentations--which Jensen was less than thrilled to have received. Now, during our recent hands-off demonstration with game designer Antoine Thisdale, we go beyond the opening to a later mission to explore some new augmentations and abilities at Jensen's disposal.

In the not-too-distant future of 2027, cybernetic augmentation is a topic steeped in controversy--religious, political, and otherwise. Where some see only sin, others see evolution. The ongoing debate has already produced disastrous results, most recent of which is the attack on Sarif Industries. After an extensive investigation, Jensen finally has a chance to strike back at those who inadvertently made him what he is today: augmented. After touching down a few blocks from our destination--an unsuspecting lot of warehouses--our character decided it was best to stock up on supplies before attempting the mission. A chatty arm's dealer was nearby, and after some small talk, he was more than eager to tell us all about the heavily armed people he'd recently seen moving in and out of the area. Despite its appearance, we now knew we were on the right trail.

The merchant also supplied us with a target-leading system for Jensen's tranquilizer rifle; it was an upgrade that would prove immensely useful once he infiltrated the enemy compound. For now, the upgrade was stored in our inventory, which was displayed on a large grid similar to the system used in Resident Evil 4. Each item takes up a certain number of slots on the grid, with larger items, such as weapons and upgrades, taking up more space than a CD, for instance. However, you won't be able to carry everything you come across. Once our character made his purchases, he moved onto the target area. Here, our character was faced with his first challenge: infiltration. Guards were stationed all around the building itself, and while there weren't a lot of them, Thisdale (the demo's pilot) decided it was best to use the element of surprise and attempt sneaking inside.

When sneaking past enemies, the game uses a combination of line of sight and sound to pinpoint your location. Jensen's cloaking and silent-moving augmentations easily countered this, but they rapidly drained his internal power supply. After slipping past the guards, his next task was to hack the security gate to the compound. When hacking any computer terminal, the goal is to connect your point of entry (represented by a blue orb) with your target (represented by a green orb). You do this by capturing the numerous access nodes between these two points. However, each time you capture a new point, you run the risk of alerting the network's security system, which is represented by a red tower. It then becomes a race against time as the security system attempts to capture nodes and link itself with your access point. Because the gate's lock wasn't too advanced, Thisdale easily outmaneuvered its security system and gained access.

Inside was a large, single room that housed numerous crates and a half-dozen guards. From within his inventory, Jensen equipped the previously purchased target-leading system to the tranquilizer rifle. With this upgrade, he now received a visual cue indicating where he should fire to score a hit. This was especially helpful when tracking moving targets. A few well-timed shots dropped enemies behind crates or otherwise out of sight. Those that required a more intimate touch got treated to a sneak attack sleeper hold, a melee technique that depleted Jensen's internal batteries. With the guards dispatched, it was simple to slip under the camera and take the elevator down to the floors below.

Upon arriving on the basement level, Thisdale decided he was finished with sneaking around and took a more direct approach. After rolling out of the elevator and sliding up behind some crates, he used another augmentation to place tracking markers on all the enemies, including one large, four-legged robot. These markers took the form of large, green arrows placed above the enemies to help us track them in battle. From his inventory, Jensen outfitted his assault rifle with a target-seeking system. Modeled after existing technology, this system applies a calculated spin on a bullet when fired. The spin allows it to curve in midair and hit those hard-to-reach targets. Used in combination with the target tracker, Jensen could angle his gun upward and fire bullets downward to hit enemies ascending a flight of stairs on the far side of the room. However, this system wasn't very accurate, and a lot of bullets had to be twisted to drop the target.

With the human guards defeated, our character still had to contend with the four-legged walker. While the machine hammered the balcony with machine-gun fire, Jensen navigated behind it and used the Icarus drop augmentation to jump to the floor below. This ability drastically slows your descent and allows you to touch down without making a sound. After snatching up a nearby rocket launcher, he popped out of cover and made quick work of the walker. Our demonstration ended here, with Thisdale encouraging us to try a different approach from the one he had taken. "There's always more than one way to do things," he added.

From this brief encounter, we got a sense of Human Revolution's dense gameplay. The gunplay, augmentations, dialogue, hacking, and numerous other factors will make it interesting to see how developer Eidos Montreal brings together the final release. When asked what the team was hoping to improve upon from the first game, Thisdale focused mostly on the story and music. In the original Deus Ex, the story was presented to the player at a much slower pace than the redesigned Human Revolution, where information is presented a bit at a time in a constant stream. Regarding the music, the team loved the original score and is hoping to improve upon it by dynamically tailoring it to what's happening onscreen--whether it is stealth or a firefight. You can find Deus Ex: Human Revolution this August on the Xbox 360, PlayStation 3, and PC.

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"Deus Ex: Human Revolution Updated Impressions - Weapon Upgrades, Augmentations, and Hacking" was posted by Maxwell McGee on Wed, 27 Apr 2011 18:47:54 -0700

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GameSpot's Xbox 360 Previews: F.E.A.R. Updated Hands-On Preview - Multiplayer Roundup

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F.E.A.R. Updated Hands-On Preview - Multiplayer Roundup
14 Apr 2011, 2:00 pm

We get our hands on the four unique multiplayer modes coming to F.E.A.R.

     

Some horror stories cultivate a creeping terror that slips beneath your skin and gnaws at your brain. Others like to slap you across the face with one huge scare--one moment everything seems fine, but the next, you're leaping out of your seat and knocking over something expensive. Both have their merits, but the F.E.A.R. series has always relied on the latter. We recently attended a multiplayer event here in spooky San Francisco to match wits with Alma, the villain of the F.E.A.R. games, and her supernatural hordes in the game's four multiplayer modes.

Because we have already covered F***ing Run, the fast-paced mode that pits man against wall (or more to be more specific, The Wall), we decided to start with Soul King. In this mode, you take on the role of a specter that can possess numerous living weapons--cultists, armored troopers, wraiths--that populate the map. Your goal is to rack up souls by killing everything in sight; the player with the most souls when the timer runs out is the soul king. Naturally, you lose a few souls when killed, which the other players may collect and add to their scores.

During our session, we chose to think of ourselves as less of a soul king and more of a soul assassin. As the end of each match drew near, the other three competitors got nervous and stopped collecting souls in favor of hunting the current king (who is outlined in white for all to see). We took this opportunity to sneak behind the king as he was being chipped away by the other players, and when the time was right, we shot him in the back. We then snatched up all his lost souls and became the new soul king just as the timer hit zero.

After we finished with Soul King, we moved on to Contractions. In this mode, Alma has a bad case of being pregnant. But instead of doing what any normal person would do--starting her own reality TV show--she terrorizes you with hordes of monsters instead. Contractions is highly reminiscent of the numerous horde modes found in other games. Barricaded within our safe house, we had to either survive numerous waves of increasingly difficult enemies or be trampled underfoot.

To better our odds of survival, we had two jobs in Contractions: collect weapons and rebuild barricades. The weapons were stored in crates hidden around the map, which had to be hauled back to the safe house before we could use the destructive goodies within them. Rebuilding the barricades covering the windows of the safe house reinforced the fact that--in a supernatural apocalypse--being able to nail boards into walls is a life-or-death skill.

When a contraction hit, it was time to stop what we were doing and take cover in the safe house. While it was tempting at first to battle the enemy hordes along the balcony that surrounded the safe house, by the second or third wave, we had retreated (or limped) back inside. Though the interior of the safe house wasn't very big, it was divided up into several rooms and littered with windows. It was crucial for our team to coordinate with each other so that we all knew which room was getting hit and how to divide up our forces.

Ultimately, we ended up getting divided into little bits by our foes, so we decided to move onto the final mode of the evening: Soul Survivor. In this mode, at the start of each match, one member of our team was chosen to play the role of the corrupted. Just like in Soul King, the corrupted can fly around and possess enemies to use as weapons. Your goal is to overwhelm the other three players and convert them, one at a time, to your side. The non-corrupted players just have to survive.

At first, the survivors had the definite advantage. They would huddle up and easily dispatch everything thrown at them. However, as the fight dragged on, they would invariably run out of ammunition and be forced to move out to scavenge for more. As the corrupted, that was our time to strike. If one fell behind, we would quickly descend upon him and beat him into submission. While his teammates fought to get to their fallen comrade, we would quickly convert him, making it a two-on-two match.

F.3.A.R.'s suite of multiplayer modes is shaping up to offer a refreshing break from the usual Deathmatch, Team Deathmatch, and Capture the Flag modes you may have come to expect from other games. Each brought a different flavor of anxiety to the mix and kept us on edge throughout. You can check out all of F.3.A.R.'s multiplayer modes for yourself this May on the Xbox 360 and PlayStation 3.

Read and Post Comments | Get the full article at GameSpot


"F.E.A.R. Updated Hands-On Preview - Multiplayer Roundup" was posted by Maxwell McGee on Thu, 14 Apr 2011 06:00:00 -0700

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Monday, April 25, 2011

GameSpot's Xbox 360 Previews: Red Faction: Armageddon Hands-On Preview

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Red Faction: Armageddon Hands-On Preview
25 Apr 2011, 6:45 pm

We go underground on the Red Planet in the sequel to 2009's Red Faction: Guerrilla.

In Red Faction: Armageddon we are on Mars with a shaven-headed Mason once again: Darius Mason, this time, grandson of Alex, hero of 2009's Red Faction: Guerrilla. But where Guerrilla had us rove around on the Martian surface, Armageddon takes us underground. Terraforming has failed since the events of the last game, making Mars uninhabitable above ground, forcing the human population to relocate into deep networks of rocky caverns. And where Guerrilla was open-world, Armageddon is basically linear, though with some larger, open areas suitable for sandbox-style play linked by the game’s subterranean roads and corridors.

The game’s producer, Jim Boone, tells us Armageddon’s linearity comes of player feedback. Though fans of the previous game enjoyed the vehicles and freeform destruction, he says, they were less keen on trundling long distances through an open environment. He also tells us that some 20 percent of the third-person action still takes place topside, though we didn’t see any sky for the few-hour duration of our hands-on demo, which was taken from early in the game.

As the demo began, the humans were already besieged by huge and vicious insectile beasties. Since these came from deep within the planet Mars and the humans from planet Earth, they are technically the natives. For the purposes of this preview, however, and because they are huge and vicious insectile beasties, we shall call them aliens. Our hero Darius is somehow to blame for the alien uprising--but inadvertently, mind you, and doing his best to make up for it. In the course of the demo, he escorts a convoy through hostile territory, fetches power cells and fixes water pumps for beleaguered civilians, and demolishes all manner of alien-infested structures.

Among the enemies are various brightly coloured red and green creatures, accessorised with organic blades and spikes and ranged bioweapon fire--glowing green globs that explode just after impact. We encountered plenty of ravagers: fast-moving, wall-climbing aliens with bone-bladed arms. Another alien creature, a stealthy variant, is invisible except when attacking, but signals its proximity with a blurring effect on Darius’ vision. Others are less subtle and less bug-like: one creature was a hulking, horned biped, like a Martian minotaur.

We weren’t short of hardware to see off the alien hordes, with Armageddon forever dropping new weapons in our path, but chief among them was the tremendously fun magnet gun. With this, the game’s signature weapon, you shoot item A (say, the side of a building) then shoot item B (say, a spiky ravager) to fling the one into the other, as if by magnetic attraction. The quick two-shot operation works a bit like Dead Space’s kinesis module, letting you smash large chunks of the level furniture--girders, walkways, shacks, and the like--into your squishable foes, but also letting you launch enemies up and away, by firing at them and then at the distant cavern ceiling.

The magnet gun is also useful for demolition purposes. Alien-infected buildings can be destroyed by ’magnetising’ the roof and the floor, or one wall and the other, making it up crumple up with zero ammo expenditure. Another demolition option is the powerful, no-mess nano-rifle: a gun that simply dissolves objects and enemies, with none of the gooey splatter of swatting an alien with a corrugated iron shack.

The extensive destruction will be familiar to players of Red Faction: Guerrilla. (Once again, terrain can’t be deformed, except for the odd rocky crystal structure, though most man-made structures are fair game.) But Armageddon balances the large-scale demolition with the addition of a repair ability. Darius is equipped with a nano-forge: a kind of multi-tool, with a number of unlockable and upgradeable abilities: shockwave, which freezes and levitates foes close to you; beserk, a double-damage buff; shield; and repair. This last ability is the inverse of the nano-rifle’s disintegrating ray. Like an all-powerful undo button, the repair ability conjures anything you’ve annihilated back into being; you can rebuild walls around you when you’re short on cover, or reform a stairway while you climb it. Watching buildings re-materialise in a shimmery nano-glow is an unexpected treat.

For remote rather than up-close repairs, Darius has repair grenades, which can be tossed at distant ruined targets to remake them. These are also found in Infestation mode, the game’s Horde-style multiplayer mode, in which four players fend of waves of aliens. In Infestation mode, the repair grenades are especially useful for salvaging cover out of the destruction wrought by four magnet guns.

For anyone who played Guerrilla and did enjoy the open-world roaming, there’s no escaping the linearity of Armageddon. There was even a disheartening bit of backtracking through tunnels in the stretch we played. The largest caverns, though, do provide arenas for sandbox-style play. Hopefully, as vehicles are introduced--we saw little of these in our hands-on--the arenas grow too, with more room to manoeuvre and more sandbox opportunities to exploit. Fingers crossed also that the jittery framerate on screens crowded by extravagant magnet gun use turns out to be a rarity.

Otherwise, Armageddon promises a fun third-person action game with enough novelty to make it interesting. A rugged protagonist against aliens on Mars is hardly fresh new territory--even discounting Red Faction titles--but Red Faction: Armageddon has an edge in its powerful magnet gun, freeform destruction, and magical repair tool. Look out for it this summer.

Read and Post Comments | Get the full article at GameSpot


"Red Faction: Armageddon Hands-On Preview" was posted by Jane Douglas on Mon, 25 Apr 2011 10:45:44 -0700

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Sunday, April 24, 2011

GameSpot's Xbox 360 Previews: Dungeon Siege III Updated Hands-On: Katarina and Abilities Galore

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All of the Previews for Xbox 360 games.

Dungeon Siege III Updated Hands-On: Katarina and Abilities Galore
19 Apr 2011, 1:58 am

We check out the gunslinging Katarina and find out what she brings to the loot-hoarding table.

 

Get the full article at GameSpot


"Dungeon Siege III Updated Hands-On: Katarina and Abilities Galore" was posted by Jonathan Leo Toyad on Mon, 18 Apr 2011 17:58:39 -0700

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Friday, April 22, 2011

GameSpot's PlayStation 3 News: EA Sports subscription service planned?

GameSpot's PlayStation 3 News
All of the News for PlayStation 3 games.

EA Sports subscription service planned?
23 Apr 2011, 2:01 am

Leaked document appears to indicate publishing label will be offering premium tier which will offer exclusive DLC, discounts, early access via downloadable titles.

 

Get the full article at GameSpot


"EA Sports subscription service planned?" was posted by Tor Thorsen on Fri, 22 Apr 2011 18:01:49 -0700

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GameSpot's PlayStation 3 News: 'Hitman: Absolution' trademarked by Square Enix

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All of the News for PlayStation 3 games.

'Hitman: Absolution' trademarked by Square Enix
23 Apr 2011, 12:35 am

Japanese publisher's UK arm files European application to lock down rights for title--is it the name of Hitman 5?

Ever since Hitman: Blood Money was released in 2006, the popular stealth-action series has lain fallow. There have been rumors of a fifth installment in the series, with one report having Batman: Arkham Asylum maker Rocksteady Studios taking over development of the series from franchise creator IO Interactive. More recently, though, an apparent alternate reality game has been offering teaser images that point to an imminent reveal of a new Hitman title.

Today came another indicator that a new installment in the Hitman saga is in the works. Square Enix has filed a trademark application (spotted by Siliconera) for the term "Hitman: Absolution" with the trademark registry for the European Union. The filing was done through Square Enix's British arm, formerly known as Eidos Interactive before the publisher was bought and absorbed by the Japanese company in 2009.

The Hitman series follows the murderous exploits of Agent 47, a bald killer genetically engineered to be the perfect assassin. Hitman: Codename 47 (2000) told the tale of how the protagonist found work with the International Contract Agency (ICA) whacking high-profile criminals. Hitman 2: Silent Assassin (2002) sees 47 pulled out of retirement after his priest friend is kidnapped by the Sicilian mafia. In Hitman: Contracts (2004), he revisits many missions from the original game, albeit in reverse. Hitman: Blood Money sees 47 bring silent death to locales ranging from mid-Mardi Gras New Orleans to the White House.

For more on the series, read GameSpot's full review of Hitman: Blood Money.

Read and Post Comments | Get the full article at GameSpot


"'Hitman: Absolution' trademarked by Square Enix" was posted by Tor Thorsen on Fri, 22 Apr 2011 16:35:36 -0700

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GameSpot's PlayStation 3 News: Big in Japan April 11-17: Super Robot Taisen

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All of the News for PlayStation 3 games.

Big in Japan April 11-17: Super Robot Taisen
22 Apr 2011, 9:58 pm

Namco's latest mech battle royale for PSP leads packed slate of new releases on Japanese sales charts; Homefront and Pilotwings Resort debut as 3DS retakes hardware lead from PSP.

 

Media Create's Japanese sales charts for the week of April 11-17 saw a significant amount of turnover, with new releases accounting for seven of the top 10 games. The only remaining games from the previous week's chart were Dragon Quest Monsters: Joker 2 Professional, Earth Defense Force 2 Portable, and the tenacious Dynasty Warriors 7 (which clung to the 10th spot in its sixth week on the charts).

As for the newcomers to the chart, they were led by Namco's latest super deformed giant robot battle royale, Dai-2-Ji Super Robot Taisen Z Hakai-hen, which sold 307,019 copies in its debut. The latest installment in the long-running turn-based strategy series features dozens of mechs licensed from popular franchises like Gundam, Mazinger Z, Macross, and Big O. The series is not entirely unknown in the West, as Atlus has localized previous "Original Generation" installments--created with generic mechs to avoid licensing issues--for Nintendo's portable systems, most recently with 2009's DS game Super Robot Taisen OG Saga: Endless Frontier.

Three more spots in the top 10 were claimed by various versions of Konami's new release, Pro Baseball Spirits 2011. The PlayStation 3, PSP, and 3DS versions of the publisher's long-running baseball series ranked second, fourth, and ninth on the charts, respectively. Combined, the three games sold nearly 170,000 copies.

The remaining newcomers to the chart may be a bit more familiar internationally. Nintendo's Pilotwings Resort for the 3DS made its debut in sixth place, followed by THQ's first-person shooter Homefront in seventh. Atlus' well-regarded Persona series of role-playing games also produced a new chart topper, as the PSP remake of the 1999 PlayStation role-playing game Persona 2: Tsumi debuted in fifth place.

New also trumped old on the hardware side of the charts, as Nintendo's 3DS bested the PSP--28,252 units sold to 23,846 units sold--after Sony's handheld posted back-to-back weeks as the best-selling system. Prior to that, the 3DS had locked down the top spot on the hardware charts for six weeks, dating back to its February Japanese launch. The PlayStation 3 took its increasingly common third place position, selling 22,265 systems, falling behind the main handhelds but well ahead the 8,122 sold by its closest competition, the Nintendo Wii. Sony's PSP Go, which was discontinued in Japan this week, limped its way toward the end of its lifespan, selling 207 units for the week.

JAPAN GAME SALES WEEK OF APRIL 11-17
Software:
Rank / Title / Publisher / Platform / Unit sales
1. Dai-2-Ji Super Robot Taisen Z Hakai-hen / Namco / PSP / 307,019
2. Pro Baseball Spirits 2011 / Konami / PS3 / 86,486
3. Dragon Quest Monsters: Joker 2 Professional / Square Enix / DS / 86,364
4. Pro Baseball Spirits 2011 / Konami / PSP / 71,264
5. Persona 2: Tsumi / Atlus / PSP / 62,761
6. Pilotwings Resort / Nintendo / 3DS / 26,554
7. Homefront / Spike / PS3 / 22,111
8. Earth Defense Force 2 Portable / D3Publisher / PSP / 16,898
9. Pro Baseball Spirits 2011 / Konami / 3DS / 11,644
10. Dynasty Warriors 7 / Koei Tecmo / PS3 / 10,369

Hardware:
3DS - 28,252
PSP - 23,846
PS3 - 22,265
Wii - 8,122
DSi LL - 7,724
DSi - 6,809
Xbox 360 - 1,898
PS2 - 1,261
DS Lite - 423
PSP Go - 207

Read and Post Comments | Get the full article at GameSpot


"Big in Japan April 11-17: Super Robot Taisen" was posted by Brendan Sinclair on Fri, 22 Apr 2011 13:58:49 -0700

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GameSpot's PlayStation 3 News: Anonymous: PSN outage not our doing

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Anonymous: PSN outage not our doing
22 Apr 2011, 11:57 pm

Hacker group denies responsibility for Sony's online service going offline, says it's just a convenient scapegoat for electronics giant.

 

After going down Wednesday night, Sony's PlayStation Network is still down as of Friday afternoon. And ever since a Thursday morning notice that it may be a day or two before service is restored, Sony has been silent on the matter.

One group that isn't staying quiet is Anonymous. In protest of Sony's litigious treatment of PlayStation 3 hackers, the decentralized group temporarily brought down the PSN earlier this month with distributed denial of service attacks. However, today a press release posted on the loose-knit organization's news site insists it has nothing to do with Sony's current woes.

In a release titled, "For Once We Didn't Do It," the group acknowledges members of Anonymous could be acting independently, but insists its organizational structure "was not related to this incident and does not take responsibility for whatever has happened." It goes on to suggest that Sony is merely using its recent struggles with the group "to distract users from the fact that the outage is actually an internal problem with the company's servers."

The note specifically points to an entry posted to and then pulled from the official European PlayStation Blog that implied the PSN could be down due to "targeted behavior by an outside party." The Anonymous attack from earlier this month not only impacted the PSN, but also brought down PlayStation.com and the official PlayStation blog for stretches of time.

Read and Post Comments | Get the full article at GameSpot


"Anonymous: PSN outage not our doing" was posted by Brendan Sinclair on Fri, 22 Apr 2011 15:57:37 -0700

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GameSpot's Xbox 360 Previews: SSX First Look Preview

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SSX First Look Preview
13 Apr 2011, 5:00 pm

EA Canada revisits the popular snowboarding franchise and unveils new details about SSX.

     

When EA first revealed SSX: Deadly Descents, fans of the series were left scratching their heads wondering where their beloved snowboarding series had gone. For a franchise that is known for bright-colored outfits, vibrant characters, and, of course, the impossible tricks, it seemed as though EA was going for a more "serious" approach. If you haven't been following the developer diaries that we've been posting here, you should be happy to know that not only did EA drop the subtitle "Deadly Descents" but the developers are also working on relaunching the franchise by sticking to what it does best--crazy tricks and high-speed racing. Creative director Todd Batty gave a presentation at a recent EA Sports event in San Francisco to not only go over what SSX is known for, but to also go into detail about the new Survival mode, which is what we saw in the initial announcement trailer.

[ Watch Video ]

See what creative director Todd Batty has to say.

The Deadly Descents trailer that was released at the end of last year only represented one-third of SSX's gameplay. In the presentation, Batty introduced the three pillars of gameplay and described them as "Race It," "Trick It," and "Survive It." He then went on to give a high-level overview of what the team was aiming for in the new game. We didn't get to see any actual gameplay outside of a test bed (because they just got out of preproduction a month ago), so it looks like our first real look at the game is going to come at the Electronic Entertainment Expo in June. The next part of the presentation briefly went over the fact that racing is one of the foundations of the game and the series, as well as the new game's online multiplayer and "social elements." More details on what that entails will have to wait, but Batty did go into some detail about the new physics. For the developer diary on the new physics, you can see that here.

SSX was never about realism, and even though the graphics are taking a more realistic approach--thanks to the advancement in technology--the gameplay will not. Like previous games, the physics will be overly exaggerated, so you'll once again be able to soar off of snow-covered cliffs without any worries, do as many flips as it takes to make you sick, and still manage to land board first. Batty talked about how the previous SSX games kept you confined with artificial boundaries as you made your way down the cold mountain, and he emphasized that fact with a few video clips from SSX3. No matter how much you pushed against a side wall on the track or how much momentum you gained, you'd be dragged back onto the main strip. In the new SSX, as long as you have the momentum, you can launch yourself into the air in any direction and traverse any part of the mountain--no boundaries. The developers put together some clips using the same terrain from SSX3 to demonstrate this, so you can see the snowboarder gather speed and basically do a full loop from the right side of a half pipe and land on the left. This is supposed to work off any surface regardless of the geometry; as long as you have the speed, you have the freedom to go where your board takes you. On the mountain, this lets you vault yourself onto other ledges and areas that you would otherwise miss if you kept to the ground. Not only that, but you'll also be able to get some big air from virtually anywhere as long as you've got the speed (and a big drop) to do the most death-defying tricks. We're incredibly curious to see the amount of freedom that this will allow and can't wait to see how it plays out.

The darker, grittier scenes from the initial trailer and screenshots represented what would be the Survival mode where the goal is make your way safely down a treacherous mountain while battling the elements. Batty emphasized that it's not about dodging bullets or wielding any kind of weapons. The goal here is to mimic what's going on in the real world of boardercross, where extreme sports enthusiasts risk their necks traversing some of the most dangerous peaks in the world. The danger here, however, is Mother Nature, which can include and is not limited to snowstorms, avalanches, fog, and rock slides. The only thing that is being tracked as you blaze down the icy slopes is your speed and elevation. You'll have access to a wing suit (think of flying squirrels), an ice axe, and potentially other gear. Batty described it as, "Think of what Borderlands did for guns; we're going to try to do the same thing with gear." As seen in the trailer, the helicopter acted as our guide and our ticket to access other unexplored portions of the mountain. In the presentation, we saw how a snowboarder could leap off of a conveniently placed ramp and cling onto the rails of a hovering helicopter. Fear of heights is not an option.

The locations are going to be based on real-world mountains, and Batty mentioned that the goal is to create an extreme experience for players, taking them to vistas that they would likely never see. You can enjoy a sunset at the top of Mount Everest or hang out along the jagged peaks of Mont Blanc. To create this experience, EA Canada downloaded all of NASA's data of the topography of the planet, so the foundations of all the mountain ranges are drawn from real terrain. To make things interesting and more viable in the SSX world, however, layers have been added and runs have been molded. So you'll be able to do more tricks and find alternative paths.

Batty also talked about how the initial SSX had eight levels and SSX3 only had the illusion of an open mountain when it really wasn't open. He wants this game to be big, so he initially proposed 300 levels, thinking that the number always ends up shrinking throughout the development cycle anyway. Even so, 300 is a lofty number. What it has is 18 major mountain ranges that include 70 open mountains with multiple drop points in each. There's supposed to be somewhere between 200 and 300 drop points so that you'll get a different experience, depending on where you start. The fact that you can now virtually go anywhere will make each run unique.

The final point that Batty touched on was the characters, and only Elise has been confirmed so far. The rest is up to the fans. A Facebook page has been set up to get fans to vote for characters they want to see return. We're assuming the major players will be back, like Mac and Zoe, and new faces will be added to the roster. Even though the characters and the environments have a new look, it seems like the developers are sticking to the familiar arcade-y gameplay we all know and love. We'll be getting more updates in the near future, so stay tuned for more details. SSX is currently scheduled to be released on the Xbox 360 and PlayStation 3 in January 2012.

Read and Post Comments | Get the full article at GameSpot


"SSX First Look Preview" was posted by Sophia Tong on Wed, 13 Apr 2011 09:00:00 -0700

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GameSpot's PlayStation 3 News: PS3 Child of Eden due in Sept.

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PS3 Child of Eden due in Sept.
22 Apr 2011, 7:03 pm

Tetsuya Mizuguchi's latest psychedelic on-rails rhythm shooter set to arrive on Sony's system months after Xbox 360 edition's June 14 debut.

 

Last month, Ubisoft confirmed a June 14 launch date for the Xbox 360 version of Child of Eden, with its PlayStation 3 sibling set to arrive at a nebulous later date. The publisher has narrowed that window down a bit, today announcing that the PS3 edition of Child of Eden is expected to launch sometime this September.

Developed by Tetsuya Mizuguchi's Q Entertainment, Child of Eden is largely in keeping with the developer's previous work. The game takes its cues in large part from Mizuguchi's acclaimed rhythm shooter Rez, and it features the same style of music-enhanced shooter gameplay with psychedelic visuals.

It also bears a storyline: Gamers will attempt to rescue the embattled Project Lumi, which is an effort to "reproduce a human personality inside Eden, the archive of all human memories." A virus has invaded the program, however, and players must defeat it, before all hope is lost.

The game's visual style approximates a virtual reality universe and is heavily reliant on geometric shapes in motion against an ever-shifting background. The shapes join to take on aspects of the virus, evolving from tiny single-block creatures to giant wormlike monstrosities.

For more on Child of Eden, check out GameSpot's previous coverage.

Read and Post Comments | Get the full article at GameSpot


"PS3 Child of Eden due in Sept." was posted by Brendan Sinclair on Fri, 22 Apr 2011 11:03:46 -0700

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GameSpot's PlayStation 3 Previews: Dungeon Siege III Updated Hands-On: Katarina and Abilities Galore

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Dungeon Siege III Updated Hands-On: Katarina and Abilities Galore
19 Apr 2011, 1:58 am

We check out the gunslinging Katarina and find out what she brings to the loot-hoarding table.

 

Get the full article at GameSpot


"Dungeon Siege III Updated Hands-On: Katarina and Abilities Galore" was posted by Jonathan Leo Toyad on Mon, 18 Apr 2011 17:58:39 -0700

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Thursday, April 21, 2011

GameSpot's PlayStation 3 News: Battlefield 3 demo due prior to launch - Report

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Battlefield 3 demo due prior to launch - Report
22 Apr 2011, 1:35 am

[UPDATE] EA Dice executive producer ostensibly confirms publisher will release sampler of upcoming FPS before the game is out later this year; publisher says he meant beta.

Get the full article at GameSpot


"Battlefield 3 demo due prior to launch - Report" was posted by Tom Magrino on Thu, 21 Apr 2011 17:35:34 -0700

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