Thursday, May 12, 2011

GameSpot's Xbox 360 Previews: Catherine Exclusive Preview

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Catherine Exclusive Preview
12 May 2011, 8:36 pm

We learn more about Vincent and his personal problems involving women, sheep, and bed-wetting.

 

When we first saw the trailer for Catherine at the 2010 Tokyo Game Show, let's say we were more than just a little intrigued by Vincent and his troubles with women. This mature game is story-driven experience that explores infidelity in relationships, and Vincent is the star for the week. Catherine is like a game within a game, where you'll be introduced to Midnight Venus, the host of the show. During cutscenes, you'll notice the words "Golden Playhouse" in the upper left-hand corner, which is an homage to some '70s television shows in Japan, similar to Twilight Zone. Atlus came by to show us multiple cutscenes (including one where we learn that Vincent has a tendency to wet the bed) and the types of puzzles you'll encounter in the game.

Vincent is 32 years old and has been with his girlfriend Katherine for five years now. He likes the way things are going and sees no need to change, especially when Katherine pushes him to commit. Things start to get even more complicated when he meets Catherine, a perky blond girl who somehow winds up naked in his bed the next morning. Due to some excessive drinking the night before, Vincent is not sure if he actually slept with her. The juicy story unfolds during gorgeous cel-shaded cutscenes that are fully voice acted. It might sound like a soap opera at this point, but there's more to throw into the already intriguing mix. A series of mysterious deaths have occurred and the news reports are calling them the "Women's Wrath" because they all involve young men who died in their sleep.

The puzzles in Catherine takes place while Vincent sleeps, where he's beginning to have nightmares after meeting the seductive Catherine. In his dreams, he must climb a seemingly never-ending pile of blocks, which is meant to signify the "blocks that he must overcome in life." The goal is to push and pull blocks around to create a staircase for Vincent before the steps crumble beneath him. If you die in your dreams, you also die in real life. It's meant to be intense and mirror the terror that Vincent is feeling; throughout the level, there will also be checkpoints and pillows to collect for retries. In between stages, he'll encounter other men who appear as sheep. We're told the whole sheep thing is symbolic for a couple of things, but we'll let you play the game to figure out that part.

As you make your way through the game, there's a morality meter that shifts, depending on your actions and responses to particular questions. For example, we were asked if we have ever cheated on someone, and our options were "I plead the 5th" and "I don't think so." What's interesting is that your answers are collected like a survey, and when you're online, you'll be able to see what other players have answered in pie-chart form. By the end of the game, your meter will dictate which ending you'll see, and there are seven in total. It takes roughly eight to 12 hours to complete the game, and you will need to restart to experience the other endings.

There are leaderboards where players can see how they rank when it comes to the puzzles. There are boss fights as well, which are still represented in nightmare block-pushing form. Instead of just having the pressure of the blocks disappearing beneath you, in our demo, we encountered an enormous demonic baby that was trying to squish us. So you'll not only have to frantically push and pull your way to freedom, but you'll also have to stay out of giant ugly baby's way and dodge the lasers that come out of his eyes. As the puzzles get more complicated, you'll be introduced to new types of blocks, such as a spring block that propels you upward, and there are also hazardous ones to avoid. After you've completed the game once, you unlock a multiplayer mode (which we didn't see), but it involves competitive and cooperative offline play.

There was a patch that went out for the Japanese version of Catherine that added a "Very Easy" mode, as well as some tweaks to the levels that were proven to be too difficult. In "Very Easy" mode, you have a higher chance of receiving an energy drink that allows you to jump several blocks at a time rather than just one. "Normal" mode has also been adjusted so that you have the ability to undo what you've done if you happen to pull out the wrong block. The easier difficulty settings will also allow the mystic pillows that you collect to grant more retries. All of these changes will make their way into the North American release.

Because the game is designed and developed by the Atlus Persona team, you'll find similarities in the art style, and the music is also done by Persona series composer Shoji Meguro. Though it is rated M for mature and the content is definitely adult oriented, there is no nudity as all the cutscenes have been carefully cropped for your convenience (or displeasure). For those interested in the soundtrack, it will be included along with an art book if you preorder the game.

Catherine looks to be a twisted tale that explores themes that aren't often touched upon in video games (or in certain social circles). We look forward to seeing what becomes of Vincent when the game ships for the Xbox 360 and PlayStation 3 on July 26.

Read and Post Comments | Get the full article at GameSpot


"Catherine Exclusive Preview" was posted by Sophia Tong on Thu, 12 May 2011 12:36:23 -0700

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GameSpot's Xbox 360 Previews: Shadows of the Damned Is Mental - Hands-On Preview

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Shadows of the Damned Is Mental - Hands-On Preview
12 May 2011, 6:03 pm

We received a playable build of Grasshopper Manufacture's new survival horror game, and even next to Suda 51's previous work, it's insane.

 

Shadows of the Damned is out to mess with your head. "The bullet train is here, hell monkey!" announces Garcia Hotspur, our topless, heavily tattooed hero as he presses a gun to a demon's head at the beginning of the game. After dispatching his monstrous foe, he returns home to witness his girlfriend Paula hanging from a ceiling fan, with demons crawling out of her body, before she gets dragged into the underworld to go die some more. In terms of introductions, it certainly grabs you, and as Hotspur jumps headlong into the underworld to save Paula, you're more than ready to join him for the ride.

[ Watch Video ]

Witness Shadows of the Damned's wanton depravity for yourself.

Hotspur's sidekick through this supernatural adventure is Johnson, a floating skull that can transform into a motorcycle, a torch, and a variety of kick-ass weapons. Johnson's a former demon, so he's an indispensable tour guide, proffering invaluable knowledge such as "demons are buttholes." As you'll be able to tell if you watch our video preview, Johnson's a witty English gent, not a million miles away from Wheatley in Portal 2, making such lines as, "Well, I just lost my stiffy," all the more hilarious.

Before Hotspur can succeed in the underworld, he needs to learn certain rules that apply only in the abyss. Light and dark are important elements, and as in Alan Wake, you need to remove the darkness from certain enemies before they become vulnerable to attack. Unlike Alan Wake, though, you do this by firing a "light shot" bullet at goat heads that hang on the wall, which provide light to the surrounding area and extinguish the darkness. There are other weird and wonderful rules of the underworld, such as doors that are unlocked by stuffing strawberries into a baby's mouth, doors that are chained by a demon's pubes, and health that is replenished by drinking tequila and hot sake.

Hotspur and Johnson have to face off against an army of small demons that, like zombies, are best destroyed by aiming for the heads. They also meet larger boss characters, such as George, who charges straight at you, that have red weak points on the rear--human blood supplies, according to Johnson. There are also basic puzzles that play on the theme of light and dark; sometimes, you need to enter the darkness so you can shoot certain switches to open doors or shoot a goat's head to restore the light.

Shadows of the Damned plays a lot like a survival horror game; you need to hold two buttons to perform a 180-degree turn, for example, but the level of action means it's closer to Resident Evil 4 and 5 than earlier games in the series. The extreme nature of the violence, language, and imagery means that it feels a lot like an exploitation movie similar to low-budget films from the 1970s or the recent Grindhouse flicks.

Our preview code allowed us to play through the first couple of chapters of the game, which took approximately two hours in total. A chunk of this has been covered by our earlier preview, so for more detail, be sure to check out our earlier coverage. Whereas our last demo ended with a boss called George emerging out of Paula's lingerie-clad body, we got to carry on a little further. Beating George was a case of shooting exploding barrels (a gaming cliche that the game knowingly recognizes) of light to knock him over and then shooting his exposed red-blood supplies. The defeated enemy left us with an upgrade that unlocked Johnson's teether weapon, which was basically a machine gun that was good for keeping large swarms of demons at bay.

One of the most demented sections of our hands-on occurred when we came across a large fairytale book called "The Man Who Never Had His Fill." Johnson read the tale of a man called George, a harmonica player who had the ability to eat food without getting fat. It detailed George's insatiable appetite, including an intimate sexual encounter, until poor George became so thin he died. It was an amusing diversion from all of the action that still admirably maintained the game's vulgar tone.

Other incredibly bizarre moments included using fireworks launchers to temporarily illuminate dark areas and the character Christopher, who was a huge demon/human that barfed up ammunition, drinks, and other goodies if we fed him gems. There was also one great action set piece where we had to jump onto a huge swinging candelabra and then swing around to illuminate spots of darkness.

Chapter Two ended with another demented boss battle against George, who this time ripped out his own heart, ate it, and then transformed into a minotaur riding a horse. Attacking him was a case of running into the darkness to attack his weak spot and then unloading bullets into the horse's stomach when he was on the ground. Once the horse was killed, George ripped out his heart, ate that, and then grew to become 10 times his original size. This time, we had to fire at his many red weak spots and avoid his excretions of darkness, which, of course, emanated from his behind.

Once we'd dealt enough damage, giant minotaur George stopped, started to urinate darkness, and a scythe-wielding superdemon descended and lopped his head clean off, producing a blue gem that we could plug into Johnson's head to give him the skullcussioner shotgun weapon. All things considered, it was a fairly memorable boss battle.

Our preview build also contained the third chapter of the game, but at this stage, we're sadly unable to talk about it. For a look at more reasons why Shadows of the Damned is so insane, be sure to watch our brand new video preview at the top of this article. We're keeping a close eye on the game, so come back to GameSpot for more info ahead of its release. And for those of you in the UK, be sure to check out the GameSpot UK booth at the MCM Expo in London to play the game for yourself.

Read and Post Comments | Get the full article at GameSpot


"Shadows of the Damned Is Mental - Hands-On Preview" was posted by Guy Cocker on Thu, 12 May 2011 10:03:52 -0700

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GameSpot's Xbox 360 Previews: Catherine Preview

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Catherine Preview
12 May 2011, 8:36 pm

We learn more about Vincent and his personal problems involving women, sheep, and bed-wetting.

 

When we first saw the trailer for Catherine at the 2010 Tokyo Game Show, let's say we were more than just a little intrigued by Vincent and his troubles with women. This mature game is story-driven experience that explores infidelity in relationships, and Vincent is the star for the week. Catherine is like a game within a game, where you'll be introduced to Midnight Venus, the host of the show. During cutscenes, you'll notice the words "Golden Playhouse" in the upper left-hand corner, which is an homage to some '70s television shows in Japan, similar to Twilight Zone. Atlus came by to show us multiple cutscenes (including one where we learn that Vincent has a tendency to wet the bed) and the types of puzzles you'll encounter in the game.

Vincent is 32 years old and has been with his girlfriend Katherine for five years now. He likes the way things are going and sees no need to change, especially when Katherine pushes him to commit. Things start to get even more complicated when he meets Catherine, a perky blond girl who somehow winds up naked in his bed the next morning. Due to some excessive drinking the night before, Vincent is not sure if he actually slept with her. The juicy story unfolds during gorgeous cel-shaded cutscenes that are fully voice acted. It might sound like a soap opera at this point, but there's more to throw into the already intriguing mix. A series of mysterious deaths have occurred and the news reports are calling them the "Women's Wrath" because they all involve young men who died in their sleep.

The puzzles in Catherine takes place while Vincent sleeps, where he's beginning to have nightmares after meeting the seductive Catherine. In his dreams, he must climb a seemingly never-ending pile of blocks, which is meant to signify the "blocks that he must overcome in life." The goal is to push and pull blocks around to create a staircase for Vincent before the steps crumble beneath him. If you die in your dreams, you also die in real life. It's meant to be intense and mirror the terror that Vincent is feeling; throughout the level, there will also be checkpoints and pillows to collect for retries. In between stages, he'll encounter other men who appear as sheep. We're told the whole sheep thing is symbolic for a couple of things, but we'll let you play the game to figure out that part.

As you make your way through the game, there's a morality meter that shifts, depending on your actions and responses to particular questions. For example, we were asked if we have ever cheated on someone, and our options were "I plead the 5th" and "I don't think so." What's interesting is that your answers are collected like a survey, and when you're online, you'll be able to see what other players have answered in pie-chart form. By the end of the game, your meter will dictate which ending you'll see, and there are seven in total. It takes roughly eight to 12 hours to complete the game, and you will need to restart to experience the other endings.

There are leaderboards where players can see how they rank when it comes to the puzzles. There are boss fights as well, which are still represented in nightmare block-pushing form. Instead of just having the pressure of the blocks disappearing beneath you, in our demo, we encountered an enormous demonic baby that was trying to squish us. So you'll not only have to frantically push and pull your way to freedom, but you'll also have to stay out of giant ugly baby's way and dodge the lasers that come out of his eyes. As the puzzles get more complicated, you'll be introduced to new types of blocks, such as a spring block that propels you upward, and there are also hazardous ones to avoid. After you've completed the game once, you unlock a multiplayer mode (which we didn't see), but it involves competitive and cooperative offline play.

There was a patch that went out for the Japanese version of Catherine that added a "Very Easy" mode, as well as some tweaks to the levels that were proven to be too difficult. In "Very Easy" mode, you have a higher chance of receiving an energy drink that allows you to jump several blocks at a time rather than just one. "Normal" mode has also been adjusted so that you have the ability to undo what you've done if you happen to pull out the wrong block. The easier difficulty settings will also allow the mystic pillows that you collect to grant more retries. All of these changes will make their way into the North American release.

Because the game is designed and developed by the Atlus Persona team, you'll find similarities in the art style, and the music is also done by Persona series composer Shoji Meguro. Though it is rated M for mature and the content is definitely adult oriented, there is no nudity as all the cutscenes have been carefully cropped for your convenience (or displeasure). For those interested in the soundtrack, it will be included along with an art book if you preorder the game.

Catherine looks to be a twisted tale that explores themes that aren't often touched upon in video games (or in certain social circles). We look forward to seeing what becomes of Vincent when the game ships for the Xbox 360 and PlayStation 3 on July 26.

Read and Post Comments | Get the full article at GameSpot


"Catherine Preview" was posted by Sophia Tong on Thu, 12 May 2011 12:36:23 -0700

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GameSpot's Xbox 360 Previews: Catherine Preview

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Catherine Preview
12 May 2011, 8:36 pm

We learn more about Vincent and his personal problems involving women, sheep, and bed-wetting.

 

When we first saw the trailer for Catherine at the 2010 Tokyo Game Show, let's say we were more than just a little intrigued by Vincent and his troubles with women. This mature game is story-driven experience that explores infidelity in relationships, and Vincent is the star for the week. Catherine is like a game within a game, where you'll be introduced to Midnight Venus, the host of the show. During cutscenes, you'll notice the words "Golden Playhouse" in the upper left-hand corner, which is an homage to some '70s television shows in Japan, similar to Twilight Zone. Atlus came by to show us multiple cutscenes (including one where we learn that Vincent has a tendency to wet the bed) and the types of puzzles you'll encounter in the game.

Vincent is 32 years old and has been with his girlfriend Katherine for five years now. He likes the way things are going and sees no need to change, especially when Katherine pushes him to commit. Things start to get even more complicated when he meets Catherine, a perky blond girl who somehow winds up naked in his bed the next morning. Due to some excessive drinking the night before, Vincent is not sure if he actually slept with her. The juicy story unfolds during gorgeous cel-shaded cutscenes that are fully voice acted. It might sound like a soap opera at this point, but there's more to throw into the already intriguing mix. A series of mysterious deaths have occurred and the news reports are calling them the "Women's Wrath" because they all involve young men who died in their sleep.

The puzzles in Catherine takes place while Vincent sleeps, where he's beginning to have nightmares after meeting the seductive Catherine. In his dreams, he must climb a seemingly never-ending pile of blocks, which is meant to signify the "blocks that he must overcome in life." The goal is to push and pull blocks around to create a staircase for Vincent before the steps crumble beneath him. If you die in your dreams, you also die in real life. It's meant to be intense and mirror the terror that Vincent is feeling; throughout the level, there will also be checkpoints and pillows to collect for retries. In between stages, he'll encounter other men who appear as sheep. We're told the whole sheep thing is symbolic for a couple of things, but we'll let you play the game to figure out that part.

As you make your way through the game, there's a morality meter that shifts, depending on your actions and responses to particular questions. For example, we were asked if we have ever cheated on someone, and our options were "I plead the 5th" and "I don't think so." What's interesting is that your answers are collected like a survey, and when you're online, you'll be able to see what other players have answered in pie-chart form. By the end of the game, your meter will dictate which ending you'll see, and there are seven in total. It takes roughly eight to 12 hours to complete the game, and you will need to restart to experience the other endings.

There are leaderboards where players can see how they rank when it comes to the puzzles. There are boss fights as well, which are still represented in nightmare block-pushing form. Instead of just having the pressure of the blocks disappearing beneath you, in our demo, we encountered an enormous demonic baby that was trying to squish us. So you'll not only have to frantically push and pull your way to freedom, but you'll also have to stay out of giant ugly baby's way and dodge the lasers that come out of his eyes. As the puzzles get more complicated, you'll be introduced to new types of blocks, such as a spring block that propels you upward, and there are also hazardous ones to avoid. After you've completed the game once, you unlock a multiplayer mode (which we didn't see), but it involves competitive and cooperative offline play.

There was a patch that went out for the Japanese version of Catherine that added a "Very Easy" mode, as well as some tweaks to the levels that were proven to be too difficult. In "Very Easy" mode, you have a higher chance of receiving an energy drink that allows you to jump several blocks at a time rather than just one. "Normal" mode has also been adjusted so that you have the ability to undo what you've done if you happen to pull out the wrong block. The easier difficulty settings will also allow the mystic pillows that you collect to grant more retries. All of these changes will make their way into the North American release.

Because the game is designed and developed by the Atlus Persona team, you'll find similarities in the art style, and the music is also done by Persona series composer Shoji Meguro. Though it is rated M for mature and the content is definitely adult oriented, there is no nudity as all the cutscenes have been carefully cropped for your convenience (or displeasure). For those interested in the soundtrack, it will be included along with an art book if you preorder the game.

Catherine looks to be a twisted tale that explores themes that aren't often touched upon in video games (or in certain social circles). We look forward to seeing what becomes of Vincent when the game ships for the Xbox 360 and PlayStation 3 on July 26.

Read and Post Comments | Get the full article at GameSpot


"Catherine Preview" was posted by Sophia Tong on Thu, 12 May 2011 12:36:23 -0700

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GameSpot's Xbox 360 Previews: Shadows of the Damned is MENTAL - Hands-On Preview

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Shadows of the Damned is MENTAL - Hands-On Preview
12 May 2011, 6:03 pm

We received a playable build of Grasshopper Manufacture's new survival horror game, and even next to Suda 51's previous work, it's batsh*t insane.

 

Shadows of the Damned is out to mess with your head. "The bullet train is here, hell monkey!" announces Garcia Hotspur, our topless, heavily tattooed hero as he presses a gun to a demon's head at the beginning of the game. After dispatching his monstrous foe, he returns home to witness girlfriend Paula hanging from a ceiling fan, with demons crawling out of her body, before she gets dragged into the underworld to go die some more. In terms of introduction, it certainly grabs you by the balls, and as Hotspur jumps headlong into the underworld to save Paula, you're more than ready to join him for the ride.

[ Watch Video ]

Witness Shadows of the Damned's wanton depravity for yourself.

Hotspur…s sidekick through this supernatural adventure is Johnson, a floating skull who can transform into a motorcycle, a torch, and a variety of kick-ass weapons. Johnson…s a former demon, so he's an indispensable tour guide, proffering invaluable knowledge such as …demon…s are buttholes…. As you'll be able to tell if you watch our video preview, Johnson's a witty English gent, not a million miles away from Wheatley in Portal 2, making lines such as, …Well, I just lost my stiffy,… all the more hilarious.

Before Hotspur can succeed in the Underworld, he needs to learn certain rules that apply only in the abyss. Light and dark are important elements and, as in Alan Wake, you need to remove the darkness from certain enemies before they become vulnerable to attack. Unlike Alan Wake though, you do this by firing a …light shot… bullet at goat heads that hang on the wall, which provide light to the surrounding area and extinguish the darkness. There are other weird and wonderful rules of the underworld, such as doors that are unlocked by stuffing strawberries into babies… mouths, doors that are chained by demons… pubes, and health that is replenished by drinking tequila and hot sake.

Hotspur and Johnson have to face off against an army of small demons, who, like zombies, are best destroyed by aiming for the head. They also meet larger boss characters such as George, who charge straight at you, but who have red weak points on the rear--human blood supplies, according to Johnson. There are also basic puzzles that play on the theme of light and dark--sometimes, you need to enter the darkness so you can shoot certain switches to open doors or shoot a goat's head to restore the light.

Shadows of the Damned plays a lot like a survival horror game--you need to hold two buttons to perform a 180-degree turn, for example--but the level of action means it…s closer to Resident Evil 4 and 5 rather than earlier games in the series. The extreme nature of the violence, language and imagery means that it feels a lot like an exploitation movie similar to low-budget films from the 1970s, or the recent Grindhouse flicks.

Our preview code allowed us to play through the first couple of chapters of the game, which took approximately two hours in total. A chunk of this has been covered by our earlier preview, so for more detail, be sure to check out earlier coverage. Whereas our last demo ended with a boss called George emerging out of Paula…s lingerie-clad body, we got to carry on a little further. Beating George was a case of shooting exploding barrels (a gaming cliche that the game knowingly recognises) of light to knock him over, and then shooting his exposed red blood supplies. The defeated enemy left us with an upgrade that unlocked Johnson…s Teether weapon, which is basically a machine gun that…s good for keeping large swarms of demons at bay.

One of the most demented sections of our hands-on was when we came across a large fairytale book called …The Man Who Never Had His Fill.… Johnson read the tale of a man called George, a harmonica player who had the ability to eat food without getting fat. It detailed George…s insatiable appetite, including an intimate sexual encounter, until poor George became so thin he died. It was an amusing diversion from all the action, while still admirably maintaining the game's vulgar tone.

Other incredibly bizarre moments included using fireworks launchers to temporarily illuminate dark areas, and the character Christopher, who is a huge demon/human who'll barf up ammunition, drinks, and other goodies if you feed him gems. There was also one great action set-piece where you have to jump onto a huge swinging candelabra, and then swing around to illuminate spots of darkness.

Chapter Two ended with another demented boss battle against George, who this time ripped out his own heart, ate it, and then transformed into a minotaur riding a horse. Attacking him was a case of running into the darkness in order to attack his weak spot, then unloading bullets into the horse…s stomach when he was on the ground. Once the horse was killed, George ripped out its heart, ate that, and then grew to become ten times his original size. This time, we had to fire at his many red weak spots and avoid his excretions of darkness, which, of course, emanated from his arse.

Once we'd dealt enough damage, giant minotaur George stopped, started to urinate darkness, and a scythe-wielding super-demon descended and lopped his head clean off, producing a blue gem that we could plug into Johnson…s head to give him the Skullcussioner shotgun weapon. All things considered, it was a fairly memorable boss battle.

Our preview build also contained the third chapter of the game, but at this stage we…re sadly unable to talk about it. For a look at more reasons why Shadows of the Damned is so insane, be sure to watch our brand new video preview at the top of this article. We…re keeping a close eye on the game, so come back to GameSpot for more info ahead of release. And for those of you in the UK, be sure to check out the GameSpot UK booth at the MCM Expo in London to play the game for yourself.

Read and Post Comments | Get the full article at GameSpot


"Shadows of the Damned is MENTAL - Hands-On Preview" was posted by Guy Cocker on Thu, 12 May 2011 10:03:52 -0700

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GameSpot's Xbox 360 Previews: Guardian Heroes HD Preview - First Look

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Guardian Heroes HD Preview - First Look
6 May 2011, 1:30 am

Guardian Heroes, Treasure's fan-favorite brawler for the Sega Saturn console, returns in HD.

     

If you owned a Saturn back in 1996, odds are you have fond memories of Guardian Heroes, the excellent side-scrolling brawler with role-playing-game elements from beloved developer Treasure. Besides the simple fact that it was an absolutely stellar example of how traditional 2D side-scrollers could be enhanced with some new gameplay wrinkles and technology, it was a great showcase for the Saturn's 2D muscle. Fast-forward to 2011 where, 15 years later, the game still has a place in the hearts and minds of gamers, many of whom consider it one of the greatest games for Sega's console.

The game's enduring popularity led to a portable sequel, Advance Guardian Heroes, for the Game Boy Advance and aimed to capture the magic of its console predecessor on Nintendo's handheld. Fans of the original game, a demanding bunch, have continued to ask for a console sequel to the Saturn game. While Sega and Treasure aren't delivering on that particular wish just yet, fans hoping for the chance to the play the classic game again without hauling out their Saturn consoles and dealing with standard-definition visuals are finally having their pleas answered later this year. On a recent trip to Japan, we had the chance to visit Treasure's office for the first look at Guardian Heroes HD, an upgrade of the original game for Xbox Live due later this year, which adds online play.

If you missed out on the original game, we'll offer you some essentials on the ambitious and surprisingly progressive action game of yesteryear. Guardian Heroes hit the Saturn in the US in January of 1996, eight months into the system's troubled life. At first blush, the game appeared to be just another side-scrolling brawler, but once you actually played it, you quickly found that there was a lot going on there that set it apart from other games. You played as one of five heroes--four that were initially selectable and one that you could unlock--who fought to save humanity from an evil wizard named Kanon. While this involved much mashing of buttons to fight off hordes of enemies, Guardian Heroes introduced some very cool RPG twists that put a fresh spin on the time-worn brawler formula.

Defeating enemies yielded experience that players could allocate to six different attributes to improve their combat skills. Combat took place across three planes--foreground, middleground, and background--which gave depth to the 2D action. Players were also able to give basic orders to an undead warrior non-player character that would assist in combat. One of the most intriguing gameplay mechanics in Guardian Heroes was the branching path system in the Story mode. While the notion of changing the way a game unfolds based on player choice is old hat these days, back in 1996, the ability to make choices that affected the levels and bosses you played, as well as dictated which ending you got when finishing the game, was an exciting addition to the genre that no one was really doing at the time. In addition, the game featured a Versus mode for up to six players on the same console, thanks to the almighty Saturn multi-tap. The simple mode let you use the main characters, as well as unlockable characters you encountered in the game, which included bosses and assorted monsters for a total of 45. The game found a loyal and rabid following that, unfortunately, didn't number high enough to garner it big sales.

Despite the game's unspectacular sales, there's something to be said for a loyal and vocal fan base. Developer Treasure has been keenly aware of fan interest in the game throughout the years, and given the success of its previous digital releases, it opted to revisit Guardian Heroes. The team, with many of the original staff members that made the original, rebuilt the game to include higher-resolution visuals, as well as online compatibility with the Story and Versus modes. The team is also including a difficulty setting to allow players to have the classic experience offered by the original game or to try out a new, arranged mode that features some refinements to the game's AI.

We had the chance to visit Treasure to try a work-in-progress version of the game to see how it is coming together. The visuals were obviously our big point of interest, and we were mostly happy. Anyone who's played the original Saturn game knows that the game's massive, scaling sprites could become unattractively chunky at times. While Treasure hasn't done a total art overhaul on the visuals, the team has done some work to enhance the original graphics that's a mix of higher resolutions and an artsy, almost cel-shaded, layer. For purists who want their chunky classic graphics, it will be possible to toggle off the enhancements and use the original sprites. We tried out the totally insane battle mode that's been upgraded to support 12 players, human or AI. Even though the original battle mode often seemed like sheer madness, this is even crazier. The mix of small and massive characters, coupled with crazy visual effects is hectic.

Guardian Heroes HD is looking like a fun trip down memory lane that we're anxious to take. The game may not be a full-on HD revamp of the original, but being able to play the game without hauling out the old Saturn and the added online functionality make it appealing. Guardian Heroes HD is currently slated to be released on Xbox Live this summer. Look for more on the game in the weeks to come.

Read and Post Comments | Get the full article at GameSpot


"Guardian Heroes HD Preview - First Look" was posted by Ricardo Torres on Thu, 05 May 2011 17:30:00 -0700

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Wednesday, May 11, 2011

GameSpot's Xbox 360 Previews: Gears of War 3 multiplayer beta Questionarium

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Gears of War 3 multiplayer beta Questionarium
3 May 2011, 6:44 am

We fire up our chainsaw and stomp on some faces with your questions about Gears of War 3.

 

Get the full article at GameSpot


"Gears of War 3 multiplayer beta Questionarium" was posted by Dan Chiappini on Mon, 02 May 2011 22:44:40 -0700

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GameSpot's Xbox 360 Previews: Pinball FX 2: Fantastic Four Preview

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Pinball FX 2: Fantastic Four Preview
10 May 2011, 8:41 pm

The Fantastic Four is just one of several Marvel properties looking to make its way to the table.

There's a certain appeal to pinball that wins over just about anyone, regardless of whether you're a pinball aficionado or not. Hitting those flippers with timed precision--or wildly and as often as possible--can be very rewarding, and it probably has to do with the fact that something is always happening onscreen. Lights begin to flash; your ball makes it up a ramp that triggers an animation; and, your score continues to go up. Pinball FX 2 on the Xbox 360 is a great platform for those who want to experiment with different tables. Marvel's partnership with Zen Studios has yielded some colorful and incredibly fun tables for play. Their latest addition is the Fantastic Four table, which you can take a look at below.

On May 18 for the cost of 240 Microsoft points (later for PlayStation Network users), you will have the power as the Fantastic Four to stop the mighty Galactus and fend off Doctor Doom and his doombots. Like the previous Marvel tables, the Fantastic Four will come with multiple game modes, and you can shoot for four long, winding ramps (like Spider-Man). As always, each new table added to the Pinball FX 2 platform will come with its own achievements, operators menu, and rule sheet.

The table isn't out just yet, but we'll have a demo for you on May 12's On the Spot show, as well as codes to give away at a later date. When you do finally get your hands on the new table, we have some tips and tricks that were given to us by Zen Studios to help you earn that high score.

Fantastic Four Tips and Tricks

Negative Zone and Force Field

Activating the Negative Zone ball saver mechanic can be a tough job, but it is worth every shot. If activated, Mister Fantastic will prevent the last ball on the table from ball out. The Invisible Woman also helps to keep balls in play. Watch for the Force Field lamps after a ramp shot and keep collecting them for permanent protection.

Simultaneous Modes

One of the key features of the table is that you can start modes simultaneously. If you have trouble with the main story modes, try to start a multiball on it! The more multiballs you have running at the same time, the bigger the score you can earn with one shot.

Celebration

The greatest awards can be harvested during the Final Frenzy mode. Try completing all the main story missions as many times as possible to get that marvelous score. Be careful, though; if you lose the ball during the Galactus mission, you lose the opportunity for the final frenzy and have to complete all the main missions to get a new chance for the really big scores.

Workshop Mini-Playfield

Aiming on the mini-playfield may look a bit hard, but practice makes perfect. The key here is precise timing! Don't forget that if you complete the mini-playfield four times through four increasingly harder levels, your reward will be an extra ball! That is worth a couple of tries, isn't it?

Read and Post Comments | Get the full article at GameSpot


"Pinball FX 2: Fantastic Four Preview" was posted by Sophia Tong on Tue, 10 May 2011 12:41:10 -0700

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Tuesday, May 10, 2011

GameSpot's Xbox 360 Previews: Pinball FX 2: Fantastic Four Preview

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Pinball FX 2: Fantastic Four Preview
10 May 2011, 8:41 pm

The Fantastic Four is just one of several Marvel properties looking to make its way to the table.

There's a certain appeal to pinball that wins over just about anyone, regardless of whether you're a pinball aficionado or not. Hitting those flippers with timed precision--or wildly and as often as possible--can be very rewarding, and it probably has to do with the fact that something is always happening onscreen. Lights begin to flash; your ball makes it up a ramp that triggers an animation; and, your score continues to go up. Pinball FX 2 on the Xbox 360 is a great platform for those who want to experiment with different tables. Marvel's partnership with Zen Studios has yielded some colorful and incredibly fun tables for play. Their latest addition is the Fantastic Four table, which you can take a look at below.

On May 18 for the cost of 240 Microsoft points (later for PlayStation Network users), you will have the power as the Fantastic Four to stop the mighty Galactus and fend off Doctor Doom and his doombots. Like the previous Marvel tables, the Fantastic Four will come with multiple game modes, and you can shoot for four long, winding ramps (like Spider-Man). As always, each new table added to the Pinball FX 2 platform will come with its own achievements, operators menu, and rule sheet.

The table isn't out just yet, but we'll have a demo for you on May 12's On the Spot show, as well as codes to give away at a later date. When you do finally get your hands on the new table, we have some tips and tricks that were given to us by Zen Studios to help you earn that high score.

Fantastic Four Tips and Tricks

Negative Zone and Force Field

Activating the Negative Zone ball saver mechanic can be a tough job, but it is worth every shot. If activated, Mister Fantastic will prevent the last ball on the table from ball out. The Invisible Woman also helps to keep balls in play. Watch for the Force Field lamps after a ramp shot and keep collecting them for permanent protection.

Simultaneous Modes

One of the key features of the table is that you can start modes simultaneously. If you have trouble with the main story modes, try to start a multiball on it! The more multiballs you have running at the same time, the bigger the score you can earn with one shot.

Celebration

The greatest awards can be harvested during the Final Frenzy mode. Try completing all the main story missions as many times as possible to get that marvelous score. Be careful, though; if you lose the ball during the Galactus mission, you lose the opportunity for the final frenzy and have to complete all the main missions to get a new chance for the really big scores.

Workshop Mini-Playfield

Aiming on the mini-playfield may look a bit hard, but practice makes perfect. The key here is precise timing! Don't forget that if you complete the mini-playfield four times through four increasingly harder levels, your reward will be an extra ball! That is worth a couple of tries, isn't it?

Read and Post Comments | Get the full article at GameSpot


"Pinball FX 2: Fantastic Four Preview" was posted by Sophia Tong on Tue, 10 May 2011 12:41:10 -0700

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Monday, May 9, 2011

GameSpot's Xbox 360 Previews: Duke Nukem Forever Updated Hands-On Preview - Multiplayer and Weapons

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Duke Nukem Forever Updated Hands-On Preview - Multiplayer and Weapons
10 May 2011, 12:07 am

Duke Nukem Forever's competitive multiplayer will recall the glory days of old-school online deathmatch. Get the exclusive details here.

     

People have been waiting for Duke Nukem Forever for…a long time. The wait will finally be over this June when the game hits store shelves. While the single-player game will offer a substantial adventure with several new features, the multiplayer will, in many ways, pay tribute to the old-school, twitchy, sci-fi deathmatch games of yesteryear. The game will have four different multiplayer modes: Dukematch (free-for-all deathmatch), Team Dukematch (team-based deathmatch), Hail to the King (a king-of-the-hill mode with randomly spawning control points), and Capture the Babe (the game's highly talked-up take on capture the flag, which we'll get to later). We got our hands on the game's multiplayer and have much to report.

[ Watch Video ]

Producer Melissa Miller discusses Duke Nukem Forever's multiplayer, the Capture-the-Babe controversy, and more.

Our first go-round with multiplayer was in free-for-all Dukematch in a Wild West-themed map known as Morningwood. Even though the map's locale was an arid, outdoor setting with only a handful of buildings, the actual layout resembled the kind of tight, quick deathmatch maps that old-school Quake and Unreal Tournament players know and love. The map spawned various weapons in specific spawn points (empty spawn points were occupied by spinning nuclear trefoil icons that started off red, changed to yellow, and then changed to green before respawning new weapons). Lower-end weapons, such as shotguns, seemed to spawn on the outskirts of town, while the high-end stuff, like the rocket-propelled grenade launcher, ripper minigun, shrink ray, and the double-barreled missile launcher known as the devastator all spawned either within the derelict houses or on difficult-to-reach-but-easy-to-shoot catwalks above and around the buildings.

Interestingly, the shrink ray is one of the weapons on this map, and its slow-firing energy burst still shrinks its target to a humiliatingly small size (and makes your opponents vulnerable to being squashed by running up to your tiny foes, targeting them with the crosshair, and pressing the fire key again), but this map also had numerous gaps and holes leading into its buildings and through cover that could be navigated only by players who had been shrunk.

It took us all of 11--maybe 12--seconds to realize that Duke's default weapon, a shiny gold handgun with a nifty red laser sight, just didn't pack the punch of his old semiautomatic pistol. This meant that each time we died (and we admit, we got fragged quite a few times by the 2K Games staffers and testers in the session), we really had to get moving in search of better hardware. It took us a few moments (and several deaths) before we got a general sense of the map's layout (keep in mind that this was the first time we had played the game in multiplayer, as well as the first time we tried any of these maps), but soon, we were snatching up weapons and bunny hopping like mad while trying to snag as many kills as possible. We were only occasionally thwarted when someone would either pick up the golden Duke statue (which doubles your damage output with any weapon) or steroids (which makes you more resistant to damage and makes your melee attack--a punch, rather than the mighty foot of yore--deliver almost-always fatal damage). We also picked up a couple of pipe bomb kills by tossing the items like grenades; interestingly, these weapons now explode on contact if you can tag your target with a direct hit.

After playing through Dukematch, we jumped into Team Dukematch, which took place on a level called Hoover Damned. The map consisted of cordoned-off streets outside of a hydroelectric plant that had been infested with a gigantic, fleshy alien outgrowth above it. This map had a pretty linear design that seemed to encourage players to keep moving in groups from one end to the other, bookending their trek with jump pads that launched us up into the pulsating alien growth, where the RPG waited for us.

We found ourselves slowly but surely recalling some of our old deathmatching skills in this map, especially when we picked up one of the game's all-new weapons, the railgun. It worked just like the similarly named weapon from the Quake series, with an instant hit scan on its laserlike beam that works well under fire and even better if you have a moment to stop, perch somewhere safe, and use the zoom alternate-fire mode (pretty much all of Duke Nukem Forever's guns have a zoom or iron-sights alt-fire mode) to get a better shot. This map was also the first one we played that had a jetpack, which worked much like it did in Duke Nukem 3D, propelling you upward and letting you temporarily fly before it ran out of juice. It was also the first one we played with laser trip mines, which worked just like they did in the original game; you can set them up in a narrow corridor to be spanned with a laser sensor that will set off the mines with a bang if anyone tries to walk through.

After a session or two on this map--and maybe just a teensy bit of railgun camping--we briefly jumped out of the game to explore some of the game's unlockable items. Duke Nukem Forever will have a full in-game achievement system that will earn you experience points for completing various goals (such as getting a railgun kill or falling to your death). Once you gain enough experience points, you can spend them in the My Digs area. This is a portion of the multiplayer game unique to your game profile and takes the form of a swanky Las Vegas penthouse that Duke calls home. With enough experience points, you can unlock and add various fixtures to your virtual bachelor pad, including comical movie posters and other objects that appear in the single-player game, so that you can create your own little historical archive of Duke and his adventures.

We also ducked into the Change Room, which is another part of your unique multiplayer profile that houses the different multiplayer apparel you've unlocked. As you play more multiplayer games, you'll unlock different gear to equip on your character model's head, face, and torso. This is to remedy the fact that in multiplayer, all players will be Duke Nukem--or a reasonable facsimile, with the same flat-top haircut, sunglasses, and tank-top shirt. However, you can unlock a wide variety of eyewear (including several types of sunglasses), shirts (and ponchos), and different headwear, including different haircuts, wigs, and totally different heads. (For whatever reason, the 2K testing staff seemed most fond of using the jack-o'-lantern pumpkin head in multiplayer, but you know what they say…it takes all kinds). One samurai helmet later, we were out of the customization tools and ready for some more multiplayer action.

Our next session took place on the Duke Burger map in Hail to the King mode, which works the same as king-of-the-hill modes you've seen in other games. On this map, a control point spawns randomly and players on either of the two teams must try to capture and hold it for as long as possible until a new control point spawns somewhere else. In this case, all players were effectively shrunk to a tiny size and were running wild in the kitchen of one of Duke Nukem's licensed theme restaurants. Naturally, there weren't any shrink rays on this level. However, there were plenty of gigantic stoves, refrigerators, cleaning supplies, and a giant-sized grill where the golden Duke statue hovered above some sizzling hot hamburger patties that damaged us while walking across them. The better weapons in the map were set to spawn in the kitchen's deadly dishwasher and menacing microwave oven--each of which could be turned on by opening fire on the door. If you can lure a greedy enemy player into snatching weapons that spawn inside either of these appliances and then blast the door shut afterward, the appliance will turn on and immediately frag the player inside.

This map also had a jetpack, as well as a Holoduke. The Holoduke is an item that temporarily makes you invisible (and free to run and fire) while a holographic version of your character model stands stock still and pretends to fire guns while spitting out deadpan, robot-voiced put-downs about you and your mama. This map basically had two vertical levels: the incredibly tacky checked linoleum floor where the control points spawned and an upper level of shelves where most of the better weapons and items spawned alongside deceptive-looking plastic Duke Nukem action figures. When coming around a corner, these figures had a tendency to look an awful lot like an enemy player. The game helpfully placed onscreen markers to indicate where the next control point had spawned to help us make our way there. Because the floors generally provided very little cover, we found the control points very easy to capture and very hard to hold, so while we racked up quite a few kills, we also got fragged ourselves plenty of times.

Our final session took place on a Grand Canyon-esque level known as Highway Noon in the much talked-about Capture the Babe mode. Yes, this is the mode that resembles capture the flag, except that instead of a flag, it's a young lady in a schoolgirl costume who constantly makes flirty remarks. Yes, capturing the opposing team's babe causes you to sling her over your shoulder. And, yes, as you carry her across the map to your own base, she'll eventually get dissatisfied with her current situation because getting carried over Duke's shoulder just gets boring for her. She'll express her dissatisfaction by making sarcastic remarks and eventually waving her hand in your face to attract your attention, which also prevents you from seeing anything in front of you. When this happens, you can press a context-sensitive button to give her a "spank"; this happens offscreen (you can't see anything happening and instead hear only a light smacking sound), which causes the young lady to stop waving her hand in your face and, maybe, playfully giggle a little.

That's basically all there is to it, except that Capture the Babe mode also has a few other wrinkles. Unlike in traditional capture-the-flag modes in most first-person shooters, you don't need to have your own team's babe in place at your base to earn a capture point; you just need to lug the opposing team's young lady back to your base's main spawn point. In addition, when you're carrying, you can't use any weapons except the garter gun, which is a weapon that each young lady carries, appropriately enough, in her garter. This gun is very damaging, but it also has an extremely low rate of fire, and because you also move more slowly while carrying, you're better off having teammates cover your escape than you are trying to fight your way back. Oh, and one other thing: If you get hit by a shrink ray while you're carrying, you'll immediately be fragged because the young lady on your back will end up being too big for a miniaturized Duke to lift.

Much ado has been made about the Capture the Babe mode, though it really doesn't seem all that different from other multiplayer modes you might have played in other games. And, much ado has been made about Duke Nukem Forever, but we can tell you that its multiplayer has the classic deathmatch feel of some of the best shooters that helped established the genre…back before multiplayer shooters all became gray and brown military-like shooters. Duke Nukem Forever launches this June.

Read and Post Comments | Get the full article at GameSpot


"Duke Nukem Forever Updated Hands-On Preview - Multiplayer and Weapons" was posted by Andrew Park on Mon, 09 May 2011 16:07:29 -0700

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How To Get Cheapest California Auto Insurance

Looking for cheapest California auto insurance?

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Saturday, May 7, 2011

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

GameSpot's Xbox 360 Previews
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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GameSpot's Xbox 360 Previews: Duke Nukem Forever Updated Preview

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

Duke Nukem Forever Updated Preview
29 Apr 2011, 8:23 am

We take a look at a miniaturized Duke and his antics in the kitchen.

 

Get the full article at GameSpot


"Duke Nukem Forever Updated Preview" was posted by Jonathan Leo Toyad on Fri, 29 Apr 2011 00:23:26 -0700

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GameSpot's Xbox 360 Previews: El Shaddai: Ascension of the Metatron Updated Preview

GameSpot's Xbox 360 Previews
All of the Previews for Xbox 360 games.

El Shaddai: Ascension of the Metatron Updated Preview
3 May 2011, 7:21 am

We tinkered around with the first few chapters of the Japanese version of the full game.

 

Get the full article at GameSpot


"El Shaddai: Ascension of the Metatron Updated Preview" was posted by Jonathan Leo Toyad on Mon, 02 May 2011 23:21:05 -0700

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