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First off, let's be clear about what you're getting in Dead Rising 2: Case Zero. This five-dollar download is no paid demo. None of the content is lifted out of Dead Rising 2. It's a unique location, with characters and places you won't encounter in the full game. In fact, I've seen much of the full game, and I'm pretty sure a key piece of information about the main characters is only available in Case Zero. It's a small detail, but it's a detail I would have hated to miss.
Case Zero's premise is simple and effective. Manly protagonist Chuck is stranded in a small town and needs to find five parts to build the motorcycle that will carry him into Dead Rising 2. But there's a catch. The military will arrive in 24 hours, at which point his adorable but infected daughter will be locked away in quarantine, effectively dooming her to zombiehood. Unfortunately, while Dead Rising 2 is happy to imply child zombies, it shies away from actually showing them. Too bad. Child zombies are a mean-spirited staple of the genre. I guess even Dead Rising has its limits.
Scott Pilgrim: The Game is made to appeal to your sense of nostalgia. A beat-em-up in the vein of old 8- and 16-bit classics with a purposefully pixelated art style, your mission is simply to get from one end of the map to the other while beating the crap out of everyone who gets in your way. And, for a game that celebrates the simple pleasure of button-mashing, it's highly effective.
The game effortlessly weaves together nerd-culture references (from Super Mario Bros. to Akira) with levels and playstyle created to remind you of games like Teenage Mutant Ninja Turtles and River City Ransom. Miniscule background animations and character details ensure that, even when you're just wailing away on clones of enemies you've seen in every other level, they all look distinct. And like RCR (or more recently, Castle Crashers) you also level up your character -- earning new powers, greater strength, and more incentive to keep going, the further along you go.
We've all long since stopped bemoaning the death of the side-scrolling beat-em-up, I think. The torch was passed to 3D spiritual successors like Devil May Cry and God of War, and outside of oddities like Castle Crashers and a crapload of flash games, the genre hasn't really shown its head in a while (and barely moved forward when it did). Then Shank comes along and reminds us all that hey, these things could have continued evolving down a completely different branch of the great cladistic tree of videogames, to become something completely new and every bit as kickass.
Shank is bloody, violent, adolescently indulgent, and absolutely beautiful in execution (and in its executions.) Two things absolutely need to be understood if you're even a little bit on the fence about the game: It's gorgeously, fluidly animated, in both its cut-scenes and within the actual gameplay, and the game's controls are split-second responsive even with the absurd amount of lovingly rendered action happening on screen. Even better, all these obsessively detailed eviscerations are animated in a style almost indistinguishable from Genndy Tartakovsky (Samurai Jack, Star Wars: Clone Wars) against a backdrop that's pure Robert Rodriguez (El Mariachi, Desperado, and the upcoming, and remarkably similarly titled Machete). All that makes for one stratospherically anticipated game.
Mafia stories are about the pursuit of the American dream. Typically, they're tales of a character who tries to claim a share of the world's wealth and riches. And, as is true with all mafia tales, these rewards come at a great cost. In the case of Mafia II, our hero doesn't want to be the Don, nor is he power hungry. He is in this life because this is (what he believes) to be the only thing he's good at. He simply wishes to exist and make as much money as possible. If he happens to meet a dire end as a result of these actions, so be it. Instead of giving players a character who will rise through the ranks to achieve the rank of Best-Mobster-Ever -- like EA's approach to the Godfather videogames -- we're given one who is content with being the middleman. But in the process of trying to create a serious narrative, Mafia II falls into the trend of other sandbox games: it reminds you time and time again with "you're playing a videogame" moments that break the hard work put into crafting this narrative in the first place.
It's a common problem: in these fully realized worlds, you're often given the ability to create moments that don't fit into the world you're playing in. Games like Grand Theft Auto 4 or Saints Row 2 get away with this because their created fiction is full of puns and tongue-in-cheek humor. Mafia II on the other hand, a game that tries to create a serious narrative and a world full of colorful characters, instantly falls apart as soon as you're allowed to toss random pedestrians off a boat pier. Or when you comically pick up a Playboy magazine and are forced to view the centerfold in the midst of a heated gun battle.
It's telling that the first thing you see when you hit "new game" in Kane & Lynch 2: Dog Days is a camcorder on a tripod; more than just about any other videogame in recent memory, Dog Days looks and feels like a movie. The in medias res opening, where the titular characters get tortured by an nonchalant fellow wielding a box cutter before flashing back to "two days before," looks as though it's been shot and cut by a young Joe Carnahan (I'm thinking Blood, Guts, Bullets, and Octane or Narc -- not the Carnahan behind A-Team). I've seen plenty of "cinematic" openings in videogames, but not many that use film editing and visual techniques to evoke the feel of specific directors.
This overall aesthetic gives Dog Days an utterly distinct feel from other modern, urban crime shooters and even from other videogames. I wouldn't be surprised if the developers at IO Interactive simply pitched Dog Days' style as: "Michael Mann by way of YouTube." The scenario, story beats, sense of place, and dialogue evoke Mann's penchant for tough and terse crime professionals making their way through a real, defined setting. Yet these tropes are visually portrayed through the same sort of handheld camera work as the average YouTube video or, at most, a faux-mentary such as The Blair Witch Project, Cloverfield, or Paranormal Activity.
One of the greatest gaming experiences of my life involved two friends, three Game Boy Advances, and a slow afternoon burning through The Legend of Zelda: Four Swords Adventures. Even though co-op has become en vogue since Nintendo's strange experiment with connectivity, a follow-up to Link's quirky multiplayer adventure has been woefully absent from the world -- even though the number of DSes and Wiis in the wild would make a sequel much more feasible than its predecessor. After years of wishing and hoping, little did I know I'd be able to scratch my multiplayer-puzzle-dungeon-itch with Lara Croft and the Guardian of Light -- a downloadable Tomb Raider game of all things.
Lara Croft tends to have some of the most predictable adventures in gaming, but Guardian of Light adds some much-needed innovation to the series without changing its fundamental mechanics. Just like in any Tomb Raider title, you'll play around with a number of powerful weapons and a grappling hook while leaping over dangerous pitfalls, though this time around the game is viewed from an isometric perspective zoomed atypically far from Lara herself. And while Guardian of Light doesn't make multiplayer mandatory, the levels are specifically designed to take advantage of Lara and co-star Totec's unique array of abilities. The single-player mode simply gives your chosen character all of the skills necessary to complete the game (and tailors some levels to make single-player success possible), but it lacks the fun of piecing together the solutions to puzzles with a friend.
The Madden NFL series is in a tough spot. When developer EA Tiburon changes a small detail here or a gameplay mechanic there, it inevitably enrages one set of diehard fans and gets the other half to hop back on the wagon so to speak. This year's iteration in the more than a decade old series has brought me back into the "drinking the Madden Kool-Aid" fold, because it's improved the things that matter to me. That said, Madden NFL 11 still needs some improvement.
The thing that first struck me when I booted up a game was the revamped broadcast presentation. Madden NFL 11 embraces the TV broadcast presentation in a way I haven't seen in years. Since Madden made the jump to Xbox 360 in Madden NFL 2006, the focus on how the game was supposed to be viewed shifted from a clear, Sunday TV perspective to listening to a radio broadcast from the bleachers in the stadium. Since that entry in the series I've felt that Madden's presentation has been lackluster and it under-utilizes the ESPN exclusivity license EA has held for years now. (I've said it once and I'll say it again, NFL 2K5's ESPN broadcast integration is the benchmark I hold all football videogame broadcast presentations up to.)
Castlevania: Harmony of Despair baffles me. Is it a cheap, hacked-together work of desperation, or is it a bold and innovative masterstroke of creativity?
Ultimately, I think it's a little of both. These concepts aren't mutually exclusive, after all. Besides, as they say, necessity is the mother of invention. In this case, I'm pretty sure "necessity" took the form of Konami giving producer Koji Igarashi the mandate to create a downloadable, high-definition Castlevania game with a budget equivalent to the loose change we fished from between the cushions of our office couch last week. And what Igarashi came up with -- Harmony of Despair -- can only be described as "weird."
BlazBlue: Continuum Shift is ARC System Works much needed revision of last year's title, BlazBlue: Calamity Trigger. While Calamity Trigger was a fast-paced, unique, and easy-to-pick-up fighting game, the unbalanced roster resulted in only a few of the characters being viable on a competitive (or even casual) level, which led to many players dropping the game after only a short while. Continuum Shift not only addresses the balance issues of the previous game, but adds new characters and tweaks to the overall gameplay system, resulting in a far more complete package.
If you're new to the BlazBlue universe, you'll find the game has a small cast compared to other fighting games on the market, but makes up for it with a diverse roster. The four main attack buttons -- A, B, C and D -- chain together easily to form combos with each character's Drive attack, which makes each feel immediately distinct. For instance, Arakune's Drive Attack lets him curse his opponents, while Ragna's can absorb his opponent's life with each attack.
1up Previews
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From August 23 through September 4 of 2010, 1UP's Matt Leone and Richard Li left the office and hit the road for our first ever Cross Country Game Tour, visiting the hottest game development studios in the 48 contiguous United States.
With camera in tow, we took an inside look at Bungie's new home, met the actual hand model from the Left 4 Dead cover, got some insight into Thatgamecompany's upcoming Journey, ate tacos with Junction Point's Warren Spector, manhandled id Software's Emmy award, and lots more!
Like many developers these days, BioWare likes to keep tabs on player activity in its games. It's nothing sinister; the studio merely collects anonymous data based on what in-game actions you take (or don't take). But unlike most developers who gather this sort of info, BioWare just went public with some of the user statistics for its biggest franchise.
Executive producer Casey Hudson sat down with IGN to discuss the player stats for Mass Effect 2, revealing some fascinating discoveries about user behavior. For example: Players skipped just 15 percent of conversations in BioWare's sci-fi sequel, with a majority of those skips occurring on the game's hub worlds rather than during climactic story moments.
"If we found that 80 percent or 90 percent of the lines were being skipped, we would have to reevaluate the work that we were putting into the digital acting," Hudson explained.
Microsoft's biggest selling point when it comes to Kinect is that it's a completely controller-free system -- not a single button is necessary to interact with its games. But when Kinect was first being designed inside Microsoft, both Rare and Peter Molyneux weren't convinced such a system could work.
"We were absolutely adamant that we needed a button, something with haptic feedback, that would initiate an action," said Rare creative director George Andreas to Edge magazine (via CVG), recalling his first time seeing the Kinect technology. "It took a long time -- we threw some prototypes together and then we saw you didn't need one."
And it wasn't just Rare that wasn't convinced about buttons-free controls, as Andreas said Lionhead Studios boss Peter Molyneux didn't see the buttons-free system working either. "We were very vocal to Kudo [Tsunoda, Kinect lead] at the time, and Peter Molyneux was as well, that you needed something in your hand," Andreas recalled. But he also says this was ultimately just a case of having to "rein in" their ideas of traditional button-based interfaces, a challenge that remained even after accepting Kinect's buttons-free system could work. "You end up falling back on the [gamepad] control scheme. It's a crutch really."
Looking for a quick preview of Activision's upcoming slate of rhythm games? The publisher just released playable demos for both DJ Hero 2 and Guitar Hero: Warriors of Rock on the Xbox Live Marketplace.
Players can hit up the DJ Hero 2 demo to sample the game's brand new multiplayer modes, while the Guitar Hero demo highlights developer Neversoft's attempts at a story-driven quest mode -- complete with narration by Gene Simmons of KISS. PlayStation 3 versions of the demos have yet to be announced.
Each demo includes a selection of four tracks, listed below:
Activision tends to open its wallet to break out big voice talent in the Call of Duty series, and today the company announced Black Ops will be no exception. Gary Oldman and Ed Harris are on tap to play roles in the new game, and filmmaker David S. Goyer will be lending story consultation and support.
Both of the veteran actors have been in countless movies. Oldman is most known recently from his roles in The Dark Knight and The Book of Eli. In Black Ops, he'll be reprising his role as Viktor Reznov from World at War. Harris, meanwhile, is recognized for his roles in A History of Violence and Apollo 13. He'll be playing Jason Hudson, a CIA operative. David S. Goyer has written for both of the recent Batman films, Blade, and the upcoming Superman: Man of Steel.
"Oldman, Harris and Goyer are considered some of the finest talents and they perfectly complement Call of Duty: Black Ops' ambitious and immersive single-player experience," said Treyarch head Mark Lamia in the press release. "Their contributions have helped us to push the boundaries of our story telling and character development far beyond anything we have ever attempted before in the franchise."
Just as the U.S. Open rolls into its second week, 2K Games has announced Top Spin 4, the latest entry in the long-running tennis sim series that started as an exclusive for the original Xbox. But as with Top Spin 3, Top Spin 4 is going multiplatform for the Xbox 360, PlayStation 3, and Wii, this time with 2K Czech (the studio behind Mafia II) handling the project.
The announcement is a little light on specific details, instead offering vague promises of "redesigned controls" and "one of the deepest player rosters to date." Specific players aren't mentioned (besides more vague promises of "top athletes and legendary pros"), but one player that is confirmed for the game will only be available as a pre-order bonus. If you reserve Top Spin 4 at GameStop, you'll get a "vintage" version of tennis legend Andre Agassi. And as you can see in the provided screenshot, "vintage" does indeed mean full-on mullet.
"Top Spin 4 is shaping up to be the most realistic and exhilarating tennis game in the Top Spin franchise," said 2K Sports president of product development Greg Thomas. "For this iteration, the development team is focused on delivering a bold new take on the sport of tennis by allowing gamers to experience first-hand an uncanny level of realism in the player and stadium models, authentic audio captured directly from real tennis matches, and all-new innovative controls to dominate the competition."
It looks like administrator Begbies Traynor has found a buyer for Project MyWorld, which formally belonged to the bankrupt studio Realtime Worlds.
Develop reports that the property has been purchased by an anonymous American company, with no word on how the purchase will affect the 23 developers currently working on the game. One of the more optimistic scenarios has the American company temporarily hiring the Dundee-based staff in order to finish the project, but they may also opt to purchase the build and the IP and finish it themselves.
APB remains up for purchase, though interest in the sandbox MMO has reportedly been weaker than it was for Project MyWorld. According to numbers released by Begbies Traynor, appoximately 130,000 registered users play the game an average of four hours per day.
When details of the latest Borderlands DLC, Claptrap's New Robot Revolution, were announced, there was no mention of a level cap increase. Fortunately, one is coming -- and even better, it will be coming free of charge to all owners of Borderlands on Xbox 360, PlayStation 3, and PC.
When he wasn't busy discussing the return of Duke Nukem, Gearbox co-founder and CEO Randy Pitchford spent some time at PAX revealing that, around the release of the Borderlands Game of the Year edition (scheduled for October 12), Gearbox will update the game to increase the level cap by eight, bringing it to 69. They decided on an increase of 8 because they didn't want it to be too low, or as high as the 11-level increase that the General Knoxx brought.
Joystiq reports that Pitchford explained that Gearbox opted to make the increase a free update instead of including it in the Claptrap DLC because then "you'd have to buy every previous DLC." Also included in the free update will be a rebalancing of the original game to cater to the new level cap. Given that these are the sort of things you might expect to see in a premium DLC release, it's nice to see Gearbox instead release them to fans for free.
The Gears of War 3"Fate of Carmine" charity campaign officially closed this weekend at the Penny Arcade Expo. Cliff Bleszinski and Rod Fergusson from Epic Games appeared on video at the G4 panel to drop word that the charity shirts had raised $150,000 for Child's Play. No breakdown was given on the real shirts versus the virtual goods; but either way, that's a lot of votes for Carmine.
The two thanked everyone for buying shirts, whether for their Xbox 360 Avatars or the real life shirts sold by NECA, along with corporate sponsors and partners like Microsoft, G4, and Penny Arcade. "Although the fate of Carmine has been sealed, we can't tell you right now," said Cliff Bleszinski. This being a marketing event as well, we'll have to wait until Gears 3 releases to learn what happens to the poor, doomed schlub.
It looks as if D3 Publisher has a sequel to Earth Defense Force 2017 in the works, if a new website launch is any indication. Located at edfia.com is a logo for a new, unannounced EDF game -- Earth Defense Force: Insect Armageddon.
There's nothing else to be found on the site, but according to Siliconera, the domain was registered by D3 last month, so it doesn't look like a hoax. Most recently, EDF 2017 developer Sandlot was working on the Nintendo-published action game Zangeki no Reginleiv for Wii, which was released this past February. The last EDF game was released for Xbox 360 in March 2007. It wasn't a technical marvel but Scott Sharkey did give the game a B+ in 1UP's review, noting it was "like the best parts of every third-person shooter ever, boiled down to the most mindlessly fun essentials."
Besides a Rating Pending from the ESRB and the logo you see above, there's absolutely no information on the new site; not what platforms we can expect to see it released on or when more information will be released. We'll be keeping an eye on the site for any details that might come up.