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Shin Megami Tensei Online Beta starts

Source: videogamesblogger.com

Shin Megami Tensei Online MMORPG Screenshot

The Aeria Games’ published Shin Megami Tensei: Imagine Online has sent out their first round of invites to the closed beta test for the PC MMORPG based on the beloved demon-summoning franchise (which includes the Persona, Devil Summoner and Nocturne titles).

Kotaku reports that the invites have begun arriving so if you signed up you’ll want to keep checking your inbox to find out if you’ve been invited to take part in the closed beta test.

Shin Megami Tensei: Imagine Online (”MegaTen” for short) is being developed by Cave Co., Ltd and will be published in America by Aeria Games for both Europe and North America for PC in four languages: English, French, German and Spanish. Imagine Online is Cave’s first MMO for PC (Massively Multiplayer Online game) but became a huge success in Japan with a large fan-base, a base that Aeria hopes it can tap into in the U.S. and European markets (as the popularity of MegaTen’s games grows ever larger) as it has done with it’s previous two titles, Last Chaos and Shaiya.

Like a lot of PC MMO’s nowadays, Shin Megami Tensei: Imagine Online will be FREE TO PLAY, using a micro-transaction model for revenue.

Set in a fictional post-apocalyptic Tokyo (sometime between Shin Megami Tensei 1 and 2), survivors attempt to restore the city by defeating demons and solving puzzles. Each player acts as a “Devil Buster.” Success relies on forming an alliance with demons or slaying them.

Features of Shin Megami Tensei: Imagine Online (MegaTen) include:

* Strategic Real-time Fighting System – Choose between attacking, parrying and defending in real time.
* Diverse Weaponry – Use a wide array of weapons from medieval swords to modern-day rifles and handguns.
* Devil Partnership – Players negotiate with devils to assist in battle and missions.
* Devil Fusing – Players can combine multiple devils to create new breeds.
* Private Dungeons – In addition to the public battle areas, players can access private dungeons to hunt and collect items with their friends.

Published on December 2nd, 2008 under , , , , , , , , , , ,

Halo 3 Recon renamed (again) to Halo 3 ODST. Features an open world

Source: videogamesblogger.com

Halo 3 ODST Logo

New details have been revealed on the upcoming Halo 3 ODST, Bungie’s stand-alone expansion of Halo 3 that features an all new main character and a new campaign set in the heart of a Covenant occupied New Mombasa.

Additionally, the project has been renamed (again) to Halo 3 ODST. Previously it was known as Halo 3: Keep It Clean and then Halo 3: Recon.

“ODST” (literally pronounced “Oh-Dee-Ess-Tee” and not “ohdst”) is the acronym for “Orbital Drop Shock Trooper.” This special forces branch of the UNSC military force is called into action for highly specialized, small scale operations. ODST units were deployed during portions of the Halo 2 and Halo 3 campaign and have also been featured in some of the Halo novels.

Here is the new name trailer reveal. (even though it’s the same as before)

Halo 3 ODST will reportedly be only 3 to 5 hours long and won’t cost you $60, the game will include a bevy of new Halo fun for fans to sink their teeth into, including new equipment, more human characters and, possibly most surprising, an open-world city for you to explore.

The U.S. magazine Game Informer got the scoop and they revealed that you will play as a character known as “The Rookie”. Who is voiceless and faceless (covered in armor like Master Chief, although I guess Samus from Metroid Prime 3 is a more valid comparison in this regard) and is an Orbital Drock Shock Trooper (ODST) and is part of a five-man team that is rocketed to Ground Zero of the city of New Mombasa during the events of Halo 2.

The game gives you some new equipment to use, including a PDA that allows you to set waypoints on a wireframe map. The city is completely open and you are allowed to explore it in whatever order you desire.

“The reason we chose the ODST is it’s absolutely a character that we’ve had ideas about how to develop and put more front a center in the Halo games,” Bungie creative director, Joseph Staten explains to Game Informer.

Here’s a few more details about the game:

* Your goal is to find and investigate the last known locations of your other four ODST teammates.
* To do so you use a new “Visual Mode”. This was revealed in the first Halo 3 ODST trailer and highlights enemies with a neon glow.
* Once you reach one of your locations (the last known waypoint of one of your teammates) you’ll find a crime scene that you need to investigate (such as a sniper rifle hanging from a street light). You’ll then enter a flashback sequence to earlier that day in which you’ll control the squad member for an entire level.

* The flashback sequences are meant to play like a more traditional level in Halo and last about 30 minutes, where you’ll discover the fate of your teammate and get pieces towards unraveling the mystery of what happened in New Mombasa. “This isn’t a crazy dream sequence or metaphorical journey that the object allows you to do. It works just like any detective show, Cold Case or Law and Order or whatever, where a detective can arrive at a crime scene, look at the chalk drawings and bullet holes and see what’s going on. He hears some echoey voices and the camera crossfades and now you’re at the scene of the crime two hours ago.”
* Characters you’ll control include Dutch (a big heavy weapons guy) and Romeo, a sniper who’s kind of a jerk.

* Nathan Fillion from the sci-fi Western show Firefly will do the voicework for one of the squad members, which is fitting as he played a random ODST trooper in Halo 3. “So if you like the voice cast in Halo 3, we’ve elevated some of them to a cinematic level. In Halo games you’ve been the Chief for a thousand years and the Arbiter for a little bit of time too. It’s a really nice feeling to jump into somebody else’s boots for a while,” says Staten.
* Due to the downgrade from super soldier to non-super soldier, you will lose a few of Master Chief’s abilities, including his shield (ability to regenerate health), motion tracker, as well as the ability to dual-wield two weapons at once. In addition the ODST is slower and shorter.

* But you will gain a few abilities as well, including the PDA, Visual Mode and a silenced SMG.
* Bungie says the limited abilities will make for a more interesting and intense, scarier, experience. They used the example of Master Chief going up against a Brute Chieftain with a hammer. As Chief you’re faster than the Brute, can jump over his head and see where he is with your motion Tracker. As an ODST it’s bit trickier; the Brute is bigger, closer and as fast as you, so if you turn around and run you know he’s going to catch you, and you don’t know exactly where he is. “You don’t feel like a chump. You feel like a very Capable ODST marine, but it’s a different feeling,” says Staten.

The game is scheduled for release next year.

Via CVG

Published on November 25th, 2008 under , , , , , , , , , , ,

Animal Crossing: City Folk out tomorrow on Wii

Source: videogamesblogger.com

City Folk without microphone for WiiAnimal Crossing: City Folk releases tomorrow for Wii in North America. It will be released in Japan on November 20th, in Europe on December 5th and in Australia on December 13th.

City Folk is the first game in the series, as well as the first Wii game, to include voice chat via the new Wii Speak Microphone accessory that you can either buy separately or bundled with Animal Crossing: City Folk.

City Folk with microphone bundle for WiiSo what are the differences between City Folk and Animal Crossing: Wild World for the DS or the original Animal Crossing game for the GameCube?

Find out in this preview what some of the differences are and what new things you can expect in the first next-gen entry in the Animal Crossing series, Animal Crossing: City Folk.

Wii Speak MicrophoneAnimal Crossing: City Folk retails for $50 for just the game and $70 if you buy it bundled with the Wii Speak microphone accessory. The Wii Speak Microphone can also be purchased separately for $30 and will give you access to the Wii Speak Channel, however you only get the Wii Speak Channel if you buy the microphone new. Animal Crossing: City Folk is rated E for Everyone (includes Comic Mischief).

Star Ocean: First Departure video preview

Source: videogamesblogger.com

First Departure for PSPStar Ocean: First Departure for the PSP is a remake of the original Star Ocean that was released for the Super Famicon in Japan in 1996 and was never released anywhere else. And now, finally, we will all get to see the original Star Ocean game in all it’s enhanced glory.

Thankfully, the game has been upgraded to modern standards with very nice graphics (including a complete overhaul of the original games engine), completely 3D battlefields and enhanced pre-rendered backgrounds. I must say that the game looks very nice indeed.

It also looks fun! The game uses a real-time combat and was one of the first to do so, much like you see in the Tales series of games. It also features completely new anime sequences done by Production I.G., an upgraded soundtrack, voiced dialogue in many parts and other additions, like the ability to enhance items and create new ones and a battlefield that’s circular instead of rectangular, to match later games like the sequel to this one, Star Ocean: The Second Story (which is also getting an enhanced PSP upgrade called “The Second Evolution” which is scheduled for a January 6th, 2009 U.S. release date).

One of the most unique features of the game is how the storyline deviates depending on what characters you interact with and it also features multiple endings. So it sounds like replay value will be no problem with Star Ocean: First Departure. Give it a look in this in-depth video preview.

CVG previews Samba De Amigo (Wii)

Source: seganerds.com

Samba De Amigo - Dreamcast

CVG has posted up a preview, from NGamer, for the upcoming Wii version of Samba De Amigo.  The preview conveys some mixed emotions.

On the one hand the Wiimote and Nunchuck controls are (apparently) perfectly fine, and the controls are tight enough for players to make some funky beats.

“Mechanically, Gearbox have done a sound job. The concept is as simple as it ever was: a right maraca and a left maraca, you just have to shake each one at the height the game tells you.”

However it seems that, even with good reactions, the Wii’s controller is still no match for holding the Dreamcast original’s big, plastic maracas in hand.

“This is where the importance of the original maracas reveals itself – with the lightweight remote and nunchuk in your mitts, there’s little in the way of physical connection with the mad game world.

It looks, sounds and plays right; it simply doesn’t feel right. Here’s hoping Sega can tighten things up in time for release.”

I’m not sure exactly what they expect Sega to do about this though, other than release a new set of Wii-compatible maracas.  The idea of releasing these Wii-versions of older games (such as Ghost Squad, Sega Bass Fishing, House of the Dead etc…) is so that fans can once again feel the joy, but for a low price.  If Sega were to release the maraca set again, then the price of the game would certainly go up, especially if they were wireless.

Sure it would make the experience better, but back in the Dreamcast days one of things that people (gamers and reviewers) moaned about was how expensive the game was to buy.  I could imagine the same thing happening again here, with some reviewers saying something like; “Why should we spend £60 on a game that’s 7 years old?”

Perhaps if reviewers pushed for people to actually buy the games when they were originally out, rather than putting down the Dreamcast system, then maybe it would be a whole different story today.   {By that I, of course, mean that we would be playing on our Dreamcast 2’s, swimming in endless (but fantastic) sequels to Shenmue, Skies of Arcadia and Jet Set Radio… ah if only…}

Moral of the story? Buy good games when they are released!

Well fingers crossed that the experience (magically) betters itself in time for release.  For the full preview check CVG, here.

[Special Thanks: RoJM Via The Forums]

Published on March 28th, 2008 under , , , , , , ,

Starcraft 2 Zerg unveiled in video and new info

Source: videogamesblogger.com

Pre-order Starcraft 2 for PCAfter the previous unveilings of Starcraft 2’s Protoss and Terran, the first PC & Mac RTS gameplay footage of the Zerg has now been shown by Blizzard.

The Zerg are relentless and attack without mercy, do the Terrans have any hope of survival?

Here’s all the Zerg info you need in one huge fact sheet:

Welcome to the Zerg press tour for StarCraft II; you are among the first in the world to see the Zerg faction in StarCraft II. This fact sheet will serve as a basic overview to the Zerg units you’ll be playing with during today’s hands-on multiplayer sessions. Please keep in mind that StarCraft II is still in development. This means that all of the units and abilities you see described below are subject to change over the course of development.

Drone

Classic StarCraft unit, or new to StarCraft II?: Classic

Description: The Drone is the Zerg’s worker unit, used to gather resources such as minerals or Vespene gas. They are also used to morph into various Zerg structures.

Zergling

Classic StarCraft unit, or new to StarCraft II?: Classic

Description: The Zergling is the most basic combat unit for the Zerg faction. Zerglings are fast-moving ground units with a melee attack, and are typically used en-masse. They can be morphed individually into Banelings.

Overlord

Classic StarCraft unit, or new to StarCraft II?: Classic

Description: The Overlord is the Zerg’s basic command and control unit. As in the original game, it is a slow flying unit with no attack, but as your army grows, you’ll need to create more Overlords and keep them protected. What’s new to this unit in StarCraft II are a couple of special abilities. The slime ability allows the Overlord to disable resource nodes and neutral observatories. Overlords can also create a small, temporary patch of creep for the Zerg to build on.

Overseer

Classic StarCraft unit, or new to StarCraft II?: New

Description: Individual Overlords can be upgraded by the player to Overseers, which serve as airborne detector units. Overseers lose the slime and creep abilities of the Overlord, but gain a larger sight radius and give the player the ability to see cloaked and burrowed enemies.

Queen

Classic StarCraft unit, or new to StarCraft II?: New

Description: The original StarCraft had a units called Queens, but the Queen in StarCraft II is so different, that its form and function do not at all resemble the Queens from the original game. The two units merely share a name.

In StarCraft II, Queens are birthed directly out of the Hatchery, and you can only control one at a time. The Queen is a powerful fighting unit, but more importantly, she orchestrates the defense of Zerg bases by using a number of unique abilities. Queens can create special structures that expand the base of creep, or act as stationary defense turrets.

Also, as Queens evolve, they can gain new abilities such as Deep Tunnel, which allows the Queen to instantly move to any of your buildings on the map. The Toxic Creep ability makes a small area of creep damaging to enemy ground units standing on it. Swarm Infestation lets the Queen temporarily turn any Zerg building into a defensive turret that shoots at enemies, while Regeneration lets the Queen quickly heal any damaged Zerg structures.

Hydralisk

Classic StarCraft unit, or new to StarCraft II?: Classic

Description: As in the original StarCraft, Hydralisks serve as basic foot soldiers for the Zerg, with the ability to shoot at ground or airborne targets. Hydralisks can also morph into Lurker units.

Roach

Classic StarCraft unit, or new to StarCraft II?: New

Description: The Roach is a specialized ground unit with the unique ability to very quickly regenerate damage. Used properly, Roaches can absorb tremendous amounts of damage and can only be killed with concentrated and heavy fire from enemies.

Mutalisk

Classic StarCraft unit, or new to StarCraft II?: Classic

Description: Mutalisks are the Zerg’s primary flying unit. As in the original game, they use a special Glaive Wurm attack that bounces twice from its original target, doing damage to up to three units with each shot.

Baneling

Classic StarCraft unit, or new to StarCraft II?: New

Description: The Baneling acts as a rolling bomb that explodes on contact with an enemy unit or building. Groups of Banelings can quickly cut a swath through enemy infantry and even take down structures when fielded en masse. Banelings can be morphed from Zerglings.

Lurker

Classic StarCraft unit, or new to StarCraft II?: Classic from StarCraft: Brood War

Description: Lurkers make a return in StarCraft II. As in StarCraft: Brood War, Lurkers are morphed from Hydralisks and can only attack while burrowed. They can devastate packed groups of infantry as they attack in a line with their subterranean spines.

Nydus Worm

Classic StarCraft unit, or new to StarCraft II?: New

Description: The Nydus Worm puts a new twist on the Nydus Canal mechanic from StarCraft II. Nydus Worms can move to create an entry/exit point anywhere on the map, allowing the Zerg army a means to almost instantly funnel ground troops from one side of the map to the other.

Infestor

Classic StarCraft unit, or new to StarCraft II?: New

Description: The Infestor is the primary support unit for the Zerg in StarCraft II. It doesn’t possess a direct attack but its unique abilities make it a fearsome sight on the battlefield. Dark Swarm creates a smokescreen for units to hide under, protecting them from ranged attacks. Disease targets a single enemy, giving it a damaging aura that hurts surrounding units. The Infestor also has the Infestation ability, which temporarily infests an enemy structure, causing it to produce Infested Marines. Finally, the Infestor has the ability to move while burrowed, making it useful for sneaking in under enemy base defenses.

Infested Marine

Classic StarCraft unit, or new to StarCraft II?: Classic

Description: The Infested Marine is produced by any enemy structure that’s been afflicted with the Infestation ability. Infested Marines move slowly but act and shoot much like a regular Terran Marine.

Corruptor

Classic StarCraft unit, or new to StarCraft II?: New

Description: The Corruptor is the Zerg’s dedicated air-to-air unit. Corruptors don’t immediately destroy their targets. Instead, the targeted enemy becomes corrupted, becoming a stationary turret that fires at other nearby enemies. In this way, Corruptors can quickly overcome large groups of enemy fliers, turning them against one another.

Ultralisk

Classic StarCraft unit, or new to StarCraft II?: Classic

Description: Arguably the Zerg’s most intimidating unit, the Ultralisk is back in StarCraft II. Ultralisks can engage and attack multiple ground units in front of it with its scythe-like Kaiser Blades. They also possess a large number of hit points, allowing it to absorb lots of damage as they lead Zerg charges.

Swarm Guardian

Classic StarCraft unit, or new to StarCraft II?: New

Description: As with the Guardian in the original StarCraft, the Swarm Guardian in StarCraft II is morphed from the Mutalisk, and serves as the Zerg’s aerial siege weapon. The Swarm Guardian possesses a long-range, air-to-ground attack that hits for a good deal of damage and also spawns small broodlings that can attack for a short period of time.

Via Kotaku

Published on March 11th, 2008 under , , , , , , , , , , , , ,

Preview: Condemned 2: Bloodshot

Source: seganerds.com

Condemned 2

Some of you may know, (and more probably won’t know), that I had the opportunity to visit Sega Europe a couple of weeks ago. Over at Sega HQ, I and several other journalists were lucky enough to get our hands on The Club and Condemned 2, and also we had a chance to interview two of the guys from Bizarre Creations, who worked on The Club. It was all very exciting.

Unfortunately we were told to keep our mouths shut about Condemned 2 or someone would kill our grandmothers.  Fortunatelly my grandmother died a few days ago, from natural causes.  So I am free to bring you guys the goods on Condemned 2: Bloodshot. Hooray!

To start off, we were given a quick introduction, which also involved some drinks, cakes and pastry treats, and then got down to the nitty gritty by playing Condemned 2’s multiplayer.

Now, what I should emphasize is the build we played wasn’t finished, so hopefully, the major flaws will be ironed out come release time.

Multiplayer: The art of killing time with some mates…

We only got round to playing one type of multiplayer – which pretty much involved bludgeoning the other players with whatever we could find.

As you all should know, Condemned’s single player focuses less on weaponry, and more on melee weapons, and the multiplayer is no different.

The levels are scattered around with weapons and implements, which can all be used to smash your opponent’s brains in. From the typical (but trusty) baseball bat, to the simple piece of 4×4 or even the rim of a toilet seat, the choice is yours really. But there are some more powerful weapons, like the Molotov cocktail (which can be used to set opponents on fire) and the levels do have some guns on them, but they are very hard to find.

Condemned 2

Right you’ve got the idea. But how does it play?

The characters seem to move a lot faster than in the single player, so rather than meandering around the stage you will find yourself running – perhaps not as fast as some other FPS games, but still a fairly decent speed.

Graphically the multiplayer does look good, however the detail was reduced compared to the single player (but to be honest that is to be expected). Also (at least on the level we played on) the stage was very dark, darker than single player I would say. I think the darkness could be just trying to hide any graphical inferiority over the single player. But perhaps it was just to allow for players to hide and pounce upon unsuspecting passersbys… which happened a lot.

The game does have some serious issues, at the moment, with the multiplayer. One most noticeable thing was how jerky other characters moved on your screen. Quite often you would do a shoulder barge (which stuns the enemy for a moment), only to find that just as you are about to hit the other player, they will jerk out of the way – causing you to go into a wall. This doesn’t really affect your character, but it can be disorientating for the player.

Condemned 2

Quite often I would find myself about to attack someone, and then they suddenly disappear, and it would take me a good few seconds to get my bearings and find them again. And it wasn’t only me, one guy I was standing next to, was the person attacking me, and we both managed to miss hit each other and ended up running around in circles for about 30 seconds, trying to get our bearings back and get a decent hit in.

But speaking of hitting, that’s another issue right now. Pretty much everyone I spoke to mentioned this problem, the hit detection. Quite often you would be in a fight and trying to hit someone, but you aren’t quite sure if you are doing any damage. And more seriously, you weren’t quite sure when you were being hit yourself.

Annoyingly our controllers had no rumble in them, or the rumble feature wasn’t active in the build we were playing with. If it was, I think our collision detection would have been better.

But as it was, there were many times I was fighting and thinking I was doing rather well, only to suddenly fall down, dead. Or I would just be randomly hitting out, and suddenly have the words “You have killed player 2 with the toilet seat” appear on the screen.

We actually had a tournament with the multiplayer, and unlike The Club tournament (which I won), I’m pretty sure I was a clear loser in the Condemned one. I seriously could not get a decent kill in, I think I maybe killed 2 or 3 people tops – it was very difficult to get a decent hit in.

Overall, from this early copy of the game, I think the Multiplayer will not become the next Halo or Counter strike, but it will be a lot of fun for you and some of your mates if you fancy some mindless killing.

Condemned 2

What, that’s it? Just multiplayer? Where’s the single player?!

If you are asking this question, then don’t worry, I did indeed get a chance to play on the single player mode of the game.

For anyone who wanted to play on the single player version of the game, Sega had setup a special room, separate from the multiplayer mayhem. Two by two we were guided into a small darkened room, with two PS3’s and two large flat screen HDTVs, setup back to back.

Now if you have seen the video that James put up a few days ago, showing 8 minutes of Condemned 2 gameplay, then you will know, roughly, what I went through.

First off I sat through the great opening movie, showing Ethan Thomas sitting in a bar, explaining that he was at a low point in his life, when a guy knocks into him, and Ethan loses it and jumps on him smashing his face in with his bare fists. He’s pretty bad ass, as the video below will show you.

 

Anyway, the bar owner then pulls out a shotgun and tells Ethan to get out (but less polite). You then meet up with a bum outside, and he leads you to a secret booze cache. Unfortunately the booze has been drunk by a demon-person/thing, who then wakes up several of his friends, who take it in turns to attack you.This whole section is basically a training mode, teaching you the new combat system – which involves different types of blocking and forms of attack. It’s much more advanced than the original’s fighting, yet still very simple to do.

Condemned 2

After the fighting, one of the main demons gets you to the ground and beats you senseless. You awake in the same area you were left in, but with a gate open, to a new area. You walk along a short balcony, and are told to grab the aerial on a TV set in a window. This is another training section; throughout the game you will find random TV sets, which you can adjust the aerials on, to get a decent picture. The idea is that the TV shows news reports, which give the player clues to the story.

After playing with the TV set, you turn around to face the bad guy from the first Condemned game, or at least who you think is the killer from the first game. He spits/vomits black stuff in your face. You are dazed for a while and then you chase after him into a building. From here on you have to walk through the familiar settings that are present in Condemned, rooms full of crap, and dark corners… and scary ass enemies that hunt you down.

Condemned 2

Now for those that know me, or know me enough, they will tell you that I never completed Condemned. I never got past the second level. Now it’s not that I didn’t like the game, I loved it. It’s not that I didn’t have enough time, as I have completed plenty of games after it.

It’s that Condemned is quite easily the second scariest game I have ever played in my life (Enemy Zero on the Saturn being the first), and I literally couldn’t play past the second level. Yeah I’m a pussy, but that’s life.

Anyway, it was a little different with Condemned 2. Even though the game had some very freaky elements, like when a dog starts jumping at a window inside the first building, I was not that scared. Maybe I’ve managed to grow up in the last year or two, or maybe it’s that I knew someone else was in the room (playing on the other PS3), I don’t know. But what I do know is that I really wasn’t anywhere near as freaked out as when I played the original game.

But that is not to say the game is bad at all. In fact on many ways it is far superior. I have already mentioned the fighting, which is really fun, and the new finishing moves are great. During my play through I had the pleasure of smashing a bums head into a TV set.

Condemned 2

To perform a finishing move, you need to beat on an enemy until they become dazed, and then you need to pull both the L and R triggers, and then depending on the situation, you need to steer them to an object that can be used during a finishing move – like a TV set or a table. I’m led to believe there is something like 40+ finishing moves…but best not quote me on that, I’ll need to double check.

My entire play time basically consisted of walking through rooms of different buildings, onto the streets, and defending myself from some unsavoury persons. But not to fret, Sega gave us all a lovely preview of some other parts of the game.

One of the things which Monolith has changed in Condemned 2 is the way you perform your investigations. In Condemned, you were pretty much guided through the process, by an assistant over the telephone, telling you what to do and where to look. It was something that some critics did not like so much about the game, there was no real freedom to these investigations.

The Sega rep showed us all a video of the new investigations process. When you come across a crime scene, you still contact your department, and they help guide you through some of the process, but it is a lot more interactive and free this time around.

Rather than just scanning an area and basically being told what you are looking at, you have to look around yourself. An example being that you come across a body, and you have to identify, using sight, who/what you think the body is. You are given options as to what you are looking at, and you have the choice.

Condemned 2

On the day they played us a video to give a taster of just what to expect. On the floor was the body of a male police officer, who had been shot in the back. First off you are given the options of whether it’s a male or female, or if you cannot tell.

Then you are asked to find some clues as to who the person was, and by actually looking at the body, and focusing on the Police badge, you can identify that the person is an officer of the law, and (because of the badge no.) your associate on the phone can tell you the name, and other details, of the body.

You then need to identify how you think the body was killed, once again by getting off your ass and looking at the body and/or crime scene. In the demonstration, the rep walked around the body and upon inspection you could clearly see a large bullet wound in the officers back.

But the officer was not actually shot in the room where he died, on the floor you can see drag marks, made of blood, leading from the body into a nearby room. You are then told to follow the trail and see if you can find out anymore details.

At this point the demonstration ended. But we got a really good idea of what to expect from the game, and it was very impressive. At every point of the investigation, you had a choice of selections to pick from. So even though we could clearly see the body was a police officer, we saw a choice of various possible uniformed jobs to choose from. We were told to expect some tougher choices to be made from other crime scenes. So it won’t be so obvious all the time, and you should need to actually look properly at some crime scenes.

We were also led to believe that there are no wrong choices in your investigation. If you think the dead cop was a circus clown (and if the option to select that was there), you could choose a clown and get away with it. However, depending on well you do with your analysis, you do better overall in the game, and I think you unlock more features at the end.

One other thing is that after my time was up on the single player mode, I actually felt rather queasy, like I had motion sickness, which happens very, very rarely with me and games. But this could have been one of several factors:

  • The game does contain some sudden and jerky motions, to simulate real life movements, maybe that caused it.
  • I was sitting about 1 foot away from a large flat screen in a small room with the lights off, and earphones on.
  • I hadn’t slept for about 20 hours at this point, as I had come straight from my night shift job.
  • Or maybe I am really becoming a pussy and the sight of a tramp burning to death now makes me feel a little nauseous.

Condemned 2

It could have been one of these, or maybe all of them, but I had to take a few mins out of gaming after playing. I do hope it was because I had been working all night, rather than the camera work in the game. Because if it is down to the camera work, then playing won’t be much fun, if you think you’ll be vomiting every 15 mins.

Ok so it’s got more features than K.I.T.T, but does it look as good?

To be honest I did not notice too much of a graphical advancements over the original Condemned game. However that is not a bad thing, I still think Condemned is one of the better looking games this generation.

The game does look very good. All the brilliant uses of lighting and shadow have adopted once again, to make the game nice and creepy. The enemies move well and will run past in the shadows, to try and freak you out, as before.

All the rooms and areas are littered with objects and debris, as you would expect to make the world feel rundown, desolate and lonely.

Speaking of lighting that is one thing I would say has improved, as a few times you will see fire used quite well. You have Molotov Cocktails to use against enemies, setting them on fire and such, and also in my play through I came across an area that was blocked in the street, but had a long trail of petrol flooding the street. Nearby was a trashcan on fire, so being the good Samaritan that I am, I kicked over the trashcan and watched as the street illuminated under the snaking fire path, as it grew longer, until it reached the blockade, (I think it was a car), which then exploded.

It was pretty cool.

Condemned 2

Sounds (couldn’t think of an original title here)

Just to point out, normally at these events you are in a room with other people making noise and can hardly hear the game. But as one of Condemned’s great features is the use of sound, Sega not only put us in a separate room, but kindly supplied us with some large headphones to hear all the creepy sounds in a more personal manner.

Again the sound effects were just as good as the original game’s. The atmosphere is very eerie, and you hear noises just at the right times to freak the player out. I think there is more talking in this game, as the enemies shout out more to you, threatening you and making you jump if you don’t know they are nearby.

Basically if you have played Condemned, expect much of the same, but a bit better in both visuals and noise.

Summary:

I cannot wait to play the final build of Condemned 2: Bloodshot, even though the version we played had lots of little bugs and some other minor issues, it was really fun to play with.

I’m still undecided about the multiplayer. While it was kind of fun to play, I really cannot see it having the lasting appeal other games have. Really Condemned isn’t too well suited to death match.

But saying that, it wasn’t terrible, and we should all just think of it as an added bonus. If we ever get to see a Condemned 3, I would love to see Monolith put in an online co-op mode. I think this kind of game could work well with two cops roaming around trying to solve the murders and beating up the homeless. They could have branching missions, where the players get separated and need to meet up again. Or where one person has to go off in one direction in order to help the other player get past an obstacle, or something.

If anyone from Sega/Monolith happens to be reading this, (as I’m sure they always do) there’s an idea for you guys, co-op.

Final thoughts:

Really for any Sega fan or fan of the original this game is a no brainer, I would get it. For anyone who likes something fairly unique and is tired of the standard FPS games, get it. For anyone who just likes violence, get it. For anyone who watched Sex in the City every week, and wears a pink flower in their hair, I’d still get it… but be prepared to cry.

I cannot wait to play the full game. 

Condemned 2

Please note: No grand parents were harmed in the making of this article.

~G~

Published on February 16th, 2008 under , , , , , , ,

Band Mashups (Wii) preview and gameplay video. Release date is April 22nd

Source: videogamesblogger.com

Band Mashups Wii ScreenshotBand Mashups is an all new music game exclusively for the Wii with a release date of April 22nd (US) from developer Planet Moon Studios and publisher THQ, who has been working on the title for the past year and a half.

The twist of the game comes from the fact that it features 30 songs that are covered in multiple genres: Rock, Funk/Hip-Hop, Country, Latin and Marching Band, for a total of 150 unique playable recordings.

The classic and modern chart-topping hits from the last four decades are integrated into the gameplay with a concept called music switching, which puts the player winning the battle in control of the style of music both players hear, in a sort of battle-of-the-bands tug-of-war. When an opponent turns the tide of battle, the music changes as well, switching between different music styles listed above, depending on which band is winning. For a totally unique experience.

The gameplay has you hitting notes that scroll up from the bottom (reversed from Guitar Hero), each note being a motion with the Wiimote: left, right, down and “stab”. An impressive visually displayed needle at the top literally shows you how much you are moving the Wiimote, giving you a great sense of how far you’ve tilted and how much more you need to tilt to make the note, sense it’s displayed in real-time. Hitting notes strings together different attacks that mess with your opponent, screwing with their timing. Some projectiles can be blocked by pressing a button (timing it to the beat). Attacks electrify the edges of the scroll bar, forcing players to limit their waggling so they don’t hit the edge, shrink their notes, or flip their order.

Band Mashups features both an exciting two player versus mode and an extensive single-player campaign where players take on the role of one of eleven bands, each with their own unique storyline, who are trying to topple the nefarious big boss Mr. Hong and take control of the faraway city of New Cadenza.

So get ready to hear some of these classic songs in ways you’ve never heard them before! Here’s a video of Band Mashups in action.

Here’s a list of 15 out of the total 30 songs that will be featured in the game:

“Adios Mexico” – Texas Tornados
“Blitzkrieg Bop” – The Ramones
“Brick House” – The Commodores
“Dum Diddly” – Black Eyed Peas
“Master Exploder” – Tenacious D
“Feel Good Inc.” – Gorillaz
“Insane in the Brain” – Cypress Hill
“Jungle Boogie” – Kool & The Gang
“That’s The Way (I Like It)” – KC & The Sunshine Band
“Mama Said Knock You Out” – LL Cool J
“One Thing Leads to Another” – The Fixx
“Photograph” – Def Leppard
“Man of Constant Sorrow” – The Soggy Bottom Boys
“Spoonman” – Soundgarden
“Whoomp! (There It Is)” – Tag Team

Published on February 12th, 2008 under , , , , , , , , ,

Sam and Max Season 2, Episode 3: Night of the Raving Dead first video

Source: videogamesblogger.com

Night of the Raving Dead VampireSam and Max: Night of the Raving Dead has a release date of February 12th on GameTap with a worldwide release the next day and is the newest chapter in the episodic adventure saga.

Night of the Raving Dead is the third episode of the second season and has the fearless freelance duo hitting up the spooky down of Stuttgart, where they come dog and bunny face-to-face with a raving zombie army, led by a vampire, who you get to see in this new video for the game.

The trailer is made to feel like an old movie clip and is almost certainly a reference to the 1920’s German silent horror film ‘Nosferatu – Symphony of Horror’. Whereas the title is of course a play on George Romero’s famous “Night of the Living Dead” zombie movies. Give the game a look in the first trailer.

Ryu ga Gotoku Kenzan! Demo Impressions

Source: seganerds.com

images-yakuza-3-ryu-ga-gotoku-kenzan-logo.gif

As the release of Ryu ga Gotoku Kenzan! quickly approaches from over the distant horizon, Playstation 3 owners who live in the Land of the Rising Sun have been treated to an influx of downloadable content which Sega hopes will show the greatness of their latest big title.

With the release of two separate demos, as well as a trailer which stretches to over four minutes long, it’s clear that Sega is putting a good amount of press and hype into this, the newest game from Toshihiro Nagoshi. Not a surprising fact, as Ryu ga Gotoku Kenzan! has the largest budget of any game the company’s produced since Shenmue on the Dreamcast.

Ryu ga Gotoku Kenzan!, or Yakuza 3 as it will most likely be titled in the U.S. and Europe, takes a different path, stylistically, than it’s predecessors. Prior titles in the series have all featured a contemporary city setting, while Kenzan! is set 400 years in the past. The storyline remains somewhat of a mystery, but general gameplay elements remain the same as they were in previous Ryo ga Gotoku (Yakuza) games.

As for the downloadable conent- the two demos and trailer are only available to Japanese PS3 owners, or any other PS3 owner who happens to be clever enough to bluff their way into a Japanese Playstation Network account.

The trailer is a fairly long mix of cinematic and gameplay footage set to the finest in Japanese hip-hop. About halfway through the trailer, Sega shows off the game’s impressive roster of voice-actors, as well as the impressive facial rendering of the in game characters. But enough about that garbage, let’s talk about the demos.

The first demo of Ryu ga Gotoku is a lengthy one in which the player gets to go through quite a bit of what Kenzan! is all about. Beginning with scrolling text to get exposition out of the way, the demo opens with the main character, Kiryu, speaking with a man in a kimono inside a typical Japanese home. My Japanese is rusty, but it seems the man give Kiryu a brief explanation of his surroundings, and the map feature, while pointing out destinations of interest in this area of the city.

Once the conversation is over the player is free to go wherever he wants. From here Kiryu exits onto the bustling streets of a 1605 Japanese city. For the remainder of the demo Kiryu strolls about town talking to other inhabitants, bumping into people, getting yelled at by street thugs, suffering con-women who are looking for a quick cash-grab, and fighting off groups of slimeballs with bad attitudes. Anyone who’s played a previous Yakuza game will feel right at home.

Further along into the demo you get a glimpse of the level-up system used by Kenzan!. In previous titles you’d build experience and power up, learning new moves. This is still true, as after a big battle with some con-men Kiryu leveled up, gaining more soul power and HP, however, this gave him no new battle moves. Instead, the game uses a system in which Kiryu observes something in nature, and through introspection and observation creates a new fighting method.

For example: Approaching a shrine Kiryu speaks to an old man who points out to him the temple cat. Together Kiryu and the man watch the cat for a few moments. If the player approaches the cat further Kiryu begins to watch him more closely, and after a moment a cinematic will begin in which the cat is lazily licking himself. A rat approaches and sniffs the air near the cat for a brief period of time as the cat seemingly takes no notice. Suddenly the cat turns and strikes, pouncing atop the hapless rat.

Meanwhile, a button has appeared on the screen with a very quick timer circling it. If the player presses the appropriate button in time the cat catches the mouse and runs off with it. Then the player has a choice of 3 paintings to paint. If the player has observed the attack thoughtfully and chooses the correct painting Kiryu is successful, and a new attack is learned.

Another change from the previous titles’ gameplay is within the actual battle system itself. The game uses the same brawler style controls as the first and second games, however I feel it’s improved greatly over the past titles. One improvement is the ability to change weapons on the fly.

Triangle and square are, like the previous games, your standard attacks, while circle grapples with enemies. In the first two Yakuza games, if you wished to change or equip a weapon for Kiryu you had to open the menu, select the weapon, equip it, and exit the menu. This effectively broke up the gameplay. In Kenzan!, however, you equip weapons and health items to the directional pad buttons. Equip a knife to the left D-Pad button and if mid-fight you want to pull out a knife, simply press the button.In the demo I started out with a small dagger equipped, but passed it up during my first fight so that I could beat people senseless with my pink, paper umbrella…

Technically speaking, Kenzan! strives to surpass it’s PS2 counterparts, and succeeds in every way. From minimizing load times (The game only loaded once while I played), to improvements in sound engineering, and of course, visuals.

Most obvious of the technical improvements is the update in visuals. The game looks simply excellent. The environments are some of the most detailed I’ve ever seen, with lanterns hanging and glowing, animals everywhere, humans milling about in finely detailed kimonos, flags waving off in the distance, water flowing through irrigation channels, men grilling yaki-tori outside of shops, bamboo curtains clicking in the breeze… To cover all of the tiny details would be impossible. The last time I was so impressed with realistic environments in videogames was way back with the previously mentioned Shenmue.

While technically not the best looking PS3 game I’ve ever seen, Kenzan! comes through in a big way for one simple reason: the details. This game has so much attention to detail that it just comes off as a wonderful experience to watch, and the sense of immersion that this fact lends is something that’s certainly rare in the medium.

The demo ends after you’ve completed your missions in the area, and in a final cinematic Kiryu is introduced to the main female protagonist of Kenzan!. A bit more of the plot is revealed and the demo wraps itself up.

The second, smaller demo, is a mix of mini-games that will be found in the game’s cities as Kiryu makes his way through the story. From an old Japanese game akin to Rock-Paper-Scissors, to the Love-Parlors of the previous Yakuza games, Kenzan! seems to have a large array of distractions to flesh out the game world even further.

I spent some time with the hosts in the Love-parlor games, and tried my hand at some other mini-games, and they all play out as you’d expect them to. Make the right gambles, make the right choices, and you get rich and get some chicks. Make the wrong moves and you become poorer and lonelier.

Also in the second demo are some quick battle situations. Since I’ve already gone into the details of these when I wrote about the first demo, I’ll simply touch on swordplay real quick.

In the second demo you get a chance to wield some katana. Fighting is predominantly the same as when simply duking it out with your fists. Kiryu’s got a quick attack, a hard attack, and a grapple. The thing that struck me about the sword combat is how fluid it was. Kiryu tends to flow through enemies with the kind of grace you’d expect from a master swordsman. And he looks pretty slick, at that.

The game’s got a good amount of blood flying around, and if the previous titles are anything to go by, they’ll be a good amount of swearing as well. This being said, I feel everyone should know that this game will almost definitely be rated Mature, like the others in the series. Definitely not for kids.

The second demo ends whenever you’ve completed your mission (either love-parlor, minigames, or battles) and you’re free to replay immediately again from the main menu.

The improvements over past titles that I’ve seen in these demos seem to me to show the rethinking of the franchise on the part of Sega, and if other gameplay elements are developed and implemented as well as these, then I feel Kenzan! will certainly live up to the hype.

I end my time with Kenzan! feeling excited about this game, but also, hugely disappointed that an American or European release has thus far been unconfirmed. Kenzan! seems to keep alive the good aspects of Yakuza, and Ryu ga Gotoku 2, while improving on so many levels the things that weren’t quite remarkable.

While Kenzan! seems to hold true to the series’ roots, the demo also shows that Sega promises to introduce many new and engaging elements into the game’s formula that have me very excited.
As long as the story comes through as compelling as it seems from these cinematics, I feel Sega could have a big winner on their hands.

Lucky Japanese gamers will get the full game when Sega releases it in March. Here’s hoping they won’t take too long to send it over our horizons.

Published on January 10th, 2008 under , , , , , , , , , , , ,

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