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Saturday 23 August 2008

GC 2008: Street Fighter IV Console Hands-On
By : Gamespot



After making us salivate over the arcade version for some time and finally confirming its perennial fighter would be coming to Xbox 360 and PlayStation 3, Capcom took the wraps off the console version of Street Fighter IV. We had some hands-on time with the game at the Games Convention in Leipzig earlier today.
Anyone who's followed the franchise's rebirth will know that SFIV includes many of the characters and stages from Street Fighter II, while adding a few brand-new characters into the mix including femme fatale Crimson Viper, Mexican luchador El Fuerte, French fighter Abel, and the generously proportioned Rufus. While Dan, Fei-Long, and Cammy are expected to make an appearance on home consoles, they were missing from the character menu, so we'll have to wait and see if this will be the case in the final version.
We managed to snag a Xbox 360 controller, and we found the controls to be as responsive and natural as you'd expect without an arcade stick. We didn't get to try it with Microsoft's just-announced, revised Xbox 360 controller (complete with a more responsive directional pad), but as it's apparently a limited run, that's to be expected. Fans will be pleased to know that all of the combo moves from the arcade version will be the same on consoles. Ryu and Ken will still use a quarter circle and punch to execute fireballs, and Blanka will still execute an electric fury with rapid button mashing. Capcom took the time to emphasise the importance of the focus attacks in SFIV, describing it as a "game within a game," allowing you to pull off quick attacks on the fly. Each character executes it in the same way--by holding down the medium punch and kick buttons--but their attacks and reach will be different, with El Fuerte reportedly having the longest-reaching focus attack of all.
There are three tiers to focus attacks: light (performed by tapping the buttons), a medium half-charge (holding the buttons briefly), and a full charge (holding the buttons down until an attack is performed). You won't be vulnerable to attacks when performing a full charge, but you will be open to attack before then, so you'll need to watch out if fighting a quick opponent. You can also quit out of one in the flash of an eye, such as by blocking or dashing.
Fans of the arcade version will be relieved to know that the game looks just as smooth on home consoles and, in our opinion, is nothing short of gorgeous. While our preview was shown using a very early build, the characters, animations, and background levels all look spot-on and identical to the arcade version, as far as we could tell. Characters look fluid and realistic as they dance around and the amount of detail and animation that's gone into some of the backgrounds is almost enough to distract you from the foreground action.
While all 16 arcade characters were spotted in the selection screen, we were only able to try out a few in our time with the game, namely Ryu, Ken, Blanka, and newcomer Rufus. All of their costumes, moves, and animations appear to have made it across from the arcades, although we could've almost sworn Rufus' bulbous belly looked bigger than ever before.


Street Fighter IV on the Xbox 360 and PS3 looks like it's in safe hands, which will come to the relief of fans who don't live near--or perhaps even on the same continent as--an arcade cabinet of the game. We look forward to seeing the game in action again soon.

Thursday 14 August 2008

SIREN: Blood Curse Review
By:Gamespot

Once upon a time, survival horror games were defined not only by shambling corpses and creepy atmosphere, but also by protagonists that moved with all the grace and agility of a Sherman tank. Things have changed since then, but at first glance, Siren: Blood Curse, a horror game now available for download on the PlayStation Network, seems almost willfully behind the times, with play control that feels clunky and outdated. However, if you bear with the game and give it a chance to show off its strengths, you'll find that its episodic presentation, chilling ambiance, and terrific use of the Siren series' signature sightjacking system come together to create an enjoyably frightening experience.
Blood Curse returns the series to the doomed village of Hanuda, the setting of the original Siren. The game takes place in August 2007 and begins with an American television crew arriving in Hanuda and stumbling upon a horrifying ritual involving human sacrifice. Things only get worse from there. It quickly becomes apparent that virtually everyone in the village is a shibito, a corpse person. These shibito are more unsettling than your run-of-the-mill mindless zombies because even in their gruesome, decaying states, they maintain a shred of their human identities. Shibito farmers still till the land; a shibito cop patrols the town; and a young shibito girl spends time in her room drawing, producing nothing but mindless scribbles. The game's story twists and turns back on itself repeatedly, weaving a narrative that some will love analyzing but others will find needlessly baffling. The story's best asset, though, is in its cast of seven playable characters, a good assortment that includes a vulnerable 10-year-old girl, a brave high school student, and a mysterious, cool-as-ice Japanese doctor.
Unfortunately, Blood Curse makes a poor first impression. The graphics aren't very impressive from a technical standpoint and the incredibly short first episode puts you in one of the darkest areas in the entire game. You immediately learn that your characters control stiffly and that combat feels slow and unresponsive. At first, the game feels a bit like a relic of survival horror's past, with the one concession to new technology being the frequent, frustrating use of vigorous controller shaking as a gameplay mechanic. Whenever you're knocked down, you'll need to shake the controller wildly to get up and escape with your life. It quickly becomes tiresome, and you'll soon long for the good old days when you could just pound on a button as quickly as possible to get back on your feet.

Despite these shortcomings, Blood Curse eventually develops into a compelling, compulsively playable game. The biggest reason for this is the novel implementation of the sightjacking system. Sightjacking is the ability to see through the eyes of any other character, and it's vital for sneaking past patrolling shibito that are deadly when you're unarmed. Pressing L2 puts you in sightjack mode. While sightjacking, you can manually search for targets by using the right stick, which is similar to hunting for elusive radio stations on the dial, or quickly and easily cycle through possible targets using L1 and R1. The screen splits and displays the viewpoint of the current target on the right. You can assign up to three viewpoints to different buttons and lock on to one particular view, which is displayed on the right as you continue moving.
The game also has a mind of its own when it comes to sightjacking; if there's a shibito stalking or pursuing you, it will often automatically present its viewpoint on the right for dramatic effect. Sightjacking is crucial for getting through the game's stealth sections, and at times, it's also useful for revealing important clues, such as the location of a key you might need to progress. But it isn't just an interesting element of the gameplay. It also contributes significantly to the sense of horror and dread that permeates the game. It's quite terrifying to see a shibito's gaze linger on a closet where you happen to be hiding or to see yourself running for your life through the eyes of the shibito that's right on your tail.

Beijing 2008 Review
BY:Gamespot


Who knew that qualifying for the Olympics could be so difficult? Instead of a worldwide competition crafted around ideas that fit in with the modern gaming landscape, this is just an archaic compilation of mostly old, painful gameplay techniques that wore out their welcome decades ago. Not only do many of Beijing's events focus on the sadistic control method of making you rapidly tap two buttons until your fingers burn, but the unfathomable difficulty of the early rounds also makes the experience almost as grueling as training for the real thing. The minor redeeming elements only squirt a few drops of perfume on the overwhelming stench of the rest of this game.
Though all 36 events in Beijing 2008 have some problem, the biggest issue is the ridiculous attributes system that you use to level up your team during the qualifying rounds. For some reason, you command a group of athletes who are slow, weak, and embarrassingly out of shape. By winning qualifying events, you can pump points into categories such as power, speed, and stamina. This is in sharp contrast to real life, in which competitors show up to the games fully prepared to face off against the best in the world. If you fail to achieve the goal for the day (such as placing in three of the five chosen events), you are branded a failure and have to start that day all over again. Given that you are athletically inferior to all of your opponents, you'll find yourself bringing up the rear over and over again.




Every event in Beijing 2008 that involves racing is agonizing if you use a controller, which is developer Eurocom's recommended method. The 11 swimming and running events all require you to repeatedly slam on the buttons or wiggle the sticks to gain speed, which is not only painful but fairly unresponsive as well. Anything that requires pure speed--such as the 100-meter dash--is nearly impossible. After you take your mark, you'll have to anxiously wait for the starter pistol to blast before you can begin. The problem is that there are no audio or visual indicators to tell you when the gun will fire. You have to keep count in your head, which means that you will often find yourself starting well after the rest of the pack or suffering a disqualification for jumping too soon. Cycling has the honor of being the worst of the included racing challenges. You have to rotate both analog sticks for more than four consecutive minutes, a technique that is the polar opposite of fun.
However, these running events become too easy when using a keyboard. For some reason, rapidly tapping two keys instead of buttons is much more effective, which means that you'll not only be able to consistently place, but you'll also threaten world records without breaking a sweat. Nevertheless, this advantage swings the other way in most other types of events, in which contortionist maneuvers are required to hit all of the necessary keys. The controller discrepancies can cause a severe imbalance when playing head-to-head against a friend; the victor is all but decided before the starter gun fires.
Other sports have their real-life depth completely stripped away and replaced with a mediocre rhythm game. Most of the gymnastics program suffers from this insultingly simple mechanic, making it not only far too easy for anyone familiar with the genre, but extremely repetitive as well. There are only three different routines (easy, medium, and hard), so there is little reason to partake in these endeavors for more than a couple of times. The high jump is a mirror image of the floor exercise, which shows how ill-advised this control scheme is. The diving events ask you to spin the analog sticks to match the balls circling your diver. This is extremely tedious and in no way captures the extreme focus needed by real-life competitors. These shallow excursions are so distant from the real thing that it's almost laughable.
Even the tutorial is a failure in Beijing 2008. The rules of judo are never explained, so you'll have to figure out on your own what terms such as "yuko" and "ippon" mean. Not that it matters much; you'll only be matching directional arrows most of the time. The skeet shooting tutorial tells you to pull the trigger to fire but never explains how to actually hit the clay pigeon. You'll have to figure out on your own that you need to swing your gun while you fire and, unlike in real life, you're not supposed to lead the target. The pathetic learning tools make these simple events overly complicated.
There are some events that are utterly impossible even after you learn the necessary strategies and level up your athlete. Kayaking is a cruel joke. You have no control over your tiny watercraft. Even if you somehow manage to pass through the appropriate gate, the game often won't register your success. Table tennis is just as pointless. Your giant body covers up an insanely high percentage of the table, making it impossible to see the ball if it's coming directly at you. A higher camera angle or a translucent character would have fixed this problem, but in its current form, it's painfully bad.

For all of the gameplay faults in Beijing 2008, at least the graphics are fairly sharp. The athletes are large, detailed, and animated well enough to make you believe for a moment that someone really is floating backward down a river in real life. The pre- and postevent replays and posturing by the competitors show off their fine detail, but the monotony of seeing the same canned animations every time makes this superfluous eye candy another annoyance. Having to tap buttons during the competitions is bad enough; doing it before and after every event to skip through the worthless extras is just excruciating.
If you enjoy laughing at others' failures, there is a modicum of fun to be had in the multiplayer mode. Either online or off, you can choose exactly which events you wish to compete in, but like everything else in this game, this comes with its own drawbacks. The majority of these events are turn-based, so you'll spend most of your time simply watching other people curse and fail. Plus, the game isn't smart enough to ensure direct competition in one-on-one events. If you play two-player table tennis, you'll each have to defeat a few computer-controlled opponents before you can square off against one another.
Even if you're chomping at the bit to compete in these seldom-seen sports, you should still avoid this game. There is not one event that offers a genuinely fun, rewarding experience. Beijing 2008 is horrendous regardless of how many people you're playing with or what event you're trying to win.

Saturday 19 July 2008

Game on at the library


If the word 'library' conjours up images of bookworms hard at work in silent study then you are not alone. All the more surprising then was the scene of welcomed gamers in the New York Public Library this afternoon.
I'm pretty sure that when this inscription was written over a hundred years ago, the scribe had not quite forseen the advent of the gaming industry.

But like the phrase's democratic ideal of share and share alike, 'Game on at the library' brought the wonders of modern consoles to anyone to try for free.


Three projection screens hosted Xbox 360, Wii and Playstation 3 games, with some of the fastest Guitar Hero fingers I've ever seen!

Friday 18 July 2008

CES 2008 News: Gaming
Credit By : Neilman

My CES 2008 news update comes in the following sections: Laptops & UMPCs, Home Entertainment, Media Players, Cellphones, Gaming and Trick Technologies. To read all the CES 2008 articles, click here. Details of dates, pricing and specifications described below are given from the best information available at the time of writing and may change at any time at each manufacturer's discretion.

GamingSony

showed off its Skype and GPS add-ons for the PSP. Skype will be a free firmware update and will only work on the PSP-2000 version of the console. It is due for release around late Jan / early Feb this year.


The GPS PSP attachment fits to the top of the console and is compatible with both the PSP-1000 and 2000 versions. The screenshot below shows a video rather than actual software as the roof over our heads obscured direct access to satellites.


There is no pricing information available yet for the GPS attachment, which should hit the stores around fall 2008.

Many at the Sony stand commented on how light the PSP-2000 (already available) is compared to the original PSP. A Sony representative noted that 33% of the weight of the PSP-1000 had been shed in the newer version. That's an amazing achievement.
Sony also debuted new games for the Playstation 3, such as Metal Gear Solid 4 (see screenshots) which is due to be released during summer this year. It is first-person gameplay and the graphics look great.




Sony also showed a working demo of LittleBigPlanet, which is a platform game due out on PS3 later this year.

The game looked fun and cheeky, with characters moving around platforms with natural-style obstacles to overcome. Mii-style avatars can be created to personalize gameplay.

A few times during the demo the frames momentarily froze and at one point the PS3 crashed. The demonstrators noted that this is not even yet an alpha version., so the kinks should be ironed out hopefully by the time it hits the streets around fall 2008.Dell showed off a World of Warcraft XPS laptop with built-in Logitech Game Control and physical accelerator. View photos and read about it here.See photos and read CES news about: Laptops & UMPCs, Home Entertainment, Media Players, Cellphones, Gaming and Trick Technologies.To read all the CES 2008 articles, click here.

Thursday 17 July 2008

Metal Gear Solid 4 is an awe-inspiring

synthesis of dramatic storytelling and entertaining gameplay.



Metal Gear Solid 4: Guns of the Patriots is the most technically stunning video game ever made. It's also a fine example of storytelling prowess within its medium, combining gameplay and narrative so slickly and beautifully that it's impossible to extricate one from the other. It's likely you will emerge awestruck from your first play-through, wishing the experience would continue yet nonetheless satisfied with its conclusion. It's difficult not to sound hyperbolic when discussing MGS4 because every part of its design seemingly fulfills its vision, without compromise. There is no halfway.

Fully realized, lengthy story sequences will come as no surprise to anyone who has played a Metal Gear game. You'll spend a good half of MGS4 watching cinematics, but it would be a grave misinterpretation to assume that great gameplay takes a backseat to the story. Rather, these two elements are tightly intertwined, and this tapestry is held together by an important technical thread: Cutscenes that are rendered fully in real time within the game engine. It's impressive enough that these scenes look as good as any prerendered cinematic you've ever watched. It's even more amazing when those same scenes transition without pause into gameplay, and the same hulking mech you watched lumber about in the cinematic is looming above you. The subtle animations, the lush environments, and the rich textures are the same in and out of story sequences, and the effect is so seamless it may take your breath away. You can skip past the scenes if you prefer, but doing so would soften the experience. The story sequences carry more weight because of the intense gameplay that precedes them--and the gameplay feels more compelling because the story gives you powerful reasons to care about your mission. The high point of this fusion occurs in an exciting and memorable split-screen sequence that simply must be experienced.
Talking about what, exactly, is going on in the plot in the midst of MGS4's grand sweeping gestures is to risk spoiling each little surprise as it emerges. Snake, suffering from the rapid onset of aging, now must cope with stiff joints in addition to the looming specter of Liquid Ocelot's newest plans. This is Snake's final hurrah; yet as the story reaches one height after another, the juxtaposition of huge set piece battles and formidable bosses with Snake's deteriorating body creates tension and gravity even beyond the series' usual pretensions. Some new plot strands emerge while others get tied up, and old friends (and enemies) refuse to be forgotten. You'll also bear witness to a few reunions--some bloody, some teary, and some legitimately shocking. Parts of it are overblown, to be sure. The musical score gets heavy-handed and the voice acting and writing are frequently dogmatic, so while there are plenty of subtle moments, subtlety isn't really MGS4's strong suit. But it doesn't need to be. After all, the fate of the world hangs in the balance, and judging from a few silly attempts at humor that don't work, developer Kojima Productions was wise to err on the side of melodrama.
The gameplay proper is familiar to fans, but it's been cleaned up and expanded, holding as many twists and surprises as the story. For starters, both gunplay and close-quarters combat are more satisfying. Regarding melee, the controls have been streamlined, making it less cumbersome to grab an enemy soldier or perform a stealthy blade kill. Shooting mechanics are even more improved, so much so that shooting your way out of a pickle is just as enjoyable as sneaking around it. There are a huge number of weapons to play with; so many that you'll probably finish the campaign without using many of them. Yet, quality wasn't sacrificed for quantity: Every weapon feels just right, from your handy operator sidearm (best when upgraded with a silencer) and standard issue assault rifles to a powerful railgun. The standard over-the-shoulder view is fine for the most part, but you can gaze down the sights from a first-person perspective. Both views can be further improved with various enhancements, such as laser sights and scopes.
Not that you don't have all the tools for completely avoiding your enemies if you choose that route. Snake's got the basics covered: crawling, hugging walls, peeking around corners, and hanging from ledges, for example. Cover mechanics are tighter than ever, so you can crouch and take potshots from behind cover with ease. There are also a number of important gadgets that will make your life easier in this regard. The most obvious of these is your OctoCamo suit, which takes on the texture of your surroundings when you're prone or pressed against cover. Not only does this make it simpler to avoid watchful eyes, but it's also a cool visual effect. Eventually, you'll be able to camouflage Snake's head, and a few of the available camo options are bound to stir some fans' nostalgia. The Solid Eye is your other major tool, as it expands your compass into a sonic-sensitive radar and allows you to use night vision and a tactical first-person view. These are helpful gadgets indeed, even during boss fights, like a stirring encounter in a blinding blizzard.

Other gadgets, such as portable hiding places (cardboard boxes and rusty barrels) and the Metal Gear Mk. II (a stealthed robot that you can command as a scouting device), are useful to anyone who prefers the sneaky approach. Not every gadget is a welcome addition, though. For example, the much-ballyhooed iPod is a neat touch, but to use it, you cannot have another gadget equipped, so you'll quickly forget the option even exists. But aside from these nitpicks, one of the things that makes the core gameplay so enjoyable is that you're rarely strapped into a single style of play. Shooting your way through requires more thought and care than you'd put into a standard action game, but you never feel as though the gun mechanics are stuffed uncomfortably into a stealth game. If you'd rather sneak, you never have the impression that stealth was shoehorned into a game that's meant to be played as a shooter. Sure, you're Solid Snake--you're not supposed to get caught. But if you're stuck in a jam, breaking stealth isn't a death sentence, and in fact, facing certain enemies head-on is often a heart-pounding, challenging experience. The few levels that do force you into one style, such as one in which you shadow your target through an Eastern European city, are still great, if not quite as impactful.
You'll need to keep an eye on Snake's stress levels and psyche. Though these aspects are more peripheral than health levels, they fit nicely within the plot. When Snake gets stressed (if he gets cold or encumbered, for example), his psyche gauge starts to deplete. The lower the gauge, the slower you will move and the less quickly you replenish health. Generally speaking, the psyche meter is rarely a factor, and should you notice Snake groaning a bit more, there are items like compresses you can use for a pick-me-up. Should the meter get too low, you won't be able to hold up your weapon or rush for cover. This doesn't happen often though, and while you'll need to keep a close eye on your health for obvious reasons, you won't need to pay too much heed to psyche.


Regardless of the tactics you use, the level design and enemy artificial intelligence work in tandem to create unparalleled gameplay. If you go stealth, hiding in that rusty barrel isn't a perfect solution. Your foe may look at it suspiciously, kick it a few times, and eventually blow your cover, so don't expect to be able to trick your way through as you might in other stealth games. In full-on firefights, enemy teams will flank you, use cover to their advantage, and throw grenades with precision to force you out of hiding. Most of your surroundings, inside and out, are littered with objects and cover opportunities, from a trek through a South American jungle to a nostalgic journey through a snowy island base. Each level is more-or-less linear, but within the confines of these areas, you still have remarkable room to explore the various gameplay options and test the limits of your foes. Some enemies are standard soldiers, though many others are wonderfully imaginative. The colossal mechanical Gekkos, for example, are unpredictable and keep you on your toes, while female operatives that pounce from wall to wall intensify an early escape scene.

Later in the game, a few set piece battles deepen the core gameplay even further, including a few peerless on-rails sequences. One of these, a motorcycle chase, is as close as any game has gotten to translating the excitement of similar moments in films to a game format. Another level, which features a gigantic automaton, showcases destructible environments where walkways collapse on top of each other and the screen fills with smoke. In all of these cases, the controls are excellent, with the exception of that same mech's third-person view a bit later on (the first-person view works infinitely better). The interpretation of Metal Gear Solid as an interactive film still applies, but in a way you may not have expected: These levels make you feel like the star of your own action movie.
Boss battles are stimulating, though they aren't all that difficult. Nevertheless, a few of them are tricky and require you to put some thought into your tactics because just riddling the boss with bullets isn't going to ensure victory. Early on, it's clear that you'll be encountering the four members of the Beauty and the Beast unit--female supersoldiers that are as psychologically complex as they are fun to battle. These battles are long and normally require you to fight other enemies in addition to your primary target. In one of them, you can use your night vision to track your target's footprints and use the wind direction to your advantage. In another, you'll dodge missiles from flying creatures while taking on the main boss.
The gameplay and story would, perhaps, not be as effective if Metal Gear Solid 4 did not look and sound so impressive, but truth be told, it's an amazing piece of technology. From the gritty textures of concrete walls to the effective lighting and shadowing, there are few aspects you could reasonably fault. In the biggest battles, billows of smoke fill the screen and blood splatters against the camera--all while meticulously designed helicopters fly overhead and ad-hoc team members take potshots from behind grungy dilapidated vehicles. Yet in the midst of the visual drama, it's the little things that are likely to provoke awe. Small details, such as how Snake rubs his sore back when his stress levels get high or the authentic manner in which he ascends staircases, create as much atmosphere as cluttered underground tunnels and war-torn Middle Eastern cities. You will have to wait through some scattered install periods (just under 20 minutes worth, in total) and the occasional loading screen, and you may find some frame rate drops and low-res textures here and there, but these aren't issues in light of MGS4's impressive graphical accomplishments.
The sound design comes together nearly as well. The soundtrack on its own is rather pompous, but in context, it works just fine to create the appropriate mood for any given cutscene or battle. The voice acting follows suit but succeeds far better. Because the growling voice of David Hayter's Solid Snake is so good, the rare hamming from the mostly excellent supporting cast is easily forgotten. But the sound effects are unforgettable and excellent across the board. The Gekkos emit blood-curdling moos like gargantuan cows, explosions are outstandingly obnoxious, and everything from the clicks of the Solid Eye to the laughter and screams of the beastly bosses are top-notch.


By Kevin VanOrd, GameSpot
E3 2008: Resident Evil 5 Impressions
BY: GameSpot @ Capcom 2008




One of the most anticipated releases for any console right now, Resident Evil 5 certainly has high expectations from fans. Thankfully, those who are looking forward to the game were given brand-new information from Capcom today when the company took to the stage at Microsoft's E3 press conference. In addition to showing a new playable demo of the game, Capcom revealed that there will be an online co-op mode, and that the game will ship in North America and Europe on Friday, March 13th, 2009.
Capcom producer Jun Takeuchi took to the stage wearing an Umbrella Corporation jacket to talk about what we can expect in the game. He started playing as Chris, the B.S.A.A. (Bioterrorism Security Assessment Alliance) agent who finds himself in Africa to investigate a bioterrorism incident. The game takes the same over-the-shoulder viewpoint as Resident Evil 4, and the combat seems to be very similar to its GameCube/PlayStation 2 predecessor. Chris can run around the environments quickly, but he has to stop and aim to accurately fire at the zombified enemies.
After a minute of playtime, Takeuchi-san reached what appeared to be an insurmountable gap. However, thanks to the brand-new online co-op mode, game director Kenichi Ueda was able to join in as another playable character named Sheva Alomar. She is a slightly more nimble character than Chris, and is light enough to be thrown over the gap by Chris. Once over there, she was able to use a rifle to shoot at enemies, this time with an over-the-left-shoulder view. All the while, Chris used a sniper rifle to help her out from afar.
The demo ended with a cutscene that showed a familiar chainsaw-wielding enemy who was about to attack the reunited duo. It was an infuriatingly short look at the game, but with the new co-op mode, improved graphics, and brand-new setting, our appetites were certainly whetted by the demo. We'll have a hands-on with the demo very shortly, so stay tuned for more information.