Comments

Friday, August 31, 2012

PSA: Edmund McMillen launches The Basement Collection on Steam

Aether Image

Are you looking for some wonderfully plentiful indie gaming awesomeness? Of course you are! Well, it's your lucky day, because The Basement Collection is now available on Steam! Yay!

This compilation collects seven of Edmund McMillen's past hits, and it even includes two secret titles. Because surprises are awesome, you guys! The games feature achievements, tweaked controls, and other cool extras.

You can snag The Basement Collection for $4. Of course, a sexy loyalty discount was added to the collection to make it even more amazing. If you own any of McMillen's previous titles on Steam, you'll get 30 percent off the original price, which equals out to $2.79 for all nine games.

If you're a fan of McMillen's or just an indie game lover, be sure to scope out The Basement Collection. Well, I know what I'll be playing this weekend.

For a bunch of indie game and burrito talk, follow @thesanchezdavid on Twitter.


Via: PSA: Edmund McMillen launches The Basement Collection on Steam

Kirby's Return to Dream Land Review

Kirby's Return to Dream Land Image

Kirby's Return to Dream Land opens with a pretty cutscene, and we find out that Kirby, Meta Knight, King Dedede, and a random Waddle Dee have decided to help an alien that has crash landed on the Planet Pop Star. The gang must seek out the missing parts of the alien's ship in order to help rebuild it. The storytelling isn't all that deep, and because this game harks back to the old school fundamentals of the platformer genre, that isn't a problem at all. All you need to know is that you're helping some dude because you're Kirby, and Kirby's an awesome guy like that.

Kirby's Return to Dream Land screenshot

If you've played some of Kirby's older endeavors, you'll be familiar with the formula here. Kirby's Return to Dream Land isn't an experimental product like Epic Yarn or Kirby Mass Attack. No, this is old school Kirby in full force. Levels are littered with all types of enemies. There are collectible items that you can seek out if you so choose to. Kirby can use his Copy Ability once again, and there's tons of color--literally everywhere. This is the Kirby series as we remember it, except for one thing: it's even more freaking awesome than before.

You roam around 2D levels, beating up baddies, and you do so mostly by stealing their moves. Kirby's got a ton of attacks in his arsenal. You'll remember the Sword, Fire, Cutter, and Rock attacks, as well as a bevy of other classic Copy Abilities. There are also some new moves for Kirby to utilize such as Whip and Spear. It is your job to master these moves and use them to take out enemies as well as open up paths that lead to collectibles. The latter is entirely optional, though, but it provides something to sink more time into, all the while exploring the colorful worlds of Kirby's Return to Dream Land.

Kirby's Return to Dream Land screenshot

In addition to the standard Copy Abilities, there are also Super Abilities. You can find enemies that wield these mighty moves in certain areas in the game, and once Kirby sucks them up, he's granted suped up versions of other Copy Abilities. The Ultra Sword, for example, is a giant blade that slashes away almost all enemies on the screen, as well as obstacles. Monster Flame summons a fiery beast that cuts across the stage, burning your foes to a crisp. As for the Grand Hammer, well, it's just a gigantic clobbering tool that can break barriers, smash bad guys, and, obviously, hit switches. These are just a few of the power-ups found in Kirby's Return to Dream Land, and to reveal any more here would definitely spoil the fun in discovering them for yourself, so I'll just shut up about it and let you stumble upon Kirby's awesome arsenal of abilities.

It would have been easy for HAL to just toss some old and new Copy Abilities into Kirby's Return to Dream Land and call it a day, but the fact of the matter is that there was obvious care put into each of Kirby's attacks. All of them feel unique, work well, require some mastery, and are a whole lot of fun to experiement with. It's rewarding discovering the many moves that Kirby can steal from his enemies, and putting them to use adds to the fun. In additon to these power-ups, there are also special disposable items that Kirby can use such as a projectile launcher, and even an item that harks back to Super Mario Bros. 3, which is just an amazing and awesome addition to this already impressive and great game. I've long believed that the Kirby series has some of the best power-ups in gaming, and Kirby's Return to Dream Land further proves that.

It's not all power-ups, though. The Kirby series has also been known to provide a platforming experience that may not exactly be tough-as-nails, but certainly is enthralling. The level design in Kirby's Return to Dream Land is, for all intents and purposes, simply brilliant. Not only are the game's jolly levels designed ever so intricately, but they reward you for exploring, and there are a myriad secrets to unravel as you quest through Pop Star. The levels are accessible, and they're so inviting that you'll want to keep playing just to see what's next. While simply getting from point A to point B isn't all that daunting, seeking out the game's rare pick-ups provides you with a significant challenge in each of the lengthy stages.

Kirby's Return to Dream Land screenshot

While exploring the amazingly designed worlds in Kirby's Return to Dream Land, you're treated to a rich visual design that's heavy with bright colors and cheery art design. HAL did an excellent job with the game by providing some of the best graphics on the Wii. Seriously, this is what a Wii game should look like. Everything in Kirby's Return to Dream Land is smooth, colorful, and stylish. Not to mention, everything in the game is absolutely adorable. Even the enemies look cuddly and huggable! Also, the game's backgrounds are a true testament to the efforts of the developer. Why more Wii games don't look like this is beyond me.

Accompanying the beautiful graphical design is a nice soundtrack of themes that just exude that Kirby vibe. You'll hear modern remakes of classic tunes as well as new songs altogether. Whether you're floating through the clouds while listening to some serene music or taking on a boss with a sped-up track playing on in the background, the soundtrack in Kirby's Return to Dream Land delivers the right sound for every level. Personally, Epic Yarn still holds the title of best Kirby soundtrack, but Kirby's Return to Dream Land is most certainly worthy of praise.

Kirby's Return to Dream Land screenshot

Getting through Kirby's latest adventure will take you roughly seven hours. If you decide to seek out the game's hidden items and unlockables, you're bound to spend more time as you visit stages multiple times. You can also play some bonus mini-games, though these aren't as fun as the ones in Kirby Mass Attack. There are also some challenge levels that task you with getting to the goal with a predetermined power-up before time runs out. These are all fun, little distractions, but the extra that adds the most to Kirby's Return to Dream Land is the four-player co-op. This mode is entirely optional, but it adds a great dynamic to the game for those who want to get together with a friend or group of friends and tackle the game's wonderful stages cohesively.

Kirby's Return to Dream Land is a special game. It looks great, sounds great, and most importantly, it plays great. The game may not be intense levels of hard, but it's a fun and practically flawless platforming experience all the way through. And the added objective of finding everything the game has to offer is there for those who want the challenge. The only real problem I have with Kirby's Return to Dream Land is that there isn't more of it. After getting through the game's beautiful levels, I really wanted more. Like, a lot more. HAL has crafted a truly wonderful experience here--it's an experience that's so adorable, charming, and addictive that it'll constantly put a goofy smile on your face. Kirby's Return to Dream Land is good, clean fun; it's excellence in artistry; and it's an amazing gaming experience that should not be missed.


Via: Kirby's Return to Dream Land Review

Bethesda explains the concept behind Skyrim 'Hearthfire' add-on

The Elder Scrolls V: Skyrim Image

When Skyrim's Hearthfire add-on was announced earlier this week, I teased that it would turn your Elder Scrolls V game into The Sims. The new add-on, which will release for a modest 400 Microsoft Points ($5.00), adds the option for players to build a custom house and start a family. It's a huge feature, but not something I ever would've imagined would be released. So what was the concept behind it?

Bethesda has released a new Skyrim team diary detailing the creative process of developing Hearthfire and how the idea came to fruition. Similar to Dawnguard, Hearthfire was first showcased in Bethesda Game Studios' first-ever "Game Jam", a week-long exercise where members of the team shared in-game ideas for expanding Skyrim.

As explained in the post, lead designer Bruce Nesmith approached environmental artist Robert Wisnewski to help create something "different" form what he traditionally does as a designer. Wisnewski was "inspired to expand upon the game's housing options in large part because of his enthusiasm for Skyrim's crafting systems".

"It started as a small idea to expand on the crafting element of the game because alchemy, smithing and enchanting were things I was interested in when we were playtesting the game," Wisnewski explained. Although the feature showed off at Game Jame was relatively simple — a small cabin that included a forge for players to create objects that would then become a part of the house — the team loved the idea.

Co-lead designer Kurt Kuhlmann began working on it after the Game Jam on his own time and both he and Wisnewski continue to add to it.

"We even were able to add a wine cellar!" Wisnewski said. "Anything you can think of that you'd want to have in a Skyrim house is here."

That includes the option to have kids. That's right, in Hearthfire, you can expand upon your family and adopt children which you must help raise.

"The idea of adoption came to me after the Dark Brotherhood questline was presented," Level designer Steve Cornett recalled. "After first seeing the [Innocence Lost] questline, I asked, ‘what happens to the kids? What happens to the orphanage after the quest is completed?'"

"Steve did a great job designing the adoption [system] and making kids in the game really come to life," Nesmith added. "Simple things like having them ask for money or playing a game with them. While these things don't necessarily have implications to my character's adventure, they do make the children feel so much more alive."

"The actual scope of Hearthfire blows me away. It's one thing to say you're going to add these things, and it's another to see a small team build something that's so complex and rigorous and have all those pieces, " concluded Nesmith.

Hearthfire is set to release on Xbox 360 on September 4. No PC or PS3 dates have been announced. PS3 users are still awaiting Dawnguard, which has been available on Xbox 360 and PC for quite a while now, but it looks like it may never make it to Sony's console. Yesterday, Bethesda admitted their struggles with bringing Dawnguard to PS3 is "not a problem we're positive we can solve", but assured fans they are working hard with Sony to bring the content to PS3.


Via: Bethesda explains the concept behind Skyrim 'Hearthfire' add-on

Insomniac Games reveals new IP, 'Fuse'

Insomniac Games founder Ted Price gave us our first look at a new intellectual property the studio is working on. Announced during his PAX Prime keynote, Price revealed Fuse — which looks eerily similar to Insomniac's already-announced shooter Overstrike.

Price didn't say much about the game, but Insomniac's Twitter did provide a link to Fusegame.com, which appears to be the official site of the game. The site currently provides no details about the game, but does feature a mysterious countdown clock. We assume when it hits 0, more will be revealed.

Until then we'll be left wondering if Fuse is a brand new game or if it is, in fact, the game once known as Overstrike.


Via: Insomniac Games reveals new IP, 'Fuse'

Uncharted: Golden Abyss Review

Uncharted: Golden Abyss Image

Once again, Nathan’s on an epic treasure hunt, this time with a couple of new characters that have no problem fitting into the Uncharted universe.  Nathan will spend a good amount of his time taking out bad guys, either by shooting them while in cover or punching them out with on-screen drawing prompts, ideal for melee attacks.  The game as a whole doesn’t last as long as the console versions, particularly with the lack of multiplayer, but there’s still more than enough to see and do with Drake’s fourth go-around.

Uncharted: Golden Abyss

The gameplay can divert pretty easily between entertaining and frustrating.  While it works well for the most part, there are segments that take too much time to complete.  For instance, taking pictures and then having to restructure the pictures from a black and white build is a bit frustrating, as is building a flyer as if it were a crossword puzzle.  We can understand dusting off artifacts to discover their worth, and even drawing on the PS Vita screen to complete certain actions, but these puzzles don’t exactly feel like a solid fit, even if Sony Bend had the best of intentions.

That being said, Uncharted: Golden Abyss still has plenty of run and gun action, whether you’re hanging from a ledge and using it for cover as you shoot at enemies below, or taking out foes with a sniper rifle while your cohort tries to scramble out of danger.  The mechanics work as briskly as they did in the console versions, though you’re really better off using traditional controls over touch-screen whenever you can.  Some enemies are a little too stupid for their own good, but if you crank up the difficulty a bit, they’ll be up for more of a fight.

The visuals in Uncharted are outstanding and really bring out the processing power of the PlayStation Vita.  While this obviously won’t be mistaken for the better-looking Uncharted console games, it works reasonably well here, with its lush 3D environments, dynamic lighting, strong animations and great camera angles.  Even when you’re descending down the side of a cliff, you can look up with ease at enemies, shoot them, and watch their bodies fall right past you.  It’s quite a sight.

The sound is good too, mainly thanks to the presence of Nolan North, once again filling the role of Nathan Drake with just the right amount of charm.  The other voice actors are good as well, and the game has plenty of dramatic music to back up its gunshots and ambient sound effects.

Uncharted: Golden Abyss

Aside from the main game, you can fool around in the Black Market, where you can trade items with other players online.  Though that’s hardly a replacement for multiplayer, it does allow you to build a vast online collection of goodies — just like any good-natured treasure hunter should do.

Uncharted: Golden Abyss has its hiccups, but in the end, it’s another notch in the belt for Nathan Drake and company, and a worthwhile title for your PlayStation Vita collection.  But next time we see him show up, would it be too much trouble to bring Elena and Sully along for the ride?  We miss them…


Via: Uncharted: Golden Abyss Review

First wave of Xbox games for Windows 8 announced, set to arrive October 26

Microsoft has announced the first wave of Xbox games that will be arriving on Windows 8. The first wave, which includes 29 titles from Microsoft Studios, features "many of the games you already known and love" as well as some which are exclusive to Windows 8.

While many of these games will be available starting October 26, ongoing new releases will continue through the holiday season and beyond. The games will be playable on any Windows 8 PC, laptop, or tablet device and will be easy to find in the pre-installed Windows 8 Xbox Game app.

All Xbox games for Windows 8 will have Xbox Achievements as well as other Xbox features, including leaderboards, multiplayer modes, and connecting with friends. Below is the list of what the first wave of Xbox games will consist of:

Head over to PlayXLBA for more details about each game.


Via: First wave of Xbox games for Windows 8 announced, set to arrive October 26

Sir Hammerlock gives you the full Borderlands 2 rundown

If you haven't been keeping up with Borderlands 2, Gearbox has released a new video introducing you to everything you have missed with the upcoming open-world, first-person shooter/RPG. Although the trailer is aimed at players who may be new to Borderlands, veteran vault hunters can get a nice, lengthy look at the world they will soon be exploring.

You think you know the Borderlands?

Join Sir Hammerlock — hunter, scholar, and gentleman — as he gives you a long tour of Pandora, which has changed quite considerably since we've last visited. Once nothing but brown rock, Pandora is now filled with lush environments ranging from the city of Opportunity to the dangerous Caustic Caverns.

And this revamped planet is now filled with thousands of ways that "probably kill you in horrifying ways". Now taken over by Handsome Jack, it's up to you — because you are a badass — to stop him. Sir Hammerlock presents you with the four different playable characters highlighting each of their abilities they bring to Borderlands 2.

In short, this video pretty much sums up everything you need to know heading into Borderlands 2 which releases on September 18, 2012. Yesterday Gearbox and 2K Games announced the Borderlands 2 Season Pass which will give you access to four new add-on content campaigns that will be released following the launch of Borderlands 2.

For nonstop gaming news and Borderlands 2 talk follow @Matt_GZ on Twitter.


Via: Sir Hammerlock gives you the full Borderlands 2 rundown

Rooster hat returns as pre-order bonus for Scribblenauts Unlimited

Scribblenauts Unlimited Image

When DS owners pre-ordered the original Scribblenauts back in 2009, they were treated to one of the most charming bonuses ever: a rooster hat. Modeled after protagonist Maxwell's adorably awesome headwear, the rooster hat has been providing gamers everywhere with some much-needed warmth throughout the cold winter seasons over the past couple of years.

Scribblenauts Unlimited is en route to the Wii U, 3DS, and PC, and it looks to be the biggest entry in the series yet. To make things even more exciting, Warner Bros. Interactive Entertainment has announced that individuals who pre-order the upcoming puzzler at GameStop will be treated to their very own rooster hat. That's right, it's back!

The Scribblenauts Unlimited rooster hats come in three flavors. You've got the traditional red Maxwell hat, a blue doppleganger hat, and Lily's pink hat. In case you're wondering, Lily is the latest addition to the series cast, and she'll be joining Maxwell in the game's co-op mode.

It's not all rooster hats, though. Also announced was an upcoming 3DS bundle, which will include a copy of Scribblenauts Unlimited, a pencil-shaped stylus, and a Maxwell silicone case.

An exact launch date hasn't been officially announced yet, but you can stay tuned for more on that as we get the details from Warner Bros. and 5th Cell. I can't wait to own my second rooster hat!

For a bunch of indie game and burrito talk, follow @thesanchezdavid on Twitter.


Via: Rooster hat returns as pre-order bonus for Scribblenauts Unlimited

WipEout 2048 Review

WipEout 2048 Image

As with previous entries in the series, your goal is to finish first across a number of races using a selection from various hovercraft types, sponsored by teams.  The more you finish in the lead, the more you unlock, including circuit races and other events.  Granted, it’s not as heavy on unlockable content as other games, but you still feel a sense of progression as you storm into the lead.

Wipeout 2048

While you race, speed is vitally important.  Losing momentum can easily cost you a place or two if you’re not careful.  After a couple of events, you’re also introduced to weapons, such as missiles, shields and turbo boosts, among others that literally rip up the track.  Use them wisely — you never know when the best defense is going to come in handy.  Especially when someone is riding on your tail.

WipEout’s gameplay remains riveting — for the most part, anyway.  Using the analog stick or D-pad to control your vehicle just feels right, in comparison to the awkward tilting mechanic that Sony felt compelled to throw in.  No biggie, just don’t use it.  Managing your weapons is a snap, and getting a hang of turns and jumps is just a matter of “feeling” out each track.  You’ll feel like a pro in no time.

Along with a robust single player campaign, WipEout 2048 also supports online play — provided you redeem the Online Pass that comes with the package.  While we would’ve preferred a tournament or more options like WipEout HD Fury had, it’s satisfying.  The only negative is that the game takes a long time for each race to load — like just under a minute.  But stick with it, kids.

In addition, Sony also has a sweet cross-platform feature where one player could be playing WipEout 2048 on the Vita, while another takes ‘em on using WipEout HD on the PS3.  It works wonderfully, though only a certain number of tracks are supported.  Still, it’s a fine example of the cross-platform feature that Sony wants to so vehemently boast about with their new system.

Wipeout 2048

Visually, WipEout holds up about as you’d expect.  The high amount of detail in each track is impressive, even if the neon advertising can be a bit much at times.  (Hey, Sony Liverpool loves their atmospheric touches.)  The frame rate is steady, even with online races, and the multiple vehicles you can choose from are quite sleek.  (The multiple camera views help, too.  We like being right on the nose.)

Since this is WipEout, you can expect plenty of cool techno tunes to blare in your ears while you take each corner.  Though we prefer some of the older soundtracks over this one, it’s quite fitting.

If you’re a racing nut or just can’t get enough of WipEout’s refreshing charm, then WipEout 2048 will make a dandy new member to your game collection.  While the multiplayer isn’t deep, it’s satisfying — especially with the PS3 version — and the presentation runs like a futuristic dream should.  We’d love to see what kind of turn this series takes next. 


Via: WipEout 2048 Review

What's downloadable this week, Nintendo? 8/30/2012

Toki_tori

It's Nintendo Thursday, people! Seriously, I think that should be the official name. I mean, it certainly makes sense. Anyway, we've got some new eShop and DSiWare titles today. Sadly, there's nothing on the Wii, but I suppose this batch of portable downloads will have to do.

"Kill animals!" That's the message Nintendo is shooting your way with Outdoors Unleashed: Africa 3D. You can hunt for your prey in this downloadable title for $3.99. If you're more animal conscious, though, why not drive like a madman in SpeedX 3D, a racer that's also priced at $3.99?

If you're feeling nostalgic, you can instead check out the much more enticing Toki Tori, which also sports a $3.99 price tag. This is a downloadable port of the Game Boy Color original, and it looks pretty darn charming. Not in the market for a new eShop title or a trip back in time? You say you're feeling a little cheap? Well, if that's the case, you'll be glad to know that you can download the free demo of Theatrhythm Final Fantasy.

Last is DSiWare with a 2D shmup titled Escape the Virus: Shoot 'em Up. That one will run you 200 DSi Points ($1.99 for you 3DS shoppers). And that's this week's downloads. I might just give ol' Toki Tori a buy right now.

For a bunch of indie game and burrito talk, follow @thesanchezdavid on Twitter.


Via: What's downloadable this week, Nintendo? 8/30/2012

New Metal Gear Solid demo shown at 25th Anniversary event

MGS: Ground Zeroes

A new Metal Gear Solid demo was shown at the series' 25th Anniversary event today, according to reports.

The demo for "Metal Gear Solid: Ground Zeroes," as it's being called, uses Kojima Productions' new Fox Engine. It was running on PC.

Sources say the demo began with a real-time cutscene and quickly switched to gameplay — Snake killing guards, avoiding searchlights, and riding in a jeep.

This may be a mere tech demo or a glimpse at an upcoming game. Attendees were not allowed to take photos.

The next full Metal Gear is expected to release in mid-2013 or even 2014. Meanwhile, Konami is considering a PC version of Metal Gear Rising: Revengeance for early 2013.

Follow @wita on Twitter for tales of superheroes, plumbers in overalls, and literary adventures.

[Game Informer]


Via: New Metal Gear Solid demo shown at 25th Anniversary event

Animal Crossing releasing for 3DS in 2013

Animal Crossing for 3DS

Animal Crossing is arriving for 3DS in North America next year.

The life simulation game will launch a bit earlier, in November of this year. In the new version, you act as the major of your own town, giving you control over its growth and community. A number of new customization options are available, as well.

Nintendo of America revealed via Twitter that the game will release in the first half of 2013. It has yet to be given an official name.

The first Animal Crossing debuted in America in 2002 for GameCube.

Follow @wita on Twitter for tales of superheroes, plumbers in overalls, and literary adventures.

[Siliconera]


Via: Animal Crossing releasing for 3DS in 2013

Thursday, August 30, 2012

Virtua Tennis 4: World Tour Review (PS Vita)

Virtua Tennis 4: World Tour Image

Like its console cousin, Virtua Tennis 4: World Tour comes jam-packed with a number of modes.  The main one you’ll want to start off with is, obviously, the World Tour.  Here, you’ll span numerous regions with your designed player, competing in tournaments, freshening up with arcade-style mini-games, and occasionally dealing with fans and public endorsements to keep your reputation at bay.  This is an excellent mode, as it not only deals with various activities to keep you busy, but also reminds you how important health is, lest you run around with a broken ankle.  Rest up when you get the chance.

virtua tennis 4: world tour ps vita

Also, Virtua Tennis continues to shine with its online play, where up to four people can take part in match-ups and tournaments to see how great they are at this game.  Considering that the series was initially built as something in mind for the party crowd, we don’t see who wouldn’t enjoy this feature.

Sega also felt compelled to add some crazy new apps to this version of Virtua Tennis that take advantage of the PlayStation Vita.  Some do pretty well, while others, um, not so much.  The first, VT Cam, allows you to take pictures with some of the in-game greats, including Roger Federer.  Decent, but the gimmick gets old fast and, obviously, they aren’t the real thing.  Touch Vs. acts like a modern day version of Pong, with two players going back and forth from a top viewpoint.  It’s okay, but the real game of tennis works better.

Probably your best bet as far as apps go is Rock the Boat, a great game where you use the gyrosensor to tilt a pirate ship back and forth to keep incoming balls in play.  For that matter, VR Match isn’t bad either, letting you use movements to see what’s happening during a match from a first-person perspective.  It’s gimmicky, but definitely interesting as far as getting a new viewpoint on the Virtua Tennis legacy.

Gameplay is excellent for the most part, provided you stick with tbe basics.  While Sega opted to include touch-screen controls for moving your player about, they’re somewhat inaccurate.  Using the D-pad or analog stick, on the other hand, is quite good, as you can respond accordingly to incoming balls and set up your return shots with ease.  It also remains pretty speedy during online sessions, a big plus.

Presentation is key to a series like Virtua Tennis, and Sega holds true to its code.  The players and courts resemble their real counterparts, right down to the desperate dives for an incoming ball and the lighting that comes from the New York court during the evening, with shadows on the ground.  The frame rate is (mostly) 60 frames per second, save for cutaways to player reactions or the intro/conclusion of each match.  Audio doesn’t have much outside of player groans and average music, but you probably won’t care since it is a tennis game, after all.  Were you expecting thrash metal?

Though Virtua Tennis 4: World Tour isn’t quite the champion of sports for the PlayStation Vita, it’s a great game to have nearby, especially if you’re a fan of the long-time series.  And if you’re not yet, a few sessions just might make you one.


Via: Virtua Tennis 4: World Tour Review (PS Vita)

Tom Clancy's Ghost Recon Online review

Tom Clancy's Ghost Recon Online Image

Just like the predecessors in the franchise, Ghost Recon Online adapts an over-the-shoulder third-person shooting perspective. Running around the map is fairly simple given its standard PC control set up. You have the ability to walk or run when you’re standing up as well as choosing to crouch or go prone. The game is all about tactical positioning and maneuvering and it encourages to do that. All of the maps have some sort of nook and cranny to hide yourself behind if you want to go prone. In addition there are various objects on the map to crouch behind as well. Movement overall feels very solid.

GRO

If you’re running throughout the map you have the option to click the space bar which will make your character dive forward and if there is cover in front of you, immediately hide behind it. This diving mechanic saves lives and really keeps the pace of the game fluid, with no odd transitional movements or extra stuff bogging you down from, “Oh I gotta run all the way and click another button to take cover.” Taking cover is a fairly interesting concept in GRO as it gives you certain stats. While moving around and shooting will give you much larger recoil, precision of bullets, and critical hit rates - bonus damage - shooting behind cover will minimize those effects. This encourages less run and gun and more of that tactical positioning. It also prevents players from zerging to objective locations. Rather, it requires teammates to slowly push forward using cover. It’s much more engaging to know that you’re moving across as a team than being a mindless force pushing ever onwards. 

To further promote that team effort, GRO has an extremely useful mechanic which groups nearby teammates. There will be blue imaginary lines that come out and extend to nearby friendlies. It will reveal their position and their health even if i you can’t see them. Additionally, if the ally that is connected to you spots an enemy you can see the outlinings of the enemy running across the map, even if there are obstructions blocking your view. This quintessential mechanic makes group play very exciting as well as intriguing. It creates a new breed of coordination and teamwork as the best group will exploit this system to have no blind spots and keep an eye on their teammates. Numerous times I was able to hunt someone down with my teammates and corner them because someone else saw the enemy. 

1

Despite all of the tools that GRO gives to the player for their usage, it’s extremely limited in other aspects of the game. There are only four available maps at the present moment and they all have a built-in mode: Conquest or Onslaught. Conquest is a fairly simple gametype wheretwo teams vye for a capture point. Once one team has captured a point, they will move forward to the next zone while the team that lost the point will be pushed back. Essentially it’s a tug of war in which two teams must compete for the most captured points at the end of the round, and subsequently the end of the game. Onslaught is similar in that one team is defending and the other is on the offensive. The latter team must capture point A and B. After these are seized they will unlock point C, which must also be caught to win the round. The former team must prevent these from happening and succeeding to do so will win them the round. The following round the two teams will switch roles and whoever wins the best two out of three wins the game. 


Via: Tom Clancy's Ghost Recon Online review

Nintendo lists La-Mulana for September release on WiiWare

La-Mulana Image

Could it be? Is this actually happening? Is this some sort of vile trickery on the part of Nintendo? Whatever it is, for now we can assume that La-Mulana is headed to WiiWare next month.

Just a couple of short months ago, developer Nicalis announced that it wouldn't be releasing the remake of La-Mulana, a freeware indie gem, on Nintendo's download service. It was a sad day for gamers who wanted to experience the challenging 2D title on their home consoles. Of course, digital download site Playism immediately picked up the remake and released it for folks to enjoy.

Now it seems as if La-Mulana is landing on WiiWare after all. The game is scheduled to appear on the download platform on Thursday, September 20 to coincide with the Big N's usual round of digital titles. It's being published by EnjoyUp Games and will be priced at 1,000 Wii Points.

I'm glad to see that La-Mulana is going to be available on WiiWare. If this all goes as planned, you can definitely expect a review of the game right here on GameZone. Stay tuned, indie game aficionados!

[Nintendo]

For a bunch of indie game and burrito talk, follow @thesanchezdavid on Twitter.


Via: Nintendo lists La-Mulana for September release on WiiWare

League of Legends North American Regionals are now underway

League of Legends Image

Starting today — as you read this — the best League of Legends teams in North America are competing for a chance at their share of a $150,000 prize pool during the Season 2 North American Regionals. Taking place at PAX Prime in Seattle this weekend, the teams will compete Thursday through Sunday. The first matches are already underway and can be viewed below.

The top three teams will represent North America in the League of Legends World Championship in October, with a chance to win their share of $2,000,000 in prize money. They will also receive guaranteed placement in the League of Legends Championship Series.

Recently announced, the League of Legends Championship Series is a pro league that was organized by developer Riot Games as part of their ambitious plans to expand eSports. The league will consist of the top eight teams from both North America and Europe from Season 2, as well as top teams from Asia. They will be offered salaries by Riot Games as they compete in regional and global competitions for bragging rights and tons of prizes.

But to get there, they must first earn a spot and this weekend's Regionals will get them there. So for now, the focus is on the League of Legends Season 2 Regionals which can be enjoyed below.


Live Video app for Facebook by Ustream


Via: League of Legends North American Regionals are now underway

Call of Duty: Modern Warfare 3 Content Collection 4 'Final Assault' receives a trailer

Call of Duty: Modern Warfare 3's fourth and final map pack, Final Assault, received a trailer today.

The new video shows off gameplay footage on the five new multiplayer maps which are set to release next week on Xbox 360. Final Assault wraps concludes the Season of Content for Modern Warfare 3. It is tailored toward "hardcore multiplayer fans."

"Gulch" sends combatants into a forgotten mining town with mine shafts and equipment sheds for cover.  In "Boardwalk," fun in the sun on the Jersey Shore means facing enemies on the beach.  "Offshore" and "Decommission" will test players' sea legs on deadly oceanic oil rigs and among a maze of rotting ocean liners respectively. Rounding out the collection is a trip to the French Quarter in a war-torn New Orleans, where "Parish" pits players against one another amidst the city's rubble.

Following its release on Xbox LIVE, Final Assault will become available for PS3 and PC. As with the previous DLC packages, it will likely be available for Premium Elite members first before everyone else.

Modern Warfare 3's Final Assault can be purchased for 1,200 Microsoft Points, or $14.99.


Via: Call of Duty: Modern Warfare 3 Content Collection 4 'Final Assault' receives a trailer

Rock Band Blitz review

Rock Band Blitz isn't as much about playing music from various bands, but rather learn them, their note highways and try to capitalize on getting the most amount of points. If you've ever played any handheld iteration of Rock Band, such as Rock Band Unplugged, or even the aforementioned Amplitude or Frequency, you'll mostly understand how this game is supposed to work. You get control of every single instrument highway, down to the keyboard, and it'll be up to you to constantly switch between each one, trying to rack up score multipliers and hit as many notes as you can.

rock band blitz

Unlike those games however, playing each instrument isn't actually necessary. When I first booted up Rock Band Blitz, I actually played it like Unplugged, thinking that all I need to worry about is filling up each highways' respective color, and then move onto the next one. While that's technically true, it's still important to switch to highways that have more notes on them, rather than a dead one with one note every now and then. Essentially what I'm saying is even though you reached your target multiplier on every instrument except for the keyboard that only has a few notes here and there, it's probably smarter to focus on the drums which have a steady beat, and then switch to keyboard later when more notes start showing up.

It's definitely not the easiest of concepts to grasp, and even for someone like me who would 5-star almost every song on Rock Band, it definitely took some getting used to.

Throughout each song are various checkpoints which will either raise your score multiplier threshold up, or leave it the same. The way to raise it up is to basically ensure that all your instruments' multipliers are maxed out during that given segment. If one is lagging behind, you might only raise it by one, or not raise it at all. It's actually a clever system which encourages players to focus on all instruments, rather than on just the one which has the most amount of notes in it.

rock band blitz

While there is no direct multiplayer, there is a heavy emphasis on getting a high score on the leaderboards, or sending your score as a challenge to your friend. Even before you start playing, you're presented with the highest scores for each song, which will give competitive players incentive to get the highest score possible. Once you finish and realize you only have a quarter of their score, you might find yourself a bit confused. That's when power-ups come in.

As you play songs, you'll earn Blitz Cred, which can be equated to XP. Each time you gain a level, you'll unlock some sort of power-up which will help you boost that score. Of course some power-ups work better together than others. For instance, one of them will let you activate a track to play itself while you move on to the next one, couple that with Super Drums which give more points for drum notes, and you'll definitely see your score rise just a bit higher.

Each power-up costs a certain amount of coins to use during a song, which means you won't always be able to be fully equipped. It's an odd choice to have players farm for coins when they're low just to be able to use a power-up. I can see how it would extend your playtime, but it can get annoying when you're basically forced to play through songs without power-ups, if all you wanted to do was to crush your friends score.

rock band blitz

Still, the experimentation with power-ups and picking the right times to play each note highway will no doubt extend the playtime of Rock Band Blitz astronomically, especially considering all your previous downloaded songs will work in Rock Band Blitz.

The song selection, while definitely not stellar, does cater to just about everyone, with Iron Maiden and Quiet Riot to satisfy classic rock junkies, Kelly Clarkson and P!NK to make fans of Pop happy, and even some Fall Out Boy and My Chemical Romance for those of us that like to listen to depressing, albeit catchy music. And while you're not 'making' music like in previous Rock Band games, you can hear whatever instrument or vocals slightly louder than the rest, giving you the illusion of some song manipulations going on there.

While it certainly doesn't look like it at first glance, Rock Band Blitz will definitely give your fingers a workout. Even though there are only two notes to play on each highway, there are no difficulty settings, as each song has more than enough notes flying at you at any given time.

rock band blitz

There are a few things I personally didn't love. For instance, if I wanted to switch directly from the left track all the way to the right, I can't simply click the left bumper to appear on the other side, instead I have to mash the right bumper in order to quickly hop over all the other tracks. I also feel like the keyboard track specifically should have had an easier time gaining multipliers. Most songs, notably the ones included with the games either underutilize it, or have it appear halfway through the song, and then only have a few notes on it. What happens then is that I don't have enough time to raise its multiplier high enough to raise the overall multiplier threshold.

While I personally love the controller setup, especially since I'm a huge fan of Amplitude and Frequency, and even mildly enjoyed Unplugged, mostly everyone who came into the office to watch me play, have almost all unanimously stated "Why are you playing Rock Band with a controller?" and even after explaining, they didn't see the point. So my point here is that Blitz is definitely not for everyone. If you're expecting a similar experience to the core Rock Band games, you might find yourself a bit disappointed, however if you're a fan of music games in general, and want to see Harmonix go back to their excellent roots, then $15 is a small price to pay for the amount of gameplay you're getting. Hey, at least all those previous Rock Band DLC purchases won't go to waste right?


Via: Rock Band Blitz review

Unit 13 Review (PS Vita)

Unit 13 Image

The game takes place across 36 separated missions, each with certain objectives that need to be met.  You get to choose from six various soldiers, each specialists in certain fields, and choose their loadout.  From there, you’ll hit the battlefield and try to complete each mission either with the fastest time or the highest score.

Despite the fact that the missions aren’t fully structured together, Zipper Interactive makes them click with a good amount of depth.  There’s more than one way to approach your objectives in the game, and choosing a different operative can definitely add challenge to it.  For instance, if a mission calls upon someone for stealth and you instead go with an explosives expert, not only will that change up your approach, but it will also bump up the intensity.  How you play is totally your call, and it’s excellent o have that freedom of choice.

What’s more, Unit 13 gives you the option to go at it with a friend in co-op.  The integration over PlayStation Network is splendid, and we didn’t have a single session drop out on us from what we tried.  Granted, some of the players didn’t exactly have the best skill set, but that’s hardly the game’s fault.

In addition to co-op, PlayStation Network also supports online leaderboards, so you can see how you compare to fellow players.  Zipper Interactive will also be introducing new daily missions for players to tackle, so they have a fresh slate to work off of when it comes to getting the best score possible.  This easily pushes the replay value up several notches.

Though Unit 13 doesn’t have large levels to its advantage (they’re “bite-sized” compared to other games like SOCOM 4 and Killzone 3), they are wonderfully detailed, and being able to choose your own route – rather than being stuck on a default path – is a great idea.  The display provides a helpful mini-map to guide you as well, should you get lost.  The in-game action is pretty damn good for the Vita, complete with thunderous explosions that rock the screen, great precision aiming through your iron sights, and solid animation.  So when you shoot an enemy in the head, they tumble to the ground convincingly, rather than just slumping over in one shot.  The frame rate drops from time to time, but never to the point that the game’s performance is faulted.

As for sound, it’s not so hot, but serviceable.  The in-game voicework is plain at times, particularly when your female commander is giving your orders in an unconvincing tone.  Still, it’s okay for this sort of game, and the machine guns and bits and pieces of machismo-powered music fit the bill.

As for how the game plays, it provides the Vita with its first fully appreciative action experience.  The dual analog sticks work very well when it comes to maneuvering in and out of cover and shooting baddies, and the front touch screen handles properly when it comes to interacting with in-game devices or selecting weapons, without your fingers getting too much in the way.  The rear touch pad is barely used, save for deciding which shoulder you want to peer over, but it’s hardly a bother.

No, it’s not the equivalent of bigger and more intricately designed action games, but Unit 13 is the perfect way to kick-start the Vita’s action library, with plenty of shoot-em-up fun in the kind of layout that gamers can truly appreciate.  The leaderboards will keep you busy for months at a time, and being able to call upon friends to join you in the firefight is a huge plus.  But be ready for a battle.  Once the daily challenges kick in, as the Sony commercial states, it’ll definitely be a “gamechanger”. 


Via: Unit 13 Review (PS Vita)

Marvel vs. Capcom Origins release date announced

Capcom has announced the release date for Marvel vs. Capcom Origins, the compilation of two popular arcade games from the '90s — Marvel Super Heroes and Marvel vs. Capcom: Clash of the Super Heroes.

Origins will be available to download in North America on PlayStation Network on September 25 for $14.99 and on Xbox LIVE Arcade on September 26 for 1200 Microsoft Points.

While keeping the general arcade-gameplay in tact, Marvel vs. Capcom Origins adds new features that help meet today's online needs like GGPO-enhanced online play with 8-player lobbies and spectator mode. It also includes HD graphical upgrades, dynamic challenges, and replay saving.

Additionally, you'll get the one-on-one gameplay of Marvel Super Heroes with its unique Infinity Gem system and the two-on-two destruction of Marvel vs. Capcom: Clash of Super Heroes, featuring a tag system, assists, and the Duo Team Attack.


Via: Marvel vs. Capcom Origins release date announced

LittleBigPlanet Vita goes 'gold'

LittleBigPlanet (Vita) Image

For LittleBigPlanet fans, September 25 cannot come fast enough. Not only did our recent preview of the upcoming Vita title impress as a handheld title, we fully believe that SackBoy’s return could be the best entry in the series yet. Since the preview launched, developer Tarsier Studios has been hard at work squashing gameplay bugs and adding final touches. Today, though, the developer announced on their blog that the game has officially gone “gold,” meaning it’s finished and ready for final production.

"All story levels are designed, made pretty and filled with bubbles for you to collect," the post reads. "All tools work as intended – though we are sure you’ll find ways to make completely unexpected things with them – and thousands of pesky bugs were squashed. In short, the stage is now set for you to play, create and share levels on the go to your heart’s content."

As we stated in our hands-on preview, “from our short time invested in the puzzle-platformer, we can certainly say that it’s shaping up to be the system’s best title yet – the “killer app.” The game sticks to the formula that’s made the series popular, while opening the page for gameplay and creativity enhancements that can only be done through the Vita itself.” In short, LittleBigPlanet fans have a reason to be excited for the Vita installment. The fans’ creative skills will be spectacular to see with the Vita’s capabilities – something that will keep players playing for quite some time.

Source: [IGN]


Via: LittleBigPlanet Vita goes 'gold'

2K Games to have 'big presence' at PAX with Borderlands 2 and XCOM: Enemy Unknown

Borderlands 2 Image

2K Games today announced their plans for PAX Prime in Seattle this weekend, promising a "big presence". The heart of this presence will be Borderlands 2 and XCOM: Enemy Unknown.

In addition to the demos that will be playable on the floor, 2K Games will be streaming content from both Borderlands 2 and XCOM: Enemy Unknown live from the 2K Games Twitch channel. The stream will feature developer interviews, a peek at the 2K Games booth, and tons of gameplay footage.

While the Borderlands 2 demo will feature never-before-seen gameplay, there are quite a few special treats for XCOM. First, 2K Games will be showing off the PC interface for the first time. They'll also be showing off the recently-announced head-to-head multiplayer.

Check out the exact details below:

XCOM: Enemy Unknown – Booth #3617:

Borderlands 2 – Booth #3417:


Via: 2K Games to have 'big presence' at PAX with Borderlands 2 and XCOM: Enemy Unknown

Wednesday, August 29, 2012

Rayman Origins Review

Rayman Origins Image

With Rayman Origins, Rayman and his pals, Globox and the various Teensies, team up in a revivalist piece that marries modern platforming techniques spearheaded by Nintendo with a uniquely Ubisoft flavor. There are no gimmicks here, no motion control, no rabbids, no partially developed gameplay ideas. Instead, Ancel and his team have brought forth a fully realized, perfectly animated sidescrolling masterpiece that glories in the simplicity of running and jumping to the right, and all the complexity and exploration that this belies.

The best dishes served in a restaurant can be amazingly complex, but sometimes it is the simplest dishes with high quality and fresh ingredients that wow and delight. This is Rayman Origins, a game that is absolutely polished and wholly complete, it takes simple joy of platforming with very little in pretension, letting what is great about it argue for its quality.

The core of Rayman Origins is pretty easy to define. The plot serves nothing but to facilitate the platforming, so it’s pretty easy to ignore. What does matter, however, is the tightly designed controls. Each of the characters can jump, float, wall jump, slide, slap, and swim. It’s a control scheme that takes all of three buttons to use, and the player controls are tight and responsive. Every time you die, you know it’s a fault of the player and not the game.

I played through most of the game by myself. Like New Super Mario Bros. Wii or Donkey Kong Country Returns, the game is entirely playable by oneself. It’s actually better to play by yourself when trying to unlock those last secret electoon puzzles or collect those glowing lums to 100 percent a level. With plenty of unlockable characters and costumes, the game does a great job of incentivizing collecting doodads, something I normally hate.

However, once two or more players are involved, Rayman Origins becomes a practice in chaos. I wouldn’t call it a bad thing, as many times players will find that they can complete portions of the game easier with help (such as stacking up on each other, or sacrificing oneself to collect some lums), but for the most part the game spends its time rewarding players who troll and slap each other. If you’re trying to complete everything, go it by yourself, but for a good time with some friends, Rayman Origins stands up with Nintendo’s best multiplayer platformers.

It’s also brutally hard. While early levels pose only a slight challenge, Rayman Origins challenges players with chase levels that require perfectly timed platforming, swimming stages where death is one slight move to the left, sidescrolling SHMUP stages where the desire for a high score can ruin a perfection flown level, and bosses that can border on frustratingly difficult. The never quite feels unfair, and the respawns are fast and mostly at a fair point. Expect to die a lot, especially if you are playing by yourself and you don’t have anyone to bring you back to life. From my time with the game, just trying to survive, much less collect everything on the more than sixty stages, I can say this game is as good as, and as difficult as DKCR.

For masochists with a desire to be punished by a platformer, this should be good enough to get them playing. For slightly casual players, it’s the visuals that are really going to keep them playing. While most companies use 3D polygons to animate and fill out their worlds, even in 2D platformers, Ubisoft and Ancel has decided to return to Rayman’s roots and do a fully hand drawn, beautifully realized 2D art direction running at 60 FPS. This game is luscious and stunning, one of the most detailed and beautiful games I have played, period. It is a title like Rayman Origins that highlights the truth that style and art direction game make a game beautiful. For 15 hours I have been continually blown away by how gorgeous this game is, and from start to finish my jaw drops with every new area and every new cartoon character to interact with.

If a high attention to detail has been paid to the visuals, just as much has been applied to the music. In every stage, orchestral overtones fit the feel and mode of that particular level, and every enemy or environment interaction parlays into its own specific tone or beat. It’s an incredibly musical game, and one that is very satisfying and enjoyable to listen to.

Rayman Origins is an outstanding game, plain and simple, establishing itself as one of the best games I have played this year and one of the biggest surprises of 2011. If you are looking for retro-tinged gameplay with charming presentation, Rayman Origins is one to not miss.

[Reviewed on Xbox 360]


Via: Rayman Origins Review

New Professor Layton game is announced for 3DS

Layton

At the Nintendo Direct conference, Level-5 chief executive officer Akihiro Hino announced a new Professor Layton game, coming for the 3DS.

The game is called "Professor Layton Choubunmei to A no Isan," and it's expected to release next year.

To clarify, the upcoming game is Hershel Layton's final adventure — not necessarily the last Layton game.

So what will come next?

We're still waiting for the launch of Professor Layton vs. Ace Attorney, which designer Shu Takumi said was almost complete. And Professor Layton and the Miracle Mask is due out in November.

Follow @wita on Twitter for tales of superheroes, plumbers in overalls, and literary adventures.

[Andriasang]


Via: New Professor Layton game is announced for 3DS

Deep Black PSN review

Deep Black Image

A little while back, the oft-delayed Deep Black: Episode One finally found its way to Xbox Live Arcade, and though it had some promise with its underwater setting and controls at first, it eventually ended up being, ahem, dead in the water, due to its lacking visuals, troublesome controls and messed-up structure.  For that matter, multiplayer didn't fare that well either, leaving us playing something far better instead -- like, say, the recently released Counter-Strike: Global Offensive.

With that, I was kind of hoping that 505 Games would've learned its lesson with the "full" PS3 release of Deep Black, which arrived last week without even so much as an announcement trailer.  Still, when we received a review code, I was curious to see if the publisher actually fared any better with this version.  But, sadly, it's just as, ahem, watered down.  Let me put it this way -- you're bound to be more entertained by my awful puns than anything in this game.

Deep

In the single player mode, you play a guy named Pierce, who's called upon to rescue hostages in an underwater facility.  But his mission turns out to be far more than how it appears at first, and he's soon scrambling to battle an even greater enemy than before.  If you're expecting twists and turns in Deep Black, you're not going to get them.  In fact, it's safe to say that Battleship had better plot points going than this.  For serious.

The gameplay is just as awful as it was on the Xbox 360.  First off, the cover system is completely broken, even when you're floating around in free-swim combat.  Sometimes you'll effectively hide behind stuff, and others you'll be hanging out there, practically shark bait for incoming enemies.  Secondly, the aiming system feels a bit off at times, particularly when you're underwater and enemies miraculously make a better charge at you than you would at them.  It's like they know how to swim and you're just scrambling to stay alive.  Yeah, that's fair.  And even when you're out of the water, the controls don't respond nearly as well as you should.  Oh, and a word of advice -- DON'T MELEE.  You'll be left so wide open that an old granny with a harpoon gun could load her weapon and kill you in the time it takes to regain your stance.  Yep, that bad.

deep

Now, had some improvements been made to the presentation, we could see maybe a slight bit of forgiveness.  But nope, the game's pretty much sunk in this department too.  The frame rate jitters so much that it almost seems like Deep Black is completely broken at times, and some of the better underwater details are lost by the constantly revolving bombs that keep coming in, or the smaller caverns that wreak havoc due to a poorly implemented camera.  Even stuff that looks like it's inspired by James Cameron's The Abyss just doesn't represent well here at all.  And if you're looking for good audio, forget it.  The voice acting is substandard at best, and the music barely registers whatsoever.

The single player campaign drags on to the point that you'll probably lose interest midway through, and that leaves the multiplayer, which is even more of a mess.  Hardly anyone is in the lobby, and the sessions we did take part in lagged and froze up so much that we were wondering if people were using old dial-up connections.  (And we confirmed, they were not.)

Deep

Clocking in at a massive 4.6 GB and sitting at a way-too-expensive price point at $14.99, Deep Black is asking players to do a lot.  But what do they get in return?  Nothing of significant value.  Broken graphics, lacking gameplay and completely busted multiplayer do nothing to validate it.  Do yourself a favor and let it drown in the forgotten annals of PlayStation Network.  Go play Counter-Strike instead.


Via: Deep Black PSN review

NFL Sunday Ticket returns to PS3 for $300

Playstation 3 Image

DirecTV's NFL Sunday Ticket is returning to the PlayStation 3, but this time at a more affordable price.

Last year, purchasing this package would cost you $340. Today, as reported by IGN, NFL Sunday Ticket will be priced at $299.95 — still expensive, but slightly marked down.

So what will that $300 get you? Access to out of market NFL games, plus DirecTV's "Red Zone" channel which provides highlights, scores, and schedules.

NFL Sunday Ticket launches on September 4 on the PlayStation 3.


Via: NFL Sunday Ticket returns to PS3 for $300

PlayStation All-Stars Battle Royale adds Metal Gear Solid's Raiden

PlayStation All-Stars Battle Royale Image

For the second time in as many days, a new character was added to PlayStation All-Stars Battle Royale.

Raiden, from Metal Gear Solid, was revealed today in a video posted on GameSpot.

Described as a "up-close, combo-based character", Raiden excels at isolating a single character and doing a lot of combos. Lead game designer Seth Killian explained that Raiden is "good at air juggling and air combos", meaning once he gets you in the air he will do massive damage, and generate a lot of of energy from it.

While most level 3 Supers transform the actual player, Raiden's Level 3 transforms the state of his opponents. The level 3 Super traps all of the other players under boxes, allowing Raiden to basically wreak havoc among them. In addition, Raiden also has three or four dozen moves (combos included) while most of the other characters generally have about two dozen moves.

Check out the reveal and Raiden's gameplay in the video below:

Yesterday, Sony announced Evil Cole MacGrath would also be an addition to the PlayStation All-Stars Battle Royale roster.


Via: PlayStation All-Stars Battle Royale adds Metal Gear Solid's Raiden

Next End of Nations closed beta set for September 7

End of Nations Image

The third End of Nations closed beta event is scheduled for September 7-9, Trion Worlds announced today.

Closed beta for the award winning free-to-play online military strategy game is scheduled to start at 12:01am EST on Friday, September 7, and will conclude on Sunday, September 9 at 11:59pm EST.

Upon participating, you will join the persistent global conflict and connect with allies around the world to bring down the Order of Nations. Or you can take on the opposing faction in PvP battles.

Making its debut will be the Elite Companies, pre-configured armies that can be purchased and are built to serve a specific purpose. Elite Companies will be available for Shadow Revolution commanders and Liberation Front Commanders. They can be summoned into combat just like other units earned by players over time.

"The End of Nations development team has been hard at work making significant improvements since the last Beta event," Trion said.

If you are interested in obtaining access to the beta event, you can sign up through the game's official website.


Via: Next End of Nations closed beta set for September 7

Give your Xbox LIVE avatar some WWE '13 'Attitude'

A wide assortment of "Attitude Era"-themed items were released today on Xbox LIVE in support of WWE '13.

With WWE '13's story mode focusing on the Attitude Era, the shift to a more edgier form of content that ultimately led a rise in power of the WWE (known then as WWF), one of the primary focuses has been on the iconic wrestlers from that era including the The Rock, Degeneration-X, and Mankind.

While the WWE '13 roster contains plenty of attitude, it's time to spread some of that to your Xbox LIVE avatar. Now available are a variety of apparel choices. Relive a generation of badass-ness on your Xbox 360 with the following avatar items:

WWE '13 is currently in development for the Xbox 360, PS3, and Wii.


Via: Give your Xbox LIVE avatar some WWE '13 'Attitude'

FIFA Soccer review (PS Vita)

FIFA Soccer (Vita) Image

This is the FIFA game that you've come to know and love.  All of the features that you're accustomed to are there.  The amount of depth is really impressive for a handheld game.  I'll start with the graphics — the hi-def player models and animations are just a sliver shy of the quality of the PlayStation 3 version.  Animations are smooth, and there's never any slowdown in the framerate when I go in for a slide tackle — even if I am getting yellow cards for them.

The commentary is cut back a little from FIFA 12, but it's just enough to give an authentic feel to the game.  The crowd really gets into every goal I score, probably because they're few and far in between.  Speaking of authenticity, FIFA Soccer  boasts 500 licensed clubs with their true rosters.  I'm an LA Galaxy fan, but playing against Manchester United just isn't fair.  Donovan deserves better than a 3-0 loss because of my abilities.

The controls are very responsive, but what really makes you know you're playing on a Vita is the touchscreen controls.  Really quick note, if touchscreen controls aren't for you, you can turn them off in settings.  Let's say you want the front touchscreen off but the rear touch panel shooting on — you can do that.  A problem I always have with soccer games is the auto switching to defenders — it screws me over, big time.  Now, you can tap on the screen on the defender you want; it's as simple as that. 

fifa soccer vita

You have the choice of using the touchscreen for passing, as well.  It allows you to find open spots in the field, but I find that I'm faster using the traditional face buttons.  For free kicks, you can use swipe and curl motions on the touchscreen to aim and curl your shots.  The best touch feature, however, is the back touch pad shooting.  I struggle to score goals in soccer game — which, I guess, is like most soccer teams.  I always hold the shoot button down for too long, thus kicking the ball over the goal.  Now, picture the rear touch pad as the goal.  Tap where on the touch pad (goal) you'd like to aim for and it goes there.  Hold your finger down longer and the power of the shot will increase, visible by a dot on the screen showing where in the goal you're aiming and how much power you're putting into it.  Don't get the dot to red, or you're going to kick the ball over.  It is a genius scoring method that gives you precise control over your shots — and I love it.  It'll be tough playing a soccer game on a console again.

Modes include Career, allowing you to play 15 seasons as a manager, player, or player-manager; you can play in tournaments that you set up; you can create yourself in Be A Pro mode, increasing your skills and becoming a soccer legend.  Head to head mode is also available, letting you play against other people, provided you have 3G or a wireless connection.  I only had a chance to play one match against another person, but the game had frequent slowdowns in the action due to lag — and I have really good internet and had an excellent connection.  Head to head also brought out some problems with penalty calling (I got tackled like 40 times, had two of my players injured, and they didn't receive a single yellow card, but I got two), and whenever I'd try to score, it was lag for a second.  Also, an online league would have been nice — maybe next year.

fifa soccer vita

One of my favorite aspects of the game is the presentation, specifically the main menu and before every game.  You are on an open soccer field, controlling a player and trying to score.  It's just goofing around and having fun with the touch screen scoring and stuff, but it's so much fun.  It also gives you a little practice, and practice makes perfect.  I know it's a weird thing for me to enjoy, but I could just sit there for 10 minutes and work on my skills.

Overall, FIFA Soccer on the PS Vita has made an impressive debut.  There's a ton of depth and replay value included in this game.  There's great ideas and utilization of the touch screen, with some working a lot better than others, but they're all optional.  You can customize the controls and options to fit you.  Head to head play can be a little laggy, and online leagues would've been amazing, but it's hard to complain a lot when so much is offered in the other modes.  There's room for improvement, but this is really impressive for a first entry to the Vita. 

Now go get me a juice box while I play another match.

You can follow Lance Liebl on Twitter @Lance_GZ


Via: FIFA Soccer review (PS Vita)

Share

Twitter Delicious Facebook Digg Stumbleupon Favorites More