Posts Tagged ‘ rumor

Kojima: Metal Gear Solid: Rising will ‘create new users’ 12 March 2010 at 3:20 am by Admin

Kojima: Metal Gear Solid: Rising will 'create new users' screenshot

Mad genius Hideo Kojima has been using his Twitter account to do what he does best — babble incomprehensibly about things and making the rest of us scratch our heads. The Metal Gear Solid creator has remarked upon a game we know next to nothing about, Metal Gear Solid: Rising, though what he says is typically vague and silly. 

“The next MGSRISING,” begins the director. “This game will create new users, be developed by the new generation, a new MGS, but on the other hand, [Peace Walker] is made by Hideo Kojima, a new but classical MGS. PW is a new type of game design and experimental for future endeavours. So it is hard to say it will finish with one game … “

Most of that looks like the rambling of a nutcase (not helped by the fact that English isn’t our hero’s first language), but the general gist seems to be that Rising is an all-new take on the Metal Gear Solid franchise and aims to grab new fans, as opposed to the more traditional Peace Walker. Sounds fair enough to me. I can’t wait to play either of them!

[Via Hideo Kojima's Twitter]

+ Shocker: More Mass Effect 2, Dragon Age DLC coming By Admin 12 March 2010 at 3:00 am and have No Comments

Shocker: More Mass Effect 2, Dragon Age DLC coming screenshot

BioWare does not release games. It releases giant, story-driven storefronts from which it can sell downloadable content. With that in mind, it should come as a shock to nobody that the studio is planning even more downloadable content for Mass Effect 2 and Dragon Age: Origins, based on fan reception. 

“We are seeing a good response to the DLC for ME2 and Dragon Age,” says BioWare boss Ray Muzyka. “The fans like it and we have more in development and the different teams for DLC and the franchise are working together moving back and forth.”

If BioWare loves downloadable content so much, why doesn’t it MARRY downloadable content? Yeah!

BioWare: More DLC in development for Mass Effect 2, Dragon Age [VG247]

+ Rumor: BioShock 2 DLC already on the disc By Admin 12 March 2010 at 2:20 am and have No Comments

Rumor: BioShock 2 DLC already on the disc screenshot

Fans are railing against 2K Games after it was suspected that the newly released BioShock 2 DLC, the Sinclair Solutions Test Pack, wasn’t really downloadable content, but a mere key to unlock stuff already hidden on the disc. Like Namco Bandai does all the time. 

Suspicions were aroused thanks to the small file size of the alleged download. The file is 108kb on Xbox 360, and 24kb on PC, which is pretty damn tiny. Naturally, people are upset to think that 2K is taking the piss out of them, and one poster on the official forums believes that it should be labeled “unlockable content” rather than downloadable content to reflect its true nature. 

Honestly, publishers  should be held to some advertising standards when it claims that unlockable extras are DLC. If you’re merely purchasing a key to activate something on the disc, that’s not downloadable content, and it’s wrong for companies to advertise it as such. Whether 2K has gone this controversial route or not remains to be seen, but it does throw this issue back to the fore, and it’s something that I believe should be examined. 

What about you? Do you believe that unlockable content should not be called DLC, or do you think that it’s fine to have such content masquerade as a download?

BioShock 2 DLC already on disc? [CVG]

+ GDC 10: Sam & Max season 3 coming, hitting PSN By Admin 11 March 2010 at 7:29 pm and have No Comments

GDC 10: Sam & Max season 3 coming, hitting PSN screenshot

Telltale Games isn’t done with the Sam & Max adventure series. The studio has announced the third downloadable season, “The Devil’s Playhouse,” which looks to begin hitting in monthly increments starting on April 15th.

Perhaps more startling is the fact that Telltale is set on plopping the new 5-part season onto PSN. As revealed last afternoon via press release, and during their shindig at GDC a foggy night ago, the series premiere, “The Penal Zone,” will debut on PSN as well as the PC and Macintosh. Check below the fold for the first trailer, which teases a bit of the series’ story. Spoiler: it has something to do with Max getting psychic abilities.


Photo


Photo


Photo


Photo


Photo

+ Metal Gear Solid: Peace Walker footage is full of toys! By Admin 11 March 2010 at 4:00 pm and have No Comments

Metal Gear Solid: Peace Walker footage is full of toys! screenshot

Kojima Productions just tweeted some footage from Metal Gear Solid: Peace Walker’s first mission, titled “For Starters: A Solo Sneaking Mission,” and you can watch it embedded after the cut.

And indeed, the toys at Naked Snake’s disposal for this PSP-based outing are impressive, ranging from the familiar tranquilizer darts and chaff grenades to more intriguing gadgets like an invisibility blanket, inflatable dummies, and the Fulton Recovery Device, a balloon that can be attached to a fallen comrades (or potential recruits)to whisk them to safety.

Visually the game is looking great, and sports a minimalist, vertically-oriented HUD. Some of the actions that were added with Metal Gear Solid 4 also seem to be present. 

The real highlight of the footage is when Snake enacts the Metal Gear equivalent of a CARE package kill. That alone makes it worth playing.

+ Gorgeous M&M: Clash of Heroes screenshots, trailer By Admin 11 March 2010 at 3:00 pm and have No Comments

Gorgeous M&M: Clash of Heroes screenshots, trailer screenshot

As a follow-up to last night’s announcement that Capybara is bringing Might and Magic: Clash of Heroes to PlayStation Network and Xbox LIVE Arcade, we have more scrumptious screenshots and even a trailer of the new high-def look.

More than anything else, I opted to post about this because thinking about how effing adorable baby capybaras look — see the attached picture for overwhelming proof — is something I want to do as much as humanly possible.

And secondly, because commenter HEL 105 said he “played the tits off” the DS version in Hamza’s post yesterday; that made me chuckle. On a related note, I am in fact a five-year-old.


Photo


Photo


Photo


Photo


Photo


Photo


Photo


Photo


Photo

+ GDC 10: God of War III game director says game’s visuals could be improved By Admin 11 March 2010 at 1:40 pm and have No Comments

GDC 10: God of War III game director says game's visuals could be improved screenshot

God of War III looks amazing. I can’t stress that enough, and I’m still impressed even after having completed the game for review. But according to the game’s director, Sig Asmussen, there’s plenty of room for improvements, which we’ll see in Sony Santa Monica’s next title. 

“Well, I think our studio will use this engine again,” he told me today, “and it’ll get better. And I think we’re probably about 50- or 60-percent at it right now. I think there’s a lot more we can do with it.”

What improvements could be made? For one, Asmussen says the game’s animation system could be tweaked. In fact, he says they already have the tech. 

“I think individually our animations are incredible,” he said, “and our animators are incredibly talented. But I think we could make our system technically better, in the way we blend animations. And I’m pretty sure that we already have the code to do that, and we just didn’t implement it in God of War III because it came in real late.”

He also points to other obvious engine improvements, including lighting, seamlessly transitioning from cut-scenes to gameplay, and more. 

While this might seem like a “captain obvious” — of course it’s working to improve its engine — looking at God of War III, it’s exciting to imagine what could come next. My head, it has exploded.  

+ GDC 10: Move: The Shoot has me spinning By Admin 11 March 2010 at 12:40 pm and have No Comments

GDC 10: Move: The Shoot has me spinning screenshot

On-rails light gun action is what you’re getting with this PlayStation Move game called The Shoot. It’s called The Shoot because you’ll find yourself traveling through mock movie sets. Think of an updated Virtua Cop that takes you through generic film lots and you’ll be on the right track. We saw a science fiction-based “set,” and we were told that others are coming. In the end we’ll see a “Wild West” set and a haunted house/horror one among others.

I played this game last night over drinks. It’s a fine game to play when your drunk, actually. It uses one Move controller. You point it at the screen to aim, and the underside T trigger button fires. The game is best known for the crazy motions you’ll have to perform to do special moves. Jabbing down at the ground throws a shockwave. Jabbing the controller up does a rampage-ish attack. Leaning your entire body from side to side dodges projectiles. The most entertaining move requires you to twirl your entire body around in a circle to trigger a sort of slow-motion mode that makes it easier to shoot enemies. I was in the company of friends, piers, and hot women, so I was really hesitant to do the spin. It turns out that I’m not alone.

Senior producer James Hawkins admits that some that play are hesitant to do the motions, though he also feels its likely due to the setting.  He thinks that letting loose would help people appreciate the game more: “With all of the moves, you’re getting a bit more than the standard rail shooter, where you would shoot five times, reload, shoot five times.”

The game is still early. I played the entire two stage demo, but Hawkins told me that I’ve only seen about 1/5 of one stage, and that there are 5 stages in all. I was told about secret stages and more special moves, but those will be revealed at a later time.

The Shoot will be released right around the Move’s launch.

+ GDC 10: Quantic Dream designed its own motion control device for Heavy Rain By Admin 11 March 2010 at 12:40 pm and have No Comments

GDC 10: Quantic Dream designed its own motion control device for Heavy Rain screenshot

With the reveal of PlayStation Move, the question on everyone’s minds is whether or not Heavy Rain will be updated to take advantage of the motion controller.

While Quantic Dream is quiet on the topic, we do know that the developer had originally designed Heavy Rain with a motion controller in mind. But taking it a step further, David Cage revealed to me that they went as far to design a working motion controller, specifically for the title. 

Designed for two hands, the controls were to allow for full interaction with the on-screen environment. While he didn’t go into any great detail, he calls it “very different” than Sony’s upcoming motion controller. Cage talks about this, he taps the back of both hands to visually describe the concept. I’m reminded somewhat of ARI, the fictional virtual reality device used by Heavy Rain’s Norman Jayden. 

The controller was eventually shelved, as Quantic Dream came to the conclusion that designing a device to work with one game “wouldn’t make sense.” As for whether or not he feels motion controls are the next step for what they’re trying to accomplish, he’s not entirely convinced, but is interested to see how it could work.

“I wouldn’t say it’s the next step,” he tells me. “It’s… something we will look at with some interest. We want to see if it’s possible to create something that’s not family entertainment or casual games, to see if it’s possible to use it in the context of a more serious experience.”

+ GDC 10: Hands-on with Bit.Trip Runner By Admin 11 March 2010 at 12:30 pm and have No Comments

GDC 10: Hands-on with Bit.Trip Runner screenshot

Lawsuits aside, I’m a huge fan of the Bit.Trip series. I may wish nothing but destruction on Gaijin Games, but hell if they don’t make some fantastic stuff.

Bit.Trip Runner, Gaijin’s newest game, was playable on the GDC expo floor. As the first Bit.Trip platformer and the first game in the series to not consist entirely of abstract visuals, I was very curious as to what I’d see once I put my hands on the controller.

These are my impressions.

Hrm.

Runner controls as well as you’d expect: the platforming is incredibly precise, and it’s surprisingly easy to make a distinction between the stuff you need to interact with and the considerable visual noise that comprises the background. Each jump and dodge results in a sort of 8-bit beep, and the obstacles are thrown at you in such a way that by successfully navigating the level, you also sort-of create a song. From a musical perspective, the game is more along the lines of the uberlinear Bit.Trip Beat than the more improvisational Bit.Trip Core, but it still sounds distinctly like a Bit.Trip game. When you’re doing well, you get into that same sort of aesthetic nirvana where everything — the visuals, the music, and your own control — feel as if they’re in a kooky, transcendental harmony.

Also, if you do anything wrong, at any point, you have to repeat the entire level. No checkpoints.

The game consists of 36 levels in total along with a few unlockable special stages. I couldn’t finish the level I attempted, so I can’t say how long they are, but I do know that about 60% of my time with Runner consisted of me replaying the first fifteen seconds of the level over and over and over again.

On the one hand, this makes a sort of sense: Runner is the series’ most visually referential work since Beat, and it’s understandable that the sort of trial-and-error gameplay that categorized so many of Runner’s influences should make an appearance here. Even beyond the aesthetic reward of doing well, the game gets incredibly tense once you start dodging obstacles with some level of effectiveness: given that one mistake will send you back to the start, I felt a constant tension that I’d never really gotten from the previous games in the series.

On the other hand, gone is that wonderful health system from previous Bit.Trip games, where a half-dozen small mistakes eventually turned into larger ones, eventually reducing all the visual sexiness from the screen until all the music and graphics were gone save for a few white dots and some minimal beeping noises. Gone is the sensation of finding yourself just one or two missed beats away from plunging into failure, desperate to do just a little bit better, to get that little bit of health back so you can go back to screwing up every once in a while. That rhythmic, elegant give-and-take that allowed the player to make mistakes while steadily learning the different beat configurations and patterns has been replaced with intense fear and a demand for pinpoint precision.

Not to say that one type of design is demonstrably better than another, or anything: the GDC expo floor is a stressful place to try any game, and it’s tremendously hard to get a feel for how the game will truly play when you’ve only got a few minutes with it. Once I start playing the full version at home, perhaps the constant retries will become an integral and compelling part of the experience. Maybe the frequent death with give the game its own unique, funky rhythm on par with the more forgiving experience of playing something like Core.

Either way: Bit.Trip Runner is unlike anything we’ve yet seen from Gaijin Games, and that excites me more than anything.