Posts Tagged ‘ story

The Last Story may be Sakaguchi’s final game 14 July 2010 at 4:20 am by Admin

The Last Story may be Sakaguchi's final game screenshot

Final Fantasy creator, Mistwalker head and RPG legend Hironobu Sakaguchi has stated that he may very well be retiring from the scene after The Last Story. Pay close attention to this Wii exclusive, as it could be an icon’s swan song. 

“This is a title that myself and the development staff are putting 120% of our energy into,” says Sakaguchi. ”I’m fully pouring everything into this one title, and the feeling of it maybe being my last title is strong.”

Speaking as a fan of Mistwalker, this is pretty big news, and it makes The Last Story even more interesting. This RPG is definitely in my top five most wanted Wii games right now, and I really hope that, if this is going to be Sakaguchi’s last, that he goes out with a bang. 

Of course, Sakaguchi had also planned to retire after the first Final Fantasy, and we all saw how he stuck to his guns there. 

Sakaguchi Putting 120% Into The Last Story [Andria Sang]

+ Unreal Engine contest runner-up The Ball gets a publisher By Admin 13 July 2010 at 10:40 am and have No Comments

Unreal Engine contest runner-up The Ball gets a publisher screenshot

The Ball, a first-person puzzle game from Teotl Studios, took second place at the 2010 “Make Something Unreal” contest. Thanks to Tripwire Interactive (Red Orchestra), it’s coming to retail and Steam this fall.

Easily my favorite part about the game is how its seemingly silly name is attached to such a gruesome concept. I mean, look at that screenshot up there! The premise is neat too — your only weapon is a giant artifact (aka “the ball”), and you have to make your way through puzzle- and trap-filled ruins.

Even though we’ve sort of been overwhelmed with Unreal Engine-powered games at this point, I’m really interested in playing The Ball. After watching the game’s trailer, which is also included post-break, you likely will be too.

+ Insomniac loves Vanquish, wants to make out with it By Admin 12 July 2010 at 8:20 am and have No Comments

Insomniac loves Vanquish, wants to make out with it screenshot

Insomniac Games loves Vanquish, apparently, with one developer calling its “Gears of War on crack.” Three staffers named Platinum Games’ exciting cover-based shooter as they favorite E3 title, and considering how awesome it is, I can hardly blame them!

“It’s a brilliant technical showpiece from the creator of the original Resident Evil and the director of Resident Evil 4 – my favorite game of all time,” says community specialist Paul Featherstone. “It plays like Gears of War on crack and looks absolutely gorgeous.

“Platinum is knocking it out of the park after Bayonetta — hopefully we will see more frequent high-quality releases from them in the next few years.”

It seems that Platinum really is starting to become a big time player. Bayonetta did incredibly well when it was released earlier this year, and Vanquish has captured a lot of attention. 

[Gametrailers via VG247]

+ The Last Story western release news by end of the year By Admin 12 July 2010 at 5:00 am and have No Comments

The Last Story western release news by end of the year screenshot

The Last Story impressed us with its debut trailer, and one very germane question was commonly found amongst the video’s reactions: Will this game ever leave Japan? Well, developer Mistwalker has promised that news of a Western release will arrive before the end of the year, which is already a pretty clear indication that it’ll definitely happen. 

Mistwalker at first said that we’d find out about it by the end of the month, but that turned out to be a typo. So, we have no idea when Nintendo will say anything about a localized version of the game, but I certainly hope it’s sooner rather than later. I’m a big Mistwalker fan and have been waiting for The Last Story since it was revealed.

I’ve always been fairly confident of a Western release, and have been planning to riot if denied. Still, it’ll be good to get a solid confirmation, not to mention a possible release window. 

Nintendo to share the status of The Last Story outside of Japan by the end of the year [NintendoEverything]

+ 3DS to feature ’sophisticated’ anti-piracy tech By Admin 12 July 2010 at 3:40 am and have No Comments

3DS to feature 'sophisticated' anti-piracy tech screenshot

The DS is one of the most pirated systems in the world, to the point where it’s amazing that publishers even bother putting out good games for it. It would appear, however, that Nintendo has had enough, revealing via THQ that the upcoming 3DS will feature “sophisticated” technology designed to keep out the dirty thieves.

“What excites me even more [than 3DS games] is that there’s technology built in that device to really combat piracy,” says THQ global publishing VP Ian Curran. ”I actually asked Nintendo to explain the technology and they said it’s very difficult to do so because it’s so sophisticated. They combated the piracy on DSi, which they don’t believe is cracked yet — but they know they’ve been hurt across the world and they believe the 3DS has got technology that can stop that.

“Therefore the opportunity for people to invest more in product development [on the system] and bring more 3DS products to market comes out of that. It’s going to probably cost us more to do it all in 3D — so we want to make sure we get a return on our investment when we do it.”

I’m usually not one to applaud anti-piracy measures, but good on Nintendo. While I don’t think pirates are major league villains, I am disgusted by how raped the DS’ library was, usually by the same kind of people that whine and complain about not getting good games. So long as Nintendo’s tech doesn’t involve getting a Firmware update every two weeks, I’m all about the system protecting itself from mass theft. 

3DS fixes Nintendo’s piracy problem – THQ [CVG]

+ Review: Singularity By Admin 11 July 2010 at 12:00 pm and have No Comments

Review: Singularity screenshot

It boggles the mind why Activision, a publisher obsessed with building huge franchises, has refused to help the brand awareness of Singularity. Overshadowed by nearly every other release this year, Raven Software’s time-manipulating shooter was released without so much as a squeak, and very few people have talked about it since. 

This is criminal, as Singularity is probably the best new shooter I’ve played all year, and is easily one of Raven’s finest games. Read on for the full review and find out why Activision is positively insane for sweeping this diamond in the rough under the carpet. 

Singularity (PC, PS3, Xbox 360 [reviewed])
Developer: Raven Software
Publisher: Activision
Released: July 29, 2010
MSRP: $59.99

To say that Singularity wears its inspiration on its sleeve is to put it very lightly. The game is almost shamelessly derivative, taking the both the style and character building of BioShock, the gravity gun from Half-Life 2, and throwing in a few nods to F.E.A.R. However, this mish-mash of other games’ ideas is by no means a bad thing. If anything, Singularity manages to almost play as a “best of” collection of FPS trappings, the ultimate compilation of cool gimmicks and toys seen in the genre over the past five years. 

Set on the mysterious Russian island of Katorga-12, players step into the boots of Nate Renko, a Black Ops soldier investigating the secrets of the “Singularity” event that caused some kind of horrific tragedy back during the Cold War. As it turns out, Communist scientists were experimenting with a dangerous new substance called E99. Renko finds himself on an island fluctuating between time periods, caught between the modern day and 1955, as mutants swarm the island and soldiers wish to take it over. Armed with a powerful weapon, the Time Manipulation Device, Renko must survive the mutated inhabitants and put a stop to those evil Commies, all the while making sure the history remains intact. 

The story, while not the deepest in the world, is pretty engaging and the whole time travel shtick is handled pretty well. The game has a great narrative style, told in part through tape recordings, propaganda movies and notes left by the island’s extinct population. You won’t unravel the meaning of life in Singularity, but you will get a solid story that should keep you interested from beginning to end. 

Of course, the real draw of the game is the sheer volume of toys you can get your hands on. Renko has access to standard weapons such as machine guns, shotguns, and other bland firearms, but once you get your hands on The Seeker, which sends player-steered exploding bullets right into the faces of Russians, or a grenade launcher that shoots glowing, manually-controlled orbs of KABOOM, then everything gets awesome. While the game starts out pretty dull, it soon becomes a gratifying cavalcade of over-the-top blood n’ guts. All the weapons can be upgraded with suitcases found throughout the game, giving them stronger damage, more bullets, and faster reload speeds. Also, Singularity gets points for having one of the most brutal sniper rifles ever seen in a game. 

The star of the show is the TMD itself, a glove that Renko discovers early in the game. Its primary function is time manipulation (hence the name) and can be used to repair time-ravaged objects, or rapidly advance their age. Certain staircases can be rebuilt or torn apart at the press of a button, crushed crates can be slid under garage doors and then rebuilt to push them open, and even enemies can be aged within seconds, turning them into rotting skeletons before one’s eyes. Some pretty clever little tricks can be performed with the TMD’s age-tinkering, and it’s just incredibly cool to watch a crumpled staircase get pulled back into action from a rusted heap of metal. 

The TMD earns a multitude of tricks throughout the game, such as Impulse which generates a close-quarters shockwave, and the ability to generate a sphere within which time stands still. This can be used to stop bullets, slow enemies, or stand inside to heal up and reload. There is also the big Gravity Gun knock-off that draws in objects and shoots them out. You’ve seen it before, but it’s still pretty cool. Oh, and then there’s the power to turn enemy soldiers into mutants, which is just quite funny.

TMD powers look very much like the Plasmids of BioShock, and this feeling of deja-vu is exacerbated by the ability to use liberally scattered E99 Tech vials to upgrade the glove, as well as discover blueprints that can be turned into useful Perks. It’s almost exactly like the ADAM system of BioShock, sans the little girl murder, and while it’s a brazen case of copycatting, it’s very good copycatting. The Perks are cool, and players really feel like they’re gaining more and more strength as they progress, leading to a game that is very empowering indeed. In truth, by the time the game draws to a close you may feel a tad overpowered, but you’ll also feel you earned it. 

There are a few problems. Sometimes the game isn’t very clear about where it wants you go, despite the generally linear corridors making up the levels. For instance, it was only after quite a few minutes of messing about that I figured crumpled crates could be uncrumpled under gates. The game also has a problem with enemies being very quiet when moving, allowing them to sneak up behind you and get in some cheap shots. That is to say nothing of the so-called Phase Ticks, an army of little bugs that just run up to you and explode all at once, usually without warning. 

These are irritating moments throughout the game, but they do little to take away from what is otherwise and overwhelmingly enjoyable experience that should take you about six or so hours to get through.

Backing up the campaign, Singularity boasts a multiplayer section that is frankly astonishing in its fun factor. In multiplayer, teams take turns in playing human soldiers and the solo campaign’s mutated creatures. Even though the creatures are blatantly overpowered, it doesn’t matter because it’s just too much of a blast. From miniature parasites that can take over the bodies of enemies to hulking insect-like beasts that shoot explosive lazers, getting to play as the enemies of Singularity is brilliant. As with everything else, it feels like we’ve seen it in another game (coughLeft4Deadcough) but the originality of the creatures and their various powers shines through, and it helps that the humans also have a variety of neat character classes as well. 

To be honest, you might not like the multiplayer. It is definitely imbalanced, it’s unapologetically silly, and whatever type of match you pick almost always degenerates into mindless chaos as players typically ignore objectives and simply shoot, bite, scratch or puke on each other. You know what though? I love that. In fairness, the fun doesn’t have lasting effects and some players may grow bored after a while, but for sheer unbridled nonsense, Singularity most assuredly delivers. At the end of the day, I already had a high opinion of this game based just on the single player. The multiplayer merely pushes it over the edge, acting as the proverbial icing on the cake. 

Singularity’s production values are pretty spectacular given the fact that this is not a AAA game and has was apparently abandoned before it had even launched. The graphics are pretty, the sound is great for its use of atmospheric noise and spooky monster sounds, and the overall artistic design is incredibly strong, with a variety of mutated monsters that are genuinely unpleasant to look at. It has the quality of a top-tier game, the kind that you normally see released in November. 

Some may disregard Singularity for its lack of surface originality, but those with a less shallow approach to videogames will be rewarded for delving deeper and find a stellar hidden gem. It’s true that many of the ideas have been seen in other games, but no title has ever collected the best gimmicks the genre has to offer and wrapped them up in such a tight and slick little package as this.

Singularity is a game that manages to feel like its own thing despite being pieced together from previous FPS games, and if you want a great Summer shooter full of violent toys and silly super powers, then you won’t get much better than this. Quite possibly the best new FPS of the year so far.

Score: 9.0 – Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won’t cause massive damage to what is a supreme title.)



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+ Here are some domain names for the Arkham Asylum sequel By Admin 11 July 2010 at 10:00 am and have No Comments

Here are some domain names for the Arkham Asylum sequel screenshot

Arkham Asylum 2 is coming, but considering we know that it won’t be taking place in Arkham Asylum itself that name would be pretty darn stupid. It would be like naming a game Alcatraz and then having it take place in San Francisco. Unneeded metaphor is unneeded, but we may now have some hints at what the game’s name will be and what will be going on it. WB has registered a series of domains clearly related to the upcoming game.

You can read them all below and while most of them seem to be attempts to not give away the real name of the game others like “closearkhamcity.com” and “waringotham.com” really hint at the direction the game will be taken plot wise. What are you thinking they all mean, and which of these do you think may be the actual name of the game?

superannuation

http://whois.domaintools.com/arkhamcity.com
http://whois.domaintools.com/batmanarkhamcity.com
http://whois.domaintools.com/batmanashesofgotham.com
http://whois.domaintools.com/batmanbrokenground.com
http://whois.domaintools.com/batmannewarkham.com
http://whois.domaintools.com/batmangranddelusion.com
http://whois.domaintools.com/batmanriseofarkham.com
http://whois.domaintools.com/batmansiegeofgotham.com
http://whois.domaintools.com/batmanstateofvillainy.com
http://whois.domaintools.com/cityofarkham.com
http://whois.domaintools.com/closearkhamcity.com
http://whois.domaintools.com/peopleforgotham.com
http://whois.domaintools.com/stopmayorsharp.com
http://whois.domaintools.com/waringothamcity.com
http://whois.domaintools.com/wheresbrucewayne.com

+ Review: Blacklight: Tango Down By Admin 11 July 2010 at 9:00 am and have No Comments

Review: Blacklight: Tango Down screenshot

Blacklight: Tango Down is notable for attempting to provide a full retail experience on the humble digital market. With impressive visuals, a full-fledged online mode, and all the trappings you’d come to expect from a AAA blockbuster title, this $15 title aims to not only provide more content than your average console download, but to give consumers a level of quality you’d expect from a $60 game. 

Unfortunately for Blacklight: Tango Down, they don’t give awards out for having noble intentions. Read on for the review!

Blacklight: Tango Down (PC/PSN/XBLA [reviewed])
Developer: Zombie Studios
Publisher: Ignition Entertainment
Released: July 7, 2010 (XBLA), July 14, 2010 (PC), TBA (PSN) 
MSRP: 1200 Microsoft Points

You know how some good single-player first-person-shooters have really rushed and poorly designed multiplayer modes shoehorned in, just to fill some imaginary quota that dictates all games need to have multiplayer, even if it’s bad? Welcome to the world of Blacklight, a game based entirely on that premise. With no tangible story, no explanation for anything, and no semblance of coherence, Tango Down is the bad multiplayer aspect of a good single player game, only without the single player part. 

There is a mode possibly resembling a campaign, but to call it that is being generous. Designed for four-player co-op and not balanced for solo players in the least, the “Black Ops” portion of the game involves players taking on the AI in glorified multiplayer matches. With no adequate checkpoints, enemies that ambush you, and the player character’s ability to take only a handful of bullets before dying, it’s not long before one realizes that this “campaign” is nothing more than a collection of time wasting exercises. 

The Black Ops levels seem thrown in for no good reason and I gave up on them since co-op only works with invited friends and I don’t know people stupid enough to be playing Blacklight without a good excuse. Frankly, these levels are just for show anyway, since multiplayer is where it’s at.

Unfortunately, multiplayer is only marginally better. With characters that feel like they’re gliding instead of walking along the floor, a health bar that appears to be there just for show, and a set of maps seemingly designed entirely around the idea of spawn camping, Blacklight: Tango Down is pretty damn miserable at providing a decent online experience. 

Imagine a parody of Call of Duty, where spawn camping isn’t just the best way to win, it’s the only way to win. A game where victory is about luck and not skill, because players are dead after absorbing about three bullets and have no way to really fight each other because everyone’s apparently made of paper. Blacklight takes these frustrating problems to amazing new extremes, almost managing to impress in how terrible it’s made them. Players have 175 hit points and I literally don’t know why they’re there, because the health bar has no use. If you’re seen by an enemy, you’re dead. You have no option to escape, because the time between getting spotted and hitting the ground is less than a second. You could argue that it’s “realistic” but I argue that it’s “shit.”

It doesn’t help that the maps are absolutely dreadful, mostly designed to reward spawn campers and snipers and screw over anybody else. It’s not uncommon for one lucky team to “lay siege” to another team’s spawn area, sniping or ambushing any player unfortunate enough to leave the safe zone, which isn’t even all that safe since players can lob grenades over the wall or snipe from higher ground. 

To its credit, Blacklight features a robust customization feature which is expanded as players rank up throughout their multiplayer careers. Armor, equipment, and various weapons can all be customized. There are also some unique little toys, like the Digigrenade which causes a huge ball of pixelation to appear and disorient enemies. Unfortunately, however, the different weapons on display are all moot due to the aforementioned wafer-thin flesh of the brittle player characters. It doesn’t matter how powerful your weapon is when enemies die in one second flat with even the weakest guns. 

Presentation is pretty damn awful as well, with really cluttered, unhelpful menus that don’t really inform the player on anything. In the customization screens, there is no indication of where to go to find any of the new unlocks, and the weapon selection menus are messy and confusing. During the game, information appears in little black boxes that contain thin, grey, totally illegible text, so even when you do rank up and unlock something, you’ll have no idea what you won. 

If there’s one way in which Blacklight impresses, it’s with its graphics. For an XBLA title, one has to admit that Tango Down looks really quite good, with visuals that almost look convincingly retail. Of course, retail games do look better than this game, so the graphics really aren’t worth buying the game for.

The easily pleased or easily fooled might convince themselves that Blacklight: Tango Down is an excellent game, thanks to the smoke and mirrors put in place by the developers. After all, a fully-fledged first-person-shooter with impressive graphics on XBLA/PSN is pretty outstanding, and it is tempting to forgive the game’s issues due to the ambition on show. However, ambition and success are two entirely different things, and Blacklight just isn’t successful at anything, save for constant irritation. The game looks good and aims high, but the problem is it’s just not fun. At all. 

Score: 3.0 — Poor (3s went wrong somewhere along the line. The original idea might have promise, but in practice the game has failed. Threatens to be interesting sometimes, but rarely.)



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+ Street Fighter IV producer teases Comic Con announcement By Admin 11 July 2010 at 8:00 am and have No Comments

Street Fighter IV producer teases Comic Con announcement screenshot

EVO 2010 is in full effect, and Capcom fighting fans are all a buzz with positive energy. One of the world’s biggest Capcom fans actually work for Capcom. I’m talking about Ono-san, the producer of Super Street Fighter IV). He hasn’t been very effective at containing his excitement, which has led to a few loose tweets about an upcoming project that he thinks is bigger than Street Fighter IV.

He wont spill on if it’s an adventure game of a fighting game, (all he’ll tell us is that “we’re in for a real treat“), but he is alluding to the idea that he may announce something at this year’s Comic Con (”I can’t say announcement at EVO. Maybe, I’ll be able to speak new thing at Comic-Con !!“) He’s also re-pledged his allegiance to the Darkstalkers series, stating that a new Darkstalkers game “…is my lifework. I want to achieve it some time.

He’s ruled out the idea of Capcom Vs. SNK 3 (Personally, I hope for it. But I don’t have time“) or Mortal Kombat Vs. Street Fighter (”It’s slim to none), so I’m thinking this will be a whole new series, a Darkstalkers game, or some sort of new Vs. title. Tekken vs Street Fighter is one rumor that’s been floating around, and the producer of Marvel Vs. Capcom 3 told me himself that he’d like to make Nintendo Vs. Capcom. Hmmmm.

The suspense is killing me, Ono-san. Please don’t forget to announce something at Comic Con this year. I don’t care if all you announce is that love big butts (and you can not lie), but please, just announce something. And if you’re going to make a new Darkstalkers, get Paul Robertson involved. Please.

 

+ Fangamer delivering plenty of Chrono Trigger awesomeness By Admin 10 July 2010 at 8:00 pm and have No Comments

Fangamer delivering plenty of Chrono Trigger awesomeness screenshot

Fangamer sells a lot of great stuff, especially some impressively stylish gaming related t-shirts, but I am officially proclaiming their upcoming products as the bestest ever. They’ve put together the greatest collection of Chrono Trigger items I have ever seen. There are the obligatory t-shirts of greatness, but the Chrono Trigger bundle also comes with buttons, a keychain of great power and a Timewing schematics poster.

For the record I will now be creating a petition to include an image of these items next to the word epic in the dictionary.

But, you say, you really are looking for something that could be considered to be the greatest thing ever sold on the internet. For that I point you here. That is an Avarus figurine designed and made by the amazing Camille Young. Her work is so popular that Fangamer is doing pre-sales on an item for the first time. The statue will have a very limited run and cost you $66. Looks to be worth every penny to me.