Sunday, May 15, 2011

Lego Star Wars III: The Clone Wars Hands-On

Epic space battles made out of Lego pieces aren't limited to your imagination anymore.

 

Regardless of your feelings toward the movie Star Wars: Attack of the Clones, Lego Star Wars III: The Clone Wars at least picks up at a point where most of the awkward moments have passed and the fun begins--although it would have been funny to see how Traveller's Tales would have interpreted the famous "I don't like sand" scene. The game's storyline encompasses the events of the animated series Star Wars: The Clone Wars and takes the Lego games to the next step. The gameplay, the unlockables, and the goofy sense of humor are all intact, and The Clone Wars looks to be doing a great job capturing the sheer size and scale of the battles that are seen in the television series.

The game begins in the battle arena on Geonosis where Obi-Wan, Anakin, and Padme have been sentenced to death by giant ugly creatures. You'll find a way out of this mess, however, by using the Force if you're playing as a Jedi or using Padme's blaster/grappling hook/whip combo. Mace Windu eventually shows up to help and provide lightsabers, and you'll immediately see just how chaotic these scenes can get when there are dozens of droids coming from all directions and an acklay trying to spear you with its enormous claw. Keep an eye out for blue Republic symbols on the ground when you fight as a Jedi, because they let you execute some cool moves that you normally wouldn't be able to do. There's also the ability to use the remote to aim and toss your lightsaber at an enemy from across the screen, and you can now use the Force to pick up super battle droids and use them to your advantage. Motion control is obviously limited to the Wii version of the game, but there is the option to play without the waggling. However, you will do more damage and earn more studs (Lego currency) by swinging the remote instead of mashing buttons.

Other than the grand scale and size of the areas, one new addition is the scene swap, where you'll have two characters or groups of characters playing in completely different locations. This is meant to mimic the scenes in Star Wars where the group members break off into separate missions but will eventually all meet again. By holding the C button down, you can jump to another part of the story and play it from that angle. Like in the recent Lego games, the dynamic split-screen is included, but if you're playing alone in scene swap, you can see what your other character is doing in the top right corner of the screen. In our demo, for example, we started off with Ahsoka and Rex, who have infiltrated a secret bunker, and Obi-Wan is perched on a flying LAAT (low-altitude attack transport) outside. Once Ahsoka and Rex encountered two droidekas with impenetrable shields, we switched over to Obi-Wan and used his turret to take out shield generators that were defending the base. With the shields down, the Jedi was able to make his way into the bunker but had to solve a few more puzzles before reuniting with the others.

To give us an idea of how epic some of these Clone Wars battles can be, we checked out a ground battle as well as a space battle. What's great is that anyone who played with Legos as a child must have dreamed about having intense space battles with tons of ships flying all over the place but were likely limited to a few sets to play with (or maybe this was just me). The Clone Wars does an excellent job of placing all these multicolored building blocks together into an elaborate set piece that is much too large to actually build yourself (or just way too expensive). The ground battles have multiple barracks, tanks, walkers, and other vehicles that you've seen throughout the saga, and there's so much going on at all times in the background and all around you. When you're in space, you're dodging and weaving across multiple planes to make your way to Malevolence, General Grievous' massive ship.

Throughout the game you'll come across structures that require a specific weapon type to get past. Gold barracks or fencing can be destroyed only with a rapid-fire weapon, whereas a silver structure needs something a bit more explosive. Several puzzles that you encounter will require you to figure out which weapon or vehicle or even clone to swap to in order to move on. We were told that eventually you will be able to build your own barracks and determine what kind of army to build to take out the opposition. At this point we can only imagine what kind of team we could assemble. On top of the story mode, you can complete challenges (playing from either side) that are set in the 16 systems of The Clone Wars. Other than the controls and the visuals, the Wii version of the game is identical to its Xbox 360 and PlayStation 3 counterparts.

For any Lego Star Wars fan, this looks to be another great addition to the series that includes enhancements that were made in previous Lego games. Now that the backgrounds are more realistic, it feels as though your characters have been transported to the Star Wars universe for you to play with, and you have the freedom to interact with or destroy any Lego pieces. We don't have a set release date for you yet, but we were told to expect Lego Star Wars III: The Clone Wars to be released sometime in March.

Read and Post Comments | Get the full article at GameSpot


"Lego Star Wars III: The Clone Wars Hands-On" was posted by Sophia Tong on Fri, 14 Jan 2011 14:22:05 -0800

Source: http://www.gamespot.com/wii/action/lego-star-wars-iii-the-clone-wars/news/6286379/lego-star-wars-iii-the-clone-wars-hands-on

FC Twin GameSystem Game Wave Generation NEX Gizmondo

Another PSN Attack Imminent?

Sony's blog today assured us they are in the final stages of system restoration, but are hackers planning another attack?

PSN Still Down, Sony Short on Information

Sony's PlayStation Blog announced earlier today that they have "[begun] the final stages of internal testing of the new system, an important step towards restoring PlayStation Network and Qriocity services."

But according to an article on CNet, the same group that targeted Sony originally is planning another attack. "An observer of the Internet Relay Chat channel used by the hackers told CNET today that a third major attack is planned this weekend against Sony's Web site. The people involved plan to publicize all or some of the information they are able to copy from Sony's servers, which could include customer names, credit card numbers, and addresses."

The potential attack would be an important test of Sony's newly implemented security measures, but another security breach, especially one clearly telegraphed ahead of time, could be devastating to the already beleaguered brand.

Anonymous continues to claim non-involvement with the hack, writing in a letter published to the Internet: "While we are a distributed and decentralized group, our 'leadership' does not condone credit card theft."

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/6aeApai01vE/

PlayStation Portable PlayStation Portable Slim PlayStation Portable Lite PC Games PSP Go

Saturday, May 14, 2011

Analysis: Selling cheaper games for fun and profit

GamePro contributor Pete Davison covers the thorny issue of downloadable content supplanting "complete" boxed video game experiences.

Right now, new games typically go for $60 at release, with additional downloadable content available throughout the game's lifespan costing anywhere from 99 cents to $20. Purchasing a game at launch and then picking up all the DLC as it's released can get pretty expensive over time. This leads many consumers to accuse publishers of "nickel and diming" them, or at least being too lazy to finish a game before putting it on shelves.

Brian Farrell, CEO of publisher THQ, doesn't see DLC that way -- he sees DLC as the future. Back in early November, he announced to the BMO Capital Markets conference in New York that the company plans to experiment with an alternative pricing model. Beginning with the new MX vs. ATV title, he said, THQ will try releasing games at a lower initial price point and then providing DLC after launch at steady intervals.

We believe this model serves gamers in two critical ways: it allows us to deliver the boxed product to fans of the franchise earlier than in previous cycles, and it allows for tailored gaming experiences through 'a la carte' additional content. This means a lower initial cost and better value for gamers thanks to a more responsive business model. --Brian Farrell, THQ CEO

"It's clear that how people want to consume and pay for media, especially games, is changing," Farrell tells GamePro. "And in some cases, the $59.99 price point may be a barrier to entry."

It's a fair point. Who hasn't balked at the idea of paying $60 for a brand new game and promised themselves that they'll buy it when the price drops? But there are additional considerations these days, too; like, if a game includes multiplayer, will there still be an active online community by the time the price drops? For games without "Halo" or "Call of Duty" in the title, that's a valid concern.

To Farrell, it's not just about getting that initial install base in place, though. He believes it's about offering players some degree of choice and empowering them to choose the content they want to engage with.

"We know that how people are playing games and the way games are delivered are changing," he says. "So this is a way to deliver a customizable experience for the player in a brand new pricing model. It's all about what the gamer wants and how THQ can deliver a great gaming experience that suits each individual player through a highly modular content set."

Analysis: DLC and the future of boxed games

Screen from MX vs. ATV Reflex. Next game in the series is called 'Alive.'

Games like MX vs. ATV are an ideal fit for this kind of pricing model. The game structure is based around different modes and classes of vehicle, and so it is simple enough to add additional content to particular sections or modes, or even to create new parts of the game. Both player and publisher win in this instance: the publisher can develop a larger install base with the lower initial price point, while the player can "build" the game they want over time by picking which DLC suits their play style.

Buying DLC piecemeal, however, makes it hard to keep track of how much your game really "costs," particularly if there's a lot of it available. How much will it actually cost to get the "full" experience? Farrell's answer doesn't quite satisfy us.

"To be clear," he says, "the $39.99 price point does not mean that the boxed product will be a less than robust game. MX vs. ATV Alive will be an engaging, satisfying experience for any gamer and the best title in the franchise to date. Additionally, the total content to be offered well surpasses what would have been included in a $59.99 game."

Note that "total content offered" is not "content you have a right to being that you bought the boxed product." Sure, the total amount of DLC available for the new game may well be considerably more than what a developer can squeeze onto a disc, but how much will each piece cost? How much of the game will be included on the disc at launch? The questions build to the point where we ask ourselves if we even want DLC if it's just going to mean we're not getting a complete game with a $39.99 purchase.

The industry is adopting new models that can't be offered at traditional brick-and-mortar retailers. --Farrell

Some developers have a solution for getting a "complete" experience without shelling out for DLC in the form of "Ultimate Edition" releases. These games are typically bundles of the base game and all its DLC, plus patches. The only problem with these editions is how long you have to wait for them to come out -- sometimes you have to wait as long as a year (e.g. Mass Effect 2 for PS3).

"Some of [Alive's] DLC will be offered free, some will be charged for," continues Farrell. "We believe this model serves gamers in two critical ways: it allows us to deliver the boxed product to fans of the franchise earlier than in previous cycles, and it allows for tailored gaming experiences through 'a la carte' additional content. This means a lower initial cost and better value for gamers thanks to a more responsive business model."

Farrell promises that the retail version of the game will offer a "robust" experience for fans of the series. But he doesn't say what constitutes a "robust" product. We're not sure if his promised DLC falls into map pack territory (which actually adds new gameplay to the game) versus purely cosmetic content (which is largely useless from a gameplay perspective, however nice it looks) -- and how much each type of content will cost.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/b51Q6CeNIzg/

Pandora Phantom PlayStation 3 PlayStation 3 Slim PlayStation Portable

Cars 2 First Look Preview

We take Lightning McQueen for a spin around the tracks in Disney Interactive's game based on Pixar's animated film of the same name.

 

As far as film-to-video game adaptations go, those based on Pixar's animated works are on the more easily digestible end of the scale. With Pixar's Cars 2 set for release later this year, Disney Interactive has knocked up a colourful arcade driving game based on the film, for ages 5 and up. We recently had the chance to sit down with a small demo of a very early build of the game.

At this stage, all the cutscenes we saw were still in the early stages of development (read: slow-moving drawings), but even though this is not what the final game will look like, it added a light and cartoony feel to the whole demo. Little is known about the story so far, but it looks like it will closely follow that of the film. Because the main campaign is still being worked on, we were shown a few training missions from the start of the game, which are designed to get you acquainted with the different aspects of gameplay and the racing tracks in the game.

There's an underlying spy theme running through the whole game, and so our first training mission took place in spy school. After picking from a variety of characters (Lightning McQueen, Finn, Sarge, Mater, and so on), we were shown a basic training mission that involved learning the controls of the game--steering, doing jumps and tricks, drifting, boosting, and more. Completing the missions well earns you points, which fill up an experience meter that can be used to unlock new missions and car skins. The best part about this bit was hearing actor Michael Caine's voice giving curt, beautifully sarcastic instructions.

In the next part of the demo, we were shown a quick race, where Lightning McQueen demonstrated the kinds of moves you can expect in an arcade racer: drifting, boosting, double-boosting (which requires you to build up your boost meter and creates a bright orange glow around McQueen when used), and lots of car-related racetrack sounds (cars smashing into each other, gears shifting, and wheels braking).

McQueen can also do plenty of tricks: pressing up on the thumbstick will see him go up on two wheels, while pressing down will see him drive in reverse. He can also do air tricks and barrel rolls, which help to fill the boost meter while racing.

The final part of the demo was a race mode called Attack, in which you must race around a track and use various weapons lying around to defeat all the other cars in the race. There isn't a single boring weapon to be found for this purpose: rocket launchers, machine guns, things that shoot fire, things that explode…it's all there. You simply drive over a particular weapon throughout the race and use a handy targeting system to lock on to nearby cars before letting loose. Each car destroyed successfully earns you more time on the track and experience points. If you're so compelled, it is also possible to shoot in midair while doing a particular trick or flip.

Cars 2 is out on the Xbox 360, PlayStation 3, Nintendo Wii, and DS in June this year.

Read and Post Comments | Get the full article at GameSpot


"Cars 2 First Look Preview" was posted by Laura Parker on Mon, 18 Apr 2011 16:19:23 -0700

Source: http://www.gamespot.com/ps3/driving/cars2thevideogame/news/6308751/cars-2-first-look-preview

GameSystem Game Wave Generation NEX Gizmondo GP2X

Ubisoft Announces New Kinect Title PowerUp Heroes

Suit up your 360 Avatar and do battle with other superpower-slinging players in Ubisoft's new Kinect game.

Ubisoft Announces New Kinect Title PowerUp Heroes

If you're still looking for the original Kinect games among the sea of exercise suites and minigame collections, look no further than Ubisoft's PowerUp Heroes, a fighting game that has you playing as a variety of superheroes, swinging your arms in to pull off numerous superpowered attacks, from normal kicks and punches to more impressive feats of supernatural strength.

Super suits can be collected as you go on, which means that even though you play as your Avatar, you can still take on the role of many different heroes, who all have their own unique features, like the skeleton-summoning Necromancer. The one-on-one fights in PowerUp Heroes are viewed behind the shoulders of your characters, and you can also duel online.

Ubisoft has PowerUp Heroes slated for a June release. Although it seems geared for kids (groan-worthy trailer notwithstanding), the concept plays to the Kinect's strengths, letting you get active and imaginative.

Source: Joystiq; Ubisoft press release

Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/6GnfhuFy-Iw/

Phantom PlayStation 3 PlayStation 3 Slim PlayStation Portable PlayStation Portable Slim

TGS 2005: Tales of the Abyss Hands-On

We play this mobile companion to the PS2 game at Tokyo Game Show 2005.

TOKYO--Earlier at TGS 2005, we managed to check out Tales of the Abyss for the PlayStation 2, the latest entrant into Namco's classic Tales series. The companion to that game, if you live in Japan at least, is Tales of the Abyss: Adventure of Myu for mobile phones. Unlike all games bearing the Tales title, Adventure of Myu is not a role-playing game. In fact, on its own, it's not that compelling of a game at all. The reason for this is that the mobile version of Tales of Abyss is best thought of as an add-on to the PlayStation 2 game more than a game by itself.

The language barrier prevented us from getting the logistics on how this will work, but we were assured that the Adventures of Myu lets players trade information between their PlayStation 2s and mobile phones. Assuming all goes well, this will be the first game to ever do so. Taking full advantage of the benefits of mobile, Namco will facilitate a way for players to earn items and upgrades when out of the house, essentially taking their game on the go. In the game's three levels, players will be able to unlock weapons, potions, and up to 100 different items that they can then take over to their PlayStation 2 version of the game. However, the gameplay in Adventures of Myu is more like that of a traditional action platformer and not of the typical Tales RPG.

We ran around one of the levels with the cute little Myu, a rabbit-esque creature with excessively long ears. You can navigate in four directions, around environmental traps and through different screens and tunnels as you attempt to find items for the game. There are standard enemies that patrol an area that try to attack Myu, but given her fireball affront, enemies can be dispatched with pretty quickly.

On its own, Tales of the Abyss: Adventures of Myu is a little too simplistic to be considered either a worthy action game or a worthy platformer. However, it can be used as a way to unlock content for the PlayStation 2 game, which is a great use of mobile technology for gaming. Currently it's slated for a December 12 release in Japan, although no release has been scheduled for North America yet. We'll bring you more information as it becomes available.

Read and Post Comments | Get the full article at GameSpot


"TGS 2005: Tales of the Abyss Hands-On" was posted by Carrie Gouskos on Wed, 21 Sep 2005 17:02:05 -0700

Source: http://www.gamespot.com/mobile/rpg/talesoftheabyss/news/6134091/tgs-2005-tales-of-the-abyss-hands-on

GameSystem Game Wave Generation NEX Gizmondo GP2X

EA, Madden predict great things for Packers, Ravens

EA's official Madden NFL 11 simulation of the upcoming NFL season has the Green Bay Packers and the Baltimore Ravens building on their successes of a year ago.

Picked by a number of experts to win the NFC, the Madden sim has the Green Bay Packers finishing the regular season with a 12-4 record and MVP and Offensive Player of the Year honors for quarterback Aaron Rodgers.

Also tabbed by many NFL prognosticators as the top team in the AFC, the Ravens secure a 13-3 record behind a defense led by outside lineback Terrell Suggs (the Defensive Player of the Year). Madden predicts the Indianapolis Colts will tie the Ravens for the best record in the AFC, but Baltimore secures home-field advantage on the strength of its better divisional record. The Ravens' John Harbaugh, the brother of former NFL quarterback and current Stanford head coach Jim Harbaugh, receives Coach of the Year honors.

Last season, Madden was a little off in some its predictions. Madden tabbed the New England Patriots to dominate the AFC, with Tom Brady throwing for 4,500 yards and 47 touchdowns. While Brady threw for more than 4,300 yards, he had 19 fewer TDs (28) than Madden predicted – and it was the Indianapolis Colts, not the Pats, who dominated the AFC. Madden also predicted that the Philadelphia Eagles would rule the NFC roost. Instead, it was the New Orleans Saints who finished on top in the NFC -- and won the Super Bowl.

Division winners in the Madden sim include the New England Patriots, the San Diego Chargers, and the Colts in the AFC, with the New York Jets and the Houston Texans (finally) taking the wild-card slots.

The Minnesota Vikings tied the Packers with a 12-4 record, but since the Packers had a better NFC North record, the Vikings had to settle for a wild-card slot. The San Francisco 49ers return to the playoffs for the first time since 2003 by winning the NFC West. The Dallas Cowboys (NFC East) and New Orleans Saints (NFC South) also won their divisions. The Atlanta Falcons secured the final wild-card spot.

Read the October issue of GamePro (on newsstands now) and the November issue (available October 5) for more predictions on the NFL season from one of our Madden experts, Todd Zuniga.

Fantasy football players: Tight end Jermaine Gresham is likely available in your league (he's owned in 15.2 percent of ESPN leagues), and you may want to pick him up, as Madden predicts he'll be the Offensive Rookie of the Year. Cleveland Browns cornerback Joe Haden earns Defensive Rookie of the Year honors in the Madden sim.

Here's a look at other top offensive performers in the sim of the NFL 2010 season. GamePro assumes no responsibility for those of you that base your fantasy football teams on these predictions.

    Quarterback
  • Aaron Rodgers GB 4,639 yards, 36 TDs, 9 INTs
  • Matt Schaub HOU 4,592 yards, 35 TDs, 16 INTs
  • Peyton Manning IND 4,542 yards, 33 TDS, 8 INTs
  • Tom Brady NE 4,471 yards, 32 TDs, 14 INTs
  • Drew Brees NO 4,459 yards, 33 TDs, 12 INTs
  • Tony Romo DAL 4,357 yards, 29 TDs, 10 INTs
  • Donovan McNabb WAS 4,309 yards, 28 TDS, 13 INTs
  • Philip Rivers SD 4,303 yards, 29 TDs, 12 INTs
  • Eli Manning NYG 4,248 yards, 25 TDs, 14 INTs
  • Joe Flacco BAL 4,112 yards, 25 TDs, 12 INTs
    Running Back
  • Chris Johnson TEN 1,784 yards, 15 TDs
  • Steven Jackson STL 1,631 yards, 8 TDs
  • Adrian Peterson MIN 1,608 yards, 16 TDs
  • Maurice Jones-Drew JAX 1,459 yards, 13 TDs
  • Rashard Mendenhall PIT 1,403 yards, 9 TDs
  • Frank Gore SF 1,380 yards, 10 TDs
  • Ray Rice BAL 1,311 yards, 9 TDs
  • LeSean McCoy PHI 1,288 yards, 7 TDs
  • Jerome Harrison CLE 1,235 yards, 8 TDs
  • Jonathan Stewart CAR 1,192 yards, 12 TDs
    Wide Receiver
  • Andre Johnson HOU 104 recs, 1,541 yards, 12 TDs
  • Greg Jennings GB 102 recs, 1,438 yards, 13 TDs
  • Marques Colston NO 107 recs, 1,372 yards, 11 TDs
  • Randy Moss NE 91 recs, 1,324 yards, 15 TDs
  • Miles Austin DAL 88 recs, 1,323 yards, 10 TDs
  • Brandon Marshall MIA 105 recs, 1,290 yards, 11 TDs
  • Roddy White ATL 86 recs 1,257 yards, 8 TDs
  • Steve Smith CAR 98 recs, 1,213 yards, 7 TDs
  • Anquan Boldin BAL 96 recs, 1,179 yards, 8 TDs
  • Santana Moss WAS 85 recs, 1,174 yards, 9 TDs
    Tight End
  • Antonio Gates SD 102 recs, 1,179 yards, 11 TDs
  • Owen Daniels HOU 93 recs, 1,093 yards, 8 TDs
  • Vernon Davis SF 83 recs, 1,032 yards, 6 TDs
  • Dallas Clark IND 90 recs, 992 yards, 8 TDs
  • Jason Witten DAL 97 recs, 933 yards, 4 TDs
  • Jermaine Gresham CIN 72 recs, 930 yards, 7 TDs
  • Jermichael Finley GB 79 recs, 916 yards, 9 TDs
  • Tony Gonzalez ATL 81 recs, 882 yards, 7 TDs
  • Brent Celek PHI 79 recs, 881 yards, 6 TDs
  • Zach Miller OAK 75 recs, 841 yards, 3 TDs

Got any tips, corrections, or feedback? Contact GamePro's news team or follow the author of this story on on Twitter.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/Ig9K38LPd3k/

Space Invaders Wii Windows Mobile Games Xbox 360 Xbox 360 Slim