Saturday, April 30, 2011

Square Enix gives Lara her latest makeover in Tomb Raider reboot

Gaming's most famous heroine is getting another facelift in her next adventure, as Square Enix is redefining Lara Croft in her next game, simply titled "Tomb Raider."

This has been a tumultuous generation for the female adventurer Lara Croft. Never mind the fact that her franchise has been usurped by Nathan Drake and the Uncharted franchise--her previous two games (Tomb Raider: Underworld & Lara Croft and the Guardian of Light) have rebuilt the heroine and her universe, respectively.

This morning brought news of Lara Croft's next reinvention, as Game Informer revealed that the adventurer will be reinvented in her next game. Telling readers "Forget what you know about Lara Croft. As of today, all that is changing," Game Informer is promising additional details in the coming weeks, but has revealed a few tidbits today, including the continued development from Crystal Dynamics and the fact that the game will be an origin story filled with "physical and emotional trauma."

Just once, it'd be nice to have an origin story that doesn't involve trauma. Below are the first images from Game Informer for Tomb Raider.

Square Enix rebooting Tomb Raider
Square Enix rebooting Tomb Raider

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PAX East 2011 ? Day 3: Cosplay Hats and Masks

A look at the hats and masks (both worn and held) that cosplayers use to transform themselves into their favorite characters.

PAX East 2011 – Day 3: Cosplay Hats and Masks
PAX East 2011 – Day 3: Cosplay Hats and Masks
PAX East 2011 – Day 3: Cosplay Hats and Masks
PAX East 2011 – Day 3: Cosplay Hats and Masks

Brian Taylor is a freelance photographer and writer. See more of his work at his website or follow him via his Twitter page.

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Overlooked: the stories you may have missed on 11/22

While we brought you the biggest and best news stories from yesterday, a few news bits regarding Dance Central DLC and the end of Halo Wars managed to slip through the cracks. Here, we give them the proper respect by making snarky comments about them.

11/22--Happy birthday, Xbox

Sony Russia Claims BioWare Reveal Is Mass Effect 3

The overlooked stories from November 22, 2010

AJ: Apparently, this PlayStation Russia Tweet revealed what we already pretty much knew--that we're going to learn a bit about Mass Effect 3 soon.

Dave: In Soviet Russia, Twitter leaks you!

Castlevania: Lords of Shadow Ships 1 Million Across U.S. And Europe
AJ: Castlevania shipped a million. Wow... how did that happen?!

Dave: Well, it's really a boring story featuring boxes, trucks, and forklifts. Mix the three, and one million copies have been shipped.

AJ: Don't be smart...

Halo Wars site closing, leaderboards getting killed
Dave: Microsoft is euthanizing Halo Wars next month.

Andy: Alternate headline--Halo Wars site shutdown reminds people that Halo Wars came out. ZING!

Word Up: it's Dance Central DLC

Will: Whoomp, here's some Dance Central DLC.

Dave: I've been holding out on Dance Central for long enough. Whoomp There It Is is the Kinect's killer app.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/zXq6Nnl5MLg/

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UK pressure group Gamers' Voice tackles violent video games debate

Gamers' Voice, an independent pressure group from the UK, has criticized an opinionated TV show for its blasé attitude towards the violent video games debate.

Gamers' Voice tackles violent video games debate

On Thursday April 14, UK national TV station Channel 5 showed an episode of its topical discussion show The Wright Stuff which discussed the supposed causal link between video games and violent behavior. The case study the show used was 22 year old Leon Dunkley's murder of a number of customers in a London pizza parlor with a submachine gun.

According to Gamers' Voice, The Wright Stuff went straight for video games as a cause of the tragedy rather than considering alternatives such as gang culture. The group also objected to the show playing footage from an 18-rated game at 10:30am. It is illegal to supply 18-rated material to underage customers in the UK, unlike ESRB ratings. 18-rated material is also not allowed to be shown on TV before 10pm due to UK watershed rules -- so The Wright Stuff may have been breaking the law by showing footage from Modern Warfare 2's infamous No Russian level.

Gamers' Voice also criticized CVG's response to the episode, branding it "resorting to somewhat playground humor" and arguing that "gamers have to show that they are level headed and can fight for themselves eloquently and intellectually."

Gamers' Voice has decided to write to Channel 5 and the production company behind the TV show to complain about the unbalanced content, and also about the fact that an 18-rated game was exhibited on TV -- possibly illegally -- at 10:30 in the morning. You can read the group's full statement here.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/zWuep-oMO4Y/

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Top Story: Ubisoft announces Rocksmith, the "real guitar" game

This morning's Top Story is the news that Ubisoft is keen to prove with its upcoming title Rocksmith that the music game genre is far from dead.

Ubisoft's Rocksmith, coming later this year for 360, PS3 and PC, promises to "revolutionize" the music game genre. It'll apparently do this thanks to its ability to use any real electric guitar featuring a standard quarter-inch jack as a controller, rather than requiring specialist hardware designed specifically for the game.

Features of the new title include gameplay that automatically adjusts to the player's skill level, and a design which apparently makes reading music "visually fun and intuitive." Not much in the way of actual game footage has been revealed thus far, but this statement perhaps means we can expect something a little different from the typical Guitar Hero/Rock Band note highways. Perhaps something a little closer to traditional guitar tablature?

The game promises a sizeable library of music from artists as diverse as The Animals, The Black Keys, David Bowie, Interpol, Nirvana and The Rolling Stones. It's probably fair to assume there will also be a sizeable library of DLC available for the game, too.

"Rocksmith is the most authentic and addictive music game ever created," said Geoffroy Sardin, Chief Marketing and Sales Officer at Ubisoft EMEA. "Whether a beginner or a seasoned guitarist, players can progress at their own speed and walk away from the game with the ability to play songs by memory. Rocksmith is the only video game that gets players stage-ready."

A bold claim indeed, and one which some players are claiming Rock Band 3's Pro Mode already takes care of. Will Rocksmith provide a different experience to the well-established titles in the rapidly-stagnating music game genre? Is there a place for it in a world where one of the most popular music franchises -- Guitar Hero -- has died out?

We'll find out in the fall of this year. In the meantime, find out more on the game's official site and Facebook Page.

STAT CHECK -- 8:30AM PST, Mar. 16, 2011
Chances You Saw This Story: 70%
Calculated by number of times we saw it divided by the number of sites we visited today.
GamePro Forum Views: 280
GamePro Comments: 3

Top Story is an analysis of a topic that seems to be on everybody's mind for the day -- it could be the most important story in our industry, or it could be a dumb story that got a ton of comments. You, the reader, vote with your attention by viewing and commenting on stories in our News Flash section.

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Overlooked: the stories you may have missed on 11/23

Yesterday's news cycle was filled with Black Friday updates, but we were unable to report on oddities like new Pokemon Thanksgiving parade balloons and a Kinect hacked to detect breasts. Read more about them here.

11/23--T-minus two days until the madness

"Angry Birds" + Evil Pigs + Peace Treaty = Destruction

Dave: It's truly sad to think that true peace may never be achieved between birds and pigs. Sad, but fun.

Poker Night at the Inventory released today
Dave: The new best Poker game of all time is now available.

Will: I'm all in... with anticipation.

Two Black and White Pokemon to join Pikachu in Macy's Thanksgiving Day Parade
AJ: Reshiram and Zekron....? I'm at a loss for words.

Dave: You may have never heard of these new Pokemon, but McKinley has already booked his flight to NY.

Kinect Hacked To Track Breasts, Or At Least Man-Boobs

AJ: Sometimes system hackers do great deeds. Other times, they do things like this...

Dave: I can never listen to Donna Summer's "Hot Stuff" again without thinking of this guy and his many digital bras.

Front page image courtesy of The Tanooki.

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Friday, April 29, 2011

TGS 2005: Ys IV: Mask of the Sun Hands-On

We get our hands on this port of the Super Famicom game at TGS 2005.

TOKYO--Ys IV: Mask of the Sun was originally a Super Famicom game that never saw a release outside of Japan. The port of Mask of the Sun to mobile might suffer the same fate, as there has been no release date, as of yet, scheduled for any other territory. It's too bad, particularly because the Ys franchise is quite popular in Japan, and would probably succeed, at least given its cult popularity, elsewhere. However, aside from the recent Ys VI: Ark of Napishtim, Ys games have not been translated to other regions in quite a long time. For this reason, you might not know that the hero of Mask of Sun, the red-haired Adol Christian, is the protagonist of all the Ys games. Fortunately, you don't need to be familiar with the story to appreciate each individual entry into the series.

We ran around the town and engaged in a few battles with young Adol, and we can report that the game feels very good on the mobile platform. Although the game isn't as smooth as its SNES predecessor, the discrepancy is only noticeable if you directly compare the two, as the mobile version still controls well, especially given the natural difficulties of implementing console-based control schemes on cell phones. It looks good, too--an excellent translation of Ys' artistry into a more limited format. Although the story and appearance of the game are different from other RPGs, the gameplay is traditional in many respects. The objective is to engage in battles, gain experience, progress the story, and continually upgrade your armor and equipment. There are three slots to choose from in Mask of the Sun: one for your weapon, another for shield, and one for armor. In towns, you interact with other characters and spend time in shops.

Ys: Mask of the Sun is a good port of an interesting game that may not revolutionize RPG mechanics, but is a worthy representation of the genre nonetheless. We hope to get the good news that this game will see a North America release, but given the amount of localization that would be necessary, it might not be possible. We'll provide more information on Ys IV: Mask of the Sun as it is made available.

Read and Post Comments | Get the full article at GameSpot


"TGS 2005: Ys IV: Mask of the Sun Hands-On" was posted by Carrie Gouskos on Wed, 21 Sep 2005 16:59:58 -0700

Source: http://www.gamespot.com/mobile/rpg/ysivmaskofthesun/news.html?sid=6134089

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Analysis: Anatomy of an alternate-reality game

We hacked the Portal 2 BBS and tracked Meltzer's kidnapped daughter to Rapture without touching a video game console. Alternate-reality games (ARG) have become more sophisticated in the last few years, and now it seems every major release comes with an extra mystery to solve. What makes these games so popular? Who plays them, and why do developers sink so much time and effort into a free product?

Alternate-reality games have come a long way since the ill-fated 2001 launch of EA's Majestic, an interactive game that contacted subscribers via phone, email, and instant message to make a fictional conspiracy come alive. Majestic was the first commercial ARG, a game played in real-time across multiple forms of media. That ARG was a commercial failure - EA shut the game down after recouping less than a tenth of the $10 million development cost - but today the format flourishes as a marketing tool. To find out why, GamePro talked to a few game designers about what makes ARG marketing campaigns so effective and whether their popularity suggests a growing trend or just a passing fad.

Analysis: Anatomy of an alternate-reality game

The menu screen for EA's early ARG, Majestic

"This is not a gimmick or a passing fad," says Jim Stewartson, president and cofounder of Fourth Wall Studios. The guys at Fourth Wall helped design a number of successful ARG campaigns - including the ilovebees promotion for Halo 2's release. And while none of the publishers we contacted were willing to share actual sales data, Stewartson assures GamePro that promotional ARGs are a very effective -- and profitable -- method of getting players hyped about a game because they demand audience participation.

The Why

"Gamers are perceptive, and they get defensive when it comes to traditional marketing," says Tom Bass, marketing director at 2K Games. "Nowadays, we can't just film a TV spot and call it a night."

Even if they did, the advent of DVR devices, Netflix streaming, and sophisticated ad-blocking software enables consumers to eliminate traditional advertising from their daily life. Elizabeth Tobey, community manager at 2K Games, explains that video-game marketing is a unique challenge because traditional media cannot convey intangible qualities such as the atmosphere or narrative tone of a game environment.

"For BioShock 2, we needed a way to attract players and get them excited about Rapture without revealing the plot," she says.

Enter the ARG, a participatory publicity stunt so subtle that many players never realize the puzzles they're solving stem from a retail product. Sometimes, the puppetmasters don't realize it, either. "It's not really marketing anymore," says Stewartson. "What it really is -- if it's done right -- is extra content for the audience."

Analysis: Anatomy of an alternate-reality game

BioShock 2's ARG included many clues and events that were viewable in public

The Who

These ARGs are still new enough that nobody quite knows who the audience is. When a marketing campaign is developed for a popular video-game franchise like Portal or Halo, the target audience is typically divided into two groups: returning fans rabid for fresh content, and newcomers who may know nothing about Aperture Science or Master Chief. Direct marketing like TV spots or magazines ads risk favoring one group over the other, but ARG clues are often sprinkled evenly across multiple forms of media. This method of marketing a game release with comic books or viral videos in lieu of advertising is becoming popular because developers can attract new players while simultaneously rewarding fans with extra content.

It's clear that ARGs appeal to companies seeking to attract a broad audience, and once word spreads of a particularly clever or daunting mystery, a third segment of the market emerges: the hardcore ARG player. They are a publicist's best friend and a developer's worst nightmare, because they'll effortlessly assemble into a global network capable of solving even the most complex puzzle. Consider the Cloudmakers, a team of more than 7,500 amateur cryptographers worldwide who spent the three months leading up to the film A.I.'s debut working together to expose a fictional conspiracy. The group garnered national media attention for translating clues in obscure Indian dialects, cracking musical codes, and generally pushing developers like Stewartson to create an interactive mystery challenging enough to last until the movie's release.

"The arrival of hardcore ARG players turns a transmedia campaign into a serious spectator sport," says Andrea Phillips, an independent ARG designer and former Cloudmaker. "A very wide audience is attracted by the accomplishments of a few hardcore players. We're seeing an explosion in ARG popularity because a clever game can potentially attract millions of fans for less than it costs to produce a prime-time TV spot."

The How (Much)

The potential profit margin on ARG marketing is so promising that even companies like NBC, Warner Brothers, and Audi USA are creating ARGs to sell new products. In 2005, Audi launched "The Art of the H3ist" to market the Audi A3 by encouraging players to seek out six locked cars containing coded plans for a fictional museum heist. According to statistics compiled by cross-media specialist Christy Dena from Audi's published results, "The Art of the H3ist" generated a 73 percent increase in online purchase activity over previous marketing campaigns and boasted "the most qualified online-ad generated audience of any Audi car launch." The cost of producing and running the game was nearly $4 million, but with over a thousand launch vehicles sold -- at roughly $27,000 apiece -- it's easy to understand the appeal of what Stewartson calls "the future of participatory marketing."

Since most ARGs don't actually sell products, it's difficult for analysts to quantify how audience participation translates into units sold. Consequently, many experts believe the ARG as we now know it -- a marketing gimmick -- will die once the novelty wears off.

"The ARG as a pure marketing tool won't last forever, but the ARG as a full-bodied piece of entertainment is here to stay," says Phillips. In her opinion, the future of ARG development lies in offering game developers the tools to flesh out a story across multiple media formats without overly complicating the original game.

The Future

Consider Portal's use of contextual story clues sprinkled throughout the game environment: The player's free to spend as much or as little time as they want searching the Aperture Science facility for clues to their imprisonment, allowing everyone to find the perfect balance between solving puzzles and uncovering the story. Phillips fantasizes about a future Portal game that you can play even when you're away from your console. For example, by investigating the Aperture Science website or joining the GLaDOS Liberation Society on Facebook future players might learn more about the Portal universe and even change how the story unfolds.

Analysis: Anatomy of an alternate-reality game

Portal 2's announcement ARG began with an extended ending, and continued on stage at the 2010 Game Developer's Choice Awards.

GamePro contacted Valve Software for comment on the recent success of the Portal 2 promotional ARG, and Portal 2 Project Manager Erik Johnson tells us the Portal update was never meant to be a marketing tool.

"We don't really see a clear line between marketing the product versus building the game experience," says Johnson. "We want to build an entertaining experience whenever we interact with our community, not just when we release the final product."

For Johnson, the future of ARG design is all about community involvement: "The next step for us is to allow the experience to go both ways, where the actions of the community will have more of a direct effect on either the activity before the game is launched, or the game itself."

Perhaps Phillips is right in predicting a future where games shatter the fourth wall ("I'd really like to kidnap a player," she once confided during an Escapist interview), but given the apparent success of transmedia marketing, it seems inevitable that contemporary ARG design will continue to center around pushing product, at least until more developers grow comfortable communicating with players outside of the game.

"Entertainment is rapidly changing toward having a partnership with your community rather than hurling tiny bits of information from on high," says Johnson. "We feel like the return on entertaining a bunch of fans is incredibly high. If we succeeded in that, then everything else will work out fine."

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/dJJSY7Yf618/

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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

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FTC undercover shopper survey shows ESRB ratings well enforced

A Federal Trade Commission undercover shopper survey found that game retailers are among the strictest enforcers of age ratings.

FTC survey shows ESRB ratings well enforced

According to a report released yesterday by the Federal Trade Commission, video game retailers are the most "vigorous" enforcers of age and content ratings in the entertainment industry, while music CD retailers are by far the most lax.

The FTC recruited a number of unaccompanied 13 to 16 year olds and asked them to attempt to purchase R-rated movie tickets, R-rated DVDs, unrated DVDs of movies that were R-rated in theaters, music CDs with Parental Advisory labels and M-rated video games. The teens attempted to purchase these products from national and regional chain stores and theaters across the US.

Just 13% of underage shoppers (from a total of 278 shops surveyed) were allowed to purchase M-rated games, with Walmart being the most lax on rating enforcement, while GameStop and Target were the strictest. This is a huge decrease from a similar survey conducted in 2000, where approximately 85% of underage shoppers were able to purchase M-rated titles. The figure has steadily declined over the last ten years.

By contrast, 64% of the teens in the survey were able to purchase music CDs featuring Parental Advisory labels, 38% were allowed to purchase R-rated DVDs, 47% to pick up unrated DVDs and 33% were let into R-rated movies unaccompanied.

ESRB ratings are technically voluntary, but most retailers will not stock unrated games, and the console manufacturers will not license unrated titles for their systems.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/EFEVHb4mB2Y/

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Thursday, April 28, 2011

Lord of the Rings: War in the North Hands-On Preview

We traipse through the snow in search of hidden treasure and orc guts with Warner Bros' new take on this unseen war.

 

Get the full article at GameSpot


"Lord of the Rings: War in the North Hands-On Preview" was posted by Dan Chiappini on Wed, 06 Apr 2011 23:02:16 -0700

Source: http://www.gamespot.com/pc/rpg/thelordoftheringswarinthenorth/news.html?sid=6307363

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The Next Generation Portable: Under the Hood

Not only is it real, but GamePro got some face time with Sony's sleek new handheld. We take a look at what makes the Next Generation Portable tick, and how it stacks up against the PSP.

You've watched the liveblogs, you've seen the press shots -- now, let's get into the nitty-gritty details of what's under the Next Generation Portable's hood:

  • Operates with a ARM Cortex-A9 4 core CPU
  • Approximately 182.0mm width x 18.6mm height x 83.5mm depth (the original PSP is around 170mm x 74mm x 23mm)
  • 5 inch/16:9 OLED multi touch-screen display, at 960px x 544px (the original PSP has a 4.3/16:9 TFT LCD display, at 480px x 272px)
  • Multi touch-pad on the device's rear
  • Built in microphone, with dual front/rear cameras
  • Six-Axis motion sensing technology, gyroscope, accelerometer, electronic compass
  • Built-in GPS system, Wi-Fi location service support
  • Face buttons, shoulder buttons, PlayStation button, directional pad, and dual analog sticks (emphasis on the "sticks" -- these aren't nubs)
  • 3G mobile network connectivity, IEEE 802.11b/g/n Wi-Fi, Bluetooth 2.1+ EDR compatibility
  • New flash memory based game media (the PSP uses Universal Media Discs -- or UMDs)
The Next Generation Portable: Under the Hood

My take: I was fortunate enough to get a bit of hands-on time with the device behind closed doors, and I have to say -- whatever lofty expectations my jet-lagged brain had concocted during the press conference, they were completely blown away once I got the sleek, slick, and sturdy device between my thumbs. Tomb raider and gunslinger extraordinaire Nathan Drake handles just as he does in his console iterations, and while I won't immediately give up the face buttons and analog sticks to use the NGP's rear touch pads to climb vines, or the gyroscope technology to headshot baddies with the Dragon sniper rifle, each of the device's flourishes were implemented expertly and accurately. I had no trouble vaulting over fallen logs by sliding my finger on the touch-screen, and I was even able to get a glimpse at the device's augmented reality feature late in the demo, tilting the device to examine Drake's stunning surroundings in real-time -- and even snapping a few pics.

I also got a few minutes of hands-on with Little Deviants, where I was really able to test the rear touch-pad's mettle. More than anything, I was surprised at how incredibly responsive it was -- tapping the touch-pad instantly augmented the on-screen environment, creating an incredibly cool experience that I'm anxious to see explored in a full retail release. I also tried pinching the front and rear touch-pads at the same time, stretching the Deviants' landscape and sling-shotting the critters across the screen as soon as I let go.

Admittedly, my time with the NGP was short, but it was more than enough to get a feel for the device's impressive potential. The touch-pad, gyroscope, and Six-Axis tech all impress even at this early state, and the dual analog sticks really help establish the console experience Sony's aiming for. It's early days yet, but I'm already anxiously awaiting what we'll see from Sony and the NGP come E3.

Source: http://feedproxy.google.com/~r/GameProVideoGameAnnouncementNews/~3/S28MG6m82VI/

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Donkey Kong Country Returns Hands-On - Going Cross-Country

We monkey around a generous portion of Donkey Kong's latest adventure.

     

Our previous look at Donkey Kong Country Returns featured only a small selection of levels, demonstrating some of the new tricks at your disposal, but at a recent event, we were fortunate enough to get a much bigger look at the brand-new world Donkey and Diddy inhabit. First, we took some time to get reacquainted with the controls. There are actually two control methods available in Donkey Kong Country Returns. You can select the nunchuk and Wii remote combination or just use the sideways Wii remote configuration used in games like Kirby's Epic Yarn.

Most of Donkey Kong's moves should be immediately familiar to fans of previous Donkey Kong Country games. He has a regular jump that he can use to cross gaps, as well as a ground pound where he slaps his mighty ape palms to the ground, which can either stun enemies or cause them to flop over on their backs. It also can open hidden areas and trigger switches that cause additional platforms or items to appear from the background. Additionally, DK has a roll move that's not only useful for extending his jumps beyond his normal range, but can also be used against enemies. If you have both Donkey and Diddy at your disposal, then you can perform an even stronger rolling move where Diddy rides Donkey Kong like he's some sort of hairy barrel. This roll is very useful later in the game when it's the only attack in your arsenal capable of knocking down one of the larger bosses in the game. Also, when Diddy is safely attached to Donkey Kong, the two can hover after a jump thanks to Diddy's coconut rocket pack, but you still have to be quick about your jumps because the hover lasts for only a few seconds. And finally, Donkey Kong can blow air onto objects, such as dandelions, or even onto enemies engulfed in fire to cool them down.

We got to play around in five areas in Donkey Kong Country Returns--the jungle, beach, ruins, forest, and caves. Each of these areas contains several levels where the theme factors into what types of obstacles Donkey and Diddy Kong face. The jungle zone--the game's starting area--gives a good introduction to the types of enemies you'll face over the course of the game and the platforming involved, but the following area--the beach--really opens up the gameplay and shows how the environment plays a big role. For example, in the beach area, there's a level where Donkey Kong has to move across the sand while a succession of enormous waves bombard the shore. The only way to do this is to stand behind walls (some of which eventually break under the weight of the waves) or to crouch behind stones that are just large enough to shelter Donkey and Diddy from the swells. Likewise, another beach level features an angry octopus that slaps his spiked tentacles into your path. You have to watch out for them not only while you're running, but while you're climbing on designated patches of vegetation as well.

The beach levels deliver the first taste of the rocket barrel sections of the game. At certain points in a level, Diddy and Donkey have to jump into a barrel that propels itself across the level, and the only way you can control it is by rapidly pressing a button to give it some more juice, lifting it higher into the sky. If you don…t press anything, then it drops steadily to the ground. Moreover, not only are you trying not to crash, but you have to do so while avoiding airborne enemies or projectiles being fired by ships in the background. It's more difficult than it sounds, particularly in later levels when there are more enemies and other things to avoid.

Other dangers await in Donkey Kong Country Returns. In the ruins, Donkey and Diddy have to work their way across crumbling platforms and spiked pits. In certain levels, the duo can enlist the help of Rambi the Rhino, who can not only plow through enemies with relative ease, but he can also smash through walls to find hidden areas and even walk across and destroy the aforementioned spikes. Meanwhile the forest area levels have their own set of pitfalls, such as a series of hippos propped delicately on a series of poles. If you jump on these hippos repeatedly, then you slowly drive the pole down before it (and the hippo) careens into the pit. Finally, in many of the cave area levels, you have to carefully navigate a series of gigantic flora and fauna as they bounce you from platform to platform.

Needless to say, the game will put your platforming skills to the test. In fact, It's early on in the beach area is where it becomes pretty clear that Donkey Kong Country Returns seems like it's going to offer a healthy challenge. There were quite a few sections where we died a few times--particularly an area where a ship is continually bombarding the shore with cannonballs--before figuring out the proper timing to move on. Indeed, even the few boss battles involve more than just stomping on some creature's head. Sometimes they require a specific technique and timing that aren't apparent off the bat. Still, it doesn't seem like you're ever in danger of losing all of your lives, because the game gives you plenty of opportunities to find extra life balloons or purchase them from Kranky Kong (you can also purchase keys to open previous locked levels), but the challenge remains nonetheless. Plus, most of the taxing aspects of the original game remain in Donkey Kong Country Returns, including mine cart levels as well as the ever-so-popular barrel blast sections where you have to carefully time your movement from one barrel to the next to avoid certain death.

With that in mind, a feature of cooperative play suddenly makes more sense. While two players can separately play as Donkey Kong or Diddy Kong, you can actually make Diddy cling onto Donkey Kong (as he does in the single-player game) if you're coming across a part where one player can't quite keep in step with the other. At any rate, we're excited to see what other challenges await when Donkey Kong Country Returns comes out on November 21.

Read and Post Comments | Get the full article at GameSpot


"Donkey Kong Country Returns Hands-On - Going Cross-Country" was posted by Giancarlo Varanini on Thu, 28 Oct 2010 10:02:05 -0700

Source: http://www.gamespot.com/wii/action/donkeykongcountryreturns/news.html?sid=6283155

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Overlooked: the stories you may have missed on 12/7

A few bizarre bits of news dropped yesterday, including a program highlighting game addiction and a study revealing healthy eating habits. Read more about them here.

12/7--Cataclysm begins...

Spector defends Epic Mickey camera

The overlooked stories from December 7, 2010

Dave: Kudos to Warren Spector for admitting his game's faults. Perhaps he could bring the game to a few platforms that are better suited for camera-intensive platformers? I'm talking about the PS3 and Xbox 360 here, by the way...

Editorial: Panorama – Addicted To Games?
AJ: The BBC "documentary" on video game addiction turned out to be full of it. Surprise, surprise.

Dave: Rock, Paper, Shotgun's very in-depth dissection of the special provides a different insight into game addition. A great read, I must say.

Video games get kids to eat more veg, fruit: study
AJ: According to a recent study, certain games were able to convince gamers to start eating healthier. Unfortunately, none of them are the kind you'd find on the NPD.

Dave: That's nothing that a little subliminal advertising won't fix.

It's Like Super Mario Bros, But With A Condom

Will: And now, a Mega Man-inspired cartoon about safe sex.

Dave: I'm not sure a video encouraging running around in the nude, wearing condoms found outside, and seeking out STDs when protected is quite the right message to be sending.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/Oc8uvCva38o/

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Inversion Updated Hands-On Preview - The Highs and Lows of Gravity

We discover that sometimes up is down and down is up in this gravity-defying shooter from developer Saber Interactive.

     

In most games, gravity is not your friend. How many times have you attempted a jump that looked easy, only to come up short and fall to your doom? You can blame gravity for that; it's a constant nuisance that keeps us from flying off into space, but not much else. Developer Saber Interactive (creator of TimeShift) has finally had enough and is looking to put gravity to work for us in its upcoming third-person shooter, Inversion. In it, you take on the role of Davis Russel, a husband, father, and cop destined to save the world from an alien aggressor. We recently got to see this game in action and get our hands on all of its gravity-bending mayhem.

At the heart of Inversion lies the gravlink device, a machine with the power to bend the forces of gravity to your will. Our demonstration began with a hands-off portion where the main character, Russel, and his partner, Leo Delgado, had already commandeered a few of these alien machines for themselves. We were then introduced to the basics of ducking into, out of, and firing from cover. Anyone familiar with today's numerous cover-based shooters should find themselves right at home here.

The game started getting interesting when Russel fired up the gravlink and put it through its paces. The device has two settings, depending on whether you want high or low gravity. Using the low-gravity setting, our character launched what looked like a gravity grenade at an enemy behind cover. The resulting blast sent the cowering foe into the air to float alongside some rocks and other debris. He could still fire his weapon, but it didn't do him much good when our character used the device's other feature to call over a rocklike a magnet and then launch it back at the enemy's face.

After fighting his way though numerous bombed-out buildings, our character emerged atop a ruined highway that was crawling with enemies. The firefight started out as you'd expect, and then the singularity event hit. Everyone--friend and foe alike--was lifted into the air as the gravity began to shift from one place to another. Our character exchanged a few midair volleys of fire with enemies before being dropped back to the ground, which was now the side of a building. Now, he was fighting horizontally, ducking behind neon signs and skipping over broken windows.

Once the rest of the initial forces had been mopped up, reinforcements arrived. However, they were outside of the singularity event and had to fire diagonally upward to reach our character. It was a bizarre sight to look across at what was once the floor and watch the fight play out. And, as if that doesn't boggle the mind enough, we were then told that in later sections, the gravity gets so messed up that enemies might be fighting at you from any and all directions. Thus, the very idea of up and down is completely lost.

Once the highway fight concluded, the developers skipped ahead for us to go hands-on with another part of the game. This area put us right in the enemy's backyard, which was less of a yard and more of a massive, underground cavern. To help even the odds, we were given access to the gravlink's high-gravity setting. With this new ability, we could stop enemies in their tracks and leave them paralyzed under their own weight. We also had access to the shockwave, a burst attack that used up a great deal of the gravlink's power to devastating effect.

In the first of two firefights we played through, we discovered that some enemies came equipped with a shield that protected them from our gunfire. To quickly dispatch these nuisances, we had to switch back to low gravity and pop them into the air. From here, had a few fiendish options: toss our enemy's body into a pit of magma, smash him with a rock, or execute him with a gruesome melee finisher. Naturally, we went with the latter. On the other hand, high gravity was great for locking down stronger, deadlier targets. This gave us time to take out all the lesser enemies before giving them our full attention. The second battle took place right around the corner near what appeared to be a mining station. Because the station was made of flimsy wood, we got our first real chance to see the game's physics, powered by Havok's Destruction engine, in action. Once the bullets and boulders started flying, sections of the station began collapse and crushed those foolish enough to stand beneath them. Then, swarms of nimble enemies armed with knives and pipes came out of nowhere and rushed our position. However, with one blast of high gravity, they instantly stopped their screeching and dropped to their knees under their own weight. With grim satisfaction, we strolled past the kneeling foes and dispatched them one at a time with blasts from our shotgun.

Toward the end of our demo, we caught a glimpse of a zero-gravity area. With the game's constant switching of gravitational forces, we couldn't help but be reminded of Mario Galaxy--albeit a much more violent version. And while the game is set to support both local and online cooperative play, Saber Interactive was tight lipped on any other multiplayer modes. Inversion has some genuinely clever ideas that turn first-person shooters upside-down. But the game still has a ways to go before reaching its release date of February 7, 2012, on the Xbox 360 and PlayStation 3.

Read and Post Comments | Get the full article at GameSpot


"Inversion Updated Hands-On Preview - The Highs and Lows of Gravity" was posted by Maxwell McGee on Thu, 14 Apr 2011 09:00:00 -0700

Source: http://www.gamespot.com/ps3/action/inversion/news.html?sid=6308555

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Overlooked: the stories you may have missed on 11/29

A few major stories fell through the cracks yesterday, including Apple's new Game Center developments and Jade Raymond's next project. We've picked those and other newsbits and made snarky comments about all of them.

11/29--Fare thee well, Cyber Monday.

Fundamentally Accurate

Will: Another bizarrely-hilarious edition of Penny Arcade.

Dave: What's the sexual equivalent of a killer app? A sexy-killer app?

Apple Updates Game Center ToS to Include Use of Real Names

Dave: You can now see the actual names of your Game Center friends. You still can't see their actual achievements though. Blegh.

Will: It's awesome to be a part of the industry that NEVER LEARNS ANYTHING EVER.

Jade Raymond making Splinter Cell 6
AJ: Raymond's back in the saddle for the next Splinter Cell, and there was much rejoicing.

Dave: It's going to be developed entirely in Toronto? Does that mean Sam Fisher will say "about" real funny?

Sonic Does Not Win This All-Star Video Game Footrace

Dave: Here's a fun little YouTube clip. I'm especially fond of the strong showing made by Marty McFly in the video.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/WwhqlauEulQ/

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Wednesday, April 27, 2011

Overlooked: the stories you may have missed on 12/6

With Cataclysm's launch looming, announcements like echochrome ii, and Neil Patrick Harris' VGA hosting gig went unheralded. Here, we give the stories their proper respect.

12/6--Lara?! Is that you?

echochrome ii Coming to PSN on December 21!

Dave: Looks like we won't have to wait for the next echochrome. And this one has Move support!

Neil Patrick Harris hosting the Spike Video Game Awards
AJ: NPH will be hosting the VGAs this weekend. It's the role he was born to play!

Dave: He's done quite a bit of video game voice over work over the last few years, so I heartily endorse this choice.

sony bravia hdtv has built-in ps2: because the ps2 outputs in hd. oh wait.
Emanuel: Kinda cool, but an HDTV with PS3 integration would be even better. That's gotta happen sooner or later.

Murder Your Maker Teaser All But Confirmed as Prototype Sequel

AJ: If this is Prototype--and it certainly looks like it could be--we mightn't have to wait long for confirmation, as it's rumored to be a VGA reveal.

Dave: If Prototype 2 is in the works, I hope the game doesn't launch up against the next inFamous game. No need for these two excellent but similar games to bump up against each other again.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/Rx1WyIzk5fA/

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Top Story: New portable N64 supports split-screen multiplayer

This afternoon's Top Story is good news for retro and home-made gadget enthusiasts: it's a portable N64 with multiplayer compatibility.

Console modding enthusiast Bacteria has been working on portable N64 systems for a while now. But YouTube user StrikeaBeat, aka 46-year old David Jackson, has expanded on Bacteria's design by adding an extra controller port, allowing gamers to play titles such as GoldenEye and Mario Kart the way they were intended -- multiplayer.

The portable devices are made by gutting an N64 and then putting the innards into a plastic casing, along with one of the 5-inch LCD screens that were originally made to work with the PSone. Along with the console's intestines, the casing also fits the internal workings of an N64 controller, Rumble Pack and Expansion Pack. This means it's fully compatible with anything the N64's back catalog might throw at it.

Jackson's variant, the D64, incorporates an extra controller port which dangles from the bottom of the system. This allows an additional N64 controller to be attached to the device, allowing for split screen multiplayer action.

While cool, it's perhaps questionable how useful this is, given that player 2 will have to look over Player 1's shoulder while they hold the screen in front of them. Also, split screen on a 5-inch display doesn't leave much screen real estate for each player. But practicality be damned -- it's a portable N64!

If you're brave enough to defile an N64 and want to try and build your own portable system, Bacteria has produced a number of YouTube videos on the subject. Failing that, he's more than happy to sell you your own custom unit over at his website.

STAT CHECK -- 1:00PM PST, Apr. 6, 2011
Chances You Saw This Story: 40%
Calculated by number of times we saw it divided by the number of sites we visited today.
GamePro Forum Views: 364
GamePro Comments: 5

Top Story is an analysis of a topic that seems to be on everybody's mind for the day -- it could be the most important story in our industry, or it could be a dumb story that got a ton of comments. You, the reader, vote with your attention by viewing and commenting on stories in our News Flash section.

Source: http://feedproxy.google.com/~r/GameProVideoGameCultureNews/~3/YZ9hCt8hmt0/

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Apple closes in on Nintendo portables in U.S.

A survey reveals what many suspected in gaming circles: Apple's iPhone, iPad, and iPod Touch have surpassed Sony PSP as a gaming platform in the United States and have almost caught up with Nintendo's DS.

According to a survey from the International Gamers Survey 2010 from market research and consulting firm Newzoo, 77 million Americans play games on mobile phones and portable devices. Of those, 40.1 million use the iPhone, iPod Touch, or iPad. The platform of choice for 41.0 million ages 10 and up is the Nintendo DS and DSi. Eightteen million Americans play using Sony's PSP. The survey also reveals that two-thirds of PSP and iPad users play games at least three days a week, compared to 50 percent on the DS, DSi, iPhone and iPod Touch. Players willing to spend money on games is highest on Nintendo devices (67 percent) and PSP (66 percent) compared to iPod Touch / iPhone (45 percent) and iPad (32 percent).

A majority of the 160 million Americans playing computer games also play on other platforms, according to the data. Almost 14 million of Nintendo DS/DSi users (34 percent) also play games on an iPod Touch. The data also shows that nearly 90 percent of people gaming on the iPad also use an iPhone or iPod Touch.

Even though most games for Apple platforms tend to be cheaper, DS and PSP gamers tend to spend more money buying games. Approximately 53 percent of DS/DSi and 59 of PSP owners spend more than $10 a month on games, compared to 38 percent for the iPhone and iPod Touch. The iPad has the highest number at 72 percent.

Nintendo's position in Europe is much stronger. The chasm between Nintendo and Apple gamers is larger in key European markets, compared to the U.S., according to the survey data :

  • UK: 8 million Apple platform gamers, 13 million DS/DSi gamers, 4.5 million PSP gamers.
  • Germany: 7 million Apple platform gamers, 10 million DS/DSi gamers, 2.5 million PSP gamers
  • France: 5.5 million Apple platform gamers, 12.5 million DS/DSi gamers, 4 million PSP gamers
  • Netherlands: 0.8 million Apple platform gamers, 2.8 million DS/DSi gamers, 0.6 million PSP gamers
  • Belgium: 0.6 million Apple platform gamers, 1.5 million DS/DSi gamers, 0.5 million PSP gamers

Newzoo claims that the share of paying players is comparable to U.S. numbers, but gamers are spending less on average per month. Details on spending in Europe not disclosed at the time of this writing.

UPDATE: Newzoo Managing Director Peter Warman shared some additional data on the demographic that only plays games on mobile phones.

LG: 15.6 million mobile gamers that have an LG mobile phone.

Blackberry: 12.8 million mobile gamers that have a Blackberry phone.

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

Source: http://feedproxy.google.com/~r/GameProVideoGameAnalysisNews/~3/MPrKzjoq04A/

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Stronghold 3 Q&A - Building a Better Castle

Firefly Studios' Simon Bradbury, designer of Stronghold 3, answers our questions on kingdom management.

     

With Stronghold 3, developer Firefly Studios is going back to basics. In this case, that means going back to the original Stronghold and seeing what it was that made this castle-building, real-time strategy game so great. But that's not to say the team is stuck in the past. Free-form building placement, disease warfare, and a day/night cycle are all in the works as well. We catch up with Stronghold 3's designer, Simon Bradbury, and quiz him on what the team has in store for the latest entry in the Stronghold series.

GameSpot: It has been a long time coming, but we're happy to hear that Stronghold 3 is now nearing completion. Please give us an overview of the new game and what it will offer.

Simon Bradbury: We've made several games in the past few years based in the Stronghold world--such as Legends and Crusader Extreme--but this really is the big meaty new Stronghold for a while. In many ways it's a direct sequel to Stronghold 1; it features plenty of references to the original, and many familiar characters make their return. The Wolf, for example, survived the fall from the tower and the sword through his chest. He has spent the last 10 years plotting bitter revenge in the East. And that's where the game kicks off. The Wolf has returned with his faithful dastardly followers, and he plans to take over the kingdom. I think it's great that we're returning to the world of Stronghold, and I reckon that fans of the series will be delighted to become immersed in that rich medieval setting all over again.

GS: What are the most important lessons that Firefly has taken from the development processes, and reception, of previous games in the series?

SB: One thing we kept hearing from the fans--particularly after Stronghold 2--was to make a game that was more like the original. It may sound slightly cocky, but I think we got a lot of things right in the first game but then suffered sequelitis for the second game and tried to cram too many things in, which upset the fans. With this game we're trying hard to make something that has the spirit of the original. We know we made some mistakes, and we're aiming to rectify them with Stronghold 3.

Another thing we learned from the sequel was the folly of trying to build our own engine. At the time, it was almost the done thing for developers to make their own engine, so we decided we should do the same thing…which was a mistake. Because we were so busy making sure the engine worked, we weren't able to concentrate on finely tuning the gameplay to make it as enjoyable as possible. For Stronghold 3, we're using a third-party engine, which means we can make sure we nail the gameplay, rather than having sleepless nights about shaders and pathfinding. I mean, we still have sleepless nights, but just not as many as before.

GS: There was a time when the Stronghold games were more or less the only games in town when it came to games that focused on castle sieges. Times have changed, and there are now many, many other strategy games on many different platforms that are all about defending towers. What lessons has the studio picked up from such games? How will Stronghold 3 offer a different experience?

SB: I think that we're definitely more than just a tower defense game. Stronghold actually teaches you about the best way to build castles--where to put the tar pits, how far the walls should be placed, the best way to funnel the enemy into a small area where you can easily pick them off with a few arrows, etc. I reckon a Stronghold fan could probably travel back in time and easily build a decent castle.

I would say that we're still the only game in town (or rather the village) when it comes to castle games. Nothing else truly focuses on all aspects of castle life like we do, about building a thriving castle community alongside the military aspects of the game. In other strategy games set in the medieval period it tends to all be about combat. We have gritty, messy combat, but as a player you also have to worry about making sure everyone has enough apples to eat and that your stretching rack is sited correctly.

GS: We've already discussed how Firefly has noted that Stronghold 2 wasn't as well received as the first game due to some of its more-complicated (and more micromanagement-heavy) systems for economics and building structures. Could you explain in more detail how Stronghold 3 will try to recapture the magic of the original game?

SB: Stronghold has always had a lot going on--you need to be constantly building, tinkering with the simulation systems, and playing an RTS at the same time. We got that balance about right in the original, and that resulted in a very absorbing game, the kind of game where you lost track of time. With 2 we went too heavy down the simulation side and ended up losing that balance, so instead of getting lost in the game, the player got bogged down in just one aspect. This time around we believe we have our house in order and the core gameplay will resemble the original much more closely.

We are tinkering with the model, but much more from a position of wisdom this time and much more lightly when we do--for example, the new housing mechanics. In the original, houses could be placed anywhere, which had no effect whatsoever on gameplay, and because they could be destroyed, the best place to put them was on top of an inaccessible mountain. Now in 3, they vary their capacity based on their distance to the keep, so as you move them close to the keep, they give you up to 10 beds (and visually look bigger), and as you move them away to that mountaintop, they give you one bed (and look like the shack they are). This idea is dog simple really, but it's a good example of the type of design detail that we think will extend and enhance the original gameplay.

Another idea that we have trialed successfully in our recent online game Stronghold Kingdoms is to make a slight tweak to the popularity system. Instead of it being time based, and popularity swinging constantly from one extreme to the other, it's not (time based). Again, a simple change. But one that is far less frustrating when you forget, like I do, that you put taxes up to "extremely cruel" to raise money and left them there, and now there's no one left. Instead, you now feel that you have real control over your castle economy, although our mission designers now have a greatly expanded "events" system to upset your carefully laid plans.

GS: We're told that the new game will no longer restrict construction sites for various buildings and will be much more free-form about where and how you place structures. Tell us about how this new system works and what it adds to the game.

SB: That's correct. In previous games, the player has been restricted to grid-based building, so you could only place buildings in very strict straight lines. Obviously this is great if you're building a new street in Manhattan, but not so brilliant if you want to create a more authentic medieval village. Now you can place objects at any angle you want, which gives each village a very unique feel. The new any-angle system allows us to play a little more with the terrain as well. As in real life, the budding castle builder will be forced to adjust to the limitations placed on them by the landscape--rotating a wood camp to make it fit into a bend in the river, for example, or strategically deciding which trees would be better to clear first to uncover the biggest area of building space.

Because we've scrapped the grids, it means that castle wall building is also free-form. This allows us to re-create more-realistic-looking castles--particularly the ones based on actual historical castles. Players can almost paint the castle walls by holding down the mouse button, which makes it so much easier to create something that looks great. I think this goes back to what I was previously saying about stripping out some of the unnecessary elements in the game to create something that's far more accessible for newcomers but offers extra depth for experienced players.

GS: We understand that Stronghold 3 will introduce disease as a defensive weapon--that is, disease that originates from animal carcasses that can be used as ammunition for catapults. How does this new system work? What makes spreading disease by flinging a cow carcass a more strategic choice than hurling boulders, stationing archers on your parapets, or using other, more-conventional defense methods?

SB: We've always included cow-tossing mechanics in the series, but this time we're pushing the boat out by offering different types of animal ammo--including a sack of diseased badgers that the fans chose on Facebook. Historically, sieges were long and drawn-out affairs, so the armies would get bored and start catapulting anything over the parapets of the enemy castle…animals, bodies of captured soldiers. Not only did this relieve the boredom, it also disheartened the people within the walls of the castle. Genghis Khan would catapult decapitated heads, for example.

Anyway, in the game, using animal carcasses can spread disease, which takes out any foes that stumble into the filthy fog, so you can quickly take out a group of soldiers who are standing around waiting to attack. Plus, depending upon what type of animal you use, you'll get a different type of disease cloud. It's a new simple added extra to your combat tactics that doesn't reinvent the wheel.

GS: We also understand that the game will have new death traps to deal with infantry invaders. Give us some examples of these new traps. Aside from letting players with a sadistic streak amuse themselves by lighting enemies on fire with cleverly placed oil pots and fire arrows, what purpose will these new traps serve in the game? Will they decrease an enemy's morale, for instance?

SB: Stronghold has always been an unfair RTS--it's one of the things that make it so different in the genre. One side gets loads of troops, and the other side gets a castle. More troops in an RTS should be a walkover victory, so the castle builder must use their skill to funnel the attackers into their specially prepared "killing zones." This could be with overwhelming firepower or the array of traps and death-dealing mechanisms they have at their disposal. This isn't sadism; it's life or death for the plucky defenders, and yes, the good old oil pots will be there as usual, along with new devices such as stake traps that spring up (dealing instant damage) and then remain as a barricade. Morale has never played a part in the Stronghold series, and I think that it's best left to other games. If I place an armed peasant in the path of five knights, then I jolly well want him to stay there--the god of RTS games decreed it so years ago.

GS: We know that Stronghold 3 is powered by a new graphics engine with lots of new graphical bells and whistles, including a new day/night cycle. How does switching from day to night (or night to day) in game time affect what happens in a game of Stronghold 3? For instance, does darkness affect visibility for your archers?

SB: Darkness changes the game in a lot of ways. On a more philosophical level, the story is much darker because the Wolf is bitter and twisted, so he's attacking at night…which is really extremely dishonest.

One thing to note is that we're not necessarily going to have the standard day/night cycle that you see in other games. Instead, you might start a level in the dead of night, and you'll be advised that you must infiltrate a castle before the break of dawn. Then at key points during the stage, the light will increase a set amount. We think this will be a much better way to increase the tension, rather than just slowly watching the sun rise over the horizon.

However, there will also be levels that are played entirely in darkness, and we like to think of this as Stronghold's realistic version of fog of war…because it's literally so dark you can't see anything. Your own buildings and troops will have lights, so you'll be able to see around them, but outside of your castle it is pitch black. To counter this you can place towers that can be set alight with a flaming torch or you can launch flaming bales of hay into the battlefield to try and locate the enemy. This will definitely add a new element to sieges because you'll never be 100 percent sure about where the foe will attack next, and you could be tricked by fake attacks, while the main force is using the cover of darkness to creep up on your castle.

GS: How will Stronghold 3 improve on multiplayer? What new features and changes are planned?

SB: Stronghold has always had a big multiplayer following, and we find it's the best tool for getting the game balance right--so it's getting a lot of attention at the moment. One big new element in multiplayer will obviously be the nighttime maps (which is the one area where we will cycle through day and night). I love this option, as it really does make meaningful use of a day/night cycle. Instead of just a few minor changes to stats, the whole gameplay changes dramatically--fog of war on, fog of war off, fog of war on…

Another example of what we are doing is bringing the historical castles into multiplayer. These are great if you just want a quick battle with preset troops and have a very different feel to the standard deathmatch game.

GS: Fans of the series have enjoyed making modifications and custom content for previous games in the series. How does Firefly plan to support the mod community, and fans of customized content in general, with Stronghold 3? Any plans to release a toolkit, for instance?

SB: Absolutely! We've always been amazed by the creativity of the community (particularly their ability to re-create locations based on a particular series of ring-based fantasy films), and we hope that with the improved engine they will be able to make more spectacular maps. In fact, we can't wait to release the game just to see what they come up with, and this time they will be able to showcase their work far more easily as we are incorporating a simple upload, download system into the game as part of a raft of other online features that we are adding.

GS: Finally, is there anything else you'd like to add about the game?

SB: We're really taking our time with Stronghold 3 to create something that we--and the fans--can be proud of. We appreciate that everyone's had to be patient to wait for this follow-up to Stronghold 2, and we're hoping that the improvements we're making, along with the refinements of gameplay from the original game, will combine to make this the best Stronghold ever.

GS: Thank you for your time.

Read and Post Comments | Get the full article at GameSpot


"Stronghold 3 Q&A - Building a Better Castle" was posted by Staff on Thu, 31 Mar 2011 16:59:56 -0700

Source: http://www.gamespot.com/pc/strategy/stronghold3/news.html?sid=6306669

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