Posts Tagged ‘sega

13
Aug
10

Vanquish: The Future Of World Politics

Every now and then I get bombarded with politics. Oh look the americans have gone to war and we have gone to help them. Oh look there is a new president person for the American people, oh look I have to tick a box to say which man I want running the country, I’ll just pick the guy with the better hair. To be honest, even though some of it does interest me, most of the time I would rather sit in front of my Xbox and game.

The only time it interests me greatly is when the media blow politics out of proportion. I.E things ridiculous movies or games which some how take things over the edge and make politics enjoyable (yes I am admitting I do like very big explosions over who is running for office).

"Time to go Master Cheif on your ass" Image From IGN.com

Continue reading ‘Vanquish: The Future Of World Politics’

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04
Mar
10

Sonic & Sega All-Stars Racing

As many people will agree, Sonic games have been on a steady decline since they left the 2D roots – although I enjoyed Sonic Adventure, the games have seemingly gotten ever worse with SEGA trying everything they could to make him work on a 3D plane, and with each failed effort moving ever closer to his retirement. The latest installment, Sonic Unleashed, had me cringing at cheesy voices and boring gameplay, with some semi-enjoyable running scenes and a heck of a lot of awful “Were-hog” parts that separated the fun parts with some long, really boring rubbish. I quit the game soon enough, and finally accepted that Sonic was well overdue on his retirement, and had strayed too far.

However, I recently got hold of the demo of Sonic & SEGA All-Stars Racing. I don’t know why I did – I mean, I’m not a huge fan of racing games or 3D Sonic, so it didn’t have a lot going for it. Perhaps I was bored. Anyway – the single race the demo offered made me want to try a little more, being surprisingly decent and bursting with colour.

Come release day, I decided I’d buy it and give it a real shot – heck, I hadn’t bought a racing game since Mario Kart Wii, and I felt like picking up something casual to play between Heavy Rain and Final Fantasy XIII.

As Garv said in his demo review, S&SASR plays almost exactly like Mario Kart – with fast paced multiplayer kart-style racing set in colourful environments, with weapons, jumps and turbo pads. Almost everything feels like Mario Kart – but is this a bad thing? I don’t think so.

Thing is, I think Mario Kart is a real solid racer, especially good for casual fun with friends and equally good fun solo. However, since I’ve never been a fan of Mario, the cast was never something I really enjoyed – I picked my characters for their attributes since none of the characters appeal to me for who they were. So what have we got? Take the Mario Kart system and change all the levels and characters to that of Sonic and other SEGA titles – and pretty much what S&SASR is on a basic level. And that’s the end of the Mario Kart comparison (mostly) how does the game stand as a title of its own?

 The cars in the game aren’t Karts, rather they’re vehicles specific to each character – Sonic drives a personalised blue sports car, Eggman (or Robotnik as he should be known) drives his traditional Egg Mobile kitted out with some monster-truck wheels, and Billy Hatcher drives an egg-styled car. Some characters, such as Ulala and Tails, have vehicles that don’t even have wheels, but they all play evenly and balanced - though they have different stats with some characters with better acceleration, while others are better at manoeuvering or have better turbo boosts.  There are 20 characters in total (plus one or two extra depending on console), with racers from wide range of source games both old and new.

The game offers 24 tracks in total, which are separated into 6 Grand Prix’s for the main solo mode. There are eight main level themes including Sonic “grassland/beach” style, Sonic “Casino” style, Billy Hatcher themed courses, House of the Dead and Samba De Amigo themes. Each of these themes has three courses, but they’re all individual in their own right – such as the HotD stages which include an outdoor course, a sewer run and an indoor/rooftop course. There’s a good mix of different arenas, from the snowy Icicle Valley (of the Billy Hatcher set), the psychedelic Samba De Amigo stages, and the urban Shibuya Downtown city course (as one of three Jet-Set Radio courses). The selection is quite vast, and it feels as though it encompasses a wide range of different areas and elements.

As you progress through the game, you earn “Sega Miles” which act as credits to unlock new characters (since only some are available to start), courses to play in the modes outside of Grand Prix, and alternate music tracks which can be selected to play when you race. Unlocking new characters is always good, and the other items feel worth unlocking rather than just garbage gallery content, too. Each character only has one car each, which at first disappointed me – until I realised that they all have their own unique vehicles, unlike the Mario Kart’s simple Light, Medium or Heavy class Karts – and all of their unique vehicles are actually well modelled and often intricate, which is quite impressive really.

As with a certain Kart game I’m no longer mentioning, the game has a variety of weapons, obtained from pickups around the course. There’s a good selection of weapons such as homing missiles, proximity mines, nitro shoes, and disorienting abilities such as the “Confusing Star” which flips the target’s screen upside down, and the “Pocket Rainbow” which temporarily obscures the vision of whoever is unlucky enough to hit it. There’s a decent selection, and they don’t feel too overpowered, either. There is one super-weapon, though – the All-Star move. Each character has a specific attack that they can access at random, usually when toward the back of the pack, and it gives them a temporary but huge advantage – such as driving at super speed for a while, or being able to fire barrages of missiles at anyone who gets in their way. The moves are really fun, and it’s quite exciting to see what each character does – Sonic turns into Super Sonic and speeds up the road, while Billy Hatcher runs on a giant egg and crushes anyone he rolls over. Although the moves are powerful and can make a big difference, they don’t feel overpowered so in the end skill is the main deciding factor to who wins the race rather than chance - it just gives a bit of extra fun and a helping hand to whoever falls behind.

The game has a decent challenge to it - the Beginner mode is easy enough that a skilled player should be able to win 99% of the time. However, once you progress to the Advanced level, the AI really ups it’s game and it’s a lot more challenging to pull out ahead of the pack. I have yet to attempt Expert, but I can safely say it will definitely need some skill to master – it’s required to learn how to drift and score extra turbo boosts if you want to keep up with the AI on the later levels, since they’ll be making use of it all the time.

The game has a solid base to it with a good cast and a decent selection of tracks, but one thing that does make it shine is the inclusion of optional extras. The time trial mode is included as with most racers, and allows you to race against the leaderboards, yourself, and also a Staff Ghost to give yourself a sort of par to set yourself to. One of the bigger modes is Mission Mode, which gives an assortment of different challenges with set rules, such as winning one-on-one race as Tails against Sonic, collecting rings and chaos emeralds down a course within a time limit as Eggman, or crushing as many birds as you can using Billy Hatcher’s special. This mode really adds some extra enjoyment, feeling like a real full mode rather than simply filler material, giving the game some extra depth.

Obviously with a game like this, Multiplayer is a big factor - and it goes just as well as it should. Offering up to four-player local split-screen, the game allows you to play all the courses against your friends, and also allows you to toggle weapons and AI opponents to tailor the matches to your needs. Sadly there’s no “multiplayer Grand Prix” mode, but the game does keep track of who wins each game so all that’s really missing is an end-of-set award ceremony of sorts.

Of course with today’s standards online modes are included, allowing for 8-player matches. This is great for playing against friends, and is also fun in random matchups, although I must say the lobby system might need some tweaking – I found myself waiting for over 15 minutes to get into a session before, but this may just be early-release kinks that will be fixed when there are more people playing. Still, when it works, its great fun and you can keep playing so long as there are people left in the lobby after each race.

Although the game is available on all three major consoles, I personally went with the Xbox 360 version which is arguably the best, with the most characters. The 360 version includes Banjo-Kazooie as an extra character, alongside the ability to play as your Xbox Live Avatar – which works really well given the game’s graphical style. The Wii version includes Mii capability, and the PS3 has no extras (no idea why it got the short end of the straw).

The game is solid, and although it’s almost impossible not to compare it to Mario Kart it seems to be using the ideas to great potential rather than simply making a sub-par clone. The game is bright and exciting, and is really good fun with lots to do. Personally, I think that the courses, racers and modes elevate the game to a level even more enjoyable than Mario Kart, but then I am a little biased. Let’s just say, I own both – and I know which one I’ll be sticking to in future.

Although the game is fleshed out and definitely doesn’t feel lacking, it’s been said that DLC is also a possibility in the future – if the coming year finds us having access to an even wider selection of racers and courses to expand the game even further, this could easily be one of the best kart-style racers ever made. With Sonic 4 on the way, perhaps Sonic’s got something more to give us yet.

-Leon

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17
Feb
10

Is Sonic & Sega All Stars Racing Any Threat To The Competition?

The first time I even heard the name Sonic & Sega All Stars Racing, I could not help but think Mario Kart clone. With a  load characters from Sega’s past, present and future thrown into a wacky races style racing game – with weapons, question mark boxes and brightly coloured crazy race tracks, you can’t help but think Sega have definitely sped down the same route as their long-term rivals, who have made Mario Kart games since their first release back on the Super Nintendo entertainment System in 1992.

I have now made it abundantly clear that Sonic & Sega All Stars Racing (Or S&SASR as I am now going to call it to save my fingers) is a lot like Mario Kart, so lets leave this fact aside now and look at this game as a separate title.

Right from the get go the demo gives you a choice of two characters to race as, our good friend sonic and the Xbox Exclusive character Banjo & Kazooie. As this is only a demo you can only play a single race or a 2 player split screen single race; as there was no one to play with at this given time, I went for the single race, and I of course chose Sonic first - I have grown up with the blue needlemouse so I thought it would be rude not to.

As with all racing games you start right at the back of the group as the 3 second count down starts, it is then your job drive round the circuit in a three lap race trying to get over the finish line first. It’s the racing game standard that has not been changed for decades. However, in S&SASR you are have the opportunity to drive into question mark boxes which in turn give you either a power up or a weapon to use to your advantage. So you could get a considerable advantage over your racing opponents if you use these power ups tactically. Now from previous Mario Kart experience i had some knowledge of what the weapons did, as they were quite similar. But as I played through the race countless amounts of times I noticed that this game really bring in a challenge, even on beginner mode I struggled to get first place, which brings a smile to my face. I love a challenge. Mind you the countless amounts of times I did get into 8th place gave me an advantage, if you are lucky enough to hit a question mark box while trailing behind the other racers, who will get your all-star special item. Each of these is a unique power that each racer has to get back into the race. Sonic for example has all the chaos emeralds at his disposal and turns into super sonic, giving him a huge boost in speed which you can increase by repeatedly pressing A. One of my favorites though has to be Amigo’s from Samba De Amigo. He unleashed his special just as he was passing me, he got a boost in speed and then drew all of his opponents into a huge conga line. All the racers were dancing behind him, and as soon as his power ran out, the other racers exploded….Awesome.

While you are racing around your circuit, you will come across jumps, these jumps can again be used to you advantage, as you take to the air start mashing the left trigger to pull off an array of aerial tricks. If you manage to land on all four wheels you will immediately get a boost in speed, the more tricks you pull off, the more boost you will get when you land, meaning if you have a heart of a daredevil you will take some comfort in this small game mechanic.

As you can well imagine with the cast of crazy characters and a whole variety of ludicrous weaponry and power ups, thew circuits themselves aren’t going to be on the plane mundane side, even though the demo only offers you one circuit, there is a chance to take a sneak peek at what will be available track wise, in the full game, you got tracks inspired by the sonic games which will have a lot of loop the loops and helix turns. You also have tracks inspired by house of the dead, samba de amigo and super monkey ball just to name a few. So you can expect a whole variety of whack and wonderful tracks to race around when the game comes out on full release.

From what I have played and seen of S&SASR I will be defiantly keeping my eye on it, it looks to me that a lot of thought has gone into the characters for this game. I mean you would never think a monkey in a marble from super monkey ball being pitted against some hard-core fist fighters from virtua fighter in a race would ever work but it strangely does. A lot of imagination has gone into this game and I think it is a worthy competitor for Mario Karts throne.

Garv

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04
Feb
10

Project Needlemouse Now Revealed

Back last September, you may remember my partner in crime Leon unveiling a new Sega project in the works, dubbed project needle mouse this exciting new project had us sonic fans hoping that sonic will be returning to his true and original 2D form.

Well gamers and Sega fans of the world. I suggest you sit down because the sequel to Sonic 3 has been announced. Project Needle Mouse is non other than, SONIC 4!

The full name Sonic 4: Episode 1 will be using the same visuals as we are used to from the likes of Street Fighter IV. Meaning there will be 3D models used on a 2D playing field. So it is safe to say that out Blue spiky friend is back to his 2D form, just.

From the teaser trailer that Gamespot had showed just this morning, some of the original 2D features will be making a come back, such as the classic loop the loops from sonic 2 and the double screen loops from sonic 3.

Image From Gamespot.com

So what are we expecting from Sonic 4’s story? Well when Gamespot asked Ken Balough, the sonic 4 brand manager he said, “While the game is a brand-new adventure, it will definitely pick up after Sonic & Knuckles. However, what you are looking at is the beginning of a new story arc,” a direct follow on sixteen years after the 1994 release of Sonic And Knuckles. Well it took them long enough.

Keen then went on to say, “We’re going to deliver a Genesis-era Sonic game as if it were created today that goes to the core of what classic Sonic fans desire. This means [the fan] gets to judge us on our work each step of the way, and we plan on delivering that goal in a big way.” This all sounds pretty exciting, but wait, there is more.

It seems as though the sonic team are taking the “going back to the roots of sonic” to heart. As you can tell from the title this will be an episodic outing for Sonic. It has been stressed that Sonic 3 and Knuckes were in effect two parts of the same game. So with Sonic 4 Sega are planning to use that feature more, meaning the Lock On technology we had with Sonic and Knuckles may come back in a some what different way.

As for controlling Sonic, the classic 2D moves we have known and loved have come back, such as the spin dash and the super speed sneakers power up.  But later Sonic titles have utalisd a homing attack, and it has been announced that this homing attack will feature in Sonic 4.

This is all sounding to be a pretty sweet game. As it is an episodic title I will imagine that this game will be available for download, as opposed to a disc release. It will be available across all platforms (Wii, PlayStation 3 and X Box 360) and, for me at least, this is a welcome come back for the retro Sonic most gamers of my generation have grown up with.

Garv

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19
Jan
10

Bayonetta

Well, you heard my opinions on the Bayonetta demo, so maybe you’re wondering – what did I think of it in the end? I did indeed pick up a copy, and I’ve hacked away at it at every opportunity between the other things in my life (which now includes a job, which will explain why I’ve been a bit quieter of late). But now I have finally completed it, and played a little more, and I can bring you my opinion on SEGA’s version of Devil May Cry in full.

If you are a Devil May Cry fan, step right up. Hideki Kamiya - the original creator of Dante’s stylish adventures – is the creator, now working under the banner of Platinum Games, developing Bayonetta alongside SEGA. The game draws definite inspiration from Kamiya’s earlier work, with everything from the gameplay style, enemy designs and HUD all fit for a DMC title. This isn’t a bad thing, though – being an avid DMC fan, I felt right at home. Don’t worry though, the game is like DMC, but it certainly isn’t the same.

The story revolves around a witch named Bayonetta who has amnesia, having awoken from a watery grave with no recollection of her life beforehand. A little clichéd, perhaps, but it works regardless. Hunted by angelic beings who believe she should be destroyed, Bayonetta battles to survive as she tries to piece together her past.

If this guy was in your past, wouldn't you prefer to be ignorant?

Her character is incredibly over-the-top, slutty-posh English dominatrix/witch type thing – and although she did grow on me to a degree, I found her far too unappealing with her obviousness and lack of any sort of serious attitude – she’s almost unforgiving in her posing and sexual innuendos, and while that may ignite flames in the hearts of the odd fifteen year-old, I would have preferred to see a more serious character – perhaps more in the vein of Lara Croft. To me, she sort of fails to be either respectable or particularly attractive (of which Ms Croft manages both), which is a shame. However, this really only shows in the cut scenes, so isn’t a huge problem with the main gameplay.

The cast also features a few other characters, such as Luka - a likeable journalist who is both cool and funny, always trying to track Bayonetta in a quest to find some answers, Rodin the shopkeeper, and a mysterious child named Cereza, who believes Bayonetta to be her mother. I won’t say too much more, however, since I don’t want to spoil the plot. The story itself was alright, however I felt it was very confusing for the most part, and very little of it made sense until the final couple of chapters. I do like the odd plot twist, but often I felt like… ‘So what’s going on?’

The gameplay is very reminiscent of Devil May Cry in the way of controls and combos – the action being very fluid and fast paced, whilst also being quite challenging. However, game feels somewhat more over-the-top than DMC, with a lot of large-scale attacks, most notably the ‘wicked-weave’, which involves Bayonetta summoning a giant boot or fist at the end of a combo attack. The craziness is quite fun, although to begin with it felt a little difficult to know what was going on with so much on the screen.

Yeah, a lot of her attacks leave her temporarily half-naked

Enemies range from small enemies to gigantic bosses, all of them taking the form of angelic-looking demons (or demonic-looking angels, perhaps), and are largely well designed. Your basic angels are the general fodder for beating the living daylights out of, although the ratio seems a lot more tipped toward the harder enemies than DMC, so there’s not always as much time to toy around with stylish manoeuvres. Tougher enemies, such as the claw-wielding ‘Grace’ and ‘Glory’ enemies, as well as the griffon/cannon hybrid ‘Fairness’ angels make the game quite challenging, as it is easy to get torn to pieces if you don’t keep your guard up at all times. This is good if you like a challenge, but it does mean that it leaves little time for playing around at times.

Bayonetta has a fair amount of weapons to unlock, which can be obtained by finding Golden LP’s that are largely hidden in pieces throughout the game. She may equip any combination of two weapons at one time, one assigned to her hands, and another to her feet. Some weapons can be bought twice in order to equip to both weapon slots at once, while one or two can only be equipped to either the hands or feet exclusively – such as the sword she obtains early in the game. The combinations mean that you can mix up Bayonetta’s move sets a little, such as using the sword and shotguns as a combination, or the shotguns and regular handguns as another. There are some interesting weapons in the game, including a few secret ones, but sadly many of the weapons have very ’samey’ combos, meaning that often there’s little distinction between some of the weapons, meaning that a new weapon doesn’t always mean an entirely new experience. There was also the little annoyance of her regular gun being mapped to the Square/X button at all times – it was a shame you couldn’t equip the other guns to this slot, as it would have been nice to replace her standard shot with a shotgun for aerial blasts, and not having to sacrifice her hands slot for that one function. If you don’t like her default gun, that’s an entire button you won’t be using a lot.

Bayonetta has a couple of other tricks up her sleeve – in the form of Witch-Time, and Torture Attacks. Witch-Time is an evasive manoeuvre, which activates automatically upon dodging an enemy attack with good timing. Time slows for a few seconds, allowing you to pull off some heavy hitting combos or move to a more strategic position while you have the chance. When Bayonetta has a full magic gauge, pressing both attack buttons together allow her to perform a Torture attack, which is a more cinematic move involving a short Quick-Time event to rack up damage by mashing a button or spinning an analogue stick to maximise the damage. Special torture attacks known as “Climax” attacks can be activated in the same way when prompted, in order to summon dark entities with boss-specific Torture Attacks that act as finishing blows.

The game also features other Quick-Time Events, which happen during some boss fights and cut scenes, to interact with the cinematic sequences and score a few bonus points – however these QTE’s are often in windows that are far too short, and it’s easy to miss the prompt even when you’re expecting it, which is a little frustrating – especially if you’re going for a good rank, since failing them usually results in instant death.

Bayonetta has a bit of a mix of gameplay – sometimes you can run on walls for some gravity-defying platforming sections at pre-set parts of the game – this power activates when the moon shines on Bayonetta, so naturally this happens at the appropriate times, and allows for a few strange but interesting areas, such as walking up the inside wall of a tower. There are also some levels that involve riding vehicles, such as a motorbike, in a very arcade experience – controlling Bayonetta down high-speed motorways while shooting away, skidding and pulling off jumps is quite satisfying, and the first level to use this element was actually one of the most enjoyable stages in the game.

The game definitely stinks of Devil May Cry, and the team’s history with Capcom, with countless references and in-jokes towards their previous work – Bayonetta often steals lines from the older games, with Dante’s “Flock off, Featherface” and Viewtiful Joe’s ”Henshin-a-go-go, baby!”. Luka also makes references to previous girlfriends – Trish, Claire, Sylvia and Ammy - that’s Devil May Cry, Resident Evil, Viewtiful Joe and Okami, all in one line. It’s shameless, but Capcom fan’s like myself will probably like it.

The game has plenty of replay value, with loads to unlock that you couldn’t really do in one play through, and I really like that aspect – there are secret weapons to unlock, a load of alternate outfits, rankings to improve, accessories that alter the gameplay a little (such as replacing witch-time for a counter-bomb, or allowing you to summon a few little devils to fight by your side), as well as a mode or two – and even a couple of characters that I havent gotten around to getting – but it depends how unique they are to whether they’ll be any good.

Overall, the game is something fresh and exciting, and for someone with quite specific needs in the action genre it does rate fairly well in my eyes. However, I don’t think it’s perfect (as some reviews have stated with 40/40 ratings), seeing as I don’t really feel that the weapons and combos are as varied as the could have been (Devil May Cry 3 being the one to beat in that area), and the heroine is a tad irritating and almost unlikable at times – she’s got a way to go if she ever wants to compete with Dante or Kratos, that’s for sure. However, if you like Devil May Cry, want a challenge or an action game with some replay value, pick it up. I’m sure it’ll be a while till we see a Devil May Cry 5 or equivalent, and we don’t even know if it’ll be very good or not.

(Did you see that?! I went a whole article talking about Bayonetta and DMC and didn’t bring up the fact that DMC4 disappointed me with its lack of replay value! …………oh. Damn. Nevermind.)

- Leon

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12
Nov
09

Plus XP Exclusive: Aliens Vs Predator Interview

After getting my hands on Aliens Vs Predator at Eurogamer, I was given the opportunity to catch up with AvP developers Rebellion via e-mail. The Head of Art and Design, Tim Jones, took some time out from the game to answer some questions.

avpinterview3

What made you decide to create a new Aliens Vs Predator game?

It was a very simple choice for us. We made the original AVP game on PC in 1999 so we were delighted to get a chance to work on a new AVP game. The Aliens and Predator franchises have a huge following so there’s a lot of pressure in creating a game which will please all the fans, and we’re really enjoying the challenge.

Are you a fan of the previous Aliens Vs Predator games and films?

Of course, we’re all massive fans of everything Aliens and Predator, from the movies to the comic books to the video games. We actually made the first Aliens vs. Predator game for PC in 1999 so we’ve got a lot of history with the franchise and it’s a privilege to come back and work on a new AVP game a whole 10 years after our first game.

Regarding Campaign mode, will this be a totally new storyline? Or rather a follow-on from the previous games/films?

Our game has a brand new story to the Aliens and Predator universes. We worked closely with Fox on the story and they’ve allowed us to even add in some brand new weapons and enemies that you’ve never seen before in any movie or comic book for Aliens or Predator.

In the game, you can play as the Marine, Predator and Alien, and each species has its own separate story driven campaign and right from booting up the game for the first time, the player can choose to play any of the three campaigns. Each campaign’s story interweaves with the stories of the other two species’ campaigns so there will be crossover in the narrative between the three.

avpinterview2

A Predator, From Aliens Vs Predator Back In 1999

Having played the game myself at the Eurogamer Expo I must say the design for each character type is fantastic. How did you go about creating them? Did you have to analyse each film closely to get them just right?

There’s been a huge amount of research done in creating the game and making all of the character types exactly right. We’ve immersed ourselves in everything Aliens and Predator, including the movies, and have also gone back to our original 1999 game to remind ourselves about what elements are key to the AVP experience.

Which of the three character types was the most challenging to create?

Definitely the Alien was the most challenging. The Alien as a playable character is genuinely unique, with its ability to cling to any part of the environment, even tracking its prey as it crawls along the ceiling… We’re working hard to ensure that the Alien character will retain this powerful (and fun!) advantage with a control system that allows gamers of all abilities to scurry over every surface in the game without any difficulty.

With the Alien being able to climb walls and pretty much scale any surface, did you have to take a different approach when it came to designing levels for multi-player?

Yes, it’s true to say we did as each of the three species has different means of traversing the environment. As a Marine you’re pretty much rooted to the ground, as the Predator you can leap onto rooftops or into the trees, and as an Alien you can crawl anywhere – up walls and trees, along the ceiling! So for example, as the Marine you could be walking through a jungle, while a Predator could be tracking you from a tree top and Alien could be scuttling up the tree to attack the Predator. It makes for a pretty unique multiplayer offering, that’s for sure!

Which is your favourite character to play as, out of the three types?

I’d have to say the Predator – he’s got some pretty awesome gadgets and his ability to cloak and hunt his prey from above feels very empowering.

avpinterview1

And finally when is the game due out?

Aliens vs. Predator will be out on Xbox 360, PlayStation 3 and PC in February 2010 so not too long to wait now!

Plus XP would like to thank Tim for taking some time out to answer questions for the site, and I can safely say I am looking forward to this title come February. Now if you will excuse me I am off to watch the first Aliens Vs Predator movie.

Garv

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06
Nov
09

Eurogamer 2009: Eurogamer 2009 Videos.

Here are all the videos from last Weekends Eurogamer Expo. We have interviews with Valve, Ubisoft and Media Molecule. We also have gamers impressions of The New Super Mario Bros Wii and Aliens Vs Predator.

So sit back and relax as you watch these highlights from Eurogamer 2009.

Plus XP’s Garvaos speaks weapons and swimming on Assassins Creed 2.

Guitar Girl 24 talks to Chet from Valve about upcoming sequel L4D2. ARGGHHHHH ZOMBIES!

Garvaos takes a breather with media molucule for a candid chat on LittleBigPlanet.

Francis asks the questions we all want to know. HOW DO YOU GET INTO THE GAMING INDUSTRY?

The gang do the rounds with gamers impressions from the AvP demo available at Eurogamer.

The Plusxp and Gamersunite gang join forces to discuss our impressions on playing the game. Nintendo did not sponsor us for our positive reviews of the game, we all genuinely liked it that much.

Then again party games do usually make good expo games.

***

My Site www.gamers-unite.com will be coming soon.

- markBOSS

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30
Oct
09

Eurogamer 2009: Alien Vs Predator (AvP)

First Person shooters for me are the pinnacle gaming genre, I know some of you are shouting ‘Nooooo RPG FTW’ Or ‘No, you will have much more fun balancing on a board and pulling silly poses!’

Well biased opinions aside, I can safely say AvP breaths new life into, what some may say, is an overdone genre. Here at Eurogamer I got to get a good session in, with the multiplayer deathmatch, and take it from me - this game has been brilliantly thought out in game play, character style and level creation.

From the get go I got to choose from Alien, Predator or Human Marine. I dove straight into using Predator, if you’re a fan of the films you would understand, this beast is an unstoppable killing machine, using stealth to its advantage. With a mixture of a strong melee attack and huge proton blasters, this is one hell of a character to play as. Fans will love to hear that predator has the invisibility and the heat vision.  What he lacks in though is speed, he is the tank character, and lets face it, he has to have some weakness.

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After I had my go with Predator I went on and played as the Alien. I will tell you this now, this is the trickiest of all three characters to play, and personally, I love it. The alien can scale any surface, jump great distances and has immense crawling speed. Granted the Alien has no ranged weapons,the only weapons it has is its tail and its claws. But the speed this creature goes at it pretty impressive, I mean the first time you hit the left stick in and sprint like crazy, is somewhat disorientating but I found myself getting used to it rather quickly and executing some great kills.

Now, I didn’t get to have a go with the Human Marine, I did however observe how he played. All you FPS veterans will be right at home here. The marine has a lot of weapons at his disposal, also he has some good pinpoint accuracy. He is the most ranged of the three, you may think he would be the weakest of the three; but he has the weapons to overcome both the Alien and the Predator.

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From the multiplayer demo I played, I got the opportunity to play through two levels. One forest type level and another Aztec-like level. These are your typical multi platform FPS death match levels, with hidden nooks for the campers of you out there to hide in and the open spaces for your grudge matches. Both of these levels catered for the three character types well, to be honest I was a bit sceptical as the Alien can scale all terrain, so I was pleasantly surprised that the levels catered for the alien too.

This was only the Alpha build of the game, so graphically it isn’t up to scratch. But I can safely say that the graphics will be pretty damn good come the games release. If you know me at all, you will know that I love attention to detail in games. And AvP has it - you know, those little bits in games you can’t help but smile at. I can’t say for the marine, but both Alien and Predator have stealth kills, this is when you’re behind your opponent and you take them down in a one hit kill. The alien will grab the opponent and stab its tail straight through their body, while the Predator will pick up a its prey and either slice it’s throat with its blades, or in the case of the alien, pick it up by the head and stab it in the face. The beauty of this really shines through when you are the victim of these attacks, seeing an alien tail protruding from your stomach really does make you jump. It’s really well done.

For me Alien Vs Predator is a must get game for AvP fans and FPS fans alike. It will make you smile, it will make you scream and it will have you glued to your TV for hours.

-Garv

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25
Oct
09

Hands-on with Bayonetta – Demo review

Being a big fan of Devil May Cry since the first installment, I was somewhat disappointed (see: downright depressed) by the lack of content in the latest installment, Devil May Cry 4. So, when I heard the news that Hideki Kamiya, the original director of Devil May Cry, had a new title in the works, I was intrigued straight away.

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Published by SEGA, Bayonetta is instantly recognisable as a title that takes it’s inspiration from the DMC series, in character, visuals, and even the layout of the HUD and controls – Kamiya even stating “Of course, if there hadn’t have been DMC, there wouldn’t be Bayonetta, which has evolved from DMC.”

One thing that differentiates Bayonetta from Devil May Cry is it’s protagonist – this time a female, a futuristic witch with a strong, outlandish personality. The game’s trailers gave a very perverse tone to the game, with lots of innuendo that was perhaps almost a little too over the top for my liking, and she has a costume to match – actually formed out of her hair, which can also double as a magical weapon, leaving her coincidentally naked while she does so (albeit hidden by camera angles and such, so don’t get too excited). So, this week I managed to get hold of the official demo, released on the Japanese PSN, named “First Climax” in true Bayonetta form. Be prepared – as an avid DMC fan, I’m going to cover this in every detail.

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The demo features two sections, a tutorial mode and a proper level, presumably the first. The tutorial covers some of the basic combos and techniques, which were alright to practise via the recognisable icons, but I couldn’t read the details due to it all being in Japanese – so it was very much a case of pressing buttons and seeing what works.

On booting the demo, the game introduces you to an area reminiscent of Fortuna City from Devil May Cry 4, a very open, picturesque city with gothic buildings and monuments, although with a strange futuristic touch – with a few screens and signs here and there. The level of detail doesn’t disappoint, however, and it looks good.

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After a short run, testing a few of the buttons to find regular features such as a double jump, lock-on etc, I shortly find myself getting attacked by some demon-like creatures with halos. These appear to be the game’s basic grunts, offering some punching bags to have some fun with, although still enough to wear you down in numbers.

In true DMC form, Bayonetta has access to both long and short range attacks – guns being used for weaker attacks for tactical advantage and slow damage, and melee attacks with her equipped weapon for heavier hitting moves. Unlike DMC, though, the Circle button (or B in the case of Xbox users) can be pressed to execute kick attacks, as well as the regular gun and weapon attacks. This allows you to combine combos of weapons and kicks, which adds some nice variation along the way. The game plays fluidly, and alongside other weapons it seems that it will offer plenty of variation (which was one of my main issues of DMC4, giving us a new protagonist with only a single firearm and sword). Utilising her magical powers, Bayonetta uses her hair attacks in combos which feel much like hand-to-hand fighting, albeit with some ludicrously cinematic blows, such as a giant fist attack, or a spinning attack with her guns blazing in every direction.

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As well as regular combos (which were already more than I could count), Bayonetta also has access to some extra tricks. Firstly, she can rapid fire her guns by holding any of the attack buttons – depending on which button is pressed designates which gun she will use – the regular shoot button will rapid fire continuously until you let go, while the other two attack buttons perform bursts of shots using either of her guns attached to her feet. By spinning the left analogue, and pressing shoot, she can also enter a sort of shooting mode, where she does a strange handstand, bends her legs back in a flexible fashion and begins to fire at enemies with her feet, allowing you to aim manually while she does so. Next, we have “Witch Time.” Bayonetta has a dodge button (activated with R2 on the PS3) which allows you to perform backflips and evasive manoeuvres. If you dodge an attack perfectly, Bayonetta will go into a slow-motion mode temporarily, allowing you to gain an advantage and deliver a quick strike on the slowed enemy.

Last but not least there are “Torture attacks”, special one-hit execution moves, which can be used to deliver the most cinematic moves of them all – by pressing both attack buttons she will grab an enemy that is vulnerable, and perform moves where she summons various devices, such as an iron maiden or guillotine, and proceeds to execute the enemy with it. These seem to be linked to a gauge under Bayonetta’s HP, although my lack of Japanese understanding meant I was unable to understand it exactly.

But it doesn’t end there, oh no – there’s even more. The demo also allows Bayonetta to switch her equipped weapon to a katana, replacing her regular hair attacks with a more DMC-esque moveset, although just as crazy – with super fast attacks an inhuman lunges. There’s even a Dante-esque rising attack that’s performed in the same was as DMC, by locking-on and pressing the attack button whilst holding backwards. And also – enemies may drop weapons, from large axes to ball and chains, which Bayonetta may pick up and use herself, replacing her weapon. The combos seem to be very limited to these weapons, but on top of everything else that doesn’t seem to be a big problem. As you proceed through the demo, there are a few items that can be used by tapping certain directions on the D-pad, such as healing items. Collecting ring-like halos dropped by enemies and hidden in destructible objects appear to act as currency displayed at the top right corner (yes, like DMC), which will be used for purchasing new weapons and upgrades in the full game.

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There are even a couple of bosses in the demo, which appear to be larger demons in a similar style to the regular ‘angels’. The first of the two is a large golem of a boss, wielding a giant axe and sporting a creepy face. This can be taken down fairly easily, by avoiding its large, heavy hitting swings, and pummeling at it with whatever attack you like – the guns are safer, of course, but take much longer. Once it’s health has been depleted, the boss is stunned, and you must press the two attack buttons to execute a finishing blow (much like God of War). Once you have done so, Bayonetta summons a giant dragon head (made from her hair) and crushes it in its jaws, while you mash the shoot button to make it munch faster, a score rising the more you do it (perhaps related to how much it drops, or affecting your end-of level ranking).

The second boss was much more cinematic, however, attacking in a few stages. Firstly it ambushes Bayonetta on a bridge, breaking the section she’s standing on clean off, and you must attack the creature’s hand as it smashes the bit of bridge against the cliff side. This section was quite a nice idea, although I found it looked a bit strange – seeing as when you jump, Bayonetta follows the moving platform, always staying in line with where she jumped off. Obviously this is more of a gameplay mechanic, and we could always attribute this to ‘magic’, but it did look a bit odd. Once you’ve hurt his hand enough, there is a short ‘Quicktime Event’ type sequence which asks you to press left and jump at the right time to get to safety as the bridge is dropped from his grip, ending with a rather silly photo-snap moment as she lands in a suggestive position. However, the boss doesn’t end there – he then leaps up and tries to smash the ground you stand on. I was not prepared, and found myself being dragged to an instant death, which was a little annoying – but the second time I was ready, and running was fairly simple. I then had to attack him as he hung from the ledge I stood on, and took him down with a finisher while he attempted to smash the ground to bits, resulting in another dragon-feeding. The end of stage offered a familiar ranking system which judged my performance and graded me accordingly, presumably for some replay value.

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Now, I would have expected the demo to end there – but it doesn’t. There’s a second section, where Bayonetta is pitted against a rival Witch named Jeanne – and in this scene she does not have the Katana, and she is also sporting a more gothic looking witch outfit. This section resulted in a one-on-one gunfight with her rival, where you can actually walk on the walls or ceilings by pressing the jump button to attach to any surface, while your rival does the same – with some strange wall to wall gunfire. This is interesting, but seemed to be a tutorial of sorts, which I felt I didn’t fully understand – so there could have been more to it than I realised.

The demo looked great, as I said, but I’m not sure about the music. With the game’s general tone and craziness, the soundtrack features some very upbeat almost J-pop style music, which could grate after a while. Hopefully this won’t be the case. Overall the demo is fantastic, and even shows that there’s much more in the full game, with clips of Bayonetta wielding other weapons, such as a whip, and facing other interesting opponents. To me, it offers everything a DMC game offers, and looks like it will top DMC4 in continuing Kamiya’s legacy. Bayonetta could become a little annoying with her crazy dominatrix-like personality, but I really think the gameplay will shine through and leave us with something incredible.

I’ll be checking out the game at Eurogamer next weekend, so look out for more news soon!

-Leon

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24
Sep
09

Project Needlemouse: The Savior of Sonic the Hedgehog?

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As with many people my age (early 20’s), one of the games I grew up with was Sonic the Hedgehog. The favourite game of all in my Sega Megadrive collection, Sonic was always a game that was a joy to play, and everything about it was just done so right – the fluid controls, the beautiful environments and the challenging – yet fun – gameplay. As a child I could at first not even progress further than Chemical Plant Zone in Sonic 2, yet something always brought me back. As I got older, next came Sonic 3 and Sonic & Knuckles which were just as enjoyable and again captured my imagination and love for video games.

However, more recently, Sonic succumbed to what many series’ had done as time progressed; it went 3D. Starting with Sonic 3D on the Sega Megadrive, and then evolving into Sonic Adventure on the Sega Dreamcast, Sonic became a new game altogether. Although the games did introduce a few nice features that I liked, such as Shadow the Hedgehog and some special moves such as the homing attack, Sonic lost something in this transformation, and like a genetic flaw it passed to its children, leaving us now with the newer titles such as Sonic & The Black knight, and Sonic Unleashed.

One of the biggest problems with this transformation was the use of Sonic’s speed – no longer was the game about simple platforming and momentum, now a 3D setting found Sonic difficult to control and no longer fun to play. More recently I found myself playing Sonic Unleashed, and after some terribly-voiced dialogue and a semi-decent running section, I almost cried in horror as I played through some awful 3rd person fighting in a sort of half-baked God of War style – albeit without the fun aspects.

It was at that point that I finally admitted that Sonic had been lost to us, his finesse and awesomeness lost to mediocre gaming carrying the title of something that was once great. However, something I heard recently has caught my attention, and I secretly think that there may be a ray of hope for the blue hedgehog yet.

An all new Sonic title, codenamed Project Needlemouse is currently under development by Sega. But this isn’t just another 3D title, oh no. It’s apparently going to be a fully HD, 2D sidescrolling title. Apparently using an engine built from the ground up, the game will return to its original roots and play in a way more similar to the old series than any of the more recent titles. Currently there is no actual footage, so we can’t say whether the graphical style will or will not be returning to a more 2D design – but the gameplay sounds like Sega could finally be doing Sonic justice.

Project Needlemouse is due in 2010, although a more precise date has yet to be revealed – and which consoles it is being produced for is also a mystery. See the short trailer below for the little info currently available; we’ll let you know as soon as we hear anything more.

Project Needlemouse

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