Monthly Archives: February 2009

Dead Space review

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I HAVE to admire EA’s recent change of tack regarding new IPs, after all
publishers cannot live on franchises alone. Despite luke warm receptions,
Army of Two and Mirror’s Edge captured my interest solely because they were
EA titles without a year at the end of the title.

While I wasn’t the biggest fan of ME or AoT, Skate was an incredibly
impressive IP which really surprised me. EA appears to have pulled it off
again with Dead Space, doing for the survival horror genre what Skate did
for the skating genre – just making it, well, better.

On paper, Dead Space is a bit yawn inspiring. A strange virus is unleashed
by intergalactic miners which in turn reanimates the corpses of a ship’s
crew, leaving one man to get his buddies out of there. A kind of Resident
Evil with a ‘in space nobody can hear you scream’ vibe.

Hardly the most imaginative thinking for a brand new title, but its the
little things in Dead Space which impress more than the sum of its parts.

You play as Isaac Clarke, which may have a resonance with sci-fi fans, a
technician onboard a stricken mining ship who must battle his way through
hordes of the disgusting necromorphs to save himself and fellow survivors.

Necromorphs are the reanimated and mutated corpses of your former shipmates
which cannot be killed with brute force alone, but must be strategically
dismembered. Luckily, being an engineer, Isaac has allsorts of makeshift and
futuristic weapons at his disposal to chop, slice and maim the necromorphs.

One terrifying element of your adversaries is that if you only cut off one
limb with, lets say, a remote controlled circular saw (yes you read that
right), they can adapt their way of moving to continue their attack. Cut off
both legs and the necromorph will scurry at you with its giant claw like
appendages.

Half the fun of the game, despite the fact that it is disgusting, is using
the great and at times hilarious weapons to take them down.

Dead Space has a very in-depth upgrade system on a par with some RPG titles,
which sees you upgrading weapons and armour. It’s a bit like the merchant
from Resident Evil 4, but with holograms and space gadgetry.

The comparisons to Capcom’s franchise are hard to avoid, but at least Dead
Space improves on some of the annoying Resi quirks. You can, for instance,
run and gun.

The over the shoulder camera angle is as effective as the Resi one in
creating tension, but feels less restrictive.

Your inventory and HUD are displayed as a hologram being displayed out of
your weapon and suit, which is a great aesthetic and functional design
choice.

Controls are very intuitive and introduced sympathetically. The only parts
which bothered me were the ‘zero gravity’ sections which became very
frustrating at times.

Now, Dead Space is a survival horror game, and unashamedly so. In that
respect, the most important question about this game should be ‘is it
scary?’ Well, to give you an idea, the vibration from my mobile phone as I
received a text message when I was guiding Isaac through a dark corridor
being lit intermittently by a strobe like light scared the bejesus out of
me.

Okay, okay so it wasn’t the game that scared me directly, but the game
creates such an atmosphere of tension, sucking you into its world, that you
are completely immersed in the experience, delivering genuinely scary
shocks.

In one section, I entered a decontamination room, upon entering which the
doors were sealed (not a good sign.) After some clattering in the distance,
the lights went out. In complete darkness, flashes from broken and
malfunctioning lights picked up advancing necromorphs in the corners of the
room as I blindly fired circular saws around the room. Great fun, and very
scary!

So Dead Space does deliver on scares. The story isn’t going to win any
awards, but there’s something about the atmosphere which makes it very
memorable.

As for the graphics, the jury is still out. On HD displays the visuals are
very sharp, but feel a bit wasted when there is so much darkness in the
design. On the other hand, the absence of light is needed for scares.

In the sections which are illuminated, things can look a bit samey, with
greys and browns which we’ve seen enough of in other next gen titles. On the
other hand, there are areas of blue and orange hues which look great and
moody.

Your enemies are suitably gruesome looking, and made even more macabre by
the fact that the dev team Redwood Studios supposedly studied car crash
victims in designing the necromorphs.

In terms of sound, Dead Space can be a quiet game at times, but when there
is music it is expertly placed and executed to make the hairs on the back of
your neck pay attention.

Overall, a very enjoyable survival horror game which is a breath of fresh
air from Resi or Silent Hill. I might have been more impressed with a new
character and a new backdrop to immerse myself in more than the actual game,
but even if this had been a Resident Evil game set in space, it would have
been a good one.

Street Fighter 4 Review

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The decline of the Street Fighter series can be taken as a metaphor for the decline of the fighting game genre following its arcade-driven heyday from the late ’80s to the early ’90s. Street Fighter 1 and 2 were ground-breaking titles that encompassed everything that was great about the old-school 2D fighter: engrossing and addictive gameplay with hidden depth and fantastic to play with your friends.

Later titles, though, saw the famous Capcom quality slip: Street Fighter 3 was followed by games that, like many of the other fighting games of the day, offered numerous distractions, gimmicks and sub-titles. This diversification led to the fighting came concept becoming confused and diluted, with casual players put off and hardcore players disillusioned. Fear not, though: the latest Street Fighter game isn’t EX, Turbo or Alpha’s here – Street Fighter 4 simultaneously takes the series back to its roots and re-invents the genre for the better.

Street Fighter veterans will be pleased with the gameplay that Capcom has served up. Bouts are kinetic, energetic affairs that reflect the near-perfect balance of the characters and their tight, focused and well-conceived movesets, with the action rarely letting up and never becoming boring. There’s plenty of depth to the fighting, too – certainly more than in Sony’s premier beat-em-up, Tekken – thanks to the layers of complexity that slice through Street Fighter 4 like strata in rock.

Basic moves come in several flavours – light, medium and heavy punches and kicks, combinations of these, and holds, throws and complex sequences – and using these attacks builds up the focus bar and unleashes another wave of more complex and dangerous attacks. Holding down a button for a second or two can activate these moves, and will also absorb one attack from your enemy, which introduces another tactical element into Street Fighter 4 clashes – it’s an ideal way to turn defence into attack and turn a fight on its head in an instant.

There’s another level of special moves, too, with Super Combos unleashed when you’ve filled up a gauge that grows as you absorb damage. Again, it’s another move that can turn the tide of battle and adds another tactical element alongside the frantic fighting. These super-powerful combinations also unleash special cinematics that smash through the 2D plane, and they look fantastic – crammed with light effects and lashings of Street Fighter 4′s gorgeous and unique art style.

It’s also worth noting that, at no point, do the layers of moves – from basic to super attacks – feel hugely daunting. You begin to use them because you’re ready and can cope with the additional level of complexity they provide, but they’re not essential when you first start playing. It’s not a gentle learning curve, but it’s not insurmountable, either – instead, it’s one that can be progressed logically and one that rewards the addictive process of learning, improving and adapting.

The fantastic gameplay – which offers suitably absorbing depth that will please even the hardened fighter – is complimented by an excellent roster of characters. All of the classic characters you remember from the original pair of classic titles are here: Ken, Rye, Blanka, Chun-Li, E. Honda, Balrog, Vega, Sangat and M. Bison strut their stuff in this new tournament, and other old characters – such as Dan, Sakura and Cammy – also appear.

Capcom has also introduced four new fighters for the fourth true incarnation of their game, with tough Frenchman Abel, businesswoman Crimson Viper, chunky Rufus and gastronaut lucha libre star El Fuerte joining the cast. These new characters – particluarly El Fuerte and Viper – fit in well with both the Street Fighter 4 philosophy and aesthetic, and quickly feel at home.

As well as having the fantastic nostalgia factor down to an eighties-styled T and playing brilliantly, Street Fighter 4 is also one of the finest-looking combat games we’ve ever seen. As usual, the action is kept on a 2D plane, but the characters and backdrops are fully 3D. The frenetic and action-packed fighting translates well to the graphics, which are imbued with a cartoon style and plenty of neat, attractive touches.

It truly is a gorgeous experience: characters are animated with stunning fluidity and a healthy sense of individuality as they contort and connect with each other, and it’s easy to see the ludicrous amount of effort that has gone into making the first next-gen version of Street Fighter look so good. Capcom has gone with the cartoonish, stylised design on purpose, and evidence of the characters being hand-drawn is purposely scattered all over their over-sized, muscular frames. It makes for a unique and incredibly absorbing look, and it even extends to little clouds of ink bursting out of characters when they take a hit.

This excruciating attention to detail extends to the backdrops. There’s decent variety in the number of locations where you fight – crowded backalleys, snow-covered train stations and grassy underpasses, for instance – and they’re packed with detail: spectators braying for blood and urging you onward and pieces of scenery that wobble, fall over and scatter when a heavy character hits the deck. The legion of lighting and particle effects look brilliant, too, from the flames that burst from your super meter and explode from your fist when you execute a move to the classic, bout-ending Haduken, fights practically bristle with action. Combine these effects with the striking characters, stunning style and mind-blowing animation and it’s clear that Street Fighter 4 is a visual experience that no previous fighting game has been able to match.

The rest of the game matches the fights themselves in offering plenty of depth and longevity even for eager and skilled players. There’s the standard arcade modes for each characters as well as those that allow you to choose who you fight and where you fight them. Playing the game will unlock further characters, costumes, taunts, art and movies, with hundreds of items to collect overall, and trial mode works as both a good tutorial and a way to get to grips with a character you haven’t played with much. There’s also challenge mode, which gives you more specific victory conditions, and online play – so there will always be a human opponent available, even if your friends aren’t there in person.

Alas, Street Fighter 4 isn’t perfect – but the issues that are there are practically microscopic – so much so that they barely matter at all. We had trouble completing some of the trial modes, even if we were hitting the move required – with Ken actually shouting the name of the move, even if the game wouldn’t register it – and the anime cutscenes that introduce and close arcade mode aren’t that good and don’t reveal much about the characters. They are skippable, though, and the mind-blowing introductory sequence more than makes up for some dodgy movies.

We also noticed that occasionally an AI-controlled character would prove problematic due to a reliance on one move – repeatedly using low kicks, for instance. It’s a tactic that we’d expect from an annoying younger cousin rather than a game of this quality but, thankfully, it’s a rare occurance. It’ll result in a prolonged bout or, at its worst, a lost round, but it’s soon lost in the shuffle.

The gameplay will appeal to both button-bashers and purists – there’s enough fun to be had immediately and enough depth to appeal for months of fighting without the annoying gimmicks that plagued previous games – and the roster of characters and their imbued style, thanks to the stunning graphics, effects and animation, will sate those looking for classic Street Fighter action, which this title delivers in spades. It’s a game that, as well as feeling fresh and new, is steeped in history. It’s definitely a Street Fighter game and exudes a sense of history that inhabits all of the best franchises.

As well as being one of the best-playing fighting games ever, it’s also one of the best-looking and, like all of the great, classic games, just feels right. It’s a shame that a couple of tiny, niggling issues prevent me from awarding Street Fighter 4 the coveted Den of Geek 5 star rating – but, be assured that this is as close to a perfect score that I’m able to give – a 4.9, as it were. This is an essential buy for fighting fans, and will go some way to convince those who haven’t been converted yet. Ken, Ryu, Blanka and the rest are waiting; you’re a Haduken away from Street Fighter heaven.

Rating: 4/5

Street Fighter IV Sells 86,000 Copies First-Day In Japan

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After years of anxious waiting and countless shilling (guilty as charged), Capcom’s return to Street Fighter has been met with much success in Japan.  First day sales of Street Fighter IV have been pegged at 86,000 copies, with the PlayStation 3 leading the pack with 58K, and the Xbox 360 playing follow-up with 28K.  Reports have these figures coming just short of Soul Calibur’s stellar 92,000 first-day sales across both platforms (although the PS3 version of SFIV beats the PS3 version of SC4 by 1,000 units), but well ahead of the last edition of Virtua Fighter V at 42K.

Sign ‘o the times, or just a first-day fluke?  Stay tuned to see how Capcom’s return to the World Warrior set after a ten year absence plays out in its homeland.  But the real battle will be North America, which has always accepted Ryu & Company as adopted sons, and hits our shores next week.

Syphon Filter coming to PS3?

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The Syphon Filter franchise may be about to make its debut on the PlayStation 3 (PS3) console, according to rumours.

Japanese gaming website Kotaku reports that central Oregon-based Sony Bend released a job posting earlier in the month for a new game tools programmer.

Sony Bend has developed all existing Syphon Filter games, including the most recent Syphon Filter: Combat Ops on the PlayStation Portable (PSP).

This posting is in addition to a credit listed on the website of LA-based digital content studio PCB Productions which says: “Syphon Filter 5 – PlayStation 3 – Sony Bend.”

The studio claims that it worked on “facial mo-cap” for the new title.

However, a Sony spokesperson told Eurogamer: “We do not comment on rumour or speculation.”

The last PlayStation 2 (PS2) title in the series was Syphon Filter: Omega Strain, while the PSP’s 2006 game Syphon Filter: Dark Mirror was also ported on to the console.

MGS4 to join the PS3 Platinum Range

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Eurogamer reports, Konami has announced much to the delight of Playstation 3 owners, that from the 5th of March, they will be adding Metal Gear Solid 4: Guns of the Patriots to the current range of PS3 Platinum titles.

Let’s not forget that this game was only released on 12 June 2008 and considering the great reviews it recieved, £19.99 seems like a great price for this game.

It will also have the Metal Gear Online mulitplayer modes which seem to be quite popular still with gamers around the world, so it’s definately something to look forward to on March 5th for those who have yet to try the game.

Playstation 3 sales drop 24 percent in U.S.

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According to new figures by research group NPD, Sony’s PlayStation 3 has seen a year-on-year decline in sales of 24.5 percent in January. Specifically, last year it sold 269,000 units, whilst this year it’s 203,200. The PlayStation Portable suffered a very similar fate with a 25 percent drop, with sales of 101,200 from 264,200 the previous year.

In contrast, Microsoft’s console sales grew 25.5 percent (up to 309,000 from 230,000), with Nintendo making an even bigger gain of 59.5 percent (up to 676,000 from 274,000).

According to Philips’ Technology Programme Manager, Chris Buma, the PS3 numbers may have a lot to do with its Blu-ray functionality. Indeed, while the system has been important to Blu-ray, he says there’s a shift about:

“In the beginning the overwhelming number of players out there meant Blu-ray technology was in a lot of homes, but things are changing now and people are using the console more for its original use – gaming, and not so much for movies.”

“This has something to do with price difference. At the beginning, the PS3 was the cheapest Blu-ray player out there but this isn’t the case anymore. The PS3′s domination as a Blu-ray player is certainly going down and the market place for dedicated players is increasing.”

On the topic specifically of Blu-ray movies, Buma says sales are as they expected, and can survive the recession, as prices are dropping.

SCEJ Reveals 24 Home Licensees

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At a recent presentation, Sony Computer Entertainment Japan announced that 24 developers and publishers have so far acquired licenses to create content for its PlayStation Home virtual world.

Since its open beta launch in mid-December, some 3.6 million PlayStation 3 owners have downloaded Home. The community-based service enables users to create customizable avatars, decorate apartments, interact with friends, view promotional content, and purchase virtual goods — like furniture or clothes — with real money.

Several third-party companies previously revealed that they would produce content for Home, such as Ubisoft, which released Far Cry 2 “spaces” that allowed users to play African board game Mancala and socialize in replicas of the first-person shooter’s in-game environments.

Electronic Arts also recently detailed an “EA Sports Complex” for spring, promising an area where users can access EA Sports trailers and content, play Home-exclusive multiplayer games, interact with other EA Sports fans, and compare against one another with various leaderboards.

The full list of PlayStation Home licensees, posted on Japanese site Game Watch and translated by game weblog Kotaku, follows:

Acquire
Activision
AQ Interactive
Atlus
Bandai Namco Games
Capcom
D3 Publisher
Disney Interactive Studios
Electronic Arts
Games Republic
Genki
GungHo
Hudson
Irem
Koei
Konami
Nippon Ichi
Paon
Q Entertainment
Sega
Spike
SNK Playmore
Tecmo
Ubisoft

Non-gaming related operations are also invited to establish a Home presence, as shown by energy drink company Red Bull, which sponsors a space in the virtual world offering a Red Bull Air Race mini-game.

God Of War III Details Released

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A post on the GameFaqs forum has revealed new details about Sony’s upcoming God of War sequel.

The poster claims the info comes from the latest edition of magazine Game Informer, which contains an eight page feature on God of War III.

The article reportedly states the following:

  • Unlike its predecessors which could handle around 15 enemies on screen, there will be around 50 per screen in God of War III.
  • Kratos can ride monsters like the Cyclops and “control”.
  • Kratos on the PS2 comprised 5,000 polygons, now that number is more like 20,000.
  • The weapons you choose have a greater effect on gameplay. You’ll get more than just a couple of new moves. 
  • The lion gauntlets are called Cestus.
  • The enemy AI is a lot smarter. Some of the enemies will be “commanders” and control the other grunts.
  • Enemies will look different, even if they’re the same type. .
  • More boss fights than GoW I, but less than GoW II.
  • No multiplayer.
  • Hades boss fight confirmed.

Godfather II Release Date Revealed

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EA and Paramount Digital Entertainment have today announced that The Godfather II video game will be released in North America on April 7 and across Europe on April 10.

In The Godfather II players will immerse themselves in a 1960′s organised crime world. As a Don, they will build a crew and grow their family in an effort to become the most powerful mob syndicate in America.

The sequel also promises to introduce strategic gameplay mechanics never before seen in an open-world game. Using the Don’s View, a 3D representation of the player’s criminal empire, players will need to coordinate their strategy, plan hits on rival Made men, attack enemy rackets, and much more.

The Godfather II is scheduled for release for Xbox 360, PS3 and PC on April 10.

Dead Rising 2 Confirmed For PlayStation 3

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It didn’t take long to verify if that supposedly leaked teaser trailer was legit, as today’s announcement has quickly clarified everything.

According to D+PAD, Capcom has finally confirmed that Dead Rising 2 is currently in development for the PlayStation 3, Xbox 360 and PC. The sequel to the popular zombie slaying extravaganza – which wasn’t available on the PS3, as most of you know – will indeed utilize a Las Vegas-like setting: Fortune City will be the undead’s home, and it’ll be up to you to eliminate the threat. One of the original’s most appealing features was the ability to use just about anything you could find to smash zombies, and considering you were in a mall, there were literally hundreds of experimental make-shift weapons. Fortune City should offer something similar, and we can’t wait to dive into the bloody goodness. Capcom has teamed up with Blue Castle Games to work on Dead Rising 2, and many members of the original team will stay on, including Capcom’s global head of research and development, Keiji Inafune. He will be the game’s producer. As for more in the way of details, we can expect those to arrive in due time, and we’ll also hope for an estimated release date.

At this point, it’s just good news to know that the sequel is indeed headed to the PS3. There was talk of porting the first title over to Sony’s machine, but it got to a point where all we wanted was the sequel…and now we have it. Yay! Capcom certainly wasn’t lying about their commitment to multiplatform production, huh?.