Monthly Archives: October 2009

Rumor: Killzone 3 to Release Sometime in 2010

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Playsation’s Official Magazine has publicized the latest and greatest rumor: Killzone 3 is in development and will release sometime in 2010. In the latest issue, they call it one of Sony’s “secret games of 2010″. According to the same publication, Killzone 3 is “deep into development” and will hit the shelves sometime within the next year.

This is a conceivable rumor, despite the fact of it being a rumor. The last title, which took nearly 5 years to develop and create, sold great on the PlayStation 3, and many knew that a sequel was imminent. Guerrilla now has a strong game engine and multiplayer composition, so less effort is required from the developer itself.

KZ3 is not the only major rumor that they mentioned, though. They also noted a probable sequel to Treyarch’s Call of Duty: World at War, and how Resistance 3 was in the works.

Killzone 2 was one of my most favored shooters this year, definitely a first-class runner up to Operation Flashpoint: Dragon Rising, and a sequel would be delightful.

Uncharted 2: Among Thieves Review

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Ascending a train car as it helplessly dangles over an icy cliff. Freely leaping between numerous vehicles as bullets weave through the surroundings. Breathlessly firing backwards at a truck as it chases you down an ever-tightening alley. Uncharted 2: Among Thieves, Sony’s action-adventure magnum opus and certifiable system-seller this holiday season, is packed with moments like these, and such occurrences are likely to stick in your mind long after the journey concludes. But unlike many large-scale, bravado-filled action experiences, Uncharted 2 doesn’t let up between its memorable happenings — there’s always something moving, exploding, crumbling, or aimed at your head.

Over the course of the dozen-hour campaign, it might feel like the game is taunting you: “Just try to get bored. I dare you.” But that’s a challenge you won’t mind coming up short on.

 

Among Thieves builds upon the basic framework of the original Uncharted: Drake’s Fortune, but no stone has been left unturned in dramatically improving the overall experience for the sequel, so much so that it almost seems like a completely new series. Nathan Drake, smartass fortune hunter/explorer, again takes center stage in the sequel, which tracks his quest to discover what happened to Marco Polo’s missing fleet back in the 13th century (and profit from whatever treasure is found). Don’t sweat it if you fail to keep track of every minute piece of the narrative puzzle — it’s largely there to escort Drake and his compatriots from location to location, providing context to whatever jaw-dropping action sequence waits around the next corner.

Like the original, Uncharted 2 wears its influences on its sleeve: it’s a stop-and-pop, cover-based third-person shooter like Gears of War, while also granting players the ability to briskly scale and explore each environment a la Tomb Raider. But it’s the combination of the two, plus puzzle solving and contextual melee attacks, that really makes Uncharted a unique experience. Whether you’re emptying clips amidst a frantic firefight (a regular occurrence), climbing street signs and ledges to reach some vertical destination, or performing a stealth melee kill on some unsuspecting foe, each aspect comfortably fits and feels like an integral and important part of a singular experience, not just separate styles of gameplay shoehorned into a template.

What makes Among Thieves such a remarkably improved experience over the original is a renewed dedication to stylized, cinematic action. The developers at Naughty Dog have clearly studied scads of awesome action films, and packed the game full of the kinds of moments that would have you cheering at your local movie theater.

 

Where Uncharted 2 breaks from the competition is that it never loses sight of the fact that it’s not a movie — it’s an interactive experience, which means you should be in the driver’s seat as much as possible. Sure, the campaign has its fair share of cut-scenes, but they’re largely narrative, conversational segues that lend context to the action. Whether it’s shooting down a helicopter while on a moving train, running along a bridge as it crumbles beneath your feet, or hoisting a wounded companion as soldiers and tanks swarm from all angles, the game simply refuses to allow for more than a very occasional dull moment. Of course, you’ll have to suspend disbelief to a rather large degree. That Drake manages to slay hundreds of foes without consequence and simultaneously be the most agile man in existence is sort of mind-numbing if you think too hard about it, so here’s a tip — don’t. Just enjoy the ride.

It doesn’t hurt that Uncharted 2 is perhaps the prettiest game to see release on a home console to date. From sensational vistas to war-torn, dilapidated cities, each environment has been meticulously crafted using superb modeling and texture work. But while the set pieces are certainly stunning, it’s the animations — character and otherwise — that really deliver the illusion of near-photorealism. Extensive motion-capture work results in totally convincing interactions, both in the game and the real-time cut-scenes, and sharply delivered dialogue from Drake voice actor Nolan North and his co-stars further cements the game’s impressive presentational prowess.

That Uncharted 2 also contains a fully featured online multiplayer component is sort of baffling, though only in the sense that it’s hard to expect anything more beyond the brilliant single-player campaign. Though structured a bit along the lines of recent Call of Duty iterations — with an extensive leveling system and the ability to purchase perks and bonus items — Uncharted 2’s multiplayer approach is wholly unique, as the previously detailed mixture of disparate gameplay elements results in a fast-paced, fluid experience that emphasizes both skilled gunplay and environmental navigation.

 

Many players will likely flock to the various 10-player game modes, including traditional team deathmatch, multi-round Elimination battles, and various objective-based modes that let teams work together to claim treasure or protect turf. For my money, though, your time may be best spent in the non-narrative co-op mini-campaigns. Though only three total players can participate in co-op, these brief, thrilling adventures pit you against aggressive A.I. enemies in locales from the campaign, forcing you to work together to eliminate adversaries and make your way towards the final goal. Regardless of your play preference, the multiplayer interface is flexible and feature-rich, and I experienced zero lag or visual slowdown, even in full matches (though I did encounter the occasional connection issue).

If it seems like I’m just raving on and on about the game, that’s because I am: it’s hard to find significant fault within this beautiful, thrilling, genre-defining experience. Sure, you might hit the occasional glitch or have grips with the cover system, but these are very minor nitpicks compared to what Naughty Dog has accomplished with Uncharted 2: Among Thieves. It’s one of the most incredible action experiences I’ve ever had the pleasure of enjoying, and capitalizes on the potential of the PlayStation 3 hardware in a previously unseen manner.

Sony releasing PS3 with 250GB hard drive next month

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Starting November 3, consumers will be able to purchase a PlayStation 3 with a 250GB hard drive, Sony announced on the official PlayStation blog.

The console, which will sport the same slim look as the 120GB device, will sell for $350.

Sony says the PS3 has sold 1 million units worldwide in the first three weeks following the launch of the lighter console, which also experienced a significant price drop from $399 to $299.

PS3 No. 1 in US for first time

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Sony’s PlayStation 3 took the top monthly spot in the U.S. video-game console sales rankings for the first time since it was launched in November 2006, according to numbers released this afternoon by the NPD Group market research firm. Benefiting from price cuts, the Sony console sold 491,800 units in the U.S. for the month, compared with 462,800 for the Nintendo Wii and 352,600 for Microsoft’s Xbox 360.

The numbers show the console race becoming neck-and-neck as the three major players come closer to price parity. NPD analyst Anita Frazier offered this take on the result in a news release.

“All three console manufacturers enjoyed the impact of lower prices on unit sales as the PS3, Wii, and Xbox 360 realized an increase over August of 87%, 33%, and 31% respectively, on an average sales per week basis (keeping in mind September was a 5-week month compared to 4-weeks in August).”

“Compared to last September, the PS3 was the big winner, more than doubling last year’s sales. This portrays a very strong consumer reaction to the price decrease as August and September both realized a lift of more than 70% over the prior month. This is the first month that the PS3 has captured the top spot in console hardware sales.”

“The best-selling platform overall remained the Nintendo DS which has topped hardware sales for 6 consecutive months.”

David Dennis, an Xbox spokesman, said Microsoft believes the PS3 benefited from pent-up demand based on its previous price, and that it will return quickly to more normal sales levels. We’ve asked Sony representatives for comment, and we’ll update this post depending on the response.

Sony dropped the price of the 80GB PlayStation 3 by $100 to $299.99 in August, and introducing a new PS3 “Slim,” with a 120GB hard drive, for the same price. Microsoft in August dropped the price of the 120GB Xbox 360 Elite by $100, to $299.99. (The Xbox 360 Arcade, without a hard drive, sells for $199.99.) Nintendo in September cut the price of the Wii to $199.99. Nintendo had charged $249.99 for the console since its launch nearly three years ago.

Need for Speed: Shift Review

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Electronic Arts talent for redesign has one giant asterisk against it. Every year the company proudly roles a shiny new model in its Need for Speed range off the end of its’ assembly line and out of the factory gates, only for it to splutter back a little while later on a manufacturer’s recall after driving straight off the edge of a cliff of criticism. It’s become so bad that the series has now had more makeovers than Madonna, but, unlike the queen of pop, so far none of them has been a success. Last year the series went through what might be referred to as its Guy Ritchie phase, combining its racing action with a straight-to-DVD quality plot that was so poor the only use it would ever have been put to in the film industry was propping up the wonky leg on the bargain bin at your local Blockbuster. This time around, nothing has changed – in that everything is different once again. With the paddock of top quality driving games more crowded than it’s ever been before, necessity has become the mother of reinvention for NfS, as the franchise tries to avoid being relegated to the back of the grid; but while Shift is a substantial improvement over past attempts, and includes some ideas that may well define the way the genre moves forward in the future, its’ new mix of arcade and simulator racing means that, once again, the series can’t seem to settle on a distinct personality of its own. There’s no doubt that Shift’s career mode initially hits you at speed. Almost as soon as you’ve stepped into your flame-retardant overalls there are cars to buy, a multitude of different events to choose from – Drift, Time Attack, Car Battle and so on – stars to earn, profile points to accumulate, profile objectives to complete, badges to acquire and your driver profile to develop. Right from its’ opening cinematic, with its lightening fast camera cuts, overblown “ffftttuuunnn” sounds as cars hammering past the screen, and shots of vehicles pirouetting through the air, it’s easy to forget to stop and catch your breath. It’s not just in the on-track action that Shift does a good job of conveying the pace and thrill of racing. Nowhere, however, does the game capture the exhilarating high of speed better than when you’re behind the wheel, and this is thanks totally to its’ new driver view. Of course we’ve had in-cockpit cameras before, but Shift could quite easily be showcasing the first true driver camera. It’s an unparalleled success, and one that more than does justice to the time and experience developers Slightly Mad Studios, who previously worked on the GTR titles, and Patrick Soderlund, the Senior Vice President of EA Games Europe, who also just happens to be a real-life GT racer, have put into it. Rather than the camera just providing you with a driver’s eye-view, it’s as if it’s actually been mounted on the top of his neck muscles, so that your perspective is constantly moving around just as if you were in the car – rapidly juddering up and down as you pass over rumble strips, being dragged one way, then the other by the G-forces through a corner, and bobbing erratically in response to every imperfection in the tarmac. Combined with the game’s subtle technique of blurring the peripheries of your view at high speeds to accentuate your natural tunnel vision, Shift really makes you feel like you’re harnessed in to that Recaro seat; and when you bury the car into a tyre wall, the hammer blow of the impact almost leaves you with a concussion vicariously. While the cockpit camera is nothing but a triumph, the same can’t be said of Shift’s other big feature – the Driver Profile. While the idea and its implementation may be innovative and derivative in equal measures, the premise of adding light RPG elements to a driving game is a great one. As you race in your own, natural way during the various competitions, the game is constantly monitoring and evaluating you to decide whether you’re a precise or an aggressive driver. Keeping fastidiously to the racing line and mastering corners by meeting the game’s exacting standards on your speed, entry and exit are the kind of traits that earn you kudos in the former category, whilst trading paint and spinning opponents are very definitely trademarks of the latter. Not only does Shift let you know what kind of racer you are however, it also awards you points for your actions, and when you have enough of these you’ll move up to the next level on the driver profile ladder, being rewarded with sponsorship cash, new events and parts, both cosmetic and performance enhancing, for you cars. The problem with the system is that, despite almost every human who plays racing games being a clumsy clubfoot who frequently rear-ends opponents, brakes far too late, if at all, for corners and tries to fit their car into gaps that even a pizza delivery boy on a moped would think twice about, doing all of this in Shift still sees you recognised as a precise driver. While earning aggression points is something you have to do with planning and a very deliberate intent, you’ll rack up hundreds of precision ones without trying or even noticing, and this sadly makes much of the opportunity to carve out your own unique niche in the motor sport world obsolete. As well as the profile points you also earn badges and stars in Shift for achieving specific feats, such as winning races and improving certain skills. Acquiring stars is the means by which you move up the different tiers of competitions towards the Need for Speed World Tour, which is home to the highest performance drivers and machines, and there are so many on offer in the game that you almost expect to see Mario looming up in your rear-view mirror in his little kart, licking his lips in delight. The way that you seemingly can’t compete in an event without winning stars, extra profile points and other awards is a definite contrast to the usual winner-takes-it-all driving game mentality, and certain to appeal to those not so well versed in the genre. The problem with it though is this is meant to be nose-to-tail, on the edge, no-quarter-given racing, not one of those lily-livered ‘everyone-wins-a-prize’ affairs, and the two things don’t really sit together all that well. It’s possible to get a fair way up into the 50 levels that the driver profile offers, and open up a large number of the events, whilst still being pretty rubbish, as Shift’s career seems to reward dogged persistence almost as richly as increasing ability, and the game’s issues with unevenness don’t end there. While some events, such as the drift and car battle ones, are uncompromising in their demands, often causing you to resort to some form of underhand tactics to get through them, many of the others are pitifully easy and, as a result, the amount of free reign Slightly Mad allow you in deciding which ones you enter when is very thankfully received. Another area in which things don’t seem quite right is handling. While Shift does a good job of conveying the simple difficulty of just keeping a high-performance car in a straight line at maximum speed, controlling each of the greatly varying vehicles feels indistinct. While lithe-like motors such as the Lotus’s don’t seem to possess the grip and down-force that normally sticks them to the road, neither do super-heavyweights like the Bugatti Veyron have the bulk they should to anchor them to the asphalt, leaving all to skip far too easily across the tracks like you’re controlling a full-sized version of a remote control car. Unless you cop out and turn on some of the difficulty reducing computer assists, such as those for steering and braking, the only way to improve on this is to accumulate cash to purchase better parts or delve into the murky complexities of tuning your rider, which all means that the best and most knowledgeable drivers end up with the easiest cars to drive, and that seems a bit back to font. Apart from the driver-cam, the remainder of Shift’s graphics are of a consistently high quality, without them ever managing to reach quite the same levels of photorealism as say, Gran Turismo; and despite a nice line up of motors that includes Audis, BMWs, Lamborghinis and Zondas, there also isn’t the same breath of vehicles available as in Polyphony’s pole-sitter. On the car personalisation front it’s a similar story, with plenty of options on offer but not as many as in the market leading Forza series – although a wide range of liveries that even includes a group entitled ‘Ninjas and Pirates’ means that Shift certainly isn’t selling anyone short on in this department. One place where the game definitely does out-perform GT is in the A.I. department. Away from its less than half-assed attempts to try and create rivalries between you and the odd computer controlled driver, the A.I. cars actually act like they’re being driven by real people, rather than just on a programmed course around the tracks. They’ll spin out, cause incidents amongst themselves and frequently stray from the racing line when they make mistakes, often when trying to block too aggressively. They make well rounded opponents if you can’t or don’t feel like racing online, but when you do Shift offers a comprehensive set of racing options for up to eight players, that includes ranked and unranked competitions in tournaments and events such as Driver Duel with profile points once again awarded for every move you make. In the end then, rather than being an exceptional driving game, NfS: Shift is a good one with one exceptional feature – driver-cam, and one interesting idea where the implementation is slight awry – driver profile. No doubt EA and Slightly Mad drew up an incredibly long list of different pieces that players expect to see included in a modern racing game, but, by trying to throw all of these in, there’s a lack of balance within the variety. Shift’s most promising parts are the ones unique to it alone, but it seems nervous about these, and its no surprise then that a game that’s meant to focus on you finding your driving personality is so uncertain of its own. If you’re a PS3 owner who can’t wait for Gran Turismo 5, you may want to check out Codemasters’ Dirt 2, and possibly even GRID as well, before committing to Need for Speed; but if you do decide to plump for EA’s offering you won’t go far wrong. With a bit more work this template could create something very special indeed, so please EA just shift any designs you have on another complete redesign in the direction of the bin. Rating: 8/10

Sony faces legal issues over crashing PS3 firmware

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What would you do if your newly purchased gaming console crashed every 15 minutes? You might rage or return it — but many have resorted to lawsuits. Sony is now facing just such a problem over the PlayStation 3, with a suit seeking class action status trying to get compensation for people affected by defective consoles.

Sony is no stranger to problems with the PS3, especially not on the firmware front. Since release, the company has introduced over a dozen separate firmware updates to address a multitude of issues. After the 3.01 update supposedly failed to fix one man’s problem and in fact caused another, he says Sony attempted to charge him to fix the broken PS3. Sony commented on the situation in the past, saying they are aware of “isolated” instances where the firmware causes numerous glitches.

Sony might face a bigger issue though, as they claim the 3.01 firmware was the last major release — bad news for anybody who is still suffering from technical problems on a PS3. Is this worth suing over, though? I’d think a stronger move would be to take your console back — though that may not be an option for many.

Activision Never Wanted Call Of Duty To Go “Modern”

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Honestly, this whole thing just made me chuckle. Had it all turned out differently, Activision would’ve felt like any of those agents who rejected J.K. Rowling’s first “Harry Potter” novel.

According to a recent Official PlayStation Magazine interview with Infinity Ward head man Vince Zampella, Activision didn’t initially want the developers to make any sort of “modern warfare” game. Zampella said the team actually had the idea of making a game with a new-world feel, but Activision kept holding them back; this argument apparently goes all the way back to Call of Duty 2. Infinity Ward was “dead set against it being World War II,” but Activision insisted on the setting. Furthermore, Zampella said:

“And something I’ll add to that, Activision also did not want Modern Warfare. They thought working on a modern game was risky and [thought], ‘oh my god you can’t do that, it’s crazy!’ They were doing market research to show us we were wrong the whole time.”

Project lead Jason West piped up and said, “we had to fight for everything…they wanted it to be WWII. Again.” Obviously, we can understand the publisher’s position in this debate, as WWII shooters have proven to be profitable for many years, and furthermore, Call of Duty fans always expected a WWII experience. You may recall when Modern Warfare was first announced; many were arguing that it was a bad idea, remember? So don’t give Activision too much flak; they couldn’t possibly have known the game would eventually sell over 14 million copies. But they were quick to promote a sequel, weren’t they? Such is the way of a publisher: try and put out what you think will sell, and originally, Activision just didn’t see big profit in a franchise moving away from its tried-and-true meal ticket.

Four New PSN Games Discovered?

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Personally, I’ve never understood the appeal of virtual “people-tracking” services like Facebook, but LinkedIn has proved to be a valuable source of information in the past.

As noted by PS3Center, an unknown developer currently has four PlayStation 3 games in the hopper due to Michelle Franklin’s LinkedIn page. As you can see, it says she’s a Senior Game Designer for a “confidential employer” – and has been since the Summer of 2008 – and she’s currently working on no less than four PS3 titles, two of which are still unnamed. The unnamed games are a “ninja RPG for Japan” and “one Zombie Survival Horror Action Adventure.” The implication in the first game is that it’ll be exclusive to Japan (but we still want to know about this “ninja RPG”) and the second could be just about anything. It could be a full-on title like Resident Evil or Left 4 Dead, or it could be a downloadable game of some sort. The other two projects are Key of Solomon and Sir Gawain and the Green Knight, both of which are clearly based on classic novels from medieval times; the former from the 17th century and the latter from the 14th. Both are primed for the video game universe simply due to their fantastical natures; I remember reading Sir Gawain back in college, and a game should be intriguing.

Anyway, above all else, we have to find out who this “confidential employer” is if we wish to pin down more details. My guess is that all of these are downloadable titles for the PSN but you never know…

Pachter: Uncharted 2 “Matters,” Will Boost PS3 Sales

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New IPs are rarely big system sellers; despite the critical acclaim and relative gamer popularity, Uncharted: Drake’s Fortune didn’t really cause PlayStation 3 sales to surge.

However, we are now in a very different situation: the PS3 is down to $299, Blu-Ray has solidified its position as the accepted high-def video format, and the software library is a good deal larger. On top of which, people are now aware of the name “Uncharted,” and advertising and promotion has been fairly heavy. In response to this, Wedbush Morgan analyst Michael Pachter believes this is the game Sony has been waiting for; he said as much during a recent Bonus Round interview over at GameTrailers:

“I think it’s the game Sony always wanted and I think it’s been a long time since we’ve seen a ‘Game of the Year’ kind of game come out of Sony. So I think it matters and it’s got hardcore appeal…it’s a game changer for them, its coming out in a nice little window in October and it’s coming out right on the heels of the price cut. I think it keeps them ahead of Microsoft for a bit.”

While some of you may be quick to point out Metal Gear Solid 4: Guns of the Patriots as last year’s definite Game of the Year, we think Pachter was referring to first-party titles. Anyway, we have to agree with his assessment and provided Sony can continue to push the marketing campaign forward throughout the holiday season, Uncharted 2 could indeed have a significant impact on PS3 sales. Pachter believes it’s capable of pushing “a couple of hundred thousand incremental boxes,” and we’re fairly certain that Sony would be happy with that result.

Modern Warfare 2 US Gameplay Causing Controversy

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There’s no doubt that Call of Duty: Modern Warfare 2 will be a gigantic seller, but the game is suddenly facing its first real bout with controversy.

We’re not posting the trailer here for a variety of reasons, but in the latest promotional video for the game in question, we clearly see massive battles being fought on American soil. More specifically, Washington DC, where both the Washington Monument and the White House get reduced to rubble, which is bound to turn some heads. Of course, it’s not a civil war; opposing forces are attacking, but perhaps in light of the past decade of terrorist fear, it might go over badly in the eyes of certain people. Veterans may grimace at the imagery as well, so don’t be surprised to see some vocal complaints and even boycotting on the part of offended citizens. Up until now, we didn’t know that some of the gameplay would take place in the US, but we do remember Infinity Ward saying they hadn’t shown everything yet in regards to available media. Well, maybe it would’ve been a good idea to keep a firmer lid on this until the game launches, even though the controversy may have been inevitable either way.