Monthly Archives: November 2010

Sony: Kinect is mostly a bunch of tech problems

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If you believe Microsoft, the world is creaming its little yellow pants over how impressive Kinect is, but Sony doesn’t think it’s that hot. Writing off the technology for its mass of technical problems, Sony Computer Entertainment engineer Anton Mikhailov believes Move is a faster, sexier, less problematic solution. 

“I think the tech is a bit, not so much immature, but not quite up to spec in what we think,” he says. “Like the PlayStation Eye camera runs at 60 frames per second so it can track you very quickly whereas the Kinect and other depth camera are only 30 frames per second. So they are more suited for slower motions. Dancing is still kind of okay and then the yoga stuff that they were doing, it fits that very well, whereas if you want to do quick punches it’s harder to do that just because you can’t see the player as quickly. And there’s also more latency, things like that. So you know, it’s not a particularly sexy result, it’s just mostly technological problems.” 

Mikhailov also states that Kinect’s a memory hog, which makes it harder for games to offer optional motion controls, and complained about the resolution of the 320×240 camera. He also believes the frame-rate is too low and that certain materials, like denim, is proving difficult for Kinect to recognize. 

Not only that, but the engineer also asserts that Move is capable of doing almost anything Kinect can, with a little extra legwork: “It’s always more robust when you get it in the hardware but the reality is we can still do a lot of these features with just the Eye and if the users are happy with both then we’re equivalent in that sense.”

Something tells me he thinks the PS3 has a better motion controller.

PlayStation Move sales now over 4.1 million

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Sales of PlayStation Move for PS3 have reached over 4.1 million units worldwide in just two months since its release, Sony Computer Entertainment has announced.

It’s not clear if the figure represents units sold to retail or units sold through to consumers.

“The number not only shows clear success of the launch of the new motion sensing controller but also indicates positive momentum going in to the holiday season and to the year 2011,” reads the Sony press release.

PlayStation Move is out now, with more than 25 supported games available in Europe.

PlayStation4.net Analysis

Earlier today Microsoft announced there are now 2.5 million Kinect for Xbox 360s in the hands of consumers, and remains on track to reach five million by the year end.

Sony’s 4.1 million figure also impresses, though this will vary depending on whether the number represents shipments or sales to consumers. It’s also worth pointing out that Sony states the figures does not include sales of the stand-alone PlayStation Eye camera or stand-alone PlayStation Move navigation controller.

Another thing to take into account is the fact that PS Move buyers are picking up more than one controller, meaning the installed base for the motion controller will be lower than the total sales.

Sony on ‘working holographic’ PS3 demos

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Sony is already developing working demos of ‘holographic’ gaming technology according to a SCE studio director.

Sony’s Mick Hocking – a studio director up at Sony’s Liverpool Studio – revealed a little more about the developments in the latest cutting-edge PS3 tech in a recent interview with Develop magazine.

Head-tracking developments

Sony has been teasing gamers with mentions of holographic gaming technologies being developed at some point in the next decade, with Hocking providing further clarification on how this might work on current PS3 console tech.

Sony has “techniques like holographics for the PS3 that I think will be very interesting for the future 3D games,” said Hocking – talking about the marriage of the latest 3D games with head-tracking tech.

So we are not (yet) looking at floating Princess Leia-style characters wandering around our living rooms!

Rather, Sony is clearly looking to develop games that bring together stereoscopic 3D content with head-tracking that follows the position and movements of your face.

Hocking’s team reportedly already has working demos of this type of control tech up in Liverpool, so we will hopefully see more of those at the next Games Developers Conference (GDC 2011) next March in San Francisco, if not before.

Gran Turismo 5 already uses 3D and head tracking via the PS Eye, but it works in a fairly rudimentary way, tracking the position of your head in space as opposed to the direction in which you are looking.

We can only hope that full head-tracking will be worked into one of the forthcoming downloadable updates for GT5 promised by Polyphony’s Kazunori Yamauchi.

Netflix testing three different interfaces on PS3

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One strange vagary of Netflix on the PlayStation 3 is that it has multiple interfaces… with different levels of access to Netflix features.

What could explain such a strange occurrence? According to Netflix’s Chief Product Officer Neil Hunt, it’s simple: it’s all about gathering data on the optimal interface through testing.

Hunt explains:

The most visible test at present is between three quite different user-interfaces on the PS3 streaming application…

We test a lot of algorithmic and data-level variations in movie discovery.  We explore large and small variations on the recommendations system, including positioning and tools for input of taste preferences, ways to present recommendations, whether or not explaining recommendations drives credibility, etc.

We explore such basics as play and add-to-queue button placement, size, and functionality.  We tested the switch last year of whether the home page should be DVD or streaming focused.

We even test things like page load time, and streaming encoding quality, and streaming startup time, to know which of those kinds of optimizations should get the most of available engineering attention.

If I had to summarize our learnings in three words: “simple trumps complete.”

Gran Turismo 5 Review

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When the PlayStation 3 was first revealed during Sony’s E3 2005 Press Conference, it was no surprise to see them show off footage from their most successful franchise, Gran Turismo. Originally titled, Vision Gran Turismo, had a monumental presence during Sony’s conference and genuinely showcased the capabilities of Sony’s upcoming gaming console.

E3 2005 is now history and gamers around the world have been enjoying their PS3 console for roughly four years now. Despite the tedious inception of the console, PS3 owners have been enjoying the plethora of solid titles and rapidly evolving PlayStation Network. With franchises such as Uncharted, Killzone, Motorstorm, and the many others out there, Sony provides an experience any gamer could possibly wish for.

With the release of Gran Turismo 5, I feel it is safe to say Sony offers an exclusive title appealing to everyone in today’s diverse gaming community.

Gran Turismo 5 expands on the condensed Prologue version of the game with over 1,000 licensed cars and more than 20 tracks with over 70 variations. Gran Turismo 5 becomes the first title in the series to include weather effects, a course creator, the NASCAR/World Rally Championship/Super GT license, kart racing and the highly anticipated addition of online gameplay and damage modeling. With such a large congregation for a single racing title, it is understandable as to why it took Polyphony Digital 5+ years to sculpt the latest title in the Gran Turismo franchise.

Gran Turismo 5

After you conquer the optional 8gb install, you are presented with one of the most fascinating menu systems you will ever experience as a gamer. You will be introduced to an intuitive background video which runs behind your selections showing off your current vehicle as well as a variety of gorgeous environments. On top of that, you have a couple widgets updating you on the latest news related to Gran Turismo as well as a clock and mini calendar. This setup made me feel as if I was launching an operating system revolved all around Gran Turismo.

At first, you may become overwhelmed by the amount of events and options you are given, but this is certainly something to be excited about. The first stage of the menu system allows you to choose between GT Mode, Arcade Mode, Course Maker, Gran Turismo TV, and your traditional Options.

GT Mode is easily the highlight of the menu and contains most of what will consume your time in Gran Turismo 5. This is where your GT Career will take place along with online multiplayer racing.

If you have ever played the Gran Turismo franchise, the career should come to you as second nature with many new improvements and additions. When you first start off, you are given a limited amount of credits to apply to your first car, meaning you will more than likely be looking in the Used Dealership. Once you find a car within your price range, you are all set to begin racing and earning the licenses.

The licenses are where things begin to become more difficult. Once you earn the first two licenses, the tasks you must accomplish become extremely strict and cheap at times. Some of these tasks include nailing turns without any mistakes and racing your way from last place to a better position without making contact with anything, and I mean anything, besides the road. This becomes extremely difficult as you progress through the multiple tiers of licenses and it forces you drive to perfection. There is no doubt in my mind that this sculpted me to become a better virtual driver in the long run, but many times I failed a task due to a weak mechanic in the game.

A couple of the tasks you will encounter feature traffic cones to prevent you from taking too wide of turns or driving too far off of the designated path, but it seems as if these objects are inconsistently coded into the game. There have been many times that I ran into more than five of them for it to allow me to keep progressing, while other times I will come an inch or two from hitting one and it leads to a disqualification. I feel Polyphony Digital could have done a much better job assigning the failure points for the license tests, but in the long run, the licenses helped me significantly.

After you purchase your first car and try out some of the license tests, the Gran Turismo experience that we all know kicks in.

You will be given two routes in which you may choose from being the A-Spec division along with the B-Spec division.

Within the A-Spec portion, you will encounter a variety of events broken up into five tiers of increasing difficulty. Within each tier, you will find nine events containing a diverse amount of individual races and championship circuits. The goal in all of these events is to rank within the top three positions to earn a Gran Turismo Trophy assigned to that particular event along with credits which can be used to purchase, tune, and maintain your car/s.

Gran Turismo 5

As you begin to earn credits early on, you will be able to move on from only purchasing from the Used Car lot to also being able to afford a new car from the Dealerships. Gran Turismo 5 contains a whopping 51 dealerships ranging from Honda to Jaguar to everyone’s dream manufacturers, Ferrari and Lamborghini. Gran Turismo has also acquired multiple concept cars to represent their title similar to previous titles in the franchise.

As you progress throughout the events, you will learn that many of the events require you to drive a specific car whether it’s as specific as a Japanese Classic built before 1979 or just any car manufactured in 1969 or earlier. This forces you to drive multiple cars deriving from many different time eras and manufacturers. This is where Polyphony Digital took the racing genre to the next level and added a MMO element to their latest release.

When looking for these cars, they will not always be readily available to you via the Dealerships or even the Used Car Market. Gran Turismo 5 challenges you to keep an eye out on the Used Car Market as it is constantly updating with new choices which may contain the vehicle you need for a specific event. You may also need to unlock a certain vehicle, such as a racing truck, by completing multiple of the tiered licenses. While this may cause frustration for many of the impatient racers out there, Polyphony Digital wanted to make this title feel as much as a simulation as possible.

Tuning and maintaining your car/s is one area the Gran Turismo franchise has excelled in and this certainly does not change with the release of Gran Turismo 5. You are given the option to upgrade many of the key mechanics in a car including the chassis, engine, intake system, exhaust, transmission, drivetrain, suspension, and tires. You can also install turbo kits on many of the cars giving your car a boost over the competition. Along with being able to spend your hard-earned credits on tuning your car, you are able to head to the Car Service and Maintenance Shop to get a car wash, oil change, paint job, new wheels, exchange aerodynamic parts, rebuild engine, repair body damage to the car, and perform racing modifications. All of these options will have a direct impact on how your car performs on the track and should play a large role in your strategy.

Gran Turismo 5

After trying out the A-Spec mode and pushing my way through the events, I decided to check out the B-Spec division to see what it was bringing to the Gran Turismo franchise. The B-Spec portion is nearly the exact same as the A-Spec portion, but instead of you being the driver, you manage the race team. You take complete control over how your driver advances through the race by telling the driver to speed up, slow down, attempt to pass the car in front, or maintain the current pace. Each action will have an impact on the driver’s physical and mental fitness in which you must monitor in order to be successful. Overall, this is a cool addition to the Gran Turismo franchise, but I much prefer taking control of the car rather than giving the driver commands.

Along with the A-Spec and B-Spec modes, Gran Turismo 5 brings the amazingly gratifying Special Events mode. This is where you will be able to step out of the ordinary and move onto kart racing, NASCAR training, rally racing, a dazzling tour of Italy, and the ability to experience the Top Gear test track with everything from a Volkswagen Van to the Tesla Roadster.

Comparable to the A-Spec mode, the special events are divided into tiers of increasing difficulty.

Gran Turismo 5 excels when it comes to the implementation of karts. It is obvious that Polyphony Digital spent quality time developing the control mechanics for the karts rather than just using the karts as skins. The karts control considerably different than the cars and offer a karting experience like no other. While many may assume the karting was implemented in order to appeal to the more casual market, this is not the case. Taking a turn the slightest bit sharp leads to a complete spin out and is likely to lead to a poor finishing position.

Gran Turismo 5

Polyphony Digital has also brought NASCAR fans the racing experience they finally deserve. As someone who does not care for the sport of NASCAR, I found myself enjoying the NASCAR training and races more than ever before. It is amazing to see Gran Turismo 5 pull off something Electronic Arts has struggled at for years now.

When Polyphony Digital first announced that they had acquired the World Rally Championship (WRC) license, I became very interested in how they would execute the sport. With strong competitors out there such as the DiRT franchise, Gran Turismo 5 was already stamped with high expectations months before its release. Gran Turismo 5 takes rally racing to the next level and provides gamers with the ultimate rally racing experience. Within the Special Events mode, you will have multiple time trial events that take place on the whimsical landscape of Tuscany. While this is undoubtedly the most challenging portion of Gran Turismo 5, once you learn the tricks of the trade, you will find yourself enjoying rally cross more than ever before.

While the single player experience in Gran Turismo 5 is sure to last you a quality amount of time, the online multiplayer in Gran Turismo 5 is where we all plan on spending most of our duration racing, or so you may think. When you first hop online, you will be greeted by an extravagant system that operates exceptionally stable, handling up to 16 cars or 32 karts. You are considerably unrestricted when it comes to setting up your own room allowing you to create enduring races that could last anywhere from a couple minutes to a few hours. If you happen to join a lobby in the middle of a race, you will be able to observe the race in spectator mode which provides you with real-time stats throughout the race along with view your future opponent’s racing techniques. Overall, the performance of Gran Turismo 5’s online multiplayer is solid, but when it comes to the overall gaming experience, the multiplayer is incredibly lacking.

Beyond the non-user friendly menu system, Gran Turismo 5 dismisses the most essential fragment of any online multiplayer title, a rewards system. As you race online and finish in top tier positions, you are left with nothing but bragging rights. I am left frustrated that arguably the best racing title to ever grace the face of this earth fails in the department “replayability” was born in. Nothing else disturbs me more than to see such an epic racing title with a monumental development cycle disappoint the racing fans who have been waiting for this game ever since the PS3 was first announced back in 2005. Now while this is something I am praying is patched in later down the line, there are no excuses as to why this should not have been present day one.

Once you have spent countless hours within GT Mode, you will have the ability to try out the Arcade Mode. This allows you to set up quick custom races along with host drift challenges. This is a great mode to have when you want to take part in split-screen multiplayer or just practice your racing skills.

Gran Turismo 5

Visually, Gran Turismo 5 is nothing short of a masterpiece. When gaming first began, no human being ever felt gaming would be able to come close to reality, but now we are surpassing it. The amount of detail implemented into the environments and especially the vehicles leaves you with a sight that looks better than it would in the real world.

For the first time ever, Gran Turismo 5 introduces damage modeling to the franchise. Racing fans have understood that in order for a racing title to be considered a “true simulation” it must contain somewhat precise damage modeling not only on the visual side of things, but alongside the mechanics. The racing experience that Gran Turismo 5 provides is unquestionably top-notch, but the lackluster implementation of damage modeling is beyond upsetting for hardcore racing fanatics.

Polyphony Digital has implemented a mechanic within Gran Turismo 5 where when playing through your Gran Turismo career, you will experience little to no damage until you reach level 20. Then once you reach level 40 you will unlock full-feature damage including mechanical along with major structural damage. Now yes, once you reach level 40, the damage modeling is nothing short of impressive if you are in control of a premium car, but why does Polyphony Digital require such high achievement for something that should be standard in every racing title?

I understand that Polyphony Digital didn’t want you to run into the issue early on where you totally wreck your car with little to no credits, but I wish they could have implemented this into the GT career a little smarter. I am currently level 17 with well over a million credits and a fully tuned Bugatti Veyron. If I were to totally demolish this beast, I would have no issues building my way back up with a fully tuned Ferrari or Lamborghini.

Along with this downfall in the Gran Turismo career, it operates the exact same way in Arcade Mode. If you are racing in Arcade Mode and the status of your car after the race does not matter, why restrict damage modeling there as well? Now while I do understand that Kazunori Yamauchi, CEO of Polyphony Digital, came out this past week and announced a patch would drop December 1st to enable damage modeling in the Arcade Mode, I still feel it is an upset to the racing fans that rushed out and bought Gran Turismo 5 day one.

Course Maker, making its debut on Gran Turismo 5, provides you with a variety of templates in which you will use to help design your own racing course. For those hoping Gran Turismo 5 would be on the level of ModNation Racers as far as being able to design the track of your dreams, I am sorry to say this is not the case. Once you have a template selected, you are limited to adjusting the complexity of the track, sharpness of the turns, and width of the road by using a number slider. I was left extremely disappointed by the lack of customization Polyphony Digital placed into a feature which had endless potential.

Overall, Gran Turismo 5 is a racing masterpiece. With exquisite visuals, solid implementation of karts/NASCAR/rally racing, and a solid career mode; there is no debating that Gran Turismo 5 is one of, if not, the best racing title to ever grace the face of the earth. I just wish Polyphony Digital wouldn’t have left me, along with the hardcore racing fans, so disappointed with the online multiplayer and utilization of damage modeling.

Mass Effect 3 PS3 confirmed by Sony Russia

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It looks like a Sony Russia rep messed up big time. A Tweet on the SCEE Russia Twitter feed pretty much confirmed Mass Effect 3, according to internet translations.

Speculation has been rife since BioWare revealed that teaser trailer for its as-yet-unnamed new game – which is set to be officially revealed via the SpikeTV Awards in the US on Dec 11 at 8pm PST. But it seems Sony Russia has beat them to it.

According to Ripten, the crazy Russian symbols in the post (pictured) translated to: “Company #BioWare Award for #VideoGameAwards showed a teaser, in which we can see the first footage #MassEffect 3″.

The snapshot on this page is of the post before the whole account was snappily killed off, which does nothing but raise even more eyebrows. It must have been important for such a critical response.

More than 50 3D PS3 games on the way

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It won’t be long before the PlayStation 3 is accommodating a slew of 3D titles, a Sony executive has reportedly told gaming publication Develop Online.

Sony Computer Entertainment Europe Studio Director Mick Hocking told Develop Online recently that Sony is currently “applying 3D to more than 20 internal games.” He went on to say that third-party studios are also seeing value in creating 3D titles for the PlayStation 3.

“Overall we have more than 50 titles currently being converted into 3D, and this number if growing fast,” Hocking reportedly told Develop in the interview. “Some of them are massive names. That’s a really, really good sign that the industry is behind our unique message that 3D is a key element in the future of home consoles.”

Unfortunately, Hocking didn’t elaborate on which titles are currently being converted to 3D. But one of the most anticipated 3D releases for the PlayStation 3 is Killzone 3, which is currently in development. According to Hocking, when players “plant an explosive charge on the wall” in the game, the 3D effect makes gamers think the “charge has been placed on your TV. It’s amazing.”

Sony has been investing heavily in 3D both in and out of the gaming space. Earlier this year, the company updated the PlayStation 3′s firmware to support 3D games. In September, it updated the PlayStation 3 again to accommodate 3D Blu-ray movie playback. The company is also heavily invested in the 3D TV market, selling sets with the technology built-in.

For now, 3D games are somewhat hard to come by. Activision’s Call of Duty: Black Ops is arguably the most notable 3D title on store shelves. But if what Hocking reportedly said is true, it might not be long before a slew of 3D titles make their way to Sony’s console.

Rumor Killer: No Ultra HD For PS4

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Ultra HDTV

With the buzz surrounding Ultra HD there has been speculation that this technology will make it in Sony’s PlayStation 4 console.

Ultra HDTV is four times as wide and four times as high compared to HDTV, producing an astonishing 7,680 × 4,320 pixel resolution. Ultra HDTV is 16 times the pixel resolution of standard HDTV.

With the latest rumored release date of PlayStation 4 being 2016, this technology won’t be finished in time for Sony’s next console. Several sources suggest that Ultra HDTV technology will be used in the 2012 Olympics and will be commercially available by 2020. So it is safe to assume that PlayStation 4 will continue to use 1080p.

PlayStation 4 To Incorporate Motion Sensing Says Reeves

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In a interview with Eurogamer, Capcom Europe boss David Reeves predicted that Sony will incorporate motion-sensing to PlayStation 4.

“I think [motion control is] the preamble to what might come in the next static consoles. I don’t know when they will arrive. That different way of controlling a game, either with your hand and feet or your voice, or even maybe just your eyes…” he said.

“I think it will extend the life of the static consoles a little bit. But it will roll into – there’s so much investment in those systems, they’ll have to use it for the next static consoles as well. Or a modification. They’ll learn a lot from this.”

Call of Duty: Black Ops Review

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Activision’s Call of Duty games are really starting to rack up a hefty carbon footprint. Forget all of the greenhouse emissions from the copious amounts of military craft and vehicles (not to mention one nuclear explosion) – just the travelling alone is more than most people would do in a lifetime. The Modern Warfare games went from favelas in Rio de Janeiro to a gulag in the far-eastern corner of Russia and an SAS training camp in the UK to a village in Azerbeijan – they even had the audacity to go back in time with Captain Price’s flashback to Chernobyl irradiated Ukraine, and we all know how polluting those flux capacitors are. Call of Duty: Black Ops is no exception in that regard, leapfrogging from Cuba to the Vietnam War, the former USSR to quite literally the edge of space, and Treyarch even has time to flashback to the Arctic Circle at the end of World War II (as if it hadn’t had enough of that era already).

If you don’t even like first-person shooters, perhaps it’s just worth buying the game for the virtual travelling opportunities? If not that, then just take a punt for the impressive levels of historical research on show. Military vehicles, weapons, and clothing have obviously been loyally recreated from the Cold War era, but it’s the finer details that really stand out here – even the computer command consoles are unmistakably of their time and the voice-actor for JFK is spot-on the money. People harp on about how great TV shows like Mad Men are for precisely these reasons, so perhaps it’s worth remembering that some videogames (CoD: Black Ops being a standout example) also do a remarkably good job in their own right (Resistance: Fall of Man, on the other hand, definitely did not).

Black Ops presents a campaign that’s adventurous and believable, then, but it’s also unmistakably Treyarch. Much like with World at War, the initial levels play out like the final levels in the Modern Warfare games – with over-clocked gunfights around every turn – and this onslaught doesn’t relent until the credits roll. There’s very little time for subtlety here (Treyarch doesn’t even bother with a tutorial really) and there are times when you’ll ask yourself, where’s the foreplay? You do feel a bit like a floozy who’s been flung on a bed and dominated with animal-like aggression – at times we’d have liked Treyarch to slow it down and show a lighter touch for a second but, if we’re being honest with ourselves, the red-blooded vigorousness of it all is just as much of a turn-on. Treyarch is kind of carving out its own style away from Infinity Ward in this regard, and all the power to it for that.

While the studio’s previous Call of Duty games have often been criticised for the vehicle sections in their campaigns, Black Ops finally manages to deliver. Things start off badly in the first couple of levels with some quite shoddy car and bike action but, as the campaign moves on into Vietnam, the vehicles come into their own. Driving a boat down a Vietnamese river, showering the undergrowth with bullets as the radio plays Black Ops’ title track (The Rolling Stones – ‘Gimme Shelter’) at full volume is a priceless moment. Equally brilliant is the opportunity to take full control of a chopper a bit later on, raining fire on gun emplacements and sniper towers with disdain. In general, Black Ops does a very good job with the levels that it sets during the Vietnam War – a full-scale invasion by the Vietcong at one point is quite something to behold and ranks among Medal of Honor: Frontline’s opening level as one of the finest to actually place gamers amid a heaving battlefield (or, at least, successfully cast that illusion).

At 6-8 hours in length depending on your skill level, Black Ops’ campaign is actually quite hearty compared to its immediate peers (i.e. Modern Warfare, Medal of Honor etc.). Where it does fall down a little, though, is with its variation in gameplay. There are a few examples of a change in pace, such as the SR-71 Blackbird level and one particularly good section with a Hazmat suit that we won’t go into for spoiler reasons, but you’re left with the overall feeling that Black Ops comes off a little gunfight heavy. Just one or two more novel design ideas could have made the difference here though and Black Ops does a much better job than most other FPS titles in this area regardless, so we’re inclined not to be too critical.

Nonetheless, if the campaign by itself scores a very high 8/10 that could just about scrape a 9, then CoD fans will be glad to hear that the all important multiplayer is a sure-fire 9/10 that reaches for the perfect 10. The simplest ideas are often the best ones and Black Ops’ new Wager Mode is precisely that – it’s the most notable addition to CoD’s multiplayer format from Modern Warfare 2 and brings about a completely different way of playing the game. In the mode, gamers can wager CoD Points against matches in 6-player lobbies – if they manage to finish in the top three (or ‘in the money’) at the end of a match then they are rewarded with a sliding scale of CoD Points depending on their final position. The catch is that you have to place a wager to even play in a match and, if you finish outside the top three, then you get nothing.

‘What are these CoD Points?’ We hear you cry. Well, they’re effectively an extension of XP. While XP still unlocks weapons and various other customisation options, gamers then need CoD Points to actually purchase the new weapons, killstreak rewards, or perks etc. You can earn CoD Points by achieving various challenges in the multiplayer, or purchasing specific ‘Contracts’ that reward you with bonus pay-outs upon their completion (e.g. call-in two Spy Planes, win three Team Deatchmatches etc.). It’s effectively a whole new currency and one that’s clearly been designed to fit around the Wager Mode – to this aim, the CoD Points are almost as inspired as the Wager Mode itself.

But it’s the actual gameplay modes within Wager matches that are the most innovative and original ideas. Four separate modes manage to mix-up the action in ways that few other FPS games have touched on previously, let alone the CoD series. From ‘One in the Chamber’, where each gamer has a pistol armed with a single bullet to kill their adversaries, to ‘Gun Game’, where players rank-up through Black Ops’ armoury of weapons with each successful kill, the gameplay is always frantic and varied. It has the kind of inventive multiplayer feel to it that we remember from playing GoldenEye in the 90s, and we certainly won’t be surprised to see rival developers pinching ideas from Treyarch’s work in the next couple of years.

Other modes from the Wager matches include ‘Sharp Shooter’, where players accumulate perks as they build a killstreak, and ‘Sticks & Stones’, which is a crossbows and tomahawks-only mode. All four of them have been solidly put together and we particularly enjoyed how Treyarch has approached the gameplay balancing. In ‘Sharp Shooter’, for example, all players have the same set weapon at one time, although the weapons cycle through a set list during matches; in ‘Sticks and Stones’ your score is reset back to zero when you’re killed by a tomahawk, and in ‘Gun Game’ you get demoted to the previous weapon on the list when you’re melee killed by an opponent. It’s all finely-honed tweaking that keeps the action fast, frantic, and varied.

Other than that, it’s very much the multiplayer CoD experience that you know and love. The standard set-list of modes remains fairly unchanged, perks are pretty familiar, and weapon customisation remains consistent too. The big gameplay changes come from shotguns being reclassified as primary weapons (making them beefier as a result) and a radically changed list of killstreak rewards. Many of the new killstreaks have clearly been added to reflect the Cold War era, some have been re-introduced from earlier CoDs (e.g. attack dogs), and others are just variants on previously established ideas (e.g. the RC-XD bomb is an alternative to Predator Missiles and Spy Planes effectively replace UAVs). Overall, the killstreaks add some freshness to the experience and have been designed to offer a touch more hands-on control than their Modern Warfare 2 equivalents.

During our play-test of the multiplayer we managed to rank-up to level 11, providing a sizeable sample of the first few hours of play. We did sense some potential post-release issues, such as one or two predictable respawn points and gunplay that appeared to be balanced in favour of sub-machine guns. That said, these are the kind of issues that can only be solidly identified after the first few weeks of play and weapon balancing will vary greatly as you rank-up through the tiers. If these things do turn out to be bugbears, then they’re also the kind of problems that can be rectified through patches and with a game of Black Ops’ certain mass popularity, player feedback and developer response should be a fairly straightforward process.

Beyond the multiplayer, Treyarch has brought along its world famous Zombie co-op mode complete with some rather unlikely protagonists in a map that you unlock after completing the campaign (which we won’t go into for spoiler reasons). When you add this to the 4-player campaign co-op and local split-screen multiplayer options, Black Ops really is stocked with content that’s been intelligently dished out, allowing gamers to play precisely how and with whom they want. You really have to look to the likes of Halo: Reach for another shooter that’s just as well-stocked with options and modes.

Rating: 9/10