Monthly Archives: June 2011

GoldenEye 007 Reboot Heading To PS3?

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Reports from CVG suggest that this points toward another remake of the N64 game GoldenEye 007, possibly for Nintendo’s rivals Sony and Microsoft.

Having already confirmed a new James Bond title for 2011, it is very possible that Acitivsion were hinting at a new version of the 1997 game.

An updated Wii version of the game, developed by Eurocom, was released in November last year, with current Bond Daniel Craig’s image replacing Pierce Brosnan’s.

The Wii remake also featured eight-player online multiplayer, and a slightly different plot.

Activision have also given the greenlight for a game to accompany Bond 23, which is due for release in October 2012.

OnLive In Talks To Collaborate With PS3 And Xbox

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OnLive is reportedly in talks with Microsoft and Sony to bring its cloud based game streaming service to their Xbox 360 and PlayStation 3 gaming consoles.

In an interview withCVG, Onlive vice president of engineering Joe Bentley confirmed that OnLive’s service could work well on both the Xbox 360 and PlayStation 3 and said that it was in talks with the companies to accomplish it.

“Absolutely, they would make great consoles. Our controller is a hybrid between a PS3 controller and an Xbox controller. It’s all compatible, it would just work. There are OnLive guys chatting [Sony and MS], but we’ll see where it goes. But it would absolutely work, we’re ready to work with everybody,” he said.

OnLive allows users to play popular games on TVs, tablets, PCs and laptops using its cloud based game streaming engine. The company also offers a dedicated game controller to accommodate gamers on such a diverse range of devices.

If OnLive comes to these consoles, PS3 users will be able to play games developed exclusively for Xbox and vice versa, significantly enriching gamers’ experience on both consoles.

Bently also hinted at a possible partnership with online gaming engine Valve in the future.

PS3 will last 10 years, insists Sony

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SCE Europe president Andrew House has reaffirmed Sony’s claim that the PlayStation 3 will have a “minimum” lifecycle of 10 years.

“I’ve always said [the PS3's lifespan will be] ten-plus years and the only question mark is how long the ‘plus’ is,” said House, speaking to CVG. “Ten years I think is the minimum.”

House also drew comparison with the PlayStation 2, which is still supported by publishers – albeit to a minor extent – to this day.

“What we’ve said many times before and we’re confident about is we launched a device that is very, very powerful, that has a whole range of possibilities and that’s at the very least a ten-year life-cycle. I know I’m guilty of repeating myself but I think it’s always worth pointing out we’re still selling PlayStation 2 in its millions around the world, 11 years after it was launched.

“That’s different markets and a different profile of consumers but there’s still some vibrant demand. That for me bodes extremely well for where the potential of PS3 will go.”

House’s comments arrive just days after it was reported that Microsoft is supposedly planning to reveal an Xbox 360 successor at E3 2012.

inFamous 2 Review

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inFamous 2 released exclusively on the PlayStation 3 last week but you may not have heard too much about it because the E3 video game expo overshadowed everything else in gaming.

That’s too bad because this is a really good game that improves on the first one and introduces some quality elements to the franchise.

It’s one of those games that every PS3 owner should at least try. inFamous 2 is developed by Sucker Punch and is rated T for teen. It retails at $59.99.

Graphics

I don’t typically care too much about graphics, except when a game looks so horrible that it has to be mentioned. inFamous 2 is not that game.

Sucker Punch really upgraded every visual aspect of the game. The cinematic scenes look amazing and the world Cole maneuvers in looks far better than it did in the first.

The story/decisions

inFamous 2 picks up where the first one left off. Only this time Cole has to face a massive enemy known only as “The Beast,” which is basically a supernatural being that destroys everything in his path.

Cole’s overall mission is to destroy this beast. But Sucker Punch gets Cole to that point by sending him through a story that involves meeting new people, learning new skills and making moral decisions along the way.

The game’s backdrop is an open-world that let’s you decide when to progress through the story. You have the option of doing side missions or just climbing, gliding, and sliding along the city’s infrastructure.

What separates this game from other adventure titles, though, is how it combines everything so smoothly. Cole learns more about him capabilities and moral limits but never really loses sight of the overall mission.

Many sandbox games will often let you descend into a never-ending string of pointless side missions or quests. That makes it easy to lose sight of the overall narrative thread.

Sucker Punch gives us options but not so much that you go to far without building Cole’s physical powers and emotional makeup.

I do wish the moral decisions were a little more challenging and allowed for more options. One of the key things about inFamous is deciding whether to build your evil or good karma. Different skills unlock depending on which side you pick. It’s pretty much impossible, though, to fill either meter if you decide midway to switch sides.

That means you’ll more than likely automatically make decisions based off which karma meter you decided to fill. So you won’t really feel a connection to the results.

The basic idea is that Cole is deciding to either save humanity or destroy it. But I really never felt the weight of that while making the decisions.

The weapons

Cole’s super powers are based off electricity. He still manipulates it into grenades and bolts, for instance. But there are a few surprises along the way as you work though the missions and unlock variations of electric abilities and different types of powers all together.

What that means is that Cole still has some really cool powers. Unfortunately, Cole’s overall weakness is still there. Playing the middle difficulty, I found that Cole was routinely overpowered by a group of bad guys. Few of his powers are useful for crowd control and he tends to take more damage than he inflicts.

So you’ll have to run around a good bit to let his health regeneration and to recharge his powers using nearby electrical sources.

That doesn’t really take too much away from how great it is to wield electricity. It just means you’ll have to duck behind cover more than you might want to.

Build your own

Perhaps the biggest feature added to inFamous 2 is the mission creation tool. With it, you can build your own level from scratch or tweak existing templates. The options to this tool are impressive and it’s obvious that the developer wants gamers to create their own experience.

Some of those missions or games already created are really fun to play. My problem with the tool is that I think it will be far too difficult for most gamers to understand. It took me hours before I felt comfortable enough to create my own mission. Even then I didn’t save it because it was horrible.

This is the kind of thing that more developers should let gamers do. But I think Sucker Punch could have boiled it down a little. Give it a try for yourself, though. There’s a chance I’m just too stupid to use it.

The good news is that I’m not too stupid to play the nice missions other people created.

Overall

inFamous 2 is one of the best games released this year because of it’s dedication to both a story and the open world feeling. You can do whatever you want without really feeling lost or disconnected from Cole’s main focus.

The game brings better graphics and a variety of skills and weapons to upgrade. But you might be left wishing Cole’s powers were a little more juiced up and be left bewildered by the game’s theoretically cool mission design feature.

Gears of War will never come to the PS3

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Bad news for PlayStation 3 gamers who were holding out for Epic Games to bring its Gears of War 3 franchise to the Sony do-it-all box. Cliff Bleszinski or “CliffyB” as he is so often called says the third-person chainsaw-gunning series will remain an Xbox 360 exclusive for the foreseeable future. Why doesn’t the man want to bring it to more powerful PS3 console? Here’s a hint: it involves him not liking the Sony DualShock3 controller design.

Speaking with Industry Gamers, here’s what CliffyB had to say about Gears of War for the PS3:

“I would say in the foreseeable future there’s zero chances of Gears of War being on the PlayStation 3. Can we bury that now? Seriously. It’s like, we have a great deal with Microsoft, they’re a great partner…”

“It’s one of those things that would be exciting news. Hopefully DualShock would get tweaked a little bit, but anyway, enough about that.”

Another reason for no Gears on PS3? Microsoft must be paying him and Epic Games a boatload of cash to keep the series an exclusive. The next installment of Gears of War 3 comes out on Xbox 360 on September 20. PS3 owners, you’re out of luck, sorry.

PS3 users get 6 months of Music Unlimited

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Sony is giving a gift to users who haven’t yet signed up for Music Unlimited.

The streaming, subscription-based music service is kind of like Pandora’s online radio system, except users can search for and playback specific music tracks, and can also download tracks as they listen to them over the nonstop streaming channels.

At least, those are the features for the top tier of Music Unlimited. For those who don’t want to pay a lot of money, they can still listen to unlimited streaming music but there are limitations to how users can find and playback specific tracks.

More than seven million tracks are available through Music Unlimited, which in addition to being available through a dedicated PS3 app is also on PC and smartphone platforms.

But it’s PS3 users who are getting a generous offer this week – six free months for free.

Music Unlimited was not really included in Sony’s “Welcome Back” offering for PS3 users after the Playstation Network was brought back online. However, users who did have a paid subscription were eligible to get a free additional month of service.

The service was unveiled not too long before the Playstation Network was hacked and taken offline. Now it’s time for Sony to remind users of its existence. It has since launched a Music Unlimited app on Android.

L.A. Noire Review

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L.A. Noire is the latest Rockstar open world game. Contrary to games like Grand Theft Auto and Red Dead Redemption, in which the player was allowed to do unlawful acts, in Noire you are a cop, a detective and are required to follow the law as you solve cases. This fundamentally changes the gameplay and makes the title feel fresh. Yes folks, Rockstar has done it again. L.A. Noire is a classic.

Gameplay:

L.A. Noire is set in the 1940’s, right after the end of World War II. The game takes place in Los Angeles, pre-highways, as the city is fast rising into the metropolis we know today. You play the role of Detective Cole Phelps, a WWII veteran that is hailed as a hero of the war. Like many of Rockstar’s past protagonists, Cole is inherently flawed and carries plenty of drama and emotional baggage on him. This is one of the great traits of Rockstar’s characters: they are not purely black or white, they are gray and thus, they feel real. Cole tries really hard to solve every case and do what is expected of him, but at the same time that he is fighting criminals, he is also fighting the memories of the war and the expectations placed upon him. In a way, he feels just like any of us. He is fighting the good fight and trying to do the right thing, but he makes mistakes (even some very costly ones) and has to deal with the consequences. Although I still favor John Marston from Red Dead Redemption as the best protagonist of any Rockstar game, Cole Phelps is not that far away.

In a way, it is difficult to call L.A. Noire an open world game. The game is very story-driven and focuses on solving a linear path of cases. When a certain amount of cases are completed you are promoted to a new desk. Each desk has to deal with different types of crimes. Homicide obviously deals with killings, Vice deals with drugs, Arson deals with fires and so on. Still, the gameplay through all the cases is similar. Search crime scenes and other locations of interest for clues; interrogate suspects, travel from one place to the next and eventually, the cases end with an arrest, a chase or a shootout. Yes, there are some open world elements, like side missions (called street crimes) that pop-up every once in a while and hunting for landmarks and film reels, but the game feels more linear than any other Rockstar “open” world game to date. That in itself is not a bad thing, for the cases are well designed and a true pleasure to complete, while the story is interesting enough.

Cases typically begin at the Police HQ where you are notified of the event. You can drive yourself to the location or ask your partner to drive, which is a nice way to skip lengthy trips. Be aware that side missions only pop up when you are driving a police vehicle to a destination and if you skip all the trips you won’t see any during the case solving process. However, you can select a free roam option from the “Select a Case” menu once you complete every desk. Each desk has unique “street crimes” or side missions to complete, so it is important to “free roam” on every desk to complete them all. After you arrive at the destination you get a brief description of the scene by a fellow police officer or the coroner if someone died. Then it is up to you to search for clues. If you wish to make it easier, the game has different aids to help you find clues, such as a musical chime or controller vibration when you are near a clue. After gathering clues, you must either, go to a different location based on the clues you found, or interrogate someone who was at the scene. A typical case involves searching multiple locations for clues, interrogating multiple suspects and one or more “action sequences”, like a car chase, on-foot chase, shootout or a brawl. In some cases, you must decide which suspect to charge with the crimes and the game does a good job of making things challenging. I found myself charging the wrong person a couple of times.

The interrogations are the best part about the gameplay. It is important to pay attention to every word that is being said, in addition to the facial expressions of the person you are interrogating. There has been a lot said about the game’s facial capture engine and let me state that, yes, L.A. Noire has the best faces and best facial expressions of any game I have ever seen. The fact that you can tell when someone is lying or hiding something simply by subtle details in their expressions speaks volumes to the game’s facial capture technology. It is truly a benchmark game in that regard. When a suspect finishes a statement, you can proceed with one of three options: Truth, Lie or Doubt. Truth means that you believe that person’s statement and Cole’s subsequent answer is usually positive or well-mannered. Doubt means that you don’t believe the suspect’s statement (or feel that there is something more to it) but Cole doesn’t have any evidence to back up his claim. In this case, Cole’s subsequent answer would be (in most cases) harsh and threatening. The same applies to Lie, but in the case of Lie, you need to back it up with evidence, so don’t pick that one unless you are certain you have the necessary evidence to contradict the suspect. Choosing the wrong answer usually leads to Cole missing on an important piece of evidence or possible clue.

The action sequences are nothing to write home about, but they are far from boring. Brawls are timing based, as you can punch, block and grapple your foes. The shooting sequences require you to effectively use cover, blind-fire and pop and shoot techniques to succeed, but they have been done better in other games. Car chases are exciting, but they have been more exciting in other games. The fact that the cars are from the 1940’s and rarely top 80 MPH tempers the excitement somewhat. On-foot chases are limited as well since they usually end in one of three pre-determined ways: You tackle the suspect down and arrest him, the suspect finds cover and turns around, starting a shoot-out sequence or you fire a warning shot and the suspect stops. The thing is the game usually chooses what you will do. I have been close enough to tackle a suspect, but since a shootout is supposed to happen at some point, I can’t tackle him. You can’t use warning shots in every chase, only in those that can end with that particular method. This hurts the game since you know what to expect when you realize that you don’t have a particular option for this chase. Like I said, it’s not like the action is bad, but the investigations and interrogations are so well done that they overshadow everything else.

If there is one thing I dislike about the game is that it is impossible to fail. You can fail at everything (outside of the action sequences) and jail the wrong person, but the story will move on. Sure, your case rating (from 1 to 5 stars) will be extremely low, but the story moves along just fine.

Graphics:

Although the Facial Capture technology is ground breaking, the rest of the graphics are comparable to GTA IV or Red Dead Redemption. That is hardly a bad thing, but they don’t push any boundaries. Characters animate well, the cars look realistic and everything, from the way the people are dressed to the cars and the buildings really carries a 1940’s vibe. There are some graphical deficiencies, however. Sometimes characters will stutter in place, particularly when going for cover during a shootout. Sometimes you will get stuck on objects that you should be able to hop over. And of course, the latest YouTube sensation, disappearing Cole! Yes, Cole is swallowed by the ground! To be fair, it only happened to me once in 15+ hours, but the fact that a ton of YouTube videos out there show this glitch means that a lot of people are experiencing it. Still, the atmosphere of the game is incredible and the graphics are pretty solid.

Sound:

The sound in L.A. Noire is stellar, particularly the character voices. In a game that has so much dialogue and relies so heavily on the ability of the actors to convey the emotion each interrogation demands, L.A. Noire meets the challenge head on and succeeds with stellar performances. Even unimportant characters sound great! Every voice fits every personality and I wouldn’t want to change a single one of them. Be aware that some of the spoken dialogue and the subject matter might offend some people, but that’s the way people spoke back then! African Americans were still called “Negroes”, women were called “Broads” and it seems like hitting a woman or having sex with underage girls was a common (if frowned upon) offense. It shocked me a little bit to say the least, but this is part of L.A. Noire’s superb job of capturing the time period. It’s also a not so subtle reminder that we, as a society, have progressed a lot in terms of the equality of rights and the respect we have for each other’s races and gender.

The sound effects are also right on, from the car’s engines, the squealing tires and the sound of metal on metal crashes to the sound of guns blazing and fists landing on noses.

Lasting Appeal:

Going through the game once (without a guide) will take you around 10 hours and that’s the main story alone. If you want to complete the 40 “street crimes”, find the 50 Hollywood Film Reels, the 30 or so landmarks and drive the 100 or so cars (all requirements for 100% complete and Platinum Trophy) and replay every case to get a 5* rating (also a requirement) it will take you an extra 15 hours easily. 25-30 hours total is not bad for an open world game, but the game lacks multiplayer or any of the “diversions” Red Dead Redemption had to extend replay value. It seems like Rockstar is committed to releasing more cases as DLC though.

Fun Factor:

L.A. Noire is a great game that fundamentally changes the Rockstar formula. A more linear approach and focus on clue-searching and interrogations lead to a more cerebral experience and a slower paced game. In other words, if you liked GTA and Red Dead Redemption you won’t necessarily like Noire. The game lacks the chaotic “do anything and kill anyone you want” mentality of those others games, has far less “diversions” or extra content when compared to those two franchises and not only requires, but DEMANDS that you pay attention to the story and the dialogue. Therefore, it’s not going to be for everyone.

But, if you like more cerebral and story focused games, like a mixture of the classic adventures like Sam & Max or Secret of Monkey Island with a little bit of the C.S.I. PC games and a sprinkle of action thrown in, you will be in heaven. The story is so good and the gameplay feels so fresh that it will captivate you.

Graphics 8.5 The graphics look really good, especially the amazing facial animations. Minor graphical glitches hurt what is otherwise a fantastic looking game.

Gameplay 9.0 Noire requires patience, for it is a slower-paced game with a focus on investiagtions and story-telling. Do not expect to cause random mayhem! The game sprinkles in enough action sequences to keep things from getting stale.

Sound 9.8 L.A. Noire features some of the best voicework ever in a game. Even the minor characters sound great. The rest of the audio is top-notch, from the music to the sound effects.

Lasting Appeal 9.5 Beating the game once takes around 10-12 hours. If you try to complete all the side missions, finish every case with a 5 star rating and complete all the trophies, expect 20+ hours.

Fun Factor 9.2 L.A. Noire changes the formula in several ways, but it is still a ton of fun. Be aware that you need to pay attention to the story and enjoy conversation-heavy games in order to maximize your enjoyment.
Overall 9.2 [ Amazing ] legend

inFamous 2 Review

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I think Sucker Punch has done something pretty interesting with the sequel to their beloved sandbox superhero game. Despite many players working their way through the first inFamous game on the PS3 and successfully saving Empire City (New York) from the Beast, within a couple minutes of booting up inFamous 2, we find the city gets destroyed. So was there a point to the story in the first game? That’s how videogames go though. You save a world and you watch it get destroyed. Empire City isn’t the only thing that gets wrecked in this sequel though. Sucker Punch took their hit franchise and sent the sophomore release racing down the highway of ambition without a seatbelt.

inFamous 2 faces a few issues, but ironically, the biggest issue this game faces is trying to do too much in the game and failing. There are more storylines going on here than in those soap operas your grandma stays glued to all afternoon. Cole MacGrath is back and he’s facing everything the developer could throw at him. The game is larger than the original in just about every conceivable manner and that’s important because you need some place to stick dictators, plagues, monsters, confusion, friends, foes and friends that might be foes. Can I get a large fry with that? Cole didn’t get any French fries, but he’ll still fry your ass with his electrical powers; many of which are “new and improved”.

One of the cool things about inFamous 2 is that all those dedicated Sucker Punch fans that finished the first game get a little something extra in the form of importing inFamous 1 data to the sequel. Trophies, collectibles and karma from the original can all be used to get bonus XP for Cole’s new adventure. You’ll need the help too because you’re not just trying to save New York…., I mean Empire City. You’re trying to save New Orleans…., I mean New Marais. This contains different sections of town that range from Mardi gras style streets full of liquor and lights to the sad and water-logged “Flood City” which still sits partially under water.

Controls and navigation are pretty nice at first and feel intuitive. They don’t become “unintuitive” later on exactly, but they don’t fit the gameplay. That is to say that the game’s design goes a little off track and never really finds its way back later on. The controls and level design really say a lot about the mindset that Sucker Punch had while designing the entire game. By that I mean that they just seemed to get more and more confused while simultaneously getting even more ambitious. So by the time you get to the last third of the game, level designs just don’t make any sense. Cole can’t use powers due to certain environments or level designs (better yet, lack of level design). It’s really a shame considering the potential this game has.

The level design is huge. Sucker Punch created a massive world to explore and play in. The problem is that after only a short while of “playing around”, there’s not much else to do outside of the core game. One of the major identifying qualities of a sandbox title is the ability to do what you want and get outside the box of campaigns and story-based missions. Now while you can do that, there isn’t any real incentive to as the game progresses. This is where inFamous 2 fails to satisfy. The first game offered so much that it set a lot of high expectations for the sequel. inFamous 2 has tried to exceed those expectations, but instead of flying high thanks to the use of static flight, it just kind of hovers in place. This isn’t to say that the new game is bad, but Sucker Punch has failed to wow with this follow up.

The addition of user-generated content might increase the value of this game in the future and make the later wide open worlds a little more playable, but like many older gamers, I’d like to get an enjoyable and feature packed game right out of the box from the designer instead of waiting for other customers to supplement content the developer failed to provide. In time, inFamous 2 might turn out to be a solid game with lots of extra things to do. Until then, inFamous 2 stands as a game that tries to do too much and comes up short.

Graphics

9.0

Great looking game. Electric pops off the screen and worlds are beautiful.

Audio

8.0

There is something satisfying about the crackle of electricity. Very solid.

Single Player

6.0

Wonderful for a little while, but quickly becomes very boring.

Multiplayer

N/A

You can download content made by others in the future, but that’s it.

Replay

5.0

You have to want to finish once to replay it right? Not so much here.

Overall

6.0

inFamous is an expensive disc of what might have been but failed to be.

Hirai: PS3 Still Has A Ways To Go

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Is the PlayStation 3 nearing the end?

No way, says Sony deputy president Kaz Hirai. After talking about the recent PlayStation Network calamity, Hirai told Guardian.co.uk that Sony is sticking by their 10-year model. He also gave no indication as to when the next piece of hardware might arrive, primarily because he believes we don’t need it any time soon. Said Hirai:

“One of the things that we always talked about is the 10-year life cycle. When we launched the PS3 back in 2006, one of the questions I kept getting asked was why we were putting so much technology into a piece of equipment that was basically a games console. At the time, I said we were looking at a 10-year life cycle. We wanted to make sure we could adapt as new technology was brought on board. A lot of people at the time said that while it all sounded great, they didn’t believe it.”

Hirai went on to say the PS3 “has grown with the times” and in fact, “there’s still a lot of headroom left.” And when all is said and done, he adds that while you’ll hear many things about the PS3, the one thing you won’t hear is, “it’s slipping behind the times.” Hey, like we’ve been saying, we’re good with the PS3 for at least a few more years.

CCP explains Dust 514′s PS3 exclusivity

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CCP’s chief technology officer, Halldor Fannar, revealed that Sony offered far more flexibility than its rivals when working on innovative new project, DUST 514.

“Let’s just say that with Sony at least they have policies that allow us to build the game the way we want,” said Fannar during a recent E3 presentation. “This is why we have gone with PSN.”

Although clearly outlining where CCP’s allegiances lie, Fannar didn’t outright confirm that there was no possibility of a 360 release: “No comment,” he said, when quizzed on the matter.

It’s not the first time that developers have accused Microsoft’s online service of being too restrictive. Final Fantasy XIV Online creator, Hiromichi Tanaka, said that a a “closed” Xbox LIVE blocked the game from appearing on 360.