Domain: gametrailers.com
Stories and comments across the archive that link to gametrailers.com.
Stories · 24
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Call of Duty: Black Ops Announced
UgLyPuNk writes "In amongst all the lawsuits and signings, Activision and Treyarch have found the time to announce the latest in one of the world's best-selling video game franchises: Call of Duty: Black Ops is due to hit shelves November 9." The official site has a trailer, which has been dissected for details by the folks at GameTrailers. -
BioShock 2 Interviews and Early Looks
Parz writes with word that new information is emerging about the much-anticipated BioShock 2. Eurogamer has a detailed write-up about the game, saying that it raises curiosity and exhibits plot-depth in a manner similar to the first game. Gamespot has a video interview with some of the developers, in which they talk about some of the new environments and how they're able to do more with the story in a sequel by not having to explain the fundamental characteristics of the setting. In an interview with Gameplayer, Lead Level Architect Hogarth de la Plante said, "You'll see locations in BioShock 2 that are completely flooded interior structures that you can walk through out in the ocean." A gameplay trailer was recently released, and screenshots are available as well. -
Second GTA IV Patch Released, Early Look At DLC
IllusionMPN notes that a new patch has been issued for the PC version of Grand Theft Auto IV. It primarily contains bug fixes and optimization changes, though it's created an issue with some input devices. We're also starting to get hands-on previews of the upcoming downloadable "episodic content," The Lost and the Damned. Trailers and an achievement list are available as well. The original game's Niko Bellic won't have much of a role in the new content. -
First Real Gameplay Video of New Prince of Persia Game
An anonymous reader writes "After all the screenshot leaks and poor screenshot videos, here's finally the first official game play video of Prince of Persia:Next Generation. It was released at E3 just some hours ago. Wow, I just love their new artistic direction, this game will be a killer!" -
Duke Nukem Forever Teaser Released
smithtuna33 writes "As of today there is a teaser up for Duke Nukem Forever at 3dRealms. It's up on Youtube as well, since the site is already slow. Not much actual game-play, but still ... might this game actually see the light of day after so much talk?" 1up, GameTrailers, and Voodoo Extreme have it too. -
Ratchet and Clank - Tools of Destruction Review
In an era where games are increasingly complex, sometimes it's important get back to your roots. For the Wii and the PlayStation 3, just closing out their first year of launch life, this holiday season is a time to set down standards and 'classic' titles for the system. This week sees the release of Mario Galaxy for the Wii, and a few weeks back Sony's own platforming mascot made his next-gen debut in Ratchet and Clank: Tools of Destruction. For better or worse, the PS3 launched without a Ratchet and Clank title last year. It was well worth the wait. Ratchet and Clank: Tools of Destruction is pure, uncomplicated fun. It's easily the best game I've played yet on the PlayStation 3 and is essentially a new classic for anyone with Sony's next-gen console. Read on for my impressions of a back-to-basics title that looks better than every other platformer you've ever played.- Title:Ratchet and Clank: Tools of Destruction
- Developer/Publisher: Insomniac/SCEA
- System: PS3
- Genre: Futuristic Action Platformer
- Score: 4/5: This game is above average, and excels in the genre it supports. A classic for the console, likely to be a part of every PS3 owner's collection, and well worth a look for every gamer.
As with most platformers, of course, the plot is really just an excuse to get you from point A to B. As Ratchet you'll be destroying enemies across a variety of planets and settings in a well-realized 3D world. There are a number of jumping/platforming elements, but you're equipped with a number of tools that make the gameplay easily approachable. There are also a few simple puzzles to tackle, but none of them will take more than a few moments to solve. These run and jump sections are also broken up by 'rail grinding' segments that have you following a fixed course, moving from track to track to avoid obstacles. There are also a few vehicle segments, including repeated space-shooter sequences. Both of these elements are well-integrated into the flow of gameplay, and feel completely at home in Ratchet's futuristic world. The shooting elements didn't do much for me fun-wise, but they didn't detract from the experience either.
Combat, pure and simple, is where you'll be having most of your fun. As you're jumping and dodging from place to place you'll be fighting a number of different enemy types. The colorful, creative enemies you'll be facing are only matched in number by the true hallmark of Ratchet games: the weapons. Though you start with just grenades, a pea-shooter laser weapon, and your trusty wrench, there are a galaxy of different destructive devices to find, purchase, and upgrade throughout the game. This never gets old. You're constantly tweaking weapons with the resource rareitanium to improve their powers, or deliberately using certain weapons to level them up through experience. That dinky pea-shooter becomes an impressive hand-cannon, and it's joined by laser whips, rocket launchers, tornado machines, spike guns, gel-tossers, saw-flingers, and a vicious nano-swarm machine that takes your enemies apart atom by atom. Each of these can be modified in the same way as the pea-shooter, with special 'ultimate' modifications if you completely upgrade them. Leveling them up is as simple as using them in combat, and also leads to a transformation after you get in enough 'dings'. These destructive toys are joined by a series of ingenious devices that assist you in more supportive roles. There's a leech bomb that restores your life, a grappling hook, stunning gas, and a grenade that turns your opponents into penguins. There's also the groovitron, famously demonstrated in the trailers for this game, that forces your enemies to dance for your amusement. At least, till you cut them down where they stand. It sounds gimmicky hearing about it, and you may feel like you're burdened with an overabundance of choice, but this system really pays off. Like all of the side-elements to the game, upgrading and leveling your weapons is completely optional. If you don't want to bother, just pick the one or two that you like the best and exclusively use those. The game will let you know if you're using a weapon ineffectively, and switching items is as quick as hitting a button.
The whole time you're combatting your foes with these weapons, you'll be collecting the bolts that fly from their destroyed forms. That's just one of the currencies and collectibles you can find throughout the game, along with giant bolts, the aforementioned rareitanium, special devices, hidden weapons, and even achievements. Ratchet and Clank is one of the first PS3 games to feature an achievements-like system, called skill points. Skill points have been in Ratchet games for some time now, and unlike many Xbox 360-style achievements, these actually do take skill to complete. Earning them can allow you to unlock behind-the-scenes videos and other goodies, making them worth even more than the static gamerscore points. For those who enjoy collecting, there are tons of hidden areas and squirreled away treasures to keep you busy. And (most enjoyably) none of these things are requirements for the game to continue. All the core devices and contraptions you need to complete the game are given to you over the course of the story. Everything else, all the upgrades and extras, are just icing on the cake.
It plays great, and there's a story worth listening to, but over the course of the hours required to complete the game you're going to want to look at something pretty, right? In this, Ratchet is a pure win. Heavenly Sword may be more detailed, and Gears of War may be grittier, but Ratchet and Clank has a pristine cartoon beauty that is unmatched by any other title currently available. The PS3's processing power results in sweeping animated vistas and incredible cartoon villains. Explosions, special effects, and weapon damage all cause suitable on-screen mayhem ... and that's not even counting the occasional dancing robot. The best sections to demonstrate the game's graphical prowess are the rail grinders, where you can really take the time to look around and appreciate the beautiful scenery. Graphics aren't everything, of course, but in an action-focused title that focuses so much on transitory fun it's amazing to see the level of detail Insomniac has brought to this game.
I do have a few minor quibbles beyond the story's conclusion. The camera is occasionally frustrating, as happens in most 3D platfomers. It's particularly frustrating in situations where they steal camera control from you, as most of the time they allow you to be your own camera-man. By the same token, they occasionally throw in a sixaxis-controlled moment; falling out of the sky, you dodge rockets with the controller. Or, you move a laser between fixed points by tilting around the room. They seem sort of thrown-in and afterthoughty. Despite that ... they actually work. You can really control your falling Lombax or the cutting laser, and so these moments are quickly passed by.
In fact, the whole game will seem to pass by quickly, but that's not a bad thing. Ratchet and Clank: Tools of Destruction is an amazingly entertaining experience. It has plenty of elements to keep you occupied while you're busting heads along the way, and once you're done with the game there's a great deal of replay value to keep you coming back. This title is the ultimate expression of the Ratchet franchise, and the folks at Insomniac should feel pretty darn proud of themselves for what they've brought to PlayStation 3 owners: uncomplicated fun. Uncomplicated by tiresome stories, muddy grey-green textures, unlikeable characters, or burdensome sixaxis controls, Ratchet and Clank is easily the most fun game I've played yet on my PS3. -
Too Human Drops Cloak Of Mystery
That 'other' RPG hybrid, Too Human has been in silent running mode since their disastrous 2006 E3 showing. Thankfully, the game has progressed to the point where the team felt comfortable revealing the game. For the moving picture show, GameTrailers has you covered. For a more textual experience, 1up, Team Xbox, and Gamespot all chip in with their two cents. From Gamespot's post: "If you're familiar with the loot/drop systems in MMO games and action role-playing games, such as Diablo II, you'll have a reasonable idea of what you can expect from Too Human. Many of the enemies that you kill--most of which are robotic variations on classic fantasy goblins, dark elves, and the like--will drop weapons, armor pieces, or item blueprints for you to collect. Items are color-coded according to their rarity, and unsurprisingly, the most powerful items in the game are those that drop the least frequently. The rarest and most powerful items in Too Human can only be obtained by collecting a blueprint for their design from an enemy then spending a significant amount of money on having the item crafted." -
Everyday Shooter Hits PSN On Thursday
The title Everyday Shooter isn't just special because it's a pretty good game, blending Geometry Wars-like gameplay with great music. It's also the winner of numerous accolades from last year's Independent Games Festival, and as of this week it will be headlining on the PlayStation Store. "The $10 game may be coming into a market clogged with dual-analog shooters, but I don't think it will have a hard time fitting in. 'Some days I would spend all day tweaking a level, sleep for a few hours, and then go back and tweak some more,' Mak told me at E3. 'The challenges I faced in this game were creative, not technical.' The sense that someone slaved over this across many, many sleepless nights comes through pretty clearly. This is one to watch, and keep the name Jonathan Mak in your head. I doubt this will be the last thing we see from him." For more on the background of this unique title Gamasutra interviewed Mak, the game's sole creator, prior to the IGF last year. -
Halo 3 Review
From a certain point of view, Halo 3 is without a doubt the biggest game of the year. The combination of fan anticipation, marketing, and the skill of Bungie's design combine to create a game that's larger than life; if gaming has a blockbuster franchise to match the movie industry's punch, it's the tale of Master Chief. The importance of the Halo franchise to gaming is a very big issue, though, and one worth it's own article. Having played through the game, there's really only one question I'm here to answer today. Does it meet expectations? In a word: yes. It's not the best game ever made, and it may not even be the best game this year. Will it make the fans happy, and deservedly sell thousands of Xbox 360s? Very much yes. Read on for my impressions of Bungie's years-in-the-making epic, Halo 3.- Title: Halo 3
- Developer/Publisher: Bungie / Microsoft Game Studios
- System: Xbox 360
- Genre: First Person Shooter
- Score: 4/5 - This game is above average, and excels in the genre it supports. A classic for the genre and well worth a look for every gamer.
I hope you were paying attention at the end of Halo 2, because the folks at Bungie don't waste any time getting new players up to speed. The action picks up right after the Gravemind's infestation of High Charity at the end of the previous game, and the Master Chief's escape from that doomed city in the Prophet of Truth's stolen Forerunner vessel. If that makes no sense to you, I refer you to Wikipedia for a brush-up on Halo's lore. That said, once you're in the thick of things you don't need to know a lot about the past two games to enjoy 3's story. There are a bunch of references back, and continued threads, but really ... it's a first-person shooter. There are aliens on Earth, trying to dig up an alien artifact. You have to stop them. Go to it.
If you are a fan of the previous games, the story of Halo 3 is going to satisfy your need to see things wrapped up. What it's not going to do is surprise you. The plot plays out pretty much the way you'd expect, though the writers do make some very mature choices towards the end of the tale that distinguish it a bit from every other hero's journey. I'm reluctant to say more, as I'm not sure what's common knowledge at this point, but there is one storytelling choice I wanted to point out as being particularly effective. Cortana, Master Chief's AI companion, was left behind with the Flood's master at the end of the previous game. Despite this, she connects regularly with the Chief in a form of psychic connection. This allows a sense of desperation to build throughout the title, and has a satisfying payoff late in the game.
Story is a really important component of the gameplay experience for me. Though I'm no expert, I do actually like the Halo metaplot quite a bit, and I was left well pleased by Bungie's conclusion. Suffice it to say that while you're not going to be blown away by any revelations, there are no cop-outs, no cheap tricks and (best of all) no meaningless cliffhanger endings. Just make sure you watch to the end of the credits.
Beware the Scarabs
In Halo 2 there's a sequence where you attack a building-sized walking tank in the shape of a multi-legged bug, with a giant laser on its front. It's an elaborate experience: rushing alongside it on rooftops, jumping aboard, taking out its crew, and finally destroying its core. It was, for me, one of the highlights of the game. In Halo 3 you take on these tanks at least three times, and at one point you're fighting two at once. That pretty much sums up the experience of gameplay in this title: it's like the other two, only a lot moreso. Everything is bigger, better, and very, very polished.
That polish is something that exists across the title, from moment-to-moment combat through to 'set piece' battles like the Scarab tanks. There are several set pieces like that spread throughout the game, areas that are more than just the movement from point A to point B with enemies in between. None of them are any more particularly challenging than the rest of the game, but provide exclamation points on areas of hard work and forward progress. There are also several vehicle sequences, more (it seemed) that even in Halo 2. Fast action in the Scorpion tank and Warthog return, but there are also sequences designed specifically to show off some of the new vehicles in this title. I felt these were much more seamless experiences than in the last game; jumping in a vehicle seems like the natural thing to do, not a decision forced upon you by game design.
The vehicle sequences - and the whole game, for that matter - would have benefited from some extra time in NPC boot camp. Once again, your AI assistants prove to be poorly equipped at driving, shooting, or doing pretty much anything other than getting in the way. This, frustratingly, is a step up from Halo 2, where they were incapable of driving without continuously flipping your vehicle. The AI is at least smart enough to get from point A to B now, but you're not going to enjoy the journey. The continued incompetence of the AI in moment-to-moment fighting is particularly frustrating because the Elite known as the Arbiter is your constant companion through most of the game. This is a shadow of the co-op play component, a reminder that it's always possible. All the Arbiter was good for in my experience, though, was waving around his energy sword ineffectually. The AI here wasn't as dumb as the grunts in Gears of War (who enjoyed mantling onto the side of cover the enemies were firing at), but they weren't much better.
The enemy AI, at least, isn't entirely ineffective. They seemed particularly adept at using some of the new toys added in since the last game. Brute chieftains regularly came outfitted with the pleasant addition of a ripped-off turret. These mounted weapons, a frequent sight in past titles, can now be removed from their housings and carried around to provide some heavy firepower. A chieftain with one of these in a secured location can mean regular trips through respawning. The ability to dig in and hold a position was greatly enhanced by this game's addition of 'equipment'. The new use for the X button (reloading is now down with the LB and RB bumpers), most equipment allows NPCs and PCs alike to better hold an area. The 'force shield' is shown off in the E3 2006 trailer but deployable cover (a tall shield), a regeneration aura (which keeps your shields charged), and even deployable turrets all allow for positions to be maintained more effectively than in the past. Other equipment is intended to bypass such advantages, like the power-draining opposite of the regenerator, a portable hover-lift device that can allow you a quick hop over enemy fortifications, and a placeable mine great for taking out drawn-in Grunts. I'll admit it: I didn't use the equipment as effectively as I could have, but it was always enjoyable to play against. Particularly the energy shield; Brutes always seemed somehow vaguely surprised when I popped through the translucent wall.
I regularly got unpleasant surprises throughout the game, and I feel like I need to point out a frustration Bungie has managed to preserve intact from Halo 2: checkpoints. Halo 3 features an autosave system that updates your progress every time you complete a specific objective; passing a point on the map, or activating a certain control panel. Most checkpoints, though, are reached by killing enemies, and you very specifically have to kill every enemy in a group. At several points I found myself frustrated by my inability to find hiding bad guys - I'd complete a long stretch of the game and die, only to find myself further back in the game than I had anticipated. On my way back to where I'd died, I would regularly encounter a checkpoint I hadn't used before. These additional checkpoints were there because I'd missed a single hiding Grunt, or one of those stealthy sniper enemies the first time through. It's always frustrating to lose progress, and even more so when you find you lost that progress because you didn't see the point in finding a single cowering trooper.
That frustration with checkpoints, though, is really my only complaint about level design and the actual experience of play. There is a lot less back tracking here than in either of the last two games, and levels themselves feature a great deal of variation. There's a far wider palette used to put together levels, and the greens and brilliant whites used in Halo 3 stand in stark contrast to the greys and browns that have dominated other next-gen shooters. Combat itself is just as much fun as ever, and it's unflinchingly fair. You never feel cheated by gameplay in Halo 3. If you screw up and die, you usually spend the few moments after your death and before you respawn going, "Yeah, fair enough." Pro tip: The loud beeping of your lowered shields should have told you to get behind cover. While everything is polished to a glistening shine, it's great to be able to say they really haven't changed the feel of gameplay that much. Nine million people didn't buy Halo 2 because of a marketing campaign: ultimately they bought it because Bungie puts together one of the best console shooter experiences, hands down.
One Fine Looking Suit of Armor
Halo 3 looks really good, especially in motion. That said, compared with a game like Gears of War or Lair, it doesn't particularly scream 'next-gen'. The water is pretty good, the explosions are works of art, and reflections off of the Chief's visor are satisfyingly accurate ... but for the most part the game looks a lot like Master Chief's previous adventure. That's fine, though, because (unlike in that title) the framerate is pegged at 60fps and never wavers. There was never once a stutter or slowdown, even with dozens of fastmoving objects on screen, swarms of enemies, or a speedy vehicle sequence. I also saw none of the 'texture popping' that I annoyingly associate with last-gen titles. There are also almost no loading times in the game. The only time you'll see a (brief) loading screen is when you start the game or load a new chapter. Otherwise from start to finish your gaming experience is essentially unbroken. Bungie obviously spent time working on the visual elements of the game, but not to the exclusion of equally important components like story and gameplay. The look of the game is conveyed more by the art style used in the varied environments that through sheer power; the graphics here get the job done, and look great doing it.
Firefly Stars and Heavy Guitar Riffs
One game element that needs no qualifiers is the title's sound presentation. Just as in the previous two games, no expense was spared to bring the world to life through sound effects, voice acting, and music. The sound effects are essentially identical to the experience a player may have had in Halo 2, with a few subtle improvements. The voice acting is extremely well done, with the likes of Keith David, Jen Taylor, Steve Downes, and David Scully reprising their roles. Jen Taylor's Cortana has some especially challenging scenes in this game, and I thought she did a great job with them. New (but familiar) voices also add their talents to the cast. Red vs. Blue viewers will recognize the name Burnie Burns, who is one of the voices of the generic soldiery, but fans of Joss Whedon's Firefly will have just as much to enjoy. Alan Tudyk and Adam Baldwin are also soldiers, and Nathan Fillion takes on the role of an NPC sergeant. I noted this during gameplay, actually, as Alan Tudyk's voice is ... distinct.
Martin O'Donnell composed the game's score, reprising his role from the two previous titles. If you've heard the moving music in the E3 2006 trailer you're already well aware of what that implies. Most of his compositions are much more low key, of course, but they nonetheless provide a welcome backdrop for the game's graphics, gameplay and story. The later levels especially benefit from this subtle but important reminder of what's at stake. The music serves as an obvious but not over-the-top pacing element. Ultimately Martin O'Donnell's compositions are the kind of music you'd be more than happy to listen to outside of the game; it's hard to see how you can pay a soundtrack a higher compliment.
Playback and Multiplay
The clearest sign that Halo 3 is a 'next generation' title is its online and playback components. Most startling are the game's video editing and level creation tools. The first time you'll play through the campaign, you'll find that you can relive the whole thing by reviewing the videos stored on your 360's hard drive. There's no need to set a special setting, it just does it automatically. From there, you can enter the recording and rewatch the whole thing, stopping to take screenshots or snip video clips. These clips and pictures are then viewable from your Bungie.net profile, proving your game mastery to awed onlookers. The real awe, for me, was stepping outside of the Chief to fly around the map as action progresses. If you recall a particularly cool moment - a really good grenade stick, for example - you can see what that looked like on the outside ... and take a picture of it. I haven't had much time or inclination to play around with the level creation tool (called the Forge), but it's incredibly robust. Think something along the lines of Gary's Mod for Half-Life 2, and you'll understand the possibilities in Bungie's generous tool offering.
I've talked extensively about the game's campaign mode, but for many gamers online multiplayer is the real reason to buy this game. And understandably so: if you participated in the Halo 3 multiplayer Beta a few months ago you're already well aware of that game element's polish level. The real draw for me, though, is the campaign co-op play. I played entirely through Gears of War three times because the co-op experience was so well done. Here Bungie has provided the opportunity for up to four players to participate in the entire campaign experience. Just as with the 'single player' campaign mode (which is really just co-op with bots), the entire experience will be recorded to your hard drive for later public mockery. Unlike in single-player, by doing a co-op session you and your team-mates participate in what the game's achievements call 'the metagame'. Players are scored on their play throughout the game, and netting a certain total score during a co-op session can earn you some gamerscore points.
As much time as the team has obviously taken on the game itself, it's great to see that they've fleshed out the experience with elements like this. Graphics aside, these playback and co-op components are truly what makes Halo 3 'next generation'.
Consider the Fight Finished
Halo 3, then, is just about everything a player of the previous games in the series could hope for. It looks good, it plays smoothly, and backstory fans are going to finally have some closure. There are obviously flaws, but none are so glaring or frustrating as to be worth more than a passing mention. Even the checkpoint thing, which I'm sure I have run into far more often than the average player, never stopped me from grinning at the chance to melee some more Brutes into submission.
In essence: Bungie has succeeded marvelously at bringing this trilogy to a close. The game's tight story is complete-able in Normal mode in about ten hours, and that feels just about right. At the end of the game you're left wanting more, but not feeling gypped. Folks who have been holding their breath for this since 2004 can relax; the only thing left to do now is play and have a good time. Halo 3 is fun. Any game - regardless of platform, generation, or genre - where you can finish up and immediately want to start playing again ... it's hard to call that anything but a success. -
PAX 2007 In A Nutshell
Last weekend the dark horde of nerddom descended on Seattle, entering the heart of the 'Emerald City' to gorge itself on the music, culture, and humor of gaming. The Penny Arcade Expo (PAX) once again brought together fans of the influential webcomic for a festival that, without even trying, seems to be taking the place of old E3. Though they were expecting around 30,000 people, the word was that by early Sunday they'd already gone through some 40,000 badges. There were DSes everywhere, concerts at night, a packed exhibit hall, and benchmark comic strips created by Mike Krahulik and Jerry Holkins adorned almost every wall. Despite all the people and the noise, somehow the event had a community feel to it that was hard to understand ... and even harder to describe. I'll try, though, along with impressions from games on the show floor and the incredible music of folks like Jonathan Coulton and the Minibosses. Read on, and All Hail Ball. The Early Weekend
If you missed my discussion of Friday's events, it's understandable; it went up this past Saturday. Suffice it to say that Wil Wheaton's keynote speech was the highlight of the evening. His praise of social gaming, and the relationship-building power of the PAX-goer's favorite pastime resonated incredibly well with the packed theatre. The after-action report on his blog says it all: "My keynote went perfectly, and the audience (and the gaming press online) responded to it in ways I never dreamed possible. I didn't think there would be slightly more than 5000 people in the room when I spoke ..."
The first Penny Arcade Panel featured a lot of middlin' questions, highlighted by the incredible singing power of Jerry Holkins. A description of his performance is in my weekend update, but the real surprise didn't come until after the questions were done. The end of the panel turned ugly when the PA gents left the stage for Uwe Boll to have a chance at the mike. Gabe said later that weekend that he was surprised by the crowd reaction. "You can tell when a crowd is angry, and this was the first time I've felt that at at PAX." The unapologetic Boll was screamed at fairly mercilessly by the attendees.
Other events from the early weekend included a discussion of modern storytelling in videogames. Luminaries Ron Gilbert (Monkey Island), Dave Grossman (Sam and Max) and Nate Fox (Sly Cooper) came together to jaw on a topic near to their hearts. The group discussed linear stories vs. sandbox-style gameplay, user-created content, kids games, and the importance of theme even if your core story isn't all that great: "Grossman [said], 'Well, story isn't just about dialogue and narrative, right - I mean really you want to learn something about the human experience. I think that if I weren't doing adventure games I wouldn't think of myself as a narrator, but rather as the hand of fate. I'm going to kind of let you run around and do what you want and everything. Just to let the player go around and do what they want - they can feel like it's the good hand of fate or the bad hand of fate, but not that they're completely being controlled.'"
The Rain-Slick Precipice of Darkness, the Penny Arcade videogame currently in development, was a visible presence at the show all weekend. The Friday unveiling of a new game demo to the media at a special Q&A event was followed by a weekend's worth of running through the game for attendees on the show floor. Most everyone got to see the title, and hear the news that it will be coming to Xbox Live alongside its PC distribution avenues. The opening, grim, text still makes me smile: "Four gods wait on the windowsill / Where once eight gods did war and will / And if the gods themselves may die / What does that say for you and I?"
PA Panel II
While the first PA Q&A panel was entertaining just to hear Holkins and Krahulik talk, the second panel actually had a number of insightful questions, touching statements, and funny moments. And, thankfully, there were no stoned guys rambling about their paranoid fantasies at the microphone; always a plus. Long queues formed at the two microphones to question the gents, and here are some highlights:- Paul Barnett, Design Manager for the Warhammer Online Massively Multiplayer game, drew applause for his short advertisement during a trailers reel before the event started. He used his clipped British wit to compare Warhammer to World of Warcraft like so: If you're going up against the Beatles, don't try to be the Beatles. You'll end up looking like the Monkees. Instead, we're going to be Led Zeppelin.
- A question about the changes to the primary characters over the year led Mike Krahulik to discuss his influences, such as Stan Sakai. He's essentially 'never finished' with the characters, and we can expect to see further changes to his art style in the coming years.
- Drawings of Gabe and Tycho in ping pong outfits prompted readers to ask if we would ever see that as a project down the road. They're enthusiastic about it and would love to do it, as up until now readers have just seen a few simple images. To further tease us, they described the backstory to the piece: Set in the 80s, a cold war US is still facing down Russia. A little-known clause in the UN charter states that table tennis can be used to decide grudges; the loser forfeits their country. The US table tennis team is slain, and so a group of four people at ping pong camp (including our protagonists) are drawn into international excitement.
- A question about the appeal of the Halo franchise has the gents noting that the series has grown on them considerably.
- In negotiating the price for the XBLA version of the Rain-Slick Precipice of Darkness, they feel they'll have a good deal of leverage as regards pricing (and content as well).
- Several great ideas for projects and future PAX ideas are mentioned, including support of a nerdcore show currently touring the area and an Indie Games FreePlay area.
- When asked about origins of the hobos in Precipice of Darkness, Tycho notes that the game is a 'hobage' of different sources. The Achievement for 100 hobo kills? Hobicide.
- A reader challenges the two to a thumb war, which Jerry wins quite promptly by kicking Gabe in the nuts. He declines to continue, saying he 'values his beanbag.'
- When asked to endorse some games on the exhibit show floor, both gentlemen put their weight behind Eye of Judgement and Sega Rally.
- Someone notes that the current in-the-works game is very much a 'Tycho' game ... lots of words. He wonders what kind of 'Gabe' game they'd like to make. Mike ponders the concept of a brawler, or perhaps something not unlike Turtles in Time.
- The idea of making sure the ball comes back to PAX every year, 'to recharge' is brought up. It could then be sold on eBay to help fund the annual Child's Play charity. They both really like this idea.
- A reader asks what the 'worst thing' either of them have ever done is. Mike tells the story of a time when he set a trap for his family's cat in the backyard, and ended up stringing up the pet by the neck into a tree. It survived, but he has always felt terribly. Jerry, on the other hand, equivocates. When Mike gets tired of it, he tells a story of Jerry drinking a glass of Chai and finding a bug near the bottom of his glass ... which he then upended and finished after fishing out the bug.
Having had a good look at the game at Gen Con, I used my PAX chance to talk to the folks at EA Mythic to dig a little bit deeper on one of the game's claims to fame: Realm vs. Realm combat. Just hours before I spoke to the folks at EA, a team from their company had announced professions from the High Elf and Dark Elf factions for the very first time. I tried to glean just a little bit more PvP-specific information about these races for you, but it was not to be.
Just the same Ryan Barnard (game designer) and Eric Correll (producer on the game) were very forthcoming. The pair was happy to discuss different elements of their signature game feature. For example, new players will have the PvP-focused game introduced to them gradually at low levels. There's a soft introduction, beginning that portion of the title's seamless integration into the overall gameplay. Open-world PvP in specific parts of the starting zones will most likely be their first exposure. Quests will lead them to RvR areas, and eventually will direct them to the instanced 'Scenario'-style missions. Throughout the game, the portion of land that is focused on these activities starts small, but eventually dominates gameplay; the RvR 'city capture' system is Warhammer's 'end game'.
Warhammer Online's unique systems, like the Tome of Knowledge and the Public Quest, also touch on RvR. The Tome will explain elements of Player vs. Player combat, and will record your successes in battle. RvR Public Quests, meanwhile, are currently undergoing retooling. They want them 'right', and currently have taken them all out of the game to make sure they're just so; they hope to have them back into the game by launch.
This feel of 'rightness' is something they're aiming for in their scenarios as well, with the goal of integrating these instances not only into PvP progression, but the ongoing story of the game as well. Each is themed to the area they're in, and tells the tale of a specific conflict between the Order and Chaos armies.
Introducing players who might not otherwise participate in RvR into the fundamentals of that gameplay style is also something the team is focusing on. While they acknowledge that some people just don't want to play against other players, they see folks who are hard and fast about that rule as the minority. They're looking to make PvP a core part of the game, and as such they'll be approaching it differently than a primarily PvE focused game might. This affects multiple game design elements, all the way down to the 'hook' of Public Quests, which gets folks who might not even ever group thinking more favorably about gaming with others. Racial pride is also a factor; by priming characters from low levels to be 'pro-Dwarf', or whatever, players will be more likely to come to their society's aid. They're all steps in a chain, the team hopes, to changing outlooks soured by less focused titles.
On the other side of the equation, the end-game city capture system sees factions sacking the racial homes of their opponents. Though reluctant to use the term 'end game' specifically, the team members were happy to admit that it will be the focus at max-levels. RvR combat will funnel players towards the opposing side, hoping to push the 'antagonists' back to their city walls. They also pointed out, however, that there are other elements in play at that high level. PvE content and public quests are still around, though diminished, and they have plans to further expand both sides of the max-level content once the game is released.
Organized Play, as featured in Guild Wars and now World of Warcraft, is not something they're currently planning for. They'd love to eventually do tournaments for RvR teams at some point, but they're so focused on getting it out the door in a timely fashion that it's not particularly on their radar. As they put it, "we hope we have that problem".
The cutting edge of their work is, obviously, on the Elves at the moment. They're still working to tune the scenarios and open-world play for the Elven areas, and are always working to ensure that classes are balanced and the 'fun' is present.
This cutting edge blends well with some of the surprises that the team had in store for them when masses of people finally entered the Beta. Probably the most surprising for the RvR team: their carefully crafted points of control battlefield objective system, which requires holding targets in open-world PvP, are almost completely being ignored. While they worked hard on this mechanic, the players are more interested in the actual act of combat when in an open-world environment. Scenario tactics are welcomed, but outside of those instances the two sides really just want to enter the fray. The team hopes to have them in the game in some capacity, but they're going to undergo heavy retooling before that happens.
As we wrapped things up, we discussed the reflection this decision has on their overall attitude towards the game: if it's not working, it needs to go/be fixed/tuned/rehashed/whatever. Killing what you thought was going to be the end-all be-all is not outside the realm of possibility, even this late in the game. RvR, and the game in general, has to be fun. No exceptions.
Fury
I'll be honest: Fury came at me from nowhere. I'd read about it before coming to the show, knew that it was approaching an Open Beta, and that it was a free-to-play PvP title. That was just about all I knew when I sat down to play and chat with Fury's lead designer Adam Carpenter.
When you're trying to quantify Fury's gameplay type, it's better to think less about online RPGs and more about first-person shooters. Fury has essentially taken the swords and sorcery milieu and dropped that whole cloth into an FPS schema. In each match, players spawn in, rush out, and slam into each other in extremely fast altercations. Everything is fast; from character creation to combat can be just a few minutes.
This is the underpinning of developer Auran's outlook: fun, fast, and free. Instead of grinding through a PvE component, Fury characters are built entirely around a series of abilities and equipment available at character creation. Each character can play whatever role you want them to in a given match, and their role can be changed freely between altercations. Want to act as a support class in one match? You put on your gear that aids healing type abilities, load those healing abilities into your hotbar , and go. Want to act as a ranged DPS class? Swap those healing bits out for the appropriate gear and powers. Players will never have to whine about not having the right class for a fight, as everyone has flexibility.
Gameplay itself, character abilities, focuses on colors. Your ability bar is full of various attacks, and they are themed around different colors. Each player has a small gauge on their screen to help ascertain how many color points they have built up. These points are gained by using 'low level' colored abilities. A basic blue attack, for example, might give you one blue point. As you move through combat, your gauge will fill with colored points. Higher points unlock the use of more powerful abilities on your hotbar, which in turn use up your points. Fascinatingly, each ability color has a diametric opposite; red points counter blue points and players with red points in their bar will actually be less effective with blue abilities. This led the designers to create special point-manipulating abilities; in the middle of the fight you can switch a player's point colors. You can also steal points, leading to the 'change-their-color-steal-their-points' combo move, leaving your opponent defenseless and cold in the world.
Each color has a sort of 'theme', with green abilities having a sort of nature-y feel to it, while blue abilities being sort of icey. There are ranged and melee abilities in all colors, so there won't be any particular demanded role for a color ability. For most players the only real constraint will be up to what abilities you have on hand as a result of previous accomplishments. While most common abilities will be available by default when you purchase the game, new powers will be unlocked via achievements as you succeed in combat. Achievements include everything from taking the most objectives during a match, to killing the most people, to healing the most ... and your rewards are appropriate for what you accomplish.
Rewards on the equipment side are a bit more random. After completing a match, random loot is generated for the party, and people /roll for it. That's pretty much 'the way it is', going right around the usual sort of arguments at pick up group might have when dealing with looted gear. Gold is equally distributed, of course, and both items and gold are commensurate with your success in the just-completed mission.
It's worth noting here that Fury will have a for-pay option, allowing you to slap down a subscription fee if you want ... but it will have nothing to do with the quality of your in-game items. Money is only given to the Auran folks for the addition of convenience and depth. I should say there is some overlap with items: one of the for-pay conveniences is the ability to roll on three items instead of two. A for-pay player has a bit more in the way of item space, some options for purchasing things from vendors, and other simple things that makes the game just a little bit easier for having forked over your cash. Depth, in this case, is all about in-game ladders. While free players will compete on ladders of various types, paying players will have a long list of different ladder types to participate in. Server, guild, and individual progress will all be tracked for various rewards and bragging rights.
Those bragging rights will come in the form of an online representation of your character's escapades. Kill counts, 'flag' steals, and other metrics will be tracked on an official page for your character, and viewable by anyone. Guilds with an interest in going deeper into min-maxing can make use of the human-readable stats that will be generated locally by the client in a text file. Officers can collect these document to see which builds are working, which aren't, and where the group as a whole needs to focus.
The game build playable on the PAX show floor was already five months old, and showed it. There were server problems a few times, and the game looked more than a little bit jaggy. Even through the cruft, though, there was a lot of promise showing through. The settings were gorgeous despite the outdated rendering model, and the fun factor of actual play was very high. Fury is a simple, brutal combat game, and it makes no pretensions about it. With the promise of free online play for the price of a PC game title, this seems like a pretty nice package. It's definitely not going to be for everyone; there's none of the painstaking polish of Guild Wars, or the deep PvE experience of World of Warcraft. For folks looking for a quick, focused good time Fury may just be what you're looking for.
Jonathan Coulton, Frontalot, Minibosses Concert
I'm sure many of you could have told me how transcendent Jonathan Coulton's music is, but when I entered the theatre on Saturday night for the triple-headed mega-show I was something of a Coulton newb. I'd heard Code Monkey, of course, but I'd never made much of an effort to seek out his music. Whether it was his intent to really reach the audience that night or not, he made a convert out of me. His haunting lyrics about superficiality, squid, cybernetics, robotics, technology, programming, and zombies were funny, touching, and thought provoking. I asked a friend who followed his music to confirm for me that he usually doesn't play terribly large venues. I had to ask because it was only really apparent during the few moments when he paused to take in the size of the audience. He was really, very good. Coulton had easily the largest crowd of the night, with his mass dwarfing even the groups on hand later for MC Frontalot and the Minibosses. His final song for the night, re: Your Brains was tremendous to experience in the midst of thousands of hand-waving flesh-craving growl/singing faux undead. Both Frontalot and the Minibosses put on amazing shows as well, of course, showing off their polished shows and firm grasp of their material. Frontalot was in rare form, with several new songs of his most recent album. Just the same ... Coulton was the show of the night for me, and it was a privilege to be able to see such a great act in person.
The Games And Panels of PAX
There were so many events and games, demos and panels, at the event that I couldn't make it to every interesting experience. Thankfully, other sites can pick up the slack.
The panel on licensed games explored the pros and cons of using someone else's IP to make a title. "Too many cooks in the kitchen" was seen as the primary problem, with the high cost associated with such a deal a close second.
"Pitch Your Game Idea" is always a very well-attended panel, and this year was no exception. Dozens and dozens of people lined up to present their game ideas to a panel of industry veterans. They were then 'cut', American Idol style, working through less solid game ideas towards the pearly center. There were apparently a surprising number of women there, and the contestant that won was one of them. Her simple, Pong-like concept had a graphical background that became more complicated as the game went on.
That showing would have been a relief to the folks at the very well attended "Women in Games" panel. The event focused around the challenges of entering the industry, and the issues associated with working the day to day grind once you're in.
A number of folks had hands-on time with titles I didn't get to, including Haze, Tabula Rasa -
E3 Previews - Assassin's Creed and Mass Effect
In a sea of sequels, there are a number of original titles standing shoulder to shoulder with already-classic games. Two of those being demo'd at this years E3 are Ubisoft's Assassin's Creed and Bioware's Mass Effect. After the demo shown onstage at the Microsoft event, folks were understandably underwhelmed with Assassin's Creed; though the stalking and chase mechanic seemed fascinating, combat seems overly simplistic and numerous bugs caused some hiccups. Just the same, the idea behind the game remains tantalizing, and we still don't know what the deal is with the sci-fi background. On the other hand, despite an equal amount of hype and hope, Mass Effect looks to be meeting every expectation. Finally Bioware is letting folks play the game hands-on, and there are still few frustrations to be found. From Joystiq's analysis: "We were shown the basic in-game talk interface: get near another character and hit the A button to start talking. You can direct the flow of the conversation, by selecting your responses with the left thumbstick, choosing from a radial menu. For instance, if someone is telling you about an attack, you can pick things like 'Too bad they didn't kill you' to 'I'm sorry' to 'Really? What happened?' They aren't exactly what your character will say, they're more like the gist of it ... It reminded us a bit of the chat in the Indiana Jones games, although those gave you the actual lines that Indy would spout out. Conversations are crucial to Mass Effect, and end up providing you with information and shape your relationships with those characters." -
Konami's E3 Event Shows off Silent Hill 5
Konami's press conference was short and sweet, but the focus was on the unveiling of Silent Hill V . There's almost no information about it out yet, though there is a singularly unhelpful trailer available online. From the press release: "Building upon the series trademark foundations of atmosphere, adventure and storytelling, Silent Hill 5 introduces players to a frightening new experience. When confronted by the perverse incarnations of evil that roam Silent Hill and Shepherds Glen, players will be able to utilize an enhanced combat system and execute a number of offensive and defensive maneuvers as they experience every terrifying encounter with the games numerous nightmarish creatures. Players will also have to solve a variety of puzzles as they progress through the highly atmospheric game world, using cues from the environment to unlock Silent Hills darkest secrets. Continuing the series tradition of standout music and sound design, Silent Hill 5 features an original soundtrack by famed composer Akira Yamaoka." -
StarCraft, Nothing But StarCraft
Now that the news has been out for a few days and game journalists have had a chance to chat with the folks at Blizzard, there are a number of new stories detailing parts of the StarCraft II world. A massive press briefing about the game fills in a few more details on the game; only three factions, no new races, the game is built with competitive play in mind, and will run on both XP and Vista. For more nitty-gritty elements, the company held panel discussions on the art design and gameplay elements of the upcoming game. Video from the event is now widely available as well; check out the official trailer, some example gameplay, or the epic 22-minute long developer walkthrough. -
StarCraft, Nothing But StarCraft
Now that the news has been out for a few days and game journalists have had a chance to chat with the folks at Blizzard, there are a number of new stories detailing parts of the StarCraft II world. A massive press briefing about the game fills in a few more details on the game; only three factions, no new races, the game is built with competitive play in mind, and will run on both XP and Vista. For more nitty-gritty elements, the company held panel discussions on the art design and gameplay elements of the upcoming game. Video from the event is now widely available as well; check out the official trailer, some example gameplay, or the epic 22-minute long developer walkthrough. -
StarCraft, Nothing But StarCraft
Now that the news has been out for a few days and game journalists have had a chance to chat with the folks at Blizzard, there are a number of new stories detailing parts of the StarCraft II world. A massive press briefing about the game fills in a few more details on the game; only three factions, no new races, the game is built with competitive play in mind, and will run on both XP and Vista. For more nitty-gritty elements, the company held panel discussions on the art design and gameplay elements of the upcoming game. Video from the event is now widely available as well; check out the official trailer, some example gameplay, or the epic 22-minute long developer walkthrough. -
GTA IV Trailer Released, Slows Sites
Mr_Congeniality writes "The much-anticipated trailer for the next chapter in the Grand Theft Auto series has been released. Rockstar's servers, including the one that hosts Rockstar's homepage, was completely overloaded with traffic last night as a result. Users desperately flocking to other websites like GTANet and GTA4.net, but even these websites were overloaded by the interest level. If these sites are still slow, try GameTrailers or GameVideos as an alternative. For analysis of the video, CVG has ten things you may have missed, while 1up's editors offer their opinions on what they saw." -
On the Rain-Slick Precipice of Awesome
Runefox wrote to point out that the boys at Penny Arcade have passed around the first trailer for their upcoming episodic PC game. Kotaku is link/hosting a flash version of the trailer, and a high quality one is on GameTrailers. As Runefox says: "While almost all can agree that the graphics, as they are now, will give small children nightmares, so, too, can most everyone agree that the Fruit F***ker is simply awesome." Earlier this week Gabe put up a post with more information on the game, and owns up to maybe having put out the trailer 'too soon'. "We were worried though that people might think this was going to be a 2D game if that's all they saw. So we decided at the last minute to attach some of the 3D work we've got. It's extremely early and it's missing some effects like cell shading and a few others.In retrospect we probably should have held of showing it but we were excited and we jumped the gun a bit. We still have a lot of work to do in order to really define the look of the game." The best tidbit: You'll be able to make your own PA-style character to fight alongside the boys. Good form. -
Vanguard - Saga of Heroes Released
An anonymous reader writes "After years of promises and fan hype, Sigil Games Online and SOE has released Vanguard: Saga of Heroes. I've been playing the pre-release the last few days and I've been really enjoying it. I scoffed at the idea of diplomacy in a MMOG, but Sigil has done something with it I've never seen before. They made it a card game...within a game. MMORPG.com has a preview of the Beta game, and Gamespy offers up out of the box impressions of the game on Launch day. GameTrailers has a launch day trailer and dragon mount video to give you an idea of what it looks like in action. Whether the game turns out well or not, the fans are happy that it is finally on the shelves." -
Vanguard - Saga of Heroes Released
An anonymous reader writes "After years of promises and fan hype, Sigil Games Online and SOE has released Vanguard: Saga of Heroes. I've been playing the pre-release the last few days and I've been really enjoying it. I scoffed at the idea of diplomacy in a MMOG, but Sigil has done something with it I've never seen before. They made it a card game...within a game. MMORPG.com has a preview of the Beta game, and Gamespy offers up out of the box impressions of the game on Launch day. GameTrailers has a launch day trailer and dragon mount video to give you an idea of what it looks like in action. Whether the game turns out well or not, the fans are happy that it is finally on the shelves." -
Games and Fear
Happy Halloween, game folks. There are a couple of creepy-themed game articles floating around the web today, and they're all lists ... disturbingly. eToyChest gives us the top five most horrifying moments in games. Next Generation offers a ten-point guide to inspiring fear in games. And finally, GameTrailers.com has an entertaining top ten scariest games list, complete with video. Even if I don't agree with some of their placements within the list, I think their #1 is a pretty accurate pick. -
The Beautiful Chaos of 1,000 Trackmania Racers
Mark Wallace writes "This 3-minute video of 1,000 runs of the same Trackmania Sunrise road course, overlaid on each other, turns the game into a gorgeous picture of an ordered system tending toward chaos. The pack starts out in perfect shape and becomes a glorious mess by the end of the course. Plus, it's just beautiful stuff." I'm normally not one for linking videos, but this is a great way to spend a few minutes on a Tuesday morning. -
Shadowrun Game to Rewrite the SR Universe
adamp writes "Shadowrun has officially been confirmed as a squad-based FPS for the PC and Xbox 360. From the look of the trailer released at Microsoft's Press event yesterday, it's not the game we know and love. Fasa Interactive has decided to rewrite the universe in an attempt to not make anyone angry. It's currently not working." -
2005 GameTrailers Awards
Brad writes "The 2005 GameTrailers Awards were announced yesterday. The GameTrailers Awards are the first and only awards show to honor excellence in Video Game Media. Thousands of game trailers, cinematics and gameplay movies are released each year, but this is the first time that they will be honored in an awards show format. The GameTrailers Awards will be broadcast in two parts: The Nominees show, which began broadcast on January 5th; and the Winners Show, which will be broadcast on January 19th." -
2005 GameTrailers Awards
Brad writes "The 2005 GameTrailers Awards were announced yesterday. The GameTrailers Awards are the first and only awards show to honor excellence in Video Game Media. Thousands of game trailers, cinematics and gameplay movies are released each year, but this is the first time that they will be honored in an awards show format. The GameTrailers Awards will be broadcast in two parts: The Nominees show, which began broadcast on January 5th; and the Winners Show, which will be broadcast on January 19th."