Domain: ign.com
Stories and comments across the archive that link to ign.com.
Stories · 734
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Are Third-Party Wii Games Finally Coming Into Their Own?
Gravy Monkey writes "It's not too difficult to criticize the quality of many third-party Wii games — whether they're unique titles, bad licenses or lazy ports to the new system. However, will this change as more quality third-party games appear on the Wii? Recently, Wiiware title 'Lost Winds' picked up some great reviews, as did the Blastworks game. The recent review of a new game called Order Up on IGN caught my attention because they praised it as the way all casual games should be made. Is this the beginning of a new era for Wii games where quality casual games from third parties manage to grab the attention of both mainstream and hardcore gamers alike, instead of being a console where only first-party titles sell?" -
Final Fantasy XIII Is Coming To Xbox 360
An anonymous reader writes "In a stunning change, Square-Enix announced today at Microsoft's E3 press conference that its next iteration in the Final Fantasy series is also coming to Xbox 360." And I just rationalized the PS3 purchase by telling myself that the next FF will require it. -
Metal Gear Solid 4 Review
mikesd81 brings us a detailed IGN review of the recently released Metal Gear Solid 4, which notes: "Fans familiar with previous Metal Gear Solid games are aware that each title has introduced new gameplay mechanics for Snake to take advantage of. The incredible part about Metal Gear Solid 4 is there are tons of additional features added to this title, and even when you run into a system or mechanic that you wouldn't think would fit in the Metal Gear Universe, Kojima and his team have figured out a way to make it blend seamlessly with the gameplay, which easily allays any fears or concerns you have."" -
Nintendo Suffers $21M Patent Infringement Award
CowTipperGore writes "The AP reports (via Yahoo!) that Nintendo of America Inc. has been ordered to pay a small East Texas gaming company $21 million for infringing on a patent while designing controllers for its popular Wii and GameCube systems. No stranger to lawsuits over controller designs, a Nintendo spokesman said the company will seek an appeal. The suit was originally filed in 2006 and included Microsoft. Microsoft's aggressive legal push back apparently helped as they reached a (confidential) settlement agreement before the case went to trial." -
The 30 Dumbest Video Game Titles In History
An anonymous reader writes "Not every game involves taking an axe to the head of a criminal; some classics from the 80's involved massacring camels from aircraft, or in the case of "How to Be a Complete Bastard" for the C64, something altogether different(unless you're a camel). CNet has collected the 30 most ridiculous game names and concepts from the last 25 years. Quite frankly, how some of these — including "Touch Dic" from Korea — ever made it onto store shelves is beyond me." -
The Future of MMOs
IGN has some interesting coverage of a panel at GDC 2008 that featured some of the top names in the MMO world who got together to discuss the future of the genre. "On hand were Jack Emmert of Cryptic Studios, Mark Miller of NCSoft, Min Kim of Nexon and Rob Pardo of Blizzard Entertainment. MMO newbie Ray Muzyka was also on hand to share his thoughts as BioWare moves into the MMO arena. [...] The conversation got a lot more heated when the subject of micro-transactions was introduced. This is a popular revenue model in Asia, where the games themselves are free to play but charge a premium for a variety of premium extras, from vanity items to additional content or abilities. It's a model that's working well for Korean developer Nexon but hasn't been adopted by many American developers." -
Apricot Team Selected For Fully Open Source 3D Game
crush writes "The Linux Game Tome notes that the final team to produce a fully Open Source 3D game using the CrystalSpace engine and Blender has been chosen. The project (known as Apricot) aims to produce a cross-platform, 3D game with completely Free (CCA) graphics, music and code. An important side-effect of the project is to improve open source tools for the professional game development industry."
I look forward to more 3D games on my desktop, even if this one won't be the first. (And where is the open-source bus-driving counterpart to the under-rated FlightGear?) -
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. -
Violent Games 'Almost' As Dangerous as Smoking
Via Voodoo Extreme, a Reuters report on some very 'interesting' research into violent games. A study out of the University of Michigan has apparently found that 'exposure to violent electronic media' is almost as dangerous to our society as smoking. "'The research clearly shows that exposure to virtual violence increases the risk that both children and adults will behave aggressively,' said Huesmann, adding it could have a particularly detrimental effect on the well-being of youngsters. Although not every child exposed to violence in the media will become aggressive, he said it does not diminish the need for greater control on the part of parents and society of what children are exposed to in films, video games and television programs." -
Hellgate Beta's In-Game Ads Raise Eyebrows
ari wins writes "IGN.com has up a post discussing the new EA/Flagship game Hellgate: London, and the in-game advertisements it includes to facilitate targeted marketing. Though ads in games aren't exactly new, some Beta testers are objecting to their apparently off-putting presence. Users have also noted that accepting the game's EULA means you submit to the collection of 'technical and related information that identifies your computer, including without limitation your Internet Protocol address, operating system, application software and peripheral hardware'." -
Lost Odyssey To Span Four DVDs
Perhaps proving that Sony has something to their 'bigger disc as standard' argument, IGN is reporting that Lost Odyssey will span multiple DVDs when it is released for the Xbox 360 next year. "Hot on the heels of the three DVD long Blue Dragon, Sakaguchi informed the crowd that Lost Odyssey will span a massive four DVDs. The game, which uses a mixture of CG and real-time cutscenes, will last roughly 40 to 50 hours. Lost Odyssey will follow in Blue Dragon's footsteps in another way as well. The team plans to ship the game with multiple language options, including English and Japanese. However, the voice animations will be synched to English on all versions, including the Japanese release." -
PS3 Rumble Controller Confirmed
IGN was playing a build of the upcoming title Burnout: Paradise when they noticed something new about the controller in their hands: it was shaking. The rumble-equipped PlayStation 3 controller is almost certainly a reality at this point, with Kaz Harai's keynote tomorrow expected to officially announce the product. "The controller we were using to play the demo looked exactly like a standard Sixaxis, except that it had a sticker on the bottom that said 'RUMBLE.' It also felt notably heavier than the standard Sixaxis." -
Eternal Sonata PS3 Version, Extras Confirmed
Just last week the unique RPG Eternal Sonata was confirmed for a PlayStation 3 launch. IGN is now reporting that even though PS3 roleplaying fans will have to wait until next year for the game, they're going to get numerous extras as a consolation prize. "New events are being added, to help give players a deeper understanding of the storyline. The game will also feature new playable characters. Crescendo and Serenade, who played a major role in the 360 version's storyline but were not playable, will now be able to take part in battle. Crescendo makes use of a mace and shield. Serenade is all about her heart-shaped staff ... Bandai Namco is also working a costume system that will allow you to freely change your characters' costumes. Accompanying this is an increase in costume variations." -
The Differences Between the AO and M Versions of Manhunt 2
Via Kotaku, IGN had the chance to play both the AO- and M-rated versions of Manhunt 2, and they now have a piece up pointing out the differences in the re-rated game. If you've been curious about what is in that warez copy floating around online, they'll piece it together for you. Be forewarned: the stuff that got cut out is pretty gross. "The content may be too much for some to stomach, but the presentation is well done regardless. Manhunt 2's storyline is made more believable with realistic voice acting, atmospheric camera angles and pans, and moody transitional effects. There's even some comedy thrown in for good measure. Take, for example, a scene in which Danny decapitates a hunter and then uses his severed head to gain entry through a security door. A guard on the other side opens a peephole and sees the decapitated head staring back at him. 'Georgie Boy!' he exclaims. 'Come on in.'" -
The Shock That Almost Wasn't
According to a senior designer on the 2K Boston (formerly Irrational) game Bioshock a number of publishers turned them down when the company brought the title to their doorstep. "Ken (Levine) spent years pitching the game to publishers but no one was interested, incredible as that seems now. I joined Irrational in December 2004 and my first job was to get a publishing deal for the game (I worked as the Business Development Director for the first six months). I remember pitching the game to one publisher who later told a friend of mine that it was 'just another f-ing PC FPS that's going to sell 250,000 units." Just in case you didn't catch it over the weekend, there's a demo for the game up on Xbox Live. PC owners hold tight: a PC demo is coming, and hopefully before the game launches on the 21st. -
Don't Hold Your Breath For FFXIII
IGN is reporting that the next chapter in the Final Fantasy series, Final Fantasy XIII, has barely gotten into the production phase. "According to Sony's press materials, the highly anticipated RPG sequel is now 13% complete. Yes, a low, unlucky completion percentage. But thankfully it's not as low as Final Fantasy Versus XIII, which is listed as 1.3%!" And remember, even if it's completed sometime late next year or early in 2009 folks in the states will probably have a wait while the game is localized. -
E3 Previews - Force Unleashed and Fracture
LucasArts has been focusing of late on a tight integration between technology and story. Their two big E3 offerings are great examples of this philosophy, with Star Wars: The Force Unleashed probably the better known of the two. There was apparently just some footage shown at the event, which will be rebroadcast tonight during the show Entertainment Tonight. IGN has a slightly longer writeup on the game, looking into the idea of "kicking ass with the Force". The other title LucasArts was showing this week, Fracture , uses over-the-top terrain deformation technology to imply certain things about its future setting. From Joystiq's coverage: "We saw a bangalore grenade launcher, that sends a grenade rippling through the ground like you would see Bugs Bunny dig in Looney Toons. The ground above it would raise a little, and the explosive would eventually pop its head out of the ground to claim its victim. A vortex could be created which acted just as its namesake implies, and also seen was a gun that created a large boulder from surrounding terrain and hurled it like a bowling ball. We also saw an extreme use of terraforming with the the magma spike, which shot a column straight up into the sky. If you're standing on it, you get a new, higher platform. If you destroy it, the remnants serve as a hindrance to incoming traffic." -
E3 Previews - Force Unleashed and Fracture
LucasArts has been focusing of late on a tight integration between technology and story. Their two big E3 offerings are great examples of this philosophy, with Star Wars: The Force Unleashed probably the better known of the two. There was apparently just some footage shown at the event, which will be rebroadcast tonight during the show Entertainment Tonight. IGN has a slightly longer writeup on the game, looking into the idea of "kicking ass with the Force". The other title LucasArts was showing this week, Fracture , uses over-the-top terrain deformation technology to imply certain things about its future setting. From Joystiq's coverage: "We saw a bangalore grenade launcher, that sends a grenade rippling through the ground like you would see Bugs Bunny dig in Looney Toons. The ground above it would raise a little, and the explosive would eventually pop its head out of the ground to claim its victim. A vortex could be created which acted just as its namesake implies, and also seen was a gun that created a large boulder from surrounding terrain and hurled it like a bowling ball. We also saw an extreme use of terraforming with the the magma spike, which shot a column straight up into the sky. If you're standing on it, you get a new, higher platform. If you destroy it, the remnants serve as a hindrance to incoming traffic." -
Fallout 3 Facts That Could Save Your Life
This past weekend Bethesda released a few new tidbits of information about Fallout 3. Game journalists were invited to an event with the production team, and came away with a much better sense of what the title is like. "Fortunately, you never had to experience the horrors of a nuclear holocaust. Unfortunately, your mother died during childbirth, and you were raised by your father (in a very scientific fashion). Your early, developmental years play an important part of the character creation process and double as a basic game play tutorial. The G.O.A.T. (Generalized Occupational Aptitude TEST) determines what some of your starting skills and skills will be. Physical, artistic attributes can be customized as well. Much like the first level of The Elder Scrolls IV: Oblivion, you can manually alter your starting stats and skills before you venture forth." For an epic amount of coverage on the game, Bethesda's new blog has two posts with copious links to previews and hands-on pieces. -
Bioshock Previews Abound
The much-anticipated spiritual successor to System Shock 2, Irrational Games' Bioshock, is finally starting to emerge from the depths of secrecy. The 360/PC title is due on store shelves at the start of August, and a bunch of sites now have previews available for perusal. Eurogamer, CVG, IGN, Team Xbox, and Gamespot all had hands-on experience with the title recently and now can report back. From Gamespot's writeup: "As you investigate Rapture's sprawling, doomed infrastructure, its crumbling art deco facades, and leaky corridors, you'll uncover the secrets of what went wrong. Stepping out of the diving bell, you'll see signs of a struggle ... We'd barely set foot onto the first platform of the city proper before running into a splicer, which is one of BioShock's common enemies and one of Rapture's former residents. As Atlas will quickly fill you in, it seems that overuse of Adam turns the subject into a crazed monster that fiends for--what else--more Adam. Imagine a crazed junkie dying to get his hands on a fix; only this junkie can throw fireballs out of thin air and move large objects with his mind. And those are just the basic enemies." For a more visceral experience, 1up has a video preview of the game, which looks as creepy as it sounds. -
Fallout 3, RE 5 in 2008, Final Fantasy 360 Never
In addition to the truly excellent trailer, yesterday Bethesda Softworks let slip the platforms on which Fallout 3 will be playable. CVG reports on an article in the upcoming issue of Game Informer magazine, which describes some of the gameplay and states the title will be on offer for the PC, 360, and PlayStation 3 sometime in Fall of 2008. Meanwhile, Eurogamer is reporting that Capcom won't be letting Resident Evil 5 out of the holding pen until at least April of next year. For now they're relying on the Wii port of the title and other offerings to see them through the year. Finally, if you were hoping to play Final Fantasy XIII on the Xbox 360, you'll be waiting a long time. IGN has word that there are no plans for any FF games on Microsoft's console. -
Fallout 3 Trailer Available Online
Voodoo Extreme and 1up are both hosting the long anticipated Fallout 3 Trailer. Looks like we'll be seeing the game in stores Fall of 2008. Says Bethesda's Pete Hines, Bethesda's PR point man: "Yes, that's in-engine (in-engine means it's done with game assets in our rendering engine, but isn't done real-time. If it was done in real-time, that'd be gameplay footage. This isn't something, for example, that was sent to some house [e.g. Blue Studios] so they could build assets and render it out, and create something for us to release [e.g. Dawn of War 40K intro cinematic]). Yes, that's The Ink Spots singing "I Don't Want to Set the World On Fire" Yes, that's Ron Perlman [voiceover man extraordinaire of Fallout 1 and 2]." The official site doesn't have a lot more in the way of detail than that. -
Lord of the Rings Online Review
The circle is now complete. With Turbine's release of Lord of the Rings Online: The Shadows of Angmar (LOTRO), the Massively Mutliplayer game figuratively eats the tail of its originator in ouroboros-like fashion. Tolkien's work begat Dungeons and Dragons, the PC gaming market, CRPGs, and finally Massive games, and last month's release of LOTRO beautifully reconnects the future with the past. Replacing dice-wielding friends around a table has even, wonder of wonders, been done well. Polished gameplay and cutting-edge graphics abound; In direct contrast to the lackluster response to Turbine's other MMOG, Dungeons and Dragons Online, Lord of the Rings Online has had an overwhelmingly positive reaction from fans. Read on for my notes from the experience of trying on Hobbit feet for a month, and a few words about why LOTRO's quality is notable and highly encouraging.- Title: Lord of the Rings Online: The Shadows of Angmar
- Publisher: Midway
- Developer: Turbine Inc.
- System: PC
- Genre: Massively Multiplayer Online Game
- Score: 4/5 - This game is above average, and excels in the genre it supports. A classic for the genre, likely to be a part of a genre fan's collection, and well worth a look for every gamer.
It's telling, and more than a little disconcerting, to note that every Massively Multiplayer game launched since WoW has had a very hard time garnering attention from traditional Massive gamers. Some expansions have worked out well, of course, and Guild Wars has succeeded by dodging the barrier of a monthly fee completely. New AAA MMOGs, though, have been grimly received. Some of the biggest games launched since WoW include: The Matrix Online, ArchLord, Dungeons and Dragons Online, Auto Assault, and Vanguard. Though each of these titles offers some interesting gameplay elements, none of them have managed to capture even a noticeable percentage of the WoW-playing audience.
The simple fact, then, that Lord of the Rings Online is a polished, competently executed, and genuinely fun Massively Multiplayer experience is not to be taken lightly. Adequacy should not be confused with disappointment. LOTRO is, literally, the first brand-new MMOG worth playing since World of Warcraft. As depressing as that is to contemplate, LOTRO's success is great news for fans of the books and movies; no one is turning in their grave as a result of this game's launch.
In the broadest sense, LOTRO compares favorably to World of Warcraft because it borrowed many components from the current king of the genre. LOTRO has adapted the general 'feel' of WoW's gameplay to a wholly new setting and experience. The result is a MMOG that will be extremely intuitive to anyone who has played other Massive games. Characters are chosen from a selection of classes and races, spend most of their time completing quests, fight opponents by selecting class abilities from a hotbar, and can band together with other players to take on challenges too dangerous to solo. The game can primarily be played by yourself, but common chat channels called Fellowships ensure that players looking for more long-term social commitments can achieve their goals. It's a sign of the times that WoW's success almost seems to demand some level of imitation from other products to be competitive. It should be stressed, though, that LOTRO is not just a poor man's WoW. This is no cheap knock-off, and the game is categorically not trying to be World of Warcraft. It would be more accurate to say that Turbine has recognized quality, and attempted to ensure that their own product lives up to expectations.
What separates LOTRO from the crowd, the thing that Turbine has sharpened and honed to cut players (at least temporarily) away from other games, is the Middle Earth license. The extraordinary care that the designers have taken to place players into Middle Earth is apparent in every aspect of the game. As in other titles set during the Rings trilogy, Turbine has wisely kept you fairly well removed from the main plot of the books. By following quests scattered throughout the world, your character dances around and through the journey of the One Ring. Though you can speak with every member of the Fellowship at some point in your travels, you are not asked to shoulder Frodo's burden. Instead, your character is woven deeply efforts of the free peoples to aid the ring-bearer and repel the forces of Mordor. The usual kill-it and fed-ex quests dot the land, and wouldn't look out of place in any other game. The sharp difference is that Turbine has leveraged Tolkien's amazing world-building efforts to make you actually care about what you're doing. Ranging from the practical (slaying goblins to keep the townspeople safe) to the ridiculous (running pies across the shire to spoil the Sackville-Baggins' party), quest text is remarkably well written. If you read and enjoyed the books, you're going to quickly find yourself pausing to read the tales these quests tell.
This pause, the interest in the lives of the NPCs, results in a different pace than you might be used to in other Massive games. It's, of course, an intrinsic part of the gameplay that you can set your own pace in a Massively Multiplayer game. That said many games compel you to rush everywhere, getting as much done as quickly as possible, playing for long stretches at a time to grind to the higher levels. LOTRO just doesn't have that vibe. Certainly, you can churn through the content as fast or slow as you'd like. There were max-level characters on the game servers within a week or two of the game's launch. For those with more appetite for story, or those grown tired of that pace in other online games, the breathtaking graphics and well-told tales encourage stopping to smell the roses. There's also just no compelling reason to grind your way to max-level in this game. Right now a big chunk of highest-level content is still in development, and for a Massively Multiplayer game LOTRO is quite reasonably priced. Anecdotal evidence from my own experiences and the experiences of other players indicates that Lord of the Rings Online is the kind of game that is most fun to play in fits and spurts. A few hours one day, a few hours the next ... it's so much fun running around the Shire, it's easy to see why a player would be in no rush to leave the lower levels.
Another element that encourages lingering rather that rushing, and can help assuage the hardcore players that might otherwise grumble, are the deeds. Deeds are a unique element to Lord of the Rings Online, a kind of achievement system somewhat reminiscent of those earned on the Xbox 360. They're discovered by doing the act the deed requires for the first time; for example, many require a certain number of monsters to be slain. The first time you kill a wolf in the Shire, your UI notes that you've begun work on the 'Wolf Slayer' deed. This can just be a blind grind-fest, if you're so inclined, but players have found that most deeds can be accomplished simply by going about their normal business of questing and traveling. Killing wolves as you encounter them in your travels eventually results in the completion of that deed, without needing to ruin your play experience with senseless repetition. Instead of Xbox Live gamerpoints, deeds earn your character two things: titles and virtues. Titles are simply that, strings that can be added on to your name. Completing the Wolf Slayer deed, for example, nets you the 'Fur Cutter' title. It's a simple customization, but the large number of deeds in the game allows for players to represent themselves in a myriad of different ways.
Virtues are much more important. Each completed deed gives you access to a virtue, an insubstantial descriptor that modifies your character's game statistics. As an example, completion of the Wolf Slayer deed earns the 'Discipline' virtue. Discipline increases melee damage and your character's resistance to injury. Each virtue modifies different character abilities and statistics, and are useful in different situations. A character's functionality can be changed dramatically just by swapping out what virtues they have slotted. It encourages differentiation between members of the same class, and a few wisely-chosen virtues can make the difference between victory and defeat.
Deeds aren't the only unique element LOTRO offers. The game's character classes are a nice tweak on the normal 'tank/mage/cleric' trinity that have been the standard in fantasy MMOs since EverQuest. While the basic party roles are all there, their Middle Earth wrapping pleasantly muddies the waters. The main Damage Per Second (DPS) class in the game, for example, is the Burglar, a rogue-type character. The character you'd expect to be most like the blaster/mage is the Loremaster, but he fulfills more of a crowd control role. He also has some healing skills, as do several other classes. The Minstrel is the primary healing class, but with multiple classes having the ability to heal it's not critical to ensure a Minstrel is in every party. This 'spreading the load' approach also allows Minstrels themselves to be a more front-line combatant than any priest or healer is in other games Their songs do damage to enemies, as well as providing short-term buffs for team-mates. Though for the most part these are all familiar roles in new packages, they 'feel' differently enough to provide a sense of novelty for veterans and new players alike.
Crafting within the game is well done, but simply doesn't feel as though it was made huge priority. You're forced to choose from one of three crafting classes, separate from your combat class. Each class has three vocations it covers, allowing for slightly more variety than in other games. While most of these crafts are par for the course, there are a few vocations that tweak things a bit. Farming, for example, is an actual crafting element in the game. You plant seeds, harvest crops, and sell them to other players; in Beta it was the best way to make money, and resulted in more than a few obvious jokes. There is also a Scholar vocation that has players collecting pieces of ancient wisdom together to make scrolls and potions. For the most part, though, crafting in Lord of the Rings Online is 'merely' competently executed. New players aren't introduced to the fundamentals of crafting explicitly enough before they're forced to make a choice, and after a choice is made quest support for crafting-friendly players can be a bit slack at low levels.
Merely 'okay' crafting, aside, the game world really does have an overall very high level of quality. Just the same, Lord of the Rings Online is not perfect. At launch, there are a number of complaints that users have grappled with. The single most disappointing game element has to be the game's UI. Though it is functional, that's about the only thing that can be said in its favour. LOTRO's UI features dull, uninformative icons and a general lack of polish. It may seem like a minor quibble but set against the general high level of quality throughout the rest of the game, and compared (as always) to WoW, it's quite a glaring oversight.
Early in the launch window as we are, there have been numerous complaints by players about the balance of the game's economy. While items seem well powered for their levels, and obtaining gear is a fairly well-tuned process, the costs associated with purchasing new abilities is astronomical. It's not out of the ordinary for a single new ability (obtainable from a trainer at a newly-achieved level) to cost half or more of the coin you have on-hand. Mileage will vary from player to player, of course, as some people place a higher emphasis on crafting and selling than others. The general consensus, just the same, seems to be that ability costs could use a revisit.
Given the respect for the setting it's another minor quibble, but the lack of any sort of tie-in to the Peter Jackson helmed movies is, in my mind, a lapse. Obviously, the license for that content is separate from the license that Turbine is working off of, and as such there's no reason to expect Elijah Woods or Hugo Weaving to make an appearance in the gameworld. Just the same, it's hard to listen to the kinda-generic fantasy music that greets you at login and not yearn for Howard Shore's stirring theme. Perhaps this might be a possibility in the future; that's one of the many beautiful things about the Massive genre - things are always changing.
One thing that doesn't need changing, though, are Lord of the Rings Online's simply stunning graphics. Years from now the choice to go photo-realistic will make the game look horribly dated, all while World of Warcraft's stylized vision remains fresh and crisp. In the meantime, LOTRO offers a simply jaw-droppingly beautiful online experience. EverQuest 2's attempt at realistic graphics in an online game have resulted in goofily appealing characters, but they don't quite capture what I think the game was going for. Middle Earth, on the other hand, is insanely beautiful. The first time you reach a high point in the Shire it is completely worth it to stop, turn your settings all the way up, and just stare across the fields. While the story wraps you into the gameworld intellectually, LOTRO's graphical presentation brings that world to life on a visceral level; New Zealand has nothing on that place.
For the Massive gamer tired of endlessly played options, or the Tolkien fan disappointed with the lore content in Battle For Middle Earth II, Lord of the Rings Online is the perfect balm. While it doesn't try to move the genre forward in any readily appreciable ways, LOTRO is such a well-crafted experience that it's hard not to enjoy yourself. For some, their time in Middle Earth will be just a vacation from other online worlds. For others, though, this may just be the game you've been waiting for. A slower pace, a beautiful presentation, and a gripping story are all readied and waiting just a bit down the road. -
First GH III Video Displays Differences
Joystiq has up one of the first videos of Guitar Hero III , and links to an IGN article discussing the changes. As they point out, there are quite a few differences. The UI has been overhauled in several ways, which may or may not be to your liking. "The HUD has been completely revamped, with lights replacing the Star Power meter and a new chain counter that tells you how many notes you've hit in a row. According to this IGN feature, the timing has also been changed, which may explain the early Wyld Stallyns-level performance in the videos. It's hard to blame the team from Neversoft if the game's playing a little differently at the moment, as they didn't have access to the code (created by Harmonix) from the original two games. Besides, there's still time for tweaking." The changes don't bother me that much, but the twanging butchery of "My Name is Jonas" made my eyebrow twitch. -
Star Wars is 30 Years Old
javipas writes "On May 25th, 1977 the first film of the Star Wars Saga was released to theaters. Thirty years later, and celebrations are being held all around the globe. Wired has a series of articles entitled The Empire at 30, and many fans are posting about this particular birthday. For example, you can see the best 30 clips made by fans to celebrate this anniversary. The BBC is chronicling the journey of one man who had never seen Star Wars before. IGN has a rundown on some of the highlights of the Celebration convention, running this weekend." -
FFXIII Not Due Until Next Year
IGN translated an article discussing a financials meeting recently held by Final Fantasy creator Square/Enix. According to company president Yoichi Wada, don't expect FFXIII until next year. At least. "'It will still take a bit more time. At the very least, [a release] this fiscal year is definitely out of the question.' Japanese is known for being a pretty vague language, but Wada's words were pretty clear. No FFXIII in Japan until some time after March 2008. Let's hope Square Enix starts the translation before development finishes up." The implication there, of course, is that if we follow the trend from FFXII the U.S. may not see the game until Winter 08, or even early 09. -
Valve Has No Plans to Charge For Downloadables
In an interview with Eurogamer about the upcoming Team Fortress 2, Valve's Robin Walker discusses Valve's philosophy when it comes to downloadable content. In short, when you buy a game from them you buy 'all of it', even the downloadable maps that will be released after the game launches. "'[In multiplayer games] the content you're playing is being created by the players you're playing against, so the more people that get into the game, the more content you're going to have,' Valve's Charlie Brown concurred. Valve's strategy is roughly in line with the traditional PC model, but in recent years services like Xbox Live Marketplace have popularised microtransactions as a means of continuing to extract development capital from completed games." Relatedly, the company annouced last week that there will be no Black Box release for Half-Life 2, Episode 2. The original plan was to have a retail release of just the three new games (Episode 2, Portal, and TF2); now only the orange box with the complete HL2 experience will be available on store shelves. Gamers can still purchase the new content separately from the Steam service. -
Blizzard Announces StarCraft 2
We'll be returning once again to the world of StarCraft, it appears, and not in the form of a Massively Multiplayer game. Blizzard has announced StarCraft 2 at their packed event in Seoul, South Korea. IGN is liveblogging the event, describing gameplay footage being played as well as full cinematics. From the description of ongoing events there are massive changes to the way the game plays, new units, a physics system within the game engine, and the capability to show over 100 units onscreen at a time. "Showing gameplay footage - Looks like protoss ships - floating over asteroid/ base structure - entering protoss ase - similar looking buildings - vespene gas still in the game - character pane shows up on right side - some protoss guy - shifts to terran bases floating on rockets over same type of territory - sill collecting crystals as resources - marines load out. Dustin is actually playing the game - nothing in the game is final." Additional coverage from Milky at 1up. -
The Future of Cinema - 'Real' 3D
GunSlinger writes "The IGN movies site is running a story on an old movie concept seeing a resurgence. 3D movies are making a cinematic comeback via new, more sophisticated techniques. Yes, you still wear glasses. No you don't get a headache. Yes, the effect is fantastic. This story looks at the technology, past and future projects, and why just about every major studio is now planning in three dimensions. 'There is indeed a revolution in cinema taking place. It's quietly slipped under the radar of most technophiles, beginning its assault on the way we consume media clothed in thoroughly unassuming garb -- the Disney Digital 3-D film, Meet the Robinsons ... no, we don't blame you for being skeptical. Most people in their mid-20s or later think of 3-D movies from the old school perspective -- goofy red and blue coloured glasses, strained eyes, possible migraines. And most importantly, a so-so 3-D effect. No more.'" -
Ten Years of FFXIII?
IGN is reporting that the next game in the Final Fantasy series will probably be around for quite a while. If Square/Enix has anything to say about it, we'll be playing the FFXIII family of games for the next ten years. "Although speaking with a Nintendo magazine, Hashimoto brought up Final Fantasy XIII as a comparison for Square Enix's decision to expand upon the FFVII storyline through the Compilation project years after the game's original release. 'Different from something like VII, which we expanded upon afterwards, with Fabula Nova Crystallis FFXIII, we've thought about an expansive world setting from the start. Under the idea of wanting everyone to be sucked into the world for 10 years, we're preparing a number of categories.' He likened this approach to films like Star Wars, Harry Potter and Lord of the Rings." Chris Kohler took the time to point out that, in the same interview, the Square folks stated they're still not entirely convinced about this whole Virtual Console thing. "We feel that the Japanese game market still requires [physical] media. Also, FF and Dragon Quest are played by a wide range of users, from children to adults, so there are limitations when you consider the problems that we would have with billing systems." -
Team Fortress 2 Has PC/360 Cross Platform Play
IGN has an in-depth article with Valve Engineer Robin Walker, TF2 Project Lead Charlie Brown, and Marketing Director Doug Lombardi, talking all about the Team Fortress 2 project. Along with details on class clarification, the look of the game, and map design decisions, the Valve folks confirm that 360/PC cross platform play is already in the game. "IGN: So you're actually playing now on Xbox 360s connected to PCs? Doug Lombardi: Technically it's done. Robin Walker: From our perspective, we did the Xbox port of Half-Life internally, and we did that because we wanted to have the expertise from doing that. Like controller expertise and all the sorts of decisions you've got to make that are different on consoles we wanted to have that in-house because we knew we'd be doing more Xbox titles and more console titles. And so the same guys that did that are working on TF2, we have all the tweaks we did to the controls, the sticks and everything." -
Resident Evil 4 Waggles To the Wii
AbsoluteXyro writes "IGN reports that the Wii version of Resident Evil 4 was confirmed earlier today, as Famitsu spilled the beans on the title in its latest issue. The new version boasts point-and-shoot gameplay, along with a bevy of motion controlled actions that Capcom hopes will put you in the game. Better yet, the game features the visuals of the Gamecube version and all the bonus content of the PS2 version. Famitsu also delivers some info that IGN apparently missed in their translation, including new enemies and bosses, as well as a retail price point of about $30 USD. The game reportedly hits shelves (overseas anyhow) on May 31st." -
The Future of the PSP
IGN has a longish piece up looking at the possible future of Sony's handheld. They examine the upcoming success of Sony's overshadowed creation via several excellent interviews from people with SCEA, first-party developers, third-party studios, and indies. I particularly enjoyed the comments by indie homebrew dev Fanjita, who had a great outsider's view of the little black dynamo. "I suspect there are 2 factors that make them especially resistant to homebrew on the PSP - the first is that point I just made, about not wanting to dent the already shaky platform image. The second is that we already know our way around almost all the PSP internals, and so they probably feel that there's a risk that a publicly endorsed, restricted homebrew platform would soon be cracked wide open, leaving them with an officially endorsed route to piracy. I like to believe that the capable homebrew devs would be respectful of a move from Sony to open up the platform, but it's obviously impossible to have any guarantees." -
PS3 Owners To Simulate Gene Folding
fistfullast33l writes "According to IGN UK, the next version of Playstation firmware will include a joint venture from Stanford University and Sony called Folding@Home. Similar to the infamous SETI@Home project, Folding@Home will be an idle application that participates in a simulation that 'aims to map the way that genes change shape (or fold), so they can be studied by scientists and, potentially, cure illnesses such as Parkinson's or a variety of cancers.' The application will download a 'work unit' that it will unravel to completion, update Stanford's servers, and then download the next unit and continue." We've previously discussed the client; it will be available as an update at the end of the month, and should appear on your cross-media bar once installed. -
GDC: LucasArts and The Force Unleashed
With the title of 'Next Generation GamePlay in Service of Story and Characters', LucasArts had a lot of ground to cover Thursday morning. Their new technologies have been well received, and the developers and journalists in the room were anticipating details on the over-the-top effects we've seen from The Force Unleashed. From a technical standpoint, Haden Blackman's talk fully delivered. Read on for my notes from this fascinating look at the point where storytelling and physics meet. The next-gen focus for LucasArts is on simulation-based gameplay, how that feeds into character. Environments and characters, events and systems built around physics and objects rather than scripts and hand-crafted events. They're doing this to make it a foundation for more cost- effective development. There's a greater emphasis on surprise and novelty with this route, because every time you play it's going to be different. Authenticity is the aim: the world behaves the way you'd expect given what you know about the setting.
The other goal is to revolutionize story and character. LucasFilm is an obvious example within the company. Their goal, then is to bring new life to stories, telling them in different ways. They're always looking to tell stories in new ways, both in and out of the game. The 'out of game story' is the player's story: what the player did to overcome obstacles. Their goal is to make every player story unique: I beat the game slightly differently than you did. They're aiming for relatable, authentic characters. Characters that behave how you'd expect in animations, AI, and physically.
Once they'd gotten rallied around those concepts, they began working on Force Unleashed's game's core concepts. "The Force = The galaxy's best simulation catalyst." It's an interactive power that allows you to manipulate your environment. They really wanted to push the boundaries with the Force. Their goal is to amp up, over the top showcase Jedi powers. They began doing imagery, and then a pre-visualization video, with the goal of grasping just how powerful they wanted the Force to be.
They show the pre-viz video, which is something we've all seen previously on YouTube. Blackman says "After that I had the most terrifying moment of my career." He had to go show the video to Lucas, and convince him it was the right direction. He said "That's great, go do it." Blackman was even more afraid then, because they didn't have the tech to do it.
He then outlines some of the elements of the game, which is available in more depth in IGN's preview of the game. The best part of this slide: "What is the core gameplay: Kicking someone's ass with the Force."
At that point they had a game in search of technology. Design drives everything, so they didn't start with the tech, they started with the story/concept. They began building their team that began building the 'Ronin' engine, integrating Havok and Digital Molecular Matter. They partnered up with ILM for elements like cloth and fur, too.
The ILM partnership has been very fruitful. They are utilizing Zeno, their digital editor, originally made for film. LucasArts adopted it for games, and now they have a common pipeline for assets, VFX, and other elements. They're working on likeness captures and facial motion capture technologies, to get really accurate performances. ILM is one of the forefront workers in fluid dynamics, and so they're hoping to utilize that as well with true water simulation. They're sharing engineers across the company, leveraging the expertise of both companies to produce more powerful results. ILM is getting something out of it too. They'll be using some of LucasArts' tech to do pre-visualiation on films; using the Ronin engine to make animatics for big-budget Hollywood flicks.
He then shows an 'ILM Sizzle' piece, showing some of their incredibly impressive work on the Poseidon movie. Lots of fluid dynamics elements, tons of special effects elements. "There was no boat, there was no ocean." They also show a number of scenes from Pirates of the Carribean: Dead Man's Chest, using much of the same sizzle footage in the online piece we have previously discussed here on the site.
Blackman then moves on to the two techs they're incorporating into the game. Digital Molecular Matter allows them to translate real materials into their titles; wood breaks like wood, glass breaks like glass. DMM saves on art time, increases the authenticity of the environment, and encourages experimentation. "What happens when I throw the Stormtrooper through that hut?" It provides surprising payoffs, and it's different every time. "Soft bodies are cool." Soft bodies are game elements that bend or sway instead of breaking. (Denting metal, bending girders.) This all results in more exciting and immersive stories. It begs players to share stories. "I made a bridge to cross the lava." Character interactions are also more varied; creatures moving through a forest force plants and trees out of the way.
They then show off the DMM tech, using much of the same elements as the much-watched YouTube video we've probably all seen before. He goes further, though, editing the properties of elements in the room he's in. Glass in the ceiling can be edited to be flexible and fragile; when he resets the room the glass breaks under its own weight. He demonstrates again with a brick wall, which can be made to collapse and sag depending on the properties he sets. The goal is to get authentic experiences, but also ones that are fun, and this is what a lot of their designers spend their time doing.
Euphoria is the next subject up, and is "true bio-mechanical AI". Characters have a central nervous system, muscles, and a brain. NPCs then, have reflexes. They grab onto things in the environment to save themselves, do their best to stay alive. It's not about replacing animators; it's about making sure animators are working on important things (character performances) rather than gross physical movements. "Barrel of Stormtroopers - How many Stormtroopers can we get to latch on to each other when held over a pit?" This results in a different story every time, improves the immersive experience, and gives characters somewhat of a sense of self. It also leads to comedy. Comedy is a big part of Star Wars, and torturing Stormtroopers is something that they do on a daily basis at the company.
They boot up a demo, and show off some of the 'best ways to exploit Euphoria'. They start with the Stormtrooper drop. It's different every time, with the poor guy getting slammed into the ground again and again. They use a pile of boxes to show how the objects and character, based on orientation and speed, scatter and flip. The next demo is the Balancing Act, which has a surface with a trooper on it. As they shift and jump the surface, the little man tries to keep his balance and stay upright. GrabNGo shows the hanging physics: a trooper slides down the slope, and tries to grab onto the ledge before he falls. The next uses animated legs (the trooper is running forward) and a euphoria upper body. By tossing boxes at the trooper, they show how he tires to deflect incoming objects. The final demo shows actual force effects in use, knocking troopers off a ledge with a box, force chocking and light sabering a trooper.
They're in full production on all levels, now working on motion capture and art, higher level elements.
So, the keys here are that these simulations are really hard to get right. It took a lot of work, and several brand new techs. Designers had to learn to deal with fear; get over the possibility of doing something 'wrong'. Iterating and experimentation has been key to getting the 'feel' of these systems right. Consistency is king; if you do it in one level you have to make sure that you can do it every time. Don't be constrained by realism; if the force of their 'Force Push' was applied to a real human they'd probably be ripped in half. Go for fun, not for reality. They are trying to encourage and reward experimentation, breaking the player's conditioning, and pull them fully into the game. -
Spore Dev Down On the Wii
An anonymous reader writes "As reported by IGN, Spore developer Chris Hecker made a very quotable statement at a traditionally contentious GDC panel. At the 'Game Publishers Rant' event Wednesday morning, Hecker stated that he thought the Wii is a piece of sh*t. He went on to refer to it as 'two GameCubes stuck together with duct tape.' He also took Nintendo to task for not taking games seriously enough. 'It's not clear to me that Nintendo gives a s*** about games as an art form.'" -
Do Reviews Still Serve a Purpose?
Via Voodoo Extreme, a post on the Sony-sponsored ThreeSpeech blog asking if game reviews are a thing of the past. Post author 'Azz Hassan' opines that the proliferation of blogs and easy access to game trailers has made the 'biased views' of reviewers a thing of the past. Responding via the Ars Technica Opposable Thumbs blog, Frank Caron offers a rebuttal to the piece. 'The argument presented in the article seems to come with the very slant that it so viciously protests: one of a negative view towards a medium that the writer feels is inadequate. Yes, there is a ton of available media on the net that can help you get a look at a game as it develops, but the problem with videos and pictures is that often the intangible elements are impossible to understand simply from seeing the game in motion--only the written or verbal communication of a person can adequately capture these details.' -
Why Computer RPGs Waste Your Time
spidweb writes "RPGVault has an editorial about two particularly noxious qualities of computer role-playing games. Spiderweb Software's Jeff Vogel goes off on a tear, discussing how you work forever to earn the right to do anything exciting, and must 'prove yourself' by expending tons of your time. From the article: 'So now, thinking about playing an RPG just makes me tired. I'm tired of starting a new game and being a loser. I'm tired of running the same errands to prove myself. The next time I enter my fantasy world, I want it to not assume that I'm a jackass.'" I think Oblivion handled this well, scaling the world as you went and giving you really interesting things to do from the get-go. What other games dodge this bullet? Do you see this timesink as an inevitable part of the RPG genre? -
PS3 Oblivion Approaching PC Quality Visuals
fistfullast33l writes "After taking a beating in Gamespot's side by side Comparison of Xbox 360 and PS3 graphics, Playstation 3 owners may finally have something to hold over the 360 fans. Both Gamespot and IGN have previews posted yesterday that talk up the graphics and performance improvements over the 360 version. Load times and texture quality and draw distance have been improved, as well as 'new shaders dedicated to rendering the foreground cleanly with sharper details, so rocky landscapes now have craggy appearances instead of smooth, non-distinct surfaces,' according to IGN. They end with the ultimate hype, 'screens from the PS3 version should approach those from high end PCs running Oblivion, which is an impressive feat.' How is this possible? Gamespot reports that 'Oblivion will make extensive use of the PS3's hard drive by caching multiple gigabytes of data, which seemed to help with load times from what we saw.' While there are no official reports of this making it into the new 360/PC expansion Shivering Isles, a rumor on the Gamespot preview says that 1up might have the scoop." -
Top 20 PC Games on Windows XP
ApacheVE writes "Voodoo Extreme has up a story called Generation XP: Top 20 Games of the Last Generation. They call out some of the best games released in the Windows XP era, to mark the passing into the 'next generation' of PC gaming this past week. Some favorites include Call of Duty, Unreal Tournament 2004, Civilization IV, World of Warcraft and other titles that helped shape the era." Any titles you see missing from the list? The XP years were truly great, as far as PC titles went; how long do you think it will be before Vista has enough market penetration to make a difference in gaming? -
Top 20 PC Games on Windows XP
ApacheVE writes "Voodoo Extreme has up a story called Generation XP: Top 20 Games of the Last Generation. They call out some of the best games released in the Windows XP era, to mark the passing into the 'next generation' of PC gaming this past week. Some favorites include Call of Duty, Unreal Tournament 2004, Civilization IV, World of Warcraft and other titles that helped shape the era." Any titles you see missing from the list? The XP years were truly great, as far as PC titles went; how long do you think it will be before Vista has enough market penetration to make a difference in gaming? -
Innovative, Original Games Have No Chance
In interviews with game developers this week, the tone seems to be that innovative, original thought is no longer welcome in the games industry. That definitely seems to be the tone behind IGN's interview with Okami producer Atsushi Inaba, and MTV's interview with Bioshock's Ken Levine (distracting flash site). Atsushi, speaking about the art style in his critically acclaimed but poorly selling adventure game, had this to say about originality in games: "You use the word 'difficult', but I think that it is becoming almost 'impossible' for an original game to succeed financially. This can't be blamed on anyone but it's a simple fact that an original game doesn't appeal to the majority of gamers." Meanwhile Levine, talking mostly about the level of art he's trying to create with the title, had this to say about some of his fellow designers: "Most video game people have read one book and seen one movie in their life, which is 'Lord of the Rings' and 'Aliens' or variations of that. There's great things in that, but you need some variety." While most of the rest of his comments are somewhat mild, he reiterates throughout that they're trying to do something that gamers may not "give a crap" about. What do you think? Has the industry gotten to the point where retreads are all that will sell, or is there still room in the marketplace for original ideas? -
Gamers React to Vista Launch
As cranky as IT folks are about having to roll out new Vista installs, support them, update them, etc, gamers are matching them in irritation. Ars Technica recommends you dual-boot XP and Vista if you want to keep gaming on your PC. Voodoo Extreme explores Vista's crappy audio setup, while Computer and VideoGames reports that some small developers think Vista will ruin PC gaming (a comment we've heard before). C&VG does have a slightly more hopeful article up too, talking about the future of Vista gaming and what the new OS could mean for games ... once all the kinks are worked out. -
The Fundamentals of Gaming
IGN has two great features up this week, looking back at two amazing gaming franchises. Their piece on the evolution of Final Fantasy takes in the changes and twists the iconic JRPG series has had over the years, while Castlevania: The Retrospective looks back on the last 20 years of vampire-hunting goodness. From the Castlevania piece: "Though Castlevania wasn't one of the original 18 launch titles for the NES, it was part of the unofficial second wave of games, and an integral part of the Nintendo Entertainment System's premiere years. From that point on, each Castlevania title (though still primarily a stand-alone adventure) was subsequently added into the overarching timeline, and while not every piece of the puzzle clicks from game to game, it remains to be one of the most prominent classic franchises still recognized today for its outstanding gameplay. " -
The Fundamentals of Gaming
IGN has two great features up this week, looking back at two amazing gaming franchises. Their piece on the evolution of Final Fantasy takes in the changes and twists the iconic JRPG series has had over the years, while Castlevania: The Retrospective looks back on the last 20 years of vampire-hunting goodness. From the Castlevania piece: "Though Castlevania wasn't one of the original 18 launch titles for the NES, it was part of the unofficial second wave of games, and an integral part of the Nintendo Entertainment System's premiere years. From that point on, each Castlevania title (though still primarily a stand-alone adventure) was subsequently added into the overarching timeline, and while not every piece of the puzzle clicks from game to game, it remains to be one of the most prominent classic franchises still recognized today for its outstanding gameplay. " -
Germany Wants EU to Ban Violent Games
FredDC writes "Germany is seeking support among other European countries to ban violent videogames during its EU Presidency, according to Infoworld. In an initiative led by Franco Frattini, the European Justice commissioner, Germany is pushing for restrictions on the sale of games with violent content of any kind, from Half-Life to Star Trek . In the eyes of the EU, gaming and real-world violence is 'linked', and steps should be taken to prevent the purchase of these games by younger people. From the article: 'The German government said it will conduct a study of all the different national rules concerning video games, with a view to setting Union-wide norms. Its initiative makes the prospect of a ban much more likely. Video game violence became a hot political issue in Germany at the end of last year when 18-year-old Sebastian Bosse shot up a high school in Emsdetten, Germany, injuring 37 before fatally turning the gun on himself. Police said Bosse spent most of his waking hours playing Counter-Strike.'" This, just days after two Final Fantasy VII fans were arrested in connection with a series of killings. -
Sequels We'd All Like To See
Voodoo Extreme has a feature up that's a wishlist for future sequels. They run down some great game franchises that have been off the board for a little while, and wonder out loud about the possibility of new installments. Besides the usual suspects for lists like this (StarCraft, TIE Fighter, Descent, Ultima), they touch on some cult favorites that are ... less likely to show up in modern gaming. From the article: "Planescape Torment 2: The Poop -- Loved by many a forumgoer is Planescape Torment, a Dungeons & Dragons-themed RPG set in the other planes of existence. It was a dark game with evil undertones, but also lighthearted and funny at times. Just think Baldur's Gate with an M rating. The Scoop -- Odds of a sequel are equal to or greater than Elvis coming home on the mothership." Any oldies you'd like to see back on modern systems? While I really like many of the ideas listed here, the LucasArts classics Grim Fandango and Maniac Mansion are the ones I'd most like to see rehashed. -
Ghostbusters Game Confirmed, On Hold
IGN confirms a delicious rumour that's been circulating since this past weekend. Yes, Virginia, there is a next-gen Ghostbusters game currently in the works. Footage from the work in progress, made up by developer Zootfly, has been circulating with much debate over its authenticity. Unfortunately, right now it doesn't look like we'll be seeing this title any time soon. From the article: "We are very glad to see the overwhelming response to the Ghostbusters prototype movies. What you've seen is indeed in-game footage of early prototypes on the Xbox 360, running on ZootFly's proprietary engine. Due to licensing issues, further development of the Ghostbusters game hit a bump on the road. But everybody here at ZootFly is working actively on resolving the challenges with the owners of the Ghostbusters IP." -
Oblivion Sequel, Wii Sims, No Bully 2
Not many new releases slated for this early in the year, but news of what we expect later on is starting to come in. Excitingly (for me anyway), the first real expansion to Elder Scrolls IV: Oblivion is expected to be release in Q2 of 2007. It will offer an all-new landmass, multiple-branching quest lines, and the power to change the landscape. There are more details available on The Sims for Wii, as well. The Kotaku post wonders out loud what the point is, as (with its cute graphics and Mii-style characters) it looks a lot like a poor man's Animal Crossing. FiringSquad is excited about PC games this year, with a lot of commentators saying this will be 'the year PC games make a comeback'. With titles like Spore, Crysis, and Bioshock on the horizon, it's hard to argue with that. There's some 'negative' news on new games as well: despite a great reception by reviewers, a sequel to Bully may be hard for Take-Two to justify, due to lackluster sales. Finally, Vivendi has tried to deny the existence of a Batttlestar MMOG. Commentators at 1up are skeptical. -
Gran Turismo HD for PS3 Impressions
fistfullast33l writes "On Christmas Eve, Sony released the Gran Turismo HD demo to the U.S. and Japan Playstation 3s. The downloadable demo is about 650mb in size and I let it download while I was at church for Christmas. The following are my own impressions.
Visually, the game is by far one of the best for the PS3. The graphics really are top notch including some extremely visually impressive effects like the sky reflecting off the roof of your car. The crowds are a little static, but look alive enough to be believable. There are no weather effects, but the shine of the sun off the road is realistic as well. All in all, this is arguably the pinnacle of graphics on the console at this moment, and it sets the standard pretty high." Read on for the rest of this concise review -- and chime in below with comments on any other games of this season that you'd like to praise or pan. "The game is integrated right into the Playstation network, but sadly does not allow you to race against other drivers. Instead, you are limited to time and draft attack trials. However, the gameplay will keep you busy. You are allowed to save your replays and upload your times to the network, but only the top 10 or so are viewable from the track portion of the game. On the main menu there is an option to view where you rank per car. Not surprisingly, the U.S. version definitely had some large gaps between times as of December 25th so if you're really competitive there are some great opportunities to make a name for yourself. I think I was ranked as low as 4000 on some of the tracks as I was just trying to unlock the cars, so there are a lot of competitors out there.
There are 10 cars in all. The IGN article above links to the list if you're interested. You start with the Suzuki Cappuccino and work your way up by beating goal times for each car on the given track. There is only one track, but it's challenging enough that it might take you a few tries initially to beat the times. IGN says it took them about half an hour to unlock the cars, but I turned off a lot of the driving aids such as stability control and automatic shifting so it took me closer to a few hours. Plus, I'm a horrible driver.
From a control standpoint, the game is pretty standard in that you use the buttons to accelerate and brake and the L1 and R1 buttons to shift. The left analog allows you to steer. Contrast this with the F1 Championship Edition demo which uses the Left analog to steer and the Right analog to accelerate and decelerate. I actually prefer the F1 method better as it gives you a little more control over the pace of acceleration, similar to a gas pedal in a real car.
Overall, the game is a lot of fun when you've played out the launch titles and want something that you can show off to your friends. It might not be the most exciting title but it's definitely a challenge for casual gamers and experts alike, and the ability to record your times online adds a bit of fun to the title. Hopefully it will satiate those who need a GT5 fix and there is a rumor that more content will be released later on.
As a side note, my parents wanted to try out the PS3 so I let them play the F1 Championship Edition, Motorstorm, and GT HD demos, and they preferred F1 because it was easier to drive. GT was second hardest and Motorstorm totally confused them as the tracks aren't well defined." Thanks to fistfullast33l for this review.