Archive by ‘IllideBes

New DJ Hero Downloads, Four Months Later 18 March 2010 at 2:24 pm by IllideBes

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Three new mash-up tracks from Jay-Z and Eminem are the first fresh bits of content for Activision’s DJ Hero since November.

The new music for the turntable-based game is available for the Xbox 360 version as of Thursday, but PlayStation and Wii mixmasters have to wait until March 25 to nab the downloads.

To call the paucity of DJ Hero downloads a “drought” would be an insult to regions suffering from insufficient rainfall. Activision released the game in October to solid reviews and genuine excitement among music gamers looking for something new. Activision answered this enthusiasm with a pair of overpriced, overlong mash-ups, followed up by techno-centric tracks from house producer David Guetta.

Four months later, Activision squirts out a handful of tunes from Jay-Z and Eminem — both artists already on the original DJ Hero disc. The Jay-Z vs. Eminem Mix Pack features mash-ups of “Shake That” and “Show Me What You Got”, “Without Me” and “Encore”, and “Can I Get A” and “Lose Yourself.”

They’re all fine songs, but nothing terribly thrilling for DJ Hero owners looking for a reason to dust off their plastic turntables. Consider this a ninth-inning bunt. Perhaps Activision is holding all its best material for DJ Hero 2 later this year?

Image courtesy Activision

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+ Seen@GDC: Some weird things happened at Harmonix’s Rock Band event By IllideBes 12 March 2010 at 5:30 pm and have No Comments

You’ve already seen the (arguably) most newsworthy video we filmed during Wednesday’s Rock Band Bar Night event hosted by Harmonix at GDC. However, our Flip Cam captured a few other magic moments which we’d be remiss if we kept to ourselves. They’re not the most news-y videos we’ve ever posted on our own site, though one of them does feature a preview of the upcoming Lady Gaga DLC. That’s gotta be worth something, right?

Watch the whole sideshow after the jump.

Continue reading Seen@GDC: Some weird things happened at Harmonix’s Rock Band event

JoystiqSeen@GDC: Some weird things happened at Harmonix’s Rock Band event originally appeared on Joystiq on Fri, 12 Mar 2010 18:30:00 EST. Please see our terms for use of feeds.

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+ See a cut of Shank gameplay By IllideBes 09 March 2010 at 3:00 pm and have No Comments

With Shank now being published by EA, Klei Entertainment is putting the increased development budget to good use — with a trailer! Well, it’s likely there would be a trailer this week anyway, as this week also marks the hyper-violent XBLA/PSN/PC brawler’s appearance at the Independent Games Festival.

The brutal violence may dominate the trailer, but our eyes were immediately drawn to the acrobatics. There’s so much somersaulting, swinging, hanging, and other exciting-looking methods of movement that they even manage to distract us from the usually thrilling shoot-stab-saw combos on display.

JoystiqSee a cut of Shank gameplay originally appeared on Joystiq on Tue, 09 Mar 2010 16:00:00 EST. Please see our terms for use of feeds.

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+ Microsoft demos platformer across Xbox 360, Windows Phone, and PC By IllideBes 07 March 2010 at 12:00 pm and have No Comments

While we’ve been repeatedly assured by Microsoft that we’ll hear more about gaming on the recently announced Windows Phone 7 Series in a few weeks at the company’s MIX10 event, Engadget spotted some early footage of a company rep demonstrating a fairly basic platformer game being played seamlessly across a PC, a “Windows Phone 7 Series prototype device,” and an Xbox 360. In a speech at TechEd Middle East, Microsoft’s Eric Rudder (to his own admission) poorly played a game that then allowed him to save his position on a PC, pick it up on his (Windows) phone, and eventually move it over to his Xbox 360.

Otherwise, Rudder was at the conference to show off the company’s development software, Visual Studio. He revealed that 90 percent of the code between each iteration of the game is shared (and then went on to speak about code in a way that made us start seeing stars). Sure, we’ll see more official (and likely cooler) stuff on this soon, but for now we’ve got the speech just after the break.

Continue reading Microsoft demos platformer across Xbox 360, Windows Phone, and PC

JoystiqMicrosoft demos platformer across Xbox 360, Windows Phone, and PC originally appeared on Joystiq on Sun, 07 Mar 2010 13:00:00 EST. Please see our terms for use of feeds.

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+ Revisiting The Great Class Dash: TF2’s Side-Scroller [Mods] By IllideBes 03 March 2010 at 9:30 pm and have No Comments

Yesterday we were tipped to a video of Team Fortress 2, imagined as a side-scrolling platformer. Today I checked back with the creator for more details on this game and was assured he’s serious about completing the project.

Dylan “Steaky” Loney (that’s “Steak-y,” as in the cut of meat), says his 2.5D Team Fortress 2 scroller is a Canabalt-esque game covering nine different levels. The objective won’t be to shoot down or defeat enemies, but to run through the levels in the fastest possible time. Players can switch between all nine classes, Trine-style, to get through obstacles and past enemies. No promises, says Loney, but he hopes to have it ready by the end of this month.

“I just called it Team Fortress Racers as I was working on it [in December],” Loney said, “but lately the name’s changed to The Great Class Dash. I’m horrible at naming stuff, though. So if anyone has a better suggestion, I’m all ears.”

OK, but what is this, exactly? A map? A mod? Something in between?

“Technically, it’s a map,” Loney says, “because it runs straight from TF2. There’s also no custom coding, which I think people usually associate with a mod. With that said, though, it uses a huge amount of in-game scripting to completely modifiy the gameplay. So I guess it is both.”

The Great Class Dash’s calling card is its 2.5D perspective, which we’ve seen in throwback reboots like Bionic Commando: Rearmed and Matt Hazard: Bloodbath and Beyond. Loney says that was actually very easy to accomplish. “There are console commands built into TF2 that allow for a third-person camera, and you can change its position to make a side-scroller,” he explained.

“More complex was building the levels, which brings a lot of design problems,” he added. “The way I chose to do this was to build as if the world had been sliced down a plane with everything past that point rendered solid black.”

In the video, we see the player beginning as Scout, with lightning-fast speed and leaping ability; he switches over to Heavy to bust through a brick wall, and to Sniper to get around a coiled snake. Figuring out which class successfully negotiates which obstacle will be a key, Loney said. “The comments that identified Trine as my inspiration for class switching were dead-on, but the game itself doesn’t play like it,” Loney said. “You’ll have to switch classes fast and often, making it almost like Guitar Hero in terms of pressing the right buttons at the right time.”

But, seriously, Sniper’s skill? Sneaking past wildlife? That’s like Aquaman talking to fish. Loney said he wanted to amp up the Sniper’s capabilities, pegging off his Jarate, but quickly ran into a problem. “Any player who hadn’t unlocked Jarate, or didn’t have it equipped would suddenly break the game,” he said. ‘So for this reason, weapon-specific abilities were pretty much eliminated.

“Even the simplest of ideas often lead to major headaches when trying to integrate,” Loney said. “For this reason, I tried to keep things as basic as possible.” Thus, Sniper’s invisible-to-wildlife skill was implemented, figuring that his rep as a deadly hunter terrifies them. “A little farfetched,” Loney said, “but I don’t think it’s the worst idea in the world.”

Loney said he considered a multiplayer facet to his map-mod, early in the design phase, but realized that “huge amounts of scripting” would be required, and wouldn’t be as fun.. “With that said, i think a multiplayer 2D TF2 game would be amazing. It would just have to be coded from scratch.”

So should Valve go ahead and do one already? Loney won’t go that far.

“I don’t know that its something Valve should make,” he says. “It would be a nice addition to the TF universe, and there’s definitely a lot you could do with the classes in terms of gameplay, but I think it might feel a little displaced coming from Valve.

“I fully support a mod team who decides to tackle making one though. I think Gang Garrison did a fantastic job with it, though, so you would have to think of something new to bring, otherwise it would just be a 2.5D knock-off.”

Loney wants it made clear that he’s not making Team Fortress 2 Contra. “My game is short, casual and very simple,” he says. “Hopefully people won’t go into it expecting crazy combat or trine-like puzzles to solve. It’s a simple run and jump game because that’s what I was limited to with the scripting. But that certainly doesn’t mean I wouldn’t like to see a game that does more.”

When it’s finished, The Great Class Dash will be operable on any PC that can run Team Fortress 2. “You simply need to run the map from the main menu,” Loney says. You can follow the project’s progress on his personal web site, and we’ll be sure to let you know when it’s ready.


+ Contest: Win this Thousand Needles shirt from Teextile By IllideBes 12 February 2010 at 8:30 am and have No Comments

Contest: Win this Thousand Needles shirt from Teextile screenshot

Awesome shirt site, Teextile, recently had a re-launch and they’re looking to celebrate by giving away some shirts! We have five of the Thousand Needles shirt (design above) to give out and all you need to do in order to win is tell us who your favorite Final Fantasy character is.

You have until Saturday, February 13 at 12:00PM PST to leave a comment. You can enter as many times as you like and we’ll be picking five random comments to give the shirts away to. Contest is open to US residents only.

+ Preview: Aliens Vs Predator (single-player campaign) By IllideBes 29 January 2010 at 11:00 am and have No Comments

Preview: Aliens Vs Predator (single-player campaign) screenshot

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware it may not jive with the opinions of Destructoid as a whole, or how our moms raised us. Want to post your own article in response? Publish it now on our community blogs.]

The original Aliens Vs Predator, or AvP for short, was released in 1999 for the PC. Now over a decade later, Rebellion is set to release the third game in the series for the Xbox 360, PS3 and PC. It’s been a long time coming but considering that Rebellion’s last couple of games (Rogue Warrior, Shellshock 2) haven’t exactly been AAA titles, should you place your faith in them to deliver the goods with the new AvP? Or are they relying too much on the legacy of the original ground breaking FPS?

Just like in the original game, you play three separate campaigns, one for each species: the Alien, the Predator and the Colonial Marine. This is what has always made AvP fundamentally different from other games in the FPS crowd as each species is unique and challenges you to address situations in different ways depending on your species of choice. Each campaign shows a different side to the main story, although it remains to be seen whether there is one overarching story to directly tie all the campaigns together.

The Colonial Marine

The Marine is probably the most conventional of the single-player campaigns as he has the biggest arsenal and relies on run and gun raw firepower. The gun play is fairly standard when it comes to FPSs. That being said it is definitely the most atmospheric and cinematic campaign of the three. You’re on your own for the most part but you do have a commanding officer giving you intel and orders throughout who also helps push the narrative along. The game does a great job at keeping you on the edge of your seat. The Marine’s levels are possibly the darkest with a lot of the lights either out of action or eerily flickering which means that you have to rely on your trusty flashlight and flares to see anything, let alone what’s coming at you. As a result you will feel relieved when you get to light filled areas and equally tense when trudging through dark corridors. When the motion sensor picks something up you will be looking around frantically trying to see if anything is really there; this fear of the dark is something that is emphasised in the Marine’s campaign.

Rebellion have tried to make the Marine’s campaign the most cinematic since you and your fellow human Marines can display a lot more emotion than the Alien or Predator. Unfortunately this comes with a price — predictability. The game is set up for powerful set pieces and choke points, however after a while these moments can be seen a mile away and while it’s always a little scary when a horde of Xenomorphs are about to strike, a lot of the fear you’re supposed to feel is missed because most of the time you know where they are coming from. There are only so many times your commanding officer will tell you to regroup with another squad/turn the power on/open a door with you being ambushed at the end before you start to see a pattern. The set pieces themselves are often fun and definitely intense to play but without the added fear and shock value the experience can come off as a little diluted.

That’s not to say they aren’t good and there are still a few genuinely scary moments. The first time you come across a horde of Aliens on your own and you are completely outnumbered and forced to run away is truly exhilarating. If Rebellion do one thing right with the Marine campaign is that you do feel like you are up against powerful enemies; you are being hunted and are trying to not only uncover what has happened but also just trying to survive.

The Alien

The Alien is the polar opposite to the Marine. As the Marine, you learn to fear the dark and as the Alien, you’ll learn to use it. The ability to move on any surface completely changes the dynamic of the game play and the lack of a HUD emphasizes the fact that you have no weapons and instead use your claws and tail to dismember your foes. You’ll spend the majority of your time crawling through air ducts, ceilings or walls and pouncing on unsuspecting victims. You only have one aiming cursor on the screen which also doubles up as a compass that always points to the ground and a quick press of the right trigger (or R2) will detach you from any surface so you will land on the ground the right way up if you do find yourself disorientated or want to quickly drop behind an unsuspecting Marine. While the Alien is by far the fastest of the three species, it’s slower than in previous AvP games, mostly to avoid “Blitz tactics” where you would jump down kill your prey and jump back up before you were discovered and repeat the process. The new slower pace forces you to play stealthier and tactically as being reckless will result in you being seen and killed by a hail of bullets. This also makes the Alien the most difficult species to grasp as not only does traveling up the walls and ceilings take some getting used to but to be an effective killing machine you will need to know your surroundings and use the environments, especially the shadows to succeed.

While the Aliens campaign is arguably the most interesting to play, it does suffer from the weakest story. The problem with this is not the story itself but rather it makes objectives sometimes hard to understand and achieve since there isn’t much of a narrative to tell you where you’re supposed to be going. Checkpoints are highlighted on the screen but with no map and the ability to crawl anywhere, getting from A to B can sometimes be more difficult than it should and if you don’t have a good sense of direction, getting lost can become quite frustratingly common especially as there is no help or guide button. The camera can also become an issue when climbing as it will always try to face forward in the way you are moving. There are times when stalking your prey, you want to keep an eye on them; this leads to frustration as you try to move around yet keep the camera on your target.

The Predator

The Predator’s play style falls between the Marine and the Alien; an emphasis on stealth and preparation with added firepower. His weapons in general aren’t as versatile or as fast as the Marine’s; they are mostly used at a distance while his wrist-blades will make short work of closer enemies. He isn’t as quick as the Alien but he has a lot of unique skills and equipment, the most important being his cloaking device which you have access to from the beginning of the game. The Predator also has the ability to jump large distances by simply holding down the left trigger (or L2), pointing at a suitable location and releasing. This can be done multiple times in a row for either a quick escape or to climb to a more advantageous vantage point, which is indispensable when planning how to take down your next victim.

The areas in the Predator campaign are much more open and flexible than the other two species. It’s still no sandbox campaign but you can at least choose whether you use a voice replicator to lure a Marine out into the open or just use the cloaking device and sneak behind him. Unlike previous AvP games, the Predators more powerful weapons such as the plasma caster (shoulder cannon) consume energy to use and needs to be recharged when depleted. This forces you to use them a little more conservatively as recharge spots aren’t as frequent as ammunition is for the Marine. As a result, you have to be a little more creative and cunning as the Predator because like the Alien, if you are spotted by a group of enemies and are outnumbered, even as a Predator you will not survive. You’ll find that playing the Predator in a more methodical manner will more likely lead to success and this also carries over to the multiplayer.

In terms of story and narrative the Predator campaign is stronger than the Alien’s but not as fleshed out as the Marine’s and while you do have some level of interaction with other Predators, for the most part you are on your own.

Overall

Aliens Vs Predator shows a lot of promise. The single-player campaigns are genuinely enjoyable and the atmosphere, setting and three different play styles for each species make the game feel unique. Unfortunately though, there are a few flaws that prevent the game from reaching true greatness for me.

Each of the three species move completely differently, however they all feel tremendously light and lack any real distinguishing character, that is unless you are sprinting because when you sprint you can see and definitely feel the difference but that’s pretty much the only time. This also affects one thing that you will be doing a lot with the Alien and the Predator; melee combat. Due to the light feeling of the characters you don’t get a real sense of power behind the melee attacks and this often results in button bashing until the enemy keels over and sometimes it’s hard to see because of all the blood splashing around. It also doesn’t help that your enemies are often screaming during the fight and it’s nearly impossible to tell whether it’s due to them attacking or you stabbing them in the face. Depth perception is another problem with the melee combat especially with the Alien’s tail.

There is a nice counter move that all three species can execute; by holding down the left and right bumpers (or L1 and R1) you can hold a counter stance and when the enemy attacks if you press the right bumper (or R1) immediately after you will push the enemy to the ground setting yourself up to retaliate. This works great when you are facing one or two opponents but is ineffective when outnumbered because you simply can’t counter all the enemies in quick succession. This brings about a good change of pace when confronting different amounts of enemies even if it’s unlikely a Marine would actually be able to force a Xenomorph or Predator to the ground. It also alleviates frustrating moments when you can’t see the enemy and are assaulted from the dark, unless they attack from behind.

Presentation wise, AvP is a mixed bag. The games lighting is great but the environments and character range. Models look good at one point and then questionable the next. The Marine’s and Alien’s campaign are sufficiently dark and mysterious with the buildings and interiors looking cold and eerie. The Predator’s jungle levels look lush and full of life however, on closer inspection, blurry textures and jaggy lines plague everything from the foliage to the computer monitors. The same can be said of the characters and most notably the Marines; at one point they are well animated and believable and the next they are dull and lifeless. This is the most apparent during the one hit trophy kill moves which can be executed from behind or when you have weakened your foe. Many of them look fantastic and brutally animated but then again, some of them are not; especially the ones that have multiple animations. The first part of the kill move is often fine, however after that animation, the character more often than not looks dead and vacant but then the kill move continues and the character continues to scream while looking like they shouldn’t. That being said, the kill moves are still incredibly satisfying to perform so long as you don’t end up exposing yourself and getting killed.

Despite its faults, Aliens Vs Predator is still a good game. For a full preview of the multiplayer side of things check out Justice’s preview.


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+ Rentrak lists top game rentals of 2009 By IllideBes 29 January 2010 at 5:00 am and have No Comments

Fallout 3 on Xbox 360 tops Rentrak’s list as the most rented game in 2009. The company’s data reveals that the Xbox 360 “dominated” the US rental charts, holding 17 of the top 20 spots. Rentrak states that its tracking system follows “65,000 DVD, Blu-ray Disc and Video Game properties in the brick-and-mortar, online, and kiosk channels across North America.”

The original Rentrak release from this morning states that the rankings were based on “spending via US brick-and-mortar rental channel.” We followed up with the group, which clarified that this was a typo and the list also includes online rental outlets, like GameFly. That’s a good thing, otherwise the list would have been: “The Top 20 game rentals by people who still go to stores to rent their games.” Not having online information in there would have made the data a bit … off. Not to mention, Blockbuster’s in-store selection varies greatly. Check out the list after the break.

Continue reading Rentrak lists top game rentals of 2009

JoystiqRentrak lists top game rentals of 2009 originally appeared on Joystiq on Fri, 29 Jan 2010 06:00:00 EST. Please see our terms for use of feeds.

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+ Ten Minute Taste: Mass Effect 2 By IllideBes 25 January 2010 at 9:00 pm and have No Comments

Ten Minute Taste: Mass Effect 2 screenshot

Mass Effect 2 kicks off with a couple bangs and more than a few surprises. If you’ve followed coverage of the second chapter of the sci-fi RPG, you’ll no doubt remember either (a) seeing this before or (b) hearing us talk about it during E3.

It’s a shocking ten minutes. But I don’t believe it’s only objective is to pull us into the second chapter of the sci-fi RPG. It carries a message: Shepard is not immortal.

The things you do in Mass Effect 2 — how you respond to people, encourage them, help them — shape how it ends, and those decisions will carry to the next game. It’s heavy stuff, man.

+ Interplay’s ‘Fallout MMO’ beta to begin shortly before world ends By IllideBes 25 January 2010 at 11:30 am and have No Comments

It seems all the legal rigmarole between Interplay and Bethesda isn’t slowing down the former’s work on Project: V13, an MMO set in the latter’s Fallout universe. At least, that seems to be the message from Interplay, which recently announced a development partnership with Masthead Studios, which is lending Interplay its technology, tools and resources as it continues work on the post-apocalyptic online game.

In fact, Interplay is so confident in the game’s future release, it went ahead and announced a tentative date for the game’s beta testing phase: 2012. Perfect! That should leave a few months for them to work out the kinks, then a few months for us to enjoy the game post-launch, and then the sun will explode.

JoystiqInterplay’s ‘Fallout MMO’ beta to begin shortly before world ends originally appeared on Joystiq on Mon, 25 Jan 2010 12:30:00 EST. Please see our terms for use of feeds.

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