Posts Tagged ‘ game

Discounted: Brand new Tony Hawk Ride at … Goodwill? 09 February 2010 at 12:00 am by crolfGalf

It may seem at this point that we’re kicking an already downed and plenty insulted victim here, but we couldn’t help but note the shockingly low price of a Tony Hawk: Ride bundle — complete with board, unopened — discovered by Gamertell at an Arlington Heights, Il. Goodwill store. Two Wii versions of the game were on sale for just $74.99 (down from $119.99 MSRP) — a Goodwill employee said the game’s presence could be explained by donations from local retailers, listing Kohls, Sears, Borders, and Target as potential donators. Alright, alright, we’ll admit it — the price drop isn’t that steep, but a near $50 difference on a barely four-month-old game sounds pretty decent to us.

Presumably, one of the aforementioned retailers was more interested in the shelf space (and the tax write-off) than waiting for the game’s fairly cool sales to heat up. Either way, if you’re looking to get your … ahem … feet on the game, maybe your local Goodwill could offer a better deal than the other brick-and-mortars, eh?

JoystiqDiscounted: Brand new Tony Hawk Ride at … Goodwill? originally appeared on Joystiq on Tue, 09 Feb 2010 01:00:00 EST. Please see our terms for use of feeds.

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+ Square Enix applies for ‘Deus Ex: Human Revolution’ trademark By aluttinattya 08 February 2010 at 7:30 pm and have No Comments

Square Enix has applied to trademark Deus Ex: Human Revolution in Europe (#008862153). A quick scan of other international trademark bureaus hasn’t revealed anything similar. As Siliconera notes, it could very well be the official name for the upcoming Deus Ex 3, but that may simply be a conspiratorial assumption based on logic.

Information on Deus Ex 3 is still quite scarce, with the little tidbits we do know highlighted by Square Enix handling CG cinematcs and that whole PC-exclusivity kerfuffle. Hopefully, this trademark signals that the Deus Ex prequel is ready to pull back the fiber-optic curtain.

[Via Siliconera]

JoystiqSquare Enix applies for ‘Deus Ex: Human Revolution’ trademark originally appeared on Joystiq on Mon, 08 Feb 2010 20:30:00 EST. Please see our terms for use of feeds.

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+ New Mass Effect 2 DLC armor, shotgun available tomorrow By TotUtidaattek 08 February 2010 at 5:00 pm and have No Comments

A post on the Bioware forums has revealed that two new bits of DLC will be coming to Mass Effect 2’s Cerberus Network tomorrow, February 9. Players will be able to download both a new set of armor and a new shotgun for free via the game’s DLC pipe. The Cerberus Armor ups heavy weapon ammo capacity, shields, and health by 10 percent each, and the M-22a Eviscerator Shotgun is “a longer-range shotgun with armor-piercing loads” that “also violates several intergalactic weapons treaties.”

But those “treaties” were never ratified by the Citadel Council anyway, so who cares? The new DLC should be released by 2pm ET, so you can start ganking with the new space shotty then.

[Thanks, Michael]

JoystiqNew Mass Effect 2 DLC armor, shotgun available tomorrow originally appeared on Joystiq on Mon, 08 Feb 2010 18:00:00 EST. Please see our terms for use of feeds.

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+ Charity Puzzle Game Chime Rings a Familiar Bell By Suharga 08 February 2010 at 4:10 pm and have No Comments

chime

Chime, a downloadable musical puzzle game for the Xbox 360, feels like the love child of Tetris and Lumines.

With only five playable levels, the game feels a little light on content. But since publisher OneBigGame is a non-profit dedicated to making games that benefit children’s charities, the lack of variety is more than forgivable.

Besides, the game thanks you for doing the right thing right off the bat: Download Chime, fire it up and you’ve earned “Fairy Godmother” — a 50-point achievement that rewards you for simply donating.

“You’ve done a great thing and made the world a better place,” the achievement text reads. “Here’s a little gift!”

A slightly higher Gamerscore and the warm, fuzzy feeling of lending a helping hand aren’t the only reasons to play Chime. It does a fine job of putting gamers in the zone. Atmospheric music from composer Philip Glass, electronica hit-maker Moby, Peter Harnoll of Orbital, progressive trance DJ Markus Schulz and Lemon Jelly’s Fred Deakin certainly help. These shimmering tunes set the tone for the puzzling, which tasks players with fitting puzzle pieces together and claiming on-screen territory.

Players progress by dropping Tetromino-style pieces into blocks. With every pass of the game’s beat line, squares that the player creates are claimed. You can’t fail. In fact, the game board clears on its own as stale blocks dissolve. It takes a while to get the hang of exactly where you want to be putting your puzzle pieces, but once you get the rhythm of the game down its easy to get lost in the levels.

Chime provides a gaming trance that helps the needy and does it to the beat of Phillip Glass. Considering the fact that the game only costs $5, there’s little reason not to join the ranks of gaming’s fairy godmothers.

Image courtesy OneBigGame

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+ This Wednesday: Darwinia+ invades XBLA By goldsilverrr 08 February 2010 at 1:00 pm and have No Comments

Well, folks, it’s been a long wait but it’s finally here. After first being rumored nearly four years ago, Darwinia+ is due to hit Xbox Live Arcade in only two more days. We’re sure that the game’s fans are pleased to hear the news, as is developer Introversion. After all, the company has a lot riding on Darwinia’s XBLA outing.

The game features a single-player campaign, online multiplayer for four players and plenty of sweet, retro stylings. Taking cues from real-time strategy, god games and, oh, let’s say Tron, Darwinia has players controlling squads of 2D sprite characters called Darwinians as they battle an evil computer virus. The original PC version of the game took home the grand prize at the 2006 Independent Games Festival.

The price of admission is 1200 ($15).

JoystiqThis Wednesday: Darwinia+ invades XBLA originally appeared on Joystiq on Mon, 08 Feb 2010 14:00:00 EST. Please see our terms for use of feeds.

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+ Rebellion tells you how to play Aliens vs. Predator By liapePotroope 08 February 2010 at 1:00 pm and have No Comments

Rebellion tells you how to play Aliens vs. Predator screenshot

This latest trailer explains the close combat in Aliens vs. Predator. Ironically, the video only tells you the Xbox 360 controls, which already has a control layout in the demo. The demo that really needs help with the controls, the PC version, has been left high and dry. You’re just going to have to guess the keys for that one. 

Anyway, if you’ve been getting hacked to pieces too many times, this video will show you how to deal with a close encounter. It’s all about the block button. Yes, we didn’t know there was one either until someone outside of the demo pointed it out to us. 

People are starting to get the hang of counters and blocking in the demo, which is starting to annoy me as it’s getting harder to win matches. I don’t like being challenged, least of all by smartass Predators who think they’re cool just because they look like insectoid Bob Marleys.

+ All EA fiscal 2011 titles ‘will have an online component’ By Zooguetig 08 February 2010 at 12:30 pm and have No Comments

All EA fiscal 2011 titles 'will have an online component' screenshot

As part of a concentrated effort to keep second-hand sales low, EA plans to continue dropping unique content delivery services — like the ones present in Dragon Age: Origins and Mass Effect 2 — into its games through fiscal 2011.

Speaking during the recent financial conference call, EA CFO Eric Brown said as much, adding that these services “benefit” original purchasers: “In fiscal 11, we will continue to introduce new service and product features that benefit the unique registered purchasers on PC and console games. Our most recent example is the Cerberus content network introduced with Mass Effect 2.”

Later in the call, EA COO John Schappert said that all of EA’s fiscal 2011 titles will “have an online component, both downloadable content and online play.” We’ll take this to mean you’ll probably want to steer clear of the “Used” aisle in order to access the full EA.com sign-in experience.

+ Free Mass Effect 2 DLC: Cerberus armor and a shotgun By DrEurope 08 February 2010 at 12:00 pm and have No Comments

Free Mass Effect 2 DLC: Cerberus armor and a shotgun screenshot

Assuming you’re still hooked into the Cerberus Network, you can look forward to some free downloadable content for Mass Effect 2 tomorrow. Both the Xbox 360 and PC versions are getting “Cerberus Assault Armor” and the “M-22a Eviscerator Shotgun.”

As far as stats are concerned, the armor increases heavy weapon ammo capacity, shields, and health by ten percent. As is the case with all of Shepard’s outfits, I’m going to pass so long as the helmet stays on at all times. I’d never want to miss seeing his wide range of facial expressions.

The shotgun is supposed to pierce armor and be effective even at longer ranges. What else can be said? It’s a gun; you point it at people that you aren’t particularly fond of. Personally, I’d rather do one-hit kills from far away with a sniper rifle than risk running up close with a shotgun for a similar effect.

Still, free content is free!

+ Review: Daddy-Daughter Killing Sprees Power BioShock 2 By Dackaxpuptunc 08 February 2010 at 11:00 am and have No Comments

babylon

The rusting ruins of a dead underwater paradise, built on the desperate dreams of a madman; the survivors, drugged into insanity; the decaying corpses of those who hung themselves rather than live another day in Rapture.

Ah, BioShock’s watery hell remains just as I remember it. You can go home again, after all.

That nightmarish setting was the star of acclaimed 2007 shooter BioShock. Without the fascinating, highly detailed underwater city of Rapture to give players a profound sense of place, the plot and characters wouldn’t have been nearly as intriguing. BioShock 2, available Tuesday for Xbox 360 (reviewed), PlayStation 3 and PC, takes us back to Rapture for another twisted tale.

At first, you might get a sense of been-there-played-that as you search for clues in the familiar wreckage. But don’t let the superficial similarities fool you: Under the surface, BioShock 2 is a very different game from its predecessor, likely because it was developed by a new team based at 2K Games studio in Novato, California.

(Caution: BioShock 2 spoilers follow.)

Irrational Games’ Ken Levine, the acclaimed creative director of the original, passed his duties on to level designer Jordan Thomas, who made BioShock 2 his baby, taking a step away from the themes of the original and creating a more elaborate game of moral choices: The things you do throughout the game determine what your character becomes and how the finale plays out.

The only real problem with this is that dozens of lesser games, from Infamous to The Force Unleashed, have been built around this same idea. The fact that BioShock 2 does it significantly better doesn’t entirely excuse the fact that it is stamping on well-trod ground. BioShock is memorable for the way that it subverted and shattered videogame tropes; BioShock 2 embraces them with all the fervor of a Big Daddy clutching his Little Sister.

The trouble with me is you

The relationship between the Little Sisters (mind-controlled little girls that gather the precious gene-splicing resource Adam from corpses) and Big Daddies (hulking, metal-suited monsters that protect the girls while they go about their duties) was one of the most original, intriguing parts of BioShock, but it didn’t really figure in to the plot. Daddies were just monsters for you to fight; Sisters were merely the device by which the game evaluated your morality: Do you kill them for extra Adam, or let them go free?

BioShock 2 explores these characters more fully. To that end, you play as a Big Daddy, motivated to find your lost Little Sister at all costs. Complicating matters somewhat is that Eleanor, the little one to whom you’ve been bonded, is actually the daughter of Sophia Lamb, who is as strident a communist as the last game’s antagonist was a Randian objectivist. And she’s set her entire collectivist cult against you.

During its development, BioShock 2’s plot seems to have gone through several overhauls. About a year ago, director Thomas said that Jack, protagonist of the first game, would be revered as a messianic figure by characters in the sequel. In the finished game, he is barely referenced; instead, Rapture’s inhabitants worship Eleanor. The sequel originally centered on Big Sister, a mysterious antagonist. In the final game, there are several Big Sisters, who are just monsters with no story role.

All this shifting, in retrospect, foreshadowed a game where the answer to the big question — who are these people and what are they planning? — is less important than the enjoyment of getting there. I found that the moments in the middle of BioShock 2 tended to be more intriguing than the big reveal at the end, which wasn’t so big after all.

You'll need to use an array of Plasmids and weapons to take down your fellow Big Daddies in <cite>BioShock 2</cite>.<br /><em>Images courtesy 2K Games</em>

You’ll use an array of Plasmids and weapons to take down your fellow Big Daddies in BioShock 2.
Images courtesy 2K Games

Carried my friends out for a good time

For all its serious drama, BioShock 2 is at heart a blazing-fast, run-and-gun first-person shooter. Drugged-up splicers zoom about the game’s levels, turning the shopping centers and health spas of the capitalist paradise into fiery battlegrounds.

Like your enemies, you can juice yourself up with Plasmids, consumer-level genetic modifying tonics that let you throw fire, electrify things, release swarms of insects and give you all sorts of other helpful powers. You’ve got deadly weapons — you start with your Big Daddy drill-arm and add machine guns, grenade launchers, etc.

If BioShock 2’s gameplay has a serious issue, it’s that you’re loaded down with way too much stuff. You get new weapons and additional ammo types regularly, and you’re constantly buying more Plasmids. There are so many genetic upgrades in the game that you can’t even afford to buy them all. Earning a new power can be a huge motivator for a player, but when they’re dumped on you in mass quantities, it’s far less exciting.

Once I found a combination or two that I liked (for me, it was the Incinerate power and the trusty machine gun), I tended to just stick with it. The dual-wielding nature of the Plasmid/weapon system is a lot of fun — softening splicers up with some fireballs from a distance, then shooting them with antipersonnel rounds while they’re running around screaming their junkie heads off, for example.

BioShock 2’s levels are much less linear than the original’s, and exploration is rewarded. Pick up all the audio diaries of long-dead Rapture residents and you’ll get clues to hidden stashes of treasure, weapons upgrades and the like. The diaries themselves frequently prove reward enough — they deliver well-acted, intriguing snippets of story that play off the game’s detailed, gorgeous environments. Exploring these new areas of Rapture is as much a joy as it was in the first game, as the designers have again secreted all kinds of little messages and details into the elaborate set pieces.

Another bit of window dressing that BioShock did well was the use of period songs from the ’30s and ’40s to set the mood. BioShock 2 takes this even further, utilizing songs that are thematically related to the game’s levels. For example, in a level that revolves around a singer who found herself on the outs in Rapture, the song that plays is the old Prohibition blues standard “Nobody Knows You When You’re Down and Out.” I wish these songs had been used during the gameplay — instead, they’re played during the (lengthy) loading screens that precede each level. Still, this was the first time I’ve ever lingered on a loading screen for minutes on end.

This singer, and a few other characters like her, are the loci of BioShock 2’s moral-choices gameplay mechanic. While you’re still deciding whether to save the Little Sisters, key moments make you choose how to deal with the game’s characters, and this affects what happens later.

I decided to play through as a good guy. I was surprised to find that it wasn’t so easy. About halfway through the game, I interacted with a character that I’d learned had done something pretty horrible. He’d been hoping to use me, of all people, to cover it up. He didn’t count on me figuring it out. And there he was, defenseless. One of my allies was in my earpiece telling me to kill him. He was whimpering and pleading. He was morally bankrupt, evil, utterly worthless. I wanted absolutely nothing more than to shove my drill down his mouth.

I turned around and walked out. I continued with the game. My choice was made; I couldn’t take it back. For the next few minutes, I second-guessed myself, upset that I hadn’t done it. BioShock 2 had worked its magic.

The relationships between Big Daddies and Little Sisters forms the core of <cite>BioShock 2</cite>'s story.<br /><em>Images courtesy 2K Games</em>

The relationships between Big Daddies and Little Sisters form the core of BioShock 2’s story.
Images courtesy 2K Games

Like angels that sing a heavenly thing

While you do have to decide whether to kill or save the Little Sisters, you can also adopt them for a time. If there’s anything more fun than filling a roomful of people with lead, it’s doing this while a tiny girl rides on your shoulder and cheers you on: “Nobody messes with my Daddy!” She’ll lead you to Adam-filled corpses and you’ll set up a perimeter, then protect her from the Splicers who will try to steal the dope she’s harvesting.

Many of the locations and story moments in BioShock 2 flesh out the origins of the Big Daddies and Little Sisters, all serving to underline the sadness of the whole situation. Without giving too much away, I can say that the penultimate level throws it all into relief: It’s a genuinely pathetic sequence that makes you reflect on just how horrible a society would have to be that it would abuse and pervert its most innocent inhabitants.

A great deal of the events in the finale actually change based on what you do during the game. At least I assume they do — I’ve only played as a kind-hearted servant, but if I’d played as a monster, the last levels would have been rather incongruous. It’s good to see a payoff that’s more substantial than just a different ending video after the credits.

BioShock 2 has a multiplayer mode that I tried for a few hours. By definition, this was never going to be as compelling as the solo game — it’s the same fun of the Plasmids/guns mechanic, but with none of the exploration or story. But I enjoyed it. The weapons and powers are based on the single-player game’s, but they’re not identical.

Of the many multiplayer modes, most of which are simple concepts of the standard deathmatch/turf war variety, I liked Capture the Little Sister best, for its fidelity to the source material and its gameplay mechanics; one team tries to capture the Sister and carry her to an air vent while the other team defends.

The very existence of multiplayer in BioShock 2 reinforces my belief that the decision to make a sequel was purely driven by marketing; the first game was a big hit so a sequel, with more features, had to happen even if the creative director had already fulfilled his vision.

Put in a difficult situation, 2K Marin did a great job. It chose elements of the first game that presented opportunities to be expanded upon, created new environments and characters that fit neatly into the universe and orchestrated a few surprising, engaging moments.

But it’s hard to escape the fact that the original BioShock pre-emptively put the lie to the theme of its own sequel. “Free will” in a videogame is ultimately a false choice, said Irrational Games; the game designer is the puppet master and in the end you will do whatever he says. BioShock 2 may be a clever spin on the are-you-good-or-evil convention, but it falls short of its predecessor by not breaking free of it.

WIRED Beautiful environments, voices, music. Inventive twist on shooter gameplay. Intriguing plot.

TIRED Doesn’t match up to original’s power.

$60, 2K Games

Rating:

Read Game|Life’s game ratings guide.

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+ David Cage: Creating mature games a ‘massive challenge’ By loutGlumubobe 08 February 2010 at 8:00 am and have No Comments

David Cage: Creating mature games a 'massive challenge' screenshot

When Quantic Dream CEO and co-founder David Cage watches movies or television, he dreams of the day when game designers can have the same liberties. Cage, whose mature interactive drama Heavy Rain hits stores later this month, says he feels that censorship in games is “probably the strictest in all the entertainment industry.”

“One territory asked me to change one scene because it was too emotional,” the 40-year-old Cage tells me. “I read the email ten times to make sure I got it right. What do you mean ‘too emotional’? Can you change the end of Titanic, it’s really too sad. Same thing for Gone With the Wind — just add a couple of jokes near the end so we don’t cry. Woody Allen, too funny. [Francis Ford Coppola] too real. [Martin] Scorsese too violent.”

He makes a point to say that he doesn’t compare himself to “these masters,” as he puts it. But he does say their goals are the same — to create emotions.

“I’m am sure once society will have a better understanding of what games really are, mentalities will quickly change,” Cage says.

He’s not the first one to do it, but he makes parallels to rock n’ roll, which at one time was perceived as youth perverting “Satanic music.” He also points to comic books — his home country of France had a strict “youth protection” against comics in the 1950s.

“If you show two people in love kissing in a videogame, you need to put fades to black before their lips are in contact, before she takes off her bra. Otherwise it might give ideas to these seventeen-plus people who probably never thought about all that before,” he says sarcastically.

The medium is evolving though, and he feels that game makers will need more breathing room in order to tell deeper and more emotional stories.

“Interactivity changes,” he explains. “Yes, there are some Mario games for a three-plus audience, and that’s fine, but the medium now evolves. It will have more and more authors in the near future who will need some reasonable freedom of speech. Not to shock children, but to tell mature stories for a mature audience without being sold in sex shops. I hope I will see this before I die, and I would really like more game authors to talk about this issue and fight for their rights.”

Cage also points to difficulties creating these mature scenarios for different regions, telling me that “trying to create a mature experience for a mature audience is a massive challenge, because every single country has a different understanding of what could be perceived as shocking.” Quantic Dream’s previous title, Indigo Prophecy, had “adult content” (which the developer admitted didn’t have a significant effect on the game’s plot) removed for its North American release.

As for Heavy Rain, the PlayStation 3 exclusive will see a release in multiple regions with no compromise or apparent censorship. The ESRB rated-M title (for “Blood, Intense Violence, Nudity, Sexual Content, Strong Language, Use of Drugs”) will hit shelves on February 26. We’ll have our full review up later this week.


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