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PlayStation Vita | MotorStorm RC Preview - The Return of Micro Machines PDF Print E-mail
Written by Munk   
Wednesday, 23 November 2011 05:46

Evolution Studios' latest racer brings top-down arcade racing to the Vita, along with a host of social features. Ah, Micro Machines. For a child of the '80s, there was nothing better than waking up on Christmas morning to find stacks of the tiny scale miniatures under the tree’only later to have them end up underneath the feet of a disgruntled relative after trying to reenact the booby trap scenes from Home Alone. And then, of course, there was the video game--an addictive top-down racer developed by Codemasters that was epic fun, particularly if you shunned the rules of personal space and opted to share a controller with a friend for some insane eight-player races. Sadly, the series has been out of action for some time, leaving our inner child throwing a tantrum worthy of a Super Nanny intervention while our older self got all serious with the likes of Forza and Gran Turismo.


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Last Updated on Saturday, 31 December 2011 14:48
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PC | King Arthur II First Look Preview - Magical Redesign PDF Print E-mail
Written by Munk   
Wednesday, 23 November 2011 12:51
We take our first look at this medieval real-time strategy game and discover a few tweaks to its warfare formula. King Arthur can't catch a break. In King Arthur - The Role-playing Wargame, he bested the forces of evil and united Southern Britannia. In this real-time strategy sequel, he gets stabbed in the gut with a magic knife. OK, maybe it doesn't happen exactly like that, but he does suffer a supernatural wound at the hands of the Witch Queen. To make matters worse, she summons a horde of demons to ravage the lands and throw the realms into chaos. Just great. King Arthur II is divided between two extensive campaigns, and it's now your charge to restore order to both the northern and southern halves of the empire. Of course, your definition of "order" could be different from someone else's definition.

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Last Updated on Saturday, 31 December 2011 14:49
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PlayStation 3 | Ni no Kuni: Shiroki Seihai no Joou Updated Hands-On PDF Print E-mail
Written by Munk   
Thursday, 24 November 2011 17:40

We make our way through the first five hours of the upcoming Studio Ghibli and Level 5 role-playing game.

 

Fans of Studio Ghibli's stellar animated films are sure to be in for a fine treat with Ni no Kuni: Wrath of the White Witch, set for release in North American early next year. We managed to snag a Japanese version of the game and play through the first few hours to test out a different range of combat skills.

The game puts you in the shoes of young Oliver, whose mother has passed away. When his childhood toy comes to life (a fairy-like thing called Shizuku), he's told that he can revive his mother in an alternate dimension called Ni no Kuni (or "Second Country" in English).

Basically, anything Oliver comes across in real life will become a fantasy version in the alternate world. Case in point: the pet cat owned by Oliver's mother's friend becomes an anthropomorphic cat king in a cat-themed village (complete with a paw print motif) in Ni no Kuni. Accompanying Oliver on his quest are the cheery Marle and the trickster Jairo, who come equipped with their own helpers called imajinns. Serving as the antagonist is the White Witch, who oversees Oliver's actions from an undisclosed location.

Ni no Kuni adopts Pokemon-style party management, which means Oliver and his comrades have an assortment of imajinns to help them out in fights. You can also raise them by feeding them all manner of junk food on the Nurturing Cage screen.

Feed the cape-bearing sword-wielding imajinns a candy bar, and their strength goes up; stuff them with a few ice cream cones, and this will boost their agility. Some imajinns are partial to certain foodstuffs--feed them their favourite food, and they'll be happy, temporarily landing critical hits and dodging attacks during combat.

Combat in the game is handled in real time. When you go into battle, you choose which of your imajinns participate in a battle. You can even have Oliver himself go into battle in place of the imajinns. An imajinn can stay on the battlefield for only a certain amount of time in combat before it becomes weakened, so switching between them tag-team style using the L1 button is a must.

Pressing the triangle or square button changes your party to either an offensive or defensive stance. Alternatively, you can select the party AI command in the combat options and choose how each individual party member handles a situation automatically on the battlefield.

Oliver can opt to go into combat himself, using his assortment of spells to fight off foes. Based on the first five hours of the game, his range of spells includes healing, fireball, and ice, which can sometimes stun enemies. As for Marle, she can cast the Song of Friendship, which can recruit enemies to your cause. However, this spell can be cast only on fallen enemies with a heart marker. She will have to cast it quickly before the marker's gauge is depleted and the target runs away.

Green and blue orbs sometimes fall to the ground during battle, either from damaged enemies or from Shizuku himself, thrown at random intervals. This is definitely a bonus, as a last-minute green or blue orb drop seems to make a huge difference between surviving a surprise onslaught with some mana intact and seeing the game-over screen.

At rare times, a giant golden orb can also be put into play, and we noticed this after we landed a critical hit. When we commanded Oliver to pick it up, he cast a powerful spell that dealt a lot of damage to its target. This seems to be the game's equivalent of a Final Fantasy summon animation, so we wager there will be other sorts of finishing moves for our protagonist later on in the game.

While fending off enemies was a variable challenge that got easier once we were familiar with our surroundings, fighting the bosses was a whole other ball game. Throughout our playthrough, we clashed with a forest elemental, a giant rat that cast fireballs and paralysis spells using its tail, a fiery demon with a shield and sword, and a spectre that possessed Oliver's friend's father in the real world. All of these fights required us to defend ourselves whenever they sized up for a full-screen attack--the bosses would usually do a specific animation as a telltale sign for us to get ready.

Oliver can also use his spells outside of combat. In some instances in Ni no Kuni, he has to absorb the essence of a particular person using a magic bottle and a spell, and then use that essence on a person who seems depressed and unmotivated. In one of the early dungeons (and a cat-themed one at that), we had to use his fire spell to light up three braziers placed in each corner of a pathway to open up the gateway to a room. The catch was that we had to be quick about it since each brazier's fire would extinguish after a few seconds. The solution to this puzzle was to plot out the quickest way to reach all three braziers in one go.

Another puzzle in the Desert Palace had us arranging four statues in a certain order to open up a door. The only way to lift them up is to use Oliver's levitation spell. Of course, there are some puzzles that require reflexes rather than brainpower and spellcasting. In the same area, we had to control Oliver and Marle using the left and right analog sticks, respectively, to navigate through a disappearing and reappearing pathway. Navigating the maze got trickier when buttons that activate the pathway for the other maze came into play. This good balance of puzzles kept us entertained as well as made us take a breather from combat.

The standout aspect of Ni no Kuni is how beautiful it looks. To say that it plays like the gaming equivalent of any Hayao Miyazaki feature may be stretching it, but this is as close as we can get. With its combination of 2D animated scenes, cel-shaded graphics, and colourful backgrounds to match the bright-coloured style of the aforementioned features, anyone who says this game isn't beautiful is, frankly, out of their mind. This combination is accompanied by the score of Joe Hisaishi, because you just cannot find a Studio Ghibli project without him being involved in its audio aspect.

One caveat is the game's overreliance on putting markers for objectives to move the story along. While it may help non-Japanese speakers navigate the game just fine via the import copy, we fear that the game may be easy when localized in English, aforementioned puzzles notwithstanding. Still, the game is tailored for all ages, which explains why it leads you from point A to point B without much hassle.

Based on our early playthrough, Ni no Kuni is shaping up to be a beautiful and enjoyable RPG, provided that the aforementioned hand-holding does not bother you. While the game is available in Japan and parts of Asia, the English version will be out "early next year" and will be published by Namco Bandai for North American and European audiences.

Read and Post Comments | Get the full article at GameSpot


"PlayStation 3 | Ni no Kuni: Shiroki Seihai no Joou Updated Hands-On" was posted by Jonathan Leo Toyad on Thu, 24 Nov 2011 22:40:24 -0800
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PlayStation Vita | Unit 13 Preview - Third-Person Shooter Goes Social PDF Print E-mail
Written by Munk   
Thursday, 24 November 2011 20:56

Guns, bad guys, and exploding barrels--Zipper Interactive's latest third-person shooter boasts all the tropes of the genre. But are its social features really the future? With the PlayStation Vita sporting two analog sticks, shooters suddenly make a lot more sense for on-the-go play. One of the first to hit the console will be Unit 13, a third-person military shooter. Developed by Zipper Interactive--makers of MAG and SOCOM 4 on the PlayStation 3--Unit 13 aims to meld social features with gunplay, making use of the Vita's NEAR functionality and changing the way players progress through each stage.


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Last Updated on Saturday, 31 December 2011 14:49
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Xbox 360 | Where Rainbow 6: Patriots Can Go Right and Where It Can Go Wrong PDF Print E-mail
Written by Munk   
Monday, 28 November 2011 04:03

    

Ubisoft's latest tactical shooter looks like a promising one, but a few parts of the game are worth keeping an eye on. With Rainbow 6: Patriots, Ubisoft Montreal wants to draw upon the political resentment bubbling within the dark, disenfranchised corners of the American public. This is a game where the biggest terrorist threat facing America comes from its own citizens--those bitter and well-armed enough to violently thrust their ideals onto anyone they deem necessary. That messy, uncertain political climate is something Ubisoft wants to make use of in not only the story, but even the shooter gameplay itself. By giving players what Ubisoft calls "constant ethical dilemmas," the game often asks players to trade a little part of their humanity for some greater goal whether they're playing as the counterterrorist Rainbow team, the terrorists themselves, or everyday citizens caught in the crossfire. It's an intriguing setup that looks very promising based on what we've seen, but a game like this leaves itself open to intense scrutiny by its very nature. Here are a few elements of the game that especially caught our eye:


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Last Updated on Saturday, 31 December 2011 14:49
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Xbox 360 | FIFA Street - Playing in the Parking Lot PDF Print E-mail
Written by Munk   
Monday, 28 November 2011 16:00

    

FIFA Street moves in a different direction from previous entries, and we put our skills to the test.


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Last Updated on Saturday, 31 December 2011 14:50
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PlayStation 3 | NeverDead: What Happens When You're Supposed to Get Shot? PDF Print E-mail
Written by Munk   
Thursday, 01 December 2011 04:00

    

Stuck with immortality, NeverDead uses dismemberment to distinguish itself from other third-person action games. Bryce Boltzmann has it pretty tough. He's over 500 years old and Astaroth, the demon king, cursed him to live for an eternity. This little predicament gives Bryce some unique characteristics, namely the ability to use his dismembered limbs and head as weapons. To get an upper hand (or arm, or leg, or head) on the situation, Bryce absorbs bullets, melee attacks, and whatever else is thrown at him to dismember his limbs, which makes the premise of this game a little different from what we're typically used to in a third-person action game.


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Last Updated on Saturday, 31 December 2011 14:50
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iPhone/iPod | Grand Theft Auto III: 10 Year Anniversary Edition Hands-On Preview PDF Print E-mail
Written by Munk   
Wednesday, 07 December 2011 04:37
Liberty City is back in mobile form, and we check out just how Rockstar's GTAIII translates to a button-free world. When Grand Theft Auto III was first released 10 years ago, all mobile phones sported monochrome screens and were mainly used for (strangely enough) making phone calls. Fast-forward to 2011 and most phones and tablets have transformed into little computing powerhouses, with an entire multibillion dollar industry springing up purely for mobile games. But even with their increased grunt, can the mobiles of today handle a gaming classic like Grand Theft Auto III? With the 10 Year Anniversary version of the game set for release on Android and iOS devices next week, we checked out a preview build of the game (on an iPad 2) to see just how well one of gaming's most revered titles has fared in the transition to the mobile world.
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Last Updated on Saturday, 31 December 2011 14:51
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Xbox 360 | Dirt Showdown Preview - Less Dirt, More Destruction PDF Print E-mail
Written by Munk   
Saturday, 10 December 2011 23:00

Forget rallying. Dirt Showdown is all about arcade thrills, spills, and destruction. Is it possible to please everyone? For those in the business of making video games, probably not. Even for hugely successful franchises like Call of Duty--which have reached the kind of critical mass that many developers can only dream of--there are still people out there happy to complain about short campaigns, foul-mouthed 12-year-olds, and an overreliance on linearity. It's not just shooters, either.


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Last Updated on Saturday, 31 December 2011 14:51
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PC | Nexuiz: Force Your Opposition to Play With Inverted Controls PDF Print E-mail
Written by Munk   
Monday, 12 December 2011 12:30

    

Originally touted as the first game to use CryEngine 3, Nexuiz disappeared but is back and is hoping to get the attention of fans of arena first-person shooters. The Penny Arcade Expo can be a great place for independent developers to showcase their upcoming releases to a wider audience. The games get to be in the hands of those they are intended for, but at the same time, doing that can also be a risk. Back in 2010, developer Illfonic used PAX to show off its upcoming arena first-person shooter, Nexuiz. The company touted the fact that it was going to be the first game released to use CryEngine 3, months before Crysis 2 would be available. Unfortunately, Nexuiz wasn't up to snuff, most people avoided Illfonic's booth, and the game went dark shortly thereafter. The team has been silent since then, but because THQ is now assisting with the publishing, the developers hope they can win the hearts of FPS fans with this multiplayer-only downloadable release.


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Last Updated on Saturday, 31 December 2011 14:52
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