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Prince Of Persia Update Hands On

November 8th, 2008 Jarralz No comments

It has been only a month since our last look at the new Prince of Persia game, but a lot has changed in that time. Our last chance to see it was during the Tokyo Game Show, where we were given a glimpse at the very beginning of the game. This time around, we had a bit more time to explore the world at our own pace on a more complete build of the Xbox 360 version of the game.

Our last preview covered the haphazard introduction of mystery woman Elika while your character, the prince, is out looking for his gold-laden donkey. Your paths cross, and the two of you become best chums after you protect her from a group of attackers that you later realize were guards sent by her father, the king. You break into a prison that houses Ahriman, the god of darkness, with the goal of making things right, and during an ensuing battle with the king, he spitefully frees the deity. With Elika in tow, you get the heck out of dodge before the rapidly crumbling prison becomes your tomb. The escape itself is a challenge, and you’ll need to muster all of your wall-running and gap-jumping skills to make it out as chunks of floor disappear beneath your feet.

Once outside, you’ll be able to explore the world as you see fit. Our preview code only allowed us to venture into the Lava Rift region of the game, but we’ve been told that you’ll be able to have at it and pick your own path. Hitting the back button on the controller brings up a top-down map of the various zones, and by selecting one of the available areas with the cursor, you can set a waypoint that Elika will help direct you to once you close the map. The indicator is available at any point during the game–including while hanging off of environmental obstacles–and lights the way with a floating magical aura. It’s not unlike Dead Space’s floor marker, and given that the game’s play areas are quite large and at times look very similar, it’s a welcome hint to stop you from walking around in circles.

Once we had our waypoint set, we went scampering through the desert towards the City of Light. To clear a gap inside a particular cave, you’ll need to use the assisted long jump, a move that Elika uses to propel you forwards after you hit the Y button in the middle of your jump arc. Inside, you’ll be presented with walls ripe for scaling and the slippery slopes you’ll jump between on your way to the first battle. Make no mistake about it: If you don’t like jumping games, Prince of Persia definitely isn’t for you. But if your idea of a good time is hanging from poles or wedging your character’s fingers into tiny gaps on monstrous cavern walls, then you’ll want to read on.

Once you arrive at the city, you’ll get your first taste of combat. POP forgoes waves of enemies in favour of a more intimate one-on-one approach to battle. There’s no targeting or lock-on mechanic to mess around with, and though you’re free to manipulate the camera using the right analog stick, you’ll never take your eyes off of your adversary. X is your all-purpose sword attack, B is your grab and throw, and the A button kicks off an aerial attack with a jump. The right trigger provides you with your block stance, but also gives you a chance to counterattack if pressed as your opponent attempts to land a blow on you. The Y button is used to unleash Elika’s magical attacks, but their need to be performed in close proximity to the target adds a combo dynamic that you can weave into your attack rotations as you’re working them with the blade. It’s also worth mentioning that this isn’t a button basher at heart. Yes, there are plenty of opportunities to do it, and it’ll work, but you’ll just wear yourself out when calculated, deliberate button presses will do the trick more efficiently.

You’ll be able to cut up grunt-level corrupted rivals with a few slices and dices of your sword, but once you come across the warrior enemy, you’ll need to adapt your approach drastically. Considering that they take no damage from either magic or physical attacks, you’ll need to use the environment of the arena you’re in to even things up. Ring-out tactics can be extremely effective, and you can turn the tables quickly by either knocking them backwards with a series of quick jabs or baiting them and then rolling through their legs to deliver a finishing blow from behind. You’ll face the warrior on more than one occasion, and each time the experience is slightly different. When you can’t knock him over a ledge, you’ll need to change things up by backing him into a corner and damaging him with debris from falling stone pylons.

Corrupted enemies often guard “fertile ground” spots that Elika can use to restore life to the immediate surroundings, which is done by repeatedly tapping the Y button when standing in the right spot. Once an area has been successfully restored, you’re able to begin collecting light seeds, the game’s currency for unlocking princely abilities. Our build included two upgrades, the Hand and the Breath of Ormazd. Once you return to the temple to unlock them, you’ll be able to make small teleport moves and run vertically up walls with wanton disregard for gravity when presented with the appropriately coloured wall pad. Although Hand of Ormazd is a set animated path that you’ll follow once it’s triggered, Breath requires more user interaction, and you’ll need to avoid running through corruption goo as you go or you’ll be killed and returned to the closest stable platform on which you began your run.

Death itself is an interesting concept in POP because you’ll never see a game-over screen, no matter how many times you fail at a task. Every time you misjudge a jump, fall short, or get too friendly with an enemy, Elika’s guiding hand will pull you to safety or blast your foes with energy long enough for you to stagger out of harm’s way. There’s no micromanagement to the experience, so you’ll never run out of lives, saves, or energy. There is a slight penalty when fighting enemies that take damage, given that dying will restore their health bar back to full, but in our experience so far, boss battles haven’t shared the same fate.

Game Spot

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Metal Gear Online Hits 1 Million Members

November 8th, 2008 Jarralz No comments


 Metal Gear Online  Hits 1 Million Members Metal Gear Online has gained over one million members worldwide since the launch of the service in June 2008, according to Konami officials.

Initially intended to be a standalone release, the game was eventually included as part of Metal Gear Solid 4: Guns of the Patriots for the PlayStation 3.

Expanding on the online component of Metal Gear Solid 3: Subsistence for the PlayStation 2, the game is a third person team-based shooter featuring the series’ signature stealth elements.

To honor the milestone, Konami is launching the Metal Gear Online: Commemorative Campaign. Beginning on November 25th, the campaign will award 10,000 reward points to users who access the game during the promotional period that ends on December 9th. Rewards points can then be used to purchase in-game items.

Additionally, 30 player characters (10 each from Japan, North America, and Europe) who access the game during the campaign period will have the chance to win an additional 1,000,000 reward points in a free draw. The Gene and Meme expansion bundle packs will also be sold at the reduced promotional price of $14.99 for the remainder of the year.

Konami last week revealed that Metal Gear Solid 4 shipped over three million units worldwide, suggesting that around a third of extant game copies have played Metal Gear Online. As a result, the company is predicting an 88 percent rise in overall profits.

Gamasutra

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Report : Konami Ends Atari Distribution Deal For Australia, Partners With Red Ant

November 8th, 2008 Jarralz No comments

Konami Ends Atari Distribution Deal For Australia, Partners With Red Ant

Report: Konami Ends Atari Distribution Deal For Australia, Partners With Red Ant Atari will now distribute Namco Bandai’s games in Australia, ending a ten-year distribution relationship with developer and publisher Konami.

Namco Bandai acquired a 34 percent stake in Atari parent Infogrames’ European and Asian distribution operations in September, and received exclusive rights to distribute Namco Bandai’s titles in Australia,

Atari plans to continue distributing Konami’s titles in the region until the release of Silent Hill: Homecoming in February 2009. In anticipation of the distribution deal’s conclusion, Konami will partner with Sydney-based distributor Red Ant, who will take over once Silent Hill ships, according to a report from industry news site Edge.

Red Ant distributes video game titles for dozens of publishers in Australia and New Zealand, including Bethesda, Midway, SouthPeak, and most recently Capcom.

“It’s been great working with Atari Australia,” says Konami Digital Entertainment president Kunio Neo, according to Edge. “Atari conducts an outstanding distribution operation, and we have had many great years together. We part company as good friends, and I wish [Atari Australia managing director Gerard Noonan] and his team continued success in Australia.”

Gamasutra

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Identifiction: AO Sphere Trailer

November 6th, 2008 Jarralz No comments
This teaser for Identifiction’s new episodic sci-fi game AO Sphere might not quite be the “PS3 quality” that Marketing Manager Salima Bessaraoui told us about last month, but its isn’t too shabby – especially considering that this is all done in Flash.

It is hard to get much of an idea of how this will play from what is on offer but if the way the animated characters move in and out of the nicely rendered backdrops remind me of anything it is Lucasarts point ‘n’ click adventures like Fate of Atlantis or Full Throttle. Not bad company to keep, in my book.

Beta sign-ups are still open – check out the link above for details.

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Mirror’s Edge New Trailer Lanched ;)

November 6th, 2008 Jarralz No comments

Mirror’s Edge is less than one short week away and to celebrate the occasion – we got this new launch trailer. Faith pulls out all the cards in this one, from riding on top of a speeding freight train to changing zip lines in mid-air. Hell, she even kicks a police officer square in the… well, you get the point. The full game comes out November 13th, and if you haven’t downloaded the demo over Xbox Live or PSN yet, you might want to give it a shot.

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Fable II Soundtrack Coming This Month

November 6th, 2008 Jarralz No comments

Microsoft Game Studios’ relationship with Sumthing Else Music Works once again bears fruit, as the November 25th release of the Gears of War 2 soundtrack gets a little company in the form of the soundtrack to Fable II. The CD features eleven tracks from Lionhead composer Russell Shaw, along with the Music Box Theme from Danny Elfman, who was a great deal more impressive until he started just wildly scoring the hell out of anything you slipped in front of him. Seriously – you see the guy at a Waffle House, slip him a napkin; he’ll totally score your hashbrowns, and it will be majestic.

Look for the Fable II soundtrack at a retail location near you come November 25th, or you can always snag it from www.sumthingdigital.com or iTunes if you aren’t into the whole going outside thing.

SUMTHING ELSE MUSIC WORKS ANNOUNCES RELEASE OF FABLE II ORIGINAL SOUNDTRACK

Feautring Original Music Score by Russell Shaw and Fable Theme by Danny Elfman

New York – Nov. 6th, 2008 – Sumthing Else Music Works, Inc., through its licensing relationship with Microsoft Game Studios, proudly presents Fable II Original Soundtrack featuring the original music score by Russell Shaw and the “Fable Theme” from Danny Elfman. The original soundtrack from the Xbox 360™ roleplaying adventure video game will be released on Nov. 25, 2008 to retail outlets through Nile Rodgers’ Sumthing Else Music Works record label www.sumthing.com, and for digital download at www.sumthingdigital.com and iTunes®.

Fable II Original Soundtrack features the rich and musically diverse Fable II score composed by Russell Shaw (Fable, Black & White) as well as the Fable Theme by GRAMMY® award-winner Danny Elfman (Spider-Man, The Simpsons, Big Fish.) The Fable II score was recorded with 90 musicians including the Slovak National Symphony Orchestra at the Slovak Radio Concert Hall in Bratislava, as well as celtic instrumentalists with the Tiffin School Boys Choir and Pinewood Singers Adult Choir at Pinewood Film Studios in London, England.

”We had a lot of music to record, covering many different styles including chamber, celtic, classic, quirky, pure pizzicato, atmospheric and dramatic,” said Russell Shaw, Head of Music and Composer at Lionhead Studios. “Music for the game was broken down into four distinct categories: regions, script, combat and incidentals. Each region has its own orchestral theme which changes with the seasons in each chapter. Scripted moments have orchestral cues relevant to what is happening at that point in the story – sad, dramatic, mysterious, tension and danger. The final result is a very rich, Hollywood style score covering many genres.”

Track Listing:

1. Fable Theme – Russell Shaw (Music Box Theme – Danny Elfman)
2. Old Town – Russell Shaw
3. Bowerstone Cemetery – Russell Shaw
4. Bowerlake – Russell Shaw
5. Wraithmarsh – Russell Shaw (Music Box Theme – Danny Elfman)
6. Fairfax Castle – Russell Shaw
7. Westcliff – Russell Shaw
8. Oakfield – Russell Shaw
9. Bowerstone Market – Russell Shaw
10. Shadow of Evil – Russell Shaw
11. Howling Halls – Russell Shaw
12. Marcus Memorial – Russell Shaw

Fable II is the sequel to the wildly successful original that sold more than 3 million copies, offering even more choices and building on the core gameplay theme of Fable, where a player’s every decision continually defines who they become. Fable II is an action role-playing game (RPG) that truly allows players to live the life they choose in the newly expanded open world of Albion. Set 500 years after the original, Fable II provides gamers with an epic story and innovative real-time gameplay, including a massive amount of freedom and choice to explore a vast collection of dungeons, catacombs and taverns in the world of Albion. For more information, visit www.xbox.com/Fable2.

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Fallout 3 Moves 4.7 Million Copies

November 6th, 2008 Jarralz No comments

The nice folks at Bethesda Softworks are just about as pleased as punch with the launch of Fallout 3, to the point where they’ve decided to cut loose with a press release just to let everyone known how well things are going. Released just last Tuesday for the PlayStation 3, Xbox 360, and Games for Windows platform, Bethesda has shipped an estimated 4.7 million copies of the game to retail outlets all across North America and the UK, representing retail sales of more than $300 million – that’s a million times the amount of money I have in my bank account right now. Of course those are shipping numbers, but the sales have been flowing quite nicely as well.

The press release then goes into a bit of back-patting over high review scores, which we’ve already been over, after mentioning that the game has yet to be released in Japan, where it is sure to meet with some sort of reception on December 4th, hopefully positive. Hit the jump for the full text of the press release, and if you see a Bethesda person today, remember to give them a slightly manic grin and a big old thumbs up.

Bethesda Softworks Announces Successful Launch of Fallout 3

$300 Million Worldwide Launch Across Three Platforms

November 6, 2008 (ROCKVILLE, MD) – Bethesda Softworks®, a ZeniMax Media company, announced that its hit title, Fallout® 3 has enjoyed record sales at launch, reflecting the huge consumer demand for the game. Approximately 4.7 million units of Fallout 3 were shipped worldwide last week for the Xbox 360®video game and entertainment system from Microsoft, PLAYSTATION®3 computer entertainment system, and Games for Windows® representing retail sales in excess of $300 million.

Released on October 28 in North America at midnight store openings in over 2,000 retail outlets nationwide jammed with fans eager to get the game, Fallout 3 quickly became one of the industry’s top sellers around the world. For example, in the United Kingdom where it was not released until Friday, October 31 the rapid sales of Fallout 3 have led the game to be ranked number one among all video games, as well as being the number one game on each of its three platforms.

Hailed as one of the most anticipated games of 2008, Fallout 3 received a 10 out of 10 review score from Official Xbox Magazine, a result then repeated around the world with perfect scores by some of the industry’s most influential and respected critics including: Gamespy, GamePro, UGO, the Associated Press, MSN, The Washington Post, Guardian, FHM, Scripps Howard, G4-TV, The Toronto Star, MSN, and Eurogamer. MSNBC’s review offered the observation that it viewed “Fallout as a no-brainer for game of the year.” The Daily Star in the UK echoed that conclusion, saying “You can hold all bets on game of the year – I think we have a winner.”

The successful launch of Fallout 3 by Bethesda Softworks follows the success of The Elder Scrolls® IV: Oblivion®, which remains one of the highest scoring games ever published and earned “Game of the Year” honors in 2006. Fallout 3 has been featured on over 100 magazine covers across the globe and is available in eight languages. The initial retail shipments of Fallout 3 included both the Regular version of the game as well as a limited “Collector’s Edition.” A Fallout 3 Official Game Guide in both the regular and collector’s edition versions has also been a strong seller. Fallout 3 is slated for release in Japan on December 4th.

Fallout 3 features one of the most realized game worlds ever created. Set more than 200 years following a nuclear war, you can create any kind of character you want and explore the open wastes of Washington, D.C. however you choose. Every minute is a fight for survival as you encounter Super Mutants, Ghouls, Raiders, and other dangers of the Wasteland.

Fallout® 3 has been rated Mature by the ESRB. For more information on Fallout 3, visit http://fallout.bethsoft.com and www.prepareforthefuture.com.

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