Midway E3 games list mixes franchise flavor with casual flare

Categories: Xbox 360

Midway’s newly revealed E3 game lineup is an eccelctic mix of hardcore fighters, established franchises, and “casual” titles.

In a press release fired off to GamePro today, Midway revealed its scheduled lineup for next week’s super-hyped E3 event and games expo.

The titles are a mix of franchise players, like Mortal Kombat, and new “casual” fare, including Game Party 2.

Here’s the full list, along with release dates and systems:

  • Mortal Kombat vs. DC Universe (PLAYSTATION 3, Xbox 360, Fall 2008)
  • Wheelman (PLAYSTATION 3, Xbox 360, PC; Fall 2008)
  • TNA iMPACT! (PLAYSTATION 3, Xbox 360, Wii, PlayStation 2; September 2008)
  • Blitz the League II (PLAYSTATION 3, Xbox 360; Fall 2008)
  • This is Vegas (PLAYSTATION 3, Xbox 360, 2009)
  • Unreal Tournament 3 (Xbox 360; July 2008)
  • Game Party 2 (Wii, November 2008)
  • Touchmaster 2 (Nintendo DS, September 2008)
  • Mechanic Master (Nintendo DS, September 2008)
  • MidwayArcade.com (Online, Available Now)

And, believe it or not, the original Game Party has sold more than 1 million units to date.

1942: Joint Strike HD remake gets priced, dated

Categories: DS, Industry, News, Xbox 360

1942: Joint Strike arrives on XBLA and PSn the week after E3, complete with new levels, enemies and a score composed by Metal Gear Solid veteran Norihiko Hibino.

Capcom’s timless World War 2 shooter 1942 got an HD makeover with Joint Strike, and today we can tell you the game hits PlayStation Network and Xbox Live Arcade servers the week after E3.

More specifically, 1942: Joint Strike will arrive on July 23 for Xbox Live Arcade, and July 24 for PlayStation Network. The game will cost $10, according to a Capcom press release (which, coincidentally enough, is also the confirmed price of WiiWare exclusive Mega Man 9).

In addition to the HD graphical update, Backbone Entertainment created new levels, level backdrops for classic stages, and new enemies for Joint Strike. According to Capcom, the game also features a musical score composed by Metal Gear Solid contributor Norihiko Hibino.

Blitz: The League 2 crunches consoles this fall

Categories: News, PS3, Xbox 360

Super-violent football title Blitz: The League 2 will deliver bone-crunching hits on PlayStation 3 and Xbox 360 this fall.

A new Blitz title will arrive on consoles this fall, Midway confirmed Tuesday.

Called Blitz: The League 2, the pseudo-football, super violent addition to the Blitz franchise will include a brand new “story mode.” No additional details were provided by Midway on that mode in a press release obtained by Wired.

However, we do know that Blitz: The League 2 will feature “better tackling controls, player-controlled touchdown celebrations, and a host of online multiplayer options,” according to the release.

Blitz: The League 2 is scheduled to arrive in stores this fall for both the Xbox 360 and PlayStation 3.

Prince of Persia Announced for Xbox 360, PS3, PC, DS

Categories: DS, Industry, News, PC, PS3, Xbox 360

Written by Andre Glegg
Monday, 28 April 2008
Ubisoft on Monday confirmed the newest Prince of Persia game, slated for release on Xbox 360, PS3, PC, and Nintendo DS this holiday Little has been revealed for the working title, but the game is being developed by Ubisoft Montreal, the same team that designed the original Prince of Persia: the Sands of Time, and most recently, Assassin’s Creed for Xbox 360, PS3, and PC.

So far, the game is vaguely described as a “new chapter in the Prince of Persia universe, featuring a new breed of gameplay [and] illustrative art style.”

Additionally, Ubisoft will release a Prince of Persia game specifically designed for the Nintendo DS system, featuring a unique storyline and new characters.

Prince of Persia is one of the more recognizable third-party games ever released, particularly after its transformation to 3D in 2003 with the release of Prince of Persia: the Sands of Time.Ubisoft on Monday confirmed the newest Prince of Persia game, slated for release on Xbox 360, PS3, PC, and Nintendo DS this holiday.

Little has been revealed for the working title, but the game is being developed by Ubisoft Montreal, the same team that designed the original Prince of Persia: the Sands of Time, and most recently, Assassin’s Creed for Xbox 360, PS3, and PC.

So far, the game is vaguely described as a “new chapter in the Prince of Persia universe, featuring a new breed of gameplay [and] illustrative art style.”

Additionally, Ubisoft will release a Prince of Persia game specifically designed for the Nintendo DS system, featuring a unique storyline and new characters.

Prince of Persia is one of the more recognizable third-party games ever released, particularly after its transformation to 3D in 2003 with the release of Prince of Persia: the Sands of Time.

Condemned 2: Bloodshot (X360/PS3)

Categories: PS3, Reviews, Xbox 360

Written by Chris Matel
Sunday, 30 March 2008
Monolith is known for their ability to scare gamers through convincingly-haunting environments, and psychologically-demented gameplay. Almost three years ago Condemned: Criminal Origins was released on the Xbox 360, introducing players to a city plagued with violent transients and a serial killer on the loose. While the game did well in implementing melee-based combat in eerie settings, there were enough loose ends in the story to keep players scratching their heads once everything was done. Condemned 2: Bloodshot answers leftover questions in the story, but does so in new, improved ways.

The first Condemned game was an introduction into a city seething with violence, and to the series’ protagonist Ethan Thomas. By the time he survived to clear his name, and apprehend Serial-Killer X, Ethan’s on-the-run investigation opened up a deeper plot filled with conspiracy and mysticism. The game ended in a cliffhanger, leaving little detail as what exactly was going on. Bloodshot picks up a few months after the SKX investigation, with Ethan no longer on the SCU, and is a drunk struggling with inner-demons.

Bloodshot acts both as a standalone story, as well as a functional sequel. This time around, Ethan is recruited by the SCU to help track down Malcolm Van Horn after he mysteriously goes missing.

It’s nearly impossible to go into too much detail about the story elements of the game, as each level answers more questions about who Ethan is, why the city has broken down to frenzied-addicts and crazies, and why there are people with metal bits protruding from their bodies.

Ultimately, Bloodshot with leave fans of the game satisfied with knowing exactly what is going on, with a fairly well flushed out story. There are a few odd story choices, and some unexplained characters, but all of the major plot points are answered in the end.

While the first Condemned game invoked a compelling mystery, gameplay elements made up most of the buzz it received. By introducing a melee-centric, first-person brawler, Condemned was about using whatever you could find as a weapon. The same core mechanic is transferred to Bloodshot, with a few improvements.

Wooden 2×4s, pipes, bats and other melee weapons reappear in Condemned 2, but there are also a multitude of additional weapons scattered about levels. Between bowling balls, prosthetic arms and foosball handles, the array of possible weapons create a great sense of urgency and environment interaction that almost no other title offers.

Along with more melee weapons, are an increased number of firearms. Unfortunately, by providing more accessible guns, the game begins to feel less unique as some areas are nearly impossible to complete without firing a bullet.

Still, even with more guns, Bloodshot tries to keeps things interesting by accounting for alcohol withdrawals. To calm your nerves and steady your shot, you’ll have to take a drink from random liquor bottles. The mechanic is a nice touch, but boozing it up doesn’t carry other effects than just a steady aim, and with the ability to complete the game without taking a shot, it’s almost unnecessary.

Complementing the increase in weaponry is improved hand-to-hand fighting and a performance-based upgrade system. A new combo system has been implemented for which allows for engaging, visceral fights. Also, similar to the Punisher game from a few years back, environmental-finishers add to previous moves of the past. By subduing an enemy, the dazed individual can be dragged to a piece of scenery that can inflict a gruesome demise. Although it’s nothing new, shoving an enemy into a T.V. completes the immersive feel of the game.

To augment your street fighting, additional combos as well as improved inventory are awarded based on how well you perform investigations and complete each level. While the first game held your hand during investigations, Bloodshot requires some actual thought, through logical deduction. The investigation sequences are much more robust compared to the previous edition and are a welcomed change.

Weapons, fighting and investigations aren’t the only changes to this year’s sequel. The overall visuals have been overhauled with better lighting effects and improved character models, but the game retains its genuinely creepy feel. It’s interesting however, as Ethan and Rosa are hardly recognizable to their earlier incarnations, and, along with a new cast of voices, they feel a bit out of place. The situation is almost like having Brosnan talk about missions that Connery went on in Bond films; it’s just kind of weird.

There are some additional, minor troubles with the game. Instances of un-synced voiceovers and some grinding audio effects dislodge an otherwise top-notch experience, complete with convincing ambient noises and a fitting soundtrack. Both versions of the game hold up well technically, but there are some framerate dips. Also, with a later release date, the PS3 version has subtle graphical differences than the 360 one, with some strange texture popping and a slightly overall less-ominous feeling.

Though, such problems are not prominent enough to mar the experience. The Monolith team has done a great job in supplying fans of the first game with a total package. Bits of nostalgia are provoked as Ethan revisits some of the same locations as the first game. Yet, between the new and old levels, there’s an uneven balance of action and fear. While the first game supplied a good amount of psychological unrest, a lot of the thrills in Bloodshot tend towards more action-based elements.

The final big change to the game is the inclusion of new game modes, to both the single and multiplayer side of things. Besides playing through the story, you can choose the instant, action-based Fight Club which throws you into a scenario with a specific objective. Ultimately, the 6 additional challenges do little to add more life to the game, unless you’re really into leaderboards.

The most notable addition to the series is the inclusion of a multiplayer. Playing either online or through a LAN, you have your choice of familiar game types. Instead of capture the flag, Crime Scene has a team of “Influenced” who hide boxes containing heads, with SCU agents searching for them. Similar is Bum Rush which pits two gun-wielding SCU agents against a mob of Influenced in a survival game.

These multiplayer options offer a different-than-usual experience for online play, but suffer if your team lacks coordination and cooperation. Without a plan, the Influenced team usually gets decimated from the lack of guns, making the games a chore to play through.

Finally, there are the classic Deathmatch and Team Deathmatch options. For a game that is melee-centric, these games show the shortcomings of Condemned-style multiplayer. Matches devolve into players blindly swinging weapons into huddled groups of frantic, punch-happy characters. There is skill involved in these games, but odd splash-damage from weapons coupled with limited maneuverability and vision, make for a never-ending string of killing than dieing. Ultimately, matches feel more opportunistic than strategic.

In the end, Bloodshot is a much more complete game than its predecessor. The 360 launch title introduced players to a game based on melee combat. Monolith took a successful formula and built on it with better visuals and improved gameplay. The story still has some holes, and there some odd, out-of-place elements, but the overall product retains the game’s creepy, thrilling precedent.

Gameplay: 8.5
Graphics: 8.0
Audio: 8.0
Lasting Appeal: 7.0
Overall: 8.0

Battlefield: Bad Company Beta Test

Categories: Xbox 360

Written by Chris Matel
Thursday, 20 March 2008
The next installment int he Battlefield franchise is set for a June 2008 release, and EA is putting together a beta test program to test out two of game’s multiplayer maps. There a few ways players will get an early look into just how the environmental destructibility will work.

EA DICE ANNOUNCES MULTIPLAYER BETA PROGRAM FOR

BATTLEFIELD: BAD COMPANY SHIPPING JUNE 2008

REDWOOD CITY, Calif. – March 20, 2008 – EA DICE, a studio of Electronic Arts Inc. (NASDAQ: ERTS) today announced the multiplayer beta test for Battlefield: Bad Company™ on the Xbox 360® video game system from Microsoft. IGN Founders’ Club and IGN Insider will offer keys to members and the public in North America and the UK to participate in the multiplayer beta test starting March 25 provided by IGN’s popular game download site FilePlanet (http://www.fileplanet.com). In addition, keys will also be available through IGN Entertainment’s gaming Web sites including IGN.com, GameSpy, TeamXbox, Planet Battlefield and Voodoo Extreme. Battlefield: Bad Company will launch on the Xbox 360 and the PLAYSTATION®3 computer entertainment system in June 2008.

“We’re really excited about this beta since it gives us a chance to let a wider audience play our new multiplayer game, ‘Gold Rush’. The feedback coming back from something like this is crucial for us as developers and will help us with the final changes and polish in the game,” stated Karl-Magnus Troedsson, Senior Producer for Battlefield: Bad Company. “Battlefield and FPS fans get their first glimpse into how tactical destruction can be applied in multiplayer gameplay. We think offering two of the multiplayer maps will give gamers a fantastic experience and some great insight into the game.”

In North America, GameStop will also offer keys on a first come, first serve basis for this Exclusive Beta Xbox LIVE® online entertainment network event. With only 5,000 beta keys available at GameStop, gamers should pre-order their copy now at www.gamestop.com/badcompanybeta

The Battlefield: Bad Company multiplayer beta test will give players a chance to return to the battlefield to embark on an exciting mission to capture the spoils of war. Gamers will battle through two different maps, access new infantry kits and vehicles as well as experience the unique tactical destruction in Battlefield: Bad Company that changes the way first-person shooter games are played. With an unlimited upgrade tree and rewards, the multiplayer beta gives players the exhilaration, excitement and fun that awaits them when the final game ships later this summer.

“Xbox LIVE has a tradition of hosting some of the greatest demo and beta events gamers can play,” said Marc Whitten, General Manager of Xbox LIVE. “We continue this practice of awesome online gameplay with the new beta of Battlefield Bad Company.”

Developed by Sweden-based developer EA DICE (Digital Illusions Creative Entertainment), Battlefield: Bad Company has not yet been rated by the ESRB or PEGI. For more information about the Battlefield franchise, please visit http://www.battlefield.com or our press web site at http://info.ea.com.

Guitar Hero 3 Review (X360)

Categories: Reviews, Xbox 360

Written by Chris Matel
Monday, 10 March 2008
The Guitar Hero phenomenon is something that is nearly impossible to avoid, especially if you’re a gamer. The game is both accessible enough for first-time players to pick up and strum along to streaming, color-coded buttons, and difficult enough to make dedicated veterans continually retry songs. It is because of such reasons that Neversoft’s take on the Guitar Hero franchise remains a casual gamer’s wet dream and a hardcore gamer’s rhythmical pleasure. Guitar Hero 3 doesn’t deviate much from Harmonix’s precedent, but has enough new features—both in hardware and gameplay—to keep fans of the series hooked, as well as indoctrinate a new generation of wannabe rockers.

If you opt for the full-on bundle with both guitar and game (suggested), you’ll have access to the series’ first wireless guitar accessory. Complete with detachable neck for easier storage and a changeable faceplate for customizability, the new Gibson Les Paul is a welcomed hardware upgrade. One of the more frustrating issues with the older setup was worrying about rocking a bit too hard and pulling out your guitar from the console, leading to a break in the action, but such issues are cured with no cords to be found. Also, buttons on the body of the guitar have been moved around to prevent unwanted pauses, and the fret buttons have become more streamlined in design. Overall, the guitar looks sleeker and is a great move for the series; it’s just too bad the new frets feel a bit sticky and don’t seem to respond as well as the previous hardware.

While Guitar Hero 2 was a brand new title for the Playstation 2, the port over to the 360 was more of an opportunity to showcase its addictive gameplay rather than an example of next-gen graphics. By building the game from the ground up for the current-gen, GH3 certainly looks better than the previous year’s exploit. Whether you’re playing through a solo or a co-op career, both characters and venues look great in their own distinct, over-the-top way.

In respect to Career play, there have been a few new additions and tweaks to the gameplay that keep things fresh for the 360’s second effort. The goal of the game is still to rock through a number of songs by strumming single-button notes and multiple-button chords for a score, but with fresh licks from both classic artists and newcomers alike. The song list is still made up of covers and original recordings, but nuggets of gold in the form of exclusives are scattered throughout an overall top-notch list of songs; such as when the Sex Pistols reunited for the first time in 30 years to re-record “Anarchy in the U.K.” Covers are still a mixed-bag in terms of quality, as some feel off from their originals—like the ZZ Top classic, “La Grange.”

There is but only one other issue on the audio side of things: the sounds of Star Power. The game lets you know of your greatness after you tilt the guitar, activating the score-multiplying power-up, by amplifying the roar of the crowd and guitar riffs over all other sounds. The effect feels overly intrusive as it cuts in and out while playing through a song, but, luckily, even with a game that revolves around audio fidelity, it’s not that big of a hurdle to overlook.

Elemental tweaks like the new in-game cutscenes offer a bit of a narrative for careers as your band moves from smalltime gigs, straight to the devil’s doorstep. They aren’t an innovative step for the series, but they are enjoyable go-betweens from set list to set list.

Also new to the Career mode are sections which utilize the game’s new battle mechanics where you take on rock legends Slash and Tom Morrello. Instead of stringing together notes and chords for Star Power, a sequence of special notes lead to different power-ups which increase the difficulty for an opponent by adding notes, breaking buttons, draining rock meters, completely switching around the fret board, and other mutative attacks.

Perhaps the biggest and most welcomed addition to the franchise is the inclusion of online play (finally). Although you’re not able to play through a co-op career over LIVE, being able to play competitively over the internet shows-off just how good some people are at shredding on a fake guitar. The ability to play with friends hundreds of miles away, and track your scores via the GH3 Web site, truly set this game apart from its earlier titles.

With all of the changes and additions, GH3 has deviated little from the original formula. It’s essentially the same game as past iterations, but with visual updates, new tracks and features, and the ability to jump online to battle it out for guitar supremacy. Returning guitar heroes will notice an overall boost in the difficulty department, but the cranked-up difficulty is mitigated by a new timing scheme for hitting the notes—which after getting used to, is fairly forgiving. Ultimately, there’s really no reason to miss out on the 360’s second installment of the franchise. There are some reoccurring issues with covered tracks not sounding spot-on, but with the popularity of the rhythm game ever-growing, such issues may be long forgotten by the next game.

A lingering question remains however: what is the next step for the franchise? Each game throws in a slew of new tracks with some variance in gameplay, but is it continually worth it to shell out the full price of a new game when there’s the option to just download songs? Guitar Hero 3 is just as an addictive, fun game as its predecessors, but it will be interesting to see what happens down the road for future games in the series.

Gameplay: 9.0
Graphics: 8.5
Audio: 8.5
Lasting Appeal: 9.0
Overall: 8.5

Frontlines: Fuel of War Review (X360)

Categories: Reviews, Xbox 360

Written by Chris Matel
Monday, 10 March 2008
Without a doubt, oil is one of our world’s most sought-after commodities. Aside from water, it is one of those resources that we all can’t get enough of and remains a geopolitical, hot-button issue. Conflict has routinely surrounded the resource, and so is the premise of Kaos’ first-person shooter, Frontlines: Fuel of War.

Set in a future where the demand for oil far exceeds the supply, Frontlines follows the conflict between the Red Star Alliance and the Western Coalition as they fight for the last reserves in the Caspian Basin. As a member of the Stray Dogs, of the Western Coalition, your job is to push back the Red Star Alliance and take control of what little oil is left.

Frontlines paints one of those futures plagued by pessimism, and resorts to the old, anti-Communist scenarios. In the game, China and Russia have aligned themselves to form the Red Star Alliance, while the classic team of Europe (the EU) and the United States reunites once again. Although the what-if setup is bleak and caters to bygone sentiments, the story is nonetheless intriguing and well developed. By reading up on a timeline supplied in the extras, the years leading up to 2024 show just how and why the superpowers divvied up as they did; a combination of tapped oil reserves, natural disasters, and global recessions set up the game.

While the story is compelling, it will really only get noticed if you take the time to read through the timeline or game manual; otherwise, you’re likely to miss nuanced information that explains things like how all of the vehicles operate when there’s an oil shortage, and why you’re shooting Russians and Chinese in the future.

Once you make it past the narrative, Frontlines is a fairly straightforward first-person shooter that has a lot of promise, but misses the mark technically. Through a short 8 mission campaign, you’ll have to capture strategic points and download intel. The gameplay is just as the title suggests and does a great job planting you in a war-zone where you’re sent to the ‘frontlines’ to push back the enemy.

In an inventively-deceiving manner, the otherwise completely linear game presents itself as a more open-world game. Each level is fairly large and offers a variety of gadgets, weaponry and vehicles to decide how and from where you attack your objectives. You have your choice of standard class-types (sniper, assault, anti-vehicle, etc.), but Frontlines introduces drones to the battlefield. By using remote-controlled helicopters, mini-tanks, planes and cars, you’re able to sit back and attack your enemy without taking any fire.

It’s really the small things in Frontlines that make and break the single player experience. Drones are showered across each level, and with minimal effort to find them, they’re a fun element that other 360 shooters don’t offer. Also, although the game does little to deviate from the standard FPS formula, the ability to see where Alliance and Coalition territory is via the mini-map, gives the feeling that you’re actually fending-off the enemy.

With that said, there are a fair number of technical problems that really ruin the experience. About half way through the game framerate issues and texture pop-ins begin to plague gameplay; it almost feels as if the latter half of the game missed a fair amount of polishing. Also, while the game looks okay, there isn’t much draw distance for the levels and little-to-no variance in character modeling as just about every character looks the same, but wears different head gear.

Other general absurdities fill up gameplay as well. Throughout levels, random objects like chairs, chalkboards and even gun turrets float in mid-air—in our play-through, a Red Star assault was held back with help from a teammate in a turret floating in the middle of the village. Also, on occasion, dead character models resort to pre-rendered states as their features lose depth and become blocky.

For a game that plays on believable future conditions, the overall ‘realism’ factor is lacking. Dead enemies and downed vehicles disappear shortly after being killed and destroyed, and the overall A.I. is ridiculous. While Red Star enemies will find you no matter where you go and how silent you are, your Coalition teammates will run into the middle of firefight, fail to shoot and effectively kill enemies, and will leave you wondering how they made it into any army.

Unfortunately, there isn’t any local multiplayer, so you’re stuck with lacking A.I. However, Frontlines continues with minor innovations online. With up to 32 players playing in a game, the battle over frontlines continues. The same premise that makes up the single player game extends online to the sole game mode. Although there aren’t different types of games to choose from, there’s enough variance in online options and gameplay that keeps frontline battles intense and exciting.

Players can choose the same standard classes, but also decide to specialize in one of four different ‘roles.’ Each role has different perks associated with it: drones, air support, ground support and EMP technology. By accumulating kills and capturing objectives, you gain additional equipment.

Also transferring over to the online games are vehicles. With the possibility to have so many people in a single game at once, this is a game where vehicles don’t feel forced. One of the more fun abilities is to make your way past the enemy in a gunship with a few other players, and parachute behind enemy lines.

In the effort to continue to try new things, small tweaks to in-game chat functions make their way online. Instead of having open communications with 15 other players yelling over the microphone, you’re able to form a group of four with your own chat ability. However, while squad-based communications might have seemed good on paper, they don’t necessarily translate well in implementation. Games with random people suffer with little or no communication; but in the end, the ability to partner-up in small groups, in the big games, is really a nice touch.

With a story that takes questionable political liberties and plays on real-life issues, Frontlines is ultimately a game that takes a few chances to try to change things up—albeit with fairly safe departures. It still retains the now clichéd band of rough-and-ready military compatriots, complete with rousing speeches and typical archetypes, but the game plays out just different enough to make it enjoyable. Technical problems mar an otherwise okay experience that is familiar but fun. Everything sounds as it should—along with a standard soundtrack—but framerate issues and standard graphics and textures hurt the game from distinguishing itself. There is fun to be had in Frontlines, it’s just unfortunate that it wasn’t a little more fleshed out.

Gameplay: 6.5
Graphics: 7.5
Audio: 7.0
Lasting Appeal: 7.0
Overall:  7.0

Codemasters Announces Damnation

Categories: News, PC, PS3, Xbox 360

Recently, Codemasters released their alternate reality title Turning Point. Come Winter 2008, PS3, 360 and PC gamers will have another opportunity to visit a fictitious reality in, Damnation.

In their announcement today, Codemasters touted their upcoming release as a vertical shooter with stunts and gunplay aplenty. There isn’t much detail in the release, but the story looks to revolve around Rourke in a post-industrial America in a classic good versus evil plot.

Tuesday, 6th March 2008 – 2pm UK  –  Codemasters®, a leading video game publisher, and US creative studio Blue Omega Entertainment today announced Damnation™, a new videogame franchise set to come leaping onto the Xbox 360® video game and entertainment system from Microsoft®, the PLAYSTATION®3 computer entertainment system and Games for Windows® this winter.

Evolving the shooter genre with its unique and exhilarating combination of fluid action and combat, Damnation will feature huge, open environments, frenetic combat, daredevil acrobatics and high-octane vehicle-based stunts. Presenting players with an intense test of reflexes, quick thinking and rapid-fire conflict, Damnation will feature vast, breathtaking landscapes, each covering miles of distance and thousands of vertical feet.

Billed as a ‘shooter gone vertical’ and visually inspired by iconic elements of American history, these massive streaming landscapes will form the battlegrounds for a post-industrial conflict between humanity and an unstoppable arms dealer hell-bent on total world domination.

Players will be able to choose their own paths and navigate the world by performing daredevil feats on the edge of human ability. However players aren’t the only ones with mind-blowing acrobatic skills; intelligent enemies will give chase and engage players in frantic gun fights and attacks that can come from any direction – in Damnation’s world there’s no safe place to hide.

With up to three hours of actual gameplay stretching out in front of them per level, players will need more than just muscle power to get across each level safely. Damnation will offer players a selection of awe-inspiring vehicles, from motorbikes capable of launching across seemingly infinite chasms, to huge, armour-piercing marvels that will induce mayhem with every huge shell.

The high action will be supported with an epic and in-depth story which, while focusing on the exploits of the hero character Rourke, is truly an ensemble piece. Players will meet and become involved in intricate story plots that reveal much more than the obvious.

In addition to the single player experience, Damnation comes complete with a unique set of multiplayer options that take full advantage of the game’s expansive levels. Currently in development at Blue Omega’s facilities in Annapolis, USA, Damnation will be available for Xbox 360, the PLAYSTATION 3 system and Games for Windows in late 2008. For more information and to catch a glimpse of what the future of gaming has in store, visit www.codemasters.com\playdamnation.

Devil May Cry 4 Review (X360)

Categories: Reviews, Xbox 360

Written by James Pikover
Wednesday, 05 March 2008

It’s hard imagine a game being so good that you’ll want to play it over and over again, but so bad that it’s painful to do anything other than play it. That’s what Devil May Cry 4 is, the utter worst of the best.

Since there are undoubtedly many people who haven’t played any of the Devil May Cry games because of its previous PlayStation exclusivity, many are trying it for the first time. For those readers, don’t be confused about the story…you don’t need to have played the previous games for it to make sense. It honestly has no backstory, so don’t try to figure it out.

Bearing in mind that the story only makes sense from what happens during the game’s period of time, it’s perfectly legitimate. Nero, a very powerful ‘kid’ with demonic powers centered in his right arm, somehow works for a mysterious cult called The Order. While about to leave a sermon due to sheer boredom, Dante, DMC’s standard hero, son of the cult’s demon-god Sparda and general badass, falls through the roof and shoots the cults leader in the head, making brain soup.

After a brief skirmish with Dante to learn the controls, he escapes and you’re tasked with finding him. The journey leads you around the land where instead of finding him, you stumble upon exactly what you weren’t meant to find about The Order, becoming more powerful along the way.

The standard list of twists and turns means nothing is really a surprise, and the almost excessive cinematics are wonderful. They tell the story excellently and look marvelous, though as expected the dialog is filled with brash one-liners and chest-banging manliness, not to mention just bad writing. Suffice to say the voice acting is done well, as though the actors didn’t notice that their dialog belonged in a C-grade mid afternoon soap opera.

Cinematics weren’t the only stunningly beautiful textures we got to see. The entire game ran off a marvelous engine, giving the world lush life. With the exception of heavily shadowed areas, which just looked awful, the game is on par with CGI movies.

DMC4 plays just as good as it looks, if not better. Fans of the previous titles or similar games like Ninja Gaiden will adore the hack-and-slash fast paced heavy hitting gameplay. Expect to go up against unfair odds constantly and learning all the moves you can. You will need them.

Getting used to the fighting scheme will take some time, but once you do it really makes the game go from average to great. If Capcom was going for anything, it was graphics and gameplay, because both are spectacular. Nothing is more fun than cleaning a room littered with baddies with non-stop attacks and watching all the carnage unfold before your very eyes.

All that greatness gets taken down a notch from some pretty poor camera work, sadly. While most of the game allows for free-range camera control with the right analog stick, all the functions are done with the face buttons, meaning utilizing the camera most of the time is impossible. More often then not, when you need to move it, you can’t anyways because it’s locked.

The camera is horrid. It has no flow whatsoever and will abruptly change scenes without caring about the player’s controls. Expect to be annoyed plenty by it, especially if you like looking for secrets.You would think that they could have learned by now.

The other thing that may throw some players off is the switch between playing as Nero and Dante. Their fighting styles are incredibly different, with Nero relying on different sword combinations and his Devil Bringer arm, used to grab and throw enemies, while Dante switches fighting styles and weapons with the touch of a button. The difference is either Nero with using lots of button combinations or Dante using different forms with the same combinations.

That is, however, how it will seem from the start. The combat system is so deep that even after learning some of the combo’s, you’ll think you can do it all and suddenly other moves pop up. With different combinations using your sword, gun, devil bringer, devil trigger and rev gauge, a booster to Nero’s sword. That means of the already long list of combinations available, mixing all these together makes Nero not only super powerful, but more than anything Dante can muster.

If those commands escape you, there is a setting to make combo’s go automatically, so long as you push the right buttons. It does cheapen the game, but for anyone looking to learn all the great moves it is something worth trying out.

This also means switching between Dante and Nero is annoying at best. Skilled players are given a worse character with more customization, while less skilled players get a more powerful character with more customization. It’s hard to say whether this is a good or bad thing because it depends solely on how good you are. The first run through I thought Dante was the better character, but on a harder difficulty I realized Nero is, if used properly, much stronger, even if Dante’s attitude kicks Nero’s immature ass.

No matter what anyone thinks of the rest of the game, combat is exceptional, without a doubt. The only problem is that occasionally fights will take place in enclosed areas where the camera is poorly placed and there is simply little to do save for stupidly smash buttons in hopes of hitting the enemy. That, however, is a rarity; most of the camera issues come from everything else.

Yet these glaringly obvious blunders beg the question: why? Devil May Cry 4 could have been an excellent game. Excellent in every way, earning amazing marks from everyone, but instead it’s here with an utter lack of polish in everything but the fighting. Still, the fighting makes it all worth coming back to time and time again, so there’s no reason why we can keep on hitting the restart button.

Gameplay: 9.0
Graphics: 9.5
Audio: 9.0
Lasting Appeal: 9.0
Overall: 7.7

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