Tuesday, June 19, 2012

E3 2012: The Testament of Sherlock Holmes preview




The Testament of Sherlock Holmes Image

To date, Frogwares has developed about 15 games; but perhaps none as big as their most recent project The Testament of Sherlock Holmes. A new classic adventure game, The Testament of Sherlock Holmes focuses heavily on the darker side of Holmes' story which, by the way, will end in his demise.

As you can guess, this game will be gruesomely dark, which is exactly what I was shown at E3 last week. In our brief demo session at the Focus Home Interactive booth, we were shown a brief gameplay demo which had us solve the beginning of a crime.

The demo began with us, playing as Holmes, investigating the death of the pope. It was a bloody mess of a murder scene that had us perform several actions that you can expect throughout the game: investigation, deduction, and puzzle solving. Our demo centered around the investigation and deduction elements.

We first had to investigate the crime scene to find clues. This was a fairly easy process that simply had us hover over the dead body and look for when the cursor changed into a magnifying glass. The clues we found helped us solve several questions like what social class the murderers belonged to and places they visited in the past.

After searching the body and the entire area surrounding for clues, we were able to make some deductions based on what we found.  This portion of the gameplay was a little more difficult. Now I'll admit I'm no detective, but with the help of two others we were able to arrive at some rather difficult answers based on our deductions.

The deduction portion involved us taking the clues and making educated guesses, eventually ending up with us getting a lead to question. For example, based on one the footprints we saw we were able to deduce that somebody changed shoes - or something of that nature. Like I said, I was horrible at making these logical decisions. Eventually, we came to some educated guesses and surprisingly only got one answer wrong.


The Testament of Sherlock Holmes gameplay

I had asked if the variety of deductions changed based on our answers and while they do, it all eventually leads to the same outcome which is the eventual demise of Sherlock Holmes. After all, this is his story. It deals with the investigation of Sherlock Holmes being investigated, with his sidekick Watson even questioning Holmes' sanity.

There was no real punishment for getting a wrong answers, though you do get achievements for correct answers. If you find yourself stumped, as I often did, the game does offer a help system making Sherlock Holmes expand its reach to a wider audience. Once again, there is no punishment for using the help system though it is reflected in the achievements or trophies you will unlock.

In all, The Testament of Sherlock Holmes features about 15 hours of gameplay spread across 20 different locations. The game attempts to break up the dreariness of death by allowing you to play as Holmes' dog Toby. This adds for an extra layer of humor as you can investigate scenes from another perspective.


The testament of Sherlock Holmes gameplay

The game doesn't offer the sharpest of graphics, despite its improved graphics engine, but if you are into dramatic, puzzle solving games with a dark overtones you may want to keep an eye on . It is set to release in September of this year for Xbox 360, PS3, and PC.




Source : gamezone[dot]com

E3 2012: Way of the Samurai 4 preview





Way of the Samurai 4 Image

A lot of gamers (including myself) enjoy video games because of their over-the-top style and refusal to be realistic. Sure, we dig stuff that has a serious tone if it's carried out properly, but we also like crazy situations, ridiculous characters, and strange worlds. So you can imagine how ecstatic I was when I checked out Way of the Samurai 4 for PlayStation 3 while I was at the XSEED meeting room during E3. The game looks to offer some enjoyable action-adventure gameplay, but thanks to its over-the-top style, this won't be your typical Japanese epic. 

What's so funny is that the plot in Way of the Samurai 4 has all the makings of a heavy, brooding tale. You play as a lone character in the port city of Amihama, where western culture is slowly becoming the norm. You can join the traditionalists who are trying to keep Japan as it once was; the pro-government faction who is pushing for changes; or the British Navy, whose goal is to secure a peace treaty in Amihama. Which faction you side with is ultimately up to you, and you can even make all three groups your pawns and manipulate them like little warring puppets.


Way of the Samurai 4 - 2

Way of the Samurai 4 will allow for some major open-ended decisions, and it all begins in the game's open world. Civilians wander around town, and you can approach them as you see fit. Want to talk to them? Go for it! Perhaps you want to get to know some female characters? According to publisher XSEED, players will definitely get the chance to "hit on he ladies for some extracurricular activities." Of course, if you want to play by your rules and be a total jerk, you can do that, too. My demo guide beat up a bunch of people around town and let me know that you can kill random people if that's what you're into; just be prepared to get a lower character rating. 

I was told that Way of the Samurai 4 can take players anywhere between two to five hours to finish. That said, a quick run will likely warrant a bad ending, so multiple play-throughs are encouraged, and there are plenty of side quests to keep you busy. Different elements from prior play-throughs carry over to subsequent runs. For example, if the player character learns English, that character won't have to deal with the tedious semantics of language acquisition the second time around. Something I thought was really cool was the fact that weapons also carry over, but instead of just starting out with some fierce equipment, your old weapons will be in the possession of different characters around town.


Way of the Samurai 4 - 3

Way of the Samurai 4 will feature a very unique online component that allows players to upload their custom characters. By downloading another person's assassin, that character will be dropped in your world, and you'll have the opportunity to kill the bastard and take his items. I shudder to think what will happen to my character if I get defeated by a stronger foe. 

The whole time I was watching Way of the Samurai 4, I was impressed by just how crazy it was. It reminded me of a samurai-style Saints Row, which only made me want to play the game even more. The series has gained a bit of a cult following here in North America, and the next entry in the series looks to provide an enticing experience for fans of the series and newcomers alike. Case in point: I've never played a game in this franchise, and Way of the Samurai 4 is something I need in my life now. Watch out for the game this summer when it lands exclusively on the PlayStation Network.


Source : gamezone[dot]com

Dota 2: Playing the Phantom Assassin




If you take pleasure in seeing enormous damage numbers pop up over your enemies, Phantom Assassin is a good choice. She’s all about maximizing critical hit damage, and with the right build and a little luck, can near instantly obliterate targets. She’s not particularly strong in the early game, but by farming gold effectively and snagging powerful items she can turn into a very serious threat.

She gets access to four abilities, two passive and two active. An especially effective ability early on is Stifling Dagger, which lets her toss a dagger from a distance to deal damage and momentarily cut the target’s movement speed by half. Phantom Assassin is a melee agility hero, so having the ability to attack from range is extremely useful for last-hitting at low levels and staying out of the way of aggressive enemy heroes. The dagger has a small mana cost as well, so it can be used often without worry.



Phantom Strike is the second active ability, which lets Phantom Assassin teleport to a friendly or enemy unit. Teleporting to friendly units is useful for escaping a potentially disastrous situation, letting you zip away from a cluster of kill-crazy enemies, but by targeting a friendly unit you miss out on a bonus. By teleporting to an enemy, you gain a limited attack speed boost, so you can dart in for a flurry of fast strikes, and considering the short cooldown on Strike once it’s maxed, could teleport back out shortly after if there are friendly units nearby. So if you’re trying to run away from an enemy hero and a pack of friendly creeps are on the way in, you can teleport to the last in line to get out of harm’s way.

Strike and Dagger are best used together, where a Dagger slows the hero’s movement and the Strike can be used to teleport right beside them for a brief burst of boosted attack speed. Combine this with Phantom Assassin’s passive ultimate ability, Coup de Grace, and you gain an increased critical hit chance and four times bonus critical hit damage at its highest level. If you get lucky, you can jump in and trigger multiple critical hits in a row, cutting huge chunks out of an enemy’s health bar in a very short period of time.

Though damage output is massively increased, Phantom Assassin isn’t durable. She should not initiate fights, as she’ll get shredded if there are multiple enemies beating her up at once. Her other passive, Blur, helps a bit with this, boosting her evasion and wiping her from the minimap when around enemy heroes, but isn’t going to keep her alive long against a focused attack.

To assist in a fight, Poor Man’s Shield can help mitigate damage taken, Black King Bar will assist with survivability by blocking incoming magic damage, and Battle Fury adds a nice area of affect bonus to hits. If you’re rich, you could pick up Satanic for a larger damage boost along with life steal, or pick up Abyssal Blade for better damage along with a stun.

Even with only two active abilities, Phantom Assassin still isn’t best for beginners because you need to be very precise about movement and skill use once you teleport into a fight. Still, with some practice, Phantom Assassin can be extremely rewarding to play as, especially if you’re able to chain a few critical hit strikes together and wipe out an enemy in a blink.



Source : ign[dot]com

Okami Coming to PlayStation 3




Do you remember Okami? The unique Clover Studio-developed and Capcom-published game originally came to PlayStation 2 back in 2006, garnering a glowing score from IGN. It was later ported to Wii in 2008, where it earned another great score. And now, Andriasang is reporting that famous Japanese gaming magazine Famitsu has revealed that it’s coming to PlayStation 3.

The PS3 iteration of Okami is reportedly “a remastered version of the original” game, and will be referred to as Okami: Zekkie-ban, or Okami: Magnificent Version.



The game will reportedly support 1080p HD visuals and will be released in Japan on November 1, 2012 for the just under 4,000 Yen (or around $50). It will be PlayStation Move-enabled.

It's unclear if Capcom intends on releasing the PS3 iteration of Okami in the west. We’ve reached out to Capcom for further comment and will update when we hear back.



Source : ign[dot]com

Civilization V: Gods and Kings Review




I love religion. Not any one in particular, mind you, just how they interact with one another, influencing individuals, cultures and nations in times of peace and war. Religion is just so uniquely human – a force for good and terror, and one of the biggest factors in shaping the remarkable and bloody history of mankind.

Keeping this in mind, it shouldn’t surprise anyone that I was sorely disappointed by the removal of religion between Civilization IV and V. While Civ V managed to be the most approachable Civ to date, and a whole lot of fun despite its flaws, I’ve not-so-secretly harbored an intense longing to bring some sort of god back to my people. As if somehow my whispered prayers and rants on podcasts were heard, developer Firaxis and legendary game designer Sid Meier have released Civilization V: Gods and Kings. The core of the Civilization V experience remains intact, but new additions like religion, espionage and a host of smaller items and tweaks revamp what was already a fantastic game. Prepare to lose sleep as you fall in love with V all over again.




The heart of Civilization V isn’t changed by Gods and Kings. You still start by selecting the type of world you want to play in (continents vs. Pangaea, for instance) and seeing if you can develop your would-be superpower into something for the history books. Advisors return as well, ensuring that even vast empires never feel overwhelming to play, and that you can always get up to date advice as a situation develops after every turn. Likewise Civ V’s excellent tool-tips persist, quickly showing you relevant information like whether or not you’ll win in combat and why, as well as offering in-depth explanations of how key game systems work, such as happiness and resource gathering.

Much of the content in Gods and Kings is predictable expansion stuff. You get new leaders such as Augustus of the Swedes or Pascal of the Maya, new units, and new buildings. Diplomacy has also been made a bit more intricate (though belligerent AI makes it less important, more on that later), with choices like declaring friendship or denouncing other civilizations for small diplomatic changes. City-States can now be bullied, and you can demand tribute from them at a loss of favor. Units also have their hit points put on a 100 point scale instead of a 10 point, allowing the designers to make combat last a bit longer, and give time for more exciting and strategic fights to develop. Having more content to experiment with, more variables to toss in when you’re randomly generating maps, is fun, but that’s not exactly what you pay any considerable amount of cash for.

What you do pay $30 for are the substantial changes and additions, such as the surprisingly fun scenarios. Normally I only play randomly generated games, but the included scenarios are a great change of pace from a standard Civ V game. Not only are they shorter, but they all offer unique victory conditions, forcing you to change up your strategy. Even cooler still, the Empires of the Smokey Skies scenario takes you into a world of steampunk fantasy, complete with exclusive leaders, units and tech tree options. You could easily spend hours playing these scenarios over and over with a variety of different leaders.

The most substantial addition by far, the very reason to get Gods and Kings, comes from the addition of religion and espionage. But this isn’t the religion you know. It’s an entirely new system based around the new Faith resource. New structures exist to build Faith, and once you gain enough you can found a basic form or religion called a Pantheon. Eventually you can accumulate enough Faith to create Great Prophets, using them to create a religion of your own devising by selecting a number of traits from a pool shared amongst everyone. This means that as you pick a trait for your religion, say, +1 happiness for each city that follows it, no one else can have it. Ever. Hence a new race begins in the early game, with civilizations competing over who can get the best religious traits. Additionally, the types of traits you pick can greatly shape how you play. Want to be an aggressor? Pick traits that allow you to use Faith to buy units, or that give you bonuses to fighting near towns that believe in what you do. Alternatively you could go for an expansionist route, selecting options that give your believers a faster birth rate, or help them when dealing with City-States.



Likewise, espionage informs the way you play through enhancing current systems rather than creating entirely new ways to win. Eventually you will be awarded spies as you progress through the tech tree, which you can then plant in enemy cities to find out what they're making or gather intel you can give to other civilizations for small political gain. Alternatively, your spies can be planted in your own cities to serve as counter-agents, or even hop into City-States to rig elections or attempt coups. Your interaction with your spies is limited to little else than telling them where to go, but wise placement can have far reaching consequences. For instance if you're going for a political victory, you could have spies turn City-States to allies, making them vote for you in the United Nations. You could also steal important technologies, progressing you down the science victory route at an advanced rate. It's just really satisfying to set them loose for a few turns, reaping the benefits without having to do a lot of micro-management.

For all the things Gods and Kings adds, including additional options for diplomacy, there still doesn't feel like there's much you can do against the hyper-aggressive AI. When you first meet a rival they'll likely be nice, but as soon as your borders come lose they'll start denouncing you and escalating tensions towards war. No amount of appeasement seemed to matter when it came to slowing down an enemy advance. The bottom line is this: if you're weaker than them and close to their border, they're going to attack. Meaning that, just like in vanilla Civ V, you need to maintain a sizable military if you want to survive. It feels contradictory to my goals when I'm going to a cultural, political or science victory, and makes the AI feel a bit binary. Either you're a military might and they're complacent, or your nation of brilliant scientists or philosophers better prepare for a beat down no matter how good they are to their neighbors.


Still pretty a couple of years later...

Multiplayer alleviates many of the AI issues, and is a lot of fun as long as you are patient enough to wait for turns to be calculated. Each person's turn takes place simultaneously, but this also means, just like singleplayer, turns take longer to calculate as the game goes on. You also have to wait on other players, and while there is a timer to keep anyone from taking too long, it means you can't play at your own pace. It's a trade-off, really; sometimes I love the social aspect of multiplayer, but other times I just want to zone out for hours on end and take things nice and slow. Either way, if I'm playing Civ V I'm having fun.



Source : ign[dot]com

Behind the Scenes of Theatrhythm Final Fantasy




We're just a couple weeks from the stateside release of Theatrhythm Final Fantasy, Square Enix's quirky new title that combines RPG elements with rhythm gameplay. I recently had the chance to sit down with the game's producer, Ichiro Hazama, and pick his brain about the making of Theatrhythm, and how such a unique project came about in the first place. Here's what he had to say...

IGN: Theatrhythm Final Fantasy is a rather unique rhythm/RPG hybrid. Exactly how did the idea for this game come about?

IH: So as you know, Final Fantasy is an RPG. But from the very beginning Final Fantasy has had a reputation for coming with great music. As you also know, the Final Fantasy series is celebrating its 25th anniversary. We already have 14 titles to showcase the whole of their music. Whenever you look back on the moments that you played the games, you always associate certain scenes with certain music. We thought that music has a real appeal that way, to Final Fantasy fans. That was the original thought that led us to develop the game.

IGN: Why did you choose the 3DS as your platform? Was it the touch screen, the portability? What about the hardware appealed to you?

IH: Of course, both of the aspects that you mentioned are part of the key elements. But also, compared to the DS, it has a much greater capacity, and it has a great sound system. To combine the sound and the visuals, we thought that this would be a great platform to work on.

IGN: Was it difficult to incorporate RPG elements - like leveling up, boss fights, items, things like that - into a rhythm game?

IH: Of course, it wasn't easy. But when you look at Final Fantasy fans, they're not necessarily big rhythm game fans. So to satisfy them and amuse them, you do have to have some RPG elements. They might be better at using abilities or items to clear the games easily. And then they might be able to enjoy a music game that much more. That was our idea.



IGN: Theatrhythm features three distinct music and gameplay types: Battle, Event and Field. How did the idea of splitting the music into those three categories come about?

IH: When you look at the Battle Music Stages and Field Music Stages, you see a distinctive difference in the music. Battle music is uptempo, it has a really fast pace, and field music stages have slower music. And when you look at Final Fantasy games, both styles exist. When you look at rhythm games, most of them just have the simpler, faster music. But you can't do that with a Final Fantasy game, to satisfy fans of the series. That's why we separated those two.

In terms of event music stages, it just recalls people's memories from the games. It's a little bit different concept from the other stages. Battle music stages are very similar to a traditional rhythm game. The field stage is to make players feel more comfortable just enjoying the music. And event music stages are to make players feel like they're the conductors of the actual music.

IGN: So that’s why you move your stylus around like that during those segments, almost like a conductor’s baton.

IH: That's exactly right, that's what we wanted to do.

IGN: Final Fantasy obviously has a vast catalog of amazing music. So how did you choose which songs to include, and which to maybe save for downloadable content?

IH: We tried not to choose on our own, on the developers' side. But when I worked on a previous game, Dissidia 012 Final Fantasy [Dissidia Duodecim], we conducted a survey of fans who played that game, and then we collected the results. Those were actually incorporated into the game.

IGN: The chibi depictions of Final Fantasy characters in Theatrhythm are adorable. So what’s the story behind this? Why was the decision made to go this route instead of opting for a more realistic art style, or just using the different sprites and character models from the games themselves?

IH: As you know, if you tried to use the original character art, you’d see such a variety of art styles, from simple pixel images to beautiful CG images. So it was difficult to put those all together in one game. But in Japan, when we were developing this game, there was another game, a mobile Kingdom Hearts game, which had something called the Avatar Kingdom. In that game, some Final Fantasy characters appeared as chibi characters. I thought it was really cute, so I proposed the idea of using it in Theatrhythm to Tetsuya Nomura. Nomura approved, and so that's how we came to it. I'm very glad to hear that you thought they were cute, because whenever we propose those chibi types of characters to an American audience, they tend to see that as part of a game that's aimed toward little children.

IGN: Is that so?

IH: Yes. That's why I'm glad to hear that someone like you agrees that they're cute.

IGN: Trust me, they're adorable. Especially chibi Squall.

IH: (laughs)



IGN: Going back to the game itself, what featured aspect of Theatrhythm do you think players will find most surprising?

IH: First of all, they'll be surprised to see the combination of RPG aspects in a rhythm game. But also, we want the players to feel a fresh excitement about the combination of music and movies. We think it will give them a new, refreshed kind of excitement. And also let them feel like they can remember old times playing these games, and feel like playing those games again, because those were so much fun. In that sense, this might be a little bit of an old-school type of gameplay, something that stimulates players' imaginations. That's what we hope players will get out of this game.

IGN: What about this game do you think will appeal especially to hardcore Final Fantasy fans?

IH: We would want the serious Final Fantasy fans to remember their history, remember the history of the games and the series, and enjoy the music in this game. Also, in addition, this is the 25th anniversary, and some players may not be familiar with certain titles, even though they're fans of others. So this game may lead them to feel like they want to play the games that they've never played, because the music sounds so amazing.

IGN: Do you feel this is a game that even people who haven't played Final Fantasy before would still be able to enjoy? And if so, what about the title do you think is universally appealing?

IH: Yes, I do think people who never played them can enjoy it. It might be difficult for them to actually pick it up and start the game, they might need a chance to get to know Final Fantasy. It could work if, say, their friends knew about it, or they borrowed it from someone, like an older brother. But if that gives them a chance to get to know the games and get to know the music, that would be great. As long as players play it and feel it, I think they'll love it.



Source : ign[dot]com

How Killer Freaks Became ZombiU




At E3 2011, Ubisoft unveiled Killer Freaks from Outer Space, an original IP set to capitalize on the unique abilities of Wii U. At the time, Ubisoft described the game by saying “The dangerous and degenerate creatures from outer space we call FREAKS seek to eradicate the human species with single-minded fury.”

While that game looked promising, Ubisoft announced during its press conference this year that Killer Freaks is no more. Instead, it’s been transformed into zombie survival horror game ZombiU. During E3, host Aisha Tyler noted that “as the game was developed, the tone shifted a bit” and the killer freaks “slowly evolved” into zombies. For slightly more detail, we spoke to Ubisoft senior vice president of sales and marketing Tony Key about exactly what happened.



“We look at Killer Freaks as more of a tech demo,” Key explained. “They came up with this idea. It was an easy execution for them to use the Rabbids technology that they had built to create the Rabbids, the wire frames, to create these very quickly, these little goofy creatures. And they brought it to us as a tech demo for the Wii U saying ‘this is what we can do with the game.’ And we all thought ‘wow, that’s really cool. We should show that to Nintendo.'"

"And before you know it, it’s here at E3 as a way to demonstrate the new system," Key continued. "And as time goes by, we start to see that there’s maybe bigger and better ideas around this actual game design, and these freaks slowly started turning into zombies because zombies are much more compelling than these stupid little rats we had running around, whatever they were.”

Like Tyler, Key notes that the visual shift came along with a tonal one, and ZombiU will be considerably more serious than what we might have seen in Killer Freaks. “The team really decided that they wanted to take a more serious tone,” he said. “And it was going to be hard to do with the baddies that we had designed. It’s the same studio that made Rabbids, and their devs kept looking at it and going ‘these things need to be zombies. All I see is an ugly Rabbid when I look at this thing.’”



During a ZombiU developer demo with story design director Gabrielle Shrager, we asked about the change in direction from Killer Freaks to ZombiU. “We were having a blast with Killer Freaks. The more we got into developing specifically for the GamePad, the more we realized how absolutely ideal it is for survival horror. The fact that you have to keep your eyes on two screens at once, it’s incredibly scary,” she said. “It’s a perfect fit. You’re not going to fight it. When you’re trying to design for new technology and a new gaming experience, you want to go with what’s going to be best for that. We capitalized on everything we’d developed for Killer Freaks.”

For now, ZombiU is a Wii U exclusive, though Ubisoft told us that it could eventually go multiplatform. For a better idea of just how scary the game can be, check out our hands-on impressions from E3.



Source : ign[dot]com

WipEout PS3 Content Packs Coming to Vita




Two WipEout HD content packs that were previously exclusive to the PS3 will soon be available on Vita.

Sony has announced that content from WipEout HD and WipEout HD Fury will be available as DLC for Vita's WipEout 2048 from tomorrow in Europe, and today in the States.

Thanks to the company's Cross-Buy feature, if players have already purchased the packs on their PS3 then they'll be able to download Vita versions at no extra charge.  The Cross-Buy feature also works the other way, meaning purchasing a title on the Vita makes you eligible to download its PS3 counterpart for free.  Vita games which make use of this already include Hustle Kings, Top Darts and Motorstorm RC.

Content from the latest console incarnation in the WipEout series, WipEout HD, can be downloaded on the PS Vita through the WipEout 2048 - WipEout HD Game Pack.  It contains 12 new tracks, including eight reverse tracks, and 12 new ships to bolster what's already on offer in the retail version of WipEout 2048.  If that's not enough for you, the WipEout HD Fury Game Pack will provide access to a further 12 tracks and 24 more ships.

Each pack will cost £6.49 ($7.99) individually or £9.99 ($12.99) if bought together.





Source : ign[dot]com

10 Of The Best iPad Board Games




It’s an odd crossover, this: board games are as old as dammit, video games haven’t hit retirement age yet. But in terms of taste, the crossover is huge. I don’t know a video game designer who doesn’t love board games; indeed, it’s widely known that the elder statesmen of UK game development (including Ian Livingstone, Peter Molyneux, Steve Jackson) get together to play Caylus and other German board games. Perhaps it’s their elegance of mechanics, perhaps it’s the humanity of their mandatory multiplayer, but (if you’ll forgive my mangling of our language) board games tick all the boxes that make gamers tick.

What video games bring to board games is remote play, polish and value. A premium Fantasy Flight board game like might cost £100 where the iPad version will cost £10. Yes, that’s expensive compared to all the other iOS apps at £1, but - and you’ll get a lot out of this - what tablets bring is accessibility and a tactile UI. You don’t have to spend hours learning the rules and setting up the board - it’s done for you in the blink of an eye.

Because the iPad App Store is brimming with them, we’ve picked out ten of the best boardgame conversions to showcase here. Many on the store, however, appear to be unofficial versions - for example, the superb free iPad version of Dominion - so we’ve restricted ourselves just to the official, polished games until we can know more.

10. Catan

The grandaddy of iOS games, and indeed of board games, Catan’s accessible mechanics make it easy to learn and hard to master. A simple random resource allocation mechanic is complicated by a trading system that rewards co-operation and restrains early leaders. (In simple language: it’s fair). Victory is as simple: all you have to do is build the most cities / towns, with a few extra conditions that might lead to a win. The iOS version has a solid tutorial, local multiplayer, good AI, the Seafarers expansion (which adds a campaign and new rules), great customisation options (even allowing for the almost total removal of randomness), stat-tracking and several challenge maps.



9. Carcassone

Another family favourite (if your family is into German board games), Carcassone is easy to play but hard to understand. Players co-operate to build a river valley together, claiming the land as they do so. Whereas Catan is easy to play, Carcassone’s scoring system and speed is hugely improved by the move to tablet; the game adds up all the points so you don’t have to, making the end-game much simpler. It also has superbly implemented multiplayer, good AI, a superb single-player Solitaire puzzle mode, two cheap expansions, and a great tutorial.



8. Puerto Rico

I’ve played Puerto Rico over and over. I understand the game back to front. And I still can’t beat the easiest AI. Puerto Rico is THE toughest of the German games to play and is a real challenge for those RTS players out there. It’s an agricultural game, like Agricola, but players must also ship the goods they make. It’s hard balance to strike between infrastructure, farming and shipping, and one other thing I don’t quite get. It features game centre match-making, a solid tutorial, super-tough AI and basic stat tracking.



7. Tigris and Euphrates

Reiner Knizia is the grandaddy of German board game designers, prolific and with a distinct, mathematical style. I personally can’t stand his games, but lots of people love things like Tigris & Euphrates. Ostensibly, it’s a kingdom-building game, but more honestly, it’s a tile game, where you build and steal networks off each other. The iPad version, though not as beautiful as the Days of Wonder games, is slick and quick to play, with solid AI. It also supports local and online multiplayer, and tracks your stats.




Away from the rural idyll of the normal German games and the blood n’ guts of the Ameritrash, Ticket to Ride is a classic connectivity game. Players build railway lines across America (expansions include Europe and... Switzerland, bizarrely), with plaudits going to those with the greatest length and number of routes completed. It’s an extremely slick app, probably the easiest to learn here, and it’s beautiful to behold, down to every icon having a perfect Victoriana style. It includes online multiplayer through Game Center.







The word ‘Ameritrash’ is a way of saying a game has a strong theme (often fantasy), player combat and a dollop of luck. Small World is pure Ameritrash; you take control of successive fantasy races, trying to conquer as much of a small continent as they can before their inevitable decline, when you pick a new race. It’s fun, cruel and fast, with combat. It’s a pity the iPad version is only two player and pass-and-play, and the AI isn’t top-notch, but the superb design sure makes up for it. It has two minor expansions, which bequeath new races and rules.



4. Ghost Stories

Ghost Stories is singular in several ways: it’s set in ancient China; players are attempting to defend a village against ghosts; it’s purely co-operative; and it has some of the strangest layouts and mechanics I’ve encountered. If you’ve got a bunch of brainbox friends for the local multiplayer, great. If not, it will let you play as 1-4 players by yourself, on any of four difficulties, and the enemy variety makes it slow to get bored - but there are no expansions if you do. Again, it’s tough and will punish novice players quickly.



3. Ascension

Created by three pro tour Magic the Gathering players, Ascension I, of course, a card-game, with players building their decks in-game to decimate a range of NPC baddies and gain victory points. Given its heritage, it’s extremely brash, with garish card art like Warhammer Fantasy and a convoluted interface style. It’s also extremely quick and players can build very different decks to take advantage of the game’s asymettries. The online mode integrates with Game Center and lets players play extremely quick games or extremely slow ones, with turn limits ranging from 10 minutes to 14 days.



2. Neuroshima Hex

An Ameritrash game that works much better on the iPad than it did as a tabletop game, Neuroshima Hex is a post-apocalyptic hex-based wargame in a very confined space. Four factions (mutant, military, robot and gangsters) with unique units battle to destroy each other’s HQ. Tense, strategic and high-energy, no two battles go the same way. Two expansions each introduce a new faction and tileset. It has four-player local multiplayer but, despite Game Center integration, no online multiplayer.



1. Caylus

The last of the big-name German games, Caylus casts you as builders seeking to impress a lord by building as much of his castle as possible, whilst also enriching yourself and building a town around the castle. Though players are limited in their actions (you can only do things that no other player has already done), the complex board expands through player action, so that choice expands as the game progresses. The game supports five players, either locally or online. Though the online mode is robust, it seems to have less online players than the other games - we hope that this article changes that!



There are plenty other titles out there we’ve not covered, though. Some worthy of consideration are: Dominion, Titan, Hive, Medici, Bang!, Elder Sign: Omens, Timeline, Ra, Tikal, Cyclades, Reiner Knizia’s Samurai, Scrabble, Forbidden Island.  Let us know your favourite iPad board games in the comments below.



Source : ign[dot]com

Rating for Rage DLC Appears Online




A rating for something called Rage: The Scorchers has appeared on PEGI's official website (spotted by Siliconera).

The Scorchers were a group of bandits that were cut from the game's original release. The rating was passed last week, strongly implying that we will see The Scorchers return in the form of DLC for Bethesda's post-apocalyptic shooter.



The rating is light on details, but it's been given an 18 rating for "extreme violence" and "strong language"; it also states that the title "allows the player to interact with other players online".





Source : ign[dot]com

Ratchet & Clank Trilogy Review




Before Insomniac was known for its creative weapon design in Resistance, it was famous for its creative weapon design in Ratchet & Clank. For those that haven’t played the series, if you had to shoehorn these games into a genre, you’d label them action-platformers - the combat is frantic, there’s some skill required getting around the various planets and it’s all topped off with light puzzle solving. That, however, would be missing the truth of the matter; the hook at the heart of these games that keeps players on the line, jonesing for just one more mission.

No, it’s not the characters, although there’s no doubt they’re endearing and anchor the series’ zany sense of humour. And no, it’s not the unique visual style that eschews a quest for detail and runs with stylised, colourful worlds and wonderful animations.

The answer is somewhat less evocative when boiled down to a single word: acquisition. These games are all about smashing stuff up to harvest the precious bolts contained within, which are then spent on a wondrous array of weaponry. New weapons means more ways to smash stuff up, and thus the cycle of Ratchet & Clank’s gameplay continues.

Seeing what weapon is around the corner is a huge part of the fun. Sure, I’m currently tossing bombs that set off miniature nuclear explosions, but what I could really do with is a way to suck my enemies into black holes. Or turn them into sheep.

The weapons just keep coming, and the thirst for bolts – the series’ currency – never abates. You will smash every crate you see, no matter how far out of your way, and you will love every moment of it, because this series understands that destruction and acquisition are pure pleasure principle. It’s chaotic and it’s fun, and it’s built on truly solid gameplay foundations that shine almost as much today as they did back in the PS2 era.



This collection contains Ratchet & Clank, Ratchet & Clank 2: Locked & Loaded (or Going Commando as it’s known in some territories) and Ratchet & Clank: Up Your Arsenal, and they’ve never looked better. The stylised art direction really pops at 1080p, with the team’s decision to emphasise colour and personality over hyper-detailed textures as good a choice in high def as it was for the original releases. Sure, the visuals aren’t going to rival the Future titles, which were created from the ground up for PS3, but these worlds will still impress. The games obviously still run at 60 frames per second too, which was always one of the reasons they felt so great to play in the first place.

That said, if you want to play them in 3D, you’re going to have to cop a drop in resolution to 720p and a drop in frame rate to 30 frames per second. Chances are you either like playing in 3D or you don’t, but I can’t imagine anyone loving the 3D experience enough to be prepared to lose that buttery control.

I should also mention that there are portions of the games that still run in 4:3 as opposed to 16:9, simply because they’re FMV that the team hasn’t been able to create in widescreen (acceptable, but the drop in resolution is very noticeable) or they’re in-engine cutscenes that are now running at a higher resolution but aren't in widescreen (less acceptable). None of this influences the gameplay, obviously.


Robot sidekicks. Every game should have 'em.


Playing through the three games again, you can really see Insomniac grow in confidence with each title. There’s a particularly noticeable leap in quality from Ratchet & Clank to R&C2: Locked & Loaded. The controls are much more responsive, the weapons have more oomph, the presentation is slicker and the characters have been nicely refined. The first game is still enjoyable, but you won’t want to go back to it after playing the sequel.

Across the trilogy as a whole, the games evolve in ways both minor and major. Weapon upgrades are introduced in the second title, for instance, meaning the more you use a weapon, the more powerful it becomes. This creates a neat balance between acquisition and maximising your current arsenal. Other upgrades are also introduced, letting players boost Ratchet’s armour and his ship.

Locked & Loaded also sees Ratchet learn how to strafe properly (as opposed to the clunky hover-jet option in the original), and this additional control fidelity is used to great effect to really put combat – and third person shooter-style play – front and centre. This really hits top gear in Up Your Arsenal.

There’s one thing that doesn’t really change across the games, and that’s the balance of combat, platforming and puzzle solving. Combat is absolutely the focus, but each world our heroes visit generally has at least a couple of missions, which makes exploring each new destination fun, and players are always buying new weapons and unlocking new gadgets, which in turn open up new areas and provide new challenges.

There are certain staples across multiple titles – boots for grinding rails or walking on magnetic walkways, the Swingshot for grappling across gaps and swinging between points, but it’s the one-off gadgets that keep things interesting. In the first game, for instance, Ratchet has the Hydrodisplacer, which lets him empty certain pools of water and fill others. This factors into a number of the game’s admittedly light puzzles, but is well used. Riffing on the water theme, the second game gives him the Thermanator, which he can use to freeze and thaw bodies of water. Two waterfalls, for instance, may be frozen to allow him to wall-jump his way up to a higher level.

Variety is absolutely the spice of life in these games, so – among many other things – you’ll be hacking security systems, engaging in space combat, duking it out in arena-style combat challenges and playing Qwark 2D platformers. Hell, the third game has an infiltration mission where Ratchet’s in disguise and must talk his way past the guards (“Would you like to buy a pre-owned Crotchitizer?” being a failed conversational gambit), while Clank is directing a monkey sidekick using a gun that shoots bananas. That, right there, is hard to hate.

Of course, missions like that are the exception to the rule. Combat is the order of the day, and it steadily ramps up across the three games, until you’re wading through relatively large-scale battles in Up Your Arsenal. The player’s steadily-growing arsenal in each title means there’s always new ways to approach combat too, and while not all the weapons are indispensable – some are just plain clunky, in fact – it’s satisfying having so much choice.

It’s also worth emphasising that the more traditional weapons work wonderfully well and provide a great foundation. The games’ equivalents of shotguns, grenade launchers and machine guns are spot-on, balancing out the more exotic weapons nicely.


These games represent a true elevation of the crate to celebrity status.


All this adds up to a series that’s a whole lot of fun, but not necessarily challenging. The first game in particular – despite the more awkward controls – is an absolute cakewalk for its first five hours or so. Locked & Loaded and Up Your Arsenal ramp up the challenge somewhat, but players looking for tough combat and taxing puzzles won’t find that here. Thankfully, I was having too much fun to care.

The challenge is designed for an all-ages audience, and so too are the characters and story. Like the gameplay, however, they work on multiple levels. Younger players will love the zany villains and the physical comedy, while older players will dig the more absurdist touches: Qwark’s hand-drawn battle plans in Up Your Arsenal or the aforementioned banana launcher.

It’s also fun seeing how Ratchet and Clank evolve as a team. Ratchet is very much a reluctant hero in the original, and annoyed by Clank’s sense of duty towards saving the galaxy. Celebrities on the wane at the start of the second game, Ratchet is itching to get out and save the day once more, but by the third game he’s all but overshadowed by Clank’s star turn in the Secret Agent Clank TV series.

Insomniac have a similar amount of fun with Qwark, the archetypal barrel chested, square-jawed cowardly hero, who falls from grace and winds up living on a jungle planet, under the impression he’s a monkey. He’s far from a unique character, but is used to good effect, alongside villains like Dr Nefarious.



Source : ign[dot]com

Steel Battalion: Heavy Armor Review




Forget “You are the controller.” After nearly two years, the mantra for Kinect has proven to be more like, “The road to Hell is paved with good intentions.” Though the gamepad-free gaming device conjured up wondrous images of slick, gesture-driven, Minority Report-style user interfaces upon its introduction, its realities have borne far less ambition -- and even shoddier execution.

Pioneering title Steel Battalion: Heavy Armor is a rare Kinect case where ambition is hardly the problem. Kinect’s first dedicated hybrid game -- meaning the camera works in concert with the Xbox 360 controller at all times -- puts you in the cockpit of a Vertical Tank (read: mech) in a near-future America where a silicon-eating virus has destroyed all of the world’s computers, leaving a global battle with a Korean superpower to be fought using low-tech, analog walking tanks. You pilot one of these VTs from the first-person perspective of silent protagonist Winfield Powers -- alongside the three crew members who also reside in the belly of your metallic beast.


What dogs see when they look out through your front-door mail slot...

You’ll move the VT and fire its weapons systems entirely with the controller using typical first-person shooter controls, while Kinect gestures operate all of the tank’s other bells and whistles. For example, extend both arms straight ahead to look out the slot-sized viewport (you’ll spend much of your time here); raise your right hand straight up to bring down the long-range periscope; extend one hand or the other to pull out either the left or right access panels, which let you check your external cameras and radar or activate the cockpit ventilation system; swipe in either direction to turn and interact with one of your crew members; or stand up to pop out of the top hatch and survey the battlefield.

Truly, moving from classic Steel Battalion’s proprietary 100-button joystick system to one with virtually no physical inputs is a bold and equally outside-the-box move. (The irony, of course, is that Heavy Armor costs the same $200 as its cult-classic progenitor did if you combine the $150 price tag of Kinect with $50 for a copy of the game.) But while the impressive original was an impeccable, hardcore giant-robot sim that gained instant infamy for its amazing immersion-boosting control system, Heavy Armor is just plain hard -- though it too will probably live on in Xbox lore for all the wrong reasons.


Why should your crew get to bail out when you're stuck here? Sit down, Natch!

Woefully, Heavy Armor is, in practice, a nightmare in nearly all aspects. As we’ve unfortunately come to expect from most Kinect titles, the motion controls are terrible. If we so much as flinched on our couch, the game asked us to re-calibrate the Kinect sensor, and in the heat of battle we had constant issues both at home and in the office with accidentally closing the viewport hatch when we were trying to simply look out the view panel.

Why did we constantly have to keep doing that? Because, in what is likely an attempt to simulate the guttural force of have your VT get rocked by a missile, you’ll be reset to the cockpit view every time you’re hit, meaning you’ll have to scramble just to get back into a viewing angle where you can counterattack before you’re killed.


We'll be comin' round the mountain when we come...

Kinect again frustrates when you’re hit so hard that toxic smoke fills the cockpit. In order to vent it, you have to extend your right hand to grab the control panel, pull back to bring it out to where it’s accessible, then wave your hand around in the air again and hope you can successfully get a grip on the cord you need to yank in order to clear out the smoke before you choke and die. Instead, we were frequently hitting other buttons on that panel or, worse, unable to pull out the panel all the way at all.

Believe it or not, however, Heavy Armor’s Kinect functionality isn’t even the primary culprit of its numerous failings. If this were a controller-based game, it would still be atrocious. The mailslot-sized viewport boasts an old-school iron-sights aiming reticule, and in what we presume is a decision made in the name of simulating the low-tech nature of the VTs, it’s damn near impossible to hit anything at any range beyond point-blank (at which point you’re usually toast) using either the machinegun or the missiles. That means you’ll spend an inordinate amount of time in the periscope. This becomes a problem when you get hit and have your periscope glass cracked and can no longer fire accurately, leaving you exactly zero precision targeting options.


Select missions let you invite three friends to share in the pain with.


Furthermore, we’re not sure we can recall worse examples of mission design than what’s on offer here. One early stage tasks you with lying in wait to ambush a single enemy VT. You must stand up in your living room and peer out from your cockpit to do this, waiting over three real-life minutes (standing the entire time, and yes, we timed it) before finally being allowed to fire up your VT and take him out. And when you drop your lone target, the mission ends! But don’t fail, because then you’ll have to do the whole thing over again. Another level has you shooting a few foes, then hopping out of your mech in a scripted sequence and using Kinect to literally pry intel from an ally’s cold, dead hand. Total mission time: approximately two minutes. Compounding matters, Heavy Armor is often very vague about what exactly your mission objectives are.

Other stages are so painfully, brutally, frustratingly difficult -- a five-minute, timed race against the clock to destroy endless waves of bad guys and a freeway overpass fight against a virtually unstoppable super-mech are among the low-lights -- that we defy anyone to get through them without having the strong urge to shatter their controller and/or throw their Kinect out the window. The awful, inaccurate Kinect controls only make the bad situations worse, leaving Heavy Armor as a great idea fatally crippled by its own technical and design failings.



Source : ign[dot]com