Wednesday, June 6, 2012

E3 2012: Torchlight II Getting Closer to Launch




Taking in all the feedback following a recent beta testing session, Runic Games is still making tweaks to Torchlight II’s gameplay. The skill trees for each of the four classes, for instance, will be changed.

The skill trees function much like in Diablo II, where you’re awarded points upon leveling up and can invest the points to learn and subsequently power up skills. Previously, putting more than one skill point into the same category merely bumped up its effectiveness, increasing the same bonus to higher levels with each point. Runic is reworking the system so skill upgrades will be a little more interesting at higher levels.

After putting in a certain number of points, skills will now gain different effects as they’re leveled. So the Embermage’s electrical attack may not only become more damaging at higher levels, but also gain a chain bonus and hop between targets. These won’t be invisible behind-the-scenes calculations either – you’ll see the bonus effects represented onscreen.



Deciding where to invest your skill points is a major part of character development, and Runic wants to make sure that it’ll be just as viable to invest heavily in early game skills as it will to spread points around and learn a wider range of attacks and passive bonuses.

If case you find you don’t like the way you’ve assigned skills, there will be a way to respecialize and reallocate points, but such functionality will be limited. Runic co-founder Max Schaefer says he hates the idea of respecialization because it takes away from the importance of decision making while leveling. At some point while playing Torchlight II you’ll no longer be able to refund and redistribute skill points, meaning you need to think very carefully about how you’d like to upgrade your character. Also like in Diablo II, leveling up awards you with statistic points that you can use to increase your character’s base stats. Unlike the skill points, these will not be refundable at all.

Other post-beta adjustments include toning down the magical effects and targeting. It seems players in groups of six were having a lot of trouble identifying exactly what was going on in the middle of a fight, so Runic is taking steps to pare away some of the more extraneous effects so nobody gets lost during battle. Targeting was also made a little more forgiving, so in the chaos of combat it won’t be quite as tricky to cast spells and swing giant hammers at your desired targets.



Runic says for now to expect Torchlight II toward the end of summer 2012. After launch, the studio plans on pushing an editor out for the community, as well as finishing up a Mac version. Once that’s all done, the next project could be more Torchlight, or it could be something else entirely. It all really depends on what happens with Torchlight II. If there’s a lot of interest at launch, then Runic will be happy to focus on more content and potentially an expansion somewhere down the line.

In case you didn’t get a chance to play the beta, Torchlight II is really good. Even at low levels the Embermage caster class has a varied skill set. Depending on your build, you can unlock channeled fireballs, area of effect frost storms and bursts of elemental magic that automatically seek out targets. One of the Embermage’s passive abilities also has the interesting effect of giving a chance to teleport creatures away from you, opening up some additional space to cast spells and avoid damage.

Like the rest of the four classes, the Embermage gets a charge bar. Every class’s bar works differently, and in this case the more damage an Embermage does, the more the bar fills. When completely full, the Embermage is granted boosted damage and the ability to temporarily cast spells free of mana cost, which should be especially useful in encounters against large groups of foes.

Assuming everything goes smoothly with development as Runic continues to work on Acts II and III, Torchlight II should hopefully be available before the end of summer on Steam.



Source : ign[dot]com

E3 2012: Arma III’s Gorgeous Freedom




It’s tough to call Arma III a shooter because there’s so much to do aside from straightforward shooting. Sure, you can run across gigantic environments with a gun in hand and search for targets, but you can also jump into land vehicles and scan the ridges of hills for enemies using a white hot infared targeting system or take off in a helicopter and cut through the skies, pummeling land targets with machine gun fire and rockets.

In Arma III you can also dive beneath the waves. Underwater you’ll be able to swim through water in a diving suit or board a small submersible to travel more quickly. The attention to detail is extremely impressive, as sunlight beams through the surface that shifts up and down realistically with the waves. While in the submersible you’ll be able to control it from first-person view, showing all the controls and interface close up, and look around to see the scenery as it passes while you’re moving forward. If you eject, you can also fight underwater with firearms against other armed divers.



Above ground you’ll find the same attention to detail, as vehicle interiors are obsessively modeled, something you’ll see if you switch to first-person from third-person perspective to get close-up views of the interior, right down to your hands on the steering wheel. While on foot you’ll also have a number of sophisticated movement options like the ability to lie on your back while firing forward, in addition to prone, crouch and lean abilities, giving you a high degree of control over the stance of your fighter. You'll need to use those too, because life in Arma is a precious thing. It doesn't take much to kill you, so while traversing open terrain and approaching enemy compounds, you'll want to remain very aware of nearby cover spots. It's not an unusual thing to have no idea where a bullet came from, then drop to the ground and hide in tall grasses to give you some time to locate the attacker and line up a shot.

Arma III’s mission structure is going to be pretty open and the maps are enormous, so you’ll have a lot of freedom regarding how to complete mission objectives. Proper scouting and an intelligent approach to combat situations will be just as important as the actual shooting, making Arma III a much more comprehensive, rounded style of military experience than you might expect from looking at screenshots. With multiplayer elements and a heavy emphasis on mod support, expect many more styles of challenges to emerge from the community once the game is ready to go. As seen from the popularity of the Day Z mod for Arma II, Bohemia's passionate fanbase can create much different, exciting experiences even years after release.



Though it’s still early, Arma III was running surprisingly well at a demo station with an i7 processor and a single GTX 580 card. This is notable because the franchise has been notorious for sluggish framerates on even high end machines, and hopefully is an indication that might change when Arma III is released.



Source : ign[dot]com

E3 2012: Trion Demos Rift’s Storm Legion Expansion




The first major expansion to Rift will include a huge amount of new explorable content. You’ll get two new continents that essentially triple the landmass of Trion’s MMO, which is certainly impressive. It sounds like not every piece of that land will be stuffed with content – Trion is leaving room to add in more world events and other types of content with future post-expansion patches – but a majority of the new areas will feature things like quests, cities, dungeons and plenty of things to beat up.

The new territory is meant for high level players, so you’ll be following questlines across the added continents on your journey to the new level cap of 60. There aren’t many specifics available yet, but four new souls , one per calling, will be added through the expansion, as well as seven new dungeons, three raids, and a lot more content and collectibles.

You’ll also get capes, which aren’t just there to look fancy. They fit into an additional equip slot and come with statistical boosts, meaning equipping one will actually power up your character, not merely serve as a cosmetic item.



Though it seems Trion isn’t willing to divulge a lot of information yet, a few new areas were shown off, including vast dungeon spaces featuring impressive art design. Whirring gears embedded in the floor of a structure crackling with lightning were on display in one dungeon, and in another, plant structures stretched from ceiling to floor, and a mass in its center throbbed with heartbeat-like regularity, which was actually a pretty disturbing mix of human and non-human elements. It also highlighted how detailed Rift’s visuals still are, easily outclassing many other MMOs on the market.

By the far the most impressive thing shown off was a world boss that can be summoned into the public overworld. This gigantic enemy emerges from a cave in a dusty metropolis covered with fearsome armor and immediately starts attacking any in the area. You’ll need to work together with any other players that happen to be around, as well as likely call in some friends, to bring this guy down by targeting individual pieces of armor with your attacks. Depending on the order with which the armor pieces are knocked from the boss, his attack patterns will change, and Trion hopes these type of gameplay elements will keep players coming back and experimenting with different methods of attack.

A few unique mechanics be available on the battlefield, including special power ups and jump pads you can use to launch yourself across the boss’s path. After you knock off a few pieces of armor and watch them thud to the ground, the boss will move on from his initial zone of combat, climbing up over a bridge and eventually smashing down a wall. The way he interacts with the environment looks perfectly natural – when he slams a giant fist into a wall, the wall cracks. When he hits it again, it crumbles. The wall then opens up access to a new explorable area that will remain accessible for a limited time until the magic of MMO reset timers repairs the structure.

Even at this early stage, the sheer scale of the boss and chaos of the encounter seemed exciting, and if Trion builds more content like this into Storm Legion, the new territory could be especially interesting to explore. Expect Storm Legion to launch sometime this fall.



Source : ign[dot]com

E3 2012: World of Warplanes -- Wargaming's Sophomore Effort




Two years ago Wargaming.net had just over 100 employees and World of Tanks, a game that most American's didn't even know existed. Now at E3 2012 they have one of the biggest booths, over 900 employees in nine countries and people lining up to play their next title, World of Warplanes. A carefully crafted balance between simulation and arcade flight, World of Warplanes hopes to attract the current World of Tanks players as well as new swaths of the ever-growing free-to-play market. The thing on everyone's mind, though, is whether Wargaming's first effort was a fluke or a sign of what's to come from the now massive independent developer? Having played World of Warplanes, I think it's definitely the latter.



World of Warplanes uses the same tech as World of Tanks, but it looks even better. Nicely rendered WWII-era fighters soar through skies filled with clouds, while bullets streak past and puncture fuselages, resulting in good looking plumes of smoke and fire. Even the cliffs, rivers and other bits of terrain look good as your soaring over them. I mean, it isn't on par with the likes of Crysis or an Unreal Engine 3 title, but it looks good, and is smartly designed to work on a wide array of systems.

The terrain isn't just there for looks, though. Real dogfights occur thousands, if not tens of thousands, of feet in the air, but World of Warplanes tends to keep things a bit closer to the ground. Sure, you could soar up into the clouds and come down guns blazing on your enemies, but Wargaming's development team wants you to get into epic skirmishes that take you into canyons, or have you narrowly avoiding enemy fire by sweeping behind a building. Slowly attempting to out maneuver one another thousands of feet above all obstructions might be how it happened in real life, but that doesn't mean it's more fun. Paying homage to the era is important to Wargaming, but they are making an approachable and entertaining video game first and foremost.

Liberties are taken with the land you fight in, but the aircraft are all based on their real-world counterparts. World of Warplanes will launch with Russian, German and American planes to start, but will eventually add in Italian, British and Japanese fighters. The three types of planes available are fighters, heavy fighters and ground attack craft like the famous Russian IL-2. The types of aircraft all serve as counters to one another in a rock, paper, scissors-esque way, but the ground attack craft are the type that I think players will have the hardest time getting into. When you think of plane combat your mind often comes to dog fights, so I can't help but wonder whose going to want to pilot an aircraft designed to take out AI controlled ground emplacements and boats? Granted, they serve a purpose since victory is achieved by "Maintaining Supremacy," a meter that's apparently calculated based on the planes taken out and the amount of ground units destroyed, but they just don't resonate with the fantasy I associate with aerial combat.

Unlike many other aerial combat games, you don't need to own a joystick to succeed in World of Warplanes. The mouse and keyboard controls are intuitive, and within moments of first picking them up I was lining up enemies with ease. Indicators tell you how far to lead your target, while clicking and holding the right mouse button allows you to quickly rotate the camera so you can assess the situation around you. Of course, Wargaming does want to accommodate the more hardcore fans out there, so you can use a joystick if you're so inclined.



World of Warplanes is tentatively scheduled to launch later this year, but Wargaming isn't committed to any date. Since they have the money from World of Tanks to rely on, they're decidedly against releasing any title until the studio is absolutely sure it's ready. Expect an open beta in the coming months, though, since the closed beta is going on now.



Source : ign[dot]com

E3 2012: Nintendo's Scott Moffitt is SpotPassing Your 3DS Right Now




Nintendo 3DS owners, go check to see if your system has a blue blinking light to greet you right now, because Nintendo's just sent out a new Special Mii via SpotPass – it's Scott Moffitt, Executive Vice President of Sales & Marketing from Nintendo of America.



Scott isn't the most well-known among Nintendo's executives, but his image has become more public as a result of this year's E3. He first appeared on-stage to give a brief overview of Nintendo 3DS software during yesterday's primary press conference for the company, and then earlier this evening he took on hosting duties for the separate 3DS Software Showcase event. (He even brought along Non-Specific Action Figure!)



If you made the mistake of moving the special Reggie Mii straight to your Mii Maker earlier this year, make sure you don't repeat the error this time. Use Moffitt in StreetPass Mii Plaza's mini-games first – he holds every Puzzle Swap piece (so be sure to grab a Pink one), and in Find Mii and Find Mii II he's a blue-suited, water-magic-wielding Level 5 hero with a stylish NES console hat.

Enjoy!



Source : ign[dot]com

More Toy Story is Coming...




For those of you (Read: all of you) waiting for another Toy Story, it sounds like that wish is about to come true! Well, sort of. More specifically, Pixar Animation is developing two new 22-minute TV specials starring the beloved franchise characters.



Big Screen Animation reports that the specials will air in October 2013 and spring 2014 (presumably on ABC or the Disney Channel). Additionally, "three new Toy Story Toons are in development," according to an e-catalogue from Disney Publishing Worldwide. These are likely the specials Pixar president Ed Catmull was referring to when they first launched Pixar Canada in 2010.

No word yet on when or where we will be able to see these upcoming toons, but in the meantime -- more Toy Story!



Source : ign[dot]com

E3 2012: First Paper Mario 3DS Details Revealed




During its 3DS Software Showcase tonight, Nintendo revealed new footage featuring gameplay details for Paper Mario: Sticker Star.

The game features foldable characters and pop-up scenery. Stickers will be shown on the bottom sceen, and players can choose from the following options: Status, Sticker, Scrap, Things.

Sticker Star features turn-based battles and will be initiated if you touch or are touched by an enemy. There will be no more menus for battles, and attacks will instead be command-based. Battles will produce coins that you can collect.



A realistic (non-paper) fan was shown, which Mario shut down and later turned into a sticker. Experience will be earned (but not from battles) and there will still be RPG elements. Players will solve puzzles in the environment and scour areas to find experience points. For example, placing stickers in the environment can affect the world, such as placing the fan and using it to blow wind and turn a windmill.

Large stickers will take up more room in your inventory. A slot machine-like battle spinner will allow players to earn coins to buy more room for stickers.



Source : ign[dot]com

E3 2012: Social Construction in SimCity




The new SimCity seems to be built with multiplayer in mind, giving you the ability to participate in asynchronous multiplayer with your friends. By linking your city with others, you’ll be able to import workers, electrical power and share many other pieces of gameplay, though you’ll also inherit dangerous elements as well.

If a neighboring city happens to have a high crime rate, for instance, it could spill into your metropolis. The effects will be visible in-game, instead of limited to figures in a spreadsheet. You may see a sports car drive into your town with rock music blasting from the windows. It’ll drive off the roads and pull up onto the curb, and its passengers will get out and actually run into a building to rob it. The cops may then show up with sirens flashing and get into a gunfight. You’ll actually see the police offers firing at the criminals.

This type of thing isn’t just for show. According to Maxis, vehicles driving along roads have actual destinations and functions. For instance, a delivery truck carrying alloy to a construction site won’t actually make the delivery until it arrives at the proper location. If there’s a lot of traffic or some other disaster, the alloy will never be received by those that need it.



Similarly, when you set up new residential zones, you’ll see trucks pull into the lots to build the structures, and later moving vans roll up to unload homeowners. The residents will even cart things back and forth between the house and moving truck before the vehicle drives away.

As you lay out your town, building houses and commercial and industrial zones, you’ll also be able to lay down customizable curved roads. So if you really want to design a road system that looks like a dinosaur, you can do that, even if it leads to traffic congestion and zoning issues. With structures on the ground, you’ll also be able to further modify them, adding on additional functionality to factories or purely cosmetic alterations. You’ll see the changes in the live game, and the add-ons will be visible on the in-game model, complete with unique animations.

On the topic of animations, it appears like a lot of work has been put into giving even the most mundane elements of gameplay a sense of personality. While you’re determining where to place a structure, for instance, the building will sway around your mouse pointer as though it had weight. Then when you finally decide where to set it down, the building hits the ground with a firm impact, sending clouds of dust out from beneath its walls. When you set up power lines, the wires give off a cartoon-like rubber stretching sound effect to indicate you’re trying to place them too far apart. Little touches like this helps your city feel more like a real place, and less like an ever-churning tumbler of calculations.



With the multiplayer element, you’ll be able to achieve bigger things by combining resources with those building cities around you, such as international airports, where one city may need to send building materials and another workers. Managing these types of projects seems to be pretty simple, as you’ll receive notifications about specifically what materials are needed for a major construction’s progress to continue. This ease of project management applies to other areas of the game as well – managing the power grid is a simple matter of toggling a color-coded overlay so you know where power is being routed and where it’s needed.

With really pretty visuals, what sounds like plenty of gameplay depth and some interesting multiplayer features, SimCity sounds great so far. It’s currently scheduled to launch in February of 2012.



Source : ign[dot]com

E3 2012: Razer’s Awesome MechWarrior Concept Controller




E3 has brought a wealth of great partnerships, but the Razer and Piranha Games/Infinite Game Publishing has probably given us the coolest concept controller at E3.



While we’ll have to be careful to keep our excitement at levels befitting a concept-only controller, we loved the look of the Razer Artemis and can’t wait to try out whatever inevitable production model rolls out.

The army green concept controller is more than a little reminiscent of the Hawken controller, but in its current stage, only offers a single stick and number pad - which is a good deal less complex than Hawken’s equally (extra?) sweet mech battler controller which features more bells and whistles than a marching band.



There’s still time for Razer to match the complexities of the Hawken controller, but only time will tell if they decide to stick their current design which has less controls, and an absolutely humongous screen.



“When it was announced that a new MechWarrior Online was in the works, Razer was more than excited for the opportunity to collaborate with Piranha Games and Infinite Game Publishing.  We’re going to bring our own take to a concept controller that will pave the way for a new generation of robot destruction.” said Robert Krakoff, President of Razer USA.



We’ve been assured Razer will keep us updated with design changes, and we’ll let you know when we get our hands on a working prototype.



Source : ign[dot]com

The Community Video Game Actually Exists!




Community rules, and so does its fans. The recent Community episode "Digital Estate Planning" was another classic for the series, putting the characters inside a very old school video game, complete with adorable avatars for everybody.



Now, a fan on Reddit, "Derferman," has taken it upon himself to actually create the game from the episode, "Journey to the Center of Hawkthorne." It's all pretty simple stuff on a gameplay level, but updates are coming frequently, including awesome new character and costume choices (I especially love Britta in her squirrel costume).

You can download the game here.



Source : ign[dot]com

E3 2012: NBA Baller Beats Is a Crazy, Cool Kinect Experiment




I can never play NBA Baller Beats. My apartment, with its carpeted floor, just barely has the space necessary to play Kinect games. I also have downstairs neighbors. That’s a trifecta of bad news, never mind all the expensive and/or breakable junk I have in the living room.

To my surprise, I quite like NBA Baller Beats, for which I had very low expectations, and it sucks that I can’t play it. Add one more reason I wish I had the apartment in this Baller Beats E3 trailer.



I mean, it’s a Kinect rhythm game that requires a basketball to jam to Skrillex, Run DMC, and Busta Rhymes. What an absurd concept. It doesn’t even have anything to do with basketball, but it bothers to include every NBA team anyway.

Even as someone with a terrible sense of rhythm and coordination, I really dig bouncing a ball to a Rock Band-esque note track. Rather than bass drum cues or guitar chords, Baller Beats assigns slick moves to club songs. Throwing the ball between your legs, faking a pass or shot, and switching dribbling hands is demanding if you’re uncoordinated and incredibly impressive if you’re skilled.

There’s a hypnotic groove to dribbling on the spot, but losing control of the ball in the middle of the action is like having your guitar thrown into the crowd. The tool is just gone. You need to center your position, find your rhythm, and get back into the involving movement as fast as possible to recover from a minor error.

It’s a challenging and interesting interpretation of both the sport and a waning genre, this NBA Baller Beats thing, and it’s satisfying in a bizarre and unique way. Really, there’s nothing quite like it, and the fact that someone greenlit this makes me glad someone has the cajones to go bonkers with out-there Kinect ideas.

At its worst, NBA Baller Beats is a clever, crazy idea that comes with a free basketball. You could do a lot worse, and it’s doing a lot better. For those with baller apartments, this experiment might be worth your while regardless of your interest in the sport.



Source : ign[dot]com

E3 2012: Dead or Alive 5 has Mad Respect for Virtua Fighter





Venerable fighting series Dead or Alive makes its post-Tomonobu Itagaki debut in September with Dead or Alive 5, and both new Team Ninja head Yosuke Hayashi and game director Yohei Shimbori are no doubt hoping for a better reception than what they received for Ninja Gaiden 3. We sat down with the pair of veteran game makers for a hands-on look at Dead or Alive 5 and a chat about Virtua Fighter, the failures of Ninja Gaiden 3, and more.

We began by sampling newly announced fighters Bass, who series fans know well, and Sarah, who makes a cameo from Sega’s pioneering 3D fighting franchise Virtua Fighter. Bass is a big man who plays big – almost Zangief-like, for you Street Fighter fans who aren’t familiar with DOA. He moves slow but swings hard. Flying drop kicks and elbows to the face will practically leave scars if they connect. Sarah, by contrast, unleashes flurries of light attacks. Backhanded uppercuts and reverse bicycle flip kicks highlight her offense. Power Blows – which can be sampled in the playable demo available now with the purchase of Ninja Gaiden 3 – are super moves that can fling foes into the interactive stages for near-fatal damage. Of course, you’re extremely vulnerable while charging up for these flourishes, so time them carefully. Or, to put it more matter-of-factly, “When you’re charging, you’re pretty much defenseless,” says Shimbori-san.


Bass and Tina gang up on Kokoro in Tag Mode.


Tag Mode returns from previous DOA entries, and you can pull off Power Blows here that involve both teammates. We saw Tina and Bass each grab one of Kokoro’s shoulders, lift her into the air, and slam her to the ground. These Tag Power Blows all feed into DOA5’s mantra of providing “fighting entertainment.” Similarly, every single stage is interactive. We saw The Show, a circus stage set in a round arena flanked by juggling clowns balancing on giant balls and a huge clown head at the far end. At one victorious moment, we managed to successfully land a Power Move while playing as Sarah that sent Bass flying into the giant wall-mounted clown’s mouth, where he was shot out of the fixture’s nose cannon and KO’d when he hit the opposite wall.

As our demo ended and we turned our attention to Hayashi and Shimbori, we noted how fighting game crossovers seem to be all the rage these days and wondered why they opted to partner with Sega for a Virtua Fighter hero. The answer couldn’t have been more humble, with Hayashi-san explaining, “Virtua Fighter kind of gave birth to Dead or Alive,” he began. “If there would have been no Virtua Fighter there would have [also] been no DOA. There's always been great respect for VF. It's an honor for us to have them in our game.”


Team Ninja takes their mantra of "fighting entertainment" to heart.

Naturally, we next wondered why they chose Sarah from the Virtua Fighter roster. Hayashi again had a respectful response: “Virtua Fighter was born from Sarah and Akira. They're sort of the face. They represent Virtua Fighter as a series.”

When asked if Team Ninja has made any tweaks or changes to the game based on fan feedback received from the playable alpha demo, Shimbori-san was quick to reply, saying, “Yeah absolutely! We got tons of feedback, [and] you can see some of the changes here [in the build playable on the E3 show floor]. For example, we changed hold system from a three-point hold to four-point hold. Also, the length of the power blow and facial expressions [have been changed]. We will continue tweaking until the final version.”



Source : ign[dot]com

E3 2012: Astro A50 Hands-On




The Astro A40s have been an IGN favorite for, well, since we first laid hands on them. For many, the 40s have held up so well there's been just no reason to consider an affair with Turtle Beach, Tritton, or any of the other competitive headset manufacturers. But for a certain brand of Astro-enthused wireless warriors, the Astro A50s have done the impossible – perfected perfection.


A50

That’s because (miraculously) the A50s are wireless, high quality, maintain an attractive silhouette, and somehow manage to pack the A40s separate mixer right into the headphones.

The physical buttons are inside the outer ear panel – clicking one side raises volume and clicking the other decreases it. It’s elegant and obvious, and beats the hell out of a separate mixer for personal use.


Outer ear

And that’s just what the Astro A50s are designed for – personal use. They’re not intended to be the competitive solution for major league gamers who won’t even ditch wired controllers (although we wouldn’t be surprised to see a few A50s in use at tournaments).

To make them more home-friendly, this time around the cans are closed off, which means less sound escapes while you’re using them. This is ideal for listening to music or watching a movie next to someone reading, sleeping, whatever – you get the point.



The A50s feature a mic, which mutes by being flipped up, and maintain the three Audio modes of the A40s: Pro, core, and media.

While plenty of headphones these days are advertizing 5.8GHZ, Astro has told the A50’s have the best – 5.8GHZ Clear Net.



You can pair up to 4 headphones on a single transmitter, and the A50’s are cross-platform, as is the usual with Astros.

The A50’s will be available in Mid-July and cost $299.99.

So if you were blessed with $300 to spend on headphones, which would you get: The Astro A50s or the Tritton Warheads?



Source : ign[dot]com

E3 2012: XCOM: Enemy Unknown -- Turn-Based Alien Action




XCOM: Enemy Unknown finds a good balance between approachability and complexity, and is already a lot of fun to play. The E3 demo starts off with a lengthy tutorial, ensuring that whether this is your first or 100th turn-based strategy game you're eased into Firaxis Games' take on the beloved franchise. But what the demo also shows is just how much care has been put into making XCOM feel action-packed; to make this the most engaging and visually stimulating take on turn-based strategy I've ever seen.



When I try to talk to people about turn-based strategy games they tend to roll their eyes, fake a yawn or change the subject. But XCOM: Enemy Unknown is the type of game that can change their opinion on the genre. Rather than a static, over-head camera, XCOM mixes the typical view with dynamic camera shots. One second you're analyzing the battlefield, deciding whether or not it's worth the risk to have your soldier run to a distant piece of cover, the next the camera's sweeping down, bullets are flying and you're greeted to a close up on his body as its ripped limb from limb. Or maybe you've moved your soldiers up to a building where, after deciding to take the window route instead of the door, your soldier runs, hops up the ledge and then the camera sweeps in as he bursts through the glass like John McClane from Die Hard.

Yes, sometimes you'll have turns go by where nothing exciting will happen, but even during these times XCOM kept me engaged with its atmosphere. Not only does it look great (even when zoomed out), but the sound design makes every shot feel powerful, and the screams of citizens freaking out in the background grounds you in a world where alien invasions are all-too common place. The music also ramps up at the right moments, from rocking beats that accompany firefights, to dramatic hits on strings and strangely toned pianos that raise the hairs on my arms as aliens skitter off into the shadows.



It looks and sounds great, but what really matters is that XCOM is fun to play. Your soldiers can still be permanently killed by making one bad tactical decision, but the combat itself is easy to jump into. The removal of an "action points" system means that every soldier's turn is boiled down to the basics: move and shoot. Maybe the strategical element is diminished since you're not presented with situations where you sacrifice movement to put points into a better aimed shot, but on the flipside it means you're blazing through turns faster than ever. You still have to be tactical, it's just that the design makes it easy to tell how far you can move without using a grid, whether the terrain provides excellent cover -- you know, the type of things you might have had to mouse over and read a tool tip for in other games. Once you get into a groove with the controls you can quickly execute a battle plan, moving, shooting and adapting to enemy tactics rapidly without feeling like your making a mistake for not laboriously pondering over each decision. The pacing of XCOM just feels better; more frenetic than I've come to expect from the turn-based genre.

Intrigued by what you've heard so far? For more information about the various components that make up XCOM's campaign, you should check out our in-depth write up. XCOM releases this October on PS3, Xbox 360 and PC.



Source : ign[dot]com

E3 2012: New Super Mario Bros. 2's Boxart Revealed




Out of all the many titles being shown off by Nintendo at this year's E3, New Super Mario Bros. 2 for the 3DS is closest to launch – it'll be in stores around the world in a little over two months. And since it's already so close to release, it's understandably the first of this year's E3 crop to get itself a finalized boxart.

Here's what you'll be looking for on stores shelves on August 19:



As you can see, Mario and Luigi's obsession with all things gold has infected even the box itself. You've got coins, coins and more coins. You've got the new Gold Flower power-up. You've even got a golden backdrop – and I wouldn't put it past Nintendo to give it some kind of shiny, sparky printing effect to make it stand out even more when you see it in person.

Stay tuned for more on New Super Mario Bros. 2 coming later tonight, as it's scheduled to be one of the focuses of Nintendo's Software Showcase event starting at 6:00 p.m. Pacific.



Source : ign[dot]com

Underworld: Awakening Blu-ray Review




If nothing else, the Underworld franchise is consistent, in that each film offers a muted, desaturated blue palette, Matrix-inspired action, girls in skin-tight outfits, and plenty of mindless violence, all at the hands of werewolves (aka lycans) and vampires. The story is mostly dull, and the characters barely even exist other than to act as eye candy for various fetishists, be it leather, vampire, werewolf, or just those with a taste for everything Kate Beckinsale (even when she's in dreck like Serendipity – you know who you are).

Underworld: Awakening doesn't really offer much to the franchise, other than a handful of cheap 3D effects and a subplot about – gasp – another lycan/vampire hybrid. This time Death Dealer Selene (Beckinsale) awakens in a lab, having been cryogenically frozen during some sort of half-cocked lycan/vampire witch hunt that probably would have made for a much better plot for the film.

Selene meets up with a few fellow vampires, acquires a young girl with “mysterious” abilities and runs off to face the lycans once more. There's also a “super” lycan in the film. He's a neat looking creature, as long as you can get past most of the derivative set pieces he's tossed into.

As usual, of course, there's little character development to the whole experience. Kate Beckinsale remains as expressionless as ever, almost like she's competing with Kristin Stewart for the “least expressive” acting award. The action gets a little mind numbing at times. And most of the mythology feels a little worn out and recycled from the other three films.



Really, though, the plot and characters are of no consequence. Like pornography, it's merely a springboard for what fans really crave, in this case it's numerous Matrix-style action sequences, gunplay, fighting and gratuitous ass shots of Kate Beckinsale in skin-tight leather (not complaining there, just noting it).

The action is slick and occasionally pretty fun, and if you've become attached to the series' mythology, you'll likely enjoy what few additions this film offers. The “mysterious” young girl subplot is somewhat interesting at times, and the visuals that accent her face when she's vamping out are pretty damn creepy.

Basically, if you're a devoted fan of the Underworld franchise, you'll likely really enjoy this entry. Newcomers should probably start with the first film. If it's not for you, don't expect any of the sequels (or the prequel) to win you over.

Underworld: Awakening comes to Blu-ray with two separate releases – a standard Blu-ray and a Blu-ray 3D. The Blu-ray 3D can also play the film in 2D. Both discs include an UltraViolet cloud streaming copy of the film. For this review, we'll be looking at the Blu-ray 3D, both the 2D and 3D transfers.

The film is presented in 2.40:1, encoded in 1080p/MVC. Shot on RED EPIC, there's a very distinct difference between this latest chapter and previous installments. Noise is less distracting, and some of the bleeding blacks are less annoying. But, like other Underworld features, the transfer is plagued with heavy blue overtones and a desaturated palette that softens textures and detail. The camera also seems to smooth over images, rendering a transfer that doesn't quite look like film, nor does it really resemble video, either. Regardless, it's not always as appealing as one would hope.

There are some franchises that simply shouldn't make the transition to 3D. The Underworld franchise is one of these. Because of the film's dark, desaturated blue palette, many of the 3D visuals are simply lost in the translation, leaving only a trivial amount of gimmicky “comin' at ya” effects, as well as the usual stock flecks of flame and, in this case, silver. The illusion of depth is only put to good use in a few scenes, and even those don't pop as much as they should, dampened by the film's dark setting. For 3D to work, you need a bright canvas. While some may enjoy this film's 3D gags, the presentation as a whole is nothing short of disappointing, but also not surprising.



Audio picks up the slack with a robust, aggressive 7.1 DTS-HD Master Audio track. Dialogue is clean, without a single distortion or crackle noted whatsoever. Bass is moody and impacting, offering weight to the film's many action set pieces. And surrounds are active and thoroughly engaging, enveloping the listener in the film's lively palette of gun shots, monster growls and gratuitous explosions. Let's hope Sony keeps it up with these 7.1 mixes. They're simply fantastic.

Extras include a commentary track with producers Richard Wright and Gary Lucchesi, directors Måns Mårlind and Björn Stein, and executive producer/visual effects supervisor James McQuaide. It's a fairly tech-heavy track which should please some, but leave others bored. There are also five fairly insightful making-of featurettes, running roughly 60 minutes (presented in HD), a blooper reel and a music video (“Heavy Prey” by Lacey Sturm). The Blu-ray 3D boasts one exclusive – a series of previsualization sequences (22 minutes, HD).

Underworld: Awakening is for franchise enthusiasts only. It's not a bad film, but it's rough around the edges, and unless you're invested in the characters and story (what little there is) you probably won't take much out of this fourth installment. If you've got a 3DTV, give the Blu-ray 3D a rental, at least. It's a bit pricey to purchase, though, so for non-3DTV owners, you might just want to stick with the standard Blu-ray.



Source : ign[dot]com

E3 2012: Don't Worry About Assassin's Creed III on Wii U




Ubisoft has been demonstrating a version of Assassin's Creed III on Wii U, but the heart of its message is this - don't worry about this version of the game, it's the same in terms of graphics and content. Developed by the same ACIII team as any other platform, gamers will get the same title. However, thanks to the addition of the GamePad, the team is preparing some other improvements.

Currently Ubisoft is only discussing the core GamePad function, which is to provide players with an expanded, circular map of the area around Connor. Enemies in proximity to Connor are displayed in real time with red dots. Around the perimeter of the map are icons for weapons (on the left) and tools (on the right).

Though the demo did feature a full UI, including a map, health bar and selected weapons icons, Ubisoft said the Wii U version of the game would allow players to remove that from their television screen, keeping all information on the GamePad itself.

Be sure to check out this off-screen video of Assassin's Creed Wii U:





Source : ign[dot]com

E3 2012: Angry Birds Coming to Consoles




Just when you thought Angry Birds had dominated everything already, Activision comes along. A teaser reel running at Activision's E3 booth has one of the birds coming in and pegging the Activision logo. When asked about it, an Activision spokesperson said to look for an announcement in the next few weeks, adding "Wait until you see it on consoles in HD." Other that -- Is it the same content? Is it a download? etc. -- the spokesperson wouldn't say.



Look for news here on IGN soon.




Source : ign[dot]com

Who won E3? You Decide!




Of course Nintendo, Microsoft, and Sony were all at E3, but who do you think "won" this year?  Click the video below to vote and let us know.  Results will be revealed the week after E3.




Source : ign[dot]com

Did Halo 4 Rip Off The Dark Knight Rises?




While walking the showroom floor today at E3, IGN TV's Eric Goldman tweeted about the striking similarities between the poster for Halo 4 and one of the posters for The Dark Knight Rises. Here they are below. What do you think? Is the Halo 4 poster an homage to TDKR, a blatant rip-off, entirely coincidental, or just savvy marketing?






Source : ign[dot]com

E3 2012: Chillingo’s Indie Game Highlights




After being acquired by EA in 2010, it would have been easy for mobile game publisher Chillingo to gravitate towards more mainstream, sure-fire projects. Instead the  publishing label seems to be moving in the other direction. Chillingo has become one of the biggest champions for indie developers trying to get attention for their unique mobile projects.

The company’s E3 2012 line-up is no exception with a variety of indie titles on display. All three titles I went hands-on with are ones mobile gamers should keep on their radar. They might not be flashy but they’re all fun to play, which is what truly counts.

The Act



The Act is a game many, many years in the making. The Act might best be described as an interactive cartoon – the next evolution of the formula kicked off by Dragon’s Lair in 1983. The title was originally conceived as an arcade release, but unfortunately the North American arcade market cratered before the original developer Cecropia was able to release the game, even though it was virtually complete.

Luckily React Entertainment recognized The Act’s potential on smaller tablet and mobile phone screens, and got to work reengineering the game to work with touch controls.

Gamers play as Edgar across a variety of scenes as he attempts to save his brother, keep his job and get the girl. Each scene is highly interactive, albeit in a simplistic way. In my hands-on time it truly did feel like I was controlling a Disney cartoon.

To pass one scene, Edgar must fit in with a group of doctors. Sliding your finger to the right made him happier. Left made him grumpier. As the doctors told each other good or bad news I had to gauge their reaction and match it. Watching Edgar’s face change in realtime from a frown, to a smile and finally to knee-slapping laughs as I swiped by finger is very impressive visually, and unlike anything I’ve seen before.

A simpler scene involved Edgar attempting to woo a woman in a smoky bar. Sliding your finger to the right at different speeds determined how strong the come-on would be animated. Fast, repeated swipes result in pelvic thrusts and a disgusted damsel. Subtler swiping resulted in a completely different animation, and success.

A lot of questions about The Act remain. We don’t know how long the title is, or whether each interactive cartoon scene will truly hold up under extended scrutiny. For now all I know is I want to play more, to experience as much of the lush 2D animation as possible.

Knights of the Round Cable



Knights of the Round Cable is my favorite kind of mobile game: something totally unique that doesn’t clearly fall into any genre bucket.

The premise is simple: Collect as many gems with your knight as possible while avoiding the roving ghosts, dive-bombing birds and other enemies. It’s how gamers control their knight that truly sets KotRC apart. Each 2D castle stage is littered with pegs, and players can shoot a rope to latch onto the closest peg at any time with a righthand button. A lefthand button changes a player’s rotation, allowing them to better avoid the aforementioned enemies.

Once I got the hang of it I quickly fell into a perfect gem-collecting rhythm. With a few taps of the touch-screen I was swinging from peg to peg with ease. When not attached to a peg your knight simply bounces off the floor and walls of each stage, giving the game an almost pinball-like feel.

Power-ups like gem magnets and bonus health litter each stage and help to spice things up. As is the current mobile trend, players have three active meta-goals at any given time that up your score multiplier when achieved and give gamers reason to play the game in a different way. Finally, after each session is over players can spend their collected gems on new knights and other replay-extending store items.

Tiny Troopers


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Finnish studio Kukouri Mobile’s Tiny Troopers offers up a simple touch-controlled take on squad combat. Players control their small squad of soldiers by tapping anywhere on the ground to move to that spot, and tapping on enemies to target them and begin firing. Simple. One nice detail is that after targeting an enemy your soldiers remain locked onto them, so it’s possible to target a soldier, begin firing and then strafe around them to avoid their return fire.

Tiny Trooper's 30 missions are largely non-linear, allowing players to attack enemy encampments from multiple directions. At one point I was able to rain grenades onto an enemy-spawning barracks from behind, making my progress through the stage that much easier.

Tiny Troopers’ twist is that any squad member that dies is gone for good – they have to be replaced with a brand-new low-leveled soldier, which makes for some tense low-health moments.



Source : ign[dot]com

E3 2012: Reggie Discusses Launching Wii U, Retro




IGN: For the past year, we've heard some rough news about Nintendo. The financial reports. That major loss you guys took. I was wondering if you could put that loss into context, with the North American performance specifically. How is Nintendo doing with regards to North America? And going forward, reflecting back on this past year, what are you guys looking to do differently?

Reggie Fils-Aime: Well, Nintendo of America's performance really mirrors the total company performance, because we're such a large chunk of the overall company's financial results. Fundamentally, if you look at our last fiscal year, it was driven by two things. First, obviously, the yen to dollar... And also the yen to euro currency conversion, it's really tough right now. Because everything gets reported back into yen.

But then the other issue, as Mr. Iwata touched on in his financial briefing, was that with the price decline on 3DS, we were selling hardware at a loss. Which is something that we don't do. We never plan on doing it. So those two in combination really drove the negative financial performance. The reduction on 3DS was a lesson for us, right? It reinforced that we have to have great first-party titles at launch. It reinforced for us that we have to have a strong digital offering at launch. And it reinforced for us the importance of making sure that the other entertainment offerings for a device are there at launch.

So if you see how we've applied those learnings to Wii U... Great first-party titles that are going to be within the launch window. A robust online experience, highlighted by Miiverse. And then all of the great entertainment partners with, candidly, a lot more to share at a futture date, as to what we're doing there. So, tough results, certainly, our performance mirrored that. But a lot of key learning that we're approaching and applying to Wii U.



IGN: When you and I last spoke, I think it was late last summer, and we were just discussing the price reduction in the 3DS. What's the state of the 3DS currently?

Fils-Aime: The 3DS is rapidly approaching, in the US, five million units sold. Which is a great number. Faster sales pace than DS at the same point in time. We've got a number of strongly-selling titles. 3D Land, Kart 7, Ocarina of Time are all doing exceptionally well. But then the next tranche, with Kid Icarus and now Mario Tennis Open, also doing quite well. So our 3DS business is good. We're aggressive, we want it to be better.

So later on, while we're here at E3, we'll be talking in more depth about some of the key games, first- and third-party, coming for 3DS. But we've got a great lineup that's going to propel us through the holidays. So business is good, we want it to be better, our pace is above DS, which is not something that we would have expected given how strong DS sold. But we've got a lot more work to do.



IGN: One of the things we've spoken about in the past is just Nintendo's need to drive its hardware sales. The first-party pushes and then the third parties sort of come in. We've noticed a lot of third parties like Capcom, like Konami, coming in and supporting you in a major way. But at least from my perspective, I don't notice a lot of major games -- like the Resident Evils or the Castlevanias  -- from western developers. I'm just curious about your thinking on that. Are western developers are taking a little bit longer to see the potential of 3DS?

Fils-Aime: First, it's a great question to ask any of the western publishers in terms of how they think about their support. My perspective is this: Certainly, western developers, historically, have been wanting to see that larger installed base before they jump in behind a platform. That's one general statement I would make.

The second general statement I would make is that for the most part, western third-party developers focus on home console. Versus in Japan, the lead SKU tends to be handheld. So that's another different dynamic that's going on. But candidly, I think with the progress we've made on 3DS, and certainly with the lineup that we have coming for this holiday, my expectation is that we'll certainly see a lot stronger western publisher support. They're going to see the size of that installed base to sell into.

Turn the page as we talk to Reggie about Wii U...



Source : ign[dot]com

Wonder Woman Movie Back on Track




It's been quite a week for superhero news, with Black Panther, X-Men, Captain America 2 and Justice League items all breaking over the last 24 hours. And amid all these developments, a not-minor story kind of got buried last night: The Wonder Woman live-action movie is back on track at Warner Bros.


The Justice League Movie Lives!


The news was buried at the end of Variety's Justice League story yesterday, where it was stated that Green Lantern scribe Michael Goldenberg "was hired to write Wonder Woman." It's not clear when this hiring took place, nor if it was a move made in concert with the hiring of Will Beall to write the new JLA script for the studio.



Variety also points out that two other Green Lantern writers, Marc Guggenheim and Michael Green, are working on The Flash for director Greg Berlanti (also a GL vet!). This isn't news, but the overall impression is that Warner Bros. is finally getting serious about the rest of their superheroes in the wake of The Avengers' success (and with The Dark Knight trilogy soon coming to an end). What's less clear is why they're relying so heavily on the team that helped to create Green Lantern, which obviously was not the success the studio had hoped for (though certainly a bulk of the blame for that film has been laid at director Martin Campbell's feet).


Anyhow, Warners and DC have been trying to get Wonder Woman onscreen for some time. There was that Joss Whedon/Joel Silver big-screen push several years back (which must sting for the studio in this post-Avengers world), and just last year a TV show from The Practice's David E. Kelley, starring Adrianne Palicki, made it to the pilot stage before getting dropped. Now, the princess' time may finally have come.







Follow Movies Editor Scott Collura on Twitter at @ScottIGN, on IGN, and subscribe to his Facebook updates.



Source : ign[dot]com

Peter Jackson Takes You on a Hobbit Tour




Director Peter Jackson takes fans on a tour of the Stone Street Studios backlot and the production offices for The Hobbit in the seventh video blog entry chronicling the making of his long-awaited prequel to Lord of the Rings. Check it out (and look for an appearances by cast members):






Source : ign[dot]com

Diablo III: Blizzard Making Inferno Adjustments




Blizzard has outlined changes coming in the next patch for Diablo III, which include modifications to item drop rates in Inferno. This setting is only playable after running through the content on Normal, Nightmare and Hell difficulties, and represents the end game of Diablo III. Complaints have arisen about the steep ramp up in challenge, which requires you to replace your gear with better versions that may not be available without using the Auction House or doing a mind-numbing amount of farming in Act IV on Hell against less powerful creatures that aren’t as exciting to fight.


As Blizzard senior technical game designer Wyatt Cheng explains, “The way the game is currently set up, Act I drops [item level] 61 gear and below, Act II drops ilvl 62 gear and below, and Act III and IV drop ilvl 63 and below. Unfortunately this has caused two main issues. The first is players who find an Act too difficult feel compelled to use the auction house in order to progress. The second is that certain classes, skills, and play styles are less gear dependent than others, so although great items are making their way into the game economy, people feel pigeonholed into a handful of viable strategies.”


Cheng says that after patch 1.0.3, there’ll be a chance for even ilvl 63 items to drop in Act I on Inferno setting. He provided a table showing the updates in a post on the Diablo III site:



Also on the subject of softening the blow of Inferno, Blizzard will be modifying the difficulty at the outset of Act II. “Inferno balance right now has a difficulty gap in which Act I feels about right, but Act II feels like trying to bust through a brick wall,” said Cheng. “If a monk or barbarian is geared well enough that they can use a heavily offensive build and murder everything in Act I, they should be able to swap to a more defensive build and do okay in Act II.”


If you prefer to play in a group in Diablo III, then perhaps you’ll also be relieved to hear Blizzard will be reducing the bonus damage of enemies as more people join a group. “We feel the bonus monster damage per additional player is one of the biggest inhibitors to wanting to play with your friends,” said Cheng. “In a perfect world, single player and co-op would be absolutely equal, but that’s not attainable when you consider item properties such as “Life on Kill” or skills such as Archon which simply scale better when you are solo… our goal is to make them as close as possible but err on the side of co-op in cases where we need to make adjustments.”







Cheng outlined a number of other changes to the cost of fusing gems, the attack speed affix, the Nephalem Valor bonus, and revealed that armor repair at level 60 will soon become much more expensive. “Current repair costs at level 60 are barely noticeable, and because of that we see a lot of people wonder if “graveyard zerging” tough enemies or “chain rezzing allies on a boss” is intended gameplay – it definitely is not.” As a result, Blizzard will be increasing repair costs of level 60 items between four and six times.


Blizzard will not be making major adjustments to class balance in 1.0.3, those changes are being held for patch 1.1.



Source : ign[dot]com

E3 2012: Doom 3: BFG Edition Melts Your Retinas in Stereoscopic 3D






Look ma, I'm in stereoscopic 3D!



When John Carmack gets antsy, we gamers reap the benefits.


The id Software programming genius, who admitted to us he was "bored" after finishing his latest game engine -- the id Tech 5 that powers Rage -- is adding a little special sauce to the upcoming Doom 3: BFG Edition. The re-release -- which includes the original Doom 3 (now with simultaneously wieldable flashlights and weapons!), the Resurrection of Evil expansion pack, retail versions of the Xbox Live Arcade ports of Doom and Doom II, and new content -- will add a host of new technical bells and whistles to the eight-year-old game: HD resolution, a buttery smooth 60fps framerate, and, slickest of all, stereoscopic 3D HDTV support.




We liked the Cacodemons better when they were bright red, like giant balls of acne.



We played a bit of it in stereoscopic 3D mode, and perhaps the highest compliment we can pay it is that it not only looks and feels like a modern game, but the 3D feels so natural it's as if the game included it from Day One. Whether it's worth repurchasing and playing through again with these visual boosts remains to be seen, but regardless, we're hoping Carmack finds himself with idle thumbs more often.







Ryan McCaffrey has been covering the Xbox world for 10 years. He used to own a DeLorean, which is weird. Follow him on Twitter, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.



Source : ign[dot]com

Sci-Fi Icon Ray Bradbury Dies




Celebrated science fiction author Ray Bradbury, whose classics include Fahrenheit 451 and The Martian Chronicles, died Wednesday. He was 91.


The prolific writer's works also include The Illustrated Man, I Sing the Body Electric, Dandelion Wine, and Something Wicked This Way Comes. Many of his works were adapted for film and television, most notably Francois Truffaut's adaptation of Fahrenheit 451 and the TV miniseries version of The Martian Chronicles starring Rock Hudson.


His TV credits include The Ray Bradbury Theater, an anthology series which he also hosted, as well as The Twilight Zone.


You can read Bradbury's full obituary here.



Source : ign[dot]com

E3 2012: 13 Things We've Learned About Assassin's Creed III




After seeing so many trailers and demos for Assassin’s Creed III, you might start to think you understand the game. But then you start to think about it, and you realize you don’t actually know anything. How the heck is Connor navigating trees so fluidly? How is that combat happening? And what is going on with the boats?


Today we were able to finally ask Ubisoft a few questions during a live demonstration of the game that took us through the Frontier, the naval Caribbean segment we saw during Sony’s press conference, and Boston. One thing we quickly learned - there’s a lot going on in this game that’s different, but much of it is behind the scenes to make this game still feel like Assassin’s Creed - albeit a massively upgraded one.





Connor’s Two Hands



We’ve been hearing a bit about two-handed combat, but without much detail. Basically players are able to assign two types of items to Connor - tools to his right hand, and weapons to his left. The weapons are more hand-to-hand items like his tomahawk or hidden blade. Tools tend to be a bit more about range and also have multiple functions - say his bow and arrow or a pistol. These aren’t just used for combat, but can be used for hunting and more functional ideas along those lines.





The Stunning Kills



You’ve seen some impressive kills in ACIII, something that seems even more prevalent than in previous AC titles. Similar to other games in the franchise, a lot of this is contextual, based on enemy location as well as the items that Connor has available to him. In Boston we saw Connor, musket in hand, run up behind a British soldier who was talking to a fellow Redcoat. The assassin jammed the musket through the enemy facing away from him, then fired the weapon to kill the second man. It’s stunning, but it all worked because of every precise detail of that moment. Change any part of that scenario, and things play out differently.










Navigating the Wilderness



One interesting thing about everything we’ve seen regarding Connor in trees or climbing  rocks - it’s not as different as you might think. Ubisoft is doing a lot of work behind the scenes to make sure that moving through the forest isn’t all that complicated. In previous games, navigating the city was about ‘reading’ visual clues - seeing where roofs were positioned, judging distance and how buildings flowed from one to the next. That’s actually the same here.


What’s key is how Ubisoft has ‘gamed’ the trees themselves, using ‘Y’ branches almost as junction points that allow players decide if they want to adjust their movement. The same actually applies to some elements of the city - as the designers implemented some of the wilderness ideas, they realized some of it would apply back to the ‘pre-urban jungle’ of early America.





Countering



There is a fundamental similarity to countering in AC that still applies to this version - react to your opponent’s attack to throw them off guard. However, Ubisoft views the concept more as a combo ‘opener’ which will give Connor a host of options. As always, his two-handed style gives him access to both a weapon and a tool. Add in the more context-sensitive kill animations and that’s how you’ve been seeing some of the more artful material out there.





Bringing the ‘Flawless’ Playing to the Players



How many times have you watched a demonstration of a video game, and been amazed, only to get the game home and realize you can’t actually do anything you just saw? The level of precision and flawless execution some developers have when presenting their games can sometimes be stunning - and it’s because they rehearse the same sequence over and over. One of Ubisoft’s goals this time around was to bring that kind of polished, incredible experience directly to the players, to make it more accessible. What you’ve been seeing from ACIII so far is designed to be relatively easy to execute, and based on what we’ve learned at E3, it seems as though you won’t have to throw out everything you’ve learned about AC to do it.










More Killing



Two moments really stood out to us in the Frontier demo - the spot where Connor grabs a musket from a rack, stabs a man with its bayonet - without stopping his pursuit of a target - and then the air assassination that ended that chase, which was clearly scripted. Air assassinations will now be able to be performed by any weapon, not just the hidden blade. So players wanting to recreate that airborne musket attack can do just that - and not in the flashy sequence we saw that typically signals the end of a mission.


The running assault is part of Ubisoft’s attempt to make the game more aggressive, more fluid and to change up the dynamics of the game ever so slightly. And it’s easy to pull off. Just run up to a target and hold the attack button. Connor will take out his prey and keep moving.





Navigating the High Seas



ACIII’s boat sequence first revealed at Sony’s press conference was certainly impressive, but how would it work? Steering a sail-driven, cannon-loaded ship would not seem to be the easiest thing. During a live demo of that sequence, Ubisoft told us the development team had considered going for a more ‘simulation’ approach, meaning the boat would handle as it should, but decided the controls should be a bit more true to their franchise - fluid, responsive and fast.





Killing on the High Seas



Connor will have access to two broad types of attacks while on the ocean - a swivel turret and the broadside cannons. The swivel turret allows for quick, positioned shots with typical cannon balls. It’s designed specifically to target weaker points on ships, which will be helpful as we’ll explain below.


The broadside cannons are more restrictive in when they’re used, but have more shot options - chain shots to take out masts, grape shots to sweep soldiers off of decks, and even heat shots which, get this, are on fire. A quick selection menu similar to Connor’s typical weapons layout allows him to access these different types.


Executing these attacks is very simple, as each type of cannon is mapped to L1/LB or R1/RB. Holding down an attack button will allow Connor to place his attack with the swivel mount or lay out a dynamic grid showing the width and depth of his broadside attack. Releasing the button will then signal to fire. Keeping the broadside attack button pressed will hold the attack for the right moment, narrowing the grid if Connor needs to strategically focus on one specific area.










Mission Variety



At first glance, these boat segments might seem a bit trivial. While they’re only a small part of the larger game, Ubisoft has built in some mission variety so players aren’t simply going out to sea to blow up some targets. In addition to some navigational type goals - getting from point A to B while moving through narrow passes surrounded by rocks, the actual battle goals will differ. Sometimes Connor will need to destroy a ship. Sometimes he must disable it. And while Ubisoft’s demo ends with a scripted sequence in which Connor and his allies board an enemy vessel, we were told that would eventually be more in the control of players.





The Occupation



Seeing a short sequence set in Boston allowed us to see how the city life is more dynamic than ever before. The citizens, resentful of the occupying British forces, will actually help you take on your enemies, luring them down alleys while you wait around the corner. The more you help them, the more they’ll favor you.





Cloak and Dagger



Moving through crowds in stealth is far easier now. Connor must no longer insert himself into a small mob - he only has to be around a couple people. Similar kinds of visual Animus clues will allow players to know when Connor is ‘cloaked’, but the most helpful of these are small white ‘strands’ that reach out from the assassin and the civilians. If those disappear, players will know they’re more exposed. It’s simple but will allow a more seamless crowd navigation, which was something that significantly limited options in past games.





Welcome to the Indoors



Though the AC franchise has featured indoor elements, they were always separated from the city segments. There was no seamless transition from one to the other without some loading. While bigger indoor moments will still no doubt need this, players are now able to access interiors through open windows and doors, and these actually serve as chase breakers, which is a concept AC multiplayer fans will know well. If Connor is being chased by troops, he can jump up a building and escape by passing through it to the other side. It’s a way to add more options and build a more dynamic environment.










Summoning Assassins



The concept of an assassin’s guild is back, and while we don’t know how or if Connor will recruit and train allies, we do know they are capable of doing more than killing now. With a quick menu selection, Connor was able to summon assassin’s dressed as British soldiers, who then placed our hero in handcuffs to lead him past a military checkpoint. Ubisoft called it the ‘Wookie Maneuver’ though we’re sure that’s not the official term.







What day is it again? Rich is an executive editor at IGN, and isn't even sure where to find his normal signature. It's E3, after all. He's totally on Twitter and stuff. Follow him there.



Source : ign[dot]com

E3 2012: Kirby's Anniversary Collection Gets a Name, Release Date




It's hard to find anyone talking about the normal, six-year-old original Wii here at E3 2012, as Nintendo's focus has entirely shifted toward the release of Wii U later this year. But that doesn't mean the current console has nothing new on the horizon itself – in fact, it's still got one more Kirby game on the schedule before everything turns to U.


"Kirby's Dream Collection: Special Edition" is its name, and you'll be able to pick up your copy in stores this September. This is the final branding and time frame Nintendo has given to the 20th anniversary collection of classic Kirby games announced earlier this year, to celebrate the Pink Puffball's two full decades of service in supplying floating, smiling fun to Nintendo fans.


Nintendo's still not talking about just which classic Kirby games will be making the cut for this Wii disc, but with its release now confirmed to be only three months away we shouldn't have to wait too much longer to get that list. Likely candidates include those titles that have already been re-released previously on Wii via the Virtual Console service – Kirby's Adventure from the NES, Kirby's Dream Land 3 from the SNES and Kirby 64: The Crystal Shards from the Nintendo 64 are just three of the many possibilities.




Source : ign[dot]com