Thursday, June 7, 2012

E3 2012: The Knowns and Unknowns of Wii U's Visual Abilities




Fans have been crying out for Nintendo to embrace HD for years. There have been grassroots campaigns organized around the issue. Rumors that the Wii would get a high-def hardware revision. Emulators programmed to take the issue out of the company's hands, then used to fill Internet forums with images of what could have been.

And now, at long last, Wii U has arrived – and Nintendo's finally using the number 1080 without the word "snowboarding" immediately following it.

There's been quite a bit of confusion surrounding this long-awaited upgrade, though, so we're bringing together all the facts and specs about Wii U's visual abilities here in one spot. What kind of HD will it really support? How many p's and how many i's? And what impact will the new GamePad controller – with its own, separate screen to fill – have on what's being displayed up on our fancy TVs?

Let's dive in.



First up, let's review the official figures supplied via the company's press materials. Consulting Nintendo's E3 website or the PDF packed alongside the myriad screenshots and promotional art pieces for upcoming games, we find two concise statements listed for Video Output:

Supports 1080p, 1080i, 720p, 480p and 480i. Compatible cables include HDMI, Wii D-Terminal, Wii Component Video, Wii RGB, Wii S-Video Stereo AV and Wii AV.

Simple enough. Wii U will work with just about every kind of video cable on sale at Radio Shack, and it'll output pretty much every resolution worth talking about. There's 480i for standard-defintion legacy content. There's 480p for those older Wii games that supported progressive scan. And then the three flavors of high definition – 720p, 1080i and 1080p.

This, though, is where some confusion is creeping in and some fans are starting to question Nintendo once again – because though output of up to 1080p is supported by the hardware, that doesn't necessarily mean that every game is going to hit that highest mark of high definition.

Nintendo fansite Wii U Daily published a story yesterday that claimed the system's launch titles will only run in 720p. That's still technically high definition, but it's not 1080, and the difference has been enough to upset some videophiles already.

The report has yet to be substantiated elsewhere by Nintendo, but if it is true then it wouldn't be all that surprising – titles like New Super Mario Bros. U, Nintendo Land and Pikmin 3 could only be hitting 720p as a result of the system being so new. Nintendo is just now creeping its way out of standard definition gaming, after all. It's understandable if the transition takes smaller steps instead the biggest leap possible right away.



Native resolution is only one area to consider in discussing Wii U's visual capabilities. Another is frame rate. The same Wii U Daily article also claimed that not all titles will achieve the ideal rate of 60 frames per second. Pikmin 3 was listed as one that will, but we're left to wonder about any of the others.

This might be another area not to get to upset about so soon, but slower frame rates were actually a topic that came up during Tuesday evening's Developer Discussion event. Nintendo's Takashi Tezuka and Katsuya Eguchi were asked what technical hurdles they had to overcome in order to get two Wii U GamePads working with the system simultaneously, and they admitted that system performance will take a hit when such a configuration is used. Frame rate could be cut in half.

That's a tough fact for video-attuned fans to be hit with, but once again it makes sense – we've never had a video game console streaming constant content to a second screen placed across the room before, and tossing a third screen into that mix is definitely going to put a strain on things. Even the most untechnical of us should be able to understand that.

All that said, there's still plenty we don't yet know. We haven't received official confirmation from Nintendo about anything other than the two simple sentences in the press materials – Wii U Daily's report was from the mouth of a single company rep on the show floor, and even Mr. Tezuka and Mr. Eguchi were just offering their opinions of the system's capabilities, not hard facts. We'll have to wait to get firm information until closer to launch, or perhaps after.



There are other questions the fans want Nintendo to address regarding Wii U's visuals, too – like what happens with legacy content? We do already know that Wii games will not be upscaled to HD when running on a Wii U. So that question's answered. But what about playing them on the GamePad screen? Will we be able to enjoy Super Mario Galaxy or the original Wii Fit in our hands while the TV is tuned to Game of Thrones?

And what about the downloadable titles? Nintendo has confirmed that we'll be able to move our Wii saves, Virtual Consoles games and WiiWare titles onto the Wii U, but will those older games programmed with the original Wii in mind be able to be shifted to the palms of our hands? If so, it means classics like Super Metroid, Mario Kart 64 and Mega Man 2 could gain pseudo-portability for the first time. If not, well, it'll be another missed opportunity to please we somewhat stubborn fans.

How about those many different video cable options? This will be the first Nintendo system to support some those types. Will there be an official HDMI cable released by Nintendo? Will the same cables used for the Wii work for the Wii U, if consumers aren't concerned about upgrading their wiring? And which kind, if any, will be packaged in the box with new Wii U systems? If there's no cable bundled in and we need to make a separate purchase, we'll want to know that ahead of time.

So while we now know a handful of facts about the Wii U's visual abilities, there are still quite a few unknowns hovering around here at the end of the expo that supposedly revealed the system in full. It's an unfinished topic for sure, so we'll revisit this article as more details become available through the weeks and months ahead. Feel free to add your own questions via the comments box below, then stay tuned all the way through to November and beyond.



Source : ign[dot]com

E3 2012: LEGO Takes Tolkien Seriously




Considering the calibre of blockbuster franchises that have received the LEGO treatment in the past, it’s no surprise to see the recent announcement of LEGO The Lord of the Rings. But LEGO developer Traveller’s Tales is wearing its ambition on its sleeve this time around, and why not? This is the first time the team has ever LEGOfied an Academy Award Winning film, after all. As Executive Producer Nick Ricks explains, “this time we’re messing with the big boys.”

Working closely with LEGO and WingNut Studios/New Line, Traveller’s Tales is attempting to make this as authentic a Lord of the Rings experience as possible, going so far as to strip out the usual babbling LEGO voices and replacing them with theatrical dialogue. Hearing Orlando Bloom’s voice come out of a LEGO Legolas (complete with razor sharp cheekbones) is slightly jarring, but it’s necessary considering the complexity of some of the included scenes, and the overall complexity of the journey.



It’s the journey that’s at the forefront of Traveller’s Tales mind. Cleverly, the growth of each character is reflected through new RPG-lite elements - characters can now carry ‘story’ or ‘treasure’ objects in a backpack and store up to eight of them for future use. Objects can improve the characters, essentially evolving them physically as they progress through the story.

There are other tricks. In order to re-create some of the trilogy's environments more faithfully, not all the game world is made out of LEGO, and in-game cinematic sequences have been more or less recreated shot for shot. “There’s so much fantastically framed cinematography and brilliant camerawork,” says Ricks. “We can’t improve on that, so we just need to take it and put it into the game.”

To drive their seriousness home, the team has also created the gameworld around Tolkien’s original maps, and characters can now move from Hobbiton to Mordor without popping in and out of chapters, streamlining the experience as much as possible.



This is not to say Traveller’s Tales have lost their quirky sense of humor completely - at one point during our E3 demo playing as Legolas, we were able to pick up Gimli and throw him into a LEGO wall. “One of our favorite bits in the films was tossing the dwarfs,” says Ricks. “This is, y'know, still a light hearted take.”



Source : ign[dot]com

Everything PlayStation at E3 2012




We know, we know, we know: IGN has been a madhouse. E3 -- the Electronic Entertainment Expo -- has been in full swing the past few days. Every game that's looking to wow you in the next year or so has had some presence here, and that means IGN has been posting more stories and videos than you can keep up with.

Below, you'll find everything the worldly PlayStation fan needs to know from the show. We've collected the biggest games, videos and news stories into one source for you to wrap your head around. Is it comprehensive? Of course not. We didn't include every game, just the stuff you absolutely need to know about. If a game you care about isn't here, chances are it was written about before E3 or just didn't make the cut. Search for it on IGN, and we'll give you the scoop.

THE PLAYSTATION CONVERSATION



Sony's E3 2012 PlayStation Conference
PlayStation's Winners & Losers of E3
Why Watch Dogs is My Game of the Show
Can Wonderbook Be Successful?
LittleBigPlanet Could Save the Vita
IGN Reacts to Assassins Creed 3, Last of Us, Beyond and more... 

BEYOND: TWO SOULS



Quantic Dream’s Beyond - Two Souls Revealed
Going Beyond "Beyond"
Beyond Trailer
Beyond Takes Heavy Rain to a New Level

THE LAST OF US



Why We're Excited about The Last of Us
The Last of Us Conference Demo
17-Minute Last of Us Demo
IGN Live: The Last of Us

ASSASSIN'S CREED III



On the Hunt in Assassin’s Creed III
Assassin’s Creed III PS3 Bundle Announced
13 Things We've Learned About Assassin's Creed
Rewind Theater: Assassin's Creed 3
Assassin's Creed III - Gameplay Interview
Assassin's Creed II Demo

ASSASSIN'S CREED III: LIBERATION



Assassin's Creed III: Liberation Channels Splinter Cell
Assassin's Creed III: Liberation Debut Trailer
Rich on Assassin's Creed III: Liberation

GOD OF WAR: ASCENSION



God of War: Ascension Coming March 2013
The Confusing (Yet Impressive) Multiplayer of God of War: Ascension
Get Over Yourself and Enjoy God of War
God of War: Ascension - Gameplay Demo - E3 2012
IGN Live: God of War: Ascension

PLAYSTATION ALL-STARS BATTLE ROYALE



PS All-Stars Confirms Big Daddy, Drake
PlayStation All-Stars Battle Royale -- Beating Down Drake, Using a Vita
PS All-Stars Battle Royale Coming to Vita
IGN Liive: All Stars

PLAYSTATION VITA

PlayStation One Classics Coming to Vita
Going Hands-on With PSone Classics on Vita
Combat, Exploration and Hilarity in Guacamelee!
Use Vita to Make Graffiti, Stay out of Jail
Dust 514 Beta Date on PS3, Vita Details
Not Comprehending Soul Sacrifice and Liking It

THE NEWS

Angry Birds Coming to Consoles
Counter-Strike: GO Release Date Announced
Dead Island Riptide Announced
IO Apologetic Over Hitman Trailer Controversy
June’s PlayStation Plus Perks Are Outrageous
Sony Talks Next Gen
Sony Teams with J.K. Rowling for New Game
Sony’s Stock Falls to Lowest Level Since 1984
The Plan for Final Fantasy XIV on PS3
THQ Lays Off Employees After Losing UFC

THE PREVIEWS



Dust 514: The Deepest FPS You’ve Ever Played
Counter-Strike on a Console
Dead Space 3's Cold-Hearted Co-op
Madden NFL 13 Adds Physics, Kicks Ass
Making Games in LittleBigPlanet Karting
Need for Speed: Most Wanted is Burnout Paradise 2
Ni Nu Kuni Plays Beautifully
Skyrim for Vampires
South Park: The Stick of Truth Preview
Splinter Cell Blacklist - Fearing Sam Fisher
Star Wars: 1313 -- Move Over Drake
The New Spider-Man Game Looks Amazing
Tomb Raider and the Breaking of Lara Croft
Walking Dead Episode 2 Is Way More Brutal
Why'd I Doubt Sports Champions 2?

THE VIDEOS



Hitman: Absolution - E3 2012 Chokehold
Medal of Honor Warfighter - Live Gameplay
Portal 2 and PlayStation Move Unite
Resident Evil 6 - Run From A Giant Hulk Zombie
Retro City Rampage Video Preview
Sony Wonderbook - Teaser Trailer
The Amazing Spider-Man - Rewind Theater
The Insanity of Far Cry 3
The Joker Walks You Through New DCUO DLC
The Very Un-Metal Gear Rising: Revengeance

THE LIVE SHOW



Borderlands 2
Call of Duty: Black Ops 2
Dead Space 3
Dust 514
LittleBigPlanet Karting
LittleBigPlanet Vita
Resident Evil 6
Sleeping Dogs
Sly Cooper: Thieves in Time
Soul Sacrifice
Splinter Cell: Blacklist
The Amazing Spider-Man
The Unfinished Swan
The Walking Dead: Episode 2
Tomb Raider
Ni No Kuni
Watch_Dogs
XCOM: Enemy Unknown


THE PODCAST



E3 2012: Podcast Beyond and a Sony President

THE AWARDS

IGN's Best of E3 2012 Awards

What did you think of E3? Let us know in the comments and make sure you check out IGN all next week for expanded previews and opinions.



Source : ign[dot]com

E3 2012: Scribblenauts Unlimited and the Nature Tank




The Nature Tank is a custom object that had been put together in Scribblenauts Unlimited before we had arrived for our demo. It was a tank; you know, the armoured kind. For warfare and such. But it wasn't just a tank. It was a Nature Tank.

The Nature Tank is a hover tank. Presumably powered by clean energy the Nature Tank glides across the Earth without scarring her delicate surface. The Nature Tank is covered in a fabulous floral arrangement; it is obviously one with the beauty of the natural world and wears its ostentatious bouquet as a sign of its commitment to the environment. Also? The Nature Tank shoots vegans. No, it doesn't shoot projectiles at vegans.

It shoots vegans as projectiles.



We got to experiment with Scribblenauts Unlimited's powerful new object editor system today and, by the looks of things, it's going to fundamentally change the way you play Scribblenauts. This goes way beyond the adjective system that was introduced in Super Scribblenauts. This time around you can manually create all manner of ridiculous custom objects by combining the many, many thousands of objects already in the game in amazingly wild new ways.

In addition to this you can expand and shrink various parts of an object and change their colour. You can also assign various properties to the objects you create, such as offensive capabilities. This is why the Nature Tank shoots vegans. This is also why the violent green dolphin created during our preview shot deadly carrots from its mouth that instantly killed anyone we targeted.

Customised objects can be named and saved for spawning later, and shared online. It's pretty crazy, and the whole process seems to work quite well on the Wii U's control pad. The Wii U control pad's touchscreen really is the best way to bring this game to the big screen.


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"So, you guys come here often?"


The challenge structure in Scribblenauts Unlimited has been revamped. The fundamentals haven't changed; the core idea still revolves around Maxwell helping folks in need of his enchanted assistance in exchange for Starites. The difference this time is that Scribblenauts Unlimited takes place in one, large continuous world -- one we were told you can actually walk all the way around. Additionally, there are also smaller, supplemental challenges included on the maps that reward you with Starite Shards. Collecting Starite Shards is another way to earn Starites.

Scribblenauts Unlimited for Wii U will also feature a two-player co-operative multiplayer mode, but this wasn't demonstrated.

Scribblenauts Unlimited is in a tricky spot. You can, after all, already get Scribblenauts for iOS for 99 cents. But Scribblenauts Unlimited is a bigger, bolder Scribblenauts than ever, and the object editor makes the possibilities virtually... unlimited.

It may not be a title that showcases the Wii U's horsepower, but the strengths of Nintendo's upcoming new console make it a logical place to take the series.



Source : ign[dot]com

E3 2012: Zeno Clash II Impressions




The original Zeno Clash let you run around bizarre environments and pummel oddly-shaped creatures with your fists. The sequel will be similar, but will also feature a larger, more open game world, drop-in, drop-out cooperative play, and a more developed battle system.

You still play as Ghat, who can be joined by Rimat for co-operative sessions. Though no real story elements were on display at E3 2012, there was a brief battle sequence. Character designs here are just as strange as in the first title, featuring enemies with disproportionately tiny heads, garbage can lids flopping above their foreheads, skinny limbs and giant beards. The choice of colors, style of lighting and textures combine to creature the impression that this world might be made of Play-Doh. It’s a lot to digest upon first sight.



Ace Team’s clearly put a lot of work into animations as well. Enemies move around with an eerie fluidity, which you could spend a lot of time admiring if they weren’t also intent on punching you in the nose. To defend you can block or quickly dodge to the side, then return straight jabs or powerful hooks. You’ll need to pay attention to the kind of punch you throw, because enemies block attacks from specific directions. If they guard their head’s left side, you’ll want to throw a hook to their right. If they put up both arms to block hooks, you’ll want to punch directly down the center.

Foes react appropriately regardless of where you hit them, reeling and wincing, making it seem like your punches are actually making an impact. Periodically you’ll see little white circles pop up over places on enemy models, and if you’re able to land a hit within the circle before it disappears, you’re awarded with an extra-powerful hit, accompanied by a special animation.

Movement and punching has an odd sort of pacing, like the first game. This isn’t a lightning fast combat system, it’s slow and deliberately uneven, making it feel like your limbs need time to move around and reposition themselves before launching another attack. At six to ten hours it sounds like there’ll be quite a bit more content than the first one too.

Zeno Clash II is currently scheduled to launch in 2013 for Xbox Live, PlayStation Network and PC.



Source : ign[dot]com

E3 2012: Introducing Escape Plan’s Newest DLC




PlayStation Vita has only been on the market for a few months and doesn’t yet have a robust catalog of games. But when you examine the great titles that are already out there, from Super Stardust Delta to Uncharted: Golden Abyss, another game quickly joins the conversation: Escape Plan.

Fun Bits Interactive delivered a quirky, enjoyable but slightly flawed puzzler with Escape Plan, and the small team there still toils over its flagship Vita product to this very day. Patch 1.01, which launched some time ago, fixed some common complaints about the game, from the finicky nature of the “gesture” system to some more subtle balancing issues. Free DLC was also delivered, giving gamers some more puzzles to mess around with.

Now, Fun Bits and Sony are prepared to launch new epilogue DLC in the form of The Asylum. 18 brand-new stages complement a variety of new additions, including seven fresh Efficiency Challenges and unlockable costumes for Lil and Laarg. A new patch – version 1.02 – is also on the horizon, which makes additional fixes to the core game, previous DLC and the experience of playing Escape Plan at large (no pun intended). The DLC and the patch go live on the same day.

The Asylum DLC adds new enemy types called Shock Minions that prove to be a different sort of enemy than Escape Plan fans may be accustomed to. The padded walls of the Asylum muffle the back touch pad used to distract enemies, meaning that you often have to put Lil and Laarg in danger to coerce them into positions where obstacles around you can lay the killing blow. Shock Minions’ innate electrical abilities can also be used to charge special items in the environment.



Though the DLC levels start out slow and easy, things will crescendo significantly, and the Shock Minions will continue to be a part of the puzzles as they get more and more difficult. All of this is in addition to the typical Minions you dealt with in your campaign against Bakuki, so prepare for some tough enemies to both avoid and slay in equally tough puzzles.

What’s most notable to me, however, is that when I sat down with Fun Bits Interactive’s CEO Chris Millar to talk about the new Escape Plan DLC, I was refreshed by his approach not only to crafting DLC, but to patching his game. Fun Bits keeps a careful eye on metrics that are sent to them when you’re playing the game with your Vita connected to the PlayStation Network. If they see spikes in, say, deaths on a certain puzzle or an unreal amount of gestures being used on another, they go in and tweak things until those spikes disappear. None of this takes away from what makes Lil and Laarg’s adventure so special. It just makes their adventure better.

That’s worth noting because when Fun Bits Interactive learns lessons like these, it evolves its collective philosophy which shows through in its Asylum DLC. And though The Asylum is being announced for the first time right here, right now, it’s very close on the horizon. On Tuesday, June 12th, you’ll be able to download the game at a steep discount off of the PlayStation Network. Following that, the DLC pack will be adjusted to its regular price of $4.99.



Source : ign[dot]com

E3 2012: RaiderZ Wants to Raid the West




RaiderZ might be a tough sell for a Western market. Despite having some clever ideas as far as classes and combat are concerned, RaiderZ character aesthetics are very clearly targeted first and foremost for an Asian audience. Sure, visuals aren't everything, but when you're going to be staring at your screen for hours on end, and when you have increasingly more options for free-to-play MMOs, you better be into what you're seeing.

Let's start with what RaiderZ does right -- namely its combat and class systems. Instead of mashing on number keys like World of Warcraft (which I'm a fan of, by the way), RaiderZ takes a more hack and slash approach, with combat closer to God of War than EverQuest. Every enemy you fight telegraphs their attacks, giving more skilled players ample time to roll away from a strike. Many of the attacks and abilities my character had had big wind up times, too, so there's a certain trade-off when you want to do brutal strikes instead of quick hit melee hits.



Having more action-focused combat in an MMO isn't enough to make a game stand out today, though, and RaiderZ innovates with its clever take on monster drops. On top of loot, monsters will regularly drops their weapons or parts of their body when they're slain. So for instance when I worked my way through a group of skeleton archers I could grab their bows as I killed them, giving me a couple of new skills for a few moments before it disappeared. They also dropped their skulls sometimes, which allowed me to pick them up and, if my aim was good, hit another skeleton for critical damage. Other monsters like zombies will drop limbs you can consume for buffs, while bosses will sometimes drop pieces of themselves that you can wield as well. It's a cool hook.

While you start as either a Beserker, Cleric, Sorcerer or Defender when you first create your character, you get to put points into the other professions' skill trees starting at level 10. This means that you can be a damage dealing Beserker and pick up some healing abilities from the Cleric profession, creating a hybrid class. The hope is that this will make you feel less committed to a rigid progression structure, and instill a feeling that you can create your character however you choose.

The profession options are pretty open, but the actual avatar creation process is decidedly less so. Developed by a studio in Korea, the character models are Eastern takes on what caucasian people look like. Fans of J-RPGs might be into lithe characters who can have frosted blue and pink hair, but I think that publisher Perfect World Entertainment will have a hard time getting RaiderZ to have mass appeal in North America without additional visual options. I could be wrong, of course, but I just don't think the characters currently in RaiderZ appeal to the fantasy most people have in the west.

RaiderZ releases later this year, and will enter closed beta in the near future.



Source : ign[dot]com

E3 2012: Warface: Crytek’s Free Shooter




Crytek’s free-to-play shooter stands out because of its high quality visuals, but is interesting for more than its flashy surface. You can jump into fights as one of four customizable classes, ranging from basic soldiers to medics. Unlike many free-to-play shooters, you’re not limited to only fighting against other players in PvP arenas – you can battle in co-operative missions against computer controlled opponents as well.

These missions are made available by Crytek on a regular basis, encouraging you to check back each day to see if new missions are available, similar to daily quests in MMOs. When you launch into a mission, you and your friends move through combat spaces and gun down enemies on the way to complete an objective – reach an extraction point, defend a structure or fight for your life while waiting for rescue. These objectives are strung together seamlessly to create longer missions. So in a mission’s first segment you might fight across a bridge to reach a helicopter, then ride the helicopter to reach the next segment with no loading screen. Crytek mixes and matches these segments to create new missions, and adds new segments in over time to keep the experience varied.



While on the ground, you’ll find many familiar Crytek-like shooter mechanics. Hitting C brings up a customization menu for your gun like in Crysis, where you can swap around attachments, like adding a red dot sight to your assault rifle. You can sprint around, slide at high speed to duck under incoming fire or stagger enemies, and vault over low bits of cover to reach new areas. Because it’s a multiplayer experience, you’ll also find some places around the maps allow you to perform co-operative actions. Two players can team up to boost over high walls, for instance, giving access to otherwise blocked off areas, which may open up better ways to attack your enemies.

Enemies in these PvE missions seem to be fairly intelligent and put up a pretty good fight, and vary in types from standard gun-toting humans to larger mechanized types. You’ll need to use teamwork to take down the bigger foes, as some will have weak points on their back, meaning it’s best if one player draws their attention while another swoops in behind to deal damage. In many ways, it feels just like playing a section from a full-priced shooter’s campaign, except it’s free and there's no real character development or significant story.



Player versus player modes will also be included, which range from standard deathmatch and bomb defuse scenarios to more specialized modes involving territorial capture. To enhance your performance, you’ll be able to equip special items like silent shoes that muffle your footsteps, boots that allow you to pass by claymore mines without triggering them, and other items to lengthen sprint times. Crytek wants to be careful, though, to make sure that acquiring these types of items isn’t a matter simply handing over money to get instant bonuses. They do not want this to be a pay to win title, and are still in the process of fine tuning exactly how the microtransaction system will work for US and European territories (Warface is already live in China and Russia). In general terms, Crytek’s goal is to only enable real-money transactions for things like cosmetic items and ways to boost experience gain.

With really impressive visuals, fun gameplay and, at least according to Crytek, the ability to run smoothly on machines with five year old hardware, Warface is another promising free-to-play title, and yet another reason paying 50 to 60 USD for a quality shooter experience seems more and more like a waste. For now, Warface does not have a North American launch date.



Source : ign[dot]com

E3 2012: The 17-Minute Last of Us Demo




Editor's Note: This article is pretty much dependant on you having seen E3's The Last of Us demo. So, watch it below before reading...



The Last of Us made quite the impression this week when it closed out PlayStation's E3 press conference with a dramatic seven-minute demo. So, I was a bit disappointed when Naughty Dog started the same demo behind closed doors. That is, until the seven-minute runthrough blossomed into a 17-minute showcase. While Naughty Dog focused on beating the hell out of people head-on at the Sony show, it turns out you can tackle The Last of Us in a number of different ways.



The first change was an innocuous one. In the conference demo, Ellie references a movie poster for "Dawn of the Wolf," and Joel blows past it. In the behind closed doors demo, he doesn’t. Instead he stops and has a conversation about it. Naughty Dog told me that these moments are there for gamers who want more of the story -- who want to get to know these characters. In this instance, Ellie asks Joel if the girl gets "gutted" at the end, and Joel scoffs, telling her it's a "dumb teen movie." Ellie asks Joel why he saw it then, he grumbles, and the group is off. In another interesting change, Joel looked at the bridge before Ellie asked him about it in the private demo, so the conversations from the conference never happened.



OK, so you know how in the conference demo Joel and Ellie immediately went left in the old hotel? That wasn't how it went in my private demo. They scavenged more and that ladder wasn't there. The duo had to find a way up to the stairs to continue moving through the hotel. After scoping the place out, Joel spotted a ladder, rolled over a laundry cart, and boosted Ellie up on it to grab the tool. If Joel hadn't spotted the ladder but still boosted Ellie up, she would've announced her discovery.



When Ellie asked Joel if he wanted to go around the looters last time, he seemed to do just that. This time, he went straight at their location. Rather than go through the doorway, Joel ran up to the broken windows and waited for the enemies to disperse. Then, he hurled a beer bottle into the room on the far left and waited for a guy to come investigate. Joel hopped in, took him hostage, and choked him out. Rather than engage the rest of the enemies, Joel and Ellie took off in a new direction.

Here's where I can't show you screengrabs. The pair was into uncharted territory and eventually cut through a bathroom containing the body of a woman who took her life years ago. When Ellie comes upon it, her and Joel have this conversation about this being "the easy way out." Joel tells her it's far from easy.



After seeing both of these demos, there's a part in the conference footage that stands out to me. After Joel tosses his Molotov cocktail and burns a man alive, Ellie exclaims "S***, Joel!" In the heat of the original presentation, it didn't seem out of character -- it was her reacting to the situation. But after watching the 17-minute demo -- where that scene never happens -- Ellie's line doesn't sound like she's freaking out about the situation but more about Joel's action. It sounds like she's responding to him acting way more aggressive than he normally does.

After the dead body, the pair continue their way through the building. Joel finds a pipe (probably the one the enemy used on him in the other demo) and bandage (a bandage he could've combined with the bottle he threw and some alcohol for a Molotov). Here, Joel's more like you'd imagine a survivor to be. He's quiet, calculated and looking for anything that could keep him alive.

Of course, the duo does run into that second round of bad guys from the first demo. They brawl and shoot, but this time the fight features Joel on the defensive. After taking a shot, Joel uses the bandage he found to wrap his bleeding arm. (It's a live inventory system, so enemies keep coming as Joel dresses his wound.) There's a pipe beatdown and some shooting, and when the final enemy falls, Ellie comes out of hiding and reacts to the bleeding body at your feet.



With the bad guys dead, Joel and Ellie move on -- past where dude bro's head got blown apart. They open an elevator shaft, climb onto a suspended car, and then jump to its also suspended sister. Ellie gets up, but before she can help him up, the car gives way and Joel tumbles with it to a watery basement. Holding his side in pain, he clicks on a flashlight, calls up to Ellie and begins swimming into a debris field beyond the doorway.







Source : ign[dot]com

Dragon Age: Dawn of the Seeker Blu-ray Review




No offense to Felicia Day and her very well-made live-action web series, Dragon Age: Redemption, but Dragon Age is a franchise best suited for the world of top-tier animation – where the canvas is virtually limitless and pretty much anything is possible.

Not only do the visuals of the series lend themselves to epic set pieces, brutal action and rich fantasy, but animation also allows a nearly seamless bridge between game and cinema, that is, until someone's willing to throw down $200 million on a big-budget live-action film.

Enter Dragon Age: Dawn of the Seeker, a high-concept animated movie blending CG animation with a rotoscoping-type 2D visual palette. While a bit jarring at first, the animation style slowly sinks in, and allows for a lush, beautiful setting that feels both daring and refreshing.

The story, which follows a young Seeker named Cassandra as she attempts to uncover the conspiracy in the Chantry, plays with all the intrigue and excitement fans have come to expect from the Dragon Age franchise. It's a touch cliché at times, not to mention a tad confusing for newcomers, but it fits well within the established mythology of the series, and moves along at a sharp, enticing pace. The characters, as always, are richly developed and the action is remarkably choreographed and quite dazzling.



Voice work, in both the English and Japanese versions, is quite great. No one feels out of place or comes off too stoic or unemotional. Music, while quite good, does feel a little cheap, especially compared to the scope and scale of everything else. It's hardly terrible, but it's the one element of this production where it feels like corners were cut.

While few newcomers will likely attach to Dragon Age: Dawn of the Seeker, the film provides a real treat for longtime fans of this franchise. The story is complex and exciting, the characters are wonderfully rich, and animation is both dazzling and unique. Let's hope Dawn of the Seeker is but one of many animated films to come.

The film comes to Blu-ray/DVD combo pack courtesy of FUNimation. The transfer is presented in 1.78:1 widescreen, encoded in 1080p/AVC. Audio is mixed in English and Japanese 5.1 Dolby TrueHD. Naturally, optional English subtitles are also provided. The DVD copy of the film comes on two discs – one disc featuring the Japanese version, and one disc with the English version.

It should come as no shock that Dawn of the Seeker looks absolutely remarkable on Blu-ray. Created entirely on a digital canvas, the direct-to-digital transfer is absolutely spotless – not a single blemish was detected at all. The encode fairs considerably well, with no major compression issues. No banding or bleeding colors were noted, either. If you're in the market for a reference digital transfer, give Dragon Age a look.



Audio is also top notch. I toggled between both the Japanese version and the English dub. The film's palette remains the same with both mixes. Surrounds are lively and immersive, with rich atmosphere and hearty bass. Dialogue is well-mixed and clean, not one distortion, hiss or crackle was detected. Now, which version you choose to watch is really up to how much of a purist you are. Regardless, whether you opt for the English dub or the original Japanese, you'll be getting a pretty great mix.

Extras include a trio of brief featurettes and a downloadable digital comic – Dragon Age: The Silent Grove. The first featurette (8 minutes, HD) takes you backstage at Bioware Studio. It's nothing too earth-shattering, but it's worth a look if you're a fan. The next featurette (21 minutes, HD) explores the making of the film, as well as the various characters and groups seen within the Dragon Age franchise. Finally, there's a quick but wonderful look at the film's production artwork (9 minutes, HD).

Dragon Age fans should definitely check out this animated adaptation. And current lovers of Game of Thrones might also want to consider stepping into this franchise, if you haven't already. You might find much to love. If nothing else, you'll have a pretty great Blu-ray to show off the might of your system.



Source : ign[dot]com

E3 2012: Square-Enix Brings Goes Retro with Final Fantasy Dimensions




Think you’ve played every Final Fantasy game? Think again. In 2010 Square Enix launched an episodic RPG on Japanese mobile phones called Final Fantasy Legends. Individually each episode can be completed in around three hours, but the 13 episodes put together offer up a full-fledged 35-40 hour adventure.

Square Enix announced earlier this year that the episodes will finally be translated into English and ported to both iOS and Android, beginning in July.



I had the opportunity to go hands-on with the title (renamed Final Fantasy Dimensions for North America) and I’m happy to report that it plays like… Final Fantasy. Or at least what Final Fantasy was like when I was growing up with the titles in the 90s. The 2D sprite-based graphics, catchy MIDI music and elaborate job system will be very familiar to gamers that played any of the classic Super Nintendo Final Fantasy titles.

Dimensions features the same Active Time Battle system first introduced in Final Fantasy IV. This means that the battles are still largely turn-based, but if players take too long selecting their attack an enemy might be able to sneak in an extra attack or two of their own. The battles play out perfectly on a touch screen. Players simply select menu options by tapping on them, with a second tap selecting which enemy to target. Simple.

Movement on the overworld doesn’t yet feel quite as smooth when using a touch screen, however. When players touch the screen, a virtual D-Pad appears. Sliding your thumb along it moves your hero. But movement is only possible in the four cardinal directions, making movement with the virtual D-pad a little stiff and awkward. A hybrid “swiping” control option similar to a title like Mage Gauntlet would feel better.



FF Dimensions features an in-depth job system for its character classes, similar to Final Fantasy V. In episode 1 the eight mainstay FF jobs are available: Warrior, Monk, Thief, Red Mage and so-on. Later episodes introduce more unique classes like Dancer, Bard, Magus and more.

A short E3 demo is not a great opportunity to learn much about a big RPG’s storyline, but at its core Final Fantasy Dimensions seems to be a battle between the classic Warriors of Light and a competing group, the Warriors of Darkness.

It sounds trite, but the truth is games like Final Fantasy Dimensions just aren’t made anymore. As an oldschool gamer it felt great to summon a sprite version of Ifrit to take out a group of random baddies and to run around a calm RPG town meeting NPCs. Control issues aside, Final Fantasy Dimensions might just be the meaty RPG mobile gamers have been waiting for.



Source : ign[dot]com

E3 2012: Dungeon Delving in Neverwinter




Part of the quintessential Dungeons and Dragons experience is trudging through dungeons with your friends. The upcoming MMORPG Neverwinter wants to recreate that experience as best it can, putting you in instanced dungeon runs they call "Dungeon Delves."

On the surface, Dungeon Delves aren't all that different from what other MMOs have offered previously. You and four other buddies jump into a dungeon, doing story-based quests and taking on mobs and bosses in an effort to get epic loot. Just as you'd expect, each dungeon is repeatable. But where Neverwinter differentiates itself is the length of a dungeon run. While World of Warcraft dungeon runs can often take several hours, the goal for the team at Cryptic Studios is to make the typical dungeon last right around an hour. Those of you that want a longer experience might be disappointed, but the hope is that you'll just re-queue for a dungeon immediately after finishing to get a multi-hour experience.

Boss battles and encounters in Neverwinter also branch out from a lot of other MMOs. Combat in Neverwinter is much more fast-paced than other games in the genre, and focuses around smart utilization of a few abilities. In practice combat ends up feeling more action heavy, with rapid dodges, well-timed melee strikes and heavy team coordination. One moment the control wizard I was playing might be holding an enemy up in the air so my teammates could beat on them, the next I was narrowly dodging a super powerful blow from a boss and keeping extra enemies off the main tank. Combat ends up feeling much more skill-based than many of Neverwinter's contemporaries, and feels more compelling then simply mashing number keys in a specific order over and over again. Granted, Neverwinter won't be the first action-centric MMO out there (see Tera, for instance), but this, combined with the D&D license, should help attract an audience.



The Neverwinter world is massive, with tons of books and other material fleshing out the universe. You certainly don't have to have any prior knowledge of the franchise to enjoy Neverwinter (hitting guys in the face with a sword or a fireball is fun pretty much anytime), but hardcore fans will get a little extra flavor from the world when they encounter bosses or other NPCs they've read about in books.

Ultimately I had fun with the limited I played of a Dungeon Delve, but it didn't feel drastically different from what's come before. Having never played Dungeons & Dragons I can't really say whether or not it gives you a pen and paper-like experience, but I think it'd be hard pressed to do so. The pacing of the MMO is just so much faster than a tabletop title, and the instances are all scripted and designed a very specific way, while with pen and paper the dungeons can vary wildly based on the imagination of your Dungeon Master. Still, what's here is fun, and fans of the franchise -- or people who just want to check out a new fantasy-themed MMO -- will want to try it out when it releases later this year. Besides, it's not like it'll cost you anything to start.

For more information on the basics of Cryptic's MMO you can check out some of earlier, more in-depth impressions.



Source : ign[dot]com

E3 2012: Ghost Recon Still Coming to Wii U




Ubisoft has confirmed that Ghost Recon Online is still on its way to Wii U. While the Wii U version of the title was announced at E3 2011, it was absent from both Nintendo and Ubisoft’s E3 press conferences and booths this year, causing some people to wonder if the title is still headed to Nintendo’s new system. Now, Ubisoft tells IGN that the Wii U version is still planned but will arrive after the PC version.

“Ghost Recon Online is being developed for the PC first. That was always the plan,” senior vice president of sales and marketing Tony Key told IGN. “The team is taking a little bit longer than they thought they would to get Ghost Recon Online to the level and quality that they want and that definitely has had an impact on how much time they’re able to spend on the Wii U version because we want to make sure we get it right.”



According to Key, the development team working on the PC version is made up of many of the same people who will make the game for Wii U, so the project will have to wait until the PC version has been completed.

“If we start working on the Wii U too soon, we might end up wasting a lot of resources because the PC is a lot easier to test and learn with,” Key said. “Ghost Recon Online on the PC, we can test and learn with that and apply all the best benefits we learn onto the Wii U version to make sure that it’s a great Wii U game. That’s an unusual product for a console and we want to make sure we nail it. It really is because the PC team is a lot of the same guys that will work on the Wii U.”

Ubisoft showed off several Wii U titles during its E3 press conference, including Rayman Legends, Avengers: Battle for Earth, ZombiU, Assassin’s Creed III and Just Dance 4. In addition, the publisher told us this week that its upcoming new IP Watch Dogs could come to Wii U.



Source : ign[dot]com

E3 2012: Demon’s Score is Absolutely Bananas




My biggest E3 2012 surprise so far is how much I enjoyed Demon’s Score from Square Enix. The iOS game is tucked away in a quiet corner of the publisher’s massive booth, in the midst of nearly a dozen other iOS offerings. But I expect the title to earn much more buzz once more gamers get their hands on it.

The game might best be described as one part Elite Beat Agents-style action rhythm, and one part on-rails lightgun shooter. Circles appear on-screen, and must be tapped in time with the music. Red circles simply have to be tapped at the proper moment. Blue circles must be swiped in a specific direction. And finally large “critical hit” circles appear at key moments and must be furiously tapped as many times as possible within a short time limit.



The twist is that each accurate hit whittles down your demonic opponent’s health bar. All of the game’s musical stages are essentially boss fights against a different fiend, and the rhythm beats the players must tap are actually devilish enemies being dispatched.

This premise is already very cool on its own, and a perfect fit for a touch-screen interface. But what sends Demon’s Score over the edge is its completely over-the-top presentation and voice acting. Levels begin with a gleeful “Let the chaos begin!” One enemy exclaims unironically “I am fated to die… a lonely death!” Making something weird and kinetic walks a fine line between memorable and trying too hard, but so far Demon’s Score appears to be on the right side of that line.

IGN will have more on Demon’s Score, including a price and release date, as soon as it becomes available.



Source : ign[dot]com

E3 2012: Get Over Yourself and Enjoy God of War




Since PlayStation's E3 press conference Monday, my life has been a bit like an episode of the Twilight Zone. After years of talking about how silly the character of Kratos is while the rest of the world openly loved him, the script has suddenly been flipped. I seem to be the only one stupefied by the God of War: Ascension single-player demo.



It started pretty much as soon as the gameplay stopped. I turned to IGN editor Colin Campbell in the darkened Los Angeles Memorial Sports Arena, and he gave one of those British shrugs of indifference he's so good at. When the conference was finally over, I expected my Podcast Beyond cohost Colin Moriarty to join my cause of God of War awesomeness, but he joined Campbell in the "It's the same old same old" camp and moved on to Beyond: Two Souls or Last of Us talk.

Let's be clear here: God of War: Ascension is in fact more God of War. Kratos is hurling his blades, dis-braining enemies and (probably) screaming. But there are some changes in that demo that warrant discussion and awe.

“ I've been describing God of War III as visual porn for years, but this blows it out of the water.

For starters, have you seen it? I mean, have you seen that demo? It's beautiful. I've been describing God of War III as visual porn for years, but this blows it out of the water. Look at the muscle detail on Kratos at the start of the demo, the way the flaps of his fustanella cascade off his legs, and the gush of blood that covers his shoulders when he impales that tentacle. These are visual cues that are flat-out amazing. When Kratos unleashes that rage radial smash, the camera pulls in on his face, and you can see his eyes get wide and the corners of his mouth react.

These little details make a big difference. That demo is one of supreme beauty, and it feels like it's been swept under the rug because it's "just more God of War." Sure Kratos has the power to rewind time from Singularity now, pick up weapons enemies tried to use on him, and climb ledges a bit more, but the core experience is more of the same.



But is that reason enough for God of War: Ascension to not be part of the E3 conversation? The overwhelming majority of people liked the previous God of War games, right? We told PlayStation we dug them, so they made more for us and seem to have drastically raised the bar both visually and in terms of the new multiplayer options. And now that it's here, we're shrugging our shoulders and talking about other stuff.

It's one of the perils of the video game industry, I suppose. E3 is the place for huge announcements and news. People come here wanting to be surprised, and this year, it seemed like we knew all about the big announcements. Writers like myself saw The Last of Us a few weeks ago, Assassin's Creed III has been all over the place, and even Quantic Dream's new Beyond: Two Souls managed to leak hours before its debut. If you ask me, it's because of this backdrop that Watch Dogs has been able to get so much traction. No one knew anything about it, so a cool demo was all it needed to launch onto many people's short list for game of the show.

I'm not saying that God of War: Ascension is my game of the show (it isn't), but I am saying ignoring it or writing it off is a huge mistake. Giving a talented team the chance to iterate and build is a very good thing -- ask IGN's 2011 Game of the Year Portal 2.



Source : ign[dot]com

E3 2012: Bullet Run -- Bring the Heat




Many of the free-to-play games at this year's E3 take themselves very seriously. From the semi-simulation World of Warplanes, to the epic battlefields of Planetside 2, these are games that aim to hook you with fun action, but certainly aren't trying to make you laugh or chuckle at their sheer ridiculousness. Which is where Sony Online Entertainment's Bullet Run stands a chance to break out amongst the increasingly crowded free-to-play market. Sure, first-person shooters are a dime a dozen on PC, but Bullet Run's mix of action, wit and visual spectacle could be enough to engage an audience looking for something a bit less serious.

Bullet Run puts you in the shoes of a would-be superstar competing in a modern-day gladiatorial arena. Unlike the ancient days of Rome, though, you aren't fighting for a crowd cheering in the stands. Instead your adoring fans watch at home from their televisions and computers, seeing the carnage you wreak through the array of mounted and flying cameras in each level of Bullet Run.

Since the premise is that you're always being watched, Bullet Run's design centers around turning your character into a, well, character. Just like modern day WWE wrestlers, every person in Bullet Run decorates themselves with lavish costumes and body paint, assuming a persona. Likewise, just like the WWE, Bullet Run encourages a lot of smack talking, only it comes in the form of taunts. Whenever you die you're treated to a kill cam of the player who did the shooting. If the player wants bonuses, they can take a moment just after a kill to taunt you.



Taunting makes you vulnerable for a few seconds, but they encourage you to do it to earn Heat. Heat is the resource you earn every match, and what you use to unlock additional skills. Heat is earned for kills, for well-time taunts and for other general crowd-pleasing moves you pull off during the match. You see, instead of the now-typical killstreak rewards we see in many other shooters, Bullet Run rewards you with additional powers throughout the match based on the total Heat you earn across all your lives. This means you don't have to be the guy that manages to kill 10 people in a row to get an incredible power, you just need to play pretty well throughout the course of multiple spawns to earn each subsequent tier of power. Do well and you'll earn a power, do better and you'll earn something even better. Powers range from the ability to drop a sentry turret, to a robot that can freeze people in place, to things like "Akimbo," which allows you to wield two guns and do a knee slide on the ground for additional Heat. You don't pick a pre-made character with abilities, but instead choose from an array of them to put together a list you like best, choosing one from each of the four tiers.

Sounds pretty interesting, right? Well, it is in concept, but I think Bullet Run will have an uphill battle taking many people away from their current shooters. The Heat mechanics are a smart twist on the typical killstreak rewards, but otherwise it felt very similar to every other first-person shooter out there. Gunplay is totally competent, but the level design seemed pretty standard, and visually it doesn't stand up to a lot of the competition. The free-to-play angle might give it an audience, but ultimately I'm not sure this will have the roaring crowds in real-life like it does in the game.

If you're interested in trying it for yourself, you won't have to wait long. Bullet Run enters beta in the next couple of weeks, with a planned release this summer.



Source : ign[dot]com

E3 2012: Why Watch Dogs is My Game of the Show




Every day I read about various accounts and sites being hacked. I hear about people being spied on or harassed online. News spreads of computer failures that lead to the loss of innocent lives, or the inconvenience of thousands more. I read this information, this data, on my phone. On my iPad. On my computer. On my dedicated portable gaming device - on my home console for that matter.

It’s with my modern day, fast-paced lifestyle that I see Watch Dogs, not only remarkable and visually stunning open world game, but one that has the clever hook of exploiting the vast network of technology that permeates our lives. This is relevant in a way that Assassin’s Creed never could be. This feels more real than anything we’ve seen in Call of Duty. Ubisoft has found something remarkable here, and if it succeeds, the publisher will add another powerful franchise to its extensive roster. Make no mistake about it, the presence of Watch Dogs nearly tipped the scales of E3 2012 towards Ubisoft all by itself. That takes something special. While this show hasn’t featured many surprises, it is still packed with quality software from established, excellent franchises. Being new isn’t necessarily enough to completely steal the show. Gameplay is king.



Watching Ubisoft demonstrate its vision of a hacker with the power to control and influence anything attached to a network, to the “CTOS,” Ubisoft’s version of Skynet, is remarkable. Layers unfold as lead character Aiden Pearce stalks his prey in digital and physical form. Like a ghost that has somehow found the ability to become corporeal, Pearce can shut down your phone, or invade it and discover your life story - while he’s standing ten feet away, gun in hand. Pearce moves with a shuffle and a slight awkwardness, a hunch that is no doubt born from years of trying to keep a slightly smaller profile. A leather overcoat, baseball cap and occasional handkerchief over the mouth keep our so-called hero anonymous, a shadow that can fade into the darkness when the moment calls for it.

Like many modern games, Watch Dogs seems to borrow a variety of elements from all around it, but watching a battle amongst cars (after Pearce had caused a ten-car pile-up through some sort of electromagnetic pulse) in the open world of Chicago, I was immediately reminded of Grand Theft Auto. I was reminded of GTA because, in its current state, and from what I can see, Ubisoft might have found a way to outdo Rockstar’s iconic franchise.

Watch Dogs lacks the flippant, pseudo-playful nature of GTA, but it makes up for it with details of its own that are too incredible to ignore. Pearce’s abilities immediately set this game apart. You’re no criminal slinking your way through the underworld. You’re a vigilante, guided by a ruthless code, unafraid to kill your enemies. There is a larger strategic gameplay element here. GTA requires you confront people and blow them up with a rocket launcher. In Watch Dogs you can invade someone’s privacy, discover their darkest secrets and then blackmail them until they submit to your will. Not that there’s anything necessarily wrong with the GTA approach, but I find what Watch Dogs is doing to be far more fascinating.



Ubisoft’s ambition for this game, which has no release date or specified platforms (though it could come to any of them, including Wii U), doesn’t just limit itself to taking place on whatever console you have. It extends to the iPad as well. In a behind-closed-doors demonstration, members of the development team pulled up a map of Watch Dog’s Chicago, and proceeded to highlight how this extra program could tie to your game.

Not only can players interact with a fully 3D map of the city, and scout locations via building blueprints, they can track targets and even spend money to fully investigate subjects ahead of time. Post-mission, you’ll be able to scrub through an interactive timeline of your actions, watching your gunfight with the police and escape by propelling a car over a raising river bridge. But that’s not all. Ubisoft doesn’t just want you to gain intel on your own world, but the world your friends occupy as well.



Like any good spy, players will be monitor what others are doing. Not only can this be useful for learning tricks or potential sticking points for future endeavors, but it can be used in a competitive manner as well. Challenges can be issued, and under the right circumstances (if both players agree to the scenario, it sounds like), you’ll be able to manipulate technology around your friend, attempting to shut down some of their options and force them to improvise as they react to your actions.

That’s why Watch Dogs is my game of E3 2012. It not only has the ambition of scope and detail that few games have, it’s finding a way to twist that, to find a clever way of bringing innovative gameplay into that large-scale setting. Few games really try to do both of those things. In development for two years, and with seemingly at least another year to go, Watch Dog has dared dream big. And it has paid off. This is definitely one to keep an eye on, folks. Just be warned - it might start to make you a little paranoid.



Source : ign[dot]com