Monday, June 11, 2012

Why Dishonored Was My Game of E3 2012




Arkane Studios treated show-goers to a meaty look at Dishonored during E3 2012. The game was playable at Bethesda’s stand, giving players access to a fully tooled up Corvo Atano (the lead protagonist) and letting them cut loose, mixing and matching powers and more traditional weapons to create some serious mayhem.

More revealing, however, was the behind closed doors demo component. A full half hour long, Harvey Smith and Raphael Colantonio, the co-creative directors on the game, used their time wisely, running attendees through two play-throughs of the same area to highlight how players can approach the same mission in radically different ways.

The mission? To infiltrate a bath house/brothel complex known as the Golden Cat and assassinate two targets: the Pendleton brothers, corrupt members of parliament.


Three soon to be dead guards.


The first run was all about stealth. There are apparently eight to ten ways to get into the Golden Cat in the first place, but for this play-through Corvo possessed a fish swimming in the water on the dockside of the complex and swam in through a vent. According to Smith, in the final game the brothers’ locations within the Cat will be randomised each time, and Corvo was able to glean their whereabouts by listening in on the staff’s chit chat. These were then marked within the game's HUD.

In both the demo and our hands-on, the ease with which stealth movement is handled is impressive. This is a game where measured players can have a real awareness of what’s around them, and stay in control. Crouched movement keeps the player silent, while the ability to lean out from behind corners without being seen is key to keeping tabs on the movements of guards. It’s immediately obvious whether a guard is blissfully unaware of the knife about to be plunged into his neck or not, because as soon as he’s alerted, graphic novel-style lightning bolt icons flash red above his head.

Corvo moved about the complex with style, either avoiding or knocking out guards, and using rooftops and windows ledges to his advantage. Of course, his many powers came in handy too. The key ones for the stealth run were Blink – which is essentially a short range teleport move, and invaluable for moving from cover to cover and crossing gaps; Dark Vision, which allows the player to see where guards and other people are through walls; and Possess, the aforementioned ability to merge your body with another, from fish and rats to humans. Powers are upgraded with runes, and these are found using a device called The Heart – a steampunk heart that players can hold in hand: it beats faster the closer Corvo is to a rune.

The kills themselves again highlighted how many options are at the player’s fingertips. One brother was in the steam room, so Corvo simply made his way to the heat controls next door and turned them up, cooking him alive. The other brother was entertaining a scantily clad, masked woman in an opulent bedroom. Corvo snuck in, possessed him and walked him out onto the balcony, locking the door behind him. He then hopped out and used Windblast to send him flying to his death.


Be gone!

The second run-through was pure carnage. Blinking right behind guards and straight into stabbing them through the neck, laying down traps that tear enemy soldiers apart, freezing time to fire crossbow bolts at guards for a simultaneous triple kill, setting rats on enemies, you name it. The hand-to-hand combat is fast-paced and smooth too, with a counter system that lets Corvo block then kill in one smooth motion if timed correctly. The action is incredibly visceral: Corvo is deadly with a knife, while attacks like Windblast can cleave enemies in two as they’re knocked back.

The key here, however, is that the wealth of moves and weapons mean the player can get insanely creative. With a weapon in one hand and a power assigned to the other, blinking into a kill, freezing time then setting a Spring Razor trap at the feet of guards, summoning rats then blasting guards in the face as they freak out, it’s all simple. Players can switch by bringing up a wheel of powers, but they can also assign four to hotkeys for menu-free switching.

One of the reasons Dishonored stood out so much is its gameplay is both rich and emergent. On several occasions, Harvey Smith (who was talking us through the action) pointed out moves that playtesters had simply invented, which the game design now actively supports. Players can survive falls from incredible heights, for instance, by targeting someone on ground level as they fall, and possessing them at the last second. Another cool move allows Corvo to cross large gaps – simply run and jump into space, then Blink in mid-air. Blink, incidentally, is the only power that can be used as often as the player likes – it has no resource cost.

The final example was actually after the main demo, in a separate area called the Flooded District. It's basically a neighbourhood that was once well-to-do but is now flooded and ruined. People with the plague in other districts get dumped over the wall to live out their last days here. Grim, eh? Anyway, the guards patrolling this area are on Tallboys – mechanical stilts that are very reminiscent in design of Half-Life 2 and City 17. Players are able to use Windblast to blow their incendiary arrows back at them. “This was not something we planned for,” said Smith, “but something we supported once we discovered it.” Awesome. Players can also possess Tallboys to walk through to restricted areas without triggering an alarm.

While the entire game is set within one city, this isn't an open-world title; it's a linear set of missions, but each mission is a very deliberately crafted sandbox, with numerous paths for the player and almost unlimited options. It's a great approach, as it emphasises player freedom, while ensuring the world design can be succinct. That said, the way you play will have an impact across the wider game; if you simply kill everyone that stands in your way you'll wind up with a much darker end-game than if you opted for stealth. And yes, players can get through the entire game without killing anyone (presumably other than assassination targets).



Dishonored’s main strength is definitely its gameplay, but it certainly doesn’t hurt that it’s also very easy on the eyes. The art direction takes inspiration from 1850s American whaling towns and Victorian England, but through the lens of a graphic novel. It’s like a painting in motion, and makes the often brutal violence - decapitating guards, people getting ripped to shreds or devoured by rats – a little more comic in tone than it might otherwise have been. There are shades of City 17 and steampunk in there too.

In a show dominated by bombastic, action affairs that seem to take more inspiration from Hollywood than Half-Life, Dishonored is a breath of fresh air, and with less than four months until release, it’s not going to be long until we find out whether it truly can make the most of its wealth of gameplay potential.



Source : ign[dot]com

E3 2012: Brave hands-on





brave

Movie-based video games aren’t always that great, especially when they’re based on an animated film. Disney Interactive Studios has been breaking that trend, especially when it comes to Disney-PIXAR movies. Both Cars 2 and Toy Story 3 were really good games. Now, they’re trying to continue their success with their upcoming release of Brave, based on the Disney-PIXAR film. I got some hands-on time with Brave at E3 this past week.


brave video game

Brave is going to be released on all major platforms, but when I tried it out it was on Xbox 360. Brave is a third-person action game that puts you in the role of Merida. It’s your standard fare of melee and ranged attacks, with melee assigned to the face buttons and ranged attacks handled by the right analog stick—giving it a twin-stick shooter feel. With all off your attacks, you can scroll through four different elements to use with your attacks, such as fire, wind, and earth. These elements will help you against certain enemies. For instance, an enemy that is made of ice will be susceptible to fire.

The other element of the game, besides action, is puzzles. As Merida or the little, cute bear cubs, you solve puzzle segments based on logic or the elements you can equip. The ones I encountered were easy, but seeing as this game is geared toward a younger audience, that isn’t necessarily a bad thing.


brave video game

As you progress through the game, you will be able to unlock new attack combinations, swords, bows, and outfits. You will also be able to upgrade the effectiveness or your abilities and elements. However, I didn’t see a difference in the weapons besides the obvious visual difference.

Co-op is available with a friend. The first player will play as Merida and the friend as a Will O’ the Wisp. It’s pretty much a wisp—a mystical blue cloud that can do attacks and cycle through elements just like the first player. The unfortunate part is that the camera only follows the first player, so sometimes your friends won’t be able to see where they are.


brave video game

While the platforming is solid, the game doesn’t quite have the visual flair that Toy Story 3 and Cars 2 had. By no means is it bad, but it doesn’t live up to movie trailer or other Disney Interactive Studios games. As vibrant as Merida’s hair is in every piece of advertisement you see with the movie, the video game just doesn’t have that same vibrance.

Brave the Video Game also comes with Kinect of PlayStation Move functionality with an archery mini-game.

If you’re looking for a kid-friendly third-person action game, Brave is more than capable of filling need. It has fun platforming segments, puzzles, action, multiplayer, and the charm of the movie. Brave is scheduled to release on June 19, 2012 on all major platforms.




Source : gamezone[dot]com

PS Vita Firmware Update 1.69 Available Now




New firmware is available for PlayStation Vita. Update 1.69 is entirely optional to download, and according to Sony’s Eric Lempel, it’s designed to “[improve] software stability.”

Update 1.69 is 97 MB in size and should download fairly quickly. Remember: if the update is going slowly, you can always attach your Vita to your PlayStation 3, which should let it download faster.

Other than improving “software stability,” does Update 1.69 also open the door for new additions promised soon, such as YouTube and PSone Classic support? Only time will tell!



Source : ign[dot]com

E3 2012: Runes of Magic: Fires of Shadowforge






Runes of Magic is back with Chapter V of their fantasy saga.  What once started with just humans, added a bit of elven flavor, and now is adding the fan desired dwarves to the mix.  Chapter V is the Fires of Shadowforge and you’ll be able to play it as soon as next week; June 12th to be exact.  These dwarves delved in some demonic magic centuries ago and have now paid for it.  Modern archaeologists have reawakened this ancient race thus introducing them as a playable race in Runes of Magic.  How will the world of RoN react to the remerging beings from deep within the planet?  



With the fantasy genre’s stout bearded friends, come two exclusive classes for dwarves only.  The ‘Champion’ is a melee class which can specialize as a tank or DPS role.  Their melee attacks use magic to bolster their prowess and to defeat their opponents.  The Champion also has the unique ability to turn into a robot for when they need to take on that absolutely tanky role.  The ‘warlock’ is a range class which specializes in both DPS and support roles.  The attacks of this class are based off soul magic attacks.  Dwarves are also able to play other classes that are not race specific.



The new content in Fires of Shadowforge includes the dwarf race (males only), two new player classes, a brand new starting zone, and a dwarf exclusive instance at the end of their starting zone: Taffrock Southern District.  Once this zone is completed you can join your other friends online in the above world of RoM.  While underground though, you can explore the mystical forest like cavers, cliff sides, and the dwarven homelands.

I got the opportunity to try out a dwarven warlock to get a feel of what to expect in Fires of Shadowforge.  I was only able to play through a few quests in my limited time, but both the game and warlock had a smooth feel to them.  Starting out, the warlock had a single target attack spell to start with and single target weakening curse to cast on foes.  The environment truly gave a feel of being hundreds of feet underground and the architecture gave the stone surroundings a truly fantasy dwarven look.



The great aspect of Runes of Magic is that it is a completely free to play MMORPG.  Through downloading the client from the RoN website the game can be yours in just a short while and you will never be asked to pay a monthly fee.  What, that’s not easy enough for you?  Fine.  Runes of Magic and all the chapters, including Fires of Shadowforge, can be played on any PC web browser.  So if you play at home, your laptop, work computer, friend’s house, etc, all of your characters can be found where ever you log in at.  It doesn’t get any easier than that.  Check out today if you haven’t already and prepare for the introduction of the dwarves.




Source : gamezone[dot]com

E3 2012: BandFuse: Rock Legends Preview





Anyone who wants to work in the gaming business must be passionate -- I think that goes without saying. Still, it's a breath of fresh air when you receive a demo or interview from someone who knows how to show their enthusiasm and project that excitement onto others. Jon Heiner, game director at Realta, is an example of a developer who knows how to make you believe. At E3, I had the chance to talk to him about his first gaming project, BandFuse: Rock Legends.


BandFuse, much like Ubisoft's Rocksmith, is a rhythm game that features a full guitar experience as opposed to the 5-button experience typically associated with Rock Band and Guitar Hero. It currently supports guitar, bass, and vocals, although they were primarily showing off guitar at the show. Realta hopes to differentiate BandFuse from the competition through authenticity. They claim their technology offers a zero latency experience and the use of tablature, guitar's equivalent to sheet music, instead of exploding gems will teach BandFuse players how to read any guitar magazine or lesson book. By the sound of it, Realta has a no compromises approach to creating their guitar experience.



Despite being new to the scene, Realta pulled in a growing list of names from the rock industry to assist them in development. Slash, Zakk Wyld, and Nancy Wilson are already tied to the project, and there's no telling if there will be more to come. Bringing so many musicians on board gives Realta the ability to create perfect to near perfect tabs of the songs. "This is how the part is played." Jon Heiner told me, in reference to Slash's song Back From Cali. "I know this, because I asked Slash." It sounded like the legends would also play a role in teaching the player guitar techniques, telling rock stories, and motivating the player to keep picking up his or her instrument. The legends are integrated into the experience and aren't just names on the box to sell copies. 

Realta has also courted favor from John Nady, developer of a wide array of wireless music technology. For BandFuse, Nady has developed the guitar cable that ships with every copy of the game and an acoustic guitar attachment to allow players to use their acoustic guitars in the game. That's right. For the first time in a game, songs like Drive by Incubus can be played using the proper type of guitar. Unfortunately, since they use their game is designed around their technology, Rocksmith's guitar cable has too much latency to be usable in BandFuse. Jon also showed me an audio adapter that will ship with their game that allows the player to plug a pair of headphones directly into the Xbox. There's a surprising amount of tech being developed for BandFuse; all in the effort to allow players to play how they want.



Realta wants BandFuse to be more than just a personal journey; they want it to be a social experience. Every time you play a song in BandFuse, your performance is recorded. Afterward, you can upload that recording to their BandFuse cloud and share it with friends or even ask someone to record a backing track to combine with your leads. They were not showing any of the social aspects of BandFuse at E3, but Jon described it as one of the three major pillars supporting their game. The ability to share is woven into the fabric of BandFuse, but we'll have to wait to see how it all plays out. 

Any good guitarists knows you don't become great without practice. BandFuse's practice options were not finalized by my E3 appointment, but they understand how crucial practice can be to an experienced player. They know they want to make practicing simple, fun, and worthwhile. Realta also plans to build tutorials to help players learn and get better at guitar. Jon told me they want to "Game-ify guitar practice," and they may be on their way to accomplishing just that.



After my interview with Jon, I strapped on one of the guitars and tried out some of the tracks. I played through Reptilia by The Strokes and Harder to Breathe by Maroon 5 on two of the intermediate difficulties and had varying experiences. Multipliers in the thirties and fourties were not uncommon during Reptilia, but I couldn't even break ten in Harder to Breathe. It was hard to tell if the difference in score was because of the software, an out of tune guitar, or just my mediocre guitar playing. E3 is not the best venue to test a game with so many things that could go wrong. I will say the scoring system is more strict than Rocksmith, but not as restrictive as Rock Band 3's pro guitar. You still have the freedom to play what you want during guitar breaks, and you are never punished for not playing what's in the tablature. Your multiplier will slowly decrease if you aren't playing the notes as they are shown, but you will never fail out of a song. 

I had low expectations walking into BandFuse. Rhythm gaming has gone through a lot of turbulence the past few years, and I'm incredibly skeptical of new IPs in the genre. Rocksmith felt like a lucky strike, but BandFuse may solidify this as a trend. Rhythm gaming could be reborn with a focus on learning and playing real instruments. Based on what I saw at E3, could easily lead that charge.




Source : gamezone[dot]com